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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Torch: The French Subdued
La Campagne de Tunisie #1
(Defender) France vs United States (Attacker)
Formations Involved
France Brigade Légère Mecanique
United States 1st "Old Ironsides" Armored Division
Display
Balance:



Overall balance chart for LCDT001
Total
Side 1 4
Draw 0
Side 2 9
Overall Rating, 14 votes
5
4
3
2
1
3.93
Scenario Rank: 127 of 913
Parent Game La Campagne de Tunisie
Historicity Historical
Date 1942-11-09
Start Time 17:00
Turn Count 12
Visibility Day
Counters 32
Net Morale 1
Net Initiative 0
Maps 1: 79
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 137
AAR Bounty 135
Total Plays 13
Total AARs 7
Battle Types
Urban Assault
Conditions
Reinforcements
Terrain Mods
Scenario Requirements & Playability
An Army at Dawn Maps + Counters
La Campagne de Tunisie Base Game
Introduction

On the second day of Operation Torch, Lt. Robert Whitsit's platoon from B Company of the 701st Tank Destroyer Battalion was ordered to accompany a company of light tanks moving east to stop a Vichy column of 14 D1 tanks reported moving up the road from Sidi bel Abbes, the Foreign Legion center. The initial effect of this threat was to stop the northward movement from Tafaraoui by most of the Red flying column which had just started its march to La Sénia. French artillery fire from the hills west of Tafaraoui had already delayed these troops at a road junction directly north of the airfield when they received word of the approaching French armored force. The French tanks assembled in the vicinity of St. Lucien while the Americans organized an attack to drive them off.

Conclusion

The tank destroyers laid down a base of fire from a hill about 800 yards from St. Lucien while the tanks advanced with two platoons abreast and a third 500 yards behind them. The French force was driven from the field leaving fourteen ruined D1 Renault tanks behind. The American force, which had lost one man, one tank, and one halftrack, held St. Lucien until relieved that night. French armored intervention had failed to regain Tafaraoui airfield, but by catching the Americans without reserves, had upset the advance on La Sénia airfield and Oran from the south. La Sénia airfield was not seized until 1000, 9 November, after many airplanes had already flown off, presumably to French Morocco.


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
  • Anti-Tank Gun Carrier: half-track with anti-tank gun, NOT a Tank Destroyer
  • 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).
  • 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

France Order of Battle
Armée de Terre
  • Foot
  • Mechanized
  • Motorized
  • Towed
Légion Étrangère
  • Foot
United States Order of Battle
Army
  • Foot
  • Motorized

Display Errata (1)

1 Errata Item
Overall balance chart for 623

In 1940: Fall of France, the units show Direct Fire. All units are Indirect Fire.

(rerathbun on 2015 Jun 06)

Display AARs (7)

Honneur et Fidélité
Author Blackcloud6
Method Solo
Victor France
Play Date 2020-06-19
Language English
Scenario LCDT001

The initial French tank company set up in the town. The Americans put the M3/75 on the hill to the north and the Stuarts and infantry to the north east. It took 45 minutes to clear the French tanks out of the town by direct fire and infantry assaults with only a step loss to US infantry. The French gunnery was just not up to snuff.

The US scouts went forward to delay the French reinforcement and this had some effect. Soon night fell and the French closed on the town taking losses but were able to do a last turn assault by a Foreign legion Platoon and the Sous-lieutenant. They didn't win the assault but, importantly, they didn't lose it and survived a counterattack thus denying the US control of the whole town for a French win.

This was a very exciting scenario one can easily play in an afternoon.

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Tanks in the dark
Author petermc
Method Solo
Victor United States
Play Date 2016-04-20
Language English
Scenario LCDT001

This is a night scenario with one Turn having visibility 2 and the rest 1.

The French are defending a town with only tanks (D1) and are awaiting some Foreign Legion reinforcements, and more tanks. The Americans are poised to jump on the town at start, with a ton of Stuarts and other oddball armor, unfortunately they only have three infantry units.

In my game I had the French play turtle a bit on turn 1 and await the inevitable American assault on the town. The Americans withstood the opporutnity fire (3 consecutive AT misses) and then the French won the initiative and missed 3 more times in a row. At that point the American assault stack (24 with leader) started clearing the town with ease and the Stuarts were dispatched forward to block potential reinforcements from the far board edge.

Easy US win after some back and forth cat-like moves at night...however with US losses so miniscule the French had no chance. Those 6 straight misses really hurt them. With average dice the US would take serious step losses and the resulting battle would be much closer.

Excellent small scenario...very tactical, very thinky. Both sides can take risks with their armor, and live with the results.

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Legionnaire's Disease?
Author Schoenwulf
Method Solo
Victor United States
Play Date 2016-04-26
Language English
Scenario LCDT001

In the late afternoon of November 9, 1942, units from the 701st Tank Destroyer Battalion were ordered to join with a company of M3 Stuart tanks from the 1st Armored Division to intercept and stop a French armored force and secure the town of St. Lucien. Night was rapidly approaching, which compromised the ability to spot the enemy. The Allied armor force was accompanied by infantry and assorted M3 units, with both an M3A1 and a Jeep to assist in reconnaissance. French D1 platoons were based in St. Lucien and dug in just west of town. The Allied Stuart platoons advanced towards town and took fire, while infantry remained east of town. The recon vehicles moved to the south ridges. French Legionnaires engaged infantry that had moved south to the southeast ridge. By 1800, an M3A1 and Jeep MG had combined fire to destroy a French truck carrying a sous-lieutenant and his legionnaire infantry platoons. The other legionnaire platoons disengaged from the superior allied forces and headed north into the orchards. Meanwhile, Stuart platoons had eliminated two more D1 platoons in St. Lucien. Allied infantry and armored vehicles pursued the French troops into the orchards; in the ensuing battle, the Allies lost an M3, while the remaining French commander and his infantry platoon were eliminated. That left the French without any regular leaders, and the remaining D1 platoons in St. Lucien were destroyed by crossfire from Stuart platoons and an M3A1 group. The battle was over with the Americans in control of St. Lucien by 1900 hours.

