Panzer Grenadier Battles on April 6th:
Afrika 1944 #6 - Beaches of Tejita Blackshirt Division #10 - Spring of the Panther
Afrika Korps #19 - The Escape Road to Berlin #53 - Favoritenstrasse
Stop the Desert Rats in a Sand Storm
Author treadasaurusrex (Germany)
Method VASSAL
Victor Germany
Participants Jockulus
Play Date 2025-04-04
Language English
Scenario DeRa047

This was a large-scale & stimulating 21-session play-through with the determined & doughty Jockulus, leading armored elements of the attacking British 7th Armoured Division in the open desert southwest of Tobruk during the Ghazala Campaign. I led defending elements of the German 15th Panzer Division. The Germans drew a fine set of leaders, mirroring the actual battle. The Brits were not so fortunate. However, when the sandstorm arrived during the 4th game turn, this one turned into a close-range, very bloody, overlong, slugfest.

We used the FOW, consolidation, extended assault, smoke/illum, hidden units, tank riders, strategic movement and excess initiative optional rules. In addition, we used these 4 house rules: 1) Road Movement for Mechanized & Foot Units - All FOOT & MECHANIZED units may move on roads at the rate of 1/2 of a Movement Point (MP) per road hex, just like MOTORIZED units, and 2) Standardized Movement for Mechanized Units - All mechanized units may move through clear hexes at a movement cost of only 1 movement point (MP) per hex, instead of 1 1/2. Add one to this cost if moving up, across, or down slopes hexes, and 3) Dug In Units are Automatically in Limiting Terrain in Desert Games Unless prohibited by special scenario rules, ALL units that are dug-in on slope hexes are considered to be in limiting terrain and are spotted if enemy units approach to within 3 hexes, or 4 hexes for reconnaissance units – unless they are marked with a spotted marker, see 8.22, 4) Tank Leader Forward Observation - Full strength, efficient tank leaders may spot for ALL artillery & air strikes in accordance with the normal spotting rules (8.0, page 19). Just as leader units may spot, this action does not require an activation. These house rules improved both sides’ mobility, realism and game simplicity

The initial session (game turns 1 and part of 2) was a high-maneuver extravaganza that featured mobile elements of the British 2nd Armoured Brigade moving onto Map 4 in 2 separate wings; one directly west (left flank) on the long, east-west 40-meter ridge, and another (right flank) in the wide valley just north of the ridge. Two companies plus of British infantrymen approached behind the tanks along the ridge crest in their bren carriers. Simultaneously, forward elements of the 15th Panzer both advanced & reversed to secure better observation as the Tommies approached on the ridge, as did a company of scouting German light tanks on Map 5. Several sacrificial German transport units also showed themselves in bids to attract attention. An OBA exchange in the 2nd game turn was ineffective for both sides as time expired in this session.

Our deplorable, second session (end of game turn 2, through the start of turn 6) featured the start of the Khamsin during game turn 4, which reduced visibility to a maximum of 3 hexes for the balance of this fiasco of a scenario. The probing & scouting Germans managed to lose an entire platoon of Pz-II light tanks to accurate British AT fire, accounting for their first 4 step losses. Other Jerry tank units managed to waste 6 AT shots at relatively short range just before the sandstorm hit. The Brits’ oncoming, combined arms wave atop the long east-west ridge continued flawlessly, thanks primarily to the inclement weather and my opponent’s deliberate and methodical approach. With the substantial Axis advantages in terms of both long-range observation, and AT gunnery now lost in the flying sands of Libya, this one seemed on a path for an eventual British decisive victory.

The costly & truncated, third session (end of game turn 6, through the start of turn 7) featured the beginning of heavy, close range fire exchanges on the main east-west ridgetop where the visibility was only of 3 hexes in the sandstorm. Wild maneuvering by the pelting British armor on the northernmost hill also ensued as they encountered a forward-deployed mechanized infantry company with escorting tanks. A hail of German AT and OBA fire struck the leading elements of the British column on the ridgetop, resulting in the loss of 9 steps, including a platoon of Crusader I tanks, an HMG platoon and 3 Bren carrier units. These casualties reduced the Tommies; initiative by two levels, while return fire eliminating another probing, Pz-II unit, which also lowered the initiative level of the defending Jerries.

Our frustrating & truncated fourth session (game turn 7 to the start of 9) featured multiple failed AT fires and a singularly ineffective German close assault in the north. Only 3 British steps were lost in this session: a pair of bren carrier platoons and a step of infantry. On the big ridge, the Tommies began stepping out of range and back into the gloom of the raging sandstorm, when they realized that they were outgunned by superior, mostly dug-in tanks, artillery and infantry units. We then lost our internet connection and ended the session. A combined TEN combat 7-die rolls were thrown.

The fifth session (end of game turn 9-10) featured a nasty exchange of close range German AT fire that resulted in 6 step losses – two bren carrier units and a troop of Crusader I tanks for the attacking Tommies on the large ridgetop. Very soon, the reinforcing British 22nd Armoured Brigade surged onto the battle map from the NE corner, forming a powerful right flank advance. The victory point tally was now: 17 for the Wehrmacht defenders and 8 for the rapidly-moving Tommies.

