| Tactics
in 'South Africa's War'
Scenario 12:
'Driven by Germans'
Part I: 0730 – 0830 Hours
By Doug McNair
April 2007
Here it is mid-April, and the weather report
is showing frost on the Bluebonnets in Crawford,
Texas. I’ll need to de-ice my car before
I can head down to Little Wars. So, a quick
trip to warmer climes is in order —
but since I’m stuck up here in Minnesota
I’ll have to settle for armchair travel.
To that end, here begins my first tactics
article on our recently-released South
Africa’s War scenario book for
the Panzer Grenadier series.
As Mike Benninghof said in his designer’s
preview:
“Some of the actions of South Africa’s
forces are surprisingly little-documented;
the battlefield record for the South Africans
is fraught with disobedience and outright
incompetence. Distrust for British authority
was rife in the upper ranks, and more than
once South African generals simply ignored
orders they did not like or which they thought
would put their troops at risk.”
Such political complications led not only
to occasional inaction by South African forces
when action was needed, but also to highly-creative
reporting on actions that did occur. Granted,
the South Africans did contribute their share
of strange-but-true events to World War II
history, such as the one depicted in the Ons
is Helsems (“We Are Tough Bastards”)
scenario, in which a German tank crew surrendered
to a lone, berserk South African lieutenant
chasing them in a truck and waving a “sticky
bomb.” But in other cases, reports by
the opposing sides conflict so badly that
it’s nearly impossible to say what really
happened out there in the desert that day.
One
such nebulous situation is presented in the
“Driven by Germans” scenario.
While still reeling from news of 5th South
African Infantry Brigade’s destruction
by Afrika Korps, the 1st South African Infantry
Brigade came under heavy shellfire and soon
reported a massive incursion by Italian tanks
with German crews. The official South African
account lists 25 enemy tanks hit and a brave
holding action against overwhelming odds.
But no wrecks were found on the battlefield,
and Italian reports indicate that they themselves
were the ones under attack. This makes one
question not only what really happened, but
also whether any infantry brigade with such
badly-shaken morale could really hold off
the kind of armored assault the histories
describe.
Luckily, there’s a way to find out!
And with that, here begins my replay of Scenario
#12 of South Africa’s War.
Tactical Situation
“Driven by Germans” is played
on Map 5 from our Desert
Rats game, with the map laid out upright
(the top is north). Two Hill markers are placed
in the colored area in the southeast quadrant
of the board, creating a large hill with a
40-meter summit.
The South African player has a substantial
force at his disposal: 24 infantry platoons,
six heavy machine gun platoons, three 3-inch
mortar units, three 2-pounder AT gun units,
one 40mm AA gun unit, and two 18- and 25-pounder
artillery units each. He also gets to start
the game with one platoon of British Crusader
I tanks, and on Turn 20 (two-thirds of the
way through the game) he’ll receive
reinforcements including 10 platoons of British
Stuart tanks and another 25-pounder unit.
The South Africans setup on the southern half
of the board, and their mission is to hold
the road and eliminate at least 12 Italian
combat unit steps (tanks count double).
For their part, the Italians enter the north
edge of the board on Turn 1 with a force of
twelve M13/40 tank platoons, two Sem. 75/18
tank platoons, nine Bersaglieri elite infantry
platoons, three Bersaglieri heavy machine
gun platoons, six motorcycle platoons, and
12 truck units. Their mission is to clear
the road so that no South African combat unit
is within three hexes of it at game end, or
to eliminate at least 24 South African steps
(tanks count double).
Italian Tactics
The Italians outgun the Springboks on the
ground, have higher morale, and have overwhelming
armor superiority for most of the game. And,
due to the shock of their sister brigade’s
destruction just two days prior, South African
units are subject to the surrender rule. This
means that any or all South African units
and leaders in the same hex with a demoralized
South African unit may surrender to adjacent
good-order Italians if they fail a dieroll.