This first scenario in the La Campagne de Tunisie supplement is a brief encounter that seems to favor the American forces. At first, it would appear that the French are flush with units, but the American forces have greater mobility with their M3’s and recon vehicles. This scenario ended in 9 turns, rather than the allotted 12, as there were no French leaders left and all French armor had been eliminated. Ergo, there was no chance for them to retake the town or any opportunity to use their 75mm gun without a leader to spot in the night conditions. The French ended up losing 26 steps to the Allies 5, a clear American victory.

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La Campagne De Tunisie
Author JayTownsend
Method Solo
Victor United States
Play Date 2022-12-12
Language English
Scenario LCDT001

La Campagne De Tunisie

I was a Vichy French kick tonight. PG only has four of these scenarios, two in An Army at Dawn and two in La Campagne De Tunisie.

The French start with control of all the town hexes manned by their D1 tanks which are actually better than the American Stuart Tanks, having a better AT and armor factors but not armor efficiency. The French have to wait on the reinforcements, Infantry, more armor and a 75mm gun units. Some of their Infantry are Foreign Legion types. The Americans start with their whole forces of mixed Infantry and AFVs not far from the town hexes.

The American Stuart Tanks rush the French tanks to open a path for their Infantry. Probably not the best choice for the American armor, as they lose three steps right away but in the next couple of turns with help of assaulting infantry are able to destroy or knockout all the French armor out of town. The American M3A1 SC and Jeep MG units harass the French reinforcements. The French head for the now controlled American town hexes but are too week to try and push better armored American Infantry out of it and pay a heavy price. By turn 11, the battered French have no chance and retreat. An American victory but with some armor casualties.

I'll give it a 4 for the subject but it is probably only a 3.5 for gaming.

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Tien Bon au Dernier Homme!
Author treadasaurusrex (France)
Method VASSAL
Victor France
Participants CavDo
Play Date 2023-02-14
Language English
Scenario LCDT001

This was a fast-paced, 2-session play-through with the undaunted, CavDo, ably leading the American invaders. I led the under-equipped Vichy French defenders in this introductory scenario. We used the excess initiative and extended assault optional rules, and experimented with these 2 house rules, which made for much smoother unit movement: 1) Road Movement for Mechanized & Foot Units All FOOT & MECHANIZED units may move on roads at the rate of 1/2 a Movement Point (MP) per road hex, just like MOTORIZED units, and 2) Standard Movement for Mechanized Units All mechanized units may move through clear hexes at a movement cost of only 1 movement point (MP) per hex, instead of 1 1/2. Add one to this cost if moving up or down slopes hexes. Unexpectedly, the French drew a better set of leaders than the Americans. Together, we threw only 9 combat 7-die rolls.

As others have reported, French armor established itself in the town. The Americans came on in two groups from the north edges of the battle map and were able to push out the French garrison by the end of game turn 4 in a series of costly close range firefights & close assaults. This effort was characterized by multiple US morale failures and the elimination of a platoon of Stuarts. With the onset of limited visibility, and the arrival of reinforcements, the French mounted a spirited counter attack and regained the town in the penultimate game turn after fierce fighting. The result was a hard-fought, French victory.

This was a fun-to-play, introductory scenario that is suitable for both SHARED and SOLO play. I give it a 4.

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Quick and bloody
Author SteveBEsq
Method Solo
Victor United States
Play Date 2021-02-02
Language English
Scenario LCDT001

Poor France. So full of hope so short on die rolls.

The French began with their 3 armor each dug in in one of the town hexes. The American had their tank destroyers on the hill opposite the town with their infantry behind them and the Stuarts all on the other hill. The initial turn resulted in the tank destroyers eliminating one of the French tank platoon and the American infantry moving around the base of the hill to set up for an assault on the town. French reinforcements began moving in from the SW corner of the board as the Americans closed on the town with ineffective French opportunity fire (a sadly for the French recurring theme). While the American infantry assaulted the town, the tanks destroyer and halftracks moved east of the town to prepare for the oncoming reinforcements. The Stuarts remained on the hill. American opportunity fire from the halftracks devastated the French infantry as the Legionaires attempted to close on the town and French bombardment had no effect. As the reinforcing French armor began to move closer the Stuarts blasted them with opportunity fire. A compelling American victory as the town was captured, all the French armor destroyed and the lone French infantry platoon and a 75mm attempted to flee from the carnage. All for the cost of one M3/75.

Not a great scenario but a fun start to this campaign. Perhaps if the French had better die rolls it might have been more interesting but the result was a foregone conclussion way too early.

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Hold off the cavalry!
Author Grognard Gunny
Method Solo
Victor United States
Play Date 2023-03-06
Language English
Scenario LCDT001

The objective for the Americans is to take the town.... except for the reinforcements coming in from the South. Now it becomes "a hold off the reserves" until the town battle is settled. An interesting little problem. The Americans formed an Infantry barrier to stave off the French reinforcements while the Americans "shot up" the French in the town. (That M3/75 came in quite handy doing just that!)

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