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0622_01: Operation Herkules_Alt - PzC 11 El Alamein '42

0622_01: Operation Herkules_Alt Image
Tiller Operational Campaigns Ladder

0622_01: Operation Herkules_Alt

By Saunders & Blackie (edited: Williams)
Axis 0 - 0 - 1 British
Rating: 3.15 (2)
Games Played: 1
SM: 3
Turns: 30
Type: Custom
First Side: Axis
Second Side: British
Malta, June 21st 1942: This quote, from Italian Count Ciano, sums up the situation of 1st Panzerarmee in North Africa, "Because of the revival of Malta as an air base and the numerous sinkings in the Mediterranean, supplies for the First Panzerarmee have fallen far below normal requirements. Unless Malta is weakened or paralyzed once more, this situation cannot be remedied." The plans to take Malta had long been on the drawing board, indeed, some Axis strategists deemed it essential to crush this island for the war in the desert to succeed. [Size, medium]

It has been suggested that this scenario is best played against the AI.
Player Voting Stats
Member Balance Enjoyment
zorak's Profilezorak Moderately Pro British 5
Kool Kat's ProfileKool Kat Totally Pro British 1
Gaming Records
1st Side Player 2nd Side Player Result Score
British zorak's Profile zorak vs. Many Mariuses Many Mariuses's Profile Axis British Major Victory 54 6
Kool Kat
Major General
Kool Kat Thu Jul 04, 2019 12:43 pm
This scenario is broken! Using the Alternative Assault Rules makes it virtually impossible for the Axis player to assault bunkers. Several Allied bunkers have same hex supply sources that makes it impossible to isolate the bunkers from supply even when surrounded for the majority of the game! Majority of victory hexes are protected by bunkers within villages or towns giving the Allied defenders -50 or -60 defense benefits! Axis artillery and Stukas register "no effect" combat results against - you guessed it - the Allied bunkers. The only marginally effective Axis unit against Allied bunkers is the Italian navy. However, the Italian navy (Morale E) stays on station for approximately 6 turns, units fire on average once every 3 or 4 turns and then the navy withdraws on Turn #16! Reminder, this is a 30-turn scenario! Since the Allied bunkers can't be reduced, the Axis commander is forced to divert nearly half his entire invasion force to contain the enemy bunkers - further weakening his offense and siphoning away much needed strength from the front lines. Played 16 turns of this broken mess before my opponent gracefully agreed to end our game and not report it. Please remove this scenario from the game database. Thanks!
Regards, Mike / "A good plan violently executed now is better than a perfect plan executed next week." - George S. Patton /