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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Parallel Wars
Road to Dunkirk #13
(Defender) Germany vs Britain (Attacker)
Formations Involved
Display
Balance:



Overall balance chart for RtDk013
Total
Side 1 0
Draw 0
Side 2 2
Overall Rating, 2 votes
5
4
3
2
1
4
Scenario Rank: --- of 940
Parent Game Road to Dunkirk
Historicity Historical
Date 1940-05-24
Start Time 12:30
Turn Count 30
Visibility Day
Counters 64
Net Morale 1
Net Initiative 1
Maps 2: 121, 125
Layout Dimensions 86 x 28 cm
34 x 11 in
Play Bounty 162
AAR Bounty 227
Total Plays 2
Total AARs 0
Battle Types
Bridge Control
Exit the Battle Area
Inflict Enemy Casualties
River Crossing
Conditions
Hidden Units
Minefields
Reinforcements
Severe Weather
Smoke
Terrain Mods
Scenario Requirements & Playability
Road to Dunkirk Base Game
Introduction

The Germans had taken Amiens and Abbeville, and pushed their leading elements across the Somme. Britain urgently needed to keep France in the war, even if many at highest level thought defeat inevitable. Fortune’s Scots became the sacrifice to prove to France and the world that Britain would support her allies to the end. The Queen Bays supported by the 4th Border Regiment were ordered to reconnoiter the Somme crossings at Picquigny and the next two crossings upstream where bridges were possibly intact and said to be held by the French. They found no French troops, but plenty of German motorized patrols. Reconnaissance revealed that the Germans held the whole of the river’s north bank.

Conclusion

Fortune planned for a single troop of tanks with a company of infantry to attack each of the three bridges. On the right, some Mark VIb tanks advanced on Dreuil. A mile from the objective, an anti-tank gun fired at the leading tank and a machine gun located in a water tower inflicted casualties on the infantry. Small arms fire erupted from various directions and no progress could be made against the dug-in Germans even after another tank assault. At Ailly, where the partially-destroyed bridge allowed only foot troops to cross, two platoons under cover of Cruiser tank guns seized the village of St Sauveur but had to withdraw during the afternoon. On the left, close to Picquigny, an ambush inflicted many casualties and the column had pulled back to its start line by dusk.


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
  • 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
  • Foot
  • Motorized
Germany Order of Battle
Heer
  • Motorized

Display Errata (5)

5 Errata Items
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 871

Ignore the direct fire values.

(Shad on 2010 Dec 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)
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