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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Collision Course
Liberation 1944 #3
(Attacker) Germany vs Britain (Defender)
Formations Involved
Britain 4th/7th Dragoon Guards
Britain 6th Durham Light Infantry
Germany 352nd Infantry Division
Display
Balance:



Overall balance chart for LIBE003
Total
Side 1 6
Draw 0
Side 2 1
Overall Rating, 8 votes
5
4
3
2
1
3.75
Scenario Rank: 239 of 940
Parent Game Liberation 1944
Historicity Historical
Date 1944-06-06
Start Time 16:00
Turn Count 18
Visibility Day
Counters 83
Net Morale 1
Net Initiative 0
Maps 2: 56, 57
Layout Dimensions 86 x 28 cm
34 x 11 in
Play Bounty 150
AAR Bounty 165
Total Plays 7
Total AARs 2
Battle Types
Breakout
Delaying Action
Inflict Enemy Casualties
Urban Assault
Conditions
Hidden Units
Off-board Artillery
Randomly-drawn Aircraft
Smoke
Scenario Requirements & Playability
Liberation 1944 Base Game
Introduction

On King Beach the flail tanks and AVREs landed with the first wave on schedule, clearing the beach in an orderly manner. The only rough spot appeared when the left-hand battalion briefly stalled at the seawall, but a call to the supporting naval vessels quickly straightened that out. Afternoon found the 6th Durham Light Infantry and their supporting armor passing through Villiers le Sec and turning west toward Bayeux. This put them on a collision course with Kampfgruppe Meyer who, after a futile attempt to locate American paratroopers around Carentan, had returned and attacked toward Crepon.

Conclusion

Before Kampfgruppe Meyer could move eastward they detached their Sturmgeschütz and an infantry battalion to deal with problems at Omaha Beach. Without these forces Kampfgruppe Meyer failed to stop the British despite pressing home the attack. When the smoke had cleared their commander was dead and the infantry was driven over the Suelles River (just to the south of the map) with heavy loss of life. Some German accounts say less than ninety men worked their way back to friendly lines.


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
  • Mechanized
  • Towed
Germany Order of Battle
Heer
  • Mechanized
  • Motorized

Display Errata (3)

3 Errata Items
Overall balance chart for 869

All Bren carriers should have a movement value of 7.

(Shad on 2010 Dec 15)
Overall balance chart for 20

The reduced direct fire value of the Heer HMG became 5-5 starting with Fall of France.

(plloyd1010 on 2015 Jul 31)
Overall balance chart for 63

The morale and combat modifiers of German Sergeant #1614 should be "0", not "8".

(Shad on 2010 Dec 15)

Display AARs (2)

Smash Mouth in Normandy
Author Blackcloud6
Method Solo
Victor Germany
Play Date 2014-05-23
Language English
Scenario LIBE003

I had the British forces move to and defend the eastern portion of Board 57 by taking the hills and village. the intent was to fight hard for the Village to keep the Germans from getting the Village VC. I conceded the north village on Board 56 thinking it would spread the British force out to try to get I. When the time was right, mounted infantry on Shermans would dash for the East Board edge using the falling darkness as cover.

I played the Germans aggressively moving out to capture the villages while leaving the Marders, ATGs and some scattered infantry to stop any British attempt to get off board.

The Germans fought for an took the NE Hill to use that as a base of fire for the attack on the east village of Bd 57. But their attack on the Village was stopped by combined direct and indirect fires from the British. As dusk started to fall, the British moved out with tank mounted infantry across the North edge to get off the board. Starshells popped up and direct and indirect fire hurt much of the British mounted infantry (I had some issues with the Bombardment and morale rules against tank riders)but the tanks pressed on only to be finally hammered by cross fire from ATGs and one remaining Marder platoon. The Germans won on Turn 17 after achieving two VCs: stopping the British form getting ten steps off the board and killing more 10 or more British Steps.

I liked this scenario, there are many courses of action each side could take to win.

0 Comments
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An odd one
Author scrane
Method Solo
Victor Britain
Play Date 2014-03-17
Language English
Scenario LIBE003

I found the victory conditions for this one somewhat hard to wrap my head around. There are multiple conditions for the Germans to accomplish, and the number they succeed with determines the level of victory for both sides. But the conditions are slightly contradictory, or slightly incompatible, or slightly...something. I guess it was more me than anything, I couldn't quite commit to what each side should try for. The Germans were initially trying to hold the high ground on either flank of the board center, while pushing for the only remaining town up the middle. The British decided to defend on high ground on either side of the town to hit any attacking force in the flanks. The German attack sputtered due to their low morale, the British attempted a counterattack on their right, followed by a feint on the left to take out some exposed AT guns, followed by commitment of their armor, then a withdrawal on the right. It was like shadowboxing, with neither side really making a decisive move , but a flurry of moves and countermoves that did very little. In the end the British earned a minor victory because German morale made it impossible to actually succeed in any attack.

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