As the last days and hours of the Dunkirk defense passed and the perimeter shrank to within four miles of the city, the British turned their remaining positions over to the French forces. On the western side of the perimeter the Grossdeutschland Regiment, supported by ranks of the 9th Panzer Division hurled themselves at the defenses of the 68th Division near the town of Spycker in an effort to breakthrough to the evacuation beaches on the channel. The determined German attack steadily pushed the defenders back until finally the French resistance stiffened as the Germans entered the outskirts of Spycker.
Attacker: German (Infanterie-Regiment "Grossdeutschland" and Panzer-Regiment 33, Panzer-Division 9)
Defender: French (341ème Régiment d'Infanterie, 68ème Division d'Infanterie)
Players: 2 OBA: None Night: No
Squads: A:16.0 D:13.0
PzKpfw IVD x 2
R35 x 2
ATR 7.92 PzB 39 x 2
Canon de 105 L mle 13 S Canon de 75 mle 1897 x 2 Canon AC de 25 SA-L mle 34
Treat Grain as Orchard hexes. D: Mines
Players wanting to play this game/Request a match:
I started out my game with Lee assuming that there were too many things that could blow my tanks to kingdom come. Because of that, I planned to feel my way forwards with the infantry, and then follow up behind with the tanks to support and clear out hard points, or drop smoke as needed. Lee set up with all of his squads and heavy gear on level 2 building hexes overlooking the other map, and managed to kill off a 9-2 and a squad or two on the way in. He dropped down once I got close, and I started pushing through the center with my troops, supported by my tanks periodically lobbing shells and getting a pin or break. I had a couple fortunate melees go my way, and we called it around Turn 7 when it was clear I had what I needed to win, and there weren't any obvious pushes Lee could make to dislodge me.
Solidly entertaining scenario, though it felt like a hard go for the French. Unless they manage to take out a lot of the Germans on the way in, it feels like there's a relatively easy crawl through buildings to get the win for the Germans. 11 turns feels a bit too long. Still very entertaining with a nice mix of hardware. Would play again, but would add the balance to the French.
(A) Dan Best
(D) Kermit Mullins
Dan's Germans ran into a French buzzsaw of good rolls and a ton of rate of fire from the HMG at level 3. By the middle of Turn 1, the Germans had lost a panzer, the 9-2, 9-1 and 7 squads. The French had lost a crew and had two squads broken. Dan's Germans conceded at the mid-point of Turn 2 as the Germans had been mauled too severely as the French began to close in on the German Schwerpunkt.
(D) Michael Rodgers
The French guns on the hills delayed the Germans just enough. The level 3 HMG helped too. Germans took five buildings. Late game charges were cut down in open ground by the remaining French.
(A) Jeff B
My opponent bemoaned his poor chances going into this one, but he apparently had the perfect defense for my mostly all-northern attack. First to show their faces were two big guns up on the hill, which was not really a shock, but did delay my tanks entry into the fray by a couple turns. The worst part of this being that they could not lay their anticipated smoke cover to protect me from the upper level MG nests, which were the second to show their faces. Lastly were the mines. All three laid out on the woods line. Had I not cleared one hex on my first try this would've been even worse than the disaster it ended up being. To cut to the scene, after the unnecessary French reinforcements arrived, I was feeling desperate enough to send my army of HS charging both guns. None of them made it to CC, either pinning or breaking. My kill stack (three 467s, two MMGs, and my 9-2) which I had moved up to take on the MG nests all went tumbling down the next French PFPh and I threw in the towel.