RAF air strikes had prevented the Germans from bringing antiquate fuel stocks during the night, & as a result only the 15th Panzer Division was able to launch probing attack on the morning of the 1st of September. General Gastav von Vaerst swung his Panzers further east towards point 102 in an attempt to find the weak spot in the Allied defences that his intelligence informed him existed. He hoped to break though to the British supply lines and force the 22nd Armoured brigade between his hammer and the 21st Panzer Divisions Anvil. This would at least force the 22nd Commander "Pip" Roberts to react and fight a battle in the open desert.
Having twice been repulsed by the 44th Divisions artillery, von Vaerst attacked again for the third time, this time with increased support from the Luftwaffe. At 8.30 hours he got the reaction he wished for in the form of the 8th Armoured Brigade. With seventy-two Grants and twelve Crusaders, they advanced on the German right flank. Though out gunned, the British force only need to keep the Germans busy until the RAF could regain the Aerial advantage again. Their cautions approach combined with relentless aerial and artillery bombardments forced the 15th Panzer Division to withdraw. Rommel continued to blame his poor supply problem, but Montgomery proved to be what the 8th Army needed to stop the Afrika Korps.
The stage is set, the battle lines are drawn, and you are in command. The rest is history.
Afirka Korps player: 4 command cards
You move first
British player: 4 command cards
Conditions of Victory:
North Africa Desert rules are in effect (see p. 3).
Axis armor units move 1-3 hexes.
Allied armor units move 1-2 hexes.
The Oxford Companion to World War 2 - By John Keegan
The World War 2 Databook - By John Ellis
Atlas of World war 2 - By David and Andrew Wiest
ASL Scenario J81 Twisted Knickers
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.