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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Le Bon Repos Raid
Beyond Normandy #44
(Defender) Germany vs Britain (Attacker)
Formations Involved
Britain 4th Royal Welch Fusiliers
Britain 79th Armoured Division
Germany 21st SS Panzegrenadier Regiment
Germany Heer
Display
Balance:



Overall balance chart for BeNo044
Total
Side 1 3
Draw 0
Side 2 0
Overall Rating, 4 votes
5
4
3
2
1
3.25
Scenario Rank: --- of 940
Parent Game Beyond Normandy
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
Inflict Enemy Casualties
Urban Assault
Conditions
Off-board Artillery
Smoke
Scenario Requirements & Playability
Beyond Normandy Base Game
Introduction

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

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.


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
Germany Order of Battle
Heer
  • Mechanized
Schutzstaffel
  • Towed

Display Errata (3)

3 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)

Display AARs (1)

LeBon Repos Raid or Grind me into a Whopper!!
Author PatC
Method Solo
Victor Germany
Play Date 2011-09-10
Language English
Scenario BeNo044

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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