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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No Man's Land
Polish Exiles #1
(Defender) Germany vs France (Attacker)
Poland (Attacker)
Formations Involved
France 135e Régiment d'Infanterie
France 31e Groupe de Reconnaissance Division d'Infanterie
France 59e Division d'Infanterie Légère
Germany 4th Panzer Division
Poland 10th Armored Cavalry Brigade
Display
Balance:



Overall balance chart for PoEx001
Total
Side 1 0
Draw 0
Side 2 2
Overall Rating, 3 votes
5
4
3
2
1
2.67
Scenario Rank: --- of 940
Parent Game Polish Exiles
Historicity Historical
Date 1940-06-13
Start Time 00:09
Turn Count 18
Visibility Day
Counters 64
Net Morale 0
Net Initiative 0
Maps 3: 27, 31, 33
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 183
AAR Bounty 165
Total Plays 2
Total AARs 2
Battle Types
Exit the Battle Area
Inflict Enemy Casualties
Road Control
Conditions
Minefields
Reinforcements
Scenario Requirements & Playability
Deluge Counters
Fall of France 2 Maps + Counters
Polish Exiles Base Game
Introduction

Between Fromentières and Champaubert, France

In the Champagne region, the French Army faced a desperate situation: the line of the Marne abandoned and Reims occupied, while French divisions fell back in disorder toward the Seine. The first mission assigned to the 10th Armored Cavalry Brigade clearly exceeded its modest means: covering the left flank of the French 4th Army, between the 20th Infantry Division and the 59th Light Infantry Division. The Polish armored brigade first positioned itself at Montnort-Lucy on the night of 12-13 June. At dawn, the brigade moved into the Congy marshes and at around 0900, the squadron of the 24th Lancers headed toward Champaubert.

Conclusion

Reinforced by added troops from the PSK plus tanks and an anti-tank platoon, the recon probe moved out from Congy, seeking to find the eastern flank of the 59th Light Infantry Division. On the road to Montmirail, the Poles quickly encountered German motorcyclists who opened fire.

The advance guard then retreated toward Champaubert and, shortly after 1000, a separate motorcycle patrol set out in the same direction. Emerging from Fromentières at high speed, they were again surprised by heavy fire. The shootout cost the Poles three motorcycles along with some of the crews, but it prompted the Germans to suspend their eastward march for almost two hours, enough time for the Polish engineers to lay a minefield.

After this setback, the Poles launched the R35 platoon in two attacks against Fromentières. Each time, they met heavy fire and eventually had to fall back. In turn, the Germans tried to outflank the Polish position but the defenders pushed them back, leaving two panzers destroyed by anti-tank fire. However, this action allowed a number of French units isolated by the German advance to withdraw in small groups.

Additional Notes

Use French DRG and 25mm AT counters to represent equivalent Polish units. There is a DIY countersheet for a Polish version of the French substitute counters.

Counters from White Eagles may be used instead of those from The Deluge.


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)

Display Order of Battle

France Order of Battle
Armée de Terre
  • Mechanized
  • Towed
Germany Order of Battle
Heer
Poland Order of Battle
Wojska Lądowe
  • Mechanized
  • Motorized
  • Towed

Display Errata (3)

3 Errata Items
Scen 1

No Man's Land:

Polish Exiles, scenario one victory condition (errata)!

I am thinking, in the Polish Exiles, scenario # one victory condition errata for bullet point three. It should be At least eight (French) not Polish steps exit the south edge by the end of play (75mm artillery count double; trucks, prime movers and wagons don't count. 

(JayTownsend on 2024 Apr 23)
Overall balance chart for 623

In 1940: Fall of France, the units show Direct Fire. All units are Indirect Fire.

(rerathbun on 2015 Jun 06)
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 (2)

Polish Exiles, scenario #1: No Man’s Land
Author JayTownsend
Method Solo
Victor France, Poland
Play Date 2024-04-26
Language English
Scenario PoEx001

Polish Exiles, scenario #1: No Man’s Land

I played scenario one first but most of the time I just start with one of the scenarios from the middle of the scenario book but this one looked interesting and some other gamers had played this one as well.

Both the Germans & the Polish/French sides get reinforcements. The Germans received theirs one turn one, while the Polish/French received theirs on turn two and the scheduled one on turn eight as well. There are three victory objects for the Polish/French side to try and achieve or not for different victory levels. The Germans are going to be halfway or more across the three maps before they engage the Allied forces, so I am not sure why scenario Special Rule #3 is there, because the Polish engineers lay mines on their side but the Germans really don’t need to go there and can defend on the east-west road they already control.

The Germans advance their starting force and the early arrival reinforcements push forward into the R35 tanks which I kind of forgot are much stronger than all the early war German tanks in this scenario except the one Pz IIIF Unit and the Germans lose a couple steps early and many more to come.

When the French units arrive from any map northern edge, they can pretty much pick the weakest area to begin their journey south off the map, as the Polish units tied up most of the German units. When it was all said and done after 18 turns, the French/Polish side were able to exit 8 or more units off the south edge of the map and Eliminate more German steps than they had lost but no way could they control the whole east-west road, so achieving 2 out of 3 victory objectives for a minor Polish/French Victory.

0 Comments
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Save the French!
Author treadasaurusrex (France, Poland)
Method VASSAL
Victor France, Poland
Participants Tambu
Play Date 2024-06-13
Language English
Scenario PoEx001

We concur with Jay's well-written, AAR and agree with his errata correction, to whit: it's the French that should exist least 8 steps off the south edge of the battle map.

As published, this slightly defective scenario deserves a solid rating of 3, in our view. It is suitable for both SOLO and SHARED plya. In the latter case, it would probably be more realistic if the German units are setup in hidden mode.

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