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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Kasserine Pass: Gore Force
An Army at Dawn #32
(Attacker) Germany vs Britain (Defender)
United States (Defender)
Formations Involved
Germany 10th Panzer Division
Germany Afrika Panzer Grenadier Regiment
United States 26th Infantry Regiment
United States 6th "Regulars" Armored Infantry Regiment
Display
Balance:



Overall balance chart for AAAD032
Total
Side 1 2
Draw 0
Side 2 1
Overall Rating, 4 votes
5
4
3
2
1
2.75
Scenario Rank: --- of 940
Parent Game An Army at Dawn
Historicity Historical
Date 1943-02-20
Start Time 08:30
Turn Count 16
Visibility Day
Counters 167
Net Morale 0
Net Initiative 1
Maps 3: 76, 77, 78
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 175
AAR Bounty 165
Total Plays 3
Total AARs 2
Battle Types
Exit the Battle Area
Hill Control
Inflict Enemy Casualties
Conditions
Minefields
Off-board Artillery
Reinforcements
Smoke
Scenario Requirements & Playability
An Army at Dawn Base Game
Introduction

According to the U.S. Army’s official history of the campaign, “what happened during the night of 19-20 February cannot be clearly reconstructed from the records.” While not being able to piece together the sequence of events, they knew situation on Djebel Semmama took a definite turn for the worst. German infantry infiltrated in such numbers down the Thala road behind the hill that British First Army headquarters ordered Lt. Col. A.C. Gore to take a small force from 26 Armoured Brigade and clean them out first thing in the morning.

Conclusion

Gore had too few troops to clear up the infiltrators, and the Germans methodically worked their way forward all morning. Rommel berated Col. Otto Menton of the Panzer Grenadier Regiment Afrika – a close personal friend and comrade from the First World War - for the slow progress, then sent in additional panzers and infantry. The forward Allied defenses quickly fell apart, trapping a Combat Command B Armored Infantry Battalion attached to Gore Force on Djebel Semmama. The Germans quickly appropriated the halftracks the Americans left behind in the pass. Gore Force lost all their tanks while slowly being forced back but maintained discipline and hampered all German efforts to get around them.


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
  • Assault Gun: if closed-top, 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).
  • Unarmored Weapon Carriers: These are unarmored halftracks (Bufla and Sk7/2) or fully-tracked vehicles (Karl siege mortar) with mounted weapons. All are mechanized, except the BM-13 (Katyusha rocket launcher mounted on a truck). They are weapon units, not AFV's, so they are never efficient and cannot be activated by tank leaders. (SB)

Display Order of Battle

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

Display Errata (5)

5 Errata Items
Overall balance chart for 855

Two British infantry have their full strengths printed on the back. They should both be "2-3" when reduced.

(Shad on 2010 Dec 15)
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 41

All SS PzIVH tanks should have a movement of 8.

(Shad on 2010 Dec 15)
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 (2)

Another Not Properly Play Tested Scenario
Author treadasaurusrex (Germany)
Method VASSAL
Victor Germany
Participants waynebaumber (AAR)
Play Date 2023-01-09
Language English
Scenario AAAD032

I played the attacking German Battle Group and the ferocious Wayne Baumber was the Allied Commander of a large, scratch force charged with holding Djebel Semmama in this 4-session play through. We used the FOW, smoke, strategic movement, excess initiative and tank riders optional rules. Tragically, we did not use the extended assault rule. We also used the following two house rules: 1) Road Movement for Mechanized & Foot Units All FOOT & MECHANIZED units may move on roads at the rate of 1/2 a Movement Point (MP) per road hex, just like MOTORIZED units 2) Dug In Units are Automatically in Limiting Terrain in Desert Games Unless prohibited by special scenario rules, ALL units that are dug-in on hill, slope or wadi & gully hexes are considered to be in limiting terrain and are spotted if enemy units approach to within 3 hexes, or 4 hexes for reconnaissance units – unless they fire or move.

