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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Holding the Flank
Fall of France 1 #31
(Attacker) Germany vs France (Defender)
Formations Involved
France 10e Régiment de Cuirassiers
France 25e Régiment Régional
France 3e Régiment de Cuirassiers
France 4e Division Cuirassée de Réserve
Germany 25th Panzergrenadier Division
Display
Balance:



Overall balance chart for FaoF031
Total
Side 1 8
Draw 2
Side 2 1
Overall Rating, 13 votes
5
4
3
2
1
3.23
Scenario Rank: 601 of 940
Parent Game Fall of France 1
Historicity Historical
Date 1940-05-19
Start Time 12:30
Turn Count 16
Visibility Day
Counters 74
Net Morale 0
Net Initiative 1
Maps 1: 29
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 99
AAR Bounty 153
Total Plays 11
Total AARs 4
Battle Types
Urban Assault
Conditions
Off-board Artillery
Reinforcements
Terrain Mods
Scenario Requirements & Playability
Fall of France 1 Base Game
Introduction

There was no road to Laon except the one that went through Chambry, so 25th Infantry Division had no choice but to renew their assault on the village later the same day. As for the French, De Gaulle's attack was going nowhere and Chambry (the anchor of the French right flank) had to be held as long as possible so that to 4th Division Cuirassee could withdraw.

Conclusion

After some powerful preparatory fire from their self-propelled 88mm guns, the Germans renewed the attack on the eastern part of the village concentrating on the chateau and its park. Soon the chateau was on fire and encircled chasseurs had no choice but to fight or surrender. After a valiant resistance that took many German lives, they finally surrendered around 1400. Frenchmen in the rest of the village were low on ammunition but kept on fighting until 1600, when a French motorcyclist arrived carrying the order to retreat. Fourth BCP retreated to Laon that evening.


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
  • 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
  • Mechanized
Germany Order of Battle
Heer
  • Mechanized
  • Towed

Display Errata (4)

4 Errata Items
Scen 31

German 37mm should be 37mm AT.

(rerathbun on 2010 May 18)
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 (4)

Relentless Pressure Takes the Day
Author J6A
Method Solo
Victor Germany
Play Date 2019-02-20
Language English
Scenario FaoF031

This is an interesting scenario. The French have a mixed bag of troops, with good morale ESC backed up by okay morale ATGs and Armored Cars, and a few poor morale reservists. They also get some tank reinforcements based on a die roll late in the scenario. They have a little bit of OBA. On the other hand, the Germans have a pure infantry force with the exception of on ATG and a Buffla. They have 3 increments of 16 strength OBA. Because of the French ATGs, its tough to use the Buffla (or at least risky) as it was historically.

As the French, I defended the town on the north side of the map with mobile troops, who could escape when the going got rough, and a few stronger troops. The small towns were lightly held, and the larger town south of the river had a number of ESC, an 25MM ATG and the mortars. The Germans split into 3 groups, the strongest one coming through the woods to the town on the north side of the river, a small one to cross to the north-east and secure the small towns there, and a medium sized one to the north-west to pin down the French forces in the large town south of the river, and possibly assault it if things went well.

I don't like to credit game results to die rolls, and the Germans seriously outrolled the French in this one, with numerous high/low results in both direct fire and assault. The only place it didn't happen was with the artillery, where the 48 factors (I combined them every time, or all but 1 time) inflicted very little damage. Meanwhile, the French were rolling a lot of 5-9 results, and not on high enough tables to really inflict any significant damage on the Germans. In fact, the Germans took no step losses in the scenario. While they did suffer a number of disrupted/demoralized results, the vast majority of their morale checks saw rolls of 7 or lower. Meanwhile, the outgunned, out-led and out-moraled French troops slowly got ground down in the center and the east. To the west, it was basically a stalemate, as the Germans did not want to get too close to the heavily defended town.

French casualties started to mount, and they were slowly pushed out of the town on the north side of the river. It actually wasn't quite taken (there was 1 French unit left) when I called the game, however the casualties incurred in the defense were horrific, especially when the French weren't causing any casualties on the Germans. To the east, the French defense was rapidly collapsing, with 2 small towns taken, a 3rd about to fall, and only the larger town and one occupied by a demoralized unit still in French hands. The French tanks also failed to enter the board by turn 13, when I called the game. At that point, the French had suffered 20 casualties, and now controlled (or were about to control) 8 town hexes to the French 6. That gave them a 24 point advantage, when only 11 was needed for a major victory. There was no way the French could reverse that in 3 turns, especially with another town hex likely to fall, even if the tanks arrived.

