Panzer Grenadier Battles on December 14th:
Arctic Front Deluxe #5 - Across the Lake
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Fire Support
An Army at Dawn #3
(Defender) Germany
(Defender) Italy
vs Britain (Attacker)
United States (Attacker)
Formations Involved
Britain 1st East Surrey
Germany Hermann Göring Panzer Division
United States 701st Tank Destroyer Battalion

Overall balance chart for AAAD003
Side 1 3
Draw 9
Side 2 2
Overall Rating, 13 votes
Scenario Rank: 307 of 588
Parent Game An Army at Dawn
Historicity Historical
Date 1942-11-23
Start Time 13:00
Turn Count 12
Visibility Day
Counters 29
Net Morale 0
Net Initiative 1
Maps 1: 78
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 128
AAR Bounty 134
Total Plays 14
Total AARs 5
Battle Types
Hill Control
Kill Them All
Off-board Artillery
Randomly-drawn Aircraft
Terrain Mods
Scenario Requirements & Playability
An Army at Dawn maps + counters

The United States Army offered a pathetic response to the known and growing might of the German panzer arm. Despite manufacturing the 6-pounder for the British (who'd been fighting the panzers in France and North Africa for two years) the Americans armed themselves with the 37mm gun, already proven inadequate. They created a separate tank destroyer command that fought building the useful M10 because they wanted a totally new vehicle. This meant that the troops landing in North Africa possessed a flock of M3 halftracks mounting a low-velocity 75mm cannon and four wheel drive Dodge 3/4 ton trucks armed with the near-useless 37mm bolted to its deck. Doctrine called for these two lightly-armored vehicles to be held back until enemy armor appeared, when they were expected to “aggressively” attack the panzers. Nevertheless, these stalwarts led the advance off the beaches in Operation Torch. Upon arrival in Tunisia they found themselves providing fire support for the British attempting to evict some fallschirmjägers from the high ground west of Medjez el Bab. Once they accomplished that task they planned to take the town.


The combined-arms team seized the high ground west of town with surprising ease because the defenders held their fire until the British crested the last hill before Medjez el Bab. Their fire forced the infantry to ground while the tank destroyers spent more time dodging enemy fire than shooting back. When a flanking move by the tank destroyers failed, the commanders decided to wait until supporting artillery could be brought up. By that time night had fallen and the infantry went in alone, earning a bloody repulse for their effort.

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.
  • Tank Destroyer: do not provide the +1 Assault bonus, even if closed-top (SB)
  • Anti-Tank Gun Carrier: half-track with anti-tank gun, NOT a Tank Destroyer
  • 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).
  • 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 Order of Battle

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

Display Errata (3)

3 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 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)
Overall balance chart for 39

Reduce strength direct fire value be came 5-5 in Army at Dawn.

(plloyd1010 on 2015 Jul 31)

Display AARs (5)

Author thomaso827
Method Solo
Victor Draw
Play Date 2015-05-31
Language English
Scenario AAAD003

This small fight has a reinforced Fallschrimjaeger company with a Semovente for armor support holding 2 hills against a similar sized British force with 2 bren carriers for transport and fire support in 2 M3/75s and an M6 tank destroyer. Allies start in a wadi just west of the north-south trail, Germans dug in on both hills. The Germans get random air support, which didnt get much play this game. British jumped right off with the initial initiative, with 2 Infantry and an LT heading accross the short stretch between the southeastern-most Wadi hex hoping to get into assault before losing their strength, while in the north, the 2 Bren carriers moved out smartly with 2 infantry and an LT heading for the smaller northeastern hill. Germans damanged the southern attack quickly with 2 step losses, disrupting the LT and one step and demoralizing the other. The attack in the north managed better, dismounting north of the hill and moving to assault the German Major with 1 Infantry. The Semovente had been dug in on the north side of the southern hill watching for an opportunity to damage some of the light allied armor but moved out to support the Germans in the north, not getting there in time to stop the loss of the infantry and Major but getting there in time to destroy on step of British infantry, disrupting one platoon and demoralizing the step remaining, and placing the british in a bad position just 3 hexes from the dug-in German mortars. The Semovente then turned his attention on the M6 that had moved forward hoping to engage, but losing a step and then retreating back to the cover of the wadi. The British OBA, the fire of the M3/75s and brave attack by the British commander with the HMG and Eng units finally caught up the Germans on the southern hill in assault, but once the British troops were in the hex, all supporting fire had to stop and the Fallschirmjaegers and British troops fought to a standstill, both sides taking morale losses and regrouping but neither getting the upper hand, while the M3/75s moved to try taking out the Italian armor. The M6 finally got up the nerve to leave the wadi, and the combined AT fire took out one step of the Semovente, but the Italian held the hill, forcing the remaining british infantry to assault it, and again, even with the low odds for the Italian, fighting crawled to a standstill. Time moved on and both sides traded morale and regrouping but neiter was able to kick the enemy off of either hill. The British lost 7 steps, as did the Germans, but neither could claim sole ownership of either hill at the end of 12 turns. A 5 for a game that kept the fighting going right to the bitter end.

