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Invasion: Malta

Invasion: Malta Rulebook

Table of Contents

Table of Contents

  • 1.3 General Introduction
  • 2.0 Game Components
    • 2.1 The Game Maps
    • 2.2 Playing Pieces
    • 2.3 Player Aid Cards
    • 2.4 The Die
    • 2.5 Frequently Used Abbreviations
  • 3.0 Game Concepts
    • 3.1 Terminology
    • 3.2 Zone of Control
    • 3.3 Stacking
    • 3.4 Unit Steps
    • 3.5 Halving and Rounding
    • 3.6 Combat Unit Movement Classes
    • 3.7 Efficiency and Lead Units
    • 3.8 Disruption
  • 4.0 Preparing for Play
    • 4.1 Preparing for Play
    • 4.2 Turn Outline
    • 4.3 Formations
    • 4.4 Activation Markers
    • 4.5 Allied Formations
  • 5.0 Weather
    • 5.1 Weather Conditions
    • 5.2 Weather Effects
  • 6.0 Supply
    • 6.1 Supply Status
    • 6.2 Supply Route
    • 6.3 Supply Sources
  • 7.0 Activation and Operations Sequences
    • 7.1 Activation and Operations Sequences
    • 7.2 Activation of Army Units
  • 8.0 Movement
    • 8.1 How to Move Units
    • 8.2 ZOC Effects on Movement
    • 8.3 Terrain Effects on Movement
    • 8.4 Day and Night Restrictions

1.3 General Introduction

Invasion: Malta is a grand-tactical level game of possible WWII invasions of Malta and the historical invasion of Leros. The most likely scenario for Malta was the one planned for early August 1942. The game requires two players. One player controls the Axis forces, and his opponent controls the Allied forces. The players maneuver their units across the map and conduct airborne and amphibious invasions that result in combat, according to the rules of play. In each scenario the Axis player wins by capturing and holding various objectives. These objectives count towards the victory conditions of that scenario. The Allied player wins the game by avoiding these conditions. You will find a few rules marked Optional. Players can add these by mutual agreement before play starts.

We recommend you visit the official game discussion topic on Consimworld to share your play experiences with others. You can find the Invasion: Malta game topic by visiting: http://talk.consimworld.com then navigate to Era: World War II/Individual Games, North Africa/Med Front, Invasion: Malta.

2.0 Game Components

2.1 The Game Maps

The maps have a grid of hexagons (called "hexes") superimposed over the terrain features to facilitate the movement and positioning of the playing pieces. A game piece occupies only one hex at a time. Each hex has a four-digit identification number, used for game reference purposes. Each hex on either map represents about 630 yards of real terrain from side to side.

2.2 Playing Pieces

This game contains:

  • Three 22" x 25.5" maps
  • 704 die-cut playing pieces (four counter sheets)
  • One Rules Book
  • One Scenario Book
  • Four Axis Set Up cards
  • Four Allied Set Up cards
  • Six Player Aid cards (8.5" x 11")
  • One Extended Sequence of Play card (11" x 17")
  • One ten-sided die

2.21 - There are five types of playing pieces.

  • Combat units represent the military units that fought (or could have fought) in these battles. They have a printed movement allowance and combat values.
  • Air units have an aircraft silhouette.
  • Naval units have a ship silhouette.
  • Activation markers have a flag symbol. These are not placed on the map, but are used to determine which formation is active [4.3].
  • Player Aid markers are all remaining pieces. These are used to assist game play. There should be enough markers provided with the game. If you need more, make some with blank counters. The number of markers does not constitute a design limit.

2.22 - Identification

A. Nationality

The background color on each unit identifies nationality. Although the reduced side on each unit shows a lighter shade, it remains the same nationality.

NationalityColor
German (Axis)Gray
Italian (Axis, but Allied in Scenario 4)Green
British (Allied)Khaki

B. Formations

Certain groups of units are identified by "Formation," usually a division. Each Axis Formation has a different color-coding in their unit type symbol. Units with a white unit type symbol or unit size box, including Axis armored units, are Army units and not part of a Formation [7.2]. Allied Formations differ considerably, grouped according to sectors on the map [4.5].

IDColorFormation Name
German: 7MustardFlieger Division 7
German: ORedKampfgruppe Ost
German: RBlueRamcke Brigade
German: StBlueSturm Regiment
Italian: FoGrayFolgore Division
Italian: FTanFriuli Division
Italian: LRedLivorno Division
Italian: MYellowM Brigade

2.23 - Explanation of Ground Unit Values

Example of a (non-Artillery) Combat Unit: the counter shows Unit Identification, Command Points, Stacking Value, Unit Type Box, Unit Size, Efficiency Rating, Formation Color, Attack Strength, Defense Strength and Movement Allowance [3.6].

  • Attack Strength is a combat unit's strength when attacking.
  • Defense Strength is a combat unit's strength when defending.
  • Movement Allowance (MA) is the maximum number of clear terrain hexes a unit can enter in one Movement Phase using movement procedures. Units with their MA shown in either an orange circle or a red box are considered Motorized units [3.62].
  • Stacking Value is the amount of space that a combat unit occupies in a stack of units.
  • Command Point is a die roll modifier value available to be applied to Coordination and ER Checks.
  • Efficiency Rating is a number showing a unit's relative ability to perform well.
  • Unit Identification is the historical name or number of a unit. Each is unique. See 21.1 for a list of abbreviations.

