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
Errors? Omissions? Report them!
The Panzers Pull Back
Desert Rats #16
(Defender) Germany vs Britain (Attacker)
Formations Involved
Britain 22nd Armoured Brigade
Germany 15th Panzer Division
Germany 200th Infantry Regiment
Display
Balance:



Overall balance chart for DeRa016
Total
Side 1 1
Draw 0
Side 2 2
Overall Rating, 3 votes
5
4
3
2
1
4
Scenario Rank: --- of 588
Parent Game Desert Rats
Historicity Historical
Date 1941-11-21
Start Time 05:30
Turn Count 40
Visibility Day
Counters 66
Net Morale 1
Net Initiative 1
Maps 2: DR4, DR5
Layout Dimensions 116 x 88 cm
46 x 35 in
Play Bounty 141
AAR Bounty 163
Total Plays 3
Total AARs 1
Battle Types
Kill Them All
Patrol
Rear Guard
Conditions
Terrain Mods
Scenario Requirements & Playability
Desert Rats maps + counters
Introduction

German aerial reconaissance reported British forces moving westwards across the desert, striking panic in the German command. Believing the British to be planning a wide flanking movement, Rommel ordered the Afrika Korps to withdraw northwest in case it had to protect its supply lines. In reality, the Germans had mistaken a small raiding force heading for Jalo oasis for an armoured division. While the Germans pulled away from the battle zone, the British followed.

Conclusion

The British crashed through the German rearguards, shooting up a number of vehicles and slowing the Germans considerably. The Germans managed to destroy a number of enemy tanks, however, and continued their retreat. When the retreat turned out to be unneccessary, the Afrika Korps would vent its frustrations out on the British tankers around Sidi Rezegh.


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
  • Mechanized
  • Motorized
  • Towed

Display Errata (2)

2 Errata Items
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)

Display AARs (1)

A deadly game of chase
Author Brett Nicholson
Method Solo
Victor Britain
Play Date 2013-10-27
Language English
Scenario DeRa016

This scenario was played out in only a few hours despite it's 40 turn length as it was finished at the start of turn 15 due to the fact that there were no German units left on the map -all had either been eliminated or exited by that time.

The German task is to exit at least 35 steps off the northern edge of map 4. The problem with that is it would require all the foot units to escape (33 steps) and also 2 of 8 steps of the panzers to meet that requirement -at least that is how I tried to manage it and failed. British victory requirements are a little more relaxing, having to just eliminate 10 steps and lose no more than 6 steps of their own units. It would seem that the best the Germans could hope for would be a draw unless they were very lucky at not getting knocked off. Very simply if they lose 8 steps then there is no way to meet the exiting requirements.

Both side's deployment is almost at an equal distance but there is no chance of outrunning British armour trying to get off the map. Eventually opposing forces will cross paths as the movement rates are the same provided German units stay loaded on the trucks. The British Crusader Is and CS units outnumber the panzers over 2 to 1 so an eventual tank battle is very much against the Germans. The one factor that plays a crucial role is whether Germany manages to win the initiative or not. The first five turns result with the British trailing along with two separate tank groups; one to follow the convoy and another to tail and eventually engage the panzers at the rearguard. Both side have to keep moving and decide when it is the right time to fire at each other. The first exchange of fire took place at 06:45/turn 6 with the British having the initiative. The results were the loss of two trucks with two leaders along with 4 steps of INF and 1 step of PzIIIGs. Already Germany could only afford to lose 2 more steps without forfeiting it's victory conditions.

With the turns that followed the remainder of the convoy was able to make it 2 moves away from exiting the map and then decided to unload most of the foot units to cover the exit of the 3 towed 50mm AT guns and 2 81mm mortars. Crusader I tanks have a very low direct fire value of 4 and don't fare well in infantry assaults so no attempt was made to stop those units but instead chose to fire on the PzIIs trailing behind and easily eliminated a step of those leaving the remaining step demoralized. Further south the tank battle against the PzIIIGs continues with predictable results. Soon there were just 3 steps of panzers facing overwhelming numbers of Crusaders. Somehow though, 2 British tank steps were eliminated before the battle's end. The panzers held out two turns longer than I thought they would. In one turn they survived a combined volley of 21 shots against them! Anyway, I probably could of done better with the German forces if I unloaded most of the foot units earlier and tried to set-up the 50mm AT guns which had a lot better firepower versus British armour but even then it would be unlikely that I would be able to load them again and escape off the map with them. What may of happened in that case is that more British step losses could of been inflicted and the battle could of ended in a draw.

I was initally prone to rate this scenario a '2' for the balance of play but I did enjoy it enough personally to merit it a '3' especially since it didn't take 40 turns to complete. It was definitely a very movement based scenario with Germany on the run. I was also very pleased with the performance of the vastly outnumbered PzIIIs and that they did at least take out a platoon's worth of British armour. For a time it seemed that it would end with no British losses. I also liked the fact that though this scenario required two maps I was able to play it with limited space by folding both maps in half.

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