St. Manvieu Counterattack Beyond Normandy #6 |
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(Attacker) Germany | vs | Britain (Defender) |
Formations Involved | ||
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Britain | 29th Armoured Brigade | |
Britain | 6th King's Own Scottish Borderers | |
Britain | 6th Royal Scots Fusiliers | |
Germany | 12th SS Panzer Regiment | |
Germany | 21st Panzer Division | |
Germany | 25th SS Panzergrenadier Regiment |
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Overall Rating, 14 votes |
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2.93
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Scenario Rank: 783 of 940 |
Parent Game | Beyond Normandy |
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Historicity | Historical |
Date | 1944-06-26 |
Start Time | 13:15 |
Turn Count | 9 |
Visibility | Day |
Counters | 73 |
Net Morale | 1 |
Net Initiative | 1 |
Maps | 1: BN3 |
Layout Dimensions | 88 x 58 cm 35 x 23 in |
Play Bounty | 110 |
AAR Bounty | 129 |
Total Plays | 14 |
Total AARs | 8 |
Battle Types |
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Urban Assault |
Conditions |
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Off-board Artillery |
Severe Weather |
Smoke |
Scenario Requirements & Playability | |
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Beyond Normandy | Base Game |
Introduction |
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The early morning attack by the 44th Brigade had mostly cleared St Manvieu and the British continued to clear it into the afternoon. The Germans had held the British advance to the village and to the west had stopped the attack by the 49th Infantry Division in its tracks. Holding the flanks meant the British were limited in their ability to continue the advance. An attack to retake the village was ordered and elements of the 12th SS and 21st Panzer Divisions hastily assembled to do the job |
Conclusion |
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The sheer weight of British Artillery broke up the German attack. Many a German veteran of the eastern front remarked on the accuracy and lavish expenditure of Allied artillery. Uncontested command of the air and huge numbers of guns available to support the front meant the British could bring hell to very small places in a matter of minutes |
AFV Rules Pertaining to this Scenario's Order of Battle |
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11 Errata Items | |
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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)
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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)
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All Bren carriers should have a movement value of 7. (Shad
on 2010 Dec 15)
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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)
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Ignore the direct fire values. (Shad
on 2010 Dec 15)
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The reduced direct fire value of the Heer HMG became 5-5 starting with Fall of France. (plloyd1010
on 2015 Jul 31)
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All SS PzIVH tanks should have a movement of 8. (Shad
on 2010 Dec 15)
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This unit is interchangeable with the StuH 42. Technically there never was a StuG IIIh. The StuH 42 was a StuG III with the main armament replaced with a modified 105mm howitzer. The StuG IIIh and StuH 42 counters have the same values, so there is no affect on play. (plloyd1010
on 2015 Jan 30)
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The reduced direct fire value of the SS HMG is 5-5 in Beyond Normandy and Road to Berlin. (plloyd1010
on 2015 Jul 31)
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The Units in Beyond Normandy were misprinted with a movement factor of 5. The movement factor should be 8. (rerathbun
on 2012 Mar 21)
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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)
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Retake the Town |
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A small and quick scenario in which a small (but higher morale) force of SS and German army try to take a town from a larger British force. The Germans advance towards the objective town along two avenues. The SS advance along the southern road, and the regular forces advance along the northern road. Both forces close to within two hexes of the British line before the forces begin to trade fire. The northern end sees an initial stalemate as the British cannot break the higher morale Germans, but the inferior number of German forces cannot break the British positions. In the south, the British quickly eliminate the Marder III platoon, but the SS also quickly eliminate the British Achilles platoons. The SS then quickly close to assault range as the British try to hold them off. The southern British force is unable to break the advancing SS force, and the Germans assault the southern town hexes. Meanwhile, the Germans in the north are unwilling to advance too close to the British positions and suffer their fire. The SS in the south assault the town hexes and quickly overcome the defenders (higher morale and tanks). Meanwhile, additional British forces close and begin to envelope the smaller SS forces. The two sides continue to trade mostly ineffective fire in the north. This is a very short scenario, so the northern German forces decide to make a push on the northern town hexes, as the Germans need three town hexes to win. They close the British, survive the defensive fire, and then assault the town. The southern British are keeping the SS force busy and not allowing it to try and take a second town hex. The northern German force succeeds in clearing a town hex and the SS also control a town, but the superior British numbers prevent the Germans from expanding their foothold in the city, and the British win with the Germans only capturing two city hexes. |
