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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Chateau de Cordillon
Panzer Lehr #10
(Defender) Germany vs Britain (Attacker)
Formations Involved
Britain 231st Infantry Brigade
Britain 8th Armoured Brigade
Germany 130th "Lehr" Panzer Division
Display
Balance:



Overall balance chart for PaLe010
Total
Side 1 2
Draw 0
Side 2 1
Overall Rating, 2 votes
5
4
3
2
1
3.5
Scenario Rank: --- of 940
Parent Game Panzer Lehr
Historicity Historical
Date 1944-06-18
Start Time 12:00
Turn Count 10
Visibility Day
Counters 76
Net Morale 0
Net Initiative 1
Maps 1: 33
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 153
AAR Bounty 165
Total Plays 3
Total AARs 2
Battle Types
Delaying Action
Exit the Battle Area
Inflict Enemy Casualties
Urban Assault
Conditions
Hidden Units
Off-board Artillery
Reinforcements
Smoke
Scenario Requirements & Playability
Beyond Normandy Counters
Fall of France 1 Maps
Panzer Lehr Base Game
Introduction

As part of the effort to finally take Tilly the Allies ordered the 231st Infantry Brigade to secure the Chateau de Cordillon. If it could be secured, the chateau would not only put pressure on the defenders in Hottot but would threaten to severe communications between the two towns. The British sent all three battalions to subdue the chateau.

Conclusion

Despite the additional British manpower the Germans turned back the attack with the assistance of a counterattack by the ever-present Panthers. Since their arrival the Panther tanks had been thrust into many rapidly deteriorating situations, and more times than not, pulled Panzer Lehr's schnitzel out of the fire. The Allies first encountered the Panther tank a year before, and the Americans in particular seemed unconcerned about finding a way to counter them. On the other hand, when the British found the Churchill unable to mount the excellent 17 pounder, they started installing them in Sherman tanks instead. While matching the Panther's firepower, its armor and optics were still inferior. The Americans not only scorned the Firefly, but even after meeting the Panther, put no urgency into deploying the Pershing tank. The Allied tankers paid in blood for this short sightedness.


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
  • 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
130th "Lehr" Panzer Division
  • Mechanized
  • Towed
Heer
  • Mechanized

Display Errata (4)

4 Errata Items
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 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 (2)

Butress
Author Matt W
Method Solo
Victor Germany
Play Date 2012-10-11
Language English
Scenario PaLe010

The headline to this one really should be "History Repeats Itself". The Lehr infantry and Pz IVs prepare a line with hidden troops mixed in with the main force to give the British a rude welcoming. The British, however, have a large force and will be able to move some of it beyond the Germans if they are determined to do so. Control of the Chateau would be helpful as with it will come control of the road leading into the woods and the ultimate goal of the British; exiting the field.

I have got to get a better handle on the "enter and exit" type scenarios. I tend to fight too long or put all my eggs in moving beyond the defense. I haven't found the right balance as my attacking force either finds itself in complete control of the field but with no time left to exit or all shot up with disruptions and demoralizations keeping my units from exiting. Concurrent with this one I am playing a large KuSF scenario with an exit requirement and I am finding myself in a similar situation. In all the PG types of battles I think these form the toughest challenge for the attacker.

In any event the British advance a large infantry force along the road and send their armor around the German right (east) wing along with three understrength companies of RIF, with the intention of pinning the German infantry and exiting with the flanking group.

The Pz IVs were hidden on the right flank and immediately destroy the Brens but are then destroyed by the Shermans. It appears that the British have struck the right balance as they flow on past the wrecked Panzers. That is, until the Panthers show up. The Panthers busy themselves with anti-personnel opportunity fire during the next two turns, resulting in stopping the British dead in their tracks (in some cases literally) while the hidden troops in the Chateau add in their fire for a nasty crossfire. Ultimately three of the eight platoons will exit the board but it will be way too little too late for the British.

The Shermans decide to press the issue and move into flanking positions hoping to gain the initiative in the next turn (turn 4 of 10) in order to give the Firefly a good shot and absorb the Panthers' attention for a couple of turns and give the infantry a chance to get to the woods in the south. Unfortunately for the British, the Germans get the initiative and five steps of Shermans turn into flaming wrecks (a +5 on the AT roll will do that).

This could possibly have been worthwhile if the infantry could have made it off board or if the main attack had gained ground against the German line along the road but again hidden troops savaged the advancing British with opportunity fire and the Lt. Col. had trouble developed a coherent assault with the remaining troops. Eventually these troops also rolled across the right flank of the German line and ended up contesting control of the Chateau, depriving the Germans of those five VPs but at 32-15 there really wasn't much question of who won the battle.

In reading the conclusion it appears that the Panthers arrival turned the battle, much as it did for my play. This is a short scenario with only 10 turns and would seem well suited to ftf or Skype play (with a caveat that there are a lot of British units). I give it a "3" since there is little room for actual maneuver in the play. Otherwise it is a rollicking good time.

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No Reserve for You!
Author Hugmenot (Germany)
Method Face to Face
Victor Britain
Participants Matt W
Play Date 2013-07-20
Language English
Scenario PaLe010

Played face-to-face against Matt W in less than 2 hours.

With us concluding scenario #09 much earlier than anticipated, we took a look at the next scenario and determined we had time to play it.

I set up the bulk of the German troops just south of the road, hoping to cause enough disruption and demoralization to the British initial advance to give me time to fall. I felt I made two critical mistakes on my setup: (1) my stacks were mostly 1-unit, not strong enough to repulse the early assaults, and (2) I had almost no reserve to plug holes.

My front line caused some disruption and demoralization but enough British troops made it and were able to assault my troops on turn 2. The net result was about half my troops were tied up in assaults and it gave the British freedom of movement.

The British commander used that freedom to move some infantry south on the hill, with tank support just behind them. With the German having no infantry reserve and not enough infantry reinforcements to offer strong opposition, the British pushed their infantry towards the exit point with their AFV watching, daring my Panthers to stop them. The Panthers tried (a little) but there were too many British troops; I conceded a few turns early.

British victory.

I gave this one a β€œ3” and believe it’s a good candidate to be played over Skype. I would not mind replaying it someday because I was disappointed with my setup.

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