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!
A New Experience
Liberation 1944 #11
(Defender) Germany vs Britain (Attacker)
Formations Involved
Britain 4th County of London Yeomanry
Germany 130th "Lehr" Panzer Division
Display
Balance:



Overall balance chart for LIBE011
Total
Side 1 1
Draw 0
Side 2 4
Overall Rating, 6 votes
5
4
3
2
1
3.67
Scenario Rank: 291 of 940
Parent Game Liberation 1944
Historicity Historical
Date 1944-06-10
Start Time 07:00
Turn Count 20
Visibility Day
Counters 56
Net Morale 1
Net Initiative 0
Maps 2: 56, 57
Layout Dimensions 86 x 28 cm
34 x 11 in
Play Bounty 145
AAR Bounty 171
Total Plays 5
Total AARs 1
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

The Desert Rats earned a name for themselves fighting in the wide open expanses of Egypt and Libya against Rommel’s men. Before dusk on D-Day they landed at Gold Beach to spearhead the advance inland. France’s well-kept farms and villages bore no resemblance to the harsh terrain where the division had earned its name.

Conclusion

The Desert Rats felt totally out of their element. The terrain frustrated them, and having their supporting infantry at the back of the line did them no favors. Many in the army’s upper echelons questioned their desire as they showed virtually nonexistent progress despite extremely light casualties. When things went no better the following day the whispers of “burned out” became louder.


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
  • 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
Germany Order of Battle
Heer

Display Errata (7)

7 Errata Items
Scen 11

The British HMG should be a WPN counter. There are no HMG's in the Lib'44 counter mix.

(plloyd1010 on 2016 Aug 03)
Overall balance chart for 869

All Bren carriers should have a movement value of 7.

(Shad on 2010 Dec 15)
Overall balance chart for 838

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)
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 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 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 (1)

Liberation, Scenario Eleven: A New Experience
Author JayTownsend
Method Solo
Victor Britain
Play Date 2021-02-28
Language English
Scenario LIBE011

Liberation, Scenario Eleven: A New Experience

A lot to say about this scenario as the two forces are very different, the British have a ton of armor and a little Infantry, while the Germans have a lot of Infantry and a small amount of armor. Note: (there are not enough British Bren & M3 counters for this scenario, so you will have to borrow two units from another game or just use two spotted mark to represent them). The British have three victory objectives to try and achieve and there is no easy way to start this scenario but charge ahead and take your initial loses to those German PzIVHs, PzIVF2s and Wespe armor units but you have a ton of Cromwells, Fireflys & Cromwell CS to absorb some of those hits. The off board artillery is a weak 26 points total and the air-support is only available for three turns.

The British plow forward taking their armor loses but fortunately they active first the next couple of turns and were able to use their numbers to pound the German armor away. Next the British took the far town on map 56 from the Germans with their Infantry and some supporting armor and APCs but lost a leader and three steps of their valuable Infantry and demoralizing or disrupting many of the rest. This left the British Armor to try and take the town (Jerusalem) on map 57 without Infantry support. After many turns of direct fire, frustration set in and some ill-advised assaults took place, causing more British step loses.

Realizing the British needed two victory objective to win, I gave up on the assault of Jerusalem and moved as much of my surviving armor and ACPs across the southern east-west road on map 57, giving them 22 steps across that line and a second objective and they took the towns on map 56 earlier, so The British achieved a Minor Victory and just in time, as then had no chance to take the town hexes of Jerusalem and they had lost over 15 steps, so with three turns left they crossed the line or the Germans would have won.

A bloody combat, as the British lost 30 steps and a very valuable Leader, as they didn’t have many to begin with and I could have used him to maybe rally some the Infantry. The Germans lost 17 steps and the game. With that said, as few dice rolls differently and it’s anybody’s game.

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