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
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Faid Pass
An Army at Dawn #17
(Attacker) Germany
(Attacker) Italy
vs France (Defender)
Formations Involved
France 2e Régiment de Tirailleurs Algériens
Germany 5th Light Panzer Division
Display
Balance:



Overall balance chart for AAAD017
Total
Side 1 9
Draw 0
Side 2 0
Overall Rating, 10 votes
5
4
3
2
1
3.5
Scenario Rank: 416 of 913
Parent Game An Army at Dawn
Historicity Historical
Date 1943-01-30
Start Time 04:00
Turn Count 24
Visibility Day & Night
Counters 72
Net Morale 1
Net Initiative 2
Maps 3: 76, 78, 79
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 147
AAR Bounty 153
Total Plays 9
Total AARs 4
Battle Types
Exit the Battle Area
Hill Control
Urban Assault
Conditions
Minefields
Off-board Artillery
Randomly-drawn Aircraft
Smoke
Illumination
Scenario Requirements & Playability
An Army at Dawn Base Game
Introduction

The raid on Sened Station revealed to the Germans the vulnerabilities of their position in the south. If the Americans exploited this weakness, the forces fighting in Tunisia would be cut off from Rommel’s forces holding the Mareth Position. This unacceptable possibility led to an immediate move to rectify the situation.

Conclusion

The Allies already planned to reinforce the French units holding the pass but proved lackadaisical in carrying out their intention. When the attack began at 0400 the French commander quickly went to the commander of Combat Command A and asked for support. Due to an archaic command system it was 0900 before Combat Command A received orders to do something. The unclear orders caused consternation and only a small recon element went forward, but they confirmed the German attack in regimental strength. As a new morning dawned a counterattack finally launched. Despite all the bureaucratic bumbling, the French still held the pass at day's end.


Display Relevant AFV Rules

AFV Rules Pertaining to this Scenario'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 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).
  • 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).

Display Order of Battle

France Order of Battle
Armée de Terre
Germany Order of Battle
Heer
  • Mechanized
  • Motorized
  • Towed
Italy Order of Battle
Regio Esercito
  • Mechanized

Display Errata (4)

4 Errata Items
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 63

The morale and combat modifiers of German Sergeant #1614 should be "0", not "8".

(Shad on 2010 Dec 15)
Overall balance chart for 47

All SPW 251s have an armor value of 0.

(Shad on 2010 Dec 15)

Display AARs (4)

Secure Faid and Surrounding 60-meter Hilltops!
Author treadasaurusrex (Germany, Italy)
Method VASSAL
Victor Germany, Italy
Participants goosebrown (AAR)
Play Date 2023-12-10
Language English
Scenario AAAD017

This was an long-extended, _-session play-through with the resourceful & determined, goosebrown leading defending elements of Vichy French 2nd Algerian Tirailleur Regiment. I played the combined arms, Axis Kampfgruppe Pfeiffer of the German 21st Panzer Division with some attached Italian assault guns. After reading other player’s AARs, we agreed to substitute Moroccan units for the French to make the game a more balanced. Both sides drew decent sets of leaders. We played with the FOW, consolidation, smoke/illum, extended assault and excess initiative optional rules. In addition, we utilized 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) Standardized 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 slope 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, and finally 4) Enhanced Anti-Tank (AT) Gunnery & Hidden Emplacement Unless prohibited by special scenario rules, ALL dedicated, dug-in, entrenched, or town-occupying, towed AT gun units including Self-Propelled AT guns, may fire in opportunity fire (OPFIRE) TWICE just like tanks in the standard rule set. For example: dug-in, German PaK 36 (37mm); PaK 38 (50mm); or British 6-pdr towed AT gun platoons would therefore be able to fire TWO times per unit in OPFIRE situations. In addition, towed, or self-propelled, AT guns are HIDDEN (see Optional Rules for Hidden Units; Plotting Position; Revealing; and No Hidden Units Specified on Page 37), if allowed to dig-in, or are entrenched, or town-occupying.

