Alamein ‘42 Designer Notes Click on the green hyper-links below and at the end of each section to navigate through these designer notes. Y ou can also access each section at any time by pressing the "Help Topics" in the top left corner of the Window. Table of Contents I. Designer Comments Why El Alamein The Map Challenge The Order-of-Battle Tanks by Type OOB Organization & Command Air, AAA and AT Guns Explicit Supply Interesting Units Components Minefields II. The History Events leading up to Alamein ‘42 Events covered in Alamein ‘42 III. The Scenarios Scenario Introduction Scenario List Scenario Overviews IV. Bibliography Page 1 I. Designer Comments Why El Alamein? Some 35 years ago, I discovered wargames and my very first board game was the old Avalon Hill boardgame called Africa Korps! So the Desert War has always held a special place in my heart. A long time passed before my partner, Dave "Blackie" Blackburn and I, teamed up with John Tiller to help make computer wargames, and it was Blackie who first suggested that we look at the desert for a Panzer Campaign. After all, he and I had previously researched a game idea for another company in this theatre, one that never came to be, but we had much of this material at hand, including a set of 1:100,000 scale maps which provided fairly detailed topographical data. We learned shortly after, however, that Wig Graves was already well on the way with a Tobruk '41 Panzer Campaign and, as there were only a few games in the series at that time, we thought the one desert title was perhaps enough. So the idea for the Panzer Campaign El Alamein game went on to the back burner. During this "back burner" period a number of new games were created and, with that, a number of interesting enhancements were made in the game engine, including Explicit Supply and Strategy|Operations. Also during this time, we designers learned new ways to take set piece battles, battles such as Kursk '43 and Rzhev '42, where huge amounts of men, tanks, and guns were amassed along heavily fortified lines, and make a very interesting gaming Page 2 situation. And so it is in Alamein '42, we felt we could offer a whole host of interesting options for battles which included fluid, running gun fights like those near Gazala in May '42, the pursuit across the desert leading to the early struggle for Alamein in July, as well as the traditional Second Alamein battle where Monty broke the Africa Korps' back. Furthermore, we had some neat ideas to involve Malta in an interesting standalone scenario and as a hypothetical "What If" in the main campaign. During this time a number of new books covering Alamein were published and these really began to rekindle our awareness of this game idea. One book, by Jon Latimer, contained a detailed framework of the Order-of-battle (OOB) of both the sides involved. Stephen Bungray's "Alamein" was also published at this time, as well as the story of some of the fighting men told in the book "End of the Beginning" by Tim Clayton and Phil Craig. And there was Bireman and Smiths' new book, which is in my opinion, misnamed "The Battle of Alamein". I say this book is misnamed because it chronicles much of the fighting in the period covered by our game, not just the critical Alamein portion. The arrival of Montgomery is in Part 4, and Second Alamein in Part 5, so it really encompasses a summary of the desert war. All these new books got us thinking again, surely we could make a fascinating Panzer Campaign from this critical turning point in the desert, where the Western Allies turned the tide with Germany at an obscure RR stop named El Alamein. The Map Challenge! As with any game, before any scenarios can be built you first need two critical pieces - the Map and the OOB. Both of these presented their own special challenge. Page 3 To properly cover the fighting in the Western Desert in 1942 we created a map that now stands as the largest of any Panzer Campaign. It is huge! Fortunately, for the Gazala battles, we were able to use some of Tobruk '41 game map created by Wig Grave's, with many thanks to Wig. But we still had a huge area to cover. As previously mentioned, we had quite a lot of coverage from photocopied 100,000 maps, from a previous project, which helped tremendously. It is desert terrain, which is more simplistic to make than other maps in the series, but we used all sources that we could to try to accurately portray the area. Now some of the references did not always agree, trails are often difficult to find on any two sources that matched. We also went on an exhausting search to find just where the railroad ran, as it had been extended by 1942 and almost reached Tobruk. Where sources didn't match, we applied our best "guesstimates" based on a consensus from all the sources. But of these instances, few were critical to game play. Suffice it to say, we did not have a map that showed every patch of broken, or rough ground, so some latitude was used here. When we first started it was suggested that we make it all the way back to El Agheila, but this really was impractical because of the distances involved, however, there is still lots of map for players to use for their own scenarios. Another important point is the use of an "inset" map for the Malta Operation. We quickly discounted putting in Malta as a separate file, because we wanted it for a Strategy | Operation in the game, and it wasn't practical to place it correctly on the map as it is some 960 km ENE of Tobruk and that is a lot of flat blue sea to cover. We would also like to thank Jason Petho for dusting off some of his unfinished work on Malta. Jason has been working on "A Battle Atlas: Operazione C3", which is as yet unpublished, but should be available in 2004-05 as his time allows for working on it. As you will see in the scenarios, we included Malta as a rather interesting twist on the main campaign as well as an interesting "What If" standalone scenario. In the end we were pleased with the results of our map. We elected to make areas on the south of the map as "impassable", to show the Qattara Depression and areas which were not useful for the game. The look and feel of the map is a good representation of the area where the battle took place. The Order-of-Battle Page 4 The second challenge that we had to overcome was the designing an Order of Battle that covered the time period we wanted to cover in the game. It seemed simple enough at the outset. As previously indicated, we started with Latimer's OOB for 2nd Alamein and it provided detail down to the regiment, and battalion, which included attachments at the Corps and Army level. This was very good information to work from. However, we quickly discovered that there were more units involved in the earlier fighting that were not included in the detail. What was more confusing was that divisions in the early fighting were made of different brigades, depending on the time period. The 5th Indian Division was a very good example of this. Also, at times, some brigades were detached and functioned as parts of different divisions. A prime example of this is the British 44th Infantry Division, a unit that made a poor showing as a division at Alam Halfa in August and was split up, with each brigade serving as the infantry component for an armored division in Second Alamein. In the end, we settled on one single Order-of-Battle file, with a section covering the early battles, (including Gazala up to First Alamein), and a second complete repeat of the OOB for the Second Alamein battle. In this second part there are some different divisions, different organizational structure for some units as well as newer tanks are available to both sides. There is a third component to the OOB and this is the part for the "Invade Malta" option. For the British this is a completely separate organization so that the Allied aircraft from the Desert Air Force, based in Egypt cannot fly air support missions in Malta as it is obviously way too far away. However, Axis aircraft can reach Malta easily by redeploying to air bases in Sicily and Tunisia. But it was not just the unit organization that was scrambled from time period to time period. This period in the desert saw a great transition in the tanks. For example, "the Queens Bay, 2nd Dragoons Guards", were equipped with 2 squadrons of Crusaders and one of Grants, in the Early Battles, but by second Alamein, this unit was made up of one squadron of Crusaders, and two of Shermans. So you see, not only the tank type changed, but also the number of light vs. battle tanks squadrons, that made up the Armored Division organization, had changed as well. These issues will be discussed in a later section entitled "Tanks by Type." The Italians were another story altogether. Y ou can easily find out which divisions were present and how the Corps were structured. With a little digging you could even find out which regiments made up which division. But how were these regiments structured? How many tanks and armored cars were present at each critical phase of the battle? Finding detailed information in English books for the Italians is spotty at best. So for this we turned to Franco Agostini, an Italian gentleman who we owe our thanks. Franco came through on the numbers and provided valuable research and input on the Italian part of the OOB. I met Franco on a forum when he was taking me to task for issues he felt needed reviewing in the Sicily '43 game. He struck me as a man who knew what he was talking about. Below are some sample excerpts of information Franco provided. On Armored Cars he wrote: I rewrite all situations 20/5/42 39 efficient 1 at repair 30/5/42 23 efficient 15 at repair Page 5 5/8/42 12 efficient 4 at repair (in 5 days) 27/09/42 25 efficient and 22 at repair (but it is all AB at repair not only from III Nizza, there are 1 other cavalry unit and 1 bersaglieri unit on AB) Of the Ariete he said: 20/5/42 132° fanteria carrista (Ariete) 107 M13/40, 63 M14/41 efficient; 16 and 7 at repair 132° artiglieria(ariete) 17 75/18 (semoventi) efficient, 3 at repair So you can see how valuable his contribution was to the project. Franco was always concerned that his English was difficult to understand, and at times it was tricky to follow, but there are two things I can say for sure on this point. One, is that his English is far better than my Italian, and secondly, the Italian portion of the OOB is far better that we could have done without his insight. For this Franco we thank you. Tanks by Type Of all the Panzer Campaign Order-of-Battles I've had a hand helping to make, never before has the type, and number of tanks by type, been so important. This fact is likely not one that will be missed by many people. Also there are so many books available, even the dozen or more I relied on as primary reference, were enough to overwhelm you with details. Unfortunately some of this detail just didn't always add up. For example, for the opening battle at Gazala, Delaney says in his book, "Fighting the Desert Fox", that there were 843 British tanks, a quarter of which were Grants. On the other hand, Mitcham in his book, "Rommel's Greatest Victory", provides a table showing British 850 tanks, which is close enough for an operational games purposes and so, given mechanical breakdowns, is essentially a match with Delaney's 843. But Mitcham puts the total number of Grants at 167, which is slightly less than a fifth. This is a pretty significant difference, as an additional 45 Grants is more than twice the total number of German Pz-IIIj's that both sources say the other side had. With only 19 Pz-IIIj's, and less than 40 Pz IV in service at this time, according to both Delaney and Mitcham, you can see where 45 more of the best British tanks will be a factor! So which source do