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authorTor Andersson <tor@ccxvii.net>2022-04-08 01:29:54 +0200
committerTor Andersson <tor@ccxvii.net>2022-11-17 13:11:25 +0100
commite8a5f5410a0e876d889a2a8137c34bb925f65408 (patch)
tree8d891624db916cfaa6f0e5629e65d070874b58fd
parent4bb51cd7884c3861446098ffca0750bddbfa833b (diff)
downloadrommel-in-the-desert-e8a5f5410a0e876d889a2a8137c34bb925f65408.tar.gz
Assets.
-rw-r--r--.gitignore3
-rw-r--r--about.html2
-rw-r--r--card_dummy.svg3
-rw-r--r--card_real.svg5
-rw-r--r--cover.1x.jpgbin0 -> 28757 bytes
-rw-r--r--cover.2x.jpgbin0 -> 95621 bytes
-rw-r--r--cover.jpgbin0 -> 46775 bytes
-rw-r--r--cover.pngbin0 -> 388901 bytes
-rw-r--r--data.js8
-rw-r--r--favicon.pngbin0 -> 26445 bytes
-rw-r--r--icons/armor.svg4
-rw-r--r--icons/armor_elite.svg4
-rw-r--r--icons/armor_itank.svg5
-rw-r--r--icons/armor_itank_elite.svg5
-rw-r--r--icons/artillery.svg4
-rw-r--r--icons/infantry.svg4
-rw-r--r--icons/mechanized_infantry.svg4
-rw-r--r--icons/mobile_antitank.svg5
-rw-r--r--icons/motorized_antitank_new.svg5
-rw-r--r--icons/motorized_antitank_old.svg4
-rw-r--r--icons/motorized_infantry.svg5
-rw-r--r--icons/paratroopers.svg4
-rw-r--r--icons/recon.svg4
-rw-r--r--icons/self_propelled_artillery.svg5
-rw-r--r--info/rules.html3822
-rw-r--r--info/rules1.jpgbin0 -> 112246 bytes
-rw-r--r--info/rules10.jpgbin0 -> 24035 bytes
-rw-r--r--info/rules11.jpgbin0 -> 17944 bytes
-rw-r--r--info/rules12.jpgbin0 -> 17973 bytes
-rw-r--r--info/rules13.jpgbin0 -> 17975 bytes
-rw-r--r--info/rules14.jpgbin0 -> 17965 bytes
-rw-r--r--info/rules15.jpgbin0 -> 18005 bytes
-rw-r--r--info/rules16.jpgbin0 -> 41724 bytes
-rw-r--r--info/rules17.jpgbin0 -> 18896 bytes
-rw-r--r--info/rules18.jpgbin0 -> 18783 bytes
-rw-r--r--info/rules19.jpgbin0 -> 17970 bytes
-rw-r--r--info/rules2.jpgbin0 -> 22672 bytes
-rw-r--r--info/rules20.jpgbin0 -> 17973 bytes
-rw-r--r--info/rules21.jpgbin0 -> 63506 bytes
-rw-r--r--info/rules22.jpgbin0 -> 48946 bytes
-rw-r--r--info/rules23.jpgbin0 -> 23379 bytes
-rw-r--r--info/rules24.jpgbin0 -> 62343 bytes
-rw-r--r--info/rules25.jpgbin0 -> 89387 bytes
-rw-r--r--info/rules26.jpgbin0 -> 99088 bytes
-rw-r--r--info/rules27.jpgbin0 -> 87150 bytes
-rw-r--r--info/rules28.jpgbin0 -> 86917 bytes
-rw-r--r--info/rules29.jpgbin0 -> 88153 bytes
-rw-r--r--info/rules3.jpgbin0 -> 18045 bytes
-rw-r--r--info/rules30.jpgbin0 -> 59226 bytes
-rw-r--r--info/rules31.jpgbin0 -> 16133 bytes
-rw-r--r--info/rules32.jpgbin0 -> 16146 bytes
-rw-r--r--info/rules33.jpgbin0 -> 16140 bytes
-rw-r--r--info/rules34.jpgbin0 -> 16132 bytes
-rw-r--r--info/rules4.jpgbin0 -> 27446 bytes
-rw-r--r--info/rules5.jpgbin0 -> 46674 bytes
-rw-r--r--info/rules6.jpgbin0 -> 18041 bytes
-rw-r--r--info/rules7.jpgbin0 -> 26002 bytes
-rw-r--r--info/rules8.jpgbin0 -> 38592 bytes
-rw-r--r--info/rules9.jpgbin0 -> 63771 bytes
-rw-r--r--info/units.html244
-rw-r--r--play.html854
-rw-r--r--play.js356
-rw-r--r--rules.js1592
-rw-r--r--texture_clear.pngbin0 -> 27547 bytes
-rw-r--r--texture_depression.pngbin0 -> 27408 bytes
-rw-r--r--texture_marsh.pngbin0 -> 1493 bytes
-rw-r--r--texture_mountain.pngbin0 -> 27713 bytes
-rw-r--r--texture_scree.pngbin0 -> 14600 bytes
-rw-r--r--thumbnail.jpgbin0 -> 16338 bytes
-rw-r--r--tools/gencss.js7
-rw-r--r--tools/gendata.js576
-rw-r--r--tools/gentextures.sh36
-rw-r--r--tools/genunits.js227
-rw-r--r--tools/rock_overlay.pngbin0 -> 44367 bytes
-rw-r--r--tools/rock_overlay@2x.pngbin0 -> 160515 bytes
-rw-r--r--tools/scree_overlay.pngbin0 -> 21813 bytes
-rw-r--r--tools/scree_overlay@2x.pngbin0 -> 72197 bytes
-rw-r--r--tools/wetland.pbmbin0 -> 8203 bytes
-rw-r--r--units.svg1025
79 files changed, 8740 insertions, 82 deletions
diff --git a/.gitignore b/.gitignore
new file mode 100644
index 0000000..62fc544
--- /dev/null
+++ b/.gitignore
@@ -0,0 +1,3 @@
+HIRES
+WORK
+svgo.config.js
diff --git a/about.html b/about.html
index f2b8595..bec14ce 100644
--- a/about.html
+++ b/about.html
@@ -13,5 +13,5 @@ Copyright &copy; 1984-2022
<ul>
<li><a href="/rommel-in-the-desert/info/rules.html">Rulebook</a>
-<li><a href="/rommel-in-the-desert/info/blocks.html">Blocks</a>
+<li><a href="/rommel-in-the-desert/info/units.html">Blocks</a>
</ul>
diff --git a/card_dummy.svg b/card_dummy.svg
new file mode 100644
index 0000000..f14e5fb
--- /dev/null
+++ b/card_dummy.svg
@@ -0,0 +1,3 @@
+<svg xmlns="http://www.w3.org/2000/svg" width="124" height="170" version="1.2" viewBox="0 0 44 60">
+<circle cx="22" cy="30" r="15" stroke-width=".5" fill="none" stroke="black"/>
+</svg>
diff --git a/card_real.svg b/card_real.svg
new file mode 100644
index 0000000..8b7d787
--- /dev/null
+++ b/card_real.svg
@@ -0,0 +1,5 @@
+<svg xmlns="http://www.w3.org/2000/svg" width="124" height="170" version="1.2" viewBox="0 0 44 60">
+<circle cx="22" cy="30" r="15" fill="black" />
+<rect x="0" y="0" width="22" height="60" fill="white" />
+<circle cx="22" cy="30" r="15" stroke-width=".5" fill="none" stroke="black"/>
+</svg>
diff --git a/cover.1x.jpg b/cover.1x.jpg
new file mode 100644
index 0000000..0da9e75
--- /dev/null
+++ b/cover.1x.jpg
Binary files differ
diff --git a/cover.2x.jpg b/cover.2x.jpg
new file mode 100644
index 0000000..af9978a
--- /dev/null
+++ b/cover.2x.jpg
Binary files differ
diff --git a/cover.jpg b/cover.jpg
new file mode 100644
index 0000000..d1ee405
--- /dev/null
+++ b/cover.jpg
Binary files differ
diff --git a/cover.png b/cover.png
new file mode 100644
index 0000000..88b1162
--- /dev/null
+++ b/cover.png
Binary files differ
diff --git a/data.js b/data.js
new file mode 100644
index 0000000..eba7cbc
--- /dev/null
+++ b/data.js
@@ -0,0 +1,8 @@
+const hex_exists = [0,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0]
+const hex_road = [0,0,0,0,0,0,0,4,4,4,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4,4,4,4,1,1,4,2,4,4,4,0,0,0,0,0,0,0,0,0,0,0,0,0,4,1,1,1,1,2,1,1,2,2,1,1,4,1,4,2,4,4,2,4,4,0,0,0,2,1,2,2,2,1,0,1,1,1,1,1,0,1,0,2,0,0,0,2,0,0,0,0,0,1,1,0,1,1,0,1,0,0,1,1,1,1,0,2,0,0,0,2,0,0,0,0,0,0,1,1,1,0,0,1,0,0,0,1,1,1,1,2,0,0,0,0,0,0,0,0,0,4,1,1,0,0,0,1,0,0,0,0,1,1,1,2,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0]
+const side_road = [0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4,0,4,4,0,0,4,0,4,0,4,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4,0,4,4,0,4,4,0,0,0,0,0,0,0,1,4,1,2,4,4,0,4,2,0,4,0,4,4,0,0,0,0,4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4,0,4,1,0,1,1,0,0,1,0,0,2,1,2,2,0,2,2,1,0,4,2,1,2,2,0,2,0,0,4,2,1,4,0,1,4,0,0,4,0,1,4,0,0,4,0,2,4,0,0,4,0,0,4,2,0,4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,4,0,2,0,0,2,0,2,2,0,0,0,0,0,0,0,1,0,0,0,1,0,1,2,0,0,2,1,0,2,1,0,0,1,2,0,0,0,0,0,1,0,0,0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,4,0,0,1,2,0,0,0,1,0,1,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,1,0,0,1,0,0,1,0,0,1,0,0,0,0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,4,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,1,0,0,0,1,0,0,1,0,0,1,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4,0,0,1,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,1,0,0,1,0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,1,0,1,1,0,0,1,0,0,1,0,0,1,0,0,1,0,0,0,0,0,0,1,0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0]
+const side_limit = [0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,1,1,0,0,1,0,1,0,2,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,2,1,0,1,1,0,0,0,0,0,0,0,1,2,2,2,1,1,0,1,2,2,2,2,2,2,2,0,0,1,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,2,1,0,2,1,0,0,1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1,2,2,2,0,1,2,0,0,2,0,2,2,0,0,2,0,2,2,2,2,2,2,2,2,2,2,2,2,2,0,0,2,0,0,0,0,0,0,0,0,0,1,2,0,2,2,0,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,0,2,2,0,0,0,0,0,0,0,0,0,0,0,0,2,2,0,2,2,2,2,2,2,2,2,2,2,2,2,2,0,2,2,2,1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,0,2,2,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,2,1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,2,0,2,0,1,0,1,1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,0,0,2,2,2,2,2,2,2,0,0,2,0,0,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,0,0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,2,0,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,0,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0]
+const hex_name = {"7":"El Garib","8":"Cyrene","9":"El Gubba","10":"Derna","30":"Tocra","31":"Barce","32":"Marawa","33":"Wadi Cuff","34":"Wadi Cuff E","35":"Gazala","36":"Acroma","37":"Tobruk","38":"Belhamed","39":"Gambut","40":"Bardia","54":"Benghazi","55":"Er Regima","56":"Charruba","57":"Charruba E","58":"Mechili","59":"Rotonda Segnali","60":"Sidi Mufta","61":"Bir Harmat","62":"El Adem","63":"Sidi Rezegh","64":"Ft. Capuzzo","65":"Sollum","66":"Buq Buq","67":"Sidi Barrani","68":"Sidi Barrani E","69":"Mersa Matruh","70":"Fuka","71":"El Daba","72":"El Alamein","73":"El Hamam","74":"Alexandria","78":"Ghemines","79":"Skeleidima","80":"Msus","81":"Msus E","82":"Tengeder W","83":"Tengeder","84":"Tengeder E","85":"Bir Hacheim","86":"Retma","87":"Bir Gubi","88":"Gabr Saleh","89":"Sidi Omar","90":"Bir Habata","91":"Sofafi","92":"Sofafi E","93":"Bir el Kenayis","94":"Bir Khalda","95":"Bir Khalda E","96":"Alam Halfa W","97":"Alam Halfa","98":"Alam Halfa E","103":"Beda Fomm","104":"Antelat","105":"Antelat E","106":"Ben Gania","107":"Ben Gania E","108":"Tengeder SE","109":"Bir Hacheim SW","110":"Bir Hacheim SE","111":"Retma SE","112":"Ft. Maddalena W","113":"Ft. Maddalena","114":"Ft. Maddalena E","115":"Bir Khamsa","116":"Bir el Qatrani","117":"Bir el Qatrani E","118":"Bir el Kenayis SE","119":"Bir Khalda SE","120":"El Himeimat W","121":"El Himeimat","122":"El Himeimat E","128":"Agedabia","129":"Jebel el Matar","130":"Haraga","131":"Haraga E","137":"Ft. Maddalena SW","138":"Ft. Maddalena SE","139":"Bir Khamsa SW","140":"Bir Fuad W","141":"Bir Fuad","142":"Bir Fuad E","151":"El Agheila","152":"Mersa Brega","153":"El Haseiat","154":"El Haseiat E","155":"Haraga SE","162":"Jarabub Oasis NW","163":"Jarabub Oasis NE","165":"Bir Fuad SW","166":"Bir Fuad SE","176":"Maaten Giofer","177":"Maaten Giofer E","178":"Sahaba","179":"Sahaba E","180":"Jalo Oasis NE","186":"Jarabub Oasis W","187":"Jarabub Oasis","188":"Jarabub Oasis E","189":"Siwa Oasis NE","200":"Maaten Giofer SW","201":"Maaten Giofer SE","202":"Sahaba SW","203":"Jalo Oasis W","204":"Jalo Oasis","205":"Jalo Oasis E","211":"Jarabub Oasis SW","212":"Siwa Oasis W","213":"Siwa Oasis","214":"Siwa Oasis E"}
+const regions = {"Libya":[7,8,9,10,30,31,32,33,34,35,36,37,38,39,40,54,55,56,57,58,59,60,61,62,63,64,78,79,80,81,82,83,84,85,86,87,88,103,104,105,106,107,108,109,110,111,112,113,128,129,130,131,132,133,134,135,136,137,138,151,152,153,154,155,156,157,158,159,160,161,162,176,177,178,179,180,181,182,183,184,185,186,187,200,201,202,203,204,205,206,207,208,209,210,211],"Egypt":[65,66,67,68,69,70,71,72,73,74,89,90,91,92,93,94,95,96,97,98,114,115,116,117,118,119,120,121,122,123,139,140,141,142,143,144,163,164,165,166,167,188,189,190,191,212,213,214,215],"Sidi Omar":[89],"Tobruk":[37],"Sollum":[65],"El Agheila":[151],"Mersa Brega":[152],"East Line":[36,37,38,39,40,60,61,62,63,64,65,66,67,68,69,70,71,72,73,74,85,86,87,88,89,90,91,92,93,94,95,96,97,98,112,113,114,115,116,117,118,119,120,121,122,123,137,138,139,140,141,142,143,144,162,163,164,165,166,167,187,188,189,190,191],"West Line":[7,8,9,10,30,31,32,33,34,35,54,55,56,57,58,59,78,79,80,81,82,83,103,104,105,106,107,128,129,130],"Jebel el Akhdar":[7,8,9,32,33,34,56,57],"Sebkha el Segira":[152,176],"Sebket el Jeneinen":[179,203],"Qattara Depression":[144,145,146,168,169,192,193,216,217]}
+const units = [{"nationality":"italian","type":"infantry","class":"infantry","speed":1,"appearance":"S","steps":4,"elite":0,"label":12,"name":"Tre"},{"nationality":"italian","type":"infantry","class":"infantry","speed":1,"appearance":"S","steps":4,"elite":0,"label":13,"name":"Pav"},{"nationality":"italian","type":"infantry","class":"infantry","speed":1,"appearance":"S","steps":4,"elite":0,"label":14,"name":"Bre"},{"nationality":"italian","type":"infantry","class":"infantry","speed":1,"appearance":"S","steps":3,"elite":0,"label":15,"name":"Bol"},{"nationality":"italian","type":"infantry","class":"infantry","speed":1,"appearance":"S","steps":3,"elite":0,"label":16,"name":"Sav"},{"nationality":"italian","type":"mech. inf.","class":"infantry","speed":3,"appearance":7,"steps":4,"elite":0,"label":21,"name":"Tri"},{"nationality":"italian","type":"infantry","class":"infantry","speed":1,"appearance":7,"steps":2,"elite":0,"label":22,"name":"Sab"},{"nationality":"italian","type":"armor","class":"armor","speed":3,"appearance":11,"steps":3,"elite":0,"label":23,"name":"Lit"},{"nationality":"italian","type":"mot. inf.","class":"infantry","speed":2,"appearance":17,"steps":3,"elite":0,"label":24,"name":"Fas"},{"nationality":"italian","type":"mot. inf.","class":"infantry","speed":2,"appearance":19,"steps":3,"elite":0,"label":25,"name":"Cen"},{"nationality":"italian","type":"infantry","class":"infantry","speed":1,"appearance":19,"steps":2,"elite":0,"label":26,"name":"Pis"},{"nationality":"italian","type":"para","class":"infantry","speed":1,"appearance":"M","steps":4,"elite":0,"label":27,"name":"Fol"},{"nationality":"italian","type":"artillery","class":"artillery","speed":1,"appearance":"S","steps":2,"elite":0,"label":28,"name":"Ita"},{"nationality":"italian","type":"armor","class":"armor","speed":3,"appearance":"S","steps":4,"elite":0,"label":29,"name":"Ari"},{"nationality":"german","type":"armor","class":"armor","speed":3,"appearance":"S","steps":3,"elite":1,"label":14,"name":"21/5"},{"nationality":"german","type":"recon","class":"armor","speed":4,"appearance":"S","steps":1,"elite":1,"label":15,"name":"21/3"},{"nationality":"german","type":"mech. inf.","class":"infantry","speed":3,"appearance":"S","steps":3,"elite":1,"label":16,"name":"21/104"},{"nationality":"german","type":"recon","class":"armor","speed":4,"appearance":3,"steps":1,"elite":1,"label":17,"name":"15/33"},{"nationality":"german","type":"mob. a/t","class":"antitank","speed":3,"appearance":3,"steps":2,"elite":1,"label":18,"name":"88mm/A"},{"nationality":"german","type":"mech. inf.","class":"infantry","speed":3,"appearance":3,"steps":3,"elite":1,"label":19,"name":"15/115"},{"nationality":"german","type":"armor","class":"armor","speed":3,"appearance":5,"steps":3,"elite":1,"label":21,"name":"15/8"},{"nationality":"german","type":"recon","class":"armor","speed":4,"appearance":5,"steps":1,"elite":1,"label":22,"name":"90/580"},{"nationality":"german","type":"mot. inf.","class":"infantry","speed":2,"appearance":5,"steps":2,"elite":1,"label":23,"name":"90/361"},{"nationality":"german","type":"mot. a/t","class":"antitank","speed":2,"appearance":5,"steps":2,"elite":1,"label":24,"name":"50mm"},{"nationality":"german","type":"artillery","class":"artillery","speed":1,"appearance":7,"steps":2,"elite":1,"label":25,"name":"/104"},{"nationality":"german","type":"mot. inf.","class":"infantry","speed":2,"appearance":7,"steps":2,"elite":1,"label":26,"name":"90/200"},{"nationality":"german","type":"mob. a/t","class":"antitank","speed":3,"appearance":11,"steps":2,"elite":1,"label":27,"name":"88mm/B"},{"nationality":"german","type":"mech. inf.","class":"infantry","speed":3,"appearance":11,"steps":2,"elite":1,"label":28,"name":"90/sv288"},{"nationality":"german","type":"mech. inf.","class":"infantry","speed":3,"appearance":11,"steps":2,"elite":1,"label":29,"name":"90/346"},{"nationality":"german","type":"para","class":"infantry","speed":1,"appearance":"M","steps":3,"elite":1,"label":31,"name":"Ram"},{"nationality":"german","type":"infantry","class":"infantry","speed":1,"appearance":"M","steps":3,"elite":1,"label":32,"name":"164/382+433"},{"nationality":"german","type":"infantry","class":"infantry","speed":1,"appearance":"M","steps":2,"elite":1,"label":33,"name":"164/125"},{"nationality":"german","type":"mech. inf.","class":"infantry","speed":3,"appearance":3,"steps":3,"elite":1,"label":34,"name":"90/155"},{"nationality":"german","type":"mot. a/t","class":"antitank","speed":2,"appearance":17,"steps":2,"elite":1,"label":35,"name":"76mm"},{"nationality":"allied","type":"armor","class":"armor","speed":3,"appearance":"S","steps":2,"elite":0,"label":14,"name":"2/3"},{"nationality":"allied","type":"mech. inf.","class":"infantry","speed":3,"appearance":"S","steps":2,"elite":0,"label":15,"name":"2/SG"},{"nationality":"allied","type":"mech. inf.","class":"infantry","speed":3,"appearance":"S","steps":2,"elite":0,"label":16,"name":"4IN/3m"},{"nationality":"allied","type":"mot. inf.","class":"infantry","speed":2,"appearance":"S","steps":4,"elite":0,"label":17,"name":"9AU/20"},{"nationality":"allied","type":"mot. inf.","class":"infantry","speed":2,"appearance":"S","steps":4,"elite":0,"label":18,"name":"70/14+16"},{"nationality":"allied","type":"mot. inf.","class":"infantry","speed":2,"appearance":"S","steps":3,"elite":0,"label":19,"name":"70/23"},{"nationality":"allied","type":"armor","class":"armor","speed":3,"appearance":"T","steps":1,"elite":1,"label":21,"name":"Matilda/A"},{"nationality":"allied","type":"mech. inf.","class":"infantry","speed":3,"appearance":"T","steps":3,"elite":0,"label":22,"name":"7/SG"},{"nationality":"allied","type":"mech. inf.","class":"infantry","speed":3,"appearance":"T","steps":3,"elite":0,"label":23,"name":"7/22G"},{"nationality":"allied","type":"mot. inf.","class":"infantry","speed":2,"appearance":"T","steps":3,"elite":0,"label":24,"name":"/Pol"},{"nationality":"allied","type":"mot. inf.","class":"infantry","speed":2,"appearance":"T","steps":3,"elite":0,"label":25,"name":"7AU/18"},{"nationality":"allied","type":"artillery","class":"artillery","speed":1,"appearance":"T","steps":2,"elite":0,"label":26,"name":"/Tob"},{"nationality":"allied","type":"mot. inf.","class":"infantry","speed":2,"appearance":18,"steps":4,"elite":0,"label":27,"name":"51H/152"},{"nationality":"allied","type":"self