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 : Withdrawal
Desert Rats #35
(Defender) Germany vs Britain (Attacker)
Formations Involved
Britain 2nd Scots Guards
Britain 8th Hussars
Germany 15th Panzer Division
Display
Balance:



Overall balance chart for DeRa035
Total
Side 1 2
Draw 0
Side 2 0
Overall Rating, 3 votes
5
4
3
2
1
2
Scenario Rank: --- of 940
Parent Game Desert Rats
Historicity Historical
Date 1941-12-07
Start Time 10:30
Turn Count 44
Visibility Day
Counters 69
Net Morale 0
Net Initiative 0
Maps 2: DR4, DR5
Layout Dimensions 116 x 88 cm
46 x 35 in
Play Bounty 145
AAR Bounty 165
Total Plays 2
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

Rommel and the Italian high command could not agree over the campaign's strategic direction. Contrary to the common post-war fallacy the Germans wanted to declare a general retreat, while the Italians wished to stay and fight. Sensing a pull-out to be imminent, British columns began to probe the German psoitions. While their leaders had fallen into a panic's grip, the German soldiers had not.

Conclusion

The German tanks stayed behind their screen of infantry and anti-tank guns, sniping at the Stuarts at long range. The British attack failed miserably, allowing the Germans to withdraw later at their leisure.


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
  • Mechanized
Germany Order of Battle
Heer
  • Motorized

Display Errata (5)

5 Errata Items
Scen 35

Hill in 2005/2006 should be 2006/2007.

(PG-Tank Dude on 2010 Apr 30)
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)

Display AARs (2)

Thin armor will get you killed
Author dricher (Germany)
Method Face to Face
Victor Germany
Participants unknown
Play Date 2014-11-21
Language English
Scenario DeRa035

This scenario was played as a team event by my gaming group. I act as moderator and facilitator for each game, and I do not participate directly as a player. My listing of “winning” is based on the PG HQ site cannot support a neutral role in AARs.

This scenario starts out missing one important piece of information: there are no setup instructions for the British force. Also, map 4 with its huge ridge line seemed an unreasonable amount of ground for the Brits to control, so the combination of these two facts led me to modify the scenario. I removed map 4, shortened the game by six turns (about the added time to establish immediate control of the ridge line from an entry point, then turn to fight the Germans), and had the British enter on the opposite end of map 5 from the hills the Germans occupied. While this reduced the ability to outflank the German right, that was really a fallacy as the British still couldn’t outflank the rear. Still, forcing a relatively narrow approach did cause some benefit for the German, but players felt this modification was very reasonable overall.

The British forces entered and began moving up. The German tanks rumbled forward to mid map areas and attempted to interfere with the British advance and delay the inevitable massive British artillery support. Both sides maneuvered to try to get advantage, and finally the British player executed a brilliant outflanking of half the German tanks, setting up a beautiful crossfire opportunity while accepting the risk to several Stuarts. All they needed was initiative to rain holy fire down on the German tanks. And not only did they get initiative, they got it with a second activation bonus!

And that’s when things went bad.

The Brits missed three out of four seven-or-better rolls and a bevy of 10/11+ rolls to take out only one single step of PzIIIGs. A half step of PzIIIG is as good as a full step in armored combat, and the Germans proceeded to wipe out nearly half of the thin-skinned British Stuarts. Infantry advances and more maneuvering of the remaining Stuarts pressured a German tank withdrawal, but the British force was crippled.

The tank withdrawal allowed the British to move forward and begin spotting for artillery. The British rolled much better with artillery, managing to eventually inflict three step losses (including both 50mm ATGs), but German morale rolls were similarly stunning, and the British infantry managed to advance to an adjacent position to the German right hill before the beatings were too strong to maintain cohesion. The Brits crumbled on the hill, never managing to actually launch an assault while losing several steps in the process. The Brits retreated and yielded the battlefield to the Germans. British total losses (counting tanks as double) were 21 steps to the German five.

This was a good scenario that suffered from bad die rolls and the thin-skinned Stuarts. The step loss requirements massively favor the Germans since Stuarts are worth so much for steps while being so relatively useless in armored combat. We rated the scenario a 3, but it could have been an easy 4 with a slight modification. Everyone agreed that substituting Crusader I tanks for Stuarts AND requiring the British to control at least one hill plus 10 German steps destroyed would have resulted in a very balanced scenario. While the Brits would lose significant direct fire support, having thicker armor means the tanks may actually reach the German line. With a requirement to only thwart the Brits and score eight step losses for victory, the Stuarts are too much of a gimme for this scenario.

0 Comments
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Unfinished & Way Too Long
Author ACav (Germany)
Method VASSAL
Victor Germany
Participants Sonora
Play Date 2023-12-07
Language English
Scenario DeRa035

This is another scenario to avoid in shared play. It is really unbalanced, has multiple mistakes in the written instructions and was not play-tested by people on this planet.

I give this one a very generous rating of 2, mostly because it was fun blowing up Honey tanks at long range. Others have suggested a complete re-write of this one, and my opponent and I agree with that idea.

1 Comment
2023-12-07 14:43

I concur with the my quick-shooting, center-fielder opponent. This too long fight may be the worst designed battle in the whole PG series. It would have been nice if the Brit tanks were replaced by Crusaders in the setup as someone else suggested, but this scenario would still be too unbalanced for the Brits to have a chance for a win.

Mark this one a 1, from me.

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