After a bit of a fumbling start, the first session (game turns 1-2) was characterized by an immediate commencement of close range fire on the western flank of Djebel Semmama thanks to the odd setup instructions that allowed mass German infiltration atop this hill mass. A great deal of adjacent direct fire ensued, causing the forward deployed elements of the US 6th Armored Infantry to pull back out of reach of the advancing Landsers. The few remaining units of Task Force Stark were demoralized and also forced to abandon their initial hilltop positions. Axis armor surged forward onto the map board from the east edge on turn 2. At the end of the session; step losses were 2 for the Germans, and 6 for the Allies. A combined total of NINE combat 7-die rolls were thrown by both sides this session (6 German, 3 Allied). Victory points now amounted to: 15 for the rampaging Germans, and 6 for the Allies at this early point in the battle.

The second session (game turns 3-5) included multiple costly close assaults on the slopes of the Djebel Semmama, as well as instances of accurate long-range AT fire and heavy direct fire engagement, as the Germans slowly pressed forward in the center, against weakening US strength in that sector. In the north, German probes began crossing onto Map 78, while at the same time, they strengthened their grip on the southernmost hill mass on Map 76. An eager M-4 Sherman platoon in the far south surged forward to challenge the rapidly deploying Landsers in this sector as the session ended.

At the end of the 5th game turn, total step losses were 7 for the Germans, and 12 for the Allies. The updated victory point totals were: 43 for the advancing Germans; thanks to nearly-clearing Djebel Semmama of elements of the 6th US Armored Infantry; and 7 for the Allied force.

The third session, just after New Year’s Day (game turns 6-9) featured continued German movements-to-contact in the north, center & south of Map 76. Landser infantry and armor began to spill over on to Map 78 in the south and north, with the obvious aim of occupying the 20-meter hill (north) and the long, east-west ridge in the southern half of the battle map. In all, this session was a relatively grim one for the Allies, with a further 8 steps lost, while the Germans lost 2 more steps. Most of these occurred as the remains of Task Force Stark continued their fighting withdrawal in the north. There were a combined FIVE combat 7-die rolls by the end of game turn 9. At session’s end, the victory point totals were: 51 for the advancing Germans and 9 for the Allies.

The 4th session (game turns 10-13 ) was a grim one for the defending Allied side with an additional 15 steps lost! We called this bloodletting early, as a major German victory in this flawed & hopelessly unbalanced scenario after a great deal of close range combat. Highlights included some accurate long-range AT fire by the Germans and multiple fiercely contested close assaults atop the northeastern 20-meter hill on Map 78. The final victory point totals were: 66 for the Germans and 22 for the Defending Allies. There was 9 FOW-shortened game turns during this play-through.

I give this one a 2, because it was fun to play with a gracious and resolute opp[onent. However, the setup instructions were flawed, indicating that it was not properly play tested. It is virtually impossible for the Allies to win this one as published. This awkward scenario is best played in SOLO mode, since there are 3 different morale levels for the Allied force.

0 Comments
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Poor scenario, perhaps an error in set up instructions
Author waynebaumber (Britain, United States)
Method VASSAL
Victor Germany
Participants treadasaurusrex (AAR)
Play Date 2023-01-09
Language English
Scenario AAAD032

Played against old Treadhead himself, this was one the most lopsided, average scenario's I have played for many a year. Considering the designer is Mr Perryman who I consider to be one of the best I think something must have gone wrong in the printing of this scenario. The Germans have to take the 60m hill "Djebel Semmama" and its surrounding 40m hillsides, they get 1 vp for each 40m hill and 2 vp for each 60m hill. On top of this hill is a miniscule US force about to be totally overwhelmed by a large combined arms battle group from the 164th Light Division, there is no way Allied forces and stop the Germans capturing the hill and outnumbered and outgunned as they are any counterattack is bound to fail. **I normally play scenarios almost to the bitter end no matter what the VP score is looking like but by GT11 I had had enough and although I played another two turns I was not enjoying this one, which is very unfair on my redoubtable opponent who played a good hand with aplomb. I am sure that with some tweaking that this could be a decent scenario until that happens stay clear*

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