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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Secure the Flank!
Fall of France 1 #24
(Attacker) Germany vs France (Attacker)
Formations Involved
France 3e Division Cuirassée de Réserve
France 3e Division d'Infanterie Motorisée
Germany 1st Panzer Division
Display
Balance:



Overall balance chart for FaoF024
Total
Side 1 6
Draw 2
Side 2 0
Overall Rating, 9 votes
5
4
3
2
1
2.67
Scenario Rank: 870 of 940
Parent Game Fall of France 1
Historicity Historical
Date 1940-05-16
Start Time 07:00
Turn Count 24
Visibility Day
Counters 102
Net Morale 0
Net Initiative 2
Maps 2: 29, 30
Layout Dimensions 86 x 28 cm
34 x 11 in
Play Bounty 117
AAR Bounty 153
Total Plays 8
Total AARs 4
Battle Types
Rural Assault
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Reinforcements
Terrain Mods
Scenario Requirements & Playability
Fall of France 1 Base Game
Introduction

After breaking out of the Sedan bridgehead, 1st Panzer Division was ordered to strike westward while Grossdeutschland held the line at Stonne. To cover their flanks they sent detachments to secure the bridges east of the town of Le Chesne on the Ardennes Canal. as for the French, poor decision-making by the high command meant that the area were scattered recon elements and a few tanks.

Conclusion

West of the Ardennes Canal near Sauville, two French "moto" platoons on Simca commercial cars ran into a German motorized column at 0600 hours. Those who escaped alerted the various scattered recon groups protecting the canal line. As German infantry came and anti-tank units advanced, more French infantry came from the rear to hold the bridges. The Tannay Bridge was saved at the last minute by the arrival of 16th Bataillon de Chasseurs Portés (riding armored Lorraine carriers), but by then all the bridges were under attack. Around midday Stukas arrived to support the German ground troops, but the bridge defenders held out for the rest of the day and French engineers were able to blow up some of the bridges that night.


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
  • Armored Cars: These are Combat Units. They are motorized instead of mechanized. All have their own armored car leaders, who can only activate armored cars (6.85). Do not provide the +1 Assault bonus (ACC).
  • Reconnaissance Vehicle: 8.23 Special Spotting Powers Both foot and vehicle mounted recce units (1.2) possess two special spotting abilities. The first ability is that they can spot enemy in limiting terrain at one hex further than the TEC specifies for other units and leaders. For example, an enemy unit in town can normally be spotted at three hexes or less, but a recce unit can spot them at four hexes.Their second ability is that they can place a Spotted marker on any one enemy unit they can spot per turn, just as if the enemy unit had "blown its cover" by firing. Such Spotted markers are removed as described earlier.
  • 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)

Display Order of Battle

France Order of Battle
Armée de Terre
  • Mechanized
  • Motorized
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 (4)

Save the bridges at a high cost
Author Blackcloud6
Method Solo
Victor Germany
Play Date 2013-10-07
Language English
Scenario FaoF024

This is an interesting scenario as the Germans have to try to grab two bridges from a weak French force before the French can reinforce.

The Germans tried to race their motorcycle platoons to attack the bridges quickly bit the French were able to blunt that attempt. So the Germans had to bring up their infantry and conduct a deliberate attack. They took the northern bridge by Turn five while driving on to the southern one. But the French counterattacked into the German west flank with their H39 platoons and almost split the German force in two. This weakened the attack on the southern bridge which the Germans never got close to taking. But the price was high as both H39 succumbed to German infantry assault. These cost double in victory points, as usual and contributed to the French loss.

By Turn 9 the steam ran out of the German attack. The French infantry battalion arrived and attacked towards the northern bridge, securing it by Turn 14. But by Turn 17, French losses accumulated past the German Major Victory level and now it was a struggle for the French to catch up. The French infantry counterattacked out of both crossing points and at first looked like they might catch up in Victory points to cause a draw. But the Germans consolidated and massed firepower to blunt the French attacks. Although the French forces inflicted some more step losses and were moderately successful out of the southern bridgehead, they could never get close in points to threaten the German victory. In the end it was German causing 24 casualty points on the French and the French causing 15.

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1st Panzer Secures a Bridgehead on the Ardennes Canal!
Author treadasaurusrex (Germany)
Method VASSAL
Victor Germany
Participants waynebaumber (AAR)
Play Date 2022-08-15
Language English
Scenario FaoF024

This was a rather disappointing 3-session play-through ending in a conceded German Major victory on game turn 17. The defending French were led by the redoubtable, playful and cagey, Wayne Baumber. Thankfully, we skipped the Fog of War optional rule, but used the Consolidation, Excess Initiative and smoke optional rules.

The 1st session (game turns 1-5) featured the – initially rather weak – German 1st Panzer Division task force moving to contact from the north to the vicinity of two bridge sites on Map 30. This pair of bridges cross the Ardennes Canal were the primary objectives for the relentless fascist invaders. Fierce French resistance at the northern bridge held up the German infantry sent to take it. However, a company of dismounted German motorcycle troops had much better luck at the southernmost bridge and began a close assault after half the initial defenders fled. A scratch, combined arms force began reinforcing the east-bank defenders beginning on game turn 3. By the end of this session, the French has lost 4 steps, including a section of H-39 light tanks, and a HMG platoon in what rapidly became a fiercely contested, close assault on the southern bridge. Surprisingly, no German losses were registered in the first 4 game turns.

