From bcacb18870b8ec2acf0d5b17cb178c906e214fea Mon Sep 17 00:00:00 2001 From: Mischa Untaga <99098079+MischaU8@users.noreply.github.com> Date: Fri, 8 Sep 2023 10:13:00 +0200 Subject: proofreading and internal links --- info/rules.html | 2212 ++++++++++++++++++++++++++++--------------------------- 1 file changed, 1132 insertions(+), 1080 deletions(-) diff --git a/info/rules.html b/info/rules.html index 2496591..12cce5e 100644 --- a/info/rules.html +++ b/info/rules.html @@ -1,1081 +1,1133 @@ - - - - - - Algeria - Rules of Play - - - - - -

Algeria: The War for Independence 1954 - 1962

-

RULES OF PLAY

- -

Table of Contents

- - -

CREDITS

-

- Design: Brian Train
- Development: Brian Train
- Graphics: Jon Compton and Ania B. Ziolkowska
- Layout & Design: Lise Patterson
- Playtesting: Bruce Geryk
- -

- 1. INTRODUCTION -

- -

- Algeria is a game simulating the conflict between the Front de Liberation Nationale (FLN) Arab nationalist - guerrillas and the French government from 1954 to 1962. During the game, the FLN Player tries to erode the authority - of the French colonial authorities and replace their governing structures with his own, to the point that - Algeria makes the transition to national independence. - -

- 2. GAME COMPONENTS AND CONCEPTS -

- -

- 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 - 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. - -

- 2.1 COUNTERS -

- -

- Most of the 140 counters in the game represent small or large military or paramilitary formations. Units are - also differentiated between static (FLN Fronts and Government Police: represented by icons) and mobile - (FLN Cadres, Bands and Faileks, all Government regular, elite and Algerian units: represented by the "box" - 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. - -

- 2.2 MAP -

- - -

The map is an abstracted representation of Algeria, divided into areas. Urban areas (large cities) are named; all - non-urban areas have the name of a large town and a number code to correspond with the wilaya or zone - system the FLN command structure used (so area V-1 is the first sector in wilaya 5). Each area has a set of - boxes to hold units. - -

- -

There are several other non-area areas shown on the map: -

- -

- 2.3 GAME CONCEPTS AND DEFINITIONS -

- -

Here are explanations of several administrative and political concepts represented in the game: - -

- -

- 3. SETTING UP THE GAME -

- -

- Players begin by picking a scenario 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. - -

- 4. SEQUENCE OF PLAY -

- -

Each turn represents an indeterminate period of time: usually several months or more. Each turn, the Sequence of - Play is as follows: - -

- -

The structure of the rules follows this scheme. - -

- 5. RANDOM EVENTS PHASE -

- -

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. - -

- 6. REINFORCEMENT PHASE -

- -

In this phase, the FLN player gathers AP from various sources, and expends some of them to Build and Augment his - units. The Government player expends PSP to mobilize and/or activate static or mobile units. The - Government player goes first in this phase: however, to save time and by mutual agreement it may - be conducted simultaneously. - -

- 6.1 FLN SOURCES FOR AP -

- -

The FLN player gets AP from several sources: - -

- -

- 6.2 FLN BUILD / CONVERT -

- -

The FLN player may build new Cadres or Bands by spending the AP cost and placing them in the UG box of any area - which contains a non-Neutralized Front (note that this requires the presence of a Front). New units - may be given missions in the Operations Phase that turn. The FLN player may also Convert a Cadre to a - Front or Band, or a Band to a Failek, by spending the indicated cost in AP and swapping the unit for - the old. Fronts may not be created in Remote areas (not enough people) and there may be only one Front per - area. Fronts may also convert themselves to Cadres at no cost, but no recovery of AP either. A newly - converted Front will allow new Cadres or Bands to be built there in the same Reinforcement Phase. - -

- 6.3 GOVERNMENT MOBILIZATION AND ACTIVATION -

- -

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). - -

6.31 Mobilization.

- -

Newly mobilized mobile units are placed in the OPS box of any Area, and may be given missions that turn. They do - not have to be separately activated (6.32). - Newly mobilized Police units are placed in the PTL box of - any Area. The Government player may also remove Police units in this Phase (though he does not recover - any PSP) and may immediately re-mobilize them (for the stated cost in PSP) in another Area. New - Points are recorded on the Record Track. - -

6.32 Activation: mobile units.

- -

French mobile units and the Border Zone Track have to be Activated each turn in order for them to conduct - missions in the Operations Phase or to interfere with FLN operations. If the Government player does - not pay the activation cost for a given unit, it is placed in the OC box of its current area. A unit - that was mobilized just this turn does not also have to be activated. - -

6.33 The Border Zone Track.

- -

The Government player will progressively mobilize the Border Zone during the game. He initially mobilizes the - Border Zone by paying the indicated PSP cost and placing the Status marker on the "0" box of the - Track. Each turn thereafter he may pay additional PSP to improve the DRM that will apply against FLN - units attempting to Move across the border with Morocco or Tunisia. -

The Government player must also pay each turn to activate the Border Zone. If he does not pay the activation cost - for the Border Zone, the Status marker is flipped over to show "Inactive". If the Border Zone is not - activated, its DRM will not apply to FLN units moving across the international border. - -

- 7. DEPLOYMENT PHASE -

- -

Both players decide what they will do during the upcoming Operations Phase. The Government player goes first. -

- -

- 8. OPERATIONS PHASE -

- -

In the Operations Phase players can conduct any mission except Patrol. At the beginning of the Phase, and after - any player performs a mission, the FLN player may: -

-

When the Government player is told to perform a mission, or if the FLN player passes, the Government player may - either perform a mission or pass. If both players pass in succession, start the Turn Interphase. - (Note: the Government player always has a chance to React (9.25) to a FLN player mission, and only that - mission, just after the FLN player implements the result from that mission and before the players move - on to any other mission.) - -

- 9. MISSIONS -

- -

Procedures and requirements for different missions are explained below. Not all missions are available to all - players. In general, when a player has an opportunity to conduct a mission, the player: -

