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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Phalari Pass
Edelweiss #16
(Attacker) Germany vs Italy (Defender)
Formations Involved
Germany 54th Gebirgs Battalion
Italy 17º Reggimento Fanteria "Acqui"
Display
Balance:



Overall balance chart for Edel016
Total
Side 1 1
Draw 0
Side 2 2
Overall Rating, 3 votes
5
4
3
2
1
4.67
Scenario Rank: --- of 940
Parent Game Edelweiss
Historicity Historical
Date 1943-09-19
Start Time 12:00
Turn Count 24
Visibility Day
Counters 41
Net Morale 1
Net Initiative 1
Maps 1: AK3
Layout Dimensions 88 x 58 cm
35 x 23 in
Play Bounty 160
AAR Bounty 165
Total Plays 3
Total AARs 2
Battle Types
Inflict Enemy Casualties
Road Control
Conditions
Randomly-drawn Aircraft
Terrain Mods
Scenario Requirements & Playability
Afrika Korps Maps
Edelweiss Base Game
Eastern Front Counters
Introduction

With Italy bowing out of the war, the Germans moved to disarm their former allies as quickly as possible. On Cephalonia, Gen. Antonio Gandin of the 33rd “Acqui” Division faced a dilemma. His government issued clear orders to cease hostilities against the Allies, but maintain his unit in a state of readiness. The 11th Army command ordered him to turn his weapons over to the small German unit on the island. While Gandin and the island’s coast artillery and naval commanders discussed their options, ships carrying a battle group drawn from the 1st Mountain and 104th Light Divisions and some independent units appeared offshore. The Germans opened fire, the Italians returned it, and bitter fighting exploded. To get to the island’s capital, the Germans would have to force their way through a number of rocky passes.

Conclusion

The German battalion forced its way past the Italian defenders, inflicting severe casualties on their former allies. But the Italians fought resolutely, and caused quite a few German losses as well. Anger over these combat deaths would lead to tragic consequences a few days later, as the fight for Cephalonia grew more heated.

Additional Notes

If German Gebirg leaders are preferred to regular Heer leaders, they may be gotten from Avalanche Press.


Display Order of Battle

Germany Order of Battle
Heer
Italy Order of Battle
Regio Esercito
  • Towed

Display Errata (1)

1 Errata Item
Overall balance chart for 63

The morale and combat modifiers of German Sergeant #1614 should be "0", not "8".

(Shad on 2010 Dec 15)

Display AARs (2)

This Isn’t War, This is Slaughter
Author Retiredgrunt17
Method Solo
Victor Germany
Play Date 2018-01-22
Language English
Scenario Edel016

The Italians set up in two separate positions to try and keep the road under fire and put mortars on the advancing Germans. This however, was negTed by the first few German air strikes, which eliminated the mortars and one arty battery. The Italians had no choice but to try and close on the road. They were chopped up by the German air and finished by the infantry. The German air finished the other Italian battery. German win.

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Edelweiss #16
Author triangular_cube
Method Solo
Victor Italy
Play Date 2020-09-04
Language English
Scenario Edel016

At first glance, this scenario looks like most of the fairly vanilla and poorly balanced scenarios in this module. The Germans will enter down the road and using their superior morale and firepower to shove aside the Italians as they have done so with the Russians numerous times before. The Italians do have numbers and the hillside to their advantage.

However there is an interesting twist, in that the Germans also have a special rule to represent the surprise of this attack, as the Italians had just switched sides.The Germans can approach this scenario as they normally would, and use their air strikes (im using 3rd edition before the crazy 4th air rules), mortars, and HMGs to wear down the position, finally pushing the Italians out in the end. Or they can approach for several turns to the Italian positions unopposed as long as they do not initiate combat. In this case the Germans could close all the way to be adjacent, and then initiate clean assaults on turn 4.

The Italians deployed in two groups in the hills, the main force to the south and a distraction force to the North. As the VCs can be easily triggered by the Italian distraction force, they cannot be ignored. The Southern force was deployed with the Italian artillery and mortars. The decided to mass enough to be able to try to contest the hills rather then scatter and run, forcing the Germans to chase them .

The German choice to advance unopposed was likely the incorrect one. They were able to launch a clean assault and gain a foothold in the Italian position, but the close range was deadly and the Italians began to wear them down. The Italians did roll well, but because the German force is small, each step lost really has an effect. Eventually the Italians moved their distraction force south and hit the German mortars as their main force was tied up on the hill.

After 11 turns, the Italians had eliminated enough steps to win, forcing the Germans to play for a draw. The Germans were pushed back with most of the force demorilized. They were able to lick their wounds for a few turns and reorganize themselves while the air power kept the Italians from pursuing as they attempted to reform as well. As the closing turns came, the regrouped Germans made one last push on the hill, but it wasnt enough to clear out the Italians from their firing positions on the road.

The was bizarrely the most closely run scenario I have played in the series in a long time. Could have just been the dice at the end of the day though. Really enjoyed this one as it produced a very dynamic battle.

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