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Patton's First Victory: Tunisia

Patton's First Victory: Tunisia Rulebook

Table of Contents

Table of Contents

  • 1.0 Game Pieces
  • 2.0 Reading the Pieces
    • 2.1 Attributes
    • 2.2 Sample Units
    • 2.3 Abbreviations
  • 3.0 The Map
  • 4.0 Winning the Game
  • 5.0 Setup
    • 5.1 Allied Setup
    • 5.2 Axis Setup
  • 6.0 Stacking
  • 7.0 Turn Sequence
    • 7.1 Movement Phase (Phase 1)
    • 7.2 Attack Phase (Phase 2)
    • 7.3 Air Support Phase (Phase 3)
    • 7.4 Combat Phase (Phase 4)
    • 7.5 Advance After Combat Phase (Phase 5)
    • 7.6 Return to Base Phase (Phase 6)
    • 7.7 Replacement Phase (Phase 7)
    • 7.8 Supply Phase (Phase 8)
  • 8.0 Movement
    • 8.1 In General
    • 8.2 Terrain Effects on Movement
    • 8.3 Rivers and Bridges
    • 8.4 Road Rate
    • 8.5 Minimum Movement
    • 8.6 Strategic Movement
    • 8.7 Restrictions
  • 9.0 Zones of Control
    • 9.1 In General
    • 9.2 Restrictions
  • 10.0 Air Combat
    • 10.1 In General
    • 10.2 Procedure
  • 11.0 Attacking
    • 11.1 In General
    • 11.2 Procedure
    • 11.3 Terrain Effects on Combat
    • 11.4 Support Assets
    • 11.5 Successful/Unsuccessful Attack
    • 11.6 Restrictions
  • 12.0 Defending
    • 12.1 In General
    • 12.2 Successful/Unsuccessful Defense
    • 12.3 Timing of Attacks and Defenses
    • 12.4 Defending Support Assets
  • 13.0 Losses and Battlegroups
    • 13.1 Applying Losses
    • 13.2 Battlegroups
    • 13.3 Losses to Air Support Assets
  • 14.0 Retreats and Advances After Combat
    • 14.1 Retreats
    • 14.2 Retreat Restrictions
    • 14.3 Advance After Combat
  • 15.0 Breakthroughs
  • 16.0 Patton in Command
  • 17.0 Rommel Recalled

1.0 Game Pieces

A. The cardboard counters represent the actual military units that fought during the battle for Tunisia. There are two types of counters for each side: units and support assets.

B. There are two sides in Patton's First Victory, the Allied side and the Axis side; the Allied pieces are printed with blue numbers, whereas Axis pieces are printed with red numbers.

2.0 Reading the Pieces

2.1 Attributes

A. The game pieces (units) have two numbers near the bottom: the first number is the combat factor (CF); the second number within the white hexagon icon is the movement allowance (MA).

B. The small number printed near the upper-left corner is an identification number (such as 51st); it has no effect during play, and only serves as historical identification.

C. Some pieces are known as support assets. They are like regular pieces, except that they have die roll modifier (DRM), a value with a negative sign. Support assets have an MA, though air support assets have a range factor (printed in a yellow hexagon) instead.

D. The small title printed near the upper-left corner indicates each support asset's type (for example, Air).

E. Some support assets are printed with a name (for example, Patton). In either case, it has no effect during play.

2.2 Sample Units

A. Sample units are below:

Armored Unit (printed labels: Unit ID, Parent Org., Combat Factor, Movement Allowance)

Infantry Unit (sample: Broich, CF 3, MA 3)

General Support Asset (sample: Patton, DRM (-3), MA 7)

Battlegroup (sample: CF 2, MA 2)

Air Support Asset (sample: DRM (-2), range factor 32)

B. Values for the infantry unit and battlegroup are the same as for the armored unit. The Parent Organization is often the setup hex. This is described.

