Memoir '28: Campaign Book – Rush to Victory
Memoir '28: Campaign Book – Rush to Victory Rulebook
Table of Contents
Table of Contents
- Overview
- Board Game to Table Top
- Units
- Terrain
- Campaign Map
- Campaign Objectives
- Initial Game Setup
- Game Setup
- Deployment
- Demarcation Line
- Command Cards
- Winning the Game
- Special Rules
- Tactical Objectives
- End of Game
- Reinforcements
- Reserve Tank Units
- Minefields
- Scoring
- Rush Scenarios
- Making Dice
- Other Game Aids and Rulers
- NCO Markers and Other Useful Counters
- Roster Sheets
- Specialist Units
- Ice Cold in Alex
Overview
Play will be based on the rules for the Memoir '44 board game, which can be downloaded from https://www.daysofwonder.com/memoir44/en/base/rules/
Rules specific to the Mediterranean theatre are at https://cdn0.daysofwonder.com/memoir44/en/img/mm_mediterranean_en.pdf
In summary, Memoir '44 is a card based system where the player chooses a card from his hand which enables him to activate a certain number of units from the left flank, right flank or centre. Combat is resolved by means of graphical dice. Players are awarded a 'medal' (tokens) each time they take an objective or when they destroy an enemy unit, and the winner is the first to reach six medals.
The Memoir '44 game is currently out of print, but the rules and many of the supplements are free to download. Although the card deck is no longer available, the full deck is shown on the Days of Wonder website, so it would be possible to print and create your own deck: https://www.daysofwonder.com/memoir44/en/content/cards_compendium/?id=command_cards
Board Game to Table Top
Memoir '28 brings Memoir '44 to the table top in the form of 28mm miniatures and terrain. While the principles of the original game remain largely unchanged, there are some changes necessary to take the game to the table top. The most obvious change is the board and movement. The boardgame uses hexagons drawn on the board to measure movement and range. On the table top distances are measured in units of 6" rather than hexes. So what was a range of 3 hexes becomes 18". Each unit occupies a 6" diameter circle, so no unit may be closer than 6" to any other unit on the board. Infantry units are still represented by 4 miniatures, however tank units are represented by a single model with hit points or lives rather than multiple models.
Units
Infantry
Each infantry unit is represented by 4 models and should include 3 riflemen and 1 NCO armed with a sub-machine gun. As the unit takes hits and models are removed, the NCO is always the last model to be removed. Infantry can move up to 6" and still combat or up to 12" and not combat. An Infantry unit rolls up to 3 dice depending on the range. Infantry fires 3 dice for targets up to 6", 2 dice for targets up to 12" and one die for targets up to 18". When measuring for movement or firing ranges always measure from or to the NCO model of an infantry unit, or from the NCO to the closest part of a target vehicle.
Elite Units
Elite units may be represented by a vehicle or by infantry models. An SAS unit for example may be represented by a single jeep model, or as a unit of four appropriate infantry models. An SAS jeep unit has a strength of 2, but has a movement of 4 (24"). A jeep can move up to 12" and still battle and then it can complete its move, so it can move a further 12" following the combat, or it can just move up to 24" and not combat. A Commando unit (infantry models) has a strength of 4 and can move up to 12" and still combat. Elite units may ignore the first flag rolled against them and 'Star' counts as a hit against all targets.
The Axis elite unit may be represented as a single half-track model or as a unit of four appropriate miniatures such as Falschirmjäger. The half-track model represents a unit with a strength of 3, but has a movement of 12" and may still combat or it may move 18" and not combat. The half-track may also be employed as a mobile HQ unit. If represented by infantry models, the Axis elite unit has a strength of 4 and may move up to 12" and still combat. Falschirmjäger may ignore the first flag rolled against them and 'Star' counts as a hit against all targets.
