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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Delaying Action
Fall of France 1 #15
(Attacker) Germany vs France (Defender)
Formations Involved
France 2e Régiment de Cuirassier
Germany 6th Panzer Regiment
Display
Balance:



Overall balance chart for FaoF015
Total
Side 1 18
Draw 0
Side 2 3
Overall Rating, 22 votes
5
4
3
2
1
2.77
Scenario Rank: 852 of 940
Parent Game Fall of France 1
Historicity Historical
Date 1940-05-14
Start Time 14:00
Turn Count 12
Visibility Day
Counters 10
Net Morale 1
Net Initiative 2
Maps 2: 28, 31
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 77
AAR Bounty 87
Total Plays 21
Total AARs 15
Battle Types
Exit the Battle Area
Inflict Enemy Casualties
Conditions
Hidden Units
Scenario Requirements & Playability
Fall of France 1 Base Game
Introduction

The 3rd Division Légère Méchanique had retreated from the Jandrain armor cauldron back to the Wavre-Gembloux road. During that withdrawal, part of the division fought 5th Panzer Regiment at Thorembais while Captain de Beaufort's escadron of the 2nd Cuirassiers stopped at Walhain some hundred meters east of the main road to Gembloux. In this fluid situation, the panzers were outrunning their infantry support and ignoring flank security.

Conclusion

The French brigade HQ at Walhain was suddenly surrounded by panzers, and the Somuas of the 2nd Cuirassiers engaged them. In the village a Pz IV knocked out three French tanks at close range, and while the Germans claimed seven more French tanks destroyed they ended up backing off due to their exposed forward position. In the middle of the afternoon de Beaufort's tanks pulled back under orders, having lost 10 tanks at Walhain. It was time for the 3rd Division Légère Méchanique to withdraw and let the infantry assume the defense of France.


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
  • Mechanized
Germany Order of Battle
Heer

Display AARs (15)

This scenario is why I purchased the game
Author Umikaze
Method Solo
Victor France
Play Date 2024-03-18
Language English
Scenario FaoF015

Every since I first started reading about WWII (back in the 1970s) I've seen "general" reader books which partially attribute Germany's quick victory in France to superior armor. However, more specialized/technical works praise the quality of French armor while saying the French just didn't have enough of it. When my lovely bride asked why I wanted a game on 1940 France, I told her, "It'll have all the early war tanks in it and I want to see how good the French armor was."

I know you can't make an assessment from just one play of one scenario, and the French admittedly had some hot dice, but man! The French destroyed five of the six German tank platoons while taking no losses of their own. Just a single German platoon managed to exit the board unscathed.

French win, score 10-2. Again, it'll require more plays before I can make a real assessment, but right now it's not looking promising for le boche.

2 Comments
2024-03-19 09:00

That's why I was interested in France '40 as well...they had the technology, but not the vision or the tactical expertise....

I did an AAR on this---as French...my German was too smart---he didn't fire a shot I think...just ran for off the board....

I think the Germans lose if they engage....unlike other scenarios where some maneuver on the part of the Germans is possible---the only solution here is to get past them (for the Germans)...Other games, if the Germans use tanks effectively, and have initiative, it can be costly for the french---but Germans killing big french tanks during this period, in non-maneuver scenarios just don't happen.....

Glad you enjoyed it...the contrast of tactical systems in Early war is most interest part of the series I think....

2024-03-19 11:39

Thanks !! I think that I feel the same...

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Not much of a holdup, actually...
Author vulcan558
Method Solo
Victor Germany
Play Date 2012-11-21
Language English
Scenario FaoF015

So, I haven't played any wargames at all for a few months, and something small and snappy seemed to be in order as a refresher. This fits the bill perfectly, 12 turns, only 10 pieces in play total, all tanks and no terrain SSRs to deal with. A mixed bag of Pz II, IIIF and IVD platoons will attempt to bypass 4 platoons of Soumas and get off the map. The Germans score VPs for steps that exit, the French for German steps that don't.

