Gabr Saleh Desert Rats #11 |
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(Attacker) Germany | vs | Britain (Attacker) |
Formations Involved | ||
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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 |
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Overall Rating, 4 votes |
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2.75
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Scenario Rank: --- of 940 |
Parent Game | Desert Rats |
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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 |
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Inflict Enemy Casualties |
Meeting Engagement |
Rescue |
Conditions |
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Off-board Artillery |
Terrain Mods |
Scenario Requirements & Playability | |
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Desert Rats | Base Game |
Introduction |
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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 |
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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 |
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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 |
AFV Rules Pertaining to this Scenario's Order of Battle |
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2 Errata Items | |
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Ignore the direct fire values. (Shad
on 2010 Dec 15)
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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)
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Desert Rats #11 | ||||||||||||
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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. |
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0 Comments |
Desert Rats, scenario #11: Gabr Saleh | ||||||||||||
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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. |
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1 Comment |
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.
Suitable for SOLO Play only - Another Honey Tank Massacre in the Desert | ||||||||||||
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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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0 Comments |