Armour
A Tank unit is a single model representing a unit of 3 (or sometimes 4) strength. When measuring for movement rotate the tank on the spot in the direction it intends to move, then measure from the front of the tank 6" and place the front of the tank at the end of the 6" ruler. For firing ranges measure from the closest point of the tank to the nearest part of the target tank or to the target NCO. In Memoir '44 tanks move up to 3 hexes; however, in Memoir '28 tanks will only move the equivalent of 2 hexes or 12". Range remains 3 hexes (or 18").
A different tank model is used for units of 4, for example, Panzer IV or Grant. Alternatively a suitable marker can be placed next to the tank model to show that it is a unit of 4.
Artillery
Artillery is a single model representing a unit of 2 strength. It can be moved up to 6" but it may not fire if moved. Artillery has a maximum range of 6 (36"), firing 3, 3, 2, 2, 1, 1. Measure to or from the centre of the gun model for range. Artillery may not be set up on terrain features. When deployed, artillery must be set in the centre of the board sector, 6" in from the edge. They may travel on roads but may not fire from a road; they are considered to be in transit and hitched to a vehicle if positioned on a road. Artillery that is set up to fire is considered to be in a dug-in position so may ignore the first flag rolled. Only one artillery unit is permitted for each force.
NCOs
Memoir '28 introduces NCOs to add a bit of flavour to your infantry units. If a 4 man infantry unit survives the game at full strength and the player wins the game, then the unit receives an NCO token. If the unit already has an NCO, then the NCO token is promoted.
A Lance Corporal (or Senior Private) allows the unit to be activated once during the game as a free additional activation provided the unit is in a section of the board indicated by the Command card. A Corporal enables the unit to be activated once during the game regardless of his position on the board. A Sergeant can be activated once during the game and his action counts as an Ambush action as described on the Ambush Command card. Note that the use of NCOs only applies to 4 man infantry units and does not therefore apply to HQ or 3 man heavy weapons units. Once the NCO activation has been used, flip the NCO marker over to show that it may not be used again for the duration of the battle. As the unit receives casualties, the NCO model is the last model to be removed. Only intact units may upgrade the NCO, but the NCO is not lost unless the unit is destroyed. Otherwise the unit is replenished for the next game and the NCO remains in play.
Control Zone
If a unit moves within 6" of an enemy unit at any time during its movement it must stop and engage the enemy unit in close combat. The unit may not engage other units if in close combat; the close combat must be resolved first, however you may withdraw from the combat by moving away.
HQ Unit
The HQ unit includes an officer and a radio operator. The 'Orders From HQ' and 'Artillery barrage' cards may only be played if the player has an HQ unit in play. Only one HQ unit is permitted for each force.
Machine Gun Units
A machine gun is an infantry unit with a strength of 3. Against enemy infantry a 'Star' counts as a hit. Only one machine gun unit is permitted for each force.
Mobile Artillery
The British player has access to mobile artillery in the form of the Priest self-propelled gun. The self-propelled gun fires in the same way as static artillery; however, it may move 1 (6") and still fire, or it can move 2 (12") and not fire. Mobile artillery otherwise counts as an armoured unit with a strength of 2. The Priest fires 3, 3, 2, 2, 1, 1. While the Priest counts as an armoured unit it may not be activated by the Armour Assault card. Only one artillery unit is permitted for each force. In any battle where the Allied player is attacking, he may choose to swap Artillery for Mobile Artillery.
Airpower
At the start of the campaign the Axis player controls the air, but after the 5th game air power switches to the Allied player.
Axis 88mm
The Axis 88mm weapon was formidable. It was employed as a high-powered anti-tank gun and was also equipped as the main weapon on the Tiger tank. The 88mm field gun battles 3, 3, 3, 2. It may travel on roads but may not fire from a road; they are considered to be in transit and hitched to a vehicle if positioned on a road. An 88 that is set up to fire is considered to be in a dug-in position so may ignore all flags rolled. An 88 may not be set up on any terrain feature. The 88 is an artillery unit with 1 strength and Stars hit on vehicles and armour. In any battle where the Axis player is defending he may choose to swap artillery for an 88.
