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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Panzern im Perth
Waltzing Matilda #11
(Attacker) Germany vs Australia (Defender)
Formations Involved
Australia 1st Armoured Division
Germany 1st SS "Leibstandarte Adolf Hitler" Division
Display
Balance:



Overall balance chart for WaMa011
Total
Side 1 2
Draw 0
Side 2 0
Overall Rating, 2 votes
5
4
3
2
1
4.5
Scenario Rank: --- of 940
Parent Game Waltzing Matilda
Historicity Alt-History
Date 1942-11-01
Start Time 06:00
Turn Count 30
Visibility Day
Counters 149
Net Morale 0
Net Initiative 1
Maps 2: AK1, AK3
Layout Dimensions 116 x 88 cm
46 x 35 in
Play Bounty 223
AAR Bounty 165
Total Plays 2
Total AARs 2
Battle Types
Delaying Action
Exit the Battle Area
Inflict Enemy Casualties
Rural Assault
Conditions
Off-board Artillery
Randomly-drawn Aircraft
Terrain Mods
Scenario Requirements & Playability
Afrika Korps Maps + Counters
Sinister Forces Counters
Waltzing Matilda Base Game
Introduction

In one of the film Gallipoli's many memorable scenes, Archie (Mark Lee) tries to convince a desert vagrant of the righteousness of Australia's commitment to fight in the Great War. "Still and all," replies the vagrant, "I don't see what it's got to do with us." "If we don't stop them there," Archie repeats the timeless justification for the useless waste of a nation's youth, "they could end up here." The vagrant looks across the blasted salt flats and slowly answers, "And they're welcome to it."

Conclusion

Many years ago, I witnessed a teetotalling colleague, wargame designer Jon Southard, become rather inebriated. He proceeded to explain to an Australian game designer, Harry Rowland, that Harry's magnum opus of World War II strategy would always be incomplete as long as it lacked a scenario titled "Panzern im Perth." Not content with this, Jon then climbed atop a table and led about a half-dozen drunken Australian game industry types through a mumbled chorus of "Waltzing Matilda" - in German. To my knowledge, Jon has never imbibed since. But I always wanted to memorialize that evening by actually publishing a scenario with his title, and it's not like there are many opportunities.


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
  • 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

Australia Order of Battle
Army
  • Motorized
  • Towed
Germany Order of Battle
Heer
  • Motorized
Schutzstaffel

Display AARs (2)

Shootout in the Outback
Author Retiredgrunt17
Method Solo
Victor Germany
Play Date 2018-06-23
Language English
Scenario WaMa011

The Australians had problems from the outset. First, they had too few troops and armor to maintain a strong line against a concentrated German punch. The second was their armor had little chance against the Germans. The Germans hit the Australian left, dismounting infantry from a distance to close the Australian line with in combination with the armor. The Australians counterattacked, but their armor was devastated by the Gbetter german tanks. From there it was just a matter of exiting the map. German victory.

0 Comments
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Panzers Head East -- Way, Way East
Author rerathbun
Method Solo
Victor Germany
Play Date 2013-05-22
Language English
Scenario WaMa011

This is the least-likely PG scenario ever, with the possible exception of the one involving aliens. A Waffen SS division has invaded Western Australia, and is apparently trying to break out from the coast to terrorize the outback. An Australian armored division is trying to prevent them. The Germans have the advantage in tanks, but are hampered by the quality of their leadership and must cross a wide field to exit to the east.

The Australians set up in depth on the desert ridges, blocking the only east-west road. The tanks were out on the flanks, hoping to set up crossfires and prevent the German transports from sneaking around the edges.

The Germans advanced up the road until they made contact, with the platoon of Tiger tanks leading the way. Once contact was made, the leading German infantry unloaded and set up in front of the Australians blocking the road, with the objective of tying them down. The remainder of the force headed off-road around the south flank, with the tanks screening in front of them to keep the Australian armor from picking off the transports.

The Germans made an early mistake, allowing the Tiger platoon to move within four hexes of a large group of Australian infantry and APCs that had not yet activated. The Australians rushed the tank, and then assaulted it when they got the initiative on the following turn. The swarm overwhelmed the Tigers which went down fighting.

The Australian tanks managed to take out some of the German armor and several transports, but lost most of their Grants in return. The Honeys helped set up some crossfires, but once the Grants were neutralized they could only stay back from the heavier German tanks and try to pick off straggling transports from a distance.

Australian off-board artillery and 2 pdr anti-tank guns took their toll on the German transports, forcing most of the troops to disembark and march toward the exit. The Australians shifted their reserves off the road to block the way, but their APCs were no match for the German armor and they were hampered by having to march to the edges.

In the end, the flank march was successful. The Germans managed to exit almost three full companies of infantry plus transports, and almost half of their tanks. The Australians inflicted a serious casualties, but not enough to turn the battle in their favor.

German Victory

This is a good scenario. It can be tough for the Australians, particularly if the Germans don't let the Tigers get too close to the infantry. They have to use their tanks block the German exit, while keeping them from being wiped out by the superior German armor. The Germans also have some good challenges. They have to keep the forces moving without losing too many loaded transports to off-board artillery and Australian tanks.

3 Comments
(edited 2013-05-22 17:56)

I always wanted to see this scenario played, if not by me, by some one else. Thanks for the good AAR.

2013-05-22 19:25

Thanks for the comment, and for all the PG projects you've done over the past few years. I tell Dr. Mike he should do more Pacific PG whenever I see him.

Robin

P.S. Thanks also for not getting too interested in Waltzing Matilda until I (finally) got my first ribbon! ;-)

2013-05-22 20:11

I am glad you have your first Ribbon!

Tell Mike to hurry and get (Tinian 1944 & Guam 1941 & 1944) Published! :

And not to mention, between you and I, (The Korean War: Retreat to the Pusan Perimeter, June 25th-August 4th) and also (Strange and Unusual Armor Vehicles).

All three are excellent designs, and I am only telling you this, because I believe you are a Gold-Club member and most likely already know, as all three have been mention there already.

Anyway, I really like Waltzing Matilda but have only played one or two scenarios from it a long time ago.

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