diff options
author | Mischa Untaga <99098079+MischaU8@users.noreply.github.com> | 2023-09-08 15:42:22 +0200 |
---|---|---|
committer | Mischa Untaga <99098079+MischaU8@users.noreply.github.com> | 2023-09-08 15:42:22 +0200 |
commit | ba2994d53f2d7a4de454f10beb3de5401445a201 (patch) | |
tree | 3523bb0ef72dba4141fc2b2d89a89b33ed89cfda /info | |
parent | 67fb5c9eb688bdb1d4bb8624ca43d80e897b239c (diff) | |
download | algeria-ba2994d53f2d7a4de454f10beb3de5401445a201.tar.gz |
crosslink
Diffstat (limited to 'info')
-rw-r--r-- | info/charts.html | 651 | ||||
-rw-r--r-- | info/rules.html | 81 |
2 files changed, 481 insertions, 251 deletions
diff --git a/info/charts.html b/info/charts.html index d92cccc..228168c 100644 --- a/info/charts.html +++ b/info/charts.html @@ -160,12 +160,15 @@ background-color: gainsboro; } - th, td, td li { + th, + td, + td li { font-size: 10pt; line-height: normal; } - td ul, td li { + td ul, + td li { margin: 0; } @@ -174,11 +177,17 @@ padding: 0; } - .small { font-size: small;} + .small { + font-size: small; + } - .center { text-align: center } + .center { + text-align: center + } - .nowrap { white-space: nowrap; } + .nowrap { + white-space: nowrap; + } </style> </head> @@ -189,39 +198,39 @@ <h2>Table of Contents</h2> <nav> <ul> - <li><a href="#fln">FLN Player Charts and Tables</a> + <li><a href="#fln">A. FLN Player Charts and Tables</a> <ul> - <li><a href="#fln-reinforcement">Reinforcement Phase Actions</a> - <li><a href="#fln-missions">Operations Phase Missions</a> - <li><a href="#fln-mst">Mission Success Table</a> - <li><a href="#fln-ap-sources">FLN AP Sources</a> + <li><a href="#fln-reinforcement">A.1 Reinforcement Phase Actions</a> + <li><a href="#fln-missions">A.2 Operations Phase Missions</a> + <li><a href="#fln-mst">A.3 Mission Success Table</a> + <li><a href="#fln-ap-sources">A.4 FLN AP Sources</a> </ul> - <li><a href="#gov">Government Player Charts and Tables</a> + <li><a href="#gov">B. Government Player Charts and Tables</a> <ul> - <li><a href="#gov-reinforcement">Government Mobilization and Activation Table</a> - <li><a href="#gov-coup">Coup Table</a> - <li><a href="#gov-missions">Operations Phase Missions</a> - <li><a href="#gov-mst">Mission Success Table</a> + <li><a href="#gov-reinforcement">B.1 Government Mobilization and Activation Table</a> + <li><a href="#gov-coup">B.2 Coup Table</a> + <li><a href="#gov-missions">B.3 Operations Phase Missions</a> + <li><a href="#gov-mst">B.4 Mission Success Table</a> </ul> - <li><a href="#common">Common Charts and Tables</a> + <li><a href="#common">C. Common Charts and Tables</a> <ul> - <li><a href="#phases">Sequence of Play</a> - <li><a href="#events">Random Events Table</a> - <li><a href="#crt">Combat Results Table</a> - <li><a href="#depreciation">Depreciation Table</a> - <li><a href="#recovery">Recovery Table</a> - <li><a href="#psl-adjustment">PSL Adjustments Summary</a> - <li><a href="#units">Unit Identification Chart</a> - <li><a href="#scenarios">Scenarios</a> + <li><a href="#phases">C.1 Sequence of Play</a> + <li><a href="#events">C.2 Random Events Table</a> + <li><a href="#crt">C.3 Combat Results Table</a> + <li><a href="#depreciation">C.4 Depreciation Table</a> + <li><a href="#recovery">C.5 Recovery Table</a> + <li><a href="#psl-adjustment">C.6 PSL Adjustments Summary</a> + <li><a href="#units">C.7 Unit Identification Chart</a> + <li><a href="#scenarios">C.8 Scenarios</a> </ul> </ul> </nav> <h2> - <a href="#fln" id="fln">FLN Player Charts and Tables</a> + <a href="#fln" id="fln">A. FLN Player Charts and Tables</a> </h2> - <h3><a href="#fln-reinforcement" id="fln-reinforcement">Reinforcement Phase Actions</a></h3> + <h3><a href="#fln-reinforcement" id="fln-reinforcement">A.1 Reinforcement Phase Actions</a></h3> <table> <tr> @@ -231,39 +240,43 @@ <th>Result <tr> <td class="nowrap">Build Cadre or Band - <td class="nowrap">3 (2) - <td><ul> - <li>Non-neutralized Front - <li>Only 2 AP to build in Morocco / Tunisia - </ul> + <td class="center nowrap">3 (2) + <td> + <ul> + <li>Non-neutralized Front + <li>Only 2 AP to build in Morocco / Tunisia + </ul> <td>Place in UG box of same area or country as Front <tr> <td class="nowrap">Convert Cadre to Front - <td>3 - <td><ul> - <li>Non-neutralized Cadre - <li>Only 1 Front per area - <li>Not in Remote areas - </ul> + <td class="center">3 + <td> + <ul> + <li>Non-neutralized Cadre + <li>Only 1 Front per area + <li>Not in Remote areas + </ul> <td>Exchange counters <tr> <td class="nowrap">Convert Cadre to Band - <td>1 - <td><ul> - <li>Non-neutralized Cadre - <li>Does not require presence of a Front - </ul> + <td class="center">1 + <td> + <ul> + <li>Non-neutralized Cadre + <li>Does not require presence of a Front + </ul> <td>Exchange counters <tr> <td class="nowrap">Convert Band to Failek - <td>2 - <td><ul> - <li>Only possible in Morocco / Tunisia - </ul> + <td class="center">2 + <td> + <ul> + <li>Only possible in Morocco / Tunisia + </ul> <td>Exchange counters </table> - <h3><a href="#fln-missions" id="fln-missions">Operations Phase Missions</a></h3> + <h3><a href="#fln-missions" id="fln-missions">A.2 Operations Phase Missions</a></h3> <table> <tr> @@ -274,92 +287,107 @@ <th>DRM <tr> <td>Propaganda - <td>1 - <td><ul> - <li>Front or Cadre may do - <li>Only 1 mission/area/turn - <li>Not in Remote areas - </ul> + <td class="center">1 + <td> + <ul> + <li>Front or Cadre may do + <li>Only 1 mission/area/turn + <li>Not in Remote areas + </ul> <td> <dl class="result"> - <dt># =</dt><dd>PSP added to FLN or subtracted from Govt PSL (any combo, FLN chooses; x2 if Urban area)</dd> - <dt>+ =</dt><dd>unit eliminated or reduced</dd> + <dt># =</dt> + <dd>PSP added to FLN or subtracted from Govt PSL (any combo, FLN chooses; x2 if Urban area)</dd> + <dt>+ =</dt> + <dd>unit eliminated or reduced</dd> </dl> <td> <ul class="drm"> - <li>-1 x # units on Patrol - <li>-1 area is Terrorized + <li>-1 x # units on Patrol + <li>-1 area is Terrorized </ul> <tr> <td>Strike - <td>3 - <td><ul> - <li>Uses Front, Cadres may assist for DRM - <li>Urban area only; only 1 mission/area/turn - <li>Penality if Government player does not React - </ul> + <td class="center">3 + <td> + <ul> + <li>Uses Front, Cadres may assist for DRM + <li>Urban area only; only 