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
Errors? Omissions? Report them!
Africa Korps Advances
Afrika Korps #43
(Attacker) Germany vs Australia (Defender)
Britain (Defender)
Formations Involved
Australia Army
Britain 5th Royal Tank Regiment
Britain 9th Rifle Brigade
Germany 5th Panzer Regiment
Germany 8th Machinegun Battalion
Display
Balance:



Overall balance chart for AfKo043
Total
Side 1 1
Draw 3
Side 2 2
Overall Rating, 7 votes
5
4
3
2
1
3
Scenario Rank: 742 of 940
Parent Game Afrika Korps
Historicity Historical
Date 1941-04-02
Start Time 09:45
Turn Count 33
Visibility Day
Counters 65
Net Morale 0
Net Initiative 1
Maps 3: AK1, AK2, AK3
Layout Dimensions 174 x 119 cm
69 x 47 in
Play Bounty 179
AAR Bounty 165
Total Plays 6
Total AARs 2
Battle Types
Delaying Action
Exit the Battle Area
Rural Assault
Conditions
Terrain Mods
Scenario Requirements & Playability
Afrika Korps Base Game
Introduction

Excellent intelligence informed the British that new Axis armored divisions had arrived in Libya - the Italian Ariete and German 5th Light. The same ULTRA source showed they had orders to stand their ground, so the Axis attack took the British by surprise anyway. The British 2nd Armored Division had just arrived in Libya, but had moved to the front without tank transporters - most of its tanks were broken down in a string leading from the front deep into Egypt. Desperately, they tried to repair abandoned Italian tanks to make up the difference. As the British withdrew from Libya, the weakened division tried to screen the other elements. Continuing its delaying action, 2nd Armored Division defended its reserve position twenty-five miles east of El Agheila after withdrawing from the initial attack on 31 March.

Conclusion

At 1030 German infantry attacked with tanks while other enemy vehicles were seen attempting to drive around both flanks. The battalion withdrew, one company being lost when its transport was forced into a salt marsh. Standing again just north of Agedabia, the British were assaulted more closely by German tanks and saved only by a timely counterattack by 5th RTR. After the Axis advance, 2nd Armored Division would be dissolved.

Additional Notes

Use Australian M13/40 counters for the British M13/40.


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).
  • 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
  • Mechanized
Britain Order of Battle
Army
  • Motorized
Germany Order of Battle
Heer

Display Errata (8)

8 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 855

Two British infantry have their full strengths printed on the back. They should both be "2-3" when reduced.

(Shad on 2010 Dec 15)
Overall balance chart for 853

The Mk VIb in Road to Dunkirk were printed with a movement factor of 5. The piece should have a movement of 9.

(plloyd1010 on 2024 Aug 15)
Overall balance chart for 827

This is an armored car.

(Shad on 2010 Dec 15)
Overall balance chart for 871

Ignore the direct fire values.

(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 63

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

(Shad on 2010 Dec 15)
Overall balance chart for 47

All SPW 251s have an armor value of 0.

(Shad on 2010 Dec 15)

Display AARs (2)

Attitude can be everything
Author dricher (Germany)
Method Face to Face
Victor Germany
Participants unknown
Play Date 2013-11-15
Language English
Scenario AfKo043

This scenario was played as a team event by my gaming group. I act as moderator and facilitator for each game, and I do not participate directly as a player. My listing of “winning” is based on the PG HQ site cannot support a neutral role in AARs.

