Panzer Grenadier Battles on February 24th:
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Operation Bluecoat: Counterattacked
Liberation 1944 #27
(Defender) Germany vs Britain (Attacker)
Formations Involved
Britain 23rd Hussars
Britain 3rd Monmouthshire Infantry
Germany 326th Volksgrenadier Division

Overall balance chart for LIBE027
Side 1 1
Draw 0
Side 2 4
Overall Rating, 6 votes
Scenario Rank: 173 of 609
Parent Game Liberation 1944
Historicity Historical
Date 1944-07-30
Start Time 10:00
Turn Count 16
Visibility Day
Counters 67
Net Morale 0
Net Initiative 0
Maps 2: 56, 57
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 149
AAR Bounty 156
Total Plays 5
Total AARs 2
Battle Types
Delaying Action
Enter & Exit
Kill Them All
Urban Assault
Hidden Units
Off-board Artillery
Randomly-drawn Aircraft
Scenario Requirements & Playability
Liberation 1944 maps + counters

On the first day of Operation Bluecoat the 11th Armoured Division attempted to secure St. Martin des Besaces and cut the road from there to Hill 309. This time the British Second Army had clearly stated limited objectives, to tie down German armored forces and wear them down. Before reaching St. Jean des Essartiers the 3rd Monmouths suffered a counterattack by a mixed German force.


The German counterattack failed to drive the attackers back but stopped all forward progress. This left the right flank of the 15th Scottish Division exposed but the Germans lacked the manpower to take advantage of the situation. By the next morning British armored cars began probing for a way around the enemy strongpoint at St. Martin des Besarers.

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)
  • 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
  • Towed
Germany Order of Battle
  • Mechanized

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 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)

RAF rule the skies over Normandy
Author waynebaumber (6)
Method Face to Face
Victor Britain
Participants vince hughes (AAR)
Play Date 2014-10-05
Language English
Scenario LIBE027

Played against Vince Hughes in a single session, this has the German forces defending a wide front against a tank heavy mixed arms British force with the chance of air support every other turn. We played using Vince's rule re leaders morale only effecting the hex they occupy. I chose to attack on only one board thus forcing Vince to move forces which would lead them open to air attack and OBDA. The Sherman's would hold back until the enemy ATG's were located. The tone of the game was set on the first turn when my Typhoon flight having no enemy to attack had a go at the STUG platoon lurking in reserve, one double six later and first blood to the Brits. As the RIF swept forward the 50mm ATG was found and quickly overwhelmed. The German 75 ATG had better luck as a flanking shot took out a Sherman. The damaged STUG platoon moved out and claimed another Sherman but another aircraft attack took out more STUG,s and Artillery took out the 75mm. Having reduced the A/Tank capability of the German forces the Sherman's and Firefly's moved forward destroying the remaining STUGs at this point the German commander conceded. Slightly unbalanced towards the Brits in my view however I was lucky with my rolls for aircraft this is scenario is standard PG fare.

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Losing My Mojo As Well As The Scenario
Author vince hughes (13)
Method Face to Face
Victor Britain
Participants waynebaumber (AAR)
Play Date 2014-10-05
Language English
Scenario LIBE027

This game was played ftf against Wayne Baumber in one session. I hadn't played for quite a while due to 'hitting a wall' with the game and I was using this to try and get me back into the game.

The Scenario has a thin screen of Germans trying to defend a largish front against a British advance. Sensibly, after set-up, Wayne concentrated his forces and began the advance against one side of the German front. The British were in two groups. One that was creeping down the board edge and another a little further in than that.

The RAF managed to destroy a step of StG's early on before they had even turned on their engines and then the British foot troops were soon after the German AT's. These were eventually located and destroyed with the AT's only inflicting 1 step of Sherman damage. The RAF then had another hit on the StG's and things were getting very shakey indeed.

The board I'm afraid and the new counters also led to some serious German mistakes. The shading on the hills was so bad that the British were being credited with hedgerow cover each turn. As the game was cleared up, we later discovered these to be merely shading. That was very annoying. Later on in the game and the incident that led to the final destruction of the StG's was that although I knew they were Firefly's I was facing and I had set up a shot for 8 hexes away, the Firefly ratings had changed from 6-7 to 8-8. The Brits won the initiative and instead of a '3' AT shot at long range, they in fact got an '8' AT shot thus finishing off any anti-armour values I had.

The German troops left would have had to traverse the board to fight the flanking attack (the other British attack was pretty stationary but tied up German troops). There seemed little point in dragging the game on from there.

My main disappointment is that this play did not inspire me to want to play more. Before the result became apparent, I wasn't exactly enjoying the game for some unknown reason. What I can say was the Lib boards are far too dark to see terrain properly (we even suddenly 'discovered' some light woods in game turn 7) and having used the fat counters from this set, they are now a confirmed no-no for me. The scenario is rated a '3' for the scenario itself, but the package would be deducted one for the God awful boards actually leading to misreads !

Not sure when my next game will be in this system. This game didn't provide the required 'Uumph' today.

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