The Fall of Tobruk
The Fall of Tobruk Rulebook
Table of Contents
Table of Contents
- Playing Pieces
- Victory Conditions
- Setting Up the Game
- Sequence of Play
- Zones of Control
- Minefields
- Boxes
- 5. Remove Disruption Markers
- Stacking
- Supply
- Special Allied Rules
- Special Unit Rules
- Combat Results Table
- Antitank Table
- Artillery Table
- Minefields Table
- Terrain Effects Chart
- Turn Record Chart
- Allied Order of Battle - Page 1
- Allied Order of Battle - Page 2
- Allied Order of Appearance
- Allied Player Aid: Reserve Tanks, Wrecks and Refitting
- Axis Order of Battle - German
- Axis Order of Battle - Italian
- Axis Reinforcements
- Axis Player Aid: Reserve Tanks, Wrecks and Refitting
Playing Pieces
The playing pieces represent the actual units that took part in the battle.
Most of the pieces in the game represent battalion sized units. Some units do not have a standard unit type symbol, but rather show a silhouette of a tank or gun. These counters represent companies rather than battalions. All other information shown is the same.
British/Free French units are khaki, Commonwealth are lighter. German are grey-green. Italian are lighter.
Game markers are also provided.
Victory Conditions
Tobruk was the key to the defence of Egypt. The Germans were trying to seize it as a jumping off point to another offensive. The British were trying to hold it. Consequently, whoever holds Tobruk at the end of the game wins.
However, the ultimate goal of both combatants was the possession of Egypt, so neither side can afford to throw away his entire army at Tobruk. If the Germans hold Tobruk at the end of the game, but the British have exited at least 18 companies of tanks*, 9 battalions of infantry, and 5 battalions of artillery off of the east edge of the board, the Germans receive only a marginal, rather than a total victory.
*Allied Uncommitted Reserve Tanks count toward the required number of 18 Tank Companies.
Setting Up the Game
Arrange the units in their correct boxes on the Axis or Allied Initial Order of Battle charts. Some Axis units are battalion breakdowns for specific German or Italian units. Either they or the full strength regiment counter will be on the board at any one time, never both.
Both sides place their units with specified locations on the board according to the initial positions shown on the Order of Battle chart. The Allied player now places his "Anywhere" units followed by the placement of the Axis "Anywhere" units. "Anywhere" units:
- May not be placed in violation of the stacking rules.
- May not be placed adjacent to an enemy unit.
- Allied units may not be placed west of the western most minefield or the row of hexes that run due south to Bir Hachiem.
- Axis units may not be placed east of the western most minefield or the row of hexes that run due south to Bir Hachiem.
- Axis units may not be placed adjacent to a minefield.
Sequence of Play
Germans move first.
- New units are placed on the board.
- Artillery fire. Invert all artillery units which have fired to show that they cannot move.
- Tank repair and movement.
- A. Conduct Antitank Fire and B. Regular Combat. Invert units which have fired to show that they have concluded their turn.
- Remove Disruption Markers.
NOTE: Units may fire in the Antitank segment as often as they are attacked. There may be as many movement/antitank/combat sequences as a player wishes within the rules guidelines.
The Allied player follows the same sequence.
1. New Units
New units arrive from Reinforcements, Refitted Units, and Tank Reserves. Allied units arrive from the east edge of the board or at Tobruk (if so stated). Axis units arrive from the west or northwest edge of the board at the Axis player's option. Placement on the board does not count against a unit's movement factor. A new unit may be moved in the ensuing movement segment.
Reinforcements arrive on specified days which are indicated on each player's Order of Appearance Chart.
Refitted Units: As units are eliminated, place them in the "Units to be Refitted" box on the chart. At the beginning of each turn players may refit units by placing two units in the "Units Destroyed" box and returning a third unit to play at the appropriate map edge. All three units must be the same size, nationality, and type (infantry, artillery, self propelled guns). Tanks are handled differently - see Tank Repairs.
