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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Boche Patrols
Road to Dunkirk #1
(Attacker) Germany vs Britain (Defender)
Formations Involved
Display
Balance:



Overall balance chart for RtDk001
Total
Side 1 4
Draw 5
Side 2 7
Overall Rating, 15 votes
5
4
3
2
1
3.2
Scenario Rank: 638 of 940
Parent Game Road to Dunkirk
Historicity Historical
Date 1940-05-11
Start Time 18:30
Turn Count 10
Visibility Day
Counters 20
Net Morale 0
Net Initiative 1
Maps 1: 124
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 127
AAR Bounty 153
Total Plays 16
Total AARs 4
Battle Types
Inflict Enemy Casualties
Road Control
Prisoner Capture
Conditions
Anti-infantry Wire
Entrenchments
Off-board Artillery
Smoke
Scenario Requirements & Playability
Road to Dunkirk Base Game
Introduction

The 51st Highland Division had moved to the Saar front to defend the border with Germany, in French territory some eight miles ahead of the Maginot Line. On 10 May German infantry attacked their forward positions, probably as a feint to fix as many Allied troops as possible in that otherwise quiet sector. B Company of the 4th Black Watch was holding positions at Betting when it came under attack. The enemy was supported by a “box barrage” which prevented the arrival of reinforcements. Lt. Col. R.C. Macpherson, commander of the 4th Battalion, Black Watch, ordered 2nd Lt. A.S. Chambers and the Lothians’ tank troop to advance to Betting and aid Post Number 9.

Conclusion

Chambers’ tanks went into action in the area around Grossenwald woods. He was ordered to move his troop around the left of the woods and try to outflank any enemy patrol or machine gunners lying out in front of the woods. Carriers from the Black Watch were to carry out the same operation on the right. However the ground in front of the Grossenwald proved too wet in places even for the light Mark VIb tanks. One tank was bogged down 20 yards from the wood and another had both tracks blown off some distance out from the wood and in full view of the German outposts. The carriers’ action eventually forced a German retreat but it was not a good start for the British tanks.


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.
  • 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
  • APC – Armored Personnel Carrier: These are Combat Units, but stack like Transports. They can transport personnel units or towed units. They are not counted as combat units for the +1 stacking modifier on the Direct Fire and Bombardment Tables (4.4). They may be activated by regular leaders and tank leaders (1.2, 3.34, 4.3, 5.43). They do not provide the +1 Assault bonus (ACC).

Display Order of Battle

Britain Order of Battle
Army
  • Foot
  • Mechanized
Germany Order of Battle
Heer
  • Leader

Display Errata (5)

5 Errata Items
Scen 1

Rotate map config 180° clockwise

(leonard on 2019 May 19)
Overall balance chart for 869

All Bren carriers should have a movement value of 7.

(Shad on 2010 Dec 15)
Overall balance chart for 855

Two British infantry have their full strengths printed on the back. They should both be "2-3" when reduced.

(Shad on 2010 Dec 15)
Overall balance chart for 853

The Mk VIb in Road to Dunkirk were printed with a movement factor of 5. The piece should have a movement of 9.

(plloyd1010 on 2024 Aug 15)
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 (4)

Run Herr Forrest Run
Author Blackcloud6 (Germany)
Method VASSAL
Victor Germany
Participants treadasaurusrex
Play Date 2022-05-26
Language English
Scenario RtDk001

This is an interesting scenario depicting a prisoner grab by the Germans. Both sides have little resources so thinking through their use is important. I played the Germans and planned to block the trail into Betting with a platoon, the HMG and the wire. The other platoon was set up east of Betting to make the POW grab. The enemy attacked towards my blocking position to clear it and on a lucky roll, I killed and adjacent step and gained POWs. Thus, I had to assault Betting to prevent them from opfire as I ran the infantry platoon with the POW around the town to head east for the Major VC. meanwhile the assault whittled down the Brit defenders. The enemy tried to reinforce the assault hex with his tank platoon, but a random event mired it just like in the real battle.

I rated this a five because of its different nature than most PG scenarios. It is tough to pull of actions like patrolling and POW grabs, so my hat is off to the designer for making such a scenario.

3 Comments
2022-05-26 11:34

You gave it a 5, Felipe a 1. That speaks volumes to each of your satisfaction.

2022-05-26 11:47

I have to disagree with my honorable and clever opponent as this game is virtually unwinnable for the British side against an able German player that is at the top of his game. Tragically, my quick-thinking opponent was at the top of his game, today . . .

In spite of my rating this on as a 1: this is an interesting scenario to play solo, as there is sufficient British mobility to make this a very close contest -- with a considerable amount of luck -- and it is a harder pull for the Germans to achieve a victory.

2022-05-26 15:06

"That speaks volumes to each of your satisfaction."

Well, all I can do is paraphrase Prince in his song "When Doves Cry:"

"Maybe you're just like my mother She's never satisfied (She's never satisfied) Why do we scream at each other..."

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Dead Boche Patrols
Author Blackcloud6
Method Solo
Victor Britain
Play Date 2022-06-27
Language English
Scenario RtDk001

I played this one before against a human and won as the Germans by getting the POWs off the board. I thought that the brits should have a good chance at winning this one due to their firepower and mobility. With the new PG-HQ rules allowing one human v. human play and one solo play to be reportable, and this being a quick and small scenario, I figured let's have a go at it.

The brits set up ready to assault forward with their main force while defending Betting. they got a 1--2-1 LTC and put him in betting and this paid off. The Germans set up with an infantry platoon and wire blacking the road through the woods with an HMG overwatching the road to betting. The capturing force was an infantry platoon and engineer platoon with a leader.

The brits were able to get the mechanized force up to reinforce betting and the Germans go clobbered there by massed UK fire. the brit dismounted force with the tank platoon dealt with the Germans on the hill. The German firepower slowed this attack but the Germans, though, were forced to come out and attack and try to survive on the road. They didn't. In the end all there was left was one German officer with the brits suffering no casualties.

2 Comments
2022-06-28 15:40

A good plan coupled with good dice is a deadly combination!

2022-06-29 11:38

As Napoleon said: "I'd rather be lucky than good."

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The First Game (for my son, age 8)
Author Shad (Germany)
Method Face to Face
Victor Britain
Participants unknown
Play Date 2019-09-16
Language English
Scenario RtDk001

Son: I really liked how the troops have range numbers and attack power. I also liked how the tanks have armor and cannon power. What I don't like is when you get a tie on the initiative roll and crazy things happen.

The battle was fun and it was very interesting to me. I really liked it.

We had a lot of assaults in the battle. Most of the British troops were disrupted and it was very exciting.

Thank you for reading! And I'll maybe play again.

(Shad: Germans elected not to set up between the two towns, fearing the British AFVs. This proved to be a mistake as the British AFVs quickly caught up and relieved the isolated British platoon before the Germans could finish off the assault. A good scenario for a short evening. Would like to play again with roadblock tactics.)

0 Comments
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Hopefully a quick grab!
Author Grognard Gunny
Method Solo
Victor Britain
Play Date 2024-01-08
Language English
Scenario RtDk001

The entirety of the "problem" was to grab off that Infantry unit in Betting and spirit him off before the reinforcements come up. Unfortunately this was not to be and with the Armored units sweeping through the forest and flanking the Germans, there wasn't much the Germans could do about it.

0 Comments
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