Desert Cauldron

The Gazala Battles
May-June 1942

by Frank E. Watson


Introduction

"Desert Cauldron" is a Europa battle scenario for Western Desert or War in the Desert covering the Axis offensive against the British 8th Army at Gazala. It begins with the Axis player turn of the May II 42 game turn and ends after the Jul I 42 game turn. The scenario can also serve as the starting point for an abbreviated WD or WitD campaign game.

Background

The British victory in Operation Crusader in late 1941 (see TEM # 31) chased Axis forces out of Cyrenaica for the second time. However, Japanese entry into the war robbed 8th Army of its chance to pursue the defeated Afrika Korps into Tripolitania. It was much the same as had happened after Wavell's earlier victories, when the British diverted their effort from Africa to protect Greece. This time, British and Commonwealth troops and resources scheduled for the desert changed course for Singapore, India, and Australia.

Afrika Korps was stung but not defeated after Crusader. It turned and struck back, recapturing Benghazi and most of the Cyrenaican bulge yet again.

By February, the front had again stabilized with the British 8th Army forming a defensive line south from Gazala, covering Tobruk. Again the battle shifted from one of maneuver and combat to one of logistics, as both sides readied for their next big push. Both sides had learned the power of mobile forces in the desert. The two armies' non- motorized troops dug defenses and laid minefields to an extent not seen before in the African campaign.

The Axis launched their biggest air offensive of the war against Malta, reducing the island's offensive striking power to insignificance. For once, this allowed Axis reinforcements to flow freely across the Mediterranean. The continued diversion of resources to face the Japanese slowed the British buildup, and this time it was the Germans and Italians who were able to launch their ground attack first.

On the night of May 26, 1942, the Afrika Korps and the Italian 20th Mobile Corps headed south into the desert, around the British fortifications, signaling the first stage of Operation Venezia.

Components

All the components needed to play "Desert Cauldron" can be found in Western Desert with the exception of the Allied pioneer construction units, the British engineer brigade, and the optional "Group Hekker" unit. The construction and engineer units appeared as optional units in TEM # 6 and TEM # 8. "Group Hekker" is covered below. Icons for use in making these counters are provided:

You may use the original WD rules or the WitD rules as you wish, although the scenario rules assume that the later WitD rules are in use.

Prepare for Play

Set up Maps 18 and 19, using only the eastern half of map 18 and the western half of map 19. The Axis player sets up first, followed by the Allied player. Both players use all units listed as Initial Forces in the "Desert Cauldron" Orders of Battle. Where possible, either player may set up divisions in combined or broken down form.

At the start of the game, the Axis player controls Sicily, Rhodes, Greece, Crete, the Aegean islands, and all hexes in Libya west of hexrow 18:44xx, inclusive. The Allied player controls Malta, Egypt, and all hexes in Libya east of hexrow 18:45xx, inclusive.

Malta and Sicily are shown on the Malta Chart included with this scenario. Use this chart for the placement of units in Malta or Sicily, and for conducting air operations involving the units based there.

Special Rules

Operational Boundaries and Restrictions.

No ground unit may exit the playing area. Air units may exit the playing area only to fly air missions to the Malta Chart. The Axis player may not conduct a special operation during the time frame of this scenario. Neither player may scrap units.

The Delta.

The city of Alexandria is synonymous with "the Delta" for purposes of this scenario. Allied units may overstack in Alexandria.

Initial Inoperative Air Units.

No air repair attempts may be made in the Axis Initial Phase of May II 42. The scenario OB's Initial Forces list already takes these repairs into account.

Armor Effects.

Units gain AECA and ATEC at a ratio of in, instead of 1/5.

Fortresses.

A -1 die roll modifier applies to attacks on fortresses. This modification applies to both unimproved and improved fortresses.

Reinforcements and Replacements.

Both sides receive reinforcements and replacements per the "Desert Cauldron" orders of battle.

Divisional Engineers.

Do not use the divisional engineering rule.

National Integrity Exception.

The Allied 2nd SA Infantry Division may combine into its divisional form (7-8) using the 2nd South African HQ unit, two South African 2-8 infantry brigades and one British or Indian 2-8 infantry brigade.

Optional Rules

The following rules are not standard WD or WitD rules. Use them as you wish, upon agreement by both players. The "Tobruk in Disrepair" and "Group Hekkee' rules obviously tilt play balance in favor of the Axis player. The modified retreat rule and expanded movement rules make for a more fluid game.

Tobruk in Disrepair.

Consider the Tobruk fortress to be unimproved at the start of the scenario.

Group Hekker.

