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!
Counterattack on Hill 112
Beyond Normandy #18
(Attacker) Germany vs Britain (Defender)
Formations Involved
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
Display
Balance:



Overall balance chart for BeNo018
Total
Side 1 3
Draw 1
Side 2 0
Overall Rating, 4 votes
5
4
3
2
1
3.5
Scenario Rank: --- of 940
Parent Game Beyond Normandy
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 119
AAR Bounty 171
Total Plays 4
Total AARs 1
Battle Types
Hill Control
Inflict Enemy Casualties
Conditions
Off-board Artillery
Reinforcements
Smoke
Scenario Requirements & Playability
Beyond Normandy Base Game
Introduction

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

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.


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

Display Errata (6)

6 Errata Items
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 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 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)

Bloody tanks !
Author Memenne (Germany)
Method Face to Face
Victor Germany
Participants unknown
Play Date 2012-07-23
Language English
Scenario BeNo018

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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