PSP added to FLN or subtracted from Govt PSL (any combo, FLN chooses; x2 if Urban area)
-
+ =
unit eliminated or reduced
+
# =
+
PSP added to FLN or subtracted from Govt PSL (any combo, FLN chooses; x2 if Urban area)
+
+ =
+
unit eliminated or reduced
-
-1 x # units on Patrol
-
-1 area is Terrorized
+
-1 x # units on Patrol
+
-1 area is Terrorized
Strike
-
3
-
-
Uses Front, Cadres may assist for DRM
-
Urban area only; only 1 mission/area/turn
-
Penality if Government player does not React
-
+
3
+
+
+
Uses Front, Cadres may assist for DRM
+
Urban area only; only 1 mission/area/turn
+
Penality if Government player does not React
+
-
# =
#d6 added to FLN or subtracted from Govt PSL (any combo; FLN chooses)
-
+ =
all FLN units conducting mission eliminated / reduced
-
@ =
all Police units in area neutralized
-
-1d6
Gov PSL if no React
+
# =
+
#d6 added to FLN or subtracted from Govt PSL (any combo; FLN chooses)
+
+ =
+
all FLN units conducting mission eliminated / reduced
+
@ =
+
all Police units in area neutralized
+
-1d6
+
Gov PSL if no React
-
-1 x # units on Patrol
-
-1 area is Terrorized
-
+1 x # Cadre assisting
+
-1 x # units on Patrol
+
-1 area is Terrorized
+
+1 x # Cadre assisting
Move
-
0
-
-
1 mobile unit attempt at a time; any distance within current
- wilaya, if crossing wilaya or int'l border may move
- only to area sharing border with current wilaya or country
-
+
0
+
+
+
1 mobile unit attempt at a time; any distance within current
+ wilaya, if crossing wilaya or int'l border may move
+ only to area sharing border with current wilaya or country
+
-
+ =
unit eliminated
+
+ =
+
unit eliminated
-
-1 x # units on Patrol in area moved to
-
-? = Border Zone DRM, if crossed international border
+
-1 x # units on Patrol in area moved to
+
-? = Border Zone DRM, if crossed international border
Raid
-
1
-
-
Band/Failek may do (extra units give + DRM)
-
Only 1 mission/area/turn
-
Not in Remote area
-
+
1
+
+
+
Band/Failek may do (extra units give + DRM)
+
Only 1 mission/area/turn
+
Not in Remote area
+
-
# =
AP gained (x2 if Urban area)
-
+ =
1 Band/Failek neutralized, area is Terrorized
-
@ =
1 Police unit neutralized, area is Terrorized
+
# =
+
AP gained (x2 if Urban area)
+
+ =
+
1 Band/Failek neutralized, area is Terrorized
+
@ =
+
1 Police unit neutralized, area is Terrorized
-
+1 x (# units-1)
-
-1 x # units on Patrol
+
+1 x (# units-1)
+
-1 x # units on Patrol
Harass
-
0
-
-
Band/Failek may do (units attack singly unless Failek present, they may combine)
-
Choose one Govt unit for target
-
+
0
+
+
+
Band/Failek may do (units attack singly unless Failek present, they may combine)
+
Choose one Govt unit for target
+
Roll on Combat Results Table; Govt unit fires back at HALF firepower (round up).
Patrolling mobile units may React or join a Flush in their area
Flush
-
0
-
-
Uses mobile units in OPS/PTL box in same area (airmobile units may travel any distance)
-
Only versus units in OPS or OC box
-
Units may combine only if all Elite, or Division is in Area
-
-
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
-
-
+1 Evasion rating of unit is higher than total Contact rating
-
+1 in Remote area
-
+1 area is Terrorized
-
-1 in Urban area
-
+
0
+
+
+
Uses mobile units in OPS/PTL box in same area (airmobile units may travel any distance)
+
Only versus units in OPS or OC box
+
Units may combine only if all Elite, or Division is in Area
+
+
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
+
+
+
+1 Evasion rating of unit is higher than total Contact rating
+
+1 in Remote area
+
+1 area is Terrorized
+
-1 in Urban area
+
React
-
0
-
-
Use Mobile units in OPS/PTL box in same area (airmobile units may travel any distance)
-
Only vs. units that just performed mission
-
Units may combine only if all Elite, or Division is in Area
-
-
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.
+
0
+
+
+
Use Mobile units in OPS/PTL box in same area (airmobile units may travel any distance)
+
Only vs. units that just performed mission
+
Units may combine only if all Elite, or Division is in Area
+
+
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.
