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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Ruweisat Ridge
C&CV2: The King's Officers #15
(Attacker) Germany vs Britain (Defender)
Formations Involved
Britain 1st King's Royal Rifle Corps
Germany 361st “Africa” Panzergrenadier Regiment
Germany 8th Panzer Regiment
Display
Balance:



Overall balance chart for CCV2015
Total
Side 1 0
Draw 0
Side 2 1
Overall Rating, 1 vote
5
4
3
2
1
4
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 125
Net Morale 0
Net Initiative 3
Maps 1: DR4
Layout Dimensions 88 x 58 cm
35 x 23 in
Play Bounty 179
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Hill Control
Inflict Enemy Casualties
Conditions
Minefields
Off-board Artillery
Terrain Mods
Scenario Requirements & Playability
C&CV2: The King's Officers Base Game
Desert Rats Maps + Counters
Introduction

Rommel's offensive began to lose momentum as they faced the considerable Allied defensive position of Ruweisat Ridge. The Germans had to capture the ridge or watch their entire offensive fall apart.

Conclusion

A tough fight for both sides with large piece of real estate as the objective. The Brits need to be careful to setup their minefields so as to channel the Germans into fire corridors, and keep them off the 40-meter hill hexes as long as possible so their reinforcements can get there and Dig In. British Leader Characters with the AT Specialist, Mortarman/Artillerist and Forward Observer skills will be crucial to this effort.


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).
  • Armored Cars: These are Combat Units. They are motorized instead of mechanized. All have their own armored car leaders, who can only activate armored cars (6.85). Do not provide the +1 Assault bonus (ACC).
  • Reconnaissance Vehicle: 8.23 Special Spotting Powers Both foot and vehicle mounted recce units (1.2) possess two special spotting abilities. The first ability is that they can spot enemy in limiting terrain at one hex further than the TEC specifies for other units and leaders. For example, an enemy unit in town can normally be spotted at three hexes or less, but a recce unit can spot them at four hexes.Their second ability is that they can place a Spotted marker on any one enemy unit they can spot per turn, just as if the enemy unit had "blown its cover" by firing. Such Spotted markers are removed as described earlier.

Display Order of Battle

Britain Order of Battle
Army
  • Mechanized
  • Motorized
Germany Order of Battle
Heer
  • Motorized

Display Errata (6)

6 Errata Items
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)

A few step losses forward, a few step losses back
Author Brett Nicholson
Method Solo
Victor Britain
Play Date 2013-10-10
Language English
Scenario CCV2015

In short, this was an all out slugfest in desperation for hill control. The British begin dug-in on the ridge, surrounded by 10 hexes of randomly drawn minefields for an opening advantage while the Germans advance without cover but with greater numbers and better leaders overall. Both sides have deadly OBA: the Germans get 2X24, 2X16; and the British with 3X16.

To shift the balance, the British receive reinforcements anytime on or after turn 4/08:45 with more foot units along with much needed armor and additional 6-pdr AT guns to counter a volatile mix of German panzers. In this case the British reinforcements arrived on turn 6/09:15 and had sufficient time to dig in behind and slightly south of the initially deployed forces.

A nice little tank battle ensued on the sidelines but the British caused a lot more damage with the 6 and 25-pdrs than the actual tanks before most of them were eliminated from OBA. By the battles end, remarkably, both sides still had armor steps left. British rearguard foot units actually disrupted surviving PzIVEs, preventing them from chasing down the sole step of Crusader Is, which dug-in further north after outrunning the panzers.

German step losses stayed about ten points higher than British losses though there were times when the difference was closer to only five. German assaults took positions in the front and secondary British lines but reached no further. Minefields inflicted a lot of damage especially when artillery barrages jumped bombardment fire up to the 55+ column in those hexes. German engineers were able to remove two minefields however and even at point blank range did not take any step losses the entire battle surprisingly enough.

The battle was one big push and pull struggle for territory and in the end, both sides controlled equal amounts of hexes (12 each) but the step losses were the deciding factor for victory and the Germans lost 11 more than the British.

British leadership also suffered a major blow when one of their leader character Captains deserted after rolling a '12' on a recovery attempted. No reprimand was given by higher command and the British lose their first leader character. The two surviving British LC Captains racked up a lot of LPs though and both were able to increase attributes and skills after the battle. German leader characters all survived and one LC Lieutenant actually earned his infantry assault badge but failed to get promoted. For once all German LCs emerged with positive LPs and no casualties.

In the campaign scheme of things, quite simply, the Germans are losing and doing a lot worse overall than the Italians did in their campaign after six scenarios. The British hold 227 CPs to the German's 156, giving the British an overall lead of 71 CPs. At this point in the Early Desert War campaign, Italy was only down by 42 CPs and that was after a victory. So Germany has to win the last two battles and win big so as not to be outdone by their axis counterparts. For the record the casualties were:

Germany: Major(9-0-1);Captain(10-1-0);Lieutenant(9-0-1); 17 steps of INF; 5 steps of HMG; 6 Spw251; 2 steps of PzIIIF; 6 steps of PzIIIG; and 2 steps of PzIVE.

Britain: Lieutenant Colonel(9-0-1);Captain(8-0-1);Lieutenant(9-1-1);Sergeant(8-0-1); 10 steps of INF; 5 steps of HMG; 3 3-inch; 1 40mm; 2 6-pdr; 2 25-pdr; 5 steps of Crusader I; 2 steps Crusader CS and 2 trucks.

In terms of play, this was probably the best scenario so far of the Later Desert War campaign and rate it a '4', borderline '5'. Once again I believe that the British do have a slight advantage as defenders, especially if their reinforcements arrive on time but in any case a damn good battle. After play, looking at the remaining steps on the map, it looked as if neither side could really claim a decisive victory, even if there were more turns left. It was a close and bloody struggle.

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