Tronsoft Games · Field Series

19411942

AfrikaKorps

The North African Campaign

From Agheila to Alexandria, every mile depends on supply.

FrontAgheila to the Delta
Time38 campaign turns
CommandAxis or Allied

Afrika Korps v1.2.0

The desert war from Agheila to the Delta, two turns to the month, thirty-eight turns to settle it.

Opposing commander
Campaign number

The same number always deals the same campaign, so one can be handed to somebody else and played again exactly.

Take an army:

How it is won

Take Alexandria and the campaign ends at once. Lose Agheila, or lose your whole army, and it ends the other way. Otherwise the front line at the close of October 1942 decides it: El Alamein in Axis hands is an Axis win, Matruh a draw, Tobruch a narrow Allied win, and anything short of that an Allied one.

Rules in brief

Everything the board tells you, and the few places where this version differs from it.

The turn

Supply arrives, reinforcements come up, you move, then you attack. Each side does this in turn; two turns make a month.

Supply

Every fighting formation must trace a clear path to a dump — three hexes for the Axis, four for the Allies — or it fights at half weight. A second consecutive turn out of supply and it is struck off. A headquarters standing in the net passes it on. Enemy formations and their zones of control cut the path.

Axis dumps come by sea and can be sunk. Early in the campaign the convoy is lost on a one or a two; through the second half of 1941 on anything up to a three; from December 1941 only on a one.

Movement

Entering an enemy zone of control stops a formation. It may not move straight from one zone of control to another. Crossing an escarpment except at a road pass stops it. The Via Balbia and the desert tracks are worth ten extra hexes, but only between two road hexes.

The combat results table

Die roll down the side, odds across. This is drawn from the same table the game resolves against, so what is printed here and what happens on the board cannot differ.

The Axis convoy

The ground

Attacking

Total the attack factors, total the defence, halve nothing except what supply has already halved, then cut the ratio down to the printed column. A fortified city doubles the defence; so does an attack in which every hex comes across the escarpment. The two do not stack.

Worse than one to seven is automatic defeat and is not counted as an attack. Seven to one or better — five to one against a surrounded hex — takes the hex without a die if you expend a dump within five hexes.

Where this differs from the board

  • Stacking is unlimited, as in the original.
  • Doubling is capped at twice and does not accumulate.
  • Retreats and the units paid for an exchange are chosen for you, cheapest first.
  • Allied battle groups sit in the replacement pool at a cost equal to their attack factor rather than substituting for a particular named formation.
  • Formations cut off for a second turn are removed during the supply step rather than as a combat sub-phase.
  • The at-start deployments are reconstructed from the map; the counter sheet's setup codes were not legible enough to copy.

Keys

  • Arrows or W A S D — pan the map
  • + / — zoom, F — fit the whole board
  • N — next formation still to move
  • U — take back the last move
  • Arrows with a formation picked up — move the cursor over the board
  • Enter — move there, or attack the hex under the cursor
  • Esc — put the picked formation down
  • Q — quick save to slot 1
  • 15 — load that slot
  • ? — this sheet