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Chateau de Meez ETO (id:#64994)
(ASL 10a Croix de Guerre ID: DN04)
Chateau de Meez, Belgium 1940-05-13 (56 others)
75: Strangers in a Strange Land (ASL 10 - Croix de Guerre)
89: Rescue Attempt (ASL 11 - Doomed Battalions (2nd Edition))
A 65: The Dinant Bridgehead (AH:ASL Annual `93b)
AD 13: The Mailed Fist (AH:ASL Annual `95 Winter)
A 114: Hamlet's Demise (AH:ASL Annual `97)
J 42: Grebbe End (ASL Journal # 3)
NEWS40: Rolling Thunder (ASL News # 23)
NEWS41: Objective Princenhage (ASL News # 23)
ASLUG21: The Witch's Cauldron ()
ATP05: A Thorn in the Flesh (At the Point # 11-12)
WWW 91: Assault at Wadelincourt (Internet)
ASL News 41: Objective Princenhage (ASL News Pack #1)
EP41: Objective Princenhage (Euro-Pack I - Early War Actions)
GTF 5: Wrong Battle (Gembloux: The Feint)
PL H: Lost Sentinels (Gembloux: The Feint)
ASL News 40: Rolling Thunder (Scroungin' ASL News)
Z12: The Mailed Fist (Rout Report # 4.4)
FE88: The Hard Way (Blitzkrieg Pack)
DCRB 03: Forgotten Epic (Red Banner 2017 Q2)
O101.2: Across the Meuse (On All Fronts #101)
O108.3: Assault at Wadelincourt (On All Fronts #108)
O114.2: Bon Accueil (On All Fronts #114)
PJ2.8: Bjervik Norway May 1940 (OAF Playtester's Journal # 2)
B 1: Contested Crossing (OAF Playtester's Journal # 5)
TAC31: Par Saint Georges! (Tactiques # 4)
DB043: Point 247 (Dispatches from the Bunker #19)
: Rubarth at Wadelincourt (Rate of Fire #12)
Round 5: Marilles Melee (CanCon 1999)
KVxx: Fight for the Fjords (Klementi Voroshilov Blog Scenarios)
GD3: Dinant (Unknown)
DTF-2: Blitzkrieg! (Death to Fascism)
GRE 6: The "Wehr" (Grenadier '08)
S33: Few and Far Between (Operations Special Issue #2)
89: Rescue Attempt (ASL 11 - Doomed Battalions (3rd Edition))
143: Grebbe End (ASL 11 - Doomed Battalions (3rd Edition))
OB02: Point 247 (Out of the Bunker)
SP220: Hoepner's Edict (Schwerpunkt #19)
#9: Elan of the 11th Dragoons (Major Upham Scenario Pack)
GTF 5: Wrong Battle (Gembloux II)
GTF CG 1: Lost Sentinels (Gembloux II)
#5: Objective Princehage (Retro Pak III)
SP236: Hammer Time (Schwerpunkt #20)
ASLUG21: The Witch's Cauldron (ASLUG Singles)
BWN 6: Raid on Moerdijk (Blitzkrieg in the West - Northern Campaign)
SP253: De Zwarte Duivels (Schwerpunkt #22)
SP 265: Defending Jandrain (Schwerpunkt #23)
RP 135: The Outpost Line (Rally Point #14)
RP 139: Mauled at Merdorp (Rally Point #14)
DASL 19: The Mailed Fist (Deluxe Advanced Squad Leader)
75: Strangers in a Strange Land (ASL 10a Croix de Guerre)
DN03: Rommel at the Meuse (ASL 10a Croix de Guerre)
DN05: Grande Ferme de Meez (ASL 10a Croix de Guerre)
DN06: Clearing the Heights (ASL 10a Croix de Guerre)
DN07: Saint-Médard After Dark (ASL 10a Croix de Guerre)
DN08: Probing the Bridgehead (ASL 10a Croix de Guerre)
DN CGI: Fateful Miscalculations (ASL 10a Croix de Guerre)
Designer: Dan Dolan
Starter kit scenario?:    Deluxe scenario?:
 
Balance:
GermanFrench
33.333333333333%

Overview:

