Panzer Grenadier Battles on November 21st:
Desert Rats #16 - The Panzers Pull Back Desert Rats #19 - The Panzers Return
Desert Rats #17 - The Tomb Of Sidi Rezegh Jungle Fighting #7 - Line Of Departure
Desert Rats #18 - A Pibroch's Skirl South Africa's War #5 - Irish Eyes
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Task Force Kern
An Army at Dawn #18
(Defender) Germany vs United States (Attacker)
Formations Involved
Germany 5th Light Panzer Division
United States 1st "Old Ironsides" Armored Division
Display
Balance:



Overall balance chart for AAAD018
Total
Side 1 3
Draw 0
Side 2 5
Overall Rating, 9 votes
5
4
3
2
1
3.44
Scenario Rank: 451 of 940
Parent Game An Army at Dawn
Historicity Historical
Date 1943-01-31
Start Time 07:00
Turn Count 24
Visibility Day & Night
Counters 80
Net Morale 1
Net Initiative 1
Maps 3: 76, 77, 79
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 150
AAR Bounty 159
Total Plays 8
Total AARs 3
Battle Types
Exit the Battle Area
Hill Control
Inflict Enemy Casualties
Road Control
Urban Assault
Conditions
Off-board Artillery
Smoke
Terrain Mods
Illumination
Scenario Requirements & Playability
An Army at Dawn Base Game
Introduction

The German occupation of the passes through the Eastern Dorsals in the south on the previous day completely reversed the strategic situation there. They would require few troops to guard the passes, allowing their spearhead elements to turn their attention elsewhere. The Allies decided to move quickly to counter their effort, and ordered Task Force Kern to clear the Ain Rebaou Pass while Task Force Stark cleared the Faid Pass about five miles to the north.

Conclusion

II Corps routinely ignored the commander of 1st Armored Division, Orlando Ward, and issued orders directly to his combat commands, so he and General Lucian K. Truscott (Eisenhower’s official observer) climbed Djebel Lessouda to watch the action (both this and the following scenario were visible from this vantage point). The attacking force looked puny in the vast panorama before them. The force proved insufficient to the task, and soon Ward returned to his headquarters to try and reorganize for a stronger effort for tomorrow.


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
  • Tank Destroyer: do not provide the +1 Assault bonus, even if closed-top (SB)
  • Self-Propelled Artillery: 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).
  • 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).

Display Order of Battle

Germany Order of Battle
Heer
  • Motorized
United States Order of Battle
Army
  • Motorized

Display Errata (3)

3 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 47

All SPW 251s have an armor value of 0.

(Shad on 2010 Dec 15)

Display AARs (3)

Concentration of Force Proves Critical
Author treadasaurusrex (Germany)
Method VASSAL
Victor Germany
Participants goosebrown (AAR)
Play Date 2022-05-06
Language English
Scenario AAAD018

This was a 4-session play-through with the resourceful and wily, Matt Brown, as the US Commander. We used the optional smoke, consolidation, excess initiative, extended assault rules, and thankfully dispensed with the defense-biased, Fog of War rule. I played the Germans defending the Ain Rebaou Pass area with the grizzled remnant elements of the Afrika Korps’ 21st Panzer Division.

Before beginning this play-through, the German Commander shifted from a relatively brittle, forward defense array to a more appropriate defense-in-depth setup that emphasized initial armored movement to secure as many 40 and 60-meter contour hexes as possible – along with the 3-hex town of Rebaou – in the first 3 game turns.

The initial US movement-to-contact in the northeast corner of the map was executed nearly flawlessly, with the bulk of a Sherman tank battalion (6 platoons) leading the way. Wisely, the US Commander kept a large portion of his total force off the east edge of the map, thereby pinning the vast bulk of the German forward-deployed troops in-place on Map 79. Amazingly accurate German OBA, slowed the advance of the American infantry formations that accompanied the armored spearhead. Surprisingly this artillery support, eliminated the senior American leader at the end of the first game turn. The methodical, US probe-in-force drove due west, straight down the north edge of the map, making effective concealment use of the convenient wadi and low hill terrain. Slow-driving German armor and a handful of infantry units moved north and east onto higher ground to parry this combined arms thrust. By the end of game turn 3, the US had lost a mere 3 steps. During our second session, American losses in this right flank attack began to mount in turns 4-5 as the forces drew closer together and German mobile counter attacks and AT fire intensified. Casualties among the M-3 halftrack contingent in this columns were particularly heavy, and a German probe began moving directly behind the bulk of the American task force on this edge of the map.

Starting on game turn 5, the balance of the American task force began moving-rapidly-to-contact in the southeastern corner of the map. This strong combined-arms attack began almost immediately after the German Commander had prematurely moved one of his AT gun platoons from the southern map margin on the large hill in the southeast portion of the map in an effort to bolster their hard-pressed AT defenses on the north east map edge.

At this juncture, all US forces were deployed on the map in two widely-separated and mutually-unsupported, left and right flank pincer attacks. Ferocious fighting and multiple close assaults ensued on either edge of the map as Task Force Kern sought to push the German lines back to the west.

By the mid-point of game turn 6, step loses for the US was 16 and for the Germans side was 3, this in spite of well-directed American OBA fire and clever deployment of smoke in support of the northern pincers armor-heavy attack.

