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
Errors? Omissions? Report them!
Young Fascists : The Morning Phase
Desert Rats #31
(Defender) Italy vs Britain (Attacker)
India (Attacker)
Formations Involved
Britain 2nd Queen's Own Cameron Highlanders
India 2/5th Mahratta Light Infantry
Italy Gruppo di Battaglioni Giovani Fascisti
Display
Balance:



Overall balance chart for DeRa031
Total
Side 1 6
Draw 2
Side 2 1
Overall Rating, 10 votes
5
4
3
2
1
3.6
Scenario Rank: 324 of 913
Parent Game Desert Rats
Historicity Historical
Date 1941-12-04
Start Time 06:00
Turn Count 20
Visibility Day
Counters 77
Net Morale 1
Net Initiative 1
Maps 1: DR5
Layout Dimensions 88 x 58 cm
35 x 23 in
Play Bounty 113
AAR Bounty 147
Total Plays 9
Total AARs 5
Battle Types
Hill Control
Inflict Enemy Casualties
Rural Assault
Conditions
Off-board Artillery
Terrain Mods
Scenario Requirements & Playability
Desert Rats Base Game
Introduction

In the years just before the war broke out, the Young Fascist movement attracted many enthusiastic young Italian volunteers for paramilitary training. The Army feared that Mussolini would make them all officers, and so convinced the government to disband all but two battalions. These kept the very best troops, and for two years the recruits trained and became especially noted for their physical toughness. In the Summer of 1941 they finally shipped out for Africa. At the height of the Winter battles outside Tobruk, the Italian command entrusted them with the most important point on the battlefield: the hills of Bir el Gubi.

Conclusion

The Maharattas drove the Italians from the hill on which a supply dump had been located. But the fascist youth held the other hill against repeated assaults by the British battalion. A number of tanks were destroyed by the big naval guns, but Allied historians claim these were lost in a tank duel.


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
  • Portees: Trucks with mounted Anti-Tank guns, Anti-Aircraft weapons, or artillery. Stack as combat units. Move like trucks, but fire like guns. Do not limber or unlimber. Have the truck's -1 armor value. Truck and gun are treated as a single unit, and do not transport other units. (SB)

Display Order of Battle

Britain Order of Battle
Army
  • Mechanized
India Order of Battle
Army
Italy Order of Battle
Regia Marina
  • Motorized
Regio Esercito
  • Mechanized
  • Motorized

Display Errata (3)

3 Errata Items
Scen 31

The second hill complex is misprinted as being 2005::2006. It should in fact be 2005::2007, thereby matching up with the levels printed on the Desert Rats Map (No. 5).

(caryn on 2011 Sep 09)
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 101

The L3/35 with ID# 1505 has the incorrect movement factor printed on it. The movement factor should be 7, not 8.

(plloyd1010 on 2014 Nov 24)

Display AARs (5)

Portee naval guns obliterate British tanks!
Author errebi15
Method Solo
Victor Italy
Play Date 2004-07-09
Language English
Scenario DeRa031

The Young Fascists on their hills were tough and lucky: two random events helped them in a sound defeat of the mixed British/Indian attackers. On turn 2 an ammunition shortage deprived the Brits of their artillery support for the rest of the battle, then on turn 12 an Italian sniper killed a British lieutenant.

But the decisive factor were the 102 mm portee naval guns, which wreaked havoc on the opposing tanks: by turn 16 all of the Allied armoured units (and most of their INF) were destroyed and the British side conceded.

Losses: IT 2 INF plts, 3 INF steps, 1 L3/35 tank plt, 1 truck; BR/IND: 15 INF plts, 3 INF steps, 1 mortar batt, ALL Valentine tank units, 1 LT.

