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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Night Raid
DAK '44 #4
(Attacker) Germany vs Britain (Defender)
Gurkha (Defender)
India (Defender)
Formations Involved
Britain 50th Reconnaissance Battalion
Germany 5th Light Panzer Division
Gurkha 2/4th Gurkha Rifles
Display
Balance:



Overall balance chart for Dk44004
Total
Side 1 0
Draw 0
Side 2 2
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 01:00
Turn Count 16
Visibility Night
Counters 53
Net Morale 0
Net Initiative 1
Maps 1: AK2
Layout Dimensions 58 x 44 cm
23 x 17 in
Play Bounty 156
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
Ambush
Exit the Battle Area
Conditions
Terrain Mods
Scenario Requirements & Playability
Afrika Korps Maps + Counters
Cassino '44 Counters
DAK '44 Base Game
Introduction

Better weapons would not have changed the confused nature of desert warfare. Particularly when waged at night. With the British advance blunted by the German counterattack, German heavy tanks begin massing for a counteroffensive. Elite Commonwealth forces infiltrate German lines under cover of darkness and attack a German armored column heading for the front.

Conclusion

Tiger tanks would go to Tunisia in 1943, and they certainly would have been highly desired by an Afrika Korps still fighting in Libya in 1944. Their speed made them unlikely to pursue a fleeing enemy, but they could not be approached across the open desert without their opponents suffering severe losses. Unless they could catch them at night.


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).
  • Armored Cars: These are Combat Units. They are motorized instead of mechanized. All have their own armored car leaders, who can only activate armored cars (6.85). Do not provide the +1 Assault bonus (ACC).
  • Reconnaissance Vehicle: 8.23 Special Spotting Powers Both foot and vehicle mounted recce units (1.2) possess two special spotting abilities. The first ability is that they can spot enemy in limiting terrain at one hex further than the TEC specifies for other units and leaders. For example, an enemy unit in town can normally be spotted at three hexes or less, but a recce unit can spot them at four hexes.Their second ability is that they can place a Spotted marker on any one enemy unit they can spot per turn, just as if the enemy unit had "blown its cover" by firing. Such Spotted markers are removed as described earlier.

Display Order of Battle

Britain Order of Battle
Army
  • Foot
  • Mechanized
  • Motorized
  • Towed
Germany Order of Battle
Heer
  • Motorized
Gurkha Order of Battle
Army
India Order of Battle
Army

Display Errata (4)

4 Errata Items
Overall balance chart for 869

All Bren carriers should have a movement value of 7.

(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 47

All SPW 251s have an armor value of 0.

(Shad on 2010 Dec 15)
Overall balance chart for 484

Liberation 1944's Tiger movement and armor ratings are backwards. They should be Armor 7 and Movement 5.

(petermc on 2014 Feb 14)

Display AARs (1)

Tigres de noche
Author enrique
Method Solo
Victor Britain, Gurkha, India
Play Date 2011-01-09
Language Español
Scenario Dk44004

En este escenario imaginario, dos compañías de granaderos alemanes, sus correspondientes transportes SPW 251 y seis pelotones de Tiger y Tiger II entran por el lado oriental, deben avanzar por una carretera en el desierto y salir por el oeste. Una fuerza de la Commonwealth, compuesta por tres compañías de los temibles "gurkhas" y algunos pelotones de "Stag" (armored cars) y transportes "Bren", deben impedirlo.

La batalla tiene lugar completamente de noche (visibilidad un hex), lo que da una ventaja especial a los "gurkhas", ya que se benefician de un modificador de + 2 en los asaltos.

Dada la escasa velocidad de los Tiger alemanes y la corta duración del escenario (16 turnos), los vehículos alemanes deben avanzar por la carretera que cruza el campo de batalla en sentido este-oeste. Los "gurkhas" sitúan varias posiciones de bloqueo en la carretera (roadblocks) para impedir el paso.

El primer choque se produce cuando los primeros SPW 251 y tanques alemanes llegan al primer bloqueo de carretera. Se libra una batalla muy intensa, con grandes bajas por ambas partes. Al final los alemanes consiguen despejar el primer bloqueo y se dirigen al segundo, donde de nuevo los Tigers son frenados por una compañía de gurkhas. Paralelamente, los "Stag" británicos se dedican a hostigar los flancos del avance alemán, especialmente las unidades de granaderos aisladas y los SPW 251, que son destruidos en su totalidad.

El segundo bloqueo de carretera de los "gurkhas" está a punto de ceder, pero el tiempo se acaba para los alemanes, que no consiguen hacer salir del campo de batalla ni una sóla unidad.

VP: Alemania, 16; Commonwealth, 26.

Victoria menor de la Commonwealth.

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