Note, however, that reaction activations are counted against a formation's total for the turn, so a good tactic is to try to feint an enemy division into burning up most of its activations through reaction. If the defender stands and fights, the attacker may spend one or two more action points to escalate the hasty attack to regular or prepared, respectively. Definite bad news. I don't really know what it's meant to simulate, since in my readings combat units historically rarely collapsed on such short notice, and for being in such a dreadful state, disrupted units sure do refit quickly. A better rule gives bonus action points to a victorious attacker, allowing him to follow up his assaults.
Supply is, of course, crucial.
Units trace supply to their headquarters, who must then follow a supply path to a road and thence off-map, although Boxes and Tobruk also serve as Allied supply sources. Out of supply headquarters pay double normal formation activation costs and their subordinate units are halved in movement and combat. This places the Axis in a dilemma, since their supply lines don't run very far past Bir Hacheim, and they will eventually have to commit substantial resources to capturing the place and clearing the Allied minefields, which can be a tricky process in itself. Every ten operations moves the Sudden Death marker one space further along, and if the combined initiative dice rolls equal or exceed the sudden death level, the turn ends then and there, which can happen at mighty inconvenient times, let me tell you. Well, fear not, dear reader, because a cassette tutorial is available upon request, wherein you listen to John Krantz and Ulrich Blenneman run through an Operations Cycle, explaining the most important concepts as they go along.