Island of Death: Invasion of Malta, 1942
Island of Death: Invasion of Malta, 1942 Rulebook
Table of Contents
Table of Contents
- 1.0 Introduction
- 2.0 Components
- 3.0 Preparation
- 4.0 Sequence of Play
- 5.0 Zones of Control (ZOC)
- 6.0 Movement
- 7.0 Stacking
- 8.0 Supply
- 9.0 Combat
- 10.0 Special Forms of Combat
- 11.0 Morale
- 12.0 Artillery
- 13.0 Breaking Down Battalions
- 14.0 Leaders
- 15.0 Formations
- 16.0 Special Units
- 17.0 Special Rules
- 18.0 Amphibious Landings
- 19.0 Airborne Landings
- 20.0 Victory Conditions
- 21.0 Solo Rules
- 22.0 Scenarios
- Quick Reference
1.0 Introduction
ISLAND OF DEATH is a game based on the planned, but never executed, Axis invasion of the island of Malta in the summer of 1942. The capture of Tobruk by Axis forces in Africa was supposed to allow a shift in air and naval resources to support the invasion of Malta. However, the British defeat at Tobruk was so decisive that General Erwin Rommel decided to ignore Malta for the time being and launch a full pursuit of the defeated British. His hope was to destroy the Allied position in the Middle East and so end the war for North Africa. This game examines the operation that would have been launched had Rommel continued with the original plan.
2.0 Components
ISLAND OF DEATH includes these rules, a map, seven cards with charts and tables, and a set of 380 die-cut game pieces.
Each section of the rules is numbered, and the paragraphs within each section are identified with a second number, like this: 2.2. When that section contains subdivisions, they are identified like this: 2.24.
When the rules refer to another related paragraph, the number identifying that rule will appear in parentheses, like this: (2.2). This will help you find the rule for comparison or reference.
2.1 Definitions
Active: The player whose units are currently moving/attacking, and all the units that belong to him.
Range: The distance in hexes over which artillery or a warship can project its support values and/or bombard enemy targets. The range of a warship is the number in the lower right corner. The range of an artillery unit is only shown when it is prepared to fire (with its front side face up), and it is the number to the right (after the slanted line).
Support Value: The value of an artillery unit or warship assisting friendly units in attack or defense (12.11) or bombarding enemy targets (10.1). Only artillery and warships have support values, which are the two numbers separated by a dash below the unit symbol. The number before the dash is the unit's Offensive Support Value; the number after the dash is the unit's Defensive Support Value.
Brigade: Allied infantry battalions are generally part of a brigade. Brigade identification is important when deciding whether units are entitled to the benefits of integrity (9.9). The brigade of an Allied battalion is noted on the left side of the game piece: for example, the 1K Maltese battalion and the British 8M battalion are both part of the North ("N") brigade. There are four Allied brigades: North (N), South (S), West (W) and Center (C).
Control: A hex is controlled by the last player who has a unit there. For that player, the hex is "friendly-controlled." The instructions for the Introductory Scenario establish which hexes are controlled by which player at the start of the scenario (22.2). The Allied player controls the entire island of Malta at the start of the Operation Hercules scenario (22.3).
Formation: A large grouping of units administered and supplied by the same headquarters unit. All Allied units belong to the same formation and depend on the Malta HQ. All Axis units that bear the same formation emblem are part of the same formation. Unassigned units may join formations at the choice of the Axis player (15.2).
Attack Strength: Many units have different attack and defense strengths (they have three numbers below the unit symbol). The attack strength of a unit is the first number in the lower left corner. The attack strength of a unit is its attacking value; higher numbers are stronger.
Combat Strength: Many units have the same attack and defense strength. This is called their combat strength. These units have only two numbers below the unit symbol on their game piece. The number on the left (before the dash) is the unit's combat strength.
Defense Strength: Many units have different attack and defense strengths (they have three numbers below the unit symbol). The defense strength of a unit is the number in the center (for example, a unit with the values 2-3-7 has a defense strength of 3). The defense strength of a unit is its value when under attack; higher numbers are stronger.
Inactive: The player whose units are currently not moving/attacking, and all the units that belong to him.
Engineer: A unit trained and equipped for special combat tasks. In ISLAND OF DEATH, the only special task for which engineers provide bonuses is attacks against forts (9.92). Engineers of all types (paratroopers, glider, etc.) provide this bonus.
Mechanized: Units whose main mode of transport is tracked vehicles. The only mechanized units in ISLAND OF DEATH are the three tank units. Mechanized units pay movement costs under the "Mech" column on the Terrain Effects Chart.
Morale: The relative measure of a unit's training and discipline; higher numbers are better. The small number directly to the right of the unit symbol is the unit's morale.
Motorized: Units whose main mode of transport is wheeled vehicles. Units with the motorized symbol "the wheels" (two dots on the back of the unit symbol) are motorized, and pay movement costs under the "Mot" column on the Terrain Effects Chart. The only motorized units in ISLAND OF DEATH are the motorcycle units.
Movement Allowance: A measure of the maximum distance a unit may move in any movement phase, expressed in movement points (MP). The movement allowance of a unit is the last number in the lower right corner below the unit symbol (after any dash). Artillery units have a movement allowance of zero when they are prepared to act (with the front side of the game piece face up), but they have a movement allowance when they are hitched (with the reverse side face up; see 6.6).
Steps: Many units are represented with several strength levels. Each level is called a "step," and steps can be lost for various reasons, usually as a consequence of combat. When a battalion-size unit (except artillery battalions) suffers a step loss, its game piece is turned to its reverse side or is replaced by the piece showing the next lower strength level. When a battalion-size unit that is at its lowest strength level suffers a step loss, eliminate it. When an artillery battalion suffers a step loss, eliminate it. When a company-size unit suffers a step loss, eliminate it even if it is on its full-strength side at that moment.
Unless the scenario instructions state otherwise, a unit is placed at full strength at the start of the game.
Foot: Units whose main mode of transport is human or animal foot. In game terms, all ground units that are neither motorized nor mechanized are foot units, and pay movement costs under the "Foot" column on the Terrain Effects Chart.
Regiment: Italian infantry battalions are generally part of a regiment. Regimental identification is important when deciding whether units are entitled to the benefits of regimental integrity (9.9). The regiment of an Italian battalion is noted on the upper side of the game piece. For example, the glider battalions 1/125, 2/125 and 3/125 all form the 125th Glider Regiment.
Remnant: The lowest strength level of each battalion (except artillery) is treated as a remnant. Remnants represent small groups of survivors rather than the organized elements of a battalion. A remnant counts as half a battalion for stacking purposes (7.1).
Attached Unit: An Axis unit without the formation emblem that has been linked to a formation, or an Axis unit of one formation that has been joined to a different formation (15.2).
Assigned Unit: A unit that bears the emblem of a formation with a headquarters. All Allied units are part of the same formation and bear no emblem, and are all assigned to the Allied HQ.
Unassigned Unit: Any Axis unit that does not bear a formation emblem. All Allied units are part of the same formation and have no emblem, so none of them is an unassigned unit. All Italian navy companies, the three 10B motorcycle companies and the two Axis tank units are unassigned units, and the Axis player must join them to the 4th or the 20th Infantry Division before the start of the game (15.2; they do not all have to be joined to the same division). The two Italian commando units are also unassigned units, and once any commando unit lands at an airfield, it may join any formation the Axis player wishes.
Unit Type: The class of troops or weapons that the game piece represents. Each unit has a symbol in the center of its game piece showing its unit type. See 2.6 for the list of unit type symbols.
2.2 Game Pieces
Most of the game pieces represent the military units that participated, or could have participated, in this campaign. The Allied player controls the entire British Army, the Royal Navy, the Royal Air Force and the Maltese forces. The Axis player controls the entire German Army, the German Air Force (Luftwaffe), and the Italian Army and the Italian Air and Naval Forces.
Many units have two sides, with higher numbers on their front side (under the unit symbol) than on their reverse. These units are at full strength when their front side is face up, and at reduced strength when their reverse side is face up. Many battalion units have three or four strength levels and therefore have two different pieces that represent them at different strengths. Each artillery unit and warship is represented by two pieces: the unit piece and its support marker (12.1, 16.7). The headquarters has no unit-type symbol. The Allied HQ simply has a box that says HQ. Each Axis HQ bears the emblem of the division or brigade under its command. Some formations also have Leaders (14.0) who can help their units. A Leader piece has the leader's name and a symbol representing him, plus three values: the Foot Movement Bonus (before the slanted line), the Motorized/Mechanized Movement Bonus (after the slanted line), and the Tactical Value (in the right corner).
The diagrams on the following page explain the information included on the game pieces:
- Infantry Unit: unit ID, unit size, unit type, brigade/regiment ID, morale, combat strength (for example 6-6), movement allowance.
- Engineer Unit: unit ID, unit size, unit type, morale, combat strength (for example 1-6), movement allowance.
- Artillery Unit: unit ID, unit size, unit type, antitank value*, morale, range, offensive support, defensive support.
- Support Marker: unit ID, ammunition type, offensive support, defensive support.
- Tanks: unit ID, unit size, armor value* (not in a circle), morale, attack, movement allowance.
- Air Support Marker: combat probability modifier (for example +1).
- Headquarters: division ID, unit size, morale, attack, defense, movement allowance.
- Leader: division symbol, leader name, foot movement bonus, motorized/mechanized movement bonus, tactical value.
* The Antitank and Armor values are not used in ISLAND OF DEATH, because all units that have these values have the same value of 2. This means that no unit can have an antitank or armor value greater than an enemy unit, so the values cancel each other out.
2.3 Markers
Some game pieces are markers, which are used to represent drop zones, air support, morale and supply state of the unit, and the state of ammunition. Markers are not units and have no combat, movement or morale value.
The markers printed in the game are: Air Support, Drop Zone, Disrupted, Demoralized, Out of Ammunition, and Out of Supply.
2.4 Map
The map is divided into numbered hexagons (called hexes) that serve to define the positions of the units, very much like the squares on a chessboard. The Terrain Effects Chart (TEC) explains the effects of various map features on movement and combat.
Note: the source prints no section 2.5; the numbering goes from 2.4 to 2.6 as printed.
2.6 Scale
Each turn represents approximately a quarter of a day (day turns represent five hours and night turns nine). Each hex is 1 kilometer (0.625 miles) from one side to the other. Units represent battalions (400 to 1,200 men) and companies (80 to 250 men).
2.7 Unit Size Symbols
- XX Division (HQ only)
- X Brigade (HQ only)
- II Battalion
- I Company
3.0 Preparation
Players begin by choosing a scenario to play. They then prepare for play by carrying out the tasks listed below in the exact order shown:
a) The Axis player preplans all airborne jumps that he wants to occur during the first two days (18.2; but not in the Introductory Scenario or when playing solo, see 21.1 and 22.2).
b) The Axis player places all Axis paratroop and commando battalions, all battalions of the 80th Italian Airborne Division, and all disbanded companies of the units already mentioned in the Disbandment Box (they will have to be disbanded into companies before supply by parachute or landing at airfields; see 16.1 and 18.3). Note that in the Introductory Scenario some of these battalions are already on the board; do not place them, or the companies that make them up, in the Disbandment Box when playing the Introductory Scenario.
c) The Axis player adds unassigned units to infantry divisions (15.2).
d) The Axis player chooses the beach zones where each infantry division and all the units attached to them will make amphibious landings during the game (18.2; skip this step in the Introductory Scenario and when playing solo, see 21.2 and 22.2).
e) The Allied player places the Allied units following the instructions of the scenario.
f) The Allied player randomly draws the number of Maltese Militia counters indicated in the scenario instructions and places them in a cup or other opaque container for later use (16.3).
e) The Axis player plans any parachute supply that will occur two turns in the future (19.3; skip this step when playing solo, see 21.1).
f) ADCs of eliminated leaders return to play (14.43).
g) The Axis player receives replacements (only on 3 July, 17.4).
h) Allied units may absorb Royal Navy and Royal Air Force security companies as replacements (17.4).
i) The Axis player determines how much artillery ammunition is landed on the island that day (12.54; skip this step on 29 June).
j) The Allied player may dismantle strongpoints and place engineer units (16.25; skip this step on 29 June).
k) The Allied player rolls the die for Royal Navy intervention (only on 1 July, 17.6).
Note: the source prints two steps lettered "e" and two lettered "f" in this sequence; they are transcribed as printed.
4.0 Sequence of Play
Scenarios of ISLAND OF DEATH take place over a number of days, each of which consists of an Initial Segment, three day game turns (AM, noon and PM), and one night game turn. Each game turn consists of two player turns: an Axis player turn followed by an Allied player turn, followed by an end-of-turn segment. The player whose turn is in progress is known as the "active player"; his opponent is the "inactive player."
4.1 Initial Segment
At the start of each day (before the players begin any turn), both players carry out an initial segment. This occurs only once per day (not before each turn). All actions in the initial segment must be performed in the following order:
a) The Axis player places all units of the 4th and 20th Italian Infantry divisions (and all unassigned units attached to them) in the "Follow-up" boxes connected to the beach zones where they must land (first turn only, 18.2; roll at random for placement in these boxes when playing solo, 21.2).
b) The Axis player adds, separates or reassigns units to formations (15.2).
c) The Axis player determines the weather (17.2; skip this during the first day of the game, which is always Clear).
d) The Axis player resolves air attacks against the coastal guns (17.5).
4.2 Axis Player Turn
The Axis player carries out his player turn in the exact order shown below:
4.21 Axis Status Phase
a) Determines the supply status of all Axis units, placing "Out of Supply" markers on unsupplied Axis units and removing them from supplied Axis units (8.0; skip this step on 29 June in the AM and noon turns).
b) Distributes ammunition to supplied Axis artillery units (12.56).
c) Places the Axis Leaders who are in the current turn box of the turn record track on the map, on the same hex as the formations of their HQ, in a "Follow-up" box, or in the Disbandment Box (14.43).
d) Companies of paratroopers at reduced strength may attempt to recover stragglers (17.8).
e) Optional: Checks for delayed landings (22.39).
4.22 Amphibious Landing Phase (skip on night turns)
a) The Axis player moves units from the "Follow-up" boxes to the First and Second Wave boxes (18.3).
b) The Axis player places all his warships on the map (first turn only, 16.7).
c) Warships and coastal guns may exchange fire (16.55, 16.79).
d) Surviving coastal guns that did not fire at warships may fire at units in the First and Second Wave boxes connected to beach hexes within their range (16.56).
e) Move each surviving unit and/or leader from the First Wave box to the beach hex connected to the First Wave box.
f) The Axis player rolls on the Landing Losses Table for each unit (except leaders) just placed on a beach hex within two hexes of any Allied unit (18.5).
g) Combat at the Water's Edge is resolved (18.6).
h) All surviving landed units and leaders that are not in enemy ZOC may move one hex, and companies may transform into battalions (18.7).
i) Move each surviving unit and/or leader from the Second Wave box to the beach hex connected to the Second Wave box.
j) Roll on the Landing Losses Table for each unit (except HQs and leaders) just placed on a beach hex within two hexes of any Allied unit (18.5).
k) Combat at the Water's Edge is resolved (18.6).
l) All surviving landed units and leaders that moved out of the Second Wave boxes in this phase and are not in enemy ZOC may move one hex, and companies may transform into battalions.
4.23 Airborne Landing Phase (skip during noon and night turns)
a) Cancel all preplanned airborne jumps for this turn if the weather is Rainy. If the weather is not Rainy, the Axis player may cancel any preplanned jump for this turn if he wishes, as he prefers (19.35).
b) Place all drop zone markers planned to land this turn (that have not been cancelled) on their assigned hexes. Roll the die for each on the Drop Table to see whether it scatters, and move it to the resulting hex if it does (19.41).
c) Disband all paratroop battalions planned to jump this turn into the companies that make them up (unless their jump has been cancelled). Place all units assigned to each stick (19.2) in their preplanned position in relation to their drop zone marker. Cancel the jumps of any stick placed on ocean hexes (19.43). Roll the die for each remaining stick (and possibly for each company in the stick) on the Drop Table to see whether it scatters, and move it to the resulting hex if it does (19.44). Eliminate any unit that ends on an Ocean hex (19.45).
d) Roll one die and consult the Airborne Losses Table for each surviving company that jumped this turn (19.46).
e) Combat is resolved between the Axis units that land in hexes occupied by the enemy and the Allied units in those hexes (19.5).
f) All surviving units that jumped this turn and did not land in the same hex or ZOC of an Allied unit may move one hex (19.6). Companies of the same battalion that end in the same hex may transform into their battalion game piece (13.2).
h) The Axis player converts disbanded companies in the same hex into available battalions, if he wishes (13.2).
Note: the source prints this phase's steps as a–f followed by h; there is no step g. They are transcribed as printed.
4.24 Axis Movement Phase
a) The Axis player disbands any eligible battalion he wishes (13.1).
b) Eligible Axis units that have not jumped by parachute or made an amphibious landing this turn may conduct strategic movement (6.2).
c) Axis units that have not jumped by parachute, made an amphibious landing or used strategic movement this turn may move using tactical ("normal") movement.
d) Some or all warships may move if desired (16.71).
e) Axis ground units that have not jumped by parachute, made an amphibious landing, or used strategic or tactical movement, and that are in an enemy ZOC hex, may use infiltration movement to move to another enemy ZOC hex (6.4).
f) The Axis player may place Italian airborne units that have not yet entered the game on Axis-controlled airfields that are not adjacent to any Allied unit (16.1; skip this step on Rainy and Night turns).
g) Allied anti-aircraft units within range may fire at airborne units that have just landed (16.12).
