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Bloody Kasserine

Bloody Kasserine Rulebook

Table of Contents

Table of Contents

  • 1.0 Introduction
    • 1.3 Abbreviations
  • 2.0 Game Components
    • 2.1 Map
    • 2.2 Counters
      • 2.2.1 Support Units
      • 2.2.2 Heavy Equipment Units
      • 2.2.3 Sample Units
      • 2.2.4 Unit Types
      • 2.2.5 Nationalities
      • 2.2.6 Unit Abbreviations
      • 2.2.7 Counter Errata
    • 2.3 Rules
    • 2.4 Charts
    • 2.5 Dice
  • 3.0 Turns
  • 4.0 Sequence of Play
    • 4.1 Movement Phase
    • 4.2 Combat Phase
  • 5.0 Zones of Control
    • 5.1 In General
    • 5.2 Exceptions
  • 6.0 Movement
    • 6.1 Effect of ZOCs on Movement
    • 6.2 Roads
    • 6.3 Enemy Units
    • 6.4 Minimum Movement
    • 6.5 Ranger Movement
    • 6.6 Heavy Equipment Units
  • 7.0 Stacking
  • 8.0 Combat
    • 8.1 Combat Procedure
    • 8.2 Determining Combat Odds
    • 8.3 Terrain and Combat
    • 8.4 Multiple Defending Hexes
  • 9.0 Combat Results
    • 9.1 Explanation of Combat Results
      • 9.1.1 A elim (Attacker Eliminated)
      • 9.1.2 AR # (Attacker Retreat)
      • 9.1.3 Con (Contact)
      • 9.1.4 Eng (Engaged)
      • 9.1.5 Exch (Exchange)
      • 9.1.6 DR # (Defender Retreat)
      • 9.1.7 D elim (Defender Eliminated)
    • 9.2 Retreats and Advances
    • 9.3 Removing Losses
  • 10.0 Artillery
    • 10.1 Use of Artillery
    • 10.2 Artillery Fire and Terrain
    • 10.3 Movement of Artillery
    • 10.4 Attacks Against Artillery
  • 11.0 German Tactical Expertise
    • 11.1 Selective Attacks
    • 11.2 Breaking Down and Recombining Companies
    • 11.3 Break-Off
    • 11.4 Moving Through ZOCs
  • 12.0 Engineers
  • 13.0 Setting Up the Game
  • 14.0 First Turn Restrictions
  • 15.0 Winning the Game
  • 16.0 Optional Advanced Rules
    • 16.1 Tactical Air Support
      • 16.1.2 Ground Support
      • 16.1.3 Interdiction
      • 16.1.4 Interception
      • 16.1.5 Air Bases
      • 16.1.6 Flak
    • 16.2 Counterbattery Fire
    • 16.3 Supply
      • 16.3.1 Tracing Supply
      • 16.3.2 Effects of Unsupplied Status
    • 16.4 Weather

1.0 Introduction

1.3 Abbreviations

  • CF: Combat Factor
  • CRT: Combat Results Table
  • EZOC: Enemy ZOC
  • MA: Movement Allowance
  • MP: Movement Point
  • VP: Victory Point
  • ZOC: Zone of Control

2.0 Game Components

Bloody Kasserine includes a map, one sheet of die-cut counters, two reference charts, a rules booklet, and two six-sided dice.

2.1 Map

A. The map is a detailed and accurate representation of the area of southern Tunisia over which the battle was fought. The hexagonal grid provides cells or hexes in which game units and markers are placed. Within the hexes are graphic terrain symbols to show corresponding real terrain features on the battlefield.

B. Each hex on the map represents five miles. Only full hexes are in play. Partial hexes along the map edges are not usable.

2.2 Counters

A. The counters are die-cut squares of cardboard printed with symbols and numbers used in the rules. Symbols help identify the functions of the counters. Numbers are values used in computing the effects of combat and determining the ability to move. The attack, defense, and combat values are all referred to as combat factors (CFs).

B. In addition, counters are identified as to their historical units. The numbers and/or letters to the right of the counter (if any are present) identify the specific battalion represented by the counter. The numbers and/or letters to the left indicate the parent unit. This may be a regiment (or brigade in the British Army), a division, or both. If both a regiment and division are shown, they are separated by a dash. In all cases, the division identification is given in bold type.

2.2.1 Support Units

Units with a white unit type box are support units. The special capabilities of these units are explained in the stacking rule.

2.2.2 Heavy Equipment Units

Units with their combat and movement values printed in a red box are heavy equipment units. The limitations on these units are explained in the movement rule.

2.2.3 Sample Units

A red box around the combat and movement values means the unit is heavy equipment.

  • 2.2.3.1 Regular Combat Units: some have two combat values (attack and defense), some a single combat value.
  • 2.2.3.2 Tank Company: attributes are the same as for a regular combat unit with a single combat value.
  • 2.2.3.3 Artillery Unit: attributes are the same as for a regular combat unit with a single combat value, with the addition of a range value.

2.2.4 Unit Types

Infantry, Ranger, Armored Infantry (Panzergrenadier), Engineer, Motorcycle, Antitank, Armored (Panzer), Antiaircraft (Flak), Reconnaissance, Artillery, Cavalry, Assault Gun.

