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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Nofilia Village
New Zealand Division #1
(Defender) Germany vs Britain (Attacker)
New Zealand (Attacker)
Formations Involved
Britain 4th Light Armoured Brigade
Germany 15th Panzer Division
New Zealand 2nd Divisional Cavalry
New Zealand 2nd New Zealand Division
Display
Balance:



Overall balance chart for NZeD001
Total
Side 1 1
Draw 0
Side 2 1
Overall Rating, 2 votes
5
4
3
2
1
4
Scenario Rank: --- of 940
Parent Game New Zealand Division
Historicity Historical
Date 1942-12-18
Start Time 07:00
Turn Count 18
Visibility Day
Counters 50
Net Morale 0
Net Initiative 1
Maps 2: 78, 79
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 174
AAR Bounty 165
Total Plays 2
Total AARs 2
Battle Types
Inflict Enemy Casualties
Road Control
Urban Assault
Scenario Requirements & Playability
An Army at Dawn Maps + Counters
Liberation 1944 Counters
New Zealand Division Base Game
Introduction

The New Zealand Divisional Cavalry Regiment had been intended to give the division a capacity for scouting and screening. Instead, it often supplemented British armored units, as it did during the attack on Nofilia. The New Zealand tanks and Bren carriers stormed into the village alongside the handful of British tanks that the 4th Light Armoured Brigade still had in service.

Conclusion

The British and New Zealand tanks overran the village and captured about 250 German prisoners, but then engaged in a firefight with German tanks. That blunted the advance, and under that covering fire the Germans withdrew and resumed their retreat along the coastal highway.


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

Britain Order of Battle
Army
  • Mechanized
Germany Order of Battle
Heer
  • Mechanized
New Zealand Order of Battle
New Zealand Army
  • Mechanized

Display Errata (3)

3 Errata Items
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 63

The morale and combat modifiers of German Sergeant #1614 should be "0", not "8".

(Shad on 2010 Dec 15)

Display AARs (2)

The fleetest off foot shall surely win the race!
Author metfan
Method Solo
Victor Britain, New Zealand
Play Date 2023-12-19
Language English
Scenario NZeD001

Of late, I have been playing scenarios featuring minor allies of both the Axis and UN/Allied Forces. So I decided to play the scenarios in "New Zealand Division" when the new book arrived. Scenario 1 sees the Germans holding the town and needing to stay on the East-West coastal (or so we are told...) highway. The two sides are pretty well matched, with the exception being mobility. Where the Germans have 2 AT guns, the Kiwis have 3 Stuart VI's, oh, and did I mention dragging is the only way to move the anti-tank guns for the Germans. Long story short, Kiwis read the defense at the line, split the Stuart wide outs, well... wide out, and proceeded to methodically destroy all German Armor, and both AT guns before taking the town, only losing a Suart platoon, and a platoon of infantry and their Brens. However, a major victory just was not possible as there was not time to clear the road.

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You GOTTA be kiddin' me!
Author Grognard Gunny
Method Solo
Victor Germany
Play Date 2023-12-23
Language English
Scenario NZeD001

The Germans set up on the ridge West of town to include the town itself, the mortars behind the hill North of town, and it looked pretty solid. The NZ forces attacked the ridge itself with the idea that they would mop up toward the village last. The German effort wasn't helped by the fact that they got their armor shot up early in the game. With six turns to go and only the town to take with ample firepower to do so, the NZ forces closed in on the town. It was at that time that my lead assault group got the bejesus shot out of it on the hex preparatory to the assault. (By virtue ((SIC)) of throwing FIVE ((count em!)) elevens in a row!) (I couldn't do that on a bet!) THAT little happenstance threw my entire stack into a regrouping run and cost the NZ (probably) forces the victory. It came down to the last turn and it was to do or die situation.... and they didn't. German win. (..and they wonder why my hair is grey.)

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