Panzer Grenadier Battles on April 27th:
Arctic Front Deluxe #40 - Children's Crusade Broken Axis #14 - Târgu Frumos: The Second Battle Scenario 3: Sledge Hammer of the Proletariat
Army Group South Ukraine #6 - Consternation Road to Berlin #73 - She-Wolves of the SS
Errors? Omissions? Report them!

La Campagne de Tunisie

La Campagne de Tunisie boxcover
AP Series Panzer Grenadier
Designers Leonard,
Rouleau,
Ward
Game Type Expansion
Format Book
Release Date 2016-03
Availability In Print
Scenarios 12
Counters 88
Counter Type Die-cut
Maps 0
Tour Veterans
La Campagne de Tunisie Tour of Duty Ribbon
Overall Rating, 80 votes
5
4
3
2
1
3.76
Expansion Rank: 22 of 114
Popularity: Ownership & Activity
Status Owned by 12% Played by 6% AAR'd by 5% Medaled by 2%
Rank 65th of 163 47th of 152 48th of 150 15th of 92
Expansion Game Requirements & Playability
12/12 La Campagne de Tunisie
12/12 An Army at Dawn
9/12 Conquest of Ethiopia
Display
Balance:



Overall balance chart for La Campagne de Tunisie
Total
Side 1 21
Draw 9
Side 2 45
box back

In October 1942 five American officers, including General Mark Clark, met with various French administrators and military commanders to determine their potential reaction to the landing of an Allied force in French North Africa. The French Army looked with some favor on the enterprise, as did the French air forces. The Navy, however, was opposed. General Clark reported that Operation Torch would not have extensive opposition from the French.

What followed between the Torch landings and the ultimate surrender of Axis forces in Tunisia was the death and rebirth of an army.

LA CAMPAGNE DE TUNISIE is a Panzer Grenadier supplement containing 12 scenarios depicting the French experience in North Africa from the Torch landings through the Tunisia campaign. All that a player needs to play all 12 scenarios is this booklet and the 88 pieces included, maps from CONQUEST OF ETHIOPIA and maps and pieces from AN ARMY AT DAWN.


Display Scenario List (12)


Display Order of Battle

Britain Order of Battle
Army
  • Motorized
  • Towed
France Order of Battle
Armée de Terre
Légion Étrangère
  • Foot
  • Motorized
Moroccan Ground Forces
  • Foot
Vichy l’ Armee de l’ Armistice
  • Foot
Germany Order of Battle
Heer
Luftwaffe
  • Towed
Italy Order of Battle
Regio Esercito
  • Mechanized
United States Order of Battle
Army

