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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Sunday of the Dead
South Africa's War #9
(Attacker) Germany vs Britain (Defender)
South Africa (Defender)
Formations Involved
Britain 22nd Armoured Brigade
Britain 2nd Scots Guards
Britain 7th Hussars
Germany 115th Panzergrenadier Regiment
Germany 200th Infantry Regiment
Germany 5th Panzer Regiment
Germany 8th Panzer Regiment
South Africa 1st South African Irish Regiment
South Africa 2nd Regiment Botha
South Africa 5th Infantry Brigade
Display
Balance:



Overall balance chart for SAWa009
Total
Side 1 2
Draw 1
Side 2 0
Overall Rating, 3 votes
5
4
3
2
1
2.67
Scenario Rank: --- of 940
Parent Game South Africa's War
Historicity Historical
Date 1941-11-23
Start Time 15:00
Turn Count 28
Visibility Day
Counters 207
Net Morale 0
Net Initiative 3
Maps 2: DR4, DR5
Layout Dimensions 116 x 88 cm
46 x 35 in
Play Bounty 219
AAR Bounty 227
Total Plays 3
Total AARs 0
Battle Types
Rural Assault
Conditions
Off-board Artillery
Reinforcements
Scenario Requirements & Playability
Afrika Korps Counters
Desert Rats Maps + Counters
South Africa's War Base Game
Introduction

Fighting had swirled around the edges of the South Africans for several days, almost always involving other formations. When war came to the South Africans, it made up for all the previous days with compound interest. Three Axis armored divisions bore down on the South African brigade position from its "open" southern flank. Even when one of them veered off to the left, disaster still loomed. "Your South African brigade seems stuck down with gum," Maj. Gen. W.H.E. "Strafer" Gott of 7th Armoured Division told the commander of a South African armored car regiment. "They won't move and they won't turn their artillery round and they are not dug in - I am sorry for them."

Conclusion

Gott's assessment overlooked the minor detail that the brigade had passed under his command and so he bore responsibility for its poor deployment. His subordinates — particularly Brigadier J.C. "Jock" Campbell of the division's Support Group — almost made good for his incompetence. The timely arrival of British tanks from either flank seemed to presage a major Allied victory; the German tanks began to mill about aimlessly while their infantry suffered under close-range artillery fire. But once the Germans advanced into the South African brigade area, things fell apart quickly. The entire brigade broke apart and small groups wandered about to be rounded up later by the Germans. The suicidal bravery of the British tank crews would be to no avail.


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
  • Motorized
Germany Order of Battle
Heer
  • Motorized
South Africa Order of Battle
Army

Display Errata (5)

5 Errata Items
Overall balance chart for 871

Ignore the direct fire values.

(Shad on 2010 Dec 15)
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 486

The Pz IVe appearing in the original Panzer Grenadier game had an Anti tank value of 4-7. As of Afrika Korps (2002), continuing onward through the 3rd and 4th edition games, the anti tank value has been 4-4.

(plloyd1010 on 2016 Jul 25)
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 47

All SPW 251s have an armor value of 0.

(Shad on 2010 Dec 15)
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