4.25 Axis Combat Phase
a) The Axis player places air support, artillery and warship markers on the hexes being attacked or bombarded (9.2).
b) Resolve all Axis bombardments (10.1).
c) The Axis player conducts attacks on individual hexes with eligible units in any order he wishes (9.3), and makes any retreats (9.6) and advances after combat (9.8).
d) Axis disorganized and demoralized units may recover (11.5).
4.26 Axis Penetration Phase
Resolve all penetration combat attempts for Axis units (10.3).
4.3 Allied Player Turn
Once the Axis Penetration Phase has been completed, the Allied player carries out his own player turn, following the exact sequence shown below:
4.31 Allied Status Phase
a) Determines the supply status of all Allied units (skip this step on 29 June in the AM and noon turns).
b) Places "Out of Supply" markers on unsupplied Allied units, and removes them from supplied Allied units (skip this step on 29 June in the AM and noon turns).
c) Distributes ammunition to supplied Allied artillery units.
d) Places the Allied Leaders who are in the current turn box of the turn record track on the map, on the same hex as an Allied HQ or with any Allied infantry unit if the HQ has been eliminated (14.43).
4.32 Allied Movement Phase
a) The Allied player disbands any eligible battalion he wishes.
b) Eligible Allied units conduct strategic movement.
c) Allied units that did not use strategic movement may move using tactical ("normal") movement.
d) Allied units that have not yet moved and that are in an enemy ZOC hex may use infiltration movement to move to another enemy ZOC hex.
e) The Allied player converts disbanded companies in the same hex into available battalions, if he wishes.
4.33 Allied Combat Phase
a) The Allied player places his artillery support marker on any hex he wishes to attack or bombard.
b) Resolve any Allied bombardments.
c) The Allied player makes attacks on individual hexes in any order he wishes, and makes any retreats and advances after combat.
d) Allied disorganized and demoralized units may recover.
4.34 Allied Penetration Phase
Resolve all penetration combat attempts for Allied units.
4.4 End of Turn
4.41 Surrender Phase
The Allied player rolls two dice to see whether Malta surrenders or the Axis suspends the invasion (20.3). If Malta surrenders, the game ends immediately with an Axis victory, and if the Axis suspends the invasion, the game ends immediately with an Allied victory. If neither occurs, the game continues. If Malta has not surrendered at the end of the last turn of the scenario, the game ends with an Allied victory.
4.42 Turn Transition Phase
Rotate all units sideways to set them upright again, and advance the turn marker to the next box on the turn record track. If the next turn is an AM turn, advance the Day marker to the next day on the day track and begin with that day's Initial Segment. If the next turn is not an AM turn, begin the next Axis player turn.
5.0 Zones of Control (ZOC)
Zones of Control (ZOC) represent the influence of a unit over its immediate surroundings. Each unit that is capable of exerting a ZOC does so in the six adjacent hexes. The exception is the hexsides across which the unit cannot move; units do not exert a ZOC into hexes they are unable to move into from their current hex. For example, all units can exert a ZOC across a hexside of a stream (Creek), only foot units can exert a ZOC across a hexside of a stream with an elevation (Creek with Rise) (unless the hexside is crossed by a road), and no unit can exert a ZOC across a hexside that is entirely ocean.
5.1 Units that Exert ZOC
A hex exerts a ZOC if it contains any of the following:
- A Fortress (Plaza Fuerte).
- One or more non-artillery units whose total attack strength is 3 or more.
- One or more artillery units prepared with ammunition.
5.2 Effects of ZOC
Units may not trace supply through hexes that contain an enemy ZOC (Exception: 5.3). This costs additional MPs to enter or leave each enemy ZOC hex in this way:
| Movement class | Enter | Exit |
|---|---|---|
| Foot units | +2 | +2 |
| Motorized units | +3 | +3 |
| Mechanized units | +2 | +1 |
A unit must stop moving when it enters an enemy ZOC. A unit may not enter or leave an enemy ZOC if doing so would exceed its movement allowance, unless it moves only one hex for its entire movement. Units may not move directly from one enemy ZOC hex to another except by means of infiltration movement (6.4). These rules do not apply to advance and retreat after combat; the effects of ZOC on advance and retreat are explained in the rules sections (9.6 and 9.8).
5.3 ZOC and Friendly Units
The presence of one or more friendly units in a hex does not cancel the enemy ZOC in the hex. However, units may trace supply routes toward or through hexes occupied by friendly units that contain an enemy ZOC (8.2), and may move drop zone markers toward or through friendly-occupied hexes that are in an enemy ZOC (19.13).
5.4 ZOC and Artillery
Artillery units may be hitched, but not prepared to fire, in an enemy ZOC (12.4). All other normal ZOC effects also apply to mobile artillery units.
6.0 Movement
During the movement phase, each active ground unit with a movement allowance may move. Some restrictions apply based on unit type, supply status, terrain, enemy ZOC, hitched/prepared status, and whether the unit actually made an amphibious landing or an airborne jump this turn. Friendly Leaders may give movement bonuses to units with movement allowances of 1 or more (14.1). Each unit that is eligible to move may spend its entire movement allowance to move in each turn. Each unit has a movement class: Foot, Motorized or Mechanized (2.1).
6.1 Procedure
The active player moves his units one by one from one hex to an adjacent hex, spending movement points (MPs) from the unit's movement allowance for each hex entered according to the movement costs for the unit's movement class on the TEC. Movement costs may vary depending on whether the unit uses strategic movement (6.2) or tactical movement (6.3). Units using infiltration movement spend their entire movement allowance to move only one hex (6.4).
6.11. If a hex contains more than one type of terrain, the moving unit pays the MP cost to enter the most expensive type of terrain in the hex, but not for the others (see the TEC). The exception to the above is if a unit enters the hex by crossing a hexside that has a road, or if the hex entered contains a town or city. In those cases, the unit pays the cost of the road, the town or the city (respectively). If a unit enters a town or city hex by a road, the movement cost of the road is paid.
6.12. Movement costs vary according to the unit's movement class. Mechanized units pay the costs under the "Mech" column on the Terrain Effects Chart (TEC), motorized units pay the costs under the "Mot" column, and foot units pay the costs under the "Foot" column.
6.2 Strategic Movement
A unit may use strategic movement if it is not within two hexes of any enemy ground unit during its movement phase. Units that begin their movement phase within two hexes of at least one enemy unit, or that move to within two hexes of any enemy unit, may not use strategic movement during any part of their movement phase. Units using strategic movement pay the Strategic Movement costs shown on the TEC in their movement class column (the number after the slash). If no strategic movement cost is shown for a type of terrain, the unit pays the normal movement cost to enter that type of terrain even when using strategic movement. Units using strategic movement move before all other units, and may only enter hexes that were friendly-controlled at the start of the movement phase.
6.3 Tactical (Normal) Movement
Units that do not use strategic movement use tactical or "normal" movement (Exception: Infiltration Movement, 6.4), and pay the normal movement costs shown on the TEC in their movement class column (the number before the slash, or the only number if there is no slash).
6.4 Infiltration Movement
A unit may attempt to move directly from a hex that is in an enemy ZOC to another hex in enemy ZOC, at the cost of all its movement points. This is called Infiltration. Units with a movement allowance of zero may not perform infiltration movement.
6.41 Procedure: The unit must begin its movement phase in an enemy ZOC and may only use infiltration movement to move to an adjacent hex that is also in an enemy ZOC. The player attempting this rolls one die for each unit attempting it and adds any applicable modifiers listed below:
- Add the unit's morale value.
- The destination hex contains one or more friendly units: +2.
- Night: +1.
- The moving unit is a Tank: +1.
- The moving unit is Motorized: -1.
- The origin hex and the destination hex are both adjacent to one or more enemy-occupied Forts, which are not destroyed: -2.
With a modified result of 9 or more, the attempt has succeeded. With a modified result of 8 or less, the unit remains in place and becomes disorganized (11.3).
6.42 Leaders: Leaders who wish to perform infiltration movement must be assigned to a unit attempting infiltration. The controlling player rolls one die for the leader and the unit, and they succeed or fail together.
6.5 Restrictions
6.51. To obtain the benefit of road movement, the movement must be across a hexside that has a road, not simply onto or off a hex that has one.
6.52. Units may not enter hexes in which there are one or more enemy units unless the hex contains only leaders, coastal guns, and/or units with a defense strength of zero. In these cases the moving unit(s) may enter the enemy-occupied hex and all enemy units there are eliminated. The enemy player then rolls two dice for each of his leaders in the hex (if there are any). On a result of 7 or less the leader is eliminated (14.4). On any other result the leader is placed in the next day's box on the Turn Record and arrives at the same hex as the HQ of its formation during the next Initial Segment. If the HQ of the leader's formation has been eliminated or has not yet returned to the map, place it in the same hex with any friendly unit.
6.53. Units with a movement allowance of zero may not move. Each unit with a movement allowance of 1 or more may not exceed its movement allowance in any turn (after any modification by leaders and supply), unless it moves only one hex for the entire turn. A unit with a movement allowance of 1 or more may always move a total of one hex at the cost of its entire movement allowance, regardless of the terrain cost to enter the hex (unless the terrain is impassable to that unit). Note that retreats (9.6) and advances after combat (9.8) do not count against a unit's movement allowance, but units with a movement allowance of zero may not advance or retreat after combat.
6.54. Axis units may not move in the Axis Movement Phase of the same turn in which they conduct an airborne jump or amphibious landing.
6.6 Artillery
Artillery may only fire (in game terms, bombard or provide offensive or defensive support) when it is on its "prepared" side. Artillery may only move when it is on its "hitched" side. Changing from one side to the other costs movement points, as follows:
- Parachute and Glider Artillery: 2 MPs to hitch or prepare.
- All others: 2 MPs to hitch, all MPs to prepare.
During the movement phase, an active artillery unit with movement points remaining after hitching may move, and an active artillery unit that moves and still has enough movement points to prepare may prepare.¹
¹ Evidently, only Parachute or Glider Artillery can do that. (Translator's note.)
6.7 Night Movement
6.71. When moving at night, any unit that moves more than half its movement allowance (after any modifiers; round any fraction up) becomes disorganized, even if it moves only one hex (Exception: 6.72). If the unit is already disorganized, it becomes demoralized (11.4). Demoralized units that move at night suffer no further negative effect, but may only move up to half their movement allowance (round any fraction up).
6.72. An artillery unit may exceed half its movement allowance at night without becoming disorganized, if all it does is hitch or prepare and does not move.
7.0 Stacking
More than one friendly unit may occupy the same hex. This is called "stacking."
7.1 Limits
A maximum of four battalion game pieces may be stacked together in the same hex (remnants are the exception). Each company or remnant (1.2) counts as half a battalion for stacking purposes. In addition, an HQ unit may be stacked in a hex exceeding the four-battalion limit. Leaders, coastal guns and militia units do not count toward the stacking limit.
7.2 Restrictions
Stacking restrictions are applied at the end of each phase. This means that any number of units may pass through a hex during a phase. Units that exceed the limit at the end of any phase are eliminated (at the option of the enemy player).
7.3 Retreat and Stacking
Whenever possible, units that retreat must move toward hexes eligible for retreat (9.61) where they will not violate stacking limits (7.1). If this is not possible, the units may retreat further, but only as far as necessary to reach hexes eligible for retreat where they will not violate stacking limits.
8.0 Supply
To function fully, units must be supplied. Supply for all active units (including headquarters) is determined in the status phase of the player who controls them. Being without ammunition does not make an artillery unit out of supply; it is only out of ammunition and is unable to provide offensive or defensive support or bombard (12.5).
8.1 Supply of Units
To be supplied, a unit must be able to trace a supply route (8.2) to the headquarters of its formation, and the HQ itself must be supplied (Exceptions: 8.52, 8.53).
8.11 Supply of HQs
To be supplied, an HQ must trace an unobstructed supply route to any friendly supply source (8.5). An HQ that cannot do this during the status phase of the player who controls it is out of supply and is marked with an "Out of Supply" marker.
8.12 Supply of Units
Units that can trace a supply route to the HQ of their own formation are supplied, as long as the HQ itself is supplied (8.11). Units that cannot trace a supply route to the HQ of their formation are out of supply, and are marked with "Out of Supply" markers (Exceptions: 8.52, 8.53).
Thus, Axis units belonging to a formation whose HQ has not yet landed are out of supply (Exception: 8.53). HQs in the "Follow-up" boxes or in the Disbandment Box cannot supply units. If the HQ of a formation is eliminated, all units of that formation will be out of supply for the rest of the game unless and until the HQ returns to play (16.82).
8.13 Supply Recovered
All active units and out-of-supply HQs that can successfully trace a supply route (as explained above) during the status phase of the player who controls them become supplied again. Remove the "Out of Supply" markers at that time.
8.2 Supply Routes
Each supply route may be up to 12 hexes long. Routes may not enter hexes that contain one or more enemy units, or empty hexes that are in enemy ZOC, and may not cross all-ocean hexsides. They may enter hexes in enemy ZOC that contain one or more friendly units.
8.3 Effects of Being Out of Supply
8.31. Reduce the attack strength of each out-of-supply unit by 1. The attack strength may not be reduced below 1 in this way. Defense strengths are not affected, and units with an attack strength of zero are also not affected.
8.32. Reduce the offensive and defensive support strength of each out-of-supply artillery unit by 1, but never below 1.
8.33. Reduce the movement allowance of each out-of-supply motorized or mechanized unit by two (but never below 1). The movement allowance of out-of-supply foot units is not affected.
8.4 Supply and Morale
The effects of disorganization and demoralization are cumulative with the effects of being out of supply. That is, if a unit is both out of supply and demoralized, halve its attack and defense strength and then apply an additional penalty of -1 to its attack strength (after having halved it, not before).
8.5 Supply Sources
8.51 Axis: The HQ of the 80th Italian (airborne) Division may use any Axis-controlled airfield as a supply source (not only the airfield where it landed). Each Axis drop zone marker acts as a supply source for the HQ of the formation of the drop zone marker. In addition, each Axis HQ may use each Axis-controlled beach hex as a supply source IF one or more Axis units actually landed there at some earlier time during the game (the Axis player keeps a record of each beach hex where Axis units have landed).
8.52. Allied: Each Allied-controlled city hex and each undestroyed fort hex may act as a supply source for the Allied HQ. In addition, Allied units are always supplied when they occupy a hex in or adjacent to an undestroyed city or fort (they do not have to trace a supply route to their HQ in this case).
8.53 Automatic Supply: All units are automatically supplied on 29 June in the AM and noon turns. All airborne units are automatically supplied in the turn in which they jump, and all units that make an amphibious landing are automatically supplied in the turn in which they land.
9.0 Combat
During the Combat Phase, active units may attack adjacent enemy units, and artillery and warships may bombard enemy units or provide offensive and/or defensive support to friendly units. Attacking is always voluntary. A unit is never obligated to attack (Exceptions: Water's Edge Combat and combat in opposition to airborne landings; 18.6 and 19.5).
9.1 Limits on Combat
9.11. Ground units, unlike artillery and warships, may only attack enemy units in hexes that are adjacent to them. Artillery and warships may fire at units within their range.
9.12. Each unit may attack only one enemy-occupied hex per combat phase, and each enemy-occupied hex must be attacked separately. A player may not make one die roll to attack two or more hexes at once (Exception: Axis units attacking in Water's Edge Combat, 18.62).
9.13. Each attacking unit may attack only once per combat phase. Penetration combat occurs in a different phase, and units that attacked in the combat phase may attack again in penetration combat if they meet the eligibility requirements (10.3).
9.14. All units stacked together must be attacked in the same attack; it is not possible to attack units separately in the same hex.
9.15. Units may not attack unoccupied hexes, or hexes that contain only coastal guns, enemy leaders and/or enemy units with a defense strength of zero (in order to gain an advance after combat). However, units may move, advance or retreat into such hexes and, in doing so, destroy the units already mentioned (6.52).
9.16. Active units that jumped by parachute or made an amphibious landing this turn may not attack in the combat phase (they may only attack units in the hex in which they landed under 19.5, or take part in Water's Edge Combat under 18.6). Any airborne artillery unit that landed at an airfield this turn may not provide support or bombard during this turn (16.13). All the aforementioned units may defend normally if attacked.
9.2 Preparing for Battle
Before the resolution of any combat in the Combat Phase, the players carry out the following steps in the exact order shown below:
a) The active player places any of his available artillery support markers, warship support markers and air support markers that he wishes on the hexes that are going to be attacked or bombarded (warship and air support markers may not be used on night turns).
b) The inactive player places any of his available artillery and warship support markers that he wishes on the hexes where he has his units (air support markers may not be used in defense).
c) The active player resolves all bombardments (10.1).
