cossackwarrior
01-10-2006, 09:37 AM
NORTH AFRIKA – TURNING THE CORNER AT GAZALA
1941 – The Commonwealth forces have laid out the Gazala line before Tobruk and the first day’s battles have worn down as the Axis forces have beaten themselves against the British defensive boxes. The British armor has gone searching for the German armor and after a day of give and take, have retired to their laagers behind the southern-most boxes.
But Rommel has stolen the day’s march with 15th Panzer and now sits ready to make his move. As the day breaks, his panzers move against the rear of the boxes and his Italian allies against the front.
Can you hold as the Allies, or will Rommel again break the line?
BOARD CONFIGURATION:
Requires three game boards – all Tiger Heaven configuration, laid side by side.
SPECIAL: All City and Forest is treated as hills (dunes) and all river and marsh as Wadi (dried out gullies - cover as for marshes, impassable to all vehicles and any Soldier with the sub-type Anti-tank Gun).
INFANTRY BOXES: These are seven hexes in size (a Central hex plus the six surrounding hexes). No box may be closer than 4 hexes apart to their closest neighbor).
The Infantry Boxes are Cover (dug-in positions) and Soldiers in these boxes get +1 to all Cover Rolls. Any Non-Allied unit attempting to enter any hex in an Infantry Box must make a Terrain Roll of 4+ to do so and gains no Cover while fighting the defenders of the box. Once the enemy is cleared from the entire box, the box grants cover to the former attackers.
The boxes are connected to each other by a line of defensive anti-tank works and barbed wire, so any attempts to move across this line requires a roll of 4+ to vehicles and soldiers.
ORDERS OF BATTLE: This is a huge Scenario – 700 + points for the UK and 800+ points for the German-Italian forces.
It should have a Referee/Gamemaster known from her after as the Supreme Commander.
COMMONWEALTH FORCES
BOX #1: The British #1
20 Inspiring Lieutenants x 2
24 Vickers MG & Crew x 3
18 SMLE Rifle x 6
20 Royal Engineer x 2
30 6pdr Anti-tank Gun x 3
BOX #2: The British #2
20 Inspiring Lieutenants x 2
24 Vickers MG & Crew x 3
18 SMLE Rifle x 6
20 Royal Engineer x 2
30 6pdr Anti-tank Gun x 3
BOX #3: The Free French #1
10 Inspiring Lieutenant x 1
16Vickers MG & Crew x 2
18 MAS 7.5mm Rifle x 6
10 Royal Engineer x 1
20 6pdr Anti-tank Gun x 2
BOX #4: The Free French #2
10 Inspiring Lieutenant x 1
16Vickers MG & Crew x 2
18 MAS 7.5mm Rifle x 6
10 Royal Engineer x 1
20 6pdr Anti-tank Gun x 2
BRITISH ARMORED LAAGER #1
66 Crusader II x 6
16 Humber AC x 2
BRITISH ARMORED LAAGER #2
90 M3 Stuart x 6
16 Humber AC x 2
BRITISH ARMORED RE-ENFORCEMENTS:
222 M3 Lee x 6 (as Grants)
48 Valentine II Infantry Tank x 3
16 Humber AC x 2
AXIS FORCES:
THE ITALIANS:
72 Carro Armato M13/40 x 6
48 Blackshirts x 12
36 Fusil Modello 1892 x 12
GERMAN AFRIKA KORPS:
PANZER BATTALION:
130 Panzer IIIF x 10
34 Panzer II F “Flamingo” x 2
22 Panzer IIC x 3
40 Sdk 222 Armored Car x 5
PAK BATTERIES:
80 Pak38 Anti-Tank Gun 2 x 4
PANZERGRENADIER BATTALION:
39 Wehrmacht Oberleutnant x 3
33 Wehrmacht Sniper x 3
60 MG42 Machinegun x 6
80 Panzergrenadier x 16
168 Sdk 251/1 Halftrack x 12
45 sIG 33 x 3
24 Sdk 222 Armored Car x 3
INFANTRY BATTALION:
39 Wehrmacht Oberleutnant x 3
11 Wehrmacht Sniper x 1
20 MG42 Machinegun x 2
30 Mauser K98 Rifle x 10
18 Light Mortar x 3
SPECIALS:
Sdk-251/1 – This unit now has:
Transport 2 - as Transport but may transport 2 Soldier units (except Anti-Tank Guns and Cavalry).
