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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The Wells of El Yibo
Africa Orientale Italiana #6
(Defender) Italy vs Britain (Attacker)
South Africa (Attacker)
Formations Involved
Display
Balance:



Overall balance chart for AOIt006
Total
Side 1 1
Draw 1
Side 2 0
Overall Rating, 2 votes
5
4
3
2
1
3.5
Scenario Rank: --- of 940
Parent Game Africa Orientale Italiana
Historicity Historical
Date 1941-01-17
Start Time 07:00
Turn Count 16
Visibility Day
Counters 52
Net Morale 1
Net Initiative 0
Maps 2: 85, 89
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 165
AAR Bounty 227
Total Plays 2
Total AARs 0
Battle Types
Entrenchment Control
Conditions
Entrenchments
Hidden Units
Randomly-drawn Aircraft
Severe Weather
Smoke
Scenario Requirements & Playability
Africa Orientale Italiana Base Game
Introduction

By the time the South Africans stumbled across their objectives, the troops were in no condition to attack it. They rested through the afternoon, and Brigadier Buchanan rejected suggestions of a night attack, or a flanking maneuver. When morning came, the Springboks went at the objective head-on. The Italian Bande, mostly recruited from somewhat-reformed bandits, responded with an attack of their own which almost overran the Natal Mounted Rifles’ battalion headquarters.

Conclusion

The Italian spoiling attack did its job, disordering the South Africans and setting them on the defensive. By the time the Springboks mounted an assault on El Yibo, they came on in a simple Great War-style frontal attack that the Italian-led irregulars repulsed in a shower of small “Red Devil” grenades. South African logistic services did not get water to the front lines until mid-morning; the brigade staff called off the attack and the troops spent another night in the open. Once again Buchanan eschewed a night attack. “On the following morning,” Baker wrote, “El Yibo was occupied by the NMR (Natal Mounted Rifles). In fact ‘the birds had flown’ the night before.”


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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