Panzer Grenadier Battles on November 23rd:
An Army at Dawn #3 - Fire Support Leyte '44 #29 - Thanksgiving Day
Carpathian Brigade #3 - Breakout and Pursuit Panzer Lehr 2 #24 - Plug the Hole
Desert Rats #23 - Te Hokowhitu-a-Tu ("War Party") Panzer Lehr #24 - Plug the Hole
Desert Rats #24 - Hill 175 South Africa's War #7 - Rear Echelon
Dragon’s Teeth #33 - Chickenshit Regulations South Africa's War #8 - Ons Is Helsems
Invasion of Germany #38 - Making Hay South Africa's War #9 - Sunday of the Dead
Jungle Fighting #9 - Another Try West Wall #8 - Making Hay
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"We Are Omnipotent"
Desert Rats #22
(Defender) Germany
(Defender) Italy
vs New Zealand (Attacker)
Formations Involved
Italy 55ª Divisone Fanteria "Savona"
New Zealand 21st Infantry Battalion
Display
Balance:



Overall balance chart for DeRa022
Total
Side 1 3
Draw 1
Side 2 0
Overall Rating, 5 votes
5
4
3
2
1
2.6
Scenario Rank: 890 of 940
Parent Game Desert Rats
Historicity Historical
Date 1941-11-22
Start Time 06:00
Turn Count 22
Visibility Day
Counters 65
Net Morale 0
Net Initiative 1
Maps 1: DR5
Layout Dimensions 88 x 58 cm
35 x 23 in
Play Bounty 114
AAR Bounty 153
Total Plays 4
Total AARs 4
Battle Types
Hill Control
Inflict Enemy Casualties
Rural Assault
Conditions
Entrenchments
Minefields
Off-board Artillery
Terrain Mods
Scenario Requirements & Playability
Desert Rats Base Game
Introduction

The New Zealand Division set out on Operation Crusader with an eagerness for battle. Its commander requested to join the action immediately radioing 8th Army HQ to inform them that "We are omnipotent". The Kiwis soon got their chance to prove it, assigned to attack the Italian fortified outpost of Bir Ghirba.

Conclusion

Despite General Freyburg's enthusiasm, the Kiwis turned out not to be quite omnipotent. The attack came in poorly organised and without artillery support, while the Italians rallied around their charismatic general and drove off the attackers.


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

Germany Order of Battle
Heer
  • Mechanized
Italy Order of Battle
Regio Esercito
  • Mechanized
  • Towed
New Zealand Order of Battle
New Zealand Army
  • Mechanized
  • Motorized
  • Towed

Display Errata (2)

2 Errata Items
Scen 22

The German Pz748e is a captured Matilda and should have an armor rating of 6, not 0.

(Brett Nicholson on 2013 Jul 28)
Overall balance chart for 101

The L3/35 with ID# 1505 has the incorrect movement factor printed on it. The movement factor should be 7, not 8.

(plloyd1010 on 2014 Nov 24)

Display AARs (4)

A Disasterous Debut for the Kiwis
Author Brett Nicholson
Method Solo
Victor Germany, Italy
Play Date 2013-08-01
Language English
Scenario DeRa022

I would like to say first that this is a great scenario for solitaire play but shared maybe not so much. The New Zealanders have an ardous task before them; to take out four entrenched hill positions with no real fire support available other than a single 3-inch mortar platoon. Also, the Italian player has 20 points of minefields, with no decoys, to place in 10 hexes which perfectly surround their positions and armor which can be placed on both flanks.

In the set-up the Italians also get to hand pick their Colonel (Fedele de Georgis) with a rating of (1-10-1), with luck I also randomly drew a Captain with a (1-10-2) rating giving unheard of morale for the Italians. The Kiwis were not so lucky in their draw of leaders. Though almost all of them had a 1 morale modifier, not one of them had a combat modifier which would of greatly aided their assault attempts.

So the play began and right away one of the Kiwi trucks carrying much needed HMGs was hit by indirect fire demoralizing both units yet the advance pressed on. Then I got a sandstorm result on the random events table which slowed things down quite a bit but then I thought this to be a benefit as the low visiblity protected units from being spotted until they could maybe get to the hill areas. Eventually the storm cleared after 5 turns and now all units were spottable again before they were within direct fire range.

