Panzer Grenadier Battles on October 24th:
Afrika 1944 #22 - PAKfront Leyte '44 #12 - Flying Wedge
Fronte Russo #9 - Potemkin Village Leyte '44 #13 - Failure at Buri Airfield
Red & White #28 - Bastion
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Bir Bu Meliha
Desert Rats #14
(Attacker) Germany vs Britain (Attacker)
Formations Involved
Britain 22nd Armoured Brigade
Britain 4th "Black Rats" Armoured Brigade
Germany 15th Panzer Division
Germany 15th Rifle Brigade
Germany 8th Panzer Regiment
Display
Balance:



Overall balance chart for DeRa014
Total
Side 1 4
Draw 0
Side 2 0
Overall Rating, 5 votes
5
4
3
2
1
4
Scenario Rank: 114 of 1094
Parent Game Desert Rats
Historicity Historical
Date 1941-11-20
Start Time 14:00
Turn Count 30
Visibility Day
Counters 82
Net Morale 0
Net Initiative 2
Maps 2: DR4, DR5
Layout Dimensions 116 x 88 cm
46 x 35 in
Play Bounty 139
AAR Bounty 163
Total Plays 4
Total AARs 2
Battle Types
Inflict Enemy Casualties
Meeting Engagement
Conditions
Reinforcements
Terrain Mods
Scenario Requirements & Playability
Desert Rats Base Game
Introduction

After the morning action, 21st Panzer Division arrived at its resupply point to find that the muddled German logistics system had no fuel or ammunition ready to meet them. Her sister division, 15th Panzer, was also there as ordered and ready to move out, and so it went forward alone to meet the British armour.

Conclusion

Fighting died down as darkness fell on the battlefield. Each side believed they had badly hurt the other, but post-war analyses showed the British took the worst of the exchange, with 15th Panzer losing no tanks at all that could'nt be repaired on the site. However, the temporary loss of 21st Panzer to staff incompetence robbed the Afrika Korps of its chance to wipe out 4th Armoured Brigade.


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

Britain Order of Battle
Army
Germany Order of Battle
Heer
  • Motorized
  • Towed

Display Errata (4)

4 Errata Items
Scen 14

Scenario does not note when initial German force enters the board. Presumably this is turn 1.

(triangular_cube on 2022 Dec 17)
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)

Display AARs (2)

Panzers Push West and Greet the Brave Desert Rats!
Author treadasaurusrex (Germany)
Method VASSAL
Victor Germany
Participants goosebrown
Play Date 2025-06-28
Language English
Scenario DeRa014

This was a 5-session play through with the cunning & stimulating goosebrown leading defending elements of the British 7th Armoured Division’s, 4th and 22nd Armoured Brigades during Operation Crusader in November 1941. I led attacking elements of the 8th Panzer Regiment of the German 15th Panzer Division. It was very fun to play.

We played using the FOW, consolidation, smoke/illum, excess initiative, and extended assault, optional rules, as well as these 3 house rules: 1) Road Movement for Mechanized & Foot Units - All FOOT & MECHANIZED units may move on roads at the rate of 1/2 a Movement Point (MP) per road hex, just like MOTORIZED units, 2) Standardized Movement for Mechanized Units — All mechanized units may move through clear hexes at a movement cost of only 1 movement point (MP) per hex, instead of 1 1/2. Add one to this cost if moving up, across, or down slopes hexes, and 3) Dug In Units are Automatically in Limiting Terrain in Desert Games – Unless prohibited by special scenario rules, ALL units that are dug-in on slope hexes are considered to be in limiting terrain and are spotted if enemy units approach to within 3 hexes, or 4 hexes for reconnaissance units – unless they are marked with a spotted marker, see 8.22.

Our high-maneuver, first session (game turns 1-10) included extensive movements-to-contact approaches for both sides that snaked across both the map boards. The Crusaders of the laggard 22nd Armored Brigade turned up on game turn 9 and immediately moved to the northern margin of the long north-south ridge on Map 4, while the 12-unit covey of 4th Armoured Brigade Honeys pulled back in extended order to the adjacent valley just west of the long ridge. No casualties were sustained be either side in this cat & mouse game, so far.

