Desert Rats
| Designer | Bennighof |
|---|---|
| Game Type | Standalone |
| Format | Boxed |
| Release Date | 2004-03 |
| Availability | In Print |
| Scenarios | 50 |
| Counters | 825 |
| Counter Type | Die-cut |
| Maps | 2 |
| Overall Rating, 134 votes |
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3.37
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| Standalone Rank: 7 of 14 |
| Total | |
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| Side 1 | 67 |
| Draw | 16 |
| Side 2 | 49 |
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Since the Panzer Grenadier series launched in the year 2000, gamers have clamored to play out the huge battles of the North African desert. Desert Rats follows up the widely acclaimed Afrika Korps, with fifty new scenarios of desert combat. Lead the British, Italian, New Zealand, German, and Indian troops who fought in North and East Africa during the epic battles of 1941 and 1942. |
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| AFV Rules Pertaining to this Game's Order of Battle |
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| 19 Errata Items | |
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Surrender Rule. Certain units listed in the special rules of some scenarios are subject to elimination through the surrender rule. The surrender rule is triggered whenever an active, undemoralized enemy unit with direct fire values starts its activation adjacent to or in the same hex with one or more demoralized units that are subject to elimination through the surrender rule. At that time, the inactive player must roll two dice, and if the result is higher than the current morale of his highest-morale unit in the subject hex, ALL units and leaders in the hex (whether demoralized or not) immediately surrender and are eliminated. If the result is equal to or lower than the morale of the unit with the highest current morale in the subject hex, there is no surrender and the inactive units are unaffected. The active units that forced the surrender roll can take all normal actions during their activation, whether the enemy units surrendered or not. So, that means that a moving tank (or other moving unit) can't force enemy units to surrender, because a unit can only force enemy units to surrender at the beginning of its activation (before it moves or fires). (PG-Tank Dude
on 2010 Apr 30)
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The Bishop tank needs to be added to the British Order of Battle for Desert Rats. I does not appear in and scenarios but it is included in the game. (JayTownsend
on 2013 Apr 18)
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| Scen 3 |
Add 4 British Tank Leaders. (PG-Tank Dude
on 2010 Apr 30)
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| Scen 5 |
The victory conditions on sentences one and two contradict each other, ignore the second sentence. (PG-Tank Dude
on 2010 Apr 30)
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| Scen 31 |
The second hill complex is misprinted as being 2005::2006. It should in fact be 2005::2007, thereby matching up with the levels printed on the Desert Rats Map (No. 5). (caryn
on 2011 Sep 09)
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| Scen 32 |
The second hill complex is misprinted as being 2005::2006. It should in fact be 2005::2007, thereby matching up with the levels printed on the Desert Rats Map (No. 5). (caryn
on 2011 Sep 09)
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| Scen 33 |
The second hill complex is misprinted as being 2005::2006. It should in fact be 2005::2007, thereby matching up with the levels printed on the Desert Rats Map (No. 5). (caryn
on 2011 Sep 10)
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| Scen 35 |
Hill in 2005/2006 should be 2006/2007. (PG-Tank Dude
on 2010 Apr 30)
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| Scen 38 |
The scenario calls for 6 Italian HMGs, however there are only 5 Italian HMGs in the Desert Rats counter mix. (tlangston28
on 2012 Aug 14)
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| Scen 40 |
Add the following to the German victory conditions "or no British units remain on the map". (PG-Tank Dude
on 2010 Apr 30)
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| Scen 48 |
2nd Armored Brigade gets 7 Crusader I's and 6 Grants, not the reverse. (PG-Tank Dude
on 2010 Apr 30)
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| Scen 48 |
If one accepts the map set-up and orientation on page 41 as correct, then there are several problems. British set-up in hexes xx25 or greater on maps 4 & 5 places them on the EAST side of the space. Thus the Victory Condition as written make no sense. Presumably, the British are to exit off the WEST edge of the boards (also consistent with history as UK forces were attacking from the EAST). The Italian set-up instructions are either misprinted or broken. As written, Ariete forces must set up in hexes xx10 or less only on board 4. The E/W road on board 5 is 14 hexes away from the map 4/5 boundary. British tanks setting up on xx25-xx28 can exit the WEST edge in two turns whereas the best Italian tank, the Sem. 75/18 takes three turns even to get in range of the road! Thus, all the British need do is run five Crusader I units (movement of 9) along the E/W road on board 5 and off (five units x two steps/unit x double/tank step = 20 "steps" for VC. Now all the British need do to win is kill 10 IT steps without losing 20. They can keep their armor out of it and let the infantry attempt to achieve this result. Totally a-historical. My solution is to allow Ariete to set up on xx10 or lower on both boards 4&5, not just board 4 as given on page 41. (Poor Yorek
on 2012 Mar 07)
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All Bren carriers should have a movement value of 7. (Shad
on 2010 Dec 15)
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Two British infantry have their full strengths printed on the back. They should both be "2-3" when reduced. (Shad
on 2010 Dec 15)
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Ignore the direct fire values. (Shad
on 2010 Dec 15)
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Two 105mms (ID#s 1204, 1205) have "16-31" fire values in black (direct fire), when they should be in white (indirect fire). (Shad
on 2010 Dec 15)
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The morale and combat modifiers of German Sergeant #1614 should be "0", not "8". (Shad
on 2010 Dec 15)
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All SPW 251s have an armor value of 0. (Shad
on 2010 Dec 15)
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Four counters (ID#s: 1502 to 1506) have the incorrect NATO symbol (infantry in lieu of armor). (Shad
on 2010 Dec 15)
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| Nations at War - Scenario Appearance Percentages | ||
|---|---|---|
| Britain |
90%
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Britain |
| Germany |
66%
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Germany |
| Italy |
60%
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Italy |
| India |
36%
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India |
| New Zealand |
18%
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New Zealand |
| Maori |
8%
|
Maori |
| Australia |
2%
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Australia |
| Gurkha |
2%
|
Gurkha |
| Battle Types - Scenario Appearance Percentages | ||
|---|---|---|
| Kill Them All |
72%
|
Kill Them All |
| Rural Assault |
72%
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Rural Assault |
| Hill Control |
38%
|
Hill Control |
| Meeting Engagement |
14%
|
Meeting Engagement |
| Enter & Exit |
12%
|
Enter & Exit |
| Delaying Action |
10%
|
Delaying Action |
| Rear Guard |
8%
|
Rear Guard |
| Breakout |
8%
|
Breakout |
| Road Control |
8%
|
Road Control |
| Rescue |
4%
|
Rescue |
| Covering Action |
4%
|
Covering Action |
| Airfield Control |
4%
|
Airfield Control |
| Surprise Attack |
4%
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Surprise Attack |
| Patrol |
2%
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Patrol |
| Ambush |
2%
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Ambush |
| Conditions - Scenario Appearance Percentages | ||
|---|---|---|
| Terrain Mods |
96%
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Terrain Mods |
| Off-board Artillery |
88%
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Off-board Artillery |
| Reinforcements |
26%
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Reinforcements |
| Entrenchments |
24%
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Entrenchments |
| Minefields |
8%
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Minefields |
| Randomly-drawn Aircraft |
6%
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Randomly-drawn Aircraft |
| Anti-infantry Wire |
4%
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Anti-infantry Wire |
| Severe Weather |
4%
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Severe Weather |
DAK '44