Tank Reserves: Each player has tanks which are held in reserve at the beginning of the game. The type of tank and the number of each type is shown on the "Reserve Tanks" chart. Reserve tanks may be brought in at the beginning of a player's turn by removing a tank of the correct type from the "Units Destroyed" box, placing it on the board as any other new unit, and reducing the number of Reserve Tanks of that type by one on the "Reserve Tanks" chart. No more than two tanks may be brought in from the reserve by each player per turn. No tanks may be brought in from the reserve if there are no tanks of the desired type in the "Units Destroyed" box. Allied tank reserves may be increased - see Tank Repairs. Axis tank reserves may not be increased.
NOTE: There are no initial reserves of Allied VALENTINE or MATILDA tanks.
2. Artillery
Artillery may fire on enemy units several hexes away from it. The range of the artillery (in the upper right corner) is the number of hexes it may fire.
To fire on an enemy unit, add up all of the artillery factors of the units firing on the target and find that column on the Artillery Table. Roll the die and find the result of the bombardment. When Artillery units fire on tanks, add 2 to the die roll.
Artillery units fire at everything in the target hex. This means that the die is rolled separately for each unit in the target hex and the results are applied individually. Fewer than six factors may not fire, more than eighteen factors are treated as eighteen.
Artillery units which fire in the artillery segment may not move for the rest of the turn. It may fire again however, in the antitank segment.
If attacked, the artillery unit defends with its Combat factor. Artillery may not attack by means of Normal Combat nor may it move adjacent to an enemy unit unless accompanied by a non artillery unit. For the purpose of this rule, Artillery includes all units which have an artillery factor and range.
When firing at more than 1/2 range, cut the artillery factor in half. The printed table reads:
| Units with range of | Are halved when firing at a range of |
|---|---|
| 2 | - |
| 3 | 2 |
| 4 | 3 |
| 5 | 3 |
3. Tank Repair and Movement
Tank Repair: Tanks are repaired prior to movement. Tanks may not be repaired in the same turn that they are hit by Antitank Fire or lost in Combat.
Tanks destroyed during Antitank Fire and Normal Combat are kept in the game as wrecks. To so designate them, place a wreck counter in the hex occupied by the tank and place the tank in the box on the "Wrecks" chart corresponding to the number on the wreck counter. To avoid confusion, wrecks should always be placed on the bottom of the stack and should be designated by a wreck counter of the opposite side's color to make it easier to identify. If you were to lose a tank in a hex which already has one of your wreck counters in it, place the wrecked tank in that wreck marker's box. One wreck counter in the hex represents all tanks of one player wrecked in that hex.
The Axis may only recover tanks which have Axis units on or adjacent to them and which do not have Allied units on them. The Axis player may automatically recover one such tank wreck a turn. He may attempt to recover two additional such wrecks a turn by designating them and rolling a die for each. On a roll of 1 to 4, the tank is recovered; on a roll of 5 or 6, it is unrecoverable, removed from play and placed in the "Units Destroyed" box. Recovered Axis tanks are immediately available in that hex and may move and fight in that turn.
The Allied Player may attempt to recover tanks which he has Allied units on and which are not adjacent to Axis units. The Allied Player may attempt to recover two such tanks a turn by rolling a die. On a roll of 1 to 3, the tank is recovered: on a roll of 4 to 6, it is unrecoverable. Recovered tanks are removed from play and placed in the "Units Destroyed" box and the Allied Player adds one to the number of reserve tanks of that type. It may then be used as any other reserve tank. Unrecoverable tanks are removed from play and placed in the "Units Destroyed" box.
The Allied Player may voluntarily remove any wreck counter anywhere on the board and place it in the "Units Destroyed" box to enable the commitment of reserve tanks. This can be done in lieu of following the above procedure for tank recovery/repair. This does not, however, increase the number of tanks in reserve as the recovery/repair process does, it merely allows the Allied player to have access to tanks currently in reserve. One wreck counter per turn may be handled in this manner.
Both sides may destroy enemy tanks. To accomplish this, the side attempting to destroy the enemy tank must be in the same hex as the enemy wreck counter and outside the enemy's zone of control. Then, during his movement segment, the player may remove any one of the enemy's tanks represented by the wreck counter and place it in the "Units Destroyed" box. If this is done the player may not recover any of his own tanks that turn.
All the above procedures take place at the beginning of the Movement segment.
