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
Errors? Omissions? Report them!
El Guettar
An Army at Dawn #38
(Attacker) Germany vs United States (Defender)
Formations Involved
Germany 10th Panzer Division
United States 1st "Big Red One" Infantry Division
United States 899th Tank Destroyer Battalion
Display
Balance:



Overall balance chart for AAAD038
Total
Side 1 3
Draw 1
Side 2 2
Overall Rating, 7 votes
5
4
3
2
1
3.86
Scenario Rank: 161 of 940
Parent Game An Army at Dawn
Historicity Historical
Date 1943-03-23
Start Time 05:45
Turn Count 24
Visibility Day & Night
Counters 165
Net Morale 1
Net Initiative 2
Maps 3: 76, 77, 78
Layout Dimensions 84 x 43 cm
33 x 17 in
Play Bounty 173
AAR Bounty 165
Total Plays 6
Total AARs 2
Battle Types
Exit the Battle Area
Hill Control
Inflict Enemy Casualties
Conditions
Minefields
Off-board Artillery
Randomly-drawn Aircraft
Smoke
Terrain Mods
Illumination
Scenario Requirements & Playability
An Army at Dawn Base Game
Introduction

The Americans occupied Sened Station and advanced beyond Maknassy in conjunction with the British 8th Army’s operations around Mareth. This placed the Italian 1st Army in an untenable position. As the Americans pushed further eastward against the 131st Armored Division Centauro the Germans slowly gathered a force to repel them. The Germans moved forward well before dawn on the 23rd.

Conclusion

The Germans stormed onto Hill 336, causing heavy Americans casualties in bitter fighting that became hand-to-hand at many points. But a minefield stretching from the southeast corner of Hill 336 across the road to the Keddab wadi slowed the Germans enough to allow two battalions of American tank destroyers to engage them. Used as intended, the tank destroyers performed admirably, claiming 30 panzers. The minefield claimed eight more, breaking the attack’s momentum. The Germans tried another unsuccessful attack later in the afternoon before calling it a day.


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
United States Order of Battle
Army
  • Motorized

Display Errata (4)

4 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 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)

Take Hill 336 from the Big Red One!
Author treadasaurusrex (Germany)
Method VASSAL
Victor Germany
Participants NBGB
Play Date 2023-05-03
Language English
Scenario AAAD038

This was an extended 7-session play-through with the seasoned & indefatigable, NBGB, as the American Commander of defending elements of the 1st Infantry Division assigned to hold ground in the vicinity of Hill 336 and to prevent a German breakthrough to the west. I played the attacking German Commander of a combined arms battle group from the 10th Panzer Division. We played with the FOW (beginning in game turn 13), smoke/illum, extended assault, consolidation, tank riders and excess initiative optional rules. We also experimentally used the following four 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 on Hill Slopes are Automatically in Limiting Terrain in Desert Scenarios Unless prohibited by special scenario rules, ALL units that are dug-in on hill 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, and 4) Enhanced Anti-Tank (AT) Gunnery Unless prohibited by special scenario rules, ALL dedicated, dug-in, entrenched, or town-occupying AT gun units including Self-Propelled AT guns may fire in opportunity fire (OPFIRE) TWICE just like tanks in the standard rule set. For example: dug-in, German PaK 36 (37mm); PaK 38 (50mm); or British 6-pdr towed AT gun platoons would therefore be able to fire TWO times per unit in OPFIRE situations. These house rules worked quite well in this play-through.

The initial session (game turns 1-2) featured a left-and-right-pronged, German movement-to-contact in the pre-dawn gloom from the east edge of the battle map. Corporal Laszlo, the German’s pet snail & mascot rode into battle with a platoon of tough Landsers atop a Pz-IIIN unit on the north (right flank) edge of the Map 78. He opted to stay in the Company Commander’s breast pocket for the first two, rather jarring game turns. Germans scouts identified the first two American minefields just west of the mouth of the narrow pass on the road (Map76). No casualties were sustained be either side in this session, although there were THREE consecutive American combat 7-die rolls to begin the game.