1 mission/area/turn + <li>Penality if Government player does not React + </ul> <td> <dl class="result"> - <dt># =</dt><dd>#d6 added to FLN or subtracted from Govt PSL (any combo; FLN chooses)</dd> - <dt>+ =</dt><dd>all FLN units conducting mission eliminated / reduced</dd> - <dt>@ =</dt><dd>all Police units in area neutralized</dd> - <dt>-1d6</dt><dd>Gov PSL if no React</dd> + <dt># =</dt> + <dd>#d6 added to FLN or subtracted from Govt PSL (any combo; FLN chooses)</dd> + <dt>+ =</dt> + <dd>all FLN units conducting mission eliminated / reduced</dd> + <dt>@ =</dt> + <dd>all Police units in area neutralized</dd> + <dt>-1d6</dt> + <dd>Gov PSL if no React</dd> </dl> <td> <ul class="drm"> - <li>-1 x # units on Patrol - <li>-1 area is Terrorized - <li>+1 x # Cadre assisting + <li>-1 x # units on Patrol + <li>-1 area is Terrorized + <li>+1 x # Cadre assisting </ul> <tr> <td>Move - <td>0 - <td><ul> - <li>1 mobile unit attempt at a time; any distance within current - <i>wilaya</i>, if crossing <i>wilaya</i> or int'l border may move - only to area sharing border with current <i>wilaya</i> or country - </ul> + <td class="center">0 + <td> + <ul> + <li>1 mobile unit attempt at a time; any distance within current + <i>wilaya</i>, if crossing <i>wilaya</i> or int'l border may move + only to area sharing border with current <i>wilaya</i> or country + </ul> <td> <dl class="result"> - <dt>+ =</dt><dd>unit eliminated</dd> + <dt>+ =</dt> + <dd>unit eliminated</dd> </dl> <td> <ul class="drm"> - <li>-1 x # units on Patrol in area moved to - <li>-? = Border Zone DRM, if crossed international border + <li>-1 x # units on Patrol in area moved to + <li>-? = Border Zone DRM, if crossed international border </ul> <tr> <td>Raid - <td>1 - <td><ul> - <li>Band/Failek may do (extra units give + DRM) - <li>Only 1 mission/area/turn - <li>Not in Remote area - </ul> + <td class="center">1 + <td> + <ul> + <li>Band/Failek may do (extra units give + DRM) + <li>Only 1 mission/area/turn + <li>Not in Remote area + </ul> <td> <dl class="result"> - <dt># =</dt><dd>AP gained (x2 if Urban area)</dd> - <dt>+ =</dt><dd>1 Band/Failek neutralized, area is Terrorized</dd> - <dt>@ =</dt><dd>1 Police unit neutralized, area is Terrorized</dd> + <dt># =</dt> + <dd>AP gained (x2 if Urban area)</dd> + <dt>+ =</dt> + <dd>1 Band/Failek neutralized, area is Terrorized</dd> + <dt>@ =</dt> + <dd>1 Police unit neutralized, area is Terrorized</dd> </dl> <td> <ul class="drm"> - <li>+1 x (# units-1) - <li>-1 x # units on Patrol + <li>+1 x (# units-1) + <li>-1 x # units on Patrol </ul> <tr> <td>Harass - <td>0 - <td><ul> - <li>Band/Failek may do (units attack singly unless Failek present, they may combine) - <li>Choose one Govt unit for target - </ul> + <td class="center">0 + <td> + <ul> + <li>Band/Failek may do (units attack singly unless Failek present, they may combine) + <li>Choose one Govt unit for target + </ul> <td> Roll on Combat Results Table; Govt unit fires back at HALF firepower (round up). <td> </table> - <h3><a href="#fln-mst" id="fln-mst">Mission Success Table</a></h3> + <h3><a href="#fln-mst" id="fln-mst">A.3 Mission Success Table</a></h3> <table> <tr> @@ -388,7 +416,7 @@ <td>5@ </table> - <h3><a href="#fln-ap-sources" id="fln-ap-sources">FLN AP Sources</a></h3> + <h3><a href="#fln-ap-sources" id="fln-ap-sources">A.4 FLN AP Sources</a></h3> <table> <tr> @@ -397,7 +425,7 @@ <th>Rural <th>Remote <tr> - <td>Areas under FLN Control<br/>(-1 AP if area is terrorized) + <td>Areas under FLN Control<br />(-1 AP if area is terrorized) <td>5 if controlled, 2 if contested but non-neutralized FLN units are present <td>2 if controlled, 1 if contested but non-neutralized FLN units are present <td>0 @@ -410,13 +438,13 @@ <tr> <td>Random Events <td colspan="3">As determined by random event rolled -</table> + </table> <h2> - <a href="#gov" id="gov">Government Player Charts and Tables</a> + <a href="#gov" id="gov">B. Government Player Charts and Tables</a> </h2> - <h3><a href="#gov-reinforcement" id="gov-reinforcement">Government Mobilization and Activation Table</a></h3> + <h3><a href="#gov-reinforcement" id="gov-reinforcement">B.1 Government Mobilization and Activation Table</a></h3> <table> <tr> @@ -457,9 +485,10 @@ <td class="center">1 (flip Status marker to "inactive" if not Activated) </table> - <h3><a href="#gov-coup" id="gov-coup">Coup Table</a></h3> + <h3><a href="#gov-coup" id="gov-coup">B.2 Coup Table</a></h3> - <p class="small">(use if Government PSL <= 30; coup attempt if roll 6 on a 1d6; DRM +1 = if OAS is deployed in France)</p> + <p class="small">(use if Government PSL <= 30; coup attempt if roll 6 on a 1d6; DRM +1 = if OAS is deployed in + France)</p> <table> <tr> @@ -485,7 +514,7 @@ <td>abject failure: -3d6 PSP, remove 1d6 eelite units from the game </table> - <h3><a href="#gov-operations" id="gov-operations">Operations Phase Missions</a></h3> + <h3><a href="#gov-missions" id="gov-missions">B.3 Operations Phase Missions</a></h3> <table> <tr> @@ -496,90 +525,104 @@ <th>DRM <tr> <td>Patrol - <td>0 - <td><ul> - <li>Place in Deployment Phase - <li>Only mission Police units can do - </ul> + <td class="center">0 + <td> + <ul> + <li>Place in Deployment Phase + <li>Only mission Police units can do + </ul> <td>Patrolling mobile units may React or join a Flush in their area <td> <tr> <td>Flush - <td>0 - <td><ul> - <li>Uses mobile units in OPS/PTL box in <b>same</b> area (airmobile units may travel any distance) - <li>Only versus units in OPS or OC box - <li>Units may combine only if all Elite, or Division is in Area - </ul> - <td>Roll d6 per FLN unit: <= total Contact rating: unit Contacted. Contacted FLN units, then Government, fire on CRT. Place surviving FLN units and Government units in OC box - <td><ul class="drm"> - <li>+1 Evasion rating of unit is higher than total Contact rating - <li>+1 in Remote area - <li>+1 area is Terrorized - <li>-1 in Urban area - </ul> + <td class="center">0 + <td> + <ul> + <li>Uses mobile units in OPS/PTL box in <b>same</b> area (airmobile units may travel any distance) + <li>Only versus units in OPS or OC box + <li>Units may combine only if all Elite, or Division is in Area + </ul> + <td>Roll d6 per FLN unit: <= total Contact rating: unit Contacted. Contacted