by Deen Wood and Michael Parker
Torch presents one of the more interesting and fluid campaigns of World War Two. Sadly, the prolonged Allied invasion turn deters some players from playing the game as often as they otherwise might. This scenario presents a shortened "Torch" campaign by beginning the game with the Axis Dec I 42 move. This allows players to skip the complexities of the invasion turn and the Vichy French reaction. This scenario presents an exciting duel requiring daring and nerve, especially on the part of the Axis. It is particularly apropos as an introduction for new Europa players due to its low unit density and reasonable length. Set it up and enjoy! The Situation Dec I 1942: Taking the Axis by surprise, the Allies landed on the shores of French North Africa in November, 1942. Everywhere successful, they consolidated their gains and raced toward Tunis, while the Germans desperately rushed whatever formations they had on hand to Tunisia. The Allies have probably lost the race for Tunis and Bizerte, though they may not realize it quite yet. Sizable German reinforcements have arrived, just in time. The Allied air forces have not yet displaced forward to cover the battle zone, leaving the Axis in control of the air. However, the Axis have their backs against the wall with precious little room for maneuver. They must attack vigorously and immediately in order to gain space before the Allies move up their superior ground and air forces. Failure to gain this room will result in a bridgehead of insufficient depth, probably leading to the early fall of Tunis and Bizerte and the subsequent annihilation of the retreating Afrika Korps. Components The following Torch components are used: all the counters, Map 25, and the "War in the Desert" rules set as modified for Torch. In addition, use the following Kasserine Crisis materials: Allied and Axis Order of Appearance and Game Charts, and this rules set. Rules Standard Torch rules and errata are used, with the following modifications: 1. The scenario begins with the Axis Dec I 42 turn. Deploy all initial forces as listed below, with the Axis player setting up first. Note that the Allies are already considered to have completed their Dec I 42 player turn. All ports and rails are undamaged. The weather is clear. 2. Kasserine Crisis uses map 25 only. Two boxes on the Kasserine Crisis Allied Game Chart are used to represent map 24: the Morocco box represents off-map Morocco/Western Algeria and the Gibraltar box represents Gibraltar. Allied units beginning the scenario in the Gibraltar box constitute Gibraltar's garrison; once placed, these units may not move. The French Morocco garrison is kept in the Morocco box. The garrison requirements are listed inside the box. Note that the required garrison differs slightly from Torch in that several air units have been added. A number of Allied units begin the scenario in the Morocco box; these are listed in the initial deployment. Allied units may move to and from the Morocco box as explained below. No Axis units, including Axis air units, may enter the Morocco or Gibraltar boxes. 3. Allied units may move from the Morocco box onto map 25 by land, air, or sea. Ground units and supplies are placed on the west edge of map 25 and enter the map during the movement phase, paying standard movement costs for the first hex entered. They may use their full movement allowance the turn of entry. Air units (including cargo) are placed on the west edge of map 25 and enter the map in the Air Movement Step; however, each air unit has already spent 10 MPs. For example, an air unit entering at hex 25:0112 spends its 1 1th MP to enter the hex. Naval movement from the Morocco box counts against Allied on-map naval capability. 4. Allied units may enter the Morocco box from map 25 by land, air, or sea. Ground units and supplies enter the box by exiting the west edge of map 25 during any friendly movement or exploitation phase. It costs 1 MP for ground units and 1 SMP for supplies to enter the box. If unable to pay this cost, they may not enter the box that phase. Air units (including cargo) enter the Morocco box by exiting the west edge of map 25 during any air movement or air unit return step. It costs 10 MPs for air units to enter the box. Air units with insufficient MPs to pay this cost may not enter the box that air phase. On-map naval movement to the Morocco box counts against Allied on-map naval capability. Reinforcements may arrive in the Morocco box; air units operate normally, but units and supplies may not exit the box their turn of arrival. 5. Allied interception missions may not be initiated from the Morocco box. 6. Cadres have heavy equipment. (Modifies Rule 3F) 7. The minimum AECA, AECD and ATEC ratio is 1/7, not 1/5. (Modifies Rule 10) 8. It costs a c/m unit 4 MPs to be shipped via naval transport. (Modifies Rule 26133) 9. Use the victory conditions listed on the Kasserine Crisis Axis Order of Appearance Chart (Modifies Rule 31) 10. Rules 32B, 32C, and 321 must be used. The other advanced rules should be treated as optional; that is, they are used only upon agreement by both players. 11. The off-map "airbase" in the Morocco box is not damaged by rain. (Reference Rule 321) 12. Neither side may plan an air drop prior to the start of the scenario. Victory Conditions Chart for Kasserine CrisisFollow the provisions of "War in the Desert" Rule 31 with the following modifications: A. Game Length. The scenario starts with the Axis Dec 1 42 turn and ends with the Jul 11 43 turn. The scenario may end sooner if the Allies force an Axis surrender in Africa, or the Axis achieve an automatic victory. E. Axis Automatic Victory. If an Axis unit in general supply controls Alger during any Axis initial phase, then play ceases and the Axis are accorded an automatic decisive victory. F. Initial Conditions. (Replaces similar segment in Rule 30.) At the start of the scenario the Allies control Gibraltar, the Morocco box, Algeria, and these hexes in Tunisia: all hexes west of the following line of hexes inclusive 2624-3122; 3122-3119; 3119-2918; 2918-2916; 2916-3413; 3413-3411; 3311-3309. Also hex 3612. The Axis control Libya, Sicily, Sardinia, Pantelleria, Lampeclusa, and all non-Allied Tunisia hexes. G. Victory Point Awards. The level of victory is determined using the "War in the Desert" table. Allied Player
+ 20 for control of Libya At the end of the game:
+3 per scrapped enemy RE +6 per eliminated enemy commando RE +1 per accumulated friendly armor/infantry RP +2 per air unit in the enemy replacement pool +2 per accumulated friendly air RP Upon Occurrence:
+ 1 per naval harassment hit (maximum 4 per turn) - 1 per RE, supply step, or fighter missing from the Morocco garrison Axis Player Upon Occurrence:
+ 10 per turn from Jan 1 43 if no Axis surrender At the end of the game:
+3 per scrapped enemy RE + 6 per eliminated enemy airborne RE + 6 per eliminated enemy commando RE + 1 per accumulated friendly armor/infantry RP +2 per air unit in the enemy replacement pool +2 per accumulated friendly air RP + 200 if no Axis surrender Corrections (From Europa 14) Kasserine Crisis Components: Use any necessary charts from "War in the Desert." Add to Rule 2: "The capacity of the off-map port in the Morocco box is unlimited." Add to Rule 11: "The off-map airbase in the Morocco box has a capacity of 100." Kasserine Crisis An Europa Battle Scenario for Torch
Axis Order of Battle Axis Order of Appearance Axis Game Chart Allied Order of Battle Allied Game Chart Allied Order of Appearance 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 |