Desert War: Tactical Warfare in North Africa
Desert War: Tactical Warfare in North Africa Rulebook
Table of Contents
Table of Contents
- [1.0] INTRODUCTION
- [2.0] GENERAL COURSE OF PLAY
- [3.0] GAME EQUIPMENT
- [4.0] SEQUENCE OF PLAY
- [5.0] SIMULTANEOUS PLOTTING
- [6.0] MOVEMENT
- [7.0] COMBAT
- [8.0] ENTRENCHMENTS
- [9.0] PANIC
- [10.0] VEHICLES
- [11.0] MINES
- [12.0] THE SCENARIOS
- [13.0] OPTIONAL RULE: OPPORTUNITY FIRE
- [14.0] OPTIONAL RULE: ZONES OF CONTROL
- [15.0] DESIGNER'S NOTES
[1.0] INTRODUCTION
Desert War is an historical simulation of the tactical Combat in North Africa from 1941 to 1943. The scenarios show several common situations involving German, British and Italian Units. The combination of situations with varying forces allow an almost innumerable amount of different scenarios to be played.
[2.0] GENERAL COURSE OF PLAY
Desert War is basically a two-Player game. It is played in sequenced turns called Game-Turns, during which the Players move units on the map, have combat and attempt to achieve certain objectives. The Game is played in Scenarios which are various mixtures of forces and objectives. Each Player attempts to win by attaining the Victory Conditions given to him in each scenario. For a further explanation see the Scenario rules.
[3.0] GAME EQUIPMENT
[3.1] THE GAME MAP
The 22" x 34" mapsheet is the area on which the units are maneuvered. A hexagonal grid is superimposed on the map to regulate movement, position, and firing ranges of the units.
[3.2] THE PLAYING PIECES
Two differently colored sets of playing pieces (henceforth known as units) are supplied. These represent the various units of the Axis and Allied forces. The opposing forces in each scenario are chosen by selecting certain units from all those available. The units are distinguished by type and various strengths and ranges.
[3.21] SAMPLE UNIT
The sample unit on the rules sheet is a diagram with call-outs for its parts: Unit Type, Weapons Class, Range Allowance, Attack Strength, Target Type, Defense Strength, and Movement Allowance.
Transcription note: the sample unit is a labelled image. The labels above are read from it; the printed figures themselves are shown on the counter sheet.
[3.22] SUMMARY OF UNIT TYPES
The rules sheet prints a summary of the Axis unit types and of the Allied unit types, each shown as a sample counter.
Transcription note: the unit-type summary is a set of printed counter images. Its individual counter figures are not reproduced as text here; consult the printed counters for the exact values of each unit.
[3.23] OTHER MARKERS
The game also includes the following markers, shown as sample counters: Armd Prsnnl Carrier, Truck, Entrenchment, Mine, Pinned (PIN), and Disruption Level 1, Disruption Level 2 and Disruption Level 3 (D1, D2, D3).
[3.24] DEFINITION OF TERMS
Attack Strength is the basic attacking power of a unit quantified in Attack Strength Points.
Defense Strength is the basic defensive power of a unit quantified in terms of Defense Strength Points.
Range Allowance is the number of hexes over which the unit's Attack Strength may be applied.
Movement Allowance is the basic movement ability of a unit quantified in terms of Movement Points.
Weapons Class is the type of weapons represented in the unit's Attack Strength.
Target Type refers to whether a unit is a "hard" (armored) target or "soft" (unarmored) target. Hard targets are indicated by the brackets around their Defense Strengths.
[3.3] GAME CHARTS AND TABLES
Various visual aids are provided to simplify the various key game functions. The Combat Results Table details the Combat procedure and gives results for each combat. The Overrun Attack Table provides a means of getting results for overrun Attacks, while the H Results Table dictates how "H" weapon class attacks are resolved. The Terrain Effects Chart lists the different penalties and advantages in the different terrain features on the mapsheet for movement and combat. The Weapons Effectiveness Table summarizes the effectiveness of different Weapon Types on different Target Types. The Range Attenuation Table details the loss of Strength of units when firing at longer ranges. The Panic Table indicates which units Panic. Each of these is fully explained where presented.
[3.4] GAME EQUIPMENT INVENTORY
A complete game of Desert War should contain the following parts:
- one Game map
- one set of Game rules
- one set of die-cut counters (400)
- two Scenario & Tables Sheets
- one die
- one Simultaneous Movement Plot Pad.
[3.5] GAME SCALE
Each Game-Turn in Desert War represents three minutes, forty seconds of real time. Each hex in Desert War represents 100 meters from side to side.
[4.0] SEQUENCE OF PLAY
[4.1] SEQUENCE OF PLAY OUTLINE: THE GAME-TURN
(A) Simultaneous Movement and Combat Plot Phase: Both Players secretly write down their Movement Plot or Combat Orders for each of their units as desired.
(B) Panic Determination Phase: Both Players roll a die, compare it to their panic table and circle the operation plot of the indicated units.
(C) Fire Combat Execution Phase: Both Players perform fire combat where ordered, applying results as directed.
(D) Panicked Movement Plot Phase: All Panicked units that had Movement Plotted (and did not suffer a combat result in the Combat Execution Phase) have a Panicked Movement Plot substituted for the original plot.
(E) Movement Execution Phase: All units that had movement plotted (and did not suffer a combat result in the Combat Execution Phase) are moved according to their plots.
