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!
Back to Stavelot
Snowstorm of Steel #3
(Attacker) Germany vs United States (Attacker)
Formations Involved
Germany 1st SS "Leibstandarte Adolf Hitler" Division
Germany Kampfgruppe Peiper
United States 30th "Old Hickory" Infantry Division
United States 824th Tank Destroyer Battalion
Display
Balance:



Overall balance chart for SSoS003
Total
Side 1 0
Draw 0
Side 2 1
Overall Rating, 1 vote
5
4
3
2
1
3
Scenario Rank: --- of 1093
Parent Game Snowstorm of Steel
Historicity Historical
Date 1944-12-19
Start Time 13:00
Turn Count 15
Visibility Day
Counters 79
Net Morale 0
Net Initiative 1
Maps 2: 25, 29
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 176
AAR Bounty 168
Total Plays 1
Total AARs 1
Duplicates WiSo003
Battle Types
Bridge Control
Inflict Enemy Casualties
Urban Assault
Conditions
Off-board Artillery
Scenario Requirements & Playability
Elsenborn Revised Maps + Counters
Fall of France 2 Maps
Snowstorm of Steel Base Game
Introduction

Once again displaying his amateur’s approach to war, Peiper failed to leave anyone behind in Stavelot to secure his lines of communications. The Tennessee National Guardsmen of the 30th “Old Hickory” Infantry Division snatched the opportunity and attacked Stavelot, initially held only by a few stragglers trying to catch up with Peiper. As German reinforcements arrived, fighting raged through the town.

Conclusion

By noon the Americans held all of Stavelot save for a few houses at the western edge. Most importantly, they had finally blown up the bridge over the Amblève: the Americans had blundered on the previous day by waiting for orders to set off the explosives, and now the SS militia returned the favor by leaving the demolition charges in place. Heavy artillery fire ravaged an attempted German counter-attack, and over 1,000 German corpses littered the banks of the Amblève by day’s end. Peiper and his battle group were now isolated.

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).
  • Armored Cars: These are Combat Units. They are motorized instead of mechanized. All have their own armored car leaders, who can only activate armored cars (6.85). Do not provide the +1 Assault bonus (ACC).
  • Reconnaissance Vehicle: 8.23 Special Spotting Powers Both foot and vehicle mounted recce units (1.2) possess two special spotting abilities. The first ability is that they can spot enemy in limiting terrain at one hex further than the TEC specifies for other units and leaders. For example, an enemy unit in town can normally be spotted at three hexes or less, but a recce unit can spot them at four hexes.Their second ability is that they can place a Spotted marker on any one enemy unit they can spot per turn, just as if the enemy unit had "blown its cover" by firing. Such Spotted markers are removed as described earlier.

Display Order of Battle

Germany Order of Battle
Luftwaffe
Schutzstaffel
  • Mechanized
  • Motorized
  • Towed
United States Order of Battle
Army
  • Mechanized
  • Towed

Display Errata (4)

4 Errata Items
Overall balance chart for 39

Reduce strength direct fire value be came 5-5 in Army at Dawn.

(plloyd1010 on 2015 Jul 31)
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)

Blow the bridge and hang on!
Author Grognard Gunny
Method Solo
Victor United States
Play Date 2026-06-03
Language English
Scenario SSoS003

Once the bridge was blown The only way for the Germans to attack the town was to try to outflank the Americans to the South. The Americans, having only to hold the town after taking care of the main bridge, had all those lovely woods to defend in and hold off the Teutonic hordes. This was accomplished while the PZ IVs sat out the battle on the East bank. (That's what comes from having no Eng units near a major river!) (Note - While this scenario doesn't look like much it plays well and I recommend it.) (I DID play the transport tracks as "non-tanks" and used them to cross the Southern bridges.)

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