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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Tank Battle
Divisione Corazzata #7
(Attacker) Italy vs Britain (Defender)
Formations Involved
Britain 4th "Black Rats" Armoured Brigade
Italy 132ª Divisone Corazzata "Ariete"
Display
Balance:



Overall balance chart for DCor007
Total
Side 1 0
Draw 0
Side 2 2
Overall Rating, 2 votes
5
4
3
2
1
3
Scenario Rank: --- of 913
Parent Game Divisione Corazzata
Historicity Historical
Date 1942-05-01
Start Time 07:00
Turn Count 30
Visibility Day
Counters 131
Net Morale 0
Net Initiative 1
Maps 1: 5
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 175
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
Rural Assault
Conditions
Off-board Artillery
Terrain Mods
Scenario Requirements & Playability
Divisione Corazzata Base Game
Desert Rats Maps + Counters
Fronte Russo Counters
Introduction

The Ariete Division fought exceptionally well during the Gazala battles of May and June 1942, but its effectiveness was hampered by its Fiat-made tanks. With the promised heavy tanks in its order of battle, it might have been even more effective against the British tank brigades encountered west of Tobruk.

Conclusion

The Grant tank came as a shock to both Axis partners, but it put the Italians at a particular disadvantage as none of their tanks had anything comparable to the Grant's 75mm gun. The Semovente 75 assault guns did carry a similar weapon, however, and like the Grant's it was mounted in the hull rather than a turret. With the P26, Ariete would have had a tank of similar fighting power though, like all Italian tanks, slower than the American-made machine.


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
  • Tank Destroyer: do not provide the +1 Assault bonus, even if closed-top (SB)
  • 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

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

Display Errata (2)

2 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)

Display AARs (1)

Divisione Corazzta, Scenario # 7: Tank Battle
Author JayTownsend
Method Solo
Victor Britain
Play Date 2011-02-26
Language English
Scenario DCor007

I set this scenario up as I wanted a desert battle with Italian tanks and I wanted to play another unique battle and tryout the P26/40 Italian tanks against the British Grant tanks. Pretty equal when you figure that the British get to start dug-In to off-set the 1 point higher value of the P26/40’s compared to the Grants. The Semovente 90mm could hurt you any where on the board however but had to keep it’s distance with that weak armor factor. The main victory conditions were road control and enemy units eliminated. The Italians had more infantry units overall but all the British units were dug-In including their armor.

In setup, I divided the British into two groups, the Northern or main body group and the Southern group which would be no pushover either. The idea was, that if the Italians did conquer the Northern half of the map that they would be too weak to get the job done in the south and lose more units trying to clear it. That is pretty much what took place and the British came away with a Minor Victory.

The scenario setup said to place hill markers here and there but I just used the map as is, as there were already enough hills and this was kind of a hypothetical scenario anyway, so who cares where the hills are located, as long as there are hills. I doubt it made that big of a difference. I enjoyed playing this one.

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