Panzer Grenadier Battles on September 20th:
Counter Attack #45 - Crossing the Han Polish Steel #9 - Our People are Beating the Drums
Land Cruisers #6 - Bring me the Head of St. John the Baptist
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Panic at Djebel Bou Aoukaz
An Army at Dawn 2nd Ed #11
(Attacker) Germany vs United States (Defender)
Formations Involved
Germany 10th Panzer Division
United States 1st "Old Ironsides" Armored Division
Display
Balance:



Overall balance chart for AAD2011
Total
Side 1 0
Draw 0
Side 2 0
Overall Rating, 0 votes
5
4
3
2
1
0
Scenario Rank: --- of 936
Parent Game An Army at Dawn 2nd Ed
Historicity Historical
Date 1942-12-10
Start Time 07:00
Turn Count 18
Visibility Day
Counters 73
Net Morale 1
Net Initiative 1
Maps 2: 76, 77
Layout Dimensions 86 x 28 cm
34 x 11 in
Play Bounty 229
AAR Bounty 222
Total Plays 0
Total AARs 0
Battle Types
Hill Control
Inflict Enemy Casualties
Conditions
Off-board Artillery
Severe Weather
Smoke
Terrain Mods
Scenario Requirements & Playability
An Army at Dawn 2nd Ed Base Game
Introduction

As part of a concentrated effort to take Medjez el Bab on 10 December, the 10th Panzer Division attacked with strong forces on both sides of the Medierda River. Along the southern bank the Germans sought to drive the Americans from Djebel Bou Aoukaz as their first objective. As the Americans’ closest help sat over eight miles away, the Germans'assignment looked easy on paper.

Conclusion

The Americans took the best the Germans could throw at them and retained the hill. They were learning a few lessons, but not enough of them yet. That night the Americans began to pull back from the Djebel Bou Aoukaz, and left behind dozens of guns, tanks and vehicles stuck in the mud thanks to poor maintenance and a complete lack of heavy tractors to pull mired vehicles free despite repeated requests for them.

Additional Notes

Revision of 1st edition scenario 10, Hanging Tough


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
  • 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
  • Mechanized
  • 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)
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