Panzer Grenadier Battles on February 25th:
Desert Rats #8 - Cavalleria
Errors? Omissions? Report them!
Secure the Flank!
Fall of France #24
(Attacker) Germany vs France (Attacker)
Formations Involved
France 3e Division Cuirassée de Réserve
France 3e Division d'Infanterie Motorisée
Germany 1st Panzer Division

Overall balance chart for FaoF024
Side 1 5
Draw 2
Side 2 0
Overall Rating, 7 votes
Scenario Rank: 534 of 609
Parent Game Fall of France
Historicity Historical
Date 1940-05-16
Start Time 07:00
Turn Count 24
Visibility Day
Counters 102
Net Morale 0
Net Initiative 2
Maps 2: 29, 30
Layout Dimensions 86 x 28 cm
34 x 11 in
Play Bounty 112
AAR Bounty 156
Total Plays 7
Total AARs 2
Battle Types
Rural Assault
Off-board Artillery
Randomly-drawn Aircraft
Terrain Mods
Scenario Requirements & Playability
Fall of France maps + counters

After breaking out of the Sedan bridgehead, 1st Panzer Division was ordered to strike westward while Grossdeutschland held the line at Stonne. To cover their flanks they sent detachments to secure the bridges east of the town of Le Chesne on the Ardennes Canal. as for the French, poor decision-making by the high command meant that the area were scattered recon elements and a few tanks.


West of the Ardennes Canal near Sauville, two French "moto" platoons on Simca commercial cars ran into a German motorized column at 0600 hours. Those who escaped alerted the various scattered recon groups protecting the canal line. As German infantry came and anti-tank units advanced, more French infantry came from the rear to hold the bridges. The Tannay Bridge was saved at the last minute by the arrival of 16th Bataillon de Chasseurs Portés (riding armored Lorraine carriers), but by then all the bridges were under attack. Around midday Stukas arrived to support the German ground troops, but the bridge defenders held out for the rest of the day and French engineers were able to blow up some of the bridges that night.

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.
  • 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
  • Motorized
Germany Order of Battle
  • Mechanized

Display Errata (2)

2 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)

Display AARs (2)

Save the bridges at a high cost
Author Blackcloud6
Method Solo
Victor Germany
Play Date 2013-10-07
Language English
Scenario FaoF024

This is an interesting scenario as the Germans have to try to grab two bridges from a weak French force before the French can reinforce.

The Germans tried to race their motorcycle platoons to attack the bridges quickly bit the French were able to blunt that attempt. So the Germans had to bring up their infantry and conduct a deliberate attack. They took the northern bridge by Turn five while driving on to the southern one. But the French counterattacked into the German west flank with their H39 platoons and almost split the German force in two. This weakened the attack on the southern bridge which the Germans never got close to taking. But the price was high as both H39 succumbed to German infantry assault. These cost double in victory points, as usual and contributed to the French loss.

By Turn 9 the steam ran out of the German attack. The French infantry battalion arrived and attacked towards the northern bridge, securing it by Turn 14. But by Turn 17, French losses accumulated past the German Major Victory level and now it was a struggle for the French to catch up. The French infantry counterattacked out of both crossing points and at first looked like they might catch up in Victory points to cause a draw. But the Germans consolidated and massed firepower to blunt the French attacks. Although the French forces inflicted some more step losses and were moderately successful out of the southern bridgehead, they could never get close in points to threaten the German victory. In the end it was German causing 24 casualty points on the French and the French causing 15.

You must be a registered member and logged-in to post a comment.
The Reinforcements? Still not here.
Author TheDoctor
Method Solo
Victor Germany
Play Date 2012-08-08
Language English
Scenario FaoF024

Quite a secnario this one was. Simple setup for the French-2 ESC on the Northern bridge, and 2 DRG on the Southern one. The Germans loaded on the trucks began to move out on Turn 1 and made their way to the first bridge. The 3 MTC's and an armored car moved more quickly and moved within one hex of the first bridge. With a SGT. 10-1-1, they easily withstood any OF that they recieved, and when they gained INT the next turn, they pounded the bridge on the 30 column, but only rolling a seven, and all morale checks were made. The rest of the troops move up and unload in three hexes around the first bridge. The French see the upcoming assault, and decides to move one of the DRG's into the Northern bridge. The next turn, the Germans role a 2 on the 45 and a 3 on the 30, killing 5 steps, the leader, and demoralizing the remaining half-step. The second bridge falls quickly afterword. The thing that did the trick for the Germans was the lowest reinforcement rolls that the game has ever seen. Both sides needed a 5 or 6 to receive reinforcements. The Germans had reinforcements on turn 7 and 13, the French on 2 and 13. Only the Germans received reinforcements on turn 16

The reinforcement rolls were these:

Main German reinforcements(Turn 7)-2-3-1-4-4-2-3-3-3-4-1-3-2-4-4-2-1-2-4

German PzII(Turn 13)-2-3-1-6

Main French reinforcements(Turn 2)-2-2-3-1-4-2-2-1-1-2-4-1-1-4-3-4-2-3-2-4-1-4-2

Second French Force(Turn 13)-2-1-3-2-1-4-4-3-2-3-4-1

I was astounded by these rolls, but now I know how I make morale checks so easily.

You must be a registered member and logged-in to post a comment.
Errors? Omissions? Report them!