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!
Phoenix: Audacity is not Folly
La Campagne de Tunisie #3
(Attacker) Germany vs Britain (Defender)
France (Defender)
United States (Defender)
Formations Involved
Britain 1st Derbyshire Yeomanry
Britain 1st Parachute Battalion
France Groupement Le Couteulx
Germany 5th Fallschirmjäger Regiment
United States 175th Field Artillery Battalion
Display
Balance:



Overall balance chart for LCDT003
Total
Side 1 1
Draw 1
Side 2 7
Overall Rating, 11 votes
5
4
3
2
1
3.55
Scenario Rank: 391 of 940
Parent Game La Campagne de Tunisie
Historicity Historical
Date 1942-11-19
Start Time 14:00
Turn Count 12
Visibility Day
Counters 39
Net Morale 1
Net Initiative 2
Maps 1: 87
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 140
AAR Bounty 159
Total Plays 9
Total AARs 3
Battle Types
Bridge Control
Urban Assault
Conditions
Off-board Artillery
Smoke
Terrain Mods
Scenario Requirements & Playability
An Army at Dawn Counters
Conquest of Ethiopia Maps
La Campagne de Tunisie Base Game
Introduction

Following Operation Torch, German troops landed at Tunis' El Aouina airfield. Both sides started a race to control key terrain in Tunisia and the former Vichy troops were still in the middle of them. One of these key points was the bridge over the Medjerda River and the road junction at Medjez-el-Bab. The motorized Groupement Le Couteulx reinforced by six Renault D1 tanks had orders to delay the Germans but avoid direct combat, and fell back gradually toward Medjez-el-Bab. German paratroopers were delayed by the French outposts which parleyed without fighting, while 300 British airborne troops dropped on Beja in the west. When German air support finally arrived, the German paratroopers moved out.

Conclusion

This confrontation marked the first contact between the Allies and Germans in Tunisia and also the commitment of the French Army against Nazi Germany. The German paratroopers took the eastern side of the Medjerda and got as far as the bridge where they were stopped by heavy French machine-gun fire. An assault detachment under Oberleutnant Bundt went down the river, crossed, and then entered the western portion of the town. In a desperate fight, the assault detachment was practically wiped out. In the afternoon, Italian reinforcements arrived and the bold German commander bluffed the Allied forces into pulling back.

Additional Notes

Maps from Africa Orientale Italiana are the same as those from Conquest of Ethiopia, and thus may be used in there place.


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).
  • 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
  • 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.
  • 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.
  • Prime Movers: Transports which only transport towed units and/or leaders (May not carry personnel units). May or may not be armored (armored models are open-top). All are mechanized. (SB)

Display Order of Battle

Britain Order of Battle
Army
  • Foot
  • Leader
  • Motorized
France Order of Battle
Armée de Terre
  • Mechanized
  • Motorized
  • Towed
Vichy l’ Armee de l’ Armistice
  • Foot
Germany Order of Battle
Heer
  • Mechanized
  • Motorized
  • Towed
Luftwaffe
  • Towed
United States Order of Battle
Army
  • Leader
  • Motorized

Display Errata (3)

3 Errata Items
Scen 3

Ignore the river crossing numbers, the river may only be crossed at the bridge. They are superfluous anyway as there are no engineers in the scenario.

(plloyd1010 on 2016 Sep 11)
Overall balance chart for 581

HoSU and RW counters were incorrectly printed as 4-7 AT value. Per HoSU scenario book these should all be 4-8

(triangular_cube on 2017 Oct 08)
Overall balance chart for 39

Reduce strength direct fire value be came 5-5 in Army at Dawn.

(plloyd1010 on 2015 Jul 31)

Display AARs (3)

LeBlanc's Last Stand
Author Schoenwulf
Method Solo
Victor Germany
Play Date 2016-05-10
Language English
Scenario LCDT003

