Having now played all 8 scenarios at least twice, I thought you might like to read, comment upon, and/or take issue with my thoughts so far
Scenario 1 – Hellfire Pass
Hellfire Pass certainly lives up to its name! The British won the single game we played so far 6-4, but it was closer than the score suggests. With plenty of Axis artillery on the board the British can’t afford to hang about. The Axis flanks are vulnerable, and the Brits detached a unit of Matildas to the left and another unit to the right to support infantry assaults on the heights – but watch out for those anti-tank guns! With no armour support on the right the Italians are most precarious and their positions were taken first, but not without loss. The assault on the right was also successful and British tanks crested the rise, whilst at the same time tanks in the centre edged onto the Axis minefield. Next, an armoured assault saw the Brits attack straight down the road in the middle, supported by a right hook from the heights on the right flank. General chaos ensued, and though no British unit exited the board the Axis forces were ultimately routed. This one could conceivably take a while to play as the British manoeuvre to set up their assault on a very strong Axis position. A fine scenario, and possibly my favourite of the bunch. Note there is a typo in the victory conditions, and it is (obviously) the Allies that must exit from the Axis baseline, not vice-versa as written.
Scenario 2 – Sidi Rezegh Airfield
The British won this one twice, once with a resounding 5-1, which might indicate a bias to the Brits. The Germans must make the most of their superior mobility, extra command card, and the fact that they start a medal up by virtue of being in possession of the airfield. It’s an interesting situation with the formidable British tank force being split by escarpment hexes. A seemingly unopposed advance on the town on the British right can turn into a nightmare if the 15th Panzer can thrust suddenly north towards the road. Another plus of this scenario, especially for a lunchtime school games club, is that it’s very quick to set up and play!
Scenario 3 – Dug in at Sidi Omar
Another tough one for the Axis. Those jolly brave chaps of the 7th Indian Brigade with their artillery support are unlikely to be moved by the 21st Panzer Division – especially if the panzers decide to stand off and pound. A good move for the Indian artillery in that case is a quick march to the half-and-half hex just ahead of them, allowing them 2 dice against the panzers, in support of a controlled withdrawal by the infantry amongst the ridges. 342
A rush to exit the 21st through the British infantry might work, but chances are they’ll be cut to pieces. Leaving all that aside however, the battle will be decided quickly in the centre and on the British right. Here, if the Axis player isn’t very careful, the British armour can make a mess of an attempt to assault the heights with unsupported infantry, or badly maul a rash advance by the 15th Panzer. Another great, and fast playing, scenario with maybe a slight edge to the British.
Scenario 5 – Panzers Versus Grants
Lots of room for manoeuvre and open fields of fire in this one, hence a fast and fun battle of wildly swinging fortunes. The Axis and Allies won one apiece by the same narrow margin in the games we played, suggesting a balanced contest. Again, the player in <PERSON>’s shoes must make best use of superior mobility and a significant command card advantage to offset the numerically superior, but ponderous, British forces in the centre and on the Axis right. Getting the 21st Panzer into play fast is also essential for the Axis. The Axis achieved their victory in our game by linking up the 15th and 21st to concentrate an assault on the British supply dump.
Scenario 4 - Flanking Manoeuvre at Bir Hakeim
Another one of my favourites. The Germans have a powerful mechanised force and exit markers on the Axis right but are faced by a dug-in Indian brigade. The Italians on the Axis left are faced by a heavily fortified British position around an oasis. This includes 2 bunkers that are also Axis objectives. The British anti-tank gun unit is vulnerable at the start and should be the priority Axis target on turn 1. Move the Italian armour to target this unit, but don’t enter the minefield yet. 6, or preferably 9 dice will offer a good chance of an outright kill. At least the AT guns should be badly mauled. Hopefully this attack won’t allow them to retreat into the oasis which is where they really want to be. 449