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
Errors? Omissions? Report them!
Seeds of Defeat
Liberation 1944 #8
(Attacker) Germany vs Britain (Attacker)
Formations Involved
Britain 2nd Royal Ulster Rifles
Britain East Riding Yeomanry
Germany 21st Panzer Division
Germany 25th SS Panzergrenadier Regiment
Display
Balance:



Overall balance chart for LIBE008
Total
Side 1 4
Draw 0
Side 2 1
Overall Rating, 5 votes
5
4
3
2
1
3.4
Scenario Rank: 499 of 940
Parent Game Liberation 1944
Historicity Historical
Date 1944-06-07
Start Time 14:45
Turn Count 24
Visibility Day
Counters 66
Net Morale 0
Net Initiative 1
Maps 2: 56, 59
Layout Dimensions 86 x 28 cm
34 x 11 in
Play Bounty 149
AAR Bounty 165
Total Plays 5
Total AARs 2
Battle Types
Delaying Action
Exit the Battle Area
Meeting Engagement
Road Control
Urban Assault
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Smoke
Scenario Requirements & Playability
Liberation 1944 Base Game
Introduction

Though the German plan called for a strong counterattack to drive the Allies back into the sea once they landed in Normandy, due to indecision and Allied airpower only the 21st Panzer Division had attacked as planned with mixed results. With the SS Hitler Youth Division arriving during the night, both panzer divisions would attack in the morning. That was the plan anyway.

Conclusion

The Canadians attacked first, preempting the German plan. Commanders decided to let the Canadians over-extend themselves before launching their own attack. During the waiting the battle sucked in more and more of the 21st Panzer Division against the Canadians leaving a lone panzer platoon to support the Hitler Youth’s effort. According to German accounts the SS troops managed to take Cambe anyway, and then drove the British back before pulling back themselves. This rings true as the British declined to follow when the Germans withdrew. In the long run, it made little difference. The piecemeal commitment of available panzers on the defensive doomed the envisioned grand offensive, likely sowing the seeds of later defeat.


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
  • 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
Schutzstaffel
  • Mechanized
  • Motorized

Display Errata (2)

2 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 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)

Display AARs (2)

Seeds of defeat......really?
Author waynebaumber
Method Solo
Victor Germany
Play Date 2020-03-15
Language English
Scenario LIBE008

After a considerable break from PG, so many games so little time, I fancied a reasonable small game and turned to the much maligned Liberation (1st Edition). Why so despised well the maps are in dark green shade which makes for not easy viewing and even worse hard to distinguish hedges/woods etc. Add to that ultra thick poorly laser printed counter and you have overall a very poorly produced game. Apart form the scenarios which appear to be of a very good standard. This scenario is a meeting engagement between a smallish Commonwealth force with Sherman's, Bren's with infantry support against a much larger SS force with fewer tanks but better artillery support. Although this is a meeting engagement in fact it s the Germans who are very much on the attack, as they have to capture a town, get steps off the board and clear the main road. A little twist to the standard rules is that after GT20 the German player can declare the game over after any action segment. The game started with both sides racing onto the board, the Commonwealth forces taking possession of the town required for the German VC and also pushing up the road with their tanks in a bid to disrupt the SS attack. The Germans using smoke to cover the advance come forward in three distinct waves the German commander seeking to avoid a pitched battle at least initially and get the required 10 steps off the board. However its superior German OBDA which pave the way for eventually victory. Every barrage seemed to result in step losses for the enemy, even when dug in or in town hexes. The German attack using both flanks to stretch the Commonwealth forces meant the forces holding Cambe (the VC town) became very meagre and when the German commander used mass HMG units to suppress the town they quickly became disrupted. By GT20 enough German forces had exited the board to fulfil the first part of the VC and it only remained for a final assault to clear the one reduced disrupted RIF unit left in the town to claim a major victory, this took two turns to do and the German commander could indeed radio back to HQ that all objectives had been achieved. This rather one sided scenario was still enjoyable, I think the problem for the Allied player was not recognising earlier that a much more defensive mindset was more appropriate for this battle coupled with the amazing accuracy of the German artillery made it fair easy for thee SS to triumph in my solo game.

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SS Burn out
Author scrane
Method Solo
Victor Britain
Play Date 2021-03-23
Language English
Scenario LIBE008

This battle pits a reinforced battalion of tough, high morale SS scum against a few companies of British defending the northern end of a long North-South board. The SS had enough mechanized transport to send a company of grenadiers ahead of the rest of the force to try to quickly seize the first town on their road to the northern board edge, while their platoon of motorcycles raced on even farther to enter the last town before the edge. Meanwhile, the Brits were marching on as well, and got into an early clash with the motorcycles in town. At first it looked like the SS cycles would be a big problem for the British but superior weight of numbers overcame them. At the same time, the British Shermans had raced ahead and managed to ambush the mechanized company of SS as they arrived outside their town objective, wiping out most of them in their transports.

At this point the battle really developed around this first town. The SS HMGs, formed into a company, took up positions on the west flank of town and provided cover fire for the two companies of SS grenadiers that advanced into the fields on the east side. A few British reinforcements filtered forward to support the tank and infantry defenders of the town. SS losses were steady and high as they pushed aggressively to get into assault positions, their rock solid morale and excellent leaders keeping them in action even as the step losses added up.

After three hours of combat the SS had not succeeded in doing much damage to the British, and a local counterattack wiped out the HMGs west of town, leaving the SS in a very precarious position. They were ultimately unable to achieve any of their objectives. Major British victory.

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