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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First Tanks
Divisione Corazzata #1
(Attacker) Italy vs Britain (Defender)
India (Defender)
Formations Involved
Britain 7th "Desert Rats" Armoured Division
India 4th Infantry Division
Italy 132ª Divisone Corazzata "Ariete"
Display
Balance:



Overall balance chart for DCor001
Total
Side 1 0
Draw 2
Side 2 1
Overall Rating, 3 votes
5
4
3
2
1
3.33
Scenario Rank: --- of 913
Parent Game Divisione Corazzata
Historicity Historical
Date 1940-06-01
Start Time 07:00
Turn Count 24
Visibility Day
Counters 104
Net Morale 0
Net Initiative 1
Maps 1: DR4
Layout Dimensions 88 x 58 cm
35 x 23 in
Play Bounty 183
AAR Bounty 165
Total Plays 3
Total AARs 2
Battle Types
Road Control
Conditions
Entrenchments
Off-board Artillery
Reinforcements
Terrain Mods
Scenario Requirements & Playability
Afrika Korps Counters
Divisione Corazzata Base Game
Desert Rats Maps + Counters
Introduction

Italy went to war with two of its three armored divisions still using the World War One-era Fiat 3000 (now styled the L5) as a main battle tank. Other nations also fielded the very similar Renault FT-17, but that did not make it any more suited to the modern battlefield. Had Italy deployed for an advance into Egypt before formally declaring war, it's likely that this relic would have seen front-line combat.

Conclusion

Apparently expecting a very quick negotiated peace settlement, Benito Mussolini flung Italy into the Second World War without allowing the armed forces much time to prepare. None of the armored divisions were in North Africa, and only Ariete had begun to receive semi-modern tanks in the form of the hopelessly inadequate M11/39. Had Ariete been moved to Libya in the fall of 1939 or spring of 1940, it's likely the division would have taken its old tanks with it rather than wait to train on the new ones. British tanks weren't much better - but they were better nonetheless.


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

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

Display Errata (1)

1 Errata Item
Scen 1

The article about these tanks is at: http://www.avalanchepress.com/IronCoffin.php You can download the counters here: http://www.avalanchepress.com/pdf/IronCoffin.pdf

(plloyd1010 on 2011 Apr 15)

Display AARs (2)

A Well Paced Attack
Author Matt W
Method Solo
Victor Draw
Play Date 2013-05-29
Language English
Scenario DCor001

Very early on in my PG playing I found myself consistently rushing attacks. As a result my plays had a tendency to end up as defender wins loaded with heavy casualties for the attackers and a failure to break through the defender's initial lines. Only when the attacker was stunningly superior (e.g. the Germans in many Eastern Front situations) were the "run up and punch them in the mouth" tactics effective.

As time went by I noticed that many of these scenarios ended well before the turn limit due to exhaustion or destruction of the attacking force. I then began developing real tactics with fire and movement, reserves and all the stuff you really are supposed to do. I can't say as yet that I have mastered the system but at least I understand it a lot better and can find ways to use bombardment, direct fire and assault in ways to improve my attacker's odds.

In this scenario a force of the Ariete division must drive through an Indian battalion which is holding a road along a ridge. The Indians have substantial artillery and prepared positions with ample AT guns and will receive a couple platoons of A9s early on. The Italians have a couple battalions of Berseglieri (sp?), two companies of motorcylists and a horde of slow, weak and thinly armored "tanks" as well as some good AT guns and some light artillery. The objective is to eliminate the Indians and gain control of the road without losing too many Italians in the process.

The Indian AT guns and the A9s made mincemeat of the Italian "armor" but the firepower of the Ariete troops slowly wore down the Indian prepared positions. Italian losses were substantial but the Indians were also losing steps as the Italian attacks first rooted out he defending dug-in troops and then moved onto the entrenchments. Since the Italian losses were too high they could not win but by controlling the road they would deny the Indians the win as well.

The defenders were reduced to two positions astride the road with an hour and a half to go in the battle and were finally eliminated on the very last roll of the game. It was a fun, but incredibly bloody battle, one that I didn't think could go the Italians way, even to acheive a draw. I give this one a "4".

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Worst Tanks
Author rerathbun
Method Solo
Victor Britain, India
Play Date 2012-03-27
Language English
Scenario DCor001

In this scenario, an Italian combined-arms force attempts to clear a road of British-led Indian infantry reinforced by a few British tanks. The Italians have Bersaglieri and motorcycle troops, and equal morale to the Indians. They outnumber the Commonwealth forces more than four-to-one in tanks. Sounds easy, until you see the Italian tanks. They're forced to use L5/21 & 30 "Iron Coffins," easily the worst tanks in the Panzer Grenadier system.

The Indians set up perpendicular to the road, with the line anchored on the ends by entrenchments. One platoon with machine guns sets up in an entrenchment on the road well back of the line as a reserve point to rally around if the line is breached.

The Italians send the motorcycles around the Indian left flank in the valley between the hills, intending to get behind the line and take out the Indian mortars. This doesn't work, as the bikers are badly disrupted by the Indians' substantial off-board artillery. The rest of the force goes for the Indian left along the hill rather than try a frontal assault. Using the rough ground for cover, they start on the Indian's far left and begin to slowly roll up their flank.

The British tank reinforcements appear on the first turn when they are available and go tin-can hunting. They are able to stand back out of Italian gun range and knock off the L5's whenever they enter clear terrain, or assault or fire and get spotted in the hills.

The Italians eventually roll up the right side of the line and reach the road, but they're not able to crack any of the Indian entrenchments. The entrenchment on the north end of the line, defended by only a machine gun platoon and an anti-tank gun, fends off all the Italians can throw against it despite being surrounded for most of the day. While the north half of the line is holding off the Italians, the Indians holding the left side fall back to the rally point along the road and dig in.

In the end, the Indians still hold the road and the area is littered with burning Italian tanks. Italian losses far outnumber the Indians' (mostly due to the tank losses), earning the Allies a Major Victory.

This is a tough one for the Italians, but still could be winnable with some (or a lot of) luck and good planning. It's interesting to see British A9 tanks as the Kings of the Battlefield. Probably the only time the British tankers get to feel like the German Tiger drivers.

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