| Tactics
in 'Beyond Normandy'
Scenario #13, “The
Gavrus Bridge”
By Doug McNair
June 2006
In my first tactics article on Panzer
Grenadier: Beyond Normandy, the
9th Cameronians got the worst of it on Day
1 of Operation Epsom. So it’s only fair
to give them another shot at the Germans on
Day 2. Scenario #13, “The Gavrus Bridge,”
depicts the Cameronians’ attack on the
German-held town of Grainville, with help
from the Fife and Forfar Yeomanry tank battalion
plus elements of the 7th Royal Tank Regiment.
Tactical Situation
The scenario is played on a nine-hex-wide
swath of ground on Board 1 between hex columns
03XX to the west and 11XX to the east (inclusive).
The 8th Panzer Company/12th SS Panzer Regiment
and elements of the 2/26 Panzer Grenadier
and Pioneer Battalions set up in the towns
of Grainville sur Odon, Mondrainville and
the unnamed hamlet to the east. The British
battalions set up at least three hexes north
of the towns.
Starting on Turn 2, the German player rolls
two dice at the start of each turn, and on
the first roll of 9 or more the reinforcements
from the 2nd Panzer Division enter in any
west-edge hexes numbered 0312 or more.
The 9th Cameronians had been fighting almost
non-stop since the launch of Epsom on June
26, 1944, and it took them until 1800 hours
on June 27 to arrive and join the Fife and
Forfar Yeomanry and the 7th RTR tanks for
the attack on Grainville. The Cameronians
have taken four step losses before the scenario
starts, and these count toward the eight-step-loss
threshold for morale penalties to the Cameronians
per the Formation Morale special rule in Beyond
Normandy.
The three Churchill VII tank platoons of
the 7th Royal Tank Regiment are ready to attack
with the Cameronians, but the Fife and Forfar
Yeomanry can only fire, not move, until Turn
3 of the game.
Objectives
To win, at game-end the British player must
control all of the following:
- All town hexes of Mondraiville.
- The eastern hex of Grainville sur Odon.
- The western hex of the hamlet east of
Mondraiville.
- The one-hex hamlet of Le Valtru to the
south.
The German player wins if the British player
does not.
British Tactics
Although the two Scottish battalions outnumber
all German units combined, they must attack
and take the towns as quickly as possible:
The reinforcements from 2nd Panzer Division
include two platoons of Panther tanks and
one of StugIV turretless tanks. Each of these
tank units has an AT fire range of 8 (which
out-ranges all British tanks), the STUGs have
an AT fire strength of 6, and the Panthers
have an AT fire strength of 8.
Since
all but three of the British tank platoons
have armor strengths of 3 or less, the tanks
of 2nd Panzer will be able to blow them up
at will if the British tanks don’t make
it into the protective cover of the towns
first. If the British tanks do make it into
the towns, they can take cover and wait for
the Germans to come into view, then blast
them before the Germans can spot them and
get off a shot.
Getting to the towns isn’t a problem
— the British set up only three or four
hexes away. But all German units have a morale
of 9 and get defensive bonuses from town terrain,
so it’s highly unlikely that they’ll
become demoralized and flee. Rather than demoralize
them, the British have to rain maximum concentrated
firepower into the towns to inflict step losses
on the Germans there. Once the Germans are
sufficiently weakened that their assault combat
bonus for higher morale won’t be a deadly
advantage, the British will then have to move
in for combined-arms tank-and-infantry assaults
to take the towns.
The British offboard artillery, the WPN
(heavy machine gun) units of the 9th Cameronians
and the tanks of the Fife and Forfar Yeomanry
are the best sources of massive firepower
for hitting the Germans in the towns. But
killing the SS units in the towns won’t
be of any use in a short scenario if the Wehrmacht
reinforcements can simply move into the towns
when the SS units die. So the infantry platoons
of the 9th Cameronians, supported by the Churchill
VII tanks of the 7th RTR, must charge south
and cut the road connections west and southwest
of Grainville. They should dig in on the roads
and deploy the battalion’s AT guns and
artillery there to form powerful anti-tank
roadblocks. That way, when 2nd Panzer shows
up, it will have to fight its way through
roadblocks to make it to the towns. Hopefully,
by the time the British roadblocks break the
towns will be in British hands and the 9th
Cameronians can fall back to the towns and
help the Fife and Forfar keep the Wehrmacht
out.
