Assault on Tobruk Rules booklet

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ASSAULT ON TOBRUK

RULES Of PLAy

Credits

First Edition Design, Development, & Graphics: Stephen M. Newberg Playtesting: Stephen St. John, Jan Stone & W.I.T. Group

Second Edition Counters & Map Production: Paul Stuhlfaut

Second Edition Rules Copyediting: Michael Kirk & Ty Bomba TABLE OF CONTENTS 1.0 INTROdUCTION .................................................. 23 2.0 GENERAL COURSE Of PLAy ............................. 23 3.0 GAmE EqUIPmENT ............................................. 23 4.0 SEqUENCE Of PLAy ............................................ 24 5.0 BOmBARdmENT ................................................. 24 6.0 mOvEmENT .......................................................... 25 7.0 COmBAT................................................................. 26 8.0 ALLIEd TACTICAL dEfICIENCIES .................. 27

10.0 ROmmEL ............................................................. 27

11.0 GAmE SET UP ANd vICTORy CONdITIONS ................................... 28 12.0 SCENARIOS ......................................................... 28

1.0 Introduction Assault on Tobruk is a game simulation of the successful assault by German and Italian forces, led by erwin Rommel, on the alliedheld fortress of Tobruk in the summer of 1942. The assault was in many ways the high point of Rommel’s fortunes in North africa. The fortress had held out against all his efforts for nine long months in 1941, and was finally relieved by the advancing allies. But later, when the allies had retreated after the loss of the Gazala battles, the city and its perimeter strongpoints were again cut off. This time their defenses were not so well-prepared, while Rommel was as ready as he would ever be. In less than a day the fortifications lay prostrate and Tobruk had fallen.

2.0 General Course Of Play Assault on Tobruk has an historic scenario and six alternate scenarios covering the actual and potential events there. after choosing a scenario, one player takes command of the allied forces and the Co p y RI G H T © Co M pa s s G a M es 2021

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other player the axis forces. each scenario has a few of its own particular rules. In general, each player will alternate moving and engaging in combat each turn with the idea of causing maximum damage to the opposing player’s forces and sustaining minimum damage to his own. The units are of company size and turns represent two hours. The historic scenario has eight turns. all the other scenarios have twelve.

3.0 Game Equipment 3.1 The Map: The map covers the entire area of the fortifications in and around Tobruk on a scale of approximately 650 meters per hex. a hex grid has been superimposed on the map to regulate movement and other functions. The hexes are coded by color and symbol to indicate the type of terrain it contains. The Terrain effects Chart, printed on the map, explains how these terrain-types affect movement, combat, and bombardment. 3.2 The Player Aids: There are a series of charts and tables printed on unused portions of the mapsheet — for your convenience — to use in conjunction with these rules to regulate the game. 3.3 The Playing Pieces: The playing pieces are the various printed cardboard die-cut squares in the sheet provided. They must be broken free, or “punched,” as they are to be used individually. They are referred to as counters, and they represent individual combat formations which will be referred to as units here. other counters representing leaders and game functions, such as record keeping, will be referred to as markers. The grey units represent German forces and the yellow units Italian. These are controlled by the axis player. The brown units represent south african forces, and the red units are forces under the command of the Indian army. These are controlled by the allied player. R u l e s o f p l ay— pa p e R Wa R s # 9 9

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ASSAULT ON TOBRUK 3.4 Example Counters:

3.5 Randomizers:

Combat Unit: Unit Size Symbol

Unit Size Unit

Upper Echelon(s)

Anti-Tank Strength

Movement Allowance

Anti-Infantry Strength

some game functions require the generation of random numbers in the range of one through six. players will need to provide a single standard D6 die.

4.0 Sequence Of Play 4.1 General: Assault on Tobruk is played in a series of successive turns. each turn is composed of an axis player segment followed by an identical allied one. a player segment is composed of four sequenced phases, and is outlined below.

Defence Strength

Markers:

4.2 Player Segment Outline: A. Bombardment Phase:

Leader

Air Bombardment Points

Note: for purposes of movement and combat, those units listed as tank-type are considered tanks, and those as infantry-type as infantry—even though some of those unites are not specifically tanks or infantry

Tank HQ Tank Self Propelled Artillery Armored Recon Armored Infantry Infantry Type Units Infantry HQ Infantry Infantry Heavy Weapons Artillery HQ Artillery Anti-Aircraft HQ Heavy Anti-Aircraft Light Anti-Aircraft Anti-Tank Engineer Support

C. Combat Phase:

The player may attack any or all opposing units which are adjacent to his units.

at this point the opposing player begins his segment. at the end of every allied player segment the turn marker is advanced on the Turn Track to indicate the start of a new turn.

5.0 Bombardment 5.1 General: Bombardment represents long-range artillery fire and aircraft attacks on ground forces. Bombardment can take three forms in the game: off-map artillery points, air points, or on-map artillery points. only the axis has the first two and both players have the last. all bombardment is resolved on the same table and by the same procedure, but each type is applied differently. all bombardment is voluntary and takes place during the Bombardment phase. only the player whose segment is in process may bombard. 5.2 Axis Off Map Artillery:

Unit Size Chart X Brigade XX Division XXX Corp

Note: all combat units are of company size or are a headquarters unit for a larger formation. Thus all BG, III, X, XX, & XXX size units represent the HQ formation for that unit.

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The player moves any or all units as desired within the limits of their movement allowances.

The player may move any or all tank-type units and any infantrytype units that are not in an opposing zone of control again.

Tank Type Units

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B. movement Phase:

d. movement Phase:

Unit Type Symbol Chart

I Company BG Battle Group III Regiment

The player conducts and resolves any bombardment he chooses to initiate.

