The Capture of Tobruk

The Capture of Tobruk (Overlord Map)

June 21, 1942—Tobruk falls, and Rommel gets his moment in the sun.

The Desert Fox came tearing across North Africa like a bat outta hell, and when he set his sights on Tobruk, he didn’t waste time. That place had held out before—but not this time. Rommel hit it hard, fast, and surgical. In no time flat, he smashed through the lines, bagged 30,000 Allied troops, and scooped up a mountain of supplies.

It was a gut punch to the British—morale wrecked, command shaken, and the enemy thumping their chests from Berlin to Rome. Tobruk was supposed to be a fortress. Instead, it became a prize.

But here’s the truth: Rommel’s victory was real—but it was short-lived. You don’t win a war with flash and headlines. You win it by bleeding the enemy dry, taking ground, and never letting up. And that’s what we did.

By the time we met him again at El Alamein, the tables had turned. Rommel’s advance stalled, and the Allies came back with a vengeance.

You want to take a city? Fine. But you’d better be ready to hold it when the real fight starts.

~~ General Howitzer

15 VP’s

Card Balance:

Allies – 7

Axis – 11

Complexity:

3

Conditions:

Desert

Context:

Historical

Location:

North Africa

Year:

1942

Theater:

Mediterranean

Campaign:

Codename:

Summary:

Objectives:

15 VP’s with many territorial Medal Objectives, some Temporary and some Permanent.

Battlefield:

A desert with a couple of roads crossing the area in both directions

Troops:

Allies  – 17 Infantry some with Special Weapons, 5 Armor, 2 Artillery

Axis  – 17 Infanty, 16 Armor including some Half-Tracks, 6 Artillery

 

Allied Strategy:

1.  

Axis Strategy

1.  

Classic Battle Reports

45% Allied Wins

0
BR - Capture of Tobruk

Author:

Days of Wonder

Link:

Dug in at Sidi Omar – Armor Cat & Mouse Play

Sidi Omar - Cat & Mouse Games

So here is the situation. Allies have a superior armor advantage on the right flank – as soon as the two units from the center move over there.  But they don’t want to move in too quickly. The reason is that in desert tank scenarios, it is usually the one that strikes first wins. So even though the Allies have four-figure Armor units, they want to proceed carefully.  

So even though the selected armor could move up one more hex and fire at the Axis armor, it may not be wise.  A good card for the Axis would allow all three on the right to reply, plus there is another Panzer unit lurking in the center section.  

So the question is, do the Allied armor wait until they are all grouped together on the right to attack? Or do we go for a quick hit, and maybe take out the lone enemy armor unit?

 

Sidi Rezegh Airfield

Sidi Rezegh Airfield

scenario_SidiRezeghAirfield_start

“Listen up, boys! Back in November ‘41, the battle for Sidi Rezegh Airfield was one hell of a dust-up in the North African sands. The South Africans and the British 7th Armoured Division—those Desert Rats—were gunning to knock the Axis on their heels and bust open that siege at Tobruk.

The Germans and their Italian pals weren’t about to give up that airfield without a fight. Our boys slammed into those anti-tank guns and Panzers like a battering ram, and at first, they made some headway. But Rommel, that desert fox, came roaring back with his own counterattack, and it turned into a slugfest—blood, sweat, and tanks grinding it out in the sand.

In the end, the Brits had to pull back from the airfield, but they gave Rommel a bloody nose and knocked his supply lines out of whack. And don’t forget—Operation Crusader didn’t end there. That airfield scrap was part of the bigger plan that finally lifted the siege of Tobruk and turned the tables in North Africa.

So remember this, men: sometimes you take a few lumps, but you keep punching, and that’s how you win the war!

~~ General Howitzer

5 VP’s

Card Balance:

Allies – 4

Axis – 5

Complexity:

2

Conditions:

Desert

Location:

North Africa

Year:

1941

Theater:

Mediterranean

Campaign:

Operation Crusader

Summary:
This desert scenario has a roadway passing through two sections cutting at an angle, blocked by escarpments. This is a tank battle ‘mano-a-mano’ and in many cases the attacker with the early momentum can gain the upper-hand and win.

Objectives:
This is a 5 VP game, and since it is a tank battle will go very quickly. The Axis begins with one point already, thanks to their control of the airfiled. 2.

Battlefield:
The field of play is all desert, with an escarpment and road running at any angle through much of the right flank. The small opening between escarpments is where the Axis will have to attack. The British can attempt to use the road for rapid progress towards the top of the map where the airfield lies.

