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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Lost Children
Fall of France 1 #25
(Defender) Germany vs France (Attacker)
Formations Involved
France 4e Division Cuirassée de Réserve
Germany 1st Panzer Division
Display
Balance:



Overall balance chart for FaoF025
Total
Side 1 8
Draw 1
Side 2 3
Overall Rating, 12 votes
5
4
3
2
1
3.75
Scenario Rank: 233 of 940
Parent Game Fall of France 1
Historicity Historical
Date 1940-05-17
Start Time 11:00
Turn Count 30
Visibility Day
Counters 56
Net Morale 1
Net Initiative 2
Maps 2: 29, 31
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 103
AAR Bounty 153
Total Plays 12
Total AARs 4
Battle Types
Rural Assault
Conditions
Minefields
Randomly-drawn Aircraft
Reinforcements
Terrain Mods
Scenario Requirements & Playability
Fall of France 1 Base Game
Introduction

The Germans had achieved amazing success in the first week of the campaign, crossing the Meuse at three points and advancing westward while severely battering French armored forces. Continuing the advance would expose the southern German flank to French counterattacks, but Guderian pressed on nonetheless, counting on speed and continued confusion in French ranks to prevent any effective response. It worked better than he could have hoped, but the anticipated counterattack finally came from de Gaulle's 4th Division Cuirassée de Réserve. Although understrength, not fully trained and lacking intelligence on the enemy, 4th DCR advanced towards the Serre river crossing at Montcorent.

Conclusion

At Chires the French destroyed a German artillery column, but then had to leave their heavy tanks at Clermont for refueling while sending the lighter R35s ahead to Montcornet. The small German garrison there held off the French attack, destroying seven French heavy tanks and forcing the rest to withdraw. Then some of the French heavy tanks arrived and blasted everything in their path until German dive bombers and 88mm shells drove them off again. The disjointed and poorly-planned attack accomplished nothing.


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
  • Tank Destroyer: do not provide the +1 Assault bonus, even if closed-top (SB)
  • 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)
  • Unarmored Weapon Carriers: These are unarmored halftracks (Bufla and Sk7/2) or fully-tracked vehicles (Karl siege mortar) with mounted weapons. All are mechanized, except the BM-13 (Katyusha rocket launcher mounted on a truck). They are weapon units, not AFV's, so they are never efficient and cannot be activated by tank leaders. (SB)

Display Order of Battle

France Order of Battle
Armée de Terre
  • Leader
  • Motorized
  • Towed
Germany Order of Battle
Heer
Luftwaffe
  • Towed

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 537

Two German PzJr. 1 counters have their full strengths printed on the back, and reduced strengths on the front.

(Shad on 2010 Dec 15)
Overall balance chart for 543

The SK 7/2 appearing in 1940: Fall of France is actually a SK 6/2, but misprinted by APL. Hence it should be unarmored in that game. The SK 7/2, which appears in other games is correctly printed with an armor of 0.

(plloyd1010 on 2022 Apr 28)

Display AARs (4)

Cat and mouse
Author Bart
Method Solo
Victor Germany
Play Date 2016-05-08
Language English
Scenario FaoF025

A timely arrival of the german reinforcements and 2 well placed german 88's did the trick for the germans. What followed was an exciting cat-and-mouse play between the 88's and the (slow) french tanks. The french lacked the infantry to seriously threaten the 88's while the tanks were sitting ducks trying to come up close, even despite their heavy armor. I think this is my first 5 for a scenario and well deserved, although one 88 less or some more french infantry would balance this scenario some more.

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Vive les chars à lumdering!
Author Blackcloud6
Method Solo
Victor France
Play Date 2021-10-24
Language English
Scenario FaoF025

This is a very interesting scenario where both sides are infantry poor. The Germans initially have a firepower advantage that will erode as the French tanks come up, but comes back when the German reinforcements come in. The French tanks are slow and thus they will telegraph their avenue of approach. But the Germans do not have enough to cover most objective and they must hold the bridge. So, I decided to have the German armor delay back and the 37mm ATG plus and engineer platoon hold the center of the ridgeline; this position was protected by mines. The rest of the mines were set up to further slow down the French advance.

The French decided to go for the northern objective towns on both maps with supporting attacks in the center and south to keep the Germans pinned. The R35 battalion easily pushed back the German tanks and captured the objective on Board 31. Then they pushed to the NE pushing through the woods to attack the big town on the north end of Board 29 which was defended by a German engineer platoon and reinforced by a motorcycle platoon. Without infantry the attack was slow as it had to be done by firepower and not assaults. The only French rifle platoon and reduce HMG platoon were brought up to help by they fell back under fire. It took awhile to rally them so they could assist in the assault. In the sought the R35 got bogged down by a 20mm AA gun that would not break. In the center, the Germans fell back late in the game to protect the two small towns. There was never any threat to the bridge as the FlaK 88s were protecting it from the east side of the river high ground. These 88s prevented the French from surrounding any town as exposure to their fire was instant death for French tanks.

The end game was a series of assaults and the Germans could not be broken in the town. And the one time they did, they rallied and came right back in. On the last turn, the French assaults as many German town hexes as they could to deny those points tot he Jerries and this worked. The French won a major victory 40 to 28.

This scenario was fun. it played relatively quickly for the size and number of turns. It was interesting to deal with each side that was not really equipped for this battle, but sometimes you have to do with what you have at hand.

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1940 The Fall of France, scenario #25: Lost Children
Author JayTownsend
Method Solo
Victor Germany
Play Date 2011-07-18
Language English
Scenario FaoF025

Let me start by saying this is such an odd matchup of forces and unique unit types, it become a real puzzle how to engage and the terrain in another factor, the victory conditions and reinforcements coming on the map for both sides at variable times makes this a very fun scenario to play.

First the French attack the first group of Germans, then the German reinforcements come on and then the French pull back to regroup until their first group of reinforcements arrive, then they go for an all out attack, then their third group of reinforcements arrive. The French manage to take some victory objectives now but they have lost too many steps in the form of R35’s and a few other units to make a dent in the Germans victory conditions. The German had to shift units throughout to battle, to plug holes, keep certain victory objects and just survive in some areas on the map. These odd ball units have to spread out to defend and attack. Very fun scenario to play, even if the Germans won a major victory, I recommend this one.

If I could, I would rank this one a 4+, just a little short of a five but maybe it is for me.

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Plodding Through the Woods
Author NBGB
Method Solo
Victor France
Play Date 2020-10-17
Language English
Scenario FaoF025

I guess I'm the only one who gets a minor French victory out of this one. I sometimes resort to some different tactics than others. When playing solo it seems harder to win as the attacker most of the time.

This scenario provides the one thing that generally is lacking for the attacker, time. There are variable entry for reinforcements and the terrain is very dense, so those variables provide a lot of room for surprises. On my play the Germans got their reinforcements right away whie the French had to wait a while, especially for the last 4 armor units.

The Germans basically gave up half the territory to start as there was too much to defend and it was too open. They strung a continuous minefield across the open territory in front of some very favorable slope/woods terrain. Dug in some AT units in the flanks and everyone else was in cover/dug in. The french advanced their numerous R35's slowly through the roads staying to the left side of the German line. The exception were the non armor and 3 platoons of tanks which were on the right side of the German line. The very slow R-35's on the left made it to the minefield and tried to sneak by through the the minefield and woods. They were attacked effectively by German AT fire and retreated after losing 3 steps.

This where the longer game length came in to play. The French went all the way around to the German right with all but 5 steps of tanks. They left some armor on the left with a leader to wait for disrupted units to recover, guide them to the right when ready and keep some threat on the left so the the Nazi's couldn't move everything to the right flank.

Then there was a long, slow period of a couple of hours as the Germans positioned their units in to killing zones and protection of the many town hexes. As this was going on the French were slowly moving the R35's through the woods in one big group, one hex at a time to engage the Germans. There were some fierce exchanges as the R35's didn't have all that high of firepower. They did have numbers and staying in cover eventually started to pay off. As they finally started to make some headway towards the main town, (After finally taking out an 88 guarded by infantry and MG units) The first reinforcements arrived. The were able to go to the left flank and skirt past the edge of the minefield. This flank was guarded by an 88 battery, but the French maintained cover and hid right under the slopes as they advanced.

Fast forward to the end game. The Germans had an excellent crossfire kill zone set up, but numbers, plus cover and a few 11's and 12's allowed the destruction of the final 88 and that was the lynchpin of the defense. The last hour saw the French gain just enough control and knock out a few more units to get a 7 point victory. They were behind the whole game until the last hour.

A lot of fun!

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