In all scenarios the axis player has 200 points of off-map artillery. This allotment of points is divided into 60 Italian section-points and 140 German section-points. (please examine the map.) Note that the land area is divided into sections. each scenario indicates the section(s) on the map in which these points may be used. any hex containing a section-line is considered to be in all the sections for which it is a boundary. off-map artillery points may be used each turn, but only in the map-section(s) specified — and may not be accumulated from turn to turn. Co p y RI G H T © Co M pa s s G a M es 2021

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BEHIND ASSAULT THE LINES ON TOBRUK REPORT 5.3 Axis Air:

5.7 Sighting Restrictions:

In all scenarios, the axis player has 400 points of air bombardment. These air-bombardment points may be applied anywhere on the map, but these 400 points are the allotment for the entire game. They are expended as they are used and cannot be used again. The provided air point Markers are to be used on the air points Remaining Track, which can be found on the map. only 80 or less air points may be used in any one Bombardment phase. There are no map-section restrictions on their commitment, but bombardment may not take place in a hex adjacent to a friendly unit.

all on-map artillery units have a maximum range of 16 hexes inclusive, within which they may bombard. However, they may only bombard hexes they or another friendly unit can see. Thus, the bombarding unit or another friendly unit must be within 8 hexes of the target hex and have a clear line of sight to the hex. escarpment, rough, and city hexes block line of sight through a hex, though line of sight may be traced into or out of such hexes. units in wadi hexes may not be sighted or sight out of their hex, but line of sight may be traced through such hexes. In all cases, line of sight is a straight line from the center of the sighting hex to the center of the target hex and any part of a blocking hex in that line prevents sighting. all allied units may sight for each other but (Italian units may not sight for German units.)

5.4 On Map Artillery: Both players may, at the start of their game turn, have units on the map that are able to bombard. Their counters can be identified by their artillery or self-propelled artillery NaTo symbols. artillery HQ units may not bombard. The number of bombardment points available to an on-map artillery unit is determined by adding the unit’s anti-tank and anti-infantry strengths together. German units may combine bombardment points from on-map units with each other for a single resolution — as well as combine on-map, off-map, and/or air points. The allied player has only on-map points available, and he is restricted in his ability to combine the bombardment of more than one of his on-map artillery units. 5.5 Procedure: Bombardment points must be applied in 10-point denominations. When on-map artillery units with bombardment points do not come out in even tens their total is rounded to the nearest ten, up or down. The bombarding player indicates each hex he wishes to bombard and states the number of points that will be used on that hex. Next go to the Bombardment Results Table. use the amount of points being used on that hex to determine a column and roll the die once for each unit in that hex. Modify each die roll for the terrain, if required by the Terrain effects Chart, and apply the result immediately. In addition to terrain modifications, all bombardments of Tank-type units add one(+1) to the die roll. This procedure is repeated for all bombardments in the current phase.

Bombardment results are Destroyed (De), suppressed (su), and No effect (Ne). a destroyed unit is removed immediately. a suppressed unit is flipped over to indicate its condition. such units may not move or attack, have no zone of control, and defend at 1/2 normal strength (round up). suppressed units return to normal at the beginning of the next opposing-player Bombardment phase. (Note that it is statistically possible for a unit to suffer suppression for the entire game.) finally: No effect is self-explanatory.

6.0 Movement 6.1 General: During their own movement phases, the allied or axis players may move any, some, or all of their units. Movement is always voluntary. units expend points from their movement allowance to enter hexes, and must move through a continuous series of adjacent hexes. Movement points not expended in the movement phase of a turn cannot be accumulated for use in a later movement phase. units may never enter a hex containing an opposing unit. 6.2 Procedure: each unit has a certain movement allowance number that is equal to the number of movement points it may expend each movement phase. The Terrain effects Chart indicates how many movement points are required to enter each type of terrain hex for a given unit type. Moving one unit at a time, counting movement points expended, the active player should indicate the path of adjacent hexes through which the unit is moving and then place the unit in its final destination hex. Repeat this procedure for each unit that will be moved. Note that if a unit does not have sufficient remaining movement points in its allowance to enter a hex it may not enter that hex — even if that means the unit is unable to move that phase. 6.3 The First Movement Phase: During the first movement phase of a player’s segment, the player may move all his units as stated above. 6.4 The Second Movement Phase:

During the second movement phase of a player’s segment: he may move again all tank-type units. In addition, he may move any allied units may not combine their strengths for bombardment, infantry-type unit that is not in an opposing zone of control again. unless the particular scenario instructions indicate otherwise. More than one unit may bombard the same hex, but each bombarding unit must resolve its attack separately, rather than as a combined total. (as previously stated, this restriction never applies to the German forces.) 5.6 Allied Restrictions:

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ASSAULT ON TOBRUK 6.5 Zones of Control:

7.2 Procedure:

all units, except Headquarters ZOC (HQ) and support units, exert ZOC a zone of control (ZoC) on ZOC the six hexes surrounding the location of the unit. any time a friendly unit enters the zone ZOC ZOC of control of an opposing unit during movement — it must ZOC stop its movement and may move no further that phase. a friendly zone of control does not negate the effects of an opposing zone of control. a unit may never move directly from one hex in an opposing zone of control to another hex in an opposing zone of control. There are no other restrictions on leaving a zone of control. Zones of control extend into all forms of terrain. (suppressed units have no zone of control.)

units in one or more hexes adjacent to an opposing unit, or units in a single hex, may attack the unit(s) in that hex. Determine the type of unit that is to be attacked. If it is a tank-type unit, the attacking units must use their anti-tank strength. If it is an infantry-type unit: they must use their anti-infantry strength. If both tank and infantry-type units are in the hex that is being attacked, the attacking units must use their anti-tank strength. Compare the total strength of all the attacking units to the total defense strength of defending unit(s), but first modify the strengths due to terrain effects, if called for. express this comparison as a ratio of the attacker to the defender. Round to a simple ratio in the defender’s favor and then find the column indicated by that final ratio on the Combat Results Table. Roll a single die and modify the result if required by the terrain. Cross the row indicated by the modified result with the column for the odds to produce a result for that combat. apply the result immediately. Repeat this procedure for each situation where the player wishes to attack. The controlling player always determines which units in a stack are affected by an exchange or elimination result, and determines the location into which units move when required to retreat. Note however that HQ units may not be eliminated if other units are in the stack. units may only engage in one attack per combat phase. further, they may not attack units in more than one hex. No defending unit may be attacked more than once in a single combat phase.

