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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Tanks Again!
Afrika Korps #22
(Attacker) Germany
(Attacker) Italy
vs Australia (Defender)
Formations Involved
Australia 2/17th Infantry Battalion
Germany 5th Light Panzer Division
Italy 32º Reggimento Corazzato
Display
Balance:



Overall balance chart for AfKo022
Total
Side 1 2
Draw 7
Side 2 1
Overall Rating, 10 votes
5
4
3
2
1
3.4
Scenario Rank: 466 of 913
Parent Game Afrika Korps
Historicity Historical
Date 1941-04-12
Start Time 09:30
Turn Count 28
Visibility Day
Counters 35
Net Morale 0
Net Initiative 0
Maps 1: AK1
Layout Dimensions 88 x 58 cm
35 x 23 in
Play Bounty 98
AAR Bounty 153
Total Plays 10
Total AARs 4
Battle Types
Rural Assault
Conditions
Anti-tank Ditches
Entrenchments
Off-board Artillery
Randomly-drawn Aircraft
Reinforcements
Scenario Requirements & Playability
Afrika Korps Base Game
Introduction

Despite repeated failures, Rommel and his generals continued to probe Tobruk's defenses. After repulsing the German attack on the 11th, the Australians in Posts R33 and R35 were disturbed again on the 12th by German and Italian tanks looking for gaps in the AT ditch.

Conclusion

Effective artillery support and an energetic defense by the infantry prevented the German infantry from closing on the Australian positions. The RAF attacked the concentration of infantry and the Germans were again frustrated in their attempts to gain an easy entrance into the defensive positions.


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).
  • 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

Display Order of Battle

Australia Order of Battle
Army
  • Towed
Germany Order of Battle
Heer
  • Mechanized
Italy Order of Battle
Regio Esercito
  • Mechanized

Display Errata (6)

6 Errata Items
Scen 22

Allied OBA should be "5 x 13". Scenario special rule applies to all 5 units of OBA.

(campsawyer on 2010 Apr 29)
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 486

The Pz IVe appearing in the original Panzer Grenadier game had an Anti tank value of 4-7. As of Afrika Korps (2002), continuing onward through the 3rd and 4th edition games, the anti tank value has been 4-4.

(plloyd1010 on 2016 Jul 25)
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 101

The L3/35 with ID# 1505 has the incorrect movement factor printed on it. The movement factor should be 7, not 8.

(plloyd1010 on 2014 Nov 24)
Overall balance chart for 104

Four counters (ID#s: 1502 to 1506) have the incorrect NATO symbol (infantry in lieu of armor).

(Shad on 2010 Dec 15)

Display AARs (4)

Again, and Again a Draw
Author Retiredgrunt17
Method Solo
Victor Draw
Play Date 2018-02-02
Language English
Scenario AfKo022

The Australians went with the same set up as the prior scenario, entrenched behind the AT ditch. This worked well the first couple of turns, but went south as the German infantry crossed the AT ditch and assaulted two entrenchments. One entrenchment to the rear was unoccupied as the Aussies wanted a frontline defense. It crumbled, and the Germans took three entrenchments. But, the Aussie arty was on point again. The Germans lost four steps of infantry and one step of armor to the Aussie AT guns. Hard fought draw again.

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You're Welcome!
Author deleted
Method Solo
Victor Germany, Italy
Play Date 2012-04-16
Language English
Scenario AfKo022

You’re Welcome!

When the dust settled, the ditches mattered little.