0 Comments
You must be a registered member and logged-in to post a comment.
Close Quarters At Bir el Gubi
Author caryn (Britain, India)
Method Face to Face
Victor Draw
Participants unknown
Play Date 2010-03-23
Language English
Scenario DeRa031

Introduction

This looked liked a great scenario, the more so as it was one of the few where there was a direct series of scenarios following it against which one could measure one's success or failure. The Italians have superb Morale---which also meant that, for once, I gained an advantage by the mis-interpretation of the Morale Rule---solid defensive positions, and excellent command organisation. While nothing can be done about the appalling quality of Italian Army officers, at least the Italians have enough of them to mount a coordinated defence, and the 102mm portée Anti-Tank gun battery, representing the Italian Naval guns (at least according to Avalanche Press), is a potent and mobile defensive weapon.

Note

Another row developed over the rules here. Although the Valentine was an infantry support tank, a reading of the Rules indicates the Commonwealth Forces get no shift in Assault for being supported by Armour. One argument is that the AFV-INF Assault bonus is meant to model the more advanced German doctrine, which the Americans did not master until after their drubbing in Tunisia, nor the Soviets until after they got backhanded following Kursk. One might argue that the Commonwealth Forces had learned it before Alamien---I would argue that Montgomery learned it at the hands of the Germans in 1940, but that is a point. More important, in my mind, is the idea that if one's rifle battalion is supported by tanks and tankers designed and trained to fight infantry actions, that ought to provide one with an advantage. Alas, I am alone in this view.

The Plans

This scenario has two geographic objectives and a casualty limit. Although not expressly stated, it was agreed that a Draw would result if both players failed to achieve their Victory Conditions. For the Commonwealth Forces, taking both hills without sufficient forces to fight two full-scale assaults is a tall order. This informs the Italian deployment decisions as well, since giving up one of the hills without a fight might guarantee a vicious fight for the remaining hill, but also makes the problem for the Commonwealth Player much simpler.

The Italian Plan

The Italian Player sensibly decided to defend both hills. The Southern hill (2005-2006) is the more difficult to defend, and this was the focus of his defense. Six Bersaglieri (BERS) platoons dug-in on the ridge of L2 Hill hexes, reinforced by two Bersaglieri Machinegun (BERS MG) platoons. Each ridge hex is held by one BERS platoon, with the two BERS MG platoons sited at 2108 and 1907. The 47mm Anti-Tank Gun battery is dug-in with the BERS platoon at 2008. The 102mm portée A/T gun battery is deployed in 1808. The Northern hill (0706-0708) is the easiest to defend, and was held by lighter forces, initially deployed to support the other hill. The three remaining BERS platoons are dug-in on 0709, 0809, and 0810. The 81mm Mortar platoon and the one remaining BERS MG platoon are dug-in at the L1 Hill hex 1010. The 20mm Ack-Ack battery and the L3/35 troop are dug-in at the L1 Hill hex 1011.

The Italian plan is to defend both hills, but the Northern hill will not be reinforced if it is the subject of a full assault by the Commonwealth Forces. The L3/35 and, if possible, the 81mm Mortar platoon and the 20mm Ack-Ack are to be withdrawn to the Southern hill, leaving the BERS platoons to fight it out.

The Commonwealth Plan

The major problems facing the Commonwealth Player are time and casualties. An attempt to force both hills seems likely to fail and cost too many men. A more methodical approach to one hill seems the better choice, and in typical fashion, the Commonwealth Player selects the British objective as the more likely one. The Indian Army forces will be brought around to support the attack on the Southern Hill. With the British Rifle (INF) platoons pushing the assault as quickly as possible. The Valentines will strike out to prevent any link up between the two hills, and flush the Italian portée gun, if possible. As soon as possible, the two 13-Strength Off-Board Artillery factors will be brought down on the Italian positions. Once the Southern hill is cleared, the Commonwelath Forces will move to take the Northern hill.

The Battle

This was a great fight. The very powerful Commonwealth attack ran straight into the very powerful Italian defence. The high Morale of the individual Italian soldiers helped compensate for the appalling leadership of the Italian officers, though this could not counteract the superb quality of the Commonwealth officers. Italian harassing fire from the Northern hill was met with fire from the two OBAs, which quickly put an end to the mobility of the Italian Northern force. The Valentines moved over and silenced the 20mm Ack-Ack battery, then took out the L3/35 and the 81mm Mortar. The Italian portée moved off to fire on the Valentines, and managed to obliterate the Reduced Valentine of the Indian contingent (costing the Commonwealth Forces a tank leader, alas, but spending a full-strength kill to do so). The remaining Valentines made quick work of the portée;-1 is not to hit even for a 2-Pdr, especially with four shots to do it (in the event, it took one shot).