6.6 Stacking: up to four friendly units may occupy the same hex. Headquarters and support units do not count toward this stacking limit. any number of these units may be stacked in a hex. If at any time — including during movement or at the conclusion of movement — units are discovered to be overstacked, the owning player must eliminate one or more units in the stack to bring it back to within stacking limits. 6.7 Axis Withheld Entry: In all scenarios, the axis player starts with zero units on the map. upon entering, each unit must pay the appropriate terrain cost to enter that first hex on the map-edge. Note that the axis player is not required to bring all his units onto the map during the first movement phase of the first turn. He may bring some, all, or none on at that time. He may bring units on in any quantities he desires from the pool of his total forces during any axis movement phase of any turn. all the axis forces are available in all the scenarios. The only restrictions on their entry concern the area into which they must enter, as specified by the particular scenario. The allied player also has use of all his forces in all scenarios — but conversely, all of his units start on the map and in most scenarios a specific set-up location is required for each unit.

7.0 Combat 7.1 General:

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There are two basic types of units, Tank-type units and Infantrytype units. all unit-counters are rated with both an anti-tank and an anti-infantry strength. Which strength is used in resolving each combat is determined by the type of unit being attacked. any or all units controlled by a player may attack units of the opposing player’s forces, as long as they are adjacent during the controlling player’s combat phase of his player segment. a unit is never required to attack, but units that are attacked must defend. If at any time a defending unit or stack has a zero-combat strength, it is automatically captured (see 7.6) when attacked rather than resolving the combat. R u l e s o f p l ay— pa p e R Wa R s # 9 9

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7.3 On Map Artillery Unit Combat: on-map artillery units may participate in combat against adjacent opposing units without restrictions, the same as all other units. However, on-map artillery units that are adjacent to an opposing unit (that is, in a zone of control) may not participate in bombardment during the player’s bombardment phase. 7.4 Advance After Combat: If all the defending units in a hex are destroyed or required to retreat out of that hex due to combat, units that participated in the attack may move into the hex which the defending unit(s) previously occupied. This movement does not cost any movement points and must occur immediately after the combat is resolved, before resolving the next combat. advancing units are not subject to the effects of zones of control. 7.5 Retreats: When required by a combat result to retreat, the player must move all the remaining units in the hex that suffered the result to an adjacent hex. The hex into which the units move may not contain opposing units or any enemy zones of control (see exception below). The hex may contain friendly units — but the retreating units may not move into such a hex if an overstack would result. Note that retreating units are not all required to retreat into the same hex, only into adjacent hexes. If the hex being retreated into is occupied by a friendly unit, any opposing zones of control are considered cancelled and may be ignored for the purposes of the retreat only. Retreat costs zero movement points and is carried out immediately after determining the result. units that cannot retreat due to these restrictions are eliminated (owning player’s discretion). Co p y RI G H T © Co M pa s s G a M es 2021

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ASSAULT ON TOBRUK 7.6 Explanation of Combat Results: aC: all attackers (a) captured.

DC: all defenders (D) captured. [Remove to Captured units Box.] aD: attacker destroyed.

DD: defender destroyed. [Remove one unit from the stack to the Destroyed units Box. any remaining units retreat or, alternately: remove two units to the Destroyed units Box — and remaining units do not retreat.]

eX: exchange. [Both attacker and defender remove one unit to the units Destroyed Box.]

aR: attackers retreat.

DR: defenders retreat. [Remove them to an adjacent hex.] (odds lower than 1–5 are resolved as 1–5; odds higher than 9–1 as 9–1.)

8.0 Allied Tactical Deficiency 8.1 Strongpoints: allied units in major and minor strongpoints, or within three(3) hexes of a coast hex, may not move unless an opposing unit comes within four(4) hexes Major Minor inclusive during its movement. only allied unit(s) that meet those two location criteria are subject to this limitation. such units, after being encroached upon, may be moved normally — along with all the other unaffected allied units on the map, during the next allied segment. To be clear, allied units either of the two locationconditions that have not been approached remain frozen. In addition, allied units in strongpoints are subject to automatic capture if they are currently suppressed due to bombardment and are to be attacked in a combat phase. Before resolving the combat for such, roll a die for each unit. If the unit is in a major strongpoint: on a die roll of 1, 2, or 3 — the unit is captured and removed to the Captured Box without any combat taking place. If the unit is in a minor strongpoint, the unit is captured and removed on a die roll of 1 or 2. If the hex is vacated by an automatic capture, axis units may advance into the hex as an advance offer combat. finally, if the unit ‘evades’ capture on the die roll, it may be attacked normally. 8.2 Combined Arms: allied tank-type units may not combine their attack strength to attack jointly with allied infantry-type units. They must attack separately. In addition, allied anti-tank infantry-type units (those with an anti-tank symbol only) may not attack jointly with any other allied units. each such unit must attack separately. When allied tank-type units or anti-tank infantrytype units are stacked with any other type of units in a hex that Co p y RI G H T © Co M pa s s G a M es 2021

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is being attacked, the defenses of all the units in the hex are not added together as normally. Instead, only the defense strength of the tank-type unit(s) or the anti-tank infantry-type unit(s) are used for the defense. Results of the combat, however, apply to all of the units in the hex. If both tank-type and anti-tank infantrytype units are in the hex, the controlling player determines which type of units are used as the defender(s).

