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!
Boulogne Must be Held
Road to Dunkirk #19
(Attacker) Germany vs Britain (Defender)
Formations Involved
Display
Balance:



Overall balance chart for RtDk019
Total
Side 1 0
Draw 0
Side 2 5
Overall Rating, 6 votes
5
4
3
2
1
2.83
Scenario Rank: 960 of 1093
Parent Game Road to Dunkirk
Historicity Historical
Date 1940-05-23
Start Time 07:30
Turn Count 16
Visibility Day
Counters 49
Net Morale 1
Net Initiative 3
Maps 1: 123
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 139
AAR Bounty 163
Total Plays 5
Total AARs 2
Battle Types
Inflict Enemy Casualties
Road Control
Urban Assault
Conditions
Off-board Artillery
Reinforcements
Smoke
Scenario Requirements & Playability
Road to Dunkirk Base Game
Introduction

The 20th Guards Brigade was training at Camberley on the morning of May the 21st when orders were received from the War Office to proceed immediately to Dover for service overseas. Less than twenty-four hours later it arrived at Boulogne and began to disembark. Boulogne lies at the mouth of the river Liane, which winds its way to the sea through a valley in the surrounding hills. The Welsh Guards covered the part of the town north-east of the river, holding the western slopes of the Mont Lambert ridge and the high ground through St Martin. The troops were extended over a six-mile perimeter and inevitably thin on the ground.

Conclusion

At daybreak on the 23rd the German attack resumed. British anti-tank guns destroyed or drove off the German tanks after heavy fighting. Further waves of tanks and infantry supported by artillery and mortar fire inflicted considerable casualties on the British infantry and anti-tank gunners, and the Guards gave ground. By the end of a long morning's fighting it was clear that the original perimeter could not be held, and the battalions were drawn back to the outskirts of the town. The 20th Guards Brigade would remain and fight.


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
  • APC – Armored Personnel Carrier: These are Combat Units, but stack like Transports. They can transport personnel units or towed units. They are not counted as combat units for the +1 stacking modifier on the Direct Fire and Bombardment Tables (4.4). They may be activated by regular leaders and tank leaders (1.2, 3.34, 4.3, 5.43). They do not provide the +1 Assault bonus (ACC).

Display Order of Battle

Britain Order of Battle
Army
  • Motorized
Germany Order of Battle
Heer

Display Errata (4)

4 Errata Items
Overall balance chart for 855

Two British infantry have their full strengths printed on the back. They should both be "2-3" when reduced.

(Shad on 2010 Dec 15)
Overall balance chart for 871

Ignore the direct fire values.

(Shad on 2010 Dec 15)
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 47

All SPW 251s have an armor value of 0.

(Shad on 2010 Dec 15)

Display AARs (2)

Road To Dunkirk, scenario #19: Boulogne Must be Held
Author JayTownsend
Method Solo
Victor Britain
Play Date 2026-01-24
Language English
Scenario RtDk019

Road To Dunkirk, scenario #19: Boulogne Must be Held

After playing all the 9 April 1940 scenarios, I had the Road To Dunkirk game and game components still out and decided to play a scenario from there as well. It looked interesting on paper but fighting British units with a morale of 9/8 that are lodged in town hexes or dug-in is a real grind with only 16 turns to get them out, even with artillery and reinforcements. There were many assaults and the Germans were able to get some combine armor/infantry assaults in but could not clear the road of dug-in British units or clear all the town hexes. The German to my surprise did get more kill points on the British, with the British losing 12 steps and two leaders to the German loses of 9 steps and one leader but achieving only one out three victory objectives gave the British a minor victory. Kind of a frustrating scenario for the attacker, fighting that 9/8 morale.

0 Comments
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Crapulent & Unbalanced -- but Enticing to Play . . .
Author treadasaurusrex (Britain)
Method VASSAL
Victor Britain
Participants OldPueblo
Play Date 2026-05-09
Language English
Scenario RtDk019

Once again, this battle was more penance for past sins, as I drew the side with no armor in a shortish, bloody & brutish fight. Both sides drew middling leaders. Once His Majesty's force is firmly planted, there is relatively little for the British side to do. Both combat and morale recovery rolls were nearly always successful for the Tommies. Rarely so for the scrambling invaders.

As others - more articulate than I - have reported, this historically accurate, conflict simulation is virtually impossible to win as the attacking German side, since the defending Brits have a morale value of 9/8 and better places to fight from! I fact, the Jerries must throw an extended number of near-perfect die rolls to dislodge the Brits from the town hexes and dug-in positions along the road. My worthy, and learned, opponent did the best job possible with the combined arms Wehrmacht force, and did better in terms of step losses than I did. However, the senior leader decapitation that he suffered during game turn 11 undid his early gains, and eventually proved the decisive moment of our play-through.

1 Comment
2026-05-09 18:12

Concur with the T-Rex on all points. This scenario is better suited to solitaire play, as it is an immensely frustrating go, in shared play.

We started playing this dog in January and it took us 5 online sessions to complete! Unexpectedly, playing with the defense favoring FOW optional rule turned out to be a mistake as we only had 6 turns that were not shortened in this, up close, knife fight.

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