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!
43rd (Wessex) Division Attacks
Beyond Normandy #21
(Defender) Germany vs Britain (Attacker)
Formations Involved
Britain 1st Worcestershire Regiment
Britain 7th Somerset Light Infantry
Germany Kampfgruppe Frey
Display
Balance:



Overall balance chart for BeNo021
Total
Side 1 0
Draw 3
Side 2 1
Overall Rating, 5 votes
5
4
3
2
1
3.2
Scenario Rank: 624 of 940
Parent Game Beyond Normandy
Historicity Historical
Date 1944-06-29
Start Time 08:00
Turn Count 15
Visibility Day
Counters 96
Net Morale 1
Net Initiative 2
Maps 1: BN1
Layout Dimensions 88 x 58 cm
35 x 23 in
Play Bounty 125
AAR Bounty 159
Total Plays 4
Total AARs 3
Battle Types
Delaying Action
Rural Assault
Urban Assault
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Reinforcements
Smoke
Scenario Requirements & Playability
Beyond Normandy Base Game
Introduction

During the last hours of the 28th the 214th Brigade of the 43rd Infantry Division was ordered to mount an attack to retake the village of Mouen. Although few tanks were available, artillery support was plentiful and well-handled.

Conclusion

In their first battle the 43rd had done well, taking their objective without losses. It did not hurt that the Germans were confused by smokw fired to the east of the advance in order to screen the infantry's flank from fire from Bas de Mouen. General Montgomery later praised the attack as "The single finest action of the war"


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).
  • Armored Cars: These are Combat Units. They are motorized instead of mechanized. All have their own armored car leaders, who can only activate armored cars (6.85). Do not provide the +1 Assault bonus (ACC).
  • Reconnaissance Vehicle: 8.23 Special Spotting Powers Both foot and vehicle mounted recce units (1.2) possess two special spotting abilities. The first ability is that they can spot enemy in limiting terrain at one hex further than the TEC specifies for other units and leaders. For example, an enemy unit in town can normally be spotted at three hexes or less, but a recce unit can spot them at four hexes.Their second ability is that they can place a Spotted marker on any one enemy unit they can spot per turn, just as if the enemy unit had "blown its cover" by firing. Such Spotted markers are removed as described earlier.

Display Order of Battle

Britain Order of Battle
Army
  • Mechanized
  • Motorized
Germany Order of Battle
Heer
  • Mechanized
  • Motorized
Schutzstaffel
  • Motorized
  • Towed

Display Errata (8)

8 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 869

All Bren carriers should have a movement value of 7.

(Shad on 2010 Dec 15)
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 (3)

Headbutting
Author Blackcloud6
Method Solo
Victor Draw
Play Date 2022-07-06
Language English
Scenario BeNo021

lements of the SS Kampfgruppe Frey defend Mouen and Bas de Mouen. The British attack behind the cover of smoke with the 1st Worcestershire Regiment directly at Mouen to fix the Germans in place and try to penetrate the German line. They hit the SS outpost line along and the railroad embankment and the attack immediately stalls as the SS stubbornly holds. A Panther platoon moves out to put flanking fire onto the British troops but is rushed by infantry which kills a couple of tanks and send the rest scurrying for Colleville where they are later destroyed.

The 1st Worcester slowly grinds away at the high moral SS troops and slowly make headway.

At 0945 Hours the 7th Somerset Light Infantry appears and move behind the clover of the ridge to take Bas de Mouen while the 1st Worcesters flank from the west.

Although about to be enveloped, the Germans hold but do not have the troops to oust the Somersets from The Bas de Mouen area. Neither side achieves their objectives for a draw.

0 Comments
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Candy, Milk & A Few Panzers Install Fanatacism
Author vince hughes (Germany)
Method Dual Table Setup + Voice Chat
Victor Draw
Participants tlangston28 (AAR)
Play Date 2014-03-29
Language English
Scenario BeNo021

This scenario was played against Tony Langston over 3 x 5 turn sessions for the 15 turn game. It represents a British two battalion attack on the towns of Mouen & Bas de Mouen held by the youths of the 12th SS Hitlerjugend. The Germans have the fantical morale of 9/8 but are heavily outnumbered and seriuosly out-OBA'd with a frightening line up of British artillery. The British have no AFV's but for an Achillies and some Bren Gun Carriers. There is also an array of strong air support in which they have a 1 in 3 chance of getting each turn. The VC's asked both sides to clear different areas of enemy within 3 hexes of the target hex. This looks difficult for both on paper and so a bloody scenario was expected. The British succesfully obtained smoke before scenario start. The Germans didn't.

