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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Display
Balance:



Overall balance chart for DeRa026
Total
Side 1 3
Draw 1
Side 2 0
Overall Rating, 5 votes
5
4
3
2
1
3
Scenario Rank: 771 of 940
Parent Game Desert Rats
Historicity Historical
Date 1941-11-26
Start Time 21:30
Turn Count 36
Visibility Night
Counters 167
Net Morale 1
Net Initiative 2
Maps 1: DR4
Layout Dimensions 88 x 58 cm
35 x 23 in
Play Bounty 146
AAR Bounty 165
Total Plays 4
Total AARs 2
Battle Types
Hill Control
Inflict Enemy Casualties
Rural Assault
Conditions
Off-board Artillery
Terrain Mods
Scenario Requirements & Playability
Desert Rats Base Game
Introduction

The entire Crusader plan hinged on one achievement, linking up with the trapped Tobruk garrison. Repeated attempts failed, with the 20th Battalion losing three commanders within an hour. On the evening of the 26th, fresh New Zealanders with tank support moved up again to force their way through the German and Italian positions. Meanwhile, the garrison tried to push its way out.

Conclusion

The night battles that raged around Sidi Rezegh and Tobruk perimeter were among the fiercest of the North African campaign. The Kiwis reported that the 9th Bersaglieri fought to the last man, inflicting grevious casualties on their attackers. But at 1am on the 27th, a patrol from the 19th Battalion encountered troops of the Essex Regiment. Tobruk had been relieved.


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

Display Errata (4)

4 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)
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)

Display AARs (2)

No relief for Tobruk again; axis blockade holds through morning
Author Brett Nicholson
Method Solo
Victor Germany, Italy
Play Date 2013-08-26
Language English
Scenario DeRa026

First off, this is a very tough scenario to set-up, play and even more tough for the Commonwealth to win. There are also a wide variety of morales for different battlegroups; the axis has three different ones (9/7;7/6 and 8/6) as well as the Commonwealth (8/8;8/7 and 8/6). In the course of play it is highly likely these units will get mixed together in some way, whether they are fleeing from demoralization or reinforcing other groups.

Axis objective: keep at least one unit intact on the upper hill levels and eliminate 10 or more New Zealander/Britsh steps. The key to axis success lies in getting their trucks up the hill, unload reinforcements, scramble to the upper hill area and dig-in as fast as possible. The axis deployment leaves a gap between the West, Italian flank and the East, German one. And there is also a gap between the Bersaglieri units South of the flanks. These gaps must be filled as quickly as possible.

Commonwealth objective: eliminate all units in the upper hill area and link up with the Tobruk garrison. This is a tall order even though both New Zealand and Britain have superior numbers and a lot of tanks. However, to counter those tanks are plenty of A.T. guns along with an Italian 90mm A.A.gun which is just about as capable of knocking out a Matilda as it's German, 88mm counterpart. My advice is to forget linking up right away and focus all British units deployed in the West, foot and mobile alike, on stopping those trucks from getting to the upper hill area and with the Southwestern Kiwi force to rush right into the Bersaglieri in hopes of eliminating the 90mm before it can be moved. Once again, those trucks have to be stopped as they are the only means of transport the axis has.

I won't go into too much detail of the scenario play as it was long at 36 turns and it was clear midway through that there was no hope in eliminating all of the axis blockading forces. The Italians were successful in getting all of their trucks through Bersaglieri lines and transporting their field pieces. Some bren carriers were sent to try to stop the trucks but were too late and only managed to slow some unloaded German units down through morale checks but even they made it through eventually as OBA covered their movement, eliminating one of the carriers. Another factor which benefited the axis was the visibilty limit of 2 hexes as this was a night scenario. Had there been full visibilty the Commonwealth forces would of easily been able to eliminate both trucks and weapon units alike and roll on over with the tanks. Also, the axis had incredible OBA available to them at: 1x24,2x16 and 4x12. There were some curious random events which also worked against the New Zealanders -twice in play a Kiwi HMG unit rained friendly fire down on it's comrades at point-blank range!

