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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Roadblock at Solsted
9 April 1940 #2
(Attacker) Germany vs Denmark (Defender)
Formations Involved
Denmark 1st Pioneer Engineer Battalion
Germany 170th Infantry division
Display
Balance:



Overall balance chart for GinD002
Total
Side 1 1
Draw 0
Side 2 1
Overall Rating, 2 votes
5
4
3
2
1
3
Scenario Rank: --- of 1094
Parent Game 9 April 1940
Historicity Historical
Date 1940-04-09
Start Time 08:00
Turn Count 14
Visibility Day
Counters 27
Net Morale 0
Net Initiative 1
Maps 1: 120
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 157
AAR Bounty 163
Total Plays 2
Total AARs 2
Battle Types
Inflict Enemy Casualties
Road Control
Urban Assault
Conditions
Terrain Mods
Scenario Requirements & Playability
9 April 1940 Base Game
Road to Dunkirk Maps + Counters
Introduction

As soon as the alarm came, the Danish Pioneer School mobilized and sent its students and instructors to stop the invaders. Their building skills proved inadequate as their first several attempts at crafting roadblocks failed to keep the German armored cars from just plowing through them. Finally, a rickety structure of long wooden beams and wagons brought the Germans to a halt, right in the line of fire of Danish autocannons.

Conclusion

The Germans obligingly rolled up to the roadblock so that the Danes covering it could shoot them, but finally wised up and outflanked it. That forced a cross-country Danish retreat that ended with the cease-fire. But two more armored cars had been claimed by the 20mm autocannons.


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.
  • 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.

Display Order of Battle

Denmark Order of Battle
Danish Royal Army
  • Motorized
Germany Order of Battle
Heer
  • Motorized

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)

Surprise!
Author Grognard Gunny
Method Solo
Victor Germany
Play Date 2025-12-29
Language English
Scenario GinD002

The German Commander swung his armored cars around the town to attack it from the North. Since the Danes had set their defenses primarily to the South, giving it all they could with the forces available, it came as no surprise that the Germans took advantage of the situation and won during the panic amongst the Danes. (Note - This is another scenario that doesn't really excite me, or anyone, for that matter.)

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9 April 1940, scenario #2: Roadblock at Solsted
Author JayTownsend
Method Solo
Victor Denmark
Play Date 2026-01-19
Language English
Scenario GinD002

9 April 1940, scenario #2: Roadblock at Solsted

Ok, on this one the Danish achieved a major victory but it was much closer that that statement, as it came down to one hex of a north-south road hex that was also a town hex that the Danish still controlled after 14 turns, or the German would have a achieved a minor victory, so it was a closer than it looked scenario and it was bloody fighting for the town/city hexes. The Germans lost 8 steps and a leader counter, while Danish lost 4 steps and 2 leader counters but won a major victory for their short war.

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