Panzer Grenadier Battles on September 24th:
Eastern Front #69 - Attack on the Isthmus Counter Attack #48 - Guarding the Western Rampart
Fronte Russo #4 - Zaritschanka: The Bloodiest Day Counter Attack #57 - Delaying Action
Guadalcanal #16 - Battles on the Matanikau I Land Cruisers #7 - Clash of Armor
Errors? Omissions? Report them!
1940: Fall of France Scenario 51: Insha'Allah
Division Marocaine #5
(Attacker) Germany vs France (Defender)
Morocco (Defender)
Formations Involved
Germany 4th Panzer Division
Morocco 1er Régiment de Tirailleurs Marocains
Display
Balance:



Overall balance chart for DiMa005
Total
Side 1 0
Draw 0
Side 2 1
Overall Rating, 1 vote
5
4
3
2
1
5
Scenario Rank: --- of 573
Parent Game Division Marocaine
Historicity Historical
Date 1940-05-14
Start Time 07:00
Turn Count 24
Visibility Day
Counters 106
Net Morale 0
Net Initiative 1
Maps 1: 32
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 172
AAR Bounty 163
Total Plays 1
Total AARs 1
Battle Types
Kill Them All
Urban Assault
Conditions
Scenario Requirements & Playability
Division Marocaine counters
Fall of France maps + counters
Introduction

Along the Brussels-Namur railway, the two divisions of the French IV Corps dug in to await the attack of the German XVI Panzer Corps. The Germans formed up behind the woods of the Bois du Buis, and came forward across the open fields with heavy support from Stuka dive bombers and their own artillery. At the town of Gembloux itself, the 1st Regiment of Moroccan Tirailleurs had based their defense on the small industrial town’s buildings and railroad and anchored their flank on the town cemetery, where the 15th Motorized Infantry Division picked up the line. Well-prepared, supported by artillery and strong anti-tank batteries, the Moroccans’ fate lay in the hands of Allah the Merciful, the Just.

Conclusion

Despite strong artillery, air and armor support, the Germans could not break the Moroccan line or in the 2nd Regiment’s sector adjoining the 1st’s left flank. On the other side of the 1st Regiment, troops of the 1st Motorized Division held off 3rd Panzer Division. As long as the other French units held their ground, it did not appear that the Moroccans would give up their positions easily if at all.

Additional Notes

This scenario was issued to accompany the special Moroccan Division counterset but can be played with standard issue Fall of France counters. The scenario may be found at: http://www.avalanchepress.com/MarocScenario1.php

(Special note: Marocain HMG units have a Movement factor of 2.)


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

France Order of Battle
Armée de Terre
Germany Order of Battle
Heer
  • Motorized
  • Towed
Morocco Order of Battle
Moroccan Ground Forces

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 (1)

The Thin Red Line
Author Schoenwulf
Method Solo
Victor France, Morocco
Play Date 2017-06-14
Language English
Scenario DiMa005

Elements of the French/ Moroccan 1st Régiment des Tiralleurs defending the town of Gembloux, Belgium were attacked by units from the German 4th Panzer Division early on the morning of May 14, 1940. The Allied units were in strong defensive positions on and west of the railroad embankment, and well protected by both wire and minefields. At 0700 hours, a German Stuka squadron opened the battle and destroyed a 25mm gun emplacement on the north flank of the Allied line. The Germans did a feint to the north but moved primarily on the center and south of the Allied position, advancing behind the large ridge east of the railroad. Although French OBA slowed the German advance, wire and mines were cleared from the south flank by 0800. By 0930 hours, a gap was opened in the south line that allowed a Pz.II platoon supported by a single infantry unit into the south end of the city. At 1000 hours, an 47APX anti-tank emplacement located by the Gembloux railroad station was eliminated, and the station was under siege. Within the next hour, it was clear that the Allied line was crumbling, as another gap had opened in the north, followed by one in the center near the railroad station. Two more panzer platoons and an infantry unit had broken through, and the panzer units controlled most of the town by noon. Both the railroad station and cemetery remained under attack, but the Moroccans managed to hold the station. Shortly after noon, with the German lines east of the railroad in disarray, the Moroccans pulled back and cleared north and central Gembloux. The battle ended at 1245 hours with the town divided pretty equally, but the Germans had paid a hefty price to hold their section of the town, and the Allies claimed a major victory.

This scenario is played out on a single map played horizontally with the railroad bisecting the map from north to south. The layout provides a number of options to save control of town hexes which are worth two points each, one of the two objectives, with the other being step losses. The Germans need to advance west to have a chance, but do so against strong Allied OBA. They are helped by multiple aircraft on the first two turns, and single aircraft on six other turns. These can be a tremendous help in softening up the formidable French/Moroccan line (the red Division Marocaine chits from AP were used where appropriate). The scenario can be tedious at times with all the units in play, but is very enjoyable and well balanced. After the first eight turns, it didn’t appear that the Germans would have a chance to penetrate to Allied front line. In this regard, the French were helped by fog-of-war rolls on eight of the first nine turns. But six turns later, it appeared that the Germans might be in the best shape, having broken through the Allied lines. After that, it was back-and-forth with the balance for VP’s in constant flux. However, in the end, the German leaders & units that remained east of the railroad were not a threat to advance as very few were in good order. This allowed the Moroccans to pull back and reclaim about half of the town. In the final analysis, the Germans had lost 38 steps to 22 for the Allies, many due to the deadly Allied OBA. The Germans held 22 town hexes to 21 for the Moroccans, but the latter units held the railroad station for a four-point bonus. So, the Allies ended up with 84 VP’s to 66 for the Germans, a major Allied victory by a very narrow margin. This is a really enjoyable scenario that is well balanced, has great ebb and flow, and a lot of action.

1 Comment
2017-06-15 07:03

Great write-up! One to go for that medal! :-)

You must be a registered member and logged-in to post a comment.
Errors? Omissions? Report them!