Europa Games and Military History

Tag: Scenario (Page 1 of 3)

SF42 – 1943 Apr II Turn

Allied Turn

The weather roll of ‘1’ means clear weather in zones C, D, and E, as well as calm seas. The US repairs 3x P-38’s and the British replace an A-30. US construction units finish a 3-cap airfield northwest of Marseille, and start upgrading it. US construction units also start quick construction of an airfield northeast of Marseille. Current Allied airbase capacity in southern France is now 42.

The convoy with 4 Inf X’s from GB rendezvous with the convoy from the US transporting the 36th Inf XX, an AA III, and a c/m ant. The Axis do not attempt naval patrol attacks in the face of so many Allied fighter groups. Following 2 naval steps behind are 6x NTs from Alger with the British 51st and 56th Inf XX’s.

In North Africa the final few British units admin towards Alger. With a port capacity of 6 left, the British put 3 Arm X’s in Alger to be transported during the Exploitation Phase.

In southern France the Allies mass stacks of 60 pts and 56 pts against a 21-pt German stack northeast of Avignon. The Germans fly in 8x Fw190 as a CAP. The Allies respond with 16 fighter groups on CAP, and then 14 groups on a GS mission which their CAP escorts. The German CAP intercepts and attempts to bypass the escorts. The first wave of escorts aborts 1 and returns 3 of the Fw190’s. The second wave of escorts can only abort 1 and return 1. The 2 surviving Fw190’s return a P-38, that jettisoned its bombs, and an A-30. At 6:1, -1 the Allies roll a ‘2’ for a disappointing DR. During exploitation 3x c/m units arrive from Alger, and disembark with 2 MP’s left.

Axis Turn

The German rebuild the 10th Pz XX and replace an Art III lost earlier. The Germans also repair 2x Fw190’s using up their last 2 ARP’s. There are no units for the Italians to replace, and the Italian air groups in the killed and aborted boxes are of too low quality to waste ARP’s on.

The Italians make a few small adjustments to their defense, their objective now is to insure as many Italian units as possible get disarmed by Germans in the event of an Italian surrender. Towards this end a trickle of German ants rail into northern Italy.

In southern France all 4 of the German Pz XX’s cluster around the 51-pt Allied stack that is bulging into their line along the Rhone River northeast of Avignon. Although the Germans could possibly get to 1.5: 1 odds, Allied DAS would push that down to 1:1, and the Germans can not afford to leave the Allies depleted stacks to attack during clear weather.

SF42 – 1943 Apr I Turn

Allied Turn

The weather roll of ‘4’ means continuing mud in Zones C and D, clear in zone E, and calm seas. In GB the British break up the 79th Arm XX into the 27th Arm X and the 35th Tank Trng X. Both the US and the British each repair 3 aborted air groups. The Free French 6-8 Inf XX becomes full in Algeria.

The British TF escorts a convoy from Alger with the British 5th and 50th Inf XX’s, and disembark them at Marseille with 4 MP’s left. The TF and 6x NT’s get back to Alger in the last 2 naval steps of the Movement Phase, to hopefully embark 3 c/m RE’s during the Exploitation Phase with Alger’s remaining port capacity. Meanwhile in GB 2x 3-8 Inf X, and 2x 2-8 Inf X’s are loaded onto 4x NT’s as the Allied player realizes he can assemble the orphaned British 44th Inf HQ into an 8-8 Inf XX.

In North Africa the remnants of the British army stream towards Alger, the nearest port of embarkation for safe passage to southern France. During exploitation the 2 components of the British 10th Arm XX, historically disbanded June 1944, and another c/m units are embarked at Alger, move 2 naval steps, and are disembarked at Marseille with 2 MP’s left. This brings the number of Allied Arm XX’s in southern France up to 8, with the British 9th and 11th, Canadian 5th, and Polish 1st Arm XX’s remaining in GB.

In southern France the Allies mass 3 stacks with a combined attack strength of 151 pts against the 10th Pz XX in a stack with a defense strength of 23. The Germans stage in 8x Fw190 in a CAP over the obvious target. The Allies put up a CAP of 16 fighters over the same hex. At the start of the Combat Phase the Allies fly in a GS mission of 14 air groups, which the Allied CAP escorts. The Germans Fw190’s intercept and attempt to bypass the escort. The first wave of escorts kill 1, abort 1, and return 3x Fw190’s. The second wave of escorts abort another Fw190, but 2 get thru. They abort a P-38G and kill an A-30. The German AA aborts 2 and returns 1. With the odds of 7:1, -3 the Allies roll a ‘6’ for a DE. The 10th Pz is reduced to a cadre, and 4 other c/m units get eliminated. The Allies advance a 39-pt stack into this hex just east of Avignon.

US NRP 3 + 1 = 4
US Inf 21.75 + 6 = 27.75
US Arm 19 + 6 = 25
US ARP 25 – 3 = 22
Res Pts 6 + 5 = 11

Br NRP 1 + 2 = 3
Br Inf 24 + 6 = 30
Br Arm 7 + 4 = 11
Can Inf 1 + 1 = 2
Ind Inf 2.5 + .5 = 3
Br ARP 39 – 3 = 36
Res Pts 12 + 5 – 1 = 16

Fr Met .25 + 1 = 1.25
Fr Arm 0
Fr Af 4 + 1 = 5
Fr Col 2 + .5 = 2.5
Fr ARP 2
Res Pts 3 + 1 = 4

Ge 4.5 spec.

Axis Turn

The Germans receive a large Inf X and a Pz II as reinforcements. The Italian receive 2 more Coastal XX’s as they build up to their Jul I 43 total, and an Air Lndg II. The Germans replaced an AA III and an AT II. The Germans replace a Fw190 and repair 2 more. The Italians replace a Ju87B. The Italians start quick construction of forts at Citavecchia and the coastal hex just north of it.

The Italians now defend Sicily with a 3-4-6 Inf XX each at Trapani and Marsala, and Coastal XX’s at every other port on the island. Likewise the ports of Calabria are defended by Coastal XX’s. Napoli is defended by a 9-pt stack with an AA of 10. The coast from 1 hex north of Citavecchia down 1 hex past Roma is well defended, including an Arm XX. Citavecchia is defended with a 9-pt stack with an AA of 10, and Roma is defended by the 184th Para XX and a Para III. Livorno is defended by a 9-pt stack with an AA of 10, and 7-pt stacks on either side. La Spezia is defended by a 7-pt stack with an AA of 7. Genova is defended by a 9-pt stack with an AA of 7. Finally Savona is defended with a 9-pt stack with an AA of 7. The Italian defense line thru the Maritime Alps remains unchanged.

In southern France the Germans patch together stacks of 21 and 17 in the non-mountain hexes on the east side of the Rhone River. Along the west bank of the Rhone they have a stack of 15 in Nimes, and stacks of 17 on either side of Nimes. The Germans squeeze the newly arrived self-supported Inf X into their English Channel defense with minimal shuffling of units.

