On the campaign map the previous game in the centre reflected a game between two armoured forces.
Orders of battle are...
3 x HQ
3 x Reconnaissance Units (A/C and Carriers)
6 x Infantry
3 x AT (no more than half can be 6 pounders)
4 x Matilda and Valentine Tanks
2 x Artillery (25 Pounder and 5.5” Gun)
Additionally Allied forces can add 6 improved positions and 12 minefield hexes.
4 x Reconnaissance -(2 x AC, 2 x Armoured Infantry)
8 x Tank (2 x PzII, 5 x PzIII, 1 x PzIV)
2 x Infantry
2 x AT Guns (one SPG)
1 x Artillery (SPG)
1 x 88mm Gun
|Allied forces pick their base edge to defend.|
|Axis forces move the escarpment into the centre.|
|The end position is used as a guide for setting up the tabletop.|
The advance quickly slowed down and a few tanks that strayed too close to the escarpment were lost to AT guns. As the direction of the attack became known Allied tank and armoured car forces were pushed to bolster defences.
|Axis forces attack the Allied left flank.|
|Any Axis breakthrough was blocked by Allied armour.|
Axis infantry was rushed up to assist with taking the rough terrain, as their tanks took on the well armoured Matilda tanks. As the afternoon progressed Axis tank numbers prevailed and a breakthrough was achieved.
|A hard earned breakthrough is achieved in the afternoon.|
|Campaign map after Allied forces retire one zone.|