Dance of War: First Battle of El-Alamein 1942
Dance of War: First Battle of El-Alamein 1942 Rulebook
Table of Contents
Table of Contents
- 1.0 Components
- 2.0 Sequence of Play
- 3.0 Command
- 4.0 Zones of Control (ZOC)
- 5.0 Movement
- 6.0 Stacking
- 7.0 Reinforcements
- 8.0 Combat
- 9.0 Retreat
- 10.0 Advance After Combat
- 11.0 Supply and Isolation
- 12.0 Air Units
- 13.0 Special Rules
- 14.0 How to Win
- 15.0 Setup
- 16.0 Optional Rules
- 17.0 Designer's Notes
- 18.0 Sources Consulted
- 19.0 Random Events
1.0 Components
1.1 The Rules
1.1.1 Organization
Each major grouping of rules is called a rule, and a part within a rule is called a section. For example, 3.1 would refer to rule 3, section 1.
A specific section may contain several related cases that would be identified as 3.1.1, 3.1.2, etc.
1.1.2 Cumulative Effects
In all situations where a unit is subject to several modifiers, the effects are cumulative. A unit halved for terrain and for combat supply is divided by four.
Keep the fractions created by this process until all modifiers have been applied to all units, then use the standard rounding rule.
1.1.3 Standard Rounding Rule
When two combat units stacked in a hex must divide their combat strengths by two (or by four), add them together first before dividing by two (or four), then round down.
If the result is greater than 7/1, use the 7/1+ column on the Combat Results Table (CRT).
If your opponent attempts to obtain a perfect ratio, make sure he uses the fog of war rules. If the final force ratio is less than 1/2, the attack is cancelled.
1.1.4 Fog of War
Except when calculating force ratios for an attack that he has committed to make, a player may not examine the units making up an enemy stack.
He may only observe the top combat unit of the stack.
1.1.5 If It Is Not in the Rules...
General rule: if it is not in the rules, it is not allowed.
1.2 The Map
The map represents the parts of Egypt on which the historical campaign was fought.
Several tables, charts, tracks and boxes are printed around the map.
These include the Turn Record Track and the box for grounded air units.
For the Axis player, there are the boxes for the German and Italian draw chits, a minefield box, and the boxes for German and Italian air units.
For the Allied player, there are the Allied draw chit box, the Allied column withdrawal box, and the Desert Air Force (DAF) box.
1.2.1 Map Edge Hexes
All hexes are playable. Even the smallest piece of land along the Mediterranean coast is considered playable.
Destroy all units driven off the map. (exception: see 14.2)
1.2.2 Turn Record Track (TRT)
This track provides a space to record the current turn and gives information on the number of command chits available and the replacements for both sides.
For example, 5/2/2 means that the side has 5 command points, two mechanized replacements and two infantry replacements.
Advance the marker one space at the end of each turn.
1.2.3 Gruppo 6, II Fliegerkorps and DAF Boxes
The air force boxes are used to store Axis and Allied air units.
1.2.4 Allied, German and Italian Draw Chit Boxes
These boxes are used to store the command chits to be drawn by the Allies and the Axis.
1.2.5 Grounded Air Units Box
This box is used to store Allied and/or Axis air units that have been grounded and are being restored to service. (see 12)
1.2.6 Allied Column Withdrawal Box
Place in this box the Allied column units withdrawn for later use as replacements. (see 13.7)
1.2.7 Supply Source Hexes
Hexes with a black and white supply source symbol are supply sources for Axis units.
Red and white supply source symbols are supply sources for Allied units.
1.2.8 Minefield Box
A place to store the "Mines?" markers before they are placed on the map.
1.3 Player Aid Cards
The player aid cards carry the following tables:
1.3.1 Terrain Effects Chart (TEC)
The TEC provides a legend and indicates the effects of the various terrain features on movement and combat.
1.3.2 Combat Results Table (CRT)
The CRT is used to resolve combat.
1.3.3 Barrage Roll Table (BRT)
The BRT is used to generate the number of barrage shots.
1.3.4 Sequence of Play
A summary of the sequence of play.
1.3.5 Turn Notation
An explanation of the information shown on the Turn Record Track.
1.3.6 How to Read the Counters
An explanation of the meaning of the figures and symbols on the unit counters.
- Mechanized: movement in yellow
- Motorized: movement in black
- Foot: movement in white
1.3.7 1st Armoured Division
This chart is used to assess the ability of the 1st Armoured Division to carry out orders in a timely manner. (see 13.6)
1.3.8 23rd Armoured Brigade
This chart generates the strengths of the three armoured regiments that made up the 23rd Armoured Brigade. (see 13.8)
1.3.9 Random Events Table
This table generates the random events that occur each turn. (see 19)
1.4 Command Chits
Command chits are used to activate HQs, which then allow the combat units they control to move and attack.
The Allied player has the following command chits: 8th Army, XIII/XXX Corps, five division chits and three independent brigade chits. (see 3.2)
The Axis player has the following command chits: Panzerarmee Afrika, two Italian corps chits, five division chits, and two Kampfgruppe chits. (see 3.3)
All Allied and Axis command chits are placed in the same container, from which they are drawn at random one at a time.
The turn track shows how many Allied and Axis HQs may be activated per turn.
1.5 Markers
The following markers are used:
1.5.1 Turn Marker
This marker is placed on the turn track to record the current turn.
1.5.2 Out of Command Markers
These are used when a player needs to indicate units that are outside the command range of their main HQ.
1.5.3 Unsupplied / Isolated Markers
Units that are "unsupplied" have an "unsupplied" marker placed on them. The other side is used when they become isolated. (see 11)
1.5.4 Pinned Markers
Combat units suffering a "P" result from a barrage or a minefield receive a PIN marker. (see 8.1.2, 8.5, 13.3)
1.5.5 Victory Point Markers
These indicate the victory point value of each relevant hex. (see 14.3.1)
Place each marker in its hex, with the hex number facing up, to indicate the current occupant or owner and to serve as a quick reference on the game map.
1.5.6 Mines? Markers
Each marker indicates the location of a suspected Axis minefield. (see 13.3)
1.5.7 1st Armoured Division Activation Markers
These markers are placed on the armoured regiments of the 1st Armoured Division when its HQ receives the activation order.
The Allied player then rolls on the 1st Armoured Division table to determine whether the orders are carried out. (see 13.6)
1.5.8 Destroyed Box Markers
Place a marker on each box hex occupied by an Axis combat unit during the end-of-turn phase. The marker remains in place for the rest of the game.
2.0 Sequence of Play
The game follows the phases described below. This sequence of phases constitutes a turn and must be repeated until the last turn is completed or a sudden-death victory is reached, which immediately ends the game. (see 14)
- Air Units Phase
- Restored units return segment
- Grounded units restoration segment
- Random Events Phase
- Random events table roll segment
- Command Phase
- Command segment
- Movement segment
- Combat segment
- Supply Phase
- Isolation segment
- Unsupplied segment
- Laager Phase
- Allied laager segment
- Axis laager segment
- Reinforcement Phase
- Reinforcement segment
- Replacement segment
- End of Turn Phase
- Out of command segment
- Minefield and box cleanup segment
- Turn advance segment
2.1 Air Units Phase
2.1.1 Restored Units Return Segment
Each air unit in the restored section of the grounded units box returns to its box: DAF, Italian or German.
2.1.2 Grounded Units Restoration Segment
All air units in the grounded section of the grounded units box are moved to the restored section.
2.2 Random Events Phase
2.2.1 Random Events Table Roll Segment
Each player rolls 1D6 and consults the random events table. (see 19)
2.3 Command Phase
2.3.1 Command Segment
A command chit is drawn at random from the container.
The player to whom this chit belongs becomes the active player.
The player activates the HQ shown on the drawn command chit. This activates the friendly combat units concerned within command range of the HQ. (see 3.2 and 3.3)
Exception: on turn 1, the first command chit is automatically the Panzerarmee Afrika command chit.
2.3.2 Movement Segment
The active player may move his activated units.
2.3.3 Combat Segment
The active player may attack enemy units using his activated units.
Repeat these segments until all command chits allowed (per the TRT) have been drawn and activated. When this is done, proceed to the supply phase.
