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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Tu-Kai-taua ("Tu, Devourer Of Warriors")
Desert Rats #30
(Attacker) Germany vs Britain (Defender)
India (Defender)
Maori (Defender)
New Zealand (Defender)
Formations Involved
Germany 104th Panzergrenadier Regiment
Germany 15th Motorcycle Battalion
Germany 15th Panzer Division
Germany 33rd Panzerjäger Battalion
Germany 5th Light Panzer Division
India Central India Horse "21st King George V's Own Horse"
New Zealand 20th Infantry Battalion
New Zealand 28th "Maori" Infantry Battalion
New Zealand 2nd Divisional Cavalry
Display
Balance:



Overall balance chart for DeRa030
Total
Side 1 0
Draw 0
Side 2 3
Overall Rating, 4 votes
5
4
3
2
1
2.75
Scenario Rank: --- of 940
Parent Game Desert Rats
Historicity Historical
Date 1941-12-02
Start Time 08:00
Turn Count 40
Visibility Day
Counters 198
Net Morale 1
Net Initiative 1
Maps 2: DR4, DR5
Layout Dimensions 116 x 88 cm
46 x 35 in
Play Bounty 179
AAR Bounty 165
Total Plays 3
Total AARs 2
Battle Types
Airfield Control
Inflict Enemy Casualties
Road Control
Rural Assault
Conditions
Off-board Artillery
Severe Weather
Terrain Mods
Scenario Requirements & Playability
Desert Rats Base Game
Introduction

While the rest of their division fought for their lives in front of Tobruk, the Maori stayed to the east as part of the force investing Bardia. Soon enough, the Germans came down the Via Balbia, attempting, once again, to break into the besieged fortress.

Conclusion

Once again, Maori firepower shattered the German advance, and their legendary coolness under fire foiled every German attempt to eject them from their positions. Suicidally brave, German MG crews unloaded and set up directly in front of New Zealand positions, but Maori sharpshooters picked them off one by one. Finally, a flanking attack by the Divisional Cavalry routed the Germans.


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

Display Errata (4)

4 Errata Items
Overall balance chart for 2

Two 105mms (ID#s 1204, 1205) have "16-31" fire values in black (direct fire), when they should be in white (indirect fire).

(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)
Overall balance chart for 486

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)
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 (2)

Warriors Devoured
Author Retiredgrunt17
Method Solo
Victor Britain, India, Maori, New Zealand
Play Date 2017-10-15
Language English
Scenario DeRa030

Turn 1-11. Germans attempt to maneuver towards the center and away from the bulk of the NZ forces on the German right. The NZ in turn maneueverntowards the center.

Turn 12-16. Germans split in to two groups for an envelopment of the airfield. NZ forces attempt to reorient to meet the dual threat.

Turn 17-29. The Germans have maneuver around both flanks, but the NZ forces have established a wide perimeter around the airfield.

Turn 30-40. The Germans pierce the perimeter and take the airfield, only to have it retaken in a NZ counterattack. Not enough Germans got to the airfield and the NZs got some fortuitous rolls. NZ victory.

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Decisive Maori Counterattack stops the Afrika Korps Cold
Author treadasaurusrex (Britain, India, Maori, New Zealand)
Method Face to Face
Victor Britain, India, Maori, New Zealand
Participants OldPueblo
Play Date 2024-08-14
Language English
Scenario DeRa030

It was refreshing to play on an actual board with real pieces. This one was too long and was not likely play tested properly, as it is very difficult for the Axis player to pull off a win. IMHO, it should be rewritten and shortened to about 30 game turns. We completed this marathon in only 5 sessions, thanks mostly to the growing PG-related skills of Old Pueblo, who led the attacking Germans in a valiant effort. I had the defending Commonwelth force, and we used the FOW, consolidation, smoke, extended assault, excess initiative optional rules. Foolishly, we only used a single house rule, and none of those that simplify movement: 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 did improve play realism, but we should have used house rules governing movement.

Others have described this one, which basically went as follows: the advancing Jerries maneuvered towards the middle of the battle map & away from the bulk of the Allied force. This approach branched into a pair of pincers that made straight for the airfield, taking it regardless of the rapidly mounting losses. After several repulses, the Wehrmacht attempted to maneuver around either flank, but were repeatedly stymied by heavy fire and miserable die rolls. A well-executed Maori-led counterattack, eventually liberated the airfield with very heavy German casualties and a senior leader loss that caused significant havoc & confusion

I recommend this one for SHARED and SOLO play. The more experienced player should play the attacking Germans as it is a much tougher pull for that side. I give this unplaytested encounter a 3 in shared play.

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