1940 Battle of Moyale, Kenya
Set up: quick
Game time: quick
Solo play: very suitable
Historical Background:
In late June 1940, Italian forces based in the south of Ethiopia launched an offensive against British troops in Kenya. On 15 July, colonial troops of General Gustavo Pesenti attacked the border city of Moyale defended by a Rhodesian garrison of 1st King’s African Rifles. After a fierce battle, British troops, overwhelmed by the enemy, evacuated Fort Harrington and let Moyale in Italian hands.
Briefing:
Axis 6, move first. Allies 5 cards.
Conditions of Victory:
6 medals
Special Rules:
British Commonwealth Forces Command (Nations 5)
Royal Italian Army (Nations 6).
Special Weapon Asset rules (SWAs 1) for Allied units with Mortar (SWAs 3) and Machine-guns (SWAs 8).
Scenario link
Report:
Set up time 11 minutes, playing time 51 minutes.
Another quick and easy game, and something a bit different from the Mediterranean. We don’t see or hear a lot about the East African campaign, so really happy to try this scenario. I have Italian figures but not Rhodesians, so used Aussies instead!
The Allies basically had to sit and wait for the Italian advance, which was rapid and initially successful; Behind Enemy Lines and Barrage were particularly effective. But then they started to lose momentum and their tank unit was destroyed.
The Italians also suffered from bad cards. With most of the action happening in the centre, most of their cards were for the left flank, which the Allies had retreated from (see second photo, below). The Allies did have the cards they needed and kept taking medals in the centre.
At 5-5, this exciting game could have gone either way. Then the Allies drew Behind Enemy Lines and that was the decisive move.
Another great little scenario from jdrommel, but I have to say that (unlike the real battle) it is really difficult for the Italians to win – they have to eliminate 6 out of 8 Rhodesian units, 4 of which are in field bunkers. The Italian artillery is too far back and needs to move 3 or 4 times to get within good range of the bunkers.
But it was exciting and definitely one to recommend, especially for solo play.
Start:
With everything in the middle, the Italians don’t have the best cards - they have lost their tank unit, but the Artillery Bombard did some limited damage. The 4 remaining Allied units are in field bunkers (red circle):
The final blow was Behind Enemy Lines; the unit in the field bunker would attack the weakend Axis unit in the woodland:
But they only just succeeded!
Discussion - how useful is Medics and Mechanics?
Very often, Medics and Mechanics is one of those annoying cards (like Dig-in) that you don’t really want, especially if you are focussing on attacking the enemy.
But sometimes it can prove useful even when you are advancing.
Here, an Italian unit is caught in the open and loses 3 figures in crossfire from two Allied units in the towns. Do I sacrifice them, or us M&M?!
Two figures and a star - back to full strength!
I had not read the card properly previously, and it was only in this scenario that I noticed the final sentence - the renewed unit can fight immediately! Which it did, and had 2 hits on the Allies in the town (and eliminated it in the next move).
The question is, how realistic is that? A very depleted unit completely reinforced in the middle of a battlefield, and then able to immediatley attack and destroy the enemy…