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EROMMEL'S KAMPFGRUPPE PEIPER

Posted: Wed Nov 06, 2013 6:14 am
by ERommel
EROMMEL'S KAMPFGRUPPE PEIPER CAMPAIGN
by EROMMEL

VERSION 1 (BETA) Please play and offer suggestions.

GAME DETAILS:
Huge Map
German has 64 units, US much less.
TURNS: 35
MODS:
Same mods as my WACHT AM RHEIN CAMPAIGN with the following additions:

NEW UNIT:
USA FOO (Forward Observation Officer) Unit has triple the "scouting" ability of regular scouts. Unit provides the US player with exceptional operational awareness. They are virtually defenceless with no ability to assault vehicles. Keep them safe!

CAMPAIGN TYPE: Historical, every effort was made to simulate the historical battle.

SCENARIOS:

1) BATTLE OF LANZERATH RIDGE
The first battle of the German operation in the Ardennes, 16 Dec 1944
Although not a battle of the Kampfgruppe Peiper, I decided to begin the series with the battle at Lanzerath town as it did directly impact Peiper's battlegroup. This is the battle of German Infantry units tasked with clearing the town of Lanzerath and securing the highway that passes through the town that is Peiper's designated route through the Ardennes. The small town of Lanzerath bordered the military border. The destroyed bridge leading into Lanzerath was actually destroyed by retreating German forces during the fighting in the fall of 1944. Peiper was assigned this route and expected to cross it. Due to improper intel or simply a lack of preparedness, Peiper was unaware that the bridge remained destroyed. This is the first in a long list of problems that Peiper would face in his drive to Antwerp which ended in total failure.

2) to 10) ...coming soon

1) BATTLE OF LANZERATH RIDGE (Historical outline for the purpose of this scenario)
Organisation
GERMAN ORGANISATION
a) 500 Soldiers from the 3rd Paratroop (Fallschirmjaeger) Division
The Division suffered massive losses during the Normandy campaign. The new reconstituted division was filled using old men, young boys and anyone that could carry a weapon. Soldiers were teamed up with experienced "real" paratroopers.
b) 50 Volksgrenadier Reserves.
support
c) x2 81mm motar
d) A/T teams
e) Light Machine Gun teams
Attachments
f) 2 trucks (fuel was reserved for only vehicles of the highest priority)

*g) Added: 1 COY of Panther tanks on the road to the battle to simulate the approaching Peiper BattleGroup. The pressure to assault with the infantry is severe as the German player may only get about 5 turns at the end of the game to actually press the tanks into the fight.

US ORGANISATION
a) 18 soldiers of the Intelligence and Reconnaissance Platoon, 394th Regiment, 99th Infantry Division
b) 2 Forward Observation Teams "FOO"
Reinforcements:
c) Machine Guns
d) 21 scout soldiers in teams of 3
Support:
d) x2 81mm Motar
e) x1 25 pounder
f) Transport: x2 jeep, x2 halftrack, x3 Truck
g) Offboard 25 pounder Barrage

CONTACT:
German Infantry units are ordered to clear the town and highway before Peiper's Panzers arrive. Timing is essential.
The US Intel Platoon spread out and dig in. Reinforcements are ordered to establish a defensive command post on the ridge, North East of the town. Intel units are not carrying heavy weapons and are not capable of mounting any sort of assault. Rather, they are hoping to delay the Germans with what they do best: Calling in Artillery.

BATTLE:
The battle was an outstanding victory for the US side and the platoon was honoured for stalling the entire German army for some 20 hours. The inexperienced German troops rushed into the prepared defences in frontal assaults that was described by one of the US soldiers as like shooting turkey. Eventually the Germans were able to flank the Americans and when they did the young 20 year old Lt leading the soldiers ordered a surrender having successfully completed his task to delay the German attack. The delay of an entire army by less than 50 lightly armed soldiers however became legend. It was also extremely lucky that accompanying the intel units was a total of 4 FOOs. Their skills at calling in artillery and their ability to reserve 4 divisional guns for the defence also proved pivotal in resisting the assaults. As the German player of this scenario you will come to hate every 4th turn of a massive Arti barrage and will quickly learn to plan around them or quickly lose your units. As the US player you will need a great deal of skill to keep the German units from overrunning the ridge.