As the morning opened, the Allies (Austalians) entrenched themselves no more than 2 units high and waited. All units got comfortable-until they saw the armor coming from the south. For 1 painful hour the tanks pounded the nearest entrenchment, petrifiying the leader and killing some HMG troops. The lone 2 pounder from a nearby entrenchment did not help that leader’s courage even after he joined them by fleeing. Sometimes the rolls go your way, but this time, all the rolls went to the German side. When the reinforcements showed up, the Allied offboard arty and the RAF joined in, but with very little effect. The Germans split their ranks with the HMG troops not wasting time by moving, instead just pounding the one stack they could reach, while the rest of the line plowed forward. Within an hour they had gone through the ditches and began assaulting the Aussies, who just could not roll to save their rear ends. The arty constistently either missed, or did morale damage only, with no losses and most troops recovering quickly. The Germans, meanwhile, rolled snake eyes not once but twice here and just mowed the defenses. I chose to finish the engagement, and the German troops eventually did fill in a ditch and moved the tanks through one by one while the troops finished their assaults.

As a newbie, I think all scenarios are fun, and this one is fine as well. It is again a really small scenario with a really big map, but it is a good exercise in close assault. I chose to run like heck to get in range and then exchange fire until one side started to bend, at which time I would change my strategy. Since the Germans never took much damage, I just kept firing. In addition, the off board arty and air cover is critical and in this case, missed almost every time. I did combine the arty (3 max and then the 2 left over), but if you keep rolling 7’s and 8’s, it matters little.

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2 pounder pain
Author garbare83686
Method Solo
Victor Draw
Play Date 2015-07-12
Language English
Scenario AfKo022

The German and Italian armor arrives before the infantry does, unfortunately for them the 2 pounder proved lethal on its first few shots taking out both steps of the Italian L3/35 light tanks. The armor was in a bad way as they were in range of the AT gun, but struggled to be effective firing a the entrenched Aussies. The AT gun claimed a half step of the PZII a short time later. The Aussies already had at least a draw prior to the German infantry could join the fight. The Germans brought some good leaders and made good use of chain activations allowing almost all of them to push towards the Aussie left flank together. For their part the Aussies hit them with OBA and MGs, but lost one section of OBA on the first shot (boxcars!) The Germans closed on the AT ditches while fighting to stay non-disrupted.

Once they moved into the ditches they found one unfinished. This allowed the M13/40 to join the assault into an entrenched hex, but the Aussies fought back hard keeping the German/Italian combo disrupted and preventing other armor from moving though the break, unfortunately the Aussie artillery rained down a solid friendly fire hit (Foster Lager?) disrupting the troops which eventually lead to their deaths. With that entrenchment the Germans made a dash to an unattended one (Hex #1601, Aussies had gambled to maximize forward firepower). At this point the AT gun was destroyed during an assault that also reduced the accompanying infantry (HMGs, ENG and leader proved potent). At this point (about 5 hours into the battle) the German/Italians controlled three entrenchments, but had lost 9 steps. The Aussies where not going to retake the entrenchments, but Germans were not likely to take any more in the remaining turns. The German Major consolidated his position to secure the breach, leaving the battle as a draw.

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Find a Gap and Drive Into Tobruk
Author treadasaurusrex (Germany, Italy)
Method VASSAL
Victor Draw
Participants Chaco
Play Date 2022-10-08
Language English
Scenario AfKo022

This was a 3-session play through with a seasoned Australian player and my favorite West Texan leading the Allied side. I had the German and Italian side that began this scenario with no infantry support. We played with the smoke, excess initiative rules and without the FOW optional rule. In action, the Axis armor showed up first before the infantry, and unfortunately for them the Aussie's 2-pounder proved itself very lethal, as it eliminated the Italian tankette unit almost immediately. A lucky pair of shots from the Italian medium tanks and the Pz-IVE ended the 2-pounder's reign of terror during turn 5. At the same time the Australians already had at least a draw before the German infantry showed up. The Germans rapidly closed on the AT ditches, and with some decent leaders were mostly able to remain undisrupted through turn 8. Fierce close assault fight followed as the entrenchments came under fire one-by-one. Aussie OBA was mostly accurate and timely in this play-though and the Axis side slowly lost strength to frequent disruptions & demoralizations as the game went on. By turn 21, the Germans were in control of 3 entrenchments, but they had lost 8 steps, yielding a hard-fought draw.

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