2.3 Abbreviations

AbbrMeaningAbbrMeaning
CFCombat FactorMAMovement Allowance
DRMDie Roll ModifierMPMovement Point
EZOCEnemy ZOCZOCZone of Control

3.0 The Map

The map portrays the historic battle area of Tunisia and eastern Algeria. A hexagonal grid is superimposed over the map to regulate the setup and movement of pieces throughout the game. Each hex represents 20 miles from side to opposite side.

Errata: The town in 8314 should be Lessouda. The town in 8117 is Bir Mrabatt, now called Al-Amaym.

4.0 Winning the Game

A. The Allies can win the game in two ways:

  1. By eliminating all Axis counters before the game ends, or
  2. By capturing (occupying with any Allied units) all five port hexes printed on the map (Bizerte, Tunis, Sousse, Sfax, and Gabes.)
  3. A port hex is only considered captured while an Allied unit occupies that hex. If an Allied unit enters but then leaves a port hex, that hex is no longer considered captured.

B. The Axis wins the game:

  1. By preventing the Allies from fulfilling their victory conditions; or
  2. If three Allied airfields (including the Axis airfield at Souk al Arba) are occupied at the end of a turn and the Allies control no ports; or
  3. By occupying hex 8821 at any time.

5.0 Setup

5.1 Allied Setup

A. In general, the Allies set up most of their pieces in Algeria, in hexes west of the orange-dashed border. Exception: Do not set up any battlegroups or any pieces printed with two stars; those pieces enter play later with Patton.

B. Similarly, some Allied pieces set up in Tunisia: the units of Montgomery's British 8th Army, which are printed with that army's crest, a shield with a yellow cross. Set them up in any hexes on the map, as the Allies choose, that bear the same 8th Army crest (in lower-right area of the map).

Exceptions: The British Para Brigade sets up in the village of Bone (hex 7607). Further, the British 6th Armored Division sets up in Algeria within four hexes of Bone.

Errata: Ignore the 8th Army crest printed on the 6th; it is an error.

C. Also, some US units set up in specific hexes. They are the forces of II Corps, printed with a II Corps crest (a blue rectangle with white emblems). Place them in any hexes with the same II Corps symbol (near the center of the map) of the Allies' choice. There must be at least one II Corps unit in each II Corps hex.

D. Allied air support assets may set up only in hexes with an Allied aircraft silhouette in Algeria (or hex 8821); no more than one air support asset may be set up in any one silhouetted hex.

5.2 Axis Setup

A. After the Allies set up, the Axis sets up its non-battlegroup units in Tunisia, generally in any hexes east of the orange-dashed line, except not in any 8th Army or II Corps hexes.

B. Some Axis units must set up in specific hexes; the German Broich unit must be placed in the hex 8306. Also, the La Spezia Unit, the Marines, and Messe support assets must be placed in hex 8519.

C. Axis air support assets may only set up in hexes with an Axis aircraft silhouette in Tunisia; no more than one may set up in any one silhouetted hex.

6.0 Stacking

A. Two units may not stack together in the same hex.

B. Up to two support asset counters may stack together in the same hex, with a unit or by themselves.

C. Up to three support assets may stack if one or more of them is an air support asset.

D. Stacking does not apply while a unit or support asset is moving through a hex. The stacking limit is only enforced after all units and support assets have completed their movement during the Movement Phase.

E. Neither side may look beneath the top unit of an enemy stack unless a friendly unit (not just support assets) is adjacent to the enemy stack to be examined.

7.0 Turn Sequence

Each game turn (turn) is divided into two player-turns, first the Axis then the Allies. Each player-turn is further divided into eight phases, played in the following order.

7.1 Movement Phase (Phase 1)

A. During the friendly player-turn, the phasing side may move as many of its units and support assets (except Air) as desired.

B. The phasing side may move none, some, or all of its units and non-air support assets in any desired order, but each counter or stack must complete all its movement before the next counter or stack moves.

C. Support assets stacked together may move together.

D. Support assets stacked with units may move with those units until they lack enough Movement Points (MPs) to continue.

7.2 Attack Phase (Phase 2)

A. During the friendly Combat Phase, the phasing side may attack adjacent enemy occupied hexes.

B. Support assets by themselves may not attack enemy units or support assets. The attacker conducts one attack at a time, though may attack in any desired order, and is not required to declare all attacks before beginning any.