2.24 - Explanation of Artillery Unit Values

Artillery is any combat unit with a range value. These are the same as ground units but with the following additions (or changes):

Example of an Artillery Unit: the counter shows Range, Fire Strength and a No ZOC Band; its Reverse Side is the Fired side.

  • Range is the maximum number of hexes an artillery unit can be from a Defender hex and still function.
  • Fire Strength is the strength the unit contributes to a Bombardment.
  • No ZOC Band indicates the unit does not exert a Zone of Control [3.24] into any adjacent hex.

2.25 - Activation Markers

An Activation Marker shows a flag and the name of the Formation (for example "Livorno", or Allied Sector names such as "Central" or "Western"; some are marked "Night Turns").

2.26 - Unit size symbols

SymbolSize
...Platoon
ICompany or Battery
IIBattalion
IIIRegiment
XBrigade
(+)with added elements
(-)without some elements

2.27 - Unit type symbols

Infantry; Glider Infantry; Parachute Infantry; Parachute Engineer; Engineer; Motorized Artillery; Motorcycle Infantry; Anti-Tank; Commando; Light Anti-Aircraft; Coast Artillery; Heavy Anti-Aircraft; Headquarters (HQ); Field Artillery.

A double box unit type symbol indicates two like sized units combined into one game unit.

Vehicle icons on armored units:

  • Allied (the blue color applies only in Scenario 3): Matilda, II A9, A13, MkVIb.
  • Axis (all Axis armored units are Army-level units): PzIV G, T-34 (captured), KV II (captured), Semovente L-40, Semovente 75/18.

2.28 - Air and Naval Units

  • CAS strength consists of points used in Combat Air Support.
  • Bombardment strength is the strength the unit contributes to a Bombardment.

2.29 - Player Aid Markers

The player aid markers are: Activated (Axis and Allied), Airhead, Beach Head, Harbor Boom Destroyed, Attack Objective, Drop Hex, Motor Pool, Windy Weather, Storm Weather, Control (Axis cross and Allied), Disrupted, Excess Stacking, Invasion Zone (e.g. "North"), Out of Supply.

2.3 Player Aid Cards

Various visual aids are provided to simplify and display certain game functions. Some of these have been printed on the map while others are on Player Aid Cards. Place these to the side of the map for easy reference. The use of each chart or table is explained in the appropriate rules section.

2.4 The Die

The game uses a ten-sided die. The number "0" is read as ten (10), not zero (0). To perform many game functions, you will roll the die to determine a result. Often you will modify the actual die roll result by plus (+) or minus (-) amounts. These are called Die Roll Modifiers (DRMs).

2.5 Frequently Used Abbreviations

AbbreviationMeaningRule
AAAnti-Aircraft11.31
AMActivation Marker4.41
CASClose Air Support11.5
DRMDie Roll Modifier2.4
EREfficiency Rating3.7
HQHeadquarters (unit)4.3
KGKampfgruppe15.13
MAMovement Allowance8.11
MP

3.0 Game Concepts

3.1 Terminology

3.11 - Friendly and Enemy

  • Units: If you are the Axis player, all Axis units are friendly and all Allied units are enemy units. The situation is reversed for the Allied player.
  • Sequences and Phases: A turn divides into Segments that further divide into Sequences and then Phases [4.2 and 7.1]. During some, both players can perform activities. During others, only one player, called the active, or friendly, player can perform activities. If his opponent conducts activities that phase, then the opponent is the non-active, or enemy, player. Axis sequences and phases are friendly to the Axis player, and enemy to the Allied player. Allied sequences and phases are friendly to the Allied player, and enemy to the Axis player.
  • Hexes: Those last occupied, controlled, or passed through by Axis combat units are friendly to the Axis player; those last occupied, controlled, or passed through by Allied combat units are friendly to the Allied player. Only the Axis player has Control Markers.

3.12 - Controlled Hexes

A hex is controlled by one player if:

  • One or more of his combat units occupies the hex, or
  • One or more of his combat units currently projects an uncontested Zone of Control [3.2] into the hex.

3.13 - Contested Hexes

If both friendly and enemy combat units project a Zone of Control into a vacant hex, both zones co-exist and the hex is contested. Neither player controls a contested hex.

3.14 - Contiguous Hexes

This is an unbroken series of connected adjacent hexes used for movement, range, and Supply Routes.

3.2 Zone of Control

During the GOC's visit he had cause to rebuke a sentry [of 1/DLI] who failed to ask the General for his identification papers. The General asked the sentry "Why didn't you ask for my papers?" The sentry replied, "I know who you are Sir!" "Who do you think I am?" asked the General. "You are Major General Daniel Marcus William Beak, Victoria Cross, Distinguished Service Order, Military Cross ... (short pause) ... and Bar, Sir!" - From the website of the DLI Regt.

All combat units have a Zone of Control (ZOC). An enemy ZOC affects tracing a friendly Supply Route [6.2], inhibits the movement of friendly units [8.2], and restricts a unit's retreat [13.35] after combat.

3.21 - The hex a combat unit occupies and the six hexes adjacent to it constitute that unit's ZOC. A combat unit always controls the hex it occupies, even when in the ZOC of an adjacent enemy unit.

3.22 - A unit projects its ZOC into, and out of, all hex types and across all hexsides, except those prohibited to its movement [8.35], regardless of the movement point cost to enter the adjacent terrain, or the presence of an enemy unit in that hex.