The second session (game turn 3) was marked by the beginning of decisive engagements in the center portion and north edge of Map 76, with the Germans drawing first blood with the elimination of an American infantry platoon on the south margin of the pass, adjacent to the line of American minefields. An additional US step was lost in the close assault in the north as the Germans rapidly closed on the north & east margins of Hill 336. This was followed by multiple Germans step losses across the board including a section of Pz-IIIH tanks lost in an extended assault in the north. In the southern portion of Map 76, the German movement to contact was only beginning to get into rifle range. By the end of the session, total step loses were 7 for the Germans and only 3 for the American defenders. A combined 3 combat 7-die rolls were thrown, and the victory points stood at 3 for the Germans and 44 for the US defenders.

The second session (game turns 4 & part of 5) was a rather grim one for the defending Americans, since 12 additional steps were lost as the Germans barely managed to establish a toehold on the margins of Hill 336 in the north, and also began decisively engaging the remaining US troops in the southern portion of Map 76. At session end, total step losses stood at 8 for the Boche and 14 for the Americans. The victory point count was 44 for the defending Americans, and only 15 for the Germans.

The extended third session (game turn 5) was an action-packed & another grim one for the defending American side with multiple step losses as both prongs of the German advance moved into decisive combat range. By the end of this turn, step losses for the Germans stood at 10, and 20 for the US side, causing a reduction in American initiative to zero. In the south, the onrushing tide of German infantry continued moving west, slowed down by terrain, and effective US opportunity fire. A slow migration of the remaining American reserves began, with redeployments to both the northern & southern fronts. The victory point tally stood at 42 for the Americans and 25 for the Germans, which was still in decisive victory range for the harried, but still mostly intact, US side! Corporal Laszlo, the German mascot was becoming concerned about the strength of the American defenses on the crest of Hill 336, and fully extended his twin eye stalks for a better view.

The delayed 4th session (game turn 6) was another action-packed & grim one for the defending American side with multiple step losses as the northern prong of the German advance continued spreading out within decisive combat range on Hill 336. The combat dice luck was generally with the Germans in this long turn. By the end of this session, step losses for the Germans stood at 12, and 31 for the US side, resulting in a reduction in German initiative to three. In the south, the wave of Landser infantry continued moving west, slowed down by terrain and US opportunity fire. The migration of the remaining American reserves continued, with small-scale redeployments and adjustments to both the northern & southern fronts. The updated victory point tally now stood at 46 for the Americans and 40 for the Germans.

The fifth session (game turn 7) was a somewhat grim one in terms of casualties for both sides. Beginning in the north on Hill 336, a heavy German, combined arms attack stalled in some areas with minefields, and pushed slowly to the west in others, thanks to heavy adjacent-hex firefights and close assaults. The 60-meter hilltop remained in American hands, but the position was now flanked from the south, with another German pincer starting to close on the northern margins of the hill mass. In the varied terrain in the south of Map 76, the surging German infantry attack was mostly strung out along the margins of the large wadi, but the several infantry formations and a reduced tank company was making slow progress to the west. At the end of the session, step losses were now 15 for the 21st Panzer, and 34 for the battered 1st US Infantry Division. The victory point tally had shifted slightly in favor of the Afrika Korps at: 55 for the advancing Huns, and 41 for the remaining US force. Laszlo, the German’s mascot snail began circling the 60-meter hilltop US positions on Hill 336 with an extra thick slime trail.

The sixth session (game turn 8) was a costly session for the defending elements of the Big Red One atop Hill 336. Fiercely contested close assaults and adjacent-hex firefights on the blood-spattered, hill slopes became more intense as the combined arms German assault stacks began getting traction on the upper reaches of the hill mass. There were two completely ineffective Luftwaffe air strikes, and a pair of barely satisfactory German OBA strikes. this session. In the southern section of Map 76 & 77, the Germans continued their advance to the west, and their armored spearheads began imperiling the relatively few remaining Allied positions. By the end, the step loss count was still 15 for the Germans, and 39 for the remaining American defenders. Mercifully, only a single combat 7-die roll was thrown. The updated victory point tally continued to shift in favor of the Afrika Korps and now totaled: 64 for the advancing Huns, and 30 for the bruised, but still hard-fighting US force. In his growing excitement, Corporal Laszlo’s tiny German helmet fell off during one of the Hill 336 close assaults when he extended his eye stalks too quickly. His Major substituted a hazel nut half shell in place of the missing helmet.

