Enter Rommel

Introduction and Rules

By Frank E. Watson


Introduction

Enter Rommel is a scenario suitable for use with Western Desert or "War in the Desert." Players may use either the original Western Desert rules or the later "War in the Desert" rules.

In addition to the standard Western Desert or "War in the Desert" rules, several additional rules and rule variations are included. Use of the special scenario rules is mandatory, while you may use the additional optional rules as you see fit. However, be warned that the scenario was developed and play-balanced using all the additional rules (along with "War in the Desert" rules).

Optionally, Enter Rommel can be used as an alternative starting point for a complete Western Desert or "War in the Desert" campaign game. For this reason, the Allied Order of Battle includes units in Gibraltar and Iraq. Disregard the setup of these units unless starting a campaign game.

The Situation: March 24, 1941

Rommel has just arrived in Africa and taken over command of the Axis forces there. Although ordered to stand on the defensive, he discovers that the British give ground easily to his probing attacks. Soon his "raid" becomes a full-blown offensive.

The Axis have more ground strength, a larger air force, and much armor (the Allied air and armor force is quite small). But the Allies have Tobruk...

Scenario Credits

Enter Rommel is based on "War in the Desert," which was designed by John M. Astell.

Scenario Design: Frank E. Watson

Special Assistance: Ben Knight

Order of Battle Research: Frank E. Watson, Michael Parker,

Playtest, Advice, and Assistance: John M. Astell, Rick Gayler, Ben Knight, Michael Parker, Deen Wood

Scenario Components

Use the rules, charts, and counters from WD or "WitD," as augmented by these scenario rules and the article "Making Tracks on the Blue." Use Maps 18 and 19 only. Use the WD or "WitD" Orders of Battle for reinforcements and replacements: Apr I 41 thru Jun I 41 only.

Prepare for Play

Both players deploy their units per the Enter Rommel Orders of Battle. The Allied player sets up first. Do not deploy the Vichy French or other neutrals.

At the start of the game, the Axis player controls Sicily, Sardinia, Pantelleria, Lampedusa, Rhodes, Scarpantos, and hexes in Libya west of hex 18:2830 (inclusive). The Allied player controls Gibraltar, Malta, Egypt, Crete, Cyprus, Palestine, Transjordan, Iraq, Kuwait, and all hexes in Libya east of hex 18:3030 (inclusive).

Special Scenario Rules

A. The Levant

The Allied player may, at his option, declare an invasion of the Levant during any Allied Initial Phase prior to the final turn of the scenario, Jun II 41. The Allied player may not invade the Levant on the Jun II 41 turn. During the movement phase of the invasion turn, he must move at least two steps of supply, one air unit, and ground units totalling six REs into the Levant and permanently remove them from the map. There is no upper limit on the number of units the Allied player may move into the Levant on the invasion turn. At least one of the units that invades the Levant must be a headquarters unit.

During the following exploitation phase and during the movement phase of the next Allied Player Turn only, the Allied player may move up to three additional ground REs (only) into the Levant. These units are also permanently removed from play.

Units may not use admin or unopposed movement to enter the Levant.

The Allied player gains one victory point for each HQ, air unit, and non-zero attack strength ground RE that invades the Levant. He receives no points for zero attack strength units entering the Levant, nor for the two supply steps that must accompany the invasion.

No Axis ground or air units may enter the Levant during the scenario.

B. Victory

1. Game Length. The game starts with the Axis Player Turn of Mar II 41 and ends at the conclusion of the Axis Player Turn of Jun II 41.

2. Victory Conditions. The standard WD and "WitD" victory conditions are not used. Instead, use the victory point awards and penalties listed on the Enter Rommel Victory Point Schedule.

The Allied player should keep a running total of victory points earned and lost during the course of the scenario.

Note that Allied units lost in Greece and losses incurred by either side prior to the Mar II 41 Axis Player Turn do not count as eliminated for purposes of calculating victory points in this scenario.

Victory Point Schedule for Enter Rommel.

