RULES BOOKLET - Amazon Web ServicesRules.pdf · 1940 to 1942. One side controls the German and...

26
This rule book has been updated with the most recent 4th edition rules and clarifications from the designer. The changes are highlighted in blue. There was no professionally done pdf available so this is a very amateur edit of a pdf which I scanned myself. I added a pay aid at the end of the book which explains any longer updates to the original rules that could not fit into the pdf without messing up the format. These are referenced in the appropriate section and there are only two of them- 8.3 Line of Communication (LOC) (rule change) and 18A Permanent Fortifications (additional rules added) The play aid was edited from an original done by Toadkillerdog 6 years ago on BoardGameGeek in the file section of The Legend Begins game page. I was unable to find a copy of the fourth edition. And since it was done in a Japanese Command Magazine, with few but some important changes, It was easier to just edit the current rule book I had. This file and the updated Scenario Book should bring the 3rd edition up to the 4th. Paul Crispi 13 May 2019

Transcript of RULES BOOKLET - Amazon Web ServicesRules.pdf · 1940 to 1942. One side controls the German and...

Page 1: RULES BOOKLET - Amazon Web ServicesRules.pdf · 1940 to 1942. One side controls the German and Italian (Axis) forces, ... the unit's attack and defense strength. When the unit posseses

This rule book has been updated with the most recent 4th edition rules and clarifications from the designer. The changes are highlighted in blue.

There was no professionally done pdf available so this is a very amateur edit of a pdf which I scanned myself. I added a pay aid at the end of the book which explains any longer updates to the original rules that could not fit into the pdf without messing up the format. These are referenced in the appropriate section and there are only two of them- 8.3 Line of Communication (LOC) (rule change) and 18A Permanent Fortifications (additional rules added)

The play aid was edited from an original done by Toadkillerdog 6 years ago on BoardGameGeek in the file section of The Legend Begins game page.

I was unable to find a copy of the fourth edition. And since it was done in a Japanese Command Magazine, with few but some important changes, It was easier to just edit the current rule book I had.

This file and the updated Scenario Book should bring the 3rd edition up to the 4th.

Paul Crispi13 May 2019

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The Legend Begins

RULES BOOKLET

THIRD EDITION

Updated 05 Jun 2019 with 4th Edition changes and clarifications from Designer

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TABLE OF CONTENTS

1.0 Introduction ....................... 2 2.0 The Playing Pieces ................. 2 3.0 Sequence of Play .................. 3 4.0 Movement ........................ 4 5.0 Stacking .......................... 4 6.0 HQs and Divisional Displays ....... 5 7.0 Zones of Control .................. 5 8.0 Important Definitions .............. 6 9.0 Basic Rules of Combat .............. 6 1 0.0 Combat Modifiers ................. 7 1 1.0 Retreats .......................... 8 12.0 Advance After Combat ............ 9 13.0 Disruption ....................... 9 14.0 Mobile Assaults ................... 9 15 .0 Selective Attacks ................. 1 0 16.0 Special Unit Types ............... 1 0 17 .0 Italians .......................... 1 1 18.0 Field Works ..................... 1 1 19 .0 General Supply .................. 12 20.0 Supply Points ................... 13 21.0 Trucks .......................... 13 22.0 The Railroad .................... 13 23.0 Sea Movement .................. 14 24.0 Ports ........................... 14 25.0 Anti-Shipping ................... 14 26.0 Malta and Convoys From Italy .... 15 27 .0 Off Map Boxes .................. 15 28.0 Cadres and Replacements ........ 15 29 .0 Recovered Steps ................. 16 3 0.0 Resource Points .................. 16 3 1.0 Tum Record Track ............... 16 32.0 Axlexandria Garrison ............. 17 33.0 Automatic Victory ............... 17

ADV AN CED RULES 34.0 German Tactical Superiority ...... 18 35.0 Restricted Hexsides .............. 18 36.0 Infantry vs. Armor ............... 18 37 .0 Combat Motorized ............... 18 38.0 Diversionary Attacks ............. 18 39.0 Fog of War ...................... 18 4 0.0 The Air Game ................... 18 4 1.0 Reaction ........................ 19

SPECIAL RULES 42.0 Railroad Construction ............ 20 43.0 The Littorio Div .................. 20 44.0 The Italian 5th Army ............. 20 45.0 Sonderverband 288 .............. 20 46.0 French Coastal Waters ........... 20 47.0 6 Pounders ...................... 20 48.0 Vicissitudes of War .............. 20 49.0 Air Transport .................... 21 5 0.0 Invasion of Malta ................ 21 5 1.0 Amphibious Raids ............... 21 52.0 Lulls ............................ 21

BOX COVER:

British war poster courtesy of Hoover Institution, Stanford University

The Legend Begins

(1.0] Introduction

The Legend Begins is a two player gamesimulating the war in Libya and Egypt from 1940 to 1942. One side controls the German and Italian (Axis) forces, and the other the British and Commonwealth (Allied) forces.

Parts Inventory: A complete game of TheLegend Begins contains: a. 1 map (in three sections)b. 48 0 units and markers (in 2 sets)c. 2 Organization Cards (Axis and Allied)d. 2 Status Cards (Axis and Allied)e. 1 Player Aid Cardf. 1 Scenario Bookleth. 1 Rules Booklet

(2.0] THE PLAYING PIECES

COMBAT UNITS: These are the basic playing pieces in the game and are the primary elements whereby players get things done.

NON-COMBAT UNITS: These units have some of the characteristics of Combat Units with the important exception that they by themselves, can not impede enemy movement or enemy control.

MARKERS: The Markers are used for a variety c_,f purposes, essentially they are

· play aids and their purposes are explainedin the appropriate rule sections.

Sample Combat Unit

Steps

ns JS

Q)�

6-12

JO 5 Ind.

@C8:I

6-8-4

Combat Movement Attack Factor Allowance Factor

2.1 How To Read the Units:

I.D.

Defense Factor

COLOR: The color indicates the na­tionality of the Unit. The Allied Player's minor allies (Polish, Free French and Greek) share the same light blue color.

COMBAT FACTOR: A numeric rating of the unit's attack and defense strength. When the unit posseses different values for attack and defense, the values are printed separately as Attack Factor and Defense Factor.

MOVEMENT FACIDR: The number of Movement Points a unit may use during a Primary Movement Segment.

STEPS: The number of step losses a unit can receive before it is eliminated. A unit that receives a step loss is exchanged for the same unit, but at its next lower step level. Generally the next lower step is printed on the back side of the unit, but in cases where a unit originally possessed three or more steps, there is another substitute unit provided.

DMSIONAL I. D.: Used in the Stacking

rules as well as providing some historic flavor.

BRIGADE or REGIMENTAL I.D.: For historical purposes only.

Armor Effect Rating: Printed in a smaller size to the right of a tank, anti-tank or Divisional HQ unit's Combat Factor is its Armor

Effect Rating. This value is used in combat to determine Armor Superiority. Also, note t hat Tank units do not have a Step indicator-this was left off for aesthetic reasons. All tank units have two steps, ex­cept for the German tank battalions (three steps).

Unit Size: .6, = battalion (all tank units .,. battalion siu)

II = battalionIll = regimentX = brigade

XX = division�XX= corpsXXXX = anny

Note: that for game purposes a regiment and abrigade are equivalent in size.Summary of Unit 'fypes:

COMBAT UNITS:

cgi Infuntry� Motorized In[untry� Machine Gunlrril Engineer� Annored !nfuntry§ Reconnaissance

.-..·Tunk� Anti-tank

� Heavy Anti-aircraft[:J Artillery� � Divisional HQ

MOTORIZED OR NON-MOTORIZED: Combat Units are classified as either motorized or non-motorized. All Combat Units with a Movement Allowance of 4 or less are non-motorized, all others are motorized. Basically the c�assification ef­fects the movement cost of terrain (see Ter­rain Effects Chart) and Advance After Combat (rule 12.0).

NON-COMBAT UNITS:Qrruck � � Replacement Unit L.§_J

Infantry type units” are; Infantry, Motorized Infantry, Machine Gun, Engineer and Armored Infantry.Anti- Tank, 88mm, Recon and HQ are not Infantry type units

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Axis Control Crete

MARKERS:

Disrupted Out Of Sufply

Crete Control Indicator Malta Status

OUT OF

SUPPLY

Luftwaffe

W Impnw,d Po,Won

I r;;,. I� Fortification \::..I Port

Capacity

Damaged Tanks

Port Capacity Interdicted Port

Recovered Tank Steps (Damaged tanks)

· PortCapacity

½

German Wounded Recovered Inf. Stips

(Wounded) .___ __ _,

. � G.ame Turn ·w .� Railhead l

31 An,y r. Formation Marker w�� Supply Points 2

The Legend Begins [3.0) SEQUENCE OF PLAY

· The Legend Begins is played in GameTurns. Each Game Turn rep.resents two weeks and is composed of an Initial Phase and an Operations Cycle. The segments of the Initial Phase may be performed simultaneously by the players-there is no action that will affect the opposing player. Both players must complete the Initial Phase before proceeding to the Operations Cycle.

3.1 Game Turn Sequence Outline:

A. INITIAL PHASE

1. Repl acement/Reinforcement Seg­ment: Both players perform the following actions: • Receive two Supply Points and oneResource Point at their Entry Box.• Receive reinforcements, withdraw units,and convert units per the Reinforcement Schedule. • Receive replacements according to theReplacement Table.

2. Recovery Segment: Both playersreceive up to half of their Recovered Stepsback. They may be immediately used toaugment combat units or converted intoReplacement units.

3. Organization Segment: Both playersmay perform the following actions: • Attach units to a Division by placing them

-· ·--:---·-- -..

on the Divisiqn�l Display (rule 6.2). • Combat Motorize units (rule 37.0).

3

" Transfer steps between units of the sametype and nationality (rule 28.11).

4. Malta Segment: Either the Axis Playerwill roll to reduce the Malta Interdiction Value or the Allied Player will roll to in­crease the Interdiction Value. Who rolls is dependent on the availability of the Ger­man "Luftwaffe" marker.

B. OPERATIONS CYCLE

The Operations Cycle is the heart of thegame, it is when the units move and have combat. To begin, each player places his four segment chits in a cup (each player has two Primary, one Secondary, and one Ter­tiary chit). One of the players blindly draws one of the segment chits from the cup. The draw of the chit determines who moves and how far. For example, if the chit drawn is the Axis' PrimanJ, then it is the Axis Player seg­mmt and his units may use their full Movement Allowance (see rule4.0). When the player has completed his segment, another chit is drawn and that segment is then played. The Operations Cycle continues like this until seven out of the eight chits have been played-the eighth chit is not used (con­sider this eighth chit as lost opportunity from one sides lack of initiative).

When the seventh chit has been played the Operations Cycle is over and so is the, turn.

There is one important restriction to the drawing of segment chits-no player may have three segments in a row. When a player gets two segments in a row, the next seg­ment must be one of his- opponents. If a friendly segment is drawn, simply return it to the cup and draw again. This two seg­ment limitation applies even between two Game Tums, ie. if a player ended the Operations Cycle with the last two segments, the first segment of the next Game Turn must be one of his opponents.

3.2 Sequence within a Segment: During each Segment the owning player performs the following phases in the order listed.

1. Movement Phase2. Combat Phase3. Supply Phase

These phases are explained in the ap­propriate rule section. Please see the Ex­panded Sequence of Play in the back of the rules booklet for more detail.

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· (-1.0] MOVEMENT

4.1 Movement Procedure: Each unit has aMovement Allowance (MA) which is themaximum· number of Movement Points(MPs) it may expend for movement duringits Primary Segment. If a unit does not haveenough MPs to enter a hex, it may not do so.

Once a unit has completed its movement,it may not be changed. A unit's movementis considered completed when the playerbegins to move another unit.

A unit may freely pass over or stop in thesame hex as a friendly unit. A ·unit may not.enter a hex occupied by an enemy unit.

4.1 The Segments: During a friendly Seg­ment, any or all friendly units may be mov­ed. Only in the Primary Segment may units move their full movement allowances. Dur­ing the Secondary Segment units move two-thirds of their Movement Allowance. During the Tertiary Segment units move one-third of their Movement Allowance.

Infantry type units move 4MPs during the Primary Segment, 3MPs during the Secon­dary and 2MPs during a Tertiary Segment.

Besides the reduced movement allowance, the Secondary and Tertiary Segments are nearly identical to the Primary Segment-in all segments there is a Movement, Combat and Supply Phase. There are some actions, however, that may only be performed in the Primary Segment. These are:

• Sea Movement• Rail Movement• Air Transport• Special Truck Transfer• Repair Ports• Building Fortifications (note: Improved

Positions may be built in any friendly segment)

These actions are explained later in the ap­propriate rules section.

The example above shows the running total of MPs expended as the unit moves into each hex.

The Legend Begins

4.3 Desert March Rate: Due to the harsh climate non-motorized units are seuerly restricted when moving off Track or Road. A non­motorized unit (not being transported) may move into a maximum of t wo non­road/track hexes per friendly segment.

Examples of non-motorized movement during a Priman; Segment.

4.4 TERRAIN EF FECTS ON MOVEMENT: A compiete list of all terrain features and

their affect on movement is contained in the Terrain Effects Chart.

Roads and Tracks: A unit that follows the path of a road or track may use that reduc­ed movement rate and may ignore the cost of the other terrain. Note the small numbers printed on the map near the coast road, those are there to help players calculate their road movement cost.

Desert: No unit may move into more than two consecutive desert hexes in a friendly movement segment. After moving into its second desert hex, the unit must either stop or, if it can, continue movement in non­desert hexes. Movement in desert and non­desert hexes may be combined in a single segment in any manner, as long as the unit moved into no more than 2 consecutive desert hexes. The portion of the map delineated as desert was rarely traversed and generally unmapped.

Ridges and Escarpments: Units moving across Ridges and Escarpments (if eligible) may need to pay additional MPs besides the cost to enter the hex. A unit moving by road or track that crosses a ridge or escarpment may ignore the additional cost or restriction. A motorized unit may only move or Ad­vance After Combat across escarpments at passes.

Railroads, Airfields, Ports, Towns, Land­marks & Cities: Have no effect on move­ment, but might have other functions which are explained under the appropriate rul�s section.

Exiting T he Map: Units may only move off the map to enter friendly Off Map Boxes (rule 2Z0). Units that are forced off the map by a Retreat are eliminated.

[5,0) STACKING

Stacking refers to the placing of more than one unit in a hex.

5.1 Stacking Limits: Each side may have up to seven (7) Stacking Points in a hex at the end of their movement segments.

5.2 Stacking Points:

BATTALIONS = 1 REGIMENTS/BRIGADES = 2 DIVISIONS = 3

Headquarters, Supply Points, Trucks, and all game markers have no stacking value and may freely stack in a hex without limit.

5.3 Stacking Restrictions: The stacking limit can never be voluntary exceeded except during the course of movement. At the end of each friendly movement segment all stacking violations of that Player must be corrected by. eliminating enough units to satisfy the seven stacking point limitation.

5.4 Division Stacking: Units of the same division stacked together with the divi­sional HQ are never valued at more than three stacking points total. Note, the Italian infantry divisions have no HQs, but may still benefit from this rule when the two regiments ( or two/three regiments in the case of the Trento/Maletti Division) stack together.

EXAMPLE: Two brigades stacked together, each belonging to a different division, would have a stacking value of four. Three brigades and a divisional HQ stacked together, and all brigades belonging to that HQ, would have a stacking value of only three.

NOTE: Stacking represents more of a com­mand control limitation that the actual limit of how many men and vehicles can fit in a hex.

5.5 Temporary Overstacking Caused by a Retreat: Units that become overstacked due to a Retreat (rule 11.0) are not immediately penalized. The owning player has until the end of his next Movement Phase to correct the overstacking. If the stack is attacked before it is corrected, only seven stacking

Examples of movement through desert hexes.

Jebel and Sebakha: All units must stop and end their movement for that segment after entering a Jebel or Sebakha hex unless us­ing the road or track rate.

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points may defend in the hex (defender's choice) and the attacker receives a favorable shift of one column to the right on the CRT. All defending units are affected by the com­bat results. 5.6 Artillery Stacking: One artillery unit may stack for free (no stacking value) in each hex. Other artillery units in the hex count normally.

[6.0) ORGANIZATION CARDS

6.1 Purpose: Each player is provided with an Organization Card for his multi-unit for­mations (mainly divisions). The cards are helpful for handling large stacks and for keeping units hidden from your opponent. Players use the card to indicate which units belong to which HQ. The HQ unit remains on the map while the subordinate units are placed on the Display. The units on the Display are considered in the same hex as the HQ for all purposes. 6.2 Entering and Exiting the Display: A unit.on the map may enter the Display by moving to the hex where the HQ is located. If the unit has the same divisional I.D. as the HQ the transfer is immediate. If the unit

. does not have the same I.D., than the transfer to· the display must wait until the Organization Segment of the Initial Phase.