Ge Inf 11 + 4.5 Spec. + 6 – 1.5 = 20
Ge Arm 0 + 6 – 1.5 = 4.5
Ge ARP 6 – 4 = 2
Res Pts 19 + 9 = 28

It NRP 2 + 1 = 3
It Inf 11.95 + 4.25 = 16.2
It Arm 2 + 2 = 4
It ARP 17 – 2 = 15
Res Pts 0 + 2 – 2 = 0
It RE’s eliminated: 17

SF42 – 1943 Mar II Turn

Allied Turn

The weather roll was a ‘4’ which continued clear in zone E, mud in zone D and C, and calm seas. The French replace 2x 1-8 mot Inf III’s. Using a house rule that requires players to disband units on the map when the OB calls for their removal from the Replacement Pool, the British disband the 2nd mot Support Group for .5 Inf RP’s and .5 Arm RP’s. This house rule prevents duplicate units roaming the map when a unit never gets removed and later re-appears in the OB with the same unit ID. The permanent airfield at Port de Bouc upgrades to 12 capacity. The Allies start quick construction of a permanent airfield northwest of Marseille. In GB the British expend a NRP to start repairing the 2nd hit on KGV.

The British TF at Marseille puts to sea to rendezvous with the convoy from the US at dawn in hex 17A:4916. The Axis decline to attempt naval patrol attacks. The convoy with an AA III and 2x c/m ants puts into Port de Bouc. Meanwhile the British convoy in Marseille disembarks the British 1st and 7th Arm XX’s in the 1st naval step. The British TF and all the NT’s make their way back to Gibraltar to replenish, and from there will make their way back to Alger before the end of the turn.

In Tunisia the British 8th and 10th Arm XX’s, the British 51st and 56th Inf XX’s, the Indian 4th Inf XX, and the NZ 2nd Inf XX move in to attack the German stack in Bizerte. The Allies fly in a CAP of 5 fighter groups over Bizerte, and then fly in a GS mission of 8 air groups escorted by 6 fighter groups. Although the Axis have a handful of fighters in Sicily, they decline to respond. The German AA of 5 aborts an A-30 and returns another. At 5:1, -1 odds the Allies roll a ‘4’ for a DR, which pushes the Germans into the sea. With no friendly ports left in North Africa the remaining Axis stack surrenders. During exploitation the British 8th and 10th Arm XX’s and assorted other c/m units stream towards Alger for transport to France.

In southern France the Allies mass 4x Arm XX’s, 2x Mixed XX’s, and 3x Inf XX’s for an attack on Avignon. The Allies fly in a CAP of 12 fighter groups over Avignon. They then fly in a GS mission of 10 air groups, dropping the 12 fighters out of CAP to escort. Because they didn’t think the Allies would attack in the mud, all the Axis bombers are assigned to naval patrol. The Germans choose to let their AA of 10 do its job. The AA aborted 5 and returned 1, 60% of the GS mission force. This dropped the odds down to 4:1, -2, but the Allies roll a ‘6’ for an anticlimactic DR. The Allies advance into Avignon and expand their perimeter in southern France to 14 hexes long.

Axis Turn

The Germans rebuild the 6th Pz XX. They also start quick construction of 4 forts along the English Channel. The Italians scan the North Africa Replacement Pool with regret for the few non-c/m units they should have flow out, including a potentially loyal fascist Para III. The biggest regret for the Germans is that they could not evacuate the Ramcke brigade which historically formed the basis of their 2nd Para XX.

The Italians continue to strengthen the coastal defenses in front of Roma and at the northeastern corner of the Tyrrhenian Sea. The air groups that were defending Sicily are transferred north to defend these areas.

The Germans do not attempt any attacks against the ever stronger Allied stacks and their numerical air superiority. They do manage to pull 2 of their 5-6 Inf XX’s out of the front line to start the beginning of a second line. The Germans have the 6th and 7th Pz XX’s, which they kept from going east, the 10th Pz XX, which they kept from going to Tunisia, and the 26th Pz XX, the only Pz XX historically in France in this period. The Allies now have 7 Arm XX’s in their beachhead, and there is a 1/3 chance of clear weather next turn.

Mar II VP Check

Former Axis Major Cities: Tunis = 3
Former Axis Medium Cities: Tripoli = 1
Former Axis Naval Bases: Tripoli, Tunis, Bizerte = 3
Net Ground Losses: 0
Net Air Losses: 0
Net Naval Losses: 0
Previous Total: – 11.5 VP’s
New Total: – 4.5 VP’s

SF42 – 1943 Mar I Turn

Allied Turn

The weather roll was a ‘1’ again which continued clear in zone E, continued winter in zone D, remained mud in zone C (high up in the central Alps), and calm seas. The US gives the French 1x Arm RP. The permanent airfield at Toulon upgrades to 9 capacity. A new permanent airfield is started just southeast of Marseille. The US replaces a P-38F and repairs 3 other fighter groups, the British replaced 2x Bftr’s and repair 3 other fighter groups. With arrival of another heavy bomber in the MTO, the Allied player transfers 3x B-17’s, 3x B-24’s, 1x Halifax, and 4x Wellingtons from operational duty in the MTO to strategic duty in the ETO. Tripling the number of heavy bombers already there (per TEM 50) this early should allow the Allies to start the Strategic Air War rolls in SF on Apr I 44.

The Rodney and Nelson, now repaired, sail back to the MTO, while the Duke of York sails back to the Home Fleet. There is no convoy from GB nor the US this turn. Instead the West Med’s 10x NT’s and the British TF congregate at Alger.

In Tunisia the British and French close in on the last 3 Axis stacks. The crowding is such that the British 1st and 7th Arm XX rail out of the way towards Alger. The Allies fly in 4x fighter groups on CAP, and 7x groups on GS. The Axis decline to respond. Using 3 full stacks the Allies attack the 21st Pz XX at 9:1, -1. The Allies roll a ‘1’ for a DH that reduces the 21st Pz to a cadre. It along with the 90th Mot cadre fall back into Bizerte. During exploitation the British 1st and 7th Arm XX’s move to Alger, embark on NT’s, sail 9 sea boxes to Marseille, but don’t have enough MP’s to disembark.

In southern France the Allies line up 2x US Arm XX’s, 2x British Mixed XX’s, and 2x Canadian Inf XX’s to attack the stack across the Rhone from Nimes. They fly in 10x groups on GS with an escort of 4x Spit IX’s. With only 2x Fw190 and a Me109G available the Germans decline to respond. The Allies attack at 5:1, -2, and roll a ‘6’ for a DH. The Germans reduce the 6th Pz XX and retreat back across the Rhone River. The Allies advance a 33-pt stack with full ATEC into the hex.

Axis Turn

The German reinforcements of Luftwaffe ground units are all placed just inside Germany’s border with France. The Germans replace a Mot III and a mot Art III lost earlier in the campaign. The Germans replace 2x Fw190’s and a Ju88.