9.0 Engineers engineer units have a number of functions. When such a unit is located in a hex containing an anti-tank ditch, minefield, major strong point, or minor strongpoint, units friendly to the engineer unit are not required to pay the extra movement points listed on the Terrain effects Chart to move into that hex. engineer units may also attempt to destroy friendly support units to prevent their capture. any time an opposing unit has moved to within four(4) hexes of a support unit — a friendly engineer unit may, during a friendly movement phase, move into the hex of the support unit and roll a die immediately. on a result of 1–5 the support unit is destroyed and removed to the Destroyed units Box. (Rolling a 6 has no effect.) such destruction may be attempted during each friendly movement phase. Note that some support units have no movement allowance, and if forced to retreat are considered captured rather than destroyed. Clarification: to be considered located in a hex for this purpose, the engineer unit may also start the current movement phase in the hex, or may move to the hex prior to the entry other friendly units into that same hex during the phase.

10.0 Rommel The Rommel counter represents the commanding general of the axis forces and a few of his staff. It may not be moved alone, but is rather moved with any axis unit with which it is stacked. It may be transferred from one unit to another unit when both are in the same hex. IMpoRTaNT: There is no limit on the number of hexes it can be moved by transferring from a unit that has completed its movement to another unit that is starting its movement. Rommel does not count toward the stacking limit for a hex. If any unit in the same stack with the Rommel counter is suppressed by bombardment: roll a die for Rommel. on a 1 result Rommel is suppressed and stays with the suppressed units. When Rommel is not suppressed, he increases the attack odds against any opposing units to which he is adjacent by one column from the computed ratio (right column shift). The Rommel counter cannot be taken as an elimination to satisfy an exchange or destroyed result. If the only unit the Rommel counter is stacked with is eliminated, a die is rolled. on a 1 or 2 Rommel is captured and removed. on any other result, the Rommel counter is immediately moved to the nearest hex containing a friendly unit. If the units Rommel is stacked with are captured, Rommel is captured. If they must retreat Rommel retreats with them. If Rommel is captured, all subsequent axis attacks for the rest of the game are conducted at odds one column lower than the computed ratio (left column shift). R u l e s o f p l ay— pa p e R Wa R s # 9 9

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ASSAULT ON TOBRUK

11.0 Game Set Up And Victory Conditions

12.0 Scenarios:

11.1 General:

allies set up in historic locations using the hex numbers listed on the back of each of their counters. Italian off-map artillery points may be used in sections IG1 & IG2. German off-map artillery points may be used in sections G3 & IG3. German units enter along the south and east edges of section IG3. Italian units enter along the south edge of section IG2, hexes 1335–3335 inclusive.

each scenario Is a complete game in itself and is played separately. each specifies either the use of the historic set-up locations for the allies or a free deployment for their forces, meaning the player can set them up however he chooses on the map so long as the units are all set up within the area bounded by and including the outer perimeter of major strong points. The axis player is the first player to have a player segment in all scenarios, and he is the second player to set up. That is, the allied player places all his units and then the axis player enters as many of his units as he desires to start the first turn. each scenario will also specify which map sections the axis forces must enter into, or will give them free deployment, thus allowing them to enter into any of the sections. finally, each scenario specifies any special rules that apply only to that scenario. These may modify or be in addition to the main rules. finally, the victory conditions for that particular scenario will be detailed. 11.2 Victory Point Values: for each opposing unit destroyed, a player receives victory points equal to its defense strength. for each opposing unit captured, a player receives points equal to 2x(times) its defense strength. support units are worth the following points to the axis player if destroyed: Base Hospital zero(0), Ho 88 two(2), supply Depot six(6), petrol Depot fifteen(15), GT Companies three(3) each. If captured these units are worth twice the specified points, with the exception of the Base Hospital which is worth five(5) points if captured. players also lose points for units lost. each player loses one point for each infantry-type unit lost. and two(2) points for each tanktype unit lost. (support units are not included for totaling these negative points.)

after totaling the victory points for each side, state them as a ratio of axis player points to allied player points and compare them to the limits set by the scenario. any results that fall between the two ratio limits are considered a draw.

12.1 Historic Scenario:

Special Rules: Allied units in sections IG1, G1, and Rear, may not move until an opposing unit comes within four(4) hexes or a friendly unit within four(4) hexes is bombarded. Each unit in these sections is freed from the restrictions for the rest of the game individually — not the sections as a whole. However, units in these sections may bombard, even though they cannot move. (Units that start in other sections and move into these sections may continue to move normally.) Victory: The axis player wins automatically, without counting victory points, if at the conclusion of any allied player segment an axis unit is in a Tobruk city hex and can trace a line of continuous hexes from its location along roads and or tracks to the east edge of the map. This line of hexes must be free of any opposing units or their zones of control. Barring an axis automatic win, the axis player wins if the victory ratio is 2.0 to 1.0 or greater. The allied player wins if the ratio is less than 2.0 to 1.0 (There is no possible draw outcome in this scenario). 12.2 Free Axis Scenario: axis units may move into any two sections along the land map edges during the first and subsequent turns. The German units must move into one of the sections and the Italian units into the other. German off-map artillery may be used in the G and IG sections of the area into which they enter. Italian off-map artillery may be used in the IG section of the area they enter, and the IG section of the area that no axis units enter. The sections entered are not required to be adjacent. The allied units are set up in the historic locations.