2.2.5 Nationalities

NationalityColor
AmericanOlive
FrenchBlue
BritishBrown
GermanGold
ItalianDirty Yellow

2.2.6 Unit Abbreviations

The following abbreviations are used in the unit identifications on the counters.

  • 2.2.6.1 USA: A = Armored; R = Ranger; TF = Task Force.
  • 2.2.6.2 French: AL = Algerian; CA = Chasseurs d'Afrique (African Cavalry); BLM = Brigade Legere Mechanique (Light Mechanized Brigade); W = Welvert (or Constatine) Division.
  • 2.2.6.3 British: A = Armoured; L = Lancers; CG = Coldstream Guards; LBH = Lothians and Border Horse; GG = Grenadier Guards; Le = Leicestershire; Gd = Guards; O&S = Odds 'n' Sods (a provisional tank unit formed during the battle); Hp = Hampshire; RB = The Rifle Brigade.
  • 2.2.6.4 German: A = Africa March (Replacement) Battalion; KS = Kradschutzen (Motorcycle Infantry); LWJ = Luftwaffe Jaeger Brigade; T = Tunis March (Replacement) Battalion.
  • 2.2.6.5 Italian: B = Bersaglieri (Motorized Infantry); BS = Blackshirt (Fascist); Cnt = Militia Centauro Armored Division; Sup = Superga Infantry Division.

2.2.7 Counter Errata

A. On the reverse of four US units the setup town and setup hexes disagree. In all cases the town is correct. These units, with their corrected listings, are the II/261 Infantry (Bou Chebka, 1715), 701 Tank Destroyer (Sidi Bou Zid, 1303), 601 Tank Destroyer (Maktar 0311), and III/6-1A Armored Infantry (Hadjeb el Aioun, 0804).

B. The spelling of Djebel Lessouda on the back of the US II/168-34 is incorrect; it should match the spelling on the map.

C. The reverse of the US 751 Tank Battalion should read Turn 11 (Feb 24).

2.3 Rules

A. This booklet of game rules provides all the information to play Bloody Kasserine. Once you have read this rules section, you are ready to play.

B. A separate section contains a number of advanced and optional rules which you may wish to experiment with. These rules add complexity to the game and make a richer playing experience.

C. These rules also include a history of the battle for Kasserine Pass.

D. A number of tactical hints on playing the game are throughout the rules in the form of Players' Notes.

2.4 Charts

The charts needed to play the game (and explained in the rules) are printed on two cards (one for each player).

2.5 Dice

Combat is resolved by rolling two six-sided dice and adding the results. This is explained in the Combat Rules (8.0).

3.0 Turns

A. Each Bloody Kasserine game lasts for 11 turns, each representing one day of actual combat. Turn 1 is February 14, while Turn 11 is February 24.

B. Each game turn ("turn") consists of a player-turn for each side. When both players have completed their player-turns, the turn is over, and the next turn begins.

C. Each player-turn is an opportunity for the player to move their units, and for those units to attack enemy units. During the player-turn, activity takes place in phases.

4.0 Sequence of Play

A. Axis Player-Turn: 1. Axis Movement Phase; 2. Axis Combat Phase.

B. Allied Player-Turn: 1. Allied Movement Phase; 2. Allied Combat Phase.

4.1 Movement Phase

In the Movement Phase, the players decide which of their units they wish to move, and move them.

4.2 Combat Phase

A. In the Combat Phase, players may attack any or all enemy units to which any of their friendly units are adjacent.

B. If a unit is in an enemy zone of control (ZOC), then it must attack.

5.0 Zones of Control

5.1 In General

A. Each unit exerts a ZOC, which extends into the six hexes immediately surrounding it. This represents the ability of a unit to control the surrounding countryside by firepower.

B. If a unit ends its movement in the ZOC of one or more enemy units, it must attack any and all of those units in the Combat Phase. If more than one unit ends its movement in the ZOC of one or more enemy units, all enemy units must be attacked by at least one unit, and each moved unit must make at least one attack.

5.2 Exceptions

A. ZOCs do not extend up a cliff hexside, but do extend down.

B. The ZOCs of heavy equipment units (see Movement for an explanation of heavy equipment units, 6.6) do not extend into swamp or rugged crest hexes.

C. Thus, a unit can be adjacent to an enemy unit without being in that unit's ZOC. In these cases, a unit can be in an EZOC but the enemy is not in its ZOC.

D. An engaged defender (one affected by an Engaged combat result) is not required to attack any enemy units, whether it is engaged with them or not. However, if new friendly units reinforce the engagement by moving adjacent to the engaged attacker, this breaks the engagement and obligates engaged defending units to attack as well.

6.0 Movement

A. Units may move during the Movement Phase. Each unit has a movement allowance (MA), which is the number of movement points (MPs) it may spend in a turn. Unused MPs do not carry over to the next turn.

B. Each unit is moved separately and individually. Once a player has begun to move a unit, no other unit may move until the moving unit completes all of its movement for the turn.

C. MPs are spent as a unit moves through the terrain on the map. Each map hex has a cost-to-enter expressed in MPs, printed on the Terrain Effects Chart. When a unit has spent all of its MPs, it must stop, and cannot move any farther in that turn.

