Welcome to La Capelle
Swallows of Death #21
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(Attacker)
Germany
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vs |
France
(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 |
1940-05-17 |
Start Time |
09:15 |
Turn Count |
24 |
Visibility |
Day |
Counters |
62 |
Net Morale |
1 |
Net Initiative |
2 |
Maps |
2: 122, 126 |
Layout Dimensions |
56 x 43 cm 22 x 17 in |
Play Bounty |
229 |
AAR Bounty |
227 |
Total Plays |
0 |
Total AARs |
0 |
Introduction
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La Capelle, France. South of the Sambre front, the Germans crossed the Oise River and continued westward.Around 2230 on 16 May, Gen. Charles-Eugène Sancelme of the 4th DINA set out for La Capelle with orders to hold he city - the site where German negotiators arrived to negotiate the Armistice in November 1918 - for at least 24 hours. Sancelme had his division headquarters staff, a motorcycle platoon an some Algerian Tirailleurs. He gathered remnants of other units, and in the morning a company of Moroccan Tirailleurs and another of Algerian machine-gunners arrived to bolster the defense. Not long afterward, the appearance of a panicked French artillery battery heralded the arrival of the Germans.
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Conclusion
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The first French troops encountered by the German advance, machine-gunners of the 5th Moroccan Tirailleurs, broke and only prompt encouragement from their officers got them back into position. That could only last a few hours; by noon some Moroccans were abandoning their positions to take the road to Guise. Most of these men were captured or killed on the road. The remainder fought on despite a German artillery bombardment, but by 1230 La Capelle had been surrounded and seven hours later Sancelme ordered his men to give up the fight. the Germans had suffered only minor losses, but Sancelme had fulfilled his mission.
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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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One unit from Eastern Front has a direct firepower of 3-5 on its reduced side instead of the normal 4-5
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