Our 3rd session (game turns 7-8) were the crucial, make-or-break period in this play-through for the enveloping US attack. As it turned out the Germans resolutely repulsed both pincers and continued their deadly close assaults in the north. Two additional steps of German tanks were eliminated by intense, short-range Sherman tank, but this prong was rapidly running out of momentum as US tank and halftrack losses continued to mount. In the south, fierce hill top fighting slowed the bulk of the US attack to a crawl. By the end of turn 7, step losses stood at: 31 for the US, and 7 for the Afrika Korps.

The hard-fighting, US Commander conceded at the end of the 8th game turn when it became apparent that there were insufficient remaining American units and leaders to gain enough victory points to win the game. Then final step losses were: 8 for the German side and 41 for the Americans.

An exciting and fun-filled scenario. I give this one a 4.

1 Comment
2022-05-09 18:05

I have to hand it to Treadasaurusrex. You are a fine opponent and hard to bear, but there are many more scanarios so beware.

The handling of the armor on your left was superb. I needed to get farther faster and I could not.

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Is it "Always divide your force?" or "Never divide your force?" oh... Just remembered...
Author goosebrown (United States)
Method VASSAL
Victor Germany
Participants treadasaurusrex (AAR)
Play Date 2022-05-06
Language English
Scenario AAAD018

This one, the wheels (or treads) fell off the bus.

Playing against a skilled and well armed opponent, the Americans, with a highly mobile, combined arms force had to control the town, hills and highway across three boards. The German player set up in the town and on hills very well sited with overlapping fields of fire and use his tanks to actively mark all the victory objectives while moving to positions on the front line.

I did not want to attack the town in the center of the entry board so I divided my force into an armor heavy component attacking north of the town, and an infantry heavy component held off board to attack south of the town where there was a fire dead zone in front of the German occupied hills where they could sprint and wait for the right moment to crest the hill and hit the German Right.

On my right, the armor heavy column advanced to contact well and bypassed the wadi north of the town and headed to the first set of hills moving along the north edge of the map.

At first the advance went well and I was able to get the Shermans into action and was able to take out the German Marder which had a central position in his line. That success aside, I hit a stone wall. The German armor arrived on the next hill and even with smoke I was unable to get any farther. However, this had forced the German commander to start moving some forces from the south to cover the possible break through from the north.

At that point I brought the infantry heavy force on my left and got them into the cover of the hill that was the first objective. My opponent at this time had deployed his tanks to the north to hold his left position so this was as good a time as any to hit the infantry positions to the south of the town.

Well it didn't work out that well. I botched the initial contact and the German inflicted serious morale losses on me and the infantry was not able to break into or through the German positions. The careful placement of leaders helped my opponent capitalize on every activaction and get in solid first strikes. After about an hour of trying to get forward and concentrate forces on the left and about two hours after initiating my armor strike on the right, the Americans had become combat ineffective and incapable of achieving their objectives so were forced to concede the battle and the battleground to the well dug in and well led Afrika Korps.

3 Comments
2022-05-09 12:17

A succinct and well-written summary of a major action-packed shoot 'em up in the hills of Tunisia.

2022-05-09 18:03

Thank you sir! I felt like the lessons learned were about concentration of forces. I could have still split up, but not into two equal prongs, neither of which were enough to do the job. This one would be worth playing again sometime.

2022-05-09 18:45

Happy to switch sides for a rematch -- if they ever let us count repeat plays as the opposite side!

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Lockdown at Ain Rebaou Pass
Author Schoenwulf
Method Solo
Victor United States
Play Date 2017-11-01
Language English
Scenario AAAD018

Early on January 31, 1943, units from the US task force headed by Lt. Col. William B. Kern attempted to clear Ain Rebaou Pass of German units. The pass was defended by the 21st Panzer Division, which had units dug in on both sides of the pass, on the hill south across the road from the city and freestanding units in the wadi northwest of Rebaou. By 0715, US units had secured the town and were moving southeast. At 0745, two Panzer platoons had their nose bloodied in an armor battle west of the southeast hill. All other German units that presented a threat to American armor were cleared by 0900, as the 28mm and 75mm gun emplacements surrounding the pass and two remaining Panzer platoons were dispatched by Allied armor and precision OBA. All remaining German units were cleared from the south side of the pass by 0930, and remaining German units were off the hill on the north side of the pass by 1030 hours. The last German infantry unit, which had held out after taking the southeast hill at 1000 hours, was finally dispatched at 1245 hours along with the German Major. The US achieved a major victory.

This is an interesting scenario with multiple objectives including step elimination, town control, hill control, road control and American unit exit. In this playthrough, the large numbers of US units made it difficult for the German force to defend, and they were ultimately overwhelmed, a situation that mirrors the actual history of the African campaign, albeit a month or so earlier than expected. The scenario offers a number of different tactical options that give it excellent replay value. While a spread approach was used for the German forces here, an alternate approach would be to staunchly defend the large north central 40- and 60-meter hills and try to prevent American exit, but there may not be enough German firepower to make that work either. This playthrough ended up in a lopsided victory for the Americans. Despite losing two Sherman platoons and having three more reduced, the US had 107 VP’s to 22 for the Germans, an 85 point differential and a major American victory.

0 Comments
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