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
Errors? Omissions? Report them!
Autocannons and Panzers
9 April 1940 #3
(Attacker) Germany vs Denmark (Defender)
Formations Involved
Denmark 4th Bicycle Infantry Battalion
Germany 170th Infantry division
Germany 40th Panzer Battalion
Display
Balance:



Overall balance chart for GinD003
Total
Side 1 0
Draw 0
Side 2 2
Overall Rating, 2 votes
5
4
3
2
1
3
Scenario Rank: --- of 1093
Parent Game 9 April 1940
Historicity Historical
Date 1940-04-09
Start Time 06:30
Turn Count 12
Visibility Day
Counters 22
Net Morale 0
Net Initiative 1
Maps 1: 124
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 155
AAR Bounty 163
Total Plays 2
Total AARs 2
Battle Types
Inflict Enemy Casualties
Road Control
Urban Assault
Conditions
Reinforcements
Terrain Mods
Scenario Requirements & Playability
9 April 1940 Base Game
Road to Dunkirk Maps + Counters
Introduction

Lt. Col. S.E. Clausen's 4th Bicycle Battalion, nominally part of the Sjaelland Division, had brought in its reservists and come very close to full strength before the Germans struck. As the only mobile formation in the Royal Danish Army, Clausen's battalion ended up strung out all along the border region He put together an ad hoc force from elements of all four of his companies, but before he could decide where to commit it, the Germans came to him. Clausen's men dug in along a woods line and lined up their trusty autocannons.

Conclusion

The Danes stood their ground, behind their autocannon fire, until the Germans brought up tanks that, together with their infantry, filtered around the forest position and threatened to surround the defenders. The Danes retreated through the woods and later surrendered when they received the cease-fire order.


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.

Display Order of Battle

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

9 April 1940, scenario #3: Autocannons and Panzers
Author JayTownsend
Method Solo
Victor Denmark
Play Date 2026-01-18
Language English
Scenario GinD003

9 April 1940, scenario #3: Autocannons and Panzers

I tried scenario #3 first as it looked interesting with a nice mix of unit types. The Germans have three victory objective to try and achieve or not for different victory levels. The Danish setup in the heavy woods blocking the road north. The Germans enter from the South and seeing the Danish blocking the road north send some Motorcycle units around the woods on a trail where they head for the town of Bjaergskov. The Danish decide not to split up their forces and will defend only the wooded hill top and the north-south road.

The German pay a heavy price trying to dislodge the Danish from the woods, first losing their SK222 armored car steps two turns in a row to the Danish MTC20 Autocannons. They also lose two steps of Infantry type units to the Danish one step of infantry. When the German PzI enters on turn 8, the game is pretty well settled and the reduced step of PzIs is no stronger than a German Armored Car step. The Danish are satisfied with a Minor victory and don’t go after the town hexes but control the north-south road and the Germans lose more steps than the Danish, giving the Danish a minor victory. The Danish decided early to let the Germans have the town and keeping their forces strong.

A fun first scenario from this unique subject and a puzzle for both sides to try and figure out.

0 Comments
You must be a registered member and logged-in to post a comment.
Defense to the fight.
Author Grognard Gunny
Method Solo
Victor Denmark
Play Date 2026-01-26
Language English
Scenario GinD003

The Danes dug in on the South edge of the battle area, in the woods, and had a platoon near the East edge to slow down a potential flanking movement by the Germans. The Germans were forced into a difficult choice: To flank the Danes' positions or to drive up the main road. (Either way it would take time.) After little was accomplished by either side, the old adage that it takes a two to one advantage to dig out a good defensive position held true. (Note - This is a good scenario to teach that exact lesson.)

0 Comments
You must be a registered member and logged-in to post a comment.
Errors? Omissions? Report them!
Page generated in 0.12 seconds.