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Axis & Allies Miniatures: North Africa 1940-1943 Map Guide thumbnail

Axis & Allies Miniatures: North Africa 1940-1943 Map Guide

Expansion for Axis & Allies Miniatures

Axis & Allies Miniatures: North Africa 1940-1943 Map Guide Rulebook

Table of Contents

Table of Contents

  • New Terrain
    • New Terrain Movement, Cover and Line of Sight
  • Scenarios
    • Operation Battleaxe Scenario
      • Introduction
      • Turn Record Chart
      • Forces
      • Deployment
      • Victory Conditions
      • Special Rules
      • Conclusion
    • El Alamein: Rahman Track Scenario
      • Introduction
      • Turn Record Chart
      • Forces

New Terrain

Barren hexes represent ground empty of cover, rocky flats, or other terrain bereft of cover.

Sand hexes represent sand, loose gravel, or other terrain that impedes wheeled vehicle movement.

Brush hexes represent brambles, bushes, small trees, or other light vegetation.

Jungle hexes represent thick vegetation such as bamboo, vine-overgrown trees, and thick brush. Soldiers can only enter in the assult phase and can only move 1 hex in the turn they enter this terrain.

New Terrain Movement, Cover and Line of Sight

TerrainVehicle MovementSoldier MovementVehicle Has Cover?Soldier Has Cover?Blocks Line of Sight?
BarrenNormalNormalNo, "6"s count as 2 successes against soldiers in Barren hexesNoNo
SandDouble cost for wheeled vehicles with High GearNormalNoNoNo
BrushDouble cost for wheeled vehicles with High GearNormalYesYesYes
JungleImpassableSoldiers can only enter in the assult phase and can [cell cut off at the edge of the source photograph]On a roll of 5+

Scenarios

Operation Battleaxe Scenario

Introduction

Operation Battleaxe was an attempt by the British army to relieve the Australian 9th Division that was holding the isolated port city of Tobruk in 1941. Rommel's Afrika Korps was holding the line against the British XIII Corps, with his Italian allies mostly deployed surrounding Tobruk.

On July 15th the British made some progress, but lost many tanks to the dug-in antitank guns of the defenders. Back-and-forth fighting continued the next day, then on July 17th Rommel sent the German 5th Light Division along with the 15th Panzer Division on a southern flanking maneuver. With their entire position threatened by encirclement, the British 4th and 7th Armored Brigades had to slow the German advance long enough for the XIII Corps to escape disaster.

Turn Record Chart

Defender deploys first. Attacker moves first on turn 1. The chart runs from turn 1 to turn 7 (END).

Forces

German units

Attackers of the Afrika Korps

  • Panzer III Ausf. F x4
  • Panzer IV Ausf. E x3
  • Sd Kfz 231 x1
  • Sd Kfz 251 x2
  • Wehrmacht Veteran Infantrymen x2

British units

Defenders of the British XIII Corps

  • Matilda II x3
  • Crusader II x4
  • 2-Pounder Antitank Gun x1
  • SMILE No. 4 Rifle x3

Deployment

  1. The British player deploys first and deploys his or her units within 5 hexes of the north edge of the battle map.
  2. The German player deploys second and deploys his or her units within 2 hexes of the south edge of the battle map.

Victory Conditions

  1. The German player wins if he or she controls the town hex OR if he or she has 3 units on any road hexes at the end of any turn.
  2. The British player wins the game if the German player fails to achieve either of those victory conditions.

Special Rules

  1. The game lasts 7 turns. The German player has initiative on turn 1. Roll for initiative normally beginning with turn 2.
  2. The German player has 125 points of units.
  3. The British player has 100 points of units.
  4. Each side can't have more than 2 special units (hero, paratrooper, or partisan).
  5. Obstacles aren't allowed in the scenario.

Conclusion

The Matilda's heavy armor allowed them to hold off the attacking panzers long enough for the British to withdraw eastward, saving the British army but leaving the Germans holding the battlefield.

El Alamein: Rahman Track Scenario

Introduction

By late summer 1942, the Axis had pushed the British back to within 70 miles of Alexandria. A combination of long supply lines and successful Allied attacks had reduced the Axis supplies to very low levels. With his army depleted and low on fuel, Rommel decided to dig in and try to hold a defensive line in the constricted space around El Alamein rather than continue on the offensive.

The British under Montgomery built up their forces for months, then launched a powerful attack on October 23rd. Losses on both sides were heavy, but the nearly 2 to 1 advantage the British had in troops and tanks began to tell. Allied progress was slow over the next several days. Then on November 2nd, Montgomery ordered a new assault. A large armor clash developed near Rahman Track as the last of the Axis armor deployed to stop the Allied advance.

Turn Record Chart

Attacker deploys first. Attacker moves first on turn 1. The chart runs from turn 1 to turn 8 (END).

Forces

British units

Attackers of the 9th Armored Brigade

  • Grant I x2
  • Crusader II x2

Reinforcements from the 1st Armored Division

  • M4A1 Sherman x2
  • Crusader II x2
  • Humber Scout Car x1

German units

Defenders of the Afrika Korps

  • 88mm Flak x1
  • 47/32 Antitank Gun x2
  • Mauser Kar 98k x1
  • Wehrmacht Veteran Infantrymen x1
  • Italian Alpine Troop x1

Reinforcements from the 15th & Ariete Divisions

  • Panzer IV Ausf. F2 x1
  • Panzer III Ausf. F x2
  • Semovente 75/18 x1
  • Carro Armato M13/40 x1

Deployment

  1. The British player deploys first and deploys 75 points of his or her units within 2 hexes of the east edge of the battle map.
  2. The German player deploys second and deploys 50 points of his or her units within 4 hexes of the west edge of the battle map.

Victory Conditions

  1. The British player must control the objective hex AND must have units with a higher total point cost than the German units on the battle map at the end of turn 8.
  2. The German player wins the game if the British player fails to achieve both of those victory conditions.

Special Rules

  1. The game lasts 8 turns. The British player has initiative on turn 1. Roll for initiative normally beginning with turn 2.
  2. The British player has 150 points of units.
  3. The German player has 125 points of units.
  4. Each side can't have more than 2 special units (hero, paratrooper, or partisan).
  5. Obstacles aren't allowed in the scenario.
  6. Both players get 75 points of reinforcements on turn 4. The British units enter from the east edge of the battle map, and the German units enter from the west edge of that map.

Conclusion

The initial charge of the 9th Armored Brigade destroyed most of the defending antitank guns, but at a hideous cost to their own units. Both sides rushed additional armor into the region after the initial onslaught. In the end, both sides suffered heavy losses; the British could afford the losses, but the Afrika Korps ran out of tanks. Rommel ordered a retreat the next day.

  • Deployment
  • Victory Conditions
  • Special Rules
  • Conclusion
  • On a roll of 4+
    Yes