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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Night Sortie
Fall of France 1 #33
(Defender) Germany vs France (Attacker)
Formations Involved
France 24e Régiment de Tirailleurs Tunisiens
France 3e Régiment de Tirailleurs Marocains
France 6e Régiment de Tirailleurs Marocains
Germany 20th Motorized Infantry Division
Germany 4th Panzer Division
Display
Balance:



Overall balance chart for FaoF033
Total
Side 1 4
Draw 0
Side 2 0
Overall Rating, 4 votes
5
4
3
2
1
4
Scenario Rank: --- of 940
Parent Game Fall of France 1
Historicity Historical
Date 1940-05-21
Start Time 01:30
Turn Count 30
Visibility Night
Counters 174
Net Morale 0
Net Initiative 0
Maps 6: 26, 27, 28, 31, 32, 33
Layout Dimensions 129 x 56 cm
51 x 22 in
Play Bounty 163
AAR Bounty 171
Total Plays 4
Total AARs 1
Battle Types
Exit the Battle Area
Conditions
Minefields
Reinforcements
Terrain Mods
Scenario Requirements & Playability
Fall of France 1 Base Game
Introduction

By the third week of May the situation in the Mormal Forest was a disaster. Since Rommel's raid through the French lines toward the Sambre River, French units were scattered everywhere and panzers were rushing about in an orgy of breakthroughs and encirclements. Though ordered to clear the forest of Germans, the French commanders there knew that to be impossible and tried for an orderly withdrawal instead. Colonel Mesny gathered the best forces he could and made his move in the middle of the night.

Conclusion

Colonel Mesny moved out with the lead French units at midnight and soon encountered enemy columns in the dark. Unexpected encounters with enemy minefields and anti-tank obstacles slowed his progress further, and the now-alerted 4th Panzer Division began to send infantry, engineers, tanks, artillery and even FlaK units to intercept the French move. At 0600 the avant-garde had reached the Escaut River with only minimal losses, but fighting at the rear had become horrible. A company of Moroccans was sent back to help their comrades but was blocked by 88mm and Panzer fire between Louvignies and Englefontaine. At 0745 the Tunisians and Moroccans decided to force their way through to the west, and assaulted the German defenses while singing a prayer for the dead. They must have known their fate, because their attack was crushed by panzers, machine guns and AA guns, and most of them were killed or captured. Only small, scattered groups eventually reached the Escaut during the night of May 21.


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
  • APC – Armored Personnel Carrier: These are Combat Units, but stack like Transports. They can transport personnel units or towed units. They are not counted as combat units for the +1 stacking modifier on the Direct Fire and Bombardment Tables (4.4). They may be activated by regular leaders and tank leaders (1.2, 3.34, 4.3, 5.43). They do not provide the +1 Assault bonus (ACC).
  • 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
  • Mechanized
Germany Order of Battle
Heer
  • Motorized
Luftwaffe
  • Towed

Display Errata (6)

6 Errata Items
Scen 33

The Germans are short by seven trucks, not being able to meet the requirements for the OOB.

(TheDoctor on 2012 Aug 14)
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 2

Two 105mms (ID#s 1204, 1205) have "16-31" fire values in black (direct fire), when they should be in white (indirect fire).

(Shad on 2010 Dec 15)
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 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)
Overall balance chart for 47

All SPW 251s have an armor value of 0.

(Shad on 2010 Dec 15)

Display AARs (1)

Dancing in the Dark
Author waynebaumber (Germany)
Method VASSAL
Victor Germany
Participants unknown
Play Date 2022-01-11
Language English
Scenario FaoF033

This excellent scenario has French forces using the cover of night to breakout back to the west. Initially the French face sparse German forces but there are are large German reinforcement's waiting in the wings. These reinforcements have to be rolled for at certain time during the game, there point of entry also has to be rolled for however they are fairly mobile so should be able to reach the key points fairly quickly. The French enter from the east edge with the small German blocking force entering from the west. The French commander's first problem is that his units are fairly slow moving and will be hard pushed to reach the west edge of the board in the time allotted for this scenario. The first few turns are bloodless as units manoeuvre in the dark, the Germans establish some blocking positions while the French try to outflank these positions. The first (and in fact second) German reinforcements arrive on time and to the rear of the French forces. The French look surrounded but the canny French commander does well to avoid the trap however he has to commit several units to urban combat ibn the small village on board 26. Casualties are fairly even however the writing is on the wall for the French as much as they try to avoid the Germans, the Germans have sufficient mobility to keep ahead of the French moves. When at last day breaks and the tardy 3rd German reinforcement's arrive the tide of battle turns for good and French casualties mount. With no chance of exiting the board the French player concedes defeat on the penultimate turn. A good scenario this with the cravat that it is a very tough one for the French to win. However I think that Bangla did the best he could with the forces available and to trade steps losses is not a bad effort. We both enjoyed this scenario very much

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