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: The Reports Were Wrong
An Army at Dawn #35
(Attacker) Germany
(Attacker) Italy
vs United States (Defender)
Formations Involved
Italy 5º Reggimento Bersagliari
United States 1st "Old Ironsides" Armored Division
Display
Balance:



Overall balance chart for AAAD035
Total
Side 1 1
Draw 2
Side 2 2
Overall Rating, 6 votes
5
4
3
2
1
4.33
Scenario Rank: 29 of 940
Parent Game An Army at Dawn
Historicity Historical
Date 1943-02-21
Start Time 14:00
Turn Count 15
Visibility Day
Counters 151
Net Morale 0
Net Initiative 1
Maps 2: 77, 78
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 164
AAR Bounty 153
Total Plays 5
Total AARs 4
Battle Types
Exit the Battle Area
Inflict Enemy Casualties
Conditions
Off-board Artillery
Smoke
Terrain Mods
Scenario Requirements & Playability
An Army at Dawn Base Game
Introduction

Misled by the disorderly American retreat, the German 33rd Reconnaissance Battalion reported shortly before noon that no substantial American forces occupied the area east of Djebel Hamra. Sensing opportunity, Rommel ordered his troops forward into the gap. Without waiting for Luftwaffe confirmation the panzers hurried forward to cover the eight miles to Djebel Hamra before the situation changed.

Conclusion

The reports concerning an absence of American forces were wrong. A well-trained, well-concealed American force waited for them, covered by a large number of artillery pieces. When German panzers skillfully attempted to lure the emplaced American tanks into range of their famed 88’s the American wisely didn’t take the bait. By 1800 the Germans had absorbed enough punishment and called off the attack still four miles short of Djebel el Hamra.


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).
  • 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

Germany Order of Battle
Heer
  • Motorized
Italy Order of Battle
Regio Esercito
  • Mechanized
  • Motorized
United States Order of Battle
Army
  • Motorized

Display Errata (4)

4 Errata Items
Scen 35

The Army at Dawn counter mix does not include U.S. Army Sergeants. All U.S. Army SGT references should be changed to LT. For this scenario it means there would be 6x LT.

(plloyd1010 on 2015 Oct 27)
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)

Display AARs (4)

The Line Holds Strong
Author thomaso827
Method Solo
Victor United States
Play Date 2015-12-12
Language English
Scenario AAAD035

The US with a battalion of infantry and around a battalion of armor plus towed 105s, 90mm AA, and a mix of SP guns on halftracks defend dug in west of the road on boards 77 and 79. Terrain on their side of the board is flat, and the Germans and Italians enter masked behind lots of hills to the east. Germans enter with 2 battalions of foot infantry plus 2 companies of motorcycle toops, and an Italian battalion of bersaglieri with their support weapons. Germans also get a towed 88, a towed 75 AT, 50mm AT, and about a battalion of mixed tank support of Mk IIIs and IVs. Germans need to eliminate as many US units as possible while working to exit a number of units off the west edge. I layed out the US in a line of dug-in posts, with 3 containing an Infantry and an HMG while more dug-in infantry in between the HMG outposts meant that there were few places that Axis infantry could approach without being in range of 2 outposts. US tanks were placed on both flanks with the lighter Stuarts behind the US line where they would not be such easy targets while standing by to catch anything that got through the line of outposts. Germans entered with their infantry and HMGs in one large group on their left and center and the Italian infantry on the right, with the Mk IVs moving on the north flank, Mk IIIs on the south, motorcycles up the middle, with the towed guns coming along to set up where the 88 could do the most harm while staying masked from half of the US forces. Immediately, the Motorcycles coming up the middle hoping to get at least 2/3rds of their numbers into place to assault one of the central outposts and call some OBA strikes, but they suffered the first US OBA strikes instead, losing the 2 platoons in the center of their column and one platoon in the lead stack. The 3 German trucks were hit at range by the US 90mm gun and one truck with it's LT towed 50mm gun disappeared in the dust. Good for the Germans that the random selection of which truck died didnt kill the 75mm gun instead, and that I had opted to have the 88 come up behind the lead trucks so it suffered only a temporary setback in the loss of the AT leader. Germans moved over the hills and steadily towards the US line, with the Mk IVs not stopping to engage but instead trying to head for the US rear. As the US armor and AT weapons found the range, the Germans lost all but 1 step of Mk IIIs, and part of the Mk IVs but managed to get 12 points for exiting 3 platoons. With the attrition to the German and Italian infantry, this success meant little. Stacks of Germans and Italians were pinned down between the hills behind them and the US outposts ahead of them, and the few stacks that did make it into contact found themselves on the losing side more often than not. In 7 of 15 turns the Germans and Italians had lost 55 points of men and tanks, giving back only 7 points of losses. Having lost all but one step of tanks to either exit or AT fire, the surviving force decided to call it a day. I just didnt see how prolonging the game would change the exchange rate of Axis troops for Americans. Great game, US win.