Units may exit from a display during any friendly Movement Segment.

7th Armored Div.

� @'l.

� 2 G� Tank Tank

bn. bn.

·� 3-12

�\��

1��� 1 2-15

In the example abave, the 7th Armored Divi­sion HQ is on the map currently representing

. four tank battalions, two mechanized infantn; battalions, and a reconnaissance baftalion. Its total strength would be 3i (30 for the combat units and 1 for the HQ).

6.3 Restrictions on rormation Composition: 1. Each formation may contain only as

many units as it has boxes for. 2. Each box may only contain a certain

type of unit as described within the box.3. A German formation may not contain

any Italian units and vise versa.

The Legend Begins

4. A British division may contain onlyone non-British Allied brigade.

5. A non-British Allied division may con­tain only one Bri�ish brigade.

6. A non-British Allied division may onlycontain units of that nationality, with the exception of case 5 above. For example, theNew Zealand division could not contain any South African brigades. It could, however, con­tain one British brigade.

6.4 HQ Markers: All non-1 Anny T.

� � divisional formations use HQMarkers instead of HQ units. A HQ marker is not a Combat unit.

It has no Co.mbat Strength or Movement Allowance. These values are derived from whatever units constitute the formation. The HQ Marker has no Armor Effect Rating, no transport capability, and by thell1selves can in no way impede enemy movement-they are simply markers.

HQ Markers are kept off the map until used. They can be used at any time. Simp­ly remove an applicable Combat Unit from the map and replace it with the HQ Marker. Units join and detach from the HQ under the same rules as Divisional HQs.

An empty HQ marker must be im­mediately removed from the map. It may be used again at any time-HQ Markers cannot be destroyed. 6.5 Tanlc and Recon Units: All tank and British recon units have no divisional I.D. These units do not have to wait until the Organization Segment to transfer to the Display, they may transfer during any friendly segment. They may be attached to any HQ that allows a unit of that type.

COMMEN'DIB.Y: The British (and to some extent the Germans) shifted their tank and recon units between divisions constantly.

6.6 Substitute Units' Holding BQXes: There are two types-Specific and Generic.

SPECIFIC: Specific is for units which have three or four steps and two counters are provided so all steps can be represented. There should at all times be one unit in all the specific boxes: The other unit should be either in play, on the Reinforcement Track or in the Cadre Box. An empty box or a box with two units is a warning flag that something is amiss. GENERIC: The Generic units are for all units that have more than two steps, but don't have a specific counter to represent them when they lose more than two steps. As with the boxes above, there should at all times be one unit in each box. Either the generic unit of the proper I.D., or the unit it is representing on the map.

20 9 Aus.

©� 7-9-4

20 9 Aus,

®� 5-6-4

Aus-3

@�

2-4-4

An example of step loss progression.

A u s -3

©� 1-2-4

5

[7.0] ZONES OF CONTROL

GENERAL RULE: The six hexes surround­ing a hex occupied by one or more combat units constitute the Zone Of Control (ZOC) of those units. A ZOC represents artillery fire, enemy patrols and the ability of a mobile unit to react to or intercept enemy units in adjacent hexes.

Most motorb.ed units have a special Active ZOC, all other combat units have a Limited ZOC.

7.1 Which Units Have ZOCs: Any combat unit with a white band across its counter has an Active ZOC. All other combat units have a Limited ZOC. All non-combat units and markers (including HQ Markers) have no ZOC. 7.2 Effects Of Limited ZOCs:

1. BLOCKS LOC: A Line of Com­munication (see 8.3) cannot oe traced through an enemy ZOC unless that hex is occupied by friendly units.

2. HINDERS MOVEMENT: Each time aunit exits an enemy ZOC it must pay addi­tional MPs. Motorized units pay two addi­tional MPs (+2 MPs) and non-motorized units pay one additional MP ( + 1 MP). There is no penalty to enter an enemy ZOC.

3. ROADS & TRACKS: The Road orTrack rate cannot be used when moving from one enemy ZOC directly into qnother enemy ZOC; however, the Road or Track rate may be used when entering or leaving an enemy ZOC.

7.3 Effects of Active ZOCs: An Active ZOC has all the same proper­

ties as a Limited ZOC, and in addition: 1. STOPS MOVEMENT: A unit or stack

that enters an enemy Active ZOC must stop and .either end its movement or conduct a Mobile Assault (see 14.0) against an adja­cent enemy unit. A unit which starts its movement in an enemy Active ZOC and wishes to move has three options:

a) It may exit that ZOC via any non­Active enemy ZOC hex and continue mov­ing normally (it may even reenter an enemy Active ZOC elsewhere.

b) It may Mobile Assault (see 14.0) an ad­jacent enemy hex, hoping to either remove the enemy Active ZOC or escape from it. . c) It may move directly into another

enemy Active ZOC and stop. This move­ment requires the use of the unit's entire MA (and hence may not conduct a Mobile

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Assault after moving). 2. MANDATORY COMBAT: (rule 9.1

case 2). 3. HINDERS RETREATS: (rule 11.0).

Enemy Active ZOCs stop movement, enemy limited ZOCs hinder movement.

7.4 Reducing And Negating ZOCs: 1. ESCARPMENT: An Active ZOC is

reduced to a Limited ZOC when exerted up and over an escarpment hexside.

2. }EBEL AND CITY: An Active ZOC isreduced to a Limited ZOC when exerted into or out of a hex with Jebel or City terrain.

3. FIELD WORKS: An Active ZOC isreduced to a Limited ZOC when exerted in­to or out of a hex with a Field Work marker or a permanent Fortification (rule 18.0).

4. DIRECT SUPPORT: A unit's ActiveZOC is reduced to a Limited ZOC when the unit is placed in "Direct Support" of non­motorized units (rule 15.2)

5. FRIENDLY UNITS: Friendly unitsnegate enemy ZOCs in the hex they occupy for the purpose of Retreats (rule 11.0) and for tracing a LOC (see 8.3).

The 201st Guards Brigade has an Active ZOC. However, the Active ZOC is reduced to a Limited ZOC when it is exerted up and over an Escarpment hexside or into a hex with Field Works.

The Legend Begins

7.5 Enhancement Of Limited ZOCS: 1. A Limited ZOC is upgraded to an

Active ZOC if it is exerted across and down an escarpment. This applies even if the unit is in Field Works. This reflects the advantage it would offer to artillenJ and heamJ arms fire.

[8.0] IMPORTANT

DEFINITIONS:

8.1 Control of a Hex: A player has "control" of a hex if at least one of his units occupies the hex or one of his units was the last to pass through that hex. A friendly unit's ZOC is not by itself sufficient to take Con­trol of a hex.

8.2 Friendly Map Edge: The Friendly Map edge for the Axis Player is the western edge (1701-1002). The Friendly Map edge for the Allied Player is the eastern edge (1678-Alexandria).

8.3 Line of Communication (LOC): See updated rule on play aid at end of rule book.

IMPORTANT: A LOC may not be traced through sea hexes via ports.

8.4 Isolated: A unit which cannot trace a LOC is considered Isolated. Isolation effects Attrition (rule 19.6) and Delivery of Recoverd steps (rule 29.4).

8.5 Regimental Equivalent: For conve­nience, one regiment or one brigade, or two battalions will hence forth be called a "Regimental Equivalent:'

The 132nd Brigade has a Limited ZOC. However, the Limited ZOC is enhanced to Ac­tive ZOC status when it is exerted across and down ·an Escarpment hexside.

- [9.0] BASIC RULES

OF COMBAT

GENERAL RULE: Your friendly units may attack adjacent enemy units in the Combat Phase.

9.1 Conditions & Restrictions: 1. LIMITED ZOC: A unit in an enemy

Limited ZOC is never required to attack, but always has the option of doing so.

2. ACTNE ZOC: Combat is mandatoryif friendly units occupy enemy Active ZOC hexes. All adjacent enemy units exerting Ac­tive ZOCs must be attacked.

3. NON-PARTICIPANTS: Not all of thefriendly units in a hex are required to attack. Some may attack while others in the same hex do nothing. Units which do not par­ticipate in the attack do not suffer any adverse effects from the attack.

4. MULTI-HEX ATTACK (A): Not all ofthe friendly units in a hex are required to attack the same defending hex. Units in the same hex may attack adjacent defenders in different hexes.

5. MULTI-HEX ATTACK (B): Attackingunits may attack the same defending unit from as many different hexes as possible, provided all of the attackers are adjacent to the defender's hex.

6. MULTI-HEX ATTACK (C): If a unit orstack is adjacent to more than one defen­ding hex, it may attack those hexes in one single combat.

EXAMPLE: Unit A can attack units X and Y, units B, C and D can attack unit Z.

7. COMBAT LIMIT: No enemy unit maybe attacked more than once per segment and no friendly unit may attack more than once per segment (exception: Mobile Assaults, rule 14.0).

8. COMBINED DEFENSE: All defending _units in a hex must be attacked as one com­bined defense strength ( exception: Selective Attacks, rule 15.0).

9. ODDS LIMIT: Combat at odds lessthan 1-4 generate an automatic Al/Repuls­ed result. Combat at odds greater than 7-1 are resolved on the 7-1 column.

9.2 Procedure: STEP ONE: For each attack, compare the

combined combat strength of the par­ticipating attacking units against the total

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defense strength of the involved defending units and express the comparison as a numerical odds ratio (attacker to defender). Round off this odds ratio downwards to conform to one of the odds ratio categories found on the CRT. Example: a 53 to 18 would be a 2-1.

STEP TWO: Take into account any col­umn shifts (see Combat Modifiers) due the defending or attacking units. Example, one column shift for the attacker would bring a 1-1 to a 1 ½-1. If both sides have column shifts than subtract the lesser from the greater to obtain the final number of shifts for one side.

NUTE: Column Shifts are applied after odds computation. Therefore; an attack which had 12-1 odds with one column shift left would usethe 6-1 column.

STEP THREE: The attacking player rolls the required number of dice (see Magnitude) and reads the results on the ap­propriate row under the odds. Roll a white die or dice to determine step losses. Roll a black die to determine the victor of the combat.

STEP FOUR: The results are im­plemented. Players immediately remove any step losses, and perform (if any) Retreats or Advances After Combat (rules 11.0 and 12.0).

9.3 Magnitude: The Combat Table is essen­tially designed for battles where one side or the other has three to five steps. To resolve larger battles-more dice are rolled; to resolve smaller battles-players modify their one roll.

The number of combat steps involved in a Combat determines the number of die rolls the attacker will make on the Combat Table. Take whichever side (attacker or defender) has the fewest steps involved, and use that total to find the number of die rolls from the Magnitude Chart (next to CRT).

EXAMPLE: If 20 steps attacked 9 steps it would be a Magnitude 2 combat.

SUB-ONE: When resolving combat where one side has only one or two steps, each player reduces his step losses by one. Example, a result of "A1/D4" would reduce to "D3'�

9.4 Combat Results: The AID results on the CRT express step losses. For example, an A1ID2 means the Attacker loses one step and the defender loses two steps. When perform­ing a combat with two or more white dice, simply add together the total number of steps from each result to obtain the grand total. For example, a Magnitude 3 combat with results of MID2, D1, and A1/D3 would have a grand total of A2/D6.

The results in italic express who won the combat. If it reads ''.Advance" or "Overrun" then the attacker has wori. If it reads "Repulsed" then the defender has won. If it reads "Engaged;' then neither side wins.

The Legend Begins

� Overrun = The defending units Retreat (rule 11.0) and becomes Disrupted (rule 13.0). The attacking units may then Advance After Com­bat (rule 12.0).

• Advance = The defending units Retreat andbecome Disrupted, the attacking units may oc­cuptJ the defender's vacated hex.

• Repulsed = The attacking units becomesDisrupted and may retreat if the attacker desires.

• Engaged = Neither side retreats or becomesDisrupted.

9.5 Distributing Losses: Both players have a hand in determining which units receive the step losses. The owning player always picks each even numbered loss, and the op­possing player picks each odd numbered loss. For example, if the attacker has to loss five steps, then he may pick the second and fourth loss; while his opponent picks the other three.

RESTRICTIONS: 1. No unit can take a second step loss in

a single combat until all other friendly non­HQ/Artillery units in that hex have taken their first.

2. HQ and Artillery units cannot bechosen for a step loss until all other friend­ly units in that hex have been eliminateq.

3. German 88mm Flak units cannot bechosen until all other non-HQ/Artillery units in that hex have taken at least one step loss.

NUTE: Non-Combat units cannot be remov­ed to satisft; a step loss. These units are automatically removed if their accompanying combat units are eliminated.

9.6 Poor Odds Attacks: Friendly uni.ts in an enemy Active ZOC, and unable to achieve odds of at least 1a4, must perform

( �,�· ll JS

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3-15

The 15th and 21st Panzer Divisions attack the 7th Annored, while the 33/15 Recon attacks the 3rd Indian Motor Brigade. Note that the motor brigade has to be attacked because of its Active ZOC, while the Allied infantry brigades do not ha12e to be attacked.

The two panzer divisions (less the 33/15Pz Recon) attack the 7th Annored at 57 to 37 (1 ½-1) with one shift right for Annor SuperiorihJ (now a 2-1). The side with the least number of steps is the Allied Player with 16, so the Magnitude is 4.

7

a "Poor Odds" attack. Poor Odds attacks generate an automatic Al/Repulsed result (see 9.1 case 9). Magnitude has no affect.

Poor Odds attacks are performed before regular combat, so a Poor Odds attack can not be used as a "soak off" (i.e. you cannot attack some enemy units at less than 1-4, so other attacks can be made at greater odds).

(10.0] COMBAT MODIFIERS

10.1 Rounding Fractions: Whenever a unit's attack or defense strength needs to be halv­ed, round each individual unit UP for both the defender and the attacker and add the totals together.

10.2 City & Jebel: Units defending in a city or Jebel hex receive one shift to the left on the Combat Result Table.

10.3 Escarpment, Ridge & Sebakha: All units attacking up and across an Escarp­ment or Ridge hexside or out of a Sebakha hex have their combat strength halved.

10.4 Armor Superiority: In a Combat where one side has a unit involved that has a greater Armor Effect Rating than any of the opposing units, then that side is said to have Armor Superiority. Armor Superiority entitles that player up to two shifts in his favor on the CRT. The number of shifts is determined by taking the difference bet• ween the best Armor Effect Rating amongst his units and the best Armor Effect Rating amongst the opposing units. If the dif­ference is one factor, then the player receives one shift. If the difference is two

7th Armored

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The Axis Player rolls four white dice and one black die. The results are 2, 4, 4, 6 and 5 (black die). The total result is A6/D9 ''.Advance." The Axis Player can pick five of the nine step losses against Allied units, while the Allied Player cari pick three out of the six step losses against Axis units. Both sides remove their losses being careful not to remove two steps from a unit un­til all the others have removed one. . The 7th is retreated two hexes and becomes

Disrupted. The two panzer divisions may now Advance After Combat.

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8

or more factors, than the player receives two shifts.

Note that only one unit is used on each side to determine the differential, it does not matter how many more tank or anti­tank units one side has than the other.

EXAMPLE: two Gennan 93-12 panzer bat­talions attack a British 51-12 tank regiment. Odds would be 18 to 5 or.3-1, with two shifts for the Gennan player, bringing it to a 5-1.

EXAMPLE: An 88mm Flak unit (24 -12) is attacked by a British tank regiment (62

-12). The odds would be 6 to 2 or a 3-1 with the defender (the 88mm) receiving two shifts, bringing it to a 1½-1.

10.5 Heavy Artillery Barrage: If the defen­ding hex contains Field Works, the attacker may declare a Heavy Artillery Barrage if he has an artillery unit participating. The ar­tillery unit must be on its zero MA side ( see rule 16.2). A Heavy Artillery Barrage can provide either one, two or three shifts on the CRT depending on the number of Supply Points expended (rule 20.0).

• 1 Shift ·= 1 Supply Point• 2 Shifts = 2 Supply Points• 3 Shifts = 4 Supply Points

10.6 Air Support: The attacker increases his combat strength by the number of Support Factors from Air Units on Ground Support. See Air Rules for complete details.

10.7 Disruption: Disrupted units may not attack and if attacked they defend at half strength (rule 13.2).

10.8 Italians: The attack strength of Italian units is often dependent on the result of the Italian Table (rule 17.1). The defense strength of Italian units can be halved if Isolated (rule 17.2).

