Hedderich’s Roadblock
Swallows of Death #14
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(Defender)
Germany
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vs |
France
(Attacker)
Morocco
(Attacker)
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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 |
1940-05-10 |
Start Time |
08:30 |
Turn Count |
15 |
Visibility |
Day |
Counters |
55 |
Net Morale |
0 |
Net Initiative |
1 |
Maps |
2: 28, 31 |
Layout Dimensions |
56 x 43 cm 22 x 17 in |
Play Bounty |
225 |
AAR Bounty |
227 |
Total Plays |
0 |
Total AARs |
0 |
Introduction
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To help ease their invasion of Luxembourg and slow French reaction, Senior Lt. Werner Hedderich led 125 volunteers onto 25 Fi.156 Fieseler Storch liaison planes, which landed them in three waves at the crossroads of Aessen, north of Soleuvre. Hedderich failed to capture the small convoy spiriting the Grand Duchees of Luxembourg’s children to safety, and some of his men were scattered when their planes crashed. But reinforcements arrived in the form of motorcycle troops, while on the French side, the 1st Brigade of Spahis reinforced by elements of the 3rd DLC arrived to contest the German advance.
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Conclusion
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Détachement de découverte Nr. 3 (DD3) went through Soleuvre at 0830 and charged towards the Aessen crossroads 500 meters north of the village. A German anti-tank gun knocked out the lead armored car and the rest of DD3 fell back to Soleuvre. French reinforcements arrived piecemeal, and finally at noon the Spahis outflanked and eliminated the German roadblock, killing Hedderich. The 4th Squadron of Spahis reached Limpach, on the road to Luxembourg, where they engaged motorcyclists from the 34th Infantry Division. Thanks to a cavalry charge, the Spahis held Limpach but could push no further as German reinforcements converged on the area.
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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. |
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).
- 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
- 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 reduced direct fire value of the Heer HMG became 5-5 starting with Fall of France.
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The morale and combat modifiers of German Sergeant #1614 should be "0", not "8".
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