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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On the Run
Afrika Korps #20
(Attacker) Germany
(Attacker) Italy
vs Australia (Defender)
Britain (Defender)
Formations Involved
Australia 2/28th Infantry Battalion
Australia 9th Infantry Division
Britain 1st Royal Northumberland Fusilier Machine-gun
Germany 5th Light Panzer Division
Italy 27ª Divisone Fanteria "Brescia"
Display
Balance:



Overall balance chart for AfKo020
Total
Side 1 1
Draw 0
Side 2 7
Overall Rating, 9 votes
5
4
3
2
1
2.11
Scenario Rank: 936 of 940
Parent Game Afrika Korps
Historicity Historical
Date 1941-04-10
Start Time 09:15
Turn Count 25
Visibility Day
Counters 106
Net Morale 0
Net Initiative 0
Maps 1: AK1
Layout Dimensions 88 x 58 cm
35 x 23 in
Play Bounty 117
AAR Bounty 165
Total Plays 8
Total AARs 2
Battle Types
Bridge Control
Rural Assault
Conditions
Entrenchments
Off-board Artillery
Reinforcements
Terrain Mods
Scenario Requirements & Playability
Afrika Korps Base Game
Introduction

As German and Italian forces advanced on Tobruk, the multi-national Commonwealth forces fell back into and beyond the fortified port of Tobruk. One such unit, a patrol of the King's Royal Rifle Corps, entered the Tobruk fortress from the direction of Derna on the west side. Hot on their heels came advance elements of the German 5th Light Division followed by hard-charging elements of the Italian Brescia Division.

Conclusion

Australian engineers blew the bridge in the face of the tired and dusty Germans. Only resting briefly, the tanks and infantry tried forcing a passage through the defenses. After being repulsed by surprisingly strong resistance, the armored cars moved south (off the map in this scenario) to probe the line elsewhere and the infantry and tanks dug in. When the lead elements of the Brescia Division arrived they brought long-rang fire on the Australian positions, but did not attack again.


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

Australia Order of Battle
Army
Britain Order of Battle
Army
  • Foot
  • Motorized
  • Towed
Germany Order of Battle
Heer
  • Mechanized
  • Towed
Italy Order of Battle
Regio Esercito
  • Motorized

Display Errata (4)

4 Errata Items
Scen 20

The scenario instructions specify that there is an Australian ENG unit available to attempt to demolish the bridge across the wadi. None is indicated in the Allied order of battle at the start. Add one Australian ENG platoon to the Allied setup.

(treadasaurusrex on 2022 Jan 19)
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 47

All SPW 251s have an armor value of 0.

(Shad on 2010 Dec 15)

Display AARs (2)

A Wadi Too Far
Author dreierj
Method Solo
Victor Australia, Britain
Play Date 2015-06-16
Language English
Scenario AfKo020

In this scenario, the Germans face a tough challenge. Knowing that the Australians will likely blow the bridge, they split their infantry forces, move north and south along the wadi, and plan to cross the wadi to attack the entrenchments. The Australian strategy is to remain in place and repel the attacks as the Germans emerge from the wadi; off-board artillery will harass the Germans and Italian reinforcements on the west side of the wadi. In addition, British artillery is positioned on a hill to put additional pressure on Axis forces.

About two hours after the Germans enter the map, they have started to cross the wadi. Knowing that the bridge will inevitably be blown, they avoid the bridge, and leave their tanks, halftracks, and trucks on the west side of the wadi. By now, off-board artillery has been effective in eliminating four steps of Germans.

At 1115, the Australians had lost about 75 percent of their off-board artillery (see special rules), but the engineers had successfully blown the bridge.

At noon, the German units that had crossed the wadi were assaulting two entrenchments, but artillery and direct fire were disrupting and demoralizing German platoons trying to join the attack.

An hour later, the Germans had taken one entrenchment and were assaulting two others. The wadi had provided cover as they approached, and now they looked forward to the arrival of the Italian reinforcements. Perhaps they can pull this one off!

