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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Armored Thrust
DAK '44 #2
(Attacker) Germany vs Britain (Attacker)
Formations Involved
Britain 2nd Armoured Brigade
Germany 5th Light Panzer Division
Display
Balance:



Overall balance chart for Dk44002
Total
Side 1 2
Draw 0
Side 2 0
Overall Rating, 2 votes
5
4
3
2
1
3.5
Scenario Rank: --- of 940
Parent Game DAK '44
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
Breakout
Hill Control
Meeting Engagement
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Terrain Mods
Scenario Requirements & Playability
Afrika Korps Maps + Counters
Beyond Normandy Counters
DAK '44 Base Game
Introduction

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

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.


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
  • Motorized
  • Towed
Germany Order of Battle
Heer
  • Motorized

Display Errata (6)

6 Errata Items
Overall balance chart for 865

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)
Overall balance chart for 838

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)
Overall balance chart for 871

Ignore the direct fire values.

(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 41

All SS PzIVH tanks should have a movement of 8.

(Shad on 2010 Dec 15)
Overall balance chart for 47

All SPW 251s have an armor value of 0.

(Shad on 2010 Dec 15)

Display AARs (1)

Armored Thrust Blunted
Author rerathbun
Method Solo
Victor Germany
Play Date 2011-03-23
Language English
Scenario Dk44002

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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