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De Zwarte Duivels ETO (id:#62843)
(Schwerpunkt #22 ID:SP253)
Designer: Evan Sherry
Starter kit scenario?:    Deluxe scenario?:
Dutch Korpsmariners reinforced with armored cars counterattack to clear Gruppe Kerfin’s fallschirmjägers from the National Life Insurance building.
Attacker: Dutch (Korpsmariners Bataljon, Rotterdam Garrison and cars 18 & 24, 2nd Armored Car Squadron (2e E. Paw.))
Defender: German (Zug 3 "Gruppe Kerfin", Kompanie 11, Fallschirmjaeger Regiment 1, Fleigerdivision 7 and Kompanie 11, Battalion Cholitz, Infanterie Regiment 16, Luftlande Division 22)  
Turns: 4.5     Players: 2     OBA: None     Night: No
Rotterdam, The Netherlands 1940-05-13
Unit Counts:
Squads: A:10.0 D:9.0
AFVs: A:2 D:0
Guns: A:1 D:0
Victory Conditions:
Exit VP: Building Control VC: Area Control VC:
Unit Based VC: LOS Style VC: CVP Cap:
Misc Rules:
Map Board(s): 20 23
Errata (source)
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Scenario Comments
Latest Updates:
buser333 Added a playing2018-10-11 10:56:07
cosarara Added a playing2018-05-07 03:42:18
hoxson1 Modified the overview2016-10-10 14:28:40
hoxson1 Uploaded an Image2016-10-04 13:54:09
hoxson1 Uploaded an Image2016-10-04 12:41:52
Last Played:
2018-10-11(D) Jeff B vs Magnus Rimvall German winBoth sides seem like they have to balance both attacking and defending when the game opens. The Dutch have to try to push the Germans out of their comfy stone buildings, while at the same time setting up forces to interdict the bridges. The Germans have to cross the bridges with half their force, while the other half tries to hold off the Dutch assault. The Dutch have most of the toys, with an HMG, a heavy mortar, and two ACs. No surprise that the Dutch led off with some smoke from the mortar, which set off the German sniper, who in turn mortally wounded the 9-2. Having kept RoF it tried for some more, only to break. Not a great start for the Dutch. The key for the Dutch is an early grab of the western building, and they had a rough time doing so. One half squad made it into CC with the German heroic leader, but only managed to tie themselves up in melee. He was eliminated when the melee was reinforced by the Germans during their half of the turn, and another Dutch half squad who had advanced into the building was as well. This left the entirety of the Dutch and German forces in the west on each other's doorstep with the Dutch having first chance at shots. They blew it, but the Germans only managed to break one Dutch squad in return. Meanwhile in the duel of HMGs, the Dutch eliminated the German manning HS, but the supporting infantry on the eastern front all pinned during their moves. The ACs drove up for some much needed support in the west. The Dutch had another big setback on their next turn when 1.5 more squads were eliminated by no quarter. Their equipment behaved like it had been sitting in storage for years. The mortar was repaired, but the HMG and an AC MA broke. The HMG was subsequently repaired, but it's squad broke. The third turn was mostly a stalemate, with the Dutch still trying to gain traction in the west. When the German heroic leader rallied. bringing the broken squad with him back as well, the Dutch threw up the white flag. Very fast-playing scenario that should definitely see a lot of tourney play.
2018-05-04(D) Paolo Cariolato vs Luca Marcolungo German winUse a spotter for dutch MTR and consider using a leader to fire your MG 16+ hexes. Nice little scenario.
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Avg Rating: 7.00Votes: 2
Views: 0
To-Play list count: 0
Estimated Play time: 2.7 hours
Recorded Games: 2
Archive recorded plays:

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Friday 24 May 2019 01:32:46 AM  (c)dramsey 2019