| Tactics
in 'Beyond Normandy'
Scenario #1: Cheux
By Doug McNair
July 2009
Beyond
Normandy picks up where D-Day
left off. With the Allied advances inland
from the Normandy beachheads stymied, Field
Marshal Montgomery decided to attack west
of the city of Caen and drive deep into the
German lines there. His hope was to outflank
Caen and force the Germans to abandon it.
He dubbed this plan Operation Epsom, and launched
it on June 26th, 1944.
'Scenario #1: Cheux' lets Beyond Normandy
players fire the opening shots of Operation
Epsom. The British player advances on the
twin villages of Cheux and le Haut du Bosq
with three Scottish rifle battalions: the
9th Cameronians, the 2nd Glasgow Highlanders,
and the 7th Seaforth Highlanders. They are
accompanied by tanks from the 7th Royal Tank
Regiment, and their objective is to drive
the Germans out of Cheux and secure the road
junction on the hill to the south of Cheux.
The German forces defending Cheux and le
Haute de Bosq include elements from the 26th
SS Panzer Grenadier Regiment, the 12th SS
Pioneer (engineer) Battalion, and the 12th
SS Artillery. Reinforcements from the 12th
SS Panzer Regiment and 25th SS Panzer Grenadier
Regiment will arrive before noon, and the
German objective is to keep the British out
of Cheux and inflict at least ten step losses
on them.
German Tactics
The British will not have an easy go of
it because the German defenses are well prepared,
and the Germans themselves are even better
prepared. All German units start dug in or
entrenched, and several German minefields
block the Allies’ path. And the young
SS soldiers have a fanatically high morale
of 9, while the well-trained but practical
Scots “only” have a morale of
8. This latter bit is of particular importance,
because dislodging enemy units from prepared
defensive positions almost always requires
an assault in Panzer Grenadier. And
assaulting an enemy with higher morale is
very difficult because the side with higher
morale gets a +1 column shift on the Assault
Table.
Because of their high morale, the Germans
can afford to sit tight in their trenches
and absorb whatever punishment the British
can deal out with their massive, preplanned
artillery barrages. The Germans should keep
their on-board reserve units back from the
front line until the British show their cards
and make a charge for the German lines. The
Germans must also set up their anti-tank units
on both their flanks so the AT guns working
together can get crossfire bonuses on the
slow but heavily-armored British tanks. In
particular, they should try to take out the
flamethrowing British Crocodile tanks immediately,
because the Crocodiles give the British a
+3 column shift in assault combat, one of
the few British antidotes to superior German
morale.
The unblooded status of the British troops
puts another arrow in the German quiver at
Cheux, and in several other Beyond Normandy
scenarios. This being their first battle,
the Scottish battalions are tracked separately
for step losses, and once a battalion has
taken at least eight step losses all its units
start suffering penalties to their morale.
The Germans can use this, hitting an individual
battalion hard to drive its morale down and
make it unable to mount effective attacks.
British Tactics
The British start far back from the German
line, and must advance over muddy ground,
through hedgerows, and over creeks. The hedges
do not provide much cover or protection, so
the British can’t afford to be reckless
and throw lots of infantry at the German line
early. Also, one of the Scottish battalions
(the 7th Seaforth Highlanders) doesn’t
enter the game until Turn 8, and neither does
a good part of the British armor support.
The British forces won’t be at full
strength for a while. But the Germans get
two companies of panzers as reinforcements
on Turn 12, and a company of panzergrenadiers
on Turn 17, so the British can’t just
approach, start shooting, and wait for the
Germans to break under fire. They’ve
got to push through the German line and advance
to secure their objectives before the German
reinforcements can take up positions behind
the line and stop the British advance.
Luckily, the British player has an overwhelming
advantage in offboard artillery, and gets
seven turns of extra preplanned offboard artillery
at game start. This is a key British tool
for softening up the German line, but how
the British player allocates this preplanned
artillery is of vital importance. It must
be allocated before the German player sets
up, so the British have no guarantee that
it will actually hit hexes containing German
units.
All the British player can do is check the
German set up instructions to see which general
areas the Germans must start in, then allocate
the preplanned artillery among hexes which
seem likely to contain German units due to
good defensive terrain or strategic location
like road junctions. He should switch his
artillery targets around from turn to turn
in case his initial guesses were wrong, and
should move his targets southward as the turns
go by in anticipation of German retreats,
and to prevent friendly fire on British units
advancing from the north.
