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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Ambush!
Afrika Korps #8
(Attacker) Germany vs Britain (Defender)
Formations Involved
Britain 2nd Armoured Division
Britain 5th Royal Tank Regiment
Britain 9th Rifle Brigade
Britain King's Dragoon Guards
Germany 5th Panzer Regiment
Germany 8th Machinegun Battalion
Display
Balance:



Overall balance chart for AfKo008
Total
Side 1 4
Draw 2
Side 2 3
Overall Rating, 8 votes
5
4
3
2
1
3.13
Scenario Rank: 684 of 940
Parent Game Afrika Korps
Historicity Historical
Date 1941-03-31
Start Time 07:45
Turn Count 46
Visibility Day
Counters 81
Net Morale 0
Net Initiative 2
Maps 2: AK1, AK3
Layout Dimensions 116 x 88 cm
46 x 35 in
Play Bounty 138
AAR Bounty 159
Total Plays 9
Total AARs 3
Battle Types
Ambush
Exit the Battle Area
Inflict Enemy Casualties
Conditions
Minefields
Randomly-drawn Aircraft
Reinforcements
Terrain Mods
Scenario Requirements & Playability
Afrika Korps Base Game
Introduction

Soon after German troops arrived in Libya, their commander wanted to push forward against the British. As the British 2nd Armored Division defended its forward positions at El Agheila in response to Axis pressure, the 5th Royal Tank Regiment and Kings Dragoon Guards established an ambush in hopes of inflicting casualties on the probing Germans spotted the day before while the 9th Battalion, The Rifle Brigade dug in behind them.

Conclusion

The Germans spotted the attempted ambush and the German tanks opened fire on the British cruisers and armored cars which immediately withdrew. About 1000 the German force approached the British infantry position on Cemetery Hill. For the remainder of the day the battle raged as the Germans sought to drive the British from the ridge. As night fell the British withdrew eight miles when forced back by 8th Machinegun Battalion. The Germans did not follow.


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
  • 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
  • Mechanized
  • Motorized
Germany Order of Battle
Heer

Display Errata (9)

9 Errata Items
Scen 8

German OOB includes 1 x Sdkfz 251. Replace with a 1 x SPW 251.

(GeneSteeler on 2010 Jun 28)
Scen 8

German OOB has a total of 7 x LT. Replace 1 LT with a SGT. (AfKo only has 6 LTs)

(GeneSteeler on 2010 Jun 28)
Overall balance chart for 869

All Bren carriers should have a movement value of 7.

(Shad on 2010 Dec 15)
Overall balance chart for 855

Two British infantry have their full strengths printed on the back. They should both be "2-3" when reduced.

(Shad on 2010 Dec 15)
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)
Overall balance chart for 20

The reduced direct fire value of the Heer HMG became 5-5 starting with Fall of France.

(plloyd1010 on 2015 Jul 31)
Overall balance chart for 63

The morale and combat modifiers of German Sergeant #1614 should be "0", not "8".

(Shad on 2010 Dec 15)
Overall balance chart for 47

All SPW 251s have an armor value of 0.

(Shad on 2010 Dec 15)

Display AARs (3)

Ambush.... or not.
Author GeneSteeler
Method Solo
Victor Britain
Play Date 2010-06-29
Language English
Scenario AfKo008

This battle was a bit of a let-down. It sounds exciting, but in reality, the Germans have an almost impossible task. The British can clog up the exit hex and the Germans are forced to engage. With minimal artillery they need to use their armour, but then the British AT Guns and 25-pounder are large problems.

Unfortunately, the reserves come too late (turn 33) to help. And the fact that they can only take minimal losses makes it nigh impossible for the Germans to win. No wonder the historical outcome saw the battle on Cemetary Hill last all day until the reserves finally arrive and the British withdrew as night fell.

So what happened? Around turn 15 the Germans made a move to take out the British 25-pounder. The gambit failed and their PzIIIs got hammered. Suffereing 4 step losses of armour the Germans conceded.

While the battle wasn’t very exciting, it did provide some thought on how the Germans must have felt trying to get by the hill. Even with “perfect information” the task seemed daunting. So it was interesting, although not thrilling.

Scenario Rating 2/5.

0 Comments
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You Mean We Should Play-test These Scenarios?
Author treadasaurusrex
Method Solo
Victor Britain
Play Date 2022-10-06
Language English
Scenario AfKo008

This was a 4-session, disappointing, solo play-through using the actual board and counter set. As others have noted, this sounds like an exciting scenario to play, with lots of maneuver, but it was clearly thrown together and not properly play-tested. It should be more fun to play with an opponent. As a solo play, it stinks, as the Axis side is very unlikely to win.

A resolute British player will be able to stymie the attacking German side at every turn, inflict the ridiculously low number of Axis step losses, and may blockade the required exit hex fairly easily, in this WAY overlong scenario. I give this untested, unbalanced, dog of a scenario a very generous rating of 2.

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Disappointing
Author SleepyGoblin
Method Solo
Victor Germany
Play Date 2016-10-10
Language English
Scenario AfKo008

When I first read this scenario, I thought it looked interesting. The Germans have to clear a minefield as they enter, then charge across the map and do battle with dug in British on a hill and eventually exit a number of units off the map. The hitch is the Germans may only lose three steps in the process.

The problems arise with the British sole artillery piece, a 25pd, which can blast any spotted non-AVF with impunity. The 5th Pz Reg advanced with their six steps panzers across the map and up the hill on the British right flank. The British 2pd AT guns were ineffective. After dancing around on the hill for a bit – the Germans trying to take out dug in units on a hill, and the British infantry trying to get close enough to assault, I realized the situation was a stalemate. The Germans then decided to drive down the east side of the hill and exited the map – six steps give then a victory. Meanwhile the rest of the 5th Pz Reg is stuck at the entrance area of the map.

A very unsatisfying and unbalanced scenario, which showed such promise at, set up.

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