After the initial crossings of the Meuse, Panzer-Division 7 began to expand the bridgehead west of the river. Darkness approached, and Rommel ordered a company to begin scaling the cliffs and move through the woods surrounding the Chateau de Meez. This began the battle for control of the Chateau de Meez and the remaining farm buildings.
Attacker: German (Schützen-Regiment 6 and Panzer-Regiment 25, Panzer-Division 7)
Defender: French (2ème Bataillon, 66ème Régiment d'Infanterie, 18ème Division d'Infanterie)  
7.5 turns
    Players: 2     OBA: None     Night: No
Unit Counts:
Squads: A:15.0 D:9.0
AFVs: A:3
PzKpfw IIIF x 3

D:0
Guns: A:0
5cm leGrW 36
D:1
Canon AC de 25 SA-L mle 34
Canon de 37 mle 16 TR
Fusil Antichar Boys x 2

Victory Conditions:

Exit VP: Building Control VC: Area Control VC:
Unit Based VC: LOS Style VC: CVP Cap:
Misc Rules:
Map Board(s): DN
Overlays: NONE
Errata (source)
In SSR 2, change “E21” to “EE21”DftB#50
Players wanting to play this game/Request a match:

Scenario info

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Last Played:
DateReporterOpponentResultComments
2020-11-25(D) rene cote vs mrosberg French win
2020-07-30(D) patrick palma vs Jack Boyle German win
2020-04-25(D) Stephen dedier vs Holt, Jim French winIn our assessment of this scenario, we thought that it was one turn too long for the Germans. The French just had too much ground to cover.
I chose to put one HIP squad, LMG and leader under wire at the top of the cliffs defending the steep path. I had the other HIP squad split between the crew of the INF and a HS with an AT. I kept the INF and the HMG back defending the buildings while scattering a defense of the road. Only a HS and the AT gun were on the side of the road where the German reinforcements would enter.
Jim opted to go hard against scaling the cliffs near the steep path. He had MG's in the highest level of the buildings who spotted the wire. He use 2 tanks to create smoke for the climbers worried about HIP units. His other tank and a smaller force pushed up around the road.
My HIP guys on the cliff got exactly what I wanted, a 12 down 1 shot on a whole stack moving up. However, I rolled a 10 and wound up pinning one unit and breaking one. But the MG's plastered and eliminated the squad and leader with some good rolls and ROF. French had better luck by the road eliminated a squad and a leader on their climb.
Jim drove one tank around the roadblock and engaged my troops along the road while the reinforcements entered. Short battle and one tank was immobilized by the AT gun and eliminated by a rear ATR shot. I lost the crew and HS and began the fall back to the Alamo.
The climbers did well but several failed and one group with an MMG fell to their demise. The main advantage for the French was that this broke up the Germans and had them arriving across 3 turns at the top. I had little to defend against them other than dummies and I send the reinforcement cavalry to defend the path.
With 2 turns left the French were in a good position holding all the buildings and having KIA'd a squad with the HMG. Everyone fell back to the defense. The Germans had gotten a tank through the woods to be in the fight.
That turn was disaster for the French losing 2 close combats (1x 1-2 and 2x 1-1) with KIA and the German mortar breaking a unit in the stable. I did weaken the Germans by taking out the tank with the INF and at least claiming 1/2 squad in the CC. In the last turn the Germans mobbed my remaining 2 buildings . 1 with a Green 1/2 squad and the other with a 1st line squad and the 8 leader. They easily mobbed and killed the HS but the other CC could only muster 3-2 down 1 against my FS + leader. The last CC roll of the game was a 9 allowing the Melee to go on and giving the French the win.
We both made some mistakes along the way in this one but it was fun and much tighter than expected. Climbing definitely has it's challenges. Possibly starting more units at the same time or concentrating more on the road given the number of turns and relative ease of the tanks to drive around the roadblock with limited worry about bog.
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ActionDate
rangercote Added a playing2020-11-26 01:28:59
hoxson1 Added Errata2020-10-05 16:55:23
Yarlis Uploaded the Board image2020-09-01 15:52:40
ppalma Added a playing2020-07-31 00:15:33
sdedier Added a playing2020-05-10 10:40:50
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(!germ-french.png)Imagehoxson188
Board (VASLMap.png)Map ImageYarlis36
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Statistics:
Avg Rating: 6.67Votes: 3
Views: 0
To-Play list count: 0
Estimated Play time: 5.2 hours
Recorded Games: 3
Archive recorded plays:
German1
French2
Drawn:0

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