prop. arty","class":"artillery","speed":3,"appearance":18,"steps":2,"elite":0,"label":28,"name":"Priest"},{"nationality":"allied","type":"artillery","class":"artillery","speed":1,"appearance":18,"steps":4,"elite":0,"label":29,"name":"/C"},{"nationality":"allied","type":"armor","class":"armor","speed":3,"appearance":2,"steps":4,"elite":0,"label":31,"name":"7/7"},{"nationality":"allied","type":"mech. inf.","class":"infantry","speed":3,"appearance":2,"steps":3,"elite":0,"label":32,"name":"4IN/7m"},{"nationality":"allied","type":"mot. inf.","class":"infantry","speed":2,"appearance":2,"steps":3,"elite":0,"label":33,"name":"4IN/5"},{"nationality":"allied","type":"mot. inf.","class":"infantry","speed":2,"appearance":2,"steps":3,"elite":0,"label":34,"name":"4IN/11"},{"nationality":"allied","type":"armor","class":"armor","speed":3,"appearance":4,"steps":1,"elite":1,"label":35,"name":"Matilda/B"},{"nationality":"allied","type":"i-tank","class":"armor","speed":3,"appearance":4,"steps":4,"elite":0,"label":36,"name":"/1AT"},{"nationality":"allied","type":"armor","class":"armor","speed":3,"appearance":4,"steps":3,"elite":0,"label":37,"name":"7/4"},{"nationality":"allied","type":"recon","class":"armor","speed":4,"appearance":4,"steps":2,"elite":0,"label":38,"name":"7"},{"nationality":"allied","type":"artillery","class":"artillery","speed":1,"appearance":20,"steps":3,"elite":0,"label":39,"name":"/D"},{"nationality":"allied","type":"mot. a/t","class":"antitank","speed":2,"appearance":6,"steps":3,"elite":0,"label":41,"name":"2#"},{"nationality":"allied","type":"mech. inf.","class":"infantry","speed":3,"appearance":6,"steps":4,"elite":0,"label":42,"name":"2NZ/4"},{"nationality":"allied","type":"mech. inf.","class":"infantry","speed":3,"appearance":6,"steps":4,"elite":0,"label":43,"name":"2NZ/5"},{"nationality":"allied","type":"mech. inf.","class":"infantry","speed":3,"appearance":6,"steps":4,"elite":0,"label":44,"name":"2NZ/6"},{"nationality":"allied","type":"mot. inf.","class":"infantry","speed":2,"appearance":6,"steps":4,"elite":0,"label":45,"name":"1SA/2+5"},{"nationality":"allied","type":"mot. inf.","class":"infantry","speed":2,"appearance":6,"steps":3,"elite":0,"label":46,"name":"1SA/1"},{"nationality":"allied","type":"recon","class":"armor","speed":4,"appearance":8,"steps":2,"elite":0,"label":47,"name":"1SA"},{"nationality":"allied","type":"mot. inf.","class":"infantry","speed":2,"appearance":8,"steps":3,"elite":0,"label":48,"name":"1SA/3"},{"nationality":"allied","type":"mot. inf.","class":"infantry","speed":2,"appearance":8,"steps":3,"elite":0,"label":49,"name":"2SA/4+6"},{"nationality":"allied","type":"armor","class":"armor","speed":3,"appearance":8,"steps":4,"elite":0,"label":51,"name":"1/22"},{"nationality":"allied","type":"i-tank","class":"armor","speed":3,"appearance":8,"steps":3,"elite":0,"label":52,"name":"/32AT"},{"nationality":"allied","type":"artillery","class":"artillery","speed":1,"appearance":8,"steps":2,"elite":0,"label":53,"name":"/A"},{"nationality":"allied","type":"armor","class":"armor","speed":3,"appearance":10,"steps":4,"elite":0,"label":54,"name":"1/2"},{"nationality":"allied","type":"mech. inf.","class":"infantry","speed":3,"appearance":10,"steps":3,"elite":0,"label":55,"name":"1/201G"},{"nationality":"allied","type":"mech. inf.","class":"infantry","speed":3,"appearance":10,"steps":2,"elite":0,"label":56,"name":"1/SG"},{"nationality":"allied","type":"mot. inf.","class":"infantry","speed":2,"appearance":10,"steps":3,"elite":0,"label":57,"name":"5IN/29"},{"nationality":"allied","type":"armor","class":"armor","speed":3,"appearance":12,"steps":2,"elite":1,"label":58,"name":"Grant"},{"nationality":"allied","type":"mot. a/t","class":"antitank","speed":2,"appearance":12,"steps":3,"elite":0,"label":59,"name":"6#/A"},{"nationality":"allied","type":"mech. inf.","class":"infantry","speed":3,"appearance":14,"steps":2,"elite":0,"label":61,"name":"10IN/161m"},{"nationality":"allied","type":"mot. inf.","class":"infantry","speed":2,"appearance":14,"steps":4,"elite":0,"label":62,"name":"5IN/9+10"},{"nationality":"allied","type":"mot. inf.","class":"infantry","speed":2,"appearance":14,"steps":4,"elite":0,"label":63,"name":"10IN/21+25"},{"nationality":"allied","type":"mot. inf.","class":"infantry","speed":2,"appearance":14,"steps":2,"elite":0,"label":64,"name":"8IN/18"},{"nationality":"allied","type":"mot. inf.","class":"infantry","speed":2,"appearance":14,"steps":4,"elite":0,"label":65,"name":"FF/2"},{"nationality":"allied","type":"artillery","class":"artillery","speed":1,"appearance":14,"steps":4,"elite":0,"label":66,"name":"/B"},{"nationality":"allied","type":"armor","class":"armor","speed":3,"appearance":20,"steps":3,"elite":1,"label":67,"name":"Sher/B"},{"nationality":"allied","type":"armor","class":"armor","speed":3,"appearance":20,"steps":3,"elite":0,"label":68,"name":"8/9"},{"nationality":"allied","type":"armor","class":"armor","speed":3,"appearance":20,"steps":3,"elite":0,"label":69,"name":"8/24"},{"nationality":"allied","type":"armor","class":"armor","speed":3,"appearance":16,"steps":4,"elite":0,"label":71,"name":"10/8"},{"nationality":"allied","type":"armor","class":"armor","speed":3,"appearance":16,"steps":3,"elite":0,"label":72,"name":"10/23"},{"nationality":"allied","type":"mot. inf.","class":"infantry","speed":2,"appearance":16,"steps":4,"elite":0,"label":73,"name":"9AU/26"},{"nationality":"allied","type":"mot. inf.","class":"infantry","speed":2,"appearance":16,"steps":4,"elite":0,"label":74,"name":"9AU/24"},{"nationality":"allied","type":"mot. inf.","class":"infantry","speed":2,"appearance":16,"steps":4,"elite":0,"label":75,"name":"44/131+133"},{"nationality":"allied","type":"mot. inf.","class":"infantry","speed":2,"appearance":16,"steps":2,"elite":0,"label":76,"name":"44/132"},{"nationality":"allied","type":"armor","class":"armor","speed":3,"appearance":18,"steps":3,"elite":1,"label":77,"name":"Sher/A"},{"nationality":"allied","type":"mot. a/t","class":"antitank","speed":2,"appearance":18,"steps":4,"elite":0,"label":78,"name":"6#/B"},{"nationality":"allied","type":"mot. inf.","class":"infantry","speed":2,"appearance":18,"steps":4,"elite":0,"label":79,"name":"51H/154"}]
+if (typeof module !== 'undefined') module.exports = { hex_name, hex_road, side_road, side_limit, regions, units }
diff --git a/favicon.png b/favicon.png
new file mode 100644
index 0000000..b639dc8
--- /dev/null
+++ b/favicon.png
Binary files differ
diff --git a/icons/armor.svg b/icons/armor.svg
new file mode 100644
index 0000000..c5bdf7b
--- /dev/null
+++ b/icons/armor.svg
@@ -0,0 +1,4 @@
+<svg xmlns="http://www.w3.org/2000/svg" width="18" height="18" version="1.2" viewBox="12 12 27 27">
+<path fill="#ccc" stroke="#111" stroke-linejoin="round" stroke-width="1.5" d="M38.3 38.3H12.8V12.9h25.5zm0 0"/>
+<path fill="none" stroke="#111" stroke-width="1.5" d="M33.8 25.4c0 2.7-2.4 5-5.4 5h-5.7c-3 0-5.5-2.3-5.5-5s2.5-4.9 5.5-4.9h5.7c3 0 5.4 2.2 5.4 5zm0 0"/>
+</svg>
diff --git a/icons/armor_elite.svg b/icons/armor_elite.svg
new file mode 100644
index 0000000..b96927e
--- /dev/null
+++ b/icons/armor_elite.svg
@@ -0,0 +1,4 @@
+<svg xmlns="http://www.w3.org/2000/svg" width="18" height="18" version="1.2" viewBox="12 12 27 27">
+<path fill="#ccc" stroke="#111" stroke-linejoin="round" stroke-width="1.5" d="M38.3 38.3H12.8V12.9h25.5zm0 0"/>
+<path fill="#777" stroke="#111" stroke-width="1.5" d="M33.8 25.4c0 2.7-2.4 5-5.4 5h-5.7c-3 0-5.5-2.3-5.5-5s2.5-4.9 5.5-4.9h5.7c3 0 5.4 2.2 5.4 5zm0 0"/>
+</svg>
diff --git a/icons/armor_itank.svg b/icons/armor_itank.svg
new file mode 100644
index 0000000..aeefc25
--- /dev/null
+++ b/icons/armor_itank.svg
@@ -0,0 +1,5 @@
+<svg xmlns="http://www.w3.org/2000/svg" width="18" height="18" version="1.2" viewBox="12 12 27 27">
+<path fill="#ccc" stroke="#111" stroke-linejoin="round" stroke-width="1.5" d="M38.3 38.3H12.8V12.9h25.5zm0 0"/>
+<path fill="none" stroke="#111" stroke-width="1.5" d="M34.1 25.4c0 2.7-2.4 4.9-5.4 4.9H23c-3 0-5.5-2.2-5.5-5 0-2.6 2.4-4.8 5.5-4.8h5.7c3 0 5.4 2.2 5.4 4.9zm0 0"/>
+<path fill="#111" d="M27.1 28.3h-3.4v-1h1v-3.8h-1v-1h3.4v1h-1v3.7h1zm0 0"/>
+</svg>
diff --git a/icons/armor_itank_elite.svg b/icons/armor_itank_elite.svg
new file mode 100644
index 0000000..28c57c9
--- /dev/null
+++ b/icons/armor_itank_elite.svg
@@ -0,0 +1,5 @@
+<svg xmlns="http://www.w3.org/2000/svg" width="18" height="18" version="1.2" viewBox="12 12 27 27">
+<path fill="#ccc" stroke="#111" stroke-linejoin="round" stroke-width="1.5" d="M38.3 38.2H12.8V12.8h25.5zm0 0"/>
+<path fill="#777" stroke="#111" stroke-width="1.5" d="M33.8 25.5c0 2.7-2.4 4.9-5.4 4.9h-5.7c-3 0-5.5-2.2-5.5-5s2.4-4.8 5.5-4.8h5.7c3 0 5.4 2.2 5.4 4.9zm0 0"/>
+<path fill="#111" d="M27.1 28.3h-3.4v-1h1v-3.8h-1v-1h3.4v1h-1v3.7h1zm0 0"/>
+</svg>
diff --git a/icons/artillery.svg b/icons/artillery.svg
new file mode 100644
index 0000000..e1bd0c3
--- /dev/null
+++ b/icons/artillery.svg
@@ -0,0 +1,4 @@
+<svg xmlns="http://www.w3.org/2000/svg" width="18" height="18" version="1.2" viewBox="12 12 27 27">
+<path fill="#ccc" stroke="#111" stroke-linejoin="round" stroke-width="1.5" d="M38.3 38.3H12.8V12.9h25.5zm0 0"/>
+<path fill="#111" d="M29.8 25.6c0 2.3-2 4.2-4.3 4.2a4.2 4.2 0 0 1-4.2-4.2 4.2 4.2 0 0 1 4.2-4.2c2.4 0 4.3 1.8 4.3 4.2"/>
+</svg>
diff --git a/icons/infantry.svg b/icons/infantry.svg
new file mode 100644
index 0000000..c5b876d
--- /dev/null
+++ b/icons/infantry.svg
@@ -0,0 +1,4 @@
+<svg xmlns="http://www.w3.org/2000/svg" width="18" height="18" version="1.2" viewBox="12 12 27 27">
+<path fill="#ccc" stroke="#111" stroke-linejoin="round" stroke-width="1.5" d="M38.3 38.3H12.8V12.9h25.5zm0 0"/>
+<path fill="none" stroke="#111" stroke-width="1.5" d="M12.8 12.8 38.3 38M38.2 13l-25.4 25"/>
+</svg>
diff --git a/icons/mechanized_infantry.svg b/icons/mechanized_infantry.svg
new file mode 100644
index 0000000..3a29187
--- /dev/null
+++ b/icons/mechanized_infantry.svg
@@ -0,0 +1,4 @@
+<svg xmlns="http://www.w3.org/2000/svg" width="18" height="18" version="1.2" viewBox="12 12 27 27">
+<path fill="#ccc" stroke="#111" stroke-linejoin="round" stroke-width="1.5" d="M38.3 38.3H12.8V12.9h25.5zm0 0"/>
+<path fill="none" stroke="#111" stroke-width="1.5" d="M12.8 12.8 38.3 38M38.2 13l-25.4 25m21-12.5c0 2.7-2.4 5-5.4 5h-5.7c-3 0-5.5-2.3-5.5-5s2.5-4.9 5.5-4.9h5.7c3 0 5.4 2.2 5.4 5zm0 0"/>
+</svg>
diff --git a/icons/mobile_antitank.svg b/icons/mobile_antitank.svg
new file mode 100644
index 0000000..5be776a
--- /dev/null
+++ b/icons/mobile_antitank.svg
@@ -0,0 +1,5 @@
+<svg xmlns="http://www.w3.org/2000/svg" width="18" height="18" version="1.2" viewBox="12 12 27 27">
+<path fill="#ccc" stroke="#111" stroke-linejoin="round" stroke-width="1.5" d="M38.3 38.3H12.8V12.9h25.5zm0 0"/>
+<path fill="none" stroke="#111" stroke-width="1.5" d="M33.8 25.4c0 2.7-2.4 5-5.4 5h-5.7c-3 0-5.5-2.3-5.5-5s2.5-4.9 5.5-4.9h5.7c3 0 5.4 2.2 5.4 5zm0 0"/>
+<path fill="#fff" stroke="#111" stroke-width="1.5" d="m25.9 13-9.6 24.9m9.3-25.1 9.1 25.4"/>
+</svg>
diff --git a/icons/motorized_antitank_new.svg b/icons/motorized_antitank_new.svg
new file mode 100644
index 0000000..00be21f
--- /dev/null
+++ b/icons/motorized_antitank_new.svg
@@ -0,0 +1,5 @@
+<svg xmlns="http://www.w3.org/2000/svg" width="18" height="18" version="1.2" viewBox="12 12 27 27">
+<path fill="#ccc" stroke="#111" stroke-linejoin="round" stroke-width="1.5" d="M38.3 38.3H12.8V12.9h25.5zm0 0"/>
+<path fill="#fff" stroke="#111" stroke-width="1.5" d="m25.9 13-9.6 24.9m9.3-25.1 9.1 25.4"/>
+<path fill="#111" d="M23.8 34.8c0 1.3-1 2.3-2.4 2.3-1.3 0-2.4-1-2.4-2.3s1-2.3 2.4-2.3c1.3 0 2.4 1 2.4 2.3m8.2 0c0 1.3-1 2.3-2.4 2.3-1.3 0-2.4-1-2.4-2.3s1-2.3 2.4-2.3c1.3 0 2.4 1 2.4 2.3"/>
+</svg>
diff --git a/icons/motorized_antitank_old.svg b/icons/motorized_antitank_old.svg
new file mode 100644
index 0000000..f554f4f
--- /dev/null
+++ b/icons/motorized_antitank_old.svg
@@ -0,0 +1,4 @@
+<svg xmlns="http://www.w3.org/2000/svg" width="18" height="18" version="1.2" viewBox="12 12 27 27">
+<path fill="#ccc" stroke="#111" stroke-linejoin="round" stroke-width="1.5" d="M38.3 38.3H12.8V12.9h25.5zm0 0"/>
+<path fill="#fff" stroke="#111" stroke-width="1.5" d="m25.9 13-9.6 24.9m9.3-25.1 9.1 25.4"/>
+</svg>
diff --git a/icons/motorized_infantry.svg b/icons/motorized_infantry.svg
new file mode 100644
index 0000000..750c432
--- /dev/null
+++ b/icons/motorized_infantry.svg
@@ -0,0 +1,5 @@
+<svg xmlns="http://www.w3.org/2000/svg" width="18" height="18" version="1.2" viewBox="12 12 27 27">
+<path fill="#ccc" stroke="#111" stroke-linejoin="round" stroke-width="1.5" d="M38.3 38.3H12.8V12.9h25.5zm0 0"/>
+<path fill="none" stroke="#111" stroke-width="1.5" d="M12.8 12.8 38.3 38M38.2 13l-25.4 25"/>
+<path fill="#111" d="M23.7 34.7c0 1.3-1 2.4-2.4 2.4-1.3 0-2.4-1-2.4-2.4s1-2.3 2.4-2.3c1.3 0 2.4 1 2.4 2.3m8.2 0c0 1.3-1 2.4-2.4 2.4a2.3 2.3 0 1 1 0-4.7c1.4 0 2.4 1 2.4 2.3"/>
+</svg>
diff --git a/icons/paratroopers.svg b/icons/paratroopers.svg
new file mode 100644
index 0000000..9e745a7
--- /dev/null
+++ b/icons/paratroopers.svg
@@ -0,0 +1,4 @@
+<svg xmlns="http://www.w3.org/2000/svg" width="18" height="18" version="1.2" viewBox="12 12 27 27">
+<path fill="#ccc" stroke="#111" stroke-linejoin="round" stroke-width="1.5" d="M38.3 38.3H12.8V12.9h25.5zm0 0"/>
+<path fill="none" stroke="#111" stroke-width="1.5" d="M12.8 12.8 38.3 38M38.2 13l-25.4 25m12.6-1.5v-2c0-1 1-1.8 2.2-1.8 1.2 0 2.2.9 2.2 1.9v1.9m-8.8 0v-2c0-1 1-1.8 2.2-1.8 1.2 0 2.2.9 2.2 1.9v1.9"/>
+</svg>
diff --git a/icons/recon.svg b/icons/recon.svg
new file mode 100644
index 0000000..c863893
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+<!DOCTYPE html>
+<html>
+<head>
+<title>RitD-2.0</title>
+<link rel="stylesheet" href="/fonts/fonts.css">
+<style>
+body{background-color:slategray}
+div{position:relative;background-color:white;margin:1em auto;box-shadow:1px 1px 8px -2px black}
+p{position:absolute;white-space:pre;margin:0}
+p{font-size:12.2pt;line-height:1em}
+p{font-family:Gentium Basic}
+.index p { width: 200px; }
+.index p a { width: 200px; text-decoration: none; }
+.index p a:hover { text-decoration: underline; }
+.index p .ix { float: right }
+</style>
+</head>
+<body>
+
+<div id="page1" style="background-image:url('rules1.jpg');width:765.0pt;height:990.0pt">
+</div>
+
+<div id="page2" style="background-image:url('rules2.jpg');width:765.0pt;height:990.0pt">
+<p style="top:390.3pt;left:101.2pt;font-size:18.8pt"><b>TABLE OF CONTENTS</b></p>
+<p style="top:418.0pt;left:110.0pt;font-size:16.1pt"><a href="#page4"><b>1.0 THE MAP</b></a></p>
+<p style="top:442.3pt;left:110.0pt;font-size:16.1pt"><a href="#page5"><b>2.0 UNITS</b></a></p>
+<p style="top:466.5pt;left:110.0pt;font-size:16.1pt"><a href="#page6"><b>3.0 SEQUENCE OF PLAY</b></a></p>
+<p style="top:490.8pt;left:110.0pt;font-size:16.1pt"><a href="#page7"><b>4.0 TURN OPTIONS</b></a></p>
+<p style="top:515.1pt;left:110.0pt;font-size:16.1pt"><a href="#page8"><b>5.0 GROUP MOVEMENT</b></a></p>
+<p style="top:539.3pt;left:110.0pt;font-size:16.1pt"><a href="#page10"><b>6.0 UNIT MOVEMENT</b></a></p>
+<p style="top:563.6pt;left:110.0pt;font-size:16.1pt"><a href="#page10"><b>7.0 ENGAGEMENT</b></a></p>
+<p style="top:587.9pt;left:110.0pt;font-size:16.1pt"><a href="#page11"><b>8.0 BATTLES</b></a></p>
+<p style="top:612.1pt;left:110.0pt;font-size:16.1pt"><a href="#page12"><b>9.0 COMBAT</b></a></p>
+<p style="top:636.4pt;left:110.0pt;font-size:16.1pt"><a href="#page13"><b>10.0 RETREATS</b></a></p>
+<p style="top:660.7pt;left:110.0pt;font-size:16.1pt"><a href="#page14"><b>11.0 DISRUPTION</b></a></p>
+<p style="top:685.0pt;left:110.0pt;font-size:16.1pt"><a href="#page15"><b>12.0 SUPPLY</b></a></p>
+<p style="top:709.2pt;left:110.0pt;font-size:16.1pt"><a href="#page17"><b>13.0 FORTRESSES</b></a></p>
+<p style="top:733.5pt;left:110.0pt;font-size:16.1pt"><a href="#page18"><b>14.0 MINEFIELDS</b></a></p>
+<p style="top:757.8pt;left:110.0pt;font-size:16.1pt"><a href="#page18"><b>15.0 OASES</b></a></p>
+<p style="top:782.0pt;left:110.0pt;font-size:16.1pt"><a href="#page19"><b>16.0 BUILDUP</b></a></p>
+<p style="top:806.3pt;left:110.0pt;font-size:16.1pt"><a href="#page21"><b>17.0 VICTORY</b></a></p>
+<p style="top:830.6pt;left:110.0pt;font-size:16.1pt"><a href="#page22"><b>18.0 SCENARIOS</b></a></p>
+<p style="top:854.8pt;left:110.0pt;font-size:16.1pt"><a href="#page28"><b>19.0 DEMO GAME</b></a></p>
+<p style="top:879.1pt;left:110.0pt;font-size:16.1pt"><a href="#page31"><b>20.0 STRATEGY NOTES</b></a></p>
+<p style="top:903.4pt;left:110.0pt;font-size:16.1pt"><a href="#page32"><b>21.0 DESIGN NOTES</b></a></p>
+<p style="top:391.0pt;left:371.2pt;font-size:21.9pt"><b>GAME DESIGN</b></p>
+<p style="top:422.3pt;left:380.0pt;font-size:21.9pt"><i>Craig Besinque</i></p>
+<p style="top:453.6pt;left:371.2pt;font-size:21.9pt"><b>CO-DEVELOPER</b></p>
+<p style="top:484.9pt;left:380.0pt;font-size:21.9pt"><i>Ron Hodwitz</i></p>
+<p style="top:516.2pt;left:371.2pt;font-size:21.9pt"><b>ASSISTANCE</b></p>
+<p style="top:540.5pt;left:380.0pt;font-size:21.9pt"><i>Gary Chappell</i></p>
+<p style="top:564.8pt;left:380.0pt;font-size:21.9pt"><i>Dave Blizzard</i></p>
+<p style="top:589.1pt;left:380.0pt;font-size:21.9pt"><i>Grant Dalgliesh</i></p>
+<p style="top:613.5pt;left:380.0pt;font-size:21.9pt"><i>Tom Dalgliesh</i></p>
+<p style="top:637.8pt;left:380.0pt;font-size:21.9pt"><i>Brion Emde</i></p>
+<p style="top:662.1pt;left:380.0pt;font-size:21.9pt"><i>Mike Hoyt</i></p>
+<p style="top:683.9pt;left:380.0pt;font-size:21.9pt"><i>Dieter Schlaepfer</i></p>
+<p style="top:715.2pt;left:371.2pt;font-size:21.9pt"><b>GRAPHICS</b></p>
+<p style="top:739.5pt;left:380.0pt;font-size:21.9pt"><i>Grant Dalgliesh</i></p>
+<p style="top:763.8pt;left:382.5pt;font-size:21.9pt"><i>Tom Dalgliesh</i></p>
+<p style="top:788.1pt;left:382.5pt;font-size:21.9pt"><i>Chris Moeller</i></p>
+<p style="top:826.8pt;left:363.8pt;font-size:21.9pt">&#xa9;1984-2021 Columbia Games Inc.</p>
+<p style="top:873.6pt;left:363.8pt;font-size:20.7pt">Visit <b><a href="https://www.columbiagames.com">www.columbiagames.com</a></b> for </p>
+<p style="top:899.7pt;left:363.7pt;font-size:20.7pt">updates on this game.</p>
+</div>
+
+<div id="page3" style="background-image:url('rules3.jpg');width:765.0pt;height:990.0pt">
+<p style="top:101.1pt;left:506.2pt"><b>Rulebook Conventions</b></p>
+<p style="top:115.6pt;left:506.2pt;font-size:11.0pt">This rulebook is formatted so that the </p>
+<p style="top:129.1pt;left:506.2pt;font-size:11.0pt">sidebar (this column) contains definitions, </p>
+<p style="top:142.6pt;left:506.2pt;font-size:11.0pt">examples, suggestions, and historical </p>
+<p style="top:156.1pt;left:506.2pt;font-size:11.0pt">commentary to help you understand and </p>
+<p style="top:169.6pt;left:506.2pt;font-size:11.0pt">enjoy this game. </p>
+<p style="top:186.8pt;left:506.2pt;font-size:11.0pt">Terms specifically defined for gameplay </p>
+<p style="top:200.3pt;left:506.2pt;font-size:11.0pt">purposes are Capitalized and are defined </p>
+<p style="top:213.8pt;left:506.2pt;font-size:11.0pt">where shown in <i>italics. </i><b>Bold text is </b></p>
+<p style="top:227.3pt;left:506.2pt;font-size:11.0pt"><b>generally used for emphasis.</b></p>
+<p style="top:247.6pt;left:506.2pt"><b>The Arena</b></p>
+<p style="top:262.1pt;left:506.2pt;font-size:11.0pt">The map depicts an area of North Africa </p>
+<p style="top:275.6pt;left:506.2pt;font-size:11.0pt">stretching some six hundred miles </p>
+<p style="top:289.1pt;left:506.2pt;font-size:11.0pt">from Alexandria to El Agheila. This </p>
+<p style="top:302.6pt;left:506.2pt;font-size:11.0pt">region is primarily a rocky and barren </p>
+<p style="top:316.1pt;left:506.2pt;font-size:11.0pt">plateau (roughly 300-500&apos; high) which </p>
+<p style="top:329.6pt;left:506.2pt;font-size:11.0pt">drops sharply to sea-level in a series of </p>
+<p style="top:343.1pt;left:506.2pt;font-size:11.0pt">rugged escarpments near the coastline. </p>
+<p style="top:356.6pt;left:506.2pt;font-size:11.0pt">The narrow coastal shelf contains most </p>
+<p style="top:370.1pt;left:506.2pt;font-size:11.0pt">settlements and roads, notably the towns </p>
+<p style="top:383.6pt;left:506.2pt;font-size:11.0pt">of Benghazi, Tobruk, and Bardia. There is </p>
+<p style="top:397.1pt;left:506.2pt;font-size:11.0pt">a hilly, wooded, cultivable area between </p>
+<p style="top:410.6pt;left:506.2pt;font-size:11.0pt">Benghazi and Derna (Jebel el Akhdar) </p>
+<p style="top:424.1pt;left:506.2pt;font-size:11.0pt">with peaks up to 3000&apos;. Southward lies </p>
+<p style="top:437.6pt;left:506.2pt;font-size:11.0pt">a desert wasteland, largely waterless </p>
+<p style="top:451.1pt;left:506.2pt;font-size:11.0pt">except for the oases of Jalo, Jarabub, and </p>
+<p style="top:464.6pt;left:506.2pt;font-size:11.0pt">Siwa. The eastern desert boundary is the </p>
+<p style="top:478.1pt;left:506.2pt;font-size:11.0pt">Qattara Depression, a below sea-level </p>
+<p style="top:491.6pt;left:506.2pt;font-size:11.0pt">salt marsh impassable to modern vehicles </p>
+<p style="top:505.1pt;left:506.2pt;font-size:11.0pt">and armies; the narrow gap between the </p>
+<p style="top:518.6pt;left:506.2pt;font-size:11.0pt">depression and the sea at El Alamein is </p>
+<p style="top:532.1pt;left:506.2pt;font-size:11.0pt">the sole gateway east to Alexandria, Cairo, </p>
+<p style="top:545.6pt;left:506.2pt;font-size:11.0pt">and the Suez Canal. Within this isolated, </p>
+<p style="top:559.1pt;left:506.2pt;font-size:11.0pt">but well defined arena, the dramatic desert </p>
