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
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Balance:



Overall balance chart for BeNo024
Total
Side 1 0
Draw 1
Side 2 2
Overall Rating, 3 votes
5
4
3
2
1
4.67
Scenario Rank: --- of 940
Parent Game Beyond Normandy
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
Bridge Control
Delaying Action
Hill Control
Rural Assault
Urban Assault
Scenario Requirements & Playability
Beyond Normandy Base Game
Introduction

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

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

Two sets of Beyond Normandy counters are required to play this scenario. Combines scenarios 22 & 23.


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).
  • 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
  • Motorized
Germany Order of Battle
Heer
  • Mechanized
  • Motorized
Schutzstaffel
  • Motorized

Display Errata (11)

11 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 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)
Overall balance chart for 445

Liberation 1944's StuG IV armor and movement ratings are misprinted. They should be Armor 5 and Movement 8.

(rerathbun on 2014 Feb 14)

Display AARs (2)

Two Bulls in a Pen
Author Retiredgrunt17
Method Solo
Victor Draw
Play Date 2017-10-22
Language English
Scenario BeNo024

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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One of the better monster PG scenario's
Author waynebaumber
Method Solo
Victor Britain
Play Date 2016-01-27
Language English
Scenario BeNo024

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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