you believe? And when you decide what information to use and which pieces to disregard, how do you determine which unit gets what type of tanks? This too varies depending upon the date. Page 6 At this point you have to dig a little deeper. We used whatever we could find on the overall organization and cross-reference information in the various books, by looking up the reference to each regiment listed in the index, and then reading each in turn for clues, or mention, of the type of tanks being used. In researching the battles, Latimer and Perrett indicated, that by the time of Alamein, the British tank brigades were built around two battle tank regiments and one light tank regiment. A regiment is made up of three squadrons, each of which consists of roughly 17 tanks, so there are between 50 and 60 tanks in a regiment. In the earlier battles, such as those depicted in the scenarios around the Gazala Line, the organization was the other way around, with two light and one medium regiment. Meanwhile, the Army tank brigades were made up of infantry tanks that were mainly Matilda and Valentine tanks. At this point, the similarities begin to break down. Mitcham says regiments of the 4th Armored Brigade were made up of one Grant and two Crusader squadrons, while he says the units of the 2nd and 22nd Armored Brigades were made up of two Grant and one Stuart squadrons. But it can't be this way for a couple reasons. First of all if there were two Grant squadrons in the 2nd and 22nd, with one squadron of the 4th Brigade also being Grants, that would be 15 squadrons of Grants, or roughly 255 Grant tanks. But remember, from the information above, that there were likely 67 Grants available. At 14 Grant tanks per 15 squadrons, there would still be too many Grants and not enough other squadrons available to make up the totals of the other tank types to arrive at the grand total of 850 total tanks, given a fixed number of regiments and squadrons. Mitcham, in his chart on tanks by type, shows 277 infantry tanks and quotes another source that says these were made up with 110 Matildas and 167 Valentines. These 277 Infantry Page 7 tanks equipped the five regiments of the Army tank brigades. But in the text Mitcham says that three of these regiments are Matilda's and the other two are Valentine's. However, using three squadrons of 17 tanks per regiment, clearly it must be two regiments of Matilda's and three of Valentine's for the math to work out. The net result of all this is was an unending task of shuffling tanks by type around to various squadrons, all the while keeping the tanks type totals constant. Thus, during the early days of making the game, while I was in bed reading Clayton and Craig's (2002), "End of the Beginning", and came across a reference such as " …22nd Brigade had driven right onto one of the best executed tank traps of the desert war. As Grants and Crusaders burst into flames …" I would stop reading, get out of bed, return to my computer to make the appropriate change in the Order of Battle in the interest of keeping the game as historically correct as possible. However, while it is important, in Strawson (1967), that we can read that, "A Sqdn of the 8th Hussar's was made up of Honey's, while B and C Sqdn were Grants", in the big picture, the game will yield the most historical results as long as the accurate tanks total by type as documented by authors, such as Delaney (1998) and Mitcham (2001), is respected in the Game Order of Battle. I'd be remiss at this point if I didn't single out the early assistance of Rick Bancroft in this "tank tally" period. I plugged numbers and tank types from various sources into the game OOB file, Rick knocked together a great working spreadsheet and populated it with the OOB data, so we could see how the detailed changes we made as a result of our research reflected the total number of tanks by type. OOB Organization & Command One guiding principle in the OOB, that was essential for this game, was to include enough detail to give the right feel for the game, without having too many units, which would slow down the fluid action. Panzer Campaigns original design was at battalion level, but the requirement for company units was demanded by the tanks. As discussed above, British armored regiments were made up of 3 squadrons of tanks of very different speeds, defense, and firepower. So company sized or squadron units of around 17 tanks seemed to be the best solution. Armored cars on both sides posed their own problem. Previously, in Tobruk '41, these formations, as well as the tanks, were made up of units as small as two and three vehicles, as they did often operate in these small units. But this provides so many units that a game player, with his "God like" point-of-view in a turn based game, can exploit. Y et company sized units representing the full squadrons didn't have the correct feel either. What we used here was a lesson learned from the development of the Sicily '43 game with the deployment of the 82nd Airborne Division. What we desired was a widely scattered drop of penny-packet troops, which slowly combined to form more effective fighting units. The solution in Sicily was the "double sized platoon" or "half company" units. This gave the game the widely spread drop, but didn't dominate the play with double the units like platoons would have done. Page 8 Thus for Alamein '42 we went with units of around 9 vehicles per armored car unit for both sides. A spin-off advantage this provided was the combing units' rule, where when three units of the same type were combined into a single units, it functions at its best for Battle Fatigue. With upwards of six units of nine armored cars each, there was an opportunity for players to have more than one very effective "battalion sized" unit, from a single armored car battalion in the game. We did the same thing for the German Panzers, that is used the "half sized company", but for more than just the reason outlined above for the armored cars. For a start, the Germans at this time, were simply the masters of the desert when it game to flexible deployments of their tanks. Like the British, the Germans had a number of different types of Panzers, but unlike the British, they mixed their tank types within even the smallest platoon formations. The wide difference in firepower of these tank types can be seen by the values we have assigned to them in the game. As the Germans were infamous for creating "adhoc" formations on the fly during a battle, we did away with the "Battalion" level in the formal OOB Organization. That is, instead of a Panzer regiment made up of a couple Battalions, each with a few companies of platoons of a mixed variety of tanks, even at the smallest level possible, we simply made the Panzer regiment to be made up of a large group, over 20, half sized company units (or double platoons) of roughly eight tanks. These panzer building blocks allowed the flexibility to accurately have the correct number of Panzers by type within the regiment, while allowing for "adhoc" combined units where, for example, Pz-IIIh's of different companies and battalions fought together most effectively. But we weren't done completely with tilting the playing field when it came to tanks and the flexibility one side held over the other. The last thing that we saw that the Germans were regarded as "Out Generalling" the British Command in was control, so we removed the Brigade HQ units from the German OOB and left only a single Division HQ, with a very large command radius, to establish that last missing effect of, "drive the tanks anywhere and appear as effective fighting units where they are least expected." The Germans can thus create KG units, and while there are no KG HQs in the game, the Axis player doesn't need to concern himself with this extra detail. However he will still have to deal with Regimental HQs for the Italians. One the flip side, not only do the British lines of command have to run from the fighting units, to Brigade and up to Division, but the Brigade HQ quality rating is less and the command radius is lower than Brigade HQ's in other games of the Series. This we felt was fair, because the British struggled in the desert to find out how to make the best use of their equipment and men together in an effective fighting force. The effects of these tank organization and command issues we believe does justice to the operational feel of this battle and provides similar strengths and weaknesses for both sides. Air, AAA and AT Guns Page 9 As was a practice in some games, starting back with Normandy '44, there are a number of units intentionally left out of the Order-of-Battle. For example, much if not all of the fighter aircraft have been removed from the Air component. At the start of the Gazala, according to Bungay, there were 500 Axis Aircraft which included ~200 Bf 109's. These Aircraft concentrated their effort on the Allied "Desert Air Force" fighters and thus had little direct impact on the ground war as ground attack aircraft. This has been built into the Interception rate as defined in the Parameter Data. Many of the remaining aircraft in the Axis air arsenal were Italian. Because of their lower serviceability, I've reduced the number of aircraft slightly to compensate. This way the total Air Unit Availability (parameter) for the Axis could remain stable, and not have a German aircraft unavailable due to Italian aircraft serviceability. The Order-of-Battle includes only some of the Allied fighters, as these were more prone to be used in ground attacks, but were kept busy by the German fighters. This fact has always been a something we had to keep in mind when we considered aircraft in this, a largely ground based operational game. Allied Air strength in the Middle East combined included more aircraft that could be called on during the time period covered in the game. However, these squadrons often had other equally vital duties in the Middle East to fulfill, such as maritime interdiction of supplies. Thus they were not all available for every mission to support the ground troops in the desert. It should also be noted that the Allies prior to the Second Battle of Alamein flew so many photo air recon mission over the German lines that, according to Latimer, they claimed they knew virtually every gun position. Y et when the fighting started, despite the heaviest concentration of artillery up to that point in the war, the Allied were still unable to neutralize all of the known AT gun and artillery positions. Also, the accuracy of pin point targeting by aircraft performing level bombing for ground support missions was not up to the standard of dive bombing support missions like those later in the war, so Allied level bombers such as Boston’s and Baltimore’s have been designated as heavy bombers in game terms so that they use the "Carpet Bombing" rules when they attack – thus the scatter my hit another hex than planned, possibly even a friendly hex. The Germans too had some additional Recon Air units on the books. Historically, however, these German air recon units had little influence at this later stage of the battle and their inclusion was unwarranted. German command at the start of the Second Battle of Alamein was paralyzed by the ferocity when the barrage opened up, and many communication lines to the forward units were knocked out. In some other cases, available German air missions were reduced to account for air strikes being driven off by Allied Anti-Aircraft units, which themselves are often omitted intentionally from the OOB, particularly the light AAA Guns. Historically these units spent most of their time in their true AA role, and thus are not needed Page 10 as many players would not resist the urge to avail themselves of these