Te Ope Maori Hikoi Kia Toa ("Maori Battalion, March to Victory") Desert Rats #37 |
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(Defender) Italy | vs |
Britain
(Attacker)
Maori (Attacker) New Zealand (Attacker) |
Formations Involved | ||
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Britain | 1st East Kent Buffs Infantry | |
Britain | 32nd Army Tank Brigade | |
Britain | Army | |
Italy | 102ª Divisione Fanteria Motorizzata "Trento" | |
Italy | 62º Reggimento Fanteria Motorizzata "Sicilia" | |
New Zealand | 28th "Maori" Infantry Battalion | |
New Zealand | 2nd New Zealand Division |
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Overall Rating, 5 votes |
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3
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Scenario Rank: 754 of 940 |
Parent Game | Desert Rats |
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Historicity | Historical |
Date | 1941-12-11 |
Start Time | 07:00 |
Turn Count | 44 |
Visibility | Day |
Counters | 106 |
Net Morale | 2 |
Net Initiative | 1 |
Maps | 1: DR5 |
Layout Dimensions | 88 x 58 cm 35 x 23 in |
Play Bounty | 131 |
AAR Bounty | 165 |
Total Plays | 4 |
Total AARs | 2 |
Battle Types |
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Inflict Enemy Casualties |
Rural Assault |
Conditions |
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Entrenchments |
Off-board Artillery |
Reinforcements |
Terrain Mods |
Scenario Requirements & Playability | |
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Desert Rats | Base Game |
Introduction |
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Despite huge losses and many tactical defeats, Operation Crusader proved an operational success and the Axis began to pull back from Tobruk. The Maori joined the chase, running into an Italian position at Sidi Mgherreb. A British battalion from the 5th Indian Brigade would make the first assault, with the Maoris in reserve. |
Conclusion |
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The Italian gunners and infantry stood their ground against the British, mowing down dozens of the attackers and destroying the battalion as a combat force. With the first wave shattered, the Maoris surged forward aboard their trucks. The drivers took the infantry right up to the Italian lines, surprising the defenders who kept waiting for them to disembark. |
AFV Rules Pertaining to this Scenario's Order of Battle |
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2 Errata Items | |
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Two British infantry have their full strengths printed on the back. They should both be "2-3" when reduced. (Shad
on 2010 Dec 15)
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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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Sometimes it's better to wait, sir. |
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I played this one to see if it was possible for the British to achieve a decisive victory. That requires that they capture 6 entrenchments by turn 12, at which time their Maori reinforcements arrive. The British start too far away to have enough time to take them all. Also their step losses count double for British foot units and triple for tanks, and the Italians eliminated enough steps to win a decisive victory. My next play would be for the British to wait for the Maori arrive and use their superior morale and assault bonus to assault the entrenchments, and go for the marginal victory. |
0 Comments |
Ah, Patience is a Virtue, Tommy Atkins. | ||||||||||||||
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This was a 10-session play-though with the redoubtable and relentless Tambu handling the combined British & New Zealand side in this overlong, 44-game turn marathon that we began in March 2024. I led the defending Italian side in this poorly designed & nonplaytested scenario. We used the FOW, consolidation, excess initiative and smoke optional rules, plus these 2 house rules: 1) Road Movement for Mechanized & Foot Units All FOOT & MECHANIZED - units may move on roads at the rate of 1/2 of a Movement Point (MP) per road hex, just like MOTORIZED units, and 2) Standardized Movement for Mechanized Units - All mechanized units may move through clear hexes at a movement cost of only 1 movement point (MP) per hex, instead of 1 1/2. Add one to this cost if moving up, across, or down slopes hexes. We agreed that the house rules simplified and improved game play in this monsterous fight. Others have already reported on this one, which requires that the Commonwealth force capture 6 entrenchments by turn 12. Alas, the Brits failed to achieve this by game turn 12, and never took all 6 while taking far tooo many casualties in the process. The victory conditions are in need of a thorough rewrite, as Commonwealth step losses count double for British foot units and triple for tanks, making it surprisingly easy for the Italians to pull of a win in this muddled & frustrating scenario. As published, the Brits should simply wait for the reinforced Maori battalion to arrive before beginning their combined-arms, assault to be able to have a decent shot of at least gaining a marginal victory. This one needs serious revision and a shortened length to make it more suitable for SHARED and SOLO play. A generous 3, is my rating in shared play. |
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1 Comment |