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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Operation Epsom, The First Day
Beyond Normandy #3
(Defender) Germany vs Britain (Attacker)
Formations Involved
Britain 1st Middlesex (machine-gun)
Britain 22nd Dragoons
Britain 2nd Glasgow Highlanders
Britain 79th Armoured Division
Britain 7th Royal Tank Regiment
Britain 7th Seaforth Highlander Infantry
Britain 9th Cameronians
Germany 12th SS Artillery Regiment
Germany 12th SS Panzer Regiment
Germany 12th SS Pioneer Battalion
Germany 25th SS Panzergrenadier Regiment
Germany 26th SS Panzergrenadier Regiment
Display
Balance:



Overall balance chart for BeNo003
Total
Side 1 2
Draw 1
Side 2 0
Overall Rating, 3 votes
5
4
3
2
1
3.33
Scenario Rank: --- of 940
Parent Game Beyond Normandy
Historicity Historical
Date 1944-06-26
Start Time 07:45
Turn Count 26
Visibility Day
Counters 339
Net Morale 1
Net Initiative 1
Maps 2: BN1, BN3
Layout Dimensions 88 x 58 cm
35 x 23 in
Play Bounty 196
AAR Bounty 165
Total Plays 3
Total AARs 2
Battle Types
Inflict Enemy Casualties
Rural Assault
Urban Assault
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Severe Weather
Smoke
Scenario Requirements & Playability
Beyond Normandy Base Game
Introduction

General Bernard Law Montgomery's plans for Operation Epsom centered on the observation by Allied intelligence that the opposing SS formations held a very long front for their numbers. Montgomery hoped to drive through the thinly-held line manned by elements of 12th SS Panzer Division and across the Odon River beyond. As the sun slowly rose the sons of Scotland formed up in the fields and made ready to move forward.

Two sets of Beyond Normandy counters are required to play this scenario. Set up first, as directed in scenarios one and two.

Conclusion

Though Montgomery would take solace in tying down German panzers and later claim that this had been his objective, Operation Epsom had a shaky beginning. Only Scottish valor had kept it from becoming an outright disaster.

Additional Notes

Two sets of Beyond Normandy counters are required to play this scenario.


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
Army
  • Motorized
Germany Order of Battle
Heer
  • Motorized
  • Towed
Luftwaffe
  • Towed
Schutzstaffel
  • Motorized

Display Errata (8)

8 Errata Items
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 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 (2)

Hedgerow Hell
Author ravensworth
Method Solo
Victor Germany
Play Date 2010-07-05
Language English
Scenario BeNo003

The British have a tough row to hoe in this game. I played the British and my friend Ted played the Germans. I lost every armored unit I had. I think my strategy was more than a little off but I do think that Ted set up excellent lines of fire and use his commanders more effectively. I think the real key to winning this scenario is effective use of your commanders. He always seemed to activate the right units in response to my moves and I sometimes activated too many at once and paid for it later in the turn.

0 Comments
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Curse the Mud!
Author J6A (Britain)
Method Face to Face
Victor Germany
Participants unknown
Play Date 2018-06-30
Language English
Scenario BeNo003

At CSW Expo 2018, 4 of us played this big scenario. Rolf van Ishem and I played the Brits, with Dave Davieau and Greg Tanner playing the Germans. Primarily I faced off against Greg, and Rolf against Dave. This scenario features a lot of Scottish troops going against fanatical 9/8 defense SS troops, and having to slog through a lot of mud to get to them. In most cases, tanks going in the open could move 1 hex per turn. The British had copious amounts of OBA and some pre-planned fire, and a number of flamethrower tanks. The Germans got late game PZIV reinforcements.

My plan was to send one Battalion of Scots to the center of the German position, and one to the German left/Scottish right, both backed by tanks. The tanks on my right were going cross country, so it would take them several hours to do so. Our pre-plotted bombardments did some damage, however most of them fell on empty hexes, or hexes that were vacated after the 1st bombardment hit. Plus, against dug in 9/8 troops, we were mostly going for X results, not M.

I gathered up my forces and launched my assault, with the advance partially being hidden by smoke. I achieved some good initial results in the center, although at a high casualty cost. On the right, things were slower to develop as I waited for the tanks. I ran into 2 problems. While Greg could often not seem to hit the broad side of a barn with his artillery, his small arms troops were doing just fine, and I couldn't seem to get any results with my artillery. In retrospect, I launched my center assault too soon. I had a 3rd battalion to reinforce the center, and my initial thought was to have the 1st fight until exhausted and replace it with #3. Unfortunately, #3 wasn't in position by the time #1's attack petered out. I think had I been able to do a 2nd wave immediately behind the 1st, I could have punched through his positions. It was an overcast day, so the Scots had very little air support, and it went to Rolf, who was having severe problems on his flank, especially from an 88mm gun that refused to die and was wreaking havoc on his tanks. We all agreed that the 88mm, which was Luftwaffe, probably should have had 8/7 morale, however the scenario didn't say that, so we played it at 9/8.

I was making progress on my right flank once the tanks arrived, however the infantry again was taking heavy casualties attempting to push the fanatical SS out of their positions and I was nowhere close to my objectives.

We played for about 3 days, real-time and finished about 2/3 of the scenario. In the end, the Scots were roundly defeated. They killed a lot of Germans (and suffered a lot of casualties themselves), however they did not even approach most of their objectives. I think a better battle plan would have aided us (my attack went in too soon, Rolf attacked on too broad a front). This was an interesting scenario, the biggest I've played to date, and I would play it again, although with so many scenarios out there, it's unlikely that I'd get back to it anytime soon. We all had a good time and look forward to playing more games together next year.

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