Can you become as successful as the most decorated US platoon in history?
Can you succeed where Germany's finest failed?

Play on!


NOTES:
This is version one and I will appreciate comments for improvements.

LST " https://dl.dropboxusercontent.com/u/100 ... peiper.LST "

Re: EROMMEL'S KAMPFGRUPPE PEIPER

Posted: Wed Nov 06, 2013 7:14 am
by kingt
Looking forward to the fight, but there appears to be something wrong with the LST link. The campaign says it's downloading on the iPad, but it isn't, and it doesn't install.

Re: EROMMEL'S KAMPFGRUPPE PEIPER

Posted: Wed Nov 06, 2013 7:36 am
by ERommel
Copy the new LST link. It should work. If you have issues please PM me.

https://dl.dropboxusercontent.com/u/100 ... peiper.LST
I fixed the link in my posting above.

Re: EROMMEL'S KAMPFGRUPPE PEIPER

Posted: Wed Nov 06, 2013 8:15 am
by guardsman
Anybody out there fancy a game?

Re: EROMMEL'S KAMPFGRUPPE PEIPER

Posted: Wed Nov 06, 2013 10:31 am
by svgt12
I cannot get it to work either, it appears to download to the Ipad but then nothing is there?

Re: EROMMEL'S KAMPFGRUPPE PEIPER

Posted: Wed Nov 06, 2013 11:11 am
by ERommel
svgt12 wrote:I cannot get it to work either, it appears to download to the Ipad but then nothing is there?
There is no issue with the link. Please use the updated link above. I think you are using the old broken lst link.

BTW, the others are now playing the game with no issues.

Re: EROMMEL'S KAMPFGRUPPE PEIPER

Posted: Wed Nov 06, 2013 5:52 pm
by morge4
guardsman wrote:Anybody out there fancy a game?
setup a pair and send me the password

Re: EROMMEL'S KAMPFGRUPPE PEIPER

Posted: Wed Nov 06, 2013 6:38 pm
by guardsman
Password en route via PM what did you think of my forlorn hope!!

Re: EROMMEL'S KAMPFGRUPPE PEIPER

Posted: Wed Nov 06, 2013 9:58 pm
by morge4
I think your gonna need a little bit of luck :wink:

Re: EROMMEL'S KAMPFGRUPPE PEIPER

Posted: Thu Nov 07, 2013 7:35 pm
by Navaronegun
ERommel, great scenarios and a suggestion. When simulating Skorzeny's Special Operations units from 150 Pz BDE with your "Brandenburgers" have you thought about giving them the "infiltrate" movement ability?

Re: EROMMEL'S KAMPFGRUPPE PEIPER

Posted: Fri Nov 08, 2013 3:18 am
by ERommel
Navaronegun wrote:ERommel, great scenarios and a suggestion. When simulating Skorzeny's Special Operations units from 150 Pz BDE with your "Brandenburgers" have you thought about giving them the "infiltrate" movement ability?
Hello, thank you very much for the kind words and I'm glad that some of you are enjoying the scenarios. I have received other suggestions as well with regards to the Brandenburgers, it would seem that some of you are very interested in these units. I was a bit concerned that including them would be a tad over the top. I have received some other suggestions as well. Member KingT, for example, is really on my case about giving them "sniper" ability from the beginning 8) but I replied to his suggestions that weather was really bad and I wonder whether or not sniping ability made any difference but I am considering that skill as well. I will look into infiltrate ability and other suggestions as well.

Please play the Peiper Campaign (scenario 1 now available) to help me fine tune it. No idea yet as to balancing.