(F) Disruption Removal Phase: Remove all face-up Pinned markers and roll for removal of face-up Disruption markers.
(G) Mine Effects Phase: All Pinned and Disruption markers face down on units are turned face up (see 11.21).
[5.0] SIMULTANEOUS PLOTTING
GENERAL RULE:
During the Simultaneous Movement and Combat Plot Phase both Players simultaneously plot the actions of each unit for that Game-Turn. Each unit may only have plotted (and therefore may only execute) either Movement or Combat or one of the other operations described below in a Game-Turn.
SIMULTANEITY OF MOVEMENT
All Movement is considered simultaneous. Both Players execute all Movement during the Movement Execution Phase. All Movement must be executed; units may never alter their Movement in response to Enemy actions.
SIMULTANEITY OF COMBAT
All combat is considered simultaneous. For this reason Combat Results are not effective until the end of the Combat Phase. Then they are applied to all units that suffered them.
A unit that suffers a combat result in a given Combat Phase must engage in Combat during the Combat Execution Phase if ordered to do so by the Simultaneous Movement Plot Chart without modification of the combat result. The combat result does not affect the unit's Combat Ability in any way until after all combat of that Combat Execution Phase is completed.
A Combat Result suffered on the Combat Execution Phase is, however, considered to be in effect before the immediately following Movement Execution Phase.
PROCEDURE:
All actions must be plotted for each individual unit. All necessary information to make the move must be contained in each unit's plot. The plot must leave no doubt as to the planned use of the unit. All units must have written plots or remain static that Game-Turn.
[5.1] HOW TO PLOT MOVEMENT
Examine the Simultaneous Movement Plot Chart. Each horizontal row will record the plot of one unit for one Game-turn. The first column is used to record the initial hex of each unit every Game-Turn. Columns one through eight will be used to record direction of the unit's movement and number of hexes in each direction. Consult the compass rose on the map for corresponding letters to the six possible directions in moving from each hex. Below are examples of Movement Plots and the paths that resulted from each plot.
If it is desired to have a unit move, stop, and move again during a Movement Execution Phase, insert the notation "S#" in the Movement Plot where the stop is desired. The "S" is the code for making the stop, and in place of the "#" write the number of Movement Points to be expended while stopped. Expending Movement Points while stopped is in all ways equivalent to expending Movement Points while moving; i.e., it is the total of the two types of Movement Point expenditures that must not exceed the Movement Allowance of a unit, and both types are used in resolving Movement Conflicts (see 6.14). See 5.1a, The Movement Plot example for some sample Movement Plots and their executions.
[5.1a] EXPLANATION OF MOVEMENT PLOT EXAMPLE
Note that in this example all units move or attempt to move their full Movement Allowance. This is never a requirement. It has been done here to illustrate the differing Movement Point costs for different unit types to enter the different types of terrain. Valentine unit 39 is attempting to advance six hexes in direction F, but it cannot complete its plotted movement because it is intercepted by German PzIII unit 6, who attempted to move nine hexes in direction C (case 6.14). Valentine unit 38 moves four hexes in direction F and then two hexes in direction E. Note that its path was not intercepted by unit 6 because they never attempted to cross the same hexside or enter the same hex at the same time (numbered Movement Point expenditure). Infantry unit 128 moves one hex in direction F as plotted. Infantry unit 129 attempts to move one hex in direction F but cannot because it is Overrun by German PzIII unit 5 (case 7.78). The entrucked unit moves eight hexes in direction A, freely passing through Friendly unit 38. Artillery unit 140 changes its facing. Pz IV unit 32 moves three hexes in direction C; stops, expending four Movement Points; and moves one hex in direction D. Note that this Plot for the PzIV does not result in Movement different from that the Plot C3, D1 would dictate; but it is conceivable that expending the four Movement Points while stopped could have avoided a conflict with one of the Valentines had they had different orders written.
Zones of Control are an Optional Rule in Desert War and have not been used in this example.
[5.2] HOW TO PLOT COMBAT
The first box is still used to plot the initial position of each unit at the beginning of every Game-Turn. In boxes one through four, write the word "Fire" (one letter per box) and in box six write the Target Hex. If the firing unit is a High Explosive (H) class weapon, box seven must contain either letter "T" if it is to be a tight pattern attack or the letter "L" if it is to be a loose pattern attack.
If there is more than one enemy unit in a target hex, and the firing unit is a non-"H" weapon, the Player must also write which Enemy unit in that hex is the target. If one of two Enemy units in a hex is not designated as the target, both are assumed to be the target.
[5.3] HOW TO PLOT THE VARIOUS OTHER OPERATIONS
In all the following operations the first box is always used to record the hex number position of the unit at the beginning of the Game-Turn. Keep in mind that the purpose of these symbols is to make it clear what the unit is supposed to do. Only one Operation may be performed in a given Game-Turn.
[5.31] Overrun is plotted like movement except that the hex before the last hex plotted must contain an "OV," since this hex is the overrun target hex and is the only hex which may be overrun in that Game-Turn.
[5.32] Loading onto a Vehicle is done by writing the word "Loading" in boxes one through seven.
[5.33] Unloading from Vehicles is done by writing the word "Unloading" in boxes one through nine.
[5.34] Changing Facing. The word "Face" is placed in box three and the proper directional letter is placed in box four.
[5.35] Changing Weapon Class. The letter "W" is placed in box two and the new weapon type (either A for Armored Piercing or H for High Explosive) is placed in box four.
