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Columbus Day 2015: The Last Horse Soldier

Columbus Day 2015 boxcover
Designer Bennighof
Game Type Expansion
Format Book
Release Date 2015-10
Availability In Print
Scenarios 2
Counters 24
Counter Type Laser-cut
Maps 0
Tour Veterans
Columbus Day 2015:  The Last Horse Soldier Tour of Duty Ribbon
Overall Rating, 4 votes
Expansion Rank: 19 of 74
Popularity: Ownership & Activity
Status Owned by 6% Played by 1% AAR'd by 0% Medaled by 2%
Rank 83rd of 99 87th of 93 TBD 14th of 48
Expansion Game Requirements & Playability
2/2 Columbus Day 2015
2/2 An Army at Dawn

Overall balance chart for Columbus Day 2015
Side 1 4
Draw 0
Side 2 0
box back

Not one more horse will I give up for a tank. - John K. Herr, U.S. Chief of Cavalry, June 1940

This Golden Journal expands An Army at Dawn, examining what could have happened if the U.S. Army's First Cavalry Division (still horse-mounted in 1942) had been used in Operation Torch. This was not as far-fetched as it sounds. Once they encountered the terrain, Generals Patton and Lucian Truscott requested, and Eisenhower endorsed, shipping over mounted reconnaissance squadrons to operate in the rough mountains of Tunisia.

The supplement includes 24 playing pieces and two scenarios for their use.

Display Scenario List (2)

Scenario Plays AARs Rating
1. Horses in Tunisia 2 0 3.5
2. Rough Country 2 0 4

Display Order of Battle

Germany Order of Battle
  • Mechanized
Italy Order of Battle
Regio Esercito
United States Order of Battle
  • Motorized

Display Relevant AFV Rules

AFV Rules Pertaining to this Game'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)
  • 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.
  • Unarmored Weapon Carriers: These are unarmored halftracks (Bufla and Sk7/2) or fully-tracked vehicles (Karl siege mortar) with mounted weapons. All are mechanized, except the BM-13 (Katyusha rocket launcher mounted on a truck). They are weapon units, not AFV's, so they are never efficient and cannot be activated by tank leaders. (SB)

Display Errata (2)

2 Errata Items
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 47

All SPW 251s have an armor value of 0.

(Shad on 2010 Dec 15)

Display Nations (3)

Nations at War - Scenario Appearance Percentages
United States
United States

Display Battle Types (3)

Display Conditions (2)

Conditions - Scenario Appearance Percentages
Off-board Artillery
Off-board Artillery
PG-HQ Library > Games > Columbus Day 2015
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