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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A Single Day as a Lion
Desert Rats #3
(Defender) Italy vs Britain (Attacker)
India (Attacker)
New Zealand (Attacker)
Formations Involved
Britain 1st City of London Royal Fusiliers
Britain 7th Royal Tank Regiment
India 3/1st Punjab Regiment
Italy 2ª Divisone Libica
Display
Balance:



Overall balance chart for DeRa003
Total
Side 1 2
Draw 2
Side 2 8
Overall Rating, 13 votes
5
4
3
2
1
3.31
Scenario Rank: 558 of 940
Parent Game Desert Rats
Historicity Historical
Date 1940-12-10
Start Time 13:30
Turn Count 20
Visibility Day
Counters 105
Net Morale 0
Net Initiative 1
Maps 1: DR5
Layout Dimensions 88 x 58 cm
35 x 23 in
Play Bounty 119
AAR Bounty 147
Total Plays 12
Total AARs 5
Battle Types
Rural Assault
Conditions
Entrenchments
Off-board Artillery
Terrain Mods
Scenario Requirements & Playability
Desert Rats Base Game
Introduction

The Italian invasion of Egypt opened in September, 1940, with an advance some miles across the border. There it broke down for lack of supplies, or more correctly the transport to move those supplies forward, and the Italians dug in on the spot. Finally accepting that the Italians would not advance again, the British decided to attack them instead. The 4th Indian Division assaulted the Italian fortified camp known as Tummar West.

Conclusion

The Libyans fought surprisingly well, killing the British commander in a daring suicide grenade attack and inflicting heavy casualties on their attackers. The artillerymen died at their posts, firing to the last. But they had no answer for the British tanks, or the half-crazed New Zealand truck drivers who left their vehicles to join the assault after delivering the Punjabis, and eventually resistance collapsed.


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
India Order of Battle
Army
  • Motorized
Italy Order of Battle
Regio Corpo di Truppe Coloniali
Regio Esercito
  • Foot
  • Motorized
New Zealand Order of Battle
New Zealand Army
  • Foot

Display Errata (3)

3 Errata Items
Scen 3

Add 4 British Tank Leaders.

(PG-Tank Dude on 2010 Apr 30)
Overall balance chart for 869

All Bren carriers should have a movement value of 7.

(Shad on 2010 Dec 15)
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)

Display AARs (5)

Bloody Forts
Author thomaso827
Method Solo
Victor Draw
Play Date 2014-10-31
Language English
Scenario DeRa003

I set up the Italian Libyan allies mostly on the lower level of the hill, facing the eastern edge with the forts and dug in positions on the left coming back in a 'refuse the left flank' setup, AT guns spread out with HMGs in the hex with them and entrenched, Italian leaders in entrenchments and in as many dug-in positions as I could manage with the Italian commander taking up station with the artillery on the second level of the hill. The British and their allies came on in 3 groups following a line of Matildas. The Italian AT guns are useless against the Matildas but proved to be their undoing in a couple of assaults when I thought the Matildas and accompanying infantry would have no problem taking the position. The first casualties for the Indians were a stack with a ACW troop carrier still loaded and carrying a Subadar. This lead me to dismount as quickly as possible, and advance the majority of the line on foot, with the majority of the British infantry, HMGs and Mortars coming up the Italian left in the Carriers. Italians started taking casualties among the dug-in positions as Indian HMGs got into range where the Libyans couldn't return the fire. Still, as more and more British and Indian troops came into close combat, the Italians started holding their own pretty well. All but one surrender roll ended in nothing, and demoralized troops didn't seem to have much trouble regaining their morale. With all that, the death toll on both sides rose, with 22 Italan/Libyan steps lost (the Lancia was actually the first to go when it got into range of the Matildas too early) to 16 steps of British/Indian forces. The British and Indian troops managed to take 2 of the entrenchments and 3 dug-in positions but lost 4 steps of Matildas in the process. With nearly all the British and Indian troops disrupted or worse, and still having taken only 5 steps of Indian troops to prevent an Italian win, the game ends in a draw. Hard fought and interesting battle.

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First Fight
Author caryn (India)
Method Face to Face
Victor Italy
Participants unknown
Play Date 2010-02-10
Language English
Scenario DeRa003

Introduction

This was my first game of Panzer Grenadier, and I had to be blackmailed into playing it. Having been soundly beaten at infantry combat by my brother for all of our childhood, I was not looking foreward to more of the same. My willingness to depend on fair play cost me some important experience early; my opponents were of the opinion that exploitation of the Rules---to put the best face on it---constituted a fair exercise of command. As a result, in this and all the games I played during 2010 in Desert Rats, Afrika Korps, Eastern Front, and Road To Berlin, the column shift for higher Morale units and the use of the Surrender Rule were not employed.

