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Tobruk
C&CV2: The King's Officers #4
(Defender) Italy vs Australia (Attacker)
Britain (Attacker)
Formations Involved
Australia 6th Infantry Division
Britain 7th "Desert Rats" Armoured Division
Italy Regio Esercito
Display
Balance:



Overall balance chart for CCV2004
Total
Side 1 2
Draw 0
Side 2 2
Overall Rating, 4 votes
5
4
3
2
1
3.5
Scenario Rank: --- of 914
Parent Game C&CV2: The King's Officers
Historicity Alt-History
Date
Start Time 15:30
Turn Count 30
Visibility Day
Counters 102
Net Morale 0
Net Initiative 3
Maps 1: AK3
Layout Dimensions 88 x 58 cm
35 x 23 in
Play Bounty 173
AAR Bounty 159
Total Plays 4
Total AARs 3
Battle Types
Inflict Enemy Casualties
Road Control
Conditions
Minefields
Off-board Artillery
Randomly-drawn Aircraft
Terrain Mods
Scenario Requirements & Playability
Afrika Korps Maps + Counters
C&CV2: The King's Officers Base Game
Introduction

Tobruk has a deep natural port that is well-protected from both the elements and enemy attack. It therefore served as an excellent supply base for forces in North Africa, and would see much fighting as both sides vied for control of it. This scenario depicts an Allied attack on part of the defenses around Tobruk.

Conclusion

Here's a wide-ranging scenario where the Allies must try to clear a path to Tobruk and the Italians must keep all paths blocked as long as possible. The fall of night partway through the scenario means any Leader Character with the Night Assault Skill will come into his own starting on turn 1900.


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).
  • 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

Australia Order of Battle
Army
Britain Order of Battle
Army
  • Mechanized
  • Motorized
  • Towed
Italy Order of Battle
Regio Esercito
  • Motorized

Display Errata (2)

2 Errata Items
Overall balance chart for 869

All Bren carriers should have a movement value of 7.

(Shad on 2010 Dec 15)
Overall balance chart for 827

This is an armored car.

(Shad on 2010 Dec 15)

Display AARs (3)

Tobruk falls again
Author campsawyer
Method Solo
Victor Australia, Britain
Play Date 2022-06-20
Language English
Scenario CCV2004

This is moderate sized scenarios for the King and Country series dealing with the first fall of Tobruk to the Commonwealth forces. It does involve a decent into night that will cause a little bit of trouble for the Commonwealth if they are not far enough along. Initially, they have quite a good force to attack the Italian defenders with. Infantry, armour and air support to try to push the Italians out of their dug-in positions. The Italians are on the defense and are dugin as well as have minefields, but these will do well to deny the VP's for the British rather than channel their attack.

We will have our three British lieutenants attached to the Australian's for the battle. Each should provide some good characteristics for the attack. The same goes for the Italians, they have three Tenente's to help defend.

The Italians choose to defend the northly tracks and roads with mines, thus providing a harder time for the British to get the VP's for them. They also position infantry around the mines to defend, in a reverse of what one would typically do with mines and dugin infantry. Maximum delay will be the defense.

For the attacking Commonwealth troops, there will be two groups, one moving up the road and one moving up the westerly track that starts on the southern end of the board. Both will look to clear the track and road for the VP points as well as kill and capture Italian troops.

The initial maneuver goes well and the Commonwealth get on the board without too much loss. Advancing quickly up the road the force of infantry and A10 tanks attack the first company location the Italians have setup. Both side get into heat assaults but the Commonwealth morale and leadership tip the odds to the Commonwealth and sappers are able to get started on the first set of mines. To the west the second group takes a bit more casualties from the Italian defenders and needs to rally several platoons before they can engage. When they do they are attacking a mix of regulars and BERS / BERS HMG provide a strong defense. Several Commonwealth artillery and air strikes help to discourage the Italians to begin to retreat. During this fight the first character Tenente is captured by the Commonwealth forces. Sappers go to work on the mines on the track as well.

At this point night starts to fall and the air support goes home. The attackers just have artillery and mortars to support the attack. Along the road they move to the next blocking company and try to knock it out with artillery, but the night time visiblity hampers good spotting so the infantry and tanks need to go in. Once again a back and forth but Commonwealth leadership comes through and the second position is captured. At this point a smaller Commonwealth force moves to the easterly track to de-mine it, but will need to deal with a last defender. Along the road the attack goes after the last hold out in the dark of night. This provides more problems as the Italian start to desperately attack at long odds and win some. But it is not enough and the final defense falls.

