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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21st Panzer Responds
Liberation 1944 #7
(Attacker) Germany vs Britain (Defender)
Formations Involved
Britain 2nd King's Shropshire Light Infantry
Britain Staffordshire Yeomanry
Germany 21st Panzer Division
Display
Balance:



Overall balance chart for LIBE007
Total
Side 1 5
Draw 0
Side 2 1
Overall Rating, 6 votes
5
4
3
2
1
3.83
Scenario Rank: 182 of 940
Parent Game Liberation 1944
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
Delaying Action
Exit the Battle Area
Inflict Enemy Casualties
Urban Assault
Conditions
Hidden Units
Off-board Artillery
Smoke
Scenario Requirements & Playability
Liberation 1944 Base Game
Introduction

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

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.


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
  • Assault Gun: if closed-top, provide the +1 Assault bonus, when applicable
  • Self-Propelled Artillery: do not provide the +1 Assault bonus, even if closed-top (SB)
  • Anti-Aircraft Weapon Carrier: apply a -1 modifier to an air attack if within three hexes of the targeted hex (15.14).
  • 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

Display Errata (8)

8 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 486

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)
Overall balance chart for 41

All SS PzIVH tanks should have a movement of 8.

(Shad on 2010 Dec 15)
Overall balance chart for 63

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

(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 49

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)
Overall balance chart for 51

One Wespe (ID# 1201) should have an armor value of 1 on the front and back of the counter.

(Shad on 2010 Dec 15)

Display AARs (3)

Liberation 1944, scenario #7: 21st Panzer Responds
Author JayTownsend
Method Solo
Victor Germany
Play Date 2014-08-04
Language English
Scenario LIBE007

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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Ambush!
Author scrane
Method Solo
Victor Britain
Play Date 2019-08-07
Language English
Scenario LIBE007

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.

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21st Panzer reacts and wins
Author waynebaumber
Method Solo
Victor Germany
Play Date 2020-03-23
Language English
Scenario LIBE007

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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