Stonne: Maggio 15 1940

Attack to the Southern Flank Scenario

by Enrico Tagliazucchi and Sergio Cuoghi



Macrogame - Variant of Panzer Leader 1940

After GUDERIAN broke through at SEDAN, he sent most of his forces westwards, went through ABBEVILLE road. In the meanwhile his 10th Panzer Division, supported by "GROSSDEUTSCHLAND" Regiment, advanced to south, with aim to cover his southern flank.

The French tried to stop him by striking at his flanks, and moved forward with their 3rd DCR and 6th GRDI (elements), thinking to cut off the GUDERIAN's armored wedge.

The first attempt was at STONNE, a small village placed on the left side of MEUSE river. It was a typical meeting battle. The French and German forces clashed near STONNE and the battle for the village lasted several days, during which' STONNE changed hands several times.

The attack shown here depicts the first clash on May 15th, 1940.

In the end, the Germans held the village and GUDERIAN's forces continued their advance to the British Channel.

AVAILABLE FORCES: See OOB

SET-UP

FRENCH: Sets-up first,
Group A (6th GRDI and "GALLINI" Group) sets-up anywhere on boards 2 and/or Cl.
Group B (3rd DIM) enters anywhere along the south edge of board D2, on turn 1.
Group C (3rd DCR) enters anywhere along the south edge of board Dl, on turn 1.

GERMAN: Sets-up second,
Group A (Grossdeutschland Regiment) sets up anywhere on boards 3 and/or A3.
Group B (10th Panzer Division) enters anywhere along the north edges of boards Al and/or A2, on turn 1.
Group C (2nd Motorized Infantry Division) enters anywhere along the north edges of boards Al and/or A2, on turn 1.
Group D (Stukas fighter-bombers) may be placed anywhere on the mapboard, and it is available starting from the friendly air phase belonging to turn 1, according. to PL's fighter-bomber rules and PL 1940' rules.

SPECIAL RULES/ADDITIONAL RULES

In playing this variant, you must have the Avalon Hill games : "Panzer Leader" and "Panzer Blitz". Besides you must have the "Panzer Leader 1940" variant, published on "General" Vol. 15/2. From PB and PL are needed respectively one and three series of maps, and from PL 1940 all concer ning rules and new units belonging to both sides For any other rule or game function non considered in this section of special rules, the PL rule book must be consulted.

1) MAPBOARD NOTES

All streams on the mapboard are unfordable for all vehicular units, and all PL rules concerning them, must be applied.

All road/stream junction hexes belonging to PB boards, must be considered as permanent bridges for all game purposes.

All ford hexes belonging to PB boards, must be considered as stream hexes for any game purposes.

To all other terrain features belonging to PB boards (slope, hilltop, swamp hexes etc.), must be applied all concerning PL rules.

BOARD 1 : All hexes belonging to ADSKI and USCHAS towns, must be considered as clear hexes for all game purposes. Exception 1-A9, l-C8 and 1-D9 must be considered road hexes for all game purposes. 1-C9 must be considered as woods hex for all game purposes.

BOARD Cl : All hexes belonging to ST. ATHAN and WILN towns, must be considered as clear/ road hexes for all game purposes.

BOARDS D1 and D2 : All hexes belonging to EINKEL and MERDEN towns, must be considered as clear/road hexes for all game purposes.

BOARD D2 : All hexes belonging to ARTAIN town must be considered as clear/road hexes, for all game purposes.

BOARDS Al, A2 and A3 : All hexes belonging to GRANCELLES towns, must be considered as clear hexes for all game purposes. Exception the following hexes : A-V6, A-X6, A-W6, A-W7 and A-Y6 must be also considered as road hexes for all game purposes. The following permanent bridges : A-V8, A-W8, and A-X9 must be considered destroyed and unu seable. So, they must be considered as stream hexes for all game' purposes.

Consider the bridge in D2-BB6 demolished and, therefore impassable. This hex must be consi dered as stream hex for all game purposes.

2) Unloaded Truck, Tractor and/or Wagon units attacked than odds of 4-1 or greater, must be considered automatically destroyed and must be removed from the mapboard.

3) All field artillery units (Howitzers and Infan try guns) of 105mm or larger and all antitanks or anti-aircrafts artillery units of 88mm or larger, may not be transported by trucks wagons and/or half tracks. Only "Tractor" units may transport and load/unload these artillery units. Tractor units may also transport all other "passenger" units in the game. Exception : 120mm Mortar. units and 150mm I.G. units may be also transported by Trucks, wagons and/or halftracks units.

4) During designation phase of indirect fire against a given target hex, are considered "spotting units" all friendly units to be able in trace an unobstructed LOS to the target hex or to be able in "see" that target hex. Exception : Truck, Wagon and/or Tractor units may never spot for any type of fire.

5) A "Wreck" neutral counter, placed in a hex which was destroyed an armored unit, may be removed by "Tank", "Assault Gun", "Tank Destroyer" and "SPA" units (see UFT), according to the following rules

a - The removing unit moves adjacent to hex containing the wreck counter.

b - During the following movement phase, the removing unit expends its whole movement allowance to enter the hex containing the wreck counter.

c - During the same movement phase, the wreck counter must be considered removed and took off from the mapboard.

GAME LENGTH

25 TURNS, French moves first.

VICTORY CONDITIONS

Victory conditions are dependent on control of the towns on boards D1, D2, 2 and C2. German player controls from 1 to 4 towns

FRENCH VICTORY
German player controls from 5 to 6 towns

DRAW
German player controls 7 or more towns

GERMAN VICTORY
N.B. Control one town means that all hexes belonging to a given town must be controlled by one side. Towns which have hexes controlled by one and other side, do not count for any victory condition purpose.
Map and Counters


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