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 Omar
Desert Rats #21
(Defender) Germany
(Defender) Italy
vs Britain (Attacker)
India (Attacker)
Formations Involved
Britain 42nd Royal Tank Regiment
Germany 12th Oasis Company
India 4/11th Sikh Regiment
India 4/16th Punjab Regiment
Italy 16º Reggimento Fanteria "Savona"
Display
Balance:



Overall balance chart for DeRa021
Total
Side 1 1
Draw 3
Side 2 0
Overall Rating, 5 votes
5
4
3
2
1
2.2
Scenario Rank: 907 of 913
Parent Game Desert Rats
Historicity Historical
Date 1941-11-22
Start Time 14:00
Turn Count 32
Visibility Day
Counters 127
Net Morale 1
Net Initiative 1
Maps 1: DR5
Layout Dimensions 88 x 58 cm
35 x 23 in
Play Bounty 134
AAR Bounty 153
Total Plays 4
Total AARs 4
Battle Types
Hill Control
Inflict Enemy Casualties
Rural Assault
Conditions
Anti-infantry Wire
Entrenchments
Minefields
Off-board Artillery
Reinforcements
Terrain Mods
Scenario Requirements & Playability
Desert Rats Base Game
Introduction

After it became apparent that Omar Nuovo would fall to 5th Indian Brigade, a fresh assault began against the next post in the line, that at Sidi Omar. Frank Messervy, 4th Indian Division's commander, began to contemplate rolling up the entire line. His men would have a harder time at that task than he imagined.

Conclusion

This time, resistance proved much stiffer. Skillful placement of minefields channelled the British tanks straight into the killing zone of the big anti-aircraft guns, and 42nd RTR was shot to pieces. Undeterred, the Indians stormed into the Italian entrenchments. There, small, but savage hand-to-hand fighting erupted. The Punjabis, tough fighters from the North-West frontier, cleared part of the position but could not eject the Italians from 2/3's of it. Though the Indian official history calls the action a great success, citing the numbers of prisoners taken, most of these were impressed Arab labourers happy to escape their colonial masters.


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
Germany Order of Battle
Heer
  • Towed
India Order of Battle
Army
  • Mechanized
  • Motorized
Italy Order of Battle
Regio Esercito

Display Errata (2)

2 Errata Items
Scen 21

Axis set up instructions dictate that units off hills must deploy within 2 hexes of both hills, which seems very strange. I believe this should say either hill, to make more sense.

(triangular_cube on 2023 Mar 03)
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 (4)

Stalemate denied and not much quarter given
Author Brett Nicholson
Method Solo
Victor Germany, Italy
Play Date 2013-07-28
Language English
Scenario DeRa021

This was a decisive loss for the Commonwealth, especially for the 4/16 Punjabis and the 4/11 Sikhs. One of the prime reasons for this was the lack and loss of Commonwealth leaders, not to mention the task was to take 9 entrenchments with less than 10 step losses.

The set-up for the Italian/German player is very flexible with an almost unlimited amount of entrenchments to be placed over a vast amount of space between and on two hill areas. Also, the 20 points of minefields and 10 hex placements of barbed wire are virtually unrestricted so that you have a lot of liberty to custom-design your fortress.

The victory conditions for the Indian player require control of at least half of the Italian and German entrenchments so I placed 17 of them making the requirement 9. I separated the Italian 16th Infantry Regiment from the German 12th Oasis Company, giving them each their own hill areas to protect because they just plain don't work together well, (in history and PG) except in rare cases of combined infantry and armor support, which did not apply here.

It wasn't a bad start for the Commonwealth forces, in fact the Sikh reinforcements showed up right away and were the first to reach a hill area from the East. With the main force, coming from the West, the approach was cautious with the armored carriers and Valentine tanks as there was an 88mm to contend with on the Northern hill so they drifted Southeast to await an opportunity later when either the A.A. gun was eliminated (which never happened) or until sundown when they were out of it's spotting range. The 88mm was not the biggest problem, it would be the two Italian 105mm's combined with a 65mm that would inflict heavy losses on personnel units, paired with stacked 75mms for superior artillery fire results. These field pieces would keep the advancing Punjabis in a perpetual state of disorder through the whole battle.

At 14:15/turn 2, the first Indian step-loss came from Punjabi units attempting to infiltrate the German hill by the 88mm there and then at 14:30/turn 2, the first Sikh loss would come from HMG opportunity fire there also. The 12th Oasis Company were not giving up their treasured A.A. gun and would continue to fight fanatically to protect it.

