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7/21/2019 Flames of War Peiper's Charge Scenario
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18 December, 1400-1600 hours: A massive air attack strikes the columnstretched along a 30km (19 miles) piece of the road. Peiper’s Wirbelwindanti-aircraft tanks knock down several P-47 ghters for the loss of twoPanther tanks and a few other vehicles.
18 December, 1430 hours: The nearby air attack alerts the engineers inHabiémont of Peiper’s objectives and the bridge is blown. Peiper turnsback to La Gleize.
19 December, 0900-1100 hours: Peiper attacks Stoumont.After a erce battle, Peiper wins the town, but supplieshave run out and Peiper is forced on the defensive.
20 December, Midday-2000 hours: US Task Force Harrison (119 th InfantryRegiment and 740th Tank Battalion, 30th Div) strikes Peiper’s perimeter atthe Stoumont Saint-Edourad Sanatorium. The building trades handsseveral times, but after the bloody ght, the Germans retain control.
20-21 December: The US 504th Parachute Infantry Regiment (82nd Airborne Division) attacks Cheneux. By nightfall, after a bloody ght theparatroopers only manage to grab a toehold in the town, only taking therest on the following day.
20 December: US Task Force Lovelady (from the 3rd Armored Division)severs the road to Stavelot attacking Germans near Trois Ponts with the505th Parachute Infantry Regiment (82nd Airborne). The task force moveson and links up with the Stavelot defenders, ending German hopes ofreinforcing Peiper.
21 December: Despite being outnumbered, low on ammo, fuel, and food,Peiper staves off several US attempts to take Stoumont and La Gleize. On21 December, Peiper withdraws from Stoumont to consolidate his linesat La Gleize.
24 December: At 1700 hours 23 December, Peiper is granted permissionto break out of the encirclement. Leaving a small rearguard force to holdoff the Americans, Peiper’s group withdraws at 0200 hours on 24December.
19 December, Morning: SS-Kampfgruppe Knittel, the 1. SS-Panzerdivision’s reconnaissance battalion, joins Peiper at La Gleize.
19 December, 2100 hours: Peiper pulls back and forms aperimeter around Stoumont, Cheneux, and La Gleize.
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PEIPER’S CHARGERunning the Gauntlet in the Ardennes, 16-25 December 1944
Te quintessential image we all see in our minds when someone mentions the Battle of the Bulge is that of a lineof King igers with Fallschirmjäger troops riding atop and Jochen Peiper pushing them forward with words of‘encouragement’. With the release of Devil’s Charge it is now possible to refight this epic story with this epic scenario!
STAVELOT
MALMÉDY
A m b l è v e R i v e r
TROIS PONTS
CHENEUX
STOUMONT
HABIÉMONT
WANNE
LA GLEIZE
TARGNON
S a l m
R i v e r
By Mike Haught
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17 December, 1930 hours: Lead elements clash with a roadblockestablished by the 291st Engineer Combat Battalion. Convinced that theAmericans strongly defended Stavelot, the Germans wait until morningto launch an all-out attack.
18 December, 0630-1100 hours: After a short artillery barrage,SS-Kampfgruppe Peiper charges into Stavelot, overruns the Americansguarding the stone bridge, and bypasses the town defenders.
16 December, 2200 hours: Peiper pushes through trafc jams and
reaches Losheim.
16/17 December, Midnight: Peiper takes command of a battalion of idleparatroopers and pushes north.
17 December, 0600 hours: Peiper overtakes a column ofretreating Americans.
17 December, 0800 hours: Kampfgruppe enters Büllingenand captures 50,000 gallons of fuel for their tanks.
17 December, 1200 hours: Peiper encounters the rst serious Americanresistance. The US 9th Armored Division’s CCB engages the battlegroup.Sherman tanks knock out one Panther, but the Germans destroy twoShermans and an M10 tank destroyer in return and press on to Stavelot.
17 December, 1500 hours: Following the spearhead through Baugnez,rear elements of the group encounter the US 285th Field ArtilleryObservation Battalion, resulting in the Malmédy Massacre.
17 December, Midday: The battlegroup reachesThirimont. Poor roads force Peiper to redirect north anduse the hard-surfaced road via Baugnez.
18 December, 1115 hours: As Peiper reaches the Trois Ponts bridge, thestructure explodes in a mess of wooden splinters and twisted metal. Withthe bridge went Peiper’s only crossing over the Salm River, forcing him totravel north along the river until they nd a ford near Cheneux.
