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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D'Avanzo Raggruppamento
Afrika Korps #15
(Attacker) Italy vs Britain (Defender)
Formations Involved
Britain 11th "Prince Albert's Own" Hussars
Britain 7th Hussars
Italy 1ª Divisone Libica
Italy 9º Battaglione Corazzato Leggero
Display
Balance:



Overall balance chart for AfKo015
Total
Side 1 6
Draw 9
Side 2 4
Overall Rating, 20 votes
5
4
3
2
1
2.7
Scenario Rank: 866 of 940
Parent Game Afrika Korps
Historicity Historical
Date 1940-06-16
Start Time 08:00
Turn Count 20
Visibility Day
Counters 27
Net Morale 0
Net Initiative 0
Maps 1: AK2
Layout Dimensions 88 x 58 cm
35 x 23 in
Play Bounty 84
AAR Bounty 129
Total Plays 19
Total AARs 8
Battle Types
Meeting Engagement
Patrol
Conditions
Reinforcements
Terrain Mods
Scenario Requirements & Playability
Afrika Korps Base Game
Introduction

Six days after Italy declared war, a mobile column of the Italian XXI Corps, commanded by Colonel D'Avanzo, set out to conduct aggressive patrolling along the Egyptian border south of Ridotta Capuzzo, near the Libyan base at Ghirba. At 0750 the column was sighted by a Rolls-Royce armored car platoon of the 11th Hussars. Both sides proved eager for battle in these early days of the war.

Conclusion

The Italian column was badly handled, losing all the L3/35 and 100 POWs, while the British forces lost one armored car. The Italian commander, Colonel D'Avanzo, was killed while leading a light tank charge. He was posthumously awarded the Gold Medal for military valor.


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.
  • Portees: Trucks with mounted Anti-Tank guns, Anti-Aircraft weapons, or artillery. Stack as combat units. Move like trucks, but fire like guns. Do not limber or unlimber. Have the truck's -1 armor value. Truck and gun are treated as a single unit, and do not transport other units. (SB)

Display Order of Battle

Britain Order of Battle
Army
  • Mechanized
  • Motorized
Italy Order of Battle
Regio Esercito
  • Mechanized
  • Motorized
  • Towed

Display Errata (3)

3 Errata Items
Overall balance chart for 853

The Mk VIb in Road to Dunkirk were printed with a movement factor of 5. The piece should have a movement of 9.

(plloyd1010 on 2024 Aug 15)
Overall balance chart for 827

This is an armored car.

(Shad on 2010 Dec 15)
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)

Display AARs (8)

Overconfidence is deadly
Author wleonard1
Method Solo
Victor Italy
Play Date 2012-02-02
Language English
Scenario AfKo015

A detachment of British Armored cars intercepts a mobile Italian column. The armored cars inflict some losses, but overconfidence lets the disembarked Italian infantry into assault range, and the armored cars are defeated. British tank reinforcements arrive too late to join the battle.

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Death by a thousand surrender rolls...
Author Shad
Method Solo
Victor Britain
Play Date 2009-06-14
Language English
Scenario AfKo015

The paucity of British units makes this scenario more interesting than it otherwise would be. Basically, as the Brits you haven't enough muscle to force the situation, so you're maneuvering at speed to try and split off weak Italian units and then surrender them.

Very much the way a pack of lions would attack a herd of buffalo, now that I think about it...

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Italians Avoid Contact and Earn a Draw
Author dreierj
Method Solo
Victor Draw
Play Date 2015-04-28
Language English
Scenario AfKo015

The British armored cars advanced quickly, but the Italians split up into officer led groups and dispersed just as quickly. The battle became a chase through the desert. The British were able to eliminate the 77mm and a couple of trucks, while losing no steps of their own. The Italian strategy of avoiding contact, and using L3/35’s to delay the armored cars was effective. The British reinforcements arrived too late to join the battle, which ended as a draw.

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Rabbits around a hedgehog
Author plloyd1010 (Italy)
Method VASSAL
Victor Italy
Participants NBGB
Play Date 2019-10-09
Language English
Scenario AfKo015

I don't think this scenario was completely baked out. The tank leaders for the 11th Hussars and the reinforcement instructions seem to indicate that. The real flaws lie in that neither side has an offensive objective and victory is based on not taking losses.

