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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Armored Encounter
Road to Dunkirk #3
(Attacker) Germany vs Britain (Defender)
Formations Involved
Display
Balance:



Overall balance chart for RtDk003
Total
Side 1 7
Draw 4
Side 2 1
Overall Rating, 12 votes
5
4
3
2
1
4.08
Scenario Rank: 85 of 940
Parent Game Road to Dunkirk
Historicity Historical
Date 1940-05-14
Start Time 14:45
Turn Count 15
Visibility Day
Counters 74
Net Morale 0
Net Initiative 2
Maps 2: 124, 125
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 153
AAR Bounty 153
Total Plays 12
Total AARs 4
Battle Types
River Crossing
Prisoner Capture
Conditions
Anti-infantry Wire
Scenario Requirements & Playability
Road to Dunkirk Base Game
Introduction

Following a well-rehearsed maneuver, the BEF infantry divisions entered Belgium on May 10th and took up positions behind the Dyle River between Louvain and Wavre. While the infantry dug in along the river line, light tank companies were sent to the east to collect information and watch over the Cointet anti-tank obstacle line. Long files of refugees and battered Belgian troops fled to the west as the sounds of battle drew closer. All of the main bridges across the river had been destroyed except for one at each battalion boundary.

Conclusion

At 1500 came the campaign’s first contact between British and German armored vehicles. One Pz JgI was destroyed but the combined force of German infantry and vehicles pushed the British armor back to the river. When 37mm AT guns joined the fray, the British soon lost one of their tanks along with one Bren carrier. The British tanks crossed the bridge at Florival just before their engineers blew it up. Later in the afternoon, further fire fights occurred between the advancing German troops and the last British infantry companies on the eastern bank of the river. At night a slow infiltration began all along the line.


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
  • Tank Destroyer: do not provide the +1 Assault bonus, even if closed-top (SB)
  • 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).
  • 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.

Display Order of Battle

Britain Order of Battle
Army
  • Mechanized
  • Misc
Germany Order of Battle
Heer
  • Mechanized
  • Towed

Display Errata (7)

7 Errata Items
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 537

Two German PzJr. 1 counters have their full strengths printed on the back, and reduced strengths on the front.

(Shad on 2010 Dec 15)
Overall balance chart for 63

The morale and combat modifiers of German Sergeant #1614 should be "0", not "8".

(Shad on 2010 Dec 15)
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)

Rush to the Footbridges.
Author Blackcloud6
Method Solo
Victor Germany
Play Date 2021-03-17
Language English
Scenario RtDk003

This is an excellent scenario; on e that makes PG shine. There are plenty of options for both sides and the brits have to conduct a good screen with their weak armor to have a chance. The Germans can attack in many ways I chose a main attack around the south side of the woods with a supporting attack going around the north end. At first the Brits did slow the Germans but losses to their armor finally caused the screen to collapse. I made a mistake in the Brit set up by defending the bridge too heavily and the Germans took advantage of this and went for the foot bridges. They were successful in getting across with only losing two steps. Decisive German victory.

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Just pulled it off!
Author Grognard Gunny
Method Solo
Victor Germany
Play Date 2024-01-12
Language English
Scenario RtDk003

The British set up a defensive line EAST of the river, in the hopes that a retreat to the west bank would not be needed. The Mobile Forces set up on either side of the woods on board 124 with the idea of slowing down the German advance. At first the Germans were not aggressive enough and the woods held on board 124 for an hour and a half. The South end of the line collapsed first and the rest went into retreat shortly thereafter. That left a thin line along the town on board 125 fronting the bridge (carefully roadblocked) which held back the Germans. South of the town was another story, however. The Germans pushed back the British and left a gap in the line that the Germans quickly inserted their Bicycle Co.(Of all people!) into. It was here that the strategy of the British setting up on the East bank of the river was found to be in error. The British could not get back enough troops to the West bank to seal the gap and push back the Germans. The fact that they WERE on the east bank of the river made all the difference. A BAD Command decision! Game, set and match!

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Get Across the Dyle without Losing 6 Steps, Major!
Author treadasaurusrex (Germany)
Method VASSAL
Victor Draw
Participants Col. Sonichu
Play Date 2024-09-08
Language English
Scenario RtDk003

This was a 6-session play-through with the cunning and audacious, Col. Sonichu leading elements of the British 1st and 2nd Infantry Divisions holding positions along the River Dyle in Belgium. All British units began the game in hidden mode. I led probing elements of the German 31st Infantry Division seeking contact on 14 May 1940. The German leader draw was better than average in this well-balanced scenario.

We ignored the RTD Random Events, but used the FOW, hidden units, excess initiative, extended assault, strategic movement and consolidation optional rules. We also used, these two house rules: 1) Road Movement for Mechanized & Foot Units All FOOT & MECHANIZED units may move on roads at the rate of 1/2 a Movement Point (MP) per road hex, just like MOTORIZED units. Unfortunately. we did not use the extended assault rule, 2) Standardized Movement for Mechanized Units - All mechanized units may move through clear hexes at a movement cost of only 1 movement point (MP) per hex, instead of 1 1/2. Add one to this cost if moving up, across, or down slopes hexes. These latter 2 rules significantly improved playability for both sides.

