Tell El Eisa

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Tell el Eisa

- Destruction of the Sabratha division.


Setup order

1 x1
Cote 24

2 x1

3 x12
Crête de Tell el Eisa

4 x6
Cote 33

5 x1

6 x6

Mer 7 x9
Méditerranée

8 x1
Historical Background
On the 30th of June 1942, the victorious but exhausted Axis units arrived in front of El Alamein, the last British line
before Alexandria. In order to weaken Rommel troops, General Auchinleck ordered to attack the Italian Infantry 9 x6
divisions. In the early morning of the 10th July, the 26th Australian Brigade, supported by the "Valentine" tanks of the
44th RTR, infiltrated along the Mediterranean coast and attacked on the flank of the Sabratha Division entrenched
around Tell el Eisa ridge. The Italian division broke up and lost several Artillery batteries and two regimental HQ. After
that battle, the Sabratha Division had no more military value. But for Rommel, the main loss was the destruction of his
interception radio unit which allowed him until this time to know the orders and decisions of the British Command
during the battles.
The stage is set, the battle lines are drawn, and you are in command. The rest is history.

Briefing
Axis player [Italy] : 6 command cards.
Allied player [Australia] : 6 command cards, you move
first.

Conditions of Victory
6 medals.
The capture of the Italian HQ is a permanent medal
objective for the Allied player.

Special Rules
- Use "BCF Command" rules (Nations 5) to all Allied
units.
- Use "Royal Italian Army" rules (Nations 6) to all Axis
units.
- Use "North African Desert" rules (Actions 9).
- Use "Night Attacks" rules (Actions 19).
- The Axis player lays out the minefields (Terrains 29).
(6 mines = 2x0, 1x1,2,3,4).

Symbols & Graphics Copyright (c) 2004 - 2020 Days of Wonder, Inc.
Produced with permission, for non-commercial use only.

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