Panzer Grenadier Battles on November 21st:
Desert Rats #16 - The Panzers Pull Back Desert Rats #19 - The Panzers Return
Desert Rats #17 - The Tomb Of Sidi Rezegh Jungle Fighting #7 - Line Of Departure
Desert Rats #18 - A Pibroch's Skirl South Africa's War #5 - Irish Eyes
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Rock and Dust
C&CV2: The King's Officers #11
(Defender) Germany vs Britain (Attacker)
Formations Involved
Britain 1st King's Royal Rifle Corps
Britain 6th Royal Tank Regiment
Germany 361st “Africa” Panzergrenadier Regiment
Display
Balance:



Overall balance chart for CCV2011
Total
Side 1 0
Draw 0
Side 2 2
Overall Rating, 2 votes
5
4
3
2
1
3.5
Scenario Rank: --- of 940
Parent Game C&CV2: The King's Officers
Historicity Alt-History
Date
Start Time 08:00
Turn Count 24
Visibility Day
Counters 85
Net Morale 0
Net Initiative 3
Maps 1: DR4
Layout Dimensions 88 x 58 cm
35 x 23 in
Play Bounty 168
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
Breakout
Exit the Battle Area
Road Control
Conditions
Off-board Artillery
Terrain Mods
Scenario Requirements & Playability
C&CV2: The King's Officers Base Game
Desert Rats Maps + Counters
Introduction

With Operation Crusader breaking through enemy lines and forcing the Axis retreat, Allied infantry were required to push through any enemy resistance while tank forces attempted to flank the enemy positions.

Conclusion

An interesting challenge for the Germans, in which their understrength force must try to hold a long ridgeline against the British and prevent them from opening a hole in the line that tanks could exploit. Keeping control of the road will be vital to the Germans' ability to move units quickly where they are needed, and Leader Characters with the Advanced Driver and Increased Endurance skills will be very useful as well.


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
  • Mechanized
  • Towed
Germany Order of Battle
Heer

Display Errata (4)

4 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 63

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

(Shad on 2010 Dec 15)

Display AARs (1)

Second phase of Crusader steamrolls "Afrika" Regiment
Author Brett Nicholson
Method Solo
Victor Britain
Play Date 2013-09-24
Language English
Scenario CCV2011

This scenario tasked the Germans with holding on to a lot of territory, outnumbered and with no armor support. The main British victory objective was to breach the lines, forcing a corridor at least seven hexes wide running from the East edge to the West edge, free of undemoralized German combat units. So I did what I could with the German deployment and in order to keep these areas blocked across the entire North-South perimeter. I had to divide units into four separate groups. There were no East edge restrictions for where the British forces could enter the map so weak points in German lines could be swiftly approached. Also, there was a bit of hill cover in the Southeastern edge and a small hill before the main ridge in the Northern portion of the map. With the German deployment I kept the stronger of the battlegroups central with most of the trucks and support weapons there, prepared to move and reinforce areas threatened with being breached.

The Britsh advance in two main groups, evenly dispersed in foot units with the 3-inch mortars supporting the Northern group with the Valentines and bren carriers supporting the Southern one. The brens of course dropped off the useless 2-pdrs safe and sound in Eastern edge hill area before catching up with the rest of the units. The plan was simple as to go for the two weakest spots hoping at least one of them would give way and exploiting it, keeping the corridor open until the scenario's end.

Early on at 08:30/turn 3, both sides begin to trade indirect fire resulting in one British HMG being demoralized and left behind in the advance for a few turns while British OBA eliminates one of the German 81mms and demoralizing another. At this point it is clear that German AT and AA guns will not be needed in the Northern sector so they are limbered on trucks and begin to travel South where all the armored units are approaching. At 09:00/turn 5, the Northern British force has made it to the lower ridge area relatively unscathed while the Southern force takes a little more time reaching it's objective. Soon, however, the British second in command, the Lieutenant-Colonel is eliminated after it's stack of INF takes a step loss from opportunity fire. At 10:30/turn 11, British OBA takes out a 37mm and a step of German INF in the North-central area and units are moved in to make assaults while defenders are weakened and have failed a few morale checks.

By 11:00/turn 13, midway through the battle, neither side is gaining the advantage until one of the demoralized German leader character Lieutenants fails a recovery roll with a '12' result and deserts. No reprimand is given and that LC is removed from the campaign. Unfortunately it was also the best LC in play. This seemed to be a harbinger for events that followed as now not only are the British assaulting German positions but they are successful.

At 12:00/turn 17, the first German post is cleared of defending units and German casualites are staggering though gaps are still being filled in by reinforcements. But now, even if the British failed to force a corridor through German lines they have won this in victory points just from the amount of German step losses inflicted whereas the British have incredibly only lost two steps of INF. Eventually, at 13:15/turn 22, the corridor of seven hexes has been formed as well. German reinforcements get mowed down before they can attempt to fill in the breach. Only two turns left to keep the corridor open and there is no credible opposition except for a few ineffective rounds of German OBA.

So this battle ends with an incredible and decisive British victory. The ending VPS were:

Britain: 39 Germany: 2

The British now have a strong lead in the campaign after being down by 13 CPS from the opening phase of Crusader are now ahead by 24 CPS. An incredible comeback. The Germans will have a lot of work ahead to catch up but there are still six battles left in the campaign. However, the German losses were horrific. The final butcher's bill sat at:

German losses: Captain(10-1-0); Lieutenants(10-2-1)and(9-1-1); Sergeant(10-1-2); 16 steps of INF; 2 steps of HMG; 1 81mm; 2 20mm; 3 37mm and 5 trucks.

British losses: Lieutenant Colonel(10-1-1) and 2 steps of INF.

As for the leader characters, the Germans only have one of the original Lieutenants left though both of the ones that survived this battle made it through with positive net LPs. Of course the British LCs fared much better and all have been promoted to Captain and received mentions in dispatches, along with skill and attribute improvements. I have to admit that the balance of play may have favored the British in this one but I still felt compelled to rate it a 4 because it was very enjoyable. It wasn't necessarily an easy win and the Germans resisted very well in the first half of play but somehow they just kept losing steps, again and again. In most cases the British would have suffered a LOT more casualities but somehow they were almost bulletproof. Still six battles left of this campaign and it is far from over.

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