units for ground combat uses. Of course German 88's must be included, as they came into common use as extremely effective Anti-Tank weapons in the desert. Thus these have been accounted for as accurately as possible throughout the game. Also, some heavier British Bofors AA Guns have been included, but by and large most of the Allied AA Guns are represented in the AA combat values assigned to the ground combat units. The same can be said of a very a large number of the lighter AT Guns on both sides - Allied 2-pdrs and Axis 37mm. There are guns of this caliber and sometimes larger which were part of the infantry company units on each side. This is reflected in the game Hard Attack values of these units and not separate unit counters, as one of our goals was to keep the unit density as low as possible and yet still reflect all these weapons deployed in their historical manner. This manner of deployment is factored into the reasoning for the Hard Range as well. While it can be documented that a British 2-pdr has no less range than a German 37mm Anti-Tank Gun, it can also be documented that time and again the British armour blundered into unseen German AT Guns - even at Second Alamein. Thus we've given the German Infantry units a hard range of 1 and the Allied Units a hard attack range of Zero (thus only effective when assaulted) because of how these weapons were used and effective historically, and not just how far they could throw a shell. Even with the above in effect, there still needed to be some separate Anti-Tank Gun Units and these have been assigned a higher defense value than in other games such as Tobruk. The reasoning for this was simply the survivability of the units in a sustained fight. One need only read about the British defense at the Snipe Position, or the terrible toll German and even Italian AT Guns took on advancing British armour in various phases of the battle, to justify these values. Suffice to say, we didn't just stumble into the value the way they are presented in the game. The testers, Ed Williams, Rick Bancroft, Paul Sinatra and Bob Hutchison, tried a number of potential models, each time weighting the specific effect on a small scale, as well as the overall effect on the scenario and larger picture of the battle. All opinions didn't agree 100% with how Blackie and I modeled the values in the final OOB, but then this is a part of wargaming we've all come to accept. If players wish to modify the units and combat values in the game, then they are free to experiment with the Order-of-Battle Editor, as I am sure many of them will. I would, however, encourage anyone with the desire to tinker with the values to keep in mind the results they get both on the small scale, such as one unit firing at another, as well as the effect of the casualties, victory and overall strength of the two sides over the longer period of the battles. Explicit Supply Page 11 The war in the desert, at least insofar as the longer mobile campaigns are concerned, was very much a war about Supply. So here was an ideal place for the Panzer Campaigns Explicit Supply rules. Explicit Supply, an optional supply rule where players moved actual Supply Trucks units on the map, has been a part of the series since the fourth title, Tobruk ’41. There are a few Explicit Supply Scenarios in this game too, and these are noted with the lowercase *s* after the filename such as #0619_01s_Tobruk_to_Alamein.scn. In general, for Explicit Supply to have much impact on play, the effect must be felt over time. Thus this option is available only in the more mobile campaigns, where supply is not only a factor, but where the players, particularly the German must move his supply forward and selectively decide which units to re-supply and when. Determining the amount of Explicit Supply present at the start of a battle, and the number, size, and frequency of supply as the battle progresses--given the changing size of each army--has been a mathematical balancing act, based on a formula derived by John Tiller. The formula has been revised over time and with practice from previous games to arrive at appropriate levels. But in this title, supply calculations comparable to those used in Bulge ‘44, Korsun ’44 and Market-Garden ’44 just didn’t work right because of the more running gun style of battle in the desert. Therefore we decided to do a few things differently for Alamein. First we dropped the Defense strength value of the Supply Units due to their vulnerability to air interdiction in the wide-open desert. Adding to the vulnerability of trucks and in fact to the vulnerability of all units in open terrain in this game is the fact that we made open terrain "really" open by putting a positive combat modifier on Clear terrain. Our reasoning is that there are just not as many places to hide in the desert as in clear hex in Russia, Normandy or Sicily, for example. While trucks speeds on average were the same, for an added dimension we used different Unit Quality levels for various truck units, more or less at random, to give a skilled player more factors to judge when plotting his move. The next thing we did differently was to reduce the Supply radius in which units become automatically supplied by Supply Trucks in Deployed Mode. The idea for this came first from accounts in the Alamein book by Latimer, where there were numerous accounts of tanks leaving the infantry to fend for themselves as they withdrew to take on more fuel. There were also excerpts concerning fuel trucks been blown to Page 12 pieces as they ran the risk to move far forward to support the tanks. So the earliest tests were conducted with the Supply range as low as 1 and 3, so that a player literally had to drive his supply trucks right up to the unit – or pull the unit back to the truck to draw fuel and\or ammo. However, values this low made a player too conscious of driving his supply trucks around and took away from the game so we raised it to a range of 5. This is still considerably shorter than previous values of around 10, but it showed a new and important consideration and advantage to the Axis Side. In this Title, supply has to be tight for the Axis player, and the way the Explicit Supply Rules work, any unit in need of Supply that is within range of a Deployed Supply Truck is automatically serviced. Keeping the Supply Range short as we have means an Axis player can be more particular about who gets supplies. In fact he may be able to better control the supply, and to funnel it to his most powerful troops, instead of squandering it on weaker units. There is much information in the literature on Supply in North Africa, including actual tonnages delivered to port and the amount of fuel required to move the fuel forward for the panzers fighting at the front. However, if players want a succinct look at supply, refer to chapter three of Bungay’s "Alamein" which is listed in the bibliography. During the later stages of testing when we were hammering out the explicit supply levels, I relied heavily on the input of tester and Korea ’85 scenario designer Ed "Volcano" Williams to work the kinks out of what we were trying to do here. Thanks, Ed, you were a big help as always. Interesting Units Components In any game there is usually a few units or game components which attract attention and raise a few eyebrows in players. Examples have included "Magen" or "Ohr" units in Market Garden ’44, the special "Stomach" and "Ear" Battalions and Goliath remote control tanks in Kursk ’43. El Alamein ’42 has a few as well, and I thought I would point out some that came up for discussion during the testing of the game. On the Allies’ side, of note are the Long Range Desert Group units. These small, fast and largely combat ineffective units in terms of an Operational Game can still pack a punch, as they do have an assault value. That is all that is required for capturing unescorted Explicit Supply units moving forward to support the Axis drive on Alamein. Their presence alone may mean the German will have to designate some motorized units to escort duty. However, even in games without Explicit Supply, the presence of these units can cause zone-of-control effects on the Virtual Supply Lines which follow the vital coastal road, and reduce the flow of VST Supply to the front. The Long Range Desert Group units can also spot units moving up – especially those in Travel mode and thus more vulnerable to attack -- and can call in Air Missions. They are also the game "Deception Units," and as such they can deploy to interdict reinforcements. In this game’s Parameter or PDT, these Deception units have higher values than ever before, so Page 13 they can move around in the desert in a manner befitting the effect of the original Special Air Service Units. The Long Range Desert Group units arrive with a high degree of variability near the south edge of the map. The just "appear" in these non-critical areas, and can scatter wildly in their entry hex. Their method of entry prevents a Human German Opponent from waiting in an area for them to show up, even knowing the time and or place. I believe these units will add a very interesting dimension to an already challenging Campaign Game. As Deception played a role in the Desert War, the Allied Order-of-Battle for the Second Alamein contains six units amounting to 108 "Dummy Tanks". What effect these units might have in play is hard to gauge, but in play between Human opponents, they might just keep the Axis player from acting with too much haste when considering deployment of his reserves. There are also some native troops in the Commonwealth ANZAC section. These fierce warriors are the Maori, made up of natives from New Zealand. There is only one battalion of these units, so their presence will not dominate the battle. However, you will see they have some different combat values and a different image in the unit window, will make them stand out. Some other units which may stand out are Commonwealth units in the 1st Free French, which represent the Jewish Volunteer Battalion. This unit made a notable stand at Bir Hacheim in the Gazala Battles. On the Axis side, part of the 15th Rifle Brigade in what was "Group Cruewall" in the Gazala Battles is made up of German French Foreign Legion Troops. While I have not been able to find much detail on these units, I did read that Rommel thought them a largely undisciplined group, but one he respected as fighters. On a more humorous note, I came across a reference that indicated Rommel would instruct his driver to "lock up the spare" whenever he visited them in the field for fear they might strand him in their own self interest by taking anything that would aid themselves and their unit. During the month of July, Rommel was facing a serious manpower crisis in North Africa. Some of the reinforcements sent to his aid were units of Ramcke’s Parachute Brigade which were flown in from Crete. Of note with these Parachute troops was the abundance of the brand new MG-42 belt fed machine-gun, made out of a light alloy that was virtually sand-proof. For this reason the components of this brigade have a higher soft attack rating as well as a soft attack range of 2 hexes. One of the battalions from this brigade, FJ-Lehr, lead by one Major Otto Burkhardt, was equipped with a variety of experimental or "Special Weapons," which included among other things some very early Recoilless rifle, a flare gun modified to fire an explosive charge, some fully automatic rifles, and a mortar that bounced Page 14 the round before exploding so as to spread shrapnel at chest height. This unit’s chief drawback is the lack of motorized transport, may be more apparent in some earlier campaign "What If" Strategy/Operations where an earlier arrival of Ramcke’s Brigade is depicted. Minefields