Tobruk 41 Designer Notes

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1 Tobruk 41 Designer Notes Wig Graves I. Introduction II. Maps III. Order of Battle Research Unit Types Armor (or Armour) Guns Infantry Command IV. Game System Discussion Brigade Groups and Kampfgruppes Zone-of-Controls (ZOC s) Unit Breakdown/Build-up Mechanical breakdown Fixed Units Air Power Replacements Explicit Supply V. Scenario Descriptions and Player Notes VI. Bibliography Books Maps National Archives I. INTRODUCTION The North African Campaign has always held broad interest in the wargaming community based on a number of factors. The first is the very large geographic area that contained few natural features to disrupt movement. Next is the fact that the forces involved in the campaign remained relatively small and could not hope to cover the vast desert areas. And finally, of course, there are the personalities involved, Rommel and Montgomery among MANY others. All Page 1

2 this adds up to sweeping maneuver executed by small, elite forces Maneuver warfare at it s purest. My interest in North Africa games goes way back to my early board-gaming days. But where there were plenty of tactical and strategic level games, the operational or grand tactical scale was not well represented. Several attempts were made but all fell short for various reasons. So, as soon as I saw the Panzer Campaign series, I knew that this was the forum that could do the North African Campaign justice. The Crusader battles were chosen because of all the desert operations, it offered the most movement and the most operational opportunities. The later battles of Gazala and particularly el Alamein were both more heavily influenced by fixed forces. In addition to the Crusader battles, I also wanted to add the fighting for Tobruk and the actions that lead up to it, something that has (to my knowledge) never been addressed before. Research is the part of game development that I enjoy the most and there is no shortage of available material on the Africa campaign. The complete Bibliography is at the end of this file and it even includes a list of books that I identified as relevant but were unable to locate. I would like to highlight two sources that are the best overall histories of the campaign: The Relief of Tobruk by Murphy and The Sidi Rezeg Battles 1941 by Agar-Hamilton. The first is the Official New Zealand History and the second is from South Africa but both offer excellent narratives of the entire Crusader operation. Another source of note for the early fighting at Tobruk is the Australian Official History Tobruk and El Alamein by Maughan. Before leaving the overview, I d like to make a few statements about warfare in the desert in Much of this will be expounded upon in the various sections below but the equipment and resulting tactics may be a big surprise for many players. The main misconception to clear up is that tanks do not kill tanks, guns do. The British did not understand this and they expected their superiority in armor to easily defeat the German panzers. The results were that the Germans, using combat groups that included significant numbers of good anti-tank guns, 50mm or larger, were able to defeat the piecemeal British attacks. It was only when the panzers came up against the British infantry formations, with their excellent 25-pdr support, that their numbers started to dwindle. II. MAPS The maps are based on German and British wartime maps that were drawn from earlier Italian sources. I ve no doubt that at a 1-km scale there are mistakes but I have tried to reconcile everything with the written narratives. Much of the area is composed of hard packed soil and not the soft sand of the movies. Areas of loose rock and other impediments to cross country movement were rated as rough. Embankments and escarpments were used to denote areas where steep changes in elevations were noted even if there is no corresponding change in elevation level (i.e. the steep area might represent a 20m shelf, clearly an obstacle to movement but well within a 50m difference in elevation level). Another map feature that requires some explanation are the marsh hexes. These are present only on the Winter map and represent the areas that were flooded by the rains that accompanied the opening of the British offensive. There are a number of cases were vehicles got stuck and had to be pulled out. III. ORDER OF BATTLE Research The order of battle research for T41 was one of the most enjoyable that I have worked on. Page 2

3 There are PLENTY of references and though they tend to conflict, at least I didn t feel there were units out there that were not identified. There were just about enough eureka! moments to keep it interesting and I had great support. The Germans were probably the easiest because the captured records are quite complete. The only real task was figuring out when units actually arrived at the front (as German oob charts tend to include units as soon as they were assigned to Africa even though they might be sitting in Italy awaiting transport for months) and in what shape they were in after the various battles. The Italians started out to be the problem children and I relied heavily on the German records (yes, they kept tabs on everyone) but these left a lot of gaps. I was finally able to find copies of the Italian official histories for the campaign (actually two separate series) and these filled in most of the gaps. With the British there was definitely a situation of information overload but with the help of Jim Broshot and David Hughes, I was able to sort through it. I made the mistake of asking Jim/David an innocent question about the British artillery and they proceeded to track down the designation of every British battery and section These guys are great! Unit Types Armor (or Armour) The British tanks fall into the following categories: Cruiser Tanks - Early war British tank design was based, so they thought, on armor vs armor combat. The Crusader series was built for speed, at the cost of armor protection, and included a gun for which they never even produced High Explosive ammunition. The real problem was that by 1941, the 2-pdr gun was completely inadequate and the 37mm in the American produced Honey (Stuart) was no better (but at least it had HE). This represents the mainstay of the British armored forces and the game play clearly highlights their shortcomings. Infantry Tanks - Built for protection, at the expense of speed, these tanks should be looked on as a complement to the Cruisers not, as the British did, as second class citizens. Their high protection makes them very hard to kill and they are best used in their historic role of supporting the Infantry. Again, they are armed by the 2-pdr gun and thus cannot do much damage to the enemy; at least you will not be losing them in droves. Light Tanks (and Armored Cars) - But if you think the Cruisers are bad, the Mk-VI light tank is worse. With weak armor and only a machine gun as armament, they should clearly be used only as scouts. Others - Notably here are the CS or Close Support tanks. These were armed with 3-inch mortars but were, according to the regulations, only loaded out with TWO rounds of HE the rest of their load being smoke. Being the skeptic, I have rated them with a soft attack consistent with significantly more HE ammunition so they are at least useful against infantry and guns. The Axis tanks also come in four varieties (um, plus a tanket): Pz-III and M13/40 - The Pz-III is the mainstay of the German panzers as is the M13/40 for the Italian. Both suffer from the same armament problems as the British Cruisers (nearly ineffective anti-tank guns) but at least they have HE and are thus more useful against infantry/gun targets. In the case of the Pz-III, it has fairly good armor and can stand up fairly well to the British tanks. Pz-IV - The Pz-IV, in it s 1941 version, was envisioned as an support tank. Its low velocity 75mm gun is best used against soft targets but it does offer some anti-armor capability. It is Page 3

