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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Down in Jubaland
South Africa's War #2
(Defender) Italy vs Britain (Attacker)
South Africa (Attacker)
Formations Involved
Italy 3º Gruppo Dubat
Italy 91ª Brigata Coloniale
Italy 91º Battaglione Coloniale
South Africa 1st Infantry Brigade
Display
Balance:



Overall balance chart for SAWa002
Total
Side 1 1
Draw 0
Side 2 2
Overall Rating, 3 votes
5
4
3
2
1
2.67
Scenario Rank: --- of 940
Parent Game South Africa's War
Historicity Historical
Date 1941-02-17
Start Time 10:00
Turn Count 28
Visibility Day
Counters 93
Net Morale 1
Net Initiative 1
Maps 4: 19, 3, 7, 8
Layout Dimensions 86 x 56 cm
34 x 22 in
Play Bounty 164
AAR Bounty 227
Total Plays 3
Total AARs 0
Battle Types
River Crossing
Conditions
Off-board Artillery
Terrain Mods
Scenario Requirements & Playability
Desert Rats Maps
Eastern Front Maps
Road to Berlin Maps
South Africa's War Base Game
Introduction

The Juba River, flowing through southeastern Somaliland, represented a formidable defensive barrier and the Italian command believed it had to hold the line to keep the Allied advance away from the key port of Mogadishu. The Italian-officered Somali battalions assigned to the river line had a generous allotment of artillery by East African standards, but their numbers were far too few to hold a static position against a motorized enemy.

Conclusion

The Italian defenders arrived just as the South Africans were crossing the river in inflatable boats, and opened up heavy machine-gun fire on them. Despite several spirited assaults — the Somali troops proved not only willing but eager to engage in close combat — they could not force them back across, and within a few hours the South Africans had expanded their bridgehead and begun work on a bridge to bring their vehicles across. The road to Mogadishu lay open.


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.
  • 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

Britain Order of Battle
Army
  • Motorized
Italy Order of Battle
Regio Corpo di Truppe Coloniali
Regio Esercito
South Africa Order of Battle
Army
  • Motorized

Display Errata (1)

1 Errata Item
Overall balance chart for 871

Ignore the direct fire values.

(Shad on 2010 Dec 15)
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