Panzer Grenadier Battles on November 20th:
Carpathian Brigade #2 - A Very Nice Change Invasion of Germany #35 - A Day Late
Desert Rats #13 - Advance And Engage Jungle Fighting #5 - Baptism
Desert Rats #14 - Bir Bu Meliha Jungle Fighting #6 - Re-establishing The Line
Desert Rats #15 - Sidi Rezegh: Counter-Attack Panzer Grenadier #15 - Siberian Night Attack
Eastern Front #85 - Siberian Night Attack Roer River Battles #9 - Grasping at Straws
Heroes of the Soviet Union #19 - Stalingrad Fire Brigade Roer River Battles #10 - A Day Late
Invasion of Germany #34 - Grasping at Straws
Errors? Omissions? Report them!
1940: Fall of France Scenario 52: Night Visions
Division Marocaine #6
(Defender) Germany vs France (Attacker)
Morocco (Attacker)
Formations Involved
Germany 7th Panzer Division
Morocco 1re Division Marocaine
Display
Balance:



Overall balance chart for DiMa006
Total
Side 1 0
Draw 0
Side 2 1
Overall Rating, 1 vote
5
4
3
2
1
2
Scenario Rank: --- of 586
Parent Game Division Marocaine
Historicity Historical
Date 1940-05-28
Start Time 22:00
Turn Count 26
Visibility Night
Counters 58
Net Morale 0
Net Initiative 2
Maps 3: 27, 28, 33
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 175
AAR Bounty 163
Total Plays 1
Total AARs 1
Battle Types
Enter & Exit
Meeting Engagement
Conditions
Scenario Requirements & Playability
Division Marocaine counters
Fall of France maps + counters
Introduction

Following the retreat from Belgium, 1st Moroccan Division became divided, with most of its units at Dunkirk and three battalions (one from each regiment), the division staff and some supporting arms trapped in the Lille Pocket. On the night of May 28th, the Moroccans led a breakout attempt striking directly westward from the Lille suburb of Canteleu in an attempt to open a corridor to the Allied forces still holding out around Dunkirk.

Conclusion

Seventh Panzer Division’s fast-moving lead elements got themselves into position in front of the Moroccans, and managed to turn back the attempted breakout after some heavy fighting. Resistance continued in the Lille Pocket until the 1st of June, when the garrison finally surrendered after running out of ammunition. But the 40,000 troops in Lille had held the attention of over 100,000 Germans including three panzer divisions, enabling many British and French troops to escape to Dunkirk.

Additional Notes

This scenario was in AVP Daily Content to support the Moroccan Division counterset but can be played with the standard Fall of France counterset. The scenario may be found at: http://www.avalanchepress.com/MarocScenario2.php

(Special note: Marocain HMG units have a Movement factor of 2.)


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.
  • 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

France Order of Battle
Armée de Terre
Germany Order of Battle
Heer
  • Towed
Morocco Order of Battle
Moroccan Ground Forces
  • Towed

Display Errata (1)

1 Errata Item
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)

Display AARs (1)

Beware the Red Tide!
Author Schoenwulf
Method Solo
Victor France, Morocco
Play Date 2017-06-22
Language English
Scenario DiMa006

Late on the night of May 28, 1940, units from the 1st Moroccan Infantry Division found themselves trapped in the Lille pocket caused by the fast-moving German blitzkrieg. They moved directly west from the suburb of Canteleu in an attempt to break through to the Allied beachhead at Dunkirk. However, they needed to get past the 7th Panzer Division, which had a picket line extending north and south of the central village. The Moroccan troops advanced along the central east-west road and on the south flank. They were spotted by German units in the town at 2315 hours and a major firefight lasting over 4 hours began. Allied units were spotted shortly after that by a German SdKfz.222 on the south flank. The Moroccans were slowed in the center, but moved north around the town; they managed to find gaps and continue to break through the German lines on both flanks. At 0145 hours, a Moroccan infantry platoon was eliminated on the north flank by German motorcycle troops, but 7 infantry platoons broke through on the south flank and were on their way to Dunkirk. Allied units continued to exploit the gaps in the line on all fronts, with approximately half of the units escaping the pocket. The Allies considered this rescue of the troops to fight another day as a major victory.

This scenario is played over three maps with two objectives for VP’s: step loss and Moroccan unit exit. It was played using 4th Edition rules and the red Moroccan units produced by Avalanche Press. Unfortunately, it does not play out very well. Although historical accuracy is presumably attempted, there are two major issues with the way the current scenario plays out: 1) the units for both sides should be hidden, which is very difficult to do in the PG environment. This scenario would be a lot more balanced in a computer model, e.g. Tiller Series, with total fog-of-war, where the German units would have the element of surprise. A 2-hex visibility range is used to reflect the nighttime situation, but the unit movements can be clearly seen by the other player, so there is no secrecy in the attempted breakout; it would be somewhat improved if the Germans could be hidden at the start; 2) the German player has so few mobile units that it is virtually impossible to form strong enough fire groups to halt the Moroccan exodus until at least some of the latter units have left the map and shifted the balance of power. The Germans have 9 mobile units if their HMG’s are placed on trucks, hardly enough to cover a 17-hex swath. One of these is a single mortar, firing on the “5” column with night vision, and the 75mm IG is easily avoided. Firepower is further compromised by the 1-column shift for night visibility. Consequently, the Moroccan “tide” is difficult to stop or even inflict significant step losses to compensate for the units that can exit the board. In this playthrough, the Allies lost 9 steps to 5 for the Germans, but exited 21 VP’s worth of units (8 ESC, 1 HMG, 1 75mm, and 1 Reduced ESC), making the final VP total 26 (Moroccan) versus 9 (German), a “major victory”.

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