Le Bon Repos Raid Beyond Normandy #44 |
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(Defender) Germany | vs | Britain (Attacker) |
Formations Involved | ||
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Britain | 4th Royal Welch Fusiliers | |
Britain | 79th Armoured Division | |
Germany | 21st SS Panzegrenadier Regiment | |
Germany | Heer |
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Overall Rating, 4 votes |
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3.25
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Scenario Rank: --- of 940 |
Parent Game | Beyond Normandy |
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Historicity | Historical |
Date | 1944-07-23 |
Start Time | 21:00 |
Turn Count | 11 |
Visibility | Day & Night |
Counters | 55 |
Net Morale | 1 |
Net Initiative | 1 |
Maps | 1: BN1 |
Layout Dimensions | 88 x 58 cm 35 x 23 in |
Play Bounty | 114 |
AAR Bounty | 171 |
Total Plays | 3 |
Total AARs | 1 |
Battle Types |
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Inflict Enemy Casualties |
Urban Assault |
Conditions |
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Off-board Artillery |
Smoke |
Scenario Requirements & Playability | |
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Beyond Normandy | Base Game |
Introduction |
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The 4th Royal Welsh Fusiliers took over defense of the area north of Le Bon Repos from the bloodied 1/5th Welsh. Late on the 23rd a raiding force set out to attack the German positions in Le Bon Repos. The defenders were the tired grenadiers of the 2nd Battalion, 21st SS Panzer Grenadier Regiment. |
Conclusion |
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The German soldiers were mauled by the attack and left demoralized by the flamethrowing tanks. Revenge had been extracted for the drubbing the British had received when ejected from the village a few days ago. |
AFV Rules Pertaining to this Scenario's Order of Battle |
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3 Errata Items | |
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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)
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All Bren carriers should have a movement value of 7. (Shad
on 2010 Dec 15)
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All SPW 251s have an armor value of 0. (Shad
on 2010 Dec 15)
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LeBon Repos Raid or Grind me into a Whopper!! |
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The Axis set up from 2231 thru 2731 with their right anchored on the board edge and their left in a retrograde position. The Axis mortars set up in 2533 and the ATGs in hexes 2431 & 2630 thus threating any frontal advance by the Allies with a crossfire bonus. The Allies got the advantage on the first iniative roll but failed to advance because of a failed activation check by the Lt. Col. The artillery of both sides had no effect. Then on the second turn it happened again! The Allies Lt. Col. failed another activation check. All the subordinate units naturally did not move either. Another lost turn for the Allies in a short game, not good. But this time the arty did some good work, knocking out a couple of Axis steps. The Axis artillery had yet to make it's presence felt. On turn three the Allies finally got going on an attack on the Axis left. The Axis right held no manuver room and a frontal assault seemed suicidal. Using their artillery and assaults over the next several hours the Allies ground the Axis down to hamburger, eliminating many steps. But the Allies had taken losses too. Despite this the Allies continued to advance. But as they went along they lost more units to demorialization and disruption. These units had trouble recovering. Despite having two good officers leading the recovery effort the Allies still could not maintain full strength assaults. The Crockadiles did good work and maintained their special 3 column assault bonus throughout the scenario. Without them the Allied advance would have caved in early. One of the Crocks lost a step in assault by Panzerfraust attack but still caused step losses to the Axis. Finally in the end the Allies had both victory hexes under assault but could not clear the Axis units from them in time. Axis victory. The delay at the start of the game really came back to haunt the Allies. With just two more turns the Allies could have cleared the two victory hexes. Well maybe. This is PzGren after all where NOTHING is for sure. This was a fun scenario. It could go either way easily. The biggest problem is the lack of options for the Allies. They can attack frontally and get murdered or they can try to flank to the Axis left making it a longer road to travel to get murdered. The Crocks are the key for the Allies. If they can keep the Assault bonus till they assault the victory hexes they can maybe win. If they can't they they will loose for sure. |
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