Panzer Grenadier Battles on October 24th:
Afrika 1944 #22 - PAKfront Leyte '44 #12 - Flying Wedge
Fronte Russo #9 - Potemkin Village Leyte '44 #13 - Failure at Buri Airfield
Red & White #28 - Bastion
Errors? Omissions? Report them!
The Fuel Depot at Büllingen
Snowstorm of Steel #1
(Attacker) Germany vs United States (Defender)
Formations Involved
Germany 1st SS "Leibstandarte Adolf Hitler" Division
Germany Kampfgruppe Peiper
United States 1121st Engineer Group
United States 254th Engineer Battalion
Display
Balance:



Overall balance chart for SSoS001
Total
Side 1 0
Draw 0
Side 2 1
Overall Rating, 1 vote
5
4
3
2
1
2
Scenario Rank: --- of 1093
Parent Game Snowstorm of Steel
Historicity Historical
Date 1944-12-17
Start Time 07:00
Turn Count 15
Visibility Day
Counters 64
Net Morale 0
Net Initiative 1
Maps 2: 24, 25
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 172
AAR Bounty 168
Total Plays 1
Total AARs 1
Duplicates WiSo001
Battle Types
Inflict Enemy Casualties
Road Control
Urban Assault
Scenario Requirements & Playability
Elsenborn Revised Maps + Counters
Snowstorm of Steel Base Game
Introduction

Much like the Austro-Hungarian plan for their offensive along the Piave River in the summer of 1918, the German plan in the Ardennes called for the panzer spearheads to sustain themselves with captured enemy fuel. Interrogation of those prisoners not murdered in Honsfeld revealed the presence of an American fuel depot in Büllingen. Peiper directed his battle group to capture it as quickly as possible.

Conclusion

An independent engineer battalion tried to halt the oncoming Nazis, and had some success before enemy numbers overwhelmed them. Battle Group Peiper captured about 250 American soldiers in and around Büllingen, murdering 50 of them and putting the remainder to work pouring American gasoline into German tanks. Those men were sent to the rear under guard, and Peiper continued his advance.

Additional Notes

SS transport counters are available as a free download from Avalanche Press. If not using these or other SS transport from other games, players should use regular German army transport as substitutes.


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
  • 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
Luftwaffe
  • Foot
Schutzstaffel
  • Mechanized
United States Order of Battle
Army
  • Mechanized
  • Motorized

Display Errata (3)

3 Errata Items
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)

Display AARs (1)

Just dig in and hold on!
Author Grognard Gunny
Method Solo
Victor United States
Play Date 2026-05-27
Language English
Scenario SSoS001

Lacking even the curtesy of a single anti-tank gun, the Americans were pressed into trying to defend Bullingen with very little to start with. The first gamebit was to slow down the assault on the town by judicious placement of outliers to the town in the effort to slow down the German "setting up" for the attack on the town itself. After a three turn retreat into town, the rest of the game was merely assault after assault trying to dislodge the Engineers left in the town proper. The Americans held on for the win within the time constraints set by the scenario. It was very close however. (Note - while the delaying part of the early going had some interest, the bloodbath in the town held exactly zero, just assault after assault trying to get those "good" die rolls...... not much interest.)

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