Intelligence
-
1
-
-
Need non-neutralized Police unit or units in area
-
Only vs. units in UG box
-
+
1
+
+
+
Need non-neutralized Police unit or units in area
+
Only vs. units in UG box
+
Roll d6 per FLN unit: <= total Contact rating of non-neutralized Police units: unit moves to OC box
-
-
+1 Evasion rating of unit is higher than total Contact ratings
-
+1 in Remote area
-
+1 area is Terrorized
-
-1 in Urban area
-
+
+
+
+1 Evasion rating of unit is higher than total Contact ratings
+
+1 in Remote area
+
+1 area is Terrorized
+
-1 in Urban area
+
Civil Affairs
-
1
-
-
Need non-neutralized Police unit in area
-
Only 1 Mission/Area/turn
-
Roll on Mission Success Table
-
Not in Remote areas
-
+
1
+
+
+
Need non-neutralized Police unit in area
+
Only 1 Mission/Area/turn
+
Roll on Mission Success Table
+
Not in Remote areas
+
# = PSP subtracted from FLN PSL + @ = remote Terror marker in area, if present
+1 if Amnesty random even in effect
Suppression
-
1
-
-
Need non-neutralized Police unit in area
-
Only 1 Mission/Area/turn
-
Roll on Mission Success Table
-
Elite units may assist for DRM
-
-
# = number of FLN Bands/Faileks neutralized @ = area Terrorized; all Cadres and Fronts are neutralized + = area Terrorized; -1d6 Government PSP
-
-
+1 x # Elite units assisting
-
+1 if Amnesty random event in effect
-
+
1
+
+
+
Need non-neutralized Police unit in area
+
Only 1 Mission/Area/turn
+
Roll on Mission Success Table
+
Elite units may assist for DRM
+
+
# = number of FLN Bands/Faileks neutralized @ = area Terrorized; all Cadres and Fronts are
+ neutralized + = area Terrorized; -1d6 Government PSP
+
+
+
+1 x # Elite units assisting
+
+1 if Amnesty random event in effect
+
Population Resettlement
-
1
-
-
Need non-neutralized Police unit in area
-
Rural area only
-
Govt must afterwards "pay" 1 PSP per turn per area resetled
-
-
Area automatically and permanently becomes Remote and Terrorized (Fronts convert to Cadres); FLN +3d6 PSP
+
1
+
+
+
Need non-neutralized Police unit in area
+
Rural area only
+
Govt must afterwards "pay" 1 PSP per turn per area resetled
+
+
Area automatically and permanently becomes Remote and Terrorized (Fronts convert to Cadres); FLN +3d6
+ PSP
one player rolls on Random Events Table, implement result, see who controls OAS (1-3=FLN)
Reinforcement Phase
-
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.
+
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.
Deployment Phase
-
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).
+
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).
Operations Phase
-
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.
+
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.
Turn Interphase
-
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.
-
Recovery Segment: Neutralized units and Terrorized areas roll to recover.
-
Redeployment Segment: Government mobile units replaced in OPS box of same area; FLN units replaced in UG box.
-
Final PSL Adjustment Segment: Check for Coup d'etat; adjust Political Support Levels as required.
-
-
Control
-
-
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.
-
If one side has 2x or more Points than the other, then it gets Control: place Control marker.
-
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.
-
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.
+
Recovery Segment: Neutralized units and Terrorized areas roll to recover.
+
Redeployment Segment: Government mobile units replaced in OPS box of same area; FLN units
+ replaced in UG box.
+
Final PSL Adjustment Segment: Check for Coup d'etat; adjust Political Support Levels as
+ required.
+
+
Control
+
+
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.
+
If one side has 2x or more Points than the other, then it gets Control: place Control marker.
+
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.
+
FLN Foreign Arms shipment. The FLN player adds 2d6 AP, minus the current number of Naval Points.
34-36
-
Jealousy and Paranoia. FLN units may not Move across wilaya borders this turn only (they may move across international borders).
+
Jealousy and Paranoia. FLN units may not Move across wilaya borders this turn only (they
+ may move across international borders).
41-42
-
Elections in France. Government player rolls on the Coup Table (no DRM) and adds or subtracts the number of PSP indicated: no units are mobilized or removed.
+
Elections in France. Government player rolls on the Coup Table (no DRM) and adds or subtracts the
+ number of PSP indicated: no units are mobilized or removed.
43-44
-
UN Debates Algerian Independence. Player with higher PSL raises FLN or lowers Government PSL by 1d6.
+
UN Debates Algerian Independence. Player with higher PSL raises FLN or lowers Government PSL by
+ 1d6.
45-46
-
FLN Fractional Purge. The Government player chooses one wilaya and rolls 1d6, neutralizing that number of FLN units there (the FLN player's choice which ones).
+
FLN Fractional Purge. The Government player chooses one wilaya and rolls 1d6, neutralizing
+ that number of FLN units there (the FLN player's choice which ones).
51-54
-
Morocco and Tunisia Gain Independence. 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.
- 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).
+
Morocco and Tunisia Gain Independence. 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.
+ 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).
55-56
-
NATO pressures France to boost European defense. 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.
+
NATO pressures France to boost European defense. 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.
61-62
-
Suez Crisis. 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.
+
Suez Crisis. 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.
63-64
-
Amnesty. 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.
+
Amnesty. 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.
65-66
Jean-Paul Sartre writes article condemning the war. Reduce Government PSl by 1 PSP.
-
- 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.
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.
+
+
+
+
+
+
+
Unit
Colour
+
FLN
green
+
French Army regular
light blue
+
French Army elite
light red
+
Algerian or Police
turquoise
+
game markers
white/yellow
+
+
+
+
+
+
Unit
Type
+
box with cross or "L"
Infantry (I = Band, II = Failek, X = brigade, XX = division)
+
+ 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 wilaya indicated (remember Urban areas are part of wilayas),
+ 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.
+
+
+
+
+
Wilaya
+
1954
+
1958
+
1960
+
+
I
+
Government: nothing FLN: 1 Front, 1 Cadre
+
Government: 2 French XX, 1 French X FLN: 1 Front, 2 Cadres, 2 Bands
+
Government: 2 French XX, 1 Algerian X FLN: 2 Cadres, 2 Bands
+
+
II
+
Government: 1 French X, 1 Algerian X, 1 Police
+ FLN: 1 Front, 2 Cadres
+
Government: 2 French XX, 1 French X, 3 Elite X, 1 Algerian X, 2 Police
+ FLN: 1 Front, 2 Cadres, 2 Bands
+