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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Display
Balance:



Overall balance chart for BlSS015
Total
Side 1 1
Draw 0
Side 2 1
Overall Rating, 2 votes
5
4
3
2
1
3.5
Scenario Rank: --- of 940
Parent Game Black SS
Historicity Historical
Date 1944-08-06
Start Time 17:00
Turn Count 18
Visibility Day
Counters 146
Net Morale 0
Net Initiative 1
Maps 2: 12, 27
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 168
AAR Bounty 165
Total Plays 2
Total AARs 2
Battle Types
Inflict Enemy Casualties
Urban Assault
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Terrain Mods
Scenario Requirements & Playability
Battle of the Bulge Maps
Beyond Normandy Counters
Black SS Base Game
Elsenborn Ridge Counters
Fall of France 1 Maps
Introduction

First Battalion of the Norfolk Regiment had been detailed to go replace the beleaguered infantry at Pavee. They slowly worked their way through no man's land and arrived early on the 6th. Between the constant bombardment and the large number of enemy troops in the area, the commander of the unit they were replacing refused to leave stating, "if the Germans are so anxious to have Pavee then we had better stay here."

Conclusion

Remaining in Pavee was a wise decision, because SS Frundsburg Division spearheaded the largest effect yet to overcome the defenders. Heavy British artillery rained on the attackers but still they came on The Fife and Forfarshire Yeomanry lost so many Sherman tanks that they were forced to disbanded the entire squadron. La Fouvelliere fell to the Germans as did Sourdeval, but a British counterattack would shortly retake La Fouvelliere.

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
  • 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
  • Towed
Germany Order of Battle
Heer
  • Mechanized
Schutzstaffel

Display Errata (7)

7 Errata Items
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 838

The "Optional Values" for the Firefly 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:

5-5 / 8-8 Full Strength and 3-5 / 8-8 Reduced Strength.

(caryn on 2012 May 03)
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 (2)

Ex post facto
Author Poor Yorek
Method Solo
Victor Germany
Play Date 2012-06-28
Language English
Scenario BlSS015

As I'm writing this after the fact by almost two months with no notes, please pardon the generalized nature.

The British set-up with their foot units broken up into three "battalions" of 7 RIF + 2 HMG each. One begins on and north of the road through the large town on board 12; one holds the "high ground" on board 27; one holds the middle-ground between the boards: thus, roughly a SW-NE line. Two tank units are assigned to each group with three shermans + firefly hiding in the middle to act as a mobile reserve. The British also have 5x13 OBA and slightly superior morale 8/7 to 8/6.

The Germans took a fairly deliberate attack option with the armor advancing behind a wall of infantry with SPW loaded ENG/GREN as assault units waiting for openings. The German attack mostly had a "holding force" attacking the large town on board 12 (including the Tigers who used their DF to good effect) whilst the main axis of the attack aimed at sweeping board 27. This holding force froze the British units in the town from counter-attacking the northward thrust on board 27.

I suspect the play mimicked reality fairly well. British OBA took its toll, but strong SS leadership and morale maintained unit cohesion. British armor was lured out and savaged by the Jagdpanther's. The PzIV crews and machines took a beating, but gave as well as they received. With British armor suppressed and pushed eastward, the SPW laden GREN+ENG were able to assault the villages on Board 27.

Time was not on the German side, however, so only a Minor Victory was attained. I think I recall a 16 point differential. More aggression on the part of the Germans would have increased the variance ... that is, increased the chance either of Major Victory or a Draw (had the British "rolled well."). Without reinforcements and another 10-15 turns, the British would likely have been pushed out of Pavee (the large town), but reading the scenario, it seems that such forces did arrive. Were this a campaign action, the German attack did gain defensible ground (board 27); did maintain the regiment in fairly good order; and would have made a subsequent British attack pay a heavy price.

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The Thin Red Line
Author waynebaumber
Method Solo
Victor Britain
Play Date 2013-05-29
Language English
Scenario BlSS015

Played solo in two sessions, this scenario has a battalion (+) of GREN well supported by AFV including TIGER's attacking British RIF supported by SHERMAN who are dug in on a hill protecting the approaches to Pavee. The British set up was designed to force the German's to spend at least half of the 18 turns available getting into position to launch any assault (no forward defense this time but a line of dug outs on the ridge line with tanks and on board MTR to the rear. The German commander launched a left flank attack using the extensive fields as cover, with a smaller attack in the right although the Tiger,s were in the support of this assault. The assault hit heavy Brit OBDA and right from GT1 were taking minor casualties, 2 x JgPath platoons did have some success in luring some rather rash Sherman's into a gun duel which left the Sherman's destroyed for the loss of 1 JgPath. As the German right flank engaged the British forces in the town on the lower hill it was apparent that Pavee would be a very tough nut to crack indeed. German losses were heavy and after several hours fighting only a small part of the town had been taken (1 Hex). The German left flank attack fared no better as accurate British RIF fire disrupted the German commander's attempt to get a fire base from which to launch an attack. Once again after several hours of fighting only marginal gains had been made. A final desperate assault was made but was poorly coordinated (The Brits won the initiative by 3) and the ACHILLIE's avenged the earlier defeat by eliminating the remaining JgPath's for no loss and WPN fire then took out the accompanying GREN & ENG units. With only 30 mins of light left, the German commander called off the attack and retired hurt. This is a real toughie for the SS as the Brits have good morale, OBDA, Aircraft and an excellent defensive position to work with still with lots of different units to play with its good solid entertaining PG fare

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