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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Waltzing Matilda

Waltzing Matilda boxcover
AP Series Panzer Grenadier
Designer Bennighof
Game Type Expansion
Format PDF
Release Date 2009-10
Availability Out of Print
Scenarios 12
Counters 330
Counter Type DIY
Maps 0
Tour Veterans
Waltzing Matilda Tour of Duty Ribbon
Overall Rating, 19 votes
5
4
3
2
1
3.68
Expansion Rank: 30 of 117
Popularity: Ownership & Activity
Status Owned by 12% Played by 2% AAR'd by 3% Medaled by 1%
Rank 72nd of 168 103rd of 156 85th of 153 41st of 94
Expansion Game Requirements & Playability
12/12 Waltzing Matilda
12/12 Afrika Korps
11/12 Guadalcanal
10/12 Road to Berlin
9/12 Eastern Front
2/12 Elsenborn Ridge
2/12 Secret Weapons
1/12 Battle of the Bulge
1/12 Desert Rats
1/12 Sinister Forces
Display
Balance:



Overall balance chart for Waltzing Matilda
Total
Side 1 8
Draw 1
Side 2 10
box back

During the Second World War, Australia fielded two armies: the Australian Imperial Force that fought in North Africa and Malaya, and the Citizen Military Force, or Militia. Militia units saw action in New Guinea and Bougainville, but their primary purpose was to defend Australia against Japanese invasion.

Eventually, Australia's CMF fielded seven infantry divisions and two cavalry divisions (that eventually became armored units). At first their training and equipment were far below the standards of the AIF, but the prospect of war with Japan brought rapid improvements. Australia's garrison also included the AIF's First Armoured Division, equipped with American-made tanks.

On the Japanese side, Australia represented a potential enemy base to be neutralized. Navy planners considered seizing the continent's northern reaches to take away Allied ports and airfields in places like Darwin and Townsville. Their Imperial Army counterparts believed that such a limited invasion would not be possible, since the Australians would strive fanatically to take back any areas seized by the Japanese. Taking any part of Australia, they warned, represented a commitment to conquer the entire country. Japan did not move to invade Australia, in either a limited or all-out fashion. But the Australians had to prepare for it.

Waltzing Matilda is a supplement for the Panzer Grenadier system based on the potential battles of such an invasion, in either form. There are 12 scenarios, most of them fairly large, including several tank battles.

PDF is still available via the Gold Club.


Display Scenario List (12)


Display Order of Battle

Australia Order of Battle
Germany Order of Battle
Heer
  • Motorized
Schutzstaffel
Japan Order of Battle
Imperial Japanese Army
  • Misc
  • Motorized
Imperial Japanese Navy
  • Mechanized

Display Relevant AFV Rules

AFV Rules Pertaining to this Game'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)
  • 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).
  • 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.
  • Armored Transports: These are not combat units and are therefore not APC's, and they can transport all types of transportable units (5.6) so they are not Prime Movers. They suffer the same vulnerabilities in combat as open-top AFV's (7.61). All are mechanized. (SB)

Display Errata (3)

3 Errata Items
Scen 7

The Note section should mention that a piece from Secret Weapons is required.

(rerathbun on 2011 Dec 26)
Overall balance chart for 1061

Counters are misprinted "CLTS."

(rerathbun on 2011 Mar 23)
Overall balance chart for 1053

Counter K has a direct fire value of 6-5 on the step-loss side. It should be 3-5.

(rerathbun on 2011 Jan 30)

Display Nations (3)

Nations at War - Scenario Appearance Percentages
Australia
100%
Australia
Japan
92%
Japan
Germany
8%
Germany

Display Battle Types (10)


Display Conditions (5)

Errors? Omissions? Report them!
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