Desert Rats
AP Series | Panzer Grenadier |
---|---|
Designer | Bennighof |
Game Type | Standalone |
Format | Boxed |
Release Date | 2004-03 |
Availability | Out of Print |
Scenarios | 50 |
Counters | 825 |
Counter Type | Die-cut |
Maps | 2 |
Overall Rating, 342 votes |
---|
3.18
|
Standalone Rank: 30 of 39 |
Popularity: Ownership & Activity | ||||
---|---|---|---|---|
Status | Owned by 44% | Played by 25% | AAR'd by 22% | Medaled by 0% |
Rank | 6th of 168 | 7th of 156 | 6th of 153 | TBD |
Total | |
---|---|
Side 1 | 152 |
Draw | 44 |
Side 2 | 116 |
Since the Panzer Grenadier series launched in the year 2000, gamers have clamored to play out the huge battles of the North African desert. Desert Rats follows up the widely acclaimed Afrika Korps, with fifty new scenarios of desert combat. Lead the British, Italian, New Zealand, German, and Indian troops who fought in North and East Africa during the epic battles of 1941 and 1942. |
AFV Rules Pertaining to this Game's Order of Battle |
---|
|
43 Errata Items | |
---|---|
Surrender Rule. Certain units listed in the special rules of some scenarios are subject to elimination through the surrender rule. The surrender rule is triggered whenever an active, undemoralized enemy unit with direct fire values starts its activation adjacent to or in the same hex with one or more demoralized units that are subject to elimination through the surrender rule. At that time, the inactive player must roll two dice, and if the result is higher than the current morale of his highest-morale unit in the subject hex, ALL units and leaders in the hex (whether demoralized or not) immediately surrender and are eliminated. If the result is equal to or lower than the morale of the unit with the highest current morale in the subject hex, there is no surrender and the inactive units are unaffected. The active units that forced the surrender roll can take all normal actions during their activation, whether the enemy units surrendered or not. So, that means that a moving tank (or other moving unit) can't force enemy units to surrender, because a unit can only force enemy units to surrender at the beginning of its activation (before it moves or fires). (PG-Tank Dude
on 2010 Apr 30)
|
|
The Bishop tank needs to be added to the British Order of Battle for Desert Rats. I does not appear in and scenarios but it is included in the game. (JayTownsend
on 2013 Apr 18)
|
|
The Italian Engineer backsides have the full strength printed on them but the reduced side should be 2-3 direct fire. Also the Italian armored cars: AB41, AB40, Fiat 611 & Lancia should have a NATO reconnaissance symbol. AB40 is not even listed in the OOB. (JayTownsend
on 2023 Dec 09)
|
|
Scen 3 |
Add 4 British Tank Leaders. (PG-Tank Dude
on 2010 Apr 30)
|
Scen 5 |
The victory conditions on sentences one and two contradict each other, ignore the second sentence. (PG-Tank Dude
on 2010 Apr 30)
|
Scen 7 |
The Indian off-board artillery value is probably a misprint. It should actually have a value of 13. Indian weaponry was largely of British design, especially with heavy weapons. Thus the off-board artillery would be 25-pounders, which makes the OBA value 13. (plloyd1010
on 2023 Feb 01)
|
Scen 8 |
Inconsistency. In the Victory Conditions is said: "The Italian player wins if at any time during the course of play he or she controls all upper level hexes of one hill", but Indian reinforcements arrive "three turns after Italian units have occupied all upper level hexes of either hill". (enrique
on 2013 Aug 28)
|
Scen 8 |
I propose the following Victory Conditions (Italian): "The Italian player wins if at the end of play he or she controls all upper level hexes of one hill OR six Indian steps have been eliminated". (enrique
on 2013 Oct 14)
|
Scen 8 |
Surprisingly, despite the title of this scenario, there are not Italian cavalry leaders. I propose that all Italian leaders are cavalry leaders. (enrique
