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
Errors? Omissions? Report them!
Repulsed at Tobruk
Afrika Korps #24
(Attacker) Germany vs Australia (Defender)
Britain (Defender)
Italy (Defender)
Formations Involved
Australia 2/13th Infantry Battalion
Australia 2/15th Infantry Battalion
Australia 2/17th Infantry Battalion
Australia 2/3rd Anti-Tank Regiment RAA
Britain 107th Royal Horse Artillery
Britain 1st Royal Horse Artillery
Britain 1st Royal Tank Regiment
Britain 3rd Royal Horse Artillery
Germany 18th Flak Regiment
Germany 5th Light Panzer Division
Germany 5th Panzer Regiment
Germany 605th Panzerjager Battalion
Germany 8th Machinegun Battalion
Germany Heer
Display
Balance:



Overall balance chart for AfKo024
Total
Side 1 1
Draw 0
Side 2 9
Overall Rating, 10 votes
5
4
3
2
1
3
Scenario Rank: 713 of 913
Parent Game Afrika Korps
Historicity Historical
Date 1941-04-13
Start Time 22:45
Turn Count 44
Visibility Day & Night
Counters 132
Net Morale 0
Net Initiative 0
Maps 1: AK1
Layout Dimensions 88 x 58 cm
35 x 23 in
Play Bounty 128
AAR Bounty 165
Total Plays 10
Total AARs 2
Battle Types
Exit the Battle Area
Rural Assault
Conditions
Anti-infantry Wire
Anti-tank Ditches
Entrenchments
Minefields
Off-board Artillery
Reinforcements
Terrain Mods
Scenario Requirements & Playability
Afrika Korps Base Game
Introduction

A rapid German-Italian advance isolated Tobruk and in the opinion of General Erwin Rommel, left the fortress ripe for the picking if sufficiently pushed. Late on the 13th an assault force gathered at El Adem, south of the southern edge of the defensive perimeter. Composed of the 5th Panzer Regiment (38 tanks), 8th Machinegun Battalion and elements of the 1st Battalion of the 18th Flak Regiment and supported by the Italian 2nd Artillery Regiment, the force approached the Australian positions in pieces.

Conclusion

The German attack did not go as planned. The 8th Machinegun Battalion managed to penetrate the perimeter, although without actually capturing any posts. The Fifth Panzer Regiment became lost on the approach and was late in reaching the break-in point. Finding the Australian positions not already taken, the tanks drove through anyway and headed for the Via Balbia-El Adem crossroads. In the advance they engaged two artillery and two anti-tank battalions as well as tanks from the 1st Royal Tank Regiment. After dueling for some time, the German tanks withdrew. By the time they reached the wire, 17 had been destroyed. The departure of the tanks left the infantry in the lurch and most were killed or captured in the hours that followed. After this disaster even Rommel recognized that the fortress was too strongly held to be taken on the run, though he wrote that the failure was due to "the poor state of training and useless equipment of the Italian troops" — none of whom were present at the battle.


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
  • Tank Destroyer: do not provide the +1 Assault bonus, even if closed-top (SB)
  • 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).
  • Portees: Trucks with mounted Anti-Tank guns, Anti-Aircraft weapons, or artillery. Stack as combat units. Move like trucks, but fire like guns. Do not limber or unlimber. Have the truck's -1 armor value. Truck and gun are treated as a single unit, and do not transport other units. (SB)

Display Order of Battle

Australia Order of Battle
Army
Britain Order of Battle
Army
  • Motorized
Germany Order of Battle
Heer
  • Motorized

Display Errata (8)

8 Errata Items
Scen 24

In the 8th Machinegun Battalion leader list replace "5 x LT, 1 x SGT" with "3 x LT, 3 x SGT".

(campsawyer on 2010 Apr 29)
Overall balance chart for 869

All Bren carriers should have a movement value of 7.

(Shad on 2010 Dec 15)
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)
Overall balance chart for 486

The Pz IVe appearing in the original Panzer Grenadier game had an Anti tank value of 4-7. As of Afrika Korps (2002), continuing onward through the 3rd and 4th edition games, the anti tank value has been 4-4.

(plloyd1010 on 2016 Jul 25)
Overall balance chart for 537

Two German PzJr. 1 counters have their full strengths printed on the back, and reduced strengths on the front.

(Shad on 2010 Dec 15)
Overall balance chart for 63

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

(Shad on 2010 Dec 15)
Overall balance chart for 47

All SPW 251s have an armor value of 0.

(Shad on 2010 Dec 15)

Display AARs (2)

Pretty historical outcome, no surprises!
Author Special K
Method Solo
Victor Australia, Britain, Italy
Play Date 2015-04-12
Language English
Scenario AfKo024

This is a pretty interesting scenario, with lots of historical references To research if you're interested in all the background. I made a few modifications for added accuracy and was playing solo so didn't really care who would win! I have the 1 RTR coming in from the East edge and not the road and put the 2/3 AT unit Near the North edge to the east of the road. I put the 25 pounders just to the west of the road in a line. I also had the Germans starting from the El Adem road so it takes a little longer to get to the gap in the AT ditch. Goschen's House was a ruin occupied and fought over on the 14th just about 2 hexes North East of R32. I put a permanent dugin marker to represent this minor feature in hex 1126.

