Panzer Grenadier Battles on November 23rd:
An Army at Dawn #3 - Fire Support Panzer Lehr 2 #24 - Plug the Hole
Carpathian Brigade #3 - Breakout and Pursuit Panzer Lehr #24 - Plug the Hole
Desert Rats #23 - Te Hokowhitu-a-Tu ("War Party") South Africa's War #7 - Rear Echelon
Desert Rats #24 - Hill 175 South Africa's War #8 - Ons Is Helsems
Invasion of Germany #38 - Making Hay South Africa's War #9 - Sunday of the Dead
Jungle Fighting #9 - Another Try West Wall #8 - Making Hay
PG-HQ Library > Games > Afrika Korps
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Afrika Korps: The Desert War

Afrika Korps boxcover
Designers Bennighof,
Knipple,
de Vita
Game Type Standalone
Format Boxed
Release Date 2002-07
Availability In Print
Scenarios 50
Counters 737
Counter Type Die-cut
Maps 3
Tour Veterans
Afrika Korps: The Desert War Tour of Duty Ribbon
Overall Rating, 416 votes
5
4
3
2
1
3.19
Standalone Rank: 19 of 23
Popularity: Ownership & Activity
Status Owned by 54% Played by 30% AAR'd by 26% Medaled by 1%
Rank 4th of 99 5th of 93 5th of 89 39th of 48
Display
Balance:



Overall balance chart for Afrika Korps
Total
Side 1 174
Draw 109
Side 2 160
box back

Tens of thousands of gamers have enjoyed the Panzer Grenadier series. Now, the series turns to the theater most noted for tank battles: North Africa. Fifty scenarios cover the tremendous armored clashes of 1940 and 1941. Players take command of platoon-sized units representing German, British, Australian, and Italian infantry, tanks, & artillery.

box back map map map

Display Scenario List (50)

Scenario Plays AARs Rating
01. First Shot, 2nd AIF 36 18 2.9
02. Capture of Giarabub 15 8 2.7
03. Bardia Breakin 21 7 3.3
04. Bardia Breakin II 10 4 3.2
05. Feint 13 5 3.3
06. South of the Border 14 5 3.5
07. To the Switch Line 10 3 3.2
08. Ambush! 6 2 3.2
09. Stalemate at Derna 12 6 3.2
10. Er Regima 3 0 3.5
11. Post R59 15 6 2.9
12. Tank Battle at Mechili 10 3 3.2
13. Beda Fomm One 4 0 3.5
14. Beda Fomm Two 10 3 3
15. D'Avanzo Raggruppamento 15 6 2.9
16. Forte Pilastrino 8 3 3.4
17. Catanzaro Division, Southern Sector 11 3 2.9
18. Catanzaro Division, Eastern Sector 12 4 3.7
19. The Escape 17 6 3.6
20. On the Run 5 2 2.8
21. Tanks! 16 4 3.3
22. Tanks Again! 7 2 3.3
23. Forte Pilastrino: Part 2 7 1 3.4
24. Repulsed at Tobruk 7 2 3.7
25. Turned Back! 8 4 3.3
26. The Road from Derna 2 0 3
27. The May Show: Part One 4 0 3.8
28. "Meet Me at the Pass" 7 2 3.1
29. The May Show: Part Two 5 1 3.6
30. Operation BREVITY: The Scots Guards 6 1 3.3
31. Operation BREVITY: The Rifle Brigade 7 1 3.3
32. Ras el Medauuar 6 1 3.2
33. The Counter-Attack, 1st May 4 3 2.8
34. Pursuit of 2nd Armored 20 10 3.1
35. S7 6 3 3.2
36. Counterattack Against Point 201 4 1 3.8
37. R7, R6 and R5 4 1 3
38. Eighteenth Brigade 3 1 3.5
39. A Costly Attack 5 1 3.2
40. 18th Brigade, Part Two 5 1 2.8
41. Failed Foray 8 3 2.8
42. Widening the Breach 3 0 3.3
43. Africa Korps Advances 3 1 3
44. Relief 3 0 3.3
45. Operation BREVITY: Fort Capuzzo 14 4 3.1
46. Operation BREVITY: Sidi Azeiz 6 0 3.3
47. Operation SKORPION 4 0 3.7
48. Beda Fomm: Tank Attack 2 0 4.5
49. Babini at the Front 6 1 3.2
50. Fort Capuzzo 14 3 2.8

Display Order of Battle

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

Display Relevant AFV Rules

AFV Rules Pertaining to this Game'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).
  • 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.
  • Portees: Trucks with mounted Anti-Tank guns, Anti-Aircraft weapons, or artillery. Stack as combat units. Move like trucks, but fire like guns. Do not limber or unlimber. Have the truck's -1 armor value. Truck and gun are treated as a single unit, and do not transport other units. (SB)

Display Errata (44)

44 Errata Items
Errata item for campsawyer

Special Rule 4. Terrain. Salt Marsh: In the fourth sentence replace "Subtract two from..." with "Add two to..."

