From: Randy Moorehead Subject: After action/playtest report: Panzers at the Pyramids For anyone interested: After Action/Playtest report: Panzers at the Pyramids (aka Rommel at the Nile) by Simulations Workshop Background: The game currently is in the first stages of local playtesting. It should be ready for blind testing in February, and I will solicit testers at that time. The game system is very similar to Rommel at the Meuse. There are step losses for the Allied units, repair/refit boxes, and some slight changes in the air system. The map is 11 x 17, at 8 miles to the hex, with Alexandria near the upper left corner, Suez in the lower right corner, and Cairo near the middle of the map. Units are battalions and regiments for the Axis, and Brigades for the Allies. Turns are 1 day. The countermix is less than 200 units, including markers. Each side draws (randomly) one option chit before the game begins (each side has 6 different options). This means each game will be different (36 possible combinations) and each side need not reveal what option is drawn until they decide to use it (the "ace up the sleeve"). Set-up: The game covers a fascinating historical what-if: the Battle for Egypt, July 1942. Auchinleck does not relieve Ritchie at Mersa Matruh, and after yet another defeat the 8th Army falls back past El Alamein into the Nile Delta. Rommel and PanzerArmee Afrika pursue. The players: Germans: Barron Oder Italians: Bret Schwarz Allies: Cris Schwarz Vulture, rules interpretations, drink refills: Randy Moorehead The Game: The Allies draw Option 6: Mersa Matruh holds out, which is played immediately. All Axis units are delayed for 2 turns as the 10th Indian Division fights rather than surrender. The German player thinks this is a disaster, as it means the Allies have 2 extra turns to set up their defenses. The 8th Army retreats onto the map, with the 1st SA xx and 5th IND xx heading into Alexandria, while the 7th and 1st Armoured xx's move down the "Barrel Track" towards Cairo. The 2nd NZ xx deploys across the tracks to cover their movement and delay the DAK. The remnants of the 50th xx deploy in the central Delta, leaving Cairo open. This could have been a major mistake, as an Egyptian Army coup could unhinge the Allied defense. The 15th and 21st Pz xx's enter the map, avoiding the coast road which is under constant air interdiction by the Desert Air Force. They swing southeast along the tracks towards Cairo, and slam into the 2nd NZ xx. The New Zealanders are prepared, and knock out some motorized infantry. The 90th Lt xx follows, but is sideswiped by the newly arrived 9th Aus xx. DAK recon units reach Giza, but stop when confronted by British armour. The Allies show that they will play an aggressive game, and counterattack at every opportunity. Unfortunately for them, the movement of the Australians leaves a gap in the Alexandria defenses, which is exploited by the Italian Ariete Armored xx. Half of Alexandria is now Axis controlled. The DAK arrives at Giza, but is now unable to attack for lack of fuel. The Egyptian flak units in Cairo decide to fight on the Allied side, while the Egyptians in Alexandria simply desert. The 9th Aus xx attacks back towards Alexandria, and is surrounded by hordes of newly arrived Italian infantry (i.e.. cannon fodder like the Brescia xx). A whirlwind series of battles develop around Alexandria between the Australians and the Italians, and last for almost a week. DAK finally is able to pierce the Allied line north of Cairo, and attacks the city. Meanwhile, recon units race though Tel el Kebir and Ismailia, capturing valuable petrol stocks. The battle for Cairo turns into another slugfest, and losses mount for both sides. As the game winds down to the last few turns (20 turns in all), the Allies are still wondering what the Axis option is. The end game saw the Allies finally abandon Cairo and fall back towards Suez. The DAK swings northeast towards Ismailia, but will be too depleted to force its way into Suez. With extremely good luck the advance elements seize the train ferry north of Ismailia, and simultaneously reveal their ace: pontoons courtesy of Marshal Kesselring. But the newly arrived British 23rd Armoured Brigade crushes the recon elements, and there is a standoff along the Suez Canal. Meanwhile, the Italians have lost several divisions in the Alexandria area, and the Australians still hold half the city. The Australians prepare to evacuate by sea, and will land at Port Said to anchor the northern end of the Suez Canal line. Victory points: Axis score 1 vp for Alexandria and 1 vp for Cairo. The Allies score 1 vp for Suez, and 1 vp for not allowing any Axis motorized units to exit the east map edge. 2 vp vs. 2 vp is a draw. The game was set up, rules explained, and played to conclusion (20 turns) in 3 hours. The players were familiar with Rommel at the Meuse.