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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Highland Light Infantry Repulsed
Beyond Normandy #8
(Defender) Germany vs Britain (Attacker)
Formations Involved
Britain 10th Highland Light Infantry
Britain 7th Royal Tank Regiment
Britain Army
Germany 12th SS Panzer Regiment
Germany 26th SS Panzergrenadier Regiment
Germany 2nd "Vienna" Panzer Division
Display
Balance:



Overall balance chart for BeNo008
Total
Side 1 3
Draw 2
Side 2 4
Overall Rating, 9 votes
5
4
3
2
1
3.44
Scenario Rank: 446 of 940
Parent Game Beyond Normandy
Historicity Historical
Date 1944-06-27
Start Time 07:30
Turn Count 20
Visibility Day
Counters 49
Net Morale 1
Net Initiative 1
Maps 1: BN1
Layout Dimensions 88 x 58 cm
35 x 23 in
Play Bounty 111
AAR Bounty 159
Total Plays 9
Total AARs 3
Battle Types
Delaying Action
Inflict Enemy Casualties
Urban Assault
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Reinforcements
Severe Weather
Smoke
Terrain Mods
Scenario Requirements & Playability
Beyond Normandy Base Game
Introduction

The failed attack of the 227th Brigade the day before was renewed at dawn. This time 10th Highland Light Infantry, was supporting Churchills from 7th RTC, were to drive on Grainville and capture the bridge north of Gavrus. The defending 8th Panzer Company, with only four tanks, had been reinforced with a few engineers and infantry during the night.

Conclusion

The British infantry battered its head against the German defenders again. Tenth HLI's attack on the western flank captured no objectives, but drew German forces from adjacent sectors on this the second day of Operation Epsom. At the conclusion of the day's fighting the battalion commander chastised his men for their failure. As with many of the unbloodied battalions in the British Army, some officers promoted during peacetime proved unequal to the task of leading men in combat.


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
  • 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
  • Mechanized
  • Motorized
Germany Order of Battle
Heer
  • Mechanized
Schutzstaffel
  • Mechanized
  • Towed

Display Errata (7)

7 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 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 47

All SPW 251s have an armor value of 0.

(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 (3)

Reinforcing Panthers
Author driddle01
Method Solo
Victor Draw
Play Date 2011-01-02
Language English
Scenario BeNo008

The SS forces set up in a thin line in front of the objective town with the AT guns in the north and the Pz IVH to the south. Each of these positions is supported by an INF or HMG platoon. The British enter with the Churchill VII platoons and the main force of HMG’s and INF along the northern road. A supporting force of two companies of INF proceed along the southern road to confront the Pz IVH and flank the AT gun positions. For several turns, no combat occurs as the British approach the SS positions. On turn 4, the British close to within firing range. The center British force spreads out and begins to trade fire with the center SS 75mm AT gun and supporting force. The southern British force rushes in adjacent to the Pz IVH and INF platoon. On turn 6, the Pz IVH and INF are unable to break the adjacent British force, but the British score a 2X results and eliminate the SS INF platoon. Meanwhile, no casualties occur in the center. The Pz IVH leaves its southern position before the British assault, but the British companies follow. The northern SS position moves down to flank the center British force. The Center SS AT gun eliminates a step of Churchill VII’s, but then another Churchill VII eliminates a step of the Pz IVH. The SS center and northern forces continue to trade fire with the center British force, as the southern two British companies circle the Germans and enter the town. The northern German force assaults an adjacent British force, eliminating three steps. The southern British force clears the town and heads towards the rear of the SS AT positions. Overwhelming British numbers eventually eliminate the northern SS positions, and British forces set up a defensive position in the town in anticipation of the German Panther reinforcements. The Panther platoons finally enter on turn 16, but the British have a firm hold on the town, and only one platoon of SS INF remains from the original blocking forces. The Panthers eliminate some Churchill’s over the next several turns, but are unable to push the British from the town prior to the end of the game. Final result is a draw.

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Beyond Normandy, Scenario #8, Highland Light Infantry Repulsed
Author JayTownsend
Method Solo
Victor Draw
Play Date 2010-01-01
Language English
Scenario BeNo008

I am about halfway done with scenario #8 from BN. I still don’t know who which side will has the advantage, so it must be a good scenario. The muddy roads are making movement slow and costly. My main British advance is going straight up the middle with a small flanking move to the Germans right side. I must say it is nice to have those Churchill VII tanks, finally an Allied armor vehicle that can take a little punishment but with that said, I have still lost a whole platoon of them. The Germans have also managed to receive a whole platoon of Panther tanks but with the mud, it will be at least 4 more turns before they can make a difference. I really like the added Infantry Anti-Tank Weapons rule #16 in this game, it really makes you think a little more about assaulting with your armor. It should also be included the Battle of The Bulge in my opinion. The Typhoons could also have an effect here but haven’t so far. I only have one air-strike left, bad rolls I guess. The British were able to draw a Major with an 11 morale value, hot dog is he tough! The map in BN is a little busy but once you get the counters on board, you soon forget about it. The artillery hasn’t been that effective yet but I have rolled a bunch of 6 & 5’s so that it wasn’t involved on 3 or 4 turns for either side at one time or another.