German Tactics
The Waffen SS men in the towns don’t
know when 2nd Panzer is going to arrive. They
also don’t know how much artillery support
they’ll get — the German player
rolls for artillery support each turn, and
on a roll of 4 or more he gets none at all.
And since the British get artillery support
on all but a roll of 6 and the SS is outnumbered
by the Scots almost 3 to 1, there’s
a good chance the British will break into
the towns before the Wehrmacht shows up.
The
SS has to start by setting up units in or
as close as possible to all four of the towns,
forcing the British to split their forces
to attack them all at once to keep to their
short timetable. Each town’s defenders
should hold their ground only until the British
get close to cutting off their retreat route.
At that point, the garrison should fall back
to another town and reinforce the garrison
there, or pull out and assault the British
roadblocks from behind to help 2nd Panzer
break through. Since night is falling fast
and visibility starts decreasing on Turn 4,
the Germans can spend the game making a fighting
withdrawal, moving some units out of British
sighting range to towns at the rear while
others fight to hold the British back.
Since the Germans need to hold only one
town hex at game-end to win, they should take
advantage of their assault-combat bonus for
having higher morale and assault the British
at every opportunity. This will slow the British
advance. The assaults will incur higher German
casualties than other forms of combat, but
the German player doesn’t have to worry
since step losses are irrelevant to victory.
Game Summary
Here’s what happened in a recent game:
Setup
The German player sets up his SS Panzer,
heavy machine gun (HMG) and two grenadier
(GREN) units (one of them reduced) in the
center at Mondrainville. In Grainville on
his left flank he puts a full-strength GREN
unit, a 75mm AT gun platoon, and an SPW 251
APC. On his right flank in the unnamed hamlet
he puts the same unit types, except that the
AT gun is the more powerful 75/41 type (he
considers this town a fallback position and
wants it strongly defended). Finally, he puts
a reduced-strength GREN platoon and the 81mm
mortar platoon just north of Le Valtru, which
is his other likely fallback position. The
units will move into the town as soon as possible
(the setup zone doesn’t include Le Valtru).
All 9th Cameronian rifle (RIF), antitank
(AT) and artillery units plus transports set
up in the woods and hedges north of Grainville
on the western German flank. The Churchill
VII tanks of the 7th RTR set up with the Cameronians,
poised to spearhead the Scots attack on Grainville
and their advance to the roads beyond. The
Cameronian WPN heavy machine gun units set
up behind a hedgerow northeast of Mondrainville,
ready to fire on the SS units in Mondrainville
or the hamlet to the east as soon as they
fire and reveal their positions. Finally,
the Fife and Forfar Yeomanry setup in the
roads north of Mondrainville, ready to destroy
the SS panzers as soon as they fire out of
the town.
Turn 1 — 1800 Hours
The players roll for offboard artillery
support, and the British roll a 2 and get
2 x 13 and 2 x 18 while the Germans roll a
5 and get nothing.
The Germans start with an initiative of
3 while the British start with an initiative
of 2 (the Cameronians are tired after two
days of hard fighting). Each player rolls
a natural 1 for initiative, meaning a Random
Event occurs. The players roll on the Random
Events table and the event is a “German
Cut Wire.” German communications break
down and no bombardment fire may be spotted
for this turn, and possibly on future turns.
The
players roll for initiative again and the
Germans win by one activation. The PzIVF platoon
in Mondrainville activates and fires at the
most powerful tanks the British have on the
board, the Firefly tanks of the Fife and Forfar
Yeomanry. The panzer platoon has a fire strength
of 5 to the Firefly’s armor of 3, but
the Fireflies are dug-in. The German platoon
can fire twice because it has armor efficiency,
and rolls a modified 11 and a 7. The 11 destroys
one Firefly step (which counts for two step
losses) and disrupts the other.
British offboard artillery hits the Germans
in Grainville, ahead of the 9th Cameronians.
All Germans there make their morale checks.