The initial session (game turns 1-4) consisted of a night time, relatively rapid, movement-to-contact by the Axis force in 3 major prongs. The starting visibility level was only 2 hexes. The right flank force approached from the north edge of Map 79 to seize the 40-meter hill and immediately begin infiltrating west onto the east margins of the large 60-meter hill mass on Map 76. The second, or central approach was straight west up the road taking advantage of this high speed avenue of approach in the pre-dawn darkness. The third prong featured a lengthy, left flank, combined arms approach using the long east-west ridge and associated hill masses in the southern half of Maps 78 & 79. The first French air strike hit the central column beginning on game turn 3, which caused the advancing formations to spread out along the road’s right-of-way. The French garrison in Faid was spotted by the advancing Germans infantry the following turn, which triggered the first successful Axis air strike before the accursed FOW, ended the session.

Our second session (game turns 5-7) continued in the same key as the first, with the night time German advance continuing with scouting probes by a pair of SPW platoons in the margins around Faid. These probes were covered by suppressive fires at the 4 Vichy French infantry platoons that made up the garrison of Faid. This process revealed five French minefields in the town margins facing the oncoming Axis horde. As it happens, the French lost 2 steps of infantry to air strike and adjacent-hex direct fire as the Axis drew first blood, and the town was now surrounded.

The pre-dawn, third session (game turns 8-9) was mostly about the Axis force taking control of a second hex in Faid (Hex 79-0511) by a combined arms, close assault, as well as contesting the remaining French garrison in the last town hex. Close range firefights spread out on the 60-meter hill mass in the northern portion of Map 76 with the first Axis losses to effective opportunity fire, including a brisk defense mounted by a hilltop, APX-47 AT gun platoon. The updated step loss tally was now 2 for the Axis, and 9 for the French. Two more minefields – one was a decoy – on that same hill mass were discovered by probing Axis infantry. Now, the victory point score was: 2 for the Vichy French and 9 for the encroaching Axis side.

Our much-delayed, fourth session (game turns 10 to the first part of 12) consisted of a continuation if the broad-front Axis advance as Faid finally fell to the Axis force, and the fighting on the 60-meter hill mass became more-focused & intense. Two completely ineffective Axis air strikes were balanced by two that did inflict harm on the French defenders. The French benefited from some excellent morale recovery rolls, as the disarrayed German infantry units began surrounding the five 60-meter hilltop hexes. A single one of these hexes was taken by a German infantry platoon, who then promptly became demoralized in an adjacent-hex firefight. A combined total of only FOUR combat 7-die rolls were thrown this session. We were not able to complete game turn 12, but the step loss tally was now 13 for the French side, and 2 for the surging German side, as the pre-dawn visibility slowly improved.

The 5th session (game turns, final portion of 12-14) was a virtual repeat of the previous session, but with the Axis force closing to decisive engagement range on both the 60-meter (north) and the 40-meter (south) hill masses to the west of Faid. Only a single French step was lost as the sun rose, and visibility improved allowing both sides’ artillery to better observe their targets.

Our action-packed, sixth and final session (game turns 15-16) was a very grim one for the Vichy French defenders who lost an additional 4 steps and a second leader in close-range firefights and close assaults on both hills. At the beginning of game turn 16, my gracious opponent conceded this unbalanced scenario. There were 5 FOW-shortened turns of the 16 we played, and our result differed significantly from the historical outcome.

Good grief, we started playing this scenario online in September and finished it the first week of December! This battle was action-packed & fun-to-play with a challenging opponent, but was quite extremely gamey and overlong. It clearly favors the attacking Axis force. The experimental set of rules we used, did enhance ease of play, and better illuminated the historic actions that characterized this encounter. I give this one a generous 4, but recommend it for SOLO play only. Skip this one in SHARED play.

