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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Piecestrike
DAK '44 #3
(Defender) Germany vs Britain (Attacker)
Formations Involved
Britain 2nd Armoured Brigade
Germany 15th Panzer Division
Germany 5th Light Panzer Division
Display
Balance:



Overall balance chart for Dk44003
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 12:00
Turn Count 24
Visibility Day
Counters 131
Net Morale 0
Net Initiative 1
Maps 1: AK2
Layout Dimensions 88 x 58 cm
35 x 23 in
Play Bounty 190
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
Hill Control
Rural Assault
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Reinforcements
Terrain Mods
Scenario Requirements & Playability
Afrika Korps Maps + Counters
Beyond Normandy Counters
DAK '44 Base Game
Introduction

Putting Germany's best weapons into the hands of the Afrika Korps' experienced crews would have created a formidable fighting force. But Britain could counter with hard-bitten fighters of her own. As yet another tank battle rages to the south of Tobruk, superior British numbers continue to push back 21st Panzer until 15th Panzer launches a counterattack.

Conclusion

In the wide-open spaces of the Western Desert, tanks like the Panther and Firefly would have been extremely dangerous opponents. Two short years after Gazala and Alam Halfa, tank battles might have played out very differently thanks to the greater ranges of the new weapons.


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
  • Tank Destroyer: do not provide the +1 Assault bonus, even if closed-top (SB)
  • 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 (7)

7 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 869

All Bren carriers should have a movement value of 7.

(Shad on 2010 Dec 15)
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)

Attack and Counter-attack
Author GeneSteeler
Method Solo
Victor Germany
Play Date 2012-04-02
Language English
Scenario Dk44003

The objectives:

  1. Control the hill
  2. Inflict casualties

Time = 6 hours (24 turns)

Synopsis

British attack a German occupied hill which overlooks the road to Tobruk. The Germans call for reinforcements…

BATTLE SUMMARY

The Battle

British enter from the east and begin to move toward the German occupied hill. British airplanes begin to target the German AT Guns.

British infantry disembarks the trucks and APCs and advance on foot (The unspotted German AT Guns and tanks would shred the fragile vehicles). The British armour likewise holds back.

British continue to move forward on foot as the RAF can’t seem to hit anything. They get almost within range but still no Germans are spotted.

A British Typhoon spots some panzers. The British foot move within their direct fire range and the British tanks roll forward at full steam as the German tanks finally begin to open fire. The battle has now truly began! (turn 5).

British infantry charges the hill. A very lucky FOW hits just after the Shermans advance as the Germans are caught by surprise.

But the Germans take the initiative and a German platoon is destroyed. A Typhoon strikes and hits some Infantry and reduces a Panzer platoon. The Churchills advance to set up a crossfire on the easternmost PzIV. The Panthers are unable to hit the Churchills at long range. As the German tanks are now under threat the APCs begin to advance. (4 British losses to 3 German losses)

Germans win the initiative but miss the Firefly. Their PzIVF2 comes under heavy crossfire and is eliminated by the Firefly and Shermans. The easternmost side of the hill is free of German armour and the infantry advances.

The Churchills fire 10 volleys and eliminate the reduced PzIVH. The German lower armoured tanks are eliminated as the deadly Panthers sit on the back half of the hill and reduce one of the Churchill platoons.

The Reinforcements are delayed. German AT Gun is hit by direct fire. Firefly is reduced by the Panthers as the British armour rushes the hill. Casualties are nearly tied at 10 German losses to 9 British losses.

German reinforcements arrive in the west led by a number of Panthers and PzIVHs. The RAF is now deterred and the Germans gain offboard artillery and +2 initiative. The British are scared.

Shermans on the southern side of the hill are eliminated by the Panthers as the Churchills advance toward the summit.

German infantry on the eastern side of the hill are getting overrun by the British.

British direct fire eliminates the German HMG nest. The Churchills are engaged by the Panthers as the reinforcements move to flank the east side of the hill.

Churchills take the high hill and reduce a Panther. But the reinforcements make their presence know and respond ferociously. The remaining Shermans engage and reduce a reinforcement platoon of PzIVH. 3 hours have passed (halfway)

The British armour comes under huge fire but manage to reduce both Hetzers. The Churchills hang in strong at the summit because of their good armour.

In the east the German infantry is eliminated in assault.

Germans win initiative and the British tanks are almost all eliminated. The M3 and Bren drivers who have been assisting the British infantry piss their pants! (as they know they’re next!)

The British have done well getting half the hill but now with their armour gone they are in humungous trouble.

British infantry eliminates the German mortar. Another quick FOW again stops the German infantry reinforcements from advancing.

The M3s come under heavy fire as they have no chance against the Panthers. The British have almost cleared the hill of all the initial German infantry but with 2 hours to go quiver in their boots.

Over the next 45 minutes the Germans advance en force. The British manage to take out a Panther in close assault but are being overwhelmed as the Germans outnumber them enormously and begin to simply overpower them in close combat.

Over the next 30 minutes the Panthers clear out the British mortar teams and soon the British are down to a single HMG who is locked in assault. With one hour to go still, the British surrender.

GERMAN MAJOR VICTORY

Aftermath

This was a very fun scenario of attack and counter-attack. If the German reinforcements were: less numerous, later, missing Panthers or if the scenario was only 4 hours instead of 6. This could have been a British victory and would have been much more balanced.

As it was, it was a very enjoyable and tense scenario until around the 3 armour mark where it became evident the British attack was over and it was now time for them to try desperately (and with little hope) to stop the German counter-attack.

Scenario Rating: 3/5 – Fun scenario which almost gets a 4/5 except that the British really don’t seem to have a chance once the German reinforcements (and Panthers) arrive.

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