No Retreat 2: The Africa Front 1940-1942
No Retreat 2: The Africa Front 1940-1942 Rulebook
Table of Contents
Table of Contents
- [0.0] Using These Rules
- [1.0] Introduction
- [2.0] Game Equipment
- [3.0] Setting Up the Game
- [4.0] Sequence of Play
- [5.0] The Cards
- [6.0] Key Concepts
- Operational Preparation
- [7.0] Strategic Phase
- [8.0] Organization Phase
- [9.0] Declare Offensive
- [10.0] Deployment
- Player Turns
- [11.0] Supply
- [12.0] Movement
- [13.0] Combat
- Game Turn Housekeeping
- [14.0] Housekeeping
- [15.0] Malta
- [16.0] Optional Rules
[0.0] Using These Rules
New gaming terms, when they are initially defined, appear in dark red lettering for quick referencing.
The instructions for this game are organized into major "Rules" sections as shown in large green CAPS font, and represented by the number to the left of the decimal point (e.g., rule 4.0 is the fourth rule). These rules generally explain the game's components, procedures for play, the game's core systems and mechanics, how to set it up, and how to win.
With each Rule, there can be "Cases" that further explain a general concept or basic procedure. Cases might also restrict the application of a Rule by denoting exceptions to it. Cases (and Subcases) are an extension of a Rule shown in the way that they are numbered. For example, Rule 4.1 is the first Case of the fourth Rule; and Rule 4.1.2 is the second Subcase of the first Case of the fourth Rule.
Important information is in red text.
References to examples of a Rule or Case are in blue text and this font.
Text in shaded boxes, like this, provides the voice of the game's designer, who is addressing you to explain an idea or concept that is not, itself, a Rule or a Case.
[1.0] Introduction
No Retreat 2 is a two-player operational level wargame depicting the struggle between the Axis and the Allies in North Africa during World War II, from the start of Operation Compass on 8 December 1940 to the drive to evict the Axis from Libya in early 1943.
[2.0] Game Equipment
Parts Inventory
- One 11" x 25" two-sided map sheet
- One 8.5" x 11" player aid mat
- Two 8.5" x 5.5" player aid sheets
- 1 sheet of 48, two-sided square units
- 1 sheet of 56, two-sided round markers
- 2 booklets: Rules and Scenarios
- 36 Event cards
[2.1] The Game Maps and Scale
The game maps represent the areas in Egypt and Libya where the major operations took place. A hexagonal grid is superimposed on the maps to regulate the movement and location of the playing pieces. Explanations of the terrain features are found on the Terrain Effects Chart.
Each hexagon, called a hex, equals 10 miles from side to side. Each complete Game Turn represents one or two months of real time.
[2.2] Game Charts and Tables
These include the Combat Results Table, the Terrain Effects Chart, the Game Turn Track, and the Strategic Map.
[2.3] The Playing Pieces
Pieces with one or more large digits along their bottom edge are called units. These represent the actual military formations that fought in this campaign. The numbers and symbols on them indicate their strength, mobility, and type.
The Axis player controls the German (gray) and the Italian (green) units. The Allied player controls all British and Commonwealth (light and dark brown) units. Note that some units on each side are both colors.
The round pieces without numbers along their bottom edge are called markers. They provide the players with game and unit status information during play.
Unit Size & Designation
German and Allied units represent Divisions of 8,000 to 12,000 men (including occasional attached troop formations). Allied Tank and Mechanized Infantry units are Brigades or Regiments.
Most Italian Infantry units are Corps of several binary Divisions, each having only two instead of three Regiments.
A unit's designation is the historical name or number for that unit.
Sample Units (the rulebook's labelled example unit)
- Turn of Entry: the number in the arrow on the unit shows the Game Turn the unit enters play.
- Malta Invasion unit (15.0).
- Combat Strength measures a unit's value in battle, expressed in Strength Points. Combat strengths printed in white indicate that that unit cannot attack; it may participate in (but not initiate) a Counterblow (see 13.6.5). Those in parenthesis indicate that that particular unit has no Zone of Control (see 12.3).
- Movement Allowance determines how far a unit can move each turn, spending up to this many Movement Points to enter map hexes. The round Minefield / Box units have no movement allowance.
- Irreplaceable Unit Dot (8.2). Units marked with a dot next to their unit type symbol cannot be rebuilt or built up with SPs in the normal manner (see 8.2 and 8.3).
- Heavy Tank unit red oval (13.5.3).
- Turn Upgrade Allowed (see 8.2).
- Brackets [ ] on a unit mean it can stack for free.
- (#) = No Zone of Control.
- Bright colored units are full-strength; faded colors indicate reduced-strength.
- Unit Identification (Name): the historical designation for the unit.
These units represent desert entrenchments and their garrisons.
Most Axis and Allied units (including mines) have two steps each: Full-Strength on their front (brighter / darker colored) side, and Reduced-Strength on their reverse (lighter / faded colored) side. Smaller formation units have only one step (e.g., the Babini and [33 Flak] units), with a Control marker on their reverse side. Three units, the 15th Panzer, 21st Panzer and 90th Light Divisions, have more than two steps and so they are represented by two counters each that are switched out between those strength levels.
Unit Type Symbols
- Infantry Unit Types: Infantry, Anti-Tank, Airborne, Mines, Boxes.
- Mechanized Unit Types: Mechanized Infantry, Panzer / Tank.
- Colored symbol boxes represent the different Commonwealth nationalities.
- White print on a Combat Strength indicates defense only.
[3.0] Setting Up the Game
Refer to the separate Scenarios booklet, choose a scenario, and follow its Set Up and Special Rules.
Place the scenario's Active Map between the two players. The Axis operates from the map edge with the thick black-border, the Allies from the red-bordered map edge. The Player Aid mat is placed between the players, adjacent to the map in contention, in such a way that both players can read it.
Both players' available units are placed conspicuously in front of them, just off the map edge. This group of active units is called that player's Force Pool.
The cards are shuffled and placed face-down to form the Draw pile. Each player also takes his respective Combat Results Table (CRT) Player Aid sheet.
[4.0] Sequence of Play
How the Turns Work: Each Game Turn consists primarily of the New Turn Housekeeping Phase, an Operational Preparation Phase, and then this is followed by a variable number of Initiative and Non-Initiative Player Turns (depending on the number of Supply Points spent). The player who is currently conducting his Player Turn is called the Phasing Player. His opponent is the Non-Phasing Player.
During each Player Turn, several Phases are conducted in strict sequence. All actions in one Phase must be completed before the next Phase begins.
After both players have completed a series of alternating Player Turns, an End of Turn Housekeeping Phase is conducted to organize things for the next Game Turn.
Procedure
I. New Turn Housekeeping Phase (This Phase is skipped on the first turn of the scenario being played.)
- A. Game Turn Segment: Advance the Game Turn marker one box on the Turn Track. If Game Turn 18 was just completed, the game ends and the winner is determined (see 14.4).
- B. Adjust Cards / Supply Segment: First, Malta Interdiction is resolved. Next, the Initiative Player may discard and then draw cards to fill his hand up to his maximum (between 5 and 8 cards). The Initiative Player then receives Supply Points equal to his Supply Capacity. Finally, the Non-Initiative Player does the same, discarding and drawing cards, then receiving his Supply Points (see 5.1, 5.2, 14.5).
- C. Note New Game Turn Event Segment: If the new Game Turn has an Event on its box on the Game Turn Track, note it and apply its effects at the appropriate time (see 14.6).
II. Operational Preparation
- Strategic Phase: Starting with the Initiative Player, both players alternate playing one card at a time from their Strategic Phase Event (only) until they both consecutively pass (see 7.0, 5.3).
- Organization Phase: Starting with the Initiative Player, both players return all of their shattered units to their Force Pool, upgrade eligible units, receive replacements, reinforcements, entrench, and perform withdrawals – in that order (this sequencing is important; 8.0).
- Declare Offensive Phase: Starting with the Initiative Player, one side may initiate an Offensive for the current Game Turn by spending 1 Supply Point (SP); that player becomes the Initiative Player (see 9.0).
- Deployment Phase: If an Offensive was initiated (above), then both players, starting with the Non-Initiative Player, deploy their units on the Battle Map. If no Offensive was initiated, skip ahead to the End of Turn Housekeeping Phase (see 10.0).
