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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St. Manvieu Counterattack II
Beyond Normandy #7
(Attacker) Germany vs Britain (Defender)
Formations Involved
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
Display
Balance:



Overall balance chart for BeNo007
Total
Side 1 0
Draw 0
Side 2 9
Overall Rating, 9 votes
5
4
3
2
1
3.33
Scenario Rank: 537 of 940
Parent Game Beyond Normandy
Historicity Historical
Date 1944-06-26
Start Time 16:15
Turn Count 8
Visibility Day
Counters 71
Net Morale 1
Net Initiative 1
Maps 1: BN3
Layout Dimensions 88 x 58 cm
35 x 23 in
Play Bounty 114
AAR Bounty 153
Total Plays 9
Total AARs 4
Battle Types
Delaying Action
Inflict Enemy Casualties
Road Control
Rural Assault
Urban Assault
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Severe Weather
Smoke
Scenario Requirements & Playability
Beyond Normandy Base Game
Introduction

The first German attempt to retake St. Manvieu turned into a mess, as the British artillery thwarted almost every move. later in the afternoon the Germans collected a few more men and machines and launched a second attempt.

Conclusion

The German attack was again broken up by British artillery. Ordered to hold the shoulder in place the German satisfied themselves with positions in the outskirts of St. Manvieu.The depleted British battalions were relieved in place by fresh units of the 43rd (Wessex) Infantry Division.


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
Army
  • Motorized
Germany Order of Battle
Heer
  • Leader
Schutzstaffel
  • Mechanized

Display Errata (11)

11 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 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 871

Ignore the direct fire values.

(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)
Overall balance chart for 41

All SS PzIVH tanks should have a movement of 8.

(Shad on 2010 Dec 15)
Overall balance chart for 49

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)
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 (4)

They Just Wouldn't Quit
Author Matt W
Method Solo
Victor Britain
Play Date 2012-08-24
Language English
Scenario BeNo007

The Germans need to attack the British in St. Manvieu and control three of five possible hexes. To do this they have a mixed force of SS and Army Panzer troops with significant armor support. The British have the better part of two battalions and are well endowed with AT and armor support themselves. The British also have some air support and importantly a TON of artillery (the exact amount is dependent on die rolls but they have a lot of firepower in this one).

The key for the Germans is to get close enough to the towns with an intact combined arms force to take the town hexes away from the British who will have substantial infantry numbers in those towns. Along the way it will be important for the Germans to eliminate the British armor to avoid close quarters AT gunnery. Their force is, however, loaded with 5 and 6 factor AT guns and the British can at best have a 3 armor defense factor (up to a 4 in town or dug in).

In my play the Germans come down both roads with the SS on the northern road and 21st Panzer on the southern road. The SS are targeted first by the British who decimate them (4 infantry step losses and 3 tank steps). The 21st Panzer does a little better and is able to close in. During the second turn the 21st exacts some revenge for the German armor as it eliminates five steps of British armor.

The Germans then try to dance around the falling artillery and whittle down the remaining British armor and finally on turn 6 enter three of the target hexes. After turn 1 I was ready to call this one for the British but with a never say stop attitude the Germans at least had a shot at it.

In the end it wasn't much of a shot as the British were able to continue to funnel troops into the assault hexes and the Germans had no reserves. The final result was that the three hexes entered never completely resolved the assault but at game end all three situations greatly favored the British. A solid British victory and a fun scenario. I give it a "4".

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Tough Tommys Hold
Author thomaso827
Method Solo
Victor Britain
Play Date 2014-08-16
Language English
Scenario BeNo007

Mixed force of SS and Whermacht attack parts of 2 British battalions holding several town hexes. British had just about maximum artillery support all through the game with none on turn 4 while the Germans got just a little bit on only 4 turns. British air came in as Typhoons on 2 turns but had little effect. The SS and Whermacht infantry got into assault in 3 of the needed 5 town hexes early on but just couldn't finish off the British defenders. When a British unit died or fled, another unit moved up to take it's place. At the north edge of the British line, an SS assault eliminated both steps of a defending platoon, and the surviving LT called in a large artillery strike on his own position, going down but taking two steps of SS with him, leaving only an SS officer standing alone in the empty hex, but all that for a hex that wasn't part of the victory condition. Final loss count: 23 German to 13 British, most of which was armor, transport and AT guns. Great little scenario

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The Advance Grinds To A Halt
Author KirkH
Method Solo
Victor Britain
Play Date 2009-04-14
Language English
Scenario BeNo007

Germans advanced from East, but early hits by Typhoons and artillery slowed them down. Eventually their advance ran out of momentum and they didn't capture any of the objective hexes - although they were close. With some different strategy this scenario could have turned out very different. Definitely worth playing more than once.

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A few more Germans still take on more than they can chew.
Author GeneSteeler
Method Solo
Victor Britain
Play Date 2010-07-12
Language English
Scenario BeNo007

THE BATTLE

Heavy rain obscures visibility and the terrain is soggy.

1615 (visibility = 4)

Germans advance through the haze. A few shells fly through the air and the StuG IIIG is eliminated by the Firefly.

1630 (visibility = 6)

German armour retaliates and elements of the 29th Armoured Brigade are shattered, losing all but 2 Shermans.

The German Marder III tank destroyer is lost.

1645 (visibility = 8)

German armour advances and the StuG IIIH is reduced by the British 17-pounder. (Which in turn is targeted by German artillery and destroyed).

1700 (light rain, visibility = 7+)

British 6-pdrs eliminate the remaining StuGs. Germans move into assault in the South.

(half time)

1715

British HMG eliminate by Grenadier fire. PzIVH move to town and are hit by British Typhoons!

1730

6th King’s Own Scottish Borderers are pounded in the south. The Fusiliers move south to assist.

Another Typhoon passes and wrecks havoc eliminating 2x PzIVH steps!!!

German morale took a big hit here. Those panzers were sorely needed and the Typhoon was incredibly lucky making that air strike.

SS infantry surrounds South St. Manvieu.

1745

SS foot troops assault the town, but they are alone as no SS armour remains. German army armour is demoralized and fleeing.

1800

The British hold out.

BRITISH VICTORY!!!

Aftermath

This mission is very similar to Scenario 6, but with a few more Germans, a few less British and one less turn to complete.

The British were incredibly lucky with their air strikes, but I still feel that even without, they still have a huge advantage over the Germans. As was historical, the counter-attack failed.

Scenario Rating: 2/5 – Quick battle. A few more Germans, but still quite imbalanced.

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