This scenario is based around the advance of the Afrika Korps, as a German unit overtook a rearguard British unit. Both sides were mobile and contained armor. Objective was for the Germans to get off the far (very far) edge of the (very large) board while minimizing losses; for the Brits, kill Germans or prevent them from exiting. The Brits made a decent withdrawal as the Germans cautiously advanced. Whenever the Brits set up a mobile blocking force the Germans, with longer range, slowly turned the flank and forced a withdrawal. The Brits chose a decent spot for their main defense line, but failed to properly prepare their positions or to properly locate their most powerful unit, the 25lber. Both sides made maneuvers to the south flank, and while the losses suffered by the Germans were almost to the point of defeat, the Germans kept their losses to the max allowed by the victory conditions. The Brits took significant losses in the south, and they continued to expend their strength in counter-flanking maneuvers and thereby weakened their main line. The Germans inched up to the Brit main line and began pouring in fire from longer range while their armor cut around the north flank and headed for the exit point. The Brits kept in place on the main line, sucking up losses while never considering a move against a relatively weak German position. Inflicting even minor losses on the Germans could have brought the Brits victory, but they were already mentally defeated by this point and chose to take on the roll as cannon fodder. The poor placement of the Brit 25lb gun unit left the exit point uncovered, and the German tanks easily drove around the Brit guns and exited the map for the victory.

The Brits should have been able to pull off the victory, but a cautious German advance and a defensive mindset for the British left the British players mentally defeated. They could not comprehend launching an attack against the German line before it was strong enough to resist, and the superior German range just ravished the British units. Even if the Brits didn't have the moxie to attack, they could have at least dug in vs taking shots. If the 25lber had been placed in/near the exit, the tanks would have had to bring infantry to bust through, but the poor positioning left the exit uncovered with the Brits already accepting their fate as bullet catching devices. Defeating your opponent mentally can be as powerful as overwhelming force on the battlefield. I did like the scenario, though a strong Brit player should make this a nasty challenge for the German.

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Stop the Africa Korps in Cyrenaica
Author treadasaurusrex (Britain)
Method VASSAL
Victor Draw
Participants Tankodactyl
Play Date 2023-02-26
Language English
Scenario AfKo043

This was an extended, 6-session, entertaining play-through with the deliberate & crafty Tankodactyl playing the advancing German side in a mobile firefight that we started last November. I played the British rearguard commander trying to stem the onrushing Africa Korps in what turned out to be a slightly frustrating, but hard fought draw. Happily both sides had armor units in this free-flowing, exit-based, scenario. We used the FOW, excess initiative, consolidation and extended assault optional rules, Since this was an introductory scenario for my rookie opponent, we skipped the AK random events table, but tried the following three experimental house rules: Standardized Movement for Mechanized Units All mechanized units may move through clear hexes at a movement cost of only 1 movement point (MP) per hex, instead of 1 1/2. Add one to this cost if moving up or down slopes hexes. Road Movement for Mechanized & Foot UnitsAll FOOT & MECHANIZED units may move on roads at the rate of 1/2 a Movement Point (MP) per road hex, just like MOTORIZED units. Dug In Units are Automatically in Limiting Terrain in Desert Games Unless prohibited by special scenario rules, ALL units that are dug-in on hill, slope or wadi & gully hexes are considered to be in limiting terrain and are spotted by enemy units approaching to within 3 hexes, or 4 hexes for reconnaissance units – unless they are marked with a spotted marker, see 8.22.

Both sides drew decent sets of leaders. There were 11 FOW-shortened turns of the 33 we played.

For the defending Tommies, this was a case of making a fighting withdrawal with fangs, in the form of several blocking positions and repeated counter attacks to try and slow the inexorable Axis flow to the east. As others have reported, the Germans were able to outmaneuver the blocking forces again and again thanks to their longer ranged gun, but not before having to repeatedly slow down & deploy their infantry to form combined arms attacks. The Tommies kept the 25-pdr gun back and as close to hex 3-2416 as was tactically possible hoping to be able to score some decent cross fire shots with British A-13 tanks, in a late game fall back situation. To begin, the Germans swing south en masse (right flank) and a fair amount of maneuver developed throughout our play-through. Naturally, the Rolls Royce A/C, Mark VIB light tank and the Pz-II platoon were all eliminated by the end of game turn 12. In the mid-game period, the Germans began moving their armor in a sweeping left flank advance to better flank the British strongpoints. Several, rather costly counter attacks with infantry and tanks cut off this threat. Both sides had too many casualties by the end of game turn 22, but we fought on until by mutual agreement we agreed to a draw.

There were no Australians that we could can find in the AK scenario book. Must have been the captured Italian tanks in this scenario manned by Aussie crews?

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