There’s a 120-meter rise between Grainville
and the Fife and Forfar, so the 75mm AT gun
in Grainville fires at the Churchill tanks
of the 7th RTR that are about to attack with
the 9th Cameronians but misses.
The Fife and Forfar Yeomanry activates,
shooting at the now-revealed PzIVF platoon’s
position in Mondrainville and the AT gun’s
position in Grainville. The German GREN and
AT units all make their morale checks, but
the Sherman tanks of the Yeomanry score two
hits and destroy the panzer platoon (which
counts for four step losses).
All German units which can see eligible
targets have already fired, so the German
player passes, and then the RIF platoons of
the 9th Cameronians plus the 7th RTR all activate.
The first Churchill VII platoon blows up the
SPW 251 halftrack in Grainville on the first
shot (for one step loss), and the other two
pour fire into Grainville but the Germans
make their morale checks.
Then the Cameronians charge the town and
past it to the west. The lieutenant leading
the charge past the town makes to the woods
southwest of town along with a RIF platoon.
The next platoon takes one step loss from
opportunity fire on the way, but holds morale
and joins the lieutenant in the woods. The
rest of the Cameronian RIF platoons rush the
town from the north, and opportunity fire
from the SS HMG in Mondrainville demoralizes
one RIF platoon.
The Germans north of Le Valtru move into
town, and British mortar fire is ineffective.
The Germans hold position, and then British
HMG fire from northwest of Mondrainville disrupts
the ranking Hauptsurmführer in Mondrainville.
German fire at the HMGs from the hamlet east
of Mondrainville is ineffective, as is the
last British offboard artillery, and the turn
ends with everyone having activated who wishes
to.
The Germans have taken five step losses
and the British have taken three.
1815
Both players roll sixes, and neither side
gets any offboard artillery support this turn.
But the Germans fix their cut wire and can
spot for their mortar platoon now. The Germans
roll a 7 for reinforcements, meaning 2nd Panzer
is still en route.
Each side loses one initiative for every
four step losses it takes, so the Germans
lose one and both sides now have an initiative
of 2. The Germans win the initiative roll.
The garrison in Grainville is surrounded
on four hexsides and the AT gun platoon’s
APC transports are smoking wrecks. But the
Ostführer commanding the garrison thinks
he and his panzer grenadiers can dash through
the streets of Grainville and make it out
of town to Mondrainville since the Cameronians
just outside of town to the northeast lost
one of their units to demoralization on the
way in. He tells the 75mm AT gunners to die
for the Führer and heads out.
The AT gunners miss the Churchills again,
and the ostrführer and his GRENs run
northeast. They survive British opportunity
fire from a single RIF unit, and the Churchills
opt to let them make it to Mondrainville,
since they’d rather move east to guard
the southern approaches to town.
The forward units of the 9th Cameronians
activate, and two platoons assault the AT
unit in Grainville while the other good-order
units that didn’t use opportunity fire
press on to the roads southwest of the towns.
The demoralized RIF unit that didn’t
make it to the town fails to recover and flees
to the woods northwest of town, and the assault
on the AT gun gets a bloody nose, with the
SS laying down withering fire and rolling
a 6 on the 9 table. A Cameronian RIF takes
one step loss, but the Cameronians hold morale!
Seeing this, the AT gunners decide this dying
for the Führer thing may not be all it’s
cracked up to be, and become disrupted.
The
hauptsturmführer commanding the Mondrainville
garrison recovers morale while his HMG unit
fires ineffectively on the Cameronians who
failed to stop the escaping Ostführer.
The Fife and Forfar open fire on the Hauptsturmführer’s
position, and the two lead fire teams of three
Sherman platoons each roll a 12 and an 11,
respectively, on the 11 column. The HMG unit
in town takes a step loss and becomes disrupted,
but the Hauptsturmführer makes both morale
checks. More tank fire fails to do more damage,
and the disrupted Firefly continues to fail
to recover morale.
German mortar fire on the Scots units charging
toward the roads southwest of town is ineffective,
and then the Churchill tanks of the 7th RTR
move east into Grainville. The German 75/41
AT platoon in the hamlet east of Mondrainville
has only one target — the just-moved
Churchills — so it fires and rolls an
11, missing by just 1!
