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!
Opening Moves
DAK '44 #1
(Defender) Germany vs Britain (Attacker)
Formations Involved
Britain 1st King's Royal Rifle Corps
Britain 50th Reconnaissance Battalion
Britain 6th Royal Tank Regiment
Germany 361st “Africa” Panzergrenadier Regiment
Germany 5th Light Panzer Division
Display
Balance:



Overall balance chart for Dk44001
Total
Side 1 3
Draw 0
Side 2 0
Overall Rating, 3 votes
5
4
3
2
1
3.33
Scenario Rank: --- of 913
Parent Game DAK '44
Historicity Alt-History
Date 1944-04-01
Start Time 08:00
Turn Count 16
Visibility Day
Counters 84
Net Morale 0
Net Initiative 2
Maps 1: AK1
Layout Dimensions 58 x 44 cm
23 x 17 in
Play Bounty 164
AAR Bounty 165
Total Plays 3
Total AARs 2
Battle Types
Exit the Battle Area
Road Control
Rural Assault
Conditions
Entrenchments
Minefields
Off-board Artillery
Terrain Mods
Scenario Requirements & Playability
Afrika Korps Maps + Counters
Cassino '44 Counters
DAK '44 Base Game
Introduction

Japanese success at Midway and German victories on the Eastern Front have kept the Axis in the war, but it has been a long and bloody stalemate. But the British Eighth Army is ready to put an end to the three-year-long standoff with the Germans in North Africa. British forces have been probing the outer German lines for a while, and what looks like just another probe is actually a reconnaissance in force ahead of a major offensive.

Conclusion

The war in North Africa swung back and forth for close to two years. With both armies operating at the end of a very long supply chain, there's no reason to think it would have ended any sooner had the stalemate continued. While the British gained enormous material advantages with the entry of the United States into the war, the Germans could have given their Italian allies enormous aid had they secured supplies of oil in the Soviet Union. That's not a very likely result, given German operational incompetence and political arrogance, but it's the stuff that alternate history is made of.


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
  • Tank Destroyer: do not provide the +1 Assault bonus, even if closed-top (SB)
  • 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).
  • Armored Cars: These are Combat Units. They are motorized instead of mechanized. All have their own armored car leaders, who can only activate armored cars (6.85). Do not provide the +1 Assault bonus (ACC).
  • Reconnaissance Vehicle: 8.23 Special Spotting Powers Both foot and vehicle mounted recce units (1.2) possess two special spotting abilities. The first ability is that they can spot enemy in limiting terrain at one hex further than the TEC specifies for other units and leaders. For example, an enemy unit in town can normally be spotted at three hexes or less, but a recce unit can spot them at four hexes.Their second ability is that they can place a Spotted marker on any one enemy unit they can spot per turn, just as if the enemy unit had "blown its cover" by firing. Such Spotted markers are removed as described earlier.

Display Order of Battle

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

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 871

Ignore the direct fire values.

(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 (2)

In the Desert where the Eighty-Eight Rules
Author GeneSteeler
Method Solo
Victor Germany
Play Date 2012-03-20
Language English
Scenario Dk44001

The British objectives:

  1. Control the road
  2. Exit units off the west side
  3. Inflict casualties

The Germans are trying to do the opposite :p

Time = 4 hours (16 turns)

Opening Thoughts

Wow. The Germans need to put quite a bit of thought into their set-up. Entrenchments need to be spread out along the hill, there are minefields and the rest are dug-in. Have two 88s and a couple other AT guns.

This is interesting even from a set-up point of view! Germans put their AT guns in the entrenchments and make a line of minefields and troops.

Now the British need to decide how to enter!

BATTLE SUMMARY

Format: (British losses – German Losses)

The Battle

British move in from the east with some infantry to the north and the rest near the road in the south.

Immediately the British are met with a hard choice. They can’t see them (not spotted) but they need to cross that hill in the west. How do you advance against some eighty-eights (and some other AT Guns) with a handful of armour units and platoons in APCs? Oh yeah, the Germans also have a Hetzer dug in on the hill.

Do you…

  1. Charge with everything then quickly disembark? Problem is that you’re bound to lose probably at least 5 APCs loaded with infantry from Op Fire on the first turn. That is 15 steps of casualties already!
  2. Have the infantry move on foot and the APCs and armoured cars and tanks all advance together. You’re going to start losing some APCs and armour pretty quickly, but at least you’ll be able to spot the 88s. Problem here is that you’ll give away quite a few armoured vehicles for little gain. You’ll spot the enemy but your off-board artillery is pretty weak (2x13) and with the 88s in entrenchments (or at least dug-in if you were playing blind) you actually have little chance of disrupting/eliminating them.
  3. Have the infantry advance on foot. When they reach the enemy race the APCs and armour up to support. Problem is this will take some time and you’ll be susceptible to artillery and direct fire while advancing.
  4. Have the infantry advance on foot and take out the eighty-eights. Then, and only then, move the APCs and armour up. Problem here is with only 4 hours, this plan really doesn’t seem to have enough time.
  5. Something else? Problem here is I couldn’t think of anything better!