In North Africa the Axis retreat into 2 hexes, a 17-pt stack in Bizerte, and a 12-pt mostly Italian stack across the narrow strait from Bizerte. They are all praying for mud.

The Italians thin out their defense in Sicily and continue to strengthen their coastal defenses around Roma and along their northwestern coast. The Italians send no more units into France, convinced their average defense strength of 7.4 pts along 9 mountain hexes, many protected by high mountain hexsides, will deter any Allied attacks into the Maritime Alps.

In southern France the Germans shuffle units along the front in order to pull the 6th Pz cadre out of line for rebuilding. They also strengthen the defense of the ports of Sete and La Nouville to 9 pts each. The north coast of France has a solid defense line from Oostende to Le Havre, although many hexes are defended by just a port fort. There is another solid defense line from Granville to Brest along the north coast of Brittany. There is not a single Axis air group in the northern half of France. In southern France the major city of Lyon and the medium cities of Grenoble, St Etienne, and Toulouse are filled to capacity, but add up to less than half the air groups the Allies have in southern France.

Return to Mini Europa

More than a decade ago, on the road to Grand Europa, Allan Tibbetts and some others did enough research to connect War in the Desert with Second Front, thereby creating an extended Scenario that would enable us to play the whole of the Western Front from November 1942 and the Allied landings in Africa to the end. David Smith has taken another shot at the issue, updating the Orders of Battle, integrating modern naval rules, and playtesting the whole monster.

David has kindly agreed to us publishing his game report, and so far we’ve put the first couple of turns and initial forces online. Expect more to come in the upcoming weeks.

Read the game report of “SF42”.

 

The Long Left Flank – Two short game reports

Introduction

At the Origins Game Fair this year, I attended a “War College” lecture on Market-Garden as a victory wasted. The speaker walked through 4 (of many) things that could have allowed the Allies to make it through Arnhem, but his real interest lay in what could have happened after that. According to his research, British planners weren’t really looking at going to the Ruhr, their next objective was the coast of the Zuider Zee, to cut off the Germans west of that.

So, I wanted to play Long Left Flank again, and see what Europa has to say about the operation. Unfortunately for half of my experiment, the scenario cuts off in November, so I cannot see what the German winter offensive might look like. I suppose I could play again, and extend it with using the Battle of The Bulge scenario that’s also in TEM. I ran out of time, so I will have to do that later.

First attempt: Sending the First Airborne Army against the Antwerp approaches

The scenario opens with the German forces scattered from their retreat from Normandy, and the Commonwealth forces mostly still in Normandy. I sent strong forces on the Sep I turn to assault most of the Channel ports, taking Boulogne, Le Havre, and Dunkerque. It is possible for motorized forces to reach Antwerp in exploitation, which I did, as well as Ostend. I flew the 52nd Airlanding division into Antwerp, in advance of the later airborne assaults.

Sep II 44

the Allied supply shortage came to bite, and only 3 corps were active. The parachute landings (0924, 0823, 0723) went smoothly, except for the 1 Para HQ, grabbing the Breda-Drodrecht causeway as the Rhine crossing. XXX Corps broke through from Antwerp, but the wily Germans massively flooded 0824 in the combat phase. (Fortunately, the scenario rule meant that I didn’t lose all of my Resource points.) Meanwhile, Gent was also taken, and its port was also intact. The islands were now cut off.

Oct I 44

The Allied forces fought into Rotterdam (port destroyed) and isolated The Hague. 0927 and 1026 were taken, clearing 2 of the 5 hexes remaining to open Antwerp and Gent. This turn, I unwittingly violated a scenario rule by using USAAF transports to fly in more GSP, so this playthrough is somewhat invalid after this point.

OCt II 44

The Germans tried a rare counterattack into the woods east of Antwerp, which succeeded in a DR on 3:2 odds! This didn’t quite isolate the Allied spearheads north of them, but it is closer. With (too much) supply, the Allies are able to make a lot of ground this turn. Even partial flooding on one of the peninsulae was unable to prevent its total capture. Only Walcheren island remains. Other Allied forces crossed the Albert Canal and drove east, exploiting all the way into the 2 northernmost (unoccupied) West Wall hexes!

Nov I 44

The Germans tried to get behind the rivers again, anchoring their line at Nijmegen. An attack into 1220 (West Wall) is a miserable failure at AH. Shouldn’t have attacked into a Mud turn! When the Allies try to assault Walcheren island, they are crossing water, into Mud, against a port fortification, when the island is partially flooded. Use of carpet bombing is effective, though—no short bombing. The result is a 3:1 -2, and they rolled an AS.

Nov II 44

With Mud on Nov II, and me realizing that I had given the Allies too much airlift on Oct I, I suspended the play. The Allies had a Decisive Victory (72 VP), holding 2 West Wall hexes and 5 hexes over the Maas-Waal, including Rotterdam. That wasn’t the drive to the Zuider Zee like I wanted to see happen, but it was fun to play, and the Allies looked to be in good shape for later attacks once their supply situation improved. Another assault on Walcheren would have to happen, I think I did not realize just how tough a nut that would be to crack. As a German player, I knew that next game I would work more on stuffing that hex with more defense factors. As an Allied player, I learned that I really didn’t want to risk any more massive flooding results!

Second try: planned for historical drop zones, except with swapped the 101st and British 1st targets.

Sep I 44

The Allied turn went almost the same as the previous one, except I didn’t try for the Channel ports, except Boulogne (port wrecked).

Sep II 44

The Allied airdrops had some nail-biting die rolls: The SS cadres reacted into the 101st’s drops at 0820 and 0920. The Americans were thrown out of the former, but held Arnhem on a DR roll! Praise to Allied air support! The British airborne rolled a DE at 1023, and the XXX Corps blasted 1024 with an exchange to cross the Albert Canal. With no Germans in the way, the 11th Armoured Division raced all the way to Appeldoorn. Breda was also uncovered, so the Allied breakthrough was 7 hexes long and 1 wide, with a branch through Breda to Rotterdam (port blown).
Meanwhile, the Canadians attacked 0927, but the German cadres escaped. Walcheren will be at 16 df when attacked later. They also captured Le Havre (port blown). The commandos and 1 brigade of the 49th Division landed on Schouen Island, taking that. Strategic airpower was used to suppress the CDs on Walcheren.

Oct I 44

the Germans set up a counterattack at Arnhem, but called it off when lots of DAS appeared.
The Allies again unleashed carpet bombing on Walcheren, this time before Mud hit, so the attack was an Exchange, without partial flooding. They also captured 0926, so Antwerp is clear. Amsterdam was captured from an unsupported SS regiment, port blown. DEs were rolled for Eindhoven and 0820, so more German cadres were heading for the replacement pool.

Summary

This game was an Allied walkover, I don’t think it could have gone any better. I played it until Nov I, when the weather was Clear, and wrote it off as an Allied Decisive Victory: over 130 VP when I stopped counting. While dice were clearly in the Allied favor this time, I probably didn’t play too well as the Germans. I suppose that’s a weakness inherent to solitaire play, at least for me.

