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!
West of Nofilia
New Zealand Division #2
(Defender) Germany vs Maori (Attacker)
New Zealand (Attacker)
Formations Involved
Germany 21st Panzer Division
Germany 33rd Reconaissance Battalion
New Zealand 2nd New Zealand Division
Display
Balance:



Overall balance chart for NZeD002
Total
Side 1 1
Draw 0
Side 2 1
Overall Rating, 2 votes
5
4
3
2
1
5
Scenario Rank: --- of 940
Parent Game New Zealand Division
Historicity Historical
Date 1942-12-18
Start Time 09:00
Turn Count 22
Visibility Day
Counters 129
Net Morale 0
Net Initiative 1
Maps 2: 76, 78
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 196
AAR Bounty 171
Total Plays 2
Total AARs 1
Battle Types
Exit the Battle Area
Inflict Enemy Casualties
Road Control
Conditions
Entrenchments
Off-board Artillery
Reinforcements
Scenario Requirements & Playability
An Army at Dawn Maps + Counters
Liberation 1944 Counters
New Zealand Division Base Game
Introduction

While the British and New Zealand armor pinned the German forward elements in place, the truck-borne 5 Brigade would outflank them and cut the coastal road behind the German positions. At a small rise called Point 121, the Kiwis found the German flank defended by elements of their panzer divisions’ recon battalions.

Conclusion

The Germans had plenty of time to prepare their defenses, and the Kiwis could not break through them to secure the coastal highway. Thanks to the failure of the attack at Nofilia to keep 15th Panzer Division engaged, the recon troops only had to hold off the attackers long enough to allow the Germans to motor on down the highway. The recon units could then abandon their defenses and leave the Kiwis holding a line of dugouts and sangars in the middle of nowhere.


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)
  • 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

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

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 63

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

(Shad on 2010 Dec 15)
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)

A good fight.
Author Grognard Gunny
Method Solo
Victor Germany
Play Date 2023-12-24
Language English
Scenario NZeD002

The Germans built a light line from 1206-1210 on board 78, blocking the road. The rest of the Bn covered the flanks and held a small reserve. This line held until 1030hrs at which time they retreated back to the primary line which had been prepositioned with the minefields and entrenchments in the gap between the hills on the South end of board 76. Thay were met there by the expedited reinforcements received on the very first turn available. This line proved unassailable despite an attempt to turn both flanks by the ever dwindling NZ Rgt. (Note: THIS was an excellent scenario, the first "5" I have given out, if i am not mistaken.)

0 Comments
You must be a registered member and logged-in to post a comment.
Errors? Omissions? Report them!
Page generated in 0.316 seconds.