This should be a tough one - on paper, the Souma is well protected, packs a heavier punch than anything except the PzIVD, and is almost as fast as it's German counterparts. Luckily for 6th Panzer Regiment, the French have terrible initiative, no armour efficiency and don't have one tank leader per counter.

The result was a very fluid battle, with both sides maneuvering for decisive positions. The French were almost always on the back foot, losing the initiative most turns, and being forced to rely on op fire to hit the Germans before they got out of LOS and/or range. As a result, the only casualty of the entire game was a solitary step of IVD's which were taken out by a lucky throw from the Soumas. All other steps managed to get off the map unscathed, despite the French throwing everything they had at them. Therefore, the Germans pulled off a crushing 11-1 victory on VPs.

Overall, it was fun, and more tense than you might imagine, as a well-handled (and slightly lucky) French force can give the Germans some headaches and force detours that can be fatal in such a short scenario. Definitely one with some replay value, and some interesting tactical possibilities given that the map contains every type of terrain in the game.

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HELLO, COLONEL ABRAMS!
Author splat99
Method Solo
Victor France
Play Date 2010-04-30
Language English
Scenario FaoF015

This scenario re-creates the drive of CCA, 4th Armored, to reach the defensive perimeter of the 101st Airborne at Bastogne on the day after Christmas, 1944. Three boards are laid end-to-end, creating a long, thin playing surface. On the south board is a moderate force of Luftwaffe troops – GREN and HMG with the support of mortars, a 50mm ATG and a 75mm IG. The center board is unoccupied, then in the center of the north board is a smaller collection of Heer troops, again mostly infantry but with a 75mm ATG . Between them and the north edge of the map is a perimeter outpost of PARA plus support from the 101st. Meanwhile, the US armored relief column enters from the south on Turn 1, though only 8 combat units (infantry carried by halftracks or tanks counted as one unit rather than two for this purpose) per turn can arrive. German reinforcements – a small Heer infantry group accompanied by a 75/41 ATG and a StuG – begin rolling for arrival once the first US troops enter the middle board. The US gets 3 x 24. 2 x 18 OBA, while the Germans get just 1 x 16.

The north-board Heer troops are not allowed to move from their setup hexes until non-airborne US units draw near. Rather than advance too close and perhaps suffer adverse results, the paratroopers positioned in the light woods out of 3-hex range from the Germans, but with LOS to them in preparation for when the firing on that part of the board might start in earnest. Thus, until the relief force neared the north, that board would be quiescent.

Back to the south, the Luftwaffe 75mm ATG placed at the southern “point” of the town, with range to hit most of the US entry hexes. Fortunately for the US, its opening shot saw no effect - and it was then quickly taken out by “wrath of God” OBA, allowing the mass of US armor and halftrack-borne infantry to arrive in relative security. (The 150mm IG caused some travails to infantry that dismounted upon arrival, before it too was blasted by the big guns.) Approaching the Luftwaffe half-speed (the US M4’s are mechanically worn, and full speed runs a small risk of reducing the tanks by a step) the American armor closed to point-blank and blasted away, then entered the town for multiple Assaults, followed up by infantry to help deliver the knockout blows.

German OBA, mortars (until taken out in Assault), HMG’s and, sometimes, GREN were able to take out a couple of steps and create numerous delays with morale situations, diluting the US “soft” attackers for a period of time. However, by the end of Turn 12 – halfway through the contest – the Luftwaffe was pretty much savaged, with step losses of 15 GREN and HMG, plus both mortars, both support guns, and 3 leaders. Two US stacks were still stuck in town assaults, but it was time to start mounting up and moving north – victory in this scenario requires that a certain number of tank and infantry steps exit the north edge of the map, waving at the Screaming Eagles as they do so.

