A Blunt Battleaxe - AKK  West Front - This version, by Alexander Kuhns revises Rod Coles original "**A Blunt Battleaxe" to incorporate the built-in dynamic visibility scheme that had to be done manually in the original version. Everything else remains the same.

The operation lasted 3 days and 2 nights from AM 15 June to PM 17 June 1941.  Nights are 15-16 June and 16-17 June. Days last 12 turns and nights 4.(Day 3, and the scenario, end after 8 turns) The changeover should be actioned as follows



Playing Notes:

Testers have commented on difficulty in finding one's way around this quite large and featureless battlefield. I understand this is just as it was in reality!! I find the jump map very helpful, and these large desert scenarios are IMO well suited to the Extreme Zoom-out 3D scale,especially for movement. 2d Zoom-out is also useful for orientation

"Battleaxe" objectives were :- (a) to defeat the enemy on the frontier and the area encompassing Halfaya, Sollum, Fort Capuzzo and Sidi Azzeiz; (b) the relief of Tobruk; and (c) exploitation westward to a line Derna -Mechili. To achieve (b) and (c), the taking of Bardia might well be considered important,even necessary.  Historically Bardia was not attacked by the British during "Battleaxe"(air bombing excepted). For playing purposes, the Axis garrison is fixed and no objective value is given go the little town.  The Heavy Artillery Brigade [ARKO 104] is free to deploy from turn 4 . 
The British had some success on the first day, taking Fort Capuzzo, but the final result was a hurried withdrawal from the frontier to avoid encirclement. This major defeat led directly to the replacement of Gen Wavell by Gen Auchinleck as CinC Middle East.

An excellent general reference for the Desert War is............ 
Pitt, Barrie. The Crucible of War: Western Desert 1941. New York: Paragon House, 1989 (hardcover, ISBN 1-55778-232-6).
 The Wikipedia article is good and easy to find ....http://en.wikipedia.org/wiki/Operation_Battleaxe