Panzer Grenadier Battles on October 31st:
Go for Broke 2 #6 - Ciorland Red & White #20 - Northern Pincer
Go for Broke 3 #6 - Ciorland Leyte '44 #9 - Drive for Carigara
Go for Broke #6 - Ciorland
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Benson Advances
An Army at Dawn 2nd Ed #38
(Defender) Italy vs United States (Attacker)
Formations Involved
Italy 131ª Divisone Corazzata "Centauro"
United States 1st "Old Ironsides" Armored Division
Display
Balance:



Overall balance chart for AAD2038
Total
Side 1 0
Draw 0
Side 2 0
Overall Rating, 0 votes
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1
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Scenario Rank: --- of 939
Parent Game An Army at Dawn 2nd Ed
Historicity Historical
Date 1943-03-30
Start Time 00:12
Turn Count 15
Visibility Day
Counters 70
Net Morale 0
Net Initiative 1
Maps 1: 78
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 221
AAR Bounty 222
Total Plays 0
Total AARs 0
Battle Types
Exit the Battle Area
Hill Control
Inflict Enemy Casualties
Conditions
Minefields
Off-board Artillery
Smoke
Terrain Mods
Scenario Requirements & Playability
An Army at Dawn 2nd Ed Base Game
Introduction

The American II Corps started their effort to secure Gabes at 0600 on 28 March 1943 with two infantry divisions. The 1st Infantry Division would capture Djebel el Mcheltat while the 9th Infantry Dicision took the Djebel Kheroua. This would allow Task Force Benson to advance over the relatively flat ground between the two rivers unmolested. That was the plan.

Conclusion

Despite Benson's reputation for aggressive leadership, he recognized the tough situation in front of him when the task force encountered a minefield and the Italian defenders quickly destroyed five tanks and two tank destroyers. Benson pulled his men back and prepared a well-organized attack for the next day that included plentiful air and artillery support. To facilitate the attack's progress, engineers cleared a path through the minefields just to the north of the first failed assault. the renewed attack was to start at 1600 hours, but went forward around noon.


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)
  • 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).
  • 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
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