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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Djebel Berda
An Army at Dawn #39
(Defender) Italy vs United States (Attacker)
Formations Involved
Italy 31º Reggimento Corazzato
United States 18th "Vanguards" Infantry Regiment
Display
Balance:



Overall balance chart for AAAD039
Total
Side 1 2
Draw 1
Side 2 4
Overall Rating, 7 votes
5
4
3
2
1
4.57
Scenario Rank: 9 of 940
Parent Game An Army at Dawn
Historicity Historical
Date 1943-03-23
Start Time 07:00
Turn Count 12
Visibility Day
Counters 65
Net Morale 0
Net Initiative 0
Maps 1: 77
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 132
AAR Bounty 159
Total Plays 7
Total AARs 3
Battle Types
Hill Control
Inflict Enemy Casualties
Conditions
Off-board Artillery
Smoke
Terrain Mods
Scenario Requirements & Playability
An Army at Dawn Base Game
Introduction

The Americans had now taken the offensive, with German and Italian forces making determined counterattacks. The 1st Infantry Division’s 18th Infantry Regiment forced their way eastward along the Gabes-El Guettar road. They spent the previous afternoon attempting to take Djebel Berda northeast of Hill 772. Dawn found them attempting to do the same before 10th Panzer Division broke into their rear areas and unhinged the Allied position.

Conclusion

The day ended with the forces about where they started after inconclusive fighting by both sides. Terry de la Mesa Allen, commander of the 1st Infantry Division, believed his men could take the hill but would need substantial reinforcements, at least another regiment of infantry plus tank and artillery assets. Unwilling to commit such forces to the attack on Djebel Berda, even had they been available, II Corps eventually ordered Allen to abandon the attempt.

Additional Notes

The Army at Dawn counter mix does not include U.S. Army Sergeants. Substitute LT's for all SGT references.


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).
  • 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)
  • 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)
  • Portees: Trucks with mounted Anti-Tank guns, Anti-Aircraft weapons, or artillery. Stack as combat units. Move like trucks, but fire like guns. Do not limber or unlimber. Have the truck's -1 armor value. Truck and gun are treated as a single unit, and do not transport other units. (SB)

Display Order of Battle

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

Display AARs (3)

A Hill Too Far
Author thomaso827
Method Solo
Victor United States
Play Date 2015-10-18
Language English
Scenario AAAD039

The US and Italians start out facing off accross a valley, both sides dug in on hills, the US on the west, the Italians on the east, and the US troops have to attack and cause as many casualties as possible, and take as many of the 40m hill hexes as possible as well. The board gives the US 5 40m hills behind their own line, and the conditions just count 40m hill hexes, so I counted those while the Italians didnt lose any hill hexes but had one tied up in assault at the end. The US 37mm guns and the M-6 succeeded in killing much of the Italian armor at range, and US troops assaulted and eliminated 3 steps of M14/41s as well. After killing off the Italian armor, on board arty and mortars, and any dug-in troops on the 20m hill hexes, the US troops went into general attack mode, crossing the gap and getting into position to assault the whole Italian line. The problem is that the Italian Bersaglieries had a differnt opinion, and disrupted or demoralized nearly the whole US attack line. While US troops slowly succeeded in assaults at both north and south flanks, the Italians dug in on the heights held out to the end, with just the single assault hex contested. The US eliminated 24 steps of Italians, while the Italians only managed 5 steps of US, and counting the 40m hexes that start in US hands, the US ends with 5 40m hexes and the Italians with 4. A difference of 20 points for a major US win. Great game.

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Terry Allen Assaults Djebel Berda
Author treadasaurusrex (United States)
Method VASSAL
Victor United States
Participants Capt. Chaos
Play Date 2023-07-31
Language English
Scenario AAAD039

This was a 8-session play-through with the determined, wily & resourceful, Capt. Chaos leading advanced elements of the Italian 131st Centauro Armored Division that begin on, and around, Djebel Berda. I led forward elements of the American 18th Infantry Regiment of the 1st Infantry Division that started dug-in on Hill 722. The Americans drew a decent set of leaders, the Italians did not. We played with the consolidation, smoke/illum, extended assault 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) 3) Dug In Units in 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.

