Introduction Torch presents one of the more interesting and fluid campaigns of World War Two. Unfortunately, the prolonged Allied invasion turn deters some players from playing the game. This scenario presents a shortened "Torch" campaign covering only the fighting in and around Tunisia starting with the Axis Dec I 42 turn. This allows players to skip the complexities of the invasion turn and the Vichy French reaction. What remains is an exciting duel requiring daring and nerve. It is also suitable as an introduction for new Europa players due to its low unit density and reasonable length. 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. As the scenario opens, the Allies have probably lost the race for Tunis. 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 little room for maneuver. They must attack immediately and vigorously to gain space before the Allies move up their superior ground and air forces. Failure to expand their perimeter will result in a bridgehead of insufficient depth, leading to the early fall of Tunis and Bizerte and the subsequent annihilation of the retreating Afrika Korps. Components The following game components are required: the counters from Torch; map 27 and the Grand Europa terrain effects chart from Second Front; and the WitD combat results and unit identification charts. In addition, use these Kasserine Crisis materials: Axis and Allied orders of battle and game charts. Rules Standard WitD and Torch rules and errata are used, as modified by the special scenario rules. Advanced rules 32B, 32C, and 321 must be used. The following rules are optional for purposes of this scenario and are only used upon prior agreement by both players: 32A, 32D, 32E, 32F, 32G, 32H, 33D, and 33E. Special Scenario Rules Rule 3C--Geography (modification) The French Morocco box on the Kasserine Crisis Allied game chart represents Allied-controlled territory in Morocco and Algeria off the west edge of map 27. Rule 3F-Heavy Equipment (modification) Cadres have heavy equipment. Rule 7-Transportation Lines (modification) Treat both high-volume and low-volume railroads as "railroads" per War in the Desert. Roads (dotted lines) are usable only as roads. All low-volume railroads in Tunisia are narrow gauge; the low-volume railroads in Algeria running into Tebessa (27:3720) are narrow gauge. All other railroads are standard gauge. Rule 10-Armor/Antitank Effects (modification) The minimum AECA, AECD and ATEC ratio is 1/7, not 115. Rule 26B3-Shipping Cost (modification) It costs a c/m unit 4 MPs to be shipped via naval transport. Rule 28B2-Allied Garrisons (modification) The French Morocco box (hereafter, Morocco box) must be garrisoned. The garrison requirements are listed in the box. Note these differ slightly from Torch (several air units have been added). A number of Allied units begin the scenario in the Morocco box per the initial deployment. Allied units may move to and from the Morocco box as explained elsewhere in the scenario rules. Axis forces may not enter the Morocco box. Rule 28B6-Allied Holding Boxes (new) The Morocco box has an intrinsic port and airfield capability, representing numerous ports and airfields to the west of the playing area. The intrinsic port has an unlimited capacity and the intrinsic airfield has a capacity of 100. Allied forces may move from the Morocco box by land, sea, or air. Ground units and supplies are placed in hex 27:2033 and may move normally the movement phase of their arrival. Naval movement from the Morocco box counts against Allied on-map naval capability. Air units (including cargo) are placed on the west edge of map 27 in the Air Movement Step. Each unit is considered to have spent 15 MPs. For example, an air unit placed in hex 27:2733 spends its 15th MP to enter the hex. Allied units may enter the Morocco box by land, sea, or air. Ground units and supplies enter the box by exiting the west edge during any friendly movement or exploitation phase. It costs I MP for ground units and 1 SMP for supplies to enter the box. Units and supplies unable to pay this cost may not enter that phase. On-map naval movement to the Morocco box counts against Allied on-map naval capability. Air units (including air cargo) may enter the Morocco box by exiting the west edge during any air movement or air unit return step. It costs 15 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. Reinforcements may arrive in the Morocco box. In this case, arriving air units operate normally. However, units and supplies may not exit the box on their turn of arrival. Allied interception missions may not be initiated from the