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!
Bir El Gubi
Desert Rats #10
(Defender) Italy vs Britain (Attacker)
Formations Involved
Britain 22nd Armoured Brigade
Britain 2nd Royal Gloucestershire Hussars
Britain 4th County of London Yeomanry
Italy 132ª Divisone Corazzata "Ariete"
Display
Balance:



Overall balance chart for DeRa010
Total
Side 1 6
Draw 1
Side 2 1
Overall Rating, 7 votes
5
4
3
2
1
3.71
Scenario Rank: 245 of 940
Parent Game Desert Rats
Historicity Historical
Date 1941-11-19
Start Time 11:00
Turn Count 28
Visibility Day
Counters 75
Net Morale 1
Net Initiative 1
Maps 2: DR4, DR5
Layout Dimensions 116 x 88 cm
46 x 35 in
Play Bounty 139
AAR Bounty 153
Total Plays 8
Total AARs 4
Battle Types
Inflict Enemy Casualties
Rural Assault
Conditions
Entrenchments
Off-board Artillery
Terrain Mods
Scenario Requirements & Playability
Desert Rats Base Game
Introduction

As Operation Crusader opened, Gen.'Strafer' Gott, commanding the British 7th 'Desert Rats' Armoured Division, ordered his 22nd Armoured Brigade to attack the Italian Ariete Armoured Division. Gott had just received the 22nd, and apparently wanted to give the new units their first experience against a weaker Axis division. Ariete had a new secret weapon and unrivaled fighting spirit, as the British soon discovered.

Conclusion

The powerful naval guns of Milmart, supplied with armour piercing shells, easily smashed the British tanks hulls. The Italian tankers launched a furious counter-attack, even ramming British tanks with their machines. The 22nd lost most of the tanks it committed. British generals quickly began to make excuses that post-war writers accepted, claiming that Germans were present, or that the unit may have been Italian but was officered by Germans.

Additional Notes

Scenario requires two sets of Desert Rats counters OR ownership of Afrika Korps for unit substitution. Details are as follows:

Italians need 15 x BERS (have 9), take 6 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).
  • 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
  • Portees: Trucks with mounted Anti-Tank guns, Anti-Aircraft weapons, or artillery. Stack as combat units. Move like trucks, but fire like guns. Do not limber or unlimber. Have the truck's -1 armor value. Truck and gun are treated as a single unit, and do not transport other units. (SB)

Display Order of Battle

Britain Order of Battle
Army
  • Mechanized
Italy Order of Battle
Regia Marina
  • Motorized
Regio Esercito
  • Mechanized
  • Motorized

Display Errata (3)

3 Errata Items
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)
Overall balance chart for 104

Four counters (ID#s: 1502 to 1506) have the incorrect NATO symbol (infantry in lieu of armor).

(Shad on 2010 Dec 15)

Display AARs (4)

Desert Rats, Scenario #10, Bir el Gubi
Author JayTownsend
Method Solo
Victor Italy
Play Date 2010-01-01
Language English
Scenario DeRa010

I finally got to play a scenario from Desert Rats. With two maps, I had to move the game into the kitchen area for space, as two maps takes a lot more room then my normal desk will allow. I try out #10 Bir el Gubi and had the same results as the British did historically. It was nice to have all those Crusader Tanks but their gun is pretty weak even for the Italian armor. Now throw in the fact that they have to attack fixed/entrenchments with Italian BER Infantry that doesn’t surrender and AT guns not to mention the Big 102mm Naval guns and M13/40 tanks as well. The British have a small off board artillery allotment of a 1 X 10 that you can barely suppress, with few rolls, if you are lucky, those big 102mm portee guns. Most of my Crusaders are now burning and the Italian lost zero entrenchment’s as I put a ring around them of dug-in units. The Italians clearly won this one with just a few dug-ins lost, a few Infantry and truck steps lost and a few M13/40 steps lost as well. I lost count of the Crusader steps burning. The British had to take all four Italian entrenchments and eliminate 10 Italian steps. The second one is doable but both together, looks very hard. All the Italians have to do is avoid the British victory conditions and destroy British armor. Maybe I should have went after the Naval 102mm guns first, instead of avoiding them. But that opportunity fire would have made me pay just the same. My play was a clear Italian Victory!

102mm in scenario #10: In #10 Bir el Gubi, the British only have armor in this scenario with a weak off board artillery of 1 X 10. But next time I play I'll use the charge tactic but the Italians can always block it, with those M13/40's or at least hold it up, so those 102mm will still take a toll. Hopefully there will be enough left of my Crusader tanks to attack those fixed positions! It is a challenge. Note; save the two CS Crusader units for the entrenchments.

