Panzer Grenadier Battles on November 20th:
Carpathian Brigade #2 - A Very Nice Change Invasion of Germany #35 - A Day Late
Desert Rats #13 - Advance And Engage Jungle Fighting #5 - Baptism
Desert Rats #14 - Bir Bu Meliha Jungle Fighting #6 - Re-establishing The Line
Desert Rats #15 - Sidi Rezegh: Counter-Attack Panzer Grenadier #15 - Siberian Night Attack
Eastern Front #85 - Siberian Night Attack Roer River Battles #9 - Grasping at Straws
Heroes of the Soviet Union #19 - Stalingrad Fire Brigade Roer River Battles #10 - A Day Late
Invasion of Germany #34 - Grasping at Straws
Errors? Omissions? Report them!
Faid Pass
An Army at Dawn #17
(Attacker) Germany
(Attacker) Italy
vs France (Defender)
Formations Involved
France 2e Régiment de Tirailleurs Algériens
Germany 5th Light Panzer Division
Display
Balance:



Overall balance chart for AAAD017
Total
Side 1 5
Draw 0
Side 2 0
Overall Rating, 5 votes
5
4
3
2
1
3.6
Scenario Rank: 197 of 586
Parent Game An Army at Dawn
Historicity Historical
Date 1943-01-30
Start Time 04:00
Turn Count 24
Visibility Day & Night
Counters 72
Net Morale 1
Net Initiative 2
Maps 3: 76, 78, 79
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 160
AAR Bounty 163
Total Plays 5
Total AARs 1
Battle Types
Enter & Exit
Hill Control
Urban Assault
Conditions
Minefields
Off-board Artillery
Randomly-drawn Aircraft
Smoke
Illumination
Scenario Requirements & Playability
An Army at Dawn maps + counters
Introduction

The raid on Sened Station revealed to the Germans the vulnerabilities of their position in the south. If the Americans exploited this weakness, the forces fighting in Tunisia would be cut off from Rommel’s forces holding the Mareth Position. This unacceptable possibility led to an immediate move to rectify the situation.

Conclusion

The Allies already planned to reinforce the French units holding the pass but proved lackadaisical in carrying out their intention. When the attack began at 0400 the French commander quickly went to the commander of Combat Command A and asked for support. Due to an archaic command system it was 0900 before Combat Command A received orders to do something. The unclear orders caused consternation and only a small recon element went forward, but they confirmed the German attack in regimental strength. As a new morning dawned a counterattack finally launched. Despite all the bureaucratic bumbling, the French still held the pass at day's end.


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 Destroyer: do not provide the +1 Assault bonus, even if closed-top (SB)
  • Anti-Aircraft Weapon Carrier: apply a -1 modifier to an air attack if within three hexes of the targeted hex (15.14).
  • 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

France Order of Battle
Armée de Terre
Germany Order of Battle
Heer
  • Mechanized
  • Motorized
  • Towed
Italy Order of Battle
Regio Esercito
  • Mechanized

Display Errata (4)

4 Errata Items
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)
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 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)

Display AARs (1)

French overrun at Faid Pass!
Author Schoenwulf
Method Solo
Victor Germany, Italy
Play Date 2017-10-26
Language English
Scenario AAAD017

In the predawn hours of January 30, 1943, units from the 2nd Algerian Tirailleur Regiment were dug in on the 40 and 60-meter hills west of Faid. A combined bombardment unit comprised of 75mm guns and a mortar unit was on the 40-meter hill, Djebel Ksaira. Other ground units were in the rocky ground east of the 60-meter hill, Djebel Lessouda, and in Faid. German units from the Kampfgruppe Pfieffer, 21st Panzer Division moved in from the north and east under cover of darkness. They exchanged fire with French pickets on the north flank at 0415 hours. By 0500, the pickets were overcome and the Germans hit the minefields at the base of Djebel Lessouda. An hour later, a large German force in the south center survived the minefields around Faid and assaulted the French units there, which were overcome as dawn broke. The Germans moved west from the town and suppressed the combined bombardment group on Djebel Ksaira, which opened the road around the minefield. With Faid garrisoned and the road opened, the Germans continued up the slope on Djebel Lessouda in an attempt to eliminate the final French resistance. By 0900, the Germans controlled the entire field and eliminated the remaining French infantry shortly thereafter, resulting in a major German victory. The Germans have three objectives in this scenario: to control the town (Faid), the 60-meter hilltop, and to exit at least 15 steps. They have a large, mobile force with OBA and a good chance for air power on every turn; however, the OBA is essentially unusable without risk for the first 10-11 turns in the dark. The French may select air support on any six consecutive turns, which is this playthrough were turns 12-17. With many leaders for guidance, the Germans can move westward fairly quickly with no risk of return fire during the night turns. The French have multiple options for defense of the objectives, with options to either try to defend all for a major victory, or cede one or two to the Germans and accept either a French or German minor victory. The former option was tried in this playthrough with little success, and it seems that the French have to settle for a minor victory at best in this scenario due to the overwhelming German OOB and the cover of night allowing a clear advance for almost half the game. The Germans took Faid early for one objective, and exited 17 steps while they eliminated the French from the high hill. This was completed in 22 of the 24 turns, with total French elimination (28 steps) compared to a German loss of only 4 steps.

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