By Peter Robbins
Peter relates an interesting tactical situation inspired by a recent game of Western Desert. It would be instructive to set up the counters as described and follow the action. All hex loca tions are on the half of map 18 containing Benghazi. It is the Axis turn, Jan II 41, in a game of Western Desert. The Allies have done the usual terrible things to the Italians, and occupied the coast as far as Derna. The lagging infantry of the 10th Army have been ordered to stand in 3718 to buy time for the fleeing "elite" elements, which have staggered to the outskirts of Benghazi. The main body is disposed thusly: a 3-4-6 Art III and step of supply in Benghazi, a 2-10 Mot III and two 1-6 Tank II's are encamped in 3221, and a Lt Tank II occupies 3224. Hoping to snare bigger game, the Tommies have screened the straggling infantry and advanced a 3-2-10 Arm X and 2-10 SG X impudently (or imprudently) to 3321, pinning the Italian c/m with their ZOC. The Free French Mot II is headed west past El Agheila and has reached 2731, cutting off Ben ghazi from overland supply. They are themselves out of supply, but, c'est la guerre. British infantry have advanced to 3527 (also out of supply) and 3923 (in supply), intent on closing the noose. What should the Italians do? The conservative option would be to ship troops to Tripoli and withdraw from Benghazi, but this means that the Italians would probably be destroyed in clear terrain before they could get very far. What about a do-or-die attack, attempting to exchange mediocre Italian units for good British ones? There are some reinforcements (potentially) available for shipment: two 1-6 Tank II's and a 1-8 mot Art III in Europe, and a 3-4-6 Art III just activated from 5th Army in Tripoli. The Axis have an Me 110 and an SM 79 within range, so that's another four points. What about attacking the British armour in 3321? Only four defense points. Hmm. Well, you can guess what happened. The Benghazi baddies sallied forth. Now it would be nice to surround the Brits, but there is only one attacking unit with a ZOC - the 2-10 Mot III which is out of general supply and mired in ZOC. But the Brits have made a miscalculation! They apparently haven't noticed that impassable escarpment blocks their ZOC into 3220 and 3320. The 1-8 mot Art III arriving from Europe moves past the tankers and into 3420. The units in 3221 sidestep to 3322, and are joined by the 3-4-6 Art III from Tripoli and one of the 1-6 Tank II's from Europe (the other was turned back on the Malta table). The 3-4-6 Art III in Benghazi attacks from 3221. So far so good - the Brits are surrounded by ZOCs, units, and impassable terrain. The step of supply is expended to provide attack supply. Now it gets tricky. The attacking units consist of: two 3-4-6 Art IIIs, a 1-8 mot Art III, one 2-10 Mot III, and three 1-6 Tank IIs; plus four air points: 16:4 or 4:1. But there are a couple of problems with this attack. First, take a look at rule 14B: "artillery units do not attack with their full strength unless the number of non-artillery REs participating in the attack at least equals the number of artillery REs. All artillery REs in excess of this number attack with a total strength of 1." Hmm. There are three artillery REs and 2 1/2 REs of tanks and motorized infantry. Of course, the Italians could declare the 1-8 mot Art III as the unit "in excess." Since it has only one point anyway, this wouldn't hurt the attack. But there is another problem. Rule 1OF limits the number of units rated AECA "neutral" in an attack to no more than twice the number of "capable" REs. There are four neutral REs and 1 1/2 armoured REs. Hmmmmmm. Have you guessed the ace-in-thehole? Why, it's the lowly Lt Tank II in 3224! Yes, there is a use for this much-maligned zero-strength unit. In previous games I have seen them stacked with infantry, giving a combination of an infantry division and four tankettes a modifier of +2 AECA and 1 AECD. But added to the above attack, a single 0-8 allows the assault to meet the criteria of rules 14B and 10F. The attack goes in at 4:1, -2 (1 rough, +3 full AECA, -4 ATEC). Breathless pause as the desert sun beats down on the dug-in British tanks... an EX is rolled. That hurts, but the Italians think it was worth it. Abiding by advanced rule 32131, "at least half of all losses to the attacker must be taken from units capable of at least 1/2 AECA." They choose to lose two of the 1-6 Tank II's and one 3-4-6 Art Ill. They also remove the valiant light tanks. What? Voluntarily remove such a valuable unit? Well, they've looked ahead to Feb I when an Italian armoured cadre shows up. Unfortunately, no Italian armour RPs show up until June. The only way that cadre can be turned over is by scrapping units in the replacement pool at the rate of four REs for one RP. The Italians presently have, yes, 2 1/2 REs of dead armoured. With the 1 1/2 REs of losses from this battle (by including the 0-8 Tank II) they will have just the right amount of scrap metal to flesh out their division. And you thought the war in the desert was dull without Rommel! Correction (from Europa 14) The Italian 0-8 Lt Tk II in "A Duel in the Desert" should start in Benghazi, to comply with Rule 28A4. Peter had it there originally, but his editor relocated it at 3224. Sorry, Peter! Back to Europa Number 13 Table of Contents Back to Europa List of Issues Back to MagWeb Master Magazine List © Copyright 1990 by GR/D This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |