Initial Set-Up. Officer s Handbook Game Walk-Through

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Officer s Handbook Game Walk-Through O H W - D : 29 M 2018 The game was fought in a North African Desert environment in late 1940 between British and Italian Forces, depicting a hasty engagement where two forces have met. The TOEs are shown as an appendix at the end of this document. The Troop Quality and Morale values are taken straight from the tables in the rules. You will see that the Italian Forces all have a Troop Quality of +0; their Morale is mostly +0, though the machine gun troops are worse with 1 and the artillery has a Morale of +1. They have Air Support, though the Quality here is also only 1. The British Infantry and Officers have better Troop Quality with +1; the rest of the forces have Troop Quality of +0 and all the British have a Morale value of +0. For this battle the Infantry is leading the formation, the tanks and infantry being in support. They could have been designated so there was only 1 Infantry Commander and the rest would have been average. For simplicity in this game we adopted three identical types. Initial Set-Up We agreed that neither side would make use of Reserves. The Italian forces have 18 Units (the Air Support is not counted). Both Objective Markers and the number of Units that can be hidden are calculated by dividing this number by 4, rounding to the nearest whole number, so the Italians get 5 Objectives and can hide up to 5 Units. The Italian Break Point is the loss of 9 Units and/or Objectives. The Italian Player decides that he will hide 5 Units: Two of the three Bersagliere (as defensive forces); his better M13/40 tanks (as strike forces); the Motorcycle troops (which in previous outings have been very useful); the L3/35 tankettes (which can be rather irritating to the enemy). The Italians have a choice of three types of ammunition for their artillery, so they choose HE as the Primary and Hollow Charge as Secondary, to give then an anti-tank capability. The British have 14 Units, again the Air Support is not counted). They have 4 Objectives and can hide up to 4 Units. The British Break Point is the loss of 6 Units and/or Objectives. The British Player also hides his full allocation of 4 Units: The Matilda tanks (these are a very useful strike force but also very slow and therefore could be vulnerable in advance. It is better to keep them hidden as long as possible); The 2 pounder Anti-Tank guns (which will be useful as a counter to any armoured strike the Italian attempt); two Infantry Units (to respond to any Italian attacks that get near Objectives). The British Artillery use HE as Primary and Smoke as Secondary ammunition. It is worth remembering that a hidden Unit can be deployed nearer to the enemy; it can be moved about to take advantage of an opening, or to spring a nasty surprise on attackers, both of which happen in this game. The wind direction is across the table blowing between its two short edges from the east. The number of Contact Markers is determined. The Italians have a base number of 5 (# of Units 4) and their three Officers rolled badly, only gaining an additional 5 for a total of 10. The British have a base number of 4 and the three Officers also rolled really badly, only gaining an additional 6 for a total of 10. The Players determine who has Operational Advantage: The Italians roll 2 on d10 and add 2 for their 2 Recon Units making 4; the British also roll 2 and add 1 for their Recon Unit but also 3 for the three Officers with TQ +1 making 6. The British Player chose his table edge to give him the advantage of having higher ground. You will see later that this gave him an advantage when using his Artillery Observer. The Italian Player deploys his forces first. He chooses to disperse the lorries from the infantry Units. When placing the Objective Markers, each Player divides his deployment zone into two sections, measured across his front line, so there are two strips, one along his base line, the other along his half of no man s land. Both Players must deploy their Objective Markers, placing them in the strip along his base line. It should be mentioned here that the placement of Objectives and how many sections a Player has does vary according to the game type being played. This game is an Encounter Game. If the this were Stand your Ground an attacker would place his Markers as in this game, the defender has to place at least one in his no man s land strip. This would also be the case (for the defender) with Deliberate Attack; in the Amphibious Assault game there are three defender s strips, so two of his Objectives are likely to have to be placed in the two sections remote from his base line. Real Units have to be deployed in the base line strip while Contact Markers can be deployed in either the base line or no man s land strips. We made a photographic record of the game so that various points may be illustrated and you can see how the game progressed. Italian Contact Markers are grey and British Contact Markers are white. The following pages of illustrations show: Figures 1 and 2: The difference in ranges that can be seen when the unit is on higher ground compared to at ground level. Figures 3 to 8: The initial deployment showing the Italian and British Units and Contact Markers when they were set up.

