Panzer Grenadier Battles on April 27th:
Arctic Front Deluxe #40 - Children's Crusade Broken Axis #14 - Târgu Frumos: The Second Battle Scenario 3: Sledge Hammer of the Proletariat
Army Group South Ukraine #6 - Consternation Road to Berlin #73 - She-Wolves of the SS
Errors? Omissions? Report them!
War in the Hedgerows: Operation Epsom, 1944
C&CV2: The King's Officers #18
(Attacker) Britain vs Germany (Defender)
Formations Involved
Britain 31st Tank Brigade
Britain 44th (Lowland) Infantry Brigade
Britain 46th (Highland) Infantry Brigade
Germany 12th SS “Hitler Jugend” Panzer Division
Germany 2nd "Vienna" Panzer Division
Germany Kampfgruppe Frey
Germany Kampfgruppe Weidinger
Display
Balance:



Overall balance chart for CCV2018
Total
Side 1 3
Draw 0
Side 2 1
Overall Rating, 5 votes
5
4
3
2
1
5
Scenario Rank: 1 of 913
Parent Game C&CV2: The King's Officers
Historicity Alt-History
Date 1944-06-26
Start Time 09:00
Turn Count 240
Visibility Day & Night
Counters 565
Net Morale 0
Net Initiative 1
Maps 3: BN1, BN2, BN3
Layout Dimensions 176 x 116 cm
69 x 46 in
Play Bounty 421
AAR Bounty 165
Total Plays 4
Total AARs 2
Battle Types
Breakout
Bridge Control
Hill Control
Urban Assault
Conditions
Minefields
Off-board Artillery
Randomly-drawn Aircraft
Reinforcements
Severe Weather
Smoke
Illumination
Scenario Requirements & Playability
Afrika Korps Counters
Beyond Normandy Maps + Counters
Cassino '44 Counters
C&CV2: The King's Officers Base Game
Desert Rats Counters
Elsenborn Ridge Counters
Road to Berlin Counters
Sinister Forces Counters
Introduction

The Operation Epsom campaign game allows players to fight a sequence of battles in which they choose which forces to use and where to fight. The campaign is fought over five days, from 26 through 30 June 1944. It depicts British 8th Corps' attempt to break through German lines west of Caen and outflank the city to force a German retreat. Each day's successes or defeats cause the front lines to move and will affect unit deployment and combat on the following day, and ultimately the outcome of the campaign. The goal of the Allied player is to eliminate German units and take control of key positions on the BEYOND NORMANDY maps. The goal of the German player is to eliminate Allied units and hold the line against the Allied advance.

Conclusion

From the BEYOND NORMANDY scenario book:

The British operation that began with so much promise on the 26th was halted with little notice on the night of 29/30 June. Through ULTRA intelligence the British were aware of the strength committed to containing the 8th Corps' penetration and no longer considered it possible to drive deeper into the German line west of Caen.

Although General Bernard Law Montgomery had not achieved his stated aim of forcing the Germans to abandon Caen itself, he had managed to achieve two objectives not publicized by the Allies: drawing the German armor to the British sector and eroding its combat power.

While the British engaged the German armored forces, the Americans captured Cherbourg and expanded their bridgehead. By the time Operation Cobra was launched the German armor was so heavily engaged against the British and had been so worn down that it proved incapable of sustained resistance against the American breakout. The German panzer divisions that shifted west to contain the American breakout were shadows of those that had arrived in Normandy just weeks before. Every tank lost by the Germans was one missing from the line in every subsequent battle, while the Allies had hundreds available to make up their losses. Most importantly, the Germans at no time could launch their anticipated "drive them back into the sea" offensive because the panzer divisions were too occupied preventing the British from the breaking the line around Caen.


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
  • Assault Gun: if closed-top, provide the +1 Assault bonus, when applicable
  • Tank Destroyer: do not provide the +1 Assault bonus, even if closed-top (SB)
  • Self-Propelled Artillery: 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).
  • 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

Britain Order of Battle
Army
  • Motorized
Germany Order of Battle
Heer
  • Motorized
  • Towed
Luftwaffe
  • Towed
Schutzstaffel
  • Motorized

Display Errata (14)

14 Errata Items
Scen 18

Page 66: German Order of Battle - Support Units

101st SS Heavy Panzer Company

Corrction: Change to 3 x PzVIe (Tiger I)

(broadsword on 2012 Jun 11)
Overall balance chart for 865

The "Optional Values" for the 17-Pdr given in an Avalanche Press Daily Content piece on the 17-Pdr Anti-Tank gun (and printed on a replacement counter sheet Download) are now the Official Ratings, published in games like Cassino '44, Grossdeutschland 1946, and Indian Unity, as shown in one of the two counter images. These are:

5-5 / 8-8 MA 0 (Towed).