2.4 Supply Phase
Both players determine the supply status of their units. (see 11)
2.5 Laager Phase
Armoured units that do not occupy "defensible terrain" must attempt to break contact with the enemy. (see 13.5)
2.6 Reinforcement Phase
Both players receive reinforcements for the current turn and remove the units identified for withdrawal. (see 15.3)
Place the combat units on the map and add any command chits to the draw container. Players may move their reinforcements. (see 7.1.1)
2.6.1 Replacement Segment
Both players deploy their replacement points. (see 7.3)
They may not be placed in an EZOC.
2.7 End of Turn Phase
2.7.1 Out of Command (OOC) Segment
In the out of command segment, all OOC units may move one hex toward their own HQ. (see 5.7)
2.7.2 Minefield and Box Segment
If Allied combat units are in a "Mines?" hex, the minefield is removed and set aside. If an Axis combat unit occupies a box or fortification hex, mark it as destroyed.
2.7.3 Turn Advance Segment
Advance the turn marker to the next space on the turn track, remove all pinned markers, place all available command chits in their respective draw boxes on the map, and begin the next turn.
3.0 Command
All combat units must be activated by an HQ in order to move and attack other units.
3.1 Carrying Out Command
3.1.1 Command Chit Draws
During the command phase, command chits are drawn at random one at a time from a container, regardless of which player draws the chit.
Consult the turn track to see how many HQs each side may activate during this turn.
The player who holds the drawn chit becomes the active player.
The player activates the HQ corresponding to the drawn chit; the HQ may now activate the units under its command and within its command range so that they move and fight.
Once all the units concerned have moved and/or fought, the player then places the drawn command chit face up in his draw box.
3.1.2 HQ Activation
A drawn command chit activates an HQ with the same command identity, or follows the rules in 3.2 and 3.3 within the limit allowed per game turn. Once this limit has been reached, no more command chits of that side may be activated during this turn.
3.1.3 Restrictions
A player may NEVER activate the same formation (PAA, corps, division, brigade, Kampfgruppe) twice in a row, regardless of the command chits drawn, even if separated by a new turn or by the opponent's chits.
If the same HQ is drawn when you have drawn your last command chit, return it to the container and draw a new one.
It may be activated later in the turn, but not consecutively.
3.2 Allied Command Chits
The Allied player has the following command chits:
3.2.1 8th Army Chit (Random Event)
The Allied player chooses the HQs of one division and one independent brigade. They are activated simultaneously as a single combined activation. The division is activated in accordance with 3.2.2.
Two independent units within range are also activated.
3.2.2 XIII/XXX Corps Chit
The Allied player may choose one of the following HQs: 1 SA, 9 A, 1 Arm, 2 NZ or 7 Arm, together with two independent units (within range of the chosen division's HQ).
All units of the division within range may be activated.
Historical note: To the north, XXX Corps commanded the 1st South African Division and the 9th Australian Division. To the south, XIII Corps commanded the 1st Armoured Division, the 2nd New Zealand Division and the 7th Armoured Division. Despite many attempts, Auchinleck never managed to effectively coordinate these two corps during the fighting of July 1942, which is why no coordination between corps is possible in Dance of War™.
3.2.3 Allied Division Command Chits
Allied division command chits activate their corresponding HQs and up to six units within range from the brigades that make them up, as well as two other independent units within range.
3.2.4 Independent Brigade Chits
The Allied player may activate the elements of a chosen brigade located within range of the HQ, as well as one other independent unit within range. (see 3.1.3)
Historical note: The independent Allied brigades are the 5th Indian Brigade, the 18th Indian Brigade, the 23rd Armoured Brigade, the 69th British Brigade and the 161st Indian Motorized Brigade.
Designer's note: These formations were known as independent brigades; however, to avoid confusion with independent units, they are called autonomous brigades in the rules.
3.3 Axis Command Chits
The Axis player has the following command chits:
3.3.1 Panzerarmee Afrika Chit
The Panzerarmee Afrika chit activates the units within range of the 90th Light Division HQ, as well as two Axis units of choice on the map, regardless of command range.
It also activates the 125th (two units) and 382nd (two units) regiments once they have entered play as reinforcements, regardless of command range.
3.3.2 German Division Chits
When drawn, the Axis player activates the units within range of the HQ of the 15th or 21st Panzer Division, as well as two German independent units within range.
3.3.3 Bayerlein and Nehring Chits
Once drawn, place the corresponding Kampfgruppe HQ counter on the map on a friendly German unit. The Axis player may activate three German units within range.
Remove the KG HQ counter at the end of the combat segment.
The KG HQ counter may not be placed in a hex occupied by another HQ.
They may not be activated (if drawn) one after the other. (see 3.1.3)
Historical note: The performance of the numerically inferior Axis forces in this battle was marked by their ability to respond quickly, with improvised formations, to the various attacks launched by the 8th Army.
3.3.4 Italian Corps and Division Chits
Italian corps and division command chits activate all units under the command of the corps/division HQ and two independent Italian units within range.
3.4 Headquarters (HQ)
Headquarters represent the highest echelon of the formations that historically took part in the campaign. HQs are not combat units.
A command range replaces the attack and defence strengths of ordinary combat units. This range determines the number of hexes within which the HQ can command the units of its formation.
3.5 HQs and Carrying Out Command
The HQ corresponding to the drawn chit is activated.
3.5.1 Activation of Combat Units
Each HQ activates the combat units within its formation and command range, plus any independent units within range. (exception: see 3.3.1)
HQs may not activate other HQs.
Units may be activated more than once per turn if they are within command range of the activated HQ.
Independent units may therefore be activated several times per turn, provided that each time they are within command range of the activated HQ.
3.5.2 Independent Units
These units are identified by the absence of a division number and/or of a color corresponding to an HQ. They are identified by a white bar under the unit name.
Play note:
- There are six German independent units: Kiehl KG, 1/288 PG, 1/18 Flak, 1/33 Flak, 1A, 2A.
- There are five Italian independent units: 7 Bers, Com/9 Bers, 32E, 1/186, 1/187.
- There are twelve Allied independent units: 8 RTR, 44 RTR, 3 SA AC, 2 W. York, Comp DLI, Stancol, Squeak, Ackol, Bilcol, Robcol, July, August.
3.5.3 Command Range
Command range is measured in hexes, counted from the HQ.
An HQ with a command range of eight can thus activate friendly combat units up to eight hexes away (seven intervening hexes).
Count the unit's hex but not the HQ's hex.
Determine command range at the moment the HQ is activated:
[The source's printed text ends this line with a colon and gives no list of further points here.]
A combat unit may only be activated if it is within the command range of the HQ activated at that moment. Activated combat units may later leave the command range of the HQ through movement, retreat or advance after combat.
On turn 1, all units begin in command.
3.5.4 Limitations on Command Range
Supply status, enemy units and enemy ZOC have no effect on command range.
3.5.5 Out of Command (OOC)
A unit outside the command range of its formation HQ may neither move nor attack, but it defends normally.
4.0 Zones of Control (ZOC)
Zones of control (ZOC) represent the ability of a unit to hinder enemy movement around it.
The ZOC of enemy units are called enemy zones of control (EZOC).
Friendly ZOC have no effect on friendly units.
4.1 Effects of ZOC
Units pay +2 MP to enter and +2 MP to leave an EZOC.
These additional costs are cumulative.
With sufficient MP, units may move directly from one EZOC to another and enter and leave any number of EZOC.
4.2 Units Exerting a ZOC
Units with a printed attack combat strength of ½ or more exert a ZOC.
4.2.1 Units Without a ZOC
Units with an attack strength of zero and HQs exert no ZOC.
4.2.2 Hexes Covered by a ZOC
The ZOC of an ordinary combat unit extends into all adjacent hexes, except terrain prohibited for ordinary movement.
4.3 ZOC and Reinforcements
Reinforcements may not enter the map directly into EZOC.
Friendly units do not cancel EZOC for placement purposes. (see 7.1.2)
4.4 ZOC and Retreats
Remove one step from a stack that retreats into an EZOC.
Retreating stacks lose one step in total, not one step per unit.
Do this for each EZOC entered during a retreat.
