| Tactics
in 'Afrika Korps'
Scenario 43: Afrika
Korps Advances
By Doug McNair
June 2006
Having given the Union a chance at revenge
on the Confederates in my
last tactics article, it’s only
fair that I give the Axis at chance at revenge
in the desert after their defeat in my article
on Panzer
Grenadier: Desert Rats.
This time, I give the Italians a breather
and let Afrika Korps have a go at the British
in Scenario 43 of Panzer
Grenadier: Afrika Korps. “Afrika
Korps Advances: 2 April 1941” depicts
one of the first offensives launched by the
newly-arrived German 5th Light Division. Forward
elements of the British 2nd Armored Division
tried to hold the road against the advancing
Germans while their compatriots desperately
worked to repair 2nd Armored’s broken-down
tanks on the road to the east.
Setup
The scenario takes place on one of the largest
game boards in the whole Panzer Grenadier
series. Maps 1, 2 and 3 are laid out
upright, left to right in a rectangle. A road
runs the length of the board from west to
east, with other roads and tracks crossing
it from the north and south at various points.
There are also salt marshes (dangerous to
vehicles) at four offroad locations on the
board.
The British units set up on Map 1, within
five hexes of hex 1114, which is on the east-west
road. The German player enters the west map
edge at and adjacent to the east-west road.
Objectives
The German player must exit at least eight
combat unit steps off the east board edge
at the main road while taking no more than
four step losses (tanks count double, trucks
don’t count). The British player must
either stop all German units from exiting
while losing no more than five British combat
unit steps (tanks count double), or must eliminate
at least eight German combat unit steps.
British Tactics
The British player has a mixed force of
infantry, AT guns and artillery, light British
tanks and captured Italian tanks. Since he
can set up within five hexes of hex 1114,
he could either set up a concentrated force
as close to the west edge as possible (to
hit the Germans hard as they enter), or set
up on a wide front north to south and force
the Germans to either attack them frontally
or waste lots of time slogging through the
sand to get around them.
The
British player decides to do both. He starts
by setting up a strong forward roadblock consisting
of an INF platoon, an HMG platoon and a Bren
carrier platoon in road hex 0615, six hexes
east of the German entry hex. Right behind
them in road hex 0714 he puts his heaviest
tanks, an A13 British tank platoon and a platoon-and-a-half
of captured M13/40 Italian tanks. These forces
are tasked with stopping the German road advance
and destroying the German tanks and transports
as they enter.
He then sets up most of the rest of his
forces four hexes east of the roadblock in
hex column 11xx, in a line stretching north
and south from road hex 1114. Then his two-pounder
AT gun platoons set up two hexes east of the
line and four hexes north and south of the
road, so that they can get crossfire bonuses
on German tanks that break through the British
roadblock.
Finally, he places his heavy 25-pounder
artillery platoon, a Bren carrier and all
the British trucks in and around the road
five hexes east of the line. These will act
as a last-ditch roadblock and provide long-range
bombardment and AT fire support for the forward
units.
German Tactics
The British have a very strong position,
and the Germans have no artillery support
and only four INF platoons, three HMG platoons,
three light tank platoons, one armored car
platoon, one motorcycle platoon and an assortment
of support weapons plus transports. They have
to enter the board at or adjacent to the road,
and will immediately be subject to fire from
the tanks and infantry at the roadblock. Trying
to offroad it around the roadblock and line
is probably futile — the British have
three whole maps through which they can pull
back eastward, using the road to move faster
than the Germans and leapfrogging some units
east while others shoot.
So
the Germans will have to hit the roadblock
frontally, leaving their most lightly armored
vehicles behind for a bit to keep them from
being destroyed by the roadblock tanks or
long-range AT fire from the line. They’ll
need to send in their INF, HMG and Panzer
III platoons first to engage the roadblock,
using the panzers’ superior AT fire
range to keep the British tanks at arm’s
length.