18 December, 1300 hours: Peiper sends his 6th and 7th SS-PanzerCompanies as well as some Panzergrenadiers to Wanne. From there thePanzer IV J tanks are to force a crossing south of Trois Ponts, but theengineers of the 291st demolish the crossing, forcing the panzers toreturn to Stavelot before rejoining Peiper.
18 December, 1400 hours: Peiper crosses the Salm River at Cheneux andleaves a detachment of 84. Flaksturmabteilung to guard the criticalcrossing.
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DEVIL’S CHARGE (FW222)Devil’s Charge (available 14 July)covers the fighting along theNorthern Shoulder of the Battleof the Bulge. In it you will notonly find the forces used here
in this scenario, but also OttoSkorzeny’s 150. Panzerbrigade ,US forces from the 2nd, 28th, and99th Infantry Divisions, Cavalrysquadrons, and, of course those‘Damned Engineers!’
In December 1944, Hitler launchedhis last great offensives against the
western Allies. Te largest was Wacht Am Rhein, or Watch on the Rhine,and would be forever known to
American historians as the Battle ofthe Bulge. Te goal was simple, punchthrough to the Meuse River, thentake Antwerp to encircle four Alliedarmies. Tis would hopefully forcethe Allies to the negotiating table andend the war on favourable terms forGermany.
o accomplish the offensive, Hitlergave the most critical task to his mosttrusted unit: the 1. LiebstandarteSS-Panzerdivision, which in turngave its most important objectiveto its best panzer regiment led bySS-Obersturmbannführer (Lieutenant
Colonel) Jochen Peiper. Peiper’s epicdrive is detailed below on the map.
o recreate Peiper’s daring march
to the Meuse, we’ve put together ascenario and battle report. Te formatis a gauntlet scenario where theGerman player starts the game witha seriously huge task force and triesto make it to the end of a long tablethrough roadblocks and demolishedbridges. Te American player has aseries of small forces to spring on theGermans.
Te scenario is designed to be playedalong three tables which representsthe path Peiper took in the cold
winter of December 1944. It beginsat Lanzerath, where the heroic standof 18 men and four artillery observersfrom Lieutenant Lyle Bouck’sIntelligence and ReconnaissancePlatoon held up the entire 3.Fallschirmjägerdivision for 20 hours.
Only the arrival of Peiper put theoffensive back on the road. Tis is where our story and scenario begins.
It ends at argnon and Habiémont.Tese small villages mark wherePeiper’s last obstacles stood before hisgoal along the Meuse. Securing thesepoints would mean that the Germanshad nearly unfettered access to theMeuse. Te Americans knew this andpoured everything they could intoStoumont and Cheneux. Tis was thedefining moment for both sides of thefight.
Victor and I put that to the testfurther on in this issue. But for now,here’s the scenario.
N
0 Kilometres 2 4 6
0 Miles 1 2 3 4
3 5
N
0 Kilometres 20
0 Miles 10
Rollbahn (attack route)
Peiper’s actual route
AB
C
D
E
A
FAYMONVILLE
BÜLLINGEN
HONSFELD
LANZERATH
LIGNEUVILLE
LOSHEIM
BÜCHHOLZSTATIONMÖDERSCHEID
THIRIMONT
BAUGNEZ
LIÈGE
M e u s e
R i v e r
MALMÉDY
ST. VITH
MONSCHAU
HOY
LOSHEIMSTAVELOT
TROIS PONTS
STOUMONT
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Platoons:
Panzer Platoon 300 points(4x Pz IV tanks)
Panzer Platoon 300 points(4x Pz IV tanks)
Panzer Platoon 655 points(4x Panther tanks)
Panzer Platoon 655 points(4x Panther tanks)
Schwere Panzer Platoon 590 points(2x iger II tanks)
SS-Panzergrenadier Platoon 200 points(full)
SS-Panzergrenadier Platoon 200 points(full)
Fallschirmjager Platoon 205 points(full)
SS Panzer Anti-aircraft Platoon 190 points(4x Wirbelwind)
SS-Self Propelled Infantry Gun Platoon 365 points(6x Grille)
SS-KAMPFGRUPPE PEIPER - 3895 POINTS
P ANZER PLATOON X2
(P ANZER IV T ANKS)
SCHWERE P ANZER PLATOON
(TIGER II T ANKS)
PEIPER (P ANTHER T ANK )
P ANZER PLATOON X2(P ANTHER T ANKS)
HQ:
Peiper 235 points
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SS P ANZERGRENADIER PLATOON X2(FULL STRENGTH)
F ALLSCHIRMJÄGER PLATOON (FULL STRENGTH)
SS P ANZER A NTI- AIRCRAFT PLATOON (W IRBELWINDS)
SS SELF-PROPELLED INFANTRY GUN PLATOON (GRILLES)
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able 1:Roadblock Strongpoint (Confident Veteran) 170 points
(1x Operating Squad, 1x Weapons Section)Rifle Platoon (Confident rained) 110 points
