Fall of France #15
|(Attacker) Germany||vs||France (Defender)|
|France||2e Régiment de Cuirassier|
|Germany||6th Panzer Regiment|
|Overall Rating, 15 votes|
|Scenario Rank: 534 of 586|
|Parent Game||Fall of France|
|Maps||2: 28, 31|
|Layout Dimensions||56 x 43 cm
22 x 17 in
|Enter & Exit|
|Kill Them All|
|Scenario Requirements & Playability|
|Fall of France||maps + counters|
The 3rd Division Légère Méchanique had retreated from the Jandrain armor cauldron back to the Wavre-Gembloux road. During that withdrawal, part of the division fought 5th Panzer Regiment at Thorembais while Captain de Beaufort's escadron of the 2nd Cuirassiers stopped at Walhain some hundred meters east of the main road to Gembloux. In this fluid situation, the panzers were outrunning their infantry support and ignoring flank security.
The French brigade HQ at Walhain was suddenly surrounded by panzers, and the Somuas of the 2nd Cuirassiers engaged them. In the village a Pz IV knocked out three French tanks at close range, and while the Germans claimed seven more French tanks destroyed they ended up backing off due to their exposed forward position. In the middle of the afternoon de Beaufort's tanks pulled back under orders, having lost 10 tanks at Walhain. It was time for the 3rd Division Légère Méchanique to withdraw and let the infantry assume the defense of France.
|AFV Rules Pertaining to this Scenario's Order of Battle|
|Not much of a holdup, actually...|
So, I haven't played any wargames at all for a few months, and something small and snappy seemed to be in order as a refresher. This fits the bill perfectly, 12 turns, only 10 pieces in play total, all tanks and no terrain SSRs to deal with. A mixed bag of Pz II, IIIF and IVD platoons will attempt to bypass 4 platoons of Soumas and get off the map. The Germans score VPs for steps that exit, the French for German steps that don't.
This should be a tough one - on paper, the Souma is well protected, packs a heavier punch than anything except the PzIVD, and is almost as fast as it's German counterparts. Luckily for 6th Panzer Regiment, the French have terrible initiative, no armour efficiency and don't have one tank leader per counter.
The result was a very fluid battle, with both sides maneuvering for decisive positions. The French were almost always on the back foot, losing the initiative most turns, and being forced to rely on op fire to hit the Germans before they got out of LOS and/or range. As a result, the only casualty of the entire game was a solitary step of IVD's which were taken out by a lucky throw from the Soumas. All other steps managed to get off the map unscathed, despite the French throwing everything they had at them. Therefore, the Germans pulled off a crushing 11-1 victory on VPs.
Overall, it was fun, and more tense than you might imagine, as a well-handled (and slightly lucky) French force can give the Germans some headaches and force detours that can be fatal in such a short scenario. Definitely one with some replay value, and some interesting tactical possibilities given that the map contains every type of terrain in the game.
Short scenenario and with few counters. There are only tanks in both sides. Four French S35 tank platoons must prevent that six German tank platoons exit the south edge of the battlefield. The French player deploys the tanks in the center of the battlefield, cutting the main north-south road. The Germans enter on the north edge. The Germans benefit from armored efficiency and leaders (all platoons have leaders). The French only have two platoons with leader. The battle is hard. The Germans undergo considerable losses (4 steps). The Frechmen have losses as well (3 steps), but in the end the Germans are able to avoid the surviving French tanks, exit with some platoons the south edge and win the game. Victory points: Germans 9, Frenchmen 6.
This is a nice little scenario with which to learn a lot about using armor and the limitations of not having tank leaders in all your units. The French set up a deep defense with hidden tanks on the north south road. the Germans enter to set up long shots with the Pz IIIs to set up cross fire for the Pz IVs. The Pz IIs immediately start looking for ways to get off the south end of the board as their gunnery won't help at all against 3 armor S35s.
The French have some initial success but the Germans gamble on initiative and getting it, use it to assault reduced French tanks twice to knock out enough French to have an easy drive through the remainder. The final score was 12-4 with both sides losing 4 steps.
This really is a great scenario for learning how armor and AT fire works. Otherwise there isn't much to see. I give it a "3" for the learning experience. By the way, given that the last three scenarios I have played have had decapitations it was nice to play one where a decapitation just couldn't happen...
