Défense à la Marocaine
Swallows of Death #6
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(Attacker)
Germany
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vs |
France
(Defender)
Morocco
(Defender)
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Total |
Side 1 |
0 |
Draw |
0 |
Side 2 |
0 |
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Total |
Side 1 |
0 |
Draw |
0 |
Side 2 |
0 |
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Total |
Side 1 |
0 |
Draw |
0 |
Side 2 |
0 |
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Overall Rating, 0 votes |
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Scenario Rank:
--- of 940 |
Parent Game |
Swallows of Death |
Historicity |
Historical |
Date |
1940-05-16 |
Start Time |
09:00 |
Turn Count |
16 |
Visibility |
Day |
Counters |
3 |
Net Morale |
0 |
Net Initiative |
1 |
Maps |
2: 26, 32 |
Layout Dimensions |
56 x 43 cm 22 x 17 in |
Play Bounty |
211 |
AAR Bounty |
227 |
Total Plays |
0 |
Total AARs |
0 |
Introduction
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Several hundred Moroccans dug in around the Sart-Ernage farm, north-west of Gembloux, on the 14th. By the next evening only a battered remnant remained, following hard fighting throughout the day. They’d seen the Germans withdraw as night fell, but as they’d been cut off from the rest of their regiment the order for their own withdrawal never arrived. With the Sart-Ernage farm burning, they sought shelter in the woods near the ruins of the village of Cortil-Noirmont and waited for the dawn.
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Conclusion
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The Germans didn’t resume their attack until about 0900 on the 16th, and then only tentatively following their own heavy losses on the previous two days of fighting. Apparently unaware of just how few Moroccans remained, they moved to encircle the woods and call in artillery and air support while the tanks rushed past toward St-Géry. The Moroccans fought off German attacks until about 1100, but only at the cost of even more casualties as three more officers fell. The remnants broke out, carrying their heavy weapons with them, breaking free of the encirclement by 1300 and reaching their own lines about two hours later.
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Additional Notes
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Swallows of Death may be played with the 1st edition pieces and maps from 1940: Fall of France.
When a French piece in the order of battle was apparently Moroccan and was in the Division Marocaine set, that piece was used in the order of battle list. Substitute equivalent French Army pieces Moroccan pieces when the Moroccan piece is unavailable. |
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.
- 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.
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2 Errata Items |
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The unit label on the counter is 25mm, but should be 20mm. No effect on play.
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The reduced direct fire value of the Heer HMG became 5-5 starting with Fall of France.
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