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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Ferianna Outpost
An Army at Dawn #29
(Attacker) Germany vs United States (Defender)
Formations Involved
United States 26th Infantry Regiment
Display
Balance:



Overall balance chart for AAAD029
Total
Side 1 3
Draw 2
Side 2 2
Overall Rating, 8 votes
5
4
3
2
1
3.63
Scenario Rank: 312 of 940
Parent Game An Army at Dawn
Historicity Historical
Date 1943-02-17
Start Time 10:00
Turn Count 12
Visibility Day
Counters 41
Net Morale 0
Net Initiative 1
Maps 1: 79
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 125
AAR Bounty 159
Total Plays 7
Total AARs 3
Battle Types
Exit the Battle Area
Inflict Enemy Casualties
Urban Assault
Conditions
Off-board Artillery
Smoke
Terrain Mods
Scenario Requirements & Playability
An Army at Dawn Base Game
Introduction

Due to increasing German pressure the Allies decided to abandon the Eastern Dorsals and southern Tunisia. But after the Germans occupied the abandoned Gafsa, the constant bickering between German army commanders over how to best exploit this windfall almost derailed the whole operation. Meanwhile, the Americans left behind a small task force at Feriana with orders to hold until at least 1800 hours in case they decided to move forward again.

Conclusion

Ordered by First Army to abandon Feriana and withdraw, II Corps commander Lloyd Fredendall instead instructed Col. Alexander Stark to leave a force there to hold off the German advance, supported by a battery of heavy artillery. The Germans ran over, around and through the small task force, which proved too weak for its assigned task. By noon the Germans were racing for the Allied airfields at Thelepte.


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
  • 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).
  • 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.

Display Order of Battle

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

Display Errata (2)

2 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 47

All SPW 251s have an armor value of 0.

(Shad on 2010 Dec 15)

Display AARs (3)

Fariana Holds - Somewhat
Author thomaso827
Method Solo
Victor Draw
Play Date 2015-06-12
Language English
Scenario AAAD029

This one has a company of US infantry with mortar and HMG, 3 Stuarts and a 37mm AT gun with jeep transport holding the 3-hex town of Feriana. Germans enter with an infantry company, HMG and Engineer platoon in halftracks and a company of Motorcycle troops supported by a Pz II, a Pz IIIJ, a 37mm AT gun with truck tow, 2 SK-231-8s, a SK-233 and an SK-10/4 halftrack. The US have 24factor OBA, the Germans have none. I set up the US in a horseshoe, with 2 platoons (1 Inf and 1 HMG) and the CPT in the southern town hex, the Mortar in the northeast town hex, 2 of the Stuarts on the southwest corner of the big eastern hill, 2 Inf and an LT on the small hill between the town and the large eastern hill, and the last stuart and 37mm AT gun with one last Inf platoon on the eastern outcrop of the western hill. Everything not in town was dug in. The Germans sent the Pz III, along with one SK-231-8 and the SK-233 and the towed AT gun to the east of the big hill, sending the Pz II to the west of the hill to draw fire from the Stuarts so they wouldn't be able to react to the German force coming up behind them or to the German infantry coming north up the road. This worked and the Pz II took a step loss but shrugged it off. The US troops in town found the German Motorcycle troops to be in range and tore into them, disrupting one and demoralizing another, but not getting much chance to shoot at anything else. The German halftrack infantry skirted the regrouping Motorcycle troops and enveloped the east side of the town while the Mk III made quick work of 2 steps of the Stuarts on the German right, demoralizing one of them. The Stuart step still able decided to head north out of the trap and over to the small hill between the big hill and the town, thinking those infantry guys over there looked sort of lonely. The demoralized Stuart step didn't last beyond the first shots of the next turn. The American left was trying to regroup now on that small hill, the group on the US right was out of range of the Germans in the middle, and the troops in town didn't manage to move until the Germans were on top of them in assault. The brave US mortar platoon held it's hex for 5 turns but the American Captain and his troops perished quickly. The US 37mm AT limbered up and with the US infantry and Stuart, headed for the yet unoccupied western hex of the town. German armor and armored cars decided to keep moving and leave the north side of the board, and in a foolish move by the US infantry on the hill, they left their dug-in hill position to assault the single step Pz II, managing to demoralize it to no loss to themselves. The Stuart step on the hill with them was eliminated by the Pz III when it stopped one turn to shoot before heading north. It looked safe for the force to leave as the Germans looked like they had things wrapped up pretty well. The Motorcycle infantry jumped the US troops assaulting the Pz II and wiped them out over 2 turns, along with their LT. The Germans in town finally killed the Mortar platoon. But the added bunch of US troops who ran to cover that last town hex held on, even after the loss of their own LT (leaving no leaders to call OBA anymore), and exchanged point blank fire into the Germans in the adjacent hexes. A German assault succeeded in surviving their assault on turn 10, but failed to do much damage to the US troops holding out. In the end, a single step of the Stuart, along with a single step of Infantry and the 37mm AT gun, all but the tanks disrupted, held out, contesting the town. Germans succeeded in getting 20 steps off the north edge but did not succeed in taking the town. US troops did not manage to eliminate 10 steps of Germans or be in sole possession of the town. Game ended in a draw, and right down to that 12th turn German assault. Great little game.

