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Desert Leader - battles in North Africa, 1940-43A Panzerblitz/ Panzer Leader/ Arab-Israeli Wars Gonzo Variant?2000 Brian R. TrainPanzerblitz (PB) was published in 1970. Each follow-on game, Panzer Leader (PL, 1974) and Arab-Israeli Wars (AIW, 1977) improved the original game, so in the interest of both retrofitting the better rules and introducing new units and situations, I designed this variant. You will need the counters from PL, the Panzer Leader 1940 variant (PL40, published in the General Vol. 15, #2 (Jul-Aug 1978)), and the boards, rules and charts from AIW, plus the new rules and counters supplied with this variant.New Old RulesTo play the game, use the following rules from AIW:- all Basic Rules, modified as necessary by the new TEC and WEC and any rules particular to the variant; and- all Standard Rules, except III. Split Move and Fire and VI. The Suez Canal.Do not use the rules from PL except as noted below.New New RulesNew TEC - movementSome variants postulated for PL suggested reducing the movement allowances of all units by 40%, as was done in AIW. I do think the MAs are much too high but instead of reprinting all the counters, a better solution is to leave them as is but use the new Terrain Effects Chart (TEC). This has pretty much the same effect but saves having to write all over your counters or having to take a mental 40% discount every time you move a unit.New TEC - CombatUse the same TEC as in AIW with the following additions: Hull-Down Shielding: Confer or deny this protection in accordance with the AIW rules. All towed gun class units get a +1 DRM for hull-down shielding. All Italian AFV (armored car, tank, tank destroyer or assault gun) units get a +1 DRM for hull-down shielding, while all German, American and Commonwealth (CW) AFV units get a +2.New Weapons Effectiveness Chart (WEC)Use the new WEC, which generally follows that which appeared in AIW. You will notice that the strengths of (H) type units supplied with this variant are much reduced from their PB/PL counterparts. Infantry MovementRifle units (only) can both move and fire in the same turn, and may always move one hex. They also may make use of the Infantry Quick March rule as described in AIW, A. II. C., and so move through two hexes, if and only if both hexes are clear or contain a road.En PorteeIn Desert Leader scenarios, all anti-tank, AA and infantry guns (EXCEPTION: not 88mm) may be mounted "en portee" on any trucks available in the scenario. This means that the gun has been attached to the bed of the truck in such a way that it can be fired and the truck can then skedaddle off. For game purposes, denote this by placing the gun counter on top of the truck counter. Guns so mounted cannot be removed from the truck during the course of the scenario, nor can the truck be used to carry any other units. The composite unit will have the Attack Strength and Range of the gun, but the Defense Strength and Movement Allowance of the truck. There is one exception to this: in situations where guns mounted en portee are fired upon and get the benefits of hull-down shielding, they get a +1 DRM and the Defense Strength of the gun (not the truck) is used.NEW UNITSItalian units: The only units you will have to use from the existing sets are the German rifle units from the PL 40 variant (2i2/8-1) and the trucks and 81mm mortars from PL. The 20mm AA guns shown were those small man-portable ones they used to lug around with them: platoons of these and Breda 37 machine guns were integrated down to company level. The "BERS" units are Bersaglieri elite infantry mounted on motorcycles: technically they are infantry