The assault on the Southern Hill began, and proceeded with painful slowness. Although the Valentines were able to keep the Italian BERS MGs suppressed until the 3-Inch Mortar platoons were in position to fire, they could do nothing else. The 47mm A/T gun battery was silenced by being in an Assault hex, but this spread things a bit thin. Superb leadership kept the Commonwealth Forces from faltering, and this in turn kept casualties light. Once the BERS MG and other BERS platoons were under fire from the combined Anglo-Indian Mortar platoons, ably coordinated by British Lieutenant, the Valentines were free to sweep around behind the main assault and bring fires to bear against the Italian units recovering and reorganising. This had a disastrous effect when a lucky shot from the Valentines killed the Italian Colonel and brought the Young Fascists to a standstill. This permitted the Commonwealth Forces to make a big push, and when two of the assault hexes crumbled, the defence collapsed, three more Italian officers being Captured or outright deserting.

In the end, the Commonwealth Forces cleared the Southern Hill with a loss of six steps (two from the Valentine and four more in Rifle platoons) and five Turns remaining. The Players agreed to call a Draw, as the Commonwealth Player saw no hope of securing the Northern Hill in five Turns of play (it would take the rifle platoons between three and four Turns just to reach it).

Conclusion

In retrospect, the correct course for the Commonwealth Player would have been to probe both positions, then assault the weaker one with the Valentines in support while keeping pressure on the other. The Italian Player underestimated the effect of the Valentines massed fire and their invulnerability to small arms. The portée was a powerful defensive weapon, but once in the open it was easily dealt with. With the Morale Rules properly in use, the actual plan followed by the Commonwealth Player would probably not have resulted in a Draw; the column shift for the Italians would have been enough to inflict more casualties on the assaulting Anglo-Indian Rifle platoons.

0 Comments
You must be a registered member and logged-in to post a comment.
The Allies Almost Come Back
Author KirkH
Method Solo
Victor Italy
Play Date 2009-09-03
Language English
Scenario DeRa031

The Allied units advanced toward both hills but took many losses. The Italian portee knocked out the Valentine platoon containing the leader so the remaining Valentine was forced to flee to the west. Once the Allied units reached the hills, savage fighting took place with the Allies taking lots more casualties. With only five turns left the Indians finally took the northern hill and began to move those troops south, but it was too late. At the end of the game the Italians still held three hexes of high ground on the southern hill. All in all, a fun scenario. It started out looking like the Allies had no chance, however as the game went on they were able to slowly reduce the Italians. Had the game gone on another five turns, chances are the Allies would have captured the southern hill.

0 Comments
You must be a registered member and logged-in to post a comment.
Defend the Two Hills for Il Duce!
Author treadasaurusrex (Italy)
Method VASSAL
Victor Draw
Participants waynebaumber (AAR)
Play Date 2023-03-13
Language English
Scenario DeRa031

This was a 2-session play-through with the boldly cunning and jaunty, Wayne Baumber, leading a pair of British & Indian task forces aimed at taking the upper crest of both Italian-held hills. I commended the remarkably stout, dig-in Italian defenders. Both sides drew decent sets of leaders for this encounter. We played using the excess initiative, consolidation and smoke/illum optional rules. We also experimented with the following 2 amended House Rules: 1) Standardized Movement for Mechanized Units All mechanized units may move through clear hexes at a movement cost of only 1 movement point (MP) per hex, instead of 1 1/2. Add one to this cost if moving up or down slopes hexes. 2) Dug In Units are Automatically in Limiting Terrain in Desert Games Unless prohibited by special scenario rules, ALL units that are dug-in on hill, slope or wadi & gully hexes are considered to be in limiting terrain and are spotted if enemy units approach to within 3 hexes, or 4 hexes for reconnaissance units – – unless they are marked with a spotted marker, see 8.22.

