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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Back on the Attack
Fall of France 1 #43
(Attacker) Germany vs France (Attacker)
Formations Involved
France 22e Régiment d'Infanterie Coloniale
Germany 217th Infantry Regiment
Germany 64th Flak Regiment
Display
Balance:



Overall balance chart for FaoF043
Total
Side 1 3
Draw 1
Side 2 4
Overall Rating, 9 votes
5
4
3
2
1
3.22
Scenario Rank: 606 of 940
Parent Game Fall of France 1
Historicity Historical
Date 1940-05-30
Start Time 07:00
Turn Count 16
Visibility Day
Counters 20
Net Morale 0
Net Initiative 1
Maps 2: 29, 31
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 92
AAR Bounty 165
Total Plays 8
Total AARs 2
Battle Types
Rural Assault
Urban Assault
Conditions
Off-board Artillery
Terrain Mods
Scenario Requirements & Playability
Fall of France 1 Base Game
Introduction

The previous day's panic forgotten, the Germans were on the move again in the reduced bridgehead after Manstein himself gave them some "encouragement." Meanwhile in the village of Villers-sur-Mareuil at the foot of Mont Caubert, the French troops of the 22nd Regiment d'Infanterie Coloniale received the order to renew the attack and deliver the final blow. But curiously, only 180 men and a small number of light tanks were committed to the French assault. Their first objective was the Bois de Villers, just on the other side of the road.

Conclusion

As soon as the French tanks began crossing the road the 88mm guns opened fire from the slopes of Mont Caubert. Two Renault 35 tanks were hit and lost, but the others kept moving. Fire from tanks and supporting artillery eventually silenced the guns while the French infantry stumbled into their German counterparts in the woods. The fight then devolved into a confused stalemate, and by evening the French had only advanced 300 meters.


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

Display Order of Battle

France Order of Battle
Armée de Terre
  • Foot
  • Mechanized
Germany Order of Battle
Heer
Luftwaffe
  • Towed

Display Errata (2)

2 Errata Items
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 54

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

(rerathbun on 2012 Jan 30)

Display AARs (2)

Back on Attack
Author driddle01
Method Solo
Victor France
Play Date 2010-06-27
Language English
Scenario FaoF043

Quick scenario with few units. A company of Germans with an attached 88 must hold onto position against attacking French company with tanks.

Germans set up in woods just above Northern town on board 29. French set up southeast of hill out of German LOS. French move INF up first keeping tanks out of 88mm LOS. French call down Off-board Arty onto the 88mm, and get a 2x result eliminating the 88mm on the 2nd turn!

With the 88mm gone, the Germans advance into the twon with the idea of holding the French off and getting VP for occupying defensible terrain on board 31. They get 1 VP for each step on this board at the end of the game.

With no more AT threat, the French advance with three stacks of tank/INF and set up fire groups to eliminate the Germans. Both sides trade fire with little effect for several turns. The Germans are in the city and keep disrupting a French stack, while the French disrupt Germans to minimize combined fire.

With the end approaching, the French move adjacent to the Germans to try and force their evacuation. Initial German return fire is ineffective at 1 hex range. The French take advantage on the next turn, by demoralizing the German defenders. The Germans are unable to recover and flee the city.

The French are able to route one stack of German defenders thereby winning the game with only 3 German steps on board 31, but four steps eliminated.

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A Quick & Brutal meeting Engagement
Author treadasaurusrex (Germany)
Method VASSAL
Victor Germany
Participants OldPueblo
Play Date 2022-10-04
Language English
Scenario FaoF043

This was a 2-session, online, introductory play-through with a high-morale opponent that is new to both PG and VASSAL. I played the defending Germans side in this low, unit count scenario in which my infantry company and an 88 mm AT gun platoon are assigned to hold positions in the woods or town on Map 31. My resolute opponent led the attacking French combined arms force.

The Boche setup in a sloping woods hex near the town on Map 29, both of the east-west road on Map 31 to await the oncoming Gauls. The French advance slowly in two stacks. The Germans take advantage of the slow pace of the movement-to-contact and manage to infiltrate the town on Map 31, in force. As the French close-in, the direct fire intensifies as 3 assault groups become decisively engaged on the margins of the town. Some misdirected French artillery lands on one of the stacks, decapitating the French leadership and sowing chaos among the attacking troops. Combat losses mount, and by the end of turn 8, half of the the French RES infantry had been eliminated (6 steps) and 2 German steps are casualties. Finally, after many pro die rolls, the dreaded 88 crew were able to eliminate the last step of French light tanks by the end of game turn 11.

The tragically-fragile, French infantry were not able to succeed in, multiple close-assaults on the town and were gradually worn down, or demoralized, and an additional leader was killed.

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