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
Errors? Omissions? Report them!
A Beautiful Morning
Fall of France 2 #3
(Attacker) Germany vs France (Defender)
Formations Involved
France 2e Division Légère de Cavalerie
Germany Grossdeutschland Division
Display
Balance:



Overall balance chart for FoF2003
Total
Side 1 0
Draw 0
Side 2 1
Overall Rating, 1 vote
5
4
3
2
1
4
Scenario Rank: --- of 940
Parent Game Fall of France 2
Historicity Historical
Date 1940-05-10
Start Time 11:00
Turn Count 15
Visibility Day
Counters 38
Net Morale 1
Net Initiative 2
Maps 1: 29
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 164
AAR Bounty 227
Total Plays 1
Total AARs 0
Battle Types
Bridge Control
Inflict Enemy Casualties
River Crossing
Urban Assault
Conditions
Off-board Artillery
Reinforcements
Terrain Mods
Scenario Requirements & Playability
Fall of France 2 Base Game
Introduction

The Grossdeutschland Regiment, the selfstyled "Bodyguard of the German People," had missed the campaign in Poland and so received its baptism of fire in the Belgian Ardennes. The virgins with rifles sang as they crossed the border and entered the village of Sirvy on the morning of 10 May. Surprising a French motorcycle platoon that surrendered with nary a shot, they kept on singing as they marched to take the bridges across the Semois River at Etalle. The French motorized cavalrymen awaiting them there did not sing.

Conclusion

The advance guard’s commander was mortally wounded in the assault on the barricade at the main bridge. The attack stalled until the II Battalion’s commander took over and renewed the attack, but then French motorized troops appeared to the north of the Germans and their advance again halted. Eventually the Germans regained some momentum, damaging or destroying several French armored cars and forcing the rest to withdraw. But then their commander took a bullet to the head and died, stunning the Germans and stopping them again. The arrival of German tanks finally tipped the balance in their favor and let them secure the town and bridges, but only after a delay of several hours.


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)
  • Tank: all are closed-top and provide the +1 Assault bonus, when applicable
  • 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
  • Foot
  • Mechanized
  • Motorized
Germany Order of Battle
Grossdeutschland Division
Heer
  • Mechanized
  • Towed
Errors? Omissions? Report them!
Page generated in 0.156 seconds.