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943-44, What If?

Italy 1

Game Design: Ty Bomba


BM-011 ©2021 Bonsai Games.
Contents 1.0 INTRODUCTION
1.0 Introduction ................................................................. 2 1.1 In General
2.0 Components ............................................................... 3 Rommel’s Last Stand: Italy 1943-44, What If? (RLS) is an
3.0 Set Up ........................................................................ 4 low-complexity, two-player wargame simulating the possible
4.0 How to Win ................................................................. 4 events that could have unfolded during the first 30 days of
5.0 Sequence of Play ....................................................... 5 this alternative history World War II campaign. A complete
6.0 Stacking & Fog of War ................................................ 6 game generally takes two to three hours to complete, and it is
7.0 Zones of Control & Hex Control ................................. 7 suitable for solitaire play.
8.0 Reinforcements, Replacements & Withdrawals ......... 7
9.0 Supply ........................................................................ 8 1.2 Scale
10.0 Movement ................................................................... 9 Each hex on the map equals 5 miles (8 km) from side to
11.0 Combat ..................................................................... 11 opposite side. Each full turn represents two weeks to two
months, depending on the time of year. Every ground unit
represents a regiment, brigade or division of about 2,500 to

Credits 12,000 men and/or 50 to 350 armored fighting vehicles.

Design: Ty Bomba 1.3 Allied Forces


Development: Yasushi Shikauchi Allied forces are organized into two groups: those of the
Playtesters: 
Ty Bomba, Christopher Perello, Alan Snider, United States (US) and those of the United Kingdom (UK).
Robert ‘Smitty’ Smith, Yasushi Shikauchi, Satoshi Haneda, All units printed with a green background color are referred
Nao Kawamura, Yasushi Nakaguro to as “US units,” and they share common strictures based
Game Map & Counters: Yasushi Nakaguro on that identification. All units printed with a tan background
color are referred to as “UK units,” and they share common
©2021 Bonsai Games strictures based on that identification. Of course, within both
Matsubara, OSAKA those groups there are units from nations other than the USA
Made & Printed in Japan. and Britain. For our purposes, however, it is only the US/UK
distinction that has significance in regard to game play. It a
NOTE: These rules use the following color system: Red for rule is said to apply to “Allied units,” it applies to all US and all
critical points such as errata and exceptions, Blue for example UK units.
of play. Green for designer's comments.
1.4 Italian-Yugoslavian Border
Historically, this border was drawn in 1919, and then redrawn
in 1941, 1944 and 1945. The one on the game map is from
1919, since it represented the internationally recognized
boundary between those two nations. In the game, both
nations’ territories are potentially in play; however, the German
player receives additional reinforcements if the Allied player
sends forces into Yugoslavia. See 8.5 for details.

1.5 Compass Directions & Map Edges


Compass directions are shown by the arrow the printed in the
corner of the mapsheet. For play purposes, the “north map
edge” is made up of all hexes from 4205 to 4244, inclusive.
The “west map edge” is made up of all hexes from 4000 to
2100, inclusive. The “east map edge” is made up of all hexes
from 4244 to 2943, inclusive. The “south map edge” is made
up of all hexes from 1009 to 1035, inclusive.

1.6 1943 Turns & 1944 Turns


If a rule is said to be in effect only during “1943 turns,” that
means it is applied during Turns 1, 2, 3 and 4. If a rule is said
to be in effect only during “1944 turns,” that means it is applied
during Turns 5, 6, 7, 8.

2 BANZAI MAGAZINE EX 11 - Rommel's Last Stand: Italy 1943-44, What If?


German Mechanized Units
2.0 Components
Panzer
2.1 In General Heavy Panzer
The components to a complete game of RLS include these Panzer Grenadier
rules, the mapsheet and the sheet of 99 die-cut counters.
German Non-Mechanized Units
2.2 Game Map Infantry
The game map shows the militarily significant terrain in the Mountain Infantry
northern part of Italy as it existed in 1943-44 when portrayed Paratroops*
at this scale. The hexagonal (“hex”) grid printed over the
Allied Units
map regulates the placement and movement of units. A unit
is considered to be in only one hex at any one time. Each Armor
hex contains natural and/or manmade features that affect Infantry
movement and combat. Each hex on the map has a unique, Mountain Infantry
four-digit identification number printed within it. They’re Airborne*
provided to help you find referenced places more quickly. For Special Forces
example, the city of Venice is in hex 3426. Those numbers
*Design Note. Neither side’s airborne/paratroop units have
also allow you to record unit positions if a match has to be
any airdrop capabilities, and they are to be treated as regular
interrupted and taken down before it can be completed.
infantry.

2.3 Unit Counters


The orders of battle (also referred to as “units” and “unit-
2.6 Nationalities & Sides
counters”) represent formations that were historically available On the Allied side, a unit’s national group, is shown by its
for this campaign. That is, the orders of battle are derived from color scheme. On the German side, color is used to designate
what was historically deployed in Italy by the Germans and the difference between mech and non-mech units.
Allies during this period of the actual war. Additional counters
are provided as informational markers and memory aids. After Allied Color Schemes
reading through these rules, punch out the counters. Trimming US units: white on green
the “dog ears” from their corners with a fingernail clipper will UK units: white on tan
facilitate their easy handling and stacking during play.
German Color Schemes
Mechanized units: white on black
2.4 Sample Combat Unit
Mon-mechanized units: black on gray
Front Organizational Sizes Back
Arrival Turn
Unit Type 2.7 Historic Identifications & Organizational Sizes
Nationality Unit ID
Individual units are further identified by numbers and/or letter
Attack Defense
Factor Factor abbreviations. The abbreviations refer to the historical name
(for those that had them) or other designators.

This unit is the US 1st Armored Division. It has an “attack


German Abbreviations
factor” of “7” and a “defense factor” of “6.”
Do – Doehla Cr – Croatian
Also note the backs of the units contain no numeric or text
J – Jaeger R – Reserve
data. When the back of a unit is showing upward, it is said to
be “disrupted.” See sections 5.0, 10.0 and 11.0 for details on
UK Abbreviations
that.
C – Canadian Cdo – Commando
Cp – Carpathian G – Guards
2.5 Unit Types
In – Indian It – Italian
The units in the game all belong to one or another of the
K – Kresowa Nm – Nembo
following types. When these distinctions are important in
NZ – New Zealand P – Polish
regard to specific movement, combat and replacement
SA – South African
capabilities, the details are explained at the most pertinent
places in the rules below.
US Abbreviations
A – Algerian Col – Colonial
Note the distinction between mechanized (“mech”) and non-
F – Free French M – Moroccan
mechanized (“non-mech”) units is only important for German
MT – Moroccan Tabor Rgr – Ranger
units. All Allied units are mechanized.
SSF – Special Services Force

