Afrika Korps
Overview
A classic two-player wargame simulating the Western Desert Campaign in North Africa during World War II. One player commands the Axis forces (German and Italian) and the other the Allied forces (British, Australian, New Zealand, Indian, South African). The game covers approximately 700 miles between El Agheila and El Alamein. Players alternate turns moving units and conducting combat, with the Axis attempting to capture key objectives while the Allies defend and counterattack.
Components
- 1 Mapboard (hexagonal grid covering the Western Desert)
- Unit counters (Blue = Allied; Red = Axis)
- Each unit shows: Attack factor, Defense factor, Movement factor
- CRT (Combat Results Table)
- Terrain features: Escarpment, Qattara Depression, Fortress, Coast Road
Setup
Units enter the board according to the historical Order of Battle schedule. The Axis player begins with forces entering from the German Home Base (W3), and the Allied player deploys from the Allied Home Base (J62). Units arrive on specific turns as listed in the scenario setup.
Turn Structure
Each game turn represents half a month. The Axis player moves first, then the Allied player. Each turn:
- Movement Phase: Move units up to their movement factor.
- Combat Phase: Resolve attacks against adjacent enemy units.
Actions
Movement
- Units move through hexes, spending movement points per hex entered.
- Coast Road: Units on the coast road move at enhanced speed.
- Escarpment: Restricts movement; units must use passes.
- Qattara Depression: Impassable to most units.
- Supply: Units must trace a supply line back to their home base. Unsupplied units have halved combat values and cannot advance after combat.
Combat
- Combat is mandatory between adjacent opposing units.
- Attacker totals attack factors vs. defender’s defense factors to determine odds ratio.
- Roll on the CRT to determine results (exchanges, retreats, eliminations).
- Fortress defense: Tobruk and Bengasi provide defensive bonuses.
- Units may not retreat into enemy-occupied hexes or impassable terrain.
Scoring / Victory Conditions
The Axis player wins by capturing both fortress cities (Tobruk and Bengasi) and advancing to El Alamein, or by achieving specific territorial objectives. The Allied player wins by preventing these objectives or by driving the Axis back to El Agheila.
Special Rules & Edge Cases
- Supply lines: Critical mechanic. Units cut off from supply are severely weakened.
- Replacement units: Both sides receive reinforcements on scheduled turns.
- Fortress rules: Tobruk and Bengasi have special defensive properties.
- Unit sizes range from Battalion to Army Group, with varying combat and movement capabilities.
- The Qattara Depression creates a natural barrier protecting the Allied southern flank.
- Nationalities include: Australian, New Zealand, Indian, South African, Italian, German, British.
Player Reference
Unit Types
| Type | Symbol |
|——|——–|
| Infantry | Rectangle |
| Armor | Oval |
| Artillery | Various |
Unit Sizes
| Symbol | Size |
|——–|——|
| XXX | Army Group |
| XX | Division |
| X | Brigade |
| III | Regiment |
| II | Battalion |
Key Locations
- German Home Base: W3
- Allied Home Base: J62
- Fortresses: Bengasi (H2), Tobruk (G25)