Panzer Grenadier Battles on October 24th:
Afrika 1944 #22 - PAKfront Leyte '44 #12 - Flying Wedge
Fronte Russo #9 - Potemkin Village Leyte '44 #13 - Failure at Buri Airfield
Red & White #28 - Bastion
Errors? Omissions? Report them!
Surprise at Le Hamel
Liberation 1944 #1
(Defender) Germany vs Britain (Attacker)
Formations Involved
Britain 231st Infantry Brigade
Britain 79th Armoured Division
Germany 915th Volksgrenadier Regiment
Display
Balance:



Overall balance chart for LIBE001
Total
Side 1 2
Draw 2
Side 2 10
Overall Rating, 16 votes
5
4
3
2
1
3.63
Scenario Rank: 358 of 1094
Parent Game Liberation 1944
Historicity Historical
Date 1944-06-06
Start Time 10:00
Turn Count 20
Visibility Day
Counters 75
Net Morale 0
Net Initiative 2
Maps 2: 57, 58
Layout Dimensions 86 x 28 cm
34 x 11 in
Play Bounty 137
AAR Bounty 146
Total Plays 14
Total AARs 5
Duplicates Lib2001
Battle Types
Breakout
Delaying Action
Inflict Enemy Casualties
Urban Assault
Entrenchment Control
Conditions
Entrenchments
Hidden Units
Minefields
Naval Bombardment
Off-board Artillery
Randomly-drawn Aircraft
Smoke
Terrain Mods
Scenario Requirements & Playability
Liberation 1944 Base Game
Introduction

The Planners for Operation Overlord considered the possession of Le Hamel essential to securing Gold Beach. The plan called for the 1st Hampshires to hit the beach then move quickly to subdue the village aided by some armor. In the confusion of battle the infantry arrived in good shape five minutes ahead of schedule, but the tanks ran into difficulties and only a handful supported the attack.

Conclusion

The massive preliminary bombardment spared Le Hamel to a great extent, and the Germans made generous use of mines in fortifying the area. To make matters worse, the defenders were not the inexperienced volksgrenadiers the Brits expected, but rather veterans of the 352nd Infantry Division. The Germans turned back the first attack of the 1st Hampshires, killing their commander and second in command. After regrouping and receiving an infantry company from the second wave as reinforcements as well as some late-arriving armor, they launched another attack. This time they gradually forced back the Germans, and by 1600 La Hamel fell into British hands. After a short break, the British advanced further westward and seized Arromanches before calling it a day.


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).
  • 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
  • Motorized
  • Towed
Germany Order of Battle
Heer
  • Mechanized
Luftwaffe
  • Towed

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 871

Ignore the direct fire values.

(Shad on 2010 Dec 15)
Overall balance chart for 20

The reduced direct fire value of the Heer HMG became 5-5 starting with Fall of France.

(plloyd1010 on 2015 Jul 31)
Overall balance chart for 54

The movement allowance on the counters in Airborne is misprinted. It should be "3."

(rerathbun on 2012 Jan 30)

Display AARs (5)

Liberation, Scenario One: Surprise at Le Hamel
Author JayTownsend
Method Solo
Victor Britain
Play Date 2021-02-27
Language English
Scenario LIBE001

Liberation, Scenario One: Surprise at Le Hamel

I felt in the mood to play something from Liberation and picked this scenario to get the British on the offensive and with a ton of Naval and airport and cool AVRE & Crab units to boot. The British led with their infantry and keep their vehicles out of harm way of the nasty 88mm German gun. Once that gun was taken out all forces moved dead ahead and the German tried to defend too many objectives and were spread too thin and got mauled and overrun. In the end the British had 35 points to the Germans 6 points for a Major British Victory. By the end of the scenario the Germans had lost 26 steps & 4 Leaders while the British had only lost only 3 steps. That Air and Naval support was devastating! Even though it was lopsided, I enjoyed a scenario where the British could win big time for change and using those engineer type armor vehicles was fun.

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Very Balanced and Historically Accurate
Author Brad_Newcomer (Germany)
Method Face to Face
Victor Draw
Participants ravensworth
Play Date 2022-06-01
Language English
Scenario LIBE001

This is an AAR from a game played quite a few years ago. Overall, this was a very good and balanced scenario. We had to call the game before it was fully completed due to time constraints. However, we agreed that the game could have gone either way and was very balanced. This is why I chose to call this one a "DRAW". Was a very fun afternoon of gaming with this particular scenario!

AAR NOTE I am just now pulling these games off the shelf and recording our shared play results with my gaming buddy here in town where I live. Unfortunately, I can't remember the exact date of play on some of these games. However, I do know if we played them "pre-pandemic" vs. coming "right out of the pandemic lockdowns". If you see a play date of 2019-06-01, this is for a pre-pandemic game and AAR. 2022-06-01 is for our post-pandemic gaming reboots at our local game and magic card store.

