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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With the Utmost Vigour
South Africa's War #16
(Defender) Germany
(Defender) Italy
vs Britain (Attacker)
New Zealand (Attacker)
South Africa (Attacker)
Formations Involved
Britain 22nd Armoured Brigade
Germany 3rd Panzer Reconaissance Battalion
Germany 5th Light Panzer Division
Italy 132ª Divisone Corazzata "Ariete"
New Zealand 4th Infantry Brigade
New Zealand 6th Infantry Brigade
South Africa 1st Infantry Brigade
Display
Balance:



Overall balance chart for SAWa016
Total
Side 1 3
Draw 0
Side 2 0
Overall Rating, 4 votes
5
4
3
2
1
4.25
Scenario Rank: --- of 913
Parent Game South Africa's War
Historicity Historical
Date 1941-12-01
Start Time 08:00
Turn Count 34
Visibility Day
Counters 264
Net Morale 1
Net Initiative 1
Maps 2: DR4, DR5
Layout Dimensions 116 x 88 cm
46 x 35 in
Play Bounty 235
AAR Bounty 165
Total Plays 3
Total AARs 2
Battle Types
Breakout
Covering Action
Hill Control
Inflict Enemy Casualties
Rescue
Rural Assault
Conditions
Off-board Artillery
Reinforcements
Terrain Mods
Scenario Requirements & Playability
Desert Rats Maps + Counters
South Africa's War Base Game
Introduction

When the South African brigade finally pulled itself into position, Norrie ordered them to attack the Italians at Point 175 "with the utmost vigour." The New Zealand Division was now trapped between all three Axis armored formations and in dire need of relief. Two battalions probed forward against the German recon elements that had filtered in during the previous day's inactivity.

Conclusion

The South Africans made several half-hearted attempts to break through the German recon elements, but most contented themselves with raining down artillery fire on the Germans and Italians. When the New Zealanders received the order to withdraw, Pienaar interpreted it as applying to his brigade as well (whether 1st South African was attached to 7th Armoured or 2nd New Zealand Division at this point was not clear, as conflicting instructions had been issued by corps and army command). After taking a day and a half to advance about five miles up to the ridge line, the brigade managed to pull back 22 miles in just a few hours. Burial parties placed the bodies of both white South African infantrymen and black stretcher bearers of the South African Military Corps in common graves; after the war, the South African government had them disinterred and re-buried in segregated sites.

Additional Notes

There are not enough trucks in Desert Rats for this scenario. Use British and German trucks from DR, and supplement them with trucks from other games.


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

Britain Order of Battle
Army
  • Foot
  • Leader
  • Motorized
Germany Order of Battle
Heer
Italy Order of Battle
Regio Esercito
  • Mechanized
  • Motorized
New Zealand Order of Battle
New Zealand Army
  • Towed
South Africa Order of Battle
Army

Display Errata (10)

10 Errata Items
Scen 16

Remove one South African LT COL and replace him with a COL so that there is a highest-ranking Allied leader for use with the Decapitation rule (6.72)

(Shad on 2010 Jul 18)
Scen 16

Missing leaders for scenario #16:

6th New Zealand: 1 x MAJ, 1 x CAPT, 4 x LT

4th New Zealand: 1 x LT COL, 2 x CAPT, 5 x LT

(joe_oppenheimer on 2012 Jan 28)
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 871

Ignore the direct fire values.

(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 63

The morale and combat modifiers of German Sergeant #1614 should be "0", not "8".

(Shad on 2010 Dec 15)
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)

Big Scenario, Lots of Nations, Loads of Decisions - Quite Simply a PG Classic !
Author vince hughes (Germany, Italy)
Method Face to Face
Victor Germany, Italy
Participants waynebaumber (AAR)
Play Date 2012-04-14
Language English
Scenario SAWa016

Played ftf against old chum Wayne Baumber over 4 x 8 hour sessions (its an involved scenario).

Wayne and I have our own random selection system for picking scenarios and have now added a 'favourites' section interspun amonst our plays. These 'favourites' are scenarios that we have both nominated as 'must plays' after checking every set in our PG collection of scenarios. These 'must plays' are then recorded on paper tags and then drawn randomly in a lottery type draw. It kind of adds to the fun ? However, THIS particular scenario we have both had a severe itch to play and we both decided to just get on and play it NOW. I recommend you do the same. Hopefully after reading this AAR, you'll be tempted !*

THE FORCES The combined three Allied Brigades of South Africans, New Zealanders and Company of British heavily outnumbered the Axis by 3:1 in foot units. OBA was about equal as was on board ordnance. Axis armour had around a 3:2 advantage and was qualitively superior. If these armoured forces were to become involved, the Allies would be probably well advised not to lock horns with enemy armour but instead support their own infantry against enemy infantry. Morale was interesting. The Axis were all 8 moraled as were the Allies New Zealand troops. The Boks were just 7 moraled and subject to surrender. But it should be borne in mind that the New Zealand forces alone outnumbered the total Axis foot units.

