BRITS AT 2nd EL ALAMEIN by Joni Nuutinen

LINKS:
⊕ Play Store
⊕ Amazon
⊕ free
⊕ local apk
British Offensive to push through the Axis defenses to achieve a breakthrough along the coastal road and crush the Axis forces in North Africa to secure the Mediterranean for the Allies.

⊕ Taking place from: 1942-10
⊕ Map size: 1380 = 43 x 30 hexagons
⊕ Specials: Fuel and Ammo delivery (moveable fuel depot, plus fuel and ammo trucks), no generals.
⊕ Released: 2018-11
WELCOME:
Second Battle of El Alamein: British Offensive is a turn based strategy game which takes place in the North Africa during the Second World War.
Historical background: In the summer of 1942 Axis forces operating in North Africa ran out of steam in front of El Alamein while trying to advance into Egypt and seize control of Suez Canal. Lacking fuel due to overstretched supply lines and Allied control of Mediterranean sea, the only thing Germans and Italians could do was to dug in and brace themselves for the British offensive. Commander of the British 8th Army, Montgomery, resisted calls from impatient Churchill to attack immediately, and instead kept stockpiling resources to launch an overpowering offensive to crush Axis forces once and for all. Montgomery knew that the limited fuel meant that Axis forces could not do any grand back-and-forth maneuvering, and as a result, if British could push through the rigid Axis defense line and handle the one defensive armored Axis counter-strike, British forces could advance along the coastal road and cause the total collapse of Axis position in North Africa, securing the Mediterranean for the Allies
VICTORY CONDITIONS:
The game ends when British forces control OVER 80 Victory Points. A total of 90 Victory Points available in this particular campaign.
QUICK TIPS: Settings: You can change hexagon size, city icons, unit icons, and many other aspects from settings, or via the four round buttons in the upper-left corner of the gaming view. 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. TMP-system: By controlling Key Tactical Locations (green diamonds) you will gain TMPs (Tactical Move Points), which can be used to move between two hexagons sharing Tactical Route (yellow-green arrow between the hexagons) without losing regular MPs.
CAMPAIGN NOTES:
Victory Conditions: The campaigns ends when British forces control OVER 80 Victory Points (VPs), which are gained from the cities. A total of 90 Victory Points available in this particular campaign.
To achieve some type of balance and challenge in this campaign (in which the Allies have numerical, fuel, and logistical superiority, it is assumed that Axis Convoy losses have not been at their maximum before the Second Battle of El Alamein (giving Axis forces some replacements and fuel to maneuver a little bit).
Australian and New Zealand infantry drawn with a different icon, but the unit type and replacements are British Infantry type.
Axis minefields are represented as weak dugouts to better simulate the effect they had and to reduce the number of units types, not to mention visual confusion with minefields by player.
New type of terrain: # SA: Soft Desert Sand [SA]: Heavy units like tanks will lose 1 extra move point (= applies to non-infantry units).
British Fuel Depot, Fuel Truck, and Armoured units can only refuel from the city of El Alamein and El Imayid. Trucks can also refuel from Depots, and combat units can refuel from either trucks or depots.
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 El Alamein and El Imayid.
Italian and German Motorized units are considered infantry because of chronic lack of fuel. They might occasionally receive extra MP. Couple of the Corps-level Bersaglieri regiments (not part of any division) are combined to one Italian Bersaglieri division in this campaign.
German Special Forces units (288th Special Service Unit & Keil Group) are included as German Paratroopers.
Cities include cities, villages, and some key natural spots. Hills cover anything from higher ground to actual mountains.
Removed Skills (as compared to Rommel And Afrika Korps game) since time scale is based on hours and days (not months and years).
Player can, from time to time, exchange 20 TMPs to one new Fuel or Ammo Truck, representing the RAF airlift to North African battlefield.
Historically 10th Panzer was moved into North Africa as an emergency measure in the later stages of Axis African campaign. However, to balance this campaign out (many players prefer som type of a big last stand battle) is it included in this campaign as a historical what-if German reaction to collapsing front lines to offer players at least something to do in the last stages.
Difficulty Level affects on the initial amount of fuel available and various other factors.
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.
Scenario Specific documentation 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.
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-- FAQ (Frequently Asked Questions) about game series overal
-- Developer Log: tidbits about military history and scenario updates
-- Sortable Table of all campaigns