Anti-Tank Guns
Both sides have access to anti-tank guns. Anti-tank guns are infantry units with a strength of 3. They battle 2, 2, 2; however, against armoured targets and vehicles they re-roll any misses. Anti-tank guns move up to 12", but if they move they may not fire. Anti-tank guns may not be set up on terrain, however they are always considered to be in a good dug-in position, so may always choose to ignore the first flag. In addition, if an Anti-tank gun is engaged by an enemy tank unit, the Anti-tank gun ambushes the tank and fires first. Only one anti-tank unit is permitted for each force.
Heavy Tanks
Both sides have access to a heavy tank unit (see Reserve Tank Units, below). The Axis player may deploy a Tiger and the British player may deploy a Churchill tank. Heavy tanks have superior armour. In order to knock out a heavy tank the enemy re-rolls any dice that indicated a hit. In order to penetrate, the re-roll must show a grenade. The Tiger fires 3, 3, 3, 2 and Stars count against armoured targets. However, being small in numbers, the Tiger unit has a strength of 1. The Churchill fires like a standard tank unit and has a strength of 2. Only one heavy tank unit is permitted for each force.
Terrain
Terrain affects the movement and defence of units deployed on the terrain. Rocks for example offer some protection to infantry but not to tanks. The types of terrain and their effects are listed below.
Rocks
Unit must stop. Rocks enable the unit to remain undetected; the enemy must be within 12" in order to attack, and this does not apply to artillery. Infantry may also ignore the first flag rolled against them. No more than two rock terrain pieces are permitted in any board sector. Tanks may occupy rocks but gain no terrain advantage.
Rocky Outcrop
Infantry only. Unit must stop. Blocks line of sight. A rocky outcrop offers a useful vantage point for observing the enemy. Infantry may ignore the first flag rolled against them. Defending infantry may re-roll one failed attack die. All attacking units battle with -1. Only one unit may occupy terrain.
Town
Blocks line of sight. Unit moving in must stop. Unit moving in may not battle. Armour battles out with a -2 dice disadvantage. Infantry attack with -1. Armour attack with -2.
Oasis
Unit moving in must stop. Unit moving in may still battle. Unit may ignore the first flag. Attacking infantry attack with -1. Armour attack with -1. An oasis acts like the Medics card for infantry on the oasis and not adjacent to an enemy unit.
Wadis
The Wadi terrain pieces are positioned opposite each other forming a ravine. Units may not move up or down the sheer faces on the terrain, but units may be positioned on the rim and battle with +1 against units in the ravine. Wadis block line of sight. A Wadi is a large terrain piece accommodating two units on each ridge as well as units in the ravine. Wadis provide good cover. All attacking units, including artillery, battle with -1 against units on either of the ridges.
Dunes
Unit moving in must stop. Unit moving in may not battle. Dunes offer defence to both infantry and armoured units. Dunes is a large terrain piece accommodating up to three units. Units in the dunes may ignore all flags rolled against them. Dunes block line of sight, but units on the dunes may be targeted.
Palms
Infantry only. Unit may ignore the first flag rolled against them. Attacking infantry battle with -1. No more than two palm models may be in any board sector. Tanks may occupy palms but gain no terrain advantage.
Sandbags
Infantry only. Infantry dug in may ignore the first flag rolled against them. Sandbags are removed if the unit moves. Sandbags cannot be used in conjunction with other terrain, except for the town.
Road
Any unit that begins and ends its move on a road, and follows the path of the road, may add +1 to its movement (+6"). If the road is used in the scenario, then it is placed first, before any other terrain, by the defending player. The road must be placed so that it crosses the table, exiting on each player edge.
Ruins
Unit must stop. Ruins offer defence for infantry only. Attacking infantry and tanks battle with -1. Tanks may occupy the terrain but gain no advantage.
Escarpment
The escarpment is the largest terrain piece. It represents a high rocky plateau. The escarpment should be constructed so that it has several levels, up to 3 levels above ground. Only infantry may climb or be deployed on the escarpment. For each level above the target, the unit may re-roll one failed attack die. When climbing or descending a level the unit must stop. Units attacking the escarpment battle with -1 attack die. Any number of units may occupy the escarpment.
