Frundsburg Attacks Beyond Normandy #23 |
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(Attacker) Germany | vs | Britain (Defender) |
Formations Involved | ||
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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 |
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Overall Rating, 3 votes |
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3.33
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Scenario Rank: --- of 940 |
Parent Game | Beyond Normandy |
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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 |
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Bridge Control |
Delaying Action |
Rural Assault |
Urban Assault |
Conditions |
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Off-board Artillery |
Randomly-drawn Aircraft |
Reinforcements |
Smoke |
Scenario Requirements & Playability | |
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Beyond Normandy | Base Game |
Introduction |
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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 |
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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. |
AFV Rules Pertaining to this Scenario's Order of Battle |
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9 Errata Items | |
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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)
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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)
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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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Ignore the direct fire values. (Shad
on 2010 Dec 15)
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All SPW 251s have an armor value of 0. (Shad
on 2010 Dec 15)
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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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A Lesson in Tacair | ||||||||||||
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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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0 Comments |
A Little of Everything | ||||||||||||
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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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0 Comments |
Victory Conditions Ruin Scenario |
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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. |
0 Comments |