Tu-Kai-taua ("Tu, Devourer Of Warriors") Desert Rats #30 |
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(Attacker) Germany | vs |
Britain
(Defender)
India (Defender) Maori (Defender) New Zealand (Defender) |
Formations Involved | ||
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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 |
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Overall Rating, 4 votes |
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2.75
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Scenario Rank: --- of 940 |
Parent Game | Desert Rats |
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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 |
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Airfield Control |
Inflict Enemy Casualties |
Road Control |
Rural Assault |
Conditions |
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Off-board Artillery |
Severe Weather |
Terrain Mods |
Scenario Requirements & Playability | |
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Desert Rats | Base Game |
Introduction |
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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 |
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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. |
AFV Rules Pertaining to this Scenario's Order of Battle |
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4 Errata Items | |
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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)
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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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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)
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Warriors Devoured | ||||||||||||
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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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0 Comments |
Decisive Maori Counterattack stops the Afrika Korps Cold | ||||||||||||||
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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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