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!
Operation Goodwood: The Tanks Roll South
Liberation 1944 #20
(Defender) Germany vs Britain (Attacker)
Formations Involved
Britain 3rd Royal Tank Regiment
Britain 8th Rifle Brigade
Germany 21st Panzer Division
Display
Balance:



Overall balance chart for LIBE020
Total
Side 1 2
Draw 0
Side 2 2
Overall Rating, 5 votes
5
4
3
2
1
3
Scenario Rank: 775 of 940
Parent Game Liberation 1944
Historicity Historical
Date 1944-07-18
Start Time 12:00
Turn Count 15
Visibility Day
Counters 58
Net Morale 0
Net Initiative 0
Maps 2: 56, 57
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 145
AAR Bounty 171
Total Plays 4
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

After the heavy bombers sowed their destruction the British laid down a devastating rolling barrage. Following closely behind this barrage, the spearhead of Operation Goodwood probed forward. It would become the largest tank battle ever fought by the British Army though even at the time no one could quite discern the operation’s objective.

Conclusion

The 3rd Royal Tank Regiment advanced first into the green plain, penetrating the initial German defenses before they recovered from the bombardment. The armor did not receive its first real challenge until Grentheville. They slid off to the west under a railway embankment effectively separating themselves from the rest of the fighting. From that position they were unable to force the enemy from either Bras or Hubert Folie and soon found themselves hard-pressed to hold on to their gains.


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)
  • Anti-Tank Gun Carrier: half-track with anti-tank gun, NOT a Tank Destroyer
  • 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
  • Motorized
Luftwaffe
  • Leader
  • Towed

Display Errata (6)

6 Errata Items
Scen 20

The British set up on Board 57 (not 59).

(rerathbun on 2014 Feb 09)
Scen 20

Scenario #30 British setup on board 57 and the Germans on board 56 at the same locations.

(campsawyer on 2014 Mar 03)
Overall balance chart for 847

The "Optional Values" for the Achilles---and by extension the Archer---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:

8-5 / 8-8 Full Strength and 4-5 / 8-8 Reduced Strength.

(caryn on 2012 May 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)

Display AARs (1)

Tanks Roll
Author driddle01
Method Solo
Victor Germany
Play Date 2014-05-27
Language English
Scenario LIBE020

The Germans set up by splitting their forces between the two objective towns. The set the 88's in the eastern town, with the more open sighting options. They place the remainder of the artillery and most of the Marders on the western town and hill.

The British set up along the western edge of the board, with the tank forces spread fairly evenly outside of the range of the 88's. The British start by moving some Shermans forward to draw fire of the Marders. The Germans respond and eliminate a platoon of Sherman's. Unfortunately, that reveals their position. This exchange proceeds through the first turn with the British losing several steps of Sherman's, and the Germans losing the Marder I's.

With the German tanks eliminated from the hill, the British began to move the remainder of their forces and the INF toward the town. The Germans hold the remainder of their fire waiting for more targets.

The British spend several turns trying to disrupt the German forces in the western town with no success. Since this is a short scenario, the British finally head in for the assault. They have also sent three platoons of Shermans off the south edge to fulfill one victory condition. The fight will now come down to the western town. The British do not have enough time to get both towns, and the Germans have allowed one condition, so victory will depend on who controls the town on the hill.

The British manage to eliminate the artillery in half the town, and now just have to eliminate the Germans in the other half. Several turns go by with the two sides trying to gain an advantage until the British assault with three turns to go.

The sides trade casualties over several turns, but in the end, the British are unable to eliminate all the Germans. The Germans retain control of one of the town hexes and hold the British to one victory. End result is a German minor victory.

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