on 2013 Oct 14)
|
Scen 8 |
Indian Reinforcements are told when to arrive, but not from where to arrive. I had them enter from the east edge, opposite side from Italian entry, but this is a guess. Contrary to the other errata posted here, the instructions do not contradict the VCs. The Italian win condition is not a sudden death win, so the reinforcements are entering to aid the Indians in forcing a draw. (triangular_cube
on 2022 Dec 12)
|
Scen 10 |
British have OBA but no leaders to spot for it. I allowed tank leaders to spot for the OBA due to necessity. (triangular_cube
on 2022 Dec 13)
|
Scen 10 |
Scenario doesn't explicitly say which board the Milmart guns set up on. I interpreted it as 4, but this is a guess. (triangular_cube
on 2022 Dec 13)
|
Scen 12 |
Brits are told where to enter but not when. Presumably this is turn 1. (triangular_cube
on 2022 Dec 16)
|
Scen 13 |
This scenario has 2x10 OBA for the British side (18 lbrs) but no regular leaders for the purposes of spotting. One is left either to allow all hexes to be spotted/targeted or to include a regular leader as a forward artillery observer (my choice). (Poor Yorek
on 2014 Jan 10)
|
Scen 13 |
As stated by others, there is no leader to act as an off board artillery spotter included in the counter mix for the British side. Suggest that others do as I did and add 1 LT and a Bren carrier (so that he may keep up with the the Stuart tanks) to the British order of battle for this scenario. (treadasaurusrex
on 2021 Nov 15)
|
Scen 13 |
Another alternative to the British OBA issue is to allow Brit tank leaders to spot for OBA in this scenario. (triangular_cube
on 2022 Dec 16)
|
Scen 14 |
Scenario does not note when initial German force enters the board. Presumably this is turn 1. (triangular_cube
on 2022 Dec 17)
|
Scen 16 |
British force is told where to enter but not when. Presumably this is turn one. (triangular_cube
on 2022 Dec 19)
|
Scen 18 |
Hill marker in 707 should be on 708. (triangular_cube
on 2022 Dec 22)
|
Scen 18 |
British units are told where to enter, but not when. Presumably this is turn 1. (triangular_cube
on 2022 Dec 22)
|
Scen 21 |
Axis set up instructions dictate that units off hills must deploy within 2 hexes of both hills, which seems very strange. I believe this should say either hill, to make more sense. (triangular_cube
on 2023 Mar 03)
|
Scen 22 |
The German Pz748e is a captured Matilda and should have an armor rating of 6, not 0. (Brett Nicholson
on 2013 Jul 28)
|
Scen 25 |
Scenario special rules don't specifically say so as it does with other scenarios, but this is a night scenario based on the clock. (triangular_cube
on 2023 Mar 09)
|
Scen 31 |
The second hill complex is misprinted as being 2005::2006. It should in fact be 2005::2007, thereby matching up with the levels printed on the Desert Rats Map (No. 5). (caryn
on 2011 Sep 09)
|
Scen 32 |
The second hill complex is misprinted as being 2005::2006. It should in fact be 2005::2007, thereby matching up with the levels printed on the Desert Rats Map (No. 5). (caryn
on 2011 Sep 09)
|
Scen 33 |
The second hill complex is misprinted as being 2005::2006. It should in fact be 2005::2007, thereby matching up with the levels printed on the Desert Rats Map (No. 5). (caryn
on 2011 Sep 10)
|
Scen 35 |
Hill in 2005/2006 should be 2006/2007. (PG-Tank Dude
on 2010 Apr 30)
|
Scen 38 |
The scenario calls for 6 Italian HMGs, however there are only 5 Italian HMGs in the Desert Rats counter mix. (tlangston28
on 2012 Aug 14)
|
Scen 40 |
Add the following to the German victory conditions "or no British units remain on the map". (PG-Tank Dude
on 2010 Apr 30)
|
Scen 47 |
Erratum – no one can throw a 1 or a 2 with 2 dice as published in the scenario special rules – only a 2 is possible with a 2d6 throw. (treadasaurusrex
on 2024 Jul 06)
|
