More Afrika Scenarios

Standard Combat Series

by Hank Meyer



Here are two optional rules to consider as well as two shorter scenarios to play with. The optional rules give the turn sequence a more interactive feel.

Immediate Counterattack

Any unit of the non-phasing player may counterattack any adjacent unit which attacked or advanced after combat in the Combat Phase. It occurs as the last thing in the Combat Phase, before the Exploitation Phase begins, and has no effect on the ability of units to function later in the turn. In other words, if a unit makes one of these attacks, it is not giving something else up.

Interactive Sequence of Play

Movement Phase (all friendly units can move their full movement allowance)
Combat Phase
Enemy Reaction Phase (exploit-capable enemy units may move 1/2 MA and conduct overruns)
Exploitation Phase (exploit-capable friendly units may move 1/2 MA and conduct overruns)
Supply Phase

The above preserves the total MA of the exploit-capable units for the turn at the rate it currently exists. The player may make more attacks per turn using this system and must be careful not to generate an operational tempo which will create losses which exceed the unchanged level of reinforcements and replacements. While adding an Enemy Reaction Phase after the Combat Phase, a change may be needed to the Replacement procedure. A Supply Trace will be needed to a unit recieving a step-loss replacement to an SP or a port in order to make the replacement possible--in other words, to gain replacement steps, units must be in and be eligible to be in supply.

New Afrika Scenarios

These make good, short tournament games. Change sides and compare results to determine tournament winners. These make good scenarios to try out the optional rules presented above. These scenarios eliminate most of the variability inherent in the game's supply, shipping, and replacement systems.

Special rules for both scenarios:

1. Malta Reduction is not used.

2. The Axis player gets 3 SPs per turn. The Axis Supply Table is not used.

3. The Axis player gets a Coastal Shipping of 3 each turn, the die roll is not made.

4. Benghazi has a port capacity of 2 at all times, all other ports are set at their maximum value. These values may be degraded by barrage attacks normally.

5. Reinforcements arrive as per the Order of Arrival Charts,

6. Truck points may be used proportionally- I truck point could therefore move I SP 10 MPs, 2 SPs each 5 MPs, or 10 SPs each I MP (etc.).

7. The Variable Reinforcement Tables are not used. On turns I & 2 (Sept and Oct, 1940), the Allied player gets two steps per turn. From that point on, he gets 1 step per turn. The Axis player always gets I step per turn. There are no mandated withdrawals. Possible British withdrawals have been integrated into the above reinforcement rate.

8. The victory conditions are based on the historical outcomes. To justify the tournament quality of the scenarios, players must play each side and compare results. The victory conditions are not guaranteed to come up a 50-50 chance of each side winning.

Scenarlo 5.1 a O'Connor's Offensive

Length: 7 turns (turns 1 through 7)
Set Up: As per Scenario 5.1
Victory Conditions:

    Smashing British Victory: Control of Bardia, Tobruk, Benghazi, and El Aghelia.
    British Major Victory: Control of Bardia, Tobruk, and Benghazi.
    British Symbolic Victory: Control of two of Bardia, Tobruk, or Benghazi.
    Axis Symbolic Victory: Control of two of Bardia, Tobruk, or Benghazi.
    Axis Major Victory: Control of Bardia, Tobruk, and Benghazi.
    Glorious Axis Victory: Control of Bardia, Tobruk, Benghazi and Mersa Matruh.
    Draw: Other than the above.

Scenario 5.1 b The Race for Tobruk

Length: 6 turns (turns 8 through 13) Also try lengths of 5 or 7 turns. Alternatively, roll one die starting at the end of turn 12. On a 1-3, the game is over. Otherwise, the game continues. The game automatically ends on turn 14, if it has not ended earlier.

Set Up: As per Scenario 5.2--add a Box and 23 Bde-70 Div (less one step) at up in Mersa Matruh.

Victory Conditions:

    Smashing British Victory: Control of Bardia, Tobruk, Benghazi, and Mersa Matruh.
    British Major Victory: Control of Mersa Matruh, Bardia, Tobruk, and Sidi Barrani.
    British Marginal Victory: Control of two of Bardia, Tobruk, or Sidi Barrani.
    Axis Marginal Victory: Control of two of Bardia, Tobruk, or Sidi Barrani.
    Axis Major Victory: Control of Benghazi, Bardia, Tobruk, and Sidi Barrani.
    Glorious Axis Victory: Control of Bardia, Tobruk, Benghazi, and Mersa Matruh.
    Draw: Other than the above.


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