Panzer Grenadier Battles on November 21st:
Desert Rats #16 - The Panzers Pull Back Desert Rats #19 - The Panzers Return
Desert Rats #17 - The Tomb Of Sidi Rezegh Jungle Fighting #7 - Line Of Departure
Desert Rats #18 - A Pibroch's Skirl South Africa's War #5 - Irish Eyes
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A Dicey Proposition
Winter Soldiers #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 WiSo003
Total
Side 1 7
Draw 2
Side 2 3
Overall Rating, 13 votes
5
4
3
2
1
3.38
Scenario Rank: 509 of 940
Parent Game Winter Soldiers
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: 12, 9
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 146
AAR Bounty 129
Total Plays 12
Total AARs 8
Battle Types
Bridge Control
Inflict Enemy Casualties
Urban Assault
Conditions
Off-board Artillery
Terrain Mods
Scenario Requirements & Playability
Battle of the Bulge Maps
Elsenborn Ridge Counters
Winter Soldiers Base Game
Introduction

Yesterday Peiper's spearhead had passed through Stavelot leaving the problem of securing it for the trailing elements. When a lack of fuel prevented the Panzer IV battalion from advancing this made securing the town a dicey proposition. Complicating the situation was 30th Infantry Division was unwilling to concede the initiative and sent a battalion forward to retake it.

Conclusion

By noon all of Stavelot was in American hands save for a few houses at the western edge. When some of the refueled Panzer IVs launched a counterattack to retake the town, captured American jeeps in the lead element of the attack caused Lt. Colonel Frankland to call in artillery fire instead of directly engaging the enemy. This separated the German armor from their infantry support as the panzers continued on alone. The counterattack faltered when two of the leading tanks were destroyed just short of the bridge.

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

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 (8)

Not-so-hot Dice
Author thomaso827
Method Solo
Victor United States
Play Date 2015-12-19
Language English
Scenario WiSo003

My first chance for a Bulge game so far. The US have to hold out in Stavelot, the big town on board 12, with SS already in the western 3 hexes, a large mix of SS and FJs in the woods and hills to their east, and SS reinforcements waiting to enter from the west. My roll for German reinforcements brought them in immediatly. The US set up with a wall of infantry and HMGs facing the SS in the town, the Major and 2 more infantry in the central town hex with another infantry and an engineer in the north and south central hexes waiting to assist in assaults, and the 3in guns and mortars in the eastern town hexes, with an outpost accross the river holding that single hex of town to prevent a larger force of Germans from the north heading for the bridge. The German Mk IVs made a dash for the bridge and accross into assaul after taking a single step loss to the 3in guns but the US major brought his troops in and in 3 turns, wiped out the German tanks, while SS infantry got stalled on the bridge by US OBA and mortars. In the west, the initial SS troops in town were killed by adjacent hex fire just in time for the SS reinforcements to arrive and move into assaults, the Armored cars faring much better with their infantry support. Assaults bogged down, but overall, Germans took step losses while the US troops took morale losses. At the end of 11 turns, the Germans had lost 26 steps to 9 US, and the Germans just couldnt get a strong force accross the bridge. Even then, the Germans controlled the 3 western town hexes, and 4 more town hexes were contested, the bridge firmly in German hands but not of much value with all the SS troops hunkering down under constant arty fire there. Time to call it a game, 39 points to the US to 20 for the Germans. Great game.

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A close run thing
Author chief2000
Method Solo
Victor Germany
Play Date 2018-01-20
Language English
Scenario WiSo003

Americans succeeded in gaining control of all but northwestern edge of Stavelot. Turn two, the German reinforcements showed up and cautiously probed for a weak spot. In the meantime, Peiper chose to rush the town before the Amis took the bridge and Panzers took positions in the east while waiting for most of the infantry to catch up (minus the tank riders who accompanied them for security) American mortars positioned on the hill west of the town took a heavy toll on the Fallschirmjaeger while American artillery also cut huge swaths in the advancing troops. The battle seesawed all the way until the final turn. During the battle, the senior leader was unexpectedly cut down and chaos reigned for a couple turns while the second in command could not gain control of the battle (curse those 11s!). Nevertheless KG Peiper succeeded in whittling down US control of the town until the end.

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Inexorable
Author Poor Yorek
Method Solo
Victor Germany
Play Date 2012-08-30
Language English
Scenario WiSo003

As this battle has been described in detail in others, I shall only note where my play was substantively different.

US Set-UP: 2xINF 0711 ENG+INF+M2 0710 INF+M3+3in 0807 (covers the W entry into Stavelot and hex 1111 (approach to bridge)) INF 0809 2xHMG 0911 INF 0910 HMG+INF 1011 INF+M3+3in 1008 INF+ENG 1110

Germans: Luftwaffe units set up N of the E/W road in row 12xx SS lined up on hill S of E/W road. PzIV's set to target 1110 at 600m.