3.23 - There is no additional effect when multiple units project a ZOC into a hex. A friendly unit's ZOC does not affect the movement of other friendly units.

3.24 - Limited ZOC

A unit with a No ZOC band does not project ZOC into any of the six adjacent hexes. It controls only the hex it occupies. If at least one combat unit in a hex [Exclude units under the Excess Stacking marker, 3.34] projects a ZOC (it does not have the No ZOC band), then all combat units in that hex project a ZOC into the adjacent hexes.

3.25 - ZOC does not extend into adjacent hexes that include Fort. But a unit's ZOC does extend out of fort.

3.26 - Air units, naval units, and player aid markers never have a ZOC.

Notes to the Zone of Control example:

  • Commando units can cross a cliff hexside and therefore project a ZOC across a cliff hexside.

  • A red-box MA unit would project its ZOC along a road, but not off-road [3.62].

  • Rule 3.25 applies even when the fort is not occupied.

  • All-sea hexsides are impassable.

  • Over-stacked units do not exert ZOC into adjacent hexes.

3.3 Stacking

Stacking refers to placing more than one combat unit in a hex at the same time. The position of a unit within a stack has no effect on play.

3.31 - All combat units have a stacking point value. A few have a zero (0) stacking value which can stack without limit. Air units, naval units, and markers stack freely without limit.

3.32 - A maximum of nine (9) stacking points of units can regularly occupy a hex at the end of any phase [but see 3.34]. Units currently moving or retreating can pass through stacks of friendly units without regard to the stacking limit.

3.33 - Restrictions on all motorized units [8.33]

  • A motorized unit can pass through another motorized unit only while moving on main road (not minor road), airfield, or urban.
  • Motorized units can attack the same Defender hex from different hexes (but not across hexes they cannot move across).
  • A hex can be occupied by only one armored unit at a time, any time, even in the middle of a phase.

Note: An armored unit on a minor road effectively makes that hex prohibited to movement by another armored unit. Be careful when moving these units.

3.34 - Excess Stacking

While as many units as desired can stack, if a stack exceeds the maximum [3.32] at the end of any phase, the owning player designates the excess as over-stacked by placing them at the bottom of the stack under an Excess Stacking marker. Any unit(s) in the stack can be chosen to be the ones over-stacked, including Disrupted units. Remove the Excess Stacking marker when the stack is at the regular stacking limit [3.32] at the end of any game phase.

  • Units designated as over-stacked do not contribute their strength to combat as long as they are over-stacked and therefore do not participate. However, they are affected by combat results [13.23 and 13.32].
  • Over-stacked units do not exert ZOC into adjacent hexes.
  • Units cannot be declared as over-stacked as long as regular stacking exists in that hex.
  • A unit can move onto other units to create over-stacking.

Note: A unit may create an over-stacking situation but itself be partly within the stacking limit. In this case the whole unit is treated as over-stacked.

3.35 - Players can freely inspect enemy stacks. Game markers should be placed on top of the unit (or group of units) they affect.

3.4 Unit Steps

Steps represent the durability or staying power of combat units. Units may lose steps as a result of Naval Transport, Air Transport, Paradrop, Landing Condition, Bombardment, or Combat.

3.41 - Combat units have either one or two steps of strength. A unit with strengths printed on both of its sides has two steps; its front side shows the unit at full strength, and its reverse side represents the unit at reduced strength. A unit with strengths printed only on its front side has only one step.

3.42 - HQ and artillery units have only one step. The reverse side of an HQ unit indicates that the HQ has spent its command points [17.2]. The reverse side of an artillery unit [10.14] indicates that it is Fired and therefore is not eligible to use its strength again during the current activation.

3.5 Halving and Rounding

3.51 - Attack strength and movement allowance can be halved, defense strength cannot.

3.52 - Some units may be subject to halving while others are not. Total the strengths of the affected units, halve that total, and drop the fraction. Now add their remaining strength to friendly units that were not halved.

3.53 - Because fractions are dropped, a unit's attack strength might be reduced to zero. If reduced to zero, it cannot attack, even if with units that can attack.

3.6 Combat Unit Movement Classes

All units are either motorized or non-motorized.

3.61 - Non-motorized units are units with a plain black movement allowance.

3.62 - Motorized units are all units with their MA shown in either an orange circle or a red box.

3.63 - Orange-circle MA units cannot:

  • Conduct Infiltration Movement [8.24]
  • Retreat [13.3]
  • Advance after combat [13.5]
  • Move on certain terrain [8.33]

Design Note: Orange-circle MA units consist of towed artillery. They lack mobility compared to other types of units.

3.64 - Armored units have a vehicle icon on the counter in place of a unit type box. Only one armored unit is allowed in a hex at any time. Other red-box MA units are restricted by rule 3.33.

3.7 Efficiency and Lead Units

The Efficiency Rating (ER) on each unit represents that unit's level of training, cohesion, and effectiveness in combat. A higher ER means a better unit. A number of game procedures require a unit (or a group of units) to pass an ER check.

3.71 - To perform an ER check for a unit, the owning player rolls the die, applies applicable DRMs, and compares the result to the unit's ER. Results are:

  • Pass: If the result is equal to or less than the ER
  • Fail: If the result is greater than the ER

3.72 - Lead Unit

Some procedures require that the results of an ER check apply to several units. To simplify what could otherwise be many die rolls, a player chooses one unit to represent all of the units that could be affected by a given ER check. This unit is called the Lead unit. Use its ER to decide the success or failure of the ER check.