The initial session (game turns 1-8) saw a nearly flawless movement to contact by both Commonwealth task forces. The Indian battalion made contact first in the north, while the Scottish contingent moved more deliberately to contact using feints and an armored thrust to the south to keep the Italians guessing about their intentions. The Indians to the left curled around the Fascist positions on the northern hill, flanking the initial Italian dig-in positions, making good use of an effective smoke barrage in support of their infantry. During game turn 4, the Italian senior leader was captured in a daring snatch move by the Indians, forcing a decapitation reaction. The new Italian commander was now the Major located on the southern hill.

Meanwhile, the combined arms Scottish contingent carried out a similar approach to the southern hill mass, and their Valentine tank company maneuvered south to engage the rapidly displacing Italian garrison on the southern hill. Across the valley, the plucky Italians counterattacked successfully just below the east margins of the hill crest, after the Indians had aggressively secured 3 of the 4 hilltop hexes. Step losses by the end of game turn 8 were tied at 5 for the Commonwealth force and the defending Italians. The Commonwealth force’s initiative fell on game turn 7. The Italians were plagued by very poor combat dice luck for most of this session, including EIGHT combat 7-die rolls, compared to only 2 for the attacking Scots & Indians.

The second session (game turns 9-13) was characterized by successful Italian counter attacks on the northern hill, which enabled them to hold on in a single hilltop hex to the end. Wayne brilliantly managed his tactical withdrawals from contact on both hills. Highlights included the rescue & escape of the Italians portee naval AT gun and 2 fruitless pursuits of British & Indian leaders across the terrain. There was also a 10-shot set of long-range AT fire from the British armored contingent resulting in a single step loss to the remaining Italian L3 light tank unit. Final step loses were: 7 for the Commonwealth and 9 for the defending Italians in this unrealistic play-through. Italian combat die roling was notably ineffective this session. We mutually decided on a draw during the 13th game turn.

I give this one a generous 3, mostly due to my gracious & entertaining opponent. This scenario is more suitable for SOLO play, as the victory conditions need a serious tweaking and it's obvious that it was not properly play tested.

0 Comments
You must be a registered member and logged-in to post a comment.
The Grand Old Duke of York would have been proud
Author waynebaumber (Britain, India)
Method VASSAL
Victor Draw
Participants treadasaurusrex (AAR)
Play Date 2023-03-13
Language English
Scenario DeRa031

Played over two session this less than thrilling scenario has very highly motivated Italian Black shirts defending two small hills. The Italian's were commanded by the redoubtable Treadhead himself. The Indian force split into three groups, with the armour hanging back to avoid the Navel guns mounted on truck on the summit of the smaller hill. The other two Commonwealth groups advanced to contact relatively easily and in fact pushed the Italian fascists of most of the first hill, the other group just covering the Italian second hill. At the same time the hill was taken the Italian commander was captured however this loss was not even noticed by the brave Italian who counter attacked fiercely, resulting in loss from both sides. It was obvious to the pipe smoking Commonwealth commanding officer that the chances of taking both hill and NOT losing 8 steps was slim. A well organized withdrawal took place and has both sides withdrew the Italian commander very generously offered a draw. The issue with this scenario it is so hard to attack 9 morale troops, you need to get X result has if supported offices M/M1 result will usually have no effect. Coupled with VC limiting the Indian player to only 7 losses my advice to Commonwealth players is to not attack dig in and say come and have a go if you are hard enough. However we as always had a few laughs playing this one so have rated it a very generous Three.

2 Comments
2023-03-13 12:44

"my advice to Commonwealth players is to not attack dig in and say come and have a go"

This is an unfortunate pattern all too common in Desert Rats I'm afraid...

2023-03-13 12:50

So true and so sad! Some emphasis on thoughtful scenario development & play testing would cure this problem at the manufacturer's level.

You must be a registered member and logged-in to post a comment.
Errors? Omissions? Report them!
Page generated in 0.641 seconds.