4 also well armored and can stand up to punishment. Light Tanks (and Armored Cars) - German light forces were also used in a primarily scouting role with the main difference being that they are much better armed and armored than their British counterparts. Other - German attempts to make their AT guns more mobile resulted in the creation of an entirely new class of vehicles, the tank destroyer. In time, this class would grow into powerful units but in 1941, it consisted only of the PzJag-I. It sports a good gun (47mm) but has only minimal armor protection making it an equal match for all the British Cruisers (both have the ability to kill each other). Unfortunately there are not many of these available. L3 Tankets - Hardly worth including in the game much less in a section that describes armored forces. These are only useful in a situation where the opponent has no hard attack capable units. Note that there is also a flame-thrower version that has no attack capabilities but can assault. Guns As stated earlier, guns were the real tank killers in the desert and in this area the Germans (and Italians) had a clear advantage. Everyone knows about the 88mm but the German 50mm and Italian 47mm guns accounted for most of the British losses. There are numerous stories of Axis forces using feints to draw the British into range of these weapons. For their part, British anti-tank forces were inadequate. Their mainstay was the 2-pdr which had all the same drawbacks as the version mounted in their tanks. Just prior to Crusader, the British did try to augment the 2-pdrs with converted 18-pdr field guns and these did score some successes. The British secret weapon, however, was their 25-pdr field gun. When used against tanks at close range it proved to be an excellent weapon. Another use, overlooked at the time, was that the 25-pdr could wreak havoc against the German anti-tank guns that were so devastating to British armor. Note: The gun portees, consisted of a normally towed gun mounted on the bed of a open truck, represented a special case and were a problem to represent correctly in the oob. Doctrine called for them to be dismounted and dug-in for use but this was rarely done and they were initially represented as self-propelled guns giving them the ability to fire without unlimbering. This approach, however, resulted in them being hard targets, something that was definitely not the case. The ultimate compromise was to make them towed units but to increase their movement ability some. Infantry The Infantry on both sides is fairly standard stuff with their actual weapons mixes going into their rating make-up. They are much more susceptible to morale concerns and I have show its evolution throughout the campaign. This is especially true for the Italians who improved significantly over the course of the year. The following tables identify the morale values contained in the various oob files. Axis: Mersa Brega/Mechili Fortress-A pr Fortress-Ma y Brevit y Battleaxe Panzer Divisions - Pz.Regt C B B B B B - Aufk.Abt C C B B B B - MG.Btl/Krad.Btl C C B/C B B B - Schtzen.Regt - - C - C B - Oasis C B - Pio.Btl - - B B B B - PzJag/Fla/Art.Abt C C C C C C Crusader Page 4

5 Afrika.Division - Schtzen Regt C - Inf.Regt C - Inf.Regt B Ariete Division - Armor - E D - D C - Bersaglieri D D D - C C - Artillery D D D C C C Brescia Div - E D D D C Trento Div - E D D D C Bologna Div C Trieste Div C Pavia Div D Savona Div D RECAM Regt B/C Corps Artillery - D/E D C C C Allied: Mersa Brega/Mechili Fortress-A pr Fortress-Ma y Brevit y Battleaxe 2nd Armoured Div - Arm Brig C Armored Cars C Art/Atk Regt C Inf Btl C rd Indian Brig C th Austrialian Div - Inf Brig B C B - - B - Art/Atk/AA Regt - C C Tobruk Tanks - C C th Armoured Div - 7th Arm Brig C C B - 4th Arm Brig C C - 22nd Arm Brig D - Armored Cars B B B - SG Inf C C B - Art/Atk/AA C C C 22nd Gds - C C C C C Brig/Frontier Gp 1st Tank Brig C 4th Indian Div - 5th Brig D - 7th Ind Brig C - 11th Brig D C - Art/Atk/AA C C - CIH C C 1st SA Div - 1st SA Brig C - 5th SA Brig D - Armored Cars B - Art/Atk/AA C 2nd SA Div D 2nd NZ Div - 4th Brig C - 5th Brig C - 6th Brig D - Div Cav C - Art/Atk/AA C 70th Inf Div Crusader Page 5

