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
Errors? Omissions? Report them!
Last Stand at Haderslev
9 April 1940 #4
(Attacker) Germany vs Denmark (Defender)
Formations Involved
Denmark 2nd Infantry Regiment
Denmark 3rd Infantry Regiment
Germany 170th Infantry division
Display
Balance:



Overall balance chart for GinD004
Total
Side 1 1
Draw 0
Side 2 1
Overall Rating, 2 votes
5
4
3
2
1
3.5
Scenario Rank: --- of 1093
Parent Game 9 April 1940
Historicity Historical
Date 1940-04-09
Start Time 05:30
Turn Count 18
Visibility Day
Counters 45
Net Morale 0
Net Initiative 1
Maps 1: 125
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 162
AAR Bounty 163
Total Plays 2
Total AARs 2
Battle Types
Inflict Enemy Casualties
Road Control
Urban Assault
Conditions
Reinforcements
Terrain Mods
Scenario Requirements & Playability
9 April 1940 Base Game
Road to Dunkirk Maps + Counters
Introduction

The Danish 2nd Infantry Regiment, stationed in the formerly German barracks of the II Battalion, 84th Infantry Regiment in Haderslev (Hadersleben under German rule), assembled at 0415 to greet the invaders. The gar- rison included the 2nd Regiment's Anti-Tank Company. The Danes piled milk wagons into makeshift barricades and set up their anti-tank guns to cover the approaches to the town. Col. Anton Hartz, commanding both the regiment and the garrison, had orders to resist any invasion. He intended to follow them to the utmost, and perhaps a little beyond.

Conclusion

The Danes fought for Haderslev until reliable word of the cease-fire order arrived. This was the largest action of the Six-Hour War; the Danish reinforcements did not make it to the battlefield in time. Whether Hartz deliberately ignored the orders to stop resistance is still unclear.

Additional Notes

The river is major (actually, it’s a fjord); River crossing numbers are Foot 8, Mechanized/Motorized 4.


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
Germany Order of Battle
Heer
  • Motorized

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 63

The morale and combat modifiers of German Sergeant #1614 should be "0", not "8".

(Shad on 2010 Dec 15)

Display AARs (2)

9 April 1940, scenario #4: Last Stand at Haderslev
Author JayTownsend
Method Solo
Victor Germany
Play Date 2026-01-20
Language English
Scenario GinD004

9 April 1940, scenario #4: Last Stand at Haderslev

Finally a German victory out of the four scenarios played but it was only a minor one. The Danish lost 10 steps and 2 leaders to the Germans losing 6 steps and 1 leader. The Germans also controlled the north-south road for two of three victory objectives and a minor victory. I believe if the town hexes only included hexes on the south side of the river, they probably only needed one more turn to achieve that one as well. The Danish reinforcements were needed but tried crossing the river at the wrong time and place and in a stack of three combat units to boot and got blasted.

A nice set of four scenarios that can easily be played in a couple of days off and on. This battle only lasted six hours but I probably got 8 or more playing hours in. Into the Roads to Dunkirk box this material will go.

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...and it was panned so carefully...
Author Grognard Gunny
Method Solo
Victor Denmark
Play Date 2026-01-26
Language English
Scenario GinD004

The Germans had the upper hand in men and materials and planned a quick sweep up the middle of the battle area before the Danes could muster any reinforcements into the area. Unfortunately, everything that could go wrong did. The Germans lost two platoons and had a number of units demoralized in the attack on the town and the Danish reinforcement Company came in about as early as it could and the battle then turned into a stalemate, which in the long run equated into a win for the Danes. (Note - I recommend this scenario for online play.)

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