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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Tourmauville
Beyond Normandy #12
(Defender) Germany vs Britain (Attacker)
Formations Involved
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
Display
Balance:



Overall balance chart for BeNo012
Total
Side 1 2
Draw 0
Side 2 1
Overall Rating, 3 votes
5
4
3
2
1
3.33
Scenario Rank: --- of 940
Parent Game Beyond Normandy
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
Bridge Control
Delaying Action
Urban Assault
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Reinforcements
Severe Weather
Smoke
Scenario Requirements & Playability
Beyond Normandy Base Game
Introduction

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

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.


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
Germany Order of Battle
Heer
  • Mechanized
  • Motorized
Schutzstaffel
  • Mechanized
  • Motorized
  • 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 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 848

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)
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 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 445

Liberation 1944's StuG IV armor and movement ratings are misprinted. They should be Armor 5 and Movement 8.

(rerathbun on 2014 Feb 14)

Display AARs (1)

Run in and capture. How hard can it be?
Author GeneSteeler
Method Solo
Victor Germany
Play Date 2010-07-31
Language English
Scenario BeNo012

Casualties will be denoted as (x-y), where x=British step losses, y=German step losses.

THE BATTLE

1530-1545: 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!!!

Aftermath

This 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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