The Plans

The Italian Player's choices are limited to deployment options, as setup restrictions put him in the hill defined in the scenario (level one at 1522 & and level two at 1526). The Commonwealth Player's choices are more complex. Twenty Turns are sufficient to attempt a flanking manoeuver against the Italian fortified position, but the Italian camp is closely-ranged, which means that the Italians could probably manage to manhandle their Anti-Tank Gun batteries into position before the flanking forces could mount their attack.

The Italians

The two 65mm howitzer batteries, the 105mm howitzer battery, and the two 81mm Mortar platoons, are all dug-in in the midst of the camp (the L2 Hill hexes 1626, 1627, and 1526). The two 47mm Anti-Tank gun batteries, the two Mitragliere (MIT) platoons, and two Fanteria (FAN) platoons, are disposed in two entrenchments forming the anchors of the Italian position at 1728 and 1725. Two Fanteria platoons each occupy entrenchments in hexes 1525, 1427, 1528. The remaining 8 Fanteria platoons are dug-in between the entrenchments, 1727, 1629, and 1625, each having two platoons, 1726 and 1426 having a single platoon each. The Lancia is deployed in 1819 to provide early warning of Commonwealth assault from the Northeast. Leaders are disposed to provide subordinate activation, with the howitzers and mortars able to fire in combinations (either all the howitzers, or one set of howitzers and the mortars).

The Commonwealth

The Commonwealth Player decided to take advantage of the Italian concentration by making a two-pronged attack from the Northeast. After entry, the Commonwealth forces would divide into a Fast Force and a Slow Force. Fast Force comprised eight Rifle (INF) platoons, two 3-Inch Mortars, three Weapons (HMG) platoons, all of the 6th Battalion, Royal Fusiliers (6RF), and the New Zealand lorry drivers, the whole force mounted on Bren (BREN) and India Pattern Carriers (ACW). The six Mathilda troops of 7th Battalion, The Royal Tank Regiment (7RTR), would accompany Fast Force. Slow Force thus comprised four British Rifle platoons of 6RF, the eleven Rifle (INF) platoons, three Weapon (HMG) platoons, and the one 3-Inch Mortar platoon, of 1st Battalion, 3rd Punjabis (3/1 Punjabis), the whole on foot. British Officers were concentrated in the Fast Force, with only sufficient junior officers present in Slow Force to lead the 6RF detachment and direct the overall movements of Slow Force, and provide spotting for the British Off-Board Artillery Factors should that be needed.

The Battle

The Commonwealth plan had some very serious flaws in it, and these very quickly revealed themselves. The desert terrain worked against the conception of two coordinated attacks on the Italian camp, as did the Italian Lancia, which quickly spotted the two Commonwealth forces. The Lancia harassed the Slow Force as it proceeded to crawl along the escarpment running along hex row 18xx, while the Italians, true to expectations, manhandled their 47mm ATG from 1725 to 1625 and from 1728 to 1427. The Lancia proved nettlesome, impeding the progress of Slow Force rather more than expected, but the real problem was the effect of the Italian howitzers and mortars on the advancing infantry. Between them, these greatly disorganized Slow Force, permitting the Italians to focus on dealing with the over-powerful Fast Force. The vulnerability of infantry in Carriers was brought home when the 47mm ATGs opened up and two rifle platoons vanished, wiping out four of the ten steps the Italians needed to wipe out. Two more had already been lost to Italian fire on Slow Force. That the Commonwealth would lose four steps taking the hill fort seemed highly probable. The Mathildas fired back, and British OBA was finally brought down on the Italian positions---though the howitzers and mortars remained protected at this point (two hill lines). Fast Force dismounted and advanced in company with the Bren Carriers and Mathildas, receiving plenty of concentrated Italian fire in the process. But the Bren Carriers also pack a whallop, and the Mathildas were designed for infantry assault, so the ferocity of Italian fire quickly slackened. The first entrenchment was taken, and with it one of the two 47mm ATGs. The Mathildas then surged into the camp, wiping out the Italian artillery amid a rain of British OBA which kept the 105mm howitzer crews from effectively countering the Mathildas' advance. Desperate hand-to-hand fighting raged in the trenches, but the Italians were able to cling to two entrenchments to the bitter end, and the unexpected loss of a Mathilda in one of the final assaults sealed the Italian victory.

Conclusion

This battle would probably have ended in a Draw if the rules had been followed, as the column shift for superior morale would have made it possible to spread the assault forces more widely, and the Italians only just managed to hold their last two positions. But there is no getting around the poor planning of the Commonwealth Player, which squandered numerical superiority and forfeited concentration for pointless subtlety. Played now, I cannot conceive of how the Italian player, hemmed so closely in the L2 hexes, could survive. And that is rather a fine comment on the game system itself, I think.