The British start with an armored car squadron an the edge sight for a small group of Italians. The Italian main group is about 3 turns march away to the north. I quickly pulled into a defensive knot and started digging while my L3's interposed themselves between my motor column and the British. My tankettes got an opportunity when they were able to assault a lone Rolls Royce. The result was one step loss for my opponent and a demoralized tankette for me. Combat was broken off. I was left trying to recover the L3, my opponent waiting for reinforcements.

The L3 never does recover. On turn 13 the British reinforcements arrive. The demoralized L3 runs from the A9. The other L3's abandon it as they maneuver in support of the central position. The A9 does eventually kill the demoralized L3. The British chase of the L3 and surrounding of the hedgehog has brought British armor in range of my 77mm gun, but before I get my first shot off, FoW ends the turn. Next turn I take a chunk out of another armored car and British armor starts to close in.

The British attack leads to some Italian morale problems, including the loss of 20mm portee gun. (It panics and falls victim to the A9.) By now the the British have run out of time and the Italian position has survived. The British have lost a couple more steps, bring their total to 4, while Italy has lost 3.

I used to note in various books and articles how the Italians were often derided deploying in defensive infantry formations in the desert. It is poor tactic of course, but there seemed to be no other option in this case. At least I got to put a new flag on my map.

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A chase that the British didn't win
Author campsawyer
Method Solo
Victor Italy
Play Date 2011-05-13
Language English
Scenario AfKo015

With this scenario, I saw the the British have won all the play, but in this one the Italians won. I agree with Shad that this is like lion hunt, but I believe the buffalo's have the edge. The Italians look to be in a tough position with leaderless troops stranded in the middle of the board that need to get back with the main force. The British "lions" are the Rolls-Royce scout cars, but they don't have much punch and there armor is thin. Reinforcements appear later but they might be to late.

In my play, the Italians setup with the 77mm front and center to try to cover as much of the ground between them and the stranded force. The other units position around them and will try to dig in on there first turns. The British moved first trying to get between the stranded Italians and the main force. The Italians start moving away from the advancing scout cars and eventually turn the corner and get back with the main force. This means trouble for the British as the 77mm gun has enough force to kill the scout cars if they get within 6 hexes. What can the British do to attack the Italian hedgehog that they have built? The scout cars probe around the Italian lines looking to attack, but buy time for the British reinforcements. By turn 15 the other British tanks arrive, but they are too far away and will not be able to affect the fight. The Rolls-Royce need to do it themselves, unfortunately there first move toward the Italians one it hit by the 77mm for a step loss and the game.

I felt that this scenario can be predictable and needs some help. If the Italian player sets up to cover the stranded force and get them moving back as soon as possible, it will be a long day for the British. The Italians can easily get back their main force while the British will be stuck staying outside the 6 hex range of the 77mm gun (BTW the range of the 77mm is a printed 4, but remember extended range makes it 6, still with a FP of 1). I believe an SSR that restricts the stranded force to not moving unless a leader is present would help balance it. This would give the British a chance to cut them off but still give the Italian player chance to get them out of trouble.

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Poorly Thought Out VC's Hinder This Scenario (Or play it against a novice)
Author vince hughes (Italy)
Method Dual Table Setup + Voice Chat
Victor Draw
Participants waynebaumber (AAR)
Play Date 2011-07-06
Language English
Scenario AfKo015

Played this one over Skype with Wayne Baumber.

This pits a lowish moraled and surrender prone Italian force against a mobile British force of armoured cars and mainly weak MG wielding tanks. What COULD have been an interesting scenario though has been made lame with VC's for both sides that basically, in any 2 player game would frighten any would be attacker as the chances of a loss as the attacker far outweigh any chance of a win. As the details of scenario VC's can not be discussed on this site, all I will say that some kind of proviso should be entered along the lines that one or the other side should have been allowed to absorb more step losses before victory could be claimed by the other side.

In a solo-player game, the player may well be happy to get both sides to just blithely advance to contact and have a shoot-em up, but when two players are pitted against each other, then its not so clever to non-sensically advance to your defeat KNOWING FULL WELL ITS GONNA HAPPEN.

The reinforcements are very limited too. In our game, Wayne threw a 6 straight away and thus got them on turn 9 of 20. Even with that, their impact was limited due to the time of travel needed to get to the battle area. Personally, I think the British should be allowed to enter on turn 9 and not be diced for. Meanwhile, the Italians must simply set up in a hedge-hog compact formation and wait for the British advance before blasting at the thinly covered armoured skins with his artillery.

