Beyond Normandy #1
|(Defender) Germany||vs||Britain (Attacker)|
|Britain||1st Middlesex (machine-gun)|
|Britain||2nd Glasgow Highlanders|
|Britain||79th Armoured Division|
|Britain||7th Royal Tank Regiment|
|Britain||7th Seaforth Highlander Infantry|
|Germany||12th SS Panzer Regiment|
|Germany||12th SS Pioneer Battalion|
|Germany||25th SS Panzergrenadier Regiment|
|Germany||26th SS Panzergrenadier Regiment|
|Overall Rating, 9 votes|
|Scenario Rank: 442 of 598|
|Parent Game||Beyond Normandy|
|Maps||2: BN1, BN3|
|Layout Dimensions||88 x 58 cm
35 x 23 in
|Kill Them All|
|Scenario Requirements & Playability|
|Beyond Normandy||maps + counters|
In the early morning hours of26 June the soldiers of the 46th Infantry Brigade of the 15th (Scottish) Division, accompanied by tanks from the 7th Royal Tank Regiment, advanced on the twin villages of Cheux and le Haut du Bosq. Following capture of the two villages, the reserve regiment was to pass through the two lead regiments and secure Hill 100, the British designation for the rise south of Cheux. The British soldiers, in their first battle, faced engineers and grenadiers of the equally unbloodied 12th SS Panzer Division. The opening move of Operation Epsom was underway.
The British Infantrymen did well in their first battle, but suffered heavy casualties, especially in officers and NCO's. The very young soldiers of the 12th SS fought with fanatical fury, and only grudgingly gave ground. German minefields delayed the British tanks, but by noon Cheux and the northern portion of the Haut du Bosq had been secured. The attempt by the reserve battalion, 7th Seaforth Highlanders, to secure the high ground south of Cheux was repulsed when German tanks appeared, but the first day's attack had accomplished enough, in the eyes of the corps commander, to warrant continuing the operation.
|AFV Rules Pertaining to this Scenario's Order of Battle|
|13 Errata Items|
The OOB calls for an SS 50mm but no such counter exists. Use the non-SS 50mm.
(campsawyer on 2010 Apr 29)
The German OOB calls for 5 x SS PzIVH. Only 3 counters are available. Either substitute 2 x PzIVH (Army) or print additional downloadable counters from Avalanche Press.
(GeneSteeler on 2010 Jul 05)
The German 15th Company should enter at hex 1212, not 1217.
(GeneSteeler on 2010 Jul 05)
The German OOB includes "1 x STSCH". It should read "1 x SCHAR".
(rerathbun on 2012 Nov 05)
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)
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)
All Bren carriers should have a movement value of 7.
Ignore the direct fire values.
All SPW 251s have an armor value of 0.
All SS 105mm guns should have white, indirect fire values.
The reduced direct fire value of the SS HMG is 5-5 in Beyond Normandy and Road to Berlin.
(plloyd1010 on 2015 Jul 31)
The Units in Beyond Normandy were misprinted with a movement factor of 5. The movement factor should be 8.
(rerathbun on 2012 Mar 21)
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)
The British troops first drove to the west to cover their flanks. There they secured some town hexes with crocodile tanks. But after that the SS tried to retake those town hexes with Gren units supported by some tanks, and inflicted some great damage to the Rif units who where SUPPOSED to defend the west flank!!
Now some of the British troops where trapped between the smal west town and Cheux, so they choose to attack Cheux. The Rif units supported by crocodile tanks stormed to the town, but the attack broke when two 105mm demoralized some Rif units.
Now the British player failed the main attack he tries to regroup his troops to launch a new attack. But again the SS prevents this by attacking the retreating British units.
When the game ends the Brits are still in the same position as the started, they couldn't even capture one town hex of Cheux. The German player wins!
The Brits started out well, getting some air and units forward to spot OBA in. But things took a turn for the worst when an event took out the arty supply, this removed the considerable British artillery support. The British still had air support, but not nearly enough make up for the loss of OBA. The result was the two British battalions had to grind out an advance against well dug in opposition. The British had armor, but the Germans had considerable AT support and armor reinforcements. The Germans engineers, with some extra infantry support, were rock solid, forcing the British advance with its reinforcing battalion, in to the center, where it was relentlessly chewed up. The British achieved no objectives, German victory.
|Big Battle with lots of fun toys!|
Note: Score will be denoted by (x-y), where x=German casualties, y=British casualties.
Solitaire Note: Pre-plotted artillery. To make this somewhat “random” I chose 6 hexes (Cheux) and then randomly rolled which would get hit each turn. If a hex with no units was chosen, then the British could activate a different unit for their impulse.
0745 - 0800
The British forces advance southward toward the German lines. Rain and soggy ground slows the armour advance to a crawl. Artillery strikes hit Cheux hard causing the first casualties of the battle. (3-0)
The 9th Cameronians are on the west with the 2nd Glasgow Highlanders advancing in the east.