class units but they pay "other vehicle" movement costs, may not be transported by C class units, and may not move and fire in the same turn. They can overrun infantry and towed gun class units but cannot do CAT attacks. "GUAS" stands for guastatori, the Italian word for assault engineers.German units: You will need to use the German rifle platoons from PL (3i2*/8-1), plus such guns and vehicles as may be required from the PL40 variant or standard PL. The 88/52 AT gun is the FLAK model, less effective than the PAK encountered in Europe - it cannot be mounted en portee. This counter is also used in scenarios with Italian units to represent the very few 90mm AA/AT guns the Italians fielded in the desert (and which often were mounted en portee).Allied units: Use the Allied infantry units from standard PL, plus such guns and vehicles as may be required from the PL 40 variant or standard PL. Some of the vehicles may need explaining: the "Crus CS" is the Close Support model, a Crusader tank with the 2-pounder gun replaced by a 3" howitzer. (This is a unit that showed up in Avalon Hill's Tobruk game which I have resurrected.) The GMC unit is a "Gun Motor Carriage": an American M3 halftrack with a 75mm gun mounted on it. The Grant tank carried two guns, one in a hull sponson which could not be fired from the hull-down position, so it halves its Attack Strength if it wishes to claim hull-down shielding . The "FLAIL" tank unit is a Valentine with mine-clearing equipment attached to it: these were used to clear paths through the massive minefields in the El Alamein battles. Aircraft: both sides fielded aircraft during the war in the desert. Use the air unit rules and Anti-Aircraft Table as found in PL, but note the weapon-target relations in the new WEC (AA units are those with the AA symbol, namely the Italian and German 20mm and the CW 40mm guns. As an optional rule, allow the German/Italian 88/52 unit to function as an AA weapon with a strength of 30, but if the gun is fired at aircraft in the CW Air Phase it may not engage ground targets in the German Fire Phase, and vice versa.). Friendly Fire: if aircraft are attacking a hex that is adjacent to friendly units, roll 1d6 just before the attack is resolved. On a 1 or 2, resolve the attack on an adjacent hex containing friendly units (enemy's choice which hex)!Dive/attack Bomber (e.g. Ju87D, A-20G)Fighter (e.g. ME-109, MC202, Spitfire)Fighter-Bomber (e.g. Hurricane IIC, ME-110)MGs1 (i)2 (i)3 (i)Bombs20 (H)--5 (H) TERRAIN EFFECTS CHARTTerrain TypeTrkOthr vehother effects on movement or combatClear32noneRoads11Units that move at the road rate cannot overrun or CAT that turn.Town21- Defenders add +1- total defense +5- no overrunsWoods22- defenders add +1- no overrunsSlope42ground-level hexsides do not confer hull-down shielding when the attacker or defender is on a slope hex.sand dune hexside (gold)00gives hull-down shieldingridge hexside (light brown)21gives hull-down shieldingcrest hexside (dark brown)21gives hull-down shieldingWEAPONS EFFECTIVENESS CHARTarmored targetnon-armored targetaircraftattack typeweapon type1-2 hexes3-5 hexes6+ hexes1-2 hexes3+ hexes1-4 hexesproximity/sightingDRMDF/OFInormal*----normalhalvednormalLOS/see TECAdoublednormalhalvedhalvedquartered--LOF &H, M, (H)normalhalvedhalveddoubleddoubled-- (AA doubled)spotIFM, (H)halvedhalvedhalvednormalnormal--spotORAnormal----normal----adjacent + 2 MFodds +1 column; DRM -2I------normal----CATInormal----normal----adjacentDRM -2 (-3 w/ engr)* applied only when units perform opportunity fire on armored targets that are in the process of overrunning them.SCENARIOS Note on board layout: consider the top of the page as North and place each