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 Rifle Brigade
Afrika Korps #31
(Defender) Italy vs Australia (Defender)
Britain (Attacker)
Formations Involved
Britain 2nd Rifle Brigade
Britain 8th Field Regiment Royal Artillery
Italy 8º Reggimento Bersaglieri
Display
Balance:



Overall balance chart for AfKo031
Total
Side 1 1
Draw 2
Side 2 6
Overall Rating, 9 votes
5
4
3
2
1
3.22
Scenario Rank: 589 of 913
Parent Game Afrika Korps
Historicity Historical
Date 1941-05-15
Start Time 05:45
Turn Count 22
Visibility Day
Counters 38
Net Morale 1
Net Initiative 3
Maps 1: AK3
Layout Dimensions 88 x 58 cm
35 x 23 in
Play Bounty 98
AAR Bounty 165
Total Plays 9
Total AARs 2
Battle Types
Rural Assault
Conditions
Entrenchments
Terrain Mods
Scenario Requirements & Playability
Afrika Korps Base Game
Introduction

To secure the lower end of Halfaya Pass, a force made up of S Company, 2nd Battalion, The Rifle Brigade set out to attack the Italian-held coast shelf with significant artillery support. The Riflemen were to cut the coast road and block any advance by Axis reinforcements.

Conclusion

The attack cleared the bottom of the pass and the advance continued. This relatively weak infantry force accomplished the most of the attack groups, and unlike the others managed to hold onto its gains.


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.
  • 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

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

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 (2)

Operation BREVITY : The Rifle Brigade - Afrika Korps Scenario 31
Author vince hughes (Italy)
Method Face to Face
Victor Australia, Britain
Participants unknown
Play Date 2009-11-20
Language English
Scenario AfKo031

I think this is a nicely balanced scenario, and I finally discovered that there is an 'optimum' defensive set-up for this scenario, but only after the event when it was too late. I won't give it away here as this is a fairly neat, fun and thinking scenario if 2 players do not want too many counters to mess around with.

Here's a short report on how it went :

‘Operation-BREVITY : The Rifle Brigade’

Afrika Korps Scenario No.31

Halfaya Pass 15th May 1941

Scenario played : 20th November 2009

To secure the lower end of Halfaya Pass a force made up of S Company, 2nd Battalion, The Rifle Brigade set out to attack the Italian held coast shelf with significant artillery support. The riflemen were to cut the coast road and block any advance by Axis reinforcements.

The advance got underway around 0545 hours and was little hindered by any enemy action. As the infantry force pushed ahead to their objective, 4 x batteries of 25pdr guns unlimbered in positions to support the riflemen. When the attackers came within sight of their Italian enemy, they soon found themselves under sporadic mortar fire, which, in the main was ineffective.By 0645 hrs, the enemy mortars had been silenced by the British guns.

Over the next hour, as the Riflemen engaged their Italian counterparts in a 500m range small arms battle, the 25pdrs gave ample support, and once zeroed, were able to account for at least 50 Italian losses.These losses in the Italian line helped create a breach that the British now concentrated upon. Purposefully advancing along and up the craggy ridge, they were able to place the Italians under a lot of pressure. This boiled up so much that a battery of Italian AT guns and 50 odd or more Bersigliari offered themselves as POW’s, abandoning their ridgeline dug-outs with their arms very much skywards.By 0845 yet more of the vaunted Bersigliari had surrendered and now,just one entrenched position remained and blocked the narrow passway the Riflemen had set out to capture.

A Final assault was launched when once more, the British commander allowed his artillery to soften up the target.Once the Italians had seen that the bayonet tipped riflemen had entered the trenches yelling with a blood-curdling hurrah, the final elements of Italians, including machine gunners surrendered.

In all, the battle had lasted just over 4 hours in which 65 Italians were killed or wounded and 125 prisoners were taken. British losses were negligible. This made for a very useful and well co-ordinated British victory.

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A Heck of a Draw!
Author treadasaurusrex (Italy)
Method VASSAL
Victor Draw
Participants Reconquista
Play Date 2022-11-23
Language English
Scenario AfKo031

Played this small-scale, relatively balanced scenario in 4 online sessions with a rapidly improving newbie player as the Australian Commander. I played the defending Italians in this example of the Africa Korps series devoted to the fighting in and around Halfaya Pass during May of 1941. This one ended in a hard-fought draw as we inflicted a very large percentage of casualties on each other in the course of the, too long, 24 turn scenario. As always, the optional FOW rule was instrumental in what surprisingly turned out to be a successful Italian defense, as 9 turns of this play-through ended prematurely. We also used the smoke and excess initiative rules. Both sides had miserable luck drawing leaders, and all 5 Commonwealth Lieutenants and the commanding officer were eliminated in combat, causing a great deal of havoc for the attacking side.

As is frequently the case, the Tommies' formidable 25-pdr guns were deadly in support of the attacking Australians. The Italians were barely able to hold off the company plus of Commonwealth infantry, but benefitted by a number of lucky combat and morale recovery die rolls -- and only a single Italian combat 7-die was thrown. Also, unexpectedly, only a single Italian artillery unit was forced to surrender in this one. At the end, virtually the entire collection of units & leaders for both sides were either disrupted or demoralized. It was welcome fun for me, not be playing with an obsessed "rules lawyer."

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