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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JUPITER : 129th Brigade
Beyond Normandy #30
(Defender) Germany vs Britain (Attacker)
Formations Involved
Britain 1/8th Middlesex Machine-gun
Britain 141st Tank Regiment
Britain 4th Somerset Light Infantry
Britain 4th Wiltshire Infantry
Britain 5th Wiltshire Infantry
Britain 7th Royal Tank Regiment
Britain Scots Greys
Germany 10th SS "Frundsburg" Panzer Division
Germany 10th SS Flak Battalion
Germany 21st SS Panzegrenadier Regiment
Display
Balance:



Overall balance chart for BeNo030
Total
Side 1 1
Draw 1
Side 2 0
Overall Rating, 2 votes
5
4
3
2
1
3.5
Scenario Rank: --- of 940
Parent Game Beyond Normandy
Historicity Historical
Date 1944-07-10
Start Time 05:00
Turn Count 37
Visibility Day
Counters 183
Net Morale 1
Net Initiative 2
Maps 1: BN2
Layout Dimensions 88 x 58 cm
35 x 23 in
Play Bounty 157
AAR Bounty 165
Total Plays 2
Total AARs 2
Battle Types
Hill Control
Road Control
Rural Assault
Urban Assault
Conditions
Entrenchments
Off-board Artillery
Randomly-drawn Aircraft
Reinforcements
Smoke
Scenario Requirements & Playability
Beyond Normandy Base Game
Introduction

The first day of Operation Jupiter involved securing the ground between the Odon bridgehead and the Esquay-Caen road. Assisted by the 7th Royal Tank Regiment, all three infantry battalions of the 129th Infantry Brigade set out to secure Hill 112 and with it the right flank of the renewed advance west of Caen.

Conclusion

Preceeded by a heavy artillery barrage and protected by an almost constant smokescreen, the British infantry advanced to the northern slope of Hill 112. The Churchills of 7th RTR destroyed the three German Mk IV's on the crest, but their presence was not intended as the defence, but rather as observers. In short order, the tanks and assault guns of the 5th and 6th Panzer Companies reinforced the German position. In the furious fight that followed, the British infantry reached and held the crest, but lost most of their armour support in the process and were unable to force the Germans from the woods on the reverse slope.


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
  • Motorized
Schutzstaffel

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 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)

Beyond Normandy, scenario # 30: Jupiter: 129th Brigade
Author JayTownsend
Method Solo
Victor Germany
Play Date 2011-05-11
Language English
Scenario BeNo030

Posting #1

*It’s been so long since I played a scenario from Beyond Normandy and there are so many interesting looking ones, that I had to play another, difficult terrain and all.

*In this one both sides are fighting for different objectives on the same hill, Hill #112 but they are so close together that a great collision of forces will have to happen. The Germans start owning the hill but the British have a 2.5 to 1 advantage in Infantry and support weapons and a huge amount of Off-board Artillery and Aircraft but the German have terrain, entrenchments, and a nice amount of armor. The British have armor as well and both sides get reinforcements of armor groups as well. The Germans have a pretty good dose of off-board Artillery as well. This is anybodies game at first glance.

*Besides the huge amounts of Infantry, it should be interesting to see how the British: (Archer, Crocodile, Churchill VII, Sherman, Firefly & Stuart VI) match up against the German: (Pz IVF2, Marder III, Pz IVH, StuG IIIG, StuG IV & PZ VI – Tiger). Both sides have some AT guns to assist their armor, including some British: 17-pdr & 6-pdr vs. the Germans: 88mm & 75mm AT guns. The real battle will still be the Infantry controlling the high ground or not but with this much artillery, there is going to be a lot of casualties.

Posting #2

*This was a very bloody battle for both sides. The Germans however still control the higher ground and more important the victory point hexes for both sides. I didn’t think it was possible with all that artillery & air-power but the Germans have a huge amount of Artillery Power as well and the British get more exposed as the Germans sit in the Entrenchment and dug-in if not the former but also, they have a 9/8 morale so the recover very fast. The British were never able to bring The Scoot Greys reinforcements on they map, as the condition to bring them on the map was to occupy hex 0929 for three consecutive turns, which never happened. So the 10 x Sherman, 3 x Firefly & 1 x Stuart never showed up in the Battle but the Germans Tiger tanks did join the battle on turn number seven. The British Typhoons helped knock the German armor around a couple of time but this was before the Tigers show up and did come back with any AT rockets after that. Both sides took armor losses, more for the British and the Infantry for both sides will have to be refit and will not be available for combat for months.

  • One huge mistake in playing this scenario, I forgot to use the smoke, which would of helped the British in this scenario. Also, the British need to send forces on the end around to clear the hex that will bring on their reinforcements. The hill lines are still a challenge in BN but, I tried to use common sense and just went for it. It was fun to get beyond Normandy back on the playing table, as there are so many interesting looking scenarios I still want to play from it.
0 Comments
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Clearing a Hill is Hard
Author arixius
Method Solo
Victor Draw
Play Date 2014-09-21
Language English
Scenario BeNo030

The British have to break through an entrenched/dug-in German line. With its units down in the valley to the north, the British pound the line with pre-planned artillery, OBA & an abundance of air power. After a couple of hours many German steps were eliminated. Time for the advance. Smoke was deployed and the two British battalions, along with their Crocodile flame-throwing tanks, advanced to the west portion of the German line. The final battalion is left in the valley as a deterrent to keep the east portion of the German line in place. Very bloody assault. The German entrenchments hold, locked in assault. And, after a few more hours, the dug-in Germans are routed and the Brits continue to bypass the entrenchments and continue south. Finally, the third British battalion advances and moves south past their comrades in the assault hexes. The 2nd German line of dug-in Panzers eventually knock out the Crocodiles and most of the Churchills. The Germans move their east line to the southwest and are shredded by OBA and air support. With causalities mounting, the British advance from the west side of the hill stalls. A surge forward is met by fire and them by several turns of regrouping. Repeat.

The time runs out. Neither side can claim the hill and the battle ends in a draw.

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