Dark Sands – Compass Scenario AAR, Part 1

Iron&Oakbn1(RBM)

The following is the beginning of a multi-part After Action Review (AAR) by Tim Wilcox of the Compass Scenario from Ted Raicer’s Dark Sands. Enjoy!


Turn 1

It is December 1940 and O’Conner is leading the British attack to push the Italians out of Egypt.

The Axis have two VPs, one for holding Benghazi, one for holding Tobruk and Bardia.   The British have zero VPs. In addition to the forces here, the Italian have a Garrison in Tobruk and the British have an Infantry Brigade in Alexandria.

compass1

Figure 1 Opening Positions – Compass

Chit 1: Initiative Chit – O’Conner

The British attack force is setup approaching the Italian defenses at Sidi Barrani from the south.

The British have the initiative and decide to play O’Conner as the Initiative Chit. All British units may move and then attack.

Movement:

Figure 2 O'Conner Moves

Figure 2 O’Conner Moves

Since they can move their full MA, the 22 Guards uses extended movement to get infinite MA, and moves from Alexandria to 2052 where they screen the coast road. They rolled a 5 for disruption crossing between maps for a +1 DRM on its final disruption roll. After completing the move to 2051 they make their final disruption roll. A 2 + 1 = 3, no disruption. The 4th Indian Div found a hole in the Italian line because ZOCs do not extend into rough terrain. This allowed them to surround hex 1949, and block the Italians in Sidi Barrani from easily escaping encirclement down the coast road. 7th Armor moved into concentrate attack position around hex 1641. Although the defenders still have a retreat route north, since ZOCs do not cross ridge hex sides.

 

Attack:

Figure 3 O'Conner Attacks

Figure 3 O’Conner Attacks

Number 1:

The 4th Indian Div supported by 16 Brigade of the 70 British Inf Div and a company of the Coldstream Guards attack the Italians in a fortified box in hex 1949. British AF is 3+3+3+3+1+2 = 15, the Italians are 3+1+1=5 for a 3-1 attack.

Number 2:

The 7th Armor supported by the Selby Company and 1 point of Air Support attack the Italians in a Fortified Box in hex 1647. British AF is 6+6+4+3+1 = 20, the Italians DF is 3+1 = 4, for 4-1 attack.

Combat Results:

Number 1:

The British roll a 5 for DR*. The Italian lose one step and then retreat. Since the retreat must go through an EZOC, they lose one more step per EZOC entered.

Number 2;

The roll is 6; DE*. The defender is eliminated and the attackers must lose a step. The first priority for loses, defender or attacker, is non-rebuildable units. The second priority is Armor. In this case the Selby Company takes the loss saving one step of the Armor. The Italians are all non-rebuildable, so they go back to the Reinforcement Track for posterity. The British air support and Axis fortified boxes go their Assets Boxes face down. They will be usable next turn.

Figure 4 O'Conner Final Positions

Figure 4 O’Conner Final Positions

Chit 2: Axis Reinforcements

The Axis Reinforcements Chit

Could have been worse. The Sabratha and Pavia Divisions enter the board in Derna, hex 3418.

Chit 3: Logistics

And the next chit is . . .   Logistics

Not good. The two Italian Divisions in Sidi Baranni go OOS. Everyone else can trace 8 hexes to a road or trail that can then trace back to a supply source.

Chit 4: Logistics (again)

And the next chit is . . .   Logistics

The second logistics chit comes out in a row. No effect, but the British no longer need to worry about being out of supply this turn. Very bad for the Italians.

Chit 5: British HalfMove/Combat-1

And the next chit is . . .   British HalfMove/Combat-1

The British play now has a dilemma. He is only allowed two move and two combat actions. He has four chits that can be either move or combat. There is nothing worth attacking, and a 1/2 move will only allow him to isolate one more unit, and it will take him off the road.

He decides to use it as a combat, but not do anything. This still leaves him with two allowed moves, and two full move chits in the pool.

Figure 5 After Chit 5

Figure 5 After Chit 5

To be continued…


Compass Scenario AAR Part 2

Compass Scenario AAR Part 3

Compass Scenario AAR Part 4

Iron&Oakbn1(RBM)

Tim Wilcox
Author: Tim Wilcox

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2 thoughts on “Dark Sands – Compass Scenario AAR, Part 1

  1. Regarding Attack No. 2: you rolled DE*. DE* states that you must lose a tank or Panzer if possible. Doesn’t that specific rule override the general rule of “non-replaceable always first”?

    Thanks.

  2. It all looks and sounds very good, but I hope the O’Connor chit is correctly labelled when the game goes into production.