4.5 ZOC and Supply
EZOC block supply lines. (see 11.1)
Friendly units cancel EZOC in their hexes, but ONLY for supply purposes.
4.5.1 ZOC and Unsupplied Units
Isolated or unsupplied units continue to exert a ZOC in the usual way.
4.5 ZOC Limitations
[Note: the source prints "4.5" for both this heading and the supply heading above; the numbering is transcribed as printed.]
- A unit may attack adjacent enemy units in hexes it could enter during ordinary movement.
- EZOC do not prevent advance after combat. (see 10.0)
- Multiple EZOC have no additional effect.
- Friendly ZOC have no effect on EZOC; hexes may simultaneously contain friendly ZOC and EZOC.
- No ZOC extends into water hexes or across impassable hexsides.
5.0 Movement
In the movement segment, the active player may move his activated HQ and his commanded combat units as far as he wishes, within the movement allowance of each unit and any other applicable restriction.
5.1 Ordinary Movement
The active player may move all, some or none of his commanded units.
Units are moved one at a time. The movement of one unit must be fully completed before another unit may be moved.
5.1.1 Movement Allowance (MA)
Each unit has a movement allowance (MA) printed on its counter. A unit may not spend more movement points (MP) than its movement allowance permits. Exception: advance after combat (see 10). A unit may be unable to move even one hex.
Units under a pin marker may not move.
5.1.2 Using Movement Points (MP)
Calculate movement using movement points. To enter an adjacent hex, a unit must spend the MP cost shown on the TEC for that hex (and for a hexside where applicable), as well as any applicable EZOC cost.
The player must keep track of the MP spent by each unit as it moves.
5.2 Terrain Effects on Movement
According to the Terrain Effects Chart (TEC), each hex and each hexside has an MP cost.
A unit must pay the total MP cost required to enter a hex before entering it.
For any hex with more than one terrain type, pay the movement cost of the most expensive terrain. (exception: see 5.2.1)
5.2.1 Roads and Tracks
Units may use the reduced road/track cost only when they move along them in a continuous line to enter a given hex.
These units pay the reduced movement cost and ignore the MP costs of the hex entered or the hexside crossed.
5.3 Movement Restrictions
Units may not enter hexes occupied by the enemy.
Exception: a combat unit (with an attack strength above zero) may overrun an isolated enemy HQ by simply entering its hex. (see 13.2.6)
A unit may not enter a hex if it does not have enough MP, even if it is the first hex entered.
Only friendly units move during a friendly phase, although combat results may force enemy units to retreat.
Movement allowances are independent, and one unit's expenditure does not affect other units in the stack. A unit may neither keep its unused MP nor transfer them to another unit.
Pinned units may not move.
The movement allowance of isolated units is halved.
5.3.1 Map Edge and Prohibited Terrain
The map edge is an "impassable limit." Destroy units forced to cross it.
A unit may not move off the map (exception: see 14.2.1), into a water hex, or across impassable terrain (the Qattara Depression).
Any unit forced to do so is eliminated and may not be rebuilt.
5.4 Strategic Movement
A unit using strategic movement pays a reduced cost instead of the normal terrain MP cost for roads and tracks. See the Terrain Effects Chart.
5.4.1 Restrictions on Strategic Movement
The unit must use strategic movement for its entire movement. It must therefore start on a road or track hex and remain on a road or track for the entire route.
A unit may at no time exceed the stacking limit during strategic movement, for example by passing through a road hex already occupied by three friendly units (HQ included).
The unit must neither start nor end its movement in an EZOC, nor may it enter an EZOC during its movement. (see 13.1.1)
5.5 Overrun
HQ units may be overrun, but only if they are alone in a hex.
This can occur during any ordinary movement, or during a retreat and advance after combat. The combat unit simply enters the HQ's hex and the HQ is forced to redeploy. (see 13.2.2)
5.6 Off-Map Movement
There is no off-map movement.
5.7 Out of Command (OOC) Units
In the out of command segment, all OOC units may move one hex toward their own HQ. If the HQ is not on the map, movement is prohibited.
Independent OOC units move toward the nearest friendly HQ.
This movement must not enter an EZOC, prohibited terrain, or violate 5.1.1.
The Axis player moves his OOC units first.
5.8 Rail Movement
There is no rail movement in Dance of War™.
6.0 Stacking
Stacking occurs when a hex contains more than one unit.
At most two combat units and one HQ may occupy a hex. Units may not exceed this stacking limit, except when placing reinforcements. (see 7.1)
6.1 Procedure
Apply the stacking limit throughout each segment. It applies at any time movement occurs (i.e. ordinary and strategic movement, retreat, advance after combat). (exception: see 7.1)
6.1.1 Markers
Game markers (Pin, etc.) never affect stacking.
6.2 Excess Stacking
In a hex where excess stacking has occurred, the strongest unit (by attack value) must lose 1 step and retreat one hex. If it cannot do so, it is eliminated instead.
6.2.1 Reinforcements and Excess Stacking
Reinforcements may be in excess stacking when they are placed on the map. (see 7.1)
6.3 Stacking Restrictions
Allied and Axis units may never stack in the same hex, except during an overrun. (see 13.2.6)
HQs do not count toward the stacking limit, but an HQ may not be stacked with another HQ. If, as a result of a retreat, two or more HQs end up stacked in the same hex, redeploy the moving HQ to an adjacent legal hex. (see 13.2.2)
6.3.1 Stacking a Unit Without ZOC
If a player stacks a combat unit without ZOC on top of a unit with a ZOC, the entire stack counts as having no ZOC.
7.0 Reinforcements
Reinforcements are units that enter play after the start of the game.
A reinforcement schedule for the game is provided (see 15.3). Note that many units enter play on their reduced side, indicated by an (r) in the schedule.
Place them in the hex containing their entry area designation and begin their movement from there.
Reinforcements are treated as supplied and in command upon entry.
7.1 Stacking
Reinforcements may be in excess stacking when they are placed on the map. (see 6.2)
7.1.1 Movement Allowance (MA)
Placing reinforcements costs no MP.
Units have a full MA when placed, and have a movement phase upon entry in which they are able to use ordinary or strategic movement, as applicable.
7.1.2 Enemy Zones of Control (EZOC)
Reinforcements may not be placed on enemy units, nor in EZOC.
Friendly units do not cancel EZOC for the purposes of placing reinforcements.
If enemy units or their ZOC occupy the reinforcement's entry hex along the map edge, the reinforcements arrive within a radius of ten hexes of their entry hex along the same map edge.
If entry must be made onto the map (not along a map edge) and the hex is blocked, the unit may enter within a radius of five hexes of the planned hex, following the restrictions mentioned above.
7.1.3 Restrictions
Reinforcements that cannot enter the map under any circumstances are considered eliminated.
7.2 Command Chits for Reinforcements
Command chits corresponding to HQs arriving as reinforcements this turn are placed in their respective draw boxes, ready for the next turn.
7.3 Replacements
The Axis and Allied players check the number of replacements received on the TRT.
Replacements may only be used to rebuild steps lost on two-step units. One-step units are permanently eliminated and may not have replacements spent on them.
Replacements may not be accumulated and must be used in the turn they arrive.
7.3.1 Replacement Rebuild Costs
An infantry replacement point rebuilds an infantry step; a mechanized replacement point rebuilds a mechanized step.
A non-mechanized two-step unit that has previously been eliminated may return at full strength in one turn, at a cost of two replacement points.
Mechanized steps may only be replaced at a rate of one step per turn.
Replacements on the map may only be assigned to supplied units and not in an EZOC.
7.3.2 Entry of Rebuilt Units
Units previously in the eliminated pile, rebuilt with replacements, enter play on or adjacent to their parent HQ.
If the HQ is not on the map, or if the unit is an independent unit, place it on a friendly supply source and make a normal move.
7.3.3 Replacements from Allied Columns
For every two columns withdrawn, the Allied player receives one additional infantry replacement point on turns 7, 8 and 9.
7.3.4 Allied Restrictions
The Allied player may not use replacements on New Zealand or Australian units.
Historical note: These divisions represented the main element of their nation's contribution to the Mediterranean theatre; neither then had significant manpower reserves.
