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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Toll Gate
Land Cruisers #1
(Defender) Imperial Germany vs France (Attacker)
Formations Involved
Display
Balance:



Overall balance chart for LaCr001
Total
Side 1 1
Draw 0
Side 2 2
Overall Rating, 3 votes
5
4
3
2
1
2.67
Scenario Rank: --- of 940
Parent Game Land Cruisers
Historicity Alt-History
Date 1940-09-09
Start Time 22:00
Turn Count 20
Visibility Night
Counters 78
Net Morale 0
Net Initiative 2
Maps 2: 22, 23
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 174
AAR Bounty 171
Total Plays 3
Total AARs 1
Battle Types
Road Control
Urban Assault
Conditions
Off-board Artillery
Illumination
Scenario Requirements & Playability
Elsenborn Ridge Maps
Fall of France 1 Counters
Land Cruisers Base Game
Introduction

The first French probes across the frontier demarcated in early 1917 came in the late hours of September 9th, before the official start of operations. While no one would ever have suggested that the attack was a “surprise”, the fact that action began prior to a declaration of war formed a major recruiting tool for the Central Powers in general and the Germans in particular.

German customs agents manning a border tariff station north of Metz, near the fixed fortifications of Diedenhofen (Thionville to the French) were the first to see the French armored fist in action. Before the French mechanized troopers smashed the radio the border guards sent the message “French armed forces are passing this station. Many heavily laden vehicles moving quickly to the east have been spotted. None have paid the required toll…” The Second Great War had begun in the West.

Conclusion

The French poured across the border with strong forces, looking to smash their way through the German border posts and quickly mask the Diedenhofen/Thionville fortress complex with their follow-on infantry formations while the armor plunged on into German territory. Judging by the first day’s results, the plan had a good chance of working. The German general staff detailed Franz Halder, commanding the IV Bavarian Corps, to ensure that the backing fortifications were manned and prepared for the onslaught.

Additional Notes

Special rules for border toll gate.

Use French casemates for German.


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 Transports: These are not combat units and are therefore not APC's, and they can transport all types of transportable units (5.6) so they are not Prime Movers. They suffer the same vulnerabilities in combat as open-top AFV's (7.61). All are mechanized. (SB)

Display Order of Battle

France Order of Battle
Armée de Terre
  • Motorized
Imperial Germany Order of Battle
Deutsches Heer
  • Misc
  • Towed

Display AARs (1)

How fast can the French Win?
Author Dan_Huffman
Method Solo
Victor France
Play Date 2016-02-24
Language English
Scenario LaCr001

One needs to study the map and victory conditions. It is a night game. I set up Imperial Germany such that the N S length was covered. Te French have to occupy all town hexes free of Germans. Terrain costs are such that the units are not going to along the south edge. That will take 8 turns then turn north for those town hexes. The 2 hills on the south edge of boards 23 and 24 are light woods or woods hexes. There is a gap. That is where, after I played the scenario, is to station the cavalry. French infiltrate they block. French continue east along the south edge, the French attacking the toll booth will free them for movement where needed.

Te terrain costs for the trucks and APC's are such going along the south is the same on foot or loaded. Decided to right down the middle with a north supporting flank. Better German casement placement would have helped. Use the 2 of the western road junctures as the French have to clear the road. The French dragoons (motorcycle troops) need to bypass the town and hill south of the 5 hex town. There are 4 town hexes on the east 5 rows. That is where the German Cavalry need to retreat for a final stand. Took 2 turns to maneuver into position. Then moved forward to draw fire. Or can send in the tanks adjacent since they only suffer on X results. Given German fire power hard to do. Germans use one OBA for illumination. Once the French swarm over the hexes it is slow attrition. Depend on how well the dice fall. I chose to place my art & mortars on the hill 3 hexes south of the large town. Given the -1 shift for fire at night, any type. I did not think of using all that French OBA by having leaders 2 hexes away. With at least -3 shifts for towns it seem a waste so closed in for DF. 3 - 4 turns later the Germans suffered one or more disruptions. Means assaulting on the 18 column after final mods. Hope for good die. @0 turns is long enough for the French. Next time I am bunching the Germans in the towns as they have to take the town hexes. Cover the north side between the large town & north edge for a tripwire. The 2 rating is due to perceived imbalances. Better setup may make this scenario competitive.
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