10.9 Field Works: Units may be doubled or Tripled in Field Works (rule 18.0). Tank units

,. are halved when defending in Field Works.

10.10 Overstacked: If the defending hex contains more than seven stacking points the attacker receives one shift (rule 5.5).

10.11 Supply: Units attacking without At­tack Supply have a reduced Attack Factor (rule 19.5 case 3). If all defending units are marked Out Of Supply, then the attacker receives 1 shift (rule 19.5 case 5).

The Legend Begins

[11.0] RETREATS

11.1 Who Retreats: If the CRT indicates ''.Ad­vance " or "Overrun'' then the defender must Retreat. Attacking units always have the option to Retreat on any result except "Engaged."

11.2 Length ·of Retreats: Defending units which must retreat and attacking units which opt to retreat are retreated two hexes. There are two exceptions (see case 2 and 3 under Retreat Guidelines).

11.3 Disruption: All units which retreat become Disrupted (rule 13.0).

11.4 Retreat Guidelines: The Retreat direc­tion is always determined by the owning player but must follow, if possible, the guidelines below (listed in order priority).

1. Avoid entering enemy ZOCs ifpossible.

2. Uni.ts are not retreated the second hex,if that additional hex will cause any step losses.

3. Units are not required to retreat the se­cond hex if the first hex is Jebel or City ter­rain or the hex contains a friendly Field Work.

4. Units that are the target of a SelectiveAttack (rule 15.0) do not Retreat. Instead, place the units under the non-motorized units.

5. Supply Points with the stack are onlyRetreated if they can be carried by a Truck.

6. Units may never Retreat into orthrough enemy units, off the map or into hexes normally prohibited to them in move­ment; units that cannot Retreat are eliminated.

11.5 Retreat through Enemy, ZOCs: If a retreating force has no other option then to retreat through enemy ZOCs, then the owning player may do so. A retreat through enemy ZOCs has no penalty unless the

retreating force enters an "Interlocking Enemy Active ZOC:' Interlocking Enemy Active ZOCs occur where an Active ZOC is exerted into a hex from two enemy oc­cupied hexes which are not adjacent to eacli

. other (see diagram below).

Units which retreat into or through an Interlocking Enemy Active ZOC will lose one step for each enemy motorized step in one of the hexes forming the Interlocking Enemy ZOC (use the hex with the fewest enemy motorized steps). Motorized steps in Direct Support (rule 16.2) or Disrupted (13.0), or in Field Works are nofcounted and have no effect on Retreats.

Loses caused by this are distributed the same way as in rule 9.5.

· 11.6 Combat Against Previously RetreatedUnits: If a unit or stack is Retreated into afriendly occupied hex and that hex. thenundergoes an attack in the same Combatportion of the Segment, the Retreatedunit(s) do not add their strength or size (forMagnitude purposes) t o the combat.However, if that hex must Retreat, thepreviously Retreated units are againretreated.

NOTE: The above rule does not apply toRetreats made from Mobile Assaults. Units thatRetreat from an Mobile Assault are alwaysfigured into any subsequent Mobile Assault.

Retreating can units finish their retreat overstacked when the retreat into other hexes will cause any additional step losses because of interlocking active ZOC.

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[12.0] ADVANCE AFTER COMBAT

12.1 Who May Advance: Advance After Combat is allowed to the Attacker whenever indicated by an Advance or Overrun result on the CRT. Eliminating all defending units in a hex does not by itself·eai;n Advance After Combat priviledges. Defending units never advance.

12.2 When Advances are Performed: The option to Advance After Combat must be exercised immediately, before any other combat situations are resolved.

12.3 Length of Advance: If the CRT result was ''.Advance;' then Advance After Com­bat is limited to entering the defender's vacated hex. If the result was "Overrun," then the units may advance accordingly:

• Non-motorized infantry, non-deployedartillery, supply w/truck unit, and HQmay only advance one hex.• Motorized units, and all tank units witha MA of 9 may advance two hexes.• All other tank units and Reconnaissanceunits may advance three hexes.

Maximum advances on an Overrun result.

12.4 Procedure: Advancing is determined in hexes, not by Movement Points. Terrain cost, and the +2 MP for exiting an enemy ZOC is ignored.

12.5 Guidelines and Restrictions: 1. PROHIBITED TERRAIN: No unit may

advance into a hex or·across a hexside that is normally prohibited to it in normal movement.

2. DEFENDER'S HEX: The first hex ofthe advance must be into the hex which was attacked.

3. }EBEL: A unit which advances into aJebel hex (road or non-road) must stop its advance in that first Jebel hex.

4. ACTIVE ZOCS: Enemy Limited ZOCsnever affect an advance, enemy Active ZOCs do. Advancing units may ignore enemy Active Z<;:)Cs in the vacated hex. After that, all· advancing units must stop their advance if they enter an enemy Active ZOC. This will guamntee motomed units a two hex advance unless blocked by terrain or enemy occupied hexes.

5. SELECTIVE ATTACKS: (rule 15.0) At­tacking units that are victorious in a Selec­tive Attack may not Advance.

The Legend Begins

[13.0] DISRUPTIONS

13.1 How Units Become Disrupted: Defen­ding units become Disrupted if they retreat, and attacking units become Disrupted on "Repulsed" results. Indicate Disruption by placing a Disruption Marker on top of the units.

13.2 Effects: 1. They may not attack and if attacked

they defend at half strength (round frac­tions up).

2. They may not receive Replacements orbuild Field Works.

3. If Motorized, they lose their ActiveZOC (they still have a Limited ZOC).

4. They may not end their movement inan enemy Active ZOC unless they are stack­ed with non-Disrupted units or in a friendly Field Work. If they cannot move away­they are eliminated.

5. Disrupted Artille1y units may notgenerate a Heavy Barrage shift.

6. Non-Combat units are not affected byDisruptions.

13.3 Abilities: Disrupted units may move normally. Units may enter or pass through friendly Disrupted units without becoming Disrupted.

13.4 Removal: Disruption markers are removed from all friendly units at the end of each friendly segment ( during the Supp­ly Phase). Exception, units which became Disrupted in the preceeding combat phase due to a Repulsed result, must wait until the end of the next friendly segment to remove their Disruption marker (i.e. , all units are Disrupted for at least one friendy segment).

Supply, Isolation and enemy ZOCs have no effect on the removal of Disruption markers.

The 15th Panzer Division Mobile Assaults the 201st Guards Brigade and gets an A1/D1 - Advance result. The 15th Panzer Divisiontakes a step loss and must end its movement(it needed an Overrun result to continue). The201st Brigade takes one step loss and remainsin place.

The 21st Panzer Division (32 Attack Factors) now Mobile Assaults the Australian brigade (16 to 8 with 2 shifts) and gets an A1/D2 - Over­run. The Australian brigade takes two step

9

[14.0] MOBILE ASSAULTS

Mobile Assaults are a form of combat allow­ed during the Movement Phase.

14.1 Who May Mobile Assault: Only motorized units and those non-motorized units being transported by Trucks (rule 21.0) may Mobile Assault.

Only one unit or stack may participate in a Mobile Assault. A unit may pick up other friendly units while it moves in order to form a stack before the Mobile Assault, however, the units picked up are considered to have expended the same number of MPs as the stack has at the moment of the union.

14.2 MP Cost to Overrun: The Movement Point cost to Mobile Assault is equal to the MP cost to enter the hex plus two MPs (Ter­rain Cost +2 MPs). Note, do not adcJ 2 MPs for exiting an enemy ZOC when calculating the cost to enter the defender's hex, this is already represented btJ the +2 MP to Overrun.

Units may not Mobile Assault into hexes or across hexsides prohibited to motorized units.

14.3 Initiating a Mobile Assault: When a unit or stack wishes to Mobile Assault, stop adjacent to the target hex, pay the MP cost and ·immediately resolve the Mobile Assault. Mobile Assaults are allowed at any odds (if using Fog of War options it is likely you will not know the odds until the Mobile Assault is resolved).

For Mobile Assault purposes only, man­datory combat due to an Active ZOC is ig­nored. That is, a stack about to Mobile Assault is not required to attack all adjacent units with an Active ZOC.

losses and retreats. The 21st Panzer Division takes a step loss and may continue moving. The Axis Player decides to Mobile Assault the brigade again (15 to 4 with 2 shifts right) and achieves an A1/P3 result. Since the Magnitude was sub-one bdth sides subtract one step loss (it becomes a D2 and eliminates the brigade).

The 21st does not enter the hex, but swings around to attack the 201st Brigade in conjunc­tion with the 15th in the upcoming Combat Phase. The 21st expends a total of 11 MPs.

An attacker successful in a Mobile Assault can enter the hex occupied by the defender even if it is an “Active ZOC to Active ZOC movement and that unit can continue its movement or conductanother MA.

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10

14.4 Resolving a Mobile Assault: Mobile Assaults are resolved similar to normal combat with the following exceptions:

A. The attacker may not use Air units(Artillery is allowed).

B. The attacker has his Attack Strengthhalved. If the Attack Strength has already been halved due to a Combat Modifier­then halve it again.

C. ''.Advance" results are treated as " - "results.

D. Neither side suffers Disruption.Step loses are applied normally. The

The Legend Begins

15.2 Direct Support: The defender can avoid Selective Attacks by placing his motorized units in "Direct Support" of the non-motorized units, in which case the stack must be attacked as one combined defense strength. Indicate motorized units acting in Direct Support by placing them underneath the non-motorized units.

All the Motorized units in Direct Support lose their Active ZOC (but retain their Limited ZOC).

15.3 Acting Independently: Indicate motorized units that are acting in­dependently by placing them above the non-motorized units in the stack. These units retain their Active ZOC, but they may be the target of a Selective Attack.

A B

The three stacks above have different characteristics. Stack (A) exerts a Limited ZOC, but all units must be attacked as one combined defense strength. Stack (B) has an Active ZOC, but the reconnaissance unitamid be attacked sepamtely without involving the othertwo units. Stack (C) has an Active ZOC, but again,the stacked could be attacked without involving theinfantry brigade (however, both motorized must be at­tacked). In all cases, any attack against the infantrybrigade must involve the motorized units (eitherseparately or combined into one attack.

15.4 Adjusting Stacks: Players are allowed, within limits, to rearrange the placement of� their units within a stack dur_ing the op­ponents movement.

Each stack may only be rearranged once per enemy segment. If the opposing player asks about the �rangement of the stack, and the arrangement either changes or re­mains the same, then it can no longer be changed in that segment. 15.5 Selective Mobile Assaults: A Mobile Assault can be directed against those defen­ding units in the stack exerting an Active ZOC and ignore the others. The MP cost to make a Selective Mobile Assault is the same as a normal Overrun (terrain cost plus two). If the Mobile Assault is successful the Mobile Assaulting u.nits may not advance into the c\efender's hex; they may, however, continue moving.

[16.0) SPECI AL UNIT TYPES

2 Du. Yeo. 16.1 Reconnaissance Units:

© � Reconnaissance ( or Recon) units2-15 have the ability to avoid combat.

,_ __ ...., If the defending hex consist of

woF

[?!) functions for Army HQs: 1) a 0-9 source of General Supply (rule

....... ....,....__. 19.0); 2) augmenting a Line of Supply (rule 19.2); and 3) an entry location for units returning from the Cadre Box (rule 28. 5 ) .

An Army HQ can never be eliminated.If caught alone in a hex by an enemy unit it is placed in any friendly Off Map Box.

Army HQs may not be Disrupted.

side.

15.5 When motorized units stacked with non-motorized ones are acting independently, and a selective attack is conducted against those motorized units, artillery units deployed to non- mobile side in that hex can support them.

defender only retreats if an "Overrun" result is achieved.

If the Mobile Assault achieves an "Over­run" result, the attacker may then continue his movement from the defender's vacated hex or from the hex the Mobile Assault oc­cured from (his choice). If an "Overrun" result is not achieved, then the units which performed the Mobile Assault must seize movement. 14.5 Multiple Mobile Assaults: Units which Mobile Assault (and achieve an Overrun) may conduct another Mobile Assault if they have sufficient MPs remain­ing; they may even Mobile Assault the same unit again. All units that Mobile Assault are eligible to attack during the Combat Phase. The attacker may even target defending units that were Mobile Assaulted during the Movement Phase.

[15.0) SELECTIVE ATTACKS

GENERAL RULE: When a defending stack is c_omposed of units with both a Limited and an Actice ZOC, the attacker may per­form a Selective Attack against one or both groups .. 15.1 Types of Selective Attacks: There are two types of Selective Attacks. Both use all rules of normal combat.

1. He may attack just the units exerting the Active ZOC. The units with just a Limi\ed ZOC are completely ignored. If a Retreat is called for, the defending units with an Active ZOC are not retreated, but instead are placed underneath the defend­ing units with a Limited ZOC. There is no Advance After Combat.

2. He may split the attack into two separate combats -one against the units with an Active ZOC, and one against the units with a Limited ZOC. The units with an Active ZOC must be attacked at odds of at least 1-3. There are no Retreats or Ad� vance Atter Combat unless both attacks result in a Retreat for the defender.

Artillery Factors and/or Ground Support Factors as a whole may not exceed the printed ground strength ---excess AF and/or GSF are ignored.

16.3 Army HQs: There are three

only Recon units, and the attacker achieves either an Advance or Overrun result, the Recon unit is said to have avoided combat and all step losses for both sides are ig­nored. However, the Retreat and the Ad­vance After Combat are performed normal­ly and the Recon unit does suffer Disrup­tion if the CRT result was "Overrun:'

Disruption has no affect on a Recon unit's ability to avoid combat. Avoiding combat is compulsory for

Recon una Recon

its out unit

of sifup the

ply lcondi­ose theirtions apply.

A Recon unit abilitmay y to avoinot d cavoid ombat.combat if itis stacked with other non-recon units (ex­ception: see below), in Field Works, or is in a situation where retreating would eliminate the unit. The combat is resolved normally in those cases.

If a Recon unit is the only unit operating independently in a stack and becomes the target of a Selective Attack (rule 15.0) which results in a ·Retreat, then it avoids combat and is placedunderneath the stack (rule 11.4 case 4) . Reconunits do not have any AT capacity (they're rebuilt bytank replacement) (See 16.5)16.2 Artillery Units: Artillery units have two sides -if an artillery unit does not move during afriendly segment, it may be flipped over to itszero MA side where its Attack Factor andDefense Factor are increased.

Artillery units have a range of one-they may contribute their Attack Factor; Defense Factor and Heavy Barrage potential to an adjacent hex.

Each artillery unit may contribute its Attack Factor to one attack during the friend­ly combat phase. More than one artillery may contribute to a single attack. Each artillery unit may use either its Attack Factor or Barrage Shift-not both.

Each artillery unit may contribute its Defense Strength to all adjacent defending hexes during the enemy combat phase. No more than one artillery unit may contribute its strength to each hex.

An Artillery unit may only provide a Heavy Artillery Barrage when on its non­mobile side. An Artillery unit that is forced to retreat is immediately flipped to its mobile

16.3 Players may disband his Army HQ voluntarily in any friendly segment at the beginning of the Movement Phase. Disbanded HQs are immediately replaced in any friendly Off Map Box, but can not be moved in that segment.

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1 Ra."iL 2 16.4 Armored Infantry: Al­@�- though not printed on the 3-12 counters, all Armored Infantry

,..__ _ __. .type units have an inherent Armor Effect Rating of 1.

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16.5 Anti-Tank Guns: All non-tank units with an Armor Effect Rating (including Ar­mored Infantry) derive their rating from anti-tank guns. Anti-tank guns have the following restrictions and benefits: • The Armor Effect Rating of non-tank

. units are reduced by one when attacking. • Non-tank units may only use their ArmorEffect Rating if there are enemy tank unitsinvolved in the combat.• Non-tank units in Improved Positions(rule 18.2) and non-tank units attacked bya pure armored force (rule 36.2) have theirArmor Effect Rating increased by one.

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16.6 Engineers: The Italian Guastatori engineer battalion and all Divisional HQs have their Att\_lck Factor doubled when at­tacking Improved Positions and their Attack Factor tripled when attacking Fortifications.

"'c...,,, 16.7 Gurkha Battalions: The two © � Gurkha battalions have their At-1-2-4 tack Strength doubled if the

...._ __ _. defending stack contains any Italian units. The Gurkhas were excellent troops and feared by the Italians.

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16.8 Amphibious Units: The Royal Navy Marine Battalion and Kampfgruppe Hecker are the only two units which may perform amphibious raids (rule 51.0). These two units only enter play if purchased (see 51.1 case 3).

