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
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The Green Howards
Liberation 1944 #12
(Defender) Germany vs Britain (Attacker)
Formations Involved
Britain 4th/7th Dragoon Guards
Britain 69th Infantry Brigade
Germany 26th SS Panzergrenadier Regiment
Display
Balance:



Overall balance chart for LIBE012
Total
Side 1 2
Draw 0
Side 2 0
Overall Rating, 2 votes
5
4
3
2
1
3.5
Scenario Rank: --- of 913
Parent Game Liberation 1944
Historicity Historical
Date 1944-06-11
Start Time 16:00
Turn Count 14
Visibility Day
Counters 115
Net Morale 0
Net Initiative 1
Maps 2: 57, 58
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 163
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
Breakout
Delaying Action
Inflict Enemy Casualties
Rural Assault
Urban Assault
Conditions
Hidden Units
Off-board Artillery
Smoke
Scenario Requirements & Playability
Liberation 1944 Base Game
Introduction

As the sun rose, the 69th Infantry Brigade received orders to attack the Cristot area as part of a large effort aimed at securing Tilly-sur-Seulles. Time was of the essence as the operation was planned to kick off shortly after noon. Delays occurred as commanders down the chain prepared their men and issued orders to the two battalions of Green Howards and their supporting armor. At 1600 the Green Howards tardily stepped off.

Conclusion

The 6th Battalion of the Green Howards launched their attack through Audrieu and advanced steadily toward Cristot. On nearing the village counterattacking Panther tanks destroyed seven of the supporting Shermans in an unequal fight. This left the infantry vulnerable to heavy small arms fire from Cristot, forcing them back to Audrieu. At the same time the 7th Battalion of the Green Howards suffered a rebuff while assaulting a wooded area just outside of Cristot. The 6th Battalion’s War Diary put a brave face on a bad day saying: “Although the battalion suffered in that respect, the enemy was severely shaken by our attack and had many dead.”


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
  • Tank Destroyer: 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).
  • Prime Movers: Transports which only transport towed units and/or leaders (May not carry personnel units). May or may not be armored (armored models are open-top). All are mechanized. (SB)

Display Order of Battle

Britain Order of Battle
Army
  • Motorized
  • Towed
Germany Order of Battle
Schutzstaffel
  • Mechanized
  • Motorized

Display Errata (6)

6 Errata Items
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 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)

Display AARs (1)

Not so fast there...
Author J6A
Method Solo
Victor Germany
Play Date 2017-11-22
Language English
Scenario LIBE012

I chose this scenario as one of the unplayed ones. Plus, it was a nice, meaty scenario with tanks on both sides. The British come in with 30 infantry units of various types, 8 tanks (5 Shermans, 2 Fireflys and an Achilles) plus supporting mortars, AT guns and OBA. The Germans oppose them with SS GREN, various mortars and AT guns, some OBA and, oh yeah, 3 Panther units that enter on turn 1. The scenario starts in the daylight and ends after dark.

Historically, the British, who set up on Board 58 and are trying to exit Board 57, plus take towns and a hill there, got their butts spanked and ran back to the large town on Board 58. This scenario really illustrates why.

I set up with strong forces going down the east side of the map to contest the hill, with tanks and infantry trying to break through in the middle. The AT guns and more infantry went down the west side. I covered the advance with smoke as long as I could. For their part, the Germans defended the town and hill strongly, with a bunch of hidden units to cause trouble for the Brits. I'm using the suggested method of writing down 2x as many hexes and drawing from a cup. In this particular scenario, I wanted all of the Germans to be stacked 2/hex. I ran into some interesting issues. For instance, there were some HMG among the hidden units. So, when a unit got within 5 hexes of a potential hidden hex, I'd draw. And sometimes I'd draw GREN, who shouldn't come out that quickly. I settled on basically counting draws like that as "no draw" and keeping it as a potential hidden hex.

This one turned ugly quickly. Once the British guns started to run out of smoke, the Panthers started tearing apart the Shermans, whose thin armor couldn't stand up to their guns. Before dying, the Fireflys did take out a platoon of Panthers, however the other 2 platoons were more than enough. Some of the tanks did survive, however the step losses gave a lot of points to the Germans. In addition, the German OBA and on-board artillery was causing havoc with the advance, inflicting some step losses, and disrupting and demoralizing a lot of troops. The British attempted to respond, however they werre firing at units either dug in or in a town for the most part, and just weren't as effective. The British assaults made it to the smaller hill, although with a weak force, and were making some headway in the middle, however the casualties were appalling. 25 steps for the British (about half of that was armor counting double) to about 6 for the Germans. And, by turn 12 when I called it, they were nowhere close to taking any of their objectives or exiting the map.

I was going to play out all the turns, however one of my cats decided to jump on the board yesterday. Amazingly, she avoided all the counters. However, she started to walk, and I tried to lift her off, and that's when stacks went flying. Given the lopsided score in the scenario so far, I decided to move on and not try to recreate things.

This is an interesting scenario, I suspect different British tactics might have provided a better result. However, the superiority of the Panthers, having to cross open ground to get to their objectives, the hidden Germans and the quality of the Germans will make this one a tough fight. This is one I think I'd really enjoy FtF.

2 Comments
2017-11-22 21:50

Good AAR. Looks like a good, albeit tough for the Brits, scenario

2017-11-22 22:54

They have to keep their armor away from the Panthers, at the same time they need the armor's strength to help take out the tough SS troops. I don't think there's a way to get it done without a lot of casualties, however if they are "productive" casualties, maybe that's not so bad.

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