Operation SKORPION Afrika Korps #47 |
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(Attacker) Germany | vs | Britain (Defender) |
Formations Involved | ||
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Britain | 2nd Rifle Brigade | |
Britain | 2nd Royal Tank Regiment | |
Britain | 3rd Coldstream Guards | |
Germany | Gruppe Bach | |
Germany | Gruppe Wechmar | |
Germany | Panzergruppe Cramer | |
Germany | Strossegruppe Knabe |
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Overall Rating, 7 votes |
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3.57
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Scenario Rank: 364 of 940 |
Parent Game | Afrika Korps |
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Historicity | Historical |
Date | 1941-05-26 |
Start Time | 14:00 |
Turn Count | 49 |
Visibility | Day & Night |
Counters | 167 |
Net Morale | 0 |
Net Initiative | 2 |
Maps | 2: AK1, AK2 |
Layout Dimensions | 176 x 58 cm 69 x 23 in |
Play Bounty | 163 |
AAR Bounty | 171 |
Total Plays | 7 |
Total AARs | 1 |
Battle Types |
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Rear Guard |
Rural Assault |
Conditions |
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Off-board Artillery |
Reinforcements |
Terrain Mods |
Scenario Requirements & Playability | |
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Afrika Korps | Base Game |
Introduction |
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Although a failure overall, Operation BREVITY had gained the British control of Halfaya Pass. This was unacceptable to Erwin Rommel and he ordered it retaken. Col. Herff assembled a large German tank-infantry force, while Montemurro and his crack Bersaglieri protected their rear flank from a sortie by the Tobruk garrison. After much maneuvering, Herff attacked the British holding "Hellfire Pass." |
Conclusion |
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Although Halfaya Pass was retaken, the long-running battle with British tanks cost Panzer Regiments 5 and 8 a significant number of tanks (mostly from mechanical breakdown). The pass was strongly fortified by the Germans as both sides prepared for the next offensive. |
AFV Rules Pertaining to this Scenario's Order of Battle |
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11 Errata Items | |
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Scen 47 |
In the map graphic the lower map should be Map 2 not 3. Wadi hexes are 2012 and 2212. (campsawyer
on 2010 Apr 29)
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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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Two 105mms (ID#s 1204, 1205) have "16-31" fire values in black (direct fire), when they should be in white (indirect fire). (Shad
on 2010 Dec 15)
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The reduced direct fire value of the Heer HMG became 5-5 starting with Fall of France. (plloyd1010
on 2015 Jul 31)
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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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Two German PzJr. 1 counters have their full strengths printed on the back, and reduced strengths on the front. (Shad
on 2010 Dec 15)
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The morale and combat modifiers of German Sergeant #1614 should be "0", not "8". (Shad
on 2010 Dec 15)
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All SPW 251s have an armor value of 0. (Shad
on 2010 Dec 15)
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At Last Halfaya Pass is Recaptured by the Africa Korps! | ||||||||||||||
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Finally finished this monster (49 game turns - we played it in 21 sessions) scenario that we began in January 2023, and very slowly worked our way through repeated interruptions, near-constant delays and the chaos of family life. As published, this one has far too many special scenario rules, that as a group make it a bit of chore to play. For example, The automatic disruption at night special rule made no sense to either of us, and is not supported historically! I led the attacking, somewhat disorganized German mob with insufficient infantry, few scouting units, no OBA and limited transport, against the quick-thinking and flexible ACav who managed the defending British, who also suffered from limited resources. We played with the awful FOW (starting on game turn 15), consolidation, excess initiative, strategic movement, hidden units, smoke/illum, extended assault, overrun, recon by fire and the following house rules: 1) Road Movement for Mechanized & Foot Units All FOOT & MECHANIZED units may move on roads at the rate of 1/2 a Movement Point (MP) per road hex, just like MOTORIZED units, 2) 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, across, or down slopes hexes, 3) Dug In Units are Automatically in Limiting Terrain in Desert Games Unless prohibited by special scenario rules, ALL units that are dug-in on slope hexes are considered to be in limiting terrain and are spotted if enemy units approach to within 3 hexes, or 4 hexes for reconnaissance units – – unless they are marked with a spotted marker, see 8.22, 4) Initial Set Up Adjustment By mutual agreement, both sides in any scenario may increase the size and composition of the initial setup. The players agree on a figure, for example 30, which is the maximum number of additional combat fire factors (Direct Fire, Bombardment or AT factors, whichever is the highest) that a side may add. For example, if a player wishes to add an enhancement of 20 DF factors, he or she might add FIVE, 4-3 British infantry units (20 fire factors worth) to the initial setup force. In addition, for every 16 points of additional fire factors, the player may randomly draw an additional junior leader, e.g., Sergeants and Lieutenants, ONLY. There is no limit to the number of set up enhancement points that the players may mutually agree upon. The only limitation is the number of particular units included in the game’s counter sheet or in the PG library, and 5) Firing Through or Over Friendly Personnel Units All AT guns, AFVs, Infantry guns (direct fire), Anti-Aircraft (AA) guns and HMGs may fire over or through friendly personnel units. In the case of HMGs, AA guns & Infantry Guns, there must be one unoccupied hex between any friendly unit that is being fired over and the targeted hex as in the current rule (10.1, page 24). We agree that this rule set greatly improved our play by making this overcomplicated scenario simpler, more balanced and considerably more fun to play with another individual. Unexpectedly, Rommel's boys actually pulled of a very hard fought win, instead of the fated draw that is very likely, in this enormous, and over-long fight, by dint of sheer persistence, patience and a large measure of luck. We decided the game in Germany's favor at the end of the 33rd game turn. We give this flawed scenario in-serious-need-of-a-rewrite, a rating of 3 in SHARED play and recommend it as best suited for SOLITAIRE play. As a solo play, it likely would merit a rating of a generous 4. To be continued . . . . |
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1 Comment |
Plus, this one grew so tedious that we frequently stopped playing it (sometimes for months at a time) to play other, better-designed scenarios!