Panzer Grenadier Battles on October 31st:
Go for Broke 2 #6 - Ciorland Red & White #20 - Northern Pincer
Go for Broke 3 #6 - Ciorland Leyte '44 #9 - Drive for Carigara
Go for Broke #6 - Ciorland
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Night Action at Takrouna
New Zealand Division #7
(Defender) Italy vs Britain (Attacker)
New Zealand (Attacker)
Formations Involved
Britain Sherwood Rangers Yeomanry
Italy 101ª Divisione Fanteria Motorizzata "Trieste"
New Zealand 2nd New Zealand Division
Display
Balance:



Overall balance chart for NZeD007
Total
Side 1 0
Draw 0
Side 2 0
Overall Rating, 0 votes
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1
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Scenario Rank: --- of 939
Parent Game New Zealand Division
Historicity Historical
Date 1943-04-19
Start Time 23:00
Turn Count 30
Visibility Night
Counters 55
Net Morale 0
Net Initiative 1
Maps 2: 76, 78
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 225
AAR Bounty 222
Total Plays 0
Total AARs 0
Battle Types
Exit the Battle Area
Hill Control
Inflict Enemy Casualties
Conditions
Entrenchments
Minefields
Off-board Artillery
Reinforcements
Scenario Requirements & Playability
An Army at Dawn Maps + Counters
New Zealand Division Base Game
Introduction

The New Zealanders’ sector for Operation Oration, the attack on Enfidaville, was dominated by a series of hills overlooking the flat desert plain on which the Kiwis assembled. Five of the division’s six infantry battalions, with the platoons of its machine-gun battalion distributed among them, would make the attack following an artillery barrage.

Conclusion

The Kiwi infantry first encountered minefields, and then heavy fire from feisty Italians who had not gotten the memo about their failed morale. The Trieste Division had somewhere acquired Nebelwerfer rocket launchers, and for the first time the New Zealanders encountered the characteristic scream. Finally, more than six hours after the first advance, battalion commander Lt. Col. R.W. Harding admitted the obvious and called off the attack.


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
Italy Order of Battle
Regio Esercito
  • Towed
New Zealand Order of Battle
New Zealand Army
  • Mechanized
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