FLN units, then Government, + fire on CRT. Place surviving FLN units and Government units in OC box + <td> + <ul class="drm"> + <li>+1 Evasion rating of unit is higher than total Contact rating + <li>+1 in Remote area + <li>+1 area is Terrorized + <li>-1 in Urban area + </ul> <tr> <td>React - <td>0 - <td><ul> - <li>Use Mobile units in OPS/PTL box in <b>same</b> area (airmobile units may travel any distance) - <li>Only vs. units that just performed mission - <li>Units may combine only if all Elite, or Division is in Area - </ul> - <td>Contact automatic. Roll d6 per FLN unit: <= Evasion rating: unit moves to UG box. Remaining FLN units, then Government, fire on CRT. Place surviving FLN units and Government units in OC box. + <td class="center">0 + <td> + <ul> + <li>Use Mobile units in OPS/PTL box in <b>same</b> area (airmobile units may travel any distance) + <li>Only vs. units that just performed mission + <li>Units may combine only if all Elite, or Division is in Area + </ul> + <td>Contact automatic. Roll d6 per FLN unit: <= Evasion rating: unit moves to UG box. Remaining FLN + units, then Government, fire on CRT. Place surviving FLN units and Government units in OC box. <td> <tr> <td>Intelligence - <td>1 - <td><ul> - <li>Need non-neutralized Police unit or units in area - <li>Only vs. units in UG box - </ul> + <td class="center">1 + <td> + <ul> + <li>Need non-neutralized Police unit or units in area + <li>Only vs. units in UG box + </ul> <td>Roll d6 per FLN unit: <= total Contact rating of non-neutralized Police units: unit moves to OC box - <td><ul class="drm"> - <li>+1 Evasion rating of unit is higher than total Contact ratings - <li>+1 in Remote area - <li>+1 area is Terrorized - <li>-1 in Urban area - </ul> + <td> + <ul class="drm"> + <li>+1 Evasion rating of unit is higher than total Contact ratings + <li>+1 in Remote area + <li>+1 area is Terrorized + <li>-1 in Urban area + </ul> <tr> <td>Civil Affairs - <td>1 - <td><ul> - <li>Need non-neutralized Police unit in area - <li>Only 1 Mission/Area/turn - <li>Roll on Mission Success Table - <li>Not in Remote areas - </ul> + <td class="center">1 + <td> + <ul> + <li>Need non-neutralized Police unit in area + <li>Only 1 Mission/Area/turn + <li>Roll on Mission Success Table + <li>Not in Remote areas + </ul> <td># = PSP subtracted from FLN PSL<br>+ @ = remote Terror marker in area, if present <td>+1 if Amnesty random even in effect <tr> <td>Suppression - <td>1 - <td><ul> - <li>Need non-neutralized Police unit in area - <li>Only 1 Mission/Area/turn - <li>Roll on Mission Success Table - <li>Elite units may assist for DRM - </ul> - <td># = number of FLN Bands/Faileks neutralized<br>@ = area Terrorized; all Cadres and Fronts are neutralized<br>+ = area Terrorized; -1d6 Government PSP - <td><ul class="drm"> - <li>+1 x # Elite units assisting - <li>+1 if Amnesty random event in effect - </ul> + <td class="center">1 + <td> + <ul> + <li>Need non-neutralized Police unit in area + <li>Only 1 Mission/Area/turn + <li>Roll on Mission Success Table + <li>Elite units may assist for DRM + </ul> + <td># = number of FLN Bands/Faileks neutralized<br>@ = area Terrorized; all Cadres and Fronts are + neutralized<br>+ = area Terrorized; -1d6 Government PSP + <td> + <ul class="drm"> + <li>+1 x # Elite units assisting + <li>+1 if Amnesty random event in effect + </ul> <tr> <td>Population Resettlement - <td>1 - <td><ul> - <li>Need non-neutralized Police unit in area - <li>Rural area only - <li>Govt must afterwards "pay" 1 PSP per turn per area resetled - </ul> - <td>Area automatically and permanently becomes Remote and Terrorized (Fronts convert to Cadres); FLN +3d6 PSP + <td class="center">1 + <td> + <ul> + <li>Need non-neutralized Police unit in area + <li>Rural area only + <li>Govt must afterwards "pay" 1 PSP per turn per area resetled + </ul> + <td>Area automatically and permanently becomes Remote and Terrorized (Fronts convert to Cadres); FLN +3d6 + PSP <td> </table> - <h3><a href="#gov-mst" id="gov-mst">Mission Success Table</a></h3> + <h3><a href="#gov-mst" id="gov-mst">B.4 Mission Success Table</a></h3> <table> <tr> @@ -609,10 +652,10 @@ </table> <h2> - <a href="#common" id="common">Common Charts and Tables</a> + <a href="#common" id="common">C. Common Charts and Tables</a> </h2> - <h3><a href="#phases" id="phases">Sequence of Play</a></h3> + <h3><a href="#phases" id="phases">C.1 Sequence of Play</a></h3> <table> <tr> @@ -620,32 +663,43 @@ <td>one player rolls on Random Events Table, implement result, see who controls OAS (1-3=FLN) <tr> <th>Reinforcement Phase - <td>Both sides accrue and spend AP or PSL to build, convert, mobilize, activate units/ Border Zone. Government player goes first. OAS activates if Government PSL =< 30. + <td>Both sides accrue and spend AP or PSL to build, convert, mobilize, activate units/ Border Zone. + Government player goes first. OAS activates if Government PSL =< 30. <tr> <th>Deployment Phase - <td>Government changes Division modes, puts mobile units in PTL box of same area, or in OPS box of any area in Algeria. FLN moves units from UG to OPS box of same area (may deploy 1 Cadre to France). + <td>Government changes Division modes, puts mobile units in PTL box of same area, or in OPS box of any area + in Algeria. FLN moves units from UG to OPS box of same area (may deploy 1 Cadre to France). <tr> <th>Operations Phase - <td>FLN chooses whether to act, or let Government act. Either player may pass. Consecutive Passes end the phase. Players' PSLs may be adjusted during this Phase, depending on events. + <td>FLN chooses whether to act, or let Government act. Either player may pass. Consecutive Passes end the + phase. Players' PSLs may be adjusted during this Phase, depending on events. <tr> <th>Turn Interphase <td> <tr> <td colspan="2"> - <ul><li>Control/Depreciation Segment: Determine Controlled and Contested areas. Roll for Depreciation of unspent AP and against maximum Air Points and Helo Points. Reset Air/Helo Available markers to maximum points. - <li>Recovery Segment: Neutralized units and Terrorized areas roll to recover. - <li>Redeployment Segment: Government mobile units replaced in OPS box of same area; FLN units replaced in UG box. - <li>Final PSL Adjustment