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Old 06-27-2006, 10:06 AM   #1
Der Leiter
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Default Operation Brevity

OPERATION BREVITY - FORT CAPUZZO

BACKGROUND
Operation Brevity was the Allied attempt by XIII Corps to relive the Siege of Tobruk. British forces arrive piecemeal, and the Italian Forces at Fort Capuzzo, despite being poorly trained and equipped manage to inflict significant damage on the 7th Armour Division until they were finally overrun. Despite these initial successes, Operation Brevity was doomed to be a failure and the Siege of Tobruk would go on.
CHOOSING SIDES & BUILDING ARMIES
For a 2-Player game roll off 2D6; the higher number is Britain and the lower is Italy.
The British player is the attacker, and selects three waves of 50 points each.
(eg Wave #1 is a Mechanized Infantry Section + Crusder II Section)
The waves must be set aside and designated clearly - see GAME MAP & DEPLOYMENT for more.
The Italian player is the defender, and builds a 75 point defencive force.
GAME MAP & DEPLOYMENT
Create a 2x2 map, with the following guidelines:
Charlie-2 is placed in the SE corner; the 6-hex hill formation is Fort Capuzzo.
Ignore all non-Hill terrain on maps; there are no roads.
The attacker places the NW map of his/her choice, then the defender places the SW and NE maps.
The defender can place units anywhere, but most start with at least one Platoon/Section in Fort Capuzzo.
The attacking units arrive from the map edges along the NW map; before initiative is rolled if reinforcements are due to arrive then place them on any full hex touching that map edge.
The attacking player picks the initial attacking wave. Following waves arrive on turns #3, #5, and #7.
These waves are picked randomly
OBJECTIVES
The game lasts for 8 turns.
If at any time the Allies control all of Fort Capuzzo they win.
At the end of the 8th turn each side scores 2 points for each Fort Capuzzo hex they control, and the defenders score 1 point for each they contest. The attacker scores no points for merely contesting a hex.
Disrupted units can only control or contest the hex they are in.
BRITISH ARMY
COMPOSITION

Armour 75 - 100 Points
Support 0 - 25 Points
Infantry 25 - 75 Points
INFANTRY

(25 Points) Rifle Platoon
1x Vickers MG Team
1x Bren Gunner
3x Gurkha Rifle
(25 Points) Mechanized Infantry Section
2x Universal Carrier
2x Gurkha Rifle
(50 Points) Mechanized Infantry Platoon

4x Universal Carrier
3x Gurkha Rifle
1x Bren Gunner
(25 Points) Recon Section
3x Humber Scout Car
ARMOUR

(50 Points) Tank Section
3x M3 Stuart
You may exchange one M3 Stuart for a Valentine II
(25 Points) Crusader Section
3x Crusader II
SUPPORT

(25 Points) Elite Mechanized Infantry
3x Universal Carrier
2x Veteran SMLE
1x Vickers MG Team
(25 Points) Command Tank
Valentine II (Cromwell IV)
Use a Cromwell IV to represent this unit, but use the Valentine IIs stats. Treat this unit as having the type "Tank - Commander" and with the Command Ability "Initiative +2"
(25 Points) Mechanized AA Battery
1x Bofors AA
1x Universal Carrier
ITALIAN ARMY
COMPOSITION

Armour 0 - 25 Points
Support 0 - 25 Points
Infantry 50 - 75 Points
INFANTRY

(25 Points) Anti-Tank Gun Battery
2x PAK 38 OR 1x 88mm Flak 36
1x Vigilant Lieutenant OR 2x Brixia Mortar
(25 Points) Rifle Platoon
1x Stalwart Lieutenant
2x Brixia Mortar
4x Fucile Modello 1891
ARMOUR

(25 Points) Tank Section
2x Carro Armato M13/40
1x L3/35 OR Panzer II C
You may replace one Carro Armato with a Panzer III F
SUPPORT

(25 Points) Recon Section
2x Sd Kfz 222
3x BMW R75
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Old 06-27-2006, 01:22 PM   #2
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Nice, Interesting scenario to play.
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Old 06-27-2006, 08:01 PM   #3
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Quote:
Originally Posted by horacus
Nice, Interesting scenario to play.
Thanks, it's a variant of the one I used for my North Africa Campaign so I hope it comes out well. The original one had random British forces arriving each turn.
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Old 06-28-2006, 03:01 PM   #4
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This seems pretty cool to play. I might have to try it out.
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