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Raining More Than Water Today | ||||||||||||
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My first shot with the Beyond Normandy game, I chose this short but sweet scenario. German mixed SS and regular force is supposed to try to take 3 town hexes in 9 turns. They face 2 British battalions plus armor support and lots of artillery. I set up the two neighboring British battalions and spread out the armor among them so that Whermacht troops to the south of the German start area with their tanks leading the way. Both sides roll for variable arty support, and the German rolls each turn for visibility for the turn due to rain. This game lasted 5 turns of the 9, with visibility ranging from 5 to 8 hexes. In those 5 turns, the Germans managed to only get 1 16 factor support once, while the British got at least 4 batteries of 13s and 18s, with 2 turns getting 24s as well. The British also get air support at their choice of 2 turns. I chose to get those planes out on the first two turns, with a Mitchel on turn 1 and a Typhoon on 2. They did little real damage but held up two stacks of infantry for a turn or 2 due to disruptions. The British arty did the same for the German troops, but didn't keep the German armor from moving forward. Both sides took step losses starting on turn 2,but the Germans took the worst end of things, losing all their armor by the end of turn 4, while the British lost both Achilles platoons and one step of Shermans. At the end of turn 5, with no German armor remaining and German infantry having lost about a third of their number, and no losses to British infantry yet, I chose for the German force to start a withdrawal and call the game a resounding British victory. With armor counting double for British victory conditions, the Germans had lost a total of 25 steps to the British loss of 8, and the Germans still had not gotten close enough to threaten one of the town hexes needed. Great game. |
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WRECKAGE IN THE RAIN |
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A steady rain was falling in the early afternoon of June 26, 1944. Elements of the 6th Royal Scots Fusiliers, stationed in and about St. Mauvieu, caught motion to the east through the screen of precipitation: Germans on the approach! Portions of the 12th SS and 21st Panzer Divisions approached over the soaked terrain. Fortunately for the Scots, they had been stiffened with a decent collection of armor and AT weaponry. Opening shots by Archer TD's and 17-PDR AT guns took out a platoon of SS Panzer IV's, as well as causing consternation and confusion among a group of SS Marder TD's. A couple of air strikes by Douglas Boston attack aircraft yielded no positive results, but artillery support slowed the moves of the enemy infantry. Still, the Germans pressed on relentlessly. As their armor drew nearer it was able to remove the Archers and a handful of Shermans from the contest, while the Grenadiers and occasional artillery barrages disrupted the Fusiliers' defenses. Within an hour, the Germans had closed to within short range of the town, and the three easternmost hexes soon became the scenes of close-in struggles (the SS in the northernmost hex, with the 21st Panzer in the other two, supported by Panzer IV's.) Further south, the 6th Kings Own Scottish Borderers realized that the main thrust was hitting the Fusiliers - and with no pressure on their front, the Borderers moved up west of the Fusiliers, taking over defense of the westernmost town hexes and allowing the Fusiliers defending those locations to be fed into the ongoing assaults to the east, where the losses were mounting. Several times, the defenders in the eastern hexes were close to breaking entirely, but the reinforcements - and the harassing of potential German reinforcements by artillery and mortars - kept the issue in doubt. Meanwhile, in the western town hexes adjacent to the assaults, Shermans and 6-PDR AT guns took potshots at the German vehicles in the assault hexes, slowly whittling the German strength down. The issue was in doubt clear up to the end, but by steadily grinding down the German attackers, the Scots were able to keep the enemy from controlling a single hex of St. Mauvieu - and thus came away winners. It was at a fearful cost to both sides, however, especially in Scot infantry and German armor. The losses: 6th RSF: 9 RIF steps and 1 WPN step, plus a Major and a Lieutenant. 6th KOSB: 1 RIF step 12th SS Panzer: 2 GREN steps, 2 Marder steps, 2 PZ-IVH steps 21st Panzer: 2 GREN steps, 3 PZ-IVH steps, 1 STUG step |
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What did you expect? | ||||||||||||