Officers Handbook Game Walk-through illustrations - Page A-1 90 cm when viewed from the top of the hill 70 cm when on level ground Figure 1 shows the benefit of being on higher ground, the tape being extended to 90cm. The British observer on the hill can cover an area right up to the Italian rear. Figure 2 shows the situation for the Italian forces at the start, as their visibility range is only the base value of 70cm.

Officers Handbook Game Walk-through illustrations - Page A-2 A A A A C A D B K JL M N O J J H I E G F E J Figure 3 shows the view at the start on the Italian Left. A: 5 Italian Contact Markers; (one is hidden on the edge of the wood and not easily visible here.) B: Italian Objective Marker; (even rule writers make mistakes in action and this one has been placed too far forward. It should have been in line with the next Unit.) C: Unit of 4x M11/39 tanks. D: Anti-aircraft truck. Figure 4 shows the Italian Centre. E: 2 Italian Contact Markers. F: 75mm Artillery battery. G: Anti-aircraft truck. H: 47mm Anti-tank guns with... I: Officer attached. J: 3 Italian Objective Markers. K: There is another Italian Objective Marker just off to the left here. L: Bersaglieri Unit with... M: Officer attached. N: Artillery Observer. O: Forward Air Controller (in house).

Officers Handbook Game Walk-through illustrations - Page A-3 a a a a a a Q F Q P S c b R Q d Figure 5 shows the Italian Right. P: Italian Armoured Cars. Q: 3 Italian Contact Markers. F: 75mm Artillery battery (from previous picture). R: Officer attached to the artillery S: Mitragieleri Machine-gun Unit in wood. Figure 6 shows the British Left. a: 6 British Contact Markers. b: Anti-aircraft truck. c: Officer. d: British Objective Marker.

Officers Handbook Game Walk-through illustrations - Page A-4 e e e g f h m l l l l i n k j Figure 7 shows the British Centre. e: 3 British Contact Markers. f: British Objective Marker. g: Artillery Observer. h: Infantry Unit with Carriers. i: Anti-aircraft Truck. j: 18 pounder Artillery Battery with... k: Officer attached. Figure 8 shows the British Right. l: 4 British Contact Markers. m: 3x Mk VI Light tanks with... n: Officer attached.

