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In retrospect the truck card was unnecessary and didn't help, but hard to see how it would have worked without the other 3.
I only send the 4th light armor brigade to the south. On turn 1, take the objective required. On turn 2, move to the southwest as far as you can. On turn 3, you can reach the eastern hex between the escarpment and the ridge. For the first 3 turns, use your HQ to supply the brigade, note that on turn 3 you should use your HQ before you move. On turn 4 you can reach the hex east to the escarpment. On turn 5, you are out of supply for 2 turns, but you can reach the objective with road supply, so supply won't be a problem. For the final objective, I place 2 supply hubs using the road supply as I mentioned before. The last two objectives are undefended, so supply is the only issue to worry about.
I think this was the hardest scenario on the historical path. The following ones are very easy by comparison. Now on to the alternative aggressive path!
You'll want to save the solitary air supply for the unit that's taking the long road to the southern objectives (I used the motorised unit), while bringing the XXX Corps HQ around the flank with the New Zealanders. Emergency supply the light armoured brigade on turn 2, which will allow you to kill the Italian infantry on Bir el Merduma on turn 3. On turn 4, you move that same brigade past the objective to capture the nearby supply hubs (the ai always seems to leave at least one nearby) and then capture Bir el Merduma on the rebound. Nofilia should be empty to take on the next turn.
The trick, I think, is to not rush El Agheila. On the first turn, don't move any of your British infantry on the coast (maybe even entrench them during the prep phase) and when the German motorised unit leaves Mersa El Brega on turn 2, follow up with your infantry to the extent of the marsh - don't put a unit adjacent to El Agheila, as it will be smashed and the Axis will consolidate the position and you need the extra turn to prepare. On turn 3, begin the coastal push with support from the 22. Armoured Brigade, focusing on destroying as many enemy units as possible - while they will counterattack and wreck some of your infantry, doing so will force them to play hot potato with the units they put on Dor Lanuf and El Agheila, and neither will dig in. At the same time, supply what you can with the XXX Corps HQ on the flank (your motorised unit and the New Zealanders come to mind, perhaps motor pooling one of those brigades to push to Dor Lanuf) and then move the HQ back to the hubs near Mersa el Brega to help take El Agheila on turn 4.
Ultimately, in my game, on the enemy turn 3 they pulled the 'Ariete' division off of Sidi Tabet, allowing my New Zealander(s) to assist the coastal force in taking El Agheila (careful management of ZoC is required). This allowed my 22. Armoured Brigade to flank to Dor Lanuf on turn 4, and on Turn 5 easily captured it (again, sending one of the New Zealanders here instead of leaving it in the cold next to Sidi Tabet is a good idea).
This mission plays like a tougher 'Crusader' but you have less forces and the objectives are much stricter. The one major advantage you have is the small number of enemy units in this scenario, especially as one of the tough panzer divisions (if left alone) lets itself fry in the sun 'til it runs out of supply. Therefore on turn 2/3, destroy as many weak enemy units as you can, to force them to split their remaining forces between El Agheila and Dor Lanuf, stopping them from digging in.
The AIs movements are predictable up until the start of Turn 3, as long as you threaten Dor Lanuf, and keep your main line of British infantry relatively static. After Turn 3, the AI tends to smack whatever Infantry unit is on the Coast in front of El Agheila, so pick a unit that is likely to overrun instead of stand to the death to minimize step losses. My run definitely isn't perfect yet, but this should do alright to help with this scenario. Happy Hunting!
https://youtu.be/kFUIZe4aSQE