And in general, the British player should
hang back for a few turns and let his offboard
artillery do the work until the German line
is sufficiently disrupted to give the Scots
an even chance in assault against the higher-morale
Germans.
Another important British tool for victory
is the highly original nature of his armor
units. The support units of each at-start
battalion include one platoon of flamethrowing
Crocodile tanks. These tanks give the British
player a +3 column shift in any assault they
participate in. So, the British player should
keep them back from the fighting until he’s
ready to assault the German line, then bring
them up quickly and throw them in to blow
the line wide open.
Finally, the British player has an extra
weapon with his mine-clearing Crab tanks.
They don’t enter the game until Turn
7, but when they do the British player should
bring them up quickly so they can flail their
way through the German minefields and help
clear the path to Cheux.
Game Summary
Here’s what happened in a recent game:
Turn 1 (0745 Hours)
Per the scenario instructions, a light rain
fell during the battle, muddying the ground
and limiting visibility. At the beginning
of every turn the German player rolls two
dice and adds five to the result to determine
the maximum spotting range for the turn. The
German rolls a modified 11 for this turn,
which won’t affect spotting much (normal
maximum spotting range is 12).
Unplanned offboard artillery support also
varies from turn to turn, and both players
roll at the start of each turn to see how
much they’ll get. The German player
rolls a 2 and gets 1 x 16 and 1 x 20 for the
turn, and the British player rolls a 3 and
gets 2 x 13 and 2 x 18 for the turn.
Both sides start with an initiative of 4,
and the Germans win initiative. The British
are too far away to see through all the hedges,
so the Germans pass. Then the British activate
and unleash their Turn 1 preplanned artillery
barrage. The barrage hits the set up area
of the 12th SS Pioneer battalion on the far
right flank of the German line. This area
includes three hexes of a track down which
the 2nd Glasgow Highlanders will go on their
way to Cheux, so the barrage hits those three
track hexes.
The first strike hits the easternmost track
hex. There’s a –2 column modifier
for the German entrenchment there, and the
British player rolls a 3 on the 30 column,
scoring an X result. One ENG unit in the hex
takes a step loss, but both ENG units plus
the ostführer (SS lieutenant) leading
them make their morale checks. The second
strike hits the next hex down the track and
rolls a 5, but everybody in the hex makes
morale except the 20mm AA gun, which rolls
a 12 and is demoralized despite the SS captain’s
+2 morale bonus. The third strike gets a straight
M result and causes no problems.
The German AA gun recovers morale with help
from the captain, and then the 9th Cameronians
all activate and advance southward to within
sighting range of the German line. The point
of the British column coming down the middle
track is all APCs plus an Achilles tank destroyer,
so German offboard artillery hits the first
non-armored hex behind the point. It rolls
an 11 on the 30 column, scoring an X result
and doing one step loss to a Cameronian RIF
platoon, but both RIF platoons there plus
their captain make their morale checks. British
unplanned offboard artillery replies and hits
the center of the German line, rolling a 3
(again!) on the 21 table and demoralizing
an SS lieutenant. The SS lieutenant rolls
a 12 on his morale recovery and deserts (Führer?
What Führer?).
Then the 2nd Glasgow Highlanders advance
south, but none are able to spot the German
line through the hedges. The Germans move
the SS captain commanding the center of the
line to where the faithless lieutenant was,
and he spots for the German 105mm gun back
in le Haut de Bosq. It rolls a 7 and has no
effect, and the turn ends on a Fog of War
roll.
At the end of the first turn both sides
have taken one step loss.
0800
The German player rolls a 10 for weather,
so spotting range is at the maximum of 12
for the turn. He also rolls a 1 and gets maximum
artillery for the turn: 1 x 16, 1 x 24, 1
x 20. The British player rolls a 4 and gets
only 2 x 13 unplanned artillery for the turn.
The Germans win initiative and hit the Cameronians
coming down the track again with offboard
artillery. They hit them with all three increments,
hoping to score more step losses and make
progress toward weakening the Cameronians’
morale. But they roll a 5 on the 55 table,
just barely missing a step loss and doing
an M2 morale check instead. The full-strength
RIF platoon in the target hex becomes disrupted
and the reduced one becomes demoralized.