7.3 Air Support Phase (Phase 3)

A. When declaring an attack, the phasing side may choose to add an air support asset to that attack by moving the asset from its airfield hex (with an aircraft silhouette) to the hex containing the attacking unit. The attacking unit must be within the air support asset's range factor. (Most air support assets' range factors are enough to reach most hexes on the map. Planned future games in this series will require players to consider the range limits of their air support assets.)

B. No more than one air support asset may be added to a single attack.

C. The defender may also choose to add an air support asset to defend its attacked unit by flying one of its air support assets from its airfield hex to the hex containing his defending unit, if the defending unit is within range of the air support asset.

D. The defender may fly an air support asset to the defense of a lone support asset, if only to fight in air combat in that hex.

E. The attacker must always announce first if air support is to be committed to any given battle. Then the defender may decide to add an air support asset. Even if the attacker passes on committing air support, the defender may still decide to do so. In either case, no more than one air support asset may be added by each side to the same battle.

F. If both sides have added an air support asset, those units must fight in air combat before the ground battle begins (10.0).

7.4 Combat Phase (Phase 4)

A. After the Air Support Phase, the attacker rolls a die for each attacking unit (if any), one attack at a time.

B. The defender also rolls a die for each unit that is attacked.

Example: If a unit is attacked three times, that unit may therefore defend, via a separate die roll, against each of those three attacks.

C. A given attacking unit may only roll once per Combat Phase, but a defending unit may roll every time it is attacked by a different enemy unit.

D. After each battle, place air support assets that participated in that battle in the Return to Base box on the map unless they were eliminated during air combat.

7.5 Advance After Combat Phase (Phase 5)

A. If any enemy unit and/or support asset is eliminated or retreats from a hex, the attacking unit that caused that elimination or retreat may move into that hex immediately.

B. Advance after combat is never mandatory, though the attacker must decide whether to advance immediately after each attack, before starting the next.

C. Only the attacking unit and any support asset(s) stacked with it may advance after combat into the newly vacated hex. They may not advance any farther.

D. Advance after combat never requires the advancing unit or support assets stacked with it (if any) to expend any MPs.

7.6 Return to Base Phase (Phase 6)

A. Both sides now return their previously flown air support assets, if any, from the Return to Base box back to any of their own airfield hexes they wish; an air support asset is not required to return to the same airfield hex it flew from.

B. Only one air support asset may be returned to a single airfield hex. If there are not enough airfield hexes for one side's air support assets, all excess air support assets are eliminated.

C. When returning air support assets to airfield hexes, the attacker always returns its air support assets first, then the defender.

7.7 Replacement Phase (Phase 7)

A. At the end of each Return to Base Phase, the phasing side may rebuild a reduced unit and/or replace an eliminated support asset.

B. The Axis may rebuild or replace one unit or support asset per player-turn, while the Allies may rebuild or replace two (any combination not exceeding two counters total).

C. The Axis rolls 1d6 during this phase. If the result is less than the number of ports the Axis controls, it gains an additional replacement.

D. If Tunis is Allied-controlled, no replacements are gained and all factors are -1.

E. No fully eliminated unit may ever be reclaimed from the dead pile, nor may a reduced unit be rebuilt to full strength while it is in an enemy zone of control (EZOC, 9.0).

F. When a reduced unit or support asset is rebuilt, flip it over to its front side in its hex.

G. Only reduced two-sided support asset pieces may be rebuilt on the map, but any fully eliminated support asset may be reclaimed from the dead pile as one replacement (even if it is a two-sided support asset).

H. When replacing an eliminated air support asset, it must be placed in a friendly airfield hex that is not occupied by another air support asset. It also cannot be placed in an EZOC.

I. When replacing any non-air support asset, place it in any controlled village or port hex that is not in an EZOC. If no eligible placement hex is available, no eliminated support assets may be replaced that turn.

