Desert Storm 1940

O'Connor Strikes

by Mauro De Vita



I wish to thank Dean Essig for the opportunity to write in Operations and comment about Afrika. It is a game where the World War II Italian Army receives a fair treatment.

Too many times, on this tiny Mediterranean boot, I see inaccurate, superficial and sometimes shameful depictions of the WWII Italian Armed Forces in non-Italian made games. Now, the open mindedness of people like Dean Essig and the efforts of The Gamers are slowly changing that trend. I hope other designers and game companies will follow this new perspective.

The Historical Events

After the occupation of Sidi Barrani on September 1940, the 10th Army remained immobile. Marshal Graziani organized forts and strong points along the new front with the mentality of his previous colonial experiences. He was a valid commander against the Cyrenaic tribal warriors and the Abyssinian hordes. However, now he was demonstrating his deficiencies when confronted by a modern army. Graziani's inertia irritated Mussolini. At the end of October, he wrote a harsh letter asking Graziani, in brief, to resume the advance or leave the command.

Graziani was not up to the pressures of modern war in a desert environment, but he was not totally inept either. He knew (and so Marshal Balbo before him) his army could not take Mersa Matruh, because of lack of trucks to transport his immobile infantry and armored cars to counter the crescent nuisance of the aggressive Allied armored patrols.

In skirmishes with these patrols, the Italian trucked columns regularly lost. This fact was beginning to demoralize the 10th Army soldiers. Graziani refused to move and again asked for 2000 trucks, several hundred armored cars, guns and medium tanks. Medium tanks means real tanks. In the Italian inventory there were several hundred of CV3 light tanks, but they were really more on a par with the British Bren Carrier. The reinforcements did not arrive on time.

In the meantime, Mr. Churchill spurred General Wavell, the Middle East commander, to create some problems for the Italians, mainly for propagandistic purposes, by mounting a big and demonstrative raid against the Sidi Barrani-Sollum positions. The shadow of the German invasion of the British isles was again alive. London wanted to reaffirm her Imperial heritage and ambitions and reassure her Allies in the world. She succeeded!

From December 1940 to February 1941 the Commonwealth forces, under the able leadership of General O'Connor, occupied in sequence Sidi Barranik, Bardia, Tobruk, Benghazi and El Agheila, defeating in detail, during four distinct battles, the IOth Army. They captured 130,000 prisoners, 400 armored vehicles, hundreds of trucks, 1200 guns. All of that at the cost of 500 dead and 1400 wounded. The 10th Army was no more. Only 8500 men, with light equipment, escaped towards Tripoli.

On the average, the 10th Army did not fight well. The morale was low and every defeat lowered it further. The artillerymen and tankers fought a lot better than the infantry. Among the latter, the Libyan contingent was better than the Italian regulars. The worst of the lot were the blackshirt divisions, formed by a motley collection of previous Army divisions assigned "Legions" (i.e., regiments).

The Italians reached the lowest point at Beda Forum. There, thousands of Italian soldiers threw away their arms, sat on the sand and considered themselves prisoners, before even seeing a single Allied soldier, while the way to Tripoli was still open. It was an immense disaster for the Italian arms and their martial prestige and credibility which was already badly shaken by the ill-conceived and poorly executed campaign against Greece.

Unfortunately, this episode became the standard by which to evaluate the valor and combat proficiency of the Italian armed forces during the rest of the conflict. On the contrary, in those months, the Italians fought with honour against the fierce Greeks in Albania. In the following months and years they often beat better equipped enemies in Africa and in Russia, but the image that remains today before the eyes of so many historians is that total collapse of 130,000 men, in less than 60 days.

Was it inevitable? The military defeat probably was not, but the morale breakdown was. It could be better not to advance in Egypt and await the Commonwealth forces in well-prepared positions around Bardia and Tobruk. However, in the end, the lack of organic armored and motorized formations (the Babini and Maletti units were lastminute improvisations) signed the fate of the 10th Army against O'Connor's Western Desert Force. Even General Wavell himself blamed the inferiority of his armored forces (not the valor of the men) to justify the successive April-May 1941 defeats at the hands of Rommel's DAK (with the important help, please do not forget, of the Italian Ariete armored division).

