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Army Group South Ukraine #6 - Consternation Road to Berlin #73 - She-Wolves of the SS
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Before the Stop Order
Fall of France 1 #38
(Attacker) Germany vs France (Defender)
Formations Involved
Germany Grossdeutschland Division
Display
Balance:



Overall balance chart for FaoF038
Total
Side 1 10
Draw 0
Side 2 2
Overall Rating, 13 votes
5
4
3
2
1
3.62
Scenario Rank: 311 of 913
Parent Game Fall of France 1
Historicity Historical
Date 1940-05-24
Start Time 04:45
Turn Count 12
Visibility Day
Counters 33
Net Morale 1
Net Initiative 2
Maps 1: 30
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 87
AAR Bounty 153
Total Plays 12
Total AARs 4
Battle Types
Road Control
Conditions
Off-board Artillery
Terrain Mods
Scenario Requirements & Playability
Fall of France 1 Base Game
Introduction

The trapped British and French troops at Dunkirk were preparing their evacuation behind whatever thin lines of defense they could muster. But the Panzer divisions in the sector were exhausted and their supply line badly overextended, so they could not hope to strike the final blow. The Germans therefore released 1st Panzer Division from its task of reducing the defense at Calais and sent it eastward toward the canalized Aa River. At St-Nicolas and La Bistade (south of Gravelines) the canal was undefended except at the bridges, which were held by a collection of cavalry, infantry and old anti-aircraft trucks. Infantry Regiment Grossdeutschland (attached to 1st Panzer Division) had the task of establishing and consolidating a bridgehead on the Aa River. The first firefights erupted the night before Hitler's order to stop the German attack on Dunkirk.

Conclusion

At dawn, the Germans attacked all along the canal line, which was the last big obstacle before Dunkirk itself. Some Germans attacked the bridges while others crossed the canal on small boats and hit the French in the flanks new St-Nicolas and La Bistade. The bridge defenders had no reserves to call on, but their mortars and autocannon slowed the Germans enough to allow for an orderly retreat despite heavy losses.


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)
  • Assault Gun: if closed-top, provide the +1 Assault bonus, when applicable
  • Portees: Trucks with mounted Anti-Tank guns, Anti-Aircraft weapons, or artillery. Stack as combat units. Move like trucks, but fire like guns. Do not limber or unlimber. Have the truck's -1 armor value. Truck and gun are treated as a single unit, and do not transport other units. (SB)

Display Order of Battle

France Order of Battle
Armée de Terre
  • Motorized
Germany Order of Battle
Grossdeutschland Division
Heer
  • Foot
  • Mechanized

Display Errata (1)

1 Errata Item
Scen 38

The French 20mm en portée should be a 75mm AA en portée.

(leonard on 2010 Nov 30)

Display AARs (4)

FoF scenario 38 « before the stop order »
Author leonard
Method Solo
Victor France
Play Date 2010-01-01
Language English
Scenario FaoF038

