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@@ -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