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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County Armagh
Ancient Armor #8
(Attacker) Britain vs United States (Defender)
Formations Involved
Display
Balance:



Overall balance chart for AArm008
Total
Side 1 1
Draw 0
Side 2 0
Overall Rating, 1 vote
5
4
3
2
1
4
Scenario Rank: --- of 940
Parent Game Ancient Armor
Historicity Alt-History
Date 1940-07-21
Start Time 06:00
Turn Count 22
Visibility Day
Counters 12
Net Morale 0
Net Initiative 2
Maps 1: 126
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 157
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Inflict Enemy Casualties
Scenario Requirements & Playability
Ancient Armor Base Game
Road to Dunkirk Maps + Counters
Introduction

The American advance into Northern Ireland met staunch resistance from both the British garrison and much of the local population. While the Americans strictly followed their rules of engagement, their Irish allies well recalled how the British had executed uniformed soldiers during the Anglo-Irish War and now sought vengeance. That made for a fluid front line, through which major British forces could sometimes slip.

Conclusion

Without their well-trained, well-armed infantry to support them, the American tanks were terribly vulnerable. The British cruiser tanks had not been adequate in the just-ended campaign in France but were more than sufficient to dispatch the ancient armor of the American Expeditionary Force.


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).
  • 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

Display Order of Battle

Britain Order of Battle
Army
  • Mechanized
United States Order of Battle
Army
  • Mechanized

Display AARs (1)

Ancient Armor, Scenario Eight: County Armagh
Author JayTownsend
Method Solo
Victor Britain
Play Date 2021-02-13
Language English
Scenario AArm008

Ancient Armor, Scenario Eight: County Armagh

A fun all armor scenario, kind of a chest match, as the British must eliminate all the American armor to win and anything less is an American victory. The Americans must setup anywhere on the north-south road, one unit per hex and not adjacent to each other, while the British enter on any map edge.

The British armor I stacked two units per hex and entered on the western edge. The Americans decided to risk moving armor to put two or three units in a town hexes to get some defensive bonus. The British charge right up adjacent to the American units to cancel out that bonus with one of their own, beginning adjacent. The fighting got hairy at times as the British lost 4 of their 8 steps but the Americans lost all of the 12 steps for a British Victory. 3 American steps were lost to the special movement rules, or penalty rolls for movement breakdowns of these ancient American armor vehicles.

Even though this was a total British victory in 17 turns in my game, I think if the Americans don’t bunch up and fight it out, they can instead spread-out more and avoid fighting as much as possible and 22 turns possibly win by having a step or two left. This is a scenario worth playing a couple times, as I feel I can win the next time as the Americans but lost my first game play to the British.

Now my question on the breakdown rules, is the dice roll for every hex entered or each movement? I played it as every hex.

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