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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Rough Country
The Last Horse Soldier #2
(Attacker) United States vs Germany (Defender)
Formations Involved
Germany 10th Panzer Division
United States 1st Cavalry Division
Display
Balance:



Overall balance chart for CoDa002
Total
Side 1 6
Draw 1
Side 2 0
Overall Rating, 8 votes
5
4
3
2
1
4.13
Scenario Rank: 75 of 940
Parent Game The Last Horse Soldier
Historicity Alt-History
Date 1943-04-01
Start Time 07:00
Turn Count 30
Visibility Day
Counters 62
Net Morale 0
Net Initiative 0
Maps 4: 76, 77, 78, 79
Layout Dimensions 112 x 43 cm
44 x 17 in
Play Bounty 177
AAR Bounty 165
Total Plays 7
Total AARs 2
Battle Types
Hill Control
Inflict Enemy Casualties
Road Control
Conditions
Off-board Artillery
Smoke
Scenario Requirements & Playability
An Army at Dawn Maps + Counters
The Last Horse Soldier Base Game
Introduction

The case for the mounted cavalry: wars flow over all kinds of terrain, in all kinds of weather, and an alert enemy will try to fight in the kind best suited to his resources. - Maj. Gen. John K. Herr

Tunisia would have been the perfect laboratory for testing Herr's theories: the rugged ground often defied mechanized vehicles, the climate ranged from intense heat to raging rainstorms and even bitter cold, and the Axis obligingly sent some highly-experienced and well-equipped troops to face the Allies. But an experiment with human and equine lives at stake is more than an academic exercise, one that Army Chief of Staff George C. Marshall ultimately chose not to conduct.

Conclusion

Could horsed cavalry have out-maneuvered the deeply-experienced recon battalions fielded by the Axis mechanized divisions? Herr believed that they could in rough terrain, and both sides certainly sought to deploy infantry units capable of operating in the mountains (Moroccan goumiers and Nepalese Gurkhas on the Allied side, German mountain troops for the Axis). If nothing else, the appearance of American troops on horseback would have surprised the Germans.


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)
  • 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.
  • Unarmored Weapon Carriers: These are unarmored halftracks (Bufla and Sk7/2) or fully-tracked vehicles (Karl siege mortar) with mounted weapons. All are mechanized, except the BM-13 (Katyusha rocket launcher mounted on a truck). They are weapon units, not AFV's, so they are never efficient and cannot be activated by tank leaders. (SB)

Display Order of Battle

Germany Order of Battle
Heer
  • Mechanized
United States Order of Battle
Army
  • Motorized

Display Errata (2)

2 Errata Items
Overall balance chart for 20

The reduced direct fire value of the Heer HMG became 5-5 starting with Fall of France.

(plloyd1010 on 2015 Jul 31)
Overall balance chart for 47

All SPW 251s have an armor value of 0.

(Shad on 2010 Dec 15)

Display AARs (2)

A Fine Way to Learn How to Move in the Desert
Author Chaco (United States)
Method VASSAL
Victor United States
Participants treadasaurusrex
Play Date 2022-06-26
Language English
Scenario CoDa002

This was a rather long, but exciting introductory scenario that is a fine way to learn how to maneuver a regiment-sized, mobile oufit in arid terrain.

To be continued . . .

1 Comment
2022-06-27 08:34

It looks like the 1st Cavalry has done rather well in your little campaign. Now, off to Manila.

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The Near-perfect Rough Country Division!
Author treadasaurusrex (United States)
Method VASSAL
Victor United States
Participants Tankodactyl
Play Date 2023-02-02
Language English
Scenario CoDa002

This was a 3-session play-through that matches a reinforced German Recon battalion, ably led by the rapidly-improving Tankodactyl, with elements of the 1st Cavalry Division in the mountain wilds of Tunisia. I led the American side in what essentially a west-to-east movement to contact that proceeded by fits & starts to drive the defending Germans off the battle map. We used the FOW, consolidation, excess initiative, strategic movement and smoke/illum optional rules. The German leader draw was middling, while the US drew a fine set of leaders. Surprisingly, there were only 8 FOW-shortened game turns in our play-through.

The US force surged forward in parallel, left (weak side) and right (strong side) flanking columns, mostly sticking to the available hilly terrain on either side of the main road. The Germans also pushed forward from the east to seize crucial positions overlooking the American advance. Mostly, the Americans advanced, nearly-continuously on either flank -- slowing down only long enough to dismount, assault the scattered German positions, and remount. The US automatic weapon strength (CMG) was daunting for the defending Germans throughout. By mid-game, it was very clear that the Americans would simply sweep the remaining Axis troops away with overwhelming direct fire in what was ultimately a decisive US victory. Final step losses were 32 for the Germans & 5 leaders, versus 10 for the Americans, plus 2 leaders.

I give this one a 5 for fun-to-play, training value, lots of maneuver, and the way that this scenario showcases what a true cavalry division might have accomplished if turned loose on the Africa Korps in the desert.

0 Comments
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