9.3 Procedure
Once artillery and air support have been assigned and all bombardments resolved, the active player resolves attacks on individual hexes one by one in the order he prefers, using the following procedure (he does not have to designate in advance which hexes will be attacked). He carries out each step shown below in the exact order shown:
a) The active player designates which of his units and leaders attack the hex.
b) He sums the total attack strengths of all attacking units and applies any modifiers (9.91). He adds the offensive support strength of any supporting artillery unit or warships to the modified total (Exceptions: 12.21, 16.73, 16.74).
c) He sums the defense strengths of all defending units and applies any modifiers. He adds the defensive support strength of any supporting artillery or warships to the modified total.
d) He divides the modified attack total by the modified defense total to determine the basic combat odds. He rounds the result down to the nearest whole-number odds (for example, an attack strength of 16 against a defense strength of 4 is 4:1, but 15 against 4 is only 3:1). Note that this may not match a column on the Combat Results Table (CRT); do not round the odds to a CRT column at this point.
e) Once the basic combat odds have been determined, apply any modifiers to the odds (9.92). Each modifier of +1 or -1 raises or lowers the odds level by one whole number (for example, a +1 modifier would change 1:3 odds to 1:2, and would change 3:1 odds to 4:1). The odds after all modifiers are the final combat odds. Roll the Communications die for any warship that provides offensive or defensive support, and recalculate the final combat odds if any warship fails its Communications roll (16.73).
f) Determine the terrain line on the CRT to use, according to the terrain occupied by the defending unit(s). Use the terrain line that corresponds to the type of terrain in the defending hex that is most favorable to the defender. Note that units always use the Night Attack Line on all night turns, regardless of the terrain type of the defending hex.
g) Determine the column to be used according to the final combat odds on the appropriate terrain line. If the final combat odds do not match any column on the CRT, round down to the next lower odds column below the final combat odds (for example, if the final combat odds are 7:1, use the 6:1 column). If the final combat odds are lower than the minimum odds column for the terrain occupied by the defender, cancel the attack (the attacking units may not attack another hex instead; Exception: Opposition to Landings, 19.5). If the final combat odds are greater than the highest odds column on the CRT for the terrain occupied by the defender, resolve the attack in the highest odds column.
h) Once the active player has determined the odds column and the terrain line to use, he rolls two dice and consults the CRT. He cross-references the die result with the final odds column to determine the combat results (9.4). He applies the combat results to the defender (if any) and to the attacker (if any) immediately, with units taking step losses before surviving units retreat. He reduces the number of hits suffered by the defender by one if the defending units occupy a fort hex (9.94).
i) Resolve any retreat (9.6) and any advance after combat (9.8).
j) Remove from the board all artillery and warship support markers involved in the current combat, and expend ammunition (12.51).
Once all of the above has been completed, proceed with the attack against the next hex.
9.4 Combat Results
Combat results are given as a number, a letter, or both. The number and/or letter to the left of the slash is the result against the attacker, and those to the right of the slash are the result against the defender.
9.41. If a player's combat result includes a "D," all of his units in the combat become Disorganized (11.3), and each of his units in the combat that were already disorganized becomes Demoralized (11.4). If a player's combat result includes a "Z," all of his units in the combat become demoralized, and each of his units in the combat that was already demoralized takes a step loss (9.5). Place disorganized or demoralized markers on the affected units.
9.42. If a player's combat result includes a number, his side in the combat suffers that number of hits and must lose a number of steps equal to half the hits received. The controlling player chooses which specific units in the combat take the step losses. His surviving units in the combat must then retreat a number of hexes equal to the remaining hits that were not counted as step losses (9.6). If all of the player's units in the battle are eliminated and there are still hits pending that should have been counted as step losses (not retreats), reduce the hits on the enemy units in the combat by one.
9.43. When halving the number of hits a side receives in combat to determine the number of step losses its units must take, round fractions down for the defender and up for the attacker. This means that if the defender receives only one hit, it may retreat one hex and take no step loss, while if the attacker receives one hit, it must take a step loss and may not retreat.
9.5 Step Losses
When a battalion-size unit suffers a step loss, turn its game piece to its reverse side. If it was already on its reverse side, replace it with the piece showing the battalion at the next lower strength level. If the battalion shows its lowest strength level when it receives a step loss, eliminate it. When a company-size unit suffers a step loss, eliminate it (even if it is on its full-strength side at that moment). The controlling player chooses which of his units in the combat take step losses.
9.51 Order of Damage: The player who receives more hits in the combat must take step losses first. If both players suffer the same number of hits, the defender must take step losses first.
9.52 Restrictions: Steps eliminated in combat may only be taken by ground units in the attacking hex(es) and the defending hex. They may not be taken by artillery or warships firing from hexes that are not adjacent to the defending hex, nor by air support markers.
9.6 Retreats
The retreat that is part of a combat result is the number of hexes that the affected units must retreat (Exception: 9.7). If the defending player suffers a retreat result, all of his surviving units in the combat must retreat (Exceptions: 9.63, 9.71). If the attacking player suffers a retreat result, only his surviving units that actually attacked must retreat, although other units stacked with the attacking units may also retreat if the attacking player wishes (Exception: 9.63). Defending units always retreat first.
9.61. Units must retreat to a hex of the first type indicated if possible; if that is not possible, they retreat to a hex of the second type, and so on:
-
To the nearest hex that is not in enemy ZOC (5.0).
-
To the nearest hex that is one hex farther from all enemy units involved in the combat.
-
To the nearest friendly-occupied hex that contains an enemy ZOC.
-
To the nearest empty hex in an enemy ZOC.
No unit may retreat to a hex in which there are one or more enemy units (except hexes in which there are only coastal guns, enemy leaders and/or enemy units with a defense strength of zero), or to terrain that the unit cannot enter with normal movement. If a unit that must retreat cannot retreat to one of the four eligible types of hex indicated above, it is eliminated.
9.62. If more than one unit stacked in the same hex retreats, then the entire retreating stack retreats at once (do not retreat the units individually). Stacks of retreating units lose one step (the controlling player chooses the unit that loses the step) for each hex entered in the retreat that contains an enemy ZOC (even if it is occupied by friendly units).
9.63. Units with a movement allowance of zero may not retreat, and if they are required to retreat, they must stand their ground (no die roll is needed, 9.7).
9.7 Standing Ground
Either player may attempt to stand his ground instead of retreating.
9.71 Procedure. To attempt to stand its ground, the player rolls one die after taking step losses, but before applying any disorganization or demoralization result. He subtracts one from the die for units stacked in the same hex (NOT in an adjacent hex) with the leader of its formation. Units with a current morale greater than the die result do not retreat and must take all the remaining hits their side has suffered in this combat as step losses (the controlling player chooses, from among the units that stand their ground, which take the step losses). Units with a current morale less than or equal to the die result must retreat normally. This means that some attacking or defending units in the same combat may retreat while others stand their ground. Attacking units that successfully stand their ground may advance after combat if all defending units have been eliminated or have retreated from the defending hex (9.8, Exception 9.72).
9.72 Restrictions. Units with a movement allowance of zero must stand their ground if they have to retreat (no die roll is needed), and may not advance after combat.
9.8 Advance After Combat
If all defending units vacate a hex (because they retreat or are eliminated, or both), the attacking units may advance into that hex. When the attacking units retreat, the defender may not advance. The advance is voluntary; units are not required to advance if they do not wish to.
9.81 Units That Advance. Surviving attacking units that did not retreat and that are in hexes adjacent to the attacked hex may advance. Units and leaders stacked with them that did not attack may also do so. However, artillery and units with a movement allowance of zero may not advance after combat.
9.82 Length of Advance. Units that advance may advance a number of hexes equal to whichever of the following is greater:
- The number of hexes the defender retreated.
- The number of hits that remained pending after a defender was eliminated.
- One hex.
However, the maximum number of hexes that each unit may advance is restricted by the unit's movement class and by the terrain in the attacked hex (9.86). Units may advance a maximum of one hex at night. Units are not required to advance the maximum number of hexes if the player controlling them does not wish to do so.
9.83 Stacking. Advancing units may not end their advance by exceeding the stacking limits (7.1).
9.84 Direction. The first hex of the advance must be the attacked hex. The second and subsequent hexes of the advance are chosen by the attacking player.
9.85 Zones of Control. Units may move directly from one enemy ZOC hex to another while advancing, but if they do so, reduce the length of the advance by one for each enemy ZOC hex left during the advance (but never below one). This reduction applies even if the enemy ZOC hex left is occupied by one or more friendly units. Example: an advance of 3 allows the attacker to advance three hexes (provided they are mechanized or motorized units, see 9.86) IF it does not leave any enemy ZOC. If it left an enemy ZOC, the advance would be reduced from 3 to 2 hexes.
9.86 Maximum Advance. Foot units other than artillery may advance a maximum of two hexes per combat phase. Motorized and mechanized units may advance a maximum of three hexes per combat phase. Units that attack a fort or city hex may only advance into the attacked hex after combat and may not advance beyond it. Units may advance a maximum of one hex in night turns.
9.87 Restrictions. Artillery (even when hitched) and units with a movement allowance of zero may not advance after combat. Units may never advance into a hex that they are prohibited from entering during the movement phase (because of enemy units or prohibited terrain). Units may advance into a hex that they could enter during normal movement in which there are only enemy leaders, coastal guns and/or units with a defense strength of zero (such units are destroyed at that time, 6.52). Units that parachuted into an enemy-occupied hex and survive the combat that follows with the units there may not advance after combat (19.5). Units may advance a maximum of one hex in night turns. Units that attack a fort or city hex may advance into it, but not beyond it.
9.88 Penetration Eligibility. Turn the units that advanced after combat sideways to indicate that they are eligible to make a penetration combat attempt (10.3).
9.9 Combat Modifiers
All modifiers are cumulative, but a unit may be either disorganized or demoralized (not both). Note that increases and decreases often cancel each other out.
9.91 Combat Strength Modifiers
Increase and/or decrease the combat strength of each unit by any modifier that applies from the list below (all are cumulative):
- Out of Supply: The attack, offensive and defensive strength suffer a -1 (but never below 1).
- Disorganized: The attack, offensive and defensive strength suffer a -1 (but never below 2 for artillery or below 1 for other units).
- Demoralized: The attack and defense strength are halved (rounding any fraction up). Artillery may not provide fire support or bombard.
- Mixed Formations: Axis artillery (not warships) that uses offensive or defensive fire support for units that belong to another formation has its support strength halved (round any fraction up).
- Night: The offensive and defensive support strength of artillery is halved.
- City: The total defense strength of all defending units in a city hex is doubled. The offensive fire support strength of artillery against a city hex is halved (fractions rounded up).
- Town: The offensive fire support strength of artillery against a town hex is halved (fractions rounded up).
- Fort: The total defense strength of all defending units in a fort hex is doubled.
9.92 Combat Odds Modifiers
Increase and/or decrease the odds of the current attack by the stated figure for each applicable modifier (all are cumulative):
- Armor Attacking: The attack includes non-demoralized tank unit(s) stacked with at least one infantry, paratroop, marine, motorcycle or engineer unit: +2.
- Armor Defending: The defense includes non-demoralized tank unit(s) stacked with at least one infantry, paratroop, marine, motorcycle or engineer unit: -1.
- Engineers: The defender is in a fort hex and each attacking hex includes at least one attacking engineer unit: +1 (at least half of any step losses taken by the attacking side must be inflicted on the attacking engineer units, unless all engineers are eliminated; round fractions up).
- Envelopment: Units in four or more hexes attack the same defending hex: +1 (attacking artillery is not counted).
- Attacker Integrity: All units of the same infantry regiment or brigade are in play, not demoralized, and attack the same hex: +2 (Exception: Remnants, 9.95).
- Defender Integrity: All units of the same infantry regiment/brigade are in play, not demoralized, and defending in the same hex: -1 (Exception: Remnants, 9.95).
- Mixed Formations: Units from more than one formation attack the same hex: -1.
- Morale: Subtract the average morale of the defender from the average morale of the attacker and raise or lower the odds by the difference. The maximum morale modifiers are +3 and -2.
- Air Support: +1 for each air support marker placed in the defending hex.
- Command: If a Leader involved rolls a die result equal to or less than his tactical value, the combat odds increase by one when attacking or decrease by one when defending (14.2).
9.93 Morale Modifiers
- Demoralized: -1.
9.94 Other Combat Modifiers
- Fort: In each attack, the number of hits inflicted on defenders in a fort hex is reduced by one.
- Excess Step Losses: If all units of one side in the battle are eliminated and there are still hits pending that should have been received as step losses (not retreats) by that side, reduce the hits suffered by the units of the other side in the combat by one.
9.95 Restrictions
If any unit belonging to an infantry regiment or brigade is eliminated, that regiment or brigade may not receive the integrity bonus for the rest of the game (9.92). If a unit is reduced to a remnant, the unit's regiment or brigade may not receive the integrity bonus unless and until the unit receives a replacement and is added to that remnant force (17.4). A remnant is not part of any formation, so if it attacks with any other unit, the attack receives the mixed formation penalty (9.92).
Combat Example: The three Italian 6-7-6 paratroop battalions of the 186th Regiment [morale 6], plus the Italian 1-8 tank company [morale 4], attack two British 6-6 infantry battalions [morale 4] in a clear terrain hex during a day turn, from three adjacent hexes. The Italians have two 5-2 artillery battalions as offensive fire support. The British defensive fire support is only the British 9-3 artillery battalion. The attacking units have an average morale of (6+6+6+4)/4 = 5.5, rounded up to 6. The basic combat odds are [(6+6+6+1+5+5) = 29] / [(6+6+3) = 15] = 1.93:1, rounded down to 1:1. The terrain line to use is "All Other Terrains (day turns)." The odds are increased by +2 for the Italian regiment integrity, +2 for the superior attacking morale of 6 - 4 = 2, and +2 for a tank unit attacking stacked with an attacking infantry unit. But they are also decreased by -1 because the tank unit is part of a different formation than the infantry, so the final odds modifier is 6 - 1 = +5, and the odds shift from 1:1 to 6:1. The Axis player rolls two dice and the result is a 6, which, cross-referenced with the 6:1 column on the "All Other Terrains (day turns)" line, gives a result of -/3D. The Axis units suffer no negative effect, but the Allied units must take a step loss and then retreat two hexes, and both are disorganized. The Axis units may then advance into the attacked hex and one hex beyond it (unless they leave an enemy ZOC when advancing into the attacked hex). The Allied units could have chosen to stand their ground (9.7), but this would have meant taking three step losses instead of one. The British player decides to avoid this and retreats normally.
10.0 Special Forms of Combat
10.1 Bombardment
During the combat phase, after the players have assigned artillery support and air support, but before any attack is resolved, active artillery and warships may bombard enemy-occupied hexes. There is no limit to the support factors that may bombard the same hex, but each warship or artillery unit that bombards may bombard only one hex per turn, and warships and artillery may not bombard the same hex in the same turn. Each target hex must be bombarded separately with a separate bombardment die roll.
10.11 Discovery
Bombardments may only be made against discovered enemy units. The following enemy units are discovered:
- Those adjacent to any friendly unit (not necessarily the units doing the bombardment). This applies both during night and day turns.
- Those within two hexes of any friendly unit (not necessarily the units doing the bombardment), but only if there is no town, city or woods terrain in the hex of the enemy unit or in the hex between the friendly unit and the enemy unit. This applies only during day turns.
10.12 Procedure
Add the offensive support strength of all artillery or warship units bombarding the target hex and apply any terrain modifier (see the TEC). Determine the stacking total in the hex being bombarded (one HQ equals one company; three companies equal one battalion; round fractions up). Cross the modified bombardment total with the stacking total in the hex to determine the appropriate column to use on the Bombardment Table. If the total offensive support value bombarding the hex is less than the number printed in the left column on the line for the number of battalions in the hex, the fire is ineffective and the bombarding unit(s) may not bombard another hex this turn. If the total offensive support value bombarding the hex does not match the heading of any column, round down to the next column below the actual bombardment value. Then shift the column used one column to the left or right if any of the following modifiers apply (+1 means move one column to the right; -1, -2 or -3 means move that number of columns to the left). All are cumulative:
- One or more enemy artillery units are in the target hex: +1.
- The target hex is a fort: -1.
- The target hex is not adjacent to any friendly unit: -1.
- The target hex contains only tank unit(s): -1.
Then roll two dice and cross the result with the final column to be used to obtain the combat result. The possible results are:
- "-" = No effect.
- "D" = All units in the target hex become Disorganized (each unit in the hex that was already Disorganized becomes Demoralized).
- "Z" = All units in the target hex become Demoralized (each unit in the hex that was already Demoralized loses a step).
- "1" = 1 step lost in the target hex (the controlling player chooses the unit that loses the step).
- "2" = 2 steps lost in the target hex (the controlling player chooses the unit or units that lose the steps).
Then remove from the board all support markers belonging to the units that bombarded, expend ammunition (12.51), and turn sideways all units or warships that bombarded to indicate that they may not provide offensive support in the same phase.
Example: The 1st and 2nd Artillery Battalions of the Italian 185th Division are in hex 1309. There are three British infantry battalions plus one artillery battalion in the town of Musta in hex 1210. The artillery cannot discover hex 1210 because it is two hexes away and contains a town. However, there is also an Italian infantry battalion in hex 1310, and it can discover for the artillery because it is adjacent to hex 1210. The two Italian artillery battalions bombard the hex. Each has an offensive support strength of 5, giving a total strength of 10. But there is a town in the target hex, so the bombardment strength is halved to 5. The Axis player starts on column 4 of the Bombardment Table because there is no column for 5, and then adds a column modifier of +1, since there is an enemy artillery unit in the hex, meaning that the attack will be resolved on column 6. He then rolls two dice and gets a result of 11. Crossing column 6 and the line for 4 battalions on the Bombardment Table gives a result of D. All units in hex 1210 become Disorganized.
