'THE CLASH OF ARMOUR'
3 Getting Started
4 Map Mode
5 To Move a Unit
6 To Make an Attack
7 Action Screens
8 To Resupply Units
9 Command Phase
10 Computer Turn
11 Basic Tactics
12 To Load/Save or Quit Game
13 Twin Computer Game
14 Tobruk, 1942 (The Scenario)
15 Designer's Notes
16 Unit List
Many Computer Games of the 'ARCADE' variety can be played
by simply loading the program and getting hold of the
Joystick. Any rules etc. can be picked up as you go
along. This is NOT a game of that type. Do not take this
to mean that this game is of vast complexity. It is not
that either. However it is a game you will learn and
enjoy far quicker if you follow this manual. You must at
least read Sections 1 to 13 to understand the basic game.
This game covers Rommel's push against the Gazala Line in
May, 1942. After months of fierce fighting in the North
African desert, the British and Commonwealth forces had
taken and defended Tobruk, a key port to Meditteranean
strategy and vital to any supply in the desert war. With
the Axis forces pushed back to Gazala, an immense
operation began laying a vast minefield of over 500,000
mines stretching from Gazala to Bir Hachieim. When the
offensive began, nearly 250,000 mines had still to be
placed. Rommel's plan was to break through the Gazala
line, re-take Tobruk and force the Allies back to Egypt.
By early July, he had succeeded.
You may choose to command the Axis forces in the one
player game or either Axis or Allied forces in the two
player game. As the Axis commander you must attempt to
take as many of the Allied command points as possible,
Tobruk being the ultimate goal.
As the Allied commander you must defend your six command
points from invasion while attempting to disrupt Axis
supply and strength.
2. TO LOAD
(A) AMSTRAD VERSION
DISK: Reset the computer and RUN"DISC
CASSETTE: Reset the computer. Type CTRL and small Enter
key and follow the prompts.
(B) SPECTRUM VERSION Load in the usual way using the
command LOAD ""
When the game has loaded the menu will appear on the
2a. TWIN COMPUTER VERSION. (Amstrad only)
The Amstrad version of this game has the option of using
two computers, one for each player. If you have bought
the cassette version then this can be found on side two
and you should follow the instructions above. The disc
version is all on the same side but for the twin computer
game you should run "DISC2".
The Twin Computer game requires a special lead which may
be obtained from P.S.S. and some additional rules which
are covered in Section 13. You are strongly advised to
play the single computer game, learning its rules, before
attempting the twin computer game. All of the following
assumes the single computer version.
3. GETTING STARTED
When the program has loaded a menu of six options will be
1: Determines whether arcade is to be included in the
assault phases. This is set to WITH ARCADE when loaded.
To change, press 1 and it will show WITHOUT. Press 1
again and it will switch back to WITH ARCADE.
2: Switches between colour monitor and green screen
monitor. Pressing 2 will toggle between the two. (Amstrad
only). On the Spectrum version, Option 2 allows you to
select between Keyboard or Joystick. The Joystick option
is compatible with KEMPSTON/PROTEK/ + 2 Interfaces. The
keyboard controls are as follows:
A = LEFT Q = UPPER LEFT
D = RIGHT E = UPPER RIGHT
W = UP Z = LOWER LEFT
X = DOWN C = LOWER RIGHT
S = FIRE
SPACE = NEXT PHASE
3: One player game. Gives you control of the Axis forces
with the computer controlling the Allies.
4: Two player game, One player controls the Axis forces,
the other controls the Allies.
Options 5 and 6 are covered in Section 12.
Now Select option 3 by pressing "Y" on the main keyboard.
4. MAP MODE
The screen will now clear and a map of Cyrenaica will be
displayed. At the top of the screen is a line of text.
This line is used to display game messages, information
etc. The line now reads AXIS MOVEMENT PHASE. This tells
us that the Phase of the game turn we are in allows Axis
units to move.
Below this line is a box with the current date and to the
right of this a box reading AXIS COMMAND.
On the far left of the map you will see a flashing red
box surrounded by a white square.
This white square is the COM BOX and is used to survey
the map, move units, order attacks etc. By moving the
joystick the COM BOX may be moved around the map. The
large white box near the top right of the screen is the
REPORT BOX. This tells you what the COM BOX is positioned
over and gives a report on any units strength. As a guide
here is a list of symbols used on the screen map.
SYMBOL COLOUR DESCRIPTION
Blank Orange Desert
Blank Blue Sea
Shaded Brown Escarpment
Shaded Grey Minefield
Square Blue on White Allied command
Square Black on Grey Fallen command
Square Blue/White Bands Allied unit
Square Black/Grey Bands Axis unit
Square White on Black Axis supply dump
SYMBOL COLOUR DESCRIPTION
Blank Yellow Desert
Blank Blue Sea
Shaded Black Escarpment
Chequered Square Black on Yellow Minefield
Large Square Black on White Allied command
Large Square Block on White Axis command point
Square Black on Yellow Fallen command
Square White/Black Bands Allied unit
Square White/Black X's Axis unit
D Symbol White on Black Axis supply dump
5. To MOVE a UNIT
Place the COM BOX over any Axis Unit. In the report box
you will now see the strength of that unit.
The last line, MOB, will give you the mobility of the
unit in moves it is capable of making in this game turn.
If it reads 6 for example, it may move only six map
Now press the fire button and the COM BOX will change to
a white cross showing the unit is ready to move. Move the
cross to where you wish the unit to go but note that the
unit will follow the exact path that the cross takes.
Neither may units pass through each other, over a
minefield or an escarpment. Great care must be taken with
the route of the white cross as any infringement of these
rules will result in the loss of all the units remaining
mobility for that turn. Now press the fire button a
second time and the unit will move.
Units may move any number of times in one game turn as
long as it has mobility remaining. Mobility of each unit
is determined by the construction of its forces. Infantry
divisions have less mobility than Semi-motorised infantry
which in turn have less than fully motorised Armoured
Fighting Vehicles (AFV).
To cancel any particular move press the space bar and the
white cross will return to the COM BOX.
6. To MAKE an ATTACK.
Press the space bar to leave the movement phase. The text
line should now read AXIS ASSAULT PHASE. Each unit on the
map, including Allied command points (oasis), has a 'Zone
of Control' of one map square around it. If any unit
passes into the ZOC of an enemy unit, i.e. next to it,
that unit will be 'trapped' and all subsequent movement
suspended for that game turn. Any attacking units must be
inside the ZOC of the defending unit.
To make an attack place the COM BOX over your unit and
press the fire button. The COM BOX will again change to a
white cross. Now place the cross over the unit you wish
to attack and press the fire button. Both units will now
flash indicating that your order has been accepted. Note
that when attacking occupied Allied command points the
oasis does not flash.
You may not attack your own units, minefields or
escarpments or attack an oasis once taken. (You may,
however, move over a fallen oasis).
Now press the space bar to leave the Assault Phase.
7. ACTION SCREENS.
If you have chosen to include arcade the message to
select the battle will now appear on the text line. If
you did not then proceed with the MAP ATTACKS section.
To select the battle place the COM BOX over one of your
flashing units and press the fire button. If you do not
wish to see the battle then press the space bar for the
The screen will now clear and give you control of one AFV
in your unit. Your objective is to destroy as many
targets as possible.
If you are attacking an oasis you must attempt to place
as many shells as possible on to the target.
In a unit to unit battle your tank has three modes:
Drive, Turret and Machine Gun. At the start of the action
you will be in Driving mode and must move the tank to the
nearest target which is on a heading shown by 'TARGET'.
To do this push the joystick forward to accelerate and
left and right to alter your heading. When the target is
close enough you may now change mode to operate the
turret by pressing 'T' or the machine gun by pressing
Enemy tanks will fire shells in an attempt to destroy you
while machine gun posts will fire, (you guessed it),
bullets. If no target is in range you will hear the
whistling of incoming shells from distant artillery. The
longer you stay still the more accurate the enemy fire
will become so try to keep moving. To return to driving
mode press 'D'. To operate the turret move the joystick
left and right to adjust the bearing, up and down to
adjust the elevation. Press the fire button to load and
fire a shell. The message IN FLIGHT will now indicate
that the shell is being loaded and fired. When the shell
flight is over, the range indicator will show you how far
long or short the shell had fallen. Adjust your elevation
accordingly. When the ON TARGET message appears the
target will explode. Now switch to drive mode and move to
your next target.
