SIDI REZEGH 20th
November 1941
Initial 1500pt FORCES
South Essex
Yeomanry “C “ Squadron
Crusader Tank “Stella”, Regular
·
Lt Ned Ransome with Commander skill “Follow Me”(+1/6”)
·
Swanson, Driver skill “Quick reflexes”
·
Gunner “Ginger” Banks
Crusader “The Fying Serpent” Regular Sargeant Charlie Wheeler
·
Skilled Shot
Crusader “Tinkerbelle” or “Bella” Regular – Corporal
“Tinky” Taylor
·
“Eye for Terrain”
Crusader “Luckie”
inexperienced Corporal Billy Mathews
·
No skills just hard to kill
Crusader Tank “Bungo”, Regular with Commander Lt Paterson
One Crusader with Command
inexperienced
2 Crusaders Regular
2 Crusaders inexperienced
Major “Dimples” in a Daimler Dingo
Recce Carrier “Uncle Ali” and 2 bren carriers all pintle
mounted LMG
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| Squadron "C" |
DAK 5th Panzer Division
Lt Zimmerman Cmd Panzer IIIJ 50mm L/42 Veteran
·
Commander Skill “Strict disciplinarian”
“Motivational leader”
·
Gunner Skill “Adrenalin Rush”
·
Driver Skill “Crank head”
2 Panzer IIIG 50mm L/42 Veteran
Panzer IIF Veteran
1 Panzer IVD Veteran
2 Infantry Squads Veteran in cars all Desert fighters
1 88mm Regular crew desert fighters replaced with 50mm
Pak 38 veteran in car
Recce Motorcyle
Field Gendarmes inexperienced, SMG armed all motorclyces
A thorough testing of the The Tank War supplement
scenarios was called for. The first
three battle scenarios are pretty genetic and easily fit the Western
Desert in my narrative campaign The
South Essex are heavily involved in fighting striking the German flank at Sidi
Rezegh on 20th November 1941.
To them this battle is called Breakfast, Elevenes and High Tea as they
saw action three times that day. and
Breakfast saw action at “The Italian Farm” using the Arras scenario. It was very hard for me to shake the idea
that the German’s should be defending, instead not only was Jerry attacking
added to this was an attempt at a right flank attack. This attack when it arrived in Turn 3 brewed
Lucky and forces Stella to retreat.
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| 88mm at the Italian Farm |
The tank of the game was Tinkerbelle. Tinkerbelle in the centre of the backline,got
properly dug in, using the Eye for Terrain rule. Punched a 2pdr into the
deployed 88, before brewing first a Panzer 2,then a Panzer 4 and finally a
Panzer 3. The 88mm was a magnet for carrier fire until Bongo Paterson overran
the gun itself. Stella and The Flying
Serpent spent their time pasting Jerry
infantry in the farm before turning on the German flanking attack. Game ended Turn 6, would be worth playing
again. 3 crusaders lost but Luckie was
only abandoned. Clear British Victory.A Military Medal for Tinky Taylor with a military Cross for Lt Paterson
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| Zimmerman's Panzer on fire |
“Elevenes” saw more action just down the road from “The
Italian Farm” using the Supercharge Scenario.
1250 points a side. The minefield rule had no direct impact
literally. Indirectly it meant Jerry
tanks maneveured with advance orders or were stationary, with the Indian
carriers to only units risking a run or Stella using the “Quick reflexes” rule.
Pak50 replaced the 88mm. Up to the onset
of the Duststorm the Germans had all the success one crusader brewed, two
crusaders abandoned and one immobilised for the loss of one panzer 2. 5 dice out of the bag. The duststorm hit on turn 3 and the fighting became very confused. Stella
used the “Quick reflexes” rule moving her into the centre of the table where
she knocked out Zimmerman, Tinkerbelle and the Flying Serpent each get a
further Panzer 3 but end the game immobilised. The whole DAK force is cleared
from the table except an infantry squad, m/c recce and the Feldgendarmes. Utter British victory fielding more regular
crews made a huge difference in this battle.
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| The Survivors |
“High Tea” I was going to play the basic tank war
scenario but opted for Kursk instead with the drifting smoke rules and reduced
forces of 700 points a side. The
Yeomanry had to escort their A echelon
fitters onto the battlefield to recover the crocks and abandoned tanks. All the Yeomanry tanks were regular. Jerry however had crept back in. Jerry lost 3 panzer 3s and a m/c team while
the Yeomanry had a further Crusader brew, one immobilised but in all five are
recovered. This seemed to be mainly due
to pulling British dice out of the bag first, given that they outnumbered DAK
dice two to one proved the concept that in an armoured game this does create a
critical disparity. Both Stella and finally Luckie brew their own Panzer 3
tanks. The actual tank of the game was
Panzer “22” that simply kept shaking off the hits in turn3,4,5,6 before brewing
in turn 7.
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| A echelon fitters |
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| Careful as you go! |
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| German intruders |
In the Regimental diary this would be recorded as a day
of hard fighting, with Acting Sargeant Taylor mentioned in dispatches, the
strength of the regiment would fall to 18 runners in total,with A and B
Squadrons amalgamated and Ransome in
command of the remnants of “C” Squadron. The officers mess would also acquire a picture of "Bungo"'s charge.
Paddy Griffiths has a great chart showing the reality of this shrinkage
with armoured forces going back into battle until they are reduced to under
88%. After a repairing the recovered crocks The Yeomanry will be fit for battle.