(2x Rifle Squads)ank Platoon (Confident rained) 375 points
(2x M4A3 76mm, 2x M4A3 (late))
ank Destroyer Platoon 175 points(2x M10 3” GMC)
Subtotal 830 points
able 2:Roadblock Strongpoint (Confident Veteran) 170 points
(1x Operating Squad, 1x Weapons Section) Armored Rifle Platoon (Confident rained) 225 points
(full)owed ank Destroyer Platoon (Confident rained) 195 points
(4x M5 3in guns (late))
Engineer Combat Platoon (Confident Veteran) 280 points(full, 4x Bazooka teams)
Subtotal 870 points
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able 3:Engineer Combat Platoon (Confident Veteran) 280 points
(full, 4x Bazooka teams)
Rifle Platoon (Confident Veteran) 200 points(full)
Scrapyard ank Platoon (Confident rained) 335 points(with 2x M4 Shermans, 1x M24 Chaffee, 1x M36 90mm
GMC, and 1x M10 3” GMC (late))Subtotal 815 points
Reserve (1295 points):Parachute Rifle Platoon (Fearless Veteran) 265 points(full)
Parachute Rifle Platoons (Fearless Veteran) 265 points(full)
ank Platoon (Confident Veteran) 515 points(3x M4A1 Sherman, 2x M4A1 76mm (late))
ank Platoon (Confident Veteran) 515 points(3x M4A1 Sherman, 2x M4A1 76mm (late))
Starting from urn Tree:Priority Air Support 245 points(close Air Support and 5.5” HVAR rocket options)
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4 8 ” / 1 2 0 c m
48”/120cm
48”/120cm
Te German player has eight turns to get one of theirteams to within 4”/10cm of the Objective marked . If
they fail to do so, the American player may immediatelydeploy up to two platoons from Reserve in their first turnonce the Germans have moved onto able 3.
SCHEDULE TO K EEP!Te Ardennes offensive was timed to the hour. Te German spearheads could waste no time getting to the Meuse. Anydelay would give the Allies time to shift reinforcements into play.
By the end of turn six, theGerman player needs to behere.
By the end of turn 16, theGerman player needs to behere.
American Reserves arriveanywhere along these edges.
Te German player has sixteen turns to get one of theirteams to within 4”/10cm of either Objective marked .
If they fail to do so, the American player may immediatelydeploy up to two platoons from Reserve in their first turnonce the Germans have moved onto able 3.
Te American Player begins rolling for Reserves once theGermans have moved onto able 3.
R USHED TO THE FRONT
When the Germans attacked, the Allies lost no time inputting their most experienced troops into the rupture.Essential for stopping Peiper were the hardened veterans of
the 30th Infantry and 82nd Airborne Divisions as well as theheavily armed 3rd Armored Division.
SCENARIO SPECIAL RULES
Instead of rolling for Reserves as normal, the German player may select up to three of their platoons to arrive atthe point marked on the scenario map for able 1.
When German platoons move off able 3 at points or, they are not Destroyed. A platoon cannot drive off the
table if it moved At the Double in the turn it attempts toleave the table.
A TTACK COLUMN
Peiper’s column was over 30km (18 miles) long, makingit a cumbersome formation on the narrow roads of the
Ardennes. Still, Peiper always managed to get what he
needed forward when needed it.
A
B
1
2
3
B
T ABLE 1T ABLE 2T ABLE 3
Neither player needs to roll a Company Morale Check.
A T A LL COSTS
Both the Germans and the Americans fought to the bitterend. For the Americans it was a fight for survival. For theGermans the fight was an end-game gamble.
A B
1
2
3
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All German platoons may make Stormtrooper moves on a
result of 3+.
DEVIL’S CHARGE
Once SS-Kampfgruppe Peiper was free of traffic jams inLosheim, Peiper used his Panzer IV tanks and armouredinfantry to lead the way through the American lines.
All American platoons from a company with the Why WeFight special rule use the British Bulldog rule (see page 246of the rulebook) in all Assaults involving any SS platoons.
W HY W E FIGHTNews of the infamous Malmédy Massacre spread fast, duein no small part to Eisenhower’s order to make the incidentpublic. From that moment on, the men gave no quarter tothe notorious Waffen-SS .
A Fuel Dump is the same size as an Objective Marker.
Te German player akes a Fuel Dump in the sameway they ake normal Objectives (see page 258 of therulebook).