6 - 14th Brig C - 16th Brig C - 23rd Brig C - Carpathian Brig B - Art/Atk/AA C - 32nd Tank Brig C - Armored Cars B Force E/Oasis C Command Command is primarily a function of morale but two things are important to note. First is the fact that because of the vast distances involved, the Command Radius of all higher level units is huge when compared to other games but it will still result in units being out-of-command if players are not careful. The second item of note is that Rommel is not in this game, his HQ is. This being said, Rommel was routinely at the front and his HQ was in the dark more often than not don t complain when they are out-of-command. IV. GAME SYSTEM DISCUSSION Brigade Groups and Kampfgruppes Both the British and Germans used a Battle Group organizational system that roughly equates to the size of a Brigade. These have been represented in the game as they do highlight several advantages and drawbacks. The major detrimental effect is that units (particularly artillery) from different Battle Groups cannot support one another and this was historically the case. Players can experience for themselves the frustration caused by the British practice of providing their Armored Brigade Groups with only minimal supporting elements when compared to the German practice of forming combined arms Kampfgruppe. Two game fall-outs of this design method are that the Divisional Colors function now works at the Battle Group level as does the Combined (Divisional) Assault Penalty. NOTE: Using Divisional Colors is the best way to avoid confusion over this issue, especially in noting who can spot for what artillery (also note the new highlight indirect spotters feature). Zone-of-Controls (ZOC s) Nothing caused more design discussion and early playtest than how to handle zones-of-control. Trials were played both with and without hard zones and it was finally decided to go with soft ones. This was seen to improve the free wheeling nature and desert feel of the game. But the price is that infiltration is still a bit too liberal for my liking. Unit Breakdown/Build-up The oob includes a broad ability for players to breakdown their units. This was necessary to allow players to cover sizable frontages when necessary and was tied to the ZOC decisions. Players are warned NOT to breakdown units on a wholesale basis as this significantly effects the combat model. Fights between swarms of small units more closely resembles WWI with both sides incapable of affecting the other. Mechanical Breakdowns A major source of losses to armored vehicles on both sides was breakdown and this feature has been included in the game. It only effects vehicle units and has been tied to movement (i.e. Page 6

7 it will not effect units that sit still). There is no game dialog that informs you when strength has been lost due to breakdown as 1) it is not something you can prevent and 2) yet another dialog to read and close was felt to be too disruptive to game flow. Fixed Units A lot of the scenarios contain a number of fixed units. This has been done to control the flow and invariably has some historical basis. By the same token, accidental release of a single unit is not set to trigger larger formations. Air Power Players will be disappointed if they expect air power to be as effective as previous series titles. The air units in the game are small by comparison and the equipment itself is not the best. Both sides were also subject to intercept due to the close proximity of fighter airfields and the limited (in airpower terms) theater area. Replacements The replacement rates have been set significantly higher in this game than previous in the series. This is due to several factors: 1) British armor losses to breakdown were high as was their repair and return to service; 2) German armor losses in combat were routinely returned to service due to their excellent recovery system; and 3) Recapture of prisoners was a common occurrence. Explicit Supply An Explicit Supply System has been added to the game for those who care to micromanage their forces. I was initially skeptical about the approach taken but generally warmed to it with practice. The major supply problem during Crusader was one of distribution and not availability. Both sides had been hoarding supplies for months but their ability to lift it to a critical location at a moments notice was lacking. One artifact of these supply rules that was only discovered during play was the increased tendency of both sides to keep more realistic levels of rear area protection forces. Explicit Supply units must be included in a scenario for the optional rule to take effect. This was done for only a limited number (denoted with an s in the file name) as it was found to have little effect in the smaller scenarios. As implemented in the larger scenarios, both sides have large rear area Supply Depots (immobile) and are then provided with enough Supply Trucks to support the attacking Divisions. For the Axis, this means a daily allotment for the 15th and 21st Panzer Divisions with some for additions Ariete and Trieste. The rest will have to live off the depots and that should generally keep them tied to the defense. Overall, this may be a little low but that will keep the panzers from running off too far from the depots. The Allies get daily Supply Trucks for each attacking Brigade in the 7th Armoured, 1st SA, 2nd NZ, 4th Ind, and 70th Divisions. This may be a little heavy but they will generally be operating farther from their depots and they historically had fewer supply problems. V. SCENARIO DESCRIPTIONS AND PLAYERS NOTES The following section pulls together the introductory descriptions from the scenarios and also provides are some limited notes about how each one should be approached. It is hoped that these will help players understand the design basis for the each scenario and that overall Page 7

