Panzer Grenadier Battles on April 27th:
Arctic Front Deluxe #40 - Children's Crusade Broken Axis #14 - Târgu Frumos: The Second Battle Scenario 3: Sledge Hammer of the Proletariat
Army Group South Ukraine #6 - Consternation Road to Berlin #73 - She-Wolves of the SS
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Sidi Rezegh: First Action
Desert Rats #12
(Defender) Germany vs Britain (Attacker)
Formations Involved
Britain 6th Royal Tank Regiment
Germany 361st “Africa” Panzergrenadier Regiment
Display
Balance:



Overall balance chart for DeRa012
Total
Side 1 3
Draw 2
Side 2 1
Overall Rating, 7 votes
5
4
3
2
1
2
Scenario Rank: 911 of 913
Parent Game Desert Rats
Historicity Historical
Date 1941-11-19
Start Time 16:30
Turn Count 30
Visibility Day & Night
Counters 32
Net Morale 1
Net Initiative 2
Maps 1: DR4
Layout Dimensions 88 x 58 cm
35 x 23 in
Play Bounty 106
AAR Bounty 159
Total Plays 6
Total AARs 3
Battle Types
Inflict Enemy Casualties
Surprise Attack
Conditions
Off-board Artillery
Terrain Mods
Scenario Requirements & Playability
Desert Rats Base Game
Introduction

An outline of the Crusader battleplan fell into Italian hands in the form of a British artilleryman with detailed knowledge of troop movements. While the Corpo Armata di Manovra prepared for action, their German allies ignored the warning as typical Italian hysteria went about their usual routine. When British tanks unexpectedly roared onto the Sidi Rezegh airfield, hysterical screams sounded in German instead.

Conclusion

The growing darkness finally brought a merciful end to the tank assault on the hapless Germans. Only a single anti-tank gun had been brought into action, and the regiment had been badly disordered. However, without infantry support, the British could not hold onto their gains and had to withdraw.


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).
  • 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

Display Order of Battle

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

Display Errata (2)

2 Errata Items
Scen 12

Brits are told where to enter but not when. Presumably this is turn 1.

(triangular_cube on 2022 Dec 16)
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)

Display AARs (3)

Sidi Impossible
Author Brett Nicholson
Method Solo
Victor Germany
Play Date 2013-07-16
Language English
Scenario DeRa012

I really debated over logging in a German victory for this scenario because it did happen and then maybe it didn't. Most likely it did. Perhaps I should clear up why.

I do not have a printed copy of the 3rd edition rules and played by misunderstood game mechanics from the 2nd edition.

First off, reading the scenario introduction and conclusion, followed by the set-up, it would appear that this would be a tough German victory. With only one 37mm A.T. gun and off-board artillery support of 1x10 up against 7 tank platoons, it seemed that only luck and a lot of it could force even a draw.

So I did what seemed logical and have the German units dig-in at the highest hill level and wait for the onslaught. With the Crusader tanks I approached with excessive caution and inched in from the flanks and rearguard, waiting for dusk and decreased visibilty before moving closer in.

By 18:15 I was able to extract a Crusader step loss and only three steps were required for German victory conditions. This was erroneously done with HMG fire and not with the A.T. gun. In fact, none of the seven British steps losses were delivered from the 37mm, whose rounds simply bounced off even at point blank range.

By games end though, the only German loss was the 37mm and not until towards the end of the scenario, when all had been "lost".

Okay, now to clear this up, maybe. The 2nd edition rules state on rule 7.25 "AFVs and APCs are immune to all but an X or #X result on the Direct and Bombardment tables" and again on 7.4 that all units except for units with a printed armor defense value (even of 0),which are only affectedif an X or #X result is rolled.

This has always bothered me that how in the past through my interpretation (or misinterpretation) of 2nd edition rules that even a lowly, single, prone to surrender, Italian INF platoon could stop a thick-skinned Matilda with a lucky opportunity fire shot at point blank range. But I wrote it off as a game mechanic quirk and in the past, had proceeded with excessive caution using tanks only in attacks.