The seventh session (game turn 9) was an even bloodier episode for the American defenders on Hill 336, and the southern portion of the battle map. While both the Luftwaffe and the US Air Force failed to provide additional air strikes, American OBA pummeled a hapless 3-stack of German infantry in the north. However, multiple close assaults on Hill 336 continued turning in favor of the German combined arms teams as the game turn wore on. The same story was repeated in the south, as the German advance became a widening flood. Long-range AT shots by German tanks on the periphery of the battle claimed 3 more steps of Allied self-propelled AT guns. In a surprising turn of events, at around the American’ side's 10th activation, the US Commander suddenly conceded the battle in the face of mounting casualties and rapidly diminishing returns. The final step loss count was: 48 for the Americans of the Big Red One, and 17 for the attacking 10th Panzer Division. At the end, the victory point tally was: 75 for the Germans, and 32 for the US side. Corporal Laszlo’s was overjoyed when his snail-sized, helmet was recovered from atop the radio aerial of a German tank on the summit of Hill 336.

I give this mostly unbalanced scenario a 4. It was fun to play with a challenging & quick-thinking opponent, but it is a very tough slog for the American side against an opponent with significant experience in mobile warfare. The Germans spearheads are very hard to stop, or deflect from their objectives if the large German infantry contingent is well-led & aggressive. This one is probably more suitable for SOLO play. In SHARED play, the more experienced player should probably play the American side, as it is substantially easier to maneuver the German force.

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Advance with Daring & Skill and Take Hill 336
Author treadasaurusrex (Germany)
Method VASSAL
Victor Germany
Participants Capt. Chaos
Play Date 2024-08-03
Language English
Scenario AAAD038

This was a fun-filled, introductory, 17-session play-through with the undaunted & clever, Capt. Chaos leading, green defending elements of the US 1st Infantry Division (The Big Red One), while I had elements of the veteran German 10th Panzer Division, newly-deployed to Tunisia. Both sides drew decent sets of leaders, with the Axis having a slight advantage. The US command determined that the only viable path to victory for the German force was to achieve the victory condition of controlling the five 60-meter & twenty six, 40-meter hexes of Hill 336. Considering that control of those same hexes would substantially contribute to a potential Allied victory, the Big Red One concentrated the majority of its mobile firepower on Map 76, where the GIs occupied dug-in, positions with interlocking & overlapping fields of fire on the various contour lines on Hill 336, as well as on the 40-meter hill southeast of Hill 336, and in the adjoining Wadi Keddab in the southwest quadrant of Map 76.

The intended function of the integrated American defense was to ambush the attackers, create cross fire killing zones, and thereby offset those advantages the 10th Panzer had in morale and initiative. If the American side could stick to their defensive plan, they would blunt the German advance and significantly reduce their chances of achieving a victory. This was a large-scale, maneuver-heavy, combined arms fracas. The actual orders of battle was deployed by both sides – and to ensure added realism – all US units were deployed in hidden mode.. We played with the FOW, tank riders, consolidation, smoke/illum, extended assault, hidden units and excess initiative optional rules. In addition, we utilized the following 3 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. 3) Dug In Units on Slope Hexes 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 turn 1) featured a 3-pronged – right, center (west along Highway 15) and left flank – Afrika Korps movement-to-contact from the eastern edge of Map 78 in the pre-dawn darkness. First blood was drawn by the dug-in GIs against an overeager, probing MTC platoon that lost one step as it transited to Map 76 in the center of the battle map.

Our second session (end of game turns 1–2, and the start of 3) was characterized by continued German probing in the center and on both flanks. There was a lengthy exchange of both OBA and limited Direct fire as the German mobile scout columns popped in-and-out of the darkness. A step loss of a M-3/75 TD platoon occurred on the eastern margin of Hill 336, and was the first US casualty due to a sharpshooting Pz-IIIJ Special platoon at the start of the 3rd game turn. A complete mechanized infantry battalion surged forward on the German right flank with the slowly rising sun at their backs and in the faces of multiple US positions on Hill 336 as visibility increased just before dawn. Effective use of American illumination aided US long-range artillery & direct fire in the northern sector of Map 76 before the session ended. The updated victory points were now 36 for the American side, and just 1 for the advancing Germans.

The hectic, third session (game turns 3- and a part of 4) was marked by a shift of momentum to the left (southern) flank, German advance that had been stalled for 2 game turns, as well as the loss of 3 more steps for both sides. Visibility improved with the rise of the sun ensuring more long-range AT and artillery fires. Landser infantrymen leapt of the tanks that they were riding & surged forward in the south supported by accompanying scout units, a few panzers and a Marder III. The central German pincer stood fast in the east-west wadi, south of Highway 15 on Map 78, while the northern thrust absorbed the punishing loss of an empty SPW platoon and a stationary HMG unit in the wadi. A platoon of American M-6 portees & a section of US tank destroyers was eliminated in the north. The revised step loss tally was now: 5 for the attacking German side, while the Americans had lost only 4. An overwhelming US victory was now seeming likely, with an updated victory point score of 40 for the defending GIs, and a mere 4 point for the Jerries.