- -

- 9.1 FLN PLAYER MISSIONS -

- -

See chart for cost in AP and the number/type of units needed to perform the mission. - -

9.11 Propaganda

- -
-
Who may do:
-
Cadres and Fronts
-
Prerequisites:
-
1 mission per area per turn limit; not in - Remote areas (not enough people around to impress): cost 1 AP
-
Procedure:
-
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 - any combination.
-
Additional effects:
-
On a "+" result, the Cadre is eliminated; a Front is reduced to a Cadre.
-
- -

9.12 Strike

- -
-
Who may do:
-
Front needed; Cadres may assist
-
Prerequisites:
-
1 mission per area per turn limit; Urban area only; cost 3 AP
-
Procedure:
-
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 - 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 - Government player must React to a Strike with at least 1 unit. There is a penalty of-1d6 PSP if - he cannot or will not React to it.
-
Additional effects:
-
On a "+" result, all FLN units involved in the mission are removed: a Cadre is eliminated; a - Front is reduced to a Cadre. On a result, all Police units in the area are neutralized (flip them - over).
-
- -

9.13 Movement

- -
-
Who may do:
-
Cadres, Bands, Faileks Prerequisites: none; costs OAP
-
Procedure:
-
FLN mobile units may move from area to area on the map. Units make their movement attempts singly. - A unit may move from one area to any other area within its current wilaya. A unit may also move to an - area in a wilaya adjacent to its current one (that is, the two share a land border) but the area moved - to must be adjacent to at least one area in its current wilaya. Morocco and Tunisia are treated as - single-area wilaya for this purpose.
-
-

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. - (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 - attempting to move across the border with Morocco or Tunisia.) - -

9.14 Raid

- -
-
Who may do:
-
Bands or Faileks
-
Prerequisites:
-
1 mission per area per turn; not in Remote areas; cost 1 AP
-
Procedure:
-
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 - if the Raid was in an Urban area).
-
Additional effects:
-
a '+' or result will also neutralize one Band/Failek or Police unit and Terrorize the area - (see 11.6).
-
- - This mission represents attacks on towns and villages, to obtain food, supplies or conscripts or to intimidate - the local police and government infrastructure. - -

9.15 Harass

- -
-
Who may do:
-
Bands or Faileks
-
Prerequisites:
-
none; cost 0 AP
-
Procedure:
-
There is no limit to the number of Harass missions that may be undertaken in an area per turn, but normally units attack singly, as discrete - missions. The exception is when there is at least 1 Failek in the OPS box of an Area: in this case, - when the FLN player conducts a Harass mission with the Failek, any number of mobile units in the OPS - box may (but do not have to) join it in its mission, adding all their Firepower Ratings together. All are placed in the OC box afterward.
-
- -

To conduct the mission, the FLN may 'fire' on the Combat Results Table (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. - -

Note that one or both player's PSLs will be affected by units being hit, reduced or eliminated; see the PSL - Adjustments Summary. Also note that Government units are never eliminated, only potentially - Neutralized.

- -

- 9.2 GOVERNMENT PLAYER MISSIONS -

- -

9.21 Patrol.

- -
-
Who may do:
-
any Government unit
-
Prerequisites:
-
none; cost 0 PSP
-
Procedure:
-
Patrol is the only mission Police units may - perform, so they are always in the PTL box. Mobile units are moved to the PTL box of their current area - during the Deployment phase. Any mobile units Patrolling in the area may React to any FLN mission or - join a Flush mission if the Government player wants them to, but they are placed in the OC box of the - area after Reacting.
-
- - This represents a situation where units are broken up into a number of small detachments and dispersed in an - area to interfere with enemy movement and operations. (The French name for this tactic is quadrillage, - after the grid-square overprinting used on military maps). The general effect of Patrolling units is to - give an unfavorable DRM to FLN missions. - -

9.22 Flush

- -
-
Who may do:
-
any mobile unit in OPS or PTL box Prerequisites: none; cost 0 PSP
-
Procedure:
-
The Government player designates the mobile unit or units to perform the mission in the OPS or - PTL boxes of the area they occupy. Multiple units may be selected for the mission if and only if: - -
-
- -

Airmobilized units (see 11.12) may travel any distance to join or conduct a Flush, but only if - one or both of the - two conditions above are satisfied. -

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 - return fire. After taking any combat results, all remaining involved units are placed in the OC box. - -

9.23 React

- -
-
Who may do:
-
any mobile unit in OPS or PTL box
-
Prerequisites:
-
FLN player has just conducted a mission; cost 0 PSP
-
Procedure:
-
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 - give the Government player a moment to decide whether he will React or not).
-
- -

The Government player designates which mobile units in the OPS or PTL box are Reacting. Multiple units may be - selected for the mission if and only if: -

-

Airmobilized units (see 11.12) may travel any distance to join or conduct a React, but only if one or both of the - two conditions above are satisfied. -

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. - -

9.24 Intelligence

- -
-
Who may do:
-
no mobile unit required
-
Prerequisites:
-
at least 1 non-neutralized Police unit present; cost 1 PSP
-
Procedure:
-
This mission may only be conducted in areas where the Government player has at least one - non-neutralized Police unit present. The Government player pays 1 PSP, indicates the area, totals the - Contact Ratings of the non-neutralized Police units there, and rolls to contact each FLN unit in the - UG box of that area by rolling equal to or less than this number (DRM: +1 if target unit has an - Evasion rating higher than the total Contact ratings involved, of if mission is in a Remote area, or - if there is a Terror marker present; -1 if in an Urban area). Any units successfully contacted are - moved to the OC box, where they are now vulnerable to future Flush missions. The Police units remain in - the PTL box regardless of the result.
-
- -

9.25 Civil Affairs

- -
-
Who may do:
-
no mobile unit required
-
Prerequisites:
-
1 mission per area per turn; at least 1 non-neutralized Police unit present; not in Remote areas; - cost 1 PSP
-
Procedure:
-
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 - successful Civil Affairs missions are subtracted from the FLN PSL (note this is different from the FLN - Propaganda mission). The Police units remain in the PTL box regardless of the result.
-
Additional effect:
-
remove Terror marker on a @ or +.
-
- -

