[DO2019] El Alamein - October 23, 1942

Operation Lightfoot - Operation Lightfoot
Mediterranean Theater By: Cpl_Uhl - Last update: 12/10/2019
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:
2nd Battle of El Alamein. The stabilized frontline gave both parties the opportunity to prepare. Rommel, short on troops and supplies, prepared his defence and created "devils garden" an area with 500.000 mines and barbwire. Montgomery build up supplies and troops to a level of 2 vs 1. At nightfall on the 23rd of October, the infantry, followed by engineers, created 2 paths through the garden. The paths were 7 meters wide and 8 km long. This to allowed the armored divisions of X Corps a safe passage. At dawn the New Zealanders and British had not advance as far as planned.

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

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

Conditions of Victory:
6 medals
One hill of Kidney Ridge is a temporary medal for the Allies.

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 seven Axis units marked with an Italian badge (the SWA unit is Italian too, but can't be marked in the online version).
- Use "Specialized forces" rules (Troops 2) for the two Allied units and one German unit.
- Use "Combat Engineers"rules (Troop 4) for the two Allied units with the corresponding badge.
- Use "Heavy Anti-Tank Guns" rules (Troops 23) for the Axis artillery marked with the Afrika Korps badge.
- Use "Anti-Tank Gun"rules (SWA 2) for the Axis unit marked with a badge.
- Use "North African Desert" rules (Actions 9)
- Use "Minefield" rules (Terrain 29). Axis lays out the mines 001224.
- 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 4 fuel, start with 4 fuel. Axis maximum 2 fuel, start with 2 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