Night of Confusion South Africa's War #17 |
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(Attacker) Germany | vs | South Africa (Defender) |
Formations Involved | ||
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Germany | 5th Light Panzer Division | |
South Africa | Duke of Edinburgh's Own Rifles |
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Overall Rating, 6 votes |
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2.67
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Scenario Rank: 872 of 940 |
Parent Game | South Africa's War |
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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 |
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Delaying Action |
Exit the Battle Area |
Conditions |
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Terrain Mods |
Scenario Requirements & Playability | |
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Afrika Korps | Counters |
Desert Rats | Maps |
South Africa's War | Base Game |
Introduction |
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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 |
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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. |
AFV Rules Pertaining to this Scenario's Order of Battle |
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4 Errata Items | |
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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)
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The reduced direct fire value of the Heer HMG became 5-5 starting with Fall of France. (plloyd1010
on 2015 Jul 31)
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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)
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The morale and combat modifiers of German Sergeant #1614 should be "0", not "8". (Shad
on 2010 Dec 15)
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Night of Confusion | ||||||||||||
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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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0 Comments |
Anybody Got a Spare Sherman? |
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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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