Unload and Fade 2: As Strike and Fade but done at during Movement at the time of unloading any units being Transported.
SET-UP:
British Set up first. Place the Boxes in a line, the first no closer than four hexes and no more than eight hexes from the Southern edge of the gaming area. No box can be closer than eight hexes from the Eastern edge of the gaming area and no closer than eight hexes from the Western Edge as well. The other boxes are deployed now, one at a time, no closer than four hexes and no farther than eight hexes from each other. The northernmost box must be within eight hexes of the northern edge of the gaming area.
Now set up the British Armored Laagers East of the Infantry Boxes. These can be no closer than eight hexes from the Eastern Edge of the gaming area or each other, and no closer than four hexes from any infantry box.
The Italians and the Afrika Korps Infantry Battalion set on up to three hexes from the Western Edge of the gaming area.
The two PAK Batteries now chose where they are hidden and reveal it to the Supreme Commander. They deploy on the Eastern Side of the area, not more than 4 hexes from the Eastern Edge of the gaming area.
These Battery positions are not revealed until an Allied unit is fired upon, or moves within 4 hexes of the guns.
The Panzers and Panzergrenadiers enter the board from the Eastern edge on Turn two. They may enter anywhere along the Eastern Edge of the gaming area.
BRITISH RE-ENFORCEMENTS: Enter Turn Three from any Eastern or Northern edge but East of the Infantry Boxes.
SPECIAL: AFRIKA KORPS ARTILLERY BARRAGE: On Turn 1, before any movement takes place, the Afrika Korps Player makes a Barrage Attack against each hex in any two Infantry Boxes. These are resolved just like a sIG33 had fired at each hex. Any Units, which are disrupted by this fire, may not move or fire on the first turn!
VICTORY CONDITIONS:
AFRIKA KORPS/ITALIANS: Clear at least three Infantry Boxes and destroy at least two-thirds of the Allied Vehicles.
COMMONWEALTH FORCES: Hold at least three boxes and destroy more German tanks than you lose.
AFTERMATH: Of course Rommel broke the Gazala Line and took Tobruk rather handily, but in doing so, he stretched his supply lines and ran out of steam at El Alamein, where Monty built up an overwhelming force and began taking Africa back.
This is an all day sucker of a game but I think it will be a doozy!
If you try it, send me your results.
1941 – The Commonwealth forces have laid out the Gazala line before Tobruk and the first day’s battles have worn down as the Axis forces have beaten themselves against the British defensive boxes. The British armor has gone searching for the German armor and after a day of give and take, have retired to their laagers behind the southern-most boxes.
But Rommel has stolen the day’s march with 15th Panzer and now sits ready to make his move. As the day breaks, his panzers move against the rear of the boxes and his Italian allies against the front.
Can you hold as the Allies, or will Rommel again break the line?
BOARD CONFIGURATION:
Requires three game boards – all Tiger Heaven configuration, laid side by side.
SPECIAL: All City and Forest is treated as hills (dunes) and all river and marsh as Wadi (dried out gullies - cover as for marshes, impassable to all vehicles and any Soldier with the sub-type Anti-tank Gun).
INFANTRY BOXES: These are seven hexes in size (a Central hex plus the six surrounding hexes). No box may be closer than 4 hexes apart to their closest neighbor).
The Infantry Boxes are Cover (dug-in positions) and Soldiers in these boxes get +1 to all Cover Rolls. Any Non-Allied unit attempting to enter any hex in an Infantry Box must make a Terrain Roll of 4+ to do so and gains no Cover while fighting the defenders of the box. Once the enemy is cleared from the entire box, the box grants cover to the former attackers.
The boxes are connected to each other by a line of defensive anti-tank works and barbed wire, so any attempts to move across this line requires a roll of 4+ to vehicles and soldiers.
ORDERS OF BATTLE: This is a huge Scenario – 700 + points for the UK and 800+ points for the German-Italian forces.
It should have a Referee/Gamemaster known from her after as the Supreme Commander.