0815 – 0845
The Confusion (Fog of War) allows for little advance over the next 45 minutes. The Cameronians advance but are hit by artillery and HMG fire. (3-4)
0900 – 0915
The Glasgow highlanders charge and take their first casualties. (3-6)
The whole German line is now firing on the advancing Scots. A Bren is hit by a 50mm AT Gun. The German morale is too high! They won’t break as the British casualty count begins to mount (3-10). Two platoons of Crabs (Flail Tanks) arrive in the north to help deal with the minefields.
The 7th Seaforth Highlanders appear in the north.
The Glasgow Highlanders are hit hard but manage to assault the Germans. British Crocodiles (Flamethrower Tanks) slowly advance down the sodden track.
With casualties mounting, both the Cameronians and the Glasgow Highlanders lose cohesion (down to 7/7 morale!)
Germans AA Gun battery in the west eliminated by British HMG fire. This is the first German casualty from direct fire. (18-4)
British continue to get pounded (21-4). They call for air support but the Marauder is ineffective.
I will no longer track overall British casualties, but only formation casualties to determine cohesion
1000 – 1030
British Crocodile, supported with Scottish engineers wreck havoc on the eastern town. (25-7)
Approaching “half-time” the British push hard on both flanks sustaining more heavy casualties.
The Seaforth Highlanders about to relieve the Glasgow Highlanders in the east.
1045 – 1115
Germans continue to hold the line against heavy weight of the British advance. The PzIVH platoons of the 5th and 8th Panzer Companies, 12th SS Panzer Regiment arrive to provide some armour support in the west.
The Crabs are hit by 75mm AT fire.
The front east is beginning to fall to the Scots. (Germans up to 11 step losses). But, the overall advance is too slow and too minimal. Victory is beginning to appear hopeless for the British.
1130 – 1145
Crabs find a safe path (decoys) in the German minefield line. One is eliminated by a German 75mm AT Gun.
Crocodile with Infantry support eliminates the Germans holding out in the northeast. The Crocodile is out of fuel.
Anti-Tank Gun crew routs under fire.
Germans are hit hard by British armour. They begin to fall back as the PzIVH reserves advance.
1215 – 1230
Cameronians are through with the aid of the Churchill VIIs. PzIVH set up to their south behind a hedgerow ready to attack.
An armour battle in the west begins with both sides suffering an armour reduction.
German reinforcements, 15th Company 25th SS Panzer Grenadier Regiment arrives.
The British have taken way too many casualties. They have insufficient numbers to take Cheux in the hour and a half to go.
1245 – 1300
Armour battle continues in the west with the Panzers holding back the British tanks. The Crocodile platoon is eliminated. In the centre, British armour reaches Cheux as the Highlanders push through!
Running out of time the Churchills are forced back by the PzIVHs in the west. The frontal attack against Cheux begins with a combined force of armour and infantry.
The German front line is almost completely eradicated now with only the two entrenchments still holding out. But they delayed the British effectively as time is almost up.
With 30 mins left, the PzIVHs head into Southern Cheux, and the Allies admit defeat.
GERMAN MAJOR VICTORY!!!
A very bloody first couple hours for Operation Epsom. The 9th Cameronians and 2nd Glasgow Highlanders are almost completely decimated.
The SS front line was also effectively destroyed, but they managed to hold back the British long enough while the German armour and Reserves held the town of Cheux.
Scenario Rating: 3/5. A pleasant start to Beyond Normandy. A fairly intense battle with lots of interesting units and special rules. Fairly complex by Panzer Grenadier standards recommended for experienced players. This battle took approximately 5-6 hours to complete. I would have rated this a 4/5, but I believe it is a fairly difficult battle for the British to have a chance at victory.
The game started off badly for the Germans loosing their offboard arty due to an event (how could I know that they wouldn't need it at all to win this scenario..). Onward the two- pronged British attack went, down the hill and into the valley. The 2nd Glasgow sustained heavy losses (15 steps) but managed to capture St. Mauvieu and La Gaule by noon. In the meantime the 9th Camorian took the western approach hindred more by terrain then by enemy fire. By the time they reached the 120 platform west of Cheux it was already 12:30 and way too late to reach all goals. The coming of the 7th Seaforth Highlanders straight down the middle wasn' t much help, because the 12th SS Pioneer put up a stiff fight in which they just refused to retreat on Cheux. Notably the 81mm and the 75mm ATG and their leaders were candidates for some Iron Crosses. Major German victory, no doubt. There was no way the Brits could've taken all town hexes before 14:00.
If the scenario weren't so unbalanced it could be rated a 4.
This scenario needs a thorough preparation for the Brits that's for sure, but even then I doubt the Brits will be able to win this one.
|Cheux for tea|
This went unexpectedly well for the British as they managed to turn both SS flanks early in the game. I chose to pull the SS back toward Cheux, but they proceeded to suffer heavy casualties in the process. British artillery was very effective at disrupting and demoralizing the SS which gave them more freedom to advance without fear of opp fire. The British were then well positioned to attack Cheux well before SS reinforcements began arriving. The SS ended with a strong counterattack gathering in the area to the southwest of Cheux.
I'm not a fan of all the special rules in these early BN scenarios. I'm thinking of scrapping the formation rules entirely since no other game uses them that I have seen. I'm willing to give up a bit of historicity in the interest of faster play.