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!
Operation BREVITY: Sidi Azeiz
Afrika Korps #46
(Defender) Germany
(Defender) Italy
vs Australia (Attacker)
Britain (Attacker)
Formations Involved
Australia 6th Divisional Cavalry Regiment
Britain 1st King's Royal Rifle Corps
Britain 2nd Royal Tank Regiment
Germany 33rd Reconaissance Battalion
Germany 5th Panzer Regiment
Italy 102ª Divisione Fanteria Motorizzata "Trento"
Italy 62º Reggimento Fanteria Motorizzata "Sicilia"
Italy V Battaglione Bersaglieri
Display
Balance:



Overall balance chart for AfKo046
Total
Side 1 4
Draw 5
Side 2 0
Overall Rating, 7 votes
5
4
3
2
1
3.14
Scenario Rank: 667 of 940
Parent Game Afrika Korps
Historicity Historical
Date 1941-05-15
Start Time 05:45
Turn Count 49
Visibility Day
Counters 107
Net Morale 1
Net Initiative 3
Maps 3: AK1, AK2, AK3
Layout Dimensions 174 x 129 cm
69 x 51 in
Play Bounty 200
AAR Bounty 171
Total Plays 9
Total AARs 1
Battle Types
Exit the Battle Area
Rear Guard
Conditions
Anti-infantry Wire
Reinforcements
Terrain Mods
Scenario Requirements & Playability
Afrika Korps Base Game
Introduction

On the left wing of the British advance into Libya was the Support Group with its mix of A9, A10 and A13 cruisers. Preceded by a screen of light tanks, they intended to penetrate deep enough into the Axis positions to compel the frontier forces to withdraw.

Conclusion

The British advance north included several long-range tank duels in the morning. By the afternoon the objectives had been taken more due to the German and Italian willingness to retreat than anything else. The Axis retreat was only tactical and no long-term gains were achieved except the British occupation of Halfaya Pass.


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

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

Display Errata (8)

8 Errata Items
Scen 46

Other: In the first sentence replace "Map 2" with "Map 3".

(campsawyer on 2010 Apr 29)
Scen 46

Axis reinforcement times are desynced from their turn indicator by 1 hour. I used the turn number rather than the listed time.

(triangular_cube on 2022 Mar 01)
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 871

Ignore the direct fire values.

(Shad on 2010 Dec 15)
Overall balance chart for 486

The Pz IVe appearing in the original Panzer Grenadier game had an Anti tank value of 4-7. As of Afrika Korps (2002), continuing onward through the 3rd and 4th edition games, the anti tank value has been 4-4.

(plloyd1010 on 2016 Jul 25)
Overall balance chart for 47

All SPW 251s have an armor value of 0.

(Shad on 2010 Dec 15)

Display AARs (1)

Too Long and Bad Axis Morale - Play this One Solo, only.
Author sagunto (Germany, Italy)
Method VASSAL
Victor Draw
Participants treadasaurusrex
Play Date 2022-10-31
Language Español
Scenario AfKo046

An extremely, overlong scenario that we played over 6 sessions online to a particularly unsatisfactory draw.

I played the defending Axis Commander, against a seasoned and highly skilled opponent who took the time to explain the game mechanics by example, and who allowed repeated "do-overs" as was the training policy at the old Mounted Warfare School at Ft. Knox. The scenario was decently balanced, with forces that were not quite right for the kind of fighting that ensued, but our play was marred by the unfortunate victory conditions that I felt guaranteed a drawn conclusion, given the number of step losses required and that we exceeded.

It was a costly play-though, with many losses, particularly to the Australian Cavalry Regiment, equipped with very poor Mark VIB light tanks and the company of Italian motorcycle troops. The scenario desperately needed both off map artillery and some air support, to complement the large-scale (3 map boards) maneuvers of both sides. Very poor leader draws effected both side ability to recover morale, and there were many disruptions and demoralization to try and recover. Between us there were 21 combat 7-die rolls and 9 FOW-shortened turns in our game. The play was a seesaw engagement that probably could have gone either was in the end. Reducing the length of the scenario to around 30-34 turns, and rewriting the victory conditions would improve it significantly.

The Allied side drove north under cover of pre-dawn visibility initially and both sides received reinforcements at various times during play -- usually later than occurred historically. Without OBA, the Australians and British had a hard time making a permanent dent on the defending, dug-in Italian units. The Axis suffered from, what was probably too low initiative at the beginning, and which basically yielded the initiative to the Commonwealth side on nearly every turn.

This was pretty clearly a scenario that was not properly play-tested and I give it a weak 3, mostly because it was a good learning experience for me with a decent mentor and entertaining friend. This scenario is much better suited to solo play, than shared play, and I shall try it again in solo mode.

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