Segment: Check for Coup d'etat; adjust Political Support Levels as required. - </ul> - <h4>Control</h4> - <ul> - <li>both sides sum up Control Points in each area. 3 Control Poitns for each FLN Front or Dispersed mode Division, 1 for each other unit. Neutralized units don't count. - <li>If one side has 2x or more Points than the other, then it gets Control: place Control marker. - <li>If more but less than 2x as many, take the difference and both sides try to score less than or equal to this # on 1d6. If one player makes it he gets Control. If nether or both do, area is Contested. - </ul> - </table> - - <h3><a href="#events" id="events">Random Events Table</a></h3> + <ul> + <li>Control/Depreciation Segment: Determine Controlled and Contested areas. Roll for Depreciation of + unspent AP and against maximum Air Points and Helo Points. Reset Air/Helo Available markers to + maximum points. + <li>Recovery Segment: Neutralized units and Terrorized areas roll to recover. + <li>Redeployment Segment: Government mobile units replaced in OPS box of same area; FLN units + replaced in UG box. + <li>Final PSL Adjustment Segment: Check for Coup d'etat; adjust Political Support Levels as + required. + </ul> + <h4>Control</h4> + <ul> + <li>both sides sum up Control Points in each area. 3 Control Poitns for each FLN Front or Dispersed + mode Division, 1 for each other unit. Neutralized units don't count. + <li>If one side has 2x or more Points than the other, then it gets Control: place Control marker. + <li>If more but less than 2x as many, take the difference and both sides try to score less than or + equal to this # on 1d6. If one player makes it he gets Control. If nether or both do, area is + Contested. + </ul> + </table> + + <h3><a href="#events" id="events">C.2 Random Events Table</a></h3> <p class="small">(roll 1d6 twice in succession)</p> @@ -658,35 +712,49 @@ <td><b>FLN Foreign Arms shipment.</b> The FLN player adds 2d6 AP, minus the current number of Naval Points. <tr> <td>34-36 - <td><b>Jealousy and Paranoia.</b> FLN units may not Move across <i>wilaya</i> borders this turn only (they may move across international borders). + <td><b>Jealousy and Paranoia.</b> FLN units may not Move across <i>wilaya</i> borders this turn only (they + may move across international borders). <tr> <td>41-42 - <td><b>Elections in France.</b> Government player rolls on the Coup Table (no DRM) and adds or subtracts the number of PSP indicated: no units are mobilized or removed. + <td><b>Elections in France.</b> Government player rolls on the Coup Table (no DRM) and adds or subtracts the + number of PSP indicated: no units are mobilized or removed. <tr> <td>43-44 - <td><b>UN Debates Algerian Independence.</b> Player with higher PSL raises FLN or lowers Government PSL by 1d6. + <td><b>UN Debates Algerian Independence.</b> Player with higher PSL raises FLN or lowers Government PSL by + 1d6. <tr> <td>45-46 - <td><b>FLN Fractional Purge.</b> The Government player chooses one <i>wilaya</i> and rolls 1d6, neutralizing that number of FLN units there (the FLN player's choice which ones). + <td><b>FLN Fractional Purge.</b> The Government player chooses one <i>wilaya</i> and rolls 1d6, neutralizing + that number of FLN units there (the FLN player's choice which ones). <tr> <td>51-54 - <td><b>Morocco and Tunisia Gain Independence.</b> Raise both FLN and Government PSL by 2d6; FLN player may now Build/Convert units in these two countries as if a Front were there and Government may begin to mobilize the Border Zone. See 11.22.<br> - If this event is rolled again, or if playing the 1958 or 1960 scenarios, FLN player instead rolls on the Mission Success Table (no DRM) and gets that number of AP (represents infiltration of small numbers of weapons and troops through the borders). + <td><b>Morocco and Tunisia Gain Independence.</b> Raise both FLN and Government PSL by 2d6; FLN player may + now Build/Convert units in these two countries as if a Front were there and Government may begin to + mobilize the Border Zone. See 11.22.<br> + If this event is rolled again, or if playing the 1958 or 1960 scenarios, FLN player instead rolls on the + Mission Success Table (no DRM) and gets that number of AP (represents infiltration of small numbers of + weapons and troops through the borders). <tr> <td>55-56 - <td><b>NATO pressures France to boost European defense.</b> The Government player rolls 1d6 and must remove that number of French Army brigades (a division counts as three brigades) from the map. The units may be re-mobilized at least one turn later. + <td><b>NATO pressures France to boost European defense.</b> The Government player rolls 1d6 and must remove + that number of French Army brigades (a division counts as three brigades) from the map. The units may be + re-mobilized at least one turn later. <tr> <td>61-62 - <td><b>Suez Crisis.</b> The Government player must remove 1d6 elite units from the map, up to the number actually available: they will return in the Reinforcement Phase of the next turn automatically - they do not need to be mobilized agani but do need to be activated. Treat as "No Event" if rolled again, or playing 1958 or 1960 scenarios. + <td><b>Suez Crisis.</b> The Government player must remove 1d6 elite units from the map, up to the number + actually available: they will return in the Reinforcement Phase of the next turn automatically - they do + not need to be mobilized agani but do need to be activated. Treat as "No Event" if rolled again, or + playing 1958 or 1960 scenarios. <tr> <td>63-64 - <td><b>Amnesty.</b> The French government offers "the peace of the brave" to FLN rebels. All Government Civil Affairs or Suppression missions get a +1 DRM this turn. + <td><b>Amnesty.</b> The French government offers "the peace of the brave" to FLN rebels. All Government + Civil Affairs or Suppression missions get a +1 DRM this turn. <tr> <td>65-66 <td><b>Jean-Paul Sartre writes article condemning the war.