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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Phoenix: Aggressiveness Paid Off
La Campagne de Tunisie #4
(Defender) Germany vs France (Attacker)
United States (Attacker)
Formations Involved
France 3e Regiment de chasseurs d'Afrique
Display
Balance:



Overall balance chart for LCDT004
Total
Side 1 0
Draw 1
Side 2 7
Overall Rating, 9 votes
5
4
3
2
1
3.33
Scenario Rank: 549 of 940
Parent Game La Campagne de Tunisie
Historicity Historical
Date 1942-11-22
Start Time 06:45
Turn Count 21
Visibility Day
Counters 17
Net Morale 2
Net Initiative 2
Maps 1: 79
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 138
AAR Bounty 153
Total Plays 8
Total AARs 4
Battle Types
Inflict Enemy Casualties
Urban Assault
Conditions
Hidden Units
Minefields
Randomly-drawn Aircraft
Terrain Mods
Scenario Requirements & Playability
An Army at Dawn Maps + Counters
La Campagne de Tunisie Base Game
Introduction

The Tunisian campaign represented, among many other things, the first field test of the U.S. Army's tank destroyer doctrine. Company B of the 701st Tank Destroyer Battalion had travelled overland from the vicinity of Oran. Arriving in Feriana late at night after a long march, it was ordered to attack the enemy-held town of Gafsa. When dawn came, the Americans deployed an attached recon platoon forward to locate the enemy and placed the vulnerable unarmored 37mm-armed tank destroyers of the light platoon in the rear with the two heavy platoons on either side of the main road. Two antique French armored cars also arrived to join the attack.

Conclusion

As the advance neared Gafsa, two P-38s roared overhead and strafed the town. The recon vehicles came under fire from outlying buildings and split into two sections to cover both flanks. While the heavy tank destroyers silenced the snipers by blasting the buildings with 75mm high explosive, the French armored cars sped forward along the road. One of them hit a land mine, blowing all four wheels off. With no infantry support, the tank destroyers used fire and maneuver to press the assault. One heavy platoon and the command group made a frontal assault on the town while the other heavy platoon made a flanking attack. Using their halftracks like tanks, the tank destroyer crews entered Gafsa firing as fast as they could. Before noon they took a number of prisoners including 300 Arabs who had been armed by 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)
  • Anti-Tank Gun Carrier: half-track with anti-tank gun, NOT a Tank Destroyer
  • 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.
  • 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

France Order of Battle
Armée de Terre
  • Leader
  • Motorized
Germany Order of Battle
Heer
  • Foot
  • Leader
  • Motorized
Luftwaffe
  • Foot
  • Leader
United States Order of Battle
Army
  • Leader
  • Mechanized
  • Motorized

Display AARs (4)

A Solid Combined Forces Victory for the Allies
Author Schoenwulf
Method Solo
Victor United States, France
Play Date 2016-05-13
Language English
Scenario LCDT004

On November 22nd, a combined Franco-American force with units from the 3e Régiment de chasseurs d’Afrique and the Company B of the USA 701st Tank Destroyer Battalion moved cautiously forward toward the oasis in Gafsa at daybreak. A perimeter of minefields had been set up around the town, and a gathering of both regular German Army and Fallschirmjägers were situated in town and dug in just north of it. A French Lt. with an infantry platoon moving with an AMD165 on the hill north of town spotted the Germans at about the same time a US Jeep MG on the hill south of town did. All Allied forces gathered on the north ridge after it was discovered that the SW entry to Gafsa was heavily mined. At 0730, OBA fire coupled with that of an armored group consisting of an M6 and two M3/75’s chased the German Army platoons in disarray from the north side of town. About half an hour later, the paratroopers on the east side of town were hit by fire from a P-40 squadron, OBA and a recon group made up of two Jeep MG’s and an AMD165. At 0815, the Allied armor group moved into the town and engaged the German Army regular platoons resulting in the latter fleeing to the orchard east of town. The Luftwaffe Lt. and his paratrooper platoons followed shortly thereafter in an attempt to rally the remaining German forces that had fled Gafsa. Two German Army platoons and their Lt. were lost in the fighting prior to the retreat from town, falling to the Allied armor group and another P-40 attack. By 0845, the German para unit and their commander in the orchard were being hit by OBA and pursued by the Allied recon group; they were given some relief when an Henschel 129 squadron disabled the AMD165. But, the armor group moved east from town and combined forces with French infantry to close in on the retreating paratroopers. They finally fell to the M6 & M3/75 platoons assisted by OBA that softened them up prior to assault by the armor group. The only remaining German unit on the battlefield was a motorcycle platoon that had no leadership and ultimately fled the scene. The battle ended with a French victory at 1015.