Movement: Movement is a function of a unit's Movement Factor. This is the number of Movement Points (MP's) a unit has to spend to move. Different types of terrain require different amounts of MP's to be spent - see Terrain Effects Chart.
A player may move each unit its full Movement Factor each turn by moving in any combination of directions subject to certain stated limitations - see Zones of Control and Minefields.
A unit is not required to move its full movement factor, but if it does not, it may not accumulate unused MP's to use the next turn.
Movement may also take place after Normal Combat. If a unit is forced to retreat as a result of Normal Combat the retreating unit will leave a "path of retreat" as it moves. The victorious unit, whether the attacker or the defender, may advance along this "path of retreat" ignoring enemy Zones of Control. A unit may never end its move in the same hex with an enemy unit. If a unit is eliminated, the victorious unit may move into the vacated hex. These advances must take place immediately before proceeding with the game.
4. Combat
4A. Antitank Fire. After a unit has moved it may be able to fire at enemy tanks to which it has moved adjacent to. Units which are defending may fire at tanks which have moved next to them. Only units which have an Antitank Factor may fire at tanks. Tanks defend with their Antitank Factor. Because most units' antitank weapons are towed antitank guns and must be emplaced before using, no unit (except tanks, Recon units, and self-propelled guns) may move and fire antitank fire in the same turn.
Antitank Fire is divided into two parts:
- Defensive First Fire Option: A defending unit which has a first fire option on an enemy attacking unit may now exercise it. A defending unit has a first fire option if there is a minefield between it and the attacking unit or it is a self-propelled gun or German "88" unit. Attacking units eliminated during the First Fire Option may not fire in the Simultaneous Fire segment.
- Simultaneous Fire: Any units that are adjacent to enemy tanks may fire at them, provided they did not fire with a Defensive Fire Option. Under no circumstances may a unit fire twice in a single Antitank segment. Simultaneous Fire means that even if your tank is destroyed by an adjacent enemy unit, it can still fire at any adjacent enemy tanks before it is removed from play.
Antitank fire is resolved on the Antitank Fire Table. Compare the Antitank Factors of the firing units to the Antitank Factors of the target tank or tanks and reduce the ratio to one of the odds shown on the Table, rounding off fractions in favor of the Defending unit. If the defending unit is behind a minefield the attacker adds 2 to the die roll.
Firing units may fire individually or combined at one tank or several tanks in the same hex. The tank or tanks being fired at defend with the Antitank Factor or Factors combined. All adjacent tanks do not have to be fired on nor may any unit fire more than once in each Antitank segment.
Tanks destroyed are removed and placed on the "Wrecks" chart. A wreck counter takes the destroyed tanks' places on the board. See Tank Repair.
If the attacker survives the Antitank Fire with more tank companies than the defender has Antitank Factors, the attacker has overrun the defender. See Overruns.
Overruns: If, at the end of the Antitank segment, the attacker has more tank companies than the defender has Antitank Factors, the defender has been overrun. Resolve the ensuing Normal Combat as usual, but double the combat factor of the attacker. Also, whatever the result of the attack, the defender is automatically Disrupted in addition to any other effect.
4B. Normal Combat. After Antitank Fire, Normal Combat takes place. All enemy units to which you are adjacent must be attacked. All of your units which are adjacent to enemy units must attack. All enemy units in the same hex must be attacked as if they were a single unit with their defense factors combined. A unit may not divide its combat factor, but rather must use all of it to attack one enemy unit or units. Your units in one hex do not have to attack the same enemy units, however.
Resolve Combat: Compare the total combat factors you have attacking to the total defending combat factors. Convert it to one of the odds levels on the Combat Results Table (always rounding in favor of the defender), roll 2 dice, and implement the results shown on the table.
In the event of a retreat, the owning player retreats his units. Units may not retreat through enemy units, but defending units may retreat through enemy Zones of Control. See Effects of Disruption. Attacking units forced to retreat through enemy Zones of Control (see below) are eliminated. Units forced to retreat off the board or into all sea hexes are also eliminated. Units which are victorious may follow the retreating units by following the retreating units' "path of retreat". See Movement.
