This is the Afrika Korps Operazione E scenario, the invasion of Egypt by the Italian Army in Fall 1940.
The Italians invade on September 13, with initial success. Historically they stopped and dug in around Sidi Barani, for lack of fuel and supplies. Commonwealth forces then dug in to protect Mersa Matruh.
- The Commonwealth forces are small but well led by General O’Connor, with better tanks and the RAF has stonger power.
- The Italians led by Graziani have lower morale, poor tanks, and limited mobility. But they have large numbers and, if able to move forward, have the means to take ground in Egypt.
The scenario starts right withr the initial invasion, where the Commonwealth forces are dispersed against a strong and concentrated Italian force. Can the Italians advance into Egypt and threaten Alexandria? Can the Commonwealth stop and then crush the Italians , further moving deep into Libya?
Be careful of the supply lines for te 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
Favored Side: Commonwealth
Most Difficult Side to Play: Italians
The Operazione E scenario lasts 8 turns with each turn representing 2 weeks, starting September 13, 1940.
The Italian player always plays first.
The Commonwealth forces include British, Indian, Australian, New Zealand, South African, Free French, Greek and RAF units.
The Axis forces include German Army, Italian Army, Luftwaffe and Regia Aeronautica units.
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.
The Commonwealth player wins if he controls Agedabia, in supply.
The Italian player wins if he controls El Alamein or Alexandria in supply.
The Italian player wins if he controls the Tobruk fortress at the end of the game.
Otherwise, the player with the most Victory Points at the end of the scenario wins the game.
The Commonwealth player earns 1 VP for the first time Bardia is controlled.
The Commonwealth player earns 2 VP for the first time Tobruk is controlled.
The Commonwealth player earns 1 VP for the first time Derna is controlled.
The Commonwealth player earns 1 VP for the first time Benghzazi is controlled.
The Italian player earns 1 VP for each time that Ft Madaleina is controlled or recaptured.
The Italian player earns 5 VP if Derna is controlled at the end of the game.
The Italian player earns 5 VP if Benghazi is controlled at the end of the game.
The Italian player earns 5 VP if Agedabia is controlled at the end of the game.
The following reinforcements are received during the game (they come in addition to what can be obtained through cards or events). They may receive some new units (e.g. trenches, depots, mines or obstacles) via the use of cards.
The Commonwealth player receives reinforcements on:
Turn 7: March 1-14
RAF 11 Sqd, 37 Sqd, 38 Sqd, 39 Sqd, 73 Sqd, 3 SAAF Sqd
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
All replacements and constructions are handled by cards.
There are two cards drawn each turn in this game, and players may keep up to 10 of them in hands.
– 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).
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