The Cameronian RIF bringing up the rear
with the battalion AT guns and artillery charges
south past Grainville, and the guns and artillery
follow behind on their trucks and Bren carriers.
More fire from both sides is ineffective,
and the turn ends with a British Lieutenant
leaving the Cameronian mortars to try and
rally the fleeing, demoralized RIF unit northwest
of Grainville.
The Germans have now taken six step losses
and the British have taken four.
1830
On the last full-daylight turn, British
initiative drops to 1 while German initiative
holds at 2. The Germans get no offboard artillery
support, but the British get 2 x 13 and 2
x 18 again. The Germans roll a 9 and 2nd Panzer
arrives! But the Fife and Forfar can move
now too, so things will get hotter very fast.
The British win initiative by one activation
(whew) and the three-and-a-half Cameronian
RIF platoons leading the charge south from
Grainville spread out to make a Thin Red Line
from hexes 0419 to 0422. This blocks the two
roads that merge south of Grainville and lead
to Mondrainville, and will force the 2nd Panzer
to either whack through the hedges north of
them, enter the board farther south to circumnavigate
them, or go right through them or the Fife
and Forfar to the north.
The German player decides on a two-pronged
attack, with the panzer grenadiers, HMGs and
mortars of 2nd Panzer hitting the south flank
of the Thin Red Line, and the Panthers, STUGs,
AT guns and halftracks entering seven hexes
to the south, on the track at hex 0329. They
will then charge northeast toward Le Valtru,
from where they can advance to Mondrainville
or engage the Fife and Forfar if the British
tanks break through the town line.
The German player activates the panzers,
STUGs and the halftracks with the AT guns,
and drives northeast on the track to four
hexes south of Le Valtru. British offboard
artillery fire is ineffective, and then the
panzer grenadiers and HMGs shoot past the
south flank of the Thin Red Line, moving adjacent
to the town of Cahier and the road to Mondrainville
and Le Valtru. Opportunity fire from the RIF
platoon at the south end of the line is ineffective,
and then the line pulls back to just west
of Cahier, outside German assault range but
where any forward German movement will result
in point-blank British opportunity fire.
German opportunity and mortar fire from
Le Valtru on the retreating line is ineffective,
and then the Churchills of 7th RTR head out
to the crossroads, wanting to get there before
the Fog of War rolls start and possibly end
the turn.
The subsequent Fog of War roll is a 15,
which is one shy of turn-ending. More fire
from both sides is ineffective, the SS HMG
unit in Mondrainville recovers morale, and
the haupsturmführer who activated it
sends the ostführer and GREN platoon
that escaped from Grainville two hexes south
to an assault position behind 7th RTR. If
they can activate first next turn, they’ll
assault the three Churchills on the 18 column
and quite possibly demoralize them all, eliminating
all opposition to the Panthers moving toward
Le Valtru and Mondrainville.
A
RIF platoon and the AT and artillery weapons
of 9th Cameronians move up from Grainville
into the south part of Mondrainville, right
behind the audacious Ostführer who wants
to assault the Churchills. The guns unload,
and the BREN carriers get ready to combine
fire with the RIF unit and blow the ostführer
away.
Then, continuing this weird game of Follow
the Leader, another ostführer and two
GREN platoons (one of them reduced) in the
northeast hex of Mondrainville move one hex
southwest to an assault position behind the
just-arrived RIF, Brens and guns of the 9th
Cameronians. One way or another, there’ll
be Hell to pay next turn south of Mondrainville.
Fife and Forfar activates and sends its
lead Shermans east to Grainville. The only
way they can get beyond it is to move southeast
on the track adjacent to Mondrainville, but
that would expose them to deadly assault from
the SS units there, so they stay in Grainville
for now.
The SS AT guns in the assault at Grainville
recover morale, more Cameronians head southeast
from Grainville to support the retreating
Thin Red Line, the British assault in Grainville
goes nowhere, and the turn ends with repositioning
of units and recoveries.
Nobody took any step losses this turn since
most units spent their time maneuvering rather
than firing.
1845
Visibilty drops to eight hexes. British
artillery support peters out while the Germans
get 1 x 16, and initiative is still Germans
2, British 1. But the British win initiative
by one activation and get the jump on the
massive SS assault plan in Mondrainville.