Mines in the Panzer Campaign Series often comes under scrutiny of players who feel that all mines that are "theirs", thus friendly mines, should remain visible at all times, so the owning player won't accidentally step on them. On the surface this idea is appealing to players who think top down. They reason that because they can see them on the map at some point, that HQ would know where they were and thus all units would avoid them. True enough. But I like to explain that just because HQ (ie Y ou the player) knows where all the mines are, doesn't mean that each and every units in the games also knows where each and every mine. Furthermore, even if each unit on the map were to have a specialty "Mine Officer" to keep track of them all, then who is to say mistakes wouldn't still happen sometimes. So for Alamein '42, where mines play such a dominant role, I collected a few references to illustrate the point that, "There is no such thing as a friendly Minefield." Here is a good quote from Clayton and Craig - "End of the Beginning" which characterizes the Page 15 design feelings about Mines: June 5-14: "Ordered forward toward the Sidra Ridge from the north, 32nd Army Tank Brigade first ran on to an unmarked minefield laid by British infantry, ..." June 18-20: ".., their platoon of four 6-pounders had entered Tobruk through the minefield that surrounded it, a minefield full of mines whose location was by now unknown to the defenders, and which destroyed the odd portee." But this next reference says it best. It comes from "Rommel's Greatest Victory" by Samual W. Mitcham. The confusion of battle is perhaps best illustrated by the exploit of Maj. C. C. Lomax, the commander of HQ Squadron of the 9th Queen's Royal Lancers. Leading a column of supply trucks and trying to find the 201st Guards Brigade Box at Knightsbridge, he veered too far north and got lost in the darkness. Suddenly he spotted a low trip wire, which denoted the boundary of a minefield. His driver hit the brakes and they stopped a few feet from the wire. Two sentries approached and identified themselves as Guardsmen. Lomax asked if this was the Knightsbridge Box, and they replied that it was. "How very fortunate!" the major exclaimed. "Another few yards and we would all have been in the minefield." "On the contrary, sir," one of the sentries replied, "another few yards and you will be out of it." He and his whole convoy (which was following in his tracks) had passed through the entire minefield without hitting a single mine! Even when crossing a known "Friendly Minefield", in a lane swept clean to allow friendly troops to pass, there were mishaps as illustrated by this reference from Jon Latimer's "Alamein": On the route following 22nd Battalion came the Royal Wiltshire Yeomanry on a mine-free track cleared and marked by the Kiwi infantry. 'Lurch, clank, bump. Up comes the dust again and before we've gone few yards we're back in the "pea-souper" once more,' recalled the, Yeomanry's historian as the precious protecting darkness dissolved. At 0600 hours the lead squadron was well forward of the infantry and thus became the only armoured regiment to break out beyond the infantry on the first day of the battle. But it was at a heavy price. Those in the rear of the column have been speculating about the origin of a new addition to the carnival of noise which is going on around them. Something different, this one. Deeper and more earth-shaking than the rest. Woomph! This is quite unmistakable. A very sinister sound.' Mines' - despite the declaration that the lanes were clear. The armour ought to have been clear of the minefields, but 'Woo-umph! There it goes again And this time there is no mistake. A spurt of flame appears in the distance through a gap in the fog and quickly grows into a flaming mass. So accidentally running into mines, be they in "cleared lanes", or stumbling into a minefield, even a known minefield was not uncommon. Therefore, when you run a unit into a hex containing a mine - even one of your own - one that you wouldn't have run into had the hex been marked, because you had another unit in the line-of-sight a few turns ago, then think nothing more of it. These sorts of things happened, not only here in the desert, but in all theaters of WWII. With mines in the game unseen in hexes when they disappear from the players view, Page 16 understand that this is not a bug or a problem that needs to be fixed. This is just part of the game, all be it one aspect that some players find frustrating, due to the fact that had they see the mine on the map at some point from their "God-like" overhead perspective. BE WARNED! THERE IS NO SUCH THING AS A FRIENDLY MINEFIELD If you step on a mine during game play, you might be lucky like Major Lomax was in the reference above. If you're moving units near to known mines, but in places you thought were clear, and you step on a mine, well that happens, even if you are delayed and you lose some units, well that happened too. Mines are just part of the game, and they sure can be frustrating when you run into them when you least expected to, with a unit you really needed somewhere, that is now delayed, disrupted, or weakened, because of that damn "friendly minefield." Click here to jump to The History Section Page 17 II. The History As a wargamer and a history buff myself interested in the Desert War, names and battles like Alamein, Tobruk and Crusader are certainly familiar. But details of the events and the order of things tend to become less clear when one has been playing games and reading on other fronts. And while there are numerous published sources anyone could access at a public library, I thought it prudent to include a very brief synopsis of events leading up to the period covered by this game and a few brief facts to help frame the action and scenarios included in Alamein '42. For this I would like to thank Garreth Hughes from "World War 2 Timeline" ( http://www.worldwar-2.net/ ) for the use of his dates and facts. Players interested in all the details are encouraged to visit the full list of events at his website under Timelines => War in the Desert, and then select the year. Events leading up to Alamein '42 1940 August: Five Italian divisions and 200 tanks in Cyrenaica under Marshal Graziani, cross the Libyan/Egyptian border and advance toward Sidi Barrani in Egypt. Italian advance in Egypt continues as they capture Sidi Barrani, 60 miles from frontier. At this point the Italians halt their offensive and begin to construct a number of fortified camps. December: The Western Desert Force which is 30,000 strong and under the command of Wavell takes to the offensive 'Operation Compass'. While pursuing the retreating Italians, the British forces in North Africa take Sollum, Fort Capuzzo and several other crucial Italian defensive positions. They also capture another 38,000 Italians along the way. Mussolini requests German assistance for his hard-pressed troops in Cyrenaica, asking for a Panzer Division, Luftwaffe Page 18 units and various logistical support. 1941 January: Tobruk surrenders to British and Australian troops who capture 25,000 Italians, along with 208 guns and 87 tanks. Combined British and Australian losses were about 450. The British government now orders Wavells XIII Corps to capture Benghazi. February: Italian forces make repeated attempts to break through the weak British blocking forces at Beda Fomm, but cannot. Lieutenant General Erwin Rommel is appointed to command the German forces being sent to Africa. The Italians surrender 20,000 men, 200 guns and 120 tanks to just 3,000 British troops. Lieutenant General Rommel arrives in Tripoli and two weeks later, reconnaissance elements of the German 5th Light Division clash with British forces for the first time in Africa, at Nofilia near El Agheila. March: Rommel, conducts a limited offensive to recapture El Agheila from the British, which succeeds with startling ease. This encourages Rommel to push forward towards Mersa Brega. April: Elements of the 5th Light Division capture Mechili and threaten to cut of the 9th Australian Division which is withdrawing at speed towards Tobruk along the coast. Derna is captured the 5th Light Division along with Generals Neame and O'Connor later in the day. Rommel makes an attempt to capture Tobruk off the march. However, the 9th Australian Division repulses the attack, forcing the Germans to think again. By now the Germans are pretty exhausted after 3 weeks of continuous action and their vehicles in serious need of an overhaul German advance spearheads capture Sollum. Rommel receives orders from Berlin that he is to consolidate on the Egyptian frontier and concentrate of capturing Tobruk. Only then will he be allowed to push into Egypt. But the German troops cross the Egyptian border and capture the Halfaya Pass, forcing the British to pull back to a defensive line running from Buq Buq on the coast to Sofafi, some 50km in to the desert. The British also begin construction of a major defensive line in front of Mersa Matruh. (This Defensive line will play a role in the Alamein '42 game 14 months later) May: The British Army under Auchinleck, launch an offensive, operation 'Brevity' against the Afrika Korps and manage to recapture Halfaya Pass, Sollum and Capuzzo. The Afrika Korps counter-attack against the British and retake Sollum and Capuzzo, although the Halfaya Pass remains in British hands. Berlin orders Rommel to leave Tobruk to the Page 19 Italians and to concentrate the Afrika Korps near the Egyptian border. June: The British Army begins 'Operation Battleaxe' to relieve Australian held Tobruk and then advance towards Derna. However, they meet fierce counter attacks by the Afrika Korps and are unable to make any headway. July: General Wavell is relieved of his command as C-in-C of the Middle East, by General Sir Claude Auchinleck. August: A brigade of the 9th Australian Division which is besieged at Tobruk is relieved by sea, as Polish reinforcements arrive. After demands from the Australian Prime Minister, the British agree to relieve the remainder of the 9th Australian Division from Tobruk. September: General Sir Claude Auchinleck begins planning forthcoming British Offensive, 'Operation Crusader' November: 'Operation Crusader', the British Eighth Army's offensive to relieve Tobruk begins. Rommel, who arrives back from Rome that day, is caught by surprise, allowing the British XXX Corps to advance 50-miles and capture the axis airfield 10 miles south of Sidi Rezegh. The Tobruk garrison links up with the Eighth Army and the Siege is lifted December: The German and Italian forces withdraw to a defensive position at Gazala. The Eighth Army attacks. Rommel, fearful that the British will outflank him, orders the retreat. The British retake Benghazi. 