They should then transport in their 50mm
and 37mm AT guns, unloading/unlimbering them
on the road to hit the roadblock and line
with long-range AT fire. Once the roadblock
units are neutralized, the Germans can bring
in their lighter vehicles, sending them offroad
eastward to hit the north or south flank of
the line while the forward German units drive
up the road to hit the center of the line.
On the other hand, the German motorcycle
unit can move quickly offroad and is immune
to AT fire. The German player should send
it out to harass the flanks of the British
line and threaten the British two-pounder
and 25-pounder guns backing the line.
Similarly, the German 81mm mortar unit has
the range to hit the British weapon units
behind the line, so the German player should
bring it in early and send it marching overland
until it has range on the British weapon units
behind the line. Hopefully, it will be able
to disrupt them (or worse) by the time the
main German forces break through.
Game Summary
Here’s what happened in a recent game:
Turn 1 — 0945 Hours
The Germans start with an Initiative of
4 while the British have a 3. The Germans
roll a 5 + 4 = 9 while the British roll 1
+ 3 = 4, so the Germans win by 5 and get two
activations before the Brits.
The captain commanding the forward German
units activates all his troops in a group
through subordinate activation, and they enter.
The three HMG platoons enter first just south
of the road, moving into firing position on
the roadblock while taking advantage of their
five-hex fire range to stay outside the fire
range of the roadblock units. They keep off
the road so the shorter-range INF and the
tanks can move east on the road toward the
roadblock.
The INF platoons then do so, advancing to
within two hexes of the roadblock with leaders
accompanying them to provide morale bonuses.
When the first one ends its movement the forward
roadblock units open up with opportunity fire,
rolling a 3 on the 22 table and scoring an
X result. The INF unit takes a step loss and
both it and the lieutenant leading it become
demoralized. The second INF unit makes its
morale check against the second opportunity
fire from the roadblock, and then the tanks
backing the roadblock hold their fire so they
can hit the German tanks later on their own
activation.
The rest of the infantry comes in unmolested,
and the PzIIIF and PzIIIG platoons come up
the road behind them, staying just outside
the four-hex range of the captured Italian
M13/40 tanks behind the roadblock (the panzers
have an AT range of 7). The 81mm mortar unit
moves two hexes east from the edge, and the
motorcycle unit moves six hexes southeast
from its entry hex south of the road.
The British 25-pounder opens fire on the
HMGs south of the road, but they both make
their morale checks easily. The German player
passes, and then the British tanks behind
the roadblock fire on the panzers. The M13/40
platoons can fire at 150% of their range at
half strength (AT firepower of 2), and one
of them just barely misses on a modified roll
of 9. Then the A13 platoon at the roadblock
fires twice at full strength (it has armor
efficiency and a range of 5), but misses as
well. Then the German player brings in his
AT guns on trucks (he wants to protect his
APC from tank fire) and unloads them in the
board-edge hex, just outside the range of
the roadblock units.
The British player decides to leave the
line in place for now, and the turn ends with
the Germans having taken one step loss and
the British having taken none.
1000 Hours
The Germans win by two activations again,
and the panzers open fire on the roadblock
tanks. They concentrate on the higher-firepower
M13/40s, and the PZ IIIG (with an AT firepower
of 3 to the M13’s armor of 2) rolls
a 12 + 1 = 13 to eliminate the full-strength
M13/40 platoon. Then, not to be outdone, the
PzIIIF rolls an 11 and wipes out the half-strength
M13/40 platoon, leaving only the A13 tanks
at the roadblock.
The German lieutenant with the HMGs south
of the road then combines their long-range
fire on the INF units at the roadblock, but
rolls a 7 and does no damage.
The British 25-pounder fires, shifting its
target to the AT guns that just unloaded on
the road. The captain leading them and the
50mm AT gun make their morale checks, but
the 37mm “door-knocker” becomes
demoralized, as does one of the truck units
there.
Then the German infantry on the road activate.