Special Rules: Allied units in the pie-shaped group of sections that are not entered by the Axis forces (either IG1, G1 & Rear, or IG2, G2 & Main, or IG3, G3, & Forward) may not move and are restricted in the same manner as the Allied units in the special rule in the Historic Scenario (12.1). The Axis player wins if the victory ratio is 2.5 to 1.0 or greater. The Allied player wins if the ratio is 1.5 to 1.0 or less. (In between the two is a draw.) 12.3 Free Axis and Allied Scenario: axis may enter as in scenario (12.2) and the same special rules apply. allied player may freely deploy all of his units instead of using historic locations. The axis player wins if the victory ratio is 2.0 to 1.0 or greater and the allied player wins if the ratio is 1.5 to 1.0 or less. (anything in between 1.5 and 2.0 to 1.0 is a draw.)

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ASSAULT ON TOBRUK 12.4 Allied Artillery Coordinated Scenario: This scenario uses the same deployments and special rules as in the Historic scenario (12.1), with the additional special rule that allied artillery is allowed to make combined artillery bombardments in the same manner as on-map German artillery. In effect rule (5.6) is suspended. The axis player wins if the victory ratio is 2.0 to 1.0 or greater and the allied player if the ratio is 1.5 to 1.0 or less. (In between the two is a draw.) 12.5 Allied Artillery, Tank & Anti-Tank Coordinated Scenario: This scenario is identical to scenario (12.4), except that in addition to rule (5.6) being suspended to allow combined artillery bombardment for the allies, rule (8.2) is also suspended, so that allied tank-type units and anti-tank infantry-type units may attack and defend in combination with other allied units in the same manner as is available to the axis player. The axis player wins if the victory ratio is 1.5 to 1.0 or greater and the allied player wins if the ratio is 1.0 to 1.0 or less. (In between the two is a draw.) 12.6 Free Axis & Allied Coordinated Scenario: This scenario suspends rules (5.6) and (8.2) for the allies as in the special rules of scenario (12.5) and also allows the axis player freedom in his attack plan as per the special rules in scenario (12.2). The axis player wins if the victory ratio is 2.0 to 1.0 or greater, and the allied player if the ratio is 1.0 to 1.0 or less. (In between the two is a draw.) 12.7 Free Axis and Free Coordinated Allied Scenario: This scenario suspends rules (5.6) and (8.2) and uses the special rules for free axis & allied deployment from scenario (12.3). The axis player wins if the victory ratio is 1.5 to 1 or greater and the allied player if 0.5 to 1 or less. (In between the two is a draw.)

13.0 Historic Notes: The assault that finally took Tobruk from the allies came at the end of a long and unusual affair. The Gazala line battles lasted the better part of a month and for a major portion of that time it was impossible to predict, from one day to the next, which side was ahead and what would happen the following day. Rommel had pulled a major flanking move and put most of the German elements of his forces behind the Gazala line but the line refused to break, leaving him cut off and in what became known as The Cauldron. seesaw engagements and haphazard supply complicated an already difficult situation. But the fairly standard poor British leadership and command control ‘came to his rescue’ often, and when it was over the allies had suffered a major defeat at the hands of the surrounded enemy. Next it became the turn of those allied forces left behind to be surrounded. Rommel had tried to take a surrounded Tobruk before, from late March to December of 1941. He failed and the fortress was eventually relieved. This time his chances looked better. The defenses of the fortress had been allowed to deteriorate, the defending garrison was not as combat experienced, and both the garrison and the commander Co p y RI G H T © Co M pa s s G a M es 2021

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were new to the job. This did not bode well for them as the pace of events became far more rapid than anticipated. With the allies barely retreated over the horizon, German and Italian mobile forces smashed into the southeast corner of the fortress after a blistering bombardment on 20 June 1942. The bombardment was so severe it forced some of the forward defenders deep into their strongpoints, where they were easily captured as the assault forces rolled over them. The 15th and 21st panzer divisions pushed rapidly up the road toward Kings Cross, while Group Menny moved down the escarpment to the north. ariete pushed through weakly and got behind the 2nd Camaroons and meanwhile German infantry with the support of Battle Group D.a.K. managed to bottle up the 2/7 Gurkhas north of the Via Balbia. The inner defenses, past the perimeter, were scattered and uncoordinated. allied battlefield communications soon broke down. Main elements of the defense remained guarding other sectors of the line and the beaches. Reserves and armor were thrown in piecemeal and thus easily defeated. By 1900 hours, tanks of the 21st panzer were moving through the streets of Tobruk. The garrison forces were too small and scattered to put up further resistance and officially surrendered at daybreak. The fortress that had resisted for 9 months just the year before had fallen in less than 16 hours. It was truly the moment of Rommel’s greatest triumph.

14.0 Designer’s Notes: Assault on Tobruk was a game that grew out of the source

material. originally, we were doing a game on the entire series of Gazala battles. The game had completed design and had started playtesting, but at about this point some hard-to-find and very interesting sources started showing up and most of them dealt in depth with the actual final assault on the fortress at the conclusion of the battle. for fun, we started playing around with a design on just that aspect and it ended up overshadowing the original project to the point that it replaced it entirely. The game itself was not difficult to design. We wanted to go with a company-unit level but an operational feel, which led to the large ground and time scales. The game is definitely not tactical. We had originally wanted a simple game system, so we kept it that way. and we wanted a tight game that could have either player win if they did very well but would not make it easy. a lot of fine tuning in playtest led to the victory point award system, with possible draws and the level of points awarded. Getting or keeping support units, particularly the supply and petrol depots, will often determine if a player can win. The testers were very happy with the game. It is clean, fast, and fun for both sides, which is what we were after. The historical scenario is virtually a race against time, forcing the axis player to crack the perimeter and capture units at a remarkable pace. The various hypothetical scenarios alter the pace but not the scope. a tense little game.