1942 January: Rommel's battered forces reach the Tripolitanian frontier having evaded all British attempts to cut them off. Without consulting higher authority, Rommel launches a counter-offensive against the 8th Army. The 21st Panzer Division quickly seizes Mersa Brega, German troops capture Msus, which threatens the 4th Indian Divisions position at Benghazi. Lieutenant General Ritchie, orders the 4th Indian Division to withdraw to a line running from Derna to Mechili, but this order is countermanded by General Auchinleck who wanted the 8th Army to counter-attack. However, the 8th Army was to widely dispersed and Rommel’s forces were advancing to quickly. Page 20 February: After just over 2 weeks of frenetic action, Rommel's counter-offensive comes to a halt in front of the Gazala line, a series of self supporting fortified boxes running south from Gazala for a hundred miles to Bir Hacheim. Although not complete, it presents too much of an obstacle for the Afrika Korps who by this time are running low on fuel and reserves. http://www.worldwar-2.net/ Events covered in Alamein '42 1942 May: The battle for the Gazala line begins (Operation Venezia), as the Afrika Korps thrusts around the southern end of the Eighth Army's defensive positions towards Tobruk. However the Free French forces at Bir Hacheim manage hold up this advance. The battle of the 'Cauldron' begins as Rommel attacks the fortified box in the Gazala line that is held by the 150th Brigade of the British 50th Division. The Italians attack from the west as elements of the Afrika Korps attack from the east. Meanwhile Rommel's anti-tank gunners, repulse a number of British armoured counter-attacks against his position in the 'Cauldron'. However, Lieutenant General Ritchie is hampered by his inability to concentrate his armour and so is unable to relieve the 150th Brigade. June: The Eighth Army launches a counter-attack against the Afrika Korps forces that are inside the 'Cauldron. This is codenamed 'Aberdeen', but went disastrously wrong from the start, with an infantry tank brigade being destroyed in minefields and an Indian infantry brigade attacking the wrong positions. This left the remainder of the force, the 22nd Armoured Brigade to be repulsed easily by the untouched German defenses. British losses for this operation were 150 tanks, 133 guns and 6,000 troops Page 21 German and Italian troops captures Bir Hacheim finally from the Free French, who had been totally cut off since the 26 May 1942. Lieutenant General Ritchie gives General Norrie permission to withdraw XXX Corps past Tobruk and as far as Mersa Matruh to re-equip. General Gott's XIII is ordered to take up defensive positions on the Egyptian frontier. This left the city exposed to another siege, for which its defenses were inadequate, having been allowed to deteriorate during the winter. The Eighth Army's withdrawal reaches the Egyptian frontier, leaving behind the 2nd South African Division to form the basis of a 30,000 strong garrison at Tobruk. The Germans isolates Tobruk by cutting the coast road at Gambut. Rommel turns and launches a surprise against Tobruk. This throws the garrison into confusion which allows German troops to breach the outer defenses. The fortress falls in one day with the capture of 32,000 prisoners and tons of fuel and food German advanced elements reach the Egyptian border. Rommel signals Kesselring for permission to continue the advance in to Egypt, pointing out that at Tobruk his forces has captured large quantities of fuel and supplies. Rommel is made a Field Marshal and launches attacks against Mersa Matruh. Meanwhile, Kesselring, Cavallero (Italian Chief of Staff in Rome) and Bastico (Italian C-in-C in Libya) arrive at Rommel's HQ and give permission for him to continue his advance in to Egypt. Mersa Matruh falls after heavy fighting Rommel spearheads reaches El Alamein. July: Rommel captures 2,000 prisoners from the El Alamein 'box' but loses 18 of his 55 remaining tanks. The British hold El Alamein despite heavy attacks, Rommel is now down to 26 tanks. Due to exhaustion and lack of supplies, especially fuel for the armoured divisions, Rommel orders his German and Italian forces to suspend all offensive operations before El Alamein and begin constructing defensive positions. August: Montgomery takes command of Eighth Army. The Afrika Korps fails to break through the British 8th Army's lines and advance toward Alexandria, 120km away in the battle of Alam Halfa. The German lose about 30 tanks and are forced to withdraw Page 22 September: Rommel is back to the positions held on the 31st August, having lost a tenth of his panzer force. Field Marshal Rommel takes a medical leave and hands over command to General von Thoma. October: Montgomery issues the final plan to senior commanders for the Second battle of El Alamein. The Second Battle of El Alamein begins with a 1,000-gun bombardment. The Eighth Army gains ground on a 6-mile front and repulses Axis counter-attacks. Rommel returns to take command of the Afrika Korps! November: Operation 'Supercharge', the breakout at El Alamein gets under way. Rommel has only 32 Panzer's left intact Rejecting out of hand Field Marshal Rommel's proposal to withdraw the Afrika Korps, now down to about 40 tanks, to the Fuka line, Hitler orders him to stand and fight. The Italian 20th Motorised Corps is destroyed. Rommel re-issues his orders for retreat with only 12 tanks left. 10,724 Axis prisoners are taken by the British, including nine generals. The British attack Rommel's rearguard, which is now almost 100 miles to west of El Alamein. Meanwhile, to the west in Morocco and Algeria, Operation 'Torch' begins with Anglo-American forces under Lieutenant General Eisenhower landing against minimal Vichy French resistance. On the same day on the Alamein front, Mersa Matruh is re-taken by British and the long run back across the desert begins. Click here to jump to The Scenarios Section Page 23 III. The Scenarios Scenario Introduction From a scenario design point of view Alamein ’42 offered its own challenges which were different from most other games of the series. In previous titles such as Sicily, Bulge or Kursk, the game usually depicts a single battle, most often with a clear start and end point. As previous noted in the Order-of-Battle Section with the tank upgrades alone, such a single phase battle wouldn’t work for Alamein. In reviewing the Historical Timeline section above, one can readily see a clear division of time after the advance to the Gazala Line. But in reading various sources it is not so clearly defined when the battle for the Gazala Line ended and the drive from Tobruk to Alamein. Therefore, to tell the story in the Desert War for 1942, it was essential to begin with Gazala and this earlier phase of the battle in 1942. The Equipment upgrade was not a problem at this early juncture, but it was decided not try and continue the campaign from Gazala and follow through to Alamein for two principle reasons. The first reason for this was time. Using the 2 hour time period for each turn, attempting to combine the Gazala Campaign to the pursuit to Alamein would cover to long a time period to be playable and be impossible to test. Secondly, the different style of the close action during the month long struggle around the Gazala Line demanded a different recovery factor in the game parameter data to account for the huge difference with the ability, particularly of the Germans, to recover panzers and press them into service in more stationary battles. In early June, German panzer strength improved dramatically in short spaces of time as German recovery teams hauled in and repaired many AFV’s. These same levels of recovery were not possible in the long drive to Alamein and so a second parameter data (PDT) file was required. Of course each scenario can only have one parameter file assigned to it, so this along with the sheer length of a combined campaign was enough to warrant handling both phases of this battle separately. As with previous games in the series, scenario files names begin with numbers using the format mmdd_xx where the xx portion represents the scenario number on that particular day. There is also a couple introductory scenarios 00 and 01 so as to appear first in the list out of chronological order. Some scenario numbers are ended with a lowercase "a" or "s". The scenarios with the "s" are those that have Explicit Supply units available. When we test these games we play almost exclusively against the AI but a number of the testers are avid Play-by-Email fans and they could see where certain scenarios could be best duplicated with a second copy of the scenario optimized specifically for Head-to-Head (HTH) Play. These scenarios are designation with the "a" after the number. Players interested in the challenge of play against another human can find a great bunch of guys at mainly two clubs which handle Panzer Campaigns. First of all "The Panzer Campaigns Club" isn’t a normal or traditional ladder. Rather than tell you about it myself, I asked Joseph Alberti Jr to give me a few words about his organization. Joe says: "Panzer Campaigns Club: ( http://www.panzercampaignsclub.com/ )Is a on-line wargaming club Page 24 dedicated to the HPS Panzer Campaigns and Squad Battles WWII titles. More than a ladder where members advance in points by the number of games played and victories won, club members can role play positions within the various Allied and Axis Armies. Club members can advance from battalion to army level command through active club participation and gaming. Comradeship between members of the same army is encouraged and fostered. The club sponsors a number of tournament events between the armies, and there is an active training center and war college where tactics are taught and discussed. By joining the club, one can enjoy playing the games against worthy opponents, discuss WWII tactics and topics on the message boards, and have real comrades in one of the club armies." The second club of note is "The Blitz", which hosts a more traditional Ladder style, and to speak for them I asked Paul Sinatra, the Panzer Campaign Forum Custodian to tell us about his club. Pauls says: "The Blitzkrieg Wargaming Club: ( http://www.theblitz.org ) If you like your wargaming uninterrupted by banners, pop ups, spy ware, or membership fees, than The Blitzkrieg Wargaming Club is for you. Established in 1999, The Blitz is one of the oldest and most active clubs supporting on line and PBEM war gaming, and is home to over 3400 active war gamers from 80 different nations, over 400 of which are involved in playing HPS Simulations Panzer Campaigns and Modern Campaigns series of games. The Panzer Campaigns/Modern Campaigns community is particularly active, and the forums are visited on a daily basis by many of the fine developers, scenario designers, and play testers who produce these fine HPS products, not to mention the Internet's highest caliber PBEM players. In addition, The Blitz also supports other fine HPS products such as Squad Battles, and their American Civil War and Napoleonic series of Wargames." The Blitz without a doubt hosts the most active Panzer Campaigns discussion forum so even if your not interested in playing another human, do check it out as a great place to visit, ask questions of discuss the games. Another place to be aware of is HPS Tech Support guy Rich Hamilton operations an Unofficial HPS Forum site Before moving on to the list of scenarios and designers, I’d like to thank a few people for their ongoing support with the Panzer Campaigns Series. Mike Avanzini for his Campaigns Maps found in a folder under the Start menu. Adam Parker for his assistances in preparation of the written and graphical components of the STARTED.HLP file that introduces every new player to the games. And finally the most over worked bunch of guys who thankless give up tens if not hundreds of hours, playing, replaying and then playing again the various scenarios we design until we get them right. To Bob Hutchison, Ed Williams, Rick Bancroft and Paul Sinatra – Thanks Guys – we couldn’t do it without you. Page 25 We sure hope you all enjoy Alamein ’42 – we had a lot of fun bring it all together for you. Stop by the HPS Website from time to time to ensure you get the latest update for this or any of the games in the series. Also, drop by my own Unofficial Panzer Campaigns Homepage if your looking for more information on this series of game or if you would like to ask me a question by email rather than using one of the above mentioned public forums. Scenario List #00_Started.scn Getting Started: "Up in the Blue" #01_No_Mans_Land.scn 01: No-Man's Land #0527_01_Gazala.scn 0527_01: The Gazala Gallop Campaign #0527_02_Bir_Hacheim1.scn 0527_02: Round the Horn #0527_03_Bir_Hacheim2.scn 0527_03: First Try for the "Dogs Well" #0531_01_Sidi Muftah.scn 0531_01: The Destruction of the 150th Brigade #0605_01_Cauldron.scn 0605_01: The Cauldron #0619_01s_Tobruk_to_Alamein.scn 0619_01s: The Tobruk Stakes and the Race for Alamein #0619_02s_Tobruk_to_Alamein.scn 0619_02s: Tobruk to Alamein (stronger Allied) #0619_03s_Tobruk_to_Alamein.scn 0619_03s: Tobruk to Alamein (stronger Axis) #0619_04s_Tobruk_to_Alamein.scn 0619_04s: Tobruk to Alamein (both stronger-unfixed) #0620_01_Tobruk.scn 0620_01: The Fall of Tobruk #0622_01_Malta.scn 0622_01: Operation Herkules #0622_01a_Malta.scn 0622_01a: Operation Herkules (HTH Balanced) #0626_01s_Matruh_to_Alamein.scn 0626_01s: The Race for Alamein and Beyond #0626_02s_Matruh_to_Alamein.scn 0626_02s: Matruh to Alamein (stronger Allied) #0626_03s_Matruh_to_Alamein.scn 0626_03s: Matruh to Alamein (stronger Axis) #0626_04_Mersa_Matruh.scn 0626_04: Right Hook #0626_04a_Mersa_Matruh.scn 0626_04a: Right Hook (HTH Balanced) #0630_01_1st_Alamein.scn 0630_01: The First Battle of Alamein #0630_02_Alternate_1st_Alamein.scn 0630_02: First Alamein with Axis Airborne Operation #0701_01_Deir-el-Shein.scn 0701_01: Ice Cold in Alex #0701_01a_Deir-el-Shein.scn 0701_01a: Ice Cold in Alex (HTH Balanced) #0703_01_Alam_Nayil.scn 0703_01: The Charge of the Ariete #0710_01_Tel_el_Eisa.scn 0710_01: Crumble at Tel el Eisa #0710_01a_Tel_el_Eisa.scn 0710_01a: Crumble at Tel el Eisa (HTH Balanced) #0721_01_Ruweisat_Ridge.scn 0721_01: Ruweisat Ridge #0830_01_Alam_Halfa.scn 0830_01: Alam Halfa Ridge - Last Try for the Nile #1023_01_2nd_Alamein.scn 1023_01: 2nd Alamein - The End of the Beginning #1023_02_2nd_Alamein_Setup.scn 1023_02: 2nd Alamein - Variable Allied Setup #1023_03_Lightfoot.scn 1023_03: The Point of Attack #1023_03a_Lightfoot.scn 1023_03a: The Point of Attack (HTH Balanced) #1023_04_Bertram.scn 1023_04: Diversion in the South #1102_01_Supercharge.scn 1102_01: Operation Supercharge Scenario Overviews Page 26 Getting Started: "Up in the Blue" Up in "The Blue" - west of the Gazala Line, January 17th 1942: After the second British victory in North Africa, Operation "Crusader" around Tobruk in 1941, Panzerarmee Afrika was forced to retire to the Mersa el Brega position, having given up the Cyrenaica. But the pendulum of battle was about to swing once more, and with the fiery breath of a Khamsin wind, Rommel was on the move again determined to take Tobruk. Meanwhile, the British 8th Army, led by General Ritchie, was thinly strung across the Cyrenaica. Ritchie was preoccupied with Axis units trapped in his rear when Rommel struck. What followed was a series of small scale running gun battles "Up in the Blue" - the soldiers' name for the open desert - as units scurried back toward the safety of the Gazala Line. [Size, small] *Designer Note: This scenario was created only for Human Axis play vs. an Allied AI Opponent with FOW ON. ***SEE STARTED.HLP*** 01: No-Man's Land Libyan Desert, 1940-43: The armored car regiments were very important in the battles of the Western Desert for a number of reasons. They had a very long range compared to other units and were used for independent missions. As soon as Mussolini declared war the three squadrons of the 11th Hussars were unleashed into "No-man's Land" with the orders "to raise hell, keep the enemy on edge and report what he was up to". Off they went and created havoc behind the Italian lines. So much so that a small force of Italian infantry, armor, and guns were sent to try to confront the marauding cars. Unfortunately they were spotted early and the 11th called in their buddies from the 4th Armored Brigade to join the party. [Size, small] * Designer Note: This is a "What-If" scenario as far as the units used. 0527_01: The Gazala Gallop Campaign Gazala, May 27th 1942: After recapturing the Cyrenaica early in the year, Rommel and the Afrika Korps paused to catch its breath. Facing them, across a minefield stretching from the Mediterranean Sea to the French stronghold at Bir Hacheim some 65km to the south, was the 8th Army led by the ever-tentative British commander, General Ritchie, a staff officer who had never commanded anything larger than a company in battle. Ritchie deployed his infantry in a number of defensive boxes along a static front line with an open left flank. This position, known as the Gazala Line, was backed with the only mobile formations, the armored divisions that represented his reserves. Everyone at 8th Army HQ expected Rommel to drive down the main road along the coast. So Rommel provided a diversion in that direction to keep the British command occupied while he lead the powerful Panzer divisions, and the best of the Italian mobile formations, around the end of the line into the British rear area. Dawn found the Axis forces "galloping" around the Gazala Line, slicing through the screening armoured car recon units Ritchie had deployed to cover his open flank. This would be a battle where the British led 8th Army was once again out maneuvered. The position Rommel placed the Africa Korps in was very tenuous for a number of days, however, due to the poorly coordinated British counterattacks, Rommel was able to turn a bad situation into one of the greatest victories in his career. [Size, large] 0527_02: Round the Horn Page 27 SE of Bir Hacheim, May 27th 1942: "The first victim was the 3rd Indian Motor Brigade", as Mitcham in his book "Rommel's Greatest Victory," describes events. This unit was spread out over the southern flank, covering the area from Bir Hacheim to Bir el Gubi. Many of the men were eating breakfast when the Afrika Korps suddenly appeared at dawn. They, and their supporting units of armoured cars and artillery, were quickly overrun, while both the 8th Army and XXX Corps HQ seemed frozen with disbelief at the events that were taking place. One armoured brigade had even pre-planned their battle positions on ground of their own choosing, but events overtook them before they had an opportunity to occupy the positions. However, all did not go according to plan for the Afrika Korps either. The plan called for the Italian Ariete Division to capture Bir Hacheim (Dog's Well) from the 1st Free French Brigade, an opponent that Rommel and the Italians regarded as a rebel unit made up of Jews and Legionnaires......they were in for a big surprise! [Size, medium] 0527_03: First Try for the "Dogs Well" SE of Bir Hacheim, May 27th 1942: As the Africa Korps rounded the bend and cut in behind the British, not everything went according to plan. The Italian Ariete Division was assigned the mission to capture Bar Hacheim, (Dog's Well) from the 1st Free French Brigade, an opponent that Rommel and the Italians regarded as a rebel unit made up of Jews and Legionnaires......they were in for a big surprise! [Size, small] 0531_01: The Destruction of the 150th Brigade The Encircled 150th Brigade at Sida Muftah, May 31st 1942: By the morning of the May 31st, Brig Gen Hayton, in command of the 150th Brigade of the 50th Infantry Division, knew he was in grave danger of losing his entire command. He withdrew his southernmost battalion into the main box defensive position, where, supported by some tanks from the 44th Royal Tank Regt. and some additional artillery assets, he continued to interdict Rommel's supply line. It was "do or die" time for the Afrika Korps with Rommel declaring, "The 150th Brigade must be evicted!" Meanwhile, 40 km to the east, 8th Army HQ was slow to respond to the growing crisis, then it reacted with a number of uncoordinated efforts to breakthrough to the beleaguered defenders. [Size, medium] *Designers Note: The area marked as impassible, at the north end of the map is occupied with units that were not available for the action that is the subject of this scenario. 0605_01: The Cauldron The Cauldron, June 5th 1942: By early June, both sides were down to less than half of the tanks they had at the start of the battle. During the lull in the fighting, Rommel hastily recovered more battle-damaged tanks for his next move. But before he could act, Gen Ritchie at 8th Army ordered up Operation Aberdeen, the goal of which was to annihilate the Africa Korps in the Cauldron. [Size, medium] 0619_01s: The "Tobruk Stakes" and the Race for Alamein Near Tobruk, June 19th 1942: After winning "The Gazala Gallop" Rommel was faced with a situation very much like the one he was in at this time in the previous year. The 8th Army was in retreat to the Egyptian frontier leaving a sizable force garrisoning Tobruk. Rommel knew he could not sustain a deep drive toward Cairo and the Nile without first securing his lines Page 28 of communication. This meant capturing Tobruk, a prize that eluded him in 1941, and using the port as a basis for supplying a drive to the east. So with 8th Army in retreat and his weary panzers hot on their heels, Rommel disengaged his army, turned and attacked Tobruk in a run one author called the "Tobruk Stakes". The fortress fell in a single day's fight in what was a staggering blow to British prestige. With his rear secured, Rommel was free to concentrate his army on the ultimate objective of the campaign - Alexandria, Cairo, and the Nile. But his army was badly depleted from the previous month's fighting. Many of the panzers were broken down or disabled across the wide expanse of the desert battlefield. His men had already gone about as far as any commander could have expected. Y et Rommel still had another race to run - the Race to Alamein and beyond! [Size, large]. *Designer Note: Explicit Supply is possible and if used the Axis player will get more supplies if he captures Tobruk. Selecting the option to invade Malta will result in an additional bonus supply convoy landed in Tobruk, but the Axis player requires Tobruk captured to receive it. Using VST Supply there is a Supply bonus for the Axis for capturing Tobruk. 0619_02s: Tobruk to Alamein (stronger Allied) Near Tobruk, June 19th 1942: This scenario is the same as 0619_01s with the addition of two Allied divisions. First, the 4th Indian Division was in North Africa and too part in campaigns in 1940-41. During this 1st Battle of Alamein this veteran division was dug-in on the Nile. The second division was the British 44th Infantry. This unit was on route to North Africa and arrived after the 1st Battle of Alamein and was deemed to be in need of training after it had arrived. Both units are deployed in a FIXED state with possible release and are intended as a last hope defense of Alexandra and the Nile, particularly for Axis Human Play against the Allied AI. [Size, large]. *Designer Note: Explicit Supply is possible and the supply conditions from 0619_01s are in effect here but there is no additional Explicit supply for the additional units. 0619_03s: Tobruk to Alamein (stronger Axis) Near Tobruk, June 19th 1942: This scenario is the same as 0619_01s with the addition of extra Axis units, including the German 164th Light Infantry Division, the Ramcke Parachute Brigade as well as the crack Italian Folgore Division. These units historically arrived by air in the middle of July and given the desperate state of both sides at that time, it is interesting to speculate about the effect these units could have played. [Size, large]. *Designer Note: Explicit Supply is possible and the Axis player receives the bonus supplies at Tobruk, regardless if he invades Malta. Also note, the Folgore Division is only available in North Africa if it is not used to Invade Malta. If Malta is invaded, the Bologna will arrive early. 