The Phoenix Fall of France 1 #46 |
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(Attacker) Germany | vs | France (Defender) |
Formations Involved | ||
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France | 1re Division Cuirassée de Réserve | |
Germany | 10th Panzer Division |
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Overall Rating, 7 votes |
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3.86
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Scenario Rank: 155 of 940 |
Parent Game | Fall of France 1 |
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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 |
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Rural Assault |
Urban Assault |
Conditions |
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Off-board Artillery |
Terrain Mods |
Scenario Requirements & Playability | |
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Fall of France 1 | Base Game |
Introduction |
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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 |
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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). |
AFV Rules Pertaining to this Scenario's Order of Battle |
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4 Errata Items | |
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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)
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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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Two German PzJr. 1 counters have their full strengths printed on the back, and reduced strengths on the front. (Shad
on 2010 Dec 15)
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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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This Phoenix fails to rise from the ashes | ||||||||||||||
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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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0 Comments |
Fox & Geese, and Pop-Guns | ||||||||||||||
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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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0 Comments |
Kind of like crabs....once they get behind your lines... | ||||||||||||||
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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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0 Comments |