This is the Kasserine Pass short scenario, begining in mid February 1943. It starts with the ‘Früelingswind’ (Spring Wind) German offensive in sourthern Tunisias, led by the DAK (Deutsche Afrika Korps) and his commander, Marshall Rommel, against the Allied forces guarding the Tunisian mountain ridges, and in particular near the city of Kasserine, commanding access to Algeria.
The battle of Kasserine Pass was the first major engagement between U.S. and Axis forces in Africa. Numerically superior but inexperienced and poorly led American troops suffered many casualties and were quickly pushed back over 50 miles (80 km) from their initial positions.
- The Allies have numerous forces but they are scattered and disorganized, French are ill-equiped and American forces lack experience. The Air Force is not yet up to full strength, so the beginings are hard.
- The Axis has Rommel and the Afrika Korps, a major offensive and enough ressources to reach the objectives and, possibly, penetrate deep into Algeria.
The scenario starts with the Axis trying to break through the various passes. Can they reach Kasserine and, beyond, Tebessa? Can the Allies overcome their poor initial setup and survive the Afrika Korps onslaught?
The game 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
The Kasserine Pass scenario lasts 2 turns with each turn representing 1 weeks, starting February 16, 1943. This is a small introductory scenario.
The Axis player always plays first.
Favored Side: Axis
Most Difficult Side to Play: Allies
The Allied forces include British, French, Aerican Army and Americain Army Air Force units.
The Axis forces include German Army, Italian Army, Luftwaffe and Regia Aeronautica units.
The usable portion of the map in the scenario roughly covers the central part of Tunisia, between Sousse in the north and Gabes in the south. Regions that cannot be entered in the scenario (usually in the north or fars south) are grayed out.
An important feature is Mountain Ridges, shown on the map by brownish border between regions: they can be crossed, but this costs an extra +1 movement point.
AIR STACKING: in this scenario it is limited to 4 points of stacking in all regions except off-map boxes, where it is unlimited. Most air units of both sides have a 1 point stacking value, except the Allied Fighter Wings (cost 2)
The Allied player wins if he controls Gabes, Sfax and Sousse, with units in supply, at anytime.
The Axis player wins if he controls ALL the cities (not villages) in Algeria, with units in supply, at anytime.
Otherwise, the player with the most Victory Points at the end of the scenario wins the game.
END GAME BONUS VP
The Allied player earns 2 VP each for the control of: Kairouan, Gafsa and Kasserine
The Allied player earns 5 VP each for the control of: Gabes, Sfax and Sousse
The Axis player earns 2 VP each for the control of: Feriana, Kasserine, M’Fila, Canrobert and Kairouan
The Axis player earns 10 VP for the control of: Aïn Beida
Both sides receive 10 VP for the control of Tebessa.
Each side receives 1VP for each enemy Armored unit destroyed.
Nationalities: FR: French – GB: British and Commonwealth – US: American – RAF – USAAF
[Turn 1] February 16-21, 1942
Northeastern map region with roads (4 possibilities): GB: 1st Guards Mec
[Turn 2] February 22-28, 1943
Northeastern map region with roads (4 possibilities): British 6th Armored Division
GB: 26th Arm, 10th RF Mec, 38th Irish Inf, 1st Derbyshire Rec, 2nd Indep Arty, 1st Supply
No reinforcements in this scenario.
At the time of this scenario and this part of Tunisia, the weather is supposed to be generally fair. Therefore the usual weather events of the grand campaign do not apply. Bad weather could however occur via the draw of cards.
Most replacements and constructions are handled by cards. Each side may receive free replacements each turn acoord to the scenario rules.
In this scenario, 2 per turn for the Allies and 1 for the Axis
There are two cards drawn each turn in this game, and players may keep up to 12 of them in hands.
For the Allied units: Constantine (NE in Algeria).
For the Axis units: Gabes and Sousse.
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.
OPERATION FRÜLINGWIND (SPRING WIND) CARD
In this scenario, the Axis player has that card and in hands and must play it on Turn 1 (NB: different from the grand campaign game where the card is drawn randomly and played when the player decides to).
US UNPREPAREDNESS TO WAR
This campaign is the first engagment of US forces in Europe. It quickly showed that they were not yet ready to fight on pair with the enemy.
In the game, the US Land units will receive a -1 Morale penalty in all battles for the duration of this scenario.
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