III. Initiative Player Turn
- Supply Phase: Unsupplied and Low Supply markers are placed on all units that cannot trace a valid Supply Line (see 11.0).
- Movement Phase: The Phasing Player can move his units on the map, off the map to the Shattered Units Box; or onto the map from the Strategic Reserve (beginning on the third Game Turn).
- Combat Phase: All Voluntary, and then all Involuntary, Battles are declared and resolved according to the Battle Sequence in any order that the Phasing Player desires (see 13.0).
IV. Non-Initiative Player Turn
The Non-Initiative Player becomes the Phasing Player and repeats the above Player Turn Phases (Supply, Movement and Combat; 11.0, 12.0, 13.0).
V. Offensive Continuation
- Offensive Continuation Phase: Starting with the Initiative Player, either side may pay 1 SP to conduct another pair of Player Turns for this Offensive. This time, the Initiative does not change even if the Non-Initiative Player paid to continue the Offensive.
- Continuation: If the Offensive continues, perform another Initiative, and then the Non-Initiative Player Turn. If the Offensive was not continued, proceed with the End of Turn Housekeeping Phase.
VI. End of Turn Housekeeping Phase
- A. Map Control Segment: Check the control status of the Map (see 14.1).
- B. Initiative Check Segment: Check to see if the Initiative changes (see 14.2).
- C. Removal Segment: Remove various markers and units from the map (see 14.3).
[5.0] The Cards
Cards are usually drawn during the Adjust Cards Phase from the top of the Draw pile. They are held in their owning player's hand. Cards are a resource that can be played to initiate an Event or during an invasion of Malta (see 15.0). Played and discarded cards are placed face-up in the Discard pile next to the Draw pile. The Discard pile cannot be inspected unless allowed by an Event.
Sample Event Card: the card number is printed at the top; the Axis Event is the top half and the Allied Event is the bottom half. An Allied Naval Event Symbol and a Malta Symbol (islands) appear on the card. "This Event can only be played when this side (Axis = cross; Allied = roundel) has the Strategic Advantage."
Procedure
The last card is never drawn from the Draw pile. The Draw pile is always reshuffled when there is only one card left in it or when instructed by certain Events.
Appropriate Timing
Event cards are played as indicated on each card, usually during a particular Phase or Step in the Sequence of Play (see 4.0).
- Card play is sequential. That is, cards are resolved in the order that they were played unless they conflict, in which case the card played last takes precedence.
- If both players play a card at the same time, the Initiative Player decides the order in which they occur.
Once is Enough
Because cards can be retrieved from the Discard pile and reused, this Rule applies: The exact same named Event cannot occur twice during a single Player Turn.
Example: The Axis Player plays card #36 (621st Radio Intercepts), allowing him to examine the Allied card hand while taking and keeping one card from it. However, as the Axis Player extends his hand to reach for his opponent's cards, the Allied Player plays card #25 (High Command Interference), which reads: "Play immediately to cancel a just-played (for any reason) Axis card." The Axis Radio Intercepts card is thus voided, and the Axis Player frowns, empty-handed. Both cards are discarded.
[5.1] The Malta Interdiction Step: If the Malta marker is in the Malta Status Box, then move one (1) gray-colored Axis Supply marker, if available, between the Used Supplies Box and the Malta Status Box as follows:
- If Malta is Active, move it from the Used Supplies Box to the Malta Status Box. Supply markers there are not available for Axis acquisition or use (see 5.2). Allied air and naval assets interdict Axis supply routes.
- If Malta is Inactive, move it from the Malta Status Box back to the Used Supplies Box where it is again available for Axis use. Axis resources re-establish their convoy routes.
[5.2] The Discard, Draw and Resupply Step: During the New Turn Housekeeping Phase, a player's Adjust Cards Segment begins by optionally discarding (without any effect) cards from his hand. After discarding, that player then draws cards, one at a time, to fill his hand up to the limit of his card hand size. He then receives a number of Supply Points equal to that player's Supply Capacity from the available counters in the Used Supplies Box (only). The Axis Player must take his green Supply markers from that box first, before taking any of the gray ones!
- Both Players Basic Hand size is Six (6).
- Both Players Hand size is increased by one (+1) during Fair Weather (see the Game Turn Track).
- The Axis Hand Size is decreased by one (-1) if Malta is Active.
- The Allied Hand Size is increased by one (+1) if the Monty counter is in play and not in the Tobruk Reaction Box.
The Axis Player's Supply Capacity (i.e., the maximum Supply Points he can draw) equals the number shown in black on the oil drum symbol on his Supply Map. The Allied Player's Supply Capacity is the number shown in red on the oil drum symbol on his Supply Map.
Both players draw a number of additional Supply Points for their Port Supply – i.e., the Port hexes they control on their respective Supply Maps equal to their Port Values, shown in the white "+#" on the oil drum symbol adjacent to the Port.
A player's Supply Map is the one on the Strategic Map Control Display where his own Control marker is located (see 10.1). A friendly hex is one where a friendly unit was the last to enter or pass through it, or if it began that scenario as a friendly hex.
Note that the number of SP markers provided with the game is deliberately finite. A player cannot receive more SPs than provided.
Example: Malta is Active, the weather is Bad, and Map 4 is contested (14.1). The Allied Player has the Initiative and starts in control of Mersa Matruh. He has no cards in hand to discard, and so draws 6 (Monty is not yet in play). He then takes 6 Supply Points (his allotment of 5 for Map 4, +1 for controlling Mersa Matruh). The Axis Player, holding 1 card he wishes to retain, draws 5 more to bring his hand up to 6, and takes 3 Supply Points (his allotment for Map 4). Note that unlike cards, currently held SPs have no effect on the amount drawn.
[5.3] Events: The texts in each card's two boxes are the Events. The light green and/or gray boxes on top are the Axis Events, playable only by the Axis Player, while the brown ones at the bottom are events playable only by the Allied Player. Once played, cards are discarded. Thus, the effect of each card is different depending on who plays it.
- [5.3.1] Event Effects: Events describe their exact timing and use on the cards themselves. When not specified, that Event can be performed at any time.
- [5.3.2] Event Precedence: If there is a conflict between the Event text and these Rules, the Event text takes precedence.
- [5.3.3] Strategic Advantage Events: Events with a German Cross can be played only during Game Turns 1-9. Events with a British Roundel can be played only during Game Turns 10-19. During other Game Turns, think of these Strategic Advantage Events as "blanks."
- [5.3.4] Malta Events: Events marked with a Malta Island graphic cannot be played until and unless the Malta marker is in the Malta Status Box (i.e., starting on Game Turn 4 and subject to a Malta Invasion).
Events without the above symbols can be played throughout the entire game.
[6.0] Key Concepts
Certain global concepts tie the key systems of this game together. These include:
- [6.1] Initiative: Initiative determines which player goes first. This player is called the Initiative Player and that status is symbolized by having his side (Roundel for the Allies, German Cross for the Axis) of the Game Turn marker face-up on the Game Turn Track. His opponent is the Non-Initiative Player.
Note that having the Initiative is different from having the Strategic Advantage, which only affects the play of certain Events via the Event cards (see 5.3.3).
- [6.2] Malta: The island of Malta had great influence over the campaign for North Africa during WW2. Its game status broadly represents air and sea superiority in the Mediterranean Sea.
Prior to Game Turn 4, the Malta Box has no Malta Status marker and, hence, Malta has no status. It is neither Active nor Inactive: Malta Events (see 5.3.4) cannot be played and no Axis Port Supply (see 11.2) can be drawn. The Malta marker is placed in the Malta Box on Game Turn 4 on its Inactive side. It is flipped during the game by certain Events.
Operational Preparation
[7.0] Strategic Phase
During this Phase, perform the following Segments in order:
- A. Initiative Card Segment: The Initiative Player must either:
- Play one Event card for its Event (e.g., one that begins with the text, "Play during the Strategic Phase"), or
- Pass.
- B. Non-Initiative Card Segment: The Non-Initiative Player performs the above Segment, making one of those choices.
Ending the Card Segments: Continue to alternate Initiative Card Segments until both players consecutively Pass.
Example: The Initiative Player plays an Event and the Non-Initiative Player passes. Then the Initiative Player passes, and that means both players have passed consecutively, so the Card Segment ends immediately.
