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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Through the Desert
Secret Weapons #18
(Attacker) Germany vs United States (Defender)
Formations Involved
Germany 21st Panzer Division
United States 3rd "Spearhead" Armored Division
Display
Balance:



Overall balance chart for SeWp018
Total
Side 1 1
Draw 0
Side 2 0
Overall Rating, 1 vote
5
4
3
2
1
3
Scenario Rank: --- of 940
Parent Game Secret Weapons
Historicity Alt-History
Date 1946-10-01
Start Time 09:00
Turn Count 30
Visibility Day
Counters 315
Net Morale 0
Net Initiative 0
Maps 2: AK1, AK2
Layout Dimensions 116 x 88 cm
46 x 35 in
Play Bounty 258
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Exit the Battle Area
Inflict Enemy Casualties
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Terrain Mods
Scenario Requirements & Playability
Afrika Korps Maps
Battle of the Bulge Counters
Beyond Normandy Counters
Elsenborn Ridge Counters
Iron Curtain Counters
Road to Berlin Counters
Secret Weapons Base Game
Introduction

Nazi economic theory demanded that Germany achieve autarky: complete control of all sources of raw materials. A modern industrial economy, at least until very recently, meant massive consumption of petroleum. In the mid-1940s, Iraq's oil fields showed enormous reserves, so great that their production would easily pay the costs of an invasion many times over.

Conclusion

While few outcomes of historical events can be labeled outright "impossible," a German drive back into the Middle East after fighting off the Americans, Commonwealth and Soviets marching on Berlin probably comes close. But 20th century economies ran on oil, and no nation could retain great power status without the precious fluid.


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
  • Tank Destroyer: do not provide the +1 Assault bonus, even if closed-top (SB)
  • Anti-Aircraft Weapon Carrier: apply a -1 modifier to an air attack if within three hexes of the targeted hex (15.14).
  • 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

Germany Order of Battle
Heer
  • Misc
United States Order of Battle
Army
  • Misc

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 47

All SPW 251s have an armor value of 0.

(Shad on 2010 Dec 15)

Display AARs (1)

Secret Weapons, scenario #18: Through the Desert
Author JayTownsend
Method Solo
Victor Germany
Play Date 2012-01-09
Language English
Scenario SeWp018

This is a monster scenario with over 300 counters from 1946! But still it looked interesting and I had table space available this last week or two, which I usually don’t so I took advantage of it and have been playing a lot of the larger PG scenarios that I had on my to play list.

In this scenario the Americans must eliminate and block German steps from exiting the south and they get to start dug-in which helped their armor by one modifier. The German enter from the far north edge and there are only 30 turns to complete this monster scenario and eliminate American units or exit units off the south end. Both sides have tons of Armor, Infantry, APC’s, Helicopters for spotting and lot of Off-board artillery.

At first I bring my Panthers into American M26 & M36 range which isn’t paying off as I can’t trade armor steps per armor steps, so I back those off and shot at the American armor with German Panther II’s & Jg-Panthers which have range on the American armor by three hexes and are stronger even with the American armor dug-in. So now the Americans can't just sit there and take it, so they leave their dug-in positions and try to rush their weaker armor forward to occupy the Germans armor so the American heavy armor can get into better shooting positions. All the while the Infantry on both sides keep out of the action, waiting the outcome of this armor battle. With so many armor units on both sides, the Americans strategy does not pay off and the Germans are able to punch holes through the American lines with just their armor and followed by all their Infantry loaded APC’s as all the American off-board artillery only stops a few open-top APC’s counters and the majority head south off the board and most of the American armor is burning in the desert.

In the end a Major German victory. Fortunately I own a couple extra counter sheets on a couple of my games, so I didn’t have to pull counters out of so many boxes to play this scenario. Fun scenario but this one, I could kind of see the hand writing on the wall by the way I setup the Americans and it is not one you just want to setup and try again right away, because of the size of it but these babies have to be played sooner or later! Now back to some more medium & smaller size scenarios for me.

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