The
British AT guns and artillery in Mondrainville
unlimber while the Bren carriers fire point-blank
on the audacious ostführer who was about
to assault the Churchills. Both he and his
GREN unit make their morale checks, so a RIF
unit and a captain go in and assault him.
The British roll a 5 on the 9 column while
the ostführer rolls a 6 on the 13 column,
inflicting one step loss on the Cameronian
RIF and demoralizing it. The ostführer
and his GREN both make their M2 morale checks,
but they’re tied down and can’t
assault the Churchills, at least for now.
The British guns and Brens in Mondrainville
are very powerful, and since they’ve
got town cover the hauptsturmführer doesn’t
think he can assault them successfully. So
2nd Panzer’s STUG platoon moves northeast
toward the hamlet east of Mondrainville and
the Panthers split, with the reduced-strength
one moving into Le Valtru and the full-strength
one plus the 75mm AT gun on the halftrack
moving south toward 2nd Panzer’s GRENs
and HMGs. They’re hoping to find a long-range,
flanking fire position on the Fife and Forfar
from behind the German infantry screen.
Fife and Forfar in Grainville activates,
with a Sherman fire team doing no damage to
the SS in Mondrainville, and others moving
east to oppose 2nd Panzer while one last Sherman
platoon dives into the assault in Grainville
and wipes-out the 75mm AT gun there (doing
one German step loss), with one British RIF
unit becoming disrupted.
The last remaining German AT gun, the 75/41
in the hamlet east of Mondraiville, fires
on the Bren carriers who revealed their position
in Mondrainville when they fired on the audacious
ostführer. It destroys a Bren, doing
one British step loss. The Churchills of 7th
RTR then relocate, putting woods between them
and the hard-to-hit Panthers in Le-Valtru
(the Churchills would need to roll a 12 to
hit them), and moving to where they can fire
on the 75/41 AT guns that just destroyed the
Brens.
The GREN and HMG units of 2nd Panzer then
activate, hitting the leaderless RIF unit
adjacent to them with combined fire on the
45+ column, but only rolling an 8 and disrupting
it. Fire from 2nd Panzer’s mortar unit
is also ineffective.
One full and one reduced RIF unit move north
and next to the audacious ostführer,
and German opportunity and mortar fire on
those units from Le Valtru is ineffective.
British HMG fire on the 75/41 AT gun position
is ineffective, as is German offboard artillery
fire. RIF units from the Thin Red Line then
start falling back east to assault positions
on Le Valtru, leaving the advancing Fife and
Forfar to guard their rear against 2nd Panzer’s
GRENs and HMGs.
The audacious ostführer then counterassaults
the pesky but demoralized RIF unit that held
him back from assaulting the Churchills. He
wipes out the RIF (one more British step loss)
and kills their captain.
More British pull back to assault positions
on Le Valtru, and more Fife and Forfar head
east to prep for a combined-arms assault on
the audacious ostführer, while others
whack through the hedges toward 2nd Panzer.
German point-blank fire on the British artillery
position in Mondrainville is ineffective,
and then the reduced-strength Firefly from
north of town moves south past Mondrainville
to where it can fire on the Panthers in Le
Valtru.
The turn ends with more ineffective fire
and failed recoveries.
Each side has now taken seven step losses,
and with four step losses to the Cameronians
plus the four they had suffered in previous
battles, they have now taken eight step losses
total and their formation morale drops to
7/7.
1900
Visibility drops to six hexes, neither side
gets any artillery support, and the Germans
still have an initiative of 2 and the British
1.
The Germans win initiative by one activation,
and with the Fife and Forfar having broken
through the town line line the Germans now
have a target-rich environment. But their
Panthers in Le Valtru are about to be assaulted,
so the Le Valtru garrison opens fire point-blank
on the British, who have wisely spread out
into three hexes so the Germans can’t
hit them all at once. Panther fire disrupts
a reduced-strength RIF platoon, but that’s
all that happens. Then two RIF platoons (one
reduced) and a Stuart tank platoon assault
the audacious ostführer and his GREN
unit south of Mondrainvilee. The lieutenant
leading the assault becomes disrupted, and
the ostführer becomes demoralized (he
didn’t know the British could do that
to an übermensch).
