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Martin Schenkel
13 Sep 02, 16:10
I've been working on a Tunisia 42-43 scenario, and I am attempting to recruit at least one playtester. If anyone is interested, email me at:

martins@solarwinds.com

RhinoBones
13 Sep 02, 17:37
I would be interested in doing a little play testing.

Could you post a description of the scenario . . . length, objectives, forces, a screen shot. Maybe past the Scenario Briefing on this page.

Regards, Stevo

Martin Schenkel
15 Sep 02, 01:14
I'll post a screenshot shortly.

Here is the Scenario Briefing:

**********
Last Stand in Africa
Tunisia 42-43

Version: 0.06

By Martin Schenkel
**********
Date: November 1942 to August 1943
Location: Tunisia, eastern Algeria
Map scale: 5km/hex
Time scale: 1/2 week turns
Unit scale: Battalions, some Companies
Scenario length: 80 turns or less
**********
Unit Colours:

Axis (approx. 300 units):
German Army: White/iBlack on Grey
Luftwaffe Army: White/Blue on Grey
Luftwaffe Air: White on Light Blue
Italian Army: Green on Beige
Italian Bersaglieri: White on Beige
Reggia Aeronautica Ground: Yellow on Beige
Reggia Aeronautica Air: Light Blue on White

Allied (approx. 450 units):

UK: White on Brown
USA: Grey on Light Green
France: Red on Dark Blue
New Zealand: Black on Brown
India: Green on Brown
Greece: Black on Brown
Canada: Blue on Brown
RAF: Yellow on Light Gray
USAAF: Yellow on Dark Green
**********
Significant Events:

1. Theater Reconnaissance will start very low, to simulate the unknown nature of the early campaign in Tunisia. Theater Recon will increase to normal levels after several turns.

2. The Tunisian winter is fairly severe. Mud will bog down most motor vehicles, and air operations will be hampered due to poor weather. Historically, operations came to a virtual halt for half of January. Starting in December, supply will drop significantly for both sides, and formations may be forced to reorganize periodically. In January, these effects will become even more severe, and combat will halt for a few turns. Thankfully, the winter is short and by Febuary, the weather will start to clear, allowing operations to resume at full pace by March.

3. The game will end 2 turns after the Allies capture Tunis.

4. Throughout the game, there will be a possibility that the French North-African forces will refuse to continue fighting. This is due to various political events occuring outside the sphere of this scenario. If the French do quite, French North-African units will withdraw (8th Army Free French don't), and extra Allied units will arrive to take their place.

5. Historically, Axis supply and reinforcements depended upon the degree of Allied naval and air interception in the Mediterranean Sea. In January, the Axis replacement rate will increase, due to greater shipping effort. Both supply and replacements will gradually fall off in March-April, as the Allied blockade makes itself felt.

5. As victory depends on who controls Tunis, the game may continue for longer than the historical outcome. If Tunis is still in Axis hands by the historical surrender date (13 May, 1943/turn 53), then the game can be extended for up to 27 turns, into mid-August. If this occurs, both sides will recieve a some extra reinforcements. The Allies will also get increased replacements.

6. Even if Tunis and Bizerte fall to the Allies, the Axis can still win a victory. The longer the Allies take to capture Tunis, the more the victory level will increase in favour of the Axis. Starting on the turn after the historical surrender, the Axis will periodically gain bonus victory points.

7. No units are earmarked for reconstitution, so use your assets wisely.
**********
House Rules:

1. The Allied player is given air and sea transport. Historically, the Allies conducted one amphibious landing with a British Commando Battalion in the area of Bizerte. No landings can be made past Cap Bon. One British and one US Parachute Battalion were each dropped during the campaign. The house limits the number of such operations to within reason. 2 should be the limit for amphibious landings, and 4 airborne drops. Only airborne and commando units should be used for such operations.
**********

Copyright 2002 - Martin Schenkel

This scenario was heavily influenced by a game produced by The Gamers Inc., a board wargaming company. Their Tunisia game was part of its Operational Combat Series, in my opinion, the single best operational level WW2 boardgame system. Essentially, the map has been slightly changed, some rules have been incorporated, and the OOB has been heavily reworked.

Martin Schenkel
15 Sep 02, 01:35
Sorry, can't figure out how to post a screenshot, so it'll have to wait for a bit.

Stauffenberg
16 Sep 02, 16:14
Originally posted by Martin Schenkel
This scenario was heavily influenced by a game produced by The Gamers Inc., a board wargaming company. Their Tunisia game was part of its Operational Combat Series, in my opinion, the single best operational level WW2 boardgame system. Essentially, the map has been slightly changed, some rules have been incorporated, and the OOB has been heavily reworked.

Myself I thought Schettler's Winterstorm system was more detailed and far more playable than the Gamers, fine though that is as well.
I also wondered if you ever looked at the Operational Studies Group title, "Rommel & Tunisia" (1978), another first class effort. The most detailed look at this campaign I have seen to date.

D.

Martin Schenkel
16 Sep 02, 16:41
Originally posted by Stauffenberg


Myself I thought Schettler's Winterstorm system was more detailed and far more playable than the Gamers, fine though that is as well.
I also wondered if you ever looked at the Operational Studies Group title, "Rommel & Tunisia" (1978), another first class effort. The most detailed look at this campaign I have seen to date.

D.

Unfourtunately, I am unfamiliar with both systems you've mentioned. My board wargaming 'career' was relatively short. My attraction to The Gamers OCS series, was the supply and replacements systems, whereby you literally had to stockpile for operations, and which forced you to be more careful about moving and sending units into combat. The Tunisia game was even more so, as your transport into the theater was limited and you had to decide between transporting units (reinforcements) and supply. Balancing the two was always the hard part.

Stauffenberg
19 Sep 02, 20:42
Originally posted by Martin Schenkel


Unfourtunately, I am unfamiliar with both systems you've mentioned. My board wargaming 'career' was relatively short. My attraction to The Gamers OCS series, was the supply and replacements systems, whereby you literally had to stockpile for operations, and which forced you to be more careful about moving and sending units into combat. The Tunisia game was even more so, as your transport into the theater was limited and you had to decide between transporting units (reinforcements) and supply. Balancing the two was always the hard part.



Yes I liked the systems I mentioned because they dealt with that aspect of things. If you ever want me to have a look at your work send it along sometime.

D.

Martin Schenkel
29 Sep 02, 12:28
Originally posted by Stauffenberg
If you ever want me to have a look at your work send it along sometime.

Thanks for the offer. In fact, if you're still interested/have the time, I'll send the scenario your way.

Martin

Tim
29 Sep 02, 12:37
I would like to playtest your scenario. You can email me at g_tiemen@hotmail.com