8 enjoyment will be enhanced. #00_Started Title: Getting Started - Running Gunfight Description: South of Mersa el Brega, 30 March 1941: After the British victory over a much larger Italian Army in Libya, Churchill, distracted by events in the Balkans, gutted the Army occupying Cyrenaica for the ill-fated operation to rescue Greece. It was at that time Rommel arrived in North Africa with his small force that was to become the Afrika Korps. They struck first at El Agheila, on March 24th, but found it empty as the British had withdrawn in the face of their advance. For two days action was halted as a fierce Khamsin wind blew. When the advance began again, the Germans did not know where the Allies were, or when they would stand and fight. What followed was a series of small scale actions, where surprise ambushes were set behind whatever cover could be found, followed by running gun battles where the survivors scurried at top speed to another part of the desert. [Size: small, Length: 8 turns] *Designers Note: This scenario was created only for Human German play vs. an Allied AI Player with FOW ON. ***SEE STARTED.HLP*** Notes: This scenario is included as a learning tool only and should only be played from the German side against an Allied AI Player with the Fog of War (FOW) option turned on. Players should follow the instructions contained in STARTED.HLP to get the feel of the system. #01a_Mersa_Brega_31Mar Title: Enter Rommel (31 March 1941) Description: Mersa el Brega, 31 March 1941: After their glorious victory over the Italians in December 1940, the British were beset with demands for their meager resources. As troops were dispatched to other theaters, mostly to West Africa and Greece, the Western Desert was held by the green British 2nd Armoured and the under trained, and some would say misfit, 9th Australian Division. The breathing space given to the Axis was unfortunate, as Rommel would arrive in Africa on 12 February, along with the lead elements of German troops sent to support their Italian allies. By the end of March he had accumulated enough force to test the British defenses and el Agheila, the gateway to Cyrenaica, fell on 24 March without a single casualty. However, 25km to the east lay the small anchorage of Mersa el Brega and the last natural defensive position between el Agheila and el Alamein, 1000 kilometers to the east. It was here, amongst the salt marshes, that the British 2nd Armoured Division decided to make its stand, and to give the German 5th Light Division their first set piece battle of the Africa Campaign. The main action was fought in the area of the coast road, where the Support Group repulsed repeated German attacks, giving them their first taste of concentrated 25-pounder fire. In the late afternoon, German infantry infiltrated among the coastal sand dunes and, finally, turned the British infantry out of their positions. Ordered not to squander the paltry strength of the British armor, made up of various derelict cruiser and captured Italian tanks, General Gambier-Perry refused to counter-attack with the 3rd Armoured Brigade, and the Division abandoned the position during the night. Rommel then began his famous cross-desert move and the running of the "Benghazi Handicap", the race to evacuate the 9th Australian Division from the Benghazi area before the Germans could cut-off their retreat, had started. [Size: small, Length: 6 turns] Notes: This scenario is best played from the German side against the AI but is also enjoyable from the British point of view (but not as much so as #01b); it is OK for head-to-head (but again, not as good as #03b). A look at the victory conditions will show that the Germans really need the 50 points from Mersa Brega in order to win big but that a marginal victory can be achieved without it. They will therefore drive the game by choosing between the high risk/high payoff attack among the dunes or the slow, grinding, down the road drive to a marginal. The option to sweep around the desert flank with part of the available forces should not be overlooked but this will rarely provide a big payoff. Page 8

9 #01b_Mersa_Brega_31Mar Title: Enter Rommel [Hypothetical] (31 March 1941) Description: Mersa el Brega, 31 March 1941: After their glorious victory over the Italians in December 1940, the British were beset with demands for their meager resources. As troops were dispatched to other theaters, mostly to West Africa and Greece, the Western Desert was held by the green British 2nd Armoured and the under trained, and some would say misfit, 9th Australian Division. The breathing space given to the Axis was unfortunate, as Rommel would arrive in Africa on 12 February, along with the lead elements of German troops sent to support their Italian allies. By the end of March he had accumulated enough force to test the British defenses and el Agheila, the gateway to Cyrenaica, fell on 24 March without a single casualty. However, 25km to the east lay the small anchorage of Mersa el Brega and the last natural defensive position between el Agheila and el Alamein, 1000 kilometers to the east. It was here, amongst the salt marshes, that the British 2nd Armoured Division decided to make its stand, and to give the German 5th Light Division their first set piece battle of the Africa Campaign. The main action was fought in the area of the coast road, where the Support Group repulsed repeated German attacks, giving them their first taste of concentrated 25-pounder fire. In the late afternoon, German infantry infiltrated among the coastal sand dunes and, finally, turned the British infantry out of their positions. Historically, the British armor, made up of various derelict cruiser and captured Italian tanks, remained passive but this scenario explores the potential impact they might have had. [Size: small, Length: 6 turns] Notes: This scenario is identical to #03a but includes a counterattack force for the British. It plays well from both sides against the AI and also provides a balanced situation for head-to-head play. The comments for Germans in #03a above also apply here but they cannot afford to be quite as reckless. The best strategy is to threaten everywhere knowing that you will probably be unsuccessful in areas where the British armor shows up. For the British, the question is where are the real threats going to develop... use your tanks it in the right place and achieve victory, react to the shadows and you will loose. Time basically prevents you from waiting for the Germans to commit but a drive down the main road will rarely go wrong. #01s_Mersa_Brega_31Mar Title: Enter Rommel [Supply] (31 March 1941) Description: Mersa el Brega, 31 March 1941: After their glorious victory over the Italians in December 1940, the British were beset with demands for their meager resources. As troops were dispatched to other theaters, mostly to West Africa and Greece, the Western Desert was held by the green British 2nd Armoured and the under trained, and some would say misfit, 9th Australian Division. The breathing space given to the Axis was unfortunate, as Rommel would arrive in Africa on 12 February, along with the lead elements of German troops sent to support their Italian allies. By the end of March he had accumulated enough force to test the British defenses and el Agheila, the gateway to Cyrenaica, fell on 24 March without a single casualty. However, 25km to the east lay the small anchorage of Mersa el Brega and the last natural defensive position between el Agheila and el Alamein, 1000 kilometers to the east. It was here, amongst the salt marshes, that the British 2nd Armoured Division decided to make its stand, and to give the German 5th Light Division their first set piece battle of the Africa Campaign. The main action was fought in the area of the coast road, where the Support Group repulsed repeated German attacks, giving them their first taste of concentrated 25-pounder fire. In the late afternoon, German infantry infiltrated among the coastal sand dunes and, finally, turned the British infantry out of their positions. Ordered not to squander the paltry strength of the British armor, made up of various derelict cruiser and captured Italian tanks, General Gambier-Perry refused to counter-attack with the 3rd Armoured Brigade, and the Division abandoned the position during the night. Rommel then began his famous cross-desert move and the running of the "Benghazi Handicap", the race to evacuate the 9th Australian Division from the Benghazi area before the Germans could cut-off their retreat, had started. NOTE: This scenario is for use with the optional Explicit Page 9

