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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Operation Goodwood: Terrible Times at Troarn
Liberation 1944 #24
(Defender) Germany vs Britain (Attacker)
Formations Involved
Britain 9th Infantry Brigade
Britain East Riding Yeomanry
Germany 21st Panzer Division
Germany 346th Static Infantry Division
Display
Balance:



Overall balance chart for LIBE024
Total
Side 1 2
Draw 1
Side 2 1
Overall Rating, 4 votes
5
4
3
2
1
3.75
Scenario Rank: --- of 940
Parent Game Liberation 1944
Historicity Historical
Date 1944-07-19
Start Time 10:00
Turn Count 16
Visibility Day
Counters 78
Net Morale 0
Net Initiative 1
Maps 1: 58
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 146
AAR Bounty 171
Total Plays 4
Total AARs 1
Battle Types
Inflict Enemy Casualties
Urban Assault
Conditions
Minefields
Off-board Artillery
Randomly-drawn Aircraft
Smoke
Scenario Requirements & Playability
Liberation 1944 Base Game
Introduction

The British 3rd Infantry Division had pushed to but not into Troarn on the previous day, considering it safer to mask the village rather than risk unsustainable casualties fighting for it. Apparently, during the night the thinking changed, and headquarters issued orders to take the village by frontal assault.

Conclusion

The German defenders turned back the first attempt by the 1st King’s own Scottish Borderers. The 2nd Royal Ulster Rifles tried in the second wave, suffering a similar result. The Germans remained in control of the town in “especially bitter fighting.”


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
  • 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
  • Motorized
  • Towed
Germany Order of Battle
Heer
  • Mechanized

Display Errata (6)

6 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 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 871

Ignore the direct fire values.

(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 63

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

(Shad on 2010 Dec 15)
Overall balance chart for 54

The movement allowance on the counters in Airborne is misprinted. It should be "3."

(rerathbun on 2012 Jan 30)

Display AARs (1)

English Attack
Author driddle01
Method Solo
Victor Draw
Play Date 2014-04-20
Language English
Scenario LIBE024

The Germans set up with most of their INF and HMG in the forward town. They place the mortars and indirect units in the rear town. The Brits enter their firebase force with the HMGs and INF to set up a base of fire. The assault force with SAPs and INF enter south of them with the intention of circling the German force and entering the forward town from the rear. Finally, an additional force with tanks and INF proceed along the southern edge to attack the rear town and German force.

The British fire group sets up two hexes from the German forward town to keep them occupied. The Germans continue to fire on them and start to weaken the right flank. Meanwhile, the British flanking force proceeds through the woods south of town, and the southern force heads for the western most town.

Between German off board artillery and direct fire, the British lose four steps on their right flank of the base force. However, the southern force has moved to the western town and eliminated the German mortars and artillery. The Germans keep the British fire force at bay, and the flanking force continues to move around south of the town.

The British take control of the western town (3 hexes), but their fire base force maintains its distance from the Germans in the main town. The British begin to consolidate their forces around the town, but the German fire keeps the force disrupted and at bay. The British force closes in, and prepares for its final assault, but effective German fire keeps the attack from moving in smoothly.

The game ends as a draw with the Germans maintaining control of the eastern town.

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