The attack plan was to assault an immobile Pz748e (a captured Matilda) on the West side of the hill with infantry and take out the L3/35's with the 2-pdr A.T. gun and Bren carriers on the East side; combined INF and HMG would go straight-on. Well, none of this worked! The 105mm artillery easily took care of the carriers and the A.T. gun was destroyed before it could even fire a shot at the tankettes. Then there were the minefields. Anyway, to keep this brief and to wrap it all up, not one hill position was taken. Furthermore, not one Italian step was eliminated or even demoralized that I can remember. This was a first I believe, most definitely for Italy. The New Zealanders on the other hand lost 8 steps of INF; 3 steps of HMG; 1 2-pdr; 2 Brens along with a Major and two Captains, plus plenty more units demoralized and disrupted.

I still rated this one a borderline 3 because it was a great solitaire play, shared perhaps more of a 2. With the Italians it was mostly target practice but I did try some daring moves with the Kiwis that I wouldn't of attempted elsewhere, knowing well before the scenario's end that a win was hopeless. Also that I would play this again but at a much later date.

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We're Invincible! The Black Knight Always Triumphs!
Author Poor Yorek
Method Solo
Victor Draw
Play Date 2014-01-12
Language English
Scenario DeRa022

Come on Patsy.

This was probably a good draw insofar as it goes.

Italian Set-Up: Entrenchments in 0908(20-m); 0810(40-m); 0708(40-m); 0609(20-m). The L3/35's and the frozen reduced (captured) Matilda are dug in on 20-m around the perimeter. Mines: 1008; 0909; 0910; 0808; 0811; 0710; 0707; 0608; 0609; 0510.

The NZ force has a long trek across open sand. After Italian bombardment rolls (one on-board piece and one off-board factor) of 7, 7, 6, 8 (SIGH), they proceed to roll two "snake eyes" in succession killing two lorry-borne HMGs! The NZ colonel decides to foot pound it the rest of the way.

NZ attack axis is from the East and SE (having entered on N board edge).

Key Elements:

NZ 2-lbr shrugs off bombardment after bombardment and takes out three steps of M3/35 with 10's and 11's. Assault takes out the forth step of M3/35.

NZ makes its play for Entrenchment 0609. By 1030 hours (and seven turns of assault), situation is this:

Italians lost: 12 countable steps - 1 BERS platoon (2 steps); 1 ENG platoon (2 steps); and 2xL3/35 platoons (4 steps x 2). Lost ENTRENCHMENT 0609.

NZ lost: 7 countable steps - 2 x HMG (4 steps); 1 x 3-inch; 2xINF(red; 2 steps).

The NZ side will lose if it loses another step, but cannot win without taking three more entrenchments with equivalent holding force to the one taken after considerable trouble (and only after getting both BRENs and the lone HMG into the assault). The Italians are content to remain within the protection of their minefields and fortifications. Thus, the NZ force withdraws with periodic DIS due to artillery harassment.

The Italian HQ is saved; the Kiwis sent back with something called a "flesh wound," but still capable of combat at a later date.

PS The Italians also benefited from an inordinate number of good rolls on the DF 4 col! There were sufficient morale failures on the NZ side to prevent a second attack from forming, though perhaps just as well from the VC point of view.

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Desert Rats #22
Author triangular_cube
Method Solo
Victor Germany, Italy
Play Date 2023-03-04
Language English
Scenario DeRa022

This is another Axis fortified hill with entrenchment spam similar to #s 20 & 21. This time the Allies still have a force far too weak to take the hill even without entrenchment and mine spam. However this time around, the Italians have less AT capability, so if that gets knocked out the New Zealanders can get their Brens into assault for some extra firepower, and the Italians are much thinner on the ground. The task is still unlikely to be successful but not to the "basically impossible" standard I have for a "1".

New Zealand has one true boon in this though, in that they drew their 11-1-2 LT, so they are able to advance with his modifier bonus into contact, ignoring all the OBA and 105 fire. They hit the Italian hill in good order, but wither under adjacent fire in the minefields. They fall back after being chewed up, and results in an easy Italian win.

Best course of action for NZ of course, is to dig in on board entry and sit there for a draw, but seeing as they had some remote chance of success they went for it. Otherwise most of these DR scenarios are going to draw.

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No Maoris = No Victory
Author Reconquista (New Zealand)
Method VASSAL
Victor Germany, Italy
Participants treadasaurusrex
Play Date 2024-06-19
Language English
Scenario DeRa022

This was a 3-session disaster for the attacking Kiwis in a flawed scenario that is virtually impossible to win as the blue player, barring miraculous die rolling.

I give it a 2 because it was exciting to play with a challenging opponent. This one needs a rewrite as is, and should be played solitaire only.

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