To operate the machine gun simply move the sight with
your joystick and press the fire button but beware of the
'kick'. Targets will be destroyed at varying rates so
keep trying. Note that your ammunition is determined by
the supply strength of the unit you chose on the map
screen. The arcade battle will be over when either your
damage is too great for you to continue or you have fired
all your shells. A bonus will be given for each target
Although tanks or machine gun posts may be destroyed with
either of your weapons try not to waste shells on machine
gun posts or machine gun belts on tanks. Also note that
if an enemy machine gun post is not firing at you, your
machine gun will not reach him!
Finally, when attacking an oasis, only the turret mode is
available to you so don't try to switch to drive or
machine gun mode. A bonus will be given for the number of
shells you drop on the oasis and how widely spread the
These are broadly similar to the Amstrad version but
different in layout.
You are first presented with an Icon based selection
screen. You have four icons laid out N, S, E, W.
NORTH - TURRET/MAIN GUN CONTROLS
WEST - MACHINE GUN CONTROLS
SOUTH - OBSERVER/MAP DISPLAY
Using RIGHT/LEFT/UP/DOWN, highlight the icon and press
fire to select each option. They then operate in much the
same way as on the Amstrad.
The OBSERVER/MAP DISPLAY is an extra feature and shows
the immediate surrounding area from your tank. This will
return to the main icon screen after a few seconds.
To exit from any action screen, pull the cursor to the
bottom of the screen and press fire. As combat
progresses, your tank will inevitably be damaged and you
will begin to lose various controls.
MAP ATTACKS: The screen will display the normal map mode.
All units involved in battles will flicker. Any units
destroyed during battle will be removed from the map and
a message indicating its identity will appear on the text
line. Allied command points will change to a black square
on grey if taken. Some units may also retreat at this
When the attacks have finished the next phase will begin.
Note that there are two movement and assault phases in
any one day. One in the morning (A.M.) and one in the
afternoon (P. M.).
8. To REBUILD UNITS.
At the end of the Alied P.M. assault phase the message
ALLIED RESUPPLY PHASE appears on the text line. If you
are playing the one player game then the computer will
handle this (along with its command phase).
Supply is vital to both sides. The Allied forces supply
network uses each of the six main command points (oasis)
so taking one will effect the supply routes and so the
front line positions of the Allied forces.
The Axis forces have no such fixed network but are given
two mobile supply dumps. Each has a mobility range of 6
map squares per day and a supply range of 6 map squares
in each direction.
Try to keep your units within supply range of either
supply dump and an open route between it and the dump
with no intervening enemy units or ZOC. The supply route
from dump to unit may not pass over minefields, enemy
units and their ZOC or escarpments.
The text line should now read AXIS RESUPPLY PHASE. On the
far right of the text line will be INF and a number next
to it. This is the number of infantry strength points
available to you. Now move the COM BOX over the map. You
will notice that at certain positions the COM BOX
indicates that this particular map square is IN SUPPLY
while the normal COM BOX shows the square is OUT OF
Now place the com box over one of your units. If the
cursor changes to the SUP BOX then you may resupply that
unit. If the cursor is the COM BOX then you may not.
To resupply the unit press the fire button and one point
will be taken from INF on the text line and placed into
the INF of the unit. If you are unable to move supplies
to the unit (and the SUP BOX is displayed) then that unit
has its maximum possible points. This maximum varies from
unit to unit according to its composition.
Note here that all units consist of Infantry, Artillery
and AFV but where none is shown, the strength is
negligible. When either all your units have their maximum
or the value on the text line is zero, press the space
bar to cycle through AFV and SUPply giving each unit
extra strength as for INF. Note that ARTillery cannot be
9. COMMAND PHASE
This phase is used to control your air support and
Displayed on the screen are two sets of three boxes with
a figure over the top. These are the missions to which
you may assign points from the reserves.
Reading from left to right they are: Air superiority,
Interdiction and Ground strike for air support; AFV
Recovery AFV Destruct and Mine lifting for engineer
support. The figure over each box indicates how many
points are allocated to that mission.
Also displayed are two lines of aircraft and two lines of
spanners. These are the reserves for air and engineer
support respectively. By moving the joystick the Text
Pointer may be moved to the various missions. The colours
of the figures over the box indicates the strength of the
enemy allocations. This may not always be exact! Red
means less than enemy, white is equal and green is
greater. If you press the fire button, one point from
reserve will move to the mission where your text pointer
is positioned. After you have assigned the missions you
require press the space bar. The text pointer is now
pointing up and any subsequent pressing of the fire
button will now move points from the missions into
Notice that we cannot move points from one mission to
another in the same command phase but must always pass
through reserve. Here is a summary of the six missions
available to you:
Air Superiority. Points on this mission seek to gain
control of the air space over the battlefield. They
achieve this by patrolling and attacking enemy aircraft.