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The name of this scenario is St Mauvieu Counterattack. However, I glanced across the scenario book to the next page, page 15. You know, the page with Scenario Seven, St Mauvieu Counterattack II. That right there should tell you something about the outcome of the current scenario. Alas, my conclusion about who won and lost this one was correct. An undermanned group of Germans and SS had orders to cross open terrain and push the British out of Mauvieu. Facing them were two slightly worn British Battalions backed up by an assortment of tanks and a smallish AT complement (2 6-pdr and a 17-pdr). The defenders created a string of firegroups consisting of two RIF platoons and a platoon tanks blocking the way into Mauvieu. The 6th Royal Scots Fusiliers [red formation] held the north flack while the 6th King's Own Scottish Borderers (less one company) [green formation] held the south. The KOSB's never even had to get into the fight! The Germans set-up and moved west from hex 2708. In the space of an hour (4 turns) it was all over. The British received their entire artillery support every turn until the fourth. That's when the gunners all took their tea breaks. No matter, by then, between the artillery and the forward deployed firegroups, the Germans attack had suffered heavy losses. Their initiative fell to 0 so they began falling back on turn 4. British losses were much lighter, consisting of several steps of tanks and a RIF platoon. More importantly, now the Germans really did have to play scenario 7 if they wanted Mauvieu that badly. |
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It rained ... artillery | ||||||||||||
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Notes: 1. We are playing the spotting rules AS WRITTEN. Thus, elevation advantage of itself is NOT treated as being limiting terrain; it does grant spotting range increases and -1 drm to AT fire when directed from a unit at lower elevation against one on higher. We like the way this plays as it opens up the battlefield and allows the GER side some better use of its longer range ATF which helps mitigate the typical massive UK advantage in OBA. 2. British player flipped 12 of 14 leaders drawn to the "better" side. 3. We noted the possibility of the GER side playing for a draw as the UK must inflict six steps loses for victory (and hold three of the five town hexes). So we agreed that neither side interprets its orders as just hunkering down and riding it out. Play Errata: played the Achilles as though they were both full strength, not reduced. Heer units move towards a roadblock along the northern road towards St. Manvieu. This attack has been decimated by OBA and the on-board mortars. German side rolled boxcars (12) twice in succession during a compound morale check. So much for vaunted 9/8 morale. SS Gren attack along the southern road was met by three UK RIFs and some armour. The armour was broken up by PZ-IVH and Marder fire and the Grens have inflicted two step loses on RIFs. The presence of a +2 morale UN captain, however, has effectively recovered any morale loses. UK return fire has killed a step of the Marder. Air DF (drew the +2 ATF plane) disrupted one step of Heer PZ-IVH, but double-fives rolled for the ATK --- whew! from the German crews as their vehicles rocked from the near misses. So after turn three: * German southern attack going reasonably well, but still several hexes away from St. Manvieu. * German northern attack stymied. * Germans hopes of advancing armour up close behind a heavy rain (low spotting range) has not panned out: will likely have to trust to fate in order to lure out the UK armor still hidden in the town. Turns 4 & 5: British & Germans armor exchange long range fire, but British have an advantage firing from within Dug-In or Town hexes. Germans lose a second Marder step and two Heer Pz-IV steps to fire from 17-lbr and Firefly. Germans take out two Achilles steps (two killed previously) and a step each of an M-4 and Firefly. Waffen SS DF and Assault destroy four RIF steps and two leaders blocking the southern road approach. Heavy British OBA on turn 5, however (two 42-col and a 30-col) kill two Grenadier steps and demoralize the half-step HMG. Germans rolled no OBA after turn 1. At this point, the British have killed the requisite six steps for victory, have a disrupted half-step of M4; disrupted half-step of Firefly; a good order full step of M4 (kept hidden in a western town hex) and still most of their infantry. The Scots Borderers were subject to morale reduction 7/7 due to step losses. The Germans have two good order Pz-IV steps and the Stug-IIIH + 2.5 Waffen SS Gren + 2 Heer Gren. Loses: British: Captain; Lt; 3xRIF; 2xAchilles (note these had erroneously been played as starting as full strength not reduced); 1xSherman; 0.5xFirefly; 1xBren; 1x6-lbr for a total of 7 steps of INF/guns; 7 steps of armor; 1 step of Bren. 22 countable step losses. German: SS-Haupsturmfuhrer; 1.5 SS-Gren; 1xMarder; 1xPz-IVH(Heer) for a total of 3 INF step losses and 4 steps of armor. 11 countable step losses. Although the Germans might have been able to regroup and make an attempt to close on St. Manvieu, the OBA disruption and kills on turn 5 make it unlikely that the requisite three town hexes could be contested, much less controlled, particularly with only four turns remaining. Two would have been required even to reach an adjacent hex preparatory to an assault even assuming no DIS/DEM from DF and/or OBA. I think the best chance for the German force in this action would be an early series of very low visibility numbers from rain coupled with some poor artillery draw rolls on the part of the British. Due to the mud restricting movement, the British can effectively delay by placing road blocks that are covered by their armor in the town hexes. |