Scen 48 |
2nd Armored Brigade gets 7 Crusader I's and 6 Grants, not the reverse. (PG-Tank Dude
on 2010 Apr 30)
|
Scen 48 |
If one accepts the map set-up and orientation on page 41 as correct, then there are several problems. British set-up in hexes xx25 or greater on maps 4 & 5 places them on the EAST side of the space. Thus the Victory Condition as written make no sense. Presumably, the British are to exit off the WEST edge of the boards (also consistent with history as UK forces were attacking from the EAST). The Italian set-up instructions are either misprinted or broken. As written, Ariete forces must set up in hexes xx10 or less only on board 4. The E/W road on board 5 is 14 hexes away from the map 4/5 boundary. British tanks setting up on xx25-xx28 can exit the WEST edge in two turns whereas the best Italian tank, the Sem. 75/18 takes three turns even to get in range of the road! Thus, all the British need do is run five Crusader I units (movement of 9) along the E/W road on board 5 and off (five units x two steps/unit x double/tank step = 20 "steps" for VC. Now all the British need do to win is kill 10 IT steps without losing 20. They can keep their armor out of it and let the infantry attempt to achieve this result. Totally a-historical. My solution is to allow Ariete to set up on xx10 or lower on both boards 4&5, not just board 4 as given on page 41. (Poor Yorek
on 2012 Mar 07)
|
All Bren carriers should have a movement value of 7. (Shad
on 2010 Dec 15)
|
|
Two British infantry have their full strengths printed on the back. They should both be "2-3" when reduced. (Shad
on 2010 Dec 15)
|
|
Ignore the direct fire values. (Shad
on 2010 Dec 15)
|
|
Two 105mms (ID#s 1204, 1205) have "16-31" fire values in black (direct fire), when they should be in white (indirect fire). (Shad
on 2010 Dec 15)
|
|
The reduced direct fire value of the Heer HMG became 5-5 starting with Fall of France. (plloyd1010
on 2015 Jul 31)
|
|
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)
|
|
The morale and combat modifiers of German Sergeant #1614 should be "0", not "8". (Shad
on 2010 Dec 15)
|
|
All SPW 251s have an armor value of 0. (Shad
on 2010 Dec 15)
|
|
The L3/35 with ID# 1505 has the incorrect movement factor printed on it. The movement factor should be 7, not 8. (plloyd1010
on 2014 Nov 24)
|
|
Four counters (ID#s: 1502 to 1506) have the incorrect NATO symbol (infantry in lieu of armor). (Shad
on 2010 Dec 15)
|
|
INF unit 1112 has full firepower printed on the front and back of the counter. Back should be 4-2. (garbare83686
on 2022 Feb 08)
|
Nations at War - Scenario Appearance Percentages | ||
---|---|---|
Britain |
94%
|
Britain |
Germany |
66%
|
Germany |
Italy |
60%
|
Italy |
India |
36%
|
India |
New Zealand |
20%
|
New Zealand |
Maori |
8%
|
Maori |
Australia |
2%
|
Australia |
Gurkha |
2%
|
Gurkha |
Battle Types - Scenario Appearance Percentages | ||
---|---|---|
Rural Assault |
72%
|
Rural Assault |
Inflict Enemy Casualties |
72%
|
Inflict Enemy Casualties |
Hill Control |
38%
|
Hill Control |
Meeting Engagement |
14%
|
Meeting Engagement |
Exit the Battle Area |
12%
|
Exit the Battle Area |
Delaying Action |
10%
|
Delaying Action |
Breakout |
8%
|
Breakout |
Road Control |
8%
|
Road Control |
Rear Guard |
8%
|
Rear Guard |
Covering Action |
4%
|
Covering Action |
Rescue |
4%
|
Rescue |
Surprise Attack |
4%
|
Surprise Attack |
Airfield Control |
4%
|
Airfield Control |
Patrol |
2%
|
Patrol |
Ambush |
2%
|
Ambush |
Conditions - Scenario Appearance Percentages | ||
---|---|---|
Terrain Mods |
96%
|
Terrain Mods |
Off-board Artillery |
88%
|
Off-board Artillery |
Reinforcements |
26%
|
Reinforcements |
Entrenchments |
24%
|
Entrenchments |
Minefields |
8%
|
Minefields |
Randomly-drawn Aircraft |
6%
|
Randomly-drawn Aircraft |
Anti-infantry Wire |
4%
|
Anti-infantry Wire |
Severe Weather |
4%
|
Severe Weather |