Bulge Germans : Volksgrenadiers vs Americans (with lots of Tank Destroyers)

By Tom Gall

Now that the Bulge German book, command cards, and unit cards are starting to flow out across the planet, I’m sure you’re like me, plotting what to buy and wondering in general how things will play. This article is about a 100 pt game featuring Volksgrenadiers vs American Airborne with tank destroyers and Pershings.

I like the Volksgrenadier formation as it offers fairly cheap German Infantry that can be improved partially depending on what Command Cards you may or may not choose to field.

Some feel yes you can just upgrade a portion of the formation, others feel that no you can’t and must have the 12 Volksgrenidier cards for all unit types you field. Phil Yates from Battlefront did take some time out of his busy day and make a ruling on this which was that you can’t mix the units.

Today’s mission is No Retreat. On this table, the Americans had decided to defend, with the Germans on the attack. We ruled that the hedges in the middle of the table were tall terrain, but able to be seen through if you were touching it with a cross check. The terrain was otherwise straightforward since the defender in No Retreat has four minefields (100pts /25 = 4) that meant  the Americans were going to have a fairly effective channel until the mines are gapped.

The Americans would defend from the right-hand side and the Germans would attack from the left side in the picture above.

The Germans were running:

  1. Volksgrenadier Formation with HQ, full strength assault platoon with 2 panzerschreckts, full strength rifle platoon with 2 panzerschrecks, 12cm mortar platoon, and 4 stand HMG platoon rounding out at 28 points.
  2. 12. Volksgrenadiers card, with a 7 point cost
  3. 3 Flampanzer Heaters
  4. 4 Volks Stugs
  5. 4 Panzerwerfer 42s
  6. 3 Brigade Late Panthers
  7. A Panzer III observer
  8. The Skorzeny’s Commandos Reverse Road Signs card

On the American side, they went with an Airborne formation,

  1. 2 airborne infantry platoons
  2. 2 M-36 Jacksons
  3. 3 Pershings
  4. 3 Priests
  5. 4 M-10s

The Pershings and a bunch of tank destroyers make for a scary build against STugs and Panthers. Let’s see how it played.

The Americans decided to set up their minefields on the German right flank largely cutting off access to the forward objective that the Germans had placed. The other objective is in the back corner behind the church in this picture. The Germans decided to largely push up their left flank under cover. This route also left open the possibility of using the shell holes as cover to hook around and go after the closer objective or continue up the road towards the far objective. It was going to be a rough cross for the flamepanzer hetzers but that is what the cross here order is made for.

The American set both of their infantry platoons on the table. Interestingly the one on the German right flank didn’t deploy close to the objective as compared to the far platoon which is decidedly holding the objective. The group of 4 M-10s in is reserve, and the Priests were set up in the back field with a great view of the battle.

Germans push forward with the opening turn. As there were no Americans in the vicinity of the church, pushing up with aggressive follow-me and cross attempts was important. One platoons the rifle platoon stayed behind so that artillery would in theory have to make some choices.

German Panzerwerfer42s were able to immediately range in on the Americans (out of frame) holding the far objective. The 12cm mortars and their 4 skill, not so much. They largely had little effectiveness the entire game. Rolling to come in on a usually a 5 (starting at 4 skill, adding 1 for over terrain of some sort) proved difficult.

The Flamepanzer Hetzers completely lucked out and were able to get two across the rock wall. Nice to make those cross checks quickly.

A view of the American platoon holding the objective behind the church, with the Panzerwerfer 42s ranged in. They might be just a 4+ firepower, but they took out a bazooka stand and rifle stand on the first turn. The Germans made the mental decision, this was the side to go after.

Americans on their turn unsurprisingly ambush with their M-10s and decide to pick on the flamepanzers, crapping shooting means just one is brewed up. They do also manage to bring the Priests down on the infantry running across the field. They need cover quickly!

The Panthers push up on their turn, and the Germans somewhat slow the advance to give the Panzerwerfers another turn or so to tenderize the American infantry. Besides, those M-10s have to go, the STUGs and the Panthers make them the priority target. Bail results with just one brew. Ug.

On the far German right flank, the machine-gun platoon rolls forward, but out of small arms range. Sometimes a little distraction is a good thing. For a unit like that, they want to be over 16″ away from the enemy but within 24″ and lay down long-range fire. Since the far American infantry platoon isn’t on the object, this might coax them to come forward outside of cover. With American Airborne to hit a 4, given cover, range, gone to ground, the odds are long, but you miss every shot you don’t take.

