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
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Trovare il nemico
Blackshirt Division #2
(Attacker) Italy vs United States (Defender)
Formations Involved
Italy Gruppo di Ricognizione Voghera
United States 81st Armored Reconnaissance Squadron
Display
Balance:



Overall balance chart for BlDi002
Total
Side 1 1
Draw 0
Side 2 3
Overall Rating, 5 votes
5
4
3
2
1
4
Scenario Rank: 124 of 940
Parent Game Blackshirt Division
Historicity Alt-History
Date 1943-03-04
Start Time 06:30
Turn Count 12
Visibility Day
Counters 25
Net Morale 0
Net Initiative 1
Maps 4: 76, 77, 78, 79
Layout Dimensions 86 x 56 cm
34 x 22 in
Play Bounty 165
AAR Bounty 165
Total Plays 4
Total AARs 2
Battle Types
Patrol
Scenario Requirements & Playability
An Army at Dawn Maps + Counters
Blackshirt Division Base Game
Introduction

While Axis commanders held a low opinion of American fighting ability, the advance of the American II Corps under new commander George S. Patton presented a strategic concern. The Americans needed to be cleared from the Eastern Dorsals, an offshoot of the Atlas Mountains jutting into the Axis defensive lines. The M Division’s recon elements set out to see what was in the way.

The Italian Army’s use of motorcycle troops and armored cars in its armored divisions was a given and their use as reconnaissance troops in advance of offensive maneuvers a common occurrence.

Conclusion

The M Division did not actually include a reconnaissance element during its brief existence, but German-made armored cars were on the list of requested equipment for future deliveries so it appears that the Italian command intended to include one, consistent with their use in Africa. The Voghera M Battalion was one of the few Blackshirt formations to fight in the Tunisian campaign, so we’ve appropriated its name (and probably personnel) here.

Additional Notes

The Italian goal is to scout the area. The Americans must attempt to block the Italians. Most units for both forces are recon units and the use of the recon rules is highly recommended.


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
  • 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

Italy Order of Battle
Milizia Volontaria per la Sicurezza Nazionale
  • Motorized
United States Order of Battle
Army
  • Foot
  • Mechanized
  • Motorized

Display AARs (2)

Recon!!!!!!
Author TFGA73
Method Solo
Victor United States
Play Date 2019-11-03
Language English
Scenario BlDi002

Blackshirt Division Scenario 2: Trovare ail Nemico

Background: This scenario uses four maps and a total of 25 pieces, and features an Italian recon force with motorcycle infantry and AB232 armored cars taking on an American infantry company backed up by some Stuarts. 12 turns, no off board artillery, so this one moves fast.

The Italians victory conditions are unique; they need to cover the distance of one of the two east/west roads and get within sighting range of all hilltops. It’s a true recon mission—drive in and look around.

Setup: The Americans put a force on each road. The bulk of the infantry and one Stuart set up in the town on the south road, while the northern group, with the other Stuart and a pair of infantry platoons, set up in a narrow on the north road.

Recap: The Italians split in two, with a pair of motorcycle platoons and an AB232 taking each road. The southern US force plays it safe, with a couple platoons engaging the motorcycles while the other platoons mount up and fall back. The north group jumps out and moves right in, and they pay the price: a full infantry platoon, their M3s, and their lieutenant are all lost. The remaining Infantry and M3, now leaderless, drops back.

But the Stuart’s are intact, and between turns 5 and 7 they succeed in taking out both AB232 without a loss. Also the American infantry that fell back pounds the the Italians once they work aroind the west side of the town. At this point the Italians abandon the attack on the north road and try to pull the remaining motorcycle platoons for a final attack on the south road. In the end they cannot pull it together in time and fail to cover one of the roads in entirety. American victory!

Analysis: This one of the quickest PG games I’ve ever played and took about 45 minutes start to finish. It’s quick playing and unique. The Italian path to victory is tough as the Stuart’s are fast and tough to beat with what they have on hand.

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Recon vs Stuarts in the Wilds of Tunisia
Author treadasaurusrex (United States)
Method VASSAL
Victor United States
Participants ACav
Play Date 2023-03-19
Language English
Scenario BlDi002

A fun-filled, quick play-through of a small scale scenario with the dauntless, ACav, displaying his centerfield flexibility and calculated risk-taking as the Italian commander. This was a 2-session, fast-paced, play-through with me leading the semi-defending, American task force with Stuart tanks. Both sides had decent leader draws and this one was marred only by a combined 7 combat 7-die rolls. We used the excess initiative & extended assault optional rules, and ignored the FOW. We also experimented with the following 3 house rules: 1) Standardized Movement for Mechanized UnitsAll 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, 2) 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 3) Dug In Units on slopes are Automatically in Limiting Terrain in Desert Games Unless prohibited by special scenario rules, ALL units that are dug-in on hill, slope or wadi & gully hexes are considered to be in limiting terrain and are spotted by enemy units approaching to within 3 hexes, or 4 hexes for reconnaissance units – unless they are marked with a spotted marker, see 8.22.

Both sides split their forces, with the defending US-side deploying most of their infantry, supported by a single Stuart platoon in the town adjoining the south road. A second, combined arms task force set up guarding a pass on the northern road. In a risky approach, Mussolini's finest came down both roads simultaneously, with their MTC leading and an accompanying armored car. For once, Stuart tank firepower was formidable in both isolated fire fights and both of the surging Italian A/C units were dispatched by the end of game turn 7, while the American infantry mounted effective, though extended, counter attacks in both areas. With no OBA or tanks, the Italians were not able to soften up the small US blocking forces.

This was an interesting scenario that required a considerable amount of luck & tactical skill for the Italians to pull off a win with the available force. I give this slightly unbalanced effort a 4 as the American player, and recommend it for SOLO play. We learned that a veteran PG player should lead the attacking Italian side in SHARED play. It is a much tougher pull for the Axis commander with the Italians having to travel up the length of at least one road and observe all the hilltops in range. It was quite a bit easier for the Americans to stymie this recon effort than I think the scenario designer intended. All three of the experimental house rules worked well in this quick recon patrol mission.

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