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Road to Dunkirk
Fall of France #45
(Attacker) Germany vs France (Defender)
Formations Involved
France 224e Régiment d'Infanteri
France 7e Groupe de Reconnaissance de Corps d'Armée
Germany 18th Infantry Division
Display
Balance:



Overall balance chart for FaoF045
Total
Side 1 5
Draw 0
Side 2 3
Overall Rating, 9 votes
5
4
3
2
1
3.44
Scenario Rank: 272 of 598
Parent Game Fall of France
Historicity Historical
Date 1940-06-03
Start Time 09:00
Turn Count 16
Visibility Day
Counters 59
Net Morale 0
Net Initiative 2
Maps 1: 30
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 94
AAR Bounty 150
Total Plays 8
Total AARs 3
Battle Types
Rural Assault
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Terrain Mods
Scenario Requirements & Playability
Fall of France maps + counters
Introduction

The last British troops were evacuated from Dunkirk the night of June 2, and on the next morning the French were making a desperate effort to hold the lines while evacuating as many of their own troops as possible. Few men and weapons were available for the last-ditch defense, but courageous volunteers from 7th Groupement de Reconnaissance and 224th Infantry Regiment were determined to give their lines for their brothers in arms.

Conclusion

South of Dunkirk on the road to Bergues, French forces held fast at the Sept-Planetes crossroads and the bridge. German casualties were heavy, and around 1100 their attack slowed as no German trooper wanted to be the last man killed in the final victory. Trading ground for time, the heroic French soldiers held back the German tide until nightfall. Sadly, they did their job too well; they held the line until the last boat left Dunkirk, and most of them were captured the next day in the nearly-deserted city.


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.
  • 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
Heer
  • Motorized

Display Errata (1)

1 Errata Item
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 (3)

La última línea en Dunquerque
Author enrique
Method Solo
Victor Germany
Play Date 2013-07-05
Language Español
Scenario FaoF045

En este escenario una heterogénea fuerza francesa (un batallón de infantería regular y una compañía de dragones motorizados, DRG, apoyados por una sección de artillería AT de 25mm y artillería fuera del mapa, 1x20), debe defender los puentes que cruzan el canal que circunda Dunquerque, donde están teniendo lugar las últimas evacuaciones. Los alemanes atacan con efectivos de cerca de dos batallones de infantería, apoyados por dos secciones de morteros de 81mm, media sección de coches blindados SK221 y artillería fuera del mapa (2x16). Ambas fuerzas tienen la misma moral (8/7).

En este escenario puntúan los bajas, el control de los puentes, las unidades alemanas que son incapaces de cruzar el canal y las que consiguen superar las defensas francesas y salir por el borde norte del mapa.

Los franceses realizan una desesperada defensa de los puentes, pero su inferior número y, sobre todo, inferior capacidad de fuego no puede impedir que los alemanes obtengan una aparente fácil victoria (27VP frente a 7VP). Digo aparente porque el resultado no hace justicia a los esfuerzos de los franceses, que consiguieron mantener a raya a los atacantes hasta cerca del final de la partida. En última instancia los asaltos concentrados de los alemanes y su superior capacidad de fuego causaron numerosas bajas a los franceses y huecos por los que los atacantes se infiltraron.

Escenario interesante y más reñido de lo que indica el resultado.

0 Comments
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Slow road to Dunkirk
Author campsawyer (12)
Method Dual Table Setup + Voice Chat
Victor Germany
Participants waynebaumber (AAR)
Play Date 2013-06-05
Language English
Scenario FaoF045

This was played via Skype with Wayne Baumber in a singke session. Wayne took the Germans and I was the French. We werelooking for shorter scenario ghan our previous play that took several months to finish. This one did the job, although a bit more historical than a balanced game. As the French hou need to stop the Germans from crossing the river over the bridges. There forces are just infantry with come AT and OBA support. There are some DRGs that provide mobility to the French but it will come down to stopping the Germans with just rifles and grenades.

The Germans have five companies of infantry with HMG and mortar support. A armored scout car and modest OBA will help dislodge the French along with the possibility of aircraft. The Germans will have to force the bridges as the engineers did not make it to the front line in time for the fight. The terrain will give them some cover through all the town hexes to the west on board 30. The French will need to setup with a strong hold on the bridges to delay them from getting over and racking up VP's for exiting the board.

As of the morale and the leaders, the morale was good but the leaders on both sides where quite outstanding. We used the ILS in PG-HQ and found that this generated all the leaders with at lest a positive combat or morale bonus, the Germans had three leaders with +2 modifiers. I could not have flipped the leaders any better for both sides. This did have a significant influence on the game as morale was not a big effect as it usually is. All losses were a result of direct step losses.

With the French setup, I put them right up on the bridges or next to them to cover them. If the Germans were going to close on them, they would have to brave significant fire. But once they breakthrough it would be tough to stop them.

The Germans begin with move on from the south, advancing in three groups. One at the north-south road, one to the west of the road and one to the far west edge of board 30. Within a couple of turns they had advanced in the town toward the four western bridges. A group of four HMG's provided the backbone for the advance. As they closed on the French units guarding the bridge the French opened fire without much success. French snipers had noticed that that the German leaders were sending the troops forward then advancing later. Seeing this the held their fire until the officers advanced successfully killing one German Captain. This broke the German chain of command and slowed one segment of advance. But this did not dismay the German leadership as they continue to shift me forward and then advancing. Methodically, the HMG's advanced to a point that would provide overwhelming fire but they need a leader to direct them. The German Colonel saw this as a chance to get into a good command position and moved forward. But the French snipers were tracking him and as he advanced to the HMG's on the river bank a shot rang out killing the Colonel. This brought German attack on the town to a halt for the next 30 minutes.