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Hold Until Relieved, Colonel Stark!
Author treadasaurusrex (United States)
Method VASSAL
Victor Draw
Participants waynebaumber (AAR)
Play Date 2022-12-05
Language English
Scenario AAAD029

This was a very quick, 1-session play-through with the boldly aggressive, Wayne Baumber, as the attacking Commander of a strong combined arms German Battle Group. I played the defending – and overmatched – Task Force Stark. We ignored the defense-favoring FOW rule, but used the consolidation, and excess initiative optional rules.

The first and only session of this play-through (game turns 1-8) was characterized be a 2-pronged German attack from the south-central and southeast margins of Map 79. The stronger right flank attack made immediate gains by close assaulting and eliminating a Stuart platoon and driving the remaining US troops back on the 40-meter hill mass. The left prong had much less success moving in the open along the road to Feriana. The only German ground troop step losses were to this pincer column -- joined later in Valhalla by a couple of over-eager SPW platoons that attempted to support this advance with a right-flanking move on Feriana. Eventually, the aggressive German right flank pincer attack, collapsed the over-stretched American left flank positions, driving the survivors back toward Feriana, and destroying 4 steps of Stuart tanks in the process.

Final step losses totaled 9 for the hard-pressed American side, and only 4 for the Germans. However, a fair number of German units successfully exited the north edge of the board for a total of 19 victory points.

The Americans threw a remarkable NINE, utterly-futile combat 7-die rolls in this unlucky session. None were thrown by the advancing Germans, although they did throw 4 sevens in close assaults which only effected American morale. By mutual consent, we decided to end the game as a draw during Game Turn 8, as there was no longer the possibility of an outright victory for either side.

This was a poorly-designed and likely, unplay-tested, scenario that rated a generous 2, as there was very little chance of the Germans achieving a major victory without losing more than the required 10 step ceiling. Also, as in other An Army at Dawn scenarios, there was no Colonel Stark to be drawn among the American leaders! Nevertheless, it was fun to play with a challenging and wily opponent.

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Bore draw thanks to dodgy VC conditions
Author waynebaumber (Germany)
Method VASSAL
Victor Draw
Participants treadasaurusrex (AAR)
Play Date 2022-12-05
Language English
Scenario AAAD029

Played against old Treadhead as I call him, this small one map scenario has American forces controlling a small town across a road in Tunisia. The German forces consisting of mainly recon elements approach from the south, they have two objectives take the town, and exit units off the north edge of the board. The initial German thrust was against a small outpost pushed out by the Yanks to the southwest of the town, the main thrust would be an advance up the road to attack the town itself. The recon elements were kept off the board initially to safeguard them from any long-range A/T shots. The smaller out post was overrun with relative ease, the town though would prove a much tougher prospect and there where German losses immediately they moved into range. This prompted a rethink from the Grman commander, he ordered the recon to push through on the east of the map board, covered from any shooting by the hills while regrouping to try a flank attack on the town. However, my redoubtable opponent just as quickly also regrouped all of his forces into the town, and after a very desultory attack which cost more German step losses, the Germans withdrew to the east having pushed most of the A/Cars and MTC off the map. With neither side able to claim any sort of victory a draw was offered and accepted on GT10 or thereabouts. The Germans have neither the time or the firepower to take the town, the American player does not have the forces to inflict enough damage (10 steps) or to stop the German units from exiting the board. If the Germans decide to simply charge the town with all available forces, then it is possible that one side could win I suppose and I would think that side would be the Americans unless they neglect to garrison the town with sufficient forces. In our game the Germans lost 4 steps the Americans many more and the German did get 20 exit VP but the town was still in American hands so a draw was probably a fair result. The VC's could be changed slightly or the game lengthened but that would need playtesting something that this scenario should have had before publishing

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