Panzer Grenadier Battles on February 25th:
Desert Rats #8 - Cavalleria
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To the Bridges!
Fall of France #26
(Defender) Germany vs France (Attacker)
Formations Involved
France 4e Régiment de Cuirassiers
France 87e Régiment d'Infanterie de Forteresse
France 8e Régiment de Cuirassiers
Germany 7th Panzer Division

Overall balance chart for FaoF026
Side 1 6
Draw 2
Side 2 2
Overall Rating, 11 votes
Scenario Rank: 154 of 609
Parent Game Fall of France
Historicity Historical
Date 1940-05-17
Start Time 17:00
Turn Count 16
Visibility Day
Counters 48
Net Morale 1
Net Initiative 1
Maps 2: 30, 33
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 96
AAR Bounty 150
Total Plays 10
Total AARs 3
Battle Types
Bridge Control
Kill Them All
Rural Assault
Off-board Artillery
Terrain Mods
Scenario Requirements & Playability
Fall of France maps + counters

French troop strength on the Sambre River line was so weak that the commanders in the field decided to only defend the bridges. This was the role of the 87th Régiment d'Infanterie de Fortereesse, supported by some motorcycle platoons of the 8th Cuirassiers. When word came that the bridges at Berlaimont had been taken by the Germans, these units were sent to take them back.


Despite their best efforts the French could not muster enough anti-tank guns to so anything about the panzers patrolling the Mormal Forest. But then two Somua tank platoons of de Segonzac's escadron arrived from Le Quesnoy, and thus reinforced the French drove through the forest(destroying a few light panzers on the way) and reached the outskirts of Belaimont in the evening. A short and violet firefight erupted between the French tanks, some light panzers and German anti-tank guns. Three Somuas were damaged before the French called a retreat. Combat the following day would be even more difficult, and 4th Cuirassiers ended up being withdrawn to Jolimetz.

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
  • Foot
  • Mechanized
  • Motorized
  • Towed
Germany Order of Battle
  • Mechanized
  • Motorized
  • Towed

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 (3)

Almost to the bridges
Author campsawyer (13)
Method Dual Table Setup + Voice Chat
Victor Germany
Participants waynebaumber (AAR)
Play Date 2012-04-05
Language English
Scenario FaoF026

Playing through some of the FoF scenarios with Wayne Baumber we selected this scenario as our next challenge. Wayne taking the French and I the Germans. At first look the French have a very mobile force with good tank support, but they also have two slow HMG's as well as lower morale. The Germans have a decent force to defend but the armor support is weak against the French S35's, but they do have the setup and good morale.

The Germans defense will try to slow the French and make them fight early in their advance while trying to provide a defense in some of the weaker areas. The main line of defense will be the town and roads at 0608. Units will be positioned to slow the Germans in the town 0706 as well as dug in troops in the fields around 409. Dug in platoons hold the road on the split hex 1309/0109. To the south in the city of Berliamiont HMG's positioned to cover the western approaches while infantry, AT's and the PZII's provided the reserves. The lone unit on board 33 is the SK222 at the crossroads of 608.

The French advance is two pronged, coming down near the roads at 30/701 and 33/701. On board 33 the advance is quick and the DRG's and S35's quickly force the SK222 to abandon their position at the crossroads. They turn to head east on the road and engage the first roadblock of German troops. After a sharp bitter fight the Germans take losses and are force to head back into the fields of 30/409. But German fire has left the attacking force disrupted and demoralized. From the north the advance pushes the Germans out of the town at 33/706 and the French take a bead on town 30/608. In exchanges of fire the French quickly disrupt and demoralize while the Germans weather the French fire. Heavy fire on both sides create casualties for each, but the German defense of the town at 30/608 is still strong and they hold the fields to the east.

The recovered French look to approach the town of Berlaimont from the west, but German HMG's provide key OP fire to disrupt and demoralize the advancing French. This stripes away the DRG support for the S35's and they are left to attack the town on their own. The Germans shift infantry support south to block the French tanks.

To the north the French push for the town at 30/608 advancing right up to the town with their DRG's and HMG's. Heavy German OP fire disrupts and demoralizes them. Continuing to press their attack German INF's assault the disrupted and demoralized troops bringing the attack to an end. But to the south the S35's bully there way into town and advancing right up to the bridge. The German Major shifts an HMG unit to support the lone INF and with help from a SGT provide a decent defense force. But the S35's machineguns change that, with one attack the SGT and HMG are demoralized and the lone INF by itself again. Quickly the SGT recovers and assists the HMG, while the Major scrambles to get reinforcements to attack the tanks. Three INF platoons are pulled together and with the help of a German Captain they attack the S35's destroying one of them. At this point the game ends with a German victory.

Morale was key to this game, the lower French morale had a significant effect on the maneuverability of the French. Once their morale was reduced they were stuck and eventually they became strung out in the attack. German keys to the win was good mobile defense and better morale to have the troops in the right position at the right time.

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A bridge way too far
Author waynebaumber (12)
Method Dual Table Setup + Voice Chat
Victor Germany
Participants campsawyer (AAR)
Play Date 2012-04-05
Language English
Scenario FaoF026

Played v Alan Sawyer on Skype. Alan in his AAR has set out the scenario and deployment so I will concentrate on what went wrong. The French plan was to pin the Germans in a frontal assault and then using their superior speed flank the Germans and arrive at the bridge with Armour support take and hold at least one bridge which should be enough for a victory. The plan worked in one way as the Germans held a line in the north and even lost two steps, in fact this initial assault went so well that the French commander tried to exploit this success and pressed on with the attack hoping for more Hun losses. The flanking force moved out on time but accurate long range HMG fire and artillery, while not causing any casualties forced the French to go to ground, thus slowing the flank attack. Then disaster as the German commander cleverly counter attacked cutting off the tip of the French assault in the north. This was the move that sealed the game as the French losses soon overtook German losses, the French tanks made a dash for the bridge but were held up in the town and eventually overrun by the Boche. This is an excellent smallish scenario, it does favour the Germans slightly I would suggest French morale of 8/6 would help in this regard. However in our encounter the best man won without a doubt.

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I think I can see the bridge, it's WAY over there...
Author Matt W
Method Solo
Victor Germany
Play Date 2012-08-15
Language English
Scenario FaoF026

A highly mobile French force must attack through an urban morass to try to capture two bridges held by the Germans. Each side is roughly equivalent in size (a reinforced battalion) but the Germans have much more firepower and, critical to urban warfare, two ENG platoons. The French have lower morale and have very little transport for their HMGs.

Having decided to be aggressive with the French I immediately made a crucial error. I divided their force. Do not do this. They aren't as strong as the Germans and they are tasked with the offense in this scenario (the initial setup gets the Germans a minor victory). Even making this ridiculous rookie mistake I came within one hex of getting to one of the bridges. Imagine if I had been smart instead of full of elan.

I dickered with the rating on this one but ended up with a "3". I can't really rate it low because I didn't play it well. Even played well this will be tough for the French but it is a blast to see a French force with a much greater degree of mobility than the Germans.

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