The 2nd session (game turns 6-12) was initially characterized by continued bitter fighting at both Map 30 bridge sites. In the south, close assaults in the bridge hex turned into a seesaw action in which the Germans briefly controlled the bridge and then quickly folded in the face of surprisingly brisk French direct fire. At the northern crossing, the Boche managed to take the bridge on game turn 7 and their troops rushed across to begin pushing the French back to the south. A well-executed tactical withdrawal by the French Commander kept the retreating French infantry from being decisively engaged on the east bank of the canal. To the growing frustration of the German Commander, no reinforcements or OBA arrived by the end of game turn 12. This session’s step losses totaled: 11 for the French, and 4 German. A combined total of six combat die rolls of 7, marred several direct fire and close assaults by both sides.

The 3rd session (game turns 13-17) included the long-delayed arrival of German reinforcements and OBA, ironically, on the same turn as the French received theirs. The re-invigorated French side immediately moved west and engaged the thinly-spread German formations in the northern portion of Map 30, but not before losing their last step of light tanks to long-range AT fire. Both sides had generally miserable luck in this session, managing to throw a combined TEN combat 7-die rolls! This rendered the numerical superiority of OBA for the Germans (48 to 14) to no real advantage. Multiple close assaults ensued as the French gradually pushed back the German’s perimeter, and forward-deployed their AT gun platoons. The French hold on the southern bridge solidified at the same time. The laggard Boche reinforcements never made it far enough onto the battle map to engage before the French Commander decided to concede the loss of this unbalanced scenario at the start of turn 17.

I give this scenario a 2, because it is virtually impossible for the French side to prevail against an avid opponent. The confusing set of terrain modifications, the long lag time before both side’s reinforcements arrive, unmatching map edges, and the overwhelming strength of the final German force, combine to make this a decent historic simulation, but an unbalanced one in favor of the Germans.

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Unbalanced Victory Conditions, awkward terrain modifications make this one a bit of a dog
Author waynebaumber (France)
Method VASSAL
Victor Germany
Participants treadasaurusrex (AAR)
Play Date 2022-08-15
Language English
Scenario FaoF024

Fought over three sessions against old Treadhead himself, this scenario has a fairly small German force capturing a couple of bridges over the Ardennes canal defended by an even weaker force of French troops. Both sides do get reinforcements subject to dr of 5,6 at various times during the scenario. My doughty opponent's inability to roll this number for several turns kept a slight flicker of interest alive in my cynical French heart. Initially the Germans captured both bridges easily but a French counter attack managed to retake one of the bridges but with heavy losses. In fact losses were at GT8 were 10 French steps to 1 German step, this was forced on the French by the simple fact that even for a minor French win you have to control at least one bridge. Having recaptured the bridge the French player is then well advised to dig in around said bridge and try and hold out for a draw. The only problem with this plan is with 3 X 16 German OBA and German aircraft the chance not not losing 15 steps (required for a German major victory)over the course of 24 turns is highly unlikely. In fact losses became more equal towards the end of our game but were still 16 French step losses to 7 German step losses when I called the game. Another win for my distinguished opponent however I do not expect to see many French wins with the VC has written. Pretty average scenario avoid.

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The Reinforcements? Still not here.
Author TheDoctor
Method Solo
Victor Germany
Play Date 2012-08-08
Language English
Scenario FaoF024

Quite a secnario this one was. Simple setup for the French-2 ESC on the Northern bridge, and 2 DRG on the Southern one. The Germans loaded on the trucks began to move out on Turn 1 and made their way to the first bridge. The 3 MTC's and an armored car moved more quickly and moved within one hex of the first bridge. With a SGT. 10-1-1, they easily withstood any OF that they recieved, and when they gained INT the next turn, they pounded the bridge on the 30 column, but only rolling a seven, and all morale checks were made. The rest of the troops move up and unload in three hexes around the first bridge. The French see the upcoming assault, and decides to move one of the DRG's into the Northern bridge. The next turn, the Germans role a 2 on the 45 and a 3 on the 30, killing 5 steps, the leader, and demoralizing the remaining half-step. The second bridge falls quickly afterword. The thing that did the trick for the Germans was the lowest reinforcement rolls that the game has ever seen. Both sides needed a 5 or 6 to receive reinforcements. The Germans had reinforcements on turn 7 and 13, the French on 2 and 13. Only the Germans received reinforcements on turn 16

The reinforcement rolls were these:

Main German reinforcements(Turn 7)-2-3-1-4-4-2-3-3-3-4-1-3-2-4-4-2-1-2-4

German PzII(Turn 13)-2-3-1-6

Main French reinforcements(Turn 2)-2-2-3-1-4-2-2-1-1-2-4-1-1-4-3-4-2-3-2-4-1-4-2

Second French Force(Turn 13)-2-1-3-2-1-4-4-3-2-3-4-1

I was astounded by these rolls, but now I know how I make morale checks so easily.

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