The Italians shouldn’t have trouble
breaching the South African defensive perimeter,
but they’ll have to be careful about
where they hit the South African lines. This
is because the South Africans have substantial
anti-tank capability, and the majority of
Italian firepower is mounted on thin-skinned
M13/40 tanks. If the South Africans set up
in a tight defensive perimeter, the tanks
won’t be able to rush it along with
the infantry for fear of being blown up before
they can force a breach. The tanks will have
to hang back while the Bersaglieri go to work
on the South African forward defenses and
the motorcycle platoons drive off-road to
hit the South Africans in the flank.
Hopefully, Italian offboard artillery will
suppress the AT guns and the motorcycles will
break the South African flank and overrun
the artillery. Once those things happen, the
tanks can move in and brush the infantry from
the road. Their main concern will be getting
all that done before the British Stuart tanks
arrive, because while the Stuarts have even
thinner armor than the Italian tanks, they
have Armor Efficiency, meaning they can fire
twice for every shot the Italian tanks take.
Since every tank kill gets rid of a significant
chunk of Italian firepower, a late rally by
British armor could allow any remaining South
African infantry to retake the road and deny
Italy a victory.
South African Tactics
Though they’re outgunned and have
lower morale than the attacking Italians,
the South Africans outnumber the Italians
on the ground and have a big advantage in
leadership and artillery. They have a total
of 16 leaders at scenario start while the
Italians have only nine, and most South African
leaders have higher morale and morale bonuses
than the Italian leaders. This means that
the South Africans will get leadership bonuses
in most assaults, and will be better equipped
to form fire teams and recover from demoralization.
Also, the AT firepower of the South African
artillery way outclasses the armor of the
Italian tanks, and even their two-pounder
AT guns will score kills on Italian M13/40s
on an unmodified roll of 10 or more. That
plus the long range of the 18- and 25-pounder
artillery units will let the South Africans
frustrate the Italian advance for a long time.
The
South Africans should set up the majority
of their units in a defensive perimeter that
has its right flank anchored on the hilltop
east of the road, and its left flank dug in
on the road itself. The rest of their units
should form a roadblock farther north that
bristles with HMGs and AT guns, forcing the
Bersaglieri to dismount from their trucks
and make a long hike toward Italian lines
under fire. More importantly, it will make
the Italian tanks think twice about joining
the infantry for an assault on the roadblock.
The tanks could offroad it around the roadblock,
but with a movement allowance of only 6 or
7 they’ll be doing that for quite a
while before they can help the motorcycle
troops hit the South African flank.
And either way, South African artillery
will be able to pound Italian infantry for
a long time, with +1 column shifts on each
shot for being able to spot the targets themselves.
That plus the dearth of morale bonuses to
be had from Italian leaders should help break-up
and weaken the Italian advance. And if the
Italians do manage a coordinated tank-and-infantry
assault on the Allied lines, the South African
infantry should take every opportunity to
counter-assault the Italian tanks, because
a demoralized tank is useless and also tough
to rally (since it can’t benefit from
leadership bonuses). The more Italian tanks
that are disrupted or demoralized when the
Stuarts show up, the easier it will be for
the Allied troops to take back any Italian
gains before game end.
Game Summary
The South Africans place their four artillery
platoons in four separate hexes on the hilltop,
effectively doubling their spotting range.
The INF and HMG units ring the artillery with
a perimeter as described above, and the three-inch
mortars stack with the artillery to augment
their close-in firepower.
The roadblock is centered on road hex 1119,
where an HMG platoon and the 40mm AA unit
setup flanked by INF and two-pounder AT guns.
Three hexes to the east another HMG unit stacks
with the Crusader I tank platoon on the extreme
north slope of the hill, and three hexes west
of the roadblock another HMG unit stacks with
the third two-pounder AT gun. The effect is
to create a very wide field of AT fire which
will help keep most of the Italian tanks at
a distance until the roadblock is broken.