mapboard so that the top of its identifying letter is pointed the same direction as the > mark next to it. That oughta confuse you.1. GALLABAT6 Nov 40: In the first British offensive of the Second World War, a mixed force moves forward to recapture Gallabat, a fort on the boundary between the Sudan and Abyssinia, from the Italian Army of East Africa..CW (morale B)2 x 75mm gun2 x truck12 x rifle2 x MG1 x US engineer1 x Bren Carrier1 x 81mm mortar1 x MVIB light tank1 x A13 cruiser tankOBA: 2 x 25-pounder batteries (each 9 (H)); 2 x 4.5" batteries (each 12 (H)) 1 x fighter-bomberItalian (morale C)7 x rifle3 x Br371 x 65mm 1 x 47mm2 x FORT3 x Improved Position (I.P.)2 x BLOCK3 x 1-1 minefieldMap: C^Setup: Italians - first, all units within two hexes of any hex of the large (three-hex) town.CW - second, all units on or south of hex row R.Special Rules: British Surprise Attack: CW player may record his OBA and airstrike in advance, so that it falls on the first turn of the game - consider all hexes with Italian units set up in them to be spotted automatically for this purpose.Game Length: 15 turns - CW move first.Victory Points: both sides: 2 points for each unit eliminated.2. ACROSS THE WIRE9 Dec 40: The 7th Armored Division crosses the border into Libya.CW (morale B)1 x 76mm mortar9 x rifle1 x US engineer9 x Bren carrier2 x truck3 x A12 Matilda3 x MVIBOBA: 2 x 25 pdr (each 9 (H)); 2 x 105mm (each (10 (H))Italian (morale C)2 x 47mm2 x 20mm9 x rifle2 x Br376 x Improved Position8 x 1-1 minefieldMap: A>(hexes north of the Suez Canal are assumed to be the Mediterranean Sea and so are not playable. Don't ask why the "beach" is perfectly straight, OK?)Setup: Italians - anywhere on or west of hex row Q.CW - enter on the east edge of the board on turn 1.Special Rules: British Surprise Attack, as above.Game Length: 15 turns - CW move first.Victory Points: CW: 1 point for each Italian unit eliminated, 1 point for each unit exited off the west edge of the board.Italian: 2 points for each CW unit eliminated.3. BEDA FOMM5 Feb 41: The Italians, retreating along the only surfaced road in Libya, find their way blocked by "Combeforce", a scratch light CW force which has crossed overland and just barely beaten them to the sea. CW (morale A)12 x rifle1 x 25 pdr2 x 2 pdr AT3 x truck3 x Humber armored car1 x 1-1 minefieldreinforcements:turn 6: 2 x 25 pdr1 x 2 pdr3 x truck3 x A-13 cruiser tanks1 x A-10 cruiser tanks8 x MkVIb light tanksItalians (morale D)turns 1-6, roll 1d6 twice each turn:1,2 = 3 x truck convoys (see below)3,4 = 3 x infantry, 3 x trucks5 = roll again on Table A6 = roll again on Table BTable A: roll 1d61,2 = 1 x 20mm, 1 x truck3,4 = 1 x 47mm, 1 x truck5,6 = 1 x 75mm hwz or 81mm mortar, 1 x truckTable B: roll 1d61, 2, 3 = 2 x Br37, 2 x trucks4, 5, 6 = 2 x Bersreinforcements:turn 6: 3 x M13/40turn 9: 7 x M13/40Map: A><B(all Map A hexes north of the Suez Canal are sea hexes and so not playable)Setup: CW - first, anywhere on map A. Turn 6 reinforcements enter anywhere on the south edge of map A.Italian - none at start; all units enter on the east edge of map B.Special Rules: Chaotic Italians: A random amount of Italian forces will enter the map each turn, and you will probably have to recycle some trucks. "Truck convoys" (use blank counters: treat them as 0-0/1-6 unarmored units) may only travel on road hexes and may not move through or stack with each other (non-convoy units may move through them but may not stack). Every time the Allied player destroys a truck convoy, place a BLOCK marker in the hex.Game Length: 15 turns - Italians move first.Victory Points: CW- 1 point for each Italian unit eliminated or left on the map at the end of the