10 Supply rules. [Size: small, Length: 6 turns] Notes: This scenario is identical to #03a but introduces the detailed supply system. #02_Mechili_8Apr Title: Holding back the Flood (8 April 1941) Description: el Mechili, 8 April 1941: After breaking through the British defenses at el Agheila and Mersa Brega, Rommel divided his forces into four Kampfgruppe for the pursuit. One force would follow the coast road, nipping at the heels of the 9th Australian Division, while the remainder attempted to cut them off with flanking moves through the desert. On the British side, the retreat of the 2nd Armoured Division had turned into disaster. Losses due to mechanical failures and fuel shortages, far exceeded those caused by the enemy and the division, in effect, melted away. As indications of the pending disaster began to filter back through the command structure, the 3rd Indian Motor Brigade (which had been training south of Tobruk) was ordered to move 160 kilometers west, to the old fort, and important desert supply depot, at el Mechili. There they were to form a rally point for the retreating 2nd Armoured Division. They arrived on 4 April, just ahead of the lead elements of the Afrika Korps. But while German and Italian strength continued to grow over the next few days, the only British reinforcements to arrive were the command elements of 2nd Armoured Division, whose brigades had mistakenly been sent east by alternate routes. A total of three ultimatums were sent in, (the third signed by Rommel himself), but Indian resolve was not deterred. At dusk, on 7 April, both sides made their plans, the Germans to break-in, the Indians to break-out. The Indians got the jump, on the morning of 8 April, with an attack against the Italians holding the northeast portion of the perimeter. This attack failed, due to poor coordination, partially caused by the opening of the German attack from the south. While a portion of the Indians would make their way to safety through the thinly held western perimeter, most were captured, along with the huge stockpiles of British supplies and petrol. But their sacrifice was justified. For three critical days they stood between Rommel and Tobruk, and the time they bought allowed the 9th Australian Division to reach the fortress and organize its defenses. [Size: small, Length: 6 turns] Notes: This scenario not only recreates the historic situation of the Indian Motor Brigade but also serves as a training exercise for some of the situations that will undoubtedly occur during the longer Crusader battles. It is best played as the British against the AI but also works from the German side. To win big, the Indians must pick what they think is the weakest link in the Axis chain and then go for broke while the Axis must initially forgo the VP location in order to keep them bottled up. Note that playtest results from this scenario tended to vary wildly depending on how large a gap the Indians can force open up and how much they can push through (we have seen everything from no units escaping to the vast majority exiting). #03a_Fortress_13Apr Title: The Witches Cauldron (13-14 April 1941) Description: el Adem, 14 April 1941: The pursuit of the 9th Australian Division by the Afrika Korps was halted abruptly on 11 April. On this day, the three Australian brigades reached the safety of the Tobruk Fortress, and the supporting arms of the additional brigade, the 18th, stationed there. Over the next few days the Afrika Korps would straggle in, feeling the effects of their first full-scale desert operations. Rommel, always impatient, was anxious to continue the pursuit into Egypt. He wanted a quick conclusion to the situation at Tobruk, and ordered the 5th Light Division to take it. The Tobruk defenses, built in previous years by the Italians, were functional, but not impregnable. They consisted of two lines of concrete strongpoints located at intervals of approximately 1km. The entire perimeter was covered by minefields and wire, and some portions by an incomplete anti-tank ditch. But the Germans expected the results at Tobruk to be consistent with their experiences in France; the enemy would throw up their hands in surrender as soon as the panzers were "on the inside". What actually occurred was, from the German view, a debacle! The Infantry made the initial penetration and then the tanks were released into the interior. The Australians, probably too inexperienced to realize their Page 10