The Legend Begins

[17.0) ITALIANS

COMMEN'IJIRY: The Italian Army had serious weaknesses in equipment and morale that is not fully shown btJ their combat strength. Once the German� arrived !heir was also the problem of cooperatwn-having to be rescued in Africa. and then told what to do in their theater of war, made the Italians a bit on guard with the Germans. Consequently, Rommel had difficulty using the Italians in any offensive role. Some Italian divi­sions were kept from his direct command, and others simply disobetJed his orders. IN GENERAL: W henever Italian units attack, the Axis Player must roll on the Italian Table for the effectiveness of the Italian units. If Italian units are Isolated at the moment of combat their defense strength is halved. 17.1 Italians Attacking: After announcing the attack, but before calculating odds, the Axis Player rolls one die and consults the Italian Table. Use that one result for all Italian units participating in that attack. Each separate attack involving Italian units requires its own separate roll on the Italian Table. ITALIAN TABLE MODIFIER:

If there are no Germans involved in the attack, add +2 to the die roll. Obviously, this modifier will be in affect in all 1940 scenarios.

NUI'E: It matJ be necessanJ for the Axis Player to perform all his attacks involving Italian units first,. in case the Italian units are not able to achieve at least 1-4 odds and frdl to pruvide a nec­cessanJ soak off attack.

EXAM�LE: The two Italian units plus the Ger­man unit attack the Allied brigade. The Axis Player rolls a "2" on the Italian Table which results in the Italians not participating. The final odds would be 7-8 (or 1-2).

17.2 Italians Defending: Italian units that are Isolated at the moment of combat and are not stacked with German units

1

have their defense strength halved (round frac­tions up). Italian units· stacked with any number of German combat units are not af­fected by this rule. The Italian forces would often crumble in desparate situations unless but­tressed with German units.

11

[18.0) FIELD WORKS

DESIGNER'S NUI'E: Each player is sup­plied with only ten Field Work markers. T his limitation is intentional to prohibit players from an overzealous defensive policy-any general putting too much effort into defense would have been relieved of command. IN GENER AL: There are two types of Field Works-Improved · Positions and Fortifications. 18.1 Properties Common to Both Types:

1. Non-permanent Field Works may notbe captured and used by the opposing player-they are only friendly to the side that built them. Permanent Field Works may be captured and used by the other side .

2. Friendly Field Works do not cost anyextra MPs to enter or leave.

3. The effects of Field Works apply to thewhole hex, it does not matter whether units are stacked above or below the Field Work marker.

4. Active ZOCs are reduced to LimitedZOCs when exerted into or out of a Field Work.

5. IMPORTANT: All Tank units defen­ding in a hex with a Field Works marker are halved (round fractions up). Total all tank units before halving.

18.2 Improved Positions: 1: DOUBLED: All units stack­

ed with an Improved Position marker· have their Defense

Strength doubled. Tank units in Field Works are halved, so the doubling would bring them to their original strength .

2. ANTI.'.fANK BENEFIT: Non-tank unitshave their Armor Effect Rating increased by one. HOW TO BUILD: An Improved Position c�n be buil� in any type of terrain. Any non­disrupted rnfantry-type unit that foregoes all movement during a friendly segment may build an Improved Position. No attacks are allowed out of the hex during the seg­ment it is built. The Improved Position is considered completed as soon as the own­ing player indicates the building unit will not move. Enemy ZOCs (both types) and supply have no effect on the ability of a unit to build an Improved Position. REMOVAL: Art Improved Position is removed whenever it is left unoccupied or when an enemy unit enters the hex.

18.3 Fortifications: 1. TRIPLED: All units stacked

with a Fortification have their Defense Strength tripled. Half

tank units before tripling. 2. NO ARMOR SUPERIORITY: No Ar­

n:ior S�periority shifts are possible (for either side) when the defender occupies a Fortification.

Units with 0 AT rating in an improved position have their AT rating increased to 1.

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12

3. VACANT: Fortifications may be left va­cant (they represent minefields). Vacant For­tifications have an intrinsic defense strength of 1. Treat a vacant Fortifications just like you would a one step unit (for Magnitude purposes, for tracing a Supply or LOC path, and for negating an enemy ZOC dur­ing a Retreat).

4. ATTACKER'S STEP LOSSES DOUBL­ED: The attacker doubles his step losses when attacking Fortifications (an AO would become an Al).

EXAMPLES: An A2/D1 would become an MID1. An A1/D1 against a Minefield would first reduce to A0/D1 (for Sub-one) then increase to A1/D1 for the fortification.

EXAMPLE: T he 93-12 and the two 7-8-4's at­tack the 6-8-4 and the 61

-12 in the Fortificaion. The 62-12 is halved before tripling. The final oddswould be 23 to 33 (or a 1-2).HOW TO BUILD: Fortifications may only be built on Improved Positions. Any non­Disrupted infantry-type unit that has a Line of Supply (rule 19.2) and a LOC to his friendly map edge, and forgoes all move­ment during a friendly Primary Segment may build a Fortification. No attacks are

. allowed out of the hex during the segment

At the start of each scenario, the Perma­�ent �ortifications_ b_elong to the player listed m the scenano mstructions. The op­posing player must treat any vacant Perma­nent Fortification hexes the same as a va­cant Fortification marker (an intrinsic strength of one).

TOBRUK: The Fortification benefits of To�ruk are on_ly applicable if the enemyuruts are attacking across the black solid line which indicates the Tobruk Perimeter. A player is free to build Improved Positions and Fortifications inside Tobruk so as to have the all-round defensive benefits of nor­mal Field Works.

The Legend Begins

[19.0] GENERAL SUPPLY

All units need to be in General Supply during their friendly Supply Phase or they will suffet the affects of rule 19. 5. 19.1 How to be in General Supply: A unit is in General Supply if it can trace a Line of Supply (rule 19.2) to a Supply Source (rule 19.3).

19.2 Line Of Supply: A Line of Supply is a path of consecutive hexes from the unit to the Supply Source. The path may not enter an enemy occupied hex, a vacant hex in an enemy ZOC, enter more than two consecutive desert hexes, nor cross an all-sea hexside.

The length of the path is determined by the Supply Sour<:e, A Line of Supply to an Army HQ can be up to nine motorized MPs or four hexes long (which ever is longer). A Line of Supply to any other source can be a maximum of four motorized MPs or 2 hexes (which ever is longer). The +1 or 2 � cost for exiting an enemy ZOC is always ignored when determining the length of a Line of Supply.

19.3 Supply Sources: Each Supply Source can provide General Supply to an unlimited number of units. • A friendly map edge.• A friendly Army HQ if it has an overlandLOC to the friendly map edge.• A friendly Supply Point.• A friendly port hex if the port has acapacity (rule 24.1) greater than zero. PortSupply is not always available (see 19.7).

19.4 Supply Points for General Supply: A Supply Point can provide General Supply to an ��ited number of units. A Supp­ly Pomt 1s never removed for providing General Supply unless the Supply Point is Isolated (rule 8.4) and provides General Supply to one or more units during a friendly Supply Phase.

19.5 Effects of Being Out of Supply: Units which are not in General Supply duringtheir friendly Supply Phase· are markedwith an Out of Supply marker and are af­fected by penalties below:

1. The unit may move a maximum of twohexes unless being transported by Sea, Rail or a Truck unit which is not Out of Supply.

2. The unit may advance only one hex.3. The unit's Attack Factor is equal to its

step value. For example, a four step infantn; brigade would have an Attack Strength of four.

4. The unit's Armor Effect rating is reduc-ed to zero.

5. The attacker receives a favorable shiftof one column to the right if all participating defending units are marked Out of Supply.

6. If the unit is Out of Supply and

Isolated, it will suffer Attrition (see below). 19.6 Attrition: A unit which is Out of Supp­ly and Isolated will suffer Attrition. Attri­tion occurs each friendly Supply Phase, starting with the first Supply Phase it was found to be Isolated.

For each applicable unit, the owning player rolls a number of dice equal to its step value. For each die roll equal to or less than its Attrition Value, that unit loses one step. ATTRITION VALUES:1 = German units. 2 = Allied units. 3 = Italian units.

EXAMPLE: A four step German regiment and � �hree step It�lian regiment must checic for Attntwn. The Axis Player rolls four dice for the German regiment with each "1" rolled caus­ing one step loss. The Axis Player then rolls three dice for the Italian regiment with each 1, 2 or 3 causing a step loss. ATTRITION DIE ROLL MODIFIER: Sub­tract one from each die roll if the uri.it is cur­rently Disrupted.

19.7 Port Supply: Each port that is used to provj.de General Supply during a Primary Segment, must be checked for Supply Availability. Supply Availability is not checked during Secondary and Tertiary segments, it is assumed. to be available at those tjrnes. To check for Availability, the owning player sails a hypothetical convoy to the port and rolls on the Anti-ShippingTable (rule 25.0). If the AST result is " - ,,._or"2': then General Supply is available. If the . AST result is a 3, 4 or 5 then General Su pp­ly from that port hex is not available and the units (if Isolated and unable to draw General Supply from a Supply Point) will suffer Attrition.

��PLE: The Allied Player has six REs besieged m Tobruk and it is an Allied Priman; Segment. During his Movement Phase he sails a Supply Point into the port. Now it is his Supp­ly Phase, rather than spend the Supply Point for General Supply, he first checks to see if the Port can provide General Supply. He rolls on the AST table (under the Tobruk column using the appropriate airfield modifiers) and the result is a ''.3" - indicating General Supply is not available. He now has a choice-he can burn the Supply Point to provide General Supply, or he can put the six REs Out of Supply and resolve Attrition against them. Had this been a Secon­dary or Tertiary Segment, General Supply through the port would have been automatic.

19.8 Removing Out of Supply Markers: All units which can trace a Line of Supp­

ly during a friendly segment to a General Supply Source are immediately resupplied and can remove their Out of Suppy Markers. A unit which removes the marker during a Movement Phase has its MA halv­ed (round fractions up) for that Movement Phase. ·

When rolling for the attrition of a stack, roll for the replacement units in that hex.

it is built. Fortifications cost one Resource Point (rule 30.0) per hex. The Fortification is considered completed as soon as the owning player indicates the building unit will not move and spends the Resource Point.

REMOVAL: A Fortification is removed the instant an enemy unit ente�I-'the hex, 18A Permanent Fortifications: Bardia, Mer­sa Matruh and the three hexes surrounding the port of Tobruk are permanent Fortifica­tions. Permanent Fortificatons act like normal Fortifications in all respects except they may not be destroyed, See updates to rule on play aid at end of rule book.

Note that the new LOC rule (see updated rule 8.3) makes it easier for supply units to become isolated and hence consumed when supplying isolated units.

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(20.0) SUPPLY POINTS

. IN GENERAL: Supply Points are Uf?ed for Attack Supply and to provide General Supply.

20.1 Receiving Supply Points: Each turn during the Replacement/Reinforcement Segment, each player receives two Supp­ly Points at his Entry Box (see 26.3).

20.2 Characteristics: Each supply unit has a front and back side which indicates the number of Supply Points it is curre.ntly representing.

Each. player is supplied with only ten supply units. This limitation reflects the fact that.Africa was just one theatre of many dur­(ng WWII. Supplies not needed (n Africa were

· .dearly needed elsewhere.When a player captures one of his op­ponent's Supply Points he must replace it with one of his own. If a player is to receive Supply Points and he has none available (all are being used), th� Supply Points are forfeited.Supply units have no stacking value, no combat strength, no step to lose in com­bat, and by themselves do not impede enemy movement in any way. If caught alone in a hex with an enemy unit they will either be captured or destroyed (see Supply Demolition).Supply Points may be moved in one of four ways:• Trucks (rule 21.0)• The Railroad (rule 22.0)• Sea Movement (rule 23.0)

· • Air Transport (rule 49.0)The details of Transporting are discuss­ed in the appropriate section.20.3 Attack Supply: For a unit to participate in Combat at full strength, it must be in Attack Supply. To be in Attack Supply the unit must be able to trace a Line of Supply to a Supply Point at the instant of the com­bat. If tracing to a Supply Point located with the Army HQ the Line of Supply may be up to 9 motorized MPs or 4 hexes long (which ever is longer). If tracing to any other friendly Supply Point, the Line of Supply may not be longer than 4 MPs or two hexes.

· If an attack results in two or more step losses (count attacker and defender

· losses), then the supply unit is removed before it can provide attack supply to any other attacks. A Supply Point may move in the seg­ment that it provides Attack Supply. Only attacking units need Attack supply, units never consume supply or need to trace a Line of Supply in defense. Units in General Supply but attack without Attack Supply (either voluntarily or not) have their Attack Factors halved (Ar­mor Effect Ratings are unaffected).

The Legend Begins

Mobile Assaults do not require Attack Supply. A unit in General Supply can Mobile Assault without the need to trace a Line of Supply at the moment of combat.

DESIGN NOTE: This gives a unit that is temporan; surrounded one friendly segm�nt (at halved strength) to get back in supply. If not in General Supply biJ the end of the segment, it will become very helpless under rule 19.5.

20.4 Heavy Artillery Barrage: Heavy Ar­tillery Barrages requires additional Supp­ly Points to be removed (see 10.5). The Ar­tillery units must have a Line of Supply to the Supply Points. Supply Points used

· for this are removed immediately and arein addition to the Supply Point for AttackSupply.

20.5 Demolition and Capture of Supplies:A player may attempt to destroy his SupplyPoints (demolition) during either a friend­ly or enemy segment..

Demolition during a friendly segmentmust occur before the combat portion ofthe segment. Roll one die for each SupplyPoint and consult the Demolition Table.Only one demolition attempt is allowed foreach Supply Point per segment.

Demolition during an enemy segmentoccurs the instant the enemy unit entersthe hex ( either by movement or AdvanceAfter Combat). The procedure is the sameexcept the die roll is modified by -2. Allsupplies that are not destroyed are cap­tured by the enemy player.

Captured Supplies may be used immediately.

·(21.0) TRUCKS

GENERAL RULE: Trucks are used to carrySupply Points and non-motorized units.One Truck can carry either:

1. One regiment/brigade or two bat­talions of non-motorized infantry -typeunits.

2. Two infantry-type replacement units.3. One Supply Point.

19.1 Procedure: There is no movement cost to pick up or drop off units. A Truck merely enters the hex where the unit is, picks it up, and may continue moving. It may also drop off units during movement and con­tinue moving. The transported unit may not make any other type of movement in the segment it is moved by a Truck.

21.2 Properties: A Truck unit does not enable a non-motorized unit to possess an Active ZOC-only units with a white band have Active ZOCs. A Truck does allow a non-motorized unit to Mobile Assault and to advance up to two hexes in Advance After Combat.

21.3 Trucks in Combat: A Truck is a non­combat unit. If caught alone in a hex by an enemy unit or eliminated along with other friendly units (Trucks have no step

13

to lose in Combat), it is removed from play and placed in the Cadre Box. Truck units can be replaced by the expenditure of one Resource Point (see Replacement Rules).

21.4 Special Transfer Movement: A Truck unit may make a special Tran�fer Move­ment during a friendly Primary Segment. A Truck unit that is not transporting any sup­plies or units may be moved to any friendly hex to which it can trace a LOC. ,Distance is not a factor, it may even be transferred to an Off Map Box. A Truck unit that makes the Special Transfer Movement may not move normally in that Primary Segment.

This is a good way to get your Truck units back to Tripoli or the Nile Delta to pick up more supply.

21.5 Attached 'frucks: Divisional and Army HQs have the same transport capability as Trucks (these represent the trucks directly attached to that organization). These units are indicated by a wheel symbol on the up­per left side of the c.ounter. These units pick up and drop off supplies/units just like Trucks. They may not, however, use the Special Truck Transfer· Movement.

(22.0] THE RAILROAD

22.1 Rail Movement: Only the Allied Player may use Rail Movement and only during his Primary Segment.

The Allied Player may move one RE or one Supply Point by rail per friendly Primary Segment. Each tank step counts as one RE for rail movement.

A unit using Rail Movement must start the Primary Segment on a rail hex. The unit may move an unlimited number of hexes along the rail line. Each rail hex entered must be unbroken and part of a continuous unblocked segment of track that extends back to the Allied's friendly map edge. The track is considered block­ed if occupied by an Axis unit or its ZOC (negated or not).

Units moving by rail may not use any other type of movement (Truck or Sea Movement) that segment.

Units moving by rail may not be moved into or out of enemy ZOCs.

The railroad is considered to extend into the Delta Box, from which units may be railed in and out.

22.2 Railroad Destruction and Repair: If ru:i Axis combat unit spends one additional MP in a rail hex, then that rail hex is con­sidered broken. Indicate broken rail hexes with any spare markers or use the Rail Head Marker to indicate the furthest func­tioning rail hex.

