Panzer Grenadier Battles on April 26th:
Afrika Korps #28 - "Meet Me at the Pass" Edelweiss IV #19 - Spring Offensive
Army Group South Ukraine #1 - A Meaningless Day Edelweiss: Expanded #13 - Spring Offensive
Army Group South Ukraine #4 - Beyond the Prut First Axis #20 - End Game in Italy
Edelweiss #10 - Spring Offensive Road to Berlin #71 - Horst Wessel's Last Verse
Errors? Omissions? Report them!
Kasserine Pass: Denouement
An Army at Dawn #37
(Defender) Germany vs America (Attacker)
Formations Involved
America 16th "Semper Paratus"" Infantry Regiment
Germany Afrika Panzer Grenadier Regiment
Display
Balance:



Overall balance chart for AAAD037
Total
Side 1 2
Draw 0
Side 2 1
Overall Rating, 3 votes
5
4
3
2
1
4
Scenario Rank: --- of 555
Parent Game An Army at Dawn
Historicity Historical
Date 1943-02-22
Start Time 15:45
Turn Count 12
Visibility Day & Night
Counters 0
Net Morale 1
Net Initiative 1
Maps 1: 76
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 139
AAR Bounty 160
Total Plays 3
Total AARs 2
Battle Types
Hill Control
Kill Them All
Conditions
Illumination
Off-board Artillery
Randomly-drawn Aircraft
Smoke
Terrain Mods
Scenario Requirements & Playability
An Army at Dawn maps + counters
Introduction

While Battle Group DAK conducted its futile attacks on Combat Command B, Gen. Terry de la Mesa Allen of the American 1st Infantry Division had tried all through the morning to organize a counter-attack. Finally in the mid-afternoon he reached Col. Paul Robinett of the armored force and the Big Red One readied itself to attack Hill 812. Battle Group DAK had gained almost a full day to prepare itself.

Conclusion

Communications difficulties and the diversionary attack on Djebel Hamra held up the effort to rid Hill 812 of the grenadiers until 1600. Unlike earlier American attacks that lacked professionalism, this attack went in well planned and executed. Additional infantry and the tanks of Company G, 13th Armor Regiment from Combat Command B joined the attack. Perhaps more importantly the 1st Division’s Chief Artillery Officer really knew his craft, despite being known as Mr. Chips. II Corps allotted copious amounts of ammunition to the battle, and when the smoke cleared, all of the captured equipment and Hill 812 were back in American hands.


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
  • Self-Propelled Artillery: do not provide the +1 Assault bonus, even if closed-top (SB)

Display Order of Battle

America Order of Battle
Army
  • Motorized
Germany Order of Battle
Heer
  • Motorized

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 63

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

(Shad on 2010 Dec 15)

Display AARs (2)

No AAR Here - Misposting
Author J6A (America)
Method Face to Face
Victor Germany
Participants unknown
Play Date 2015-06-24
Language English
Scenario AAAD037

N/A. I posted the AAR for another scenario here.

0 Comments
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Bloody Time
Author thomaso827
Method Solo
Victor Germany
Play Date 2015-08-19
Language English
Scenario AAAD037

This scenario pits dug in US troops against dug in German troops across a valley between two hill masses. Germans are defending against a large bunch of US troops with some tank, 37mm AA and AT guns and a T-30 halftrack, and themselves have 3 AT guns, 3 mortars, and an abundance of infantry, HMGs and leaders. My forgetting to account for the reduced visibility as dusk approached had little effect since artillery was having little effect on either side and mortars spent much of the game taking pot shots at their enemy counterpart with the occasional disruption and a demoralization or two. The US spent the first turn dropping all their arty on the enemy, trying to do some damage before moving across the valley into assault on the hills against dug in troops. The US had been set up so all their AT, AA and HMGs were in range at the beginning, but that one column shift for dug in really played havoc with their fire. Very little damage was done, even by the single US P-38 element that appeared and strafed a German position. Since time is limited in this 12-turn scenario, there is little time for the US to sit back and pound things, so turn two saw US infantry with leaders making assaults across the valley wile heavy weapons and OBA continued to try to soften up the targets. Once in contact, it became give-and-take for both side, but while US forces took the higher casualties, Germans started failing morale checks that even the high morale leaders couldn't help and the Germans started giving up ground. As dusk fell, artillery became more dangerous to friends than to foe, as both sides dumped fire onto their own positions with greater effect than on their enemy, so indirect fire ceased and it was left to the troops and tanks to slug it out. With the dark came a streak of German luck, as US rolls barely achieved anything and German rolls of 2 and 12 started coming way too often. In the end, US forces had lost 35 steps to only 16 for the Germans, and neither side was able to claim any terrain victory points as it was all still contested. Germans won a major victory on casualty points alone. Great game.

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