All that being said, I liked the scenario. More even die rolling for the sides would have meant a bunch of German casualties, and a slower slog through the towns. The Germans were not ahead of their historical timetable in taking the town north of the river, if anything they were behind history. And if the tanks come in and stabilize the situation south of the river, this one is very much in doubt. While there's not a ton of maneuver here (it's a one-mapper and a city fight), I think there's enough decisions for both sides to make that this would be a good opposed scenario, as well as a good solo one.

0 Comments
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Germans overwhelm French
Author waynebaumber (Germany)
Method VASSAL
Victor Germany
Participants Bangla (AAR)
Play Date 2021-02-11
Language English
Scenario FaoF031

This one map scenario has strong German forces attacking a French holding force, the Germans have to take town cross a minor river and eliminate steps to gain VC. The outnumbered French get some tank reinforcements and have to hold towns and also inflict step losses. The Germans rolled onto the board and the French holding force retreated without any serious attempt to hold the first town, after that the German crossed the river and took some isolated hamlets and then launched a main assault against the centre towns, this was basically it for manoeuvre from the German side. The French tanks arrived later then scheduled but only really contributed toward the end of the game in a counter attack which sent one Ger INF to the graveyard. By game end the Germans had taken enough towns and inflicted sufficient step losses to claim a major victory. Another tough one for the French as the German I did not have to do to much thinking to grind out a fairly comfortable win

0 Comments
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A Slow Retreat
Author Bangla (France)
Method VASSAL
Victor Germany
Participants waynebaumber (AAR)
Play Date 2021-02-11
Language English
Scenario FaoF031

Charged with defending the village of Chambry, and the outlying hamlets, we had to hold out long enough for the 4th Division Cuirassée could withdraw from the area. Where to defend, and how long to try to hold out for? the French ran from the northern village area and crossed the river pronto, in the face of a massive German advance through the centre. Should one or two units have stayed and sacrificed themselves to hold up the enemy advance for a quarter or even half an hour? Probably, but the French crossed the river and made for the hamlets and woods on the south side. Meanwhile other outlying units in the east immediately headed south and west with the main German advance threatening to cut them off from the rest of the units in the area. The Germans steadily advanced, taking one village area after another. There was some stiff resistance that held until the orders came to vacate the area completely (ie the end of the scenario) but French resistance was more like speed bumps to the hun. French reinforcements in the guise of about 20 S35s were too late to have any real effect. certainly, by then, the Germans had sufficient anti-tank cover on the north side of the river to protect much of their front against any sudden push by the French forces "blindées".

A crushing defeat both in terms of casualties and the area given up to the Germans would lead to a severe reprimand for the Commandant when they did pull out of the area.

A decent scenario, but one that's very difficult for the French. Where to make their stand? Too far forward, and they could be bypassed and cut off, waiting to be mopped up at the German's leisure. Pull back too quickly, as I did, and the German can exit the forest in the north well organised and able to choose the timing and place of his various assaults. The French will always be outnumbered. I learnt a lot from just being at the sharp end of Wayne's Teutonic sword. Vive la France!

0 Comments
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Better than Expected - A Hard Fought Draw for the French
Author treadasaurusrex (France)
Method VASSAL
Victor Draw
Participants ACav
Play Date 2023-06-01
Language English
Scenario FaoF031

This was an oft-delayed, 3-session play through with the fun-loving, determined and high morale, ACav leading the attacking Germans. I played the defending French side. We used the consolidation, smoke/ilum, excess initiative optional rules and ignored the FOW. Both sides drew good leaders, and oddly, 7 of the German's leaders managed to get themselves eliminated. This probably was the primary cause of the French achieving a draw in this rather unbalanced (in favor of the Germans) scenario. Ironically, once the Les Boches lost their Bufla SPAT platoon and fiendish AT gun platoon, hope was kindled in a big way for the French during the costly, 11th game turn. A combined 23 combat 7-die rolls happened in this 16-turn play-through.

Others have filed detailed AARs on this one, so I won't take the time for a thorough play-by-play, but will say that the Germans had consistently poor luck with the die rolling fates in all three sessions. Few tactical mistakes were made by the Teutonic horde, but losing so many leaders - 3 in one turn - made it very hard for the Landsers to properly stage their close range fire & multiple assaults.

I give this one a 3, but can only recommend it for SOLO play, as it is just too hard a pull for the French defenders.

2 Comments
2023-06-04 03:27

How can you possibly recover from losing your BUFLA!!!!.... Tragic...

2023-06-04 10:58

Mon Dieu . . . it is so true, Mon Ami! The demise of the lurking Bufla, marked the and of the despicable Boche's elan in the cramped woods of La Belle France!

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