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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Big Hill
Africa Orientale Italiana #26
(Defender) Italy vs Britain (Attacker)
India (Attacker)
Formations Involved
Display
Balance:



Overall balance chart for AOIt026
Total
Side 1 0
Draw 0
Side 2 1
Overall Rating, 1 vote
5
4
3
2
1
4
Scenario Rank: --- of 940
Parent Game Africa Orientale Italiana
Historicity Historical
Date 1940-11-11
Start Time 05:30
Turn Count 24
Visibility Day
Counters 48
Net Morale 1
Net Initiative 1
Maps 1: 86
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 161
AAR Bounty 227
Total Plays 1
Total AARs 0
Battle Types
Hill Control
Inflict Enemy Casualties
Conditions
Off-board Artillery
Smoke
Terrain Mods
Scenario Requirements & Playability
Africa Orientale Italiana Base Game
Introduction

To interfere with Italian supply lines, Sir William Platt organized Gazelle Force, so-called because the troops supposedly subsisted on gazelle meat. Col. Frank Messervy of the 5th Indian Division staff had the divisional mechanized reconnaissance regiment, Skinner’s Horse, plus attached companies of the Sudan Defence Force. Tasked to attack an Italian force north of Temhayim Wells, on a feature the British officers called Big Hill, Messervy planned a double-envelopment with the help of three Indian infantry companies attached to his command for the operation.

Conclusion

Messervy held his mobile troops in place on the southern slopes of Big Hill, counting on the attached Indian infantry to press the supposedly low-morale Italians to him. Rather than a full battalion, 5th Indian Division had sent him three separate companies from two different brigades, and the attack went forward with poor coordination. The Indians pushed the Italian colonials off the smaller, northern rise but could not eject them from the southern part of the hill. After driving off their enemies, the Italians retreated on their own. Big Hill lay well inside Sudan, with no villages or roads within many miles. Although it dominated the only local source of water it had little strategic value unless the Italians somehow hoped to press on to Khartoum across the wilderness rather than taking the road from Kassala.


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.
  • 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).
  • 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
  • Foot
  • Motorized
India Order of Battle
Army
  • Motorized
Italy Order of Battle
Regio Corpo di Truppe Coloniali
  • Foot
Regio Esercito
  • Foot

Display Errata (2)

2 Errata Items
Overall balance chart for 827

This is an armored car.

(Shad on 2010 Dec 15)
Overall balance chart for 871

Ignore the direct fire values.

(Shad on 2010 Dec 15)
Errors? Omissions? Report them!
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