BANZAI MAGAZINE EX 11 - Rommel's Last Stand: Italy 1943-44, What If? 3


Organizational Sizes Note that all units of both sides are setup on the map, or
XX – Division X – Brigade entered during the movement phases, in their undisrupted
III – Regiment II – Battalion state; that is, with the sides showing their numeric and textual
data facing up.
2.8 Attack Factors (AF) & Defense Factors (DF)
These numbers are measures of each unit’s ability to engage 3.2 Allied Set-Up
enemy formations in offensive and defensive combat. When No Allied units begin play on the map. Instead, the Allied
referred to together, they are called combat factors (CF) Their player should place the Turn marker and all US units with a “1”
use is explained in section 11.0. in their upper-left corners into any handy large-mouth opaque
container, such as a coffee mug or cereal bowl. He should
Also note that the AF and DF of both sides’ division-sized units then place all UK units with a “1” in their upper-left corners into
are always shown as separate number, even in those few a second container of the same type. Those two containers
cases where they are identical. All the non-divisional (brigades, are referred to as unit “pools.”
regiments, battalions) have only one combined CF in order to
make them easier to differentiate from divisions. He should next place all other Allied units into the boxes on
the Turn Record Track that correspond with the numbers
2.9 Movement Factors (MF) printed on those units’ upper-left corner. For example, the US
Unlike most wargames, the units’ movement factors (MF) 1st Armor Division, with a “3” in its upper-left corner, should
are not printed on the counters. Those MF are shown in the be put into the “Turn 3 / November 1943” box of that track.
table below, which is also printed on the mapsheet for easy Last, he should set aside within easy reach the Aerial Supply,
reference during play. Amphibious Invasion Beachhead and Bomber Support
markers.
Movement Factors Table
German Mechanized 16 3.3 German Set-Up
Turns 1-6 Non-Mechanized 8 The German player should first put all his units with an “1” in
their upper-left corners into a large-mouth opaque container,
German Mechanized 12
such as a cereal bowl or coffee mug (and separate from the
Turns 7-8 Non-Mechanized 6
two containers used for Allied units). That container his called
All Allied Units All Turns 16
a unit “pool.”

2.10 Markers He should next put all his units with numbers other than “1”
The counter-mix includes the following markers. Their uses in their upper-left corners into the correspondingly numbered
are explained in appropriate sections of the rules. boxes on the Turn Track.

He should place the seven units with a “Y” (for “Yugoslavia”) in


their upper-left corners, along with the two Mechanized Bonus
Replacement makers, in a pile off to the side of the map within
Game Turn Allied German Allied Allied easy reach.
(5.10) Aerial Supply Bonus Amphibious Bomber
(9.5) Mechanized Invasion Support
Replacements Beachhead (11.26) Finally, he should place all his units with four-digit hex-
(8.7) (10.14 & 11.27) grid numbers in their upper-left corners directly in those
correspondingly numbered hexes on the map.

3.0 Set Up That completes the game’s set up.

3.1 Preparing to Play


After deciding who will command which side, both players
4.0 How To Win
should sort the units of their own side according to the
following instructions. The “German player” commands all 4.1 In General
German units. The “Allied player” commands all US and UK The Allied player is on the offensive, trying to win by
units. advancing fast enough to cause a major disruption to the
historic time flow of events.
The German player should sit off the north side of the map
facing south, with the Allied player sitting opposite him off the 4.2 Allied Victory During 1943 Turns
map’s south side and facing north. Set up the game using the If Phase 9 of Turn 1 or 2 or 3 or 4 ends with Venice or Milan or
sequence given below. Trieste, or any one or more of the four German supply source

4 BANZAI MAGAZINE EX 11 - Rommel's Last Stand: Italy 1943-44, What If?


hexes, occupied by an Allied unit or stack, that game ends at 7. Combat or Movement Recovery Phase
that time in an Allied victory. 8. German Supply Check Phase
9. Allied Supply Check Phase
4.3 Allied Victory During 1944 Turns
If Phase 9 of Turn 5 or 6 or 7 or 8 ends with Venice or Trieste, 5.3 Allied Reinforcement & Replacement Phases
or any one or more of the four German supply source hexes During these phases, the Allied player may bring onto the map
occupied by an Allied unit or stack, that game ends at that newly arriving units and reclaim into play units that had been
time in an Allied victory. previously eliminated in combat. See section 8.0 for details.
This phase is skipped on Turn 1.
4.4 German 1943 Sudden Death Victory
If any movement or combat phase of a 1943 turn ends with 5.4 German Reinforcement Phases
the German player having gained control of the containing the During these phases, the German player may bring onto the
Allied Amphibious Invasion Beachhead marker, the games map newly arriving units and reclaim into play units that had
ends in a German victory at that time. been previously eliminated in combat. See section 8.0 for
details. This phase is skipped on Turn 1.
4.5 German 1944 Sudden Death Victory
If any movement or combat phase of a 1944 turn ends with 5.5 Movement & Combat Sequence Determination
one or more German units in any hex(es) on the south map Phases
edge, that game ends in a German victory at that time. In each of these phases, excluding that of Turn 1, the Allied
player openly declares whether that turn’s movement phase
4.6 German End-Game Victory or combat phase will be taken first. On Turn 1 the sequence is
If Phase 9 of Turn 8 ends without the Allied player having always the movement phase followed by the combat phase.
achieved a victory, the game ends at that time in a German
victory. 5.6 Alternating Actions Movement or Combat Phases
Always starting with the Allied player (exception: see 5.12),
the two players alternate either launching one attack or

5.0 Sequence of Play moving one unit, depending on whether the present phase is
movement or combat. Individual attacks may have more than
5.1 In General one attacking unit in them, but moves are always made one
Every turn of RLS is divided into nine segments, called “steps” unit at a time. The unit(s) committed to those “actions” are,
or “phases.” Each full sequence of nine phases, as shown upon their completion, flipped over to show their disrupted
below in outline, makes up one “turn,” of which there are sides. If a player does not actually want to make an attack or
a maximum of 8 in an entire match. Every action taken by a move when it is his time to do so, he must flip one unit to its
a player must be carried out during the appropriate part of disrupted side, just as if it had moved or launched an attack:
the sequence outlined below. Once a player has finished a no “passing” is allowed.
particular phase or a specific activity within a phase, he may
not go back to perform some forgotten action or redo a poorly 5.7 Movement or Combat Recovery Phases
executed one unless his opponent graciously permits it. A movement or combat phase continues as described
above until both players are out of undisrupted units or both
5.2 Turn Sequence agree they want to end the phase. If one player runs out of
The turn sequence is presented below in outline. The rest undisrupted units before the other, the player with remaining
of the rules are organized, as much as possible, to present undisrupted units may go ahead and complete whatever
their particulars in the order they’re first encountered as you actions he desires to perform with them within normal
progress through each turn. Note the sequence of every turn strictures, but now uninterrupted by having to pause to allow
is mostly the same, but with one important variable. That is, the opposing player to take an action. When a combat or
Phases IV and VI may change places with each other from movement phase is ended, both players should cooperatively
turn to turn. See 5.6 below for details on that. turn over all disrupted units on the map so their undisrupted
sides are and showing.
Turn Sequence
1. Allied Reinforcement, Replacement & Withdrawal Phase 5.8 German Supply Check Phases
2. German Reinforcement, Replacement & Withdrawal Phase In each of these phases, both players should cooperatively
3. Movement-Combat Sequence Declaration Phase look over the map to find if there are any German units out of
4. Alternating Actions Movement or Combat Phase supply. Each such unit is immediately removed to the dead
5. Movement or Combat Recovery Phase pile. See section 9.0 for more details.
6. Alternating Actions Combat or Movement Phase