game.Italian - 2 points for each CW unit eliminated; 3 points for each unit exited off the west edge of Map A.4. FIRST CLASH: EL AGHEILA24 Mar 41: the first meeting of CW forces and what would become the Afrika Korps: in this case, the reconnaissance battalion of the German 5th Light DivisionCW (morale B)3 x rifle1 x MG1 x 76 mm mortar5 x Bren carrier3 x M13/40 (captured Italian tanks)Germans (morale A)2 x PzKw I4 x PzKw II2 x SdKfz 222 armored cars1 x SdKfz 231-8 armored car3 x motorcycle (use BERS units)Map: B>Setup: CW - on or east of hex row Q.Germans - enter on the west edge of the map on first turn.Game Length: 10 turns, Germans move first.Victory Points: Germans - 1 point for each CW unit eliminated or left on the board at the end of the game; 2 points for each unit exited off the east edge of the map.CW - 2 points for each German unit eliminated; 1 point for each unit moved off the east edge of the map.5. BATTLEAXE15 June 41: CW troops move forward to retake Halfaya Pass.CW (morale B)1 x 76mm mortar9 x rifle3 x Bren carrier7 x trucks3 x Crusader 23 x A12 Matilda2 x Crusader CSOBA: 4 x 25-pdr (each 9 (H))Germans (morale B)2 x 88/52 AT1 x 105mm HWZ2 x 50mm AT2 x 20mm AA1 x 75mm IG10 x rifle6 x I.P.5 x 1-1 minefieldMap: D<Setup: Germans - on or west of hex row Q.CW - enter on east edge of map on first turn.Game Length: 10 turns - CW move first.Victory Points: CW - 1 point for each German unit eliminated or left on the board at the end of the game; 2 points for each unit exited off the west edge of the map.German - 2 points for each CW unit eliminated.6. SIDESHOW IN SYRIAJune 41: Free French troops, participating in the pre-emptive Allied invasion of Lebanon-Syria, meet with their gone-Vichy brothers. Free French (morale B)2 x 40mm AA2 x 2 pdr AT1 x 76mm mortar9 x rifle1 x US engineer1 x Bren carrier6 x trucks3 x MVIb light tank2 x A10 cruiser tankOBA: 2 x 25-pdr (each 9 (H))Vichy French (morale B)3 x 25mm AT1 x 25mm AA2 x 75mm hwz4 x R35 tank2 x FT17 tank9 x rifle6 x I.P.3 x 1-1 minefieldMap: C>Setup: Vichy French - on or west of hex row K.Free French - on or east of hex row E.Special Rules: Vichy units -Use PL 40 French units (1i2/5-1 rifle, 25mm AT/AA, R35 and FT17 tanks) and Italian units (75mm HWZ) for the Vichy French, and Allied units from PL for the Free French. Vichy French tank units represent platoons (4-6 vehicles) in this scenario, therefore they are only one stacking point each. The FT-17 tank unit may not move across ridge hexsides. Game Length: 15 turns - Free French go first.Victory Points: Free French - 1 point for each Vichy unit eliminated or left on the board at the end of the game; 2 points for each unit exited off the east edge of the map.Vichy - 2 points for each Free French unit eliminated7. CRUSADER17 Nov 41: the 22nd Armored Brigade advances on Bir El Gobi.CW (morale B)3 x rifle3 x Bren carrier3 x Crusader 22 x Crusader CS6 x Honey3 x A13 3 x HumberItalians (Morale B)3 x 47mm AT3 x 20mm AA2 x 65mm IG1 x 105mm hwz1 x 88/52 AT4 x Bers8 x rifle4 x Br376 x truck6 x M13/403 x AB41 armored cars1 x Semovente 75 or 105 (Italian player’s choice)OBA: 2 x 105mm (each 10 (H))Map: A>B>Setup: Italian - units set up on or west of hex row KCW - enter on the east edge of mapSpecial Rules: Hexes north of the Suez Canal are not playable. Ignore all roads on board B.Game Length: 15 turns - CW moves first.Victory Points: Victory Points: CW - 1 point for each Italian unit eliminated or left on the board at the end of the game; 2 points for each unit exited off the west edge of the map.Italian - 2 points for each CW unit eliminated8. GAZALA27 May 42: The advancing 21st Panzer Regiment is given a hot reception by elements of the 