[8.0] Organization Phase
During this Phase, the Initiative Player performs the following Segments (A-F) in order, followed by the Non-Initiative Player:
- A. Recover Shattered Units: Shattered units are placed back in the Force Pool (see 8.1).
- B. Build-Up Segment: Pay 1 or 2 SPs per eligible unit improved to its stronger side (see 8.2).
- C. Rebuild Lost Units: Pay 1 SP per Destroyed and 2 SPs per Surrendered unit returned to the Force Pool (see 8.3).
- D. Receive Reinforcements: Scheduled reinforcements are placed in the Force Pool. Receive Blitz!/Shock! markers (see 8.4).
- E. Entrenchment Segment: Pay SPs to purchase or upgrade each Box or Minefield unit, or to increase the Tobruk Fortification Level (see 8.5).
- F. Withdrawal Segment: Place scheduled withdrawals on the Turn Track or Tobruk Reaction Box (see 8.6).
Cases
- [8.1] Recover Shattered Units: Units in the Shattered Units Box are returned to the owner's Force Pool on their current strength side (do not flip them).
- [8.2] Build Up Units, Markers: Units in the Force Pool or the Strategic Reserve (but not in Holding boxes or on the Game Turn Track) can be flipped to their higher-strength sides. More than one such Replacement Step can be applied to each unit in a single turn.
Also receive the number of Blitz! or Shock! markers as shown on the Game Turn Track for the current turn. These are added to their Force Pool.
For Example: At the beginning of Game Turn 9, the Axis Player receives two Blitz! markers, and the Allied Player receives three Shock! markers.
These Support markers represent superior training, doctrine, tactics and leadership, plus elements of surprise, airpower, artillery concentrations, logistical support, etc.
- 1 SP to flip a unit to its stronger side* or, for some German Divisions (i.e., the 15th and 21st Panzer and 90th Light Divisions), to replace them with their next-higher counter on its lower-strength side, if available (i.e., that higher-strength side has entered play based on its red Turn of Entry number).
- The 15th Panzer Division cannot be upgraded to its 7-6 value until Game Turn 6, as indicated by the up arrow on its counter.
- 2 SPs to flip a Heavy Tank or Heavy Panzer unit (i.e., one with a red oval in its symbol) to its stronger side*.
- The Enhanced side of a unit is shown by a red turn of entry number in a white arrow. It can only be flipped to its Enhanced side on or after that Game Turn and by also spending the required 1 or 2 SPs.
* Unrecoverable Steps: Units with an Irreplaceable Unit dot (•) next to their unit type symbol cannot be Built Up with SPs in this manner. This means that some eliminated units can never be brought back into play – such as the 2nd SA Division – see 13.6.3.
Important: These "dotted" units are also placed in the Surrendered Units Box when they are Shattered by a combat result (i.e., they've "quit").
Exceptions: The Enhanced (8-6) versions of the two German Panzer Divisions have a dot (•), but this means that they can be Built Up (by spending 2 SPs) only once during the game, with the exception noted below.
The Tank Recovery Units and Give Us the Tools Event cards allow an on-map unit to recover a step (i.e., Build Up). This includes steps with an Irreplaceable Unit dot (e.g., the two German Panzer Divisions) even if they have been previously Built Up.
- [8.3] Rebuild Lost Units: Units in the Destroyed or Surrendered Units Boxes can be returned to their Force Pool on their lowest strength side at a cost of:
- 1 SP to Rebuild a Destroyed unit*
- 2 SPs to Rebuild a Surrendered unit*
* Units with an Irreplaceable Unit dot (•), obviously, cannot be rebuilt.
- [8.4] Bring Reinforcements into Play: After units have been recovered or rebuilt, then any units currently scheduled to arrive this turn are placed in their Force Pool.
- [8.5] Entrenchments: Unbuilt Box units can be added to their owner's Force Pool; the Tobruk fortification level can also be improved (starting on Game Turn 4); and Box units may be upgraded to Minefield units (starting on Game Turn 5), for the following costs:
- 0 SP for the Free Box unit (with "FREE" printed on its reverse side; this is available every Game Turn but the first in each scenario)
- 1 SP for each additional Box unit
- 2 SPs for each Minefield unit or 1 SP to flip a Box over to its Minefield side.
- 1 SP for each increase of the Tobruk Fort Level (on or after Game Turn 4); multiple Levels can be purchased each turn.
The Tobruk marker appears on Game Turn 4 and is placed in the Tobruk Reaction Box until either player has his Control marker on the Map 3 box (see 10.1). Then, it is placed on the zero (0) box of the Tobruk Fortification Level track, where it remains until additional Fortification Levels are purchased.
- [8.6] Withdrawing Units from Play: Friendly units scheduled to withdraw during the current Game Turn (as indicated by the red colored text on the Game Turn Track) are removed from play. These must be taken from that player's Force Pool, if available, even if they are currently at reduced-strength. If not, they must be taken from the Shattered, Destroyed, or Surrendered Box (in that priority order if a choice is possible, randomly discarding one card per unit as a penalty for not being in the Force Pool when needed). Withdrawn units are placed, as specified, on the Turn Track, the Tobruk Reaction Box, or are set aside as permanently removed from play.
- [8.7] Extra Fortifications: If you have in hand unplayable cards, specifically ones with a British Roundel when the Germans have the Strategic Advantage or vice-versa, you can discard them for one Supply Point each during the Organization Phase to pay for Boxes, Mines or Tobruk Fortifications (only).
[9.0] Declare Offensive
During this Phase, one player may declare an Offensive. This initiates Player Turns on the Active Map, where units deploy, move, and conduct Battles.
Perform these Segments in order:
- A. Initiative Player Declaration: The Initiative Player may declare an Offensive for this Game Turn by paying 1 SP and proceeding directly to the Deployment Phase (see 10.0).
- B. Non-Initiative Player Declaration: If the Initiative Player declines to declare an Offensive, then the Non-Initiative Player may do so by paying the required 1 SP. Flip the Game Turn marker to indicate that the Non-Initiative Player is now the Initiative Player (having thus "seized the initiative") and proceed to the Deployment Phase (see 10.0).
If an Offensive is declared, but not on Map 3, the Tobruk Fortification marker is placed in the Tobruk Holding Box.
If neither player declares an Offensive, all units and some markers are retained in their owner's Force Pool between Game Turns, while other markers are lost (and the SPs spent to acquire them are wasted); such markers must be repurchased if still desired.
- Square units are always retained.
- Round entrenchment units, Leader and Supply markers are retained.
- Unused Blitz! and Shock! markers are always lost.
Finally, proceed directly to the End of Turn Housekeeping Phase (see 14.0). No units will deploy, move, or fight on the Active Map this Game Turn.
[10.0] Deployment
If an Offensive has been declared (see 9.0), perform these Segments in order:
- A. Determine the Battle Map: Determine on which map the Offensive takes place. This becomes the Battle Map.
- B. Deploy Non-Initiative Square Units: The Non-Initiative Player's square units (and Leader marker, if available) in his Force Pool are positioned on the Battle Map and/or placed in the Strategic Reserve Box.
- C. Deploy All Initiative Units: All of the Initiative Player's pieces in his Force Pool and Shattered Box (if any) are placed on the Battle Map and in the Strategic Reserve Box.
- D. Deploy Non-Initiative Entrenchments: Finally, the Non-Initiative Player's Round Box and Minefield units in his Force Pool are placed on the Battle Map.
Cases
- [10.1] Determining the Battle Map: The Battle Map is the one where the Non-Initiative Player's Control marker resides on the Strategic Map Control Display of the Player Aid mat.
Examples: In this illustration, if the Axis is the Initiative Player, then the Battle Map would be Map 3 (i.e., the Axis is "invading" Map 3 from Map 2). If the Allies were the Initiative Player, then the Battle Map would be Map 2.
- [10.2] Deployment of Forces: Starting on Game Turn 3, square units (only) may set up in the Strategic Reserve Box. Place them in the Battle Map's Strategic Reserves Box, 4 units per side, maximum.