Note: Use the unit's current ER. Its ER may have been reduced [3.82 and 6.15].

3.73 - Choosing the Lead unit

  • The owning player always chooses his Lead unit.
  • Player need not choose the unit with the highest ER rating.
  • Player can choose different Lead units for different game functions each turn.
  • Player chooses before the die roll it affects.
  • Player cannot choose an over-stacked unit.

3.74 - The Lead unit can only be from the currently active Formation, or an Army unit activated with that Formation [7.2]. It takes the first step of any loss.

3.75 - A unit's ER can be reduced permanently during step reduction or reduced temporarily due to Disruption [3.82] or being Out of Supply [6.15]. A unit's ER cannot be reduced below one (1).

Note: The reduced-step side of many units shows a reduced ER.

3.8 Disruption

Disruption is a temporary impairment of a unit's capabilities.

3.81 - A Disruption result may affect all of the units in the stack. Place a Disruption marker on top of the affected unit (or stack) when it becomes Disrupted.

3.82 - Disruption can result from the following:

  • Combat [9.1]: all designated participating units, attacker or defender
  • Bombardment [10.28]: all units in the hex
  • Air Bombardment [11.45]: all units in the hex
  • Paradrop landing condition [15.51]: the landing unit
  • Landing Condition Table [16.33]: all units in the hex

3.83 - Disruption effects on a unit (cumulative):

  • Reduce its ER by two (2)
  • Reduce its MA by half (drop fraction) before computing MA reduction for Out of Supply [6.15]
  • Cannot cross cliff hexside [17.31]
  • Disrupted artillery cannot conduct Bombardment [10.2] or attack [10.31]
  • Cannot conduct AA Fire [11.3]
  • If attacking, Combat Coordination [12.42] is required
  • A Disrupted HQ cannot spend command points [17.21] and becomes ineligible to hold CAS missions [11.52]

3.84 - If a stack contains both Disrupted and non-Disrupted units, place the non-Disrupted units on top of the Disruption marker and the Disrupted units under the Disruption marker.

IMPORTANT: Where at least one unit in a hex is already Disrupted and now that hex suffers a Disruption result, conduct an ER check on all previously Disrupted units in that hex as a group, including over-stacked units. Choose a Lead unit (excluding the previously non-Disrupted units). Roll once for the group. If it fails its ER check, that group takes one step of loss in addition to any previous loss, owner's choice of unit, and remains Disrupted. Any previously non-Disrupted units do not perform an ER check, they have only now become Disrupted.

3.84 - Remove Disruption markers during the Recovery Phase, as follows: [sic - the printed rulebook numbers both of these rules 3.84]

  • Automatically remove all Disruption markers from units that are not in an enemy ZOC. [Exception: Italian units]
  • If it is in an enemy ZOC, or it is an Italian unit (located anywhere), make an ER check for each Disrupted unit.

Note: Use the lowered ER for Disruption or Out of Supply. DRMs can be applied from the use of command points [17.2].

4.0 Preparing for Play

4.1 Preparing for Play

4.11 - Choose which scenario to play, and then locate the required game components.

4.12 - Set up and align the map, scenario setup cards, and any needed player aid cards.

4.13 - Arrange Scenario Units

Players place all their air, naval, and ground units and markers on their unit representations on the set-up cards for the scenario they have chosen. All units begin the game at full strength and some units may start Disrupted. Not all units are used in every scenario.

4.14 - Unit and Markers Placement Procedure.

Follow the sequence below for all scenarios. Play begins at the conclusion of Step 6.

STEP 1: Place Markers

  • Place the Turn marker in the GT 1 box on the Turn Record Track
  • Place the Motor Pool marker on the Motor Pool Track (see scenario set up)

STEP 2: Initial Land Placement

The Allied player examines the At Start section of his set-up card. Allied units are divided into two groups, Group A and Group B. He now places Group A units on their designated (historical) locations. There is no placement option about Group A.

Note: For those of you who will reposition Group A units anyway, the coast artillery units listed on the Coast Artillery Charts (having no range value) should be placed historically or the numbers on the Chart will be wrong and you will have made a mess of your game. Regardless, all coast artillery units should be placed only on hexes that include a battery or fort. All coast artillery required special mountings in concrete and other special equipment to be mounted properly. They would have to be in place before the start of the war. Regardless, we urge that you try historical placement the first time you play the game.

STEP 3: Invasion Zone Markers

For each of his Naval Transport Convoys [16.2] the Axis player chooses an Invasion Zone marker [16.22] and places it on the indicated box on his set up card. The Allied player cannot examine them.

Note: This choice precedes placement of Allied Group B units on the map.

STEP 4: Air Units

The Axis player transfers all air units to be used for CAS missions for the turn from the set-up card to an opaque cup. At the start of any AM or PM turn he can choose to conduct Air Bombardments prior to the first activation [11.4] and places these units in the Air Bombardment Box.

STEP 5: Activation markers

Activation Markers [4.4] of both players go into the same opaque cup (the same one as the air units) for random drawing.

STEP 6: Final Land Placement

Allied player places all Group B units, as desired, but no more than one infantry type unit of Group B per hex.

