Firestorm Gazala Turn 2

Greetings everyone and welcome to turn 2 of Firestorm Gazala.  If you check out our youtube channel you will find what happened in turn 1 here and then the battles you can fight in turn 2 here.

The situation as of Turn 2

First off, if you are joining in our campaign and missed turn 1 please look at the turn 1 article here which details the rules and provides a bit of an FAQ.

There are 5 Battles to play this turn as Rommel continues his right hook bypassing the main British defense line.  The Germans have committed all their fuel reserves for this turn and are banking on taking the supply depot in B7.  

Battle 1 C6 into B6

A tough battle for the Germans.  The 25pdrs combined with the Grants is a total of 32pts extra for the British and has a lot of AT.  If you face a gun line remember a maneuver stance may be to your advantage.  Win this and Tobruk is threatened.

German player is the attacker and has the following Firestorm troops.

Panzer Regiment 5 – 21th Panzer Division – 
Reinforce your company with a Panzer Platoon with three Panzer III (short 5cm) and one Panzer III (long 5cm).  Equivalent to 22pts.

132°Divisione Corazzata ‘Ariete’- Reinforce your company with 4 x M14/41 tanks.  This is the equivalent of 9pts.

The British player gets the following firestorm troops.

4th Armd. Bde. – 7th Armoured Division  – Reinforce your company with a Grant Armoured Troop, with three Grant tanks, equivalent to 18pts

1st Artillery Regiment 2nd South African Division -Reinforce your company with 4 x 25pdrs the equivalent of 14pts

Battle 2 C4 into B5

With wire and mines this will be challenging for the Germans. Again don’t let a 6pdr gun line draw you in. 


German player is the attacker and has the following Firestorm troops.

Panzer Regiment 8 – 15th Panzer Division – 
Reinforce your company with a Panzer Platoon with three Panzer III (short 5cm) and one Panzer III (long 5cm).  Equivalent to 22pts

JU87 Stuka Dive Bomber Flight – Reinforce your army with a JU87 dive bomber flight equivalent to an extra 9pts.

The British player gets the following firestorm troops.

2nd Armd. Bde. – 1st Armoured Division  – Reinforce your company with a Grant Armoured Troop, with three Grant tanks, equivalent to 18pts

Hurricane Tank Buster Flight – Reinforce your company with a Hurricane Tank Buster flight the equivalent of 9 pts

Fortified – Due to the area being fortified the british player may add 5pts to their force OR deploy 2 minefields (regardless of mission and in addition to any others allowed by a mission).

Battle 3 C6-C8

Take the allied airfield away and secure 10Vps.

German player is the attacker and has the following Firestorm troops.

CR42 Falco Assault Section – Reinforce your company with a CR42 Falco Assault Section, equivalent of 5pts.

The British player has no Firestorm Troops and is also out of supply’s.  At the start of the battle roll a dice and apply the following affect based on the result,

1. Morale reduced – all morale based rolls have a -1.  So a confident 4+ unit becomes a 5+ for motivation.  This also reduces affects such as British bulldog and protected ammo.

2-3. Low on fuel.  Any time a vehicle team moves or takes part in an assault roll a dice.  On a roll of a 1 it runs out of fuel.  When out of fuel a vehicle can’t move for the rest of the game.  It may shoot as normal.  It may fight in an assault if assaulted but with -2 to its assault value.  Eg if veteran 3+ it’s assault would now be 5+.

4-5. Low on ammo.  Whenever a unit (unit not team) fires roll a dice.  On a 1 that unit becomes low on ammo and for subsequent shooting will always use its moving ROF.  A unit low on ammo may not fire a bombardment.

6.  The unit will fight to the death.  It is +1 to its its morale value.  Eg a fearless unit with 3+ motivation is now 2+.  This also applies to specific rolls such as protected ammo and British bulldog.  

Battle 4 C7 -B7

A key battle!  Win this and the Germans gain a supply depot, vital for turn 3.  Just like Rommel we are taking a big gamble here.

German player is the attacker and has the following Firestorm troops.

JU87 Stuka Dive Bomber Flight – Reinforce your army with a JU87 dive bomber flight equivalent to an extra 9pts.

Ernest Rommel –  All of your Formation Commanders have their Command Leadership range increased from 6″/15cm to 8″/20cm.  If you win the game you gain one extra Victory Point.  If you lose the game you lose one Victory Point.

The British player is the defender with the following Firestorm troops.

10th Indian Brigade Group – Reinforce your company with a Rifle Platoon with 7x Bren Gun& SMLE rifle teams, 1x Boys anti-tank rifle and 1x 2-inch mortar. The Troop also has the Indian Motor Company Card the equivalent of 12 points.

Battle 5 C2-C5

Taking C5 will secure the right flank and also capture the Indians gaining additional VPs.

The German player is the attacker and has the following Firestorm Troops.

Infantrie Regiment 200 – 90 Leichte Afrika Division – 
Reinforce your company with an Africa Rifle Platoon with 4x MG34 teams, 1x 2.8cm anti-tank rifle, 1x sMG34 HMG and 1x 8cm mortar. In addition, they have the card Softskin Transport. This is the equivalent of 11pts.

27° Divisione ‘Brescia’ – Reinforce your company with a rifle platoon of 9 x Breda MG & Carcano rifle teams and use the card Legions of Rome the equivalent of 7 points.

The British player is the defender with the following Firestorm troops.

3rd Indian Motor Brigade  – Reinforce your company with a full motor platoon with the softskin transport card and Indian Motor Company Card.  This is the equivalent of 10pts.

Good luck, and have fun!