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French overrun at Faid Pass!
Author Schoenwulf
Method Solo
Victor Germany, Italy
Play Date 2017-10-26
Language English
Scenario AAAD017

In the predawn hours of January 30, 1943, units from the 2nd Algerian Tirailleur Regiment were dug in on the 40 and 60-meter hills west of Faid. A combined bombardment unit comprised of 75mm guns and a mortar unit was on the 40-meter hill, Djebel Ksaira. Other ground units were in the rocky ground east of the 60-meter hill, Djebel Lessouda, and in Faid. German units from the Kampfgruppe Pfieffer, 21st Panzer Division moved in from the north and east under cover of darkness. They exchanged fire with French pickets on the north flank at 0415 hours. By 0500, the pickets were overcome and the Germans hit the minefields at the base of Djebel Lessouda. An hour later, a large German force in the south center survived the minefields around Faid and assaulted the French units there, which were overcome as dawn broke. The Germans moved west from the town and suppressed the combined bombardment group on Djebel Ksaira, which opened the road around the minefield. With Faid garrisoned and the road opened, the Germans continued up the slope on Djebel Lessouda in an attempt to eliminate the final French resistance. By 0900, the Germans controlled the entire field and eliminated the remaining French infantry shortly thereafter, resulting in a major German victory. The Germans have three objectives in this scenario: to control the town (Faid), the 60-meter hilltop, and to exit at least 15 steps. They have a large, mobile force with OBA and a good chance for air power on every turn; however, the OBA is essentially unusable without risk for the first 10-11 turns in the dark. The French may select air support on any six consecutive turns, which is this playthrough were turns 12-17. With many leaders for guidance, the Germans can move westward fairly quickly with no risk of return fire during the night turns. The French have multiple options for defense of the objectives, with options to either try to defend all for a major victory, or cede one or two to the Germans and accept either a French or German minor victory. The former option was tried in this playthrough with little success, and it seems that the French have to settle for a minor victory at best in this scenario due to the overwhelming German OOB and the cover of night allowing a clear advance for almost half the game. The Germans took Faid early for one objective, and exited 17 steps while they eliminated the French from the high hill. This was completed in 22 of the 24 turns, with total French elimination (28 steps) compared to a German loss of only 4 steps.

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An Army At Dawn, scenario #17: Faid Pass
Author JayTownsend
Method Solo
Victor Germany, Italy
Play Date 2023-11-19
Language English
Scenario AAAD017

An Army At Dawn, scenario #17: Faid Pass

On paper this scenario looks interesting with the French defending the town of Faid, the 60-meter hills behind and the exit west from the Axis advance, which include two groups of German Infantry and heavy weapons, with one group including two units of the deadly Italian Semovente Assault guns.

The French have very few anti-tank guns and not enough Infantry to cover all the Axis victory conditions but have ten minefields to help. The problem is, above half the scenario is in the dark of night and the Axis can roll right up to the minefields and have two engineer units to boot.

One group of Axis take out Faid and another the 60-meter hills, once this happens both group finish off the few remaining French units in the hills and exit the required amount for a third victory objective. Both sides get air-support in the daylight hours but by then the battle is pretty much decided. I think the Axis only lost three steps and a forth one late to a French air attack. The French lost a ton of steps when it was all said and done, a Major Axis Victory. Put those two Italian assault gun units together with the German SK 10/4 unit and you have a nice Death Star. Not sure how the French can win but worth the try.

2 Comments
2023-11-20 16:00

A succinct & accurate AAR.

I am playing this one now, online in shared mode, with a worthy & clever opponent leading the French side.

It is certainly an unbalanced scenario that favors the Axis side. IMHO it's a good conflict simulation of the actual battle. However, in the absence of fabulous French die rolling luck, accompanied by simultaneous, miserable Axis luck - it's a very hard pull for the French to come away with a win.

2023-11-20 17:57

Yep, I agree, this scenario is better played solitaire.

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Tough Scenario for the French
Author goosebrown (France)
Method VASSAL
Victor Germany, Italy
Participants treadasaurusrex (AAR)
Play Date 2023-12-10
Language English
Scenario AAAD017

What can I say. It was pretty miserable as French here. I think I only drew one commander with a morale modifier. Guess I should be happy they didn't have negative moral "bouses"

I put French forces on the 40m hills and in the town with mines covering access routes.

The Germans went slow and the French held them up better than perhaps I had thought they were, but this was just a big mismatch. However as always it was fun to play with Treadasaurus R.

Fun to see French air power not lying in ruins on a runway somewhere.

If you need the ribbon worth a play otherwise skip it

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