In the end, The Brits waited till they had all their forces available and tried a nibble here and there. The result of this was a mildly entertaining final 5 turns where the British lost a Rolls-Royce Armoured Car step and the Italians lost a step of L3/35's and the miserably cowardly 77mm gun crew pelting off the battlefield as fast as they could.

Neither side attained their VC's, though I guess the Italians probably came closest when needing a 11 for a 2 step hit on an A/C with AT fire, they rolled a 10 ... Oooh, so close.

In the end, a not very surprising DRAW

Rating for this. It was looking like a '1' for the first 15 turns due to the ill thought out VC's and complete lack of meaningful action. However, the interest raised in the last 5 turns added an extra point leaving me to rate it a 'just about a 2'.

I'd recommend bringing on the British reinforcements on turn 9 without any dice rolling and adding 3 step losses and 2 step losses allowed extra to the Italians and British respectively.

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An Honorable Draw?
Author waynebaumber (Britain)
Method Dual Table Setup + Voice Chat
Victor Draw
Participants vince hughes (AAR)
Play Date 2011-07-06
Language English
Scenario AfKo015

I see no need to add much to Vince's AAR except to agree with his comments. What follows is an extract from the memoirs of Sir Algeron Blewden-Smyth Major 11th Hussars (Rtd) who commanded the armored car company in this action. " I was on patrol with my company in my Rolls-Royce armored car "Bessie" on the Egyptian border when through my binocular's I saw the enemy. A group of obviously lost Italian units ripe for the taking. Tally Ho I radioed to my platoon commanders and off we jolly well charged . Needless to say the wops high tailed it off and then I noticed a larger group of the enemy and they were armed with bloody big guns. I ordered a halt and called up for reinforcements. Eventually the tanks of the 7th Hussar's pitched up and we attacked the now dug in cowering Italians. The plan was that I would flank the enemy with the Rolls Royce's and the tanks would take on the Italian tin cans and machine gun the the artillery crews. This plan worked, nearly, the Italian tanks withdrew very quickly leaving a couple of burning wrecks and the artillery crew ran off as quick as they could. However in my haste for glory we had ventured to close and lost poor old Bertie and his crew to a stray artillery shell. This dampened our enthusiasm a little and we withdrew to the south having given the Eyeties a lesson in fire and movement" In game terms, the isolated Italian units fell back to the main group who had dug in.For the next 12 turns there was little or no action. In the final few turns a flurry of shots resulted in one step loss to the Brits and two to the Italian. Not the most exciting scenario I have ever played.

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A Crummy Scenario
Author treadasaurusrex (Italy)
Method Face to Face
Victor Draw
Participants sagunto
Play Date 2021-10-16
Language English
Scenario AfKo015

We played this short scenario over 2 sessions on consecutive days. As others have reported, this scenario is deeply flawed and was probably not decently play-tested. There are no geographic objectives to be occupied and the victory conditions are based entirely on the number of steps lost. It is not possible for either side to win without taking losses. Historically this is a movement to contact and reconnaissance mission for both sides. Hence, the victory conditions should be about determining the size and make up of the opposing force, perhaps on the basis of spotting individual units and reporting their locations. Maybe a specific set of observation hexes must be passed through by the British armored cars, and the Italians must prevent this from occurring?

In our play-through, the British armored car company approached an Italian infantry platoon and an L3/35 platoon on Turn 5 in Hex 0918, this was just after the Italians had managed to set up and dig in with the 20mm portee unit in the same hex. The balance of the Italian force was dug in on the higher slopes of Hexes 1017, 1116 & 1115, where they managed several successful non-adjacent AT shots from both the 77mm gun (hex 1017) and the 20mm portee platoon in Hex 0918. The intrepid Brits charged home an assault on Hex 1018 and forced the surrender of 1 infantry platoon, 1 Capitano, a pair of trucks and the resolute 20 mm portee.

British armored reinforcements did not arrive until Turn 15 -- far too late to materially affect the outcome of the scenario as published. Final losses for Italy were: 5 steps lost, including 2 steps of tankettes, 2 steps of infantry (surrendered), 1 step of 20mm portee (destroyed), 2 trucks (surrendered) and the unfortunate Capitano (captured). The British side lost 4 steps of armored cars, which meant that both sides failed to achieve their victory conditions, and the game ended in an unsatisfactory draw.

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