10.13 Restrictions
Only the active player may bombard. A unit that bombards may not provide offensive support in the same friendly combat phase (but it MAY provide defensive support in the enemy's combat phase). Each hex may be bombarded only once per combat phase (by any number of artillery units or warships). Warships may only bombard on day turns. Warships and artillery units may not bombard the same hex in the same phase.
10.14 Casualty Limit
No more than half (rounding any fraction up) of the steps in a hex may be eliminated by the same roll of the dice on the Bombardment Table.
10.2 Night Combat
All attacks during night turns are resolved on the "Night Attacks (all terrain types)" line of the CRT.
10.21. Units of any type that attack in any way during the night (ground combat, bombardment, etc.) become disorganized once the attack has been completed. If they were already disorganized at the time of the attack, or if they become disorganized or demoralized as a consequence of the attack, they become demoralized after the attack has been completed. Demoralized units may not attack at night.
10.22. The offensive and defensive support strength of artillery and warships is halved at night (round any fraction up).
10.23. Advance after combat (9.8) during night turns is limited to the attacked hex.
10.3 Penetration Combat
During the Penetration Phase, active units that advanced one or more hexes after combat in the immediately preceding combat phase may attempt to attack again, IF at least one of them is stacked with or adjacent to its formation leader at the time of the penetration combat attempt. Turn such units sideways to show that they are eligible for penetration combat attempts. Not all units that take part in a given penetration combat attempt need to belong to the formation of the participating leader; only one of them must, and it must be in a hex with or adjacent to the leader. The active player resolves penetration combat attempts in the order he prefers.
10.31 Procedure. To make a penetration combat attempt, the active player designates a hex that he wishes to attack and the eligible adjacent units that will attempt to attack it, and rolls one die. If the result is less than or equal to the tactical value of the formation leader (14.2), the designated units may attack the hex in penetration combat. If not, they may not attack that hex or any other hex in penetration combat this turn.
10.32 Restrictions. At least one unit involved in each penetration combat attempt must be stacked with or adjacent to its formation leader. Neither player may add the support of any warship or artillery in penetration combat, but air support markers may be added if they are available. Apart from that, resolve the combat normally (including retreat and advance after combat). The active player may attempt to attack more than one hex in penetration combat in the same phase, but each eligible unit may only participate in one penetration combat attempt against an enemy-occupied hex per penetration combat phase.
11.0 Morale
The small number to the right of a unit's unit-type symbol is its morale value. Morale may affect the final combat odds, disorganized and demoralized units may have to roll a die against their morale to recover, and units with a movement allowance of 1 or more must roll a die against their morale to stand their ground. A unit's morale may also be reduced by demoralization (11.4), and some units have lower morale at lower strength levels (see the unit game pieces).
11.1 Morale Levels
Before the resolution of each combat, each player determines his morale level by averaging the morale values of all of his units taking part in the combat (after applying any modifiers for demoralization). Round any fraction up.
11.2 Effects in Combat
Subtract the average morale level of the defender from that of the attacker. If the result is positive, increase the final combat odds by an amount equal to the difference, up to a maximum of +3. If the result is zero, the odds are not affected. If the result is negative, decrease the odds by an amount equal to the difference (round any fraction up), up to a maximum of -2.
11.3 Disorganization
Units may become disorganized in combat. Units generally become disorganized first, and if they do not recover, they additionally become demoralized. Place a Disorganized marker on each unit that becomes disorganized. Each disorganized unit suffers the following effects:
- Attack Strength: -1 (but never below 1). Units with an attack strength of zero are not affected.
- Artillery Offensive Support Strength: -1 (but never below 2).
- May not receive or absorb replacements (17.4).
- If a disorganized unit suffers additional disorganization, it becomes demoralized.
11.4 Demoralization
Place a Demoralized marker on each unit that becomes demoralized. Demoralized units suffer the following:
- Movement Allowance: Foot units -2; Motorized and Mechanized units -4 (but never below 1 in all cases).
- Attack and Defense Strength are halved (fractions rounded up).
- May not attack at night.
- Artillery may not provide offensive or defensive support, or bombard.
- May not receive or absorb replacements (17.4).
- Morale: -1.
- Tanks may not give the armor bonus in combat (9.92).
- A demoralized unit that suffers additional demoralization loses a step. A disorganized result on a demoralized unit has no effect.
- A regiment or brigade with one or more demoralized units may not receive the integrity bonus in combat (9.92).
11.5 Recovery
All units not adjacent to an enemy unit automatically recover from disorganization or demoralization at the end of the friendly combat phase. Disorganized and demoralized units that are adjacent to enemy units must make a successful die roll to recover.
11.51 Procedure. At the end of the combat phase, the active player rolls one die for each disorganized or demoralized unit adjacent to an enemy unit. If the result is less than (not equal to) the unit's current morale (after applying any penalty for demoralization), the unit recovers. If not, the unit does not recover.
11.52 Recovery Stages. A demoralized unit that recovers becomes disorganized (the demoralized marker is replaced by a disorganized marker). A disorganized unit that recovers returns to its normal state (the disorganized marker is removed).
12.0 Artillery
Artillery may perform three functions: offensive support, defensive support and bombardment (10.1). Artillery must have ammunition in order to fire.
12.1 Game Pieces
Each artillery unit is represented by two pieces. The unit piece represents the guns and the men, while the support marker represents the artillery unit's ammunition and is used to indicate the hex against which the artillery fires.
12.11 Unit Pieces
The front side of an artillery unit piece shows the unit prepared (deployed to fire). The three numbers below the artillery unit symbol on its front side are its offensive support strength (before the dash), its defensive support strength (after the dash), and the range in hexes over which the unit may project these values (after the slanted line). Artillery has no movement allowance when on its prepared side. The reverse side is the "hitched" unit (ready for movement). In this state the values below the symbol are its attack strength, defense strength and movement allowance. Artillery may not fire when on its "hitched" side. Artillery that is attacked by enemy ground units while on its prepared side defends with the defense strength shown on its "hitched" side.
12.12 Support Marker
The artillery unit's support marker shows the type of ammunition used by the artillery unit in the upper right corner (Type 1, 2 or 3). The front side of the marker indicates that two salvos of fire remain and the reverse side indicates that only one remains. The support marker is not a unit and is used only to mark the hex against which the unit fires or gives support, and its ammunition status. When not in use, keep support markers off the board.
12.2 Restrictions
12.21. The printed total of offensive support strength that artillery may add to an attack on a hex may not be more than twice the printed total attack strength of the ground units attacking the hex. The printed total of defensive support strength that artillery may add to the defense of units may not exceed the printed total strength of the defending units.
12.22. Each Axis artillery unit supports the attack and defense of ground units at full strength whenever at least one of the units participating in the attack or defense belongs to the same formation as the artillery unit. If they fire offensive or defensive support in a combat involving only units of a different formation, they support at half strength (round any fraction up). All Allied units belong to the same formation, therefore Allied artillery strength is not affected by the units it supports.
12.23. Artillery units in a hex with an enemy ZOC may not bombard or provide offensive or defensive support. If attacked, they defend with their normal defense strength.
12.24. Hitched artillery units may retire normally, but prepared artillery units have a movement allowance of zero and therefore must stand their ground if required to retreat (no die roll is needed, 9.7; it is difficult to drag those guns away).
12.3 Approach of Enemies
If, as a consequence of an advance after combat, one or more active enemy units with a ZOC move adjacent to an artillery unit that is providing defensive support to a combat not yet resolved, the support marker of the artillery unit is removed immediately and its support strength is not added to the defense. However, the inactive player must still make the normal die roll to see whether it expends ammunition (12.51).
12.4 Hitching and Preparing
Artillery may only bombard or provide offensive or defensive support when on its prepared side. Artillery may only move when on its hitched side. Changing from one state to the other costs movement points (6.6).
12.5 Ammunition
Artillery ammunition comes in three types. Generally Type 1 is under 90mm, Type 2 is 90-130mm and Type 3 is 140-170mm. Each artillery unit uses the type of ammunition indicated in the upper right corner of its support marker. No artillery unit may have more than two salvos available at the same time.
12.51 Expending Ammunition. An artillery unit always expends one salvo when it fires in offensive support or when it bombards (Exception: Fire Hurricane, 12.52). When it fires in defensive support, the controlling player rolls one die after the combat. On a result of 1 or 2 one salvo is expended, and on any other result no salvo is expended. When an artillery unit expends a salvo, the controlling player turns its support marker to its reverse side if it was on its front side, or places an "Out of Ammunition" marker on the artillery unit if the support marker was already on its reverse side.
12.52 Fire Hurricane. An artillery unit with two salvos available may double its offensive support strength, expending both salvos in the same phase. This may be done either in offensive support in a ground combat or when bombarding. The controlling player resolves the fire and then places a Disorganized marker and an Out of Ammunition marker on the unit. Units may not double their defensive support value. Warships may not use fire hurricane.
12.53 Initial Allocation. Each artillery unit begins the game with its support marker on its front side (two salvos available).
12.54 Axis Ammunition Resupply. No Axis ammunition is landed on the island on 29 June, and all Axis artillery units that run out of ammunition on 29 June must wait until 30 June to receive new ammunition. Beginning with the Initial Segment of 30 June, and at each initial segment thereafter, the Axis player determines how much artillery ammunition is landed on the island that day. The Axis player rolls six dice for each Axis-controlled Main Port, three dice for each Axis-controlled Minor Port, and one die for each Axis-controlled beach hex where one or more Axis units have landed (keep a record of this). For each die result of 5 or 6, one salvo of Type 1 ammunition is received (all Axis artillery units in ISLAND OF DEATH use Type 1 ammunition). There is no need to keep a record of which particular hex received a given number of salvos. The Axis player keeps a record of artillery ammunition in the Axis Artillery Stockpile box, placing a spare "Out of Ammunition" marker on the box with the number corresponding to the number of salvos currently on the island. Axis artillery ammunition may be distributed to German and Italian artillery units.
12.55 Allied Ammunition Resupply. The Allied player has an unlimited amount of artillery ammunition available and therefore has no stockpile box.
12.56 Distributing Ammunition. During its Status Phase, the active player may distribute ammunition to its artillery units. There must be salvos available in the Axis Artillery Stockpile box for Axis artillery units to receive ammunition. Each Axis artillery unit must be able to trace a supply route to any Axis-controlled beach hex or Port to receive ammunition (8.2). The Allied artillery unit must be able to trace a supply route to hex 1711 or 1715 to receive ammunition. If hex 1711 or 1715 is occupied by one or more Axis units, Allied artillery may not use that hex as a source of ammunition. If both are occupied by the Axis, then the Allied artillery unit may not receive ammunition. Each salvo of ammunition distributed to an Axis artillery battalion reduces the Axis stockpile by one (move the marker accordingly in the box). Remove "Out of Ammunition" markers from the artillery units that receive ammunition. If an artillery unit with no salvos receives one salvo, place its marker on the reverse side. If an artillery unit with no salvos receives two salvos, or if a unit with one salvo receives one salvo, turn its support marker to its front side. No artillery unit may have more than two salvos available at any given time.
13.0 Breaking Down Battalions
Players may break down some types of battalions into companies, and later recombine those companies into battalions. All paratroop battalions may be broken down into companies, and each paratroop battalion has its own specific company units printed with the unit's formation, regiment and battalion designation. The "Blackshirts" battalion also has its own specific company units. British and Italian infantry battalions may be broken down, and so may Italian commandos and glider battalions, but all of these use generic company pieces without the formation emblem or unit designation (commando battalions break down into glider companies). Maltese battalions may not be broken down.
(Translator's note on the Blackshirts: The Voluntary Militia for National Security was a paramilitary corps of fascist Italy. Because of the color of its uniform, its members were known as Blackshirts (in Italian: camicie nere), though they were also referred to as squadristi (in Italian). Probably inspired by Garibaldi's Redshirts, their activity spanned from the interwar period until the end of the Second World War (known as fascist Italy). The Blackshirts were organized by Benito Mussolini as the violent instrument of his fascist movement. Their founding leaders were nationalist intellectuals, former army officers, members of the special Arditi corps, and young landowners who opposed the unions of rural workers and peasants. Their methods became increasingly violent as Mussolini's power grew, and they used violence, intimidation and murder against their political and social opponents.)
13.1 Breakdown Procedure
To break down a battalion, consult the Battalion Breakdown Chart and replace the battalion with the number and type of companies indicated, of the same nationality, and of the type and printed morale value. Reduced battalions may be broken down into the normal number of companies minus the number of step losses that the battalion has suffered (the controlling player may choose the units indicated on the chart that are removed), but remnants may not be converted into companies (2.1). Battalions may be broken down at the start of the friendly movement phase. Place the game pieces of broken-down battalions in the Disbandment Box.
13.2 Reformation Procedure
To reform a battalion, all surviving disbanded companies of the appropriate force, printed morale value, type and nationality must end a friendly movement phase in the same hex, and none of them may be demoralized. They do not have to be the same exact companies into which the parent unit was broken down (Exception: each paratroop battalion has its own specific companies, which must be used to reform it). At the end of its movement phase, the controlling player removes the disbanded companies from the board and places the battalion game piece in their hex. If any of the disbanded companies that reform into a battalion is disorganized at the time of reforming the battalion, place a Disorganized marker on the battalion. If one or more disbanded company pieces are eliminated or are on their reduced-strength side, the battalion may be joined at a strength level equal to its full strength minus the number of companies or strength lost or reduced (if it is later broken down again, any company at reduced strength does not return to play).
Example: The three 6-7-7 companies of the German paratroop battalion Ramcke come back together in a hex after parachute supply, but one of them was turned to its reduced-strength side during parachute supply and is now disorganized. The battalion may be reformed, but it must be placed on the board on its reduced-strength side of 4-5-7, and a Disorganized marker must be placed on its piece.
13.3 Restrictions
Disbanded companies may not receive or absorb replacements (17.4). If a battalion is disbanded and all but one of its component companies are eliminated, the surviving disbanded company is not treated as a remnant and may not be converted into one (for the purposes of receiving replacements). Remnants may not be converted into companies, and disbanded companies may not be converted into remnants (for the purposes of receiving replacements).
14.0 Leaders
Leaders are not combat units, and if a leader is alone in a hex it cannot be attacked (although enemy units may enter the hex and roll the die to eliminate it, 6.52).
14.1 Leaders and Unit Movement
The series of numbers separated by a slanted line in the lower left corner of a leader piece indicates the leader's ability to increase the movement allowance of the units of its formation. Foot units that are assigned to the leader's formation and are stacked with or adjacent to the leader at the start of the movement phase gain additional MPs equal to the number before the slanted line. Motorized or mechanized units that are assigned to a leader's formation and are stacked with or adjacent to the leader at the start of the movement phase gain additional MPs equal to the number after the slanted line. These additions are made after all other modifications to movement. Each unit may only receive movement bonuses from one leader at a time. Leaders may not give movement bonuses to units that have a movement allowance of zero.
14.2 Leaders in Battle
The number in the lower right corner of a leader piece is the leader's tactical value. If at the time of combat the leader is stacked with or adjacent to at least one unit assigned to its formation that is involved in the combat in this phase, roll one die to determine whether the leader affects the final combat odds. On a result equal to or less than the leader's tactical value, the final combat odds decrease by one level if defending, or increase by one level if attacking.
14.21 Limitations
A single leader may attempt to affect attacks or defenses on only two hexes in the same phase. It may do this up to two times in each friendly combat phase and up to two times in each enemy combat phase. Only one leader per side may attempt to assist the attack or defense of the same hex.
14.22 Penetration Combat
At least one unit involved in each penetration combat attempt (10.3) must be stacked with or adjacent to the leader of its formation. Not all units taking part in a penetration combat attempt have to belong to the formation of the participating leader; it is enough that one of them does, and it must be in a hex with or adjacent to the leader.
14.3 Leader Movement
Leaders have a movement allowance of 14. Unlike other units, leaders may move with any movement class and may change class during movement. If stacked with units forced to retreat, the leader must retreat as well. Leaders do not roll the die for infiltration movement (6.4), but they are assigned to a unit attempting infiltration and succeed or fail together with that unit.
14.4 Leader Casualties
14.41 Combat Losses
If a stack of units containing a leader suffers a step loss (due to a combat result or as a consequence of retreating through enemy ZOC; see 9.62), the controlling player rolls two dice. On a result of 3 or less the leader is eliminated (see 14.43 and 14.44). If the stack suffers more than one step loss, subtract the additional steps lost (beyond one) from the dice result.
14.42 Lone Leaders
If one or more units enter a hex containing only enemy leaders, coastal guns and/or zero-strength units, the controlling player rolls two dice for each of his leaders in the hex. On a result of 7 or less the leader is eliminated (see 14.43 and 14.44). On any other result the leader is not eliminated, but is removed from the board and placed in the next turn's box on the turn record track. The leader returns in the friendly Status Phase of that turn, and is placed in the same hex as the HQ of its formation. If the HQ of its formation has been eliminated and has not returned to play, then it is placed in the same hex together with any friendly unit.
14.43 Replacing Leaders
Each leader has its own replacement printed on the back of its piece: its Division Commander's Aide (ADC). When a leader is eliminated, the controlling player turns its game piece over and places it in the next day's box on the turn record track. It then returns to play in the Initial Segment of that day, and is placed in the same hex as the formation's Headquarters. If the Allied HQ has been eliminated, place the returning Allied ADC in the same hex with any Allied infantry unit chosen by the Allied player. If the HQ of an Axis formation has been eliminated and has not returned to play (16.82), the ADC of that formation is placed in the Disbandment Box if it is the leader of a paratroop formation, or in the "Follow-up" box where its division was placed at the start of the game if it is the leader of an infantry division. It may parachute or make an amphibious landing at any time from then on (18.33, 19.21).
