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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Spahi Support
Fall of Luxembourg #2
(Attacker) Germany vs France (Defender)
Luxembourg (Defender)
Formations Involved
France 1re Brigade de Spahis
Germany 10th Panzer Division
Display
Balance:



Overall balance chart for FaLu002
Total
Side 1 1
Draw 6
Side 2 1
Overall Rating, 9 votes
5
4
3
2
1
3.56
Scenario Rank: 381 of 940
Parent Game Fall of Luxembourg
Historicity Alt-History
Date 1940-05-10
Start Time 08:00
Turn Count 12
Visibility Day
Counters 65
Net Morale 2
Net Initiative 2
Maps 1: 23
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 156
AAR Bounty 153
Total Plays 8
Total AARs 4
Battle Types
Inflict Enemy Casualties
Road Control
Urban Assault
Conditions
Hidden Units
Off-board Artillery
Reinforcements
Terrain Mods
Scenario Requirements & Playability
Elsenborn Ridge Maps
Fall of Luxembourg Base Game
Fall of France 1 Counters
Introduction

Lacking heavy weapons of any sort, the Luxembourg troops had little hope of slowing down the Germans, let alone stopping them. Had they requested - and of course, received, French support as soon as they detected the imminent German invasion, they might have been able to put up a better fight along the frontier. Whether this would have ultimately saved Luxembourg would depend on how much such a delay would influence the chance of Allied victory to the west, after the inevitable fall of the grand duchy.

Conclusion

Pretty much the same scenario as Scenario 1, this time with French assistance. This is exactly what the Luxembourgeois were angling for, to bring French troops into the grand duchy to defend it from the Germans, but they would not compromise their neutrality until the Germans actually crossed their border. By that point, it was much too late for any intervention.

Additional Notes

Special rules for the treatment of the steel doors are used.


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

Display Order of Battle

France Order of Battle
Armée de Terre
  • Towed
Germany Order of Battle
Heer
  • Mechanized
Luxembourg Order of Battle
Corps des Gendarmes et Volontaires
  • Foot
  • Misc

Display Errata (4)

4 Errata Items
Scen 2

Add 4 x Roadblock to the Luxembourg Order of Battle.

(rerathbun on 2015 Jan 17)
Scen 2

The scenario instructions do not include the setup instruction to use the four roadblocks for the Luxembourg side in this scenario. The special rules (for Scenario 1 -- no mention in Scenario 2) and victory conditions do both call for the doors/roadblocks. They are missing in the setup instructions. No standard roadblock counters are provided and the "Gaated Roadblock" counters in the gameplay marker mix are misspelled. Also, there are no LUX control markers in the game play markers mix. NOTE: This text is an edited and expanded copy of what was originally written in an AAR by: dricher in 2015

(treadasaurusrex on 2021 Nov 19)
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 (4)

Lock up your back door and run for your life
Author dricher
Method Solo
Victor Draw
Play Date 2015-01-07
Language English
Scenario FaLu002

In this follow-on scenario the Germans are again knocking in the Luxembourgian doors. But this time the French answer the call to help defend the towns. The Germans must clear the four doors from the road and clear the towns of Luxembourgers and French. The defenders must prevent the Germans from

The Germans have lots of firepower, to include some minor armor and a truly nasty OBA offering. The French are fairly numerous, but weak in firepower. The Luxembourgers are very weak, poorly led, but at least have atrocious morale. Two thirds of them start in the eastern town, the other third hidden in the western town. Two roadblocks on the east, two to the west.

The Germans come in with full intent of seizing the eastern town as quickly as possible while sending one platoon of engineers with plenty of infantry support towards the western pair of roadblocks. The French come in from the south, and are way too far away to save the eastern town. Unfortunately for the Germans, the Luxembourgers choose this time and place in history to defend at all costs, and force the Germans to spend eight turns clearing the town! Some forces have already moved west, to include one tank heading to the town, but the infantry are headed to the roadblock.

Meanwhile, German tanks enter the western town, and hit the hidden troops, who inflict a step! Then the French cavalry move into the town as well. The antitank guns set up on the north end of the big woods, forcing the other German tanks to maintain cover in the town and not move west to assist. Some cavalry also take position in the woods and behind fields within charge distance of the western roadblocks. The Germans send infantry to assault the ATGs, and the covering cav needs to assist the defense. The guns die, most of the cav dies, and the rest runs. But the advance of the tanks is delayed by just enough time to make a difference. Supporting infantry is in the western town supporting the damaged tanks, but make little headway.

