War in the Hedgerows: Operation Epsom, 1944 C&CV2: The King's Officers #18 |
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(Attacker) Britain | vs | Germany (Defender) |
Formations Involved | ||
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Britain | 31st Tank Brigade | |
Britain | 44th (Lowland) Infantry Brigade | |
Britain | 46th (Highland) Infantry Brigade | |
Germany | 12th SS “Hitler Jugend” Panzer Division | |
Germany | 2nd "Vienna" Panzer Division | |
Germany | Kampfgruppe Frey | |
Germany | Kampfgruppe Weidinger |
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Overall Rating, 5 votes |
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5
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Scenario Rank: 1 of 940 |
Parent Game | C&CV2: The King's Officers |
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Historicity | Alt-History |
Date | 1944-06-26 |
Start Time | 09:00 |
Turn Count | 240 |
Visibility | Day & Night |
Counters | 565 |
Net Morale | 0 |
Net Initiative | 1 |
Maps | 3: BN1, BN2, BN3 |
Layout Dimensions | 176 x 116 cm 69 x 46 in |
Play Bounty | 420 |
AAR Bounty | 165 |
Total Plays | 4 |
Total AARs | 2 |
Battle Types |
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Breakout |
Bridge Control |
Hill Control |
Urban Assault |
Conditions |
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Minefields |
Off-board Artillery |
Randomly-drawn Aircraft |
Reinforcements |
Severe Weather |
Smoke |
Illumination |
Scenario Requirements & Playability | |
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Afrika Korps | Counters |
Beyond Normandy | Maps + Counters |
Cassino '44 | Counters |
C&CV2: The King's Officers | Base Game |
Desert Rats | Counters |
Elsenborn Ridge | Counters |
Road to Berlin | Counters |
Sinister Forces | Counters |
Introduction |
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The Operation Epsom campaign game allows players to fight a sequence of battles in which they choose which forces to use and where to fight. The campaign is fought over five days, from 26 through 30 June 1944. It depicts British 8th Corps' attempt to break through German lines west of Caen and outflank the city to force a German retreat. Each day's successes or defeats cause the front lines to move and will affect unit deployment and combat on the following day, and ultimately the outcome of the campaign. The goal of the Allied player is to eliminate German units and take control of key positions on the BEYOND NORMANDY maps. The goal of the German player is to eliminate Allied units and hold the line against the Allied advance. |
Conclusion |
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From the BEYOND NORMANDY scenario book: The British operation that began with so much promise on the 26th was halted with little notice on the night of 29/30 June. Through ULTRA intelligence the British were aware of the strength committed to containing the 8th Corps' penetration and no longer considered it possible to drive deeper into the German line west of Caen. Although General Bernard Law Montgomery had not achieved his stated aim of forcing the Germans to abandon Caen itself, he had managed to achieve two objectives not publicized by the Allies: drawing the German armor to the British sector and eroding its combat power. While the British engaged the German armored forces, the Americans captured Cherbourg and expanded their bridgehead. By the time Operation Cobra was launched the German armor was so heavily engaged against the British and had been so worn down that it proved incapable of sustained resistance against the American breakout. The German panzer divisions that shifted west to contain the American breakout were shadows of those that had arrived in Normandy just weeks before. Every tank lost by the Germans was one missing from the line in every subsequent battle, while the Allies had hundreds available to make up their losses. Most importantly, the Germans at no time could launch their anticipated "drive them back into the sea" offensive because the panzer divisions were too occupied preventing the British from the breaking the line around Caen. |
AFV Rules Pertaining to this Scenario's Order of Battle |
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14 Errata Items | |
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Scen 18 |
Page 66: German Order of Battle - Support Units 101st SS Heavy Panzer Company Corrction: Change to 3 x PzVIe (Tiger I) (broadsword
on 2012 Jun 11)
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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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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)
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All Bren carriers should have a movement value of 7. (Shad
on 2010 Dec 15)
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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)
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Ignore the direct fire values. (Shad
on 2010 Dec 15)
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The reduced direct fire value of the Heer HMG became 5-5 starting with Fall of France. (plloyd1010
on 2015 Jul 31)
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The morale and combat modifiers of German Sergeant #1614 should be "0", not "8". (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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All SS 105mm guns should have white, indirect fire values. (Shad
on 2010 Dec 15)
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The reduced direct fire value of the SS HMG is 5-5 in Beyond Normandy and Road to Berlin. (plloyd1010
on 2015 Jul 31)
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The Units in Beyond Normandy were misprinted with a movement factor of 5. The movement factor should be 8. (rerathbun
on 2012 Mar 21)
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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)
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Liberation 1944's StuG IV armor and movement ratings are misprinted. They should be Armor 5 and Movement 8. (rerathbun
on 2014 Feb 14)
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Brutal | ||||||||||||
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This game took the better part of two weeks to play. The planning was the hardest part, and the British plan did not go well. The British OBA and air performed lackluster, given their higher numbers. German air and OBA did well in proportion. The British tried to economize CPs to allow both day and night attacks in Days 1 and 2. These diluted attacks beat the Germans up some, but the British suffered heavily for modest gains. The 1st BN of both the 25th/26th SS PG Regts were ravaged, but held. A German night attack (day 2) with fresh BNs erased most of the British gains. Day 3 the British attack with 3 infantry and 2 armor BNs and take Marcelet, but not Cheux. The German composite BN arrives that night and chews the worn down Brits to pieces. Day 4 sees another British move with 3 Infantry and two armor BNs. The German barely hold a horseshoe around Cheux, both sides consolidate depleted units at night. Day 4. The Germans deploy what’s left across the board. The Germans can put together less than 1 SS PG regiment, with the Wehrmacht units all consolidated in to 1 kampfgruppe. The British can muster 4 understrength infantry BNs and less than a BN of armor. The Brits throw it all in to a daylight attack and still fail to capture Cheux. The Germans counterattack the last night battle and retake Marcelet! Massive german win. |
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0 Comments |
Totally different PG experience! | ||||||||||||||
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Our group finished this fantastic PG campaign, ending up with the British major victory. In the end, the British/Scots claimed three out of four objectives, and the Germans were soundly beaten, being unable to threaten the British advance. More detailed description of the campaign can be found here. Initially (pre-game analysis) it felt that the British side did not had any hope for success, but eventually few German planning mistakes gave a winning chance which was fully exploited. Grasping the campaign rules are also fundamental to understand the somewhat special dynamics involved. Replayability is next to none IMO, as it is more difficult to achieve the element of surprise needed to achieve the initial breakthrough which gives the British side a fighting chance. If the first day is not a success, the strong German reinforcements can easily contain the British advance, and keep them away from their objectives. I rated this with five, even though it is not necessary super balanced game, and luck has rather big impact on the game as the amount of artillery available is determined with a single – although modified – die roll. But the experience of playing this immense and multi-levelled game is really rewarding and fun, and currently I don't know if we are able to get the same kicks out of playing regular scenarios. If you have BN, the C&C 2 and some additional Brits (definately needed, we used a second BN and some augmentees from Liberation), give it a go! Team play is highly recommended to share the burden. |
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