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
Errors? Omissions? Report them!
Sidi Brahim Again
Fall of France 1 #30
(Attacker) Germany vs France (Defender)
Formations Involved
France 10e Régiment de Cuirassiers
France 25e Régiment Régional
Germany 25th Panzergrenadier Division
Display
Balance:



Overall balance chart for FaoF030
Total
Side 1 10
Draw 1
Side 2 2
Overall Rating, 15 votes
5
4
3
2
1
3.67
Scenario Rank: 281 of 940
Parent Game Fall of France 1
Historicity Historical
Date 1940-05-19
Start Time 08:30
Turn Count 12
Visibility Day
Counters 94
Net Morale 1
Net Initiative 1
Maps 1: 29
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 101
AAR Bounty 129
Total Plays 13
Total AARs 8
Battle Types
Urban Assault
Conditions
Off-board Artillery
Terrain Mods
Scenario Requirements & Playability
Fall of France 1 Base Game
Introduction

Early in the morning of the May 19, the tanks of 4th Division Cuirassée de Reserve plus some units of 3rd Division Légère de Cavalerie rushed northward to cross the Serre River at Crécy. To the east, 4th Batallion de Chasseurs Portes and units from 39th Infantry Regiment and 10th Cuirassiers were tasked with holding the right flank of the French advance. On the German side, Colonel Durrstein of the 25th Infantry Division had orders to take the city of Laon as soon as possible, since it was a main supply base for the French armored attack.

Conclusion

Taking his information from the retreating armored cavalry, Capitaine de Chavannes ordered the 4th Batallion de Chasseurs Portés to settle down in the small village of Chambry, a few kilometers northeast of Laon. when Commandant Bertrand (CO of the 4th BCP) joined them on the eve of combat, all the Chasseurs knew that the defense would be "at all costs" just like at Sidi-Brahim. The first German attack hit the northern entrance of the village at the same time as a flanking move from the west. The flank attack stalled, but the frontal assault (supported by heavy guns and helped by fires raging in the buildings) was only stopped by the iron will of the Chasseurs.


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)
  • 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.
  • 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
Germany Order of Battle
Heer
  • Mechanized
  • Motorized
  • Towed

Display Errata (3)

3 Errata Items
Overall balance chart for 623

In 1940: Fall of France, the units show Direct Fire. All units are Indirect Fire.

(rerathbun on 2015 Jun 06)
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 (8)

Tense little fight
Author Matt W
Method Solo
Victor Germany
Play Date 2009-09-06
Language English
Scenario FaoF030

This one was fascinating. The French had a chance to draw late in the game but early fog of war turn ending caused them to miss the chance to recover in two towns and save their points. The Germans were able to root them out by the end of the game and the French went down heavily.

The size and scope of this scenario is well constructed

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Crossing the River
Author driddle01
Method Solo
Victor Germany
Play Date 2010-06-26
Language English
Scenario FaoF030

A short scenario in which victory includes both destruction of units and control of city hexes. The French set up with a strong force defending the city north of the river, a force defending the western city and a mobile reserve force (motorcycles). The Germans attack with 4 HMG's, 8 infantry, and the armored car in the center. An INF force defends the east flank, and 2 HMG's with 4 INF come in the western edge tokeep the French honest.

The main German thrust is against the city north of the river. The force closes to 1 hex range due to the forest and begins to trade fire with the French force there. The eastern force attempts to cross the river, but is pinned by artillery fire. The western force sets up across the river and trades fire with the French in the western town.

The two sides trade fire for many turns with not too many casulties. Finally, the German center force obtains a 2x result against the French which serves to break the line. The French retreat across the river and set up a secondary line of defense between the towns south of the river. The Germans cross losing both Bufla steps and an armored car. Time runs out as the Germans control all town hexes North of the river and one south. The French control all the remainder of the town hexes; however, the Germans had destroyed many more French units, so the game still ends in a German vistory.