7.3.5 Allied Mechanized Replacements on Turn 2
There are two Allied mechanized replacement points on turn 2, which must be given to units of the 2nd Armoured Brigade of the 1st Armoured Division.
Historical note: These replacement points represent the tanks left behind by the 4th Armoured Brigade when it withdrew. This mechanism avoids the use of additional counters and fictional rules.
8.0 Combat
In the combat segment, the active player may attack enemy units adjacent to his activated combat units. Empty hexes or isolated HQs may not be attacked.
A player is never forced to attack, although units must defend if attacked.
The active player is designated the attacker in the combat segment, while the other player is designated the defender, regardless of the overall situation.
8.1 Combat Results
The Combat Results Table (CRT) gives results affecting either the attacker (A) or the defender (D). The defender always applies its result first. (exception: see 8.1.1)
Possible results are:
- A = The result affects the attacker
- D = The result affects the defender
-
= Number of steps lost
- r# = Number of retreat hexes
- A#/D# = The result affects both the attacker and the defender
- ro1 = Retreat or lose a step
- P = Pinned
Apply the result immediately after determining it.
Once this is done, proceed to any other combat.
8.1.1 Double Combat Results
The results Ar/D1 and A1/Dr affect both players. The defender may cancel the first retreat (see 9.5) depending on the terrain. When this result occurs, the attacker must always carry it out first.
8.1.2 Pinned
Any attack against a pinned unit receives a one-column shift to the right on the CRT.
Pinned units may not attack or move, but they defend as usual. (see 8.5.4)
8.2 Combat Procedure
Combats are resolved one at a time, at the attacker's choice, according to the following procedure:
- Declare which hex is to be attacked by which units.
- Determine total attack and defence strengths, possibly modified for supply, isolation, etc. Calculate the force ratio and modify it if necessary (for example, due to terrain, the commitment of an air unit, being pinned, etc.). If the final ratio is less than 1/2, the attack is cancelled, but the attacking units involved have completed their action for the segment.
- Roll 1D6.
- Apply the combat result.
- Carry out the remaining attacks in the desired order, following points 1 to 5 above.
8.3 Combat Restrictions
8.3.1 Direction of Attack
Any number of activated units may attack in a single combat, and attacks may be made from any direction or combination of directions.
Stacked units may attack different hexes, but no unit may take part in more than one attack (and no defending unit may be attacked more than once) per combat segment.
8.3.2 Definition of Defending Units
Add together all units in a hex into a single defence strength. The defender may not refuse an attack on the units in a hex.
Units in a stack may not be attacked individually; stacks always defend together.
8.3.3 Units With a Combat Strength of Zero
Units with a combat strength of zero may take part in an attack with other units whose combat strength is above zero. Although they add nothing to the combat strength, these units may help absorb step losses and may advance after combat.
8.4 Determining Force Ratios
Add the modified attack strengths and divide the result by the sum of the modified defence strengths; this gives the force ratio.
Apply the standard rounding rule (see 1.1.3) to the totals and express both numbers as a ratio, attacker to defender.
8.4.1 Factors Affecting Strength
Several factors may affect attack and defence strengths:
- Unsupplied units have their attack and defence strengths halved.
- Isolated units have their attack and defence strengths, as well as their movement allowance, halved.
- Terrain effects are cumulative with supply effects.
- The pinned state shifts the attack one column to the right.
- Air units may be added to the attack after the force ratio is calculated. (see 12.1)
8.4.2 Terrain Characteristics
When occupied by defending units, certain terrain types cancel retreat results or provide favourable combat shifts (see TEC). A shift changes the column used on the CRT by one column. Terrain effects are cumulative.
8.5 Barrage Fire
Barrage attempts may only occur as a result on the random events table.
8.5.1 A Barrage Is Not Combat
Barrage fire does not count as combat, since it is handled during the barrage phase and not during the combat phase.
[Note: the source refers to a "barrage phase" here, but the Sequence of Play in section 2.0 contains no barrage phase; the text is transcribed as printed.]
8.5.2 Procedure
When a barrage occurs, roll 1D6 and consult the barrage table, which gives the number of attacks.
Choose a target hex, roll 1D6 and consult the barrage column of the CRT.
A barrage may only be made against a unit in a hex adjacent to one of your combat units, and only one attempt per target may be made.
8.5.3 Barrage Losses
An isolated combat unit loses one step. A stack loses one step on its top combat unit.
8.5.4 Pinned
Beyond the step losses, isolated units or stacks hit by barrage fire may suffer a PIN result.
Any subsequent attack against a unit or stack with a PIN marker receives a +1 shift to the right on the CRT.
Pinned units or stacks may neither attack nor move, but they may defend normally.
Any unit entering a hex affected by a pin result stops there and also becomes pinned.
Pinned units do not exert a ZOC, since they have no attack value.
A pinned unit or stack forced to retreat as the result of combat immediately loses its pinned status and its PIN marker.
8.5.5 Pinned HQ
A front-line HQ stacked with a pinned unit is redeployed. (see 13.2.2)
8.5.6 Barrage Fire and Random Events
Many random events provide one side or the other with barrage fire, with slight variations in the effectiveness and intensity of the barrage. (see 19.0)
8.6 Step Losses
Steps allow a unit to take damage gradually. The face of the counter indicates the unit's current strength.
Full-strength units that suffer a step loss are flipped and become reduced.
Reduced units that suffer a step loss are destroyed and removed from the game.
Not all units have two steps.
8.6.1 First Step Loss
When a result calls for a step loss, the first step to be removed must be that of the strongest unit of that side that took part in the combat. "Strongest unit" means the one with the highest printed attack strength (for the attacker) or defence strength (for the defender).
If two units have equal strength, the player who owns them chooses.
8.6.2 Distribution of Additional Step Losses
Any additional step loss beyond the first may be distributed among the units of the side involved, at the discretion of the player who owns them.
8.6.3 One-Step Units
Some units have only one step, which is recognized by being printed on a single side. Any step loss suffered by such a unit results in its elimination. (exception: see 13.7)
8.6.4 Eliminated
All eliminated units are removed from the map, but some may return through replacements. (see 7.3)
9.0 Retreat
As a result of certain combat results, the player who owns the affected units may be forced to retreat his own units. The distance is given in hexes, not movement points.
9.1 Retreat Procedure
Units may not retreat through or into terrain prohibited to them.
9.1.1 Retreating Stacks
Retreating units may remain together or retreat using separate paths, at the choice of the owning player.
If at any point a unit exceeds the stacking limit, it must take a step loss and retreat one additional hex, and so on.
9.2 Retreat Management
The last hex of the chosen retreat path must be farther from the unit's original hex (for example, the second retreat hex is two hexes from the combat hex), while not ending farther from the nearest friendly supply source and, if possible, closer to it. If two hexes are equidistant, the owning player chooses.
9.2.1 Retreat Direction
The unit must retreat locally rearward toward the nearest friendly supply source, using the path described in 9.2, avoiding EZOC and excess stacking.
Designer's note: The retreat path goes toward the nearest supply source. The rule does not say to use the shortest path to a supply source. If two hexes are equidistant, the owning player chooses. (see also 11.2)
9.2.2 Avoiding EZOC
When the unit retreats toward the nearest supply source, it must try to avoid retreating into an EZOC or into excess stacking. Each hex entered by the retreating stack that is an EZOC or excess stacking costs the stack one step in total, not one step per unit. This loss is in addition to the combat result itself. Friendly units do not cancel EZOC for this purpose.
9.2.3 Permitted Terrain
Except where prohibited terrain prevents retreat, terrain has no effect on the length of the retreat. (see 9.4)
9.3 HQs and Retreats
9.3.1 HQ Stacked During Retreats
An HQ stacked with combat units at the start of a combat must retreat with them if they are forced to retreat as a result of that combat.
9.3.2 HQ Overrun During Retreats
A retreating combat unit may overrun an isolated enemy HQ by entering its hex.
9.4 Terrain and Encirclement
Units that cannot retreat because of terrain restrictions, or because they are surrounded by enemy units, must lose one step per hex in which the stack cannot retreat. They remain in their current hex and, if they survive, they also become isolated.
Apply the criteria of rule 8.6.1 to determine which units are affected.
