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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Italian Opposition #1: Bersaglieri
Tank Battles #47
(Attacker) Germany vs Italy (Defender)
Formations Involved
Germany 2nd "Vienna" Panzer Division
Italy 11º Reggimento Bersaglieri
Italy 1ª Divizione Celere "Eugenio di Savoia"
Display
Balance:



Overall balance chart for TaBa047
Total
Side 1 0
Draw 0
Side 2 2
Overall Rating, 3 votes
5
4
3
2
1
3
Scenario Rank: --- of 940
Parent Game Tank Battles
Historicity Historical
Date 1938-03-01
Start Time 07:00
Turn Count 36
Visibility Day
Counters 73
Net Morale 0
Net Initiative 1
Maps 2: 10, 9
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 164
AAR Bounty 165
Total Plays 2
Total AARs 2
Battle Types
Exit the Battle Area
Inflict Enemy Casualties
Conditions
Off-board Artillery
Scenario Requirements & Playability
Afrika Korps Counters
Battle of the Bulge Maps
Eastern Front Counters
Tank Battles Base Game
Introduction

Italian doctrine did not call for tank battles - after all, it would be very difficult for the machine-gun armed Italian CV33 and German PzKw I to harm each other. Motorcycle-riding Bersaglieri with truck-towed antitank guns would rush to the danger spot and form a blocking force. In Italian pre-war doctrine the tank's job was to attack artillery if at all possible, infantry if not, but not to fight other tanks.

Conclusion

Scenarios with Italian units fighting against Germans are very popular, especially with our customers in Italy. This one shows the elite nature of some units of the pre-war Regio Esercito. These are not the German and Italian armies of 1941, at least as popular history would have it.

Additional Notes

Afrika Korp counter requirement based on the suggested troop-leadership table in Fronte Russo.


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

Germany Order of Battle
Heer
  • Mechanized
  • Motorized
Italy Order of Battle
Regio Esercito
  • Foot
  • Motorized
  • Towed

Display Errata (3)

3 Errata Items
Scen 47

Italian entry information states forces enter from south side of boards 6 and 10. Should read boards 9 and 10.

(larry marak on 2012 Aug 09)
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 63

The morale and combat modifiers of German Sergeant #1614 should be "0", not "8".

(Shad on 2010 Dec 15)

Display AARs (2)

Tank Battles #47
Author triangular_cube
Method Solo
Victor Italy
Play Date 2023-02-08
Language English
Scenario TaBa047

This is a fairly unique board entry and exit scenario with very early Germans driving across to get off opposed by Italian Motorcycles and 47s. The 47s have a commanding superiority over the German armor so they must be avoided or eliminated prior to contact with the PzIs. This shouldnt be a problem due to the generous time limit the scenario imposes.

Italians strength comes in mobility with their MTC and the 2 north/south roads that let them hit wherever they need to pretty much at will as soon as they get on the board. With this in mind, they plan to react to the German first moves.

Italians win initiative and race their HMGs and 47s to the town an outlying hills, ready to deny all approaches to the Germans until they dig them out. The Germans drive on board into 2 groups of Motor infantry supported by PzIs. One diverts north to approach from behind the small hill on 9, the other drives more directly down the road. They all disembark at the conclusion of their move.

The Italians burst out up the road on 9 behind the German advance, and get adjacent ot the northern group and with 6 of their MTC and in firing positions for op fire with the other 3. The Germans are now stuck between the Italian groups and the town. German OBA is largely ineffective.

Germans lose init to the Italians again on the crucial turn 2, and the Italians charge into assault in the north rolling well, and wrecking tanks, and mortars while the INF are bypassed. In the South the Germans focus fire on the Italians to little effect and advance and are cut to pieces by op fire.

Turn 3 is another Italian init win and the assaults in the north hit the casualty count for the Italian VC due to tanks counting double. At this point all the Italians have to do is deny exit for the Germans who are fighting for a draw. But they are winning decisively so they press their advantage over the next few turns.

The Germans are able to stabilize in the south, having run off the outnumbered MTCs while the northern MTCs fall back to the town and hills surrrounding it with the AT guns. The Germans are unable to break through, weakened as they are, and end up losing.

Init rolls in the crucial first turns told the tale here, but I think the mobility and power of the 47s put the advantage on the Italian side anyway. Interesting scenario of a unique situation for sure.

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Win a Theoretical One for Il Duce
Author treadasaurusrex (Italy)
Method VASSAL
Victor Italy
Participants Tankodactyl
Play Date 2023-02-09
Language English
Scenario TaBa047

This was a 5-session play-through with the hard-charging, Tankodactyl leading the scuttling German combined arms horde. I played the Italian side in what turned out to be a rather unbalanced and too long (36 turns) scenario, where the Italians had a decided edge in AT assets. We used the FOW, consolidation, excess initiative, extended assault, smoke/illum optional rules. There were 12 FOW-shortened game turns in our 5 sessions. Both sides had light tanks aplenty, and both sides had decent leader draws.

Others have described this, fast-paced entry & exit battle, that displays the Italian Celere Division concept, perhaps at it's best. Many motorcycles and tankettes in this one. It is dominated by Italian 47mm AT guns, and their interior lines, which allows quick reaction to German moves, suitable to the Italians highly mobile force. The Italians quickly move into the town and onto dominating terrain in the hills on Map 2. As they begin to consolidate, the Germans com eon in a 2-pronged advance, which the Italians quickly infiltrate in the north, at the cost of some tankettes. The Germans in the southern prong are shot up and their advance, unexpectedly stalls with considerable morale issues. Meanwhile, Italian AT fire begins to decimate the Pz-I mob in the north and the Italian victory points accumulate rapidly.

The balance of the overlong scenario was characterized by aggressive play by the Italian MTC and sacrificial tankettes, coupled with a great many AT gun shots that stymie the Germans on both sides. This eventually results in a costly Italian victory!

This one is fun-to-play, and could probably have gone either way in our play-through. I give it a 3 for fun, but it should have been more balanced since it is a theoretical battle. In general, my opponent suffered from more than his fair share of bad luck in bothe morale recovery and combat die rolls. Between us, we threw 28 combat 7-die rolls. As is, this scenario is probably better suited to SOLO play.

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