Troops:
The Axis begin with an armor and mobility advantage to their side. The British also have no infantry, so some of infantry command cards will be converted to sigle armor unit commands.

Allied Strategy:

1. Allies need to remember that because of North African Desert rules, your armor can only move two hexes, while Axis can move three. Watch your armor placement carefully to avoid a series of close assault attacks.

2. The Allied armor begins in a congested formation with several units having no retreat options. This places the Allies in a position, since they move first of attacking the Axis armor immediately, before they are attacked – while they are still pinned against the back border – by the three-hex moving Axis units. So even if the card do not allow you to move a lot of units, you simply must attack and get your forces forward.

3. The British will need to attack an overwhelming tank force which has greater mobility than them (3 hex moves vs. 2 hex moves). In order to do this, it may help to threaten an attack on the airfield, thus diverting some Axis armor resources towards defense of said airfield.

Axis Strategy:

1. Axis begins with one victory medal for the airfield. As long as they hold the airfield, they keep the medal. So part of Axis’ considerations and planning must not only include the outright attack on the Allies in the sand, but also thought must be given to defending the airfield. Do not allow the Allies to distract you, while they prepare for an assault against it.

Battle Reports

(percentage of Allied victories):

28%

25
BR - Sidi Rezegh

Author:

Days of Wonder

Link:

Securing the Flank

Securing the Flank

The battle “Securing the Flank” near Caen, France, was part of the Allied efforts during the Normandy Campaign of World War II in the summer of 1944. Following the D-Day landings, the Allies sought to expand their beachheads and secure strategic positions to enable further advances into German-occupied France.  The fighting around Caen was marked by intense battles in open fields, villages, and bocage (hedgerow) terrain, which slowed Allied progress and caused heavy casualties. Despite these challenges, the Allies ultimately succeeded in securing the area, paving the way for the liberation of Normandy and the advance toward Paris.

5 VP’s

Card Balance:

Allies – 4

Axis – 5

Complexity:

3

Conditions: 

Countryside

Location:

France

Year:

1944

Theater:

Western

Campaign:

Normandy Invasion

Summary:

Objectives:

5 VP’s, including two temporary Medal Objectives

Battlefield: 

The center of this battlefield has a range of hills facing a three hex town with a Objective medal for the Allies. Control of the center will determine success in this scenario.

Troops:

Allies – 9 Infantry, 4 Armor

Axis – 7 Infantry, 3 Armor, 1 Artillery

Allied Strategy:

1.  The Allies have a temporary medal objective in the town of Fontenay le Pesnel in the top center section.  So grab the hilly ridge just below it, to launch the attack. As you attack the Axis forces around the battle field, you can continue to push up into the city, forcing the enemy to defend on multiple fronts.

2.  Your two infantry in the right section are open and undefended. Get them into the forest hexes as soon as you can.  The Axis have a couple of armor stuck behind hedgerows so you have a bit of time to secure your forces.

3.  Because of the enemy artillery, the left flank is your weak flank. The large open countryside is dangerous territory for your troops to try to cross with the enemy infantry sandbagged in the woods, combined with the artillery.

Axis Strategy:

1.  Your armor in the lower left flank needs to get into action as soon as possible. It will take one move just to move them into a position where they can respond to enemy threats. Do that at your first opporunity.

2. Once you have your armor in place on the left flank, your next concern is your right flank, which can become overwhelmed if the enemy is aggressive and has the right set of cards. 

3.  Move your artillery on your right flank forward when you can.  This will give you 2D attack on the front two hexes of the center hill.  This will mute the Axis attack against your fortified infantry in the center.

4.  Protect the city of Fontenay le Pesnel.  Do not let the enemy troops get close enough to hide in the city.  If they control two hexes, you lose the medal to them. 

15
BR - Securing the Flank

Author:

Days of Wonder

URL

Panzers vs. Grants

Panzers vs. Grants

“Listen up, boys! In May ‘42, in the blazing North African desert, the British 7th Armoured Division rolled out their shiny new Grants—those big 75mm guns looked damn impressive on paper. They thought they’d finally have the edge over Rommel’s Panzers.

But let me tell you, those German 15th Panzer boys weren’t in the habit of rolling over for anyone! They didn’t give a damn about new tanks—they had the tactics, the guts, and the desert smarts. The British fought hard, but the Germans danced circles around them, turning that desert into a killing ground.

In the end, those Grants put up a hell of a fight, but the Germans sent ‘em packing. That’s the lesson of that day, boys—firepower alone don’t win the battle; it’s the man in the tank and the way he fights that makes the difference!