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The French Hold Tough
Author KirkH
Method Solo
Victor Draw
Play Date 2011-04-03
Language English
Scenario FaoF030

French set up all their units in town hexes with their elite ESC units in the hexes to the northwest. The Germans attacked from the north and west using the woods to cover their approach. Within a couple turns they had advanced to the two major towns and began assaulting them. As the Germans didn't have engineer units, tanks, or a morale advantage over the French ESC units it made their attacks very difficult. The French units held on even though by the end of the game they had taken numerous losses. At the end of the game the Germans held sole pssession of one town hex while the French held six. With the large disparity in French to German casualties, the game ended up an 18 to 18 draw. All in all a really fun scenario that can easily go either way. Definitely worth playing multiple times.

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Dura lucha por Chambry
Author enrique
Method Solo
Victor Germany
Play Date 2012-07-30
Language Español
Scenario FaoF030

En este escenario dos batallones de infantería alemana, apoyados por una sección de coches blindados SdKfz 231/6, otra de "Bufla" y una batería AT de 37mm luchan por ocupar la población de Chambry, próxima a Laon. Los franceses oponen al ataque alemán dos compañías reforzadas de infantería de élite ("chasseurs portés", ESC), con el apoyo de una compañía reforzada de reservistas, una compañía de coches blindados P178, dos secciones de morteros de 81mm y dos baterías de artillería de 75mm (el famoso "soixante quinze"). Los alemanes se benefician de una potente artillería fuera del tablero (3 x 16). La de los franceses es bastante más modesta (1 x 14).

El campo de batalla está cruzado longitudinalmente por un río menor, que a su vez puede ser atravesado por tres puentes, todos ellos intactos. El objetivo de los contendientes es producir bajas al adversario y ocupar los 14 hexes de ciudad del campo de batalla. Cinco de estos hexes forman una aglomeración al norte del río. Otros cinco se agrupan en otra aglomeración al sur del río y al oeste del mapa; los cuatro hexes de ciudad restantes se distribuyen aisladamente al sur del río. Los franceses ocupan inicialmente todos estos hexes.

Los alemanes gozan de la moral habitual (8/7). Los franceses tienen diferente moral según el tipo de tropas: 8/6 las unidades de "chasseurs portés" (ESC), 7/5 los reservistas y 7/6 los restantes. Las ocho unidades de "chasseurs portés" constituyen la columna vertebral de la defensa francesa y se despliegan en ocho hexes de ciudad, al norte y al sur del río, en las aglomeraciones. El resto de fuerzas francesas se despliegan en los restantes hexes de ciudad o como refuerzo en los hexes ocupados por los "chasseurs". La compañía de coches blindados P178 se oculta en un bosque en el centro del campo de batalla, preparada para acudir a los lugares de peligro. También en el centro del dispositivo francés se despliegan las dos secciones de morteros y las dos baterías de artillería de 75mm, que coordinan el fuego gracias a un líder con modificador de combate de "1" (lo que les permite bombardear al enemigo con andanadas de 30 en la Tabla de Bombardeo).

Los alemanes entran por el norte y el oeste del tablero, con una batallón aproximadamente por cada uno de estos puntos cardinales e inmediatamente atacan las dos aglomeraciones de hexes de ciudad. Los franceses retrasan el avance con barreras de fuego de artillería y mortero, pero no pueden impedir que los alemanes asalten los primeros hexes de ciudad. Al principio la lucha es reñidísima e indecisa, ya que ambos bandos sustituyen a las bajas causadas en los hexes asaltados. En la aglomeración al norte del río los franceses contienen a los alemanes, que sólo pueden asaltar dos hexes sin llegar a conquistarlos. En la aglomeración al sur del río los alemanes, tras dura lucha y conducidos por un coronel con modificador moral de "2", logran desalojar a los franceses de algunos hexes. Los franceses envían como refuerzo a una sección de coches blindados P178, pero es destruida en las luchas callejeras.

Al final, tras una agotadora exhibición de valor y sacrificio por ambos bandos, los alemanes consiguen conquistar un hex de la aglomeración al norte del río y disputar tres más. En la aglomeración al sur del río la resistencia francesa se desmorona: los alemanes consiguen conquistar cuatro hexes y disputar el restante. Los franceses sólo dominan un hex de la aglomeración al norte del río y los hexes aislados al sur del río. Los alemanes han causado 18 steps de bajas al enemigo. Los franceses han provocado 9 bajas a los germanos. En resumen, tras una agónica lucha, los alemanes han conseguido 28 VP y los franceses 19 VP.

Muy emocionante.

Victoria menor alemana.

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Slice & Dice the Chasseurs
Author treadasaurusrex (Germany)
Method VASSAL
Victor Germany
Participants cjsiam (AAR)
Play Date 2022-05-24
Language English
Scenario FaoF030

This was a fun-filled, 5-session play-through with the witty and relentless, cjsiam, as the French Commander. We used the optional smoke, consolidation, excess initiative, and dispensed with the defense-biased, Fog of War rule in this relatively short play-through. I played the attacking Germans of the 25th Infantry Division with 2 battalions of infantry and a few supporting weapons that were not really appropriate to the requirements of this scenario, e.g., no mortars, no assault guns, no combat engineers, only a single armored car, only one AT gun platoon – and of all things – a self-propelled Bufla (SPAA/AT) outfit.

Nevertheless, the German force began the encounter split into 2 task forces, one on the north near the small town of Crecy, and a stronger force that moved-to-contact in the southwest corner of the map closest to the larger town of Chambry. The German force’s objective was both to eliminate as many French steps as possible, and also to occupy as many town hexes as possible, by the end of 12 game turns. Both Axis task forces began with strong probes and the positioning of forward observers for the OBA that began raining down on the town-based French defenders south of the minor River Serre.

Unexpectedly, the French defenders of Crecy on the north bank of the Serre fled their positions as the German northern task force made initial contact, and began occupying the town. This strengthened the German Commander’s strategic hand and allowed him to direct a pincer of fast-marching troops down the southwest-trending road and across the river in support of the growing fight for the southern & western margins of Chambry. So much for the first 3 game turns! The next session would be much worse for the attacking German side!

The second session (game turns 4-5) was marked by poor German initiative rolls and multiple combat & morale failures. Their planned close assaults on the southern and western margins of Chambry failed miserably in the face of fierce French resistance and numerous poor die rolls. The French were able to better-consolidate, and generally improve both individual unit morale and their defensive positions on the south bank of the Serre. A poorly supported German probe in the vicinity of the western bridge closest to Chambry was thrown back. The French Commander meanwhile continued to migrate front-line troops from east to west south of the river.

The 3rd session (game turns 6-8) was characterized by improved German initiative rolls and substantially fewer combat or morale failures. The French side was struck with 12 combat die rolls of 7, compared to only 3 for the Germans, the reverse of the situation in the previous session. French OBA and onboard artillery support was handicapped by stepped up German infiltration of close assault groups into the western margins of Chambry, and by advancing flanking forces in the woods east of the town. As before, piecemeal movement of mobile French units into the vicinity of Chambry continued. Surprisingly, no additional close assaults in the town were initiated by the French side and the Germans slowly began outflanking the southeastern margins on the town. On the plus side for the defending French, German step losses continued to mount, in spite of repeated efforts at morale recovery by the German CO, and a successful consolidation to repair the ravages inflicted during the earlier failed German close assaults on Chambry. Focused French long-range AT fire – 6 shots from 2 AT separate emplacements – finally eliminated a 2-vehicle section of the notorious Bufla SPAT platoon. German initiative slid down one notch in this session. The French Commander opted not to dismount the DRG units when they were in close proximity to existing close assault hexes. A renewed German probe in the vicinity of the western bridge closest to Chambry successfully crossed the river, losing a step in the process, but now menaced the northernmost town hex of Chambry with its defending AT gun and HMG unit. Both sides continued minimally-effective harassment DF on both sides of the river fronting Crecy.

