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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Ngati Tumatauen-ga ("The Tribe Of War")
Desert Rats #25
(Attacker) Germany vs Maori (Defender)
New Zealand (Defender)
Formations Involved
Germany 5th Light Panzer Division
Germany Kampfgruppe Ravenstein
New Zealand 28th "Maori" Infantry Battalion
New Zealand 2nd New Zealand Division
Display
Balance:



Overall balance chart for DeRa025
Total
Side 1 2
Draw 0
Side 2 3
Overall Rating, 6 votes
5
4
3
2
1
3.67
Scenario Rank: 289 of 940
Parent Game Desert Rats
Historicity Historical
Date 1941-11-26
Start Time 22:00
Turn Count 20
Visibility Night
Counters 60
Net Morale 1
Net Initiative 1
Maps 1: DR5
Layout Dimensions 88 x 58 cm
35 x 23 in
Play Bounty 111
AAR Bounty 147
Total Plays 5
Total AARs 5
Battle Types
Ambush
Hill Control
Inflict Enemy Casualties
Rural Assault
Conditions
Off-board Artillery
Terrain Mods
Scenario Requirements & Playability
Desert Rats Base Game
Introduction

After a couple of days rest, a company of Maori headed for Fort Musaid, a demolished structure along the German route to Bardia. Commonwealth troops had isolated the German garrison of the fortified port there, and New Zealand Division headquarters expected strong attacks as the Germans attempted a relief. The Maori awaited them eagerly, having relieved the German Oasis Company of a large number of machine-guns and mountains of ammunition it was time to test these weapons.

Conclusion

The Maori skillfully hid their positions and held fire until the Germans wandered right on top of them. A sheet of flame erupted as the warriors opened fire with their new toys. The net morning 76 Germans lay dead in front of the Maori trenches, plus a fair number of shattered trucks, halftracks and guns. The German battlegroup commander reported that he had run into the entire 4th Indian Division.


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).
  • 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

Germany Order of Battle
Heer
  • Mechanized
  • Motorized
New Zealand Order of Battle
28th "Maori" Infantry Battalion
New Zealand Army
  • Motorized

Display Errata (4)

4 Errata Items
Scen 25

Scenario special rules don't specifically say so as it does with other scenarios, but this is a night scenario based on the clock.

(triangular_cube on 2023 Mar 09)
Overall balance chart for 20

The reduced direct fire value of the Heer HMG became 5-5 starting with Fall of France.

(plloyd1010 on 2015 Jul 31)
Overall balance chart for 47

All SPW 251s have an armor value of 0.

(Shad on 2010 Dec 15)
Overall balance chart for 353

INF unit 1112 has full firepower printed on the front and back of the counter. Back should be 4-2.

(garbare83686 on 2022 Feb 08)

Display AARs (5)

Kampfgruppe Ravenstein goes down swinging; a very intense nightime trench battle.
Author Brett Nicholson
Method Solo
Victor Maori, New Zealand
Play Date 2013-08-22
Language English
Scenario DeRa025

I had to rate this scenario high for the sake of solitaire play though the balance of play is highly in favor of the New Zealander/Maori player. The scenario takes place at night though it is not specified whether visibilty is 1 or 2 hexes, so I went with 1 hex as it is described as an ambush. In setting up the Maoris I spread them out with one unit per entrenchment, sacrificing firepower but making the already tough German victory conditions tougher. The Germans have to be in control of all hill hexes by the end of play with fewer than 8 step losses to win. There is no possibility of a draw as the victory conditions state: If neither or both players win, the New Zealand player wins.

So with the Germans I did what I could and was very impressed with their results though New Zealand ultimately won in the end. From 22:00-22:45, the battlegroup advances having some intuition that danger is up ahead and at 23:00/turn 5, they make contact with the enemy. Surprisingly they don't take any step losses from Maori opportunity fire and are successfully able to encircle most of the entrenchments without any major morale breakdown, save maybe one or two disrupted INF units but leadership is intact. At this time the opposing portree' units bump into each other and the Germans call in fire support demoralizing the mobile, N.Z. 2-pdr.

