Operation Crusader

On the Road to Tobruk

by Greg Novak



About a year ago, in April 1978, I was invited to sit in on a playtesting session of a new game design by Frank Chadwick, which was to cover the 1941 actions around Tobruk. After finding out it was a company/battalion level, simultaneous movement game with a time scale of 1 hour and five maps with a scale of 1.5 miles to the hex, I declined.

To me, Narvil is a monster game; I had no intension of getting caught playing this creation. Well, a week later they were short a commander, and I ended up sitting in. By the time the night was over, I was hooked. For all the games on the market, none have the feel of Operation Crusader.

It has 10 counter sheets, five maps, two booklets, decimal die, and assorted charts. Although it covers all the Crusaders battles, and is good for team play, two scenarios are for two-player games: Brevity and Battleaxe.

It is not unplayable, indeed, it plays so well and serves as an excellent simulation of North African battles. The key is the use of column markers instead of units on the board. These reduce stacking, help with simultaneous movement, and provide limited intelligence, all at the same time. Thus not only is it easier to keep track of what you have, but at the same time you cannot always know what your opponent is doing. Likewise, as movement is simultaneous, you 'can't be sure that your attack will hit anything but air.

In playing any of the scenarios, whether Brevilty, Battleaxe, or Crusader actions, there are a number of items that need to be taken into consideration when working out tactics. They are the units, formations, and terrain. Here are a few notes on each:

The Units

Operation Crusader has a counter system that is closer to La Bataille de la Moskowa than to any other World War II game. The frortt of the counter lists traditional strength and movement factors while the back has multipliers for anti-tank fire, conventional fire (mortars and heavy machine guns), assault fire, and when it exists, indirect fire, as well as defensive fire and morale.

This allows some distinctions to be made that are often overlooked in North Africa. For example, while a British battalion had better morale than most Italian battalions, and equal assault factors, the Italians are far stronger on anti-tank fire, and have an edge in conventional fire as well. A British infantry battalion is dead meat to a to a tank force, since its anti-tank weapon is the Boys Anti-tank rifle. The Italians, on theother hand, had anti-tank guns within the battalion.

You need to look at what you have, and use it properly. If you don't provide anti-tank protection to the infantry, for example, you will be hurting. On the other hand, dueling against machine guns with 2-pounders firing solid shot will also prove to be less than productive. The tactics that worked then will work in the game: artillery to soften, infantry and armor to attack, or infantry to hold. The winning player in Crusader will be the one who uses his forces wisely.

Formations:

There are four moving and two stationary formations available. The moving formations range from road, which is all ahead full, through travelling, which means scouts are out, then bounding, or be very careful, to assault, or "there they are." Travelling mode is fine for single columns, and road works well for supply units, but though bounding is slow, it is the best. Remember, you are moving at the same time as your opponent, and since you don't know what he is doing, safe is better than sorry.

The non-moving formations are stationary and laager. Note that while there are special moves to enter and break laager, I have not counted them. Stationary formation allows a unit to cover a 180 degree arc, while laager gives 360 degree protection. While laager also gives a morale bonus, as well as in some cases an added defense bonus, there are a number of se..-- problems with this formation. Mainly, it is so slow to get into or out of. If you are attacked while breaking laager, you are as good as gone. If you want to halt a unit overnight, or for supply, stationary formation is far better. A column can always be divided into two columns, facing opposite directions, to provide 360 degree protection. Laager is good for a unit which intends to stay for a while, but if you have plans to move the unit soon, you are better off not going into laager. In many games I have watched the disasterous results that befell the players who had the habit of always laagering their columns.

Terrain

The importance of terrain in Operation Crusader lies in the fact that, since hills, towns, and other landmarks are essential to desert navigation, moving columns are attracted to them as moths to a candle. There is no simple way for one unit to dodge around another. Thus, by holding well- selected spots you can provide an easy-to- find rallying point for your side, as well as a fortified hedgehog for your opponent to run into. Players often end up with the naval aspect of the Desert War islands of infantry and artillery supporting squadrons of armor as they "patrol" the gaps between the islands.

The Scenarios: Brevity

Brevity represents the first attempts of the British to recapture the frontier area as a jumping-off point for an attack to relieve the siege of Tobruk. Compared to what will come, the forces are microscopic. The Axis player has 16 counters, including all reinforcements, while the British player has 17.

