Grabbing the Vitals: "Peiper at the Gates" Battle of the Bulge campaign for Nuts!, third scenario
Background
After taking Ligneville on the 17th of December, the tanks of Kampfgruppe Peiper pressed on towards Stavelot, the first city in their path. The roads were steep, narrow, and curvy, slowing the advance, and a halt was called for the night after running into mines The harried Americans continued to pull back, shift forces, and attempt to plug holes and form defensive lines. Early on the morning of the 18th, advance elements of KG Peiper silenced the guns protecting the approach to Stavelot. To the Germans surprise, the bridge over the Ambleve River still stood, and the men and tanks of the 1st SS Panzer Division were poised to rush across it.
Scenario
December 18th, early morning, outskirts of Stavelot, Belgium
German troops and armor have pushed through makeshift US defenses more rapidly than was thought possible. They currently stand to gain a significant prize: an intact bridge over the Ambleve River. This bridge must be seized for the advance to continue. American forces are rushing to the scene, but have not had a chance to setup adequate defenses within the city. Regardless, US troops must stop the Germans with what little is available by either destroying all approaching forces, or blowing up the bridge.
Forces:
US: Player's Squad (down to 10 men from 12), plus 1x squad of infantry, 1x half-squad Infantry, 1x half-squad Engineers (and 3x AP Mine markers), 1x squad of Engineers (including 1x Flamethrower team), 1x .30cal team, 1x 57mm ATG. 1x M8 Greyhound, 1x M4A3 Sherman tank
German: Player's squad, plus 1x King Tiger, 2x Panthers, 2x PzKf IVH tanks, 1x SdKz 251, 3x half-squads of SS Infantry with Panzerfausts, 1x Panzerschreck team
Set-up: The US player's objective was to buy time for the engineers to blow the bridge and prevent German armor from exiting the table. He deployed his ATG (supported by a half-squad of infantry) on the North side of the Ambleve River in a stand of trees, covering the main road to the bridge. One engineer half-squad and an infantry half-squad forward on the South or the main road near the farmhouse on the hill. The rest of his units were stationed in the town to cover the bridge and main road while another unit of engineers were positioned at the bridge to start wiring it to blow.
The German player formed an armored spearhead on the road, supported by infantry.
The Players also decided to try using simultaneous In Sight checks per the original Nuts! rules, resulting in some simultaneous firefights.
Lights, Cameras, Action! Rolling!
The new fallen snow covering the town and fields of Stavelot gleamed dully in the wan sunlight as low clouds scudded overhead, the intense and ever present rumble and rattle of artillery and distant gunfire filled the air.
"It ain't been easy boys
and it's not gonna get any easier," said Sgt Kinnie as his troops crowded around him in the abandoned café in Stavelot, perched on chairs and table tops.
"Really, Sarge? It's been just a walk in the park with you, a real walk in the park!," quipped the ever jovial Pfc. Rodriguez.
"Yeah, a real walk in the park. Tell that to Cooper and Moody," grumped Pfc. Bettis.
Kinnie paused and looked at the men in his squad. Dirty. Unshaven. Unkempt. Tired. Strained. He took a thoughtful chew on the stub of his unlit cigar.
"I got no fancy words. This bridge is the key to the German advance," said Kinnie. "They're gonna throw everything they've got at us. We have to buy time for the Engineers to destroy the bridge and keep those Panzers from breaking through. Keep a sharp eye out, make yer shots counts, and good luck. And Holley
"
Pfc. Holley startled and turned around, dropping the bottle of Cognac he was stuffing into his haversack.
"Yeah, Sarge??," replied Holley nervously.
"If ya find any more of those
they make good Molatov Cocktails."
