Deep Blue Deep Blue

Bardia - January 02, 1941

North Africa
Mediterranean Theater By: yangtze - Last update: 03/17/2008
Axis Player: Allied Player:
x4 x5 x5 x5
    first You play first

Historical Background:
The British Eighth Army under General Ritchie had begun an offensive in November of 1941. They drove Rommel's armoured divisions, and most of his Italian infantry, across the hump of Cyrenaica to El Agheila on the Gulf of Cirte. Some 300 miles to the rear, a number of bypassed Axis fortresses held firm, threatening the British lines of communication. One of those fortresses was Bardia, held by 3 Italian infantry battalions, a German engineer battalion, some artillery, and a company of tanks.

The British 2nd South African Division was given the task of reducing the position. They used six battalions in the attack, including the South African Police, the Rand Light Infantry, the Royal Durban Light Infantry, the Kaffarian Rifles, and the Imperial Light horse, plus elements of the 44th battalion of the Royal Tank Regiment.

In phase 1 of the attack gaps were blown in the Axis wire, and the southernmost portion of the defended area was captured.

Phase 2, the subject of this scenario, began as a night attack. The British right flank advanced to take the high ground in front of them, but the left flank stalled in the face of stiff resistance from dug-in positions and mines. During the day a dangerous gap opened in the British centre, and an Axis counter-attack from the north-west was threatened, but at that moment the Axis commander decided to surrender the garrison rather than prolong the battle.

An account of the battle was issued to US Army officers in July of 1942 as a text-book example of a deliberate, combined arms attack.

The scenario begins at the start of the phase 2 attack. The stage is set, the battle lines are drawn, and you are in command. The rest is history.

Italian Player: Take 4 command cards.

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

Conditions of Victory:
5 Medals

Special Rules:
The Allied Special Force units are Engineer units. Place an Allied 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 Axis Special Force is a German Engineer unit. Place an Axis special force token in the same hex with this unit to distinguish it from the other units. The unit moves like infantry, but in battle it ignores terrain battle dice reductions in close assault combat.

North African desert rules are in effect.
Night Attack rules are in effect, explained on P.8 Pacific Theatre.
Armour units move 2 hexes instead of 3.
Roads are explained on P.5, Wadis on P.3, and Minefields on P.7 Terrain. The clearing of minefields by engineers is explained in the Combat Engineer rules on P.13 of Terrain.
The Mediterranean Sea is impassable. Sea hexes play as lakes for purposes of line of sight.

An Allied unit that captures the Town hex of Bardia counts as one Victory Medal. Place an Objective Medal on the Town hex. As long as the Allied unit remains on the Town hex, it continues to count toward the Allied victory. If the unit moves off or is eliminated, it no longer counts.

Scenario Bibliography:

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