The scout platoon didn't survive long at the start of the game but the Lt made it to the 8MG Bn. Posts R33 (1430) just to the west of the gap was the first melee and then R32 (1327). The MGs made fairly slow progress into the gap with R32 and and R30 (1230) being particularly bloody. I called down a lot of arty on the own positions of the outposts in the hope the exposed Germans would suffer worse being exposed. In general this was true but it lead to an early collapse of R33 due to a bad round of friendly fire.

The panzers breached the wire around 3:15 and the two reserve companies were both released. I pushed all of the armor toward the 25 pounders just to see if I could outdo history! Upon arrival there was a fierce melee in one hex, but the Germans lost 4 steps of armor to one battery of guns destroyed. I had managed to haul the 88 into the cauldron and this was set up before dawn. However the noose looked to be closing on the german armor and I decided to bail out. I quit the game after 0600 with a general withdrawal of the tanks but most of it would get out. No doubt the Aussies would regain all the lost ground with daylight and armor in support. At best the Germans only cleared two outposts but had some local success at Goschen's House. B Company got beat up pretty badly there and didn't soften it up with arty enough beforehand.

I suppose this wasn't really a game but a historical reenactment but is still a great scenario! I'd like to made a custom map for this one as I think the German armor penetrated much deeper into the fortress before encountering the Blue Line. If playing an opponent I'd be likely to commit the Panzer IV's to clearing out a few outposts before dawn for the combined arms bonus.

Well worth a play!

0 Comments
You must be a registered member and logged-in to post a comment.
Repulsed at Tobruk
Author dreierj
Method Solo
Victor Australia, Britain, Italy
Play Date 2016-08-02
Language English
Scenario AfKo024

The Australians, knowing that the road would probably be vital to advancing German armor, set up their 2 lbrs and 25-lbrs along the road to the north. The German plan was to bombard entrenchments and assault/capture five of them before Australian reinforcements arrive, and get armor off the map to the north. Facing the Germans were AT ditches, wire, and mines. It looked daunting for the Germans.

In the first hour, the German scout platoon was able to direct artillery on one entrenchment; however, the Australians maintained their composure. The scouts would soon have some company as the German 8th Machine Gun Battalion arrived at midnight.

At this point, the German plan was to have the 8th MG and supporting artillery attack the center of the Australian defensive line and create a breach in the line of AT ditches and wire. The 5th Panzer Regiment would arrive soon, and would attempt to push through on the road, using the limited visibility to minimize losses from the AT guns. In the end, this strategy backfired.

Just as the 5th Panzer was arriving, the 8th MG had largely moved through the AT ditches and entered the wire. Opportunity fire from a couple of entrenchments was ineffective. The situation at 0300 found two entrenchments being assaulted by the Germans. Instead of taking time to fill in AT ditches while under fire, the 8th MG surged forward and cleared some wire in the center. They lost a couple of steps in the process. Meanwhile, the 5th Panzer approached the road (one of only a couple of places where there was no AT ditch), and would soon encounter the 2 lbrs dug in along the road on the other side of the wire. The Germans by now had also lost all three increments of off-board artillery due to unfortunate die rolls.

At 0345, the Germans were still assaulting two entrenchments and setting up for another. The Australians got a break as a favorable die roll permitted both B and D companies to move toward the entrenchments being assaulted. Meanwhile, the German armor was running through the gauntlet of 2 lbrs and actually lost a platoon of PzIIIFs in a crossfire. The 25 lbrs on the other side of the hill to the north waited for the survivors.

The loss of some armor and a few infantry steps due to artillery, had resulted in enough steps lost to meet one of the Australian victory conditions. If they could prevent the Germans from taking more than one entrenchment, and keep remaining armor from exiting to the north, they might be victorious. Dawn was approaching, and the increasing visibility will certainly be a factor.

At 0400, the German armor survived opportunity fire from the 25 lbrs as they ran the gauntlet and exited the map. Two platoons of PzII were destroyed by accurate AT fire just inside the defensive line. In the center, the Australians were stubbornly hanging on as three of the entrenchments were being assaulted. Dawn was breaking at 0530, and the German continued to face tough resistance at the three entrenchments, at times with only a single reduced unit fighting off German assaults (several great die rolls). By now, Australian reinforcements (Companies B and D, and armor) were arriving. At this point, it did not look as if the German could take the five entrenchments, but they might earn a draw if they could get two of them.

The situation at 0930 found the German desperately assaulting five entrenchments, but none were successful. By sending all armor units off the map, they left none to support the assaults on the entrenchments. The assaults bogged down into a long game of attrition; the Germans were losing a lot of steps in the process as the Australians reinforced the entrenchments with armor.

The Australians won the battle. They had not allowed any entrenchments to be taken, although five were contested at the end. They had also eliminated over 24 German steps (four times that needed to meet the victory condition). It would be interesting to try this long scenario again, but use the panzers to support assaults before moving north.

0 Comments
You must be a registered member and logged-in to post a comment.
Errors? Omissions? Report them!
Page generated in 0.585 seconds.