Panzer Grenadier Battles on May 6th:
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Edelweiss IV #20 - Sinking Skiers Road to Berlin #74 - Czech Mate
Storm Forward as Fast as Possible!
Author treadasaurusrex (Germany, Italy)
Method VASSAL
Victor Germany, Italy
Participants Daedalus
Play Date 2023-04-06
Language English
Scenario AAAD036

An Army At Dawn Scenario 36: Kasserine Pass: A Terrible Price

Storm Forward as Fast as Possible!

This was an extended 5-session play-through with the careful and crafty, Daedalus, leading a defending scratch task force consisting of elements of Combat Command B of the US 1st Armored Division. I played the attacking German Commander of a combined arms German & Italian battle group. We played with the smoke/illum, extended assault, tank riders, strategic movement and excess initiative optional rules. We ignored the FOW optional rule in this encounter. In addition, we experimentally used the following four house rules: 1) Road Movement for Mechanized & Foot Units All FOOT & MECHANIZED units may move on roads at the rate of 1/2 a Movement Point (MP) per road hex, just like MOTORIZED units 2) Standard Movement for Mechanized Units All mechanized units may move through clear hexes at a movement cost of only 1 movement point (MP) per hex, instead of 1 1/2. Add one to this cost if moving up or down slopes hexes. 3) Dug In Units are Automatically in Limiting Terrain in Desert Games Unless prohibited by special scenario rules, ALL units that are dug-in on hill, slope or wadi & gully hexes are considered to be in limiting terrain and are spotted if enemy units approach to within 3 hexes, or 4 hexes for reconnaissance units – – unless they are marked with a spotted marker, see 8.22. 4) Tank Leader Forward Observation Efficient tank leaders (full strength only) may spot for ALL artillery & air strikes in accordance with the normal spotting rules (8.0, page 19). Just as in the case of leader units spotting, this action does not require an activation. Nonefficient tank leaders may also attempt to spot for ON BOARD ARTILLERY ONLY by throwing a single die per attempt to spot a target. This action does require an activation. They spot the intended target on a die roll of 4-6.

The initial session (game turns 1-3) was basically dominated by the Italo-German movement-to-contact to the west in 2 columns across Map 78. Almost immediately, the Italian AC90/53 portee AT platoon was eliminated by accurate, long-range American AT fire. The northern column moved on board and to the northwest onto the southeast margin of Map 77 with a company of Semovente assault guns leading the way. The southern column came straight across the southern portion of Map 78 to the southernmost 20-meter hill, where they consolidated during game turns 2-3. This column and their accompanying German armor, exchanged long-range fire with the American tank destroyers and company of US tanks. This was a costly business for both sides, resulting in 8 steps lost for the attacking Italo-Germans and 10 for the defending Americans. Highlights of this slice of the attack, included the German Pz-IVH company eliminating 2 platoons of M-3 Tank Destroyers as well as a platoon of Lee tanks in a single game turn.

The second session (game turns 4-5) featured continued movement to contact in both the north & south wings of the advancing Italo-German force, as well as the migration in both directions by US units to counter these moves. Accurate American OBA and AT fire resulted in the elimination of both Italian towed AT gun platoons in the southern (left flank) pincer. In the North, stalwart American defenders were able to disorganize the Italian advance with both direct and opportunity fire. What little success the Axis force was able to achieve focused on the elimination of an American Sherman platoon in the south atop the major north-south ridge of Map 78 during game turn 5. To-date this scenario has been costly for both sides, with an updated total of 11 steps lost for the attacking Italo-Germans and 16 for the defending Americans. Unexpectedly, only a pair of combat 7-die rolls were thrown this session.

The third session (game turns 6-8) was a particularly grim one for the attacking Axis force who lost an additional 9 steps, to only 4 steps lost for the defending US side. Both sides had good luck in morale recovery die rolls and only a single combat 7-die roll was thrown by the Americans. The Ital-German advance in the north essentially collapsed with the loss of 2 platoons of Semovente assault guns thanks to heavy & accurate American AT fire, coupled with excellent, single-hex close range fire at the accompanying Italian infantry. In the South, Axis fortunes were slightly better as the first German armored unit exited the west edge of the battle field, and the Italian infantry attack on the north-south ridge came into decisive combat range. This in spite of an extended barrage of very poor Axis combat die rolls. By the end of this session, the victory point tally was nearly tied at 23 for the Italo-Germans and 20 for the American side.

The 4th session (game turns 9-11) was another grim one for the steadily-weakening, Axis force who lost an additional 6 steps, as well as for the defending Americans who lost 7 steps. The Italian attack in the north collapsed ignominiously and began to pull back, pursued by the remaining American units. In the south, the defending Americans began retreating north along the ridge spine, taking heavy casualties from multiple adjacent-hex fire fights and short-range AT fire. A few more Italo-German steps were able to exit the west edge of the board, bringing the total of steps exited to: an even 10. Total step losses were a very close, 27 for the defending Americans and 26 for the attacking Italo-Germans. By the of the session, the Victory point count was 38 for the Axis and 26 for the US side.

The final session (game turns 12-14) was another grim & bloody episode for both sides, but the Italians were able to exit 21 steps as time ran out. The remaining fiendish US AT gun platoon was eliminated on the final turn. By the end, the Victory point count was 50 for the Axis and 29 for the US side, resulting in an Axis major victory. A combined SEVEN combat 7-die rolls were thrown during this 3-turn session.

I give this one a 4, mostly because it was fun to play with the hard-charging & tenacious Daedalus. Our set of house rules that we tried, worked very well in this fast-paced situation. In truth, this scenario should have rated a 3, since this gamey encounter favors the slightly better-equipped attacking Italo-Germans. However, we found it suitable for both SOLO, and/or SHARED play. Beware though, playing the US side successfully is a significantly harder pull.

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