Activity | AP | Notes | Result |
---|---|---|---|
Build Cadre or Band | 3 (2) |
| Place in UG box of same area or country as Front |
Convert Cadre to Front | 3 |
| Exchange counters |
Convert Cadre to Band | 1 |
| Exchange counters |
Convert Band to Failek | 2 |
| Exchange counters |
Activity | AP | Notes | Result | DRM |
---|---|---|---|---|
Propaganda | 1 |
|
|
|
Strike | 3 |
|
|
|
Move | 0 |
|
|
|
Raid | 1 |
|
|
|
Harass | 0 |
| Roll on Combat Results Table; Govt unit fires back at HALF firepower (round up). |
Roll (1d6) | -1 | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 |
---|---|---|---|---|---|---|---|---|---|---|
Result | 0+ | 0+ | 1+ | 1 | 1 | 2 | 2 | 3@ | 4@ | 5@ |
Source | Urban | Rural | Remote |
---|---|---|---|
Areas under FLN Control (-1 AP if area is terrorized) | 5 if controlled, 2 if contested but non-neutralized FLN units are present | 2 if controlled, 1 if contested but non-neutralized FLN units are present | 0 |
FLN PSL | AP = FLN PSL x 10% (round fractions up) MINUS # of Govt Naval Points | ||
Raid missions | As determined by Mission Success Table rolls | ||
Random Events | As determined by random event rolled |
Item | PSP to Mobilize | PSP to Activate (unit moves to OC if not Activated) |
---|---|---|
French division | 5 | 1 |
French brigade | 2 | 1/2 |
French Elite brigade | 3 | 1/2 |
Algerian brigade | 2 | 0 |
Police unit | 1 (place in PTL box) | 0 |
1 Air Point | 2 | 0 |
1 Naval / Helo Point | 3 | 0 |
Border Zone | 6 (per DRM, including initial "0") | 1 (flip Status marker to "inactive" if not Activated) |
(use if Government PSL <= 30; coup attempt if roll 6 on a 1d6; DRM +1 = if OAS is deployed in France)
Die Roll (2d6) | Result (DRM +1 = if OAS is deployed in France) |
---|---|
2 | wild success: +3d6 PSP, mobilize 2d6 PSP of units for free |
3-4 | big success: +2d6 PSP, mobilize 1d6 PSP of units for free |
5-6 | success: +1d6 PSP |
7 | fizzle: -1d6 PSP |
8-9 | failure: -2d6 PSP, remove 1 elite unit from the game |
10-12 | abject failure: -3d6 PSP, remove 1d6 elite units from the game |
Mission | PSP | Notes | Result | DRM |
---|---|---|---|---|
Patrol | 0 |
| Patrolling mobile units may React or join a Flush in their area | |
Flush | 0 |
| Roll d6 per FLN unit: <= total Contact rating: unit Contacted. Contacted FLN units, then Government, fire on CRT. Place surviving FLN units and Government units in OC box |
|
React | 0 |
| Contact automatic. Roll d6 per FLN unit: <= Evasion rating: unit moves to UG box. Remaining FLN units, then Government, fire on CRT. Place surviving FLN units and Government units in OC box. | |
Intelligence | 1 |
| Roll d6 per FLN unit: <= total Contact rating of non-neutralized Police units: unit moves to OC box |
|
Civil Affairs | 1 |
| # = PSP subtracted from FLN PSL + @ = remote Terror marker in area, if present | +1 if Amnesty random even in effect |
Suppression | 1 |
| # = number of FLN Bands/Faileks neutralized @ = area Terrorized; all Cadres and Fronts are neutralized + = area Terrorized; -1d6 Government PSP |
|
Population Resettlement | 1 |
| Area automatically and permanently becomes Remote and Terrorized (Fronts convert to Cadres); FLN +3d6 PSP |
Roll (1d6) | -1 | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 |
---|---|---|---|---|---|---|---|---|---|---|
Result | 0+ | 0+ | 1+ | 1 | 1 | 2 | 2 | 3@ | 4@ | 5@ |
Random Events Phase | one player rolls on Random Events Table, implement result, see who controls OAS (1-3=FLN) |
---|---|
Reinforcement Phase | Both sides accrue and spend AP or PSL to build, convert, mobilize, activate units/ Border Zone. Government player goes first. OAS activates if Government PSL =< 30. |
Deployment Phase | Government changes Division modes, puts mobile units in PTL box of same area, or in OPS box of any area in Algeria. FLN moves units from UG to OPS box of same area (may deploy 1 Cadre to France). |
Operations Phase | FLN chooses whether to act, or let Government act. Either player may pass. Consecutive Passes end the phase. Players' PSLs may be adjusted during this Phase, depending on events. |
Turn Interphase | |
Control
|
(roll 1d6 twice in succession)
11-26 | No event. Lucky you. |
31-33 | FLN Foreign Arms shipment. The FLN player adds 2d6 AP, minus the current number of Naval Points. |
34-36 | Jealousy and Paranoia. FLN units may not Move across wilaya borders this turn only (they may move across international borders). |
41-42 | Elections in France. Government player rolls on the Coup Table (no DRM) and adds or subtracts the number of PSP indicated: no units are mobilized or removed. |
43-44 | UN Debates Algerian Independence. Player with higher PSL raises FLN or lowers Government PSL by 1d6. |
