A.     Administrative

1.     Campaign Materials – The campaign map, rules, Intelligence Briefings not covered in Afrika, and Mission Briefings not covered in the FoW V2 rulebook are posted on the Battle Barn Web Site (http://battlebarn.webs.com/) at the Links, Sites and Files page.

 

2.     Map

(a)        Zones are indicated by both the red circle locations (significant towns/cities) and the blue shaded hexes (Commonwealth brigade boxes).

(b)        Movement may be made along any track (dotted black lines) or road (solid black lines)  that link the various zones from one zone to another zone.

(i)      The solid black line is the major transport network (Via Balbia) and forces moving along this route suffer no attrition.

(ii)    The dotted black lines are various tracks that make up a secondary transport network and forces moving along these routes may suffer attrition due to lack of fuel, maintenance, break-down, etc.

(c)         The dark brown line around Tobruk indicates the fortifications around the city. This line may not be crossed by any Axis forces while Tobruk is in supply.

(d)        Magenta lines along hex sides represent minefields established by the Commonwealth.

 

3.     Campaign Game Objectives

(a)         Axis objective is to force the surrender of Tobruk by cutting Commonwealth supply lines.  On any turn that Axis forces in supply either end the turn occupying the hexes marked A and B or control zones that cut off Commonwealth supply from the hexes marked A or B, the game ends in an Axis strategic victory.

(b)         Allied objective is to hold the Gazala line and maintain Tobruk. If no Axis force has cut off Commonwealth forces from supply at the end of 12 turns of play, the game ends in an Allied strategic victory.

(c)         If neither side is able to meet the victory conditions above at the end of 12 turns, the total number of VP held by the two sides is compared and side with the higher total wins a tactical victory.  

 

4.     Starting Forces & Deployment

(a)        Players may start with any  force that is listed in the Afrika Intelligence Handbook and the Intelligence Handbook for the Mid-War Free French (January 1942- June 1943) Intelligence Briefing.

(b)        Axis forces may start as follows:

(i)        Any Italian forces may start at the  hex marked “1” near Gazala, or at Segnali Rotunda.

(ii)      Any German forces may start at Segnali Rotunda or at Bir Hacheim.


(c)         Commonwealth forces are considered to be deployed at any other zones (towns/cities and brigade boxes) at start.

 

5.     Campaign Length – The campaign consists of 12 game turns, each equivalent to 2 – 3 days of actual time, beginning with 27 May 1942 and ending at the completion of the 21 July 1942 turn.

 

Turn 1

Turn 2

Turn 3

Turn 4

Turn 5

Turn 6

Turn 7

Turn 8

Turn 9

Turn 10

Turn 11

Turn 12

Jun 27, 28, 29

Jun 30,

Jul 1

Jul 2,3

Jul 4,5

Jul 6,7

Jul 8,9

Jul 10,11

Jul 12,13

Jul 14,15

Jul 16,17

Jul 18,19

Jul 20,21

 

B.    Organization

1.     For each player on a side (Axis or Allied), a company, not to exceed 2500 points per the approved lists ,may be fielded. Different companies may be used but not for the same game.

 

2.     Earning Victory Points

(a)        Accumulating VP through combat

(i)      Each force earns VP IAW the standard rules based on combat losses (pg 195, FoW rulebook).

(ii)    VP earned by combat are retained by the alliance (Axis or Commonwealth) whose force earned the VP.  

 

C.   Campaign Turn Sequence

1.       Players determine supply status and actions for their forces.

 

2.       Players compare actions and determine when and where a battle occurs.

 

3.       Players determine the Mission (See Section E.4.), play the Mission and, based on game results, Advance, Hold or Retreat (see pg. 238, FoW rulebook) and determine any VP earned (see pg 195, FoW rulebook).

 

4.       Replace & Reorganize (See Section F. below).

 

5.       Repeat steps 1 thru 4 for the next turn.

 

D.    Movement

1.         All movement is from one zone to an adjacent zone connected via a route (track or road).

 

2.         All Axis movement along any route must be toward their Campaign Objective. Forces may not move back toward their starting zones except as a result of combat.  

(a)      All forces move at a rate of 1 zone per turn, i.e. an Axis force may move from a zone if occupies along any track or road to an adjacent zone. Movement stops at the first zone not controlled by the moving side.

(b)      For the first 2 turns in the game, Commonwealth forces do not move. Commonwealth forces are considered to be present at each zone (town/city and brigade box).

(c)       After Turn 2, Commonwealth forces may start at Tobruk or any brigade box still controlled by the Commonwealth.

 

3.       As forces move along a route, they may suffer attrition due to breakdowns, storms, becoming lost, etc. The rate of attrition reflects the relative difficulty of moving along the route.

(a)       All attrition losses are recovered during the Replace, Reorganize and Re-Assign forces portion of each turn.

(b)      The force must roll for each minefield hexside crossed during the move.

(c)       Losses due to movement and/or mines is cumulative.

 

Movement Attrition

D6 Die Roll

1

2

3

4

5

6

Along Tracks

Drop 1 support unit

Drop 1 weapons unit

No impact

Cross Minefield

Drop 1 support unit

Drop 1 weapons unit

Drop 1 combat unit

No impact

 

E.     Combat

1.           Supply for Combat

(a)        Forces that are moving to seize a sector must be “in supply”. A force is considered in supply if:

(i)           Axis forces can trace an unbroken, controlled line of zones and routes back to Segnali Rotunda or the hex marked “1” near Gazala.