Officer s Handbook Game Walk-Through Turn 1 The game now commenced and each Player generated their Orders for the first game turn. Each side gets 1 Order per Unit plus a variable number depending on the dice rolled for each Officer. The Italian side has a base number of 18 Units and rolled 3 d6 scoring 2, 3 and 6, providing 1, 1 and 3 extra Orders so they have a total of 23. (Upper picture on the right.) The British have 14 Units and rolled 3 d6, adding 1 to the score for the Troop Quality of their Officers, the rolls were 2, 3 and 4, which became 3, 4 and 5, providing 1, 2 and 2 extra Orders. The British therefore have 19 Orders. (Lower picture on the right.) You will see that we use white counters to mark Orders and place them with Units when actions are carried out. Yellow counters denote pinned Units. Initiative rolls were now carried out using d10, the Italians rolled 5, the British rolled 4, but add 3 for the Troop Quality of their Officers, making 7. As the British have won they choose to take the first Activation. The first British Activation is by the Artillery observer, who attempts to call in fire from the 18pdr battery. A 6 would be required, but the roll was only 5; the observer made a second attempt, which attracts a 1 modifier due to Fatigue caused by the previous action. The roll is 7, 1, making it a 6, so he is successful. A Call for Fire token is placed in the centre of the Italian artillery Unit. This can be seen in Figure 9 on the next page. The Observer now attempts to Dig In, which now has a 2 modifier as he has carried out 2 preceding actions. In this case he fails. Play now passes to the Italian Player. He has used 3 of his Orders. In the first Italian Activation he reveals a Bersaglieri Unit on his left in the wood, in Order to try to identify the nearby British Contact Markers. As he has a good supply of Orders, he make a number of attempts. It is worth recording the actual dice scores rolled. The first attempt rolled a 2 (6 being the target), the second rolled a 6 (where, taking account of Fatigue modifiers, a 7 was needed), then rolled a 7 (needing 8), an 8 (needing 9) and a 9 (needing 10). This strange sequence dice scores might have been trying to say something! He has used 5 Orders. Back to the British. He chooses for the 2nd British Activation to use the 18 pounder artillery battery. The 18 pounder battery now fires a Ranging Round. To be successful a 6 is required, however there is an Officer attached to the battery which provides a +1 modifier. Note that the +1 is applied regardless of the Troop Quality of the Officer. The final score after applying the modifier is only a 3 so the round has deviated; a roll of 1 shows it has deviated 5 cm in the direction of the arrow. You can see this in Figure 10 on the next page. The Artillery now Fires for Effect, the area being 10cm radius, covering the 3 guns on the left in the picture as well as the AA lorry (which is out of shot on the left). The required score is (as usual) a 6; the battery has 1 for Fatigue and +1 for the attached Officer, so 6+ will hit; all the dice rolled miss. The determined British Player fires again, now with 2 for fatigue, so 7+ will hit. He gets 2 hits on guns and 1 hit on the AA truck. The picture below shows the Bases that have been hit and their saving throws. The HE value of the 18 pounder is 3 and the targets are all Size 1. This means that there is an effective modifier of 2. The AA truck rolls a 4, for a final score of 2, meaning it is Pinned. One gun rolls a 10, enough to save, while the other rolls a 3, meaning a final score of 1, which destroys the gun. The Artillery Unit must test Morale having lost a gun. The Italian Artillery have a Morale of +1, rolled a 3, adding 1, meaning a score of 4. This means that the Unit must Retire. As the Unit had sent its transports to the rear, they have to try to man-handle the guns. The modifiers are 1 (for the size of the guns) and +1 for an attached Officer. They roll a 1 on the dice, which is a failure, so the guns are abandoned and the Unit is lost. The attached Officer must take the same result as the Unit he was with, so he is swept away with them. If they had passed the man-handling test, and if they had reached a position where they would have to leave the table (due to their speed), they would have had an additional Morale check to stop them leaving the table, which might have saved them. This debacle adds 2 to the Italian Break Point Track (towards a total of 9 which would mean a British victory). The British have used 3 Orders for the artillery attack, for a running total of 6. The 2nd Italian Activation is used by the AB40 Armoured Cars on the Italian right to carry out a Spotting Order to Identify one of the nearby Contact Markers. Here the modifier that applies initially is +2 as this is a Recon Unit. True to form, the Italian dice comes up with a 3; the Player makes another attempt, now with a 1 modifier for Fatigue; the dice roll is another 3. Two more attempts are made scoring a 6 and then finally an 8 (a 7 was required) so the British Player decides that his Contact Marker was actually a herd of camels, and it is removed. The Italian Player used 4 Orders for a running total of 9.

Officers Handbook Game Walk-through illustrations - Page A-5 Figure 9. The arrow shows the location of the Call for Fire Token, placed by the British Player. 10cm radius (20cm diameter) Figure 10 shows the result of the British Artillery firing its Ranging Round. The Call for Fire is in white. As the text says, the Ranging Round was off target, so a d6 and a deviation die are rolled. You can see it has come up 1, meaning it displaces 5cm in the indicated direction (red arrow). The British Player chooses to Fire for Effect as there are still targets in the area of effect. This has a 10cm radius, depicted by the dotted line. (There is an AA lorry out of shot to the left).

