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Alam el Halfa Ridge - NA Scenario

 
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Snippersly

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Post subject: Alam el Halfa Ridge - NA Scenario Reply with quote
This is another big scenario...I seem to write a lot of these.  Anyway, get ready for a tough fight on both sides and a lot of fun.  We play tested this last Tuesday at our FLGS with out regular group and had a blast.  It was a narrow victory for the allies, but with a few modifications in tactics, it could have gone to the axis.  If you play it, please let me know and feedback is welcome.  Enjoy!!

Battle of Alam el Halfa
August 30 to September 5, 1942
North Africa Desert - Alam el Halfa Ridge

Maps:  D2 & D3 Desert Maps from NA Map Pack

Setup:  UK sets up first on Map D3 in the designated starting areas.  Germany deploys second on Map D2 up to 5 hexes from the edge.  The maps are placed end to end not side to side as in typical scenarios. (Long ways).  In front of the two ridges, the UK units have 2 strong points with which to fight from.  See pics below.

Designer notes / Historical Overview:  This is a battle that was fought between the 1st and 2nd Battle for El Alamien.  The Alam el Halfa Ridge was a strategic point and Rommel wanted it captured.  Short on fuel and supplies because of his 800 mile supply route across the desert, he decided to strike quickly before the Allies could make thier own resupply closer to the objective and out strip Rommel of men and equipment.

Mustering his forces, Rommel moved in for what he thought would be a fairly simple battle.  However, Monty decided to fight defensively and dug in his tanks and men and held his tanks back to prevent them from being destroyed by the Afrika Korps superior tank tactics.  Hull down and waiting, Monty's tactics won the day for the Allies.  

Withdrawing and facing a long and dwindling supply line, this battle was the turning point in Rommels defeat in the desert.


Allies:  United Kingdom / New Zealand
General B. Montgomery XIII Army

Infantry & Artillery:
1 X Austrailian Officer  7 Pts
1X  Owen SMG  3 Pts
1X Sten SMG  4 Pts
1X Bren MG  5 Pts
2X Vickers MG  20 Pts
2X Entrenched AT Gun 14 Pts
2X 2 Pounders 12 Pts

Vehicles:
2X Morris Scout Cars 14 Pts
1X Humber Scout Car 8 Pts

Tanks:
3X Grant I   84 Pts
1X Matilda   13 Pts
1X Crusader  11 Pts
1X M3 Stuart   15 Pts

Aircraft:
1X Typhoon  21 Pts
1X Spitfire Ace 17 Pts

Obstacles:
4X Minefields 8 Pts
4X Barbed Wire  2 Pts
2X Tank Obstacles  2 Pts

ALLIED TOTAL:  256 Points

Axis:  Germany / Italy
Field Marshall E. Rommel "Desert Fox" Afrika Korps

Italy

Infantry & Artillery:
1X Stalwart Lieutenant 6 Pts
1X Blackshirt  4 Pts
3X Italian Conscript  6 Pts
1X Fucile Modello 1891  3 Pts
1X Breda Modello   8 Pts
1X 47/2 AT Gun   7 Pts

Vehicles:
1X Autoblinda AB41  8 Pts

Tanks:
1X Veteran Carro Amaro 14 Pts
1X L6/40  11 Pts
1X Semovente 75/18 14 Pts

Germany

Infantry & Artillery:
3X Mauser Kar 98   9 Pts
2X Light Mortar       10 Pts
2X WE Vet Infantry  10 Pts
2X MG42 20 Pts
2X Pak 38  16 Pts
1X LEL G18  7 Pts

Vehicles:
1X SD KFZ 222  6 Pts
2X Opel Blitz   8 Pts
2X SD KFZ 251 14 Pts
1X PZspahwagen P204  10 Pts
1X SD KFZ 231  6 Pts

Tanks:
1X Stug III Ausf G    19 Pts
1X Veteran PZIII Ausf L  19 Pts
1X Panzer IV Ausf E    14 Pts
1X Panzer IV Ausf G   22 Pts
2X PZKpfw 38(t)  20 Pts

Aircraft:
2X ME 109    28 Pts

AXIS TOTAL:  309 Points


Special Rules:
1)  The UK Grant I tanks were dug in during the battle for better defense and to prevent them from becoming torn apart by Rommel's anti-tank screen.  As a result, once the Grant I tanks are placed on the map, they cannot move, and are considered in cover.  Since they are dug in, they cannot fire their hull mounted cannon.  However, they do have a +1 Defense to the front armor and are a +1 on cover rolls.  The rear armor remains the same.  The Grant Tanks deploy only on the ridge hexes.  

2)  All obstacles must be deployed in front of the UK forces.  No UK units can be in front of any obstacles at the start of the scenario.  There are two strong point hexes on the map the infantry can fight from.  Strong Points are +1/+1 Defense and +1 Cover for infantry in the strong point hex.  Vehicles must make a movement roll to cross the strong point hex.  

