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Two and a Half Hours at Alamein
Introduction
The late John Sandars – mentioned in the ‘history’ section of the RF site – was a pioneering wargamer who had a particular interest in and deep knowledge of the North African desert campaigns of 1940 – ’42.
John wrote a series of articles on modelling the British 8th Army for the now defunct Airfix Magazine and his 20mm scale 1942 British Commonwealth, German and Italian armies, with plastic figures and many vehicles scratchbuilt from balsa wood and cardboard, were put on display at the National Army Museum in Chelsea after his death.
One piece of John’s inspirational writing that I treasure is ’24 hours at Alamein’, an article he wrote for the 1977(!) Airfix Magazine Annual about a massive game based on the initial breakthrough stage of the famous desert battle.
What follows is a much smaller and much simplified version of this game, the sort of scenario that can be set up and played pretty quickly (we timed it at just over two and a half hours) but still pose many of the same challenges faced by desert war commanders.
The Battle
The Battle of El Alamein was an attack against fortified positions, with German and Italian troops dug in behind extensive minefields, and their positions surrounded by barbed wire. The desert war, which had ranged backwards and forwards across Libya for nearly three years had come to a halt at the only natural ‘choke point’, where the gap between the sea (at El Alamein railway station) and the impassable Qattara Depression was only 40 miles wide. |
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While both sides faced each other across ‘gardens’ of minefields, the Allied forces (British, Australian, South African, New Zealand, Indian, French and Greek) began building up their strength and training hard for a final knockout blow; the brainchild of their new commander, General Bernard Montgomery.
On the night of 23rd October 1942, ‘Operation Lightfoot’ erupted against the Axis defences. Heavy artillery support from 1,000 guns pounded known enemy positions, while engineers cleared lanes through the Allied and Axis minefields for following infantry and armour.
Although the attack pushed deep into the Axis lines the Allies were unable to reach their objective, a line just beyond Miteiriya Ridge, and it took six days to push closer to this goal, much of it by ‘crumbling’ away the defences with infantry attacks.
What this achieved was to suck the Axis armour towards the main attacks and isolate the Italian infantry. When Montgomery launched a new attack - ‘Operation Supercharge’ - at the beginning of November, the Allies were able to drive deep into the enemy lines, forcing them to retreat. The battle was won.
The Game
This represents part of ‘Operation Lightfoot’, with an Indian Army Brigade (which could just as well be British, Australian, South African etc) attacking through a double minefield against Axis strongpoints.
The Allies’ objective is to reach the far (enemy) end of the table on the far side of the ridge. The Axis objective is simply to stop them. |
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Commonwealth Forces
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Brigade HQ
(off table)
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1 x Engineer Field Company
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10 figures, 4 x mine detector
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2 x Indian and
1 x British Infantry Battalion
(each with)
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CO + 45 figures, 4 x Carrier,
3" mortar, 6 pdr AT gun
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3 x Valentine (2 pdr)
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Light Tank Squadron |
3 x Crusader (2 pdr)
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Medium Tank Squadron |
2 x Sherman (75 mm)
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2 x Artillery Batteries (off table) |
4 x 25 pdr
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Air Support |
1 x Hurricane, 4 x 20mm cannon
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Axis Forces
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1 x Panzer Grenadier Battalion |
CO + 35 figures, light half-track, heavy car, MMG, 81mm mortar,
50mm AT gun
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1 x Reinforced Italian Company |
CO + 17 figures, medium truck, MMG, 47mm AT gun
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Italian Tank Company
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M13/40 (47mm),
Semovente (75mm)
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Italian Artillery Battery (off table)
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2 x 75mm
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German Tank Company |
Pz II, Pz III (long 50mm),
Pz IV (long 75mm)
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HQ/Rear Area Group
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6 figures, 2 x cars, truck
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Deployment
German and Italian infantry and anti tank guns must start the game inside their own defended positions. Axis tanks, HQ and the Italian artillery must begin the game on the far side of the ridge. Armour should start no more than 6” from the Axis table edge.
Commonwealth infantry and armour begin the game 6” in from their edge of the table. British artillery can be controlled by any battalion HQ. |
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Special rules
Axis armour is very short of fuel. Throw 1 x D6 for each of the two tank units. The result is the maximum number of moves they can take before running out of petrol.
The Italian artillery can fire indirect, controlled by either the Italian or German CO or a nominated figure.
The 2 minefields are represented by lines of markers (we used small stones), but take the same time to clear as the usual 4” deep fields.
Allied air support is limited to three moves over the table and may only attack targets at least 12” away from friendly troops.
All normal rules apply, including the ability of infantry to clear minefields.
Playing Hints - Allied Player
You have to decide how many lanes you are going to try and clear through the minefields and in what order you are going to pass your forces through. In the real thing Valentine infantry tanks supported the foot soldiers and Crusaders and Shermans were used for the follow-up and breakthrough. Artillery is crucial for subduing enemy fire on your exposed infantry and engineers.
Playing Hints - Axis Player
The most important decision could be when and how to use your armour; too soon and your last reserve could be lost, too late and the enemy could be too strongly established on your side of the minefields to drive back. |
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