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!
Ember: Point 134
La Campagne de Tunisie #12
(Defender) France
(Defender) Germany
vs Britain (Attacker)
Formations Involved
Britain Grenadier Guards
Germany 334th Infantry Division
Display
Balance:



Overall balance chart for LCDT012
Total
Side 1 3
Draw 0
Side 2 2
Overall Rating, 5 votes
5
4
3
2
1
3.2
Scenario Rank: 637 of 940
Parent Game La Campagne de Tunisie
Historicity Historical
Date 1943-04-23
Start Time 03:00
Turn Count 18
Visibility Day & Night
Counters 25
Net Morale 1
Net Initiative 2
Maps 2: 79, 89
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 148
AAR Bounty 165
Total Plays 5
Total AARs 2
Battle Types
Urban Assault
Conditions
Off-board Artillery
Smoke
Illumination
Scenario Requirements & Playability
An Army at Dawn Maps + Counters
Conquest of Ethiopia Maps
La Campagne de Tunisie Base Game
Introduction

Armed with a melange of French and German weaponry, wearing French uniforms with German helmets and greatcoats; the Phalange Africaine joined in the fighting toward the very end of the campaign. The 334th Infantry Division deployed this odd reinforcement on the hills to the north-east of Medjez-el-Bab, facing toward Djebel Bou Aoukaz.

Conclusion

It was a wet and very dark night, and the British advanced through fields of waist-high corn sodden with rain. The men covered the larger part of the three-mile approach march in complete silence. Through the dim light, the assault began following a heavy bombardment. After severe hand-to-hand fighting, Point 134 and the neighboring hillocks were firmly in British hands when light grew. The British then dug fresh trenches and detached an infantry company and seven Churchill tanks to mop up the system of hills and wadis round the village of Grich el Oued.

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).
  • 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)
  • Tank: all are closed-top and provide the +1 Assault bonus, when applicable
  • 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).

Display Order of Battle

Britain Order of Battle
Army
  • Mechanized
France Order of Battle
Armée de Terre
  • Leader
Germany Order of Battle
Heer
  • Foot

Display Errata (3)

3 Errata Items
Scen 12

The time for Dawn in April is not shown in the Special Rules, but it should occur at 0630.

(Schoenwulf on 2016 Sep 24)
Overall balance chart for 869

All Bren carriers should have a movement value of 7.

(Shad on 2010 Dec 15)
Overall balance chart for 855

Two British infantry have their full strengths printed on the back. They should both be "2-3" when reduced.

(Shad on 2010 Dec 15)

Display AARs (2)

In the Still of the Night
Author Schoenwulf
Method Solo
Victor France, Germany
Play Date 2016-09-25
Language English
Scenario LCDT012

In the early morning hours of April 23, 1943, British forces of the Grenadier Guards, 1st Guards Brigade advanced along a road leading to the town of Grich el Oued. Two Churchill VII platoons were east of the road, while 3-inch mortar units were advanced on Bren carriers along with 4 infantry units emerging from the woods. One additional British infantry unit was situated on the rocky ground west of the 20-meter hill. The Axis forces were comprised of a combination of former Vichy French, now referred to as “Phalange Afrique” platoons, and elements of the 334th German Infantry Division. The Phalange Afrique infantry were dug in both on the southwest 20-meter hill and east of the road 800 meters south of town. All remaining Axis units were in Grich el Oued under the direction of Lt. Gruyere. British units moved slowly north at 0300 hours, and the Axis infantry near the road retreated toward town. By 0400 hours, all of the Axis units had were located in town except for the infantry on the west central 20-meter hill. By 0415, the British had the town surrounded on three sides, and were assaulting the 60mm and NW41 units in the northeast sector of the town. The German captain and Lt. Gruyere were both KIA by 0445 hours, and the entire town was under British assault. The British had control of the northeast sector of town by 0530, but could not dislodge Axis units from the south and northwest sectors until 0700 hours resulting in the Axis claiming a minor victory.

This is a short scenario with a lot of tactics in it due to the limited sight range for much of the scenario. The basic objective for the British is control of the town, and the sooner the better. In this case, the Axis troops showed remarkable resistance in avoiding elimination in the town hexes despite some serious assault odds to the contrary. It took five turns to dislodge a single NW41 unit, and nine to clear the HMG from the northwest part of town. One British unit had moved to the north of town to tie up a returning Axis infantry unit so that the HMG could not be reinforced. The British finally cleared the town on Turn 17 when a DM HMG unit finally had to flee, holding the Axis to a minor victory. The key for the Axis is to slow the British advance with spotting for the NW41 and 60mm units, while regrouping to put the greatest strength in the town itself. Then it’s a question of endurance. In this scenario play, the British only lost two steps to the Axis loss of eight, and they had multiple action segments to open 11 of the 17 turns played.

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La Campagne De Tunisie: scenario #12: Point 134
Author JayTownsend
Method Solo
Victor Britain
Play Date 2019-09-21
Language English
Scenario LCDT012

La Campagne De Tunisie: scenario #12: Point 134

Pretty straight forward, control the town hexes as fast as you can. The British is short one CAPT counter for this scenario, so instead of getting one from another game, I just used the SGT counter as a CAPT counter. Also I believe the British setup on map 89, or why use it.

The British use their strong Churchill tanks to led the assault and the Infantry follow closely behind. The German/French units put up a fight but the British wear them down and assault with strong Infantry and Armor combinations to clear out the town hexes of Grich el Oued by turn 12 in fact, winning a Major Victory as the Axis forces didn’t have enough strength left for a counter-attack.

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