2nd Battle of El Alamein - November 02, 1942

Operation Supercharge
Mediterranean Theater By: 50th - Last update: 04/25/2011
Axis Player: Allied Player:
x6 x7 x8 x6
    first You play first


Historical Background:
Situated 50 miles west of Alexandria, the small town of El Alamein became one of the turning points for the Germans in World War Two. In the first battle, called operation Lightfoot, the British failed to get their armor through Rommel's "Cabbages" or anti-tank mines before Rommel could get his armor into position. This resulted in a defeat for the British. Montgomery wasn't going to make the same mistake twice. So on November second, his troops were poised to try again. The battle opened up with an artillery barrage of 150,000 rounds were fired from a 400 yard front for four hours. This lit up the 1 AM sky. The first objectives were taken by four in the morning, and by six the final objectives had been taken. Now Rommel would be on the defense as he fled from Montgomery. Rommel lost 400 guns, 500 tanks and 59,000 men who were dead, missing, wounded, or captured. Against these loses the Allies had lost 13,000 men and 432 tanks.

Briefing:
Who will be victorious in the desert heat?

Allies: Start with an Artillery Barrage card and 8 other command cards. Play the artillery barrage first and do not draw a card in the first turn.

Axis: Start with an air sortie (or air power modified as below) and take 5 other command cards.

Conditions of Victory:
Allies: Take the permanent medal hex at kidney ridge and take five more medals.

Axis: Take El Alamein, for a temporary medal, and six more medals.

Special Rules:
Air Power: Axis forces roll two dice per hex, Allies roll two also.
Air Sortie: Shuffle cards after discarding.
Italian Armor: All Italian armor units have two figures as these tanks were lightly armored.
BCF: See Nations Card #5 or page 7 of MT.
Italian Royal Army: See Nations Card #6 or page 7.
Free French Troops: See Nations Card #1 or page 12 base game.
Anti-Tank Gun: See SWA Card #2 or page 8.
Escarpments: See Terrain Card #63 or page 5.
Ergs and Ridges: See Terrain Card #64 or page 5.
Railroad Tracks: See Terrain Card #38 or Page 5 TP.
Road: See Terrain Card #42 or page 6 MT.
Minefield: See Terrain Card #29 or page 9.
The Artillery unit on Kidney Ridge is a German 88 Anti-Tank gun.
it fires 2 2 2 2 and hits armor on a star, grenade, or armor symbol, and moves 1 or battles.

Scenario Bibliography:
Campaigns of World War II Day by Day by Bishop & McNabb
War in the Desert by Time Life books

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
11
10
9
2
2
5
9
12
1
1
1
12