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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Costly Rearguard
Road to Dunkirk #34
(Attacker) Germany vs Britain (Defender)
Formations Involved
Display
Balance:



Overall balance chart for RtDk034
Total
Side 1 2
Draw 0
Side 2 1
Overall Rating, 4 votes
5
4
3
2
1
4
Scenario Rank: --- of 940
Parent Game Road to Dunkirk
Historicity Historical
Date 1940-05-29
Start Time 15:00
Turn Count 16
Visibility Day
Counters 64
Net Morale 0
Net Initiative 1
Maps 2: 120, 122
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 157
AAR Bounty 171
Total Plays 3
Total AARs 1
Battle Types
Inflict Enemy Casualties
Urban Assault
Conditions
Smoke
Terrain Mods
Scenario Requirements & Playability
Road to Dunkirk Base Game
Introduction

The 1st Welsh Guards supported by Brigadier C.W. Norman’s 1st Light Armoured Reconnaissance Brigade set out for Rexpoede in response to German threats against the western flank of the corridor through which the BEF was withdrawing to Dunkirk. Roads choked by transport and streams of soldiers seeking the coast made it a difficult trip. The battalion held a triangle-shaped position, the base of which faced south-west.

Conclusion

In the early afternoon, German tanks and infantry attacked West Cassel from the south-west, scattering the defenders. For a time troops desperately fighting from the grounds of a moated chateau behind the village church held off the Germans. Tanks entered the village after a heavy mortar barrage, surrounding and pinning down the British in and around the chateau. Meanwhile in Vijfweg, the Guards stemmed the tide with the help of light tanks and a battery of Royal Horse Artillery. The 1st Fife and Forfarshire tanks faced the panzers at short range while the Bren carrier crews used their anti-tank rifles. At about 1800 the defenders were ordered to move to the coast for evacuation.


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

Display Errata (6)

6 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 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 63

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

(Shad on 2010 Dec 15)

Display AARs (1)

We kind of, sort of think I won
Author plloyd1010 (Germany)
Method VASSAL
Victor Germany
Participants cjsiam
Play Date 2022-10-13
Language English
Scenario RtDk034

This game was played over 5 sessions using my rules rewrite and playing double-blind. Victory was determined by a relative point count of town control and body counts.

My opening was fairly conventional. A motor infantry company with armor support secured the large town on board 120 while my main force moved against the towns in the center of the map. The watergands forced some channelization, but not really detrimental. The large 120 town was quickly secured as I deployed for the real fight.

As I moved on the 2 small towns in the middle of the map. The Fife and Forfar's tanks engaged my light panzers by extended assault The battle lasted for 3 turns as the PzII's 20mm cannon eventually prevailed. My infantry closed on the towns. There was some disruption due to harassment by the field piece in the northern town. The first hex of the small 120 fell quickly, but the Welsh Guards rallied in the second and held their ground.

The Welshmen deployed to prevent the small 122 town from being surrounded. I created a large fire group to attempt to subdue it. Those attempts were largely unsuccessful due to an inspiring officer (turned out to be a lieutenant) in the town. The bren, with the major riding, knocked out a PzI with a lucky roll and misinterpretation of the rules. I sent an couple infantry platoons on a run to the large 122 town in an attempt to disrupt the field gun firing from it.

The limey major, with his bren, tried to run around into my back field. The watergands restricted his approach and I was able to block him on a road that ran between the obstacles. My fire line against the small 122 town was not having the desired effect. When the opportunity presented itself, I ran infantry in between the small towns of 120 and 122. Enough force made it in good order to start prying the Welshmen out of their positions. Meanwhile, the larger 122 town was revealed to be better garrisoned than expected and my infantry was run off.

Eventually, and rather belatedly, I began my infantry assaults against the center town hexes. It was not quite enough to take them. I wasn't expecting to get the town on 122, but the last hex on 120 was a disappointment. In the end I had 24 points to my opponents 19 (after redress of the misinterpreted rule). A victory by the slimmest margin and open to interpretation.

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