Fall of Tobruk options to fix the scenario?

By DPalmer43, in Tide of Iron

Broke out ToI at lunchtime again. Hadn't played in a while. Fall of Tobruk was a scenario that neither of us remembered. Unfortunately, it appears to be another flawed scenario where one side (the Germans here) have a ridiculous advantage. Has anyone out there seen the same and if so, anyone tried to "fix" the scenario?

We thought about...

A) Give the Brits another AT-gun. One more weapon against the tanks that can simply sit back and soften up the Brits

B) Shorten the game to 6 turns (it's currently 8). Force the Germans to move instead of setting up and simply taking pot shots at the Brits.

C) Give the Brits some Anti-tank squads. At least gives the Brits a fighting chance against the incoming tanks.

D) Remove one of the 2-pt German command point markers. Keep the one on the bridge and one back. Remove the one next to the tanks starting location. Limits the opportunity for the Germans to retain initiative

E) Remove the air support deck for the Germans. They're already overwhelming the Brits in numbers, they need air support too???

Anyone try out any of these? Maybe another option to even things out? We've tried the scenario as it a couple times now, and it's an obvious German win by Turn #6 (we ended the 2nd time when it was obvious that the Germans would achieve the victory conditions either on Turn #7 or Turn #8).

Thanks in advance!

hi, from my point of view, this is a great scenario which is not unbalanced at all:

the brits must use the "place a minefield"-card from the desert strategy deck and place it in one of the two blue shaded hexes (the exit points for the german armor). this way the brits can "force" german armor to pass through the leaving hex. remeber the germans must exit the board with at least two tanks, that means the brits must (only) heavily damage 4 out of 5 panzers, this way preventing them from moving further.

then place some infantry and one at-gun in the hex not containing the minefield. this makes it harder for the germans to breakthrough.

we have played this scenario app. 3-4 times. in every game it was a heartpounding end. we did not notice that the germans are "overpowered". ok, they have strength in numbers, but it is a hard job to pass through the heavily fortified british defense lines. honestly, this is one of my favorite scenarios for toi...

greetz from germany!!! today we rock at the world cup (hopefully) :-)

I agree with the above poster.

As the british, I have lost once and won once. The thing is that the german must have both ENOUGH tanks AND enough infanteri to win the senario. The big complain about this scenario is actually the 'place minefield' operation card, which many people think is somewhat stupid. The problem is not the card in it self, but that it can be used a little bit to gamey, and the german cannot do anything with it. Placing it in the exit hex the last round does feel a little bit like cheating. If however giving the germans the 'remove minefield' op card take care of the problem. The minefield will still be problematic for the germans, but atleast they can get their engineers up in the front and remove it.

However I could agree that without the 'place minefield' operation card it could favor the germans, but only slightly. Therefore I would give the germans the

-'remove minefield' operation card

-maybe add a british infanteri