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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
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Guardia del fascismo
Blackshirt Division #1
(Attacker) Italy vs France (Defender)
Formations Involved
France 3e Regiment de Zouaves
Italy Gruppo di Battaglioni Montebello
Display
Balance:



Overall balance chart for BlDi001
Total
Side 1 3
Draw 1
Side 2 0
Overall Rating, 5 votes
5
4
3
2
1
3.4
Scenario Rank: 505 of 940
Parent Game Blackshirt Division
Historicity Alt-History
Date 1943-03-01
Start Time 07:00
Turn Count 20
Visibility Day
Counters 57
Net Morale 1
Net Initiative 2
Maps 2: 77, 78
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 165
AAR Bounty 165
Total Plays 4
Total AARs 2
Battle Types
Hill Control
Conditions
Off-board Artillery
Scenario Requirements & Playability
An Army at Dawn Maps + Counters
Blackshirt Division Base Game
Introduction

The first troops of the Blackshirt “M” Division to land in Tunisia immediately went into action in the hills near the railway junction of Sedjenane as part of the Axis offensive known as “Operation Ox Head.” There they met French troops now fighting alongside the Allies, long-service regulars recruited from French pieds noir colonists residing in Algeria and considered among the toughest French soldiers.

Conclusion

The armored carriers would have given the M Division’s experienced infantry a tremendous advantage in combat, but the lack of real artillery support would have been felt when attacking prepared positions. Nevertheless the direct firepower would have been a very large advantage.

As a mobile formation, even a weak “division” like the Blackshirt unit would have been highly prized by the Axis commanders in Tunisia. The use of such a unit in the Ox Head operation (conducted concurrently with the Kasserine attack) would have given the Allied First Army some real concern over their coastal communications.


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.
  • 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).

Display Order of Battle

France Order of Battle
Armée de Terre
Italy Order of Battle
Milizia Volontaria per la Sicurezza Nazionale
  • Mechanized

Display Errata (1)

1 Errata Item
Overall balance chart for 623

In 1940: Fall of France, the units show Direct Fire. All units are Indirect Fire.

(rerathbun on 2015 Jun 06)

Display AARs (2)

Sweep
Author Matt W
Method Solo
Victor Italy
Play Date 2016-07-28
Language English
Scenario BlDi001

In playtesting this one I used a very compact French defense and the Italians had some lost halftracks and numerous morale failures. This time I tried a forward French defense with the guns up front with the idea of causing significant morale issues and hopefully some fun shots at the halftracks. All I can say is that if you roll like I did, don't use that approach. Pack in your defense and make the Italian player come to you.

I went back to this one because it is a nice compact scenario and forces the Italian player to make some tough choices since he has 26 units (13 ground and 13 halftracks) and only 5 leaders. Any leader losses will be a significant issue for the Italians.

In any event, I had no bad luck whatsoever for the Italians. There were only a few step losses (3) and the leaders were high quality and generally made their morale checks. The units themselves. On the other side of the hill the French were having a very tough time of it.

By the time I hit turn 15 the Italians had already cleared their sixth 40m hill hex and were dominating the French completely. At that point the French commander signaled to abandon the heights and make for the west. They would have to fight another day.

This is still a fun little scenario and the Blackshirt pieces are just fun to play with. The scenario itself is probably tilted towards the Italians so if you are playing with a newer player give the newer player the Italians. If you are playing solo try to gain the 6th 40m hill hex by turn 15 for a major victory. All in all, though, a pleasant and short little scenario and a great excuse to use the Blackshirt pieces.

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Stop the Fascist's Rushing Game!
Author treadasaurusrex (France)
Method Face to Face
Victor Draw
Participants Tubac52
Play Date 2023-03-03
Language English
Scenario BlDi001

This was a refreshing change of pace: an exciting, 2-session, face-to-face, play-through with the determined & thoughtful Tubac52 as leader of the onrushing Italian side -- in halftracks! I played the defending French in this 20-turn, shoot 'em up. We used the consolidation, excess initiative, smoke/illum and FOW optional rules, and experimented with the following 2 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. Both sides drew good sets of leaders, and the game was only marred by the 9 FOW-shortened turns that ended up favoring the French defenders. A combined 16 combat 7-die rolls were thrown in this fast-paced battle.

Using suggestions provided by others in their AARs, the adoption of a relatively dense French hedgehog defense works well in this scenario, if one lengthens the Italian movement to contact as much as possible, by hanging back as far as tactically practical. By the time the Italians drew into close range, several of their APC-borne infantry and HMG units, and a leader, had been eliminated by accurate AT fire. Once in close range, things became very costly for both sides thanks to adjacent-hex DF and close assaults. I held the French in their initial hilltop positions as long as possible, but had lost 3 hill crest hexes to the Italians by the end of game turn 11. Both sides had lost leaders, as well by then - the Italians being reduced to only 2 remaining leaders after suffering a decapitation in turn 10. Throughout this fight, both sides generally had good luck in morale recovery rolls. With the excessive leader losses, the Italians slowly lost momentum and began having difficulty sequencing & reinforcing their close assaults, which resulted in higher casualties than the defending French garrison. By game turn 18, there were only 6 Italian combat units left due to vigorous French counter attacks. These resulted in serious casualties on both sides, but the Italians managed to hang on to three 40-meter hill hexes, and were thrown back in 2 others. We ended the game with 3 hill hexes each and declared a draw, due to excessive losses, when it was clear that with only a single Italian leader remaining and the last few French troops with serious morale problems, a draw was the best that either side could hope for.

This is a good quick scenario for SOLO or SHARED play that merited a 3 in my estimation. It would have rated higher with me, but the lack sufficient of Italian leaders can make this a very hard scenario for the Italian player, even with the advantages that this side comes with. Too many difficult & usually unpleasant decisions must be made once a couple of of the few Italian leaders become casualties. As others have stated, the more experienced player should play the French side in this encounter, as the defense, and the multiple counter attacks must be tightly controlled & timed for the French to have a shot at victory.

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