Reconnaissance Units: These units may retreat one hex before combat unless they are attacked solely by other reconnaissance units. If reconnaissance units retreat before combat, the attacking unit may not attack, but may occupy the hex formerly occupied by the retreated unit. Reconnaissance units may not retreat into enemy Zones of Control to avoid combat.
Zones of Control
The six hexes surrounding a unit are its Zone of Control (ZOC). A unit must end its movement when it enters an enemy ZOC and must attack that unit in the Combat portion of the turn.
Units which begin the turn in an enemy ZOC must either attack or leave the ZOC. It can move directly to an adjacent ZOC but then must attack.
Zones of Control:
- Do not extend up escarpments.
- Do extend down escarpments.
- Do not extend into Boxes - see Boxes.
- Do extend out of Boxes.
- Disrupt defending enemy units which are forced to retreat through them.*
- Eliminate attacking enemy units which are forced to retreat through them.
*Retreated units may end their move in enemy ZOCs. Recon units may not retreat before combat into enemy ZOCs.
Minefields
Mines had a great effect on the battle. Minefields affect both movement and combat. When a unit comes to a minefield, it must stop before crossing it. The next turn, it may cross the minefield, but may not move any farther that turn. The next turn, it may move normally.
Units defending behind a minefield have an advantage. During Antitank fire, the attacker (the player who has just moved) must add 2 to his die-roll if he is firing across a minefield. During Normal Combat, units attacking across a minefield are halved in combat factors. In addition, if the attacker has tanks attacking across a minefield, he must roll a die to determine if he loses any tanks in the minefield. On a roll of 1 to 3, he does not; on a roll of 4 to 5 he loses one; on a roll of 6 he loses two.
Infantry attacks often stalled in the face of early friendly tank losses. Therefore, if any tank companies are destroyed by the minefield, roll a die to see if the attack stalls. On a roll of 1 to 3 it does. Treat a stalled attack as an automatic "A back 1".
Gaps can be cleared through minefields by German and Italian Engineers. Engineers may cross a minefield as a normal unit does. Once it crosses, there is a gap where it crossed so long as the engineer remains adjacent to it. Supply lines may be traced through gaps at no penalty. Additionally, engineers are not halved in combat factors when attacking across minefields.
Allied units may travel along roads and tracks through minefields at no penalty. Allied units may also leave a Box at no penalty.
Units forced to retreat through minefields do so but are Disrupted. Tanks forced to retreat through minefields are additionally forced to roll for losses as if they were attacking across it.
Units may advance after combat across a minefield, but tanks must roll for losses as if they were attacking before any other units advance and, if any tanks are lost, roll for a stalled attack. If a stalled attack is rolled the units stop their advance in the hex immediately adjacent to the minefield before crossing it. If not, continue the advance as normal.
Boxes
Boxes were specially fortified areas, usually defended by an Allied brigade. A Box in the game is any one or two hexes completely surrounded by minefields.
Special rules apply to Boxes:
- Units in a Box ignore all "D back" results on the Combat Results Table.
- Units other than artillery in a Box are immune to artillery fire. That is, you may only fire artillery at other artillery in a Box.
- Units in a Box are not obligated to attack enemy units adjacent to them unless those units are also in the same Box. Units outside the Box, adjacent to enemy units inside the Box must attack the units in the Box.
5. Remove Disruption Markers
Remove Disruption Markers from all units.
Units which become Disrupted have a Disrupted marker placed on them. Units become Disrupted when:
- A "D" result appears on the Artillery Fire Table.
- A defending unit is Overrun - see Combat.
- A unit is forced to retreat through a minefield.
- Units are in violation of the stacking rules.
- A defending unit is forced to retreat through an enemy Zone of Control.
NOTE: A stack of units can be completely eliminated if forced to retreat through several enemy Zones of Control - see Effects of Disruption.
Effects of Disruption
- Loss of Zone of Control.
- Movement, Antitank, and Combat Factors are halved.
- Artillery units may not fire or conduct Antitank action. It may defend.
- Units already Disrupted remain so and lose one battalion (or its equivalent) from the Disrupted units.
Stacking
More than one unit may be placed in a hex.