9.26 Suppression

- -
-
Who may do:
-
no mobile unit required; Elite units may assist
-
Prerequisites:
-
1 mission per area per turn; at least 1 non-neutralized Police unit present; cost 1 PSP
-
Procedure:
-
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 - 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.
-
Additional effect:
-
On a '@' result, all Cadre and Front - units in the area are neutralized as well and the area is Terrorized (place a Terror marker). On a '+' result, - the mission backfired somehow and the Government player loses 1d6 PSP, as well as having to place a - Terror marker.
-
- -

9.27 Population Resettlement

- -
-
Who may do:
-
no mobile unit required
-
Prerequisites:
-
at least 1 non-neutralized Police unit present; Rural areas only; cost 1 PSP
-
Procedure:
-
Success is automatic and permanent: the - Government player pays 1 PSP and places a 'REMOTE' marker in the area to denote that it is treated as - Remote for the rest of the game.
-
Additional effect:
-
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.
-
- -

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 - 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 - the Muslim population of Algeria.

- -

- 10. TURN INTERPHASE -

- -

During the Turn Interphase, the following events occur in sequence: - -

- 10.1 CONTROL / DEPRECIATION SEGMENT -

- -

Both players examine each area on the map and determine which areas are Controlled and which are Contested. - Control of an area is adjudged anew each turn as follows: 3 Control Points for each FLN Front or - Dispersed mode French division, and 1 point for each other unit present in an area. Government units - do not have to be activated. Neutralized units do not count. -

If one side has twice as many or more Control Points than the other, then it gets Control and an appropriate - marker is placed in the area. If one side has less than twice as many Points, take the difference of - the two totals. Both sides then roll 1d6 trying to get equal to or less than that number. If one - side succeeds, then he gets Control. If both or neither succeed, then the area remains Contested and - no marker is placed. A side that gets Control of an area keeps it until the beginning of the next - Control/Depreciation Phase. -

Example: 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. -

10.11 Depreciation.
-

The Government player must roll to see if any of his Air or Helicopter points are lost due to depreciation (roll - once for each category, against the Maximum value for each type of point), then the FLN player rolls - for depreciation of any unused AP he may have had left over after the Operations Phase. (This - represents inertia, pilfering, losses in transit, capture, sabotage, wear and tear on equipment, and - apathy on the part of the population - all the things Clausewitz termed 'friction'). -

Example: if the FLN player had 17 AP squirreled away, the Loss Number is 4. He will lose 4 AP if he rolls this - number or less on 1d6. - -

- 10.2 RECOVERY SEGMENT -

- -

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 - check if this happens). - -

- 10.3 REDEPLOYMENT SEGMENT -

- -

The FLN player returns all his units in a given area to its UG box. The Government player returns all his mobile - units in a given area from the OC or PTL boxes to its OPS box. The Government player flips all his - Airmobilized units (11.1) back to their front sides and resets his Air and Helicopter Points Available - markers to the same boxes as his Air and Helicopter Maximum markers. - -

- 10.4 FINAL POLITICAL SUPPORT ADJUSTMENT SEGMENT -

- -

First, the Government player must check for a coup d'etat if his PSL is less than 30 (see 11.3). Then both sides - adjust their PSL as directed in the PSL Adjustment Summary for this Phase. - -

- 11. SPECIAL RULES -

- -

- 11.1 AIRPOWER AND AIRMOBILITY -

- -

The Government player may mobilize Air and Helicopter Points. Each point represents a varying number of aircraft - of various types. He keeps track of these points on the Record Track: each point mobilized adds one to - the Air (or Helicopter) Point Maximum. The Air (or Helicopter) Point Available marker will help him to - remember how many points have not been used so far in the turn. -

11.11 Air Points.
-

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 - 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. -

11.12 Helicopter Points.
-

Helicopter Points may be used to 'airmobilize' mobile units. One point may airmobilize one Elite brigade; two - will airmobilize a regular French or Algerian infantry brigade; divisions may not be airmobilized. The - point or points can be 'attached' to the unit at any time during the turn (so reducing the 'Helo Pts - Aval' marker on the Record Track), and they ? 'stay' with the airmobilized unit until the - Redeployment -

Segment. Flip the unit over to show its "HELO" side (and note its Contact rating has gone up!). -

An airmobilized unit may travel any distance to participate in a Flush or React Mission if it is an Elite unit, - or if a Division in either mode is present in the area where the mission is occurring. - -

- 11.2 OTHER COUNTRIES -

- -

Under normal circumstances, units of both players may not enter other countries except as noted below. -

11.21 Morocco and Tunisia.
-

These two countries are given their independence from France in a random event that occurs during the game - (or this will occur some time in the first 6 turns, if using optional rules). When these countries are - granted independence, both the FLN and Government PSL are raised by 2d6 (players roll separately, and - this happens only once). From that point forward: -

• the FLN player may Build or Convert mobile units in that country (at a lower price, too) - and Move units into or out of Algeria. The Government player may never enter these countries. Note, - however, that this does not give the FLN player actual control of either country and units there may - not perform missions other than Build, Convert or Movement. -

• The FLN player will, in the Final PSL Adjustment Segment of each turn, gain PSP equal to - 10% (round fractions down) of the firepower of FLN mobile units in Morocco and/or Tunisia. (The FLN - was interested in maintaining a large military force outside of the country, for it would have to be the - strongest contender for the new government once Algeria gained its independence.) -

• The Government player may begin to mobilize the Border Zone to control FLN infiltration - into Algeria. The effect of the Border Zone is to generate an unfavorable DRM for any FLN units - attempting Movement missions across the border. The first time the Government player mobilizes the Border - Zone, they pay the cost in PSP and place the Status marker in the "0" box; each time the Border Zone - is mobilized after that, the Status markers moves on the track to indicate a higher DRM (-1, -2, - etc.). Note that the Border Zone must also be activated each turn in order to have any effect. If the - Government player does not pay the activation cost, flip over the Status marker to show "Inactive" and - the Border Zone DRM will not apply that turn. -