(caryn on 2012 May 03)
Overall balance chart for 847

The "Optional Values" for the Achilles---and by extension the Archer---given in an Avalanche Press Daily Content piece on the 17-Pdr Anti-Tank gun (and printed on a replacement counter sheet Download) are now the Official Ratings, published in games like Cassino '44, Grossdeutschland 1946, and Indian Unity. These are:

8-5 / 8-8 Full Strength and 4-5 / 8-8 Reduced Strength.

(caryn on 2012 May 03)
Overall balance chart for 869

All Bren carriers should have a movement value of 7.

(Shad on 2010 Dec 15)
Overall balance chart for 838

The "Optional Values" for the Firefly given in an Avalanche Press Daily Content piece on the 17-Pdr Anti-Tank gun (and printed on a replacement counter sheet Download) are now the Official Ratings, published in games like Cassino '44, Grossdeutschland 1946, and Indian Unity. These are:

5-5 / 8-8 Full Strength and 3-5 / 8-8 Reduced Strength.

(caryn on 2012 May 03)
Overall balance chart for 871

Ignore the direct fire values.

(Shad on 2010 Dec 15)
Overall balance chart for 20

The reduced direct fire value of the Heer HMG became 5-5 starting with Fall of France.

(plloyd1010 on 2015 Jul 31)
Overall balance chart for 63

The morale and combat modifiers of German Sergeant #1614 should be "0", not "8".

(Shad on 2010 Dec 15)
Overall balance chart for 47

All SPW 251s have an armor value of 0.

(Shad on 2010 Dec 15)
Overall balance chart for 441

All SS 105mm guns should have white, indirect fire values.

(Shad on 2010 Dec 15)
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 445

Liberation 1944's StuG IV armor and movement ratings are misprinted. They should be Armor 5 and Movement 8.

(rerathbun on 2014 Feb 14)

Display AARs (2)

Brutal
Author Retiredgrunt17
Method Solo
Victor Germany
Play Date 2018-03-14
Language English
Scenario CCV2018

This game took the better part of two weeks to play. The planning was the hardest part, and the British plan did not go well. The British OBA and air performed lackluster, given their higher numbers. German air and OBA did well in proportion. The British tried to economize CPs to allow both day and night attacks in Days 1 and 2. These diluted attacks beat the Germans up some, but the British suffered heavily for modest gains. The 1st BN of both the 25th/26th SS PG Regts were ravaged, but held. A German night attack (day 2) with fresh BNs erased most of the British gains. Day 3 the British attack with 3 infantry and 2 armor BNs and take Marcelet, but not Cheux. The German composite BN arrives that night and chews the worn down Brits to pieces. Day 4 sees another British move with 3 Infantry and two armor BNs. The German barely hold a horseshoe around Cheux, both sides consolidate depleted units at night. Day 4. The Germans deploy what’s left across the board. The Germans can put together less than 1 SS PG regiment, with the Wehrmacht units all consolidated in to 1 kampfgruppe. The British can muster 4 understrength infantry BNs and less than a BN of armor. The Brits throw it all in to a daylight attack and still fail to capture Cheux. The Germans counterattack the last night battle and retake Marcelet! Massive german win.

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Totally different PG experience!
Author Niinivaara (Britain)
Method Face to Face
Victor Britain
Participants RikuM
Mikko
Play Date 2018-09-08
Language English
Scenario CCV2018

Our group finished this fantastic PG campaign, ending up with the British major victory. In the end, the British/Scots claimed three out of four objectives, and the Germans were soundly beaten, being unable to threaten the British advance. More detailed description of the campaign can be found here.

Initially (pre-game analysis) it felt that the British side did not had any hope for success, but eventually few German planning mistakes gave a winning chance which was fully exploited. Grasping the campaign rules are also fundamental to understand the somewhat special dynamics involved.

Replayability is next to none IMO, as it is more difficult to achieve the element of surprise needed to achieve the initial breakthrough which gives the British side a fighting chance. If the first day is not a success, the strong German reinforcements can easily contain the British advance, and keep them away from their objectives.

I rated this with five, even though it is not necessary super balanced game, and luck has rather big impact on the game as the amount of artillery available is determined with a single – although modified – die roll. But the experience of playing this immense and multi-levelled game is really rewarding and fun, and currently I don't know if we are able to get the same kicks out of playing regular scenarios. If you have BN, the C&C 2 and some additional Brits (definately needed, we used a second BN and some augmentees from Liberation), give it a go! Team play is highly recommended to share the burden.

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