THE AIMS The South Africans were required to either aid a New Zealand withdrawal from the field whilst engaging as many enemies as possible OR, along with the New Zealander’s take Point 175 once and for all! The Germans and Italians for their part needed to hold Point 175 and inflict severe losses on the allies whilst losing far less themselves. Differing decisions for both sides meaning this would affect the dispositions. Neither side therefore would have an inkling of what the enemy planned to do with any certainty and this opened up the battle for many permutations.

DISPOSTIONS & ENTRY: Italian forces were set up to defend around Hill 175. HMG positions were placed on the corners of the hill, AT guns hidden around its area with adequate Bersaglieri troopers interspersed amongst them with all defenders dug-in. To the west of the hill were the massed Italian armour consisting of eight M13 platoons and three SEM75 platoons. Panzer III’s and IV’s from 21st Panzer Div.were also added to these Ariete tanks. The Axis armour were placed to face the believed advance area of the two New Zealand Brigades. There was also a light smattering of more Bersaglieri to the south-west of the hill. These were going to act as the ‘bracket’ to the DAK positioned to the south of the hill. These DAK forces assigned with the Ariete were placed to cover the main southern approach to the hill. It was evident that when the South Africans arrived, they would be coming from this angle in their easterly advance. The South Africans advance from the east would put them in direct contact with the Afrika Korps Recon Bn. and infantry from the 21st Panzer Division. The two Kiwi Brigades found themselves directly in front of the enemy armour mentioned above and would have to find a balancing act between attack and then ultimate withdrawal if they did not take Hill 175.

THE BATTLE 0800 hours both sides guns began their bombardments and the battle was underway. The South Africans lost a platoon in these very first exchanges. That was not surprising as both the Boks and the Kiwis closed in on their foe and the old saying “An omlette would not be made without breaking eggs” came to mind. As the Allies closed the ring around Point 175, the Axis troops made sure to keep their own men redeploying where needed. They also tried to act aggressively with their motor-cycle elements from the Recon unit, but accurate South African fire cut half of this company down. By 0930, casualties were relatively light given the OBA and troops available. But things were now set to ‘hot up’ as befits the desert. Infantry firepower, HE and MG fire from AFV’s and the ubiquitous OBA blasted casualties on the Allied lines, mainly on the South Africans and mainly too on their ordnance (22 steps). The DAK sustained all the casualties on the Axis side (9 steps).

With these casualties, it was becoming evident that the New Zealanders would find it highly dangerous to advance toward the massed Axis armour on the west side of the hill. Such an attack it was feared, would result in heavy losses. To the south of Hill 175, the South Africans were showing themselves not quite so up for the fight as the Kiwis despite their officers throwing them into the fray and these troops struggled when tested to hold their resolve. This led to quite a number of Bok platoons fleeing southwards and as well as thinning their lines, made command control awfully difficult when trying to keep cohesion. However, the Allied numbers were still overwhelming enough to make sure the Axis forces held their own line and did not advance aggressively.

The Allies seemed to be finding themselves in a dilemma. They appeared unable to decide whether the NZ troops should withdraw as originally planned by Higher command or attempt to get Hill 175. This vacillation in reality equated to them standing in front of Axis armour and neither going forward or retiring. Precious time was lost because of this not to mention casualties added. The South African advance that had originally thinned the DAK lines had also now come to a juddering halt. For the Axis side, time being eaten up was to their advantage and they filled the time fire-brigading possible weak points. By 1230 hours casualties on the two sides were Allies 39 steps, Axis 17 steps.

1245 hours: British armour (5 x Crusaders platoons) that had worked their way toward the front whilst trying to support South African efforts, found themselves encountering four platoons of PzIII’s that had been desptached to meet them. The Allied commander had little confidence in his Crusaders to overcome this enemy and started to pull them back. In a memorable encounter within an encounter, the resulting 45 minute tank battle resulted in 2 x PzIII steps lost without any of the Crusaders harmed. The British tanks felt a sense of victory having gone toe-to-toe with the PzIII’s and winning the gun-battle. It seems this Allied feeling of jubilation may have led to a tactical error soon after. How? By this time, the Kiwis had begun to withdraw to the south in order to save the brigades for another day. The Germans sent forward a platoon of the powerful PzIV’s to the area. The Allies in response threw in no less than six platoons of Stuart tanks and some infantry. In the close range battle that followed, the panzers were attacked and tied down by the NZ infantry whilst the Stuarts tried to blast the enemy tanks away. This ploy not only failed, but saw the NZ infantry blasted mercilessly by the Axis OBA whilst Italian M13 and Sem75’s engaged and destroyed most of the Stuarts.