BANZAI MAGAZINE EX 11 - Rommel's Last Stand: Italy 1943-44, What If? 5


5.9 Allied Supply Check Phases map, those units are placed into the dead pile.
In each of these phases, both players should cooperatively
look over the map to find if there are any Allied units out of 5.12 Rommel Effect
supply. Each such unit is immediately removed to the dead German players may declare the "Rommel Effect"
pile. See section 9.0 for more details. only once during the game at the beginning
of step 4 or step 6. With this declaration, the
5.10 Ending & Starting Turns Germans, not the Allies, will activate his units
Each time a Allied Supply Check Phase has been completed, first during that phase. After that, the two players alternate
advance the Turn marker one box on the Turn Track printed either launching one attack or moving one unit, depending
on the mapsheet and start a new turn with Phase I. on whether the present phase is movement or combat. After
using the Rommel effect, flip the turn marker as a reminder.
5.11 Unique Turn 1 Rules & Procedures
On Turn 1, Phases 1 and 2 and 3 are skipped, and play
begins with Phase 4, which is automatically a movement
6.0 Stacking & Fog of War
phase. Further, neither the Allied nor German units that enter
play via the south map edge on Turn 1 (see below) may use 6.1 In General
column movement that turn. (The German units that begin the Stacking is the word used to describe the piling of more than
game set up on the map may do so under the normal rules one friendly unit in the same hex at the same time. Your units
for that kind of moment; see 1013.) All units of both sides are may never stack with enemy units.
automatically in supply all during Phases 4, 5, 6 and 7, but
Phases 8 and 9 are then taken normally. 6.2 Stacking & Movement
Stacking rules are in effect at all times throughout the turn but,
The Allied units that were put into two separate pools during except for the strictures provided in this rules section, there
set up constitute all of that player’s available units for Turn 1. is no limit on the number of units that may enter and pass
See rule 3.2. Each time he is up to move a unit during Turn through a given hex over the course of a phase as long as
1, the Allied player blindly draws one unit from the pool of his the stacking limit is met in each hex instant by instant. Units
choice, enters it onto the map via a hex on the south edge and should always be moved individually, never moved as stacks.
then completes its move from there. “Blindly” means without
first looking to see what unit he will draw. 6.3 Stacking Limits
For both sides there may generally be up to two divisions in
US units are entered via hexes 1009 to 1020, inclusive. UK any hex at any one time. Each non-divisional unit generally
units are entered via hexes 2021 to 1035, inclusive. All normal counts as half-a-division for stacking, but there may never be
movement costs are paid, including those of the entry hex. more than two non-divisional units in the same hex.
Also note that, once on the map, the US and UK units do not
have to stay within their entry zones. The exception to the general stacking limit given above is that
any hex containing the Allied Amphibious Invasion Beachhead
The German units that were put into a pool during set up marker has double the normal stacking limit. That is, up to
constitute only a part of that side’s available units for Turn 1. four Allied divisions may stack in that hex.
The German units set up on the map constitute the other part.
See rule 3.3. Each time he is up to move a unit during this 6.4 Allied Inter-Army Stacking
turn, the German player may either move an undisrupted unit
In general, US and UK units may not stack together; however,
that is already on the map, or he may blindly draw a unit from
each turn the Allied player may declare any one unit from
his off-map pool, enter it via a hex on the south edge and then
either army to function as if it were in the other army all that
complete its move from there. “Blindly” means without first
turn.
looking to see what unit he will draw.

6.5 Free Stacking Markers


German off-map units are entered via any hexes from 1009
All the markers illustrated in rule 2.10 have no stacking value
to 1035, inclusive. German units that began already set up on
and may be added freely to any stacks within the strictures
the map move normally from their set up hexes.
governing each type’s particular uses.

Within the strictures given above, an EZOC being projected


6.6 Over-Stacking
into a hex that is empty of an actual enemy unit or stack does
If any hexes are found to be over-stacked or improperly
not prevent you entering your off-map units via that hex.
stacked at the end of any unit’s mov, or at the end of a battle,
the violating player should select the minimum number
Finally, if the movement phase is declared to be finished and
of units necessary from that hex in order to bring it back
there are one or more units of either or both sides still off-

6 BANZAI MAGAZINE EX 11 - Rommel's Last Stand: Italy 1943-44, What If?


into compliance with the stacking rules. Those units are does not contain an EZOC. Further, it must stop for that phase
immediately placed into the dead pile as if they had been lost as soon as it does enter a hex with an EZOC. Units may not
in combat or due to being out of supply. move directly from EZOC to EZOC. Friendly units do not
negate EZOC for movement purposes.
6.7 Fog of War
Neither player may look beneath the top unit in any enemy 7.6 EZOC & Retreats & Advances After Combat
stack unless he’s declared an attack against it and it’s time A friendly unit or stack may not retreat-after-combat into an
to resolve that battle. Similarly, neither player is allowed to EZOC and friendly units do not negate EZOC for retreat
examine his opponent’s dead pile or reinforcement pools. purposes. Units may retreat out of an EZOC provided the
hex they are retreating into contains no EZOC. EZOC have
no inhibiting effect on advances-after-combat. See 11.15 and
7.0 Zones of Control & Hex 11.21 for further details.

Control 7.7 Hex Control


A unit may “capture” (take control of) an enemy controlled hex
7.1 In General only by moving into that hex. The mere projection of one of
Zone of control (ZOC) rules your unit’s or stack’s ZOC into an enemy controlled hex is not
are an abstraction of a unit’s sufficient to give you control of that hex. At the start of play the
ability to project its combat German side controls all hexes on the map. It is not necessary
power, through tactical fire to keep track of the control status of most of the hexes on the
and maneuver into areas map. The only time hex control status is critical is in regard to
immediately around its the victory conditions given above in 4.2 and 4.3.
location. Do not confuse the
zone of control rules with other
rules concerning the control
of hexes. (See 7.7 below.)
8.0 Reinforcements,
Every ground unit on the map exerts a ZOC into the six hexes Replacements & Withdrawals
adjacent to its hex. Your units’ ZOC stop enemy movement
(see 7.5) and block supply paths (see section 9.0). 8.1 In General
Reinforcements are units that enter play after play has already
7.2 No-ZOC Markers begun. Both sides receive reinforcements during the game.
None of the markers illustrated in rule 2.10 exert ZOC; Replacements are Allied and German units that are returned
however, the presence of one or more such markers in a to play after having been eliminated in combat. Whenever a
hex does not inhibit ZOC-projecting units in that hex from reinforcement or replacement unit is placed onto the map,
projecting their ZOC. it does so in its undisrupted state and stacking rules are in
effect. Within the limits of the other strictures given below, all
7.3 ZOC Limits replacements and reinforcements may be entered onto the
Units never exert ZOC across all-sea or all-lake hexsides. map in eligible hexes that contain EZOC.
No other kind of terrain or rivers have any effect on ZOC
projection. Also note out of supply units still project ZOC. 8.2 Allied Reinforcements
During Phase I of Turns 2 through 8, the Allied player may
There is no qualitative difference between a hex containing a enter all the newly arriving US and UK reinforcement units
ZOC projected there by one unit and a hex containing ZOC he finds in the current turn’s box on the Turn Track. He is not
projected there by several units. A stack of units exerts the required to enter reinforcements simply because they are
same ZOC as a single unit. The ZOC of units of both sides available; he may hold them off map, from turn to turn, as long
may be simultaneously projected into the same hex or hexes. as he wants.

