Day in the Desert - Germans
Africa, September, 1941

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Situation

Nazi FlagGERMAN


Your loyal, but badly outgunned, allies are holding a key water and fuel depot. The Tommies are attempting to take it from them.

Your orders advance as quickly as possible to rescue your valiant allies. If the Italians have lost the town, then you must recapture it. The side holding the town at the end of play wins.

222 AC
Recon -
Can be divided into two groups, however, each unit within a group must stay in visual contact with at least one other member of its group.
Placement will be determined by initial map movement and contact with the enemy.

The LEAD (Point) two units of each group will be played by the other player. Must run In convoy until contact is made.

2 - Kublewagons (no radios, if point, same rule as motorcyles)
4 - 222 AC
2 - 231 AC
10 - Motorcycles (Played as a unit - See special Attributes)

PzIVb

Armor/Infantry - Enters two
turns after Recon on Map (in convoy(s)
until contact
2 - PzI
6 - PzII
6 - PzIIIG
2 - PzIVD
5 - 38t
2 - JagPnz I
16 - Infantry Squads (africa Corp)
2 - HMG
3 - MMG
4 - ATR
4 - 251/1 HT (can mount the MMG's)
12 - Trucks

Breakthrough unit


Enters on the Northwest half of Board 3 on turn 10:


2 - PzIIIG
1 - Captured Matilda II - Limited Ammo - 4 rounds AP, 6 rounds MGs
4 - Infantry Squads
4 - 251/1 HT (can mount the MMG)
1 - MMG
2 - ATR
Movement - Hard Pan -
All cross country movement is Secondary Road
Convoys can run two abreast.

Conditions

The area is extremely dry and dusty. A Khamsin sand storm has been blowing for the last three days and though the winds have subsided, the visiblity is still only five inches until the judge determines otherwise.

All initial movement will be map movement until contact occurs (see react rule)

Hammada - Rocky ground, common in
Africa, very hard on tires and treads. Can be crossed but with a breakdown dice roll every advancement.

A roll of 80% or greater is a breakdown for armored vehicles, 70% or greater for wheeled vehicles. A roll of 20% or less for armor repairs the vehicle, 40% or less for wheeled vehicles (it is easier to change a tire).

However, two full turns must pass before a repair roll is attempted and if more Hammada is to be crossed, the process continues.
Movement through a Hammada is halved.

Deirs - (no not Bambi) are depressions that are hull down one unless otherwise
specified.

Wadi - played as is. LOS must
be checked.


Go to German(Axis) armor table

Plotting - There will be no plotting
except for "Op Fire" including MG's.
The judge will roll a die - odd Axis, Even - British to determine who moves
first each turn. All other actions are simultaneous.

Special "REACT" rule ( Flee or Fight) - Map turns only

If, while moving on the map, two opposing units move within LOS of each other
(with visibility rules) their options are to:

A. Move back out of sight if there is enough movement left, without firing;

B. Fire & Move if there is enough movement left;

C. Stand and Fire.

If "B" or "C" is chosen, and a unit is destroyed, and if no other friendly
units are in LOS, of the enemy unit, no report can be made to other units by
the destoyed unit.

If the choice was to fight, or units could not move out of LOS, then the units are placed in the proper location on the board if both survive.

However, if unit(s) choose to move out of LOS and manage to do so without moving into the LOS of another enemy unit, the pieces are taken off of the board and map movement continues.

EXCEPTION - If the identified uint is a stationary unit such as a gun emplacement, then that unit remains on the board as its location has been identified.

Penalties:

"B" - DRM +45 plus all other modifiers
"C" - DRM +35 plus all other modifiers
No rapid fire.


Blowing Sand effect on LOS/Movement

Movement - LOS + 3 inches

Visibility - 5 inches until 1st map contact Contact starts turn "1"
Turn 1 - 10"
Turn 10 - 15"
Turn 15 - unlimited

Motorcycle Squad Special attributes
German Motorcycle

If the squad is to full compliment (10 men/5 Pair):
+2 inches to LOS

If the Squad is reduced to 8 men (4 pair):
+1 Inches to LOS

If the Squad is reduced to 6 or less - No modifier.

 

Stop/Look/Listen - The motorcycle
squad can stop in the middle of a
move with a penalty of four inches and listen for enemy motors to a
distance of visibility plus 5 inches.

Motorcycle units must stay within two inches of each other and move in column (as does that rest of the recon Unit until contact is made.

Units that do not stay in contact risk being "lost" and wandering into a mine field, Hammada, Cliff, Sand and horny goat herders).

If a motorcycle unit spots, or is fired on by an enemy unit, that unit has no radio. For this reason the motorcycles (and kublewagons if used as point units) will be operated by a second player and cannot
report the sighting without making direct contact to a tank or Armored Car and only then can convey the message.

If the motorcycle units are chosen to lead the recon unit, all units behind it must simply follow the direction taken by the motorcycles.

 

Motorcycle Squad Fighting Capability:

The squad must dismount to fight (see existing rules) and a counter put in their place. Motorcycles stay on the board. If at full strength, it fights as a Panzer Grenadier (see table);

If eight men remain, it fights as Standard Infantry; if only Six remain, it fights as
Volkstrum; Less than six, no combat capability, however can still serve as Recon.


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