(ii)         Allied forces can trace an unbroken, controlled line of zones and routes  back to the hexes marked “A” or “B”.

(iii)       Any Commonwealth company in a brigade box is considered to be “in supply” while occupying the brigade box hexes.

(iv)       Any German company at Bir Hacheim is in supply during Turn 1.

(v)         Note that all minefields are Commonwealth and cut supply for Axis forces until an Axis force breaches the minefield by moving through it. Once breached the minefield is no longer effective in cutting supply

(b)        Any force that is not in supply:

(i)           May defend a sector but may not advance to attack a sector,

(ii)         Subtracts 1 from each die roll for determining movement attrition, and

(iii)        May not refit or reorganize.

 

2.           Fortifications

(a)        Only forces that are stationary may employ fortifications.

(b)        Forces  may employ fortifications as follows:

(i)           Any force that has remained in place for a 1 turn may emplace Basic Fortifications (Pg 217, FoW rulebook).

(ii)         Any force that has been in place for 1 turn and is out of supply may emplace Limited Fortifications (Pg 218, FoW rulebook).

(iii)       Any Commonwealth force within a brigade box my emplace Basic Fortifications and Additional Fortifications (Pg 217, FoW rulebook).

3.           Force Selection

(a)      At each occasion that two enemy forces attempt to occupy the same zone (town/city or brigade box hex) combat results.

(b)      Only a single company (NTE 2500 points) may occupy a zone at any time.

(c)      Players may field more than one type of company, but only 1 company may be used in any combat.

(d)      For each side, the type of company for the combat will be randomly chosen by simple lottery from the list of types that the players field.

 

Ex. Player A has an Armored company, an  Infantry Company and an Airborne company that he can use. Player B has a Mechanized company and a reconnaissance company that he can use. The types are placed in containers and 1 type for each player is picked at random. These are the forces that will be used for the particular combat event.

 

4.           Mission Selection

(a)        Combat Mission Selection

(i)           Mission selection for conventional combat is done using the Mission Selector Chart.

(ii)         Each player rolls a D6 and the die results are cross-referenced to select a mission.

(iii)       The side with the higher number of VP may alter the mission selection by moving the selection 1 row up or down within a column.

(iv)       Any side may expend 1 VP and alter the mission selection by moving the selection 1 column left or right within a row.

(v)         No more than 1 adjustment may be made by a side.

 

Mission Selector Chart

High VP Side Die Roll

1 - 3

4 - 6

Low VP Side Die Roll

1

Free for All

Probing Attack

2

Hold the Line

Trench Fight

3

Envelopment

Breakthrough

4

Big Push

Recon in Force

5

Counter Attack

Delaying Action

6

Fighting Withdrawl

Encounter

 

(b)      Mission Notes

(i)            Missions in bold are found the Mission Special Rules section (p. 196) of the FoW rulebook.

(ii)          Other Missions are found at the Battle Barn Web Site (http://battlebarn.webs.com/) at the Links, Sites and Files page

(iii)        If the selected mission is Encounter and both combat forces are armored companies, play the Armored Encounter mission.

(iv)         If the selected mission is Free For All or Encounter and the attacking combat force is a Recon company, the attacking player may elect to play the Scout mission.

(v)           In any mission using the Defensive Battle rule, if the attacking combat force is a Recon company the attacking player may elect to play the Recon mission.

 

5.           Terrain for Combat - Terrain for each combat will be determined IAW the Desert Terrain Chart (pg 247, FoW rulebook).

 

6.           Combat Results

(a)      Game play will determine the outcome of combat IAW the FoW rulebook and any special rules per the applicable army lists. Based on game outcome, player forces will advance to seize the zone, hold or retreat.

(b)      The forces involved will earn VP IAW the standard rules based on combat losses (pg 195, FoW rulebook) or mission specific VP award conditions.  These VP will be retained by side whose forces earned the VP.

 

F.    Replace, Reorganize, Refit and Re-Assign Forces

1.           Supply - In order to reorganize or refit, a force must be in supply.

 

2.           Order of Precedence - Any replacement or reorganization must ensure that:

(a)    the combat platoons of a unit  must meet the minimum number required for the force IAW the Intel Briefing Lists, and

(b)    the combat platoons of a unit must be brought up to minimum strength levels required for the force IAW the Intel Briefings List before any Weapons or Support platoons may be replaced or reorganized.

 

3.           Replacement

(a)        Replacements refer to the replacement of casualties based on the applicable list for the type of force and do not require the allocation of VP (Pg 239, FoW rulebook ).

 

(b)        Players may add or remove one squad or section from each platoon in their force IAW the applicable list.

(c)        Players may remove any or all Support Platoons within their force and replace them with new Support platoons IAW the applicable list.

(d)        Players may change the level of air support IAW the applicable list.

 

4.      Reorganization 

(a)        Reorganization refers to allocating VP to alter the makeup of the Combat or Weapons platoons of their force based on the applicable list (Pg 239, FoW rulebook ).

(b)        Players must allocate 5 VP in order to reorganize a force.

(c)        All forces must be valid per the applicable lists and within the established points limit.