The Commonwealth take the road to Tobruk and most of the trails but run out of time to defuse the mines and lose the points for the tracks. But in the end the Italians are routed and the Commonweath wins.

As for our leaders, the three British Lieutenants survive but just break even with leadership points. The Italians lose two, captured in assaults, with one getting away. Few points will add on for the next scenario.

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King's Officers #4 Gazala Opening
Author PatC
Method Solo
Victor Italy
Play Date 2011-01-09
Language English
Scenario CCV2004

Both sides set up with forces opposite their respective hill masses in a position to make a dash for the hilltops. During the first few turns both sides jockyed for position with thier armor and Antitank guns. The allies won the races to the hilltops, mostly because the Axis missed a couple of activations during the advance. Several armored steps were lost on both sides. By 1600 there was stalmate on both hills. The axis had suffered 12 step losses including armor and the Allies had lost 9 including armor.

Over the next 6 turns the Axis were finally able to push the Allies off the eastern hill. The conquest was expensive though, leaving the Axis on the eastern hill "hors de combat". The remnant of the Allied force defenting the Eastern hill fell back toward the western hill where the Allies were still in a stalemated position. Several turns later the game ended with the Allies in control of 6 40 meter hexes and the Axis only 4. The axis had also lost more steps than the Allies. Allied Victory. This was a nice little scenario that could have gone either way. The key for both sides is how the armor and ATGs are handled. The axis armor is formatable but not unbeatable. The biggest factor is how both players set up to attack their respective hills. Players must assign troops to both objectives before play and this more than any other factor will determine how the scenario goes. Commit too much to one and the other hill won't fall. Both sides have this decision to make.

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Diggers best the Bersaglieri in showdown at Tobruk
Author Brett Nicholson
Method Solo
Victor Australia, Britain
Play Date 2013-08-12
Language English
Scenario CCV2004

First off, this is a tough campaign scenario for both sides and it could of gone either way but in this case Australia prevailed in the end.

To begin with, Italy gains 15 V.P.s automatically if they are able to hold down the road and unbroken track hexes with either units or minefield points and if they set-up correctly, it is nearly impossible for the Aussie engineer units to clear all the minefields blocking passage, especially if 3-pointers are randomly drawn, and most especially if they are protected by the higher morale ranking Bersaglieri units, and even then to try when visibility is more than one hex is suicide at best. So the minefields were virtually out of reach until nightfall and this battle had to be won the hard way, through sheer attrition.

The Italians held the higher hand during the the first half of the battle until about dusk when their field pieces began to disappear but at that point they had more V.P.s by keeping road and track hexes blocked. Their reinforcements arrived right on time but the M11/39 tanks were caught in a chase by the British Matildas and quicly reduced to scrap metal. Soon however, the West end of the fortifications began to crumble and the highest ranking Italian officer, the Maggiore, was sent fleeing to Northwest corner with a few army regulars. By nightfall both sides were in a stranglehold when the order was given to brave the minefields and damn the casualties. Incredibily enough, no Aussie ENG units were eliminated while others were pulverized by a 3-pointer and opportunity fire at point blank range. At this moment the V.P.s briefly shifted to the Italians favor.

However, even the seemingly formidable Bersaglieri units began to break down first with their HMG units and then INF but they still managed to block the road in the end retaining their 15 V.P. points which made this Commonwealth victory a minor one. The one Maggiore who fled the fortifications earlier recovered with a platoon and gave chase to an overwhelming force of Bren carriers and managed to evade them and block the Northwest tracks until the last hour. Minefields were cleared but not enough. The one 3-pointer blocking the road was never attempted as it was guarded by the remaining Bersagieri who were determined to fight to the last man.

In the overall campaign scheme the British and Commonwealth still lead by 25 C.P.s, still reaping the rewards of Operation Compass while the Italians still remain defiant though their wins at the initial invasion of Egypt and defense of Bardia were marginal. The remnants of the 10th Army would have to give their all with a breakout at Beda Fomm to at least balance the scales until Germany delivered their promised support.

Not a bad scenario overall but everything is required for both sides and some turns lasted well over an hour laden with frustration, especially the second half of the battle with night-time restrictions and modifiers. I believe it is a fair match though and I could of won with Italy if I perhaps split the forces up; the stronger group holding the road and the weaker holding the tracks, forcing the British to divide their attack ... now on to Beda Fomm ...

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