11 situation, continued to resist, forcing the German infantry to remain at the wire. Thus the panzers went in unsupported and were met by the British secret weapon... the Field Artillery. Beating a hasty retreat, with the Tobruk Tanks nipping at their heels, the panzers departed the way they had come, leaving the Infantry, 2nd Machine-gun Battalion, to extricate themselves as best they could. This scenario includes only the portion of the Tobruk perimeter where the attack took place. [Size: small, Length: 11 turns] Notes: This scenario is a subset of #03b and includes only the actual front were the historic break-in occurred. It is designed as an exercise in frustration for a German player and shows what a pipe dream it was for Rommel to believe he could just rush in and defeat the fortress. It is not much fun from the British side as most of their units are fixed throughout the whole game and it is not balanced for head-to-head play. Historically, the German infantry was able to take a single hex of the perimeter and the armor squeezed through. This is possible in the scenario but is highly likely that the armor will get trapped once inside. Note that it is easier to attack through one of the two incomplete hexsides of the AT Ditch instead of taking it on directly (the local German commanders were unaware of these gaps). Also, note that one method of achieving victory is to concentrate on taking a series of perimeter forts (as a precursor to some further operation). This may not seem like a worthy goal from a ultimate victory perspective but it would become a prerequisite for future attempts to subdue the fortress. #03b_Fortress_13Apr Title: The Easter Battles (13-14 April 1941) Description: el Adem, 14 April 1941: The pursuit of the 9th Australian Division by the Afrika Korps was halted abruptly on 11 April. On this day, the three Australian brigades reached the safety of the Tobruk Fortress, and the supporting arms of the additional brigade, the 18th, stationed there. Over the next few days the Afrika Korps would straggle in, feeling the effects of their first full-scale desert operations. Rommel, always impatient, was anxious to continue the pursuit into Egypt. He wanted a quick conclusion to the situation at Tobruk, and ordered the 5th Light Division to take it. The Tobruk defenses, built in previous years by the Italians, were functional, but not impregnable. They consisted of two lines of concrete strongpoints located at intervals of approximately 1km. The entire perimeter was covered by minefields and wire, and some portions by an incomplete anti-tank ditch. But the Germans expected the results at Tobruk to be consistent with their experiences in France; the enemy would throw up their hands in surrender as soon as the panzers were "on the inside". What actually occurred was, from the German view, a debacle! The Infantry made the initial penetration and then the tanks were released into the interior. The Australians, probably too inexperienced to realize their situation, continued to resist, forcing the German infantry to remain at the wire. Thus the panzers went in unsupported and were met by the British secret weapon... the Field Artillery. Beating a hasty retreat, with the Tobruk Tanks nipping at their heels, the panzers departed the way they had come, leaving the Infantry, 2nd Machine-gun Battalion, to extricate themselves as best they could. This scenario includes the entire Tobruk perimeter. [Size: medium, Length: 11 turns] Notes: This scenario is a larger version of #03a and includes even more frustration for a German player. Suggestions for play are the same but don t expect your chances of victory to improve with the addition of your Italian Allies. Again, this scenario is not much fun from the British side and is not a good one for head-to-head play. #04_Carrier_Hill_22Apr Title: Carrier Hill (22 April 1941) Description: Carrier Hill, just outside the southwest sector of the Tobruk perimeter, 22 April 1941: General Morshead, commander of the 9th Division, decreed that the Australians would own no-mans land. In doing so, he unleashed the ingenuity of the Australian soldiers to the task of harassing, and distracting, the Axis command. There are many examples of raids from almost any point around the perimeter, ranging from single Platoon actions, to those of Page 11

12 multiple Companies. One favorite was to "lift" mines from axis minefields, and then use these to improve their own defenses. The action near Carrier Hill, named for the burned-out Bren Carrier on its slopes, is offered as just one example. It was directed against an Italian Artillery battery known to be setting up in the area. When it was over, the Australians counted their booty, 368 Italian prisoners, four 20mm anti-aircraft guns, and several gun sights, much needed for the Italian Artillery being used by the defender. Not a bad days haul for an Australian force that numbered no more than 200! [Size: small, Length: 5 turns] Notes: This scenario was designed as a simple diversion from the larger scenarios. The map and forces involved are small and it can be played in a very short time. Most of the Italians start out fixed so it is really only worth playing as the Australians against the computer. #05a_Fortress_30May Title: Ras el Medauar (30 April - 1 May 1941) Description: Ras el Medauar, 30 April 1941: From the commanding hill, located at the southwest corner of the Tobruk perimeter, a defender can observe, and interdict, all traffic passing south of the fortress. On the flip side, an attacker that successfully breaks into the defenses in this area, can use the same hill to observe, and interdict, all movement within the fortress. The hill was known as the Ras el Medauar. It was here that Rommel decided to launch his first prepared attack against Tobruk. This was to be no thrown together affair such as the attack in April had been. The newly arrived 15th Panzer Division would lead the way, follow-up elements would include battlegroups of the German 5th Light, and the Italian Brescia and Ariete Divisions. Also, in contrast to the previous attempt, the plan called for the opening of a broad penetration before the panzers were to thrust to the interior. The attack hit the sector defended by the 2/24th Australian Battalion at dusk, on 30 April, after an intense artillery and Stuka barrage. The only real effect of the preliminary German fire was to break all the communication wires to the front. This left Battalion, Brigade, and Division command very much in the dark about the situation, resulting in a withholding of reserves. The perimeter companies held out in isolated groups throughout the night, but by dawn, the full weight of 15th Panzer had taken its toll. The panzers then lunged into the interior, only to impale themselves on the newly laid minefield in their path. By afternoon, the Australian command had recovered, and reserves were being fed in to stabilize the situation. In the end both sides would fall short of their objectives... Rommel, by not taking Tobruk, Morshead, by not maintaining the integrity of the perimeter. This scenario includes only the portion of the Tobruk perimeter where the attack took place. [Size: medium, Length: 11 turns] Notes: This series of scenarios can still be frustrating for a German player but less so that #03x. There is a much larger attack force and they are capable of opening a gap in the perimeter wide enough to support a drive inside. This particular scenario is a subset of the larger scenario #05b and is designed to be a German player s training exercise for that one, there are just too many fixed units on the British side to be interesting. In this one you will learn how to use your anti-tank guns and assaulting infantry to subdue the bunkers while your artillery fires inland to disrupt any attempted Australian counter-attacks. #05b_Fortress_30May Title: The May Day Battles (30 April - 2 May 1941) Description: Ras el Medauar, 30 April 1941: From the commanding hill, located at the southwest corner of the Tobruk perimeter, a defender can observe, and interdict, all traffic passing south of the fortress. On the flip side, an attacker that successfully breaks into the defenses in this area, can use the same hill to observe, and interdict, all movement within the fortress. The hill was known as the Ras el Medauar. It was here that Rommel decided to launch his first prepared attack against Tobruk. This was to be no thrown together affair such as the attack in April had been. The newly arrived 15th Panzer Division would lead the way, follow-up elements would include battlegroups of the German 5th Light, and the Italian Brescia and Ariete Divisions. Also, in contrast to the previous attempt, the plan called for the opening of a broad penetration before the panzers were to thrust to the interior. The attack hit Page 12