When the German player akes a Fuel Dump in theStarting Step, all friendly platoons may immediately moveup to their full movement.
Once all of the teams have been moved, remove the FuelDump from the table.
FUEL DUMPS
Te Germans were aware of several American fuel dumpsin the Ardennes area and were taken into account whenplanning the mission of SS-Kampfgruppe Peiper .
GERMAN SPECIAL RULES
AMERICAN SPECIAL RULE
Bridge Demolition
American engineers earned the best compliment fromPeiper when a bridge blew up in front of the frustratedGerman commander and he exclaimed ‘Te damned
engineers!’
If at the beginning of their Movement Step, the American player has one or more Pioneer teams adjacent to a bridgethat has been prepared for demolition, roll a die for eachPioneer team adjacent to the bridge:
If the result is 6, the bridge is demolished andcollapses. Any teams on the bridge are immediatelyDestroyed.
Otherwise the bridge was not ready for demolition andnothing happens this turn.
A demolished bridge becomes Impassable for vehicles and
Gun teams, however it is only Very Difficult Going forInfantry and Man-packed-gun teams.
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•
Rollbahn
Te attack road, or Rollbahn, was critical to the Germanattack. Tese roads sliced through an inhospitable worldcovered in mud, snow, and ice.
All terrain that is not a road is considered Slow Going andrivers are rated as Impassable.
TERRAIN SPECIAL RULES
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4 8 ” / 1 2 0 c m
48”/120cm
48”/120cm
Te Peiper’s Charge scenario uses the Attack Column,
Bridge Demolition, Devil’s Charge, Fuel Dumps,Prepared Positions, Rollbahn, Rushed to the Front,Schedule to Keep!, and the Why We Fight special rules.
Y OUR ORDERS
GERMAN
You have been placed in command of the single mostimportant spearhead for the Ardennes Offensive. You havebeen chosen to lead an aggressive march through Americanlines to reach the Meuse River. Form there we will marchon Antwerp!
A MERICAN
Te Germans have attacked! Te situation is chaotic, butyour mission is clear: stop the Germans form reaching theMeuse. You are placed directly in the path of the Germanpanzer offensive. Corps is sending you everything they can,but try and hold the Germans as long as you can.
PREPARING FOR B ATTLE
1. Set up the table according to the scenario maps on pages XX-YY.
2. Place three Objectives at , , and .
3. Place Fuel Dumps at all points marked .
4. Te American Player now deploys all of their forces onthe table in the area marked on the scenario maps on pages
XX-YY.
5. Te German Player now deploys their FallschirmjägerPlatoon in the area marked on the Map. Te rest of theirforce is deployed using the Attack Column special rule.
BEGINNING THE B ATTLE
1. American troops begin the game in Prepared Positions.
2. Te German player has the first turn.
3. German platoons held off the table arrive at the placemarked 1 on the able 1 scenario map.
ENDING THE G AME
Te scenario ends when either no German teams or no American teams remain on the table.
If no American teams remain on the table, the Germanshave won and all remaining German platoons are countedas having left the table.
DECIDING W HO W ON
Te degree of success or failure of the Peiper’s Chargedepends on how many platoons have made it through tothe Meuse by exiting able 3 at points and . Use thefollowing to determine the result of the scenario:
3 OR MORE GERMAN PLATOONS THROUGH
German Stunning Victory: Te spearhead has brokenthrough the Allied lines and secured a corridor to theMeuse River. Surviving American forces in the area areforced to fall back or be surrounded and destroyed by the
weight of the German offensive.
2 GERMAN PLATOONS THROUGH
German Major Victory: Enemy resistence has dwindledyour numbers, but you have managed to push through.Victory is certain as the German Sixth Army follows your
path to the Meuse.
1 GERMAN PLATOON THROUGH
German Minor Victory: Te fight was hard, but a smallGerman contingent has made it to the Meuse. However,more work will need to be done to secure your achievementin the history books.
NO GERMAN PLATOONS THROUGH
Te Americans have not only halted the German offensive,but Hitler’s gamble has paid out grim dividend for the onceillustrious German army. Te spearheads were destroyed,
and with it, any hope of a quick decisive German victory inthe west.
PEIPER’S CHARGE SCENARIO
By the end of turn six, theGerman player needs to behere.
By the end of turn 16, theGerman player needs to behere.
American Reserves arrive alongthese edges.
