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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Trash the Town to Take It
Panzer Lehr #9
(Defender) Germany vs Britain (Attacker)
Formations Involved
Britain 50th (Northumbrian) Infantry Division
Britain 56th Infantry Brigade
Britain 8th Armoured Brigade
Germany 130th "Lehr" Panzer Division
Display
Balance:



Overall balance chart for PaLe009
Total
Side 1 1
Draw 1
Side 2 1
Overall Rating, 4 votes
5
4
3
2
1
4.25
Scenario Rank: --- of 940
Parent Game Panzer Lehr
Historicity Historical
Date 1944-06-18
Start Time 14:00
Turn Count 17
Visibility Day
Counters 170
Net Morale 0
Net Initiative 1
Maps 4: 27, 28, 31, 32
Layout Dimensions 86 x 56 cm
34 x 22 in
Play Bounty 196
AAR Bounty 153
Total Plays 3
Total AARs 4
Battle Types
Delaying Action
Exit the Battle Area
Inflict Enemy Casualties
Urban Assault
Conditions
Hidden Units
Off-board Artillery
Randomly-drawn Aircraft
Reinforcements
Smoke
Scenario Requirements & Playability
Beyond Normandy Counters
Fall of France 1 Maps
Panzer Lehr Base Game
Introduction

On the evening of the 17th the British bombarded Tilly unmercifully. At dawn of the next day they started up again. Nineteen civilians died while the explosions reduced Tilly to rubble, but it remained unclear how much effect the barrage affected the defenders. When the bombardment lifted a strong mixed battle group moved forward to find out.

Conclusion

After a long and bitter fight the British managed to force their way into Tilly. There they engaged the panzer grenadiers who had turned the rubble of the town to their advantage. Slowly the British pushed back the defenders until the Panthers counterattacked once again. This time it didn't matter, and the Germans fell back to form a new line running from Mantilly to Sagy.


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
  • Assault Gun: if closed-top, 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).
  • Prime Movers: Transports which only transport towed units and/or leaders (May not carry personnel units). May or may not be armored (armored models are open-top). All are mechanized. (SB)

Display Order of Battle

Britain Order of Battle
Army
  • Towed
Germany Order of Battle
130th "Lehr" Panzer Division
Heer
  • Motorized

Display Errata (6)

6 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 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 1230

Counter is mislabeled, this is actually a 75/41.

(rerathbun on 2013 Mar 06)
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 (4)

British hammer fails to nail home initial advantage
Author waynebaumber
Method Solo
Victor Draw
Play Date 2013-01-17
Language English
Scenario PaLe009

This is a meaty scenario depicting a British combined arms Brigade sized attack on a German held town. VP are awarded for town hex control, inflicting step losses and for the Brits units exiting the map to the south can also score VP's. The Germans have HIP to aid the defense and will be getting 4 x Panthers plus GREN support as reinforcements. The German set up is designed to slow the British advance on the main town and there is a minor force blocking the western road to try and stop the exit of British units. The Brits set up second and can either set up on the boards or enter on the first turn. They can set up quite close to the German lines so the German player has to ensure that he leaves no easy targets and vice-verse. The battle commences and the British juggernaut grinds through the German lines with casualties but relative ease, the western thrust threatens to have units exiting the board in quick time and after two of hours hard fighting half of the town has already fallen and Brit tanks are about to sweep off the board. However here come the cavalry of the Germans in the shape of 4 Panther tanks whose appearance seems so stall the British attack without even firing a shot. At the same time the German commander manages to extract his remaining forces from the northern half of the town and form a new line. In game terms the Germans won the initative and had two quick turns The last hour of the battle was bloody and exciting, the Sherman's and Firefly's tried to swarm the Panther and supporting PZIV which resulted in a step loss for the Panther for four step losses for the Sherman's. The flank attack was stalled, in the town the Brits were hit by successive German counter attacks which although costly succeeded in holding off the Brits from the major part of the town. At game end I had no idea which side had won but knew it was close. The final VP count had the Germans with just one more VP than the Brits so the result was a draw. This was a very exciting scenario with a good mix of units. The Brit ARVE is a monster in close combat and should be targeted by the German player as soon as it shows its ugly head. A cracking scenario

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Panzer Lehr, scenario #9: Trash the Town to Take it
Author JayTownsend
Method Solo
Victor Britain
Play Date 2013-03-20
Language English
Scenario PaLe009

I started out wanting to play something from Beyond Normandy with Crab mine-clearing tanks in it but the BN scenario with them had too many maps in it to setup in my current space, so I ending up playing this scenario, from Panzer Lehr as it had Crab units but no minefields to clear. The Fall of France 1940 maps are nice to look at however and the Crab Tanks end up as burning wrecks!

