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Tunisia & Algeria, November 15, 1942, German army of 292 units opposed to Allied army of 452 units for a battle of complexity 1.95 at Battalion(II) level on a 5 Km/Hex map for 80 turns of Half Week each. by Martin Schenkel submited on 30-01-2003 Rugged-Defense Playing Statistics
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Last Stand in Africa Tunisia 42-43 Version: 1.7 By Martin Schenkel UNIT COLOURS Axis German Army: White/iBlack on Grey Luftwaffe Army: White/Blue on Grey Luftwaffe Air: White on Light Blue Italian Army: Green on Beige Italian Bersaglieri: White on Beige Reggia Aeronautica Ground: Yellow on Beige Reggia Aeronautica Air: Light Blue on White Allied UK: White on Brown USA: Grey on Light Green France: Red on Dark Blue New Zealand: Black on Brown India: Green on Brown Greek: Black on Brown Canadian: Blue on Brown RAF: Yellow on Light Gray USAAF: Yellow on Dark Green SIGNIFICANT EVENTS 1. Theater Reconnaissance will start very low, to simulate the unknown nature of the early campaign in Tunisia. Theater Recon will increase to normal levels after several turns. 2. The Tunisian winter is fairly severe. Mud will bog down most motor vehicles, and air operations will be hampered due to poor weather. Historically, operations came to a virtual halt for half of January. Starting in December, supply will drop significantly for both sides, and formations may be forced to reorganize periodically. In January, these effects will become even more sever, and combat will halt for a few turns. Thankfully, the winter is short and by Febuary, the weather will start to clear, allowing operations to resume at full pace by March. 3. The game will end 2 turns after the Allies capture Tunis, or on turn 80, whichever occurs first. 4. Throughout the game, there will be a possibility that the French North-African forces will refuse to continue fighting. This is due to various political events occuring outside the sphere of this scenario. If the French do quite, French North-African units will withdraw (8th Army Free French don't), and extra Allied units will arrive to take their place. 5. Historically, Axis supply and reinforcements depended upon the degree of Allied naval and air interception in the Mediterranean Sea. In January, the Axis replacement rate will increase, due to greater shipping effort. Both supply and replacements will gradually fall off in March-April, as the Allied blockade makes itself felt. 5. As victory depends on who controls Tunis, the game may continue for longer than the historical outcome. If Tunis is still in Axis hands by the historical surrender date (13 May, 1943/turn 53), then the game can be extended for up to 27 turns, into mid-August. If this occurs, both sides will recieve a some extra reinforcements. The Allies will also get increased replacements. 6. Even if Tunis and Bizerte fall to the Allies, the Axis can still win a victory. The longer the Allies take to capture Tunis, the more the victory level will increase in favour of the Axis. Starting on the turn after the historical surrender, the Axis will periodically gain bonus victory points. 7. No units are earmarked for reconstitution, so use your assets wisely. HOUSE RULES 1. The Allied player is given air and sea transport. Historically, the Allies conducted one amphibious landing with a British Commando Battalion in the area of Bizerte. The selected unit must embark at either Philipville, Bone, or Tabarka. No landings can be made past Cap Bon. One British and one US Parachute Battalion were each dropped during the campaign. The house limits the number of such operations to within reason. 2 or 3 should be the absolute limit for amphibious landings, and perhaps 3-4 airborne drops. Only airborne and commando units should be used for such operations. Any observations or suggestions are greatly appreciated Copyright 2002 - Martin Schenkel Anyone wishing to modify this scenario in any way, or make it available for download on any websites, please contact me at: tinman_9423@yahoo.com |