Memoir '44 D-Day Landings Memoir '44 D-Day Landings

Panthers in the Woods! - December 17, 1944 - December 22, 1944

Unternehmen Wacht am Rhein - Ardennes North
Western Front By: rooster5 - Last update: 06/12/2009
Axis Player: Allied Player:
x9 x13 x8 x13
first You play first    

Historical Background:
Ardennes North

The Ardennes offensive began in the pre-dawn hours of Saturday, 16th December 1944. The northernmost element of the German attack was an attempt by the 67th Corps in the Monschau forest to push through the left wing of the US 99th Division's defenses. The most significant objective in this was the small village of Krinkekt, which blended into the neighboring village of Rocherath. As a result, fighting here is frequently called the battle of the Twin Villages.

The initial assault was conducted through a wooded area against the 99th US Infantry Division and elements from the 9th Armored Division in prepared positions. Frustrated by the delays, the German commander Kraas decided to commit a battalion of Panther tanks to reinforce the attack. By dusk on the 17th, the German tanks and infantry had finally pushed out of the woods and advanced toward the Lausdell crossroads. Confused fighting engulfed Lausdell, but McKinley's infantry unit held with the help of artillery support. The staunch defense of Lausdell gave the 38th Infantry Regiment and the 741st Tank Battalion time to move forward to Krinkelt-Rocherath.

Kraas committed the remainder of his forces, but Mckinley's decimated battalion held its ground and most of the German forces bypassed the position and broke into the two villages. With little infantry support, the German tanks could not push the position and the attackers fell back to reassess their options.

The fighting for Krinkelt-Rocherath had blocked the German advance for three days and enabled the V Corps to build up an impregnable defensive along the Elsenborn Ridge, thereby denying the Germans the shortest rout to the Meuse.

The stage is set, the battle lines are drawn, and you are in command. The rest is history.

The Allies were surprised.

Axis starts with 9 cards and the barrage card.
Plays first. First, Axis player targets one enemy hex and rolls four attack dice as stated on Barrage Card. Then plays as normal.
Allies start with 8 cards.

Overlord Rules are in effect unless otherwise noted by scenario.
Overlord Air rules are in effect unless otherwise noted by scenario.
Memoir 44 rules are in effect unless otherwise noted by scenario.
Air rules are in effect unless otherwise noted by scenario.
Axis s has one BF109 and one Storch.
Allies have two P40's. (or a P40 and a Spitfire)
SWA rules are in effect. SWA cards #'s 1,2 and 3.

Conditions of Victory:
First one to 13 medals win.
Either side must have an objective medal to win.
Sudden death win if Axis holds all three objective medals.

Special Rules:
Visibility Rules are in effect. Actions card #19.
Visibility starts at three hexes. Put battle star marker on 3.
No units may be ordered on Allies left flank and Axis right flank until visibility reaches 5 hexes or better.
Planes can not fly until visibility reaches 6 or better.
Objective hexes are temporary medals for either side.
Exit rules are in effect for Axis player. Counts as medals. Air Pack rules page #10 and CB1 page #12.
Exit markers on the two bottom right hexes of the allies right side.
Supply truck rules are in effect. Troops card #17
Re-supply rules are in effect. Actions card #24.

Air rules are in effect except planes can move up to 6 hexes. Dog Fight Action rules are in effect. See below.
Strafing rules in effect, Air Rules card # 10 except Axis rolls one dice, Allies roll two dice per hex for strafing. +1 die if attacking a full strength unit.
Planes can not fly until visibility reaches 6 or better.
Air Sortie, Air Rules card #1
The Air Power card is played exactly like an Air Sortie card.
A Recon one card may be played like an Air Sortie card except must be ordered in card's section.
Air Rules cards needed: 1,3, 4,5,8,9,10

SWA rules are in effect. SWA card #1.
As marked units have anti-tank gun or mortar. SWA cards #'s 2 and 3.
Mortars can lay smoke screens. Target hex is the center hex of the three hex spread. See below.
Smoke Screen rules are in effect. Action card # 21.
SWA cards needed: 1, 2, 3

Allies has a HQ/Supply tent. Destroy Supply rules are in effect. Actions card #14.
Sabotage rules are in effect. Actions card 6. Destroying supply tent takes two stars.
Permanent objective medal for Axis if it is successfully sabotaged.
Allies have a Hospital tent. Hospital Recovery rules are in effect. Actions card #18.

The 2 figure special forces German armor are panther tanks, see Panther Tanks rule below. Use a marker or alternative minis or Tiger with an overlord tank token.
The German artillery unit marked with the rosette is a Flak 36, see Flak 36 rule below. Use a marker or alternative minis.
The three figure US infantry units are mechanized units, see Mechanized Infantry rule below. Use a marker or alternative minis.

The German artillery units marked with mobile badge are mobile artillery. Mobile artillery rules in effect. Troops card #14.
The German artillery unit marked with big gun badge is Big Gun. Big Gun rules are in effect. Troops card #3.
The single figure in the church is a German sniper. Sniper rules are in effect. Troops card #10.
Sniper starts game camouflaged. Camouflage Rules are in effect. Actions card #16.
Brandenburgers rule is in effect. Troops card #21.
Brandenburgers start the game camouflaged.
The 3 figure Axis infantry are depleted units. Depleted unit rules in effect. Does not count as Allied medal. Troops card #22.

House rules needed for this scenario:

Panther Tanks:
Moves up to 3 hexes and battles then may move one. Moves 4 hexes and no battle. May ignore first flag. Moves up to 2 hexes in an overrun. Two figure unit. Stars hit on armor in close assault. All other armor rules apply.

Flak 36:
Moves up to 2 hexes or battles. Battles out at 2 2 2 2. Stars hit on armor. Must have line of sight. Two figure unit. Adds two dice to an Air Check roll. All other artillery rules apply.

Mechanized Infantry:(Half Tracks)
Battles and moves like infantry EXCEPT moves up to 3 and battles, moves up to two on flags, ignores grenades when defender, Stars hit on close assault combat. May make overrun, stars are not hits on overrun attacks. Three figure unit. All other infantry rules apply.

Air Rules:
Planes move as noted in scenario instead of four. (6)
Both sides throw one dice for each hex strafed; unless otherwise noted in scenario. (Allies throw 2, Axis throw 1)
+1 die when attacking full strength unit.
Planes can execute a Dog Fight Action as an action. Exception: the Storch.
All other Air rules apply.

Dog fight action:
An ordered aircraft can perform a dog fight action. An ordered air unit must end its movement adjacent to an
enemy air unit, and have not preformed any other actions that turn. Enemy air unit immediately rolls an
air check. Air Rules card #4. All modifiers apply. Destroyed plane is a medal.

Light mortar and smoke screen:
Behaves exactly like regular mortar except may lay smoke screen. An ordered infantry unit with a mortar can target a hex instead of battling. All restrictions apply. He rolls 4 attack dice, grenades hit. If he scores a hit, he places a three hex spread of a smoke screen, with the target hex as the center hex. If target hex is occupied, -1 attack dice.
All Smoke Screen rules apply. Action card # 21.

Actions cards needed: 6, 14, 16, 17, 18, 19, 21, 24
Troops cards needed: 1, 3, 10, 14, 17, 21, 22
Airplanes cards needed: 1, 5, 6
Air rules cards needed: 1,3, 4,5,8,9,10
Terrain cards needed: 3, 6, 14, 42, 48, 49, 55, 56
SWA cards needed: 1. 2. 3
Deck of Overlord Command Cards

Alternative minis or markers needed:
Panthers x8
Half Track Infantry x6
Flak 36's x2

You need two base games and every expansion to play this as shown. Markers and tiles and minis may be substituted to fit what you have available.
A second Eastern Front expansion or Air Pack is needed to have all the trees white.

This scenario was designed to get a broad aspect of the logistics and fighting that took place those opening days of the Bulge. In no way is it meant to be a scaled version of the historical battle. Due to the mechanics and randomness of the game, a very broad interpretation of troop size and topography must be made to have a more balanced game. After all it is a game.

Scenario Bibliography:
The official Twin Villages scenario.
Various Battle of the Bulge games, books, documentaries, and movies.

Please note that this scenario was not approved by Richard Borg or Days of Wonder, so you have to check yourself about playability, potential gaming issues, etc.

Set-up Order