Adrian Carter
Senior Member
This was the second of three scenarios depicting the fight for Inor in May 1940 between the French and Germans. After having taken Inor with a daring attack and fortifying the village on 15 May, the French attempted to counterattack on 16 May and take the village back. The scenario depicts the attempts of the 74ème Régiment d’Infanterie and 36ème Régiment d’Infanterie to take the village defended by the 196. Infanterie-Regiment armed with a Panzerabwehrkanone 35/36 37mm. The action is located on a small part of the glorious Inor map. The French have 5 turns to wrest control of the village from the Germans. I defended with the Germans and Johan attacked with the French. It looked like a small, straightforward village battle.
Start of Game: My German defences would be stretched to defend all the buildings. I tried to cover the main routes of attack through open ground with my machine guns and the HIP 37mm AT gun in G51. I originally intended to make the French pay dearly for crossing open ground and hopefully cause enough CVPs to keep the French cautious. I also used my extra concealment counters to keep the French guessing where my machine guns were placed initially. One foxhole counter was used for a rout path in J50 and the other one in D52 to provide extra cover for a squad in the woods covering the open ground. I chose a wire counter to place in I50. The French attacked from the south through the woods and brush, and east through over the hill.
Start of Turn 3: The French had assembled their mortar in R54 and promptly rolled a critical hit on my main defensive line in F52 causing considerable damage before rolling box cars to malfunction. The French had pushed intelligently through the brush in the south west and even manged to cross much open ground in the south west without the Germans being able to inflict any real casualties. Things were looking pretty grim for the Germans at this stage. There was a wave of French infantry looking to swamp the German defences and there were still 3 French turns to go.
End of Game: After valiantly trying to cause some damage to the French in the final German Prep Fire Phase, I conceded the game. The French already had the required 3 buildings and had only lost a single HS to German fire. The French attacked well and I literally had no answer. The dice really didn’t help me either. We both rolled 64 DRs each: the French averaged 6.84 and the Germans 7.89. This is the challenge with a small scenario. In a larger battle, I’m sure our DRs would have become more even, but not in such a short game. Sigh, the inherent dicey nature of short scenarios. This was a small scenario, playable in one easy setting. It took us less than 3 hours. However, there was not much exciting for the Germans to do, just stand and defend with occasional skulking.
Any tips for making the defence better would be much appreciated.
- French advantages: First line MMCs, MGs, good leadership, Civilian Interrogation
French disadvantages: Open ground, 10 CVP cap - German advantages: 37mm AT gun with HE, roadblock/wire counter, French CVP cap
German disadvantages: Many buildings to defend, French only need 3 to win
Start of Game: My German defences would be stretched to defend all the buildings. I tried to cover the main routes of attack through open ground with my machine guns and the HIP 37mm AT gun in G51. I originally intended to make the French pay dearly for crossing open ground and hopefully cause enough CVPs to keep the French cautious. I also used my extra concealment counters to keep the French guessing where my machine guns were placed initially. One foxhole counter was used for a rout path in J50 and the other one in D52 to provide extra cover for a squad in the woods covering the open ground. I chose a wire counter to place in I50. The French attacked from the south through the woods and brush, and east through over the hill.
Start of Turn 3: The French had assembled their mortar in R54 and promptly rolled a critical hit on my main defensive line in F52 causing considerable damage before rolling box cars to malfunction. The French had pushed intelligently through the brush in the south west and even manged to cross much open ground in the south west without the Germans being able to inflict any real casualties. Things were looking pretty grim for the Germans at this stage. There was a wave of French infantry looking to swamp the German defences and there were still 3 French turns to go.
End of Game: After valiantly trying to cause some damage to the French in the final German Prep Fire Phase, I conceded the game. The French already had the required 3 buildings and had only lost a single HS to German fire. The French attacked well and I literally had no answer. The dice really didn’t help me either. We both rolled 64 DRs each: the French averaged 6.84 and the Germans 7.89. This is the challenge with a small scenario. In a larger battle, I’m sure our DRs would have become more even, but not in such a short game. Sigh, the inherent dicey nature of short scenarios. This was a small scenario, playable in one easy setting. It took us less than 3 hours. However, there was not much exciting for the Germans to do, just stand and defend with occasional skulking.
Any tips for making the defence better would be much appreciated.