6.1 Effect of ZOCs on Movement

A. Units must pay a penalty for entering enemy zones of control (EZOCs). Allied units pay 2 MPs to enter an EZOC; Axis units pay 1 MP.

B. When a unit (of either side) enters an EZOC, it must stop and may not move any farther that turn.

C. Units which begin their movement in an EZOC may move directly to another EZOC, but must stop there.

6.2 Roads

A. Units moving along roads do so at the road cost, regardless of the other terrain in the hex. However, when entering a road hex from a non-road hex, the MP cost is that of the other terrain in the hex.

B. Two types of roads are shown on the map: dirt roads and all-weather roads. These are identical for all purposes in the basic game. The difference is important only when playing with the optional weather rule.

6.3 Enemy Units

A unit may never enter a hex containing an enemy unit.

6.4 Minimum Movement

A. A unit may always move one hex, even if it has insufficient MPs to do so.

Example: It costs 5 MPs for an Axis unit to enter a rugged crest hex in an EZOC (4 for the rugged crest, 1 for the ZOC), but an Italian infantry unit has only 3 MPs. It could nevertheless enter the hex if that were its only movement during the turn.

B. This does not allow a unit to make an otherwise prohibited move (such as crossing a cliff hexside or entering an enemy-occupied hex).

6.5 Ranger Movement

A. The single US Ranger battalion has an MA of SR, meaning that it moves using Ranger movement. Rangers always pay 1 MP per hex entered, regardless of the terrain type in the hex or the presence of EZOCs.

B. However, Rangers must stop when they enter an EZOC hex. (Since they had no trucks at the time, they also pay 1 MP per road hex entered.)

C. Rangers, unlike all other units, may cross cliff hexsides.

6.6 Heavy Equipment Units

A. All units with the symbol for armor, assault gun, artillery, antitank, and antiaircraft are heavy equipment units. Heavy equipment units are identified by having their combat and movement values superimposed over a red rectangle.

B. These units may never enter swamp or rugged crest hexes, nor do their ZOCs extend into such hexes, although they may attack them. (For the limitations on these attacks, see Combat, 8.3.D.) (Note: the printed cross-reference is 8.3.D; the heavy-equipment attack rule appears as 8.3.E.)

Player Note: When defending, let the terrain work for you. Not only does it help your defending units, but it also funnels the enemy attacks down certain routes. You do not need to defend areas the enemy cannot move very many troops to.

7.0 Stacking

A. More than one unit may be placed in a hex, but this process ("stacking") is subject to limits. A player may not have more than four battalions in one hex at the end of any turn. No more than three of these battalions may be maneuver battalions.

B. Artillery, antitank, engineer, and antiaircraft (flak) are support units; all other units are maneuver units. Support units are easy to identify, as they all have white unit boxes.

C. All units in the game are battalions except for the German counters with silhouettes of tanks or armored cars on them. These counters represent companies instead. Three companies equal one battalion for stacking purposes.

Player Note: Many times, so-called support units were used right up in the front lines. Engineers, in particular, were often pressed into the role of combat infantry. However, giving support units a stacking advantage does a good job of making them useful as reinforcements to conventional combat units without displacing a line unit from the hex.

8.0 Combat

A. Units may attack enemy units during the Combat Phase. Attackers may attack any enemy-occupied hexes to which they have units adjacent.

B. Attackers must attack any enemy-occupied hex if they have units in the ZOC of that hex.

C. Attacks are made against all units in a hex at once; individual units in a hex may not be singled out for attacks.

8.1 Combat Procedure

In a Combat Phase, the player indicates which enemy-occupied hexes are being attacked and then resolves the attack. To resolve the attack, first determine the odds in the attack, then roll the dice and read the result from the Combat Results Table (CRT).

8.2 Determining Combat Odds

A. To determine the odds, first sum all of the CFs of the units attacking a hex.

B. Next, sum the CFs of the defending troops in the hex.

C. Compare the attacker's strength to the defender's strength and reduce it to one of the odds ratios shown on the CRT. If it does not reduce evenly to one of the ratios shown, round it in favor of the defender.

Example: The attacker has 17 CFs and the defender has 6. The odds are almost 3:1, but as odds are rounded in favor of the defender, the actual odds are 2:1. If the attacker had one more CF, the odds would be 3:1.

D. Attacks at odds of greater than 8:1 are treated as 8:1.

E. Attacks at odds of less than 1:5 are not allowed. If a unit is forced to attack and cannot achieve odds of at least 1:5, it is eliminated and removed from play.

Play Note: If the attacker sets up an attack at low, but acceptable odds, then the defender adds artillery to the defense to lower the odds below 1:5, it is still a legal attack, since the attacker set it up originally at legal odds. However, no dice are rolled and instead the attacker is automatically eliminated.

F. The attacker may always voluntarily lower the odds of an attack, if desired.

8.3 Terrain and Combat

The attacker's and defender's combat values are sometimes modified by terrain.

A. Rugged crest is the highest terrain, then high ground, and finally all other terrain.

B. Attackers attacking defending units in a higher elevation have their combat values halved. There is no such penalty to attack units at the same or lower elevations.