The Allied Player may repair two broken rail hexes per friendly movement phase. The rail hex must be friendly and not ad­jacent to any enemy units. It is not necessary to have a friendly �nit present.

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[23.0) SEA MOVEMENT

IN GENERAL:'Each player has a limited capacity to move units by sea from one friendly port to another.

23.1 Procedure: Sea Movement is allowed only from one friendly port to another dur­ing a Primary Segment . Units using Sea Movement must start and end their move­ment in a friendly port hex. Simply take the units you wish to move by Sea Move­ment from the port hex and place them outside the port of debarkation. At this time resolve the Anti-Shipping attack (see section 25.0) arid move the survivors into the port.

Units that use Sea Movement may not use normal movement (including Truck and Railroad) during that Primary Segment or perform any activities (i.e. build Field Works or take on Replacements).

Sea Movement is allowed into and out of ·enemy ZOCs as long as the port hex is friendly.

23.2 Shipping Points: The unit of me.asure for Sea Movement is Shipping Points. Shipping Point values are calculated as follows:

2 Each Truck unit, Supply Point, tank step or tank replacement.

2 Each infantry type Regimental Equivalent.

1 Each non-tank battalion, or infantry-type Replacement unit.

23.3 Shipping Limits: The Allied Player may move four (4) Shipping Points by Sea Movement per P rimary Segment and the Axis Player may move two (2). Exception: The Axis may move eight (8) Shipping Points out of the Italy Box to any friendly African port. This is in addition to the two (2) Coastal Shipping capacity between African ports.

[24.0) PORTS

IN GENERAL: Sea Movement into and out of ports is limited by Port Capacity. Port Capacity can change due to the proximity of an enemy Air HQ unit (Port Interdiction) and/or from damage (Port Demolition).

24.1 Port Capacities: Printed near each port is a Port Track to record the current Port Capacity. The Port Capacity is the number of Shipping Points that can be embarked and/or debarked per Primary Segment. If the port is undamaged, the Port Capacity

T he Legend Begins

is the far left number. If the port is damag­ed, place a Port Capacity marker on the current Capacity.

EXAMPLE: At full capacihJ, Tobruk can debark and embark four Shipping Points per Primary Segment.

24.2 Port Interdiction: A port's capacity is halved (rounded down) whenever there is an enemy Air HQ or enemy controlled air­field within ten hexes (this represents use of the port being restricted to night hours to pro­tect shipping from air raids). Indicate this by flipping over the Port Capacity marker to its "½" side.

A player may ignore the air raid threat and use the port's full capacity. If he does so he must add two (+2) to his AST dice roll for any convoy sailing into or out of

_the port.

24.3 Port Demolition: A player may reduce his port capacity through demolition (to avoid having it fall into enemy hands in­tact). Demolition during a friendly segment must occur before combat . Demolition dur­ing an enemy segment occurs the moment the enemy unit enters the hex.

To resolve the demolition attempt, roll one die for each box to the right of the capacity marker, and consult the Demoli­tion Table. Subtract two to each die roll if the demolition attempt occurs during an enemy segment. Each hit moves the Port Capacity marker one to the right on the Port Track.' A port may never be damaged beyond the far right box.

EXAMPLE: The Allied Player wishes to demolish the port of Benghazi during his own segment. The port is at full capacity so he rolls four dice. His results are 2, 5, 1 and 3. Since three of his rolls are hits, he reduces Benghazi's Port Capacity three boxe�. The port capacity is now 1.

23.4 Port Repair: A player may increase the capacity of a damaged port through Repair. During a Primary Segment the owning player may raise the Port Capacity of any. friendly port, one box, at a cost · of one Resource Point (see 30.0).

Supply, Isolation and ·Enemy ZOCs have no affect on Port Repair.

A port may never be Repaired more than one box per Primary Segment and never repaired beyond the far left box.

23.5 Italy, Tripoli & The Nile Delta: These ports can never be demolished or affected by Port Interdiction. Italy and the Nile Delta have an unlimited Port Capacity, while Tripoli has a Port Capacity of "6".

[25.0) ANTI-SHIPPING

IN GENERAL: Each convoy must roll on the AST.

25.1 Convoys: Each unit, or group of units embarking from a single port is considered a separate Convoy. A Convoy from one Port may not combine with a Convoy from another. Each Convoy must roll once on the Anti-Shipping Table (AST).

25.2 Procedure: The AST has a column for each port. A Convoy must use the column of the port of embarkation or debarkation­whichever is least favorable to him. Roll two dice for each Convoy and subtract one from the dice total for each airfield in friendly control (unless the Convoy is from the)taly Box, in which case see Malta rules below).

25.3 The Airfields: Each printed airfield controlled by a player provides a --: 1 modifier to his AST dice rolls. There are

· six airfields. Five of the airfields are locatedin North Africa: Benina, Martuba, ElAdam, Sidi Baranni, and Fuka; and thesixth is the airfield on Crete. The five inNorth Africa will change hands with theebb and flow of the campaign, but controlof Crete is predetermined according to theTurn Record Track and the specific scenarioinstructions.

25.4 Spotting the Convoy: If the AST resultis a number, then the convoy has been .spotted and will be attacked. If the resultis a " -': then it is not spotted and the con­voy arrives safely at port ..

25.5 Resolving Convoy· Attacks: If anumber is rolled on the AST, the owningplayer must roll one die for each step,Supply Point, or Truck unit that is in theConvoy. If the result of that die is less thanor equal to that number from the AST, thenthat step, Supply Point, or Truck unit iseliminated (sunk). A combat unit totallysunk is placed in the Cadre Box.

EXAMPLE: An Allied convoy of one brigade (4 steps) sails from the Nil!! Delta box to Tobruk. The Allied Player rolls a ''11 '' on the AST. He controls four airfields on the map plus Crete so he subtracts five from 11 to get a modified roll of "6." A six with a destination of Tobruk results in a number "2 '� This means the con­voy is about tg be attac�d, and for each "1" or "2" rolled there will be a hit. He now rolls four dice for his brigade (one for each step) and receives two hits. The Allied Player reduces the brigade by two steps and moves the reduced brigade into Tobruk.

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[26.0] MALTA AND

CONVO YS FROM ITALY

COMMENTARY: Located between Italy and Africa, the British island-base of Malta was very eJ1ective against Axis conv01;s. The Axis could neutralize Malta with a concerted effort In; the Luftwaffe but Malta would spring back to life as soon as the planes were transferred away.

26.1 Procedure: For attacks on Axis Con­voys from Italy, .do not use the Airfield modifiers. Instead, use the Malta Track's Interdiction Value to modify the dice roll. If the Convoy does not land in Tripoli but sails _on to one of the on-map ports: the AST 1s used again (using the port column the Convoy intends to debark at) and all airfield modifiers apply. In this way, a con­voy can be attacked twice-once past Malta and once when_ entering an African port.

NOTE: An Axis convoy from Italy to Tripoli would only be attacked once on the Malta col­umn of the AST. An Axis conv011 from Tobruk to Tripoli would use the Tobruk column.

26.2 The Malta Track: The Interdiction Va1ue of Malta is recorded on the Malta Track with the Malta Status marker. Each �n during the Malta Segment, one player will have the opportunity to either increase (Allied Player) or decrease (Axis Player) the Interdiction Value. If the German "Luft­waffe" marker is in play, then the Axis Player attempts to decrease the Interdiction Value. If the Luftwaffe marker is not in play, then_ the Allied "Royal Navy" marker isconsidered automatically in play and the Allied Player attempts to increase the In­

. terdiction Value. If a player has the opportunity to change

the Interdiction Value, he rolls one die and compares his result to his Success Numbers at the bottom of the Malta Track under the current Interdiction Value. If the result is equal to or less than the number, the Interdiction Value changes one box in the appropriate direction.

DESIGN NOTE: It gets progressively harder for th_e Axis to decrease the modifier and pro­gressively harder for the Allies to increase the modifier.

EXAMPLE: If the Malta Status marker is in �he -1 box with the Luftwaffe side up, the Axis Player would need to roll either a "1"

or a "2" (with one die) to move the markerto the -2 box.

The Legend Begins

[27.0] OFF MAP BOXES

IN GENERAL: Off Map Boxes represent areas beyond the map edge that were significant to the war in North Africa. 27.1 Movement: Only Motorized units may move out of Off Map Boxes (OMBs). A motorized unit may move from one box to an adjacent box at the rate of one box per friendly segment.

A non-motorized unit may not move out of an 0MB unless a Truck unit transports it or the unit leaves the box via Sea Movement. •

Motorized units may exit Sirte or the Nile Delta by simply paying the movement cost of the first hex entered.

Movement into an 0MB from a hex on the map edge may be done by both motorized and non-motorized units by paying 1 MP.

RESTRICTION: A unit that has exited Sirte or the Nile Delta onto the map, may not reenter that 0MB until the next friendly segment.

27.2 Characteristics: An unlimited number of units may occupy an Off Map Box. Units in OMBs do not exert a ZOC onto the con­necting map edge .. All units are automatically in General Supply while in an 0MB. Enemy units may not enter an enemy 0MB. 27.3 Nile Delta: The Nile Delta is the Allied Player's Entry Box. All his Reinforcements and Replacements are placed here when they arrive. Allied units may enter the box from any land hex on the eastern map edge. Allied units in the Nile Delta may remain there as long as the Allied Player wishes. 27.4 Italy: Italy is the Axis Player's Entry Box. All his Reinforcements and Replacements are placed here when they arrive. Axis units may only enter or leave the box using Sea Movement. Axis units and Supply Points may remain in Italy as long as the Axis Player wishes. With limitedport �pacities. in Africa and the uncertaintyof getting a Primary Segment, the Axis Player may occassionally find himself accumulating a stockpile of supply in Italy.

27.5 Tripoli and Sirte: These are located to the west of the map. Only Axis units are allowed in these OMBs. Tripoli is con­nected to Sirte and Sirte to the Axis friend­ly map edge. A unit in Tripoli wishing to enter the map must first move through Sirte. The opposite is also true-an Axis unit on the map wishing to move to Tripoli, by land, must move through Sirte.

27.6 Crete: Crete can never be entered by either player. Its function is merely to in­dicate who controls the island and therefore receives the Airfield Modifier. Use the Crete Control marker for this

. purpose.

[28.0] CA DRES &

REPLACEMENTS

15

28.1 Cadre Box: All units that lose their last step are placed in the Cadre Box. Units re­main in the box until replaced.

28.2 Replacement Uni ts: 00 restore

Replacement reduced

units or

are eliminated

used tounits. One Replacement of the

proper type can add one step to a reduced combat unit or, if the unit is in the Cadre Box, bring it back into play at its lowest step value.

Replacement units are non-combat units and can in no way impede enemy move­ment. If c_aught alone by an enemy unit, it is immediately placed in the Replacement Pool; the enemy unit(s) may continue mov­ing. Replacement Units that are stacked with other friendly combat units, cannot be removed to satisfy a step loss.

Replacement Units can move by themselves or (for Infantry-type) be transported by Trucks, Rail or Air Transport.

Players receive Replacements either as a Reinforcement from the Reinforcement Sched\tle or from the Replacement Table. Replacements enter play, like Rein­forcements, at the appropriate Entry Box. 28.3 Replacement Table: Each turn both players roll on their respective Replacement Tables to receive new Replacement Units. Players use two dice and use that one roll for each column of the Table. EXAMPLE: The Allied Player's Replacement roll is a "10'!._ he receives one British Inf, one tank and one Austalian replacement.

28.4 Replacement Pool: After a Replace­ment unit is used to replace a step (or the Replacement is eliminated), it is placed in the Replacement Pool. When the Replace­ment Table indicates that a player is to· receive a Replacement, -that Replacement must come from a Replacement unit available in the Pool. If there are no Replacements of that type available, then the player receives none of that type that turn.

28.5 Procedure: For a unit on the map to·receive a Replacement it must be stackedwith the Replacement unit. For a unit in theCadre Box to receive a Replacement, theReplacement must be located in a friendlyOff Map Box, friendly port hex or with thefriendly Army HQ.

A unit that forgoes all movement duringa friendly segment may absorb a Replace­ment. No attacks are allowed out of that hexduring that segment. The Replacement isabsorb the instant the owning player in­dicates the unit will not move. Enemy ZOCsand General Supply have no affect.

If a reduced unit receives a Replacementincrease it one step; or, if the unit was

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in _the Cadre Box, place the unit (at its lowest step value) in any friendly Off Map Box or with the Army HQ if the Replace­ment unit was located there.

The Replacement unit in each case is placed back in the Replacement Pool.

28.6 Restrictions: A player can replace as many units each Turn as he has Replacements, but each unit can only receive a maximum of one Replacement each friendly segment.

Tank Replacements can replace tank and reconnaissance units. Infantry Replacements can replace all others (including AT and HQ). Replacement units are subject to attrition die rolls.

28.7 SPECIAL CASES: • TRUCKS: Truck units do not require

Replacements. To replace a Truck unit the player must expend one Resource Point.

• ARTILLERY and GERMAN 88mmFLAK: These units require the expenditureof one infantry-type Replacement unitplus one Resource Point.

28.8 Random Tanlc Replacement: If there are two or more tank units in the Cadre Box, and the owning player has expended a Replacement to bring one on the map, he must randomly determine which one it will be. Either roll a die or place all the tank units in a cup and draw one.

DESIGNER'S NaI'E: Tank replacements were usually an assortment of what was available. The law of average will make the most common tank the most often replaced.

28.9 Cadre Elimination: All multi-step brigades and regiments which lose their last step require two Replacements to bring out of the Cadre Box. All other units (bat­talions, tank units, HQs, artillery units and all single step units) require only one Replacement.

28.10 Fragile Units: All Libyan and Blackshirt units which lose their last step, may not be replaced ..

28.11 Transferring Steps: Two units of the same type and nationality may transfer steps between them. To transfer, simply reduce one unit by a number of steps, and i_ncrease the other unit by the same amount. Transferring steps occurs during the Organization Segment. The units that participate must be stacked together.

[29.0] RECOVERED STEPS

GENERAL RULE: A portion ofthe players step losses in combat can be Recovered and brought back as Replacements.

29.1 Recovery: When a unit loses a step a portion of that step may be Recovered. Step losses which occur due to Attrition, the AST or due to a Retreat through enemy ZOCs may not be Recovered.

The Legend Begins

NOTE: Isolation does not affect RecovenJ. The desert battles were too fluid to prevent a force from escaping into the desert.

The portion of the step Recovered is determined thusly:

• ALLIED STEPS: Half of the step is recovered if the Allied player won the com­bat or the result was Engaged. One-fourth is recovered if the Axis Player won the com­bat. See 9.4 for the definition of "winning:'

• AXIS STEPS: Two-thirds of the stepis recovered if the Axis Player won the com­bat or if the result was Engaged. One-third is recovered if the Allied Player won the_ combat.

EXAMPLE: Both sides loss two steps in a combat in which the Allied Player is determin­ed the victor. The Allied Player would Recover one step (2x ½ = 1) and the Axis Player would recover two-thirds of a step (1/4 x2 = ½).

29.2 Status Track: Players keep track of their Recovered steps and fractions of steps on their Status Track. Tank and Recon steps recovered are recorded with the "Tank Damaged" marker. All other steps

· recovered are recorded with a Woundedmarker of the appropriate nationality.

29.3 Returning Recovered Steps: Duringeach Initial Phase during the Recovery Seg­ment, HAI;.,F ( drop fractions) of all ac­cumulated Recovered Steps are immediate­ly available to restore friendly units or beconverted into Replacement units.

If a player has only one accumulatedRecovered Step, then the step is availableon a roll of 1, 2 or 3.

Only whole step losses can be Returnedto play, fractions of steps are ignored untila whole step can be made.EXAMPLE 1: The Allied Player has sevenAustralian Wounded steps, 3¾ British Woundedsteps and one Damaged Tank step. During theRecovery Segment he would receive threeAustralian Replacements, one British Replace­ment and have a 50% chance of recei.ving a tankreplacement.EXAMPLE 2: If the Allied Player accumulatedfive British wounded steps on Turn 1, he wouldreceive them back accordingly:• Turn 2: two steps• Turn 3: one more steps• Turn 4: one more step• Turn 5: on a roll of 1, 2 or 3 he would receivethe last step. If unsuccessful, he would roll againnext turn.

29.4 Delivery of Recovered Steps: Recovered Steps can be used immediate­

ly to restore reduced units in exactly the same way Replacements do. Any unit which is in General Supply and has a LOC to the friendly map edge can receive Recovered Steps (even units in an enemy ZOC). This will have no affect on the unit's movement during the Operations Cycle. Units in the Cadre Box restored by a Recovered step are placed in a friendly Off Map Box or with the player's Army HQ.

