Panzer Grenadier Battles on April 29th:
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Gazala Opening
C&CV2: The King's Officers #13
(Attacker) Germany vs Britain (Defender)
Formations Involved
Britain 1st King's Royal Rifle Corps
Britain 6th Royal Tank Regiment
Germany 361st “Africa” Panzergrenadier Regiment
Display
Balance:



Overall balance chart for CCV2013
Total
Side 1 0
Draw 0
Side 2 2
Overall Rating, 2 votes
5
4
3
2
1
4
Scenario Rank: --- of 914
Parent Game C&CV2: The King's Officers
Historicity Alt-History
Date
Start Time 14:00
Turn Count 16
Visibility Day
Counters 71
Net Morale 0
Net Initiative 1
Maps 1: DR5
Layout Dimensions 88 x 58 cm
35 x 23 in
Play Bounty 162
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
Hill Control
Inflict Enemy Casualties
Conditions
Randomly-drawn Aircraft
Terrain Mods
Scenario Requirements & Playability
C&CV2: The King's Officers Base Game
Desert Rats Maps + Counters
Introduction

With Operation Crusader having advancing over 500 miles in five weeks, the Allies found their supply lines overstretched and paused to gather their forces. Rommel took the opportunity to seize the initiative and launch a counteroffensive. As the news reached Allied HQ, forces were dispatched to meet them.

Conclusion

Here the Brits have their work cut out for them, with their Grant tanks running into Panzer IVs for the first time. The Grants will be lucky to come out of the battle alive, but they and the 6-pdr AT guns have a better shot at the earlier-model German tanks. Leader Characters with the AT Specialist skill will be a big help on both sides.


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
  • 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).

Display Order of Battle

Britain Order of Battle
Army
  • Mechanized
  • Towed
Germany Order of Battle
Heer
  • Towed

Display Errata (5)

5 Errata Items
Overall balance chart for 869

All Bren carriers should have a movement value of 7.

(Shad on 2010 Dec 15)
Overall balance chart for 855

Two British infantry have their full strengths printed on the back. They should both be "2-3" when reduced.

(Shad on 2010 Dec 15)
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 63

The morale and combat modifiers of German Sergeant #1614 should be "0", not "8".

(Shad on 2010 Dec 15)
Overall balance chart for 47

All SPW 251s have an armor value of 0.

(Shad on 2010 Dec 15)

Display AARs (1)

Axis counteroffensive stalled by pyrrhic means
Author Brett Nicholson
Method Solo
Victor Britain
Play Date 2013-10-02
Language English
Scenario CCV2013

This scenario gives both sides an equal number of foot units and almost equal strength in armor with hill control as the prime objective. Both sides enter the map from opposite sides, East and West, and both have a hill within close proximity to the entry points. There are just 16 turns to attempt to hold on to territory and possibly try to take the opposing sides upper hill areas. The advantage for the British is that their hill yields two more upper hill hexes than the German occupied hill, for a start of 4 more VPs by just holding their ground. The German forces also have a further distance to travel just to reach their hill.

It became clear to me that the best way to win with the British, though costly, would be to bring the battle to the Germans rather than simply assume the role of static defenders. I feigned an advance with the Grant tanks to draw the panzers out to battle and then moved them back to the hill in time to dig-in along with the 6-pounders. At the same time I sent all foot units forward to meet German foot units head-on, in the open, to block their advance. The panzers went at the hill positions alone and were eventually decimated to one step of PzIVF2 by the end of the scenario with not one Grant step loss. This was due to a streak of very high AT fire rolls and being dug-in in limiting terrain, making the attckers have to move in close. I expected maybe one or two step losses from the panzers but not 5 steps leaving all attacking units reduced and demoralized afterwards. German armor losses alone decided the victor in this battle.

The main battle, directly between both hills cost the British a lot of foot unit step losses but did prevent the Germans from making it to their hill positions. Also, British leadership suffered with one British leader character Captain being lightly wounded, losing a point of morale and another LC Captain suffering from compound demoralization, though receiving a reprimand at a cost of 15 LPs. German leaders did well enough to come out of the battle alive and with positive LPs. Since this was a solo campaign and the British already held a susbstantial lead in CPs I took a lot of risks that I most likely wouldn't have in another scenario. In the worst case, even if the British lost this battle, it would not be by too much. In the end, the British prevail with 34 VPs to the German 19, wiining this battle by 15 VPs. This pushes their total CPs to 155 to the German tally of just 87.

Casualties were:

Germany: 3 steps of INF; 1 step of HMG; 4 steps of PzIIIG; 2 steps of PzIIIJ and 3 steps of PzIVF2.

Britain: Major(9-0-0); Captains(9-1-1),(9-0-1); Lieutenant(7-0-0); 10 steps of INF and 1 step of HMG.

I liked the play of this scenario and that every other turn there is a roll for aircraft for either side though the air attacks did not affect play too much. I believe that the British do have a slight edge in this one but not by much. I believe there are a lot of ways to play this one out and that in my play I took unnecessary risks with the British foot units and ultimately blundered with the German panzers. Just because you have tanks doesn't mean you have to attack other tanks or use them at all. In this case, with deadly direct fire values, I should have used the panzers as support against the British foot units from a safe distance. In any case, I didn't believe that 16 turns was enough time for either side to realisticly take the other's upper hill positions so I experimented in the costs of personnel and materiel. I really liked this for the ending of the first half of the campaign with four battles left to go and give it a solid '4'.

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