</b> Reduce Government PSl by 1 PSP. </table> - <h3><a href="#crt" id="crt">Combat Results Table</a></h3> + <h3><a href="#crt" id="crt">C.3 Combat Results Table</a></h3> <table> <tr> @@ -748,19 +816,25 @@ </table> <p class="small"> - Total Firepower Ratings involved (+1d6 for each Air Point used: no Air Points in Urban areas) read across to correct - column, and roll 1d6. Result is the number of 'hits' on enemy units. Each 'hit' on Government units is -1 PSP to the - Government PSL or +1 to the FLN PSL: each 'hit' on FLN units eliminates one Cadre or Band, or reduces a Front to a - Cadre, or reduces a Failek to a Band (FLN player chooses how to distribute his losses). Excess "hits" on FLN units - are not implemented. Remaining involved units of the side that received the largest number of 'hits' (according to - the table, whether implemented or not) are Neutralized (no one is neutralized if equal results). When units fire at + Total Firepower Ratings involved (+1d6 for each Air Point used: no Air Points in Urban areas) read across to + correct + column, and roll 1d6. Result is the number of 'hits' on enemy units. Each 'hit' on Government units is -1 PSP to + the + Government PSL or +1 to the FLN PSL: each 'hit' on FLN units eliminates one Cadre or Band, or reduces a Front to + a + Cadre, or reduces a Failek to a Band (FLN player chooses how to distribute his losses). Excess "hits" on FLN + units + are not implemented. Remaining involved units of the side that received the largest number of 'hits' (according + to + the table, whether implemented or not) are Neutralized (no one is neutralized if equal results). When units fire + at half Firepower Rating, round fractions up. </p> - <h3><a href="#depreciation" id="depreciation">Depreciation Table (10.11)</a></h3> + <h3><a href="#depreciation" id="depreciation">C.4 Depreciation Table (10.11)</a></h3> <p class="small">Roll 1d6. DRM: -1 for PSL <= 30, +1 for PSL => 70.<br> - If (roll) <= Loss Number; then deduct the indicated numer of Points</p> + If (roll) <= Loss Number; then deduct the indicated numer of Points</p> <table> <tr> @@ -782,7 +856,7 @@ </tr> </table> - <h3><a href="#recovery" id="recovery">Recovery Table (10.2)</a></h3> + <h3><a href="#recovery" id="recovery">C.5 Recovery Table (10.2)</a></h3> <table> <tr> @@ -807,8 +881,169 @@ </table> - <h3><a href="#psl-adjustment" id="psl-adjustment">PSL Adjustments Summary</a></h3> - <h3><a href="#units" id="units">Unit Identification Chart</a></h3> - <h3><a href="#scenarios" id="scenarios">Scenarios</a></h3> + <h3><a href="#psl-adjustment" id="psl-adjustment">C.6 PSL Adjustments Summary</a></h3> + + <table> + <tr> + <th>Who + <th>#PSP + <th>Why + <th>When + <tr> + <td>Both sides<td>+/-?<td>As demanded by Random Event<td>Random Events Phase + <tr> + <td>Government<td>-?<td>For units newly mobilized or activated<td>Reinforcement Phase + <tr> + <td>FLN<br>Government<td>+?<br>-?<td>Propaganda or Strike mission (FLN choice, any combination)<td>Operations Phase + <tr> + <td>FLN<td>-?<td>Civil Affairs mission<td>Operations Phase + <tr> + <td>FLN<td>+3d6<td>Population Resettlement mission<td>Operations Phase + <tr> + <td>Government<td>-1d6<td>failed Suppression mission<td>Operations Phase + <tr> + <td>Government<br>FLN<td>+1 OR<br>-1<td>for each FLN Cadre or Band eliminated (Government player's choice)<td>Operations Phase + <tr> + <td>Government<br>FLN<td class="nowrap">+2 AND<br>-1<td>for each Front reduced to a Cadre, or Failek reduced to a Band<td>Operations Phase + <tr> + <td>Government<br>FLN<td>-1 OR<br>+1<td>for each 'hit' inflicted on Government mobile units, OR for each Police unit neutralized (FLN player's choice)<td>Operations Phase + <tr> + <td>Government<td>-1d6<td>did not React to Strike<td>Operations Phase + <tr> + <td>Government<td>+/-?d6<td>Coup d'etat: see Coup Table<td>final PSL Adjst Segment + <tr> + <td>Government<td>-1<br>-2<td>OAS deployed in Algeria<br>OAS deployed in France<td>final PSL Adjst Segment + <tr> + <td>Government<td>-1<td>for each area currently Terrorized or ever Resettled<td>final PSL Adjst Segment + <tr> + <td>FLN<td>-3d6<td>Non non-neutralized FLN mobile units Algeria<td>final PSL Adjst Segment + <tr> + <td>FLN<td>+?<td>Total Firepower of FLN mobile units in Morocco and/or Tunisia x 10% (round fractions down)<td>final PSL Adjst Segment + <tr> + <td>either side<td>+?<td>side that Controls more areas gets PSP equal to HALF the difference between them (round fractions down)<td>final PSL Adjst Segment + </table> + + <h3><a href="#units" id="units">C.7 Unit Identification Chart</a></h3> + + <p class="small">Mobile units have their Evasion (for FLN) or Contact (for Government) rating printed to the left of the + symbol box, while the Firepower rating is printed underneath the symbol box. Static units have one number, which is + their Firepower and Contact or Evasion rating, printed underneath their icon.</p> + + + <div style="display: flex; flex-direction: row;gap: 10px;"> + + <div style="flex-basis: 45%;"> + <table> + <tr><th>Unit<th>Colour + <tr><td>FLN<td>green + <tr><td>French Army regular<td>light blue + <tr><td>French Army elite<td>light red + <tr><td>Algerian or Police<td>turquoise + <tr><td>game markers<td>white/yellow + </table> + </div> + + <div style="flex-basis: 55%;"> + <table> + <tr><th>Unit<th>Type + <tr><td>box with cross or "L"<td>Infantry (I = Band, II = Failek, X = brigade, XX = division) + <tr><td>box with cross and "wings" or anchor<td>Elite infantry unit + <tr><td>box with infinity sign and "HELO"<td>Airmobilized unit + <tr><td>empty box<td>Dispersed mode division + <tr><td>box with megaphone<td>Cadre (mobile unit) + <tr><td>cop icon<td>Police (static unit) + <tr><td>fist icon<td>Front (static unit) + </table> + </div> + </div> + + <h3><a href="#scenarios" id="scenarios">C.8 Scenarios</a></h3> + + <p class="small"> + Players begin by selecting a scenario. They then place units and set markers as required by the scenario, Government + player first. Units may set up in any areas of the <i>wilaya</i> indicated (remember Urban areas are part of <i>wilayas</i>), + Divisions may set up in either mode, Police units set up in PTL boxes. Play then begins with the Random Event Phase + of Turn 1. All areas are considered to be Contested until the Turn Interphase of the first turn: the FLN player begins with 2d6 AP as a compensation. + </p> + + <table> + <tr> + <th>Wilaya + <th>1954 + <th>1958 + <th>1960 + <tr> + <td class="center">I + <td>Government: nothing<br>FLN: 1 