Those Recovered Steps which are not us­ed immediately, may be converted into Replacement Units or returned to the Status Track.

29.5 Tank Repair Limit: Each side is limited to the number of recovered Damaged Tanks steps that may return to play each turn.

AXIS: Axis player may repair 2 tank units per turn regardless of nationality (either 2 German, 2 Italian or one of each).

ALLIED: The year determines the Allied Repair Limit:

1940 = 1 per turn 1941 = 2 per turn 1942 = 3 per turn

(30.0) RESOURCE POINTS:

Resource Points are your coins to buy all that is precious and rare. All those items that would require special attention, precious resources, or the constant badger­ing of High Command require Resource Points.

30.1 Receiving Resource Points: Each turn, during the Replacement/Reinforcement Segment, each player receives one Resource Point. There are no Resource Point units, players keep track of ac­cumulated Resource Points on their Resource Point Track with their Resource Point Marker. No player may accumulate more than four Resource Points-all Resource Points received in excess of this are forfeited.

30.2 Using Resource Points: Resource Points (RP) can be used during any friendly segment. See the Resource Chart for a complete list of what Resource Points are used for.

(31.0) TURN RECORD TRACK

31.1 Reinforcements: Both sides receive Reinforcements according to the Reinforce­ment Schedule. On the turn they arrive, place the Reinforcements in the ap­propriate Entry Box. Reinforcements may move normally or use Sea Movement on the turn they arrive.

31.2 Withdrawals: The Schedule also in­dicates Withdrawals. On the turn that a Withdrawal is indicated, that unit is im­mediately removed from play. Keep Withdrawn units handy. They may return to play later as a ''Return" if indicated by the Schedule.

31.3 Reduced Strength: If a unit that is re­quired to withdraw is deficient in steps, a number of Replacements, equal to the defi­ciency, must be spent (returned to the Replacement Pool). If not enough ac­cumulated Replacement steps are available, the Replacement units must be spent as they become available.

track is not a limit for recovered steps

HQs: Divisional HQs require the expenditure of one infantry-type Replacement unit plus one Resource Point.

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· When the actual unit is finally withdrawn,the substitute arrives the next turn as aReinforcement in the Entry Box.

31.5 Returns: Some previously Withdrawnunits will be returned to play as indicatedon the Schedule. The Returning unit istreated exactly as a Reinfoi:cement. If theReturning unit ·was withdrawn deficient insteps, and was not yet able to replace allits step losses, then it arrives with its cur­rent step deficiency.

31.6 Removals: If the Schedule indicatesthat a unit is to be "Removed;' the own­ing player must remove it in the samefashion as he would a Withdrawal. In thiscase, the unit is permanently removed from

The Legend Begins

the game and any steps it possessed are converted into Replacement steps of the ap­propriate type.

EXAMPLE: On the Jan. I Turn, the 6 RTR and the 7 Hus. are removed. If they both cur­rently had two steps each, then the Allied Player receives four Tank Replacements. If theiJ were both in the Cadre Box, then the Allied Player would receive no Replacements for their removal.

COMMENTARY: "Removal" means either the cadre departed without its equipment, or the unit was disbanded and the personnel went to other formations.

31.7 Conversions: A "Convert" represents a unit being upgraded with different equip­ment. When the Schedule indicates a con­version, the owning player must remove the old unit(s) and replace it with the new one in the same location and with the same number of steps. If the old unit ts in the Cadre Box, then the. new unit is placed in their. Conversions are performed during the Reinforcement/Replacement segment.

STOP! It is recommended you play at

least one scenario before proceeding to the next rule section.

17

[32.0) ALEXANDRIA GARRISON

RULE: The Allied Player must keep at least four steps worth of Allied units in Alexan­dria at all times. During segments when the city hex is surrounded or Axis Con­trolled, he is relieved of this requirement.

(33.0] AUTOMATIC VICTORY

RULE: If a player achieves an Automatic Victory in any scenario or in the Campaign Game, the game ends immediately and he is declared the winner.

ALLIED: The Allied Player achieves an Automatic Victory by controlling any hex on the western map edge for two con­secutive enemy segments' with a supplied combat unit that can trace a LOC to his friendly map edge.

AXIS: The Axis Player achieves an Automatic Victory by controlling any hex on the eastern map edge for two con­secutive enemy segments with a supplied combat unit that can trace a LOC back to his friendly map edge.

Rule 34.0 is now required in 4th edition

34.0] GERMAN LEADERSHIP & TACTICAL SUPERIORITY

In 1941 the German army was flush with confidence and experience from their victories in France, Poland and Norway. Brilliantly lead by general Rommel, the Afrika Korps maintained a high level of morale and efficiency throughout the desert war.

34.1 CRT Reroll: The Axis Player may reroll any CRT die roll (black or white) of 1 if he has German steps involved in the combat. In addition, the Allied Player must reroll any CRT die roll of 6 or more if the defen­ding hex contains German steps. A reroll which results in a 1 or 6 must be kept. 34.2 Magnitude Affects: If the Magnitude of the combat required more than one die, and two or more l's or 6's are rolled, then the attacker may only re-roll a die for every four steps (or fractions there of) of German units involved. EXAMPLE: The Axis Player is attacking and rolls two l's. The Axis Player has only three Gennan steps involved in that combat, so he may only reroll one of the l's.

34.3 Montgomery: Beginning in October 1942 (the Oct I turn) and thereafter, the Allied Player does not have to re-roll his 6's. The Axis Player is still allowed to reroll his l's. Montgomery arrived in August 1942 and set about rebuilding morale in the 8th Army. His efforts began to show after just a few months.

When “converting” two or more units to two (or more) other units, converted units can be placed in any hex where the original ones existed.Removed tank steps can be converted to

Replacement units or may be used in a manner just like returning Recovered Steps. During the Recovery Segment of the Initial Phase, these Removed steps are immediately available to restore friendly tank units. All the restrictions about introducing Replacement/Recovered steps in sections 28.0 and 29.0 must be observed. No units may receive more than one step during this Initial Phase (even in combination with regular recovered steps). Extra steps which can not be used in this way may be converted into Replacement units. If there are still any unused steps left, they are lost.

31.4 Substitutes: If an isolated unit is required to withdraw or if the player does not want to wit\,.draw that specific unit, then a temporary substitute of the same na­tionality and hJpe must be Withdrawn in its place until the actual unit withdraws. The substitute's current Combat Strength must be at least equal to the full Combat Strength of the unit to be withdrawn.

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18

Advanced Rules The following rules add more detail to the

game. Players may use these in whole or in part. None should be used until players become com­fortable with the basic rules.

[34.0] GERMAN LEADERSHIP & TACTICAL SUPERIORITY

In 1941 the Gennan army was flush with con­fidence and experience from their victories in France, Poland and Norway. Brilliantly lead by general Rommel, the Afrika Korps maintained a high level of morale and efficiency thro.ughout the desert war.

34.1 CKf Reroll: The Axis Player may reroll any CRT die roll (black or white) of 1 if he has German steps involved in the combat. In additiqn, the Allied Player must reroll any CRf die roll of 6 or more if the defen­ding hex contains German steps.

A reroll which res_ults in a 1 or 6 must be kept.

34.2 Magnitude Affects: If the Magnitude of the combat required more than one die, and two or more l's or 6's are rolled, then the attacker may only re-roll a die for every four steps (or fractions there of) of German units involved.

EXAMPLE: The Axis Player is attacking and rolls two l's. The Axis Player has only three Gennan steps involved in that combat, so he may only reroll one of the l's.

34.3 Montgomery: Beginning in October 1942 (the Oct I turn) and thereafter, the Allied Player does not have to re-roll his 6's. The Axis Player is. still allowed, however, to reroll his l's. 1,

Montgomery arrived in August 1942 and set about rebuilding morale in the 8th Army. His efforts began to show after just a few months.

[35.0] RESTRICTED HEXSIDES

A Restricted Hexsides represents a narrow gap between two natural obstacles.

RULE: No more than five stacking points may at_tack across a Restricted Hexside. A Restricted Hexside is defined as either an Escarpment Hexside or a hexside that has Sea on one side and Sebakha or an Escarp­ment on the other. For example, 1507/1608, 160811609, 3515/3516 and 3414/3514 are all Restricted Hexsides.

Examples of Restricted Hexsides

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[36.0) INFANTRY VS. ARMOR

36.1 Infantry vs. Pure Armor: If the defend­ing force consist of only tank units and those tank units are not in Field Works, Jebel or city terrain, then all attacking infantry type units have their attack strength halv­ed. This applies even if the attacking force includes tanks.

COMMENTARY: In the open desert, infantry in the attack would be of little help against a mobile tank force.

36.2 Pure Armor vs. Infantry: If the attack­ing force consist of tank uhits without any accompanying infantry type unit, then all defending non-annor units have their Ar­mor Affect Rating increased by one.

Tanks were often ineffective against enemy in­fantn; if not accompanied by friendly infantn;.

EXAMPLE: If the 62-12 and the 8-12 attacked the 63-12, the infantry would have its Attack Factor halved. The odds would be 10 to 6 (1 ½-1). The German 63

-12 would also receive a shift for Armor Superiority to bring the final odds to 1-1. If the 63-12 attacked the 8-12, then the 8-12 would increase its Armor Effect Rating to 2 since the attacking force contained no infantry type units. The odds would be 6 to 8 (1-2) with one shift right for Armor Superiority.

[37.0] COMBAT MOTORIZED

IN GENERAL: A player may Combat Motorize a non-motorized brigade or regi­ment by placing it with a Truck unit, in the Organization Display of a motorized formation.

A Combat Motorized unit is a non­motorized unit with an Active ZOC.

PROCEDURE: A unit may only be Combat Motorized during the Organization segment of the Initial Phase if it is stacked with a· motorized formation HQ. At that time fhe non-motorized unit and the Truck unit may enter the motorized formation's Display. Supply and Enemy ZOCs have no effect on this procedure.

A non-motorized unit can only be Com­bat Motorized while in the display. If it leaves the display it is treated as a non­motorized unit being Trucked (and hence with no Active ZOC).

EXAMPLE: A non-motorized brigade stack­ed with a Truck unit and placed in the "Inf bde. or bn.'' box of the British 7th Armored Division becomes a motorized brigade.

(38.0] DIVERSIONARY ATTACKS

RULE: A player may declare a Magnitude one, two, three or four attack a ''Diver­sionary Attack:' A Divisionary Attack reduces the Magnitude to Sub-one, but all Advance and Overrun results are ignored. Apply Disruptions normally.

NOTE: This rule is useful for soak-offs.

[39.0] F OG OF WAR (optional)

This Third Edition of The Legend Begins has_ been specifically designed for Fog of War. Players are urged to keep their Divi­sional Displays hidden and to use the HQ markers as often as possible. Your opponent should not be allowed to look underneath the top unit of your stacks. A player's stack should only be revealed if the opposing player attacks it at odds of 1-3 or more.

[40.0] THE AIR GAME

IN GENERAL: Air Units can be used to assist ground units in the combat phase (Ground Support), interdict ep.emy move­ment (Interdiction), or attack the opposing player's air units (Air To Air Combat).

40.1 How To Read Air Units:

-�}�ol ifsJFactor �e Defunse Range Ait--io-Air GSF Range Factor Factor

AIR TO AIR FACTOR: A numeric rating of the air unit's attack and defense strength when involved in Air To Air Combat. When the air unit possesses different values for attack and defense, the values are printed separately as Attack Factor and Defense Factor.

GSF (GROUND SUPPORT FACTOR): The combat strength the air unit provides in Ground Support. This factor is doubled during Primary Segments.

RANGE: The distance in hexes an air unit can be from an Air HQ unit or Airfield. Range can be traced over any type of ter­rain and/or enemy units.

TYPE: There are four types of Air Units: (B) Bomber, (GS) Ground Support, (F) Fighter, and (FB) Fighter Bomber.

40.2 Air Placement & Range: Air units may be placed in any hex, irregardless of terrain

Rule 34.0 is now required in 4th edition

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and enemy units. Air units placed on the map must be placed within Range of an airfield or Air HQ and be Supported (see 40.10). Air units not performing any air missions are kept off the map. 40.3 Definitions: INTERCEP'IDR: Any F or FB type unit sent to attack enemy Escorts and Bombers. In­terceptors may not attack other Interceptors. Interceptors have their Range halved. In­terceptors may attack any/all enemy Escorts and Bombers within three hexes of its place­ment hex. ESCORTS: Any F or FB type unit sent to protect friendly Bombers. Enemy Intercep­tors must attack Escorts before they may attack the Bombers. Escorts may not attack, they may only defend. BOMBERS: Any FB, GS or B air unit on cl. Ground Support or an Interdiction mis­sion. Differentiate FB units acting asBombers from those acting as Escorts byplacing them underneath the stack.Bombers may never attack enemy air units.40.4 Procedure and Sequence: Air units are placed in the combat portion of a Primary or Secondary Segment. No air units may be used during Tertiary Segments. SEQUENCE: For convenience "Attacker" refers to the player whose segment is in pro­gress, "Defender" refers to the opposing player.

1. The Attacker places his Bombers andEscorts.

2. The Defender places his Bombers,Escorts and Interceptors.

3. The Attacker places his Interceptors.4. Perform Air-to-Air Combat.

· 5. Resolve ground combat and thenremove all air unit� from the map, exceptthose on an Interdiction mission.40.5 Air-to-Air Combat:

Air-to-air combat occurs when Intercep­tors attack enemy air units. Each F or FB air unit targets a single enemy air unit. Ifit survives it may attack another. CONDITIONS AND RESTRICTIONS:

1. Escorts and Bombers may coexist inthe same hex as enemy Escorts and Bombers. They may not attack each other.

2. If the stack contains Escorts, the In­terceptor is not allowed to target Bombers unless it attacks each Escort and survives.

3. An air unit may be attacked more thanonce by different F or FB air units, but no air unit may be attacked more than once by the same air unit. · 4. An air unit which recieves an Abort

result is immediately removed from themap. No other air unit may attack it, andit may not attack.PROCEDURE:

1) Select the Air Unit which will attack.2) Select the target.3) Subtract the defender's Defense

Strength from the attacker's Attack Strength to get the "Differential:' This Differential determines which column to

The Legend Begins

use on the Air-to-Air Combat Table. 4) Consult the Air-to-Air Combat Table,

roll two dice, and implement the results. If the attacking air unit was not

eliminated or aborted, then it may target another enemy air unit using the same pro­cedure. It may continue to attack until it is eliminated or aborted. TWO AGAINST ONE: If Interceptors out­number Escorts, then two Interceptors may join up to attack a single target. Do not add their Attack Factors together, rather use the best Attack Factor and add one to it. Both Interceptors are affected if the attacking air unit is eliminated or aborted. 40.6 Ground Support: Air units may assist ground units in the combat phase by con­tributing their Ground Support Factor (GSF) to the combat. Both the attacker and the defender may allocate Ground Sup­port. Ground Support may be performed by any air unit with a GSF.

Both the attacker and the defender add their GSF strength to their ground unit strength. Artillery Factors and/or Ground Support Factors as a whole may not exceed the printed ground strength ---excess AF and/or GSF are ignored. During each Primary Segment the attacker's GSFs are doubled. During Secondary Segments GSFs are normal. Air missions are not allowed during Tertiary Segments.

40.7 Interdiction: An air unit may be plac­ed on the map to hinder the movement of enemy ground units. PROCEDURE: Both players may place air units on Interdiction during the combat portion of the segment. If the air units sur­vive Air-to-Air Combat, then they remain in the hex until the next combat phase. At that time they may be removed or used again for another air mission. INTERDICTION ZONE: Interdiction af­fects the hex the air unit occupies plus all six surrouz:iding hexes. This is called an In­terdiction Zone. There is no additional affect if two or more Interdiction Zones overlap. EFFECTS: Interdiction Zones only affect enemy ground movement and only in the following ways:

• The road and track rate in an Interdic­tion Zone is reduced to 1 MP per hex.• Movement across an Escarpment hexsideon a road is increased to + 1 MP. Both hexes which border the hexside must be within the Interdiction Zone. 40.8 Aborted Air Units: An air unit which was aborted in Air-to-Air Combat is flip­ped to its "Inoperative" side. It may not fly again until it has been repaired. Air units are repaired by spending one frien-

. dly segment on its Inoperative side. At the end of that friendly segment, flip it over and .it may operate normally in the next segment (enemy or friendly).

