Designers Notes

Starting Point: First and foremost, everything that is written is designed as a framework for allowing players to run a series of low density CD games which are linked together. The Race to Tunis allows players to do that at an interesting time point in WWII when the odds were fairly equal and with a troop mix that allows for some surprises on both sides. Since ammo loads are limited, and troop density is low, there is an incentive to not throw troops away nor burn ammunition recklessly. The most important item to remember is that nothing in this framework is set in stone - as consider the three possible options for modifying the system:

Option One - Very Small Group: A small group of six to eight CD players decides to play out the campaign - with a limited number of resources available. They divide into three groups - Axis players, Allied players and referees/directing staff. The Directing Staff makes up a set of numbered chits for each side, and allows both sides to pick their units and issue their orders. All movement is carried out by the directing staff and the players shown where the resulting battles are to be fought.

Then each side is allowed to pick ONE table to fight for that "day", with those battles fought out with the resources available to the players. Russians could be used as French troops, Germans could stand in for Italians. The referees can substitute vehicles or just tell players to use the stats for a 75L27 even thought the model is a 76L39. If SS stands end up serving as Italian Infantry, so be it. Each of the two "battles" is then fought out on the table top.

All other battles to be decided by the referees/directing staff as part of a "black box free kreigspiel" exercise. (By this I mean that the referees/directing staff notify both sides of the results of the other battles, and not explain the way that things were done.) Both sides are informed of losses taken, and the reorganization phase takes place on all areas - including those boxes where combat results were decided by the referees.

On the next "day", repeat the process of drawing new units, rolling for weather, and having each side submit movement orders. The referees/directing staff again work out the orders, and again allow both sides to pick one box to fight. All other battles to be decided by the referees/directing staff and both sides are informed the results and the losses taken The reorganization phase takes place on all areas and play goes on to the next day. The campaign continues until bad weather brings it to an end.

Option Two - A Mid Sided Convention: A group of CD players decides to play out the campaign at a local convention, but does not feel that they have the numbers of troops needed or the space. They decide to limit the game to the top three rows on the map, and limit the number of troops as well. Their reinforcement table will look like this:

Axis Allied French*

November 17th 6 4 3

November 18th 4 3 -

November 19th 3 3 -

November 20th 3 3 -

November 21st 3 3 -

The players reduce the size of the troop pool by half as well - with some 23 boxed units for both sides. They have 5 French boxes (3 on board at the start and 2 as reinforcements), 10 British boxes (5 in the at start pile and 5 in the reinforcement pile) and 8 (3 in the at start pile and 5 in the reinforcement pile). The Axis side has 13 German boxes (5 in the at start pile and 8 in the reinforcement pile) while the Italians have 10 boxes. (5 in the at start pile and 5 in the reinforcement pile).

Under this set up the players will be running three tables at a time, with each table needing a referee and four players the first "day", and probably one to two referee’s and up to six players per table after the first "day". This cuts down on the space needed and players - but still allows for a campaign to be run at the convention.

Option Three - A Major Convention: A group of CD players decides to play out the campaign, but is concerned about the use of the two hour "day". They decide to run the game as planned, but with the following schedule to allow for longer games. In addition, in areas where both sides will be dealing with holding missions - battles will not be fought unless the number of players and referees will permit it:

Modified Time Schedule

Friday :

3:00 PM - 5:00 PM Draw troops for the November 17th turn and allow the Axis and Allied High Command time to meet and draw up their plans:

5 PM - 7 PM Set up tables as needed:

7 PM - 10 PM - Fight November 17th Turn

10 PM - 11 PM - Reorganize and draw new units

Saturday:

8 AM to 9 AM: High Commands issue orders, movement carried out and tables set up.

9 AM to Noon: Fight November 18th turn

Noon to 1 PM: Reorganize, draw new units, issue orders, movement and set up tables.

1 PM to 4 PM: Fight November 19th turn

4 PM to 5 PM: Reorganize, draw new units, issue orders, movement and set up tables.

5 PM to 7 PM: Break

7 PM to 10 PM: Fight November 20th turn

10 PM - 11 PM - Reorganize and draw new units

Sunday:

8 AM to 9 AM: High Commands issue orders, movement carried out and tables set up.

9 AM to Noon: Fight November 21st turn

Noon on - Sort troops - declare victory - post mortem on how things went.

Three different ways of doing things - all perfectly legal in the eyes of the author.

Troop Mix: For the record, here is the possible troop mix for both sides in terms of companies/batteries/troops. Since all formations are NOT the same size, nor of the same troop quality or morale, it MUST be viewed as a rough guide only.

Type Axis Allies

Headquarters 11 12

(Regimental or Higher)

Infantry Companies 58 89

Weapons Companies 28 17

Tank Companies 10 18

Other AFV Companies 10 10

AT Companies 10 5

AA Batteries 22 6

Engineer Companies 10 6

Artillery Batteries 31 19

The above listing shows several major differences between the sides involved in Tunis. The Axis High Command was very aware of the pounding that Rommel’s forces were taking from the air in the eastern Mediterranean, and so put a high premium on the landing of AA units. Though intended for airfield and harbor defense, the need for ground based firepower resulted in most of these units being shifted as quickly forward as possible to hold the line.

The Allies show a higher use of offensive units, with their strength in terms of tanks, artillery, and infantry, while the Axis strengths are in terms of defensive weapons, relying on weapons units, engineers, and the already mentioned AA weapons. Both sides used their airborne forces to move quickly and seize territory as needed, though in small "penny" packets and not en masse as needed.

There are number of placements in the OB that are not correct, but which were done for balance. The German FAC’s given to the 1st and 2nd Tunis Battalions are not historically correct - they should be attached to German parachute battalions. However those units have far more firepower - and it makes the Tunis Battalions much more useful to have them present.

Likewise the attachment of the 456th and 457 Light Batteries to the British Para’s and Commando’s was done for the same reason. Those batteries of 3.7" mountain howitzers were sent to Tunisia to be used as needed, and while historically incapable of being air dropped, never the less make a nice little addition to those commands. Since those units lack any heavy weapons save for a 3" mortar, it gives them some indirect fire ability.

Players should feel free to make changes as they feel fit, providing that the relative balance remains between the two sides.

Odds and Sodds Area: The following are two bits of gloss which can be used for fun by the referee’s. The first is the addition of a German unit which was in the process being organized at this time, and which did not see action until December. Nevertheless it is presented below as a what if unit to be added to the German reinforcements.

#46 German Arab Legion (Semi-Motorized)

German (g) elements Experienced, Morale 8

Arab (a) elements, Green, Morale 5

Battalion Headquarters, with

1 command stand (g)

3 Infantry Companies, each with

1 command infantry stand (g)

2 infantry stands (a)

Weapons Company, with

2 MMG stands (a)

1 8cm mortar stand (g)

1 gun crew stand

1 37L45 AT gun

1 light truck

37mm "Drill" Ammo: To go with this, whenever the elements of the 1st Battalion, 1st Armored Regiment roll for damage, they will use a D6 instead of a D10 for effects (A roll of a six counts as a roll of a (0) for a critical hit.) The reason for this is that the 1st of the 1st was sent off to war with a load of ammo that was to have been used up on live fire practice, and not to be used in combat. Due to the speed that Operation Torch was carried out, the drill ammo was not used as planned, and instead expended in Tunisia in combat. Only the 1st of the 1st is subject to this restriction.