Front, 1 Cadre + <td>Government: 2 French XX, 1 French X<br>FLN: 1 Front, 2 Cadres, 2 Bands + <td>Government: 2 French XX, 1 Algerian X<br>FLN: 2 Cadres, 2 Bands + <tr> + <td class="center">II + <td>Government: 1 French X, 1 Algerian X, 1 Police<br> + FLN: 1 Front, 2 Cadres + <td>Government: 2 French XX, 1 French X, 3 Elite X, 1 Algerian X, 2 Police<br> + FLN: 1 Front, 2 Cadres, 2 Bands + <td>Government: 2 French XX, 4 Elite X, 2 Algerian X, 2 Police<br> + FLN: 1 Front, 2 Cadres, 2 Bands + <tr> + <td class="center">III + <td>Government: nothing<br>FLN: 1 Front, 1 Cadre + <td>Government: 2 French XX, 1 Algerian X, 2 Police<br> + FLN: 1 Front, 2 Cadres, 2 Bands + <td>Government: 2 French XX, 1 French X, 1 Algerian X<br> + FLN: 2 Fronts, 2 Cadres, 2 Bands + <tr> + <td class="center">IV + <td>Government: 1 French X, 1 Algerian X, 1 Police<br> + FLN: 1 Cadre + <td>Government: 2 French XX, 3 Elite X, 2 Algerian X, 2 Police<br> + FLN: 2 Fronts, 2 Cadres, 2 Bands + <td>Government: 2 French XX, 3 Elite X, 2 Algerian X, 2 Police<br> + FLN: 1 Front, 1 Cadre, 1 Band + <tr> + <td class="center">V + <td>Government: 1 French X, 1 Elite X, 1 Algerian X, 1 Police<br> + FLN: 1 Front, 2 Cadres + <td>Government: 3 French XX, 1 French X, 1 Elite X, 1 Algerian X, 2 Police<br> + FLN: 1 Front, 1 Cadre, 1 Band + <td>Government: 5 French XX, 1 Algerian X, 2 Police<br> + FLN: 1 Cadre, 1 Band + <tr> + <td class="center">VI + <td>Government: nothing<br> + FLN: nothing + <td>Government: nothing<br> + FLN: 1 Front, 1 Cadre, 1 Band + <td>Government: nothing<br> + FLN: nothing + <tr> + <td class="center">Morocco + <td>Not independent yet + <td>Border Zone: -1<br> + FLN: 1 Band + <td>Border Zone: -2<br> + FLN: 4 Bands + <tr> + <td class="center">Tunisia + <td>Not independent yet + <td>Border Zone: -2<br> + FLN: 4 Bands, 1 Failek + <td>Border Zone: -3<br> + FLN: 4 Bands, 3 Faileks + <tr> + <td> + <td>Government PSL = 65<br> + Points: 0 Air, 0 Helo, O Naval<br> + FLN PSL = 50<br> + FLN AP = 2d6 + <td>Government PSL = 50<br> + Points: 6 Air, 4 Helo, 2 Naval<br> + FLN PSL = 60<br> + FLN AP = 2d6 + <td>Government PSL = 45<br> + Points: 7 Air, 5 Helo, 3 Naval<br> + FLN PSL = 45<br> + FLN AP = 2d6 + </table> </body>
\ No newline at end of file diff --git a/info/rules.html b/info/rules.html index 12cce5e..8f61d93 100644 --- a/info/rules.html +++ b/info/rules.html @@ -229,7 +229,7 @@ <p> The game contains the following: 140 counters, one 17x22" area movement map of Algeria and area, these rules, - and several pages of Charts and Tables. You will also need several six-sided dice. In the game, the + and several pages of <a href="charts.html">Charts and Tables</a>. You will also need several six-sided dice. In the game, the abbreviation '?d6' refers to the sum of the roll of one or more dice, where ? is the number to roll, and DRM means Die Roll Modifier: add or subtract the required amount to the die or dice rolled. Unless otherwise stated, all DRM are cumulative. @@ -245,7 +245,7 @@ NATO symbology system) types. Mobile units have their Evasion (for FLN) or Contact (for Government) rating printed to the left of the symbol box, while the Firepower rating is printed underneath the symbol box. Static units have one number, which is their Firepower and Contact or Evasion rating, printed - underneath their icon. See the Unit Identification Table for more details. + underneath their icon. See the <a href="charts.html#units">Unit Identification Table</a> for more details. <h3> <a href="#2.2" id="2.2">2.2 MAP</a> @@ -324,7 +324,8 @@ of the player's control of physical space). An Area can be Controlled by one side or the other (a Control marker in the appropriate colour is placed anywhere in the area) or Contested (no marker present). Control is important to FLN as a source of AP, - and the player who controls more Areas than the other can gain PSP (see the PSL Adjustment Summary table). + and the player who controls more Areas than the other can gain PSP (see the + <a href="charts.html#psl-adjustment">PSL Adjustment Summary</a> table). <li> <b>Government:</b> This term is used to denote collectively the forces controlled by the player representing @@ -339,7 +340,7 @@ This is denoted by it having a NEUT marker placed on top of it (Police units have NEUT printed on the backs of their counters, to save on markers; just flip them over when this happens to them). A neutralized unit may not perform any missions while in this - state, neither does it count for control of an area. It may fire back on the Combat Results Table if + state, neither does it count for control of an area. It may fire back on the <a href="charts.html#crt">Combat Results Table</a> if fired upon. <li> @@ -351,7 +352,7 @@ to continue expending resources to fight the war. <p> PSLs are measured in Political Support Points (PSP) and change constantly during the course of the game - depending on events. Consult the PSL Adjustments Summary in the Charts and Tables to see why, and + depending on events. Consult the <a href="charts.html#psl-adjustment">PSL Adjustments Summary</a> in the Charts and Tables to see why, and when, and by how much. The highest level is 99 and the lowest is 0. If either player's PSL reaches 0 at any point in the game, he is deemed to have reached the point of political collapse for his side and the game ends (historically, this was in early 1962 when the two sides reached a ceasefire and @@ -363,7 +364,7 @@ </h2> <p> - Players begin by picking a scenario to play (1954, 1958, or 1960). They then set up units and set markers as + Players begin by picking a <a href="charts.html#scenario">scenario</a> to play (1954, 1958, or 1960). They then set up units and set markers as directed; play begins with the Random Events Phase of the first turn. <h2> @@ -396,9 +397,8 @@ <p> One player (doesn't matter who) rolls 1d6 twice in succession and treats the first roll as the 'tens' number, - and - the second as the 'ones' (so a roll of 4 followed by a 6 would mean random event 46). He consults the - Random Events Table and applies the result as directed. + and the second as the 'ones' (so a roll of 4 followed by a 6 would mean random event 46). He consults the + <a href="charts.html#events">Random Events Table</a> and applies the result as directed. <h2> <a href="#6" id="6">6. REINFORCEMENT PHASE</a> @@ -451,8 +451,8 @@ <p> The Government player pays a varying amount of PSP to enter new units from those not currently on the map, to activate units that are already there, and to acquire greater numbers of combat assets, represented - by Points (Air, Helicopter, and Naval). See the Mobilization / Activation Table (round up any odd - totals of PSP). + by Points (Air, Helicopter, and Naval). See the <a href="charts.html#gov-reinforcement">Mobilization / Activation Table</a> + (round up any odd totals of PSP). <h4><a href="#6.31" id="6.31">6.31 Mobilization.