19

40.9 Air Unit Replacement: Each tum (dur­ing the Reinforcement/Replacement Seg­ment) both players may take one air unit out of their Cadre Box for each Air HQ they have on the map. The Italian Air HQ may only replace Italian air units, the German Air HQ may only replace German air units. 40.10 Support: All air units require Sup­port. Support comes from Air HQs and Airfields. An air unit that does not have Support is removed before Air-to-Air com-bat takes place.

40.11 Air HQs: An Air HQ is a. F.F. Afrikn

<D 8 6 combat unit with one step and0-1-0 , a defense strength of one. It has

,___ _ __, no ZOC. Air HQs provide Sup­port to air units and affect Port Interdic­tion (rule 24.2).

Air HQs are placed on the map or reposi­tioned during any friendly Primary Seg­ment. An Air HQ may be removed from the map during any friendly segment (awise move if the army is retreating or if the Air HQ is in danger).

When an Air HQ is placed or reposition­ed on the map it is placed with its con­struction side up. While on its construc­tion side it can not Support Air Units or affect Port Interdiction. -At the start of the next friendly Primary Segment the Air HQ is flipped over and may be used normally.

SUPPORT FACTOR: The small number to the right of the Air HQ's type box is the Support Factor. The Support Factor is the maximum number of air units that may trace their Range to that Air HQ.

STACKING: No more than one Air HQ may be placed in a hex.

ELIMINATION: An Air HQ which is eliminated or forced to retreatis placed in the Cadre Box along with one air unit of the owning player's choice (represents air units caught on the ground). The Air HQ may be replaced at the cost of 1 Resource Point. 40.12 Airfields: The five airfields printed on the map have a Support Factor of two.

If an Air HQ is located on the airfield, then the total support factor of that hex is equal to the Air HQ's Support Factor plus two.

Interceptor Escort

� �ltll+.l ����

EXAMPLE: The German Interceptor is attack­ing the three Allied air units. The Interceptor must attack the Escort first. T he differential is + 2 and the Axis Player rolls a 7 on the Air-to­Air Combat Table. The result is "No Contact"(the.Escort was by-passed). The Interceptor nowgoes after the first bomber with a differentialof 4. The result is a DX which eliminates thebomber and aborts the Interceptor.

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20

1) By combat.2) When the draw of a Segment Chit

gives a player two segments in a row.

41.2 When Reaction Occurs:· Reaction by combat occurs after the attacker has declared the attack but before it is resolv­ed. Their can be one Reaction for each com­bat and it is performed before the next at­tack is declared. If no combat is .declared, then their is no Reaction.

Reaction by two-segments-in-a-row oc­curs between the two segments. The second segment is not begun until the opposing player is allowed Reaction.

41.3 Procedure: The player who is allowed Reaction is called the Reaction Player. STEP ONE: The Reaction Player rolls one die and divides the result by two (round any fractions down). The result is the number of MPs that he may distribute to his units (or stacks) for movement purposes. The possible results are: 0, 1, 1, 2, 2, 3. STEP TWO: The Reaction Player moves his units adhering to all the rules under move­ment, stacking and Zones of Control. Road and Track movement is allowed. After he has done so, the Reaction is over.

41.4 Guidelines & Restrictions:

1. The only action allowed during Reac­tion is land movement by motorized units ( this includes Trucks carrying non­motorized infantry).

2. Each MP can move either a unit orgroup of units that started stacked together. The group must remain ·together during Reaction, they may not move off in separate directions. A result of 2 or 3 MPs may go to one unit/group or be distributed among different units or groups. Example: a result of 3 could allow three groups to move 1 MP.

3. A Reaction die roll of "1" results in noMPs and no Reaction occurs.

4. A motorized unit/group may exit anenemy ZOC during Reaction; however, since exiting an enemy ZOC cost 2 MPs this can only occur if the Reaction die roll results in 3 MPs (a Reaction die roll of 6 ). If the unit/stack under attack vacates the hex, then no combat takes place and the attacker may Advance After Combat as if he achiev­ed an Overrun result.

5. For Reaction triggered by combat, on­ly units within 3 MPs of the defender's hex may be moved. For Reaction triggered by two-segments-in-a-row, any unit may be moved.

6. A unit/stack that Reacts for one com­bat is eligible to React again and again for other combats, so long as it is within 3 MPs of each hex under attack.

The Legend Begins

SPECIAL RULES The following rules apply only to the Cam­

paign Game or to a particular scenario. Players need only reveiw these rules as needed.

[42.0] R AILROAD

CONSTRUCTION CAMPAIGN GAME ONLY

COMMENTARY: The Railroad initially ended at Matruh. During 1942 the Allies extended it to the Tobruk perimeter. 42.1 Procedure: If the Allied Player spends one Resource Point at the start of a turn, he may add one hex to his rail line each friend­ly segment during that turn. Since it is possible to get four friendly segments dur­ing a turn, it is possible to build four rail hexes with one Resource Point.

RESTRICTIONS: 1. A rail hex cannot be built in an enemy

GAZALA SCENARIO

COMMENTARY: The Littorio Division was in Africa for four months before Rommel was al[ow­ ed to use it. It was finally released when Rom­mel took Tobruk. 43.1 Strategic Reserve: The Littorio Division arrives in Africa as a Strategic Reserve. As a Strategic Reserve it is under the follow­ing restrictions:

1. It may not participate in combat.2. It may not move within 6 hexes of an

enemy unit.

The Littorio may act as a garrison. If an enemy unit moves within six hexes of it, the Littorio Division is not required to move away.

43.2 How to Release it: The Littorio Divi­sion is automatically released from Strategic Reserve if either of the following occurs:

1. Tobruk becomes Axis controlled.2. An enemy unit moves adjacent to it�If the division is not stacked together, then this only applies to the applicable unit.

43.3 Individual Release: If the Axis Player expends one Resource Point, he may release the "LZ" recon unit. All other Littorio units may be released at the cost of two Resource Points each.

[44.0] THE ITALIAN 5TH ARMY

1940 SCENARIOS ONLY

RULE: The following five Italian infantry divisions belong to the Italian 5th Army -Bologna, Brescia, Pavia, Sabratha and Savona. These divisions are in Strategic Reserve and may not exit the Tripoli Box un­til released.

They are released by the following schedule: A) Any two divisions may be released if andwhen the Allied Player takes Bardia.B) The remaining divisions are released ifand when the Allied Player takes Tobruk ormove west of Tmimi (hex 3331).

The Italians used Cyrene (3722) as a for­ward preparation area for divisions in reserve. Two divisions may leave the Tripoli Box and move to Cyrene (via the coast road). They are still considered in Reserve and may not move east of Cyrene until Released.

[45.0] SONDERVERBAND 288

GAZALA AND EL ALAMEIN

COMMENTARY: The Sonderverband 288 unit contained_ a large group of highly trained com­bat units and skilled technicians, neither of which would be easily replaced. RULE: The Son. 288 unit cannot be rebuilt to full strength if it losses steps. It may only be rebuilt up to its third step (6-7-12).

[46.0] FRENCH COASTAL

WATERS ITALIAN INVASION OF EGYPT

COMMEN'DlRY: Until November 1940, the British were reluctant to violate French coastal waters. The Italian convoys, therefore, could use the Tunesian coast as a safety zone from Malta. RULE: Until the Nov. I Turn, the Axis Player may modify his AST dice roll by -2 for convoys from Italy to Tripoli. If the convoy is spotted, convoy attacks. are resolved norfnally.

[47.0] 6 POUNDERS

GAZALA AND EL ALAMEIN

COMMEN'JJl.RY: The British forces suffered th rough most of the desert war with the obsolete 2 pounder anti-tank gun. The 6 pounder was a vast improvement, and began to arrive in the late spring of 1942. RULE: When the Reinforcement Schedule indicates "6 Pdr" the Allied Player may con­vert one of his anti-tank units or one of his divisional HQ units to their F-12 side. This is performed quring the Initial Phase.

Some Allied divisions do not have an im­proved rating on their back side. These HQ units may not be converted.

zoc.

2. ·Toe Allied Player may only spend one Resource Point a turn on Railroad Construction.

42.2 The Railhead: The Allied Player keeps track of his furthest constructed rail hex with his Railhead Marker. The Railhead starts the Campaign Game at Mersa Matruh.

The Axis player must attempt to move the Littorio Division to a hex more than 6 hexes away from all enemy units. If the only way to do that is to move temporary closer to an enemy unit, that is OK.

When the Allied player doesn’t take Bardia or Tobruk, Italian 5th Army is not released even until the end of the campaign game.

Ignore 41.0 in 4th edition[41.0] REACTION

IN GENERAL: Reaction allows the opposing player a chance to move a few units a short distance at critical times. 41.1 When Reaction Occurs: Reaction must be triggered to occur. Reaction is triggered by the following two cases:

[43.0] THE LITTORIO DIV.

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[48.0) V ICISSI TUDES OF WAR:

CAMPAIGN GAME ONLY

COMMENTARY: While the Replacement table reflects normal needs, there were some events• that triggered unusual surges of replacements.

48.1 The Fall of Tobruk: If the Axis Player captures Tobruk (applicable only after the August I 1941 turn) then the following occurs:

1. The Allied Player receives eight (8)steps of tank Replacements. These eight tank replacements arrive 5 turns after the turn Tobruk falls (the time it would take to sail from England or America).

2. The Axis Player converts the 200th and361st to their motorized versions.

200 90 Lt.

► @� 6-12

361 90 Lt.

► @� 7-6-12

The Legend Begins

ed airfield during each Axis Primary Seg­ment. The airfield must be located at least ten hexes from an enemy airfield or enemy Air HQ. The unit must end its move at the airfield-it may not perform any other ac­tivities that Primary Segment. Place the Air Transport counter over the unit to indicate this. Remove the Air Transport from the map at the end of the turn.

(50.0] INVASION OF MALTA

CAMPAIGN GAME

IN GENERAL: The Axis Player may at­tempt to capture the island of Malta.

50.1 Restrictions and Conditions: 1. The Axis Player must expend four

Resource Points. 2. The Malta Status Marker must be in

the -3 space with the Luftwaffe side up. 3. The Invasion must occur before the

July I 1942 tum.

50.2 Procedure: 1. Resolve the invasion during the Malta

Segment of the Initial Phase. 2. Expend the four Resource Points and

roll one die. 3. The assault is successful on a roll of

1-4; the assault fails on a roll of 5 or 6.

IF SUCCESSFUL:1. The Malta Status Marker remains in

the -3 space for the remainder of the game. 2. The three Ramcke battalions and the

two Italian Folgore regiments are removed from the game.

IF UNSUCCESSFUL: 1. Malta remains in British control and

normal Malta Status continues. The three Ramcke battalions and the two Folgore regiments are removed from the game.

[51.0] AMPHIBIOUS RAIDS

GAZALA

IN G:gNERAL: An amphibious unit can sail from a friendly port and land behind enemy lines to destroy Supply Points, Airfields, block enemy movement and/or attack enemy units.

51.1 Restrictions & Conditions: 1 . Only the two amphibious ·units

(Kampfgruppe Hecker and the Royal Navy Marine Battalion) may conduct Am­phibious Raids.

2. Each Amphibious Raid cost oneResource Point.

3. To build or replace an AmphibiousUnit cost one infantry plus one Resource Point. The unit must spend two turns ( one month) on the Turn Record Track before it is available (this represents training time).

51.2 Raid Procedure: 1. The amphibious unit must start the

21

segment in a friendly port hex. 2. The raid must occur during a friendly

segment. 3. To conduct the amphibious raid, move

the amphibious unit to any vacant coastal hex and then resolve Anti-Shipping attacks. Determine the port closest to the coastal hex and use that column on the AST (using any applicable airfield modifiers). If the �nit survives Sea Movement, roll another die to see if it lands in an organized state. A result of 1 or 2 the unit is Disrupted; a 3-6 is no effect. · 4. The raiding unit may not move orbuild an Improved Position on the segment

. it lands. If it lands undisrupted it may at­tack any adjacent unit(s). The raiding unitis considered in automatic supply (Generaland Attack) that first segment only. In thenext friendly segment the raiding unit may move normally and must trace supply like all other units.

5. An amphibious unit may be evacuatedfrom any coastal hex during any friendly segment ·(even if Disrupted). The am­phibious unit is automatically disrupted if evacuated. Place the amphibious unit in a friendly port and resolve anti-shipping at­tacks in the same way the initial raid was performed.

[52.0] LULLS

CAMPAIGN GAME

COMMEN'D\RY: The desert '(Var had long stret­ches of inactivity when both sides built up their strength and supply.

RULE: A player who performs no land movement, air movement or combat dur­ing a friendly Primary Segment receives an extra Supply Point. The Supply Point may be placed with his Army HQ (if not isolated) or in a friendly Off Map Box.

The only actions allowed during the Movement and Combat Phases of the Primary Segment is Sea Movement. Not a single unit, Truck or Supply Point may move by land, rail, or air transport. You may · not build Field Works nor absorb replacements. The Supply Phase is per­formed normally.

DESIGN NOTE: It is assumed that the inac­tivity has saved enough petrol and ammunition to warrent an increase in stocks. The main pur­pose of this rule is to speed up play duri�g non­critical periods. It also serves as a benefit to the player with a short supply line. He is not as pressured as h�s opponent to move his True� during each Pnmary Segment. The petrol he ts saving by having a shorth supply line is reflected btJ the extra Supply Poi�t. . . . This rule may be used tn any scenano-if bothplayers agree.

After Aug I 1941

The conversion of the 200th and 361st regiments. They are converted even before the entry of 90th Division HQ

3. The Littorio Division is released fromStrategic Reserve (rule 43.0).

48.2 The Fall of Benghazi: If the Allied Player captures Benghazi (applicable after the July I 1941 turn only), the Axis Player receives four (4) steps of German tank Replacements. These four tank ReplacelI).ents arrive the turn following the turn Benghazi falls (the time it would take to rail to Italy. and sail to Africa).

Since there are not enough tanl< Replace­ment units to represent these surges, players must use some type of temporary marker. If the Axis takes Tobruk but loses it before the entry of these units the conversion still takes place. No conversion if Tobruk never lost by Axis

[49.0] AIR TRANSPORT

CRUSADER AND EL ALAMEIN

IN GENERAL: The Axis Player may use Air Transport to bring supply, reinforcements and replacements onto the map.

COMMENTARY: Germany's Ju-52 transport planes were a precious commodity, and only when the Mediterranean became extremely dangerous to Axis shipping would theiJ be releas­ed m; the High Command).

49.1 Restrictions and Conditions: 1. The Malta Interdiction value must be

at +2 or +3. 2. The Axis Player must expend one

Resource Point. 3. Only non-motorized infantry-type

units, supply points, or infantry replacements may use Air Transport. Tanl< steps, Trucks, artillery and motorized units may not.

49.2 Procedure: Purchase the Air Transport Counter dur­

ing the Initial Phase. The Transport counter allows three Shipping Points to be transported from Italy to a friendly contrail-

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22

Designer's Notes

The Legend Begins could have been a lot different. At various stages in its design and development (a labor of epic proportions) it had more rules and greater detail. In an effort to show the most important aspects with the least amount of rules I cut, trimm­ed and sanded the design down to its pre­sent version. Everything that players en­joyed in the first edition is still there, but cleaned up. Some rules were rewritten for clarity, other less important rules were simplified, some hard to remember rules were dropped.

The most important change from the first edition was making the game play faster. This was done so players could enjoy one of the best parts of the game-the conver­sions and growth of the two armies. The old version had five segments in a half-week

. period, the new version increased the Movement Allowances and has seven segments in a two week period. The big­ger movement allowances fit in well, and made the game more exciting.

The design concentrates on four aspects: Mobility, Tank warfare, the tether effects of supply and an attrition based combat system.

MOBILIT Y: This is the most important part of the

game. The rules that reflect this are the Movement Allowances, Active ZOCs and Selective Attacks.

Non-motorized infantry was intentionally made very slow so players would be forc­ed to use their Trucks to carry them about. I did not want them to be able to move four to six hexes and attack or they would have become too important in a mobile battle. My intention was to make non-motorized units nearly useless unless in a positional defense or attacking a stationary target.

Active ZOCs make motorized units very valuable. Players will usually put all their non-motorized units in Prepared Positions and keep their motorized units mobile to stop enemy movement. Players are penaliz­ed by stacking non-motorized with motoriz­ed units (Selective Attacks), and by placing their motorized units in Field Works (lose

. their Active ZOCs and tanks are halved). The temptation for a motorized stack to double its defense in a Prepared Position is great, but is rarely worth it.

At first it may seem unfair that a small motorized battalion can stop a large divi­sion, but in practice that small battalion is easily brushed aside in a Mobile Assault.

TANK WARFARE: The tank in the desert (more so than any

other theater) was supreme. Army com­manders would gauge their strength and decide whether to advance or withdrawal by the number of tanks they had. Territory held or lost, or the number of infantry forces available paled in importance.