Turn 1: November 25, 1941
— 0730 Hours
Italian initiative at game start is 3, while
South African initiative is 1. The Italians
win initiative by one activation, and all
their trucks enter the north board edge on
the road The lead units of the column move
ten hexes south, and they and all the trucks
behind them unload 9 x BERS and 3 x BERS HMG
platoons plus six leaders on the road. If
the lead trucks got any closer to the roadblock
before unloading they’d expose themselves
to long-range opportunity fire from the AT
guns, and if any Italian infantry were to
stay loaded on trucks they’d give the
South African artillery on the hilltop an
extra column shift against them. They unload
on the road and make ready to march on the
roadblock.
South African offboard artillery responds
by hitting the road hex containing the highest-ranking
Italian leader that the major at the roadblock
can spot. It rolls a 12 on the 12 column of
the bombardment table and scores an M2 result!
The capitano is disrupted, along with two
trucks and a BERS unit. Only one BERS unit
remains in good order. That breaks the chain
of command from the maggiore leading the Italian
advance, since the capitano was in the hex
next to him and a disrupted capitano can’t
activate the tenente and sergente on-point
to his south through subordinate activation.
Then, the six Italian motorcycle platoons
plus the remaining three leaders enter the
north board edge, bypass the trucks and infantry
on the road, and turn left off the road just
outside the seven-hex opportunity-fire range
of the 40mm AA gun at the roadblock. They’re
taking the shorter but more heavily fortified
route toward the hilltop and the South African
artillery.
The South African colonel replies by ordering
all of said artillery to fire at the motorcycle
units, while they’re still just barely
too far away to spot the firing artillery.
The first 18-pounder is ineffective against
the two trailing MTC units, but the second
one scores an M result, and both MTC units
in the target hex fail the morale check, with
one becoming disrupted and the other demoralized!
Then the 25-pounders go to work on the two
lead MTC stacks, and the last shot scores
an M1 result on the lead units. Unfortunately
for the South Africans, the leader and both
units hold morale.
Then the tanks start rolling in. Those with
the heaviest armor — the Sem. 75/18s
— bypass the entire motorized column
and take up point position on the road, just
outside the six-hex full-strength AT range
of the two-pounder guns at the roadblock.
The two-pounders could fire at the Italians
at seven hexes, but at half-strength with
a –1 dieroll modifier for a range of
more than five hexes, they’d have no
chance of scoring a kill. M13/40s fill-in
on the road behind, and that puts the entire
Italian force on the board.
The South Africans have fired all their
units that can hit targets at the moment,
so the Italians end the turn by aiming all
of their offboard artillery at the central
roadblock hex. They roll an 8, which scores
an M result on both the 21 and the 30 columns
(the AA gun gets hit at a +1 column shift,
which wipes out the –1 column shift
for it being dug-in). The South African major
and the HMG unit in the hex pass their morale
checks, but the AA gun rolls a 12 and becomes
demoralized. That forces it to try to recover
morale, and it just barely recovers up to
Disrupted status on a roll of 6, due to the
+1 morale bonus given it by the major. The
crew doesn’t abandon the gun, and the
roadblock stays intact as the turn ends.
Turn 2 — 0745 Hours
The Italians win initiative by one activation,
and the lead four motorcycle units gun it
for the hill before South African artillery
can hit them again and stop their advance.
They sweep wide left to stay outside the opportunity
fire range of the HMG and Crusader tank unit
on the forward slope of the hill, hoping to
drive deep into the South African rear and
hit the hilltop from the south. The disrupted
and demoralized MTC units they leave behind
roll to recover morale, and the disrupted
one becomes good order but the demoralized
one rolls an 11 and fails. Luckily, it’s
outside the direct fire range of all South
African units, so it doesn’t have to
flee.
South African offboard artillery is ineffective,
and the lead Sem. 75/18 tanks move three hexes
south off the road to give the infantry room
to pass, and to bring the roadblock within
the tanks’ direct-fire range. That also
puts them within range of the two 2-pounder
AT guns and the disrupted AA gun at the roadblock,
but with the tanks’ armor of 3 the AT
guns will only hit on rolls of 11, and the
AA gun can only hit on a 12 until it recovers
morale.
The
South African hilltop artillery opens fire
on the motorcyclists northeast of the hill.
