The Dauphin Crossroads
Swallows of Death #29
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(Defender)
Germany
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vs |
France
(Attacker)
Morocco
(Attacker)
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|
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Total |
Side 1 |
0 |
Draw |
0 |
Side 2 |
0 |
|
Total |
Side 1 |
0 |
Draw |
0 |
Side 2 |
0 |
|
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 |
1940-06-17 |
Start Time |
04:15 |
Turn Count |
22 |
Visibility |
Day & Night |
Counters |
80 |
Net Morale |
0 |
Net Initiative |
1 |
Maps |
1: 31 |
Layout Dimensions |
43 x 28 cm 17 x 11 in |
Play Bounty |
228 |
AAR Bounty |
227 |
Total Plays |
0 |
Total AARs |
0 |
Introduction
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Loury, north-east of Orléans. After fighting hard on the Somme line, then on the Oise line, and then on the Orge line, the exhausted 13th Infantry Division tried to reach the Loire River using the last available bridges. But the German 33rd Infantry Division’s lead elements got there first, cutting the French retreat route with units guarding all of the crossroads. North of the city, in the forest of Orléans, the French 13th Infantry Division’s avant-garde still clung to Loury, at the Dauphin crossroads.
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Conclusion
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The French division’s lead elements had found the crossroads occupied by a handful of Germans. Over the next two hours, the German fire grew in intensity as reinforcements arrived. French field guns returned the fire at point-blank range. The fighting continued for several hours; a French attempt to overrun the crossroads with an enveloping movement was pinned to the ground by German defensive fire. Finally, around 0830 the Moroccans of the 1st Battalion of the 8th Tirailleurs made a desperate bayonet charge, screaming Allah Akbar! The Germans broke up and fled, and the French resumed their march towards the Loire. Unfortunately, the Germans had already occupied the approaches to the river and only 250 men would escape capture.
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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).
- 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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3 Errata Items |
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In 1940: Fall of France, the units show Direct Fire. All units are Indirect Fire.
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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 movement allowance on the counters in Airborne is misprinted. It should be "3."
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