11.22 France
-

No side ever actually controls France. The Government player may not deploy units to France (although that is - technically where his units are coming from) except the OAS marker, if he controls it. The FLN player - may maintain a maximum of 1 Cadre marker in France (he may place it there in the Deployment Phase, - from any Area where there is a Front unit not considered an Urban area so any PSP gained or lost in - the mission are not doubled), where it may perform 1 Propaganda mission per turn (clarification: though - there are lots of cafes there, France is not considered an Urban area so any PSP gained or lost are - not doubled). The Government player may not React to this mission. In the Deployment Phase, the Cadre - unit may be deployed to any Area where there is a Front unit. - -

- 11.3 THE OAS -

- -

The Organization d'Armee Secrete (OAS) was a terrorist organization made up of right-wing white Algerian - colonists, army deserters, and other hard cases. The OAS is automatically activated in the - Reinforcement Phase of any turn when the Government PSL is 30 or less. When this event occurs, roll - one die to see who controls it: on a 1-3 the FLN player, on a 4-6 the Government. In subsequent - Random Events Phases, roll to see who controls the OAS for that turn. There is a Government PSP - penalty applied at the end of the turn, depending on where the OAS is placed. -

In the Reinforcement Phase, the controlling player places the OAS marker in any urban area of Algeria or in - France. -

• In Algeria, the OAS marker will automatically conduct one Suppression mission in the - Operations Phase, at no cost in PSP and no requirement for a Police unit. Whatever the result of the - mission, it will automatically cause a Terror marker to be placed in the Area (if there isn't one there - already). -

• In France, the OAS marker will generate a +1 DRM when checking for the chances of a coup - d'etat, and for the results of a coup d'etat when it happens. -

The OAS marker may be removed in the Reinforcement Phase of any turn when the Government PSL is more than - 70. This is the only way to get rid of it: however, it will reappear if the Government PSL goes below - 30 at a later time. -

The Government player will lose PSP in the Final PSL Adjustment Segment of each turn, depending on where the - OAS is located at the time. See the PSL Adjustments Summary. - -

- 11.4 COUP D'ETAT -

- -

One of the perils of a low Government PSL is the chance that the elite units in the French Army will intervene in - domestic politics, in hopes of installing a regime more amenable to their wishes. If, at the beginning - of the Final PSL Adjustment Segment of a turn, the Government PSL is less than 30, the Army may - attempt a coup. The Government player must roll 1d6 and there is an attempted coup on an adjusted - "6". The Government player then rolls 2d6 on the Coup Table and applies the result. If the OAS marker - is currently in France, there is a +1 DRM to both rolls. If the result requires the Government player - to remove Elite units, they must be removed from the game immediately and completely (they have been - disbanded and may not be rebuilt). He choose which ones to remove from among those that are - already mobilized and on the map; there is no additional penalty if the Coup Table result calls for - more elite units to be removed than are actually available. - -

- 11.5 TERRORISM -

- -

Terror markers may be placed in areas as a side-effect of Raid, Suppression and Resettlement Missions. There - may be only 1 Terror marker in an area at a time. When a Terror marker is in an Area, it generally - makes things more difficult for either side: the FLN player gets fewer AP from an area in the - 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 (9.25), or in - the Recovery Segment (see the Recovery Table). -

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. - -

- 11.6 THE FRENCH NAVY -

- -

The Government player may mobilize Naval points. Note the number of points present on the Record Track. The - effect of Naval points is to interdict FLN AP arriving from abroad: deduct the current number of Naval - Points from the AP gained by the FLN's current PSL in the Reinforcement Phase, and when the "Foreign - Arms Shipment" random event occurs. (clarification: unlike Air and Helicopter points, Naval points - do not depreciate (10.11)). - -

- 11.7 FRENCH DIVISION MODES -

- -

The Government player has a number of division-size units (with a unit size indicator of XX). They are always in - one of two modes: - -

• Concentrated, where the division is represented by a single counter with a Firepower of - 25; or - -

• Dispersed, where the division is represented by the reverse side of the counter, with a - blank symbol box and a Firepower of 12 (thus sacrificing firepower for the ability to dominate more - ground: note the higher Contact Rating). - -

Divisions change mode in the Deployment Phase: flip the counter to show whatever mode it happens to be in (the - unit type of the Division in Concentrated mode does not matter; it's included only for historical - verisimilitude). A neutralized division may change mode, if you think it necessary for some reason. - - -

- 12 POLITICAL SUPPORT LEVELS AND HOW TO WIN -

- -

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. - -

- 12.1 HIGH AND LOW PSL -

- -

There are certain advantages and disadvantages to having a particularly high or low PSL: see the DRM summaries in - the Charts and Tables. -

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. -

Example: the FLN PSL is currently 98 and the Government player conducts a Population Resettlement mission (9.26). - -

The FLN player rolls 3d6 and scores 10 PSP. He raises his PSL by one to 99, which is as high as it can go, and - deducts 9 PSP from the Government PSL. - -

- 12.2 VICTORY -

- -

The game has no pre-set length. If, at any time, either player's PSL is reduced to 0 or less, then the game - immediately ends and the other player is declared the winner. The scale of that player's victory is - determined by his PSL at the moment the game ends: -

1-25 points: Marginal (That player "wins" the subsequent peace talks, but the ordinary population of Algeria is - not enthusiastic about how either side has behaved, or confident about its future.) -

26-50 points: Substantial (That player "wins" the peace talks, but with some kind of compromise - for example, - an Algeria with more independence but significant continued French economic and military presence.) - -

51+ points: Decisive (That player wins it all - Algeria becomes totally independent, with the FLN its - unchallenged new government; or the spirit of Algerian independence is crushed for another - generation.) - -

- 13. OPTIONAL RULES -

- -

- 13.1 SLOW FRENCH REACTION (1954 SCENARIO) -

- -

This rule is for the 1954 scenario only. It is optional but is highly suggested, once players have learned the - game. Historically, the French authorities were slow to perceive and react to the threat posed by the - initial FLN actions in November 1954 (the point at which the game begins). They were also slow to - adopt more effective tactics. Therefore, until the first Reinforcement Phase in which the FLN - PSL exceeds the Government PSL, these restrictions apply to the Government player: -

