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
Errors? Omissions? Report them!
Gandin's Attack
Edelweiss: Expanded #22
(Attacker) Italy vs Germany (Attacker)
Formations Involved
Germany 910th Fortress Battalion
Italy 17º Reggimento Fanteria "Acqui"
Display
Balance:



Overall balance chart for EdlX022
Total
Side 1 0
Draw 0
Side 2 2
Overall Rating, 2 votes
5
4
3
2
1
2
Scenario Rank: --- of 586
Parent Game Edelweiss: Expanded
Historicity Historical
Date 1943-09-21
Start Time 10:00
Turn Count 20
Visibility Day
Counters 43
Net Morale 0
Net Initiative 1
Maps 1: AK2
Layout Dimensions 88 x 58 cm
35 x 23 in
Play Bounty 144
AAR Bounty 163
Total Plays 2
Total AARs 1
Battle Types
Meeting Engagement
Conditions
Scenario Requirements & Playability
Afrika Korps maps + counters
Edelweiss: Expanded counters
Eastern Front counters
Introduction

Acqui had not seen combat since 1941, and many of its soldiers had been rotated back to Italy. After years of garrison duty, some of Gandin's young troops wavered in their first combat. Reinforcing them with coastal artillery and anti-aircraft guns, the division commander took personal charge of the II/17 Infantry Battalion and counterattacked the advancing Germans.

Conclusion

Despite the undoubted bravery of their officers, the inexperienced Italian infantrymen could not overcome the German assault gun support. The German infantry proved little better, but heavy Stuka support and their armor repelled the Italian attack.


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)
  • Assault Gun: if closed-top, provide the +1 Assault bonus, when applicable

Display Order of Battle

Germany Order of Battle
Heer
  • Mechanized
Luftwaffe
  • Towed
Italy Order of Battle
Regio Esercito
  • Motorized

Display Errata (4)

4 Errata Items
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 49

This unit is interchangeable with the StuH 42. Technically there never was a StuG IIIh. The StuH 42 was a StuG III with the main armament replaced with a modified 105mm howitzer. The StuG IIIh and StuH 42 counters have the same values, so there is no affect on play.

(plloyd1010 on 2015 Jan 30)
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 AARs (1)

Gandin's Disaster, or Another Broken Italian Scenario
Author dricher (13)
Method Face to Face
Victor Germany
Participants unknown
Play Date 2017-04-06
Language English
Scenario EdlX022

Having a short break between work and my next meeting, my opponent and I met up for dinner. He again agreed to taking an Italian position, especially since our last one was a pretty fun scenario. This one looked advantaged to the Germans, but I had no idea it would go the way it did.

In this scenario, the Italians must clear a road/path combination from end to end, or inflict eight steps on the Germans. The Germans simply must inflict ten steps on the Italians. While morale is basically even (and poor), the problem is the Italians have a small infantry force to combat a nearly equal German force, and they have a few guns (including an 88mm) and some minor OBA to face off against three German StuGs, minor OBA, and air support. Remember, they are expected to clear the road. Seriously, with what?? And how to keep it clear when the only mobile units in the game are German?

The Germans set up on the east/west road between the crossroads, out of visual range of the Italian set up limits. The Italians form an arrowhead with the 88mm at the point, the 20mm on the trailing tips, and all the infantry and the 105mm in the central zone. The first few turns see the German infantry dig in, the German tanks begin to maneuver behind a hill to get on the Italian left flank, and the Italians pray the Germans come to them.

On turn four German aircraft destroy the 105mm, and the assault guns are in place to begin a charge once the 88mm somehow becomes vulnerable. On turn six the aircraft destroy the 88mm and one infantry step (demoralizing the other step) and the assault guns go in. On turn eight the assault guns blow away a 20mm and an infantry step (demoralizing the other). Two Italian trucks are already dead, and the others have fled, leaving any hint of mobility behind. My opponent knows within two turns his last 20mm will no doubt be dead, 25% of his Inf are already dead or ineffective, and the German infantry will begin its charge as soon as the last Italian gun is ineffective. He concedes immediately to free up time before I have to leave for my meeting. The only effective shot the Italians ever made was disrupting one German lieutenant, who immediately recovered. There was no real hope of the Italians attacking.

We liked the idea of the scenario, and felt that perhaps it was worth fixing, so we discussed it for a bit and the next day. By the time we were done, it involved changing each sides force structure, changing the victory conditions, then again changing the force structure to take into account the new victory conditions. Basically a full scenario redesign. Not worth it. While it was more interesting and enjoyable than the pitifully horrible Argostoli: Edelweiss Stained scenario, it is still broken and gets a 1 rating. Okay, that’s a strong 1 rating, but still the broken 1 rating. Kudos to my opponent for suffering through this one.

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