Analysis

Sometime I will pull this out again, hopefully with a live opponent. I’d also like to mix it with the Bulge scenario, probably just exporting the Sixth SS Panzer Army to this front on the Dec I turn.

Going back to the original concept, it seems to me that once Arnhem is taken, going north the last 2 hexes to the coast is a good move. The Germans further west become no threat for a while, and there is nothing but clear terrain across the Ijssel River, either east towards Bremen or southeast to cut off the Ruhr. Sending the airborne forces into western Holland risks more flooding of hexes, so that seems less of a good thing. If one is playing the scenario, with the rule that Antwerp’s port is captured intact, then the Allies need to strain every nerve to get into Walcheren island before the Germans can stuff it with defense factors. Attacking it with forces quartered or eighthed looks like a bad bargain.

Ludendorff gets his will

We are grateful to announce that Eric Pierce has graciously given permission for his MTV Battle Scenario “Battle of Liege” to be published on these pages. The less-than historical achievements of the German side in the initial moves of several “March to Victory“-playtests have been discussed for years on- and offline. As usual, several fixes has been advanced and rejected.

Today Eric, one of the designers originally involved in the great War Series, shares his take on a more balanced (if the term is approriate for a steamroller stomping a small neutral neighbour into submission within a couple of weeks) approach to the first moves of any “Great War” game. Wether it manages to resolve the issues plaguing the German Juggernout – find out for yourself!

MTV Scenario: Battle of Liege

Designers Notes:

Here is the long awaited revised setup for MTV, AUG II 14. The revision concerns the issues of German deployment (especially) as a result of their attack on Liege during the AUG I 14 turn. It was planned to revised the OB years ago but time just slipped away! I have been working on TGW & Glory intensely (Europa too) for some years now, and have built quite the inventory of materials. Due to recent discussions on the topic concering the lack of vigor in the German drive into France, I have moved forward on the issue. Believe it or not, AEG and I have discussed possible solutions for years. I had hoped that he would of addressed the issues officially but he seems always distracted by other considerations. As a result of his (HMS) lack of activity, I will do my best to provide support to those that have interest in both TGW & Glory. “March to Victory” is one of the battle scenarios developed throughout the design process for TGW.

Battle of Liege

(The Great War Battle Scenario One)
Special Rules:
1-No river effects AUG I 14, and German attacks receive a +1 during the Schlieffen Plan (new).
2-Triple any Belgian RE losses for the purposes of Morale Losses (R15D) during AUG I 14.
3-Sequence:

AUG I 14

Entente:
Initial Phase-mobilization Pt-II, Units Red Eff.
Movement Phase– mobilization.
Combat Phase– mobilization.
Reaction Phase– mobilization, Units Red Eff. [See R41BBB9e; the rule is used here as part of the mobilization effects)
Exploitation Phase– mobilization.

CP:
Initial Phase-mobilization Pt-II, Units Red Eff, except “Army of the Meuse”. “Army of the Meuse” is fully mobilized; it may move and attack Liege, and any hex adjacent to Liege.

Movement Phase– mobilization. “Army of the Meuse” moves adjacent to Liege: the 34th Bde and 2 Hv Cav Corps enter Viviers (GW2:1116); the 11th & 14th Bdes enter Verviers (GW2:1216); the 38th & 43rd Bdes enter hex (GW2:1216). The 420A siege art unit moves into Verviers (GW2:1216). The 34th Bde and 2 Hv Cav Corps cross the river and enter hex (GW2:1016).

Combat Phase– mobilization. The 11th, 14th, 27th & 34th Bdes and the 38th & 43rd Bdes from the southeast, along with the 420A siege art unit (4pts x4), attack Liege [one Rsc Pt is expended]. One type Z air unit provides GS.
Reaction Phase– mobilization, Units Red Eff. The check for Reaction (use leader) and succeed, and withdraw the Belgian 3rd Div to hex (GW2:0918) and the 15th Bde to Namur.

Exploitation Phase– mobilization.

Changes: to German OB AUG II 14: Historical:
A) 1st Army & 2nd Army Setup:
Move to the Breakdown Box –
3×16-18-5* Rifle XX…6,7,18
1×15-16-18* Rifle XX…14
2×10-12-5* Rifle XX…2GR,22R
B) Add to Setup:
*Place the following units with the 1st Army – 2×7-9-5* Rifle X…11/6, 12/6; 2×7-9-5* Rifle X…13/7, 14/7; 2×7-9-5* Rifle X…34/18, 36/18; 2×4-6-5* Rifle X…43R/22R, 44R/22R; and the 22ndArmy – 1×7-9-5* Rifle X…27/14 & 1×6-7-5* Rifle X…28/14; 2×4-6-5* Rifle X…26R/2GR, 38R/2GR.
*Place 1×8-2-4 Hv Siege Art [II]…420A (KLM) with 1st Army.
*Place 1x Hv Cav Corps HQ…2 & 2×10-6-7* Cav XX…2, 4 & the 1×3-4-7 Jgr III…6 with the 1st Army.
*Place 1×10-6-7* Hv Cav XX…9 with the 2nd Army.

German:
Liege Special Assault Force.

Army of the Meuse (Otto vEmmich):
1x Hv Cav XXX HQ…2
3×10-6-7* Hv Cav XX…2, 4, 9
DN: The 9th Cav Div (2 Cav Corps) operated to the southwest of Liege, and was moving on Huy. Following the attacks on Liege, the 2nd Cav Corps attacked Hasselt where the Belgian 1st Cav Div & 8th Mxt Bde were deployed. A large portion of the Belgian Army & its GHQ were in the Gete area (west of Hasselt) at the time. Meanwhile the 9th Cav Div assisted the crossing of the Meuse at Huy by the 2nd Army. O the 18th of August the King ordered a general withdrawal to Antwerp.
4×7-9-5* Rifle X…11/6, 14/7, 27/14, 34/18
2×4-6-5* Rifle X…38R/2GR, 43R/22R
1×3-4-7 Jgr III…6 {7, 9 btn}
1×8-2-4 Hv Siege Art [II]…420A (KLM)
1×7-9-5 Hv Art III…{4 or 9}
DN: This represents the heavy artillery that might have been attached (or released) to the assault. It contained the 210mm (Morser) as well as the standard hv art. I cannot confirm that there were any independent hv art bttys, so this unit might not be there. There were however 150mm bttys from the parent divs operating with the brigades, but how many in total? However, Ludendorf himself had taken command of a 150mm section on two occasions (27 Bde).
1x 1 Z 4 1-2/12*…L7

Breakdown Box.
4×16-18-5* Rifle XX…6, 7, 14, 18
2×10-12-5* Rifle XX…2GR, 22R

Belgian:
Frontier Force:
Liege (GW2:1117):
1×3-5-4* Fort [XX]…LieT
4×2-3-5* Rifle X (Red Eff)…9Bru/3, 11Has/3, 12Lie/3, 14Lie
1×5-3-0 Hv Art [X]…3Fr
Hex (GW2:1118):
1×2-3-5* Rifle X (Red Eff)…15Char/4