Officer s Handbook Game Walk-Through For the 3rd British Activation the Player chooses to use his Light Tanks on his right. He successfully uses an Order to Spot the Italian Contact Marker in the wood opposite him, and decides that he will try to attack them. Unfortunately, as the Italians are a Size 0 in cover, they can only be attacked at 30cm (the restriction does not apply to Spotting). The British must therefore use an Order to move forward, after which they shoot. The have modifiers of 2 for Fatigue, 1 for the target in cover, but +1 for the attached Officer. They roll 9, 9 and 2 using the Heavy Machinegun. This means that they have 2 hits, which the Italians must save for. The Firepower factor of the HMG is 3; the Italian dice come up with a 3 and a 5, which with 3 modifier for the Firepower means that one Base is eliminated and the other is Pinned. This means that a Morale check is required. They roll a 1, which means that the Unit flees and is eliminated. The Italians now have 3 on their Break Point Track. The British now try to Spot the other Contact Marker located in cover nearby. The Unit currently has 3 for Fatigue, +2 for being Recon, +1 for the Officer but 1 for the Contact Marker being in cover. The total modifiers are 1 but with a roll of 5 (where a 7 was required) they fail to Spot. The British Player has used 4 Orders, for a running total of 10. In their 3rd Italian Activation a hidden Bersaglieri Unit is revealed on their left. It is moved onto the hill, and then attempted to Spot one of the British Contact Markers. The Italians started here, moved here, then retired after Spotting. to the edge of the table, meaning that a second Check was required to halt them. Unfortunately they failed this as well, so they fled, taking the Officer with them. This meant that there are now 2 on the British Break Point Track. The Italians had expended 4 Orders, for a running total of 17. (They also now have 6 Orders left for this turn). The British now revealed a battery of 2 pounder Anti-Tank guns as th3 5th British Activation. These had been concealed in one of the Contact Markers which the Italian M11/39s swept over in a cloud of sand in their eagerness to eliminate the Light Tanks. The to hit modifiers for the Anti-Tank guns is +1 for short range. The British succeeded in getting 2 hits scoring 5 or more with their 4 shots. At short range the Penetration of these guns is 5 against the side armour of the M11/39s of 1. This means that there is a saving throw modifier of 4. The Italian Player rolled a 5 and a 6, which means that one is destroyed (final score 1) and one Pinned (final score 2). A Morale check is required, rolling a 5; this means that the tanks must retire 20cm (their cross country speed). The rules stipulate that a retreat must be directly towards the (Italian) base line and the tape shows where the 20cm would end. A retiring Unit is not allowed to move within 5cm of an enemy Unit, which in this case they would be. The result is that the Italians abandon their vehicles and surrender. The first attempt a 1 modifier due to the preceding move to the hill, which failed as they only rolled a 6. The second attempt with a 2 modifier succeeded on a roll of 10. The British decided to reveal an dismounted Infantry Unit with its Carriers. He Italians felt a bit intimidated so they retired behind the hill. They used 4 Orders for a running total of 13. The next, 4th British Activation was carried out by their Forward Air Controller, trying to call in an air attack on the British right. He used 3 Orders and failed each time, so the British have now used up 13 of their Orders. (They now have 6 Orders left for this turn). The 4th Italian Activation featured the M11/39 tank Unit, which used 3 Orders to advance then one Order to shoot at the flank of the British Light Tanks. So you can visualise what the position was when they attacked the Light Tanks, if you look at the first Italian Deployment picture, you can track what had happened. The British Light tanks, which can be seen at the top of this picture, had advanced towards the wood on the centre right of the photo. The Italians advanced up to the road in front of the hill opposite them and swung to their right, where the Light Tanks flanks were exposed. Without going into the details of the actual scores, the Italians attacked with a 3 penalty for the three Movement Orders they had used. They succeeded in hitting two tanks at a range of under 35cm, where their Penetration is 3 against the British side armour of 1. After the saving throws were taken, one Light Tank was destroyed and another was Pinned. The British now had to take a Morale check. While they had an Officer nearby, he gave them no positive modifier as the British Officers only have Morale +0); they failed the Morale check which required them to retire 40cm (Cross Country Speed). This took them The Italians now have 4 on their Break Point Track. The 2 pounders now try to Spot a nearby Contact Marker. The modifier is 1 due to the preceding shooting Order, and they succeed. As you cannot deploy from a Contact Marker within 5cm of an enemy, the Contact Marker is eliminated. The Unit now attempts to Spot the other Contact Marker nearby, now with a 2 modifier. This was unsuccessful. The Unit has used 3 Orders this turn, for a running total of 16. They have 3 Orders left. For the 5th Italian Activation their Forward Air Controller calls for an Air Attack. The first attempt is unsuccessful, rolling a 4, but the next rolls an 8, where a 7 was needed, so an Air Attack Token is placed on the British Infantry on their left flank. This used 2 Orders for a running total of 19. They have 4 Orders left for this game turn.

Officer s Handbook Game Walk-Through The 6th British Activation is used to put the Anti Aircraft truck on Overwatch. This does not use an Order but is treated as an Activation. The Air Attack is the 6th Italian Activation. The Italian Player declares that he will make use of all his attacks (2 bomb attacks and 2 strafing attacks). This requires the use of a single Order. The British Player now Challenges one of the Bomb attacks with his AA gun (which is in range of the Air Attack Token). This uses an Order, and needs a 6 to hit. Only a 3 is rolled so it misses. The Italian Player now tests for accuracy of his two Bomb attacks. Both are on target, and there are 2 Infantry bases and 1 Carrier base in the area of effect (5cm radius). These have a 1 modifier to hit because the Italian planes have a Troop Quality of 1. 2 attacks are rolled against each base, and all of them missed! The accuracy of the Strafing is now tested. These are both inaccurate and deviate 15cm from the target, with no bases within 5cm of the final location of the attack. The British Players uses his final 2 Orders to advance a Contact Marker twice on his Right Flank. The Italian Player uses his final 3 Orders to advance a Contact Marker on his right Flank to the side of a hill. When the last Orders have been used the game turn ends. In the first game turn the British activated 7 Units and the Italian 6. The Figures 11 to 16 on the next page show the play area at the end of the first turn. The top row shows the view from the Italian side of the table from right to left; the lower row shows the view from the British side from left to right. Turn Two At the start of the next game turn, the Players first determine how many Orders they have. The number of British Units has reduced to 12 and the Player gets 3 additional Orders from the dice throws of his two remaining Officers, for a total of 15. The Italian Units have fallen to 14, but the two remaining Officers have better luck and get 4 additional Orders, for a total of 18. They roll for Initiative. The British roll 9, add 2 for the Troop Quality of +1 for the two Officers. The Italians roll 4; the British Player elects to start the game turn. For the 1st British Activation the Artillery Observer tries to move the Aim Point Token. He can see the Aim Point so he gets a +1 modifier. The first roll is a 1, so he tries again, with 1 for Fatigue, rolling a 2; on a 3rd attempt with 2 for fatigue he rolls a 10 (7+ was required), so he can move the Aim Point up to 10cm. He moves it to cover the AA truck, the nearby Anti-Tank guns and Officer. He has used 3 Orders. The 1st Italian Activation was used to deploy the L3/35 tankettes from the Contact marker that moved at the end of the previous turn. Their position can be seen in figures 11 and 14 marked with the arrows. He then fired at the British Infantry Unit opposite, using the machine gun armed tankettes against the infantry and the vehicle with the Anti-Tank rifle against one of the Carriers. The machine guns scored two hits; the Saving Throws are rolled. The attack Firepower Factor is a feeble 0, and the Infantry Troop Quality gives them a modifier of +1. The dice scores were 9 and 10, so both saved. Not to be defeated the Italians made another attack, which caused hits for two machine guns and one Anti-Tank rifle; the saving throws resulted in one pinned infantry base and one pinned carrier base. A third attack is made causing two hits on infantry, one of which was saved, the other caused a pin on the already pinned base. These results can be seen in a picture on the next page. He has also used 3 Orders. The 2nd British Activation is used to Fire for Effect with the artillery. No Ranging Round is required after moving an Aim Point. There is a +1 modifier for the Officer attached to the battery and hits are scored on the AA Truck, 2 Anti-Tank guns and the Officer. The HE value of the 18 pounders is 3 while the size of the AA truck is 1, giving a modifier of 2 to its saving throw. The Anti-Tank guns and Officer are size 0, so they save at 3. The AA truck rolled a 6, making a final score of 4, so it is pinned. The Anti-Tank guns roll 3 and 8, so one is destroyed (final score 0) and one is pinned (final score 5). The Officer rolls a 7, so he is also pinned with a final score of 4. The Anti-Tank guns must check Morale. They have a Morale modifier of +1, They roll a 2 (final 3), meaning that they must retire. They can man handle their guns so they move 15cm towards the rear. The attached Officer must move with them. The artillery fire again and score another hit on one of the Anti-Tank guns which had not managed to get clear of the area of effect, which is pinned. The shots missed the AA truck and Officer. The British have used 2 Orders, for a running total of 5. The Italian 2nd Activation is an attack by the AB 41 Armoured Cars on the nearby Carriers. They score two hits which are cause one Carrier (already pinned) to get another pinned marker, while a second carrier is now pinned. You can see the effect on the British Unit in the photo below with the cumulative hits from the L3/35s and the AB 41s. The Armoured Cars now advance round the British left flank to the buildings and then attack the AA truck. Their position can be seen in the photo below (this photo also shows the British Infantry, deployed as their 4th Activation see the next page). Their shots are at 2 due to fatigue from the previous shoot order and the movement. All 4 shots missed. The Italians have used 3 Orders for a running total of 6

Officers Handbook Game Walk-through illustrations - Page A-6 Figure 11 Italian Right. L3/35s are marked with arrow. Figure 12 Italian Centre. Figure 13 Italian Left. Figure 14 British Left. L3/35s are marked with arrow. Figure 15 British Centre. Figure 16 British Right.

