Always Ready Fall of France 1 #35 |
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(Attacker) Germany | vs | France (Defender) |
Formations Involved | ||
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France | Groupement Andre | |
Germany | 260th Infantry Division | |
Germany | 269th Infantry Division |
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Overall Rating, 11 votes |
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3
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Scenario Rank: 723 of 940 |
Parent Game | Fall of France 1 |
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Historicity | Historical |
Date | 1940-05-23 |
Start Time | 06:00 |
Turn Count | 18 |
Visibility | Day |
Counters | 71 |
Net Morale | 0 |
Net Initiative | 0 |
Maps | 2: 27, 28 |
Layout Dimensions | 56 x 43 cm 22 x 17 in |
Play Bounty | 105 |
AAR Bounty | 165 |
Total Plays | 11 |
Total AARs | 2 |
Battle Types |
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Inflict Enemy Casualties |
Urban Assault |
Conditions |
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Off-board Artillery |
Reinforcements |
Terrain Mods |
Scenario Requirements & Playability | |
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Fall of France 1 | Base Game |
Introduction |
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The Forward elements of the retreating Groupement Andre forced their way through Blaregnies, but the rest of the column got stuck there. The forward elements continued on toward Conde-sur-Escaut, but soon ran into units from the 260th and 269th Infantry Divisions. These were second- and fourth-wave units of relatively poor quality. |
Conclusion |
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The firing started when the French reached the outskirts of the village of Thulin. French commanding officer Lt-Col Puccinelli immediately pushed forward and took the village along the several German prisoners. The French then moved on the railway 600 meters north if Thulin where German troops had formed a defensive line. The French attacked with fixed bayonets and gained the upper hand, but then German reinforcements arrived along with artillery support. the courageous French troops kept fighting but were soon overwhelmed, and Puccinelli was wounded two times and captured. |
AFV Rules Pertaining to this Scenario's Order of Battle |
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3 Errata Items | |
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Scen 35 |
German 37mm should be 37mm AT. (rerathbun
on 2010 May 18)
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The reduced direct fire value of the Heer HMG became 5-5 starting with Fall of France. (plloyd1010
on 2015 Jul 31)
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The morale and combat modifiers of German Sergeant #1614 should be "0", not "8". (Shad
on 2010 Dec 15)
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Next time, hit them harder and faster |
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This is an interesting scenario. A smallish French force, mostly infantry, has to seize several villages from a German recon force before a much larger German infantry force kicks them out. Speed is key here, as the French 3-3 INF cannot keep up with the German 5-3 INF, especially when they are outnumbered 2-1 or more. So, I rushed forces up the middle, splitting a few platoons off to take the outlying villages, with the main force trying to take as many town hexes as possible and eliminate the recon force. The lone French DRG unit went to take one last town hex and then flank the Germans. This didn't work well, as they motorcyclists were demoralized after taking the town hex, and played almost no part in the rest of the battle. Meanwhile, in the center, the French did grab a lot of town hexes, and got up to the towns in relatively good order, however they could do nothing to the Germans in melee. Even when I had 3 INF in a hex with a leader against a single German INF, the French couldn't do more than tie them up. The Germans outrolled the French for the most part, and the bottom line is that rolling assaults on the 5 column (9 +1 columns for leader -2 columns for town) doesn't do much. So, by the time the German reinforcements arrived, many of the French troops were tied up in melees. The German reinforcements ground forward, using their superior firepower to shoot up and/or assault the French out of the towns. I called it when the Germans hit major victory territory, about 4 turns from the end, because the French had taken heavy casualties and had little to no counterattack potential left. This isn't a bad scenario, it was a bit tense to see if the Germans could push the French back, and a few different die rolls in the early going could have left the French in a much better defensive position. Still, the numbers game doesn't work in the French favor here, so a French victory will be tough. |
0 Comments |
French Shoot Their Bolt and Pay the Price |
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Germans set up their four units spread out among four eastern town hexes on board 28. The French knew they had to be aggressive early before the German reinforcements arrived, so they headed directly west along the central road with the goal being the large town at the northwest corner of board 28. The French advance didn't accomplish much and their units were too spread out when the German reinforcements arrived on turn 8. Half the Germans advanced on the northern part of the board and took the large westerly town, while the other half advanced from the southern part of the west edge and took the large town on the eastern map. In the end all the French units were eliminated and not a single German step was lost. This one could be closer if the French player plays conservatively early and makes sure his units are in better defensive positions when the German reinforcmenets join the fray. |
0 Comments |