Less than two weeks after the Allied landings in North Africa, most of the Vichy French troops had switched allegiance to the Allied cause. In the town of Medjez-el-Bab, a key position for controlling the Medjerda River that opened the path north to the coastal ports, French troops remained in control. However, with the changing allegiance, a German diplomat delivered an ultimatum in the early hours of November 19, 1942, demanding that the French to leave the town. When the French commander rejected the demand, the French gathered their forces with the Allies to keep the Germans from taking control. A multinational task force made up of units from the Groupement Le Couteuix, USA 175th Field Artillery Battalion, British 1st Parachute Battalion, and 1st Derbyshire Yeomanry were situated in Medjez-el-Bab, while a small force consisting of Lt. LeBlanc, two French infantry platoons and a White-Laffly AMD 80 recon vehicle were south of town on a small hill east of the south bridge. Recently landed German units from the 5th Fallschirmjäger Regiment began their assault through the woods southeast of town and headed toward the south hill. Once they were spotted by the Allies, British paratroopers and a recon Humber platoon headed south along the road, followed closely by 2 Renault D1 platoons. Around 1430 hours, German vehicles transporting limbered artillery and a mortar platoon survived opportunity fire and moved west around the south end of the hill to establish a bridgehead by the south bridge. A US Jeep MG moved south from the town along the road but was destroyed by fire from the German paras. By 1515, a German para platoon had assaulted the D1 platoons in the central orchards; French infantry had blocked the central road, while the German convoy had unlimbered an 88mm gun and a mortar platoon on the hill west of the south bridge along with a 50mm gun and infantry platoon now set up east of the south bridge to complete the bridgehead. Over the course of the next hour, fierce fighting continued at the bridgehead, and both the Humber and Laffly 80 were destroyed by fire from the German 50mm gun. The D1 platoons finally dispatched the German resistance and moved south to assist in the assault by Lt. LeBlanc’s units at the bridgehead, and a French sniper barely missed killing the German captain commanding the Germans holding that position. A squad of Fw.190’s strafed the French HMG platoon halting its movement to join the fray. Sgt. Schultz moved the Fallschirmjäger mortar platoon onto the bridge to prevent any Allied movement from the bridgehead to the bridge itself and repositioned the 88mm gun to block the road that approached the bridge from the west. Lt. LeBlanc was killed in the final assault despite reinforcement by the D1 platoons, and the Germans held the bridgehead for a German minor victory.

This scenario has all the elements necessary for a challenging battle for both sides, and it offers numerous strategic options with diverse units. The Allies have armor, infantry, artillery and recon vehicles, while the Germans have both artillery and infantry. The strong morale ratings for both sides make it difficult to eliminate units (the final step loss in this play was 7-1, Allies to German losses). It is a great scenario as it plays out on a single map, yet has all of the aforementioned options in a short 12-turn battle. The Allies have to essentially hold the town and bridges, while the Germans can gain a minor victory by controlling one bridge, or a major one by controlling at least one town hex and a bridge hex, or two town hexes. The Allies set up first, and their setup drives the German strategy since all German units start off map. Options for the Allies are to set up with primary strength in the town, or to spread their units between the town and the south bridge in some fashion. In this scenario, Allied strength was based in the town with a token force for spotting and skirmishing on the south hill. This led to the German forces entering from the east in the woods for both flexibility and protection, but a fast-moving convoy carrying mortar and artillery units entered from the southeast corner hexes. The latter was a gamble that the Germans could survive the opp fire from the units on the south hill, which they did until units could get around the hill and ultimately be unlimbered. The options in the scenario provide great replayability for such a small scenario.

0 Comments
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Audacity means death
Author Blackcloud6
Method Solo
Victor United States, Britain, France
Play Date 2021-09-04
Language English
Scenario LCDT003

The combined French-British and American force chose to defend heavily the center town while having a French infantry company with defending the southern town and bridge. The southern force had the two armored car platoon on the hill east of the river set to delay.

The Fallschirmjaegers decided to attack swiftly toward the southern town and bridge knowing that only their elan, due to their high morale, would carry the day. They attacked the hill driving off the two armored car platoons and hoped to gain the hill and bring up the guns, pound the town and move on to the bridge. They never progressed beyond the hill as the French moved their infantry and tanks from the center town and aggressively counterattacked the hill tying the Germans down in a life and death struggle for the hill. This prevented the Germans from having any chance to move on to their objectives. The Allies win.

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Forlorn hope.
Author Grognard Gunny
Method Solo
Victor United States, Britain, France
Play Date 2023-10-29
Language English
Scenario LCDT003

The immediate impact of the terrain is felt in that the Germans have to do a "hi diddle diddle, right up the middle!", except that the "middle" is directly in the bottleneck, so aptly adopted for a good defense. Given the time available to accomplish the mission the Germans did the best they could. With, say another Company of troops the Germans could have pulled it off. But, alas.

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