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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Retreat from Beaurains
Road to Dunkirk #12
(Attacker) Germany vs Britain (Defender)
Formations Involved
Display
Balance:



Overall balance chart for RtDk012
Total
Side 1 2
Draw 0
Side 2 0
Overall Rating, 2 votes
5
4
3
2
1
3.5
Scenario Rank: --- of 913
Parent Game Road to Dunkirk
Historicity Historical
Date 1940-05-21
Start Time 22:00
Turn Count 12
Visibility Night
Counters 43
Net Morale 0
Net Initiative 1
Maps 2: 122, 126
Layout Dimensions 86 x 28 cm
34 x 11 in
Play Bounty 153
AAR Bounty 227
Total Plays 2
Total AARs 0
Battle Types
Inflict Enemy Casualties
Rear Guard
Urban Assault
Conditions
Off-board Artillery
Smoke
Terrain Mods
Illumination
Scenario Requirements & Playability
Road to Dunkirk Base Game
Introduction

Despite the best efforts of all concerned, the attack at Arras was thwarted by the Germans. Following the battle, the forward companies of 6 DLI received the order to fall back from Beaurains. The Germans took back the initiative and followed right on their heels. At 1915, the Recon Battalion 37 started to drive down the main road south of Arras and at 2240 began mopping up in Tilloy and Beaurains, forcing the British out of the villages.

Conclusion

Two platoons from 4th Royal Northumberland Fusiliers, with scout cars, covered the withdrawal of the foot troops from 6th Durham Light Infantry. The Germans attacked using illuminating flares to advance in the darkness. Even when the few British antitank weapons succeeded in stopping the infiltrating German AFVs, numbers gave the attackers the advantage. Their engineers assaulted with flamethrowers and inflicted cruel losses on the British. The Tommies tried to escape the battlefield in the dark one by one but only a few eventually reached safety.


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
  • 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.

Display Order of Battle

Britain Order of Battle
Army
  • Foot
  • Towed
Germany Order of Battle
Heer
  • Mechanized
  • Towed

Display Errata (3)

3 Errata Items
Overall balance chart for 855

Two British infantry have their full strengths printed on the back. They should both be "2-3" when reduced.

(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)
Errors? Omissions? Report them!
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