Design Note: In all scenarios Allied units had been under continuous air bombardment; dispersal was necessary.

4.15 - Optional: Historical Placement.

Players can choose the historical set up for Group B for any scenario. The placement hexes for all Allied units are shown on the set-up cards. The planned invasion hexes for the Axis in Scenario 3 are also shown.

4.16 - Some units are left on the set-up cards until their indicated turn of arrival. This is the first turn they can be used or moved onto the map.

4.17 - Scenario Special Rules.

Each scenario includes special rules applying only to that scenario. Take some time to review these before beginning play.

4.18 - Once placement is complete, play begins. Play follows the Sequence of Play [4.21].

4.2 Turn Outline

The game is played in successive Game Turns (also called "turns" or "GTs"), each composed of the segments and phases outlined below. Examine the Expanded Sequence of Play for a more detailed listing of the events within each phase.

4.21 - Sequence of Play

A. STRATEGIC SEGMENT (Do this once a turn)

  1. Weather Phase
  2. Air Readiness Phase
  3. Bombardment Phase - Air and naval only
  4. AA Reset Phase (Allied player only)

B. OPERATIONS SEGMENT

  1. First Operations Sequence [see scenario rules]
  2. All Subsequent Operations Sequences
    • Randomly draw one piece from the opaque cup (an Activation Marker [4.4] or an air unit).
    • The active player conducts a Ground Operations Sequence, places CAS air units, or takes the Pass Option.
  3. Players continue Operations Sequences until all Activation markers have been played.

C. REORGANIZATION SEGMENT (Do this once a turn)

  1. Supply Status Phase
  2. Recovery Phase
  3. Victory Conditions Phase

4.22 - Follow the sequence above each turn until the end of the final turn of the scenario, unless a Sudden Victory has occurred [19.2]. At that point evaluate the players' performance according to the scenario victory conditions to determine the winner.

4.3 Formations

Formations represent historical divisions, or groupings of units, normally consisting of a Headquarters (HQ) unit plus other units of various types. Some Formations have more than one HQ. A Formation HQ does not belong to a higher game Formation.

4.31 - Formation Color

Each Axis Formation has a different color in the unit type boxes (or unit size boxes, for vehicle icon units). All units belonging to the same Formation have the same color in their unit type or size boxes. Allied Formations [4.5] differ considerably.

4.32 - Axis units with white unit type or size boxes are Army units. These can be used, within limits, with any Formation [7.3]. There are no Allied player Army units.

4.4 Activation Markers

4.41 - Each Formation has one or more Activation Markers (AMs). During the Operations Segment, players will draw AMs (and air units) at random, one at a time from the same opaque cup during each Operations Sequence.

4.42 - When an AM is drawn and played, all units (regardless of location) of that Formation are activated. This Formation becomes the Active Formation; all other Formations, including others on the same side, are non-active Formations, and their units cannot move. Do not return the AMs to the opaque cup until the Recovery Phase.

Example: It is the start of a new Operations Sequence. One piece is drawn randomly from the opaque cup. It is the AM for the Axis "Livorno" Formation. Because it is Axis, the Axis player now can conduct an Operation. He chooses to play it, thereby activating all units of the "Livorno" Formation. If he chooses the Pass Option, no Formation activates and no game phases are played. With activation the Axis player moves units of only the "Livorno" Formation during this Operations Segment, plus any Army units he chooses to activate [7.2].

4.43 - If all the units of a Formation have been removed from play (or if Allied, no longer present in the Formation Sector), remove that Formation's AM from play immediately. If one of its units returns to play (or an Allied combat unit enters that Formation's Sector), restore the AM.

4.5 Allied Formations

"[The role of each Inf. Bde is] to defeat and utterly destroy any enemy within the limits of their Brigade boundaries." - Malta Command Military Defense Scheme, 1942

4.51 - An Allied Formation consists of all friendly units currently within its Sector boundaries, as printed on the game map. There are three Sectors. If no Allied unit is in a Sector then that Formation cannot be activated until a friendly unit begins a turn in that Sector. Its AM is not available until then.

4.52 - A unit activated in one Sector that moves (or advances or retreats after combat) to another Sector receives an Activated marker for the remainder of the turn if it remains in a different Sector. It can no longer move this turn. Next turn it activates only with that new Sector. It can remain with that Formation (Sector) as long as desired and change to other Formations (Sectors) as often as desired. Remove the Activated markers during the Recovery Phase.

Design Note: On Malta the British Sector Command arrangement was rigid. The tactical communications network could not support operations in other sectors. Effectively, each Sector would be on its own.

5.0 Weather

Weather conditions influenced the operations of both sides during the Leros battle and could do so in one of the Malta scenarios. Determine game weather each turn. The game rules are written assuming Good weather.

5.1 Weather Conditions

5.1 - There are three possible weather conditions: Good, Windy, Storm.

5.11 - Determine the turn's weather condition each turn during the Weather Phase. Roll the die and consult the Weather Table for the result [There are no DRMs]. The weather condition applies to the entire map, all holding boxes, and all game functions.

5.12 - Place the Weather marker on the Turn Box on the Turn Record Track (TRT) to indicate the current turn and the weather condition for the turn.

5.13 - Weather conditions apply during all scenarios. Good weather automatically applies for all turns during Scenarios 2 and 3 and on certain other designated turns [see scenario rules] for Scenarios 1 and 4.

