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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On to Ondefontaine
Black SS #12
(Defender) Germany vs Britain (Attacker)
Formations Involved
Britain 4th Dorsetshire Infantry
Britain 5th Dorsetshire Infantry
Britain Sherwood Rangers Yeomanry
Germany 10th SS "Frundsburg" Panzer Division
Display
Balance:



Overall balance chart for BlSS012
Total
Side 1 3
Draw 0
Side 2 0
Overall Rating, 3 votes
5
4
3
2
1
3.67
Scenario Rank: --- of 940
Parent Game Black SS
Historicity Historical
Date 1944-08-04
Start Time 17:00
Turn Count 12
Visibility Day
Counters 42
Net Morale 0
Net Initiative 1
Maps 1: 10
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 132
AAR Bounty 171
Total Plays 3
Total AARs 1
Battle Types
Inflict Enemy Casualties
Urban Assault
Conditions
Off-board Artillery
Scenario Requirements & Playability
Battle of the Bulge Maps
Beyond Normandy Counters
Black SS Base Game
Introduction

As part of Operation Bluecoat, 43rd Wessex Division continued their push steadily southward toward Mont Pincon, the tallest height in Normandy. One day after being rebuffed in their effort to reach the heights, the division tried again. This time the going was much easier, as most of the German force they had encountered the previous day relocated.

Conclusion

Again British and German accounts are at odds. The British claim to have been stopped short of the village, while the Germans claim the British entered the village and were driven out by a counterattack. Whatever the real story, the Germans would abandon the village during the night only to concentrate their forces farther south.

Additional Notes

Playable without using the black SS counters.


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
  • Motorized
Schutzstaffel
  • Mechanized
  • Towed

Display Errata (6)

6 Errata Items
Scen 12

The HMG unit should be replaced with a WPN counter. There are not HMG's in either the Beyond Normandy or the Liberation '44 counter mixes.

(plloyd1010 on 2016 Aug 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)

Black SS, scenario #12: On to Ondefontaine
Author JayTownsend
Method Solo
Victor Germany
Play Date 2011-03-25
Language English
Scenario BlSS012

Black SS, scenario #12: On to Ondefontaine

This scenario uses one map board from the first Battle of The Bulge game set, which I really like for a changeup. The British must enter the board from the west side, navigate through a dense forest, with one road directly through the middle and one path that shoots off in another westerly direction but all hexes exit the forest directly in front of the city hexes that must be controlled for victory.

Obviously the Germans, about half the size must defend these hexes and shift units out that become demoralized, with whatever they have left. There are only 12 turns, so the British don’t have time to organize for too long once they get through the forest and must go on the attack, ready or not in some cases. This little battle turned into a blood-bath for it’s size.

I think a few high rolls on the German side in a row, changed to outcome of this battle to a Major German victory. If I could have had a few go the British way, they could have had at least a minor victory but that is the unknowns of war. I think the forces that face each other in this battle situation are balanced pretty well, that either side has a chance to win. The Terrain is difficult to manage units however.

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