Our costly, fourth session (game turns 4-5) featured the Germans dealing out death and destruction, left & right against forward-deployed American units. In all, there were 14 GI steps losses, plus the loss of a Lieutenant by capture. The surging Jerries lost 5 more step, while continuing to probe the US defense. A pair of completely ineffective Luftwaffe air strikes hit at dawn. US artillery managed a few successes, as well as in opfire, and in a pair of adjacent-hex firefights. Axis artillery accuracy was much improved this session. By the end, the US initiative level had fallen to a one, with 19 steps lost to a German loss of 10. The American victory point total was now 45, to a mere 18 for the advancing troops of the 10th Panzer.

The high-intensity, fifth session (game turn 6) was less bloody, with only an additional 4 steps lost by the embattled GIs, and 2 more by the surging Germans, as all three of 10th Panzer’s pincers closed in the north, south and center. In the north, the Third Reich lost the second of 2 platoons of valuable motorcycle scouts in the early morning glare. In the center, the first US minefield encountered, was to claim a scouting SPW platoon in the narrow pass between Hill 336 and the 40-meter hill south of Highway 15. In addition, a hilltop position of US towed, 105mm howitzers was eliminated by accurate Axis OBA. In the south, the German combined-arms, column moved into decisive range, as the last section of US T-30 SPAA was destroyed by long-range AT covering fire. To the north, after enduring repeated ineffective Luftwaffe and mortar bombardments, the last of the GI’s 37mm ATG units and a Lieutenant were eliminated, opening the front door to the rapidly-closing, wave of dismounted panzer grenadiers. FOUR utterly fruitless combat 7-die rolls were thrown by the American side.

Our high-maneuver, sixth session (game turn 7) featured a good deal of long-range AT & OBA fire. The final American self-propelled, scout platoon was eliminated along with another 81mm Mortar unit on Hill 336. These step losses reduced the US initiative level to zero. The reinforcing US 899th TD BN arrived on the battle map after a 2-game turn delay. A bold & brave SK10/4 was destroyed south of the large wadi on Map 76 while probing ahead of the German left flank pincer. In the center and left (southern) flank, the German wave closed to decisive range on the 40-meter hill and on the southeast margin of the large wadi before the FOW prematurely ended the game turn. No significant movement occurred on the northern portion of Map 76 this session. The updated victory point total was now: 50 for the GIs, and only 26 for the surging Jerries.

The seventh session (game turn 8) featured nearly as much maneuver as the previous one, but was less deadly. An extended series of long-range AT shots led off with the elimination of a step of US M-3 105mm SPH on the crest of Hill 336. A GI Major also fell on this large hill mass, and an armed truck was eliminated on the far US left flank. A probing Pz-II tank fell prey to a sharp-eyed Stuart light tank platoon in the far right US flank, losing a pair of steps. Another Jerry SPW halftrack was also eliminated at close-range on the 40-meter hilltop south of Hill 336, as well as a platoon of Landsers in the NW wadi on Map 78. The Jerry left flank approach was becoming disarrayed, and the right flank was distracted by long-range firefights, while the weaker center pincer had come to a halt in decisive range south of Highway 15. The latest victory point tally was now: 53 for the GIs, and only 28 for the Germans.

Our costly, eighth session (game turn 9) increased the step loss tally by 1 for the scrambling Germans and another 4 to the Americans plus a deserting Captain, as the focus of the battle shifted south. There were multiple long-range AT shots that produced additional armored casualties, as well as many ineffective OBA and onboard artillery/mortar fire missions. Another fruitless Luftwaffe air strike failed to find a target, and the turn ended prematurely before there was significant movement by the menacing, but nearly stationary, German pincers in the north & center. Victory points now totaled: 54 for the GIs, and only 32 for the Germans. A solid US victory going into the 10th game turn.