C. Attacking units also have their combat values halved if attacking from a wadi hex into a non-wadi hex, and have their combat value quartered if attacking up a cliff hexside.

D. Attacking units which are halved twice are quartered, but additional halving or quartering has no effect. That is, the worst effect that an attacking unit can suffer from terrain is quartering.

E. Heavy equipment units (with the exception of artillery) attacking into rugged crest hexes are always quartered.

F. It is possible for some units in an attack to be halved, while others are quartered, and others still have their full combat value, depending on which hexes they are attacking from.

G. If halving or quartering of the attacker's combat value leads to fractional results, do not round them off, but retain them as fractions.

H. Defending units are unaffected by most terrain types, but have their combat values doubled when defending in city hexes.

Player Note: It is a very good idea when picking a defensive position, to give some thought to a means of withdrawing. Defending with a clear withdrawal route up a road guarantees that the defending unit will not be eliminated by a large retreat result. Defending with nothing behind you but cliffs, wadis, swamps, and rugged crests, on the other hand, makes it tough to survive a big retreat result.

8.4 Multiple Defending Hexes

Sometimes, one unit may be required to attack several enemy-occupied hexes. In many cases, the attacker would be halved or quartered against some of the hexes, but not all. For purposes of resolving the attack, however, the attacker suffers the worst terrain reduction of all of the hexes it is attacking.

9.0 Combat Results

9.1 Explanation of Combat Results

A. Once the odds are determined, roll the two dice, and consult the CRT. The intersection of the odds column and the row corresponding to the number rolled indicates the result.

B. The following results are possible.

9.1.1 A elim (Attacker Eliminated)

The attacker must remove units whose combat values added together at least equal that of the defender's (unless the attacker is weaker than the defender, in which case all attacking units are removed). All remaining units of the attacker's (if any) must retreat one hex.

9.1.2 AR # (Attacker Retreat)

The attacker must retreat all units which participated in the attack by the number of hexes indicated. The defender may then advance one hex less than the attacker retreated.

9.1.3 Con (Contact)

There is no effect on either the attacker or defender, they remain in their current positions. However, if this leaves the defender in the attacker's ZOC (which will usually be the case), then the defender must move away or attack in the next player-turn.

9.1.4 Eng (Engaged)

A. All units from both sides involved in the battle are engaged. Place Engaged markers on both stacks. The defender receives a Defender Engaged marker, while the attacker uses an Attacker Engaged marker with the arrow pointing to the defender's hex. Neither side may move away.

B. Defenders are not required to attack in their turn. Attackers must attack again in their next turn.

C. Either side may reinforce the engagement (by moving additional troops into or adjacent to the hexes), but if defenders do so, they must counterattack.

D. If a new unit moves adjacent to two enemy hexes containing Attacker Engaged markers, it is obliged to attack both, and therefore requires the engaged defenders in both engagements to attack as well. It does not matter if the defender is not in the attacker's EZOC (such as on the high side of a cliff).

9.1.5 Exch (Exchange)

A. Remove all defending units. The attacker then removes units whose CFs added together at least equal that of the defender. Any remaining attacking units may occupy the hex where the defender used to be.

B. If the exchange is rolled at 1:2 odds, the attacker is eliminated instead of the defender, and the defender must remove units of an equal or greater combat value.

9.1.6 DR # (Defender Retreat)

The defender must retreat all units which were attacked by the number of hexes indicated. The attacker may then advance one hex less than the defender retreated.

9.1.7 D elim (Defender Eliminated)

The defender must remove all defending units. Any or all attacking units may then occupy the vacated hex.

9.2 Retreats and Advances

A. Whenever a unit is called upon to retreat a specific number of hexes, the unit must end up that many hexes away from its initial position, and every hex of the retreat must be away from the initial position. That is, units cannot double back toward their original position while retreating.

B. Units may not retreat across cliff hexsides or through EZOCs. If forced to do so, the units are eliminated instead.

C. A unit must have sufficient MPs to retreat the full number of hexes required by the combat result. If it does not, it is eliminated instead. However, a unit may always retreat one hex, even if it has insufficient MPs to do so, provided it does not enter an EZOC or prohibited terrain.

Example: A French infantry unit (MA of 3) receives a DR3 result. It could retreat all three hexes in clear terrain, since each hex costs only 1 MP. If required to retreat through swamp, high ground, rugged crest, or into a wadi, it would have insufficient MPs to complete the retreat, and would be eliminated. If retreating up a road, on the other hand, it could retreat through any sort of terrain, as each road hex costs only 1/2 MP.

D. Units which are allowed to advance one or more hexes may move in any direction desired, but the first hex of movement must be into the hex vacated by enemy units. They may not enter any prohibited hex during an advance after combat, nor may they advance into more hexes than their MA would allow them to in a Movement Phase.

E. If an advancing unit enters an EZOC during its advance, it must stop.

Player Note: If a unit is eliminated, the attacking troops have very little ability to advance, since they are occupied with mopping up scattered resistance and collecting prisoners. If you are interested in making big advances, you might want to keep your attacks at about 6:1 instead of higher odds.

9.3 Removing Losses

Whenever a total combat value equal to the opponent's must be removed due to combat, the values are always calculated using a unit's printed combat strength, regardless of whether the unit was in the specific combat halved, quartered, or doubled.

