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!
Spearhead
Fall of France 2 #11
(Defender) Germany vs France (Attacker)
Formations Involved
France 1er Groupe de Reconnaissance de Division d'Infanterie
Germany 5th Panzer Division
Display
Balance:



Overall balance chart for FoF2011
Total
Side 1 0
Draw 0
Side 2 1
Overall Rating, 1 vote
5
4
3
2
1
3
Scenario Rank: --- of 940
Parent Game Fall of France 2
Historicity Historical
Date 1940-05-14
Start Time 05:00
Turn Count 12
Visibility Day
Counters 38
Net Morale 0
Net Initiative 2
Maps 1: 27
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 163
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Inflict Enemy Casualties
Urban Assault
Conditions
Off-board Artillery
Scenario Requirements & Playability
Fall of France 2 Base Game
Introduction

On May 13, 5th Panzer Division crossed the Meuse north of Dinant and sent infantry probes westward to expand the bridgehead and secure strategic objectives. Haut-le-Wastia was one such objective: a tiny village on the edge of a plateau overlooking the road to Anthée. French forces defended the village all day long, and 1st Groupement de Reconnaissance de Division d'Infanteriie was ordered in as reinforcements. But German air attacks kept them away and the village fell that night. Gathering reinforcements under cover of darkness, they counterattacked at dawn on May 14.

Conclusion

Several AMR33 and P16 armored cars supported the dragoons attacking from the west. Many of the Germans retreated to the center of the village but were quickly surrounded, and were finally forced to surrender when their ammunition ran out. By 0730 hours the fighting died drown and the French commander radioed his message of victory to 9th Army HQ ... and was immediately ordered to retreat since German tanks were now reported as having crossed the Meuse.


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)
  • 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
  • Mechanized
Germany Order of Battle
Heer

Display Errata (2)

2 Errata Items
Overall balance chart for 595

This is actually another ½track vehicle, simiar to the AMR33 & AMR35. It used the mechanized movement rate.

(plloyd1010 on 2013 Apr 20)
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)

Fall of France 2 #11 - Spearhead
Author Juiceman
Method Solo
Victor France
Play Date 2023-06-01
Language English
Scenario FoF2011

A short scenario that played quick, town hexes are the key to victory for both sides, 2 VPs, the French have little time for finesse. This fight went back and forth with the Germans getting the upper hand early but the French units rallied, gained ground (town hexes) late in the game, with the help from two platoons of ACs (dice rolls) to edge out the Germans by four VPs.

0 Comments
You must be a registered member and logged-in to post a comment.
Errors? Omissions? Report them!
Page generated in 0.143 seconds.