14.44 Scraping the Barrel
If an ADC is eliminated, the same procedure is followed as when the original leader was eliminated, and the same ADC game piece is used to represent the new, anonymous Division Commander's Aide.
(Translator's note: "Raspar el Barril" means to scrape the barrel, that is, to use up the last drop of the barrel. It is usually said when someone is forced to use their last resource, having exhausted everything else.)
15.0 Formations
The basic combat element of most armies was the division. Made up of six to nine infantry and/or tank battalions, two to four artillery battalions and several support battalions (engineers, machine guns), this was the formation with which operations were carried out. In game terms, a formation is defined as a group of assigned units, joined together and generally tracing supply to the same division HQ.
15.1 The Allied Formation
All Allied units belong to the same formation, the Malta Garrison.
15.2 Axis Formations
Axis units come in two types: those that are assigned to a formation and those that are not. Most Axis units belong to a formation and bear the formation's emblem, which is the emblem printed on the formation's Headquarters piece.
15.21 Attaching Units. Axis units without an emblem are unassigned (1.2). All Axis units that are unassigned, except the two commando battalions, must be attached to the 4th or the 20th Infantry Division before the game begins (1.2). Commando battalions do not have to be attached to any formation before the game begins, but may be attached to any formation after they enter the game when they land at an airfield (16.14). The Axis player may reassign units to a different formation in any Initial Segment if those units are stacked with any unit assigned to the formation to which they are to be attached. Assigned units that are attached to a different formation are no longer considered assigned to their original formation. Record attachments on a sheet of paper.
15.22 Attachment Limits. Any number of unassigned units may be attached to the same formation, and any number of assigned units may be reassigned to different formations.
15.3 Formations and Leaders
Units assigned to a formation may only be affected by the leader of that formation (14.0).
15.4 Attacks by Multiple Formations
If units of more than one formation attack the same hex, the odds are reduced by one level (9.92). Artillery that provides offensive or defensive support to units of a different formation has its support strength halved (9.91).
16.0 Special Units
16.1 Airborne Units
The units of the Italian 80th Division (the units with the glider symbol) and both Italian commando battalions are airborne and enter the game at airfields. These battalions (except artillery) must be broken down into companies before they can land at airfields (they may later be reformed into battalions under rule 13.2). Place all the units mentioned in the Disbandment Box before the game begins.
16.11 Entry Procedure. During each Axis Movement Phase (except in Rainy or Night turns), two airborne companies (two in total, not per airfield) chosen by the Axis player may be placed on any Axis-controlled airfield(s) that does not have any adjacent Allied unit at that time. The HQ of the 80th Division counts as one company when it enters the game, and each of its artillery battalions counts as two companies when they enter the game. Therefore, if a glider artillery battalion enters the game, no other unit may land at airfields in that turn. The entry of airborne units does not have to be preplanned like airborne jumps, and the Axis player does not have to roll for scatter (they land at the desired airfield).
16.12 Anti-Aircraft Fire. Once all the airborne units that land in this turn are placed, each Allied anti-aircraft unit may fire at one airfield within three hexes where one or more airborne units have just landed (the Allied player chooses if more than one airfield is within its range; different AA units may fire at different airfields). The Allied player rolls one die for each AA unit that fires. Each result of 6 eliminates one unit (chosen by the Axis player) that was placed on the airfield fired upon in this turn.
16.13 Movement and Combat. Airborne units may not move or attack in the turn in which they enter the game (they may defend normally if attacked). They may move and attack normally in subsequent turns. Airborne artillery enters on its hitched side, and may not be prepared until after the turn in which it lands.
16.14 Commando Battalions. The two Italian Air Force commando battalions (Ard and Lor) are airborne and enter the game in the same way as the 80th Division. Break them down into glider companies before they land (see the Battalion Breakdown Chart). They are unassigned units and may be assigned to any eligible Axis formation in any Initial Segment after they enter the game (not only the 80th; 15.2).
16.15 Restrictions. Airborne units may not enter the game in Rainy or Night turns.
16.2 Strongpoints
Strongpoints are defensive positions placed to defend against amphibious landings. During Preparation, the Allied player deploys strongpoints adjacent to beach hexes, showing their "?" side, but no more than one per hex. The Axis player may not examine them. The scenario instructions may dictate where specific strongpoints must be placed (see the scenarios for details).
16.21 Zone of Control. A hex containing a strongpoint always exerts a ZOC.
16.22 Revealing Strongpoints. Turn the strongpoint over to show its front side the first time it fires or the first time any Axis unit enters a hex adjacent to it (whichever occurs first). A turned strongpoint remains that way for the rest of the game or until it is eliminated.
16.23 Strongpoints in Combat. Strongpoints are treated as normal one-step units in combat, except that they may not move, advance or retreat. If they are required to retreat, strongpoints must always stand their ground (no die roll is needed; 9.7). A strongpoint with values of 0-0 is a zero-strength combat unit, which means that enemy units may enter the strongpoint's hex and eliminate it if there is no other combat unit in the same hex with it that has a combat strength greater than zero.
16.24 Strongpoint Morale. All strongpoints have a morale of 4.
16.25 Dismantling Strongpoints. In the Initial Segment of 30 June and in each Initial Segment thereafter, the Allied player may remove any strongpoints of his choice and replace them with British engineer companies at a rate of one engineer company for every four strongpoints removed. There are only two British engineer companies, therefore the Allied player may dismantle a maximum of eight strongpoints for this reason. He removes the selected strongpoint markers and places the engineer company in one of the hexes occupied by one of the removed strongpoints (at the choice of the Allied player).
16.3 Maltese Militia
16.31 Preparation. Before beginning the Introductory Scenario, the Allied player places all the Maltese Militia pieces in a cup or other opaque container and draws four of them at random (without looking). He discards the militia piece that remains and returns the 4 he drew to the cup for later use. In the Operation Hercules scenario, all five militia pieces are available, therefore skip the step of drawing 4 pieces at random and simply place the 5 militia pieces in the cup for later use during the game.
16.32 Militia Uprising. Whenever an Axis paratroop unit jumps in a specific hex or an adjacent hex of a town or city for the first time, or whenever any other Axis unit moves or makes an amphibious landing in a hex of, or adjacent to, any town or city for the first time, the Allied player rolls one die. On a result of 5 or 6 for a town, or 3 to 6 for a city, the Allied player draws a Maltese Militia piece from the cup at random (without looking) and places it in the town or city hex. He places it on the map showing its "?" side, unless he placed it as a consequence of a paratroop unit landing in the same town or city hex, in which case he places it showing its front side. If it is placed showing its "?" side, the Axis player may not examine it. The Allied player may make only one militia roll for each individual town or city hex during the game (record each hex number for which this roll has already been made).
16.33 Militia Stacking. Militia units do not count toward stacking limits (7.1).
16.34 Militia Movement. Militia units may not move; their movement allowance is zero. Militia units may not advance after combat, and if they are required to retreat, they must stand their ground (no die roll is needed, 9.7).
16.35 Revealing Militia. A militia unit is turned so that its combat strength is shown if it is attacked, or if the Allied player wishes to include it in an attack. Once turned, it remains that way for the rest of the game or until it is eliminated.
16.36 Militia Limits. Once the towns or cities have drawn all the militia pieces from the cup, no more can enter play (even if one of them has been eliminated; stop making militia rolls when this occurs).
16.4 Air Support
The Axis player has air support markers that can assist attacking Axis units. Air support markers cannot be eliminated in combat, but they may become unavailable for use due to bad weather or darkness.
16.41 Availability. If the weather is Clear, all three air support markers are available for use on that day. If the weather is Cloudy, one marker is available for use on that day. If the weather is Rainy, no marker is available that day (17.2). Air support markers are never available on night turns. The intervention of the Royal Navy may change the number of air support markers available (17.6).
16.42 Combat Effects. During the Axis Combat Phase or the Axis Penetration Phase, the Axis player may place air support markers in any hex under attack by Axis units. There is no limit to how many markers may be placed in the same hex. Each air support marker increases the combat odds of the attack on the hex where the marker is placed by one level. Once an air support marker has been used, it may not be used again until the next day (place it in the next day's box on the turn record track).
16.5 Coastal Guns
Each coastal gun unit has an artillery value (in the upper left corner) and a range (in the upper right corner). Coastal guns may fire at warships and at Axis units in the First or Second Wave boxes. This is all they may do: they may not bombard, provide offensive or defensive support, or take part in ground combat as envelopment.
16.51 Placement. Coastal guns may be placed anywhere except on beach hexes. Up to two coastal guns may be placed per hex. Coastal guns do not count toward stacking limits. The scenario instructions specify how many coastal guns the Allied player places at the start of the game, and may specify where some or all of them must be placed (see the scenarios). All coastal guns are placed so that their "?" side is visible. The Axis player may not examine them until they fire or are eliminated (whichever occurs first).
16.52 Revealing Coastal Guns. The first time a coastal gun unit fires, the Allied player turns it so that its fire values are shown, and leaves it that way for the rest of the game or until it is eliminated.
16.53 Movement. Coastal guns may not move. They do not block enemy movement, and Axis units may move, advance or retreat into hexes that contain only coastal guns (plus any zero-strength unit and/or leaders), eliminating the coastal guns in the process (16.58).
16.54 Line of Fire. Coastal fire is blocked by hexes or hexsides with a city, town, fort, woods or Creek with Rise terrain. To determine whether a coastal gun may fire at a target hex, the Allied player places a ruler or a stretched string between the center of the coastal gun's hex and the center of the target hex. If the ruler or string passes through any part of any hex that contains a city, town or fort, or a hexside of woods or Creek with Rise terrain, the gun may not fire at the target hex. However, the terrain in the coastal gun's hex or in the target hex does not block fire. If the ruler or string runs along a hexside of city, town, fort or woods terrain, the fire is blocked only if the hexes on both sides of that hexside are city, town, fort or woods terrain.
16.55 Coastal Guns against Warships. Coastal guns may fire at warships within their range, and warships may fire at coastal guns within their range. Warships and coastal guns may exchange fire during the Amphibious Landing Phase. Each individual coastal gun that fires at a warship must fire at a single ship (it may not divide its fire among more than one ship in the same turn). The Axis player must state which particular coastal guns his warships fire at, before the Allied player states which coastal guns will fire at which warships. The Allied player rolls a number of dice equal to the artillery value of the coastal gun and adds one (+1) to each die result if the warship is within three hexes of the coastal gun. If any of the dice rolled is a 6 or greater, the warship is damaged and removed from the game for the rest of the game. The exchange of fire between coastal guns and warships is simultaneous, so a coastal gun may still damage a warship in the same phase in which it is destroyed. There is no limit to the number of coastal guns that may fire at the same warship within its range.
16.56 Coastal Guns against Landing Craft. In the Amphibious Landing Phase, coastal guns that did not fire at warships and that survived the warships' fire may fire at Axis units in the First and/or Second Wave boxes on the planning map that are connected to beach hexes within the range of the guns. Count the range in hexes from the coastal gun's hex to the connected beach hex indicated as the target in the First or Second Wave box (NOT to any ocean hex) to determine range. The Allied player selects as a target a First or Second Wave box within range for each eligible coastal gun, and rolls a number of dice equal to the artillery value of the coastal gun. He adds one (+1) to each die result if the target beach hex is within three hexes of the coastal gun. Roll separately for each coastal gun that fires at different ranges and at different target boxes. With each result of 6 or greater, one step is eliminated in the First or Second Wave box fired upon (at the choice of the Axis player). Ignore excess hits if all units in the target box are eliminated. There is no limit to the number of coastal guns that may fire at the same First or Second Wave box within range.
16.57 Coastal Guns and Combat. Coastal guns may not take part in combat in any way except to fire at warships or landing craft. Axis units may not attack a hex in the Axis Combat Phase or the Axis Penetration Phase if that hex contains only coastal guns. If a coastal gun occupies a hex with other Allied units and the hex receives hits in combat, the Allied player may not assign step losses to the coastal guns. If all Allied units in the same hex with one or more coastal guns are eliminated, or retreat or advance out of the hex, the coastal gun(s) remain there. Coastal guns do not block enemy movement, advance or retreat.
16.58 Eliminating Coastal Guns. Coastal guns may be destroyed by the fire of enemy warships (16.79) and by air attacks (17.5). In addition, all coastal guns in a hex are eliminated if one or more Axis units enter that hex for any reason (movement, advance or retreat after combat). However, coastal guns are not eliminated if one or more Axis paratroop units jump right into their hex and one or more Allied units with a defense strength of at least one are also in the hex. In that case, the units of both sides (except the coastal guns) become involved in combat, and the coastal guns are only destroyed if all the other Allied units are eliminated or retreat from the hex (19.5).
16.6 Security Troops
The Allied player has two Royal Navy infantry companies (purple, with values of 1-5) and five Royal Air Force companies (light brown, with values of 0-1-5). These units may be absorbed by British infantry battalions (not Maltese) as replacements (17.4).
16.7 Warships
Warships are placed on the map during the Amphibious Landing Phase of the first turn of each scenario, and remain in play for the entire game unless they are damaged (16.55). Warships function similarly to artillery units in some respects, and have many other special capabilities. Each warship is represented by a game piece and a support marker, just like artillery.
16.71 Movement of Warships. Warships move during the Axis Movement Phase. They may move to any ocean hex on the map (including the partial hexes at the edge), but may not enter beach, coastal or other hexes.
16.72 Stacking of Warships. No more than two warships may occupy the same hex.
16.73 Artillery Support. Warships are treated as artillery units for bombardment (10.1) and for providing offensive and defensive support. However, the Axis player must roll one die for each warship that provides offensive or defensive support after the calculation of the final combat odds column of an attack, but before rolling the attack dice. On a result of 1 to 3, communications are inadequate and the warship's support value is not added to the attack or defense (remove the warship's support marker and recalculate the combat odds accordingly). The attack must still go ahead; it may not be cancelled. The warship may not fire for the rest of that turn (turn its support marker sideways to indicate this). No communications die roll is made for the fire of warships against coastal guns (16.79) or in the case of warships carrying out bombardments (10.1).
16.74 Support Limits. Warships and artillery may not add offensive or defensive support to the same attack or defense. Warships may not add a total printed support value greater than twice the total printed attack strength of the ground units attacking the target hex. Warships may not add a defensive support value greater than the printed defense strength of the units in the defending hex. A maximum of three warships may add their offensive support values to an attack against the same hex. A maximum of two warships may add their defensive support values to the defense of units in the same hex. The Axis player may place up to three support markers (in the attack) or two support markers (in the defense) in the same hex and THEN must roll for the communications of the warship (he may not place further support markers there if some are removed because of failed communications die rolls; 16.73). These limits do not apply to fire against coastal guns (16.79) or to bombardments (10.1); any number of warships may fire at the same coastal gun or bombard the same hex.
16.75 Bombardment. Each warship may bombard enemy-occupied hexes just like an artillery unit. All target hexes must be within its range and must be discovered (10.11). There is no limit to the number of warships that may bombard the same hex. However, warships and artillery may not bombard the same hex in the same phase.
16.76 Weather and Night. No warship may provide support, bombard or attack coastal guns if the weather is Rainy (17.2), or during Night turns.
16.77 Ammunition. Warships do not run out of ammunition (some may run out, but other warships take their place), and their support markers are not turned to their reverse side after use.
16.78 Fire Hurricane. Warships may not carry out a fire hurricane (12.52).
16.79 Bombardment against Coastal Guns. Warships may fire at coastal guns within their range. The Axis player rolls a number of dice equal to half the offensive support strength of the warship (rounding any fraction up). If any of the dice rolled is a 6, the coastal gun fired upon is destroyed. A single ship may divide its fire among more than one coastal gun in the same turn if desired (for example, the heavy cruiser Trieste may fire at two different coastal guns in the same turn, rolling two dice against one of them and one die against the other). The Axis player must state which coastal guns are the targets of his ships before the Allied player states which coastal guns fire at which warships. The fire between coastal guns and warships is simultaneous, so a warship may still destroy coastal guns in the same phase in which it is damaged.
16.8 Headquarters (HQ)
Units must be able to trace a supply route to the HQ of their formation in order to be supplied (8.2; Exceptions 8.52, 8.53). However, an HQ must be able to trace a supply route to a supply source in order to supply the units in its formation (8.5). If the HQ cannot do this, all units in its formation are automatically out of supply for this turn (Exceptions: 8.52, 8.53).
16.81 Eliminated HQs. If the Allied HQ is eliminated it may not be replaced, and all Allied units that are not in or adjacent to Allied-controlled city hexes or undestroyed fort hexes will be out of supply for the rest of the game. If an Axis HQ is eliminated, all units in its formation will be out of supply, unless and until a replacement HQ for that formation arrives on the game board (Exception: 8.53).
16.82 Replacing Axis HQs. When an Axis HQ is eliminated, place its piece in the box for the fourth day after the current day on the turn record track. The HQ returns to play in the Initial Segment of that day. If an HQ is eliminated on 2 July or later in the Introductory Scenario, or on 7 July or later in the Operation Hercules scenario, it may not return to play. When the HQ of an infantry division (the 4th or the 20th) returns to play, the Axis player places it in the "Follow-up" box on the planning map where that division's HQ began the game. It may make an amphibious landing normally at any time thereafter (18.33). When any other Axis HQ returns to play, the Axis player places it in the Disbandment Box. It may then parachute as part of any stick at any time thereafter if it is the HQ of a paratroop division, or may land at an Axis-controlled airfield at any time thereafter by the normal procedure for airborne units (16.1, 19.21).
