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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South Africa's War #11
(Attacker) Germany
(Attacker) Italy
vs Britain (Defender)
India (Defender)
South Africa (Defender)
Formations Involved
Britain 1st Field Regiment Royal Artillery
Germany 13th Oasis Company
Germany 5th Panzer Regiment
India 4/11th Sikh Regiment
India 7th Infantry Brigade
India Central India Horse "21st King George V's Own Horse"
Italy 15ยบ Reggimento Fanteria "Savona"
South Africa 2nd Anti-Tank Battery
Display
Balance:



Overall balance chart for SAWa011
Total
Side 1 0
Draw 1
Side 2 2
Overall Rating, 3 votes
5
4
3
2
1
3.33
Scenario Rank: --- of 940
Parent Game South Africa's War
Historicity Historical
Date 1941-11-25
Start Time 10:00
Turn Count 30
Visibility Day
Counters 84
Net Morale 1
Net Initiative 1
Maps 1: DR5
Layout Dimensions 88 x 58 cm
35 x 23 in
Play Bounty 163
AAR Bounty 171
Total Plays 3
Total AARs 1
Battle Types
Hill Control
Rural Assault
Conditions
Minefields
Off-board Artillery
Reinforcements
Terrain Mods
Scenario Requirements & Playability
Afrika Korps Counters
Desert Rats Maps + Counters
South Africa's War Base Game
Introduction

With Operation Crusader's initial armored thrust defeated, the German Afrika Korps made its own counter-thrust against the Allied positions on the Libyan-Egyptian frontier. Sweeping around the open southern flank, they found the Indian, New Zealand and South African troops quite ready to receive them, having taken many of the Axis positions on the Libyan side of the border. The Afrika Korps had, as the Afrikaans phrase had it, placed its head in a very bad place.

Conclusion

German and British accounts of this action are in sharp contrast, with the Germans claiming to have engaged enemy tanks and the British claiming that all German tank losses were inflicted by artillery crews firing over open sights. What is clear is that both sides suffered losses, and that the Germans did not manage to wipe out the small infantry-artillery force caught in the open by their surprise advance.

Additional Notes

Use British trucks for some of the Indian trucks.


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
  • 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.
  • Portees: Trucks with mounted Anti-Tank guns, Anti-Aircraft weapons, or artillery. Stack as combat units. Move like trucks, but fire like guns. Do not limber or unlimber. Have the truck's -1 armor value. Truck and gun are treated as a single unit, and do not transport other units. (SB)

Display Order of Battle

Britain Order of Battle
Army
  • Mechanized
  • Towed
Germany Order of Battle
Heer
India Order of Battle
Army
  • Motorized
  • Towed
Italy Order of Battle
Regio Esercito
  • Towed
South Africa Order of Battle
Army
  • Leader
  • Motorized

Display Errata (4)

4 Errata Items
Overall balance chart for 827

This is an armored car.

(Shad on 2010 Dec 15)
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)

Display AARs (1)

Axis falls prey to it's own trap
Author Brett Nicholson
Method Solo
Victor Britain, India, South Africa
Play Date 2013-12-28
Language English
Scenario SAWa011

I have played quite a few scenarios with minefields in the past and usually they are quite effective in deterring or delaying an enemy advance. In this case they were ultimately self-serving as friend and foe alike took substantial losses from them. I think I learned a valuable lesson in minefield deployment from this scenario, to leave at least one safe, mine-free space for the defenders to either escape out of or to safely allow reinforcments in.

The Commonwealth VCs require either 10 enemy step losses inflicted or total control control of enemy hill hexes within a 4 hex radius. The axis have to either inflict 12 Commonwealth step losses or control the majority of the same hill hexes. The axis is allowed to begin dug-in and gets to place 25 points of minefields. In this case, against better judgement, I totally encircled the axis units with mines adjacent to the units. If the combined German and Italian forces were entrenched then this defense would of worked out better as demoralized units do not have to flee when entrenched. Of course the mines were randomly drawn so there was no knowing of whether fleeing axis units would be traversing over 1,2 or 3 pt minefields until they were uncovered.

