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 Panzers Return
Desert Rats #19
(Attacker) Germany vs Britain (Defender)
Formations Involved
Britain 2nd Rifle Brigade
Britain 2nd Royal Tank Regiment
Germany 15th Motorcycle Battalion
Germany 8th Machinegun Battalion
Germany 8th Panzer Regiment
Display
Balance:



Overall balance chart for DeRa019
Total
Side 1 1
Draw 3
Side 2 0
Overall Rating, 5 votes
5
4
3
2
1
3.2
Scenario Rank: 619 of 913
Parent Game Desert Rats
Historicity Historical
Date 1941-11-21
Start Time 15:00
Turn Count 40
Visibility Night
Counters 71
Net Morale 0
Net Initiative 0
Maps 2: DR4, DR5
Layout Dimensions 116 x 88 cm
46 x 35 in
Play Bounty 143
AAR Bounty 153
Total Plays 4
Total AARs 4
Battle Types
Inflict Enemy Casualties
Rural Assault
Conditions
Off-board Artillery
Terrain Mods
Scenario Requirements & Playability
Desert Rats Base Game
Introduction

On returning to the Sidi Rezegh area, the two German Panzer Divisions smashed one British tank regiment and prepared to attack the British forces on the escarpment. Despite their heavy losses the British retained good spirits and, thanks to the confusion of the battle, believed they had already won a great victory. There would still be significant fighting before that belief became fact.

Conclusion

The suicidal bravery of 2nd RTR did little to relieve the situation. All but six of the British machines were left on the battlefield as smoking wrecks, against light German losses. With the tank threat eliminated, the motorcyclists pushed the British infantry back with little trouble.


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

Britain Order of Battle
Army
  • Foot
  • Mechanized
  • Towed
Germany Order of Battle
Heer
  • Motorized
  • Towed

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 486

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)
Overall balance chart for 47

All SPW 251s have an armor value of 0.

(Shad on 2010 Dec 15)

Display AARs (4)

To the last burning Crusader
Author Brett Nicholson
Method Solo
Victor Draw
Play Date 2013-10-29
Language English
Scenario DeRa019

This scenario played out fairly fast for a 40 turn length, finished in two days time. Most of the play is on map 4 with just the northern half of map 5 needed for some of the deployment. Eventually map 5 can be removed to allow for more space once armored units move.

The German victory conditions are tough; every British unit has to be either eliminated or forced off of map 4 and Germany can suffer no more than 7 step losses in completing this task. The British victory conditions are a little more relaxed: Inflict 8 or more step losses on the Germans and manage to keep just one unit on map 4. The other British victory condition is that each Crusader unit must fire at the enemy least once in order to win, which is not a problem.

I believe that there are a lot of ways this battle could be approached but there are some movement restrictions with German forces. Two of the three battle groups cannot move until either British units are 6 hexes away, get fired on or after Germany suffers 4 step losses. Without the German 8th Machine Gun Battalion and the 8th Panzer regiment in play Britain can hold off the 15th Motorcycle Battalion for some time while the Crusaders move to a comfortable position on the ridge to dig-in and await the arrival of the bulk of the German forces.

It's kind of tricky for the British; you want to inflict damage on the enemy but not too much, at least not too early on or else all hell will break loose before you can get your armour to a desireable, defensive position -but you have to eliminate 8 German steps to win. At 17:30/turn 11, Germany had taken the required 4 step losses so all other units were free to move into battle. The panzers rushed forth to engage the Crusader tanks dug-in on the ridge while the Machine Gun Battalion banked west to assist the now dismounted motorcyle units in wiping out British foot units. The tank battle did not go so well for the panzers and by 19:30/turn 19, just after nightfall, German casualties had reached over 8 step losses and Germany was now battling it out for a draw. It looked as if Britain had a chance of winning this one for quite a while but once the small force of dug-in bren carriers and infantry were wiped out at 23:15/turn 34, all remaining German INF and HMG units rushed over to assist the dwindling number of panzers to make assaults on the defiant Crusaders. This was where combined forces saved the Germans from total defeat but it was a close run. In fact, the last step of Crusaders held out until 00:30/turn 39 when it was finally dispatched in an assault with just one turn left to go.

So it ended in a draw but just barely. Timing is essential in this scenario. Had Germany of taken those 4 step losses later on then it would of likely ended with a British victory. It's kind of strange that as the German player that you would want to lose steps just in order to get all of your units available to attack. Of course the German units could of been released with the British forces actually attacking those reserves first but that would of been fatal engaging the panzers out in the open with no cover. Digging in on upper hill hexes with the Crusaders is what seemed logical and would work best. I rated this scenario high because it was quite a nailbiter for both sides the latter half of the engagement. I don't know how Germany could endure a 40 turn scenario like this without losing 8 steps so perhaps play slightly favors Britain in this one. I don't think I've ever had a side have to fight so hard just to have it turn out in a draw instead of a loss for them. I think this one would be great for both solo and shared plays equally.