13 the sector defended by the 2/24th Australian Battalion at dusk, on 30 April, after an intense artillery and Stuka barrage. The only real effect of the preliminary German fire was to break all the communication wires to the front. This left Battalion, Brigade, and Division command very much in the dark about the situation, resulting in a withholding of reserves. The perimeter companies held out in isolated groups throughout the night, but by dawn, the full weight of 15th Panzer had taken its toll. The panzers then lunged into the interior, only to impale themselves on the newly laid minefield in their path. By afternoon, the Australian command had recovered, and reserves were being fed in to stabilize the situation. In the end both sides would fall short of their objectives... Rommel, by not taking Tobruk, Morshead, by not maintaining the integrity of the perimeter. This scenario includes the entire Tobruk perimeter. [Size: medium, Length: 21 turns] Notes: This scenario includes the full perimeter for Rommel s only major 1941 break-in attempt. The available forces are substantial and are capable of making a significant dent in the fortress but are not really adequate to subdue it. This does make for a close game from the German side and is somewhat interesting as the Australians (though again, a lot of their forces are fixed). One interesting question here is what to do with the units not involved in the main assault. They can advance to engage the Australians in front of them but that will just activate them, possibly stirring up a hornet s nest. They could move to support the main attack but that might leave their VP locations vulnerable to a late game thrust by the defenders. Thirdly, and the historic choice, they can just sit it out. #05c_Fortress_30May Title: The May Day Battles [Expanded] (30 April - 2 May 1941) Description: Ras el Medauar, 30 April 1941: From the commanding hill, located at the southwest corner of the Tobruk perimeter, a defender can observe, and interdict, all traffic passing south of the fortress. On the flip side, an attacker that successfully breaks into the defenses in this area, can use the same hill to observe, and interdict, all movement within the fortress. The hill was known as the Ras el Medauar. It was here that Rommel decided to launch his first prepared attack against Tobruk. This was to be no thrown together affair such as the attack in April had been. The newly arrived 15th Panzer Division would lead the way, follow-up elements would include battlegroups of the German 5th Light, and the Italian Brescia and Ariete Divisions. Also, in contrast to the previous attempt, the plan called for the opening of a broad penetration before the panzers were to thrust to the interior. The attack hit the sector defended by the 2/24th Australian Battalion at dusk, on 30 April, after an intense artillery and Stuka barrage. The only real effect of the preliminary German fire was to break all the communication wires to the front. This left Battalion, Brigade, and Division command very much in the dark about the situation, resulting in a withholding of reserves. The perimeter companies held out in isolated groups throughout the night, but by dawn, the full weight of 15th Panzer had taken its toll. The panzers then lunged into the interior, only to impale themselves on the newly laid minefield in their path. By afternoon, the Australian command had recovered, and reserves were being fed in to stabilize the situation. In the end both sides would fall short of their objectives... Rommel, by not taking Tobruk, Morshead, by not maintaining the integrity of the perimeter. This scenario includes the entire Tobruk perimeter as well as the forces at the frontier. [Size: large, Length: 21 turns] Notes: This scenario builds on #05b including not only the full perimeter but also those forces near the frontier. It is provided to somewhat set the stage for the hypothetical #05d and for a British player, is slightly better than #05b (more to do). But if you are going to invest the time, #05d is probably the better scenario. #05d_Fortress_30May Title: The May Day Battles [Hypothetical] (30 April - 2 May 1941) Description: Libyan/Egyptian Frontier, 30 April 1941: Only 15 days separated the May Day Battles, Rommel's determined attack against the Tobruk fortress, from Operation Brevity, the first British attempt to relieve the pressure. It is not unrealistic to say that Brevity might Page 13

