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Cold Night in Winterspelt WTO (id:#66690)
(Dispatches from the Bunker #56 ID: DB182)   [next]   [previous]
Winterspelt, Germany 1944-12-16 (37 others)
I: Buchholz Station (Classic ASL)
U08: Weissenhof Crossroads (G.I.'s Dozen)
I: Buchholz Station (AH:The General # 24.4)
S04: Welcome Back (ASL Starter Kit #1)
S15: Hammer to the Teeth (ASL Starter Kit #2)
TOT 1: Take Ten! (Time on Target # 1)
TOT 2: First Attack (Time on Target # 1)
TOT 3: The Pride of Lions (Time on Target # 1)
TOT tA: Sweep Along Skyline Drive (Time on Target # 1)
WAR1: The New Boy (Wacht Am Rhein)
WAR2: Rising Tide (Wacht Am Rhein)
O117.1: Not Without a Fight (On All Fronts #117)
O122.3: The I & R Platoon (On All Fronts #122)
DW1: The I & R Platoon (OAF Playtester's Journal # 7)
SP121: Danger Close! (Schwerpunkt #11)
MP6: The Marnach Strongpoint (Melee Pack I)
PN 2.0: Recon Awry (Internet)
Y45a: Wacht am Rhein (Internet)
SP167: Trigger Happy Joes (Schwerpunkt #14)
HG-13: An Unfriendly Welcome (High Ground 2)
RPT94: Trigger Happy Joes (Rally Point #10)
191: Buchholz Station (ASL 3a - Yanks (2nd Edition))
DB135: The Krinkelterwald (Dispatches from the Bunker #45)
WaR 1: New Boy (Wacht Am Rhein 2nd Edition, Volume 1)
WaR 2: Rising Tide (Wacht Am Rhein 2nd Edition, Volume 1)
KN#5: The Fall Of Kesternich (Desperate Hours: Battle for Kesternich)
KR#1: Parker's Silver Star (Krinkelt-Rocherath)
KR#8: Battle of the Twin Villages (Krinkelt-Rocherath)
KR#2: Second Wave (Krinkelt-Rocherath)
DCRB 08: Last Stand of a Troop (Red Banner 2019 Q4)
HazMo18: Sophoclean Tragedy (HazMo Scenario Pack 2: The Un-Civil Wars)
#13: Through The Mist (Critical Hit Annual #6)
Q26: Holzthum Hold Out (Quick 6 Scenario Pack V)
DB175: Take and Hold (Dispatches from the Bunker #55)
Scripts 1: A Troop's Last Stand (Red Banner 2023 Q4)
PN 2.0: Recon Awry (Coastal Fortress)
Q39: The Ghosts From Dasburg (Quick 6 Scenario Pack VII)
Designer: Jeffrey D. Myers
Starter kit scenario?:    Deluxe scenario?:
 
Balance:
GermanAmerican
50%

Overview:

On the 16th of December, A Company used mortar fire to successfully evict German troops from the woods south of Winterspelt, a small village located to the southwest of St. Vith. However, a drop in temperature left two of A Companies platoons manning the hills east of town wishing for the greatcoats left behind in the rear. After midnight the cold became the least of their worries.
Attacker: German (Volksgrenadier-Division 62)
Defender: American (A Company, 424th Infantry Regiment, 106th Infantry Division)  
6.5 turns
    Players: 2     OBA: None     Night: Yes
Unit Counts:
Squads: A:14.5 D:16.5
AFVs: A:1
StuG IIIG

AFVs: D:0
Guns: A:0
5cm leGrW 36 x 3
D:0
M2 60mm Mortar x 3

Victory Conditions:

Exit VP: Building Control VC: Area Control VC:
Unit Based VC: LOS Style VC: CVP Cap:
Misc Rules: Night Rules (E1.), Base NVR 1. D: AS (A19.131)
Map Board(s):
9a 12a Show/hide map dependencies
PublicationBoard
ASL Action Pack # 9 To the Bridge!9a
ASL Action Pack #14 Oktoberfest XXXIV12a
Overlays: Hi8 Hi9 OG1 OG2 OG5
Errata (source)
Possible balance SSR for Americans: For purposes of E1.21, any one leader may make the Freedom of Movement dr each MPh, and a Leadership Modifier does apply to the dr.Designer
Players wanting to play this game/Request a match:

Scenario info

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Last Played:
DateReporterOpponentBal.ResultTimeComments
2023-10-08(A) Ron Garcia vs Darryl M. German winThis one was a dud. The way the scenario is designed, the Germans have absolutely no reason to attack any Americans except for forces in hex 12aC14 and 12aJ9. I was the Germans, and I moved my units in a pincer from the north and south. By the time my StuG came on (last, of course) both pincers were in position to to assault the only two victory hexes that mattered.

My friend got one illuminating round off with one one MTR, but broke the second. Luck wasn't on his side when trying to find starshells. A sacrifice HS to check the chapel revealed the obvious HS/MMG/8-0 in the steeple. The HS survived and two other cloaked units were in position to crush them in the next DFPh. It only took one, and the building was secured.

The rest of the game had me maneuvering the southern units for the final assault on J9. Not wanting to relieve any Americans of their No Move counters, I waited until the seventh half turn before I assaulted the hex. Some sacrifice HS running to hex K10 forced my friend to finally lose the units in J9's concealment before I was going to bump them anyway. Several HS broke/pinned prior to getting there from well placed American units on the backside of overlay Hi8, but one survived forcing the shot. I then assault moved 12 squads loaded with LMG's (regular and dm) and -1 leaders into J8, K9, I10, and J10 (for this scenario, stacking is a good thing). A shot from an American squad in I9 was ineffective as was the SFF shot from J9. It only took the first of the four kill stacks to break the units in there and it was game over.

My friend and I definitely do not recommend this scenario. There really is nothing for the Americans to do. Until the tank comes in on turn three, the Americans can only sit and watch. Even if they get starshells after that, the Germans only have to take two buildings to win. By the time they can start firing them off, both building hexes should be ready to be assaulted. The Germans on the south are close enough to make it to I9 by game's end even if starshells impede their movement. Maybe the victory conditions should read "..northwest of Hex Grain 12A14-Q6. That would at least force the Germans to fight. BTW, the estimated playing time is totally off. We were done in two hours. Skip.

Edit: In case anyone was wondering, I did move units through all the requisite stone building locations as I moved towards the two manned building locations. I advanced units into the ones next to the hills on my last half turn to avoid freeing up any American units.
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ActionDate
peacmyer Added Errata2024-07-24 18:03:23
mtrodgers99 Modified the unit counts2023-11-19 01:16:37
Jude Added a playing2023-10-08 20:02:40
Jude Rated the scenario2023-10-08 19:21:01
peacmyer Set the designer field2023-10-02 06:41:47
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(winterspelt map corrected.png)Map Imagehoxson1416
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Statistics:
Avg Rating: 2.00Votes: 2
Views: 0
To-Play list count: 0
Estimated Play time: 7.4 hours
Recorded Games: 1
Archive recorded plays:
German1
American0
Drawn:0

ROAR Data: (as of today)
Cold Night in Winterspelt
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[A] American 0
[D] German 1
All Rights Reserved. (c)2022 Dave Ramsey.