5.2 Weather Effects

5.21 - Windy weather affects the following:

  • Air transport [15.7]
  • Air Bombardment [11.4]
  • Paradrop is prohibited [15.12]
  • Naval transport [16.12]
  • Amphibious Invasion [16.3]

5.22 - Storm weather prohibits the following:

  • All air missions [11.14]
  • Paradrop [15.12]
  • Naval transport [16.12]
  • Amphibious Invasion [16.3].

6.0 Supply

Supply status affects only Axis units. Allied units are always supplied. Supply status affects a combat unit's movement and combat abilities. A unit is either Supplied or Out of Supply. A unit avoids penalties by being Supplied.

"[German soldiers carried] ... reserve belts of ammunition and all the paraphernalia needed by an infantry force to sustain them for at least one day." - Island Prize, Leros, p.49

6.1 Supply Status

6.11 - A unit is judged as Supplied if it can trace a Supply Route [6.2] through a path of any length of contiguous hexes to a friendly Supply Source [6.3] during the Supply Status Phase of any turn.

6.12 - A unit is judged as Out of Supply if it cannot trace a Supply Route during the Supply Status Phase of a Night turn. Place an OoS marker on it. Do not place the OoS marker during any other turn. If the unit already has an OoS marker and it cannot trace a Supply Line during this phase, the marker remains.

Design Note: When in direct combat a soldier would expect fresh supply (food, fuel, and ammo) at night, at which time he would load with enough to last the next full day.

6.13 - A unit returns to Supplied status during the Supply Status Phase of the next turn (including AM or PM) that it can trace a Supply Route [6.2] to a friendly Supply Source [6.31]. Remove the OoS marker from it.

6.14 - Units available for play, but currently held off the map (on a set up card or Invasion Zone Box), are Supplied while there and when they enter the map until the next Night turn.

6.15 - Out of Supply Effects (on all units)

  • Reduce its ER by one (1), cumulative with ER reduction due to Disruption [3.82].
  • An armored unit loses its entire MA; it cannot move or retreat and cannot attack.
  • An OoS artillery unit remains at full support strength, but once used, it cannot turn back to its fire strength side until it is Supplied.

6.16 - Players can choose to leave units Out of Supply. A unit cannot be eliminated solely through lack of supply.

6.2 Supply Route

6.21 - A Supply Route is any designated path of contiguous hexes that contain no enemy combat units and where no hex is contested or enemy controlled. The path can be of any number of hexes traced from the unit to a friendly Supply Source.

6.22 - The path cannot include sea or cliff hexside, or a fort still friendly to the enemy.

6.23 - A Supply Route can be traced through a hex in an enemy ZOC if:

  • A friendly combat unit occupies that hex
  • The enemy unit is Disrupted

Example of a Supply Route: It is GT 3. The "5/3" Axis paratroop unit in Malta hex 1524 is supplied because it can trace a Supply Line to the Airhead in hex 1623. It could also trace a Supply Route around the Allied "B/3 KOMR" unit and its ZOC to the Beachhead marker in hex 1225. If instead the Axis unit is not a paratroop unit, it traces only to a Beachhead. If the Allied unit is Disrupted, the Allied ZOC could be ignored, but it cannot trace through the cliff hexsides of hex 1324 (or over the Allied unit).

6.3 Supply Sources

6.31 - Axis Supply Sources

  • The unit traces to a coastal hex with a Beachhead marker [16.4].
  • A Paradropped unit [15.1] can alternatively trace to an Airhead marker [15.2] of the same nationality.
  • Once an airfield is available for Air Transport [15.72], place an Airhead marker on it (from elsewhere on the map or from currently not in use) and then remove from the map all other Airhead markers of the same nationality not on airfields. Axis units now trace supply either to a Beachhead or to an Airhead of the same nationality at an airfield.

6.32 - During the Recovery Phase:

  • Place an Airhead marker on a friendly airfield. Only one Airhead marker is needed per airfield.
  • If an Allied unit occupies a hex having an Airhead marker, or Beachhead marker, remove the marker.

7.0 Activation and Operations Sequences

7.1 Activation and Operations Sequences

"Improvise and dare." - Churchill, 1943, referring to needs for the Aegean campaign

During the Operations Segment, both players move their units and engage in combat through activation. Units must first be activated by drawing their AM so they can move and attack. When both players have completed all their activations and all air units are played, the Operations Segment ends and play moves to the Reorganization Segment.

7.11 - Each turn both players place all of their available (all those currently in play) AMs and CAS mission air units into the opaque cup. Do not omit any.

7.12 - First Draw (any scenario).

Players follow a modified activation procedure for the first activation for GT 1. Follow the regular Sequence of Play for all other turns.

  • Placement of AMs into the opaque cup will vary according to the scenario, but none is used for the first activation. Instead, the named Axis Formations activate together as one Formation and will activate again later on GT 1 if the scenario allows the AM to go into the opaque cup.
  • Weather is automatically Good on GT 1.
  • Allied AA units can conduct AA Fire at all Axis KGs [15.13] within range.
  • Allied units activate as their Formation AMs are drawn. However, all Allied units lose 2 MPs on GT 1 (only for Scenarios 2 and 3).

Design Note: The 2MP penalty reflects the shock and confusion of invasion and dealing with errant paratroops. Testing showed a more standard halving of MA to be too much of a penalty.

