The Legend Begins: Battleaxe Scenario

This scenario is by John Lynch (see the House TLB Rules page for contact info). He posted this on ConSimWorld and has graciously allowed me to post it here.

Operation Battleaxe. 15-17 June, 1941

I dug it up from an old 1st edition. Don't expect the British to win this one; they're outclassed. But, it makes an excellent introductory scenario. In the near future, I hope to provide Operation Brevity, 1st El Alamein and Alam Halfa, if I can obtain enough information.

Axis At Start Forces

In hex 2745: 15th Pzr Div HQ, 1/8 Pzr bn (9-3-12), 2/8 Pzr bn (6-3-12), 1 Supply Point.
In hex 2545: 15/15 Mot Inf bn, 606 Hvy AA bn, Fortification.
In hex 2645: 61 regt/Trento (3-4-4), Improved Position. In Bardia (2846): 62 regt/Trento (3-4-4), 1 Supply Point. In hex 2935: 5th Lt Div HQ, 2/5 Pzr bn (9-3-12), 1 Supply Point.
In hex 2838: 10th Army HQ, Reggia Aero, 8th Mot Mach gun bn/5th Lt (2-3-12), 1 Supply Point.
In hex 2735: 2nd Mot Mach gun bn/5th Lt (2-3-12) In hex 2637: 3rd Recce bn/5th Lt
In hex 2836: 1/5 Pzr bn (6-3-12)
In hex 2441: 33rd Recce bn/15 Adjacent to and outside of the Tobruk Perimeter: Ariete Div HQ, 104th Pzr Grn regt/15, 115th Pzr Grn regt/15, 7th Brs regt/Trento, 27th Inf regt/Pavia, 28th Inf regt/Pavia, 20th Inf regt/Brescia (3-4-4), 19th Inf regt/Brescia (3-4-4), 8th Brs regt/Ariete, Ital VIII Md Tank bn (2-1-9), Ital 1st Lt Tank bn.
Air Force: 2 (4-3-18) F, 2 (2-3-54) B, 1 (6-5-20) F, 1 (4-2-30) FB, 1 (2-6-16) GS.

Allied At Start Forces

In hex 2246: 7th Arm Div HQ, 1 KRRC/7 Arm Inf bn, 2 RTR (6-1-12), 11 Hus/7 Recce bn, 1 Supply Point.
In hex 2346: 7 RTR (8-2-9), 22 Gds Mot Inf Bde.
In hex 2245: 6 RTR (6-2-12), 2 Rfl Bde/7 Arm Inf bn, 106 AT bn.
In hex 2547: WDF HQ, 13C Art, 4 Ind Div HQ, 11/4 Ind Inf bde, 4 RTR (8-2-9), 1 Supply Point.
In hex 2347: 1 Truck, 2 Supply Points.
In hex 2548: 2 Supply Points.
In hex 2648: Western Desert Air HQ. Anywhere: 4/7 and 7/7 Arm bde HQ Markers (From house rules. The 1st edition had these brigade HQ Markers, but were left out of the 3rd edition, probably due to counter limitations). Inside the Tobruk Perimeter: 9 Aus Div HQ, 20/9 Aus Inf bde (5-6-4), 24/9 Aus Inf bde (5-6-4), 26/9 Aus Inf bde, 18 Aus Inf bde, 42 RTR (4-2-9), 5 RTR (3-1-12), 65 AT bn, K D GDS/2 Recce bn, 3 Supply Points.
Air Force: 2 (5-4-20) F, 2 (2-3-50) B.

Special Rules: Use only the single map section containing Tobruk. No unit may exit the map, and there are no reinforcements. There is no Initial Phase. The first segment is an Allied Primary. Neither side starts with any replacements, damaged tanks or wounded.

Game length: One turn, June II, 1941 (7 segments).

Victory: At the end of the turn, both players tally their step losses of combat units. One Victory Point is awarded to the opposing player for each step lost. Exception, each German tank step is worth three Victory Points, each British tank step is worth two.

Steps and fractions of steps recovered (wounded and damaged tanks) are subtracted from the number of steps lost. The Allied Player subtracts one Victory Point for the Axis Player for each half step of damaged Allied tanks recovered. The Axis Player subtracts one Victory Point for the Allied Player for each third of a step of damaged Axis tanks recovered. For example, if the Axis Player lost one German tank step, and recovered two-thirds of it, then the Allied Player would only receive one Victory Point. Both sides subtract one victory Point for every full step of wounded recovered by the other player, ignoring national differences by adding up all steps and fractions of steps.

The player with the most Victory Points wins; in case of equal scores, then the game is declared a draw.

Exception: If the Allied Player establishes and maintains a Line of Communication from Tobruk to the friendly map edge by the end of the turn, then he wins an Automatic Victory.

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Jonathan Arnold <jdarnold@buddydog.org>
Last modified: Wed Aug 14 11:51:15 Eastern Daylight Time 2002