Panzer Grenadier Battles on January 16th:
Panzer Grenadier #50 - Red Vengeance Sinister Forces #12 - Red Vengeance
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Ngati Tumatauen-ga ("The Tribe Of War")
Desert Rats #25
(Attacker) Germany vs Maori (Defender)
New Zealand (Defender)
Formations Involved
Germany 5th Light Panzer Division
New Zealand 28th "Maori" Infantry Battalion
New Zealand 2nd New Zealand Division

Overall balance chart for DeRa025
Side 1 0
Draw 0
Side 2 1
Overall Rating, 1 vote
Scenario Rank: --- of 598
Parent Game Desert Rats
Historicity Historical
Date 1941-11-26
Start Time 22:00
Turn Count 20
Visibility Night
Counters 60
Net Morale 1
Net Initiative 1
Maps 1: DR5
Layout Dimensions 88 x 58 cm
35 x 23 in
Play Bounty 112
AAR Bounty 163
Total Plays 1
Total AARs 1
Battle Types
Hill Control
Kill Them All
Rural Assault
Off-board Artillery
Terrain Mods
Scenario Requirements & Playability
Desert Rats maps + counters

After a couple of days rest, a company of Maori headed for Fort Musaid, a demolished structure along the German route to Bardia. Commonwealth troops had isolated the German garrison of the fortified port there, and New Zealand Division headquarters expected strong attacks as the Germans attempted a relief. The Maori awaited them eagerly, having relieved the German Oasis Company of a large number of machine-guns and mountains of ammunition it was time to test these weapons.


The Maori skillfully hid their positions and held fire until the Germans wandered right on top of them. A sheet of flame erupted as the warriors opened fire with their new toys. The net morning 76 Germans lay dead in front of the Maori trenches, plus a fair number of shattered trucks, halftracks and guns. The German battlegroup commander reported that he had run into the entire 4th Indian Division.

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).
  • Portees: Trucks with mounted Anti-Tank guns, Anti-Aircraft weapons, or artillery. Stack as combat units. Move like trucks, but fire like guns. Do not limber or unlimber. Have the truck's -1 armor value. Truck and gun are treated as a single unit, and do not transport other units. (SB)

Display Order of Battle

Germany Order of Battle
  • Mechanized
  • Motorized
Maori Order of Battle
28th "Maori" Infantry Battalion
New Zealand Order of Battle
New Zealand Army
  • Motorized

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 47

All SPW 251s have an armor value of 0.

(Shad on 2010 Dec 15)

Display AARs (1)

Kampfgruppe Ravenstein goes down swinging; a very intense nightime trench battle.
Author Brett Nicholson
Method Solo
Victor Maori, New Zealand
Play Date 2013-08-22
Language English
Scenario DeRa025

I had to rate this scenario high for the sake of solitaire play though the balance of play is highly in favor of the New Zealander/Maori player. The scenario takes place at night though it is not specified whether visibilty is 1 or 2 hexes, so I went with 1 hex as it is described as an ambush. In setting up the Maoris I spread them out with one unit per entrenchment, sacrificing firepower but making the already tough German victory conditions tougher. The Germans have to be in control of all hill hexes by the end of play with fewer than 8 step losses to win. There is no possibility of a draw as the victory conditions state: If neither or both players win, the New Zealand player wins.

So with the Germans I did what I could and was very impressed with their results though New Zealand ultimately won in the end. From 22:00-22:45, the battlegroup advances having some intuition that danger is up ahead and at 23:00/turn 5, they make contact with the enemy. Surprisingly they don't take any step losses from Maori opportunity fire and are successfully able to encircle most of the entrenchments without any major morale breakdown, save maybe one or two disrupted INF units but leadership is intact. At this time the opposing portree' units bump into each other and the Germans call in fire support demoralizing the mobile, N.Z. 2-pdr.

By 23:30/turn 7, neither side is able to inflict much damage on the other, mostly because of nightime visibilty and hill hex modifiers, though at 23:45 the disabled N.Z. portree' unit is eliminated. The Maoris have only been able to shake up the Germans at this point, far from annihilating them as the historical conclusion states. At 00:00/turn 9, in one wave, all disrupted German units (5 of them)are rallied. Maori units rally as well with superior morale (9/8)and a German assault is postponed. At 01:30/turn 15, the Germans are ready, as their time and luck are sure to run out soon and a first assault is made. Neither side is able to cause much injury to the other, at least for a while. A second German trench assault begins at 01:45/turn 16, reinforced with pzIIs and has far better results, eliminating a step of Maori INF and demoralizing the other. By 02:15/turn 18, one Maori trench is in German control but at 02:30/turn 19, the Maoris bounce back and wipeout over half of the force attacking them, along with a German Major, from the first assault, leaving one demoralized HMG unit left in the assault hex. A third German assault is conducted, assisted by the pzIIs at this time and another entrenchment is weakened, losing an INF step but by 02:24/turn 20, the Germans withdraw.

I was really amazed at how this battle picked up towards the end and it was one of the most intense trench battles I have ever played. The 20 turns passed by very quickly and was able to finish it in less than 24 hours. Though the play seemed biased I enjoyed it immensely though I believe I would do no better with the Germans second time around, in fact they far surpassed my expectations to begin with. Though this was a nightime ambush, the German actually inflicted more step losses on the Maoris with the odds stacked high against them. Also, was very glad that the pzIIs have finally showed they are useful for something after all, combined with INF in assaults.

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