17.0 Special Rules
17.1 Advancing into Forts and Cities
If one or more Axis units attack a fort or city hex and win an advance after combat, they may not advance beyond the fort or city hex itself. The first time any Axis unit enters any fort (not a city), the fort is destroyed and has no effect on the game for the rest of the game (treat the hex as the predominant terrain there, disregarding the fort). Record the positions of forts that are destroyed. This does not happen if one or more Axis units parachute into a fort hex occupied by one or more Allied units; combat is resolved between the opposing units, and the fort is only destroyed if all Allied units are eliminated or retreat from the hex (19.5).
17.2 Weather
The weather is always Clear on the first day of each scenario. In the Initial Segment of each day thereafter, the Axis player rolls two dice to determine the weather for the rest of that day. On a result of 2 to 8 the weather is Clear, all three Axis air support markers are available (16.4), and the number of air attacks available that day is not affected (17.5). On a result of 9 or 10 the weather is Cloudy, only one air support marker is available, and the number of air attacks available that day is halved. On a result of 11 or 12 the weather is Rainy, no air support is available for the entire day, nor is warship support, airborne units may not jump (19.0), airborne units may not land (16.1), and all air attacks for the day are lost.
17.3 Steps and Remnants
Battalions normally have more than one strength level. Most battalions are represented by two game pieces; for example, a British infantry battalion normally has the following strength levels: 6-6, 4-6 and 2-6, with the 2-6 level on the second game piece. When the unit loses a step while at its 6-6 strength level, turn the piece to its 4-6 strength level. When the unit loses a step while at its 4-6 strength level, replace the 4-6 piece on the map with the piece showing the 2-6 strength level. Eliminate the unit if it loses a step while at its 2-6 strength level. Companies and artillery battalions have only one step. If an artillery battalion or a company loses a step, it is eliminated.
17.31 Remnants. The lowest strength level of each battalion (except artillery) is treated as a remnant. Remnants represent small groups of survivors rather than organized elements of a battalion. A remnant counts as half a battalion for stacking purposes (7.1). The controlling player may use a replacement to raise a battalion from remnant status to the next higher strength level (17.4). If he does this, the unit is no longer treated as a remnant unless and until it loses a step and again becomes a remnant. Remnants may not be converted into companies (13.1), and companies may not be converted into remnants (for receiving replacements, 17.4).
17.32 Remnants and Integrity. Remnants are not considered part of any formation, regiment or brigade. Therefore, if a unit becomes a remnant, its brigade or regiment may not receive the integrity bonus in combat. If a remnant takes part in any attack, the attack receives the -1 odds penalty for a mixed-formation attack (9.92).
17.4 Replacements
Battalions that are below full strength (including as a remnant) may receive one replacement of their own nationality and type during the Initial Segment. They may do this if they are at least three hexes away from all enemy units and are not demoralized, disorganized or out of supply. Whenever a battalion receives a replacement, its strength increases by one step. No unit may receive more than one replacement per turn. Companies may not receive replacements.
17.41 Axis Replacements. The Axis player receives two Italian infantry replacements and one Italian glider replacement during the Initial Segment of each scenario on 3 July. These are the only replacements the Axis player receives for the entire game. Italian infantry and glider battalions of the Axis player's choice that are on the board at that time may use these replacements, but only in the Initial Segment of 3 July. Any replacement not used at the end of that Initial Segment is lost. Steps recovered through the use of replacements do not count as lost for victory purposes (20.0).
17.42 Allied Replacements. If a reduced British infantry battalion (not Maltese) or a remnant is stacked with a Royal Air Force or Royal Navy security company during any Initial Segment (16.6), the British unit may absorb the Royal Air Force or Royal Navy company as a replacement. It increases the battalion's strength by one step and permanently removes the company from the game. This is not counted as an Allied step loss for victory purposes (20.0).
17.5 Air Attacks
In the Operation Hercules scenario (only), the Axis player may make air attacks against Allied coastal guns in the Initial Segments of the turns from 29 June to 2 July. No Axis unit or air support marker is used in these air attacks. The Axis player simply chooses the targets, rolls the dice, and eliminates the coastal guns that are hit.
17.51 Number of Air Attacks. The Axis player may make a limited number of air attacks against Allied coastal guns in each Initial Segment, as follows:
| Initial Segment | Air attacks |
|---|---|
| 29 June | 14 |
| 30 June | 12 |
| 1 July | 10 |
| 2 July | 8 |
| 3-10 July | 0 |
If the current weather is Cloudy, halve the number of air attacks the Axis player may make that day. If the current weather is Rainy, all air attacks for that day are lost. The intervention of the Royal Navy may also reduce the number of air attacks available (17.6).
17.52 Procedure. To make air attacks, the Axis player first chooses the coastal guns he wishes to attack in this phase and how many air attacks will be made against each gun (he must assign all air attacks before rolling any dice). For each gun attacked, he then rolls a number of dice equal to the number of air attacks against that gun, minus one die for each Allied AA unit within 3 hexes of the gun. If at least one die rolled against that gun results in a 6, the gun attacked is destroyed and removed from the game.
17.53 Restrictions. The Axis player may not use air attacks for any purpose other than attacking coastal guns. Air attacks have no effect on other Allied units, even those in the same hex as the coastal gun attacked. The Axis player receives no air attacks in the Introductory Scenario; the effect of Axis air attacks is calculated on the basis of the reduced number of Allied coastal guns that appear in this scenario.
17.6 Royal Navy Intervention
In the Initial Segment of 1 July of each scenario, the Allied player determines whether the Royal Navy attempts to intervene. He or she rolls one die, consults the Royal Navy Intervention Table, and carries out the results. This may reduce or eliminate all Axis warships, eliminate Axis units in the "Follow-up" boxes, and may prevent Axis HQs from using beach hexes as supply sources. It may also reduce the number of air support markers the Axis player has available and reduce the number of Axis air attacks that are available. See the Royal Navy Intervention Table for details.
17.7 Delayed Reaction
On the 29 June AM turn, each Allied unit may not move, bombard or provide offensive or defensive artillery support unless there is at least one Axis ground unit within four hexes of the unit at the moment it wishes to move, bombard or provide support. On the 29 June noon turn, each Allied unit may not move, bombard or provide offensive or defensive artillery support unless there is at least one Axis ground unit within seven hexes of the unit at the moment it wishes to move, bombard or provide support. Beginning with the 29 June afternoon turn, these restrictions disappear and all Allied units may act normally. This rule does not affect the ability of Allied units to advance or retreat after combat (9.6, 9.8). This rule does not apply in the Introductory Scenario, which begins on 30 June.
17.8 Straggling Paratroopers
During its Status Phase, the Axis player may attempt to restore reduced-strength paratroop companies to their full strength. He rolls one die for each unit in that state that is not adjacent to an enemy unit. On a result of 6, turn it to its full-strength side.
17.81 A paratroop company may not move in the same turn in which it attempts to recover strength.
17.82 The Axis player is not required to attempt to restore a paratroop company.
17.83 Note that paratroop companies have only one step; they simply have two strength levels. If a paratroop company suffers a step loss, it is eliminated; it is not turned to its reduced-strength side.
17.84 The Axis player may not use replacements to turn paratroop companies to their full-strength sides (17.4).
18.0 Amphibious Landings
The units that are eligible to enter the game via amphibious landing are the 4th Italian Division, the 20th Italian Division, the six unassigned Italian marine companies, the two unassigned Axis tank companies, and the three unassigned Italian 10B motorcycle companies. The scenario instructions indicate which of these units are available for amphibious landing in each scenario. The Axis player must preplan the beach zone where each amphibious division must land (ignore this when playing the Introductory Scenario, 22.2). The Axis player does not have to make any amphibious landing in any particular turn if he does not wish to (it is voluntary).
18.1 Planning Map
The Planning Map shows the four beach zones: North, South, East and West. Each beach zone has a "Follow-up" box connected to the First Wave and Second Wave landing boxes, and each First and Second Wave landing box is connected to a specific beach hex in that beach zone on the game board. Units placed in the First and Second Wave landing boxes may only land on the beach hex connected to the box in which they are located. The Planning Map must remain in view of both players throughout the game.
18.2 Planning and Deployment
18.21 Planning. There is no need to preplan amphibious landings in the Introductory Scenario, since both infantry divisions have already begun to land, and their surviving units not yet landed are already in the "Follow-up" boxes (see 22.2). But in the Operation Hercules scenario, the Axis player must choose and record in writing the beach zone in which each of his two infantry divisions will land before the Allied player places his units (22.3). The Axis player attaches each of the 11 unassigned units to one division or the other at that time (15.2). He does not have to attach all of them to the same division. All units of the same division (and all unassigned units attached to it) must land in the same beach zone. Both divisions may land in the same beach zone if desired.
18.22 Deployment. In the Introductory Scenario the Axis player places all surviving amphibious units that have not yet landed in the "Follow-up" boxes indicated in the scenario instructions before the start of the game (see 22.2). In the Operation Hercules scenario, the Axis player places all units of each infantry division (and all unassigned units attached to it) in the "Follow-up" boxes connected to a beach zone where the division has been planned to land. He does this during the Initial Segment of 29 July [sic: as printed in the source; the first day of the scenario is 29 June]. He places all units that are to land in the same beach zone in the same "Follow-up" box. The Axis player does not have to preselect the specific beach hex where each unit is to land. In each Amphibious Landing Phase, he moves any units he wishes from each occupied "Follow-up" box to the First and Second Wave landing boxes connected with that "Follow-up" box. Later in the phase, he moves the surviving units in each First and Second Wave box to the beach hex connected to that box.
18.3 Procedure
18.31 Landing Preparation. During the Amphibious Landing Phase of each turn, the Axis player breaks down any battalion in the "Follow-up" boxes that he wishes to land into companies (13.1; artillery battalions are excluded because they cannot be broken down). He then moves up to two infantry or engineer companies of his choice, plus up to one marine company, from each occupied "Follow-up" box to the First Wave box connected with it. Alternatively, he may move two or three marine companies from a "Follow-up" box to a connected First Wave box if he wishes, but no non-marine unit may occupy this box at the same time (this does not affect the ability to place the normal numbers of units in other First Wave boxes in the same phase). He then moves one company of any type, one HQ or one artillery battalion from each occupied "Follow-up" box to each Second Wave box connected with it. He is not obliged to move units to any First or Second Wave box if he does not want to; the placement of units in those boxes is voluntary. Once all First and Second Wave boxes connected with the occupied "Follow-up" boxes hold the maximum number of units indicated in the preceding paragraph, no other unit may leave the "Follow-up" boxes in the current phase. Units that remain in the "Follow-up" boxes may move to the First and Second Wave boxes in following turns, using the same procedure.
18.32 Restrictions. Each unit may only be placed in a First or Second Wave box that is connected with the "Follow-up" box where the unit began the game. Units may not be placed in Second Wave boxes connected with unoccupied First Wave boxes, unless the beach hex to which the Second Wave box is connected is not adjacent to any Allied unit. Units may not be placed in First or Second Wave boxes that are connected with beach hexes occupied by the Allies (19.91). A First Wave box may contain only two or three marine units at the same time per Amphibious Landing Phase, and no non-marine unit may occupy that box at that time. A maximum of one unit may be placed in any Second Wave box at the same time. Artillery battalions, motorcycle companies, HQs and tank companies may only be placed in Second Wave boxes. Units of different divisions may not be placed in the same First Wave box during the same phase.
18.33 The Leader and HQ of the 4th Division. The first time the HQ of the 4th Italian Division is placed in a Second Wave box, the Leader Chirelson must be placed in the same box with the HQ. Chirelson and the HQ must make their first landing in Malta together. If the HQ is eliminated by coastal gun fire while in a Second Wave box (16.56), Chirelson is also eliminated. If the HQ and Chirelson (or any ADC replacing him) are both eliminated at any time (by coastal gun fire or at any time after the landing in Malta), their replacements may return to play together or separately (see 14.43 and 16.82). The replacement HQ may land with or without Chirelson's ADC, and Chirelson's ADC may land in Malta with the HQ or with any other unit of the 4th Division that is in the "Follow-up" box. If the 4th Division's "Follow-up" box is empty when Chirelson's ADC returns to play, the ADC is eliminated and may not land in Malta.
18.4 Naval Support and Coastal Batteries
Once the Axis player has placed his units in the First and Second Wave boxes, the Allied coastal guns and the Italian warships within range may fire at each other (16.55, 16.79). The Axis player designates the targets for his warships before the Allied player designates them for his coastal guns. Warships that fire at coastal guns in the Amphibious Landing Phase may not provide offensive or defensive support for the rest of the turn (turn them sideways to indicate this). Once all fire between coastal guns and warships has been resolved, surviving coastal guns that have not fired in the current phase may fire at Axis units in the First and Second Wave boxes within their range (16.56).
Design note: Even the very advanced shore bombardment capabilities of the United States Navy were largely unable to defeat defending guns until they were discovered. Ships would have to approach the shore, risking mines and shallow waters to get within range of the guns. On the other hand, the guns would not easily be discovered until they began to fire.
18.5 Landing Losses
Once all coastal gun and warship fire has been resolved, the Axis player moves all surviving units in each First Wave box to the beach hex connected with the corresponding First Wave box. The Axis player then rolls one die for each unit (except HQs and leaders) that has just landed on a beach hex within two hexes of any Allied unit. Add two to the result if the unit's beach hex is adjacent to at least one Allied unit, OR add one to the result if the unit's beach hex is within two hexes of at least one Allied unit (these modifiers are not cumulative). On a modified result of 7 or more, the unit is eliminated.
18.6 Water's Edge Combat
18.61 Allied Fire. After all landing losses have been determined (18.5), Allied units in hexes adjacent to the Axis units that have just landed may attack if they wish. Allied units adjacent to beach hexes but separated from them by an all-water hexside may not attack. The Allied player designates which of his units will attack particular beach hexes that contain newly landed Axis units. Each Allied unit may attack only one hex in water's edge combat, but it may attack once when Axis units land there from the First Wave box, and then attack again if another Axis unit lands there from the Second Wave box in the same phase. For each beach hex under attack, the Allied player adds the strength of the units attacking the hex, rolls one die and consults the Water's Edge Combat Table. Any result of X eliminates one Axis unit in the target hex (at the choice of the Axis player). Only Allied units adjacent to the landing Axis units may take part (artillery support may not be added).
18.62 Axis Fire. After Allied fire has been resolved, the Axis player adds the combat strength of all surviving units in each beach hex that was attacked by Allied units in water's edge combat. If a hex containing units that landed from the First Wave box and from the Second Wave box in this phase is attacked, all of the units may fire (not only those that most recently landed from the Second Wave box). Only units in the beach hexes that were attacked may fire. The Axis player rolls one die for each hex involved and consults the Water's Edge Combat Table. A result of X causes the loss of one step to any unit of the Allied player's choice in any hex adjacent to the hex containing the attacked Axis units. The Axis player does not pre-designate a target hex for his attack; any adjacent Allied unit chosen by the Allied player is eligible to receive the loss (except coastal guns, 16.57).
18.63 Losses. Unlike normal combat, all hits caused in Water's Edge Combat must be taken as step losses. No retreat is allowed, and no advance after combat is possible (even if water's edge combat eliminates the only enemy unit in an adjacent hex).
18.7 Beach Movement
After all Water's Edge Combat has been resolved, each surviving Axis unit that has landed in this turn and is not in enemy ZOC at that moment may move one hex. This is treated as normal movement (6.0), not as an advance after combat. If enough companies end their movement in the same hex to reform a battalion, they may do so (13.2).
18.8 Second Wave
After all units in the First Wave boxes have landed, have fired and/or have finished any beach movement, the Axis player moves each surviving unit from the Second Wave box to the beach hex connected with that box. He repeats the procedures for Landing Losses, Water's Edge Combat and Beach Movement for each unit involved.
18.9 Restrictions
18.91 Blocked Landings. Units may not land on beach hexes that are occupied by one or more Allied units, therefore the Axis player may not place units in the First or Second Wave boxes that are connected with beach hexes occupied by the Allies.
18.92 No Mixed Landings. Units of different divisions may not land on the same individual beach hex in the same phase. Since only a limited number of units may be placed in each First and Second Wave box each turn, it will be a much slower process if all units land in the same beach zone than if they land in different zones.
18.93 No Night Landings. Units may not make amphibious landings in night turns.
18.94 Combat Restrictions. Units may not attack in the Axis Combat Phase (or the Axis Penetration Phase) in the same turn in which they make an amphibious landing. They may defend normally if attacked.
19.0 Airborne Landings
The Axis player has two paratroop formations, the German Ramcke Brigade and the Italian Folgore Division. Both may carry out airborne landings during the course of the game. Units land in sticks (19.2) and depend on drop zone markers for supply (19.1). Airborne jumps must be planned a number of turns in advance (19.3; but not when playing solo, see 21.1). They may be planned for the first turn and/or any turn thereafter (not all of them have to be planned for the same turn). Airborne jumps may not occur during Rainy or Night turns. The Axis player does not have to carry out any airborne jump in a particular turn if he does not wish to (it is voluntary), but he must drop both drop zone markers on 29 July [sic: as printed; the Operation Hercules scenario begins 29 June] when playing the Operation Hercules scenario (22.25).