There is a lot of town hexes for the Germans to try and cover, so I setup two lines of defense, one up close to slow the British human-wave down and a second defensive line to pull back to. The battle goes back and forth, at first the Germans are winning with the British taking casualties in the initial town hex assaults but soon the numbers overwhelmed the Germans smaller numbers. Then the dreaded German reinforcements came on with Panther tanks on turn 9 as luck would have it and the Germans started winning again but after that the British huge numbers told and they waved over the Panther tanks and German Infantry controlling many more town hexes and in the end destroying more enemy steps as well for a Major British Victory! With so many town hexes on those four maps, it is difficult to control them with the lighter German number but this was and enjoyable scenario to play. I didn’t use the hidden rules playing this one solo. The British must push forward as fast as possible on this one, to be ready for the German reinforcements.

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Truly Trashed
Author Matt W (Britain)
Method Face to Face
Victor Germany
Participants Hugmenot (AAR)
Play Date 2013-07-20
Language English
Scenario PaLe009

A huge British force of a complete brigade with a large armored componentis attacking a medium sized Lehr force. I'm afraid that my mind was not appropriately set on managing my British troops in this one. I remembered a couple of scenarios back when I actually took Tilly and chased Lehr through the town, taking huge sections of the town and cutting the Lehr forces in two. It was a very gratifying win and one which reflected well on British arms.

It was therefore with a certain amount of dismay to find that I had to start out farther back and that the defenders were substantially reinforced from the last time I took the town. I prepared to meet the expected immediate German forces and set up for some strong assaults on my front. Like the boxer who takes a mightly roundhouse swing at his opponent and misses, my assaults hit pure air as Daniel had wisely avoided setting up in the immediate front.

Critically off balance, I lurched forward to the next set of towns expecting a battle and being gratified by the appearance of that defense I neglected to notice that a substantial component of my force had become disrupted or demoralized. Anxious to gain some traction I assaulted the urban terrain, with some strength and expectation of success. Instead my men took casualties and became disordered. Becoming completely punchdrunk I went at them with my true strength, including the AVRE, Sappers and good leaders and stunned, saw disaster after disaster befall my troops. After 5-6 turns I had lost 17 steps to the Lehr 2 and had taken exactly zero town hexes that were defended. The large force that I was sending across the hills to the east had to stop to defend the taken areas from a possible counterattack. This was a major blow to my plans.

At this point I had to face the situation as if I was the commander of the brigade. I could have pressed home the attack but my men were already highly disordered. I had taken high losses and I had failed my morale check. At the same time I am playing PG I am also playing the Civil War, Brigade series from MMP/the Gamers. It includes a very well considered feature called "Attack Stoppage", the point at which an ordered attack has lost its impetus and the morale of the attackers is insufficient to impel the men forward. That is precisely what happened here.

I apologized profusely to Daniel but the losses and position precluded any positive motion in my mind. I conceded and we moved on. This truly is a very good scenario and one worth playing again, with a better frame of mind. The Germans do need the hidden units as they permit their forces to consider ambushes, etc. I give it a "4" for the potential. I'm afraid my play and die rolling were only a two, but I can't penalize the scenario for my mistakes.

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Planning Ahead Paid Off
Author Hugmenot (Germany)
Method Face to Face
Victor Germany
Participants Matt W (AAR)
Play Date 2013-07-20
Language English
Scenario PaLe009

Played face-to-face against Matt W.

You can see my German setup in post 8 of this thread. I spent 90 minutes preparing my setup the evening the game because I did not want a repeat of our last scenario involving board 32; in that scenario, Panzer Lehr #05, my troops were unable to contain the British advance and Matt easily won a major victory.

The idea was to be offer some resistance early while being to pull back towards board 32 under cover once the British commander committed his troop.

The British suffered some back luck with early FoW rolls on the first two turns and by marching their troops from the empty town on the northwest board towards the town on the northeastern board. Time after time I would reveal one hidden unit and take opportunity fire. With the British rolling double-digits constanlt, I left a big sea of red and black markers just short of the town. The British advance from the North was slowed down by FoW and also by their first Sherman being caught in a crossfire.

The British did extract a little bit of revenge when one of their planes reduced a PzIVH, the only loss I would take this game.

I believe Matt was frustrated by the way the game is progressing and he committed important assets into two assaults. After both assaults went entirely my way, Matt asked if it was OK to stop and I agreed. We could not see how the British could recover quickly enough to mount a serious attack again before turn 10 (of a 15-turn game) and with them being so far behind in terms of victory points, it just an exercise in futility.

German major victory!

I was very pleased with my setup. Not only the British walked into several ambushes, I had already started shifting troops in better position by the time we ended the game. I gave this one a “4” because I believe it’s very well balanced, with the hidden units being critical to the German side. I enjoyed the time spent determining lines of retreat while considering my potential setup.

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