Tuesday, 6 February 2024

Task Force Rose, 16th December 1944

 I was very keen to make some use of my new snow boards during the winter period, and what could be more appropriate than a couple of Battle of the Bulge games, fought in December? I did have a mind to try Eylau, but the Napoleonic rules need a bit more work yet.


First up is Task Force Rose, holding the approaches to Bastogne on 16th December. A wargamers favourite scenario which pops up everywhere, this one was lifted from the version in CD IV (scenario 5 of the US scenarios).

Bastogne is off to the left, the main highway runs through Antoniushof on the north road, and there is a secondary road to the south. I rated the woods and dense and the ground as bad going offroad, so movement will be a bit ponderous. As these are small units, I'm using the 'battalion scale' optional rules, so the elements represent big companies, and ranges are increased to three hexes (four hexes downhill). 
The original CD scenario is on a 6'x6' table (2 miles by 2 miles) so that works OK.

The Germans win if they can capture the Antoniushof road juction and road exit to Bastogne by the end of the game (12-15 turns).



TF Rose, from 9th Armored Div. A company each of 76mm Shermans, M5 Stuarts and an Armored Infantry company supported by a 105mm battery. The latte should be a Priest but I wanted to use one of my towed 105mm guns. Also in the area is a  company from 110th Infantry Regt, rated as Veteran.

I gave the US two supply columns, which is quite a lot for four combat companies!


Facing them is the panzergrenadier battalion from PGR 304, 2nd Panzer Div, supported by II/2nd Panzer Regiment - a remarkably weak panzer battalion with a company each of Pz IVs and Stugs. Irl it had two companies of each, so I suspect it has been tweaked for game balance. 

They are however supported by two batteries of 105s, one towed and the other a Wespe.

It is late 1944, so the German supply situation is dire. One supply column for five combat companies and the two artillery batteries. I did give each gun four fire missions though, as the offensive has just started.

Well this is interesting, the Germans have to attack four companies with five and advance across the entire table in bad going! The only saving grace is that they are all rated as Veterans, and the panzergrenadiers have their full complement of heavy weapons, including all 12 x Sdkfz 251/9s with 75mm guns and the Regimental infantry gun company with another 6x SP 150mm guns. I rated the panzergrenadiers as Heavy (3D6).


The US can set up six hexes in, so the Shermans and 110th Infantry held the town, the Armored Infantry a town on the southern route, and the Stuarts set up a delaying position hull down on the ridge above the main road. With units on hills able to fire four hexes, that northern position is quite tough. 


The Germans only start with their three PG companies, and decided the direct approach was too heavily defended so went with the southern route. As both sides spotted each other, artillery fire commenced and shots were exchanged.


The Germans were lucky with their reinforcement rolls and the panzers rolled up early. The Pz IVs went to support the probe in the centre, while the Stugs went south. One of the PG companies dashed across the open ground towards the central woods, the trees just shielded it from the Shermans, but not the keen eyed US artillery observers.


The Panzergreandiers made it with some losses, while the Stugs and other PG company provided fire support from the east. The Pz IVs pushed forwards to attract US fire from the main attack.


As US losses mounted, they reorganised the Stuarts and Armored Infantry. I really needed to assault those guys, or the US could just use their plentiful supply units to keep replenishing them in a prolonged firefight. The Germans reorganised the battered panzergrenadiers north of the town prior to the assault.


The Germans fired everything that had at the Armored Infantry, including the last of their artillery ammo, reducing the US troops to one hit (you can just see the 5 point hit marker on the halftrack). The reorganised panzergrenadiers assaulted and wiped them out. Disorganised units are vulnerable in assault.


In the north the Stuarts stayed a turn too long. They should have pulled out to fully reorganise as the Germans obtained local fire superiority, instead they hung around and a lucky sequence of German shots finished them off, even though the panzergrenadiers were battered by artillery fire.


Having cleared the southern road, the Germans piled west at top speed, outflanking the defenders to the north. The infantry were shielded by the terrain, but the Shermans could see the Stugs in the village.


The Germans now prepared to capture the objectives and reorganised their other battered PG company.


The southern forces pushed forwards into a torrent of fire. One PG company took such heavy losses it became disorganised. The extra hit Veteran units can take was the only thing saving the Germans.

The Germans had managed to resupply their guns by now.


Enough German units were now in range that they started to batter the Shermans with concentric fire. German artillery even scored a direct hit on the tanks, suppressing them.


Two panzer and panzergrenadier companies closed in. The disorganised PG company took the road exit, while German artillery and direct fire pounded the town. The US in turn concentrated on the PG unit in the trees, firing off the last of their artillery rounds (again).


The US artillery gets resupplied for the third time.


Covered by fire the Stugs managed to assault and overrun the damaged Sherman company. US trucks desperately resupplied the 110th Infantry hanging on in the town.