By the end of Turn 19 - 1715 hours – the Luftwaffe contingent was down to a handful of leaders scattered about the terrain, being ignored by the Americans. The bulk of CCR was on the northern board, with 4 tank and 2 infantry steps already exited. (In the meantime, the 81mm mortars, plus a handful of infantry/leaders and one Sherman, were back in the environs of the southern town.) The 75mm ATG in the northern town eliminated the M8 armored car platoon as the relief approached, then was taken out by OBA. This allowed the bulk of the AFV’s and loaded halftracks to flank the village with impunity, while the Heer reinforcements were not yet on board.

The reinforcements finally showed on the last turn – just in time for the SPW251, towing the 75/41 ATG, to get taken out by a long-range Sherman shot before it could unload. The StuG managed to get one long-range shot off at a Sherman (using the optional move/fire rule for efficient AFV’s) but failed to make a dent. Meanwhile, having exited enough men and materiel to satisfy the victory conditions, the remainder of CCR deposited their cargo at the 101st Airborne’s treeline and began digging in, while the tanks (and then halftracks, once unencumbered) fired at the northern town from 2-hex range, and the OBA (now that CCR leaders were in position) was applied also. In the process of moving into fire range and trying to dig in, a few PARA platoons suffered adverse morale results, but with no losses.

The result: a resounding U.S. victory. The Germans did not come close to taking out 12 U.S. steps to secure a draw. The final tallies of step losses:

GERMAN: 17 Luftwaffe GREN, 5 Luftwaffe HMG, 4 Luftwaffe leaders, 1 Heer GREN, 2 81mm mortar, 1 50mm ATG, one 75mm IG, one 75mm ATG, one 75/41 ATG, one SPW-251.

AMERICAN: 2 M8, 3 INF. Yep, that was it.

I’m unsure of the balance in this one, though perhaps it could have been closer to a draw had the reinforcements arrived earlier. But I rate it highly in any case because it is both fun and very evocative of the actual situation.

1 Comment
2022-05-16 21:10

This is not in the right place.... This is the Fall of France 1940 AAR section... This looks like a Bulge scenario report....

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Delaying Action
Author enrique
Method Solo
Victor Germany
Play Date 2010-06-06
Language English
Scenario FaoF015

Short scenenario and with few counters. There are only tanks in both sides. Four French S35 tank platoons must prevent that six German tank platoons exit the south edge of the battlefield. The French player deploys the tanks in the center of the battlefield, cutting the main north-south road. The Germans enter on the north edge. The Germans benefit from armored efficiency and leaders (all platoons have leaders). The French only have two platoons with leader. The battle is hard. The Germans undergo considerable losses (4 steps). The Frechmen have losses as well (3 steps), but in the end the Germans are able to avoid the surviving French tanks, exit with some platoons the south edge and win the game. Victory points: Germans 9, Frenchmen 6.

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Training Wheels
Author Matt W
Method Solo
Victor Germany
Play Date 2012-08-15
Language English
Scenario FaoF015

This is a nice little scenario with which to learn a lot about using armor and the limitations of not having tank leaders in all your units. The French set up a deep defense with hidden tanks on the north south road. the Germans enter to set up long shots with the Pz IIIs to set up cross fire for the Pz IVs. The Pz IIs immediately start looking for ways to get off the south end of the board as their gunnery won't help at all against 3 armor S35s.

The French have some initial success but the Germans gamble on initiative and getting it, use it to assault reduced French tanks twice to knock out enough French to have an easy drive through the remainder. The final score was 12-4 with both sides losing 4 steps.

This really is a great scenario for learning how armor and AT fire works. Otherwise there isn't much to see. I give it a "3" for the learning experience. By the way, given that the last three scenarios I have played have had decapitations it was nice to play one where a decapitation just couldn't happen...

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Embarrassment
Author Matt W (France)
Method Face to Face
Victor France
Participants Hugmenot (AAR)
Play Date 2012-12-29
Language English
Scenario FaoF015

Let me be the first to say that this scenario should result in a German victory. The German tanks should be able to march across the boards and off without much of a problem. If they have to shoot at all it is a surprise.

