[DO2019] Ras El Madauar - May 01, 1941

Mediterranean Theater By: Cpl_Uhl - Last update: 01/09/2020
Axis Player: Allied Player:
x5 x6 x5 x6
first You play first    

There are problems with this scenario: it cannot be set-up using the standard terrain tiles of Memoir '44 and the selected extensions. There are too many terrains of one or more types. Please contact the author.

Historical Background:
Germans passed Tobruk during their advance and the Australian 9th division was left behind to defend the city and it's defensive perimiter. As Rommel is in desperate need to shorten it's supply lines he needs the seaport of Tobruk. Both sides had major problems, as they were short on ammunition, fuel and troops. Rommel had a bold plan to capture the high ground of "Ras El Madauar" and push on to once Italian Fort Pilastrino. During the night two Pionierbataillonen advanced. The next morning the Panzerkompanien rushed towards the gap followed by the Italien Divisione corazzata "Ariete".

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

Axis player [Germany/Italy]: 5 command cards, you move first.
Allied player [Britsh Commonwealth]: 5 command cards.

Conditions of Victory:
6 medals
Each Axis unit exiting to Fort Palistrino counts as a medal (there is a standard English armor unit beneath the exit marker).

Special Rules:
- Airpower card for the allied player: 1d per hex (instead of 2d).
- Use "British Commonwealth force (BCF)" rules (Nation 5) for the Allied forces.
- Use "Italian Royal Army" rules (Nations 6+) for the two Axis units marked with Italian badges.
- Use "Specialized forces" rules (Troops 2) for the five Allied units and one German unit.
- Use "Combat Engineers"rules (Troop 4) for the two Axis units with the corresponding badges.
- Use "Command cars" rules (Troop 20+) for the single fig. infantry marked with the Afrika Korps badge. This is Rommel leading the attack.
- Use "Anti-Tank Gun"rules (SWA 2) for the two Allied units marked with a badge.
- Use "North African Desert" rules (Actions 9)
- All armor moves 2 hexes, but per spent fuel token 1 armor unit moves 3 hexes.
At the end of your turn you may roll one die for fuel before drawing a card: Flag=0, inf=+1, armor=+2, grenade= YOU-1, star= ENEMY-1.
Allies maximum 3 fuel, start with 1 fuel. Axis maximum 3 fuel, start with 3 fuel.

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