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De Zwarte Duivels ETO (id:#62843)
(Schwerpunkt #22 ID: SP253)   [next]   [previous]
Rotterdam, The Netherlands 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)
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)
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 Battle Pack)
GTF 5: Wrong Battle (Gembloux II)
GTF CG 1: Lost Sentinels (Gembloux II)
#5: Objective Princenhage (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)
DCRB 03: Forgotten Epic (Red Banner 2017 Q2)
SP 265: Defending Jandrain (Schwerpunkt #23)
RP 135: The Outpost Line (Rally Point #14)
RP 139: Mauled at Merdorp (Rally Point #14)
KVxx: Fight for the Fjords (Klementi Voroshilov Blog Scenarios)
DTF-2: Blitzkrieg! (Death to Fascism)
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)
DN04: Chateau de Meez (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)
GhD #2: Across The Meuse (Ghost Division 1: 7th Panzer Division France 1940)
Designer: Evan Sherry
Starter kit scenario?:    Deluxe scenario?:
 
Balance:
DutchGerman
55.172413793103%

Overview:

On the 12th of May, the commander of Dutch troops in Rotterdam, Colonel Scharoo, was ordered to clear the Germans from the north shore and to destroy the Nieuwe Maas River bridge. Scharoo in turn directed the commander of the Rotterdam Marine Garrison to complete the tasks. Two batteries of 105mm howitzers and two armored cars, along with six 81mm mortars were to support the attack.
Attacker: Dutch (Korpsmariners Bataljon, Rotterdam Garrison and cars 18 & 24, 2nd Armored Car Squadron (2e E. Paw.))
Defender: German (Zug 3 "Gruppe Kerfin", Kompanie 11, Fallschirmjaeger Regiment 1, Fleigerdivision 7 and Kompanie 11, Battalion Cholitz, Infanterie Regiment 16, Luftlande Division 22)  
4.5 turns
    Players: 2     OBA: None     Night: No
Unit Counts:
Squads: A:10.0 D:9.0
AFVs: A:2
Landsverk M38 AC x 2

AFVs: D:0
Guns: A:1
81mm Brandt Medium MTR
D:0

Victory Conditions:

Exit VP: Building Control VC: Area Control VC:
Unit Based VC: LOS Style VC: CVP Cap:
Misc Rules: Swimming is NA. D: 9-1 leader is Heroic but wounds like leader
Map Board(s): 20 23
Overlays: NONE
Errata (source)
Players wanting to play this game/Request a match:

Scenario info

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Last Played:
DateReporterOpponentBal.ResultComments
2020-06-08(D) X von Marwitz vs Chris Hofland Dutch winEarly war west-front action which pits German defenders vs. Dutch elite attackers. The Germans have to gain more VP basically by holding building(s) on the 'dutch' side of a canal while remaining Good Order and in LOS to it. They can attempt to reinforce their Kameraden on the 'dutch' side, but only across two bridges. As the Dutch have a 9-2 and a HMG and an Armored Car section, this is tricky business...

I had the Germans in this one. The plan - of course - was to hold the big building on the 'dutch' side, prevent the Dutch forces from closing in and to get some reinforcements across the canal. Tricky to begin with, but I was stopped cold by the Dutch 9-2+HMG going on a ROF tear in four subsequent phases, including three snakes, which left 'my side' of the canal in a shambles and destroyed my HMG per Random SW destruction.

Of course, this emboldened the Dutch to close in and all what I could do was to attempt to delay them in the process. In this, I had some success but my opponents numbers were overwhelming and he was ahead of me with regard to VP despite I had successfully sneaked one 467+ATR across the canal.

In German Turn 4, some of my Germans in the big building were already engaged in Melee but held on. A broken 548 needed to recover on a 7 and rolles Snakes. The subsequent HoB roll was a 12, so he surrendered to adjacent Dutch which had happily dropped Concealment and declared No Quarter. This was a severe blow!