The demoralized lieutenant and INF unit in
the road both fail to recover and flee west,
with the lieutenant exiting the west board
edge and thereby leaving the game (the INF
unit makes it to the board-edge half-hex north
of the road). The remaining INF on the road
fires at the roadblock while the rest move
up, and the British fire plus German opportunity
fire at the advancing British INF is ineffective.
The remaining British A3 tank platoon behind
the roadblock opens fire on the panzers, and
one of its two shots rolls an 11 and kills
one step of the PzIIIG platoon, disrupting
the other step.
The
German motorcycle unit then runs a long dogleg
outside the range of the INF units on the
south flank of the British line. The British
respond by pulling back the south-flank units
two hexes, where they can hit the motorcycles
with opportunity fire at any point west of
the salt marsh.
The German 50mm AT gun unlimbers at the
west board edge, and the demoralized 37mm
gun and the truck both recover morale. The
50mm has an AT firepower of 4 with an eight-hex
range, and this is a very severe threat to
the lighter British tanks in the line. Rather
than sit there and be shot at, the British
player decides to pull the line away eastward,
starting with the A13 and INF platoons south
of the road and north of the INF that pulled
back to counter the motorcycle threat.
The German mortars move east as does the
rest of the British line, with the two-pounder
guns that were behind the line limbering and
loading on trucks in preparation for moving
east.
The Germans have now taken three step losses
(the tank step counts double) and lost one
leader, and the British have taken six step
losses.
1015
Each side loses one initiative for every
three steps lost, so German initiative drops
to 3 and British initiative drops to 1. The
British win initiative by 1, and the 25-pounder
bombards the German AT guns again but is ineffective.
The AT guns then activate, and the 50mm
gun misses the A13 tank behind the roadblock
while the disrupted 37mm gun platoon unlimbers
its guns and the trucks fail to recover morale.
The A13 tanks open up on the panzers again,
missing this time. The panzers return fire,
and the disrupted half-strength PzIIIG platoon
gets its revenge on the A13s, rolling a 12
and scoring a step loss on them, disrupting
the other step.
The British pull back their northern two-pounder
platoon, and then the German HMGs combine
fire on the roadblock but are ineffective.
The Brits pull back their twp-pounders south
of the road, moving them northeast and away
from the motorcycle unit, and then Germans
and British exchange fire at the roadblock,
with everybody making morale except the German
lieutenant who was combining the fire of the
INF units in the road (which they can’t
do now that he’s disrupted).
The German mortar platoon advances to within
range of the British 25-pounder, so the Brits
send an A13 tank platoon southwest from the
line to engage it, keeping it just outside
the range of the 50mm German AT gun back west.
Then the motorcycle unit decides to charge
between the south British flank and the salt
marsh to get within striking distance of the
British weapon units behind the line. British
opportunity fire from the two INF units on
the south flank is ineffective, and the motorcycles
make it to three hexes south of the retreating
two-pounders on the trucks.
A British INF platoon pulls back from the
line to interpose itself between the motorcycle
troops and the British weapon units, and the
fleeing German half-strength INF unit at the
west edge just barely recovers morale before
it exits. The British units from the center
of the line also pull south so their lieutenant
colonel can combine fire on the German motorcycles,
and then both sides pass and the turn ends.
The Germans have still taken only three
step losses while the British have taken eight.
1030
The only way the British can win now is
if they eliminate five more German steps,
while the Germans can only win if they exit
eight steps off the east edge and don’t
take two more step losses. The British must
be aggressive while the Germans have to play
it safe.
The Germans win initiative by two activations,
so the tanks and AT guns activate. The 50mm
AT gun rolls a modified 11 and destroys the
remaining A13 tank step at the roadblock while
the “door knockers” and their
trucks recover morale.
Then the half-strength, disrupted PzIIIG
platoon destroys the Bren carrier at the roadblock
(eliminating its six points of direct firepower),
and the PzIIIF platoon moves offroad four
hexes to the southeast to engage the British
A13s threatening the German mortars. The British
25-pounder then hits the AT guns again but
is ineffective. The HMGs then combine fire
on the roadblock again, disrupting the lieutenant
and the HMG platoon and demoralizing the INF
platoon.