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ASSAULT ON TOBRUK

15.0 Selected Bibliography: Crisis In The Desert, agar-Hamilton & Tumer; africa Corps, Barker;

africa Korps organization, Bender; The afrika Korps, Bergot;

The North africa Campaign, Bharucha; Das Deutsches afrika Korps, esebeck; Trail of The fox, Irving;

Kriegstagbuch des oKW;

Kriegstagbuch 15th panzer; Kriegstagbuch 21st panzer;

Kriegstagbuch 90th leichle; eastern epic, MacKenzie;

Tobruk and el alamein, Maughan; panzer Battles, Mellenthin;

The March To Tunis, Moorhead; War In The Desert, orpen;

The Mediterranean and Middle east, I. s. o. playfair;

Krieg ohne Hass, Rommel;

The Rommel papers, Rommellhart;

With Rommel in the Desert, schmidt; The Battle for North africa, strawson.

There were many more sources of less use that were also consulted. In addition, particular assistance on the compositions of several of the ad hoc groups, such as Group Menny, were provided very ably by Mr. C. Berwald. In spite of all of the above, unit-strengths for many of the formations in the game are at best estimates. This is particularly so of the German infantry units. Most of these formations entered the assault on Tobruk after a month of severe fighting, were very depleted, and records are thus fragmentary. We hope that even with these problems the oB is reasonably accurate and the unit-strengths close to the mark.