9.5 Cancelling the First Retreat Result
Defending units located in a village, a depression or on a ridge may ignore the first hex of a retreat result.
9.5.1 Advantage Reserved for the Defender
An attacking unit that receives an AR (attacker retreat) result while occupying a village, depression or ridge hex does not benefit from rule 9.5; it retreats normally.
10.0 Advance After Combat
Whenever an attack vacates the defender's hex, the attacking units may occupy that hex. The attacker may advance all, some or none of its attacking units, within the stacking limit.
The defender's original hex must be the first hex entered. During this advance after combat, advancing units spend no MP and EZOC are ignored.
10.1 Defending Units
The defender may not make an advance after combat, regardless of the result.
10.2 HQs
HQs may make an advance after combat with the unit or units in their stack.
10.3 Mechanized Units
When the defender retreats, mechanized combat units (with a yellow movement factor) may advance up to two hexes.
Mechanized units that took part in the same combat may end their advance in different hexes; the usual restrictions apply. (exception: see 11.3.3)
10.3.1 Mechanized Units and Terrain
A mechanized unit that enters a box, village or "Mines?" marker hex as the first hex of its advance after combat must stop and may not advance a second hex.
10.4 Foot Units
Foot units (with a white movement factor) may advance only one hex.
10.5 Motorized Units
The distance a motorized unit may advance depends on its training.
10.5.1 Motorized Units
When the defender retreats, fully motorized units (for example the German 2/361) may advance two hexes.
10.5.2 Allied Semi-Motorized Units
When the defender retreats, semi-motorized units (for example the South African 1 DUKE/I SA) may advance one hex.
Historical note: Most Allied infantry was carried by truck, but it was not trained for mobile combat in the same way as, for example, German troops. The limitation on their advance after combat illustrates this difference.
10.6 Restrictions on Advance
No unit may advance into a hex it could not enter during normal movement.
11.0 Supply and Isolation
During the supply phase, both players check each of their units to determine whether a supply line exists.
If no supply line can be traced, the unit receives an unsupplied marker.
If, during a later supply phase, a supply line can be traced for these units, the owning player removes the unsupplied marker.
If the unit is still unsupplied while already bearing an unsupplied marker, it is considered isolated and the unsupplied marker must then be turned over to its isolated side.
If the unit already bears an isolated marker, it suffers no additional penalty.
11.1 Tracing Supply Lines
A supply line is a path free of enemy units and EZOC, traced between a unit and the supply sources of its side.
Supply lines may be of any length of contiguous hexes, provided they pass over desert terrain, roads, tracks or friendly units.
11.1.1 Restrictions on Supply
A supply line may not cross hexsides of impassable terrain or hexsides of water.
The path may not pass through hexes occupied by enemy units or EZOC. Remember that friendly units cancel EZOC in their hex, but ONLY for supply purposes.
If all possible paths are blocked, mark the unit as unsupplied.
11.1.2 Duration of Supply Status
Units keep their supply status (supplied, unsupplied or isolated) until the next supply phase, regardless of their movement, combat, retreats or advances.
11.2 Supply Sources
11.2.1 Allied Supply Sources
The Allied player must trace his supply to one of the Allied supply sources marked on the east edge of the map (marked red and white).
11.2.2 El Alamein Box
If a supply line cannot be traced from El Alamein to an Allied supply source, El Alamein functions as a limited supply source. (see 11.2.3)
11.2.3 Limited Supply Source
Allied units able to trace a supply line only as far as El Alamein treat it as a limited supply source: they become unsupplied but not isolated.
11.2.4 Axis Supply Sources
The Axis player must trace his supply to one of the Axis supply sources marked on the west edge of the map (marked black and white).
11.3 Effects of Supply
11.3.1 Unsupplied
Unsupplied units have their attack and defence strengths halved. Their movement allowance is not affected.
If an HQ is unsupplied, mark its entire formation as unsupplied, then redeploy the HQ. (see 13.2.2)
11.3.2 Isolation
Isolated units have their attack, defence and movement allowance halved.
11.3.3 Mechanized and Motorized Units, Unsupplied or Isolated
All mechanized and motorized units may make an advance after combat of only one hex if they are unsupplied or isolated.
12.0 Air Units
The Axis player has two air units [one Italian, one German] and the Allied player has up to five. However, each side may deploy a maximum of 4 air attack points per turn.
All air units have two values: +2 on the front (FULL ATTACK) and +1 on the back (NORMAL ATTACK).
Play note: It may seem strange that the Axis had so little air power. After the intense fighting at Gazala, the Axis forces were exhausted, needed rest and had to cover a much longer distance. The Desert Air Force had been moved to airfields in the Nile Delta, and additional forces had been sent by other commands in the Mediterranean and the Middle East.
12.1 Air Attack
During a combat segment, the attacking player may support any ongoing combat simply by placing an air unit on the targeted hex.
The player may freely choose to make a NORMAL ATTACK (+1) or a FULL ATTACK (+2).
The number shown on the air unit is the number of rightward shifts on the CRT that the air unit contributes to the attack, applied after the force ratio has been calculated.
A maximum of two air units may be used in the same attack.
12.1.1 Normal and Full Attack
An air unit that has made a FULL ATTACK becomes grounded.
However, an air unit that has made a NORMAL ATTACK is placed on the restored side of the grounded units box.
12.2 Grounded Air Units
An air unit becomes grounded in two ways: through the random events table, or when a player has used the FULL ATTACK.
12.2.1 Procedure
A grounded air unit is placed on the grounded side of the grounded units box.
At the next restoration segment, the air unit is moved to the restored side.
12.2.2 Return to Service
All air units placed on the restored side of the grounded units box return to their respective air unit boxes during the next restored units return segment.
12.3 Nationalities
Allied air units may support any Allied unit in an attack. German and/or Italian air units may only support a unit of their own nationality in an attack.
12.3.1 Limitation for the Axis
If an Axis attack involves both Italian and German units (for example through the Rommel en forme event), only one air unit may be used, at the choice of the Axis player.
13.0 Special Rules
13.1 Turn 1 Special Rules
The first command to be activated on turn 1 is Panzerarmee Afrika (PAA).
Once its activation is complete, all other command chits are placed in the draw container and drawn normally.
13.1.1 No Allied Strategic Movement
No Allied strategic movement is permitted during turn 1.
Historical note: The Allied command was in a state of confusion after the retreat from Mersa Matruh. Allowing the Allied player to use strategic movement would have given him a flexibility of response that his historical counterparts lacked.
13.2 Headquarters
13.2.1 Combat Losses
HQs never suffer step losses and cannot be eliminated as a result of combat or overrun.
However, an HQ must be redeployed if all combat units stacked with it at the start of a combat are eliminated as a result of that combat, whether through a step loss, an inability to retreat, or a retreat into an EZOC.
13.2.2 Redeployment
The HQ is removed from its current hex and immediately placed back on the map by its owner.
The placement distance must be as short as possible, respecting the following conditions:
- At least five (5) hexes from the hex in which the HQ was placed.
- Closer to a friendly supply source.
- Not in an EZOC.
- Able to trace a supply line to a friendly supply source.
An HQ with an OOS marker at the end of a supply phase is redeployed.
If the HQ cannot legally be redeployed, it enters play as a reinforcement the following turn on a supply source belonging to that player.
13.2.3 Retreats
An HQ stacked with combat units at the start of a combat must retreat with them if they are forced to retreat as a result of that combat.
13.2.4 Advance After Combat
An HQ stacked with combat units at the start of a combat may advance with them, at the attacker's choice, if they advance after that combat.
It may advance two hexes if it is stacked with mechanized units that advance two hexes.
13.2.5 Removal of HQs
Only one German KG HQ (and its corresponding command chit) may be removed from play by a random event.
All other HQs remain in play even if all subordinate units have been destroyed. They may still activate independent units normally.
13.2.6 Isolated HQs and Overrun
Isolated HQs may be overrun by enemy combat forces during movements accompanying the reinforcement segment, the ordinary movement segment, as well as during retreat and advance after combat.
The enemy unit must have the MP to enter the hex; being adjacent is not enough.
