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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Gialo Oasis
South Africa's War #10
(Defender) Italy vs Britain (Attacker)
India (Attacker)
New Zealand (Attacker)
South Africa (Attacker)
Formations Involved
Britain Long Range Desert Group
India 3/2nd Punjab Regiment
Italy VIII Battaglione Bersaglieri
South Africa 6th Armoured Car Regiment
Display
Balance:



Overall balance chart for SAWa010
Total
Side 1 0
Draw 0
Side 2 3
Overall Rating, 3 votes
5
4
3
2
1
3.33
Scenario Rank: --- of 940
Parent Game South Africa's War
Historicity Historical
Date 1941-11-24
Start Time 06:30
Turn Count 60
Visibility Day & Night
Counters 63
Net Morale 1
Net Initiative 3
Maps 5: 1, 18, 19, 8, DR5
Layout Dimensions 88 x 58 cm
35 x 23 in
Play Bounty 165
AAR Bounty 171
Total Plays 3
Total AARs 1
Battle Types
Airfield Control
Rural Assault
Urban Assault
Conditions
Entrenchments
Off-board Artillery
Randomly-drawn Aircraft
Terrain Mods
Scenario Requirements & Playability
Desert Rats Maps + Counters
Eastern Front Maps
Road to Berlin Maps
South Africa's War Base Game
Introduction

To the south of Operation Crusader's battleground, a force of mixed nationalities moved out across the harsh ground to attack Axis airfields, escorted by the famous Long Range Desert Group. Their prime objective was the oasis of Gialo, which had a fort and an airfield. Unknown to Brigadier Denys Reid who led the raiders, a full battalion of elite Bersaglieri had been detailed to protect the key site.

Conclusion

The Italians managed to hold off the Allied advance throughout the day, but when the sun set the Indians took the town with a bayonet charge and resistance crumbled quickly afterwards. A supposedly elite battalion, the VIII Bersaglieri had been detached from the Trento Division for this isolated post and did not fight nearly as well as its two sister battalions then engaged just outside Tobruk. Despite long experience in the region fighting Sanusi guerillas in the early 1930's, the Italians do not seem to have expected a thrust across the deep desert, believing the Allies lacked their own hard-earned skills.


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.
  • 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).
  • 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
  • Leader
  • Mechanized
India Order of Battle
Army
  • Motorized
Italy Order of Battle
Regio Esercito
New Zealand Order of Battle
New Zealand Army
  • Foot
  • Leader
South Africa Order of Battle
Army
  • Motorized

Display Errata (1)

1 Errata Item
Overall balance chart for 869

All Bren carriers should have a movement value of 7.

(Shad on 2010 Dec 15)

Display AARs (1)

South Africa’s War, scenario #10: Gialo Oasis
Author JayTownsend
Method Solo
Victor Britain, India, New Zealand, South Africa
Play Date 2012-02-26
Language English
Scenario SAWa010

I played another scenario outside the box of the normal PG realm and headed to East Africa 1941 this time. This scenario uses 4 standard maps plus 1 large desert map, which don’t line up exactly but you can make them work without too my difficulty. The Allies include: South African, Indian, New Zealand & British units against the defending Italians. The Allies have 5 victory objectives and must obtain 4 out of five for a major victory and 3 out of five for a minor victory, below this and Italians start receiving victory levels. The Italians have a force of mainly Infantry and some 47mm AT-Guns, 20mm AA-Guns & 65mm Guns but the entrenchments and the one Fort with a -3 modifier is the real asset. The Allies have Infantry with Indian APCs: (ACW) India Pattern Carriers, British Brens and two types of South African Armored Cars: MHII & MHIII. They also have three levels of morale by nationalities and some off board artillery. Both sides have some random air-support. But most important for the Allies, the Surrender Rule is in effect.

The Allies come on the map from three directions and the Italians were only defending on two maps, so instead of making my typical mistake of trying to go after too many victory objectives at the same time, I let my forces cover the distances of the maps and concentrated on one objective at a time in force as I had 60 turns, so no time pressure. In the beginning, the Allies decided to tackle the easier airfield hexes and targets on map 19 before hitting the more difficult entrenchments, town hexes and Fort on map 18. The only highlight of this selection of the battle for the Italians, was that they took out a loaded Bren Carrier, which had a full step Indian infantry unit and a British Leader. Those Italian 47mm AT guns are very dangerous in 1941 especially against APC unit types with 0 Armor factors and ACs. The Allies cleared the Airfield North, thanks mostly to the Surrender Rule.

The next phase was for the Allies to regroup and hit all the difficult targets in the south. They hit the town hexes without too much difficulty but then came the Entrenchments and that Fort with the -3 modifier, all manned with Italian leaders with higher morale and morale modifiers. Not to mention another 47mm AT-Gun. This was murderess for the Allies, that 47mm AT-Gun took out step after step of Armored Cars & APC’s that tried to request a surrender and these Fortifications took out many steps of Infantry with Fire-first in assaults. This quickly eliminated one of the Allies victory conditions of not losing more than 10 steps. At first I thought about just giving up the idea of a major Allied victory and settling for a minor victory of just three conditions achieved, as I didn’t know if I would have enough Allied strength left but I pushed forward and thanks to the surrender ruler finally overcame the Fort and entrenchments, but at a much higher price then historically I am sure. The Allies had a Major Victory but not an easy one!

Another fun scenario but without the Surrender Rule, this would have been a much closer match.

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