Turn 1: The US player rolled a "6" for activation and had no actions. The German player rolled a "1" and was able to act, and received a roll on the Reinforcements table, getting an MG42 team. The German halftrack barreled down the road, moving past the US engineering unit on the south side of the road. Passing its In Sight check, the FT gunner attached to the Engineering half-squad opened fire with a gush of fire, KA-WOOSH!, setting the halftrack ablaze and killing the crew. One crewman survived with a Knock Down result, but was gunned down by small arms fire as he jumped from the burning wreck. First blood to the Amis
lots more would be spilled in this fight. The lead Panther moved forward to avenge the halftrack, turret sniffing the air
and drove across the line of sight of the US 57mm ATG positioned across the North side of the Ambleve. CRACK! The US crew passed its In Sight check and opened fire. KABOOM! The chance to score a kill is low, but the US player lucked out and the Panther exploded in flames and ground to a halt on the road. The German players are a bit perturbed by these early casualties but continued movement, infantry supporting tanks, sweeping up towards the farmhouse on the South of the road. The second Panther moved up and pushed the blazing wreck of its fellow off the road. The King Tiger and one PzKf IV moved off road to bypass the log jam, and the PzKf IV bogs in the soft ground off the road. The other PzKf IV moved towards the farmhouse on the slight hill to the South of the road.
Turn 2: US player rolled a 4, the German a "2" for activation. The US engineers started the first turn of wiring the bridge with Composition B and TNT. The Flamethrower team moved up to flank the surviving Panther, but the alert T/C spotted them with a 2d6 In Sight check and gunned them down with the AAMG. Seeing this, the rest of the engineering squad failed their Wanting Charge check and decided to hunker down in cover as the Panther started forward on the road. The US infantry (a motley assortment of Rep 3 cooks, clerks and casualties) next to the Engineers decided to fall back to the woods West of the farm. The 57mm ATG observed a PzKf IV drive into its line of sight, support the German infantry moving on the farmhouse, and cracked off a shot. KAPWANG, the shell bounded crazily into the air for the side of the tank's turret.
"Treiber, zurück, zurück, schnell, schnell!" yelled the tanks TC to the startled driver, who reversed the tank out of the line of fire.
The Panther pushed down the road and the TC directed main gun and MG fire onto the bridge to try and kill as many engineers as possible. The main gun round WHOOWH-BOOMed into the river, blasting muck and water over the engineers while MG fire spanged and ricocheted off the stone of the bridge, Knocking Down one Engineer and send another Out of the Fight. The King Tiger continue moving off road but bogged in the soft ground, while the Panzerschreck team moved to occupy the farmhouse.
Turn 3: The US player rolled a 3, the German player rolled a "2" on activation. "Hustle up guys, they're ranging on us!!" yelled the NCO in charge of the Engineers at the bridge as they frantically continued to fix explosives to the bridge as cries of "Medic! Medic" rang out. On cue, the Medic dashed out from cover onto the bridge and threw himself down by the injured man. Passing 2d6 on the Medic Table he patched him up and said "It's a flesh wound, you're fine, you're ok!"
Back at the road the engineering team, more than a bit terrified of the Panther and approaching German infantry once again failed the Wanting to Charge test and told their NCO, "Sarge, you're nuts, no WAY we're charging that dang Panther! We should get the heck outta here!"
"Fahrer, nach vorn, auf der Brücke!," to the bridge!!, the Panther's TC told the driver as the tank ground down the road, veering around the burning halftrack onto the shoulder. The US 57mm ATG passed its In Sight check as the Panther drove into view and fired off a round which bounced crazily off the tank's turret -- KA-TWOW! The TC passed the Clank Test and the tank fired its main gun and MGs at the bridge, blasting two men off the bridge and killing the medic and the engineer he'd just saved.
Back at the farmhouse, German infantry and pioneers occupied it and moved past it over the slight ridge line and hedges, coming into view of the .30cal MG stationed in the 2nd floor of a house overlooking the Ambleve River and the US engineers near the road in the woods. BUDDA-BUDDA-BUDDA, one German pioneer fell dead into the snow as two others were Knocked Down. WOOSH-BANG, POW! POW! POW! The Engineers and the Panzerschreck team and pioneers exchanged fire at close range, resulting in one dead Ami (and two Knocked Down), and a dead Panzerschreck gunner.
Turn 4: US player rolled a "4" and the German player rolled a "1" on activation. In the most admittedly "gamer" move of the game, the US player, wanting to force the Panther back from the bridge at all costs in order to get the Engineer with the Hell Box away alive, charged the M8 Greyhound down the road and across the bridge. Wheels spinning on the cobblestones, passing its Driver test, it bounded over the bridge and dashed to the flank of the Panther – which passed 2d6 on its In Sight check and reserved fire. CRACK! The 37mm round sizzled over the tank's turret. "Verrückt verzweifelten Amerikanischen," muttered the Panther's TC – crazy Amis!!!