44th and 2nd Royal Tank Regiments, fielding some of the new Grant tanks. CW (morale A)6 x Grant4 x Crus II3 x A133 x A12 MatildaGermans (morale A)3 x Pz IIIj9 x Pz IIIg4 x Marder IIIMap: B>A<Setup: Germans - first, on or west of hex row G.CW - second, on or east of hex row Z.Special Rules: Hexes south of the Suez Canal are not playable. Ignore all roads.Game Length: 10 turns - Germans move first.Victory Points: 1 point for each unit eliminated.10. ABERDEEN5 Jun 42: The 22nd Armored Brigade attacks a ‘screen’ of German anti-tank guns.CW (morale A)6 x Honey6 x Grant4 x Crusader 22 x Crusader CS3 x A13OBA: 2 x 25-pdr (each 9 (H)); 1 x 4.5" (12 (H))Germans (morale A)2 x 88/52 AT4 x 50mm AT2 x 75mm IG6 x rifle6 x I.P.6 x 1-1 minefield OBA: 2 x 105mm (each 10 (H)); 1 x 150mm (15 (H))Map: B>Ignore all roads.Setup: Germans - on or west of hex row QCW - enter on the east edge of the map.Special Rules: German conditional reinforcements - each turn at the beginning of his Movement Phase, the German player rolls 2d6. If he gets doubles, then a group of three PzIIIg tanks enters on the west edge of the map.Game Length: 10 turns - CW moves first.Victory Points: CW - 1 point for each towed artillery unit destroyed; 2 points for each tank unit eliminated or CW unit exited off the west edge of the map.German - 2 points for each CW unit eliminated.11. DASH FOR THE CANAL (hypothetical)Late Aug 42: After a series of smashing victories in the Gazala battles, the Afrika Korps breaks into the Nile Delta. Here a German column makes for Suez City to secure the southern end of the Canal.CW: (morale C)4 x 2 pdr AT4 x 6 pdr AT3 x 25 pdr HWZ2 x 40mm AA6 x rifle3 x scout3 x MG3 x US engineer6 x trucks3 x Grant (conditional reinforcement)3 x Honey (conditional reinforcement)3 x Val II (conditional reinforcement)9 x I.P.5 x BLOCK8 x trench1 x bridgeGermans (morale A)4 x 50mm AT2 x 81mm mortar1 x SdKfz 231 armored car2 x SdKfz 222 armored car4 x Bers9 x rifle1 x engineer6 x trucks10 x halftrack3 x Pz IIIj9 x Pz IIIg2 x Pz IVMap: B^A\/Setup: CW - all non-tank units set up on or south of hex row L on board B, on or north of the fold on board A (hex row Q). Put the bridge across the Canal where the two roads meet.Germans - enter on the north edge of board B.Special Rules: The Germans are running short of everything. At the beginning of each German player turn, the CW player rolls 1d6: on a 1-3 a German truck or halftrack (CW player's choice which one) has run out of fuel (remove it and leave the passenger where it was), on a 4-6 a tank (German player's choice which one) has run out of ammunition (remove from the game). Units so removed are not counted as eliminated in combat.CW tank reinforcements: At the beginning of each CW player movement phase, he rolls 1d6. On a 1 or 2 one of the three groups of tanks (Grant, Honey or Valentine: his choice what type) enters anywhere on the south edge of either board.Game Length: 20 turns - Germans move first.Victory Points: CW - 1 point for each German unit eliminated or left on board B at tend of gameGermans - 1 point for each CW unit eliminated, 1 point for each German unit on or adjacent to the Suez Canal at end of game, 3 points for each German unit on the east side of the Canal at the end of the game.12. THIRD ALAMEIN23 Oct 42: At the south end of the Axis line, elements of the 7th Armored division try to break through the MLR of the Italian Folgore division.CW (morale A)1 x 76mm mortar6 x rifle2 x UK engineer9 x Bren carrier6 x Grant3 x Honey3 x Sherman M4/751 x FLAILOBA: 4 x 25-pdr (each 9 (H)), 2 x 7.2" (each 15 (H))4 x fighter-bomberItalians: (morale B)3 x 20mm AA2 x 65mm IG3 x 47mm AT2 x 75mm HWZ1 x 88/526 x rifle6 x Br372 