Panzer Grenadier Battles on December 3rd:
Black Panthers #12 - Champagne Breakfast Heavy Metal #3 - Black Princes
Carpathian Brigade #4 - Fraternal Assistance Jungle Fighting #41 - Patrol Action
Conquest of Ethiopia #39 - Addis Ababa - Djibouti Railway VII Siege of Leningrad #9 - Winter Wonderland
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Cavalry Screen
Defense of France #5
(Attacker) France vs Germany (Defender)
Formations Involved
France 4e Division Légère Mécanique
Germany 12th Panzer Division
Display
Balance:



Overall balance chart for DoFr005
Total
Side 1 0
Draw 1
Side 2 0
Overall Rating, 1 vote
5
4
3
2
1
4
Scenario Rank: --- of 940
Parent Game Defense of France
Historicity Alt-History
Date 1942-09-04
Start Time 06:00
Turn Count 22
Visibility Day
Counters 217
Net Morale 0
Net Initiative 0
Maps 4: 26, 28, 31, 33
Layout Dimensions 86 x 56 cm
34 x 22 in
Play Bounty 226
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Breakout
Covering Action
Delaying Action
Inflict Enemy Casualties
Conditions
Off-board Artillery
Reinforcements
Scenario Requirements & Playability
Defense of France Base Game
Fall of France 1 Maps + Counters
Burning Tigers Counters
Introduction

While the 4e Division Légère Mécanique and the other formations of the French First Army fought extremely well along the line of the River Dyle, the Germans expertly probed for and found weak points in the Allied defenses. Ordered to protect the retreating infantry, the mechanized cavalry surged forward in a spoiling attack designed to delay and disrupt the panzer division facing them.

Conclusion

The spoiling attack soon developed into a meeting engagement, as the German panzers came forward to meet the French armor in a furious tank battle. By the time the French withdrew more of their tanks littered the battlefield than did German wrecks, but they had successfully delayed the advance of the panzers. Whether this would help in the broader scheme of things remained to be seen.


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
  • APC – Armored Personnel Carrier: These are Combat Units, but stack like Transports. They can transport personnel units or towed units. They are not counted as combat units for the +1 stacking modifier on the Direct Fire and Bombardment Tables (4.4). They may be activated by regular leaders and tank leaders (1.2, 3.34, 4.3, 5.43). They do not provide the +1 Assault bonus (ACC).
  • Prime Movers: Transports which only transport towed units and/or leaders (May not carry personnel units). May or may not be armored (armored models are open-top). All are mechanized. (SB)
  • Armored Transports: These are not combat units and are therefore not APC's, and they can transport all types of transportable units (5.6) so they are not Prime Movers. They suffer the same vulnerabilities in combat as open-top AFV's (7.61). All are mechanized. (SB)

Display Order of Battle

France Order of Battle
Armée de Terre
  • Motorized
Germany Order of Battle
Heer
  • Motorized

Display Errata (3)

3 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)
Overall balance chart for 47

All SPW 251s have an armor value of 0.

(Shad on 2010 Dec 15)

Display AARs (1)

No White Flagg For the French
Author NBGB
Method Solo
Victor Draw
Play Date 2020-06-06
Language English
Scenario DoFr005

This was my first foray in to the what if world of PG. I made the counters and pulled the boards and began the setup. This is a big scenario. Roughly regimental size for both sides, I think.

The French come from off the map on the first turn while the Germans have an infantry force to set up at least 6 hexes away from the french entrance. They have a large combined reinforcement group available after turn 3 coming from the opposite side.

The Germans need to go through the French at some point to try and get 20 steps off the map, but otherwise this is a step loss victory in a meeting engagement.

The Germans begin in strong positions in towns, woods and dug in on hills. They have some good firing zones, but the French can advance many units through a fair amount of cover.

The German strategy is fairly straight forward. Maintain a continuous front and pick off as many targets as possible with strong (4x16) artillery and (2) 88's on the hills. Strong, dug in MG positions at 2 key road intersections also help to slow French maneuver. They will bring in the armor group as needed along 2 main roads thar cut the boards in about thirds. Some of these units will need to exit. Hopefully, as the French form up their line and attack, there will be some areas for the armor to punch through and get off the board.

Te French want to be fairly aggressive to get some of the high ground so they don't get beat up by continual fire. They have very strong OBA (2x20 and 6x14). They hold back a large reserve force of combined arms, especially armor. They have about 18 platoons in reserve. This is to be able to counter the German reserve force.

Fog was about average during this game. A few short turns and some that made it almost to the end of both sides activations. These are potentially very long turns. I have been very busy, even during the stay at home as I worked. This game took about 3 weeks to complete.

The Germans were at the advantage for most of the game. They kept knocking out the French as the French tried to take some forward positions. There is a 20M hill almost midway in the line that the Germans were raining down fire on the French. The French mounted a combined arms attack there, but the German armor swarmed the hill and repulsed them.

As the German armor (Pz747, PZ3, and Pz4F2) were arriving on the scene, the French threw in a large chunk of their reinforcements. (S35, S41, S42)

The French had the numbers, but had to get there and fight their way up the hill. The Germans had the advantage of Armor Efficiency so it was pretty even. This hill was covered with tanks and the Germans also had an 88 to help. The French sent some S35's way around the Germans right flank where there was a hole to establish some crossfire. The Germans initially wiped the floor with the French as they knocked out a total of 8 French platoons. After a couple of hours of fierce fighting the French had enugh numbers to start to push the Panzers back off the hill. When they did this that was the turning point of the battle. They were about 25-30 steps behind but made up ground all the way to the last turn. They knocked out 12 German tank platoons in the process by surrounding them. That hill battle was the key.

Ended up a draw with the Germans only exiting 9 steps. Te French got 10 points for allowing less than 20 steps to exit. Step loss was German 71 to French 68. 4 point /french victory for a draw.

This went down to the last turn. There was a massive, 3 hour plus armor battle at close range between 2 equal forces. That's fun right there. Throw in gobs of OBA and a lot of APC's getting blasted and you have a winner.

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