Panzer Grenadier Battles on July 22nd:
Beyond Normandy #43 - Operation Express Pusan Perimeter #33 - Easy Company
First Axis #9 - Slovakia's Battle: Phase One Marianas 1944 #14 - Into the Night
First Axis #10 - Slovakia's Battle: Phase Two Marianas 1944 #15 - Heading Inland
Pusan Perimeter #32 - All So New! War on the Equator #2 - Peruvian Blitzkreig
Errors? Omissions? Report them!
The DLM Battle Game
Defense of France #11
(Attacker) France vs Germany (Attacker)
Formations Involved
France 22e Division d’Infanterie
France 4e Division Légère Mécanique
Germany 12th Panzer Division
Display
Balance:



Overall balance chart for DoFr011
Total
Side 1 0
Draw 0
Side 2 0
Overall Rating, 0 votes
5
4
3
2
1
0
Scenario Rank: --- of 565
Parent Game Defense of France
Historicity Alt-History
Date 1942-09-01
Start Time 06:00
Turn Count 114
Visibility Day & Night
Counters 798
Net Morale 0
Net Initiative 0
Maps 6: 26, 27, 28, 31, 32, 33
Layout Dimensions 86 x 84 cm
34 x 33 in
Play Bounty 419
AAR Bounty 225
Total Plays 0
Total AARs 0
Battle Types
Breakout
Covering Action
Delaying Action
Kill Them All
Road Control
Urban Assault
Conditions
Off-board Artillery
Reinforcements
Scenario Requirements & Playability
Defense of France counters
Fall of France maps + counters
Kursk - Burning Tigers counters
Liberation 1944 counters
Introduction

Note: This is a Battle Game including Scenarios 1-5

The five scenarios are examples of the types of engagements envisioned for the DLM. The forces were to be used to screen and disrupt the advances of the opponent. Victory in the battle game is based on whether the DLM's commander or his opponent are more successful in thwarting their enemy.

The goal of the French player is to disrupt the German advance by denying the Germans a quick movement through Belgium and to disrupt the German rear if possible, while making the journey through Belgium costly. The German player is looking to quickly penetrate into Belgium and keep the French from establishing any cohesive defense by denying the French the time and space to deploy.

Conclusion

The mission of the DLM divisions was to make sure that the Germans could not penetrate into those portions of Belgium that would be used to marshal their heavier cousins. The Bis (both ter and bis) were slow and needed time to not only arrive in the assembly areas but to deploy. Unlike the DLM the DCR were hardly nimble and needed the screening of the DLM to both prepare their defense as well as to mass for offensive action.


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
  • Assault Gun: if closed-top, provide the +1 Assault bonus, when applicable
  • Self-Propelled Artillery: do not provide the +1 Assault bonus, even if closed-top (SB)
  • 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).
  • Armored Cars: These are Combat Units. They are motorized instead of mechanized. All have their own armored car leaders, who can only activate armored cars (6.85). Do not provide the +1 Assault bonus (ACC).
  • Reconnaissance Vehicle: 8.23 Special Spotting Powers Both foot and vehicle mounted recce units (1.2) possess two special spotting abilities. The first ability is that they can spot enemy in limiting terrain at one hex further than the TEC specifies for other units and leaders. For example, an enemy unit in town can normally be spotted at three hexes or less, but a recce unit can spot them at four hexes.Their second ability is that they can place a Spotted marker on any one enemy unit they can spot per turn, just as if the enemy unit had "blown its cover" by firing. Such Spotted markers are removed as described earlier.
  • Prime Movers: Transports which only transport towed units and/or leaders (May not carry personnel units). May or may not be armored (armored models are open-top). All are mechanized. (SB)
  • Armored Transports: These are not combat units and are therefore not APC's, and they can transport all types of transportable units (5.6) so they are not Prime Movers. They suffer the same vulnerabilities in combat as open-top AFV's (7.61). All are mechanized. (SB)

Display Order of Battle

France Order of Battle
Armée de Terre
  • Motorized
Germany Order of Battle
Heer

Display Errata (4)

4 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 486

The Pz IVe appearing in the original Panzer Grenadier game had an Anti tank value of 4-7. As of Afrika Korps (2002), continuing onward through the 3rd and 4th edition games, the anti tank value has been 4-4.

(plloyd1010 on 2016 Jul 25)
Overall balance chart for 63

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

(Shad on 2010 Dec 15)
Overall balance chart for 47

All SPW 251s have an armor value of 0.

(Shad on 2010 Dec 15)
Errors? Omissions? Report them!