Victory Results:
 100 %
Record a victory for BOTTOM ARMY  0 %
Total plays 1 - Last reported by pino on 2021-05-29 19:46:17

The British 8th army and their American allies have squeezed the remnants of the once powetfiil 4frika Kolps into an ever shrinking pocket in Tunisia. The Allies are on the vow of breaking out of the hills and onto the road leading directly to the country's capital and Axis supply port of Mnis.
In their way stands a cactus farm defended by elite German fallschirmjager. The British have already launched several attacks against it, but have been unable to dislodge the Germans, suffering heavy losses in the process. On May 1, 1943, the British decide to launch yet another attack with the mighty Churchil tanks of the 12th Royal Tank Regiment leading the way, supported by American bombers.


  British German
Division 1

2 Churchill Mk. III Tanks
(use Matilda Mk. II Tanks to represent Churchill Mk. III Tanks)

5 Squad Bases
- 12 Regular Infantry
- 3 Elite Infantry
- 1 Officer
- 1 Machine Gun Crew
- 1 Mortar Crew

1x Concealed Concealed
1x Medic
1x AntiTank

Division 2

2 Churchill Mk. III Tanks
(use Matilda Mk. II Tanks to represent Churchill Mk. III Tanks)

4 Squad Bases
- 8 Regular Infantry
- 2 Officers
- 4 Elite Infantry
- 1 Machine Gun Crew

1 Panzer III Tank

1x Concealed Concealed
1x AntiTank

Strategy Decks British Reinforcements 1
Desert Tactics 1 (Shared)
German Custom deck (see Scenario Details)
Desert Tactics 1 (Shared)
Starting Strategy Cards 2 4
Operations Cards 004 Double Time
016 Clear Tank Trap
{tip content=""}018 Seize the Initiative{/tip}
010 Inspiring Leadership
013 Desperate Defenders
014 No surrender
Deployment Zone Division 1: Any hex with an orange border on map 15A.
Division 2: Any hex with an orange border on map 21 A.
Division 1: Any hex on maps 16B and 18A.
Division 2: Any hex on maps 13B and 19B.
Starting Initiative   Initiative Token

The player with the most VPs at the end of the scenario is the victor.
A controlled victory objective marker at the end of game round 8 yields its controller 3 VPs. The Germans start the game in control of both victory objective markers.

In addition, VPs can be scored in the following ways:

  • The Germans score 1 VP for each Churchill tank destroyed and for each friendly squad exited off the map through the blue shaded hexes. German squads may only exit in the last game round.
  • The British score 1 VP for each friendly squad exited off the map through the blue shaded hexes and 2 VPs for each Churchill tank exited in the same manner. It costs one movement point for a unit to exit the map (1/ 2 movement point for a truck exiting from the road hex). Units may exit by moving into a half hex. Note that empty trucks do not grant any VPs.
Rounds 8
Actions per turn 2 2

Status Phase 2 (British D1):
• 5 Squad Bases
- 10 Regular Infantry
- 4 Elite Infantry
- 2 Officer
- 1 Machine Gun Crew
- 1 Mortar Crew
1x Medic
1x Recon

Status Phase 2 (British D2):
•5 Squad Bases
- 12 Regular Infantry
- 4 Elite Infantry
- 2 Officers
- 1 Machine Gun Crew
1x Engineer
1x Flamethrower

Status Phase 4 (German D1):
• 1 Panzer IV Tank
Special Rules

• Starting Strategy Cards:
Germans (Play Area. Placed face up, paid for, and ready to use):
- 1 All or Nothing (Morale I)
- 1 Sticky Bombs (Morale II)
Germans (HQ Area):
- 1 Go to Ground (Morale I)
- 1 Take Cover (Morale I)

British (Play Area. Placed face up, paid for, and ready to use. Contact has already been established for these 2 cards. They must be used during the Action Phase of game round 1 or be discarded):
- 2 Bombing Run (American Air Support I)

• German Custom Deck
These are in addition to the Germans' starting Strategy cards. Place an initiative card on top of the deck to mask which card is next:
- 2 Offensive Artillery (Artillery I)
- 1 Suppressive Barrage (Artillery 1)
- 2 Take Down The Beast (Artillery 1)
- 1 Take Cover (Morale I)
- 1 Go To Ground (Morale I)
- 1 Sticky Bombs (Morale II)
- 2 Hardened Veterans (German Reinforcements I)

Terrain Features

Woods terrain represents brush/scruband an olive grove respectively. They count as normal woods duringplay.

The Germans may place thefollowing in any non-building, noncrevassehex in their deploymentzone at set-up:
- 3 Razor Wire
- 2 Entrenchments
- 3 Tank Traps


Range / FPR
Squads 5/6
Vehicles 6/6

Tank, Heavy Vehicle

Concussive Firepower: Receives +2 range and + 1 firepower when attacking a squad in a building or pillbox.
Overrun: May move through an enemy hex, pinning all squads present (+1 movement cost per enemy unit).


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