Affected HQs are redeployed. (see 13.2.2)
13.3 Minefields
13.3.1 Availability of Minefields
"Mines?" markers are available to be placed in the Axis movement segment from turn 6; they first arrive as possible reinforcements on turn 5.
When designated as reinforcements, roll a die and follow the instructions. Continue to roll the die each turn until 12 "Mines?" markers are available. (exception: 15 if 19.2.9 occurs)
13.3.2 How to Lay Minefields
To lay them, an activated Axis unit must be supplied and not in an EZOC.
It pays 1 MP per "Mines?" marker placed during its movement.
Minefields may not be laid if the unit is conducting strategic movement.
It must place the "Mines?" marker before moving or after having stopped.
Markers may only be placed in an adjacent empty hex; they may be placed in an EZOC.
Two "Mines?" markers may never be placed in the same hex.
13.3.3 Effects of Minefields
Allied units that enter a hex containing a "Mines?" marker pay the +1/+2 movement penalty in addition to the normal MP cost (the first value for foot and motorized units, the second for mechanized units).
Roll one die and consult the minefield crossing table.
If a flipped result occurs, flip the "Mines?" marker.
The effects vary between a negative column shift for any attack from this hex, a DRM of -1 for any attack from this hex, or no additional effect.
If you retreat after combat into a "Mines?" marker, the same process applies.
A unit beginning its movement on a "Mines?" marker pays (again) the +1/+2 MP and leaves the minefield.
Historical note: "Mines?" markers represent both real and suspected minefields. In the second half of July, the effectiveness of Allied attacks was affected by the damage caused by the real minefields, as well as by the fear and paralysis of command caused by the suspected minefields.
13.3.4 Minefields and Advance After Combat
Units that advance after combat onto a "Mines?" marker stop in that hex but suffer no additional penalty.
13.3.5 Removal of Minefields
All "Mines?" markers occupied by an Allied combat unit during the minefield and box cleanup segment are removed from the game.
13.3.6 Minefields and Axis Units
Axis units are not affected by "Mines?" markers.
13.4 Boxes and Campaign Works
These defences have one of two effects, depending on the extent of the construction works.
13.4.1 Boxes
Allied units in fully enclosed box hexes have their strength doubled in all attacks launched against them.
Boxes occupied by an Axis unit during the minefield and box cleanup segment permanently lose this capability; mark them with a Destroyed Box marker.
In two-hex boxes (for example hexes 19.22 and 20.21), if one of the hexes has been occupied by an Axis unit, the Allied units in the remaining box are considered to occupy campaign works.
13.4.2 Campaign Works
Allied units attacked only through a campaign works hexside receive a favourable one-column shift to the left.
13.5 Laagers
In the laager phase, specific units that do not occupy "defensible terrain" must attempt to break contact with the enemy in order to regroup.
13.5.1 Allied Laager Segment
In the Allied laager segment, Allied armoured units that are not pinned, are in an EZOC, and do not occupy a ridge, depression or box hex must withdraw one hex toward a friendly supply source, provided they can do so without entering an EZOC, a minefield hex, or creating excess stacking.
13.5.2 Axis Laager Segment
In the Axis laager segment, Axis armoured units that are not pinned, are in an EZOC, and do not occupy a ridge or depression hex must withdraw one hex toward a friendly supply source, provided they can do so without entering an EZOC or creating excess stacking.
Historical note: German custom was to remain on the site of the fighting, while the British generally withdrew some distance. However, if Allied forces remained in strength, the Axis forces withdrew in order to reinforce and resupply themselves. This rule was inspired by the SPI game Ruweisat Ridge™ (1985).
13.6 1st Armoured Division
During the fighting of July 1942, the performance of the 1st Armoured Division was unpredictable, often to the detriment of the infantry units it was supposed to support.
13.6.1 Armour Activation Markers
When activated by their HQ, the armoured regiments of the 1st Armoured Division that are not in an EZOC initially receive an "activated" marker.
Once all the other activated units have moved (including the HQ), roll a die on the 1st Armoured Division table to determine whether they act normally.
Complete the movement of each unit before making the roll for the next.
Example: The Allied player identifies the units of the 1st Armoured Division to activate. The HQ, the motorized infantry battalions and the independent units are moved normally; then a die is rolled for each armoured regiment bearing an activated marker, and the result is applied.
The armoured regiments of the 1st Armoured Division that enter play as reinforcements move normally during the reinforcement segment.
Historical note: On multiple occasions, the armoured regiments did not arrive in time, owing to confusion about their deployment and mission. The threat of minefields repeatedly delayed their effective commitment; moreover, by the end of the month the division was simply exhausted.
13.7 Allied Columns
The Allied player starts with seven "COLUMN" units on the map. Place them initially with their "x" face visible. They have a ZOC, are one step in size, and their values are revealed only when they are involved in combat.
They are removed under 15.3 when the Allied player removes two columns from the map (regardless of their status) and places them in the column withdrawal box. They return later in the game as Allied replacement points.
If only one column remains in the withdrawal box, no replacement point is received.
When circumstances allowed, they were withdrawn to regroup in the Nile Delta, and their personnel were then reassigned to their original units.
Historical note: These formations were ad hoc groupings of whatever was at hand; they played a significant role in stopping Rommel's first attacks.
13.8 23rd Armoured Brigade
The combat strength of the three armoured regiments is unknown until the moment of combat.
Roll a die on the 23rd Armoured Brigade combat value table, and use the strength counters indicated for the rest of the game.
They may not receive replacements.
Note: The 3-2-6 one-step units are found on the back of the x-x-6 counters.
Historical note: Recently arrived in Egypt, the brigade was committed prematurely, complete but unacclimatized, under political pressure exerted from the United Kingdom (by Churchill).
13.9 8 RTR and 44 RTR
These two armoured regiments may only be activated by the HQs of infantry formations (divisions or brigades).
Historical note: These two units were trained to support infantry attacks and would not have been attached to armoured divisions.
14.0 How to Win
14.1 Victory Points
At the start of the game, the Axis player controls five victory point locations, and the Allied player fourteen. (see 14.3.1)
As soon as an Axis combat unit (other than an HQ) enters a victory point hex controlled by the Allies, the Axis player flips the VP marker to its Axis side.
If the Allies retake a VP location, the VP marker is flipped back to its original side.
The same logic applies to markers controlled by the Axis at the start of the game.
At the end of the game, both players total their victory points.
Compare this amount with what is specified in the victory conditions. (see 14.3)
14.1.1 Restrictions on Victory Hexes
Only combat units meeting these criteria may control victory point hexes. They must:
- Exert a ZOC.
- Have a defence value of "1" or more.
To control a victory point hex, the hex belongs to the side that most recently controlled it.
HQs do not change control of a victory hex.
14.2 Sudden Death Victory
A sudden death victory may occur in the movement segment of either player. The cost to exit the map for this purpose is 1 MP, as an exception to 5.3.1.
If the sudden death conditions never occur, determine the winner using the victory conditions in 14.3.
14.2.1 Axis Sudden Death Victory
If the Axis player has moved off the map a total of three supplied mechanized or motorized units, using normal movement from hexes 34.26, 34.25, 34.16 or 34.15 during the movement segments of turns 1 to 4, the game ends immediately in an Axis sudden death victory.
14.2.2 Allied Sudden Death Victory
If the Allied player has moved off the map a total of three supplied mechanized units, using normal movement from hexes 01.39, 01.38 or 01.22 during the movement segments of turns 1 to 6, the game ends immediately in an Allied sudden death victory.
Historical note: The turn limitations represent the overall historical situation. The panic of the Allies had dissipated by mid-July, with an abundance of off-map forces to stop an Axis coup de main. Likewise, the Axis forces advancing from Mersa Matruh would probably have stopped any Allied breakthrough.
14.3 Victory Conditions
Victory conditions are based on control of the victory point locations by Axis or Allied forces.