(campsawyer on 2010 Apr 29)
Errata item for campsawyer

Special Rule 8. Bush Artillery: The second to last sentence should read "On a result of 11 the unit is removed from play."

(campsawyer on 2010 Apr 29)
Errata item for campsawyer

Surrender Rule -- Certain units listed in the special rules of some scenarios are subject to elimination through the surrender rule. The surrender rule is triggered whenever an active, undemoralized enemy unit with direct fire values starts its activation adjacent to or in the same hex with one or more demoralized units that are subject to elimination through the surrender rule. At that time, the inactive player must roll two dice, and if the result is higher than the current morale of his highest-morale unit in the subject hex, ALL units and leaders in the hex (whether demoralized or not) immediately surrender and are eliminated. If the result is equal to or lower than the morale of the unit with the highest current morale in the subject hex, there is no surrender and the inactive units are unaffected. The active units that forced the surrender roll can take all normal actions during their activation, whether the enemy units surrendered or not.

In practice, a moving tank (or other moving unit) can't force enemy units to surrender, because a unit can only force enemy units to surrender at the beginning of its activation (before it moves or fires).

(campsawyer on 2010 Apr 29)
Errata item for plloyd1010

Italian Bersagliari Infantry should have a reduced direct fire value of 3-3, same as they do in Desert Rats and Fronte Russo.

(plloyd1010 on 2011 Jan 13)
Errata item for JayTownsend

The British Army needs the Bishop tank added to the OOB. This counter came with this game!

(JayTownsend on 2013 Apr 17)
Scen 2

Giarabub Garrison setup: in the third sentence replace "1610" with "1510."

(campsawyer on 2010 Apr 29)
Scen 2

The Allied OOB indicates 4 x 25pdrs. There are only 3 in the counter-mix AND only 3 x Brens allocated for the scenario. The 4 shown is a typo and should be 3 x 25pdr's

(vince hughes on 2012 Mar 07)
Scen 3

IT begins in 2416, not 2616.

(campsawyer on 2010 Apr 29)
Scen 4

Victory conditions state "no more than 5 Italian entrenchments remain in play." This is defined as having at least one Italian combat unit in the entrenchment. Unoccupied entrenchments will not count toward this number.

(campsawyer on 2011 May 30)
Scen 6

Other: In the last sentence replace "##13" with "##08."

(campsawyer on 2010 Apr 29)
Scen 7

Setup calls for 5 Italian Capitani; there are only 4 in the counter set. Suggest adding a Maggiore to replace the missing Capitano - too bad he stands a good chance of this being a tombstone promotion......

(wleonard1 on 2013 Jun 20)
Scen 8

German OOB includes 1 x Sdkfz 251. Replace with a 1 x SPW 251.

(GeneSteeler on 2010 Jun 28)
Scen 8

German OOB has a total of 7 x LT. Replace 1 LT with a SGT. (AfKo only has 6 LTs)

(GeneSteeler on 2010 Jun 28)
Scen 12

In the Italian set up replace "3 x L3/35" with "2 x L3/35" and replace "7 x L3/35" with "3 x L3/35."

(campsawyer on 2010 Apr 29)
Scen 13

Other: Replace "1822" with "1922".

(campsawyer on 2010 Apr 29)
Scen 18

In the setup there are several Italian setup hexes that are over stacked. In all over stacked hexes select one unit to setup in any open adjacent hex. The hexes are 2013, 2213, 2113, 1312, 1412

(campsawyer on 2011 May 22)
Scen 21

Replace "2603" with "2403" in the setup.

(campsawyer on 2010 Apr 29)
Scen 22

Allied OBA should be "5 x 13". Scenario special rule applies to all 5 units of OBA.

(campsawyer on 2010 Apr 29)
Scen 24

In the 8th Machinegun Battalion leader list replace "5 x LT, 1 x SGT" with "3 x LT, 3 x SGT".

(campsawyer on 2010 Apr 29)
Scen 25

Other: Ignore instructions.

