Armored Thrust DAK '44 #2 |
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(Attacker) Germany | vs | Britain (Attacker) |
Formations Involved | ||
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Britain | 2nd Armoured Brigade | |
Germany | 5th Light Panzer Division |
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Overall Rating, 2 votes |
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3.5
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Scenario Rank: --- of 940 |
Parent Game | DAK '44 |
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Historicity | Alt-History |
Date | 1944-04-01 |
Start Time | 10:00 |
Turn Count | 24 |
Visibility | Day |
Counters | 125 |
Net Morale | 0 |
Net Initiative | 0 |
Maps | 2: AK1, AK3 |
Layout Dimensions | 116 x 44 cm 46 x 17 in |
Play Bounty | 189 |
AAR Bounty | 171 |
Total Plays | 2 |
Total AARs | 1 |
Battle Types |
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Breakout |
Hill Control |
Meeting Engagement |
Conditions |
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Off-board Artillery |
Randomly-drawn Aircraft |
Terrain Mods |
Scenario Requirements & Playability | |
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Afrika Korps | Maps + Counters |
Beyond Normandy | Counters |
DAK '44 | Base Game |
Introduction |
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Throughout most of the Second World War, German tankers enjoyed a considerable technological edge over their British counterparts. That didn't stop British tankers from pressing the attack when ordered. Both sides sought to exploit breakthroughs with their armored divisions, and frequently had to deploy them to stop enemy penetrations. The result could be a massive meeting engagement in the open desert of eastern Libya. |
Conclusion |
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Many times in the desert war, large armored formations met head-on in swirling tank battles. There's no reason to think things would have been any different in 1944: aerial reconnaissance was somewhat improved, and the weapons were definitely more lethal than had been the case two years previously. But victory would still go to the side that could bring superior force to bear at the proper point. |
AFV Rules Pertaining to this Scenario's Order of Battle |
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6 Errata Items | |
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The "Optional Values" for the 17-Pdr given in an Avalanche Press Daily Content piece on the 17-Pdr Anti-Tank gun (and printed on a replacement counter sheet Download) are now the Official Ratings, published in games like Cassino '44, Grossdeutschland 1946, and Indian Unity, as shown in one of the two counter images. These are: 5-5 / 8-8 MA 0 (Towed). (caryn
on 2012 May 03)
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The "Optional Values" for the Firefly given in an Avalanche Press Daily Content piece on the 17-Pdr Anti-Tank gun (and printed on a replacement counter sheet Download) are now the Official Ratings, published in games like Cassino '44, Grossdeutschland 1946, and Indian Unity. These are: 5-5 / 8-8 Full Strength and 3-5 / 8-8 Reduced Strength. (caryn
on 2012 May 03)
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Ignore the direct fire values. (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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All SS PzIVH tanks should have a movement of 8. (Shad
on 2010 Dec 15)
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All SPW 251s have an armor value of 0. (Shad
on 2010 Dec 15)
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Armored Thrust Blunted |
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Meeting engagement between British and German armored forces supported by infantry. The British are trying to reach a ridge just over three quarters of the way across the field of battle. In the first hour, the Germans lead with their tanks, giving the infantry time to spread out and dig in behind them, slightly in front of the objective ridge. The British split their tanks, with the slower Churchills travelling up the road and the Shermans and Fireflies attempting a flanking maneuver on the south side. The British infantry disembark their halftracks outside the German tanks’ effective gun range and begins to advance toward them. British air attacks and OBA cause some disruptions, but no real damage. The Panthers catch the British tanks within range of their 88’s and take out 2½ platoons of Shermans, a platoon of Fireflies, and two half-platoons of Churchills. Not a good start for the British. They are already down to an initiative of 1. The British tanks on the south flank pull back as the Infantry advances toward the German armor. The infantry takes a couple of losses, but makes it right up to the nearest German tank platoons. The German tanks pull back to avoid being assaulted without their supporting infantry. They fill the gaps in their line of dug-in infantry. The Churchill tanks on the north flank trade long-range fire with the Panthers and Panzer IV’s; the Germans get the better of the exchange, but it keeps them from reinforcing the center. After pulling back to the infantry, the German tanks concentrate on the British halftracks with anti-tank fire and eliminate most of them. The British infantry uses the distraction to approach within assault range. When the Brits win the initiative on the following turn, they assault the tanks and eliminate two half-platoons. With the German tanks occupied, the remaining Shermans and Firefly move up and take shots from outside the assault hexes and eliminate more German armor. Both sides reinforce the assaults and take casualties. In the end, the British do not have enough strength remaining to push on to the ridge and their armor losses are over twice as high as the Germans'. Major German victory. Rated a 3, although it has good tanks in the wide-open desert. Would rate a 4 or 5 if I can ever figure out how to approach German tanks with Shermans and not have the Allies lose the scenario before it really begins. I will play this one again. |
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