Morocco box. Axis air units may not enter the Morocco box. Rule 28F-Weather (modification) During rain turns, use the mud section of the GE TEC. Rule 29A1-Axis Reinforcements (new) Panzerarmee Afrika. These reinforcements enter at hex 27:5117 on the Feb I 43 turn. The air units must fly transfer missions to any friendly airbases; they may not fly any other air n-dssions this turn. The ground units may operate normally, with the following exception: no Axis ground unit may end its movement or exploitation phase in any hex in hexrows 27:50xx or 27:51xx, other than hex 27:5018. This restriction applies to all Axis units, and not just the units of Panzerarmee Afrika. On all subsequent turns this restriction is lifted. Note that all units (of either side) entering at hex 27:5117 pay standard movement costs for this first hex entered. Rule 29A1-Allied Reinforcements (modification) British 8th Army. These reinforcements enter at hex 27:5117 on the Feb II 43 turn; they may not attack this turn. On subsequent turns these units (as well as other Allied units arriving at hex 27:5117) may operate normally. Any Allied units forced to retreat off the south edge of the map are not eliminated, and may reenter play during the next Allied movement phase at hex 27:5117. If this hex is Axis owned, their reentry is delayed. During any initial phase it is Allied owned, hex 27:5117 functions as an Allied supply terminal. Western Desert Air Forces. These air units are available at off- map Libyan airbases. Allied air units may use these airbases, entering and/or exiting the map in the hexes shown on the Kasserine Crisis Allied game chart. The airbases are divided into three groups. One group, with a total capacity of 6, is located 9 hexes from the edge of the map. The second group, with a total capacity of 9 is located 16 hexes from the edge of the map. The third group, with an unlimited capacity, is located 30 hexes from the edge of the map. Air units entering the map must spend MPs equal to the off-map distance to enter their first hex. Air units exiting the map must have MPs remaining at least equal to the off-map distance to the airfield. For example, an air unit entering the map in hex 27:5114 from the 9- distance group spends its 9th MP to enter the map. The air units of the Western Desert available air forces initially use these airbases; they may also use Allied airbases on the map. Other Allied air units may use the Libyan airbases starting with the Feb 1143 turn. Rule 30-Preparing for Play (modification) Deploy all initial forces as listed on the Kasserine Crisis orders of battle, with the Axis player setting up first. The scenario begins with the Axis Dec I 42 turn (the Allied player has already completed his Dec I 42 player turn). All ports and rails are undamaged. The weather is clear. Neither side may plan an air drop prior to the start of the scenario. The Allied player controls the Morocco box, Algeria, and all hexes in Tunisia west of the following line of hexes inclusive: 27:4325-4320; 4320-4018; 4018-3819; 3819-3719-3718-36173616-3516; 3516-3512; 3512-3412-3312-3212-3113. The Axis player controls Corsica, Lampedusa, Pantelleria, Sardinia, Sicily, and all non-Allied Tunisia hexes. Rule 31-Victory (modification) Modify the provisions of Rule 31 as follows: A. Game Length. The scenario starts with the Axis Dec I 42 turn and ends Jun II 43. 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. The Axis is awarded an automatic decisive victory if an Axis unit in general supply controls Alger (27:1933) during any Axis initial phase. F. Scenario Victory Point Awards. Allied Player During each six-month period:
At the end of the game:
Upon Occurrence:
The scenario victory point awards do not allow the Allied player to gain victory points for capturing Tripoli, an Axis supply terminal off the east edge of the map. The best way to handle this oversight is to increase the automatic victory point award given the Allied player at the end of the game for control of Libya from '+20' to '+25.' Axis Player Upon Occurrence:
At the end of the game:
Upon Occurrence:
Rule 32I-Unprepared Airbases (modification)
Scenario Credits.
Kasserine Crisis Europa Battle Scenario #1 Second Edition
Allied Order of Battle Axis Order of Battle Axis Game Chart Allied Game Chart Back to Europa Number 37 Table of Contents Back to Europa List of Issues Back to MagWeb Master Magazine List © Copyright 1994 by GR/D This article appears in MagWeb.com (Magazine Web) on the Internet World Wide Web. Other articles from military history and related magazines are available at http://www.magweb.com |