The British kicked off with their Worcestershire (hereafter Worcs) battalion advancing in the direction of the Germans right flank. They appeared to be trying to get a foot into Bas de Mouen. Over the first 5 turns the Worcs suffered 7 RIF steps trying to make their way over this ground and also their Achillies platoon. The Worcs did make it into the perimeter of Bas de Mouen and actually engaged and got an early advantage over an enemy Panther platoon. However, it soon received some GREN support and this turned the tables on the attacking British and led to some of those casualties. For their part, the Germans suffered 3 step losses, all GRENs in turn 3. Two were OBA'd to a pulp and one was knocked off in an assault.

In turns 6-10, the Worcs initially held out but in turns 7 & 8 started to lose men again. German combined tank and infantry assaults and the German OBA (which there wasn't much of) being responsible for inflicting 7 more British step losses in these middle 5 turns. The British Somerset battalion arrived as reinforcements and their arrival did alleviate the pressure on the Worcs Bttn. However, only 1 German GREN was taken out in reply and that was from an OBA shot. By turn 10, the Somersets with the use of smoke were making great ground against the German left flank and toward Mouen. This began stretching the thin German line making their task all the harder. However, it seemed as if the remainder of the Worcs regt were doomed as its survivors were hemmed in on the edge of the board (row 27**) and were coming under heavy attack as the 12th SS tried to clear the area.

In the final 5 turns, the British made sure the men of the reinforcing Somerset battalion kept pushing from the left. They did well, getting into Mouen and drawing off Germans that could have been used elsewhere. But the progress was slow whilst meanwhile, the remaining Worcs Bttn was being crushed. The Germans launched a risky attack into the main Worcs stronghold on the far right and luck favoured the attackers, using tanks and ENG as they finally kept reducing resistance. Casualties for the British in these last 5 turns were high, suffering another 12 steps. But it was all to no avail for both sides really. Despite the Worcs being decimated (losing 22 steps of troops and 5 officers), the Somersets had made sure to get into areas of Mouen to deny a German victory. The Germans too made sure to keep enough troops near to the British target hex to deny them victory as well but suffered 7 steps themselves in these last 5 turns. The board was basically a massed battle in and around Mouen and Bas de Mouen. Candy & Milk they say the 12th SS received as rations? Well it gave them some fanaticism in their attacks in this one, albeit not enough to earn a win, but certainly enough to administer a bloody nose.

At game end, the result was a draw. The RAF might look at themselves and wonder why they never turned up to blow away German armour. British (step) losses were 24 FOOT, 4 Leaders, 2 AFV, 2 APC. Total 28 steps. German suffered 10 FOOT, 2 Leader, 1 APC. Total 11 steps.

I give this a '3' rating. I can see most games ending in a draw due to the German morale and the British numbers and firepower. Maybe if the RAF show up more, it might be more favourable to the British, taking out enemy AFV's.

3 Comments
2014-03-31 06:15

Leave the RAF alone. They obviously had more important things to do. "Pass the biscuits over Biggles"

2014-03-31 06:38

I won't tell you what Tony was saying... He actually mentioned you by name asking whether it was representative of the RAF to be so 'AWOL'. I of course assured him that if Wayne was representative, then YES, they'd be AWOL hehehehehehe !

2014-04-02 00:17

They must have been using their "BVs" more than usual! :-) (Sorry, Wayne).

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Standstill Over The Hill
Author tlangston28 (Britain)
Method Dual Table Setup + Voice Chat
Victor Draw
Participants vince hughes (AAR)
Play Date 2014-03-29
Language English
Scenario BeNo021

After playing my last game against Vince on the Arctic Front (AFDX031 - Tank Sausage), I was looking at my stack of PG games and asked Vince if he would want to play a scenario from BN. He had mentioned that there were some epic scenarios there and hadn't played BN in a while so he gave me a choice of 3 he selected and I went for this one. On the surface, it looked to be decent-sized and though the Germans have the morale advantage (9/8!), The British have the potential to rain artillery on German positions with lucky rolls. Add the potential for smoke and air (which turned out was mostly a non-factor) and it sounded like it would be fun.