</a></h4> @@ -558,7 +558,7 @@ Remote areas (not enough people around to impress): cost 1 AP</dd> <dt>Procedure:</dt> <dd>This mission is designed to raise the FLN or reduce the French PSL. Any PSP gained from the - Mission Success Table may be added to the FLN or subtracted from the Government PSL in + <a href="charts.html#fln-missions">Mission Success Table</a> may be added to the FLN or subtracted from the Government PSL in any combination.</dd> <dt>Additional effects:</dt> <dd>On a "+" result, the Cadre is eliminated; a Front is reduced to a Cadre.</dd> @@ -573,7 +573,7 @@ <dd>1 mission per area per turn limit; Urban area only; cost 3 AP</dd> <dt>Procedure:</dt> <dd>The FLN player designates the Front and any Cadres that may be assisting in the mission, pays - the ? AP cost, and rolls on the Mission Success Table (any Cadres assisting will yield DRM for this + the ? AP cost, and rolls on the <a href="charts.html#fln-missions">Mission Success Table</a> (any Cadres assisting will yield DRM for this roll). The FLN player will roll a number of dice equal to the numerical result from the Table, yielding a total number of PSP. These may be added to the FLN PSL or subtracted from the Government PSL, in any combination. The FLN units are placed in the OC box after any Government React. The @@ -599,8 +599,8 @@ single-area <i>wilaya</i> for this purpose.</dd> </dl> <p> - The FLN player designates the moving unit and rolls on the Mission Success Table. If the unit is not eliminated - by the roll on the Table, it is placed in the OC box of the area moved to. + The FLN player designates the moving unit and rolls on the <a href="charts.html#fln-missions">Mission Success Table</a>. + If the unit is not eliminated by the roll on the Table, it is placed in the OC box of the area moved to. <i class="note">(Note that the die roll is modified by the number of Government units on Patrol in the area moved to, not from. Also, if the Government player has not activated the Border Zone that turn, its DRM will not apply to FLN units @@ -616,7 +616,7 @@ <dt>Procedure:</dt> <dd>Only 1 Raid mission may be conducted per area per turn, but each Band/Failek after the first gives a +1 DRM to the roll (so a Raid by 2 Bands and a Failek would have a +2 DRM). The FLN player pays - the required AP and rolls on the Mission Success Table. He takes any numerical result in AP (doubled + the required AP and rolls on the <a href="charts.html#fln-mst">Mission Success Table</a>. He takes any numerical result in AP (doubled if the Raid was in an Urban area).</dd> <dt>Additional effects:</dt> <dd>a '+' or result will also neutralize one Band/Failek or Police unit and Terrorize the area @@ -642,7 +642,7 @@ placed in the OC box afterward.</dd> </dl> - <p>To conduct the mission, the FLN may 'fire' on the Combat Results Table (CRT) at any 1 Government unit + <p>To conduct the mission, the FLN may 'fire' on the <a href="charts.html#crt">Combat Results Table</a> (CRT) at any 1 Government unit (mobile or static) in the same area. The FLN player designates the unit(s) to do the mission and rolls on the CRT. The Government unit fired upon may fire back at HALF its Firepower Rating (round fractions up). If the FLN unit(s) survived the return fire, place it in the Operations Completed (OC) box. @@ -701,9 +701,8 @@ Total the Contact Ratings of Government units participating in the mission. The Government player rolls to contact each FLN unit that is currently in the OPS or OC boxes by rolling equal to or less than this number, moving contacted units to one side. (DRM: +1 if target unit has an Evasion rating higher than the total Contact - ratings - involved, or Flush is in a Remote area, or if a Terror marker is present; -1 if Flush is in an - Urban area). Contacted FLN units then fire on the Combat Results Table, and the Government units + ratings involved, or Flush is in a Remote area, or if a Terror marker is present; -1 if Flush is in an + Urban area). Contacted FLN units then fire on the <a href="charts.html#crt">Combat Results Table</a>, and the Government units return fire. After taking any combat results, all remaining involved units are placed in the OC box. <h4><a href="#9.23" id="9.23">9.23 React</a></h4> @@ -715,7 +714,7 @@ <dd>FLN player has just conducted a mission; cost 0 PSP</dd> <dt>Procedure:</dt> <dd>Government player mobile units in the OPS or PTL box may React to any FLN mission in the - same area, after the FLN player rolls on the Mission Success Table and implements the result (he must + same area, after the FLN player rolls on the <a href="charts.html#gov-mst">Mission Success Table</a> and implements the result (he must give the Government player a moment to decide whether he will React or not).</dd> </dl> @@ -728,14 +727,13 @@ </ul> <p> Airmobilized units (see <a href="#11.12">11.12</a>) may travel any distance to join or conduct a React, but only - if one or both of the - two conditions above are satisfied. + if one or both of the two conditions above are satisfied. <p> The FLN unit or units that conducted the mission are automatically Contacted, but the FLN player has a chance to evade to the UG box. Units roll 1d6 individually, and move to the UG box if they roll equal - to or less than their Evasion Rating. Units that did not evade then fire on the Combat Results Table, - and the Government units return fire. After taking any combat results, all remaining involved units - are placed in the OC box. + to or less than their Evasion Rating. Units that did not evade then fire on the + <a href="charts.html#crt">Combat Results Table</a>, and the Government units return fire. After taking any + combat results, all remaining involved units are placed in the OC box. <h4><a href="#9.24" id="9.24">9.24 Intelligence</a></h4> @@ -765,7 +763,7 @@ cost 1 PSP</dd> <dt>Procedure:</dt> <dd>Government player pays 1 PSP, rolls 1d6, applies any DRM and reads the result off the - Mission Success Table. A DRM of +1 is applied if the "Amnesty" random event is in effect. PSP from + <a href="charts.html#gov-mst">Mission Success Table</a>. A DRM of +1 is applied if the "Amnesty" random event is in effect. PSP from successful Civil Affairs missions are subtracted from the FLN PSL <i class="note">(note this is different from the FLN Propaganda mission).