+<p style="top:572.6pt;left:506.2pt;font-size:11.0pt">campaign was fought.</p>
+<p style="top:610.1pt;left:506.2pt"><b>Interpreting the map</b></p>
+<p style="top:624.6pt;left:506.2pt;font-size:11.0pt">Borders and terrain features are meant </p>
+<p style="top:638.1pt;left:506.2pt;font-size:11.0pt">to follow hexsides though they are drawn </p>
+<p style="top:651.6pt;left:506.2pt;font-size:11.0pt">with some artistic license.</p>
+<p style="top:101.7pt;left:61.2pt;font-size:17.1pt"><b>INTRODUCTION</b></p>
+<p style="top:124.3pt;left:80.0pt"><b><i>Rommel in the Desert</i></b> is a game</p>
+<p style="top:139.3pt;left:61.2pt">of strategy for two players based on</p>
+<p style="top:154.3pt;left:61.2pt">the North African Campaign of World</p>
+<p style="top:169.3pt;left:61.2pt">War II. One player commands the</p>
+<p style="top:184.3pt;left:61.2pt">Allied (British and Commonwealth)</p>
+<p style="top:199.3pt;left:61.2pt">forces, and the other commands the</p>
+<p style="top:214.3pt;left:61.2pt">Axis (German and Italian) forces.</p>
+<p style="top:233.1pt;left:80.0pt">Game Scenarios provided include:</p>
+<p style="top:248.1pt;left:61.2pt">the 1941 and 1942 Campaigns, the</p>
+<p style="top:263.1pt;left:61.2pt">1940 &quot;Italian&quot; Campaign, and several</p>
+<p style="top:278.1pt;left:61.2pt">shorter scenarios. The 1941 and 1942</p>
+<p style="top:293.1pt;left:61.2pt">campaigns can also be combined into</p>
+<p style="top:308.1pt;left:61.2pt">the full &#x201c;campaign game&#x201d;.</p>
+<p style="top:326.8pt;left:80.0pt">The game is played in alternating</p>
+<p style="top:341.8pt;left:61.2pt">Player Turns, with monthly Buildup</p>
+<p style="top:356.8pt;left:61.2pt">interludes (for Reinforcements,</p>
+<p style="top:371.8pt;left:61.2pt">Resupply, etc.).</p>
+<p style="top:390.6pt;left:80.0pt">The object of the game is to hold</p>
+<p style="top:405.6pt;left:61.2pt">Tobruk <b>and</b> its environs, or preserve</p>
+<p style="top:420.6pt;left:61.2pt">a superior army if this area remains</p>
+<p style="top:435.6pt;left:61.2pt">contested. Capturing the enemy Base</p>
+<p style="top:450.6pt;left:61.2pt">wins the game <b>immediately</b>.</p>
+<p style="top:474.1pt;left:61.2pt;font-size:14.6pt"><b>THE MAPBOARD</b></p>
+<p style="top:491.1pt;left:80.0pt">The mapboard depicts the area of</p>
+<p style="top:506.1pt;left:61.2pt">Libya and Egypt where the historical</p>
+<p style="top:521.1pt;left:61.2pt">campaign was mainly fought. The map</p>
+<p style="top:536.1pt;left:61.2pt">is divided into hexagons, or &quot;<i>hexes</i>&quot;, to</p>
+<p style="top:551.1pt;left:61.2pt">determine position and movement.</p>
+<p style="top:569.8pt;left:80.0pt">Except at <i>Gaps</i>, Ridges and</p>
+<p style="top:584.8pt;left:61.2pt">Marshes are impassable. Mountain</p>
+<p style="top:599.8pt;left:61.2pt">Hexsides are passable only on roads.</p>
+<p style="top:614.8pt;left:61.2pt">Fortress symbols have numbers inside</p>
+<p style="top:629.8pt;left:61.2pt">showing their <i>Port Capacities</i>.</p>
+<p style="top:653.4pt;left:61.2pt;font-size:14.6pt"><b>THE UNITS</b></p>
+<p style="top:670.3pt;left:80.0pt">Wooden block <i>units</i> represent</p>
+<p style="top:685.3pt;left:61.2pt">Allied brigades, German regiments/</p>
+<p style="top:700.3pt;left:61.2pt">battalions, and Italian divisions, plus</p>
+<p style="top:715.3pt;left:61.2pt">some composite support units.</p>
+<p style="top:734.1pt;left:80.0pt">A die-cut, adhesive label showing</p>
+<p style="top:749.1pt;left:61.2pt">the unit&#x2019;s type and strength must be</p>
+<p style="top:764.1pt;left:61.2pt">attached to each block. Put green</p>
+<p style="top:779.1pt;left:61.2pt">(German) and beige/gray (Italians)</p>
+<p style="top:794.1pt;left:61.2pt">labels on the <b>gray</b> blocks, and the tan</p>
+<p style="top:809.1pt;left:61.2pt">labels (Allies) on the <b>tan</b> blocks.</p>
+<p style="top:827.8pt;left:80.0pt">Units in play normally stand</p>
+<p style="top:842.8pt;left:61.2pt">upright, with labels facing the owning</p>
+<p style="top:857.8pt;left:61.2pt">player. This provides simple yet</p>
+<p style="top:872.8pt;left:61.2pt">elegant &#x201c;fog of war&#x201d; in that players</p>
+<p style="top:887.8pt;left:61.2pt">cannot see the type or strength of</p>
+<p style="top:902.8pt;left:61.2pt">opposing units.</p>
+<p style="top:101.0pt;left:297.5pt">Unit type (armor, recon, etc.) is</p>
+<p style="top:116.0pt;left:278.8pt">shown by its central symbol. A unit&#x2019;s</p>
+<p style="top:131.0pt;left:278.8pt"><i>type</i> determines its firepower and</p>
+<p style="top:146.0pt;left:278.8pt">movement rate.</p>
+<p style="top:164.8pt;left:297.5pt">The large numbers surrounding</p>
+<p style="top:179.8pt;left:278.8pt">the unit symbol show unit strength,</p>
+<p style="top:194.8pt;left:278.8pt">called <i>Combat Value</i> (&quot;CV&quot;). A unit&#x2019;s</p>
+<p style="top:209.8pt;left:278.8pt">current strength is the number along</p>
+<p style="top:224.8pt;left:278.8pt">the <b>top edge</b> when standing upright.</p>
+<p style="top:243.5pt;left:297.5pt">Units generally begin a Scenario at</p>
+<p style="top:258.5pt;left:278.8pt">their maximum CV level, but can be</p>
+<p style="top:273.5pt;left:278.8pt">reduced by combat and also rebuilt.</p>
+<p style="top:288.5pt;left:278.8pt">A unit reduced below its lowest CV is</p>
+<p style="top:303.5pt;left:278.8pt">permanently eliminated from play.</p>
+<p style="top:327.1pt;left:278.8pt;font-size:14.6pt"><b>SUPPLY CARDS</b></p>
+<p style="top:344.0pt;left:297.5pt">Players start a game with a given</p>
+<p style="top:359.0pt;left:278.8pt">number of Supply Cards and receive</p>
+<p style="top:374.0pt;left:278.8pt">additional cards every month. Two-</p>
+<p style="top:389.0pt;left:278.8pt">thirds of the cards provided are &quot;real&quot;</p>
+<p style="top:404.0pt;left:278.8pt">Supply Cards; 1/3rd are &quot;dummy&quot;</p>
+<p style="top:419.0pt;left:278.8pt">Supply Cards. Real Supply Cards are</p>
+<p style="top:434.0pt;left:278.8pt">expended to &quot;buy&quot; various defined</p>
+<p style="top:449.0pt;left:278.8pt">combinations of movement and</p>
+<p style="top:464.0pt;left:278.8pt">combat, called <i>Turn Options</i>. Dummies</p>
+<p style="top:479.0pt;left:278.8pt">have no value beyond creating doubt.</p>
+<p style="top:502.6pt;left:278.8pt;font-size:14.6pt"><b>SEQUENCE OF PLAY</b></p>
+<p style="top:519.5pt;left:297.5pt">A <i>Month</i> of play consists of</p>
+<p style="top:534.5pt;left:278.7pt">Buildup, Initiative, and a variable</p>
+<p style="top:549.5pt;left:278.7pt">number of alternating Player-Turns.</p>
+<p style="top:568.3pt;left:297.5pt">During <i>Buildup</i>, players strengthen</p>
+<p style="top:583.3pt;left:278.7pt">and rearrange existing units and</p>
+<p style="top:598.3pt;left:278.7pt">receive Reinforcements and Supply</p>
+<p style="top:613.3pt;left:278.7pt">Cards.</p>
+<p style="top:632.0pt;left:297.5pt">Then players take alternating</p>
+<p style="top:647.0pt;left:278.7pt"><i>Player-Turns</i>, the Axis player generally</p>
+<p style="top:662.0pt;left:278.7pt">going first. The Active Player secretly</p>
+<p style="top:677.0pt;left:278.7pt">selects a <i>Turn Option</i> by playing one</p>
+<p style="top:692.0pt;left:278.8pt">or more real Supply Cards face down</p>
+<p style="top:707.0pt;left:278.7pt">(and dummy Supply can be included</p>
+<p style="top:722.0pt;left:278.7pt">for bluffing reasons). He then executes</p>
+<p style="top:737.0pt;left:278.7pt">one or more Movement and Combat</p>
+<p style="top:752.0pt;left:278.7pt">phases as that Turn Option allows.</p>
+<p style="top:767.0pt;left:278.7pt">Players may elect to <i>Pass</i> on their turn</p>
+<p style="top:782.0pt;left:278.7pt">in order to conserve Supply.</p>
+<p style="top:800.8pt;left:297.5pt">The number of Player-Turns in a</p>
+<p style="top:815.8pt;left:278.7pt">Month is variable: play continues as</p>
+<p style="top:830.8pt;left:278.7pt">long as players continue to expend</p>
+<p style="top:845.8pt;left:278.7pt">Supply Cards. When both players Pass</p>
+<p style="top:860.8pt;left:278.7pt">consecutively, that Month of play</p>
+<p style="top:875.8pt;left:278.7pt">ends, and a new Month begins.</p>
+</div>
+
+<div id="page4" style="background-image:url('rules4.jpg');width:765.0pt;height:990.0pt">
+<p style="top:101.7pt;left:61.2pt;font-size:17.1pt"><b>1.0 THE MAP</b></p>
+<p style="top:124.3pt;left:80.0pt">The Axis player sits on the South</p>
+<p style="top:139.3pt;left:61.2pt">edge of the map while the Allied</p>
+<p style="top:154.3pt;left:61.2pt">player sits on the North edge.</p>
+<p style="top:177.9pt;left:61.2pt;font-size:14.6pt"><b>1.1 HEXES</b></p>
+<p style="top:194.8pt;left:80.0pt">The mapboard is divided into</p>
+<p style="top:209.8pt;left:61.2pt">hexagons or <i>hexes</i> to determine unit</p>
+<p style="top:224.8pt;left:61.2pt">location and movement. A Hexside is</p>
+<p style="top:239.8pt;left:61.2pt">the boundary between two hexes.</p>
+<p style="top:258.6pt;left:80.0pt">Hexes can be identified by the</p>
+<p style="top:273.6pt;left:61.2pt">towns or fortresses they contain, or by</p>
+<p style="top:288.6pt;left:61.2pt">a direction and distance from one (see</p>
+<p style="top:303.6pt;left:61.2pt">the compass rose printed on the map).</p>
+<p style="top:318.6pt;left:61.2pt">For example, &quot;Msus E1&quot; is one hex</p>
+<p style="top:333.6pt;left:61.2pt">east of Msus.</p>
+<p style="top:357.1pt;left:61.2pt;font-size:14.6pt"><b>1.2 HEX CONTROL</b></p>
+<p style="top:374.1pt;left:68.8pt">&#x2022; Friendly hexes are hexes solely</p>
+<p style="top:389.1pt;left:76.2pt">occupied by friendly units.</p>
+<p style="top:407.8pt;left:68.8pt">&#x2022; Enemy hexes are hexes solely</p>
+<p style="top:422.8pt;left:76.2pt">occupied by enemy units.</p>
+<p style="top:441.6pt;left:68.8pt">&#x2022; Empty hexes are unoccupied.</p>
+<p style="top:460.3pt;left:68.8pt">&#x2022; Battle hexes are hexes occupied by</p>
+<p style="top:475.3pt;left:76.2pt">units of both sides.</p>
+<p style="top:494.1pt;left:80.0pt">Battle hexes are controlled by the</p>
+<p style="top:509.1pt;left:61.2pt">side that occupied the hex when the</p>
+<p style="top:524.1pt;left:61.2pt">battle began (the <i>defender</i>). Fortresses</p>
+<p style="top:539.1pt;left:61.2pt">are controlled by the last occupant.</p>
+<p style="top:562.6pt;left:61.2pt;font-size:14.6pt"><b>1.3 STACKING</b></p>
+<p style="top:579.6pt;left:80.0pt">Stacking refers to the number</p>
+<p style="top:594.6pt;left:61.2pt">of units that are allowed to occupy</p>
+<p style="top:609.6pt;left:61.2pt">one hex. In <i>Rommel in the Desert</i>, <b>any </b></p>
+<p style="top:624.6pt;left:61.2pt"><b>number</b> of units may occupy a hex.</p>
+<p style="top:648.1pt;left:61.2pt;font-size:14.6pt"><b>1.4 TERRAIN</b></p>
+<p style="top:665.1pt;left:80.0pt">Terrain applies to <b>Hexsides</b>, not</p>
+<p style="top:680.1pt;left:61.2pt">hexes. The terrain of a hex itself has</p>
+<p style="top:695.1pt;left:61.2pt">no effect on play, and is shown only to</p>
+<p style="top:710.1pt;left:61.2pt">help define Hexside terrain.</p>
+<p style="top:728.8pt;left:80.0pt"><i>Rough</i> terrain Hexsides are</p>
+<p style="top:743.8pt;left:61.2pt"><b>impassable</b>, unless a <i>Gap</i> is shown</p>
+<p style="top:758.8pt;left:61.2pt">and/or a road passes through the</p>
+<p style="top:773.8pt;left:61.2pt">Hexside. In these cases entry into</p>
+<p style="top:788.8pt;left:61.2pt">battles is constricted (see 7.1). Rough</p>
+<p style="top:803.8pt;left:61.2pt">terrain on the map includes:</p>
+<p style="top:822.6pt;left:68.8pt">&#x2022; <i>Mountains</i> (Jebel el Akhdar),</p>
+<p style="top:841.3pt;left:68.8pt">&#x2022; <i>Ridges</i>, and</p>
+<p style="top:860.1pt;left:68.8pt">&#x2022; <i>Salt</i> <i>Marshes</i>.</p>
+<p style="top:878.8pt;left:80.0pt">All other Hexsides are <i>Clear</i></p>
+<p style="top:893.8pt;left:61.2pt">terrain. Only the land portion of</p>
+<p style="top:908.8pt;left:61.2pt">coastal hexes is playable.</p>
+<p style="top:101.6pt;left:282.5pt;font-size:14.6pt"><b>1.5 ROADS</b></p>
+<p style="top:118.6pt;left:301.2pt">Three types of <i>Road</i> are shown on</p>
+<p style="top:133.6pt;left:282.5pt">the map: <i>highway</i>, <i>tracks</i>, and <i>trails</i>.</p>
+<p style="top:152.3pt;left:301.2pt">Units can move faster along Roads</p>
+<p style="top:167.3pt;left:282.5pt">(regardless of terrain), <i>Highway</i> is</p>
+<p style="top:182.3pt;left:282.5pt">fastest, then <i>tracks</i>, and finally <i>trails</i>.</p>
+<p style="top:201.1pt;left:301.2pt">Supply Lines (12.2) are also more</p>
+<p style="top:216.1pt;left:282.5pt">efficiently formed along Roads.</p>
+<p style="top:239.6pt;left:282.5pt;font-size:14.6pt"><b>1.6 BASES</b></p>
+<p style="top:256.6pt;left:301.2pt">Each player has one <i>Base</i>. The</p>
+<p style="top:271.6pt;left:282.5pt">Axis Base is El Agheila at the <b>western</b></p>
+<p style="top:286.6pt;left:282.5pt">map edge. Alexandria, the Allied Base</p>
+<p style="top:301.6pt;left:282.5pt">is located at the <b>eastern</b> map edge.</p>
+<p style="top:320.3pt;left:301.2pt">New units (<i>Reinforcements</i>) arrive</p>
+<p style="top:335.3pt;left:282.5pt">in Base, and damaged units can be</p>
+<p style="top:350.3pt;left:282.5pt">rebuilt there. Bases are the main</p>
+<p style="top:365.3pt;left:282.5pt">Supply Source for each side and are</p>
+<p style="top:380.3pt;left:282.5pt">ports for Sea Redeployment.</p>
+<p style="top:399.1pt;left:301.2pt">Players must be careful to protect</p>
+<p style="top:414.1pt;left:282.5pt">their Bases, as losing them to the</p>
+<p style="top:429.1pt;left:282.5pt">enemy results in immediate defeat.</p>
+<p style="top:452.6pt;left:282.5pt;font-size:14.6pt"><b>1.7 FORTRESSES</b></p>
+<p style="top:469.6pt;left:301.2pt">Benghazi, Tobruk, and Bardia</p>
+<p style="top:484.6pt;left:282.5pt">are <i>Fortresses</i>. Fortresses provide a</p>
+<p style="top:499.6pt;left:282.5pt">considerable combat advantage to</p>
+<p style="top:514.6pt;left:282.5pt">defending units, and can serve as a</p>
+<p style="top:529.6pt;left:282.5pt">Supply Source for a limited number of</p>
+<p style="top:544.6pt;left:282.5pt">units isolated from their Base.</p>
+<p style="top:563.3pt;left:301.2pt">Fortresses also act as ports: the</p>
+<p style="top:578.3pt;left:282.5pt">numbers shown are <i>Port Capacity</i>,</p>
+<p style="top:593.3pt;left:282.5pt">which govern its Sea Redeployment</p>
+<p style="top:608.3pt;left:282.5pt">and independent Supply capabilities.</p>
+<p style="top:627.1pt;left:301.2pt">Capturing an enemy Fortress gains</p>
+<p style="top:642.1pt;left:282.5pt">a player additional &#x2018;bonus&#x2019; Supply</p>
+<p style="top:657.1pt;left:282.5pt">Cards in the next Buildup.</p>
+<p style="top:675.8pt;left:301.2pt">See 13.0 for details.</p>
+<p style="top:699.4pt;left:282.5pt;font-size:14.6pt"><b>1.8 OASES</b></p>
+<p style="top:716.3pt;left:301.2pt">Jalo, Siwa, and Jarabub are <i>Oases</i>.</p>
+<p style="top:731.3pt;left:282.5pt">An Oasis can automatically Supply</p>
+<p style="top:746.3pt;left:282.5pt">one unit in that hex (no external</p>
+<p style="top:761.3pt;left:282.5pt">Supply Line is necessary).</p>
+<p style="top:101.1pt;left:506.2pt"><b>Hexside Control</b></p>
+<p style="top:115.6pt;left:506.2pt;font-size:11.0pt">Control of <i>Hexsides</i> in Battle hexes is also </p>
+<p style="top:129.1pt;left:506.2pt;font-size:11.0pt">be important for establishing supply lines </p>
+<p style="top:142.6pt;left:506.2pt;font-size:11.0pt">into battles and enabling movement out </p>
+<p style="top:156.1pt;left:506.2pt;font-size:11.0pt">of them. </p>
+<p style="top:173.3pt;left:506.2pt;font-size:11.0pt">See 8.1 for details.</p>
+<p style="top:236.3pt;left:504.4pt;font-size:15.0pt"><b>TERRAIN TYPES</b></p>
+<p style="top:346.1pt;left:600.2pt;font-size:12.5pt"><b>RIDGE</b></p>
+<p style="top:479.2pt;left:599.7pt;font-size:12.5pt"><b>MARSH</b></p>
+<p style="top:410.0pt;left:598.9pt;font-size:12.5pt"><b>GAP/PASS</b></p>
+<p style="top:533.5pt;left:599.7pt;font-size:12.5pt"><b>CLEAR</b></p>
+<p style="top:594.1pt;left:583.0pt;font-size:12.5pt"><b>BASE</b></p>
+<p style="top:652.5pt;left:583.4pt;font-size:12.5pt"><b>FORTRESS</b></p>
+<p style="top:724.6pt;left:584.2pt;font-size:12.5pt"><b>OASIS</b></p>
+<p style="top:767.5pt;left:584.7pt;font-size:12.5pt"><b>TOWN</b></p>
+<p style="top:809.4pt;left:584.5pt;font-size:12.5pt"><b>HIGHWAY</b></p>
+<p style="top:850.7pt;left:584.5pt;font-size:12.5pt"><b>TRACK</b></p>
+<p style="top:892.2pt;left:585.0pt;font-size:12.5pt"><b>TRAIL</b></p>
+<p style="top:272.4pt;left:600.6pt;font-size:12.5pt"><b>MOUNTAIN</b></p>
+<p style="top:286.4pt;left:601.4pt;font-size:10.0pt"><b>Passable only </b></p>
+<p style="top:298.3pt;left:601.4pt;font-size:10.0pt"><b>along roads. </b></p>
+<p style="top:310.2pt;left:601.4pt;font-size:10.0pt"><b>Hexside Limit: 1</b></p>
+<p style="top:361.4pt;left:600.2pt;font-size:10.0pt"><b>Impassable</b></p>
+<p style="top:492.7pt;left:601.4pt;font-size:10.0pt"><b>Impassable</b></p>
+<p style="top:425.2pt;left:600.2pt;font-size:10.0pt"><b>Hexside Limit: 1</b></p>
+<p style="top:545.2pt;left:600.2pt;font-size:10.0pt"><b>Hexside Limit: 2</b></p>
+</div>
+
+<div id="page5" style="background-image:url('rules5.jpg');width:765.0pt;height:990.0pt">
+<p style="top:101.7pt;left:61.2pt;font-size:17.1pt"><b>2.0 UNITS</b></p>
+<p style="top:124.3pt;left:80.0pt">The colored wooden blocks are the</p>
+<p style="top:139.3pt;left:61.2pt">playing pieces, or <i>units</i> in the game. A die-</p>
+<p style="top:154.3pt;left:61.2pt">cut adhesive label showing unit type and</p>
+<p style="top:169.3pt;left:61.2pt">strength must be attached to the face of</p>
+<p style="top:184.3pt;left:61.2pt">each block.</p>
+<p style="top:207.9pt;left:61.2pt;font-size:14.6pt"><b>2.1 NATIONALITY</b></p>
+<p style="top:224.8pt;left:80.0pt">German units are <b>gray</b> blocks with</p>
+<p style="top:239.8pt;left:61.2pt">green labels. Italian units are <b>gray</b> blocks</p>
+<p style="top:254.8pt;left:61.2pt">with beige/gray labels.</p>
+<p style="top:273.6pt;left:80.0pt">Allied units are <b>tan</b> blocks with</p>
+<p style="top:288.6pt;left:61.2pt">tan labels. Central colors denote</p>
+<p style="top:303.6pt;left:61.2pt">Commonwealth forces.</p>
+<p style="top:322.3pt;left:80.0pt">The 12 Status marker labels go on the</p>
+<p style="top:337.3pt;left:61.2pt">white blocks.</p>
+<p style="top:360.9pt;left:61.2pt;font-size:14.6pt"><b>2.2 UNIT TYPE</b></p>
+<p style="top:377.8pt;left:80.0pt"><i>Unit</i> <i>Type</i> is shown by the central</p>
+<p style="top:392.8pt;left:61.2pt">symbol on its label.</p>
+<p style="top:411.6pt;left:80.0pt">Units are categorized into one of four</p>
+<p style="top:426.6pt;left:61.2pt">[arms] <i>Classes</i> (armor/ infantry/ anti-</p>
+<p style="top:441.6pt;left:61.2pt">tank/ artillery) and <i>Speeds</i> (1-4 hexes).</p>
+<p style="top:456.6pt;left:61.2pt">Each Unit Type is a combination of class</p>
+<p style="top:471.6pt;left:61.2pt">and speed. See: Unit Types Chart.</p>
+<p style="top:490.3pt;left:80.0pt">All units of a given Unit Type have</p>
+<p style="top:505.3pt;left:61.2pt">identical speed and combat firepower, so</p>
+<p style="top:520.3pt;left:61.2pt">these are not shown on the label.</p>
+<p style="top:543.9pt;left:61.2pt;font-size:14.6pt"><b>2.3 COMBAT VALUE (CV)</b></p>
+<p style="top:560.8pt;left:80.0pt">The large numbers surrounding the</p>
+<p style="top:575.8pt;left:61.2pt">unit symbol show the unit&#x2019;s strength,</p>
+<p style="top:590.8pt;left:61.2pt">called <i>Combat Value</i> (&quot;CV&quot;).</p>
+<p style="top:609.6pt;left:80.0pt">Units gain and lose strength in steps</p>