0619_04s: Tobruk to Alamein (both sides reinforced - unfixed) Near Tobruk, June 19th 1942: This scenario is the same as 0619_01s with the addition of extra Axis units for both sides from 0619_02s and 0619_03s. These include the German 164th Light Infantry Division, the Ramcke Parachute Brigade as well as the crack Italian Folgore Division. There are additional Allied Divisions two. Furthermore, most later releasing Allied units are Unfixed at start allowing for more flexible play. However, Axis units at the start of the scenario remain Fixed to encourage a historical development of the beginning of this battle. [Size, large]. *Designer Note: Explicit Supply is possible and the Axis player receives the bonus supplies at Tobruk, regardless if he invades Malta. Also note, the Folgore Division is only available in North Africa if it is not used to Invade Malta. If Malta is invaded, the Bologna will arrive early. Page 29 0620_01: The Fall of Tobruk Tobruk, June 20th 1942: By the June 14th June, Gen Ritchie had accepted the fact that the battle for the Gazala Line had been lost, and ordered the units remaining on the front line to break off action and withdraw. The Axis closed in at once and surrounded Tobruk by the June 18th. The Australians had held out through a long siege the previous year, so the upper echelon expected the same result once more. The Tobruk Garrison was roughly the same size as before and was organized around the 2nd South African Division, but the fortifications were not near as strong. Many of the mines had been pulled to be re-sewn on the Gazala Line, also many minefields were simply lost track of through the changing of the garrison. As before, Rommel bypassed Tobruk and drove the 8th Army back across the border into Egypt. But on the night of the June 19th, Rommel disengaged his tanks at the front line and doubled back to strike at Tobruk. When the attack began, General Klopper thought the first strike was a diversionary attack and, thus, he was slow to react with his reserves. Before he could, it was too late. The front line was broken in a sector held by the 11th Indian Brigade's Cameron Highlanders, and Mahratta Light Infantry, arguably two of the best regiments in the 8th Army, that were, as it turns out, stretched over too much frontage. The fortress of Tobruk, having withstood the siege for months the previous year, fell in a single day's fight. It was a staggering blow to Britain and in particular their leader Winston Churchill, who was said to have muttered, "Defeat is one thing, disgrace is another!" [Size, medium] 0622_01: Operation "Herkules" Malta, June 21st 1942: This quote, from Italian Count Ciano, sums up the situation of 1st Panzerarmee in North Africa, "Because of the revival of Malta as an air base and the numerous sinkings in the Mediterranean, supplies for the First Panzerarmee have fallen far below normal requirements. Unless Malta is weakened or paralyzed once more, this situation cannot be remedied." The plans to take Malta had long been on the drawing board, indeed, some Axis strategists deemed it essential to crush this island for the war in the desert to succeed. [Size, medium] 0622_01a: Operation Herkules Malta, June 21st 1942: This quote, from Italian Count Ciano, sums up the situation of 1st Panzerarmee in North Africa, "Because of the revival of Malta as an air base and the numerous sinkings in the Mediterranean, supplies for the First Panzerarmee have fallen far below normal requirements. Unless Malta is weakened or paralyzed once more, this situation cannot be remedied." The plans to take Malta had long been on the drawing board, indeed, some Axis strategists deemed it essential to crush this island for the war in the desert to succeed. [Size, medium] *Designer Note: Victory Levels optimized for Human vs. Human play. 0626_01s: The Race for Alamein and Beyond Mersa Matruh, June 26th 1942: With victories in "The Gazala Gallop" and "The Tobruk Stakes" under his belt, final victory in the desert had still eluded Rommel. With his battered Panzer Army he still faced an 8th Army that was battered, but not yet beaten. Ritchie had been removed from command and leadership fell to the Commander-in-Chief of the Middle Page 30 East, General Sir Claude Auchinleck. The Army had been positioned for a stand at Mersa Matruh, but the new commander could see that it was best to surrender ground and make a stand at Alamein. Here the defense could be positioned at a narrow neck between the Mediterranean Sea and anchored inland at the Qattara Depression. While the 8th Army was demoralized and disorganized, the Afrika Korps too was almost at the end of its tether. This last push by Rommel was a gamble to reach the Nile, before his supplies, his panzers, and men ran out! [Size, large]. *Designer Note: Explicit Supply is possible. 0626_02s: Matruh to Alamein (stronger Allied) Mersa Matruh, June 26th 1942: This scenario is the same as 0626_01s with the addition of two Allied divisions. First, the 4th Indian Division was in North Africa and too part in campaigns in 1940-41. During this 1st Battle of Alamein this veteran division was dug-in on the Nile. The second division was the British 44th Infantry. This unit was on route to North Africa and arrived after the 1st Battle of Alamein and was deemed to be in need of training after it had arrived. Both units are deployed in a FIXED state with possible release and are intended as a last hope defense of Alexandra and the Nile, particularly for Axis Human Play against the Allied AI. [Size, large]. *Designer Note: Explicit Supply is possible but there is no additional Explicit supply for the additional units. 0626_03s: Matruh to Alamein (stronger Axis) Mersa Matruh, June 26th 1942: This scenario is the same as 0626_01s with the addition of extra Axis units, including the German 164th Light Infantry Division, the Ramcke Parachute Brigade as well as the crack Italian Folgore Division. These units historically arrived by air in the middle of July and given the desperate state of both sides at that time, it is interesting to speculate about the effect these units could have played. [Size, large]. Designer Note: Explicit Supply is possible and the Axis player receives the bonus supplies at Tobruk just like he would had he invaded Malta in the 0619_01 scenario. 0626_04: Right Hook Mersa Matruh, June 26th 1942: Rommel was chasing the 8th Army across the desert sands he had retreated over a few months previously. Tobruk had fallen easily, after the frustration of the year before and the Allied commanders just couldn't put it all together, the chase was on. Gen. Ritchie had decided to make a stand at Mersa Matruh in order that the ground around El Alamein could be readied for defense. In reality, Rommel was almost at the end of his tether, he was using all the supplies he could capture, and his daunted Afrika Korps was getting to be quite thin on the ground. This was a desperate gamble to push the disorganized 8th Army in front of him, all the way to Alexandria, before his supplies... and men... ran out. [Size, large] #0626_04a: Right Hook (HTH Balanced) Mersa Matruh, June 26th 1942: Rommel was chasing the 8th Army across the desert sands he had retreated over a few months previously. Tobruk had fallen easily, after the frustration of the year before and the Allied commanders just couldn't put it all together, the chase was on. Gen. Ritchie had decided to make a stand at Mersa Matruh in order that the ground around El Alamein could be readied for defense. In reality, Rommel was almost at the end of Page 31 his tether, he was using all the supplies he could capture, and his daunted Afrika Korps was getting to be quite thin on the ground. This was a desperate gamble to push the disorganized 8th Army in front of him, all the way to Alexandria, before his supplies... and men... ran out. [Size, large] *Designer Note: Victory Levels optimized for Human vs. Human play. 0630_01: The First Battle of Alamein Alamein Station, July 1st 1942: Rommel believed he had the 8th Army on the run and that he could easily break through the opposition and continue in triumph all the way to Alexandria and Cairo. He drew up plans to send the DAK on an end run to the south, as at Gazala and Mersa Matruh. He knew his weary troops could not withstand a protracted battle and, with only 55 panzers left, he wanted a swift end to hostilities. Here though, things did not go right from the start, the enemy were not where expected, the Desert Air Force threw wave after wave of aircraft at the DAK, and his men were getting more and more exhausted. [Size, medium] *Designer Note: Scenario best for Human vs. Human but certainly possible for Human vs. AI Play too. 0630_02: First Alamein with Axis Airborne Operations Alamein Station, July 1st 1942 This scenario is the same as 0630_01 with the addition of extra units, including the Ramcke Parachute Brigade as well as the crack Italian Folgore Division. These units historically arrived by air at the start of the game. The Allied Player may receive additional forces as well [Size, medium]. *Designer Note: Scenario best for Human vs. Human but certainly possible for Human vs. AI Play too. 0701_01: Ice Cold in Alex Alamein Station, July 1st 1942: Rommel believed he had the 8th Army on the run and that he could break easily through the opposition and continue in triumph all the way to Alexandria and Cairo. He drew up plans to send the DAK on an end run to the south, as at Gazala and Mersa Matruh. He knew his weary troops could not withstand a protracted battle and with only 55 panzers left he wanted a swift end to hostilities. Here, though, things did not go right from the start, the enemy were not where expected, the Desert Air Force threw wave after wave of aircraft at the DAK, and his men were getting more and more exhausted. [Size, medium] 0701_01a: Ice Cold in Alex (HTH Balanced) Alamein Station, July 1st 1942: Rommel believed he had the 8th Army on the run and that he could break easily through the opposition and continue in triumph all the way to Alexandria and Cairo. He drew up plans to send the DAK on an end run to the south, as at Gazala and Mersa Matruh. He knew his weary troops could not withstand a protracted battle and with only 55 panzers left he wanted a swift end to hostilities. Here, though, things did not go right from the start, the enemy were not where expected, the Desert Air Force threw wave after wave of aircraft at the DAK, and his men were getting more and more exhausted. [Size, medium] *Designer Note: Victory Levels optimized for Human vs. Human play. 0703_01: The Charge of the Ariete Page 32 South of the Ruweisat Ridge, July 3rd 1942: The Afrika Korps' chances of snatching a victory at the First Battle of Alamein were rapidly dwindling. Although the 8th Army was fighting as individual units, the Axis forces were thoroughly exhausted with their supplies and reinforcements lying hundreds of miles to their rear. Rommel was roaming far and wide trying to get his troops to give their all in one last, final push, but with the DAK down to a tenth of its strength, it was not to be. The Italian part, on this last day, was the Ariete Division to advance to the south of the Ruweisat Ridge aiming at the Alam Nayil ridge. Little did they know that this would take them right into part of the well rested, although a little below strength, 2nd New Zealand Division. [Size, small] 0710_01: Crumble at Tel el Eisa Tel el Eisa, July 10th 1942: As the German attack petered out, 8th Army adopted a plan to 'thrust and parry' along the front in order to tire and wear out Rommel's remaining the panzer reserves. Fighting had lapsed into a virtual stalemate with the Allies holding the upper hand, but with no impetuous, or energy, to carry on the assault any longer. By the 10th, three days had passed without Auchinleck being able to muster any sort of offense. The lull was broken with the arrival of the 9th Australian Division. Fresh from reserves, this formation launched a major offensive on the Coastal Road which shattered the Sabratha Division, leaving the road held only by HQ Panzeraramee Afrika to hold the line. HQ troops and AA guns were deployed across the road and they successfully held the initial attack, but in the process lost a number of irreplaceable Wireless Intercept specialists. 