Coastline
Coastline is impassable terrain to all units. No unit may move onto the coastline terrain.
Campaign Map
The Campaign map is divided into five sectors. The campaign begins with the British player in control of the majority of the map from El Alamein to Sirie. The British marker is placed in the second sector from the left at Sirie. The Axis marker is placed in the first sector at Tripoli. The first game of the campaign is played as the Axis player advances his marker to the second sector to attack the British. In the first game, then, the British player is on the defensive. The British force consists of infantry and one artillery unit. The Axis force, however, includes tanks.
The map is numbered 1 to 5. Each sector below gives its name and marker as printed, the Command Cards each side holds there (see Command Cards, below), the terrain available for that sector, and its objective and defences.
Sector 1: Tripoli (Afrikakorps start; Axis marker placed here at the start)
- Tripoli: Axis 6 cards, Allied 4 cards.
- Terrain: Coastline, Escarpment, Dunes, Rocks x4, Palms x2.
- Objective: Town. Defences: Minefield. Rush Scenario.
Sector 2: Wadi Zem Zem (8th Army start; British marker placed here at the start, at Sirie)
- Sirie (coastal location, no card figures printed).
- Wadi Zem Zem: Axis 5 cards, Allied 4 cards.
- Terrain: Wadis, Road, Rocks x6, Rocky outcrop, Palms x2.
- Objective: Exit.
Sector 3: Bir Hakeim / Oasis
- Bir Hakeim and Oasis: Axis 5 cards, Allied 5 cards.
- Terrain: Dunes, Rocks x4, Rocky outcrop, Ruins x2, Palms x3.
- Objective: Oasis.
Sector 4: Tobruk (Quattara Depression is printed on the south of this sector)
- Tobruk: Axis 4 cards, Allied 5 cards.
- Terrain: Coastline, Rocks x6, Rocky outcrop, Escarpment, Road.
- Objective: Town.
Sector 5: El Alamein
- El Alamein: Axis 4 cards, Allied 6 cards.
- Alexandria is printed at the coast beside El Alamein.
- Terrain: Coastline, Dunes, Rocks x4, Wadi.
- Objective: Town. Defences: Minefield. Rush Scenario.
Terrain size groups for the map are: large terrain (Dunes, Wadis, Coastline, Escarpment), medium terrain (Oasis, Town, Rocky outcrop) and small terrain (Rocks, Palms). Only 1 large terrain piece may be deployed in each zone of the board, and only 1 medium terrain piece may be deployed in each zone of the board.
The Town and Oasis are objectives and are deployed by the defending player after players roll for which side of the board they control.
The Tobruk scenario features a road and town. The town must be deployed adjacent to the road. The road is not an Exit objective; no medals are awarded for exiting the board via the road, though units may exit the board.
At the end of the campaign, the Axis player gains 1 campaign point for each map zone under his control, with a bonus of an additional 5 points if the final battle ends with a victory at El Alamein.
Campaign Objectives
The battle for North Africa was a struggle for control of the Suez Canal and access to oil from the Middle East and raw materials from Asia. It was vital that the Allies prevent the Axis securing a foothold in Egypt and control of critical ports like Tobruk and El Alamein.
The Axis player's objective is to secure the coastline of North Africa from Tripoli to Alexandria. When calculating the final score at the end of the campaign, the Axis player gains a bonus victory point for each sector on the map under Axis control. If the final game ends in victory for the Axis player in the final sector (El Alamein), then the Axis player gains an additional 5 victory points (10 in total for land occupied plus final victory at El Alamein).
The British player must prevent this. While the British player does not gain victory points for map sectors, he does gain a bonus of 5 if the Axis player is driven back to Tripoli at the end of the final game.
Initial Game Setup
The campaign begins with the 8th Army occupying the second sector on the map, Wadi Zem Zem (place the British Army marker on sector 2), and the Afrikakorps in control of the first sector at Tripoli (place the Afrikakorps marker on sector 1 on the map). The first game is an Axis armoured assault: move the Afrikakorps to sector 2 and resolve the battle. If the British player loses, the 8th Army will be pushed back to Bir Hakeim; if the Axis player loses, he falls back to Tripoli. The Axis player cannot be removed from Tripoli; even a successful assault by the British will result in a stalemate. Similarly, the British can never be pushed back beyond Alexandria.