Cheers

Re: EROMMEL'S KAMPFGRUPPE PEIPER

Posted: Fri Nov 08, 2013 3:29 am
by Navaronegun
Will do. I agree with you regarding Sniper abilities for all of them (sorry KingT). now a few two man snipers and a few sabotage units are a good possibility (both types were present). its a shame we can't have a few Shermans from 150 Pz BDE as well. :). Infiltrate will give you the simulation effect you want, namely a sabotage unit who can maneuver in the battle area, lagely immune to being spotted by the enemy (in their case because they are in US uniform....nice touch, by the way). :)

Re: EROMMEL'S KAMPFGRUPPE PEIPER

Posted: Fri Nov 08, 2013 4:12 am
by kingt
The sniping ability would keep them hidden when engaging with known targets that aren't adjacent to them, which is a good feature for them, not necessarily the sniping part.

Maybe there's a way to teak the "Ambush" percentage in their advantage (I imagine there is one) for when firing from cover, which would simulate the sniper feature without actual sniping shots - in such a case "Spotted" would occur less than on regular infantry units. Otherwise next turn after firing and being discovered, it's 25pdrs blasting Brandenburger while Allied units close in away and soon you lose the behind-enemy-lines advantage, especially after the Brandenburger units advance and on-board arty moves closer.

Re: EROMMEL'S KAMPFGRUPPE PEIPER

Posted: Fri Nov 08, 2013 4:28 am
by Navaronegun
Playing KingT now. Suggestion 2: German Artllery off board. This is one of the few times post D- Day that the Germans had a support advantage. Artillery was a big part of it. The weather had grounded Allied air, and the Germans had massed artllery throughout the assembly areas for Wacht. I believe Peiper had some Wespes with him as well. Also, US Artillery was unavailable during the assault, the US Forces involved fell outside V Corps and 99 Division boundaries, and were refused artillery.

Re: EROMMEL'S KAMPFGRUPPE PEIPER

Posted: Sat Nov 09, 2013 12:48 am
by jcb989
guardsman wrote:Anybody out there fancy a game?
set a pair up for me

scratch that

wait one

have set a pair for YOU

password:

guardme

Re: EROMMEL'S KAMPFGRUPPE PEIPER

Posted: Sat Nov 09, 2013 10:23 am
by ERommel
Navaronegun wrote:Playing KingT now. Suggestion 2: German Artllery off board. This is one of the few times post D- Day that the Germans had a support advantage. Artillery was a big part of it. The weather had grounded Allied air, and the Germans had massed artllery throughout the assembly areas for Wacht. I believe Peiper had some Wespes with him as well. Also, US Artillery was unavailable during the assault, the US Forces involved fell outside V Corps and 99 Division boundaries, and were refused artillery.
Thank you to you and KingT for the suggestions. I did some reading on the battles of BattleGroup Peiper and these scenarios represent the actions after the massive arti barrage that preceded attacks. There was limited arti available for the US side and this played a role in the soldiers at this town in successfully holding off the Germans. Althought the town was deserted of civilians and regular troops, at the time of the assault there was a platoon of Intel units and 4 FOOS. I agree with you that the Germans began with a massive Arti barrage and this is represented in my other scenario Wacht am Rhein. Try that game out...you might like it!

Re: EROMMEL'S KAMPFGRUPPE PEIPER

Posted: Fri Nov 15, 2013 5:00 pm
by guardsman
I have made this point on another forum why cannot infantry not get through hedges or at least spend a turn entangled up in the foliage. :evil:

Re: EROMMEL'S KAMPFGRUPPE PEIPER

Posted: Fri Nov 29, 2013 9:40 pm
by ERommel
I have the next 2 scenarios ready for release and play testing. I am hoping that Slitherine changes the 20 multiplayer max rule so that we can get going on these. I have also updated the first scenario based on comments from you guys. Thanks.

Re: EROMMEL'S KAMPFGRUPPE PEIPER

Posted: Thu Dec 05, 2013 4:34 pm
by ERommel
NEWS!!!
Kampfgruppe Peiper Campaign as been updated:

KAMPFGRUPPE PEIPER 1-8 (because it now includes scenarios 1 to 8

I started a new thread for the new update:
viewtopic.php?f=105&t=46897