3)  German aircraft can only deploy on the odd turn #s.  (1, 3, 5, & 7)  Allied aircraft suffer no penalties or restrictions.  

4)  Due to the long supply lines and fuel shortages Rommel suffered from, all Axis vehicles are -1 speed on the even turns (2, 4, 6, 7) unless they travel on a road hex.

5)  All tanks have Exposed Transport SA.

6)  All wheeled vehicles have towing ability.

7)  8 Turns in length.

Victory Conditions:
1)  Axis units must capture the 3 bluff hexes occupied by the UK Grant Tanks.

2)  Allied victory- repel Axis invastion of Alam El Halfa


Allied Objectives and starting area - Up to 5 hexes in.


Overall Map

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PostSat Feb 07, 2009 3:10 am
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Steel_Panther

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Post subject: Reply with quote
Looks cool, wish I had the maps and the Minis for this one!
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PostSat Feb 07, 2009 1:02 pm
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Sindor

 

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Just aren't two maps a bit too small for a 300+250 pts armies?
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PostSat Feb 07, 2009 4:20 pm
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TorontoBizz

 

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Post subject: Reply with quote
Looks really good. I'm going to give this one a try. Historically the PZKpfw 38(t) was not used in NA. Maybe 2 x Panzer II ausf.C?
PostSat Feb 07, 2009 5:10 pm
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Shank77

 
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Post subject: Reply with quote
Looks to be a good match up.
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PostSat Feb 07, 2009 5:22 pm
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Snippersly

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Post subject: Reply with quote
TorontoBizz wrote:
Looks really good. I'm going to give this one a try. Historically the PZKpfw 38(t) was not used in NA. Maybe 2 x Panzer II ausf.C?


Hmmm... I'll double check that.  Thanks for noticing.  Please substitute as necessary.

Snip

-The small map was not that big of an issue in playtest.  There is lots of cover for both sides.
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PostSat Feb 07, 2009 5:36 pm
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bartok

 

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Post subject: Reply with quote
a few questions:
The allies starting area is 5 hexes from the edge, like axis.
The axis victory condition is capture the 3 bluff hexes with Grant, no allies units must stay in those hexes at this time.
You change the Strong Point from original Wizards tile: Double cost for High Gear vehicles, and a roll movement for HG vehicles. Now all vehicles must make roll movement?.............and HG vehicles pay double cost?
Axis vehicles are -1 speed on the even turns 2, 4, 6 and 8 (you put 7)
The cover for Grant is +5, +6………… are Large Silhouette (-1) but are dug in too(+1), or loose Large Silhouette and gain cover with +4, +5,+6. The defense is 6/4
For overwatch Allies 256 pts: 4 Axis 306 pts: 6 overwatch………… Add up the units in the army, divide by 100, round down, and multiply by two. That's how many units the army can place on overwatch. Figure it separately for each side.
PostTue Jul 14, 2009 10:48 am
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Snippersly

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Post subject: Reply with quote
Wow! Its been a while since I wrote and played this.  Let me see if I can dissect your questions and answer them:

1) 5 Hexes.  They can begin in front of the Strong Points.  Monty had a couple of smaller tanks out front to draw the Afrika Corp into their trap.
2) Must capture the 3 bluff hexes.  See the photos above for the exact objective hexes.
3) Play the Strong Point Hexes as per WoC rules.  Thereshould be no changes.  Sorry if that was confusing.
4)2,4,6,8...I type to fast sometimes.  Should be even numbers.  
5)Cover and Front Hull are +1.  So a roll of a three is now a four.  Front armor is now a 6. They were dug in, below their tall silhouette, as you can see, they cant even fire thier hull cannon cause they were so deep.
6) Huh?  You figure Overwatch however you want.
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PostTue Jul 14, 2009 8:48 pm
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bartok

 

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Post subject: Reply with quote
Thanks for quick reply.
"So a roll of a three is now a four".
Normally, cover for vehicles are 5, 6. If they were dug in, and they loose tall silhouette, for instance their cover rolls are 4, 5, 6. If they don´t loose "tall silhouette", their cover rolls should be 5, 6.
Can you tell me your opinion about cover´s Grant, are my final objective..........yeahhh
I suppose Grant are Large silhouette and dug in.
I think this is the correct overwatch for this points.


2 possibilities:
Grant (1942) Speed 0, Defense 6/4 Large Silhouette (saves for cover with 5, 6)

or
Grant (1942) Speed 0, Defense 6/4 (saves for cover 4, 5, 6)


Another question, if a Messermitch 109 is hit in turn 1, can deploy in turn 3, or must stay out for turn 3 for disruption counter (face up)............i think it can fly again but.....


Right for the strong point , it cannot stop a tank, only wheeled vehicles must roll for movement and double cost.

I will put 2 x Panzer II ausf.C (i know losing a 4 points, but i really like the 2X PZKpfw 38(t) stats: 7/7/6 and 8/7/5
PostWed Jul 15, 2009 7:10 am
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