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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Operation BREVITY: The Scots Guards
Afrika Korps #30
(Defender) Germany
(Defender) Italy
vs Australia (Attacker)
Britain (Attacker)
Formations Involved
Britain 1st Durham Light Infantry
Britain 22nd Guards Brigade
Britain 2nd Scots Guards
Britain 4th Royal Tank Regiment
Germany 15th Motorcycle Battalion
Italy 8º Reggimento Bersaglieri
Display
Balance:



Overall balance chart for AfKo030
Total
Side 1 1
Draw 5
Side 2 4
Overall Rating, 13 votes
5
4
3
2
1
3.38
Scenario Rank: 496 of 913
Parent Game Afrika Korps
Historicity Historical
Date 1941-05-15
Start Time 05:45
Turn Count 18
Visibility Day
Counters 117
Net Morale 1
Net Initiative 3
Maps 1: AK2
Layout Dimensions 88 x 58 cm
35 x 23 in
Play Bounty 116
AAR Bounty 159
Total Plays 10
Total AARs 3
Battle Types
Rural Assault
Conditions
Reinforcements
Terrain Mods
Scenario Requirements & Playability
Afrika Korps Base Game
Introduction

Badly disrupted by the German-Italian offensive, the Western Desert Force nonetheless quickly planned for a counter-attack to relieve the Tobruk garrison, an offensive they named "Operation Brevity." British generals hoped to clear the frontier and secure Halfaya Pass. One of the three elements advancing out of Egypt on the morning of the 15th was composed of the 13 Matildas of the 4th Royal Tank Regiment's C Squadron and the whole of the 2nd Scots Guards Motor Battalion. At daylight they suddenly appeared at the perimeter of the 8th Bersaglieri Regiment's position at the upper end of the pass.

Conclusion

The attack caught the garrison as they turned out for breakfast. The Germans fled their positions, but the Bersaglieri held their ground. The Italian anti-tank gunners fought especially hard, but after some heavy fighting and the loss of 7 Matildas, the Guards overran the Italians. For once showing appreciation to his allies, Rommel recommended that the Bersaglieri commander, Col. Montemurro, receive the Iron Cross First Class. "The German soldier astonished the world," he wrote, "but the Bersaglieri astonished the German soldier."


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: all are closed-top and provide the +1 Assault bonus, when applicable
  • 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.

Display Order of Battle

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

Display Errata (3)

3 Errata Items
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 871

Ignore the direct fire values.

(Shad on 2010 Dec 15)

Display AARs (3)

In Time For Tea
Author Retiredgrunt17 (Australia, Britain)
Method Face to Face
Victor Australia, Britain
Participants unknown
Play Date 2018-02-10
Language English
Scenario AfKo030

A great face to face game. The British Desert Army had to push hard to try and win in 18 turns. They managed to wedge between the Germans and Italians quickly. The Germans in turn tried to attack the British left flank, but the British had back their AT guns. The German armored cars and Pzr IIs were caught in a crossfire between the forward British tanks and AT guns and destroyed. The Italians had no answer for the combined infantry/Matilda attack on their main position. Assaults and surrenders doomed the Italians. British win.

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Afrika Korps, scenario 30: Operation Brevity – The Scots Guards
Author JayTownsend
Method Solo
Victor Draw
Play Date 2012-09-23
Language English
Scenario AfKo030

Back to the Desert! Just a quick AAR on this one, The Italians with some help of a small German Battalion on mixed units must defend hex 1810 area. The British attack with their first combat group right away and more British & Australian reinforcements arriving on turn 9 of an 18 turn game. Either side can also win by enemy steps eliminated but the British can also win by area control. The surrender rule is in effect.

