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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The May Show: Part One
Afrika Korps #27
(Attacker) Germany vs Australia (Defender)
Britain (Defender)
Formations Involved
Australia 2/24th Infantry Battalion
Germany Kampfgruppe Kirchheim
Display
Balance:



Overall balance chart for AfKo027
Total
Side 1 4
Draw 1
Side 2 2
Overall Rating, 8 votes
5
4
3
2
1
3.25
Scenario Rank: 591 of 940
Parent Game Afrika Korps
Historicity Historical
Date 1941-05-01
Start Time 03:15
Turn Count 26
Visibility Day & Night
Counters 61
Net Morale 0
Net Initiative 2
Maps 1: AK3
Layout Dimensions 88 x 58 cm
35 x 23 in
Play Bounty 105
AAR Bounty 227
Total Plays 7
Total AARs 0
Battle Types
Rural Assault
Conditions
Anti-infantry Wire
Anti-tank Ditches
Entrenchments
Minefields
Off-board Artillery
Reinforcements
Scenario Requirements & Playability
Afrika Korps Base Game
Introduction

After much preparation, the long-anticipated Axis assault on Tobruk began. The right-hand assault was the responsibility of the Kirchheim battlegroup. After a day of dive-bombing and barraging, which caused few casualties, the infantry and engineers closed on the wire and minefields outside the Australian positions.

Conclusion

The barrage disrupted all telephone communication with the forward posts and delayed the dispatch of a counterattack force. At first light the German tank-infantry assault teams attacked several posts. By the time the Australian commanders even understood the situation, four posts (RO, Rl, R2 and R4) on the right flank had been taken and another invested.


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).

Display Order of Battle

Australia Order of Battle
Army
Britain Order of Battle
Army
  • Foot
  • Leader
  • Mechanized
Germany Order of Battle
Heer
  • Towed

Display Errata (4)

4 Errata Items
Overall balance chart for 869

All Bren carriers should have a movement value of 7.

(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 486

The Pz IVe appearing in the original Panzer Grenadier game had an Anti tank value of 4-7. As of Afrika Korps (2002), continuing onward through the 3rd and 4th edition games, the anti tank value has been 4-4.

(plloyd1010 on 2016 Jul 25)
Overall balance chart for 63

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

(Shad on 2010 Dec 15)
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