Officer s Handbook Game Walk-Through For the 3rd British Activation the Matilda Unit is deployed from the Contact Marker that had advanced at the end of the previous turn. It opens fire on the AA truck and the nearby Infantry using its machine guns. It scores a hit on an Infantry base and two hits on the AA truck. The machine gun has a Firepower of 2, so the infantry save at 2. They end up pinned. The AA truck is size 1 so it saves at 1, successfully. The tanks fire again, getting a hit on an infantry base, which is killed, and a hit on the AA truck, which is pinned. The infantry must take a Morale check, from which they rout, fleeing from the table and taking their attached Officer with them. The Italians now have 6 points on the Break Point Track. The tanks now advance using 3 orders towards the enemy rear line, near the Objectives. The British have used 5 Orders, for a running total of 10. The 3rd Italian Activation is used to deploy the Unit of M13/40s from one of the Contact Markers by the wood on the Italian left. These are in the rear of the Matildas. They shoot and score 3 hits. The penetration of the guns is 4 against the armour of 7. All the hits were saved (they had a modifier of +3). The Italians now move off in the other direction using 2 Orders and then Close Assault the 2pdr battery. They score 2 hits, with a squish factor of 2 against a size of 0; both guns were killed. This required the Anti-Tank guns to take a morale check, which is at 2 because the Unit has been reduced to half strength. They rolled a 1 on the dice so they are routed. There are now 3 points on the British Break Point Track and the Italians have used 4 orders, for a running total of 10. The following photos show: First, the position of the M13/40s when they were deployed, in the rear of the British tanks. They then moved round the wood to where the anti tank guns are, off the left of the picture. The next photo shows the M13/40s are they had squished the Anti-Tank guns. For the 4th British Activation they reveal an infantry Unit with carriers around the buildings on their left flank. (See the photo bottom right on the previous page.) They Close Assault the Armoured Cars. They score 3 hits, one with an Anti-Tank rifle with a factor of 2, the others with a close assault factor of 1. The Armoured Cars have a side armour of 1, and 2 are killed, one survives. The survivor can now Fight Back and does so with 2 dice because it has a Close Defence Weapon (the hull rear machine gun in this case). In this case the assaulting infantry base is killed. Both sides must test Morale, starting with the defender. Both passed, even though the Italians are at half strength with a 2 modifier. The British consolidate and attack the remaining Armoured Cars with their surviving 2 infantry bases. They succeed in destroying another Armoured Car, but the surviving Armoured Car Fights Back and kills another infantry base. Once more both sides must test Morale. The Italian Unit passes its check, but the British must retire. They must mount up their surviving infantry stand in the carriers and retire 40cm. This clearly takes them to the edge of the table, where they have to take a second Morale check, which they fail again, so they flee off the table. The British now have 4 points on their Break Point track. They have used 2 Orders, for a running total of 12. They have 3 Orders left. The Italians now add another point to their Break Point Track for the Armoured Cars which are at half strength, so they have 7 on their Break Point Track. The 4th Italian Activation sees them deploying their Motor Cycle Unit on their left flank, which then rushes forward to attack the Forward Air Controller. It takes 2 Move Orders to get to within Close Assault distance. Three bases are within range and all miss their target. The Observer fails in his Fight Back. The Italians have used 3 Orders, for a running total of 13. They have 5 Orders left. For the 5th British Activation they move their AA truck so that it is near to the Objective Marker, thus denying this to the Italians, who until then were the last forces within 10cm of it. This used 1 Order, for a running total of 13; they have 2 Orders left.the 5th Italian Activation saw them rush forwards with their Bersagliere Unit which Close Assaulted the British Unit with the Pinned Infantry and Carriers. They missed completely, rolling two ones and a two. The Unpinned British infantry Fought Back, destroying one Italian Infantry Base, causing a Morale check, the result of which was that the Italian Unit had to Retire to the top of the nearby hill. This used 2 Orders, for a running total of 15. They have 3 Orders left. The 6th British Activation was used activate the Infantry Unit that had just be assaulted. They shot at the Bersagliere on the hill, getting one hit which resulted in the one base being pinned. The British have now used up all their Orders except for one. The Italian forces still have Orders unused, but no Units which they can effectively commit to an attack. The final result is that the Italians have lost 6 Units and have 1 weakened Unit; they have also lost 2 Objectives which are within 10cm of the Matildas. This means that they have 9 points on their Break Point Track. The British have lost 4 Units, they have no weakened Units, and one Objective is contested; the Italians would have gained this Objective if it were not for the AA truck that could move to contest it. The outcome is a victory for the British. Figures 17 to 22 on the next page show the final battlefield. As before, the top row shows the view from the Italian side of the table from right to left; the lower row shows the view from the British side from left to right.