+<p style="top:624.6pt;left:61.2pt">of 1 CV (2 CV for <i>elite</i> units). A unit&#x2019;s</p>
+<p style="top:639.6pt;left:61.2pt">current CV is the number along the top</p>
+<p style="top:654.6pt;left:61.2pt">edge when standing upright.</p>
+<p style="top:673.3pt;left:80.0pt">Units generally begin a scenario at</p>
+<p style="top:688.3pt;left:61.2pt">maximum CV, and are reduced by combat</p>
+<p style="top:703.3pt;left:61.2pt">but can be rebuilt. Losses and rebuilds</p>
+<p style="top:718.3pt;left:61.2pt">are handled by rotating the unit until the</p>
+<p style="top:733.3pt;left:61.2pt">new CV level is on the top edge. A unit</p>
+<p style="top:748.3pt;left:61.2pt">reduced below its lowest CV is eliminated</p>
+<p style="top:763.3pt;left:61.2pt">from the game and cannot be rebuilt.</p>
+<p style="top:786.9pt;left:61.2pt;font-size:14.6pt"><b>2.4 ELITE UNITS</b></p>
+<p style="top:803.8pt;left:80.0pt">All <b>German</b> units (not Italians) and</p>
+<p style="top:818.8pt;left:61.2pt">some Allied tank units (center symbol</p>
+<p style="top:833.8pt;left:61.2pt">filled-in) are <i>elite</i>, having two CV per step</p>
+<p style="top:848.8pt;left:61.2pt">instead of one.</p>
+<p style="top:867.6pt;left:80.0pt"><b>Two</b> hits are necessary to reduce an</p>
+<p style="top:882.6pt;left:61.2pt">elite unit by a step (see 9.5).</p>
+<p style="top:100.8pt;left:368.0pt;font-size:11.0pt"><b>Recon</b></p>
+<p style="top:113.8pt;left:368.0pt;font-size:9.7pt">Weak, high-speed units </p>
+<p style="top:125.8pt;left:368.0pt;font-size:9.7pt">composed of light tanks and </p>
+<p style="top:137.8pt;left:368.0pt;font-size:9.7pt">armored cars (some mounted </p>
+<p style="top:149.8pt;left:368.0pt;font-size:9.7pt">with light cannon.)</p>
+<p style="top:177.4pt;left:368.0pt;font-size:11.0pt"><b>Armor</b></p>
+<p style="top:190.3pt;left:368.0pt;font-size:9.7pt">Tank units with strong </p>
+<p style="top:202.3pt;left:368.0pt;font-size:9.7pt">offensive punch.</p>
+<p style="top:252.4pt;left:368.0pt;font-size:11.0pt"><b>Mechanized Infantry</b></p>
+<p style="top:265.3pt;left:368.0pt;font-size:9.7pt">Infantry mounted in armored </p>
+<p style="top:277.3pt;left:368.0pt;font-size:9.7pt">personnel carriers (APCs), </p>
+<p style="top:289.3pt;left:368.0pt;font-size:9.7pt">which could carry them into </p>
+<p style="top:301.3pt;left:368.0pt;font-size:9.7pt">the battlefield at speed.</p>
+<p style="top:327.4pt;left:368.0pt;font-size:11.0pt"><b>Motorized Infantry</b></p>
+<p style="top:340.3pt;left:368.0pt;font-size:9.7pt">Infantry riding in trucks, able </p>
+<p style="top:352.3pt;left:368.0pt;font-size:9.7pt">to move quickly, but forced </p>
+<p style="top:364.3pt;left:368.0pt;font-size:9.7pt">to dismount and walk as they </p>
+<p style="top:376.3pt;left:368.0pt;font-size:9.7pt">approached the enemy.</p>
+<p style="top:402.4pt;left:368.0pt;font-size:11.0pt"><b>Unmotorized Infantry/</b></p>
+<p style="top:415.9pt;left:368.0pt;font-size:11.0pt"><b>Paratroopers</b></p>
+<p style="top:428.8pt;left:368.0pt;font-size:9.7pt">Leg infantry, with reduced </p>
+<p style="top:440.8pt;left:368.0pt;font-size:9.7pt">usefulness in a war of </p>
+<p style="top:452.8pt;left:368.0pt;font-size:9.7pt">movement.</p>
+<p style="top:100.0pt;left:580.0pt;font-size:11.0pt"><b>Mobile Anti-Tank</b></p>
+<p style="top:113.0pt;left:580.0pt;font-size:9.7pt">Anti-tank guns with intrinsic </p>
+<p style="top:125.0pt;left:580.0pt;font-size:9.7pt">towing units having good cross </p>
+<p style="top:137.0pt;left:580.0pt;font-size:9.7pt">country mobility.</p>
+<p style="top:175.0pt;left:580.0pt;font-size:11.0pt"><b>Motorized Anti-Tank</b></p>
+<p style="top:188.0pt;left:580.0pt;font-size:9.7pt">Anti-tank guns dependent on </p>
+<p style="top:200.0pt;left:580.0pt;font-size:9.7pt">truck pools for transport.</p>
+<p style="top:250.0pt;left:580.0pt;font-size:11.0pt"><b>Self-Propelled Artillery</b></p>
+<p style="top:263.0pt;left:580.0pt;font-size:9.7pt">Artillery mounted in tank </p>
+<p style="top:275.0pt;left:580.0pt;font-size:9.7pt">chassis with excellent cross-</p>
+<p style="top:287.0pt;left:580.0pt;font-size:9.7pt">country mobility.</p>
+<p style="top:325.0pt;left:580.0pt;font-size:11.0pt"><b>Artillery</b></p>
+<p style="top:338.0pt;left:580.0pt;font-size:9.7pt">Field artillery also dependent </p>
+<p style="top:350.0pt;left:580.0pt;font-size:9.7pt">on truck &quot;pools&quot;, but </p>
+<p style="top:362.0pt;left:580.0pt;font-size:9.7pt">effectively slowed by greater </p>
+<p style="top:374.0pt;left:580.0pt;font-size:9.7pt">size and weight.</p>
+<p style="top:400.0pt;left:580.0pt;font-size:11.0pt"><b>Battle Marker</b></p>
+<p style="top:413.0pt;left:580.0pt;font-size:9.7pt">Place the Battle Marker of the </p>
+<p style="top:425.0pt;left:580.0pt;font-size:9.7pt">Defender&#x2019;s color in the battle </p>
+<p style="top:437.0pt;left:580.0pt;font-size:9.7pt">hex and the corresponding </p>
+<p style="top:449.0pt;left:580.0pt;font-size:9.7pt">Battle Marker of the Attacker&#x2019;s </p>
+<p style="top:461.0pt;left:580.0pt;font-size:9.7pt">color with the Battle array.</p>
+<p style="top:507.2pt;left:477.9pt;font-size:10.0pt"><b>UNIT SYMBOLS </b></p>
+<p style="top:507.2pt;left:577.9pt;font-size:10.0pt"><b>Center Color</b></p>
+<p style="top:518.7pt;left:477.9pt;font-size:8.8pt">AU </p>
+<p style="top:518.7pt;left:509.1pt;font-size:8.8pt">Australian </p>
+<p style="top:518.7pt;left:577.9pt;font-size:8.8pt">Red</p>
+<p style="top:529.2pt;left:477.9pt;font-size:8.8pt">IN </p>
+<p style="top:529.2pt;left:509.1pt;font-size:8.8pt">Indian </p>
+<p style="top:529.2pt;left:577.9pt;font-size:8.8pt">Green</p>
+<p style="top:539.7pt;left:477.9pt;font-size:8.8pt">NZ </p>
+<p style="top:539.7pt;left:509.1pt;font-size:8.8pt">New Zealand </p>
+<p style="top:539.7pt;left:577.9pt;font-size:8.8pt">Light Blue</p>
+<p style="top:550.2pt;left:477.9pt;font-size:8.8pt">SA </p>
+<p style="top:550.2pt;left:509.1pt;font-size:8.8pt">South African </p>
+<p style="top:550.2pt;left:577.9pt;font-size:8.8pt">Orange</p>
+<p style="top:560.7pt;left:477.9pt;font-size:8.8pt">FF </p>
+<p style="top:560.7pt;left:509.1pt;font-size:8.8pt">Free French </p>
+<p style="top:560.7pt;left:577.9pt;font-size:8.8pt">Dark Blue</p>
+<p style="top:571.2pt;left:477.9pt;font-size:8.8pt">Pol </p>
+<p style="top:571.2pt;left:509.1pt;font-size:8.8pt">Polish </p>
+<p style="top:571.2pt;left:577.9pt;font-size:8.8pt">White</p>
+<p style="top:581.7pt;left:477.9pt;font-size:8.8pt">H </p>
+<p style="top:581.7pt;left:509.1pt;font-size:8.8pt">Highland</p>
+<p style="top:592.2pt;left:477.9pt;font-size:8.8pt">Tob </p>
+<p style="top:592.2pt;left:509.1pt;font-size:8.8pt">Tobruk</p>
+<p style="top:602.7pt;left:477.9pt;font-size:8.8pt">AT </p>
+<p style="top:602.7pt;left:509.1pt;font-size:8.8pt">Army Tank Brigade</p>
+<p style="top:613.2pt;left:477.9pt;font-size:8.8pt">G </p>
+<p style="top:613.2pt;left:509.1pt;font-size:8.8pt">Guards</p>
+<p style="top:623.7pt;left:477.9pt;font-size:8.8pt">m </p>
+<p style="top:623.7pt;left:509.1pt;font-size:8.8pt">Motor</p>
+<p style="top:634.2pt;left:477.9pt;font-size:8.8pt">SG </p>
+<p style="top:634.2pt;left:509.1pt;font-size:8.8pt">Support Group</p>
+<p style="top:655.7pt;left:477.9pt;font-size:10.0pt"><b>MONTH OF APPEARANCE</b></p>
+<p style="top:667.2pt;left:477.9pt;font-size:8.8pt">S </p>
+<p style="top:667.2pt;left:509.1pt;font-size:8.8pt">Starts 1941 scenario or campaign.</p>
+<p style="top:677.7pt;left:477.9pt;font-size:8.8pt">T </p>
+<p style="top:677.7pt;left:509.1pt;font-size:8.8pt">Starts 1941 scenario or campaign in Tobruk.</p>
+<p style="top:688.2pt;left:477.9pt;font-size:8.8pt">M </p>
+<p style="top:688.2pt;left:509.1pt;font-size:8.8pt">Malta Group (see 1942 scenario).</p>
+<p style="top:530.0pt;left:327.1pt;font-size:10.0pt"><b>Month of</b></p>
+<p style="top:542.0pt;left:321.3pt;font-size:10.0pt"><b>Appearance</b></p>
+<p style="top:639.7pt;left:322.2pt;font-size:10.0pt"><b>Division</b></p>
+<p style="top:639.7pt;left:409.4pt;font-size:10.0pt"><b>Brigade or </b></p>
+<p style="top:651.7pt;left:411.4pt;font-size:10.0pt"><b>Regiment</b></p>
+<p style="top:723.6pt;left:435.7pt;font-size:15.0pt;color:white"><b>UNIT TYPES CHART</b></p>
+<p style="top:755.2pt;left:386.8pt;font-size:10.0pt"><b>SPEED</b></p>
+<p style="top:749.2pt;left:437.8pt;font-size:10.0pt"><b>ARMOR </b></p>
+<p style="top:761.2pt;left:441.2pt;font-size:10.0pt"><b>CLASS</b></p>
+<p style="top:749.2pt;left:502.2pt;font-size:10.0pt"><b>INFANTRY </b></p>
+<p style="top:761.2pt;left:512.3pt;font-size:10.0pt"><b>CLASS</b></p>
+<p style="top:749.2pt;left:572.9pt;font-size:10.0pt"><b>ANTI-TANK </b></p>
+<p style="top:761.2pt;left:585.8pt;font-size:10.0pt"><b>CLASS</b></p>
+<p style="top:749.2pt;left:642.0pt;font-size:10.0pt"><b>ARTILLERY </b></p>
+<p style="top:761.2pt;left:654.3pt;font-size:10.0pt"><b>CLASS</b></p>
+<p style="top:792.7pt;left:300.3pt;font-size:10.0pt"><b>RECON</b></p>
+<p style="top:790.6pt;left:398.5pt;font-size:15.0pt"><b>4</b></p>
+<p style="top:802.1pt;left:444.2pt;font-size:7.5pt"> RECON</p>
+<p style="top:830.2pt;left:300.3pt;font-size:10.0pt"><b>MECHANIZED</b></p>
+<p style="top:828.1pt;left:398.5pt;font-size:15.0pt"><b>3</b></p>
+<p style="top:839.6pt;left:443.4pt;font-size:7.5pt"> ARMOR</p>
+<p style="top:839.6pt;left:508.8pt;font-size:7.5pt">MECH. INF.</p>
+<p style="top:839.6pt;left:584.3pt;font-size:7.5pt">MOB. A/T</p>
+<p style="top:839.9pt;left:643.0pt;font-size:7.1pt">SELF PROP. ARTY</p>
+<p style="top:867.7pt;left:300.3pt;font-size:10.0pt"><b>MOTORIZED</b></p>
+<p style="top:865.6pt;left:398.5pt;font-size:15.0pt"><b>2</b></p>
+<p style="top:877.1pt;left:511.6pt;font-size:7.5pt">MOT. INF.</p>
+<p style="top:877.1pt;left:584.5pt;font-size:7.5pt">MOT. A/T</p>
+<p style="top:905.4pt;left:300.3pt;font-size:9.7pt"><b>UNMOTORIZED</b></p>
+<p style="top:903.1pt;left:398.5pt;font-size:15.0pt"><b>1</b></p>
+<p style="top:914.6pt;left:497.3pt;font-size:7.5pt">INFANTRY</p>
+<p style="top:914.6pt;left:538.0pt;font-size:7.5pt">PARA</p>
+<p style="top:914.6pt;left:650.2pt;font-size:7.5pt">ARTILLERY</p>
+</div>
+
+<div id="page6" style="background-image:url('rules6.jpg');width:765.0pt;height:990.0pt">
+<p style="top:101.8pt;left:61.2pt;font-size:17.0pt"><b>3.0 SEQUENCE OF PLAY</b></p>
+<p style="top:124.3pt;left:80.0pt">Begin by dealing Supply Cards and</p>
+<p style="top:139.3pt;left:61.2pt">deploying Starting Forces as specified</p>
+<p style="top:154.3pt;left:61.2pt">for the Scenario (18.0).</p>
+<p style="top:177.9pt;left:61.2pt;font-size:14.6pt"><b>3.1 GAME MONTHS</b></p>
+<p style="top:194.8pt;left:80.0pt">Each <i>Month</i> of play consists of</p>
+<p style="top:209.8pt;left:61.2pt">Buildup, Initiative, and a variable</p>
+<p style="top:224.8pt;left:61.2pt">number of alternating Player-Turns. A</p>
+<p style="top:239.8pt;left:61.2pt">Month of play ends when both players</p>
+<p style="top:254.8pt;left:61.2pt">Pass (4.5) in succession.</p>
+<p style="top:278.4pt;left:61.2pt;font-size:14.6pt"><b>3.2 BUILDUP</b></p>
+<p style="top:295.3pt;left:80.0pt">Each Month begins with a <i>Buildup</i></p>
+<p style="top:310.3pt;left:61.2pt">phase for each player (however, no</p>
+<p style="top:325.3pt;left:61.2pt">Buildup occurs before the first Month</p>
+<p style="top:340.3pt;left:61.2pt">of a scenario). See section 16.0.</p>
+<p style="top:363.9pt;left:61.2pt;font-size:14.6pt"><b>3.3 INITIATIVE</b></p>
+<p style="top:380.8pt;left:80.0pt">The Axis normally has the first</p>
+<p style="top:395.8pt;left:61.2pt">Player Turn of a Month (the <i>Initiative</i>).</p>
+<p style="top:414.6pt;left:80.0pt"><b>Initiative Challenge:</b> The Allied</p>
+<p style="top:429.6pt;left:61.2pt">player may challenge for the Initiative</p>
+<p style="top:444.6pt;left:61.2pt">by playing a (real or dummy) Supply</p>
+<p style="top:459.6pt;left:61.2pt">Card <b>face down</b>. The Axis player may</p>
+<p style="top:474.6pt;left:61.2pt">then play a card of his own (or not).</p>
+<p style="top:493.3pt;left:80.0pt">If the Allied card is <b>real</b> and the</p>
+<p style="top:508.3pt;left:61.2pt">Axis has <b>not</b> matched it with a real one,</p>
+<p style="top:523.3pt;left:61.2pt">the Allies seize the Initiative. Otherwise,</p>
+<p style="top:538.3pt;left:61.2pt">the Axis retain the Initiative.</p>
+<p style="top:557.1pt;left:80.0pt">Supply cards committed to an</p>
+<p style="top:572.1pt;left:61.2pt">initiative challenge are expended </p>
+<p style="top:587.1pt;left:61.2pt">regardless of the outcome.</p>
+<p style="top:605.8pt;left:67.5pt"><b>Important:</b><i> In the first Month of </i><b><i>all</i></b><i> </i></p>
+<p style="top:620.8pt;left:67.5pt"><i>scenarios no challenge is allowed. Also </i></p>
+<p style="top:635.8pt;left:67.5pt"><i>note the Crusader Scenario begins with </i></p>
+<p style="top:650.8pt;left:67.5pt"><i>an Allied Player-Turn.</i></p>
+<p style="top:674.4pt;left:61.2pt;font-size:14.6pt"><b>3.4 PLAYER TURNS</b></p>
+<p style="top:691.3pt;left:80.0pt">Each <i>Player Turn</i> is a sequence of</p>
+<p style="top:706.3pt;left:61.2pt">phases which must be performed in</p>
+<p style="top:721.3pt;left:61.2pt">order. The <i>Active</i> Player is the player</p>
+<p style="top:736.3pt;left:61.2pt">taking his turn; his opponent is the</p>
+<p style="top:751.3pt;left:61.2pt"><i>Passive</i> Player.</p>
+<p style="top:772.6pt;left:61.2pt"><b>3.41 INITIAL SUPPLY CHECK</b></p>
+<p style="top:787.6pt;left:80.0pt">The Active Player checks Supply</p>
+<p style="top:802.6pt;left:61.2pt">status of all <b>friendly</b> units and recovers</p>
+<p style="top:817.6pt;left:61.2pt">Disrupted units according to 12.7.</p>
+<p style="top:838.8pt;left:61.2pt"><b>3.42 SELECT TURN OPTION </b></p>
+<p style="top:853.8pt;left:80.0pt">A <i>Turn Option</i> (4.0) is a combination</p>
+<p style="top:868.8pt;left:61.2pt">of Movement and Combat phases</p>
+<p style="top:883.8pt;left:61.2pt">costing a defined number of real Supply</p>
+<p style="top:898.8pt;left:61.2pt">cards.</p>
+<p style="top:101.0pt;left:301.2pt">Each Player Turn, the Active Player</p>
+<p style="top:116.0pt;left:282.5pt">secretly selects one Turn Option by</p>
+<p style="top:131.0pt;left:282.5pt">playing the required number of <b>real</b></p>
+<p style="top:146.0pt;left:282.5pt">Supply cards <b>face-down</b> (dummy</p>
+<p style="top:161.0pt;left:282.5pt">cards may also be played to deceive</p>
+<p style="top:176.0pt;left:282.5pt">the opponent).</p>
+<p style="top:197.3pt;left:282.5pt"><b>3.43 MOVEMENT</b></p>
+<p style="top:212.3pt;left:301.2pt">During a Movement phase, the</p>
+<p style="top:227.3pt;left:282.5pt">Active Player can make Group (5.1)</p>
+<p style="top:242.3pt;left:282.5pt">and/or Regroup (5.2) moves according</p>
+<p style="top:257.3pt;left:282.5pt">to the Turn Option selected. Forced</p>
+<p style="top:272.3pt;left:282.5pt">Marches (6.4) are resolved after all</p>
+<p style="top:287.3pt;left:282.5pt">other movement.</p>
+<p style="top:306.0pt;left:301.2pt"><b>Refusing Battle:</b> When <i>Attacked</i></p>
+<p style="top:321.0pt;left:282.5pt">(see 8.2), the Passive Player may</p>
+<p style="top:336.0pt;left:282.5pt">choose to <i>Refuse Battle</i> (10.2).</p>
+<p style="top:354.8pt;left:301.2pt">All Movement (including Forced</p>
+<p style="top:369.8pt;left:282.5pt">Marches and Refusing Battle) must be</p>
+<p style="top:384.8pt;left:282.5pt">done before the Combat phase begins.</p>
+<p style="top:406.0pt;left:282.5pt"><b>3.44 COMBAT</b></p>
+<p style="top:421.0pt;left:301.2pt">During a Combat phase, the Active</p>
+<p style="top:436.0pt;left:282.5pt">Player may initiate one <i>Combat Round</i></p>
+<p style="top:451.0pt;left:282.5pt">in any or all current Battles.</p>
+<p style="top:469.8pt;left:301.2pt">See Battles (8.0) and Combat (9.0).</p>
+<p style="top:491.0pt;left:282.5pt"><b>3.45 BLITZ MOVEMENT</b></p>
+<p style="top:506.0pt;left:301.2pt">In Blitz Turns, the Active Player</p>
+<p style="top:521.0pt;left:282.5pt">has a <b>second</b> pair of Movement and</p>
+<p style="top:536.0pt;left:282.5pt">Combat phases following the normal</p>
+<p style="top:551.0pt;left:282.5pt">Movement and Combat phases (but a</p>
+<p style="top:566.0pt;left:282.5pt">unit <b>cannot</b> move twice in a Turn).</p>
+<p style="top:584.8pt;left:301.2pt">All Blitz Movement must be done</p>
+<p style="top:599.8pt;left:282.5pt">before the Blitz Combat phase begins.</p>
+<p style="top:621.0pt;left:282.5pt"><b>3.46 BLITZ COMBAT</b></p>
+<p style="top:636.0pt;left:301.2pt">In Blitz Turns, the Active Player</p>
+<p style="top:651.0pt;left:282.5pt">gets another Combat phase following</p>
+<p style="top:666.0pt;left:282.5pt">Blitz Movement. A unit <b>can</b> fire in both</p>
+<p style="top:681.0pt;left:282.5pt">Combat phases.</p>
+<p style="top:702.3pt;left:282.5pt"><b>3.47 FINAL SUPPLY CHECK </b></p>
+<p style="top:717.3pt;left:301.2pt">The Supply status and Disruption</p>
+<p style="top:732.3pt;left:282.5pt">of the Active Player&#x2019;s units is checked</p>
+<p style="top:747.3pt;left:282.5pt">according to 12.7.</p>
+<p style="top:768.5pt;left:282.5pt"><b>3.48 SUPPLY REVEALED</b></p>
+<p style="top:783.5pt;left:301.2pt">The Active Player reveals the</p>
+<p style="top:798.5pt;left:282.5pt">Supply Cards played. All Cards played</p>
+<p style="top:813.5pt;left:282.5pt">are now discarded.</p>
+
+<p style="top:101.6pt;left:507.5pt;font-size:14.6pt"><b>BUILDUP SEQUENCE</b></p>
+<p style="top:116.7pt;left:515.0pt;font-size:12.2pt">Advance Month</p>
+<p style="top:129.8pt;left:515.0pt;font-size:12.2pt">Buildup Supply check</p>
+<p style="top:142.9pt;left:515.0pt;font-size:12.2pt">BP Determination</p>
+<p style="top:156.1pt;left:515.0pt;font-size:12.2pt">First Player Buildup</p>
+<p style="top:169.2pt;left:515.0pt;font-size:12.2pt"> Reinforcements</p>
+<p style="top:182.3pt;left:515.0pt;font-size:12.2pt"> BP Expenditure</p>
+<p style="top:195.4pt;left:523.8pt;font-size:12.2pt"> Replacements &amp; Redeployments</p>
+<p style="top:208.6pt;left:523.8pt;font-size:12.2pt"> Minefield Construction</p>
+<p style="top:221.7pt;left:523.8pt;font-size:12.2pt"> Allocate BPs for Extra Supply</p>
+<p style="top:234.8pt;left:515.0pt;font-size:12.2pt"> Resupply (draw all cards at once)</p>
+<p style="top:247.9pt;left:523.8pt;font-size:12.2pt"> Monthly Resupply</p>
+<p style="top:261.1pt;left:523.8pt;font-size:12.2pt"> Extra Supply (allocated above)</p>
+<p style="top:274.2pt;left:523.8pt;font-size:12.2pt"> Bonus Supply <i>(Fortress Capture)</i></p>
+<p style="top:287.3pt;left:515.0pt;font-size:12.2pt">Second Player Buildup</p>
+<p style="top:300.4pt;left:523.8pt"><i>(repeat player 1 procedure)</i></p>
+<p style="top:319.1pt;left:507.5pt;font-size:14.6pt"><b>INITIATIVE</b></p>
+<p style="top:336.1pt;left:515.0pt;font-size:12.2pt">Initiative Challenge [optional]</p>
+<p style="top:354.7pt;left:507.5pt;font-size:14.6pt"><b>PLAYER-TURN SEQUENCE</b></p>
+<p style="top:369.8pt;left:523.8pt;font-size:12.2pt">Initial Supply Check</p>
+<p style="top:382.9pt;left:523.8pt;font-size:12.2pt"> Determine Unit Supply</p>
+<p style="top:396.1pt;left:523.8pt;font-size:12.2pt"> Disruption Recovery</p>
+<p style="top:409.2pt;left:523.8pt;font-size:12.2pt">Turn Option Selection</p>
+<p style="top:422.3pt;left:523.8pt;font-size:12.2pt"> Supply Commitment (hidden)</p>
+<p style="top:435.4pt;left:523.8pt;font-size:12.2pt">Movement</p>
+<p style="top:448.6pt;left:523.8pt;font-size:12.2pt"> Group/Regroup Move(s) [R*]</p>
+<p style="top:461.7pt;left:523.8pt;font-size:12.2pt"> Retreats (Full and Partial)</p>
+<p style="top:474.8pt;left:523.8pt;font-size:12.2pt"> Probe Combat (if partial)</p>
+<p style="top:487.9pt;left:523.8pt;font-size:12.2pt"> Pursuit Fire (Retreating units)</p>