End of Digression

This script will deal with the Italian 10th Army possibilities to survive the first six months of a typical Afrika campaign game. The latest release in the SCS brings to life a simple but realistic model to understand the problems the Italian Comande Supreme faced in supplying and reinforcing its forces in eastern Libya. It addresses the superiority of armored and motorized formations versus leg-bound infantry and, as a consequence, shows the extreme wishfulness of trying to invade Egypt in September 1940.

As the Axis commander, you have nine infantry divisions, two armored and one motorized group, a cavalry regiment, four artillery regiments, and the tiny Tobruk and Bardia garrisons. They make up General Berti's 10th Army, plus the formations depending directly from Marshal Graziani's command. Five more infantry divisions are in the Tripoli box. They represent General Gariboldi's 5th Army. All that sounds impressive, but it is not.

Even if their combat and movement ratings are fair, do not be deceived by the term division. The Italian divisions were binary (i.e., they consisted of only two three-battalion regiments of infantry). In the Libyan armies, the divisional artillery was scarce and often below the already low TOE figures. Divisional, Corps and Army supports were, to be euphemistic, inappropriate. For example, the 23 Marzo Blackshirt Division consisted of only four infantry battalions; the Cirene, Marmarica and Catanzaro regular divisions consisted of only five infantry battalions each. So, keep in mind that for the first turns you are in the clothes of Marshal of Italy Rodolfo Graziani, commanding an infantry and fragile army, not in the ones of wouldbe Marshal of Germany Erwin Rommel, commanding the powerful Italo-German armored and motorized formations.

You have also to contend with the concrete possibility of seeing whole divisions suddenly disappearing from the map, even in safe and quiet rear areas. This can occur because of the perverse effects of the Italian surrender rule, coupled with the 5 movement points supply range limit. On average, you should receive sufficient supply points in Tripoli. However, the shortage of Coastal Shipping and Truck points and the variable (but generally low) capacity of the Benghazi, Tobruk, Bardia and Mersa Matruh ports, will have you crossing your fingers at the start of every turn, when you have to roll on the different supply related tables.

By the way, the only perplexity I have about the game regards the depiction of Derna as a mere village in hex 30.27. My sources say Derna was a minor port. During the period 21 August-20 September 1940, 10000 tons of supplies arrived there. Double the 5000 delivered to Bardia and half the 20000 delivered to Tobruk in the same time span. This lost potential supply source creates a no supply zone between hex 22.27 and hex 29.28 (until turn 7 when the Axis supply ranges extend to 10 movement points). This renders the retreat from Tobruk to Benghazi difficult and the duplication of the MechiliBerta-Derria blocking position, taken briefly by the 10th Army after the fall of Bardia, impossible.

Set-up and Strategy

After a dozen or so of plays wearing the Axis commander's hat, I devised a brilliant strategy that, I think, would work more often than not.

In playing Afrika, every strategy should be flexible. Dean designed the game to be different from play to play, because of the high number of variables present: semi-free set-up, variable Axis supply point/replacement step arrival and delivery to the minor ports, variable Allied replacement arrival/withdrawals calls, etc.

However, this is my favorite Italian set-up.

    Bardia:Babini, Maletti, Sahara, Bardia garrison, 3 SPs
    47.21:Marmarica, 3 Gennaio, 21 Artillery
    46.21:Cirene, Catanzaro, 22 Artillery
    45.22:1st Libica, 2nd Libica
    Tobruk:Tobruk garrison, 2 SPs
    Bir El Gubi:23 Marzo
    21.27:28 Ottobre, Sirte
    Benghazi:20 Artillery, 2 SPs
    Soluch:10 Artillery
    Tripoli Box: Sabratha, Bologna, Brescia, Pavia, Savona, 4 SPs

On the first turn, you have the only concrete possibility to do some damage to your opponent (during the first third of the campaign game, at least). If the Allied player was careless in his set-up and did not block the way to Alexandria, then your fast, exploitation capable units (Maletti, Babini, Sahara) and a trucked SP posted in Bardia, can go in a daring raid against the Allied only supply source. The garrison of Alexandria is a single 2-3-8 brigade. If the Axis raiders by-pass the Allied forces posted around Mersa Matruh, they have the opportunity to overrun attack the city during the Exploitation Phase.

(ed. Note: Too bad you can't overrun across the bridge. A rather large error considering the appellation given this plan.)

The non-exploitation capable Sahara regiment would be in the most opportune blocking position, along the coastal road, to delay the Allied reaction from the direction of Mersa Matruh. With the help of the 3 Axis air points and the combined arms modifier, you can attack Alexandria with a 3-1 +1 DRM. There would be a 60% chance of eliminating or compelling the British brigade to retire, entering the city and trying to capture its 3 SP depot. The loss of Alexandria on the first turn would cause some problems for the Allied battle plans. Your opponent will have to throw every unit to recapture it and you will gain a couple of turns' respite, at least.

If the attack fails, the raiding party can survive the Supply Phase by expending its trucked SP. With a bit of luck (well, maybe something more), you can try to regain the Axis lines or go for the Cairo supply depot next turn, depending on your opponent's reaction. It is probable the British 7th armored division will cut your units to pieces, but this will also delay the investment of Bardia by this powerful unit for one turn.

If the Allied player was wiser and closed any gap in his forces initial disposition, you would have to forget any idea of advancing in Egypt. Even if Mersa Matruh looks vulnerable, do not try to go for it. Its port is comparable to Bardia in low capacity and it is out of the supply range of Bardia. It is simply indefensible by your army. You cannot properly defend Bardia until turn 7, only Benghazi and Tobruk (if you are lucky and skilled enough). Your infantry divisions are too costly in supply terms (triple any other unit). If you cannot feed them, they will evaporate during the Supply Phase (letting apart the obvious interference by the Western Desert Force). Thus, it is better to proceed with a passive posture, based on a delaying action in Bardia and a defense at all the costs of Tobruk and Benghazi.

Bardia port capacity is low (1 SP maximum, if you have enough coastal shipping points and the Allied did not reduce it by air and artillery barrages). The terrain surrounding the city is not favorable to the defense. Retain it a long as you can without weakening the more important defense of Tobruk. Hold Tobruk to the death. It has a better port capacity than Bardia and it is protected by the impassable escarpment running from Gazala to El Adem and the ridge running around El Adem and part of the hex 40.22. If you can build a couple of boxes in hex 40.22 and 36.23, you will have a strong position to rely on.

While Tobruk is important to the Axis cause in an offensive middle game projection, Benghazi is the fundamental supply source for that predictable DAK-lead counterattack that could start around turns 9-11. Benghazi is the best port on the map (except Alexandria) with a maximum port capacity of 4 (again, if you have enough coastal shipping points). However, contrary to Bardia and Tobruk, it is not a fortification. Thus, you have to build a box on its hex to quadruple the strength of its defenders, Besides, the terrain is not favorable to defense, as in the case of Tobruk. To the east, two secondary roads cross the escarpment running from hex 15.26 to Soluch; to the north, the coastal road (the Via Balbia) runs in a clear hexside between the escarpment and the sea; to the south, there is a three clear hex gap between 14.20 and the sea. You have to protect all these approaches carefully during the game.

In a recent play, I aimed to trap the 7th Armored Division in 37.24. 1 had the 15th Panzer Division and Rommel in Tobruk and the Trieste Motorized Division in Gazala. During its Movement and Combat Phases, the 7th Armored smashed the Trieste and, in the Exploitation Phase, overran the weak garrison I left in Benghazi and captured three precious SPs. I was not happy to see that, believe me!