The Legend Begins

The game attempts to show this with the respectable combat strengths and Armor Superiority shifts given to tank units. These two assets will be the prime ingredient to all mobile offensives. These assets will lose their importance when used against For­tifications and to some degree Improved Positions.

I have delt with combined arms theory in a different way. I've actually provided a rule (36.1) which will tempt players away from combined arms (the British initially liked their armor operating independent­ly). Their is no combined arms bonus per se, yet stacking your motorized infantry with your tanks will make for a stronger stack and will preserve your tank strength by absorbing half of the step losses.

SUPPLY: My goal with the supply rules was to

keep it as simple as possible, but to still show the tether effect of a long supply line. Detailed supply consumption rules would have slowed the game and offered little more.

The game rewards holding and captur­ing ports, stock piling supply, and having your army near your supply source. It

shows the affects of the railroad, ports, sea movement and air cover.

Given the limited number of Truck units, both players will find it very difficult to . supply an advance without help from ports, yet it is still possible.

I think it is very interesting how one player can hold on to a port while the other side will find it very difficult. For example, try holding out in Mersa Matruh as the Axis Player or in Benghazi as the Allied Player. The game makes it possible for both sides to try it.

THE CRT: Players will experience great anxiety

when they resolve their first Magnitude four combat with the �am of their army­the attrition is usually' heavy for both sides. The affect of this works well with the large battle scenarios like Gazala, Crusader and El Alamein-where both armies will be decimated (like they were historically) after just a few turns. The high attrition also spreads out the step losses more evenly through the army. The previous edition had tank units taking almost all the step losses.

RECOVERY:

This rule solved a lot of problems. It

allowed the high attrition CRT to work, it allowed the Axis Army to stand up against the superior replacement rate of the Allied Army, and it showed how an army previously beaten in a battle weeks earlier could rise again (Rommel's Riposte).

SELECTIVE ATTACKS: This rule helped solve the problem of one

Reconnaissance unit creating an Active ZOC for a large stack of non-motorized units. It also fit into the game system very well, and shows the difficulty of tank and

infantry working together. Once you understand that non-motorized

infantry is not going to work well with

motorized units, players will not stack these units together and this rule will come into play seldomly.

RESOURCE POINTS: Assigning most of the major assets a cost,

and then limiting the currency, forces each player into some important decisions. The rule also made it possible to include a lot of chrome rules like the Malta Invasio11, Naval Bombardment and Amphibious Assaults. The Convoy Escort is nice for the Axis Player when he is shipping his panzer battalions from Italy. When the shipping gets real dangerous, the Axis Player can call for a Battleship Escort.

TWO SEGMENTS IN A ROW: This can be your most powerful aid,

although you can never tell when its going to happen. At the start of an offense it can allow you to get around an open desert flank, or exploit a breakthough. During the fury of the battle if might allow you to at­tack an enemy stack you Disrupted in the previous segment. The best possible situa­tion is when an enemy stack attacks and becomes Disrupted, and then you get two segments in a row to attack it back.

PZill SPECIALS: The 9i12 battalions have three steps yet

only the 1st and 2nd steps have the four ar­mor affect yalue. The last step uses the 3a12 counter. Historically, less than half of the battalion was composed of these tanks. In combat they would, more likely than not, be the first to be lost.

ANTl.:J'ANK DEFENSE: It might be worth while to review a few

points about anti-tank ratings. First, remember to increase the rating by one when in an Improved Position. Second, in­ci:ease the rating if the attacker has no in­fantry and you do. The best possible rating would be a German 88mm Flak unit in an Improved Position with infantry being at­tacked by an Allied pure-armored tank force (a rating of four increased to six).

CREDITS

DESIGN

Mark Simonitch

DESIGN ASSISTANCE

Richard Vohlers

PLAYTESTING

David Bolt, Henry Lowood, Jeff Millefoglie, Richard Simonitch

and Joseph Youst

PROOF READING

Geoff Noble

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The legend Begins

EXPANDED

SEQUENCE OF PLAY A.

1.

Both players place two Supply Points plus their reinforcements in their Entry Boxes. Both players receive one Resource Point.

28.ll), and perform conversions (rule 31.7). divisional I.D. than the division it is attaching to (rule 6.2). Both players may transfer steps (rule

4. MALTA SEGMENT One player rolls for Malta Interdiction.

B. Operation CycleAn Operation Cycle consist of seven segments and each segment consist of a Movement, Combat and Supply Phase

l. Draw a segment chit at random.

C. Movement Phase1. Owning Player moves some, none or all his units. This includes: Sea Movement, Air Transport and

Special Truck Transfer, and Rail Movement if it is the Primary Segment. 2. Mobile Assaults occur during movement (TEC +2 MP). The attacker's strength is halved.3. Cost +2 MPs (motorized) or + 1 MP (non-motorized) to exit an enemy ZOC.4.

5. Perform all Demolition attempts on friendly Ports and Supply Points before the combat phase. Performdemolition on enemy ports and Supply Points the instant the unit enters the hex.

D. Combat Phase1. Perform Air Game Sub Phase (Advance Game only):

a. Attacker places his air units on Ground Support, Interdiction and Escort. b. Defender places his air units for Defensive Ground Support, Interdiction, Escort and Interception.c. Attacker places his Interceptors.d. Resolve Air-to-Air Combat.

2. Resolve Combat. If Italian units are involved, first roll on the Italian Table.3. Conduct the Advance After Combat before preceeding to the next combat..4. Place Disrupted Markers on all units that suffered an Overrun or Repulsed result.5. Remove any Supply Points used for Attack Supply or Heavy Barrage Shifts. Do not count attacks

against Recon units which avoided combat. 'E. Supply Phase

1. General Supply is checked for all friendly units. Place Out of Supply markers on units which do notof Supply. If a port hex is used as a General Supply Source (during a Primary Segment)have a L ine

the owning player must check for its availability.· Perfor.qi. Attrition on all Out of Supply units which are also Isolated. 2

3. Remove all Disrupted markers from friendly units except those caused by a Repulsed result in theprevious combat phase.

If this was the seventh segment, then the turn ends. Otherwise draw another segment chit and repeat the Opera­tions Cycle.

ACTIONS ONLY ALLOWED DURING A PRIMARY SEGMENT:

• Sea Movement • Special Truck Tr�sfer • Port Supply not automatic (rule 19.7)• Attacker's GSFs doubled• Rail Movement • Repair Ports

• Air Transport • Build Fortifications • Build or Reposition Air HQs

23

In lieu of movement a unit may: absorb replacements or build fieldworks. In lieu of movement an Artillery unit can flip to its non-mobile side.

Both players roll on their Replacement Tables and place the Replacements they receive in their Entry Boxes. Each friendly Air HQ on the map allows the owning player to receive one air unit from the Cadre Box (the replaced air unit starts on its Inoperative side) RECOVERY SEGMENT Both players receive up to half (drop fractions) of their ·Recovered Steps back. They may be immediately used to augment combat units or converted into Replacement units. 3. ORGANIZATION SEGMENT Both players may attach units to a division, even if the unit has a different

Combat Motorize units (37.0)

Rail repair and destruction (22.2)

Port Repair (23.4)

Rail Construction (42.0), Air Transport purchase (49.0), Amphib Unit purchase (51.0)

Initial Phase

REPLACEMENT AND REINFORCMENT PHASE

2.

3.

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TERRAIN EFFECTS CHART

Terrain 'fype Movement Point Cost

Effects on Combat Non-Motorized Motorized

Clear 1 1 -

Rough 1 2 -

Jebel [1] [2} 1* 2* 1 Shift Left

Desert 1** 1** -

Sebakha [1] [2] 1* 2* Units attacking out of are halved

Units defending in suffer 1 Shift Right on the CRT

Sea p p Not allowed

Ridge NE +1 Attacker halved if attacking up and across

Escarpment [3} +1 p Attacker halved if attacking up and across Motorized units may not advance across

Track 1 ½ -

Road 1 113 -

City as other terrain 1 Shift Left

Town, Airfield, as other terrain Port or Railroad -

Improved Positi9n [4] as other terrain Non-tank Armor Effect Rating +1.Non-tank units Doubled in Defense

Strength.

Fortification [4] as other terrain -Non-tank units Tripled in Defense Strength Tank units x 1½. No Armor Superiority allowed.

* All units musl stop upon entering a febel or Sebalcha ha unless muving by road or truck . .. Units may not move inlo more than two amsecutiue Desert hozs per friendly segment. P = Pmhibiltd NE = No Effect

1.PORT REPAIR: It takes one RP torepair a port one box or add 1 Rail Hex (42)

2. FORTIFICATIONS: It takes one RP to build a Fortification.

3.REPLACE TRUCKS: Each Truck unit replaced cost one RP.

4. REPLACE ARTILLERY: Each Artilleryand 88mm Flak unit replaced cost one RP plus one Infantry Replacement.

5.SHIPPING LIMITS: Players may in­crease their Shipping Limit by two for each RP expended.

6. CONV O Y ESCORT: Cost 1 RP per convoy. Provides a +1 die roll modifier to all AST die rolls against the convoy. Note: this is a modifier to the attack roll-not to the detection roll.

7. BATTLESHIP ESCORT: Cost 2 RPsper convoy. Provides a + 2 die roll modifief to all attack rolls if convoy is spotted.

8. ITALIANS: Each RP expended duringa Primary Segment allows one Italian divi­sion (and all components) to attack at full strength. Must be spent before the die is roll­ed for the Italian Table.

9. NAVAL BOMBARDMENT: Cost 1 RP.Provides a free Heavy Artillery B arrage (1 Shift) against an enemy Field Work located on a coastal hex. There must be a friendly airfield within 8 hexes of the coastal hex.

10. SUPPLY SHIP: Cost 1 RP. Allows theplayer to reroll his Port Supply Availability die roll (rule 19.7). Represents another supp­ly ship hurriedly dispatched.

11. LITIORIO: 1 RP will release the LZrecon unit from Strategic Reserve. 2 RP will release any other Littorio unit.

12. INVASION OF MALTA: Cost 4 RP. (see rule 50.0).

13. AMPHIBIOUS RAID: Cost 1 RP.Allows owning player to conduct an am­phibious raid (rule 51.0).

14. BUILD AMPHIBIOUS UNIT: Cost 1RP plus 1 infantry replacement.

15. AIR TRANSPORT: Cost 1 RP. Allowsthe Axis Player to conduct Air Transport for one tum. May only be used if current Malta Status is +2 or +3.

16. U-BOAT IN THE MED: Cost 3 RP. TheAxis Player may move the Malta Status Marker two spaces to the left.

17. MALTA REINFORCED: Cost 3 RP. The Allied Player may move the Malta Status Marker two spaces to the right.

Copyright© 1994 Terran Games, Inc., P.O. Box 743, Newark, CA 94560

[1] Armor superiority can be used in an attack against Jebel / Sebahka hexes.

[2]A Mobile assault be conducted against units in Jebel / Sebakha hexes but, Motorized units, which conducted Mobile Assault against units in Jebel or Sebakha, have to finish their movement at the end of that MA.

[4] Artillery is never bedoubled or tripled in afortification or improvedposition.

[3] Mobile Assaults are not allowed across Escarpments even through a road hexside (because in eZOC to eZOC condition, the presence of the road is ignored).

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RESOURCE POINTS

ACTIVE ZOCS

ZONES OF CONTROL

LIMITED ZOCS

All other combat units

Blocks LOC

Hinders Movement (+2 Mot./+1non)

Roads & Tracks can’t be usedZOC to ZOC

Upgraded to Active down Es-carpment

Primary

Full movement

Sea, Rail, Air Transport, SpecialTruck Transfer, Repair Ports,Build Improved Positions/Fortifications

Secondary

2/3 movement

Build Improved Positions

Tertiary

1/3 movement

Build Improved Positions

No Air sub-phase

STACKING (Limit = 7) 1 = Battalions 2 = Regiments/Brigades 3 = Divisions One artillery can stack for free

HQ, Supply Points, Trucks,markers without limit.

Units of the same division withHQ (or any Italian units fromsame division) are never morethan 3 stacking points

GERMAN TACTICAL SUPERIORITY

Axis may re-roll one CRT roll of“1” for every 4 German stepsinvolved

Prior to Oct ‘42 (OCT I), Alliedplayer must re-roll one CRT rollof “6” for every 4 Germansteps involved

STEP RECOVERY

Axis Win:

Axis—2/3 (or Eng.)

Allies—1/4

Allied Win:

Allies—1/2 (or Eng)

Axis—1/3

*Infantry type units move 4MPs during thePrimary Segment, 3MPs during theSecondary and 2MPs during the Tertiary.

*

*

*

Any unit with a white band.

Stops Movement

Mandatory Combat

Hinders Retreat

Reduced to Limited in DirectSupport, disrupted, upEscarpment, into/out ofJebel/City,Fortification/Field Works

18.0 FIELD WORKS18.3 Fortifications• REMOVAL: In addition, any vacant fortification more than 4hexes from a friendly unit (in any supply status) isautomatically removed during the replacement/reinforcementsegment. This is not applied to permanent fortifications.• Each player may not have more than SIX fortifications placedon the map at the same time. Permanent fortifications are notcounted for this limitation (but fortifications built within theTobruk perimeter are counted, though). There is no restrictionin the total number of fortifications that may be built duringthe whole course of the game. This rule in not applied toimproved positions.• Artillery should never be doubled or tripled in a fortificationor improved position

5.0 STACKINGWhat happens if withdrawal of a headquarter causes overstacking?---Treat it as a temporary overstacking caused by a retreat (5.5)

6.0 ORGANIZATION CARD• A non-motorized unit can enter a motorized formation displayonly when it is combat motorized. Is this correct?----Yes

General Supply9 Mot. MPs or 4 hexes to Army HQ which has an overland LOCto friendly map edge

4 Mot. MPs or 2 hexes to map edge, Supply Point, Port with capacity > 0

Attack Supply9 Mot. MPs or 4 hexes to supply point stacked with Army HQ

4 Mot. MPs or 2 hexes to any other Supply Point

8.3 LINE OF COMMUNICATIONA LOC can be no more than 9 MPs to a road or track and thencealong the road or track an unlimited distance to a Friendly MapEdge. The LOC can also be traced (9 MP’s + unlimitedroad/track) to another friendly SP if that SP can trace a LOC to a Friendly Map Edge or to a SP which can trace a LOC to a Friendly Map Edge. A LOC can be extended by SPs an unlimited number of times as long as the last SP in the chain can trace a LOC to a Friendly Map Edge.

1.PORT REPAIR: It takes one RP to repair a port one box oradd 1 Rail Hex (42)2. FORTIFICATIONS: It takes one RP to build a Fortification.3.REPLACE TRUCKS: Each Truck unit replaced cost one RP.4. REPLACE ARTILLERY: Each Artillery and 88mm Flak unitreplaced cost one RP plus one Infantry Replacement.5.SHIPPING LIMITS: Players may increase their Shipping Limitby two for each RP expended.6. CONVOY ESCORT: Cost 1 RP per convoy. Provides a +1 die rollmodifier to all AST attack rolls-not to the detection roll.7.BATTLESHIP ESCORT: Cost 2 RPs per convoy. Provides a + 2 dieroll modifier to all attack rolls if convoy is spotted.8. ITALIANS: Each RP expended during a Primary Segment allowsone Italian division (and all components) to attack at full strength.Must be spent before the die is rolled for the Italian Table.9.NAVAL BOMBARDMENT: Cost 1 RP. Provides a free HeavyArtillery Barrage (1 Shift) against an enemy Field Work located on acoastal hex. There must be a friendly airfield within 8 hexes ofthe coastal hex.10. SUPPLY SHIP: Cost 1 RP. Allows the player to reroll his PortSupply Availability die roll (rule 19.7). Represents another supplyship hurriedly dispatched.11. LITIORIO: 1 RP will release the LZ recon unit from StrategicReserve. 2 RP will release any other Littorio unit.

12.INVASION OF MALTA: Cost 4 RP. (see rule 50.0).13.AMPHIBIOUS RAID: Cost 1 RP. Allows owning player toconduct an amphibious raid (rule 51.0).14.BUILD AMPHIBIOUS UNIT: Cost 1 RP plus 1 infantry replacement.15. AIR TRANSPORT: Cost 1 RP. Allows the Axis Player to conduct AirTransport for one tum. May only be used if current Malta Statusis +2 or +3.16. U-BOAT IN THE MED: Cost 3 RP. The Axis Player may move theMalta Status Marker two spaces to the left.17. MALTA REINFORCED: Cost 3 RP. The Allied Player may move theMalta Status Marker two spaces to the right.