J. Unused replacement capacity may not be accumulated from turn to turn.

7.8 Supply Phase (Phase 8)

A. At the end of each player-turn, the phasing side must check the supply status of each of its units and support assets, which must demonstrate a path of contiguous and legally enterable land hexes of any length from its own hex to any friendly airfield hex. That path may not include any hexes occupied by any enemy units or support assets or any hexes in an EZOC.

B. Friendly units and/or support assets located in a hex that otherwise contain an EZOC are considered to negate that EZOC for purposes of supply checks.

C. A friendly unit and/or support asset unable to demonstrate a supply path during the friendly Supply Phase becomes immediately reduced (or eliminated if already reduced).

D. After the Supply Phase, the current player-turn ends; move the turn marker into the next turn box to begin the next player-turn.

8.0 Movement

8.1 In General

A. During the friendly Movement Phase, the phasing side may move as many or as few of its units and/or support assets as desired.

Exception: Air support assets may not move during the Movement Phase.

B. Each unit's or support asset's movement must be completed before that of another unit or support asset is begun.

C. Units and support assets move via any path of contiguous hexes, expending MPs from each moving unit's or support asset's MA as it enters each hex.

Exception: Air support assets do not move during the Movement Phase and do not pay more than 1 MP to enter any hex.

8.2 Terrain Effects on Movement

A. Each type of hex, as defined by the terrain in it, has an MP cost, as indicated in the Terrain Effects Chart (TEC). If there is more than one type of terrain in a hex (such as open ground and a hill), units and non-air support assets pay the single highest applicable MP cost to enter that hex.

8.3 Rivers and Bridges

B. Some hexsides are printed with a river symbol, which costs +3 MPs to cross. This is in addition to the cost involved for entering the hex across river.

C. The additional cost does not apply if that river is spanned by a bridge symbol.

Example: A unit moving across an unbridged river hexside into an open ground hex expends a total of 4 MPs to do so: one for the open ground and three more for the river hexside.

8.4 Road Rate

When a counter moves from a hex with a road directly into an adjacent hex with a road via a hexside crossed by that road, the cost is ½ MP, negating the terrain costs in either hex.

8.5 Minimum Movement

In general, if a unit and/or support asset lacks the MPs required to be moved into a hex or across a hexside, it may not enter that hex or cross that hexside, although a counter may always move at least one hex during a movement phase (regardless of the MP cost in that hex) if it does not move any further.

8.6 Strategic Movement

A unit that never starts nor ends its movement in EZOC has its MA doubled.

8.7 Restrictions

A. No unit or support asset may move off the map, or into any non-hex area of the map, or into any enemy unit's and/or support asset's hex, or across any impassable hexside.

B. Each unit and non-air support asset must end its move for that Movement Phase when it lacks enough MPs to continue moving. The owner may choose to end any unit's or non-air support asset's movement before that occurs, but unused MPs may not be saved from phase to phase or turn to turn; nor may any unit's or support asset's MA be transferred, loaned, or given to any other unit or support asset.

C. Advances and retreats after combat are not considered movement, and thus do not expend any MPs.

9.0 Zones of Control

9.1 In General

A. The six hexes surrounding a unit's hex are known as its zone of control (ZOC). Support assets do not project a ZOC.

B. Even if a unit is reduced, and regardless of the type of terrain in each surrounding hex, it still projects a ZOC into them.

C. Enemy units and/or non-air support assets moving into a hex containing an EZOC must end all movement there for that phase.

Exception: Breakthroughs (15.0).

D. Air support assets may always ignore EZOCs.

9.2 Restrictions

A. If a unit or non-air support asset begins its move already in an EZOC, exiting that EZOC does not affect its movement, though a unit and/or non-air support asset that moves directly from an EZOC to another EZOC must again immediately halt its movement for that phase.

B. A reduced unit may not be rebuilt when in an EZOC, even if a friendly counter is also in that same hex.

C. A supply path may never enter an unnegated EZOC (7.8).

10.0 Air Combat

10.1 In General

If both sides commit an air support asset to a battle, the assets must fight in air combat before resolving the ground combat.

