A Day in the Desert - British
Africa, September, 1941

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SET-UP
This is a 1/285th scenario. Four 24" x 47" boards, set up side by side were used. Terrain was flat, open desert with little cover other than what is noted in the special rules, with the exception of "Board #4", which is the Southern board, held by the Italians. Approximately 1/3 of the board is a deep WADI. This was designed, and judged by your humble webmaster


SITUATION

British

An armor/Infantry company has been assigned to take and hold the town of Kchpputti (translation - camel spit) which is currently being occupied by the Italians. It is assumed that their German allies will do their best to come to their rescue, or if necessary retake the town which is a strategic water and fuel depot. With that possibility in mind, your orders are to set up two defensive "boxes" between the German lines and the town with an armor group providing mobile support. A recon group is also in place between the Allied lines and the boxes.

Objective - Take the town, hold it and stop, and destroy, if possible, any Axis forces that try to intercede on the attack on the town. Whoever holds the town at the end of play, wins.

Box/Hedgehog Defense (2) - The British defensive boxes consist of:
2 - 2 pdr AT guns (ea.) w/bren carriers for transport
2 - 2 pdr portees (ea.)
arranged in a square no bigger than 6" square.

Within each box is:

25 Pdr 2 - 25 pdr art (which are to be used as arty support in taking the town, but can also be used for box defense) w/quad tractors for transport
2 - HMG
2 - MMG
6 - Infantry Squads
2 - ATR, 1 - Radio for contact w/armor and town attack unit - Loss of the radio (squad) cuts contact with these units.

Armored Support Unit (placed on the map between the boxes and the town to stop any breakthroughs. Can be broken into two groups, however individual units must remain in visual contact with other units within its group:
2 - Matilda II
8 - Cruiser A13

2 - Recon units (Divided and start two inches in front of, and between, boxes and German advance on map) Individual units must stay within visible contact with other units within its group and must run in column until contact is made (Units that do not stay in contact risk being "lost" and wandering into a mine field, Hammada, Cliff, Sand or horny goat herders):

2 - Dingo SC (See Below)
4 - Marmon Harrington AC (see below)
2 - MkVIb light tanks
4 - Bren carriers (2 w/ATR's & 2 w/Brens)

Armor/Infantry Attack Unit - Set up 2 full map movements (16") from the town
1 - Dingo SC (w/arty spotter)
4 - MkVIb

Crusader I 8 - Crusader I
10 - Infantry
2 - HMG
3 - MMG
3 - ATR
5 - Bren Carriers to transport MG's (designate) - 3 w/Brens, 2 w/ATRs
5 - Heavy Lorries

Daimler (Dingo) SC
Movement: 15 1/2" backwards/forwards - 1-MMG - Armor - 30mm front, 15 mm side/rear

Marmon Harrington AC
Movement: 14" AC - 1-MMG, 1-ATR - Armor - 12mm all around


Go to British Armor table.



Movement - Hard Pan - All cross country movement is Secondary Road Movement - Convoys can be run two abreast.

Conditions - The area is extremely dry and dusty. A Khamsin sand storm has been blowing for the last three days and though the winds have subsided, the visibility is still only five inches until the judge determines otherwise. All initial movement will be map movement until contact occurs (see "react" below).

Hammada - Rocky ground, common in Africa, very hard on tires and treads.
Can be crossed but with a breakdown dice roll every advancement. A roll of 80% or greater is a breakdown for armored vehicles, 70% or greater for wheeled vehicles. A roll of 20% or less for armor repairs the vehicle, 40% or less for wheeled vehicles (it is easier to change a tire). However, a full turn must pass before a repair roll is attempted and if more Hammada is to be crossed, the process continues.

Movement through a Hammada is halved. It is not visible during (map movement) the sandstorm - if you move into it, you will be told that you are there.

Deirs (no not Bambi) are depressions that are hull down one unless otherwise specified.

Wadi - played as is. LOS must be checked.

Plotting - There will be no plotting except for "Op Fire" including MG's. The judge will roll a die - odd Axis, Even - British to determine who moves first each turn. All other actions are simultaneous.

Gun Rules

2 pdrs are easily traversed, however the 2 pdr portees - LOS is blocked by the truck's cabin.

The 25 pdr's are on "wheels" which makes them easy to traverse. They can be used for AT purpose, however, they have limited AT ammo, determined by rolling 2 six sided die for each box , and if they are used for AT, they cannot be used for ARTY during that period of action and must be re-registered if used as Arty after an AT engagement.

MkVIb Special "REACT" rule ( Flee or Fight) - Map turns only

If while moving on the map, two opposing units move within LOS of each other (with visibility rules) their options are to:
A. Move back out of sight IF enough movement left, without firing;
B. Fire & Move IF enough movement left;
C. Stand and Fire.

If "B" or "C" is chosen and a unit is destroyed, and if no other friendly units are in LOS of the enemy unit, no report can be made to other units by the destroyed unit.

If the choice was to fight, or units could not move out of LOS, then the units are placed in the proper location on the board if both survive. However, if unit(s) choose to move out of LOS and manage to do so without moving into the LOS of another enemy unit, the pieces are taken off of the board and map movement continues.

EXCEPTION - If the identified unit is a stationary unit such as a gun emplacement, then that unit remains on the board as its location has been identified, except if the gun is limbered and moved.

Penalties:
"B" - DRM +45 plus all other modifiers
"C" - DRM +35 plus all other modifiers
No rapid fire.
Blowing Sand effect on LOS/Movement
Movement LOS + 3 inches if the unit is capable of.

LOS
5 inches until 1st map contact plus 5 moves - contact starts turn "1"
Turn (6) - 10"
Turn 10 - 15"
Turn 15 - unlimited

Listen and you shall hear: (Map phase)

Emplaced squads and gun crews are not hindered by the sound of their own engines and therefore should be able to hear the sound of enemy engines even though they cannot be seen. Thus a squad can hear engines LOS plus five inches up to 15 inches. This alerts the units to the presence of the enemy and eliminates the "React Penalty." However it is still "react" and no rapid fire can be taken when an enemy is spotted. All other modifiers are in effect.


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