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0 Comments |
A few Germans take on more than they can chew. | ||||||||||||
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THE BATTLEHeavy rain obscures visibility and the terrain is soggy. The small German force comprised up of a few Grenadier platoons and some panzer platoons needs to advance fast and effectively as they have only been given just over 2 hours to secure the township. They meet a few more British than expected as the town is protected by two battalions. (visibility = 7) British take the initiative and the Marder III is eliminated by the Achilles. Panzers advance followed by the infantry. (visibility = 8) Achilles misses the Panzers and is destroyed by return fire. Otherwise the armour is ineffective. (visibility = 6) Heavy artillery barrages decimates the advancing Grenadiers (3 steps lost!) Another SS Grenadier platoon lost advancing on St. Manvieu. British Firefly eliminated by the advancing Panzers. (visibility = 11, Rain lightens up) British attack first and pound the Grenadiers with artillery. They stand fast, but the SS Standartenfuhrer is killed! causing decapitation among the Germans who won’t be able to advance until they recover command at 1430 The Panzers hold fast and eliminate 3 BREN carriers defending St. Manvieu and the Shermans in south St. Manvieu. Among the British, the only armour they have remaining is a single reduced Sherman platoon! Wrecks litter the roads of St. Manvieu. British artillery continues to wreck havoc among the Grenadiers. Some advancing panzers are hit by the few remaining Shermans. Germans advance into St. Manvieu and the British suffer casualties. Shermans run and are replaced by British infantry. British HMG and Major are killed in the south by the German StuG IIIH Grenadiers in the south eliminate the artillery, but in the north they are repelled and demoralised. German panzers temporarily hold a sector of the township but British infantry counter-attacks. SS Grenadiers flee from northern St. Manvieu. British trade casualties with the panzers in the south. SS continue to fight eliminating a WPN platoon and 17-pounder but are once again hit by British artillery. The panzers continue to fight for control, but time is up. BRITISH VICTORY!!! AftermathWith the short timeframe and greatly outnumbered, it seems very difficult for the Germans to gain control. Not only do they need to clean out the town, but they also need to clean out the area around it to avoid the counter-assault disrupting their control. The British also have significant artillery and air support. Scenario Rating: 2/5 – Quick battle. But quite imbalanced. |
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A Fine Attacking Effort - But Just Too Much Is Asked | ||||||||||||||
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This battle was played over skype against Captwoosey. The scenario was selected by him and on first reading it looks nigh on impossible for a German win. Checking PG-HQ thereafter and seeing 7 German losses in 7 tries makes a 'second' reading even worse ! After set-up, it instantly becomes apparent that if the Germans refuse to attack and sit and wait for a British assault, they could quite easily get a draw IF they stay lower than 6 step casualties from British OBA. But that is not the spirit of what this scenario is about. The Germans must attck (a simple VC change would make that a neccesity rather than an option). On the subject of VC's, despite being outnumbered 3:1 and totally swamped with enemy OBA, the Germans need to take 3 of the 5 hexes that constitute St.Manvieu .... far too much of an ask with whats available. The British 6th Royal Scots Fusiliers and the 6th KOSB’s held St.Manvieu and were placed so as to face any attack that might come in from the east of the village. They were supported by a few Shermans and Achilles and had access to plentiful artillery. The mixed German units of SS and Wehrmacht were situated to the east. A company-strength element of PzIV’s were positioned on the high-ground to the east, whilst MG teams occupied Marcelet for angles of fire at the British. The sparse infantry attack would approach from the north-east. These men set off at 1315 hours as a torrent of rain came down cutting visibility and armoured movement. Straight away, they felt the power of the British guns but bravely held their nerve to continue advancing. Meanwhile, a flight of Mitchell’s flew over Marcelet disrupting the German MG support. The panzer IV’s began busying themselves entering a tank battle at a range of about 1400m. They scored early victories by knocking out a platoon of Shermans, Achilles and some Brens. By 1345 hours, the Germans suffered their first major casualties as both a platoon of SS and Heer infantry sustained hits from the ubiquitous British artillery and some small-arms fire. Things seemingly got worse as more casualties were sustained and also, a British 18pdr battery wiped out the German StG’s in Marcelet over a half hour dual. However, by 1415 hours, all British armour had been eliminated mainly due to the PzIV’s and they now began straffing and throwing in HE at the enemy infantry around St.Manvieu. This tactic proved especially successful as British infantry from the Royal Scots suffered heavy casualties indeed and the 18pdr battery was destroyed. By 1430 hours, the German infantry, having lost 4 steps and still under continuous heavy bombardment, finally closed in on the disrupted and demoralized dug-outs to the north of St.Manvieu. They cleared these after about 30 minutes of fighting and with the aid of freshly arriving comrades, entered the northern side of St.Manvieu. Whilst all this had been happening, the British commander had mobilized the KOSB’s to the south and sent them in direct support of the harassed Royal Fusiliers. The German infantry were fighting well, but there was simply too many of the enemy. The Germans were unable to clear this part of the village as more and more Scottish soldiers were thrown into the area, and that was far more than these attackers would be able to overcome. The Germans also only received 2 modules of artillery support (1 x 16) throughout the battle. Obviously assigned elsewhere, a stronger support here may have helped weaken the enemy positions earlier. Still, the distant PzIV’s were causing terrible casualties and cohesion problems amongst the British infantry, but the British were able to reinforce these losses instantly with the arriving KOSB’s. By 1515 hours, the attack was called off as it was quite evident that the village was simply too well defended when compared with the attacking forces to hand. The Germans had lost 4 steps of infantry and 2 steps of AFV’s (2 StGs). A total of 6 steps The British losses were heavy, 8 steps of foot troops, 4 steps of Brens, 8 steps of AFV’s and 2 steps of guns for a total of 22 steps. A good try, but too much was asked of the attackers. Now all in all, the battle was exciting as the attack certainly achieved a lot more than expected. They are high-moraled and therefore, the British in general, need to eliminate steps as disruptions and demoralisations will most times be hard to come by. BUT, asking the Germans to clear AND hold 3 village hexes is too much. Personally, I think 2 for a minor victory would suffice, and also, to make sure the Germans at least attack rather than hold (for a gamey draw), there should be a VC stating that by game end, if a draw, at least 1 German step must be in or adjacent to St.Manvieu. That said, it didn't matter as the Germans did attack here and the battle was played out. This would get a '3' rating but for the impossible VC's. For that reason, it gets a '2' because although the VC's are cogent, they are too much and make a British win all but inevitable. 8 out of 8 British wins so far in this scenario may back that up. On the plus side. Its always good to battle with a live opponent ! |
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2 Comments |
As the 0-8 record stands. I so think that this one is too hard for the Germans. There are much better scenarios in BN. I agree with your "2" for the very same reason.
Gene,
I read yours before the battle, as well as the others. I quite like scenarios where I have the side that has never won as it can be satisfying to overturn the run of results. But this one was completely beyond my efforts :-)
I ended up thinking maybe I should have sent the tanks in with the attack, but they'd have been cut to pieces on the advance.
Somebody will do it somebody when a) There is continual low visibility b) British OBA is low throughout most of the game c) German OBA is high throughout most of the game. d) British do not get a '2' leader e) German leadership counters are mostly decent f) A fair chunk of the luck.
Thats a lot of conditions.
To be fair, I achieved case 'e' and 'f' but in our game a = generaly around 6-8 hexes b = Lots every turn ! Though strangely it was under effective much to my joy c = Only 2 turns Germans got OBA which on average they should get 4 or 5 turns. Worse still, when they did get it, they got the worse one both times of 1 x 16 d = British got a '2' leader. He was killed, but not until turn 8 or 9 (in a 9 turn game).
That all said. I love my head to head battles, so any PG'ing whatever the scenario is appreciated by me :-)
A Mistake on my Part |
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Played solo in about 90 minutes. I was anxious to try a Beyond Normandy scenario using British formations and selected the first scenario I thought I could play in one short sitting. I forgot to first check on PG-HQ what others thought about it. This is a short, very bloody scenario with variable OBA. I rolled a "1" for the British OBA availability on the first 3 turns while the Germans only received fairly weak OBA on one pf those turns. The British artillery was very effective and the Germans had only 2 steps of infantry left after 4 turns. The Germans assaulted 2 town hexes anyway but assaulting town but were repulsed two turns later. Easy victory for the Brits. I rated the scenario a "1" because I felt the Germans cannot win without immense luck. Players who enjoy simulations of impossible-to-win real encounters are likely to like the scenario more than I did. |
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