Fast forward a bit. The Pershings arrive. The STuGs pay dearly as the M10s relocate. Since the M-10s really aren’t that effective against the Panthers, they are largely ignored for now.

The American infantry kicks forward a number of stands which the Flamepanzer Hetzers take advantage of, by the time this picture was taken, the BBQ was complete and that platoon is gone. The Assault Volksgrenadiers are making their way up the shelled road, it’s great cover, but that last mile, they’ll need a bunch of help from the Panthers to seal the deal.

At the bottom of the picture, you can see the Rifle Volksgrenadier platoon making their way forward, late to the party but hopefully not needed to take the objective.

At the top of the picture the American infantry stepped forward, taking the HMG platoon seriously on the off chance it might make it to the closer objective.

Rolling forward the Flam Hetzers don’t have much to do against a top armor 2 tank, but behind the Pershings is the American formation HQ…

The Assault Volksgrenadiers move up, two fausts and two shrecks are nothing to sneeze at. The Panthers in support manage to take one of the Pershings out. The M-36s Jacksons are now on table, scary but paper tigers against infantry with as much as four hand-carried at assets.

Meanwhile, on the far side of the table, the 12cm mortars and the Panzerwerfer 42s manage to get a little work done as the Americans had failed to dig in for a turn.

The Germans assault the Pershings but it doesn’t go too well, there is plenty of machine-gun fire in support.

As the Pershings are too busy with the Panthers, the Flam Hetzers drive on by and throw plenty of fire at the American formation HQ. The German Infantry gives it another go with another assault as the M-36s are too far away to give defensive fire.

The Rifle Volksgrenadier platoon setups up to distract the other Americans and drop some long range fire on the infantry.

The formation HQ goes up in smoke and fails the roll to transfer the flag.

At this point, we should have realized it was game due to formation moral (only one unit left) but we played on just a bit more before we realized the situation was a German victory.

 

A final look at all the carnage.

Lessons Learned

For the Americans two sets of tank destroyers are useful, and the HVAP card is essential. In a world of 10 frontal Panthers, it’s essential.

The 20 point reluctant Panthers need to be shepherded by the formation commander to keep them moving forward and otherwise keep them around. Even then, a last stand of 4+ while difficult isn’t too bad. It maxes at three tanks, still, this is a great unit for the point cost.

Pershings are the American Tiger, you have to weigh the higher cost with a good gun as compared to Shermans with or without Jumbos with 76mm guns that can be good enough with the HVAP card.

While this build didn’t feature Tiger IIs, for the points, cheaper STuGs give you more shots that can take out American tank destroyers, which you’ll need since most often it seems like you’ll have to be rolling 6s to get a hit. (Base 4, +1 for cover and +1 for range) Opting for a Tiger II or other super weapon, you’ll have a lower rate of fire since you’re fielding few models, but they are pretty awesome models and a heck of a lot of fun to play.

Last, German Volksgrenadiers with two Panzershrecks are crazy good. The seven stand full-strength starting point seems essential as artillery and other factors factors take their toll. Bare with a reluctant rating they need something to keep them together and in good morale, be it a command card or keeping a lucky card around just in case. In the picture above is another “test” game where the British have a mostly armour list with Shermans and Fireflies.

Notice the three Hetzers in the approx middle of the field, these are Hetzers, not the Flampanzer Hetzers, between those Hetzers and the two platoons of Volksgrenadiers they managed to take out both groups of British Sherman tank platoons. Impressive.

The Bulge German formations impress and while I’ve been focused on Volksgrenadiers initially, there are other really good options in the book!

3 thoughts on “Bulge Germans : Volksgrenadiers vs Americans (with lots of Tank Destroyers)”

  1. In regards to the 12thVK – It states on the card in italics “You must use this card in conjunction with the other 12 Volksgrenadier cards.”. Therefore if you use a VK formation and want to use 12thVK comm card then all units within that formation must be upgraded.

    1. Indeed, there was a ruling on this as well, the article is updated to note that you are not able to have some but not all 12 Volksgrenadier upgrade cards to end up with a mixed unit.

  2. Something to think about…in No RETREAT and similar scenarios you place range-in markers. While most people place them near objectives, and alternative is to place them so you can drop smokescreens to protect the intended route of advance. Your 120mm could have trivially blocked the firing position for the M10 ambush. And having not done that, you could use the smokescreen to change the range-in for the 120s to 4+ (see pg 71). Smoke is the attacker’s friend – BEST WAY BLOCK PUNCH IS NO BE THERE, and smokescreens make you ‘not there.’

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