The Allies and the Italians may stack up to:
- A. two battalions of any type + one artillery battalion + one company, or
- B. one artillery battalion + one company + as many units of the same regiment or brigade as they wish.
Note: Three tank companies = one battalion for stacking.
The Germans may stack up to:
- A. three battalions of any type + one artillery battalion + one company, or
- B. one artillery battalion + one company + as many units of the same regiment or brigade as they wish.
Note: Four tank companies = one battalion for stacking. Three "88" companies = one battalion for stacking.
If German and Italian units are in the same hex, they may stack as if they were all German units.
Artillery, for the purposes of stacking, includes all units with the artillery symbol, all self-propelled guns and all German "88" units.
Stacking limits apply at the end of a unit's movement and throughout combat. Units in violation of stacking are Disrupted unless forced to violate stacking as a result of an "A back" result, in which case they are eliminated.
Supply
Allied units are always in supply. All Axis units are always in supply on defense. Axis units must be in supply to move their full movement factor and attack at full strength. To be in supply, an Axis unit must trace a line of hexes starting on the west or northwest edge of the map no more than 20 MP's* in length through hexes free of enemy units and their Zones of Control. This supply line may not go through a minefield except at a gap and may not go within two hexes of a Box occupied by an enemy unit.
*Since it is 20 MP's long, it may be longer than 20 hexes if part or all of it is along a road or track.
German and Italian units not in supply may only move 3 MP's a turn and are halved in both antitank and combat factors when attacking.
Supply is determined for a unit when it starts to move. Therefore, another unit could be used to blast a path through to a surrounded unit and put it in supply for its move.
NOTE: As a special exception to the rule noted above, supply may be traced within 2 hexes of an enemy Box if 1) it is through an Axis unit, and 2) it is to an Axis unit adjacent to the Box. This is to allow Axis units adjacent to a Box to be in supply.
Special Allied Rules
Allied Withdrawal: Pursuant to the provisions of the victory conditions, the Allies may withdraw units off the East edge of the board merely by moving them to the edge and removing them from play. These units may not be reentered for the remainder of the game. Axis units may not follow them off the edge of the board.
Allied Command Paralysis: The Allied command structure was such that invariably the first 24 hours of an attack were spent "sizing up the situation" and "awaiting developments". To reflect this, on the first turn of the game the Allied player may only move those units of his that have been attacked* or which enemy units have been moved adjacent to, plus any one brigade of his choice. Also on the first turn, the Allied units do not have a Zone of Control.
On the second and all subsequent turns, the Allied player may move normally.
*NOTE: Attacked units include those which have been attacked by artillery as well as through Normal and Antitank combat.
Special Unit Rules
Axis Unit Breakdown: Certain counters have been provided which represent entire regiments for the Germans and Italians. These count, for stacking, as all the troops of a regiment and thus may only stack with an artillery battalion and a company. Those regiments representing Panzergrenadiere and Bersagliere have also been provided with battalion counters.
Regiments may break down into their component battalions or recombine at any time during the Movement segment. All battalions of a regiment must be in the same hex to recombine. A regiment and its battalions may never be on the board at the same time.
If a regiment which can break down to battalions is forced to lose part of its strength, but not all, due to combat, it may break down to battalions and remove sufficient battalions to meet the required loss.
Matilda Tanks: In the North African Theater at the time of the attack on the Gazala - Bir Hachiem Line, the attack and defense ability of almost any given tank would be about the same. That is, the larger a gun the tank carried, the thicker and stronger the armor that protected it. A notable exception to this was the Matilda heavy tank. Armed with the same inadequate 2 pounder as other Allied tanks it had massive armor protection. To reflect this, double the Antitank factor of the Matilda when it is defending against Antitank fire. When it is firing, the Antitank factor remains normal.