If the enemy is winning air superiority you will take
greater losses in other missions. If you are in the lead
he will take greater losses.
Interdiction. This air mission attacks enemy supply and
movement network. This will affect the supply points the
enemy receives at the end of each day.
Ground Strike. This is a special mission which requires a
minimum of ten air points and can be used to attack any
Before the first movement phase of each day the message
SELECT TARGET will appear on the text line. Position the
cursor over your selected target and press the fire
Note that the air strike may occur at any time during the
day so if you select an enemy unit it could have moved by
the time the strike comes in!
AFV Recovery. After the battles of any one day Armoured
Fighting Vehicle (AFV) wrecks may be recovered from the
battlefield. The more engineers allocated to this task,
the more wrecks will be recovered. Note however that they
may only recover AFV points lost in one day. Don't waste
resources if you are not losing AFVs or you are receiving
enough in resupply anyway.
AFV destruct. Enemy AFV wrecks left on the battlefield
may be sabotaged beyond repair. The more engineers
allocated to this task will reduce the number of wrecks
the enemy can recover. AFV recovery and destruct are
therefore linked. Note that on the command screen your
AFV recovery will turn green only if you have more than
the enemy has allocated to AFV destruct and vice versa.
Minefields. This mission lifts a minefield for the Axis
player and lays a minefield for the Allied player. A
minimum of ten engineer points are required to achieve
this and will take one full day. Before the first
movement phase of each day the message SELECT MINE
LIFTING TARGET for the Axis or MINE LAYING for the
Allied. Move the white cross to the position required and
press the fire button. Note that the position selected
must be within supply range. If not, it will be
disallowed and the confirmation message will not appear.
10. COMPUTER TURN.
In the one player game the computer controls all Allied
phases including resupply and command. If you have
selected action screens then the option to select battle
will only be given on your assault phases.
11. BASIC TACTICS.
The battle for supply is as important as that for ground.
Look after your supply points and attacks will become
more effective. Do not let your units become less than
three on all lines or you will lose them. Attacking with
a unit which has no supply will be fatal.
Axis. Remember that your objective is to take as many
oasis as possible. Destroying enemy units may help but
better to use your resources on the command points which
will weaken Allied supply and force their retreat. Air
strikes on mobile units are risky but effective. Oasis
however, dont move. Protect your supply dumps at all
costs. Keep your units between them and the enemy and
remember that an air strike could be targetted on them.
If you lose your supply dumps they are not replaced and
the game is lost! Choose your openings in the minefields
carefully and don't try to clear it from top to bottom.
One or two breaks are usually sufficient. Apart from
resupply your only reinforcement is the Littorio Division
which will appear sometime in early June.
Allied. (Two player game) Defend your command points
(oasis) well. Although immobile these have the same
supply rules as the Axis supply dumps (See Section 8).
Try to keep all your units in supply but in a strong
defensive position. When attacking use units which
complement each other so that if one unit has a high AFV
strength add a unit with a high infantry strength to the
Remember you are on the defensive so attacking with all
your resources could prove costly.
12. To SAVE/LOAD OR QUIT GAME.
During any movement or assault phase not controlled by
the computer press the ESC key (SHIFT & SPACE on
Spectrum) and the game will return to the menu. Pressing
the options for one or two player games will restart the
game from day 1.
(A) AMSTRAD VERSION
SAVE. Select the save option and insert either a blank
cassette or disc. When ready press 'D' to save to disc or
'C' to cassette. Once saved the game will return to the
point where the ESC key was pressed. You may now continue
with the game.
LOAD. Select the load option and insert the cassette or
disc with a previously saved game. Press 'D' if disc or
'C' if cassette. When loaded the game will return to the
point where the ESC key was pressed. You may now continue
with the game.
(B) SPECTRUM VERSION
Select the LOAD/SAVE option, press fire and follow the
13. TWIN COMPUTER VERSION.
This advanced version of Tobruk requires the use of two
Amstrad micros, one connecting lead and patience. It is
designed for the player who enjoys the strategy game more
than the arcade. For such a player this is a must.
