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
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First In, Last Out
Swallows of Death #30
(Attacker) Germany vs France (Defender)
Morocco (Defender)
Formations Involved
France 4e Régiment de Spahis Marocains
Germany Groupe Schmid-Dankward
Display
Balance:



Overall balance chart for SwlD030
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 1940-06-24
Start Time 16:00
Turn Count 16
Visibility Day
Counters 72
Net Morale 0
Net Initiative 1
Maps 1: 30
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 224
AAR Bounty 227
Total Plays 0
Total AARs 0
Battle Types
Bridge Control
Delaying Action
Inflict Enemy Casualties
River Crossing
Conditions
Anti-tank Ditches
Minefields
Off-board Artillery
Severe Weather
Terrain Mods
Scenario Requirements & Playability
Fall of France 2 Maps + Counters
Swallows of Death Base Game
Introduction

Annonay, south of Lyon. The 1st Spahis Brigade had been the first to fight the Germans in Luxembourg in May. With the end of the Battle of France closing in, the Brigade was dispatched to Savoie, west of the Alp mountains. There, it stood on the west bank of the Rhône River valley, charged with delaying the German advance to the south. While the 6th Algerian Spahis watched the roads close to the Rhône, the 4th Moroccan Spahis set up roadblocks in the hilly region to the west, along the Cance River ravine. Calm at first, the sector grew lively as the German attacks along the Rhône River failed.

Conclusion

The Germans at first managed to gain a foothold, but soon enough the Spahis forced them back. Two more German attacks at 1700 and 1800, covered by heavy mortar fire, failed to make any headway despite desperate, hand-to-hand fighting. When darkness fell the French pulled back. Exhausted, the Germans did not pursue and fell back as well. During the night, an order arrived confirming the cessation of hostilities, and the Spahis headed for the Swiss border where they crossed into internment. They later returned to Vichy France, and in 1943 joined the Free French movement.

Additional Notes

Swallows of Death may be played with the 1st edition pieces and maps from 1940: Fall of France.

Special Rule nr 4 is missing. The rule is: (Optional) Deep Ravine. The river is minor but it flows in a deep ravine. Treat river hexes as a 20m depression and limiting terrain. Units entering river hexes from non-river hexes pay the following movement costs; Foot 2, Motorized Prohibited, Mechanized 6. Units entering river hexes from river hexes pay the normal movement costs. Units moving onto a river hex that contains a bridge have two options: they can pay the road movement costs to use the bridge or they can pay the movement costs outlined above to be in the depression. Units that use the bridge are at ground level. Units in the depression benefit from a 1 column left shift (-1) when they are the target of direct or anti-tank fire and have first fire when defending in assault.


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
  • 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

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

Display Errata (4)

4 Errata Items
Scen 30

Special rule nr 4 is missing. Here it is: (Optional) Deep Ravine. The river is minor but it flows in a deep ravine. Treat river hexes as a 20m depression and limiting terrain. Units entering river hexes from non-river hexes pay the following movement costs; Foot 2, Motorized Prohibited, Mechanized 6. Units entering river hexes from river hexes pay the normal movement costs. Units moving onto a river hex that contains a bridge have two options: they can pay the road movement costs to use the bridge or they can pay the movement costs outlined above to be in the depression. Units that use the bridge are at ground level. Units in the depression benefit from a 1 column left shift (-1) when they are the target of direct or anti-tank fire and have first fire when defending in assault.

(leonard on 2023 Dec 05)
Scen 30

Per Philippe: Optional Special Rule #4 (or AP forgot to delete the reference...). The rule is: (Optional) Deep Ravine. The river is minor, but it flows in a deep ravine. Treat river hexes as a 20m depression and limiting terrain. Units entering river hexes from non-river hexes pay the following movement costs; Foot 2, Motorized Prohibited, Mechanized 6. Units entering river hexes from river hexes pay the normal movement costs. Units moving onto a river hex that contains a bridge have two options: they can pay the road movement costs to use the bridge or they can pay the movement costs outlined above to be in the depression. Units that use the bridge are at ground level. Units in the depression benefit from a 1 column left shift (-1) when they are the target of direct or anti-tank fire and have first fire when defending in assault.

(Juiceman on 2023 Dec 06)
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)
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