Panzer Grenadier Battles on December 14th:
Arctic Front Deluxe #5 - Across the Lake
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Phoenix: Sword of Damocles
La Campagne de Tunisie #8
(Attacker) Germany
(Attacker) Italy
vs France (Defender)
Formations Involved
France 3e Regiment Etranger d'Infanterie
Morocco 7e Régiment de Tirailleurs Marocains
Display
Balance:



Overall balance chart for LCDT008
Total
Side 1 1
Draw 0
Side 2 0
Overall Rating, 1 vote
5
4
3
2
1
4
Scenario Rank: --- of 588
Parent Game La Campagne de Tunisie
Historicity Historical
Date 1943-01-18
Start Time 16:00
Turn Count 20
Visibility Day & Night
Counters 70
Net Morale 0
Net Initiative 2
Maps 2: 85, 87
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 166
AAR Bounty 163
Total Plays 1
Total AARs 1
Battle Types
Urban Assault
Conditions
Minefields
Off-board Artillery
Smoke
Terrain Mods
Illumination
Scenario Requirements & Playability
An Army at Dawn counters
Conquest of Ethiopia maps
La Campagne de Tunisie counters
Introduction

During the rainy period, French units advanced through the mountains of central Tunisia and threatened the pass exits leading to Kairouan. Even if they ran into the Italian Superga Division their breakout possibility into the coastal plain continued to hang over the Axis forces like a Sword of Damocles. Consequently, the Germans launched a counterstroke from the area around Pont du Fahs, to created some breathing space. The eastern wing of Weber's command was a composite German-Italian infantry regiment of the Superga Division reinforced by a panzer battalion.

Conclusion

Battle Group Weber was to advance into the Ousseltia valley, envelop and destroy the enemy groups in front of the Italian position, and then advance the front to the west. A collection of mountain troops, several tanks, two artillery batteries and some combat engineers spearheaded the attack but were pinned down by fire from Foreign Legionnaires on the heights. Eventually panzer grenadiers relieved the mountain troops and succeeded in storming the mountain positions, overrunning a French artillery section and capturing its guns and equipment. By the end of the day the Axis forces had almost completed the first phase of their operation.


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).
  • 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

France Order of Battle
Armée de Terre
  • Motorized
Légion Étrangère
  • Foot
Germany Order of Battle
Heer
  • Motorized
Italy Order of Battle
Regio Esercito
  • Foot

Display Errata (3)

3 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)
Overall balance chart for 484

Liberation 1944's Tiger movement and armor ratings are backwards. They should be Armor 7 and Movement 5.

(petermc on 2014 Feb 14)

Display AARs (1)

A Darkened Town Falls
Author Schoenwulf
Method Solo
Victor Germany, Italy
Play Date 2016-09-11
Language English
Scenario LCDT008

On January 18, 1943, a German counterattack by units from Battle Groups Stolz (BGS) and Weber (BGW) caught the French troops of the 7e Régiment de Tirailleurs Marocains and 3e Régiment Etranger d’Infanterie late in the day just north of Oum-el-Abouab. The Germans advanced from both the north and the east against French positions established in the woods on both sides of the central trail & in the wadi south of town, with a primary concentration of troops in the town itself. BGS advanced from the east through the southern wadi and the central valley, while BGW advanced along the trail. By 1700 hours, BGS had circumvented the minefield and placed three Hanomags carrying infantry in the wadi south of town. They assaulted the southwest corner of Oum-el-Abouab at nightfall and were repelled quickly by the Legionnaires. BGW was working its way through the central minefields and taking fire from a combined forces group that consisted of two AT units, and both motorcycle and infantry platoons being directed by Sergeant Mossier. That group ended up receiving the Croix de Guerre for their resistance in beating back repeated assaults from both German and Italian units; the first assault occurred at 1730, and they were under continuous attack for three hours until finally giving ground. By 1845, BGW had moved both armor and foot units to the northwest of town, and BGS was southwest ready to pounce. Through a series of assaults, the Germans eliminated the last elements of the Legionnaire platoon from the south side of town. Thus, the town was secured by 2015, and a perimeter established by 2030. Sgt. Mossier had moved south through cover and gathered a small force of Legionnaires to attempt a breakthrough from the southeast wadi at 2045, but met overwhelming resistance from the German Panzers and retreated resulting in a German victory.

This scenario ended being a much closer contest than one might assume looking at the overwhelming Axis firepower. The only element that helps the French is the opportunity to set up in well-protected positions. The town benefit of -2DF, BF and Assualt is a tremendous asset, but is countered somewhat by the combined APC/unit combos that the Axis can put together. In this particular play, the French benefited from FOW rolls on the first six turns (!) and three thereafter, while the Axis was fortunate that four of six minefields were easily passable (two decoys and two 1’s). The FOW rolls slowed the advance of the Axis over the rough terrain, and all the units did not even reach the board until the fifth turn. The setup for the French worked fairly well, as the minefields forced the Axis into combined fire situations. The only thing for the Axis to remember is that all town and village hexes, so be sure to take control of the small village in the southeast corner of Map 87 while BGS advances. The final results of this play were 26 French steps lost to a single Axis one, and an Axis victory gained with one turn remaining.

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