8/13/2019 kbaxe160
1/16
Operation BattleaxeJune, 1941
Campaign for the Khamsin WW2Campaign Rules
Version 1.60 January, 2013
Offered by GAJO Games
[email protected]://www.gajominis.com9341 S. 1300 EastSandy, UT 84094801-563-5956
http://www.gajominis.com/http://www.gajominis.com/http://www.gajominis.com/http://www.gajominis.com/8/13/2019 kbaxe160
2/16
12/22/2012 Khamsin Operation Battleaxe, GAJO Games 2
1.0 Order of BattleEach historical force is made up of a groupof representative FOW companies. Actionsgenerated through campaign maneuverswill be fought out on the tabletop usingthese types of companies, and the strengthof a formation in the campaign is shown astheir unit strength.
Initial Deployment Axis formations may be deployed in any
areas not marked as Allied controlled onthe campaign map Formations indicated with a % are
restricted to deploying at Bardia
IntroductionKhamsin is intended to provide a simple campaign system to generateinteresting Flames of War battles. This module is intended to be used withthe basic rules to recreate a campaign set during Operation Battleaxe, thesecond Allied attempt to relive Tobruk, in May of 1941.
AXIS FORCES (#, ## - reinforcements)
FORMATION MOBILITY ACTIVATIONUNIT
STRENGTHTABLETOP UNIT OPTIONS
Rommel## Motor +1 - Leader
15thPanzer Division
8thPanzer Regiment Motor 3 4 Leichte or Mittlere Panzerkompanie
115thSchutzen Regiment Motor 3 2 Schutzenkompanie
104thSchutzen Regiment Motor 3 1 Schutzenkompanie or Panzerschutzenkompanie
33rdRecon Battalion Recon 2 1 Kradschutzenkompanie
33rdPionier Battalion Motor 3 1 Leichte Pionierkompanie
5thLight Division
5thPanzer Regiment ## Motor 3 4 Leichte or Mittlere Panzerkompanie
2ndMG Battalion ## Motor 3 1 MG-kompanie
3rdRecon Battalion # Recon 2 1 Kradschutzenkompanie
Italian Trento Division
I/62ndInfantry Regiment % Leg 0 1 Posizione de Fucilieri
II/62ndInfantry Regiment Leg 0 1 Posizione de Fucilieri
III/62ndInfantry Regiment Leg 0 1 Posizione de Fucilieri
8/13/2019 kbaxe160
3/16
12/22/2012 Khamsin Operation Battleaxe, GAJO Games 3
[1]Indian unit but uses the Australian list, but with Indianspecial rules - see OOB notes
Initial Deployment
up to one formation from 7thArmouredDivision may be initially deployed in Sidi
SuleimanAll other Commonwealth formationsmust be initially deployed in HalfwayHouse, Quaret el Reteim or the British
Assembly area
Force Changes / Restrictions
Flames of War forces are selected from theappropriate list in the Hellfire & Back book.
Details by nationality are as set forth in theArmy List Section.
COMMONWEALTH FORCES
FORMATION MOBILITY ACTIVATIONUNIT
STRENGTH TABLETOP UNIT OPTIONS
7thArmoured Dvision
7thArmored Brigade Motor 3 4 Armoured Regiment or Crusader Armoured Squadron
Jock Campbell Motor +1 - Leader, affects 7thSupport Group Only
7thSupport Group Motor 4 2 Jock Column
4thIndian Division
Central India Horse Recon 2 1 Australian Divisional cavalry squadron [1]
11hIndian Brigade Leg 4 3 Indian rifle company
4thArmored Brigade Motor 3 4 Infantry Tank Company
22ndGuards Brigade Motor 3 3 Guards rifle company
8/13/2019 kbaxe160
4/16
12/22/2012 Khamsin Operation Battleaxe, GAJO Games 4
2.0 Campaign Timeline
The Operation Battleaxe campaigncommences on June 15thand ends byJune 17th, 1941 (a total of 3 days).
Determining WeatherThe weather during this campaign wasprimarily dry and sunny. Weather has noimpact on the campaign and is assumed tobe clear each campaign turn.