On turn 12 every gun the Germans had fired on the town, while the damaged Stug company assaulted the defenders.


They shrugged off the defensive fire, and as time ran out, finally rolled into the town.


Poor old Major Rose goes into the bag.

Well that was a tough fight, I thought the Germans were on a very sticky wicket there, but they managed to (just) pull it off in the end. IRL TF Rose disintegrated in the face of the German assault, although the tank companies fought a long delaying action. The 110th infantry were on the southern road and held out until nightfall, when they withdrew.

The game worked well, and the longer ranges gave it a much more tactical feel, the four hex range off the hilltops was very scary! I also remembered that units being assaulted were shocked and unable to reorganise this time, which made quite a difference. 

I think overall the Germans made fewer mistakes than the US, particularly leaving the Stuarts in position for one turn too long. The Germans had some units battered to within 1 hit of extinction but generally managed to pull them out of harms way before they were lost, but their cautious choice of approach routes meant they nearly ran out of time and had to take risks at the end. 

A scenario which warrants replaying, as I can see it going either way quite easily. A contest of quality vs terrain and supply.






10 comments:

  1. What were the rules used for this? Memoir 44?

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    1. No, my version of Neil Thomas's One Hour WW2. They are in the One Hour Wargames section for download. Largely based on his Ancients set, much better than his WW2 rules for this level of action.

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  2. Thanks Martin. How do the resupply rules work? In the rules it mentions artillery resupply by taking a turn to reorganise, but in the game write ups you mention supply columns.
    With respect to 110th not sure they rate veteran for the Bulge. They had been severely battered in the Hurtgen Forrest battles and the quality of replacements they received was not high. The opinion of the divisional commander was that the 28th ID was a shadow of the unit that came ashore in Normandy. Cheers Fred.

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    1. Hi Fred. Basically any unit can spend a turn reorganising, which includes resupply of air and artillery. But, I've taken to limiting the number per turn (typically one or two) and representing the reorgs. With actual models, hence supply columns. I've got lots of lorries etc and it adds to the narrative, when I'm running games it helps me remember who is reorganising too. It can get a bit chaotic with lots of players on the call.

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    2. As for unit ratings, I just copy them from the scenarios. I know F all about the US Army, but making TF Rose Green instead seemed very mean. I suspect some of the US unit ratings in the scenarios are a bit optimistic.

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  3. I would agree re Task Force Rose. I think the original CD Bastogne module had them as green and then a subsequent version of CD introduced trained and from my discussion with Frank Chadwick that would have been his preferred rating. My issue is more with rating divisions like 4th and 28th ID as veteran. Comparing with german division like 26th Volksgrenadier like the 28th a veteran division that had been pulled out of the fighting and rebuilt yet get rated as green or regular at best. In fact 26th VG had been pulled out of the line earlier, had received replcements better than the average quality the Heer divisions were getting at the time and had longer in the line to bed in the new guys and complete training. So the conventional narative of the Bulge that small units of veteran Americans beat off hordes of poorly trained and sick Germans dosen't seem to match the reality on the ground at the time. My opinion is that the ground and the weather had much more to do with it than heroic stands by isolated US troops. When you compare the advance rates of 3rd Army, for example, in their relief of Bastogne they manage rates of advance no better or sometimes worse than the Germans did at the start of the offensive, despite possessing significant advantages and fighting battered and tired German units in defence. One day if I can get there I must do something for COW on the Bulge.

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    1. For these sorts of scenarios I tend to use a relative ranking of unit quality, and sometimes it is a proxy for unit strength and equipment holdings too. 26th VGD was exceptional among the VGD, most of which weren't great, for various reasons.

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    2. Yes 26th VG was particularly fortunate, but not the only good VG division assigned to the Bulge. 12th VG, 18th VG and 352nd VG were all in good shape and had extended periods in a quiet sector of the line to bed in the replacements.
      My point is not about how good the German units were, but how bad some of the US units were. Divisions like 28th and 4th ID had been gutted in the Hurtgen Forrest battles, suffering particularly heavy casualities in the infantry regiments and amongst the experienced men and junior leaders, had received poor quality replacements often with little combat training and had very short periods in the line before being attacked. Of course some American units were particularly badly served. The unfortunate 106th ID being the prime example. Having been combed out for replacements numerous times while in the US, having a very difficult journey to the front. Arriving cold, wet and hungry had only a few days to get the men settled in before being attacked. Had not tied in their defence with the adjacent units or disseminated defensive plans it is not surprising they suffered the fate they did.

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    3. I would add 212th VG to that list as well which makes 5 decent divisions out of the 10 or so VG divisions commited in the Ardennes.

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  4. I'll probably be be doing the ng the Bulge at COW this year, the infamous 5 Minute Bulge...

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