• he may not mobilize more than 1 mobile unit or Point of any type (Air, Helo, or Naval) - per turn; -

• his infantry divisions may not adopt Dispersed mode; -

• he may not perform Civic Affairs, Suppression or Population Resettlement missions. - -

- 13.2 MORE DETERMINISTIC INDEPENDENCE (19S4 SCENARIO) -

- -

Instead of waiting for a random event to make Morocco and Tunisia independent, assume that this will happen some - time in the first 6 turns of the 1954 scenario. Each Random Events Phase, roll 1d6; if the number - rolled is less than or equal to the number of the current turn, the two countries immediately become - independent. - -

- 13.3 SHORTER GAME. -

- -

Counterinsurgencies can take a long time to conclude: the Algerian War, at about 8 years, was of less than - average -» length. Players can agree to an open-ended game, checking their respective PSLs every 6 - turns, at the end of the Turn Interphase. If one player would "win" with at least a Substantial - Victory (that is, his PSL is 26 or more points ahead of the other player's) two checks running, the - game ends at that point and he wins the game with the level of victory he enjoyed at that moment. - However, the game would end if at any point a player's PSL is reduced to 0. - - - + + + + + + Algeria - Rules of Play + + + + + +

Algeria: The War for Independence 1954 - 1962

+

RULES OF PLAY

+ +

Table of Contents

+ + +

CREDITS

+

+ Design: Brian Train
+ Development: Brian Train
+ Graphics: Jon Compton and Ania B. Ziolkowska
+ Layout & Design: Lise Patterson
+ Playtesting: Bruce Geryk +

+ +

+ 1. INTRODUCTION +

+ +

+ Algeria is a game simulating the conflict between the Front de Liberation Nationale (FLN) Arab + nationalist guerrillas and the French government from 1954 to 1962. During the game, the FLN Player tries to + erode the authority of the French colonial authorities and replace their governing structures with his own, to the point + that Algeria makes the transition to national independence.

+ +

+ 2. GAME COMPONENTS AND CONCEPTS +

+ +

+ 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 + 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. + +

+ 2.1 COUNTERS +

+ +

+ Most of the 140 counters in the game represent small or large military or paramilitary formations. Units are + also differentiated between static (FLN Fronts and Government Police: represented by icons) and mobile + (FLN Cadres, Bands and Faileks, all Government regular, elite and Algerian units: represented by the "box" + 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. + +

+ 2.2 MAP +

+ + +

The map is an abstracted representation of Algeria, divided into areas. Urban areas (large cities) are named; all + non-urban areas have the name of a large town and a number code to correspond with the wilaya or zone + system the FLN command structure used (so area V-1 is the first sector in wilaya 5). Each area has a set + of boxes to hold units. + +

+ +

There are several other non-area areas shown on the map: +

+ +

+ 2.3 GAME CONCEPTS AND DEFINITIONS +

+ +

Here are explanations of several administrative and political concepts represented in the game: + +

+ +

+ 3. SETTING UP THE GAME +

+ +

+ Players begin by picking a scenario 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. + +

+ 4. SEQUENCE OF PLAY +

+ +

+ Each turn represents an indeterminate period of time: usually several months or more. Each turn, the Sequence of + Play is as follows: + +

+ +

The structure of the rules follows this scheme. + +

+ 5. RANDOM EVENTS PHASE +

+ +

+ 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. + +

+ 6. REINFORCEMENT PHASE +

+ +

+ In this phase, the FLN player gathers AP from various sources, and expends some of them to Build and Augment his + units. The Government player expends PSP to mobilize and/or activate static or mobile units. The + Government player goes first in this phase: however, to save time and by mutual agreement it may + be conducted simultaneously. + +

+ 6.1 FLN SOURCES FOR AP +

+ +

The FLN player gets AP from several sources: + +

+ +

+ 6.2 FLN BUILD / CONVERT +

+ +

+ The FLN player may build new Cadres or Bands by spending the AP cost and placing them in the UG box of any area + which contains a non-Neutralized Front (note that this requires the presence of a Front). New units + may be given missions in the Operations Phase that turn. The FLN player may also Convert a Cadre to a + Front or Band, or a Band to a Failek, by spending the indicated cost in AP and swapping the unit for + the old. Fronts may not be created in Remote areas (not enough people) and there may be only one Front per + area. Fronts may also convert themselves to Cadres at no cost, but no recovery of AP either. A newly + converted Front will allow new Cadres or Bands to be built there in the same Reinforcement Phase. + +

+ 6.3 GOVERNMENT MOBILIZATION AND ACTIVATION +

+ +

+ 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). + +

6.31 Mobilization.

+ +

+ Newly mobilized mobile units are placed in the OPS box of any Area, and may be given missions that turn. They do + not have to be separately activated (6.32). + Newly mobilized Police units are placed in the PTL box of + any Area. The Government player may also remove Police units in this Phase (though he does not recover + any PSP) and may immediately re-mobilize them (for the stated cost in PSP) in another Area. New + Points are recorded on the Record Track. + +

6.32 Activation: mobile units.

+ +

+ French mobile units and the Border Zone Track have to be Activated each turn in order for them to conduct + missions in the Operations Phase or to interfere with FLN operations. If the Government player does + not pay the activation cost for a given unit, it is placed in the OC box of its current area. A unit + that was mobilized just this turn does not also have to be activated. + +

6.33 The Border Zone Track.

+ +

+ The Government player will progressively mobilize the Border Zone during the game. He initially mobilizes the + Border Zone by paying the indicated PSP cost and placing the Status marker on the "0" box of the + Track. Each turn thereafter he may pay additional PSP to improve the DRM that will apply against FLN + units attempting to Move across the border with Morocco or Tunisia. +

+ The Government player must also pay each turn to activate the Border Zone. If he does not pay the activation + cost + for the Border Zone, the Status marker is flipped over to show "Inactive". If the Border Zone is not + activated, its DRM will not apply to FLN units moving across the international border. + +