Units not in the Strategic Reserve are placed on the Battle Map on or adjacent to a Road/Track leading to a friendly (5.2, red box), supplied (11.0) Town or City; OR within three hexes of a friendly-colored map edge – AND within the per-hex Stacking Limit of two units, plus one Box or Minefield, plus any free-stacking units and Leaders in a hex (see 12.2.1). They cannot be deployed adjacent to an enemy Town, City or enemy unit, unless separated by a Fort hexside (i.e., adjacent to Tobruk); and must be at least two hexes away from an enemy map edge.
Capturing Towns and Cities During Deployment: The Non-Initiative Player, who sets up first, cannot capture (occupy and gain control of) enemy Towns and Cities in this manner during Deployment. However, the Initiative Player, setting up second, can do so, if the Non-Initiative Player leaves any such hexes vacant and if the Initiative Player can trace a supply line to them.
Player Turns
[11.0] Supply
During the Supply Phase of each Player Turn, the supply status of both sides' on-map units is checked, the Initiative Player's first, and then the Non-Initiative player's. This order is important because unsupplied units lose their Zone of Control (see 12.3) immediately. Units that are not supplied are noted either with Low Supply or Unsupplied markers (see 11.3, 11.4).
Cases
- [11.1] Tracing a Supply Line: A unit is in supply if it can trace a valid Supply Path no more than three hexes in length (i.e., a maximum of two intervening hexes) from the unit tracing supply to a friendly Supply Source (see 11.2).
Blocking Supply Lines: A Supply Line cannot be traced:
-
Into or through a hex containing enemy units.
-
Through a hex containing an enemy Zone of Control (see 12.3) unless there is a friendly unit in that hex; that is, friendly units negate enemy Zones of Control for the purposes of tracing Supply Lines.
-
Through Marsh hexes, nor across Escarpment hexsides, except along connected Roads and/or Tracks.
-
[11.2] Supply Sources: A Supply Line must be traced to a Supply Source, which is:
- A friendly-colored map edge hex.
- A friendly Road or Track that leads off the map at a friendly colored map edge, and is not blocked by enemy units or their Zones of Control as described above.
- An adjacent friendly unit that can trace a valid Supply Line; a chain of such units can extend a Supply Line.
- A friendly Port hex (e.g., Tobruk, Benghazi, Derna, etc.).
Port Supply: A friendly Port City hex can serve as a Supply Source for as many units as its Port Capacity (see 5.2). For a Port to serve as a Supply Source for the Axis, Malta must be Inactive. The Allies can always use a Port City as a Supply Source.
Tank/Mech. multi-step units count as 2 each when tracing supply through a Port; Anti-Tank units count as 0 each for this purpose.
Example: Tobruk, with its Port Capacity of 2, can supply either: 1 Armored Division, 2 Italian Corps, 2 Infantry Divisions, or 2 Armored (single-step) Brigades. Anti-Tank units do not count against the supply limit.
Port Capture: Because most ports were also major supply dumps that could be captured and used, when a player captures an enemy Port, he immediately receives a number of Supply Points from the stock (if available) equal to its Port Capacity. When a Port is captured, place an Unsupplied marker on its Port Capacity number on the map to indicate that it cannot provide this captured SP bonus again that same Game Turn.
Example: Tobruk, with its Port Capacity of 2, is captured. The capturing player gains 2 SPs from the stock of unused markers and an Unsupplied marker is placed over its Port Capacity as a reminder.
- [11.3] Low Supply Source: Infantry units stacked with a friendly Minefield or Box unit that cannot trace a Supply Line remain in Low Supply.
- [11.4] Unsupplied Status: When a unit cannot trace a Supply Line (11.1) during the Supply Phase, place a Low Supply marker on it. If the unit already has a Low Supply marker, flip it to its Unsupplied ("No ZOC") side (exception, see 11.3). Units already with an Unsupplied marker simply continue at that status.
Minefield and Box units are always considered supplied.
- [11.5] Lack of Supply Effects: A Low Supply marker is primarily a warning state (but see 14.3.1). A unit with an Unsupplied marker suffers the following ill effects:
- [11.5.1] Movement: If it is greater, its Movement Allowance is reduced to only 3 Movement Points.
- [11.5.2] No ZOC: It loses its Zone of Control (see 12.3) for all purposes.
- [11.5.3] Combat: The following penalties apply during combat:
- It does not receive a Mechanized Bonus (see 13.5.3).
- It cannot conduct multi-hex Advance After Combat (see 13.7).
- When defending in a Battle, the Attacker gets two shifts to the right (2➡) on the Combat Results Table.
- [11.5.4] Events: Certain Events apply only to fully supplied units. The unit (or at least one of the units) involved must be in full supply, which means having no Supply Status marker on it.
[12.0] Movement
A player may move none, some, or all of his Mobile units (i.e., those with a Movement Allowance). Each unit may move through any combination of hexes up to the limit of its Movement Allowance (which might be altered by its Supply status or the play of certain Event cards), paying the appropriate Movement Point (MP) cost to enter each hex.
A player does not move his opponent's units. The opponent's units are not moved during your Player Turn except as a result of combat or as instructed through the play of certain Event cards.
Procedure
Units are moved one at a time, hex by hex, in any direction or combination of directions. A unit may continue moving until it has either spent all of its Movement Points for that Player Turn, or it moves adjacent to an enemy unit (where it may have to stop, see rule 12.3.3), or the player simply desires to cease moving it.
Units cannot save up Movement Points between Turns, nor can they be transferred between units.
Cases
- [12.1] Terrain Effects on Movement: The basic cost to enter an Open (i.e., clear) terrain hex is one Movement Point (1 MP). The cost to enter other hexes can be higher, as shown on the Terrain Effects Chart.
Unlike more tactical scale games, there is no up and down slope along Ridges; it costs +2 MPs in either direction.
A unit can enter a hex only if it has sufficient MPs left to pay the cost, with this exception: A unit that has a Movement Allowance greater than zero (0) can always move one hex regardless of Movement Point cost considerations. Note that other Rules regarding prohibited hexes / hexsides and Infiltration (see 12.3.3) still apply.
- [12.2] Stacking Effects on Movement: Friendly units can never enter hexes containing enemy units.
Friendly units can freely enter and exit hexes containing other friendly units at no additional Movement Point cost to do so.
When more than one friendly unit remains in a hex at the end of any Phase, Segment, or Step, it is called stacking.
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[12.2.1] Stacking Limit: Both Players may stack up to 2 units per hex, plus one Entrenchment (Box or Minefield) unit. Exception: the two German Anti-Tank units, and both sides' Leader markers, do not count for stacking. They are "stack free" pieces.
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[12.2.2] Stacking Color Restriction: German (gray) and Italian (green) units cannot voluntarily stack together. Allied Mechanized (brown) and Infantry (tan) units cannot voluntarily stack together. Bi-color (gray/green, tan/brown) units may freely stack with either color type.
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[12.2.3] Leaders: Leader markers stack for free. At the beginning of their friendly Movement Phase, they may be transferred to any supplied hex containing a friendly unit, and must remain stacked with and move with that friendly square unit at all times until the next friendly Movement Phase (but see 13.7).
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[12.2.4] Overstacking Penalty: If any hex is overstacked at the end of any Phase, Segment or Step, the owning player must remove excess units of his choice and place them in the Shattered Units Box.
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[12.3] Zones of Control (ZOCs): The six hexes on the map adjacent to a unit are called that unit's Zone of Control (ZOC).
A unit's Zone of Control represents the area it controls through its size, mobility, and firepower or, for Minefields, an area covered by lower-density mine belts.
A unit's Zone of Control restricts the movement of enemy units only.
A hex adjacent to an enemy unit is known as an enemy controlled hex. This hex is said to be in an Enemy Zone of Control (EZOC).
Markers, unsupplied units, and Box units never possess a ZOC.
- [12.3.1] Closing With the Enemy: A friendly unit must spend one additional (+1) MP to enter an EZOC. Furthermore, it cannot use the Road Movement rate when entering an EZOC.
- [12.3.2] Stop!: After entering an EZOC, a friendly unit must end its movement for that Player Turn regardless of how many MPs it might have remaining. Exception: see Infiltration, below.
- [12.3.3] Infiltration: In general, units cannot move directly from one hex in an EZOC to another; they would first have to move to a hex devoid of EZOCs, after which they could move normally.
Moving from one EZOC hex directly to another is allowed if the moving unit is Mechanized and the hex being entered is not affected by enemy Mechanized or Minefield units' Zones of Control. In this case only, that unit can continue moving from one EZOC to another (paying the normal +1 MP cost each time it enters an EZOC, as per 12.3.1).
