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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Road to Dunkirk
Last Days of May #45
(Attacker) Germany vs France (Defender)
Formations Involved
France 68e Division d'Infanterie
Germany 18th Infantry Division
Display
Balance:



Overall balance chart for LDoM005
Total
Side 1 1
Draw 0
Side 2 0
Overall Rating, 1 vote
5
4
3
2
1
3
Scenario Rank: --- of 940
Parent Game Last Days of May
Historicity Historical
Date 1940-06-03
Start Time 09:00
Turn Count 16
Visibility Day
Counters 61
Net Morale 0
Net Initiative 2
Maps 2: 29, 30
Layout Dimensions 86 x 28 cm
34 x 11 in
Play Bounty 176
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Bridge Control
Inflict Enemy Casualties
Urban Assault
Conditions
Entrenchments
Off-board Artillery
Randomly-drawn Aircraft
Scenario Requirements & Playability
Fall of France 1 Maps + Counters
Last Days of May Base Game
Introduction

The last British troops evacuated from Dunkirk the night of 2 June, and on the morning of the 3rd the French made a desperate effort to hold the lines while evacuating as many of their own troops as possible. Few men and weapons could be found for the last-ditch defense beyond courageous volunteers from 7th Groupement de Reconnaissance and 224th Infantry Regiment. The 224th Infantry Regiment, down to one battalion, had already been evacuated once – from Vlissingen in the Netherlands to Dunkirk – but this time the Series B reservist outfit would stand and fight.

Conclusion

South of Dunkirk on the road to Bergues, French forces held fast at the Sept-Planètes crossroads and bridge. They inflicted heavy losses on the Germans, and around 1100 the attack slowed as no German wanted to be the last man killed before final victory. Trading ground for time, the heroic French soldiers held back the German tide until nightfall. Sadly, they did their job too well: they held the line until after the last boat left the Dunkirk beaches, and most would be captured the next day in the nearly-deserted city.


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

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

Display Errata (1)

1 Errata Item
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)

Last Days of May #5 - Road to Dunkirk
Author Juiceman
Method Solo
Victor Germany
Play Date 2023-06-01
Language English
Scenario LDoM005

The Frogs initially blunted the German advance on west side of the river with the help of their artillery and a platoon of HMGs from the east bank. The Germans were able to rally, their OBA & mortars got hot and on turns 9-10 the French right flank collapsed with the Germans advancing rapidly north. The Frogs left was able to fail back and regroup on map 30 but then again, they were hardly engaged but by this time the Germans had more than 12 town hexes under control and a 4 step lead in casualties for a minor victory at the buzzer.

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