In our play all of this changed due to two single shots. In both cases where I had a shot at a PzII I rolled "12s". This will happen roughly once out of 1,300 tries, therefore take nothing from this play as indicative of relative skill levels or the balance of the scenario. Having said that, Daniel still had sufficient force to win the game but I was able to roll another few 10s and 9s when needed. Indeed, very few French shots failed to hit during this play. Luckily it was quick. Unexpected executions such as this should always be quick.

I did not rush out to write up an AAR primarily as I was embarrassed by the luck that I had in the play. Again the Germans should win this one without much difficulty, even with the hidden French tanks. I give it a red-faced "3".

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Burning Wrecks
Author Hugmenot (Germany)
Method Face to Face
Victor France
Participants Matt W (AAR)
Play Date 2012-12-29
Language English
Scenario FaoF015

Played face to face against Matt W in about 40 minutes.

As the German commander, I decided I would try to exit my tanks without fighting the French. Matt scrambled to move his tanks where they had a shot at victory and it worked, two "12" helping a lot.

The French eliminated 7 steps of armor and the Germans exit 5 steps.

French victory!

I rated this one a "3". It's a short, fun puzzle which the Germans should win if they just run for it. It may be a good scenario to learn armor versus armor tactics if the Germans decide to fight instead if running but it's that the goal, I recommend Indian Unity #10 instead as you have to fight in this one.

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Speed Wins
Author J6A
Method Solo
Victor Germany
Play Date 2018-08-15
Language English
Scenario FaoF015

As others have noted, it is difficult for the Germans to lose this scenario. Heck, I lost all 4 steps of Panzer IVs and didn't kill any French tanks, and still won 8-4. I brought the PzIIIs and PzIVs up the main road, while the PzIIs skirted the edge of the map, staying away from the powerful S35s. As the Panzers approached, the French took opportunity fire shots at them to no effect. However, I decided to get clever as the Germans and moved the PzIVs next to 1 platoon of S35s for a point blank shot. And then the French won initiative, destroyed 1 step and demoralized the other. However, the other platoon of IVs and the IIIs kept racing for the exits, going overland to avoid the French in the towns. With only 2 tank leaders, the French found it difficult to pursue with all their forces AND set up flanking shots. However, one group of French tanks did head down the main road to cut off the Germans, and some of the tanks chasing overland set up an opportunity fire shot, and more PzIVs burned. The remainder were disrupted and kept crawling out of flanking fire shots 1 hex at a time while the PzIIIs and PzIIs scooted off the board. However, their luck ran out eventually and a point blank shot from an S35 unit took out another step. The step that had been demoralized eventually recovered, and by that time the 4 French platoons were able to get organized and shot them up.

The French deficiencies in leadership and the ability to only take 1 shot per turn because they weren't efficient turned this from what could be a close scenario to one where the Germans just have to hope the French don't roll a lot of boxcars. There's really no other way for the French to win. A "3" for a teaching scenario, a "2" for competitive play. It's very fast, though!

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Tanks but no tanks
Author waynebaumber (Germany)
Method VASSAL
Victor Germany
Participants unknown
Play Date 2021-07-21
Language English
Scenario FaoF015

After our massive battle Bangla and I decided to have a simple one map tank only affair. I am afraid this was a slightly one sided skirmish as the German tanks simply waltzed around the French tanks to exit, the German I recall did not fire a single shot and my records show no losses for either side.

A bit of a bore really this one, it will be interesting to hear Bangla's take on it

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1940: Fall of France, Scenario #15, Delaying Action
Author JayTownsend
Method Solo
Victor Germany
Play Date 2010-01-01
Language English
Scenario FaoF015

True this is the easiest scenario to play out of the whole group but I had to get something from Fall of France on the board and knock it out fast, so this was it. An all armor scenario call Delaying Action! There isn't much to report on this one, as the puzzle because easy for the Germans, don't stop and fight the French and you will win this scenario hands down, as the German have both Armor Efficiency and all their tanks have Leaders. The French took out two step of German armor, the Germans exited 10 steps without firing a shot. Clear German Victory.

