Panzer Grenadier Battles on April 27th:
Arctic Front Deluxe #40 - Children's Crusade Broken Axis #14 - Târgu Frumos: The Second Battle Scenario 3: Sledge Hammer of the Proletariat
Army Group South Ukraine #6 - Consternation Road to Berlin #73 - She-Wolves of the SS
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The Tomb Of Sidi Rezegh
Desert Rats #17
(Defender) Germany
(Defender) Italy
vs Britain (Attacker)
Formations Involved
Britain 1st King's Royal Rifle Corps
Britain 6th Royal Tank Regiment
Germany 155th Infantry Regiment
Germany 3rd Panzer Reconaissance Battalion
Display
Balance:



Overall balance chart for DeRa017
Total
Side 1 2
Draw 0
Side 2 4
Overall Rating, 6 votes
5
4
3
2
1
3.17
Scenario Rank: 635 of 913
Parent Game Desert Rats
Historicity Historical
Date 1941-11-21
Start Time 05:30
Turn Count 36
Visibility Day
Counters 103
Net Morale 0
Net Initiative 2
Maps 1: DR4
Layout Dimensions 88 x 58 cm
35 x 23 in
Play Bounty 127
AAR Bounty 165
Total Plays 6
Total AARs 2
Battle Types
Inflict Enemy Casualties
Road Control
Rural Assault
Conditions
Off-board Artillery
Reinforcements
Terrain Mods
Scenario Requirements & Playability
Desert Rats Base Game
Introduction

Determined to carry out their orders to breakthrough to Tobruk, the British 7th Armoured Brigade directed an assault up the escarpment near the tomb of an Arab martyr for the faith. One British historian later called the assault "the most heroic encounter of the war".

Conclusion

The British attacked with great spirit, shattering the German line and taking hundreds of prisoners. But massive artillery fire from the German guns of Arko 104, the 'siege train' assembled to bombard Tobruk, helped halt their advance and the recon troops threw them back.


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).
  • 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.

Display Order of Battle

Britain Order of Battle
Army
  • Towed
Germany Order of Battle
Heer
  • Mechanized
Italy Order of Battle
Regio Esercito
  • Mechanized

Display Errata (5)

5 Errata Items
Overall balance chart for 869

All Bren carriers should have a movement value of 7.

(Shad on 2010 Dec 15)
Overall balance chart for 855

Two British infantry have their full strengths printed on the back. They should both be "2-3" when reduced.

(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 47

All SPW 251s have an armor value of 0.

(Shad on 2010 Dec 15)
Overall balance chart for 101

The L3/35 with ID# 1505 has the incorrect movement factor printed on it. The movement factor should be 7, not 8.

(plloyd1010 on 2014 Nov 24)

Display AARs (2)

Desert Rats #17
Author triangular_cube
Method Solo
Victor Germany, Italy
Play Date 2022-12-22
Language English
Scenario DeRa017

The dice really liked the Germans and it made an interesting play through here. Germans are dug in on a ridgeline with an infantry force with some 37s, with a recon force coming on the board at some point. The recon force has an 88 which is key. They also have an obscene amount of OBA.

Brits have a large mechanized force that must drive them off, and sit on the road at the end of the game. The VC step losses are probably going to be met by both sides unless one side denies an engagement. The first main decision they must make is whether to approach mounted or unmounted. I used the 3rd edition open topped rule, which isnt strictly correct for 2nd ed Desert Rats and may have broken the balance towards the Germans... Brits approach mounted, hoping the Germans dont get too many Xs on approach, as each would elimintate 3 steps. The tanks sweep up the right side of the ridge, hoping to call for surrenders and then swing back up the road to knockout the lightly armored recon force.

The Germans are basically the fun police in this run. They roll an amazing amount of 2,3,4s on the max bombardment table, and the 30,22 DF table (massed MGs with a 2 combat mod captain on the ridge) and just shred the Brit infantry in their APCs. Making matters worse, their 37s snipe off the APCs with the Col and Maj locking the brits from cat/dec rules in place. So they just keep getting pounded and pounded until nothing is left. The tanks do make it to the ridge, and get some surrenders, but ultimately get bogged down for 2 turns while the German INF throw themeselves into assaults to tie them up as the 88s get into position and start dispatching the tanks.

Really though, 3rd vs 2nd edition open topped rules broke this one from a strong Brit favorite to the Germans just obliterating them. So major asterisk next to this one. Interesting play though, and an example of how different rule sets affect balance.

2 Comments
(edited 2022-12-22 13:50)

I have a friend whose ROTC instructor said the operational situation created Op Crusader and Sidi Rezegh was impossible. The situation was only described, without names initially. I was also told the instructor was indignant and dismissive when informed it has actually happened.

Did you ever read Brazen Chariots?

2022-12-22 14:08

Nope, haven't read Brazen Chariots although I do have a copy sitting on my pile to get to someday. That pile probably being 100 titles now :)

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An easy win
Author Greg SW
Method Solo
Victor Britain
Play Date 2010-11-23
Language English
Scenario DeRa017

I liked the force makeup of the two sides, but the victory conditions made it too easy for the British to win. Even though they were the relieving force the Germans were tasked with keeping them off the road. Since the British had the superior force they could just attack enough to make their victory requirements then sit back with units which had dug in and easily prevent the German victory conditions.

0 Comments
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