7.4 Enemy Zones of Control (EZOC) & Supply Allied reinforcements may enter the map each turn via any
A friendly ground unit or stack in a hex containing an EZOC one or more of the following: 1) any south map edge hex;
negates that EZOC for supply tracing purposes. See section 2) any cities on the map then under his control an in regular
9.0. overland supply; 3) any port-cities* on the map then under his
control; 4) the Beachhead marker if it is deployed on the map
7.5 EZOC & Movement (see 10.14).
A moving unit must end its move for that phase when it first
enters an EZOC. A unit that begins its move already in an *Design Note. A city is also a “port city” if it is in a coastal hex.
EZOC may leave that hex, but only by entering a hex that For example, Spezia, in hex 1705, is a port city, while Pisa, in
hex 1210, is not a port city.

BANZAI MAGAZINE EX 11 - Rommel's Last Stand: Italy 1943-44, What If? 7


8.3 Allied Replacements German replacement units are reentered into play in the same
ways, and at the same time, as German reinforcement units.
Whenever a US or UK unit is eliminated, either in offensive
or defensive combat or due to having been out of supply, the 8.7 German Bonus Mechanized Replacements
Allied player should set it aside within easy reach. During any two of his replacement steps
throughout the game, the German player may
During Phase I of Turns 2 through 8, the Allied player may expend one of his bonus mechanized steps to
reclaim from the dead pile and return to play any two US reclaim an eliminated mechanized unit from
units. Additionally, he may also reclaim and one UK division or the dead pile. He may not make more than one such bonus
any two UK brigades. reclamation per turn, but they may be made in disregard of
the stricture given in the second paragraph of 8.5 above.
Any given Allied unit may remain in the dead pile any length
of time prior to its reclamation (if ever). Similarly, each Allied The bonus mechanized replacements are otherwise reentered
unit may potentially go into the dead pile any number of times into play in the same way as regular German replacements.
during a game and still remain eligible for another recall. Two markers have been provided in the counter-mix as
memory aids; set each one permanently aside when it is used.
Allied replacement units are reentered into play in the same
ways, and at the same time, as Allied reinforcement units. 8.8 Withdrawals
Both players are called on to withdraw units from play, as
8.4 Regular German Reinforcements shown in the notes on the Turn Track. To be eligible for
During Phase I of Turns 2 through 8, the German player may withdrawal a unit must either be in the dead pile or in play
enter all newly arriving units of his side that he finds in the on the map in overland supply. Arriving reinforcements and
current turn’s box on the Turn Track. He is not required to replacements do qualify as “being in play.” Once a unit is
enter reinforcements simply because they are available; he withdrawn – by simply picking it up off the map and returning
may hold them off map, from turn to turn, as long as he wants. it to your storage container – it may never be reentered into
play under any circumstances.
German regular reinforcements may enter the map each turn
via any of that side’s four supply source hexes (see 9.6) and/ Note that, on the Allied side, when a “US” or “UK” withdrawal
or any cities on the map then under German control and in is called for, the units must be of that ‘pure’ type. That is, none
regular overland supply. of the subsidiary nationalities – such as Canadians, Poles,
French, etc. – may be used to make “US” or “UK” withdrawals
8.5 Special German Yugoslavia Garrison even, though, for all other purposes they are considered
Reinforcement constituent parts of those armies.
The seven German divisions with a “Y” in their upper-left
corners constitute a special group of special reinforcements. Within the strictures above, and within the categories of units
They become available during the movement phase of any to be withdrawn, as called for on the Turn Track on a case-by-
turn in which an Allied unit enters any hex north or east of the case basis, both players are free to make their own specific
Tagliamento River (4230/4231 to 3731/3832). Once available, unit choices for withdrawals.
the Y divisions enter play, using normal one-at-a-time move
actions, via any Yugoslavia map edge hexes from 4236 to If the exact type of unit called for withdrawal is not available,
2943, inclusive. They move, fight and replace normally, and a player must choose from the most similar type that is
they are not required to stay in Yugoslavia. The German available. For example, if no SS panzer division were
player is not required to enter the Y units simple because available for the Turn 2 German withdrawal requirement, that
they have become available, but neither is there any inherent player could substitute a regular army panzer division.
advantage in his delaying or cancelling their entry.
If both players cannot agree on what constitutes the “most
8.6 German Regular Replacements similar type” of substitute unit when the exact called-for type is
Whenever a German unit is eliminated, either in offensive or unavailable, resolve that argument via a die roll or coin toss.
defensive combat or due to having been out of supply, the
German player should set it aside within easy reach.
9.0 Supply
During Phase II of Turns 2 through 8, the German player may
reclaim from the dead pile and return to play two units under 9.1 In General
the following strictures. That is, a mechanized unit or units On Turns 2 through 8 (see 5.11), all units of both sides require
may only be chosen when there are no non-mechanized units supply to operate at their full movement and offensive combat
in the dead pile. values. A ground unit is always in one of two general supply

8 BANZAI MAGAZINE EX 11 - Rommel's Last Stand: Italy 1943-44, What If?


states: “supplied” or “unsupplied.” That last is also referred to
as being “out of supply” or “OOS.” Also note the Allies have Within these strictures the marker is indestructible, but it has
three ways to “supplied” – regular overland supply, aerial no step, stacking or combat values of its own. It does not
supply, and coastal supply. The Germans only have regular exert a ZOC, but neither does it inhibit or block the normal
overland supply. projection of ZOC by the Allied unit(s) in its hex or by German
units in adjacent hexes.
Unsupplied units are penalized in combat and movement.
Units that are found to be OOS during their own side’s Supply 9.6 German Supply Sources
Check Phases are eliminated on that account at that time. German supply is traced under the same general strictures
Units may move into hexes where they will, or may, become as those given above for Allied regular overland supply. The
unsupplied. supply source hexes for German units are the four north
map edge hexes designated as such: 4217, 4223, 4233
9.2 When to Check Supply and 4243. Each of those four hexes is potentially capable of
Check the supply status of each of your units at the time you supplying, within the general tracing strictures given above,
want to move it. The status determined at that time lasts all all the German units in play on the map. A supply source
through that move. Check the supply status off all involved hex occupied by an Allied unit(s) may not be traced to, but it
attacking and defending units at the start of each individual comes back into service if that Allied presence is nullified in a
battle’s resolution. timely way (see 4.3 and 4.3).

9.3 Allied Supply Sources 9.7 Effects of Being OOS


Allied supply comes from five sources: 1) south map edge All ground units have their combat factors halved (round
hexes not occupied by a German unit; 2) Allied controlled port up all remainders) while OOS. All OOS units have their
city hexes; 3) the Aerial Supply marker; 4) the Amphibious movement factors halved. Units found to be OOS at the start
Invasion Beachhead marker; and 5) coastal hexes. of their own side’s Supply Check Phases (Phases 8 and 9 in
turn sequence; see 5.2) are eliminated at that time on that
To be in supply an Allied unit traces a path of contiguous account. Such units are available normally for replacement
hexes, hex by hex and of any length, from its hex to a supply and withdrawal.
source hex. The hex path supply lines of the two Allied armies
may cross each other any number of times. Supply paths may
cross any kind of terrain (including lakes), but may not cross
10.0 Movement
an all-sea hex or hexside. Further, no supply path may pass
into a hex occupied by an enemy unit, and no supply path 10.1 In General
may be traced into a hex containing an EZOC unless there’s Every ground unit in the game has a movement factor (MF) as
also a friendly ground unit in that hex to nullify the EZOC’s described in rule 2.9. That factor is the number of “movement
effect for that supply trace. points” (MP) available to the unit to use to move across the
hex grid during each movement phase. Units move from hex
Unlike when tracing to a south map edge hex, Allied supply to adjacent hex — no “skipping” of hexes is allowed — paying
paths traced to the Allied Amphibious Invasion Beachhead varied costs to do so depending on the type of unit moving
marker may not be longer than 20 hexes. Count out from the and the terrain in, and water barriers along the sides of, the
marker; do not count the marker’s location hex. See 10.14 for hexes being entered. Move each unit individually; never move
more details on the marker’s entry into play. units as stacks.

