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I led the defending Italo-German force that mostly consisted of garrison elements of the Italian 50th Special Brigade in the vicinity of the 3-hex town of Sened Station in this 3-session fight. The quick-learning and methodical, lgbalsiger ably led combined-arms, elements of the scratch, Combat Command C from the US 1st Armored Division in a large-scale raid intended to capture & destroy an Axis logistical center located in Sened. This play-through continued my Lenten penance since the defending Axis force contained no armored units.
We used the FOW, consolidation, smoke/Illum and excess initiative optional rules. We also used these FIVE house rules: 1) Road Movement for Mechanized & Foot Units — All FOOT & MECHANIZED units may move on roads at the rate of 1/2 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, across, or down slopes hexes, 3) Dug-In Units on Slopes are Automatically in Limiting Terrain in Desert Games — Unless prohibited by special scenario rules, ALL units that are dug-in on slope hexes are 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, Revised Gully & Wadi Rule — The 4th Edition Terrain Effects Chart is adjusted as follows: combat units and leaders in gullies or wadis are in limiting terrain for purposes of spotting and are automatically dug in. Entrenching is allowed in this terrain type, as well. Movement within this terrain remains: 2 for Foot, 4 Motorized, 3 for Mechanized units. Combat against units in this terrain is –1 DF, -1 AT and defending units have First Fire in the first segment of assault combat, and 5) Small Caliber AT & AA Rapid Fire Optional Rule — All small caliber (<48mm or less) anti-tank (AT) as well as automatic, anti-aircraft (AA) towed or self-propelled artillery units may fire twice in OPPORTUNITY FIRE (OPFIRE) against moving enemy formations using the same rules as apply for personnel units (INF, RIF, GREN, HMG, ENG, et al) when using OPFIRE. For example, British towed or portee 2-pdr AT guns, all 20mm, 25mm, 28mm, 37mm, 45mm, 47mm towed AT guns, and towed or self-propelled 20mm, 37mm or 40mm AA guns may fire two OPFIRE missions at individual, moving enemy vehicular or personnel unit targets. Units firing OPFIRE may not move or be limbered and loaded in the same turn in which they OPFIRE.
This rule set provided improved playability & simplicity during this high-mobility, play-through.
The initial session (game turns 1-5) was characterized by a probing American advance to the east across the southern half of the battle map. This action included several, brave-but-suicidal truck platoons searching for Italian minefields along the east-west road. Lead elements of the GI’s right flank push eliminated a pesky, Italian 75/27 Howitzer emplacement on the southwestern 20-meter hill on Map 79, thereby exposing this mobile thrust to the lethal 88mm AT platoon, which promptly began detonating loaded M-3 halftracks, as well as a section of M-3 Stuart light tanks. Step losses were: 8 for the US side, and a single Italian step by the end of the session.
Our second session (game turns 6-10) was a grim one for the attacking GIs with another 13 steps lost, mostly in adjacent-hex firefights, opfire and unexpectedly accurate Italian OBA. The sole German 88 mm AT gun platoon was eliminated, along with its Wehrmacht leader by accurate US self-propelled artillery fire. The victory point tally was now 21-3 for the Italians.
The American side consolidated forward positions & conducted multiple morale recovery attempts, while steadily moving assets into jump off positions southeast & west of Sened Station during the third session (game turns 11-14). The Italians continued spoiling OBA strikes and eliminated another 4 steps, as well as a leader, while also dropping an additional infantry step to accurate GI mortar and howitzer fire. The final victory points were 29-4, Italy, an Axis victory. There were 10 FOW-shortened game turns of the 14 played.
This was a rather gamey, scenario that favors the outnumbered, Axis defenders. The victory conditions could use a rewrite, as the American force is barely adequate to complete all three required objectives, if it is able to remain at full strength for all 14 game turns! I give this one a solid 3, as it was a fun-to-play, introductory encounter with a motivated & rapidly improving opponent. It merits a recommendation for both SOLO and SHARED play. As published, the more experienced player should lead the defending Italian side.
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