Reinforcement Arrival Areas All Axis reinforcements arrive in
Sidi Azeiz
Replacements Integration - both sides in theOperation Battleaxe campaign usededicated replacements
The Axis CiC receives 10 replacementpoints in the morning turn of June 16and 17 The Commonwealth CiC receives 15
replacement points in the morning turnof June 16 and 17
Jun 15 morning [1] Jun 16 morning $ Jun 17 morning $
Jun 15 afternoon [2] Jun 16 afternoon Jun 17 afternoon
Jun 15 evening [3] Jun 16 evening Jun 17 evening
Milestones indicated on the turn chart below are:[1] - British surprise move[2] - Axis reinforcements arrive (3rdRecon)[3] - Axis reinforcements arrive (5thPanzer Regt, 2ndMG Bn,Rommel)$ - both sides receive replacements
8/13/2019 kbaxe160
5/16
12/22/2012 Khamsin Operation Battleaxe, GAJO Games 5
2.0 Coordination Special Rules
Axis Command Restrictions:Unlike their Allied opponents, the Axisforces had a more unified commandstructure in the frontier area at the time ofthe Battleaxe fighting.
The Axis forces suffer from no commandrestrictions in this campaign scenario.
Commonwealth Command Restrictions:
British doctrine at this time discouragedclose cooperation between armored unitsand infantry units, other than the infantrytank units specifically designed to supportthe infantry.
To reflect this, Commonwealth forces from7thArmoured Division may not cooperate inbattle with forces drawn from 4thIndianDivision, and vice versa. Forces from onedivision may never occupy an areaoccupied by forces of the other division,although they may move through such anarea as long as they end their movement inan area not occupied by forces from theother division. In addition, an enemyoccupied area may only be attacked byforces from one of the divisions in a giventurn.
3.0 Air Operations
Air Support Specifics
During this period in the desert most airoperations were concentrated on
interdiction and naval / convoy operations.Effective air / ground coordination was stillbeing developed.
During the Battleaxe operation the Alliedforces enjoyed almost total command ofthe air, but did nothing effective intranslating this into a positive effect on the
ground campaign.
To reflect this, neither side may purchaseor use air support in any engagementduring this campaign scenario.
Aerial Recon
One advantage the Allies did gain from
their command of the skies was betterintelligence about enemy movements thantheir Axis opponents.
To reflect this, each turn the Allied CiC maydesignate one map area as the focus ofaerial recon. The referee will reveal the unitstrength and type of the Axis forces located
in that area at the start of that turn.
8/13/2019 kbaxe160
6/16
12/22/2012 Khamsin Operation Battleaxe, GAJO Games 6
4.0 Movement Special Rules
Desert Movement Types
In the desert theater, movement andparticularly supply were heavily dependenton the coastal road (Via Balbia), which isthe only significant artery through thetheater.
Movement
Movement point costs for OperationBattleaxe are as follows:
Control of Areas
At the start, all areas on the map exceptHalfway House, Sidi Suleiman, Quaret elReteim and the British Assembly Area arecontrolled by the Axis.
The British Surprise Move
Rommel had a pretty good idea that anAllied offensive in the frontier area wascoming, but did not know the exact timing.Consequently, the British / Commonwealthoffensive achieved a small level oftemporary tactical surprise.
To reflect this, on the first turn of thecampaign, only Allied formations may begiven movement orders. In addition, all
Allied units automatically pass theiractivation rolls on the first turn.
Supply Areas / Special Rules
Supply areas for Axis formations areBardia and Sidi Azeiz. Supply Areas for the
Commonwealth formations are HalfwayHouse and Quaret el Reteim.
German Forward Supply Doctrine
German mobile divisions during this periodhad supply columns which traveled withthem up close to the front lines. To reflectthis, any German mobile formation that is
in a position where it would normally be outof supply may ignore the effects of beingout of supply for one campaign turn. If theformation remains out of supply for morethan one turn it suffers the normal effectsof being out of supply.
Infantry Tank Supply
British Infantry Tank units had a verylimited range and required regular supplyreplenishment, which made it very difficultto keep them supplied too far from thecoastal highway.
To reflect this, supply for an Infantry Tankunit may only be traced along a maximum
of 2 non-artery connectors. If the unitneeds to trace supply through more than 2trail or desert connectors it is treated asout of supply.
Connector Movement Point Cost
Artery 2
Trail 3
Desert 3
8/13/2019 kbaxe160
7/16
12/22/2012 Khamsin Operation Battleaxe, GAJO Games 7
5.0 Engagement Special Rules
Setting up the table
This campaign uses the following terrainplacement tables:
Basic desert table:
Roll for one random feature for every 2 by
2 section of table (6 rolls for a 4 by 6 table)
If a terrain feature is indicated, one shouldbe placed by the defender anywhere withinthat section of the table. Terrain featuresshould be at least 8 and no more than 16
in length and width, and may cover nomore than of the surface area of thatsection of the table.
Note that areas with no other terrain arehard sand (treated as road for FOW).
