Trovare il nemico Blackshirt Division #2 |
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(Attacker) Italy | vs | United States (Defender) |
Formations Involved | ||
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Italy | Gruppo di Ricognizione Voghera | |
United States | 81st Armored Reconnaissance Squadron |
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Overall Rating, 5 votes |
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4
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Scenario Rank: 124 of 940 |
Parent Game | Blackshirt Division |
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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 |
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Patrol |
Scenario Requirements & Playability | |
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An Army at Dawn | Maps + Counters |
Blackshirt Division | Base Game |
Introduction |
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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 |
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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 |
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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. |
AFV Rules Pertaining to this Scenario's Order of Battle |
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Recon!!!!!! | ||||||||||||
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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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0 Comments |
Recon vs Stuarts in the Wilds of Tunisia | ||||||||||||||
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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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