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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 |
Polish Exiles |
Historicity |
Historical |
Date |
1940-06-18 |
Start Time |
11:00 |
Turn Count |
24 |
Visibility |
Day |
Counters |
134 |
Net Morale |
0 |
Net Initiative |
1 |
Maps |
2: 26, 33 |
Layout Dimensions |
56 x 43 cm 22 x 17 in |
Play Bounty |
251 |
AAR Bounty |
227 |
Total Plays |
0 |
Total AARs |
0 |
Introduction
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In front of the main line of Polish resistance, the Algerian 7th Spahi Regiment and part of the Polish 4th Rifle Regiment formed a screen in front of the Polish main line of resistance. The cavalrymen had patrolled this border during the previous winter and had good knowledge of the terrain, while the Poles were reluctant to cross into Swiss territory without having first fought the Germans. Soon enough the German XLI Motorized Corps arrived, willing to give them the opportunity.
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Conclusion
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The German attack drove back the Algerians, who then passed through the Polish positions. These held back the Germans through the afternoon, and under the cover of darkness the Poles pulled back to their division's main line of resistance about five kilometers to the east. The Poles had held their ground in their regiment's first clash with the enemy, even as the Polish high command ordered them to abandon the fight and withdraw into Switzerland.
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Additional Notes
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Use French trucks for the additional German trucks required, or borrow German trucks from another game. Use French 25mmAT guns to represent the Polish 25mm AT guns. 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).
- 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.
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2 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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