The 2nd Panzer INF and HMG units rush northeast
to relieve Le Valtru before the Fife and Forfar
can get between it and them. Long-range opportunity
fire from a Sherman fire team does one step
loss to the lead GREN unit and disrupts its
Lieutenant, slowing the advance. Motrar fire
from 2nd Panzer is ineffective.
The Churchills of 7th RTR east of Mondraiville
then open up on 75/41 AT gun’s position,
blowing up the SPW 251 APC with the gun (one
German step loss) but doing no other damage.
The 75/41 gun then fires, not at the Churchills
but at the last Bren carriers in Mondrainville,
hoping to get rid of them so the SS grenadiers
in Mondrainville can assault the British artillery
position with a good chance of success. The
AT gun rolls a modified 9, just barely missing.
The Brens and artillery then open fire, and
the 17-pounder also rolls a modified 9 on
the reduced Panther in Le Valtru, bouncing
shells off its armor. Other fire from the
guns on adjacent SS units in Mondrainville
is ineffective.
The full-strength Panther platoon and the
APC carrying the 75mm AT gun move around the
hedges and up to the leaderless, disrupted
RIF unit that held the south flank of the
Thin Red Line. As the APC enters the destination
hex, the half-strength Firefly that the SS
PzIVF hit on the first turn opens up with
opportunity fire before the APC can unload
its AT gun. The Firefly rolls a modified 11
and destroys the APC and the gun it carries
(two German step losses), leaving the Panther
to face down the Fife and Forfar alone.
The
British would like to assault Le Valtru, but
without tank support their INF units will
be annihilated by the combined German force
in the village. So the Fife and Forfar and
9th Cameronians who have successfully taken
Grainville activate, sending their Sherman
fire team to Le Valtru while a Sherman, Firefly
and Archer unit mass at the east end of Grainville
for an attack on Mondrainville. But their
disrupted INF unit fails to recover, and until
it does they can’t assault the town
with a combined-arms bonus.
The STUG from 2nd Panzer makes it to the
hamlet east of Mondrainville to take on the
Churchills. British fire and recoveries outside
Le Valtru are ineffective, and when the British
WPN (heavy machine gun) units try to advance
on the hamlet east of Mondrainville to support
the Churchills, opportunity fire from both
towns disrupts their lieutenant and one of
the platoons. The demoralized, audacious ostführer
recovers morale, and his GREN unit just holds
position rather than making a suicidal counterassault
without a leader. The british Captain trying
to coax out the demoralized RIF unit in the
woods north of town finally starts to succeed,
but the disrupted RIF unit next to the newly
arrived Panther south of Grainville just cowers.
The turn ends with everyone having activated.
The Germans have now taken 11 step losses
while the British have still taken seven.
1915
Visibility drops to four hexes, the Germans
get 1 x 16 of offboard artillery support while
the British get 2 x 13 and 1 x 18, and German
initiative drops so both sides have an initiative
of 1.
The British win initiative by one activation,
and the combined-arms assault on Le Valtru
goes in with two Sherman platoons firing first
at the reduced-strength panzer there. One
shot rolls a modified 11, destroying it (two
German step losses). Then two RIF platoons
and a Sherman tank platoon, plus a lieutenant
with a +2 morale bonus, go in and assault
the garrison of one reduced-strength GREN,
one unit and a hauptsturmführer. The
British roll a 5 on the 18 column while the
Germans roll a 3 on the 9 column. The SS mortar
is wiped out (one German step loss) and the
hauptsturmführer is killed, leaving only
the reduced GREN unit, which makes morale.
All British units make morale.
The full-strength Panther platoon south
of Grainville opens fire at maximum sighting
range in the fading light. It hits two full-strength
Sherman platoons four hexes to the north and
does one step loss to each of them, demoralizing
one of the remaining steps and disrupting
the other (four British step losses).
The British then assault the audacious ostführer
south of Mondrainville again, but with his
wits recovered, his defense against the combined-arms
assault is masterful, and he rolls a 6 on
the 18 column while the Brits roll a 3. The
reduced-strength Cameronian RIF unit dies
and the Stuart tank unit takes a step loss
(three step losses total). Their lieutenant
becomes demoralized and so does the Stuart
tank unit.
