Arras

21st May 1940

V1.1 - brought scenario up to current standards, map and air support changes

This scenario depicts the famous Anglo-French counter attack against the flank of the German 7 Panzer Division in May 1940. The official British account of the action can be found here. The action has been "Bath-tubbed" to make it feasible in 20mm with the toys we have. The CD/WPD OB's have been reduced by a Factor of three, so one tank model represents 15 tanks. A company of infantry represents a battalion. The ground scale on the map has been changed correspondingly.

Click on the following links for the Order of Battle for both sides and the Map

Some mad folk asked for an OB at full CD strength - its here. However the table needs to 8km x 16km, which makes 160"x320" if playing 20mm or 80"x160" if playing 1/300th!

 German Deployment

I & II Abt 6 Schützen Regt, II Abt 7 Schützen Regt and I Abt 3 SS Schützen Regt start on table. They are all deployed in column along the road. I Abt 6 Schützen Regt between points C & D; II Abt 6 Schützen Regt between points E & F; II Abt 7 Schützen Regt between points A & B and I Abt 3 SS Schützen Regt between points SSA & SSB

III SS-T Artillerie Regiment must be deployed within 6" of Brettencourt, Blairville or Fitcheuz.

II 78 Artillerie Regiment must be deployed in the deployment zone delineated by the pink dashed line

I Abt 7 Schützen Regt enters the table turn 2 in road column. Although it is assumed to have made a hasty advance it can only move a BMA on table. Each stand after the first loses 3" move distance

Before the orders phase of each turn (not turn 1) the Germans roll 1d6 for reinforcements. Any reinforcement rolled is brought on the table in the following movement phase. Although it is assumed to have made a hasty advance it can only move a BMA on table. With the exception of the Panzers, each stand after the first loses 3" move distance. The first reinforcement is accompanied by Rommel.

If a reinforcement is rolled twice there is no reinforcement that turn.

  1. German player's choice
  2. 23 FlaK Abt
  3. 42 Panzerjäger Abt
  4. 78 Artillerie Regt (note some of this unit starts on board)
  5. I Abt 25 Panzer Regiment (ignore if rolled or chosen before 18:00)
  6. Roll twice - max 2 rolls per turn - ignore this the second time its rolled

Excepting the panzers reinforcements arrive down road B. The panzers arrive Anywhere on the table edge between J to K

No reinforcement can enter table within an enemy that in LOS and 12" of the entry point. If entry is impossible, next turn the entry point can be moved 12". If its still impossible move the entry point 12" each turn until entry is possible

Allied Deployment

All British units are deployed in the indicated deployment zones

The 13e BCC & 1e RC are deployed in road column facing west from point G to K

11e RDP enters the table at point I turn 2 in road column. Although it is assumed to have made a hasty advance it can only move a BMA on table. Each stand after the first loses 3" move distance

Terrain

The scenario is designed for an 8'x5' table.

Red lines are major roads, the orange lines are minor roads, though in game terms there is no difference

Blue lines are streams. They are easily crossable by tracked vehicles and infantry (no penalty). Wheeled vehicles and manhandled guns require a BMA to cross. Personnel stands (but not towed guns) sheltering in the stream get -2 cover ns non H fire

Black dotted lines are railways, these are slightly raised above the surrounding terrain providing -2 cover for infantry and class I guns that are adjacent against all non H fire that crosses the railway line.

The tan dotted lines are ridge lines which break LOS unless the stand is within 3". The countryside is very gently rolling, no hull down positions are available

The grey squares are stone 4x4 or 2x2 BUA's. The 2x2 BUA's can only hold a single personnel stand or class I gun. They are stone so -3 cover. The simple town fighting rules are in effect

The big grey blob is Arras. It is out of play to both sides, except that the British can be forced back in to it, but must leave as soon as possible. British command stands may enter the town to rally units. The Germans may not approach within 6" and if within 12" it counts as enemy personnel within 12"

The green dotted lines are rows of trees which give -1 and breaks LOS. Stands adjacent are can see through and can be seen. The stream and tree lines are considered one obstacle so a stand adjacent to the stream is considered adjacent to the trees and visa versa. Any stand on a road is considered adjacent to the trees lining the road

The open areas are just that - open.

Special Rules

The game starts at 15:00 and ends at midnight, using HOUR turns (2 hours at night) that makes: 8 turns . The 2100 turn (turn 7) is dusk, the 10:00 turn (turn 8) is night time. Dusk visibility is 20", night is 4"

At the start of the game the move phase of the first turn is assumed to have taken place. All stands are assumed to have made a hasty advance. The game starts with the general fire phase.

Rommel gives any German company a +1 moral bonus if he is touching any stand in the company. If Rommel is killed or demoralised all stands belonging to the 7 Panzer drop one morale point

Air Support

The Germans roll d10 each turn except 7 & 8 for air support on a 7+ they get a Stuka and Bf-109E fighter

The British roll d10 each turn except 7 & 8 for air support on an 8 they get a Lysander light attack; on a 9 they get a Hurricane Fighter on a 10 a Blenheim bomber.

The Blenheim and Lysander can only be rolled once in the game. Ignore the second roll.

The Lysander is such a poor plane that it may not approach within 20" of the Bf-109. RAF planes are placed before the Luftwaffe (if playing my air rules variant)

Victory Conditions

Betencourt, Wailly and Achicours are objectives for the British

The Allies get a victory point for each if...

Wanquetin is the objective for the French

An extra point is gained if ...

The Allies win a decisive victory if they have 4vp and a minor victory if they have 2vp

The route BL and denying the Allies their victory conditions is the objective for the Germans

The Germans gain a minor victory by denying the allies any VP's

The Germans gain a decisive victory by denying the allies any VP's and clearing a route from B to L

Good morale means not shaken and not demoralised

All VPs are ascertained at the end of the last turn. Previous occupancy does not count

References

Blitzkrieg in the West Ten & Now, JP Pallud

Map on WW2 Day by Day

Post by David Lehmann on the Axis History Forum

Traces of WW2 (for British air support)

The War in France & Flanders 1939-40, Major LF Ellis