Axis
My Impression of the Game System:
I really like the limited intelligence and the WEGO systems. It really adds a great deal of tension into the game. They make the game distinctly different from the chess-like nature of most other systems.
The unit strengths and weaknesses seem right. I am fairly knowledgeable in the period. I could probably quibble about the factoring of some units/equipment but someone else would just quibble the opposite.
The UI is decent. The Hot Buttons must be used to play. They thankfully work well. The button to bring up the Hot Button summary is very useful. As always, some people will want to remap the buttons. This might be something for a future patch.
My impression of the scenario:
From the Italian view point the scenario is difficult. Your forces are Fixed for essentially the first 3 turns. This is frustrating but historically accurate. The CW gets to pick out and destroy any camps that he wants to.
Once your forces are free you can attempt to change the absolute disaster that occurred in real life. You also have a fighting chance to really damage the CW if you play well.
Thoughts on my game:
I think I responded well in stopping any attempt for the CW to reach the coast road and thus being able to reduce Sidi Barrani. I also was able to maintain control of the coast road from Buqbuq to Sofafi allowing me to move forces into my encirclement attempt.
The problems with my play were:
• I failed to pay attention to my troop quality. Overall I have lower Quality troops than the CW. Historically this is because of training and equipment issues. For my attacking force I should have made sure to use my higher quality troops. My lower quality troops would have been better used as defensive/blocking forces
• I failed to pay attention to ridge lines, thus reducing the effectiveness of my attacks even more.
• I should have tried to keep better divisional integrity to allow for better lines of communication and better coordination in attacks.
• I should have swung more units into my encircling forces. I had plenty of fuel and could have used road mode to get them into the drive.
Scenario Victory Conditions
The CW originally envisioned O'Conner's attack as a raid to spoil Axis plans. Poor Italian response and aggressive action by O'Conner turned it into a Strategic Victory.
Judging the results of my battle with Don as a Raid, I agree it is a Minor Allied Victory. Selby Force/7th Indian would relieve the pocket before much more damage could be done to the trapped forces. Both sides would probably then withdraw to defensive positions to renew the fight later. Just looking at VP for Destroyed units it was 424 to 86, a 5:1 ratio in favor of the Allies. If Don had started withdrawing around turn 8, the ratio would have been even higher and a greater victory condition would have been deserved.
On the Strategic level I would consider the results a Draw. The CW would have to wait for further forces to drive the Italians out of Egypt. The Italians would have had to reinforce before even considering a drive on the Canal. There are Political and strategic decisions that are outside the purview of the game (Would Rommel be committed to NA? Would the CW send troops to Greece?)
Scenario designers might consider having multiple types of victory for a battle game like this.