Panzer Grenadier Battles on February 24th:
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Early Montcornet
Fall of France #20
(Attacker) Germany vs France (Attacker)
Formations Involved
France 2e Division Cuirassée de Réserve
France 61e Division d'Infanterie
Germany 6th Panzer Division

Overall balance chart for FaoF020
Side 1 8
Draw 0
Side 2 1
Overall Rating, 9 votes
Scenario Rank: 283 of 609
Parent Game Fall of France
Historicity Historical
Date 1940-05-15
Start Time 17:00
Turn Count 12
Visibility Day
Counters 48
Net Morale 1
Net Initiative 1
Maps 1: 29
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 91
AAR Bounty 163
Total Plays 9
Total AARs 1
Battle Types
Meeting Engagement
Terrain Mods
Scenario Requirements & Playability
Fall of France maps + counters

The small crossroads town of Montcornet was of special strategic importance since it lay at the nexus of the Reims, Laon and Vervins roads. the German "sickle-cut" plan had confused French forces as to the real objectives of the attack, throwing them into disarray as they moved hither and yon to cope with a ubiquitous enemy. some motorized elements of the 2nd Division Cuirassée de Réserve were shifting positions around Montcornet when they met a recon column from 6th Panzer Division closing on the town.


Around 17:00, Lt-Col von Esebeck's column was approaching Montcornet from the east just as a detachment from17th Batailon de Chasseurs Portés was approaching the town from the north. Spotting the Germans, the French formed a defensive line around the railway station at the north edge of the town. The combined attack of the German motorcyclists fording the small river and the tanks of the 6th Panzer firing from the rear eventually wore down the French resistance. combat ended around 20:00 with heavy French losses: three officers, nine NCOs and 45 chasseurs wounded or killed and ten 25mm guns lost along with their trucks.

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
  • 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.

Display Order of Battle

France Order of Battle
Armée de Terre
  • Motorized
  • Towed
Germany Order of Battle
  • Mechanized
  • Motorized

Display Errata (2)

2 Errata Items
Scen 20

French Major should be a Commandant.

(PG-Tank Dude on 2010 Apr 30)
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)

Display AARs (1)

There's fighting in the town and on the bridge
Author Matt W
Method Solo
Victor Germany
Play Date 2010-08-04
Language English
Scenario FaoF020

Frankly there is no fighting anywhere else as there is nothing else to fight for. It is critical for the French to get initiative on the first turn. In this case it gave them a chance to get into the town. They are fighting at a deficit given the reserve troops that they field and the town gives them the morale and cover to stand up to the Germans. If they are caught in the open they will die quickly.

The German win in this case was more the result of good dice on the last two turns than anything else

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