[5.36] Indirect "H" Fire. Indirect "H" fire is plotted in the same manner as direct "H" Fire, but it is always executed the Game-Turn following the one in which it was plotted. The only operation which may be plotted on the Game-Turn in which this Indirect Fire is executed is either "No Operation" or another Indirect Fire operation which is to be executed in the next Game-Turn.
[5.4] SHORTCUTS
The operation plotting system that has been described was designed to be as clear, detailed, and unambiguous as possible. Unfortunately, it takes up a lot of time and paper. The Players are encouraged to devise and use any mutually agreeable shortcuts. One such shortcut is described below.
Each Game-Turn, merely write down in the next column the end point of that Game-Turn's Movement or the target hex of any Fire. In the latter case also write the letter "f" in the box. For an Overrun write the hex number to be Overrun and "OV." For Loading just write "L" etc. Note that in the case of Movement an exact path must be planned even if it isn't plotted. This system is designed to save writing, it is not designed to allow a unit to change its intended path to avoid "H" Fire or an obstruction. This system requires that the Players both be honest and that they trust each other, but its is quick, simple and easy.
[6.0] MOVEMENT
GENERAL RULE:
During the Movement Execution Phase, both Players move all their units which have Movement orders, as many hexes as ordered, within the limits of their Movement Allowances and the Terrain Effects Chart.
PROCEDURE:
Whenever necessary to solve complicated movement situations, move each unit one hex of its plotted movement at a time so that the sequencing will be correct.
CASES:
[6.1] MOVEMENT EXECUTION
[6.11] Movement is calculated in terms of hexagons. Each unit expends one or more Movement Points of its total Movement Allowance to enter a certain hex. See the Terrain Effects Chart for a full list of these different "entry costs."
[6.12] A unit may be moved any amount of hexes allowed by its Movement Allowance, or it may move some or all of its Movement Allowance. A Player must always move a unit the full distance plotted if the unit has sufficient Movement Points to complete the plotted movement.
[6.13] Any units that have plotted combat in a given Game-Turn may not plot Movement.
[6.14] Enemy and Friendly units may never occupy the same hex. (Exception: See Overrun) at any time during the Game-Turn. If two units of different Players attempt to enter the same hex after expending the same number of Movement Points, the unit that travelled the least number of hexes up to that point gets the hex. If both units should attempt to enter the hex with the same number of hexes moved through, then the unit with the higher Movement Allowance gains the hex. If their Movement Allowance is the same, a die is rolled and the Player with the higher roll gains the hex. An Enemy and a Friendly unit may never pass through each other attempting to exchange hexes.
[6.2] STACKING
[6.21] The only case in which more than one Friendly unit may occupy the same hex at the end of a Movement Execution Phase is if one of the units is an Infantry unit and the other is an Artillery unit, neither of which is in a Vehicle.
[6.22] Units may always freely pass through other Friendly units during a Movement Execution Phase. Units may never pass through or occupy the same hex as an Enemy unit (except while Overrunning, see 7.7). A unit may never enter a hex if entering that hex would place it in violation of these stacking rules at the end of a Movement Execution Phase. Instead, the unit stops in the hex it was plotted to enter the hex in question from.
[7.0] COMBAT
GENERAL RULE:
There are four types of Combat in Desert War. These are Direct Non-"H" Fire, Direct "H" Fire, Indirect "H" Fire and Overrun attacks. Fire Attacks are executed and their results are applied on the Combat Execution Phase of the Game-Turn. In addition, "H" Fire Attacks also affect units that move through the Target hex on the Movement Execution Phase. Overrun Attacks are a special type of Movement and are executed on the Movement Execution Phase. Each unit has one of four Weapon Types: H (High Explosive), A (Armor Piercing), R (Bullet weapons) or M (Mixed weapons). The effectiveness of these weapons varies according to the Target Type of the Target unit. In a given Combat situation, the Player whose unit(s) is firing or Overrunning is always the attacker, and the Player whose unit is being so attacked is always the Defender, regardless of the overall situation. No units may fire more than once in a Game-Turn.
PROCEDURE:
Direct Non-"H" Fire: Total Attack Strengths attacking a given unit(s) in a given attack (after adjusting for Range Attenuation and Weapons Effectiveness). Then subtract from that number the (terrain modified) Defense Strength of the Defending unit(s). The result is the Attack Superiority. Roll a die and cross index the die roll with the Attack Superiority on the Combat Results Table and apply the result.
Direct "H" Fire: Decide when plotting if the pattern is to be tight or loose. Determine whether the target unit is plotted to move or not that Game-Turn. Roll a die and consult the appropriate column of the "H" Results Table.
Indirect "H" Fire: Indirect "H" Fire is resolved in the same manner as Direct "H" Fire, but it is plotted one Game-Turn in advance.
Overrun Attacks: Overrun Attacks take place during the Movement Execution Phase, not the Combat Execution Phase. The number of Overrunning units and the number of Overrun units are cross-indexed on the Overrun Table. This will yield the Attack Superiority that is to be used with the Combat Results Table in the manner given for Direct non-"H" Fire.
CASES:
[7.1] DIRECT NON-"H" FIRE
[7.11] If more than one unit is attacking an Enemy unit(s) in direct non-"H" fire, it is the Attacking Player's option to treat it as one combined attack or as several separate ones, dividing the attacking units in any manner desired. Each individual combat action could have more than one defending unit, provided both are on the same hex. In all cases where several units are attacking a unit as one combined attack, first calculate the appropriate Attack Strength of each individual attacking unit, taking all modifications of the basic Attack Strength into account, and then total all the individual modified Attack Strengths. Use this total to resolve the attack.