Example: See the first movement example on the inside front cover.
- [12.3.4] Negating EZOCs: The presence of friendly units negates EZOCs for the purposes of tracing a Supply Line (see 11.1) and when Retreating (see 13.6.1).
In the desert, 90% of all the Mines laid were Anti-tank mines. These were very effective in restricting the movement of vehicles. Conversely, infantry was pretty powerless to stop tanks from maneuvering around as they lacked mobility. Infantry was more effective in prepared positions.
- [12.4] Entering the Map (the Strategic Reserve): Starting on Game Turn 3, instead of deploying on the map, units can be set up in their owner's Strategic Reserve (see 10.2). At the end of their owner's Movement Phase, any such units in the Strategic Reserve may be placed on any friendly colored map edge hex; or in/adjacent to a friendly, supplied City or Town hex not in an EZOC, spending 1 SP per unit so "released." A DW combat result can always put a unit in the Strategic Reserve (even before Game Turn 3).
- [12.5] Exiting the Map: Similarly, units may exit the map during a friendly Movement Phase through a friendly-colored map edge. It costs that unit 1 Movement Point to exit the map. Such exited units are placed in the Shattered Units Box.
[13.0] Combat
During your Combat Phase, your units may participate in Battles against adjacent enemy units.
Procedure
A Combat Phase begins with the Phasing Player, and then the Non-Phasing Player, declaring all of the Target Hexes (i.e., ones containing Non-Phasing Player units). These are marked by the Phasing Player placing Target Hex markers, and by the Non-Phasing player placing Counterblow markers, on Non-Phasing ("defending") units in hexes adjacent to Phasing Player units that are across non-Prohibited hexsides). All of these Target Hexes must be attacked during that Combat Phase.
After all Target Hexes have been so designated by Target Hex and Counterblow marker placements, each Battle is resolved by following all of the Steps of the Battle Sequence. The Phasing Player determines the order in which each Battle is resolved.
Declaring All Battles
Before any Battles are resolved, both players must declare all Target Hexes.
First, the Phasing Player declares all of the Target Hexes that he desires to voluntarily attack that Combat Phase, marking each with one of his four Target Hex markers. The first two such attacks are free, but the third or fourth attack during a Player Turn costs one (1) Supply Point (total, not for each). Units with white Combat Strengths (e.g., Minefields and Boxes) cannot participate in these voluntary attacks.
Second, after the Phasing Player completes his declarations, the Non-Phasing Player declares additional Target Hexes that must also be attacked by the Phasing Player during this Combat Phase by spending 1 SP for each such hex and marking it with one of his four Counterblow markers (and see the text box below). The number of Target Hex / Counterblow markers is a design limit. Players cannot conduct more than four voluntary attacks or Counterblows during a single Player Turn.
The Non-Phasing Player can conduct an immediate Mechanized Response move by spending 1 SP, placing a Counterblow marker in a hex containing one or more of his Mechanized units that are not in an EZOC, and moving them up to two (2) hexes (not Movement Points; however Prohibited terrain effects and EZOC restrictions do still apply) along with their Counterblow marker. Mechanized units stacked together must remain stacked, conducting this Response move together. They cannot end this move in an overstacked situation (see 12.2.1), but do not have to end it adjacent to an enemy unit. Of course, if they did, those units would have to be attacked by the Phasing Player, but it could be smarter to merely reposition your "Mechanized reserves" thus, after seeing where your opponent's blows will fall. Only one Response move per unit per Player Turn is allowed.
The Rommel and O'Connor Leader markers may, once each enemy Player Turn, be flipped to their Counterblow marker side at no SP cost, with all of the usual Counterblow effects. They are flipped back (face-up) at the end of that enemy Player Turn.
Counterblow Effects
- Units in Counterblow Target Hexes receive no beneficial terrain combat modifiers when attacked by the Phasing Player during that Combat Phase. This represents the Non-Phasing Player's forces moving out from their defensive positions and closing on the enemy to force a Battle.
- Units of the Non-Phasing Player with a white Combat Strength in the Target Hex cannot participate in the Counterblow (they cannot "move onto the enemy"), but units with a black Combat Strength stacked with them may.
- Any and all of the Phasing Player's units can respond to a Counterblow, including those with white Combat Strengths.
It is a useful tactic to compel the Phasing Player's white Combat Strength units to attack your units during their Player Turn when they are the only ones that can respond to a Counterblow that you've launched.
Establishing a Battle
- [13.1] Battle Preconditions: Which units can participate in a given Battle and their strengths are explained below:
- [13.1.1] Which Units Can Attack: The Phasing Player decides which Phasing units will attack which adjacent Target Hexes (i.e., those with Target Hex or Counterblow markers), in any combination (with the exceptions noted below), as long as all declared Target Hexes are attacked by at least one Phasing unit (not all adjacent Phasing units are required to attack adjacent Target Hexes).
Exceptions: Some units are prohibited from attacking based on their color:
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German (gray) and Italian (green) units cannot attack together in the same Battle. (They can Counterattack together, see 13.6.4, using either the German or Italian CRT). Bi-color units can freely attack with either color.
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Allied Mechanized (brown) and Infantry (tan) type units cannot attack together in the same Battle unless a British Leader marker is on the map. (They can Counterattack together, see 13.6.4.) Bi-color units can freely attack with either color.
- [13.1.2] Adjacency: Attacking units in two or more hexes may combine their Combat Strengths to conduct a single Battle. To be resolved as a single Battle, all of the attacking units must be adjacent to all of the Target Hexes in that Battle.
- [13.1.3] One Battle per Unit: No Phasing unit can attack more than once in any Friendly Combat Phase, and no Target Hex can be attacked more than once per Combat Phase (not including Counterattack results, see 13.6.4).
- [13.1.4] Unity and Division: An individual unit's Combat Strength cannot be divided between different Battles.
Units that are stacked together, need not participate in the same Battle when one of them attacks (or Counterattacks, 13.6.4). That is, if two units are stacked together and one attacks in a Battle, the other unit can join in that Battle, attack in a different Battle during that Combat Phase, or not attack at all during that Combat Phase. Conversely, all units in a Target Hex must defend together if attacked.
Resolving a Battle
- [13.2] The Steps in a Battle: Battles are conducted using the Battle Sequence. These Steps must be completed for each Battle in the exact order listed below before the next Battle can be conducted:
The Battle Sequence
- Strength Step: Total the Combat Strengths of all the participating attacking units, then the defending units.
- Commitment Step: First, the attacker (only) may announce his commitment of one (maximum) Combat Support marker (Blitz! or Shock!) to the Battle if one is available; then the attacker, followed by the defender, may each play one Event card (see 13.3).
- Initial Odds Step: Divide the attacking units' total Combat Strength by the total defending units' Combat Strength to determine the Initial Battle Odds as found on the Combat Results Tables.
- Final Odds Step: Shift the Initial Odds column (Step 3) as required by Terrain Effects, Support markers, Mechanized or Anti-Tank bonuses, and Event cards played for that Battle to determine the Final Battle Odds column to resolve that Battle.
- Attacker Rolls Step. The attacking player rolls a six-sided die and cross-indexes the result on the Final Battle odds column (see 13.5.6).
- Apply Result Step. Apply the combat result (for instructions, see 13.6).
- [13.3] Battle Commitment: Each player's one Event card that is played during Step 2 must read "Play during the Battle Sequence" and is placed, face-up, on the Discard pile. The defender makes his Event card commitment decision after the attacker does, with full knowledge of the attacker's marker and card commitment decisions.
- [13.4] Initial Odds: When computing the initial odds during Step 3, always drop fractions so that the ratios are rounded off in the defender's favor.
Example: A total of 14 Combat Strength points attack a total of 5 that are defending. The ratio is 2.8 to 1, which rounds down to a simple 2:1 odds ratio as found on the Combat Results Table. If the attacker had one more Strength Point committed, it would be a 3:1.
Example 2: 14 strength attacking 9 has an odds ratio of 1.56 to 1, which rounds down to 3:2 on the Combat Results Table.
Initial Odds ratios greater than 6:1 are first reduced to 6:1 before applying any Final Odds shifts (see 13.5).