Upon occurrence:

  • +1 per Axis RE eliminated
  • -1 per Allied RE eliminated
  • +1 per Axis unit reduced to cadre
  • -1 per Allied unit reduced to cadre
  • +3 per Axis RE scrapped during the scenario
  • -3 per Allied RE scrapped during the scenario
  • +2 per Axis air unit eliminated
  • -2 per Allied air unit eliminated
  • +1 per Allied naval harassment hit (maximum of 4 per turn)
  • -1 per Axis naval harassment hit (maximum of 4 per turn)
  • +1 for each Allied RE, HQ, or air unit that invades the Levant (see scenario Rule A.)

During each Allied initial phase:

  • -1 per each RE lacking from the required Palestine garrison of 3 REs

At the end of the game:

  • +20 for Allied control of Benghazi
  • +5 for Allied control of Derna
  • +30 for Allied control of Tobruk
  • +2 for Allied control of Bardia.
  • +5 for Allied control of Halfaya Pass (hex 19:0426)
  • +5 for Allied control of Matruh
  • -50 for Axis control of Alexandria
  • -10 if Tobruk is Allied controlled but cannot trace an overland supply line to an Allied supply terminal
  • -the current Malta status number

Levels of Victory

    48 or Higher Allied Decisive Victory
    33-47 Allied Substantial Victory
    28-32 Allied Marginal Victory
    22-27 Draw
    12-21 Axis Marginal Victory
    1 - 11 Axis Substantial Victory
    0 or Less Axis Decisive Victory

Recommended Optional and Modified Rules

The following rules are not standard Western Desert or "War in the Desert." However, they have appeared in previous issues of Europa or ETO and are recommended for the best game of Enter Rommel.

Administrative Movement (6B). During the movement phase (only), a unit may use administrative (admin) movement. A unit using admin movement may only move by road (or by track if using track rules). A unit may not use admin movement to cross a non-road (or non-track) hexside.

A unit pays half the usual cost of terrain when using admin movement. To use admin movement, a unit must meet the following conditions:

  • the unit must be in general supply as judged in the initial phase
  • the unit may only move in hexes owned by that player and loses its ZOC while doing so
  • the unit may not start or move adjacent to an enemy unit
  • the unit does not expend movement points for any other purposes except movement (such as engaging in overrun or construction).

Unopposed March (Now). An unopposed march may be used in the movement phase only. A unit using unopposed march may expend movement points equal to 1.5 times its printed movement allowance. A unit may only use unopposed march if the following conditions are met:

  • the unit must be in general supply as judged during the initial phase
  • the unit does not enter a hex adjacent to an enemy occupied hex unless the intervening hexside is impassable to all enemy units in the enemy occupied hex (Note that the unit may begin its movement phase adjacent to an enemy occupied hex.)
  • the unit does not expend movement points for any other purposes except movement (such as engaging in overrun or construction).

Exploitation Phase (New). All units may move in the exploitation phase. All phasing combat motorized units may spend movement points equal to their movement rating. All phasing non-combat motorized units may move up to one-half their movement rating in the exploitation phase.

Armor/Antitank Effects (10C). Change the minimum proportion necessary for a die modification due to AECA, AECD, and ATEC from 1/5 to V7.

Axis By-Pass (New). The road that bypasses Tobruk through hex 19:4819 does not yet exist at the start of play. It has no effect on play until built. A construction engineer may build the road in hex 19:4819 by expending 12 MPs in the hex. These 12 MPs may be accumulated over more than one turn or come from more than one engineer unit.

Shipping Costs (26B3). It costs a c/m unit 4 MPs to be shipped via naval transport.

Tracks (New). Use the article "Making Tracks on the Blue," appearing in The Europa Magazine #15, for rules on movement along desert tracks.

Axis Command Problems (New). Due to the caution in the Italian command brought on by their recent defeat by the British, Italian ground units may not move east of hexrow 18:29xx in the Axis movement phase of the Mar II 41 turn. They may attack normally and may move east of hexrow 18:29xx in the exploitation phase.

Reinforcements and Replacements. The Allied player does not receive the reinforcements listed for Jun II 41 when playing Enter Rommel.

Improved Fortress Modifier (New). Use a -1 die modifier for an improved fortress in addition to the other effects listed on the Terrain Effects Chart.

Enter Rommel Europa Battle Scenario for Western Desert


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