[7.12] A non-"H" type unit may never divide its individual Attack Strength into separate attacks even if the targets of these separate attacks are in the same hex. It may, however, attack two Enemy units in the same target hex as one combined attack, using their combined Defense Strength.
[7.13] All non-"H" type weapons suffer the effects of Range Attenuation. See the Range Attenuation Table for specifics.
[7.14] Direct Fire is flat trajectory, line of sight (see 7.17) fire against targets which can be directly observed by the units firing at them. Units may use direct fire against targets that are any number of hexes away up to the limit of the unit's Range Allowance. Direct Fire may not be used through blocking terrain.
[7.15] Range is determined by counting the fewest number of hexes from the firing unit to the target hex, as if one were moving the unit, disregarding terrain Movement Point costs.
[7.16] Line of Sight/Line of Fire. In order to fire at a given hex, or to spot it for Indirect Fire, the Attacking Player must be able to trace a perfectly straight line unobstructed by terrain (see 7.18) from the center of the hex of the firing unit to the center of the hex containing the target unit. Players should use a straight edge (a ruler or stiff piece of cardboard) to delineate the line of sight.
[7.17] JUDGING THE LINE OF SIGHT: Lay the straight edge from the center of the firing hex to the center of the target hex. If any point along the line passes through a blocking hexside then the line of sight is blocked and direct fire may not be used. All ambiguous cases should be decided in favor of the defender. Units never block a Line of Sight/Line of Fire.
[7.18] BLOCKING TERRAIN
There is only one type of terrain which in certain circumstances blocks the line of sight and thereby prevents direct fire. This terrain is called Hill Crest (or Ridge Crest) hexsides. It is denoted by the heavy lines superimposed on the "upward" hexsides of hill or ridge slope hexes.
The line of sight between any two hexes is blocked when at least one of the two hexes is a "Ground Level" or Depression Slope hex and the intervening Hill Crest hexside does not form a part of either of those two hexes. This is the only instance in which the line of sight is blocked. If the above conditions are not strictly fulfilled, the line of sight is open and direct fire may take place in either direction.
Note that Depression Crest Hexsides never block the Line of Sight.
[7.19] RANGE ATTENUATION TABLE (see separate sheet)
[7.2] DIRECT "H" TYPE FIRE
[7.21] The same rules apply to direct "H" fire as to direct non-"H" type fire with the following exceptions:
A) "H" Fire is not resolved using the Attack Superiority system that non-"H" Fire uses. It is resolved using the "H" Results Table, which is used as follows: ascertain whether or not the target unit is plotted to move the Game-Turn
Transcription note: the printed sheet breaks this sentence across the two rules sheets. Page 2 ends at "is plotted to move the Game-Turn" and the other sheet begins "of the attack." The connecting words are not legible on the scan, so the text is given exactly as printed.
of the attack. Consult the Table, roll the die and apply the result (see 7.81 for an explanation of the results). The Defense Strength of a target unit, or the terrain it is on and the Range are all irrelevant. "H" attacks may not be combined; resolve each one separately.
B) "H" type weapons affect any unit that starts in the target hex and any other unit that may subsequently move through that hex in that Game-Turn. The Player executing Direct "H" Fire must at the beginning of the Fire Combat Execution Phase, write down the Target Hex(es) of that Fire on a separate sheet of paper and reveal it to the opposing Player. This sheet is consulted on the Movement Execution Phase in order to note if any units pass through the attacked hex. Units that do enter or pass through an attacked hex on that phase are attacked by the "H" Fire just as if they had started that Game-Turn in the attacked hex, except that the result of the attack is applied in the plotted destination hexes of those units. A unit that is destroyed (reaches a Disruption Level of four) is, of course, an exception. The destroyed unit does not finish its plotted movement; it becomes a wreck in the hex in which it was destroyed.
C) "H" type weapons may fire in either a tight or loose Attack Pattern. If fired in a tight pattern, it affects only the target hex. If fired in a loose pattern, it attacks units in the target hex and in all six adjacent hexes. When firing in a loose pattern, "H" type fire has no effect on hard type targets.
D) Note that "H" Fire can affect more than one unit in a Game-Turn. This ability is a reflection of the type of fire characteristic of this weapon type, and is not a violation of the prohibition on firing more than once per Game-Turn. An "H" weapon may have only one Target hex on a Game-Turn.
[7.22] "H" RESULTS TABLE
(see separate sheet)
[7.3] INDIRECT "H" FIRE
[7.31] Indirect Fire is fire in which the firing unit does not have an unblocked line of sight to the target hex. This type of fire can only be plotted on hexes which are in the line of sight of any other Friendly undisrupted unit. The hex to be fired upon need merely be within the Range Allowance of the firing unit, and within a line of sight of any other undisrupted Friendly unit.
[7.32] Only "H" type Weapon Class units may use Indirect Fire.