The first game then sees the British dug in at Wadi Zem Zem and the Axis armour on the offensive.
For the first game each player has the following force, which should be transferred to their Roster sheets.
Allied (British)
- 1 x Infantry HQ unit - strength 3
- 1 x Artillery unit - strength 2
- 6 x Infantry units - strength 4
- 6 x sandbag defences
Axis
- 4 x Panzer units - strength 3
- 1 x Artillery unit - strength 2
- 1 x Infantry HQ unit - strength 3
- 4 x Infantry units - strength 4
Game Setup
If there is a road, then the defending player sets this first. Then, starting with the defending player, the players take turns to choose terrain from the list of available terrain types shown on the map for the relevant sector. Only one large terrain piece may be deployed in each zone of the board, and similarly only one medium terrain piece may be deployed in each zone of the board. Only after all terrain has been deployed do the players dice off to see which side of the board they will deploy their forces. After players have set up terrain and diced for which side of the board they control, the defending player places the scenario objective. The campaign map indicates which objective is required. In addition, the defending player also places a Tactical Objective in a different sector of the board. If the objective is 'Exit', this means the defending player places a road, and the attacking player gains a medal for each armoured unit that exits the board on the defending player's side of the table via the road. The first unit to exit also counts towards a successful objective on the Objectives Track on the player's Roster.
Deployment
Starting with the defending player, players take turns to deploy units 3 at a time. Unit deployment must be done as follows: Artillery must be deployed first. Artillery may not be deployed on a terrain feature, so cannot be deployed in a town or on a road, for example. Tanks must be deployed after artillery. Finally, infantry and anti-tank guns are deployed.
When deploying each group of 3 units, one must be deployed to each zone of the board.
- The first unit deployed to each zone must be placed within 6" of the board edge.
- The second unit deployed to each zone must be deployed within 12" of the board edge.
- The third unit in each zone must be deployed within 18" of the board edge.
- The fourth unit in each zone must be deployed within 6" of the board edge, the fifth within 12", and so on until all units have been deployed.
Demarcation Line
The board is divided into 3 zones: left flank, right flank and centre. Units may not be deployed on the demarcation line between zones at the start of the game. During the game, units positioned on the demarcation line between two zones are considered to be in either zone for the purposes of activation. Units beginning their move from a demarcation line may not end their move on the demarcation line.
Command Cards
For each game, the number of Command Cards each player has is shown on the campaign map. As each side progresses along the coast, their supply line is stretched and so the number of Command Cards is reduced.
Winning the Game
Each game of the campaign is won by obtaining medals. Medals are won by capturing objectives and by destroying enemy units. In each game the target is to gain six medals in order to win the game.
Special Rules
There are special rules associated with each nationality involved in the conflict in North Africa.
The British player has the Memoir '44 'Stiff Upper Lip' rule; you will find this documented in the Mediterranean rules, along with rules applicable for Italian units. In Memoir '28 the North African desert rules regarding tank overrun apply only to the Axis player, and specifically to Axis Panzer units. Note that the Allied player may also choose to use appropriate French or Australian miniatures, but there are no special rules for these and they would not benefit from the 'Stiff Upper Lip' rule.
Tactical Objectives
There are three types of Tactical Objective: Ammunition dump, Fuel dump and HQ tents. As well as the scenario objective, the defending player must place a Tactical Objective. The player chooses which Tactical Objective he wishes to place; however, he may not place the same objective twice during the campaign until all three have been played. In order to destroy the Tactical Objective, the attacking player must move one of his units onto the objective. The objective may be defended by an infantry unit.
If the Tactical Objective is destroyed, it will have a knock-on effect for the following game:
- If the fuel dump is lost, then the defending player's units may only move 1 (6") in the next game. This applies to all units.
