Panzer Grenadier Battles on January 18th:
Eastern Front #94 - Vorontsovo I Panzer Grenadier #37 - Vorontsovo I
Jungle Fighting #26 - Mt. Austin VIII Road to Berlin #17 - Evil Magyars
La Campagne de Tunisie #8 - Phoenix: Sword of Damocles Road to Berlin #18 - Tiger Trap
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Overall balance chart for BeNo001
Side 1 7
Draw 1
Side 2 2
Overall Rating, 9 votes
Scenario Rank: 442 of 598
Parent Game Beyond Normandy
Historicity Historical
Date 1944-06-26
Start Time 07:45
Turn Count 26
Visibility Day
Counters 193
Net Morale 1
Net Initiative 0
Maps 2: BN1, BN3
Layout Dimensions 88 x 58 cm
35 x 23 in
Play Bounty 135
AAR Bounty 136
Total Plays 10
Total AARs 5
Battle Types
Kill Them All
Urban Assault
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.

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).
  • 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
  • Motorized
Germany Order of Battle
  • Mechanized
  • Motorized
  • Mechanized
  • Motorized

Display Errata (13)

13 Errata Items
Scen 1

The OOB calls for an SS 50mm but no such counter exists. Use the non-SS 50mm.

(campsawyer on 2010 Apr 29)
Scen 1

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)
Scen 1

The German 15th Company should enter at hex 1212, not 1217.

(GeneSteeler on 2010 Jul 05)
Scen 1

The German OOB includes "1 x STSCH". It should read "1 x SCHAR".

(rerathbun on 2012 Nov 05)
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 871

Ignore the direct fire values.

(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)

Display AARs (5)

No progress
Author 10leopard2
Method Solo
Victor Germany
Play Date 2010-04-25
Language English
Scenario BeNo001

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!

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Chewed Up
Author Retiredgrunt17
Method Solo
Victor Germany
Play Date 2017-12-26
Language English
Scenario BeNo001

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.

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Big Battle with lots of fun toys!
Author GeneSteeler
Method Solo
Victor Germany
Play Date 2010-07-02
Language English
Scenario BeNo001

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.



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.

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No chance
Author Bart
Method Solo
Victor Germany
Play Date 2011-11-24
Language English
Scenario BeNo001

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.

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Cheux for tea
Author scrane
Method Solo
Victor Britain
Play Date 2012-07-04
Language English
Scenario BeNo001

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.

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Errors? Omissions? Report them!