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!
Night of Confusion
South Africa's War #17
(Attacker) Germany vs South Africa (Defender)
Formations Involved
Germany 5th Light Panzer Division
South Africa Duke of Edinburgh's Own Rifles
Display
Balance:



Overall balance chart for SAWa017
Total
Side 1 5
Draw 0
Side 2 1
Overall Rating, 6 votes
5
4
3
2
1
2.67
Scenario Rank: 872 of 940
Parent Game South Africa's War
Historicity Historical
Date 1941-12-05
Start Time 23:00
Turn Count 12
Visibility Night
Counters 38
Net Morale 1
Net Initiative 0
Maps 1: DR4
Layout Dimensions 88 x 58 cm
35 x 23 in
Play Bounty 143
AAR Bounty 165
Total Plays 6
Total AARs 2
Battle Types
Delaying Action
Exit the Battle Area
Conditions
Terrain Mods
Scenario Requirements & Playability
Afrika Korps Counters
Desert Rats Maps
South Africa's War Base Game
Introduction

For several days, a small unit of Italian Young Fascists held off repeated attacks by British and Indian troops and tanks, surprising both German and British (but not Italian) generals with their boundless tenacity. The heavy fighting resulted in a number of units wandering across the desert looking for their parent formations, including several columns from 21st Panzer Division trying to meet up with 15th Panzer at Bir el Gubi.

Conclusion

Totally lost, the German column blundered into a South African force holding the hilltop known as Point 184. Challenged, a German officer responded "in perfect English" and the Afrikaners immediately opened fire. A confused firefight erupted in the darkness and the Germans finally made off to the south, leaving behind several burning tanks and 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).
  • 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

Display Order of Battle

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

Display Errata (4)

4 Errata Items
Overall balance chart for 2

Two 105mms (ID#s 1204, 1205) have "16-31" fire values in black (direct fire), when they should be in white (indirect fire).

(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)

Display AARs (2)

Night of Confusion
Author waynebaumber
Method Solo
Victor Germany
Play Date 2011-02-05
Language English
Scenario SAWa017

Solo game played over a couple of mornings before going in for my own "night shifts of confusion". This scenario is played on desert map 4 at night and has German forces entering from the North and bumping into some South African troops hunkered down for night. The Afrika Korps commander has to get his units of the south edge of the map and not lose too many steps, the Allied player has to try and slow the enemy up because units left on the map count towards VP for the South African's. There are only 12 game turns. The Germans trundled on in a long column down the road, the Springbok had deployed their only A/T gun on the road with an INF and HMG escort the other INF were on the high ground on both flanks to prevent the Germans outflanking the blocking units and racing for the exit door. The Germans split forces into three groups in order to draw enemy units into a fight with one group while the other either reinforced or exited. Although the South African,s start all dug in, they will have to leave the foxholes in order to try and delay the Germans. In this game the main German force (HMG 3 INF and PZIV) dismounted to cover the trucks, artillery and the remaining tanks as they scurried off the board. A vicious fight erupted in the middle of the boards with the South African losing a couple of steps but also the Major commanding their forces. The German also lost a INF step and were now tied down in twos assault,however this had committed all the allied units and with the loss of a further officer who while trying to spot for his morter platoon got run over by a German truck!, This meant that both the remaining South African leader were in assault hexes and unable to move what few forces they had to block off the German retreat?/advance. The Germans romped off all their trucks, artillery and tanks. This gave them enough VP points to win in fact by the time the dust had settled the South African,s had lost 50% of their forces with only 3 steps of Germans as casualties and a further 5 steps unable to exit. A overwhelming victory for Rommel's men This was an entertaining little scenario,lasted for 2x 90 min sessions and that includes setting up at game start.

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Anybody Got a Spare Sherman?
Author KirkH
Method Solo
Victor Germany
Play Date 2010-08-02
Language English
Scenario SAWa017

The South Africans set up the AT gun and HMG on the road while the infantry and mortar set up on the hills that flanked the road. The Germans advanced southward along the road. The Germans then left the road to avoid the AT gun and forced the South Africans to vacate their dug-in positions in order to stay between the Germans and the south edge of the map. They were unable to do so with the few units they had and the Germans were able to advance south off the edge of the board with little difficulty. The South Africans lack any vehicles and as such cannot move with the Germans. This scenario would be very difficult for the South Africans to win.

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