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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Halfaya Pass
C&CV2: The King's Officers #9
(Attacker) Germany
(Attacker) Italy
vs Britain (Defender)
Formations Involved
Britain 3rd Coldstream Guards
Germany Afrika Korps
Italy 102ª Divisione Fanteria Motorizzata "Trento"
Display
Balance:



Overall balance chart for CCV2009
Total
Side 1 0
Draw 0
Side 2 1
Overall Rating, 1 vote
5
4
3
2
1
4
Scenario Rank: --- of 940
Parent Game C&CV2: The King's Officers
Historicity Alt-History
Date
Start Time 10:00
Turn Count 30
Visibility Day
Counters 141
Net Morale 0
Net Initiative 2
Maps 1: AK1
Layout Dimensions 88 x 58 cm
35 x 23 in
Play Bounty 185
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Road Control
Rural Assault
Conditions
Reinforcements
Terrain Mods
Scenario Requirements & Playability
Afrika Korps Maps + Counters
C&CV2: The King's Officers Base Game
Introduction

As Operation Brevity halted, the Axis forces took the opportunity to launch their own counterattack. The only position that operation Brevity had captured and held was the Halfaya Pass. This was the target of the Axis Operation Skorpion.

Conclusion

A final scenario in which the Italian player gets average-quality infantry supported by German tanks. To make the most of his tank support, his leader Characters must have bought every possible combat skill by now if they're going to have a chance of dislodging the British infantry.


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

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

Display Errata (4)

4 Errata Items
Overall balance chart for 869

All Bren carriers should have a movement value of 7.

(Shad on 2010 Dec 15)
Overall balance chart for 855

Two British infantry have their full strengths printed on the back. They should both be "2-3" when reduced.

(Shad on 2010 Dec 15)
Overall balance chart for 871

Ignore the direct fire values.

(Shad on 2010 Dec 15)
Overall balance chart for 486

The Pz IVe appearing in the original Panzer Grenadier game had an Anti tank value of 4-7. As of Afrika Korps (2002), continuing onward through the 3rd and 4th edition games, the anti tank value has been 4-4.

(plloyd1010 on 2016 Jul 25)

Display AARs (1)

Another humiliating loss for Italy but the early Desert War campaign ends with a nice tank battle
Author Brett Nicholson
Method Solo
Victor Britain
Play Date 2013-08-21
Language English
Scenario CCV2009

I didn't have high expectations with Italy going into this final, early Desert War scenario. However, I did finish it after four days with this 30 turn long match and the campaign itself lasted almost three weeks.

The axis objectives were to take a hill and gain control of the road at the pass, neither of which were accomplished. The British surrounded the Northwest hill with a ring of 2-pdrs along with a 40mm AA gun, giving crossfire opportunities at every angle. So the panzers parked nearby at the main ridge while the Italians concentrated their 105mms on the A.T. guns and sent the foot units in to try to push back some of the dug-in defenders. Of course the British were ready for them and my British LC Lieutenant was able to earn his Military Cross by mowing down 10 steps of INF and HMG alone by scenarios end. This Lieutenant made it look easy having both the rifle combat and machine-gun specialist skills so it was like shooting fish in a barrel. Eventually, all the 2-pdrs on Northern hill were eliminated leaving just the 40mm for A.T. fire on the Northwest hill so the German armored cars, the Sdkfz 231(6)+(8)s began to harass some of the dug-in positions from a safe enough distance having a lot better results than the foot units who now, by 13:30/turn 15, were barely existant in any functionable capacity. In fact, at one point, all Italian foot units that were not eliminated were either disrupted or demoralized.

Soon the British Matildas moved from their dug-in positions at the road area, once the reinforcements had arrived, and drove off the armored cars who were becoming more than a nuissance. In their place, the pzIVEs soon rolled up to match the Matildas and a final tank battle ensued while Italy attempted to rally their foot units for one last attack on the Northwest hill. It was clear that this battle and campaign were lost for the axis but the DAK were going to at least roll up their sleeves and show up their Italian counterparts. At 16:00/turn 25, the pzIVEs are able to take out a step of Matildas with crossfire and the tank battle begins proper. At 16:15/turn 26, the Matildas return the favor by knocking out a step of panzers and it looked like it was going to be slugfest back and forth. The Matildas are still outnumbered but the last remaining 2-pdr had been safely transported from the road area and dug-in at the base of the Northwest hill to give crossfire assistance along with the 40mm already there. And it worked. By scenario's end a total of 4 steps of pzIVEs and a step of pzIIs that had moved too close were all eliminated, with 2 pzIVE units demoralized. No further step losses had been inflicted on the Matildas and the scenario ends with a landslide victory for Britain.

Of course one of the main factors contributing to this degree of victory were the British leader characters, two of which were all but omnipotent with their purchased battle skills whereas Italy had maybe one decent leader character with another LC sitting this scenario out from a serious wound received during Operation Brevity. The leader characters do provide a different feel and aspect to the game but the balance of play was deeply affected by British leader superiority, at least with my results. Italy however did win three of the scenarios but those victories were not too impressive and were down most of the campaign after suffering their first major loss during Operation Compass. I probably could of done better with the Italians in this last battle but even my morale playing the Italians was low at this point! I give the scenario overall a 4 rating still because it was a good play and with a better balance of opposing leader characters it could of very well have been won by the axis. So, that it is it for my first PG campaign experiance and will give 'The King's Officers' a break until I finish the remainder of the 'Desert Rats' scenarios. Then I will start afresh with the later Desert War campaign with new leader characters to attempt a better balance; making the German LCs actually earn their infantry assault badges rather than converting the Italian LCs into German ones. This scenario and campaign overall a great experiance, despite a few quirks.

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