For the Axis player, the basic problem with Brevity is his shortage of POL, as well as the fact that his reinforcements will arrive lacking fuel, tired, and in need of rations. The game depends on the Axis player holding four points: Bardia, Sollum, Fort Capuzzo, and Halfaya Pass. The latter two are the keys to the problem. Fort Capuzzo is located in rough terrain, so that units there in laager are tripled on defense, as well as somewhat protected from artillery fire.

The main supply dump should be here. Halfaya Pass should also be strongly held, so what the Axis player should end up with is five columns, two of which are reinforced infantry battalions (one at Capuzzo, one at Halfaya), one armored column, and two columns with an armored car company in each. One of the armored car companies should start in Sollum to fulfill the set-up requirements; we'll get to the second column in a moment, after discussing a few problems for the Axis player.

The main problem facing the Axis player is the complete Allied superiority in artillery. The Axis player has four strength points of artillery that can fire with 10 fire factors; the Allies have 20 strength points that fire 40 factors. However, at the start of the game, 60% of the Allied artillery is isolated on the coastal road, supported by a single infantry battalion.

If the Allies can take Halfaya, this artillery can then link up with the rest of the Allied forces. However, by holding Halfaya and sending the armored column against the artillery, you might be able to destroy it, at the possible cost of most of your armor.

A second problem for the Axis player is posed by his reinforcements. They arrive in the middle of the night, with limited fuel, out of food, and exhausted. In fact, when they arrive on the board fatigue reduces their morale by two, and hunger reduces their morale and movement by one more. The Axis player has two choices: either he can leave a supply dump some- where along their route, or he can halt them where they enter, let them rest for 8 hours, and then move them to Capuzzo in road formation and trust to luck that they are not intercepted by the British. The second armored car column should start the game somewhere along the route in either case; the Axis player cannot place a supply dump on their route without doing this, and since supply dumps are not marked, the only way the British player will know if a dump is there is to move a column to the hex.

Personally, I have found that leaving a 1 point POL and 2 point general supply dump along the route makes it easier for the reinforcements to arrive, even though I allow them to stop at once to rest. With the arrival of these reinforcements, the Axis player should be able to launch a counter-attack, especially if Halfaya has fallen.

Note that the optional rules for Brevity in the new errata sheet can change the situation; the Allied player no longer knows that your reinforcements will arrive hungry and tired, or even how many units will arrive. Still, the above tactics are useful; they will help to keep the British player guessing.

When the Allied player looks at his forces for Brevity, he will undoubtedly observe that they look less like an armed force and more like a large mob. True, the 22nd Guards Brigade is there, with two companies of Matildas, but with no anti-tank or artillery support. The 7th Armored Brigade is also there, with another two companies of tanks, but due to the Cruiser tank rule they can't have any other unit in their column. There are two batteries of artillery, an anti-tank battery, and last of all a battalion of infantry on the coast road with two batteries of artillery. At the start of the scenario, the Allied player finds himself with 8 columns, though he has the troops for no more than 6. His artillery is out of range of the Axis positions. It will take him three to five turns to put his army back in an organization that he can work with.

The battalion on the coast road, as well as the two artillery batteries, should start the game laagered at hex 4807 and stay there until Halfaya is captured. Do not attempt to move up the road, lest you meet the Axis forces moving down. If these units are attacked, hope that the Royal Artillery will stand to their guns, for there is nothing else that you can do.

The remainder of your force should split up into 6 columns. One, with the cruiser tanks, should run up to Halfaya and find out what is in the garrison there. The next three columns should consist of the two headquarters, the Durham Light Infantry, artillery, and anti-tank, and should head for Hill 207. The remainder of the force, the Matilclas and the Guards infantry, should head for Halfaya Pass.

Between the artillery units and the assault force, the Allied player has a good shot at taking Halfaya. Once he has, a garrison force can be left, the coast road forces can move up, and a new position can be established on Hill 206, from which Capuzzo can be shelled.

Yes, this plan is simple, and yes, there are potential problems. In any turn in which you move your armor, there is one chance in three of losing a tank. Secondly, the Axis tanks are faster and better than yours. To stop the second battalion, his reinforcements, you may have to send a battalion north, along with the anti-tank battery.