Use this rule only if using the WhD rules set. The Axis has a 1/2 RE amphibious capability that he may use in any enemy- owned hex west of Tobruk, only. Add the Group Hekker unit to the Axis initial OB; this is the only Axis unit that may use the special amphibious ability.

The Group Hekker unit is held off map until used in an amphibious landing. If the unit does not enter play, it is not considered eliminated.

If the Group Hekker unit makes an amphibious landing, use the standard WitD amphibious assault rules, with the following changes.

  • the landing battalion is not automatically supported on the turn that it lands.
  • the landing must be planned one turn in advance. Note: A landing may not be planned for the Axis May II 42 turn.
  • the Axis must roll one die and consult the "Success Table" below at the instant the amphibious landing is attempted.

Success Table
Die Roll Result
1 Eliminated
2 Eliminated
3 Return to port
4 Return to port
5 Lands successfully
6 Lands successfully

If the Group Hekker unit is eliminated the Axis player loses 1 VP. If the unit must return to port, the unit is withdrawn from play, but the Axis player does not lose a VP.

Modified Retreat Rule.

All units except Italian non-combat motorized units can retreat into an enemy ZOC, if the hex into which the unit retreats is occupied by a friendly ground unit.

Unopposed March.

An unopposed march may be used in the movement phase only. A unit making an unopposed march may expend movement points equal to 1.5 times its printed movement rating. A unit may make an unopposed march only 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 impassible to all enemy units in the enemy occupied hex. Note: A 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).

Non-Combat/Motorized Exploitation.

All phasing units may move in the exploitation phase. Combat/motorized units may spend movement points equal to their movement ratings. Noncombattmotorized unit may spend movement points equal to 1/2 their movement ratings.

Victory Conditions

"Desert Cauldron" begins with the Axis player turn of May II 42. Victory is evaluated after the end of the Axis Jul I 42 player turn. A complete game is three and one-half turns long. Only the Axis player scores victory points, as outlined in the "Desert Cauldron" Victory Point Awards.

Desert Cauldron Victory Point Awards

Upon occurrence:
+2 each Allied air unit eliminated.
+2 each Allied division flipped to cadre.
+1 each Allied RE eliminated.
-2 each Axis air unit eliminated.
-2 each Axis division flipped to cadre.
-1 each Axis RE eliminated.
-1 Group Hekker is eliminated (optional rule).

At the end of the game:
+30 Tobruk is Axis controlled.
+20 El Alamein is Axis controlled.
+15 Tobruk is Allied controlled, but cannot trace a line of hexes free of Axis ZOCs to an Allied supply terminal. (Allied units negate Axis ZOCs for this purpose.)
+10 Matruh is Axis controlled.
+ ? Malta status number.
-1 each Allied RE in the Initial Forces Middle East Reserve that has not left the Delta during the entire scenario.
-10 Derna is Allied controlled.
-20 Benghazi is Allied controlled.

Levels of Victory
Victory Points Level of Victory
55 or more Axis Decisive Victory
35 to 54 Axis Substantial Victory
20 to 34 Axis Marginal Victory
15 to 19 Draw
5 to 14 Allied Marginal Victory
-14 to +4 Allied Substantial Victory
-15 or less Allied Decisive Victory

Variants

Free setup.

Deploy airfields and forts as described in the "Desert Cauldron" orders of battle. Also deploy all air and ground units listed in the "Desert Cauldron" orders of battle as deploying in Sicily and Malta as described by that OB. Disregard the other specific hexes designated in the "Desert Cauldron" order of battle.

Allied ground and air units may set up in any hex in Egypt, or in Libya on or east of hexrow 18:45xx. At least 16 Allied defense strength points must set up in fort hexes west of Tobruk (non-inclusive). The Allied player sets up first.

Axis ground and air units may set up in any hex in Libya on or west of hexrow, 18:44xx. Each Axis fort east of Derna. must be occupied by at least 5 defense strength points.

Auction Game.

Do not pick which player will play the Allies and Axis. Do not use the normal victory conditions. Instead, both players place a secret written bid before play. The high bid plays the Axis. The victory points needed for an Axis Victory are equal to that high bid.

If both players place identical initial bids, each player rolls one die. The high roller may bid higher or pass. Players alternate bidding until one player passes. The player with the highest ending bid plays the Axis with points for an Axis Victory now equal to that highest bid.

There are no draws when playing an auction game. There are no incremental victories (marginal, substantial, etc.).

Credits

Scenario Design: Frank E. Watson
Playtesting: Greg Bartels
Malta Chart. Rick Gayler


Desert Cauldron The Gazala Battles, May-June 1942


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