Special Rulesoft sand areas in thedesert were particularly difficult for wheeledvehicles to traverse. Areas of soft sand areimpassable to any but fully trackedvehicles and all gun teams except man-packed gun teams.
Escarpment table:
Set up the table as per the basic deserttable above, but add +1 to each die roll. Inaddition, place an escarpment along onerandom long table edge.
The escarpment is represented by a thinstrip of very steep terrain along one of thelong table edges. It is impassable to allexcept infantry or man-packed guns thatare mountaineers. Place d2 rocky draws orwadis at random in the escarpment, treatthem as difficult terrain providing cover.
Any reserves may only enter theescarpment table edge at a wadi/draw.
The base of the escarpment (within 6) is
treated as rocky ground, counting as verydifficult going that provides cover.
Tables with Defenses:
Set up the terrain as per the main terraintype.
The defender receives force adjustmentsas follows:
Frontier Wire Areathe defender maydeploy up to 8 barbed wire sections.The wire must be placed in no mans
land and in a straight line, although theline may have gaps
Fortress Areathe defender maydeploy up to 4 AT obstacles in no mans
land
Terrain Table
Terrain Die Roll
None 1-3Soft sand 4
Ridge or low rise 5
Rough going / scrub 6
Gully 7+
8/13/2019 kbaxe160
8/16
12/22/2012 Khamsin Operation Battleaxe, GAJO Games 8
5.0 Engagement Special Rules(continued)
Strongpoint Areas
Although the frontier area was not asfortified as Rommel would have liked, goodprogress had been made at several keypoints in creating strong defensivepositions.
To reflect this, a German force defending ina strongpoint area may be fielded as astutzpunkt instead of its normal list.
Such a force follows all of the normal rulesfor using a stutzpunkt on the tabletop.
6.0 Allied Special Rules
British Armor Laager Doctrine
British armored formations operated undera doctrine of laager, where they withdrewat dusk to a safe location and formed a
laager for the night. This often resulted inthem relinquishing positions they hadfought for successfully during the day.
To reflect this, any force consisting of only
British armor companies must withdrawafter any engagement fought during anevening turn; unless their combat resultwas double that of the opposing side. Theyfollow the normal withdrawal rules, exceptthat they are not required to withdraw ifthey have no valid area to withdraw to.
7.0 Axis Special Rules
German Recovery Efficiency
During Operation Battleaxe the Germanvehicle recovery teams were moreeffective than the correspondingCommonwealth and Italian teams. Toreflect this, German formations receive a+1 modifier to any die rolls for AFVrecovery.
Italian Mobility
The Italian formations deployed on thefrontier were stripped of all of theirtransport for use in keeping the Axis forcessupplied, and deployed in static positions.
To reflect this, Italian forces in thiscampaign are immobile and may not beordered to move or attack another area. Ifthey are forced to retreat as a result ofcombat they are destroyed (dispersed andno longer combat effective), as they haveno transport to move any of theirequipment.
8/13/2019 kbaxe160
9/16
8/13/2019 kbaxe160
10/16
12/22/2012 Khamsin Operation Battleaxe, GAJO Games 10
10.0 Strategies:
Map Movement and Area Control
The Allies start out with a slendersuperiority in power, which will erode
quickly as Axis reinforcements arrive. TheAllied forces must be aggressive early, andhope to keep the Axis off balance longenough to complete their corridor. Just aswas the case historically, this will be a tallorder.
Tactical / Tabletop
Remember that you know the mission priorto planning your army list for a givenengagement. Think through your plan forthe action, remember the restrictions ondeployment, etc. when setting up yourforce. This is a key element for achievingvictory on the tabletop.
German -The Axis forces, particularly theGerman units, have lots of different optionsto bring to the tabletop, allowing lots ofcustomization by mission and opponent ifthe Axis has good intelligence. This bringsa tactical flexibility, which combined withsome important weapons advantages (the88mm gun, the versatility of the PzIV and
solid armor of the PzIII, the excellent50mm PaK, etc.) makes the German unitsvery tough through the campaign.
The choice on whether to hunker downusing a stutzpunkt force where allowed, orfight a more mobile action, should be madecarefully defending on the wider strategic
goals at that point in the campaign.
Commonwealthon the other hand,playing the Commonwealth is really anexercise in getting a few basic things right.Infantry units have solid, tough infantrycombined with portees and excellentartillery. Armored units have decent andfast tanks combined with, well, powerfulartillery. While there are fewer differentviable looks to offer on the tabletop, goodCommonwealth players will get very goodat using their core units well together.