Posting #2 I did finish the second half of this game. Interesting thing about scenario #8 BN is that at one time or another I was going to throw in the towel on one side or another but the game went to the last turn. In the first 10 turns it looked like there was no way I was going to ex-spell the British from around the victory hexes as may of them were town hexes that they over-ran from the Germans. The German only start with about a third of the infantry compared with the British however, they have a higher morale. I decided not to throw in the towel as the Germans yet, even if I did lose 5 steps already out of my 6 allowed. Both my 75mm AT guns were over ran and I lost some halftracks as well and I counted the halftrack steps toward the loses. Believe it or not, both Panther tank platoons arrived on the board early, turns 8 & 10 so there was still hope! No, I didn't cheat!

Turns 11-20 the Germans pulled back and re-grouped into better organized attack groups and reinforced with better armor. Higher morale is so nice for the added modifier in assault combats. The Germans were able to squeeze the British out of most of their required three victory hexes but in doing so lost a couple more steps in assaults. The game was a draw but really in my opinion the German won hands down as they were able to come back and push the British out with heavy British losses! The poor Churchill’s had the poorest dice rolls of any units on the board. It seem like they rolled 2,3,5 and so on, every time it mattered the most! It’s nice they had the staying power before the Panthers arrived but those poor dice rolls killed them off. I think even with the 90mm gun from the M36 from the Battle of the Bulge Game, I would have lost with those dice rolls. This scenario turned into a closer game then I thought it would be, maybe because of my poor play as the Germans in the first ten turns or maybe my poor play as the British in the last ten turns?

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Highland Light Infantry Repulsed – Are they really now?
Author GeneSteeler
Method Solo
Victor Britain
Play Date 2010-07-12
Language English
Scenario BeNo008

The heavy rain is over, but the ground has turned into a soggy quagmire. Vehicular movement is impeded.

The Germans are outnumbered approximately 3:1 (again). They will have a difficult time holding off the British. PzV reserves are on their way.

Casualty count is noted as (x-y), where x=German step losses, y=British step losses

THE BATTLE

0730-074: British infantry advances as they AT Guns and 17-pdr open fire. One SPW251 is eliminated.

The Churchills charge.

0800: PzIVH falls back as the Churchills advance. British artillery eliminates a 75mm AT Gun as the Light Infantry charges!

0815: Churchills eliminate the fleeing HMG platoon. A second RIF is lost to German artillery. (4-3)

0830: British take over a third of Grianville-sur-Odon (5-3)

0845: British infantry in the east circles and takes over south Mondrainville. British Lt KIA by AT-Gun battery.

Street fighting in Grainville-sur-Odon.

0900: Street fight intensifies and Churchhill is reduced. (but the British have reinforcements ready).

0915: SS counter-attack in Grainville-sur-Odon and the remaining Churchills are destroyed. British reinforcements sent to relieve. (6-12)

0930-0945: There is now urban fighting in both towns. Churchills are reduced by the panzers. So many wrecks litter south Grainville that armour movement is restricted.

The last German AT Gun in the north is finally lost and the British infantry and AT Guns move into the towns.

1000–1030: Eventually a PzV platoon arrives in the southwest and begins to head toward the towns. Mondrainville is under British control, but the Churchills are hit in Grainville.

British AT-Guns and artillery set up in anticipation of the German reserves. German SS will need to make a move in Grainville-sur-Odon.

1045-1115: SS initiate a few assaults. Both sides take a few losses. At Mondrainville, the PzV platoon advances and fires at the Churchills. Return fire reduces the PzV reserves!

1130: The PzV routs! The Streetfight in Grainville goes terribly wrong for the SS who lose half their armour and take further infantry reductions. British counter-attack leaves both sides disrupted.

1145: PzV continues to flee as the forces in Grainville-sur-Odon recover morale.

1200: Germans have been reduced to half a PzIVH platoon and a GREN platoon in Grainville. They are ready to give up, but desperately assault. Captain Britain (1-2 rating) holds the Commonwealth forces together.

A few more PzV arrive in the southwest. Too late.

1215: One final assault sees the Germans devastated (losing 2 steps).

BRITISH VICTORY!!!

Aftermath

A relatively small scenario. Again the Germans are vastly outnumbered. For once I decided to fall back instead of hold my ground, but this didn’t work for the Germans in this case. The PzV came way too late as the battle was already lost by the time they showed up.

The Anti-tank weaponry makes initiating close assaults versus enemy armour tempting.

Scenario Rating: 3/5 – Fine small assault.

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