Breakdown Box.
1×6-9-5* Rifle XX…3Lie

AUG II 14

German:
Setup:
Hex (GW2:1016):
1x Hv Cav XXX HQ…2
1×10-6-7* Hv Cav XX…4
1×3-4-5* Rem (7-9-5*)…34/18
1×3-4-7 Jgr III…6 {7, 9 btn}
Hex (GW2:1017):
1×10-6-7* Hv Cav XX…2
Hexes, Verviers (GW2:116) and/or (GW2:1216):
3×7-9-5* Rifle X…11/6, 14/7, 27/14
Note: German player is eligible for R15G in the Liege hex.
Verviers (GW2:1116):
1×8-2-4 Hv Siege [II]…420A (KLM)
Rail hit
Hex (GW2:1217):
1×10-6-7* Hv Cav XX 9
1×4-6-5* Rifle X…43R/22R
Hex (GW:1216):
1×1-2-5* Rem (4-6-5*)…38R/2GR
Note: A Rem is a ½ RE unit.

Belgian:
Special Note: Reduce Belgian Morale Points by 7 points.
Frontier Force:
Gete (GW2:0918):
2×2-3-5* Rifle X…9Bru/3, 12Lie/3
Liege (GW2:1117):
1×1-2-4* Fort Cadre (3-5-4*)…LieT
1×2-3-5* Rifle X (Red Eff)… 14Lie
Namur (GW2:1019):
1×2-3-5* Rifle X (Red Eff)…15Char/4

Replacement Pool.
1×2-3-5* Rifle X…11/3
1×5-3-0 Hv Art [X]…3Fr

Campaign Notes:

Events:
6-7 August.
North.
2 & 4 Cav Div moved into Vise then crossed to the north near Lixhe and skirmished with the Belgian 12R of the 12 Bde – which then withdrew into the fortress area. The two divisions (along with the 7 & 9 Jgr btns) moved around the northern side of the Liege Fortress in order to isolate it.
34th Bde occupies Vise (Verviers hex), crosses the Meuse, and moves south; attacks the fortress at Mermee, and along a front of Prealle/Herstal. A group enters Liege but is repulsed, and fire from Ft Liers & Pontisse force a retirement to Lixhe (Meuse R). The Bde later entered Liege late on the 7th. [1180 cas.]
27th Bde advances south of Vise and reaches Argenteau where it comes under fire from Ft Barchon. The Bde moves further south but is repulsed and retires to Argenteau. Meanwhile a fighting column (cav) had advance towards Ft Barchin on its east side but withdrew to Battice when word reached it that its Bde had withdrawn. The Bde entered Liege late on the 7th.
East.
11th Bde attacking from the southeast towards St Hadelin & Magnee. An attack on Romsee was successful (Bel 14R) but all advances stop after the attack; a retirement to Magnee was then carried out. The Bde entered Liege late on the 7th.[cas. ?]
14th Bde (with Ludendorf) Advanced to Retinne (cmdr wounded) and Ludendorf takes command. On the 7th the Bde advanced and then reaches Liege (believing that Liege’s bridges across he Meuse were underdefended), securing the bridges with Regiment 27 and the town.
South.
38th Bde attacked into Boncelles but Ft Boncelles forced the Bde to move to the NW. The 38th Bde continued attacking but withdrew to Lince on the 7th. [cas ?]
43rd started in reserve but join the attack latter on the 6th. It then participated with the 38Th Bde in its attacks and movements thru the 7th. [cas ?]

8-16 August.
7-11th Bde takes up defense position west of Liege. The 14th and 27th Bdes also move into the Liege positions. Fort Barcheron capitulates. The 34th Bde takes up positions at Lixhe.
7 thru 10-The 38th & 43 Bdes withdraw to Theux.
Note: The Belgian 3rd Div {9, 11, 12 Bdes} withdraws by the 7th to Gete.
8-The VII, IX and X crossed Belgian border.
10/11-The IX Corps moves to capture Ft Liers, Pontisse, Evegnee, and Fleron. The VII and X Corps move to capture Ft Chaudfontaine and Embourg.
12-The IX captures Ft Evegnee and Ft Pontisse surrenders after a bombardment with 380mm (AH) and 420mm (Ge) siege howizters (heavy siege).
14-Ft Liers and Ft Fleron surrender after a heavy siege bombardment.
15 thru 17-The western forts are taken-surrender.
16-Ft Hollogne and Ft Flemalle surrender after a short bombardment.
17-The German 1st, 2nd, 3rd Armies commence operations.
Note: The Germans found 17 locomotives crashed together at Verviers.
18-The 2 & 4 Cav Div attack towards Hasselt – on a line Budingen to Diest, but were halted after the Belgian 1st Cav Div was reinforced by the 8 Mxt Bde

Jan II 43

Allied Turn

This time the Allied player rolls a six for the game turn’s weather die roll; so it’s still mud in the E weather zone and rough seas in the Mediterranean. Per Advanced Rule 36D2-Desert Storms and Temporary Airfields, he rolls again to check for desert storms and they do indeed occur this turn. The single on-map Axis temporary airfield at the Tripoli dot city hex is unaffected by the desert storms due to the presence of the It 0-6 const III 5A in the hex. But the Allied player’s numerous temporary airfields in Egypt are hard hit for the second time in the current WD/Cauldron scenario. Bad luck with his die rolling for the sand storm’s effects at temporary airfields without the presence of a const/eng unit inflict nine more damage hits (some are double hits per the success table) at his Egyptian temporary airfields, jacking up the total damage hits in Egypt due to sandstorms to an incredible total of 22. A withering total of 12 air units are rendered inoperative by the wind blown sand of the two Western Desert sand storms recently endured. I wonder if this is a world’s record in WW for the desert storms? Ironically the Egyptian coast road temporary air field at 19A:1519 where the Allied player just last turn airlifted the 0-1-4 const X 66RPC with the US C-47 air unit has no air units at the hex. Perhaps miffed by Fate’s mean trick done to him, he has the const X repair the rail hit there during the movement phase.

At Mechili (18A:4019) the 0-1-4 const X 64 RPC builds a 2-cap temporary airfield. A little westwards, at stony desert road hex 3423 (one hex west of Msus) the Br 1-2-8 eng X 8 builds a 3-cap temporary airfield, complementing the one at Msus (3523).

Early in his movement phase the Allied player gets down to his last game turn’s war business and unleashes a final big bombing offensive against the Bengazi hex. After staging some fighters to his newly built airfields, he first sends the two B 24 HBs and the US B 25C on a day bombing mission escorted by the SA Spit 5, a Br P 40K, the US P 40F, and a Br Hurri 2C. This compels the Axis player to send the four Axis fighters defending Bengazi to intercept the Allied mission. The intercepting force contains the MC 202, the two Me 109G2s, and the Me 110E HF. The four Axis fighters based at Bengazi are too far away from another Axis airfield to fly “a 1-leg air transfer [scramble] mission” per Rule 23D2-Scramble, and so they fly to their fate. The P 40K and the Spit 5 are aborted, along with a Me 109G2, but the Allied bombers score no tac bombing hits against the Bengazi airfield.