(campsawyer on 2010 Apr 29)
Scen 32

Question rather than Declaration: Should the INF & HMG in this scenario (# 32) be BERS counters, not regular troops? Note the identification of the unit as V/8th Bersaglieri Battalion (p. 30). Also note, for example, Scenario 36 which identifies the III/8th Bersaglieri Battalion and does cite BERS/BERS MG units in the OOB. Likewise, Scenario 40 (also from the Ariete division).

(Poor Yorek on 2014 Jan 01)
Scen 33

The Victory Conditions are in error. Ignore reference to S4. There is no 'S4' entrenchment hex. Therefore VC's referring to hex control should state S6,S7,S8 and S9

(vince hughes on 2011 Mar 20)
Scen 33

Entrenchment S10 should set up in 1826 and NOT 1827

(vince hughes on 2011 Apr 03)
Scen 33

Entrenchment S8 should set up in hex 1920

(vince hughes on 2011 Apr 03)
Scen 33

There are not enough Australian LT's and CAP counters in the leader mix. Therefore randomly draw the 'missing' leader counters from the British leader mix in the Afrika Korps box-set.

(vince hughes on 2011 Apr 03)
Scen 38

In my printing of the Scenario Booklet the visibility is listed as 1830-1945 for full, 12-hex visibility. This is probably a typo which was meant to have 1830-1845 for 12-hex visibility. Note turn 1900 has 8-hex visibility; 1915 4-hex; and so forth.

Visibility dropping beginning at 1900 is also consistent with Sc #32 which occurs only two days prior to Sc #38.

(Poor Yorek on 2014 Jan 03)
Scen 42

The hill marker should be placed in hex 1225 (not 1215).

(rerathbun on 2011 Aug 09)
Scen 46

Other: In the first sentence replace "Map 2" with "Map 3".

(campsawyer on 2010 Apr 29)
Scen 47

In the map graphic the lower map should be Map 2 not 3. Wadi hexes are 2012 and 2212.

(campsawyer on 2010 Apr 29)
Scen 48

This scenario requires that you either own two sets of counters as there are not enough L3/35 and TEN counters OR you substitute other tank types for the Italian L3/35 shortage and other Leader ranks for the TEN leader counter shortage to play this scenario.

(JayTownsend on 2016 Nov 21)
Scen 49

There is only 4 Capitanos instead of 6 that the scenario calls for.

(campsawyer on 2011 May 14)
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 827

This is an armored car.

(Shad on 2010 Dec 15)
Overall balance chart for 871

Ignore the direct fire values.

(Shad on 2010 Dec 15)
Overall balance chart for 2

Two 105mms (ID#s 1204, 1205) have "16-31" fire values in black (direct fire), when they should be in white (indirect fire).

(Shad on 2010 Dec 15)
Overall balance chart for 20

The reduced direct fire value of the Heer HMG became 5-5 starting with Fall of France.

(plloyd1010 on 2015 Jul 31)
Overall balance chart for 486

The Pz IVe appearing in the original Panzer Grenadier game had an Anti tank value of 4-7. As of Afrika Korps (2002), continuing onward through the 3rd and 4th edition games, the anti tank value has been 4-4.

(plloyd1010 on 2016 Jul 25)
Overall balance chart for 537

Two German PzJr. 1 counters have their full strengths printed on the back, and reduced strengths on the front.

(Shad on 2010 Dec 15)
Overall balance chart for 63

The morale and combat modifiers of German Sergeant #1614 should be "0", not "8".

(Shad on 2010 Dec 15)
Overall balance chart for 47

All SPW 251s have an armor value of 0.

(Shad on 2010 Dec 15)
Overall balance chart for 101

The L3/35 with ID# 1505 has the incorrect movement factor printed on it. The movement factor should be 7, not 8.

(plloyd1010 on 2014 Nov 24)
Overall balance chart for 104

Four counters (ID#s: 1502 to 1506) have the incorrect NATO symbol (infantry in lieu of armor).

(Shad on 2010 Dec 15)
Overall balance chart for 108

This leader should have a morale of "9" and a modifier of "0" instead of the other way around.

(Shad on 2010 Dec 15)

Display Nations (4)

Nations at War - Scenario Appearance Percentages
Britain
88%
Britain
Italy
74%
Italy
Australia
70%
Australia
Germany
52%
Germany

Display Battle Types (13)


Display Conditions (9)

PG-HQ Library > Games > Afrika Korps
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