Rocks of Gibraltar
Africa Orientale Italiana #35
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(Defender)
Italy
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vs |
Britain
(Attacker)
India
(Attacker)
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|
|
Total |
Side 1 |
0 |
Draw |
0 |
Side 2 |
1 |
|
Total |
Side 1 |
0 |
Draw |
0 |
Side 2 |
1 |
|
Total |
Side 1 |
0 |
Draw |
0 |
Side 2 |
0 |
|
Overall Rating, 1 vote |
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Scenario Rank:
--- of 940 |
Parent Game |
Africa Orientale Italiana |
Historicity |
Historical |
Date |
1941-01-29 |
Start Time |
23:00 |
Turn Count |
30 |
Visibility |
Night |
Counters |
106 |
Net Morale |
1 |
Net Initiative |
1 |
Maps |
3: 88, 90, 91 |
Layout Dimensions |
84 x 43 cm 33 x 17 in |
Play Bounty |
190 |
AAR Bounty |
227 |
Total Plays |
1 |
Total AARs |
0 |
Introduction
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The Via Imperiale, a modern paved road, curved through the mountain passes of Eritrea from the border post of Kassala to Agordat and on to the colony’s capital, Asmara. Barring the way to Agordat, a rocky ridge labelled “Gibraltar” by 4th Indian Division’s British staff officers provided the Italian defenders with a natural fortification. Efforts to outflank the position foundered amid rough terrain and determined opposition, and the division staff settled on a night assault against the well-entrenched position.
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Conclusion
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The night attack penetrated the Italian positions, where fierce hand-to-hand fighting erupted. The close-quarters struggle continued until dawn, when both sides settled down in their new front lines, only meters apart in some places. The Indians had failed to capture Gibraltar, but the Italians had not ejected them from the ridge, either. Both sides knew the Indians would try again.
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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).
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Italy Order of Battle
Regio Corpo di Truppe Coloniali |
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1 Errata Item |
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Ignore the direct fire values.
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