9.4 Allied Coastal Supply 10.2 Limits


Allied units in coastal hexes – of the Adriatic and Ligurian MP may not be accumulated from turn to turn or phase to
Seas – are always in supply for all purposes while in such phase, nor may they be loaned or given from one unit to
hexes. another. A player may potentially move all, some or none of
his units in each of movement phase throughout the game.
9.5 Allied Aerial Supply Units that move aren’t required to expend all their MP before
The Allied player may place this marker into stopping. The movement of each unit must be completed
any hex containing Allied units anywhere on the before that of another is begun. A player may only change the
map at any time during every game turn. Once position of an already moved unit if his opponent agrees to
placed, it stays in that hex until the end of the turn allow it.
or there are no longer any Allied units in its hex, whichever
comes first. Its effect is to fully supply the Allied unit or units in At the end of any move, that just-moved unit is “disrupted.”
its hex. Such units may move away, but they cannot take the Show that by flipping it so the side with only its nationality’s
marker with them. flag is showing upward. Disrupted units remain disrupted until

BANZAI MAGAZINE EX 11 - Rommel's Last Stand: Italy 1943-44, What If? 9


the immediately following recovery phase, at which time both hex and only across a hexside crossed by the pass. Units
players should cooperatively flip over all the disrupted units on may enter EZOC using pass movement costs. Units otherwise
the map to undisrupted status showing their numbered sides. meeting the qualifications for column movement (see 10.13
below) may use pass movement.
10.3 No Movement Guarantee
There’s no guaranteed ability for any unit to be able to move 10.10 Rivers
at least one hex during a movement phase. To enter any hex, Units must pay an extra MP to move across a
a moving unit must have sufficient MP available to pay all river hexside. “Extra” means in addition to the MP
the involved costs or the move may not be made. Also note cost for moving into the hex being entered. So,
moving units may never enter hexes containing enemy units. for example, for a unit to move across a river hexside into a
Disrupted units may not move in any way. marsh hex would cost a total of 5 MP.

10.4 Terrain & Water Barriers 10.11 Italian-Yugoslav Border


There are 10 types of terrain and hydrographic features on Crossing this border carries with it no extra movement costs,
the map. The effects those various features have on the but see 8.5.
movement of units are described below and summarized on
the Terrain Effects Chart (TEC) printed on the mapsheet for 10.12 Cumulative Costs
quick reference during play. There is always just one type of The total movement cost for entering any hex is always the
movement-governing terrain in any given hex. sum of all the applicable costs.

10.5 Clear Terrain 10.13 Column Movement


This is the “base” terrain of the game; it is devoid of Moving units may double their MF whenever they conduct a
any natural features that would enhance defense move such that they do not start their move, enter anywhere
or slow movement at this level of operations. Each along their movement path, nor end their move in a hex
clear hex costs all ground units one MP to enter. For a hex to containing an EZOC. The presence of a friendly unit or stack
be considered “clear,” it must be entirely devoid of any other in hex containing an EZOC does not negate that EZOC for
terrain. purposes of column movement eligibility.

10.6 Mountains & Summits 10.14 Allied Amphibious Invasion


Each mountain and hex costs most units two MP to During the movement phase of Turn 2 or 3 or 4, the Allied
enter, though special forces and mountain infantry player may choose to launch an amphibious invasion. He is
pay only one MP. Each summit hex costs most not required to do so.
units three MP to enter, though special forces and
mountain infantry pay only two MP. An amphibious invasion must be the first action the Allied
player takes during the movement phase of the chosen turn
and the phase sequence he chose that turn must be move/
10.7 Marsh fight.
Each marsh hex costs all units four MP to enter.
To launch the invasion movement action, he takes the
Beachhead marker, along with any one of his units that he
selects from any hex on the map that does not contain any
10.8 All-Lake & All-Sea Hexes & Hexsides EZOC at that time. He places the marker and the combat unit
All-lake and all-sea hexes and hexsides are in any clear coastal hex on the map. That constitutes one
generally unenterable/uncrossable by all units movement action and the unit that landed with the marker is
of both sides. The exception is that, during the immediately disrupted.
movement phase of any one 1944 turn of his choice, the Allied
player may move any one of his SF units across such hexes As his turn comes around to make other movement actions
and hexsides as if they were clear terrain. The selected unit is that same phase, the Allied player may reinforce the
automatically in supply during that whole turn, but it may not Beachhead by sending another similarly selected unit(s) until
end its move in an all-lake or all-sea hex. such time as that hex’s special stack limit is reached (see 6.3).

10.9 Passes In turns after the one during which the invasion occurs, the
The effect of passes is to provide moving units the Beachhead hex no longer has the ability to receive further
ability to enter the hexes along their paths at the reinforcement as described above. Also see 11.26.
rate of only one MP per hex. The only restriction
is, such movement must be from pass hex to pass

10 BANZAI MAGAZINE EX 11 - Rommel's Last Stand: Italy 1943-44, What If?


11.5 Combat Procedure
11.0 Combat
The attacking player should strive to have several times
11.1 In General more attack factors involved in a battle than the defender
Attacking is always voluntary. The mere fact of enemy has defense factors. Such battles are called “high odds”
adjacency doesn’t necessitate combat. No attack may have attacks. To resolve such fights, the attacking player begins by
more than one enemy occupied hex as its objective. No unit calculating his “odds.” Do that by adding together the attack
in a hex being attacked may be withheld or excluded from the factors of all the attacking units involved in the battle; then
defense of that hex. To execute an attack, first designate the add up the defense factors of the enemy units defending in
hex being attacked along with those of your units that will be the battle. Divide the defender-total into the attacker-total and
participating in that action. round down any remainder. For example, if 27 attack factors
attack 7 defense factors, the situation yields an odds ratio of
Multi-hex attack deployment is allowed, and not all units in a 3:1 (“three to one”). That is, 27÷7=3.71, which rounds down
hex containing one or more friendly units need participate in to 3. To turn that “3” into a ratio, you must set a “1” next to it
an attack, only those you designate. That is, though all the on the right. Thus “3” becomes “3:1,” which corresponds to a
units you choose to include in an attack must be immediately column-heading on the Combat Results Table (CRT) printed
adjacent to the chosen objective hex, single attack actions on the mapsheet.
may consist of units attacking from up to all six hexes adjacent
to the targeted hex. 11.6 Poor Odds Attacks
Battles in which the attacking force has fewer combat factors
The player who is launching the present attack is considered than the defender are called “poor odds attacks.” Procedures
the “attacker,” and the other player is considered the in such situations are modified from what’s described above
“defender,” no matter the general situation across the map. in that here you divide the defender’s total by the attacker’s,
round up all remainders, and set the “1” on the left side of that
11.2 Repeated Attacks & Defenses & Disruption result. For example, if a force with 5 attack factors is attacking
Any given hex may potentially be attacked, by one or both a force with 9 defense factors, it is a poor odds attack. In that
players, any number of times in each turn’s combat phase; case, divide 9 by 5 (9÷5=1.8), and round up (1.8 becomes 2);
however, ach such effort generally constitutes a separate then set a “1” on the left of that “2,” yielding odds of 1:2 (“one
attack. to two”).

