Panzer Grenadier Battles on October 24th:
Afrika 1944 #22 - PAKfront Leyte '44 #12 - Flying Wedge
Fronte Russo #9 - Potemkin Village Leyte '44 #13 - Failure at Buri Airfield
Red & White #28 - Bastion
Errors? Omissions? Report them!
Operation Bluecoat: Tigers West
Liberation 1944 #36
(Defender) Germany vs Britain (Attacker)
Formations Involved
Britain 1st Royal Norfolk Regiment
Britain 2nd Northamptonshire Yeomanry
Germany 9th SS "Hohenstaufen" Panzer Division
Display
Balance:



Overall balance chart for LIBE036
Total
Side 1 2
Draw 0
Side 2 2
Overall Rating, 5 votes
5
4
3
2
1
4
Scenario Rank: 120 of 1094
Parent Game Liberation 1944
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
Exit the Battle Area
Hill Control
Inflict Enemy Casualties
Conditions
Hidden Units
Off-board Artillery
Reinforcements
Smoke
Scenario Requirements & Playability
Liberation 1944 Base Game
Introduction

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

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

One German leader can be a motorcycle leader


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)
  • 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
  • Towed
Germany Order of Battle
Schutzstaffel
  • Mechanized
  • Motorized

Display Errata (3)

3 Errata Items
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 424

The reduced direct fire value of the SS HMG is 5-5 in Beyond Normandy and Road to Berlin.

(plloyd1010 on 2015 Jul 31)

Display AARs (1)

Try to Hold La Bistiere, Beaulieu and Hill 119, Captain.
Author treadasaurusrex (Germany)
Method VASSAL
Victor Britain
Participants NBGB
Play Date 2026-05-19
Language English
Scenario LIBE036

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.

0 Comments
You must be a registered member and logged-in to post a comment.
Errors? Omissions? Report them!
Page generated in 3.11 seconds.