Our very bloody, sixth session (game turns 11 through the first half of 12) featured a mighty British push in the north (right) flank and the destruction of a truculent company of Landser infantry, as well as a platoon of Grant tanks in a close assault on the northeast 40-meter hill on Map 5. In the south, the Brits slowed to a stop, chased off some probing Pz-IIIG tanks and began earnestly, digging-in on the long 40-meter ridge. Step losses this session were: 8 for the defending Wehrmacht boys, and 6 for the charging Tommies.

The high-mobility, seventh session (game turns 12-13) mostly consisted of the British side’s remorseless advance in the north half of the battle map, where their massive right flank pincer moved forward behind a very strong armored spearhead. They were able to isolate 2 German positions in the process. In the south the Tommies continued digging in on the long ridge. Step losses this session were 4 more for the Jerries and only 2 for the surging Tommies, with the additional losses finally bringing the German initiative level down to the same as the British side: zero. The ongoing Khamsin sand storm had now permanently delayed the entry of the laggard 4th Brigade of the British 7th (Desert Rats) Armoured division. The two brigades already on the map would now have to slug it out in the sandstorm with the remaining strength of the 15th Panzer.

Our eighth session (game turns 14 to the start of 15) was a very grim one for the hapless Afrika Korps with 6 unanswered step losses in maneuver combat, mostly in the north and central portions of the battle map as the Brits continued their inexorable movement to the west. The Jerries could not throw dice to save their misbegotten souls on this occasion, missing shot after AT shot – even on bombardment rolls! My opponent’s approach proceeded methodically in near-textbook fashion. The next several sessions proved equally devastating for the defending Boche.

The high-mobility & exciting, ninth session (game turns 15-16) featured the extension of the British right flank & central thrusts, as well as some unexpected German armor counter-moves, accurate long-range AT fire and OBA successes. Both sides dodged & weaved their respective ways across the north half of the battle map in the midst of the ongoing Khamsin sandstorm with visibility still limited to only 3 hexes. Vehicle and troops would appear here and there, fire, and then retreat back into the gloom. Wehrmacht troopers & tanks managed a rapid redeployment under fire from the NW corner of the battle map with negligible losses, and re-established their mobile, defense-in-depth in the central sector.

My distinguished opponent offered this observation: “In a rather hilarious moment, the British had left their senior commander on his own and exposed in the rear. Two German tank units charged through a gap in the sandstorm to try to capture the completely surprised and discomfited, Colonel. Luckily for him, he survived the capture attempt, and managed to run 600 meters to a nearby ATG defensive position to prevent a repeat attempt.” Step losses this session totaled a surprising: 2 for the Wehrmacht and 6 for the resurgent Tommies. The revised victory point tally was now: 34 for the defending Afrika Korps and 26 for the Desert Rats.

Our fast-paced, tenth session (game turns 17-18) featured additional cat & mouse maneuvering by both sides in the north half of the battle map and 4 more step losses for the struggling Germans, to only a single step loss for the advancing Tommies. The last Jerry Pz-II light tank section was eliminated as were a scuttling SPW platoon as the British wave moved further to the west and turned south. The remaining German mobile units in the area withdrew under covering fire in some sectors and feinted or probed in others, attempting to keep the Brits spread out as much as possible. The British infantry continued to try to tie down German units in assault, with a HMG platoon advancing to assault an ATG. Two more tank vs. tank fights began to develop: one in the west where several British tank troops nearly surrounded a Pz-IVE platoon, and in the center, where a Pz-IIIG unit was mostly surrounded by advancing British Grant, Crusader and Honey tanks.

The slightly-delayed, eleventh session (game turns 19-20) featured repeated – and often ineffective – exchanges of AT fire in the northern half of the battle field. Session step losses to the Afrika Korps totaled 4, and there were another 8 steps lost by the advancing British side. These casualties included a platoon of probing Pz-IIIG tanks and two platoons of British tanks. The scuttling Jerries luckily managed to escape from 2 of 3 tank battles with and the related crossfires. Advancing Tommy infantry began washing up on the lower slopes of the smaller 40-meter hill in the SW quadrant of Map 5, where a couple of close assaults, backed by armor took place. Elsewhere, probing British units, and infiltrating German armor veered back and forth, but they generally trended further west and south. A frustrating, combined total of TEN combat 7-die rolls were thrown this session.

Our high-mobility & costly 12th session (game turns 21-22) featured a set of mighty tank-on-tank firefights resulting in the elimination of another 8 British steps of armor, as well as another German halftrack! The onrushing wave of British combined arms pincers on the northwest portion of Map 5 drew into decisive range on, and around, the central 40-meter hill. The revised victory point tally was now around: 57 for the Afrika Korps, and 33 for the surging Tommies.

