After the success of Operation Torch in November of 1942, Allied forces energetically pursued the Axis forces that had begun retreating into Tunisia.
Although progress was extremely slow, the Allies slowly gained vital ground in their advance towards victory in Africa.
"Note: This scenario makes for a great 3-player game, with each player taking the forces of a different nation."
"Anyone who has to fight, even with the most modern weapons, against an enemy in complete command of the air, fights like a savage against modern European troops, under the same handicaps and with the same chances of success."
General Erwin Rommel
Allies | German | |
Division 1 |
BRITISH DIVISION 1 Bren Gun Carrier 1x Recon |
4 Squad Bases 1 Flak 36 AT Gun |
Division 2 |
AMERICAN DIVISION 1 M3A 1 Half-track 3x Flamethrower |
4 Squad Bases 1 Panzer III |
Strategy Decks | Command 1 | German Air Support 1 |
Starting Strategy Cards | 2 | 2 |
Operations Cards | - | - |
Deployment Zone | British Division: Any hex with an orange border. American Division: Any hex with a green border |
Division 1: Any of the hexes on map 19A Division 2: Any of the hexes on map 18B. |
Starting Initiative | ||
Objective | At the end of each game round, if a British or American unit is in a hex containing an objective marker, remove the marker from the board. The Allies win if all three objective markers are removed from the board by the end of round 6. |
The Germans wins if the Allies are unable to fulfill their objective by the end of round 6. |
Rounds | 6 | |
Actions per turn | 3 | 3 |
Reinforcements | - | - |
Special Rules | The Germans must set up their forces first. |