El Alamein - November 01, 1942 - November 04, 1942

Operation Supercharge
Mediterranean Theater By: yangtze - Last update: 05/21/2008
Axis Player: Allied Player:
x4 x5 x5 x5
    first You play first


Historical Background:
For three years, Axis and Allied forces chased each other over the hostile terrain of the North African desert. The tide turned in the Allies' favour at the Second Battle of El Alamein in 1942. British General Montgomery, who his men described as being "as quick as a ferret and about as likeable", spent months building up an overwhelming advantage in men and armour, before launching his attacks against Field Marshal Rommel's German and Italian troops. At the start of the attack Montgomery sent this message to try to steel his men, "Everyone must be imbued with the desire kill Germans, even the padres - one for weekdays and two on Sundays."

To cope with Montgomery's attack, the Germans had 110,000 men and 500 tanks. A number of these tanks were poor Italian tanks and could not match the new Shermans. The Germans were also short of fuel. The Allies had more than 200,000 men and more than 1000 tanks, including 300 newly arrived Shermans. Between the two armies was the 'Devil's Garden'. This was a minefield laid by the Germans which was 5 miles wide and littered with a huge number of anti-tank and anti-personnel mines.

Operation Supercharge was a British and New Zealander infantry attack made south of the Australians, exploited by the tank divisions. Rommel was taken by surprise. He sent in the panzers to try to prevent a breakthrough, but his men were hopelessly outnumbered.

By November 2nd 1942, Rommel knew that he was beaten. Hitler ordered the Afrika Korps to fight to the last but Rommel refused to carry out this order. On November 4th, Rommel started his retreat. 25,000 Germans and Italians had been killed or wounded in the battle and 13,000 Allied troops in the Eighth Army.

The stage is set, the battle lines are drawn, and you are in command. The rest is history.

Briefing:
Axis Player: Take 4 command cards.

British Player: Take 5 command cards.
You move first.

Conditions of Victory:
5 Medals

A British armour unit that exits off the Axis side of the battlefield counts as a Victory Medal. The British unit is removed from play. Place one figure from this unit onto the British Medal Stand.

Special Rules:
There are three British Engineer units. Place a British Engineer special force token in the same hex with these units to distinguish them from the other units. The units move like infantry, but in battle they ignore terrain battle dice reductions in close assault combat.
The Australian and New Zealand Divisions are also marked for interest. No special rules pertain to these divisions and it is not necessary to mark them with tokens.
The Axis Special Force infantry is an an Italian elite motorised unit, and the tank units which include German panzer divisions have 4 figures. Place the relevant Axis badge in the same hex as these units to distinguish them from the other units. The Italian motorised unit may move 1 or 2 hexes and still battle.

North African desert rules are in effect.
British armour units may only move 2 hexes.
Roads are explained on P.5, Minefields P.7, and Big Guns on P.13 Terrain. The clearing of minefields by engineers is explained in the Combat Engineer rules on P.13 Terrain.
The Mediterranean Sea is impassable.

You will need both the Terrain Pack and Eastern Front minefield counters to play this scenario.

Scenario Bibliography:
El Alamein, Field Marshall Lord Carver, Wordsworth Military Library
The Battle of El Alamein, Fred Majdalany, University of Pennsylvania Press
http://en.wikipedia.org/wiki/Second_Battle_of_El_Alamein

Warning:
Please note that this scenario was not approved by Richard Borg or Days of Wonder, so you have to check yourself about playability, potential gaming issues, etc.

Set-up Order
10
3
1
2
7
7
13