Victory Results:
 0 %
Record a victory for BOTTOM ARMY  0 %

Counterattack at Arras 21 May 1940. The battle of Arras, though historically a German victory, is often credited to have caused the German High Command to become overly cautious in deploying their armored units too aggressively against the Allied units by then trapped along the Channel coast. Many say this enabled the “Miracle of Dunkirk”.
The Allied attack, though supposed to take place on a much larger scale (eventually only some 2000 infantry supported the attack as opposed to the intended 15,000 and much more substantial help from the French had been promised than what actually came to be), came close to becoming an even bigger success. The British swiftly brushed aside the German reconnaissance units in its path as well as the PAK 36’s which could do little damage against the heavily armored Matildas. The eventual deployment of German 88’s in an anti-tank role and the timely appearance of the Luftwaffe prevented an imminent Allied breakthrough which would have cut German supply lines. Despite this, for the reasons noted above, the counter-attack at Arras is generally seen as one of the few Allied successes during the campaign in the West.


  British German
Division 1

Elements of the 4th and 7th Royal tank regiments
2 x Matilda II
6 x Matilda I (use Shermans as proxies)

Overrun; NO concussive firepower!
Move: 4
Armor: 5
AI: 5-4
AV: 3-2

Reconnaissance units of 6th Schützen regiment
1 Squad Bases
- 2 Regular Infantry
- 1 Elite Infantry
- 1 Officer
- 1 Sdkfz 251
1x Recon

Elements of 42nd Panzerjäger battalion
3 Squad Bases
- 8 Regular Infantry
- 3 Elite Infantry
- 1 Officer
3 x PAK 36 (Use PAK 40 Proxy)
Equipment; Fragile
Armor: 2
AI: 5-3
AV: 5-4

Division 2


Elements of SS Totenkopf battalion
3 Squad Bases
- 5 Regular Infantry
- 4 Elite Infantry
- 1 Officer
- 1 Machine Gun Crew
2x Expert

Strategy Decks Command 1

Artillery 1
German Air Support 1

German strategy decks: German air support I and artillery I (See above; are not available until rounds 3 and 7 respectively; remove all cards from both decks without attack values; cards that read suppressive may also be used to carry out normal attacks).

Starting Strategy Cards - -
Operations Cards - - 012 Massive Confusion
Deployment Zone The British set-up forces enter the board with a move or move and fire action from the Southern edge of map 11B (compass direction 5). Div. 1 (6th Schützen): Any hexes on map 11B (British entry hexes are also legal)
Div. 1 (42nd Panzerjäger)
: Any hexes on map 3A.
Div. 2 (SS Totenkopf): Any hexes on map 2B
Starting Initiative   Initiative Token
Objective Victory is determined at the end of round 9 as outlined below. The British score VP’s by exiting units off the far end of the board (NE-E) from their perspective. An exited tank yields 2 points, a squad or light vehicle 1. Exiting a unit from the road hex marked with a VP marker yields 0.5 points extra.
Victory points scored by the British and corresponding battle outcomes:
0.0-3.0 = Major German victory
3.5-5.5 = German victory
6.0 = draw
6.5-8.0 = British victory
> 8.0 = Major British victory
Rounds 9
Actions per turn 3 3
Reinforcements Elements of 6th and 8th Durham Light Infantry battalions
Status Phase Round 1
5 Squad Bases
- 14 Regular Infantry
- 4 Elite Infantry
- 2 Officers
1 x Bren gun carrier
- German reinforcements enter play on 1 of the road hexes containing either a German or a neutral command point objective (i.e. each round in which reinforcements become available the Germans player chooses the entry point for those units. All units that become available on a certain round must be placed on the same hex!
Status Phase Round 1
Division 1:
Elements of 42nd Panzerjäger battalion
1 Squad Base
- 2 Regular Infantry
- 1 Elite Infantry
- 1 Officer
1 x PAK 36
1 x Opel Blitz
Status Phase Round 3
Division 2:
Elements of 7th Panzer Division
2 x Panzer III
- Cards may now be drawn from the Artillery I deck
Status Phase Round 6
Division 1:
Elements of 23rd FLAK Abteilung
2 Squad Bases
- 5 Regular Infantry
- 2 Elite Infantry
- 1 Officer
2 x FLAK 36
2 x Opel Blitz
Status Phase Round 7
- Cards may now be drawn from German Air Support I deck
Special Rules - • The Germans start in control of their friendly command point objectives (Note: not the neutral ones!)
• Towing: The German AT guns start towed by the Opel Blitzes.
They must be offloaded along with the accompanying squad (crew).
Once offloaded (simultaneously at the cost of two movement points to be paid for by the truck!), they are immediately fatigued along with the squad (no additional movement points for disembarking need to be paid). The trucks are henceforth immediately removed from the board.
Terrain Features Note: It costs 1 movement point to exit the board. Moving into a half hex (at the cost of 1MP) also counts as exiting the board.


Log in to comment