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!
Frundsburg Attacks
Beyond Normandy #23
(Attacker) Germany vs Britain (Defender)
Formations Involved
Britain 2nd Argyll & Sutherland Highland Infantry
Britain 2nd King's Royal Rifle Corps
Britain 44th Royal Tank Regiment
Britain Army
Germany 10th SS "Frundsburg" Panzer Division
Germany 21st SS Panzegrenadier Regiment
Germany 22nd SS Panzergrenadier Regiment
Display
Balance:



Overall balance chart for BeNo023
Total
Side 1 0
Draw 2
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 1944-06-29
Start Time 15:45
Turn Count 13
Visibility Day
Counters 186
Net Morale 1
Net Initiative 2
Maps 1: BN1
Layout Dimensions 88 x 58 cm
35 x 23 in
Play Bounty 151
AAR Bounty 159
Total Plays 3
Total AARs 3
Battle Types
Bridge Control
Delaying Action
Rural Assault
Urban Assault
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Reinforcements
Smoke
Scenario Requirements & Playability
Beyond Normandy Base Game
Introduction

South of the Odon th 10th "Frundsburg" SS Panzer Division attacked west against British positions in Gavrus and north of Esquay. Led by the 21st SS Panzer Grenadier Regiment, the attacked kicked off late in the afternoon.

Conclusion

Heavy British artillery and naval gunfire along with constant ground attacks by Allied aircraft delayed the attack until mid-afternoon. The 21st and 22nd SS Panzer Regiments gained some ground and dealt a bloody nose to British attempts to capture the summit of Hill 112, but were unable to capture their objectives. As night fell the bridges over the Oden remained in British 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
Germany Order of Battle
Heer
  • Mechanized
  • Motorized
Schutzstaffel
  • Towed

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 (3)

A Lesson in Tacair
Author Retiredgrunt17
Method Solo
Victor Britain
Play Date 2017-11-29
Language English
Scenario BeNo023

This was a prime example of the difficulties the Germans had in Normandy. The British were entrenched around Gavrus and Tourmaville. At the start they sent an armor/infantry force to les Bon Repos. This made it even harder for the Germans to attain their objectives, as th y entered painstakingly slow throughout the game in piecemeal fashion. Another huge factor was the British tacair. They got ridiculously high air throughout the game, and they ripped the SS formations, particularly the armor. The SS infantry, with barely any arty support, did manage to get in to Gavrus and close to Torumaville. The British had too much air and the Germans no armor at the end. British victory.

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A Little of Everything
Author joe_oppenheimer
Method Solo
Victor Draw
Play Date 2010-12-04
Language English
Scenario BeNo023

This is a big brutal fight with a lot of units in less than a half map of space. Both sides have powerful weaponry and can inflict severe damage. The high German morale makes them tough to hurt but the British had so much fire power that X results were not uncommon. This scenario has a little bit of everything --- air power, tanks, infantry, random artillery availability and difficult terrain.

Ultimately the Germans weren't able to push far enough forward to earn a victory, but they did get far enough into the British positions to prevent a British victory. It was a most satisfing draw.

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Victory Conditions Ruin Scenario
Author arixius
Method Solo
Victor Draw
Play Date 2011-02-28
Language English
Scenario BeNo023

Both BN23 & BN22 suffered from inappropriate Victory Conditions. In each scenario both sides need to completely clear a 3-hex radius around the same hex. Basically, this forces each side to completely eliminate the other side. If one enemy unit exists it may slip into the zone in the last turn to force a draw. The scenarios do not have enough turns to eliminate all the enemy units. This forces a draw. After the first few turns I saw that it is nearly impossible for either side the win. Even modeling a historic battle where one side overwhelmed the other can provide a satifying game, as long as the Victory Conditions are set correctly so that either side can win. I don't mind games that end in a draw, but IMHO, the ratio should two parts player A wins, two parts layer B wins and 1 part draw. The ratios for BN22 and BN23 are about 1 part Player win and 20 parts draw. Not satisfying. But my favorite thing about PG is there are 1,000s of other scenarios to play!!! So, onto BN24.

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