COMMONWEALTH FORCES
BOX #1: The British #1
20 Inspiring Lieutenants x 2
24 Vickers MG & Crew x 3
18 SMLE Rifle x 6
20 Royal Engineer x 2
30 6pdr Anti-tank Gun x 3
BOX #2: The British #2
20 Inspiring Lieutenants x 2
24 Vickers MG & Crew x 3
18 SMLE Rifle x 6
20 Royal Engineer x 2
30 6pdr Anti-tank Gun x 3
BOX #3: The Free French #1
10 Inspiring Lieutenant x 1
16Vickers MG & Crew x 2
18 MAS 7.5mm Rifle x 6
10 Royal Engineer x 1
20 6pdr Anti-tank Gun x 2
BOX #4: The Free French #2
10 Inspiring Lieutenant x 1
16Vickers MG & Crew x 2
18 MAS 7.5mm Rifle x 6
10 Royal Engineer x 1
20 6pdr Anti-tank Gun x 2
BRITISH ARMORED LAAGER #1
66 Crusader II x 6
16 Humber AC x 2
BRITISH ARMORED LAAGER #2
90 M3 Stuart x 6
16 Humber AC x 2
BRITISH ARMORED RE-ENFORCEMENTS:
222 M3 Lee x 6 (as Grants)
48 Valentine II Infantry Tank x 3
16 Humber AC x 2
AXIS FORCES:
THE ITALIANS:
72 Carro Armato M13/40 x 6
48 Blackshirts x 12
36 Fusil Modello 1892 x 12
GERMAN AFRIKA KORPS:
PANZER BATTALION:
130 Panzer IIIF x 10
34 Panzer II F “Flamingo” x 2
22 Panzer IIC x 3
40 Sdk 222 Armored Car x 5
PAK BATTERIES:
80 Pak38 Anti-Tank Gun 2 x 4
PANZERGRENADIER BATTALION:
39 Wehrmacht Oberleutnant x 3
33 Wehrmacht Sniper x 3
60 MG42 Machinegun x 6
80 Panzergrenadier x 16
168 Sdk 251/1 Halftrack x 12
45 sIG 33 x 3
24 Sdk 222 Armored Car x 3
INFANTRY BATTALION:
39 Wehrmacht Oberleutnant x 3
11 Wehrmacht Sniper x 1
20 MG42 Machinegun x 2
30 Mauser K98 Rifle x 10
18 Light Mortar x 3
SPECIALS:
Sdk-251/1 – This unit now has:
Transport 2 - as Transport but may transport 2 Soldier units (except Anti-Tank Guns and Cavalry).
Unload and Fade 2: As Strike and Fade but done at during Movement at the time of unloading any units being Transported.
SET-UP:
British Set up first. Place the Boxes in a line, the first no closer than four hexes and no more than eight hexes from the Southern edge of the gaming area. No box can be closer than eight hexes from the Eastern edge of the gaming area and no closer than eight hexes from the Western Edge as well. The other boxes are deployed now, one at a time, no closer than four hexes and no farther than eight hexes from each other. The northernmost box must be within eight hexes of the northern edge of the gaming area.
Now set up the British Armored Laagers East of the Infantry Boxes. These can be no closer than eight hexes from the Eastern Edge of the gaming area or each other, and no closer than four hexes from any infantry box.
The Italians and the Afrika Korps Infantry Battalion set on up to three hexes from the Western Edge of the gaming area.
The two PAK Batteries now chose where they are hidden and reveal it to the Supreme Commander. They deploy on the Eastern Side of the area, not more than 4 hexes from the Eastern Edge of the gaming area.
These Battery positions are not revealed until an Allied unit is fired upon, or moves within 4 hexes of the guns.
The Panzers and Panzergrenadiers enter the board from the Eastern edge on Turn two. They may enter anywhere along the Eastern Edge of the gaming area.
BRITISH RE-ENFORCEMENTS: Enter Turn Three from any Eastern or Northern edge but East of the Infantry Boxes.
SPECIAL: AFRIKA KORPS ARTILLERY BARRAGE: On Turn 1, before any movement takes place, the Afrika Korps Player makes a Barrage Attack against each hex in any two Infantry Boxes. These are resolved just like a sIG33 had fired at each hex. Any Units, which are disrupted by this fire, may not move or fire on the first turn!
VICTORY CONDITIONS:
AFRIKA KORPS/ITALIANS: Clear at least three Infantry Boxes and destroy at least two-thirds of the Allied Vehicles.
COMMONWEALTH FORCES: Hold at least three boxes and destroy more German tanks than you lose.
AFTERMATH: Of course Rommel broke the Gazala Line and took Tobruk rather handily, but in doing so, he stretched his supply lines and ran out of steam at El Alamein, where Monty built up an overwhelming force and began taking Africa back.
This is an all day sucker of a game but I think it will be a doozy!
If you try it, send me your results.