AAR: Merzenhausen Zoo (J19)

"Crocs, and Tigers, and Rhinos...oh my!"

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From ASL Journal #2 (MMP)

After six days of fighting, XIX Corps believed they were ready for a quick push to the Roer. Merzenhausen was the key to the enemy’s defenses west of the Roer River. The 246th Volksgrenadier Division was undergoing a relief in place. TF 1/66 with Crocs attacked before the relief occurred and ran into elements of the 246th Volksgrenadier Division and LXXXI Corps.

The Players

Americans & British/Attackers (Scott):
1/66 Armored, 1/119th Infantry, 30th Infantry Division and Squadron B, Fife and Forfar Yeomanry

Germans/Defenders (Neal):
Volksgrenadier Division 246, SchweweAbteilung 506, and LXXXI Corps

After Action Report

Location:
Merzenhausen, Germany

Date:
22 November 1944

ROAR Balance* Archive Balance*
Germans 86 Germans 20
Americans & British 71 Americans & British 11
*As of posting of this AAR.

Neal’s Defending Perspective

The Good

  • King Tigers arrive mid-game to deliver a decisive armored counterpunch.

  • A bunch of 8 morale Volksgrenadiers.

  • Most of my positions are in fortified stone buildings offering cover superiority.

The Bad

  • Pre-game Task Checks risk pinning key defenders and stripping their concealment.

  • My southern flank relies heavily on dummies and the threat of boresighting.

  • Limited mobile armor and AT assets early on makes first-contact fragile.

Merzenhausen, Germany. November. Wet leaves, black smoke, and heavy metal. Historically, this small German village lay at the tip of the U.S. 30th Infantry Division’s push just east of the Roer. Historically, the real-world defenders, part of LXXXI Corps, repelled the first armored thrust with a fury … and in this scenario, I had every intention of honoring their stubborn tenacity.

My initial setup was dictated by the scenario boundaries: the northeast quadrant, viewed from the American approach, bordered by a red dashed line. I knew I had to hold the cluster of stone buildings at the heart of the village … key terrain that provided both cover and interlocking fields of fire. So I built a double-layered defense: a thin outer shell designed to delay and confuse, and a thicker inner core with the real muscle … HMGs, LMGs, heavy squads, and a concealed 9-1 with an HMG, and a 50L anti-tank gun tucked into the north woods hoping for a few side shots on approaching Allied units. To the southeast, I placed dummies hoping to detract Scott from coming up through the huge patch of brush. I think it worked because Scott didn’t commit any units to that approach.

The opening turns unfolded with chaos. Scott probed cautiously from two angles … northwest and south. His infantry surged toward the orchard cluster near 10L4, using brush and orchard terrain to mask their advance. In the south, he approached the walled compound with more aggression. There were two key terrain objectives here: the walled stone buildings that anchored the southern edge of the village, and the road net at center that served as the tactical fulcrum for either side.

The problem with the southern approach is that it’s either open ground or straight into the teeth of the stone buildings in the compound.

Then the first Sherman rolled into my kill box.

Boresighted hex. I shredded it with one of my StuGs. Smoke rose, and Scott visibly paused … figuratively and literally. His cautious advance suddenly became hesitant, and I sensed blood in the water. He might have forgotten about boresighting, and it might have had a psychological effect far beyond its kill capacity. It created hesitation. And in ASL, hesitation can be bad.

But what came next was the stuff of legend.

That same StuG III G, positioned with deliberate care to overlook the open center of the map, became a one-vehicle army. Scott tried to flank with no less than four AFVs: Shermans and Stuarts. I lost count. He stacked shots, attempted bounding fire, used smoke … but not much worked. My StuG went berserk. Using regular fire, ROF, intensive fire, and some judicious side shots. I picked off five enemy tanks in the first two turns with that one StuG. Five. That StuG, fielded with bravery and precision (or just dumb VASL luck!), shattered his armored spearhead before it hit the main line.

The effect was immediate. Scott began repositioning his armor westward, away from the central road, bleeding movement points and tempo. His British Crocodiles, terrifying in potential, lagged behind due to their abysmal movement capability (7 MP). That movement rate, combined with cautious distance due to my Panzerfaust-bearing Volksgrenadiers, meant they were delayed to the real action. One of them finally reached the southern buildings and torched a squad out of existence, setting the hex ablaze … but possibly too little, too late.

In the meantime, Scott’s northwest infantry push had some success. He smoked effectively and managed to push across the open L4-L5 stretch using orchards to avoid the full threat of my fire lanes. I had a boresighted HMG in V7 with clear LOS to the road’s end. I fired multiple times but couldn’t keep all of them broken. He managed to got through … barely.

But without armor support, infantry alone couldn’t force the breakthrough. And I was already repositioning reinforcements from my quiet south flank, which had remained untouched thanks to my dummy counters. I ran those units through brush and behind the inner line to reinforce weak spots. This is one of ASL’s underappreciated skills: midgame redeployment. If you’re defending and not moving, you’re lines are going to fold.

Then came the tipping point.

Turn 5: Reinforcements arrive.

