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!
Shabash Gora Paltan
Desert Rats #20
(Defender) Germany
(Defender) Italy
vs Britain (Attacker)
Formations Involved
Britain 1st Royal Sussex
Britain 42nd Royal Tank Regiment
Italy 16º Reggimento Fanteria "Savona"
Display
Balance:



Overall balance chart for DeRa020
Total
Side 1 2
Draw 3
Side 2 0
Overall Rating, 6 votes
5
4
3
2
1
2.33
Scenario Rank: 919 of 940
Parent Game Desert Rats
Historicity Historical
Date 1941-11-22
Start Time 11:00
Turn Count 24
Visibility Day
Counters 97
Net Morale 1
Net Initiative 2
Maps 2: DR4, DR5
Layout Dimensions 116 x 88 cm
46 x 35 in
Play Bounty 145
AAR Bounty 159
Total Plays 5
Total AARs 3
Battle Types
Hill Control
Inflict Enemy Casualties
Rural Assault
Conditions
Anti-infantry Wire
Entrenchments
Minefields
Terrain Mods
Scenario Requirements & Playability
Desert Rats Base Game
Introduction

As part of Operation Crusader's initial moves, 4th Indian Division had been given the task of first masking and then attacking the outhern flank of the Axis fortified line along the Libyan-Egyptian frontier. With heavy tank support, 5th Indian Brigade filtered behind the Axis lines and then reversed direction in a mad charge against the fortified camp of Nuovo Omar.

Conclusion

The British troops fought very well, and despite troops of this very post having captured details of the Crusader plan, managed to force their way through the wire. They overcame all of the Italian posts with heavy fighting, and 4th Division saluted them with various accolades in Hindi.


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

Britain Order of Battle
Army
  • Mechanized
  • Motorized
Germany Order of Battle
Heer
  • Leader
  • Towed
Italy Order of Battle
Regio Esercito

Display Errata (3)

3 Errata Items
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)
Overall balance chart for 871

Ignore the direct fire values.

(Shad on 2010 Dec 15)

Display AARs (3)

No accolades from India on this attempt
Author Brett Nicholson
Method Solo
Victor Draw
Play Date 2013-10-31
Language English
Scenario DeRa020

This was a another of many desert hill assaults gone wrong, even for the defenders. Not one entrenchment was taken by commonwealth forces yet casualties were low in the attempt so Italy could not claim a victory either.

The Commonwealth had no OBA or any indirect fire support units to soften the enemy up before their approach whereas Italian indirect fire, coupled with the assistance of a German 88mm, was successful in disrupting, demoralizing and breaking up the leadership of the attackers before they made it to the hill. The attack was attempted from the northeast, bypassing most of the barbed wire hexes but the two engineers were late getting to the minefields, having to rally a few times as they were prime targets of indirect fire. Commonwealth units were pushed back from opportunity and indirect fire before they could successfully mount even one assault. Oddly enough, there were no Commonwealth foot unit losses the entire battle though one lieutenant was eliminated from compound demoralization. As time was running out by turn 19 I sent the brens in for support knowing that the 88mm could not miss eliminating one of them each turn (even snake eyes gets a hit with 0-rated armor) but also knew well enough that even at the rate of losing one bren a turn that Italy would not get the required 10 step losses to win. Also, the 88mm managed to eliminate 2 steps of Valentine tanks that attempted to assist foot units and quickly withdrew them after that loss.

By turn 24 it ended in a predictable draw with Commonwealth step losses only at a total of 8; 2 less than required for an Italian win. My personal play was more of a '2' but feel that overall the scenario is an average '3'. With a less cautious approach no doubt that the Italians would of won it, I just wasn't feeling suicidally brave with the Commonwealth force this time. For all the efforts of the attack just a mere 2 steps of Italian ENG units were eliminated and was not lucky or capable of knocking out the German 88mm. Also, none of the British leaders drawn had any combat modifiers to be able to combine direct fire values. This too was also a disadvantage for the Commonwealth attack. Also, 18 of 24 turns passed before there was even one step loss which made play unusual though perhaps boring; even the minefields weren't generating any results. Perhaps with a better British leader draw and a little more risk-taking the scenario would have been less of a yawn.

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Desert Rats #20
Author triangular_cube
Method Solo
Victor Draw
Play Date 2022-12-28
Language English
Scenario DeRa020

This one really just doesn't work. Morale difference or no, the Brits have to cross the map, wire, and minefields while under artillery fire, to then assault and clear out up to 17 Italian entrenchments on a hill... with no artillery support of their own... in a short time. Oh and they cant use their massive amount of Bren carriers either because the Italians have a friendly 88 on the top of that hill that gets a free kill every turn they are in range, and the Brens alone are enough to trigger the Italian VCs.

Brits have no chance at all. So they choose not to engage, and force a draw. I really hate to play this way, because many Desert Rats have the attacking force's best option to just deny combat for a draw, so I generally have been forcing the attack. This one is so one sided that I called the scenario out for it and didnt.

A real dud, worst of the module so far. Pass on this one. I reserve ratings of "1" for mechanically broken or impossible scenarios, this is one of them.

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Another Crummy Broken Scenario to Avoid
Author treadasaurusrex (Britain)
Method VASSAL
Victor Draw
Participants Tubac52
Play Date 2023-03-06
Language English
Scenario DeRa020

This was another 1-session crapulent scenario in the Desert Rats package as others has reported in great detail. This one was so badly designed that by mutual consent, we bagged it on the 3rd game turn and settled for a boring draw.

There is no real possibility of the Tommies pulling off a win in this mess, due to very poorly conceived victory conditions. Both sides drew good leaders, in what might have been a good fight if this scenario had been decently play-tested.

Don't know why they bothered publishing this encounter. We both give this dog a generous rating of: 1.

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