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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First Casualties
Road to Dunkirk #2
(Attacker) Germany vs Britain (Defender)
Formations Involved
Display
Balance:



Overall balance chart for RtDk002
Total
Side 1 5
Draw 5
Side 2 3
Overall Rating, 12 votes
5
4
3
2
1
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.


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
  • Towed

Display Errata (6)

6 Errata Items
Scen 2

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)
Overall balance chart for 54

The movement allowance on the counters in Airborne is misprinted. It should be "3."

(rerathbun on 2012 Jan 30)

Display AARs (4)

German Win
Author thomaso827
Method Solo
Victor Germany
Play Date 2023-02-04
Language English
Scenario RtDk002

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.

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Road To Dunkirk, scenario #2: First Casualties
Author JayTownsend
Method Solo
Victor Britain
Play Date 2019-07-27
Language English
Scenario RtDk002

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.

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A fun little scenario
Author Arisaka92
Method Solo
Victor Draw
Play Date 2020-03-24
Language English
Scenario RtDk002

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.

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Fight for the town.
Author Grognard Gunny
Method Solo
Victor Draw
Play Date 2024-01-10
Language English
Scenario RtDk002

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, .

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