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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Shot Noise
Road to Dunkirk #43
(Attacker) Germany vs Britain (Defender)
Formations Involved
Display
Balance:



Overall balance chart for RtDk043
Total
Side 1 1
Draw 1
Side 2 0
Overall Rating, 2 votes
5
4
3
2
1
4
Scenario Rank: --- of 940
Parent Game Road to Dunkirk
Historicity Historical
Date 1967-06-08
Start Time 17:00
Turn Count 13
Visibility Day
Counters 46
Net Morale 0
Net Initiative 2
Maps 2: 120, 122
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 153
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
Delaying Action
Exit the Battle Area
Hill Control
Urban Assault
Conditions
Hidden Units
Reinforcements
Smoke
Terrain Mods
Scenario Requirements & Playability
Road to Dunkirk Base Game
Introduction

After the failure of the Somme attacks on 27 May, the 3rd Armoured Brigade had been bled white and went back to Rouen to refit. The 9th Royal Lancers, brought up to strength by a composite squadron of Bays and 10th Hussars, had been supporting 51st Highland Division both in its defensive battle on 5-6 June and in rounding up infiltrators on the south bank of the Bresle River. Early on 8 June, the regiment set out to join the rest of the division east of Rouen but it was eventually deployed on the railway lines facing east. Meanwhile, 5th Panzer Division pushed towards Rouen.

Conclusion

Behind the Rouen railroad line, the British tanks fought a sharp little action in which their 2-pounders showed themselves quite able to deal with Panzer IIIs when facing equal numbers. German strength was still overwhelming and the regiment was lucky to escape and cross the Seine River to temporary safety.


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
  • Leader
Germany Order of Battle
Heer
  • Motorized
  • Towed

Display Errata (3)

3 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 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)

Display AARs (1)

Road To Dunkirk, scenario #43: Shot Noise
Author JayTownsend
Method Solo
Victor Germany
Play Date 2023-11-24
Language English
Scenario RtDk043

Road To Dunkirk, scenario #43: Shot Noise

A fun asymmetrical, puzzle scenario to play and figure out. I played solitaire so no hidden units on this game. The British have all armor units and one leader to ride around in the Bren unit to hopefully defend some city hexes on map 120. The Germans have both Infantry and armor units. The Germans have five victory objectives, while trying not to lose too many steps. The major fighting will be on the 20-meter hill mass and the major town on map 120.

The British setup most of their A9 & A13 Armor on the hill to strike at the eastern road approaches of the main German Army and put the rest of their A10, Matilda I & Mk VIb units defending in the town hexes and blocking the hex 0717, a German exit and victory condition. The German get a pretty large Infantry reinforcement group on turn 4 of this 13 turn scenario.

With only 13 turns the Germans have a lot to do but don’t want their weaker units to get slaughtered by the British blocking armor, so they lead with their Pz IIIE, Pz IVD & Pz II armor. They lose a Pz II step early but a shooting match begins holding up the Infantry until they unload and flank units either into town or help assault British armor on the hill, with the help of their Pz Is.

After the Germans overcame the hill fighting the larger town on map 120 became the major focus of this battle. The Matilda I is a tough unit to knockout but only has machineguns and no main gun, so assaulting it with Infantry, Engineers and armor, plus a leader was the best solution.

By the end of turn 13, the German control all the hill hexes and more town hexes than the British, as they still has some demoralized and disrupted units in town but had a full strength A10 armor unit blocking the Germans exit hex, hex 0717. The Germans get 4 out of 5 victory conditions for a Minor Victory. With that said, I left the British A10 in a blocking position for two long, it should have taken action against some of the weaker German armor in the later turns, as the Germans would not of had time to exit 10 steps anyway, and it could have given the British a Draw or even a Minor Victory, but even that would have been close, depending on the dice. A fun quick scenario to play, with only 13 turn, action happens fast and planning is difficult.

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