Then the American Sherman tank drove into sight, poking its snout around the corner of a building in Stavelot to take aim at the Panther. "Amerikanische Panzer, vor, 200 Meter, Feuer!" yelled the Panther's TC, passing 2d6 on its Insight Test. BOOM-KABLAM!! The Panther's high velocity 75mm AP round missed the Sherman but clipped the wall above the tank's TC, blasting him with shards of masonry and coating him in brick-dust. Passing 0d6 on the Receive Fire check the Sherman's TC panicked. "Driver, reverse, reverse!! That Panther's got us in its sights!!" The Sherman backed away and down the street out of danger
and kept backing
With the coast somewhat clear, the US engineer with the detonation box dashed away from the bridge and into cover in the town, frantically connected the wires and cranked the handle
all the players held their breath as the US player rattled 3d6 in his hand, looking for doubles. ROLL-CLATTER-CLATTER. Nada, zip, zilch, zero! The frantic engineer fumbled at the wires and failed to make a proper connection, the bridge still stood.
Back by the farmhouse the US engineers picked up their fallen buddy and ran across the snowy field towards the safety of the wood line, while the infantry moved up to provide covering fire for them and engaged the German infantry by the farmhouse and hedges. As the German infantry moved up to attack the engineers in the field they entered line of sight for the TC in the M8 Greyhound, which passed its In Sight check and opened fire on the Germans with his .50cal AAMG. The panzerschreck gunner was torn to bits by HMG fire and the rest forced to Duck Back, ending the firefight. Back on the road the Panther ignored the M8 Greyhound and advanced closer to the bridge, prompting an In Sight for the US .30cal MG team. BUDDA-BUDDA-BUDDA! Bullets spanged off the cupola, killing the tank's TC. The Panzer IVs moved down the road to support the Panther.
Turn 5: The US player rolled a "6" and had no actions, the German player rolled a "3." No chance to light off the explosives on the bridge for the US player! Back towards the German entry point the King Tiger attempted to fast move past the traffic jam on the road and the driver lost control and slid off road and sideswiped the blazing Panther wreck, making its MG fire on the US AT gun ineffective. The Panther continued moving to the foot of the where it paused, wary of being *on* the bridge should the Amis blow it up. The radioman shoved the body of his TC out of the hatch and scanned the town of Stavelot for signs of American troops
they had to be there somewhere, and where was that Sherman?? German infantry moved up the road and to the edge of the hedges by the farmhouse, prompting an In Sight check by the US infantry in the wood line to the Wes. After a furious firefight the German infantry is all Knocked Down or forced to Duck Back as the Cooks and Casualties dish it out to Hitler's finest!
Next, a German LMG team moved up to engage the Americans, choosing to fire on the exposed TC of the M8 Greyhound. After a fierce machinegun duel the TC is forced to Duck Back into the vehicle Keeping the pressure on, a Panzer IV moved past the burning wreck of the SdKz251 in the road and CRACKED off a main gun round, which sizzled over the turret of the M8. Having passed its In Sight check the M8 returned fire with its 37mm gun, missing. As neither AFV made its Reload test, and being Outgunned, the M8 reversed out of the line of fire to end the encounter.
Turn 6: The US player rolled a "5," resulting in limited actions and no chance to blow the bridge, and German rolled a "1". The German player realized his luck couldn't hold forever and since there was no chance to blow the bridge this turn, he needed to cross immediately. First he pushed an infantry squad along the North side of the road towards the bridge, prompting an In Sight check by the US .30cal team – which passed and opened fire. BUDDA-BUDDA-BUDDA, two German infantry were shot down as the rest sought cover by ruins near the bridge. Next the German player moved up an LMG team to cover the bridge, but once again the well placed .30cal team (Rep 5) passed its In Sight check for this new target and opened fire, killing both the gunner and loader.
"Töten dass verdammt gepanzerten Auto!!" said the German TC of the Mark IV panzer as it moved closer to the bridge, its turret sniffing out the M8 Greyhound. Kill that armored car! KA-BLAM, WHOOMP! A well placed 75mm round turned the American armored car into blazing scrap metal.
