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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Extra Protection
Road to Dunkirk #32
(Attacker) Germany vs Britain (Defender)
France (Defender)
Formations Involved
Display
Balance:



Overall balance chart for RtDk032
Total
Side 1 1
Draw 0
Side 2 5
Overall Rating, 6 votes
5
4
3
2
1
3.17
Scenario Rank: 763 of 1093
Parent Game Road to Dunkirk
Historicity Historical
Date 1940-05-28
Start Time 10:00
Turn Count 22
Visibility Day
Counters 51
Net Morale 0
Net Initiative 1
Maps 2: 120, 123
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 147
AAR Bounty 163
Total Plays 6
Total AARs 2
Battle Types
Inflict Enemy Casualties
Road Control
Urban Assault
Conditions
Off-board Artillery
Reinforcements
Smoke
Joint Forces Battle
Scenario Requirements & Playability
Road to Dunkirk Base Game
Introduction

Major-General Edmund Osborne commanding the British 44th “Home Counties” Infantry Division and General René Prioux, new commander of the French First Army, heartily despised one another yet had to cooperate to hold open the corridor to Dunkirk. Amid reciprocal accusations of treachery, Osborne retreated to the Mont des Cats, a naturally strong position on top of a sandy hill. In mid-morning, British infantry observed German tanks moving on a town at the foot of the hill. French tanks immediately moved to intercept them.

Conclusion

The H35 tanks from 2e escadron, 18e Dragons intervened against four German tanks supported by infantry which had attacked Eecke from the North. They smashed a truck convoy and one of the German tanks was quickly destroyed by a tank from the 26e bataillon de chars de combat (attached since 18th of May). The 3e escadron joined the fray and a total of eight German tanks were destroyed in a few minutes which completely stalled the attack. Osborne’s battered troops held on to their dominating position throughout the following day enabling 2,500 men from 5th Brigade to withdraw behind them.


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).
  • 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

Display Order of Battle

Britain Order of Battle
Army
  • Motorized
  • Towed
France Order of Battle
Armée de Terre
Germany Order of Battle
Heer
  • Motorized
  • Towed

Display Errata (3)

3 Errata Items
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 63

The morale and combat modifiers of German Sergeant #1614 should be "0", not "8".

(Shad on 2010 Dec 15)

Display AARs (2)

Road To Dunkirk, scenario Thirty-Two: Extra Protection
Author JayTownsend
Method Solo
Victor Britain, France
Play Date 2021-02-10
Language English
Scenario RtDk032

Road To Dunkirk, scenario Thirty-Two: Extra Protection

An interesting scenario, the British defend with some nice 25-pdr guns and just enough Infantry type units to protect them and some key victory objectives. The French armor enter as reinforcements and in my case they entered on turn one. The Germans armor has their hands full trying to attack and defend against French Armor which in this case is a little better than the German armor now throw in the British 25-prd guns with that nice 4-5 factor anti-tank factor and the German armor is doomed. The Germans managed to take a few town hexes on western most map but even that proved difficult in some assaults, as the British Infantry is all ENG & HMG types, with the Engineers getting that assault bonus in town hexes.

The British won a Major Victory, 28 points to 11 points. With that said, I enjoyed playing this scenario and would play it again.

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Just Enough Protection!
Author OldPueblo (Germany)
Method VASSAL
Victor Britain, France
Participants treadasaurusrex
Play Date 2025-06-19
Language English
Scenario RtDk032

Our play mirrored what others have reported. I had the attacking, batch of combined arms Germans. The T-Rex led the Allied defenders in his usual fast-moving and opportunistic style. The Jerries' victory conditions seem a bit out of reach. Both sides drew middling leaders, perhaps the Brits had a slightly better set.

My Wehrmacht troops put up a tremendous fight for around 16 turns, but lost out to the ably-led French armor and British infantrymen, that the ever-ready, T-Rex used very aggressively. I thought that this would turn into a hard-fought draw until our 3rd session. Lost my senior leader on the 9th turn and we had 12 of our 22 turns shortened by the stinking FOW rule! The contemptible British AT gun lasted until the 16th turn after taking terrible toll of my overeager armor.

The German tanks were outmaneuvered and out shot whenever they challenged the fast-moving French tanks. The dice fates definitely favored the Allied defenders. The combination of British combat engineers and HMG units were lethal in almost all urban close assaults, this time.

The Allied side got a major victory, recording 34 points to 14 points. This scenario is suitable for both solitaire and shared play. In the latter case, the more experienced player should probably lead the slightly weaker, attacking Germans. This one gets a 3 from me and the suggestion that the victory conditions get a review and a possibly a rewrite.

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