Having made the Axis player use up all his operative fighters at Bengazi against the initial Allied air attack, the Allied player then flies the three A 30s and two Hurri 2Cs on a tac bombing mission, but they also miss the Bengazi airfields in the mud weather.

Finally the Allies send the two Well 1Cs and the Blen 5 on a strat bombing mission against Bengazi’s port capacity. The bombers miss their port target and the Blen 5 is aborted by the port’s flack.

In the movement and exploitation phases the Allies send westward along the Libyan coast road what might be called a stalking force towards the retreating Afrika Korps forces. The Allied stalking force eventually enters the Sirte hex at 18A:1727, but then backs up and ends the turn at 2127, 12 hexes away from the Axis desert front line at hex 1025. This westernmost Allied occupied hex at the game’s final Allied turn contains the Br 7th Arm XX, the two Br 2-1-10 lt arm II’s 1HRC & 1DG, the Br 2-10 lt flk X XXX, the Br 1-10* support group X 2, and two steps of attack supply. The other three Br arm divisions 1, 8, & 10, along with a large array of powerful 8th Army arm/motorized ground units, remain at hexes 3129 & 3130, available for a hypothetical “next turn” to either strike northwards and attack Bengazi in (hopefully) clear weather or westwards down the Libyan coast road, if perchance the Axis gets frisky and changes direction.

By the end of the exploitation phase the Allied player transfers westwards some more fighter units to facilitate the siege of Bengazi. At his forward airfield at 3423, next to Msus, is the Br P 40K, the Br Spit 5, and a Hurri 2C. At Msus is the US P 40F. The Allied player reassures me that in a hypothetical Feb I 43 Allied turn he’d rebuild the aborted SA Spit 5 and the Br P 40K with two of his 17 now available ARP’s and place them at Msus along with the US P 40F. At Mechili are two Hurri 2Cs. This gives the Allies a total of 8 good fighters in the Bengazi zone. At Tobruk is an old Hurri 2 and at the 3-cap permanent airfield at 4818 are the three A 30s. A variety of other mostly bomber types are available at airfields farther east.

 Axis Turn

On the last turn of the game the Axis player wants only to put an exquisite end to what he thinks has been a good Europa desert war game. With the one Ger ARP available he rebuilds the aborted Me 109F2 and places it in Sicily. This leaves available one It ARP. In Libya he symbolically continues the Afrika Korps westwards retreat towards Tripoli, while not actually exiting the west edge of Western Desert map 18A. The three Axis attack supply steps at the road hex at 18A:1025 can only move to coast road hex 0622, six hexes away from Tripoli. One of them can move one coast road hex further west. A couple of It ground units keep them company (and prevent a potential Allied capture) and a coast road “rat tail” connects them to the Tripoli hex.

The Axis player uses his 3 RE Cent Med sea transport capability to safely coastal ship to Bengazi another step of attack supply beginning the turn at the Tripoli hex. This gives Bengazi a total of six attack supply steps. Right now it seems to the Axis player that a plentiful supply of attack supply steps at Bengazi (about 6) is more important/useful than attempting to somehow slip (and presumably hopefully eventually out) a WD scenario It 0-6 const III into Bengazi. Sadly however, he air transfers the three remaining Axis fighters at Bengazi, a MC 202, a Me 109G2, and the Me 110E, back to Sicily. He sees no point in wasting good Axis fighters and ARPs in an air war of attrition over the besieged, permanently cut-off, and frankly doomed Bengazi hex. From now on until its fall it will no doubt be “raining bombs” on Bengazi, regardless of good or mud weather. The good Axis fighters there can be of greater use elsewhere in the Med/NA Command for prolonging the existence of the Third Reich.

The Ju 52 based at Tripoli (transferred during the previous Allied turn) airlifts another Ger inf RP stored there to the mainland Europe off-map holding box.

There are still bombers at Scarpantos and Rhodes menacing the Allied facilities in Egypt and eastern Libya, but the Axis player keeps then grounded, wishing to avoid last turn air unit losses due to the formidable Allied flack at virtually any and all tempting Egyptian target hexes, particularly at the Suez Canal. Admittedly, in a WW North African or WitD scenario all these Axis air units currently in the east Aegean zone would in this time period be very busy and frankly very likely more useful in the Tunisian area.

At the end of the game both players happily declare the reported Western Desert/Cauldron scenario Europa war game a draw.

The game reporter will attempt for the EA a final WD/Cauldron game report which will attempt to be a summary of lessons learned and a description of Europa desert war gaming insights derived from the current game. A very brief WD scenario VP analysis will be presented.

Jan I 43

Allied Turn

Allied Turn. Allied Western Desert air power notably increases this turn with at least 6 good air unit reinforcements and the arrival of 15 ARPs, along with some interesting air unit conversions. Buried in the Allied turn’s long OB listings is a three Ind inf X Mid East Command withdrawal, along with a Blen 4, to the Near East that the Allied player needs to be ready for.

At the turn’s start the Allied player rolls a 3 on the weather table and so it’s still mud in the E weather zone and calm seas in the Mediterranean. For the time being the Axis hasn’t yet lost on his Bengazi gamble.

The Allied player has so many unused ARPs remaining at the start of the new air cycle that he gets to carry over two of them to the new air cycle per Advanced Rule 25C7-ARP Accumulation, and so has a new net total of 17 combined US & British ARPs. The 12 unused Br ARPs reaps him 3 VPs pr the same Rule.

However, the Ind inf X withdrawals mentioned in the first paragraph cost him an eventual net of -2 ½ VPs for his Palestine garrison requirement when he uses three Ind inf Xs he has there for the Allied OB stipulated withdrawal. He has enough available garrison capable ground units in the ME replacement pool to cover ½ RE of the Palestine garrison. He nixes my suggestion he use the three Ind inf Xs of the Ind 10th inf XX bearing down on Bengazi, saying he likes these Indians where they’re at.

At the start of his movement phase the Allied player sends 8 fresh gsp’s to Malta. The Malta Status is still 0.

The Palestine garrison requirement is eventually fulfilled in the movement phase with the arrival of the reinforcement Fr 1-10 mot inf X L, the Ind 2-8 inf X 7 sea transported from Cyprus, and the Br 1-8 MG II 2 Ch from Egypt.

Using one of the new US ARPs he brings on an American B 25C from the ME abort box.

The Axis player does no harassment missions at the end of the Allied initial phase, perhaps another sign of the end phase of the Western Desert scenario.