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Hold the Crescent Position on the Escarpment at all Costs, Lads!
Author treadasaurusrex (Britain)
Method VASSAL
Victor Draw
Participants NBGB (AAR)
Play Date 2022-11-21
Language English
Scenario DeRa019

This was a 8-session play-through with the thoughtful and wily, Ron Motley, as the German Commander with orders to clear off a dug-in, combined arms British force on the Map 4 escarpment We used the optional Fog of War, smoke/illum, excess initiative and extended assault rules. I played the defending British side.

The first session (game turns 1-6) was a nearly bloodless cat and mouse situation in which the Tommies huddled in their fox holes while mostly futile German artillery concentrations fell in their vicinity. The only step losses in the first 6 turns were the capture of a German Lieutenant and the elimination of a motorcycle platoon that ventured too close to the east-facing, crescent-shaped British defensive position – meagerly-held by a scratch force of a handful of infantry platoons and their assigned universal carriers. Crusader I tanks of the 2nd Royal Tank Regiment reinforced the defensive crescent on turns 4-5. The bulk of the German force stayed out of range waiting for the Brits to fire on their holding positions.

The 2nd session (game turns 7-16) started with an exchange of long range artillery fire in the last 30 minutes before visibility began to decrease. This scenario mostly became a bombardment and DF die rolling competition, punctuated be the occasional moves by scouting elements of both sides as darkness set in. A second German leader was captured by some enterprising Crusader tanks. Later, the first close assault in this scenario was attempted by, of all things, a Bren platoon against a demoralized Afrika Korps infantry unit as visibility fell.

The third session (game turns 17-21) continued the cat and mouse game as night fell on the battlefield. A third step of German motorcycle troops was eliminated in this session in a close assault, but that was the only casualty. The Germans formed a 3-pronged combined arms movement-to-contact as they began closing in. The first illumination rounds were fired to allow additional Axis OBA fire. The Afrika Korps motorcycle battalion began circling the British defensive crescent to the north and southwest, making effective use of the ridge terrain in the growing darkness.

The 4th session (game turns 22-24) was focused on the beginnings of intense, mostly close-range, nighttime operations. Artillery-delivered, illumination lit the sky over the British positions as the German tanks moved into crossfire positions south of the escarpment, and the Tommy’s sole AT gun was eliminated by accurate OBA.

A Pz-II on a suicide mission lost a step while pinning down a remaining platoon Crusader that had failed to pull back when the others did on the south edge of the defensive crescent. Repeated Allied armored close assaults on the German motorcycle platoon NW of the crescent failed, as did British OBA aimed at the remaining 37mm AT gun unit on the escarpment. German armor continued to spread out and advance to the southern lip of the escarpment, as the British armor pulled back to the north, west and east. By the end of this session, step losses were: 5 for the Germans side, and 1 for the defending Tommies.

The abbreviated fifth session (the continuation of game turn 24) was artificially truncated by an internet outage in Wisconsin. In combat, two additional Germans steps were lost, bringing their total losses to seven, and resulting their initiative level falling to 3. There were no additional British losses, though the Germans improved their approach against the remaining Tommy positions be moving the veteran, 8th Machine Gun Battalion west and up and onto the highest portion of the escarpment, east of the Allied crescent position.

In the 6th session (game turns 24-27) we completed the 24th turn and plowed on into the gloomy night for a rather grim session for the rapidly advancing Afrika Korps. Accurate British OBA & AT fire accounted for 9 of the 15 steps that the Germans absorbed in this session, including a second platoon of Pz-II light tanks. A hotly-contested close assault was won by an intrepid Bren (Universal) Carrier company on the upper shelf of the escarpment, NE of the crescent. Three more steps were lost by the defending British, including a section of dug-in Crusader tanks and a Bren Carrier platoon, bringing their total to 4. Remarkably, only 2 futile, combat 7-die rolls were recorded in this 4-turn session. By the end of game turn 27, the British crescent on the escarpment was nearly surrounded and the Germans were about to decisively engage the northeastern margin of the crescent with their infantry.

The seventh session (game turns 28-31) was a costly one for both sides with multiple close assaults and a great deal of long range AT fire. It was especially grim for the British side as German long-range tank fire began to score under illumination against multiple, dug-in Crusader tanks. An intrepid German Pz-IIIG platoon was eliminated by close-range AT cross fire when it tried to rescue an infantry company on the higher portion of the escarpment, north of the crescent. Gradually and inexorably, the Afrika Korps was developing a lethal grip on the remaining defenders of the crescent and was slowly destroying the NE portion of the position by close assault. By the end of turn 31, step loss totals were 21 for the attacking Germans and 15 for the defending Tommies. Amazingly, there were a combined 14 futile, combat 7-die rolls were recorded in this 4-turn session.

The 8th and final session (game turns 32-34) was fought on the 80th anniversary of this actual battle in Libya! It was a relatively grim session for the defending Tommies and total step loses by the end were: 27 for the marauding Germans and 30 for the plucky-but-doomed British side. Inexorably Afrika Korps infantry close assaults unhinged the remaining Tommy positions in the center of the crescent in spite of heavy DF and sporadic OBA fire. Other highlights included a highly mobile set of close assaults by the remaining British universal carrier and tank platoons that managed to knock out 7 more steps of Axis troops. However, this brave set of counter attacks that was completely undone by accurate, and well-directed, Afrika Korps’ AT fire when the German armor surmounted the upper terrace of the escarpment, NE of the crescent. The desperate & exhausted British Commander offered a draw at the end of game turn 34. This was accepted and the game ended on a high note for the German side. A combined SIX combat 7-die rolls were thrown during this session. In all, 15 turns were artificially-shortened by the FOW rule.