When they recovered they continued to advance and the French needed to develop another strategy as the Germans were about to assault the bridges and could easily win the assaults. The French started to slowly peel back from the bridges hold a line one hex back from the Germans. As the Germans closed the French took very calculated OP fires with some success in getting hits, but the Germans were able to shake off the morale checks with the help of the positive morale leaders. There was some key demoralizations but the Germans kept coming. Peeling back one more hex they slowed the Germans to 1 hex per turn or even 1 hex every two turns which would be key to keeping them from exiting, but they could not hold all the bridges. They would have to come up with another way of keeping the bridges.

An opportunity can about when a daring S.Lt. decided to dash over the bridges with this DRG unit. Finding a seem in the German line they were able to temporarily recapture two of the bridges and get to the south side of the river. This could tie down units on the south side trying to hunt them down. It did help as it was able to contest one bridge at the end of the game.

But the Germans still crossed and did get into assaults across the river although the French were waiting for them. In one assault the Germans looked to finish off a disrupted reduce INF, but wound up be caught in an assault for four turns before finally killing them. A second one on one of the bridges was still contested at the end of the game. These help strip off units from being able to get off the board at the end.

The French continued to give ground in the German advance until they were two hexes away from the north edge of the board, but the line held and the Germans were delayed. But this was not enough to win the game for the French. With most Germans over the river the French would not get many VP's for delayed units. As for bridges, they were mostly in German hands with two contested. This gave the Germans a 16 to 7 edge and a minor victory.

As for the play, I enjoyed it even with the loss as I was able to practice my delaying tactics with weaker forces as well as getting a new appreciation for what the French units can and cannot do against the Germans. Wayne was a little frustrated with the delays that the French were able to create against the powerful German force. But in the end a win is a win.

2 Comments
2013-06-05 17:17

"Wayne was a little frustrated ..... "

mmmmm ?

2013-06-06 02:11

Alan it was only 3 HMG's although my superior handling of them may be the cause of your confusion over their numbers.

Herr Hughes yes a little frustrated (and not because the wife is away for a few nights) read my AAR for the full story, and I don't even mention the ineptitude of the Luftwaffe in this battle.

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Traffic Jam on the Road to Dunkirk
Author waynebaumber (13)
Method Dual Table Setup + Voice Chat
Victor Germany
Participants campsawyer (AAR)
Play Date 2013-06-05
Language English
Scenario FaoF045

Played using Skype with young Alan Sawyer, this battle has a strong German force trying to force a river crossing over several bridges. Having played the French a lot recently I was always going to take the Boche for Alan's and mine next battle and when I saw the forces in this one I was more then happy. The Germans outnumber the French have better firepower, more leaders, better OBDA and even aircraft, one look at Board 30 and you can see that even the terrain helps the attacker as there is good cover for the Germans attacking from the south towards the main group of bridges. With 16 turns to cross one board time is also on the German side. There is no need to rush, build up fire groups and just chew up the French a little turn by turn, and the bridges will fall like ripe plums into the German hands. Leaders were drawn via the Impartial Leader Selector and what leader they were with three + 2 leaders for the Germans and all the rest also having +1's. The French leaders were also pretty good with all their leaders having +1 benefits. The game panned out as I hoped but Alan's good defensive play made it a very frustrating battle for me personally. I sent a small force tp my left flank to tie down the four French units guarding the solitary bridge in that sector they would rush the bridge on the last turn so they would not count as being south of the river for VC at the end of the game. The rest of the force converged on the remaining bridges deployed from truck under cover formed their fire groups and move into range. This is where it got a little frustrating as Alan held fire until leader moved and then he had some amazing results. CPT 10-1-1 moves froward to direct fire, a lone sniper see's him and fires (7 DF shot double 1) he is hit an mortally wounded. Later the German COL 10-1-2 seeing that German fire needs clearer direction also advances and the same bloody sniper takes him out with the same bloody shot. This stalls the German advance for 30 mins and thereafter its a real struggle to coordinate attacks and activation's. Those two men were the only losses the Germans suffer until the final turn. Alan now starts retreating hex by hex and I push across the river but still struggle to break through, I have a luck break when he attempts to reinforce with units from the other flank when an OF shot takes out a DRG unit, and my OBDA has its one moment in the sun and get an X. These losses and my opening HMG shot along with the capture of all but one of the bridges make victory nearly certain but I still can not break out of the bridgehead. Alan had managed to contain my units so well that no German units exit the board and the final GT is a little of an anti climax as the Germans settle for what they have got. The final VP count up reveals that although I secure a minor victory I had also left a unit behind under a truck counter and had Alan managed a couple of more hits earlier in the game he may well have got a well deserved draw. I have marked this as a 2 which is a little harsh but I feel this scenario favours the Germans a lot, in our game Alan played well, had a good set up, a little luck in killing the German commander and I still thought I was not going to lose throughout the game. However the result did feel historical with the Germans winning the skirmish but not breaking through to the beaches of Dunkirk so all credit the the scenario designer and the game system for reflecting the realities of the 1940 campaign in France.

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