10.0 Artillery

Artillery units do not generally attack a unit directly, but rather support attacks by others. As a result, artillery has some special capabilities and limitations.

10.1 Use of Artillery

A. Artillery is used to support friendly units involved in battles which are within the artillery unit's range. A battle is within the artillery unit's range if the distance from the artillery unit to the defending hex in the battle is equal to or less than the printed range on the artillery unit. Both the attacker and defender calculate range to the defending hex.

B. The attacker adds artillery factors to attacks in any way desired and then declares all of the attacks for that turn. The defender then adds any artillery factors to whichever defending units desired, thus altering the odds in those attacks. The attacker may not call off or alter an attack after the defender allocates supporting artillery.

C. Each artillery unit may support one battle. Artillery units may not divide their values between several battles.

D. More than one artillery unit may be used to support any desired battle.

E. Artillery points added to an attack or defense are ignored for purposes of determining losses.

Example: A 1-CF defender with 3 CFs of artillery support still counts as 1 CF for losses.

F. Artillery units firing in support of an attack or defense never suffer adverse results from that combat.

10.2 Artillery Fire and Terrain

A. Artillery units firing at a hex on higher elevation are halved, but they are not quartered when firing at rugged crests due to being heavy equipment units.

B. Defending artillery units firing in support of a city are not doubled, whether or not the artillery units are in the city.

10.3 Movement of Artillery

Artillery may not enter an EZOC. If stacked with a friendly unit, however, it may remain in an EZOC hex.

10.4 Attacks Against Artillery

A. If artillery is attacked by an enemy unit but is not stacked with a friendly non-artillery unit, it may not fire in support of any other battle and is treated as if it has a defense value of 1.

B. Artillery attacked while stacked with a friendly non-artillery unit contributes its full CF to the defense of the hex, but may not fire in support of any other battle.

C. Any artillery unit forced to retreat by a combat result is eliminated instead.

Player Note: Artillery is a tremendously powerful asset; it is a great spoiler for the defender, and if the Allies manage to get two or three artillery units together in one place, it becomes virtually impossible to break their front there. The Germans should never miss a chance to kill an artillery unit.

11.0 German Tactical Expertise

German troops at Kasserine had a considerable advantage in experience over the Allied troops. This is reflected in the following special rules.

11.1 Selective Attacks

A. The Axis may make selective attacks on a stack. That is, some of the attacking Axis units may single out one specific unit in the stack to attack while others attack the remaining units.

B. A selective attack is made against a single maneuver battalion in the hex. It may not be made against a support unit. If selective attacks are made against all of the maneuver battalions in a hex, the defender decides which battle the support units in the hex are added to.

11.2 Breaking Down and Recombining Companies

A. A number of tank and armored car companies (beyond the single company in the initial counter mix) are provided for the Germans. Each panzer battalion and recon battalion may break down into tank and armored car companies at any time. Companies with the correct parent unit ID must be used, and companies whose CFs equal that of the broken down unit are placed on the map in place of it.

B. The Germans may break down a unit at any time during the turn, even during either player's Combat Phase to facilitate taking precise losses.

C. Breaking down does not cost any MPs.

D. Companies of the correct strength, MA, and parent unit may be recombined into a battalion, but only at the beginning of an Axis Movement Phase.

11.3 Break-Off

All German recon, panzer, and panzergrenadier units may break off from an Engaged combat result by paying +1 MP.

11.4 Moving Through ZOCs

A. All German recon, panzer, and panzergrenadier units may move through the ZOCs of US and French infantry units. Each time that a German unit of this type would normally have to stop due to entering a ZOC, it may instead continue moving. However, a unit may not exercise this option after entering the ZOC of any other type of US or French unit, or a British unit of any type.

B. This rule does not exempt the unit from paying the 1 MP cost to enter a ZOC, and it must do this each time it enters a ZOC during its move.

C. When advancing after combat, German units must stop when entering a ZOC.

D. Example: a German panzergrenadier unit is moving through the ZOC of an American infantry battalion on Djebel Lessouda (hex 1103). It pays 4 MPs to enter hex 1101 (the cost for rugged crest terrain), 2 MPs to enter hex 1102 (1 for a clear terrain hex and 1 for a ZOC), and 2 MPs to then enter hex 1002 (1 for a clear terrain hex and 1 for a ZOC).

Player Note: The US forces routinely stiffened their infantry with artillery and antitank guns to give them the ability to cover the surrounding countryside better. The US player will have to do this as well, or watch the Germans slither past.

12.0 Engineers

A. Engineers can destroy and repair bridges. Any engineer unit may destroy a bridge by expending 2 MPs while in the hex containing the bridge. To mark a bridge destroyed, place a Destroyed Bridge marker on it.

B. Any engineer may repair a destroyed bridge by expending 4 MPs while in the hex containing it. Simply remove the marker.

C. Bridges are destroyed or repaired as soon as the required MPs are expended. The new status of the bridge then affects every unit moving after the engineer unit for the rest of the Movement Phase.