I’ve decided to try the published version. Both the OB and terrain have been heavily modified so that it doesn’t bear much resemblance to the historical action. Using map 30 gives an unnatural urban feeling to that scenario and since they have deleted the “watergands” rule (sort of swampy terrain), it also wipes out the specific flavour of the terrain around Dunkirk with its canalized ways of approach. However, if I write down historical scenarios, they obviously do what they want with them. I’ve played the scenario straight except for the 20mm AA en portée which is an obvious mistake : the French were provided with AA autocanons which were old de Dion-Bouton trucks armed with 75mm AA guns. Thus I replaced the 20mm portée by a 75mm AA en portée on a truck. Since the victory conditions are based on German control of both bridges and combat to maintain at least one undemoralized French unit within three hexes of those bridges, both the French set up and German advance concentrates on the two bridges. The GrossDeutschland advance was pretty easy due to night conditions (visibility = 1 hex). At the end of turn 2, the combat was about to begin around both bridges. At the end of turn 4 (visibility is two hexes), the Germans are assaulting the French in front of the northern bridge. In the south, the French choose to fall back behind the river to gain time since opportunity fire is hampered by the numerous town hexes. Almost daylight. At the end of turn 6 (visibility is 6 hexes), the Germans are still entangled in lengthy assaults that don’t seem to reach a quick conclusion despite their superior numbers and strength. In the north, the stuG platoon is trying to skirt the defence along the canal while French determined MG fire disrupts the advancing German infantry. In the south, the engineers helped some grenadiers to cross the canal to bypass the bridge bottleneck. Half of the scenario is already over. End of turn 7. In the south, murderous defensive fire on the advancing Germans has demoralized the units that just crossed the canal. The assaults around the bridge are so slow to resolve… In the north, one of the French garrisons in front of the bridge was eventually wiped out. End of turn 8. The French defence is collapsing but scattered units still threaten the German victory conditions ! If they manage to hold their ground for a few more turns, it will be difficult to prevent them to stay inside the southern bridge perimeter. An all-out assault is declared for all German units. End of turn 9. Not enough Germans to cover all the ground and force the French to fall back far enough. End of game. Despite excellent artillery shots and a successful assault by the StuG platoon, some French dragoons used their fast motorcycles to bypass the German lines and give the victory to their side. I had quite a good time with this quick scenario and Doug certainly is a brilliant developer to be able to give the scenario such a nice balance and capture the spirit of that fight between so different forces. History : 0 - Playability and balance : 1

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A Bridge Too Close
Author KirkH
Method Solo
Victor Germany
Play Date 2010-07-02
Language English
Scenario FaoF038

French set up on both bridge hexes and with units on the eastern side of the bridge. Germans split their forces and assaulted both bridge hexes. The southern bridge held out longer due to the presence of an 11-1-2 French leader. With four turns to go both bridges had been cleared but it looked like the French would hold on. The Germans then assaulted the units on the eastern side of the river and due to some very good rolling, were able to eliminate all French units on the second to last turn. All in all a very close scenario, although there's not a lot for the French player to do. It might be best as a solitaire scenario.

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He who would defend all...
Author Matt W
Method Solo
Victor Germany
Play Date 2012-10-30
Language English
Scenario FaoF038

Looking at the scenario statistics I don't feel bad about losing as the French, but then again I do...

I read the victory conditions carefully and noticed that, not only do the Germans have to take both bridges they have to clear the French away from within three hexes of each bridge. So I assumed that the best thing would be to defend both bridges with enough force to get the Germans caught up in assaults. While the Germans were only able to complete their victory on Turn 11 of 12, it was clear that with any decent rolling it would have been over quite a bit earlier.

I think the best approach may well be to defend only one of the bridges and to permit the Germans to attack on both shores. In that manner the French will have enough force to delay the Germans on the west bank while protecting themselves from the later arriving Germans on the other shore. Even better, use some troops in the woods on the west bank near the bridge to threaten the bridge tying down a number of Germans in a search and destroy mission while using the bulk of your force in the urban terrain to the south.

In any event, my defense was, in retrospect, pretty darn uninspiring. I give this one a "3" but with a better defense concept it could rank higher.

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Stick to SOLO in this one
Author ACav (France)
Method VASSAL
Victor Germany
Participants treadasaurusrex
Play Date 2023-05-12
Language English
Scenario FaoF038

This scenario took us 3-sessions to complete and I led the forlorn French side. Not much to say as this was the usual Fall of France German steamroller scenario with another crushing defeat for the outgunned Frenchmen. Both sides drew pretty bad leaders and we managed to throw 12 combat 7-de rolls before we finished.

The Treadasaurus demolished the hasty French defense and eliminated all the defenders before time elapsed. Both bridges were taken. I was surprised that this was closer than I expected. No question that this one is better as a solitaire scenario.

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