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
Errors? Omissions? Report them!
Camel Riders
Dragon Rampant #1
(Defender) Germany
(Defender) Italy
vs New Zealand (Attacker)
Formations Involved
Italy Raggruppamento Sahariano "Mannerini"
New Zealand 1st New Zealand Army Tank Brigade
New Zealand 2nd New Zealand Division
Display
Balance:



Overall balance chart for DrRa001
Total
Side 1 0
Draw 0
Side 2 0
Overall Rating, 0 votes
5
4
3
2
1
0
Scenario Rank: --- of 940
Parent Game Dragon Rampant
Historicity Alt-History
Date 1943-03-01
Start Time 22:00
Turn Count 24
Visibility Night
Counters 86
Net Morale 0
Net Initiative 1
Maps 2: 76, 77
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 239
AAR Bounty 227
Total Plays 0
Total AARs 0
Battle Types
Hill Control
Inflict Enemy Casualties
Road Control
Conditions
Off-board Artillery
Smoke
Illumination
Scenario Requirements & Playability
An Army at Dawn Maps + Counters
Dragon Rampant Counters
Introduction

The 2nd New Zealand Division went into action in southern Tunisia already badly depleted, with one of its three brigades completely out of action and the others at reduced strength. When the Kiwis went forward against the well-prepared Italian defenses along an old Roman Wall in the Tebaga Gap, they did so without the armor support promised by the British. But with their own tanks ...

Conclusion

This is a modified version of Scenario Four (Roman Wall) from NEW ZEALAND DIVISION, with a tougher Italian opponent on the one side and tank support on the other. This is why Freyberg wanted tanks, so his infantry wouldn't be fighting alone when the promised assistance did not arrive. But that wouldn't have stopped higher-level commanders from detaching the tank brigade to fight elsewhere (as they did with the New Zealand Divisional Cavalry and its handful of light tanks).


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).
  • 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
  • Portees: Trucks with mounted Anti-Tank guns, Anti-Aircraft weapons, or artillery. Stack as combat units. Move like trucks, but fire like guns. Do not limber or unlimber. Have the truck's -1 armor value. Truck and gun are treated as a single unit, and do not transport other units. (SB)

Display Order of Battle

Germany Order of Battle
Heer
  • Towed
Italy Order of Battle
Regio Esercito
  • Motorized
New Zealand Order of Battle
New Zealand Army
Errors? Omissions? Report them!
Page generated in 0.161 seconds.