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An Army at Dawn, scenario: #3, Fire Support
Author JayTownsend
Method Solo
Victor Draw
Play Date 2017-03-26
Language English
Scenario AAAD003

An Army at Dawn, scenario: #3, Fire Support

A small 12 turn scenario, perfect for my limited time today. It had a little of everything for a small scenario, German, Italian, American and British counters. The Axis defend too hill sections east of the many trail and the Allies try and take them without losing five or more steps. The little bugger of an Italian Sem. 47/32 took out a loaded British Bren with Infantry and Leader as they left the Wadi hex, so not a good way to start. As the Allies bunched up against the first hill east of the trail, they assaulted dug-in German paratroopers as the odd assortment of American tank destroyers blasted the Italian Sem. 47mm apart but the assault failed terribly as the German rolled high knocking out two steps of British Infantry in Fire-first action for dug-in Axis units. The whole attack on the first east hill failed in fact but the Allies regrouped to go at the furthest eastern hill where there was less enemy forces, trying to dislodge them but were only able to put one American M3/75mm halftrack there as Axis airpower struck and time ran out.

I would call it a clear Axis victory but the Victory condition on this one threw me off a bit. I mean The British in no way controlled all the hill hexes east of the trail buy only west of it. The Germans eliminated over five steps of Allied units and controlled all of the east hill hexes but the one with an American halftrack on it, so I guess that one hex results in a draw, even though that option is not available. By the looks of things, I would call it a clear Axis victory however.

A fun play!

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Bloody fight for one hill.
Author Blackcloud6
Method Solo
Victor Draw
Play Date 2017-08-10
Language English
Scenario AAAD003

This is a nice quick to play scenario. The Germans setup with a strong position on the forward-most hill objective. but a good defense plus the mortars on the rear hill objective. The Semoventes were place on the forward hill. The Brits set up for a direct assault at the forward hill. The game began with smoke being fired to mask the Brit infantry move. The Semoventes took out a platoon of M3/75s TDs. But by the next turn the Semoventes were destroyed. The Brit infantry suffered getting to the hill and by mid game was assaulting it. But the Germans held on throughout. The battle on the hill was back and forth but pretty much a stalemate. The game ended in a draw.

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Shoestring Assault
Author scrane
Method Solo
Victor United States, Britain
Play Date 2015-10-01
Language English
Scenario AAAD003

A small fast battle, with only about a reinforced company for the British with American self-propelled guns in support versus a company of German paratroopers with an Italian tank platoon. The Germans have to defend a pair of hills on the east half of the board, the Allies need to take them.

The Allies set up in a wadi that just about crosses the board from North to South near the middle. The Germans have most of their forces on the hill closest to the Allies, the Italians in reserve behind the hill, with the remainder of the Germans on the second hill.

The Allied attack kicks off with two British platoons in Bren carriers driving forward to fire on the dug in Germans, with desultory OBA, mortar fire and the American half-track assault guns joining in. After about an hour of ineffective attacks, the German para mg on the flank is disrupted, so the Brens drive up and dismount their charges. While the initial assault almost falters, the dismounted infantry still in the wadi surge forward along with the American guns, so a point blank general melee ensues. At this point, with the Allies fully committed, the Italians drive out their tanks, but they are taken out before getting a chance to fire in anger by the Americans.

Fighting on the first hill reaches a crescendo, the last of the British infantry advances to keep the Germans on the second hill from intervening on the first hill. In the closing half hour of battle, the Allied force races toward the remains of the German force clustered in front of the second hill. More assaults take place and time runs out just minutes from the Allies possibly securing the second hill. A minor Allied victory, almost a major.

A fun little scenario, I initially had no hope that the Allies would succeed in clearing the first hill at all, but steady attacks and steady nerves allowed them to lever a nearly equal force out of the dug in hilltop position. Quite a feat actually, and a nice exercise in economy of force. Another factor was the German air power, which should have provided an attack on about half of the turns, rarely appeared and failed to influence the outcome at all.

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Para-dice and an Italian Sure Shot
Author Schoenwulf
Method Solo
Victor Draw
Play Date 2016-03-25
Language English
Scenario AAAD003

On November 23, 1952, a joint British/American force consisting of units from the 1st East Surrey and B Co. and the US 701st Tank Destroyer Battalion attempted to clear some fallschirmjägers of Kampfgruppe Witzig from the area west of Medjez el Bab in central Tunisia. The engagement began with sighting of the Germans at 1300 hours along a trail west of the town. The German forces were defending two hills just east of the trail with mortar placement on the northernmost hill and a Semovente 47/32 out of sight east of it. The Allied forces aligned along a wadi and on hilltops west of the trail with a primary assault directed at the south hill. Two Brens waited with their infantry platoons aboard to make the move eastward. As they moved forward, the Semovente shifted to the German left to protect the south hill. An M6 and M3/75 were moved forward to cover the Brens, but the M6 was stalled by mortar fire; the crew of the M3/75 were not well trained in targeting, and the Semovente destroyed both Brens by 1345. Fortunately, their infantry platoons and officers had unloaded first under cover of a smoke barrage. The Semovente was then finally destroyed by the M3/75, but the British assault on the south was a see-saw affair throughout the afternoon. The British finally had the Germans on the ropes by 1445, but could never completely clear the hill of German units, which were later reinforced by an infantry platoon that had been held in reserve on the north hill. At 1530, the rejuvenated M6 took high ground on the north hill, which also remained contested at the end of the scenario.

This is a short scenario with a small number of units. The objectives involve hill control and USA step elimination. While the USA had lost the requisite 5 steps for German victory, both hills east of the road were contested, resulting in a draw. Because of the limited number of both units and turns, good die roils seemed to play a bigger part than strategy and tactics. The Germans also have the chance to put aircraft into play, which happened on five of the twelve turns, but the aircraft did not cause any step losses through their strafing. This is a good introductory scenario for sharing the game as it can be played quickly, and gives a solid luck factor that results in opportunity for success with either side.

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