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1 5 3 6

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I 2/200/21

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0 4 2 6

I 12/3/104

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3/2/8

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I 3/GP. DAK

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ITALIAN

I

I

SOUTH AFRICAN

0 4 2 4

I A/1SP/6

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6/2

X

0 0 1 6

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0 4 2 4

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I A/2SP/6

0 4 2 4

I

X 1 0

X 1

3/7/88

Air Points

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2 1 2 7

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0 4 2 7

4/8/88

2/2/5

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5/8/88

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XX 2 Main

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3 0 2 6

I 190/5/GPM

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I 4/1/115

I 900/5/GPM

Air Points

I C/UMR/4

1/1/8

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1/7/88

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III 88ers/Ari

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XXX DAK Rommel

0 4 2 7

I 2/2/GPM

9 3 2 6

I 5/33/15

I 146/132

2 1 2 7

0 4 2 6

1 5 3 6

0 0 1 6

I 10/3/115

I 9/3/115

I 8/2/115

I 1/IX/132

0 4 2 6

0 4 2 6

1 0 1 6

III 132/Arie

I 2/1/115

I 1/1/115

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0 1 2 6

0 1 6 6

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8/15

III

XX 15/DAK

I 3/200/21

I 3/1/115

3 0 2 6

I 1/39/21

0 4 2 6

2 8 1 6

I 9/155/21

0 4 2 6

I 6/2/104

3/1/5

I 5/2/104

I

2 2 3 6

2/1/5

5 3 4 6

I

2 8 1 6

I 4/1/104

2 2 2 7

0 0 1 6

1/1/5

0 1 2 6

I

5/21

III

ASSAULT ON TOBRUK COPYRIGHT © 2021 COMPASS GAMES

XX 21/DAK

PAPER WARS #99

3/2/5

3/1/8

2/132

6/8/88

4/2

0 4 2 4

I A/2TS/6

0 4 2 4

I RDLI/BL/4

0 0 1 6

X

1 2 2 6

I

2 1 2 7

I 7/XIII/132

0 0 1 6

I

0 1 1 6

BG GP. DAK

0 1 1 7

BG Grp. Menny

0 9 1 4

I 9/33/15

0 4 2 6

I 6/2/115

3 3 4 6

I

9 3 2 6

I 1/18/21

0 4 2 6

I 9/3/104

4 3 5 6

I

1/2/8

3/132

7/9/88

0 4 2 4

I B/2TS/6

0 4 2 4

I ILH/BL/4

0 4 2 4

I A/2 RDLI/4

1 2 2 6

I

2 1 2 7

I 8/XIII/132

0 0 1 6

I

2 2 3 6

I 1/GP. DAK

0 4 2 7

I 1/4/GPM

3 0 2 6

I 1/33/15

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I 7/2/115

4 3 5 6

I

9 3 2 6

I 2/18/21

0 4 2 6

I 10/3/104

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III 104/21

2/2/8

0 5 2 4 I C/67/RA

0 9 1 6 I D/31/25

2 6 1 6

0 2 1 4 I A/GR/11

0 5 2 4 I B/67/RA

0 9 1 6 I C/31/25

2 6 1 6

3 0 2 6 I 2/4/GPM

0 4 2 7

0 5 2 9 XX Ariete/DAK

0 0 1 4

8/9/88

0 4 2 4

I C/2TS/6

0 4 2 4

I RLI/BL/4

0 4 2 4

I B/2 RDLI/4

1 2 2 6

I

2 1 2 7

I 9/XIII/132

3/13/4

MG 2

PT 2

1

0 1 5 6

I

C/2/25

4/88

1/14/4

MG 3

PT 3

2

0 1 5 6

I

0 0 1 6

III

2 6 1 6

I

0 9 1 6

I D/67/RA

0 5 2 4

I C/GR/11

0 5 2 4

I A/2CH/11

1 4 2 6

I D/3CG/201

D/2/25

2/14/4

MG 4

PT 4

3

0 1 5 6

I

0 0 0 6

I 49GT/88

2 6 1 6

I

0 9 1 6

I A/68/RA

0 5 2 4

I D/GR/11

0 5 2 4

I B/2CH/11

1 4 2 6

3/14/4

SG 1

B1

4

0 1 5 6

I

0 0 0 6

I 113GT/88

2 6 1 6

I A/287/25

0 9 1 6

I B/68/RA

0 5 2 4

I RNC/BE/11

0 5 2 4

I C/2CH/11

1 4 2 6

I B/SF/201

3 2 5 3

0 0 1 6 I A/SF/201

A/7/32

I

2 0 2 6

D/6/2

32/2

X

2 0 2 6

C/6/2

I

A/21/2

I

I

2 6 1 4

B/5/2

A/7/2

0 2 1 9

I

2 6 1 4

I

0 5 2 4

I D/DMR/2 B/7/2

B/21/2

2/2

B/7/32

1/2/4

SG 2

B2

5

0 1 5 6

I

0 0 0 6

I 918GT/88

2 6 1 6

I B/287/25

0 9 1 6

I C/68/RA

0 5 2 4

I DEOR/BE/11

0 5 2 4

I D/2CH/11

1 4 2 6

I C/SF/201

3 2 4 5

I

0 0 1 6

III

2 6 1 4

I

0 2 1 9

I

DEvIL BOATS RANDOMIzED UNIT ORDER Of ATTACK COUNTERS / GEORGE ROSS

MG 1

PT 1

Turn

0 1 5 6

2/13/4

0 0 0 4

3 2 3 3 I

HQ 88 Sub Area

I 32 OR/2

I B/GR/11

0 1 2 6

X 11 In/2

I D/WR/201

I 2/33/15

1 4 2 6

I C/3CG/201

0 0 1 4

1 1 3 6

1 1 3 6 I B/3CG/201

XX 2 Rear

1 4 2 6

I 2/GP. DAK

D/12/3

2 6 1 4

I

D/6/2

I

A/5/2

2 6 1 4

I

0 5 2 4

I C/DMR/2

ASSAULT ON TOBRUK COPYRIGHT © 2021 COMPASS GAMES

C/6/2

I

2 6 1 4

2 6 1 4

I

I C/12/3

2 6 1 4

2 6 1 4

B/9/3

D/4/2

I

I C/4/2

0 5 2 4

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0 5 2 4

I A/DMR/2

PAPER WARS #99

0 4 2 6

I 7/2/115

4 3 5 6

I

1 2 4 6

I 3/18/21

0 4 2 6

I 11/3/104

0 4 2 6

I 1/1/104

GERMAN

C/7/2

3/2

C/4/2

C/4/32

4/2

C/8/3

D/4/2

D/4/32

2/2/4

SG 3

B3

6

0 1 5 6

I

0 0 0 0

Depot Supply/88

2 0 2 6

3/2/4

B4

0 1 5 6

I

0 0 0 0

Depot Petrol/88

2 0 2 6

B/95/2

I A/95/2

I

25/2

0 0 1 6

III

1 6 3 3

I A/MMG/11

0 5 2 4

I B/MLI/11

0 2 1 4

I A/WR/201

3 2 4 5

I

1 1 3 6

I

2 6 1 4

I

0 1 2 4

I

0 9 1 6

I D/68/RA

0 5 2 4

I 1st/BE/11

0 5 2 4

I A/MLI/11

1 4 2 6

I D/SF/201

3 2 5 3

I

1 1 3 6

I

0 0 1 6

III

0 2 1 9

I

A/5/2

RA/2

B/5/2

153/4

DD 1

2 1 2 4

I

0 0 0 0

Base Hospital/88

1/13/4

235/4

INDIAN ARMY 6/4/21 11:09 AM

George Ross

DD 2

2 1 2 4

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0 1 5 6

I

B/11/2

2 0 2 6

2 0 2 6