+<p style="top:501.1pt;left:523.8pt;font-size:12.2pt"> Move/Disrupt Retreating Units [R*]</p>
+<p style="top:514.2pt;left:523.8pt;font-size:12.2pt"> Forced Marches</p>
+<p style="top:527.3pt;left:523.8pt;font-size:12.2pt"> Refuse Battle (Passive Player)</p>
+<p style="top:540.4pt;left:523.8pt;font-size:12.2pt"> Pursuit Fire</p>
+<p style="top:553.6pt;left:523.8pt;font-size:12.2pt"> Withdrawal [R*]</p>
+<p style="top:566.7pt;left:523.8pt;font-size:12.2pt">Combat (not Pass Turn)</p>
+<p style="top:579.8pt;left:523.8pt;font-size:12.2pt"> Active Battles</p>
+<p style="top:592.9pt;left:523.8pt;font-size:12.2pt"> Defensive Fire [R*]</p>
+<p style="top:606.1pt;left:523.8pt;font-size:12.2pt"> Offensive Fire [R*]</p>
+<p style="top:619.2pt;left:523.8pt;font-size:12.2pt">Blitz Movement (Blitz Turn)</p>
+<p style="top:632.3pt;left:523.8pt;font-size:12.2pt"> (as Movement)</p>
+<p style="top:645.4pt;left:523.8pt;font-size:12.2pt">Blitz Combat (Blitz Turn)</p>
+<p style="top:658.6pt;left:523.8pt;font-size:12.2pt"> (as Combat)</p>
+<p style="top:671.7pt;left:523.8pt;font-size:12.2pt">Final Supply Check</p>
+<p style="top:684.8pt;left:523.8pt;font-size:12.2pt"> Disrupt Unsupplied units [R*]</p>
+<p style="top:697.9pt;left:523.8pt;font-size:12.2pt">Supply Cards Revealed</p>
+<p style="top:724.2pt;left:523.8pt;font-size:12.2pt"></p>
+<p style="top:737.3pt;left:507.5pt;font-size:12.2pt">[R*] ROUT POSSIBLE (Interrupts Play)</p>
+<p style="top:750.4pt;left:523.8pt;font-size:12.2pt"> Rout Attrition</p>
+<p style="top:763.6pt;left:523.8pt;font-size:12.2pt"> Pursuit Fire</p>
+<p style="top:776.7pt;left:523.8pt;font-size:12.2pt"> Withdrawal Move</p>
+<p style="top:789.8pt;left:523.8pt;font-size:12.2pt"> Continue Play</p>
+
+<p style="top:825.3pt;left:507.5pt"><b>Blitz Movement and Combat</b></p>
+<p style="top:839.8pt;left:507.5pt;font-size:11.0pt;font-size:11.0pt">These phases occur <b>only</b> during Blitz</p>
+<p style="top:853.3pt;left:507.5pt;font-size:11.0pt;font-size:11.0pt">Turns.</p>
+<p style="top:870.5pt;left:507.5pt;font-size:11.0pt;font-size:11.0pt">A unit cannot move in both Movement</p>
+<p style="top:884.0pt;left:507.5pt;font-size:11.0pt;font-size:11.0pt">phases of a Blitz Turn, but <b>can</b> fire in both</p>
+<p style="top:897.5pt;left:507.5pt;font-size:11.0pt;font-size:11.0pt">Combat phases.</p>
+</div>
+
+<div id="page7" style="background-image:url('rules7.jpg');width:765.0pt;height:990.0pt">
+<p style="top:101.7pt;left:61.2pt;font-size:17.1pt"><b>4.0 TURN OPTIONS</b></p>
+<p style="top:124.3pt;left:80.0pt">Each Player Turn, the Active</p>
+<p style="top:139.3pt;left:61.2pt">Player secretly selects (and commits</p>
+<p style="top:154.3pt;left:61.2pt">Supply for) one of the following Turn</p>
+<p style="top:169.3pt;left:61.2pt">Options (dummy Supply Cards may be</p>
+<p style="top:184.3pt;left:61.2pt">played to confuse the opponent).</p>
+<p style="top:203.1pt;left:80.0pt">In the Turn Option descriptions</p>
+<p style="top:218.1pt;left:61.2pt">given below, a <i>Move</i> means one</p>
+<p style="top:233.1pt;left:61.2pt">Group or Regroup Move during the</p>
+<p style="top:248.1pt;left:61.2pt">Movement phase; a <i>Combat Round</i></p>
+<p style="top:263.1pt;left:61.2pt">means the option to initiate combat in</p>
+<p style="top:278.1pt;left:61.2pt">any or all Battles during the Combat</p>
+<p style="top:293.1pt;left:61.2pt">phase.</p>
+<p style="top:316.6pt;left:61.2pt;font-size:14.6pt"><b>4.1 THE BASIC TURN</b></p>
+<p style="top:333.6pt;left:80.0pt">The Basic Turn costs one (1) real</p>
+<p style="top:348.6pt;left:61.2pt">Supply Card and allows the player one</p>
+<p style="top:363.6pt;left:61.2pt">Move and one Combat Round.</p>
+<p style="top:387.1pt;left:61.2pt;font-size:14.6pt"><b>4.2 THE OFFENSIVE TURN</b></p>
+<p style="top:404.1pt;left:80.0pt">An Offensive Turn costs two (2)</p>
+<p style="top:419.1pt;left:61.2pt">real Supply Cards, and allows the</p>
+<p style="top:434.1pt;left:61.2pt">Active Player to make two Moves</p>
+<p style="top:449.1pt;left:61.2pt">(during the same Movement phase),</p>
+<p style="top:464.1pt;left:61.2pt">and one Combat Round. Remember: a</p>
+<p style="top:479.1pt;left:61.2pt">unit can only move <b>once</b> per turn.</p>
+<p style="top:502.6pt;left:61.2pt;font-size:14.6pt"><b>4.3 THE ASSAULT TURN</b></p>
+<p style="top:519.6pt;left:80.0pt">An Assault Turn also costs two</p>
+<p style="top:534.6pt;left:61.2pt">(2) Supply Cards. It allows the Active</p>
+<p style="top:549.6pt;left:61.2pt">Player to make one Move, plus an</p>
+<p style="top:564.6pt;left:61.2pt"><b><i>Assault</i></b><i> Combat</i> Round.</p>
+<p style="top:583.3pt;left:80.0pt">In an Assault Combat Round,</p>
+<p style="top:598.3pt;left:61.2pt">the Active Player has the option to</p>
+<p style="top:613.3pt;left:61.2pt">designate any or all current battles as</p>
+<p style="top:628.3pt;left:61.2pt"><i>Assaults</i>, in which units of both sides</p>
+<p style="top:643.3pt;left:61.2pt">fire Double Dice (see 9.21). Other</p>
+<p style="top:658.3pt;left:61.2pt">Battles may be fought normally or not</p>
+<p style="top:673.3pt;left:61.2pt">at all, as desired by the Active Player.</p>
+<p style="top:696.9pt;left:61.2pt;font-size:14.6pt"><b>4.4 THE BLITZ TURN</b></p>
+<p style="top:713.8pt;left:80.0pt">A Blitz Turn costs three (3) real</p>
+<p style="top:728.8pt;left:61.2pt">Supply Cards. Blitz Turns allow the</p>
+<p style="top:743.8pt;left:61.2pt">Active Player <b>two</b> Basic Turns in</p>
+<p style="top:758.8pt;left:61.2pt">succession (except that units cannot</p>
+<p style="top:773.8pt;left:61.2pt">move twice).</p>
+<p style="top:792.6pt;left:80.0pt">The Active Player has one Move</p>
+<p style="top:807.6pt;left:61.2pt">and Combat Round during the regular</p>
+<p style="top:822.6pt;left:61.2pt">Movement and Combat phases, then</p>
+<p style="top:837.6pt;left:61.2pt">makes a second Move (with different</p>
+<p style="top:852.6pt;left:61.2pt">units) and Combat Round during Blitz</p>
+<p style="top:867.6pt;left:61.2pt">Movement and Blitz Combat. Units</p>
+<p style="top:882.6pt;left:61.2pt"><b>are</b> allowed to fire in both Combat</p>
+<p style="top:897.6pt;left:61.2pt">phases of a Blitz Turn</p>
+<p style="top:101.0pt;left:301.2pt">Hexside limits (7.1) are reset for</p>
+<p style="top:116.0pt;left:282.5pt">the Blitz Movement phase, so that</p>
+<p style="top:131.0pt;left:282.5pt">additional units may enter a battle hex</p>
+<p style="top:146.0pt;left:282.5pt">via hexsides <b>already</b> traversed in the</p>
+<p style="top:161.0pt;left:282.5pt">initial Movement phase.</p>
+<p style="top:184.6pt;left:282.5pt;font-size:14.6pt"><b>4.5 THE PASS TURN</b></p>
+<p style="top:201.5pt;left:301.2pt">A Pass turn costs <b>no</b> Supply</p>
+<p style="top:216.5pt;left:282.5pt">Cards, allowing players to conserve</p>
+<p style="top:231.5pt;left:282.5pt">Supply while awaiting events.</p>
+<p style="top:250.3pt;left:301.2pt">In a Pass Turn, the Active Player is</p>
+<p style="top:265.3pt;left:282.5pt">allowed to make <b>one</b> free Withdrawal</p>
+<p style="top:280.3pt;left:282.5pt">Move (5.3) if he desires, but no other</p>
+<p style="top:295.3pt;left:282.5pt">movement or combat can occur.</p>
+<p style="top:314.0pt;left:301.2pt">If both players <i>Pass</i> in succession</p>
+<p style="top:329.0pt;left:282.5pt">the current Month of play ends.</p>
+<p style="top:101.6pt;left:506.2pt;font-size:14.6pt"><b>TURN OPTIONS</b></p>
+<p style="top:121.9pt;left:527.0pt"> </p>
+<p style="top:121.9pt;left:578.8pt">BASIC</p>
+<p style="top:121.9pt;left:646.2pt"><b>MC</b></p>
+<p style="top:140.2pt;left:547.7pt"></p>
+<p style="top:140.2pt;left:578.8pt">OFFENSIVE</p>
+<p style="top:140.2pt;left:646.2pt"><b>MMC</b></p>
+<p style="top:158.6pt;left:547.7pt"></p>
+<p style="top:158.6pt;left:578.8pt">ASSAULT</p>
+<p style="top:158.6pt;left:646.2pt"><b>MC*</b></p>
+<p style="top:176.9pt;left:578.8pt">BLITZ</p>
+<p style="top:176.9pt;left:646.2pt"><b>MC + MC</b></p>
+<p style="top:194.4pt;left:506.2pt"> No Cost</p>
+<p style="top:194.4pt;left:578.8pt">PASS</p>
+<p style="top:194.4pt;left:646.2pt"><b>W</b></p>
+<p style="top:211.9pt;left:506.2pt"><b>M</b> = Move Phase <b>C</b> = Combat Phase</p>
+<p style="top:226.9pt;left:506.2pt"><b> *</b> =<b> </b>Any/All battles can be Assaults.</p>
+<p style="top:241.9pt;left:506.3pt"><b>W</b> = 1 optional Withdrawal Move</p>
+<p style="top:280.7pt;left:506.3pt"><b>Turn Option Deception</b></p>
+<p style="top:295.1pt;left:506.3pt;font-size:11.0pt">The Active Player could play 1 real Supply </p>
+<p style="top:308.6pt;left:506.3pt;font-size:11.0pt">Card for a Basic Turn and add a dummy </p>
+<p style="top:322.1pt;left:506.3pt;font-size:11.0pt">Supply Card to bluff his opponent into </p>
+<p style="top:335.6pt;left:506.3pt;font-size:11.0pt">thinking that an Assault Turn is underway. </p>
+<p style="top:349.1pt;left:506.3pt;font-size:11.0pt">This might convince the Passive Player to </p>
+<p style="top:362.6pt;left:506.3pt;font-size:11.0pt">Refuse Battle rather than accept battle and </p>
+<p style="top:376.1pt;left:506.3pt;font-size:11.0pt">risk possible double dice combat.</p>
+<p style="top:413.7pt;left:506.3pt"><b>Two Supply Cards Committed: </b></p>
+<p style="top:428.7pt;left:506.3pt"><b>Assault or Offensive Turn?</b></p>
+<p style="top:443.1pt;left:506.3pt;font-size:11.0pt">When 2 real Supply are committed to a </p>
+<p style="top:456.6pt;left:506.3pt;font-size:11.0pt">Turn Option, it might seem at first glance </p>
+<p style="top:470.1pt;left:506.3pt;font-size:11.0pt">that the Active Player may be able change </p>
+<p style="top:483.6pt;left:506.3pt;font-size:11.0pt">his Turn Option in mid-turn.</p>
+<p style="top:500.9pt;left:506.3pt;font-size:11.0pt">However, the Active Player taking an </p>
+<p style="top:514.4pt;left:506.3pt;font-size:11.0pt">Offensive Turn must make two Group </p>
+<p style="top:527.9pt;left:506.3pt;font-size:11.0pt">or Regroup Moves in the Movement </p>
+<p style="top:541.4pt;left:506.3pt;font-size:11.0pt">phase. Doing so reveals that he is taking </p>
+<p style="top:554.9pt;left:506.3pt;font-size:11.0pt">an Offensive Turn before any opponent </p>
+<p style="top:568.4pt;left:506.3pt;font-size:11.0pt">decisions (e.g., Refuse Battle) are made. </p>
+<p style="top:585.6pt;left:506.3pt;font-size:11.0pt">If a player commits 2 real Supply Cards </p>
+<p style="top:599.1pt;left:506.3pt;font-size:11.0pt">and does not take 2 Moves in the </p>
+<p style="top:612.6pt;left:506.3pt;font-size:11.0pt">Movement phase, he is committed to an </p>
+<p style="top:626.1pt;left:506.3pt;font-size:11.0pt">Assault Turn.</p>
+<p style="top:663.9pt;left:506.3pt"><b>Assault Turns</b></p>
+<p style="top:678.4pt;left:506.3pt;font-size:11.0pt">In an Assault combat, both sides fire </p>
+<p style="top:691.9pt;left:506.3pt;font-size:11.0pt">Double Dice, which might seem of no </p>
+<p style="top:705.4pt;left:506.3pt;font-size:11.0pt">advantage to the Active Player. However, </p>
+<p style="top:718.9pt;left:506.3pt;font-size:11.0pt">the ability to win a battle rapidly (even at </p>
+<p style="top:732.4pt;left:506.3pt;font-size:11.0pt">the cost of higher casualties) can prove </p>
+<p style="top:745.9pt;left:506.3pt;font-size:11.0pt">crucial at times. Bluffing an Assault Turn </p>
+<p style="top:759.4pt;left:506.3pt;font-size:11.0pt">with 1 real and 1 dummy Supply might </p>
+<p style="top:772.9pt;left:506.3pt;font-size:11.0pt">convince the opponent to Refuse Battle.</p>
+<p style="top:810.7pt;left:506.3pt"><b>The Pass Turn</b></p>
+<p style="top:825.1pt;left:506.3pt;font-size:11.0pt">Passing in a Player Turn in no way limits </p>
+<p style="top:838.6pt;left:506.3pt;font-size:11.0pt">the future options of that player. A Player </p>
+<p style="top:852.1pt;left:506.3pt;font-size:11.0pt">that Passes on one Player-Turn may play </p>
+<p style="top:865.6pt;left:506.3pt;font-size:11.0pt">a different Turn Option on his next Player-</p>
+<p style="top:879.1pt;left:506.3pt;font-size:11.0pt">Turn (provided the opponent doesn&apos;t also </p>
+<p style="top:892.6pt;left:506.3pt;font-size:11.0pt">Pass, ending the Month).</p>
+<p style="top:372.0pt;left:306.7pt;font-size:15.0pt"><b><i>Dummy Supply Card</i></b></p>
+<p style="top:655.3pt;left:318.0pt;font-size:15.0pt"><b><i>Real Supply Card</i></b></p>
+</div>
+
+<div id="page8" style="background-image:url('rules8.jpg');width:765.0pt;height:990.0pt">
+<p style="top:101.7pt;left:61.2pt;font-size:17.1pt"><b>5.0 GROUP MOVEMENT</b></p>
+<p style="top:124.3pt;left:80.0pt">A <i>Group</i> consists of all friendly</p>
+<p style="top:139.3pt;left:61.2pt">units occupying a hex. There is no</p>
+<p style="top:154.3pt;left:61.2pt">limit to Group size: <b>any number</b> of</p>
+<p style="top:169.3pt;left:61.2pt">units may occupy a single hex.</p>
+<p style="top:188.1pt;left:80.0pt"><b>All</b> movement during Player Turns</p>
+<p style="top:203.1pt;left:61.2pt">is made in terms of Group Movement.</p>
+<p style="top:218.1pt;left:61.2pt">A <i>Move</i> involves the movement of</p>
+<p style="top:233.1pt;left:61.2pt">one specific Group (either dispersing</p>
+<p style="top:248.1pt;left:61.2pt">an existing group or concentrating</p>
+<p style="top:263.1pt;left:61.2pt">forces into a new one). Depending on</p>
+<p style="top:278.1pt;left:61.2pt">the Turn Option (4.0) selected, players</p>
+<p style="top:293.1pt;left:61.2pt">make 1 or 2 Moves per Player Turn.</p>
+<p style="top:311.8pt;left:80.0pt">There are two types of Move:</p>
+<p style="top:326.8pt;left:61.2pt"><i>Group Moves</i> and <i>Regroup Moves</i>.</p>
+<p style="top:345.6pt;left:80.0pt">When moving Groups, rules for</p>
+<p style="top:360.6pt;left:61.2pt">individual unit movement (6.0) must</p>
+<p style="top:375.6pt;left:61.2pt">also be observed. There is a limit to</p>
+<p style="top:390.6pt;left:61.2pt">the number of units that can enter a</p>
+<p style="top:405.6pt;left:61.2pt"><b>Battle Hex</b> via a single Hexside (7.1),</p>
+<p style="top:420.6pt;left:61.2pt">but no Hexside Limit otherwise.</p>
+<p style="top:444.1pt;left:61.2pt;font-size:14.6pt"><b>5.1 THE GROUP MOVE</b></p>
+<p style="top:461.1pt;left:80.0pt">In a <i>Group Move</i>, any or all units</p>
+<p style="top:476.1pt;left:61.2pt">from one hex may be moved to one</p>
+<p style="top:491.1pt;left:61.2pt">or more destination hexes. Units that</p>
+<p style="top:506.1pt;left:61.2pt">begin their movement together are not</p>
+<p style="top:521.1pt;left:61.2pt">required to remain as a Group, and</p>
+<p style="top:536.1pt;left:61.2pt">may disperse to separate locations.</p>
+<p style="top:554.8pt;left:80.0pt">To make a Group Move, the Active</p>
+<p style="top:569.8pt;left:61.2pt">Player indicates the desired group and</p>
+<p style="top:584.8pt;left:61.2pt">then moves units individually to one</p>
+<p style="top:599.8pt;left:61.2pt">or more hexes of his choice, observing</p>
+<p style="top:614.8pt;left:61.2pt">the movement speed of each unit.</p>
+<p style="top:101.6pt;left:282.5pt;font-size:14.6pt"><b>5.2 THE REGROUP MOVE</b></p>
+<p style="top:118.6pt;left:301.2pt">In a <i>Regroup Move</i>, any or all</p>
+<p style="top:133.6pt;left:282.5pt">units in or adjacent to a designated</p>
+<p style="top:148.6pt;left:282.5pt"><i>Command Point</i> hex (regardless of</p>
+<p style="top:163.6pt;left:282.5pt">intervening terrain) may move to a</p>
+<p style="top:178.6pt;left:282.5pt">common <i>destination</i> hex, uniting into a</p>
+<p style="top:193.6pt;left:282.5pt">new Group.</p>
+<p style="top:212.3pt;left:301.2pt">The <i>Command Point</i> may be a</p>
+<p style="top:227.3pt;left:282.5pt">friendly, empty, or battle hex, but not</p>
+<p style="top:242.3pt;left:282.5pt">an enemy hex. The destination hex</p>
+<p style="top:257.3pt;left:282.5pt">can be <b>Friendly, Enemy, Empty or </b></p>
+<p style="top:272.3pt;left:282.5pt"><b>Battle</b> (thus, Regroup Moves can be</p>
+<p style="top:287.3pt;left:282.5pt">used to Attack as well as Retreat).</p>
+<p style="top:306.1pt;left:301.2pt">To make a Regroup Move, the</p>
+<p style="top:321.1pt;left:282.5pt">Active Player indicates the Command</p>
+<p style="top:336.1pt;left:282.5pt">Point and the destination hex, then</p>
+<p style="top:351.1pt;left:282.5pt">moves regrouping units individually.</p>
+<p style="top:369.8pt;left:301.2pt">Again, the movement speeds of</p>
+<p style="top:384.8pt;left:282.5pt">individual units must be observed.</p>
+<p style="top:399.8pt;left:282.5pt">Units unable to reach the destination</p>
+<p style="top:414.8pt;left:282.5pt">hex of a Regroup may not move <b>at </b></p>
+<p style="top:429.8pt;left:282.5pt"><b>all</b>.</p>
+<p style="top:101.1pt;left:506.2pt"><b>Regroup Moves</b></p>
+<p style="top:115.6pt;left:506.2pt;font-size:11.0pt">The distance a unit can move is measured </p>
+<p style="top:129.1pt;left:506.2pt;font-size:11.0pt">from its original location, not from the </p>
+<p style="top:142.6pt;left:506.2pt;font-size:11.0pt">Command Point.</p>
+<p style="top:162.8pt;left:506.2pt"><b>Regrouping Forced Marches</b></p>
+<p style="top:177.3pt;left:506.2pt;font-size:11.0pt">Units may attempt a Forced March (6.4) </p>
+<p style="top:190.8pt;left:506.2pt;font-size:11.0pt">to the destination hex of a Regroup Move, </p>
+<p style="top:204.3pt;left:506.2pt;font-size:11.0pt">but if unsuccessful they are Disrupted <b>at </b></p>
+<p style="top:217.8pt;left:506.2pt;font-size:11.0pt"><b>their original location.</b></p>
+<p style="top:807.1pt;left:433.8pt;font-size:17.1pt"><b><i>REGROUP EXAMPLE</i></b></p>
+<p style="top:829.8pt;left:433.8pt"><i>The five Allied units in hexes [1], [2], and [3] Regroup </i></p>
+<p style="top:844.8pt;left:433.8pt"><i>to hex [D], using hex [C] as the Command Point. The </i></p>
+<p style="top:859.8pt;left:433.8pt"><i>artillery unit on hex [3] cannot Regroup because it does </i></p>
+<p style="top:874.8pt;left:433.8pt"><i>not have the speed to reach [D]. Units in hex [4] are </i></p>
+<p style="top:889.8pt;left:433.8pt"><i>not adjacent to the Command Point [C] and therefore </i></p>
+<p style="top:904.8pt;left:433.8pt"><i>cannot be part of the Regrouping Move.</i></p>
+</div>
+
+<div id="page9" style="background-image:url('rules9.jpg');width:765.0pt;height:990.0pt">
+<p style="top:101.6pt;left:61.2pt;font-size:14.6pt"><b>5.3 WITHDRAWAL MOVES</b></p>
+<p style="top:118.6pt;left:80.0pt">A <i>Withdrawal Move</i> is a strictly</p>
+<p style="top:133.6pt;left:61.2pt">defined kind of Group/Regroup Move</p>
+<p style="top:148.6pt;left:61.2pt">that is made <b>without Supply Card </b></p>
+<p style="top:163.6pt;left:61.2pt"><b>expenditure</b>. Withdrawals are Moves</p>
+<p style="top:178.6pt;left:61.2pt">where each unit moves back along one</p>
+<p style="top:193.6pt;left:61.2pt">of its own Supply Lines and territory is</p>
+<p style="top:208.6pt;left:61.2pt">conceded.</p>
+<p style="top:227.3pt;left:80.0pt">Withdrawal Moves are the <b>only</b></p>
+<p style="top:242.3pt;left:61.2pt">type of Move possible without spending</p>
+<p style="top:257.3pt;left:61.2pt">a Supply Card. They can occur in three</p>
+<p style="top:272.3pt;left:61.2pt">different ways:</p>
+<p style="top:291.1pt;left:68.8pt">&#x2022; The <b>one</b> Withdrawal Move allowed</p>
+<p style="top:306.1pt;left:76.2pt">in a Pass Turn.</p>
+<p style="top:324.8pt;left:68.8pt">&#x2022; Withdrawal Moves made by the</p>
+<p style="top:339.8pt;left:76.2pt">Passive Player to Refuse Battle.</p>
+<p style="top:358.6pt;left:68.8pt">&#x2022; Withdrawal Moves made to Retreat</p>
+<p style="top:373.6pt;left:76.2pt">groups that are Routed (11.3).</p>
+<p style="top:101.0pt;left:301.2pt">A Group or Regroup Move must</p>
+<p style="top:116.0pt;left:282.5pt">satisfy <b>all</b> of the following conditions</p>