The Italians are all dug-in around hex 1810 and those Matilda start to look like they will just surrender the Italian to victory when the Germans reinforce the Italian positions to make a much better fight of it and cancel out the surrender rule. The MK Vlb is too weak of a light tank to get close and is quickly lost to a lowly PZ II & a 47mm AT gun. After that it’s a slugfest, assaults start to happen and even the strong Matilda’s are easily lost in this type of combat. The British get the reinforcements on turn 9 but in the end, this helped the Allied player attacked more areas, both sides had already achieved their step loss victory conditions. The Axis needed to knock out 7 enemy steps and had taken out 12 Allied steps, where the Allies needed to take out 20 or more Axis steps or control the 1810 hexes and three hexes surrounding it, they took out 25 enemy steps but did not control the 1810 areas. Both sides win, resulting in a draw.

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Secure Halfaya Pass, Lads!
Author treadasaurusrex (Australia, Britain)
Method VASSAL
Victor Australia, Britain
Participants bugmaster@aol.com
Play Date 2022-07-30
Language English
Scenario AfKo030

This was a 3-session play-through with the resolute and intrepid, bugmaster, as the Axis Commander, with a forward-deployed, battalion-plus, combined Italo-German force. At the beginning, the Italian element was setup dug-in adjoining the north-south wadi on the east margin of Map 2 in the vicinity of the crucial Hex 1810.

In the initial session (game turns 1-2) my determined opponent relied on a defense in-depth for the Italian force that was immediately confronted by the lead elements of the Scots Guards coming into view as the sun rose on 15 May 1941. Opportunity fires began exacting a toll on the advancing British columns who became engaged in adjacent, front-line hexes. The British armor and a mechanized company veered left and away from the Italian AT gun line. German motorcycle infantry began reinforcing their Italian allies’ front line during the first turn. A company of German armored cars and a platoon of Pz-II tanks arrived on the Italian right flank in order to setup crossfire AT shots at the same time. In the second turn, the squadron of Matilda II tanks commenced long-range AT fire at the armored cars resulting in both units being reduced to half-strength. Axis AT crossfires were initially in vain and the Italian gun line came under suppressive fire from the pair of British mortar platoons. Step loses for both sides were even at 2 apiece by the end of the 2nd turn.

The 2nd session (game turns 3-4) included the loss of the remaining German armored cars to AT fire from the advancing I-tanks of C Squadron of the 4th Royal Tank Regiment, as well as a moderately successful British left flank deployment. In addition a forced surrender of 2 platoons of Italian infantry by an adjacent Matilda II unit happened in turn 3. This was coupled by some excellent shooting by the dug-in Italian infantry and mortars. Much of this session consisted of both sides conducting morale recovery attempts – with the Italians having considerable success. The sole remaining German armor – a half-strength Pz-II platoon – was able to escape to the rear, to provide protection for the centralized Italian motor pool in the north. Step losses for both sides now stood at: 9 for the Axis, and 4 for the advancing British side by the end of the game turn 4.

The 3rd session (game turns 5-7) began with a series of left flank combined arms close assaults by the British that was focused on the well-positioned and dug-in Italian HMG units in Hex 1610. This position collapsed on the following turn, but not before the Italians had managed to silence the Tommie’s mortars for what turned out to be the rest of the game, and inflicted significant casualties on their attackers. Heavy Italian opportunity fires proved deadly as the Brits moved into assault positions on both sides of the Axis defensive line. A successful close assault on the opposite edge of the Italian line (Hex 2011) unhinged the Axis left flank and supporting, close-range DF from the central British force proved decisive in silencing the remaining Italian AT guns. In the north, the remaining step of Axis armor was eliminated on turn 6 along with 3 platoons of trucks. At the beginning of turn 7, the Axis Commander conceded the game, as it was apparent that further fighting would inevitably result in an overwhelming British victory in this seriously unbalanced scenario. Final steps lost were; 25 for the Axis and 9 for the British side.

Suggestions for a better scenario play-through:

1) As written, the scenario is too long and should probably be reduced from 18 to 13-14 game turns.

2) The British force mix is historically accurate, but far too strong for game balance. The victory conditions should require that the British not only clear the area with 3 hexes of Hex 1810, but also clear all 23 hexes on the north-south road at the edge of the wadi – while not losing more than 10 steps in the process.

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