Early in the movement phase the two colonial 0-1-4 const Xs complete their 3-cap permanent airfields at Tobruk (18A:4817) and at the due south adjacent hex at 4818. One 0-1-4 const unit then admin moves to El Mechili (4019), where it ends the movement phase stacked with the Fr 2-8* inf X 2FL.

The other colonial 0-1-4 const X is picked up by the US C-47 and airlifted to one of the “sanded-in” (2 hits of damage) 3-cap temporary airfields at Egyptian coast road hex 19A:1519.

Meanwhile the Br 1-2-8 eng X 8 builds a 3-cap temporary airfield at Msus (18A:3523) and then moves one hex westwards and ends its movement at stony desert road hex 3423, along with the two SA lt arm IIs 4 & 6, the Ind 1-2-10* mot anti-tnk X 3, the Br 3-2-10* lt arm X 4, and the old Br 1-10* mot support group X 2(nd arm XX). At Msus is the Ind 2-8 inf X 11, the Br 44th inf XX HQ unit, and three steps of attack supply.

The Br para II 156 arrives at Tobruk, where it ends its movement with the 2nd NZ inf XX HQ unit and the NZ 2-8 inf X 6.

The Ind 6-8* inf XX 10 ends its turn at 3518 and is reinforced by the arrival of the Br 1-8 anti-tnk II 95. At Bardia (4116) is the Ind 2-8 inf X 5 and the 0-8 lt flk II 57. Other stout 8th Army stacks encamp close to Bengazi at 3323 and 3422, and the Br 2-8 inf X 132 lingers at 3620.

The Allies then begin a major air offensive against the beleaguered Axis defenders at Bengazi (18A:3121). First they send the Aus Halfx 2 night bomber and the three Wellingtons on a night strat bombing aiming to score port damage hits. All four bombers make it through the city’s flack, but score no bomb hits.

Next the Allies sends three US B-24s on a day bombing mission, but cancels the mission as soon as the Axis sends three of his four fighters based at the Bengazi hex on interception missions. Right afterwards he sends the Bftr 6F NHF on a daylight tac bombing mission against the Bengazi airfields, but cancels it as soon as the Axis sends on the interception mission the last fighter based at the port city.

Then, having forced the Axis player to use up his available operative fighters at Bengazi on bum steer interceptions, the Allies unleash the three A 30s on a daylight tac bombing mission against the Bengazi airfields. Once again, however, after getting through the seven flack factors, the A-30s miss their Axis airfield target. They are followed by the Br Blen 5 and the US B 25 on a daylight bombing mission, but they also miss their airfield target.

Finally the Allies send the Br B 24C bomber on a daylight strat bombing mission, but again can’t score a hit against the Bengazi port. Although superficially “lucky” in that the Axis suffered no bomb hits (all Allied bombing factors halved due to the mud weather) at the Bengazi hex, the Axis player is beginning to feel the “blueness” that an Axis soldier caught in the Stalingrad pocket might feel on a “good” early Jan. day there. He wonders if he ought to evacuate his four fighters based there to avoid a possible last turn Jan II 43 Allied drubbing?

At the desert front line the Allied player sends a strong mobile force westwards down the Libyan coast road to 18A:2328, thereby gaining hex control of the coast road up to here. However, by the end of the exploitation phase this advance mobile force returns eastwards to the new Allied desert front line back at 3129 & 3130, both two hexes east of El Agheila (2930). This puts both powerful Allied hex stacks within 10 hexes of Axis held Bengazi, putting this force within striking distance of the besieged city, assuming clear weather on the Jan II 43 game turn, the last one in the WW Western Desert scenario.

Perhaps as a kind of end of game honor guard, the Allied player puts the Aus desert rat 1-10 lt arm II 1 at the Agedabia hex (3327).

Late in the exploitation phase the Axis player does big a non-phasing air unit transfer reshuffle. His single Ju 52 air transport goes to the Sirte airbase (1727). To the Khaina (19A:4403) airfield at Crete go three Ju88A4 air units and a MC 202. To the Erakleion (4903) airfield on Crete go the two Z1007b’s, a Ju 88A4, and a MC 200 air unit.

By the end of the turn the Allies have on-map in the Western Desert 14 good fighter units fighting 10 Axis fighters of mixed Ger & It qualitites. An It G 50bis still guards eastern Sicily from the two Spit 5s at Malta. This turn the Western Desert air force fields 17 B & A types compared to 11 Axis B & D types.

It might be interesting to note the dispositions of the by now perhaps splendid Allied Western Desert air force. At Msus menacing Bengazi is the US P 40F, the Br P 40K, and the SA Spit 5.

At Tobruk are the Br & Aus Hurri 2Cs and a Br P 40K. At the adjacent airfield hex due south of Tobruk at 4818 are the three A 30s.

At the cluster of airfields at the Libyan-Egyptian border between rail hex 19A:0219 and Sidi Barrani (19A:0718) inclusive are the US B 25C, a Br Blen 5, the Br B 24C, two Well 1Cs, the Aus Halfx 2, three US B 24D5s, the SA P 40E, the Br Bftr 6F, a Br Hurri 2, two Br Hurri 2Cs, and a Br Spit 5.

At the string of Egyptian coast road airfields between Matruh and Alexandria inclusive is a mixed assortment of 11 other good air units.

Axis Turn

The Axis get essentially nothing this turn in reinforcements, though it looks like the still functioning Med/North Africa Command’s Western Desert scenario’s air cycle will see a 1 ARP carry-over for both Ger & It for the game’s remaining one turn (eg., the Jan II 43 game turn) new air cycle. The Axis gain 1 ½ VPs in the initial phase for accumulated ARPs. There is also this turn’s Axis production per the WW Production Charts that technically is first available in the initial phase in the mainland Europe off-map holding box, though historically maybe most, if not all of this production went to Tunisia on the (unused) Torch/WitD/North African scneario maps. There’s also some older current game stuff lingering in the scenario’s mainland Europe off-map holding box.

Meanwhile, at the very start of the Axis movement phase, the Axis sends a mission to the Valletta hex at Malta using the Sicilian based Me 109F3 and the MC202 as escorts and the It Ju 87B on a tac bombing mission. The two Br Spit 5s there intercept and a Spit 5 is aborted. The dive bomber is on a tac bombing mission of the port’s capacity for the Malta Status mission, and the port’s AA is accordingly adjusted two columns to the left. It makes it through the adjusted flack and scores a hit. Then the SM 84 based at the 3-cap permanent airfield one hex south of Tripoli at hex 18A:0122 does a day strat bombing mission for the Malta Status, makes it through the flack, and also scores a hit. Then the Axis sends the three Ju 87Ds at Tripoli on an extended range tac bombing mission for the Malta Status, but score no hits after adding all their tac factors to a total of 2.49, but miss on the bombing die roll. By now the Malta Status is 2.

Then the Axis player attempts to sea transport to the Bengazi port hex one of the turn’s new Axis steps of attack supply, using the new arrival free shipping, but the step of supply is sunk by Allied anti-shipping die rolls.