Our fourth session (game turns 9-12) featured a continuation of the close assaults in/and surrounding Chambry, but with significantly more German success than previously. The French kept the German “Forlorn Hope” detachment from entering the northernmost town hex of Chambry, but began steadily losing steps in the process. Some of the French DRG units dismounted and became ESC platoons in Chambry and the adjacent woods. The commitment of all remaining French mobile reserves in game turn 9 to the fighting in Chambry, opened the door for a slow – but determined – German advance across the river from Crecy.

The fifth and final session (game turns 11-12) was basically a die-rolling contest in the several close assaults hexes in Chambry. The battered Germans cleared the northernmost hex completely, and then missed a chance to assault the remaining uncontested town hex, by opportunity firing (two, heinous number 7-die rolls) on French units fleeing assaults in adjoining hexes. Oops! However, the hapless, shot-up, German Bufla SPAT unit did manage to eliminate 1 step of French armored cars via a long-range shot into an assault hex.

Final step losses were: 19 for the French side and 12 for the Wehrmacht.

A hard-fought and costly, German major victory was the final result! The victory point totals were: 31 for the Germans, and 20 for the defeated French side. I rate this one a 4.

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The Tragic loss....sacre' bleu!
Author cjsiam (France)
Method VASSAL
Victor Germany
Participants treadasaurusrex (AAR)
Play Date 2022-05-24
Language English
Scenario FaoF030

My worthwhile opponent survived my abusive French Accent to pull this out.... Up until the last few turns I might have been able to avoid the Major Victory, but no... Abandoning the town to the north, which I felt indefensible, and would have resulted in the loss of the defending steps to the inevitable German crush--and then massacre as remnants fled across river actually did keep many German units relatively ineffectual, until the inevitable rush across the open ground...which was initially thrown back....My distributed AT guns prevented the Buffla from being too exposed...hiding in bushes to the north, after running from the shelling-- The Buffla (the damn Buffla) gave as well as it got---taking a step, and losing one... The Assaults of so many Germans into the Town to the south was always going to be a challenge---and all save one of the hexes held out--with one even remaining French. I think it's a tough slog for the French..But, had a roll or two gone the other way, perhaps... As usual, a great fun game and repartee with my Boche opponent..

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German masses v. French mobilty
Author campsawyer (Germany)
Method Dual Table Setup + Voice Chat
Victor Germany
Participants waynebaumber (AAR)
Play Date 2012-07-23
Language English
Scenario FaoF030

This was a Skype game with Wayne Baumber That had stretched over the past month. Enjoyable sessions with Wayne and always knows how to keep throwing a "curve ball" to you at the end.

This scenario has several mixed German units trying to force towns held by a mixed force of French units. The French have the setup and control the towns, but the Germans have a counter of being able to enter through two board edges. This will force the French to figure out how to defend against simultaneous attacks by the Germans. The French have the firepower in AT guns and artillery as well as mobile force in P178 armored cars. But the morale is low for the French and the leaders will need to stay close to the troops. For the Germans, they have the numbers, six companies of INF's plus HMG's. There support is modest, only an armored car, 37mm AT and the Bufla. OBA heavily favors the Germans with three modules of 16 firepower. Morale is good and they have a good leader set.

The French look for the attack on both the north and west edge and setup accordingly. The French armored cars and the DRG's hold the town north of the river while the bulk of the French forces are positioned to the western towns. French artillery are positioned back in the eastern town to support the effort. For the Germans, they advance their whole force from the north. Entering on or about the north-south road. Several companies of INF's and HMG's push into the woods and threaten the P178's and DRGs in the town north of the river. Another two companies move south westerly toward the northern cross roads to threaten the western towns, while the last for moves to river cross and threaten the eastern towns.

The German forces quickly overwhelm on of the French 25mm AT's and destroy a DRG in the town attack. Other DRG's and the armored cars move to stop them, but casualties quickly mount for the French. They are forced back over the river to defend from the southern side. But to the east the German river crossing advances to the town at hex 912. French OP fire is accurate with the first Germans casualties occurring during the crossing. But the Germans get a company across and funnel more troops over to assault the town. Forcing French RES units back from the town the Germans are able to eventually take it and us it as a base to more forward into the woods. In the town on the river the German consolidate a firebase to hit the French units dugin on the southern bank.

