21st Panzer Responds Liberation 1944 #7 |
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(Attacker) Germany | vs | Britain (Defender) |
Formations Involved | ||
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Britain | 2nd King's Shropshire Light Infantry | |
Britain | Staffordshire Yeomanry | |
Germany | 21st Panzer Division |
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Overall Rating, 6 votes |
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3.83
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Scenario Rank: 182 of 940 |
Parent Game | Liberation 1944 |
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Historicity | Historical |
Date | 1944-06-06 |
Start Time | 16:00 |
Turn Count | 18 |
Visibility | Day |
Counters | 108 |
Net Morale | 0 |
Net Initiative | 1 |
Maps | 2: 58, 59 |
Layout Dimensions | 56 x 43 cm 22 x 17 in |
Play Bounty | 159 |
AAR Bounty | 159 |
Total Plays | 6 |
Total AARs | 3 |
Battle Types |
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Delaying Action |
Exit the Battle Area |
Inflict Enemy Casualties |
Urban Assault |
Conditions |
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Hidden Units |
Off-board Artillery |
Smoke |
Scenario Requirements & Playability | |
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Liberation 1944 | Base Game |
Introduction |
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German plans called for an immediate strong armored counterattack to push any Allies who came ashore in Normandy back into the sea. Reality didn’t match the plans as the German commanders debated whether this was the real invasion or just a diversion. It was late afternoon before the panzers clanked forward. |
Conclusion |
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The attack kicked off at 1600 -- much later than the plan called for. The British blunted the east wing of the attack at Bieville claiming 10 enemy tanks destroyed. The west wing broke through the patchy defense and reached the coast at 2000 hours splitting Juno and Sword Beaches. But an hour later the Germans decided to withdraw when the 6th Airlanding Brigade passed overhead and landed behind them, potentially cutting them off. |
AFV Rules Pertaining to this Scenario's Order of Battle |
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8 Errata Items | |
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All Bren carriers should have a movement value of 7. (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 Pz IVe appearing in the original Panzer Grenadier game had an Anti tank value of 4-7. As of Afrika Korps (2002), continuing onward through the 3rd and 4th edition games, the anti tank value has been 4-4. (plloyd1010
on 2016 Jul 25)
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All SS PzIVH tanks should have a movement of 8. (Shad
on 2010 Dec 15)
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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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This unit is interchangeable with the StuH 42. Technically there never was a StuG IIIh. The StuH 42 was a StuG III with the main armament replaced with a modified 105mm howitzer. The StuG IIIh and StuH 42 counters have the same values, so there is no affect on play. (plloyd1010
on 2015 Jan 30)
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One Wespe (ID# 1201) should have an armor value of 1 on the front and back of the counter. (Shad
on 2010 Dec 15)
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Liberation 1944, scenario #7: 21st Panzer Responds | ||||||||||||
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Liberation 1944, scenario #7: 21st Panzer Responds This looked great on paper, with interesting victory conditions and the Germans throwing everything but the kitchen sink in for different armor types. I setup the British defenses keeping in mind the many type of victory conditions, with points for: eliminated enemy steps, town controlled point and the Germans getting points for exiting Units off the north edge as well. The British will be spread thin against a German force of about twice the size. Both sides have off-board artillery, the British begin dug-in when not setup in town hexes. The Germans have lot of Infantry and AFVs of all types from PzIIINs to Maultiers to name a few. The British have some Sherman tanks and 6-pdrs to counter the armor threat to some degree but must spread out both their Infantry and armor to cover all the German approaches. The Germans come on in two main groups south, one on map 59 and the other on 58 and both head north to engage the British, find holes to exit off the North edge and to control town hexes when possible. The fighting spread out across the maps and many interesting situation developed. It was a very close match until the very end when I stop play one turn early, as the Germans had gained enough points for a major victory, between destroying enemy steps, exiting units and controlling town hexes, they had a 47 point to 28 point advantage, giving them a major victory that one more turn was not going to change on my map situational boards. With that said, this was an outstanding scenario to play, and I really enjoyed it. I highly recommend giving this one a try. |
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0 Comments |
Ambush! |
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In this battle a battalion of British infantry, reinforced by five platoons of M4 Shermans, try to stop a breakthrough by 2 battalions of German grenadiers (one mechanized) plus about a battalion of tanks. The British defended in a thin line, anchored on the two main towns in the north, with a forward position on the largest hill overlooking a small, weakly garrisoned town in the south. The center was particularly weak, but contained a nasty surprise. Two platoons of Shermans were hidden there, along with two AT gun batteries backing them up, creating a neat kill zone. The remaining Shermans were hidden in reserve. The Germans attacked in three groups. To the east, the mechanized infantry planned to drive deep along the British left flank, cutting off their forward position and either pinning the eastern half of the British main line of defense, or driving on to breakthrough, as the situation warranted. In the west, the leg infantry, supported by assault guns and mechanized artillery, were going to pin the British right and position themselves for a breakthrough in the middle... ...to be effected by the tank battalion, driving hard up the relatively open middle... ...straight into the British ambush. In just a few turns, the German tank battalion was shattered, its remnants bravely plowing on and nearly breaking through the British center. The German eastern assault was wiped out in their halftracks by the hidden British armored reserve. The entire operation hinged on the German western infantry battalion, which shifted up the middle and broke through, only to lose steam making the final push to exit the north edge. In the end a single infantry company exited. German losses were horrendous. British losses were light, although almost all the Shermans were wrecks the infantry barely sustained a casualty. Major British victory. |
0 Comments |
21st Panzer reacts and wins | ||||||||||||
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Another solid scenario from this st. It shows the 21st Panzer Divisions push to the sea on the first day of Op Overlord. In their way is a British battle group dug in on some high ground and around important villages. There is a real smorgasbord of German armour well supported by INF and HMG to break the British lines. The German tanks vary in quality but the PZIVH are superior to the Sherman's they are going to face, that and with sheer numbers means that this is a tough ask for the Brits. VPs are gained for enemy steps eliminated, town hexes controlled and for the Germans units exited. Initially the German attack faces a tough time breaking through the British defensive line, which in my game included hidden AT guns and Sherman's however eventually numbers prevail and the Brits retreat to attempt some form of hedgehog defence of the two main villages. The Brit tanks do ambush a platoon of Stugs but are soon spotted by the PzIV'a and eventually have to retreat before the superior German armour. In the meantime German SPW251's with GREN on board or alongside are assaulting town hexes with support from PZIII and PZIVF tanks, although progress was slow eventually villages fell and gaps appeared where units began to race to exit the board. By the end of the game the equivalent of a German regiment had exited the board and most town hexes where either controlled by the German or being contested, after counting up the VP's the final result was a German major victory. *Overall a good scenario even if a competent German play should win in most plays. * |
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0 Comments |