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
Errors? Omissions? Report them!
The Gavrus Bridge
Beyond Normandy #13
(Defender) Germany vs Britain (Attacker)
Formations Involved
Britain 7th Royal Tank Regiment
Britain 9th Cameronians
Britain Fife and Forfarshire Yeomanry Armour
Germany 12th SS Panzer Regiment
Germany 26th SS Panzergrenadier Regiment
Germany 2nd "Vienna" Panzer Division
Display
Balance:



Overall balance chart for BeNo013
Total
Side 1 2
Draw 0
Side 2 2
Overall Rating, 4 votes
5
4
3
2
1
3.25
Scenario Rank: --- of 940
Parent Game Beyond Normandy
Historicity Historical
Date 1944-06-27
Start Time 18:00
Turn Count 11
Visibility Day
Counters 76
Net Morale 1
Net Initiative 1
Maps 1: BN1
Layout Dimensions 88 x 58 cm
35 x 23 in
Play Bounty 120
AAR Bounty 171
Total Plays 4
Total AARs 1
Battle Types
Delaying Action
Urban Assault
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Reinforcements
Smoke
Scenario Requirements & Playability
Beyond Normandy Base Game
Introduction

The capture of the Tourmauville road left the British with the initiative and control of one of the inital objectives of the Epsom offensive. While the 2nd A&SH and 23rd Hussars had advanced down the Colleville-Tourmauville road, elements of 11th Armoured and 15th Scottish Infantry Divisions had attempted a similar move on the bridge ay Gavrus. The Fife and Forfar Yeomany waited for the 9th Cameronians for most of the afternoon. When they finally arrived the two battalions began the belated advance. First they gad to retake Grainville.

Conclusion

The British fought their way into the town, but were heavily engaged by the German defenders, especially the Panthers of 2nd Panzer Division. The loss of three Churchill tanks broke the British attack and at midnight Grainville remained in German hands.


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

Display Errata (9)

9 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 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 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 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 (1)

Too many towns, not enough Brits
Author dricher (Germany)
Method Face to Face
Victor Germany
Participants unknown
Play Date 2015-05-29
Language English
Scenario BeNo013

This scenario was played as a team event by my gaming group. I act as moderator and facilitator for each game, and I do not participate directly as a player. My listing of “winning” is based on the PG HQ site cannot support a neutral role in AARs. In The Gavrus Bridge the British were attempting to take several town hexes from the Germans, and in fact must control all town hexes within a certain radius to win. That ends up including the four hexes of Mondrainville in the center, the eastern hex of Grainville sur Odon on the German left flank, and an unnamed town in woods on the German right flank. The Germans set up most of their starting forces supporting the center, with their tank and some infantry on the left and some infantry to the right. The British outnumber the Germans about three to one in starting forces, but the Germans get strong reinforcements sometime turn 2 or later to make the odds 3:2. By turn 8 of 11 it is night. Most of the British armor cannot move for the first two turns.

The game starts with ranged combat in the center while the Brits move forward to put pressure on the flanks. The first three turns see about equal casualties, and the Brits are forcing the Germans out of G-s-O. The unnamed town on the right is under pressure, but steady supporting fire from the German center is preventing the Brits from establishing an assault opportunity. The British are also moving on the center, and in fact have brought their Churchills up to Mondrainville to support any assault opportunities, while knocking out the AT gun in the north end of the town (the eastside gun is still holding back armored vehicles on the British left.)

On turn 4 the German reinforcements arrive. After warning the reinforcing player to not place his SPW 251/75mm in harm’s way from the British tanks that have advanced on the center, the German player moves the loaded transport directly into an opportunity fire situation on the road and it dies before it ends moving. Reinforcing German infantry splits between supporting G-s-O and moving north of the British forces. The northern move is really useless, and ties down more German reinforcing troops than British troops, especially when the leader demoralizes.

The strong German armor, however, drives up to a position two hexes away from the British Churchills. The British counter by driving three Shermans south to be adjacent but flanking to the German tanks. Turn four ends with equal casualties on both sides, the Brits pressuring G-s-O, threatening Mondrainville, and struggling to reach the town on the German right.

Turn 5 erupts with a massive tank battle. The British get initiative and take out the German StuG IVs with flanking fire. The Germans respond by taking out all but one step of Shermans. The fight for G-s-O goes to the British, and they take the town. Assaults go in on Mondrainville, but the defenders trash the attackers. The British left begins demoralizing and running away, with just enough force left to convince them to continue on.

Turn 6 initiative goes to the Germans, and they pulverize the remaining Sherman along with some Churchills. Assaults on Mondrainville continue to go bad. Turn 7 sees another German win on initiative, and the Churchills pay the price, as do the Mondrainville assaulters, and the attempt to hit the German right. At this point the British are trashed and realize they cannot support continued attacks. What isn’t dead is significantly shaken. Considering tanks counting double, the British have lost 37 steps to the German 12. As darkness falls, the British withdrawal, and victory goes to the Germans.

I rated this scenario a 3. It was fast and action packed, but the British really struggled to take six town hexes in 11 turns. In the end they only took one, but German dice were a little hot while the Brits a little cold. There wasn’t the time to set up a coordinated assault against a weakened position with most of the armor tied down for two turns, so even with three turns of just beating on the Germans the reinforcements saved the day. Both sides made errors. Victory is definitely possible for the Brits, but not on this day.

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