The objectives of this scenario consist of either town control, step elimination or a combination thereof. The Allies have the opportunity to pick away at the German forces in the town, since the recon vehicles (Jeeps and the AMD165) can spot units at four hexes in limited terrain and have a firing range of four hexes also. Thus, they are out of range of all the German units. Even though they are firing primarily on Column 4 of the direct fire chart, they have time to get a few hits on the German defenders, particularly the German Army at a morale of 6/5. The American armor group is relatively impregnable unless the German defenders attempt to assault it, but if stacked with the US Lt., it is a 19-point group, which can be difficult to overcome in an assault without serious damage to the attacker. Even though the Franco-American forces had Lady Luck on their side in the die rolls, it seemed that they could have achieved victory without her help. Overall step losses were 10 German to one French (a step lost from the AMD165 in the air attack).

0 Comments
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Pound the daylights out of them.
Author Blackcloud6
Method Solo
Victor United States, France
Play Date 2022-07-13
Language English
Scenario LCDT004

A small, combined force of French Motorcycle Infantry and armored cars with a US contingent of HMG Jeeps and tank destroyers are ordered to take the German held town of Gafsa, Tunisia. In the town are German Army and Fallschirmjagers who don’t have any AT capabilities.

The Allies’ plan is simple, push back the German picket line and then drive up to the town and blast the defenders either breaking them and taking the town or causing heavy casualties

Right away it goes bad for the Allies as when the HMG jeeps move not position, the German outpost line opens up destroying a bunch of jeeps and killing the Lieutenant in charge. But the French and American regroup, hammer the German outposts, and force them to pull back. The force then moves adjacent to the town and the M3A1 GMCs pound away with deadly accuracy gradually reducing the enemy in the town. The German don’t dare to venture out or US artillery or aircraft will hammer then. By 1100 hours the Allies have caused severe casualties on the Nazis and withdraw for a win.

This is a low density quick-play scenario. But it is kind of dicey as the Allies just have to pound away until they either kill enough of the enemy or force them out of the town. Good one for solo play.

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Three Session Night Fight
Author Tambu (Germany)
Method Face to Face
Victor United States, France
Participants treadasaurusrex
Play Date 2022-07-15
Language English
Scenario LCDT004

It took longer than we expected (3-sessions) but the Americans and supporting Free French won out over the defending Jerries hiding behind (and on) minefields and difficult-to-take entrenchments. This happened at night, so the Allies were able to get very close without drawing hostile fire and some of the minefields were decoys. The close assaults on the entrenched Jerries and moving the US infantry and HMGs around the Jerry positions took a long time and was tedious to accomplish. The last entrenchment was taken on the final turn and the Germans had very bad luck with their die rolls, they also drew a poor set of leaders. A combined total of 8 combat 7-die rolls were thrown in this play-through. There were 9 FOW-shortened game turns.

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Too few.
Author Grognard Gunny
Method Solo
Victor Draw
Play Date 2023-04-12
Language English
Scenario LCDT004

Once the minefield was bypassed, it was a three hour battle for the town, throughout which neither the off-board arty or the air power could be effectively used (without endangering one's own troops, at any rate). All in all a somewhat boring encounter. "La Campagne de Tunisia" will now go into permanent "hold" until such time as I gather up the boards for another "out of print" game (of course).

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