Panzer Grenadier Battles on January 16th:
Panzer Grenadier #50 - Red Vengeance Sinister Forces #12 - Red Vengeance
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Christmas Belle Haye
Winter Soldiers #18
(Attacker) Germany vs United States (Defender)
Formations Involved
Germany 2nd SS "Das Reich" Division
United States 3rd "Spearhead" Armored Division

Overall balance chart for WiSo018
Side 1 2
Draw 1
Side 2 4
Overall Rating, 6 votes
Scenario Rank: 332 of 598
Parent Game Winter Soldiers
Historicity Historical
Date 1944-12-25
Start Time 14:00
Turn Count 10
Visibility Day
Counters 45
Net Morale 0
Net Initiative 2
Maps 1: 10
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 126
AAR Bounty 150
Total Plays 7
Total AARs 3
Battle Types
Enter & Exit
Kill Them All
Off-board Artillery
Scenario Requirements & Playability
Battle of the Bulge maps
Elsenborn Ridge counters
Winter Soldiers book

Unable to expand their position, Task Force Brewer's new orders required them to hold their ground at all cost. With both flanks secure, this order was reasonable at the time it was issued. Later, when the formations on both sides were ordered to fall back, it exposed both flanks of Task Force Brewster. Soon, what had been a trickle of SS working around them became a torrent.


After frantic radio calls to HQ, Major Olin F. Brewster finally received orders to fall back. He formed up his polyglot force and began feeling his way north. Unfortunately for the Americans, the SS were lying in wait, and disabled the tanks at both ends of the column. This effectively blocked the column and the soldiers panicked, abandoned their vehicles, and fought their way back to friendly lines on foot. Once there, General Maurice Rose did everything in his power to court-martial the major for abandoning government equipment, but he was unable to make it stick.

Display Relevant AFV Rules

AFV Rules Pertaining to this Scenario's Order of Battle
  • Vulnerable to results on the Assault Combat Chart (7.25, 7.63, ACC), and may be attacked by Anti-Tank fire (11.2, DFT). Anti-Tank fire only affects the individual unit fired upon (7.62, 11.0).
  • AFV's are activated by tank leaders (3.2, 3.3, 5.42, 6.8). They may also be activated as part of an initial activating stack, but if activated in this way would need a tank leader in order to carry out combat movement.
  • AFV's do not block Direct Fire (10.1).
  • Full-strength AFV's with "armor efficiency" may make two anti-tank (AT) fire attacks per turn (either in their action segment or during opportunity fire) if they have AT fire values of 0 or more (11.2).
  • Each unit with an AT fire value of 2 or more may fire at targets at a distance of between 100% and 150% of its printed AT range. It does so at half its AT fire value. (11.3)
  • Efficient and non-efficient AFV's may conduct two opportunity fires per turn if using direct fire (7.44, 7.64). Units with both Direct and AT Fire values may use either type of fire in the same turn as their opportunity fire, but not both (7.22, 13.0). Units which can take opportunity fire twice per turn do not have to target the same unit both times (13.0).
  • Demoralized AFV's are not required to flee from units that do not have AT fire values (14.3).
  • Place a Wreck marker when an AFV is eliminated in a bridge or town hex (16.3).
  • AFV's do not benefit from Entrenchments (16.42).
  • AFV's may Dig In (16.2).
  • Open-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables, but DO take step losses from X and #X results (7.25, 7.41, 7.61, BT, DFT). If a "2X" or "3X" result is rolled, at least one of the step losses must be taken by an open-top AFV if present.
  • Closed-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables. Do not take step losses from Direct or Bombardment Fire. If X or #X result on Fire Table, make M morale check instead (7.25, 7.41, 7.61, BT, DFT).
  • Closed-top AFV's: Provide the +1 modifier on the Assault Table when combined with infantry. (Modifier only applies to Germans in all scenarios; Soviet Guards in scenarios taking place after 1942; Polish, US and Commonwealth in scenarios taking place after 1943.) (ACC)
  • Tank: all are closed-top and provide the +1 Assault bonus, when applicable
  • Tank Destroyer: do not provide the +1 Assault bonus, even if closed-top (SB)
  • APC – Armored Personnel Carrier: These are Combat Units, but stack like Transports. They can transport personnel units or towed units. They are not counted as combat units for the +1 stacking modifier on the Direct Fire and Bombardment Tables (4.4). They may be activated by regular leaders and tank leaders (1.2, 3.34, 4.3, 5.43). They do not provide the +1 Assault bonus (ACC).

Display Order of Battle

Germany Order of Battle
  • Mechanized
United States Order of Battle

Display Errata (5)

5 Errata Items
Scen 18

This scenario uses a board from Battle of the Bulge (board #10), not from Elsenborn Ridge as indicated in the scenario notes

(filbox on 2011 Aug 03)
Overall balance chart for 424

The reduced direct fire value of the SS HMG is 5-5 in Beyond Normandy and Road to Berlin.

(plloyd1010 on 2015 Jul 31)
Overall balance chart for 408

The Units in Beyond Normandy were misprinted with a movement factor of 5. The movement factor should be 8.