14 have been launched early, or that Rommel was delayed, such that the two events occurred simultaneously. Had this been the case, it is hard to believe that Rommel would have allowed himself to be distracted by events at the frontier, and without support, it is hard to believe that Herff's small command could have contained such a determined opponent. [Size: large, Length: 21 turns] Notes: This hypothetical scenario is a fun one as the British against the AI or for head-to-head play. Both sides are attacking and defending and things can get pretty wild. Ultimately, however, it is a hard one for the Germans to win because their forces just are not up to all the tasks. #06a_Fortress_27Nov Title: Rommel s Attack [Hypothetical] (27-29 November 1941) Description: ed Duda, 27 November 1941: After months of waiting, Rommel is finally ready for a showdown over Tobruk. Supplies have been hoarded, heavy artillery gathered, and the Panzer Divisions refitted. But the British have been busy too. Gone are the Australians, recalled by their government to the jungles of the Far East, and replaced by the British 70th Infantry Division and the Polish Brigade. But additional armor, and artillery, has also been gathered in preparation for the garrison's part in the Crusader offensive. In reality, Crusader interrupted Rommels' plans and 1941 would pass without him satisfying his obsession. But delays were common in the desert and this scenario explores Rommel's planned assault. It is doubtful that the results would surprise anyone except Rommel himself. [Size: medium, Length: 16 turns] Notes: There isn t much to say about this one as it very quickly becomes a train wreck between two overpowered forces. There are some lessons from scenarios #03 and #05 that can be applied here but subtly is not one of them. It is good from both perspectives and for head-to-head play as there is a lot to do. One item to note is the fact that the close proximity of the lines in the southwest will release a lot of the Polish Brigade early and they can do a number on the Italians. #06b_Fortress_27Nov Title: Rommel s Attack with Responce [Hypothetical] (27-29 November 1941) Description: ed Duda, 27 November 1941: After months of waiting, Rommel is finally ready for a showdown over Tobruk. Supplies have been hoarded, heavy artillery gathered, and the Panzer Divisions refitted. But the British have been busy too. Gone are the Australians, recalled by their government to the jungles of the Far East, and replaced by the British 70th Infantry Division and the Polish Brigade. But additional armor, and artillery, has also been gathered in preparation for the garrison's part in the Crusader offensive. In reality, Crusader interrupted Rommels' plans and 1941 would pass without him satisfying his obsession. But delays were common in the desert and this scenario explores Rommel's planned assault. But unlike the previous scenario, this one assumes that the British were also ready to with Operation Crusader. [Size: medium, Length: 16 turns] Notes: This scenario combines the best of both worlds with the Tobruk assault and a major British relieving force and is great for head-to-head play. It differs from #05d in that the British forces (both inside and outside) are larger but also in that the Germans are much better prepared to counter them. The Germans have to use their spare Panzer Division to meet and block the British 7th Armoured while the British have to remain focused on relieving the pressure against Tobruk. #07_Brevity_15May Title: Operation Brevity (15-16 May 1941) Description: Libyan/Egyptian Frontier, 15 May 1941: The German Army of 1941 had virtually no experience with defensive warfare, there were ten offensive tactical problems solved at the service schools for each defensive one. So when the Afrika Korps found itself defending Page 14

15 along the Libyan/Egyptian frontier, it is not surprising that they chose a combat method that continued to stress their offensive capability. A series of strongpoints were built backed up by a reserve force that was to counterattack at the first opportunity. The British provided the first test of these arrangements when they launched their first attempt to relieve Tobruk. The plan for Operation Brevity was based on a model that would be used time and again, an armored component to defeat the enemy armor, and an infantry component to defeat the frontier strongpoints. In the end, the Germans proved the superiority of their combined arms tactics, specifically the use of anti-tank guns to protect their armor, and the British were driven back across the frontier. [Size: medium, Length: 16 turns] Notes: Welcome to desert warfare! This scenario begins with a scattered German line which the attacking British force can easily overrun or bypass. But don t get too cocky, the panzers are on the way and the resulting see-saw can be a bit of a culture shock to experienced players. This one is good from both sides and is a great head-to-head contest. Both have there down side The Germans must wait for their most potent counterattack force till late in the game and there can be a lot of anxiety in not knowing if there will be enough time to gain victory. From the British side, the scenario seems a slam-dunk with more that enough VPs easily taken. But the panzer counterattack is on the way and your only hope is to hold on to the few locations that you have the forces to defend. #08_Battleaxe_15Jun Title: Operation Battleaxe (15-17 June 1941) Description: Libyan/Egyptian Frontier, 15 June 1941: Operation Brevity had taught the Germans several lessons about the construction, and operation, of their frontier strongpoints. During the latter part of May, and the first part of June, improvements were made, including a significant increase in the quantity, and quality, of anti-tank weapons. Provision stockpiles were also increased to the point that the Germans considered their frontier posts impregnable. Nevertheless, the offensive mindset was still strong and panzer reserves were positioned for a quick response. On the British side, Battleaxe was to be a repeat of the Brevity tactics with an increased force level. The 7th Armoured Brigade, the "Desert Rats", had been brought back up to strength with new arrivals. Significantly, the Matilda force, a tank that had proved very hard for the Germans to kill, had been more than doubled. It again turned out, however, that the Germans were learning, and adapting, faster than the British. The 88mm Flak guns employed in the frontier positions for the first time shredded the Matildas and, based on radio intercepts, the Germans were able to concentrate both their Panzer Regiments against the lone British Armoured Brigade. [Size: medium, Length: 30 turns] Notes: On appearance, this scenario looks very similar to Brevity but this is not entirely true. Both sides are stronger but the edge must undoubtedly go to the Germans. British strategy is the same, grab what you can as quickly as you can just be aware that it will be harder and that the German counterattack will come sooner. Again, this scenario is a good one from both sides and for head-to-head play as long as the British difficulties are understood. #09_Crusader_19Nov Title: The Hunting Horn (19 November 1941) Description: Bir el Gubi, 19 November 1941: British intelligence estimates clearly identified the Italian Armored Division Ariete, as the only Axis Division brought up to full strength after the summer's fighting. But 30th Corps thought of Ariete with nothing but contempt, even to the point of excluding their 130+ tanks in their strength comparisons. Covering the western flank of the advance toward Tobruk was the British 22nd Armoured Brigade, fresh from England, and also at full strength with 150+ of the new Crusader Tank. However, the three Yeomanry Regiments had never before been in combat, and the brigade lacked any real supporting infantry. About midday on the 19th, the brigade bumped into the Ariete's screening forces and events were set into motion that were completely contrary to 30th Corps' plans. The Yeomanry Regiments attacked in typical Balaclava style, charging directly into the Italian Page 15

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