Combat Results Table
Odds of greater than 8:1 are treated as 8:1; odds of less than 1:5 are not allowed. The printed table reads (rows are die rolls 2-12; columns are odds):
| Die | 1:5 | 1:4 | 1:3 | 1:2 | 1:1 | 2:1 | 3:1 | 4:1 | 5:1 | 6:1 | 7:1 | 8:1 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2 | A elim | A elim | A elim | D bk 1 | A elim | A elim | A elim | Exch | Engd | D elim | D elim | Cont |
| 3 | A elim | A elim | A elim | Cont |
Results key:
- A elim: Attacker eliminated. Attacker must remove as many combat factors as the defender is worth. All remaining attacking units must retreat one hex.*
- A bk N: Attacker back "N". Attacker must retreat all attacking units "N" number of hexes. Defender may advance one hex less than attacker retreated.
- Con: Contact. There is no effect on either the attacker or defender and they remain where they are. The defender must either counterattack or move away in his turn, however, since he is adjacent to an enemy unit.
- Eng: Engaged. All units are engaged. Defender flips his units over and may not move away in his turn. The attacker must attack again during his next turn. Either side may reinforce the engagement, but if the defender does so, he must counterattack.
- Exch: Exchange. Defender must remove all of his units. The attacker must then remove at least an equal number of combat factors. If the exact number cannot be removed, he must remove more. Any remaining attacking units may occupy the hex where the defender used to be. (If the exchange is rolled at 1:2 odds, the attacker, instead of the defender is eliminated and the defender must remove an equal or greater number of combat factors.)
- D bk N: Defender back "N". Defender must retreat "N" number of hexes away from the battle. Attacker may advance one hex less than the defender retreated. Units retreated off of the board are eliminated.
- D elim: Defender eliminated. All defending units are eliminated. The attacker may advance into the hex vacated by the defender.
*Whenever factors must be removed equal to the other side's combat strength, always use a unit's printed combat strength, regardless of whether the unit was, in the specific combat, halved, doubled, etc.
Antitank Table
Odds are the Antitank factor ratio (attacker : defender). X = target destroyed. Odds of less than 1:2 are not allowed. The printed grid has an X in each die-roll row for the odds columns listed (columns run 1:2, 1:1, 2:1, 3:1, 4:1/5:1, 6:1/7:1, 8:1/9:1, 10:1+; shaded cells on the chart have no result):
| Die | 1:2 | 1:1 | 2:1 | 3:1 | 4:1 / 5:1 | 6:1 / 7:1 | 8:1 / 9:1 | 10:1+ |
|---|---|---|---|---|---|---|---|---|
| 1 | X | X | X | X | X | X | X | X |
| 2 | X | X | X | X | X | X | X | |
| 3 | X | X |
Artillery Table
Columns are the total artillery factor firing at the target. D = target disrupted. Disruption is shown by placing a disruption marker on the unit. Blank cells have no result (shaded on the chart).
| Die | 6-7 | 8-11 | 12-15 | 16-17 | 18+ |
|---|---|---|---|---|---|
| 1 | D | D | D | D | D |
| 2 | D | D | D | D | |
| 3 | D | D | D | ||
| 4 | D | D | |||
| 5 |
Disrupted units lose their Zone of Control, have their movement, combat and antitank factors halved for the period of their disruption. A disrupted artillery unit may not fire. If units are already disrupted and are called upon to become disrupted again, they remain disrupted and one battalion (or its equivalent in companies) must be eliminated from the disrupted units. Fewer than 6 factors may not fire. More than 18 factors firing is treated as 18 factors.
Minefields Table
| Die | Losses |
|---|---|
| 1 | none |
| 2 | none |
| 3 | none |
| 4 | -1 |
| 5 | -1 |
| 6 | -2 |
Stall on roll of 1-3.
Terrain Effects Chart
| Terrain | Movement point cost | Effect on combat |
|---|---|---|
| Clear | 1 MP per hex | no effect |
| Track | 1/2 MP per hex | no effect |
| Road | 1/4 MP per hex | no effect |
| Village | use cost of other terrain in hex | no effect |
| Minefield | see Minefield rule | see Minefield rule |
| High ground | 2 MP's per hex | lower odds by one column |
| Partial sea hex | use cost of other terrain in hex | no effect |
| Full sea hex | movement prohibited | N/A |
Turn Record Chart
The printed chart is a grid of game dates, read down each column. Dates marked * are turns on which Allied reinforcements are received; dates marked ** are turns on which Axis reinforcements are received.
