
| |
Assault on Tobruk
| Tobruk, Cyrenaica, Libya |
13 April 1941 |
Historical Situation
This scenario represents part of the German assault on the North African city of
Tobruk. Check out http://www.diggerhistory.info/pages-battles/ww2/tobruk.htm
for details.
Terrain
The Western Desert was not billiard table flat, more like flat(ish) and
rough.
(Click on the map to a
get a larger version)
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Key features of the table are:
- 6' x 4' table with the North being on a long edge, which is also the Commonwealth base edge. (Or
maybe better to fight it lengthwise.)
- Anti-tank ditch running the width of the table on Allied side of
table.
- Barbed Wire behind the ditch.
- Maybe some houses representing the outskirts of the city.
- Otherwise it is Desert Terrain,
i.e. :
- Depressions
- Hills (one Contour Lines from Hit the Dirt, with rough ground on top)
- Crests (as per Hit the Dirt)
If you're using Limited
Smalls Arms Range, then you can use the map as it is. If, however,
you're using standard rules, then you'll have to substitute Boulder
Fields for some of the Rough Ground (and treat the rest like Rock
Fields).
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Austrailian
Player (Defending)
Objective
The Commonwealth forces are trying to prevent the Panzers getting off the
table.
Forces Available
"The Rats of Tobruk", elements of 2/13 Battalion, 20th Infantry
Brigade, 9th Infantry Division, Australian Imperial Forces (AIF), plus
supporting elements of British forces from 8th Army.
2 x Australian Infantry Companies - use Organisation for GB Leg Infantry
Battalion (1939-'45), p. 26
3 x 2 pdr (optional tow)
Morale: Australians Infantry are Veteran; others Regular.
Fortifications:
20 x four stand wire sections
15 x four stand mine section
As many entrenchments as the player wants
Deployment
Deploys first. All troops must be deployed in the northern 1' of
table. Fortifications can be deployed anywhere on the Allied half of the
table. Four minefields may be deployed hidden, otherwise all troops and
fortifications are visible at the start of the game. .
Reinforcements
Commonwealth reinforcements arrive in following order:
| Turn |
Reinforcements |
Where |
| 6 |
1 x Company of Australian infantry (Veteran) |
West Edge |
| 7 |
2 x FO for off table 25 pdr Battery (or the guns can be deployed on
table for direct fire) |
North Edge |
| 8 |
2 x 2 pdr ATG (optional tow) |
North Edge |
| 10 |
C Company 1st Royal Tank Regiment: 2 x A13 Cruisers |
East Edge |
German Player (Attacking)
Objective
The 8th Machinegun battalion must clear a path through the minefield, and
keep it open for the panzers to pass through. The Panzer battalion has to exit the
Commonwealth side of the table with more than 50% of its tanks. If either
battalion takes more than 50% losses the Germans lose. This reflects
Rommel's careful use of his panzers. He did not have the luxury of replacements and thus would not press a hopeless situation.
Forces Available
Elements of Deutsches Afrika Korps (DAK)
8th Machinegun Battalion. (Regulars) = German Leg Infantry Battalion
(1939-'42), p. 20
1 x FO for off table 75 mm Infantry gun (12 FM)
1 x FO for off table Heavy artillery (4 FM)
Deployment
Begins scenario with initiative. Deploys second in the southern 1' of
table.
Reinforcements
German Panzers arrive on a 5+ on 1d6 at the start of any German initiative after minefield is breached. The
minefield is considered breached when any Minefield section is cleared (see
special rules) or when any German Rifle Squad touches a barbed wire
section.
1st Battalion, 5th Panzer Regiment (Regulars)
1 x HQ ( 1 x Pz II)
2 x Light Tank Companies
1 x Pz II
2 x Pz III
1 x Medium Tank Company
1 x Pz II
1 x Pz IV
Victory Conditions
Breakthrough and Casualty
(D) objectives
The game ends automatically on either of these conditions:
- The Germans get at least 50% of the Panzers off the Commonwealth table
edge (German Victory).
- If either German battalion takes more than 50% causalities, counting
tanks, Rifle Squads, CC, BC, Crew Served Weapons, but not FO or PC (Allied
Victory).

Scenario Special Rules
- The Anti-tank ditch is a linear obstacle for movement (3 move actions to
cross: move up, move across, move away). Vehicles moving across it
throw to bog down (bog down on 4-; unbog on a 6; permanently mired on a
1). Stands inside count as in protective cover as behind a
crest.
- Boulder fields are as per Hit the Dirt, i.e. protective cover to direct
and indirect fire, and block LOS. But unlike normal boulder fields
these ones block LOS between infantry (including crew served weapons) but not
to/from tanks.
- Special Rule: Turns are in use. The Clock advances one Turn on 5+ at the end of any
Allied initiative.
- Special Rule 1 - Night fighting is in use during turns 1-4.
Stands are limited to one move action per initiative. A stand that is
in cover and has not yet fired during the scenario may not be fired at,
except form within the same terrain feature. A stand in the open is
fired at normally. All stands get the direct fire cover bonus,
regardless of where they are located.
- Special Rule 5 - Bogging down is in use. Tanks bog down in rock
fields, boulder fields, and the anti-tank ditch on 4- on 1d6. They
unbog on 5+, becoming permanently mired on 1.
- Rifle squads can clear minefields/wire. Once a minefield/wire is discovered
(or is already visible) a rifle squad may roll to remove the minefield/wire when
the following conditions apply: the stand is adjacent to, or inside, the
Minefield/wire and the stand is stationary, unsuppressed, and does not fire for one
entire Phasing Initiative. The minefield/wire is cleared on a 6
on 1d6. More than one squad of the
same platoon can attempt to clear the same minefield/wire in the same initiative;
in this case if any make the clear minefield/wire roll, then this is treated as a
successful action for all. Clearing a minefield/wire is a successful
action; failure passes initiative. Despite being able to clear
minefields Rifle Squads cannot detect a Minefield
in the same way as Engineers.
- Use Planned Operational Zones for
multi-player.
Notes
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