+<p style="top:131.0pt;left:282.5pt">to qualify as a Withdrawal Move:</p>
+<p style="top:149.8pt;left:290.0pt">1) Each moving unit must have a</p>
+<p style="top:164.8pt;left:297.5pt">valid Supply Line (12.2) as the</p>
+<p style="top:179.8pt;left:297.5pt">Withdrawal Move begins.</p>
+<p style="top:198.5pt;left:290.0pt">2) Each unit can only move along</p>
+<p style="top:213.5pt;left:297.5pt">one of <b>its own</b> Supply Lines and</p>
+<p style="top:228.5pt;left:297.5pt">each hex entered must shorten that</p>
+<p style="top:243.5pt;left:297.5pt">Supply Line.</p>
+<p style="top:262.3pt;left:290.0pt">3) The friendly Supply Network</p>
+<p style="top:277.3pt;left:297.5pt">(12.6) must be reduced by at least</p>
+<p style="top:292.3pt;left:297.5pt">one hex.</p>
+<p style="top:311.0pt;left:290.0pt">4) No unit movement is made</p>
+<p style="top:326.0pt;left:297.5pt">physically away from the Supply</p>
+<p style="top:341.0pt;left:297.5pt">Source (in hexes).</p>
+<p style="top:359.8pt;left:288.8pt"><b>Exception:</b><i> See sidebar regarding </i></p>
+<p style="top:374.8pt;left:288.8pt"><i>Bardia-Ft. Capuzzo.</i></p>
+<p style="top:393.5pt;left:301.2pt">Withdrawing units cannot Engage</p>
+<p style="top:408.5pt;left:282.5pt">enemy forces (unless the latter are</p>
+<p style="top:423.5pt;left:282.5pt">Disrupted - see sidebar).</p>
+<p style="top:101.1pt;left:506.2pt"><b>Withdrawals into/through hexes </b></p>
+<p style="top:116.1pt;left:506.2pt"><b>containing Disrupted Enemy Units</b></p>
+<p style="top:130.6pt;left:506.2pt;font-size:11.0pt">Withdrawing units that are not Retreating </p>
+<p style="top:144.1pt;left:506.2pt;font-size:11.0pt">can Engage &amp; Rout Disrupted enemy units.</p>
+<p style="top:161.3pt;left:506.2pt;font-size:11.0pt">Withdrawing units that <b>are</b> Retreating </p>
+<p style="top:174.8pt;left:506.2pt;font-size:11.0pt">(hence becoming Disrupted themselves) </p>
+<p style="top:188.3pt;left:506.2pt;font-size:11.0pt">can pass through (or co-exist in the same </p>
+<p style="top:201.8pt;left:506.2pt;font-size:11.0pt">hex with) enemy Disrupted units, with no </p>
+<p style="top:215.3pt;left:506.2pt;font-size:11.0pt">effect on either force. If Disrupted units of </p>
+<p style="top:228.8pt;left:506.2pt;font-size:11.0pt">both sides occupy the same hex, the first </p>
+<p style="top:242.3pt;left:506.2pt;font-size:11.0pt">Group to recover will Rout the other.</p>
+<p style="top:262.6pt;left:506.2pt"><b>Withdrawals into Fortress Supply</b></p>
+<p style="top:277.1pt;left:506.2pt;font-size:11.0pt">Units assigned Fortress Supply (13.3) may </p>
+<p style="top:290.6pt;left:506.2pt;font-size:11.0pt">withdraw along a Supply Line leading to </p>
+<p style="top:304.1pt;left:506.2pt;font-size:11.0pt">the Fortress. Units theoretically capable </p>
+<p style="top:317.6pt;left:506.2pt;font-size:11.0pt">of tracing Supply to a Fortress but not </p>
+<p style="top:331.1pt;left:506.2pt;font-size:11.0pt">assigned Fortress Supply cannot do so.</p>
+<p style="top:351.3pt;left:506.2pt"><b>Supply Lines for Withdrawal </b></p>
+<p style="top:365.8pt;left:506.2pt;font-size:11.0pt">Supply Lines for Withdrawal Moves are </p>
+<p style="top:379.3pt;left:506.2pt;font-size:11.0pt">defined at the moment of the Withdrawal.</p>
+<p style="top:399.6pt;left:506.2pt"><b>Bardia-Ft Capuzzo Withdrawals</b></p>
+<p style="top:414.1pt;left:506.2pt;font-size:11.0pt">The Coast Highway &#x2018;jogs&#x2019; backwards </p>
+<p style="top:427.6pt;left:506.2pt;font-size:11.0pt">slightly at Bardia/ Ft. Capuzzo. To allow </p>
+<p style="top:441.1pt;left:506.2pt;font-size:11.0pt">for this, the Axis player may consider </p>
+<p style="top:454.6pt;left:506.2pt;font-size:11.0pt">these two hexes to be equally distant from </p>
+<p style="top:468.1pt;left:506.2pt;font-size:11.0pt">the friendly Base. Withdrawals following </p>
+<p style="top:481.6pt;left:506.2pt;font-size:11.0pt">the highway <b>in the direction of the </b></p>
+<p style="top:495.1pt;left:506.2pt;font-size:11.0pt"><b>Axis Base</b> are allowable in this special </p>
+<p style="top:508.6pt;left:506.2pt;font-size:11.0pt">case [only], even when the hex entered is </p>
+<p style="top:522.1pt;left:506.2pt;font-size:11.0pt">further from Base in absolute hexes.</p>
+<p style="top:453.2pt;left:60.0pt;font-size:14.6pt"><b>Withdrawal Example </b></p>
+<p style="top:469.6pt;left:78.8pt;font-size:11.0pt">An Axis recon unit is in Mechili with two other Axis units in Msus and Charruba forming </p>
+<p style="top:483.1pt;left:60.0pt;font-size:11.0pt">Supply Chains to the highway (Benghazi friendly). No Allied units are west of Tobruk. </p>
+<p style="top:500.4pt;left:78.8pt;font-size:11.0pt">The Mechili unit has 8 valid supply lines to the highway: </p>
+<p style="top:517.6pt;left:78.8pt;font-size:11.0pt"><b>1) </b>Mechili-Msus-Agedabia </p>
+<p style="top:517.6pt;left:240.0pt;font-size:11.0pt"><b>5) </b>Mechili-Msus-Er Regima</p>
+<p style="top:532.4pt;left:78.8pt;font-size:11.0pt"><b>2) </b>Mechili-Msus-Beda Fomm </p>
+<p style="top:532.4pt;left:240.0pt;font-size:11.0pt"><b>6) </b>Mechili-Derna</p>
+<p style="top:547.1pt;left:78.8pt;font-size:11.0pt"><b>3) </b>Mechili-Msus-Ghemines </p>
+<p style="top:547.1pt;left:240.0pt;font-size:11.0pt"><b>7) </b>Mechili-Gazala </p>
+<p style="top:561.9pt;left:78.8pt;font-size:11.0pt"><b>4) </b>Mechili-Charruba-Er Regima </p>
+<p style="top:561.9pt;left:240.0pt;font-size:11.0pt"><b>8) </b>Mechili-Bir Harmat</p>
+<p style="top:579.1pt;left:78.8pt;font-size:11.0pt">The recon unit can Withdraw along any of the first 4 routes (none move physically away </p>
+<p style="top:592.6pt;left:60.0pt;font-size:11.0pt">from Base). The other 4 Supply Lines are not valid for Withdrawal Moves as they involve </p>
+<p style="top:606.1pt;left:60.0pt;font-size:11.0pt">movement physically away from Base.</p>
+</div>
+
+<div id="page10" style="background-image:url('rules10.jpg');width:765.0pt;height:990.0pt">
+<p style="top:99.1pt;left:60.6pt;font-size:17.1pt"><b>6.0 UNIT MOVEMENT</b></p>
+<p style="top:121.8pt;left:79.4pt">The <i>Unit Speed</i> of a unit is the</p>
+<p style="top:136.8pt;left:60.6pt">number of hexes the unit can move.</p>
+<p style="top:155.5pt;left:79.4pt">Units can move freely through</p>
+<p style="top:170.5pt;left:60.6pt">friendly or empty hexes, but must</p>
+<p style="top:185.5pt;left:60.6pt">STOP upon Engaging (i.e., entering a</p>
+<p style="top:200.5pt;left:60.6pt">hex containing enemy units).</p>
+<p style="top:219.3pt;left:79.4pt">Units can <b>never</b> move more than</p>
+<p style="top:234.3pt;left:60.6pt">once per Player-Turn (except to Rout).</p>
+<p style="top:257.8pt;left:60.6pt;font-size:14.6pt"><b>6.1 UNIT SPEED</b></p>
+<p style="top:274.8pt;left:79.4pt">The basic movement speed of all</p>
+<p style="top:289.8pt;left:60.6pt">units is shown on the UNIT SPEED</p>
+<p style="top:304.8pt;left:60.6pt">TABLE (sidebar). A unit may move 1-4</p>
+<p style="top:319.8pt;left:60.6pt">hexes (depending on its speed) plus</p>
+<p style="top:334.8pt;left:60.6pt">any applicable movement bonuses.</p>
+<p style="top:358.3pt;left:60.6pt;font-size:14.6pt"><b>6.2 ROAD BONUSES</b></p>
+<p style="top:375.3pt;left:79.4pt">Roads include highways, tracks and</p>
+<p style="top:390.3pt;left:60.6pt">trails. Units moving <b>entirely</b> along</p>
+<p style="top:405.3pt;left:60.6pt">Roads receive movement bonuses:</p>
+<p style="top:424.0pt;left:68.1pt">&#x2022; Highway</p>
+<p style="top:424.0pt;left:149.0pt">+4 hexes</p>
+<p style="top:441.5pt;left:68.1pt">&#x2022; Tracks</p>
+<p style="top:441.5pt;left:149.0pt">+2 hexes</p>
+<p style="top:459.0pt;left:68.1pt">&#x2022; Trails</p>
+<p style="top:459.0pt;left:149.0pt">+1 hex</p>
+<p style="top:476.5pt;left:79.4pt">To receive a Road Bonus, a unit</p>
+<p style="top:491.5pt;left:60.6pt">must start, remain on, and end its</p>
+<p style="top:506.5pt;left:60.6pt">move on some type of Road. When</p>
+<p style="top:521.5pt;left:60.6pt">two types of Road are used, the lesser</p>
+<p style="top:536.5pt;left:60.6pt">bonus applies.</p>
+<p style="top:560.1pt;left:60.6pt;font-size:14.6pt"><b>6.3 ROMMEL BONUS</b></p>
+<p style="top:577.0pt;left:79.4pt">During every Axis Player-Turn</p>
+<p style="top:592.0pt;left:60.6pt">(except in 1940), the Axis player can</p>
+<p style="top:607.0pt;left:60.6pt">designate any one Group or Regroup</p>
+<p style="top:622.0pt;left:60.6pt">Move as a <i>Rommel Move</i>. All Axis</p>
+<p style="top:637.0pt;left:60.6pt">units involved in that move receive a</p>
+<p style="top:652.0pt;left:60.6pt">movement bonus of +1 hex (plus any</p>
+<p style="top:667.0pt;left:60.6pt">applicable Road Bonus).</p>
+<p style="top:690.6pt;left:60.6pt;font-size:14.6pt"><b>6.4 FORCED MARCHES</b></p>
+<p style="top:707.5pt;left:79.4pt">The Active Player may attempt to</p>
+<p style="top:722.5pt;left:60.6pt"><i>Force March</i> units one hex past their</p>
+<p style="top:737.5pt;left:60.6pt">normal maximum range, at the risk of</p>
+<p style="top:752.5pt;left:60.6pt">Disruption (11.0).</p>
+<p style="top:771.3pt;left:79.4pt">After all Moves are complete, the</p>
+<p style="top:786.3pt;left:60.6pt">Active Player announces all Forced</p>
+<p style="top:801.3pt;left:60.6pt">March attempts (units and desired</p>
+<p style="top:816.3pt;left:60.6pt">destinations), and rolls one die each.</p>
+<p style="top:835.0pt;left:79.4pt">On a roll of 4, 5 or 6, the attempt</p>
+<p style="top:850.0pt;left:60.6pt">succeeds, and the unit moves the extra</p>
+<p style="top:865.0pt;left:60.6pt">hex. On a roll of 1, 2, or 3, the attempt</p>
+<p style="top:880.0pt;left:60.6pt">fails and the unit is Disrupted (in its</p>
+<p style="top:895.0pt;left:60.6pt">current hex if this was a Group Move</p>
+<p style="top:910.0pt;left:60.6pt">or in its original hex if a Regroup).</p>
+<p style="top:101.7pt;left:282.5pt;font-size:17.1pt"><b>7.0 ENGAGEMENT</b></p>
+<p style="top:124.3pt;left:301.2pt">Entering a hex containing enemy</p>
+<p style="top:139.3pt;left:282.5pt">units is <i>Engaging</i>.</p>
+<p style="top:158.1pt;left:301.2pt">Entering a hex containing <b>only</b></p>
+<p style="top:173.1pt;left:282.5pt">enemy units is Attacking (as well as</p>
+<p style="top:188.1pt;left:282.5pt">Engaging). See 8.2.</p>
+<p style="top:211.6pt;left:282.5pt;font-size:14.6pt"><b>7.1 HEXSIDE LIMITS</b></p>
+<p style="top:228.6pt;left:301.2pt">There is a limit to the number of</p>
+<p style="top:243.6pt;left:282.5pt">units able to Engage enemy forces</p>
+<p style="top:258.6pt;left:282.5pt"><b>across the same Hexside</b> in a single</p>
+<p style="top:273.6pt;left:282.5pt">Movement phase.</p>
+<p style="top:292.3pt;left:301.2pt">For <i>Clear</i> terrain Hexsides, the</p>
+<p style="top:307.3pt;left:282.5pt">limit is <b>two</b> units per Movement phase</p>
+<p style="top:322.3pt;left:282.5pt">(i.e., six units could enter a battle hex</p>
+<p style="top:337.3pt;left:282.5pt">via three <i>clear</i> Hexsides).</p>
+<p style="top:356.1pt;left:301.2pt">For Gap or Mountain Road</p>
+<p style="top:371.1pt;left:282.5pt">Hexsides, the limit is <b>one</b> unit per</p>
+<p style="top:386.1pt;left:282.5pt">Movement phase.</p>
+<p style="top:404.8pt;left:288.8pt"><b>Remember:</b><i> Units can only cross </i></p>
+<p style="top:419.8pt;left:288.8pt"><i>Mountain hexsides where a Road exists </i></p>
+<p style="top:434.8pt;left:288.8pt"><i>and Ridges/Marshes through a Gap.</i></p>
+<p style="top:453.6pt;left:301.2pt">During the Blitz Movement Phase,</p>
+<p style="top:468.6pt;left:282.5pt">Hexside limits are reset: additional</p>
+<p style="top:483.6pt;left:282.5pt">units can Engage via Hexsides already</p>
+<p style="top:498.6pt;left:282.5pt">traversed.</p>
+<p style="top:522.1pt;left:282.5pt;font-size:14.6pt"><b>7.2 DISENGAGEMENT</b></p>
+<p style="top:539.1pt;left:301.2pt">Units that leave a hex containing</p>
+<p style="top:554.1pt;left:282.5pt">enemy units are <i>Disengaging</i> (except</p>
+<p style="top:569.1pt;left:282.5pt">during Buildup, see 16.51). Units can</p>
+<p style="top:584.1pt;left:282.5pt">only Disengage through Friendly</p>
+<p style="top:599.1pt;left:282.5pt">Hexsides (8.1). Units that Disengage</p>
+<p style="top:614.1pt;left:282.5pt">are <b>always</b> Disrupted (11.0). Hexside</p>
+<p style="top:629.1pt;left:282.5pt">limits <b>do not</b> apply when Disengaging.</p>
+<p style="top:647.8pt;left:301.2pt">Disengaging units are turned</p>
+<p style="top:662.8pt;left:282.5pt">upright before moving out of a Battle</p>
+<p style="top:677.8pt;left:282.5pt">Hex and turned face-down (Disrupted)</p>
+<p style="top:692.8pt;left:282.5pt">after they finish movement. They</p>
+<p style="top:707.8pt;left:282.5pt"><b>cannot</b> re-engage this Player Turn.</p>
+<p style="top:726.6pt;left:301.2pt">When <b>all</b> friendly units Disengage</p>
+<p style="top:741.6pt;left:282.5pt">from a hex, it is a <i>Full</i> <i>Retreat</i> (10.3).</p>
+<p style="top:756.6pt;left:282.5pt">If <b>some but not all</b> friendly units</p>
+<p style="top:771.6pt;left:282.5pt">Disengage from a battle hex, it is</p>
+<p style="top:786.6pt;left:282.5pt">termed a <i>Partial Retreat</i> (10.4).</p>
+<p style="top:810.1pt;left:282.5pt;font-size:14.6pt"><b>7.3 REVEALING UNITS</b></p>
+<p style="top:827.1pt;left:301.2pt">Units engaging into a Battle are</p>
+<p style="top:842.1pt;left:282.5pt">not revealed until all Movement is</p>
+<p style="top:857.1pt;left:282.5pt">complete. Once revealed, units remain</p>
+<p style="top:872.1pt;left:282.5pt">face-up until they Disengage or until</p>
+<p style="top:887.1pt;left:282.5pt">the battle ends.</p>
+<p style="top:105.4pt;left:515.0pt;font-size:15.0pt;color:white"><b>UNIT SPEED</b></p>
+<p style="top:145.2pt;left:565.4pt;font-size:7.5pt">RECON</p>
+<p style="top:133.6pt;left:671.0pt;font-size:15.0pt">4</p>
+<p style="top:175.3pt;left:516.9pt;font-size:15.0pt"> </p>
+<p style="top:180.1pt;left:536.0pt;font-size:7.5pt">ARMOR </p>
+<p style="top:180.1pt;left:590.8pt;font-size:7.5pt">MOB. A/T</p>
+<p style="top:208.1pt;left:530.8pt;font-size:7.5pt">MECH. INF.</p>
+<p style="top:208.4pt;left:578.0pt;font-size:7.1pt">SELF PROP. ARTY</p>
+<p style="top:182.5pt;left:671.0pt;font-size:15.0pt">3</p>
+<p style="top:243.0pt;left:533.6pt;font-size:7.5pt">MOT. INF.</p>
+<p style="top:243.0pt;left:589.2pt;font-size:7.5pt">MOT. A/T</p>
+<p style="top:231.4pt;left:671.0pt;font-size:15.0pt">2</p>
+<p style="top:278.0pt;left:518.5pt;font-size:7.5pt">INFANTRY</p>
+<p style="top:278.0pt;left:567.0pt;font-size:7.5pt">PARA</p>
+<p style="top:278.0pt;left:593.5pt;font-size:7.5pt"> ARTILLERY</p>
+<p style="top:266.4pt;left:671.0pt;font-size:15.0pt">1</p>
+<p style="top:313.4pt;left:506.9pt"><b>Road Bonus Example</b></p>
+<p style="top:327.9pt;left:506.9pt;font-size:11.0pt">A Recon unit (speed 4) can move up to 8 </p>
+<p style="top:341.4pt;left:506.9pt;font-size:11.0pt">hexes along the highway, 6 hexes along </p>
+<p style="top:354.9pt;left:506.9pt;font-size:11.0pt">tracks, and 5 hexes on trails.</p>
+<p style="top:372.2pt;left:506.9pt;font-size:11.0pt">The unit could move up to 5 hexes along a </p>
+<p style="top:385.7pt;left:506.9pt;font-size:11.0pt">combination of tracks and trails. </p>
+<p style="top:402.9pt;left:506.9pt;font-size:11.0pt">Road bonuses cannot be applied to </p>
+<p style="top:416.4pt;left:506.9pt;font-size:11.0pt">Retreats or Redeployments.</p>
+<p style="top:453.9pt;left:506.9pt"><b>The Rommel Bonus</b></p>
+<p style="top:468.4pt;left:506.9pt;font-size:11.0pt">The Rommel Bonus can <b>only</b> be used by </p>
+<p style="top:481.9pt;left:506.9pt;font-size:11.0pt">an active Axis player during Movement or </p>
+<p style="top:495.4pt;left:506.9pt;font-size:11.0pt">Blitz Movement (not both).</p>
+<p style="top:512.7pt;left:506.9pt;font-size:11.0pt">It cannot be used by a passive Axis player </p>
+<p style="top:526.2pt;left:506.9pt;font-size:11.0pt">for Withdrawal Moves to Refuse Battle or </p>
+<p style="top:539.7pt;left:506.9pt;font-size:11.0pt">Rout, or to Redeploy in Buildup. </p>
+<p style="top:577.2pt;left:506.9pt"><b>Regrouping Forced Marches</b></p>
+<p style="top:591.7pt;left:506.9pt;font-size:11.0pt">Units may attempt a Forced March to the </p>
+<p style="top:605.2pt;left:506.9pt;font-size:11.0pt">destination hex of a Regroup Move, but </p>
+<p style="top:618.7pt;left:506.9pt;font-size:11.0pt">if unsuccessful they are Disrupted at their </p>
+<p style="top:632.2pt;left:506.9pt;font-size:11.0pt">original location (units that cannot Regroup </p>
+<p style="top:645.7pt;left:506.9pt;font-size:11.0pt">to the destination hex cannot move at all).</p>
+<p style="top:683.2pt;left:506.9pt"><b>Forced Marches into Battle</b></p>
+<p style="top:697.7pt;left:506.9pt;font-size:11.0pt">Players cannot attempt to Force March into </p>
+<p style="top:711.2pt;left:506.9pt;font-size:11.0pt">engagements in excess of Hexside Limits </p>
+<p style="top:724.7pt;left:506.9pt;font-size:11.0pt">(anticipating that some units will fail to </p>
+<p style="top:738.2pt;left:506.9pt;font-size:11.0pt">arrive).</p>
+<p style="top:775.7pt;left:506.9pt"><b>Retreat Forced Marches</b></p>
+<p style="top:790.2pt;left:506.9pt;font-size:11.0pt">Units failing a Forced March when making </p>
+<p style="top:803.7pt;left:506.9pt;font-size:11.0pt">a Retreat lose one step in addition to the </p>
+<p style="top:817.2pt;left:506.9pt;font-size:11.0pt">usual Disruption that always happens to </p>
+<p style="top:830.7pt;left:506.9pt;font-size:11.0pt">Disengaging units.</p>
+<p style="top:868.2pt;left:506.9pt"><b>Retreat vs. Disengagement</b></p>
+<p style="top:882.7pt;left:506.9pt;font-size:11.0pt"><b>Units</b> Disengage; <b>Groups</b> Retreat.</p>
+</div>
+
+<div id="page11" style="background-image:url('rules11.jpg');width:765.0pt;height:990.0pt">
+<p style="top:99.1pt;left:60.6pt;font-size:17.1pt"><b>8.0 BATTLES</b></p>
+<p style="top:121.8pt;left:79.4pt">A <i>Battle</i> is a hex containing units of</p>
+<p style="top:136.8pt;left:60.6pt">both sides, where combat can occur.</p>
+<p style="top:155.5pt;left:79.4pt">Battles are not necessarily resolved</p>
+<p style="top:170.5pt;left:60.6pt">immediately: they last until one side</p>
+<p style="top:185.5pt;left:60.6pt">Retreats [10.0] or is eliminated. Battles</p>
+<p style="top:200.5pt;left:60.6pt">can last through several Player Turns,</p>
+<p style="top:215.5pt;left:60.6pt">sometimes even lasting for Months.</p>
+<p style="top:239.1pt;left:60.6pt;font-size:14.6pt"><b>8.1 BATTLE HEXSIDES</b></p>
+<p style="top:256.0pt;left:79.4pt">Each Hexside of a battle hex is</p>
+<p style="top:271.0pt;left:60.6pt">termed a <i>Battle Hexside</i>. Control of</p>
+<p style="top:286.0pt;left:60.6pt">Battle Hexsides determines Supply</p>
+<p style="top:301.0pt;left:60.6pt">Lines into battles and Disengagement</p>
+<p style="top:316.0pt;left:60.6pt">routes out of them.</p>
+<p style="top:334.8pt;left:79.4pt">A Battle Hexside is <i>friendly</i> to the</p>
+<p style="top:349.8pt;left:60.6pt">side whose units last engaged across it</p>
+<p style="top:364.8pt;left:60.6pt">(and this takes effect instantly).</p>
+<p style="top:383.5pt;left:79.4pt">A Hexside that neither side has</p>
+<p style="top:398.5pt;left:60.6pt">crossed is friendly to the <i>Defender</i> (8.3).</p>
+<p style="top:422.1pt;left:60.6pt;font-size:14.6pt"><b>8.2 ATTACKS</b></p>
+<p style="top:439.0pt;left:79.4pt">Moving units into an <i>enemy hex</i></p>
+<p style="top:454.0pt;left:60.6pt">(one containing <b>solely</b> enemy units) is</p>
+<p style="top:469.0pt;left:60.6pt">termed <i>Attacking</i>. Adding units to an</p>
+<p style="top:484.0pt;left:60.6pt">existing battle hex is <b>not</b> an Attack.</p>
+<p style="top:502.8pt;left:79.4pt">The Passive Player can respond to</p>