</i> The Police units remain in the PTL box regardless of the result. </dd> @@ -783,7 +781,7 @@ <dt>Procedure:</dt> <dd>Elite units may assist in this mission, each one yielding a +1 DRM. There is an additional +1 DRM when the "Amnesty" random event is in effect. Government player pays 1 PSP, rolls the die and a number - of FLN Bands/Faileks in the area equal to the result on the Mission Success Table are neutralized, no + of FLN Bands/Faileks in the area equal to the result on the <a href="charts.html#gov-mst">Mission Success Table</a> are neutralized, no matter what box they are in (FLN player chooses which exact units are neutralized). The Police units remain in the PTL box regardless of the result.</dd> <dt>Additional effect:</dt> @@ -808,15 +806,13 @@ <dd>The area is automatically Terrorized (place a marker), and the FLN player gains a one-time award of 3d6 PSP. Since Remote areas cannot support Fronts, an FLN Front that was in the area is immediately converted to a Cadre. The Government - player does get the PSP award for so reducing it. The Government - player is penalized 1 PSP per turn per area he has depopulated in this way, in the Final PSL - Adjustment Segment of each turn.</dd> + player does get the PSP award for so reducing it. The Government player is penalized 1 PSP per turn per + area he has depopulated in this way, in the Final PSL Adjustment Segment of each turn.</dd> </dl> <p class="note">This represents moving large numbers of peasants out of their traditional villages and into government-controlled 'strategic hamlets' where they can be more easily controlled. This does clear portions of - the - countryside, thus denying the FLN player a source of supplies and recruits, but it also creates a + the countryside, thus denying the FLN player a source of supplies and recruits, but it also creates a logistical, economic and political strain as the displaced people must be supported in the camps or seek shelter in the larger towns and cities. Therefore, the Government player incurs a PSL penalty each turn afterwards. Historically, the French resettled over 2 million people, almost a quarter of @@ -844,8 +840,7 @@ Control/Depreciation Phase. <p class="example"><b>Example:</b> in Mostaganem the FLN has 1 Front and 2 Cadres. The Government has 1 Police and 2 French Army brigades. Control Point totals are therefore 5 and 3 respectively, and the difference is 2. Both - sides - roll 1d6 trying to score 2 or less. + sides roll 1d6 trying to score 2 or less. <h4><a href="#10.11" id="10.11">10.11 Depreciation.</a></h4> @@ -861,8 +856,8 @@ <a href="#10.2" id="10.2">10.2 RECOVERY SEGMENT</a> </h3> - <p>All neutralized units may attempt to Recover by rolling individually on the Recovery Table. Terrorized areas - may possibly spontaneously recover in this Segment also (the Government player makes the rolls to + <p>All neutralized units may attempt to Recover by rolling individually on the <a href="charts.html#recovery">Recovery Table</a>. + Terrorized areas may possibly spontaneously recover in this Segment also (the Government player makes the rolls to check if this happens). <h3> @@ -897,8 +892,8 @@ <h4><a href="#11.11" id="11.11">11.11 Air Points.</a></h4> - <p>An Air Point may be used any time the Government player rolls on the Combat Results Table. Each Air Point used - adds +1d6 to the total Firepower rating of the Government units firing. Any number of Air Points (up + <p>An Air Point may be used any time the Government player rolls on the <a href="charts.html#crt">Combat Results Table</a>. + Each Air Point used adds +1d6 to the total Firepower rating of the Government units firing. Any number of Air Points (up to the amount available) may be used in one combat, but once used they are not recovered until the Redeployment Segment. Air Points cannot be used in Urban areas. @@ -1010,9 +1005,9 @@ Reinforcement Phase, and there are unfavorable DRM for Propaganda, Strike, Flush and Intelligence missions. Terrorized areas may recover as a result of successful Civil Affairs missions (<a href="#9.25">9.25</a>), or in - the Recovery Segment (see the Recovery Table). + the Recovery Segment (see the <a href="charts.html#recovery">Recovery Table</a>). <p>The Government player will lose 1 PSP in the Final PSL Adjustment Segment of each turn for each terrorized - Area, no matter who caused the terror. See the PSL Adjustments Summary. + Area, no matter who caused the terror. See the <a href="charts.html#psl-adjustment">PSL Adjustments Summary</a>. <h3> <a href="#11.6" id="11.6">11.6 THE FRENCH NAVY</a> @@ -1051,14 +1046,14 @@ </h2> <p>The Government and FLN players maintain Political Support Levels (PSL) independently of each other. These levels - change constantly during the game: see the Charts and Tables for exactly when and by how much. + change constantly during the game: see the <a href="charts.html#psl-adjustment">Charts and Tables</a> for exactly when and by how much. <h3> <a href="#12.1" id="12.1">12.1 HIGH AND LOW PSL</a> </h3> <p>There are certain advantages and disadvantages to having a particularly high or low PSL: see the DRM summaries in - the Charts and Tables. + the <a href="charts.html">Charts and Tables</a>. <p>If a player's PSL rises to above 99 during the game due to various events, any such "excess" PSP gained for that player are not lost: instead they are SUBTRACTED from the other player's PSL. <p class="example"><b>>Example:</b> the FLN PSL is currently 98 and the Government player conducts a Population |