Libya First

It's How You Play the Game

By Ben Knight


"War in the Desert" optional rule 33.H, Libya First, allows the Allied player to make a decision consistent with his role as Commander-in-Chief Middle East:

H. Libya First

The Allied player may cancel the transfer of the 4th Indian Division to the East African campaign in order to retain it for operations on map. Accordingly, the withdrawal of the Indian troops on the Dec II 40 turn is ignored. However, the British campaign in East Africa would have undoubtedly been prolonged in this case. Thus, the infantry division [HQ] and five infantry brigades that are scheduled to arrive in Egypt on the Jul I 41 turn are delayed: roll one die per unit; the number rolled is the number of turns the unit is delayed.

"Libya First," though elegant in design, slightly favors the Allied player. The 4th Indian Division, with a combat strength of 7, is retained for 8 turns, while the Jul I 41 infantry reinforcements, with an effective strength of 11, are delayed an average of 3.5 turns:

    7 strength X 8 turns 56 strength/turns retained
    11 strength X 3.5 turns 38.5 strength/turns delayed

Thus the Allied player enjoys a small overall gain when using this rule. Because of this, the Axis player rarely agrees to its use in competitive play (remember that an optional rule may only "be used upon agreement by both players").

We can balance the rule and make it more historically accurate if we sacrifice some of its simplicity. A comparison of the Western Desert Allied Order of Battle to the Allied OB in Jeff Brown's Africa Orientale (OB research credited to Vance von Borries) shows that the 5th Indian Division, 1st South African Division, and a Free French brigade fought in East Africa before transferring to the Western Desert. These units comprise 16 strength points (17 - 1 for the withdrawn Free French motor battalion which is also retained).

If we retain the 4th Indian Division for 8 turns and delay these other units for an average of 3.5 turns, then voila!

    7 strength X 8 turns = 56 strength/turns retained
    16 strength X 3.5 turns = 56 strength/turns delayed

For complete game balance, however, the Axis player should receive a few victory points for "prolonging" the campaign in East Africa if the Allied player elects to retain 4th Indian Division. Roll one die; this is the number of VPs the Axis player earns.

The Allied player must now either send the 4th Indian Divison to East Africa (the historical decision) or demonstrate that the 4th Indian Division can earn enough VPs in Libya to justify its retention and offset the Axis VP gain.

A balanced and more accurate (albeit more complicated) "Libya First" rule would now read as follows:

H. Libya First

The Allied player may cancel the transfer of the 4th Indian Division to the East African campaign in order to retain it for operations on map. Accordingly, ignore the withdrawal of the Indian troops on the Dec II 40 turn. However, the British campaign in East Africa would have undoubtedly been prolonged in this case. Thus, delay the arrival of the following units.

Roll one die per unit; the number rolled is the number of turns the unit is delayed.

May I 41:
1x 2-8 Inf X 5 SA
1x 3-8 Inf X 1 FF
(Note: Delay the withdrawal of 1x 1-10 Mot II M until the turn 1 FF arrives.)

Jun II 4 1:
1x 2-8 Inf X 2 SA

Jul I 41:
1x 8 Inf XX HQ 5 (Ind)
3x 2-8 Inf X 1 SA, 9 (Ind), 10 (Ind).

Jul II 41:
1x 2-8 Inf X 29 (Ind)

Aug I 41:
1x 8 Inf XX HQ 1 SA

In addition, the Axis player receives victory points if the campaign in East Africa is prolonged. Roll one die; this is the number of victory points the Axis player receives.


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