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
Errors? Omissions? Report them!
Forte Pilastrino: Part 2
Afrika Korps #23
(Attacker) Italy vs Australia (Defender)
Britain (Defender)
Formations Involved
Australia 24th Infantry Brigade
Italy 27ª Divisone Fanteria "Brescia"
Italy 61º Reggimento Fanteria Motorizzata "Sicilia"
Display
Balance:



Overall balance chart for AfKo023
Total
Side 1 2
Draw 3
Side 2 5
Overall Rating, 9 votes
5
4
3
2
1
3
Scenario Rank: 739 of 940
Parent Game Afrika Korps
Historicity Historical
Date 1941-04-15
Start Time 15:00
Turn Count 22
Visibility Day
Counters 86
Net Morale 1
Net Initiative 1
Maps 1: AK1
Layout Dimensions 88 x 58 cm
35 x 23 in
Play Bounty 109
AAR Bounty 171
Total Plays 10
Total AARs 1
Battle Types
Rural Assault
Conditions
Entrenchments
Off-board Artillery
Randomly-drawn Aircraft
Terrain Mods
Scenario Requirements & Playability
Afrika Korps Base Game
Introduction

After encircling Tobruk, the Axis forces planned a coordinated attack to be started on 15 April. Rommel canceled the attack at the last moment, but the news didn't reach Brescia Division HQ in time. The 61st Infantry Regiment attacked the Australian positions near Fort Pilastrino, defended by elements of the 24th Australian Brigade.

Conclusion

Brescia Division, newly arrived in the desert and eager to show Italian fighting spirit, attacked all the positions. The attack went in with considerable elan but little coordination. With his scattered troops unable to exploit their limited success, the regimental commander ordered retreat during the evening of the 15th.


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).

Display Order of Battle

Australia Order of Battle
Army
Britain Order of Battle
Army
  • Mechanized
Italy Order of Battle
Regio Esercito

Display Errata (1)

1 Errata Item
Overall balance chart for 869

All Bren carriers should have a movement value of 7.

(Shad on 2010 Dec 15)

Display AARs (1)

Surrender? Sure!
Author KirkH
Method Solo
Victor Australia, Britain
Play Date 2011-10-30
Language English
Scenario AfKo023

The Aussies set up with most of their units on the large hill, knowing that was all the Italians needed to take to win the game. If the Italians sent a sizeable force toward the small hill, the Aussies would have time to react. The Italians set up as far north as possible and immediately moved north toward the hill. The hope was to use the hill as protection as they approached the west flank of the Aussie stronghold. A lucky early OBA shot by the Italians took out two steps of mortars and crippled the Australian bombardment capability. Once the Aussies saw all the Italian units heading toward the large hill, they sent the few units defending the small hill to the west to provide support. Once the Italian infantry reached the Aussie stronghold is where the offensive ground to a halt. Australian fire caused many demoralizations and a huge number of surrenders. After a short time the Italians were left with little to conduct an offensive with. Their only hope was to eliminate seven Australian steps and get a draw. As night began to close in they used their artillery to try and get the required step losses. As the game drew to a close, the Italians were unable to eliminate that seventh step and the Aussies held on for a much deserved victory. The scenario will be very tough for the Italians to win. They have lower morale than the Australian defenders and the surrender rule means any time a unit is DM'd the whole stack may surrender, as happened in this game numerous times.

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