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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Fresh off the Boat
Road to Dunkirk #20
(Attacker) Germany vs Britain (Attacker)
Formations Involved
Display
Balance:



Overall balance chart for RtDk020
Total
Side 1 1
Draw 2
Side 2 1
Overall Rating, 4 votes
5
4
3
2
1
4.25
Scenario Rank: --- of 940
Parent Game Road to Dunkirk
Historicity Historical
Date 1940-05-23
Start Time 14:15
Turn Count 10
Visibility Day
Counters 45
Net Morale 1
Net Initiative 0
Maps 2: 122, 123
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 150
AAR Bounty 171
Total Plays 4
Total AARs 1
Battle Types
Exit the Battle Area
Inflict Enemy Casualties
Meeting Engagement
Road Control
Urban Assault
Conditions
Reinforcements
Severe Weather
Smoke
Terrain Mods
Scenario Requirements & Playability
Road to Dunkirk Base Game
Introduction

The British 3rd Royal Tank Regiment disembarked in Calais harbor on 22 May amid a scene of utter devastation. The docks were cluttered with abandoned rations, the dockside cranes had no electricity, the workers were exhausted, the ship’s crew went on strike and the captain tried to leave port without unloading – a situation resolved by a 3rd RTR officer holding a pistol to the ship captain’s head. Once ashore, Lt. Col. Reginald Keller commanding 3rd RTR faced shaky supply arrangements, weak collaboration with the French and a motley collection of partially-assembled tanks that were either unfamiliar or obsolete – or both. Handed an array of contradictory orders, Keller eventually decided to move out along the road to Boulogne with all the tanks available.

Conclusion

While assembling his squadrons, Keller received reports of a German column moving from the south-west. This was the leading edge of 1st Panzer Division under Oberst Kruger. The British moved off in a drizzling rain to try to pass ahead of the Germans. They had not gone far when they sighted and evaded two light tanks, but soon they spotted a large mechanized force on top of a wooded ridge. A confused, chaotic and rambling battle followed in the open fields, by-roads and sunken tracks near the village of Hames-Boucres. Thanks to their numbers and field artillery, the Germans gained the upper hand and the British soon withdrew, some of their machines putting down a smoke screen as cover. Although losses were about even on both sides - about 10 vehicles destroyed each - the British were in a state of shock realizing the enemy was so strong and so close.


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).
  • 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.
  • Prime Movers: Transports which only transport towed units and/or leaders (May not carry personnel units). May or may not be armored (armored models are open-top). All are mechanized. (SB)

Display Order of Battle

Britain Order of Battle
Army
  • Motorized
Germany Order of Battle
Heer
  • Motorized

Display Errata (4)

4 Errata Items
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 2

Two 105mms (ID#s 1204, 1205) have "16-31" fire values in black (direct fire), when they should be in white (indirect fire).

(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 47

All SPW 251s have an armor value of 0.

(Shad on 2010 Dec 15)

Display AARs (1)

Road To Dunkirk, scenario #20: Fresh off the Boat
Author JayTownsend
Method Solo
Victor Germany
Play Date 2022-12-25
Language English
Scenario RtDk020

Road To Dunkirk, scenario #20: Fresh off the Boat

At first I wasn’t sure about this scenario but it turned out to be a blast, no pun intended. There are a lot of decisions for the German player, do I simply try an exit units, giving up British objective hexes but if I lose too many steps before that I might not have enough points compared to them. Both sides get points for eliminating enemy steps but only the British get town and crossroad victory points and only the Germans get exit unit points. Forget the far northern town hexes, as I assume them to be in British control. Also the scenario say to ignore 40-meter elevation hexes and sense there are only 20-meter hexes, I’ll assume it meant to ignore those.

The Germans have two combat groups, one arrives on the first turn and the other on turn two. The British start on the northern map, map 122. First initiative means a lot each turn, as this is a mobile or movement heavy scenario. The Germans activated first by dice roll and send two Pz II units to block the British from entering map 123 from map 122 as their Infantry units try to truck east as fast as they can. The British in turn, try to send a Dingo Armored Car unit around the flanks to block those German units.

On turn two a larger German force enter the action. The British only have four Tank Leader, so are kind of handicapped to four groupings plus an independent Armor car unit. Also, only the German armor have efficiency, so even though the British have more armor, it feels like the Germans have more than they actually do, being able to fire twice.

The German decide to keep control of the many of the town hexes on the southern map as well as the crossroad there and exit infantry and weapons units off the eastern edge and engage the British armor, as now they have some Pz IIIE units and a big 105mm gun unit. The British try to block German units, control victory objectives and fight the enemy units when possible, so they have a balancing act and many decisions to make as well and can’t just sit back, as they will not have enough points.

I won’t go into all the details and combat situations, as there were many, including a German stack of units; two Infantry, two halftracks and a leader who assaulted a British A10 armor unit on the way out, rolling a two on the dice.

In the end, the Germans had 18 point for eliminating British steps and 14 points for exiting units off the east edge of the map for a total of 32 points. The British had 10 points for eliminating German steps and 11 points for controlling victory objective hexes for a total of 21 points. Comparing the totals, the Germans win a Major Victory.

With the above mentions, it really was closer than it looks and a few dice rolls differently and a few activations/Initiative dice rolls going the other way and the British could have won. The scenario went back and forth and was interesting and fun to play, with lot of decisions and possibly many outcomes. With only 10 turns, it plays out pretty fast and hit the spot for me tonight!

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