[7.33] The Target Hex for Indirect Fire must be chosen one Game-Turn in advance. Thus, Indirect Fire for the third Game-Turn must be allocated at the beginning of the second Game-Turn. At the beginning of the Fire Combat Execution Phase in which the Indirect Fire will be executed, the executing Player must write down the target hex and reveal it to the Enemy Player as with Direct "H" Fire. Indirect Fire, however, never impacts on that target hex. It impacts on an adjacent hex. Roll a die for each separate unit's Indirect Fire and consult the Scatter diagram. The result indicates which of the adjacent hexes the "H" Fire impacts on. Write down on the revealed sheet of paper the actual Impact Hex, and refer to it during the Combat and Movement Phases of that Game-Turn.
[7.34] Indirect "H" Fire is plotted to be either a loose or tight pattern in exactly the same manner as Direct "H" Fire.
[7.35] A given hex may be the Target Hex of more than one "H" attack. A given hex may also be the Impact hex of more than one "H" attack. In the latter case, treat each individual "H" attack as a separate attack. "H" attacks are never combined, but a unit may be attacked by several "H" attacks in the same hex. Therefore, there is no need to keep two upside down counters in one hex, or any upside down counters in a rock hex.
[7.36] In certain scenarios a Player is given Off-Map "H" Fire. The number given is the number of separate Off-Map "H" attacks the Player may make in each Game-Turn. The number may not be accumulated from Game-Turn to Game-Turn.
[7.37] Off-Map "H" Fire is always Indirect. It is used under all the same restrictions as normal Indirect "H" Fire: i.e., some undisrupted Friendly unit must have an unblocked line of sight to the Target hex; it must be plotted a Game-Turn in advance; and it will scatter in the same manner as normal Indirect Fire.
[7.38] Since Indirect Fire is a two Game-Turn procedure, it is a special case in reference to Panic and Disruption. If a unit Panics or is Disrupted on a Game-Turn that Indirect Fire is plotted for it to execute the next Game-Turn, the plot is lost, and it is treated exactly as if the plot were never written. If the unit Panics or is Disrupted on a Game-Turn in which it was to execute Indirect Fire, the plot for that Indirect Fire is lost as well as the ability to execute that plot. After ceasing to be Panicked or after becoming undisrupted, the unit's line on the SiMov Plot Chart is always blank.
[7.4] FACING
Facing applies only to non-envehicled Artillery units. When an Artillery unit is placed on the map or is debarked from vehicles, it must be Faced towards a specific hexside. The unit may only Fire at targets which are in the 120° arc defined by the three front hexes on the Faced unit (see diagram below). All normal fire restrictions apply. Defense is unaffected.
(Diagram: "Field of Fire" - the 120° arc from the Faced unit.)
[7.5] WEAPONS EFFECTIVENESS
There are four different types of weapons in the game and two different types of targets. A given weapon type may have its attacking effectiveness affected by the type of target it is firing at. To find the effect of fire of a specific weapon type, cross index the two types on the Weapons Effectiveness Table. Hard targets can be identified by the brackets around their Defense Strengths; Soft targets can be identified by the lack of brackets.
WEAPON EFFECTIVENESS (see separate sheet)
The British 87mm howitzer may change its weapon type at any point in the game. It may be either an A or H weapon type. When the weapon type is changed, a new counter is placed on the map to replace the old. This change is a separate operation that requires one full Game-Turn to effect.
[7.6] WRECKS
Wrecks are created in a hex whenever any unit is destroyed in that hex. Turn the destroyed unit upside down on the hex in which it was destroyed. Any hex with a destroyed unit in it is treated exactly as a rock hex for all purposes. The unit itself no longer exists. There is no additional effect of two or more wrecks in one hex. Therefore, there is no need to keep two upside down counters in one hex, or any upside down counters in a rock hex.
[7.7] OVERRUN
Overrun Attacks are conducted in the Movement Execution Phase. They may only be conducted against Soft Target Type units by Hard Target Type units. Execution of an Overrun costs two Movement Points in addition to the normal terrain Movement costs.
[7.71] An Overrun is a full Game-Turn operation. No other operation may be performed by a unit in a Game-Turn in which it has an Overrun plotted, nor may more than one Target hex be designated to be Overrun by a unit in a Game-Turn. Some Movement is inherent in the Overrun procedure, and this is not a violation of this rule.
[7.72] Any unit that wishes to overrun a hex may move up to the limit of its Movement Allowance, but must have the required two additional Movement Points to complete the overrun.
[7.73] Units that wish to overrun must enter the target hex, and exit the hex on the opposite hexside from entering. The unit must stop on the exit hex and move no further that Phase. This limits the amount of overrunning units to six for a given hex since they must end their moves on adjacent hexes and cannot stack.
[7.74] Rock terrain hexes may not be overrun.
[7.75] Units which are Entrenched count as two units for defense purposes against Overruns.
[7.76] To resolve an Overrun Attack simply take the number of Attacking units and cross index it with the number of defending units on the Overrun Table. This will yield a result which is the proper column to roll for results on the Combat Results Table.
[7.77] A unit plotted to Overrun may not execute that Overrun if it suffers a combat result on that Movement Execution Phase (due to "H" or Opportunity Fire). Instead, it stops in the hex in front of the unit that was to be Overrun.
[7.78] An Infantry unit not envehicled may not move in a Game-Turn it is plotted to be Overrun, unless the Overrunning unit(s) fails to make the Overrun due to either a Combat result or an inability to completely execute its full plotted Movement (e.g. 6.14).