The previously jubilant Crusaders had also come to a sticky end. The other PzIII’s chased them further southwards, but were then assisted by the remaining motorcycle troops and an MG platoon. In combination, they were able to overwhelm the British tanks destroying 2 platoons and demoralizing another. The writing was now on the wall for the Allied cause. 1530 hours: There were numerous firefights by opposing combatants going on across the front. The New Zealanders had left the withdrawal far too long to enact and the distance needed to travel by them whilst being harassed by enemy OBA and chased by enemy armour would be far too taxing. Yes, some would make it off, but nowhere near the number required to balance up the losses sustained by their own side vis the losses of the enemy.

CASUALTIES Allied casualties finally totaled a staggering 69 steps (equating to 82 step-equivalents). These were made up of 32 SAF steps, 24 NZ steps & 13 UK steps. Also, they could be shown as 44 foot steps, 12 ordnance steps & 13 AFV steps. The Allies also lost 9 officers. The Axis losses came to 22 steps (equating to 24 step-equivalents). These were shared as just 4 Italian steps and 18 German steps. The Axis steps lost were divided as 14 foot steps, 5 ordnance steps, 2 x AFV and 1 x APC. They suffered 3 officer casualties. Around 7 NZ steps managed to exit to the south.

THE RESULT The Axis managed to exceed the 35 steps they needed to inflict as losses on the Allies for a minor victory, and although they held onto every hex of Hill 175, they lost more than 18 steps and therefore could not claim a major victory. The Allies, failing to capture any of Hill 175 were nowhere near a major victory. To get a minor victory, their NZ exited steps plus the steps inflicted as casualties on the enemy needed to exceed their own losses. This they failed to do suffering a 51 step deficit !

Final result – Axis Minor Victory

Well, this scenario lived up to my expectations in enjoyment and excitement levels and for me is quite simply a classic scenario. Well done Doug McNair the creator of this one. On the downside (kind of), because of the many options open to both sides re starting game dispositions and then the decison needed as to what type of VC to go for, I'm not so sure this would be so much fun solo because the player would know what both sides are trying right away ? (Not a problem for me as I only play opponents. Wayne stated to me during the final session that he believed he would not win quite early on in the game. I have to confess, this was not so apparent to me. This is a superb '5' rated battle and the memory will stay with me a long time. Great game !

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With the Utmost Incompetence
Author waynebaumber (Britain, New Zealand, South Africa)
Method Face to Face
Victor Germany, Italy
Participants vince hughes (AAR)
Play Date 2012-04-14
Language English
Scenario SAWa016

This is a big meaty scenario, a mixed force of Italian and German units have two missions, hold the high ground and prevent New Zealand troops from escaping to the south. Add a South African division and British Tanks to the mix and you have a recipe for a wild rumble in the desert. The VC need careful reading as both sides have different but linked objectives, as the Commonwealth player there has to be a fine balance between attack and the need to get the Kiwi's off the board. The Axis player's choice are easier but set up is all important. In this FtF game with Herr Hughes, I was of course the allies. The Axis have one big advantage, they have plentiful armour most of which is of better quality than their allied opponents, the Allied infantry greatly outnumber the mixed Africa Corps/Italian counterparts. My first thoughts were to forget getting the Kiwi troops off and go for capturing the hill using my superior weight of forces. This was my first error, the Allies do have to attack as they have to pin the Axis units and eliminate steps, however the key to allied victory is getting those New Zealand units off the board. My attack ran into heavy artillery fire and a counter attack by the German units, although this German attack was turned back it had inflicted some casualties and had disrupted the attack. My Kiwi's had run into a wall of armour and the tanks MG,s stopped that attack cold. There was now a pause in the battle with both sides regrouping however the German artillery was still taking the odd step. Cue second error this was when I should have started the Kiwi withdrawal but I decided to commit the British tanks to the battle, the Crusader faced up to the PZIII's and in fact did OK but lost steps to a German foot assault, the Stuart's swarmed the PZIV but were blown away by the supporting Italian armour. By now I was miles behind the pace in both step losses and time in getting units off, the Allies tried once again to regroup and the Kiwis began the long march to the south and safety but alas there was not enough time or units to cover the retreat. The battle was lost. This is a great scenario with lost of differing options, it nearly gets a five from me I just feel that it favours the Axis just enough to make a Commonwealth victory very hard to achieve.

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