Orcika Korps Strategy

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Introduction

The various Orcika Korps scenarios represent using the OrcConquest system to do a conventional wargame. In this case, it's Rommel's Afrika Korps campaign in North Africa from 1941-43. It gives quite a good feel for this conflict, especially considering Orc Heavy Cavalry is being used to represent the Panzers.


The campaign is split up into games of the various parts:

Game

Description

Orcika Korps I

The original, just the Eastern campaign, and you only control the Germans (Orcs). You do have your computer-controlled Italian (Black) allies.

Orcika Korps II
East

The Eastern campaign with occasional raids from the West. You control the Germans and Italians. Your opponents are the British (White) and the French (Purple).

Orcika Korps II
West

The Eastern campaign is basically a raid with small forces to take and hold the various Libyan dwellings. You control the Germans and Italians. The British are there, but content themselves with raiding. The French/US (Purple) start out with raids, and later full-scale invasion in the West. You will be warned.

Orcika Korps II
FULL

This combined campaign starts with full Eastern campaign with just raids in the West. Your Germans and Italians need to sieze Tobruk, then El Alamein, then Alexandria before the Americans mount their full-scale invasion to the West. Failing that, you need to hold out against the combined forces of Montgomery and the US Army, an epic undertaking.

The Starting Situation

These scenarios start just after Rommel has taken El Agheila, and turned it into his base. Zooming out, here is the opening situation:


The British are sitting safe behind their barrier to the East, focused initially on subduing
rebellious Arab villages. The Free French are setting up their base in the East too, and will
soon start moving on the Arabs as well. Beware, they are also building up Casablanca in the West.

Your small starting German (Orc) forces are in El Agheila, and should start out for Benghazi and
Mechili. Since I know a Panzer unit will be arriving turn 2, I normally start my initial forces
heading to Benghazi, and the new Panzer unit to Mechili, to make a shorter trip to Tobruk.

The Italians should send 2 of their 3 starting units to capture an Arab village, but leave 1
back to deal with initial French raiders.

While the local colonial units you can build will be minor compared to the troops arriving from
Europe, they do help flesh out your army and build defense lines. So Tripoli and El Agheila
need to split between building up their industry and building some units, but they need to become
industrial powerhouses.

Most of the desert villages you conquer will never amount to much, but with some build-up, they
can produce light or medium infantry.

Your main focus early on as the Germans and Italians is to expand into Libya in the East, while
maintaining an anti-raider force in the West.

Links to Other Orcika Korps Pages

This focuses on Orcika Korps II FULL, but many things presented apply to the other Orcika scenarios, and to OrcConquest in general. After all, Orcika does use the same rules.

Early Game

Middle Game

Late Game