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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Counterattack at Eterville
Beyond Normandy #36
(Attacker) Germany vs Britain (Defender)
Formations Involved
Britain 2nd Glasgow Highlanders
Britain 59th Anti-tank Regiment
Britain 7th Somerset Light Infantry
Britain 9th Cameronians
Britain 9th Royal Tank Regiment
Germany 20th SS Panzergrenadier Regiment
Display
Balance:



Overall balance chart for BeNo036
Total
Side 1 0
Draw 2
Side 2 1
Overall Rating, 3 votes
5
4
3
2
1
3.67
Scenario Rank: --- of 940
Parent Game Beyond Normandy
Historicity Historical
Date 1944-07-11
Start Time 04:00
Turn Count 12
Visibility Night
Counters 113
Net Morale 0
Net Initiative 1
Maps 1: BN2
Layout Dimensions 88 x 58 cm
35 x 23 in
Play Bounty 131
AAR Bounty 171
Total Plays 3
Total AARs 1
Battle Types
Delaying Action
Inflict Enemy Casualties
Rural Assault
Urban Assault
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Reinforcements
Smoke
Scenario Requirements & Playability
Beyond Normandy Base Game
Introduction

The German recapture of Maltot strengthened the entire corps position and, its commander Paul Hausser hoped, the forthcoming attempt to eject the British from Hill 112 would truly seal the British penetration west of Caen. In conjunction with the attack on British positions on Hill 112, the 20th Panzer Grenadier Regiment was ordered to retake Eterville during the night hours of the 10th/11th.

Conclusion

The Germans failed to press their attack and the British drove them back to the start line. The SS panzer grenadiers of the 20th Regiment had fought or moved under skies dominated by Allied aircraft for 24 hours straight and were worn out. Unknown by the equally tired Tommies, the Germans were decimating their mobile formations fighting the British while to the west, unseen, the Americans prepared to unleash Operation Cobra.


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
Schutzstaffel

Display Errata (8)

8 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 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)

Display AARs (1)

#36 Counterattack at Eterville
Author Poor Yorek
Method Solo
Victor Draw
Play Date 2010-05-01
Language English
Scenario BeNo036

Twelve turns; night-morning scenario. SS combined arms group (a weakened two battalions of GRENs/HMGs and one each of Marder III; StuGIIIG; PzIVH; PzV) against a reinforced British batallion and a half (with an additional RIF company as roll-on Turn 3 reinforcements). The reinforcing elements are five platoons of Churchill VIIs and 3 batteries of 17-lbr AT guns. With the two other 17-lbrs with the regular infantry, this AT muscle is sufficient to keep the SS armor from being too aggressive.

British set-up is highly constrained; but essentially held a line using the hedge-row 1619-1918 and 2017-2318. German set up with an axis (feint) to the NE, but swung to target hexes 1818-1918-1919 area. Unfortunately, the British held their line rather than be lured out to the south for a flanking attack vs. the German west. The battle then turned into a series of adjacent DF softening up attempts by both sides. Early turns were at night and we used Doug's updated 3rd-ed rules on the BN boards (e.g. all "clear" hexes are treated as hills). Thus, until the British armor fired, they were effectively invisible until about turn 0600 (turn 8 of 12).

Given the defensive bonuses of hill terrain (see above); hedges; night fire; dug-in status for the British; and a couple of +2 Morale leaders; the Germans had little luck in making much significant headway. Assaults followed. The SS did make some headway along the main axis of attack (see above) and an end-run group actually reached the trail crossing to the NE of Eterville (hex 2515). The 2nd Glasgow Highlanders arrived in time to block this force. The British for their part launched a counterattack along the main road SW out of Eterville; hexes 2217-2218-2119, but the German armor plugged this (although preventing them from supporting the assaults to the west.

Other notes: the Germans held their four 81mm mortars in Maltot, but given the defensive bonuses noted above, even 32 points of bombardment fire seldom could achieve much unless an X result attained.

End result was a win-win draw by virtue of both sides inflicting sufficient step-losses (well over the 9/10 required by the British/German sides). Likewise, the Germans did have units within two hexes of 2216 (foiling another British victory condition), but the British held 2217 (foiling a VC for the Germans).

Good points: forces were well matched and combined arms; and the battle space layout and terrain was intriguing.

Bad points: I have a difficult time envisioning how the territorial VCs can possibly be attained without a draw by virtue of the step-loss conditions, particularly given the visibility limits of a night/dawn scenario and/or the interpretation of all hexes being "hills" and thereby limiting terrain. That is, this scenario is close-up and severe and, thus, losses are high. Unless die rolling is extremely one sided (something my son appears uncannily adept at) I find it difficult to imagine that the SS can make its territorial gains without suffering more than nine step losses. But ... maybe the next AAR on this scenario will portray a different story?

So, I'd give this a 4 rating for the scenario in itself as a contest; perhaps a 3 for the perspective of drama as our game was effectively (or clearly was going to be) a draw fairly early on. That being said, it was still exciting to play out the attack to see where the final dispositions were to be after turn 12.

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