Panzer Grenadier Battles on April 27th:
Arctic Front Deluxe #40 - Children's Crusade Broken Axis #14 - Târgu Frumos: The Second Battle Scenario 3: Sledge Hammer of the Proletariat
Army Group South Ukraine #6 - Consternation Road to Berlin #73 - She-Wolves of the SS
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1940: Swallows of Death

Swallows of Death boxcover
AP Series Panzer Grenadier
Designer Leonard
Game Type Expansion
Format Book
Release Date 2023-05
Availability In Print
Scenarios 30
Counters 88
Counter Type Die-cut
Maps 0
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Overall Rating, 8 votes
5
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Expansion Rank: 105 of 114
Popularity: Ownership & Activity
Status Owned by 3% Played by 2% AAR'd by 2% Medaled by 0%
Rank 136th of 163 107th of 152 100th of 150 TBD
Expansion Game Requirements & Playability
30/30 Swallows of Death
30/30 Fall of France 2
13/30 Road to Dunkirk
Display
Balance:



Overall balance chart for Swallows of Death
Total
Side 1 3
Draw 1
Side 2 4
box back

Swallows of DeathIn August 1939, France's Armee d'Afrique mobilized ten Moroccan infantry regiments; all of them would fight in the coming campaign in France, three of them forming the elite 1st Moroccan Infantry Division. The "Swallows of Death" already carried a fearsome fighting reputation from the trenches of the First World War, and they would only add to their black swallow insignia's legend in the Second.

1940: SWALLOWS OF DEATH is an expansion for PANZER GRENADIER: 1940 THE FALL OF FRANCE, focused on the exploits of Moroccan troops in the 1940 campaign. You get 35 new scenarios for 1940: THE FALL OF FRANCE, plus 88 new die-cut, silky smooth pieces.


Display Scenario List (30)


Display Order of Battle

Britain Order of Battle
Army
  • Mechanized
  • Motorized
France Order of Battle
Armée de Terre
  • Misc
Moroccan Ground Forces
  • Motorized
Germany Order of Battle

Display Relevant AFV Rules

AFV Rules Pertaining to this Game'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
  • Self-Propelled Artillery: do not provide the +1 Assault bonus, even if closed-top (SB)
  • Anti-Aircraft Weapon Carrier: apply a -1 modifier to an air attack if within three hexes of the targeted hex (15.14).
  • 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.
  • 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)
  • 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)
  • Portees: Trucks with mounted Anti-Tank guns, Anti-Aircraft weapons, or artillery. Stack as combat units. Move like trucks, but fire like guns. Do not limber or unlimber. Have the truck's -1 armor value. Truck and gun are treated as a single unit, and do not transport other units. (SB)

Display Errata (15)

15 Errata Items
Scen 7

The last bullet in the German victory point list should say 40%, not 20%.

(plloyd1010 on 2023 Oct 27)
Scen 30

Special rule nr 4 is missing. Here it is: (Optional) Deep Ravine. The river is minor but it flows in a deep ravine. Treat river hexes as a 20m depression and limiting terrain. Units entering river hexes from non-river hexes pay the following movement costs; Foot 2, Motorized Prohibited, Mechanized 6. Units entering river hexes from river hexes pay the normal movement costs. Units moving onto a river hex that contains a bridge have two options: they can pay the road movement costs to use the bridge or they can pay the movement costs outlined above to be in the depression. Units that use the bridge are at ground level. Units in the depression benefit from a 1 column left shift (-1) when they are the target of direct or anti-tank fire and have first fire when defending in assault.

(leonard on 2023 Dec 05)
Scen 30

Per Philippe: Optional Special Rule #4 (or AP forgot to delete the reference...). The rule is: (Optional) Deep Ravine. The river is minor, but it flows in a deep ravine. Treat river hexes as a 20m depression and limiting terrain. Units entering river hexes from non-river hexes pay the following movement costs; Foot 2, Motorized Prohibited, Mechanized 6. Units entering river hexes from river hexes pay the normal movement costs. Units moving onto a river hex that contains a bridge have two options: they can pay the road movement costs to use the bridge or they can pay the movement costs outlined above to be in the depression. Units that use the bridge are at ground level. Units in the depression benefit from a 1 column left shift (-1) when they are the target of direct or anti-tank fire and have first fire when defending in assault.

(Juiceman on 2023 Dec 06)
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 623

In 1940: Fall of France, the units show Direct Fire. All units are Indirect Fire.

(rerathbun on 2015 Jun 06)
Overall balance chart for 595

This is actually another ½track vehicle, simiar to the AMR33 & AMR35. It used the mechanized movement rate.

(plloyd1010 on 2013 Apr 20)
Overall balance chart for 1564

The unit label on the counter is 25mm, but should be 20mm. No effect on play.

(plloyd1010 on 2016 Apr 01)
Overall balance chart for 2

Two 105mms (ID#s 1204, 1205) have "16-31" fire values in black (direct fire), when they should be in white (indirect fire).

(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 495

One unit from Eastern Front has a direct firepower of 3-5 on its reduced side instead of the normal 4-5

(garbare83686 on 2023 Nov 26)
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)
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 Nations (4)

Nations at War - Scenario Appearance Percentages
Germany
100%
Germany
France
100%
France
Morocco
60%
Morocco
Britain
10%
Britain

Display Battle Types (9)


Display Conditions (10)

Errors? Omissions? Report them!
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