Subtract the smaller total from the larger, and find the appropriate line.
| Victory level | VP required |
|---|---|
| Overwhelming Axis victory | 24+ |
| Major Axis victory | 18-23 |
| Minor Axis victory | 9-17 |
| Axis propaganda victory | 5-8 |
| Draw (historical) | 0-4 |
| Minor Allied victory | 5-13 |
| Major Allied victory | 14-26 |
| Overwhelming Allied victory | 27+ |
14.3.1 Victory Point Hexes
The nineteen locations below are the victory point hexes, with their value in VP (Axis/Allied). Bold type indicates which side controls the location at the start of the game.
| Objective | Hex | Axis | Allied |
|---|---|---|---|
| Naqb Abu Dweis | 07.07 | 3 VP | 1 VP |
| Deir El Murra | 09.27 | 1 VP | 3 VP |
| Deir Abu El Hiqeif | 09.21 | 1 VP | 3 VP |
| Qattara Box | 14.17 | 3 VP | 1 VP |
| Sidi Abd El Rahman | 14.35 | 1 VP | 3 VP |
| Deir El Qatani |
15.0 Setup
The players select their side (Axis or Allies) and set up their forces according to the setup instructions below. Place all reinforcements on the Turn Record Track or on the side of the map, place the air units in their respective boxes, and place the turn marker on turn 1.
All units start supplied, in command and within the stacking limit.
Units marked with an "r" start on their reduced side; there are many!
Allied units are set up first.
15.1 Allies
Command chits available: 1 SA, 1 ARM, 2 NZ, 7 ARM; 1 independent brigade.
| Unit | Hex |
|---|---|
| 1 SA HQ | 29.27 |
| 1 TS/1 SA - 1 DUKE/1 SA; 1 RNC/1 SA | Radius 1 hex from 25.23 |
| 1NR/2 SA - FIELD/2 SA; 1CH/2 SA | Radius 2 hex from 26.25 |
| 1 RLI/3 SA - 1 RD/3 SA; 1 ILH/3 SA - 3 SA AC (Ind) | Radius 3 hex from 26.27 |
| 1 ARM HQ | 30.19 |
| 10 HUSS/2 (r) | 29.23 |
| 9 LAN/2 (r) | 31.23 |
| 2 RGH/22 (r) - 3 CLY/22 (r); 4 CLY/22 (r) - 1 RB/22 (r) | Radius 1 hex from 28.18 |
| Col. ("x-x-6" side up) (Ind) | 24.20 |
| Col. ("x-x-6" side up) (Ind) | 25.17 |
| Col. ("x-x-6" side up) (Ind) | 26.27 |
15.2 Axis
Command chits available: PAA, 15 Pz, 21 Pz, NEHRING, BAYERLEIN; ARIETE, TRIESTE, X, XXI.
| Unit | Hex |
|---|---|
| 90 L HQ - BREIHL - MARCKS (r); 580A - 1/155 - 1/361 - 900P | Radius 2 hex from 20.26 |
| 15 Pz HQ - 1/8 Pz (r) - 1/115 PzG | 16.25 |
| 33A - 33P | 16.24 |
| 21 Pz HQ | 17.27 |
| 1/5 Pz (r) - 1/104 PzG | 18.26 |
| 3A - 200P | 18.25 |
| ARIETE HQ - 8/9/10M (r); COM/8 BERS - NIZZA | Radius 1 hex from 11.26 |
| COM/12 BERS (r) - 1/NOVARA; 2/NOVARA - 3/NOVARA | Radius 1 hex from 12.31 |
| TRIESTE HQ - 1/65 - 2/65 (r); 1/66 - 2/66 - 1 M(r) | Radius 1 hex from 13.24 |
| XXI HQ - 1/61 - 2+3/61 - 1+2/62; 32E (r) (Ind) | Radius 1 hex from 19.29 |
| COMP RICO | 20.30 |
15.3 Reinforcements
The first player mentioned for each turn enters play first.
| Turn | Reinforcements |
|---|---|
| 1 ITA | Littorio command chit - LITTORIO HQ (enters at I); 1 + 2/86 (r) (enters at K) |
| 1 ALLIED | Air unit 231 (in the DAF box) |
| 2 GER | 2/104 PzG (enters at J) |
| 2 ITA | 4/12/51M - 1 + 2/28 (enters at H or I); Air unit 6 GRUPPO (in the 6 Gruppo box) |
| 2 ALLIED | 2/43/24 (enters at A or B) - 5 IND HQ - 3/10 BALU - 4/5 RAJPU; 1/4 ESSEX (r) (enters at E) - 2 mechanized RP for units of the 2nd Armoured Brigade |
| 3 GER | 1/18 FLAK (Ind) - 2/155 - 1/382 (enters at J) - 2/5 Pz (enters at H or I) |
| 3 ITA | 1 + 2/85 (r) - 33E (enters at K) - 60 L (enters at I) |
| 3 ALLIED | 3/5 RTR/2 - 6 RTR/2 - 1 KRRC/2 (enters at B) - 9 AUS command chit; 9 AUS HQ - 2/23/26 - 2/24/26 - 2/48/26 - 9 CAV - 44 RTR (Ind) (enters at A or B); Independent brigade command chit - 69 HQ - 5 E YORKS - 6 GR HOW; COMP GD (r) (enters at F) - WITHDRAW 2 Allied columns (see 13.7) |
| 4 GER | 1/125 (enters at H, I or J) |
16.0 Optional Rules
The following rules may be added if both players agree.
16.1 Variable Victory Conditions
At the start of the game, the Axis player draws at random one of the five variable victory condition chits and keeps the result secret.
As soon as the specific criterion is met, reveal the chit.
At the end of the game, shift the final victory result by one level in favour of the Axis player.
If the Dummy chit is drawn, no bonus is possible, but the Allied player will remain in doubt until the end of the game.
16.1.1 ANZAC Losses
The Australian and New Zealand forces suffer more than twelve step losses in total.
Historical note: The New Zealand and Australian forces lacked reinforcements, and their governments were very concerned about the losses. Moreover, one of Rommel's objectives was to annihilate the New Zealand division. He believed it should have capitulated at Mersa Matruh instead of breaking out of the encirclement to retreat toward El Alamein.
16.1.2 El Alamein
El Alamein (26.27) is occupied by a commanded and supplied Axis unit during any end-of-turn phase.
Historical note: Although it is more a title created unintentionally by the BBC than a reality, crossing the "El Alamein line" and capturing the village itself would have constituted a propaganda victory for Rommel.
16.1.3 Separating the Front
The following four victory point locations are simultaneously controlled by commanded and supplied Axis units during any end-of-turn phase: Deir El Abyad (17.22) - Deir El Shein (20.21) - Ruweisat Ridge West (24.20) - Ruweisat Ridge East (28.20).
Historical note: Separating the two Allied corps (XXX in the north and XIII in the south) along the Ruweisat Ridge was one of Rommel's key objectives, before exploiting east to the Nile Delta. Even temporarily, reaching this objective would have heightened the panic of the Allied command in the Mediterranean, already alarmed, as shown by its actions on "Ash Wednesday," 1 July 1942.
16.1.4 The Push to the South
The following three victory point locations are simultaneously controlled by commanded and supplied Axis units during any end-of-turn phase: Qarat El Himeimat (23.05) - Deep Wel (23.13) - Stuka Wadi (25.17).
Historical note: Rommel planned an outflanking movement to the south around the Allied lines after the failure of his first attacks, a manoeuvre he would finally attempt in September, leading to the fighting at Alam Halfa. In July, his plans were cancelled by the Allied attack in the north.
16.2 Three Players
Although designed for two players, Dance of War™ can be played by three: one Allied player, one German player and one Italian player.
The German and Italian players each manage their own command point allocations and reinforcements; air units may only support units of their own nationality.
The victory conditions remain the same.
If the random events table affects the Axis (for example with possible barrages), the German player decides who benefits (German or Italian).
Play note: The success of the Axis depends on a fierce Italian defence combined with effective Axis counter-attacks. It can be very instructive to see the coordination difficulties this involves. And if it goes wrong, the recriminations begin...
17.0 Designer's Notes
At the start of July 1942, both sides were exhausted and decimated. The Axis advance rested only on high morale, adrenaline and captured Allied supplies; the Allied forces were bruised and shaken, but not yet beaten. What a starting position!
I read Dance of War by Peter Bates in 1992 and thought at the time that it would be a great battle to play... before setting it aside.
Some thirty years later, I was working as a developer on one of Stefan's 3CG projects when he asked me whether there was a battle I would like to design, using the Chit-Draw system. I thought again about Dance of War and began my research.