45-46 | FLN Fractional Purge. The Government player chooses one wilaya and rolls 1d6, neutralizing that number of FLN units there (the FLN player's choice which ones). |
51-54 | Morocco and Tunisia Gain Independence. Raise both FLN and Government PSL by 2d6; FLN player may
now Build/Convert units in these two countries as if a Front were there and Government may begin to
mobilize the Border Zone. See 11.22. If this event is rolled again, or if playing the 1958 or 1960 scenarios, FLN player instead rolls on the Mission Success Table (no DRM) and gets that number of AP (represents infiltration of small numbers of weapons and troops through the borders). |
55-56 | NATO pressures France to boost European defense. The Government player rolls 1d6 and must remove that number of French Army brigades (a division counts as three brigades) from the map. The units may be re-mobilized at least one turn later. |
61-62 | Suez Crisis. The Government player must remove 1d6 elite units from the map, up to the number actually available: they will return in the Reinforcement Phase of the next turn automatically - they do not need to be mobilized again but do need to be activated. Treat as "No Event" if rolled again, or playing 1958 or 1960 scenarios. |
63-64 | Amnesty. The French government offers "the peace of the brave" to FLN rebels. All Government Civil Affairs or Suppression missions get a +1 DRM this turn. |
65-66 | Jean-Paul Sartre writes article condemning the war. Reduce Government PSL by 1 PSP. |
Die Roll | 1 | 2-4 | 5-8 | 9-15 | 16-24 | 25-36+ |
---|---|---|---|---|---|---|
1 | - | - | 1 | 1 | 2 | 3 |
2 | - | - | 1 | 2 | 4 | 5 |
3 | - | - | 2 | 3 | 5 | 7 |
4 | - | 1 | 2 | 3 | 5 | 8 |
5 | - | 1 | 2 | 4 | 6 | 10 |
6 | 1 | 2 | 3 | 5 | 8 | 12 |
Total Firepower Ratings involved (+1d6 for each Air Point used: no Air Points in Urban areas) read across to correct column, and roll 1d6. Result is the number of 'hits' on enemy units. Each 'hit' on Government units is -1 PSP to the Government PSL or +1 to the FLN PSL: each 'hit' on FLN units eliminates one Cadre or Band, or reduces a Front to a Cadre, or reduces a Failek to a Band (FLN player chooses how to distribute his losses). Excess "hits" on FLN units are not implemented. Remaining involved units of the side that received the largest number of 'hits' (according to the table, whether implemented or not) are Neutralized (no one is neutralized if equal results). When units fire at half Firepower Rating, round fractions up.
Roll 1d6. DRM: -1 for PSL <= 30, +1 for PSL => 70.
If (roll) <= Loss Number; then deduct the indicated numer of Points
Points | 1-5 | 6-10 | 11-15 | 16-20 | 21-24 | ≥ 25 |
---|---|---|---|---|---|---|
Loss Number | -1 | -2 | -3 | -4 | -5 | -6 |
Neutralized Unit | Terrorized Area | |
---|---|---|
Die roll | DRM: +1 elite unit or PSL => 70 -1 PSL <= 30 | DRM: +1 no non-neutralized FLN units in area |
<1-4 | -- | -- |
5-6+ | Recovers | Recovers |
Who | #PSP | Why | When |
---|---|---|---|
Both sides | +/-? | As demanded by Random Event | Random Events Phase |
Government | -? | For units newly mobilized or activated | Reinforcement Phase |
FLN Government | +? -? | Propaganda or Strike mission (FLN choice, any combination) | Operations Phase |
FLN | -? | Civil Affairs mission | Operations Phase |
FLN | +3d6 | Population Resettlement mission | Operations Phase |
Government | -1d6 | failed Suppression mission | Operations Phase |
Government FLN | +1 OR -1 | for each FLN Cadre or Band eliminated (Government player's choice) | Operations Phase |
Government FLN | +2 AND -1 | for each Front reduced to a Cadre, or Failek reduced to a Band | Operations Phase |
Government FLN | -1 OR +1 | for each 'hit' inflicted on Government mobile units, OR for each Police unit neutralized (FLN player's choice) | Operations Phase |
Government | -1d6 | did not React to Strike | Operations Phase |
Government | +/-?d6 | Coup d'etat: see Coup Table | final PSL Adjst Segment |
Government | -1 -2 | OAS deployed in Algeria OAS deployed in France | final PSL Adjst Segment |
Government | -1 | for each area currently Terrorized or ever Resettled | final PSL Adjst Segment |
FLN | -3d6 | No non-neutralized FLN mobile units Algeria | final PSL Adjst Segment |
FLN | +? | Total Firepower of FLN mobile units in Morocco and/or Tunisia x 10% (round fractions down) | final PSL Adjst Segment |
either side | +? | side that Controls more areas gets PSP equal to HALF the difference between them (round fractions down) | final PSL Adjst Segment |
Mobile units have their Evasion (for FLN) or Contact (for Government) rating printed to the left of the symbol box, while the Firepower rating is printed underneath the symbol box. Static units have one number, which is their Firepower and Contact or Evasion rating, printed underneath their icon.
