Panzer Grenadier Battles on February 24th:
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Sidra Ridge
Desert Rats #49
(Defender) Germany vs Britain (Attacker)
Formations Involved
Britain 42nd Royal Tank Regiment
Britain 7th Green Howard Infantry
Britain 7th Royal Tank Regiment
Britain 8th Royal Tank Regiment
Germany 5th Light Panzer Division

Overall balance chart for DeRa049
Side 1 2
Draw 0
Side 2 0
Overall Rating, 2 votes
Scenario Rank: --- of 609
Parent Game Desert Rats
Historicity Historical
Date 1942-06-05
Start Time 07:30
Turn Count 32
Visibility Day
Counters 133
Net Morale 0
Net Initiative 1
Maps 1: DR4
Layout Dimensions 88 x 58 cm
35 x 23 in
Play Bounty 130
AAR Bounty 163
Total Plays 2
Total AARs 1
Battle Types
Off-board Artillery
Terrain Mods
Scenario Requirements & Playability
Desert Rats maps + counters

Isolated in its "brigade box" within the Gazala line, the British 150th Infantry Brigade desperately tried to break out of the trap. An attempt to pierce the Italian line to the east had already failed, but the British commanders decided to assault the Germans facing them anyway.


The British attack bogged down in unexpected minefields, and the German anti-tank guns shot the advancing armor to pieces. Despite repeated attempts to breach the German lines, the British reeled back in defeat, leaving 50 of their 70 tanks on the field.

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
  • Motorized
  • Towed
Germany Order of Battle
  • Motorized

Display Errata (7)

7 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 871

Ignore the direct fire values.

(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 63

The morale and combat modifiers of German Sergeant #1614 should be "0", not "8".

(Shad on 2010 Dec 15)
Overall balance chart for 47

All SPW 251s have an armor value of 0.

(Shad on 2010 Dec 15)

Display AARs (1)

Forlorn Hope
Author Blackcloud6
Method Solo
Victor Germany
Play Date 2012-06-30
Language English
Scenario DeRa049

One day I was reading about how effective the German 88 AA FLAK gun was in the desert so i decided to pull out a desert scenario that had the 88 in it. I picked Sidra Ridge as it seemed to be a good medium sized scenario that would fit on my smaller game table. The scenario notes do warn you that it is a difficult one for the British and the notes are correct. This was one of the attempts by the British to break out of the Cauldron; but unfortunately, it depicts one of their piecemeal attacks against the well prepared defenders by a brigade sized force of infantry and tanks.

The Germans defend along the long ridge of Desert Map 4 with infantry, tanks and ATG guns as well as some mines. They also have a better mix of artillery than the Brits. I decided to put the mines on the flanks to encourage a middle of the map attack and then defense in the middle of the ridge with dug in company packets about 5 hexes apart they each would have one of the 50mm ATG with the center one having the 88. In the middle rear I kept a reinforced PG Company mounted ready to move to and dig in behind the ridge wherever the British sent their main attack. I put two leaders forward to be OPs for artillery.

The British plan was to attack up the east edge of the map with a main attack aimed at clearing the defenders in that sector with a tanks forces supported by some infantry to do a supporting attack on the right and to protect that flank. Although that sector had mines in it there was a large enough gap to effect the attack and the mines may actually help holding the corridor.

I though the Brits would get clobbered by artillery when crossing the valley floor but they survived the artillery pretty much intact. The Germans immediately countered the flank with a tank attack that did not go well for the Germans. It soon retreated back to the ridge as the fight moved up on the ridge. Now things went bad for the British. The German artillery superiority hit the infantry hard as they climbed the ridge. The leaders kept failing their morale checks and this stalled the attack. The British decided to assault the German infantry with their Matildas and this broke the German line in the attack sector. However, the German reserve company moved into position and dug in behind the ridge so the Brits now had another line to clear. Also the Brits’ losses had reached the German VC level so now the British were fighting for a draw at best. Soon afterwards, German units that shifted over dug in and created a third line. Panzers reinforced this defense and it became formidable.

The British infantry rallied as new leaders arrived and they move up and about to come over the ridge to hit the Reserve Company. Then the green Howards Battalion Commander got KIA by artillery and the were not going to work, and this scenario shows it.

Now, this one may not be for competitive play, but it is a good showing of a historical fight with likely historical thoughts. I do think, the Brits could clear a 6 hex wide corridor if they attack well and have effective rolls. But holding it open is another thing and they will always likely reach their 10 point casualty cap limit and never get anything better than a draw; and that would be better than the real outcome.

Pictures and SITREP tweets are on my CSW blog. Just search for Sidra Ridge and you should hit the posts for the playings. Note they are spread out over a few weeks as it took me that long to play out the scenario. whole attack ground to a halt. Some tanks and infantry did finally move forward but it was too little, too late. And the Germans massed on the flanks and began a slow grinding counterattack. It was clear this was over with four turns left to go out of the 32 of the scenario. I called it a German victory.

This game went pretty much like the real fight: a desperate piecemeal attack against a well established defender. The brits lost the real fight badly too. I read were Von Mellinthin criticized the British commanders for a poor choice in making the attack. In the game, and likely in the real thing; the British needed to hit as much of the German line as they could to stress the German defense. Single pushes

2012-06-30 19:38

I enjoyed watching this playout over on your CSW Blog. One wish would be for better resolution of your photos it order to visualize your descriptions of the battle.


2012-06-30 20:48

Pete: Thank you and I am glad you enjoyed the running AAR. I agree, though that the pictures are not up to snuff. They are iPad pictures. I use the iPad because I can then tweet them directly. And then it is as simple as porting them over to CSW with a code and pasting the link. It is a conundrum right now.

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