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!
One-Two Punch
Liberation 1944 #6
(Defender) Germany vs Britain (Attacker)
Formations Involved
Britain 8th Infantry Brigade
Britain Staffordshire Yeomanry
Germany 736th Infantry Regiment
Display
Balance:



Overall balance chart for LIBE006
Total
Side 1 1
Draw 0
Side 2 3
Overall Rating, 5 votes
5
4
3
2
1
4
Scenario Rank: 104 of 913
Parent Game Liberation 1944
Historicity Historical
Date 1944-06-06
Start Time 09:00
Turn Count 28
Visibility Day
Counters 160
Net Morale 1
Net Initiative 2
Maps 4: 56, 57, 58, 59
Layout Dimensions 86 x 56 cm
34 x 22 in
Play Bounty 187
AAR Bounty 165
Total Plays 4
Total AARs 2
Battle Types
Breakout
Delaying Action
Inflict Enemy Casualties
Urban Assault
Entrenchment Control
Conditions
Entrenchments
Hidden Units
Minefields
Naval Bombardment
Off-board Artillery
Randomly-drawn Aircraft
Reinforcements
Smoke
Terrain Mods
Scenario Requirements & Playability
Liberation 1944 Base Game
Introduction

The plan called for the British 3rd Infantry Division to land on Sword Beach and secure Caen by the end of the first day. Led by the respected Scotsman Major General Tom Rennie, the division would give their all in pursuit of this tall task (probably not feasible from the outset). The 8th Infantry Brigade spearheaded the landing supported by a battalion of duplex-drive Sherman tanks. As soon as possible after the landing 1st South Lancashires received the task to clear Hermanville sur Mer and press southward.

Conclusion

With 31 of the 40 Shermans making it ashore in addition to a number of “Hobart’s Funnies,” the British cleared Hermanville sur Mer rather easily. By 0945 they’d opened six of the eight exits from the beach and anticipated the second wave of commandos who would relieve the paratroopers holding two bridges to the east. By 1030 the next infantry brigade and General Rennie had assembled ashore. Unfortunately, although the Brits quickly cleared Hermanville sur Mer, the Command Post for the 736th Grenadier Regiment (Codename Strongpoint Hillman) held out until late afternoon complicating British efforts to advance inland.


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).

Display Order of Battle

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

Display Errata (7)

7 Errata Items
Scen 6

It,s not clear from the rule book but thee German Grille is open topped.

(waynebaumber on 2014 Aug 13)
Overall balance chart for 869

All Bren carriers should have a movement value of 7.

(Shad on 2010 Dec 15)
Overall balance chart for 871

Ignore the direct fire values.

(Shad on 2010 Dec 15)
Overall balance chart for 2

Two 105mms (ID#s 1204, 1205) have "16-31" fire values in black (direct fire), when they should be in white (indirect fire).

(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 54

The movement allowance on the counters in Airborne is misprinted. It should be "3."

(rerathbun on 2012 Jan 30)

Display AARs (2)

British attack falters and runs out of steam
Author waynebaumber
Method Solo
Victor Germany
Play Date 2014-08-13
Language English
Scenario LIBE006

Played solo in three longish sessions, this scenario has a large British battle group attacking a German defensive line. A good mix of units make this a most interesting scenario. In my game the Brits pushed up the middle of the board with their main force of RIF and WPN units, there was a small diversionary attack on the right flank, with another large force on the left flank containing most of the British "Funnies". The British armour was not fully committed until the various A/T guns had been located and dealt with. The German had also kept the STUGS in reserve along with a single GREN company but otherwise were in hedgehog defense around the main objectives. The attack started brightly with the dreaded 88's located and destroyed by Navel OBDA and the first town falling to the diversionary attack, and the second falling after a stiff fight to the main attack. However the German defense stiffened and soon accurate MG and small arms fire were taking a heavy toll of the Tommies. The British commander decided to throw in his Sherman platoons to stiffen the attack, the STUG's though soon responded and in the ensuing tank duel destroyed 9 steps of Shermans for the loss of just 1 step of STUG's, a 75 A/T gun also took out more Shermans and with excellent MTR fire the diversionary attack was stopped in its traks and sent reeling back to its start line. After 3 hours the British attack had been halted. The Brits though regrouped and launched further attacks, in these attacks the Brit flamethrower tanks excelled and pushed deep into the German lines, the AVRE tanks also proved their worth in the heavy street to street fighting on board 58, the STUG,s now had to move from their prepared dugout and were picked off one by one by the few surviving Shermans, the last STUG step being destroyed on the last turn by the only successful Typhoon attack of the day. At the end of the game I could not tell who had won until I added up all the VC which in fact resulted in a major German victory. Those heavy RIF losses (35 steps) were the difference. *An excellent scenario, in fact almost a 5, love to play this one FtF though I suspect with hidden units and our house rule of A/T guns also being hidden it would be even a harder task for the good guys.**

0 Comments
You must be a registered member and logged-in to post a comment.
British Juggernaut
Author scrane
Method Solo
Victor Britain
Play Date 2017-10-28
Language English
Scenario LIBE006

I enjoyed this scenario for the massive wave of Tommies I got to lead in battle. I guess what would be an entire infantry brigade with almost a battalion of tank support were pushing out of their Normandy beachhead on June 6. Facing them were about two battalions of Germans with minimal armor support. The Germans were grouped in reinforced-company-sized strongpoints centered on towns and hilltops, with extensive minefields protecting their flanks and intended to channel the British into an artillery and AT kill zone.

The British led off with 3 battalions of infantry and most of their tanks, with the balance of their forces arriving as reinforcements later in the game. Two battalions, supported by Shermans, a Crab platoon, and two platoons of Crocodiles assaulted the west side of the German position, while another battalion with an AVRE pushed into the eastern half. The Crabs were immediately shot up by a hidden AT gun as they tried to flail a path through one belt of mines. The following Shermans, noting the relatively sparse mines, plowed ahead, losing a step but getting beyond the minefield and turning to take the AT gun position. Crocodiles took out a MG nest and opened a hole for the infantry to flank the German's western strongpoint, which crumbled under steady assaults over the next hour.

In the east, the AVRE platoon and some infantry cleared one small town while a company of their fellows cleared another. The British surged up a hill and got a look at the next line of German defense, a large town well-covered by AT guns on high ground behind it. The reinforcements began arriving, so the British formed up for an assault on the eastern town.

British naval gunfire and airstrikes were devastating, with an abundance of Tempest fighter bombers delivering deadly attacks against key German units. While British casualties were not insignificant, the Germans were getting swept away.

The final hours of the engagement saw the British clearing out the west, and along with the advancing reinforcements, driving a two-pronged attack at the German center that finished them off. I called the game as the British had a substantial victory point margin with nothing standing between them and more points. A smashing victory.

0 Comments
You must be a registered member and logged-in to post a comment.
Errors? Omissions? Report them!
Page generated in 0.335 seconds.