Undisrupted units that participate in a defense are thereby 11.7 CRT Odds Limits
disrupted and, because of that, they won’t themselves be Note the column headings on the CRT range from 1:2 to
able to attack any time later that same phase. Disrupted units 6:1. Final odds greater than 6:1 automatically get results of
defend normally, no matter how many times they’re attacked “DE.” Final odds less than 1:2 automatically get results of
during a given combat phase. “AL1.” Always fully calculate a battle’s combat odds, including
applying all combat strength modifiers and odds column shifts,
Similarly, participating in just one attack generally disrupts before referring to the CRT.
all the units participating in that attack effort for the rest of
that combat phase, but see 11.22 and 11.23 below for the 11.8 Combat Column Shifts
important exceptions. Combat odds may be shifted by the terrain in, and river
hexsides around, the defender’s hex as well as by other
11.3 Indivisibility of Units factors described below. All applicable shifters are cumulative
No single attacking unit may have its attack factor divided in their effect. That is, in every battle, all applicable shifts are
and applied to more than one battle. Likewise, no defending combined to get one final left or right shift. Leftward shifts
unit may have part of its defense factor attacked by one or favor the defender; rightward shifts favor the attacker.
a few attackers while another part is attacked by other units.
No defending unit may be withheld from participating in the 11.9 Clear & Marsh Terrain
defense of its hex. Units defending in clear hexes devoid of all other terrain
features derive no benefit to their defense for terrain. Similarly,
11.4 Attack Sequencing units defending in marsh hexes also receive no benefit on that
There’s no arbitrary limit on the number of attacks each player account.
may resolve during the combat phases. Neither player need
declare all his attacks beforehand, and he may resolve them 11.10 Mountains & Summits
in any order he wishes, alternating one at a time with the Units defending in mountain hexes receive a one-column-left
attacks of his opponent, as long as the resolution of one is (1L) shift on that account. Units defending in summit hexes
completed before that of the next is begun. receive a two-column-left (2L) shift on that account.

BANZAI MAGAZINE EX 11 - Rommel's Last Stand: Italy 1943-44, What If? 11


11.11 Cities & 1943 Victory Cities 11.17 Attack Stalled Result (AS)
Units defending in both types of city hexes receive a two- The combat result of AS (Attack Stalled) means nothing
column-left (2L) shift on that account. Further, no concentric happens to either side’s involved force and no post-combat
attack bonus may ever be applied against defenders in either advances or retreat takes place.
kind of city, and rolled combat results of DR are mandatorily
converted to EX. 11.18 Attacker Lose 1 (AL1)
The attacking player must eliminate any one unit from among
11.12 Rivers his involved attacking force.
If all attacking units in a battle are coming across river
hexsides, that defense receives a one-column-left shift on that 11.19 Defender Lose 1 (DL1)
account. The defending player must eliminate any one unit from among
his involved units. If an DL1 leaves a defended hex empty, it is
11.13 Concentric Attack Bonus eligible for an advance after combat by the victorious attacker.
In general, if a defending hex is attacked by units in opposite
hexes, or by units from three surrounding hexes with one hex 11.20 Defender Eliminated Result (DE)
between each and the next attacker-occupied hex, or by units All involved defending units are eliminated.
from more than three hexes, that attack receives a “concentric
attack” rightward one column shift (1R) bonus. See 11.11 11.21 Advance-After-Combat
above for an exception. At the end of every attack, whenever the defender’s hex is left
empty of all units, the victorious attacking units may advance-
11.14 Final Combat Resolution after-combat into that hex. Stacking limitations must be
After all applicable shifts have been applied, the attacker observed. Such advances are not part of normal movement;
rolls a die and cross-indexes that result beneath that proper they don’t cost any MP, but advancing units must still observe
differential column on the CRT to get a “combat result.” For normal terrain prohibitions. EZOC do not block advances after
example, a result of “5” rolled for an attack made under the combat.
“3:1” column heading gest a result of “EX.” All the combat
results are explained in detail below. Advancing-after-combat is an option; it’s never mandatory;
however, the decision to advance must be made immediately
11.15 Defender Retreat Result (DR) after the battle is resolved and before that of another is begun.
Retreats-after-combat are always one hex; and their It’s not necessary for advancing attackers to stack-full the
direction(s) is always determined by the player who owns the newly won hex; the victorious player may send just one or a
force being retreated. A retreat may potentially be made in few units. There’s never any defender advance-after-combat;
any direction(s); stacked units need not be retreated together. victorious defenders and simply hold in place.
Units may not be over-stacked at the end of a retreat, and
they may not retreat into a hex from which one or more of At the end of an advance after combat, disrupt those
their attackers was located during the battle; nor may they advanced units unless they are going to immediately take part
retreat into a hex or across a hexside they couldn’t normally in a momentum attack (see below).
move into or across.
11.22 Momentum Attacks
Units blocked from retreating for any reason remain in place During combat phases of all turns, supplied German units
and suffer a DL1 result (see below). If a unit retreats into a may make momentum attacks. Within that stricture, attacking
hex that is attacked later that same phase, the retreated-in German units that advance-after-combat may attack again
unit contributes its defense factor to that new battle just as if it immediately (German player’s choice), but such “momentum
had been in that hex at the start of that phase. attacks” are always resolved as only one hex of attackers
versus one hex of defenders. Further, the option to launch
Units may not retreat into an EZOC, and the presence of a such an attack must be exercised immediately, prior to starting
friendly unit in such hexes does not work to negate EZOC for the resolution of any other battle.
retreat purposes.
Also note there are never any serial momentum attacks. That
11.16 Exchange Result (EX) is, even if a given momentum attack is successful in clearing
The combat result of EX means the attacking and defending another defended hex, and that victorious attacking force
force must both have one unit (total) eliminated from among advances-after-combat again, it would then not be allowed to
them. The owning player chooses the unit to sacrifice on his make yet another momentum attack that same phase.
own side. If an EX leaves a defended hex empty, it’s eligible
for advance after combat by the victorious attacker. At the end of a momentum attack – or at the end of a probing
and momentum attack sequence (see below) – disrupt the

12 BANZAI MAGAZINE EX 11 - Rommel's Last Stand: Italy 1943-44, What If?


involved attacking units. 11.26 Allied Bomber Support
The Allied Bomber Support marker is available
During combat phases of turn 8 (only), Allied units with regular for use in one Allied attack (by either US or UK
overland supply may make momentum attacks under the forces) during every combat phase of every
same strictures as given above for the Germans during 1943 game turn. To use the marker -- which is only a
turns. memory aid and has no intrinsic combat or step or stacking
values of its own – simply place it with the supported attacking
11.23 Probing Attacks force, roll the die, and apply all applicable modifiers as listed
During combat phases of all turns, supplied German units may beneath the table on the mapsheet.
make probing attacks. If an eligible unit or stack is located
such that it is immediately adjacent to one or more hexes 11.27 Allied Attacks From the Amphibious Invasion
containing Allied units as well as other hexes that contain Beachhead
only Allied ZOC, the German player may decide to attack Allied units attacking from the Amphibious
into any one of those empty-but-EZOC-containing hexes in a Invasion Beachhead hex have their attack factors
procedure known as a “probing attack.” halved on that account (round up all remainders).