Using their three RE Cent Med on-map shipping abilities, the Axis safely ship to Bengazi via coastal shipping a step of attack supply at the Tripoli hex, jacking the total there to 5.

The Ju 52 at Sirte airlifts a resource point in the hex back to mainland Europe.

In the movement phase the Axis does another major westward strategic retreat, rather too quickly to take the time to push back the Allies’ coast road hex control ending at hex 18A:2422, but not so hasty as to neglect damaging with MP’s and subsequently removing from the map two permanent airfields at Sirte and 1527, and also the 1-cap temporary airfield at Misaurata (1022). The Afrika Korps (AK) new desert front line at 18A:1025 is 22 hexes away from the closest Allied front line stacks at 3129 & 3130. Found at road hex 1025 is the 21st pz XX, the mot lt flk II 617, the mot anti-tnk II 605, and three steps of attack supply. An Axis “rat tail” goes on to 0925 (15th pz XX), 0824 (90 LE mot inf XX), 0823 ( It mot inf XX 101 Trs), 0723 ( It Arm XX 131 Cn), and hence along every Libyan coast road hex up to and including Tripoli.

At the Tripoli dot city hex the 0-6 const III builds a 3-cap temporary airfield. By the end of the movement phase the Tripoli hex possesses a tall stack with 11 flack factors, including the newly arrived and reconstituted Lw 2-10 mot hv flk III 102. The step of attack supply that has been sitting at the airfield one hex south of Tripoli at 0122 finally gets to move into the adjacent Tripoli hex, making it the second of two steps now there. The other AK Lw 2-10 mot hv flk III (135) is at besieged Bengazi.

The other 0-6 const III admin moves to coast road hex 0722, ending its move with a mixed bag of other retreating Italian units.

Late in the exploitation phase the Axis air force on Crete stages to the Axis airfields on Scarpantos and Rhodes. The two Z1007b’s on Rhodes do an extended range Allied shipping strat bombing mission at the Port Said harbor hex and both somehow make it through Said’s 5 factors of flack and score a hit, reaping the Axis player 1 VP. One of the four Lw Ju 88A4s bombs the rail line running through the Alexandria hex and three bomb the rail/causeway rail line at 2517, adjacent to Alexandria, but all bombers miss their rail line targets.

By the end of the Axis turn both players realize that the spector looms of an Axis Bengazi holding out in a hypothetical bigger and longer WW WitD or North African scenario game for maybe as long as the Mar I or Mar II 43 game turns, relying on the -2 to the combat roll to avoid Allied attacks due to the likely mud weather in the E weather zone during the period running from the Jan I to Feb II 43 game turns.

Even as early as the last Jan I 43 Allied turn has the 8th Army paused in its until then hard pursuit of the retreating AK. This is perhaps due a necessary balancing of Allied Western Desert forces corresponding to the current war game map situation, probably primarily due to the Axis stand at Bengazi.

This game’s Axis stand at one of their North African standard supply sources/major ports has admittedly essentially arisen here due to a “home brew” WD/Cauldron battle scenario at start stipulation done by the designer. In other WW Western Desert/WitD games played with RAW, both the Allied and Axis armies would in many games probably march in silence and with indifference past an unimportant Bengazi with an at start standard port and in many instances press on towards some other final Axis pocket in North Africa in ’43, likely at Tunis.

However, the game report has the added special features of the “highly experimental” Optional Rule 12 C1e-Standard Supply Terminal Suppression, perhaps originally designed to hasten the fall of an Axis Tunis general supply source. Importantly, a close reading of the rule seems to indicate that even a suppressed supply terminal per Rule 12 C1e is considered an Axis standard supply terminal for the purposes of Rule 42 A-In-Theater Surrender, as the “capture of a suppressed standard supply terminal results in the same consequences…as capture of an unsuppressed standard supply terminal.”

When I complement my opponent by reassuring him how wise it was of him to begin bombing Bengazi as much as he did on his Jan I 43 turn in order to suppress the standard supply terminal there, he cuts me short and says the top Allied bombing priority at Bengazi from the start was for the elimination of the Axis fighters there and/or inflicting airfield damage hits there.

Ever since the Allied Torch invasion of French NW Africa, Axis North African strategy has shifted from maintaining a strong but essentially static post-fall of Tobruk defensive position in the Libyan-Egyptian Western Desert to a new game of maneuver towards and continued control of the gradually diminishing defensive enclaves surrounding the three Axis North Africa standard supply sources/major ports at Bengazi, Tripoli, and (historically) presumably at off map Tunis on map 25A. This is due to the overwhelming ground and air superiority of both the 8th Army and the Torch invaders.

In the current Western Desert/Cauldron scenario game, the implication of all the above is an Axis held Bengazi hanging on until perhaps the Mar or Apr 43 game turns, after the weather there turns good and favorable for a big Allied final attack. An Axis Tripoli could perhaps successfully remain Axis controlled for a number of turns defended perhaps lightly while between an Axis Tunis and Bengazi, all the while giving aid and support to both the Tunis and Bengazi enclaves/pockets, until finally ultimately captured by almost certainly a reinforced 8th Army desert front line attack in the Tripoli vicinity done only after the fall of an Axis Bengazi.

In Tunisia the implication is perhaps a vertical north-south Axis front line facing westwards towards the Allied Torch invaders at roughly the Tunisian-Algerian border, or maybe a little eastwards. This line could be quite powerful at its north end up by the Mediterranean coast, but might likely taper and weaken in strength as it continues southwards, perhaps petering out altogether on map 25A in central Tunisia somewhere south of the E Weather line. This is after the infusion into the Tunisian pocket of the main bulk of the AK force retreating from the Western Desert map group (and perhaps by a big buy-out of Italian Med/ North Africa Command replacement pool motorized items built with It arm & inf RPs stored at Tripoli) by about the Jan II Axis game turn, minus the Axis force at the Bengazi hex and some stragglers/guardians in the Tripoli hex vicinity in Libya. The idea is to keep effectively apart the indigenous 8th Army and the newly arrived Torch invaders until the good weather begins in the E weather zone in the spring of ’43.

Although consoled with the war game wisdom gained by the current game report, this Europa war gamer can’t help but feel that the current war game is perhaps deservedly metamorphosing himself to a classic “Tojo-like” 20th century WW II creature chock full of the same “to the death” battle cries this same armchair general so “righteously” condemned just a little earlier at the global EA when it applied to the Japanese case in WW II. The whole concept of frenzied last stands at strong points (eg., Bengazi, Tunis/Bizerte, and Tripoli) designed to weaken the will of the stronger enemy force to continue its fight against the weaker force and thereby aid in achieving a more favorable (presumably) negotiated peace now arises with all the foreboding and regret of witnessing an ill omen. For those interested in the European version of the “Tojo” modern world war strategy syndrome of “fighting to the death” one might read “The Fall of Mussolini: His Own Story …,” edited and with a haunting preface by Max Ascoli (1948). Note Il Duce’s interesting comments on Pantelleria.

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