North Africa Scenario

Introduction: The North Africa scenario simulates the mobile battle that took place in Libya and Egypt in 1941-1942. It is an introductory scenario that can be played either solo or by two players, using the European Theater map.

Rules Used: The scenario uses only the rules relating to ground and air movement (Sections 1-8, 10, 12, 13, 17, 18), combat (Sections 14, 15, 16, 19), unit construction (Section 27), redeployment (Section 28), hex control (Section 29), supply (Section 30), oil effects (Section 33.6) and fortifications (Section 32). No naval rules are used. BRPs are not tracked as such, although the BRP cost of offensive operations and the BRP value of eliminated units is used to determine the acquisition of victory points. The playing area is restricted to North Africa, the Middle East and Sicily.

Research and Production: These rules are not used.

Combat Training Levels: The CTL of Germany is 2; the CTL of Italy is 1; the CTL of Britain is 1.

Forces: The forces listed in the Force Level Table show the appearance of units as the campaign unfolded. No naval units are used.

Duration: The scenario begins in Spring 1941 and ends at the end of the Allied Winter 1942 player turn.

Initial Situation: Germany and Italy are at war with Britain.

Control: The Axis control Sicily and Libya west of MM19 and NN19, inclusive. The British control Libya east of LL20, MM20 and NN20, inclusive, Egypt and the Middle East.

Order of Deployment: The Axis set up first, followed by the British. Britain must place one British 2-5 armor unit and one South African 1-3 infantry unit in MM20 and NN20, in any manner; one South African 1-3 infantry unit in Tobruk; and one British 2-5 armor unit in Alexandria.

Order of Movement: Germany and Italy move first and Britain moves second throughout the scenario.

Airbases: Germany, Italy and Britain may each place one airbase during the initial setup. Britain may place a second airbase in Winter 1941 and a third airbase in Fall 1942. Each turn these airbases may be recycled in accordance with rule 18.143.

Unit Construction: Both sides may construct ground and air units at no BRP cost, subject to the following:

·       German and Italian units are placed in Messina.

·       British and South African units are placed in the South Africa box; Australian and Indian units are placed in the India box (use the India Ocean SW box). Australian, Indian and South African units may be redeployed to Suez or Basra in the turn of their construction; British units may not be redeployed to Suez or Basra until the turn following their construction.

Axis Redeployments: Each turn the Axis may redeploy (NR) up to four ground/air factors from Messina to Tripoli or, if it is Axis controlled, Tobruk. Air can also TR directly from Messina to a city or base in Libya.

British Redeployments: Each turn Britain may use four (1941) or three (1942) Indian Ocean transports to redeploy ground or air units from the India (use the Indian Ocean SW box) and South Africa boxes to Suez or Basra. One transport is required for every five ground or air factors redeployed, per box.

Supply: In order to receive supply, Axis units must trace a land supply line, free of enemy ZoCs, from Tripoli to their hex. In Spring 1941, Axis units are in full supply. In subsequent turns, the supply status of Axis units depends on a die roll each turn. In Summer and Fall 1941, die roll = 1-3: partial supply; die roll = 4-6: full supply. In Winter 1941, die roll = 1: partial supply; die roll = 2-6: full supply. From Spring 1942 onward, full supply.

British units are automatically in full supply if they can trace a land supply line, free of enemy ZoCs, from Basra to their hex.

British Fortification: Britain begins the scenario with a fortification in Tobruk. If Tobruk is isolated by enemy units, the DM of the fortification is reduced by one each turn. Ground units trapped in an isolated Tobruk are never eliminated due to isolation and always defend at face value or greater. If Tobruk is captured by the Axis, the fortification is eliminated.

Victory Conditions

The side which accumulates the most victory points (on the North Africa Scenario Victory Points sheet) by the end of the scenario wins.

Abbreviated Sequence of Play

Player turn

 4. Voluntary elimination of units.
 5. Movement phase.
 a. Placement of airbase counters.
 b. Staging of air units.
 c. Attacker announces, then resolves, counterair missions.
 i. Initial supply determination.
 (4) Uninvert attacker’s air units.
 (6) Determine supply status of attacker's units.
 k. Ground unit movement and the execution of overruns.
 l. Eliminate units still overstacked from retreat during enemy attrition option.
 6. Combat phase.
 a. Attacker announces land-based air missions.
 c. Resolve counterair missions announced during the combat phase.
 e. Defender announces defensive air support.
 f. Attacker announces land-based air interception of defensive air support.
 g. Resolve air interactions.
 l. Resolve ground combat. For each attack:
 (1) Designate attacking and defending ground units.
 (4) Combat die roll.
 (5) Remove ground combat losses.
 (6) Resolve any additional rounds of ground combat.
 (7) Advance units after combat.
 (8) Place bridgehead and breakthrough counters.
 n. Exploitation.
 (2) Exploiting armor units placed on breakthrough hexes.
 (3) Exploitation movement and overruns.
 (4) Ground support, defensive air support, and resolution of resulting air combat.
 (6) Resolve exploitation combat.
 o. Resolve attrition combat.
 (1) Announce front for which attrition combat is being resolved.
 (2) Make attrition die roll.
 (3) Defender removes attrition losses.
 (4) Attacker selects hexes for attrition advance.
 (5) Defender retreats units from selected hexes.
 (6) Attrition advance.
 7. Post-combat phase adjustments.
 e. Determine supply for previously unsupplied units and hexes.
 f. Eliminate unsupplied ground units, airbase counters and bridge­heads.
 8. Unit construction phase.
 f. Construction of units.
 9. Redeployment phase.
 a. Tactical redeployments (TRs).
 c. Naval redeployments (NRs).
 e. Strategic redeployments (SRs).
 f. TR of units which NRed and/or SRed.
 g. Eliminate units overstacked on breakthrough hexes.
 11. Voluntary elimination of units.
 12. Uninvert all air units. Air units which redeployed remain inverted.
 13. Remove bridgehead counters.