Historical Background:
During the battle of Gazala, Rommel sent his 90th Light Division toward El Adem, far to the British rear. If successful, the move would put the British onto the defensive and help protect Rommel’s exposed right flank. The Light division soon made contact with the British 7th Motor Brigade, both forces roaring though the hills. The fighting was brief but intense: the British were quickly beaten and their remnants withdrew towards El Adem.
The stage is set, the battle lines drawn, and you are in command. The rest is history.
Briefing:
Axis Player
[Germany]
Take 6 Command cards.
You move first.
Allied Player
[Great Britain]
Take 4 Command cards.
Conditions of Victory:
5 Medals.
Special Rules:
North African Desert Rules are in effect (Actions 9 - North African Desert Rules). In addition, Allied Armor units may only move 2 hexes and battle, not the normal 3 hexes.
British Commonwealth Forces Command rules are in effect (Nations 5 - British Commonwealth Forces).
Place a badge on the 2 German elite infantry units (Troops 2 - Specialized Units) and on the British engineer unit (Troops 4 - Combat Engineers).
Patrol Cars rules are in effect (Troops 19 - Long Range Patrol Cars).
Special Weapon Asset (SWAs 1 - Special Weapon Assets) are in effect for the unit equipped with an anti-tank weapon (SWAs 2 - Anti-Tank Gun).
Air rules are not in effect. The Air Sortie cards are set aside and are not used in this mission.
Scenario link
Setup Photo:
In the first game, I played as the Axis, and my opponent took the Allies. The Axis began with a general advance but failed to score any medals. The Allies then played a counterattack and scored 2 medals, thanks to some very lucky dice rolls. The game continued until the Axis ultimately won with a score of 5-3.
End Photo:
For the second game, we switched sides and began the battle. The Axis had exceptionally good dice rolls and dominated the game, winning with a score of 5-1.
End Photo:
Conclusion: It was a good scenario, but as the Allies, you really need some luck to win. If the Axis have lucky dice rolls, there’s not much the Allies can do to counter it.