Another Libyan Town C&CV2: The King's Officers #12 |
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(Defender) Germany | vs | Britain (Attacker) |
Formations Involved | ||
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Britain | 1st King's Royal Rifle Corps | |
Britain | 6th Royal Tank Regiment | |
Germany | 361st “Africa” Panzergrenadier Regiment |
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Overall Rating, 2 votes |
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3.5
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Scenario Rank: --- of 940 |
Parent Game | C&CV2: The King's Officers |
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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 |
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Urban Assault |
Conditions |
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Off-board Artillery |
Randomly-drawn Aircraft |
Terrain Mods |
Scenario Requirements & Playability | |
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C&CV2: The King's Officers | Base Game |
Desert Rats | Maps + Counters |
Introduction |
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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 |
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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. |
AFV Rules Pertaining to this Scenario's Order of Battle |
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6 Errata Items | |
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All Bren carriers should have a movement value of 7. (Shad
on 2010 Dec 15)
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Two British infantry have their full strengths printed on the back. They should both be "2-3" when reduced. (Shad
on 2010 Dec 15)
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Ignore the direct fire values. (Shad
on 2010 Dec 15)
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The reduced direct fire value of the Heer HMG became 5-5 starting with Fall of France. (plloyd1010
on 2015 Jul 31)
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The morale and combat modifiers of German Sergeant #1614 should be "0", not "8". (Shad
on 2010 Dec 15)
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All SPW 251s have an armor value of 0. (Shad
on 2010 Dec 15)
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Final phase of Crusader ends with another decisive German defeat | ||||||||||||
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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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