I appreciate the compliment!
If the Axis doesn’t have a sizable 1-2 punch (Italy, then Germany before the UK can land reinforcements), then it might not be worth attacking Cairo.
I’ll leave the real strategy advice to others.
North Africa Operation Torch: battle report and strategic opinions
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A&A North Africa - TO I8.pdf Hello everyone, I propose the position on the board at the beginning of the eighth turn of Italy in the “Operation Torch” scenario to have your opinions on the strategy of the game in practice (often “abstract” considerations are made, before playing, which then “clash” with what actually happens on the board). In this game I was assigned the American (we decided to draw by lot at the beginning of each game the power with which we will play in order to be able to experiment and try the game under various aspects). This is only the third game we play and the first ever with “Operation Torch” (so there may again be involuntary errors in the rules, but games also serve this purpose: to clarify doubts and avoid errors for the future). The English have (as I think is obvious) heavily attacked MM in the first turn and took Tobruck in the second, wiping out all Axis resistance, but they lost Malta (this also seems to me an almost inevitable thing if the Axis decides to concentrate on it) and a good part of the fleet has sunk due to the mines around the Mediterranean Channel (very lucky shots by the Axis) and the action of the Italian air force, managing however to eliminate some German supplies. The Axis has destroyed a good part of the American convoy with its 3 U-boats (it sank the 2 destroyers and part of the cargo) and is preparing for an offensive to the West towards Casablanca. The Italians I imagine will try to create a front around Tripoli, waiting to be able to organize a counteroffensive against the English if the latter “stretches too far” without due preparation. As an American I plan to invest in the very first turn in planes (forbidden in turn 7) that can serve as escorts to convoys against the terrible German U-boats, but also as attack/defense units; I will also take destroyers and some ground troops (in addition to the fixed 10 supply) trying to contain the German initiative in Algiers to try to organize a counteroffensive as soon as there are enough troops. I also have to understand which convoy to use and which is more convenient (considering that in the seventh turn I could not choose being forced to use the one in Casablanca). It is the first time that we play this scenario which, however, gives me the impression of being a bit unbalanced in favor of the Allies (maybe it will have depended on the initial moves, on strategic and tactical errors, I don’t know). However, it seems clear to me that only the Allies can, in this scenario, aim for a total victory (since Tunis is a concrete and achievable objective, if everything goes well), while Cairo seems to me really a utopia for the Axis. But I would like your considerations as experienced players. Eventually I will update you on the continuation of the match (I think we will resume it on Saturday).
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@OlivieroRuggieri Yes, I agree that in the Torch Scenario the Axis cannot hope to capture Cairo. Best they can manage is to stall out the Allied attack and deny UK income by controlling Malta.
One thing I would recommend is having the Axis retreat from the MM battle during round 8. That way they can fight in Tobruk where you can bring reinforcements and take advantage of the ability to re-roll dice that show a “9” or “10”.
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A&A North Africa - RLP and TO Setup 02.pdf @DoManMacgee
I’m updating the post after having been able to play (finally) a couple of turns. We are at the tenth turn, after the German round and therefore in phase 1 of the UK (I always play as an American). In the turns played the Axis has managed to gain control of the Mediterranean, taking Malta from the English and thus being able to effectively activate the convoys for Tunis and Tripoli. The English fleet has been swept away by the Italian air force and ships (thanks to a lot of lucky shots … the real hero is the Italian submarine in SZ8 that “resisted” countless attacks). The English has however decided to rebuild it, starting from the battleship and the destroyer built on turn 9. The English has also taken Benghazi and is preparing to continue its advance towards the West through El Aghelia to continue to Tripoli and Mareth. The Italians have created a “wall” at El Aghelia (which remains to be seen if it will withstand the English shock). On the Western front, American troops have landed in Africa and have begun their march towards the Tunisian capital. The Kesserine Pass (a “dead zone” for both sides) has been taken, lost and retaken by the Axis and the Allies at every turn. It is a crucial area for the game, since it could give the Allies access to both Tripoli and Mareth, but it could allow Axis counterattacks from both territories after a possible occupation of Kasserine Pass by the Americans.
This is the situation so far.
Strategic considerations on the game: I can’t understand exactly which side the balance is leaning towards. These turns I think have been to the advantage of the Axis who have put the Mediterranean under control and have been able to reinforce their troops on the mainland. The English, in his next turn, I think will invest heavily again in the fleet (and subsequently in the air force) to be able to counter the Italian fleet, to be able to reactivate the 15 RPs of Malta and to be able to harass the Axis convoys. As an American I think I will take Kasserine Pass heavily, trying to exploit the “superiority” in terms of Supply compared to the German in the attacks and counterattacks that I imagine will follow. The American presence at Kasserine Pass should “distract” the Axis from the eastern front (allowing the English to advance). This could be the general strategy, which we will have to see how it can then be applied, also based on the opponents’ moves.
