Panzer Grenadier Battles on February 25th:
Desert Rats #8 - Cavalleria
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Djebel Berda
An Army at Dawn #39
(Defender) Italy vs United States (Attacker)
Formations Involved
Italy 31º Reggimento Corazzato
United States 18th "Vanguards" Infantry Regiment

Overall balance chart for AAAD039
Side 1 1
Draw 1
Side 2 1
Overall Rating, 3 votes
Scenario Rank: --- of 609
Parent Game An Army at Dawn
Historicity Historical
Date 1943-03-23
Start Time 07:00
Turn Count 12
Visibility Day
Counters 65
Net Morale 0
Net Initiative 0
Maps 1: 77
Layout Dimensions 43 x 28 cm
17 x 11 in
Play Bounty 146
AAR Bounty 163
Total Plays 3
Total AARs 1
Battle Types
Hill Control
Kill Them All
Off-board Artillery
Terrain Mods
Scenario Requirements & Playability
An Army at Dawn maps + counters

The Americans had now taken the offensive, with German and Italian forces making determined counterattacks. The 1st Infantry Division’s 18th Infantry Regiment forced their way eastward along the Gabes-El Guettar road. They spent the previous afternoon attempting to take Djebel Berda northeast of Hill 772. Dawn found them attempting to do the same before 10th Panzer Division broke into their rear areas and unhinged the Allied position.


The day ended with the forces about where they started after inconclusive fighting by both sides. Terry de la Mesa Allen, commander of the 1st Infantry Division, believed his men could take the hill but would need substantial reinforcements, at least another regiment of infantry plus tank and artillery assets. Unwilling to commit such forces to the attack on Djebel Berda, even had they been available, II Corps eventually ordered Allen to abandon the attempt.

Additional Notes

The Army at Dawn counter mix does not include U.S. Army Sergeants. Substitute LT's for all SGT references.

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).
  • 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
  • Tank Destroyer: do not provide the +1 Assault bonus, even if closed-top (SB)
  • 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)
  • Portees: Trucks with mounted Anti-Tank guns, Anti-Aircraft weapons, or artillery. Stack as combat units. Move like trucks, but fire like guns. Do not limber or unlimber. Have the truck's -1 armor value. Truck and gun are treated as a single unit, and do not transport other units. (SB)

Display Order of Battle

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

Display AARs (1)

A Hill Too Far
Author thomaso827
Method Solo
Victor United States
Play Date 2015-10-18
Language English
Scenario AAAD039

The US and Italians start out facing off accross a valley, both sides dug in on hills, the US on the west, the Italians on the east, and the US troops have to attack and cause as many casualties as possible, and take as many of the 40m hill hexes as possible as well. The board gives the US 5 40m hills behind their own line, and the conditions just count 40m hill hexes, so I counted those while the Italians didnt lose any hill hexes but had one tied up in assault at the end. The US 37mm guns and the M-6 succeeded in killing much of the Italian armor at range, and US troops assaulted and eliminated 3 steps of M14/41s as well. After killing off the Italian armor, on board arty and mortars, and any dug-in troops on the 20m hill hexes, the US troops went into general attack mode, crossing the gap and getting into position to assault the whole Italian line. The problem is that the Italian Bersaglieries had a differnt opinion, and disrupted or demoralized nearly the whole US attack line. While US troops slowly succeeded in assaults at both north and south flanks, the Italians dug in on the heights held out to the end, with just the single assault hex contested. The US eliminated 24 steps of Italians, while the Italians only managed 5 steps of US, and counting the 40m hexes that start in US hands, the US ends with 5 40m hexes and the Italians with 4. A difference of 20 points for a major US win. Great game.

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