[7.79] OVERRUN TABLE (see separate sheet)
[7.8] COMBAT RESULTS TABLE (See separate sheet)
[7.9] TERRAIN EFFECTS CHART (see separate sheet)
[8.0] ENTRENCHMENTS
GENERAL RULE:
In some scenarios one of the Players may start entrenched. This represents previously constructed trenches and earthworks to aid the defense of a unit.
PROCEDURE:
Some scenarios either permit or require that Defending units be deployed entrenched. An Entrenched marker is placed on any hex containing a unit that is to be entrenched. Only non-envehicled Infantry and Artillery units are allowed in hexes containing an entrenched marker. An entrenched marker adds four to the Defense Strength of any unit in the hex. This increase in Defense Strength is instead of and not in addition to any terrain effect that might apply (e.g. an Italian Infantry unit entrenched on a rock hex would have a Defense Strength of eight).
CASES:
[8.1] DESTRUCTION OF ENTRENCHMENTS: Entrenchments are destroyed if they are left unoccupied by a Friendly unit at the end of any Game-Turn. Entrenchments may never be built in the course of the game. Entrenchments may freely be moved out of, without penalty.
[8.2] EFFECTS OF ENTRENCHMENTS: Entrenchments have several effects and restrictions as listed below.
[8.21] Up to two units, one infantry and one artillery, may be in an entrenchment. Units entering entrenchments after creation are considered entrenched.
[8.22] Each unit in an entrenchment is treated as two units for defense purposes against Overrun Attacks.
[8.23] Units in Entrenchments are always considered not moving for the purpose of resolving loose pattern "H" attacks against them. Tight pattern "H" attacks are resolved in the normal manner.
[9.0] PANIC
GENERAL RULE:
Panic is used to represent the differing tendencies of units to receive garbled orders, to misunderstand orders or simply to disobey orders for purposes and reasons the small unit's commander considers quite good. All units in the game are, therefore, subject to Panic randomly. Units that had Movement plotted will have a new Panicked Movement plot determined. Units that had any of the other operations plotted (those operations described in 5.2 and 5.3) do not carry out their plotted operation, or any operation. The effects of Panicking last the Game-Turn that the unit Panics. Units may Panic on any number of successive Game-Turns.
CASES:
[9.1] PANIC DETERMINATION
Panic determination takes place during the Panic Determination Phase. Circle the last box used on the operation plot of every Panicked unit. Panicked units do not execute that Game-Turn's plotted operation.
[9.11] Each of the Available Forces described in section 12 is assigned a Morale Rating for Panic purposes. This Rating determines which column of the Panic Table each side will use. Once each Panic Determination Phase, each Player will roll a die and consult the Panic Table. Units on hexes whose last digits correspond to digits thus indicated on the Table, Panic. Invert these units.
[9.12] Disrupted units never Panic. If Disrupted or Pinned between the Panic Determination Phase and the Panic Movement Plot Phase, it is not necessary to determine a Movement Plot. The unit cannot Move.
[9.2] PANICKED MOVEMENT PLOT
[9.21] All non-Pinned, non-Disrupted Panicked units that had movement plotted for that Game-Turn have a Panicked Movement plot substituted for their original Movement plot on the Panicked Movement Plot Phase. A Pinned or Disrupted unit cannot Move, and hence there is no need to determine a Panicked Movement Plot for such units.
[9.22] The Panicked Movement plot for each unit is determined as follows: roll a die and consult the Scatter Diagram on the map. The direction indicated is the direction that the unit will be plotted to Move. Non-envehicled Infantry units will always be plotted to Move one hex in that indicated direction. For other units that had Movement plotted roll a second die. The resulting number is the number of Movement Points in the indicated direction that the unit will be plotted to move.
[9.23] The plotted Panicked Movement is executed on the Movement Execution Phase exactly as normal movement. It is subject to all the restrictions and inhibitions of normal movement execution. The only way it is treated differently from normally plotted movement is that a Panicked unit is always considered to have the lower Movement Allowance if ever its path conflicts with a non-Panicked unit (see case 6.14).
[9.24] Units cannot Panic off the edge of the map. Instead, the unit will stop at the map edge hex.
[9.3] EFFECTS OF PANIC
Panicked units do not carry out their plotted mission; it is ignored except for Panic Execution purposes (see 9.21). Panic lasts only one Game-Turn and does not carry on to the next Game-Turn unless the unit is again Panicked by the same procedure.
[9.4] PANIC TABLE (see separate sheet)
[10.0] VEHICLES
GENERAL RULE:
All Infantry and Artillery units are normally considered to be in a non-motorized mode. These units may change into a motorized mode, which increases their Movement Allowance. This represents the unit embarking into its vehicles.
PROCEDURE:
The transition into a motorized mode is indicated by placing a Vehicle marker on the unit. The same marker is used to represent either Armored Personnel Carriers or Trucks. All units on the same side in any scenario use either one or the other. The marker is placed or removed at the end of the Movement Execution Phase, and is not considered to occur simultaneously with Movement; i.e., a unit being Overrun will be Overrun in the state (envehicled or not) that it was at the beginning of the phase.
CASES:
[10.1] PLACING AND REMOVING VEHICLE MARKERS
Placing or removing a vehicle marker is a full operation requiring a complete Game-Turn to place the marker. The unit may not execute or plot movement in the same Game-Turn as embarking or disembarking from vehicles, nor may they Fire.
[10.11] Disrupted units may not embark or disembark from vehicles.
[10.12] Panicked units may not embark or disembark from vehicles.
[10.13] A unit in the same hex as another Friendly unit may not embark or disembark from a vehicle.