Our initial session (game turn 1) featured totally ineffective OBA for both sides as the Americans began an extended, right flank & central movement to contact on the southern half of the map. A combined FOUR combat 7-die rolls were thrown.

The second session (game turn 2) brought the first casualties for both sides in adjacent-hex firefights as the American force began to lap up against the dug-in Italian infantry positions on Djebel Berda in the south and the center of the battle map. Two companies of the US advance began veering to the left and climbed over the lip of the hill mass under cover of a smokescreen and suppressive fire. There was some effective Italian counter battery fire that demoralized one of the trio of 37mm AT guns in the north. Also, in the north, a company of Italian infantry, supported by mounted scouts and a tank platoon crossed the valley and began attacking the dug in US positions on the north-south ridge, Once again, a combined FOUR combat 7-die rolls were thrown.

Our third session (game turns 3-4) featured many adjacent-hex fire fights on the lower slopes of Djebel Berda, as well as across the adjoining valley to the northwest. The initial American flanking movement to the left of the Djebel’s 40-meter hilltop failed miserably and was on the verge of collapse. Steps losses caused both sides to lose one level of initiative. The updated victory point tally was 12 for the now-defending Italians and a mere 9 for the Americans.

The fourth session (game turn 5) consisted of ferocious fighting on the slopes of the Djebel as the Americans attempted to re-establish their assault stacks & regain momentum. Numerous adjacent-hex firefights and the first full-on, close assault on the hill supported by mortar and HMG fire and OBA erupted on the southern 20-meter contour line. Slowly the GIs sought additional toeholds on the Djebel and maneuvered for flanking and enfilade positions, as the Italians grudgingly gave ground. The infantry component of the Italian northern thrust across the valley was thrown back, leaving only a scatter of leaders, trucks, some motorcycle infantry and the lone AC90/53 SPAT portee. With 2 additional Italian step losses, the updated victory point tally was now tied at 12 for both sides.

Our action-packed, fifth session (game turns 6-7) featured multiple adjacent-hex firefights and a pair of close assaults on Djebel Berda, as well as fierce, close-range fighting in the north edge of the long, north-south 20-meter ridge. The casualty tally was 15 steps for the battered Italian defenders of the Djebel, and 11 for the haggard GIs. Highlights included the loss of a section of Italian Semovente 75/18 assault guns that was finally caught in a successful cross fire, as well as the first captured American leader. The updated victory point tally was now: 20 for the Americans, and 15 for the Italian side. A combined FIFTEEN combat 7-die rolls were thrown.

The “forced from my home by roofers” 6th session (game turn 8) consisted mostly of the development of three, American close assaults in the southern and northwestern portions of the Djebel. Surprisingly, these were accompanied by some accurate US mortar and OBA supporting fire that finally eliminated the most powerful, hilltop Italian gun emplacements. A combined EIGHT combat 7-die rolls were thrown.

Our seventh session (game turn 9) was played at K.R. Rabbit’s hospitable & museum-like place, and was characterized by a dramatic tightening of the American grip on the lower slopes of Djeba Berda. A record, 3 close assaults were successful for the advancing GIs and another step of Italian M-14/41 tanks was eliminated on the 40-meter hill top. Victory points were now: 28 for the Americans, and 17 for the Italian side. A combined TEN combat 7-die rolls were thrown.

The eighth session (game turns 10-12) featured intense & costly close range fighting all over the Djebel hill top hexes as the advancing Americans took 2 of the key 40-meter hexes and disputed another. We lost track of the number of Axis steps lost in this bloody & consequential session. Surprisingly, one Italian Mortar platoon survived this 12-turn maelstrom. The last remaining platoon of US jeeps was eliminated by a long-range AT shot by the Semovente75/18. The final Victory point totals were: 43 for the Americans, and 15 for the Italian side resulting in a major American victory. I give this fun-to-play scenario a rating of a 5, and recommend it for SHARED and SOLO play.

