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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Egged On
An Army at Dawn 2nd Ed #33
(Attacker) Germany
(Attacker) Italy
vs United States (Defender)
Formations Involved
Italy 131ª Divisone Corazzata "Centauro"
Italy 31º Reggimento Corazzato
Italy 5º Reggimento Bersagliari
United States 26th Infantry Regiment
Display
Balance:



Overall balance chart for AAD2033
Total
Side 1 0
Draw 0
Side 2 0
Overall Rating, 0 votes
5
4
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1
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Scenario Rank: --- of 940
Parent Game An Army at Dawn 2nd Ed
Historicity Historical
Date 1943-02-20
Start Time 11:30
Turn Count 18
Visibility Day
Counters 115
Net Morale 1
Net Initiative 1
Maps 2: 76, 77
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 245
AAR Bounty 227
Total Plays 0
Total AARs 0
Battle Types
Exit the Battle Area
Hill Control
Inflict Enemy Casualties
Conditions
Off-board Artillery
Smoke
Terrain Mods
Scenario Requirements & Playability
An Army at Dawn 2nd Ed Base Game
Introduction

Rommel’s original plan had called for his troops to simply seal off the Kasserine Pass and make their breakthrough elsewhere; after the fighting on the 19th he decided prospects were actually better at Kasserine and shifted his point of attack accordingly. The pass would be opened by the Battle Group DAK, a division-sized collection of German Army, German Air Force and Italian Army troops with even a handful of German-officered Tunisian “volunteers.” Eager to push forward, Rommel visited group headquarters to egg the troops on.

Conclusion

The American engineers did what they could but did not possess infantry training, and allowed the Italian tanks to work between their positions. Once this happened they could offer no effective defense and abandoned their part of the line in an uncoordinated withdrawal. The rest of Task Force Stark held on until 1700 hours when the Germans overran Colonel Stark’s headquarters. The colonel and his staff barely escaped, along with two army cameramen who wanted to get some action shots and received more than they bargained for. Stark’s counterpart, Colonel Luigi Bonfatti, died leading his Bersaglieri to victory. The Centauro Division's tanks advanced five more miles without encountering any organized resistance before night forced them to laager.

Additional Notes

Update of 1st edition scenario 33.


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
  • Armored Cars: These are Combat Units. They are motorized instead of mechanized. All have their own armored car leaders, who can only activate armored cars (6.85). Do not provide the +1 Assault bonus (ACC).
  • Reconnaissance Vehicle: 8.23 Special Spotting Powers Both foot and vehicle mounted recce units (1.2) possess two special spotting abilities. The first ability is that they can spot enemy in limiting terrain at one hex further than the TEC specifies for other units and leaders. For example, an enemy unit in town can normally be spotted at three hexes or less, but a recce unit can spot them at four hexes.Their second ability is that they can place a Spotted marker on any one enemy unit they can spot per turn, just as if the enemy unit had "blown its cover" by firing. Such Spotted markers are removed as described earlier.
  • 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

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

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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