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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"We Will Not Surrender!"
Fall of France 1 #49
(Attacker) Germany vs France (Defender)
Formations Involved
France 23e Groupe de Reconnaissance de Division d'Infanterie
Germany Kampfgruppe Koll
Display
Balance:



Overall balance chart for FaoF049
Total
Side 1 4
Draw 0
Side 2 7
Overall Rating, 13 votes
5
4
3
2
1
3.46
Scenario Rank: 443 of 940
Parent Game Fall of France 1
Historicity Historical
Date 1940-06-18
Start Time 11:30
Turn Count 12
Visibility Day
Counters 46
Net Morale 0
Net Initiative 1
Maps 1: 31
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 90
AAR Bounty 153
Total Plays 11
Total AARs 4
Battle Types
Urban Assault
Conditions
Off-board Artillery
Terrain Mods
Scenario Requirements & Playability
Fall of France 1 Base Game
Introduction

Rumor swept through the front-line troops of both sides that France had requested an armistice. For the Germans in the field, that meant the race was on conquer as much territory as possible before the guns fell silent. Sixth Panzer Division sent two battle groups toward Epinal on the Moselle River near Switzerland.

Conclusion

Kampfgruppe Koll took its first casualties when 75mm shells erupted from the town just as the first panzers and motorcycles reach it. The Germans screeched to a halt but two PzII tanks and some motorcycles were quickly lost. Koll sent everything he had against the town, from panzers to self-propelled guns to artillery, but the dismounted French cavalrymen fought bravely behind their barricades and strongpoints. "We will not surrender!" was the final order the French commander, de Saint-Cernin (who has a street named after him there today). They did not surrender until the town was on fire and most of their officers lay dead among the ruins. Koll lost 12 men killed and 26 wounded, and one day's advance. In this report he described "a surprisingly tough defense."


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
  • Assault Gun: if closed-top, provide the +1 Assault bonus, when applicable

Display Order of Battle

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

Display Errata (4)

4 Errata Items
Scen 49

German 37mm should be 37mm AT.

(rerathbun on 2010 May 18)
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)

Display AARs (4)

The French Delay The Inevitable
Author KirkH
Method Solo
Victor France
Play Date 2010-05-11
Language English
Scenario FaoF049

French set up in the two towns having the 75mm artillery piece and the mortar as their hidden units. Germans divided their forces with a small group advancing north from the west side of the board toward the small town while the bulk of their forces moved north from the middle of the board toward the large town. As the tanks approached the large town the French 75 revealed itself and eliminated a PzII. The Germans then retaliated with OBA and demoralized the artillery unit. As the game progressed the Germans suffered from a few turns ending early due to FOW which meant they didn't have time to move their western force toward the small town. The Germans eventually did approach both towns but didn't suffer casualties in either case as the guarding French units had been disrupted by artillery and mortar fire. The Germans began assaulting in the large town and gained some measure of success, but the French held on till the last turn. In the west the FOW rolls and some hesitation on the par tof the Germans waiting for the French defenders to be disrupted before advancing meant their attack didn't start until late. At the end of the game both hexes in the small town still had assaults going on, giving the French a narrow victory. All in all a fun, close scenario that may work best as a solitaire game because the French player doesn't appear to have much to do apart from recovering units and providing defensive fire.

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History repeats, the French to not surrender
Author Jockulus
Method Solo
Victor Germany
Play Date 2023-09-10
Language English
Scenario FaoF049

The Germans won this battle with only one step loss, while the French lost every combat unit, much like the name of the scenario. The attackers were effective in mounting an assault from the SW of the main town, while also attacking with 3 platoons from the SE. Meanwhile two platoons heading north to commence an attack on the smaller town. Eventually all resistance ended via assaults in the main town, and the 3 tank platoons and motorcycle unit raced NW to assist in the assault. All resistance ended on the second last turn, so it was a reasonably close result in the end.

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La maison de Pavlov
Author plloyd1010 (Germany)
Method VASSAL
Victor France
Participants cjsiam
Play Date 2022-09-01
Language English
Scenario FaoF049

Old fans of Squad Leader recognize the title. First, the scenario parameters. This game was played double-blind and with my rewritten rules. Part of the reasoning for this scenario was to familiarize my opponent, with the horrible l'accent français d'Hollywood, with the mechanics of double-blind play. The German objective is to capture all the town hexes. (Squad Leader fans should know exactly where this is going.)

