II SS Panzer Corps Attacks Beyond Normandy #24 |
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(Attacker) Germany | vs | Britain (Defender) |
Formations Involved | ||
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Britain | 2nd Argyll & Sutherland Highland Infantry | |
Britain | 2nd Glasgow Highlanders | |
Britain | 2nd King's Royal Rifle Corps | |
Britain | 2nd Northamptonshire Yeomanry | |
Britain | 44th Royal Tank Regiment | |
Britain | 6th Royal Scots Fusiliers | |
Britain | 7th Royal Tank Regiment | |
Britain | 7th Seaforth Highlander Infantry | |
Britain | 91st Anti-tank Regiment | |
Britain | 9th Cameronians | |
Britain | 9th Royal Tank Regiment | |
Britain | Army | |
Germany | 10th SS "Frundsburg" Panzer Division | |
Germany | 19th SS Panzergrenadier Regiment | |
Germany | 21st SS Panzegrenadier Regiment | |
Germany | 22nd SS Panzergrenadier Regiment | |
Germany | 9th SS "Hohenstaufen" Panzer Division |
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Overall Rating, 3 votes |
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4.67
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Scenario Rank: --- of 940 |
Parent Game | Beyond Normandy |
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Historicity | Historical |
Date | 1944-06-29 |
Start Time | 14:00 |
Turn Count | 24 |
Visibility | Day |
Counters | 418 |
Net Morale | 1 |
Net Initiative | 2 |
Maps | 1: BN1 |
Layout Dimensions | 88 x 58 cm 35 x 23 in |
Play Bounty | 217 |
AAR Bounty | 165 |
Total Plays | 3 |
Total AARs | 2 |
Battle Types |
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Bridge Control |
Delaying Action |
Hill Control |
Rural Assault |
Urban Assault |
Scenario Requirements & Playability | |
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Beyond Normandy | Base Game |
Introduction |
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The Germans expected great things from Paul Hausser's II SS Panzer Corps, as did their British opponents. But the SS men launched the attack without their entire order of battle, while on the other side the Scots infantry showed fierce determination to hold their ground and the Royal Air Force provided outstanding support. Hausser's attack went off on the 29th with whatever troops had arrived. |
Conclusion |
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Heavy British artillery and naval gunfire and constant ground attacks by Allied aircraft caused many German casualties. Grainville was briefly retaken. British operations in the morning occupied the attention of many of the German forces scheduled to participate in the offensive, preventing a number from doing so and delaying others. A night fell the bridges over the Odon remained in British hands as most of the 9th SS Panzer Division withdrew to their start lines. Unknown to the Germans, the British had been convinced by the days incessant attacks that their armor was at too great a risk south of the Odon and pulled it all back during the night. On Hill 112 the infantry of the 8th Battalion, the Rifle Brigade withdrew to the northern slope and dug in. |
Additional Notes |
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Two sets of Beyond Normandy counters are required to play this scenario. Combines scenarios 22 & 23. |
AFV Rules Pertaining to this Scenario's Order of Battle |
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11 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 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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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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Liberation 1944's StuG IV armor and movement ratings are misprinted. They should be Armor 5 and Movement 8. (rerathbun
on 2014 Feb 14)
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Two Bulls in a Pen | ||||||||||||
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This is a great scenario. Everything is there...lots of units, artillery, air. The Germans were impeded as they entered piecemeal. However, the Fog of War intervened on the British for several turns. The British did capture several objectives only to be thrown off of them and the areas remained contested until the end. The British had plenty of armor, but the Germans cut it to pieces. OBA and British air were both effective. The infantry action ground both sides to a standstill. The end result was neither side pushing each other far off any objectives to win. |
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0 Comments |
One of the better monster PG scenario's | ||||||||||||
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Confined to the house on Dr's orders for 4 days, I though I would try this large scenario out. It has four SS GREN regiments with armour support taking om 7 Brit battalions with 44RTR in support. I used Cassino Brit counters to make up the British troops and Black SS for the Germans. The SS advance onto the boards in dribs and drabs due to the scenario instructions and are easy meat for the massive British OBDA and air support and initially I thought the SS attack would be stopped cold. So did the British commander who advanced into Cahier in a counter attack. However once the Germans units got to grips with the Brits RIF units the tide slowly turned, the SS have high morale and with good leaders and armour support all their assault were on the high end of the assault chart. The high morale meant that just reduced units shrugged of morale checks while as British losses mounted their morale began to plummet. The Brtis units who had advanced to Cahier were quickly bundled out with heavy losses, Gravrus in the south was taken the Argyle and Sutherland's holding that town were almost destroyed. Although not everything was going the Germans way, the Churchill,s in reserve in the north destroyed several German tanks including a Panther platoon and in the South the German advance westwards towards Tourmauville has stalled. By GT18 the German pressure had resulted in all the Brit reserves being committed and the "thin red line" was being stretched almost to breaking point. However by retreating one hex at a time and leaving reduced unit as road blocks the Brit line steadied and held around Le Valtru, as the Scenario turns clicked along it was obvious that no major break through would occur today, but perhaps the German commander could salvage a draw. In the south a small gap in the line let two STUG platoons race through to the British rear in a bid to get close to the German VC hexes. This they did but a Comet platoon supported by Brit TD's moved to counter this rather "gamey" SS bid for a draw. When the smoke settled the Stugs had been destroyed and the game won by the Brits. But at what cost? More than 90 Brit steps had been eliminated along with 84 SS Steps both sides had lost valuable equipment and men and neither side would be fit for offensive action for some time. Marvelous scenario if some what clunky as you have to roll each turn for OBDA A/C and the German reinforcements and the British cohesion rules take some book keeping. Note the Btits get up to 6 A/C a turn using the 4th edition rules with a +2 col shift makes them very potent. I tweaked this a bit by rolling a second die and only with a dr 1 or 2 did the A/C get the column shift. Purists may wince but I thought it helped balance the game a little, I still think the Germans have a tough task to get a win but would love to be proved wrong by any one trying this monster. |
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0 Comments |