One 18-pounder and 25-pounder shot each hits
each enemy-occupied hex, and the first 25-pounder
shot scores an M2 result and disrupts the
entire lead stack, including its leader. The
other 25-pounder scores an M1 result on the
trailing stack, but they all hold morale.
The hilltop artillery is now spotted by
the leaders with the MTC units, but since
they’ve shot their wad this turn the
Italian offboard artillery decides to try
and wipe out the disrupted AA at the roadblock
so it can’t use long-range opportunity
fire on the advancing infantry. It rolls a
10, scoring an M2 result on the AA gun and
an M1 result on the HMG and leader with it.
Once again the leader and HMG hold morale
and the AA gun becomes demoralized.
The AA gun crew tries to recover morale
before an Italian tank can rush up and demand
the surrender of their whole stack next turn,
and they just barely succeed again on a 6
(their leader’s morale bonus has saved
their bacon twice now). Then the lead Italian
infantry units begin the march south without
having to worry about long-range opportunity
fire from the AA gun (their trucks head to
the north board edge). The Crusader I tanks
and the HMG platoon on the north slope abandon
their dug-in position and move two hexes northeast
and confront the motorcycle units, and the
lead three M13/40 tank platoons counter by
turning left off the road and moving to support
the motorcycles. The two-pounder AT gun on
the right flank of the roadblock shoots at
the Sem. 75/18 tanks to their north but misses,
and the rest of the Italian infantry move
south toward the roadblock (the disrupted
BERS unit on the road recovers morale while
its Tenente and two trucks fail).
The other AT gun at the roadblock fires
— and rolls a 10, just barely missing
an Italian tank. That brings a stack of three
M13/80s south on the road and adjacent to
the Sem. 75/18s, and if the Italians get initiative
next turn the five tank units will be able
to pour massive fire into the roadblock.
Three more tank platoons turn right off
the road to follow the others supporting the
motorcycles’ beleaguered flanking maneuver,
while three more remain on the road in reserve.
The last South African AT gun on the far left
of the roadblock misses on its long-range
shot at the M13/80s, and the turn ends.
Turn 3 — 0800 Hours
The Italians just barely win initiative,
and the lead tanks all open fire on the roadblock.
The three M13/80 tank platoons roll a 4, just
barely missing an X result because the roadblock
units are dug in. But all three units in the
hex make their morale checks! The Sem. 75/18s
also roll a 4 against the units on the right
flank of the roadblock, and this attack does
much better, demoralizing the 2-pounder AT
gun and disrupting the INF unit with it (their
lieutenant makes his morale check).
The roadblock units activate and their two
undemoralized AT-capable units fire on the
M13/80s, while the units that just got disrupted
and demoralized try to recover morale. The
two-pounder hits with a roll of 10, killing
a tank step and disrupting the other step.
The AA gun misses, but the disrupted and demoralized
units on the right flank both recover due
to their major’s morale bonus.
Not wanting the tank to have died for nothing,
the Italian infantry heads south toward the
roadblock before enemy artillery can hit it
again, and the just-recovered motorcycle unit
motors southeast to join its sister units
attempting to reach the hilltop (the demoralized
MTC unit recovers to disrupted status).
South African artillery keeps pounding the
infantry on the road, not wanting the tanks
to get infantry support anytime soon. An 18-pounder
shot disrupts a BERS unit with the maggiore
commanding the advance, another disrupts a
BERS in an adjacent hex and demoralizes a
second one, a 25-pounder shot demoralizes
a BERS unit with the just-recovered MTC unit
on the road, and the last one misses (thank
you so much).
Desperate pleas for a counter-barrage finally
get answered, and one of the leaders with
the motorcycles spots for bombardment on one
of the 25-pounders on the hilltop. The fire
rolls a 7 on the 30 column, and there’s
no effect.
The two-pounder AT gun west of the roadblock
takes a long-range shot at an M13/80 and misses,
and then two MTC units northeast of the hill
drive south, closing on the hilltop and trying
to draw opportunity fire from the Crusader
I tanks so that the approaching M13/80s can
move in unmolested. But the tanks hold fire
and let the HMGs with them shoot, and the
fire misses and lets two MTC platoons to close
to a point five hexes away from the hilltop
(the disrupted leader and two MTC units recover).
