"Results of reconnaissance must reach the commander in the shortest possible time and he must then take immediate decisions and put them into effect as quickly as possible. Speed of reaction in command decisions decides the battle."
I. Move to Contact, 0745 Hours
The northern half of the battlefield is controlled by a long ridgeline running all the way across the map. The top of this escarpment (as well as an area about 6-8 MU south of it along its whole length) should be considered rough terrain. The rest of the map should be considered sand. Both sides receive those units previously allocated from available forces. British units may begin the scenario dug in. They may be placed anywhere on the ridge or the rough terrain beneath it within 10 MU of the western edge of the map. The German player may split his forces as he sees fit between the rough area beneath the eastern edge of the ridgeline and the sand dunes to the south. German units may be placed within 5 MU of any map edge in those areas. |
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The battle will be over when one side no longer has any presence on the map.
Units withdrawn and placed in the third mission do not have their damage repaired or their ammunition replenished.
The winner in this engagement may add the following to their available forces for either of the next two missions:
If British: 2 x MVIIIB Cavalier Walker
If German: 1 x SdKfz 231 (8-Rad) Armored Car
The German player receives an additional eight trucks for this mission, each of which is unarmed. If there are other German trucks present in the scenario, mark the eight record cards of those in the supply convoy with a small "s." Do not let the British player know which trucks are or are not carrying supplies until they're destroyed. The Germans player must split his available forces for this scenario. Some will be escorting the convoy, and some will be placed on or near (within 2 MU of) the two small ridges. The convoy and its escort may be placed anywhere within 5 MU of the western map edge. The British ambush may set up in the middle of the board, no closer than 5 MU to either the northern or southern edges of the map, and no closer than 15 MU to either the ridges or the leading edge of the convoy (thus, at least 20 MU away from the western map edge). The British units have just arrived and may not begin the game dug-in. German units on the ridges may begin dug-in. All terrain in the scenario should be considered rough. |
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If the British player decides that victory is untenable, he may attempt to withdraw his forces off the southern edge of the map. For every unit so withdrawn, a die should be rolled. If the result is a 5 or a 6, that unit may be placed into the order of battle for "The Sieve and the Sand," described below. Units so preserved do not have their damage repaired or their ammunition replenished.
The winner of this engagement may add the following to their available forces for the final mission:
If British: 1 x Matilda Mk. II Tank
If German: 2 x PzKpf IV Aust B "Loki" Walker
III. The Sieve and the Sand, 1000 Hours
Each side sets up on a single large ridge, at least 5 MU wide and 15 MU long. These ridges are rough terrain, as is an area of 2 MU in all directions around them. The rest of the map is to be considered sand. The ridges should be 15 MU apart. Each side may set up anywhere on its ridge or within 2 MU of it on all sides. Any units may be considered dug-in or hull-down as the game begins. Both sides receive those units previously allocated from available forces.
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The first side reduced to three or fewer operating units will lose this engagement.
Hooh-hah... once again, I'm trying to move players away from the total gamer mindset by giving them something other than the minutiae of the rules to think about. In my experience, the best wargames are those that thrust an educational decision-making responsibility upon their players above and beyond maneuver and dice-rolling. Bad decisions can throw the whole battle before the first shot is fired...
Of course, drinking heavily while playing GK can throw entire battles as well, but fun's fun.
All of these Rommel quotes are taken from Desmond Young's fascinating Rommel: The Desert Fox,originally published in the very early 1950s, when many of Rommel's subordinates and colleagues were still living in Germany and easy enough to find and interview. The book is inflected with a very personal tone based on Young's experiences in both the First World War and the Desert War against Rommel, and that tone makes it the exact opposite of dry, turgid history written from a distance. Highly recommended.