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Designer's Notes PDF

39 Pages·2010·0.89 MB·English
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‘ Alamein 42 Designer Notes Click on the green hyper-links below and at the end of each section to navigate through these designer notes. You can also access each section at any time by pressing the "Help Topics" in the top left corner of the Window. Table of Contents I. Designer Comments Why El Alamein The Map Challenge The Order-of-Battle Tanks by Type OOB Organization & Command Air, AAA and AT Guns Explicit Supply Interesting Units Components Minefields II. The History Events leading up to Alamein ‘42 Events covered in Alamein ‘42 III. The Scenarios Scenario Introduction Scenario List Scenario Overviews IV. Bibliography Page 1 I. Designer Comments Why El Alamein? Some 35 years ago, I discovered wargames and my very first board game was the old Avalon Hill boardgame called Africa Korps! So the Desert War has always held a special place in my heart. A long time passed before my partner, Dave "Blackie" Blackburn and I, teamed up with John Tiller to help make computer wargames, and it was Blackie who first suggested that we look at the desert for a Panzer Campaign. After all, he and I had previously researched a game idea for another company in this theatre, one that never came to be, but we had much of this material at hand, including a set of 1:100,000 scale maps which provided fairly detailed topographical data. We learned shortly after, however, that Wig Graves was already well on the way with a Tobruk '41 Panzer Campaign and, as there were only a few games in the series at that time, we thought the one desert title was perhaps enough. So the idea for the Panzer Campaign El Alamein game went on to the back burner. During this "back burner" period a number of new games were created and, with that, a number of interesting enhancements were made in the game engine, including Explicit Supply and Strategy|Operations. Also during this time, we designers learned new ways to take set piece battles, battles such as Kursk '43 and Rzhev '42, where huge amounts of men, tanks, and guns were amassed along heavily fortified lines, and make a very interesting gaming Page 2 situation. And so it is in Alamein '42, we felt we could offer a whole host of interesting options for battles which included fluid, running gun fights like those near Gazala in May '42, the pursuit across the desert leading to the early struggle for Alamein in July, as well as the traditional Second Alamein battle where Monty broke the Africa Korps' back. Furthermore, we had some neat ideas to involve Malta in an interesting standalone scenario and as a hypothetical "What If" in the main campaign. During this time a number of new books covering Alamein were published and these really began to rekindle our awareness of this game idea. One book, by Jon Latimer, contained a detailed framework of the Order-of-battle (OOB) of both the sides involved. Stephen Bungray's "Alamein" was also published at this time, as well as the story of some of the fighting men told in the book "End of the Beginning" by Tim Clayton and Phil Craig. And there was Bireman and Smiths' new book, which is in my opinion, misnamed "The Battle of Alamein". I say this book is misnamed because it chronicles much of the fighting in the period covered by our game, not just the critical Alamein portion. The arrival of Montgomery is in Part 4, and Second Alamein in Part 5, so it really encompasses a summary of the desert war. All these new books got us thinking again, surely we could make a fascinating Panzer Campaign from this critical turning point in the desert, where the Western Allies turned the tide with Germany at an obscure RR stop named El Alamein. The Map Challenge! As with any game, before any scenarios can be built you first need two critical pieces - the Map and the OOB. Both of these presented their own special challenge. Page 3 To properly cover the fighting in the Western Desert in 1942 we created a map that now stands as the largest of any Panzer Campaign. It is huge! Fortunately, for the Gazala battles, we were able to use some of Tobruk '41 game map created by Wig Grave's, with many thanks to Wig. But we still had a huge area to cover. As previously mentioned, we had quite a lot of coverage from photocopied 100,000 maps, from a previous project, which helped tremendously. It is desert terrain, which is more simplistic to make than other maps in the series, but we used all sources that we could to try to accurately portray the area. Now some of the references did not always agree, trails are often difficult to find on any two sources that matched. We also went on an exhausting search to find just where the railroad ran, as it had been extended by 1942 and almost reached Tobruk. Where sources didn't match, we applied our best "guesstimates" based on a consensus from all the sources. But of these instances, few were critical to game play. Suffice it to say, we did not have a map that showed every patch of broken, or rough ground, so some latitude was used here. When we first started it was suggested that we make it all the way back to El Agheila, but this really was impractical because of the distances involved, however, there is still lots of map for players to use for their own scenarios. Another important point is the use of an "inset" map for the Malta Operation. We quickly discounted putting in Malta as a separate file, because we wanted it for a Strategy | Operation in the game, and it wasn't practical to place it correctly on the map as it is some 960 km ENE of Tobruk and that is a lot of flat blue sea to cover. We would also like to thank Jason Petho for dusting off some of his unfinished work on Malta. Jason has been working on "A Battle Atlas: Operazione C3", which is as yet unpublished, but should be available in 2004-05 as his time allows for working on it. As you will see in the scenarios, we included Malta as a rather interesting twist on the main campaign as well as an interesting "What If" standalone scenario. In the end we were pleased with the results of our map. We elected to make areas on the south of the map as "impassable", to show the Qattara Depression and areas which were not useful for the game. The look and feel of the map is a good representation of the area where the battle took place. The Order-of-Battle Page 4 The second challenge that we had to overcome was the designing an Order of Battle that covered the time period we wanted to cover in the game. It seemed simple enough at the outset. As previously indicated, we started with Latimer's OOB for 2nd Alamein and it provided detail down to the regiment, and battalion, which included attachments at the Corps and Army level. This was very good information to work from. However, we quickly discovered that there were more units involved in the earlier fighting that were not included in the detail. What was more confusing was that divisions in the early fighting were made of different brigades, depending on the time period. The 5th Indian Division was a very good example of this. Also, at times, some brigades were detached and functioned as parts of different divisions. A prime example of this is the British 44th Infantry Division, a unit that made a poor showing as a division at Alam Halfa in August and was split up, with each brigade serving as the infantry component for an armored division in Second Alamein. In the end, we settled on one single Order-of-Battle file, with a section covering the early battles, (including Gazala up to First Alamein), and a second complete repeat of the OOB for the Second Alamein battle. In this second part there are some different divisions, different organizational structure for some units as well as newer tanks are available to both sides. There is a third component to the OOB and this is the part for the "Invade Malta" option. For the British this is a completely separate organization so that the Allied aircraft from the Desert Air Force, based in Egypt cannot fly air support missions in Malta as it is obviously way too far away. However, Axis aircraft can reach Malta easily by redeploying to air bases in Sicily and Tunisia. But it was not just the unit organization that was scrambled from time period to time period. This period in the desert saw a great transition in the tanks. For example, "the Queens Bay, 2nd Dragoons Guards", were equipped with 2 squadrons of Crusaders and one of Grants, in the Early Battles, but by second Alamein, this unit was made up of one squadron of Crusaders, and two of Shermans. So you see, not only the tank type changed, but also the number of light vs. battle tanks squadrons, that made up the Armored Division organization, had changed as well. These issues will be discussed in a later section entitled "Tanks by Type." The Italians were another story altogether. You can easily find out which divisions were present and how the Corps were structured. With a little digging you could even find out which regiments made up which division. But how were these regiments structured? How many tanks and armored cars were present at each critical phase of the battle? Finding detailed information in English books for the Italians is spotty at best. So for this we turned to Franco Agostini, an Italian gentleman who we owe our thanks. Franco came through on the numbers and provided valuable research and input on the Italian part of the OOB. I met Franco on a forum when he was taking me to task for issues he felt needed reviewing in the Sicily '43 game. He struck me as a man who knew what he was talking about. Below are some sample excerpts of information Franco provided. On Armored Cars he wrote: I rewrite all situations 20/5/42 39 efficient 1 at repair 30/5/42 23 efficient 15 at repair Page 5 5/8/42 12 efficient 4 at repair (in 5 days) 27/09/42 25 efficient and 22 at repair (but it is all AB at repair not only from III Nizza, there are 1 other cavalry unit and 1 bersaglieri unit on AB) Of the Ariete he said: 20/5/42 132° fanteria carrista (Ariete) 107 M13/40, 63 M14/41 efficient; 16 and 7 at repair 132° artiglieria(ariete) 17 75/18 (semoventi) efficient, 3 at repair So you can see how valuable his contribution was to the project. Franco was always concerned that his English was difficult to understand, and at times it was tricky to follow, but there are two things I can say for sure on this point. One, is that his English is far better than my Italian, and secondly, the Italian portion of the OOB is far better that we could have done without his insight. For this Franco we thank you. Tanks by Type Of all the Panzer Campaign Order-of-Battles I've had a hand helping to make, never before has the type, and number of tanks by type, been so important. This fact is likely not one that will be missed by many people. Also there are so many books available, even the dozen or more I relied on as primary reference, were enough to overwhelm you with details. Unfortunately some of this detail just didn't always add up. For example, for the opening battle at Gazala, Delaney says in his book, "Fighting the Desert Fox", that there were 843 British tanks, a quarter of which were Grants. On the other hand, Mitcham in his book, "Rommel's Greatest Victory", provides a table showing British 850 tanks, which is close enough for an operational games purposes and so, given mechanical breakdowns, is essentially a match with Delaney's 843. But Mitcham puts the total number of Grants at 167, which is slightly less than a fifth. This is a pretty significant difference, as an additional 45 Grants is more than twice the total number of German Pz-IIIj's that both sources say the other side had. With only 19 Pz-IIIj's, and less than 40 Pz IV in service at this time, according to both Delaney and Mitcham, you can see where 45 more of the best British tanks will be a factor! So which source do you believe? And when you decide what information to use and which pieces to disregard, how do you determine which unit gets what type of tanks? This too varies depending upon the date. Page 6 At this point you have to dig a little deeper. We used whatever we could find on the overall organization and cross-reference information in the various books, by looking up the reference to each regiment listed in the index, and then reading each in turn for clues, or mention, of the type of tanks being used. In researching the battles, Latimer and Perrett indicated, that by the time of Alamein, the British tank brigades were built around two battle tank regiments and one light tank regiment. A regiment is made up of three squadrons, each of which consists of roughly 17 tanks, so there are between 50 and 60 tanks in a regiment. In the earlier battles, such as those depicted in the scenarios around the Gazala Line, the organization was the other way around, with two light and one medium regiment. Meanwhile, the Army tank brigades were made up of infantry tanks that were mainly Matilda and Valentine tanks. At this point, the similarities begin to break down. Mitcham says regiments of the 4th Armored Brigade were made up of one Grant and two Crusader squadrons, while he says the units of the 2nd and 22nd Armored Brigades were made up of two Grant and one Stuart squadrons. But it can't be this way for a couple reasons. First of all if there were two Grant squadrons in the 2nd and 22nd, with one squadron of the 4th Brigade also being Grants, that would be 15 squadrons of Grants, or roughly 255 Grant tanks. But remember, from the information above, that there were likely 67 Grants available. At 14 Grant tanks per 15 squadrons, there would still be too many Grants and not enough other squadrons available to make up the totals of the other tank types to arrive at the grand total of 850 total tanks, given a fixed number of regiments and squadrons. Mitcham, in his chart on tanks by type, shows 277 infantry tanks and quotes another source that says these were made up with 110 Matildas and 167 Valentines. These 277 Infantry Page 7 tanks equipped the five regiments of the Army tank brigades. But in the text Mitcham says that three of these regiments are Matilda's and the other two are Valentine's. However, using three squadrons of 17 tanks per regiment, clearly it must be two regiments of Matilda's and three of Valentine's for the math to work out. The net result of all this is was an unending task of shuffling tanks by type around to various squadrons, all the while keeping the tanks type totals constant. Thus, during the early days of making the game, while I was in bed reading Clayton and Craig's (2002), "End of the Beginning", and came across a reference such as " …22nd Brigade had driven right onto one of the best executed tank traps of the desert war. As Grants and Crusaders burst into flames …" I would stop reading, get out of bed, return to my computer to make the appropriate change in the Order of Battle in the interest of keeping the game as historically correct as possible. However, while it is important, in Strawson (1967), that we can read that, "A Sqdn of the 8th Hussar's was made up of Honey's, while B and C Sqdn were Grants", in the big picture, the game will yield the most historical results as long as the accurate tanks total by type as documented by authors, such as Delaney (1998) and Mitcham (2001), is respected in the Game Order of Battle. I'd be remiss at this point if I didn't single out the early assistance of Rick Bancroft in this "tank tally" period. I plugged numbers and tank types from various sources into the game OOB file, Rick knocked together a great working spreadsheet and populated it with the OOB data, so we could see how the detailed changes we made as a result of our research reflected the total number of tanks by type. OOB Organization & Command One guiding principle in the OOB, that was essential for this game, was to include enough detail to give the right feel for the game, without having too many units, which would slow down the fluid action. Panzer Campaigns original design was at battalion level, but the requirement for company units was demanded by the tanks. As discussed above, British armored regiments were made up of 3 squadrons of tanks of very different speeds, defense, and firepower. So company sized or squadron units of around 17 tanks seemed to be the best solution. Armored cars on both sides posed their own problem. Previously, in Tobruk '41, these formations, as well as the tanks, were made up of units as small as two and three vehicles, as they did often operate in these small units. But this provides so many units that a game player, with his "God like" point-of-view in a turn based game, can exploit. Yet company sized units representing the full squadrons didn't have the correct feel either. What we used here was a lesson learned from the development of the Sicily '43 game with the deployment of the 82nd Airborne Division. What we desired was a widely scattered drop of penny-packet troops, which slowly combined to form more effective fighting units. The solution in Sicily was the "double sized platoon" or "half company" units. This gave the game the widely spread drop, but didn't dominate the play with double the units like platoons would have done. Page 8 Thus for Alamein '42 we went with units of around 9 vehicles per armored car unit for both sides. A spin-off advantage this provided was the combing units' rule, where when three units of the same type were combined into a single units, it functions at its best for Battle Fatigue. With upwards of six units of nine armored cars each, there was an opportunity for players to have more than one very effective "battalion sized" unit, from a single armored car battalion in the game. We did the same thing for the German Panzers, that is used the "half sized company", but for more than just the reason outlined above for the armored cars. For a start, the Germans at this time, were simply the masters of the desert when it game to flexible deployments of their tanks. Like the British, the Germans had a number of different types of