Panzer Grenadier Battles on February 24th:
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Red Dusk
Fall of France #21
(Attacker) Germany vs France (Attacker)
Formations Involved
France 1re Division Marocaine
Germany 12th Infantry Regiment
Germany 33rd Motorized Infantry Regiment
Germany 35th Panzer Regiment
Germany 6th Panzer Regiment

Overall balance chart for FaoF021
Side 1 7
Draw 0
Side 2 2
Overall Rating, 9 votes
Scenario Rank: 392 of 609
Parent Game Fall of France
Historicity Historical
Date 1940-05-15
Start Time 16:30
Turn Count 16
Visibility Day
Counters 103
Net Morale 0
Net Initiative 2
Maps 1: 32
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 103
AAR Bounty 150
Total Plays 9
Total AARs 3
Battle Types
Urban Assault
Off-board Artillery
Randomly-drawn Aircraft
Terrain Mods
Scenario Requirements & Playability
Fall of France maps + counters

The German assault on Gembloux itself had gotten nowhere. Rebuffed by rock-solid Moroccan infantry backed by extremely accurate French artillery, the German infantry paid a heavy price. The one bright spot for them was a point between Ernage and Gembloux where they had been able to punch a hole through the railway line and overrun the hidden antitank guns there. Then word came around midday that 3rd Panzer Division had pierced the line at Perbais and Ernage, and that brought on a new German attack with air support. The French began to give way around the Lagasse farm just north of Gembloux, but then the armored counterattack that had been ordered at 11:30 finally began.


The Germans poured heavy fire into the French whose infantry became separated from their tanks. Some of the latter were disabled by German AT fire or pinned down by German tanks arriving from Ernage to the north. By 1830 the counterattack had ground to a halt, but the Germans had been stopped and ended up withdrawing behind the railway. Unfortunately, as darkness fell on the battlefield the French success at Gembloux was voided by German victory farther south.

Additional Notes

This scenario may retro fitted with the Moroccan Division counterset.

This one of the scenarios shows the Moroccan Division at the peak of its fighting prowess, as such Dr. Bennighof suggests using ESC to replace INF used to represent Moroccan infantry. (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).
  • 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

Display Order of Battle

France Order of Battle
Armée de Terre
  • Mechanized
Germany Order of Battle
  • Mechanized

Display Errata (3)

3 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 54

The movement allowance on the counters in Airborne is misprinted. It should be "3."

(rerathbun on 2012 Jan 30)

Display AARs (3)

Beware of the Woods
Author Greg SW
Method Solo
Victor Germany
Play Date 2011-02-25
Language English
Scenario FaoF021

To start of with, I chose to go with the spirit of the victory conditions rather than the letter. The Germans could easily win this if they just held up east of the railroad until the last one or two turns of the scenario, then rush across the railroad. All the Germans have to do to win is have an undemoralized unit on the west side of the railroad at the end of the game. However that would make for a boring game. This game was interesting in that to offset the French armor advantage the Germans sought to engage in close action and to get a stronghold in the cities, where they could defend well against counterattacks. This resulted in some close actions in the woods in order to get to the cities. Both sides, depending on how the close action was going, would bring down artillery on these hexes in an attempt to break the deadlock. Since the odds were the "friendly fire" column would be lower than the column applied to the opponent this actually made a huge difference. In the end this was better for the Germans as their artillery was less likely to hit adjacent hexes occupied by friendly troops.

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Gallo sin espolón
Author enrique
Method Solo
Victor Germany
Play Date 2012-07-17
Language Español
Scenario FaoF021

En este escenario una poderosa fuerza francesa, integrada por dos batallones de infantería y dos compañías de tanques R 35, apoyados por secciones de morteros y artillería fuera del tablero, AT y antiaérea, atacan las posiciones alemanas defendidas por un batallón de infantería y algunas unidades auxiliares.

Los franceses deben expulsar a las unidades alemanas situadas al oeste de la línea de ferrocarril y impedir que las que se encuentran al este de dicha línea la crucen. La batalla se entabla principalmente sobre el hex de ciudad 510, donde los alemanes han creado su principal punto de apoyo al oeste de la línea férrea. Los franceses concentran sobre este punto toda su artillería, morteros y el fuego de sus unidades de infantería, pero los alemanes se defienden espléndidamente y aunque sufren bajas consiguen mantenerse en el terreno hasta el final de la partida.

Al final del turno 12 los franceses se dan por vencidos y conceden la victoria al adversario.

Dos aspectos caracterizan esta partida: 1) La influencia decisiva de un líder alemán con modificador moral de "2" en el hex 510. 2) La incapacidad ofensiva de las unidades francesas, motivada por su escasa capacidad de fuego directo, de ahí el título de este AAR.

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The victory conditions are wacked
Author richvalle (12)
Method Dual Table Setup + Email
Victor Germany
Participants unknown
Play Date 2015-01-26
Language English
Scenario FaoF021

While I enjoyed the battle itself there is no way for the French to win this one with the victory conditions as listed. Interestingly the scenario designer chimed in a post and said per his notes the conditions had been for the French to hold 3 more town hexes then they started with. I think this would have made for a better game.

The Germans did the obvious/smart thing and charged across the road and assaulted into the town hexes. I manged to do some damage as they charged across but once they got into the town they just sat there daring me to assault them with the -2 town bonus. As the French units and leaders are weaker this was going to be a losing proposition and the French refused to cooperate. Instead I just tried to inflict as much damage as I could while taking the least.

By the end of the game which ended in turn 15 because of a Catastrophe (darn cats) I had inflicted about 21 steps of losses and took 7. The French consider this a moral victory. :)

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