Orange counters sit nicely on the map and everything has a pleasant enough aspect to it. There is a lot of information on the map. Some of which I might have liked on a table or chart versus the map and add some other more useful information onto the map. The rules with modest errata are pretty straight forward. Some add on rules by Don Johnson feel a bit bloated, so I’m playing this mostly vanilla, but certainly taking his corrections into consideration.
Campbells forces are spread out at start having come off the back of a monster drive West.
No doubt there is a ‘trick to surrounding these guys Turn 1, but we are busy working thru rules!
This big picture!
A modestly successful effort. Though we do adjust and bring the one German unit one hex West to put him back in Supply for the 2nd move phase. I already really like the combat result table and the movement tables. Having played about 100 turns of DAK2, this feel pretty good!
The italians rocket forward on the 2nd phase and capture one Dump, while another is destroyed before they can arrive.
As the March turn ends and April ’41 begins combined German and Italian forces attack the thinly disposed Aussies in the foothills.
Commonwealth forces arrive to reinforce Tobruk, and both sides start to obtain a feel for just how darn far and how fast forces can move in a turn. The CW player is cut some slack on Dump to MSU flips, now that both sides see the move rates of units.
This SPI title forces combat to happen in ZOCs. It also nicely ties both sides to fairly mobile supply dumps, that can only support a certain number of units. Seeing some of that summary data and combined arms information on the map would be helpful. As the game progresses no doubt this becomes 2nd hand knowledge.
There is a trick to surrounding 2nd armored on turn 1.
The British units can not stopped from reacting away during the first impulse but their flight can be limited and they can be dealt with in the 2nd impulse.
The fort near Tobruk is not well placed.