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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Young Fascists : German Relief
Desert Rats #34
(Attacker) Germany
(Defender) Italy
vs Britain (Attacker)
India (Attacker)
Formations Involved
Britain 1st King's Dragoon Guards
Britain 2nd Queen's Own Cameron Highlanders
Germany 15th Panzer Division
Germany 3rd Panzer Reconaissance Battalion
Germany 5th Light Panzer Division
India 1/6th Rajputana Rifles
India 2/5th Mahratta Light Infantry
Italy Gruppo di Battaglioni Giovani Fascisti
Display
Balance:



Overall balance chart for DeRa034
Total
Side 1 2
Draw 0
Side 2 0
Overall Rating, 1 vote
5
4
3
2
1
5
Scenario Rank: --- of 940
Parent Game Desert Rats
Historicity Historical
Date 1941-12-05
Start Time 13:30
Turn Count 48
Visibility Day
Counters 200
Net Morale 1
Net Initiative 1
Maps 2: DR4, DR5
Layout Dimensions 116 x 88 cm
46 x 35 in
Play Bounty 183
AAR Bounty 165
Total Plays 2
Total AARs 2
Battle Types
Inflict Enemy Casualties
Rescue
Rural Assault
Conditions
Off-board Artillery
Reinforcements
Terrain Mods
Scenario Requirements & Playability
Desert Rats Base Game
Introduction

Erwin Rommel had at first dismissed reports that a tiny band of mere Italians could be holding up an entire enemy division, but finally committed armour in an attempt to relieve them. On the other side, Bir el Gubi had completely obsessed the British 7th Armoured Division and they ignored reports from armoured car units of approaching panzers.

Conclusion

The German assault smashed 11th Brigade, despite a valiant stand by the Maharatti anti-tank gunners. For the loss of five tanks, the brigade was destroyed as a fighting force and the valiant Fascist youth rescued. However, the Afrika Korps command misjudged the extent of their victory and pulled back before wiping 11th Brigade and destroying other formations made vulnerable by its collapse.


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).
  • Armored Cars: These are Combat Units. They are motorized instead of mechanized. All have their own armored car leaders, who can only activate armored cars (6.85). Do not provide the +1 Assault bonus (ACC).
  • Reconnaissance Vehicle: 8.23 Special Spotting Powers Both foot and vehicle mounted recce units (1.2) possess two special spotting abilities. The first ability is that they can spot enemy in limiting terrain at one hex further than the TEC specifies for other units and leaders. For example, an enemy unit in town can normally be spotted at three hexes or less, but a recce unit can spot them at four hexes.Their second ability is that they can place a Spotted marker on any one enemy unit they can spot per turn, just as if the enemy unit had "blown its cover" by firing. Such Spotted markers are removed as described earlier.
  • 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

Britain Order of Battle
Army
  • Mechanized
  • Motorized
  • Towed
Germany Order of Battle
Heer
India Order of Battle
Army
  • Motorized
  • Towed
Italy Order of Battle
Regia Marina
  • Motorized
Regio Esercito
  • Towed

Display Errata (5)

5 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 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 47

All SPW 251s have an armor value of 0.

(Shad on 2010 Dec 15)

Display AARs (2)

German relief-British/Indian panic
Author Retiredgrunt17
Method Solo
Victor Germany, Italy
Play Date 2017-10-03
Language English
Scenario DeRa034

This one was interesting from the point of view of it being mostly a fighting withdrawal. It quickly devolved in to a fur ball of units trying to get past both the enemy and one another in an attempt to exit the map.

Turn 1-8. Quick turns. The Italians took some shots at the Indians to their front, but no significant results occurred.

Turn 9-13. The Germans massed behind to ridge to form one large cohesive force.the Italians continued taking potshots.

Turn 14. The Germans are sighted as they moved over the ridge. British and Indian units moved to exit the map.

Turn 15-19. British and Indian units are getting off the map, but not enl quick enough. The German armor and trucked infantry is moving very quickly. The Italians move to their left in an effort to block their escape.

Turn 19-44 the British/Indian forces are caught in a large pocket and chased down relentlessly. This was a catastrophic defeat for the Allies. Ther German forces were too quick and when the Italians ghifted to the left, it made a bad situation worse.

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German Relief-Revisited
Author Retiredgrunt17
Method Solo
Victor Germany, Italy
Play Date 2017-10-06
Language English
Scenario DeRa034

Having just played this one a few days ago and not liking the result, I decided to try a different approach. Rather than just run when the German armor was visible, I would attempt a fighting withdrawal. This would hopefully result in some German/Italian losses, raising the step losses available for the British/Indian.

Turn1-8. The Allies and the Italians trade shots back and forth. A few Italians suffer disruption.

Turn 9-12. The Germans mass behind the ridge. The Italy's suffer more disruption and a demoralization.

Turn 13-15. The Germans move towards the Allied positions. The Indians move towards to the Italian positions while the British/Indian units orient engage with armor and ATGs.

Turn 16-20. Allied units have remarakable success hitting German mobile units. The Indian attack against the Italians is suffering from disruption and demoralization as Indian units assault the Italian positions. The Allied units are starting to pay the price though.

Turn 21-30. Holding the line as units are departing, the Allies are taking losses. Reorganizing after a bit too impetuous of a start, the Germans are putting the hurt on the Allies. The Allies had been lucky to this point, but have still lost 9 steps and the Germans and Italians 11.

Turn 31-35. The Germans assault across their front and right flank. The Aalied position starts to fall apart while withdrawing under pressure.

Turn 36-40. The Germans and Italians lose a total of 16 steps. The Allies lose 30. The fighting withdrawal was definitely more fun and was more tactically challenging, this is just a really tough scenario for the Allies.

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