10.2 Procedure

A. When air combat begins, each side rolls a 12-sided die, applying the DRM printed on the air support asset's counter. Whichever side has the lowest modified die roll wins the air combat. The losing air support asset must be reduced and is immediately placed in the Return to Base box, or it is eliminated if it began the air combat already reduced.

B. If both players' final results are equal, or if both players' final results are zero or less, both air support assets are reduced (or eliminated) and are immediately placed into the Return to Base box.

C. After air combat, any surviving air support asset is added to the ground combat.

11.0 Attacking

11.1 In General

A. In general, no unit or support asset may attack more than once per friendly Combat Phase.

Exception: Breakthroughs (15.0).

B. Each attacking unit may attack one adjacent enemy occupied hex, provided that attack is across a passable hexside.

11.2 Procedure

To attack a hex with a single enemy unit (and any support assets stacked with it), the attacker selects one of its adjacent units to conduct that attack, then rolls a 12-sided die, applying any relevant terrain modifiers for the type of terrain in that hex or hexside. The modifier for each terrain type is printed on the TEC.

11.3 Terrain Effects on Combat

Only one terrain modifier ever applies during any one attack; if there is more than one type of terrain involved (for example, a river around the perimeter of a hill hex), only the single highest modifier is added to the attack die roll. The terrain in an attacking unit's hex never affects any battle.

11.4 Support Assets

After adding any terrain modifier, the attacker applies any DRMs of its involved support asset(s), if any, stacked with the attacking unit. Up to two non-air support assets plus one air support asset may be used by the attacker.

11.5 Successful/Unsuccessful Attack

A. If the attacker's final result is less than or equal to the attacking unit's printed combat factor, the attack is successful and the defending unit is reduced (flipped), or replaced by a battlegroup if it was already reduced at the start of that combat.

B. If the final attacker result is higher than the involved attacking unit's combat factor, there is no effect.

C. Further, an unmodified die roll of 1 is always a successful attack, while an unmodified die roll of 12 is always an unsuccessful attack.

11.6 Restrictions

A. Two units may never combine their combat factors into a single attack, though two or more friendly units may each attack the same enemy occupied hex individually during the same friendly combat phase.

B. No unit may share its combat factor with another friendly unit.

12.0 Defending

12.1 In General

A. Regardless of the success of an attack, once a unit conducts an attack, the defending unit is immediately eligible to conduct a defense. A defense is exactly like an attack in that the defender rolls a 12-sided die; however, no terrain modifier is added to a defending unit's die roll.

B. The defender is entitled to apply DRMs for its involved air and non-air support asset(s). The defender may include a maximum of two non-air support assets plus one air support asset.

12.2 Successful/Unsuccessful Defense

A. If the defender's final result is less than or equal to the defending unit's printed combat factor, that defense is successful, and that attacking unit is reduced (flipped), or is replaced by a battlegroup if it began the combat already reduced.

B. If the final result is higher than the defending unit's printed combat factor, there is no effect.

C. Further, an unmodified die roll of 1 is always a successful defense, while an unmodified die roll of 12 is always an unsuccessful defense.

12.3 Timing of Attacks and Defenses

Attacks and defenses, though rolled sequentially, are considered to take place simultaneously. So any defender loss to a successful attack is not actually applied until after that defender has conducted its defense.

12.4 Defending Support Assets

A. Support assets that are not stacked with a unit may not conduct a defense.

B. Further, if attacked while without an accompanying unit, they must retreat even if they survive.

C. A lone air support asset that is unsuccessfully attacked must be immediately moved to its own Return to Base box.

13.0 Losses and Battlegroups

13.1 Applying Losses

A. When a counter is reduced, flip it to its reverse side, which typically features lower combat factors. A reduced piece otherwise operates identically to its full-strength version, though if an already reduced unit is reduced again, it is removed from the map and replaced by a battlegroup.

B. Some units and most support assets do not have any data printed on their reverse sides. When such (one-step) units become reduced, they are eliminated instead.

C. If a hex contains a unit and any non-air support assets, the owner may choose which of them is reduced or eliminated after a successful enemy attack or defense.

