Assault on Tobruk Rules booklet

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ASSAULT ON TOBRUK

RULES Of PLAy

Credits

First Edition Design, Development, & Graphics: Stephen M. Newberg Playtesting: Stephen St. John, Jan Stone & W.I.T. Group

Second Edition Counters & Map Production: Paul Stuhlfaut

Second Edition Rules Copyediting: Michael Kirk & Ty Bomba TABLE OF CONTENTS 1.0 INTROdUCTION .................................................. 23 2.0 GENERAL COURSE Of PLAy ............................. 23 3.0 GAmE EqUIPmENT ............................................. 23 4.0 SEqUENCE Of PLAy ............................................ 24 5.0 BOmBARdmENT ................................................. 24 6.0 mOvEmENT .......................................................... 25 7.0 COmBAT................................................................. 26 8.0 ALLIEd TACTICAL dEfICIENCIES .................. 27

10.0 ROmmEL ............................................................. 27

11.0 GAmE SET UP ANd vICTORy CONdITIONS ................................... 28 12.0 SCENARIOS ......................................................... 28

1.0 Introduction Assault on Tobruk is a game simulation of the successful assault by German and Italian forces, led by erwin Rommel, on the alliedheld fortress of Tobruk in the summer of 1942. The assault was in many ways the high point of Rommel’s fortunes in North africa. The fortress had held out against all his efforts for nine long months in 1941, and was finally relieved by the advancing allies. But later, when the allies had retreated after the loss of the Gazala battles, the city and its perimeter strongpoints were again cut off. This time their defenses were not so well-prepared, while Rommel was as ready as he would ever be. In less than a day the fortifications lay prostrate and Tobruk had fallen.

2.0 General Course Of Play Assault on Tobruk has an historic scenario and six alternate scenarios covering the actual and potential events there. after choosing a scenario, one player takes command of the allied forces and the Co p y RI G H T © Co M pa s s G a M es 2021

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other player the axis forces. each scenario has a few of its own particular rules. In general, each player will alternate moving and engaging in combat each turn with the idea of causing maximum damage to the opposing player’s forces and sustaining minimum damage to his own. The units are of company size and turns represent two hours. The historic scenario has eight turns. all the other scenarios have twelve.

3.0 Game Equipment 3.1 The Map: The map covers the entire area of the fortifications in and around Tobruk on a scale of approximately 650 meters per hex. a hex grid has been superimposed on the map to regulate movement and other functions. The hexes are coded by color and symbol to indicate the type of terrain it contains. The Terrain effects Chart, printed on the map, explains how these terrain-types affect movement, combat, and bombardment. 3.2 The Player Aids: There are a series of charts and tables printed on unused portions of the mapsheet — for your convenience — to use in conjunction with these rules to regulate the game. 3.3 The Playing Pieces: The playing pieces are the various printed cardboard die-cut squares in the sheet provided. They must be broken free, or “punched,” as they are to be used individually. They are referred to as counters, and they represent individual combat formations which will be referred to as units here. other counters representing leaders and game functions, such as record keeping, will be referred to as markers. The grey units represent German forces and the yellow units Italian. These are controlled by the axis player. The brown units represent south african forces, and the red units are forces under the command of the Indian army. These are controlled by the allied player. R u l e s o f p l ay— pa p e R Wa R s # 9 9

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