I think the victory conditions should be changed on this one, to Read that the Germans must take out four steps of French armor before exiting and then it will be more balanced but a fun scenario to push some armor counters around on and mine ended in about 3-4 turns, so very quick.

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Panzer Grenadier played in only 10 minutes
Author GeneSteeler
Method Solo
Victor Germany
Play Date 2010-06-11
Language English
Scenario FaoF015

Note: Score will be denoted by (x-y), where x=German casualties, y=French casualties.

THE BATTLE

1400

German armour advances stopped by some French armour in the centre village. Two more French armour platoons advance on the German position.

One French armour platoon remains in hiding.

1415

The Germans, led by the infamous Col. Von Wren choose to continue to race ahead bypassing the French armour which fires inaccurately.

Although, the Pz II is ambushed by a hidden S35 and eliminated! (2-0)

1430

The Germans stick to their plan and scoot past the French tanks. Although the Pz IVD is disrupted and reduced by the French armour. (3-0)

The remaining German panzers scream past.

The French armour in the north moves south.

1445

The German panzers exit to the south as the disrupted Pz IVD is set upon…

…and overwhelmed. (4-0)

Only taking 4 of the 12 allotted turn, the battle is over.

GERMAN VICTORY!!!

Aftermath

This is a very quick battle and a good introduction for teaching the armour rules. As there are hidden forces, I played this with my daughter Wren (who I let play the Germans).

Although I tried to goad her into attacking me with her Pz IVDs, she opted just to run, which appears to be the regular strategy that favours German victory in this one. I would’ve been tempted to shoot with armour efficiency.

Is worth a replaying? Um, no. Too simple and unbalanced.

Scenario Rating: 2/5. But, 3/5 for teaching purposes.

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Jean Claude, were those German tanks passing by?
Author Poor Yorek (France)
Method Face to Face
Victor Germany
Participants TheDoctor
Play Date 2012-08-04
Language English
Scenario FaoF015

First play went pretty much as some others with the Germans merely passing by the French who were caught during baguette break shooting at Deutschdust (translation: couldn't roll worth a hoot).

Second play went with a more up-front bottleneck defense. Some decent initial AT fire by the seemingly more alert French killed two steps of PzIVD's, disrupting one. Non-leader S35's could move within five hexes of the PzII's (whose AT range is only 4 with no ability to extend) and killed off two steps. The Germans exited everything else, but the French had one last shot at a fleeing PzII at a -1 (range of 6 and OF) rolling a 10! The Germans win by pip with 7 steps exited, five destroyed with no French steps lost.

So a bit of excitement here, but it felt a bit contrived. Not a particularly interesting scenario really. Were the scenario on a single board along the long axis, maybe ...

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The shameless Boche...they show their tails to our mighty French guns and run...for the win...
Author cjsiam (France)
Method VASSAL
Victor Germany
Participants treadasaurusrex (AAR)
Play Date 2022-05-31
Language English
Scenario FaoF015

Oh the humanity....An interesting tactical puzzle....how to stop and engage tanks that want to run past you? You have two armor leaders and 4 armor units....and 17 hexes across the boards to defend...with a AT 3-5 weapons on the tanks??

Setting up hidden in the middle village, on the main road, tank with leader in the top hex in the village mid-board to the west...and two tanks (one leader) along the ridge with sights on the east edge...we waited for the Boche...

And they came....breaking to the west they scurried in a rush, going around the west village they were in sights of the tank there, and two tanks which went into the middle from that side were in range of the hidden unit in the Village center board.

