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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Stand At Mekili
Desert Rats #9
(Attacker) Germany vs Australia (Defender)
Britain (Defender)
India (Defender)
Formations Involved
Germany 5th Light Panzer Division
India 3rd Motor Brigade
Display
Balance:



Overall balance chart for DeRa009
Total
Side 1 2
Draw 0
Side 2 4
Overall Rating, 6 votes
5
4
3
2
1
3.33
Scenario Rank: 538 of 940
Parent Game Desert Rats
Historicity Historical
Date 1941-04-08
Start Time 06:30
Turn Count 60
Visibility Day & Night
Counters 174
Net Morale 0
Net Initiative 1
Maps 1: DR5
Layout Dimensions 88 x 58 cm
35 x 23 in
Play Bounty 153
AAR Bounty 165
Total Plays 6
Total AARs 2
Battle Types
Delaying Action
Hill Control
Inflict Enemy Casualties
Rural Assault
Conditions
Entrenchments
Off-board Artillery
Terrain Mods
Scenario Requirements & Playability
Afrika Korps Counters
Desert Rats Base Game
Introduction

With Allied forces pulling back across Libya. Axis mobile troops pressed hard for the key fortress of Tobruk. With little hope of stopping them unless a garrison could reach the town, the newly arrived Indian 3rd Motor Brigade hurried to the crossroads at Mekili in order to delay the German Panzers. Together, with a few troops of the suicidally brave Australian anti-tank gunners, the Indian cavalrymen (who'd been forced to give up their horses only a few weeks before) dug into the rocky desert ground.

Conclusion

The Indian troops, long service professionals, held out for over a day, but could not withstand German armour and firepower. When the enemy tanks broke into their position, the brigade tried to break out. While the British generals present surrendered, several small units clustered under the command of Major Maharaj Srirajendra Singh (later the commander of the post-independence Indian Army) staged an heroic march back to Allied lines, taking hundreds of prisoners along the way.

Additional Notes

Use New Zealand Counters as Australians OR take the Australians from Afrika Korps


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).

Display Order of Battle

Australia Order of Battle
Army
  • Towed
Britain Order of Battle
Army
Germany Order of Battle
Heer
  • Motorized
  • Towed
India Order of Battle
Army
  • Mechanized
  • Motorized
  • Towed

Display Errata (2)

2 Errata Items
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)

Display AARs (2)

Holding the Square
Author Brett Nicholson
Method Solo
Victor Australia, Britain, India
Play Date 2013-07-13
Language English
Scenario DeRa009

When first reading the German victory conditions, along with the scenario length(60 turns),I thought to myself -"I've got a very bad feeling about this". So I began with the Indian/Australian commonwealth set-up; placing three entrenchments on the base of the Eastern hill with 2 HMGs stacked and three entrenchments a few clicks further North, below the West hill with 4 HMGs. In the space between hills I built the "traditional" British square with dug-in, double stacked INF units in front and flanks; 2-pounders in the center; and mobile ACWs and Bren carriers to the rearguard, ready to move and dig-in where needed to fill in gaps; with MANY trucks as far back as they could be placed. From the aerial view of the map this somewhat resembled one of those Zulu war classics! With the German 5th Light Division I grouped all the panzers to the West; all 5 HMGs grouped with a (2-10-1)LT to the East flank which would give a right hand punch with a 22-45 effect on the direct fire table. Both sides seemed to have a solid plan of action. The German plan had it's flaws but seemed to work and casualties remained very low from the onset. It seemed as if this ambitious operation might actually work. Then at about 18:00/turn 47, a sandstorm appeared right before dusk and changed both side's best laid plans (gotta love those timely random events!. At first the storm benefited the Germans but ultimately, in the end, worked in favor(as in most cases)for the commonwealth, with the continuing movement modifier of +1. But for a time it still seemed possible that the 5th Light may just reach their objectives. In the end though,the Indian square served it's purpose by way of delaying action though not without outrageous losses (21 steps of INF alone!). At the scenario's end only one of six entrenchments were taken giving India a victory. I rated this scenario a 4 of 5 because it remained tense yet enjoyable until the end though my "very bad feeling" proved legitimate as far as the Germans reaching their objectives though they kept step losses below 10 until turn 58 and only after it was certain they could not occupy or evacuate all the entrenchments.

This is one of those scenarios that I would definitely revisit when I have another spare 5 days to invest and maybe learn a few new lessons and tactics apart from being able to defeat a sandstorm!

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Desert Rats #9
Author triangular_cube
Method Solo
Victor Germany
Play Date 2022-12-12
Language English
Scenario DeRa009

When playing these scenarios sequentially like a crazy person, this is a nice change of pace from surrendering, brittle Italians. Combined arms Germans must take a series of entrenchments from Indian forces while limiting their casualties. Indians set up dug in and entrenched in mutually supporting positions, with the corners manned by double HMG entrenchments. Nothing too special here.

Despite having a TON of troops, the Indians are actually somewhat limited in what they can bring to bear. Much of their force is a swarm of APCs which immediately run to the northwest hill and dig in. They are far to brittle to stand up to the German armor, so will act as a mobile reserve if an opportunity presents itself. Both sides have to flee their motor pools to their safe corner though, a desert rats theme, as taking out the pool is enough steps to usually win the scenario... They also have a lot of 2 pounders which can really only threaten the PzIIs.

Due to these limits to the Indians, the game plan for the Germans is to be extremely patient (look at that turn count), and hammer the allies with concentrated OBA/mortars, long range armor fire, and masses of machine guns. Of note is the fact that German HMGs have a range of 5, and Indians only 4, so aside from the 3 inch mortars, the Indians can't touch... really anything the Germans have unless they move in too early. The Germans also luckily drew their combat modifier 2 LT, so they can have 5 HMGs firing at the same time at one target while not being stacked 3 deep.

The early OBA focus was on the mortars, and once gone, the Germans just get their heavy hitters in position and bleed the Indians for the whole day. Seeing the inevitable coming, the Indians send their reserves and the dug in INF out for a desperate counter attack of the German right flank but they get shot to bits by the now dug in for hours German INF. It was basically a suicidal charge, but sitting there just getting shot would have meant the same result just slower.

In retrospect, I think the only chance they have for a draw is to slip their ACWs around the Germans and hit their motor pool. Having anchored their left with the PZIVs and the Right with the PZIIIs, the Germans were ready to make them run the gauntlet to do so. I'm surprised to see the play results so far. Did the other Germans not use the full time alloted and just slam in instead of taking advantage of the superior range and arty? Idk...

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