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Arctic Front Deluxe #39 - Rear Guard Defense Go for Broke #21 - Justifiable Fury
Conquest of Ethiopia #37 - Focus on Ras Destà Red & White #4 - Forcing the Nogat
Go for Broke 2 #3 - High Ground by Daylight Red & White #25 - Szczecin Front Line
Go for Broke 2 #21 - Justifiable Fury Counter Attack #64 - Rakkasans
Go for Broke #3 - High Ground by Daylight
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Expanding the Bridgehead
Fall of France #12
(Attacker) Germany vs France (Defender)
Formations Involved
France 18e Division d'Infanterie
France 1er Groupe de Reconnaissance de Division d'Infanterie
France 1er Régiment de Chasseurs à Cheval
France 1re Division Légères de Cavalerie
Germany 5th Panzer Division
Germany 7th Panzer Division
Display
Balance:



Overall balance chart for FaoF012
Total
Side 1 2
Draw 0
Side 2 2
Overall Rating, 4 votes
5
4
3
2
1
3.75
Scenario Rank: --- of 579
Parent Game Fall of France
Historicity Historical
Date 1940-05-14
Start Time 05:30
Turn Count 26
Visibility Day
Counters 218
Net Morale 0
Net Initiative 1
Maps 6: 26, 27, 29, 30, 31, 33
Layout Dimensions 86 x 84 cm
34 x 33 in
Play Bounty 162
AAR Bounty 163
Total Plays 4
Total AARs 1
Battle Types
Kill Them All
Rural Assault
Urban Assault
Conditions
Off-board Artillery
Reinforcements
Terrain Mods
Scenario Requirements & Playability
Fall of France maps + counters
Introduction

The day had well begun for the French: Their successful early morning counterattack at Haut-le-Wastia had endangered the whole German bridgehead on the Meuse. But 5th and 7th Panzer Divisions had been ordered to merge their two separate toeholds on the left bank and expand their control to the west. The German engineers had worked all night and thrown two pontoon bridges across the Meuse: one to the south of Houx and another one at Bouvignes. But neither bridge was strong enough to support heavy panzers, so the main burden of expanding the bridgehead fell to the poor, bloody infantry.

Conclusion

The French were in high spirits due to their successful counterattack that morning, and several French units attacked the narrow German bridgehead aggressively. But coordination between them was poor, and one battalion of the 39th Infantry Régiment was encircled and crushed after retaking the Surinvaux woods on the heights above the river. Meanwhile, the Germans send 2nd Battalion of 7th Schützen Regiment toward Onhayne, a village four kilometers to the west of Dinant. The battalion met little resistance, so Rommel followed them with the main body of his force. Riding in a tank, he was lightly wounded when his column came under anti-tank fire after pushing too far into the area held by 5th Régiment de Dragoons Portés. But the Germans took Onhaye along with all the other hastily formed French strongpoints in the area. By evening, the German advance was running wildly ahead of schedule and the shattered French XI Corps had to be dismantled.


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.
  • 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

France Order of Battle
Armée de Terre
  • Mechanized
Germany Order of Battle
Heer
Luftwaffe
  • Towed

Display Errata (6)

6 Errata Items
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 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 63

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

(Shad on 2010 Dec 15)
Overall balance chart for 47

All SPW 251s have an armor value of 0.

(Shad on 2010 Dec 15)

Display AARs (1)

Designers need to watch those Victory Conditions
Author arixius
Method Solo
Victor France
Play Date 2014-12-28
Language English
Scenario FaoF012

Another scenario with, what I call, "All or Nothing" victory conditions. In this case, to win all town and hill hexes on four boards need to be free of un-demoralized enemy units. "All or Nothing" victory conditions are easy to "game". Designers should be wary of them.

This time the Germans had to clear the four boards. The French dug-in units behind minefields across a broad hill in the southwest portion of the four boards and deployed their fast armored cars out of sight to the north. This required the Germans to clear 17 hexes of town and dug-in units AND keep garrisons ready to counterattack the French armored cars.

The Germans engaged the dug-in French and began the long-painful multi-hex assault. Running up hill into French HMGs isn't recommended. Slowly the Germans advanced across the hill. With about 5 turns left it seemed possible that the hill might be cleared and a thin grey line was forming to the north to block the impending armored car sprint.

With four turns left the French cars bolted. The first platoon was reduced by a 37mm AT but this allowed the second platoon to continue. The German 105mm fired a long-range shot from the next hill. It reduced the armored car platoon, but didn't disrupt it and it continued to safety in a wooded hill hex.

The thin grey line broke to chase down the reduced armored car while it drove deeper into the wooded hill. The Germans cleared a couple more hexes on the southwest hill but, if it can't eliminated that one reduced armored car, all is lost.

And in the end that is what happened. The entire German advance was thwarted (major German loss) because a single reduced armored car was able to maneuver away from a battalion of advancing Germans.

Now that's "gamey".

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