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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Through the Woods
Panzer Lehr #6
(Defender) Germany vs Britain (Attacker)
Formations Involved
Britain 7th "Desert Rats" Armoured Division
Germany 130th "Lehr" Panzer Division
Display
Balance:



Overall balance chart for PaLe006
Total
Side 1 2
Draw 0
Side 2 1
Overall Rating, 4 votes
5
4
3
2
1
3
Scenario Rank: --- of 940
Parent Game Panzer Lehr
Historicity Historical
Date 1944-06-11
Start Time 13:15
Turn Count 14
Visibility Day
Counters 36
Net Morale 0
Net Initiative 1
Maps 2: 25, 9
Layout Dimensions 86 x 28 cm
34 x 11 in
Play Bounty 148
AAR Bounty 159
Total Plays 3
Total AARs 3
Battle Types
Delaying Action
Exit the Battle Area
Inflict Enemy Casualties
Conditions
Hidden Units
Off-board Artillery
Smoke
Scenario Requirements & Playability
Battle of the Bulge Maps
Beyond Normandy Counters
Cassino '44 Counters
Elsenborn Ridge Maps
Panzer Lehr Base Game
Introduction

The British attack on the Tilly-sur-Seulles area employed good planning, intending to extend the defenders to the breaking point. The plan encompassed the western wing taking Lingevres. In the woods just north of the village the two sides met to decide if the reality would conform to the plan.

Conclusion

With the panzer grenadiers busy at Tilly and two companies of Panzer IVs tied up at Saint Pierre, there was little strength to deal with the British at Lingevres. The five Panthers that arrived that morning had already been committed at Tilly, so headquarters ordered the two remaining companies of Panzer IVs to gather up whatever grenadiers they could find and attack. With both sides short of infantry the tanks carefully engaged each other in a deadly game of hide and seek. The British tankers lost heart first after taking an undetermined number of losses, and retreated.


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).
  • Armored Cars: These are Combat Units. They are motorized instead of mechanized. All have their own armored car leaders, who can only activate armored cars (6.85). Do not provide the +1 Assault bonus (ACC).
  • Reconnaissance Vehicle: 8.23 Special Spotting Powers Both foot and vehicle mounted recce units (1.2) possess two special spotting abilities. The first ability is that they can spot enemy in limiting terrain at one hex further than the TEC specifies for other units and leaders. For example, an enemy unit in town can normally be spotted at three hexes or less, but a recce unit can spot them at four hexes.Their second ability is that they can place a Spotted marker on any one enemy unit they can spot per turn, just as if the enemy unit had "blown its cover" by firing. Such Spotted markers are removed as described earlier.

Display Order of Battle

Britain Order of Battle
Army
  • Foot
Germany Order of Battle
130th "Lehr" Panzer Division
  • Foot
  • Mechanized
Heer
  • Mechanized

Display Errata (6)

6 Errata Items
Scen 6

The Note should mention that the scenario also requires pieces from Cassino '44.

(rerathbun on 2012 Sep 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 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 63

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

(Shad on 2010 Dec 15)
Overall balance chart for 47

All SPW 251s have an armor value of 0.

(Shad on 2010 Dec 15)

Display AARs (3)

Hidden Units Should Be Well Hidden
Author Hugmenot (Germany)
Method Face to Face
Victor Britain
Participants Matt W
Play Date 2013-06-29
Language English
Scenario PaLe006

Played face-to-face with Matt W in about 90 minutes.

As the German commander, my primary goal should be to prevent the British from exiting too many units of the map. Whether it was is highly debatable.

You can see pictures of our setup in Post #5 of this thread

I set up my German troops forward to engage the British units early. This, I believe, was a mistake.

The British sends two armored cards down the road to scout and find a hidden panzer. One armored car paid the price, suffering a step loss, but the other survived two shots (at +3 and +4) and made it through the German lines. I was disappointed with my poor shooting but did not make too much of it at the time. The British also sent their infantry forward and found another hidden panzer.

One turn into the game and the Germans had only one hidden unit remaining.

The British strategy was simple but also very effective. Move the powerful guns in light woods, in position to shoot at my panzers if I took a shot at one of his units moving forward. I took a few shots and made me pay for it. There is no fair exchange when you have less troops and must prevent the attacker from exiting the board.

I fell back with my remaining assets and put my panzers in the best possible position to prevent a breakthrough while Matt moved his armor forward. A few shots were exchanged but without further German losses.

That was the cue for the armored car that made it through on the first turn played a big role. Matt took advantage he had higher initiative and moved it close to one of my panzers late in a turn to set up cross fires the next if he won the initiative. Matt won the initiative by two and the armored shot. A miss (it needed a “12” to hit) but it set up a deadly crossfire. With only two armored units left, I gave up as there is no way I can prevent British armor from exiting en masse.

British major victory.

