Fall of France #21
|(Attacker) Germany||vs||France (Attacker)|
|France||1re Division Marocaine|
|Germany||12th Infantry Regiment|
|Germany||33rd Motorized Infantry Regiment|
|Germany||35th Panzer Regiment|
|Germany||6th Panzer Regiment|
|Overall Rating, 9 votes|
|Scenario Rank: 392 of 609|
|Parent Game||Fall of France|
|Layout Dimensions||43 x 28 cm
17 x 11 in
|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.
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.)
|AFV Rules Pertaining to this Scenario's Order of Battle|
|3 Errata Items|
The reduced direct fire value of the Heer HMG became 5-5 starting with Fall of France.
(plloyd1010 on 2015 Jul 31)
The morale and combat modifiers of German Sergeant #1614 should be "0", not "8".
(Shad on 2010 Dec 15)
The movement allowance on the counters in Airborne is misprinted. It should be "3."
(rerathbun on 2012 Jan 30)
|Beware of the Woods|
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.
|Gallo sin espolón|
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.
|The victory conditions are wacked|
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. :)