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: Denouement
An Army at Dawn #37
(Defender) Germany vs United States (Attacker)
Formations Involved
Germany Afrika Panzer Grenadier Regiment
United States 16th "Semper Paratus"" Infantry Regiment
Display
Balance:



Overall balance chart for AAAD037
Total
Side 1 3
Draw 1
Side 2 2
Overall Rating, 7 votes
5
4
3
2
1
3.86
Scenario Rank: 159 of 940
Parent Game An Army at Dawn
Historicity Historical
Date 1943-02-22
Start Time 15:45
Turn Count 12
Visibility Day & Night
Counters 92
Net Morale 1
Net Initiative 1
Maps 1: 76
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 141
AAR Bounty 153
Total Plays 6
Total AARs 4
Battle Types
Hill Control
Inflict Enemy Casualties
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Smoke
Terrain Mods
Illumination
Scenario Requirements & Playability
An Army at Dawn Base Game
Introduction

While Battle Group DAK conducted its futile attacks on Combat Command B, Gen. Terry de la Mesa Allen of the American 1st Infantry Division had tried all through the morning to organize a counter-attack. Finally in the mid-afternoon he reached Col. Paul Robinett of the armored force and the Big Red One readied itself to attack Hill 812. Battle Group DAK had gained almost a full day to prepare itself.

Conclusion

Communications difficulties and the diversionary attack on Djebel Hamra held up the effort to rid Hill 812 of the grenadiers until 1600. Unlike earlier American attacks that lacked professionalism, this attack went in well planned and executed. Additional infantry and the tanks of Company G, 13th Armor Regiment from Combat Command B joined the attack. Perhaps more importantly the 1st Division’s Chief Artillery Officer really knew his craft, despite being known as Mr. Chips. II Corps allotted copious amounts of ammunition to the battle, and when the smoke cleared, all of the captured equipment and Hill 812 were back in American hands.


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

Display Order of Battle

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

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 63

The morale and combat modifiers of German Sergeant #1614 should be "0", not "8".

(Shad on 2010 Dec 15)

Display AARs (4)

No AAR Here - Misposting
Author J6A (United States)
Method Face to Face
Victor Germany
Participants unknown
Play Date 2015-06-24
Language English
Scenario AAAD037

N/A. I posted the AAR for another scenario here.

0 Comments
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Bloody Time
Author thomaso827
Method Solo
Victor Germany
Play Date 2015-08-19
Language English
Scenario AAAD037

This scenario pits dug in US troops against dug in German troops across a valley between two hill masses. Germans are defending against a large bunch of US troops with some tank, 37mm AA and AT guns and a T-30 halftrack, and themselves have 3 AT guns, 3 mortars, and an abundance of infantry, HMGs and leaders. My forgetting to account for the reduced visibility as dusk approached had little effect since artillery was having little effect on either side and mortars spent much of the game taking pot shots at their enemy counterpart with the occasional disruption and a demoralization or two. The US spent the first turn dropping all their arty on the enemy, trying to do some damage before moving across the valley into assault on the hills against dug in troops. The US had been set up so all their AT, AA and HMGs were in range at the beginning, but that one column shift for dug in really played havoc with their fire. Very little damage was done, even by the single US P-38 element that appeared and strafed a German position. Since time is limited in this 12-turn scenario, there is little time for the US to sit back and pound things, so turn two saw US infantry with leaders making assaults across the valley wile heavy weapons and OBA continued to try to soften up the targets. Once in contact, it became give-and-take for both side, but while US forces took the higher casualties, Germans started failing morale checks that even the high morale leaders couldn't help and the Germans started giving up ground. As dusk fell, artillery became more dangerous to friends than to foe, as both sides dumped fire onto their own positions with greater effect than on their enemy, so indirect fire ceased and it was left to the troops and tanks to slug it out. With the dark came a streak of German luck, as US rolls barely achieved anything and German rolls of 2 and 12 started coming way too often. In the end, US forces had lost 35 steps to only 16 for the Germans, and neither side was able to claim any terrain victory points as it was all still contested. Germans won a major victory on casualty points alone. Great game.

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Big Red One Fails to Take Hill 812
Author treadasaurusrex (Germany)
Method VASSAL
Victor Draw
Participants goosebrown (AAR)
Play Date 2023-07-01
Language English
Scenario AAAD037

This was a 4-session play-through with the playful, yet redoubtable, goosebrown leading an attack by elements of the US 1st Infantry Division’s 16th Infantry Regiment. I led defending troops of the German Panzer Grenadier Regiment Afrika. The American side drew a marginal set of leaders. The Germans had better luck in their leader draw. We played with the consolidation, smoke/illum, extended assault, tank riders and excess initiative optional rules. In addition, we 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) Standardized 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, and 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 slope 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 are marked with a spotted marker, see 8.22.

