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Carpathian Brigade #4 - Fraternal Assistance Jungle Fighting #41 - Patrol Action
Conquest of Ethiopia #39 - Addis Ababa - Djibouti Railway VII Siege of Leningrad #9 - Winter Wonderland
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Maori Bayonets
Edelweiss IV #9
(Defender) Australia
(Defender) Maori
(Defender) New Zealand
vs Germany (Attacker)
Formations Involved
Australia 2/7th Infantry Battalion
Germany 141st Gebirgs Regiment
New Zealand 21st Infantry Battalion
New Zealand 28th "Maori" Infantry Battalion
Display
Balance:



Overall balance chart for EdIV009
Total
Side 1 1
Draw 1
Side 2 2
Overall Rating, 4 votes
5
4
3
2
1
4.25
Scenario Rank: --- of 940
Parent Game Edelweiss IV
Historicity Historical
Date 1941-05-27
Start Time 11:00
Turn Count 20
Visibility Day
Counters 77
Net Morale 0
Net Initiative 2
Maps 2: 18, 19
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 172
AAR Bounty 171
Total Plays 4
Total AARs 1
Battle Types
Inflict Enemy Casualties
Urban Assault
Conditions
Randomly-drawn Aircraft
Scenario Requirements & Playability
Afrika Korps Counters
Desert Rats Counters
Edelweiss IV Base Game
Road to Berlin Maps
Introduction

Withdrawing toward Suda Bay in some disorder, several depleted Australian and New Zealand battalions took up positions along "42nd Street", a dirt road leading through numerous olive groves. A British brigade expected to provide a rear guard never arrived, and the battalion commanders met to consider their options. With all of the units short of ammunition, Col. George Dittmer of the New Zealand 28th "Maori" Battalion told the other commanders that he planned to open fire on any advancing Germans at close range, and then charge them with the bayonet. Within an hour, the Germans appeared.

Conclusion

The 141st Mountain Regiment, part of the 6th Mountain Division, had only just landed on Crete and entered action when it met the crazed ANZACs. Just which battalion first went berserk and charged the Germans is disputed - all three battalion commanders made the claim in their after-action reports. What is clear is that all three battalions assaulted the advancing jagers within minutes of one another, inflicting about 400 casualties. The "Bayonet Charge at 42nd Street" became part of the military lore of both nations.

Additional Notes

Ammunition Shortages, Assault Bonuses


Display Order of Battle

Australia Order of Battle
Army
  • Towed
Germany Order of Battle
Heer
New Zealand Order of Battle
28th "Maori" Infantry Battalion
New Zealand Army

Display Errata (1)

1 Errata Item
Overall balance chart for 353

INF unit 1112 has full firepower printed on the front and back of the counter. Back should be 4-2.

(garbare83686 on 2022 Feb 08)

Display AARs (1)

Maori Mash
Author thomaso827
Method Solo
Victor Draw
Play Date 2015-04-04
Language English
Scenario EdIV009

After seeing a Youtube video of a modern version of the Maori do their wardance as they prepare to leave a tour in Afghanistan, I wanted to get them on the table in a game. This one is a good mix of Australian, New Zealand and Maori troops vs German mountain troops. ANZAC (as I will refer to the combined Australizn/New Zealand/Maori force) set up along the north-south road in 3 groups that can link together to form a line, but there is nothing dug in for this one. Instead, the Australians and New Zealanders get a bonus column in assault, and the Maoris get 2, and since they are all stacked with a leader, that means 2 and 3 column bonuses for their assaults. Maoris even maintain their 8 morale when reduced. Leader draw was very good for the ANZACs, but the leader draw for the Germans was just that much better. Germans enter the board from the west, and ANZACs are to charge into assault as soon as possible. The one area that could use a little clarification is that the ANZACs elements can each fire once during the game due to ammo shortage, but their requiremenet to charge and engage in assault doesnt leave a good place to do this. I chose to charge immediatel as the Germans entered the board and visibility range, but in hindsight, following the story line and letting the Germans advance for a bit, then taking one turn of fire before charging seems to be a better way. As it was, the ANZACs in my game never fired their limited ammo. The assaults started quickly as the two forces moved towards each other. I split the Germans into 3 groups, trying to advance on each flank to try to take town hexes, one of the German victory conditions, while a large central group advanced to try to tie up as many enemy troops as possible. With the ANZAC requirement to charge the nearest enemy, all 3 forces became engaged early on and the Germans never came close to any of the 3 towns. Germans have 4 16factor OBA per turn plus the 2 mortars and 1 or 2 aircraft attacks each turn - they change the number back and forth each turn between 1 and 2. All this firepower didnt help much for the first few turns, and then so much of the German force was engaged in assault that friendly fire was too high a risk for several turns. Body counts rose quickly, and both German flank forces were eliminated, even to the German Oberstleutnant in the northern group fleeing nearly off the table, stopping right on the ege and slowly regaining his confidence. The southern force died to a man, and the central force was down to 2 reduced and one full strenght infantry unit and the two mortars, while the ANZACs were able to focus their attention on the center. German arty and airpower slowly took a toll but early on, at the end of only 7 turns, it was down to a game of inflicting a morale loss and regaining morale back and forth, with losses just one step difference between the two sides and no chance for the Germans to break through and take a town hex. Thinking that no commander would subject his force to continued punishment with no chance for a win, I called it a draw at the end of turn 7. This game could go on much longer toward the 20 turns allowed if the ANZAC force holds it's line until they take a range 2 or 3 shot and then charge, the way the story shows. Still, a very good game.

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