Sunday, 11 October 2026

'Thanksgiving in Tunisia': the Attack on Terourba, Dec 1942

 Another WW2 'Battle Command' game - this time in Tunisia, at the 'company scale' (one base is one company, as per the game's older cousin 'Field of Battle WW2'). 

'Just look at that archway Hans...very poor brickies around here!'
The newly arrived 10th Panzer faces an eclectic collection of British armour and infantry and a hastily put together 'Blade Force' of US armour, in a bid to take the towns of Chouigui and Terourba. The scenario is taken from the old 1996 vintage 'Rommel's Battles' scenario book for the 'Clash of Armor' system. 

' 'ere Nobby..the yanks 'ave arrived...put the kettle on mate!'

The Germans have three Kampfgruppes, and are positioned to make a pincer movement attack in grand style and swamp the 'green' US units and demoralised British armour...or not, depending upon how the game goes.

 Once more, these rules use opposed rolls, and eminently sensible rulings revolved around an elegant card mechanic, rather than hosts of tables and needless modifiers, which I simply no longer have the patience to wade through. Once learned - the game runs off a single piece of paper with very little 'crunch' or reference to the rules - AND, with suitable hacks, it plays at one base = squad, platoon or company - depending on the scenario level preferred (all detailed within the rules) - with a separate QRS for each. That's what I want for my WW2 game - not twelve competing systems which I have to learn which end up in wasted effort, as I see with most rules...BC:WW2 is seamless in this regard (and full version is out very soon). 

A well designed card mechanic, opposed rolls mechanics, and asset management systems which are VERY innovative (HMGs, Mortars and artillery - depending on rules level) ; all uniquely well oiled and seamless systems, which simply work. WW2 does NOT have to be complex...but it DOES have to be challenging...this solves that old conundrum for me.

Kampgrupper Neider, moving on the Allied left...with armour and an 88

The German attack on Chouigui develops

...as British armour defends their left

...and Blade Force moves to assist - their flank will be horribly exposed as Chouigui falls

'Kampfgruppe Ost' takes the high ground, before moving up its infantry the the German left flank in a bid to take Terourba 


The well planned German assault upon Chouigui- textbook and flawless...but this will be the pinnacle of the German attack

On the Allied right, things are very different...with US armor using numbers to hide its relatively poor quality

Given confidence with its attack on Chouigu, the Panzer Grenadiers use smoke to move on Terourba...but the British troops, well ensconced in cover, defend their positions, at great cost to the German infantry

The German left...with US armour massing at top of pic, British armour off to the right, near the captured Chouigui


With a distinct initiative advantage over two turns, the allies manage to make some flanking moves...which, with poor units and armour, is exactly what they need...

...while the British manage to hold on, on the left

The allies are starting to form a defensive perimeter, which slowly, slowly, bleeds the German force's morale down, though Allied morale is also low.

This final attack with two German battalions is the decider, and fire and close assault is stopped by Allied fire and artillery - kept in reserve for this very attack.

...even the Panzers are suffering

A last ditch effort by Kampfgruppe Neider comes to naught - it is too late to affect the battle now...

A desperate attempt to move a battalion of Panzer Grenadiers to the German left comes to naught as it is outflanked by accurate (VERY accurate) long range fire, from Allied armour on the high ground


A perimeter which will not break


The German attack on the Allied right, on Terourba, is forced back - Army morale for both sides is low, but the Allies are now taking cards from German units that get hit...

They think it's all over! It is now...

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