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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Assault on Bardia
South Africa's War #19
(Defender) Germany
(Defender) Italy
vs Britain (Attacker)
South Africa (Attacker)
Formations Involved
Britain 8th Royal Tank Regiment
Germany 347th Infantry Regiment
Germany 3rd Battalion, 255th Infantry Regiment
Italy 12º Reggimento Artiglieria
Italy 282º Battaglione Guardia alla Frontiera
South Africa 3rd Infantry Brigade
Display
Balance:



Overall balance chart for SAWa019
Total
Side 1 0
Draw 0
Side 2 4
Overall Rating, 4 votes
5
4
3
2
1
2.5
Scenario Rank: --- of 940
Parent Game South Africa's War
Historicity Historical
Date 1941-12-31
Start Time 22:00
Turn Count 40
Visibility Night
Counters 150
Net Morale 1
Net Initiative 1
Maps 1: AK1
Layout Dimensions 88 x 58 cm
35 x 23 in
Play Bounty 183
AAR Bounty 165
Total Plays 4
Total AARs 2
Battle Types
Rural Assault
Conditions
Anti-tank Ditches
Entrenchments
Off-board Artillery
Randomly-drawn Aircraft
Scenario Requirements & Playability
Afrika Korps Maps + Counters
Desert Rats Counters
South Africa's War Base Game
Introduction

Allied success in Operation Crusader left several Axis garrisons cut off in positions along the Libyan-Egyptian frontier. The largest of these was in the fortified port of Bardia, where German Gen. Anton Schmitt was placed in command of the grandly named "Fortress Division Bardia," a collection of three Italian and two German infantry battalions, plus Italian border guards, coast defense guns and a large allotment of artillery.

Conclusion

Thwarted in their first attempt two weeks earlier, the South Africans had assembled massive tank, artillery and air support for this assault and succeeded despite heavy casualties. The second-line German and Italian units holding the fortress perimeter fought hard, but began to collapse and Schmitt chose to surrender his post.


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

Display Order of Battle

Britain Order of Battle
Army
  • Mechanized
  • Motorized
Germany Order of Battle
Heer
  • Towed
Italy Order of Battle
Regio Esercito
South Africa Order of Battle
Army
  • Mechanized

Display Errata (2)

2 Errata Items
Overall balance chart for 871

Ignore the direct fire values.

(Shad on 2010 Dec 15)
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)

Display AARs (2)

Fortress Bardia defiant till the bitter end
Author Brett Nicholson
Method Solo
Victor Britain, South Africa
Play Date 2014-02-04
Language English
Scenario SAWa019

This was a tough one to finish and it was rewarding to play it out to the last turn as the axis was doing a very good job of just barely hanging on and the outcome wasn't certain until the last moment. This was the second attempt, after SAW scenario #18 -"Dingaan's Day", of taking Fortress Bardia. On this attempt, the 3rd South African Infantry Brigade returned to the siege after a two week's rest with better morale along with more OBA, better armor and, after a very long struggle some much needed air-support after sunrise. Getting through the night was tough for both the axis and the Commonwealth forces. Unfortunately I repeated a lot of the same mistakes with the South African troops as I did on the previous attempt, by splitting units up into many assault groups instead of making one large central assault and then dividing units. The price for this was a lot of Commonwealth step losses but even more so, a lot of units in need of rallying. Because this was mostly a night scenario, the fog of war came about a lot more often and abruptly, once again to the Axis's advantage. However, the surrender rule was in effect for German forces and this helped a lot with clearing entrenchments on the north and south flanks. Right before dawn two seperate 10 hex wide corridors, from east to west had been forced open. The spoilers were the Italians who were deployed in the central area -they were not prone to surrender like the Germans and also chose to go on the offensive once the southern corridor was forced open, pushing S.A. units further away back down the map. Then, at an opportune moment one of the last German posts broke out of their entrenchments to try to close the northern corridor. It looked like the axis just may have been able to force a draw by just barely keeping a few undemoralized units plugging in the gaps until British air-support arrived the last few turns. In this case, on the final turn both corridors were closed again and it came down to one stubborn, reduced German HMG unit that had broken out of it's entrenchment in the northern sector just far enough to make the distance only 9 hexes wide. That's when a Hurricane II fighter was drawn for air-support and just in the nick of time scored a die roll of "3" on the 16 column of the DF table eliminating the German unit. In the southern sector one Italian INF unit had also plugged in the 10 hex wide corridor there but a final round of artillery demoralized it just in time.

This was a long scenario for 40 turns and there were times that I almost wrapped it up after 30 turns but am glad I didn't. Though the axis eventually lost this one they were able to turn the tide long enough to make the last quarter of this one a nailbiter. I really thought this was going to be a rollover for South Africa early on but I believe that with the Italians breaking out of their entrenchments, just before daylight and going on the attack that they almost saved Fortress Bardia. I believe that axis forces were deployed as well as they could be for having to hold onto so much territory and that counterattacks were necessary to keep the Boks on their toes. Had Axis units just remained static throughout the battle then more likely this one would of ended a lot earlier. I believe that despite the surrender rule and the low axis morale that this one is fairly balanced and give it a "3" but it will require a lot of nerve and patience for the axis player. The key is not giving up with the axis though there will be times when all seems lost. In this play it was not decided until the last turn.

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Playing In The Sand
Author KirkH
Method Solo
Victor Britain, South Africa
Play Date 2010-12-02
Language English
Scenario SAWa019

The Axis set up with entrenchments spaced two hexes apart right behind the anti-tank ditch so they could fire on any Allied unit that attempted to fill in the ditch. The Italians were in the north and the Germans the south. The South Africans attacked in the south, hoping to keep as many other units out of the game for as long as possible. The infantry first advanced onto the ditch, hoping to fill in some hexes so the tanks could get through. By turn three they had taken many losses, but had filled in three hexes, allowing the tanks to get behind the Axis lines. The South Africans then proceeded to eliminate all Axis resistance and by turn 30 had eliminated all but one unit, securing a major victory. The South Africans had difficulty eliminating units in entrenchments, but the tanks are impervious to infantry fire and were able to provide the edge the Allies needed. The scenario was touch and go at the beginning, but once the Allies broke through it was mainly a mop up effort and the outcome was never really in doubt.

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