Probing attacks are conducted using the same general


procedures as regular attacks, with the important exceptions
no odds calculation process is undertaken and neither
side suffers any losses. Instead, the German player simply
announces the probing attack and then makes an advance- Strategy Tips for Playing Rommel’s Last Stand
after-combat into the probed hex, where it is disrupted unless The German player should understand that his forces will
it’s going to launch an immediate momentum attack. never be stronger than they are on Turn 1. Take every
opportunity to surround and attack entering Allied forces.
Momentum attacks may be conducted as probing attacks, and Above all else, the German player’s goal during Turn 1 is
the advance resulting from an initial probing attack may be to keep the Allies from penetrating beyond the Apennines
used to create the opportunity for a momentum attack. Note, (the mountains along the map’s south edge).
though, no unit may ever make more than one probing attack
and one momentum attack, in either order, per combat phase. Above all else, the Allied player’s goal for Turn 1 is to get
the front north of the Apennines.
At the end of a probing attack – or at the end of a momentum
and probing attack sequence (see above) – disrupt the The Allied player should understand there is no quicker
involved attacking units. way to recover momentum in a stalemated game than
by launching of the amphibious invasion. The tricky part
During combat phases of turn 8 (only), Allied units with regular is how far away from the main front to land. If you go
overland supply may make probing attacks under the same too far, you will allow the German player the chance to
strictures as given above for the Germans during 1943 turns. counterattack the beachhead and perhaps win the game.
Too close to the main front, and you might as well not
11.24 No Allied Inter-Army Attacks launch it.
No inter-army attacks are allowed by US and UK; however,
keep in mind rule 6.4. Both players, when planning their attacks, should keep in
mind withdrawals can come from their dead piles. So do
11.25 Allied Naval Gun Support not be afraid to launch some attacks 1:2 or 1:1 or 2:1, if
Whenever US or UK units or stacks defend in, that kind of risk is what is needed to produce victory.
or attack into, any coastal hex, they may receive
naval gunfire support. As a first step in the odds The German player has to carefully plan his move at the
calculation process of all such battles, the Allied end 1943. When the Allies get probing and momentum
player open rolls a die for a result of one through six. That’s attacks in 1944, their combat power is greatly increased.
the number of combat factors he may potentially add to the So the German player has to set himself up for the start
overall attack or defense strength of his involved force. As a of 1944 in as compact a line as possible, probably along
further restriction, however, no supported ground force may the Adige River, or even in the Alps in the center and
receive an amount of gunfire factors greater than its own behind the Tagliamento River in the northeast.
attack or defense strength.

BANZAI MAGAZINE EX 11 - Rommel's Last Stand: Italy 1943-44, What If? 13


Rommel’s Strategy for Italy, 1943
By Ty Bomba

This photo shows Rommel and Mussolini in March 1943, when the field marshal
went to visit the Italian dictator during a stopover in Rome while on his way to
Fuehrer Headquarters. Fatigue and strain are obvious on both men.

On 9 March 1943, Rommel decided to fly from had forewarned – he ordered the field marshal
Tunisia to Fuehrer Headquarters to make a final to take sick leave, so he would be able to “take
effort to convince him to order the evacuation command again [in time for] for an operation
of German forces from North Africa. (That was against Casablanca.”
something for which he had been arguing since That remark showed Rommel just how out of
he first began his retreat from Egypt late the year touch with the North African situation Hitler
before.) His plane landed in Rome, and on arrival was. He apparently still thought some grand Axis
there he went to Mussolini’s “Supreme Command” counteroffensive would soon sweep across all of
headquarters. Algeria to the Allied landing sites of Operation
When Rommel got there, he was initially met by Torch.
Gen. Vittorio Ambrosio. He told Rommel they had The next day, Hitler unexpectedly summoned
learned Hitler was not going let him Rommel for a second meeting at which
return to Africa, and that he would This is the Knights Cross with Diamonds, which Rommel was he presented him with the diamonds to
be ordered to take “sick leave” – for awarded for losing North Africa. Think what he would have gotten if his Knights Cross. Rommel was only
he had won!
chronic fatigue and sinusitis – which the sixth commander to receive that
would last until the situation in Tunisia prestigious award, which by war’s end
was resolved one way or another. had only been given out a total of 27 times.
Rommel then had an audience with Mussolini. The meeting was Hitler had told Mussolini he was going to send Rommel on leave to
cordial, but it soon became clear to the field marshal the Italian “restore his health.” He also asked the Duce to keep that a secret,
dictator was also in denial about the truly desperate situation for the in view of the harm it would do if the Allies got wind of the change
Axis in North Africa. After leaving the meeting, Rommel remarked of command. As Hitler put it: “Whatever posterity may judge of
he was “heartily sick of all this everlasting false optimism” from Field Marshal Rommel, to his troops, and particularly to the German
Mussolini and Hitler as to the war’s course of events. soldiers, he was beloved in every command he held. He was always
Mussolini, for his part, had been planning to give Rommel his dreaded as an opponent by his enemies and he still is.”
regime’s highest award, the “Gold Medal for Military Valor.” At the By the start of May, Hitler had found Rommel another command
last moment, however, he withheld making the presentation because posting, this time in northern Italy. He would take overall command
he could not abide what he called Rommel’s “defeatist attitude.” of that peninsula whenever it might prove necessary: if the Italians
Rommel flew on to Hitler’s headquarters, where the dictator had just opted for surrender or the Allies invaded there or both.
returned from visiting some units near the eastern front. Rommel Rommel first heard about his new assignment from a former aide,
later remarked Hitler was “upset and depressed” when they met. Alfred Berndt, who was then working at the Propaganda Ministry,
Interestingly, Hitler remarked to others that Rommel seemed “very where they were being told to prepare to trumpet the news once it
low in spirit [with] his nerves shot to pieces.” was officially announced.
Rommel talked about the desperate situation confronting his On the 8th Rommel was ordered to report to Hitler in Berlin. When
“Afrikaners,” but Hitler was unreceptive and – just as the Italians they met there the next day, the dictator admitted to him: “I should