Whenever an Initial Odds ratio is less than 1:3, skip Steps 4 and 5; the Initial Odds column is not shifted and the result is an automatic CA result. This also applies to Final Odds ratios of less than 1:3.
Example: 24 Axis Strength Points attack an Allied unit worth 2 Strength Points. The Initial odds ratio would be 24:2, or 12:1, which is treated as a 6:1 before shifts.
- [13.5] Final Battle Odds Shifts: When determining the final Battle odds column in Step 4, the following Subcases apply:
- [13.5.1] Terrain Effects: The terrain shifts are based on the defender's hex, and/or hexside if all of the units in that attack are across a Ridge/Wadi hexside, as listed on the Terrain Effects Chart (TEC).
- [13.5.2] Support Markers: When available to a player, a maximum of one Axis Blitz! or Allied Shock! Combat Support marker can be committed to a Battle when that player is the attacker (including a Counterattack situation, see 13.6.4). It provides one shift to the right (1➡).
The Montgomery Leader may, once each Allied Player Turn, be flipped by the Allied Player to its Shock! side at no SP cost, with all of the usual Shock! marker effects for one adjacent Battle. It is flipped back (face-up) at the end of that Allied Player Turn.
Restrictions
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Support markers cannot assist attacks made solely by unsupplied units.
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Support markers are removed after their shift is applied; they do not remain on the map.
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Support markers cannot be saved between Game Turns. If they are not used on the Game Turn that they're received, they are lost.
- [13.5.3] Mechanized Combat Bonus: The Mechanized Bonus shift is only applied once per Battle regardless of how many individual qualifying units participate.
- When the attacking force includes a Mechanized unit and it is attacking into an allowable terrain type (see the Terrain Effects Chart), that Battle receives one shift to the right (1➡).
- When the defending force includes a Mechanized unit and it is defending in an allowable terrain type (see the Terrain Effects Chart), that Battle receives one shift to the left (⬅1).
- Heavies: In addition to being Mechanized, Heavy Panzers/Tanks (with the red oval in their symbols) provide one additional shift of two shifts to the right or left.
- Anti-Tank: A side in a Battle that has one or more Anti-Tank (AT) units negates all enemy Mechanized shifts at that Battle, if any are present.
- [13.5.4] Prepared Positions: If a defending Anti-Tank unit is stacked with a Minefield, regardless of the terrain in the defender's hex, that Battle receives (⬅1). This is in addition to its negating enemy Mechanized shifts at that Battle.
- [13.5.3] Mechanized Combat Bonus: The Mechanized Bonus shift is only applied once per Battle regardless of how many individual qualifying units participate.
For Example: Two attacking Axis Heavy Panzer units (2➡ total, not each) and one attacking Anti-Tank unit are attacking two Allied Tank units (⬅1 total, not each; but it won't help as it is cancelled by the Anti-Tank). The net Combat Bonus is two columns to the right (2➡).
- **[13.5.5] Odds Limits:** All shift effects are cumulative. After they are added together, only their net odds column shift is applied to the Initial Odds column for that Battle. Whenever a **Final** odds ratio is greater than 6:1, it is treated as 6:1. Whenever a **Final** odds ratio is less than 1:3, the result is automatically a **CA** result.
- **[13.5.6] Combat Results Tables:** The Germans, Italians and Allies each have their own Combat Results Table for resolving an attack. Axis mixed units may use **either** the German or Italian Combat Results Table when attacking alone, or with other mixed units.
- [13.6] Applying Battle Results: The different combat results are listed under each Combat Results Table and explained here:
BATTLE RESULTS:
- — = Indecisive Battle: No Effect
- CA = Counterattack: The defender may launch an immediate Counterattack (see 13.6.4). Recompute the odds; no terrain modifiers apply.
- CB = Counterblow: Place a Counterblow marker on one of the Phasing, attacking units' hexes. These markers are not removed during that side's Marker / Unit Removal Phase, but are instead resolved as usual during the other side's Combat Phase (i.e., during the next Player Turn, see 13.6.5).
- CR = Counterattack Required: The defender must launch an immediate Counterattack – OR – suffer a DR.
- DR = Defender Retreat: Defender Retreats his units 3 hexes – OR – without Retreating, reduces one of his defending units by 1 step*. Attacking units can Advance if the defending units retreated or if no steps remain in the hex after the step loss option is exercised. This result has No Effect if the Target Hex is an active Fortress.
- DW = Defender Withdraw: Apply a DR result. Then, if the retreating units are not destroyed, place them in the Strategic Reserve Box – OR – Lose 1 step. This result has No Effect if the Target Hex is an active Fortress.
* This represents a hold-at-all-costs option that allows the defender to keep control of the attacked hex as long as surviving steps remain in that hex.
Gray box: Now Player Turns can begin with some Counterblow markers already in place, meaning that either: A) Those enemy units must be attacked if friendly units remain adjacent to them during the Combat Phase; or B) Those friendly units will have to move away during their Movement Phase to avoid those Battles (but if those are enemy armor units, they will get a free Mechanized Response move). This can be a big decision!
- [13.6.1] Retreating: When required to Retreat, the defender must move the retreating units three (3) hexes toward a friendly Supply Source, if possible (see 11.2). Retreating does not consume Movement Points – you just move hexes. Units stacked together may be retreated individually to different hexes, if desired. If possible, units zigzag or stack when retreating so that they end up fewer than three hexes away from the Battle hex.
Non-Retreating Situations: Minefield and Box units never retreat. They remain in their hex when other units Retreat from it. They are removed from the map and placed among the available pieces only if an enemy unit actually Advances into their hex.
Tobruk Fortification Level: If the Fortification Level is greater than zero (0), units in Tobruk do not retreat, but suffer the other effects of DR, DW, DS (treated as an EX in this case) and DD results, after which the Fortress Level is reduced by one (-1).
Retreat Restrictions: Units that must Retreat cannot violate the following restrictions. If they do so, they are Destroyed instead (see 13.6.3):
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A unit cannot Retreat into a hex containing an enemy unit or across a prohibited hexside.
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A unit cannot retreat off the map except from a hex adjacent to its friendly-colored map edge. In that case, the unit is placed in the Shattered Units Box (see 12.5) instead of the Destroyed Box.
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A unit cannot retreat into an EZOC, unless that hex is occupied by a friendly unit. Friendly Mechanized type units can Retreat through enemy ZOCs if the hex being retreated into is not affected by enemy Mechanized or Minefield units' Zones of Control.
- [13.6.2] Step Losses: Certain results cause a step loss to be suffered by the defender (DD, DS) or both sides (EX). When there is a choice, the owning player determines which of his units suffers a step loss. When a step loss occurs:
- A full-strength, multi-step unit is either reduced (flipped over) to its reduced-strength side or, for units with more than two steps, replaced with its next-lower strength side.
- A unit on its last step, or that has only one step, is destroyed (see 13.6.3).
- [13.6.2] Step Losses: Certain results cause a step loss to be suffered by the defender (DD, DS) or both sides (EX). When there is a choice, the owning player determines which of his units suffers a step loss. When a step loss occurs:
The two German Panzer Divisions have a maximum of four steps each (when available), and a 7-6 unit would be replaced by its 5-6 counter when losing a step. Similarly, the 90th Light Division has three steps. Tobruk's Fortification Levels cannot be taken as step losses.
- [13.6.3] Destroyed Units: Place a destroyed unit in the Destroyed Units box or, if it had a Low or Unsupplied marker on it when eliminated, it is placed in the Surrendered Units box instead (Exception: One-step units with an Irreplaceable Unit dot are removed from play instead).
Notes
- Stacking: Retreating units may freely pass through and end their Retreat stacked with other friendly units (but see 12.2.4 regarding overstacking).
- Shattered Units: Units suffering a DS result must Retreat before being removed to the Shattered Units box. If unable, they are destroyed instead.
Example 1: A hex with a Box and an Infantry unit suffers a DR. The Defender can retreat the Infantry (Boxes do not retreat). The Box is eliminated only if an enemy unit then Advances into the hex. Alternatively, the Defender could take a step loss from either unit and stay put.
Example 2: Tobruk, at Fortification Level 1, is attacked with a DS result. The retreat part of the Fortress is cancelled and the Fortification Level is reduced to zero. Since the target was in an Active Fortification (greater than 0) when attacked, the result becomes an EX, and both sides take a single step loss.