By 23:30/turn 7, neither side is able to inflict much damage on the other, mostly because of nightime visibilty and hill hex modifiers, though at 23:45 the disabled N.Z. portree' unit is eliminated. The Maoris have only been able to shake up the Germans at this point, far from annihilating them as the historical conclusion states. At 00:00/turn 9, in one wave, all disrupted German units (5 of them)are rallied. Maori units rally as well with superior morale (9/8)and a German assault is postponed. At 01:30/turn 15, the Germans are ready, as their time and luck are sure to run out soon and a first assault is made. Neither side is able to cause much injury to the other, at least for a while. A second German trench assault begins at 01:45/turn 16, reinforced with pzIIs and has far better results, eliminating a step of Maori INF and demoralizing the other. By 02:15/turn 18, one Maori trench is in German control but at 02:30/turn 19, the Maoris bounce back and wipeout over half of the force attacking them, along with a German Major, from the first assault, leaving one demoralized HMG unit left in the assault hex. A third German assault is conducted, assisted by the pzIIs at this time and another entrenchment is weakened, losing an INF step but by 02:24/turn 20, the Germans withdraw.

I was really amazed at how this battle picked up towards the end and it was one of the most intense trench battles I have ever played. The 20 turns passed by very quickly and was able to finish it in less than 24 hours. Though the play seemed biased I enjoyed it immensely though I believe I would do no better with the Germans second time around, in fact they far surpassed my expectations to begin with. Though this was a nightime ambush, the German actually inflicted more step losses on the Maoris with the odds stacked high against them. Also, was very glad that the pzIIs have finally showed they are useful for something after all, combined with INF in assaults.

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Maori Cold Steel -- Again, with a Vengeance!
Author treadasaurusrex (Germany)
Method Face to Face
Victor Germany
Participants sagunto
Play Date 2024-03-15
Language English
Scenario DeRa025

Replayed this one in face-to-face mode as the German side and emulated the wily waynebaumber's tactics from a previous, online thrashing. Gracious game host, Sagunto, led the high-morale, Maori defenders entrenched on a barren hill, daring anyone to throw them off without losing every attacker. This was a seesaw-like, very costly encounter played over 4-sessions with a lot of beer and salsa. The final result was a hard-fought German victory that materialized on nearly the last turn.

We ignored the FOW, but used the excess initiative, consolidation, smoke and extended assault optional rules. We also used these two house rules: 1) Standardized Movement for Mechanized Units- All mechanized units may move through clear hexes at a movement cost of only 1 movement point (MP) per hex, instead of 1 1/2. Add one to this cost if moving up, across, or down slopes hexes, and 2) Dug In Units are Automatically in Limiting Terrain in Desert Games - Unless prohibited by special scenario rules, ALL units that are dug-in on slope hexes are considered to be in limiting terrain and are spotted if enemy units approach to within 3 hexes, or 4 hexes for reconnaissance units – – unless they are marked with a spotted marker, see 8.22. This rule set helped ease in-person play and added substantially to our fun.

As others have described, this one was a back-and-forth, counterattack-filled, bloodletting. It boiled down to many German-induced, mechanized infantry assaults, and brutal, adjacent-hex firefights for virtually the entire game. The ferocious Maori infantry slowly melted away, taking many Germans with them. It seemed to us that the challenge is one of patience on the part of the Allied player as the Maoris are deadly with grenade & bayonet when out of their trenches in counter attack mode. However, once the supporting AT portee and the HMGs are gone, the German halftracks can make hay in close range, combined arms combat. Casualties were many once the Axis troops were in range, and luckily for them, they managed a number of magnificent 6-die, initiative rolls!

This was a relatively balanced one, that requires considerable forebearance for the Allied player, and great persistence - plus lucky combat die rolling for the Axis side. If the fierce Maoris stay in their trenches, the Germans will almost certainly lose the fight. We give this bloody-but-fun, scenario a solid, rating of 4.

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Lucky dice
Author Umikaze
Method Solo
Victor Maori, New Zealand
Play Date 2024-04-13
Language English
Scenario DeRa025

The German assault's first turn broke even. Three Maori entrenchments were assaulted; one was captured, one went disastrously badly for the Germans, the third was an ongoing affair. A German tank platoon maneuvered to reinforce the entrenchment where the assault went badly. The Maori 2 pounder unit activated, abandoning its entrenchment to rush across the hill and get adjacent to the German armored platoon. The Maori won the next turn's activation roll; the 2-pdr fired on the tanks with a modified roll of 13, eliminating the armored platoon. Since tank steps count double for VP that put the Maori VP total at 8 steps, immediately ending the engagement at the start of Turn 6.

