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!
Fight For Esquay
Beyond Normandy #25
(Defender) Germany vs Britain (Attacker)
Formations Involved
Britain 2nd King's Royal Rifle Corps
Britain 44th Royal Tank Regiment
Germany 101st SS Heavy Panzer Battalion
Germany 1st SS "Leibstandarte Adolf Hitler" Division
Display
Balance:



Overall balance chart for BeNo025
Total
Side 1 5
Draw 1
Side 2 3
Overall Rating, 8 votes
5
4
3
2
1
2.88
Scenario Rank: 801 of 940
Parent Game Beyond Normandy
Historicity Historical
Date 1944-06-29
Start Time 11:45
Turn Count 7
Visibility Day
Counters 27
Net Morale 1
Net Initiative 2
Maps 1: BN1
Layout Dimensions 88 x 58 cm
35 x 23 in
Play Bounty 102
AAR Bounty 153
Total Plays 9
Total AARs 4
Battle Types
Ambush
Inflict Enemy Casualties
Patrol
Rural Assault
Conditions
Smoke
Scenario Requirements & Playability
Beyond Normandy Base Game
Introduction

With Hill 112 largely under British control and the battles to defend the corridoe successful, General O'Connor VIIIth Corps Commander, ordered the town of Esquay to be reconnoitered. Accordingly, elements of 11th Armoured Division set out in the middle of the day to do just that. Unfortunately, the German forces opposite included Tiger tanks.

Conclusion

The British barely left Tourmauville before the German anti-tank fire destroyed 12 Shermans and forced the battalion to halt. German units had arrived in strength sufficient to contain the British advance.


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).

Display Order of Battle

Britain Order of Battle
Army
  • Foot
  • Towed
Germany Order of Battle
Schutzstaffel
  • Foot
  • Leader

Display Errata (5)

5 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 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 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 (4)

Beyond Normandy, Scenario #25, Fight for Esquay
Author JayTownsend
Method Solo
Victor Germany
Play Date 2010-01-01
Language English
Scenario BeNo025

I played my first scenario in Beyond Normandy tonight, scenario #25, Fight for Esquay! It only has seven turns and a low counter count, so it was a fast play and exactly what I was looking for, as I only had an hour of time and this only took about half that! The Germans have the advantage here even if they have less then half the units because they are closer to the Victory hex, if they don’t get the step loss requirements and they have the higher ground by the victory hex. If I went by the rules in the victory conditions of this scenario, the Germans won on turn two as an immediate victory by eliminating five steps of British units. But it didn’t seem right to end the scenario here, so I continue play until turn 7, which is the end of the game. At this point it was a draw as both sides were still locked in assault combat of that town victory hex. On the last turn the Germans almost rid themselves of the British in that particular hex but couldn’t!

Really this is a good scenario but only if you change the victory conditions however, to controls hex #2531 and forget the step losses on this one or most likely the Germans will win, unless the British can maneuver around the terrain in time and don’t use the road because the Germans can easily take out five steps with their armor, Tiger reduced, Marder III, & PzIVH. Those Half-trucks are an easy kill, so leave those behind.

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Move and mate in four
Author Poor Yorek
Method Solo
Victor Britain
Play Date 2012-03-27
Language English
Scenario BeNo025

The set-up restrictions and victory conditions on this scenario make this a wicked little puzzle. Much is dependent on the LOS rule interpretation: for BN, I use the "as written" rules such that higher elevation is NOT limiting terrain (as such) to units at lower elevation, but does convey a -1 AT fire to units firing from a lower elevation (or assaulting uphill etc.) This scenario would be dramatically different using Doug McNair's "third edition" spotting rules as per C&C II.

Germans set up with the PzIVH & PzVI-red in 2030 on the spur of the 120m ridge. From this vantage, these units can see over all of the criss-crossing hedges at 100m that block the direct path between the British in Baron and the objective hex in Le Bon Repos. The Germans also put the 2xGren in 2332 and the Marder III in 2333. The Marder is a liability and, as it turned out, perhaps should have been simply fled by the German side.

The British set up in LT towns or behind the town in 2624 (from the perspective of the panzers on the ridge), noting that they cannot use town hex 2623.

The problem confronting the British is this: they lose immediately if they lose five steps. The entire road and hedge-laced clear terrain can be seen by the reduced tiger and full-strength PzIVH. So ...