Example 3: A British Tank unit attacks a lone Axis Infantry unit and the result is a CB. The Phasing (Allied) Player places a Counterblow marker on his Tank unit. During the next Axis Combat Phase, if there is an Axis unit next to that Allied Tank unit, the Axis must attack it (see 13.6.5). If there are no Axis units next to it, it will be able to do a free Mechanized Response Move (13.0) as it is under a Counterblow marker and not in an EZOC!
- [13.6.4] Counterattacks: A CA result requires the Defender to choose between treating the Battle as a No Effect –OR– conducting an immediate Counterattack. A CR result requires a defender to choose between conducting a Counterattack –OR– a Retreat (see 13.6.1).
To conduct a Counterattack, remove all previously committed Support markers and Event cards for that Battle and begin an entirely new Battle Sequence (see 13.2) starting with Step 1. This includes all of the same units from that Battle (only), but now the Counterattacking Player is the Attacker and the original Phasing Player is the Defender, and no terrain shift modifiers are used. Other terrain effects that affect armor shifts and multi-hex advance, but not the Tobruk Fortress (13.6.5), still apply.
Notes: It is possible in a Counterattack Battle that only some units in a particular hex are being Counterattacked while others are not. That is permitted. Only participating units are affected by the combat results. Uninvolved units in the defending stack are simply ignored. One Counterattack can lead directly to another, and so on until some other outcome occurs.
- [13.6.5] Counterblows (Involuntary Counterattacks): The Non-Phasing Player's Counterblows, designated when all Battles were declared (see 13.0), require the Phasing Player to conduct what amounts to "Involuntary Counterattacks" against those additional Target Hexes. A Battle against a Counterblow Target Hex is similar to a Counterattack (see 13.6.4) in that the defending units do not receive terrain shift modifiers. However, units with white Combat Strengths can participate in these Counterblows, if desired (and must if they're the only possible units that could), but white-Strength units cannot Advance After Combat (13.7) if victorious.
- [13.7] Advance After Combat: If the Target Hex has no square defending units (i.e., a Minefield, Box and/or Leader remains behind) left due to a CR, DR, DW, DS, or DD combat result, or is completely devoid of defending steps if the defender elected to take a step loss to hold that hex from a DR or DS result, then attacking units may Advance After Combat, moving into that hex and possibly beyond.
Procedure: Advance After Combat (AAC) is not movement per se, and does not consume Movement Points; you just count hexes. EZOCs have no effect on AAC. See the Example of Play on the inside front cover.
When Advance After Combat is allowed (see above), attacking units up to the stacking limit (see 12.2.1) may always advance into the defender's just-vacated Target Hex. Any Box or Minefield unit there is removed to the stock, and any Leader marker there is placed on the next Game Turn on the Turn Track as a Reinforcement, except for O'Connor who has a dot (•) on his counter and is thus eliminated. Also see Port Capture (11.2).
Minefield and Box units cannot AAC.
Multi-Hex Advance After Combat
After advancing into the vacated Target Hex, Mechanized units may advance a second hex with the following restrictions:
- They must stop their AAC immediately after entering certain hexes or crossing certain hexsides, as listed on the Terrain Effects Chart under the "Stops Advance?" column. This could stop a multi-hex AAC in the first (defender's vacated) hex, thus completely prohibiting a multi-hex AAC.
- A multi-hex AAC cannot be made into hexes containing an enemy unit, adjacent to an enemy Minefield unit, or off the map.
- Advancing units can end their AAC stacked with friendly units (but see 12.2.1).
After occupying the just-vacated defender's hex, units making a multi-hex AAC are free to go to any adjacent hex that is not otherwise restricted or prohibited.
German Mechanized Bonus: German Mechanized units whose multi-hex AAC has not been stopped in their second hex due to the above-mentioned terrain restrictions can continue their AAC to a third hex within the above restrictions.
Game Turn Housekeeping
[14.0] Housekeeping
At the end of every Game Turn and at the beginning of the next, several administrative "Housekeeping" Phases are performed.
End of Turn Segments
At the end of every Game Turn, each of these Segments is performed in order:
- [14.1] Map Control Segment: Check to see if control of the Battle Map changes.
- [14.1.1] Seizing Full Control: A player seizes control of the Battle Map by either controlling the board OR overwhelming the enemy.
- A player controls the board if all the Towns and Cities on the map are friendly (see 5.2), but the following takes precedence:
- A player overwhelms the enemy if there are no fully supplied (see 11.0) enemy square units (i.e., excluding Minefield and Box) on the map.
- If a Map that was not Contested (see 14.1.2) changes Control (i.e., it was completely owned when Player Turns began and completely lost when Player Turns ended during a single Game Turn), the player that lost control of that map loses half (rounded up) of his remaining Supply Points at this time.
- [14.1.1] Seizing Full Control: A player seizes control of the Battle Map by either controlling the board OR overwhelming the enemy.
Seizing full control is indicated by putting the controlling player's Control marker on the Strategic Map Control Display in the box corresponding to the Battle Map, and withdrawing the other player's Control marker one box on the display (i.e., the Axis toward Map 1 and the Allies toward Map 5).
- [14.1.2] Contested Control: If both players control Towns or Cities and have one or more fully supplied square units on the Battle Map, then it is contested.
This is indicated by placing both players' Control markers in the box corresponding to the Active Map on the Strategic Map Control Display (see Map 3 "contested" illustration).
- [14.1.3] Voluntarily Yielding Control of a Contested Map: Starting with the Non-Initiative Player, one player may declare that he is voluntarily yielding control of a Contested Battle Map. Withdraw his Control marker one box on the display (i.e., the Axis toward Map 1 and the Allies toward Map 5).
- [14.2] Initiative Check Segment: If the Initiative Player lost or yielded control of a map, he becomes the Non-Initiative Player (6.1); if he failed to capture at least two enemy-controlled towns that turn, the offensive was aborted: the current Game Turn is repeated, skipping the Housekeeping and Strategic Planning Phases. If no maps changed control, there is no change in Initiative.
Errata (official, May 2011, see the companion errata document): the Rule 14.2 text is changed to read: "[14.2] Initiative Check Segment: If the Initiative player lost or yielded control of a map, he becomes the Non-Initiative Player (see 6.1); if the map was lost by the Initiative Player and he never captured any enemy-controlled towns, the offensive is considered an abortive attempt; in this case you repeat the turn, skipping both the Housekeeping Phase and the Strategic Phase." The printed text above is kept for reference and the errata reading governs.
- [14.3] Removal Segment: Both players must remove most of their units remaining on the Battle Map as follows:
- [14.3.1] Square Units: Units with Out of Supply markers are placed in the Surrendered Units Box. Units with Low Supply markers are put in the Shattered Units Box. All other units and available Leader markers are placed in their owner's Force Pool. Unused Blitz! and Shock! markers are not returned to their owner's Force Pool; they are lost and go back into the stock instead, as do Counterblow markers left in play. Unused Supply counters are kept for use next turn.
- [14.3.2] Minefields and Boxes: These units stay on a Contested Map (see 14.1.2) in their present locations. If the Active Map is Fully Controlled (see 14.1.1), Minefield and Box units on the player's side that does not have control are removed to the stock. The player who controls the map places his Minefield and Box units in his Force Pool.
- [14.3.3] Town/City Control: If the Battle Map is Contested (see 14.1.2), note who controls each Town and City hex. Use the national insignias on the backs of unused single-step units, or Target/Counterblow markers as desired to indicate control.
Beginning of Turn Segments
This Phase is skipped on the first Game Turn of all scenarios because these Segments are included in that scenario's set up instructions. At the beginning of all other Game Turns, perform these Segments in order.
- [14.4] Game Turn Segment: Advance the Game Turn marker one box on the Turn Track. If there are Reinforcement units, markers, or events scheduled for that Game Turn, these will take place later in the Sequence of Play. Be patient.
If Game Turn 18 was just completed: Check the End Game Victory Conditions below to determine the winner.
- Both players score 1 Victory Point (VP) for each map they control (i.e., the map where their Map Control marker is located, and all the friendly maps behind it).
- If Malta is Inactive, the Axis score +1 VP.
- If Malta was successfully invaded (see 15.2), the Axis score another +1 VP (in addition to the Inactive VP).
