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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Valley of Death
Fall of France 1 #50
(Attacker) Germany vs France (Defender)
Formations Involved
France Voreppe Garrison
Germany 3rd Panzer Division
Display
Balance:



Overall balance chart for FaoF050
Total
Side 1 4
Draw 2
Side 2 0
Overall Rating, 7 votes
5
4
3
2
1
3.14
Scenario Rank: 672 of 940
Parent Game Fall of France 1
Historicity Historical
Date 1940-06-23
Start Time 16:00
Turn Count 24
Visibility Day
Counters 61
Net Morale 1
Net Initiative 2
Maps 2: 29, 30
Layout Dimensions 86 x 28 cm
34 x 11 in
Play Bounty 107
AAR Bounty 171
Total Plays 6
Total AARs 1
Battle Types
Rural Assault
Urban Assault
Conditions
Off-board Artillery
Terrain Mods
Scenario Requirements & Playability
Fall of France 1 Base Game
Introduction

Reaching Grenonle was the key objective for the Germans on the Alpine Front, because there they could link up with their new Italian allies (who had declared war on France on June 21). colonel Von Funk decided to take the city via a night time surprise attack, but the phone lines were still working and the French were able to get word of the attack to their forces in Voreppe (a town in the narrow Isere Valley). Infantry, engineers, Marine gunners, a few 75mm guns, some 47mm antitank guns and two huge 194mm tracked self-propelled guns were deployed along the valley on the morning of June 23, several of its tanks were quickly destroyed. A second frontal assault achieved similar results, so the attackers fell back to prepare a more careful battle plan.

Conclusion

The Germans gathered all the artillery they could and began bombarding French positions late in the afternoon. They then sent in an infantry assault but it was stopped by the French artillery, which benefited from excellent spotting by officers positioned on the nearby mountain tops of the Vercors plateau. Several German tanks opened fire on French positions at long range, but French anti-tank fire responded and killed two more German tanks. The Germans abandoned all hope of taking Voreppe with a frontal assault, and planned to envelop the French the next day by moving through the mountains to the east. but by then the French had brought in even more artillery, and all further German efforts met with similar fate.


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
Germany Order of Battle
Heer
  • Motorized
  • Towed

Display Errata (5)

5 Errata Items
Scen 50

Terrain modifications: "Ignore all roads and Town terrain west of the river on board 29; instead a road runs south from board 29 hex 404 through hex 0403, 0402, 0502 and 0601..'. Should this not be east of the river? The road creation is instead of the absence of the other road and town features on that same side?

(Bart on 2021 Feb 08)
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 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 63

The morale and combat modifiers of German Sergeant #1614 should be "0", not "8".

(Shad on 2010 Dec 15)

Display AARs (1)

Like Verdun but Different
Author treadasaurusrex (Germany)
Method Face to Face
Victor Draw
Participants Tambu
Play Date 2021-09-06
Language English
Scenario FaoF050

One very rugged and close-fought face-to-face encounter with me playing the German side against a determined and persistent, hot-dice-throwing opponent. Both sides were exhausted after 20 turns and decided on a draw as the VP scores were virtually identical. The French managed an uncanny string a 5 consecutive lethal die rolls for their killer OB heavy self-propelled artillery, which was directed by well-placed observers. Slow moving German vehicles kept getting wrecked on the mountain trails by effective AT shooting (47mm APX platoons) and close assault tactics. German tracked vehicles moving off the trails consistently experienced bad morale checks. In fact, the German side generally had miserable luck in nearly all their morale checks, as well as in leader selection. Today, French infantry and combat engineers were particularly adept in close assaults and were particularly well-led. I plan on playing this scenario again with an online opponent, to see if today's battle of cardboard counters was a fluke -- or more likely -- whether my inept play and poor luck accounted for the bulk of Germany's battlefield woes.

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