[DO2019] Halfaya Pass - June 15, 1941 - June 17, 1941

Operation Battleaxe - Desert Fox , scenario 4
Mediterranean Theater By: rockerviking - Last update: 02/06/2020
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:
Rommel has dug in at the Halfaya pass and Italian forces are defending Hill 206 and Fort Capuzzo. In reserve there was the German 15nd Panzer division and the Italian Ariete Armour Division.
The Allied forces come up with 3 colones of attack. At the coastal road the Mathilda tanks supported by Indian infanterie. At the Halfaya pass was the main body operated by the Famous Desert Rats,and the left flank was covered by the 2nd Royal tank regiment and the 22nd Guard infanterie.
The Allied did capture Hill 206 and Fort Capuzzo on the first day but at Halfaya there was no breaktrough.On june 16 Rommel put in his reserve Panzer units and recapture Fort Capuzzo. On june 17 the Allied forces had to retreat to their main lines and Rommel holds his positions and he could begin a counterattack heading to Egypt...

Allies have 5 cards and begin to move 1st
Axis have 5 cards

Conditions of Victory:
6 Medals

Ford Capuzzo is a temporary medal for both sides , so the Axis begins with 1 medal.

If the Allies controls both sides of the Halfaya Pass he gets a PERMANENT medal.

Special Rules:
North African dessert rules are in effect (actioncard 9)

-The star on the German special forces unit is Rommel as a Heroic Leader (action card 8)
-All other Axis Infantry units are Italian forces so may retreat up to 3 hexes per flag.
-The Axis Artillery is a 88 unit so he shoot 2-2-2-2 and needs LOS and shoots a hit with a star on armour
-Original the Italian unit in Solum and Fort Capuzzo have Machine gun SWA unit early war , other SWAs are Anti-Tank early war.

All Armour moves 2 hexes , special fuel resupply rules are in effect.
At the end of your turn before drawing a card you may roll a die for fuel at a max of 3 fuel tokens.
A armour unit may use one fuel token to gain 1 extra move.

Use a M44 die for fuel:
Flag = No fuel
Inf. = 1 fuel token
Tank = 2 fuel tokens
Star = Opponent looses 1 fuel token
Grenade = you loose 1 fuel token

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