The STUG and 75/41 AT gun in the hamlet
east of Mondrainville fire at the Churchills
to the west, scoring one step loss. But the
Churchill holds morale!
British offboard artillery hits the Wehrmacht
captain leading the relief attempt for Le
Vanu, but he and his HMG and GREN make their
morale checks. German offboard artillery hits
the British AT and artillery position in Mondrainville,
but it only demoralizes a truck.
The British then draw the one air unit they’re
able to for the game, hoping for an aircraft
with anti-tank capability to kill the Panther.
But they draw a Marauder, which does no damage.
The audacious ostführer then counterassaults
the largely demoralized British, who nevertheless
do a fine job defending themselves versus
this admitted übermensch, rolling a 6
on the 5 column while übermensch rolls
a 4 on the 18 column. The Germans all make
their M2 morale check, and despite their spirited
defense the full-strength good-order Cameronian
RIF takes one step loss and is disrupted,
the reduced, demoralized Stuart tank unit
is again demoralized and eliminated (two British
step losses), and the demoralized lieutenant
stays demoralized.
The Churchills east of Mondrainville open
fire on the hamlet to their east, scoring
two step losses on the STUG platoon and destroying
it (counts as four German step losses). German
offboard artillery then hits the WPNs advancing
on the hamlet from the north, but is ineffective.
The Wehrmacht captain then orders a charge
on Le Valtru, hoping to save it from the British,
and opportunity fire from British tanks is
ineffective. Then more Fife and Forfars go
east down the track south of Mondrainville
to run up the rear of the Wehrmacht advance
on Le Valtru, running over the lone, just-recovered
lieutenant and killing him. The other Fife
and Forfars the Panthers shot up fail to recover
morale, with the demoralized platoon fleeing.
German fire on the AT and artillery position
in Mondrainville is ineffective, and the turn
ends on a Fog of War roll.
It’s been 15 minutes of carnage, and
the Germans have now taken 18 step losses
while the British have taken 19. But at least
the Cameronians have only taken 10 step losses
total and don’t lose any more morale.
1930
Visibility drops to two hexes, each side
has initiative of 0 now, and the British get
a lousy 1 x 13 for artillery support.
The Germans win initiative by one activation,
and the now-cut-off Wehrmacht running to the
rescue of Le Vanu activate. Unfortunately,
assaulting the town would be suicide with
the combined-arms British there. So they assault
the tanks that cut them off from behind plus
the British captain leading the town assault,
with the Wehrmacht captain ordering a full
and reduced-strength GREN into the British
Captain’s hex while he turns around
and assaults the British tanks who just cut
him off from behind. The assault on the captain
gets a bloody nose, with one full-strength
GREN taking one step loss but both making
morale. The German captain’s assault
on the tanks does worse, taking one step loss
to his HMG (but both his units make morale).
A Sherman piles in and counterassaults the
two half-strength GRENs who assaulted the
Cameronian captain outside Le Vanu. The Germans
take one step loss and the other GREN is demoralized,
but the British captain and both tanks are
disrupted.
The übermensch assaults the British,
demoralizing the last unit in the hex. Then
the British assault on Le Vanu wipes out the
reduced-strength GREN (one German step loss),
taking the village.
The 75/41 AT gun in the hamlet east of Mondrainville
misses the Churchills, and Churchill fire
on the town is ineffective.
The German player considers his options
for his Panther platoon, and realizes that
since next turn visibility drops to one hex,
his only option is to drive right up to the
reduced-strength Shermans blocking the road
to Mondrainville. He does, and the Shermans
open fire, scoring a hit with a roll of 11,
doing a step loss to the Panther platoon (counts
as two German step losses) and disrupting
it.
With the Panthers disrupted, the Fife and
Forfar can swarm in and surround them, getting
crossfire bonuses and destroying them in short
order. With the Panthers gone, and the rest
of 2nd Panzer weakened and pinned down in
assaults, the Cameronians and Fife and Forfars
that took Grainville and Le Valtru can head
north and east to overwhelm the garrisons
of Mondrainville and the hamlet to the east.
That Uubermensch will probably cut his way
out and escape . . .
BUT THE BRITISH WIN!
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