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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Fraternal Assistance
Carpathian Brigade #4
(Attacker) Germany
(Attacker) Italy
vs Britain (Defender)
New Zealand (Defender)
Poland (Defender)
Formations Involved
Britain 14th Infantry Brigade
Britain 4th Royal Tank Regiment
Germany 200th Engineer Battalion
Germany 900th Engineer Battalion
Italy Mickl Group
New Zealand 18th Infantry Battalion
Poland Carpathian Artillery Regiment
Display
Balance:



Overall balance chart for CaBr004
Total
Side 1 1
Draw 0
Side 2 2
Overall Rating, 3 votes
5
4
3
2
1
4
Scenario Rank: --- of 940
Parent Game Carpathian Brigade
Historicity Historical
Date 1941-12-03
Start Time 07:00
Turn Count 30
Visibility Day
Counters 131
Net Morale 0
Net Initiative 1
Maps 1: DR4
Layout Dimensions 88 x 58 cm
35 x 23 in
Play Bounty 194
AAR Bounty 165
Total Plays 3
Total AARs 2
Battle Types
Inflict Enemy Casualties
Road Control
Conditions
Off-board Artillery
Reinforcements
Terrain Mods
Scenario Requirements & Playability
Carpathian Brigade Base Game
Cassino '44 Counters
Desert Rats Maps + Counters
White Eagles Counters
Introduction

While the Poles awaited permission to strike at the besiegers, the British breakout effort had come under repeated counterattacks. New Zealand troops who'd broken into the perimeter helped greatly. Casting about for further reinforcements, the garrison command ordered the Poles to send some of their artillery to the threatened sector to bolster front-line anti-tank defenses. The reinforcement came in the nick of time, as the Germans collected several exhausted forces for a three-pronged attack on Ed Duda, the only point on the crucial Trigh Capuzzo road now held by the Allies. It had to be re-taken to clear the roadway.

Conclusion

The German column from 21st Panzer Division, built around 8th Machine Gun Battalion, drove up close to the Allied lines and set up a battery of 88mm guns. The British quickly organized a counter-attack to seize the guns, but the 88's shot up 15 Matildas as they waddled forward and drove off their accompanying infantry. But the Polish gunners, manning Polish-made 100mm guns sold to Italy before the war and found in a depot in Tobruk, in turn destroyed the Germans' tank support. This paved the way for a British infantry assault to finally overrun and capture the 88mm battery. The attack on Ed Duda had failed.

Additional Notes

White Eagles INF and Cassino RIF are functionally interchangeable. Polish leaders are drawn from Cassino. Choose between Italian and DAK trucks as required.


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).
  • 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

Display Order of Battle

Britain Order of Battle
Army
  • Mechanized
  • Towed
Germany Order of Battle
Heer
  • Mechanized
  • Motorized
Italy Order of Battle
Regio Esercito
  • Foot
  • Towed
New Zealand Order of Battle
New Zealand Army
  • Towed
Poland Order of Battle
Wojska Lądowe

Display Errata (2)

2 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 20

The reduced direct fire value of the Heer HMG became 5-5 starting with Fall of France.

(plloyd1010 on 2015 Jul 31)

Display AARs (2)

Carpathian Brigade, scenario #4: Fraternal Assistance
Author JayTownsend
Method Solo
Victor Germany, Italy
Play Date 2011-04-14
Language English
Scenario CaBr004

*While patiently waiting for Go For Broke to be delivered to me, I decided to play a scenario from my new Carpathian Brigade download. I picked this one because it had five nationalities: Italian, German, Polish, British & New Zealand involve in this battles and it had a nice variety of unit types, with a little armor on both sides and victory conditions that looked interesting, not to mention a lot of movement room on that big Desert map. I did have to pull the German units from both Desert Rats & Africa Korps.

*There are seven battle groups, one Italian & German mix, two all German, two British, one Polish, & one New Zealand. The Axis side is more mobile but the Allies start on the board dug in. Two victory objectives for both sides: eliminate units for points and control the entire length of the East-West Road for 15 more points. I think the last one will be hard for either side.

  • Time to unload the trucks and engage before I get too close to the Direct Fire and the Bombardment starts hit my Axis trucks.

  • Real fighting has started now the Axis Infantry has already lost two steps trying to force their way into the combat zone, trying to expel the Allies units from the east-west road but they are dug-in with on it with off & on board artillery support. The Axis do have an on-board Italian 105mm artillery unit but this won’t do it alone, so they bring up their support units, and two PzIIIG tank units and the British counter with 6 Matilda units with their strong armor defensive factor, the PzIIIG’s shots are just bouncing off their think skin until they get a bad taste of a couple of rounds of those deadly German 88mm AT guns, which destroys 3 steps of Matilda’s so far. So maybe now the Allies will have to switch their Artillery fire from the Axis Infantry to those German 88mm AT guns located in two positions. The Axis Infantry are still getting shot up and too many are now disrupted or demoralized, but there are more where they came from, to make a few more attempts.

  • The Axis regrouped and managed to push some of the Allies off the east-west road and the armor continued to take shots at each other with an 88mm AT gun assisting the Axis and the high number of Matildas aiding the Allies and helping them get some adjacent shots on the PzIIIGs. As the Battle continued, it seemed like I was actually fighting three separate battles, as this map and the setup and entry of units really stretched the battle out. Many Units on both sides were now in a demoralized or disrupted state. It became clear to me, that my strategies on both sides were not going to clear the road running east to west and it was time for both sides to pull out of action and consolidate thier gains and recover their wounded.

  • At this point I called the battle and pulled back forces from one another as neither side was strong enough to regroup in the time frame of the battle situation. After this, I had to count step losses, as I did not keep track during the actual game, as I wanted this one to be more realistic, not knowing the eliminated step count, and just see the battle from afar and judging when it would most likely be called in real life and well as game play, if such a thing can happen.

*The Allies lost: 6 Armor steps, 6 Infantry steps, 1 2pdr AT step & 2 Leaders.

*The Axis lost: 2 Armor steps, 8 Infantry/Engineer/HMG steps, 1 50mm AT step & 1 Leader.

*The Armor steps count double, the Axis won this 19 to 13 or a Minor Victory.

*This one is worth trying again, as I could see different results on different game plays. I think controlling the road would be very difficult for either side to do, as there is a lot of territory but step losses could go either way in this one.

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Bad Strategy, Fun Game
Author Hugmenot
Method Solo
Victor Britain, New Zealand, Poland
Play Date 2013-01-21
Language English
Scenario CaBr004

Played solo in 5 hours.

I posted the starting Commonwealth position in this thread.

The first scenario of the supplement that is not a static defense.

The Germans enter the map in three unbalance groups, very far apart. The first decision the German commander must make is whether to assemble the groups into more balanced groups or simply move them as composed towards the enemy position.

I chose the latter and came to regret that decision.

The Germans march towards the hill under artillery fire. While the artillery fire did not eliminate German step, it did disrupt a couple of HMG steps and that played a huge role. The Commonwealth seizes the opportunity to launch an attack supported with their Mathildas as they have local superiority. The Germans suffered a few bad results and retreat towards the engineering group. The Commonwealth throw even more units into the pitch battle and send a screen force to cut the largest German group from quickly joining the pitched battle.

The German retreating force is encircled and is decimated.

The Germans go for broke and try to destroy the screening force but lose too many steps in the process. The Commonwealth forces join again and the remaining German troops are no match.

Commonwealth major victory.

I rated this scenario a "4". Although I believe I choose the wrong strategy for Germans, it led to a very unusual and fluid situation, and it was fun! The best of the 6 scenarios from this supplement I have played.

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