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!
Le Bons Repos
Beyond Normandy #42
(Attacker) Germany vs Britain (Defender)
Formations Involved
Britain 1/5th Welsh Infantry
Britain 107th "The King's Own" Royal Armoured Corps
Britain 1st Manchester Infantry MG
Britain 34th Tank Brigade
Germany 102nd SS Heavy Panzer Battalion
Germany 21st SS Panzegrenadier Regiment
Display
Balance:



Overall balance chart for BeNo042
Total
Side 1 0
Draw 2
Side 2 0
Overall Rating, 3 votes
5
4
3
2
1
3.67
Scenario Rank: --- of 940
Parent Game Beyond Normandy
Historicity Historical
Date 1944-07-21
Start Time 19:15
Turn Count 11
Visibility Day
Counters 68
Net Morale 1
Net Initiative 0
Maps 2: BN1, BN2
Layout Dimensions 88 x 58 cm
35 x 23 in
Play Bounty 118
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
Delaying Action
Inflict Enemy Casualties
Rural Assault
Urban Assault
Conditions
Off-board Artillery
Smoke
Scenario Requirements & Playability
Beyond Normandy Base Game
Introduction

The 1/5th Welsh Regiment of the 43rd (Wessex) Infantry Division took over the defense of Le Bons Repos. Two days after they did so the 10th SS Panzer Division attacked to regain the village. Taking the position would drive the British from the ground between the two hills and shorten the German front.

Conclusion

The German attack drove the 1/5th Welsh from Le Bons Repos with heavy casualties (140 killed, wounded and missing) and tanks of the 34th tank Brigade did not materially assist the British as the Churchills were shot up by the Tigers of the 102ndSS heavy Tank Battalion. The defensive line had been shortened and the village was again in German hands.


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
  • 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
  • Mechanized
  • Towed
Germany Order of Battle
Heer
  • Mechanized
Schutzstaffel
  • Mechanized

Display Errata (6)

6 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 869

All Bren carriers should have a movement value of 7.

(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)

Another slugfest in the hedges & villages SW of Caen
Author Poor Yorek
Method Solo
Victor Draw
Play Date 2012-03-28
Language English
Scenario BeNo042

Not much to say here. A British battalion (10xINF) reinforced by a heavy company of 3xWPN + 3 4.2in mortars and two platoons of Churchill's along with AT guns hold a tightly defined section of terrain about 1600m on a side. A Waffen SS battalion is on board and in-range (even adjacent) reinforced by PzIVH's and awaiting reinforcement from a platoon of Tiger I. The Germans need to push the British out of a dug-in and town terrain position without losing six steps of their own.

Excellent German morale and decent leaders, though none with the +2 morale bonus, gave thought to a slow, patient wearing down of the British. Good rolls by the British for their artillery park put paid to that idea: indeed, the first attack, a 42-col bombardment vs. dug in Grenadiers was a '3' for an X result right off the bat. A 7-col DF roll of '2' accounted for another Gren step. The enraged SS troopers were not to be outdone: a '2' roll on the 30 DF column for a 3X almost cleared Le Bon Repos in one shot! The firepower intensity of the first fifteen minutes (i.e. die rolling on turn one) was incredible. Turn two was not dissimilar as the British had to reorganize their line rapidly and the Germans followed on, with PzIV's taking out some AT guns with DF.

The next few turns saw a return of the doldrums (6's, 7's, 8's). Then followed by carnage again.

Ultimately, the Germans did in fact expel the British well away from the objective hexes, but lost more than the maximum of 6 steps lost for a victory. Hence, a draw.

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