The second session (game turns 11-12) the Desert Rats shifted their positions back to the west in the valley. The Germans slowly followed and began placing their Landser infantry and AT guns along both sides of the long, 40-meter, north-south ridge on Map 4.

Our action-packed and very costly, third session (game turns 13-14) featured both sides maneuvering wildly in search for crossfire AT opportunities, while a handful of Wehrmacht units began digging in along the long ridge’s 40-meter contour line. Step losses rapidly accumulated with the Afrika Korps scoring first in the south as the Brits pushed east onto the lower slopes of the long ridge. Multiple, Honey light tanks were hit in the process, as well as 3 steps of PZ-IIIG German tanks. In the north, the Brits advanced bravely in the face of a considerable amount of AT fire losing only a few steps of Crusader I tanks as the passed to the rear of the main German positions on the ridge. By the end of this session, the step loss tally was 22 for the intrepid, Desert Rats and 6 for the Afrika Korps.

During the rather bloody, fourth session (game turns 15-17) the combined step losses were 24 – all inflicted on fast-moving armored units! The Brits charged east with their right flank prong, up and over the crest of the 40-meter ridge. Their much smaller left flank attack slowly dwindled as it passed over the northern sector of the ridgeline and pushed into the margins of valley to the east. German AT fires was lethal in the first two game turns of this session, before the enterprising Tommies organized a series of very effective crossfires. Both sides suffered dramatic, initiative level decreases as the step losses mounted. The updated victory point totals were now: 16 for the intrepid Tommies, and 36 for the scrambling Jerries.

Our very costly fifth session (game turns 18-20) was a high maneuver, shoot in the Libyan desert that the fates surprisingly decreed to the German’s way. The British side conceded at the end of the 20th game turn when we decided that a victory was no longer possible given the high casualties that the Tommies had suffered in the free-wheeling tank-on-tank action. There were 10 FOW-shortened game turns of the 20 played, and the final victory point total was: 19 for the Desert Rats, and 50 for the 15th Panzer.

This was a longish, high mobility and extremely entertaining play-through that rates a 5, IMHO. It was played with a challenging & flexible opponent – which enhanced the game – as did the 3 house rules that we added to the optional rule mix. I recommend it as suitable for both SHARED & SOLO play.

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Desert Rats #14
Author triangular_cube
Method Solo
Victor Germany
Play Date 2022-12-17
Language English
Scenario DeRa014

On the surface this looks like another poor scenario with the Brits taking on a combined arms force with nothing but armor. It actually does play differently, which made it somewhat interesting.

Brits start with a long, thin screen of Stuarts opposing entering German armor. Similar to the past, there are IIs, IIIs, and IVs. The IIs hide in the corner while the IIIs and IVs advance into the Stuarts. The Stuarts immediately fall back and try to keep their gaps. The hope is that they can establish the flanking shots for crossfire once their reinforcements come in.

The Stuarts keep dancing, and the Germans keep chasing. I may have been a bit overconfident in the German armor after the last few scenarios, and drove the Stuarts right up to the edge of the map, well ahead of their reinforcing infantry support. The fleeing rabbits even spread the Germans out a bit, as I said, I played to aggressive. Then they hit their reinforcement roll.

Bad as they may be, 32 steps of armor surging onto the board is a lot more than you realize until it is there :). Brits are able to force their way in and cause chaos on the western board through sheer numbers. They end up knocking out most of the IIIs and half of the IVs before the German fall back to their infantry cover. As night begins to fall it ends up in a stalemate, as the Brits have enough tanks to scare off the German armor, but still cant move the infantry bodies off the board.

If the VCs only measured the steps, with Germans counting double, this would be pretty fun and balanced. Unfortunately the Brits also must clear all Germans from the board, so while both hit their step loss requirements, it ends in a German victory due to INF bodies.

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