Two King Tigers from schwere Panzer-Abteilung 506 entered the board … and the complexion of the game changed completely, because Scott was just on the fringe of the village, allowing me to bring them on and position them with impunity. These were the apex predators of the German armored zoo: front armor nearly impervious to anything on the board, and guns that could reach out and destroy anything on the board. Historically, these vehicles were fielded in limited numbers during the Roer offensive, often misused in platoon strength. Here? I used them exactly as intended: one to hold the village approach, the other as a mobile reserve to do some flanking from the north.

Scott tried to charge a squad and bazooka team into one of the Tigers in desperation. I overwatched them and shredded the assault. His infantry were now scattered, many of his tanks flaming wrecks, and my lines hadn’t cracked. The AT gun, still hidden in the north, finally opened up in Turn 6 for one final parting shot. Just to remind him it had been there all along.

At game end, I had taken light infantry casualties, lost both StuGs, but still held the village firmly. Scott had a single functioning tank, less than ten GO squads, and maybe a third of the needed victory locations. My anti-tank gun, both Tigers, and most of my central defense remained intact. The Volksgrenadiers had done their job … and the Tigers sealed the deal.

Scott’s Attacking Perspective

The Good

  • Crocodiles can incinerate defenders and turn stone strongpoints into smoldering ruin.

  • Lots of American smoke available.

  • Strong leader-to-squad ratios gave me better rally odds under fire.

The Bad

  • First-line 6-6-6 squads are soft under fire.

  • Wide open approaches made movement perilous.

  • The required stone building location capture count (38!) felt nearly insurmountable.

Let’s be blunt: this was a tough hill to climb, a tough row to hoe… Historically, the 30th Infantry Division ran into withering fire in Merzenhausen as they pushed east during Operation Queen. The Germans had the terrain, the stone buildings, and the high ground—and in this scenario, Neal played them well.

My plan was a two-pronged advance: pressure from the northwest through the woods and orchard, and a mechanized hammer in the south to clear the walled buildings before pushing into the village proper. I knew I’d face concealed units and boresighted hell, but my hope was that I could smoke off fire lanes and punch through fast enough to avoid the worst of it. Sure!

Then I lost a tank in Turn 1 to a boresighted hex. Then another. Then the StuG from Hell went on a tear.

Neal’s single StuG became a one-man war. It racked up five armor kills by Turn 2, including two of my 76L-armed Shermans. I did everything … flanking shots, bounding fire, intensive fire … but nothing worked. I couldn’t penetrate his armor or roll lower than an 8 on my TKs. The real loss wasn’t just material … it was initiative, momentum, and personal ELR failure. Losing five AFVs in two turns shattered my offensive tempo.

My Crocodiles moved in on the southern flank, their flamethrowers eager, but they were slow, and I had to stand off to avoid the threat of Panzerfausts. This made effective firing positions awkward. When I finally got into range, I lit one building up, breaking a squad and setting a blaze … but the village was already lost by that point.

The infantry fight was a mixed bag. In the northwest, I used smoke to good effect and maneuvered around fire lanes, using orchard as cover. I broke through around L4 with minimal losses, and even got a small force near the village core. But without tanks to support them, my infantry were exposed. My southern infantry were mauled trying to breach the walls. Every time I advanced, another German firegroup opened up.

Turn 5, Neal’s Tigers arrived. Game over. I had no answer to them. Bazookas were out of position. Most of my main tanks gone. I tried a last-ditch CC attempt … got blasted. My remaining armor? Immobilized or unable to get into position to have any affect without getting smoked by a Tiger. I watched my Crocs go down, my squads break under point-blank fire. By Turn 5, I was just trying to salvage a moral victory. But didn’t even get that.

My biggest mistakes: overcommitting armor early, underestimating the impact of boresighting, and not pressing hard enough in the south with smoke. But even if I had played better, Neal’s defense was sound. Once the Tigers arrived, the scenario’s end was just a formality.

The field was lost, and I capitulated on Turn 6.

Conclusion

This scenario reflects the kind of vicious, multi-layered fighting that characterized the Western Front in late 1944. The battle for Merzenhausen saw the U.S. 30th Infantry Division battered by minefields, MG nests, and counterattacks from elite German armor.

Neal’s defense worked effectively: layered lines, hidden assets, deception, and solid fallback positions. Easy to do defending a stone village! He used boresighting effectively, repositioned midgame, and leveraged his StuG into a one-man blockade. His Tiger deployment sealed the perimeter.

Scott’s attack, while grounded in solid fundamentals, collapsed under the weight of early armor losses. The Crocodiles came too late. Infantry lacked sufficient suppression support. The terrain punished slow maneuver. And the brutal victory conditions offered no forgiveness.

GET TO THE CHOPPA…!!! Get To The Choppa...!!!


Article © 2025-2026, N. Ulen & S. Rowland. All Rights Reserved. Copyright & Fair Use Notice.
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aar-merzenhausen-zoo-j19Crocs, and Tigers, and Rhinos...oh my! Merzenhausen Zoo is a late-war scenario chock full of big guns, big toys, burning wrecks, and lots of epic action. We feel it's a bit pro-German, and to win, the American/British forces need to be ultra-aggressive, move fast, and use all the smoke they have to establish a foothold in the village before the Tiger reinforcements arrive.<br><br><span style="font-size: 12px;"> <i class="fas fa-user"></i> <strong>AAR:</strong> Neal Ulen & Scott Rowland<br> <i class="fas fa-user"></i> <strong>Scenario Design:</strong> Chas Smith</span>

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