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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Rommel's Last Battle
New Zealand Division #3
(Attacker) Germany vs Maori (Defender)
New Zealand (Defender)
Formations Involved
Germany 10th Panzer Division
New Zealand 2nd New Zealand Division
Display
Balance:



Overall balance chart for NZeD003
Total
Side 1 0
Draw 0
Side 2 1
Overall Rating, 1 vote
5
4
3
2
1
4
Scenario Rank: --- of 913
Parent Game New Zealand Division
Historicity Historical
Date 1943-03-06
Start Time 08:30
Turn Count 20
Visibility Day
Counters 76
Net Morale 0
Net Initiative 1
Maps 2: 78, 79
Layout Dimensions 56 x 43 cm
22 x 17 in
Play Bounty 184
AAR Bounty 171
Total Plays 1
Total AARs 1
Battle Types
Hill Control
Inflict Enemy Casualties
Road Control
Conditions
Entrenchments
Minefields
Off-board Artillery
Scenario Requirements & Playability
An Army at Dawn Maps + Counters
Liberation 1944 Counters
New Zealand Division Base Game
Introduction

Erwin Rommel’s German-Italian force conducted a skilled retreat through Tripolitania and southern Tunisia, continually offering battle but pulling back when the Allies prepared an attack. Once they reached the French-built Mareth Line fortifications, Rommel suggested an attack to break contact long enough to withdraw from Tunisia to Italy. Adolf Hitler, the self-appointed greatest commander of all time, approved the first part of the plan: the attack.

Conclusion

The arrival of new 17-pounder anti-tank guns gave the Maoris unexpected added firepower, and when the Germans became stuck in a minefield, they faced heavy fire from machine guns and mortars as well. They lost four tanks and fifteen prisoners before breaking off the attack. This would be the last action in Africa overseen by Erwin Rommel.


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).
  • 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

Display Order of Battle

Germany Order of Battle
Heer
  • Motorized
New Zealand Order of Battle
28th "Maori" Infantry Battalion
  • Foot
New Zealand Army
  • Foot

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 353

INF unit 1112 has full firepower printed on the front and back of the counter. Back should be 4-2.

(garbare83686 on 2022 Feb 08)

Display AARs (1)

A close call... except!
Author Grognard Gunny
Method Solo
Victor Maori, New Zealand
Play Date 2023-12-25
Language English
Scenario NZeD003

The initial Mauri/NZ line was tight across the middle of the map causing a fight for anyone coming down the road. The 17lb gun was in the road, between minefields and fortified with other units, in the entrenchment. The rest of the forces were spread loosely North and South from there. The defenses included the Eastern half of the ridge along the Southern half of board 78 and the hills in the North of board 79. A couple of minefields and a reserve unit were settled in and around the village. The Germans went for the middle of the road, at first, as a feint (and to see if it could be done), but to no avail, after an hour of this, the attack shifted to the Eastern half of the ridge. This battle raged for four hours and it never did collapse completely, however the most Westerly portion did collapse and the chase was on. Unfortunately, for the Germans, the NZ troops were shifting troops toward the center of battle during the fight and the matter became moot for the Germans. (Note: I seem to prefer the scenarios that have open terrain, two maps and around 20-30 turns. Makes for more interest.)

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