+<p style="top:517.8pt;left:60.6pt">an Attack either by accepting battle</p>
+<p style="top:532.8pt;left:60.6pt">or by Refusing Battle (8.4). If battle is</p>
+<p style="top:547.8pt;left:60.6pt">accepted, combat is mandatory that</p>
+<p style="top:562.8pt;left:60.6pt">turn (8.5).</p>
+<p style="top:581.5pt;left:79.4pt">Disrupted units that are Attacked</p>
+<p style="top:596.5pt;left:60.6pt">without friendly Undisrupted Shielding<i> </i></p>
+<p style="top:611.5pt;left:60.6pt">units present are Routed (11.3).</p>
+<p style="top:635.1pt;left:60.6pt;font-size:14.6pt"><b>8.3 ATTACKER &amp; DEFENDER</b></p>
+<p style="top:652.0pt;left:79.4pt">The player who initiates a battle is</p>
+<p style="top:667.0pt;left:60.6pt">termed the <i>Attacker</i> in that Battle for as</p>
+<p style="top:682.0pt;left:60.6pt">long as it lasts. The other player is the</p>
+<p style="top:697.0pt;left:60.6pt"><i>Defender</i>. This distinction is important</p>
+<p style="top:712.0pt;left:60.6pt">because the Defender maintains</p>
+<p style="top:727.0pt;left:60.6pt">control of Battle<i> </i><b>Hexes</b> for Supply</p>
+<p style="top:742.0pt;left:60.6pt">Line tracing purposes.</p>
+<p style="top:765.6pt;left:60.6pt;font-size:14.6pt"><b>8.4 REFUSING BATTLE</b></p>
+<p style="top:782.5pt;left:79.4pt">Immediately upon the completion</p>
+<p style="top:797.5pt;left:60.6pt">of all enemy Moves (including Forced</p>
+<p style="top:812.5pt;left:60.6pt">Marches), the Passive Player has the</p>
+<p style="top:827.5pt;left:60.6pt">option to Refuse Combat and Retreat</p>
+<p style="top:842.5pt;left:60.6pt">Attacked Groups by Withdrawal Move</p>
+<p style="top:857.5pt;left:60.6pt">if possible (see 10.2).</p>
+<p style="top:876.3pt;left:79.4pt">The option to Refuse Combat is</p>
+<p style="top:891.3pt;left:60.6pt"><b>not</b> open to Groups already engaged</p>
+<p style="top:906.3pt;left:60.6pt">in Battles when Movement began.</p>
+<p style="top:101.6pt;left:282.5pt;font-size:14.6pt"><b>8.5 BATTLE ARRAY</b></p>
+<p style="top:118.6pt;left:301.2pt">If battle is accepted, mark the</p>
+<p style="top:133.6pt;left:282.5pt">hex with a Battle Marker of the</p>
+<p style="top:148.6pt;left:282.5pt"><b>Defender&#x2019;s</b> color and move the units</p>
+<p style="top:163.6pt;left:282.5pt">involved to a convenient location.</p>
+<p style="top:178.6pt;left:282.5pt">Small battles may be fought in the hex.</p>
+<p style="top:197.3pt;left:301.2pt">Players then arrange their units</p>
+<p style="top:212.3pt;left:282.5pt">in opposing Battle Lines (placing the</p>
+<p style="top:227.3pt;left:282.5pt">corresponding Battle Marker of the</p>
+<p style="top:242.3pt;left:282.5pt"><b>Attacker&#x2019;s</b> color nearby).</p>
+<p style="top:261.1pt;left:301.2pt">Players now reveal their units by</p>
+<p style="top:276.1pt;left:282.5pt">turning them face-up, tipping <b>forward</b></p>
+<p style="top:291.1pt;left:282.5pt">toward the enemy line, so that their</p>
+<p style="top:306.1pt;left:282.5pt">current CVs are oriented <b>toward</b> the</p>
+<p style="top:321.1pt;left:282.5pt">enemy line.</p>
+<p style="top:344.6pt;left:282.5pt;font-size:14.6pt"><b>8.6 ACTIVE BATTLES</b></p>
+<p style="top:361.6pt;left:301.2pt">In a Combat phase, the Active</p>
+<p style="top:376.6pt;left:282.5pt">Player has the option to wage Combat</p>
+<p style="top:391.6pt;left:282.5pt">in any or all current battles. Battles</p>
+<p style="top:406.6pt;left:282.5pt">selected for Combat are termed <i>Active </i></p>
+<p style="top:421.6pt;left:282.5pt"><i>Battles</i>.</p>
+<p style="top:440.3pt;left:301.2pt">Combat is <b>mandatory</b> in two</p>
+<p style="top:455.3pt;left:282.5pt">cases: these Battles <b>must</b> be fought in</p>
+<p style="top:470.3pt;left:282.5pt">that Combat phase:</p>
+<p style="top:489.1pt;left:290.0pt">&#x2022; <b>New Battles:</b> combat is <b>required</b></p>
+<p style="top:504.1pt;left:297.5pt">in the first Combat phase of a new</p>
+<p style="top:519.1pt;left:297.5pt">Battle.</p>
+<p style="top:537.8pt;left:290.0pt">&#x2022; <b>Fortress Battles:</b> the Attacker</p>
+<p style="top:552.8pt;left:297.5pt">(but not the Defender) must wage</p>
+<p style="top:567.8pt;left:297.5pt">combat every Combat round when</p>
+<p style="top:582.8pt;left:297.5pt">engaged in a Fortress hex (except</p>
+<p style="top:597.8pt;left:297.5pt">during Blitz Combat).</p>
+<p style="top:616.6pt;left:301.2pt"><b>Select Active Battles:</b> Before</p>
+<p style="top:631.6pt;left:282.5pt">Combat begins, the Active Player</p>
+<p style="top:646.6pt;left:282.5pt">must indicate all the Battles in which</p>
+<p style="top:661.6pt;left:282.5pt">Combat is to occur by moving those</p>
+<p style="top:676.6pt;left:282.5pt">Battle Lines closer together, and</p>
+<p style="top:691.6pt;left:282.5pt">leaving other Battle Lines more</p>
+<p style="top:706.6pt;left:282.5pt">separated.</p>
+<p style="top:725.3pt;left:301.2pt"><b>Select Assault Battles:</b> During</p>
+<p style="top:740.3pt;left:282.5pt">Assault Turns, selected Battles may</p>
+<p style="top:755.3pt;left:282.5pt">be fought as <i>Assault Battles</i>. Before</p>
+<p style="top:770.3pt;left:282.5pt">Combat begins, the Active Player must</p>
+<p style="top:785.3pt;left:282.5pt">pre-indicate all Assault Battles by</p>
+<p style="top:800.3pt;left:282.5pt">placing one or more friendly units <b>on </b></p>
+<p style="top:815.3pt;left:282.5pt"><b>top of</b> the defending line.</p>
+<p style="top:834.1pt;left:301.2pt">In Assault Battles, <b>all</b> units (both</p>
+<p style="top:849.1pt;left:282.5pt">Attacker <b>and</b> Defender) fire Double</p>
+<p style="top:864.1pt;left:282.5pt">Dice (9.21).</p>
+<p style="top:101.1pt;left:506.2pt"><b>Refusing Battle: Disrupted Units </b></p>
+<p style="top:116.1pt;left:506.2pt"><b>in the Group</b></p>
+<p style="top:130.6pt;left:506.2pt;font-size:11.0pt">When a Group containing Disrupted units </p>
+<p style="top:144.1pt;left:506.2pt;font-size:11.0pt">Refuses Battle, the Disrupted units are, of </p>
+<p style="top:157.6pt;left:506.2pt;font-size:11.0pt">course, unable to Withdraw, being unable </p>
+<p style="top:171.1pt;left:506.2pt;font-size:11.0pt">to move except to Rout. </p>
+<p style="top:188.3pt;left:506.2pt;font-size:11.0pt">First, the Undisrupted units suffer Pursuit </p>
+<p style="top:201.8pt;left:506.2pt;font-size:11.0pt">Fire and then execute a Withdrawal </p>
+<p style="top:215.3pt;left:506.2pt;font-size:11.0pt">Group Move. The Disrupted units are </p>
+<p style="top:228.8pt;left:506.2pt;font-size:11.0pt">now Unshielded and are therefore Routed, </p>
+<p style="top:242.3pt;left:506.2pt;font-size:11.0pt">suffering Rout Attrition <b>and</b> Pursuit Fire </p>
+<p style="top:255.8pt;left:506.2pt;font-size:11.0pt">from unfired Pursuing units (if any). If </p>
+<p style="top:269.3pt;left:506.2pt;font-size:11.0pt">they survive, they can then Withdraw as a </p>
+<p style="top:282.8pt;left:506.2pt;font-size:11.0pt"><b>separate</b> group.</p>
+<p style="top:320.3pt;left:506.2pt"><b>Refusing Battle: Units in the </b></p>
+<p style="top:335.3pt;left:506.2pt"><b>Group without a Supply Line</b></p>
+<p style="top:349.8pt;left:506.2pt;font-size:11.0pt">Since units without a Supply Line cannot </p>
+<p style="top:363.3pt;left:506.2pt;font-size:11.0pt">Withdraw, and Partial Retreat is not </p>
+<p style="top:376.8pt;left:506.2pt;font-size:11.0pt">allowed when Refusing Battle, a mixed </p>
+<p style="top:390.3pt;left:506.2pt;font-size:11.0pt">Group of units of which only some have a </p>
+<p style="top:403.8pt;left:506.2pt;font-size:11.0pt">Supply Line may not Refuse Battle. </p>
+<p style="top:421.1pt;left:506.2pt;font-size:11.0pt">This situation can arise when a group </p>
+<p style="top:434.6pt;left:506.2pt;font-size:11.0pt">is composed of units assigned Fortress </p>
+<p style="top:448.1pt;left:506.2pt;font-size:11.0pt">Supply and other units with no Supply Line </p>
+<p style="top:461.6pt;left:506.2pt;font-size:11.0pt">to Base.</p>
+<p style="top:499.1pt;left:506.2pt"><b>Battle Arrays</b></p>
+<p style="top:513.6pt;left:506.2pt;font-size:11.0pt">The position of units in the line is </p>
+<p style="top:527.1pt;left:506.2pt;font-size:11.0pt">immaterial (though it helps to group units </p>
+<p style="top:540.6pt;left:506.2pt;font-size:11.0pt">by arms class). </p>
+<p style="top:557.8pt;left:506.2pt;font-size:11.0pt">Artillery units can be placed behind the </p>
+<p style="top:571.3pt;left:506.2pt;font-size:11.0pt">battle line to remind players that they can </p>
+<p style="top:584.8pt;left:506.2pt;font-size:11.0pt">only be targeted by enemy artillery (unless </p>
+<p style="top:598.3pt;left:506.2pt;font-size:11.0pt">unsupported).</p>
+<p style="top:635.8pt;left:506.2pt"><b>Fortress Combat in Pass Turns</b></p>
+<p style="top:650.3pt;left:506.2pt;font-size:11.0pt">The Original Attacker must have combat </p>
+<p style="top:663.8pt;left:506.2pt;font-size:11.0pt">when Engaged in a Fortress. Yet no </p>
+<p style="top:677.3pt;left:506.2pt;font-size:11.0pt">Combat is allowed during a PASS TURN.</p>
+<p style="top:694.6pt;left:506.2pt;font-size:11.0pt">Therefore, if the original Attacker Passes </p>
+<p style="top:708.1pt;left:506.2pt;font-size:11.0pt">while engaged in a Fortress hex, he must </p>
+<p style="top:721.6pt;left:506.2pt;font-size:11.0pt">Retreat his forces from the Fortress hex by </p>
+<p style="top:735.1pt;left:506.2pt;font-size:11.0pt">Withdrawal Move. If this is not possible, </p>
+<p style="top:748.6pt;left:506.2pt;font-size:11.0pt">the active player&apos;s forces are Routed (see </p>
+<p style="top:762.1pt;left:506.2pt;font-size:11.0pt">13.2).</p>
+</div>
+
+<div id="page12" style="background-image:url('rules12.jpg');width:765.0pt;height:990.0pt">
+<p style="top:101.7pt;left:61.2pt;font-size:17.1pt"><b>9.0 COMBAT</b></p>
+<p style="top:124.3pt;left:80.0pt">Once <i>Active</i> Battles are designated,</p>
+<p style="top:139.3pt;left:61.2pt">they are resolved one by one, in any</p>
+<p style="top:154.3pt;left:61.2pt">order chosen by the Active Player.</p>
+<p style="top:173.1pt;left:80.0pt">Each Combat phase involves one</p>
+<p style="top:188.1pt;left:61.2pt"><i>Combat Round</i> in each <b>Active</b> Battle, in</p>
+<p style="top:203.1pt;left:61.2pt">which each unit fires once. All firing in</p>
+<p style="top:218.1pt;left:61.2pt">one Battle must be completed before</p>
+<p style="top:233.1pt;left:61.2pt">proceeding to the next battle.</p>
+<p style="top:256.6pt;left:61.2pt;font-size:14.6pt"><b>9.1 COMBAT ROUNDS</b></p>
+<p style="top:273.6pt;left:80.0pt">A Combat Round is executed in</p>
+<p style="top:288.6pt;left:61.2pt">each Active Battle as follows:</p>
+<p style="top:307.3pt;left:68.8pt">1) The Passive Player fires Defensive</p>
+<p style="top:322.3pt;left:76.2pt">Fire and losses are applied.</p>
+<p style="top:341.1pt;left:68.8pt">2) The Active Player fires Offensive</p>
+<p style="top:356.1pt;left:76.2pt">Fire and losses are applied.</p>
+<p style="top:379.6pt;left:61.2pt;font-size:14.6pt"><b>9.2 UNIT FIRE</b></p>
+<p style="top:396.6pt;left:80.0pt">In Defensive or Offensive Fire, each</p>
+<p style="top:411.6pt;left:61.2pt">unit fires once in any desired order,</p>
+<p style="top:426.6pt;left:61.2pt">except that artillery must fire <b>first</b>.</p>
+<p style="top:445.3pt;left:80.0pt">To fire a unit, the firing player</p>
+<p style="top:460.3pt;left:61.2pt">indicates the unit firing and the <b>Class </b></p>
+<p style="top:475.3pt;left:61.2pt">(armor/infantry/anti-tank/artillery)</p>
+<p style="top:490.3pt;left:61.2pt">being targeted, and rolls one die per</p>
+<p style="top:505.3pt;left:61.2pt">firing unit CV (3 dice for 3 CV units).</p>
+<p style="top:524.1pt;left:80.0pt">Depending on the unit&#x2019;s Firepower</p>
+<p style="top:539.1pt;left:61.2pt">(9.4) versus the selected target Class,</p>
+<p style="top:554.1pt;left:61.2pt">certain numbers rolled score <i>hits</i>,</p>
+<p style="top:569.1pt;left:61.2pt">reducing the CV of enemy units in the</p>
+<p style="top:584.1pt;left:61.2pt">target Class.</p>
+<p style="top:605.3pt;left:61.2pt"><b>9.21 DOUBLE DICE</b></p>
+<p style="top:620.3pt;left:80.0pt">In Assault Combat and Fortress</p>
+<p style="top:635.3pt;left:61.2pt">defense, units fire <i>Double Dice</i>, meaning</p>
+<p style="top:650.3pt;left:61.2pt">they roll twice the normal number of</p>
+<p style="top:665.3pt;left:61.2pt">dice (at normal Firepower).</p>
+<p style="top:688.9pt;left:61.2pt;font-size:14.6pt"><b>9.3 TARGETING</b></p>
+<p style="top:705.8pt;left:80.0pt">Some unit classes must fire at their</p>
+<p style="top:720.8pt;left:61.2pt">enemy counterparts if present: Armor-</p>
+<p style="top:735.8pt;left:61.2pt">class units must fire at armor-class</p>
+<p style="top:750.8pt;left:61.2pt">units, if present. Similarly, infantry-</p>
+<p style="top:765.8pt;left:61.2pt">class units must fire at infantry-class</p>
+<p style="top:780.8pt;left:61.2pt">units, if present. Artillery and anti-tank</p>
+<p style="top:795.8pt;left:61.2pt">class units are not restricted in this</p>
+<p style="top:810.8pt;left:61.2pt">way. Only artillery can target enemy</p>
+<p style="top:825.8pt;left:61.2pt">artillery, unless no other class of target</p>
+<p style="top:840.8pt;left:61.2pt">unit is present. Target class <b>must</b> be</p>
+<p style="top:855.8pt;left:61.2pt">announced before firing a unit.</p>
+<p style="top:874.6pt;left:80.0pt">If all units of a <b>required</b> target</p>
+<p style="top:889.6pt;left:61.2pt">class are eliminated, unfired units may</p>
+<p style="top:904.6pt;left:61.2pt">fire at other target Classes.</p>
+<p style="top:101.6pt;left:282.5pt;font-size:14.6pt"><b>9.4 FIREPOWER</b></p>
+<p style="top:118.6pt;left:301.2pt">The effectiveness of fire depends</p>
+<p style="top:133.6pt;left:282.5pt">on the Class of unit firing and its target.</p>
+<p style="top:148.6pt;left:282.5pt">Cross-referencing the firing unit&apos;s Class</p>
+<p style="top:163.6pt;left:282.5pt">and the target Class on the Fire Table</p>
+<p style="top:178.6pt;left:282.5pt">(see Map) shows fire effectiveness.</p>
+<p style="top:197.3pt;left:290.0pt">&#x2022; &quot;SF&quot; stands for &quot;single fire&quot; and</p>
+<p style="top:212.3pt;left:297.5pt">scores one hit for every &quot;6&quot; rolled.</p>
+<p style="top:231.1pt;left:290.0pt">&#x2022; &quot;DF&quot; (double fire) scores a hit for</p>
+<p style="top:246.1pt;left:297.5pt">every &quot;5&quot; or &quot;6&quot; rolled.</p>
+<p style="top:264.8pt;left:290.0pt">&#x2022; &quot;TF&quot; (triple fire) scores a hit for</p>
+<p style="top:279.8pt;left:297.5pt">every &quot;4&quot;, &quot;5&quot;, or &quot;6&quot; rolled.</p>
+<p style="top:303.4pt;left:282.5pt;font-size:14.6pt"><b>9.5 APPLYING LOSSES</b></p>
+<p style="top:320.3pt;left:301.2pt">For each <i>hit</i> scored by enemy fire, a</p>
+<p style="top:335.3pt;left:282.5pt">unit of the targeted Class is reduced by</p>
+<p style="top:350.3pt;left:282.5pt">1 CV (owner&#x2019;s choice of exact unit).</p>
+<p style="top:369.1pt;left:301.2pt"><b>Elite Units: </b>All German units and</p>
+<p style="top:384.1pt;left:282.5pt">some Allied armor units are <i>elite</i>, with</p>
+<p style="top:399.1pt;left:282.5pt">2 CV per step. <b>Two</b> <i>hits</i> are necessary</p>
+<p style="top:414.1pt;left:282.5pt">to reduce them by a step. All hits on a</p>
+<p style="top:429.1pt;left:282.5pt">given arms <b>Class</b> must be applied if</p>
+<p style="top:444.1pt;left:282.5pt">possible but leftover hits at the end of</p>
+<p style="top:459.1pt;left:282.5pt">a combat round are wasted.</p>
+<p style="top:477.8pt;left:301.2pt">Within an arms class, the owning</p>
+<p style="top:492.8pt;left:282.5pt">player may allocate hits to individual</p>
+<p style="top:507.8pt;left:282.5pt">units <b>as desired</b> (except <i>hits</i> may only</p>
+<p style="top:522.8pt;left:282.5pt">be wasted if there is no alternative).</p>
+<p style="top:541.6pt;left:301.2pt">As <i>hits</i> are received, the owning</p>
+<p style="top:556.6pt;left:282.5pt">player <b>provisionally</b> allocates them to</p>
+<p style="top:571.6pt;left:282.5pt">units of the target class, only finalizing</p>
+<p style="top:586.6pt;left:282.5pt">this when all enemy fire is complete.</p>
+<p style="top:601.6pt;left:282.5pt">Single hits allocated to elite units are</p>
+<p style="top:616.6pt;left:282.5pt">indicated by rotating the unit 45&#xba;.</p>
+<p style="top:635.3pt;left:301.2pt">If sufficient hits are inflicted within</p>
+<p style="top:650.3pt;left:282.5pt">a combat round to eliminate all units</p>
+<p style="top:665.3pt;left:282.5pt">of a target Class, they are removed</p>
+<p style="top:680.3pt;left:282.5pt">from play which may affect subsequent</p>
+<p style="top:695.3pt;left:282.5pt">targeting and opponent fire.</p>
+<p style="top:716.6pt;left:282.5pt"><b>9.52 DOUBLE DEFENSE</b></p>
+<p style="top:731.6pt;left:301.2pt">Double Defense applies to the</p>
+<p style="top:746.6pt;left:282.5pt">Defenders in a Minefield (14.2). Hits</p>
+<p style="top:761.6pt;left:282.5pt">scored on Minefield Defenders are</p>
+<p style="top:776.6pt;left:282.5pt">considered <i>half-hits</i>, and it requires two</p>
+<p style="top:791.6pt;left:282.5pt"><i>half-hits</i> to inflict a 1 CV loss.</p>
+<p style="top:810.4pt;left:286.2pt;font-size:12.1pt"><b>Exception:</b><i> Artillery fire is </i><b>unaffected</b><i> </i></p>
+<p style="top:825.4pt;left:286.2pt;font-size:12.1pt"><i>by Minefields and scores full hits.</i></p>
+<p style="top:844.1pt;left:301.2pt">As for <i>elite</i> units, <i>half-hits</i> are</p>
+<p style="top:859.1pt;left:282.5pt">provisionally allocated to units within</p>
+<p style="top:874.1pt;left:282.5pt">the target class. At the end of a</p>
+<p style="top:889.1pt;left:282.5pt">Combat Round, leftover <i>half-hits</i> on a</p>
+<p style="top:904.1pt;left:282.5pt">given target class are wasted.</p>
+<p style="top:101.1pt;left:506.2pt"><b>Unit Fire</b></p>
+<p style="top:115.6pt;left:506.2pt;font-size:11.0pt">A unit must fire all its CV simultaneously </p>
+<p style="top:129.1pt;left:506.2pt;font-size:11.0pt">at a single Target Class, and cannot switch </p>
+<p style="top:142.6pt;left:506.2pt;font-size:11.0pt">targets in a Combat Round, even if all </p>
+<p style="top:156.1pt;left:506.2pt;font-size:11.0pt">units of the Target Class are eliminated.</p>
+<p style="top:176.3pt;left:506.2pt"><b>Unit Fire</b><b><i> </i></b><b>Example</b></p>
+<p style="top:190.8pt;left:506.2pt;font-size:11.0pt">Since no enemy armor is present, a 6 CV </p>
+<p style="top:204.3pt;left:506.2pt;font-size:11.0pt">armor unit fires on enemy infantry at fire </p>
+<p style="top:217.8pt;left:506.2pt;font-size:11.0pt">effectiveness of double fire (DF). </p>
+<p style="top:235.1pt;left:506.2pt;font-size:11.0pt">A dieroll of 4, <b>5</b>, 1, <b>6</b>, 3, 3 scores two hits.</p>
+<p style="top:255.3pt;left:506.2pt"><b>Double Dice Unit Fire Example</b></p>
+<p style="top:269.8pt;left:506.2pt;font-size:11.0pt">A 3 CV Infantry unit defending a Fortress </p>
+<p style="top:283.3pt;left:506.2pt;font-size:11.0pt">rolls 6 dice (3 CV, doubled) for defensive </p>
+<p style="top:296.8pt;left:506.2pt;font-size:11.0pt">fire. Firepower remains the same (e.g., SF </p>
+<p style="top:310.3pt;left:506.2pt;font-size:11.0pt">when targeting enemy infantry).</p>
+<p style="top:330.6pt;left:506.2pt"><b>Targeting Artillery</b></p>
+<p style="top:345.1pt;left:506.2pt;font-size:11.0pt">Artillery can only be targeted by enemy </p>
+<p style="top:358.6pt;left:506.2pt;font-size:11.0pt">artillery, unless no other Class of friendly </p>
+<p style="top:372.1pt;left:506.2pt;font-size:11.0pt">unit is present in the battle (Disrupted </p>
+<p style="top:385.6pt;left:506.2pt;font-size:11.0pt">units are ignored for targeting purposes).</p>