Officers Handbook Game Walk-through illustrations - Page A-7 A E C F D Figure 17 Italian Right. A: Bersaglieri. B: L3/35s. Figure 18 Italian Centre. C: British Matildas in 10cm of two Italian Objectives (D). E Figure 19 Italian Left. E: Italian Objective which was last controlled by the M13/40s when they moved to attack the 2pdr Anti-Tank guns. F: Matildas on Italian Base Line. J M K L H I G Figure 20 British Left. G: Italian AB41 armoured cars. H: Contested Objective Marker. I: Anti-aircraft truck. J: Pinned Infantry and Carriers. Figure 21 British Centre. Figure 22 British Right. K: British Forward Air Controller. L: Italian Motorcycles. M: Italian M13/40s.

British Forces TOE 3 Officers FPF: 0 R: 10 CAF: 0 Size: 0 TQ: +1 M: +0 Units: 3 (110+50) 160 x 1.2 = 192 x3 Total: 576 3 Units Infantry 3 bases FPF: 1 R: 35 CAF: 1 Size: 0 TQ: +1 M: +0 Units: 3 Lt Mortar R: 35 HE: 1 Can use HE and Smoke Boys ATR PEN: 2 @25 No HE plus 3 Universal carriers Move: 45 40 20 Size: 1 F: 1 S: 1 H: MG 0(20) Cargo (1) (50x3+22+8+24x3+50) 302 x 1.2= 362 (362.4) x3 Total: 1086 1 Battery 18pdr 4 bases R: 40 165 Size: 1 TQ: +0 M: +0 Units: 1 HE: 3 Can use: HE (selected as Primary) Smoke (selected as Secondary) (119x4+50) 526 Total: 526 1 AOP FPF: 0 R: 10 CAF: 0 Size: 0 TQ: +0 M: +0 Units: 1 Comms +0 (60+50) 110 Total: 110 1 FAA FPF: 0 R: 10 CAF: 0 Size: 0 TQ: +0 M: +0 Units 1 Comms: +0 (60+50) 110 Total: 110 2 Air attacks 2x Strafing FPF: 2 TQ: +0 M: Units: 0 (40x2) 80 Total: 80 1 Battery 2pdr 4 bases R: 60 Size: 0 TQ: +0 M: +0 Units: 1 PEN: 5 @35; 4 @50; 4 @60 No HE Turntable (40x4+50) 210 Total: 210 2 Units 20mm AA SP (Captured) 1 base Move: 60 40 20 Size: 1 TQ: +0 M: +0 AA Units: 2 F: S: T: 20 L77 R: 40 FPF: 1 AA: 1 No HE (22+50) 72 each x2 Total: 144 1 Unit Matilda II 4 bases Move: 30 15 10 Size: 3 TQ: +0 M: +0 Units: 1 F: 8 S: 7 T: 2 pdr PEN: 5 @35; 4 @50; 4 @60 No HE T: MG 2(35) (76x4+50) 354 Total: 354 1 Unit Mk VIB 3 bases Move: 50 40 20 Size: 1 TQ: +0 M: +0 RECON Units: 1 F: 4 S: 1 T: HMG 3(60) PEN: 1 @35; 1 @50 No HE T: MG: 2(35) (66x3+50) 248 x 1.4 347 (347.2) Total: 347 Total: 14 Total: 3543

Game start summary Hidden Units: 4 Additional: 6 Total Contact markers: 10 Break Point: 7 Objective Markers 4 Operational Advantage: 2 rolled on d10 Officers: 3 Recon: 1 Total: 6