7.13 - All Subsequent Draws.

Once the first Operations Sequence of the first turn is concluded, draw an AM (or air unit) at random from the opaque cup. It can turn out to be the AM for either player, or be an air unit. It does not matter which player draws the one piece. The draws continue until all AMs have been drawn.

7.14 - The Operations Sequence

A. GROUND SEQUENCE

Conduct the operation in the following order:

  1. Naval Transport Phase
  2. Airborne Operations Phase
  3. Movement Phase
  4. Combat Declaration Phase
  5. Bombardment Phase - Artillery and CAS
  6. Reaction Movement Phase (non-active player)
  7. Combat Phase
  8. Reset Phase

Notes:

  1. All units of the active Formation can move and attack. Follow the steps shown in the Expanded Sequence of Play.
  2. The Axis player can activate Formations which include some units designated in sequential "KGs" (KG1 activates first, then KG2, etc.) or in sequential Convoys. All available KGs plus one Convoy of the same Formation can activate in the same activation. Units of that Formation already on the map will also activate with invading units.
  3. Units of non-active Formations cannot move [Exception: 9.2].
  4. Units of non-active Formations can participate in attacks if all other requirements are met [9.12].

B. PASS OPTION

Hold the AM in the Activation Pool for later activation.

Notes:

  1. No Formation activates. No unit can move or attack. The player places the AM in his Activation Pool [7.14].
  2. Pass is an option, not a Sequence, since no game phases are played.
  3. A player may, conceivably, take more than one Pass during the course of a full turn.
  4. A player cannot choose the Pass Option when it is his last AM to be played.

7.15 - Activation Pool

Each player has an off-map box labeled "Activation Pool." No more than one AM can be in his Activation Pool at the end of any Ground Sequence. If a player already has an AM in his Activation Pool at the time he draws a new AM, he chooses the AM to play, either the one he just drew or the one in the Activation Pool. He cannot choose a Pass. The AM for the Formation not becoming active goes into his Activation Pool with its unknown side up.

7.16 - After completion of the first Operations Sequence, the second Operations Sequence begins. Players continue Operations Sequences until all AMs have been drawn and played. Once all AMs have been drawn and played, the Operations Segment of the turn is complete.

Note: A player who draws an AM for which no units are on the map can still choose activation. There may be units of that Formation that he chooses to bring onto the map.

7.17 - A player who has AMs or air units remaining to draw, after all his opponent's have been drawn, will continue to play his remaining AMs (or air units) one at a time as they are drawn in separate Operations Sequences. His opponent is not penalized if he has no AM or air unit to draw; he is, instead, non-active (no activity). A player cannot continue to hold an AM beyond the end of the turn; he cannot decline to play it during the turn. Return AMs and Ready air units to the opaque cup during the Air Readiness Phase.

7.2 Activation of Army Units

Only the Axis player has Army units. All units with white unit type or size boxes represent Army units. Army units are independent support units that were assigned and re-assigned to different Formations during the course of a battle.

7.21 - Army units activate individually, unit-by-unit. They are activated by any active Formation. Army units cannot activate separately from Formation activation.

7.22 - Place an Activated marker on activated Army units. Remove all Activated markers during the Recovery Phase.

Note: If you do not wish to use the Activated markers, turn the units to face a different direction to indicate that they have moved.

7.23 - The owner declares the Army units he desires to activate, regardless of their location (even when off the map). He can activate a maximum of four Army units at the beginning of that Formation's activation.

7.24 - An activated Army unit becomes part of the active Formation for the rest of that Operations Sequence. It can be a Lead unit and receive command points [17.2].

Note: Once the Formation is activated, he can still decline to move or attack with its units.

8.0 Movement

During his Movement Phase a player can move any number of his active units, as he desires. They move through contiguous hexes in any direction or combination of directions. Movement is affected by weather, supply, Disruption, terrain, and enemy ZOC.

8.1 How to Move Units

8.11 - Move units (or stacks of units) one at a time from hex to adjacent hex. A unit cannot skip over a hex. Each unit spends Movement Points (MPs) from its Movement Allowance (MA) to enter each hex or cross certain hexsides. The Terrain Effects Chart (TEC) lists the MP costs for the various types of terrain. There is no limit to the number of units that can move through a single hex.

8.12 - Units can move together as a stack. When a stack begins movement, the MA of the stack is that of the unit with the lowest MA in that stack. Stacks cannot pick up or add units while moving. Once a stack has ceased moving, other units can move into its hex (even to exceed the stacking limit). Units dropped off by a stack have completed their movement for that phase. Units in a stack that has not moved can move away singly, or as smaller stacks.

8.13 - A unit can move only once during a movement phase. It cannot spend more MPs than its total MA, and cannot enter a hex if it does not have sufficient MPs remaining to pay the MP cost to cross the hexside and enter the hex. Unused MPs cannot accumulate for future turns, or transfer to other units. A unit is never forced to move.

Note: There is no "minimum one-hex move," and this may mean that on occasion, some units will be unable to move at all.

8.14 - A unit cannot enter a hex containing an enemy combat unit [Exceptions: 15.32 and 15.41].

A unit can enter or move through friendly occupied or controlled hexes at no limit or extra MP cost. There is no limit to the number of units that can move through a single hex.

8.15 - Units that have zero MA or are reduced to zero MA cannot move [Exception: 18.1], advance, or retreat.