SITUATION / SETUP

The British are tasked with pushing the Germans out of the Mouen area while gaining a foothold in Bas-de-Mouen. The Victory conditions are very explicit and the only effect that step losses have is on British morale due to the formation rules in BN (more on that later...). The SS mainly focused on deploying GRENS, HMGs and Armor in as many town hexes as possible. The British had the 1st Worcestershire on the initial attack setup just over a rise out of sight of the SS units with the 7th Somerset LI to provide reinforcements as early as 2 hours later (1000). I was successful in rolling for smoke so, having never played with smoke before; I was looking forward to seeing what tactical benefit I could gain.

BATTLE

Sighting in BN is different from other PG games since the maps represent rolling hills rather than clumps of hills surrounded by flat lands. Consulting with some of the players in the forum, both Vince and I agreed that sighting would be limited to 3 hexes in every hex unless firing or elevation rules allowed greater distance. With that in mind, the British approached aiming for the gap between Mouen and Bas-de-Mouen as it seemed as though most of the German strength was deployed to prevent the British from skirting around the "open" western area of the map. As the British began to crest the hill, opportunity fire began raining down as units came into view, however, UK Artillery began dropping smoke in front of the German positions and the British were able to move most of the regiment onto the hill. Seeing that any attempt to move into positions for assaulting would be bloody, part of the regiment was dispatched to move around the rise and attack Bas-de-Mouen from the east. The remaining elements charged to the rail embankment and engaged in a fierce DF battle with the Germans in Mouen, and even at one point, a half-platoon of Tigers assaulted a platoon of rifles. In the east, the 1st Worcestershire Lt. Col led his troops to the outskirts of Bas-de-Mouen and established a foothold in the eastern portion of the town. Over the course of the first two hours (8 turns), the SS would inflict heavy casualties on those positions behind the rail embankment, ultimately eliminating enough attackers to free up units to move on Bas-de-Mouen.

At this crucial stage, The British had achieved the foothold necessary to prevent a German victory whilst it looked like the Germans would hold on to theirs to prevent the same from the British. The only hope was that the reinforcements would arrive in a timely manner and ease some of the pressure that the 1st Worcesters were facing. The 7th Somersets did show up close to the expected arrival time (turn 8 instead of 7), and began to move around to the west. Without any AFVs to speak of, there was little fear of encountering the hidden AT guns that may have been emplaced there (I figured them to be in that spot as it was really the only open area for my Achilles to operate). The 7th Somersets moved quickly around the west-northwest of Mouen and along with some helpful placement of smoke were into position to assault from the West. The remainder of the regiment would support from behind the rail embankment to the north. This began a slow progression of British assaults that by the end of the game were only able to clear one of the town hexes of Mouen; however this was to prove enough. The Germans were finally able to clear the units from Bas-de-Mouen but the effort to do that spread them thin and allowed the western assault to open a small corridor to the south which allowed a company of rifles to get within the specified range of the objective hex to prevent the German win. The game was called on turn 15 as we both agreed there was no way for either side to come out with a victory.

OBSERVATIONS

From a purely gaming sense, this was a fun, tense scenario as the high morale of the Germans was offset by the size of the British forces plus the potential for tremendous artillery support and air support, giving a fairly balanced battle with the smoke capability included. However, the victory conditions, as Vince stated in his AAR, are very tough for the either side to accomplish and will most likely end in a draw. This, I think was more a problem for Vince as I was happy to finally get a "Non-loss" against him! :-). Another item that seemed to bother me is the formation rules. Not that they are an indication of bad design or development, but rather what the reasoning was for including them in BN? In discussing this with Vince, he mentioned that the County system for organization (which I assume the formation rule is meant to represent) was enacted to promote morale in the units as they would be fighting together with those they knew. Looking at the rules, we could not determine any distinct advantage that the British get for formation cohesion other than a reduced morale of 7 (whilst the Germans routinely get 8!); instead all we could find was the disadvantages, consisting of activation and combat restrictions.

Despite these few items (and the fact that the RAF never showed up!), I did enjoy the scenario and found it to be more evenly matched that I expected.

1 Comment
2014-04-02 01:19

Excellent methodical AAR Tony. Nice to read !

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