Panzer Grenadier Battles on December 17th:
Arctic Front Deluxe #6 - Stalin's Giants Elsenborn Ridge #6 - Twin Villages: The First Night
Battle of the Bulge #12 - Fuller's Counterattack Little Saturn #7 - Buying Time
Battle of the Bulge #13 - The Missing Company Little Saturn #8 - The End of Hope
Battle of the Bulge #14 - Clervaux Little Saturn #9 - Scraping the Barrel
Battle of the Bulge #17 - Fuhren II Little Saturn #10 - Fighting Withdrawal
Battle of the Bulge #20 - The Greyhounds: 17 December Winter Soldiers #1 - Fuel Stop: Bullingen
Elsenborn Ridge #5 - Collision
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Advance And Engage
Desert Rats #13
(Attacker) Germany vs Britain (Attacker)
Formations Involved
Britain 5th Royal Tank Regiment
Germany 5th Light Panzer Division
Display
Balance:



Overall balance chart for DeRa013
Total
Side 1 11
Draw 1
Side 2 2
Overall Rating, 13 votes
5
4
3
2
1
2.85
Scenario Rank: 520 of 588
Parent Game Desert Rats
Historicity Historical
Date 1941-11-20
Start Time 05:45
Turn Count 18
Visibility Day
Counters 32
Net Morale 0
Net Initiative 0
Maps 2: DR4, DR5
Layout Dimensions 116 x 88 cm
46 x 35 in
Play Bounty 118
AAR Bounty 143
Total Plays 14
Total AARs 4
Battle Types
Breakout
Meeting Engagement
Surprise Attack
Conditions
Off-board Artillery
Terrain Mods
Scenario Requirements & Playability
Desert Rats maps + counters
Introduction

The British 4th Armoured Brigade had suffered serious losses during its first action of the Crusader battles, but remained ready for action and in good fighting spirit the next morning. Its commander therefore ordered its tanks to "advance and engage" as soon as the sun came up. They caught the Germans trying to move away to the east.

Conclusion

Ordered to meet the rest of his division at Sidi Omar, Stephan wasted no time with the British tank attack. The Germans brushed aside the attempt to stop them, as both sides tried to work round the other's flank. Heavier German firepower finally told and the British allowed them to move off while they followed at a safe distance.


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
  • Foot
  • Motorized
  • Towed

Display Errata (2)

2 Errata Items
Scen 13

This scenario has 2x10 OBA for the British side (18 lbrs) but no regular leaders for the purposes of spotting. One is left either to allow all hexes to be spotted/targeted or to include a regular leader as a forward artillery observer (my choice).

(Poor Yorek on 2014 Jan 10)
Overall balance chart for 486

The Pz IVe appearing in the original Panzer Grenadier game had an Anti tank value of 4-7. As of Afrika Korps (2002), continuing onward through the 3rd and 4th edition games, the anti tank value has been 4-4.

(plloyd1010 on 2016 Jul 25)

Display AARs (4)

Fast and Furious
Author Poor Yorek
Method Solo
Victor Germany
Play Date 2014-01-10
Language English
Scenario DeRa013

Germans advanced in two groups: (1) all the PzIII, PzII, and the 50mm AT essentially NEbE whilst (2) the PzIV's and the infantry company (on foot) move EbN. Essentially, the infantry screens the PzIV's and the PzIII platoons screen the vulnerable PzIIs.

The British set up with two groups, one of five that head due north and one of four that move NW (two tank leaders in each). The obvious intention being to have the one group block eastward advance whilst the other circles for a crossfire.

As the movement evolved, it quickly became clear that the German infantry and PzIV's simply were not going to allow a wide flanking attack looping around from the SW. So, the British commander runs his southerly formation suddenly due north to make it close to (and with two units) adjacent to the southernmost PzIII units (whilst the northern Stewarts hold a line to the east). Sort of a Trafalgar move. The British now flanked some of the German PzIII's, but the Germans flanked the southern Stuart group. It would come down to initiative.

Perhaps the most exciting (short) single turn in my PG play. The German PzIV's rolled distressingly poorly despite needing only 7's to kill the poorly armed Stuarts. The Stuarts managed to kill two PzIIIG steps (on different platoons) but both panzers made their M2 morale checks. The PzIII group fired last killing or demoralizing the remaining British armor. A little drama remained as a good order half-step and one disrupted half-step still lurked near to the German armor park. But the initiative now strongly favored the Germans (+4) and were able to "clean up" what remained. Two half-stepped Stuarts fled having failed morale checks, but neither held a leader. Thus, the Germans were able to continue their advance unmolested except by a few OBA attempts (by a regular leader I supplied - see errata - but he was chased off by a German infantry platoon).

So the Germans exit twenty-two steps of armor (losing two PzIIIG steps) whilst the British lose all but two half-stepped and DEM Stuart platoons that fled back to the south.

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ROLLOVER
Author splat99 (13)
Method Face to Face
Victor Germany
Participants KirkH (AAR)
Play Date 2009-12-27
Language English
Scenario DeRa013

This was my first foray into the desert - my friend owns AK & DR, and we played this one at his parents' house when he was up visiting in December 2009. Early on, the aggressive Stuarts made some hay (or the desert equivalent of hay - scrub, maybe?) against my Panzer II's, costing me 75% of them. But their heavier, better armed brethren used the Stuarts' exposure - and the nice, wide-open LOS of the desert - to great advantage, shooting up the thin-skinned American imports and easily exiting the required 20 tank steps to win. This one seems a mismatch, though I can't bring myself to rate a scenario "1" when it has lots of armor and open terrain. (Besides, the Brits have won at least once...)

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Charge!
Author Matt W
Method Solo
Victor Germany
Play Date 2012-10-18
Language English
Scenario DeRa013

Well I think I finally have a bit of the hang of the advance and exit thing. At least in the situation where the defender has very low armor values. In this scenario a regiment full of Stuarts is trying to stop a mixed bag of German armor (IIs, IIIJs and IVEs) from exiting the board. They do have a chance, especially if they can get into crossfire positions as they need to knock off four steps of German armor without losing six of their own.

In the event they were able to get the four steps destroyed but to do it they lost 11 and the Germans were able to meet their "exit" requirement so the win goes to the Germans.

Basically the play worked like this. The Stuarts broke into two groups on either flank of the Germans to set up the crossfire. The vulnerable PzIIs ran out of range while the IIIs and IVs went straight towards one of the groups of Stuarts, they were able to knock out some of the IIIs but were savaged in two turns. The trailing group of Stuarts were unable to catch up and the 50mm AT gun took out a couple more steps while they chased the Panzers.

There really wasn't much else happening here. It is interesting to see how the open terrain causes a much more cautious advance. I rate this one a "2".

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Rommel Rolls
Author KirkH (6)
Method Face to Face
Victor Germany, Germany
Participants splat99 (AAR)
Play Date 2009-12-27
Language English
Scenario DeRa013

Played this one with my high school wargaming buddy. I set up my Stuarts spread out north and south and advanced towards his evil Pz II's as they moved northeast. With some lucky long range shooting my heroes eliminated three of the four godless Pz II steps but took heavy losses in the process and were no match for the balance of the German armor. He exited the required 20 tank steps off the east edge with relative ease. It appears the best chance the Allies have in this one is to spread out, dig in, and wait for the Germans to approach, and possibly catch them in some crossfire. Even then, their thin armor and small main armament will be hard pressed to slow the Axis juggernaut.

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