Suggestions for Better Scenario Play:

Most Desert Rats scenario are overlong. I suggest that future players decrease this scenario to around 28-32 turns. In addition, as written, the victory conditions require that all British units on Map 4 be eliminated and that the German side not lose more than 8 steps. This makes this scenario virtually impossible for the Afrika Korps to win outright. As this encounter was a part of the November 1942 Operation Crusader Offensive, perhaps the low number of German step losses required for a British victory is appropriate, but it seems too low IMHO. Probably, a higher total would be more realistic, say around 16-18 steps – if playing with the reduced scenario length that I suggest.

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Lack of Coordination
Author NBGB (Germany)
Method VASSAL
Victor Draw
Participants treadasaurusrex (AAR)
Play Date 2022-11-21
Language English
Scenario DeRa019

This was a lengthy scenario (40 turns) that has some rather unusual hoops to jump through. In the end it ended being fun when you just set aside those silly conditions and just went for the kill.

I was the dreaded Afrika Corps going against the adroit Treadasaurus as the Limeys. The AK forces were split in to three groups to start. The armor was plentiful but way off in neverland and not able to activate unless the Brits got within a few hexes of them or knocked out 4 steps of AK units. The well armed machine gun battalion was also unable to do anything although they were slightly closer to the action.

As the AK you can only lose 8 steps, but you have to lose 4 just to get all of your units in the game. Pretty tough to achieve that in 40 turns. So, you basically have to play for a draw. The AK motorcycle units will not be ale to win this alone. Add in FOW and the AK commander has a pretty good challenge just trying to get all of his units in position for a coordinated attack.

I spent all of the daylight messing around trying to lose 4 steps and get off a few artillery barrages. Very unsuccessful. I finally got the 4 step losses and began maneuvering at night. The strategy was to bring the recon units to the north and west of the fertile crescent defense. The armor would swing in from the south and west and try to use their longer range guns and crossfires to pick off the Brit armor. Meanwhile, the very strong machine gun battalion would be the hammer coming from the east to root out the dug in infantry.

All this having to be done at night with 15 shortened turns due to Fog. The AK motorcycle units tried to get close enough for artillery spotting and the Brits kept mauling them with long range assaults from those nasty Bren's. They were very skillfully deployed in assaults and beat the snot out of me for a few hours. What joy it was when the AK panzers finally got in range of them and blew them to smithereens. Eventually, the armor was able to form a 5 platoon column of death and force a draw. The heavy machine guns wreaked havoc on the dug in units with 18 and 24 assault rolls. It took forever to be able to get them in the battle because of Fog. It looked like I would probably fall short of killing every one of the Limey's so a draw was accepted.

This scenario was like raising kids. You have a lot of struggles, but you have moments of great joy which make the whole thing worthwhile. So it was for me. Tread always cracks me up with his tracking of combat 7's and his visceral hatred of AT guns.

1 Comment
2022-11-22 19:50

Concise, well-written and gracious. I concur on every point and this is certainly a poorly designed scenario.

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Desert Rats #19
Author triangular_cube
Method Solo
Victor Germany
Play Date 2022-12-28
Language English
Scenario DeRa019

Scenario set up here is fairly unique, with the Germans in 3 blobs, two of which are locked down until later on, and the Brits in 2 blobs. The beginning of the scenario has the Brits deciding if they want to reinforce their infantry with their tanks or have them dance and avoid engagement. The problem with the later is you are basically playing for a draw, and the German MTC are faster than you, and will eventually close in and assault. Thus, the Brits try to reinforce the Infantry, presenting a solid defense to trigger their VCs and THEN and only then dance to avoid engagement and ultimately win.

Germans on the other hand know they have a strong artillery advantage and plenty of time, so they aim to be patient. I did go back to the "proper" 2ed AFV/open-closed top rules so the Brens can stand up to this, at least until the German armor gets moving. German MTCs skirt the southern edge of the ridge, staying just on so as to be in limiting terrain and wedge themselves between the Brit forces while pounding the Brit positions. They end up sending their SPWs w/37s around the back of the Brit position basically as a sacrifice to trigger the step losses required to unlock their forces, and to get the Brits to accumulate spotted markers.

Once the Germans move, the Armor takes on the Brit tanks while the MG stacks shore up the German firing lines softening up the Brit Infantry. A few tanks break off to destroy the Brens. The rest is mopping up the INF, again, patiently, tempo set by artillery, due to the turn length.

Germans win but with 7 step losses, one shy of a draw. Like many scenarios in this era, the side with the OBA advantage usually can be patient and win due to turn length. The defenders can sit and die slowly (as they mostly did this time), or counter attack and die quickly. Either way, eventually, the heavy OBA fingers of death will roll high or low and break them down.

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