At 1430, with only an hour left to achieve their objectives, the Germans controlled two entrenchments, were locked on assault in one, and preparing to assault another. Meanwhile, the Italian forces were trying to get across the wadi to assault other Australian positions. The Australians remained in place and waited for them to get into range.

At 1530, the German situation was roughly the same; however, their ongoing assaults were stagnating. One Italian platoon was able to get into assault position, but by then it was too late. The Australians were victorious. Destruction of the bridge really hurts the Axis, as they can only use their armored units by firing across the narrowest part of the wadi. But they did get infantry units across and were able to take the fight to the Allies.

0 Comments
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On The Run - Afrika Korps Scenario 20
Author vince hughes (Germany, Italy)
Method Face to Face
Victor Australia, Britain
Participants unknown
Play Date 2009-09-18
Language English
Scenario AfKo020

I just had the misfortune of playing this one as the Axis player in a face-to-face battle and took an unadulterated HIDING !!

It was very very difficult (as the historical note would suggest).

With just 6 x INF, 2 X HMG, some light tanks and 1 x MTR (No OBA !!!),the AK have to cross a wide WADI (so their tanks can't cross) AND If they DO use the bridge, the AUS can blow it up with anything but a rolled '1' and everything on the 4 hex bridge dies. Once across the wadi, they will be faced by entrenchments, 14 x AUS INF plus 4 x HMG etc. The AK need to capture an incredible 5 entrenchments ...

Whilst trying to find the thinnest part of the wadi, casualties were whirring up at a rate of knots as Allied OBA rained down a series of rolled 2's, 3's & 12's plus the 2 x on-board 25pdr's were just as effective.

In the end, all the AK had left to attack ONE entrenchment were 3 x platoons, 2 of them with step losses supported by some long range (5 hexes) MG support from HMG and vehicles the other side of the wadi. It was TOUGH.

Even the Italian reinforcements that come on turn 18 of a 25 turn game did'nt have time to close to contact (maybe I should have used a couple to rush the bridge in a suicide gamble).

All in all, my harshest loss ever I'd say. Just 2 steps of casualties inflicted on the Aussies with around 14 steps of AK lost.

Being a true gamer, rather than throwing in the towel, I did Manfully play the game out till turn 25, despite the horrors confronted by against my Evil scenario chooser opponent, Darryl Simms

On another day, not such severe losses from OBA, plus a small gamble at the bridge may have paid different dividends, but on the evidence above a VERY convincing Allied victory

3 Comments
2013-08-23 06:23

I agree with you on this being a tough one for the axis player. One of the quirks was that nowhere in the commonwealth deployment force is there an ENG unit listed in the roster to blow the bridge up. So I just faked it assuming if there was an ENG unit it would of been set-up by the bridge. Chances are that the bridge will get blown unless a 1 is rolled so it would of been quite a gamble to try to send armor units across it. It was interesting to see how both German and Italian units would fare seemingly trying to swim across a river of sand (the wadi) and attempt to make it to the entrenchments. And then the armored units trying to shoot across the wadi without getting plugged by longer ranged A.T. fire from the other side. I don't think any of the Italian units made it to the other side. In the end all of the German armor was destroyed and not one trench taken. It was fun trying though but with the bridge being destroyed there was never any real chance of an axis success.

2013-08-24 03:23

Brett

I enjoy hearing about other peoples plays of a scenarioI haveplayed myself. I thought this one was simply awful. I reckon my opponent chose it to gain a cheap win LOL !!

2013-08-24 05:08
I suppose I would of rated it a lot lower if it was a shared play, especially playing with the axis! I didn't do very well with Germany in 'Afrika Korps' overall but I didn't have the space to play all of them. In the end I finished 40 of 50 and out of 15 scenarios with Germany they came in last with: 5 victories, 1 draw and 9 losses! But most of the games I played involved Italy and Australia. It was odd that Italy actually finished out a lot better for the axis with: 8 victories, 10 draws and only 6 losses. Ultimately, in my play, the allies won 'Afrika Korps' by 3 scenarios. It's quite the opposite so far in 'Desert Rats' with the axis ahead by 2 wins but there are only 31 of 50 that I can play with the space and components available to me.
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