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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The Phoenix
Fall of France 1 #46
(Attacker) Germany vs France (Defender)
Formations Involved
France 1re Division Cuirassée de Réserve
Germany 10th Panzer Division
Display
Balance:



Overall balance chart for FaoF046
Total
Side 1 5
Draw 0
Side 2 1
Overall Rating, 7 votes
5
4
3
2
1
3.86
Scenario Rank: 155 of 940
Parent Game Fall of France 1
Historicity Historical
Date 1940-06-09
Start Time 06:30
Turn Count 30
Visibility Day
Counters 125
Net Morale 0
Net Initiative 0
Maps 6: 26, 28, 29, 30, 31, 33
Layout Dimensions 86 x 84 cm
34 x 33 in
Play Bounty 147
AAR Bounty 159
Total Plays 6
Total AARs 3
Battle Types
Rural Assault
Urban Assault
Conditions
Off-board Artillery
Terrain Mods
Scenario Requirements & Playability
Fall of France 1 Base Game
Introduction

Like the phoenix, 1st Division Cuirassee rose from its own ashes. Having been nearly wiped out in Belgium, it was rebuilt in the first days of June and sent to defend France from the German armies moving southward after the fall of Dunkirk. On June 9, 1st DCR was ordered to take a westward-facing position on the Arre River line to screen the rear of troops retreating behind the river. Unfortunately, some of the approaching German forces had already crossed the river at points farther north and were ready to outflank the French position. the day would be a hot one for the re-born French armor.

Conclusion

The tanks of Batailion de Chars de combat took serious punishment around Lieuvillers and the La Folie farm, and mechanical problems and traffic jams delayed the arrival of French armored reinforcements. Individual tank companies began arriving one by one mid-morning, and soon the village of Erquinvillers became the center of combat between German anti-tank guns and the Renault tanks. At 1115 the encounter was all over with 34th BCC having lost 22 of its tanks, while at Lieuvillers the town was on fire but the German advance had been slowed. Meanwhile to the north at St-Just en Chaussee the R35 and B1-bis tanks skirmished with the Germans, putting about 10 enemy tanks out of action. They pulled back at 1130 having accomplished their mission. At Clermont to the south. reinforcements arrived in time to support the defenders, and 1st DCR had saved the day (but at a high price).


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
  • Tank Destroyer: do not provide the +1 Assault bonus, even if closed-top (SB)
  • 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.
  • 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)
  • Armored Transports: These are not combat units and are therefore not APC's, and they can transport all types of transportable units (5.6) so they are not Prime Movers. They suffer the same vulnerabilities in combat as open-top AFV's (7.61). All are mechanized. (SB)
  • 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
  • Motorized
Germany Order of Battle
Heer
  • Motorized

Display Errata (4)

4 Errata Items
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 537

Two German PzJr. 1 counters have their full strengths printed on the back, and reduced strengths on the front.

(Shad on 2010 Dec 15)
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 (3)

This Phoenix fails to rise from the ashes
Author waynebaumber (Germany)
Method VASSAL
Victor Germany
Participants unknown
Play Date 2022-05-02
Language English
Scenario FaoF046

Played v Bangla over several VASAL session this scenario has a strong German force of mixed arms take on a slightly smaller French force which will be augmented by armoured units during the game. The Germans have to push over a minor river capture bridges, town hexes and cause casualties to gain VP, the French have to hold bridges, town and also inflict step losses. Played over six boards there is a lot of scope for manoeuvre and depending on how the reinforcement rolls go there is a chance of a French counterattack. My plan was to send a smallish force in the south to fix the French infantry defending the many bridges and town hexes in that area and push hard in the centre and North to inflict casualties and capture ground behind the main French force. This plan worked ok though for the first few turns of the 30 the German commander was frustrated by smaller French forces, however superior tactics (lucky die rolls) and better elan finally caused the French resistance to collapse, the German MTC (fantastic units) and A/Cars roared thru the gap started taking town hexes and generally being a botheration to the French. The French armour did arrive and there was a epic tank battle in the North for the last few turns which eventually resulted in the French AFV's retiring. In the end the VP score was overwhelmingly in the German favour. Good big juicy scenario this, the French can win (I think) but need the reinforcing rolls to go well, the German commander to have an off day and a bit of luck. Bangla got 4 of the 8 reinforcement groups, had a really unlucky period where I took 20 steps for the loss of just 4 steps and I played a competent game. He never stood a chance :)

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Fox & Geese, and Pop-Guns
Author plloyd1010 (Germany)
Method VASSAL
Victor Germany
Participants cjsiam (AAR)
Play Date 2022-07-14
Language English
Scenario FaoF046

Fox & geese is a checkers game where one player, with several pieces, tries to corner the other player, who has only one piece. That dynamic is fundamental to this scenario. We played this scenario with my reworked 4th edition rules. That makes mechanized faster, AT fire a little flatter, AT/AA guns a little more dangerous and a few other things.

Both sides have the wrong forces to fight the other. he Germans only have 3 tanks that are effective at fighting the French, and those have papier-mâché armor. The French tanks on the other hand, have slow tanks whose guns can't threaten most of the Germans. The French have a fairly well balanced force, but to much real-estate to control. The Germans have a decent sized assault force and mobile/recon force that can go anywhere, but can't stay there. With all that, the French are likely to get stronger over time.

The game opens with the French defending the large town on board 30, on their side of the river. Other small villages are garrisoned along the river too, and bridges covered by fire. I split the western German force into 2 groups. One is to fix the French in the large town, the other group is to try for some bridges and towns to the north. The German motor-recon force, which has quite a lot of not much that is adequate, runs through the French rear.

Crossings in the center map are taken, not without loss. French reinforcements arrive compelling me to abandon some town hexes. The raid and retreat situation remains in the French rear for the remainder of the game. With each French reinforcement group the Germans become a little more constrained.

3 events allow the Germans to achieve victory. The slow advance against the small towns opens up the middle of the map. Catching a French mechanized infantry company while still loaded, leading to the death of their commander and 2 platoons. Lastly infiltration via assault (read rule 12.12) allows some mayhem to continue in the south.

In the end, the body bridge counts favor me by a wide margin. With town control we are about even. It has been a long game, which my opponent stuck with to the end. I'm glad he never learned to play fox & geese.

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Kind of like crabs....once they get behind your lines...
Author cjsiam (France)
Method VASSAL
Victor Germany
Participants plloyd1010 (AAR)
Play Date 2022-07-14
Language English
Scenario FaoF046

So, the french...sigh...to defend the riverline over the 2 long boards. In my plan, the Town at the south held most of the value points, there were just not enough french, in my opinion, to hold the northern map areas, and the town to the south.... So, very little was assigned to the north.... My opponent, being the methodical SOB that he is, pushed everywhere and snuck his Dang Armored cars behind my lines to seize towns and in general be a nuisance(he is very proficient at such...). The Steps started accumulating---outnumbered most everywhere one tried to make a stand across the river. Not enough OBA to stop advances.... The Town to south does hold out ...and I actually had more Town the the Germans at end, but, the bridges are worth 3towns....and too many steps were lost. A couple big errors---letting the germans get shots at my reinforcements with light tanks--killing two platoons and officer--making the remaining platoon stuck..... Very difficult for the French me thinks to stop focused german attacks--not enough good officers, and morale is too weak. In the end, Major Victory for the despicable Le Boche.... I gave it a 3, as I think there is just not sufficient French to stop the Germans. It's entertaining, but the french are always without sufficient power to damage german efforts...only delay them, and eventually fritter away....

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