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Italian Counter Attack takes a Slice of Hill 722
Author treadasaurusrex (Italy)
Method VASSAL
Victor Italy
Participants Capt. Chaos
Play Date 2023-08-19
Language English
Scenario AAAD039

This was a 5-session play-through with the dynamic, wily & resourceful, Capt. Chaos leading advanced elements of the American 18th Infantry Regiment of the 1st Infantry Division that began dug-in on Hill 722. I played the Italian 131st Centauro Armored Division that begins on the Djebel Berda hill mass. Both sides drew decent sets of leaders. We played with the consolidation, smoke/illum, extended assault 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 in 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.

Our initial, bloodless session (game turns 1-2) featured totally ineffective OBA, and air strikes for the Italian side, and a left flank movement to contact on the southern half of the map to confront the dug-in GIs on the 20-meter contour line on the east margin of Hill 722. In response, a mobile Americans column moved east into the center of the valley to menace the remaining Italian positions on Djebel Berda. A combined TEN combat 7-die rolls were thrown.

The second session (game turns 3-4) was a costly one in which 10 steps of US troops, and 2 steps of the Italian side were eliminated. There were multiple, adjacent-hex firefights as the Italians began to get traction against the dug-in American infantry positions on the eastern margins of Hill 722 in the southern portion of the battle map. During game turn 4, there finally was some effective Italian counter battery fire, as well as accompanying close assaults. or long-range AT fire that eliminated the trio of US 37mm AT guns & portee unit. Likewise, both jeep platoons were eliminated in the central valley. In the north, Italian armor was able to establish a toehold, on the north-south 20-meter ridge. Steps losses caused the GIs to lose one level of initiative. The updated victory point tally was 13 for the advancing Italians and 10 for the Americans.

The third – very costly but fun to play – session (game turn 5-7) consisted of ferocious fighting on the east slopes of the Hill 722 as Mussolini’s Bersaglieri assault stacks maintained their advance by taking advantage of some lucky initiative rolls. Numerous adjacent-hex firefights and the first full-on, close assault on the hill supported by mortar, HMG and OBA fire erupted on the 20-meter contour line. In the north, Italian armor managed to “fire & maneuver” the remaining Americans off the majority of the north-south ridge. This advance then combined with the advancing central Italian column that crossed the valley as the GIs grudgingly gave ground in both areas. Accurate American OBA destroyed a howitzer and a single mortar platoon in one turn, and then eliminated the remaining two on the next! Increasing step losses again caused the GIs to lose a level of initiative, and the Axis level to drop as well. The revised victory point tally was now 21 for the advancing Italians and 11 for the American side. The step loss totals were now: 16 for the Americans and 6 for the surging Italians. A combined NINE combat 7-die rolls were thrown this session.

Our action-packed, 4th session (game turns 8-9) featured the first Italian combined arms, close assault on the crest of Hill 722 (Hex 77-0816) and multiple, adjacent-hex fire fights on the lower slopes to the west and east on the 20-meter contour of the same hill mass. The step loss tally was now 7 steps for the Italian attackers, and 17 for the tiring GIs. Highlights included the loss of the last Italian onboard artillery to an accurate US OBA strike and the appearance of an additional US infantry company that had been hidden from view since the start of the game on the lee side of the Hill 722 crest. The updated victory point score was now: 22 for the Italians, and 11 for the American side. A combined SEVEN combat 7-die rolls were thrown, nearly all in crucial situations.

The fast-paced, fifth session (game turns 10-12) featured very lucky Italian initiative throws and the subsequent development of three, overwhelming Italian combined arms, close assaults on both the east & west slopes of Hill 722. This tightening of the Axis grip on the hill mass led to intense & costly adjacent-hex firefights. Eventually, the westernmost 3 of the 40-meter hexes on Hill 722 were taken by the Centauro Division infantry. Surprisingly, two American Mortar platoon survived to the end of the game. The updated step losses were 26 for the American side, and 10 for the Italians. The final Victory point totals were: 12 for the Americans, and 34 for the Italian side resulting in a major victory for Mussolini’s Legions. A combined FIVE combat 7-die rolls were thrown. We felt that the experimental house rules worked very well in this maneuver-and-decision-heavy, Tunisian scenario.

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