The Kiwis have not had much luck in these 'Desert Rats' scenarios so far and with my play, after this scenario sit at only 1 victory and 4 losses but they did give the German flank a hard time and though they never managed to link-up with the Tobruk garrison they were able to eliminate 14 steps of German INF and destroy all of the 50mm A.T. guns the hard way, through assaults. The problem was that once a German post was taken the Kiwis were left stacked 3 high and the axis OBA obtained deadly results with sometimes up to a 70+ column on the bombardment table. The New Zealand losses were: 9 steps of INF, and 2 steps of HMG. With the British, the garrison kept getting pushed back everytime they tried to breakthrough and only managed to take two Italian positions and lost both of them soon after. In the Southern portion of the battleground the Bersaglieri positions were regrouped after the field guns were transported and formed a wall of defense denying access to the upper hill areas from the second Kiwi attack group and did not give up one post by scenario's end.

So it ends with a decisive axis victory and Tobruk must wait another day to be relieved. I rated this one a 3 out of 4 because of the challenge factor and the amount of coordination required. However, I did have to use smoke, wire and decoy markers to distinquish units of different morales that got mixed in together so play was as tedious as it was long, taking four days to complete. Not a bad scenario overall and though it was another loss for New Zealand they did give a good fight for once without the assistance of the Maoris.

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Break the Siege of Tobruk
Author treadasaurusrex (Britain, New Zealand)
Method VASSAL
Victor Draw
Participants Miguelibal
Play Date 2022-12-09
Language English
Scenario DeRa026

This was a very long, 7-session play through with another rapidly-improving rookie in a very tough scenario for both sides -- but especially for the leader of the Commonwealth -- this is a very hard pull. Being the more experienced player, I chose the New Zealand & British side, so at least I got some tanks! My estimable opponent wanted to practice his defensive skills, so he chose the defending Axis side in what ended as a very costly & frustrating DRAW. We used the FOW, smoke, excess initiative, consolidation and extended assault optional rules. The leader draws were fairly bad for the Axis, but pretty decent for the Commonwealth. There were 10 FOW-shortened turns out of 36 in this play-through and fortunately we ignored the random events table for sake of continuity.

As others have noted, this scenario is not well-designed, or properly play-tested. There are a variety of morale levels for both side's battlegroups: the Axis has three different ones (9/7, 7/6 & 8/6); as well as the Commonwealth (8/8, 8/7 & 8/6). Ours got all mixed up in the course of play, and it was an annoying -- but necessary -- chore to keep track of the varying morale levels of units from different formations in mixed stacks. The Axis side is required to maintain at least one unit intact on the upper hill levels and eliminate 10 or more New Zealander/British steps. This is a major challenge for the Italo-Germans as the several groups are set up widely on the single map, with significant gaps in between. This forces the Axis player to scramble and fill these gaps as soon as possible to ensure a better supported defense, and to do so while outnumbered. The Commonwealth needs to eliminate all enemy units on the upper hill contours, focus considearable effort on eliminating Axis motor transport -- and most crucially -- to join hands with the emerging British Tobruk garrison. This is a very tall order, indeed, given the number and lethality of the demonic AT guns deployed by the Axis player, and places a premium on a very rapid Kiwi advance and on pinning & destroying the high-morale Bersaglieri battalion before they move with their devilish 90mm AT gun platoon.

This nighttime, 36-turn scenario, was a giant slugfest, and it was fairly obvious that the Commonwealth force would not be able to prevail by the 20th game turn. However, the New Zealanders & Tommies kept punching to the end in hopes of throwing all the Axis troops off the higher hill terrace. This push nearly succeeded, but was foiled by multiple Commonwealth morale failures at critical junctures in turns 18-24. Most of these were caused by sporadically accurate and always heavy Axis OBA, combined with unlucky close assault combat rolls. A near link-up occurred in turns 25-27, but effective Axis counter attacks foiled this opportunity. Step losses at the end, were 22 steps for the embattled Italo-German force, and 12 steps for the Commonwealth.

I give this overlong scenario a generous rating of 2, only because of the challenging action and good companionship. It desperately needs more thorough play-testing to rate any higher, IMHO. Not sure that it is possible for the Commonwealth player to win this one outright, although I tried very hard to pull it off. It proved a very close draw. This encounter is probably better played in solo mode, and shortened to about 28-30 game turns.

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