Panzer Grenadier Battles on February 24th:
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Breakout and Pursuit
Carpathian Brigade #3
(Defender) Italy vs Britain (Attacker)
Poland (Attacker)
Formations Involved
Britain 7th Royal Tank Regiment
Italy 17ª Divisone Fanteria "Pavia"
Poland Carpathian Brigade

Overall balance chart for CaBr003
Side 1 0
Draw 1
Side 2 1
Overall Rating, 2 votes
Scenario Rank: --- of 609
Parent Game Carpathian Brigade
Historicity Historical
Date 1941-11-23
Start Time 05:00
Turn Count 24
Visibility Day & Night
Counters 85
Net Morale 1
Net Initiative 3
Maps 1: DR5
Layout Dimensions 88 x 58 cm
35 x 23 in
Play Bounty 171
AAR Bounty 156
Total Plays 2
Total AARs 2
Battle Types
Kill Them All
Road Control
Rural Assault
Off-board Artillery
Terrain Mods
Scenario Requirements & Playability
Carpathian Brigade book
Cassino '44 counters
Desert Rats maps + counters

With the British breakout bogged down and New Zealand troops pushing resolutely closer to the Tobruk perimeter, staff officers discussed whether an attack by the Poles might succeed in linking up with the relieving forces. A second corridor, 70th Division suggested, would allow fresh troops into the fortress and would present the Axis besiegers with multiple challenges. Perhaps tank support would help the Poles smash their way through the Italian lines?


While 70th Division strongly supported the plan, XIII Corps rejected the idea. "I do not consider it has the reasonable chance of success we should offer it," General Alfred Godwin-Austen of the relieving force replied, "...until we are ourselves firmly established." The Tobruk staff repeated their recommendation for several days, but corps command repeated their opposition. The Poles remained in their positions.

Additional Notes

White Eagles INF and Cassino RIF are functionally interchangeable. Polish leaders are drawn from Cassino.

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
  • Mechanized
Italy Order of Battle
Regio Esercito
Poland Order of Battle
Wojska Lądowe

Display AARs (2)

At 10:00, the Italians Stopped Fighting
Author Hugmenot
Method Solo
Victor Draw
Play Date 2013-01-16
Language English
Scenario CaBr003

Played solo in 6 hours.

You can see the Italian setup in link text, post #12.

I set up the Italians in a box located at the south edge of the map. I placed the six minefield counters on both flanks and the wire markers primarily to the north to delay the Poles.

As the Poles drew several leaders with a combat modifier, I devise a very simple plan. Surround the enemy position, stay at 400-600 meters and use direct fire to disrupt / demoralize the Italians. Assault where the Italians flinch.

The Poles took 90 minutes to get into position and then started firing on the town. The Italians failed to cooperate and returned well aimed fire. After 3 hours of combat, the Poles had lost 12 steps to 2 for the Italians and felt they could no afford to delay the assault if they were to have a chance at winning.

The Poles moved in from all sides, with the engineers leading the effort from the flanks. The Poles did not make much progress and casualties were 28 for the Poles and 8 for the Italians after 5 hours, with the Italians still controlling every entrenchment. With only 1 hour to go, I thought the Italians would win a major victory as they were leading 44 victory points to 8.

The Poles just reinforced their assaults and could do no wrong. Not only were they causing some step reductions, the Italians failed their morale checks and recovery rolls en masse. In two turns, the Poles had eliminated 11 steps, taken control of 2 entrenchments, and the remaining Italian force was mostly disrupted. The Italians were now leading 43 to 23 in victory points.

The Poles spent the last thirty minutes assaulting the road and preventing the Italians from reinforcing these assaults. The road fell into Polish control on the last turn.

Italians score 46 victory points: 34 steps eliminated, 6 entrenchments under control (2 points each). Poles score 44 points: 30 steps eliminated, 2 entrenchments under control (2 points each), and control the road (10 points).


I rated this one a "4". It was interesting to see how the Italians perform from a well-fortified position and how they can crumble quickly as soon as a number of units are demoralized. The surrender of a few critical units played a major role in this scenario.

One last note. One problem with my Italian setup is it made it very difficult for units move through the middle of the box.

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Well THAT wasn't how to set up the Italians...
Author Matt W
Method Solo
Victor Britain, Poland
Play Date 2013-01-02
Language English
Scenario CaBr003

I find it hard to write up an AAR when I have brutally misplayed a side in a solo play. I left the Italians much too spread out in an attempt to contest control of the road. In the end, the road was contested but the rest of the Italian defenders had been scattered to the winds for an easy Polish victory. The Italians do not have the firepower necessary to present anything less than speed bumps to the Poles unless they are concentrated. With Sappers, Matildas, morale superiority and good leadership the Poles can make stunningly effective assaults, even on entrenchments. Consider that an HMG, Matilda, Sapper and a leader with a combat bonus will assault on the 30 column against entrenchments as long as they are not disrupted on the way in.

I will need to play this one again to see if a better setup can make it a competitive play. In the end, however, my play seems to have given some credence to the Tobruk garrison's insistence that they should have been given the opportunity to try a breakout against the Axis forces during Crusader. I give it a "3" for this play as it was still fun to see the Poles on the attack.

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