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Counterattack on Hill 112 Beyond Normandy #18 |
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| (Attacker) Germany | vs | Britain (Defender) |
| Formations Involved | ||
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| Britain | ![]() |
23rd Hussars |
| Britain | ![]() |
29th Armoured Brigade |
| Britain | ![]() |
3rd Monmouthshire Infantry |
| Britain | ![]() |
3rd Royal Tank Regiment |
| Britain | ![]() |
8th Rifle Brigade |
| Germany | ![]() |
12th SS “Hitler Jugend” Panzer Division |
| Germany | ![]() |
12th SS Panzer Regiment |
| Germany | ![]() |
53rd Flak Regiment |
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| Overall Rating, 6 votes |
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3.5
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| Scenario Rank: 467 of 1093 |
| Parent Game | Beyond Normandy |
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| Historicity | Historical |
| Date | 1944-06-28 |
| Start Time | 13:15 |
| Turn Count | 14 |
| Visibility | Day |
| Counters | 70 |
| Net Morale | 1 |
| Net Initiative | 2 |
| Maps | 1: BN2 |
| Layout Dimensions | 88 x 58 cm 35 x 23 in |
| Play Bounty | 112 |
| AAR Bounty | 163 |
| Total Plays | 6 |
| Total AARs | 2 |
| Battle Types |
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| Hill Control |
| Inflict Enemy Casualties |
| Conditions |
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| Off-board Artillery |
| Reinforcements |
| Smoke |
| Scenario Requirements & Playability | |
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| Beyond Normandy | Base Game |
| Introduction |
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The German command saw the repulse of their attempt to retake Hill 112 in the morning as a threat that had to be eliminated. As they made ready to attack Hill 112 again, the British committed another tank battalion to its defense. |
| Conclusion |
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The British repulsed the second German attack, but by the end of the day the continued loss of tanks to German anti-tank fire and the German attempts to cut the corridor to the north convinced the VIII Corps commander Lt. General O'Conner, to withdraw from the crest of the hill. The British still did not see the importance of the hill and beleived it could be retaken when they were again prepared tp advance. |
| AFV Rules Pertaining to this Scenario's Order of Battle |
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| 6 Errata Items | |
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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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All Bren carriers should have a movement value of 7. (Shad
on 2010 Dec 15)
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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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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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The Units in Beyond Normandy were misprinted with a movement factor of 5. The movement factor should be 8. (rerathbun
on 2012 Mar 21)
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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)
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| Meat Grinder 112 | ||||||||||||
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I have always liked the Beyond Normandy maps. Although they are somewhat not aesthetically pleasing, they are very functional and depict the terrain of the region very well. The hill rules of the previous editions didn't work well in BN but with the Fourth Edition, I find the BN map playable. This scenario is interesting as the sides are asymmetrical. The Germans are attacking but out numbered, yet they have high quality troops and the almost invincible Panther tanks. The Brits have a large infantry and tank force and great quantity of artillery. Butt he hapless Shermans are so vulnerable to German tank fires. The Germans attacked with the tanks in the lead while the British defended in a reverse slope defense to force the Germans to come into fields of fire. The notion for the Germans was to use their superior armor to shoot up the infantry, engage the Shermans and drive the Brits off the hill. The British Shermans were too aggressive early on trying to outflank the Panthers and got clobbered. The German infantry got hammered by direct and indirect fires and pulled back to force the Brits to come at them since they could now win in points. This forced the British infantry to counterattack while their reinforcing Shermans again tried to outflank the Panthers and did get around them. the Six Ponder ATGs set the Shermans up for flanking fire, but the Brit tanker gunnery was poor and the Panthers evaporated the Shermans, none survived. Now the it was up to the Brit infantry to push the Germans off the Hill for the clearing the hill VC. They almost did so but the Germans held on and won by points. Both sides got massively chewed up in this one. I think the Brits can win this one by a better handling of their armor, and some luck. This one could be played well either solo or against another human. |
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| 0 Comments |
| Bloody tanks ! | ||||||||||||||
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In this scenario, the German has a great advantage : 3 Panthers. With the help of 2 PzIV. The British Shermans and Achilles are more numerous, and this is their advantage. But they are fragile. Probably scared by the power and the almost invunerable status of the 3 Panthers, my opponent took position beyond the hedges. That definitely makes it easier for the German. After a few turns, many Shermans were destroyed. And turn after turn, the German tanks took the advantage on the Hill 112. My opponent forgot also to use his smoke, another helpful asset of the British. On the other hand, German infantry is strong but with few units. And the British begin dug-in. So, this is quite hard. The SS didn't manage to push the British out of the victory zone. At this point, it's a draw. But the Germans win because of the advantage of step losses. I think it's quite tough for the British. In my opinion, he must move all his tanks and try to take crossfire positions. This is the only way to hurt the Panther. Oh ! and assault, of course. Nice play, though. I give it a 3. |
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| 0 Comments |
BeNo017