D. A bridge may not be destroyed and repaired, or vice versa, in the same Movement Phase.

Player Note: US engineers are more mobile than their German counterparts, which also means that they can carry out engineering tasks at less cost to their overall movement. This is deliberate; US combat engineers were possibly the best in the world in terms of training and available equipment at this time.

Design Note: A large number of mines were laid during the battle by US engineers, but no specific rule covering them is presented. Most of these minefields were very hastily laid, usually with the mines scattered on the surface of the ground. They caused few casualties, but they did help units cover more ground and channel attacks. That is why German mobile units can move through infantry ZOCs, but not those of engineers.

13.0 Setting Up the Game

A. Punch out all of the counters and separate them by nationality. The backs of the counters contain their setup hexes or the turn they enter play. Using this information, place every unit on the map with a setup hex number in the hexes indicated.

B. Next, the Axis separate their remaining units into three groups. These are labeled on the back 10 Panzer, 21 Panzer, and DAK.

  1. The Axis units marked 10 Panzer and 21 Panzer enter during the Axis Movement Phase of Turn 1. 10th Panzer enters any hex on the eastern map edge from 0101 to 1201 (inclusive). 21st Panzer enters at hex 1901.
  2. The Axis units marked DAK enter the map during the Axis Movement Phase of the second turn, and do so at hex 2601.

C. The Allies separate their remaining units by the turn of their entry.

  1. All Allied reinforcements enter the map at hex 0117 (Le Kef) at the start of the Allied Movement Phase of the correct turn.
  2. Air units are simply added to the pool of available air units, and are available at the start of the indicated turn (and thus are available as interceptors in the Axis player-turn of that turn).
  3. If the Axis has taken Le Kef, Allied reinforcements show up one turn later and may enter at any of the following road hexes (provided they are not in an Axis unit's ZOC): 0108, 0116, 0115, 0117, 0320.

D. In all cases, units must pay the appropriate movement cost to enter the first hex of the map.

14.0 First Turn Restrictions

A. The Italian troops in the south were ordered to hold their positions until the DAK assault group arrived, and were hardly capable of carrying out their own offensive actions. Thus, no Italian unit may move on Turn 1.

B. The Allied high command had difficulty determining the German attack's strength on the battle's first day. As a result, most of the reserves in the central part of the front were held in place in anticipation of attacks there. On Turn 1, no Allied unit north of hex row 0700 may move, with these exceptions:

  1. Any Allied unit attacked by an Axis unit or in an Axis ZOC (at the start of the Allied player-turn or at any time during the preceding Axis player-turn) may move.
  2. The Allies may select any one Allied unit north of hex row 0700 to move.

C. Any units allowed to move may do so freely, including those moving south of hex row 0700.

Player Note: Since the Allies are frozen for a turn in the north, it does not pay to attack them at first. Besides, the troops are too thick and the terrain too difficult to make much ground up the direct road through Maktar to Le Kef. Hit them in the south, as hard as you can.

15.0 Winning the Game

A. The Germans receive victory points (VPs) for holding certain villages and cities at the end of the game. These locations provide different numbers of points, as shown on the table below. Note that the Germans begin with possession of two of these villages.

VPsLocation
1Ferriana, Kasserine, Shiba, Faid
2Kairouan, Thala
3Tebessa, Le Kef

B. At the end of the game the Germans total the VPs of all cities held, comparing it to the Victory Level Table below.

VPsVictory Level
0-2Overwhelming Allied
3-5Allied
6-8Tactical German
9-11Decisive German
12-14Overwhelming German

Historical Note: The historic battle ended in an Allied victory. At the end of the offensive, the Germans held Ferriana, Kasserine, Faid, and Kairouan, for a total of 5 VPs.

16.0 Optional Advanced Rules

A. These rules add more depth and diversity to the play of Bloody Kasserine, but they also add some complexity. Nevertheless, they are not difficult once you get used to them, and we highly recommend that you at least experiment with all of them.

B. Many of these rules shift game balance in one direction or another and are very useful in fine-tuning the game. No matter how much playtesting we do, customers always find better ways to play one side or the other than we did! If play becomes unbalanced over time, use these rules to give one side a little more help.

16.1 Tactical Air Support

A. Each side has several Tactical (Tac) Air units, which may be used to support an attack, intercept an enemy Tac Air unit, or interdict ground movement.

B. Each Tac Air unit has a silhouette, an intercept value, and a tactical support value. Some aircraft also have an air base identification.

16.1.2 Ground Support

A. The Tac Air unit is placed during the player's friendly player-turn at the same time that artillery is allocated to attacks. It may be placed in any enemy-occupied hex under attack.

B. If used for ground support, an air unit may not be used in the following enemy player-turn as an interceptor.

C. No more than one Tac Air unit may be placed in a hex.

D. A Tac Air unit increases the odds of the attack by the number of columns equal to its tactical support value.

Example: A JU-87, with a tactical support value of 2, would raise a 2:1 attack to a 4:1 attack.

16.1.3 Interdiction

A. The Tac Air unit is placed during the player's friendly player-turn at the same time that artillery is allocated to attacks. It may be placed in any hex of the map, and remains there throughout the opponent's player-turn.

B. No more than one Tac Air unit may be placed in a hex, and a player may not place a ground support and an interdiction unit in the same hex.