8.2 ZOC Effects on Movement

8.21 - A unit spends one (1) MP in addition to terrain costs to enter an enemy ZOC, regardless of the number of enemy units projecting a ZOC into that hex, even if the hex is already occupied by other friendly units. If the unit does not have sufficient MPs remaining, it cannot enter the hex. There is no MP cost to leave an enemy ZOC. A Friendly ZOC does not affect the movement of friendly units.

8.22 - Once a unit enters an enemy ZOC, it ceases moving for the remainder of its Movement Phase.

Example of ZOC Effects: Axis "5/3" unit on hex 1424 cannot move directly to hex 1524 because of Allied ZOC from hex 1425. It can get to hex 1524 if it first moves to hex 1523 which is outside of Allied ZOC. Exception: Red-box MA units [8.23].

8.23 - If it has sufficient MPs available, a red-box MA unit can continue moving through vacant hexes in an enemy ZOC, but spends 1 MP for the enemy ZOC in each hex it enters.

8.24 - A unit occupying a hex in an enemy ZOC at the beginning of its Movement Phase can leave that hex and enter another hex in an enemy ZOC, but only if it first moves into a hex that is not in an enemy ZOC [Exception: Infiltration Movement; 8.5].

8.25 - An artillery unit [2.24] cannot enter an enemy ZOC unless a friendly unit is present in that hex.

8.3 Terrain Effects on Movement

The Terrain Effects Chart identifies all terrain types, and shows the MP costs a unit spends to enter each terrain type. Certain other terrain features are found on the hexside. A unit spends MPs to cross these hexsides in addition to the cost to enter the terrain in the hex itself.

8.31 - Each hex contains one or more terrain types. Where a single hex contains more than one type, apply the following:

  • If the hex contains more than one type of natural terrain, assume the whole hex consists of the terrain that has the highest MP cost.

Example: An infantry unit not moving on a road, would pay 2 MPs to enter a hex containing both clear and rough terrain, since the cost for rough, at 2 MPs, is greater than clear at 1 MP.

  • Units not moving along road pay the highest MP cost of the terrain types within the hex.

8.32 - A unit cannot enter a hex if it does not have sufficient MPs remaining to pay the cost to cross the hexside and enter the hex.

8.33 - Roads

There are two classes of road:

  • Main road and Minor road.

For all game purposes [Exception: 3.33] these are identical and are referred to only as "road." Historically, the difference is that main roads on Malta are somewhat wider than the minor roads.

  • Movement along a road ignores the other terrain in the hex and across the hexside.
  • A unit moving from one road hex directly into another adjacent road hex must move through a hexside crossed by that road to spend MPs according to the cost for the type of road it is moving along, ignoring the MP cost of other terrain in the hex.
  • During Day turns Allied units use the road MP cost of 1 MP per hex [see TEC, note (a)] when moving along road. During Night turns or any turn of Storm weather, use the road MP cost of 1/2 MP per hex.
  • Axis units always use the 1/2 MP cost.
  • Motorized units and units using Motor Pool [18.1] can move only into urban or airfield hexes or along the path of a main or minor road. They cannot enter a hex containing another motorized unit unless doing so along a main road, airfield, or urban hex. They cannot enter other terrain [see 3.33 regarding armored units].

Design Note: While Malta is well provided with roads, the presence of numerous walls, rocky outcroppings, and stone-faced embankments would greatly impede the off-road movement of all vehicles, including armor. Moreover, most roads are so narrow vehicles could not pass by each other. Leros was almost equally as difficult.

8.34 - Urban

The listed MP cost applies when moving from a non-urban hex into an urban hex. When moving along a road into an urban hex, use the road movement rate. When moving from one urban hex directly to another urban hex (connected across a hexside), use the road movement rate [urban contains multiple roads]. Where urban and rough are in the same hex, apply only urban effects.

8.35 - Hexsides prohibited to all movement, advance, or retreat:

  • Sea hexside [Exception: Amphibious Invasion; 16.3].
  • Cliff [Exception: Commandos; 17.31].

8.36 - Slope

A unit can cross a slope hexside if it has sufficient MPs to pay the (+1) MP to cross the hexside plus the cost to enter the terrain on the other side. The cost to cross slope is spent only for moving up a slope, not down.

8.37 - The following terrain features have no effect on the MP cost of ground movement; use the MP cost of the other terrain in the hex:

Fort, Harbor Boom, Hospital, Point of interest, Sector Boundary, Victory location

8.4 Day and Night Restrictions

8.41 - An Allied artillery unit cannot move during a Day turn; it moves only during a Night turn [by using Motor Pool; 18.1]. Axis artillery can move anytime.

8.42 - Allied units use the road movement rate only during Night turns. Axis units use the road movement rate during any turn [see also 8.33].

8.43 - Other Night effects can be found at:

  • 6.12 Supply Status
  • 8.33 Allied movement on roads
  • 11.15 No air missions
  • 11.65 No Air Transport
  • 12.42 DRM in Combat Coordination
  • 15.12 No Paradrop
  • 16.24 DRM on Convoy Arrival Table
  • 18.11 Motor Pool
  • 18.21 Rally
Italian: S
Orange
Superga Division
Movement Point
8.11
OoSOut of Supply6.11
TECTerrain Effects Chart8.11
TRTTurn Record Track4.14
ZOCZone of Control3.2