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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Into the Sea
Dragon Rampant #7
(Defender) Japan vs New Zealand (Attacker)
Formations Involved
Japan 5th Kure Special Naval Landing Force
Japan 6th Kure Special Naval Landing Force
New Zealand 1st New Zealand Army Tank Brigade
New Zealand 4th New Zealand Division
Display
Balance:



Overall balance chart for DrRa007
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 1942-08-01
Start Time 09:00
Turn Count 30
Visibility Day
Counters 88
Net Morale 1
Net Initiative 0
Maps 2: 80, 83
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 242
AAR Bounty 227
Total Plays 0
Total AARs 0
Battle Types
Inflict Enemy Casualties
Urban Assault
Conditions
Off-board Artillery
Smoke
Scenario Requirements & Playability
Dragon Rampant Counters
Leyte '44 Counters
New Zealand Division Counters
Saipan 1944 Maps + Counters
Introduction

As more Japanese came ashore, the planned Kiwi response would be a prompt counter-attack, with the infantry of 7th Brigade Group backed by the newly received tanks of Queen Alexandria's Mounted Rifles. While the senior officers had been rotated through the 2nd New Zealand Division, the rank-and-file included no officers or men with combat experience (except for some Great War veterans).

Conclusion

It's tough in Panzer Grenadier for a lower-morale attacker to eject a higher-morale defender from his positions, but a bunch of tanks sure help. The Valentine might not be top-of-the-line gear against the Germans in Tunisia, but it's plenty adequate against the rattletraps the Japanese call 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).
  • 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

Japan Order of Battle
Imperial Japanese Navy
  • Mechanized
  • Towed
New Zealand Order of Battle
New Zealand Army
  • Towed
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