The A13s sent to engage the German mortars
decide to switch to the higher-value target
and fire at the PzIIIFs sent to engage them.
They need an 11 to hit . . . and roll a 10
and a 9 (a loud chorus of GROT! is heard echoing
inside the A13s). The disrupted German lieutenant
east of the roadblock then tells his men to
charge it, and opportunity fire from the disrupted
HMG at the roadblock disrupts one incoming
German INF unit.
The two south-flank British INF platoons
the German motorcycles bypassed move west
to an assault position on the Germans, forcing
them to fire or flee. If they were to fire
the British INF, HMG and light tanks to the
north would come south and surround them,
so they flee. They drive east around the British
units to the north with the intention of doubling-back
west and charging the 25-pounder from the
rear, but opportunity fire from the HMGs etc.
disrupts the Sergeant leading the motorcycles
before they’re done moving east.
The demoralized INF unit at the roadblock
fails to recover and flees north away from
the Panzers. The German player brings up a
Captain from the rear to lead the assault
on the roadblock next turn. The British send
INF from north of the road southwest to form
a new roadblock six hexes west of the 25-pounder,
and then the German player finally brings
in his light tanks, armored cars and APCs,
sending the PzIIs up the road and into the
hex with the infantry about to assault the
original roadblock, and the armored car and
APC just north of it to provide preparatory
fire.
Seeing this, the British player sends one
of his two-pounder AT guns west overland on
its truck and unloads it, looking to get long-range
shots on the lightly-armored APCs and armored
cars. The German mortar unlimbers, and the
other two-pounder rides its truck up to just
behind the new British roadblock and unloads.
The last German INF platoon fires ineffectively
on the westward roadblock, and the turn ends.
The Germans are holding steady at three
step losses while the Brits have now taken
11.
1045
German initiative is still 3 while British
initiative is down to zero. The Germans win
initiative by one activation and attack the
roadblock.
The prep-fire from the light tanks and APCs
is ineffective, and the combined-arms assault
(with the INF and PzII plus a captain) gets
a bloody nose, doing nothing to the roadblockers,
while the German INF unit gets disrupted and
the PzII gets demoralized.
Then the A13 shifts its target north to
the German armored cars and APCs north of
the assault, hoping to hit them at long-range
before they can jump into the assault hex
next turn. It needs a 10 or better to hit
either of them . . . and rolls a 10, doing
one step loss to the Sdkfz 231(8) armored
car unit and demoralizing the other step.
Then the PzIIIF platoon south of the road
opens fire on the A13s. They need a 10 to
hit, and roll a 9 and an 8, causing the panzers
to echo with a heartfelt VERDAMMT!
The
British HMG and lieutenant in the roadblock
assault recover morale, and their captain
jumps in to join them. The German AT guns
fire at long-range on the A13 tanks that just
blew up the German armored cars. The 50mm
and the 37mm need an 11 and a 12 (respectively)
to hit, and they roll a 10 and a 9 (the AT
gunners use language I can’t print here,
even in German).
The British lieutenant colonel combines
the fire of his HMGs, light tank and INF unit
west of the German motorcycles and disrupts
the motorcycle unit. Then the German HMGs
move east toward the roadblock assault, and
the two British INF the motorcycles bypassed
move west and adjacent to them. The motorcycle
troops recover morale but the sergeant leading
them doesn’t (Schultz rode one of those,
right?), and the turn ends on a Fog of War
roll. This is somewhat good for the Germans,
as the two-pounders east of the light tanks
and APCs couldn’t unlimber, but the
failure of their roadblock assault has put
them in a pickle.
The Germans have now taken four step losses
while the British hold steady at 11. If the
Germans take another step loss their hopes
for victory are destroyed, and if they take
four more the British win.
1100
Initiative is the same, but the British
win by one activation! The roadblockers counterassault,
hoping to get the demoralized PzII tanks to
fail morale again and take step losses, which
count double. They don’t — all
German units make morale, but so do all the
British.
