Post by armchair general on Apr 25, 2017 19:05:52 GMT
[Note: This is part of the on-going project of the NEW Forumini of recovering as many scenarios from the original Forumini as possible before we lose them forever. Considering the date this was made, this scenario might need some updating. As always, feedback is welcome!]
Originally posted by Der Leiter 06-27-2006 in the old AH forums
[note by Neural Dream: This is part of the forumini project of recovering the most popular scenarios and campaigns from the old forums to an active forum instead of letting them die in an archive. I haven't asked all authors' permission for re-posting their brilliant work, since many have now left the community and cannot be contacted.]
OPERATION BREVITY - FORT CAPUZZO
BACKGROUND
Operation Brevity was the Allied attempt by XIII Corps to relive the Siege of Tobruk. British forces arrive piecemeal, and the Italian Forces at Fort Capuzzo, despite being poorly trained and equipped manage to inflict significant damage on the 7th Armour Division until they were finally overrun. Despite these initial successes, Operation Brevity was doomed to be a failure and the Siege of Tobruk would go on.
CHOOSING SIDES & BUILDING ARMIES
For a 2-Player game roll off 2D6; the higher number is Britain and the lower is Italy.
The British player is the attacker, and selects three waves of 50 points each.
(eg Wave #1 is a Mechanized Infantry Section + Crusder II Section)
The waves must be set aside and designated clearly - see GAME MAP & DEPLOYMENT for more.
The Italian player is the defender, and builds a 75 point defencive force.
GAME MAP & DEPLOYMENT
Create a 2x2 map, with the following guidelines:
Charlie-2 is placed in the SE corner; the 6-hex hill formation is Fort Capuzzo.
Ignore all non-Hill terrain on maps; there are no roads.
The attacker places the NW map of his/her choice, then the defender places the SW and NE maps.
The defender can place units anywhere, but most start with at least one Platoon/Section in Fort Capuzzo.
The attacking units arrive from the map edges along the NW map; before initiative is rolled if reinforcements are due to arrive then place them on any full hex touching that map edge.
The attacking player picks the initial attacking wave. Following waves arrive on turns #3, #5, and #7.
These waves are picked randomly
OBJECTIVES
The game lasts for 8 turns.
If at any time the Allies control all of Fort Capuzzo they win.
At the end of the 8th turn each side scores 2 points for each Fort Capuzzo hex they control, and the defenders score 1 point for each they contest. The attacker scores no points for merely contesting a hex.
Disrupted units can only control or contest the hex they are in.
BRITISH ARMY
COMPOSITION
Armour 75 - 100 Points
Support 0 - 25 Points
Infantry 25 - 75 Points
INFANTRY
(25 Points) Rifle Platoon
1x Vickers MG Team
1x Bren Gunner
3x Gurkha Rifle
(25 Points) Mechanized Infantry Section
2x Universal Carrier
2x Gurkha Rifle
(50 Points) Mechanized Infantry Platoon
4x Universal Carrier
3x Gurkha Rifle
1x Bren Gunner
(25 Points) Recon Section
3x Humber Scout Car
ARMOUR
(50 Points) Tank Section
3x M3 Stuart
You may exchange one M3 Stuart for a Valentine II
(25 Points) Crusader Section
3x Crusader II
SUPPORT
(25 Points) Elite Mechanized Infantry
3x Universal Carrier
2x Veteran SMLE
1x Vickers MG Team
(25 Points) Command Tank
Valentine II (Cromwell IV)
Use a Cromwell IV to represent this unit, but use the Valentine IIs stats. Treat this unit as having the type "Tank - Commander" and with the Command Ability "Initiative +2"
(25 Points) Mechanized AA Battery
1x Bofors AA
1x Universal Carrier
ITALIAN ARMY
COMPOSITION
Armour 0 - 25 Points
Support 0 - 25 Points
Infantry 50 - 75 Points
INFANTRY
(25 Points) Anti-Tank Gun Battery
2x PAK 38 OR 1x 88mm Flak 36
1x Vigilant Lieutenant OR 2x Brixia Mortar
(25 Points) Rifle Platoon
1x Stalwart Lieutenant
2x Brixia Mortar
4x Fucile Modello 1891
ARMOUR
(25 Points) Tank Section
2x Carro Armato M13/40
1x L3/35 OR Panzer II C
You may replace one Carro Armato with a Panzer III F
SUPPORT
(25 Points) Recon Section
2x Sd Kfz 222
3x BMW R75
Originally posted by Der Leiter 06-27-2006 in the old AH forums
[note by Neural Dream: This is part of the forumini project of recovering the most popular scenarios and campaigns from the old forums to an active forum instead of letting them die in an archive. I haven't asked all authors' permission for re-posting their brilliant work, since many have now left the community and cannot be contacted.]
