Operation Bluecoat: Counterattacked Liberation 1944 #27 |
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(Defender) Germany | vs | Britain (Attacker) |
Formations Involved | ||
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Britain | 23rd Hussars | |
Britain | 3rd Monmouthshire Infantry | |
Germany | 326th Volksgrenadier Division |
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Overall Rating, 7 votes |
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3.71
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Scenario Rank: 254 of 940 |
Parent Game | Liberation 1944 |
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Historicity | Historical |
Date | 1944-07-30 |
Start Time | 10:00 |
Turn Count | 16 |
Visibility | Day |
Counters | 67 |
Net Morale | 0 |
Net Initiative | 0 |
Maps | 2: 56, 57 |
Layout Dimensions | 56 x 43 cm 22 x 17 in |
Play Bounty | 146 |
AAR Bounty | 165 |
Total Plays | 6 |
Total AARs | 2 |
Battle Types |
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Delaying Action |
Exit the Battle Area |
Inflict Enemy Casualties |
Urban Assault |
Conditions |
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Hidden Units |
Off-board Artillery |
Randomly-drawn Aircraft |
Smoke |
Scenario Requirements & Playability | |
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Liberation 1944 | Base Game |
Introduction |
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On the first day of Operation Bluecoat the 11th Armoured Division attempted to secure St. Martin des Besaces and cut the road from there to Hill 309. This time the British Second Army had clearly stated limited objectives, to tie down German armored forces and wear them down. Before reaching St. Jean des Essartiers the 3rd Monmouths suffered a counterattack by a mixed German force. |
Conclusion |
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The German counterattack failed to drive the attackers back but stopped all forward progress. This left the right flank of the 15th Scottish Division exposed but the Germans lacked the manpower to take advantage of the situation. By the next morning British armored cars began probing for a way around the enemy strongpoint at St. Martin des Besarers. |
AFV Rules Pertaining to this Scenario's Order of Battle |
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6 Errata Items | |
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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)
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All Bren carriers should have a movement value of 7. (Shad
on 2010 Dec 15)
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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)
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The reduced direct fire value of the Heer HMG became 5-5 starting with Fall of France. (plloyd1010
on 2015 Jul 31)
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The morale and combat modifiers of German Sergeant #1614 should be "0", not "8". (Shad
on 2010 Dec 15)
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The movement allowance on the counters in Airborne is misprinted. It should be "3." (rerathbun
on 2012 Jan 30)
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RAF rule the skies over Normandy | ||||||||||||||
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Played against Vince Hughes in a single session, this has the German forces defending a wide front against a tank heavy mixed arms British force with the chance of air support every other turn. We played using Vince's rule re leaders morale only effecting the hex they occupy. I chose to attack on only one board thus forcing Vince to move forces which would lead them open to air attack and OBDA. The Sherman's would hold back until the enemy ATG's were located. The tone of the game was set on the first turn when my Typhoon flight having no enemy to attack had a go at the STUG platoon lurking in reserve, one double six later and first blood to the Brits. As the RIF swept forward the 50mm ATG was found and quickly overwhelmed. The German 75 ATG had better luck as a flanking shot took out a Sherman. The damaged STUG platoon moved out and claimed another Sherman but another aircraft attack took out more STUG,s and Artillery took out the 75mm. Having reduced the A/Tank capability of the German forces the Sherman's and Firefly's moved forward destroying the remaining STUGs at this point the German commander conceded. Slightly unbalanced towards the Brits in my view however I was lucky with my rolls for aircraft this is scenario is standard PG fare. |
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0 Comments |
Losing My Mojo As Well As The Scenario | ||||||||||||||
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This game was played ftf against Wayne Baumber in one session. I hadn't played for quite a while due to 'hitting a wall' with the game and I was using this to try and get me back into the game. The Scenario has a thin screen of Germans trying to defend a largish front against a British advance. Sensibly, after set-up, Wayne concentrated his forces and began the advance against one side of the German front. The British were in two groups. One that was creeping down the board edge and another a little further in than that. The RAF managed to destroy a step of StG's early on before they had even turned on their engines and then the British foot troops were soon after the German AT's. These were eventually located and destroyed with the AT's only inflicting 1 step of Sherman damage. The RAF then had another hit on the StG's and things were getting very shakey indeed. The board I'm afraid and the new counters also led to some serious German mistakes. The shading on the hills was so bad that the British were being credited with hedgerow cover each turn. As the game was cleared up, we later discovered these to be merely shading. That was very annoying. Later on in the game and the incident that led to the final destruction of the StG's was that although I knew they were Firefly's I was facing and I had set up a shot for 8 hexes away, the Firefly ratings had changed from 6-7 to 8-8. The Brits won the initiative and instead of a '3' AT shot at long range, they in fact got an '8' AT shot thus finishing off any anti-armour values I had. The German troops left would have had to traverse the board to fight the flanking attack (the other British attack was pretty stationary but tied up German troops). There seemed little point in dragging the game on from there. My main disappointment is that this play did not inspire me to want to play more. Before the result became apparent, I wasn't exactly enjoying the game for some unknown reason. What I can say was the Lib boards are far too dark to see terrain properly (we even suddenly 'discovered' some light woods in game turn 7) and having used the fat counters from this set, they are now a confirmed no-no for me. The scenario is rated a '3' for the scenario itself, but the package would be deducted one for the God awful boards actually leading to misreads ! Not sure when my next game will be in this system. This game didn't provide the required 'Uumph' today. |
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0 Comments |