So the battle begins with two separate Indian forces advancing north against an assortment of axis defenders along with a token force of South African 2-pdr portees. Right behind them, entering from the south edge is an assortment of panzers cautiously shadowing the Commonwealth units knowing that at any time British Matildas along with a mix of armored cars (Humber I and Rolls Royce) may arrive from the west edge of the map. In this case the Commonwealth armored reinforcments arrive promptly on the first turn only having to roll a 5 or 6/D6. A gauntlet also is soon set-up between the two southern hills with and Indian 2-pdr on the west hill and 3x25pdrs on the east hill so the panzers are already having to carefully plot their movements. Somehow they escape that intial trap and veer northwest intially outrunning the slow moving Matildas but still being trailed by the Bok portees from a safe distance. The axis hopes are that the panzers will get close enough to the hill where the Italians have their 47mm AT guns dug-in and lure in or drive away Commonwealth armored units with the threat of crossfire. However, once the Indian foot units edge in to the northeast hill, braving opportunity fire, those 47mms are easily spotted and soon wiped out by 3x13 OBA combined with triple stacked 25-pdr indirect firepower.

Soon the axis defenders on the hill are in bad shape morale-wise as their morale ratings are a mere 7/6 and the stronger German units, particularily the HMGs take the worst of it from direct fire. The few German units are the first to break down, take step losses and flee their initial dug-in positions ultimately getting tangled up with the Italian rearguard. Then the Italian units begin to crumble in the front lines. A horrible domino effect begins to take place. Not only have units begun to pile up 3 high in the rearguard area in various states of morale but they are mixed between both Italian and German so there is no co-operation as neither one can command or assist the other nationality. Then, from bad to worse, units begin fleeing over their own minefields with deadly results and what demoralized units survive that get pinned down.

The brave Indian Infantry traverse these minefields as well, to get inside and occupy abandoned enemy positions and also pay a heavy price, losing 5 steps of INF in the process but enough manage to get in eventually to really put the screws on the axis. At 12:45/turn 12, the Commonwealth has already met one of it's victory conditions as over 10 axis steps have been eliminated. Now they just had to survive the next 18 turns without losing 12 steps of their own to prevent a draw. There was no way that the axis could win at this point. Only a few Italian units remained on the hill, the German units and leaders had already fled off the hill after getting whittled down from their own mines. However, most of the panzers remained and they were going to stick around to play spoiler. What transpired next through the remainder of the battle was a lot of chasing; panzers chasing away armored cars and Matildas creeping up on the panzers with portees waiting for a moment to set-up some crossfire opportunities. The one Indian 2-pdr had been moved up and deployed to cause even more confusion. While the last axis defenders within hill were being either eliminated or driven off there was something like a dance going on around in a circle of the hill. There was a lot of crossfire going on in favor of the Commonwealth and soon just 2 reduced and 1 full unit of PzIIIGs remained from AT fire before they were overun by zealous Indian foot units. The panzers were able to eliminate both of the South African portees but had no luck, even at point-blank range, of phasing the Matildas.

The battle ends at 16:45/turn 28, two turns early as there are no axis units left on the map. Only the two German lone leaders are left and they are quicky rounded up and captured. The Italian leaders died at their posts. The Commonwealth suffered just 8 step losses, over half of those from the undiscriminating minefields. This scenario started out as a '4' for me but ended in a '3'. I probably made my biggest mistake with the axis in the initial minefield deployment but honestly don't think if I placed the mines further out that they would of fared much better. The axis morale was horrible and they would of been dslodged from the hill anyway but if they had a clear path to flee out of then they could of maybe made a substantial counterattack or had a way for the panzers to get in and reinforce their positons with combined arms. I think that there is a higher potential for a draw here but quite a challenge to score an axis victory. Also, the axis has no OBA or indirect fire support units to assist them while the Commonwealth has plenty of both. I do believe that this scenario does have a good replay value and may have been much different or enjoyable as a shared play.

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