13.2 Battlegroups

A battlegroup functions like a normal unit in every respect; though, when a battlegroup is reduced, it is eliminated (removed from the map) and no other battlegroup replaces it on the map.

13.3 Losses to Air Support Assets

An air support asset may never be chosen to be reduced or eliminated. If a lone air support asset is successfully attacked (for example, while on an airfield hex), it is eliminated automatically.

14.0 Retreats and Advances After Combat

14.1 Retreats

A. When an attack is successful but the corresponding defense is unsuccessful (or when only support assets are defending), the defender must immediately retreat any surviving pieces from the hex.

B. A retreat is always two hexes in length, to any hex(es) of the defender's choice, as long as it does not violate any of the restrictions in 14.2. A two-hex retreat means there is a hex between the retreating unit and the hex from which it began its retreat.

C. If a hex contains more than one unit, each may retreat to a different hex (owner's choice on a unit-by-unit and battle-by-battle basis) provided each final retreat hex is two hexes distant from the battle hex.

Exception: Air support assets that are successfully attacked at an airfield hex may never retreat, and thus are eliminated if required to do so.

14.2 Retreat Restrictions

A. Units may not retreat into or through a prohibited hex or across a prohibited hexside.

B. Units may not end a retreat in any hex that would create an overstacked situation.

C. Units may not retreat into or through hex containing an enemy counter or EZOC. (Friendly units do not negate EZOCs for retreat purposes.)

D. Any unit that cannot make a full two-hex retreat within these restrictions is eliminated instead.

14.3 Advance After Combat

A. After a battle has been fully resolved, if the defender's original hex is vacant, the attacker may move the attacking force into that hex. EZOCs are ignored.

B. Advance after combat is always at the attacker's option for each battle.

C. An advance after combat must be made before starting the resolution of any subsequent battle (7.5).

15.0 Breakthroughs

A. Though no unit may normally move or attack more than once per friendly Combat Phase, a unit stacked with a general support asset (such as Patton) is eligible to move again and attack again (but only a second time) after conducting a successful attack. This is called a breakthrough.

B. A breakthrough can be made only if the enemy counters involved in the first battle hex retreated or were eliminated.

C. A unit and support asset(s) conducting a breakthrough may move a second time, if the owner desires (even if it did not advance after combat) using the normal movement procedure; though only a unit that remains stacked with a general may move and/or attack a second time.

D. A breakthrough may be a move and attack, just a move, or just an attack.

E. If a breakthrough attack is successful, the involved attacking unit and any non-air support asset(s) may advance after combat again normally. Regardless, after a breakthrough is completed, no more movement or attacks by that same unit or support asset(s) may occur during that Combat Phase.

16.0 Patton in Command

A. At the end of each turn, the Allies roll a 12-sided die to check for the arrival of the Patton support asset. If the roll is less than or equal to the number of US II Corps units currently in Tunisia (excluding any support assets), the Patton support asset arrives and is immediately placed in any hex containing a US II Corps unit (Allies' choice.)

B. Patton arrives at the end of Turn 3 (in any US II Corps hex) if he has not already arrived by way of a die roll before then.

C. Whenever Patton arrives, all II Corps units and support assets are swapped for the new and improved II Corps pieces (units printed with two stars) of the same names (such as 3rd) in the same hexes. If such a unit was already eliminated or reduced, even if reduced to a battlegroup, it is swapped nevertheless, though only for a reduced unit in such a case. A unit swapped for an eliminated II Corps unit must be placed in an Allied-controlled village hex not in an EZOC.

17.0 Rommel Recalled

A. At the end of each of the last three turns, the Axis rolls a 12-sided die to check for the recall of the Rommel support asset. If the roll is less than or equal to the number of port hexes (Bizerte, Tunis, Sousse, Sfax, and Gabes) presently owned by the Allies, Rommel is immediately and permanently removed from the game.

B. The Axis must apply a -1 DRM if Mareth (hex 8519) is Allied-controlled, as long as no Axis unit had ever occupied any 8th Army hex (8720, 8721, 8722, 8723, 8820 and 8822) or the airbase in hex 8821.