|Overall Rating, 2 votes|
|Scenario Rank: --- of 565|
|Parent Game||Land Cruisers|
|Maps||2: 22, 23|
|Layout Dimensions||56 x 43 cm
22 x 17 in
|Scenario Requirements & Playability|
|Fall of France||counters|
The first French probes across the frontier demarcated in early 1917 came in the late hours of September 9th, before the official start of operations. While no one would ever have suggested that the attack was a “surprise”, the fact that action began prior to a declaration of war formed a major recruiting tool for the Central Powers in general and the Germans in particular.
German customs agents manning a border tariff station north of Metz, near the fixed fortifications of Diedenhofen (Thionville to the French) were the first to see the French armored fist in action. Before the French mechanized troopers smashed the radio the border guards sent the message “French armed forces are passing this station. Many heavily laden vehicles moving quickly to the east have been spotted. None have paid the required toll…” The Second Great War had begun in the West.
The French poured across the border with strong forces, looking to smash their way through the German border posts and quickly mask the Diedenhofen/Thionville fortress complex with their follow-on infantry formations while the armor plunged on into German territory. Judging by the first day’s results, the plan had a good chance of working. The German general staff detailed Franz Halder, commanding the IV Bavarian Corps, to ensure that the backing fortifications were manned and prepared for the onslaught.
Special rules for border toll gate.
Use French casemates for German.
|AFV Rules Pertaining to this Scenario's Order of Battle|
|How fast can the French Win?|
One needs to study the map and victory conditions. It is a night game. I set up Imperial Germany such that the N S length was covered. Te French have to occupy all town hexes free of Germans. Terrain costs are such that the units are not going to along the south edge. That will take 8 turns then turn north for those town hexes. The 2 hills on the south edge of boards 23 and 24 are light woods or woods hexes. There is a gap. That is where, after I played the scenario, is to station the cavalry. French infiltrate they block. French continue east along the south edge, the French attacking the toll booth will free them for movement where needed.Te terrain costs for the trucks and APC's are such going along the south is the same on foot or loaded. Decided to right down the middle with a north supporting flank. Better German casement placement would have helped. Use the 2 of the western road junctures as the French have to clear the road. The French dragoons (motorcycle troops) need to bypass the town and hill south of the 5 hex town. There are 4 town hexes on the east 5 rows. That is where the German Cavalry need to retreat for a final stand. Took 2 turns to maneuver into position. Then moved forward to draw fire. Or can send in the tanks adjacent since they only suffer on X results. Given German fire power hard to do. Germans use one OBA for illumination. Once the French swarm over the hexes it is slow attrition. Depend on how well the dice fall. I chose to place my art & mortars on the hill 3 hexes south of the large town. Given the -1 shift for fire at night, any type. I did not think of using all that French OBA by having leaders 2 hexes away. With at least -3 shifts for towns it seem a waste so closed in for DF. 3 - 4 turns later the Germans suffered one or more disruptions. Means assaulting on the 18 column after final mods. Hope for good die. @0 turns is long enough for the French. Next time I am bunching the Germans in the towns as they have to take the town hexes. Cover the north side between the large town & north edge for a tripwire. The 2 rating is due to perceived imbalances. Better setup may make this scenario competitive.