Tourmauville Beyond Normandy #12 |
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(Defender) Germany | vs | Britain (Attacker) |
Formations Involved | ||
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Britain | 23rd Hussars | |
Britain | 29th Armoured Brigade | |
Britain | 2nd Argyll & Sutherland Highland Infantry | |
Britain | 8th Rifle Brigade | |
Germany | 12th SS “Hitler Jugend” Panzer Division | |
Germany | 12th SS Reconnaissance Battalion | |
Germany | 53rd Flak Regiment |
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Overall Rating, 3 votes |
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3.33
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Scenario Rank: --- of 940 |
Parent Game | Beyond Normandy |
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Historicity | Historical |
Date | 1944-06-27 |
Start Time | 15:30 |
Turn Count | 11 |
Visibility | Day |
Counters | 98 |
Net Morale | 1 |
Net Initiative | 1 |
Maps | 1: BN1 |
Layout Dimensions | 88 x 58 cm 35 x 23 in |
Play Bounty | 126 |
AAR Bounty | 171 |
Total Plays | 3 |
Total AARs | 1 |
Battle Types |
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Bridge Control |
Delaying Action |
Urban Assault |
Conditions |
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Off-board Artillery |
Randomly-drawn Aircraft |
Reinforcements |
Severe Weather |
Smoke |
Scenario Requirements & Playability | |
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Beyond Normandy | Base Game |
Introduction |
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The successful morning attack left the 10th Highland Light Infantry in control of three towns across a two kilometer frontage, two kilometers deep in the German positions. A parallel advance to the west had stretched the German line almost to the point of breaking. The 2nd A&SH did not dally at Tourville, but quickly dispatched three companies for the Tourmauville bridge. |
Conclusion |
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The British infantry reached the bridge north of Tourmauville at approximately 1700 hours and quickly secured the southern approaches to it. Half an hour later the 23rd Hussars and one company of the 8th Rifle Brigade arrived to strengthen the position. Additional units from the 11th Armoured Division were ordered forward during the evening. |
AFV Rules Pertaining to this Scenario's Order of Battle |
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7 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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The "Optional Values" for the Archer---and by extension the Achilles---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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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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All SPW 251s have an armor value of 0. (Shad
on 2010 Dec 15)
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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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Liberation 1944's StuG IV armor and movement ratings are misprinted. They should be Armor 5 and Movement 8. (rerathbun
on 2014 Feb 14)
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Run in and capture. How hard can it be? | ||||||||||||
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Casualties will be denoted as (x-y), where x=British step losses, y=German step losses. THE BATTLE1530-1545: The 2nd A&S must advance on its own before the 23rd Hussars and 8th Rifle Brigade are released to assist. German reinforcements are expected, but their timing is in question. The initial advance sees the first British blood being spilt. (1-0) They rush the bridge, which is the only way for the 23rd Hussars to cross the Odon. 1600-1615: British come under heavy fire losing a number of infantry platoons. The British Achilles spots the Marder III eliminating it. Return fire from the German 88s destroy the British Achilles! Hussars begin to advance and the Fireflies are taken out by the 88mm battery. (12-2). The British have already suffered serious losses and the 2nd A&S morale suffers (down to 7/7). But they near the town and assault the western side of the bridge. 1630: German reinforcements enter!!! (This is the earliest possible outcome!) British Marauder does an air strike reducing a German Marder III platoon! Meanwhile the 88 continues to wreck havoc among the Hussars and more British infantry are wounded. 1645: British infantry finally clear out the German AA guns at the bridge, but the armour is still stuck as the Germans hold the south side of the bridge. 1700-1715: British morale takes a pounding. The early arrival of the German reinforcements combined with the StuG IV which is too tough. The Archer fires uphill at long range but can’t damage them. Return fire sees the British tank destroyer become scrap metal. If this isn’t bad enough, the 88 continues to pluck off British armour unable to cross the Odon. British mount an infantry charge at Tourmauville as their only (slim) hope! 1730-1745: British assault the 88s! The RIF is reduced, but importantly, the 88 is engaged. But it doesn’t take long and the British are fought back. Only a single reduced British platoon remains in town. 1800: Defeated with time running out for this offensive, the British surrender the field to regroup. GERMAN VICTORY!!! AftermathThis isn’t a bad quick scenario. I think the biggest fault is that in a short scenario (11 turns), the German Reinforcements should arrive at a specific time instead of having a roughly 30% chance of entry each turn beginning on Turn 5. Here they arrive Turn 5 and the British really didn’t have a chance then. Although, it isn’t unfeasible that they don’t arrive (or until turn 11) and have no impact at all! A bit too random in such a short timeframe. Probably best just to have them arrive turn 7 or something like that. Also, OOB says the reinforcements arrive (are placed) in any hex ##25. This could have actually placed them behind the British front line!!! Instead I altered this and had the reinforcements enter at 2225, which is the southeast edge “behind” Tourmauville. Scenario Rating: 3/5 – Fine little scenario where my primary gripe is with the reinforcements. Still, it was good not to see a draw in the victory conditions! |
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