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 BeNo032
Total
Side 1 0
Draw 1
Side 2 0
Overall Rating, 1 vote
5
4
3
2
1
4
Scenario Rank: --- of 940
Parent Game Beyond Normandy
Historicity Historical
Date 1944-07-10
Start Time 05:00
Turn Count 37
Visibility Day
Counters 442
Net Morale 1
Net Initiative 2
Maps 1: BN2
Layout Dimensions 88 x 58 cm
35 x 23 in
Play Bounty 228
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Hill Control
Road Control
Rural Assault
Urban Assault
Conditions
Entrenchments
Naval Bombardment
Off-board Artillery
Randomly-drawn Aircraft
Reinforcements
Smoke
Scenario Requirements & Playability
Beyond Normandy Base Game
Introduction

Operation Jupiter's initial goals included securing the ground between the Odon bridgehead and the Orne. Once the 43rd Wessex Division had captured Eterville and Hill 112, the 4th Armoured and 214th Infantry Brigades were to drive to the Orne and force a crossing. The soldiers of the 1st and 10th SS Panzer Divisions were prepared for the renewal of the British attack, but not neccessarily the firestorm that would accompany it.

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 and into Maltot itself. The fight for the hill and the village raged most of the day. Eventually, the crest of the hill and the village were taken, although at a heavy cost. The village was lost later in the day to a fierce German counter-attack that included Tiger tanks.

Additional Notes

Two sets of Beyond Normandy counters are required to play this scenario. Combines scenarios 29 & 30.


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
  • Mechanized
  • Motorized
Schutzstaffel

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 (1)

Death Hill
Author 10leopard2
Method Solo
Victor Draw
Play Date 2011-08-10
Language English
Scenario BeNo032

The German player made a new atlantic wall at hill 112! All German units where dug-in or entrenched, and AT- and FLAK guns were carefully placed to kill British tanks. So when the British troops advanced the SS inflicted a lot of step losses to the first line of british infantry. But when the Churchill tanks arrived the British player finally assaulted the entrenchments, the German player had first fire, and inflicted some serious damage. But when more British reinforcements arrived, the German losses were growing. And finally even that high that some units had to withdraw.

At Eterville the German defenses held much longer and when a enormous British force attacked the town, the German player destroyed one Churchill and two platoons. Unfortunately, it didn't hold of the attack. The British infantry assaulted the entrenchments in front of the town, at a heavy cost, but could win one of the assaults and the infantry stormed into the town with the Churchill tanks following. And when the town was half taken, the Germans established a new defense line at Maltot.

However it took some turn for the British player to kill all the German remainders who didn't want to give up battle. This at the cost of some British rifle platoons, and two Churchill platoons. And when the British player was ready to assault Maltot the German player received reinforcements. The British player attacked from the north of the town, and the German player quickly moved a StuG IIIG and a Gren platoon on the road to Eterville to attack the weak British defense at the town. At turn twenty the German player was still able to hold Maltot, and launched a serious attack at Eterville.

During the attack the German player captures three hexes from the south of Eterville, and established a defencive position. So now the British player had to fight on two fronts, which he both couldn't win. So when the game ended the British player managed to capture hill 113, but could only capture one hex of Maltot, and couldn't drive the germans out of the south of Eterville. The game ended in a draw.

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