The Chit-Draw system reproduced the chaos of the command of both sides: neither Rommel nor Auchinleck could be certain that their orders would be carried out, and even less so within the time allowed. Moreover, the random events table allowed peripheral events to have a potential impact, while showing what might have happened if either commander had had "a particularly good day."
Even after all my reading, the starting positions of many units were difficult to determine, not least because both sides had only just arrived on the battlefield from Mersa Matruh and many units did not know their own position.
The reinforcement schedule was also difficult to establish: the Axis units arrive over several days and the Allied formations are often delayed, for example the 20th Australian Brigade. Placing them accurately on the reinforcement schedule was not simple.
18.0 Sources Consulted
- Dance of War - P Bates
- Battle for Egypt: the Summer of 1942 - Lt-Col J L Scoullar
- The Day Rommel Was Stopped: The Battle of Ruweisat Ridge, 2 July 1942 - C Jephson
- British Armoured Divisions and their Commanders 1939-45 - R Doherty
- The Armies of Rommel - G Forty
- History of the 2nd WW: The Mediterranean and Middle East: Vol 3 - Major-General I. S. O. Playfair
- Australia in the War of 39-45: Series One: Army: Vol 3 Tobruk and El Alamein - B Maughan
- The Early Battles of Eighth Army - A Stewart
- Rommel's Afrika Korps - P Battistelli
- Orders of Battle Second World War - Lt-Col. Joslen
- Afrika Korps at War: The Road to Alexandria - G Forty
- Iron Hulls, Iron Hearts - Ian W Walker
- Luck Was Lacking, But Valor Was Not - R Riccio & M Afiero
- Hitler's War in Africa 1941-1942 - D Mitchell-Green
- Pendulum of War - N Barr
[Note: the designer's notes end with the cover-illustration credit, a thanks paragraph and the designer's sign-off; these are credits and are omitted here.]
19.0 Random Events
During the random events phase, either player rolls 1D6 and refers to the result on the random events table. Some die rolls give rise to two events; resolve the first before applying the second.
19.1 Regular Events
19.1.1 Barrages (Allied or Axis)
Allows the Allied or Axis player (depending on the player concerned) to make barrage fire attempts in accordance with the barrage fire procedure. (see 8.5)
19.1.2 Light Barrages (Allied or Axis)
Allows the Allied or Axis player (depending on the player concerned) to make barrage fire attempts in accordance with the barrage fire procedure. (see 8.5)
However, only one attack at most may be carried out.
Historical note: Both sides carried out light barrages throughout the month, occasionally causing significant disruption to the enemy.
19.1.3 XXX Corps Barrages
Counts as an ordinary Allied barrage attempt, with the restriction that its targets must be adjacent to units under Australian or South African command.
A DRM +1 is applied on the barrage roll table.
19.1.4 Dawn Attack (Allied or Axis)
The Allied or Axis player receives a +1 modifier to the die roll for the first attack made by its first activated formation.
Historical note: On several occasions Axis formations were surprised by dawn attacks launched by Allied formations, for example when the New Zealanders surprised the artillery and support units of the Ariete division on 7 July.
19.1.5 Battlefield Recovery
Both players receive a mechanized replacement point, to be spent immediately on a unit on the map that is supplied, in command and not in an EZOC.
19.1.6 German Surprise
The German player receives a favourable column shift of "+1" for the first attack made by the 15th or 21st Panzer Division, whichever is drawn first.
If no attack is made, the "+1" column shift is lost.
19.1.7 Late Orders
Allows the Axis player to cancel the activation of an Allied autonomous brigade chit; the command point is nonetheless spent.
The decision must be made as soon as the chit is drawn.
Historical note: On several occasions during the fighting, the excessively complex Allied command structures led to orders being lost or badly executed.
19.1.8 Sandstorms
Both players must ground an air unit, preferably from the air units box or, if none is available, from the restored side of the grounded units box to the grounded side of the box.
19.1.9 Enigma
The Allied player may, once during this turn, return to the draw container an Axis command chit that has just been drawn, and draw again.
Historical note: "During the July fighting, the 8th Army had excellent operational intelligence as well as essential facts about the state of enemy forces." (British Intelligence in the Second World War, Volume 2, page 402.)
This event potentially gives the Allies a little more control over the order of activations.
19.1.10 Rommel en Forme
The Axis player may use this event at any time during the command segment of this turn, after an Allied command chit has been drawn but before it is played.
"Rommel en forme" may be used once in this turn.
This event allows the Axis player to return the just-drawn Allied command chit to the draw container and instead activate up to three commanded Axis combat units. It does not matter whether the combat units have already been activated during the current turn; likewise, playing "Rommel en forme" does not prevent a normal activation of these combat units later in the same turn.
Use the "Rommel en forme" marker as a reminder of its availability.
19.1.11 8th Army Command
The Allied player (potentially) gains the 8th Army command chit for this turn only. Add it to the draw container for this turn only. (see 3.2.1)
Historical note: This is the type of coordination Auchinleck aspired to but never achieved.
19.1.12 Mechanics Make Wonders
The Axis player receives a mechanized replacement point, to be given immediately to a supplied and commanded unit on the map that is not in an EZOC.
Historical note: On 21 July there were about 100 German tanks awaiting repair.
19.2 Single-Turn Events
Rule / Title / (Turn)
19.2.1 DAK Without Fuel (2)
All units belonging to one of the following formations, the 15th Panzer Division, the 21st Panzer Division or the 90th Light Division, have their movement allowance halved this turn due to a fuel shortage, at the choice of the Axis player.
19.2.2 SAS and Long Range Desert Group (3)
The Italian air unit is moved to the grounded box.
Historical note: The raids by the SAS and LRDG attacked airfields on many occasions; for example, they destroyed a number of Italian CR 42 fighters at an airfield near Fuka on 7 July.
19.2.3 Rommel Takes the Initiative (4)
This allows the Axis player to begin the command segment with the activation of the 15th or 21st Panzer Division, followed by an Italian activation (division or corps).
During the command segment, set aside the chits of the chosen German and Italian formations.
The command segment begins with the single activation of the German formation, followed by the Italian formation.
Continue the rest of the segment as usual, drawing from the draw container.
19.2.4 Radio Interception Company 621 (4)
The Axis player removes one of his Kampfgruppe command chits for the rest of the game.
Historical note: "The eyes and ears" of Rommel, this unit was captured by the Australians on 10 July, depriving Rommel of a vital source of intelligence and affecting his ability to react quickly.
19.2.5 Auchinleck Takes the Initiative (5)
This allows the Allied player to begin the command segment with the activation of two Allied division command chits.
During the command segment, set aside the two chosen division chits.
The command segment begins with the single activation of one division chit, followed by the second.
Continue the rest of the segment as usual, drawing from the draw container.
19.2.6 Maximum Allied Air Effort (6)
The Allied player receives air unit 238 Wing as an immediate reinforcement; place it in the DAF box.
It is available for the rest of the game.
Historical note: The Allies were able to draw on a considerable amount of air assets stationed in the Middle East.
19.2.7 Allied Naval Bombardment (7)
The Axis command points are reduced by one unit for this turn.
Historical note: The British cruisers HMS Dido and Euryalus bombarded Mersa Matruh on 19 July, interrupting the Axis supply lines, already under great strain.
19.2.8 Folgore Division - Part 1 (7)
The following unit arrives this turn in G or H: 1/186.
19.2.9 Discovery of a Minefield Stock (7)
The Axis player immediately receives 3 "Mines?" markers and places them adjacent to supplied friendly units on the map that are not in an EZOC.
Historical note: Many of the mines laid by the Axis came from captured Allied stocks, notably at Gazala, Tobruk or Mersa Matruh.
19.2.10 Folgore Division - Part 2 (8)
The following unit arrives this turn in G or H: 1/187.
Historical note: Deployed in mid-July to serve in North Africa, the forward elements of the Folgore division could have been dispatched earlier.
19.2.11 Auchinleck Has a Bad Day (8)
Operational indecision, aggravated by contradictory orders, results in the paralysis of the HQs of XIII and XXX Corps.
Set aside the XIII/XXX command chit for this turn only.