Panzers, but unlike the British, they mixed their tank types within even the smallest platoon formations. The wide difference in firepower of these tank types can be seen by the values we have assigned to them in the game. As the Germans were infamous for creating "adhoc" formations on the fly during a battle, we did away with the "Battalion" level in the formal OOB Organization. That is, instead of a Panzer regiment made up of a couple Battalions, each with a few companies of platoons of a mixed variety of tanks, even at the smallest level possible, we simply made the Panzer regiment to be made up of a large group, over 20, half sized company units (or double platoons) of roughly eight tanks. These panzer building blocks allowed the flexibility to accurately have the correct number of Panzers by type within the regiment, while allowing for "adhoc" combined units where, for example, Pz-IIIh's of different companies and battalions fought together most effectively. But we weren't done completely with tilting the playing field when it came to tanks and the flexibility one side held over the other. The last thing that we saw that the Germans were regarded as "Out Generalling" the British Command in was control, so we removed the Brigade HQ units from the German OOB and left only a single Division HQ, with a very large command radius, to establish that last missing effect of, "drive the tanks anywhere and appear as effective fighting units where they are least expected." The Germans can thus create KG units, and while there are no KG HQs in the game, the Axis player doesn't need to concern himself with this extra detail. However he will still have to deal with Regimental HQs for the Italians. One the flip side, not only do the British lines of command have to run from the fighting units, to Brigade and up to Division, but the Brigade HQ quality rating is less and the command radius is lower than Brigade HQ's in other games of the Series. This we felt was fair, because the British struggled in the desert to find out how to make the best use of their equipment and men together in an effective fighting force. The effects of these tank organization and command issues we believe does justice to the operational feel of this battle and provides similar strengths and weaknesses for both sides. Air, AAA and AT Guns Page 9 As was a practice in some games, starting back with Normandy '44, there are a number of units intentionally left out of the Order-of-Battle. For example, much if not all of the fighter aircraft have been removed from the Air component. At the start of the Gazala, according to Bungay, there were 500 Axis Aircraft which included ~200 Bf 109's. These Aircraft concentrated their effort on the Allied "Desert Air Force" fighters and thus had little direct impact on the ground war as ground attack aircraft. This has been built into the Interception rate as defined in the Parameter Data. Many of the remaining aircraft in the Axis air arsenal were Italian. Because of their lower serviceability, I've reduced the number of aircraft slightly to compensate. This way the total Air Unit Availability (parameter) for the Axis could remain stable, and not have a German aircraft unavailable due to Italian aircraft serviceability. The Order-of-Battle includes only some of the Allied fighters, as these were more prone to be used in ground attacks, but were kept busy by the German fighters. This fact has always been a something we had to keep in mind when we considered aircraft in this, a largely ground based operational game. Allied Air strength in the Middle East combined included more aircraft that could be called on during the time period covered in the game. However, these squadrons often had other equally vital duties in the Middle East to fulfill, such as maritime interdiction of supplies. Thus they were not all available for every mission to support the ground troops in the desert. It should also be noted that the Allies prior to the Second Battle of Alamein flew so many photo air recon mission over the German lines that, according to Latimer, they claimed they knew virtually every gun position. Yet when the fighting started, despite the heaviest concentration of artillery up to that point in the war, the Allied were still unable to neutralize all of the known AT gun and artillery positions. Also, the accuracy of pin point targeting by aircraft performing level bombing for ground support missions was not up to the standard of dive bombing support missions like those later in the war, so Allied level bombers such as Boston’s and Baltimore’s have been designated as heavy bombers in game terms so that they use the "Carpet Bombing" rules when they attack – thus the scatter my hit another hex than planned, possibly even a friendly hex. The Germans too had some additional Recon Air units on the books. Historically, however, these German air recon units had little influence at this later stage of the battle and their inclusion was unwarranted. German command at the start of the Second Battle of Alamein was paralyzed by the ferocity when the barrage opened up, and many communication lines to the forward units were knocked out. In some other cases, available German air missions were reduced to account for air strikes being driven off by Allied Anti-Aircraft units, which themselves are often omitted intentionally from the OOB, particularly the light AAA Guns. Historically these units spent most of their time in their true AA role, and thus are not needed Page 10

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Second Alamein battle where Monty broke the Africa Korps' back English was difficult to understand, and at times it was tricky to follow, but .. For this I would like to thank Garreth Hughes from "World War 2 Timeline" ( .. Mike Avanzini for his Campaigns Maps found in a folder under the Start menu
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Most books are stored in the elastic cloud where traffic is expensive. For this reason, we have a limit on daily download.