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 Quiet Village
Fall of France 2 #15
(Attacker) Germany vs France (Defender)
Formations Involved
France 2e Division Légère Mécanique
Germany 4th Panzer Division
Display
Balance:



Overall balance chart for FoF2015
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 1940-05-14
Start Time 09:30
Turn Count 14
Visibility Day
Counters 87
Net Morale 0
Net Initiative 1
Maps 2: 27, 33
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 182
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Delaying Action
Exit the Battle Area
Inflict Enemy Casualties
Urban Assault
Conditions
Hidden Units
Off-board Artillery
Randomly-drawn Aircraft
Terrain Mods
Scenario Requirements & Playability
Fall of France 2 Base Game
Introduction

It only took an hour for 4th Panzer Division's engineers to clear a breach in the line of Cointnet anti-tank obstacles just wide enough for the division's tanks to pass through one by one, single-file. Such a slow procession would have made a prime target for Allied ground-attack aircraft, but none ever showed up. Once past the obstacles, the German tankers entered open fields and charged toward Gembloux. Waiting for them at the edge of a wood were some hidden rearguard forces of the retreating 2nd DLM.

Conclusion

Fire from French anti-tank guns and hidden tanks in the Bois de Grand Leez brought a rapid halt to the advance of 36th Panzer Regiment. Neither air support nor artillery fire could silence the French, and the infantry of 33rd Schützen Regiment remained pinned in the fields and meadows. A furious tank battle developed while the Germans tried to bypass the French positions. More French tanks came into view on the road from Sauveniere, but Lt. Kruase (commanding Section 2 of the German pioneers) stopped their advance by destroying four French tanks with an AT gun and then personally throwing demolition charge under the French command tank. But then several panzers bogged down in the marshy terrain, and more tanks were lost on both sides until the French finally 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)
  • Tank: all are closed-top and provide the +1 Assault bonus, when applicable
  • APC – Armored Personnel Carrier: These are Combat Units, but stack like Transports. They can transport personnel units or towed units. They are not counted as combat units for the +1 stacking modifier on the Direct Fire and Bombardment Tables (4.4). They may be activated by regular leaders and tank leaders (1.2, 3.34, 4.3, 5.43). They do not provide the +1 Assault bonus (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.
  • Prime Movers: Transports which only transport towed units and/or leaders (May not carry personnel units). May or may not be armored (armored models are open-top). All are mechanized. (SB)

Display Order of Battle

France Order of Battle
Armée de Terre
  • Motorized
Germany Order of Battle
Heer

Display Errata (5)

5 Errata Items
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)
Overall balance chart for 47

All SPW 251s have an armor value of 0.

(Shad on 2010 Dec 15)

Display AARs (1)

Fall of France 2 #15 - A Quiet Village
Author Juiceman
Method Solo
Victor France
Play Date 2023-06-01
Language English
Scenario FoF2015

French delaying action against a German pursuit, the Germans have three VCs but the two key ones are control of seven town hexes and exiting twelve steps off the west edge. The Germans have a special rule that allows German panzers & ACs to exit the north edge of map 33 (Hex 0109) and if they get lucky (die roll) they can re-enter the game north edge of map 27. Unfortunately for the French all your forces have to set up on map 33, one group east of the N-S road the other west of it. The Germans were able to exit eight steps off the west edge but with time running out the last four were held up by two Panhard platoons and the PzI’s that were able to exit hex 0109 never made it back into the game.

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