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!
JUPITER : 46th Brigade
Beyond Normandy #31
(Defender) Germany vs Britain (Attacker)
Formations Involved
Britain 2nd Glasgow Highlanders
Britain 7th Royal Tank Regiment
Britain 7th Seaforth Highlander Infantry
Germany 12th SS “Hitler Jugend” Panzer Division
Display
Balance:



Overall balance chart for BeNo031
Total
Side 1 1
Draw 0
Side 2 0
Overall Rating, 1 vote
5
4
3
2
1
3
Scenario Rank: --- of 940
Parent Game Beyond Normandy
Historicity Historical
Date 1944-07-10
Start Time 09:45
Turn Count 36
Visibility Day
Counters 103
Net Morale 0
Net Initiative 0
Maps 1: BN2
Layout Dimensions 88 x 58 cm
35 x 23 in
Play Bounty 136
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Inflict Enemy Casualties
Rural Assault
Urban Assault
Conditions
Entrenchments
Off-board Artillery
Randomly-drawn Aircraft
Smoke
Scenario Requirements & Playability
Beyond Normandy Base Game
Introduction

Operation Jupiter also involved a single brigade of the 15th (Scottish) Division. In order to both widen the base of the British penetration west of Caen and increase the pressure on the Germans in that city, the 46th Brigade were to advance east from Verson along both banks of the Odon in order to clear the valley west of the city.

Conclusion

Starting long after the 43rd Division had begun their attack towards the Orne and Hill 112, the 46th Brigade easily cleared the north bank of the Odon and linked up with the 8th Canadian Infantry Divsion northwest of the city. The clearing of the south bank was not so easy and took until 1900 hours. The Hitler Jugend defenders had given ground north of the Odon, but fought hard along the south bank. In the end 46th Brigade widened the base as ordered.


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
  • Motorized
Germany Order of Battle
Schutzstaffel

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 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 869

All Bren carriers should have a movement value of 7.

(Shad on 2010 Dec 15)
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)

Display AARs (1)

Super SS Major
Author arixius
Method Solo
Victor Germany
Play Date 2014-09-26
Language English
Scenario BeNo031

Germans drew the dreaded SS Major (I never remember the crazy SS ranks); morale 11, morale mod 2 & combat mod 1. Maybe the British had a chance with the 4ed rules limiting morale to 10! (Aside: My moniker for any +2 Morale Mod leader is "cheerleader" :) )

To win the Germans had to only eliminate 9 steps but the British had to clear a 7 hex diameter area AND the Germans have four entrenchments AND five town hexes. Tall order. British had better be careful, patient and let the OBA and air pound the SS. Initially, the British did okay. Using smoke they moved their tanks in position and managed to eliminate all the German AT strength. Finally, a game where I can use the APCs! Stack those suckers and blast away at the infantry without worrying about AT. But those SS platoons just bounce back. The only way to eliminate them is to score "X"s. Don't bother considering disorder>demoralize>eliminate. They are like the energizer bunny.

British made another blunder. The battalion south of the river moved through the concealing hedges but a German FO in an entrenchment up slope manage to call down devastating OBA. The British dug in, but the should have retreated. So, even before storming the German's south line, the south battalion lost the 9 steps for a (possible) German victory.

With half the game over the Germans were in good order hunkering down in their entrenchments, but time was running out and the whistle blew. Smoke was dropped and the two battalions charged...into SS HMG (11!-5s). Not a pretty approach and even an uglier assault. That up slope FO entrenchment was captured (too late for the southern battalion, though) and the northern town hexes are engaged but the weaken southern battalion withered away.

Time runs out. Plenty of Germans in the 7 hex circle. Germans win.

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