Panzer Grenadier Battles on October 24th:
Afrika 1944 #22 - PAKfront Leyte '44 #12 - Flying Wedge
Fronte Russo #9 - Potemkin Village Leyte '44 #13 - Failure at Buri Airfield
Red & White #28 - Bastion
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Firefight at the Crossroads
9 April 1940 #1
(Attacker) Germany vs Denmark (Defender)
Formations Involved
Denmark 4th Bicycle Infantry Battalion
Germany 11th Schützen Brigade
Display
Balance:



Overall balance chart for GinD001
Total
Side 1 0
Draw 0
Side 2 2
Overall Rating, 2 votes
5
4
3
2
1
2.5
Scenario Rank: --- of 1095
Parent Game 9 April 1940
Historicity Historical
Date 1940-04-09
Start Time 06:00
Turn Count 12
Visibility Day
Counters 18
Net Morale 0
Net Initiative 1
Maps 1: 122
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 154
AAR Bounty 163
Total Plays 2
Total AARs 2
Battle Types
Inflict Enemy Casualties
Road Control
Urban Assault
Conditions
Terrain Mods
Scenario Requirements & Playability
9 April 1940 Base Game
Road to Dunkirk Maps + Counters
Introduction

The Danish Fourth Bicycle Battalion's 1st Company raced, on their bicycles, to grab the strategic crossroads of Bredevad and Korskro before the lead elements of the German 11th Motorized Rifle Brigade could secure them. The Danes were very few, but the Germans had raced ahead of their brigade and didn't have great numbers, either. But they did have armor, such as it was, which the Danes did not.

Conclusion

The Danes met the invaders with unexpected Nordic fury, shooting up the first three armored cars that tried to force their position, and then engaging the motorcyclists in a firefight. They destroyed two more armored cars before the Germans outflanked the detachment in Bredevad and all of the Danes withdrew. They soon learned of the cease-fire, and returned to their barracks.


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

Denmark Order of Battle
Danish Royal Army
  • Motorized
Germany Order of Battle
Heer
  • Motorized

Display AARs (2)

9 April 1940, scenario #1: Firefight at the Crossroads
Author JayTownsend
Method Solo
Victor Denmark
Play Date 2026-01-18
Language English
Scenario GinD001

9 April 1940, scenario #1: Firefight at the Crossroads

Another interesting situation and the Germans again have three objectives to achieve or not. The Danish decided to mainly defend the far western town hexes but put one CYC Infantry and a leader in a northern town hex that is also on the main north-south road, so the Germans have to split off a few units to try and take that Danish unit out.

The problem was, the Danish put up a harder fight than the Germans were prepared for. The town in the north was a total bust as the Germans rolled very poorly, so the Danish both controlled a north-south road hex and a town hex and in the western battle area was turning into a bloodbath. So the Germans never could pull units out of this conflict area to reinforce the minor northern conflict.

All said and done, both sides had lost four steps in casualties and a leader, so the Germans achieved none of their victory objectives for a Major Danish Victory as short as this historical outcome would last.

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Nobody said they could fight...
Author Grognard Gunny
Method Solo
Victor Denmark
Play Date 2025-12-24
Language English
Scenario GinD001

Try as they might, the Germans could not move the Danes from the twin towns at the North edge of the battle area. (Note - This scenario isn't much to talk about at all!)

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