Panzer Grenadier Battles on December 13th:
Arctic Front Deluxe #4 - Gathering Darkness Little Saturn #5 - Back to the Don
Heroes of the Soviet Union #3 - The Bloodiest Fight Red Warriors #20 - The Bloodiest Fight
Errors? Omissions? Report them!
The Panzers Return
Desert Rats #19
(Attacker) Germany vs Britain (Defender)
Formations Involved
Britain 2nd Rifle Brigade
Britain 2nd Royal Tank Regiment
Germany 15th Motorcycle Battalion
Germany 8th Machinegun Battalion
Germany 8th Panzer Regiment
Display
Balance:



Overall balance chart for DeRa019
Total
Side 1 0
Draw 2
Side 2 0
Overall Rating, 2 votes
5
4
3
2
1
3.5
Scenario Rank: --- of 588
Parent Game Desert Rats
Historicity Historical
Date 1941-11-21
Start Time 15:00
Turn Count 40
Visibility Night
Counters 71
Net Morale 0
Net Initiative 0
Maps 2: DR4, DR5
Layout Dimensions 116 x 88 cm
46 x 35 in
Play Bounty 143
AAR Bounty 163
Total Plays 2
Total AARs 1
Battle Types
Kill Them All
Rural Assault
Conditions
Off-board Artillery
Terrain Mods
Scenario Requirements & Playability
Desert Rats maps + counters
Introduction

On returning to the Sidi Rezegh area, the two German Panzer Divisions smashed one British tank regiment and prepared to attack the British forces on the escarpment. Despite their heavy losses the British retained good spirits and, thanks to the confusion of the battle, believed they had already won a great victory. There would still be significant fighting before that belief became fact.

Conclusion

The suicidal bravery of 2nd RTR did little to relieve the situation. All but six of the British machines were left on the battlefield as smoking wrecks, against light German losses. With the tank threat eliminated, the motorcyclists pushed the British infantry back with little trouble.


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
  • 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).

Display Order of Battle

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

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 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 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 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)
Overall balance chart for 47

All SPW 251s have an armor value of 0.

(Shad on 2010 Dec 15)

Display AARs (1)

To the last burning Crusader
Author Brett Nicholson
Method Solo
Victor Draw
Play Date 2013-10-29
Language English
Scenario DeRa019

This scenario played out fairly fast for a 40 turn length, finished in two days time. Most of the play is on map 4 with just the northern half of map 5 needed for some of the deployment. Eventually map 5 can be removed to allow for more space once armored units move.

The German victory conditions are tough; every British unit has to be either eliminated or forced off of map 4 and Germany can suffer no more than 7 step losses in completing this task. The British victory conditions are a little more relaxed: Inflict 8 or more step losses on the Germans and manage to keep just one unit on map 4. The other British victory condition is that each Crusader unit must fire at the enemy least once in order to win, which is not a problem.

I believe that there are a lot of ways this battle could be approached but there are some movement restrictions with German forces. Two of the three battle groups cannot move until either British units are 6 hexes away, get fired on or after Germany suffers 4 step losses. Without the German 8th Machine Gun Battalion and the 8th Panzer regiment in play Britain can hold off the 15th Motorcycle Battalion for some time while the Crusaders move to a comfortable position on the ridge to dig-in and await the arrival of the bulk of the German forces.

It's kind of tricky for the British; you want to inflict damage on the enemy but not too much, at least not too early on or else all hell will break loose before you can get your armour to a desireable, defensive position -but you have to eliminate 8 German steps to win. At 17:30/turn 11, Germany had taken the required 4 step losses so all other units were free to move into battle. The panzers rushed forth to engage the Crusader tanks dug-in on the ridge while the Machine Gun Battalion banked west to assist the now dismounted motorcyle units in wiping out British foot units. The tank battle did not go so well for the panzers and by 19:30/turn 19, just after nightfall, German casualties had reached over 8 step losses and Germany was now battling it out for a draw. It looked as if Britain had a chance of winning this one for quite a while but once the small force of dug-in bren carriers and infantry were wiped out at 23:15/turn 34, all remaining German INF and HMG units rushed over to assist the dwindling number of panzers to make assaults on the defiant Crusaders. This was where combined forces saved the Germans from total defeat but it was a close run. In fact, the last step of Crusaders held out until 00:30/turn 39 when it was finally dispatched in an assault with just one turn left to go.

So it ended in a draw but just barely. Timing is essential in this scenario. Had Germany of taken those 4 step losses later on then it would of likely ended with a British victory. It's kind of strange that as the German player that you would want to lose steps just in order to get all of your units available to attack. Of course the German units could of been released with the British forces actually attacking those reserves first but that would of been fatal engaging the panzers out in the open with no cover. Digging in on upper hill hexes with the Crusaders is what seemed logical and would work best. I rated this scenario high because it was quite a nailbiter for both sides the latter half of the engagement. I don't know how Germany could endure a 40 turn scenario like this without losing 8 steps so perhaps play slightly favors Britain in this one. I don't think I've ever had a side have to fight so hard just to have it turn out in a draw instead of a loss for them. I think this one would be great for both solo and shared plays equally.

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