Panzer Grenadier Battles on April 27th:
Arctic Front Deluxe #40 - Children's Crusade Broken Axis #14 - Târgu Frumos: The Second Battle Scenario 3: Sledge Hammer of the Proletariat
Army Group South Ukraine #6 - Consternation Road to Berlin #73 - She-Wolves of the SS
Errors? Omissions? Report them!

1940: The Fall of Luxembourg

Fall of Luxembourg boxcover
AP Series Panzer Grenadier
Designer Bennighof
Game Type Expansion
Format Book
Release Date 2013-08
Availability Out of Print
Scenarios 2
Counters 20
Counter Type Laser-cut
Maps 0
Tour Veterans
1940: The Fall of Luxembourg Tour of Duty Ribbon
Overall Rating, 21 votes
5
4
3
2
1
3.29
Expansion Rank: 76 of 114
Popularity: Ownership & Activity
Status Owned by 8% Played by 4% AAR'd by 3% Medaled by 5%
Rank 91st of 163 71st of 152 89th of 150 2nd of 92
Expansion Game Requirements & Playability
2/2 Fall of Luxembourg
2/2 Elsenborn Ridge
2/2 Fall of France 1
Display
Balance:



Overall balance chart for Fall of Luxembourg
Total
Side 1 9
Draw 10
Side 2 1
box back

1940: The Fall of Luxembourg gives you the entire order of battle of Luxembourg forces in the Second World War in Panzer Grenadier format. That adds up to a whopping 16 counters, including leaders, plus four more markers for the curious Luxembourgeouis (Luxemburger? Luxembourgian?) defense strategy: stop the Germans by closing big steel doors across the roads. Maybe if we turn out all the lights they’ll get the hint and go home.

You even get a couple of scenarios for them!

Notes: This set was included as the prime item in the Summer 2013 Golden Journal. The journal includes a short article describing the state of the armed forces of Luxembourg as well as their use of the steel doors.


Display Scenario List (2)

Scenario Plays AARs Rating
1. Unfriendly Neighbors 12 5 3.1
2. Spahi Support 8 4 3.6

Display Order of Battle

France Order of Battle
Armée de Terre
  • Towed
Germany Order of Battle
Heer
  • Mechanized
Luxembourg Order of Battle
Corps des Gendarmes et Volontaires
  • Misc

Display Relevant AFV Rules

AFV Rules Pertaining to this Game'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 Errata (5)

5 Errata Items
Errata item for plloyd1010

Day and Night Unless otherwise noted, dawn and dusk occur on this schedule. As the sun rises visibility increases as follows: 0430 or earlier: 1 hex (Night) 0445: 2 hexes (Night) 0500: 4 hexes 0515: 8 hexes 0530 or later: 12 hexes

As the sun sets, visibility decreases as follows: 2100 or earlier: 12 hexes (Day) 2115: 8 hexes 2130: 4 hexes 2145: 2 hexes (Night) 2200 or later: 1 hex (Night)

The original discussion may be followed in the forums.

(plloyd1010 on 2021 Nov 15)
Scen 2

Add 4 x Roadblock to the Luxembourg Order of Battle.

(rerathbun on 2015 Jan 17)
Scen 2

The scenario instructions do not include the setup instruction to use the four roadblocks for the Luxembourg side in this scenario. The special rules (for Scenario 1 -- no mention in Scenario 2) and victory conditions do both call for the doors/roadblocks. They are missing in the setup instructions. No standard roadblock counters are provided and the "Gaated Roadblock" counters in the gameplay marker mix are misspelled. Also, there are no LUX control markers in the game play markers mix. NOTE: This text is an edited and expanded copy of what was originally written in an AAR by: dricher in 2015

(treadasaurusrex on 2021 Nov 19)
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 Nations (3)

Nations at War - Scenario Appearance Percentages
Germany
100%
Germany
Luxembourg
100%
Luxembourg
France
50%
France

Display Battle Types (3)


Display Conditions (4)

Errors? Omissions? Report them!
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