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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Australia Will Be There
South Africa's War #14
(Attacker) Germany
(Attacker) Italy
vs Australia (Defender)
Britain (Defender)
South Africa (Defender)
Formations Involved
Australia 2/13th Infantry Battalion
Britain 1st Essex Infantry
Britain 1st Royal Northumberland Fusilier Machine-gun
Britain 4th "Black Rats" Armoured Brigade
Britain 4th Royal Tank Regiment
Germany 15th Panzer Division
Germany Kampfgruppe Bottcher
Italy 132ª Divisone Corazzata "Ariete"
South Africa 4th South African Armoured Car Regiment
Display
Balance:



Overall balance chart for SAWa014
Total
Side 1 0
Draw 2
Side 2 1
Overall Rating, 4 votes
5
4
3
2
1
4
Scenario Rank: --- of 913
Parent Game South Africa's War
Historicity Historical
Date 1941-11-29
Start Time 13:00
Turn Count 48
Visibility Day & Night
Counters 170
Net Morale 0
Net Initiative 1
Maps 2: DR4, DR5
Layout Dimensions 116 x 88 cm
46 x 35 in
Play Bounty 213
AAR Bounty 165
Total Plays 3
Total AARs 2
Battle Types
Hill Control
Road Control
Rural Assault
Conditions
Off-board Artillery
Terrain Mods
Scenario Requirements & Playability
Afrika Korps Counters
Desert Rats Maps + Counters
South Africa's War Base Game
Introduction

The Afrika Korps' planned "concentric attack" finally hit the New Zealand Division late in the afternoon of the 29th. Over the same ground where the motley troops of the "Afrika Special Division" had made their raid on the 28th, the much-depleted 15th Panzer Division now advanced despite heavy British artillery fire. Overrunning a British battalion, the German infantry dug in to await an Allied counterattack.

Conclusion

The German advance crushed the Essex battalion and occupied their positions, while to their south infantry from the Afrika division did little and the Italians from Ariete carried out their part of the plan by skirmishing with the British armor to prevent them from intervening in force. But with darkness came a fresh Australian battalion from the Tobruk garrison, their distinctive greatcoats flapping behind them and fixed bayonets in front. Along with two dozen closely-packed British tanks, they in turn overran the German infantry and threw the panzer division back beyond its starting point.


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
  • 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.

Display Order of Battle

Australia Order of Battle
Army
Britain Order of Battle
Army
  • Towed
Germany Order of Battle
Heer
  • Motorized
Italy Order of Battle
Regio Esercito
  • Mechanized
  • Motorized
  • Towed
South Africa Order of Battle
Army
  • Motorized

Display Errata (5)

5 Errata Items
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)
Overall balance chart for 104

Four counters (ID#s: 1502 to 1506) have the incorrect NATO symbol (infantry in lieu of armor).

(Shad on 2010 Dec 15)

Display AARs (2)

Mayhem in the Desert
Author waynebaumber (Australia, Britain, South Africa)
Method Face to Face
Victor Draw
Participants vince hughes (AAR)
Play Date 2011-07-16
Language English
Scenario SAWa014

Played FtF v Vince this is a two map desert battle with 48 turns and five nationalities. Axis troops have to clear a ridge of all Allied units and not loss more than 20 steps. The Axis have good armour support and have even better off board artillery support to assist the mixed German and Italian infantry making the attack. The dug in British have reinforcing Australian INF and HMG coming on turn one to turn back the tide. Throw in South African armoured cars and Valentine, Crusader and Stuart tanks you have all the makings for an epic battle. The first turns were fairly quite as Herr Hughes positioned his attack line while trying to avoid losses from the Commonwealth artillery, the tanks skirmished to the south but with little effect the British tanks eventually retreating to the ridge line to protect the rear of the Allied position. The German commander ordered a flanking attack in an aim to encircle the dug in British troops but the Stuart light tanks came to the rescue and nipped that attack in the bud causing heavy Italian casualties. The Panzer's then attacked and pushed the Valentine's back with some losses. Only a Aussie 2 pdr holding them up for a while. Meanwhile the German artillery was all the time pounding the line and Commonwealth losses were heavy particularly among the officers as they moved from trench to trench encouraging the infantry. However the German losses were also creeping up and the British commander saw a chance to inflict more when a lone PzII platoon was spotted, attacked by overwhelming Brit armour it was eventually eliminated pushing the Axis step losses over 20 this meant that there would be Axis victory could there be an Allied win. No is the short answer as the Commonwealth counterattack ran into a storm of fire and wilted away in very quick time. This is a cracking scenario with lots going on, never enough time to do what you want (we always play FOW and there were several times turns ended just at the wrong time for both players) and a good mix of units. It would merit a 5 rating but I feel that the VC are a little too simplistic and that a draw is in fact the most likely result in any game between well matched opponents.

