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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Carri Veloci
Africa Orientale Italiana #7
(Attacker) Italy vs South Africa (Defender)
Formations Involved
Display
Balance:



Overall balance chart for AOIt007
Total
Side 1 2
Draw 0
Side 2 0
Overall Rating, 2 votes
5
4
3
2
1
3
Scenario Rank: --- of 940
Parent Game Africa Orientale Italiana
Historicity Historical
Date 1941-02-16
Start Time 03:30
Turn Count 16
Visibility Day & Night
Counters 20
Net Morale 2
Net Initiative 0
Maps 1: 89
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 151
AAR Bounty 227
Total Plays 2
Total AARs 0
Battle Types
Delaying Action
Exit the Battle Area
Inflict Enemy Casualties
Road Control
Scenario Requirements & Playability
Africa Orientale Italiana Base Game
Introduction

Brigadier F.L.M. Buchanan had been ordered to march on the Italian fort at Mega without delay, and without detaching any of his force. Nevertheless, he left a single company behind on the Iavello-Mega road as a blocking force to deter any Italian reinforcements sent by 21st Colonial Division at Iavello. In the early morning hours, the Springboks heard the unfamiliar sounds of approaching enemy armor.

Conclusion

The Italians routed the South Africans, who fled with minimal losses, leaving behind ten prisoners. Brigadier Buchanan assembled a strong counter-attack force – this time including anti-tank guns – which failed to find the Italians, who had driven off to the north. Survivors told lurid tales of Italian tanks wiping out the entire company left to man the roadblock, and the brigade’s advance slowed to a crawl.


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
  • 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

Italy Order of Battle
Regio Corpo di Truppe Coloniali
  • Foot
Regio Esercito
  • Mechanized
South Africa Order of Battle
Army
  • Foot
  • Motorized

Display Errata (1)

1 Errata Item
Overall balance chart for 101

The L3/35 with ID# 1505 has the incorrect movement factor printed on it. The movement factor should be 7, not 8.

(plloyd1010 on 2014 Nov 24)
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