Unit | Colour |
---|---|
FLN | green |
French Army regular | light blue |
French Army elite | light red |
Algerian or Police | turquoise |
game markers | white/yellow |
Unit | Type |
---|---|
box with cross or "L" | Infantry (I = Band, II = Failek, X = brigade, XX = division) |
box with cross and "wings" or anchor | Elite infantry unit |
box with infinity sign and "HELO" | Airmobilized unit |
empty box | Dispersed mode division |
box with megaphone | Cadre (mobile unit) |
cop icon | Police (static unit) |
fist icon | Front (static unit) |
Players begin by selecting a scenario. They then place units and set markers as required by the scenario, Government player first. Units may set up in any areas of the wilaya indicated (remember Urban areas are part of wilayas), Divisions may set up in either mode, Police units set up in PTL boxes. Play then begins with the Random Event Phase of Turn 1. All areas are considered to be Contested until the Turn Interphase of the first turn: the FLN player begins with 2d6 AP as a compensation.
Wilaya | 1954 | 1958 | 1960 |
---|---|---|---|
I | Government: nothing FLN: 1 Front, 1 Cadre | Government: 2 French XX, 1 French X FLN: 1 Front, 2 Cadres, 2 Bands | Government: 2 French XX, 1 Algerian X FLN: 2 Cadres, 2 Bands |
II | Government: 1 French X, 1 Algerian X, 1 Police FLN: 1 Front, 2 Cadres | Government: 2 French XX, 1 French X, 3 Elite X, 1 Algerian X, 2 Police FLN: 1 Front, 2 Cadres, 2 Bands | Government: 2 French XX, 4 Elite X, 2 Algerian X, 2 Police FLN: 1 Front, 2 Cadres, 2 Bands |
III | Government: nothing FLN: 1 Front, 1 Cadre | Government: 2 French XX, 1 Algerian X, 2 Police FLN: 1 Front, 2 Cadres, 2 Bands | Government: 2 French XX, 1 French X, 1 Algerian X FLN: 2 Fronts, 2 Cadres, 2 Bands |
IV | Government: 1 French X, 1 Algerian X, 1 Police FLN: 1 Cadre | Government: 2 French XX, 3 Elite X, 2 Algerian X, 2 Police FLN: 2 Fronts, 2 Cadres, 2 Bands | Government: 2 French XX, 3 Elite X, 2 Algerian X, 2 Police FLN: 1 Front, 1 Cadre, 1 Band |
V | Government: 1 French X, 1 Elite X, 1 Algerian X, 1 Police FLN: 1 Front, 2 Cadres | Government: 3 French XX, 1 French X, 1 Elite X, 1 Algerian X, 2 Police FLN: 1 Front, 1 Cadre, 1 Band | Government: 5 French XX, 1 Algerian X, 2 Police FLN: 1 Cadre, 1 Band |
VI | Government: nothing FLN: nothing | Government: nothing FLN: 1 Front, 1 Cadre, 1 Band | Government: nothing FLN: nothing |
Morocco | Not independent yet | FLN: 1 Band | FLN: 4 Bands |
Tunisia | Not independent yet | FLN: 4 Bands, 1 Failek | FLN: 4 Bands, 3 Faileks |
Government PSL = 65 Points: 0 Air, 0 Helo, O Naval FLN PSL = 50 FLN AP = 2d6 Border Zone = n/a | Government PSL = 50 Points: 6 Air, 4 Helo, 2 Naval FLN PSL = 60 FLN AP = 2d6 Border Zone = -2 | Government PSL = 45 Points: 7 Air, 5 Helo, 3 Naval FLN PSL = 45 FLN AP = 2d6 Border Zone = -3 |
(Algeria V2-140, this version 28 August 2015, edits 23 December 2015)