+ 7. DEPLOYMENT PHASE +

+ +

Both players decide what they will do during the upcoming Operations Phase. The Government player goes first. +

+ +

+ 8. OPERATIONS PHASE +

+ +

+ In the Operations Phase players can conduct any mission except Patrol. At the beginning of the Phase, and after + any player performs a mission, the FLN player may: +

+

+ When the Government player is told to perform a mission, or if the FLN player passes, the Government player may + either perform a mission or pass. If both players pass in succession, start the Turn Interphase. + (Note: the Government player always has a chance to React (9.25) to a FLN player mission, + and only that mission, just after the FLN player implements the result from that mission and before the players + move + on to any other mission.) + +

+ 9. MISSIONS +

+ +

+ Procedures and requirements for different missions are explained below. Not all missions are available to all + players. In general, when a player has an opportunity to conduct a mission, the player: +

+ +

+ 9.1 FLN PLAYER MISSIONS +

+ +

See chart for cost in AP and the number/type of units needed to perform the mission. + +

9.11 Propaganda

+ +
+
Who may do:
+
Cadres and Fronts
+
Prerequisites:
+
1 mission per area per turn limit; not in + Remote areas (not enough people around to impress): cost 1 AP
+
Procedure:
+
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 + any combination.
+
Additional effects:
+
On a "+" result, the Cadre is eliminated; a Front is reduced to a Cadre.
+
+ +

9.12 Strike

+ +
+
Who may do:
+
Front needed; Cadres may assist
+
Prerequisites:
+
1 mission per area per turn limit; Urban area only; cost 3 AP
+
Procedure:
+
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 + 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 + Government player must React to a Strike with at least 1 unit. There is a penalty of-1d6 PSP if + he cannot or will not React to it.
+
Additional effects:
+
On a "+" result, all FLN units involved in the mission are removed: a Cadre is eliminated; a + Front is reduced to a Cadre. On a "@" result, all Police units in the area are neutralized (flip them + over).
+
+ +

9.13 Movement

+ +
+
Who may do:
+
Cadres, Bands, Faileks Prerequisites: none; costs OAP
+
Procedure:
+
FLN mobile units may move from area to area on the map. Units make their movement attempts singly. + A unit may move from one area to any other area within its current wilaya. A unit may also move to an + area in a wilaya adjacent to its current one (that is, the two share a land border) but the area + moved + to must be adjacent to at least one area in its current wilaya. Morocco and Tunisia are treated as + single-area wilaya for this purpose.
+
+

+ 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. + (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 + attempting to move across the border with Morocco or Tunisia.) + +

9.14 Raid

+ +
+
Who may do:
+
Bands or Faileks
+
Prerequisites:
+
1 mission per area per turn; not in Remote areas; cost 1 AP
+
Procedure:
+
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 + if the Raid was in an Urban area).
+
Additional effects:
+
a '+' or result will also neutralize one Band/Failek or Police unit and Terrorize the area + (see 11.6).
+
+ + This mission represents attacks on towns and villages, to obtain food, supplies or conscripts or to + intimidate the local police and government infrastructure. + +

9.15 Harass

+ +
+
Who may do:
+
Bands or Faileks
+
Prerequisites:
+
none; cost 0 AP
+
Procedure:
+
There is no limit to the number of Harass missions that may be undertaken in an area per turn, but normally + units attack singly, as discrete + missions. The exception is when there is at least 1 Failek in the OPS box of an Area: in this case, + when the FLN player conducts a Harass mission with the Failek, any number of mobile units in the OPS + box may (but do not have to) join it in its mission, adding all their Firepower Ratings together. All are + placed in the OC box afterward.
+
+ +

To conduct the mission, the FLN may 'fire' on the Combat Results Table (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. + +

Note that one or both player's PSLs will be affected by units being hit, reduced or eliminated; see + the PSL Adjustments Summary. Also note that Government units are never eliminated, only potentially + Neutralized.

+ +

+ 9.2 GOVERNMENT PLAYER MISSIONS +

+ +

9.21 Patrol.

+ +
+
Who may do:
+
any Government unit
+
Prerequisites:
+
none; cost 0 PSP
+
Procedure:
+
Patrol is the only mission Police units may + perform, so they are always in the PTL box. Mobile units are moved to the PTL box of their current area + during the Deployment phase. Any mobile units Patrolling in the area may React to any FLN mission or + join a Flush mission if the Government player wants them to, but they are placed in the OC box of the + area after Reacting.
+
+ + This represents a situation where units are broken up into a number of small detachments and + dispersed in an area to interfere with enemy movement and operations. (The French name for this tactic is + quadrillage, + after the grid-square overprinting used on military maps). The general effect of Patrolling units is to + give an unfavorable DRM to FLN missions. + +

9.22 Flush

+ +
+
Who may do:
+
any mobile unit in OPS or PTL box
+
Prerequisites:
+
none; cost 0 PSP
+
Procedure:
+
The Government player designates the mobile unit or units to perform the mission in the OPS or + PTL boxes of the area they occupy. Multiple units may be selected for the mission if and only if: + +
+
+ +

+ Airmobilized units (see 11.12) may travel any distance to join or conduct a Flush, but only + if one or both of the two conditions above are satisfied. +

+ 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 + return fire. After taking any combat results, all remaining involved units are placed in the OC box. + +

9.23 React

+ +
+
Who may do:
+
any mobile unit in OPS or PTL box
+
Prerequisites:
+
FLN player has just conducted a mission; cost 0 PSP
+
Procedure:
+
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 + give the Government player a moment to decide whether he will React or not).
+
+ +

The Government player designates which mobile units in the OPS or PTL box are Reacting. Multiple units may be + selected for the mission if and only if: +

+

+ Airmobilized units (see 11.12) may travel any distance to join or conduct a React, but only + if one or both of the + two conditions above are satisfied. +