I immediately rushed the tanks on the ridge to west...careful to have the tank leader off the ridge get up close to the hidden tank in the village---so he could combat move...it revealed taking a shot at the two units in the center (a II and a III)..to no avail...but setting up Le Crossfire!!

Then after completion of the movement of the Boche, the Tank leader in the West opened fire as well, for the cross fire on the II in the middle--and smoked him!...The next turn the Germans continued to run past--and ended up adjacent to my Western tank--with a IV...having taken steps, the Germans did not win the initiative, so I was able to get a +2 on the IV, and rolled MARVELOUSly...picking up the piece...The other tanks attempted some fire to no avail....

The Germans continued to run, and I got off one more shot reducing another tank unit by a step...by this point, the germans were beyond me, and I could not catch them as they ran off the board...sigh...So, we did not win, but we had the satisfaction of picking up two units, and wounding a third...sigh...c'est la vie...

The Germans did not fire a shot...they just MOVED, and quickly down the board side, and then onto the roads to the south....The discussion post game considered only defending in the south--probably a good idea, you have a couple turns to get set up---possibly even digging in on road junctions? This might be a superior approach then catching and stopping the Germans mid board--you'd have 3 turns to move out of initial positions with the non-hidden units....

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Armor Fly-by
Author Schoenwulf
Method Solo
Victor Germany
Play Date 2021-10-25
Language English
Scenario FaoF015

Battle: In late afternoon of May 14, 1940, elements from the German 6th Panzer Regiment advanced south near Walhain St-Paul where they ran into resistance from the 2nd Cuirassiers. The action began at 1415 with the loss of a Pz.II group that was eliminated by an S35 platoon that had been hidden in the northwest village, and it ended with the destruction of a Pz.IVD group at 1515. In the interim, four German armor platoons had passed through the French lines, a brief disruption in the blitzkrieg. The Germans pressed forward toward Gembloux.

Analysis: This scenario is a two map, 12-turn scenario with VP’s based on enemy unit elimination and German unit exit. The French set up individual tanks on either side of the north/south road and in the northwest village on Map 31. The Germans advanced with two units each on the extreme flanks, and two astride the main north/south road (Pz.IIIf & Pz.IVd on the road). Since the French have only four armor units and two tank leaders, it is difficult to block all of the potential pathways for German exit. Both flanks are primarily clear hexes, so the German tanks can move five hexes per turn. If both of the flank edges are blocked, that only leaves two S35 units to cover the entire central map, which has numerous blocking features with woods, hill and town hexes. The scenario doesn’t indicate the usual “tanks count double”, so the German player has twelve steps, thus only needing to exit four of his six tanks. The French in this scenario were fortunate to take out a Pz.II on the first shot (12), leaving the German to attempt to exit four of the remaining five tanks. Many of their other shots missed while the Panzers passed by, doing their best to avoid a crossfire situation. By Turn 6, the Germans had exited four tanks for a total of eight VP’s, while the French destroyed two German tanks for 4 VP’s. It seems that the French either have to be very lucky with their shots or the VP situation should be adjusted. While this is a good scenario if you want to teach armor rules quickly , it doesn’t provide much tension or intrigue.

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Speedy Panzers Heading South
Author treadasaurusrex (Germany)
Method VASSAL
Victor Germany
Participants cjsiam (AAR)
Play Date 2022-05-31
Language English
Scenario FaoF015

As everyone else has said in their AARs, this is a fast, fun-to-play, and hopelessly unbalanced scenario in favor of the invading German side. In this quick, play-through, cjsiam played the defending French Armor Commander with his usual enthusiasm, elan and aplomb. The Germans slid down the west margin of the mapboard as fast as they could manage and lost 5 steps on their way to victory as they exited 7 steps off the road in the SW corner of the map. Only a single platoon of S-35s - with a tank leader - stood in their way, and was quickly bypassed, but not before contributing to the elimination of both a Pz-IV and a Pz-II. We concluded at the end of 5 game turns.

I give this training scenario a 1.

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