Panzer Grenadier Battles on September 20th:
Counter Attack #45 - Crossing the Han Polish Steel #9 - Our People are Beating the Drums
Land Cruisers #6 - Bring me the Head of St. John the Baptist
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An Army at Dawn: Big Red One

Big Red One boxcover
AP Series Panzer Grenadier
Designer Perryman
Game Type Expansion
Format Book
Release Date 2024-08
Availability In Print
Scenarios 11
Counters 0
Maps 0
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Overall Rating, 2 votes
5
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3
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1
3.5
Expansion Rank: 53 of 117
Popularity: Ownership & Activity
Status Owned by 2% Played by 1% AAR'd by 0% Medaled by 0%
Rank 161st of 168 132nd of 156 TBD TBD
Expansion Game Requirements & Playability
11/11 Big Red One
11/11 An Army at Dawn
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Balance:



Overall balance chart for Big Red One
Total
Side 1 0
Draw 0
Side 2 2
box back

In two World Wars, the United States Army's First Infantry Division - the "Big Red One" - led American forces into combat. The division was in the first wave of landings in North Africa in November 1942, and fought the Axis in Tunisia from January to May 1943. The division's reputation brought it into the thick of the fighting in North Africa, as it would for the remainder of the war in Europe.

BIG RED ONE is a Panzer Grenadier Campaign study, with 11 new scenarios based on the actions of the American 1st Infantry Division during the Tunisian campaign. There are three chapters, each with a battle game to link the scenarios together. You'll need AN ARMY AT DAWN (and only AN ARMY AT DAWN) to play all of the scenarios.


Display Scenario List (11)


Display Order of Battle

Germany Order of Battle
Italy Order of Battle
Regio Esercito
  • Mechanized
  • Motorized
United States Order of Battle
Army

Display Relevant AFV Rules

AFV Rules Pertaining to this Game'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
  • Assault Gun: if closed-top, provide the +1 Assault bonus, when applicable
  • Tank Destroyer: do not provide the +1 Assault bonus, even if closed-top (SB)
  • Self-Propelled Artillery: do not provide the +1 Assault bonus, even if closed-top (SB)
  • Anti-Aircraft Weapon Carrier: apply a -1 modifier to an air attack if within three hexes of the targeted hex (15.14).
  • Anti-Tank Gun Carrier: half-track with anti-tank gun, NOT a Tank Destroyer
  • 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.
  • Unarmored Weapon Carriers: These are unarmored halftracks (Bufla and Sk7/2) or fully-tracked vehicles (Karl siege mortar) with mounted weapons. All are mechanized, except the BM-13 (Katyusha rocket launcher mounted on a truck). They are weapon units, not AFV's, so they are never efficient and cannot be activated by tank leaders. (SB)
  • Portees: Trucks with mounted Anti-Tank guns, Anti-Aircraft weapons, or artillery. Stack as combat units. Move like trucks, but fire like guns. Do not limber or unlimber. Have the truck's -1 armor value. Truck and gun are treated as a single unit, and do not transport other units. (SB)

Display Errata (6)

6 Errata Items
Scen 1

The published scenario setup instructions for Big Red One #41 Morning on Hill 336, specify that the Germans enter the battle map from the WEST, which is incorrect, as the historic Wehrmacht approach was from the EAST. The victory conditions indicate that the Germans receive points for exiting at least 10 steps off the WEST edge

(treadasaurusrex on 2024 Sep 06)
Scen 11

Something is wrong with this scenario. The victory conditions refer to control 60-meter hills but there are no 60-meter hills on map 77.

So either the victory conditions from another scenario got copied over and not edited or the wrong map is called for.

I suspect the issue is the victory conditions since the only map in AAaD with 60-meter hills wouldn't fit the layout or hex number described.

(joe_oppenheimer on 2024 Sep 06)
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 41

All SS PzIVH tanks should have a movement of 8.

(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 Nations (3)

Nations at War - Scenario Appearance Percentages
United States
100%
United States
Germany
91%
Germany
Italy
27%
Italy

Display Battle Types (4)


Display Conditions (6)

Errors? Omissions? Report them!
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