The much-delayed and very costly, thirteenth session (game turns end of 22 – start of 24) featured heavy casualties for both sides with another 8 German steps lost, to 6 for the charging Brits. Most of the losses were due to AT fire against armored units as the contending forces maneuvered in the central and western sections of Map 5. The rapidly diminishing Axis force was able to pull off a relatively successful tactical withdrawal from positions on the east-west, 40-meter ridge in the face of concentrated British fire power. The Tommies advanced cautiously into the vacuum created by the retreating Afrika Corps elements on to the summit of the 40-meter ridge, and in the adjoining valley.

Our 14th & 15th sessions (game turns 24 – 29) featured lively exchanges of lethal AT fire, and a great deal of maneuver by both sides, resulting in additional step losses of 14 for the rapidly-diminishing, German side, and 10 for the surging Tommies. Afrika Korps elements continued their tactical withdrawal to the south in the direction of the long, 40-meter, east-west ridge. They fell into armor-killing crossfires in the process that were created by audacious flanking moves by the resurgent, Tommies. The victory point tally was now: 76 for the Wehrmacht, and 53 for the Desert Rats.

The 16th session (game turns 30–31) featured relatively few casualties, only a single step loss for the Brits and 2 for the scrambling Germans. This was a cat & mouse turn with a fair amount of strategic movement in the sandstorm as the British moved to flank the remaining German position from the west. The next two game turns will likely prove decisive. The victory point tally was around: 77 for the Afrika Korps, and 55 for the Desert Rats.

Our much-delayed, 17th session (game turns 32–33) was a relatively grim one for the Afrika Korps with an additional 3 steps lost, along with a German leader. There were also 3 steps lost for the British, but their adversaries threw a total of 5 combat 7-die rolls at critical moments. The remaining German units were now trapped between the original contingent of Brits east of their positions on the ridge, and the second contingent pushing aggressively into decisive range from the west. The revised victory points were now around: 80 for the Afrika Korps, and 58 for the advancing Desert Rats.

The costly 18th session (completed the 33rd and started the 36th game turn) featured a variety of “cat and mouse” actions centered on the long east-west ridge with many AT and OBA shots and a single close assault. Unexpectedly, the embattled Germans had the better of the exchanges of gunfire and inflicted an additional 8 step losses on the advancing Brits, who had left two troops of scouting Honey tanks exposed. Meanwhile, the Germans lost 4 steps of their much-diminished complement of armor. The flagging, but resolute, 15th Panzer continued to pound the Brits with multiple artillery barrages, but to minimal avail this session. The victory point tally was now: 88 for the pinned-in-place, Afrika Korps elements, and 62 for the surging Desert Rats.

Our 19th session (game turn 36-37) featured was another grim one for both sides with multiple exchanges of AT and OBA fire, as well as a successful close assault by the outnumbered Germans in Hex 04-1923. In all, the 15th Panzer lost another 5 steps of tanks, while the Brits lost 6 armored steps in heavy fighting on the long east-west ridge. Wisely, the Tommies continued efforts to force the Afrika Korps to split their fire, and also maneuvered to create armor piercing crossfires.

The action-packed, and costly, 20th session (game turn 38) featured the jaws of the British vice beginning to close on the trapped, dug-in Afrika Korps troops. But it was too little, too late for the Brits, as the Germans had superior firepower and were well positioned. A series of tank-on-tank fire fights broke out on the southern margin of the east-west ridge as the struggling Tommies attempted armored crossfire attacks against a pair of dug-in, panzer platoons. Some remarkably bad combat die rolls ensued, but 2 Wehrmacht armor steps were eliminated. Each side had initiative bonuses to begin their turns this session, and there were a great many required morale checks, as tank after probing British tank, was eliminated or demoralized in a hail of close-range, AT fire. Ironically, the dreaded German 88 failed to score as the Tommy combined arms force pushed into decisive range. In all, there were 12 additional step losses and a leader killed among the British attackers, as well as 4 more steps lost by the defending Germans. The updated victory point score was now: 106 for the pinned, Afrika Korps, and 71 for the remaining Desert Rats. A combined ELEVEN, combat 7-die rolls were thrown this session. With little time left for the Brits to make headway, the Germans remained in a strong position, with the enemy attack floundering.

Our 21st and final session (game turns 39-40) was a grim one for both sides as the British vise finally closed on the German defensive line. The final step losses were colossal! Germany lost 68 steps in combat, and the British lost 136. A very hard-won, hard-fought Afrika Korps victory in the sandstorm.

There were 19 FOW-shortened game turns of the 40 played!

Scenario Erratum – no one can throw a 1 or a 2 with 2 dice as published in the scenario special rules – only a 2 is possible with a 2d6 throw. This note was recorded on PG-HQ (6 July 2024).

This unbalanced, scenario’s victory conditions should be rewritten to require at least one geographical objective for the attacking British side. It is very engaging to play with an adept & cunning opponent, and if one can avoid the sandstorm, it has the potential to be a very enjoyable SHARED play, requiring patience and skilled, combined arms maneuver. As this one favors the attacking British side, the more experienced player should play the defending German side. We recommend this one for both SHARED and SOLO play, and rate it a 4.

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