[10.14] Units may never lose their Vehicle ability, i.e., they may never be separated from their Trucks or APCs.
[10.15] After a unit has disembarked from its Vehicles it may be re-embarked at any time in any hex (except when stacked with another unit) since the vehicles remain with the unit.
[10.16] Vehicle markers are only on the map when they are being used by a unit. When a unit disembarks from a vehicle, the vehicle marker is removed from the map until the unit embarks again, at which time the marker is returned to the unit.
[10.2] EFFECT OF VEHICLE MARKERS ON MOVEMENT
Truck markers increase the Movement Allowance of a unit to 20, but then the unit must use the Truck column on the Terrain Effects Chart for Movement Point costs. If the unit is considered to be in an Armored Personnel Carrier, then the Movement Allowance is only increased to 18, but the unit uses the AFV column on the Terrain Effects Chart.
[10.3] EFFECT OF VEHICLE MARKERS ON COMBAT
Vehicle markers change a units various Strengths and Allowances in relation to combat.
[10.31] Units with vehicle markers may never use their Attack Strength.
[10.32] Units with truck markers have a Defense Strength of one.
[10.33] Units with Armored Personnel Carrier markers have a Defense Strength of three and may overrun units just like regular Tanks, although they may not engage in Fire Attacks.
[10.34] Units in trucks are Soft Targets. Units in Armored Personnel Carriers are Hard Targets.
[10.4] EFFECT OF VEHICLES ON STACKING
Units that are in trucks or Armored Personnel Carriers are not allowed to stack, i.e., they are treated as Tanks for Stacking purposes.
[11.0] MINES
GENERAL RULE:
Mines are given in some scenarios to the Player who is on the defense.
CASES:
[11.1] MINE DEPLOYMENT
Mines are deployed in one of two manners. They can be deployed in one straight line from one edge of the map to the other or they can be secretly deployed by the defender.
[11.11] When the mines are placed using the straight line deployment, they are totally visible and are placed immediately on the map.
[11.12] When using the hidden deployment, the defending Player writes down the hex numbers where the mines are placed and reveals each mine only when an Enemy unit moves through the hex and is attacked by the mine.
[11.13] In positioning his mines, the Player must always position them in groups of five adjacent mines (since there are 39 mines, one group will consist of four). Each group must be placed in a straight line.
[11.14] No more than one mine may be placed in a single hex.
[11.15] Mines may only be placed at the start of the game. They may never be moved, and they may never be destroyed. They may be placed on any type of terrain. The terrain has no effect on the mine's attack on any unit leaving the hex.
[11.2] MINE EFFECTS
Mines attack any unit that leaves the Mine hex. To execute a Mine attack, roll a die and consult the Combat Results Table, always using an Attack Superiority of "2" to represent the Mines.
[11.21] A unit finishes its plotted (or Panic) Movement after leaving the mined hex. Then the Mine attack against that unit is resolved. The Disruption or Pinned marker is placed on the unit face down. It may not be removed in the Disruption Removal Phase of that Game-Turn. It is turned face up in the Mine Effects Phase of the Game-Turn. It is always identical to a marker that was placed due to normal combat.
[11.22] Units may not plot or execute Overrun Attacks in the same Game-Turn they move out of a mine hex. If it was done in ignorance of the mine hex, the player ceases movement immediately before the hex to be overrun.
[11.23] There is no penalty for entering a mine hex, only for leaving it.
[12.0] THE SCENARIOS
(see separate sheet)
[13.0] OPTIONAL RULE: OPPORTUNITY FIRE
COMMENT:
Opportunity Fire has been made an optional rule because the game is simpler and flows somewhat faster without it. It does, however, add to the realism of certain situations.
GENERAL RULE:
Opportunity Fire is a special type of Direct non-"H" Fire and may be plotted in addition to normal Direct Fire. It is plotted in the same manner as normal Direct non-"H" Fire, but it is executed on the Movement Execution Phase. Its purpose is to interdict Enemy Movement. A target hex is designated, and the first Enemy unit that passes between the firing unit and that target hex (inclusive) is attacked. Opportunity Fire may be used by all non-"H" weapons.
PROCEDURE:
On the Simultaneous Movement and Combat Plot Phase write the position of the firing unit on the first box of the Plot Chart, write OF in the second and third boxes and the target hex in the fourth box.
CASES:
[13.1] TRIGGERING
[13.11] Opportunity Fire has to be Triggered in order to be executed. This means that an Enemy unit must pass between the firing unit and the target hex, or else the fire is not executed at all. In effect, the Firing unit does not execute any operation that Game-Turn.
[13.12] Only the first Enemy unit that moves between the target hex and the firing unit Triggers the Opportunity Fire. In case of any possible dispute as to which unit is the first, the unit that moves between the target hex and the firing unit after the smallest expenditure of Movement Points is the first unit. In the case of two units moving between them after the same Movement Point expenditure, the unit closer to the firing unit is the one attacked.
[13.13] The path of Opportunity Fire is always considered a straight line drawn from the center of the hex of firing unit to the center of the target hex. A unit will Trigger the Opportunity Fire if it moves into a hex that the line passes through (subject to 13.12). If the line happens to coincide with a hexside, moving into a hex bordered by that hexside will not necessarily Trigger the fire; the hexside must in this case be crossed by a unit in order to trigger the fire (see Example 13.2a).