I

2 6 1 6

I D/12/25

0 9 1 6

I A/67/RA

0 5 2 4

I D/MLI/11

0 2 1 4

I C/WR/201

1 4 2 6

I A/3CG/201

1 1 3 6

I

A/11/2

I

2 6 1 6

I C/12/25

0 0 1 6

BG

0 5 2 4

I C/MLI/11

0 2 1 4

I B/WR/201

0 0 1 6

X 201GU/2

1 1 3 6

I

A/9/3

2 6 1 4

2 6 1 4

I D/8/3

I

2/2

0 0 1 6

0 1 2 4

III 10/2

I

SOUTH AfRICAN

ASSAULT ON TOBRUK

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4827

3223

2926

4430

3210

3411

3211

3224

4024

3925

4333

2119

2720

3216

2629

2612

3411

3111

3324

1717

2531

4431

2625

2820

3523

2019

3710

3411

3109

3128

1717

2230

3733

2726

1712

3216

1610

3408

3210

3516

4530

1616

2532

3432

2826

2216

1219

1610

3107

assaUlt on toBRUk coPYRiGHt © 2021 comPass Games

3310

3311

4226

4324

4929

3133

2423

2608

1518

1815

3209

3210

3311

3425

3122

4925

3523

2524

1219

1518

1214

2707

3210

3132

3425

3619

4727

2220

2323

1219

1819

1214

2908

0516

1423 0710

0612

1621 1709

PAPER WARS #99

1810

1023

2017

1307

2029

2415

1304

1825

0807

2022

ASSAULT ON TOBRUK COPYRIGHT © 2021 COMPASS GAMES

2406

0621

2006

0418

2109

1119

6/4/21 11:09 AM

1409

1014

GERMAN

SOUTH AFRICAN

inDian aRmY

PW99_Tobruk countersheets_0120_PRESS.indd 2

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3315

4428

1616

4729

2831

2724

1913

1219

1815

2809

soUtH afRican

ITALIAN

Devil Boats RanDomizeD Unit oRDeR of attack coUnteRs / GeoRGe Ross

3311

2616

2228

3311

4630

2725

2222

4032

2017

1409

2020

2221

1819

2120

3211

1814

PaPeR WaRs #99

ASSAULT ON TOBRUK

Co p y RI G H T © Co M pa s s G a M es 2021

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6/4/21 11:09 AM

ASSAULT ON TOBRUK

TERRAIN EFFECTS CHART MOVEMENT COST PER TYPE HEX

BOMBARDMENT

TYPE

INFANTRY

TANK

INFANTRY

TANK

ALL

WADI

4

NO ENTRY

DIE -4

NONE

DIE -1

ESCARPMENT

4

3

DIE -3

DIE +2

NONE

ROUGH

3

2

DIE -2

DIE +1

NONE

SLOPE

2

1

DIE -1

NONE

NONE

CLEAR

1

1

NONE

NONE

NONE

1/2

1/4

NEGATES OTHER TERRAIN

NEGATES OTHER TERRAIN

STRENGTH -1

STRENGTH -2

DIE -1

NONE

STRENGTH -1

NONE

ROAD

1

1/2

NEGATES OTHER TERRAIN

NEGATES OTHER TERRAIN

CITY

3

2

STRENGTH +2

STRENGTH +3

DIE -1

MAJOR STRONG POINT

OTHER TERRAIN +2 (Axis Only)

OTHER TERRAIN ONLY

STRENGTH +3 (Allies Only)

STRENGTH +1 (Allies Only)

DIE -1

MINOR STRONG POINT

OTHER TERRAIN +1 (Axis Only)

OTHER TERRAIN ONLY

STRENGTH +2 (Allies Only)

NONE

NONE

MINEFIELD

OTHER TERRAIN +1

OTHER TERRAIN +2

STRENGTH +3

STRENGTH +2

DIE -1

ANTI-TANK DITCH

OTHER TERRAIN ONLY

OTHER TERRAIN +1

STRENGTH +1

STRENGTH +1

NONE

TRACK

PW99_Tobruk countersheets_0120_PRESS.indd 2

COMBAT MODIFIERS PER TYPE

Notes: 1. All effects are cumulative. 2. Strength modifiers are for hex independent of number of units defending in hex. 3. Strongpoints add movement costs to Axis movement only if the strongpoint is occupied or in the zone of control of an Allied unit. Co p y RI G H T © Co M pa s s G a M es 2021

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COMBAT RESUlTS TABlE DIE ROLL

ODDS 1-5

1-4

1-3

1-2

1-1

2-1

3-1

4-1

5-1

6-1

7-1

8-1

-4

AC

AC

AC

-3

AC

AC

AC

-2

AC

AC

-1

AC

0

AC

1

AD

2

AD

3

9-1

AC

AC

AD

AD

AD

AR

AR

AR

EX

EX

AC

AD

AD

AD

AR

AR

AR

EX

EX

DR

AC

AD

AD

AD

AR

AR

AR

EX

EX

DR

DR

AC

AD

AD

AD

AR

AR

AR

EX

EX

DR

DR

DR

AD

AD

AD

AR

AR

AR

EX

EX

DR

DR

DR

DD

AD

AD

AR

AR

AR

EX

EX

DR

DR

DR

DD

DD

AD

AR

AR

AR

EX

EX

DR

DR

DR

DD

DD

DD

AD

AR

AR

AR

EX

EX

DR

DR

DR

DD

DD

DD

DC

4

AR

AR

AR

EX

EX

DR

DR

DR

DD

DD

DD

DC

DC

5

AR

AR

EX

EX

DR

DR

DR

DD

DD

DD

DC

DC

DC

6

AR

EX

EX

DR

DR

DR

DD

DD

DD

DC

DC

DC

DC

7

EX

EX

DR

DR

DR

DD

DD

DD

DC

DC

DC

DC

DC

8

EX

DR

DR

DR

DD

DD

DD

DC

DC

DC

DC

DC

DC

9

DR

DR

DR

DD

DD

DD

DC

DC

DC

DC

DC

DC

DC

10

DR

DR

DD

DD

DD

DC

DC

DC

DC

DC

DC

DC

DC

TURN SEqUENCE OUTlINE 4.2 Player Segment Outline: A. Bombardment Phase: The player conducts and resolves any bombardment he chooses to initiate. B. movement Phase: The player moves any or all units as desired within the limits of their movement allowances. C. Combat Phase: The player may attack any or all opposing units which are adjacent to his units. d. movement Phase: The player may move any or all tank-type units and any infantry-type units that are not in an opposing zone of control again. at this point the opposing player begins his segment. at the end of every allied player segment the turn marker is advanced on the Turn Track to indicate the start of a new turn.

BOMBARDMENT POINTS TABlE DIE ROLL

BOMBARDMEnT POInTS 10

20

30

40

50

60

70

80

-1

DE

DE

DE

DE

DE

DE

DE

DE

0

SU

SU

DE

DE

DE

DE

DE

DE

1

SU

SU

SU

SU

DE

DE

DE

DE

2

NE

SU

SU

SU

SU

SU

DE

DE

3

NE

NE

SU

SU

SU

SU

SU

DE

4

NE

NE

NE

SU

SU

SU

SU

SU

5

NE

NE

NE

NE

SU

SU

SU

SU

6

NE

NE

NE

NE

NE

SU

SU

SU

7

NE

NE

NE

NE

NE

NE

SU

SU

Totals lower than 10 are resolved as 10, higher than 80 as 80

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