A
B
1
2
3
C
T ABLE 1T ABLE 2T ABLE 3
X X X
A B C
X
2 3
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RoadblockStrongpoint
deployed here
Rifle Platoondeployed here
German Platoonsenter here
TABLE 1: BREAKTHROUGH
12”/30cm
12”/30cm
A
X
1
Fallschirmjäger
Platoonsdeployed here
Ideally this scenario uses an 18’ x 4’ (550cm x 120cm)table. However, this can be impractical at times, especially ifyou don’t have a room in your house to line up three tables!In this case, you can play this scenario in three parts, onefor each table.
SETTING UP E ACH T ABLEInstead of deploying all of the American platoons, onlydeploy the platoons available for the table you are playingon. Feel free to reuse some of the platoons from earliertables, such as the Roadblock and Rifle Platoons.
ENDING THE B ATTLE FOR THE T ABLE
Te game for each table ends when either no Germanteams or no American teams remain on the table. Whenno American teams remain in play, the German forces areconsidered to have instantly reached that table’s objectivein the same turn for the purposes of the Schedule to Keep!
special rule.
If there are no German teams left on the table the scenariois over as Peiper’s column as been brutally crushed!
MOVING TO THE NEXT T ABLE
Record which German platoons survive and move off of thetable. Tese are the platoons that the German player useson the next table. Ignore American teams left from previoustables. Te American player only ever uses the teams on thecurrent table.
When you start the second or third game, use the AttackColumn special rule to bring the German platoons intoplay at Point A on able 2 and Point B on able 3. If theGerman player captures Point C on able 2, they can usePoint C on able 3 as well to bring on their troops.
PLAYING THE SCENARIO ON INDIVIDUAL TABLES
6 ” / 1 5 c m
12”/30cm
LANZERATH
BÜLLINGEN
LIGNEUVILLE
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A n y A m e r i c a n P l a t o o n m a y a r r i v e h e r e f r o m R
e s e r v e
4 8 ” / 1 2 0 c m
RoadblockStrongpoint
deployed here
Armored Rifleand owed ank
Destroyer Platoonsdeployed here
Engineer CombatPlatoon deployed
here
Scrapyard ankPlatoon deployed
here
Engineer CombatPlatoon deployed
here
B
12”/30cm
12”/30cm
12”/30cm
X
TABLE 2: THE BRIDGES
TABLE 3: TO THE MEUSE
12”/30cm12”/30cm
12”/30cm
X
American Parachute Rifle Platoons may arrive here from Reserve48”/120cm
American ank Platoons may arrive here from Reserve48”/120cm
2
3
2 4 ” / 6 0 c m
C
LA GLEIZE
STAVELOT
TROIS PONTS
CHENEUX
STOUMONTTARGNON
HABIéMONT
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FORESTS
Te Ardennes is a massive forested region, broken upin places by the occasional clearing. Large portions of
the forest had been replanted in massive groves; thetrees planted in long and precise rows with large gaps inbetween. Te sandy soil of the northern forest preventsundergrowth, so it is easy to see long distances into the
woods.
You can model this on your battlefield by covering amajority of your table with wooded areas. Rather thantreating these forests as area terrain as usual, simply makethe area they occupy conceal those teams inside. orepresent the complications of manoeuvring vehicles inforests, they should be rated as Slow Going (rather thandifficult or very difficult going as usual).
STREAMS & R IVERS
Streams, canals, and small rivers flowed between the Meuseand Rhine rivers, creating a massive waterway networkthrough the Ardennes. Streams are Difficult Going withSlow Going Fords where tracks cross. Rivers and canals are
wider, and are Very Difficult Going.
FORDS AND BRIDGES
Fords and Bridges were vital objectives for armies movingacross the Ardennes. Fords across Rivers are DifficultGoing, but Bridges are rated as roads. For a bit of fun, feelfree to use the optional Bridge Demolition special rules torepresent old rickety structures and demolitions!
Tis scenario takes players throughthe widerness that confronted Peiperin mid-December 1944. Te weatherand terrain played nearly as largeas a role as the men on the ground,confounding off-road mobility and
blocking access routes. Many veteransof the battle called it a one-tank front,
referring to the narrow tracks androads through the Ardennes.
In this scenario, we reflect this byrating everything off the road as SlowGoing, encouraging German and
American vehicles to stay on and fightfor the road itself.
In your own Flames Of War battles,you can use some of the followingguidelines to help recreate thechallenges that Peiper and hisopponents faces in those early days ofthe Battle of the Bulge.
SNOW -COVERED TERRAIN
Moving in the snow presents a lot of hazards to the unwary
traveller. Deep snow impedes foot traffic as much as it doesvehicle movement. All teams treat snow-covered Roads asCross-country errain, and all other snow-covered errainas Slow Going.
ARDENNES BATTLEFIELDS