~~ General Howitzer

5 VP’s

Card Balance:

Allies – 4

Axis – 6

Complexity:

2

Conditions:

Desert

Location:

North Africa

Year:

1942

Theater:

Mediterranean Theater

Campaign:

Battle of Gazala

Codename

Summary:

This scenario is played out on an almost wide-open sandy battlefield with tanks battling it out. It is a great test of the attacking power of the Allied Grants vs. the German Panzers.

Objectives:
This is a 5 VP game, and since it is on an open desert battlefield, it will proceed rather quickly. There is one Medal Objective hex for the Axis in the form of the British HQ and Supply Tents.

Battlefield:
An open desert terrain with just a few sand dunes and an oasis.

Troops:
Seven Panzers vs five Grants, balanced by the fact the Axis only have 1 infantry, and the British have five. No artillery.

Allied Strategy:

1. As the Allies, you are at an armor disadvantage. The enemy starts the scenario with most of the armor misplaced on the flanks, and only two in the center section. But as soon as they consolidate their forces together, you will feel the might of their firepower. Therefore you need to work your units, infantry and armor as a cohesive force. Do not let your armor get out way ahead of the infantry. Work them together for a stronger attack.

2. Focus your effort and cards, as they will allow, on the center section where you can defend against attacks from either flank.

3. The goal is five VP’s, and since the enemy only has two infantry, this means you will have to take out at least three Panzer units.

Axis Strategy:

1.  Your Panzers in the center and right flank are outnumbered due to the four-figure tank units of the British, so you will need to get your Panzers which are stuck behind the palm forest on left flank into the game as soon as you can.

2.  Do not attack on your right flank until you have the material and cards to do it.

Classic Battle Reports:

(percentage of Allied victories)

32%

13
BR - Panzers

Author:

Days of Wonder

URL

Knightsbridge, Battle of Gazala

Knightsbridge

scenario_Knightsbridge_start

“Listen up! In early June ‘42, out there in that hot Libyan desert at a place they called Knightsbridge, our British allies were in for the fight of their lives. The place was nothing but a road junction, but it was as valuable as gold when the shooting started.

Rommel came at ‘em with his Panzers and those nasty 88s, aiming to cut ‘em off, encircle ‘em, and finish the job. The British Eighth Army fought back with everything they had, but those German guns chewed up their tanks like a buzz saw through dry timber.

Even though the Brits took a beating and left a lot of metal in that desert, Rommel couldn’t crack the line. He overreached, and the whole thing bogged down into a stalemate.

Let that be a lesson, boys—in the desert, mobility is king. You gotta hit hard, move fast, and never let the enemy pin you down. Knightsbridge wasn’t the final blow, but it sure as hell was the warning shot that the real fight was just getting started!”

~~ General Howitzer

5 VP’s

Card Balance:

Allies – 4

Axis – 6

Complexity:

2

Conditions:

Desert

Location:

Libya

Year:

1942

Theater:

Mediterranean Theater

Campaign:

Western Desert Campaign

Context:

Historical

Summary:

Objectives:

5 Victor Points

Battlefields:

Knightsbridge is an almost open desert battlefield in which tanks engage in head-on warfare, interspersed with the occasional artillery fire and infantry assault.

Troops:

Allies – 8 Infantry, 1 Artillery

Axis – 6 Infantry, 3 Artillery

Allied Strategy:

1.  Big picture goal for Knightsbridge, like many desert scenarios is to hit first and hit hard.  

2. The Axis have three Artillery which will assist the Armor if you venture too close.  With your limited movement, it would be best to keep your forces together on your end of the battlefield.

3.  Get to the ridge on your left section as quickly as possible. You cannot move as fast as the Axis, so you need to start right away.  Do not get caught back against the border, or the enemy will wipe you out with the additional flag hits. 

4. You are strong on your right flank, so move your units forward together to defend against the on-coming Axis attack.

 

Axis Strategy:

1.  Because of the wadi in the middle of your end of the battlefield, your forces are divided.  Your Armor on the left flank is outnumbered five to two, but you do have your artillery.  If you can entice the Allies to move forward, you can get some support from your Artillery fire.

2. Take advantage of the ridgeline on your right flank by parking your units there and wait for the Allies to attack. The height advantage may count in your favor in the ensuring battle. 

3.  Grab the heights on the ridge as quickly as you can. Whoever gets on top of the hill first will gain a 17% hit advantage.

 

Battle Reports

22
BR - Knightsbridge

Author:

Days of Wonder

Link: