"The Bastards Will Kill The Lot Of Us" Desert Rats #27 |
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(Attacker) Germany | vs |
Britain
(Defender)
New Zealand (Defender) |
Formations Involved | ||
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Germany | 15th Panzer Division | |
New Zealand | 22nd Infantry Battalion | |
New Zealand | 2nd Divisional Cavalry | |
New Zealand | 5th Brigade HQ |
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Overall Rating, 5 votes |
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3.2
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Scenario Rank: 625 of 940 |
Parent Game | Desert Rats |
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Historicity | Historical |
Date | 1941-11-27 |
Start Time | 09:30 |
Turn Count | 30 |
Visibility | Day |
Counters | 52 |
Net Morale | 0 |
Net Initiative | 3 |
Maps | 1: DR4 |
Layout Dimensions | 88 x 58 cm 35 x 23 in |
Play Bounty | 113 |
AAR Bounty | 171 |
Total Plays | 5 |
Total AARs | 1 |
Battle Types |
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Covering Action |
Inflict Enemy Casualties |
Rear Guard |
Rural Assault |
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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In the confusion of the Crusader battles, the headquarters of 5th New Zealand Brigade had been behind what its staff thought was the front line. When the two German Panzer divisions swung behind the Allied forces, the rear echelon suddenly faced a determined tank attack. Thinking they faced a small blocking force, the Germans almost bypassed the detachment, but decided it could not be left astride one of the area's few roads. |
Conclusion |
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The New Zealanders fought with great determination, but could not stop the waves of armour from overrunning their positions. The gunners and infantrymen attempted to fight to the last man, but when the tanks broke into the main position, the brigade staff ordered them to surrender. Learning of this abortive heroism, the Italian officers that took charge of the prisoners later released the rank and file as a nod to their bravery - but shipped all the officers to Italy. |
AFV Rules Pertaining to this Scenario's Order of Battle |
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3 Errata Items | |
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The reduced direct fire value of the Heer HMG became 5-5 starting with Fall of France. (plloyd1010
on 2015 Jul 31)
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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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All SPW 251s have an armor value of 0. (Shad
on 2010 Dec 15)
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A heroic stand but the lot settles for surrender | ||||||||||||
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Despite the overwhelming odds against them, the Kiwis were very close to winning this one and well would have if it weren't for the HQ unit surrendering. The N.Z. deployment forbids the placing of units in the hill areas but are allowed to start off dug-in or taking cover at the airfield. The victory conditions for the Germans are to either destroy or force the HQ unit to surrender and take less than 10 step losses. The N.Z. player can win as long as the HQ unit is intact and even if it is destroyed or captured they win if they inflict 10 step losses before that happens. The scenario ends immediately if or when the HQ unit is dispatched one way or the other. At 09:30/turn 1, the Germans send out their motorcycle units first to spot for OBA and N.Z. opportunity fire disrupts one MTC unit and demoralizes the other but the German LT remains in good order and spots for OBA, disrupting the N.Z. 40mm AA gun. The rest of the mobile German units move and unload while the panzers sit at a safe range but close enough to provide direct fire and A.T. fire support. At 10:00/turn 3, N.Z. defending forces continue to harass the MTC units and one flees from demoralization to the hills before it can dismount with the LT riding off with them. At this point PzIIIGs are able to easily wipe out 2 steps of MkVIb tanks that are dug-in from a range of 6 hexes away. At 10:15/turn 4, the kiwis inflict the first German INF step loss with well aimed direct fire. Then at 10:30/turn 5, a random event results in misunderstood orders for the Germans and a platoon of PzIIIGs takes a road to the East edge of the map. At 11:00/turn 5, the N.Z. 2-pdr portree' unit braves up and eliminates one of the German carriers but is itself eliminated moments later. Germany has now taken 2 step losses. At 11:30/turn 7, German panzers blow a hole in the Kiwi defenses eliminating more of the MKVIb tank-like things and the HQ unit is exposed. Then at 11:45/turn 8, the last dug-in MkVIb is eliminated leaving two hexes vacant by the HQ. The Kiwis fill in those holes with foot units but now are spread out with only one unit per hex guarding the HQ. At 12:00/turn 8, another random event occurs with a German sniper eliminating the N.Z. Captain. By 12:45/turn 14, things are looking very grim for the Kiwis with only their 18-pdr left to defend against the panzers and furthermore, the N.Z. Colonel, demoralized, flees the defenses leaving only a Lieutenant left to lead units. PzIVEs also eliminate a whole platoon of Kiwi HMGS with massive direct firepower. At 13:15/turn 16, a demoralized HMG units flees the rearguard leaving the HQ exposed again without any units left to spread out and patch the breach. At 13:30/turn 17, the Germans feel confident enough to advance all foot units to the defenses and begin assaults. This is when the Kiwis luck begins to change and are able to eliminate 3 steps of German INF with opportunity fire, leaving other units disrupted and demoralized but the Germans still have enough good order units left to make two assaults. However, at 13:45/turn 18, German friendly fire renders one of the assault battlegroups incapable though the other assault is able to eliminate a N.Z. INF step, forcing the other step to abandon the hex, but the German units are left demoralized from return fire afterwards. However, German units are now adjacent to the HQ unit which is now disrupted. At 14:00/turn 19, Another assault goes awry against the 18-pdr after it recovers back to good order from being demoralized and is able to still be a threat to German armor from within the assault hex. Just when all seems lost the Kiwis are putting up fierce resistance. At 14:15/turn 20, a random event gives New Zealand new orders and now they only have to eliminate 8 German steps instead of 10 to claim a victory if they are able to do this before their HQ gives in. At this point the Germans have already taken 6 step losses so it seems possible that N.Z. can win after all. However, at 14:30/turn 21, the N.Z. 18-pdr is finally eliminated and the panzers roll up quickly; conducting an assault with 3 PzIIIGs on one helpless, dug-in INF unit while the rest are adjacent to the HQ. N.Z. opportunity fire is futile as it bounces off German armor. At 14:45/turn 22, the game ends with sudden death as the HQ unit surrenders immediately in the face of the panzers next to it. The German win this one but at a much heavier price than I imagined they would. In the end, almost all of the remaining German foot units had fled back to the hills in order to hopefully rally and the panzers made the difference. Things could of turned out differently if the HQ did not surrender right away and tried to inch away with it's movement of 1! The Kiwis only needed to inflict 2 more step losses to win it. From my own experience with this one I have to rate it a 4 out of 5. It was even fun losing with the Commonwealth. The Germans were given a good run and it became very frustrating up until the 18-pdr was knocked out. For a weapon unit with a defense rating of 1, the 18-pdr held out for quite awhile and even caused a failed German morale check twice in an assault. |
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