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
Errors? Omissions? Report them!
Another Libyan Town
C&CV2: The King's Officers #12
(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 CCV2012
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 13:00
Turn Count 20
Visibility Day
Counters 100
Net Morale 0
Net Initiative 3
Maps 1: DR5
Layout Dimensions 88 x 58 cm
35 x 23 in
Play Bounty 171
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
Urban Assault
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Terrain Mods
Scenario Requirements & Playability
C&CV2: The King's Officers Base Game
Desert Rats Maps + Counters
Introduction

As the Allied offensive rumbled through the desert, the defenders of small desert villages and towns that littered the coastal region found themselves on the front lines. At one such town, the German forces decided to make a stand. The last of them had just finished digging in when the first Allied planes appeared to herald the upcoming battle. The Germans braced themselves for the onslaught and awaited reinforcements.

Conclusion

A rare opportunity for the Urban Assault Specialist skill to be of use in the desert. The Brits have superior numbers and overall firepower, and their initial airstrike has a good shot at wiping out the only anti-tank gun the town defenders have. But once the German tanks arrive they'll be able to kill British tanks from outside British AT fire range, so the Brits need to move against the town fast before they start losing their armor support.


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
  • Self-Propelled Artillery: do not provide the +1 Assault bonus, even if closed-top (SB)
  • 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
  • Motorized
  • Towed
Germany Order of Battle
Heer
  • Mechanized
  • Motorized
  • Towed

Display Errata (6)

6 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 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)

Final phase of Crusader ends with another decisive German defeat
Author Brett Nicholson
Method Solo
Victor Britain
Play Date 2013-09-29
Language English
Scenario CCV2012

This scenario begins with a small German force trying to hold on to control of a town hex long enough for reinforcements to arrive and bolster their ranks. In this case, even with the reinforcements showing up on time on turn 4 (13:45), along with available OBA, British forces were able to occupy the town by 15:30/turn 11, and retain control of it for the remainder of the battle.

The first thing that went wrong for the Germans was a breakdown in leadership. The German leader characters took a beating early on, eventually ending up with one seriously wounded (having to sit the next scenario out) and another was eliminated through compound demoralization, receiving no reprimand. So far in this campaign, three German leader characters have been either imprisoned or executed after breaking down or deserting in the heat of battle. Only one of the original three German leader characters remains from the start of the campaign. I also had a very unlucky draw for the other German, non-LC leaders as none of them had morale modifiers. This did not help at all as the only LC with a morale modifier was eliminated.

Once the German reinforcements neared the besieged town they began to run into retreating units making a bee-line to the wadis. Fog of war prevented the town being properly relieved as many actions were used to recover units devoid of good order leaders and there were two separate assaults going on at the front as well. The next thing to go wrong for Germany was the tank battle though the PzIIIGs were able to inflict a few Stuart and Grant step losses before they were in turn eliminated. Soon the Germans had no AT capable units left at all and the British bren carriers were able to join in the massacre with no real threat of being eliminated. The remaining Stuarts and Grants easily dispatched the SPW 251s which had moved in to assist reinforcements. So there is not too much more to write about this battle. I rated this scenario a '3' though my personal solo play was more of a '2' but that is more just having incredibly bad luck with the German forces from the beginning. Losing key leaders early on really put a damper on things.

I do believe that the balance of play gives a slight edge for the British player. I can only imagine things would of gone much worse if German reinforcements had showed up a few turns later than they did. The ending casualties were:

Germany: 3 Lieutenants; 12 steps of INF; 4 steps of HMG; 1 81mm; 1 50mm; 4 SPW 251s; 4 steps of PzIIIG and 1 truck.

Britain: 3 steps of INF; 2 steps of Stuart and 1 step of Grant.

As far as the campaign goes, Britain has 121 CPs and Germany with just 68. This gives Britain a strong lead by 53 CPs. Perhaps things will change for Germany once they go on the attack as the first three scenarios puts them on the defense. A lot can change in these campaigns and there are still 5 battles left to go with this one. However, in the earlier campaign, Italy was only down by 18 CPS by the end of the third scenario and none of the Italian leaders had been eliminated either. Afrika Korps has a lot of work ahead of them.

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