Algeria: The War for Independence 1954 - 1962

CHARTS & TABLES

Table of Contents

FLN Player Charts and Tables

Reinforcement Phase Actions

Activity AP Notes Result
Build Cadre or Band 3 (2)
  • Non-neutralized Front
  • Only 2 AP to build in Morocco / Tunisia
Place in UG box of same area or country as Front
Convert Cadre to Front 3
  • Non-neutralized Cadre
  • Only 1 Front per area
  • Not in Remote areas
Exchange counters
Convert Cadre to Band 1
  • Non-neutralized Cadre
  • Does not require presence of a Front
Exchange counters
Convert Band to Failek 2
  • Only possible in Morocco / Tunisia
Exchange counters

Operations Phase Missions

Activity AP Notes Result DRM
Propaganda 1
  • Front or Cadre may do
  • Only 1 mission/area/turn
  • Not in Remote areas
# =
PSP added to FLN or subtracted from Govt PSL (any combo, FLN chooses; x2 if Urban area)
+ =
unit eliminated or reduced
  • -1 x # units on Patrol
  • -1 area is Terrorized
Strike 3
  • Uses Front, Cadres may assist for DRM
  • Urban area only; only 1 mission/area/turn
  • Penality if Government player does not React
# =
#d6 added to FLN or subtracted from Govt PSL (any combo; FLN chooses)
+ =
all FLN units conducting mission eliminated / reduced
@ =
all Police units in area neutralized
-1d6
Gov PSL if no React
  • -1 x # units on Patrol
  • -1 area is Terrorized
  • +1 x # Cadre assisting
Move 0
  • 1 mobile unit attempt at a time; any distance within current wilaya, if crossing wilaya or int'l border may move only to area sharing border with current wilaya or country
+ =
unit eliminated
  • -1 x # units on Patrol in area moved to
  • -? = Border Zone DRM, if crossed international border
Raid 1
  • Band/Failek may do (extra units give + DRM)
  • Only 1 mission/area/turn
  • Not in Remote area
# =
AP gained (x2 if Urban area)
+ =
1 Band/Failek neutralized, area is Terrorized
@ =
1 Police unit neutralized, area is Terrorized
  • +1 x (# units-1)
  • -1 x # units on Patrol
Harass 0
  • Band/Failek may do (units attack singly unless Failek present, they may combine)
  • Choose one Govt unit for target
Roll on Combat Results Table; Govt unit fires back at HALF firepower (round up).

Mission Success Table

Roll (1d6) -1 0 1 2 3 4 5 6 7 8
Result 0+ 0+ 1+ 1 1 2 2 3@ 4@ 5@

FLN AP Sources

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

Government Player Charts and Tables

Government Mobilization and Activation Table

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)

Coup Table

(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 eelite units from the game

Operations Phase Missions

Mission PSP Notes Result DRM
Patrol 0
  • Place in Deployment Phase
  • Only mission Police units can do
Patrolling mobile units may React or join a Flush in their area
Flush 0
  • Uses mobile units in OPS/PTL box in same area (airmobile units may travel any distance)
  • Only versus units in OPS or OC box
  • Units may combine only if all Elite, or Division is in Area
Roll d6 per FLN unit: <= total Contact rating: unit Contacted. Contacted FLN units, then Government, fire on CRT. Place surviving FLN units and Government units in OC box
  • +1 Evasion rating of unit is higher than total Contact rating
  • +1 in Remote area
  • +1 area is Terrorized
  • -1 in Urban area
React 0
  • Use Mobile units in OPS/PTL box in same area (airmobile units may travel any distance)
  • Only vs. units that just performed mission
  • Units may combine only if all Elite, or Division is in Area
Contact automatic. Roll d6 per FLN unit: <= Evasion rating: unit moves to UG box. Remaining FLN units, then Government, fire on CRT. Place surviving FLN units and Government units in OC box.
Intelligence 1
  • Need non-neutralized Police unit or units in area
  • Only vs. units in UG box
Roll d6 per FLN unit: <= total Contact rating of non-neutralized Police units: unit moves to OC box
  • +1 Evasion rating of unit is higher than total Contact ratings
  • +1 in Remote area
  • +1 area is Terrorized
  • -1 in Urban area
Civil Affairs 1
Suppression 1
Population Resettlement 1

Mission Success Table

Roll (1d6) -1 0 1 2 3 4 5 6 7 8
Result 0+ 0+ 1+ 1 1 2 2 3@ 4@ 5@

Common Charts and Tables

Sequence of Play

Random Events Table

Combat Results Table

Die Roll 1 2-4 5-8 9-15 16-24 25-36 37-50 51+
1 - - - - 1 1 1 2
2 - - - 1 1 1 2 2
3 - - 1 1 2 2 2 3
4 - 1 1 2 2 2 3 4
5 1 1 2 2 2 3 4 4
6 1 2 2 2 3 4 4 5

Depreciation Table

Recovery Table

PSL Adjustments Summary

Unit Identification Chart

Scenarios