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When two tribes go to war
Author waynebaumber (Germany)
Method VASSAL
Victor Germany
Participants treadasaurusrex
Play Date 2022-01-03
Language English
Scenario DeRa025

This small scenario has a single company of Maori sitting entrenched on a hilltop, attacking them are two reinforced companies of Afrika Korp (AK) with armour support. The action takes place at night, VC are pretty simple, AK to take the hill and not lose 8 steps. Visibility was rolled for and was deemed to be two hexes, the first initiative roll generated a random event which meant that the AK had lost their limited OBDA, what a jolly start for yours truly. The Maori's set up was solid and with their 9 morale I knew I was in for a tough time, when facing troops with that high morale you know you need to get X's to have a ,hope of shifting them these boys were not going to flee off the hilltop just to please me. I split the AK forces into two groups, my plan was attack from both flanks, making sure my half-tracks, tanks and portee avoided the 2pdr. I was initially going to try and use firepower from adjacent hexes to whittle down the commonwealth troops before committing to assaulting however events were to change that tactic. The first few turn went to plan as I manoeuvred in an reasonably efficient manner my units into position with no casualties on either side. As I moved adjacent to the entrenchments however I was surprised to see the Maori commander gather 50% of his force and charge out of the entrenchments and assault my leading units, this brave (foolhardy) move initially proved to be very successful and in the first assault took out 2 AK steps, and over the next few turns this one assault cost me 7 steps just one of the magic number for a Maori win. However Felipe's move had left some entrenchments empty except for an officer, and I ran over him with my SPW's. It had also left his 2pdr isolated and that was overrun by my INF, this left my two tanks and halftracks free to move. I decided that in the main assault I would just feed units in but not attack and to try and deal with the rest of the Maori force before having to deal with these mad New Zealanders. This plan worked, but to be honest it now turned into a die rolling contest as attacked with overwhelming fire power but Felipe only had to roll one X on the combat to get his win. The dice gods favoured myself and I eliminated the entire Moari force with plenty of time to spare. However it was a close run thing. **As a scenario this is not one of the best the New Zealand player just sits in his entrenchments and watches the AK drive up, disembark and advance to contact, of course Felipe went very aggressively on the attack which nearly won him the game would he have been better waiting for me to assault him I actually don't know, for the last five of the game turns he would have won the game with a throw of 2/3/10/11/12 however he didn't in this instance fortune did not favour the brave. **

1 Comment
2022-01-04 12:25

As my gracious and clever opponent makes clear, this is an instance in which foolhardy bravery in the face of a measured & disciplined approach, is the undoing of the valiant. The Maori's powerful advantage in cold steel close assaults, led them astray, although it almost worked! It did make for a surprisingly exciting play-through against a highly-skilled opponent.

I gave this decently-balanced scenario a 2, mostly due to the need to use the random event table whenever the two sides threw identical initiative rolls. We also played using the FOW rule, which favored the defending side. In hindsight, the small force of Maoris should have simply stayed in their hilltop entrenchments and tried to survive Ravenstein's 2-pronged onslaught. It would have been a boring match, but it might have worked.

Outright audacity was much more fun!

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Desert Rats #25
Author triangular_cube
Method Solo
Victor Maori, New Zealand
Play Date 2023-03-09
Language English
Scenario DeRa025

I thought I left the jungle behind? Morale 9 Maori entrenched on a hill, who leave their line to counterattack a larger but weaker morale attacking force...

Similarities to just about every Jungle Fighting scenario aside this one does have a bit of play and counterplay because even though the Maori want to be in assault combat as much as possible due to their crazy bonuses, and the fact that they cant be shot at from multiple hexes per turn, they still must avoid the SPW stacks, lest they get shot up while racking up their kill count. Each step lost is felt due to their low numbers.

I'm not confident that the Maori want to deploy their trenches, because they plan on leaving them and dont want to have to leave them to the Germans but they set up in them anyway. 2xINF in one, INF + HMG in the other on the front, and INF + Portee in the back. The portee is vulnerable, but if it can hopefully shoot at SPWs that get into assault. Maori plan is simple, let the Germans approach to visible range, open fire on op fire with their HMG + INf stack and then move the X2 INF stack adjacent before the Germans can return fire. Trust in their INIT to pull through and assault first thing next turn and then methodically work down the line.

The plan works getting enough kills while depleting their own force. This makes the Germans play for a draw, but they are unable to dig out that INF + HMG stack. Morale 9 is just crazy in this system, especially when paired with the extra assault bonus that the... Maori... and Japanese... and Finns.... get. Same thing here, as was in JF and AF.

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