So, after play and thanks to PG Headquarters Relevant AFV rules I was brought to light after all this time and frustration. That X and #X on Direct and Bombardment fire tables only cause for a mere M morale check to armor. finally I am up to the times!

So why did I choose to still log in a German victory? Well, first off, with using excessive caution, the British player could not extract the required 8 German step losses. Second, thanks to a random event roll of New Orders (in favor of Germany) that requirement increased to a 10 step requirement. Lastly, the Germans, through excessive bravery were able to get 7 X results through 2 and 12 dice rolls. So even only counting 3 of those 7 accounting for step loss, it is assumed that the Crusaders would of likely failed half of their morale checks and more likely adjacent INF and HMG units could and would exploit those results -what else could they do other sit back and scream hysterically.

In conclusion, I have now moved one step closer to being a 3rd Edition rules player. If I were to revisit this scenario EVERYTHING would have to be done differently in regards to the offense, though not much more for the defense -what more could they do? You would have to charge right in with the Crusaders and get as many point blank shots in as possible to achieve the required victory conditions. Firing from 2 or more hexes away is a waste of time when units are dug-in in hill terrain. Now on to DR Scenario 15 - "Sidi Rezegh: The Counter attack" with whole new approach in tactics now cleared by rule clarification. Thanks for reading my rant!

2 Comments
2013-07-16 20:16

Hi nebelwurfer9! Nice AAR. Have you taken a look at our Annotated Rules? They run a bit long, but they're much more useful than the stock 3rd Edition PDF that Avalanche Press offers...

~ S

2013-07-18 06:15

Thanks Shad and yes I am scanning them and taking notes. I don't have a printer working at the moment but will be able to implement the rules as I go. This site has been a great help since the last two weeks after finding it and has increased my interest more as a player of PG. I also especially like the daily timeline matching scenarios with a historical timeline and of course reading other AARs for insight. Thanks again for the input!

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Desert Rats #12
Author triangular_cube
Method Solo
Victor Germany
Play Date 2022-12-16
Language English
Scenario DeRa012

This is another Desert Rats unsupported Brit tank attack. Germans have flimsy morale, but these kinds of attacks still don't work well in real life as well as in game. VCs make the Brits need to limit casualties, which is problematic.

Germans set up on the ridge line, in a tight oval surrounding their 81s and 37s. Strategy is to displace the MGs and 1 combat factor leaders to keep stacks of base 16 present while waiting for the Brits to close and then counter assault. Bonus value if the 81s roll snake eyes or the 37's box cars, but otherwise they wont do much. They have an OBA factor of x10, but this cannot achieve a result against the tanks, so they never fire.

Brits attempt to sweep up the ridge on the German right flank and hit them from the second level ridge above. This will give them an extra modifier against the 37s, which are purely an ancillary threat, but you might as well take it.

Here is where your rules dictate the game. I play pure RAW for scenarios I log. This means all hill hexes provide -1 DF, and ALL are limiting terrain regardless of level. In effect, the tanks MUST close to at least 3 hexes to spot and fire at the Germans, meaning that the turn they close, the Germans can get adjacent cleanly. It is then up to the init roll and/or DF results with the -1 for hill to see if the Germans can assault cleanly. If they do, they probably win. they only need to effect 3 step losses, which isnt that hard. The Brit tanks aside from the CS Crusaders arent much of a threat in assualt.

Germans win the init after closing, admittedly lucky but not crazily so, and assault with deadly stacks and get their step losses after 2 turns of assault combat. Brits get 4 step losses, mostly through compound dems, but not enough to draw.

"winning" move for the Brits seems to be to enter the map and dance, evading combat for a "draw". Which makes this scenario even worse due to poorly written VCs.

0 Comments
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Another UnPlay-Tested Scenario - Suitable for Solo Play Only
Author treadasaurusrex (Britain)
Method VASSAL
Victor Draw
Participants Reconquista
Play Date 2022-12-17
Language English
Scenario DeRa012

As others have reported, this one is a half baked scenario that needs serious work. I gave it a very generous 2, mostly because it was fun to play with an entertaining opponent, though it is but too long for the poorly conceived victory conditions. My opponent and I note that this one is not suitable for SHARED play as published, and should only be played SOLO.

0 Comments
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