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Australia Wished They Wern't There !
Author vince hughes (Germany, Italy)
Method Face to Face
Victor Draw
Participants waynebaumber (AAR)
Play Date 2011-07-16
Language English
Scenario SAWa014

This scenario for me narrowly misses a ‘5’ rating ! It is a sweeping two map desert battle involving Germans, Italians, British, Australians and South Africans. It has lots of different counter types and at some point, both sides need to attack. What’s more, I highly doubt that two battles of this scenario would ever pan out the same as there are many different options for deployment, entry and maneuver so as to minimize the chance of repetition. Why not a ‘5’ then and just a ‘4’ instead I hear you bay ? The VC’s were just a little short on being cute. I have no recommendations as to what they could have been instead, but the way it is set up probably lends more to a draw although victory by either side is definitely still feasible.

Well on to the report then I guess. I will admit to being more severe on the allies than Wayne’s report as he made it sound a lot closer in battle terms than it was. Make no mistake here, the Allied losses were Eastern Frontesque losing 66 step equivalents to the Axis 23 and no less than 12 leaders (a record for our games). Had the battle continued there would probably have been a sack-full more Allied losses too.

To battle !

At 1300 hours, the Axis forces advanced from the west in three main prongs. The northernmost pushed along the major ridge and high-ground where English troops from Essex were covering. The centre prong, slightly to their south and named Kampfgruppe Bottcher was next and south of this gruppe was an Italian force of Bersagliari. Both the centre and Italian prong needed to make for the ridge very quickly in order to get out of the enemy observers sights working for the numerous allied artillery support. Whilst making this desperate dash over the following 2 hours, the Italians lost a number of steps before reaching relative safety. Further south, a Germo-Italian tank force made up of PzIII’s & IV’s as well as M13’s and Sem 75/18’s pushed deep to the east in order to head off British armour advancing from the south-east. These Axis tanks also chased off a large force of South African armoured cars.

Whilst the Axis forces gathered their troops to concentrate on the ridge and wait for dusk, thus allowing their forces to advance more coherently as one, the English were soon realizing a serious mistake. Due to earlier communication errors (misread VC’s by their commander), they would, should they desire a chance of winning, now be required to deploy their line further in advance of their current position and would be backed up by a large Australian force making their way to their aid. The trouble with this new advance was the horrendous shelling they were getting from the massive OBA support of the Axis being called in by enemy artillery spotters. Four steps were lost within the first hour with many many more to follow. Once the Axis forces were grouped and began their advance to bring the two sides into shooting range, it was most definitely the Axis that was getting the better of the exchanges. Over the first 10 turns, 3 Axis steps were lost to a total of 10 Allied and this ratio would continue throughout the battle.

By 1600 hours it certainly appeared if the German and Italians were getting the upper-hand in the battle as the pressure being put on the English/Australian line was forcing it back. Using their artillery they were weakening parts of the Allied line before sending infantry to close-in each time. Meanwhile, the Allies seemed to be trying to frantically plug gaps. Further more, a tremendous toll on Allied officers was being extracted as they had to place themselves at the forefront of any action. However, help was not far away! A substantial force of around 6 platoons of Stuarts had slipped the German/Italian armoured net and made it back to the main battle location and here it was that the German plans were eventually thwarted.

It had been the German doctrine in this battle to use observers to bring down the OBA, pummeling on the enemy lines whilst at the same time, keeping their own forces OUT of sight of the enemy in the ever growing gloom BUT keep them within range of the spotters should the enemy try and advance upon them. The Stuart tank force completely befuddled this plan. Coming in concentrated in two groups, they made for parts of the Italian line where no AT guns were yet in place. Despite a small band of Bersagliari assaulting some of these Stuarts, the tanks machine guns mowed many of them down causing plenty of casualties (3 steps). At the same time, the Allied OBA observers were also calling in some pretty accurate artillery fire of their own. Just before 1800 hours, these two factors combined had suddenly driven Axis losses from 8 steps to 16 steps in just 15 minutes. It had been a tragic game turn despite the Allies 30 step loss equivalents so far.

From here-in, the Axis forces needed to step cautiously so as not to lose too many casualties in the battle. Overall, they managed a pretty good job of it and at the same time guided their tank force into an advantageous tank battle with the enemy Valentines and Crusaders. But slowly, losses were inevitable, and finally besting a German PzII platoon, some British armour eliminating them meant that 21 Axis steps were too many for the Germans to gain a win. Now the Allies needed the Axis step count to exceed their own in order to win themselves, but with well over 35 step equivalents lost, there was only one way to possibly achieve this. Attack !

And attack they did, but it was oh so basic. Lines of infantry surged forward in scenes more reminiscent of 1914 than 1941. Two companies of Australian and British infantry leapt forward at the Italian line and were cut down and bombarded to pieces in minutes. Even their Lieutenant-Colonel and a Captain perished in the ill-fated charge ending repeating such ideas obsolete and very quickly too . In all, including tank losses, the allies from turn 21 to 27 lost no less than 22 Infantry steps and 7 tank steps.

And so it was. With the Allies the only side that could supposedly win had they overturned the step-loss deficit, and trailing by a huge 66 to 23, the Allied commander called a halt to the battle and settled for what really was, from a biased pen such as mine a phyric draw for him.

With the title ‘Australia Will Be There’, one must see the irony with the losses involved that it should have been named ‘Australia Probably Wished They Weren’t There’ !

A classic and very involving desert battle this one.

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