Written by: Vance von Borries
Category: African Front
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On February 19, 1943, German reconnaissance and the elite assault infantry troops of Erwin Rommel's Afrika Korps attacked Kasserine Pass, attempting to rush through the pass to the main Allied supply dump at Tebessa.
To stay on schedule, the German units had to force the pass quickly. The inexperienced American defenders, using the defensive preparations of the 19th Engineer Regiment, had to stand as long as possible until their position was overwhelmed.

 

  American German
Division 1

7 Squad Bases
- 23 Regular Infantry
- 1 Officer
- 2 Machine Gun Crews

1x Medic
1x Engineer

6 Squad Bases
- 11 Regular Infantry
- 8 Elite Infantry
- 1 Officer
- 1 Machine Gun Crew
- 1 Mortar Crew

1 Flak 36 AT Gun

1x Engineer
1x Flamethrower

Division 2

1 Squad Base
- 3 Regular Infantry
- 1 Officer

2 M3A1 Half-Tracks (see special rules)

2 Squad Bases
- 5 Regular Infantry
- 2 Elite Infantry
- 1 Officer

3 SdKfz 251 Half- Tracks

2x Recon

Strategy Decks Disruption 1 (remove both "Stolen Supplies" cards)
Artillery 2 (remove both "Top Priority Barrage" cards, see special rules)
Command 1
Morale 1 (remove both "Go To Ground" cards)
Starting Strategy Cards 2 3
Operations Cards - Shaken Defenders (see special rules)
002 Heavy Fog (shared) (see special rules)
- Clear Mines
- Elite Tank Crew
002 Heavy Fog (shared)
Deployment Zone Div. 1: At least one squad in each of the hexes on maps 13A, 16A. and 21A with a green border, plus one squad may be in one of the hexes on 14A or 17A with a green border.
Div. 2: The green bordered hex on map 20A.
Div. 1: Any hexes on map 15B.
Div. 2: Any hexes with a grey border.
Starting Initiative Initiative Token  
Objective The Americans win if the Germans are unable to fulfill their objective by the end of round 8. At the end of any round, the Germans win if they have moved at least two tanks off of the board from the blue shaded hex on map 14A, and control the Victory Objective Marker.
Rounds 8
Actions per turn 3 3
Reinforcements

Status Phase of round 1 (Div 2):
2 Sherman M4A ls

Status Phase of round 4 (Div 2):
2 Squad Bases
- 7 Regular Infantry
- 1 Officer
2 M3A1 Half-Tracks (see special rules)

Status Phase of round 3 (Div 2):
3 Panzer Ills
2 Panzer IVs
Special Rules
  • Dunes are not blocking terrain.
  • The blue-shaded hex on map 14A is the exit hex for the German tanks. A German tank on a blue shaded hex may spend 1 movement point to exit the board.
  • Pinned German infantry squads may not move, but may still fire or use their specialization token as long as they are not fatigued.
  • American half-tracks are tank destroyers armed with a 75mm gun. Against German vehicles their Range is 6, Firepower is 6, and they have Concussive Firepower. They may not transport squads.
  • For attacking purposes only, units may use their longest range, regardless of target type.
  • At the start of the following Status Phases the noted Strategy cards are put in the German player's Play Area.
    The command cost for these cards have already been paid (by higher headquarters).
    - Round 4: "Top Priority Barrage" card from the Artillery II Strategy deck.
    - Round 5: "Top Priority Barrage" card from the Artillery II Strategy deck.
    - Round 5: "Go To Ground" card from the Morale I Strategy deck.
  • Modified - "Shaken Defenders" — This represents green troops. American squads suffer -2 to all cover (terrain, entrenchments, officer, fog, etc.) during Suppressive Fire Attacks (including artillery). Onl. one American squad may support an attack with Combined Fire. The Four-Player Team Restrictions on cross-Division support also apply to a solo American player.
  • Modified - "Heavy Fog" — This also represents overcast skies. In addition to its normal affects, all units gain additional cover, depending on range, when attacked by enemy units as follows:
    Range Cover
    1 — 3 +1
    4 — 7 +2
    8 — 12 +3
    13+ no Line of Sight possible
    This additional cover is not provided to Area Attacks. All Artillery cards receive +1 to their Drift Numbers (to a maximum of 6).
HINTS The Americans just need to hold on, and expect to lose units. Ideally, they should make the Germans pay dearly for every loss they suffer, or at least make it cost the Germans valuable time. Although the Germans need to be aggressive, they cannot lose too many tanks taking the pass.

 

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