The key to the Allied problem is firepower. Your artillery will win or lose the scenario for you. If you can combine your artillery, you will win. If you fail to take Halfaya Pass, or lose the guns on the coast road, you had better pack, for Winnie doesn't like losers.

The Scenarios: Battleaxe

Battleaxe is fought over the same territory as Brevity, although there are far more units involved. Though the victory conditions are not the same as in Brevity, Battleaxe is more of a lost cause to the British. The problem is that they are attacking a force equal to their own, and the Axis player gets all the reinforcements. This scenario can be played with two people. but it is much more fun with three to five; that way, everyone gets his own division, creating the problem of everyone wanting to do his own thing.

With more units, the terrain becomes more important. There are two readymade defensive lines. One of these, running between Halfaya Pass to Sidi Omar, includes Hills 203, 204, and 207. The second line runs behind it, from the village of Gabr Lachem, east through Hafid Ridge, Hill 208, down to Hill 206, and over to Oalala. Behind that line lies the post of Fort Capuzzo.

These lines consist of series of unconnected villages, rough terrain, and hills, where the infantry, anti-tank, and artillery units can sit. While they cannot really stop anyone from passing through holes in the line, the fire support they can provide is important. They form a shield behind which the players can maneuver their armor to the best possible advantage.

In contrast to Brevity, where the Axis player has nothing, in Battleaxe the Axis player has more units than he knows what to do with. There are ten infantry battalions, twelve batteries of artillery, and assorted anti-tank units. The Axis player needs to use his Italians and Germans to man a line that will give as little as possible, while retaining a mobile force in reserve. Though the chances of an Allied attack up the coast road are slim, Halfaya Pass needs to be strongly held - if the British capture it, the task of driving them out will be far from easy.

One useful tactic the Axis player can try now is to form mixed battle groups of armor and anti-tank weapons. At one-hex range, these mixed groups can be deadly to the British armor.

The recon elements of the Axis forces can be used to patrol the area past Sidi Omar, or to threaten to raid the Allied supply lines. In general, the Axis player should attempt to hold his positions, build up his supply of POL, and prepare for a counterattack as soon as the 5th Leichte Division arrives.

The Allied force is far superior to the forces available in Brevity, but faces a far tougher foe as well. Unlike Brevity, where there was no surprise, in Battleaxe the Allied forces are allowed four moves while the Axis forces remain inactive. The Allied player's primary objective should be Halfaya Pass; it is the only real objective he can attempt to attack, and for that reason it will undoubtedly be strongly defended.

The Allied player needs to play a tight, careful game. No troops, save for a reinforced battalion (and perhaps not always even a reinforced battalion) should be sent on the coastal road. A reinforced battalion at hex 4506 can block the coastal road, and threatens to add another force to any assault on Halfaya Pass. The basic strategy of the Allied player is to use his artillery and slowly clear the line between Sidi Omar and Halfaya Pass. This way he will not only create a "shield" of his own ' but will cut off Halfaya Pass from Axis reinforcements. If the pass does fall, it should be strongly garrisoned, as the Axis forces will surely try to take it back. A strong force should be sent up the coastal road towards Sollum; thus, when the 5th Leichte Division arrives, the Allies can prevent an attack on Halfaya Pass from more than one direction. Ideally, if Halfaya were to fall, the Allies could place the artillery down on the coast road.

Any attack on Halfaya will have to be preceded by a heavy artillery barrage. For example, it will be impossible to knock out the German 88's entirely (if any are there), but by concentrating artillery fire to 48 factors at a shot, the Allies will have a 20% chance of knocking out half of the 88's present. If Halfaya can be softened up enough, an attack by the Guards Brigade and the Matildas will have a good chance of breaking thorough. Again, the troops on the coastal road can make a difference.

Use the recon units to raid the Axis rear areas. His headquarters units and supplies, especially POL, can be hit. The Axis player will be forced to divert forces to fight the recon units, or ensure that plenty of rear-area guards are left behind.

Again, remember that the Allies do not have the troops to carry out anything except a careful, planned attack. They must not try to mix it up with the Axis armor; they should save their own to blunt the Axis counter- attack.

Last Thoughts

Brevity is fun, Battleaxe is a challenge, and Crusader, though huge, will be played sometime - having just bought a house, I now have the space to try. In general, if you like games on North Africa, you will enjoy Operation Crusader. Hopefully, these notes will be of some use as you start on the Road to Tobruk.

More Crusader


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