C. During the opponent's player-turn, enemy units may enter the hex freely, but pay an additional MP cost to exit the hex equal to the tactical support value of the interdicting aircraft.

D. In addition, any roads running through the hex are negated for purposes of movement (but not supply). Any unit entering or leaving the hex must pay the normal terrain cost to do so, as if the road did not exist.

E. Finally, no artillery unit in a hex containing an enemy interdiction aircraft may conduct supporting artillery fire. If the hex itself is under attack by ground units, each artillery unit in the hex adds 1 to the hex's defense value (instead of its artillery value).

16.1.4 Interception

A. Once the moving player has placed friendly ground support and interdiction aircraft, the non-moving player may attempt to intercept one or more of them. Each air unit of the non-moving player which is not being used for interdiction and which was not used in the previous player-turn for ground support may be used as an interceptor.

B. No more than one interceptor may attack an enemy air unit. These attacks are made immediately after defensive artillery has been allocated but before the ground attack has been resolved.

C. To resolve interception attacks, roll one die per intercept value of the aircraft. (Most interceptors have a value of 1, but planes representing German FW-190s have a value of 2.)

RollResult
1-3Miss
4-5Abort
6Target Shot Down

D. Aircraft which are aborted are removed from the map but are available for use in the owner's next turn.

E. If an air unit is shot down, it is returned to play at the start of the second turn following.

Example: If a German aircraft is shot down on Turn 4, it returns to play at the start of Turn 6.

F. Defensive artillery allocations are made before interceptors attempt to shoot down interdiction aircraft.

G. Artillery units in the same hex as an enemy interdiction aircraft may declare that they are firing in support of a defending unit. If an interceptor shoots down or drives off the interdiction aircraft, the artillery unit fires in defensive support; if the interdiction aircraft is not shot down or driven off, the artillery unit may not fire.

16.1.5 Air Bases

Some of the air units in the game are tied to specific air bases. The Allies have two such units (based at Tebessa and Thelepte) while the Axis has one (based at Kairouan). If the enemy captures a base, immediately remove the associated air unit, as if it had been shot down. The unit returns to play the second turn following the turn in which the original side recaptures the air base.

Player Note: The Allies lost Thelepte Air Base during the battle, and it had a very bad effect on their ability to sustain the air effort. One of the reasons is that in any air base, a large number of aircraft are under repair at any one time, but these will return to service shortly. When a base is overrun, however, any aircraft under repair must be destroyed to keep the enemy from capturing them.

16.1.6 Flak

A. The Germans have several antiaircraft (flak) units in the game. The Allies may not place a ground attack or interdiction mission on a hex containing a flak unit.

B. Once placed, however, moving a flak unit into a hex with an interdiction mission will not affect it.

Player Note: One way to break up a heavy concentration of defending artillery is to run interdiction against the hex or hexes with the artillery units. This represents aerial suppression of the batteries and keeps them from firing. For that reason, the Germans may want to park a flak unit with their key artillery units.

Balance Note: Advantage for German player early in the game, neutral later.

16.2 Counterbattery Fire

A. Counterbattery fire is the use of the attacker's artillery to silence the defender's. After the attacker allocates artillery support and declares odds, they may allocate any or all of their artillery units to fire counterbattery fire. Each artillery unit which does so must fire at a specific enemy artillery unit within the firing unit's range. Several firing artillery units may combine their fire against one defending unit, if desired.

B. Before resolving any other ground combat, the attacker resolves counterbattery fires. To do so, compare the firing artillery factors to the artillery factor of the defending artillery unit and determine a combat odds ratio, just as with any other attack. Then roll two dice, reading the result from the CRT.

C. Neither the firing artillery units nor the defending unit ever suffers losses or is forced to retreat. However, if the combat result is any result other than A elim or AR, the defending artillery unit may not fire in support of any defender that Combat Phase.

D. If the result is A elim or AR, the defending artillery fires normally.

Player Note: This rule gives the attacker some means of dealing with defending artillery. However, because of the range limits of artillery, the defenders can usually keep their artillery safe by keeping it back from the front. This limits the amount of the front each artillery unit can cover, however. Where possible, a good defensive formation is a salient. A salient has the center close to the enemy, but the flanks bending back away, forming a sort of crescent. Artillery well back from the front can still support the flanks of the salient, an example of the benefit of interior lines.

Balance Note: One more useful tool for the attacker, and that means the Germans.

16.3 Supply

To function at full effectiveness, units must be in supply.

16.3.1 Tracing Supply

A. To be in supply, a unit must be able to trace a line free of enemy units or their ZOCs from a friendly board edge, along a road of any length, and then no more than 6 MPs off the road to the unit.

B. The eastern map edge (hexes 0101-3101) is friendly for the Axis.

C. The western map edge (hexes 0120-3120) is friendly for the Allies, as is the northern map edge as far east as Ouseltia (hex 0107).

D. The south edge, and the north edge from hexes 0102-0106, inclusive, is friendly for neither side.

E. Supply may never be traced through a swamp hex, except on a road.

F. Supply may be traced into a rugged crest hex, but not through it.

16.3.2 Effects of Unsupplied Status

Supply status is determined for both sides at the beginning of each player-turn. All units which are out of supply have their MAs halved. In addition, all artillery units out of supply have their artillery values halved. If attacked while unstacked, they still defend with a basic defense value of 1.

