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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Blind Ambition
Africa Orientale Italiana #5
(Defender) Italy vs Britain (Attacker)
South Africa (Attacker)
Formations Involved
Display
Balance:



Overall balance chart for AOIt005
Total
Side 1 0
Draw 1
Side 2 1
Overall Rating, 2 votes
5
4
3
2
1
4.5
Scenario Rank: --- of 940
Parent Game Africa Orientale Italiana
Historicity Historical
Date 1941-01-16
Start Time 06:15
Turn Count 32
Visibility Day
Counters 65
Net Morale 1
Net Initiative 0
Maps 4: 85, 86, 89, 91
Layout Dimensions 86 x 56 cm
34 x 22 in
Play Bounty 184
AAR Bounty 227
Total Plays 2
Total AARs 0
Battle Types
Entrenchment Control
Conditions
Entrenchments
Hidden Units
Severe Weather
Smoke
Scenario Requirements & Playability
Africa Orientale Italiana Base Game
Introduction

The scarcity of water along the border between Kenya and Italian East Africa determined the course of operations. When the British struck again, they targeted the water holes at and near the frontier post of El Yibo. Brigadier F.L.M. Buchanan’s 2nd South African Infantry Brigade drew the assignment, and set out to attack the Italian-occupied post without precisely defining where the wells and fort, let alone the enemy, might be found.

Conclusion

The South Africans had conducted no reconnaissance of the objective, despite total air superiority, and sent no patrols forward to find El Yibo. The main force blundered forward while a separate flanking force gave up the search and withdrew. The troops skirmished with some Italian irregulars and staggered through the heat (the brigade’s report claimed a record-shattering 145 degrees Fahrenheit) without success. “The actual target was unclear and was presumed to have been occupied in the first skirmish,” Douglas Baker, a participant, wrote later. “This alone had tired out our forces through heat exhaustion. Then it was found that El Yibo hadn’t been attacked at all!”


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.
  • 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.

Display Order of Battle

Britain Order of Battle
Army
  • Motorized
Italy Order of Battle
Regio Corpo di Truppe Coloniali
Regio Esercito
South Africa Order of Battle
Army
  • Motorized
  • Towed

Display Errata (1)

1 Errata Item
Overall balance chart for 871

Ignore the direct fire values.

(Shad on 2010 Dec 15)
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