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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Night Visions
Fall of France 1 #52
(Defender) Germany vs France (Attacker)
Morocco (Attacker)
Formations Involved
France 1re Division Marocaine
Germany 7th Panzer Division
Display
Balance:



Overall balance chart for FaoF052
Total
Side 1 0
Draw 0
Side 2 3
Overall Rating, 4 votes
5
4
3
2
1
3.25
Scenario Rank: --- of 940
Parent Game Fall of France 1
Historicity Historical
Date 1940-05-28
Start Time 22:00
Turn Count 26
Visibility Night
Counters 58
Net Morale 0
Net Initiative 2
Maps 3: 27, 28, 33
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 114
AAR Bounty 171
Total Plays 3
Total AARs 1
Battle Types
Exit the Battle Area
Meeting Engagement
Scenario Requirements & Playability
Fall of France 1 Base Game
Introduction

Following the retreat from Belgium, 1st Moroccan Division became divided, with most of its units at Dunkirk and three battalions (one from each regiment), the division staff and some supporting arms trapped in the Lille Pocket. On the night of May 28th, the Moroccans led a breakout attempt striking directly westward from the Lille suburb of Canteleu in an attempt to open a corridor to the Allied forces still holding out around Dunkirk.

Conclusion

Seventh Panzer Division’s fast-moving lead elements got themselves into position in front of the Moroccans, and managed to turn back the attempted breakout after some heavy fighting. Resistance continued in the Lille Pocket until the 1st of June, when the garrison finally surrendered after running out of ammunition. But the 40,000 troops in Lille had held the attention of over 100,000 Germans including three panzer divisions, enabling many British and French troops to escape to Dunkirk.

Additional Notes

This scenario was in AVP Daily Content to support the Moroccan Division counterset but can be played with the standard Fall of France counterset. The scenario may be found at: http://www.avalanchepress.com/MarocScenario2.php

(Special note: Marocain HMG units have a Movement factor of 2.)


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.
  • 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.

Display Order of Battle

France Order of Battle
Armée de Terre
Moroccan Ground Forces
  • Towed
Germany Order of Battle
Heer
  • Towed

Display Errata (1)

1 Errata Item
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)

Display AARs (1)

Make a Hole to March Through
Author treadasaurusrex (France, Morocco)
Method Face to Face
Victor France, Morocco
Participants Tambu
Play Date 2021-09-28
Language English
Scenario FaoF052

It took 4 sessions of face-to-face play with my tenacious, rookie opponent to complete this 26-turn scenario. Thanks primarily to some excellent Moroccan leader draws, lucky assault die rolls, and some very bad German morale checks involving their motorcycle infantry, the French side was able to bludgeon their way through Axis lines and exit the bulk of their ESC and HMG troops off the west edge of Map 27.

The famed 7th Panzer Division’s infantry and HMGs proved themselves oddly-brittle when engaged by Moroccan assault troops in very heavy, nighttime fighting. The absence of Germans OBA in this scenario made itself felt as Morroccan 3-unit assault stacks were able to provide a steady stream of assault hex reinforcements, thereby also making it possible for the French side to repeatedly get behind German defenders. Supporting German mortars and infantry guns were quickly overcome in the later turns. As has been the case in a number of my recent PG battles, I was unable to prevent the German armored car unit from causing a considerable amount of "behind-the-lines" chaos and disruption as the Moroccans slowly advanced to the west.

The final score in this relatively-balanced scenario was 36-28 in favor of the French, resulting in a hard-fought and costly Minor Victory.

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