Panzer Grenadier Battles on November 10th:
Black Panthers #6 - Breaking Away Jungle Fighting #3 - Kokumbona I : Little Progress
Conquest of Ethiopia #8 - Graziani's War: A Sorrowful Victory Kokoda Campaign #24 - The End of the Trail Scenario 3: The Trail to Gorari, Day Two
Red & White #31 - Contain, Contain, Contain! Kokoda Trail #30 - The Trail to Gorari, Day Two
Jungle Fighting #2 - Koli Point: Gavaga Creek
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The Sened Raid
An Army at Dawn 2nd Ed #16
(Defender) Germany
(Defender) Italy
vs United States (Attacker)
Formations Involved
Italy 50ª Brigata Speciale
United States 1st "Old Ironsides" Armored Division
Display
Balance:



Overall balance chart for AAD2016
Total
Side 1 0
Draw 0
Side 2 0
Overall Rating, 0 votes
5
4
3
2
1
0
Scenario Rank: --- of 940
Parent Game An Army at Dawn 2nd Ed
Historicity Historical
Date 1943-01-24
Start Time 11:45
Turn Count 18
Visibility Day
Counters 63
Net Morale 1
Net Initiative 1
Maps 2: 78, 79
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 226
AAR Bounty 222
Total Plays 0
Total AARs 0
Battle Types
Exit the Battle Area
Urban Assault
Conditions
Minefields
Off-board Artillery
Smoke
Terrain Mods
Scenario Requirements & Playability
An Army at Dawn 2nd Ed Base Game
Introduction

While Combat Command B fought on the northern segment of the front with mixed results, II corps Commander Lloyd Fredendall held back the remainder of the 1st Armored Division. The division's commander, Orlando Ward, drew up a plan for them to secure one of the key passes through the Eastern Dorsal at Maknassy. II Corps commander Lloyd Fredendall overruled him, changing the plan to just raiding Sened Station twenty-eight miles away, using "Combat Command C," a scratch force drawing from all of the division's combat elements.

Conclusion

The successful raid elated Fredendall, who called his superiors, exclaiming “Trump that if you can.” Successful it may have been, but the blowhard corps commander micromanaged the 1st Armored Division throughout this period, often bypassing its commander, Orlando Ward. These flaws accumulated over time and eventually cost both men their commands; Ward would command the 20th Armored Division late in the war while Fredendall received a promotion and command of the Second Army headquaters in Memphis, Tennessee, where he attended weddings and gave away brides. But for now, the raid captured the Germans’ attention and highlighted the vulnerability of Maknassy. They quickly responded just as the 1st Armored Division commander had predicted.

Additional Notes

Update of 1st Edition scenario 15, "Bad Blood".


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)
  • 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).

Display Order of Battle

Germany Order of Battle
Heer
  • Leader
  • Towed
Italy Order of Battle
Regio Esercito
  • Motorized
  • Towed
United States Order of Battle
Army
  • Motorized
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