Notes:

US won initiative every turn through turn 11 (when I ended the game) Germans only attained reinforcements on turn 6. On turn 2, a PzIVH moved into LOS from 0807 somewhat by accident (an "oops" moment). Rolled a 12 at +1 on the AT for a full unit kill (TheDoctor witnessed it). Sort of stunning. US OBA pummels the triple-stack of 81mm's on the 40-m hill. Turns 3 and 5 see good fire from the SS. As no German reinforcements appreared, the US took a few units to reinforce the northern wing and try to protect the 3-in guns which were keeping the PzIV's pinned behind the eastern back hamlet. On turn 7, the Germans get a '2' on a 30-col DF and clear/take the bridge hex.

By turn 11:

German VPs: 6 town hexes held + 16 step losses inflicted + held bridge hex. US VPs: 5 town hexes held + 14 step losses (countable).

German victory at this point was inevitable (save for wild die rolling) so I ended play.

Interesting situation in terms of US set-up.

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Lucha casa por casa en Stavelot
Author enrique
Method Solo
Victor Draw
Play Date 2012-10-31
Language Español
Scenario WiSo003

En este escenario una fuerza alemana compuesta por un batallón reforzado de granaderos de las SS, dos compañías de Fallschirmjäger y una compañía de tanques Pz IVH, todos ellos integrados en el Kampfgruppe Peiper, atacan la población de Stavelot, defendida por aproximadamente un batallón de infantería de la 30ª división americana. Los alemanes disponen además de dos secciones de coches blindados (SK 234/3 y SK 234/2), tres secciones de morteros, una sección antiaérea de 20mm, vehículos Hanomag y artillería fuera del mapa (2 x 16). Los americanos despliegan además dos secciones de morteros, dos secciones de cañones AT de 3-inch, halftracks M3 y artillería fuera del mapa (3 x 18).

Tres secciones de panzergrenadiere y la batería AA ocupan los tres hexes más occidentales de Stavelot. Los americanos ocupan el resto de la población. El resto de los alemanes se sitúan al este de Stavelot o entran a partir del turno 1 por el oeste.

Los alemanes tienen claro su plan: defender a toda costa los tres hexes de Stavelot en su poder, esperar refuerzos desde el oeste y contraatacar hacia el interior de la población. Al mismo tiempo el grueso de las fuerzas alemanas, entre las que se incluyen los tanques, avanzarán desde el este y atacarán el borde oriental de la población. Las fuerzas americanas serán así tomadas "en sandwich". Los americanos no tienen muchas opciones: atacar los hexes occidentales de la población mientras tengan superioridad numérica y conservar como sea la máxima parte de ella y sobre todo el vital puente del hex 1011 del mapa 12.

Los americanos acosan a la compañía de panzergrenadiere que defiende los tres hexes occidentales de Stavelot. Los alemanes resisten bien y logran mantenerlos bajo control hasta la llegada de refuerzos. A partir de ese momento la situación cambia. Los alemanes atacan simultáneamente por el este y el oeste. El frenético fuego alemán de artillería, morteros y directo destruye las dos secciones de cañones AT americanos, tras lo que los tanques germanos salen de un bosque próximo y hostilizan las defensas occidentales de Stavelot. Los americanos resisten valientemente, pero no pueden impedir que el hex de ciudad 1110 del mapa 12, situado al este del río Ambleve, caiga en poder del enemigo. A partir de ese momento la lucha alcanza su climax. Los americanos no dan un paso atrás. Los alemanes tampoco. Los bajas aumentan en ambos bandos y la tensión se mantiene literalmente hasta la última tirada de dados.

Se produce una épica lucha por el control del puente del hex 1011 del mapa 12, en la que ningún bando consigue la victoria.

Al final se produce un ajustadísimo empate. Los alemanes sufren 15 steps de bajas, las mismas que los americanos. Y cada bando controla cuatro hexes de Stavelot. En consecuencia, 23 VP cada bando.

Éste ha sido uno de los combates más ajustados que recuerdo. Le adjudicaría un 5/5, pero lo reduzco un punto por estimar que los alemanes tienen una ligera ventaja, que en esta partida no han aprovechado a causa de unas pésimas tiradas de dados.

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What the Hell, we're surrounded!
Author 10leopard2
Method Solo
Victor Germany
Play Date 2011-07-25
Language English
Scenario WiSo003

Stavelot

The American player had set up his most power adjacent to the 3 German controlled town hexes, so the German player had to retreat his Gren and 20mm units. But instead of leaving the town hexes unoccupied the German player moved Pz IVH tanks with Gren support to the town hexes, to assault the American defense in the next turn.

The American player tried to inflict some step losses to the tanks with his AT-guns, but they lacked firepower, and the German player assaulted the fist hex, which included a INF, a demoralized 3-inch and a demoralized M3. In the first round of the assault the german player inflicted two step losses. But the Americans still had a good grip at the town.