I gave this one a “3”. We played two scenarios that afternoon was the other scenario) and both deserved a “3.5” in my opinion but gave the “4” to Saipan #12 because I believe it’s more solitaire friendly.

One thing to note is that I have yet to contain Matt’s force when he has a larger, more mobile armor pool than I have. Maybe I will write an article when I learn something useful!

1 Comment
(edited 2013-07-01 16:39)

One thing to note is that I have yet to contain Matt’s force when he has a larger, more mobile armor pool than I have.

LOL - Practice on the Westwall and Siegfried Line etc. You will soon learn your trade as the Germans ! (have not read it in ages, but maybe my post Westwall series completion synopsis that I wrote on the PG forum may allude to defence tactics in the situations of which you mention ?)

P.S - As always, love your fascination for defensive tactics and set-ups !

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BATTERING TO A DRAW
Author splat99
Method Solo
Victor Germany
Play Date 2024-09-04
Language English
Scenario PaLe006

The town of Hottot drew a crown on the afternoon of June 15,1944. Besides heavily occupying the town, British troops posted in the smaller town to the south, a small one in the center of the disputed area, and on a hill and in woods northeast of Hottot. The Germans of Panzer Lehr positioned in woods east-northeast of the main town, as well as in a couple of small towns on the eastern portion of the map, with an 88mm platoon on the brow of a southeastern rise and a 75mm dug in by some tree breaks.

The Germans brought on five Panther platoons and some infantry in the southwest quadrant, driving north through and around the woods with the tanks; meanwhile, some of the British foot soldiers struck east towards the German-occupied forest in the northeast. A small portion of the Panthers were taken out by British Shermans, but in return virtually all of the British armor was hors de combat by the time an hour had passed. The northward-advancing German infantry was halted by small-arms, mortar, and artillery at the northern edge of the woods south-southeast of Hottot; eventually, with help of the Panthers, British troops dug in in that sector were flushed. Two platoons of Panthers blasted one small town with point-blank fire, then rushed in; but while a WPN platoon was sent fleeing early, the remaining RIF unit – with no leader, no less – held out for the remainder of the scenario, even taking out a couple of tank steps with PIAT fire.

The rest of the German tanks, freed from concern about enemy armor, stormed into the southernmost British town, with Lehr infantry soon joining, but that town hex was still in dispute as the game ended, having been fed reinforcements from Hottot. The northeastern woods saw a fierce struggle, in which the Germans were gradually reduced (and reinforced by other troops who left their setup towns, reasonably certain that the British could make no moves against the now-empty hexes.) At one point, a powerful artillery barrage by the British hit not only Germans but TWO adjacent British hexes, doing more damage to their own side than to the enemy. By the end of the contest, one British platoon and one leader had succeeded in exiting east, but overall the woods were still a mess.

At the end, it had been a tightly-contested battle. British losses (in steps) were: 12 RIF, 8 tank, 2 Bren, 2 6-PDR. Plus 7 (!) leaders, though no German VP for those. German losses were: 9 SCH (Gren), 1-81mm, 1=75/41, 1-20mm, 1 Prime Mover, 0 leaders. The British held 7 town hexes to the Germans’ 3, with two town hexes still in dispute at game’s end. The British exited a RIF platoon and a leader off of the east edge; the Germans countered with an SCH and a leader, but since they were off the north end of the east board they gained no VP. Final VP count was 38 British, 36 German – a draw. A really interesting scenario, with a lot of different possibilities (and unusual in that both sides have exit VP opportunities, but not in opposite directions.)

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Panzer Lehr, scenario #6: Through the Woods
Author JayTownsend
Method Solo
Victor Germany
Play Date 2012-07-01
Language English
Scenario PaLe006

Note: first let me state, that you need to pull the British Daimler & Stag counters from Cassino ‘44 to play this scenario as they are not in the Beyond Normandy box.

This looked to be an interesting small cat and mouse scenario with the new Panzer Lehr counters. Both sides score points for eliminating enemy steps and the British only get points for exiting units off the south end of the map. The British must advance to do this, so they are the aggressor, because if no one moves or engages it’s a draw and why play this? But to exit units, the British must get through the German lines with PzIVF2s, PzIVHs and small amount of Infantry & SPWs blocking them. The British have twice the Armor and AFV’s but about the same amount of infantry, not many! Lots of British Cromwells in this scenario. I didn’t use the hidden rule, as the Germans don’t need any more advantage.

The Germans setup their armor in forward positions to engage the British right away and the British move forward with armor units of all types hoping to get by with sheer numbers. This plan didn’t work out as the British got hammered right away and their next best plan was to hope to activate first on the next turn and take out a few German steps, but that didn’t happen, the Germans activate first and hammered the British again. In the end, the British only exited a few units and took out a few steps but took such huge losses, that the Germans had and easy Major Victory!

Maybe I need to give this scenario another try, as I was frustrated with all my blown-up Cromwells at one point in the game.

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