+ 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. + +

9.24 Intelligence

+ +
+
Who may do:
+
no mobile unit required
+
Prerequisites:
+
at least 1 non-neutralized Police unit present; cost 1 PSP
+
Procedure:
+
This mission may only be conducted in areas where the Government player has at least one + non-neutralized Police unit present. The Government player pays 1 PSP, indicates the area, totals the + Contact Ratings of the non-neutralized Police units there, and rolls to contact each FLN unit in the + UG box of that area by rolling equal to or less than this number (DRM: +1 if target unit has an + Evasion rating higher than the total Contact ratings involved, of if mission is in a Remote area, or + if there is a Terror marker present; -1 if in an Urban area). Any units successfully contacted are + moved to the OC box, where they are now vulnerable to future Flush missions. The Police units remain in + the PTL box regardless of the result.
+
+ +

9.25 Civil Affairs

+ +
+
Who may do:
+
no mobile unit required
+
Prerequisites:
+
1 mission per area per turn; at least 1 non-neutralized Police unit present; not in Remote areas; + cost 1 PSP
+
Procedure:
+
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 + successful Civil Affairs missions are subtracted from the FLN PSL (note this is different + from the FLN Propaganda mission). The Police units remain in the PTL box regardless of the result. +
+
Additional effect:
+
remove Terror marker on a @ or +.
+
+ +

9.26 Suppression

+ +
+
Who may do:
+
no mobile unit required; Elite units may assist
+
Prerequisites:
+
1 mission per area per turn; at least 1 non-neutralized Police unit present; cost 1 PSP
+
Procedure:
+
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 + 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.
+
Additional effect:
+
On a '@' result, all Cadre and Front + units in the area are neutralized as well and the area is Terrorized (place a Terror marker). On a '+' + result, the mission backfired somehow and the Government player loses 1d6 PSP, as well as having to place a + Terror marker.
+
+ +

9.27 Population Resettlement

+ +
+
Who may do:
+
no mobile unit required
+
Prerequisites:
+
at least 1 non-neutralized Police unit present; Rural areas only; cost 1 PSP
+
Procedure:
+
Success is automatic and permanent: the + Government player pays 1 PSP and places a 'REMOTE' marker in the area to denote that it is treated as + Remote for the rest of the game.
+
Additional effect:
+
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.
+
+ +

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 + 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 + the Muslim population of Algeria.

+ +

+ 10. TURN INTERPHASE +

+ +

During the Turn Interphase, the following events occur in sequence: + +

+ 10.1 CONTROL / DEPRECIATION SEGMENT +

+ +

Both players examine each area on the map and determine which areas are Controlled and which are Contested. + Control of an area is adjudged anew each turn as follows: 3 Control Points for each FLN Front or + Dispersed mode French division, and 1 point for each other unit present in an area. Government units + do not have to be activated. Neutralized units do not count. +

If one side has twice as many or more Control Points than the other, then it gets Control and an appropriate + marker is placed in the area. If one side has less than twice as many Points, take the difference of + the two totals. Both sides then roll 1d6 trying to get equal to or less than that number. If one + side succeeds, then he gets Control. If both or neither succeed, then the area remains Contested and + no marker is placed. A side that gets Control of an area keeps it until the beginning of the next + Control/Depreciation Phase. +

Example: 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. + +

10.11 Depreciation.

+ +

The Government player must roll to see if any of his Air or Helicopter points are lost due to depreciation (roll + once for each category, against the Maximum value for each type of point), then the FLN player rolls + for depreciation of any unused AP he may have had left over after the Operations Phase. (This + represents inertia, pilfering, losses in transit, capture, sabotage, wear and tear on equipment, and + apathy on the part of the population - all the things Clausewitz termed 'friction'). +

Example: if the FLN player had 17 AP squirreled away, the Loss Number is 4. He will lose 4 + AP if he rolls this number or less on 1d6. + +

+ 10.2 RECOVERY SEGMENT +

+ +

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 + check if this happens). + +

+ 10.3 REDEPLOYMENT SEGMENT +

+ +

The FLN player returns all his units in a given area to its UG box. The Government player returns all his mobile + units in a given area from the OC or PTL boxes to its OPS box. The Government player flips all his + Airmobilized units (11.1) back to their front sides and resets his Air and Helicopter Points + Available markers to the same boxes as his Air and Helicopter Maximum markers. + +

+ 10.4 FINAL POLITICAL SUPPORT ADJUSTMENT SEGMENT +

+ +

First, the Government player must check for a coup d'etat if his PSL is less than 30 + (see 11.3). Then both sides adjust their PSL as directed in the PSL Adjustment Summary for + this Phase. + +

+ 11. SPECIAL RULES +

+ +

+ 11.1 AIRPOWER AND AIRMOBILITY +

+ +

The Government player may mobilize Air and Helicopter Points. Each point represents a varying number of aircraft + of various types. He keeps track of these points on the Record Track: each point mobilized adds one to + the Air (or Helicopter) Point Maximum. The Air (or Helicopter) Point Available marker will help him to + remember how many points have not been used so far in the turn. + +

11.11 Air Points.

+ +

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 + 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. + +

11.12 Helicopter Points.

+ +

Helicopter Points may be used to 'airmobilize' mobile units. One point may airmobilize one Elite brigade; two + will airmobilize a regular French or Algerian infantry brigade; divisions may not be airmobilized. The + point or points can be 'attached' to the unit at any time during the turn (so reducing the 'Helo Pts + Aval' marker on the Record Track), and they 'stay' with the airmobilized unit until the + Redeployment Segment. Flip the unit over to show its "HELO" side (and note its Contact rating + has gone up!). +

An airmobilized unit may travel any distance to participate in a Flush or React Mission if it is an Elite unit, + or if a Division in either mode is present in the area where the mission is occurring. + +

+ 11.2 OTHER COUNTRIES +

+ +

Under normal circumstances, units of both players may not enter other countries except as noted below. + +

11.21 Morocco and Tunisia.

+ +

These two countries are given their independence from France in a random event that occurs during the game + (or this will occur some time in the first 6 turns, if using optional rules). When these countries are + granted independence, both the FLN and Government PSL are raised by 2d6 (players roll separately, and + this happens only once). From that point forward: + +

