Operation BREVITY: Sidi Azeiz Afrika Korps #46 |
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(Defender)
Germany
(Defender) Italy |
vs |
Australia
(Attacker)
Britain (Attacker) |
Formations Involved | ||
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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 |
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Overall Rating, 7 votes |
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3.14
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Scenario Rank: 667 of 940 |
Parent Game | Afrika Korps |
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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 |
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Exit the Battle Area |
Rear Guard |
Conditions |
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Anti-infantry Wire |
Reinforcements |
Terrain Mods |
Scenario Requirements & Playability | |
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Afrika Korps | Base Game |
Introduction |
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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 |
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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. |
AFV Rules Pertaining to this Scenario's Order of Battle |
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8 Errata Items | |
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Scen 46 |
Other: In the first sentence replace "Map 2" with "Map 3". (campsawyer
on 2010 Apr 29)
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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)
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All Bren carriers should have a movement value of 7. (Shad
on 2010 Dec 15)
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Two British infantry have their full strengths printed on the back. They should both be "2-3" when reduced. (Shad
on 2010 Dec 15)
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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)
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Ignore the direct fire values. (Shad
on 2010 Dec 15)
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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)
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All SPW 251s have an armor value of 0. (Shad
on 2010 Dec 15)
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Too Long and Bad Axis Morale - Play this One Solo, only. | ||||||||||||||
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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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