Two Amstrads are needed (464, 664 or 6128) in any
combination. However, if you have the disc version BOTH
machines must have independent drives. If you have the
cassette version both machines must have access to a
cassette recorder. The connecting lead is simply two
joystick plugs wired identically at each end in the usual
format as a standard joystick. These leads may be
obtained from P.S.S. for a nominal fee, or you may try to
make your own using the wiring diagram below.
Wiring Diagram Requirements: (A) 2 x female joystick type
'D' connectors. (B) Sufficient 9-way cable - approx. 2
mtrs should be sufficient. (C) Soldering iron/solder.
To make the cable simply link the two 'D' connectors via
the 9-way cable. Connect each contact to the same contact
on the other end. eg. Contact 1 to contact 1 , contact 2
to contact 2, etc. When all nine are connected your cable
Please note: PSS cannot accept liability for any damage
caused by using the cable.
Arrange the computers so that each player cannot see the
other's screen. To load the game run either side two of
the tape or 'DISC2' if you have the disc, on the machine
which will play the Axis forces. This computer (the
MASTER) will hold the menu options and control what the
second computer (the SLAVE) does.
Once loaded, plug the lead into each of the joystick
ports and move the disc or cassette to the Slave
computer. Now RUN"SLAVE (disc or cassette) and wait. Note
that on the cassette version the slave program follows on
from the master.
If the slave program has loaded successfully and the lead
is connected the borders of both machines will change
colour together. This will last only a minute or so.
Once the connecting lead is plugged in do not remove it
or you will lose the game on both machines!
ADDITIONAL RULES. When the menu appears on the master
computer select 2 to start game. There are only a few
differences between this and the single computer game. If
they are not mentioned here then consult section 1 to 12
for any queries which may arise. Firstly, as you may have
noticed from the menu on the master computer, there is no
option for arcade action. This is partly due to the fact
that both joystick ports are now occupied making arcade
impractical. Movement of the combox is now controlled by
If you take a look at the number keypad to the right of
the keyboard you will notice that they are arranged in a
square. Each key will move the combox in the direction
the key is from the centre (5).
Pressing the 9 will move diagonally up and right, key 2
will move directly down and so on. Key 5 itself acts as
the fire button.
Secondly, and most obvious, you can only see your own
units on the map. Movement of units also remains hidden
although the sound will indicate that something is
moving. Enemy units will remain hidden until two opposing
units meet (i.e. enter each others ZOC). If this occurs,
the enemy unit will appear on your display and your unit
will appear on the enemy's.
Revealed units will remain seen until they are moved by
the controlling player.
Order of play is the same as the single computer game.
While one player has control of his machine the other is
'suspended' so any attempt to intervene will fail. If
you've mastered the single computer game beware. This
version requires a completely different strategy and a
great deal of thought.
Loading and saving the game is the same as the one
computer game but takes a little longer. Note that saving
and loading is handled by the Master computer. The slave
computer does not need its cassette or disc once the main
game is loaded.
14. TOBRUK, 1942.
The game map covers an area of Cyrenaica in Libya, close
to the border with Egypt. Axis forces consist of mainly
German and Italian units while the British and
Commonwealth include British, South Africans and the
First Free French brigade garrisoned at Bir Hacheim.
During the North African war much 'toing-and-froing'
occurred of the actual fighting front. In 1941, Tobruk
itself was held by the Axis forces with a strong garrison
of Italian infantry. In November of that year British
forces launched an offensive known as Crusader against
the Axis forces were pushed further and further west by
the might of the Allied attack.
Now, in 1942, after many counter offensives against
Tobruk had failed, Rommel began his push through the
Gazala line. At the start of the battle of the Axis
forces were greatly under strength. Supplies were low and
their network inefficient. The 90th Light Division
started with less than 50% its full complement of
Rommel had little support from the Axis High Command who
were now concentrating most of their efforts on the
Russian front. In Rommel's opinion, given a few more
armoured divisions, he could have overrun the Allied
forces in the Near East within a few months. From
thereon, the raw materials of Africa and oil in the
Middle East could have changed the course of the war. The
Allied command had more foresight and realised the
importance of the African theatre. Supplies were strong
and well organised. Had Rommel stayed on the defensive
the Allies were strong enough to outflank the Axis forces
on the Gazala Line.
Rommel decided there was no choice but to launch his
offensive. Fighting began just west of Gazala itself
against the Italian infantry on the 26th May, 1942. Many
fierce battles were to follow, many lives lost and
thousands of prisoners taken before the final fall of
Tobruk in the early hours of 21st June. The scene was now
set for the forthcoming decisive battle at El Alamein.