15th Panzer responded with vastly reduced strength from the south, but the day was saved with the arrival of the 382nd Regiment, the lead unit of the 164th Division, the first reinforcement dispatched to Africa in months. This 'Crumble at El el Eisa' signaled a change in fortune for the Afrika Korps. [Size, small] 0710_01a: Crumble at Tel el Eisa (HTH Balanced) Tel el Eisa, July 10th 1942: As the German attack petered out, 8th Army adopted a plan to 'thrust and parry' along the front in order to tire and wear out Rommel's remaining the panzer reserves. Fighting had lapsed into a virtual stalemate with the Allies holding the upper hand, but with no impetuous, or energy, to carry on the assault any longer. By the 10th, three days had passed without Auchinleck being able to muster any sort of offense. The lull was broken with the arrival of the 9th Australian Division. Fresh from reserves, this formation launched a major offensive on the Coastal Road which shattered the Sabratha Division, leaving the road held only by HQ Panzeraramee Afrika to hold the line. HQ troops and AA guns were deployed across the road and they successfully held the initial attack, but in the process lost a number of irreplaceable Wireless Intercept specialists. 15th Panzer responded with vastly reduced strength from the south, but the day was saved with the arrival of the 382nd Regiment, the lead unit of the 164th Division, the first reinforcement dispatched to Africa in months. This 'Crumble at El el Eisa' signaled a change in fortune for the Afrika Korps. [Size, small] *Designer Note: Victory Levels optimized for Human vs. Human play. 0721_01: Ruweisat Ridge Ruweisat Ridge, near El Alamein, July 21st 1942: The 8th Army had been whittling away at the remaining Axis forces for some weeks. Any chance to bleed some strength from the Afrika Korps was taken. So it was, on the night of July 21st that the 161st Indian Bde, and the 6th New Zealand Bde, attacked to the west along the ridge towards El Mreir. The attack went well and by early morning the New Zealanders were firmly in possession of the El Mreir Page 33 depression, well inside the Axis lines. However, to hold against the expected counter attack, both 15th and 21st Panzer were in the area, armor was needed. The job fell to the newly arrived and inexperienced 23rd Armored Bde, who charged onto the waiting Axis anti tank screen, losing valuable tanks in the process. [Size, medium] *Designer Note: This scenario has some non-standard (unusual) reinforcements in order to simulate the arrival of both 23rd Arm'd Bde and the anti-tank screen. 0830_01: Alam Halfa Ridge - Last Try for the Nile El Alamein position, August 30th 1942: Rommel was frustrated by his lack of supplies, receiving only a fifth of the requirement. It would have made sense to withdraw to Fuka to shorten the supply line, but Hitler would not let any of his commanders give up any ground for any reason. On the other hand, he had received some replacements and the two sides were at the most balanced they would ever be in the Desert War. The longer he waited, the more solid the Allies line at El Alamein became, so for Rommel the only alternative was to attack while he still had the strength left to make the attack. Montgomery had used time well to prepare his new command for defense, and this time the Allies would be waiting for the "right hook". [Size, medium] 1023_01: 2nd Alamein - The End of the Beginning El Alamein, October 23rd 1942: Two years had passed in the struggle for control of the Western Desert. Each side had won, and each side had lost, neither side had managed to inflict a decisive defeat on the other. The two sides had frequently been compared to two boxers, each tied by the elastic rope of their supply line, as one moved further from the supply source, the stronger the pull his rope exerted to get him back to his corner. The balance had now passed back to the 8th Army, close to its supply and getting stronger each day, while the Afrika Korps was at the end of its rope and getting weaker. Montgomery had planned a deliberate bleeding of Rommel's daunted troops, attacking here and there to cause them to react and burn precious fuel in constant movement. The time was now ripe to finish the Afrika Korps once and for all. Monty's plan was for XIII Corps to mount holding attacks, while XXX Corps delivered the main blow in the north. Two corridors were to be secured so that the armor of X Corps could move through the extensive minefields and destroy the Axis armor. British Prime Minister Winston Churchill called the Allied victory at Alamein "The End of the Beginning!" [Size, large] 1023_02: 2nd Alamein - Variable Allied Setup El Alamein, October 23rd 1942: The Second Battle of Alamein was Monty's Battle - his effort to select the battle ground and destroy the Africa Korps once and for all where it stood. Part of this plan was to confuse the Germans as to where the main effort was to be using a series of diversionary strikes. In this variation of the Second Alamein battle, the Allied player can pick from one of four different battle plans in an effort to keep the German player guessing as to where the main attack will fall. This scenario features historical forces, but variable Allied Setup, using the Strategy|Operations feature, so that the 8th Army player can pick from the options for a variable setup of the attack force. Axis forces begin the game Unfixed and thus they can respond at will to Allied probes and attacks. [Size, large] *Designer Note: Even though the number of hexes with troops vary within each possible Operation, all the Allied Setups contain exactly the same force. Furthermore, the entire Axis line is equally fortified so it is up to the Allies to outwit the German with probes and main attacks. Please note, that while the AI can Page 34 play the Allied side in this scenario, there are no scripted AI Orders for the Allies because you can't specify a objective for a division when the setup position for that division can vary as widely as can be the case here. Special thanks to Rick Bancroft for assistance with the Allied S|O Setups. 1023_03: The Point of Attack El Alamein, October 23rd 1942: The start of the Allied attack on at El Alamein was code-named "Operation Lightfoot". This main event was to last just one night, or so Monty thought. The infantry went in first, it was known that many of the anti-tank mines would not be tripped - hence the code-name "Lightfoot". Behind the infantry, engineers had to clear a path for the tanks coming up in the rear, but first they had to clear sufficient gaps through their own mines to allow for safe passage of troops, as well as supplies, before moving forward to clear the German mines. It was an awesome task and one that essentially failed. The attack on the Axis lines started with a great artillery barrage and, legend has it, that the noise was so great that the ears of the gunners bled. This scenario depicts XXX Corps' part in the battle to secure the corridors in the main area of the attack. [Size, medium] *Designers Note: Additional "Bunker" hexes added to provide the Allied Human Player more challenge when facing the AI Axis Opponent. 1023_03a: The Point of Attack (HTH Balanced) El Alamein, October 23rd 1942: The start of the Allied attack on at El Alamein was code-named "Operation Lightfoot". This main event was to last just one night, or so Monty thought. The infantry went in first, it was known that many of the anti-tank mines would not be tripped, hence the code-name "Lightfoot". Behind the infantry, engineers had to clear a path for the tanks coming up in the rear, but first they had to clear sufficient gaps through their own mines to allow for safe passage of troops, as well as supplies, before moving forward to clear the German mines. It was an awesome task and one that essentially failed. The attack on the Axis lines started with a great artillery barrage and, legend has it, that the noise was so great that the ears of the gunners bled. This scenario depicts XXX Corps' part in the battle to secure the corridors in the main area of the attack. [Size, medium] *Designers Note: Victory Levels optimized for Human vs. Human play. 1023_04: Diversion in the South Southern sector, El Alamein, October 23rd 1942: To throw the Germans off the scent, Montgomery launched 'Operation Bertram'. This plan was to convince the Afrika Korps that the full might of the Eighth Army would be used in the south. Dummy tanks were erected in the region. A dummy pipeline was also built, slowly, so as to convey that the Allies were in no hurry to attack. Monty's army in the north also had to "disappear". Bertram worked and when Rommel, who was away sick when the battle began, returned to command the army, he was convinced that the attack would be in the south. But to hold the Axis reserves in place in the south, a strong push had to be made, or the deception would be quickly disregarded. [Size, medium] 1102_01: Operation Supercharge El Alamein, November 2nd 1942: Montgomery was keeping to his schedule. He now planned Page 35 what he was hoping to be the death stroke of Rommel's army. Operation Supercharge would be delivered north of Kidney Ridge in three phases. Phase 1, breaking into the enemy's forward defenses on a two brigade frontage, east of the Rahman Track. Phase 2, destroying the AT gun screen and breaking through the main position on the Aqqaqir Ridge, west of the Rahman Track. Phase 3, bringing to battle and destroying the armor, then breaking out into the open desert. Montgomery left his subordinates in no doubt about the losses to be expected, he was prepared to accept 100 per cent in the opening phases to get out into the desert. [Size, medium] Click here to jump to The Bibliography Section Page 36 IV. Bibliography Books: Bierman, John, and Smith, Colin, The Battle of Alamein: Turning Point, World War II, (2002) Bungay, Stephen, Alamein, (2002) Ceva, Lucio, Storia delle Forze Armate in Italia" (1999) Information translated by Panzer Campaign fan, Franco Agostina Churchill, Sir Winston, The Hinge of Fate, (1950) Clayton, Tim and Craig, Phil, End of the Beginning, (2002) Delaney, John, Fighting the Desert Fox, (1998) Foss, Christopher, The Encyclopedia of Tanks and Armoured Fighting Vehicles, Amber Books, (2002) Gabriele, M., Operation C3: Malta, (1965) Interpretation by Jason Petho Hamilton, Scott S, and Smith, Gregory M., HPS Simulations Encyclopedia of Land Combat (1997) Hogg, Ian V., The Greenhill Armoured Fighting Vehicles Data Book. (2000) Latimer, Jon, Alamein, (2002) Lucas, James, War in the Desert: The Eight Army at El Alamein (1982) Macksey, Maj. K.J., Africa Korps: Rommels Desert Soldiers (1968) Madej, Victor, Italian Army Order of Battle 1939-1943, (1981) Mitcham, Samuel, Rommel's Greatest Victory: the Desert Fox and the Fall of Tobruk, Spring 1942 (1999) Nafziger, George F. German Order of Battle: Panzers and Artillery in WWII. (1995) Nafziger, George F. German Order of Battle: Waffen SS and other Units in WWII. (2001) Perrett, Bryan, Iron Fist: Classic Armoured Warfare, (1995) Petho, Jason, A Battle Atlas: Operazione C3. (unpublished - coming in 2004-05) Pitt, Barrie; The Crucible of War, Western Desert 1941, (1980) Strawson, John, The Battle for North Africa, (1969) Games: Page 37 Avalon Hill, Air Assault on Crete, Click here to jump to the Table of Contents Page 38 Page 39
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