- If the Ammunition dump is lost, then the player may not use artillery in the next game, and tanks will fire only 2 dice rather than 3.
- If the HQ objective is lost, then the player forfeits a Command Card in the next game.
End of Game
At the end of each game the players assemble the units they have remaining. If the winning player has any infantry units that are still at 4 strength, the unit receives an NCO upgrade, and if the winning player has any standard tank units that remain at 3 strength, then they are upgraded to 4 strength. Finally, both players boost any units that are under strength by performing the equivalent of the Medic and Mechanics cards for each unit.
Reinforcements
If either player has less than 10 units making up his force, then he may request new reinforcements to bolster his force. The player rolls the number of dice that equals the number of units he needs to bring him back up to strength. The result of each die roll determines the new unit as follows:
- Infantry = Infantry unit, Standard, HQ unit, Machine gun, Anti-tank or Mortar.
- Tank = Tank unit.
- Grenade = Artillery or Tank.
- Flag = no new units available.
- Star = Elite Infantry, Mobile HQ, Light Tank or Tank Hunter (Axis only).
Reserve Tank Units
Finally, each player has four strength 4 reserve units available for the campaign, indicated on the Roster sheet. At the end of each battle the losing player may choose to deploy one of his reserve tank units for the following battle. If the reserve tank unit survives the battle, it remains on the player's roster. If the player has been pushed back to his last bastion on the campaign map (Tripoli for the German player and El Alamein for the British player), then a reserve unit ticket may be exchanged for a Heavy tank.
Minefields
A minefield may only be deployed by the defending player. A line of barbed wire is placed across one board section along the midway line, at 24" in from the edge. Once players know which side of the board they control, a line of mines is laid along the nearside of the barbed wire. The mines are placed randomly with values unknown to either player.
Scoring
Players record the number of medals won and also whether the scenario objective was captured. Bonus points are scored for securing objectives. Note that although a medal is awarded for each armoured unit that exits the board via the road, only 1 objective point is scored for the 'Exit' scenario, regardless of how many units exit the table. In addition, the Allied player records how many Axis tank units he has destroyed for additional points, and the Axis player records how many Allied artillery (or mobile artillery) units he destroys. The campaign ends after 9 battles, so if this is the end of the campaign, then the Axis player also adds points based on land possession (see Campaign Objectives). If the campaign continues, then the loser of the last battle is pushed back and the winner takes control of the sector.
The printed scoring tracks on the Roster sheets are described under Roster Sheets, below.
Rush Scenarios
At each end of the campaign map are the heavily defended towns of Tripoli and El Alamein. The map indicates that these zones are Rush Scenarios. When playing a rush scenario, players attack the length of the board from one end to the other rather than playing across the board. Both Rush scenarios include a minefield.
- A line of barbed wire is placed first, across the middle of the centre board section, bisecting the table.
- Terrain is placed in the usual way, and players dice for which end of the table they will start.
- The defender then places an unbroken line of mines on his side of the barbed wire, with mine counters placed randomly face down 6" apart.
- The defender then places the Town and an appropriate Tactical Objective, with one objective being positioned on his end table and one on his side of the wire on the centre table.
- The players then deploy units. The defender places all his units first, followed by the attacking player. The defender may place 3 units of his choice on the centre board section within 6" of the demarcation line. The remaining units are deployed on his end board, measuring in 6", then 12" and 18" in from the end of the table. The attacking player deploys in the same way on his end of the board, again with 3 units of his choice deployed on the centre board section.
Play begins with the attacking player. Because activation may be more tricky with an end-to-end game, any card may be discarded in order to activate any unit, or the player may choose to discard his entire hand and draw new cards, in which case he forfeits his move.
Making Dice
While you could play Memoir '28 using ordinary dice, it is much nicer to use graphical dice like those used in the Memoir '44 board game. Graphical dice are made by transferring printed decals onto blank dice. The principle is the same as DIY t-shirt printing. You have to use wooden dice and not plastic, because the ink has to soak into the surface of the die, which it cannot do on plastic.