15 DESIGNERS NOTES.
As with our previous wargames, we have attemped to
produce a game which is accurate and playable to a wide
age group. Tobruk 1942 has seen many revisions to its
design and compromises have been made in factual areas to
achieve this playability. For those of you who are
experts in this field we apologise for any
have had to make. However, we hope that the game in its
present form is a reasonable balance between conflicting
Strengths for each unit are not given in quantity but
indicate the capability of the unit. The Axis Panzer
divisions, for example, have high AFV and artillery
strengths. These reflect the superiority of the Panzer
III and IV tanks at the time. The German 88mm anti-
aircraft gun was, by then, mounted on its own wheels and
used as an anti-tank weapon with devastating effect.
Some units which were involved in minor skirmishes have
either been omitted or merged with their appropriate
brigade or division. Due to the importance of keeping
forces active in the North African campaign many units
were withdrawn before they became too weak to fight.
We attempt to use the mobile supply dumps for the Axis
units to show the difficulties involved in keeping mobile
forces moving. Advancing units are limited by the
supporting supply line. Resupply levels for each side
show the superior organisation of the Allies in supply to
its units. In any desert war, unit mobility is vital. In
this respect, units are automatically refuelled to their
maximum range each day IF that unit is in supply range.
The tank commander with any experience would never report
the true level of fuel to his superior. He would ensure
that enough fuel remained for any unforeseen tactical
retreat. Therefore, if any unit remains out of range of
fuel supply a mobility of one is awarded to that unit. No
units are ever totally immobile (unless garrisoned).
Rommel had only limited control over the Air Command as
did Ritchie and Auchinleck who led the Allied forces. Air
strikes called by the player may arrive at any time
during the day. Technically, it may be said, Rommel won
the battle for Tobruk in 1942. The Allied forces,
however, had weakened the Axis advance to such an extent
that Rommel's victory was to prove too costly.
Tobruk 1942 is a computer wargame and is not intended as
any political statement. Neither do we wish to glorify
war or to pretend that it is a game. We simply hope that
many who play the game will have more insight and
knowledge of what occurred during one month of World War
II and military strategy in general. We dedicate this
game to all those who fought and lost their lives during
16. UNIT LIST.
IN GAME INF AFV MOB
1 ARMY TANK BRIGADE 2 9 6
32 BRIGADE 9 0 2
150 BRIGADE (BOX) 11 0 1
151 BRIGADE 11 0 1
2 ARMOURED BRIGADE 2 9 6
22 ARMOURED BRIGADE 2 9 6
201 GUARDS MOTOR BRIGADE 9 0 4
4 ARMOURED BRIGADE 2 9 6
7 MOTOR BRIGADE 9 0 4
3 INDIAN MOTOR BRIGADE 9 0 4
1 S.A. BRIGADE 9 1 2
2 S.A. BRIGADE 9 1 2
3 S.A. BRIGADE 9 1 2
2 S.A. DIVISION (TOBRUK) 15 - -
TOBRUK 1 - -
GAZALA 10 - -
ACROMA 3 - -
KNIGHTSBRIDGE 5 - -
EL ADEM 4 - -
BIR HACHEIM 10 - -
AXIS UNITS MAXIMUM
INF AW MOB
90 LIGHT DIVISION 10 4 6
21 PANZER DIVISION 9 9 6
15 PANZER DIVISION 9 9 6
ARIETE DIVISION 9 7 6
TRIESTE DIVISION 9 7 6
LITTORIO DIVISION 9 7 6
PAVIA DIVISION 9 0 1
BRESCIA DIVISION 9 0 1
SABRATHA DIVISION 9 0 1
TRENTO DIVISION 9 0 1
SUPPLY DUMPS (2) 3 0 6
Most of the following information used for this program
was obtained from the following sources:
THE ROMMEL PAPERS edited by Liddel-Hart, 1953 edition
THE NORTH AFRICAN CAMPAIGN 1940-43 by General Sir William
TOBRUK by Heckstal-Smith
LES FORCES ARMEES (French edition) by Andrew Mollo
THE HARDWARE OF WORLD WAR II Galley Press
Along with various other books, photographs and documents
too numerous to mention here. Many thanks to the staff of
The Imperial War Museum for their help during our
research. Special thanks to Alan Steel for his invaluable
assistance and advice during design and production.