Let me be the first to say that this scenario should result in a German victory. The German tanks should be able to march across the boards and off without much of a problem. If they have to shoot at all it is a surprise.
In our play all of this changed due to two single shots. In both cases where I had a shot at a PzII I rolled "12s". This will happen roughly once out of 1,300 tries, therefore take nothing from this play as indicative of relative skill levels or the balance of the scenario. Having said that, Daniel still had sufficient force to win the game but I was able to roll another few 10s and 9s when needed. Indeed, very few French shots failed to hit during this play. Luckily it was quick. Unexpected executions such as this should always be quick.
I did not rush out to write up an AAR primarily as I was embarrassed by the luck that I had in the play. Again the Germans should win this one without much difficulty, even with the hidden French tanks. I give it a red-faced "3".
Played face to face against Matt W in about 40 minutes.
As the German commander, I decided I would try to exit my tanks without fighting the French. Matt scrambled to move his tanks where they had a shot at victory and it worked, two "12" helping a lot.
The French eliminated 7 steps of armor and the Germans exit 5 steps.
I rated this one a "3". It's a short, fun puzzle which the Germans should win if they just run for it. It may be a good scenario to learn armor versus armor tactics if the Germans decide to fight instead if running but it's that the goal, I recommend Indian Unity #10 instead as you have to fight in this one.
|1940: Fall of France, Scenario #15, Delaying Action|
True this is the easiest scenario to play out of the whole group but I had to get something from Fall of France on the board and knock it out fast, so this was it. An all armor scenario call Delaying Action! There isn't much to report on this one, as the puzzle because easy for the Germans, don't stop and fight the French and you will win this scenario hands down, as the German have both Armor Efficiency and all their tanks have Leaders. The French took out two step of German armor, the Germans exited 10 steps without firing a shot. Clear German Victory.
I think the victory conditions should be changed on this one, to Read that the Germans must take out four steps of French armor before exiting and then it will be more balanced but a fun scenario to push some armor counters around on and mine ended in about 3-4 turns, so very quick.
|Panzer Grenadier played in only 10 minutes|
Note: Score will be denoted by (x-y), where x=German casualties, y=French casualties.
German armour advances stopped by some French armour in the centre village. Two more French armour platoons advance on the German position.
One French armour platoon remains in hiding.
The Germans, led by the infamous Col. Von Wren choose to continue to race ahead bypassing the French armour which fires inaccurately.
Although, the Pz II is ambushed by a hidden S35 and eliminated! (2-0)
The Germans stick to their plan and scoot past the French tanks. Although the Pz IVD is disrupted and reduced by the French armour. (3-0)
The remaining German panzers scream past.
The French armour in the north moves south.
The German panzers exit to the south as the disrupted Pz IVD is set upon…
…and overwhelmed. (4-0)
Only taking 4 of the 12 allotted turn, the battle is over.
This is a very quick battle and a good introduction for teaching the armour rules. As there are hidden forces, I played this with my daughter Wren (who I let play the Germans).
Although I tried to goad her into attacking me with her Pz IVDs, she opted just to run, which appears to be the regular strategy that favours German victory in this one. I would’ve been tempted to shoot with armour efficiency.
Is worth a replaying? Um, no. Too simple and unbalanced.
Scenario Rating: 2/5. But, 3/5 for teaching purposes.
|Jean Claude, were those German tanks passing by?|
First play went pretty much as some others with the Germans merely passing by the French who were caught during baguette break shooting at Deutschdust (translation: couldn't roll worth a hoot).
Second play went with a more up-front bottleneck defense. Some decent initial AT fire by the seemingly more alert French killed two steps of PzIVD's, disrupting one. Non-leader S35's could move within five hexes of the PzII's (whose AT range is only 4 with no ability to extend) and killed off two steps. The Germans exited everything else, but the French had one last shot at a fleeing PzII at a -1 (range of 6 and OF) rolling a 10! The Germans win by pip with 7 steps exited, five destroyed with no French steps lost.
So a bit of excitement here, but it felt a bit contrived. Not a particularly interesting scenario really. Were the scenario on a single board along the long axis, maybe ...