Coup de Grace
Last Days of May #51
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(Defender)
Germany
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vs |
France
(Attacker)
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Total |
Side 1 |
0 |
Draw |
0 |
Side 2 |
0 |
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Total |
Side 1 |
0 |
Draw |
0 |
Side 2 |
0 |
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Total |
Side 1 |
0 |
Draw |
0 |
Side 2 |
0 |
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Overall Rating, 0 votes |
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Scenario Rank:
--- of 940 |
Parent Game |
Last Days of May |
Historicity |
Historical |
Date |
1940-05-30 |
Start Time |
16:00 |
Turn Count |
30 |
Visibility |
Day & Night |
Counters |
76 |
Net Morale |
1 |
Net Initiative |
1 |
Maps |
2: 26, 27 |
Layout Dimensions |
56 x 43 cm 22 x 17 in |
Play Bounty |
235 |
AAR Bounty |
227 |
Total Plays |
0 |
Total AARs |
0 |
Introduction
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German reinforcements arrived in the Abbeville area during the night of the 29th and now threatened the nearby villages of Moyenneville, Villers and Bienfay. The French had run out of time; they had to strike a fatal blow to the Abbeville bridgehead immediately. After a short artillery bombardment late on the afternoon of the 30th, French tanks charged the German positions.
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Conclusion
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German 88mm shells smashed into the charging French tanks, destroying five of them in short order. But the French forced the German infantry out of the woods known as the Bois des Anglais and sent them backwards to Yonval. More tanks moved towards Mont Caubert but kept taking hits from Flak guns, and by the time an unexpected minefield stopped the French tanks more than half of them had been lost. The German infantry (who had received the order “Bis zum letzen,” or “Fight to the last man”) then made a stand at the Mésnil-Trois-Fétus farm, stopping the French infantry so that the German anti-tank guns there could kill more French tanks. At 2000 the Germans in Cambron launched a counterattack that drove the French left flank all the way back to Moyenneville. By the end of the day the entire operation had ended in disarray for the French. Every German anti-tank gun in the bridgehead had been destroyed, but the 4th DCR had only 40 of its 150 tanks left while the valiant 22nd RIC had suffered 626 casualties. The Battle of Abbeville was lost.
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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)
- Tank: all are closed-top and provide the +1 Assault bonus, when applicable
- 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)
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3 Errata Items |
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The reduced direct fire value of the Heer HMG became 5-5 starting with Fall of France.
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The morale and combat modifiers of German Sergeant #1614 should be "0", not "8".
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The movement allowance on the counters in Airborne is misprinted. It should be "3."
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