Then the British unleash their preplanned
artillery, hitting the north flank of the
German line this time. They hit three hexes
again, with the first attack slightly weaker
than last turn due to decreasing offboard
support. The first hits the northernmost German-occupied
hex and disrupts an SS lieutenant. The second
strike hits an empty hex, and the third hits
a hex two south of the northernmost hex, rolling
a 12 on the 42 column and scoring a 2X result,
wiping out an SS grenadier unit but not affecting
the remaining SS lieutenant and HMG unit there.
The German 105mm gun in le Haut de Bosq
then hits the last Cameronians in line on
the track, demoralizing their lieutenant but
not affecting the three units there. Then
British unplanned offboard artillery hits
the center of the German line again but has
no effect. The German 105mm gun in Cheux then
opens up on the Cameronians on the track,
again demoralizing the demoralized lieutenant
and causing him to desert (the other units
are still unaffected). Then the 2nd Glasgow
Highlanders advance south, but the Germans
still can’t spot them through the hedges.
The German HQ in Cheux sends an AT gun north
on an APC to take up a good firing position
overlooking the Allied approach. Then the
Cameronians advance south and out into the
open, staying outside German HMG range and
keeping their lightly-armored APCs and Achilles
tank destroyer back until British offboard
artillery can eliminate the German AT guns
in the line. The demoralized reduced-strength
RIF platoon in the road fails to recover and
flees east, while the disrupted one recovers.
German mortar fire on the advancing Cameronians
is ineffective, and the British right-flank
tank support starts making its slow way south
while long range mortar fire hits the central
German line, doing no damage. The turn ends
after more British advances and German recoveries.
The Germans have now taken three step losses
and the British have taken one.
0815
The German player rolls a 6, meaning spotting
range is 11 for the turn. He then rolls a
2 for offboard artillery, getting 1 x 16 and
1 x 20 for the turn. The British player rolls
a 6, meaning he’ll get no offboard artillery
support other than his preplanned artillery
for the turn.
The German player wins initiative by two
activations, so he hits the lieutenant colonel
leading the Cameronians with offboard artillery.
He rolls an 11 on the 30 table, scoring an
X result, doing another Cameronian RIF unit
a step loss and disrupting it. One of the
105mm guns then hits the hex right next to
him, disrupting another RIF.
Then the British preplanned artillery hits
the center of the German line. The first strike
hits an empty hex, and the second hits a hex
with an HMG and a GREN unit. Both units make
their morale check. The weak third strike
hits the next German-occupied hex to the south,
but does no damage.
The last German 105mm gun opens up on the
Cameronians in the track, doing no damage.
British and German mortar fire are both ineffective,
and then the 2nd Glasgow Highlanders advance
toward the German east flank to take pressure
off the beleaguered 9th Cameronians. They’re
also concerned that their offboard artillery
support has not been very effective, so they
need to start making progress on the ground.
The first German opportunity fire rolls a
2, scoring an X result and demoralizing a
RIF unit. The second opportunity fire from
an HMG up on a hill disrupts a captain helping
to lead the advance. The other Germans of
the 12th Pioneer are still screened by hedges.
Part of the German central line activates,
and while one 75mm AT gun unloads another
fires at the British Achilles tank destroyer
platoon the 2nd Glasgow just brought up. It’s
firing at over 100% range so it’s half
strength, but it rolls a modified 11 and does
one step loss to the Achilles. The Achilles
platoon holds morale, however, so if it can
move fast and get in among the hedges it can
still provide armor support for the 2nd Glasgow
Highlanders. Second Glasgow’s heavy
tank support brings up the rear, while its
mortar support is ineffective. The Germans
pass, and then the stragglers from the 9th
Cameronians come up to join with the rest.
Their tank support keeps slogging slowly south
offroad, and the turn ends on a Fog of War
roll.
The Germans have now taken three step losses
and the British have taken five (the tank
step loss counts double).
0830
British initiative drops to 3 since they
have now taken five step losses, while German
initiative remains at 4. The German player
rolls a 4 for weather, meaning the spotting
range for the turn goes down to 9. German
offboard artillery for the turn is 1 x 16,
and British offboard artillery is 2 x 13 and
2 x 18.
The German player wins initiative, and the
two AT guns up on the hill in front of Cheux
both fire at the Achilles with the 2nd Glasgow
and destroy it (two more British step losses).
The 105mm gun in Cheux also fires on the 2nd
Glasgow, demoralizing a Captain and disrupting
the two RIF platoons with him, and effectively
cutting off 2nd Glasgow’s western flank
from its lieutenant colonel.
