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
Errors? Omissions? Report them!
Bitter End at Calais
Road to Dunkirk #23
(Attacker) Germany vs Britain (Defender)
France (Defender)
Formations Involved
Display
Balance:



Overall balance chart for RtDk023
Total
Side 1 2
Draw 1
Side 2 0
Overall Rating, 3 votes
5
4
3
2
1
4.33
Scenario Rank: --- of 940
Parent Game Road to Dunkirk
Historicity Historical
Date 1940-05-25
Start Time 16:00
Turn Count 23
Visibility Day & Night
Counters 86
Net Morale 0
Net Initiative 2
Maps 1: 119
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 160
AAR Bounty 171
Total Plays 3
Total AARs 1
Battle Types
Bridge Control
Inflict Enemy Casualties
Urban Assault
Entrenchment Control
Conditions
Entrenchments
Minefields
Naval Bombardment
Off-board Artillery
Randomly-drawn Aircraft
Smoke
Terrain Mods
Scenario Requirements & Playability
Road to Dunkirk Base Game
Introduction

From the start, a withdrawal into the north of Calais to defend the docks appeared inevitable. The British made the decision to withdraw to a line of posts behind the three bridges over the canal de Calais separating northern and southern parts of the city. With their backs to the sea many of the defenders still believed evacuation a possibility but it was not to be. Almost every house overlooking the waterfront along the quays was turned into a defensive position. In late morning, the Germans tried to take Calais without a fight and asked for the formal surrender of the Allied forces.

Conclusion

The British refusal to surrender was the signal for a thorough bombardment of the city’s remains, including Stuka dive bombers. After a second demand for surrender met the same answer, another bombardment pounded the citadel and the bridges. Since the OKH feared further tank losses, infantry led the attack and fought their way forward under heavy defensive fire. The three standing bridges witnessed some of the bitterest street fighting of the entire campaign. The situation became most critical at the western bridge and around the Citadel. Under cover of a heavy mortar barrage one tank forced the roadblock followed over by German infantry. But it was all in vain as the British fought on tenaciously. As it began to grow dark, General Ferdinand Schall of 10th Panzer Division decided to call it a day.


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
France Order of Battle
Armée de Terre
  • Towed
Fusiliers Marins
  • Foot

Display Errata (4)

4 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 623

In 1940: Fall of France, the units show Direct Fire. All units are Indirect Fire.

(rerathbun on 2015 Jun 06)

Display AARs (1)

Thunder in Calais
Author leonard (Britain, France)
Method Face to Face
Victor Draw
Participants unknown
Play Date 2020-12-03
Language English
Scenario RtDk023

I know what you're thinking: how does he dare to give a "5" for one of his own scenarios ? Well, aside feeling a bit ashamed about this issue, I have to confess about pleasure or full satisfaction. Satisfied with the results of the design and pleased by intense play.

Design. I especially like city fight PG scenarios and there are not many of them. Calais fighting in 1940 was an obvious candidate: I've drawn that map on purpose and it fulfills its role, quite complex with canals, bridges and town hexes everywhere. Railways markers through the city are good-looking. A lot of minefields, artillery at pointblank, a German demolition tank platoon, roadblocks, ruins, building on fire, engineers, a sIG platoon, casemates: wow ! I've included special events occuring when initiative dice rolls are equal and it works very well adding another touch of historicity to the scenario. In 23 game turns, we've had a sniper event, a mech breakdown event (my A13 tank lost a track and was immobilized) and two more allowing the players to have two action segments in a row.

Play of the scenario. We play face-to-face with all optional rules except for Logistic shortfall. The scenario was a real nail biter going down to the last action of the very last turn. The final result was a draw with something like 39 (Allies)-40 (Germans) VPs. I remember firing my British HMG point blank on the sIG on the railway and forgetting to add 1 column for overstacking (Kfz13 and SK10/4 in same hex). It was a "X" on an open top vehicle ! I remember the Demolition tank (PzI with demolition charge) dropping its load on my French sailors and getting a "2X" right away in the middle of a big smoke column... I remember the extreme western corner of the canal - a narrow passage between the minefields - where the German player had 1 x Eng, 2 X Inf, 1 X HMG on the southern bank of the canal in smoking ruins and trying to cross the canal... 4 or 5 turns in a row... with no result...stuck on the canal vertical concrete walls. The British minefields all set up along the western part of the canal were deadly; Allied Naval artillery was harmless but the German one was a killer. There were assaults everywhere on the line with both sides constantly exiting/reinforcing the stacks.

Intense ! Overall, I feel happy to get a draw in this one. It was "like a snail on a razorblade" as they say.

0 Comments
You must be a registered member and logged-in to post a comment.
Errors? Omissions? Report them!
Page generated in 0.285 seconds.