The initial session (game turns 1-2) featured a 3-pronged, probing German movement to contact in the south, center and north. Surprisingly, no British units showed up in this region of the battle map, as the Jerries advanced in open order.

Our exciting second session (game turns 3-5) featured an ill-coordinated & rather disoriented Wehrmacht movement to contact – mostly in strategic movement mode – while the same 3-pronged front. This probing advance resulted in the disruption & subsequent capture of a half-strength SK-221 armored car in an urban ambush at Hex 125-0805! The British immediately escorted the prisoners of war off the board to claim a minor victory for the Tommies with a single step loss for the Jerries. The southern German probes were also ambushed, but were saved from joining their compatriots in Valhalla by an amazing SEVEN combat 7-die rolls that plagued the many British defenders along the banks of the Dyle. Tommy units managed an effective tactical withdrawal in the face of the now-disorganized, German advance in the central and southern portions of Map 125, though they twice failed to blow the vital bride in Hex 125-0509. Miraculously Landser scouting elements in the south were able to cross the Dyle using the footbridge at Hex 125-0513 in spite of very heavy defensive fire from the newly-revealed, combined arms Tommies on the west bank of the river. A German leader was eliminated by cross-river opfire, that further discombobulated the overall Axis movement in the direction of the crucial bridge hex. This southern probe was immediately halted in a close assault on a platoon of stubborn Tommies dug-in on the trail. In the far north, additional German probes encountered well-sited, British elements overwatching 2 more footbridge hexes.

The probably decisive & bloody third session (game turns 6-7) was characterized by close assault fighting at 3 widely separated river crossings on the Dyle. In the northern sector, counter attacking Tommies were able to limit the Germans advance to the footbridge with lashings of machine gun & rifle fire, but at the cost of a platoon of Bren carrier AFVs.

In the central, intact bridge (Hex 125-0509), a stubborn British defense held off the Wehrmacht, but at a heavy cost in men & vehicles. The senior British leader was eliminated by close assault during the 7th game turn in this hex. The highest concentration of both side’s troops was in this vicinity and further south to the next foot bridge. At the southern river crossing, the Jerries had more luck and were able to cross the foot bridge (Hex 125-0513) successfully, and initiate a close assault on the west side of the Dyle by dint of fierce fighting. By session’s end, the step losses were: 11 for the Tommies, and 3 for the slowly advancing Germans.

Our costly, fourth session (game turns 8-10 ) featured a great deal of adversity for both sides and may well have been decisive in this combined arms fracas. There were multiple close assaults, adjacent-hex firefights and long-range AT exchanges. The Tommies lost 6 steps and the Germans dropped another 3 – crucially causing a reduction in the Jerry’s initiative level – and putting them over the step loss threshold. This means that scenario may become a draw at the end of play, IF the Germans are able to maintain at least one undemoralized unit on the west side of the Dyle.

The no-holds-barred, fifth session (game turns 11-12) was a true free-for-all, with some amazing DF and AT shooting by both sides. It was decidedly grimmer for the defending Tommies with 6 more steps lost and another leader eliminated in the pair of fiercely contested close assaults in the center and southern portion of Map 125. The Jerries were able to hang on to their 3 embattled footholds on the west side of the Dyle during this session. This one is becoming a likely draw.

The very grim sixth session (game turns 13-15) did result in a hard-fought DRAW in the final turn. The Germans were able to hang on to their 3 footholds in costly close assault & adjacent-hex fighting in all three combat zones across the Dyle. Step losses this session were heavy and included: 6 more for the defending Tommies, and 5 for the attacking Landsers, plus a leader loss! This was a heck of a fight, but in the end, a draw was the best that either side could manage,

I give this exciting, knife-edge, balanced scenario a solid 4. However, the dry and unimaginative victory conditions need a rewrite as it is way too easy for either side to cross the 6-step loss threshold and fall into a forced draw, if both opponents manage tenuous minor victories. This scenario is recommended for both SOLO and SHARED play.

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You Can't Win When You Don't Have Bullets
Author SARACV3
Method Solo
Victor Germany
Play Date 2019-10-15
Language English
Scenario RtDk003

All optional rules were used.

And there lay the unhinging of the scenario. The British became hamstrung after rolling 3 and 4 on successive turns on Fog-of-Waar rolls sending them into a loglistics paralysis.

Up to turn 8, the Brits were doing quite well. They had discovered how to use the LBoys AT. Although weak, the Boys weapon was supplied to almost all British units. Thus the entire army. By turn 8, the British had destroyed 3 German steps causing a loss of initiative.

The German plan was to go around the big forest on board 125. However, the British moved their units up to bottleneck the Germans. If the game would have continued, I believe the British would have won. The 15 turn length also put pressure on the German plan. With the bottleneck, the plan went out the window.

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