Then the British preplanned artillery opens
up, and luckily it’s targeted for the
German right flank this turn. The 12th Pioneer
gets the barrage, and the first strike hits
the fourth track hex in the area, which was
not hit on Turn 1. The British player rolls
a 4, but everyone there makes their M2 morale
check. The second strike hits the adjacent
track hex to the north but does no damage.
The third strike is ineffective.
German offboard artillery then hits the
2nd Glasgow but is ineffective. British unplanned
offboard artillery then hits the AT guns up
on the hill but is ineffective. German mortar
fire demoralizes a 2nd Glasgow RIF unit, and
then 2nd Glasgow’s lieutenant colonel
gives the order to advance on 12th SS Pioneer’s
right flank, circumventing the minefields
protecting its position. The lead lieutenant
bypasses the minefields in good order under
opportunity fire, while the demoralized RIF
unit he left behind fails morale and flees.
Other units follow him and some are disrupted
or demoralized, but after all movement is
done there’s a full rifle company in
good order wrapping around the east end of
the minefield, and most of the German units
in 12th Pioneer have used up their fire for
the turn with opportunity fire.
German mortar fire is ineffective, and then
the rest of 2nd Glasgow activates. The demoralized
captain flees, two RIF platoons recover, and
then 2nd Glasgow’s sapper platoon advances
frontally on 12th SS Pioneer’s position,
heading straight into the minefield. It is
demoralized by point-blank opportunity fire,
but not before flipping the minefield counter
to reveal that it’s a decoy! Others
pile in after it, but most are disrupted by
long-range opportunity fire, and the only
good-order unit in the ex-minefield hex after
all movement is done is a reduced-strength
RIF platoon.
The Germans pass, and the Cameronians activate
and move southeast to hit the 12th Pioneer
from the north. German opportunity fire in
the sector is pretty well spent, so they charge
in with little hindrance. German reserves
from the 12th SS Artillery head northeast
to oppose the British flanking maneuver, and
the turn ends with all other British units
advancing or making recovery rolls.
The Germans have still taken only three
step losses, while the British have now taken
seven.
0845
The German player rolls a 12 for weather,
so sighting range is normal this turn. He
rolls a 4 and gets no offboard artillery this
turn, and the British only get 1 x 13 of unplanned
artillery.
The Germans win initiative by two activations,
and open up with both 105mm guns. They target
the lt. colonels leading both Scottish battalions,
but both roll sevens and are ineffective.
Then British preplanned artillery hits the
center of the German line, rolling a 3 on
the 30 table and scoring an X result on a
hex with a GREN and an HMG. The GREN takes
a step loss and both units make morale. The
second shot hits an empty hex. There is no
third shot due to declining support.
German and British mortar fire are both
ineffective, and a German 75mm AT gun actually
misses a Bren carrier (with an armor strength
of 0)! The British take this as a good omen,
and the 2nd Glasgow’s flanking company
inches forward and consolidates its position
under covering fire. Its one demoralized platoon
rolls a 12 on recovery and flees.
The other German AT gun in the line does
blow up the Bren (one more British step loss),
and after more ineffective British mortar
fire the 9th Cameronians activate and rush
the north flank of the 12th SS Pioneer battalion.
Their sapper platoon is in the lead and plunges
into what turns out to be two-strength minefield.
No minefield dice are rolled against the sapper
(it reduces minefield dice by two if it enters
a minefield alone), but it is promptly wiped
out by point-blank opportunity fire (two more
step losses to the Cameronians).
Electing to avoid the minefield, the rest
of the 9th Cameronians advance to a firing-line
position north of the 12th Pioneers, and opportunity
fire disrupts a lieutenant leading that advance
and scores an X on the RIF platoon moving
with the Cameronians’ lt. colonel, demoralizing
it. Another lieutenant comes around the north
end of the minefield with a reduced-strength
RIF unit that is blown out from under him
by opportunity fire (another Cameronian step
loss). The remaining Cameronians move up and
stack three high at a range of two from the
north flank of the pioneers, hoping to get
initiative next round and pour massive fire
into them.
The Germans pass again and the 2nd Glasgow
advances to hit the 12th Pioneers frontally.
