|
Overall Rating, 12 votes |
---|
3.67
|
Scenario Rank: 298 of 940 |
Parent Game | Road to Dunkirk |
---|---|
Historicity | Historical |
Date | 1940-05-13 |
Start Time | 06:00 |
Turn Count | 10 |
Visibility | Day |
Counters | 28 |
Net Morale | 0 |
Net Initiative | 1 |
Maps | 1: 124 |
Layout Dimensions | 43 x 28 cm 17 x 11 in |
Play Bounty | 134 |
AAR Bounty | 153 |
Total Plays | 13 |
Total AARs | 4 |
Battle Types |
---|
Inflict Enemy Casualties |
Road Control |
Urban Assault |
Conditions |
---|
Anti-infantry Wire |
Entrenchments |
Off-board Artillery |
Smoke |
Scenario Requirements & Playability | |
---|---|
Road to Dunkirk | Base Game |
Introduction |
---|
Heavy shelling began at 0415, prompting Macpherson to send Lt. J.R. Johnston with his tank troop from 1st Lothians to the Falstroff - Bizing road to support the border posts in case small arms fire should break out. Black Watch carriers also moved up to support the front line, but the heavy shelling had spread confusion throughout the British positions. Since the Grossenwald posts were being heavily attacked, the tanks and carriers went north to give assistance. |
Conclusion |
---|
The Black Watch company holding Betting had been fighting off German infantry trying to envelop the town since 0430. When the British tanks arrived to support the defense, one of them became bogged down while bypassing a German roadblock. The other tanks proceeded up to Grossenwald and through the woods, harassed by a few shells and some machine-gun fire. When the first tank came into view of the enemy, a German anti-tank gun immediately scored a hit, wounding the gunner in the leg and knocking off the track, sending the tank out of control. More shells soon hit the tank turret, killing the wounded gunner and jamming the guns. A second tank eased around the edge of the wood and through the wire only to be knocked out in very similar fashion. The surviving crewmen wandered in the Grossenwald for some hours before stretcher parties retrieved them, the British cavalry’s first casualties of the war. |
AFV Rules Pertaining to this Scenario's Order of Battle |
---|
|
6 Errata Items | |
---|---|
Scen 2 |
Rotate map config 180° clockwise (leonard
on 2019 May 19)
|
All Bren carriers should have a movement value of 7. (Shad
on 2010 Dec 15)
|
|
Two British infantry have their full strengths printed on the back. They should both be "2-3" when reduced. (Shad
on 2010 Dec 15)
|
|
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)
|
|
The reduced direct fire value of the Heer HMG became 5-5 starting with Fall of France. (plloyd1010
on 2015 Jul 31)
|
|
The movement allowance on the counters in Airborne is misprinted. It should be "3." (rerathbun
on 2012 Jan 30)
|
German Win | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
This small scenario is great for filling that off period in an otherwise busy day. But right at the start, things went bad for the British defenders. Turn 1 and the first random event, logistics shortfall for the British. Negative modifiers for direct and bombardment fire, reduced movement by 2 for vehicles and a reduction of initiative by 1. Turn 3, German efficiency, just as the Germans were ready to assault the small North-central town, so one unit shoots twice before everyone else attacks, and that unit rolled well, demoralizing the one defending platoon in that town hex and making it that much easier for the assault. Turn 9 and the British tanks get mired just before the planned assault to try to retake (or at least contest) the town, but not before 2 very successful barrages took out both Bren platoons, while still loaded Germans got the 4 points needed for their major victory, with only the German AT gun and wagon killed along the way. Not the way I thought it would go, but the dice gods were not on the British side today. All the same, a very interesting and engaging game. |
||||||||||||
0 Comments |
Road To Dunkirk, scenario #2: First Casualties | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Road To Dunkirk, scenario #2: First Casualties I have been busy with work, personal life, designing games and playing other game systems/games so it’s been a while since I played PG but I was longing for at least a quick game this morning and I hadn’t played any from Road to Dunkirk yet, so it was time. I remember seeing the movie Dunkirk and thinking a great PG subject. This scenario was perfect for a quick play. The Germans have a lot to achieve and the British decided to defend both towns and the barbwire and entrenchments help a lot. The Germans setup on the hill between the two towns and attack from there. The Problem is, the British reinforcements, including a Mk VIb tank unit, enter from the south right adjacent to the Germans 37mm AT which knocks out one step of the armor but the tank did well with the morale roll and it and a Bren unit assaulted the 37mm AT gun the next turn and eliminated it. After this the Germans struggles to get into any town hexes but one and rolled poorly with the dice. The Germans only scored one point, giving the British a Minor Victory. I can see this scenario playing out differently each time but with a slight British advantage. |
||||||||||||
0 Comments |
A fun little scenario |
---|
Cool small scale early war battle. Starts out pretty close, so the first few turns were primarily spent slugging it out from a range, while creeping a couple German infantry platoons up north to assault the town. British tank ended up bogged down (mired) on turn three and took three turns to get unstuck, so it really didn't get much action in. British launched a nasty two pronged counter assault and nearly won, until a JU-88 destroyed 2 steps on turn 9 at the same time my two sneaky platoons worked their way into the village. Ended on a draw, with both sides taking pretty good losses, but little gained overall. The British offensive stopped any chance of a clear cut victory, even if it failed. |
0 Comments |
Fight for the town. | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
The town of Betting was the focal point for the action. The Germans tried to get the town captured before the British could reinforce, but it was in vain. The rest of the fight was over the Westerly half of the town but the Germans could not move the British forces defending. Flanking efforts were met by the British armor and units set up in the prepositioned entrenchments. A good fight by both sides, . |
||||||||||||
0 Comments |