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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Hill 276
Fall of France 1 #37
(Defender) Germany vs France (Attacker)
Formations Involved
France 14e Bataillon de Chars de Combat
France 6e Groupe de Reconnaissance de Division d'Infanterie
France 93rd Groupements de Reconnaissance d'Infantrie
Germany 24th Infantry Division
Display
Balance:



Overall balance chart for FaoF037
Total
Side 1 2
Draw 1
Side 2 3
Overall Rating, 7 votes
5
4
3
2
1
3.57
Scenario Rank: 367 of 940
Parent Game Fall of France 1
Historicity Historical
Date 1940-05-23
Start Time 15:00
Turn Count 24
Visibility Day
Counters 84
Net Morale 0
Net Initiative 1
Maps 4: 27, 28, 31, 33
Layout Dimensions 86 x 56 cm
34 x 22 in
Play Bounty 124
AAR Bounty 165
Total Plays 6
Total AARs 2
Battle Types
Rural Assault
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Terrain Mods
Scenario Requirements & Playability
Fall of France 1 Base Game
Introduction

The Germans made a breakthrough on the morning of the 23rd and took control of Hill 276 just east of Tannay. That gave them a jumping off point from which to complete the encirclement of the French forces at Stonne, so the French threw in their last available reserves to drive the Germans off the hill. the hastily planned initial attack was understrength and went nowhere, with the French losing most of their armored cars to German anti-tank fire. But then at 1500 hours some twenty H39 tanks arrived, and the assault could begin in earnest.

Conclusion

French armor made the difference and the Germans soon began falling back. Losses were heavy for both sides, but the French had control of Hill 276 again by 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.
  • Portees: Trucks with mounted Anti-Tank guns, Anti-Aircraft weapons, or artillery. Stack as combat units. Move like trucks, but fire like guns. Do not limber or unlimber. Have the truck's -1 armor value. Truck and gun are treated as a single unit, and do not transport other units. (SB)

Display Order of Battle

France Order of Battle
Armée de Terre
  • Mechanized
Germany Order of Battle
Heer

Display Errata (5)

5 Errata Items
Scen 37

French Major should be a Commandant.

(Hugmenot on 2013 Jul 03)
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)
Overall balance chart for 54

The movement allowance on the counters in Airborne is misprinted. It should be "3."

(rerathbun on 2012 Jan 30)

Display AARs (2)

Retake the Hill, Mon Ami!
Author treadasaurusrex (France)
Method VASSAL
Victor France
Participants waynebaumber (AAR)
Play Date 2022-07-11
Language English
Scenario FaoF037

This was a 6-session play-through with the redoubtable, Wayne Baumber, as the defending German Commander. We used the optional smoke, consolidation, excess initiative, and Fog of War rules. I played the French force that was assigned to seize the 40-meter hexes atop Hill 276 from the dug-in Germans of the 24th Infantry Division.

The first 2 turns were relatively grim for the French, as the bulk of their force moved to contact from the west and were immediately struck by opportunity fire. This led to attacks and supporting fires being less than effective thanks to my opponent’s excellent die rolling and my own inept morale check rolls. In no time flat, the French were down 5 steps! After a something of a fumbling start, French OBA was able to eliminate an AT and a 75mm IG gun platoon and in the far north, their northern DRG units began a series of close assaults in the wooded section of Hill 276. The Germans began migrating units to reinforce and shore up their troops in the north-western margin of the hill during the second game turn. On the 3rd turn, the weaker eastern arm of the French force began to close on the northeastern margin of the hill, but was shortly-driven off by a string German counter attack in the next session. By the end of game turn 6, both German AT gun platoons had been destroyed by French OBA.

