Panzer Grenadier Battles on November 21st:
Desert Rats #16 - The Panzers Pull Back Desert Rats #19 - The Panzers Return
Desert Rats #17 - The Tomb Of Sidi Rezegh Jungle Fighting #7 - Line Of Departure
Desert Rats #18 - A Pibroch's Skirl South Africa's War #5 - Irish Eyes
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Attaque à Outrance!
Defense of France #7
(Attacker) France vs Germany (Defender)
Formations Involved
France 5e Division Cuirassée de Réserve
Germany 56th Infantry Division
Display
Balance:



Overall balance chart for DoFr007
Total
Side 1 1
Draw 0
Side 2 1
Overall Rating, 1 vote
5
4
3
2
1
2
Scenario Rank: --- of 940
Parent Game Defense of France
Historicity Alt-History
Date 1942-09-02
Start Time 06:00
Turn Count 36
Visibility Day
Counters 92
Net Morale 1
Net Initiative 0
Maps 4: 26, 28, 31, 33
Layout Dimensions 86 x 56 cm
34 x 22 in
Play Bounty 195
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
Inflict Enemy Casualties
Urban Assault
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Scenario Requirements & Playability
Defense of France Base Game
Fall of France 1 Maps + Counters
Burning Tigers Counters
Liberation 1944 Counters
Introduction

The French heavy armored divisions had been formed to give the infantry armies a powerful counter-attacking force, and when German troops began filtering out of the Ardennes that's exactly what the French Third Army ordered them to do. The Germans had two years of bloody experience behind them, but the French had trained hard for this battle and wielded superb weapons.

Conclusion

While the French had studied the war in the east, their doctrine had not yet fully accepted the vital contribution of infantry in armored warfare. The 5e DCR's tank brigade went forward without its accompanying infantry, leading to heavy losses when they tried to capture built-up areas without foot soldiers to dig out the defenders. A high level of esprit kept the attack going well past the point where it should have been broken off.


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).
  • 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
  • Assault Gun: if closed-top, provide the +1 Assault bonus, when applicable

Display Order of Battle

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

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 (1)

Tanks Can't Do It Alone
Author NBGB
Method Solo
Victor Germany
Play Date 2022-04-22
Language English
Scenario DoFr007

This is the second scenario in the battle game. Vastly different from the first. In this one, the French have a tank force only trying to take towns against a German infantry force. Both sides have artillery. This is an interesting artillery setup. The Germans have their usually strong 3 x 16 but only closed top armor to fire at. The French have massive 2x20 and 6x14. Their armor leaders can spot in this scenario but the fire is always scattered. That means it never hits the target hex. It only hits one of the surrounding 6 hexes. Shooting at a single isolated hex is virtually useless. The problem here is the French have no infantry to take towns and that is what they must do. They do have some powerful direct fire which will help. The Germans do have 3 Stug G platoons and 3 50mm and 3 75mm AT guns.

0600-0630 Night and early dawn so the French move towards the first towns unspotted. The main-forces are on each wing with the heavy B1ter and B1bis tanks. The R40’s are weaker and in reserve near the center.

0645-0700-The battle below takes place on the right. The Germans were unsuccessful with artillery and the 50mm AT gun was ineffective. The French were able to eliminate the 50mm and then roll up with half their force and demoralize the infantry in the town. The other half of the force is by-passing the town. Depending on initiative the French will assault the demoralized infantry and eliminate them to get a VP.

07000-0900 The French are not making much progress. Time to re-think again. They need to take out the German 75mm AT guns. Easier said than done. They rushed the AT gun on the RH side under cover of smoke and tried an assault with one platoon in the town with the gun. The intent was to tie it down in assault and bring in a couple more units to finish it off. It rolled a 12 and killed the whole platoon of tanks with a plus 1 modifier. This and the other 75’s are in towns. The French airpower is too weak to get them and the French artillery is a joke. Having to use the scatter rule because armor leaders are spotting means you only can get a 1 in 6 chance to hit what you aim at. Not working. The other real problem with the French are the extremely slow B1ter tanks with a 4 movement. It finally dawned on me they are slower than infantry cross country. The Germans have bypassed big gaps in the French left with some units and headed for the French rear to take some towns from them. The B1’s can’t catch them before they get there so more urban assaults will be needed. Then those units have to move back to the attack if they are successful pushing the Germans out. Gigantic waste of time and takes them out of the attack for at least a couple of hours. This is looking bad for the French unless they can at least disrupt these AT guns enough to get in close and kill them. They then have to take towns with no infantry. Right now, 9 German losses and 8 French. Germans in firm control. 0900-0945 French concede. 3 Fog shortened turns of French near disaster. The French managed to reinforce the assault on the forementioned AT gun, but so did the Germans. The French had a slight upper hand but it was going to be a long trudge. The 75 withstood all morale checks but luckily didn’t cause any more step losses. However, the German Stug’s with the long barreled 75 moved in to position to fire on marauding French tanks and quickly drew 3 step losses with +2 modifiers. The gallivanting German infantry in the opposite corner of the battlefield swelled to 2 platoons in the town with not much chance of being rooted out. Too much chaos and not enough French ability to gather together and try another attack. Those 3 platoons of Stugs are very powerful. Those potential 6 shots with the 3 shots from the 75 AT guns and no accurate artillery or strong airpower to help the French is a winner for the Germans. Battle game implications-The Germans need to keep the French from occupying any multi hex towns…..WAIT no conceding!! See photo below. Town on the left with silver andpink buttons is occupied by 6 French B1ter’s. The Germans need to kick them out! Those B1ter’s now get to be on the defensive. Interesting. The French may lose this action, but can keep the Germans from winning the Battle game while they still can. We continue!

1000-1315 The French rally was short lived as the German infantry moved around the field and re-took any towns that the French left in their rear. The French just couldn’t get it done without infantry. This degenerated in to a situation of French tanks trying to mass direct fire and slowly whittle down German units in towns and that is generally tough. The French left the field with some honor but thoroughly trounced. They are re-grouping for another swing with plenty of infantry support in the next battle. The Germans will be waiting with a combined force that includes PzIVF2’s so another tough one.

This one ended with the Germans racking up a massive 72 points including 38 steps. The French only got 30 points with 23 step losses. More than a 16 point victory is a major win so there you go. The Germans lost 3 of their 6 Stug steps. The French lost: 8 B1bis, 4 D2, and 7 B1iter. He Stugs got 9 of them and the 75mm AT guns put 10 out of action. They were devastating! The battle game is still up in the air with both sides meeting their objectives so far. The French are down 2-0 in encounters though.

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