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An Army At Dawn, scenario #35: Kasserine Pass: The Reports Were Wrong
Author JayTownsend
Method Solo
Victor Draw
Play Date 2019-03-26
Language English
Scenario AAAD035

An Army At Dawn, scenario #35: Kasserine Pass: The Reports Were Wrong

I shouldn’t have waited a week to write this but I’ll do a short AAR off of memory. First this was a pretty balanced scenario and I enjoyed playing it. The Americans setup on the west side of the road and have a lot of territory to protect or prevent the Axis Forces from exiting the West edge of the map but they can dig-in and have a lot of off-board artillery support. The German & Italians enter from the east and push into the American lines. The Axis actually had two more points than the Americans by the end of the Scenario but a side as to win by four or more points to get a victory, so this scenario ended in a very close Draw.

The American advantage was the dug-in units which help give their armor an extra defense modifier and the off-board artillery. The Axis advantage was being able to exploit the large area. Step losses for either side and exited step for the Axis side are all that matter. Really a few dice rolls differently and either side could have won this scenario. Lots of different setups, attack groups and counter-attacks at the right times and adjusting of forces to different locations all could make this playout differently. This one needs to be played 2-3 more times to get the strategies right. Stacking all three Italian Sem. 75/18 into one stack was fun. I’ll have to play this scenario again someday.

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A Broad Front American Speed Bump
Author treadasaurusrex (United States)
Method VASSAL
Victor Germany, Italy
Participants NBGB (AAR)
Play Date 2023-01-06
Language English
Scenario AAAD035

This was a 6-session play-through with the determined & indefatigable, NBGB, as the attacking Commander of a powerful combined arms Italo-German Battle Group. I played the defending US Commander of Combat Command B composed of green & over-stretched elements of the 1st Armored Division. We ignored the defense-favoring FOW rule, but used the smoke, consolidation, strategic movement, extended assault and excess initiative optional rules. We also experimentally used the following three 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) Standard Movement for Mechanized Units All mechanized units may move through clear hexes at a movement cost of only 1 movement point (MP) per hex, instead of 1 1/2. Add one to this cost if moving up or down slopes hexes. 3) 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.

The 1st session (game turns 1-2) was characterized by a strong, but unscouted, German, left flank armored movement-to-contact in the southern quadrant of Map 77. This was supplemented on the second game turn by the gradual approach of the Italian force in the north (right flank), and the German infantry & mortar units in the center. After a brief exchange of AT fire in the south margin of the battle map, step losses were tied at 2 apiece.

During the second session (game turns 3-4) the strong German Panzer attack in the south was blunted by accurate long-range US AT fire, and the need to shift focus to higher on the 40-meter hill mass. German infantry formations began climbing under supporting smoke screens on the eastern margins of the hill preparatory to initiating a number of close assaults. In the north, the right flank Italian onslaught began in earnest and established contact all along the US line of positions on the thin north-south ridge. This closing action was also supported by well-positioned smoke concentrations. Initial contacts in this sector came at a significant costs in terms of close range defensive direct fire resulting in a large number of demoralizations and disruptions. A solid knot of German troops joined the south edge of the Italians skirmish line on the ridge. The Americans began migrating infantry formations and AFVs primarily in support of the fighting on the southern hill mass in hopes of containing the Teutonic horde cresting the 40-metter summit.

By the end of the session a combined SEVEN combat 7-die rolls had been thrown. Step losses totaled 14 for the Germans and 8 for the Americans, resulting in reductions to the initiative levels for both sides.

The very busy 3rd session (game turn 5) featured the partial collapse of the broad Italian infantry attack in the north ridge on Map 78 in the face of heavy US direct fire. The adjoining Germans also pulled back off the long ridge to the adjoining hill mass in the center of the battle map, to consolidate their gains & help protect the senior Italian officer who had fled to the east margin of the hill – he being hotly pursued by an over-enthusiastic platoon of Stuart tanks. The US side pushed slightly into the main pass at the juncture of the two game maps, and strengthened their hold on the north margin of the large north-south hill mass just east of the road on Map 77. The Germans managed to throw FOUR combat 7-die rolls. The step loss totals were now 20 for the Germans and 12 for the Americans. The victory points to-date were the inverse of the step losses, putting the Americans ahead by 8 points at the end of this session.

The action-packed and costly fourth session (game turn 6) featured the continued, bloody stalemate in the north edge of the map as the Italian advance was blunted and reversed on the north ridge. However, the consolidation of the German infantry formations and additional artillery support on the adjoining hill was completed, preparatory to their expected counter attack on this same terrain. In the south, fiercely contested hilltop close assaults continued along with long-range AT sniping as the Germans improved their hold on the southern hill mass and began probing forward with a company of Pz-IIIJ tanks that eliminated a pesky, dug-in 37mm AT gun platoon by close assault. American step losses exceeded that of the combined Axis force by midway through the 6th game turn. Ending step loss totals were now 25 for the Germans, and 28 for the Americans. As previously, the victory points to-date were the inverse of the step losses, putting the Germans ahead by a mere 3 points at the end of this session.