First Turn Movements

1. 28 Ottobre and Sirte from 21.27 to Benghazi and 10 artillery from Soluch to Benghazi;

2. Babini, Maletti from Bardiato 2l.27. So their supply costs will not be charged on the Tobruk-Bardia depots and they occupy a blocking position along the Via Balbia;

3. 23 Marzo from Bit El Gubi to El Adem; Marmarica from 47.21 to El Adem; I st Libica and 2nd Libica from 45.22 to 38.23; 22 artillery from 46.22 to Tobruk; Sahara regiment from Bardia to Tobruk; Cirene and Catanzaro from 46.21 to 40.22;

4. 3 Gennaio and 21 artillery from 47.21 to Bardia.

In this manner, Tobruk has six infantry divisions, two artillery regiments, one cavalry regiment and the Tobruk Grp garrison. Bardia has one infantry division, one artillery regiment and the Bardia Grp garrison. Benghazi has a two infantry division and two artillery regiment garrison. Besides, the mobile formations are in supporting range of both Benghazi and Tobruk. If the Allied assault on Bardia is imprudent, the mobile forces and/or part of the Tobruk garrison could even deliver a well-timed counterattack on turn 2.

Supply Considerations

At start of the campaign game you have 4 SPs in Tripoli 3 SPs in Bardia and 2 SPs each in Benghazi and Tobruk. If you were really unlucky rolling on the Supply, Coastal Shipping and various Port Capacity Tables you will have two more SPs in Tripoli and the certainty to ship at least 1 SP in Tobruk and to truck another SP to hex 14.18. (Note: I suggest that you not commit any of your 3 air points on the Malta Suppression Table. They will be really precious in lowering the odds of the Allied attacks).

During the Supply Phase, I usually spend 1 SP in Tripoli to supply Brescia, Savona, Bologna and Pavia. (If I do not have enough coastal shipping and/or port capacities to send or receive Sabratha to Benghazi, I let it go because out of supply, I save 1 SP. It is improbable you would bring all of these infantry divisions on the map. In the following turns, more useful units will arrive in Tripoli);

1 SP in Benghazi to supply Maletti, Babini, Sirte, 28 Ottobre, 10 and 20 Artillery (and Sabratha, if it was possible to ship it to Benghazi); 1 SP in 14.18 to build a box in Benghazi;

1 SP in Tobruk to build a box in 40.22; 2 SPs in Bardia to supply all the units in the Bardia and Tobruk areas. At worst, at the end of your first turn, you again have 3 SPs in Tripoli, 2 SPs in Tobruk and 1 SP each in Benghazi and Bardia. If you were lucky with the dice, you could have 1 SP more in Tobruk and Bardia (and 2 SPs less in Tripoli, but this would not be areal problem).

Turns 2-6

The defense of Tobruk will probably cost you a lot, in term of units and supply. However, the Allied forces will have a thorn in their side as long as Tobruk holds. Benghazi has more chance of surviving as well and your build up of armored and motorized forces will be easier. In a recent game, Tobruk held until relieved on turn 11. Its garrison was down to two battered infantry divisions, on the eve of total collapse. Its defense burned all the above mentioned original garrison and something more, but it was an important point of support in speeding up my clearing any Allied units from Libya.

Support your defense using your initial 3-1 superiority in air points. Send some of them to suppress Malta only if your supply situation in Tripoli is getting really bad. Ship every SP you can to Benghazi and Tobruk. If you cannot ship directly to Tobruk, try sending trucked SPs from Benghazi and/or Tripoli. Use at best the mobile units you possess at start and turns 4 and 5 reinforcements to harass the weaker and/or isolate Allied units and to relieve, if possible, the pressure from your besieged garrisons.

Use the Trento truck option. One more truck point far out weighs the usefulness of another Italian motorized division. Often you will not have other means than trucks to bring some vital SPs on the map. Think ahead about your supply needs. Take advantage of the supply cost rounding system. There are times when it is better to avoid sending combat units on the map just to economize some invaluable SPs.

It is difficult for Tobruk and Benghazi to survive the first six turns. However, if it succeeds, your middle game offensive will be better and your chances of winning the campaign game will be a lot better. With luck and ability, you could avoid the fate of the 10th Army that distant winter of 1940-4 1, and be in better shape to resume offensive operations with Rommel and the DAK.

Counterpoint: O'Connor's Offensive (OP12)


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