Panzer Grenadier Battles on November 21st:
Desert Rats #16 - The Panzers Pull Back Desert Rats #19 - The Panzers Return
Desert Rats #17 - The Tomb Of Sidi Rezegh Jungle Fighting #7 - Line Of Departure
Desert Rats #18 - A Pibroch's Skirl South Africa's War #5 - Irish Eyes
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Smash III: Bure, South of Rochefort, Belgium
Britain's Bulge #4
(Attacker) Britain vs Germany (Defender)
Formations Involved
Display
Balance:



Overall balance chart for BBoB004
Total
Side 1 1
Draw 0
Side 2 0
Overall Rating, 1 vote
5
4
3
2
1
4
Scenario Rank: --- of 940
Parent Game Britain's Bulge
Historicity Historical
Date 1945-01-03
Start Time 10:00
Turn Count 16
Visibility Day
Counters 21
Net Morale 0
Net Initiative 2
Maps 1: 25
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 155
AAR Bounty 165
Total Plays 1
Total AARs 2
Battle Types
Hill Control
Road Control
Conditions
Minefields
Off-board Artillery
Severe Weather
Scenario Requirements & Playability
Britain's Bulge Base Game
Elsenborn Ridge Maps + Counters
Liberation 1944 Counters
Introduction

The British XXX Corps intended its offensive, titled Smash III, to relieve the U.S. VII Corps at the bottom of the pocket created by the Germans in December, not far from the Meuse River. The American troops could then fight the decisive battle towards Houffalize, to the north-east. XXX Corps planned to seize the villages of Bure and Wavreille, and then exploit in the direction of Grupont and Forrières on the river Lomme. In order to do this, they would first need to seize the heights above Bure, known as Chapel Hill, with the tanks of 2nd Fife and Forfarshire Yeomanry and the infantry of 8th/Rifle Brigade.

Conclusion

Chapel Hill was a delightful and breezy elevation commanding an excellent view of the surrounding country and, what was more important, an uninterrupted view of the village of Bure. Of course, the Germans had emplaced themselves atop Chapel Hill. When the chapel itself, guarded on three sides by thick woods, was attacked there was a clash with German self-propelled guns (probably StuGIIIG from PzJg Abteilung 38) that ended up with several tanks of the 2nd Fife & Forfar Yeomanry disabled. Corporal Dave Findlay knocked out a German self-propelled gun, but was in turn wounded. The Fifes repelled a German counter-attack, hitting enemy vehicles at a range of about 2 miles. Quite a number of the Fife tanks were knocked out by enemy self-propelled guns before the hill was finally reported to be in British hands.

“The night of the 3rd was very cold and rather dangerous,” Major A.A. McLoughlin wrote after the war. “The arrival of F Coy/8th Rifle Brigade near the top of the hill, late in the afternoon was both unheralded and unsung. If it sounds a frigid welcome, we were content to let it be so. . . . our mood was not particularly receptive to the picturesque charms of our surroundings, and . . . it was later to become frankly abusive after a few hours’ trench-digging. The 6th Airborne Division had a difficult task in Bure. This they finally accomplished with the tanks from the Fife and Forfar Yeomanry. Our own role meanwhile, and for the day to follow, with of course the support of the big boys, was to deny the enemy the use of the high ground and also prevent him exploiting any possible counter-attack. It is satisfactory to recall that the duty was effectively performed.”


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
  • 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
Germany Order of Battle
Heer
  • Leader
  • Mechanized

Display Errata (2)

2 Errata Items
Overall balance chart for 869

All Bren carriers should have a movement value of 7.

(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)

Display AARs (2)

Close call for the Germans
Author Grognard Gunny (Germany)
Method VASSAL
Victor Germany
Participants treadasaurusrex (AAR)
Play Date 2024-11-19
Language English
Scenario BBoB004

The German Commander was tasked to keep the British from accomplishing two objectives (of three), so it was a matter of keeping the British off balance and keep retreating toward the hills in the North East of the map. The Germans did so but it was a tight one. (The Germans DID luck out with completely destroying a tank unit in a long shot!)

1 Comment
2024-11-19 17:23

A bit too modest, Gunny!

In fact, the clever German Commander managed a near-flawless tactical withdrawal in mixed terrain covered with deep snow, and only lost 3 steps doing so. This is probably the hardest type of battlefield redeployment to pull off. Congrats!

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Patiently Advance & Liberate the Hilltops & Road Segment, Major.
Author treadasaurusrex (Britain)
Method VASSAL
Victor Germany
Participants Grognard Gunny (AAR)
Play Date 2024-11-19
Language English
Scenario BBoB004

This was a 2-session play-through with the methodical & undaunted, Grognard Gunny, leading defending elements of the German 2nd Panzer Division, in deep snow terrain. I had attacking elements of the British 29th Armoured Brigade. Both sides drew middling leader sets. We used the FOW, smoke/illum, excess initiative, extended assault and tank riders optional rules. This was a small scenario on a single map board. British casualties became heavy beginning with game turn 6, when the Tommies got impatient & attempted to locate enemy minefields with both light tanks and their APCs.

The initial session (game turns 1-6) featured a very slow British movement-to-contact from the southwest portion of the battle map, as the Tommies probed for the 3 minefields and pursued the slowly-withdrawing Jerries. Excellent German OBA and accurate long-range AT fire resulted in the sudden loss of 6 probing British steps during the sixth game turn. The Brits lost one level of initiative at that time. By then, the Tommies had liberated the first of the two sets of 40-meter summits and were approaching decisive range against the retreating German foot units in the snowy woods.

Our second session (game turns 7-15) featured a frustrating set of game turns for the British culminating in the knowledge that they could only secure one set of 40-meter hilltop hexe and the road segment, thereby getting only one of their 3 objectives. The result was a German minor victory. There were 3 FOW-shortened turns of the 15 played.

I give this gamey, but relatively balanced scenario a rating of 2, but recommend it SOLO play only.

1 Comment
(edited 2024-11-20 16:51)

Sounds like a crummy battle for shared play. Most of the deep snow winter scenarios are not much fun to play. I can imagine that they were REALLY not much fun to have to fight in, as well.

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