The book's method uses only paper and nail varnish remover: the decal sheet is photocopied with laser toner (the powdered toner from laser printing is needed; the method will not work with inkjet), the decal is laid on the die, and the toner is transferred with nail varnish remover, with the tip of a heated iron giving improved results over rubbing. Several copies of the decal sheet are advisable, as the transfer can fail until the technique is right.
The decal sheet is printed in the book on the page with the graphical die artwork. Each die needs two infantry decals, one tank, one grenade, one star and one flag. Blank 20mm wooden dice are used.
Other Game Aids and Rulers
The book notes that laser-cut game aids and rulers, including a set of Memoir '28 rulers and control zone discs, are available on request from a commercial supplier named in the book.
NCO Markers and Other Useful Counters
NCO markers are used when infantry are promoted. The book's method is to print rank insignia, cut them out and glue them onto 25mm square MDF bases. The book includes designs for rank insignia, medals and special unit cards.
The counter sheet printed in the book contains the following. The book does not give rules text for the medal or rank artwork beyond what is set out in the sections above.
- NCO markers: rank insignia counters, as printed on the sheet.
- Medals: medal designs (an Iron Cross style and a star style), as printed on the sheet.
- Mine counters: these can be made from 20mm round bases with a sand-textured top side. The minefield is deployed after any roads but before other terrain. The minefield can be placed straddling a road, but no mine may be placed on the road itself. The sheet shows mine counters with values from 0 to 4, placed face down as described under Minefields.
- Tank unit size reduction markers: counters showing unit strength (1 to 4), as printed on the sheet.
- Campaign map counters: an Axis marker and an Allied marker, as printed on the sheet.
Roster Sheets
Each player keeps a Roster sheet to record the force and the campaign score. The book prints two roster sheets.
Allied roster ("From the C-in-C", 8 Army Group). Its boxes are:
- Unit Type, Strength, NCO, Battle Record and Points, in rows for the units in the force.
- Reserves: four star markers, one for each reserve tank unit (see Reserve Tank Units).
- Objectives Track: "Bonus Victory points for captured objectives", with boxes for 2, 3, 4 and 5 objectives.
- Panzer Track: "Victory points for Panzer units destroyed", scored as follows:
| Panzer units destroyed | Victory points |
|---|---|
| 0-3 | 1 pt |
| 4-8 | 2 pts |
| 9-14 | 3 pts |
| 15-19 | 4 pts |
| 20+ | 5 pts |
- Current Score.
Axis roster (the Afrikakorps data sheet, printed in German; labels translated here). Its boxes are:
- Description, Strength, Rank, Combat Experience and Victory Points, in rows for the units in the force.
- Objectives Achieved ("Erreichte Ziele"), with Victory Points for Objectives Achieved for 2, 3, 4 and 5 objectives.
- Reinforcements ("Verstärkungen"), shown as four unit symbols.
- Artillery Points ("Punkte Artillerie"): "Victory points for destroyed artillery", scored as follows:
| Artillery destroyed | Victory points |
|---|---|
| 1 | 2 pts |
| 3 | 3 pts |
| 5 | 4 pts |
| 6+ | 5 pts |
- Current Score ("aktueller Punktestand").
Specialist Units
In the Reserve units phase it is possible to acquire certain specialist units. Colour copy the specialist unit sheet and make unit cards for the various special units. The book prints the following unit cards. Each card is listed with its printed rules text.
Each card in the book also carries a small corner figure (for example "Troops 16" or "SWAs 2"). The book does not explain these figures, so they are not transcribed.