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Surprise at Le Hamel
Author filbox (Germany)
Method Face to Face
Victor Britain
Participants unknown
Play Date 2026-05-13
Language English
Scenario LIBE001

It is morning of the 6th of June 1944. The 1st Hampshires are the first British troops to come ashore on this “Day of Days”. At 7.30 sharp, they land on the utter west edge of Jig Red sector on Gold Beach. Their task is to silence the pillboxes located at Les Roquettes, capture Asnelles sur Mer, and then move westwards along the coast to Arromanches where the British HQ plan to construct Mulberry B. However, in between Jig sector and Arromanches lays the small coastal town of Le Hamel and it happens to be defended by a full battalion of the 352th Infantry Division. This battalion has done its homework. Along the coastline, they have put up minefields and a 88mm AA gun strongpoint in the nearby sand dunes. Further southwards they made trenches interspersed with another 75mm strongpoint and at the other end of the town, they stuffed the ground with more mines to counter any flanking movements. An impressive line of defense indeed.

At 10.00, the Hampshires have dealt with Asnelles sur Mer and are ready to move westwards towards Arromanches. The plan is to breach the line of defense to reach the most vital part of the whole operation. They are supported by the few AVRE and Crab funnies that actually got on land, and are promised all the air and naval support that can be mustered.

Right from the start, a flight of Typhoons targets the 88mm position, they miss, but it makes the German CO decide that its emplacement is too vulnerable and he orders the guns to limber up. And as such, the first hour of the conflict sees the British moving up carefully whilst under a barrage of German OBA. They move in 2 columns, C Company, lead by the sappers, along the south route heading for the 75mm strongpoint (codenamed Dart), and A and B Company who are heading towards the dunes where the 88mm used to stand.

C Company has the worst of it. Some units wander in the minefields, become trapped and mowed down mercilessly by HMG fire. And when the assault on Dart’s position begins, the requested aid from HMS Ajax fails to arrive and the assailers are left to put up with masses of opportunity fire. Some units reach the 75mm guns but they can’t overrun them and when the Germans manage to support the guns with more grenadiers, the assault is contained.

At the other side of town, the Crab unit tries to open a line through the minefields on the beach, but immediately it runs into trouble and it would take too much time to clear the beaches to get the infantry through safely. As such, B company’s only option is to fight, trying to open up a gap into the German defenses. At noon, they finally manage to break through in the dunes, right where the 88mm was stationed. Two British weapon units are ordered to assault the nearby entrenched HMG nest to stop their murderous opportunity fire and A Company is finally able to move towards Arromanches. The only thing still on their path to glory are the 88mms and a battery of 120mm.

But at 12.30, the Typhoons reappear above Le Hamel, and this time they don’t miss the AA guns! Half an hour later the 120mm unit gets the same treatment from HMS Ajax and as such, the road towards Arromanches is clear. A steady column of infantry together with the 2 tank units move off the western board edge between 14.00 and 14.30 whilst leaving the whole of Le Hamel still firmly in German hands.

So it is time to count VP’s, always a tense part of any battle.

First step losses: Germans did 18 step losses, Brits 13

Control of towns and trenches: Brits have the 4 locations they started from (Asnelles sur Mer). The Germans have the rest: 17 VP’s!

Now the breakthrough points: 2 full tank units and 10 full infantry units reached Arromanches: 28 VP’s.

Total VP’s: British: 13 + 4 + 28 = 45 VP’s German: 18 + 17 = 35 points. A British Major Win!

The German player lamented afterwards that, although he had formed a formidable defensive line, it simply was untenable due to the vast amount of incoming OBA, air and naval support. The only thing on his side was time, but unlucky for him, the British player managed to open a gap just in time to get a complete company through and off the table. But both sides agreed that it was a solid and fun scenario to play. If the German line would have stood for a turn or two longer, they would have obliged the British player to change his plans and have no other option than to assault to take control away from the German positions. That would have been an arduous task without any certainty of success. Alas, it was not to be…

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Tommy & Jerry
Author scrane
Method Solo
Victor Britain
Play Date 2014-02-03
Language English
Scenario LIBE001

This was a fun, smallish battle where the Germans held a tough but thin defensive line of entrenchments. The British took half the game to crack the line, but infiltrated units past the german positions which forced a fall-back and then rout of the German defenders.

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Ok game, bad Maps
Author Markm50
Method Solo
Victor Britain
Play Date 2022-06-25
Language English
Scenario LIBE001

This was a fun game once it got going. The Brits were up against a rather strong force of German infantry well supported by heavy weapons, mines, trench’s, you get the picture. The Brits get some weak artillery, an occasional Naval bombardment and some air power on the hour and half hour. It’s a take the town kind of scenario, with German infantry holding tight and proving to be tough customers.

Not a bad exercise, but one that is repeated frequently in this series. However, the maps leave much to be desired. Very dark, very green. It’s very hard to distinguish the woods from the “clear” terrain, and hedgerows seem to be big green blobs between hexes. I’m not a fan of the hill structure either, looks very much like a desert type hill, not Normandy.

Also, using 4th edition rules, what’s the difference between a village and a town??? The number of hexes they occupy?

In the end, the Brits manage a marginal victory. A so so game.

1 Comment
2022-06-25 12:06

"4th edition rules, what’s the difference between a village and a town??? The number of hexes they occupy?"

There are no village hexes in Liberation '44, only town hexes. You seem to have been confused by the narrative. For an example of a village hex, get out your Kokoda Campaign/Trail or Saipan maps. Board 34, hex 0507 is a village hex on a Kokoda map. Board 80, hex 1015 is a village hex on a Saipan map.

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