The initial session (game turns 1-2) featured the beginning of a lengthy American left-flank, deep-battle movement to contact from the west skirting the north margins of Hill 812. This was accompanied by a heavy smoke screen that prevented accurate long-range AT fire from the demonic German AT guns. The “grand battery” of no less than 6 US HMG platoons maintained a heavy covering fire on the dug-in, Landsers on Hill 812 as the Americans advanced. From the beginning, a US diversionary force consisting of a reinforced infantry company on the neighboring 40-meter hill, southwest of Hill 812 drew a great deal of long range fire in the first 2 turns that resulted in the loss of 3 steps and a leader. Total step losses were tied at 4, by the end of this session resulting in the German initiative dropping a level to one.

Our second session (game turns 3-5) consisted primarily of a major exchange of long-range direct, OBA and mortar fire. Another step of German infantry was the only casualty, as the left flank American advance curled east & began closing to decisive range on the north and east margins of Hill 812. The Lee tank company began a close assault on the first of the German’s forward positions in Hex 76-0913. A number of Landser infantry units and their pet snail, Corporal Laszlo, were forced to redeploy from their original positions to face the oncoming US onslaught from 2 directions.

The third session (game turn 6-7) was a costly one for both sides with step losses now at: 8 for the Germans, and 9 for the attacking Americans. The massive US .50 cal machine gun line began approaching from the west, and the adjacent US infantry column initiated its decisive engagement with the few remaining Germans on the southwest margin of Hill 812. A pair of simultaneous combined arms, US teams commenced more intensive close assaults on the opposite flank of the nearly-encircled German garrison on Hill 812. Corporal Laszlo moved quickly to a safer position below the German mortar emplacements to avoid the increasingly accurate American artillery barrages.

Our fourth session (game turn 8-9) was more of the same and the last Satan’s spawn, AT gun of the Germans was eliminated. Ineffective US artillery during this episode prompted Corporal Laszlo to re-emerge and lay slime trails around the 2 remaining German mortar platoons. Two American close assaults were rapidly collapsing at this stage and this battle was looking more and more like a replay of Verdun. By mutual agreement we decided on a draw at the start of game turn 9. I give this slightly disappointing, but balanced, scenario a rating of 3, and recommend it for SOLO play only.

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Did I mention that my artillery was abysmal?
Author goosebrown (United States)
Method VASSAL
Victor Draw
Participants treadasaurusrex (AAR)
Play Date 2023-07-01
Language English
Scenario AAAD037

Tough game. My opponent, treadasaurusrex, deployed brilliantly on on Hill 812 with his PK40 and his squeeze bore well placed to take shots at my smallish armor force. The infantry was deployed mostly facing west, but treadasaurusrex well knows I like flank attacks so I deployed my large American infantry force on the hill facing Hill 812.

Given that I wanted to sprint along the northern edge of his position, I had a decision to make with my mortars and HMGs. I did not want them moving slowly and getting caught in the open. My solution was to anchor my right wing on the southern hill mass with enough force to make a German advance a little dicey. North of that, as close as I could set up, I deployed all the HMGs in a line adjacent to the road with a Captain and lieutenant who had the ability to form a fire group to provide heavy fire on the forward German units to pin them and to cover the fire of their 75IG and their squeeezebore ATG. (bath of which were finally eliminated through a combination of direct fire and OBA/Mortar fire.

The rest of my force, the company of tanks and about a battalion of infantry with what mediocre leaders I had sat ready on the left flank to dash across the open and attack on the German right flank.

Using my plentiful artillery, I began the assault by laying smoke along the whole route the infantry had to take for the first three turns along the lower hills obscuring the German visibility on the heights above. The advance went well although the blocking company on the right of my line started to take quite a bit of fire and started to take casualties.

Other than laying smoke, my artillery 5x 18s, was highly disappointing, with neither the OBA nor Mortars doing much other than make noise.

By turns 4 and 5, my flank attack had reached the north and rear of Hill 812, but the Germans had successfully redeployed to cover the flank and the remainder of the battle was a slow grind with frightening moral recoveries and multi-turn assaults.

Did I mention that my artillery was abysmal?

Just after dusk, we agreed to end the scenario as a draw.

Another fine game with treadasaurusrex

1 Comment
2023-07-02 14:42

This is too modest an assessment of the American's thoughtfully-sequenced & 3-pronged assault on a tough, Hill 812 defensive position. The Napoleonic Grand Battery of 6 HMG units was a great touch that pinned & slowly wore down the forward-deployed German left flank, and prevented these units from effective counter moves. The large-scale, American smoke screens also proved effective in covering the long-reach, left-flank approach accompanied by M3 Lee tanks. Perhaps, a more balanced, deeper & simultaneous right flank hook might have pinned the balance of the German's southern front in an untenable situation. However, the dice fates did not smile on the US side in this relatively-balanced, infantry-heavy, slugfest.

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