This changed when the German reinforcements attacked the back of the town, and the Americans where surrounded! While the Germans in the east of the town won terrain with assaults, the German Para's attacked the north of the town with no effect. But in the south of the town one INF and one HMG unit assaulted the German Pz IVH and two Gren units which where gaining too much terrain. This was a big mistake, because they immediately suffered two step losses, and the Germans south of the town crossed the river and took the town hex where the American INF and HMG assaulted from. Now the German player had a good grip on the town. and started to drive the American remainders out.

Conclusion

With the Americans suffered enormous casualties and almost all town hexes German controlled, the German player won a major victory.

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Winter Soldiers #3 Dicy Proposition or The Dice were Loaded
Author PatC
Method Solo
Victor Germany
Play Date 2011-10-13
Language English
Scenario WiSo003

The Allies set up for all round defense of the town with no thought of trying to engage the Axis positions in the west end of town. The Allies had dug in on the bridge hex with a ATG, INF, M3 Halftrack and a 9-1-1 Lt.

The Axis naturally got their reenforcements on the first possible roll and instantly reenforced their western town hexs and began an assault on adjecent Allied positions. Meanwhile the Axis manuvered east of town to arrive in suitable assault positions before the bridge hex.

The allies were up to the Axis first rush. The Axis assault vs the bridge hex was repulsed because of it's piecemeal nature. The axis para's assault vs the foot bridge was repulsed by Lt. McKrackin and the ATGs and Inf. Finally the Axis assault into the town center was absorbed by the Allied Inf and HMG which counter assaulted causing Axis casulities.

But over the long run this could not continue. The Axis finally wore the Allies down. First at the bridge hex when, after knocking out the Allied ATGs with direct fire from stacked HMGs and 81mm morters, the Axis brought up 3 platoon of MkIVs to an adjecent hex to blast away at Allied foxhole positions. That is the 30 col up 1, (down 1 for being dug in, up two for being adjecent.) Then the Assault and counter assault in the town center finally was decided when the Allies just ran out of units to feed into the assault hex. Higher morale when reduced and superior leadership won the battle here. Fortunatly Lt. McKrackin (8-0-1) survived by escaping over the foot bridge into the woods to the north, bypassing the demoralized Axis paras who never did get back into the battle. He finished with a +6 points despite having become demoralized during the scenario.

Despite superior 81mm fire and OBA the Allies just could not hold on. Actually they did better than I thought they would at first glance. But as far as Axis firepower goes, they were loaded. And so were the dice.

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Same town - different scenario.
Author Grognard Gunny
Method Solo
Victor Germany
Play Date 2024-06-05
Language English
Scenario WiSo003

In this one, the Germans were forced to fight their way back into the town that they had previously cleared. (Putting a crimp into the overall operational flow.) In that fighting into a town that had the defensive opportunities that this one had... it was tough sledding for the Germans. The Germans won the scenario by the narrowest of margins in the long run.

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Following Failure
Author campsawyer
Method Solo
Victor Germany
Play Date 2012-08-16
Language English
Scenario WiSo003

After completing Failing Orders,I was naturally drawn to this scenario. It is an interesting situation. An American battalion inserts itself into Stavelot amidst the followup German forces. It would have been more interesting had it not turned into a complete rout for the Americans as they were crushed handily by the Germans.

The Americans have a full battalion that will typically be setup in the town of Stavelot, but part of the town is still held by a company of SS GREN's as well as a German relief force on board 9. This is significant as it mounts four PzIVH's and two companies of GREN's. To top it off the Germans have a 50% chance of reinforcements to help the GREN's in the town on board 1. The Americans have to just hunker down and hold the town with the dual attack.

On turn 1 the Germans get there reinforcements and begin to move them in as well as get the troops on board 9 advancing on the town. Direct fire from the town GREN's are able to disrupt American troops in the town. Forced to recover the Americans pass on firing on the advancing reinforcements, giving the Germans the edge to assault the town. To the east the Germans press forward and American OBA does score a hit, but the bulk of the force is able to close on the bridge quickly and prepare for assaults. By turn 5 the game boils down to assaults on the town.

Heavy assaults occupy and drive up the casualty count quickly, but the Americans are on the bad end of it and slowly ground down and lose most of the town hexes. By turn 13 the Americans have no chance for retaking the towns with 6 INF, 2 HMG and a ENG lost. The Germans also have high losses in the attack, but they hold the bridge and the majority of the town.

A bit disappointed by this one as the Americans were forced to sit in the town and the Germans where easily able to get their tanks into the town. American OBA was not a big factor in the German advance and the American AT guns were quickly locked in assault allowing the German tanks to roam free. Eventually the game was just a slugfest in the town. My thoughts is that this scenario is too quick to surround the Americans and the game would be better to delay the western German reinforcements until turn 3 and make the unit on board 9 reinforcements that enter on turn 1. This would give the Americans a chance to fight it out with remnants in the town before tackling being surrounded.

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