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South Africa's War

South Africa's War boxcover
Designer Bennighof
Game Type Expansion
Format Spiral bound
Release Date 2007-02
Availability Out of Print
Scenarios 20
Counters 88
Counter Type Die-cut
Maps 0
Tour Veterans
South Africa's War Tour of Duty Ribbon
Overall Rating, 64 votes
Expansion Rank: 60 of 74
Popularity: Ownership & Activity
Status Owned by 29% Played by 10% AAR'd by 7% Medaled by 1%
Rank 19th of 99 24th of 93 40th of 90 32nd of 48
Expansion Game Requirements & Playability
20/20 South Africa's War
18/20 Desert Rats
9/20 Afrika Korps
4/20 Eastern Front
2/20 Road to Berlin

Overall balance chart for South Africa's War
Side 1 17
Draw 9
Side 2 36
box back

When Great Britain declared war on Nazi Germany in September 1939, the Union of South Africa faced a political crisis. A furious three-way debate raged before South Africa declared war on the Axis. When South African forces took the field, they did so with the restriction that they could not leave Africa. Nevertheless, two infantry divisions, several armored car regiments and a number of support units took the field to fight the fascists in East and North Africa. South Africa's War is a supplement to the Panzer Grenadier series, focusing on the actions of these units during 1941.

Display Scenario List (20)

Display Order of Battle

Australia Order of Battle
Britain Order of Battle
Germany Order of Battle
India Order of Battle
  • Motorized
  • Towed
Italy Order of Battle
Regio Corpo di Truppe Coloniali
Regio Esercito
  • Mechanized
New Zealand Order of Battle
New Zealand Army
  • Mechanized
  • Towed
South Africa Order of Battle
  • Mechanized

Display Relevant AFV Rules

AFV Rules Pertaining to this Game'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.
  • Portees: Trucks with mounted Anti-Tank guns, Anti-Aircraft weapons, or artillery. Stack as combat units. Move like trucks, but fire like guns. Do not limber or unlimber. Have the truck's -1 armor value. Truck and gun are treated as a single unit, and do not transport other units. (SB)

Display Errata (15)

15 Errata Items
Errata item for Shad

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).

(Shad on 2010 Apr 29)
Scen 3

(Regarding pieces from Desert Rats) The Italian setup lists a 75mm Portee and a 77mm. There are no 75mm’s listed under Desert Rats’ Portee rules, and there are no 77mm units either (they exist only in Afrika Korps). If you don’t own AK, substitute a 47mm Portee and a regular 75mm, respectively. If you do own AK, use the units as the scenario indicates.

(Shad on 2010 Apr 29)
Scen 5

The Italian Order of Battle includes Off-Board Artillery, but by Rule 9.1 "Target Spotting", Tank Leaders may not spot for bombardment. This is a problem. Two methods of "patching" present themselves: allow the Italian Tank Leaders to Spot for bombardment, or Pre-Register the Italian Off-Board Artillery Fire using the procedure in Beyond Normandy.

(caryn on 2011 Jul 26)
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 827

This is an armored car.

(Shad on 2010 Dec 15)
Overall balance chart for 871

Ignore the direct fire values.

(Shad on 2010 Dec 15)
Overall balance chart for 2

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)
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 Nations (7)

Display Battle Types (15)

Display Conditions (8)

PG-HQ Library > Games > South Africa's War
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