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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Ras el Medauuar
Afrika Korps #32
(Attacker) Germany
(Attacker) Italy
vs Australia (Defender)
Britain (Defender)
Formations Involved
Australia 26th Infantry Brigade
Germany Kampfgruppe Hohmann
Italy 132ยบ Reggimento Artiglieria
Italy III Battaglione Carri d'Assalto
Italy V Battaglione Bersaglieri
Italy VII Battaglione Carri Medi
Display
Balance:



Overall balance chart for AfKo032
Total
Side 1 1
Draw 5
Side 2 3
Overall Rating, 10 votes
5
4
3
2
1
2.9
Scenario Rank: 788 of 940
Parent Game Afrika Korps
Historicity Historical
Date 1941-05-01
Start Time 16:45
Turn Count 20
Visibility Day & Night
Counters 59
Net Morale 1
Net Initiative 0
Maps 1: AK3
Layout Dimensions 88 x 58 cm
35 x 23 in
Play Bounty 101
AAR Bounty 165
Total Plays 9
Total AARs 2
Battle Types
Rural Assault
Conditions
Anti-infantry Wire
Anti-tank Ditches
Entrenchments
Minefields
Off-board Artillery
Randomly-drawn Aircraft
Terrain Mods
Scenario Requirements & Playability
Afrika Korps Base Game
Introduction

Following the 30 April - 1 May German assault on the Tobruk positions, a battle group from the Italian Ariete Division, reinforced by a platoon of German tanks, attacked posts on the right flank of the German penetration. The posts were defended by elements of the 2/24th Australian Infantry Battalion, already battered by the night's fighting. Reinforcements and adequate artillery support had only just started to arrive when the Italians struck.

Conclusion

The Italians were able to push back the left shoulder of the penetration and capture posts R5, R6 and R7. But while the Australians could not push them out, neither could the Ariete Division expand its penetration any more.


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).
  • 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

Display Order of Battle

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

Display Errata (3)

3 Errata Items
Scen 32

Question rather than Declaration: Should the INF & HMG in this scenario (# 32) be BERS counters, not regular troops? Note the identification of the unit as V/8th Bersaglieri Battalion (p. 30). Also note, for example, Scenario 36 which identifies the III/8th Bersaglieri Battalion and does cite BERS/BERS MG units in the OOB. Likewise, Scenario 40 (also from the Ariete division).

(Poor Yorek on 2014 Jan 01)
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)
Overall balance chart for 104

Four counters (ID#s: 1502 to 1506) have the incorrect NATO symbol (infantry in lieu of armor).

(Shad on 2010 Dec 15)

Display AARs (2)

Runaway! Those Entrenchments are Dynamite!
Author Poor Yorek
Method Solo
Victor Draw
Play Date 2014-01-02
Language English
Scenario AfKo032

The draw result attained when the Italian side determined it had no hope of victory and fled having captured only one entrenchment.

Italian approach and assaults failed miserably due to morale failures brought about by OF or OBA. I'll concede that I didn't coordinate the armor and infantry for the Italian side particularly well here, but with no IT leaders with a combat bonus, the only means to get any significant DF (against entrenchments) was to stack in threes. This, of course, lead to critical +1 col shifts. I should add that AUS "first fire" results were very good (5 or 6 on the 13-col due to leader + superior morale) with fairly horrid results on the resulting morale checks for the Italian side. The Australians suffered three step losses, but those were all due to on-board or OBA hits against units that had not yet become entrenched.

Italians lost six steps and had four units DEM (having captured only a single entrenchment). It was time to call it an evening before the entire battalion was destroyed (i.e. the AUS gaining their victory condition). The AUS might have pressed a counter-attack (in FtF play), but their position remained secure and they were content to allow the Italians to retire.

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Another Non-playtested & Unfinished Scenario
Author treadasaurusrex (Germany, Italy)
Method VASSAL
Victor Draw
Participants Reconquista
Play Date 2023-01-04
Language English
Scenario AfKo032

This was a frustrating 4-session draw that resulted when both sides were able to achieve their victory conditions. I played the attacking Axis side, and the boldly resolute, Reconquista, was the Commonwealth Commander. We used the FOW, smoke/illum, excess initiative, consolidation and extended assault optional rules. There were 8 FOW-shortened game turns in our play-through which materially aided the defending Australian & British side. As others have suggested in their AARs, we replaced the regular Italian infantry with the correct Bersaglieri infantry and HMG units in this poorly play tested, flawed scenario. Both sides drew crummy leaders in this extended brawl. The 2 turns of Italian air support proved completely ineffective. A combined total of 16 combat 7-die rolls were thrown in our play-through. Nearly all the OBA rolls for both sides failed to yield enemy casualties, but a number of demoralizations were achieved.

The less-then-optimal Italian unit morale caused endless trouble in terms of attack sequencing and perserverance on the 6 Commonwealth entrenchments. Nevertheless, the Axis side was able to take 4 of the 6 entrenchments at the cost of very heavy casualties and numerous morale failures. Final step losses were 16 for the Italo-German force, and 14 for the defending Australians & British.

This unfinished scenario is best played solo, but with the amendment to the Italian force mix that I and others suggest. I gave this one a very generous 2, but it truly deserved a 1, at best.

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