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
Errors? Omissions? Report them!
Tobruk Again
C&CV2: The King's Officers #7
(Attacker) Germany
(Attacker) Italy
vs Australia (Defender)
Formations Involved
Australia 9th Infantry Division
Germany 5th Light Panzer Division
Italy 27ª Divisone Fanteria "Brescia"
Display
Balance:



Overall balance chart for CCV2007
Total
Side 1 0
Draw 0
Side 2 2
Overall Rating, 2 votes
5
4
3
2
1
3.5
Scenario Rank: --- of 940
Parent Game C&CV2: The King's Officers
Historicity Alt-History
Date
Start Time 10:30
Turn Count 16
Visibility Day
Counters 104
Net Morale 0
Net Initiative 0
Maps 1: AK2
Layout Dimensions 88 x 58 cm
35 x 23 in
Play Bounty 171
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
Rural Assault
Conditions
Entrenchments
Minefields
Off-board Artillery
Terrain Mods
Scenario Requirements & Playability
Afrika Korps Maps + Counters
C&CV2: The King's Officers Base Game
Introduction

A lightning Axis advance saw war return to the port of Tobruk. Several assaults on the port's defenses were attempted before the Axis forces left it besieged and moved on. the Allied Operation Crusader finally broke the siege in the winter of 1941.

Conclusion

Another tough trench assault where the Axis have the numbers to succeed but not necessarily the morale. Their forces will likely lose some cohesion as they cross the open plain on the way to the fortified ridgeline, so Italian Leader Characters will get plenty of opportunities to rack up LPs rallying units on the way to the assault.


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

Australia Order of Battle
Army
  • Mechanized
  • Motorized
  • Towed
Germany Order of Battle
Heer
  • Mechanized
  • Motorized
Italy Order of Battle
Regio Esercito
  • Motorized

Display Errata (1)

1 Errata Item
Scen 7

Note: Fold AFRIKA KORPS Map 1 in half (not map 2)so that hexes numbered xx18 and xx24 are showing...

Per Other: Place hill markers in hexes 0333,0634 and 0918.

(Brett Nicholson on 2013 Aug 14)

Display AARs (1)

A Stalemate by any other Name
Author Brett Nicholson
Method Solo
Victor Australia
Play Date 2013-08-16
Language English
Scenario CCV2007

First off, setting up this scenario is a little tricky. Map 1 from 'Afrika Korps' is to be used and not Map 2, but what is really frustrating is setting up Australian entrenchments only on the higher, 40-meter elevation hexes and still keeping them 3 hexes apart. This took some time and I am sure that there is only one way to do this but it was a great way to spend almost an hour and with the area I ended up having to place one entrenchment 4 spaces away from another just to fit 7 entrenchments in the margins.

The Australians have a heavy defense advantage in this scenario alone with those entrenchments along with 10 randomly drawn minefields placeable just about anywhere. They also start with two 25-pdrs for indirect fire and A.T. fire along with 2-pdrs and the much more efficient 6-pdrs for added A.T. firepower and crossfire advantages. Of course their only armor units are bren carriers and their foot units are small in number and have to be spreadout quite a way. Also the Aussies have no OBA and are totally reliant on their 25-pdrs for fire support

The Italians have zero cover in their long stretch to the ridge area and has to risk it with keeping all units loaded on trucks at least for the first turn, giving the Australians a +1 bombardment modifier and spotting from a 40-meter hex gives them a 28 hex spotting range with full visibilty. In my play the Italians got very lucky in their initial advance and only lost one towed 65mm and truck from indirect fire on turn 1. At 11:00/turn 3, I made two minor mistakes with the axis; first, my motorcycle leader had the 25-pdrs in spotting range and did not realize it until the next turn and they also blundered by moving a Sdkfz 222 armored car unit in range of one of the 6-pdrs. Both of these mistakes were quickly corrected.By 11:15/turn 4, the axis had suffered another two step losses and, even more upsetting, lost both a Maggiore and Capitano (none of which were LCs).

At 11:30/turn 5, Italian foot units have made it the ridge and already had one entrenchment surrounded with another threatened. The first minefields are also crossed but without any demoralization or step losses so far. At 12:00/turn 7, Italian OBA takes out one 25-pdr and disrupts the other, giving their attack a brief respite. At 12:30/turn 9, the first Italian trench assault begins and for the first time in this campaign leader characters go head-on against each other. At 12:45/turn 10, the last 25-pdr is eliminated leaving the Australians with no indirect fire support but time is running out for the axis attack. At 13:15/turn 12,the first Italian assault succeeds with one of the Aussie entrenchments taken and a lower moraled British Major LC is seriously wounded after just recovering from another serious wound received at Beda Fomm and will have to sit out another battle until the last in the campaign at Halfaya Pass. At 13:45/turn 14, a second trench assault begins but is instantly brought to a halt and minefields finally begin to start generating Italian step losses. At this point it is certain the Italians cannot win this engagement with their time almost up and they do what they can to inflict as many step losses as possible the last few turns. The PzIIIFs oblige them by risking A.T.fire and taking out the bren carriers and again, at games end, other than a few trucks on loan, the Germans take no step losses as before at El Ageila.

So Australia holds out and scores another victory for the empire but it is not an overwhelming one. Italy did a lot better than expected and claimed one trench along with a few step losses inflicted. In fact, had the scenario length (16 turns) been a few turns longer,they very well would of won it. They settle for 10 V.P.s as the Aussies ended play with 24 V.P.s. This still keeps Britain far ahead in the campaign again but Italy is not out of it yet. Of course the axis would have to win the last two scenarios but I am sure that is not entirely impossible with German armored support, but they will need to win very big to hope to win the campaign or at least lose it with some amount of dignity.

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