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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A Great Welcome
Fall of France 2 #1
(Attacker) Germany vs France (Attacker)
Formations Involved
France 2e Division Légère de Cavalerie
Germany 68th Infantry Division
Germany Grossdeutschland Division
Display
Balance:



Overall balance chart for FoF2001
Total
Side 1 1
Draw 0
Side 2 1
Overall Rating, 2 votes
5
4
3
2
1
2.5
Scenario Rank: --- of 940
Parent Game Fall of France 2
Historicity Historical
Date 1940-05-10
Start Time 09:00
Turn Count 20
Visibility Day
Counters 50
Net Morale 1
Net Initiative 0
Maps 1: 32
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 168
AAR Bounty 227
Total Plays 2
Total AARs 0
Battle Types
Inflict Enemy Casualties
Meeting Engagement
Road Control
Urban Assault
Conditions
Reinforcements
Terrain Mods
Scenario Requirements & Playability
Fall of France 2 Base Game
Introduction

On the French Second Army's front, the alert came around 0430 when the 10th to Panzer Division entered Luxembourg. After some delay the first reconnaissance elements of the 2nd Light Cavalry Division set out toward Adon on the Belgian border. A little before 0800, the Froidefond des Farges detachment crossed the border, immediately followed by the Varine-Bohan detachment but one platoon failed to join them.

Froidefond arrived in Arlon around 0900 but the Schoppach railway bridge had already been destroyed earlier that morning by Belgian Chasseurs Ardennais, blocking their passage. Froidefond bypassed the city to the south, and around 0930 continued toward the Luxembourg border. They met the first German motorcyclists at Autelbas, and soon others were reported in Sterpenich and Wolberg. "It was a crazy race to Arion. Along the way, we were cheered by the people. At 9 am, we arrived in Arlon. At the station, the motorcycle platoon had to cross the railway tracks carrying their motorcycles. They settled in near the cemetery on the road to Diekirch, on a ridge 300 or 400 meters in front of the last houses."

Conclusion

Fifteen minutes after the French arrived, the Germans infiltrated through the northern edge of the city. The French retreated toward Arion, and after 90 minutes motorized infantry arrived to help the motorcycle troops. French antitank gunners drove off a German armored car, and more French reinforcements arrived, some of them abandoning their vehicles to cross the damaged bridge on foot. But a more and more Germans infiltrated around their positions, the French found the pre-war Belgian fortifications more of a hindrance to their own movement than an actual help to their defense. By 1600 the position had been compromised and the French withdrew


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)
  • 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.
  • 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
  • Mechanized
  • Motorized
Germany Order of Battle
Heer
  • Motorized
  • Towed

Display Errata (2)

2 Errata Items
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 54

The movement allowance on the counters in Airborne is misprinted. It should be "3."

(rerathbun on 2012 Jan 30)
Errors? Omissions? Report them!
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