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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Gabr Saleh
Desert Rats #11
(Attacker) Germany vs Britain (Attacker)
Formations Involved
Britain 2nd Royal Horse Artillery
Britain 4th "Black Rats" Armoured Brigade
Britain 5th Royal Tank Regiment
Britain 8th Hussars
Germany 3rd Panzer Reconaissance Battalion
Germany 5th Light Panzer Division
Germany Kampfgruppe Stephan
Display
Balance:



Overall balance chart for DeRa011
Total
Side 1 4
Draw 0
Side 2 0
Overall Rating, 4 votes
5
4
3
2
1
2.75
Scenario Rank: --- of 940
Parent Game Desert Rats
Historicity Historical
Date 1941-11-19
Start Time 15:45
Turn Count 30
Visibility Day
Counters 69
Net Morale 0
Net Initiative 2
Maps 2: DR4, DR5
Layout Dimensions 116 x 88 cm
46 x 35 in
Play Bounty 141
AAR Bounty 159
Total Plays 4
Total AARs 3
Battle Types
Inflict Enemy Casualties
Meeting Engagement
Rescue
Conditions
Off-board Artillery
Terrain Mods
Scenario Requirements & Playability
Desert Rats Base Game
Introduction

Whilst the Italians mauled 22nd Armoured Brigade, 4th Armoured Brigade sped across the desert in hot pursuit of fleeing German troops. After some argument amongst the German generals, 21st Panzer Division finally sent a battlegroup to rescue the battered German recon units. The two forces clashed head-on, amid mutual confusion.

Conclusion

Eyewitness accounts differ on how this battle was fought, with some observers claiming the British charged into a close-range melee, and others holding that the battle took place at somewhat greater but still close distance. The British left 23 tanks on the field, whilst the Germans admitted to losing 7.

Additional Notes

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

GERMANS

need 4 x PzII (have 2), take 2 from Afrika Korps

need 8 x PzIIIG (have 6), take 2 from Afrika Korps

need 5 x PzIVE (have 4), take 1 from Afrika Korps

need 4 x SdKfz 222, (have 2), take 2 from Afrika Korps

BRITS

need 20 x Stuart (have 12), take 8 Honey from Waltzing Matilda


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
  • 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
  • Leader
  • Mechanized
  • Motorized
Germany Order of Battle
Heer
  • Foot
  • Towed

Display Errata (2)

2 Errata Items
Overall balance chart for 871

Ignore the direct fire values.

(Shad on 2010 Dec 15)
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 (3)

Desert Rats #11
Author triangular_cube
Method Solo
Victor Germany
Play Date 2022-12-14
Language English
Scenario DeRa011

This is a rather large armor battle, but the Allies are severely limited by their force being nothing but light tanks. Ideally, they are pursuing a small German recon force which they can outgun, while the German III and IVs come to the rescue, but with a lack of setup restrictions for the Germans, they can start with the recon elements on the far side of the map. This removes any real chance for the Allies to score any kills. This leaves the only alternative for them being to dig in in positions that funnel the Germans into flanking shots, or their 18 lbers. But this is an easy trap to see and avoid.

The Germans advance with their IVs down the center, flanked by the IIIs which the Infantry moving along with the IVs in to deal with the 18s. Using the map edge, they cover their right from flanking shots and the Brits continually withdraw an displace but no opportunity presents itself. Eventually they run out of map and are wiped by the Germans.

The German IIs, Armored Cars, and Trucks stay in the rear safeguarded by their 88s as well, producing no easy kills.

Not really much they can do here. Balance is pretty awful. Rommel makes an appearance but ultimately does nothing of note, the overpowering tanks ruling the day.

0 Comments
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Desert Rats, scenario #11: Gabr Saleh
Author JayTownsend
Method Solo
Victor Germany
Play Date 2023-12-10
Language English
Scenario DeRa011

Desert Rats, scenario #11: Gabr Saleh

I reacquired this game, as I was missing playing some of the scenarios from it and especially after reading the excellent book called: Steel Centurions, not to mention the Italian Ariete Division was at their peak performance in many of these scenarios, which I can relate to after reading the book mentioned. Funny thing is, I ended up playing a scenario without any Italians in it. Also I picked a scenario which required two sets of counters, which was kind of irritating, but pulled counters from other games. I believe Desert Rats has 3 scenarios out of the 50 that require two sets of counters, I played many of them years ago.

In this scenario, it is all about eliminating enemy steps and the Germans can pretty much protect their weaker units but not the British as even their Stuart tanks are weak. About the only chance the British have in this one, was to charge the Germans in the darker hours and hope for good dice rolls. My game ended with the Germans achieving 37 points to the British 8 points for an easy victory.

I could kind of see the Germans were going to win this one, before I even setup it up but wanted to play some wide open tanks battles. It would have been more fun if the British would have had stronger Grant tanks. The Maps are pretty dull compare to the newer games like: An Army at Dawn but I reacquired this game mostly for the scenarios, counters and got it at a really good price from Noble Knights. Next time I’ll pick a closer match scenario.

1 Comment
2023-12-10 19:14

I would be happy to play Desert Rats No 11 - Bir el Gubi with you online if you would care to experience commanding key elements of the Ariete Armored Division on perhaps their best day in the Libyan Desert during 1941.

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Suitable for SOLO Play only - Another Honey Tank Massacre in the Desert
Author treadasaurusrex
Method Solo
Victor Germany
Play Date 2023-12-10
Language English
Scenario DeRa011

Others have reported in detail about this massively unbalanced scenario, so I played it as a SOLO venture. What a surprise - the Africa Korps clobbered the near-hapless British side in this pitched battle.

Unless one is a hopeless masochist, don't play this one in SHARED play as the Allies. However, It was fun to play in SOLO mode and I give it a generous rating of 2.

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