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!
Alam Halfa
C&CV2: The King's Officers #16
(Attacker) Germany vs Britain (Defender)
Formations Involved
Britain 1st King's Royal Rifle Corps
Britain 6th Royal Tank Regiment
Germany 361st “Africa” Panzergrenadier Regiment
Germany 8th Panzer Regiment
Display
Balance:



Overall balance chart for CCV2016
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 05:00
Turn Count 16
Visibility Day
Counters 49
Net Morale 0
Net Initiative 3
Maps 1: DR5
Layout Dimensions 88 x 58 cm
35 x 23 in
Play Bounty 156
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Hill Control
Rural Assault
Conditions
Entrenchments
Minefields
Off-board Artillery
Randomly-drawn Aircraft
Terrain Mods
Scenario Requirements & Playability
C&CV2: The King's Officers Base Game
Desert Rats Maps + Counters
Introduction

The Allied defenses around El Alemein appeared formidable to Rommel and his staff, but Rommel believed there was a weak point in the southern sector an planned attack there. But the Allies received intelligence of where the attack was to be directed and heavily reinforced the sector. In one area, the Axis forces were ordered to capture a prominent hill.

Conclusion

A bloody assault up a hill that will become even bloodier when the sun rises, due to air support from both sides. Leader Characters with the Rural Assault Specialist skill will have their normal prominence, but so will British Leader Characters with the AT Specialist skill once the sun is high enough for them to see enemy tanks.


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
  • Mechanized
  • Motorized
  • Towed

Display Errata (5)

5 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 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)

Another axis blunder but at least the stukas finally arrived
Author Brett Nicholson
Method Solo
Victor Britain
Play Date 2013-10-12
Language English
Scenario CCV2016

A predawn German advance on a somewhat small hill comes to a halt once the sun rises. Foot units spend more time attempting to rally than getting fire in on British positions. The Panzers and armored cars attacked the rearguard and were more successful in their part of the attempt after eliminating the Grant tanks on higher ground with the loss of only one step of PzIIIGs and the Sdkfz 251(6)s. Time wasn't the problem for the axis as the foot units did not stand a chance of taking the frontal hill positions. All the axis holds on the upper hill hexes were taken by mechanized and motorized units after all AT batteries were eliminated or out of good order. The entrenched, British HMG units kept the frontal advance pinned down and not one minefield was traversed.

At 07:00/turn 9, once visibilty was full, both sides had a chance of receiving air support but unfortunately for the axis the British got almost all their requested air strikes almost every turn afterwards. However, at 08:30/turn 15, the Germans did get one good draw of Stuka dive-bombers which were successful in taking out a 25-pdr which was threatening the panzers which had advanced to point blank range, along with eliminating a lieutenant, clearing the hex. And then time was up. Surprisingly, this wasn't the worst axis loss in this campaign because of all the upper hill hexes taken. However, all British foot units held their dug-in and entrenched positions and did not lose one step of INF or HMG the whole battle. Very few British foot units failed morale checks and those that did were quickly restored thanks mostly to a very charismatic (leader character) Captain with a (9-1-2)rating.

For a campaign scenario this one passed by very quickly for 16 turns and play was very fluid with a low counter density. It shouldn't have been as tough as it was for the Germans and play seemed well balanced for a hill assault. The Germans did have great OBA capabilties and did win the tank battle but the infantry ultimately fumbled with many, surviving, demoralized foot units fleeing towards the nearby wadi. Also, like in the earlier Desert war campaign, British leader characters had far surpassed the axis ones in regards to improving skills and attributes. These German leader characters have had a much tougher time than the Italian ones in the campaign before them, between getting killed,wounded or court martialed. However, the one German LC that had just earned his infantry assault badge did manage to get promoted to Captain after surviving this battle.

So the British win this one by step losses inflicted alone, not so much for territory held. It was a close one with just a 7 VP lead. As far as the overall campaign goes there is no hope for Germany to win it being behind by 78 CPs overall but after setting up for the final campaign scenario the axis defenses look formidible for Operation Supercharge; perhaps they will at least finish well in their final defense before Tunisia.

Losses were:

Germany: 7 steps INF; 2 steps of HMG; 1 81mm; 2 steps of Sdkfz 231(6); 1 step of PzIIIJ.

Britain: Lieutenant(9-0-1); 1 6-pdr; 1 25-pdr; 2 steps of Grant and 1 truck.

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