However, my Germans on 'my side' had recoverd in a dead angle from the Dutch 9-2+HMG, and as there was nothing to lose but the game, they made an attempt for the bridge to get across. The first HS was fired on and had to pass a 1MC. It rolled Snakes and went Berserk! Perfect! The HS charged into its attackers and thus opened the way for the following Kameraden which only would have to navigate that 1 @ -2 Resdiual FP attack. Which none of them did as all of them broke. The ensuing CC went in German favor but basically, the game was lost.

In the last Dutch Halfturn, my opponent decided to up his chances in Melee by advancing many of his men in as a reinforcement. This actually presented me with a theoretical chance to win this game if - against the odds - he would fail in Melee while I succeded.

In the event, the final VP tally ended up 9 to 7 in favor for the Dutch. I had come closer to turn this one than I had thought after the catastrophic beginning. Losing a 548 surrendering himself after HoB only to be killed and 1.5 squads plus an 8-1 leader all succumbing to a 1 @ -2 RFP proved to much to make up for by my other heroic defenders. Dutch win.
2018-10-11(D) Jeff B vs Magnus Rimvall German winBoth sides seem like they have to balance both attacking and defending when the game opens. The Dutch have to try to push the Germans out of their comfy stone buildings, while at the same time setting up forces to interdict the bridges. The Germans have to cross the bridges with half their force, while the other half tries to hold off the Dutch assault. The Dutch have most of the toys, with an HMG, a heavy mortar, and two ACs. No surprise that the Dutch led off with some smoke from the mortar, which set off the German sniper, who in turn mortally wounded the 9-2. Having kept RoF it tried for some more, only to break. Not a great start for the Dutch. The key for the Dutch is an early grab of the western building, and they had a rough time doing so. One half squad made it into CC with the German heroic leader, but only managed to tie themselves up in melee. He was eliminated when the melee was reinforced by the Germans during their half of the turn, and another Dutch half squad who had advanced into the building was as well. This left the entirety of the Dutch and German forces in the west on each other's doorstep with the Dutch having first chance at shots. They blew it, but the Germans only managed to break one Dutch squad in return. Meanwhile in the duel of HMGs, the Dutch eliminated the German manning HS, but the supporting infantry on the eastern front all pinned during their moves. The ACs drove up for some much needed support in the west. The Dutch had another big setback on their next turn when 1.5 more squads were eliminated by no quarter. Their equipment behaved like it had been sitting in storage for years. The mortar was repaired, but the HMG and an AC MA broke. The HMG was subsequently repaired, but it's squad broke. The third turn was mostly a stalemate, with the Dutch still trying to gain traction in the west. When the German heroic leader rallied. bringing the broken squad with him back as well, the Dutch threw up the white flag. Very fast-playing scenario that should definitely see a lot of tourney play.
2018-05-04(D) Paolo Cariolato vs Luca Marcolungo German winUse a spotter for dutch MTR and consider using a leader to fire your MG 16+ hexes.
Nice little scenario.
2017-08-12(D) Paul Works vs Mark Fischer German win
2017-06-24(D) Simon Staniforth vs Dutch win
View all or balance report
ActionDate
hoxson1 Modified the overview2021-08-03 16:37:33
hoxson1 Modified the overlays2021-08-03 16:30:36
hoxson1 Modified the misc. rules2021-08-03 16:30:19
hoxson1 Updated the Victory Conditions2021-08-03 16:29:21
von Marwitz Added a playing2020-06-10 18:50:00
FileDescriptionUserViews
(dutch-germ.png)Imagehoxson1629
(germans rotterdam.png)Imagehoxson1664
(dutch m38 AC.png)Imagehoxson1375
(SP253 De Zwarte Duivels v6.5 Scenario Archive.jpg)Map Imagevon Marwitz349
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Statistics:
Avg Rating: 6.33Votes: 6
Views: 3301
To-Play list count: 0
Estimated Play time: 2.7 hours
Recorded Games: 6
Archive recorded plays:
Dutch3
German3
Drawn:0

ROAR Data: (as of November 2021)
De Zwarte Duivels
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[A] Dutch 13
[D] German 10
All Rights Reserved. (c)2022 Dave Ramsey.