Panzer Grenadier Battles on February 24th:
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Battle Group Schutte
An Army at Dawn #24
(Attacker) Germany vs United States (Defender)
Formations Involved
Germany 5th Light Panzer Division
United States 1st "Old Ironsides" Armored Division
Display
Balance:



Overall balance chart for AAAD024
Total
Side 1 2
Draw 0
Side 2 2
Overall Rating, 4 votes
5
4
3
2
1
3.75
Scenario Rank: --- of 609
Parent Game An Army at Dawn
Historicity Historical
Date 1943-02-14
Start Time 12:00
Turn Count 16
Visibility Day
Counters 66
Net Morale 0
Net Initiative 2
Maps 2: 76, 78
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 152
AAR Bounty 163
Total Plays 4
Total AARs 1
Battle Types
Enter & Exit
Hill Control
Kill Them All
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Smoke
Terrain Mods
Scenario Requirements & Playability
An Army at Dawn maps + counters
Introduction

While 10th Panzer Division swung to both sides of Djebel Lessouda they left the Americans on Djebel Ksiara alone. The 21st Panzer’s arrival changed all that. The boys on the hilltop were in for a hot time: placed much too far from the other American forces to expect any support, the outnumbered, outgunned and out-generaled troops on Djebel Ksiara were on their own. Fredendall had not visited the front lines and remained in his headquarters 80 miles from the fighting.

Conclusion

Fredendall refused Col. Thomas Drake, the American commander on the scene, permission to retreat when he requested it at 0800. Drake sent some of his force four miles west to Garet Hadid to set up a fall back location. Fredendall ordered Drake to plan a counterattack to help the beleaguered troops on Djebel Lessouda, but the appearance of Kampfgruppe Schutte put an end to that nonsense. Even when half of the advancing German tanks veered off to take Sidi Bou Zid from the south things didn’t look much better. But the Americans managed to hold their ground while delaying the attack on Sidi Bou Zid. By the time the sun set the Germans had inflicted heavy casualties on three of the five Combat Command A battalions, and completely surrounded two more.


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
  • Anti-Aircraft Weapon Carrier: apply a -1 modifier to an air attack if within three hexes of the targeted hex (15.14).
  • 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).

Display Order of Battle

Germany Order of Battle
Heer
  • Motorized
  • Towed
United States Order of Battle
Army
  • Motorized

Display Errata (4)

4 Errata Items
Scen 24

US Setup for the first element of 2 Infantry and 1 LT say they set up on board 77. The scenario uses boards 76 and 78, so I presume the setup should have said board 78. Everywhere else in this scenario the board numbers match.

(thomaso827 on 2015 Nov 13)
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 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 (1)

Stalled Attack
Author thomaso827
Method Solo
Victor United States
Play Date 2015-11-13
Language English
Scenario AAAD024

This one gives the Germans 3 companies of infantry with 2 PzIIIH tanks, an SK10/4 halftrack, hmgs, mortars and a 75 infantry gun, with enough halftracks for 2 companies and trucks for the rest. The US are set up dug in, 2 platoons and an LT on the southern board on any hill, and the rest on the big hill mass on board 76 with 6 infantry, 2 HMGs, 2 Mortars, 2 37mm AT guns, a 75mm gun and 3 trucks. Germans get points for causing casualties, getting troops off the north edge of the board, and taking hill hexes on the big hill mass, Garet Hadid. Both sides have fair OBA, with the Germans having a total on the 30 column while the US has just the one on the 21 column. Mortars and on board arty give the US a slight advantage while the Germans still have their mortars loaded in the trucks. I placed the southern US outpost about midway on the north-south ridge so that an infantry platoon is dug in to face either direction, the LT being with the western infantry, which gives the US a good outpost to call arty and possibly force the Germans to deploy and attack early. The Germans arrived in two companies in halftracks, each company supported by one of the MkIIIs and the eastern company got to add the SD 10/4, while the rest slowly came up the trail behind them. The two panzer grenadier units split up with the western force lead by the Major going towards the southwestern US outpost on the target hill mass while the eastern force headed onto the ridge to push the US outpost there north or try to eliminate them. The US outpost chose to pull up stakes after being surrounded on 4 sides and headed north for a few turns before being stopped in their tracks by German arty. The Western German force succeeded in reaching a US outpost and dismounting, but then found themselves stuck in assault, neither side really winning but the Germans having a few more platoons to keep up the pressure through losses. German trucks were targeted by US OBA and on board guns and mortars, and this caused a few demoralized stacks but no real casualties. The dismounted eastern force of Germans struck the US troops from the eastern side of the hill, where the two 37mm AT guns sat, hoping to get some shots at anything that headed past them for an exit victory. The US AT guns simply couldn't hit anything at all. Shooting time after time at assaulting halftracks, they rolled 2s and 3s, which would have been nice in any other fire. Overall, the US had a bad time with bent rifles, as the fire simply didn't do that much damage. The German panzers and halftracks survived to the end while US dug-in guns and trucks held longer than anticipated but still collapsed, giving the Germans the eastern side of the hill. I failed to mention that the Germans get airpower on any two consecutive turns. I brought it in early, turns 1 and 2, trying to nail that US outpost on the ridge with the first attempt and failing. The second attempt went after the 75mm battery on the 60m hilltop and again failed to hit anything. Germans started taking step losses in assaults while US took platoon losses. In the end, it was surprising to see that the Germans lost one less platoon than the US did. The Germans did manage one exit unit, the 75mm Infantry gun that I often find to be useless in anything but a defense, still being towed by it's truck. The Germans simply didn't get enough hill hexes to make a difference. Points at the end, 98 US to 34 German for a US major victory. The way the Germans (or either side on one of these 'king of the hill' scenarios) should go would be to dismount and try to avoid assault, simply moving through as many unoccupied hexes as possible, relying on poor firepower from the defenders, or to use the armor to roll through those hexes while the attacking infantry try to take defended hexes in assault. In my game, the US had evacuated troops who had fled earlier and placed them after rally onto the 60m hilltop, where the Germans would have had to fight for every hex, while the 20m and 40m hills were wide open between dug-in defenders, and the attacker should manage a lot more hex points this way.

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