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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18th Brigade, Part Two
Afrika Korps #40
(Defender) Italy vs Australia (Attacker)
Formations Involved
Australia 2/1st Engineer Battalion
Australia 2/9th Infantry Battalion
Italy 32º Reggimento Corazzato
Italy 8º Reggimento Bersaglieri
Display
Balance:



Overall balance chart for AfKo040
Total
Side 1 3
Draw 3
Side 2 2
Overall Rating, 9 votes
5
4
3
2
1
2.89
Scenario Rank: 795 of 940
Parent Game Afrika Korps
Historicity Historical
Date 1941-05-03
Start Time 19:15
Turn Count 24
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 106
AAR Bounty 171
Total Plays 8
Total AARs 1
Battle Types
Rural Assault
Surprise Attack
Conditions
Entrenchments
Off-board Artillery
Reinforcements
Terrain Mods
Scenario Requirements & Playability
Afrika Korps Base Game
Introduction

In conjunction with the attack by 2/12th Battalion, 2/9th Battalion assaulted posts R7 and R8, held by elements of the Ariete Division. Here also, staffers had reservations about sending in attacks piecemeal, but Morshead insisted they could be successful. Even if they failed, he argued, they would make it difficult for the Axis to muster forces for a renewed assault.

Conclusion

The Australian assault briefly took post R7, but a counterattack by Italian armor drove them back out. The results of the 3-4 May attack finally convinced General Morshead that battalion-level attacks could not succeed.


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
  • Armored Cars: These are Combat Units. They are motorized instead of mechanized. All have their own armored car leaders, who can only activate armored cars (6.85). Do not provide the +1 Assault bonus (ACC).
  • Reconnaissance Vehicle: 8.23 Special Spotting Powers Both foot and vehicle mounted recce units (1.2) possess two special spotting abilities. The first ability is that they can spot enemy in limiting terrain at one hex further than the TEC specifies for other units and leaders. For example, an enemy unit in town can normally be spotted at three hexes or less, but a recce unit can spot them at four hexes.Their second ability is that they can place a Spotted marker on any one enemy unit they can spot per turn, just as if the enemy unit had "blown its cover" by firing. Such Spotted markers are removed as described earlier.

Display Order of Battle

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

Display Errata (2)

2 Errata Items
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 (1)

Narrowing the Breach
Author rerathbun
Method Solo
Victor Australia
Play Date 2011-08-10
Language English
Scenario AfKo040

The Germans and their Italian allies have to take and hold two Australian entrenchments; the Australians have to prevent them from doing so. The Axis has good German morale, very good off-board artillery (OBA), engineers and a platoon of tanks. The Australians also have good morale, plus they have the advantages of wire, minefields and entrenchments. The Italians get a very good leader draw, with one 10-1-2 Capitano who single-handedly kept his troops in the fight and prevented them from surrendering on several occasions.

The Axis have plenty of time, so they move slowly through the minefields and wire with the engineers in the lead. They dig in adjacent to the Australian entrenchments (night visibility of one hex) and try to wear down the defenders with close-range fire and their OBA. Both sides suffer disruptions and demoralizations (some from friendly fire), but recover quickly. The Germans and Italians do lose some units in the exchanges.

In the hour before dawn, one Australian entrenchment has both platoons demoralized by German OBA. The Germans immediately assault with the two good-order platoons that were adjacent, and almost take the hex. The Australians reinforce their trenches and manage to hold on. The Germans initiate an assault on a second entrenchment with tank support. As the sun comes up, Australian anti-tank guns take out half the German tanks with the first shot, survive a couple of turns of German OBA, and then finish off the tanks. (Since the anti-tank guns were entrenched in limiting terrain, I did not let the Germans target them until they opened fire.)

The Italians can't do enough damage to the defenders to make a third assault possible, but they hang tough with the help of their Capitano. Eventually they lose some platoons, and the survivors pull back to less exposed positions. They remain just outside of Direct Fire range in the north, threatening the Australian trenches in that area. The Aussies are force to leave some much-needed troops in the north to prevent the Italians from capturing an objective on the cheap.

The rest of the battle was a slow meatgrinder, with both sides feeding units into the assault hexes. I stopped counting step losses when both sides' Initiative was reduced to zero. The Australians had the major advantage of their entrenchments, but the Germans had more troops and some very good leaders. The battle was very tense, with the Australians barely holding on in several of the turns. Eventually though, the Germans just ran out of troops. The Australians managed to hold all of their entrenchments for the win.

2 Comments
2022-02-26 20:37

I'm sure its nice and comfy where it is, having been here for over a decade at this point. But I believe your AAR is in fact for scenario 42.

2022-02-27 11:04

You're right, of course. Thanks for bringing this up -- I got to relive a scenario that I'd forgotten about over time.

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