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Throw the Italians out of Egypt!
Author treadasaurusrex (Italy)
Method VASSAL
Victor Britain, India, New Zealand
Participants OldPueblo
Play Date 2022-12-01
Language English
Scenario DeRa003

This was a 5-session play-through of the attack on the Tummar West encampment manned by the colonial infantry of the 2nd Libyan Division of Graziani's Italian 10th Army in Egypt. It looked to be a much harder pull as the outnumbered, overstretched and unarmored Italian side, so I played their commander, against, the hard-fighting, OldPuebo, commanding elements of the powerful 4th Indian Infantry Division during Operation Compass in December 1940. We used the excess initiative, smoke, consolidation, optional rules and ignored the FOW in this introductory scenario. The Italian leader draw was unfortunate, while the Indian/British side drew much better tactical leadership.

The Italian entrenchments and dug-in colonial infantry positions were placed on the lower terrace of the hill with the few available AT-capable artillery & machine gun platoons distributed at that level. Above them on the higher terrace, were the Italian heavy artillery, senior leaders and mortars. The Indians approached following a loose formation of Matilda tank platoons. As others have reported, Italian AT gun units were mostly useless against the marauding Matildas, but were eventually to prove lethal in close assaults with entrenched units in support. Nevertheless, a number of ACW armored personnel carriers were eliminated fairly early on this play through -- often with their mounted infantry and leaders aboard. As the Commonwealth attack came in two large masses, it was their HMG units and OBA that began causing casualties and disruption among the defenders. As additional British and Indian troops began decisively engaging the dug-in Italians, their step loses began to mount, while the PG Fates seemed to favor the morale recovery rolls of the Italian side for most of this play-through.

Inevitably, the surrender rolls against the Axis troops began to tell, though in many cases, demoralized troops were able to rally. By the end of turn 10, two of the five Italian entrenchments had fallen, and several dug-in positions had been overrun. The Indian soldiers went on to take all 5 entrenched strong points by the end of session 5.

In the end, this was a more-balanced-than-it-seemed scenario. It was truly a hard-fought engagement that I think easily merits a 3, as it was darn hard for the Commonwealth side to avoid losing the required 10 steps of Indian troops needed for an Italian victory. In this battle, they lost 9 steps, and the Italians lost 15 steps by the end of turn 20.

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Frustratig ending.
Author Grognard Gunny
Method Solo
Victor Britain, India, New Zealand
Play Date 2023-03-16
Language English
Scenario DeRa003

The Italians set up a "best as could be expected" defense of the hill, but it was no match for the assault(s) of the Commonwealth forces. The initial assaults were in the Northern quadrant on the hill and comprised the armored portion of forces available. The Infantry and sundry foot forces attacked the South East quadrant of the hill to preclude the Italians from reinforcing the Northern flank. It worked!

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Desert Rats #3
Author triangular_cube
Method Solo
Victor Britain, India, New Zealand
Play Date 2022-12-09
Language English
Scenario DeRa003

I think the balance of this one is heavily weighted towards one's interpretation of the Surrender rule. Those playing with the South African Surrender rule will likely tend towards a draw, those playing with the actual Desert Rats (me) are going to see a quick rout of the Italians. I don't apply the liberal interpretation, that tanks merely need to drive by enemy units to trigger surrenders, but at the time they could by parking by them. It does give me pause that the Brits have no assigned tank leaders as written. A posted errata added some, but I didn't go back through the old CSW archives to see where this was sourced. Maybe the tanks ARENT supposed to be able to close until the Italian guns are gone afterall?

Digression aside, close is what they did. They drove up to the Italian lines and the Italians rolled disasterously for surrender over 3 turns. Made quick work of everything and I packed it up. Based on my play with RAW near as I can tell, I'm tempted to rate this one a "1" which i very rarely do for balance reasons alone. RAW, i think the only way the Italians get anywhere close to where they need to be is if the Allies are extremely careless with their abundant APCs and run them into the guns, which they don't need to do, cause the invincible Matilda's do the job. Having played through Afrika Korps with the RAW surrender rule, I'm concerned at how Rats will work out. AK often had surrender, but with long stretches of entrenchments, with scarce Brit tanks to call them out. This scenario forced the Italians to set up in a tight singular hill, and gave the Brits 6 tank units... you just close the net really.

Italian desperation counter attacks were able to knock out 1 step of Matilda's though, so gold star for those guys. They surrendered shortly after though. Funnily enough, the New Zealand teamsters got demoralized from OP fire and took off. They were supposed to be the heroes here :).

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