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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Counterattack Against Point 201
Afrika Korps #36
(Defender) Germany
(Defender) Italy
vs Australia (Attacker)
Britain (Attacker)
Formations Involved
Australia 2/48th Infantry Battalion
Germany 5th Panzer Regiment
Italy 132ª Divisone Corazzata "Ariete"
Italy 132º Reggimento Artiglieria
Italy 61º Reggimento Fanteria Motorizzata "Sicilia"
Italy 8º Reggimento Bersaglieri
Italy III Battaglione Bersagieri
Display
Balance:



Overall balance chart for AfKo036
Total
Side 1 2
Draw 5
Side 2 2
Overall Rating, 10 votes
5
4
3
2
1
3.7
Scenario Rank: 263 of 940
Parent Game Afrika Korps
Historicity Historical
Date 1941-04-22
Start Time 06:30
Turn Count 20
Visibility Day
Counters 62
Net Morale 1
Net Initiative 3
Maps 1: AK1
Layout Dimensions 88 x 58 cm
35 x 23 in
Play Bounty 103
AAR Bounty 159
Total Plays 9
Total AARs 3
Battle Types
Patrol
Rural Assault
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Reinforcements
Terrain Mods
Scenario Requirements & Playability
Afrika Korps Base Game
Introduction

The encircled garrison of Tobruk did not placidly await an Axis attack. General Morshead decided to demonstrate that the garrison would need to be contained in strength. Elements of 2/48th Australian Battalion, supported by tanks of the 7th RTR attacked positions held by Ariete's III/8th Bersaglieri Battalion.

Conclusion

The Australian attackers captured most of the Italian infantry protecting the guns and destroyed two of the 75mm pieces, but the arrival of Italo-German reinforcements hurried the raiding force's return to the Australian lines. With most of its tanks broken down along the drive to Tobruk, Ariete had little fighting power. "Italian troops unreliable," Rommel radioed to his superiors.


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

Display Errata (3)

3 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 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 (3)

Sometimes, Greed is Bad
Author J6A
Method Solo
Victor Draw
Play Date 2018-05-21
Language English
Scenario AfKo036

This is an interesting scenario. A bunch of Australian infantry, with a couple of 2 pounders and a couple of increments of OBA, plus a few Matildas, come across some Italians mostly encamped behind a hill (why behind? I have no clue) and need to create havoc before Ariete division, with lots of Italian tanks and infantry, and a few German tanks, too, comes to the rescue. The Aussies win by inflicting 12 step losses (doable) or chasing the Italians away from the environs of the hill (probably not doable, what with all that armor coming...assuming it shows up, which may not happen). So, as happened historically, the best plan for the Aussies is to come in, get the Matildas to scare a bunch of Italians into surrendering, and then run away before the armor can hurt them.

That's the plan, anyway.

And that's what I tried as the Aussies. Yet the Italians were stubborn, refusing to surrender, and rallying from demoralization consistently, when they needed a 5 or less to do that. The Matildas wandered too close, and got caught in an assault. In my defense, the Brits had a 4 initiative at the time, the Italians had a 1, so the odds of the Italians going first were only 1 in 11 that it would happen), and got demoralized. They recovered, but never got out of the assault, and even with infantry reinforcements, they eventually fell to a crossfire between 20mm guns (the set-up) and 47mm guns (the kill on a boxcars). That was 2 step losses for the Aussies, and Italian artillery and accurate MG fire took care of the other 2. Meanwhile, the Italians doggedly held on, outrolling or equal rolling the British in an assault.

The armored reinforcements showed up on turn 12, the 2nd possible turn they could enter. It's only a 1 in 6 chance, so that was good luck for the Axis. As they drove to the front, the Aussiestook aim on them with with OBA, and finally got a couple of Italians to surrender. This put the Axis at 8 step losses (there were others from fire and assault) and put a draw in reach. The armor rolled up to the Aussies and blasted away, however the Aussies mostly hung tough. I thought to myself "Hey, let's bring up some infantry to get combined arms with the PZIIIs in assault and dissuade the Aussies from any further battle." This turned out to be a mistake, and a lucky HMG shot demoralized a stack of adjacent Italian infantry and they failed their surrender roll, taking the Axis to 12 step losses and a draw. So, bad judgment on my part.

This was a fun scenario. A little luck by the Italians and it's easy enough for them to win, and, as I found out, they should rest on their laurels. Getting Italians to surrender is generally easier than it was for me in this scenario. At the same time, if the Matildas don't get toasted and get a few Italians to surrender, the Axis have to be much more aggressive to take out 4 steps of Australians before they run back to cover.

Oh, player's tip. I rushed the Bren carriers into an assault to help sway the odds to the Aussies. One of them promptly got ripped apart by AT fire, and the other was demoralized and ran for the hills...well, not hills, it's the desert. The rear. Yes, they ran for the rear. This also left the 2 lbers without transport. They can move 1 hex per turn on their own if limbered, and that's not going to be enough to escape any infantry that comes after them. In this scenario, the Brens should not function as MG platforms, they should probably hold back.

Still, good fun and I'd play it again.

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Juggernaut of Death
Author Umikaze
Method Solo
Victor Draw
Play Date 2024-03-12
Language English
Scenario AfKo036

The game was called a draw at Turn 13 due to both sides reaching their respective "enemy step loss" victory conditions. This was in no small measure due to the efforts of an Australian infantry/engineer stack commanded by a 10 Morale 1-2 Lieutenant, a stack which became a death-crazed killing machine, wiping out two Italian stacks and damaging a third. The game also featured an insane number of leader casualties on both sides, due to multi-demoralization results and a lot of 2-3 results when checking due to step losses. It was a bloodbath for both sides, and lots of good, clean fun.

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Los refuerzos no fueron necesarios
Author enrique
Method Solo
Victor Germany, Italy
Play Date 2011-11-13
Language Español
Scenario AfKo036

En este escenario, dos compañías de "bersaglieri", varias baterías de artillería de pequeño calibre, un pelotón de morteros y un pelotón de tanquetas debe defenderse del ataque de dos companías de infantería australiana, apoyados por cañones antitanque y medio pelotón de tanques británicos "Matilda". La moral de los australianos es superior. A partir de turno 11 pueden entrar aleatoriamente refuerzos consistentes en tanques alemanes e italianos y dos compañías de infantería italiana.

Los italianos se fortifican en las proximidades de una colina. Los australianos avanzan directamente hacia el enemigo y comienzan a hacerlo retroceder. Una batería de artillería y un pelotón de "bersaglieri" se rinden, pero el resto de los italianos presentan una decidida defensa de sus posiciones. Al final el ataque australiano pierde fuerza y se estanca, ya que es blanco repetidamente de la artillería italiana y del tiro de oportunidad de los "bersaglieri".

Los refuerzos del Eje no llegaron a entrar en el campo de batalla, aunque no fueron necesarios. Al final los italianos producen 7 "steps" de bajas entre los australianos y consiguen mantenerse bastante sólidamente en algunas posiciones iniciales.

Dos causas, a mi juicio, han provocado la derrota australiana: 1) La baja calidad de los líderes australianos (ninguno tenía modificador de moral); y 2) el hecho de que haya aplicado las reglas de "rendición" especiales contenidas en esta web, mucho más rigurosas que las originales del módulo "Afrika Korps".

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