(rerathbun on 2012 Mar 21)
Overall balance chart for 408

Liberation 1944's counters are mislabeled 'PzIVF2.' The counter's ratings are correct (Armor 5, Move 8, DF 11-6, AT 6-8).

(rerathbun on 2014 Feb 14)
Overall balance chart for 25

The M18 has a special rule in Battle of the Bulge but it applies globally: "A two-step M18 unit can fire one anti-tank shot and move half its movement allowance (retain fractions) in a single impulse. The order in which it does these two actions is the player's choice."

(Shad on 2010 Dec 15)

Display AARs (3)

Christmas in June
Author thomaso827
Method Solo
Victor Germany
Play Date 2014-06-19
Language English
Scenario WiSo018

Played a solo play of Christmas in Belle Haye this afternoon. Thankfull for the errata posted on PZG HQ, I had an initial bit of trouble sorting out where board 10 comes from, but that didn't last too long. US mix of armor, regular army and airborne troops with a singe off board arty element vs an SS force that has to be set up with roughly quarters in each quarter of the board, keeping them from concentrating between the US and the exit area. With a 10-turn scenario, I thought I would have little trouble getting a strong force off the board, but it didn't go quite that way. Germans kept the initiative most of the game, mostly just enough to move first each turn. US forces set up with infantry and weapons in the town, with the 3 tank and TD elements dug in on the north side of town. The US succeeded in destroying both steps of one PZ IVH but the Germans managed to eliminate one Sherman platoon. The US sergeant with the HMGs and a halftrack made the first dash to the north, succeeding in running the gauntlet, which also caused a number of German forces to use their activations for OP fire, meaning they weren't there to catch the next few stacks walking towards the north. Next turn, Germans again got initiative and moved to intercept where possible, or taking ranged shots of direct fire, trying unsuccessfully to slow down the exit. US elements kept successfully moving out of assaults, taking little or no damage from the parting shots from German forces. Results came down to not quite getting enough troops off the board in time. At 1 point per step exiting, but 2 per for losses, it was going to be difficult getting enough off unless I started that exodus from the first, which I failed to do, trying to kill off some of the German forces first. Game results? Germans squeezed out a Major Victory with just enough points to do it.

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One Sided Fight
Author thomaso827
Method Solo
Victor United States
Play Date 2014-12-25
Language English
Scenario WiSo018

The Germans set up approximately 25% of their force in each quarter of the board, using the north-south and east-west roads as a grid to divide it. US forces set up in or near the large town in the middle of the board. I set up SS assault forces with 3 of them supported by mortars, giving the panzers to the southwest and southeast quadrants. US forces set up with Shermans in both southern-most town hexes supported by infantry in each, the M18 and infantry in the northwest and the halftrack, an Infantry and an LT in the northwest hex, with the Major, 2 infantry and a mortar in the central-western hex and just a mortar and infantry in the central-eastern hex. This gave all-round good defense against assaults, with the US M3 offering it's fire support. The victory conditions offered one point per US step exited from the north edge, so I thought I might send the halftrack loaded for the points I might get from that. Germans went in to assault the Eastern half of the town as they could start right there in the woods within distance to get to those adjacent hexes, while on the western side, they needed a few turns to maneuver into that range. Naturally, the defense was able to take out some SS troops as they approached, but this was a bit of a blood bath today. Lots of 2s and 12s in the initial turns. Those German troops that did make it to assaults got stuck there for turn after turn as the stacks were slowly bled dry and the US troops managed to make nearly all their morale rolls. It came down to the last full German unit, one of the Mk IVs which a mixed US Para and Infantry stack had gone out to assault, trading fire unsuccessfully for some turns before turn 12, when the US troops succeeded in getting 2 AT shots, but managed to get a 13, killing both steps. Other than the 3 German mortars, there was a single step HMG element left adjacent to the southwest Mortar, and with the lack of success the mortars had had all game, I called it a day. Great game,31 US points to nothing.

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Winter Soldiers, scenario #18: Christmas at Belle Haye
Author JayTownsend
Method Solo
Victor United States
Play Date 2011-10-02
Language English
Scenario WiSo018

Kind of an odd little scenario! The problem for me with this one; is the Americans get victory points in two ways, which include eliminating enemy steps and exiting units off the north edge of the map but when setup some units are already only two hexes away from that exit point. The German get 2 point for every enemy step loss and double that for tanks but they have to slip their forces into four setup areas on the map and at least three hexes away from any American units, so in three or four turns, most of the Americans can roll off the map before Germans can do anything about it.

In my game, the Americans took out three steps of German SS PzIVH’s and rolled off the north edge of the map without too much trouble, other then losing one Infantry step, one Sergeant to some German Infantry and Mortar units attaching through the woods and the M18 to the other step of German PzIVH that was left. The Americans easily achieved a major victory. It makes me wonder if my strategy is wrong as the Germans or the Victory conditions are a bit off? I think the Americans can setup too close the exit. They just have to be within three hexes of hex 0709 and the German setup ¼ of their units in every section of the map divided by the roads.

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