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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R7, R6 and R5
Afrika Korps #37
(Defender) Germany vs Australia (Attacker)
Britain (Attacker)
Formations Involved
Australia 2/13th Infantry Battalion
Australia 2/43rd Infantry Battalion
Australia 24th Infantry Brigade
Britain 1st Royal Northumberland Fusilier Machine-gun
Britain 1st Royal Tank Regiment
Germany 115th Panzergrenadier Regiment
Display
Balance:



Overall balance chart for AfKo037
Total
Side 1 6
Draw 0
Side 2 2
Overall Rating, 9 votes
5
4
3
2
1
2.89
Scenario Rank: 794 of 940
Parent Game Afrika Korps
Historicity Historical
Date 1941-05-03
Start Time 03:30
Turn Count 11
Visibility Night
Counters 67
Net Morale 0
Net Initiative 2
Maps 1: AK3
Layout Dimensions 88 x 58 cm
35 x 23 in
Play Bounty 102
AAR Bounty 165
Total Plays 8
Total AARs 2
Battle Types
Rural Assault
Surprise Attack
Conditions
Entrenchments
Minefields
Off-board Artillery
Reinforcements
Scenario Requirements & Playability
Afrika Korps Base Game
Introduction

The other half of the plan to retake positions lost in April was the responsibility of the 2/43rd Battalion. This attack would focus on taking the easternmost German-held posts, R7, R6 and R5.

Conclusion

The Australian infantry of A Company exited the perimeter and approached the German-held post R7 from the south. Following the opening barrage the Germans returned fire and Post R7 became alert. The attacking platoons suffered such heavy casualties that the attack faltered and was canceled.


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

Display Errata (2)

2 Errata Items
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 63

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

(Shad on 2010 Dec 15)

Display AARs (2)

R5, R6, and R7
Author driddle01
Method Solo
Victor Germany
Play Date 2011-01-06
Language English
Scenario AfKo037

A quick desert battle of only 11 turns. The Germans hold five entrenchments with mines protectingthem, and the Australians must capture three of them in the night. Given the limited visibility (1 hex), the Australians advance quickly to close the Germans. The Aus ENG moves into a mine hex with the intent of clearing it. Another Aus force with three British HMG's advance down the left flank of Germans intending to circle the minefield and come in through the rear. On the next turn, the Aus center force uncovers a decoy minefield which will now allow them to close with the entrenchment. The Aus force stacks three high adjacent to the German position to try and push the defenders out. The central forces exchange fire for several turns with no movement. Meanwhile, the combined British and Australian flanking force has circled around the German left and closed with two rear entrenchments. After several turns of concentrated fire, the allies manage to empty two of the rear entrenchments. The central allied force begins to reduce the leading entrenchment, but is also suffereing casualties from German reinforcements thathave left their dug in positions to flank the allies. On the last turn, the British capture an additional entrenchment, but the German still hold R6. However, the Germans have lost three entrenchments, but they have eliminated over seven steps, so German victory.

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Three Session Victory for the Commonwealth
Author Tambu (Australia, Britain)
Method Face to Face
Victor Australia, Britain
Participants treadasaurusrex
Play Date 2022-07-17
Language English
Scenario AfKo037

It took longer than we expected but the Australians and Brits won out over the defending Jerries hiding behind (and on) minefields and difficult-to-take entrenchments. This happened at night, so the Allies were able to get very close without drawing hostile fire and some of the minefields were fake. The close assaults on the entrenched Jerries and moving the Digger infantry and HMGs around the Jerry positions took a long time and was boring. The last entrenchment was taken on the last turn and the Germans had very bad luck with their die rolls.

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