I also put a ring of dug-in Infantry around my AT-Gun entrenchment’s, which makes a pretty good defense in not losing the entrenchments.

I will have to re-visit Bir el Gubi from Desert rats someday! It was great moving all those Crusader tanks around, I think about 19 platoons in all. I lost with the British last time but I have a new strategy for next time. I highly recommend that scenario as well. There are quite a few scenarios I want to play in DR, as I now feel it is one of the top three games in this system for good scenarios. The only problem is that about half require two large maps to play! Space seems to be my problem right now.

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Desert Rats, scenario #10: Bir el Gubi
Author JayTownsend
Method Solo
Victor Italy
Play Date 2011-07-15
Language English
Scenario DeRa010

For many years I have been wanting to replay this scenario and I finally got around to it, as I thought I could do better as with British side this time around. I have additional counters for this scenario and I now have gaming space for two desert maps, so I had another battle from Bir El Gubi, which is a battle that has always interest me.

This time unlike my first play, I sent my whole British armor forces, both groups after those giant 102mm Portee Italian Naval Guns. I took them out, both units and I did pay with about 4 steps of Crusader I’s but this was much better then my first play. Now I could concentrate on taking those four Italian entrenchments, but as last time I circled the entrenchments with dug-in infantry, AT-Guns and Italian M13/40’s and still had another smaller group of M13/40’s maneuvering around as well. So this time I took my two armor battle groups of British Crusader I’s & Crusader CS’s and attacked one side of the Italian fortifications hoping to slowly eat away at them until a victory but slowly my British armor was eaten away as well and the turns went much faster.

By turn 23 of 28 I started to get desperate as the British player and took some bad risks, including assaulting Infantry hexes without any Infantry support, which didn’t pay-off but they don’t have any Infantry in this scenario either. In the end I did take one of the four Italian entrenchments, far short of the four needed for victory but one more then my first battle. I improved my game play with this scenario but not enough, as the British were through as a fighting force and the Italians had another victory with the same scenario.

I think this is difficult for the British to win but a very fun scenario to try regardless.

One more note, I do not know who can spot for the British 1x10 of off board artillery in this scenario as there are no Infantry Leaders No big deal, as it's very small amount. I also didn’t rank the scenario as high this time around.

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Into the valley of death rode the 2d Glouchestershire Hussars
Author Blackcloud6
Method Solo
Victor Italy
Play Date 2020-08-21
Language English
Scenario DeRa010

And interesting albeit one-sided scenario. This battle was one of the high points of the Italian Army in WWII where they soundly defeated the British. The scenario plays that out.

The brits attacked with one group on the their left flank to hit the main Italian defense while the right flank group had the mission to push back the Italian tank screen and kill or push away the deadly MILMART naval gun portees.

The right flank Crusaders did their job but took heavy casualties from the naval guns. The remainders of this force then came over to support the main attack.

The main effort hit the Italian tank line and defeated the M13/40s after a few turns of battle. The consolidated west of the Bersaglieri positions. Once all together, this force moved around the flank to the rear of the defense and attacked. They had no success getting into the positions with a pure tank force. Whenever they assaulted, the Bersaglieri counterassaulted and demoralized or killed the attackers. By 1630 hours it was apparent that British were not going to gain any position and were about to lose the entire force, so they withdrew.

I gave this a four rating becasue it is an interesting scenario to see how a pure tank force is inadequate to take a dug-in position. Probably it is best to play solo.

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Desert Rats #10
Author triangular_cube
Method Solo
Victor Italy
Play Date 2022-12-13
Language English
Scenario DeRa010

This is a fun but ultimately hopeless exercise. Brits have an all tank force and must attack a fortified Italian position, bristling with AT guns. Italians also have better morale and naval guns. It works about as well as one would expect.

Brits enter in 2 nearly identical groups, one of which is immediately under extended range fire from the Italian naval guns. These slaughter the Brits on approach and survive a short dual with the remnants of the British formation.

The other group enter and have a dual with the Italian tanks on the map, ultimately winning but being about 3/4 strength at its conclusion. This is not nearly enough strength to make a dent on the Italian hill, not that full strength would have been enough either.

Its a doomed situation, but the shooting gallery for the Italian naval guns is a bit amusing for a quick solo game.

I would have have given this a 3 on the merits of the unique situation, but needed eratta to the setup knocked it down one.

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