AXIS ENDGAME IN TUNISIA by Joni Nuutinen

LINKS:
⊕ Play Store
⊕ Amazon
⊕ free turn-limited at Amazon
⊕ local turn-limited APK to to sideload
The Allies are regrouping after the failed run to Tunis, the British 8th Army is still far away, and the Allied stranglehold on the Axis supply routes from Europe to Tunisia is not yet fully working. This is the chance for the Rommel-led Axis units to try to flank the most advanced Allied divisions by attacking via the Kasserine Pass, seizing the Allied fuel depots, and using that extra fuel to drive Panzers all the way to Bone (Allied supply source in the NW corner). If successful, this maneuver can turn the tide of WWII in North Africa, and prevent the collapse of the Axis armed forces in Tunisia.
⊕ Taking place from: 1943-02
⊕ Map size: 2400 = 40 x 60 hexagons
⊕ Specials: Fuel and ammo delivery. Three separate fronts: Panzer attack itself (kasserine Pass), northern infantry front, and Italians vs British 8th Army.
⊕ Released: 2022-05
WELCOME: Axis Endgame in Tunisia (Kasserine Pass) is a turn based strategy game which takes place in North Africa during the Second World War. The Allies are rebuilding and regrouping after the failed run to Tunis, the British 8th Army is still far away, and the Allied stranglehold on the Axis supply routes from Europe to Tunisia is only just starting to severely reduce the flow of resources. This is the perfect chance for the Axis units concentrating in Tunis to try to flank and encircle a handful of the most advanced Allied divisions by attacking via the Kasserine Pass to take on the inexperienced Americans, seizing the Allied fuel depots located behind the city of Tebessa, and using that extra fuel to drive Panzer Divisions all the way to the city of Bone (northwest corner). If successfully carried out, this difficult maneuver might, once again, turn the tide of war in North Africa, and maybe even prevent the notorious collapse of the Axis armed forces in Tunisia.
VICTORY CONDITIONS: The game ends when Axis forces control over 110 out of 130 total Victory Points.
QUICK TIPS: Fuel and ammo trucks plus Fuel Depots can be refilled from any Axis supply city (marked with the letter 'S' and a yellow circle around them). Unit markings: Lower left corner shows HPs (Hit Points), upper left corner shows the number of MPs (move points), right side has several type of markings: warnings on red, attached resources on white, ground information (what's under unit icon) is marked on green. Zooms buttons (Z) are located on upper-left corner. Combat core concepts: adjacent units critically support each other in battle: encircling is often more efficient than using brute-force direct attacks.
CAMPAIGN NOTES:
Victory Conditions: The game ends when Axis forces control over 110 out of 130 total Victory Points (VPs), which are gained from the cities.
Originally this campaign was supposed to be a smaller scale scenario, but the since the various segments of the battlefield are interconnected (as units move back and forth between them), this undertaking eventually evolved into covering the entire fall-of-Tunisia map and time scale. Since capturing the Allied fuel depots historically directed the direction Axis forces were forced to attack, this is also the case in this scenario. You can freely attack into alternative directions, but that makes the already difficult act of balancing the fuel usage even more challenging.
Artillery and Airforce units can only bombard enemy when they have Ammo, which can be re-stocked by using Ammo Trucks, which themselves can re-stock from any Axis supply city. Naturally, artillery units can also directly visit a supply city to restock ammo, but this is only practical if the front line is near a supply city. Restocking ammo from a city does not depend on the fuel status of that city.
Axis Fuel Depot, Fuel Truck, and Armoured units can only refuel from the Axis supply city (marked with S and yellow circle around them). Trucks can also refuel from Depots, and combat units can refuel from either trucks or depots. Fuel Depot can also GIVE its fuel to any own supply city it moves into IF depot is full of fuel, this allows transporting fuel from city to city.
Out of fuel unit that has both HPs and MPs can use HP2FU button (that replaces the INFO button when unit has no fuel, but has MPs and HPs) to exchange one HP to one fuel. Air force unit out of fuel can use this feature too, in which case the HP loss will occur to the closest own moveable unit with HPs. Fuel saving tips: If all fuel consuming units in an area are concentrated enough, then the depot can refuel them directly, freeing up any Fuel Trucks to go elsewhere or direct from supply cities directly to support the fuel flow to the front line. Air force units can also use one or two fuel points to rebase nearer the rear area and the road on which the supply flows, making it much quicker to refuel the air force units (although, this obviously reduces their offensive role).
Axis units BOTH in north and south will slowly emerge into play to represent both the refitting/recovering they are doing, the refusal of commanders of that area to go on offensive, and to force historical timeline around the major developments. In addition, some of the legendary Afrika Korps units are only in play as remnants to reflect the fact that those units were shredded to pieces during the earlier battles. Bersaglieri units have their own graphic but will be counted as Italian infantry int he stats.
Player can, from time to time, exchange 20 TMPs to one new Fuel Truck with 10 units of fuel in it, representing the emergency fuel Luftwaffe airlifted to North African battlefield from Crete.
Some of the newer code mentions 'province', but since this small-scale game does not include actual provinces with borders, this usually implies to hexagons within the range of two from the city.
Most of the few Axis reinforcements will arrive in Tunis. However, the units released in play after being prevented from attacking will simply emerge near the frontline during the first 20 turns.
Cities include cities and villages, and some key natural spots. Some coastal cities have been slightly relocated to keep the distance between supply cities fairly standard to allow fuel consuming units travel between them without getting stuck being out of fuel and therefore always needing a separate fuel truck to escort them, this allows moving of fuel consuming motorized units along the coastal area. Hills cover anything from difficult terrain, higher ground to actual mountains.
German 192nd Regiment will start with zero HP to reflect the earlier German losses withdrawing from El Alamein. The sole Gebirgsjäger unit is simply represented as German paratroopers type since there are already a large number of unit icons in play.
Mountain ranges have tiny amount of variation in them per each game. Uncommon type of terrain: # SA: Soft Desert Sand [SA]: Heavy units like tanks will lose 1 extra move point (= applies to non-infantry units).
Setup mode: Unfortunately many aspects of this particular scenario are pre-set in a way that the SETUP MODE would allow player to completely surprise the AI. However, there are a setting to relocate Italian Infantry units from Mareth Front to Kasserine front.
Scenario Specific documentation and unit types that includes links to more generic documentation on how the game series and the underlying game engine works.
To get a feel play the free turn-limited demo version (sideload or Amazon App Store), while screenshots are available on the app stores. No ads or tracking in these either.
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