+ +

11.22 France

+

No side ever actually controls France. The Government player may not deploy units to France + (although that is + technically where his units are coming from) except the OAS marker, if he controls it. The FLN player + may maintain a maximum of 1 Cadre marker in France (he may place it there in the Deployment Phase, + from any Area where there is a Front unit not considered an Urban area so any PSP gained or lost in + the mission are not doubled), where it may perform 1 Propaganda mission per turn (clarification: + though there are lots of cafes there, France is not considered an Urban area so any PSP gained or lost are + not doubled). The Government player may not React to this mission. In the Deployment Phase, the Cadre + unit may be deployed to any Area where there is a Front unit. + +

+ 11.3 THE OAS +

+ +

The Organization d'Armee Secrete (OAS) was a terrorist organization made up of right-wing white Algerian + colonists, army deserters, and other hard cases. The OAS is automatically activated in the + Reinforcement Phase of any turn when the Government PSL is 30 or less. When this event occurs, roll + one die to see who controls it: on a 1-3 the FLN player, on a 4-6 the Government. In subsequent + Random Events Phases, roll to see who controls the OAS for that turn. There is a Government PSP + penalty applied at the end of the turn, depending on where the OAS is placed. +

In the Reinforcement Phase, the controlling player places the OAS marker in any urban area of Algeria or in + France. + +

+ +

The OAS marker may be removed in the Reinforcement Phase of any turn when the Government PSL is more than + 70. This is the only way to get rid of it: however, it will reappear if the Government PSL goes below + 30 at a later time. +

The Government player will lose PSP in the Final PSL Adjustment Segment of each turn, depending on where the + OAS is located at the time. See the PSL Adjustments Summary. + +

+ 11.4 COUP D'ETAT +

+ +

One of the perils of a low Government PSL is the chance that the elite units in the French Army will intervene in + domestic politics, in hopes of installing a regime more amenable to their wishes. If, at the beginning + of the Final PSL Adjustment Segment of a turn, the Government PSL is less than 30, the Army may + attempt a coup. The Government player must roll 1d6 and there is an attempted coup on an adjusted + "6". The Government player then rolls 2d6 on the Coup Table and applies the result. If the OAS marker + is currently in France, there is a +1 DRM to both rolls. If the result requires the Government player + to remove Elite units, they must be removed from the game immediately and completely (they have been + disbanded and may not be rebuilt). He chooses which ones to remove from among those that are + already mobilized and on the map; there is no additional penalty if the Coup Table result calls for + more elite units to be removed than are actually available. + +

+ 11.5 TERRORISM +

+ +

Terror markers may be placed in areas as a side-effect of Raid, Suppression and Resettlement Missions. There + may be only 1 Terror marker in an area at a time. When a Terror marker is in an Area, it generally + makes things more difficult for either side: the FLN player gets fewer AP from an area in the + 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 (9.25), or in + the Recovery Segment (see the Recovery Table). +

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. + +

+ 11.6 THE FRENCH NAVY +

+ +

The Government player may mobilize Naval points. Note the number of points present on the Record Track. The + effect of Naval points is to interdict FLN AP arriving from abroad: deduct the current number of Naval + Points from the AP gained by the FLN's current PSL in the Reinforcement Phase, and when the "Foreign + Arms Shipment" random event occurs. (clarification: unlike Air and Helicopter points, Naval + points do not depreciate (10.11)). + +

+ 11.7 FRENCH DIVISION MODES +

+ +

The Government player has a number of division-size units (with a unit size indicator of XX). They are always in + one of two modes: + +

+ +

Divisions change mode in the Deployment Phase: flip the counter to show whatever mode it happens to be in + (the unit type of the Division in Concentrated mode does not matter; it's included only for + historical verisimilitude). + A neutralized division may change mode, if you think it necessary for some reason. + + +

+ 12 POLITICAL SUPPORT LEVELS AND HOW TO WIN +

+ +

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. + +

+ 12.1 HIGH AND LOW PSL +

+ +

There are certain advantages and disadvantages to having a particularly high or low PSL: see the DRM summaries in + the Charts and Tables. +

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. +

>Example: the FLN PSL is currently 98 and the Government player conducts a Population + Resettlement mission (9.26). + The FLN player rolls 3d6 and scores 10 PSP. He raises his PSL by one to 99, which is as high as it can go, and + deducts 9 PSP from the Government PSL. + +

+ 12.2 VICTORY +

+ +

The game has no pre-set length. If, at any time, either player's PSL is reduced to 0 or less, then the game + immediately ends and the other player is declared the winner. The scale of that player's victory is + determined by his PSL at the moment the game ends: + +

+ +

+ 13. OPTIONAL RULES +

+ +

+ 13.1 SLOW FRENCH REACTION (1954 SCENARIO) +

+ +

This rule is for the 1954 scenario only. It is optional but is highly suggested, once players have learned the + game. Historically, the French authorities were slow to perceive and react to the threat posed by the + initial FLN actions in November 1954 (the point at which the game begins). They were also slow to + adopt more effective tactics. Therefore, until the first Reinforcement Phase in which the FLN + PSL exceeds the Government PSL, these restrictions apply to the Government player: + +

+ +

+ 13.2 MORE DETERMINISTIC INDEPENDENCE (1954 SCENARIO) +

+ +

Instead of waiting for a random event to make Morocco and Tunisia independent, assume that this will happen some + time in the first 6 turns of the 1954 scenario. Each Random Events Phase, roll 1d6; if the number + rolled is less than or equal to the number of the current turn, the two countries immediately become + independent. + +

+ 13.3 SHORTER GAME. +

+ +

Counterinsurgencies can take a long time to conclude: the Algerian War, at about 8 years, was of less than + average length. Players can agree to an open-ended game, checking their respective PSLs every 6 + turns, at the end of the Turn Interphase. If one player would "win" with at least a Substantial + Victory (that is, his PSL is 26 or more points ahead of the other player's) two checks running, the + game ends at that point and he wins the game with the level of victory he enjoyed at that moment. + However, the game would end if at any point a player's PSL is reduced to 0. + + + \ No newline at end of file -- cgit v1.2.3