Day in the Desert - Italian
Africa, September, 1941

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They did not want to be there. Their leadership, for the most part was poor, their equipment... well, their tanks were known as "rolling coffins"... but they did not lack in bravery. However, in this scenario, the match was pretty even.

Situation
Italian

You have a problem. You are holding the key fuel and water depot/town of Kchpputti (translation - camel spit) that the Tommies very much want. Rumor has it that they are coming to take it from you and your orders are to stop them with your fine Italian armor. Don't be disheartened. This is early desert conflict and you do have a chance of at least holding them off until your favorite allies come to help you. The side holding the town when conflict ceases, wins.

Recon(map start, 1st map turn begins in town)

Map movement - Units must stay in LOS of each other and move in convoy until contact is made. Can be split into two groups. Units that do not stay in contact risk being "lost" and wandering into a mine field, Hammada, Cliff, Sand or horny sheep herders).

2 - Autoblinda 39 (one with an Arty spotter-designate)
3 - AutoBlinda 40
2 - Carro Commando

Armor/Infantry

(Set up in and/or around -within 5" - of the town) Exception - AT guns & Arty can be set up anywhere on bd 4.

cv35

4 - M13/40
2 - CV33/35
2 - 47 AT guns*
2 - 75 ARTY (min range 35") Fired as ROF "2" On Board ARTY - Must have spotter
8 - Squads Infantry
*AT guns can be placed in building doorways or on top of buildings.

Movement

Hard Pan - All cross country movement is Secondary Road Movement - Convoys can move two abreast.

Conditions - The area is extremely dry and dusty. A Khamsin sand storm has been blowing for the last three days and though the winds have subsided, the visibility is still only five inches until the judge determines otherwise. All initial movement will be map movement until contact occurs (see below).

Hammada - Rocky ground, common in Africa, very hard on tires and treads. Can be crossed but with a breakdown dice roll every advancement. A roll of 80% or greater is a breakdown for armored vehicles, 70% or greater for wheeled vehicles. A roll of 20% or less for armor repairs the vehicle, 40% or less for wheeled vehicles (it is easier to change a tire)
. However, two full turns must pass before a repair roll is attempted and if more Hammada is to be crossed, the process continues. Movement through a Hammada is halved.


Go to Italian Armor Table

Deirs (no not Bambi) are depressions that are hull down one unless otherwise specified.

Wadi - played as is. LOS must be checked.

Plotting - There will be no plotting except for "op Fire" including MG's. The judge will roll a die - odd Axis, Even - British to determine who moves first each turn. All other actions are simultaneous.

Special "REACT" rule (Flee or Fight) - Map turns only

If while moving on the map, two opposing units move within LOS of each other (with visibility rules) their options are to:

A. Move back out of sight IF enough movement left, without firing;
B. Fire & Move IF enough movement left;
C. Stand and Fire.

If "B" or "C" is chosen and a unit is destroyed, and if no other friendly units are in LOS of the enemy unit, no report can be made to other units by the destroyed unit.

If the choice was to fight, or units could not move out of LOS, then the units are placed in the proper location on the board if both survive. However, if unit(s) choose to move out of LOS and manage to do so without moving into the LOS of another enemy unit, the pieces are taken off of the board and map movement continues.


EXCEPTION - If the identified unit is a stationary unit such as a gun emplacement, then that unit remains on the board as its location has been identified unless it is limbered and moved.

Penalties:

"B" - DRM +45 plus all other modifiers
"C" - DRM +35 plus all other modifiers
No rapid fire.

Blowing Sand effect on LOS/Movement

Movement LOS + 3 inches if the unit is capable of.

LOS

5 inches until 1st map contact plus 4 moves - contact starts turn "1"

Turn (6) - 10"
Turn 10 - 15"
Turn 15 - unlimited


Listen and you shall hear: (Map phase)

Emplaced squads and gun crews are not hindered by the sound of their own engines and therefore should be able to hear the sound of enemy engines even though they cannot be seen. Thus a squad can hear engines LOS plus five inches up to 15 inches. This alerts the units to the presence of the enemy and eliminates the "React Penalty." However it is still react and no rapid fire can be taken when an enemy is spotted. All other modifiers are in effect.


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