The German advance was primarily on foot. Not knowing where the French 75 is at this point, driving loaded trucks around would be a bad idea. The large town is quickly surrounded. Heavy fire is pouring into the southern section of the town. My motorcycles run through the small northern, just to make sure I don’t lose on a technicality.

Assaults on the south end of the town begin predictably. That is gain a disordered lodgment, then morph to a more effective infantry-HMG-armor assault team. Escadrons try to steady the French defense, and are partly successful. Mostly events are going the German’s way.

There is one sequence of events worthy of special attention. My motorcycles have taken position on a hill, overlooking the north end of the town. In the town below is a platoon of French reservists. A German assault begins in the hex just south of the reservists, which now splits the town into 4 sections. The French leader pulls the reservists to assist in the defense. The next round of assaults demoralizes the escadron and leader in the hex, the reservists remain in good order. The reservists are sent out of the assault hex, to the last French controlled hex in the center of town. The escadron rallies for a moment, allowing the reservists to get away without the free shot being used against them.

The bedraggled reservists sit in the center of the town with a tactically wise, but otherwise incompetent sous-lieutenant. An infantry platoon supported by an assault gun, bears down our Frenchmen. With a good & bad luck equation, they hold! The Germans call in an HMG to help. With worse and better luck, the assault gun is demoralized and the HMG disrupted, and the reservists are still there! The last turn has the Germans trying to rally the assault gun, in hopes they flee, but they rally (blocking reinforcements). The next, obviously weaker assault goes nowhere.

The game ends with the Germans controlling all but 1 town hex. That hex last is deputed by an angry French reserve infantry platoon.

Pavlov? Sgt Jakob Pavlov occupied an apartment building in Stalingrad with his platoon when the 6th Army attacked on Oct. 20, 1942. When the Germans withdrew, 2 day later, Pavlov and his men were still there, still interdicting the intersection they were looking over. History pre-peats(?) itself.

2 Comments
2022-09-02 09:46

Oh Monsieur, how can you be so cruel...mes ami?

horrible l'accent français d'Hollywood

I am wounded to the core....sacre bleu monsieur Le Boche... I shall meet you again on zee field of battle and my honor will be redeemed...

"Le horrible"??----mon dieu ... Vive la France!

2022-09-02 10:08

Looks like you guys had a great game!

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So Close but So Very Far!
Author treadasaurusrex (Germany)
Method VASSAL
Victor France
Participants tlangston28
Play Date 2022-01-09
Language English
Scenario FaoF049

This was a shared, 2-session, online play-through of a 12-turn scenario. I played the Germans of Kampfgruppe Koll, which was a battalion-sized task force with limited OBA against a very experienced and tactically-proficient opponent leading a French Recon Squadron holding a small village and a larger town on Map 31. This was a relatively balanced scenario with fatally flawed victory conditions, that we played without the dreaded FOW optional rule, but with a portion of the smaller French force in hidden locations at the start of play.

The German movement to contact was split into 2 separate task forces starting from the south edge of the map, one aimed at the small 2-town hex village very near the north map edge, and a bigger force aimed at the larger 6-hex town settlement was SE of the northern village. Due to the lack of time, the Germans moved fast, and probed fast, while in the process, exposing themselves to the accurate fire of a French 75 hidden in the larger town. By the end of game turn 3, both towns were the scenes of fierce, close assault fighting that lasted the rest of the match. My opponent had great luck with initiative, morale and recovery die rolls, I did not. Conversely, after an erratic start, I seemed to have better combat die rolls as the game went on.

The step losses suffered by both sides were: 5 for the Germans, and 11 for the French. The final result was a hard-fought & costly French victory that was decided on the very last game turn!

IMHO, the victory conditions for this scenario should be revised as all the French side was required to accomplish was to maintain an active, flexible defense as my opponent ably did, while holding a single town hex with any non-demoralized combat unit! At the end of this scenario, all town hexes were occupied by the Germans, save one. The French were able to maintain a death grip on the only remaining town hex in the northern village. This location was in a contested assault hex occupied by 2 half-strength infantry platoons, one was a demoralized (RES), and the other was a disrupted (ESC) with a French Sous Lieutenant commanding the garrison. This valiant garrison had staved off numerous close assaults for more than 8 turns at that point.

This scenario's victory conditions should have a step loss limitation for both sides in addition to the geographic objectives as there is no way to play for a draw. I suggest that the French side have a limitation of not losing more than 10 steps by game end in addition to the holding at least 1 town hex. The step loss limitation for the Germans should be 8 or so steps.

Oh, so close . . .

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