The side with the most Victory Points wins. In the case of a tie score, the Allied Player wins.
Example: Both the Axis and Allied Control markers are on Map 2 and Malta was successfully invaded. The Axis score one VP each for Maps 1 and 2, plus two more VPs for conquering Malta and leaving it Inactive, for a total of 4 VPs. The Allies score one VP each for Maps 2, 3, 4 and 5, for a total of 4 VPs.
The score is tied, so the Allied Player wins!
- [14.5] Adjust Cards Segment: First, the Initiative Player discards any cards he desires. He then draws his allotted number of cards; this will be somewhere between 5 and 8 (see 5.2). Then, the Non-Initiative Player repeats this procedure.
- [14.6] New Game Turn Event Segment: If the new Game Turn has an Event text in its box on the Game Turn Track, apply that event's effects as listed below:
Only red Events printed on the Game Turn Track can move to another turn by card play; black printed Game Turn Events are fixed.
Game Turns 1-18: Yellow turns have Fair weather and are one month long (both players draw 1 extra card). Brown turns have Bad weather and are two months long.
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Turns 1-9, Axis Strategic Advantage: Event cards with a German cross can be played as Events, and those with a British roundel cannot. This reflects the early Axis superiority in means and strength in the Mediterranean Theater.
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2 – Ethiopia Campaign: During the Organization Phase, the Allied Player must withdraw the 4th Indian Infantry unit, placing it as a Game Turn 5 Reinforcement. This unit is being sent to Ethiopia to help fight the Italian Army garrisoned there.
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3 – Strategic Reserves: Both players can begin voluntarily adding units to the Strategic Reserve Box (see 12.4).
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4a – Greece Campaign: During the Organization Phase, the Allied Player must withdraw the 7th Armored, the 4th Tank, and one multi-step Infantry Division, placing all of them at their reduced strengths as Game Turn 6 Reinforcements. Also, the 32nd Tank and Guards units are withdrawn and placed as Game Turn 5 Reinforcements. Churchill insisted that veteran British units are sent to mainland Greece and, later, Crete to help his Greek allies against the Axis in an abortive campaign.
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4b – Malta Enters: Immediately put the round Malta marker on its Inactive side in the Malta Status Box on the Player Aid mat. Card Events with a Malta graphic behind them are now playable (see 5.3.4). Malta, dubbed "the unsinkable aircraft carrier," had tremendous importance in controlling the surrounding Mediterranean waters and impeding Axis convoys to Africa.
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4c – Tobruk Fortress Activated: From now on, place the round Fort Active marker on its Inactive side in the 0 box of the Tobruk Fortification Level Track when Map 3 is the Active map. The control of Tobruk was vital to both sides, so it was heavily fortified.
Procedure: Determine if either player exclusively controls (see 14.1) Map 3 (Tobruk). If that map is Contested, skip this Segment entirely (begin Operational Preparation with the Strategic Phase).
- If Map 3 is exclusively Allied controlled and Malta is Active, then the game ends immediately in an Allied victory.
- If Map 3 is exclusively Allied controlled and Malta is Inactive, then conduct an Axis Invasion of Malta (see 15.2).
- If Map 3 is exclusively Axis controlled and Malta is Active, nothing happens. The Axis, poised to strike, cannot because the British have too much local air/sea control around Malta. (Printed text as it appears; the sentence is missing a word in the source.)
- If Map 3 is exclusively Axis controlled and Malta is Inactive, the Axis Invasion of Malta is Permanently Canceled (as per 15.1), OR
- If Map 3 is exclusively Axis controlled and Malta has been previously invaded successfully (see 15.2, #2, first bullet) or has not yet entered play (i.e., during Game Turn 3's Sudden Death Check), the game ends immediately in an Axis victory.
Thus, for the Axis to win, it is not enough to successfully invade Malta. They must also exclusively control Map 3.
[15.0] Malta
During the Checks Segment of Sudden Death turns, an Axis invasion of Malta might occur or be canceled permanently.
- [15.1] Permanently Canceled: If Map 3 is exclusively Axis controlled and Malta is Inactive, the Axis Invasion of Malta is Permanently Canceled. Put an Axis Target marker in the Malta Holding Box as a reminder. The Axis receives the Ramcke/Folgore and 164th Light units as reinforcements on Game Turn 14. No Axis Invasions of Malta (see 14.7.2) can be made subsequently; ignore any instructions to do so.
- [15.2] Axis Invasion Possible: If Map 3 is exclusively Allied controlled and Malta is Inactive, the Axis Player may conduct (his choice) an Invasion of Malta as follows:
Procedure
- The Axis Ramcke/Folgore and 164th Light units are permanently removed from play. They're conducting the invasion and must remain there.
- Both players count the number of cards in their hand with a Malta graphic symbol and red-bordered Event on their half of the card and compare those counts to resolve the invasion.
- If the Axis Player's count is greater than (>) the Allied Player's, then the invasion succeeds. Remove the Malta marker from the game. Place the two Axis Malta units (Ramcke/Folgore and 164th Light) in the Malta Box. Malta is Inactive for the rest of the game.
- If the Allied Player's count is greater than (>) the Axis Player's, then the invasion fails. Remove the Malta marker and the two Axis Malta units from the game. Place an Axis Counterblow marker in the Malta Box as a reminder (so the Axis will play with one fewer Target Hex / Counterblow marker for the rest of the game). Malta is Active for the rest of the game.
- If the counts are equal (=), then the invasion succeeds if the Crete Invasion Event on Turn 5 was an Axis Victory, otherwise the invasion fails (see the two above results for instructions).
- After this Axis Invasion of Malta is resolved, regardless of the outcome, both players discard all the Malta cards counted in Step 2. This represents the resources committed to the Battle for Malta.
- An Axis Invasion of Malta cannot again be made for the remainder of the game, nor can it be retroactively Canceled (see 15.1). Ignore any instructions to do so.
Example: During a Check Segment of a Sudden Death Game Turn, Map 3 is exclusively Allied-controlled and Malta is Inactive, so an Axis Invasion of Malta may be conducted. The Axis Player "pulls the trigger," and the invasion is on! A count of the Malta Event cards in each player's hand shows the Axis has 2 and the Allied Player has 1, so the invasion succeeds! The Malta marker is removed from play and the Axis Malta units are placed in the Malta Box to show the island is permanently Inactive. If the Axis can gain exclusive hold of Map 3 during a subsequent Sudden Death check, he'll win the game!
[16.0] Optional Rules
These Optional Rules add greater detail and realism at the expense of some added complexity. Players are free to use any or all of them by mutual agreement.
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[16.1] Emergency Supply: This represents the degradation and battle attrition that occurs in extended battles or difficult circumstances. During the Supply Check Phase, a player can decide to lose one step from a "Supplied" or "Low Supply" unit in order to gain one Supply Point. Only one Supply Point can be gained in this manner each Player Turn.
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[16.2] Siege of Tobruk: This represents the Axis or Allies continuing their offensive past an enemy-occupied Tobruk. It is something that was not done historically for supply and security concerns, but you might risk it. Contrary to Rule 10.1, if, at the start of a turn, Map 3 is contested but the one enemy-occupied City or Town is Tobruk, then the Initiative player can attack past this Map 3 onto the next map as follows:
- At the beginning of the Deployment Phase, before any other Deployment matters are attended to, the player who controls Tobruk must place one or two square units and/or one Minefield or Box unit on the Strategic Control Display in the Map 3 box to stand as the Tobruk Garrison.
- Then the other ("Besieging") player must place more square units and more Minefield or Box units in that same Map 3 box than the Tobruk Garrison (as the Tobruk Besieger). His total strength must exceed that of the Tobruk Garrison force. In addition, he must then discard two cards of his choice.
All of this is required to "keep a lid" on Tobruk each turn and maintain its siege. If the "Besieging" Player later wishes to attack Tobruk, his side's Control marker must be (voluntarily) withdrawn or (involuntarily by his opponent) pushed back to Map 3 where it reverts to Contested Control status.
- [16.3] Mechanized Infantry vs. Armor: These troops were not able to directly and effectively attack in the barren desert. When attacking (only, not when defending against) enemy Tank/Panzer units, Mechanized Infantry units do not receive the Mechanized Combat Bonus (13.5.3).