Display Relevant AFV Rules

AFV Rules Pertaining to this Game's Order of Battle
  • Vulnerable to results on the Assault Combat Chart (7.25, 7.63, ACC), and may be attacked by Anti-Tank fire (11.2, DFT). Anti-Tank fire only affects the individual unit fired upon (7.62, 11.0).
  • AFV's are activated by tank leaders (3.2, 3.3, 5.42, 6.8). They may also be activated as part of an initial activating stack, but if activated in this way would need a tank leader in order to carry out combat movement.
  • AFV's do not block Direct Fire (10.1).
  • Full-strength AFV's with "armor efficiency" may make two anti-tank (AT) fire attacks per turn (either in their action segment or during opportunity fire) if they have AT fire values of 0 or more (11.2).
  • Each unit with an AT fire value of 2 or more may fire at targets at a distance of between 100% and 150% of its printed AT range. It does so at half its AT fire value. (11.3)
  • Efficient and non-efficient AFV's may conduct two opportunity fires per turn if using direct fire (7.44, 7.64). Units with both Direct and AT Fire values may use either type of fire in the same turn as their opportunity fire, but not both (7.22, 13.0). Units which can take opportunity fire twice per turn do not have to target the same unit both times (13.0).
  • Demoralized AFV's are not required to flee from units that do not have AT fire values (14.3).
  • Place a Wreck marker when an AFV is eliminated in a bridge or town hex (16.3).
  • AFV's do not benefit from Entrenchments (16.42).
  • AFV's may Dig In (16.2).
  • Open-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables, but DO take step losses from X and #X results (7.25, 7.41, 7.61, BT, DFT). If a "2X" or "3X" result is rolled, at least one of the step losses must be taken by an open-top AFV if present.
  • Closed-top AFV's: Immune to M, M1 and M2 results on Direct and Bombardment Fire Tables. Do not take step losses from Direct or Bombardment Fire. If X or #X result on Fire Table, make M morale check instead (7.25, 7.41, 7.61, BT, DFT).
  • Closed-top AFV's: Provide the +1 modifier on the Assault Table when combined with infantry. (Modifier only applies to Germans in all scenarios; Soviet Guards in scenarios taking place after 1942; Polish, US and Commonwealth in scenarios taking place after 1943.) (ACC)
  • Tank: all are closed-top and provide the +1 Assault bonus, when applicable
  • Tank Destroyer: do not provide the +1 Assault bonus, even if closed-top (SB)
  • Anti-Aircraft Weapon Carrier: apply a -1 modifier to an air attack if within three hexes of the targeted hex (15.14).
  • Anti-Tank Gun Carrier: half-track with anti-tank gun, NOT a Tank Destroyer
  • APC – Armored Personnel Carrier: These are Combat Units, but stack like Transports. They can transport personnel units or towed units. They are not counted as combat units for the +1 stacking modifier on the Direct Fire and Bombardment Tables (4.4). They may be activated by regular leaders and tank leaders (1.2, 3.34, 4.3, 5.43). They do not provide the +1 Assault bonus (ACC).
  • Armored Cars: These are Combat Units. They are motorized instead of mechanized. All have their own armored car leaders, who can only activate armored cars (6.85). Do not provide the +1 Assault bonus (ACC).
  • Reconnaissance Vehicle: 8.23 Special Spotting Powers Both foot and vehicle mounted recce units (1.2) possess two special spotting abilities. The first ability is that they can spot enemy in limiting terrain at one hex further than the TEC specifies for other units and leaders. For example, an enemy unit in town can normally be spotted at three hexes or less, but a recce unit can spot them at four hexes.Their second ability is that they can place a Spotted marker on any one enemy unit they can spot per turn, just as if the enemy unit had "blown its cover" by firing. Such Spotted markers are removed as described earlier.
  • Reconnaissance Vehicle: 8.23 Special Spotting Powers Both foot and vehicle mounted recce units (1.2) possess two special spotting abilities. The first ability is that they can spot enemy in limiting terrain at one hex further than the TEC specifies for other units and leaders. For example, an enemy unit in town can normally be spotted at three hexes or less, but a recce unit can spot them at four hexes.Their second ability is that they can place a Spotted marker on any one enemy unit they can spot per turn, just as if the enemy unit had "blown its cover" by firing. Such Spotted markers are removed as described earlier.
  • Prime Movers: Transports which only transport towed units and/or leaders (May not carry personnel units). May or may not be armored (armored models are open-top). All are mechanized. (SB)
  • Unarmored Weapon Carriers: These are unarmored halftracks (Bufla and Sk7/2) or fully-tracked vehicles (Karl siege mortar) with mounted weapons. All are mechanized, except the BM-13 (Katyusha rocket launcher mounted on a truck). They are weapon units, not AFV's, so they are never efficient and cannot be activated by tank leaders. (SB)

Display Errata (12)

12 Errata Items
Scen 3

Ignore the river crossing numbers, the river may only be crossed at the bridge. They are superfluous anyway as there are no engineers in the scenario.

(plloyd1010 on 2016 Sep 11)
Scen 7

Scenario #7 calls for a German 37AT, but this counter is not provided in either Le Campagne de Tunisie or An Army at Dawn. It can be substituted with the American 37AT, which has the same values and is found in An Army at Dawn.

(Schoenwulf on 2016 Sep 03)
Scen 12

The time for Dawn in April is not shown in the Special Rules, but it should occur at 0630.

(Schoenwulf on 2016 Sep 24)
Overall balance chart for 869

All Bren carriers should have a movement value of 7.

(Shad on 2010 Dec 15)
Overall balance chart for 855

Two British infantry have their full strengths printed on the back. They should both be "2-3" when reduced.

(Shad on 2010 Dec 15)
Overall balance chart for 623

In 1940: Fall of France, the units show Direct Fire. All units are Indirect Fire.

(rerathbun on 2015 Jun 06)
Overall balance chart for 20

The reduced direct fire value of the Heer HMG became 5-5 starting with Fall of France.

(plloyd1010 on 2015 Jul 31)
Overall balance chart for 47

All SPW 251s have an armor value of 0.

(Shad on 2010 Dec 15)
Overall balance chart for 484

Liberation 1944's Tiger movement and armor ratings are backwards. They should be Armor 7 and Movement 5.

(petermc on 2014 Feb 14)
Overall balance chart for 54

The movement allowance on the counters in Airborne is misprinted. It should be "3."

(rerathbun on 2012 Jan 30)
Overall balance chart for 581

HoSU and RW counters were incorrectly printed as 4-7 AT value. Per HoSU scenario book these should all be 4-8

(triangular_cube on 2017 Oct 08)
Overall balance chart for 39

Reduce strength direct fire value be came 5-5 in Army at Dawn.

(plloyd1010 on 2015 Jul 31)

Display Nations (6)


Display Battle Types (5)


Display Conditions (12)

Errors? Omissions? Report them!
Page generated in 0.308 seconds.