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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A Gallant Battalion
Road to Dunkirk #47
(Attacker) Germany vs Britain (Defender)
France (Defender)
Formations Involved
Display
Balance:



Overall balance chart for RtDk047
Total
Side 1 0
Draw 0
Side 2 0
Overall Rating, 0 votes
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1
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Scenario Rank: of
Parent Game Road to Dunkirk
Historicity Historical
Date 1940-06-08
Start Time 16:00
Turn Count 20
Visibility Day
Counters 62
Net Morale 0
Net Initiative 2
Maps 1: 126
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 205
AAR Bounty 227
Total Plays 0
Total AARs 0
Battle Types
Inflict Enemy Casualties
Urban Assault
Conditions
Minefields
Off-board Artillery
Smoke
Terrain Mods
Scenario Requirements & Playability
Road to Dunkirk Base Game
Introduction

Near Rouen, another British battalion had been put together from the Infantry Reinforcement Depot and its command given to Lt. Col. Alexander Syme of the Royal Scots. Col. Archibald Beauman, commanding the ad hoc division that bore his name, ordered Symes to block the Amiens-Rouen road at Isneauville and supported him with four 25mm anti-tank guns and a platoon of machine guns. The village was a well-chosen position since east of the road the ground falls steeply into a heavily wooded valley restricting vehicle movement to a narrow corridor.

Conclusion

Artillery fire started to fall on the British at 1600 and almost immediately tanks and motorcyclists approached down the long straight road at high speed. One of the company commanders, helped by his orderly, dragged coils of wire across the road and threw in some anti-tank mines. The leading tank ground to a halt in the wire and was damaged by a mine. This effectively blocked the road and the defenders set about beating off a series of frontal attacks, first by tanks and then by infantry supported with artillery. It was almost 1900 before the Germans began to work their way round the left flank, whereupon Syme, whose orders were not to allow himself to be encircled, pulled his forward companies back through his reserves and redeployed his anti-tank guns at the rear position. Obligingly the Germans repeated their bull-headed tactics and were again brought to a halt. By this time it was dusk, and the dispirited enemy pulled back to wait until morning.


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.

Display Order of Battle

Britain Order of Battle
Army
  • Motorized
  • Towed
France Order of Battle
Armée de Terre
  • Foot
  • Leader
Germany Order of Battle
Heer

Display Errata (4)

4 Errata Items
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 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 47

All SPW 251s have an armor value of 0.

(Shad on 2010 Dec 15)
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