The DCR Battle Game
Defense of France #12
|(Defender) France||vs||Germany (Attacker)|
|France||22e Division d’Infanterie|
|France||4e Division Légère Mécanique|
|France||5e Division Cuirassée de Réserve|
|Germany||12th Panzer Division|
|Germany||14th Panzer Division|
|Germany||551st Sturmgeschutz Battalion|
|Germany||56th Infantry Division|
|Overall Rating, 0 votes|
|Scenario Rank: --- of 573|
|Parent Game||Defense of France|
|Visibility||Day & Night|
|Maps||8: 26, 27, 28, 29, 30, 31, 32|
|Layout Dimensions||112 x 86 cm
44 x 34 in
|Kill Them All|
|Scenario Requirements & Playability|
|Defense of France||counters|
|Fall of France||maps + counters|
|Kursk - Burning Tigers||counters|
Note: This is a Battle Game including Scenarios 6-10.
The five scenarios are examples of the types of engagements envisioned for the DCR. These units were the heavy hitters, designed to crush their opponents. Victory in the battle game is based on whether the DCR commander or his opponent is more successful in thwarting the enemy.
The goal of the French player is stop the German attack in its tracks and when possible carry the battle to the Germans. The operational goal was either to destroy unit cohesion or force the Germans into a slogging match. The German player is looking to continue their advance into France and keep the French from catching their breath. The attacks of the DCR needed to be blunted quickly and any gains held to local and insignificant terrain, leaving the mobile troops to continue their operations.
The DCRs were designed with power in mind, unlike their swifter cousins in the DLMs they focused on firepower and protection rather than speed and guile. While tactically the French Army had much to learn in 1942, from a technological standpoint their equipment was roughly equivalent to that which the Germans brought with them.
|AFV Rules Pertaining to this Scenario's Order of Battle|
|6 Errata Items|
The reduced direct fire value of the Heer HMG became 5-5 starting with Fall of France.
(plloyd1010 on 2015 Jul 31)
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)
The morale and combat modifiers of German Sergeant #1614 should be "0", not "8".
(Shad on 2010 Dec 15)
All SPW 251s have an armor value of 0.
(Shad on 2010 Dec 15)
Liberation 1944's Tiger movement and armor ratings are backwards. They should be Armor 7 and Movement 5.
(petermc on 2014 Feb 14)
The movement allowance on the counters in Airborne is misprinted. It should be "3."
(rerathbun on 2012 Jan 30)