Their only unit that made it to the ex-minefield,
a half-strength RIF platoon, fires point blank
on the Germans and rolls an 11, but the targets
make their morale check. The demoralized sapper
who exposed the decoy minefield recovers morale,
and other units behind him either advance,
recover, or fail to recover morale. The 2nd
Glasgow’s WPN (heavy machine gun) unit
is demoralized by opportunity fire as it moves
up, and the turn ends on a Fog of War roll
before any of the British heavy tanks can
advance.
The Germans have now taken four step losses,
while the British have taken 11.
0900
British initiative is now down to 2, while
German is still holding at 4. Neither Scottish
battalion has taken enough step losses individually
to drop its morale — yet. The German
player rolls a 7 for weather, so visibility
will still be 12 hexes. He also rolls a 1,
and gets maximum German offboard artillery
this turn (this is very, very bad for the
British). The British player rolls a 4, and
only gets 2 x 13 unplanned offboard artillery
(ditto).
The Germans win initiative by two activations
and pour artillery into the 9th Cameronians
and the 2nd Glasgow. All the offboard artillery
pours into the hex with the Cameronians’
lt. colonel, and since the hex is stacked
3-high it hits on the 70+ column. Luckily
for the British the German player only rolls
an 8, getting an M1 result, and everyone makes
their morale checks. Then a 105mm gun tries
its luck on another 3-high-stacked Cameronian
hex, but does no damage.
Then the Cameronians open fire on the north
flank of the 12th Pioneers, combining fire
from adjacent hexes. They roll a 4 on the
16 column against entrenched units, but the
Germans all make morale due to the +2 morale
bonus of their captain. A demoralized Cameronian
reduced-strength RIF unit flees, and he’s
replaced by another which moves up to join
the fire team.
The only assault threat to the 12th Pioneers
is the Glasgow sapper, and that unit is currently
disrupted and adjacent to the Germans. The
Germans on the north flank fire on it and
a half-strength RIF platoon at point-blank
range, hoping to destroy them before they
can recover. Their fire is ineffective, and
the 2nd Glasgow activates. The sapper fails
to recover morale, fire on the pioneers is
ineffective, and other units recover morale.
The captain of the pioneers then pours fire
into the flanking Glasgow company, but only
one unit is disrupted. But mortar fire from
the same group disrupts the captain and major
of the Glaswegians, so the flanking company
stays back and lets the British offboard artillery
have a go at the Germans. The artillery rolls
an 11 on the 16 table, doing an M1 which the
Germans shrug off easily.
The other German 105mm gun hits the flanking
company but is ineffective. Then British mortar
fire switches targets to hit the captain of
the 12th Pioneers, hoping to take him out
and get rid of his huge morale bonus. It rolls
a 2, destroying the AA gun with him (one German
step loss) but failing to do anything else.
More German mortar fire is ineffective, and
British heavy tanks head south slowly to support
2nd Glasgow. Then preplanned British offboard
artillery hits empty hexes, and the turn ends
on a Fog of War roll after more British tanks
head south.
The Germans have now taken five step losses
while the British have taken 11.
0915
German initiative is now down to 3 while
British initiative is still at 2. Weather
for the turn is normal, and the Germans get
no offboard artillery this turn. The British
roll a 4 and get 2 x 13 artillery again. This
is also the last turn on which they’ll
get any preplanned offboard artillery.
The Germans get initiative by one and hit
the lt. colonel of the Cameronians with a
105mm gun. The Cameronians all pass morale.
Then the last pre-planned British artillery
hits the 12th Pioneers, putting one shot into
the hex with the Captain. They all make morale.
The next artillery exchange is ineffective,
and German mortar fire on the Cameronians’
lt. colonel is ineffective, as is the fire
of the Cameronian fire team.
At this point, it’s pretty clear that
the British advance is doomed. Their preplanned
offboard artillery is now gone, and has failed
to knock out the German anti-tank guns, which
will start hitting the British heavy tanks
as they approach (plus any APCs which show
themselves). Two entire British battalions
are stuck exchanging fire against one entrenched
German battalion, and not budging them at
all due to superior German morale and leadership
bonuses.
British reinforcements start arriving this
turn, but most of the German reserves haven’t
been committed yet. And by the time the British
tanks make it to the German line and join
the assault, the German panzer reinforcements
will have arrived, giving the British tanks
all they can handle. The Germans have also
done 11 step losses to the British already,
and with one more they’ll score a Major
Victory as long as the British don’t
take their objectives. They won’t, so
. . . the Germans win!
This piece originally appeared in June 2006.
Click
here to buy Beyond Normandy now! |