That brings them into range of the South African
mortars on the hilltop, so all three of them
fire. They score an M1 and an M result, but
Italian morale holds against both.
The southernmost group of three offroading
M13/80 tanks move to within firing range on
the British Crusader I’s on the north
slope. South African offboard artillery misses,
more tanks move south toward the Crusaders,
and then the Crusaders take two shots against
the encroaching M13/80s (using their Armor
Efficiency ability). One shot rolls a 12,
killing one tank step and demoralizing the
other! More M13/80s move toward the Crusaders,
and the turn ends on recoveries.
Turn 4 — 0815 Hours
The Italians win the all-important initiative
roll, and the M13/80s open fire on the Crusaders.
They roll a 6 and a 5, nowhere near enough
to hurt the British tanks, and the demoralized
Italian tank unit fails to recover and flees
north. Then the two-pounder AT guns at the
roadblock open fire while the AA gun holds
its fire to support opportunity fire against
Italian infantry coming down the road. They
miss, and the Sem. 75/18 tanks north of the
roadblock shift their focus to the Crusaders
at long range. The first one hits, rolling
an 11 to destroy one tank step. But the other
step holds morale, and the second tank’s
shot misses. Still, the Sem. 75/18s are taking
shots at the Crusaders from outside the Crusaders’
range, so the British tanks will have to withdraw
rather than take more shots at the incoming
M13/80s.
But before they do that, the South African
mortars and artillery combine for the first
time to hit the motorcycles nearing the hilltop.
The 25-pounders both roll 7s and miss, but
an 18 pounder and a mortar score an M1 result,
disrupt the leader in the target hex and demoralize
an MTC unit. The last 18-pounder hits another
MTC stack near the Crusaders, and that shot
disrupts that stack’s leader as well.
The flank attack is going nowhere this turn.
Italian offboard artillery hits the central
roadblock hex again to try to suppress opportunity
fire on advancing infantry, and to hopefully
demoralize a unit that can be forced to surrender
next turn. The roll of 8 scores an M result,
and the HMG unit in the hex rolls an 11 and
becomes demoralized. That’s a huge break
for the Bersaglieri, and the HMG tries to
recover morale before Italian tank fire forces
another morale check and obliterates them.
It rolls a 5 and succeeds, and the roadblock
keeps holding.
The two good-order M13/80 platoons north
of the roadblock open fire again while the
disrupted one moves off the road to let the
infantry by. Their fire is ineffective, and
so is South African offboard artillery on
the infantry coming down the road. They do
come down the road, with an HMG unit replacing
the disrupted tank in the stack with two other
tanks, and a tenente with a +1 combat bonus
moving in with it to form a massive fire team
of tanks and adjacent HMGs next turn. Then
Bersaglieri move past the tanks toward the
roadblock, and opportunity fire from the roadblock
is ineffective. Most of the units which were
disrupted and demoralized by artillery last
turn recover.
Then the Crusader and HMG unit on the north
slope pull back into the hills to get outside
the fire range of the Sem. 75/18s that killed
the other Crusader step, and also to avoid
getting shot-at by motorcycle units who are
waiting around for their leaders to recover
morale. More Italian tanks chase the Crusaders
south, and the turn ends on a Fog of War roll
before any of those leaders can recover!
After the first hour of combat, the roadblock
is shaky but holding. Its AT guns plus the
Crusader tanks to the east have killed two
Italian tank steps, disrupted another and
demoralized a fourth. And the South African
artillery on the hilltop has done a magnificent
job of breaking up the flank attack of the
motorcycle units while slowing the main Italian
infantry advance to a crawl. But the British
tanks have also taken a step loss and are
in retreat, and numerous Italian tanks are
chasing them south while more are forming
fire teams with Italian HMG north of the roadblock.
The South African outer defenses will be
hit harder than ever next turn. Can they keep
holding? Tune
in next time and find out!
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