ItalianItalian units were basically usedas static defenders during the operation,and this is reflected on the tabletop. Theircommanders should strive to utilize theirstrengths. If you focus on artillery, arguablythe best arm of service for Italy, your forcescan be surprisingly tough for theCommonwealth to tackle.
8/13/2019 kbaxe160
11/16
8/13/2019 kbaxe160
12/16
12/22/2012 Khamsin Operation Battleaxe, GAJO Games 12
Army List - Axis
5thLight Division / 5thPanzer Regiment
Rating: 5thLight Division units are rated Confident VeteranList: Leichte or Mittlere Panzerkompanie, Hellfire & BackAdded units:none
Prohibited units:no captured British armor was availableNotes: none
5thLight Division / 2ndMG Battalion
Rating: 5thLight Division units are rated Confident VeteranList: MK Kompanie, Hellfire & BackAdded units:noneProhibited units:noneNotes: none
5thLight Division / 3rdRecon Battalion
Rating: 5thLight Division units are rated Confident VeteranList: Kradschutzenkompanie, Hellfire & BackAdded units:noneProhibited units:noneNotes: none
8/13/2019 kbaxe160
13/16
12/22/2012 Khamsin Operation Battleaxe, GAJO Games 13
Army List - Allied
4thIndian Division / 11thIndian Brigade
Rating: Indian Division units are rated Fearless Trained except where noted in Hellfire & BackList: Hellfire & Back bookIndian Rifle Company list
Added support units:noneProhibited units:may not field Valentine platoons or Australian rifle platoons or field batteriesNotes: none
7thArmoured Division / 7thArmoured Brigade
Rating: 7thArmoured Brigade units are rated Confident Trained except where noted in Hellfire & Back
List:Armoured Regiment or Crusader Armoured Squadron list, Hellfire & BackAdded units:noneProhibited units:captured armoured companies ; may not field Humber armored carsNotes: none
4thIndian Division / 4thArmoured Brigade (Attached)
Rating: 4thArmoured Brigade units are rated Confident Trained except where noted in Hellfire & BackList: Infantry Tank Company, Hellfire & Back listAdded units:noneProhibited units:may not field Valentine platoons, Commonwealth rifle platoons or Commonwealth Carrier platoonsNotes: none
4thIndian Division / 22ndGuards Brigade
Rating: Guards units are rated Confident Veteran except where noted in Hellfire & BackList: Hellfire & Back bookGuards Rifle Company listAdded support units:noneProhibited units:may not field Valentine platoons or Australian rifle platoons or field batteriesNotes: uses the Guards special rules
4thIndian Division / Central India Horse
Rating: Indian Division units are rated Fearless Trained except where noted in Hellfire & BackList: Hellfire & Back bookAustralian Divisional Cavalry Squadron listAdded support units:may not field Commonwealth rifle or Commonwealth MG platoons, but may instead field 8 thArmy MG platoons or Indian Rifleplatoons for those support slotsProhibited units:may not field captured Italian or French tanks; may not field Marmon-Herrington or Humber armored carsNotes: may replace all Universal carriers with India-pattern carriers; troops are Indian and use Indian and not Australian special rules
7thArmoured Division / 7thSupport Group
Rating: Support Group units are rated Confident Veteran except where noted in Hellfire & BackList: Hellfire & Back bookJock Column listAdded support units:noneProhibited units:may not field Honey Armoured platoons or Humber Armoured CarsNotes: none
8/13/2019 kbaxe160
14/16
12/22/2012 Khamsin Operation Battleaxe, GAJO Games 14
Move and Attrition Sheet Axis
FormationCurrent Attrition Points Start
AreaDestination
AreaVia*
Armor General Total
Rommel
8thPanzer Regiment
115thSchutzen Regiment
104thSchutzen Regiment
33rdRecon Battalion
33rd
Pionier Battalion
5thPanzer Regiment
2ndMG Battalion
3rdRecon Battalion
1/62ndInfantry (Italian)
2/62ndInfantry (Italian)
3/62ndInfantry (Italian)
* indicate the area to be moved through to get to the destination if the formation is moving through multiple areas
8/13/2019 kbaxe160
15/16
8/13/2019 kbaxe160
16/16
Campaign MapOperation Battleaxe
BritishAssemby
AreaSidi
Suleiman
QuareEl Rete
HalfayaPass
Sollum
FortCapuzzo
BirSceferzen
Bardia
SidiAziez
SidiOmar
OmarNuovo
Point206
Point208
Operation Battleaxe Map
Birhirba
Gabr elAhmar
Key:
Fortress Area
Road Connector
Trail Connector
Desert Connector
Escarpment Area
Supply Source Area
Frontier Wire Area
VP Area
Strongpoint Area
Recommended