14 BANZAI MAGAZINE EX 11 - Rommel's Last Stand: Italy 1943-44, What If?


have listened to you before, but I suppose it is too late now; it will middle of August, when he declared a compromise that left Italy
soon be all over in Tunisia.” (He was correct; the last Axis forces in divided on the earlier drawn Pisa-Arezzo-Ancona line. Rommel
Africa surrendered four days later.) would command all troops north of it, and Kesselring all the troops
Hitler was determined to win back Rommel’s adulation, and south of it.
he succeeded in doing so. Rommel was in his company almost Three Corps headquarters were assigned for Army Group B: 87th
constantly for the next two months, and he described it to his wife as Infantry, 2nd SS Panzer and 51st Mountain. Eight German divisions
happily being “under the sunray lamp” of Hitler’s genius. had by then either entered, or were about to cross into, northern
Rommel’s new appointment was kept secret from everyone – even Italy. Six of them were reformed “Stalingrad divisions”; one came
from Field Marshal Albert Kesselring, who, as “Commander-in- from garrisoning the Netherlands, and the remaining one – the
Chief Southern Italy,” was not expecting to suddenly have to begin super-elite 1st SS Panzer Division – came from the eastern front.
reporting to anyone other than Hitler. (Rommel and Kesselring did On 17 August, Rommel moved his HQ to Lake Garda, setting
not like each other.) up there with some difficulty because the Italians refused to give
During May, June and most of July, Rommel spent his time permission to lay secure telephone lines back to Germany. By the
organizing a still-secret headquarters, which was first given the end of the month the situation had deteriorated to the point “the
cover name of “Planning Staff Rommel,” then was later retitled as Axis” effectively no longer existed. The Italians moved troops
“Armed Forces High Command Refitting Staff Munich” (the city to guard Rome against a German coup there, and also sent some
where it was set up). toward the Alpine passes.
Rommel’s new headquarters became involved with planning For their ,part, the Germans were by then fully ready to put
“Operation Alaric” – named for the Gothic chieftain whose tribe Operation Axis into motion, disarming all Italian troops except those
sacked Rome in AD 410 – which was a plan to infiltrate German prepared to go on fighting under Wehrmacht command. Rommel
units into northern Italy to defend against an Allied invasion there. sent units to increase the garrisons of the mountain passes and
There was also a second plan, “Operation Axis,” to oversee the occupy several major cities.
disarming of any Italian forces that might surrender or defect to the The Allied landings on the Italian mainland on 3 and 9 September,
Allies, and, if necessary, capture or eliminate them. together with the quickly following Italian surrender, led to
Then Hitler changed his mind, deciding he would instead send Operation Axis being put fully into effect. Rommel wrote to his wife
Rommel to be commander-in-chief of German forces in Greece, about it: “In the south, Italian troops are already fighting alongside
Crete and the Aegean Islands, from where he could “jump over into the British against us. Up north, Italian troops are being disarmed…
Italy later on.” and sent as prisoners to Germany. What a shameful end for an
Rommel’s new headquarters would be known as “Army Group army!”
B,” while “Army Group E,” which was then the highest German Some 800,000 Italians were disarmed by the Germans, and 268,000
headquarters throughout the Balkans, would be reduced to only were sent across the Alps as slave laborers.
controlling Serbia and Croatia. No firm date was given for the Meanwhile Rommel began arguing – as a way to finally end the
change, but Rommel arrived in Greece on 23 July, under orders from rivalry with Kesselring – that southern Italy should simply be
Hitler to “survey the situation and report” back to him about it. abandoned and all German troops there put into his army group.
Two days later, as Italian resistance collapsed on Sicily, Mussolini He maintained that otherwise the long coastlines would make any
was overthrown and placed under arrest. That caused Hitler to German defense line vulnerable to being out flanked by Allied
change his mind regarding Rommel yet again, and he ordered the amphibious invasions.
field marshal to return to Germany once more. As part of that argument, he refused all requests by Kesselring
Upon returning, Rommel was told his Italian assignment was back for the southern fighting to be reinforced by divisions from
on, this time for certain, and his undercover headquarters in Munich Rommel’s command in the north. Kesselring argued the near-
would soon be publicly announced as “Army Group B.” He was to miraculous German escape from Sicily – despite Allied control of
be in command of all German forces in Italy as far south as the Pisa- the surrounding seas – demonstrated they were not competent to
Arezzo-Ancona line. His main initial task would be to keep secure carry out the kind of lightning amphibious flanking moves Rommel
such vital areas as the Alpine passes. feared.
The new Italian government did not like the movement of German In the midst of that renewed debate, Rommel was suddenly
troops into Italy, and they protested each such arrival, but without wracked with pain. He was rushed to a hospital and operated on for
being able to do anything practical to prevent them. As Rommel appendicitis. All went well medically, but he was out of contact with
wrote in his diary, however, “though they will obviously betray us, it Hitler’s headquarters for 10 days.
is not politically possible to just march in.” When Rommel returned, he immediately again began conferring
Hitler’s intention was that Army Group B would directly command with Hitler to try to get him to adopt his fight-in-the-north strategy,
all German formations in northern Italy, and though Kesselring’s while continuing to refuse Kesselring’s requests for major
headquarters would keep command of those in the south, plus those reinforcements from Army Group B.
evacuating from Sicily, he would be required to “conform” to orders After much indecision, Hitler decided Italy should be placed under
Rommel gave him. Kesselring objected to that arrangement, telling Kesselring’s sole command. During Rommel’s medical absence,
everyone on his staff he “could not serve under Rommel.” Kesselring had been conferring steadily with Hitler without anyone
Hitler resisted getting between the two field marshals until the on hand to present a contravening view. Despite the fact Hitler had

BANZAI MAGAZINE EX 11 - Rommel's Last Stand: Italy 1943-44, What If? 15


This map shows the campaign in Italy as it was fought historically from September 1943 through May 1944. Had Rommel been given overall German command
throughout Italy, he would have taken over just as the Allies established a line across the entire south part of the peninsula on 25 September.

until then been favoring Rommel’s strategy, and despite the fact Rommel gotten his way, the resultant Italian campaign – and the
he generally got along much better with Rommel than he did with whole rest of the war in the west – would certainly have looked
Kesselring, the Fuehrer had decided to adopt the fight-in-the-south different than what we read in the history books today.
strategy. On the one hand, if Rommel did well and held the Allies to
On 21 November 1943, Rommel left Italy forever, to take up getting no farther north than the Po River valley, his absence from
another new command, his final one, this time in France. Even then, Normandy in the first weeks after D-Day certainly would have been
at one point a few days earlier, Hitler had changed his mind again, felt there. With Rommel in Italy, it would have been von Rundstedt
deciding Rommel should take over from Kesselring in all of Italy. – who advocated falling back from the beaches to fight the decisive
Just as the radio operator began transmitting those orders, however, battle inland – who would have been running things in France.
Hitler again changed his mind and ordered Kesselring to remain in On the other hand, if the Allies had been able to make good use of
supreme command in Italy and continue to fight it out in the south. the unavoidable chaos involved with so large and swift a retreat
For his part, despite the fact he finally won the argument by the Germans from southern Italy into the north, and in that way
with Rommel, Kesselring never forgave him for denying him gotten to the Alpine passes a year ahead of their historic arrival,
reinforcements when the Allies first landed in Italy. He wrote in his that might have had major effects on Anglo-Allied strategy. Such
memoirs that, had Rommel sent him “just one panzer division,” he a development might have been taken as proof of Churchill’s “soft
could have smashed the American beachhead at Salerno and then underbelly” theory, leading to a major campaign into the Ljubljana
turned against the British, either defeating them in turn or at least Gap to try to break into the Danube Valley. That would also have
stalling them out permanently in the far south. diminished Rommel’s reputation as having been one of the war’s
Since then, of course, historical hindsight tells us Kesselring was great commanders.
indeed correct in his southern strategy. During the next year, the We will never know for certain what would have happened, but we
Allies tied up in Italy about 30 of their divisions, whereas the can explore the possibilities on our wargame table.
Germans never had more than 20 of them in that theater. Had

16 BANZAI MAGAZINE EX 11 - Rommel's Last Stand: Italy 1943-44, What If?

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