| Column 1 | Column 2 | Column 3 | Column 4 |
|---|---|---|---|
| May 26 | June 3* | June 11 | June 19 |
| May 27 | June 4 | June 12 | June 20** |
| May 28 | June 5 | June 13 | June 21 |
| May 29 | June 6* | June 14 | June 22 |
| May 30 | June 7 | June 15 | June 23 |
| May 31 | June 8* | June 16 | June 24 |
| June 1* |
Allied Order of Battle - Page 1
Transcription note: the unit strength figures are transcribed exactly as printed (three numbers per counter, e.g. 1-5-5). The rules text does not spell out the order of these three numbers, so they are not interpreted here. Hex locations are the four-digit numbers printed on the chart. Items marked "Detached" are printed as detached with the hex shown beside them.
| Formation (HQ) | Hex | Unit | Printed strength | Count / notes |
|---|---|---|---|---|
| 69 | 0909 | 5 EY | 1-5-5 | |
| 69 | 0909 | 6 GH | 1-5-5 | |
| 69 | 0909 | 7 GH | 1-5-5 | |
| 69 | 0909 | 74 (artillery) | 6-1-6 | |
| 150 | 1113 | 4 EY | 1-5-5 | Detached, hex 1114 |
Legibility notes: The unit labels "SA 1 1 TS", "SA 1 1 (artillery)" and "SA 4 4 SA" are read from small print and may be abbreviated differently on the original counters. The unit in the third box of the 29 formation has no printed name on the chart. The 150-formation "Detached" hex labels sit under the first two units of that row. Their assignment to a specific unit is inferred from position and is not certain.
Allied Order of Battle - Page 2
Strength figures are transcribed as printed (see the transcription note on Page 1). Artillery counters show two small numbers above the box; these are printed as the artillery and range values shown.
| Formation (HQ) | Hex | Unit | Printed strength | Count / notes |
|---|---|---|---|---|
| 201 Gds | 1912 | 2 SG | 2-6-6 | |
| 201 Gds | 1912 | 3 CG | 2-6-6 | |
| 201 Gds | 1912 | 9 RB | 2-5-6 | |
| 201 Gds | 1912 | 201 Gds (artillery) | 6-1-6 | |
| 2 | 2112 | 1 RB | 2-5-6 |
The Page 2 counters marked "Anywhere" are placed under the Anywhere rules in Setting Up the Game. Some of the small unit labels in the "Anywhere" group (e.g. "7 Mtr", "67 Mtr", "68 Mtr", "RPS", "DM") are very small on the chart and are transcribed as legible.
Allied Order of Appearance
Units arrive from the east edge of the board, or at Tobruk, on the turn shown. Entries marked "Tobruk or East edge" are placed at the player's option of either location (as printed).
| Arrival | Formation (HQ) | Entry location | Unit | Printed strength | Count / notes |
|---|---|---|---|---|---|
| June 1 | I 10 | East edge | 2 HLI | 1-5-5 | |
| June 1 | I 10 | East edge | 2/4 GR | 1-5-5 | |
| June 1 | I 10 | East edge | 4/10 Bal | 1-4-5 | |
| June 1 | I 10 | East edge | 28 (artillery) | 6-1-6 |
Allied Player Aid: Reserve Tanks, Wrecks and Refitting
Reserve Tanks chart. The chart is a grid with one row for each Allied tank model (Grant, Crusader, Stuart, Valentine, Matilda) and six unlabelled columns. Blue asterisks mark the initial reserve level for each model: Grant in column 4, Crusader in column 6, and Stuart in column 4. There are no asterisks on the Valentine or Matilda rows, which matches the rule that there are no initial reserves of Valentine or Matilda tanks.
Printed footnote: "*Represents the initial level of reserve tanks per tank model. British level may increase, as well as decrease. When all tanks of a model type have been committed, mark the track with a blank counter."
Wrecks chart. Fifteen numbered boxes, 1 through 15, arranged in three rows (1-5, 6-10, 11-15). Destroyed tanks are placed in the box corresponding to the wreck counter number (see Tank Repair).