The fifth session (game turns 7-8) was a hard-fought one that proved-to-be-decisive for the Axis side. This episode included a combined TEN utterly useless combat 7-die rolls! In the northern sector, the Italian right flank attack on the ridge remained effectively stalemated and a single American Stuart platoon continued to be a thorn in the side of the Axis force. On the southern flank of that same ridge, a German probe was pushed back, but the subsequent American counter attack was then repulsed as well, while the Germans reformed for another try. In the south, German armor achieved a breakthrough in the relatively-porous and strung out American defenses in a swirling, tank-on-tank engagement that resulted in the elimination of a company of Sherman tanks. The Americans continued to barely hold on the margins of the contested, 40-meter hill mass. A mass attack of Landser infantry was forming up in immediate contact with the remaining defenders at the end of game turn 8.

Total step losses were 35 for the Italo-Germans and 42 for the rapidly faltering Americans. By the end of the session, the Axis victory point total was at 44 compared to the American total of 35 – we were already in the range for an Italo-German Minor Victory – but we decided to play on to the bitter end as we were having too much fun.

The 6th session (game turn 9) featured continued fierce fighting and ended in a mutual decision to finish the struggle as an Italo-German Major Victory. Total step losses were 36 for the Italo-Germans and 49 for the American. The final victory points were 51 for the Axis and 36 for the defeated Americans.

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Victory is Mine Sayeth the Panzers
Author NBGB (Germany, Italy)
Method VASSAL
Victor Germany, Italy
Participants treadasaurusrex (AAR)
Play Date 2023-01-06
Language English
Scenario AAAD035

Due to my laziness and lack of any significant short term memory these days, I am trying a new thing for me. A scenario rating and AAR which are both actually DAR's. (During Action Reports). This may, or may not work, be a good idea, whatever. Just another stream of semi-consciousness spewing forth. That said.

Tread and I are having our usual many session game due to our wandering conversations and general fun side-tracks. We are playing with these official and unofficial rules: No FOW, using strategic movement. extended assault, 1 hex track movement in open terrain, dug in AT getting efficient fire and Italians retreating when they see a tank. (Just seeing if you're paying attention on the last one!)

We are six turns in after (3) two hour sessions. I am having a great time! Fortunes are swinging wildly in this one. First off, don't be gamey and run your German units off the board for victory points right off the bat and you too can have fun in this one. Tread is the US and does have big artillery but keeps calling for air support to no avail. He has been menacing me again with the menagerie of halftracks the US has and his written battle plan and contingencies. My troops must wonder what it's like to be organized.

I started off massing the strong German armor and Italian assault guns on the southern edge of the map to advance on the high ground and use it for cover. The Italians delayed starting in the north to draw the US up to the ridge and forward enough to perhaps expose their behind to the Germans swooping in from the south. The large German infantry force is the hammer up the middle and the motorcycle units will follow on as things clear up a little.

My armor sputtered and faltered as a measly truck thingy- (M6?) could not be taken out by my PziVH with like a plus 5 AT advantage. After 4 shots I had to bring in extra help! The dug in Lee's held up well and forced me to slow way down and be more methodical. Tread brought up his forces in the north and took the high ground as anticipated and committed his reserves pretty far forward. My Italians moved in for close assaults and were mauled by the halftracks and strong US infantry. I used smoke but that didn't help too much. The Italians have been trying to un-engage from assaults and are licking their voluminous wounds and re-grouping right now. A maeanding Stuart in my rear up there in the north tried to decapitate the Major in charge and darn near got him. That Stuart is now battling in a close assault so we'll see.

Meanwhile, there were major assaults in the south on the high ground as the dreaded halftracks started to kill me. This time I was aggressive though as I moved armor in to firing positions to take them out and formed a massive 45+ fire team and turned the tide for the time being down there.

Tread started out ahead of me in step losses, but I have turned it around some now as I am ahead 28-25 in this bloodbath.

I am now moving armor forward in the south again as I try and root out the Shermans dug in there and swing around behind. Easier said than done. Too be continued...

Another two turns and the Fascists are exerting their authority a little. The victory points are now 44-35 in favor of the Fascists. The armor thrust to the South has finally turned in to a rout as the panzers swarmed the dug in Shermans and created many crossfires and brought home the bacon. One PzIII halfy exited the map. The armor is now firmly in the rear and took out the 90mm AT gun being transported by truck with a long range shot. They can either create more havoc or exit at this point. The Italians are still getting kicked around, but somewhat holding their ground. The wayward Stuart left an assault and jumped in another one with mortars. The Italians are chasing him down and trying to engage again. The southern high ground is still a struggle as the American dug in Lee's put a hurt on the Italian assault guns forcing them back. The US still has plenty of firepower left, but their infantry is wearing down. The Germans are still holding their 88 and the cycle troops off board.

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