19.1 Drop Zone Markers
The drop zone marker of a formation must be dropped before any stick of the formation may carry out an airborne jump. Drop zone markers are not units, do not count for stacking purposes, do not block enemy movement, and do not reduce the number of sticks dropped. The sticks of a formation may begin to jump in the same Airborne Landing Phase in which its jump marker was dropped and/or in any Airborne Landing Phase thereafter. Drop zone markers may not be destroyed.
19.11 Supply Function. Each drop zone marker functions as a supply source for the HQ of its formation (8.51).
19.12 Concentration Zone. If one or more Allied units enter a hex containing a drop zone marker, the marker is not removed (it remains in the hex with the Allied unit), but while at least one Allied unit is in the hex it may not function as a supply source. It may begin to function as a supply source again at the moment there is no Allied unit in the hex with the marker. The Allied player may not move a drop zone marker (even if he has units in the same hex as the marker), and the Axis player also may not move a drop zone marker that is in the same hex with at least one Allied unit during the Initial Segment (coastal guns do not count).
19.13 Moving Drop Zone Markers. During some or all Initial Segments, the Axis player (only) may move each drop zone marker to another friendly-controlled hex no more than three hexes away from its current position, if desired. To do this, the Axis player must be able to trace a route of friendly-controlled hexes from the drop zone where the jump marker is located to its final position without entering any hex with enemy units, or any empty hex in enemy ZOC (5.0). He may move drop zone markers through hexes of enemy ZOC that are occupied by at least one friendly unit. He may not move drop zone markers that are in the same hex with at least one Allied unit during the Initial Segment (coastal guns do not count).
19.2 Sticks
Paratroop units must be organized into sticks in order to carry out an airborne jump. All paratroop battalions must be broken down into companies in order to carry out an airborne jump (13.1). Parachute artillery battalions may not be broken down and therefore do not have to be broken down in order to jump.
19.21 Composition. Each stick must be made up of one of the following:
- The three companies that make up a paratroop battalion.
- One artillery battalion.
- All the engineer companies of the formation, plus its headquarters and its leader.
- One previously eliminated leader or HQ (or both) returning to play (14.43, 16.82).
19.22 Target Hex. The Axis player may plan to drop one stick of each formation (of his choice) within five hexes of the formation's drop zone marker if he wishes. He must plan to drop each of the other sticks within three hexes of his formation's drop zone marker.
19.3 Planning
Airborne jumps must be planned two days in advance. Before the Allied player places his units, the Axis player preplans all airborne jumps he wishes to carry out in any turn during the first two days. He plans all jumps scheduled for the third day in the Initial Segment of the first day, all jumps for the fourth day in the Initial Segment of the second day, and so on. Solo players do not preplan parachute jumps; they roll the die at random to see where the drop zone markers and sticks land (21.1).
19.31 Procedure. Planning an airborne jump consists of recording in writing:
a) The hex in which the formation's drop zone marker will attempt to land, and the turn in which this will occur.
b) The hex in which each stick of the formation will attempt to land, the turn in which this will occur, and the specific units and/or leader that make up the stick.
Different sticks of the same formation do not need to jump in the same turn, and if one is not going to jump within the next two days, the Axis player may wait until a future Initial Segment to schedule it.
19.32 Position. The Axis player records the actual number of the hex where each drop zone marker will attempt to land, but does not do this for the sticks. Instead, he records the position, relative to the formation's drop zone marker, where each stick will attempt to land (for example: "Stick A: two hexes northeast of the drop zone marker").
19.33 Restrictions. Airborne jumps may not be preplanned for noon or night turns. The Allied player must cancel all jumps that have been preplanned for the current turn if the weather for the current day is Rainy (17.2) [sic: as printed in the source; under 4.23(a) it is the Axis player who cancels preplanned jumps]. The special scenario rules indicate how many sticks may jump in each turn, and the Introductory Scenario indicates the specific sticks that must jump during the first day. Drop zone markers and sticks may not be planned to land on any ocean, beach or coastal hex, although they may end up there after rolling on the Drop Table (19.41).
19.34 Rigid Planning. Once planned, an airborne jump may not be changed. It may be cancelled (19.35), and the Axis player may then reassign the units of the cancelled jump to one or more new preplanned jumps. He may not add units of a cancelled jump to a jump that has already been planned; he must assign them to one or more new jumps.
19.35 Cancellation. At the start of the Airborne Landing Phase, the Axis player may cancel some or all of the airborne jumps scheduled for this turn. He must cancel all jumps scheduled for this turn if the current weather is Rainy. Units that are placed in ocean hexes before the jump also have their jumps cancelled (19.43). Units that were to take part in cancelled jumps are available for new jumps planned during the Initial Segment of the following day.
19.4 Procedure
19.41 Drop Zone Marker Position. During the Airborne Landing Phase of the turn in which an airborne jump is scheduled, the Axis player begins by placing all drop zone markers scheduled to jump that turn (if any) on their planned hexes. He rolls two dice and consults the Drop Table, subtracting one from the result if the drop zone marker is German (the Ramcke Brigade) and adding one to the result for each Allied AA unit within three hexes of the hex where the drop zone marker was placed. With a result of "On Target," the drop zone marker stays in the hex of the attempt. With any other result, the Axis player follows the instructions on the Drop Table to see how far the marker must move, and then rolls one die on the Scatter Diagram to determine the direction in which it must move the marker. The results of the Drop Table are explained below:
- On Target: The drop zone marker remains in the hex where it was placed.
- Adjacent: Move the drop zone marker one hex in the direction determined on the Scatter Diagram.
- Half: Roll one die and halve the result (round any fraction up). Move the drop zone marker that number of hexes in the direction determined on the Scatter Diagram.
- 1: Roll one die. Move the drop zone marker a number of hexes equal to the die result in the direction determined on the Scatter Diagram.
- 2: Roll two dice. Move the drop zone marker a number of hexes equal to the dice result in the direction determined on the Scatter Diagram.
19.42 Toward the Ocean. If a drop zone marker lands on an ocean hex (but not on a coastal or beach hex), repeat the above procedure until it lands on a hex that is not ocean.
19.43 Stick Position. Once the Axis player has determined the actual landing hexes of any drop zone marker scheduled to land this turn, he places on the board all sticks scheduled to jump this turn (if any). He places each stick in its preplanned position relative to its formation's drop zone marker (19.32). If this causes one or more sticks to be placed on ocean hexes, cancel the jumps of those sticks (19.35). Do not cancel the jumps of sticks placed on coastal or beach hexes.
19.44 Stick Scatter. For each stick whose jump has not been cancelled as indicated above, the Axis player rolls two dice and adds any of the following modifiers that apply:
- All units in the stick are German: -1.
- For each Allied AA unit within three hexes of the hex where the stick was placed: +1.
He then consults the Drop Table with the modified die result to see whether the stick scatters. With a result of "On Target," the stick remains in the hex of its attempt. With any other result, the Axis player rolls an additional die and consults the Scatter Diagram again. The results are as follows:
- On Target: The entire stick remains in the hex where it was placed.
- Half: Roll one die and halve the result (round any fraction up). Move the entire stick that number of hexes in the direction determined on the Scatter Diagram.
- 1: Roll one die for EACH unit in the stick. Move the unit a number of hexes equal to the die result in the direction determined on the Scatter Diagram (roll separately on the Scatter Diagram for each unit).
- 2: Roll two dice for EACH unit in the stick. Move the unit a number of hexes equal to the dice result in the direction determined on the Scatter Diagram (roll separately on the Scatter Diagram for each unit).
Leaders must always jump with their HQ (unless the leader is an ADC returning to play after the original leader was eliminated, 14.43). Do not roll separately for the leader; it always ends in the same hex as its HQ.
19.45 Drowning. If, after rolling on the Scatter Diagram, one or more units, sticks or leaders end in ocean hexes, they are eliminated (their jump is not cancelled; they are lost and drown at sea). Do not eliminate units, sticks or leaders that end in coastal, beach or any other type of hex.
19.46 Airborne Losses. Once each stick finishes its jump (meaning its landing hex has been determined), the Axis player rolls one die for each surviving unit in the stick (except leaders and HQs) and applies the following modifiers to the die result (all are cumulative):
- The final hex in which the unit lands contains one or more enemy units (except coastal guns, zero-strength units and leaders): +1.
- One or more enemy AA units are within three hexes of the final hex in which the unit lands: +1.
- The final hex in which the unit lands is woods, town, city or a fort hex: +1.
With a modified die result of 7 or more, the paratroop company reduces its strength (turn its game piece to its lower strength side). A unit that has only one strength side, or an artillery unit, is eliminated. Headquarters and Leaders are not affected.
19.47 Artillery Jump. Parachute artillery that survives the jump is placed on the map on its hitched side. It may not move or prepare in the same turn in which it jumped.
19.5 Hostile Landing
If one or more paratroop units of the same stick land in a hex that contains one or more enemy units other than coastal guns, zero-defense-strength units and/or leaders, the units that jumped must attack immediately (after rolling for losses but before resolving any other jump). If more than one company of the same stick lands in the same enemy-occupied hex, all of those companies fight in the same combat (combat is not resolved against them individually). If the units land in a hex that contains only coastal guns, zero-defense-strength units or leaders, eliminate the Allied coastal guns and/or units and roll to determine the fate of the leaders (6.52).
19.51 Procedure. Only the active units that have just landed in the hex and the enemy units in the hex may take part; no air support, artillery or warship support may be added. The Allied player receives hits normally (his units may take step losses and/or retreat from the hex), but the Axis player must take all hits as step losses (not retreats). If units of both sides remain in the hex after combat has been resolved, the Axis player must attack again, as many times as necessary, until only the units of one side remain in that hex.
19.52 Parachute Artillery. Parachute artillery may not attack units in the same hex as it. If the only unit landing in an enemy-occupied hex is parachute artillery, it is eliminated. If all non-artillery units that land in an enemy-occupied hex are eliminated, eliminate any parachute artillery that also landed there. Do not eliminate parachute artillery if the only Allied units in the hex in which it lands are coastal guns, zero-defense-strength units and/or leaders. In that case, eliminate the Allied units, determine the fate of the leaders, and leave the artillery there.
19.53 Restrictions. If Axis units jump into an enemy-occupied hex and their attack odds are less than the lowest odds column on the Combat Results Table for the type of terrain in which they landed, eliminate the units that landed in that hex. If the Allied units in a drop hex are eliminated in combat or retreat from the hex, the Axis units that landed there may not advance after combat (they remain in the hex). Coastal guns may not take part in combat in a drop hex (16.57). If at the end of any combat the only Allied counters surviving in the same hex with Axis units are coastal guns, zero-strength units and/or leaders, eliminate the coastal guns and the zero-strength units and roll a die to determine the fate of the leaders (6.52).
19.6 Rally Points
Once all sticks have landed and all combat and non-combat losses of the units that jumped have been determined, all surviving leaders, HQs, engineers and paratroop companies of the sticks that have just jumped, and that have not landed in an enemy ZOC or in an enemy-occupied hex, may move one hex if desired. If enough companies end in the same hex to reform a battalion, they may do so (13.2). Parachute artillery may not move in the same phase in which it jumped, but may move normally in subsequent turns.
19.7 Combat Restrictions
Units that land in an empty hex may not attack enemy units in other hexes during the Airborne Landing Phase. Units may not attack in the Axis Combat Phase (or the Axis Penetration Phase) of the same turn in which they jumped. They may defend normally if attacked.
19.8 Movement Restrictions
A unit may not move in the same turn in which it made an airborne landing (Exception: 19.6). In all subsequent turns, units may move normally.
19.9 Air Supply
A unit is automatically supplied in the turn in which it makes an airborne landing. From then on, it must follow the normal supply rules in subsequent turns.
20.0 Victory Conditions
In each scenario, the Allied player rolls two dice in each Surrender Phase to see whether Malta surrenders or the Axis suspends the invasion. He adds any modifier to the dice result that applies from the following list (all are cumulative):
- City hex 1711 is under Axis control: -1.
- City hex 1809 is under Axis control: -1.
- City hex 1810 is under Axis control: -1.
- City hex 1911 is under Axis control: -1.
- Each airfield under Axis control: -1.
- Each four towns under Axis control (fractions of four are not counted): -1.
- At least two forts have been destroyed: -1.
- Each nine Allied steps eliminated (companies count as one step each): -1.
- Each nine Axis steps eliminated, except HQs (companies count as one step each): +1.
- Each Axis HQ eliminated: +2 (this does not apply after the HQ returns to play).
- Each beach hex under Allied control that connects to a "Follow-up" box with one or more Axis units currently in it: +1.
- Royal Navy Intervention die result of 4 or 5: +1.
- Royal Navy Intervention die result of 6: +3.
- The current date is 6 July: +1.
- The current date is 7 July: +2.
- The current date is 8 July: +3.
- The current date is 9 July: +4.
- The current date is 10 July: +5.
20.1 Allied Steps Eliminated
If the Allied tank company is eliminated, it counts as two steps eliminated. Coastal guns and militia are not counted. Dismantled strongpoints do not count, but eliminated strongpoints count as one step each. Round all fractions of nine down (that is, if 17 Allied steps have been eliminated, the die modifier for Allied steps eliminated is -1). Allied security companies that have been absorbed as replacements are not counted as steps lost for the victory conditions.
20.2 Axis Steps Eliminated
Each Axis tank company eliminated counts as two steps eliminated. Each damaged warship counts as one step eliminated. Round all fractions of nine down (so, if 17 Axis steps have been eliminated, the die modifier for Axis steps eliminated is +1). Axis steps recovered through the use of replacements are not counted as eliminated (unless they are eliminated again).
20.3 Results
If the modified result is zero or less, the Governor of Malta concludes that all resistance is useless. Malta surrenders and the Axis player wins the game immediately. If the modified result is 14 or more, Mussolini withdraws his forces, the Axis invasion collapses, and the game ends immediately with an Allied victory. If the modified result is between 1 and 13, the game continues. If Malta has not surrendered at the end of the last turn, the Allied player wins.
21.0 Solo Rules
The only additional rules needed to play ISLAND OF DEATH solitaire relate to airborne landings and amphibious landings. The solo player should use all the standard game rules, except those indicated below.
21.1 Airborne Jumps
The solo player does not preplan the Axis airborne jumps. Instead, he may choose the initial placement hex of each drop zone marker or roll a die at random to determine it (except in the Introductory Scenario, 22.2). He then rolls a die at random to determine where each stick will attempt to land in relation to its formation's drop zone marker. Jumps are never cancelled in solitaire play, but they may not be carried out in Rainy, noon or Night turns.
21.11 Drop Zone Marker Placement. Both drop zone markers are already on the board at the start of the Introductory Scenario. In the Operation Hercules scenario, the solo player may choose one of the following two methods in the Airborne Landing Phase of the 29 July AM or PM turn [sic: as printed] to determine the initial placement hex of each drop zone marker:
a) Place the marker in any hex (at the player's choice) that is within 3 hexes of any beach hex that is currently occupied by any Axis unit, or where one or more Axis units have previously made an amphibious landing in the game.
b) Roll a die and place the drop zone marker in the hex determined by the die result on the following table:
| Die | 1-2 | 3 | 4 | 5 | 6 |
|---|---|---|---|---|---|
| Hex | 0911 | 1313 | 1512 | 1813 | 2012 |
Immediately after placing a drop zone marker on the map (by either method), the player rolls the dice on the Drop Table to see whether it scatters (see 19.41 and the Drop Table). Note the special +2 modifier to the jump that applies to solitaire play. Once he has decided how to place the marker, he may not change it, and he may not cancel the jump of the marker if it is placed or ends in an inconvenient hex. He must roll again normally if the marker ends in an ocean hex. He does not have to use the same method to place both markers, but if he chooses Method (b) for both markers, he must roll separately for each marker. He does not have to place both markers on the map in the same turn if he does not wish to, but he must place both markers on the map no later than the Airborne Landing Phase of the 29 July PM turn [sic: as printed].
21.12 Stick Placement. During the Airborne Landing Phase of the first turn in which one or more drop zone markers have been placed on the board, the player decides how many sticks will jump in this turn, up to the maximum permitted per turn by the scenario instructions (note that German sticks may not jump if the Ramcke drop zone marker has not been dropped, and that Italian sticks may not jump if the Folgore drop zone marker has not been dropped). He does the same at the start of the Airborne Landing Phase of each AM and PM turn thereafter. Once the player has decided how many sticks will jump in the current Airborne Landing Phase, he takes the sticks from among the eligible units in the Disbandment Box (note that in the Introductory Scenario some units must jump on specific turns, see 22.26). Then, one by one, he places each stick in the same hex as the drop zone marker of the stick's formation and rolls the dice on the Drop Table to see whether it scatters (19.44). There is a special +2 modifier to all jump rolls in solitaire play (see the Drop Table), except for the jump rolls for the first two sticks that jump in the Introductory Scenario (see 22.26). Any hex in which each stick or individual company ends up after rolling the dice on the Drop Table is the final hex where it lands (eliminate the sticks or companies that land in ocean hexes in this way).
21.2 Amphibious Landings
In the Introductory Scenario, all amphibious units that have not yet landed at the start of the game have been assigned to their target beach zones and are in the appropriate "Follow-up" boxes. In the Operation Hercules scenario, the solo player does not choose the beach zones in which the amphibious units will land. Instead, he rolls at random to see where each amphibious division (and all unassigned units attached to it) will land.
