Panzer Grenadier Battles on April 27th:
Arctic Front Deluxe #40 - Children's Crusade Broken Axis #14 - Târgu Frumos: The Second Battle Scenario 3: Sledge Hammer of the Proletariat
Army Group South Ukraine #6 - Consternation Road to Berlin #73 - She-Wolves of the SS
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On to Hargeisa
Africa Orientale Italiana #16
(Attacker) Italy vs Britain (Defender)
Gurkha (Defender)
India (Defender)
Formations Involved
Display
Balance:



Overall balance chart for AOIt016
Total
Side 1 4
Draw 0
Side 2 0
Overall Rating, 4 votes
5
4
3
2
1
3.5
Scenario Rank: --- of 913
Parent Game Africa Orientale Italiana
Historicity Historical
Date 1940-08-06
Start Time 08:00
Turn Count 30
Visibility Day
Counters 45
Net Morale 1
Net Initiative 0
Maps 2: 85, 89
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 166
AAR Bounty 227
Total Plays 4
Total AARs 0
Battle Types
Inflict Enemy Casualties
Road Control
Urban Assault
Conditions
Off-board Artillery
Smoke
Scenario Requirements & Playability
Africa Orientale Italiana Base Game
Introduction

Heading into British Somaliland, Gen. Carlo de Simone’s Center Column’s first objective would be the small city of Hargeisa, the colony’s largest inland town. De Simone addressed his troops (apparently Italian settlers conscripted into a Blackshirt battalion) with an inspirational speech, and sent them forward against a mixed British blocking force of African and Somali regulars and decidedly unenthusiastic local Somali irregulars.

Conclusion

The Northern Rhodesian regulars stood up to the Italians for several hours, claiming to knock out a number of Italian tanks (though the Italian still had all of their tanks a week later). Most of the Camel Corps and all of the irregulars – additional forces not mentioned in British sources – fled, but the Northern Rhodesians withdrew in good order. The Blackshirts sustained enough losses to relegate them to reserve status for the rest of the brief campaign.


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
  • 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
Gurkha Order of Battle
Army
  • Foot
India Order of Battle
Army
  • Foot
Italy Order of Battle
Regio Esercito
  • Mechanized
  • Motorized
  • Towed

Display Errata (1)

1 Errata Item
Overall balance chart for 855

Two British infantry have their full strengths printed on the back. They should both be "2-3" when reduced.

(Shad on 2010 Dec 15)
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