Player Note: The effects of supply seem deceptively mild at first. Remember that the cost to enter a ZOC remains the same and so it is much harder to attack and harder to advance after combat if your MA is halved. Also, since a unit is eliminated if it retreats more hexes than it has MPs to move, being out of supply makes a unit much more vulnerable to elimination due to retreats.

Balance Note: This requires the Germans to guard their rear areas, and that diverts forces from the attack. Definitely a help to the Allies.

16.4 Weather

A. At the start of each turn, except for Turn 1, roll one die, and consult the Weather Table. Some turns have a die roll modifier for weather, so this should be applied before reading the results.

B. The possible results are Clear, Rain, and Heavy Rain. Clear weather has no effect on play, but rain and heavy rain do.

C. The first turn of the game is always clear weather.

16.4.1 Rain

Only air units based on the map (i.e., those with an airfield name printed on the counter) may fly during Rain turns.

16.4.2 Heavy Rain

A. No air unit may fly during Heavy Rain turns.

B. In addition, all dirt roads are ignored during heavy rain. This not only affects troop mobility, but may also affect supply. Although the dirt roads are ignored (due to heavy mud conditions), the bridges across wadis are still present and usable. As a result, bridged wadis cost 1 MP (instead of 2).

Player Note: Poor weather is a mixed blessing for the Axis. It usually grounds Allied air power just about when the B-25 Mitchells show up, which is good for the Axis. Heavy rain, though, makes it impossible to supply an attack through Kasserine against Thala or Tebessa, which allows the Allies to stiffen the defenses everywhere else. This usually means the Germans will grind to a halt shortly afterward.

Balance Note: Neutral or slightly favoring the Allies.

16.5 Reduced German Recon Assets

The German reconnaissance battalions did not act as aggressively in this battle as they often did in other situations, and it may be that their strength in the game is overrated. Replace each German reconnaissance battalion in the game with a single company breakdown.

Balance Note: Definitely pro-Allied. This rule is harder on the Germans than it seems, as the combination of mobility and firepower in the two German recon battalions can make a big difference, especially on the critical first two or three turns.

16.6 German Bickering

Historically, the German commanders (Rommel in the south and von Arnim in the north) politely detested each other and, more importantly, had diametrically opposing visions of the most profitable course of operations. The basic game does not address this issue, but players who wish to may use the following rules:

A. No unit of the 21st Panzer Division may move south of hex row 1300.

B. In addition, roll each turn (except for Turn 1) for a command dispute. If a command dispute results (die roll of 6), no Axis unit may enter an EZOC in the Axis Movement Phase of the turn.

C. A command dispute may only happen twice per game, and may not happen on consecutive turns.

Player Note: This should probably be used with the basic game, and was left out because the Germans usually have a hard enough time cracking the Allied defenses. If the German player is winning more than half the time, this is a good starting point for a game balance option.

Balance Note: Definitely favors the Allies.

16.7 German Cooperation

A. Field Marshal Kesselring, overall commander in the Mediterranean, acted as a polite mediator between von Arnim and Rommel (for a variety of reasons). Had he acted more forcefully (and been given the authority to back up his orders), much of the command muddle might have been overcome.

B. If the Germans cooperate, add the units marked Optional on their backs to the first turn forces (three battalions of the 10th Panzer Division, one Tiger company, and an air unit).

C. This rule may not be used along with the German Bickering rule.

Player Note: Von Arnim held about half of 10th Panzer Division out of the battle so that he could carry out his own pet offensive later in the north. (It was a bloody failure when he did launch it.) Adding these troops would have been very easy, and a much better use for them, so this is a very reasonable historical option.

Balance Note: A big advantage for the Germans.

16.8 Patton in Command

A. Shortly after the end of the battle, General Lloyd Fredendall, commander of the US II Corps (which commanded the troops in the area) was removed from command and replaced by General George S. Patton. What might have been the effect if Patton had been given II Corps before Kasserine instead of afterward? Much of the difference would be covered by the Allied player's style of play, and so this needs no extra rules, but several specific rules modifications are still possible.

B. Patton was very aggressive and did everything in his power to instill an aggressive spirit in the troops he led. US units pay only 1 MP to enter an EZOC, instead of 2 MPs, if Patton is commanding. (British and French units still pay 2 MPs.)

C. Patton always lobbied hard for more troops when the situation warranted it, and was usually successful at getting them. All Allied reinforcements arrive one turn earlier if Patton is commanding.

D. In addition, the Allies roll the die at the start of the Allied Movement Phase of Turn 1. The number rolled is the number of Allied units (instead of just one) north of hex row 0700 which may move.

Player Note: For all of their publicized rivalry, Rommel and Patton never faced each other directly in a battle, which makes this a fun option to play with. It makes things much tougher on the Germans, however.

Balance Note: Favors the Allies (obviously).

16.4.1 Rain
  • 16.4.2 Heavy Rain
  • 16.5 Reduced German Recon Assets
  • 16.6 German Bickering
  • 16.7 German Cooperation
  • 16.8 Patton in Command