The costly, ninth session (game turn 10-12) was a painful one for the defending GIs, especially in the southern half of the battle map, which turned into an armor piercing shooting gallery. The American lost another 5 steps, including the remaining pair of half-strength M-3/105 SPH units, the last Stuart light tanks, plus sections of both infantry and M-6/37 SPAT guns. A German Captain deserted on a morale recovery attempt. The Axis had one partially successful air strike and one completely ineffective strafing mission, as German infantry tightened their grip on the margins of the southern wadi and the 40-meter hill. The revised victory points were now: 54 for the GIs, and only 37 for the surging Germans.

Our tenth & eleventh sessions (game turn 13) featured a great deal of fighting in the southern half of the battle map, especially around Wadi Keddab on Map 76. Some accurate US OBA that disrupted a column of Boche tanks carrying troops in the far north of the battle map. This was a relatively bloodless game turn with only a single GI step loss in spite of 2 Luftwaffe air strikes, multiple artillery & mortar bombardments, and a pair of fiercely contested close assaults. The victory point score was in still favor of the American side at 55 to 45, though it was close enough to possibly force a draw.

The 12th session (game turns 14 & part of 15) was very grim for the defending GIs with 6 steps and a leader lost in ferocious fighting as the Jerry tide began sliding up the lower reaches of the south & northeast margins of Hill 336. The Germans lost a single step of infantry and one leader in adjacent-hex fire fights. Both combined arms, close assaults south of Highway 15 ended successfully for the advancing Landsers as their central & left flank pincer movements merged after the final capture of the 40-meter hilltop south of the highway. Again, Luftwaffe air support proved mostly ineffective, but Wehrmacht artillery was markedly more effective in demoralizing & eliminating US troop concentrations. The updated VP score was now in favor of the surging Germans at 59 to 48, still close enough to force a draw.

Our high-maneuver & costly 13th and 14th sessions (game turns 15-17) saw heavy casualties among the stubborn defenders of Hill 336 as the grinding German advance continued, as individual units drew into decisive range of the 60-meter hilltop plateau. There was accurate long-range Jerry AT fire on offense, as well as accurate mortar bombardment and decent Luftwaffe & US air strikes in support of both the north & south German thrusts on this hill mass. Probing columns of Wehrmacht scouts began scooting across Map 76 and into the central valley on either side of Highway 15. Ten steps of GIs were lost, and another Landser platoon was halved, which triggered a reduction in initiative level for the Third Reich boys. During game turn 16, the senior US leader was eliminated in a mortar barrage. Wehrmacht, combined-arms, assault stacks formed up on Hill 336’s 40 and 60-meter contours. The victory point tally now stood at: 74 for the Jerries and 43 for the, now-dwindling, Americans as the fate’s pendulum swung further against the defenders of Hill 336.

The costly 15th session (game turns 18-20) featured more of the same as the 10th Panzer boys tightened its grip on the crest of Hill 336, where the defenders were no separately into three groups. Another US senior leader was eliminated at the start of the 19th game turn. Total step losses at the end of this session increased by 6 for the Wehrmacht and 2 for the GIs. The victory point tally was now around: 87 for the Jerries, and 37 for the embattled Americans. A combined SIX combat 7-die rolls were thrown.

Our costly & exciting 16th session (game turns 21- First half of 23 ) was an extremely grim one for the American defenders as the crest of the Wehrmacht wave poured across the summit of Hill 336 sweeping all before it. The GIs suffered 15 step losses and 4 leaders eliminated, mostly in close assaults and adjacent-hex firefights as they stubbornly gave ground on the hill mass. In the south half of the battle map, German armor, scouts and artillery finally cleared Wadi Keddab, and surrounded the last ridgetop US position in the southeast quadrant of Map 77. The revised victory point tally was now: 120 for the Third Reich’s ruthless 10th Panzer and 32 for the embattled GIs of the Big Red One. Adding insult to injury, the US side was the victim of SIX combat 7-die rolls this session.

The 17th and final session (game turns 23-24) featured the inevitable Wehrmacht, close-assault-heavy triumph, although the Americans still bravely held on in a pair of 40-meter hill slopes on the north edge of Hill 336. There were 12 FOW-shortened game turns of the 24 played. Only a single German unit was able to scoot all the way off the west edge of the battle map. Also of note was that there was only a single American leader still in action at the conclusion of this epic clash.

The final result of this somewhat gamey -- exciting and but fun to play -- scenario, was a victory point score of: 126 for the Germans, and 32 for the American defenders. The Africa Corps achieved a hard-fought victory.

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