Race to the Seine Road to Dunkirk #44 |
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(Attacker) Germany | vs |
Britain
(Defender)
France (Defender) |
Formations Involved |
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Overall Rating, 3 votes |
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3
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Scenario Rank: --- of 940 |
Parent Game | Road to Dunkirk |
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Historicity | Historical |
Date | 1940-06-09 |
Start Time | 04:00 |
Turn Count | 12 |
Visibility | Day |
Counters | 61 |
Net Morale | 0 |
Net Initiative | 2 |
Maps | 4: 120, 121, 123, 125 |
Layout Dimensions | 86 x 56 cm 34 x 22 in |
Play Bounty | 167 |
AAR Bounty | 165 |
Total Plays | 2 |
Total AARs | 2 |
Battle Types |
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Bridge Control |
Inflict Enemy Casualties |
Conditions |
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Smoke |
Scenario Requirements & Playability | |
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Road to Dunkirk | Base Game |
Introduction |
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At nightfall on the previous day, Gen. Erwin Rommel ordered his 7th Panzer Division to reach and cross the river Seine in a swift move. The Elbeuf and Oissel bridges would be the targets of 25th Panzer Regiment and 7th Motorcycle Battalion. Meanwhile French cavalry had received the mission to block any access to the Seine and the Pont-de-l’Arche bridge. Slightly to the east, British infantry were to hold the far bank of the river and cover the railway bridge at Le Manoir. |
Conclusion |
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As the 7th Panzer Division drove towards the southwest it met Capitaine Huet’s Groupe Franc. Supported by artillery and mortars, the German infantry pushed it back quickly and pressed on towards the main defense line along the River Seine. At about 0400 three German tanks and some lorried infantry motored confidently forward. The French knocked out one tank whereupon the Germans deployed and began a desultory fire-fight with the Yorkshiremen. The combat lasted until 0700 when Huet ordered the Pont-de-l’Arche bridge destroyed; the bridge at Le Manoir lasted only five minutes more. This left four British companies, the engineers and several French AFVs on the wrong side of the river. The German positions on the high ground began to tell as the Allies made their way through the village streets in a wild sauve qui peut. They had to swim the wide Seine to escape, with some men fetching boats for the non-swimmers. |
AFV Rules Pertaining to this Scenario's Order of Battle |
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2 Errata Items | |
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Scen 44 |
The two bridges in 0509 (map 125) and 0706 (map 121) are the only ones that matter regarding victory conditions. (plloyd1010
on 2022 Apr 30)
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The reduced direct fire value of the Heer HMG became 5-5 starting with Fall of France. (plloyd1010
on 2015 Jul 31)
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Sitzball on a Tetter-Totter | ||||||||||||||
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This is a fun little scenario with some quite obvious problems at the outset. The German objective is first to get a bridge. If unable to that kill a couple of steps. The Allies have exactly the opposite objectives. In our game the I (the Allies) blew the bridges right off. Neither side could claim a major victory at that point. I now moved to contain the German potential crossings. The foot-bridges in the British sector were quickly demolished and the French bridges north of the main town were too. The Germans reached the southern about the same time as the French did. A valiant attempt to destroy the bridge in the marsh failed with step losses giving the Germans a minor victory. I tried to balance my losses by inflicting the same on the Germans was unsuccessful. I got long range shots at the PzII. One hit would have taken the game back to a draw. Parting shots at the withdrawing Germans did not slow them enough. That's how the game ended on turn 8. While this is a fun scenario, especially with the race against time and luck at the start, it is ultimately very brittle. |
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0 Comments |
Foot Bridges in the Gloaming | ||||||||||||||
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This was a 2-session play-through with the cunning, Peter Lloyd, who played the Allied side. I played the headlong Germans of the 7th Panzer Division. It was a disappointing scenario that was at least fun to play with a wily and enthusiastic opponent. Since this scenario began at 0400 hours the first few turns were played using the night rule, and it would have been good to have the Strategic Movement optional rule be part of the scenario special rules, to ensure that there would at least be a chance for the German side to capture the required bridge before daylight. In our play, we both forgot to include the strategic movement rule, but we did play using the defense-favoring FOW rule. The Axis objective was to take at least one railroad, or paved road bridge hex across the Siene. The Germans were not able to do this. although when we called the game, they were in position to take and hold at least one of the foot bridges on the western portion of this somewhat confusing map. Unfortunately, though not spelled out in the rules, foot bridges do not count for victory conditions. By the end of 7 turns, only 2 steps had been lost by the French force, and none for the Germans in spite of a couple of long-range AT shots at Rommel's Pz-II! This resulted in a VERY minor German victory. |
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0 Comments |