Strategic considerations on the game in general: as already said, this is the first game in this scenario and therefore I still can’t understand exactly how the situation will evolve and, above all, how it will end. Some things seem obvious to me, however: the Allies’ supply lines are extremely long (the Axis has an advantage in this sense) and the time needed to allow the Allied troops to reach the hottest areas of the front is crucial time for the Axis to settle. Another thing I notice are the “holes” in these supply lines (by “holes” I mean continuous and uninterrupted influx of troops), but this is inevitable if you have to invest in fleet and aviation (for the reasons stated above). In short, “balances” in purchases are still to be discovered. There have not yet been heavy and decisive “clashes” and therefore the real importance of supplies must also become clear to me. Obviously I would appreciate your comments and I intend to make a new report when we resume the game. -
@OlivieroRuggieri Based on the screenshot you showed, it looks like the Allies should be able to win relatively soon by virtue of the Axis running out of supply in Tunis. If the Allies begin a battle in Tunis and simply do not stop attacking, eventually Axis will run out of supply and be forced to surrender.
However, it looks like you did have a very evenly matched game!
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@DoManMacgee A&A North Africa - OT ITA11.pdf Ok, I’m sending the last post about the first game played in the “Operation Torch” scenario (with the usual file that reproduces the situation on the battle table). The Axis players decided to sign a surrender at the beginning of Italy’s eleventh turn. Maybe the abandonment was a bit premature (they could have fought a bit longer until the capitulation of Tunis), but I think it is largely justified by the situation on the table. As I said in the previous post (before the tenth English turn), the UK (after our “war council”) has invested heavily in the fleet and air force to try to regain control of the Mediterranean and with it:
a) interrupt the flow of convoys towards the African continent of the Italian-German troops,
b) reopen the convoys to Malta (the Suez convoys would have been useless given the turns remaining at the end of the game).
As expected (me and the English ally), this attracted the Italian fleet and the Italian-German air force in SZ 6 (Algiers) giving life to an epic battle that contributed (definitely I think) to give a precise course to the continuation of the battle. An English destroyer was left in SZ3 to prevent the powerful German U-Boats from joining the party (and it certainly deserves a medal of valor, like the Italian submarine in SZ8 of the previous post). The survivors of this clash were very few, but this is certainly to be considered an advantage for the Allies.
On land the Axis did not fare better: the English swept away the Italian contingent of El Aghelia in a devastating way and my Americans occupied the Kesserine pass suffering very few losses (also thanks to the support of the French troops). The axis, taking note of the extremely difficult situation (and also considering the lack of supplies in the Tunis/Mareth area and the imminent arrival of the English from the East), decided to acknowledge defeat and put an end to the clash. I repeat: probably it could have tried to fight a little longer, but I think the fate of this battle was already sealed.
General considerations on the game.
After the game, we stopped, while it was still hot, to try to review the course of events. Surely tactical and strategic errors were made by both sides (first of all the incorrect or inappropriate use of mines … to understand their optimal deployment), but it was the first game on this scenario (and in any case the general experience with this game is very limited unlike other editions of A&A, at least mine). I reproached my son (who played with Germany) for being too cautious and not trying to push the Americans (me) when he had the chance (i.e. in the early turns): I think that if the Americans “settle down” it is difficult to avoid the continuous influx of troops and their push towards Tunis. It always remains (but this was a problem for all of us) to understand well which troops are the most effective and in which situations (and I think this is a “crucial point” of the whole game): the Axis has the Germans who have superior units to all the other players, truly devastating (to compensate for the Italians who instead … but it’s all historical, so ok), but the Allies have many resources, many more than the Axis and this risks making the difference in the long term (but this is also historical, so ok). And this was especially evident in the two naval battles that had opposite outcomes: in the first major clash the Italian navy and air force wiped out the English fleet in the central-western Mediterranean, in the second (possible after the English decided to invest everything in ships and planes) the Anglo-Americans prevailed, but this practically ended the battle. A note on the French troops: they risk becoming a really annoying presence for the Axis due to their ability to be self-sufficient (and therefore allowing flanking attacks … for free that help the allies and not a little). What to say in conclusion: I renew my compliments to Matt for the masterpiece he created (and I can’t wait to play Stalingrad), I confirm the impression that Axis and Allies North Africa is a very deep game strategically. This was only the first game (I think of many others) and I hope to be able to become an expert of this game soon, being a great fan of the entire A&A series. Obviously I await your comments (if you want to participate in this discussion). See you next time.