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
Errors? Omissions? Report them!
Escape from Carvin
Swallows of Death #12
(Attacker) Germany vs Britain (Defender)
France (Defender)
Morocco (Defender)
Formations Involved
Britain 50th (Northumbrian) Infantry Division
France 1re Division Marocaine
France 3e Groupe de Reconnaissance de Division d'Infanterie
Germany 12th Infantry Division
Germany 32nd Infantry Division
Germany 5th Panzer Division
Display
Balance:



Overall balance chart for SwlD012
Total
Side 1 0
Draw 0
Side 2 0
Overall Rating, 0 votes
5
4
3
2
1
0
Scenario Rank: --- of 940
Parent Game Swallows of Death
Historicity Historical
Date 1940-05-27
Start Time 13:00
Turn Count 28
Visibility Day
Counters 148
Net Morale 0
Net Initiative 1
Maps 2: 120, 121, 125, 28
Layout Dimensions 86 x 56 cm
34 x 22 in
Play Bounty 264
AAR Bounty 227
Total Plays 0
Total AARs 0
Battle Types
Bridge Control
Inflict Enemy Casualties
Urban Assault
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Reinforcements
Terrain Mods
Scenario Requirements & Playability
Fall of France 2 Maps + Counters
Road to Dunkirk Maps + Counters
Swallows of Death Base Game
Introduction

Under cover of darkness, the remnants of 1st Moroccan Division began to pull out of Carvin at about 0100. Their new mission would be to hold the bridges along the Deule canal and preserve the retreat route of the 2nd and 5th North African divisions. The bridges had to be held on as long as possible to allow the other French units to withdraw towards the west.  At dawn, the Germans coming from La Bassée and Carvin attacked in force to close the escape roads.

Conclusion

The Moroccans and attached French units held the bridges through the morning, but by 1400 the situation worsened. The Germans pressed the defenders hard until two Algerian battalions from 2nd North African Division, with tank support, drove off the Germans and relieved the pressure on the Moroccans. A company of Moroccans became isolated and was lost the next morning when they ran out of ammunition and surrendered after Zouaves from 5th North African Division could not break through to their rescue.

Additional Notes

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.
  • 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.
  • Prime Movers: Transports which only transport towed units and/or leaders (May not carry personnel units). May or may not be armored (armored models are open-top). All are mechanized. (SB)

Display Order of Battle

Britain Order of Battle
Army
  • Foot
  • Mechanized
France Order of Battle
Armée de Terre
  • Foot
  • Motorized
Moroccan Ground Forces
Germany Order of Battle
Heer
  • Motorized
Luftwaffe
  • Towed

Display Errata (5)

5 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 595

This is actually another ½track vehicle, simiar to the AMR33 & AMR35. It used the mechanized movement rate.

(plloyd1010 on 2013 Apr 20)
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)
Overall balance chart for 54

The movement allowance on the counters in Airborne is misprinted. It should be "3."

(rerathbun on 2012 Jan 30)
Errors? Omissions? Report them!
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