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: Gate to the Desert
La Campagne de Tunisie #7
(Defender) Germany
(Defender) Italy
vs France (Attacker)
Morocco (Attacker)
Formations Involved
France Détachement Lagarde
Italy 1ª Divisone Fanteria "Superga"
Display
Balance:



Overall balance chart for LCDT007
Total
Side 1 0
Draw 2
Side 2 2
Overall Rating, 4 votes
5
4
3
2
1
4
Scenario Rank: --- of 940
Parent Game La Campagne de Tunisie
Historicity Historical
Date 1943-01-11
Start Time 04:30
Turn Count 28
Visibility Day & Night
Counters 50
Net Morale 2
Net Initiative 1
Maps 2: 86, 88
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 158
AAR Bounty 171
Total Plays 4
Total AARs 1
Battle Types
Hill Control
Inflict Enemy Casualties
Road Control
Conditions
Off-board Artillery
Reinforcements
Smoke
Terrain Mods
Illumination
Scenario Requirements & Playability
An Army at Dawn Counters
Conquest of Ethiopia Maps
La Campagne de Tunisie Base Game
Introduction

Initially scheduled for 20 December, a French attack would push through difficult mountainous terrain to threaten the Pont-du-Fahs -- Enfidaville and Pont-du-Fahs -- Kairouan roads. The reinforced Carpentier group was in charge, combining 4e Régiment de chasseurs d'Afrique and Foreign Legion elements. After several firefights in the last rainy days of December, between Henchir Moussa crossroads and Henchir Karachoum pass, Colonel Lagarde eventually launched a combined arms attack on the pass.

Conclusion

Carefully prepared and supported by 155mm guns, the French assault started at 0630 and it reached its objectives at noon quite easily. The joint attack by Goums, Légionnaires and armor of the 4e Régiment de chasseurs d'Afrique completely overwhelmed the Italian infantry stationed around the pass.

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.

Display Order of Battle

France Order of Battle
Armée de Terre
  • Mechanized
  • Motorized
Légion Étrangère
  • Foot
Moroccan Ground Forces
  • Foot
Germany Order of Battle
Heer
  • Towed
Italy Order of Battle
Regio Esercito
  • Motorized

Display Errata (3)

3 Errata Items
Scen 7

Scenario #7 calls for a German 37AT, but this counter is not provided in either Le Campagne de Tunisie or An Army at Dawn. It can be substituted with the American 37AT, which has the same values and is found in An Army at Dawn.

(Schoenwulf on 2016 Sep 03)
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 54

The movement allowance on the counters in Airborne is misprinted. It should be "3."

(rerathbun on 2012 Jan 30)

Display AARs (1)

Breakthrough at Henchir Karachoum Pass
Author Schoenwulf
Method Solo
Victor Draw
Play Date 2016-09-06
Language English
Scenario LCDT007

Before dawn on January 11, 1943, units from Detachment Lagarde moved forward against Italian forces from the 1st “Superga” Infantry Division. The Italians had AT guns placed in rocky ground on both sides of the road, and infantry, HMG and mortar platoons on the 60-meter summits and slopes. A White recon car moved forward along the road and spotted Italian infantry at 0500 hours; the recon unit retreated to hold a convoy carrying Legionnaire platoons. Around 0530 hours, another group of Legionnaires moved up the southwest slope of the large 60-meter hill. They encountered an Italian AT unit bolstered by infantry and HMG platoons, and a firefight ensued. The AT unit retreated and the Legionnaires moved toward the summit, causing a mortar platoon to retreat east as well. The 47mm AT unit was finally eliminated, while a Legionnaire platoon was lost in the summit attack. By sunrise, the French controlled the summit and were moving down the north slope toward the road in pursuit of Italian infantry and HMG units. At 0715 hours, German reinforcements from the I/Afrika Marsch Battalion arrived from the east. The battle ultimately centered along the easternmost section of the road with several clashes between the French and Axis troops, with control of the road maintained by a single German ERS platoon at 1115 hours. The Moroccan troops distinguished themselves by assaulting and eliminating both 75mm and 37mm AT gun positons. The French D1 tank did not play a role due to the fact that it was mired twice over the course of the last three hours of the battle.

The scenario seems to favor the French with high morale and greater #’s of units. However, the Axis forces were aided by positioning and some fortunate OBA hits. Nonetheless, the Axis lost 15 steps to only 4 for the French (a minor victory for the Italians). The scenario begins at 0430, resulting in a number of turns with one hex visibility; this allows the French to move forward and position units under cover of darkness, a decided advantage. At game end, the French also achieved a minor victory by controlling all of the 60-meter hill hexes, and they were within a single road hex of a major victory. The lone remaining unit with road access, a reduced ERS unit, was on the board edge road hex, but survived a M2 morale check on the last turn. The final result was a draw, since each side had achieved a minor victory.

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