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
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Glidermen at Escoville
Liberation 1944, 2nd Ed #9
(Defender) Germany vs Britain (Attacker)
Formations Involved
Britain 6th Airlanding Brigade
Germany 21st Panzer Reconnaissance Battalion
Display
Balance:



Overall balance chart for Lib2009
Total
Side 1 1
Draw 0
Side 2 0
Overall Rating, 1 vote
5
4
3
2
1
3
Scenario Rank: --- of 1094
Parent Game Liberation 1944, 2nd Ed
Historicity Historical
Date 1944-06-07
Start Time 09:00
Turn Count 12
Visibility Day
Counters 48
Net Morale 0
Net Initiative 1
Maps 1: 58
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 162
AAR Bounty 168
Total Plays 1
Total AARs 1
Duplicates LIBE009
Battle Types
Inflict Enemy Casualties
Road Control
Urban Assault
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Terrain Mods
Scenario Requirements & Playability
Liberation 1944, 2nd Ed Base Game
Introduction

On D-Day the 2nd Ox and Bucks, part of the 6th Airlanding Brigade, landed in their Horsa gliders as the second lift of airborne troops. They promptly secured the Caen Canal and Orne River bridges in a daring coup de main with few casualties. A day later their objective, the town of Escoville, lay ahead guarded by the thinly-spread 21st Panzer Division. The big Hamilcar cargo gliders had landed armored support to spearhead the attack.

Conclusion

The British fought their way into Escoville, despite a lack of anti-tank guns forcing them to rely on their toy-like PIAT anti-tank mortars. Two companies became cut off in Escoville, but a spirited counter-attack led by Major “Flaps” Edmunds restored contact. The battalion lost 80 men and seven officers; their commander, Lt. Col. Michael Roberts, had been badly injured when his glider crashed and had to be evacuated as well when he could no longer walk.


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).
  • Armored Cars: These are Combat Units. They are motorized instead of mechanized. All have their own armored car leaders, who can only activate armored cars (6.85). Do not provide the +1 Assault bonus (ACC).
  • Reconnaissance Vehicle: 8.23 Special Spotting Powers Both foot and vehicle mounted recce units (1.2) possess two special spotting abilities. The first ability is that they can spot enemy in limiting terrain at one hex further than the TEC specifies for other units and leaders. For example, an enemy unit in town can normally be spotted at three hexes or less, but a recce unit can spot them at four hexes.Their second ability is that they can place a Spotted marker on any one enemy unit they can spot per turn, just as if the enemy unit had "blown its cover" by firing. Such Spotted markers are removed as described earlier.
  • Unarmored Weapon Carriers: These are unarmored halftracks (Bufla and Sk7/2) or fully-tracked vehicles (Karl siege mortar) with mounted weapons. All are mechanized, except the BM-13 (Katyusha rocket launcher mounted on a truck). They are weapon units, not AFV's, so they are never efficient and cannot be activated by tank leaders. (SB)

Display Order of Battle

Britain Order of Battle
Army
  • Mechanized
Germany Order of Battle
Heer
  • Motorized

Display Errata (4)

4 Errata Items
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 63

The morale and combat modifiers of German Sergeant #1614 should be "0", not "8".

(Shad on 2010 Dec 15)
Overall balance chart for 543

The SK 7/2 appearing in 1940: Fall of France is actually a SK 6/2, but misprinted by APL. Hence it should be unarmored in that game. The SK 7/2, which appears in other games is correctly printed with an armor of 0.

(plloyd1010 on 2022 Apr 28)
Overall balance chart for 47

All SPW 251s have an armor value of 0.

(Shad on 2010 Dec 15)

Display AARs (1)

Glidermen at Escoville
Author filbox (Britain)
Method Face to Face
Victor Germany
Participants unknown
Play Date 2025-08-14
Language English
Scenario Lib2009

On D-Day +1, the 2nd Ox and Bucks, part of the 6th Airlanding Brigade, is ordered to take control of Escoville, a French town that is guarded by the thinly spread 21st Panzer Division of General Feuchtinger. The Brits have 3 objectives: first they have to seize control of Escoville, then they have to make sure that the north-south road is secure and thirdly, they have to dish out more damage than they receive. As an optional rule we decided to let the German player set up 3 units hidden, he decides to leave the 3 AT capable AFV units off board.

The English set up on the northside of the battlefield and are amazed by the quietness of the scenery, not a German in sight. The eerie silence is suddenly broken when the SPW251/2 mobile mortar platoon opens fire from upon the central hill. The mortars fail miserably and with their cover blown, they are immediately despatched by a couple of infantry platoons. First blood to the allies.

Meanwhile, the Ox and Bucks tread carefully along both roads, Major Edmunds taking the west one, closely followed by his Lt Col Roberts, who has been badly injured when his glider crashed some 30 hours ago. On the other road there is sudden commotion when, by sheer luck, the Sk7 platoon is discovered hidden. Those open topped AFVs dash northwards, zooming past the astounded infantry, to take on the 2 platoons of Tetrarchs that cautiously lurk at the back of the English column. These British light tanks make short work of the Sk7s, leaving only burning hulks in their wake.

The German CO, a veteran Captain, who is located in Escoville, together with all his infantry and their APCs, curses his luck. Those tetrarchs are the only AT capable units in the British battleforce and their demise is critical if he wants to keep his SPWs alive. As such, when the platoon of SK234/1 are discovered, they are ordered to retreat to Escoville to bolster the small defense force there.

Soon, the English come within range of the SPW machine guns,and those pesky APCs wreak havoc in their lines. The English CO has no other option than ordering the light tanks forward to whittle down the resistance. The German CO immediately responds by calling the still hidden SK234/3 Puma platoon straight into town to face head-on the dreaded Tetrarchs. The English know this is the pivotal point of the battle, they target the deadly Pumas with their 2 pounder guns but they sadly miss. The return fire of the 75mm Puma guns is nothing to be sneezed at, they smash all but 3 of the light tanks to smithereens. Luckily the survivors keep their morale and they skedaddle out of harms way towards the southside of the town.

During this AFV kerfuffle, the English infantry has managed to surround Escoville, allthough at great cost. German opportunity fire is still making a lot of casualties. Since the German troops are fighting in clusters, they are leaving certain parts of town unoccupied. This gives the English free access into town, that is, if they manage to survive the opportunity fire. Twice, the English are able to occupy parts of Escoville, but the attacks are not coordinated. The first platoons to enter the town are swiftly thrown back out, the second wave, lead by Major ‘Flaps’ Edmunds has the power to stay but incoming fire keeps disrupting his troops. When the Brits are unable to stay in contact with the southern part of the attack, the Puma platoon is ordered to leave the town, and from behind the bocage, it is finally able to silence the last of the Tetrarchs.

The loss of their AT capability is a big blow for the English. Time is running out, casualty ratings are already way to high, and to top it all, their supply line is now breached by the Pumas. The Brits have no other option than to accept defeat.

At the traditional debrief, we both agreed that this is a hard scenario for the British player to win. Not enough manpower, OBA and time. A string of extremely bad morale rolls didn’t help either. It was also our first time using the optional hidden rules. We are still debating if this rule is a keeper or not. In this game it added not a lot. This game also concludes our first battle game, victory goes to the Germans, making the third battle void.

Our next battle is also going to be the 21st Panzer, this time at the end of the war. Lets see if Hans von Luck is still lucky then.

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