Session 3 (game turns 4-7) featured a great deal of fierce close assault action and some deadly German OBA that caught several slow-moving French units in the open leading to their destruction. A number of leaders from both sides met their ends due to accurate OBA, unfortunate close assault combat rolls and decapitations, and all German Captains were eliminated. A foolhardy thrust by the bloody-minded crews of a French armored car platoon ended disasterously via an aggressive German counter attack. A combined nine, number-7 combat die rolls spoiled a number of close assaults and artillery concentrations for both sides.

Session 4 (game turns 8-11) was all about continued close assault fighting on the wooded, northern and western margins of Hill 276 Two more leaders from each side were eliminated by accurate OBA and unfortunate close assault combat rolls. The French slowly expanded their hold on the northern portion of the hill and cutoff two companies of defending German infantry from the balance of the German force. A combined twelve, number-7 combat die rolls spoiled a number of close assaults and artillery concentrations for both sides. German steps lost are: 18; the French are: 21.

The 5th session (game turns 12-15) included an abundance of close assault slogging on the wooded, northern and western margins of Hill 276 along with a headlong tank assault on the German mortar positions southeast of the 40-meter hill. The Jerries had remarkable luck throwing combat dice and the two assault hexes in the north continued to hold out. The last German infantry gun was finally destroyed on turn 15. Surprisingly, no leader losses were registered in what was a costly set of turns for both sides. By the end of the session, unit step losses totaled: 27 for the French side, and 23 for the Germans.

The 6th session (game turns 16-19) was characterized by ongoing close assaults on the wooded, northern and western margins of Hill 276 as the French very slowly expanded their hold on Hill 276. This came at a considerable cost to both sides, but especially for the French, who lost an additional leader, a second tank platoon and half of their supporting 81mm mortars. At the end of game turn 18, the step loses for the French were 34; for the Germans, the step loss was 31. Mercifully, the German Commander ended the game at the start of turn 19 when it was clear that the French would be able to recapture the bulk of Hill 276. The final VP totals were: 53 for the French, and 40 for the German side, resulting in a hard-won, major victory for the embattled French.

There were nine FOW-shortened turns in this play-through and a combined total of 32, combat 7-die rolls -- 24 of which, were thrown by the hapless French Commander!

While this was a fun-filled, play-thorough with a skilled & entertaining opponent, it was slightly biased in favor of the French side. I give this one a 3, mostly due to the lack of room for maneuver, and the lack of sufficient junior leaders that plagued both sides, once the close assaults began in earnest.

0 Comments
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King of the Hill
Author waynebaumber (Germany)
Method VASSAL
Victor France
Participants treadasaurusrex (AAR)
Play Date 2022-07-11
Language English
Scenario FaoF037

This 24 turn 4 mapper scenario has a beleaguered German force trying to hold Hill 276 against a mixed group of French ING DGNS and H39's supported by good OBDA. The German forces have a couple of 37 AT and also have a decent OBDA. The game took 6 session about 16-18 hours. The initial French attack suffered heavily in the first hour as they moved to contact, some casualties were due to friendly fire, this would be a recurring theme throughout the game. Having moved into positions the French commander then launched his first assaults through the woods to the north. This was excellent tactics nullifying the German fire power to a certain extent. By 1600 in the evening both commanders had been incapacitated, and both sides had suffered heavy casualties however the French where getting the upper hand. The next few hours settled down to a slow grinding slugfest which the French with their superior numbers and armour were always going to win. The German commander began to try more desperate measure such as dropping OBDA on assaults, and jumping on the odd French tank which had gotten isolated from any INF support. This led to more friendly fire incidents, the dice were less than friendly to the Hun. By 1900 the writing was on the wall German units were fleeing the hill and soon after the German commander surrendered to the triumphant French commander. Many congratulations to Tread who played an excellent game to get the first French win in our playing of Fall of France. This scenario has a few faults, there is not much for the German player to do to be honest, I think it may favour the French slightly and the scenario is possibly to long. However we had a lot of fun playing this one and that after all is why we do this crazy hobby.

1 Comment
2022-07-11 15:43

That and the pay is exceptionally good, que no?

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