Crusader 1941
INTRODUCTION
This is the Afrika Korps Crusader scenario, the counterattack by the Commonwealth commanded by Ritchie in November 1941. After the failed BattleAxe offensive, the Commonwealth forces stopped, regrouped, reorganized and prepared for another attack.
- The Commonwealth forces led by General Ritchie are stronger, but their tanks are still to German tanks.
- The Axis led by Rommel have high morale German troops, the German tanks are superior, but the Italian Infantry still suffers from limited mobility. They must block the enemy attacks, and sustain the siege of Tobruk.
The scenario starts during the siege, where the Commonwealth forces are prepared to counterattack. Can the Axis hold position? Can the Commonwealth break through and relieve Tobruk? Can Rommel be pushed back into Tunisia?
Be careful of the supply lines for the Commonwealth, as early success can outrun your supply!
The games Cards and Events allow full replay ability thanks to the numerous various situations that they create on the environmental, diplomatic, military, or political fields
DURATION & FORCES
Duration: 2h00
Favored Side: Axis
Most Difficult Side to Play: Commonwealth
The Crusader scenario lasts 8 turns with each turn representing 2 weeks, starting November 1, 1941.
The Commonwealth player always plays first.
The Commonwealth forces include British, Indian, Australian and RAF units.
The Axis forces include German Army, Italian Army, Luftwaffe and Regia Aeronautica units.
MAPBOARD
The map represents northern Africa, from Tripoli to the Nile and Suez Canal. There are two Theaters: Libya and Egypt.
Many Italian Metropolitan Infantry units are limited to a strip of land 2-3 regions from the coast, usually those with main roads and adjacent [the Coastal Road].
Regions that cannot be entered in the scenario (usually in the south) are grayed out.
VICTORY
IMMEDIATE VICTORY
The Commonwealth player wins if if he controls Tobruk, Gazala and Agedabia in supply.
The Axis player wins if he controls Tobruk fortress at any time turn 4 or later.
Otherwise, the player with the most Victory Points at the end of the scenario wins the game.
BONUS VP
The Commonwealth player earns 5 VP for the death of Rommel.
The Commonwealth player earns 1VP for the first time Gazala is controlled.
The Commonwealth player earns 3VP for the first time Beda Fomm is controlled.
The Commonwealth player earns 1VP for the first time Fort Capuzzo is controlled.
The Commonwealth player earns 1VP if Tobruk is controlled at the end of the game.
The Commonwealth player earns 3VP if Agedabia is controlled at the end of the game.
The Axis player earns 1 VP for the first time Tobruk is controlled.
The Axis player earns 1 VP if Sollum is controlled at the end of the game.
The Axis player earns 1 VP every time Fort Capuzzo is controlled.
The Axis player earns 3 VP if Agedabia is controlled at the end of the game.
The Axis player earns 2 VP if Benghazi is controlled at the end of the game.
The Axis player earns 5 VP if Tobruk is controlled at the end of the game.
Each side receives 1VP for each enemy Armored unit destroyed.
REINFORCEMENTS
Neither player receives scheduled reinforcements in this scenario.
They may receive some new units (e.g. trenches, depots, mines or obstacles) via the use of cards.
SPECIAL RULES
ITALIAN INFANTRY
Most Italian Metropolitan and Blackshirt, non-motorized, Infantry have their movement restricted and limited to locations with main roads or adjacent to them (which are usually 2-3 regions from the coast). They are identified with an Italian shield on the unit.
Exceptions are local units such as 1 Sibelle, 2 Pescatori, 3 Gennaio, 61 Sirte, 62 Marmanica, 63 Cirenne
REPLACEMENTS
All replacements and constructions are handled by cards.
CARDS
There are two cards drawn each turn in this game, and players may keep up to 10 of them in hands.
SUPPLY SOURCES
– For the Commonwealth units: Alexandria,
– For the Italian units: Tripoli
FOG OF WAR
Both sides benefit from a partial fog of war, i.e. the player cannot see what an enemy stack contains (only a flag is displayed on those). To observe the enemy content, you need to play a Reconnaissance card (Air or Land).
BREAKTHROUGHS
Only Armor and Leaders can initiate a Breakthrough.
Mechanized units, Artillery, some motorized units and Fighters, Fighter-Bombers and Dive-Bombers Air units may accompany a breakthrough.
Links for the PDF versions
SGS Afrika Korps – Fact sheets (PDF) : Grand campaign 1941 – Short 1942 campaign.
Scenarios : Battleaxe 1941 – Compass 1940 – Crusader 1941 – El-Alamein 1941 – Operazione E.