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!
Babini at the Front
Afrika Korps #49
(Defender) Italy vs Britain (Attacker)
Formations Involved
Britain 4th "Black Rats" Armoured Brigade
Italy 4ยช Divisone Camicie Nere "3 Gennaio"
Italy Brigata Corazzata Speciale Babini
Display
Balance:



Overall balance chart for AfKo049
Total
Side 1 6
Draw 3
Side 2 0
Overall Rating, 9 votes
5
4
3
2
1
2.89
Scenario Rank: 796 of 940
Parent Game Afrika Korps
Historicity Historical
Date 1940-12-10
Start Time 09:00
Turn Count 33
Visibility Day
Counters 99
Net Morale 1
Net Initiative 0
Maps 2: AK2, AK3
Layout Dimensions 116 x 88 cm
46 x 35 in
Play Bounty 139
AAR Bounty 165
Total Plays 9
Total AARs 2
Battle Types
Covering Action
Exit the Battle Area
Conditions
Randomly-drawn Aircraft
Reinforcements
Terrain Mods
Scenario Requirements & Playability
Afrika Korps Base Game
Introduction

One contingency the British had to account for during Operation COMPASS was the presence in Libya of a significant number of tanks. The British believed them to be far to the rear, but could not be certain. As a shield against an Italian tank attack, the 7th Armored Division was to dive deep into Italian territory and prevent interference with the attacks on the Italian fortified camps. Unknown to the British, Babini's tank brigade had not drilled together and was not ready for large-scale action. Had they been capable, the opening British successes might have been less overwhelming.

Conclusion

Historically no large tank battle took place between the Babini Brigade and 7th Armored Division during the opening stages of Operation COMPASS. The Babini Brigade survived in large part until the battle of Beda Fomm where it was destroyed trying to save the retreating remnants of the Italian Tenth Army.


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).
  • 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

Display Order of Battle

Britain Order of Battle
Army
Italy Order of Battle
Regio Esercito
  • Foot
  • Motorized

Display Errata (5)

5 Errata Items
Scen 49

There is only 4 Capitanos instead of 6 that the scenario calls for.

(campsawyer on 2011 May 14)
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 108

This leader should have a morale of "9" and a modifier of "0" instead of the other way around.

(Shad on 2010 Dec 15)
Overall balance chart for 101

The L3/35 with ID# 1505 has the incorrect movement factor printed on it. The movement factor should be 7, not 8.

(plloyd1010 on 2014 Nov 24)
Overall balance chart for 104

Four counters (ID#s: 1502 to 1506) have the incorrect NATO symbol (infantry in lieu of armor).

(Shad on 2010 Dec 15)

Display AARs (2)

Italian armor rules the day
Author campsawyer
Method Solo
Victor Italy
Play Date 2011-05-14
Language English
Scenario AfKo049

This is a British attempt to cutoff retreating Italian troops by advanced forces of the 7th Armored Division. It must first deal with an Italian armored brigade, that although have not trained together still well able to corral the British tanks. The Italians have slower M11/39 and M13/40's with heavier armor. The British are speedier but littler armored. Their guns are about equal with a slight firepower advantage to the Italian 47mm to the British 2pdr, but the 2pdr has a better range. So the British need to stay back and maneuver to get good shots while the Italians need to close in to kill.

In my play, the British were able to get across board 2 before the Italian tanks woke up. The Italians moved quickly to close on the British while they started to maneuver. Once they closed to range, opening shots were misses but the Italians were subsequently able to get a kill on a long range shot on a A9. This started the British down turn. The British tried to maneuver around the massed Italian tanks, but the Italian gunners were to good and the British armor too thin, an A13 was hit as well. The British 2pdrs could not get the kills on the numerous M13/40 and M11/39s, but finally scored hits on some eager tanks. But this allowed other Italian tanks to maneuver for cross fire shots, leaving more British tanks burning and 5 steps lost, so the British victory conditions were out. Slowly the Italian tanks pushed the remaining British tanks back on to board 2 and giving the retreating infantry room to get down the coastal road to safety and the win.

Although this was interesting the play could have been better, the Italian tanks are stronger than the scenario intro and conclusion portrays, giving the British a bit of a false sense of easy success. But you have to watch out for good Italian player maneuvering their tanks.

0 Comments
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Too Long, but also, Too Much Fun!
Author treadasaurusrex (Britain)
Method VASSAL
Victor Draw
Participants CavDo
Play Date 2024-04-12
Language English
Scenario AfKo049

This was an 11-session, bloody, play-through that we began last September and finally completed as a DRAW, today. I led elements of the attacking British 4th 'Black Rats' Armoured Bridage in this overlong alternate history fracas in Libya. The cunning, Cav Do led the fearsome, combined arms Italian force in what a very fun to play battle, spoiled only be the oddly-written victory conditions and the stultifying, surrender rule.

As others have reported, this was a British attempt to intercept retreating, poor quality Italian troops by a probing force of the British 7th Armoured Division. The strength of the Babini Brigade's tanks make this one a relatively balanced scenario that is worth playing in both SHARED & SOLO modes.

The major challenge for the Brits is to use their superior mobility to set up crossfire, long-range, armor piercing shots against the relatively-slow, but higher quality, Italian tank platoons. This was a high maneuver game using the FOW, extended assault and excess initiative optional rules. For the bulk of our play-through, the Brits had better luck with combat & morale recovery die rolls, especially when the charging British armor finished crossing Map 2 and came to grips with the retreating Italian infantry & trucks. Both sides exceeded their required step losses by game turn 16. making a draw almost a foregone, somewhat disappointing conclusion. We lost track of the combat 7-die rolls, but they seemed to crop up whenever the Italians had maneuvered adroitly to setup cross fire situations against the rather crummy British tanks. There were a total of 19 FOW-shortened game turns and the step loses were high for the opposing sides.

This one needs a rewrite, a reduction in game length, and a more thoughtful set of victory conditions. The Italian infantry & the Brit light tanks are WAY TOO fragile, so casualties are bound to be high. I give it a 3, for the fun factor when playing with a challenging & unpredictable opponent and as a training scenario for those new to high mobility maneuvers, fighting withdrawals & meeting engagements in PG. However, it really deserves a 2 as published.

1 Comment
(edited 2024-04-12 16:08)

Hear, Hear!

I concur with my tank-mad, quick acting opponent and look forward to switching sides and trying this scenario again! Maybe we can fix the VCs and the Italian tank gunners will have better luck shooting up the scuttling British tanks.

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