Panzer Grenadier Battles on October 24th:
Afrika 1944 #22 - PAKfront Leyte '44 #12 - Flying Wedge
Fronte Russo #9 - Potemkin Village Leyte '44 #13 - Failure at Buri Airfield
Red & White #28 - Bastion
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Djebel Berda
Big Red One #43
(Defender) Italy vs United States (Attacker)
Formations Involved
Italy 131ª Divisone Corazzata "Centauro"
United States 18th "Vanguards" Infantry Regiment
United States 1st "Big Red One" Infantry Division
Display
Balance:



Overall balance chart for BR01003
Total
Side 1 1
Draw 0
Side 2 5
Overall Rating, 8 votes
5
4
3
2
1
3.38
Scenario Rank: 586 of 1095
Parent Game Big Red One
Historicity Historical
Date 1943-03-23
Start Time 00:07
Turn Count 14
Visibility Day
Counters 66
Net Morale 0
Net Initiative 1
Maps 1: 77
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 157
AAR Bounty 146
Total Plays 6
Total AARs 5
Duplicates AAAD039
Battle Types
Hill Control
Inflict Enemy Casualties
Conditions
Off-board Artillery
Terrain Mods
Scenario Requirements & Playability
An Army at Dawn Maps + Counters
Big Red One Base Game
Introduction

Scenario Forty-Three

The Americans had now taken the offensive, with German and Italian forces making determined counterattacks. First Infantry Division's Eighteenth Infantry Regiment had spent the previous afternoon attempting to take Djebel Berda northeast of Hill 722, and now forced their way along the Gabes-el Guettar road. Dawn found them attempting to again take Djebel Berda before 10th Panzer Division broke into their rear area and unhinged the Allied position.

Conclusion

The day ended with the forces about where they started after inconclusive fighting. Terry de la Mesa Allen, commander of the First Infantry Division, believed that his men could take the hill but would need substantial reinforcements, at least another regiment of infantry in addition to tank and artillery support. Unwilling to commit such forces to the attack on Djebel Berda, even if they were available, Patton at II Corps headquarters eventually ordered Allen to abandon the effort.


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
  • 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 Order of Battle

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

Display AARs (5)

Try to Hold the Summit of Djebel Berda until Relieved
Author treadasaurusrex (Italy)
Method VASSAL
Victor United States
Participants Grognard Gunny (AAR)
Play Date 2024-11-11
Language English
Scenario BR01003

This was an intense & exciting 3-session play-through with the undaunted and determined Grognard Gunny leading elements of the attacking US 1st Infantry Division (The Big Red One). I had the Italian elements of the 131st Centauro Armored Division, in a 1-map, battle for critical terrain. Both sides drew decent sets of leaders, with the Italians having slightly better luck.

We used the Fog of War, smoke/illum, consolidation, extended assault, tank riders and excess initiative optional rules. We also used these 3 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, and 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, and 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.

Our first session (game turns 1-3) featured an aggressive 3-prong US movement to contact across the trail & narrow valley west of Djebel Berda. There was a substantial amount of Italian opfire, and US artillery support for the 3 separate columns of advancing GIs, that paid a relatively heavy price of 4 steps lost and the reduction of their initiative level by the end of game turn 3. Nevertheless their approach drew into decisive range and opened a fierce assault on the northernmost 40-meter hilltop hex, while other units closed in on both flanks. The Italians threw an amazing SEVEN combat 7-die rolls this session, nearly all at critical moments!

The second session (game turns 4-7) featured a reduction in American initiative due to casualties sustained in adjacent-hex firefights & close assaults. The Italians lost all their on-board artillery to accurate American OBA and mortar fire. The updated step loss tally was now: 5 and a pair of leaders for the scrambling GIs, and 3 steps for the Il Duce’s boys. GIs maintained their solid grip on the northern & western margins of Djebel Berda’s upper, 40-meter summit. The US attack on the southern slopes of the Djebel collapsed. The Italians managed THREE combat 7-die rolls.

Our slightly-delayed, but bloody, third session (game turns 8-12) was an excellent one for the hard-fighting GIs who were able to achieve a minor victory by the beginning of the 12th game turn. We recommend this well-balanced scenario for both SHARED & SOLO play.

0 Comments
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Knife fighting at its best
Author wkenney53
Method Solo
Victor United States
Play Date 2026-02-22
Language English
Scenario BR01003

American forces attacked the objecive hill top with a north and south pincer movement. American mortars were very effective. Many close combat that in several cases heavily attrited the winning attacker and eliminated the defenders. The straw that broke the camels back for the Italians was when a inf platoon and two leaders were wiped out with an artillery barrage and subsequent close assault.

The American MGs are deadly when adjacent to enemy units. The Italian Armored Car was particularly effective in close combat. All in all an enjoyable afternoon.

0 Comments
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How to ruin a perfectly good Regiment.
Author Grognard Gunny (United States)
Method VASSAL
Victor United States
Participants treadasaurusrex (AAR)
Play Date 2024-11-11
Language English
Scenario BR01003

It was a fight to the finish while the Ities fought to keep the central hill mass. The Americans won the day, but at the cost of a good Regiment.

1 Comment
(edited 2024-11-11 17:56)

Alas, heavy casualties for both sides in this one. The only victory condition that the Italians were able to manage was to inflict more casualties on the advancing GIs than they suffered (15-8). They were not able to hold all the 40-meter hilltop hexes on Djebel Berda, nor were they able to stop the Americans from crossing the trail with good order units.

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Upside Down VCs
Author Blackcloud6 (Italy)
Method Face to Face
Victor United States
Participants mlapanzer (AAR)
Play Date 2025-12-26
Language English
Scenario BR01003

Played this face-to-face against the up and coming MLaPanzer. This was the first FTF game of PG I played for a long time.

I set up the Italian defense with good inter-locking fields fire. The Americans hit my left flank and slowly and methodically climbed the Djebal and with their awesome firepower took apart the Italian defense piece by piece. The Italians achieved none of their VCs. Although the Italians got effect with their shots, the US soldier just shrugged them off and kept coming.

I think the VCs are upside down in this one. It should be the US that has to achieve the 40 meter hill hexes and have to control all of them to win; this and a simple casualty cap on the Americans would work. The preventing the crossing of he road VC is nearly impossible for the Italians to achieve with the size of the US force. But if the US has to take all the 40 meter hexes to win, this one would be a nail biter.

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A walk in the sun
Author mlapanzer (United States)
Method Face to Face
Victor United States
Participants Blackcloud6 (AAR)
Play Date 2025-12-26
Language English
Scenario BR01003

This one is an interesting battle. I do agree with my opponent. The onus of victory is put on the Italians, when it should be on the Americans.

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