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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Taking Opportunity
Road to Dunkirk #5
(Attacker) Germany vs Britain (Defender)
Formations Involved
Display
Balance:



Overall balance chart for RtDk005
Total
Side 1 1
Draw 2
Side 2 0
Overall Rating, 3 votes
5
4
3
2
1
3.33
Scenario Rank: --- of 940
Parent Game Road to Dunkirk
Historicity Historical
Date 1940-05-15
Start Time 15:00
Turn Count 15
Visibility Day
Counters 81
Net Morale 0
Net Initiative 1
Maps 2: 120, 125
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 161
AAR Bounty 171
Total Plays 3
Total AARs 1
Battle Types
Inflict Enemy Casualties
River Crossing
Urban Assault
River Control
Conditions
Anti-infantry Wire
Entrenchments
Terrain Mods
Scenario Requirements & Playability
Road to Dunkirk Base Game
Introduction

In accordance with Plan “D” the British 3rd Division took up its position on the line of the River Dyle, deployed in and about the old city of Louvain. The defenses in this section of the Dyle had been slightly improved by the Belgians despite their strict neutrality. Opposite 7 Brigade, north of the town, the Germans heavily engaged the Coldstream Guards throughout the morning but every move to throw pontoons across the river was checked by accurate fire from guns and mortars. In the afternoon, the 2nd Company moved back to the eastern outskirts of Herent and the Germans took the opportunity to cross the Dyle canal and made a lodgment in 1st Coldstream’s sector.

Conclusion

A reserve company mounted a quick counterattack supported by medium and field artillery and two tank troops of the 5th Royal Inniskilling Dragoon Guards. The “Skins” – normally 4th Division’s armored recon regiment – were temporarily supporting 3rd Division and their Adjutant was Lt. (later General) “Monkey” Blacker who was to command the division 25 years later. He remembered that the counterattack had little difficulty in restoring the situation, the enemy having pulled back under the weight of artillery fire.


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
  • Mechanized
  • Misc
Germany Order of Battle
Heer
  • Towed

Display Errata (5)

5 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 63

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

(Shad on 2010 Dec 15)

Display AARs (1)

Static Defense Loses Cohesion
Author SARACV3
Method Solo
Victor Germany
Play Date 2019-12-31
Language English
Scenario RtDk005

I wavered between rating this game a 2 or a 3. It is not a fluid scenario. The tGermans have no AFVs or transport. They are attacking a well defended line behind a major river. The British ha more of everything- Troops, armor, artillery and .Casemates ( even the biggest one, a 16-4 direct fire). In addition, they have the entire compliment of wire that the game provides (12 pieces) and a couple of entrements. All of this provides for a very well equipped defense especially in the middle what with a large town behind a major river (the Dyle). The British could also throw 50 points of artillery a shot. The Germans also had a fair amount of artillery- 48 points/shot.

The historical result was somewhat different. The German 19th Infantry Division pushed the British 3rd Infantry Division (Reinforced) out of Louvain, but suffered serious casualties. They then had to pull back out of the town. So what happened in this scenario?

The Brits couldn’t shoot straight, especially with their artillery. The Germans, however, had opposite luck. Their artillery zeroed on the strongest position in Louvain. This hex had 32 direct fire points. The casemate disintegrated as I made a die roll to determine which unit in the stack was hit with the X. But this area was not the focus of the German attack. It was the small town on the west side of the Dyle, south of Louvain. Here the Germans put pressure on the 3rd Division by attacking with the strongest amount of direct fire that they could muster, led by a lieutenant rated 10-2-1. A vicious assault battle developed. The British tried to respond with equal force but couldn’t match the German strength. Both sides held one hex each for six turns. But the Brits lost this battle of attrition and its line weakened as a result. They lost six steps trying to hold this. town. The 19th Infantry lost one.

The 3rd was doomed in this surprisingly one sided shooting match. However, the Germans were too weak to take Louvain and satisfy the major victory condition of taking eight town hexes. But they did win a minor victory by building the pontoon bridge and eliminating 10 British steps.

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