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Operation Bluecoat: Tigers West Liberation 1944 #36 |
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| (Defender) Germany | vs | Britain (Attacker) |
| Formations Involved | ||
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| Britain | ![]() |
1st Royal Norfolk Regiment |
| Britain | ![]() |
2nd Northamptonshire Yeomanry |
| Germany | ![]() |
9th SS "Hohenstaufen" Panzer Division |
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| Overall Rating, 5 votes |
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4
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| Scenario Rank: 120 of 1095 |
| Parent Game | Liberation 1944 |
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| Historicity | Historical |
| Date | 1944-08-04 |
| Start Time | 16:00 |
| Turn Count | 14 |
| Visibility | Day |
| Counters | 60 |
| Net Morale | 0 |
| Net Initiative | 1 |
| Maps | 1: 58 |
| Layout Dimensions | 43 x 28 cm 17 x 11 in |
| Play Bounty | 133 |
| AAR Bounty | 168 |
| Total Plays | 4 |
| Total AARs | 1 |
| Duplicates | Lib2036 |
| Battle Types |
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| Exit the Battle Area |
| Hill Control |
| Inflict Enemy Casualties |
| Conditions |
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| Hidden Units |
| Off-board Artillery |
| Reinforcements |
| Smoke |
| Scenario Requirements & Playability | |
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| Liberation 1944 | Base Game |
| Introduction |
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On the previous day Kampfgruppe Weiss destroyed a number of Cromwells on their journey from Vire to Hill 119. Today the seven Tigers of Kampfgruppe Weiss split their firepower between La Bistiere and Hill 119, posing an unwanted threat to 11th Armoured Division's Tactical HQ in Le Reculy. The Northampton Yeomanry had been rebuffed in their first effort to take La Bistiere due to a lack of infantry. When the 1st Norfolks arrived they joined forces with the recon tanks and started a serious push south. |
| Conclusion |
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Inconclusive fighting lasted all day but the British infantry made it impractical for the Tigers to spend the night on Hill 119. As darkness fell the heavy panzers worked their way back to join the panzer grenadier company holding out in La Bistiere and then to Vire. After the battle the British tankers complained bitterly that their recon battalion was not issued any Fireflies like the armor battalions - they lost 47 tanks in 48 hours to Kampfgruppe Weiss in exchange for a single Tiger destroyed. |
| Additional Notes |
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One German leader can be a motorcycle leader |
| AFV Rules Pertaining to this Scenario's Order of Battle |
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| 3 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 reduced direct fire value of the SS HMG is 5-5 in Beyond Normandy and Road to Berlin. (plloyd1010
on 2015 Jul 31)
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| Try to Hold La Bistiere, Beaulieu and Hill 119, Captain. | ||||||||||||||
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This was a 3-session playthrough, in which I led the defending German elements of Kampfgruppe Weiss of the 9th SS “Hohenstaufen” Panzer Division in a 14-turn brawl in mixed, Norman terrain. The flexible & resourceful, NBGB led attacking elements of the British 2nd Northampton Yeomanry Regiment and the 1st Battalion/Royal Norfolkshire Regiment. This play-through featured armored units on both sides. The leader draw was better than average for both sides. We used the FOW (starting on game turn 2, to allow the British force a quick approach march) consolidation, smoke/illum and excess initiative optional rules. We also tried these FOUR house rules: 1) Road Movement for Mechanized & Foot Units — All FOOT & MECHANIZED units may move on roads at the rate of 1/2 Movement Point (MP) per road hex, just like MOTORIZED units, 2) Standardized Movement for Mechanized Units — All mechanized units may move through clear hexes at a movement cost of only 1 movement point (MP) per hex, instead of 1 1/2. Add one to this cost if moving up, across, or down slopes hexes, 3) Armored Fighting Vehicle (AFV) Consolidation — Reduced 2-step tanks, and other AFV units of the same type, nationality, and morale condition may be combined to form a single, full-strength unit. Both reduced units must start their activation in the same hex and be activated by an adjacent – or same-hex – good order, Tank Leader. This action costs both units all their movement points. Remove one of the units, flip the other to its full-strength side and mark it activated, and 4) Voluntary Unit Reduction — Players may voluntarily reduce 2-step personnel units to 1-step (halved) units if they have at least one leader of MAJOR or higher rank among their side’s assigned force. To do so, the unit to be halved must begin the player’s activation phase in the same hex or in an adjacent hex to a CAPTAIN or higher rank. The full-strength unit to be halved must be in good order and this action costs all the reduced unit’s movement points. Remove the full-strength unit and replace it with 2 reduced strength units. Mark both — and the leader — as activated This rule set provided improved playability & simplicity during this high mobility, play-through. The fast-paced, initial session (game turns 1-3) consisted of NBGB’s now-traditional, careful & methodical approach march that gradually veered to the right as it advanced. This time my learned opponent led with a squadron of Cromwells and successfully drew Herrenvolk attention elsewhere with the sacrifice of a M-3 and a Bren carrier platoon. The advance turned into a smokscreened & well-supported attack on Hill 119, accompanied by a swift right flank movement around the dug-in German defenders. The victory point tally in the early going was 20-5 in favor of the Third Reich by session’s end. Our action-packed, second session (game turns 4-7) was a frustrating episode for the defending Herrenvolk who lost ground on Hill 119, but only absorbed a single step loss in heavy combat. The British also lost a step but were able to exit a company of M-3 halftracks off the south map edge, and also push the Germans back from their initial positions on the hilltop. A combined SEVEN combat 7-die rolls were thrown this session. The updated victory point score was now 19-10, still in favor of the embattled Germans. The action-packed, third session (game turns 4-12) saw the Germans lose a single step and leader, while the Tommies lost another 4 steps in heavy, but frustrating, combat on Hill 119. The Brits slowly overwhelmed and pushed back the Germans. A combined TEN combat 7-die rolls were thrown, all at critical moments. At the start of the 12th game turn, the German side conceded when there was no longer a possibility of a victory, or even a draw. The final victory point score was 33-17 in favor of His Majesty’s hard-fighting troops – a major, and well-earned – British victory in Normandy! In all, there were 7 FOW-shortened game turns of the 12 played, which materially benefited the defending Herrenvolk, who managed to hang onto the town of La Bistiere. This was an entertaining & relatively balanced, scenario that slightly favors the outnumbered, German defenders. We give this one a 5, as it was a fun-to-play, with a challenging & cunning opponent. We thought that the scenario rules should include both efficient move & fire, and also the tank rider optional rules, to create greater opportunities for the Cromwell tank & Achilles units of the bustling Yeomanry. It merits a recommendation for both SOLO and SHARED play. As published, the more experienced player should lead the defending German side. |
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