Panzer Grenadier Battles on October 24th:
Afrika 1944 #22 - PAKfront Leyte '44 #12 - Flying Wedge
Fronte Russo #9 - Potemkin Village Leyte '44 #13 - Failure at Buri Airfield
Red & White #28 - Bastion
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Fold or Fight?
An Army at Dawn 2nd Ed #1
(Defender) France vs United States (Attacker)
Formations Involved
France 16e Régiment d'Infanterie Tunisiens
United States 18th "Vanguards" Infantry Regiment
United States 1st "Big Red One" Infantry Division
Display
Balance:



Overall balance chart for AAD2001
Total
Side 1 0
Draw 0
Side 2 2
Overall Rating, 3 votes
5
4
3
2
1
4
Scenario Rank: --- of 1093
Parent Game An Army at Dawn 2nd Ed
Historicity Historical
Date 1942-11-08
Start Time 11:15
Turn Count 14
Visibility Day
Counters 40
Net Morale 0
Net Initiative 1
Maps 2: 78, 79
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 161
AAR Bounty 168
Total Plays 2
Total AARs 1
Duplicates AAAD001
Battle Types
Inflict Enemy Casualties
Urban Assault
Conditions
Off-board Artillery
Smoke
Scenario Requirements & Playability
An Army at Dawn 2nd Ed Base Game
Introduction

Major General Lloyd Fredendall's Center Task Force landed on either side of Oran, Algeria. From three beaches they planned to converge on the city and capture the port. They remained unsure of whether the French would resist their advance or not, since the task force included no British troops. The French held a significant grudge against the British after they sank a number of French ships and killed 1,247 French sailors at Mers-el-Kebir in 1940.

Nevertheless, the American 18th Regimental Combat Team advanced from Z Beach toward St. Cloud. In 1942, the farm town of St. Cloud boasted a population of 3,500 housed in sturdy stone buildings that lay astride the main road east of Oran. Any Allied force advancing from the east would pass through there. Knowing that, the French created numerous fire lanes and reinforced the defenders.

Conclusion

This first real test of arms for the Americans revealed their lack of experience. The hidden French ambushed Company C and roughly handled them as they approached the town, quickly driving them off. A bit later they showed some grit and returned with the rest of their battalion. Again, the French sent the Americans packing. Apparently these Frenchmen did not agree with the Allied pre-invasion scuttlebutt that the French would welcome the Americans as liberators rather than invaders.


Display Order of Battle

France Order of Battle
Armée de Terre
  • Towed
United States Order of Battle
Army

Display AARs (1)

Move West and Liberate St. Cloud
Author treadasaurusrex (United States)
Method VASSAL
Victor United States
Participants lgbalsiger
Play Date 2026-04-24
Language English
Scenario AAD2001

The defending Vichy French force consisted of elements of the 16th Tunisian Tirailleur Regiment in the vicinity of the 3-hex town of St. Coud in a 14-turn scenario. They were ably led by the quick-thinking and resourceful, lgbalsiger. I led elements of the green & untested, US 1st Infantry Division seeking to secure St. Cloud, in this 3-session scrap. This play-through continued my Lenten penance since the attacking GIs were without armored units. The leader draws were middling for the French and a bit better than average for the soldiers of the Big Red One.

We used the FOW, consolidation, smoke/Illum and excess initiative optional rules. We also used these FOUR house rules: 1) Road Movement for Mechanized & Foot Units — All FOOT & MECHANIZED units may move on roads at the rate of 1/2 Movement Point (MP) per road hex, just like MOTORIZED units, 2) Standardized Movement for Mechanized Units — All mechanized units may move through clear hexes at a movement cost of only 1 movement point (MP) per hex, instead of 1 1/2. Add one to this cost if moving up, across, or down slopes hexes, and 3) Dug-In Units on Slopes are Automatically in Limiting Terrain in Desert Games — Unless prohibited by special scenario rules, ALL units that are dug-in on slope hexes are in limiting terrain and are spotted if enemy units approach to within 3 hexes, or 4 hexes for reconnaissance units – unless they are marked with a spotted marker, see 8.22.

This rule set provided improved playability & simplicity during this play-through.

The fast-paced, initial session (game turns 1-6) included an overhasty, American approach march to the north & west from the southwest quadrant of Map 78. This advance was marred by accurate French OBA and mortar fire that disorganized, tactical movement & dispersion over the two 20-meter hill masses in the southeast quadrant of Map 79. Both sides deployed smoke screens as the GIs entered decisive range of a pair of outlier, defensive buffer positions, held by the brave Tirailleurs. An entire American platoon was eliminated while deploying for action by a hail of HMG fire, and only a single French step loss was inflicted this session, as the GIs lost a level of initiative on the 3rd game turn. The session ended with two close assaults in process on the east margins of St Cloud. Luckily for the harried Americans, the French threw SEVEN combat 7-die rolls, in heavy, close-range fighting. The defender’s fine, delaying action seemed well-in-hand, as the session closed.

Surprisingly, the exciting & costly second session (game turns 7-11) was marked by a significant change in fortune for the inexperienced Americans, as they managed to expand their foothold in St Cloud in the face of a fierce French counter attack and heavy OBA bombardment. Step losses this session were: 2 for the scrambling GIs, and another 11 steps, plus a leader, for the embattled, Vichy French garrison in heavy fighting. A combined FIFTEEN combat 7-die rolls were thrown, as all but one of the outlying, French buffer positions were taken or pushed back. This may have been the decisive session as the last French reserves were committed.

Our third & last, action-packed session (game turns 12-14) was focused on the final turns of the investment & siege of St Cloud. The green American infantry were stymied by the effective French defense & counter attacks. However, the victory point tally ended up as 20-9, resulting in an American major victory, in spite of the fact that the GIs failed to secure any town hexes. Thanks to bold French actions there were only two contested town hexes containing American units.

There were 5 FOW-shortened game turns of the 14 played.

This was a fun to play, and relatively balanced, scenario that slightly favors the outnumbered, Vichy French defenders. I give this one a 4, as it was a fun-to-play, introductory encounter with a motivated & rapidly improving opponent. It merits a recommendation for both SOLO and SHARED play. As published, the more experienced player should lead the attacking American side.

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