OPERATION BREVITY - FORT CAPUZZO
BACKGROUND
Operation Brevity was the Allied attempt by XIII Corps to relive the Siege of Tobruk. British forces arrive piecemeal, and the Italian Forces at Fort Capuzzo, despite being poorly trained and equipped manage to inflict significant damage on the 7th Armour Division until they were finally overrun. Despite these initial successes, Operation Brevity was doomed to be a failure and the Siege of Tobruk would go on.
CHOOSING SIDES & BUILDING ARMIES
For a 2-Player game roll off 2D6; the higher number is Britain and the lower is Italy.
The British player is the attacker, and selects three waves of 50 points each.
(eg Wave #1 is a Mechanized Infantry Section + Crusder II Section)
The waves must be set aside and designated clearly - see GAME MAP & DEPLOYMENT for more.
The Italian player is the defender, and builds a 75 point defencive force.
GAME MAP & DEPLOYMENT
Create a 2x2 map, with the following guidelines:
Charlie-2 is placed in the SE corner; the 6-hex hill formation is Fort Capuzzo.
Ignore all non-Hill terrain on maps; there are no roads.
The attacker places the NW map of his/her choice, then the defender places the SW and NE maps.
The defender can place units anywhere, but most start with at least one Platoon/Section in Fort Capuzzo.
The attacking units arrive from the map edges along the NW map; before initiative is rolled if reinforcements are due to arrive then place them on any full hex touching that map edge.
The attacking player picks the initial attacking wave. Following waves arrive on turns #3, #5, and #7.
These waves are picked randomly
OBJECTIVES
The game lasts for 8 turns.
If at any time the Allies control all of Fort Capuzzo they win.
At the end of the 8th turn each side scores 2 points for each Fort Capuzzo hex they control, and the defenders score 1 point for each they contest. The attacker scores no points for merely contesting a hex.
Disrupted units can only control or contest the hex they are in.
BRITISH ARMY
COMPOSITION
Armour 75 - 100 Points
Support 0 - 25 Points
Infantry 25 - 75 Points
INFANTRY
(25 Points) Rifle Platoon
1x Vickers MG Team
1x Bren Gunner
3x Gurkha Rifle
(25 Points) Mechanized Infantry Section
2x Universal Carrier
2x Gurkha Rifle
(50 Points) Mechanized Infantry Platoon
4x Universal Carrier
3x Gurkha Rifle
1x Bren Gunner
(25 Points) Recon Section
3x Humber Scout Car
ARMOUR
(50 Points) Tank Section
3x M3 Stuart
You may exchange one M3 Stuart for a Valentine II
(25 Points) Crusader Section
3x Crusader II
SUPPORT
(25 Points) Elite Mechanized Infantry
3x Universal Carrier
2x Veteran SMLE
1x Vickers MG Team
(25 Points) Command Tank
Valentine II (Cromwell IV)
Use a Cromwell IV to represent this unit, but use the Valentine IIs stats. Treat this unit as having the type "Tank - Commander" and with the Command Ability "Initiative +2"
(25 Points) Mechanized AA Battery
1x Bofors AA
1x Universal Carrier
ITALIAN ARMY
COMPOSITION
Armour 0 - 25 Points
Support 0 - 25 Points
Infantry 50 - 75 Points
INFANTRY
(25 Points) Anti-Tank Gun Battery
2x PAK 38 OR 1x 88mm Flak 36
1x Vigilant Lieutenant OR 2x Brixia Mortar
(25 Points) Rifle Platoon
1x Stalwart Lieutenant
2x Brixia Mortar
4x Fucile Modello 1891
ARMOUR
(25 Points) Tank Section
2x Carro Armato M13/40
1x L3/35 OR Panzer II C
You may replace one Carro Armato with a Panzer III F
SUPPORT
(25 Points) Recon Section
2x Sd Kfz 222
3x BMW R75