Historical Background: After the Anglo-American landings in North Africa on November 8, 1942, the Americans remained optimistic about their ability to fight an opponent like Rommel and the Afrika Korps. Although in headlong retreat after the Battle of El Alamein, Rommel was not without the ability to fight, and prepared to teach the U.S. forces a lesson the British had already dearly learned. The green Americans moved slowly to take advantage of the Axis retreat, and while Montgomery pursued Rommel across North Africa, taking Tripoli on January 23, 1943, the Americans did not press the Axis western flank. Eisenhower would later write that the American operations "violated every recognized principle of war." Rommel and his junior officers were openly contemptuous of the Americans' ability to fight. After a buildup that included the heavy Tiger I tanks, Rommel concluded that Kasserine Pass was the soft spot in the American lines. On February 20th, he personally led the attack that cracked the American defenses and sent them reeling back. Almost everything the Americans believed was wrong. U.S. tactical doctrine was inflexible and did not account for the rapid German armored advances. The Americans suffered heavy losses of 1,000 dead, hundreds taken prisoner, and most of their heavy equipment. The Axis victory would entice German commanders to underestimate the Americans in the future. Kasserine Pass taught the Americans the doctrine of massed firepower, mass artillery fire, and to coordinate aircraft with ground forces. This costly and valuable lesson would serve the Americans well in the difficult and bloody campaigns ahead.
Briefing: Axis Player: Take 6 Command cards. You move first.
Allied Player: Take 5 Command cards.
Conditions of Victory: 6 Medals
An Axis unit that captures any of the following towns counts as one victory medal: Kasserine, Sbeitla, Tebessa, Fon Douk, Sbiba, Thala. Place an Objective Medal in each of these towns. As long as the Axis unit remains on the Town hex, it continues to count toward the Axis victory. If the unit moves off or is eliminated, it no longer counts.
Special Rules: All Hill hexes cost 2 movement points to move from a countryside hex (gameboard hex) up onto a hill.
Rivers are impassable.
The Axis Special Forces infantry are elite units. The Special Forces infantry units may move 1 or 2 hexes and still battle. The Axis Special Forces tank units have 4 figures. Place an Axis badge in the same hex as these units to distinguish them from the other units.
The Allied Special Forces infantry are elite units. The Special Forces infantry units may move 1 or 2 hexes and still battle. The Allied Special Forces tank unit has 4 figures. Place an Allied badge in the same hex as these units to distinguish them from the other units.
Scenario Bibliography: (*) By KippRyon (enhancements RB)
http://www.military.com/Resources/ResourceFileView/worldwarii_europe_maps_map41_largerview.htm http://www.worldwar2database.com/html/kasserine.htm http://www.army.mil/cmh-pg/brochures/tunisia/tunisia.htm Conflict Games, Kassarine Pass, 1973. 2194 Days of War, Cesare Salmaggi & Alfredo Pallavisini, Mayflower Books, 1977.
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20 |
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8 |
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3 |
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12 |
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1 |
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4 |
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6 |
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6 |
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