Well, I opted for option 3. The British began to advance unimpeded (except for some OBA) as the Germans refrained from low chance long-range fire to avoid being spotted by the approaching infantry.

The British charge as their armoured forces race up the road. The German Hetzer knocks out two full strength armoured car platoons! The German guns are all spotted.

British move to breakthrough the German line as the 88 takes out the Stuarts. German AT guns begin to pick off the Brens as the last armoured car is destroyed. British assault the dug-in Hetzer. (22-2) Huge British casualties!!!

At the halfway mark (2 hours) the British begin to break through the line as the Germans move south to intercept.

The British get some small victories as the Hetzer is reduced in close assault and the 88 by the road is eliminated by combined direct fire!

At 2.5 hours the first 2 RIF platoons exit the map. The Hetzer is eliminated in assault and the British take the entrenchment by the road.

British 40mm AA gun takes out a German SPW.

A third British RIF is about to exit but it is eliminated by OBA and mortars before it can do so! One hour to go.

Another German APC is hit by the 40mm AA gun as a third RIF exits the map. But down to 30 minutes the British can’t get any more troops off.

British AA gun is eliminated by German OBA. The British are now outnumbered and get squeezed on the road as the Germans advance on the few remaining platoons. Their fate is saved by the bell.

Scenario Over.

Time to tally the score:

British VPs = 11 for casualties, 6 for steps exited = 17 VPs German VPs = 49 for casualties, 5 for the road and 10 for limiting British exit = 64 VPs

GERMAN MAJOR VICTORY

Aftermath

This was a very fun scenario full of decisions and choices from the set-up to the final conclusion. Plus I like minefields. The British had constant choices to make (ie try to exit, try to control the road, try to do both, how to advance… The only thing that stopped it from getting a 5/5 was the final score suggests that it may be a tad imbalanced.

Scenario Rating: 4/5 – Very fun scenario in a tight little 16 turn package.

1 Comment
2012-03-20 21:35

Two 88s is just masochistic! In the desert they are incredibly deadly. When I played Desert Rats #47 the opening phase was just a game of avoid the 88 ... I can't imagine having to cope with two, and the overlapping field of fire they could create... brutal!

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Closing Thoughts
Author Matt W
Method Solo
Victor Germany
Play Date 2013-05-12
Language English
Scenario Dk44001

In looking at this one I felt that it had to be slanted towards a German victory. A German battalion, heavily endowed with AT weapons, holds a short ridge. A British battalion with a slew of thin skinned armor is chaged with piercing the line and exiting units to conduct a recon preparatory to the Alamein-style attack that is in the offing.

Due to the terrible inferiority of the British "armor", losses, even terrible ones, are inevitable. The real question is whether there is any strategy for the British to pursue which will result in a victory. I have to admit that I come down strongly on "no". Randy's AAR clearly indicates the possibilities open to the British player and I chose the concept of attacking on foot with the intention of tying up the AT guns in assaults and permitting my Stags and Stuarts to run the gauntlet.

The problem is that the Germans are in limiting terrain so I have to get close before I can do anything. So I push the infantry up. The sector of the German front that is not threatened reacts and sends a company to support the two that are threatened and the British are caught and flanked, and ultimately crushed. Two Stuarts and two Stags (not counters and not steps, individual AFVs) made it through the lines and only by surviving an M2 (both rolling snake eyes if you can believe it) following an AT hit by the Hetzer which came down off the ridgeline for a bit to ensure Op Fire at the two units attempting to exit the board.

The Brens were nearly useless as the Germans mined the road heavily forcing them to be off road and therefore no faster than the infantry they would carry. They did, however, provide a nice early target for the AT guns resulting in their early retirement out of range.

The ultimate problem for the British is that their force is just WAY too small to attack the Germans in their very powerful defensive position with any possibility of success. Their armor is likely to merely provide for ample VPs for the Germans and they are relatively immobile due to German mines and AT capability.

As a clear example of why one shouldn't make an attack of this sort, the scenario works well. Otherwise, this is merely a head banging. It might make a good beginner scenario with the beginner taking the Germans and the veteran taking the British. I give it a "2" for that.

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