The British captain sets out on foot with his three full strength and one reduced infantry for the German armor, not Le Bon Repos. The SS commander scratches his head for a moment before calling over a platoon of Grenadiers commanded by a obersturmfuhrer to interpose. The other grenadier platoon and, fatefully, the Marder-III platoon enter objective hex 2531.

Turn Two: simply has the British infantry continue to move for position to threaten the Waffen SS armor with an infantry assault. British armor watches the "poor bloody infantry" do its thing: "I dare say, George, do you suppose its true that one can see an 88mm shell coming at one by the air wash in the grass?" The grenadier platoon commanded by Obersturmfuhrer Gottunsdirectfire disrupts one platoon at a range of 400m.

Turn Three: "Right lads, as Nelson said: never mind manoeuvres, go straight at 'em." An SS scharfuhrer commanding a Tiger I watched the British infantry advance. "Gott in himmel! Do they think this is Trafalgar?" Obersturmfuhrer Gottunsdirectfire, perhaps channeling Andrew Jackson, waited until he could see the whites of their eyes ... the MG 42's erupted (rolling a '3' and a '4' on OF killing two steps of infantry). Still, more British infantry was coming undeterred and the German tanks moved to place the slow-moving tigers into the hex with the Grens (to deter or defeat an assault attempt) and the PzIVH moved off the ridge to a position behind a hedge to cover the road to Le Bon Repos.

"Right, Jerry's on the retreat!" exclaimed the British tank commander. "Rev up those engines lads, and let's get to it." Mario Andretti would have sure been proud of the way those Shermans and Fireflies were moving when they passed that crowd ... until the first platoon came screeching up to the town only to be hit by 75mm fire from the Marder three platoon (rolled a '12' for a two-step kill). The Germans were now one step from victory ... but it was not to be: the next Sherman pulled up a bit short and the Marder's missed their +2 shot (-1 for OF) by rolling a '7'. This was quite disturbing as the field to their north became saturated with M4's and a Firefly platoon.

Turn Four: Goddess Initiative smiles on the British. Activating a stack of six tank platoons, two steps of Marder III's are killed and the British win. This activation also killed a PzIVH step (which was only disrupted). German armor counter fire from the tigers blows the fireflies to bits smaller than their namesake insect (rolled a '12'!).

So on turn four, both sides meet their VC, but the British were first. Interpreting the "immediately" of the scenario instructions literally leads to a British win.

Perhaps one might have kept the Marders out of it, but had they not been present, the British armor could have dashed to the east side of Le Bon Repos and "hidden" from the German armor to the west (which had moved to avoid the infantry).

So I found the VC's and constraints to set up an extraordinary challenge albeit the game was over in four turns. That's why the AAR title likens this to a chess challenge problem. Again, this would be VERY different with the Campaigns&Commanders terrain rules where all BN hexes are "hills" and thus LT.

So I rated this a "3" because it wasn't a slowly developing ebb-and-flow scenario ... it was more like mongoose vs. cobra: deadly and quick and very subtle.

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Phyrric victory for the Germans.
Author Jockulus
Method Solo
Victor Germany
Play Date 2023-09-15
Language English
Scenario BeNo025

The British attacked from the north and NE. Like the historical outcome, the Germans very quickly destroyed 5 steps, given that armour is worth double, and the game was technically won and lost on T1. However the Brits ignored those conditions, and pushed on. Given the UK halftracks were easy pray for the German tanks, the infantry advanced in the open, suffering losses to the strong SS defenders. The (mostly) Sherman attackers managed to destroy two German tank units, but the Tiger half platoon was causing havoc. Finally on the last turn the Brits advanced into the VP town together with a reduced tank unit and a halftrack. The Brits had a lucky roll while the SS fared badly, losing a platoon. But the Germans held on, with joint control of the town at the end. If the battle were to continue, the Brits would win through, but either way had taken fearful tank losses.

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Dismal Dash
Author campsawyer
Method Solo
Victor Germany
Play Date 2012-05-09
Language English
Scenario BeNo025

This is very short scenario in which the British need to dash for a town eliminate SS steps, while the Germans just need to pick off 5 British steps. First turn the British tanks move out down the side of the board, a reduced Stuart is picked off first. Next a Firefly makes the dash and the Germans hold fire on the advancing tank. Infantry move up behind the tanks, while two Sherman's dash down the road. One is shot up by the Tiger and the other makes it to the town. But on the next turn the Tiger and the PzIVH are able to pick off the Firefly to with the game for the Germans.

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