x engineer6 x trucks1 x Semovente 75 or 105 (Italian player’s choice)10 x I.P.4 x BLOCK6 x trench9 x 1-1 minefield6 x 2-1 minefieldOBA: 2 x 105mm (each 10 (H))Map: B>D>Setup: Italians - on or west of hex row K on both boards.CW - enter on east edge of board B.Special Rules: Use FLAIL tank as detailed in AIW Standard rules VII. B.. Ignore all roads.Game Length: 15 turns - CW moves firstVictory Points: CW - 1 point for each Italian unit eliminated; 2 points for each unit exited off the west edge of the map.Italian - 2 points for each CW unit eliminated13. SIDI BOU ZID 14 Feb 43: Kampfgruppe Gerhardt of the 10th Panzer Division strikes the unprepared troops of Combat Command A, 1st US armored division.Americans (morale E)4 x 57mm AT1 x 81mm mortar9 x US armored infantry10 x halftracks2 x GMC halftrack5 x Stuart5 x Sherman M4/752 x M10 tank destroyersOBA: 1 x 105mm (10 (H))1 x attack bomberGermans (morale A)1 x 20mm Quad3 x Pz IIIj2 x Pz IVf (11a8/7-8)1 x Pz VIa (Tiger)6 x rifle6 x halftrack1 x truckOBA: 2 x 105mm (each 10 (H))2 x dive bomberMap: C>D>Setup: Americans - first, on or west of hex row K. Germans - second, on or east of hex row D.Special Rules: The Americans have morale "E" in this game - once dispersed, they do not recover.Game Length: 10 turns - Germans move first.Victory Points: Germans - 1 point for each American unit eliminated; 2 points for each unit exited off the west edge of the map.American - 2 points for each German unit eliminated14. SBIBA19 Feb 43: 1st Guards Brigade, moving to contain Rommel's advance, bumps elements of the 21st Panzer Division.CW (morale A)1 x 76mm mortar1 x 17-pdr AT6 x rifle6 x Bren carriers2 x trucks3 x Churchill III 3 x Crusader III3 x GrantOBA: 1 x 25-pdr (9 (H))Germans (morale A)2 x 88/523 x Pz IIIj2 x Px Ivf (11a8/7-8)1 x Pz VIa (Tiger)6 x rifle6 x halftrack2 x trucksMap: D>Setup: none at start - Germans move first and enter on the east side of the board; CW moves second and enters on the west side of the board.Game Length: 10 turns - Germans move first.Victory Points: German - 1 point for each CW unit eliminated; 2 points for each unit exited off the west edge of the map.CW - 2 points for each German unit eliminated.MANIFEST OF NEW UNIT COUNTERSUnit# AFWTRDFMFClassnotesBritishcolour 'em green6 pounder49a430towed gun57mm anti-tank gun25 pounder39(h)3520towed gun89mm gun/howitzerHmbr33i3215armd carHumber armored carGMC210a6310tk destrGun Motor Carriage: 3” gun on halftrack Honey35a5511tankaka M5 Stuart (37mm)Crus-236a368tankCrusader II (40mm)Crus-339a578tankCrusader III(57mm)Crus CS23h868tank'Close Support" (3" howitzer)Chu-339a5105tankChurchill III (57mm)Grant610a688tank(37mm+75mm); halve AS when hull-downVal-236a386tankValentine II (40mm)FLAIL16a386tankValentine tank with special mine-clearing eqptGerman colour 'em grey50mm AT48a520towed gunlong PAK 5088/52 AT415a1220towed gun88mm FLAK AT/AA gun105mm hwz110(h)3220towed gun105mm howitzer22222h4214armd carSdKfz 222 a/c (20mm)Mdr-3412a858tank destrMarder III (76.2mm)PzIIIg96a679tankPzKw IIIG (short 50mm)PzIIIj38a679tankPzKwIIIJ (long 50mm)Italiancolour 'em yellow20mm AA32h421towed gun65mm IG22h820towed gun65mm infantry gun47mm AT35a321towed gun75mm hwz26(h)2820towed gun75mm gun/howitzer105mm hwz110(h)3220towed gun105mm howitzer150mm hwz115(h)3620towed gun150mm howitzerBr3762i2*41infantry6 x Breda 37 MMGBERS42i2610infantrymotorcycle mounted infantry platoonGUAS22i161infantryassault engineer platoonAB4022i2214armd carAB4132a3316armd car20mm gunSEM 105110h566aslt gunSemovente aslt gun (105mm)SEM 75211a566tank destSemovente SP gun (75mm)M13/40105a346tankM13/40 tank (47mm) ................
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