[13.2] RESOLVING OPPORTUNITY FIRE
Opportunity Fire is resolved in exactly the same manner as normal Direct Non-"H" Fire. Terrain effects, weapons effectiveness, etc. do apply; however, different firing units may only combine their Strengths into one total Strength and make one combined attack against a defending unit if that unit triggers the Opportunity Fire from the different units upon entering the same hex (see example: 13.2a).
[13.2a] Example: The PzIV will Trigger Opportunity Fire from both the Stuart and the Crusader upon entering hex A. Since the fire from both units is Triggered upon entering the same hex, the Allied Player can choose to treat the fire from both units as either one combined attack or as two separate attacks. Note that the PzIV did not trigger the Crusader's Opportunity Fire when entering hex D (see 13.13). The PzIII will Trigger the Churchill's Fire when it enters hex B. It will Trigger the Matilda's Fire when it enters hex C. The Churchill's and Matilda's Fire may, therefore, not be combined into one attack (see 13.2).
[13.3] APPLICATION OF RESULTS
The results of Opportunity Fire are applied exactly as the results of an attack by "H" Fire would affect a moving unit, i.e. the affected unit finishes its plotted Movement before the result is applied. A unit that is destroyed (reaches a Disruption Level of four) as a result of Opportunity Fire is, of course, an exception. The destroyed unit does not finish its plotted Movement; it becomes a wreck in the hex it was destroyed. Pinned results resulting from Opportunity Fire are ignored. They do not in any way affect a unit that receives them.
[14.0] OPTIONAL RULE: ZONES OF CONTROL
COMMENT:
Zones of Control have been made an optional rule in Desert War because they were very rarely used during the playtesting. Units just tend to stand off at distance and fire at each other. A unit that got too close was usually destroyed. Overruns are of course an exception to this, but they are also an exception to the Zone of Control rules. The rules that follow are an accurate simulation of standard small unit tactics when opposing units do get very close, and are therefore presented here for those Players who care to use them.
GENERAL RULE:
The six hexes surrounding a unit constitute that unit's Zone of Control. All units must, upon entering an Enemy Zone of Control, immediately cease all movement for that Game-Turn. There is no additional movement penalty. Units which began their Movement Phase in an Enemy Zone of Control may freely leave Enemy Zones of Control, except that they may never move directly from one Enemy Zone of Control to another.
CASES:
[14.1] A unit executing an Overrun is not affected by the Zone of Control of the unit being Overrun. It may also ignore the presence of other Enemy Zones of Control in the hex it is overrunning.
[14.2] A Disrupted unit has no Zone of Control while it is disrupted.
[14.3] Zones of Control have no other effects than those detailed above.
[15.0] DESIGNER'S NOTES
We consider Desert War a breakthrough in game design. The use of simultaneous movement has finally produced a tactical level game that is at once very realistic and very playable. Like most innovative games, the question arises, "Why wasn't this thought of before?" There is not a single answer to this question, but many. First, it had to be shown that tactical level games could be done. The "father" of PanzerBlitz saw to that. The tactical games that followed (Tac 3, PanzerBlitz, Combat Command, Red Star/White Star) were attempts to design the "perfect" modern tactical game. Not perfect in the sense that nothing better could ever be done, but perfect in the sense that they did more of the things the designer wanted it to do.
There were two main elements which made Desert War "work" where all previous tactical games had not. First, there was the development of a workable hex numbering system. We had first used a hex numbering system on USN and, later, the Avalon Hill version of France-1940. But these systems were not all that effective because the numbers were not put down in the most "rational" method. Arnold Hendrick (who was working for us at the time) developed the present "rational" numbering system. This made it easy to find a given hex quickly. From there it was but a small (but highly significant) jump to using pads to record moves. We tried it. And it worked. The second factor was all the experience gained doing previous tactical games. Tac 3, PanzerBlitz, Combat Command, Red Star/White Star, and KampfPanzer all had much in common as far as the tactics, techniques and equipment involved was concerned. This experience proved invaluable when putting Desert War together. The most important thing to come out of all this "experience" was the discovery that one of the more critical aspects of tactical mechanized warfare was the importance of "command control" (or "panic"). It is because of the relative presence or absence of "panic" that the Germans were able to do so well in the early stages of World War II. The superior German "training" was not so much a set of slick "tactical maneuvers" as it was simply the German ability to get their units to perform essentially simple maneuvers with a minimum of confusion. On "paper" the Germans were usually inferior to their opponents in equipment quality and quantity. German "tactical superiority" was usually nothing more than the ability to do what their commanders wanted. Time and again the British suffered from units which did the wrong thing at the wrong time. To be sure, the British tactics were often faulty. But the critical element was the, all too often, British habit of a few units taking a "random walk" and generally not being where they were needed when they were needed.
An examination of numerous tactical actions in North Africa (and elsewhere) showed that this "panic" phenomenon could be most accurately (and easily) re-created by actually using a "random walk" (as the term is known in mathematics) system of having units "scatter." In the play of a game the realism of such a system quickly becomes evident. It is not unusual to have a "company" (2-4 tank units) become stuck someplace where it shouldn't be while the units it was supposed to be supporting got shot to pieces.
Another valuable development in Desert War is the Scenario System which combines four basic situations (which occurred over and over again throughout the war) and the changing "available forces." This combination allowed us to cover all of the situations which occurred during the desert fighting simply and effectively. And this, we feel, is what best sums up Desert War. It is simple and effective.