Kasserine Pass: Djebel Semmama An Army at Dawn #30 |
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(Attacker) Germany | vs | United States (Defender) |
Formations Involved | ||
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United States | 26th Infantry Regiment |
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Overall Rating, 8 votes |
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4
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Scenario Rank: 113 of 940 |
Parent Game | An Army at Dawn |
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Historicity | Historical |
Date | 1943-02-19 |
Start Time | 09:30 |
Turn Count | 12 |
Visibility | Day |
Counters | 51 |
Net Morale | 1 |
Net Initiative | 2 |
Maps | 1: 76 |
Layout Dimensions | 43 x 28 cm 17 x 11 in |
Play Bounty | 129 |
AAR Bounty | 165 |
Total Plays | 7 |
Total AARs | 2 |
Battle Types |
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Hill Control |
Conditions |
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Off-board Artillery |
Smoke |
Scenario Requirements & Playability | |
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An Army at Dawn | Base Game |
Introduction |
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After wasting the 18th debating their strategic options, the Germans decided to head for Le Kef. To do that they needed to secure a pass through the Western Dorsals. Kasserine Pass offered serious advantages to the defender but it lay close by the forward German positions and appeared not too well guarded. Before contesting the pass itself Djebel Semmama needed to be subdued. At 0930 the Americans saw the Germans step off toward their perch. |
Conclusion |
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The German infantry managed to wrestle most of the eastern slope from the Americans of Task Force Stark. However, a tenacious defense of the rest of the hilltop kept the Americans on the summit at the end of the day. Stark certainly could have used the troops, tanks and artillery thrown away by Fredendall’s foolish deployment at Feriana two days previously. |
AFV Rules Pertaining to this Scenario's Order of Battle |
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2 Errata Items | |
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The reduced direct fire value of the Heer HMG became 5-5 starting with Fall of France. (plloyd1010
on 2015 Jul 31)
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The morale and combat modifiers of German Sergeant #1614 should be "0", not "8". (Shad
on 2010 Dec 15)
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Two Lieutenants | ||||||||||||
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This 12-turn game lasted a lot longer than I expected, and the US started out looking like they couldnt be beaten. They set up in a line along the east edge of the 60m hill and east of it dug in and waiting for the Germans to pop up on the hill. The Germans came in strong, the infantry set up using the chain of command to allow the whole force to move up for the first few turns on 1 initiative, with the truck-towed guns moving along the north edge of the board and the Pz-2 moving along the south until it could join in an assault on the south flank of the US force. The US 37mm AT wasnt in a spot to shoot at the panzers, but aided in defending against the infantry force stacked with the US Major and an infantry. As the Germans came over the edge of the hill, the whole US line opened up, and 4 steps of Germans were lost quickly. Good German leaders were quick to rally the troops and assault both north and south ends, the Panzers joining in the south. The Panzers ended up being the first casualties in that assault, losing both steps in two turns, but the superior German morale and 10-1-2 leader overcame the US infantry and HMG on the south flank, with the north flank falling a turn later. US casualties rose to equal the Germans quickly after that,but the US Major and his troops held on stubbornly until his loss on turn 9 with the AT gun. The US force melted away after that, and on the start of turn 11, the only US troops on any of the target djebel were two lonely LTs, themselves being chased west. Major German win, but had the dice gone hot just a bit longer for the US, they could have held on to the high ground just a bit longer, perhaps changing the results of the game. Great scenario. |
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Your Task Force Must Hold the Djebel Until Relieved | ||||||||||||||
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This was a 5-session play-through with the cunning and earnest, goosebrown, as the attacking German DAK Commander. I played the hapless American Task Force Stark Commander assigned to hold the 60-meter high Djebel Semmama in hill top position on Map 76. We played without the FOW, but with the smoke and excess initiative optional rules. The American side suffered from poor leader draws in this play-through, but brought along a cur dog that they had adopted in Oran, named Bumper who barked vociferously at Rommel’s troops and leaders. In contrast, the Germans drew a fine set of leaders with high morale and combat modifier values. The initial session (game turns 1-4) featured a broad German movement to contact, straight forward with a reinforced battalion marching due west, with the strongest elements on the left flank including their single platoon of Pz-II tanks. The German right flank feint did their job as skirmishers and diverted opportunity direct fire and bombardments that would have been better employed in slowing their advance on the other flank. The most important firepower assets of Task Force Stark on Djebel Semmama’s hill top were decisively engaged by the 3rd turn in the center and right flank. US opportunity fires and OBA made the first set of close assaults costly for the Afrika Korps infantry and supporting weapons. The light tank platoon was eliminated during the 3rd turn. At session end: step losses stood at 10 for the Germans and 1 for the besieged American side. The Germans were already contesting 2 of the hilltop’s five 60-meter hexes and nearly all the US troops were pinned in place. The 2nd session (game turns 5-6) was characterized by continuing German close assaults on the eastern face of the summit of Djebel Semmama, along with a German left flank advance by another assault stack that was waylaid by intense American OBA, mortar and short range direct fire. By the end of the session end: step losses stood at 12 for the Germans and 2 for the besieged Americans. The Third session (game turns 7-9) was focused on the continuing series of German close assaults on both the east and southern margins of the summit of Djebel Semmama. The stubborn Americans continues to hold out on the eastern edge of the hilltop, but were now confronted by strong left flank move, and two more hexes became decisively engaged. Of these, the heretofore unreachable mortar position was close-assaulted, and one platoon of mortars was eliminated in turn 7. A combined total of SIX combat 7-die rolls were registered this session. At the end of turn 9, the steps lost totals were: 14 for the attacking Germans, and 3 for the defending US side. The final result was still in doubt as the number of 40 and 60-meter hexes controlled atop the djebel was almost even. Bumper, the dog was still barking wildly at the onrushing Teutonic wave in one of the assault hexes, but was temporarily deaf from the shelling. The impromptu 4th session (game turns 10-11) was basically a repeat of the previous session in about the same hexes with both sides OBA raining down among the assault hexes. The difference this time, was the there was a successful American counter attack in the NE contested hex in which 3 steps of Germans infantry was eliminated after an incoming off-target friendly artillery concentration weakened their comrades in that hex. At session’s end, the total of step losses stood at 17 for the attacking Afrika Korps and 3 for the American defenders. The 5th session (game turn 12) was the last gasp for the American side in which the Germans overran & controlled the required single 60-meter hill hex, having already occupied the vast bulk (18) of the 40-meter hexes. The final total of step losses stood at 17 for the attacking Afrika Korps and 6 for the American defenders. Here’s another hard-fought, German minor victory in the win column for goosebrown! |
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