Refitting Destroyed Allied Units (printed text): "As units are eliminated, place them in the Units to be Refitted box of the chart. At the beginning of each turn, players may refit units by placing two units in the Units Destroyed box and returning a third unit to play. All three units must be of the same size, nationality and type (infantry, artillery, tanks, self-propelled guns). Units refitted appear on the east edge of the map."
Boxes on the chart: "Units to be Refitted" and "Units Destroyed".
Axis Order of Battle - German
Transcription note: strengths are transcribed exactly as printed. For artillery counters the two small numbers above the box are printed as shown (the rules text on Setting Up the Game and Artillery identifies the artillery factor and range, but the page does not define these numbers separately). "x N" gives the number of identical counters in the group. Counters marked "Anywhere" are placed under the Anywhere rules in Setting Up the Game.
| Formation (HQ) | Hex | Unit | Printed strength | Count / notes |
|---|---|---|---|---|
| 8 | 1223 | 8 PzKw II (tank) | 1-3-7 | x1 |
| 8 | 1223 | 8 PzKw IIIh (tank) | 3-4-7 | x5 |
| 8 | 1223 | 8 PzKw IIIj (tank) | 5-4-7 | x1 |
| 8 | 1223 | 8 PzKw IV (tank) | 4-5-7 | x1 |
| 115 | 1123 | 115 (regiment) | 6-15-7 |
Legibility notes: The three 1-5-7 counters, the three 2-4-10 counters and the three 12-2-7 counters carry only small printed labels and symbols, transcribed here as read. The symbol on each counter is not named in the rules text and is not interpreted. The "SK 288" label is read from very small print.
Axis Order of Battle - Italian
Transcription note: strengths are transcribed exactly as printed (see the note on the German Order of Battle). The chart prints: "Units not shown are placed Anywhere." Formation HQs are grouped by the names printed beside them (Brescia, Sabrata, Pavia, Trento, Ariete, Trieste). Where a box label and its formation number differ on the chart, both are shown as printed.
| Formation (HQ) | Hex | Unit | Printed strength | Count / notes |
|---|---|---|---|---|
| Brescia | 0511 | 19 | 0-9-3 | |
| Brescia | 0610 | 20 | 0-9-3 | |
| Brescia | 0611 | 55 I (artillery battalion) | 2-1-5 | Printed top numbers 6 and 4 |
| Brescia | 0611 | 55 II (artillery battalion) | 2-1-5 | Printed top numbers 6 and 4 |
| Sabrata | 0405 | 86 | 0-6-3 | Printed box label 86 under HQ 85 |
Axis Reinforcements
Arrives on June 20 (as printed on the chart), at Littorio:
| Arrival | Formation (HQ) | Unit | Printed strength | Count / notes |
|---|---|---|---|---|
| June 20 | 133 | 133 (M14/41 tank) | 1-3-6 | x3 |
| June 20 | 12 | 12 | 3-12-6 | |
| June 20 | 12 | 12 (artillery battalion) | 2-1-5 | Printed top numbers 6 and 4 |
Transcription note: the small label on the artillery counter is partly obscured on the chart and is transcribed as "12".
Axis Player Aid: Reserve Tanks, Wrecks and Refitting
Reserve Tanks chart. A two-column grid with one row for each German tank model: PzKw IIIH, PzKw IIIJ and PzKw IV. Red asterisks mark the initial reserve level for each model: PzKw IIIH in column 2, PzKw IIIJ in column 1, and PzKw IV in column 1.
Printed footnote: "*Represents the initial level of reserve tanks per tank model. When all tanks of a model type have been committed, mark the track with a blank counter."
Wrecks chart. Fifteen numbered boxes, 1 through 15, arranged in three rows (1-5, 6-10, 11-15), the same as the Allied wreck chart.
Refitting Destroyed Axis Units (printed text): "As units are eliminated, place them in the Units to be Refitted box of the chart. At the beginning of each turn, players may refit units by placing two units in the Units Destroyed box and returning a third unit to play. All three units must be of the same size, nationality and type (infantry, artillery, tanks, self-propelled guns). German tanks may be refitted at the rate of one returned to play for each one placed in the Units Destroyed box. Refitted units appear at the West or North edge of the map."
Boxes on the chart: "Units to be Refitted" and "Units Destroyed".