Italian Forces TOE 3 Officers FPF: 0 R: 10 CAF: 0 Size: 0 TQ: +0 M: +0 Units: 3 (110+50) 160 each x3 Total: 480 3 Units Bersaglieri 3 bases FPF: 0 R: 35 CAF: 0 Size: 0 TQ: +0 M: +0 Tank Assault Units: 3 Tank Assault CA PEN 2d6+2 HE: 1 Hazardous plus 2 Medium Trucks (30x3+7x3+25x2+50) 211 each x3 Total: 633 1 Unit Mitragliere 1 base FPF: 1 R: 35 CAF: 1 Size: 1 TQ: +0 M: 1 Tank Assault Units: 1 Tank Assault CA PEN 2d6+2 HE: 1 Hazardous 3 bases FOF: 0 R: 50 CAF: 0 Size: 0 TQ: +0 M: 1 plus 2 Medium Trucks (60+7x4+34x3+25x2+50) 290 x 0.8 = 232 Total: 232 I Unit Motocyclisti 5 bases Move: 55 40 20 Size: 0 TQ: +0 M: +0 RECON Units: 1 F: S: H: MG (0:20) Wheeled Can close assault (12x5+50) 110 x 1.4 = 154 Total: 154 2 Units 20mm AA SP 1 base Move: 50 25 10 Size: 1 TQ: +0 M: +0 AA Units: 2 F: S: T: 20 L77 R: 40 FPF: 1 AA: 1 No HE (18+50) 68 each x2 Total: 136 1 Battery 47mm L32 Atk Guns 4 bases R: 60 Size: 0 TQ: +0 M: +1 Units: 1 PEN: 4 @35; 3 @50; 2 @60 HE: 1 Can use AP and HE (25x4+50) 150 x 1.2 180 Total: 180 1 Battery 75mm M11 4 bases R: 40 160 Size: 1 TQ: +0 M: +1 Units: 1 HE: 3 Can use: HE (selected as Primary) Smoke; HC (2d6+1) (selected as Secondary) (116x4+50) 514 x 1.2 617 (616.8) Total: 617 1 AOP FPF: 0 R: 10 CAF: 0 Size: 0 TQ: +0 M: +1 Units: 1 Comms: +0 (60+50) 110 x 1.2 132 Total: 132 1 FAA FPF: 0 R: 10 CAF: 0 Size: 0 TQ: +0 M: +0 Units 1 Comms: +0 (60+50) 110 Total: 110 4 Air attacks 2x Bomb attack HE: 3 TQ: 1 M: Units: 0 2x Strafing FPF: 1 TQ: 1 M: (50x2+30x2) 160 x 0.8 = 88 Total: 128

1 Unit M11/39 4 bases Move: 35 20 10 Size: 2 TQ: +0 M: +0 Units: 1 F: 3 S: 1 T: Twin MG 0(35) H: 37-L40 PEN: 3 @35; 2 @50; 2 @60 HE: 1 Can use AP and HE (31x4+50) 174 Total: 174 1 Unit L3/35 4 bases Move: 40 30 15 Size: 1 TQ: +0 M: +0 Units: 1 F: 3 S: 1 3 bases H: Twin MG 0(20) 1 base H: 20 ATR PEN: 3 @25 No HE (13x3+23+50) 112 Total: 112 1 Unit M13/40 4 bases Move: 35 20 10 Size: 2 TQ: +0 M: +0 Units: 1 F: 3 S: 3 T: 47 L32 PEN: 4 @35; 3 @50; 2 @60 HE: 1 Can use AP and HE T: MG 0(35) H: Twin MG 0(20) (41x4+50) 214 Total: 214 1 Unit AB 41 4 bases Move: 55 30 15 Size: 1 TQ: +0 M: +0 RECON Units: 1 F: 1 S: 1 T: 20-L65 PEN: 2 @35; 1 @50 HE: 1 Can use AP and HE T: MG: 0(35) Has CDW in Close Assault (29x4+50) 166 x 1.4 232 Total: 232 Total: 18 Total: 3534 Game start summary Hidden Units: 5 Additional: 4 Total Contact markers: 9 Break Point: 9 Objective Markers 5 Operational Advantage: 2 rolled on d10 Officers: 0 Recon: 2 Total: 4