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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Night Flight
DAK '44 #9
(Defender) Germany vs Britain (Attacker)
Formations Involved
Germany 361st “Africa” Panzergrenadier Regiment
Germany 5th Light Panzer Division
Display
Balance:



Overall balance chart for Dk44009
Total
Side 1 0
Draw 2
Side 2 0
Overall Rating, 2 votes
5
4
3
2
1
4
Scenario Rank: --- of 913
Parent Game DAK '44
Historicity Alt-History
Date 1944-05-01
Start Time 02:00
Turn Count 12
Visibility Night
Counters 83
Net Morale 1
Net Initiative 0
Maps 1: DR5
Layout Dimensions 58 x 44 cm
23 x 17 in
Play Bounty 163
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
Breakout
Exit the Battle Area
Conditions
Terrain Mods
Scenario Requirements & Playability
Beyond Normandy Counters
Desert Rats Maps + Counters
DAK '44 Base Game
Introduction

More than once in the desert war, very large formations found themselves trapped behind enemy "lines" and had to infiltrate back to their own comrades. In the days before satellite positioning, such a feat was not easy but still possible. In this scenario, British units cut off by Rommel's counteroffensive attempt to make their way back to British lines by infiltrating German lines at night.

Conclusion

With few important geographic objectives at stake, both sides in the desert war often preferred to preserve their formations rather than fight to the last man for a piece of ground. A number of large units of both sides made night-time retreats through enemy lines, and in most cases it was a very stressful operation.


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
  • Foot
  • Mechanized
Germany Order of Battle
Heer
  • Mechanized
  • Motorized

Display Errata (1)

1 Errata Item
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 (1)

DAK ’44, scenario #9: Night Fight
Author JayTownsend
Method Solo
Victor Draw
Play Date 2011-10-06
Language English
Scenario Dk44009

My first scenario in DAK ’44 and it was an enjoyable one. Ok it’s map #5 from Desert Rats but it’s folded in half, the scenario is at night, the British get points for exiting or eliminating enemy units and the Germans get points for just not allowing British units from east edge of the map for any reason including elimination or just still being on the map after 12 turns.

The British have: Infantry on foot, Sherman & Churchill tanks vs. the German have: Infantry, HMG, MTC, and PZ747r (T-34C), 81mm, 75mm AT, 76.2mm & ton of trucks.

The German started the game dug-in about five hexes away from the British entry on the west side of the map, in a blocking line, with Motorcycles & T-34 tanks to fill the gaps. It is interesting this scenario includes a lot of captured Soviet material: T34c & 76.2mm guns in German service. Visibility is only one hex so the British decide to hit what they think is the weakest point in the German line with their whole force, lead by their armor. They are held up for some precious turns and the German shift their forces with their T34’s & Motorcycle Infantry reacting first. Also, all these trucks that you normally never use for the defender really came in handy this time, as the German far flank untouched by combat loaded back up to try to encircle the British.

The British manger to bust out of a few holes with their armor the Germans are repositions farther back to try and catch some of the escapees. The British are pretty much trying to avoid combat and exit off the east, as their main strategy but now combat is stretching the whole length of the map and this scenario has turn into a very mobile one, even for the Infantry on both sides. The British have exited some units and eliminated some enemy steps, the Germans have stop some British from exiting, either by elimination or by holding them up within the 12 turn time frame.

When I finished the game I had no idea who won, I had to add all the points from both sides and found the British with 36 and the Germans with 30 not enough points for either side to claim a victory, so it was a Draw! A very fun scenario to play!

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