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 SKORPION
Afrika Korps #47
(Attacker) Germany vs Britain (Defender)
Formations Involved
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
Display
Balance:



Overall balance chart for AfKo047
Total
Side 1 2
Draw 0
Side 2 5
Overall Rating, 7 votes
5
4
3
2
1
3.57
Scenario Rank: 364 of 940
Parent Game Afrika Korps
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
Rear Guard
Rural Assault
Conditions
Off-board Artillery
Reinforcements
Terrain Mods
Scenario Requirements & Playability
Afrika Korps Base Game
Introduction

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

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.


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
  • Tank Destroyer: do not provide the +1 Assault bonus, even if closed-top (SB)
  • 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
Germany Order of Battle
Heer

Display Errata (11)

11 Errata Items
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)
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 2

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)
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 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 537

Two German PzJr. 1 counters have their full strengths printed on the back, and reduced strengths on the front.

(Shad on 2010 Dec 15)
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 (1)

At Last Halfaya Pass is Recaptured by the Africa Korps!
Author treadasaurusrex (Germany)
Method VASSAL
Victor Germany
Participants ACav
Play Date 2024-06-16
Language English
Scenario AfKo047

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 . . . .

1 Comment
2024-06-16 18:54

Plus, this one grew so tedious that we frequently stopped playing it (sometimes for months at a time) to play other, better-designed scenarios!

You must be a registered member and logged-in to post a comment.
Errors? Omissions? Report them!
Page generated in 0.391 seconds.