Further South, advances were being made made toward the Italian hill positions but once at the base of the hill they were starting to become a disrupted and demoralized mess. Soon they gathered to make their first assault attempt when at 15:45/turn 8, tragedy struck. The British Colonel leading the attack was killed resulting in catastrophic loss and decapitation which then, in turn, caused another INF step loss from a second round of morale checks! All around and in every direction, things just continued to get worse for the Commonwealth forces. None of the ENG units had a chance to be of much use and the one unit that was actually able to make it to the minefields was rewarded with a step-loss uncovering a 3-pointer then retreated and stayed demoralized for the duration of the battle. To make matters worse, the highest ranking VCO, the Subedar Major was killed leaving Sikhs on the verge of an assault leaderless for some time.

By 17:15/turn 14, one of the Italian 105mms had been knocked out but other than that no ground gained on the Southern hill. At 18:30/turn 19, the first assault on the German hill began but that got bungled from friendly artillery fire though one step of German INF was eliminated in it's duration. By 19:15/turn 22, victory was deemed impossible by British command and while there were still less than 10 step losses the only way to keep this from being a total loss was to push for a stalemate. Assaulting troops prepared to pull out of a failing assault and escape while visiblity was low but the 12th Oasis Company was having none of that and at 19:45/turn 24, they gained the initiative and counterattacked, pushing Indian step losses over 10 steps. Two hours/8 turns later it would all be over; a decisive Italian/German victory and no entrenchments taken.

In conclusion I rated this scenario a 4 out of 5 because while it seemed to favor an Italian/German victory from the set-up alone it was a fun play almost entirely through even when it was deemed a certain defeat for the Empire. Once again, after having played 14 scenarios from 'Desert Rats' I have had not one of them result in a draw, unlike 'Afrika Korps'. These Desert war battles are very decisive. Now, as it sits in campaign perspective, I have 7 Commonwealth wins and 7 Axis wins. The next scenario, #22- "We are Omnipotent", New Zealand makes it's debut and it will most likely be campaign a tie-breaker. The stats say it is unplayed so sure to give another AAR in it's conclusion.

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Desert Rats #21
Author triangular_cube
Method Solo
Victor Draw
Play Date 2023-03-03
Language English
Scenario DeRa021

This is another one that just doesn't work as the VC's don't drive conflict between the two armies, in addition to the gratuitous amounts of entrenchments.

Italians/Germans set up on two hills, and can deploy an entrenchment wherever they go, Indians need to clear out half... so the Italians/Germans set up one unit per hex on the hills with plans to consolidate later or just sitting tight depending on what the Allies do, setting up 31 entrenchments. Allies now need to clear 16 entrenchments to win... oh, also the Axis have 20 points of minefields and 10 hexes of wire.

To complete this gargantuan task, the Indians have... a battalion of infantry and a bunch of Valentines. They also get a bunch of APCs, but these will die immediately in the face of the Axis artillery on the hill, including an 88. Valentines won't fare that much better to be honest. Seeing no chance of success to a nearly comedic degree, the Indians don't advance, and dig themselves in on open ground on board entry. Playing for the draw, as that is their best result possible. Axis, seeing they will have to attack themselves against the large amount of armor and into the face of those APCs, also sit tight, and play for the draw.

End result is a draw. Same exact problems as #20 which is pretty similar. I really do "olay to win" when there is some chance, even remote of success rather than play for the draw. but come on, this is nuts. There isnt anything to play here.

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No Thought or Play Testing - Avoid this Scenario
Author treadasaurusrex (Germany, Italy)
Method VASSAL
Victor Draw
Participants Sonora (AAR)
Play Date 2023-03-04
Language English
Scenario DeRa021

Alas, another unplaytested, unfinished mess of a scenario that Sonora and I tried, and failed to make work. Not worth your time to even set this one up.

This was only a single session attempt to play this seriously defective product, with Sonora leading the Commonwealth (British & Indian) side, and me leading the defending Axis force. We didn't get far as the victory conditions were ridiculous, and there is no real possibility of a Commonwealth victory. All the Axis has t do is sit in their atop the two hills in their initial set of multiple entrenchments, behind lots of wire and minefields. This results in WAY too many strongpoints for the ill-equipped attacking Indians to clear in 25 turns. As others have noted, the only thing to do is for the Commonwealth to enter the board and promptly dig in -- playing for the draw and firing long range OBA every turn. Of course the Axis player has the chance to attack, but they play it safe as well, and chose to cower in their entrenchments.

This was a most unsatisfying scenario that resulted in a frustrating draw. It may be historically accurate, but it's a really lousy game. I give this one a very generous: 1.

2 Comments
2023-03-04 12:27

Sounds familiar ;)

2023-03-04 12:41

As you reported, but did not actually say: the only reason to play this mess is the pretty PG-HQ campaign ribbon to satisfy the craving of one's "complete set disease."

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A Poorly Designed Mess
Author Sonora (Britain, India)
Method VASSAL
Victor Draw
Participants treadasaurusrex (AAR)
Play Date 2023-03-04
Language Català
Scenario DeRa021

See Treadasaurusrex's AAR. This one was a truly crummy scenario.

I give it a 0ne, as it is not suitable for either shared or solo play as published.

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