To the north-west the two companies advance down the road and cross the river at the western most bridge. A company plus the German armored car cross and look to threaten the western town. While the German Major takes a company up the road to confront the main route into town. French OP fire is heavy and disrupts the Germans as they move to attack. But then the French armored cars appear with the remaining DRG's accompanying them. They quickly assault the Germans stopping there advance. The Majors company is hit by HMG fire from the town and has to take cover. The German HMG is demoralized and this slows the advance. The German armor car is able to race past the attacking French P178's and dash through the town. But this attracts the attention of the other P178's.

Pushing through the woods the SK231/6 is trailed by two P178's and has 25mm AT's covering the open ground outside the woods. Quickly the P178's corner the SK231 and it is forced to attack. Like any cornered animal is attacks the closest target and an adjacent P178 is it. Two shot's hit the P178 platoon destroying all the vehicles giving the SK231 its escape route. The other P178 teams up with yet a third and chase after it. The chase ends after the P178's are needed for a more important task.

To the east the situation for the French is collapsing. The Germans have crossed the river with three companies of troops and supporting HMG's. The Germans push aside the French RES units and capture town 912 and then press of the other town of 412 as the French 75mm are located there. Remnants of the river defenders try to put up a defense but the Germans have the numbers and push the French back. Key OBA shots as well as German morale get the troops to close on the town and assault the guns. They fall quickly, but P178's appear and race into the assault forcing the Germans to deal with a counter attack.

At this point the game is getting close to an end and the French look to breakout and deny the Germans a victory. The French unit on the southern bank charge out to try to deny the Germans the northern town hexes but are demoralized in the attacks. To the west assaults by the French on the remnants of the German westerly attack try to destroy units. The French are able to deny a German major victory, but the Germans have a solid minor victory.

Keys to the German victory was the German massed attack on the somewhat dispersed French setup and the lacking French morale. Having all the forces bearing down on only one half of the defenders made it a bit easier as the French units broke under fire. But the French mobility gave them a fighting chance as the P178s were able to zip around and provide support where needed.

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Sidi Brahim again
Author waynebaumber (France)
Method Dual Table Setup + Voice Chat
Victor Germany, Germany
Participants campsawyer (AAR)
Play Date 2012-07-23
Language English
Scenario FaoF030

Played over two sessions using Skype v Alan Sawyer. This scenario depicts a strong German force with good morale,good leaders and good OBDA against a ragtag group of French units ranging from ESC (good morale) DRG & A/Cars (good mobility) to RES (poor morale, poor firepower). The Germans have to take town hexes and inflict step losses on the French to win, the can enter from two board edges and this forces the French to have a somewhat dispersed set up. I took the French force and had decided to give up the northern town but try and hold south of the river, I was very concerned with a flank attack from the west using woods as cover so that was where my main line of resistance was placed. Alan however went for a massive frontal attack from the North and I had to quickly adjust my defense, he quickly however overran the my screening forces to the North and was over the river faster than a rat down a drain pipe. Alan had inflicted a lot more casualties on my defending troops than I on his and had captured almost half of the town hexes on the board before we had completed half the scenario. However things then got tougher for the Boche as the French used their A/Cars and motorcycle troops to move swiftly around the board in an attempt to plug gaps and inflict losses on the invading Germans. This worked to some extent and a German probe to the southwest was thrown back but on the eastern flank the situation was dire as the Germans poured over the rive pushing the French back and taking another town hex though the A/Cars launched a counter attack which left the town still contested at game end. Knowing that I was behind in VPs I launched as last ditch attempt to snatch some VPs on the last turn with French infantry wading across the river under heavy fire to assault northern town. This caused Alan a few jitters but was too little too late, by the end of the game he had won a solid minor victory. *This was a reasonable scenario played as always with Alan in a good spirit I think it is a tough one for the French, I was always behind the drag curve in our battle any French commander getting even a draw should be well pleased with himself. *

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