Anti-Tank Gun
- Unit size 3
- Fires 2, 2, 2
- May only move or battle
- Against Armour re-roll misses
- Counts as infantry for all purposes
- Ambush! - If engaged by enemy tank unit, Anti-Tank Gun fires first
Half-Tracks
- Unit size 3
- Treated as Infantry for all purposes
- Moves 0-2 and still battle or moves 3
Tigers
- Unit size 1
- Move 0-3 and battle
- Enemy re-rolls all battle dice that score a hit
- If at least one re-roll is a Grenade, kill is confirmed; all other re-rolls are ignored
- Fires 3, 3, 3, 2
- Stars hit on Armor or Vehicle
Heavy Tank (Churchill)
- Unit size of 2
- Move 0-3 and battle
- Enemy re-rolls all battle dice that score a hit
- If at least one re-roll is a Grenade, kill is confirmed; all other re-rolls are ignored
- Fires 3, 3, 3
- Stars hit on Armour
The Heavy Tank card appears twice in the book. The copy on the Specialist Units sheet lists the lines above except the final "Stars hit on Armour" line; the second copy, on the later sheet of unit cards, includes it. The text above follows the second copy, which is the fuller printing. This is a disclosed difference between the two printings; the book does not comment on it.
Mobile Artillery (Priest)
- Unit size 2
- Fire at 3, 3, 2, 2, 1, 1
- Move 0-1 and battle, or move 2 and no battle
- Ignore line of sight and terrain protections
- Treated as Armour for all purposes
- May Take Ground but not Overrun
Heavy Anti-Tank Guns (88)
- Unit size 1
- Treated as Artillery for all purposes
- Move 0-1 or battle
- Fires 3, 3, 3, 2
- Stars hit on Armor or Vehicle
- Ignore terrain battle restrictions
- Require line of sight to target enemy unit
SAS Infantry
- Unit size 4
- Move 0-2 and still battle
- Ignores first flag
- Star counts as hit against all target units
SAS LRDG
- Unit size 2
- Treated as Infantry for all purposes
- Stars count as hits on all target units
- Unit moves 0-4
- May move 0-2 then battle then move 0-2
Fallschirmjäger
- Unit size 4
- Move 0-2 and still battle
- Ignores first flag
- Star counts as hit against all target units
Mobile HQ
- Unit size 3
- Treated as Infantry for all purposes
- Moves 0-2 and still battle or moves 3
- Order 1 more unit than indicated by Section card when played in the same section as the Mobile HQ
Light Armour
- Unit size 2
- Counts as Armour for all purposes
- Take Ground but not Overrun
- Move 0-3 and battle
- Fire at 2, 2, 2
- Stars count as hits against infantry
- May retreat 1 space after close combat
Tank Hunter
- Unit size 2
- Counts as Armour for all purposes
- Take Ground but not Overrun
- Move 0-2 and battle
- Fire at 2, 2, 2, 2
- Against Armour re-roll misses
- May retreat 2 for each flag
Mortar
- Unit size 3
- Fires 3, 2, 2, 1
- Ignores line of sight and terrain restrictions
- May only move or battle
Ice Cold in Alex
My favourite war movie. The awesome Ambulance and miniatures from Perry make this irresistible.
When playing the battle at El Alamein and Alexandria, the British player deploys an additional unit, the Ambulance, along with the appropriate miniatures. The Ambulance is deployed first, within 18" of the Axis end of the board. No Axis units may be deployed within 6" of the Ambulance. During the course of the game the Ambulance must be activated as part of a move in order to make its way across the board to the town. The Ambulance has no attack; it moves up to 2 (12"). It has a unit size of 5, represented by the miniatures of Cpt Anson, RSM Pugh, Otto Lutz (the Axis spy) and two nurses. The Ambulance may be challenged by an Axis infantry unit; no other type of unit may move into close combat range.
If an infantry unit moves into close combat range, the Axis player must attack and rolls 1 die. An infantry symbol indicates a nurse is killed, the Star indicates Cpt Anson is killed, the Grenade indicates RSM Pugh is killed, and the tank indicates that Otto is killed. Regardless, the Ambulance must retreat towards the Axis end of the board after the combat, and so retreats twice if the flag was rolled. If both Cpt Anson and RSM Pugh are killed, the Ambulance flounders and is removed. If Otto is killed, the Axis player loses a medal and crosses off a successful objective from his Roster. The Ambulance may not move into a close combat; it must avoid enemy units.
If the Ambulance reaches its goal, the British player collects 1 medal plus he marks an objective achieved on his Roster.