Turn 5 MAY II [continued from HERE ]
Allies pull back.
Using tactical move only the Axis secure a SP at their HQ for use next impulse. They do appear to be spreading out for a bit of an end around.
Map overview
We shove units into the maw, and the Axis attack enmass. Fine by me, leave Tobruk and the airfield be!
The losses mount up, but in this series of games, I suspect the defender can do things that might not seem typical. More on that when I prove this assumption out.
We finally pull back, and I start to shuffle forces away from the airfield as it looks like he might lunge for the open port of Bardia and cut me off.
I really want to hold the airfield for this turn.I need to get the extra VP!
Axis use Tac move to earn an SP, which really helps me, as they only move 2 hexes. I was stretched super thin here and any un supplied attacks that succeeded would have been devastating.
This attack the Axis attacker forgot to do 3 things. 1. Use Rommel 2. I allowed a re move to bump the odds as they forgot that the Armor is halved, and three they insisted Air could be used on defense without Air Superiority. I was too lazy to look up or argue. So the Italians got a A1. In any case the losses are easy to absorb with no ‘must lose X type’ of unit losses. In this module that I recall.
3rd Impulse
Allies counter attack
I had 6:1 here blew an airpoint, and only got a retreat due to the enemy being a recon unit. Which can retreat with no loss on certain results. Bummer.
Axis 3rd Imp Tac move only.
VPs: -4
We made it. The next 6 turns July I through SEP II there are only two impulses a turn, this and the limited supply the Axis have, will do two things. Force them to choose between Tobruk and the airfield again and hopefully for Tactical move only turns that generate an SP.
The Airfield Field generates VPs. Every turn I keep him at two airfields I subtract one more from his VP count. Even if he captures the airfield he earns zero VPs as it will be even with the VP progress track that stays at 3 until NOV II turn. To earn VPs he needs to capture Sidi Barrani, To accelerate his earning he needs fuka field that is East of Mersa Matruh.
This track puts pressure on him to secure Sidi Birrani. That means the Halfaya pass is critical as is the southern approach to Sidi vui Bir Dignaish [2247]. We need to fortify that area in the coming turns.
As the image above shows to thwart the Axis we unfortunately have to be fortified on top of the Escarpment. It’s a doubling of attack down hill [recall all attacks max out at 30, defense at 14. ] so I have to be topside or pull back off of the pass and fortify around and east of Sidi. While that is all happening, it is key as long as Tobruk stands to provide supply for arty, and acquire resource points for port repair. Which will fight with our need to build fortifications in the East.
Tough open terrain to move in, lots of space for those speedy Germans, and I have to keep a supply line open for Sidi also.
On turns 7,9,12 I lose brigades to Greece. On 12 I actually lose 3 units then 1 more on the 13th turn. So I need repls to rebuild dead units, and the South Africans will have to carry their weight [three brigades, and 2 armoured battalions], until turn 8,9,and 12 when the Kiwis arrive and then some modest armour.