Then the Germans assault back, bringing
in the APC from the hex to the north, but
only a British lieutenant is disrupted. The
demoralized PzII light tank in the assault
hex fails to recover and exits the hex, moving
west (thus saving itself from more morale
checks in assault).
Then the A13 platoon that’s been trading
shots and oaths with the Germans fires on
the PzIIIFs but misses, and the PzIIIFs reply
by hitting the A13 platoon and destroying
one of its steps, but NOT shaking the morale
of the other. The infantry southwest of the
25-pounder assault the motorcycle unit, but
both sides roll 1’s on the 9 column
and do no damage. However, the motorcycles
are now tied down and won’t be hurting
the 25-pounder anytime soon.
The AT guns fire on the remaining A13 step
and miss, and then the 25-pounder shifts target
to the HMGs west of the assault hex but is
ineffective. The German HMGs move adjacent
to the roadblock assault, and then the British
two-pounders start unlimbering while other
units head west from the line to screen them
and engage the Germans. The demoralized German
armored car unit fails to recover morale and
flees off the west board edge and out of the
game. More British units head west, and the
turn ends.
The Germans are holding steady at four step
losses while the British are up to 13.
1115
The Germans win initiative by one activation
and send more units into the roadblock assault
while their HMGs hit the British units advancing
from the east.
The German assault gets a 1 result and scores
a step loss on the British HMG in the hex,
demoralizing its captain but not the HMG.
The Germans suffer an M2 result but they all
make their morale checks. The HMG fire on
the Brits coming down the road from the east
is ineffective.
The A13s south of the road open fire and
miss the panzers, and then the German 81mm
mortar finally gets the range of the 25-pounder
and rolls a 2 on the 16 column (+1 for hitting
artillery and +1 for spotting the target itself),
scoring an X result and destroying it.
The
two-pounder on the road east of the assault
hex then fires into the assault hex and destroys
the German APC there, nearly killing the German
lieutenant as well. The disrupted PzIIIG west
of the roadblock fires on the Rolls Royce
light tank advancing from east of the roadblock,
needing a 9 to hit but rolling an 8 (they’re
disrupted so they swear incoherently).
The captain leading the assault against
the motorcycle units to the east brings in
another INF platoon but does no damage, while
one of his own units is disrupted. The AT
guns split their fire between the A13 and
the Rolls Royce, but neither hits.
The Rolls Royce and its accompanying INF
units advance westward and adjacent to the
roadblock assault, and the panzers south of
the road miss the Rolls Royce. Then the two-pounder
north of the road rolls an 11 and hits the
demoralized PzII light tank that exited the
assault hex last turn, doing one step loss
to it and leaving the other step still demoralized.
The German lieutenant west of the roadblock
sends another INF into the assault hex, more
British units head west, and the demoralized
half-strength PzII unit recovers morale. The
sergeant leading the beleaguered motorcycle
units recovers morale so he can get the hell
out of there, the British send a Bren carrier
south to block his way back west, and the
turn ends on a Fog of War roll.
The Germans have now taken seven step losses
while the Brits have taken 15.
1130
German initiative drops to 2 but they win
it by one activation. They can’t win
now (having taken more than four step losses),
and they lose if they take just one more,
so their best bet is to withdraw. But several
of their units are tied down in assaults so
it will be a tricky, but they do their best.
The reinforced German roadblock assault
attacks to try and eliminate the British so
that the INF units can exit the hex without
the British getting a “free shot.”
But neither side in the assault does any damage.
Then the A13 south of the road goes for the
quick win, firing on the PzIIIF south of the
road but missing.
The German AT guns miss the A13 and the
Rolls Royce next to the roadblock assault,
and then the British INF with the Rolls Royce
pile into the roadblock assault. The British
player attacks on the 13 column and needs
to roll a 5 or 6 to score a step loss and
win. He rolls a 5 — and the British
win!
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