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 @@ - - - -
- -
- Design: Brian Train
- Development: Brian Train
- Graphics: Jon Compton and Ania B. Ziolkowska
- Layout & Design: Lise Patterson
- Playtesting: Bruce Geryk
-
-
- 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. - -
- 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. - -
- 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. - -
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: -
Here are explanations of several administrative and political concepts represented in the game: - -
- 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 - 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 - plan for Algerian independence under the Evian Accords). See 12.0. -
- 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. - -
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. - -
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. - -
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. - -
The FLN player gets AP from several sources: - -
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. - -
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). - -
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. - -
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. - -
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. - -
Both players decide what they will do during the upcoming Operations Phase. The Government player goes first. -
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.) - -
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: -
See chart for cost in AP and the number/type of units needed to perform the mission. - -
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.) - -
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.
- -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. - -
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. - -
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.
- -During the Turn Interphase, the following events occur in sequence: - -
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. -
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. - -
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). - -
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. - -
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. - -
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. -
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. -
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. - -
Under normal circumstances, units of both players may not enter other countries except as noted below. -
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. -
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. - -
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. - -
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. - -
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. - -
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)). - -
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. - - -
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. - -
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. - -
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.) - -
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. - -
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. - -
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. - - - + + + +
+ +
+ Design: Brian Train
+ Development: Brian Train
+ Graphics: Jon Compton and Ania B. Ziolkowska
+ Layout & Design: Lise Patterson
+ Playtesting: Bruce Geryk
+
+ 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.
+ ++ 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. + +
+ 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. + +
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: +
Here are explanations of several administrative and political concepts represented in the game: + +
+ 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 + 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 + plan for Algerian independence under the Evian Accords). See 12.0. +
+ 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. + +
+ 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. + +
+ 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. + +
+ 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. + +
The FLN player gets AP from several sources: + +
+ 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. + +
+ 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). + +
+ 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. + +
+ 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. + +
+ 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. + +
Both players decide what they will do during the upcoming Operations Phase. The Government player goes first. +
+ 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.) + +
+ 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: +
See chart for cost in AP and the number/type of units needed to perform the mission. + +
+ 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.) + +
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.
+ ++ 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. + +
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. + +
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.
+ +During the Turn Interphase, the following events occur in sequence: + +
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. + +
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. + +
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). + +
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. + +
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. + +
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. + +
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. + +
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. + +
Under normal circumstances, units of both players may not enter other countries except as noted below. + +
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: + +
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. + +
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. + +
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. + +
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. + +
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)). + +
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. + + +
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. + +
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. + +
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: + +
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: + +
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. + +
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