In the Initial Segment of the 29 July turn [sic: as printed], the player rolls one die for each amphibious division and places the division in the "Follow-up" box connected with the beach zone indicated in the following table:
| Die | 1-2 | 3-4 | 5 | 6 |
|---|---|---|---|---|
| Beach zone | West | North | East | South |
Roll the die again if the table indicates that both divisions must land in the same beach zone.
22.0 Scenarios
22.1 Setup Instructions
Units are listed by type, nationality and, if they have more than one strength level, by starting strength. All units are battalions unless stated otherwise. The Royal Navy and Maltese coastal guns are interchangeable for game purposes.
22.2 Introductory Scenario: With Heart in Mouth
This is a relatively brief scenario designed to familiarize new players with the combat and movement systems, requiring only a limited number of airborne jumps and amphibious landings.
22.21 Introduction. (Flavor text, summarized here:) The fall of Tobruk was only the first of the devastating blows against the British in the Mediterranean at the end of June. Almost immediately, most of the Axis air forces were withdrawn from the desert (after a hasty refit) and thrown against Malta. The current invasion, from the early morning of 29 June, was becoming alarming. With little information during the day, the British Prime Minister and his staff await reports on the progress of the battle with unease. The message "Enemy Landings!" has arrived quickly but without precise details, and it is 3 P.M. without any report on the results of the first day of battle. The Axis amphibious units have suffered heavy losses, but the airborne jumps have been more successful. By the morning of 30 June the Axis control the northwest third of the island, including the airfield at Takali. This is a potential disaster, since the airfield will allow Axis reinforcements to arrive there.
22.22 Time Period. The scenario begins with the Initial Segment of 30 June, and ends at the end of the night game turn of 5 July or when one side surrenders (whichever occurs first, see 20.0).
22.23 Control. All non-ocean hexes between columns 05xx and 11xx begin the game under Axis control, as well as hexes 1207 through 1211, and hex 1308. Axis units have landed in all hexes of the western beach zone plus the northern beach zone hexes 1107, 1207 and 1308. The forts in hexes 1110 and 1111 have been destroyed.
22.24 Allied Placement. The Allied player places first, placing the following units in the hexes indicated below.
| Hex | Allied units |
|---|---|
| 1309 | 1K (Maltese Infantry; 2-6 remnant), 1-0 Strongpoint |
| 1311 | 8M (British Infantry; 4-6), 2RWK (British Infantry; 6-6), A/1C (British MG), C/1C (British MG), Beak (British Leader) |
| 1312 | 11LF (British Infantry; 6-6), B/1C (British MG), D/1C (British MG) |
| 1314 | 4B (British Infantry; 6-6) |
| 1315 | 8K (Maltese Infantry; 5-6) |
| 1316 | 2-6 Coastal Gun, 2-4 Coastal Gun |
| 1408 | 2RIF (British Infantry; 6-6) |
| 1409 | 1H (British Infantry; 6-6), 10K (Maltese Infantry; 4-6), 1/R (British Tank) |
| 1412 | 65 (British AA) |
| 1413 | 1DLI (British Infantry; 6-6) |
| 1414 |
Maltese Militia available: 4 pieces (16.3).
The British Engineer companies are available to enter the game by dismantling strongpoints (16.25). All disbanded British companies are available for use under rule 13.0. The remaining Allied units, steps, coastal guns and strongpoints have been eliminated and count as 10 steps eliminated for the victory conditions under rule 20.0.
22.25 Axis Placement. The Axis player places after all Allied units have been placed, placing the following units in the hexes indicated below.
| Hex | Axis units |
|---|---|
| 0708 | 3/88 (Italian Infantry, 20th Division; 4-5-6) |
| 0809 | 20 (Italian HQ) |
| 0812 | 20 (Italian Engineer Company, 20th Division) |
| 0909 | 2/34 (Italian Infantry, 4th Division; 6-6) |
| 1009 | 3/34 (Italian Infantry, 4th Division; 6-6) |
| 1011 | Folgore Drop Zone Marker, 1 SM (Italian Marine Company), 1/88 (Italian Infantry, 20th Division; 4-5-6) |
| 1012 | V/186 (Italian Paratroopers; 4-5-6) |
| 1013 | 20 (Italian Engineer Company, 20th Division) |
| 1107 | 4 (Italian HQ), 28 (Italian Artillery; 4th Division), Chirielson (Italian Leader, 4th Division) |
| 1110 | 1/34 (Italian Infantry, 4th Division; 6-6) |
| 1111 |
In addition, the Axis player places the following warships on the map in the Amphibious Landing Phase of the first turn, under rule 16.7: CA Trieste, CA Gorizia, CL Cadorna, DD Aviere, DD Alpino, DD Corazziere.
22.26 Axis Units Available for Airborne Jumps. Place all of the following units in the Disbandment Box before the game begins:
- Ram 1/2 (German Paratroopers; 6-7-7)
- Ram (German Paratroopers; 7-8-6)
- Ram (German Paratrooper Engineers)
- Ram (German Paratrooper Artillery)
- II/187 (Italian Paratroopers; 6-7-6)
- IV/187 (Italian Paratroopers; 6-7-6)
- IX/187 (Italian Paratroopers; 6-7-6)
- 1 (Italian Glider Artillery, 185th Division)
- 2 (Italian Glider Artillery, 185th Division)
The German paratroop battalion Ram 1/2 must attempt to jump in the same hex as the Ramcke drop zone marker in the 30 June AM turn (no other stick may jump in that turn). The Italian paratroop battalion 11/187 must attempt to jump in the same hex as the Folgore drop zone marker in the 30 June PM turn (no other stick may jump in that turn). Up to one stick of the Axis player's choice may be preplanned to jump in any eligible hex in each AM and PM turn thereafter under rule 19.3. No stick may jump during noon or night turns.
22.27 Axis Units Available for Amphibious Landings. Before the game begins, the Axis player places the following units in the "Follow-up" boxes indicated below. They may land in the turn in which they wish under rule 18.3.
- "Follow-up" box of the North beach zone: 2 x 10B (Italian Motorcycle Companies), 10 (Italian Tank Company), T (German Tank Company).
- "Follow-up" box of the West beach zone: 10B (Italian Motorcycle Company), 88 (Infantry Battalion "Camisas Negras" – Blackshirt), 1, 2 and 3 (Italian Artillery, 20th Division).
22.28 Axis Airborne Units Available. Place the following units in the Disbandment Box before the game begins. They may enter the game at Axis-controlled airfields under rule 16.11:
- 80 (Italian HQ)
- 1/125, 2/125, 3/125, 1/126, 2/126 and 3/126 (Italian Glider; 5-6)
- 3 x 39 (Italian Glider Motorcycle Companies)
- 2 x 80 (Italian Glider Engineer Companies)
- 1 and 2 (Italian Glider Artillery, 80th Division)
- Ard (Italian Air Force Commandos)
- Lor (Italian Air Force Commandos)
All disbanded Axis companies are available for use under rule 13.0. All other Axis units, steps and warships have been eliminated and count as 22 Axis steps eliminated for victory purposes.
22.29 Victory Conditions. See 20.0. The game begins with 10 Allied steps eliminated, two forts destroyed, five towns under Axis control, and 22 Axis steps eliminated for victory purposes.
22.3 Operation HERCULES: The Axis Invades Malta
This is the "true alternate history" scenario, based on the Axis plans to invade Malta.
22.31 Introduction. (Flavor text, summarized here:) Tobruk fell a week ago and the green light has been given for the invasion of Malta. For six days, Italian and German aircraft have bombed the British gun positions on the island and destroyed all the aircraft. Almost unprotected from air attack, Malta prepares for the airborne and amphibious invasion. But the air attacks and the buildup of ships and transports in the ports of southern Italy gave the alarm a few days in advance, and all possible preparations have been made. Even so, there is no air support, and the Royal Navy has a long and dangerous voyage to come to the island's aid.
22.32 Time Period. The scenario begins with the Initial Segment of 29 June, and ends at the night turn of 10 July or when one side surrenders (whichever occurs first, see 20.0).
22.33 Allied Placement and Control. The Allied player places first, placing the following units in the hexes indicated below.
| Hex | Allied units |
|---|---|
| 0809 | 2K (Maltese Infantry; 6-6) |
| 1011 | 2 x unnamed British Infantry Companies (2-6) |
| 1111 | 1 x unnamed British Infantry Company (2-6), 3 (Maltese AA) |
| 1208 | 1K (Maltese Infantry; 6-6) |
| 1211 | Tak (Royal Air Force Infantry; 0-1-5), 32 (British AA) |
| 1311 | 8M (British Infantry; 6-6) |
| 1515 | 8K (Maltese Infantry; 5-6), Krn (Royal Air Force Infantry; 0-1-5) |
| 1609 | 2RIF (British Infantry; 6-6) |
| 1611 | A/1C (British MG), B/1C (British MG), C/1C (British MG), D/1C (British MG) |
| 1612 | 2RWK (British Infantry; 6-6), 1/R (British Tanks), 12 (British Artillery), Malta (British HQ), Beak (British Leader) |
| 1613 |
22.34 Axis Placement. The Axis player places the eight warships on the board in the Amphibious Landing Phase of the first turn (16.7). All other Axis units enter the game via airborne jumps, amphibious landings and landing at airfields.
22.35 Axis Drop Zone Markers and Airborne Units Available for Jumps. Place all the units, leaders and markers indicated below in the Disbandment Box before the game begins:
- German: Ramcke drop zone marker, Ramcke (Leader), Ram (HQ), 1/2 (Paratroopers; 6-7-7), 1/3 (Paratroopers; 6-7-7), 2/5 (Paratroopers; 6-7-7), Ram (Paratroopers; 7-8-6), Ram (Paratrooper Engineers), Ram (Paratrooper Artillery).
- Italian: Folgore drop zone marker, Frattini (Leader), 185 (HQ), V/186 (Paratroopers; 6-7-6), VI/186 (Paratroopers; 6-7-6), VII/186 (Paratroopers; 6-7-6), 11/187 (Paratroopers; 6-7-6), IV/187 (Paratroopers; 6-7-6), IX/187 (Paratroopers; 6-7-6), 2 x VIII (Paratrooper Engineers), 1 and 2 (Glider Artillery, 185th Division).
Up to three German sticks and four Italian sticks, plus the two drop zone markers, may be preplanned to jump in the 29 June AM turn, but these may only include Leaders, HQs, and paratroop or paratroop engineer companies. Up to two German and two Italian sticks of any type, plus any drop zone marker(s) not yet dropped, may jump in the 29 June PM turn. Up to one stick of the Axis player's choice may jump in each AM and PM turn thereafter. No stick may jump in noon or night turns.
22.36 Axis Units Available for Amphibious Landings. Before the game begins, the Axis player chooses the beach zones in which the units indicated below will land under rule 18.21. He places them in the "Follow-up" boxes connected with their target beach zones in the Initial Segment of the first day. They may then land in whichever turn he wishes under rule 18.3.
- 4th Infantry Division (Livorno): Chirelson (Leader), 4 (HQ), 1/33 (Infantry; 6-6), 2/33 (Infantry; 6-6), 3/33 (Infantry; 6-6), 1/34 (Infantry; 6-6), 2/34 (Infantry; 6-6), 3/34 (Infantry; 6-6), 2 x 11 (Engineers), 28 (Artillery).
- 20th Infantry Division (Friuli): 20 (HQ), 1/87 (Infantry; 4-5-6), 2/87 (Infantry; 4-5-6), 3/87 (Infantry; 4-5-6), 1/88 (Infantry; 4-5-6), 2/88 (Infantry; 4-5-6), 3/88 (Infantry; 4-5-6), 2 x 20 (Engineers), 1, 2 and 3 (Artillery, 20th Division).
- Unassigned units: the Axis player must attach each unit listed below to the 4th or the 20th Division under rule 15.2: 1 SM (Italian Marines), 2 SM (Italian Marines), 3 SM (Italian Marines), 4 SM (Italian Marines), 5 SM (Italian Marines), 6 SM (Italian Marines), T (German Tanks), 10 (Italian Tanks), 3 x 10B (Italian Motorcycles).
22.37 Axis Airborne Units Available. Place the units indicated below in the Disbandment Box before the game begins. They may enter the game at Axis-controlled airfields under rule 16.11: 80 (HQ), 1/125 (Italian Glider; 5-6), 2/125 (Italian Glider; 5-6), 3/125 (Italian Glider; 5-6), 1/126 (Italian Glider; 5-6), 2/126 (Italian Glider; 5-6), 3/126 (Italian Glider; 5-6), 3 x 39 (Glider Motorcycles), 2 x 80 (Glider Engineers), 1 and 2 (Glider Artillery, 80th Division), Ard (Italian Air Force Commandos), Lor (Italian Air Force Commandos).
22.38 Victory Conditions. See rule 20.0.
22.39 Optional Rules. Players may use one or both of the following rules if they agree to do so before the game begins.
-
Variable Allied Placement. The Allied player may ignore the placement instructions in 22.33 and place his units in any eligible hex he prefers. The only restrictions are that Royal Navy security units (purple 1-5 companies) must be placed in a Main Port or Minor Port hex, and RAF security units (companies with values of 0-1-5) must be placed in airfield hexes, one per hex. The two disbanded infantry battalions may be placed disbanded or not, as the Allied player prefers. Allied engineer pieces may still only enter the game by dismantling strongpoints (16.25).
-
Delayed Landings. By 1942, Italy had suffered many losses at the hands of the Royal Navy, and Mussolini was reluctant to risk his naval forces in a major action that would draw British attention. Players may use this rule to reflect the hesitation of the Regia Marina to join the invasion of Malta. In each Axis Status Phase, the Axis player rolls one die and adds any applicable modifiers listed below to the result (all are cumulative):
- The Axis player controls no airfield: +2.
- At least nine Axis paratroop steps have been eliminated (companies count as one step each): +1.
- Each Axis paratroop HQ eliminated: +1.
- The weather is Rainy: +1.
If the modified die result is 7 or more, the Amphibious Landing Phase of this turn is cancelled and the Axis player proceeds directly to the Airborne Landing Phase (or to the Axis Movement Phase if it is a noon or night turn). With any other result there is no effect and the Amphibious Landing Phase is carried out normally.
Quick Reference
This section is the printed summary of rules from the rulebook, reproduced for convenience. Where it differs from the numbered rules above, the numbered rules govern.
Disorganization (11.3)
- Attack Strength: -1 (but never below 1). Units with an attack strength of zero are not affected.
- Artillery Offensive Support Strength: -1 (but never below 2).
- May not receive or absorb replacements (17.4).
- If a disorganized unit suffers additional disorganization, it becomes demoralized.
Demoralization (11.4)
- Movement Allowance: Foot units -2; Motorized and Mechanized units -4 (but never below 1 in all cases).
- Attack and Defense Strength are halved (fractions rounded up).
- May not attack at night.
- Artillery may not provide offensive or defensive support, or bombard.
- May not receive or absorb replacements (17.4).
- Morale: -1.
- Tanks may not give the armor bonus in combat (9.92).
- A demoralized unit that suffers additional demoralization loses a step. A disorganized result on a demoralized unit has no effect.
- A regiment or brigade with one or more demoralized units may not receive the integrity bonus in combat (9.92).
ZOC Movement Cost (5.2)
| Movement class | Enter | Exit |
|---|---|---|
| Foot units | +2 | +2 |
| Motorized units | +3 | +3 |
| Mechanized units | +2 | +1 |
Infiltration Movement: Dice Modifiers (6.41)
- Add the unit's morale value.
- The destination hex contains one or more friendly units: +2.
- Night: +1.
- The moving unit is a Tank: +1.
- The moving unit is Motorized: -1.
- The origin hex and the destination hex are both adjacent to one or more enemy-occupied Forts, which are not destroyed: -2.
With a modified result of 9 or more, the attempt has succeeded. With a modified result of 8 or less, the unit remains in place and becomes disorganized (11.3).
Movement Points to Hitch or Prepare Artillery (6.6)
- Parachute and Glider Artillery: 2 MPs to hitch or prepare.
- All others: 2 MPs to hitch, all MPs to prepare.
Effects of Being Out of Supply (8.3)
- Reduce the attack strength of each out-of-supply unit by 1. The attack strength may not be reduced below 1 in this way.
- Reduce the offensive and defensive support strength of each out-of-supply artillery unit by 1, but never below 1.
- Reduce the movement allowance of each out-of-supply motorized or mechanized unit by two (but never below 1). The movement allowance of out-of-supply foot units is not affected.
Militia Table (16.3)
Roll one die the first time any Axis unit moves, lands or parachutes into a specific hex of or adjacent to a town or city:
| Die result | Effect |
|---|---|
| 3+ | The city draws a Maltese Militia piece from the cup at random |
| 5+ | The town draws a Maltese Militia piece from the cup at random |
Only one roll per game may be made for each individual city or town hex. Stop rolling when there are no more militia pieces in the cup.
Surrender Dice Modifiers (20.0)
The modifiers are those listed in 20.0 above.
Results (20.3)
| Modified dice result | Outcome |
|---|---|
| 0 or less | Malta surrenders and the Axis player wins the game. |
| 1-13 | No player surrenders and the game continues. |
| 14 or more | The Italian command cancels the operation and the Allied player wins the game. |
If Malta has not surrendered at the end of the last turn, the Allied player wins.