The Germans manage to take the eastern town on turn eight, eliminate the last of the roadblocks on turn ten, and move forces to the western town by ten. The Germans are contesting one town hex already, and on turn eleven the Germans move towards the other two hexes. The northern approach goes well, but to the south the French opfire shakes two of the approaching platoons, effectively eliminating any threat of assault. Turn twelve ends with one hex French controlled, and the other two hexes both end contested, albeit with the defenders pretty shaken. Step losses are four for the Germans, and 15 for the allies. With one town infested with defenders and the defenders taking more losses, the scenario ends in a draw.

I rate this one a four. The Germans have significant firepower, but a very aggressive set of victory conditions. The allies have little offensive firepower, but significant staying power. I suspect the draw is a highly likely outcome. The allies probably do not have a great chance of winning due to the loss requirement. But with only twelve turns the Germans are very hard pressed. Fifteen turns would possibly make this a very German slanted scenario, twenty definitely so. But overall the offensive and defensive challenges make a decent little scenario, better than the previous one.

Errata note: The scenario instructions do not include the setup instruction to use the four roadblocks for the Luxembourgers. The special rules and victory conditions do both call out the doors; they are only missing in the setup instructions.

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Really lucky Luxembourgeois....!!!
Author Coniglius
Method Solo
Victor Draw
Play Date 2015-12-17
Language English
Scenario FaLu002

This second scenario in the Fall of Luxembourg series is essentially the first scenario with twice as many troops. This time, the Luxembourg forces are augmented by a squadron of French cavalry with attached artillery. The Germans bring two battalions of infantry along with a company of light tanks to the fray.

The victory conditions are very much the same. The Germans must clear the road and secure the villages. The Germans were abit more aggressive this time, and inflicted serious losses on the French/Lux troops (all of the Luxembourg troops were destroyed) but the Germans took a large share of casualties themselves. Most importantly, they suffered casualties in the engineer platoons, resulting in failed morale which cost them significantly. Instead of clearing obstacles as they were assigned to do, the engineers participated in several assaults, sustaining casualties in the process. Too much time was lost in the recovery of morale and getting back to the task of clearing the barricades, thus causing the Germans to fail to meet their objectives.

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1940: The Fall of Luxembourg, scenario two: Spahi Support
Author JayTownsend
Method Solo
Victor Draw
Play Date 2021-07-14
Language English
Scenario FaLu002

1940: The Fall of Luxembourg, scenario two: Spahi Support

I played the first scenario months ago but I figured I needed to finish this mini-series off and besides in this scenario the Luxembourgers get some French help.

The Germans get some off-board artillery help from a nice 3 x 16 group, which really made a huge difference in this scenario. The German Engineers took out all the roadblocks and the army took control of all the town hexes but one, as the French cavalry managed to slip in some units on the last turns that the Germans didn’t have enough time to dislodge but the Germans only lost 3 steps to the Allies 16 steps lost, making this one a Draw.

Two of the German step loses were from losing a step of Pz Is to a French 25mm AT Gun. If the Germans had a couple more turns, they would have won a complete victory as they pretty much had control of the whole battlefield.

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Go Tell the Spahis!
Author treadasaurusrex (France, Luxembourg)
Method VASSAL
Victor France, Luxembourg
Participants Chaco
Play Date 2021-12-05
Language English
Scenario FaLu002

This enjoyable, but unbalanced, play-through was completed in only 2-sessions, without using the FOW rule. I played the Luxembourg & French side online with a playful and industrious PG opponent leading the German invaders. Fortunately, the Teutonic invaders failed to inflict unsustainable casualties on the brave Luxembourgese and the allied Spahi cavalry. Instead, through hot die rolls and the blessing of the PG fates, this turned into an unlikely, and very close Allied victory!

As has been reported by others, German engineer units successfully removed all the roadblocks and the infantry battalion seized all but 4 town hexes in the westernmost town. This was a costly undertaking as they lost one platoon of engineers, 3 platoons of infantry and a pair of Pz-I tank platoons (lucky, ling-range 25mm AT Gun shots) in the process. On several occasions, French Spahi cavalry managed to slip by the advancing Germans and were able to mount 3 cavalry charges that eliminated an HMG unit, a half-strength infantry platoon, a Captain, and the German commanding officer. This last loss caused a good deal of havoc and chaos among the remaining Germans, which was fortunate for the Allies as there were only 2-half-strength, disrupted Luxembourgese Militia units remaining, and a smattering of Spahi cavalry units with two surviving AT gun emplacements.

In spite of the victory for the beleaguered Luxembourgese and French, I give this one a grade of 3, due primarily to the unbalanced nature of the scenario. I think that it was not properly play-tested and the setup directions are incomplete. There are no instructions as to the placement of the Luxembourgese roadblocks and no sign of the company of Gendarmes that appear in the first (historical) scenario. It is suitable for SOLO play, but not for shared play, except by masochists.

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