Continuing his advance the German Player squad dashed onto the bridge, moving to cross into the town
but the US Player squad, positioned in the café with a line of sight to the bridge, passed his In Sight check and opened fire! BAM-BAM-BAM, BAR fire killed the German Player's figure, and with a PACHOONG-BOOM! a well-placed rifle grenade killed three more of the German player's squad, ending their mad dash. With his Player Squad sprawled dead on the bridge amongst the dead Ami engineers, the German player moved his Panther across the bridge unopposed and into the town of Stavelot, seeking out the engineer with the Hell Box he'd seen run earlier.
Back in the rear, the second Panzer IV moved up to support its fellow and prompted a shot from the US AT gun, which missed. Passing its Received Fire check it continued moving, supported by infantry. The US player finally had a target on the exposed shoulder of the road for the infantry that had been deployed near the AT gun, and opened fire with Garands, killing two German soldiers and knocking down another.
The bogged down King Tiger may not have been able to move (it kept only passing 1d6 on the "Engine Freeze Test" table – so it could still recover), but the 88mm main gun swiveled to cover the US ATG –BOOM! The round blasted the AT gun, killing the crew and sending the UD infantry scrambling for cover deeper back in the woods.
Turn 7: The US player rolled *another* "5" and for the third turn in a row had limited actions and no chance to blow the bridge, the German player was able to activate all his units. The Panther continued moving into Stavelot, turning the corner to the West at the main intersection and coming face to face with the Sherman. Still quaking from the first encounter with the Panther, the TC (who should have stayed a Clerk Typist) passed 0d6 on the Insight Test and the tank could not fire
he was still yelling "Panther! Panther!" as the high velocity 75mm round from the Panther's main gun penetrated the Sheman's hull and blew the tank into flaming ruin.
The Panzer IVs continued to move up to the bridge, and tired of the .30cal MG team holding up his infantry the German player blasted away at it with both tanks. Machinegun and main gun fire blasted a shower of masonry from the building, killing one Yank and Knocking Down another. German infantry moved ahead of the tanks to the foot of the bridge, while more German infantry swept into the field West of the farmhouse, taking the engineers under fire, killing two and Knocking Down another for the loss of one German soldier.
Turn 8: The US player rolled a "4" and could finally act, while the German player rolled a "5" and had only limited actions. The Panther moved and found the cowering US engineer with the Hell Box and gunned him down with its co-ax MG before the US player could take any actions. Now the US player had no practical way to blow the bridge! In response the US player carefully assaulted the Panther with his infantry and remaining section of engineers. The Player's Squad fired on the exposed TC in the Panther's command hatch with rifle and SMG fire, killing him after a brief firefight. Next, an engineer with a satchel charge passed his Wanting to Charge check and dashed to the rear of the Panther, and with a successful 2d6 Who Wants to be a Hero test, pulled the cord on the satchel charge and slid it under the tank – and ran like heck for cover. KA-BLAM!!! The Panther shuddered under the blast and blew up in flames.
The US player then moved his Cooks and Clerks back to the wood line and engaged the German infantry by the road, killing and knocking down several of them before return fire from the Panzer IVs killed several GIs and sent them fleeing for cover deeper into the stand of woods. For his final move the US player had his .30cal team retreat from the building they'd been positioned in, back into the town to cover the main intersection.
Cut! That's a Wrap! Ok, good game everybody!
AAR of the AAR
At this point, at the start of turn 9, the US player had no more anti-armor units and only had one satchel charge left (random die roll) and *might* have been able to scrounge some Molatov's from the cafe. Realistically, nobody would know about the Hell Box since the guy was by himself, so the bridge wouldn't get blown unless the Americans could retake the bridge and reconnect the Hell Box
which the players agreed was pretty unlikely. The US player *might* be able to stop one more tank, but while the King Tiger was bogged it was still possible to get it moving again with a pass 2d6 roll on the Engine Freeze Test table. So chances were the Germans would get two tanks off the table.
It was a real nail biter of a game with heavy casualties on both sides. The US player lamented his bad activation rolls which kept him from having a chance to blow the bridge, while the German player ruefully noted that in each of the three games so far, the US player had killed his German Player figure.
Alright crew, set change! On to Act 4, aka Scenario 5, "Biting at the Ankles."