Before our friend Mr Ray departs again for the USA I set up a WWII Battle of the Bulge Rapid Fire game at the SESWC. I supplied the troops, scenario, buildings and the SESWC the scenery. Mr Ray Neal and Tim Wilson commanded the Germans, Bart Zynda and Campbell Hardie the Germans whilst I umpired.
|German armor start on Stoumont road|
|Last stand of the GIs at burning Roua|
This held up the attack on Stoumont. The German reserves appeared on turn 3. The infantry unit moved to reinforce the advance on Stoumont and the other units moved to join the attack on Roua. The attack on Roua went well for the Germans and the engineer’s flamethrower set fire to both the buildings and the defenders were wiped out as they emerged from the blazing buildings. The Panther trying to maneauvre on the road from Roua was heavily damaged by the concealed M36 which was heavily damaged in return but managed to expend all its ammunition.
The German armour supporting the attack on Stoumont suffered an ignominious fate – the Sd251/9 and the Wirbelwind were both destroyed by direct hits by mortar bombs and the Panzer IV was destroyed by Joe from da Bronx who made a heroic action and hit the tank with his bazooka. However the German infantry managed to storm 2 of the buildings in the town.
|Joe from da Bronx gets the Panzer IV!|
|Wirbelwind hit by mortar fire|
At that point we had to end the game. It was a draw with the Germans holding 4 of the buildings. The US still had both their Shermans in action with the Germans reliant on their remaining seriously damaged Panther.
More photos and descriptions on flickr
The game is based on Kampfgruppe Peiper’s attack on the village of Stoumont on 19th December. The game lasts 15 turns.
German objectivesTo win: capture Stoumont and drive all US forces from the buildings.
To draw: occupy and hold a minimum of of 4 buildings in Stoumont and/or Roua.
US ObjectivesTo win: prevent the German force from achieving its objectives above.
To draw: prevent the German force from holding more than 4 buildings at the end of the game.
Small Arms Fire
German infantry firing groups add +1 to their fire effect rolls.
ObservationThe first 3 turns are played in mist which reduces visibility to 12 inches. Roll from turn 4 for the mist to lift on a D6 score of 3-6.
MovementThe ground is muddy. Reduce all of road vehicle movement by 1/3rd.
US Order of Battle
All troops REGULAR
3rd Btn, 1119th RCT, 30th Inf Div - test @ 20 casualtiesHQ: CO + 5 figs inc 60mm mortar, lt truck
Coy A: 10 figs inc Bazooka
Coy B: 10 figs inc Bazooka
Coy C: 10 figs inc Bazooka
Wpns Coy: 11 figs with HMG, MMG, 81mm mortar, 57mm ATG, 3 jeeps, truck
SupportCoy B 743rd Tank Btn: 2 M4 75mm
Coy A 823rd Tank Destroyer Btn: 2 57mm ATG, 6 crew, 2 M3 ½ TR
(ea 57mm has 3 rounds of APDS - AT 2 at short and medium range)
C Coy 110th Tank Destroyer Btn: M36 TD (Note - immobile with only 4 shots!)
DeploymentUS troops must deploy west of the line US-US except for 1 coy of infantry which must be deployed within 8” of Roua for the first 8 moves.
NoteSupport coys are independent units.
Daisy chain of minesThe US battalion has a single daisy chain of mines to use only on roads. One figure must reach the roadside to deploy the mines. Test only for the first vehicle to cross.
|German panzergrenadiers and paras move on Roua|
German order of battle
All troops ELITE
Btn HQ: CO + 5 figs, Sd251/3 Cmd9th Coy: 8 figs, panzerfaust, Sd251, Sd251/9 75mm*
9th Eng Coy: 8 figs, panzerfaust, flamethrower, demo, Sd251/7 Eng
Para Coy: 11 figs, mmg, panzerfaust
Tank Coy: Panther, Panzer IV
Tank Coy: Panther, Wirbelwind SP AA11th Coy: 10 figs, panzerfaust, 2 Sd251
12th Coy: 120mm Mtr, 3 crew, Sd251, Sd250/9 75mm *
* count as 3 figs for morale
NoteTank coys are independent units. All others test as a single unit on 20 casualties
DeploymentAll German troops enter on the south road to Stoumont. No German AFVs can operate south of the Stoumont road.
Reinforcements can be diced for from turn 1 – needing a D6 score of 3-6 to succeed – and appear 2 turns later.