+<p style="top:402.8pt;left:506.2pt;font-size:11.0pt">Artillery unsupported by any other arms </p>
+<p style="top:416.3pt;left:506.2pt;font-size:11.0pt">Class is extremely vulnerable. All units </p>
+<p style="top:429.8pt;left:506.2pt;font-size:11.0pt">except artillery fire on unsupported enemy </p>
+<p style="top:443.3pt;left:506.2pt;font-size:11.0pt">artillery at Triple Fire.</p>
+<p style="top:463.6pt;left:506.2pt"><b>Firepower Example</b></p>
+<p style="top:478.1pt;left:506.2pt;font-size:11.0pt">If enemy armor is present in a Battle, an </p>
+<p style="top:491.6pt;left:506.2pt;font-size:11.0pt">armor unit must target it at SF. </p>
+<p style="top:508.8pt;left:506.2pt;font-size:11.0pt">However, when no enemy armor is </p>
+<p style="top:522.3pt;left:506.2pt;font-size:11.0pt">present, the same armor unit can fire on </p>
+<p style="top:537.3pt;left:506.2pt;font-size:11.0pt">enemy infantry at DF.</p>
+<p style="top:557.6pt;left:506.2pt"><b>Applying &#x201c;Half Losses&#x201d; </b></p>
+<p style="top:572.1pt;left:506.2pt;font-size:11.0pt">When all units of a given target class are </p>
+<p style="top:585.6pt;left:506.2pt;font-size:11.0pt">elite, leftover &#x201c;odd&#x201d; hits at the end of a </p>
+<p style="top:599.1pt;left:506.2pt;font-size:11.0pt">Combat Round will be wasted. </p>
+<p style="top:616.3pt;left:506.2pt;font-size:11.0pt">For example, if all Axis armor in a battle is </p>
+<p style="top:629.8pt;left:506.2pt;font-size:11.0pt">elite, and the Allies score 3 hits on enemy </p>
+<p style="top:643.3pt;left:506.2pt;font-size:11.0pt">armor in a combat round. Two hits are </p>
+<p style="top:656.8pt;left:506.2pt;font-size:11.0pt">applied to reduce a German armor unit by </p>
+<p style="top:670.3pt;left:506.2pt;font-size:11.0pt">one step and the leftover hit is wasted.</p>
+<p style="top:687.6pt;left:506.2pt;font-size:11.0pt">The same principle applies to units with </p>
+<p style="top:701.1pt;left:506.2pt;font-size:11.0pt">Double Defense in a Minefield.</p>
+<p style="top:721.3pt;left:506.2pt"><b>Applying Losses to Mixed Groups</b></p>
+<p style="top:735.8pt;left:506.2pt;font-size:11.0pt">When a target class is a mix of elite and </p>
+<p style="top:749.3pt;left:506.2pt;font-size:11.0pt">normal units, all hits must be applied.</p>
+<p style="top:766.6pt;left:506.2pt;font-size:11.0pt"><b>Example: </b>Three armor hits are scored in </p>
+<p style="top:780.1pt;left:506.2pt;font-size:11.0pt">a combat round where there are both elite </p>
+<p style="top:793.6pt;left:506.2pt;font-size:11.0pt">and normal armor targets. Either 2 hits are </p>
+<p style="top:807.1pt;left:506.2pt;font-size:11.0pt">applied to elite armor and 1 hit to normal, </p>
+<p style="top:820.6pt;left:506.2pt;font-size:11.0pt">or all 3 hits are applied to normal armor.</p>
+<p style="top:837.8pt;left:506.2pt;font-size:11.0pt">Players should apply hits provisionally. </p>
+<p style="top:851.3pt;left:506.2pt;font-size:11.0pt">For instance, a 1 CV unit hit by enemy fire </p>
+<p style="top:864.8pt;left:506.2pt;font-size:11.0pt">should not be removed from play until the </p>
+<p style="top:878.3pt;left:506.2pt;font-size:11.0pt">end of the combat round since an ensuing </p>
+<p style="top:891.8pt;left:506.2pt;font-size:11.0pt">2nd hit may have to be applied to an elite </p>
+<p style="top:905.3pt;left:506.2pt;font-size:11.0pt">double-step unit instead.</p>
+</div>
+
+<div id="page13" style="background-image:url('rules13.jpg');width:765.0pt;height:990.0pt">
+<p style="top:99.2pt;left:60.6pt;font-size:17.1pt"><b>10.0 RETREATS</b></p>
+<p style="top:121.8pt;left:79.4pt">Disengaging (7.2) <b>all</b> units from a</p>
+<p style="top:136.8pt;left:60.6pt">Battle Hex is a <i>Full Retreat</i> (10.3). If</p>
+<p style="top:151.8pt;left:60.6pt">some, but not all, units Disengage it</p>
+<p style="top:166.8pt;left:60.6pt">is a <i>Partial Retreat</i> (10.4). Units that</p>
+<p style="top:181.8pt;left:60.6pt">Disengage are <b>always</b> Disrupted (11.0).</p>
+<p style="top:200.6pt;left:79.4pt">Voluntary Retreats can occur</p>
+<p style="top:215.6pt;left:60.6pt">when Refusing Battle (10.2) by Group</p>
+<p style="top:230.6pt;left:60.6pt">Withdrawal Move, or by a Group or</p>
+<p style="top:245.6pt;left:60.6pt">Regroup Move during a Player Turn</p>
+<p style="top:260.6pt;left:60.6pt">(including by Withdrawal Move during a</p>
+<p style="top:275.6pt;left:60.6pt">PASS TURN).</p>
+<p style="top:294.3pt;left:79.4pt">Involuntary Retreats occur when</p>
+<p style="top:309.3pt;left:60.6pt">Disrupted units are Routed (11.3). A</p>
+<p style="top:324.3pt;left:60.6pt">routed unit makes a Withdrawal Move.</p>
+<p style="top:343.1pt;left:66.9pt"><b>Important: </b><i>Disrupted (11.0) units </i></p>
+<p style="top:358.1pt;left:66.9pt"><i>cannot move except to Rout (11.3).</i></p>
+<p style="top:381.6pt;left:60.6pt;font-size:14.6pt"><b>10.1 RETREAT ROUTES</b></p>
+<p style="top:398.6pt;left:79.4pt">Units can <b>only</b> Disengage through</p>
+<p style="top:413.6pt;left:60.6pt"><b>friendly</b> Battle Hexsides (8.1) into</p>
+<p style="top:428.6pt;left:60.6pt">friendly or empty hexes, never directly</p>
+<p style="top:443.6pt;left:60.6pt">into an <i>enemy</i> or <i>battle</i> hex. They may</p>
+<p style="top:458.6pt;left:60.6pt">then continue to move as normal, but</p>
+<p style="top:473.6pt;left:60.6pt">may <b>not</b> re-engage this Player Turn.</p>
+<p style="top:492.3pt;left:79.4pt">Units <b>forced</b> to Disengage but</p>
+<p style="top:507.3pt;left:60.6pt">unable to do so are <b>eliminated</b>.</p>
+<p style="top:530.9pt;left:60.6pt;font-size:14.6pt"><b>10.2 REFUSING BATTLE </b></p>
+<p style="top:547.8pt;left:79.4pt">Immediately following <b>all</b> enemy </p>
+<p style="top:562.8pt;left:60.6pt">Movement, the Passive Player may</p>
+<p style="top:577.8pt;left:60.6pt"><i>Refuse Battle</i> by Retreating <b>all</b> units of</p>
+<p style="top:592.8pt;left:60.6pt">any Groups <b>just Attacked</b> (8.2) by</p>
+<p style="top:607.8pt;left:60.6pt">Withdrawal Move (5.3). Regroup Moves</p>
+<p style="top:622.8pt;left:60.6pt">or Partial Retreats to Refuse Battle are</p>
+<p style="top:637.8pt;left:60.6pt">not allowed. As usual, the retreating</p>
+<p style="top:652.8pt;left:60.6pt">units are subject to Pursuit Fire and</p>
+<p style="top:667.8pt;left:60.6pt">become Disrupted. When Refusing</p>
+<p style="top:682.8pt;left:60.6pt">Battle, units are not revealed.</p>
+<p style="top:706.4pt;left:60.6pt;font-size:14.6pt"><b>10.3 FULL RETREATS</b></p>
+<p style="top:723.3pt;left:79.4pt">The Active Player may voluntarily</p>
+<p style="top:738.3pt;left:60.6pt">Retreat <b>all units</b> from existing battles</p>
+<p style="top:753.3pt;left:60.6pt">by Group or Regroup Move (including</p>
+<p style="top:768.3pt;left:60.6pt">by Withdrawal Move 5.3). Retreating</p>
+<p style="top:783.3pt;left:60.6pt">Groups are subject to Pursuit Fire (10.5)</p>
+<p style="top:798.3pt;left:60.6pt">and become Disrupted (11.0).</p>
+<p style="top:101.1pt;left:506.2pt"><b>Refuse Battle Procedure</b></p>
+<p style="top:115.6pt;left:506.2pt;font-size:11.0pt">1) The Passive Player announces his intent </p>
+<p style="top:129.1pt;left:506.2pt;font-size:11.0pt">to Refuse Battle, leaving units upright in </p>
+<p style="top:142.6pt;left:506.2pt;font-size:11.0pt">the Battle Hex (not revealed).</p>
+<p style="top:159.8pt;left:506.2pt;font-size:11.0pt">2) The Active Player conducts Pursuit Fire </p>
+<p style="top:173.3pt;left:506.2pt;font-size:11.0pt">against Retreating units, saving fire for </p>
+<p style="top:186.8pt;left:506.2pt;font-size:11.0pt">Routs as desired. Pursuing units are not </p>
+<p style="top:200.3pt;left:506.2pt;font-size:11.0pt">revealed either.</p>
+<p style="top:217.6pt;left:506.2pt;font-size:11.0pt">3) The Passive Player moves surviving </p>
+<p style="top:231.1pt;left:506.2pt;font-size:11.0pt">units by Withdrawal Group Move.</p>
+<p style="top:248.3pt;left:506.2pt;font-size:11.0pt">4) Any Disrupted units remaining are </p>
+<p style="top:261.8pt;left:506.2pt;font-size:11.0pt">Routed (11.3) and subject to Pursuit Fire </p>
+<p style="top:275.3pt;left:506.2pt;font-size:11.0pt">by unfired units.</p>
+<p style="top:295.6pt;left:506.2pt"><b>Full Retreat Procedure</b></p>
+<p style="top:310.1pt;left:506.2pt;font-size:11.0pt">1) The Active Player moves all other </p>
+<p style="top:323.6pt;left:506.2pt;font-size:11.0pt">units, announces the Retreat and turns </p>
+<p style="top:337.1pt;left:506.2pt;font-size:11.0pt">Retreating units upright in the battle hex. </p>
+<p style="top:354.3pt;left:506.2pt;font-size:11.0pt">2) The Passive Player conducts Pursuit Fire </p>
+<p style="top:367.8pt;left:506.2pt;font-size:11.0pt">against Retreating units.</p>
+<p style="top:385.1pt;left:506.2pt;font-size:11.0pt">3) The Active Player moves surviving </p>
+<p style="top:398.6pt;left:506.2pt;font-size:11.0pt">Retreating units according to the Group or </p>
+<p style="top:412.1pt;left:506.2pt;font-size:11.0pt">Regroup Moves underway.</p>
+<p style="top:429.3pt;left:506.2pt;font-size:11.0pt">4) Any Disrupted units remaining in the </p>
+<p style="top:442.8pt;left:506.2pt;font-size:11.0pt">Retreat hex are Routed (11.3) and subject </p>
+<p style="top:456.3pt;left:506.2pt;font-size:11.0pt">to Pursuit Fire by unfired units.</p>
+<p style="top:476.6pt;left:506.2pt"><b>Partial Retreat Procedure</b></p>
+<p style="top:491.1pt;left:506.2pt;font-size:11.0pt">1) The Active Player moves all other units, </p>
+<p style="top:504.6pt;left:506.2pt;font-size:11.0pt">announces the Partial Retreat and turns </p>
+<p style="top:518.1pt;left:506.2pt;font-size:11.0pt">Disengaging units upright in the Battle </p>
+<p style="top:531.6pt;left:506.2pt;font-size:11.0pt">Hex. </p>
+<p style="top:548.8pt;left:506.2pt;font-size:11.0pt">2) The Passive Player may initiate Probe </p>
+<p style="top:562.3pt;left:506.2pt;font-size:11.0pt">Combat. If the Rearguard is eliminated by </p>
+<p style="top:575.8pt;left:506.2pt;font-size:11.0pt">Probe Combat, the Partial Retreat becomes </p>
+<p style="top:589.3pt;left:506.2pt;font-size:11.0pt">a full Retreat. Continue with Retreat </p>
+<p style="top:602.8pt;left:506.2pt;font-size:11.0pt">Procedure above, starting with 2).</p>
+<p style="top:623.1pt;left:506.2pt"><b>Reversed Roles in Probe Combat</b></p>
+<p style="top:637.6pt;left:506.2pt;font-size:11.0pt">If Rearguard units are Original Defenders, </p>
+<p style="top:651.1pt;left:506.2pt;font-size:11.0pt">they receive any Fortress and Minefield </p>
+<p style="top:664.6pt;left:506.2pt;font-size:11.0pt">defensive benefits (Probing units do not).</p>
+<p style="top:684.8pt;left:506.2pt"><b>Pursuit Deception</b></p>
+<p style="top:699.3pt;left:506.2pt;font-size:11.0pt">Pursuit Fire for some units may be </p>
+<p style="top:712.8pt;left:506.2pt;font-size:11.0pt">withheld to disguise the nature of the </p>
+<p style="top:726.3pt;left:506.2pt;font-size:11.0pt">Group. Or, because each unit can only fire </p>
+<p style="top:739.8pt;left:506.2pt;font-size:11.0pt">once, a player may reserve the fire from </p>
+<p style="top:753.3pt;left:506.2pt;font-size:11.0pt">some Pursuing units for enemy Disrupted </p>
+<p style="top:766.8pt;left:506.2pt;font-size:11.0pt">units about to be Routed.</p>
+<p style="top:787.1pt;left:506.2pt"><b>Pursuit Fire in a Combat Phase</b></p>
+<p style="top:801.6pt;left:506.2pt;font-size:11.0pt">Pursuit Fire can occur during a Combat </p>
+<p style="top:815.1pt;left:506.2pt;font-size:11.0pt">phase when Disrupted units in a Battle </p>
+<p style="top:828.6pt;left:506.2pt;font-size:11.0pt">Hex are Routed after elimination of all </p>
+<p style="top:842.1pt;left:506.2pt;font-size:11.0pt">friendly Shielding units (11.11). Only units </p>
+<p style="top:855.6pt;left:506.2pt;font-size:11.0pt">that have not yet fired in combat may </p>
+<p style="top:869.1pt;left:506.2pt;font-size:11.0pt">conduct Pursuit Fire. </p>
+<p style="top:99.1pt;left:280.0pt;font-size:14.6pt"><b>10.4 PARTIAL RETREATS</b></p>
+<p style="top:116.1pt;left:298.8pt">Partial Retreats involve Disengaging</p>
+<p style="top:131.1pt;left:280.0pt"><b>some but not all units</b> from a battle.</p>
+<p style="top:146.1pt;left:280.0pt">Partial Retreats can <b>never</b> be made</p>
+<p style="top:161.1pt;left:280.0pt">by Withdrawal Move: they require the</p>
+<p style="top:176.1pt;left:280.0pt">expenditure of a Supply Card. Partial</p>
+<p style="top:191.1pt;left:280.0pt">Retreats <b>may</b> avoid Pursuit Fire.</p>
+<p style="top:209.8pt;left:298.8pt">After completing all other</p>
+<p style="top:224.8pt;left:280.0pt">Movement, turn the Disengaging</p>
+<p style="top:239.8pt;left:280.0pt">units <b>upright</b>. All <b>Undisrupted</b></p>
+<p style="top:254.8pt;left:280.0pt">units remaining in the Battle are the</p>
+<p style="top:269.8pt;left:280.0pt"><i>Rearguard</i>. The Rearguard must survive</p>
+<p style="top:284.8pt;left:280.0pt">a round of <i>Probe Combat</i> to protect the</p>
+<p style="top:299.8pt;left:280.0pt">Disengaging units from Pursuit Fire.</p>
+<p style="top:318.6pt;left:286.2pt"><b>Important: </b><i>When making a Partial </i></p>
+<p style="top:333.6pt;left:286.2pt"><i>Retreat you cannot initiate Combat in </i></p>
+<p style="top:348.6pt;left:286.2pt"><i>that Battle during the same Player Turn.</i></p>
+<p style="top:369.8pt;left:280.0pt"><b>10.41 PROBE COMBAT</b></p>
+<p style="top:384.8pt;left:298.8pt"><b>Before</b> units making a Partial</p>
+<p style="top:399.8pt;left:280.0pt">Retreat actually move, the <b>Passive</b></p>
+<p style="top:414.8pt;left:280.0pt">Player <b>may</b> provoke a round of <i>Probe </i></p>
+<p style="top:429.8pt;left:280.0pt"><i>Combat</i> (no Supply Card expenditure</p>
+<p style="top:444.8pt;left:280.0pt">required).</p>
+<p style="top:463.6pt;left:298.8pt">In Probe Combat the Offensive/</p>
+<p style="top:478.6pt;left:280.0pt">Defensive roles are <b>reversed</b>: first the</p>
+<p style="top:493.6pt;left:280.0pt"><b>Active</b> Player&#x2019;s Rearguard unit(s) fire</p>
+<p style="top:508.6pt;left:280.0pt">Defensive Fire, then the Passive Player</p>
+<p style="top:523.6pt;left:280.0pt">returns Offensive Fire (see sidebar).</p>
+<p style="top:542.3pt;left:298.8pt">If <b>all</b> enemy Rearguard units are</p>
+<p style="top:557.3pt;left:280.0pt">eliminated, <b>unfired</b> Probing units may</p>
+<p style="top:572.3pt;left:280.0pt">immediately conduct Pursuit Fire (10.5)</p>
+<p style="top:587.3pt;left:280.0pt">against the <b>upright Disengaging</b></p>
+<p style="top:602.3pt;left:280.0pt">units (treated as a Group). Surviving</p>
+<p style="top:617.3pt;left:280.0pt">units then resume their Disengage</p>
+<p style="top:632.3pt;left:280.0pt">move. If the Passive Player declines</p>
+<p style="top:647.3pt;left:280.0pt">Probe Combat or the Rearguard is <b>not</b></p>
+<p style="top:662.3pt;left:280.0pt">eliminated by it, the Disengaging units</p>
+<p style="top:677.3pt;left:280.0pt">are not exposed to Pursuit Fire (10.5).</p>
+<p style="top:700.9pt;left:280.0pt;font-size:14.6pt"><b>10.5 PURSUIT FIRE</b></p>
+<p style="top:717.8pt;left:298.8pt">Groups that Retreat for any reason</p>
+<p style="top:732.8pt;left:280.0pt">must take <i>Pursuit Fire</i>. Pursuit Firepower</p>
+<p style="top:747.8pt;left:280.0pt">is based on Unit Speed.</p>
+<p style="top:766.6pt;left:298.8pt;font-size:12.1pt">The Retreating player announces the </p>
+<p style="top:781.6pt;left:280.0pt;font-size:12.1pt">speed of his <b>slowest</b> Retreating unit. </p>
+<p style="top:796.6pt;left:280.0pt;font-size:12.1pt">The pursuing player then rolls <b>one die</b> </p>
+<p style="top:811.6pt;left:280.0pt;font-size:12.1pt">for each equally-fast <b>unit</b> in the [former] </p>
+<p style="top:826.6pt;left:280.0pt;font-size:12.1pt">battle hex, and two dice for each faster </p>
+<p style="top:841.6pt;left:280.0pt;font-size:12.1pt"><b>unit</b>. Slower units cannot pursue.</p>
+<p style="top:860.3pt;left:298.7pt">One hit is scored for each dieroll</p>
+<p style="top:875.3pt;left:280.0pt">of 4, 5, or 6. The Retreating player</p>
+<p style="top:890.3pt;left:280.0pt">must immediately apply losses to any</p>
+<p style="top:905.3pt;left:280.0pt">Retreating units as desired as per 9.5.</p>
+</div>
+
+<div id="page14" style="background-image:url('rules14.jpg');width:765.0pt;height:990.0pt">
+<p style="top:101.7pt;left:61.2pt;font-size:17.1pt"><b>11.0 DISRUPTION</b></p>
+<p style="top:124.3pt;left:80.0pt">Units become Disrupted if they:</p>
+<p style="top:143.1pt;left:68.8pt">&#x2022; Disengage from a battle (7.2),</p>
+<p style="top:159.3pt;left:68.8pt">&#x2022; Refuse battle (10.2),</p>
+<p style="top:175.6pt;left:68.8pt">&#x2022; Are Unsupplied (12.1) during <b>both</b></p>
+<p style="top:190.6pt;left:76.2pt">the Initial &amp; Final Supply Checks, or</p>
+<p style="top:206.8pt;left:68.8pt">&#x2022; Fail a Forced March (6.4).</p>
+<p style="top:225.6pt;left:80.0pt">To indicate Disrupted status, turn</p>
+<p style="top:240.6pt;left:61.2pt">units <b>face-down</b> on the map (tip back</p>
+<p style="top:255.6pt;left:61.2pt">toward the owner to preserve CV).</p>
+<p style="top:274.3pt;left:80.0pt">Units can remain Disrupted</p>
+<p style="top:289.3pt;left:61.2pt">indefinitely, but are eliminated if</p>
+<p style="top:304.3pt;left:61.2pt">Unsupplied (12.1) at the end of a</p>
+<p style="top:319.3pt;left:61.2pt">month.</p>
+<p style="top:342.9pt;left:61.2pt;font-size:14.5pt"><b>11.1 DISRUPTION EFFECTS</b></p>
+<p style="top:359.8pt;left:80.0pt">Disruption has temporary, but</p>
+<p style="top:374.8pt;left:61.2pt">severe effects. Disrupted units cannot:</p>
+<p style="top:393.6pt;left:68.8pt">&#x2022; Move (except to Rout)</p>
+<p style="top:412.3pt;left:68.8pt">&#x2022; Impede enemy movement (they</p>
+<p style="top:427.3pt;left:76.2pt">Rout immediately if Attacked)</p>
+<p style="top:446.1pt;left:68.8pt">&#x2022; Fire or absorb hits in Combat</p>
+<p style="top:464.8pt;left:68.8pt">&#x2022; Form part of friendly Supply Chains</p>
+<p style="top:483.6pt;left:68.8pt">&#x2022; Block enemy Supply Lines</p>
+<p style="top:502.3pt;left:68.8pt">&#x2022; Redeploy or Return to Base during</p>
+<p style="top:517.3pt;left:76.2pt">Buildup (see 16.5)</p>
+<p style="top:538.9pt;left:61.2pt;font-size:11.7pt"><b>11.11 DISRUPTED UNITS IN BATTLE</b></p>
+<p style="top:553.6pt;left:80.0pt">Disrupted units that are Engaged</p>
+<p style="top:568.6pt;left:61.2pt">are immediately Routed (11.3) unless</p>
+<p style="top:583.6pt;left:61.2pt"><i>Shielded</i> by friendly <b>Undisrupted</b> units</p>
+<p style="top:598.6pt;left:61.2pt">in the same hex.</p>
+<p style="top:617.3pt;left:80.0pt">Even if Shielded, Disrupted units</p>
+<p style="top:632.3pt;left:61.2pt">take no part in battles (place them</p>
+<p style="top:647.3pt;left:61.2pt"><b>face-down</b> behind the battle lines),</p>
+<p style="top:666.1pt;left:80.0pt">Disrupted units cannot recover</p>
+<p style="top:681.1pt;left:61.2pt">while enemy units remain in the hex,</p>
+<p style="top:696.1pt;left:61.2pt">but may do so once the battle is won</p>
+<p style="top:711.1pt;left:61.2pt">(no enemy units remain in the hex).</p>
+<p style="top:726.1pt;left:61.2pt">Disrupted units Rout immediately once</p>
+<p style="top:741.1pt;left:61.2pt">no <i>Shielding</i> units remain.</p>
+<p style="top:764.6pt;left:61.2pt;font-size:14.6pt"><b>11.2 DISRUPTION RECOVERY</b></p>
+<p style="top:781.6pt;left:80.0pt">Disrupted units <i>Recover</i> during</p>
+<p style="top:796.6pt;left:61.2pt">the Initial Supply Check of a friendly</p>
+<p style="top:811.6pt;left:61.2pt">Player-Turn, provided that they:</p>
+<p style="top:830.3pt;left:68.8pt">&#x2022; Are not in a Battle Hex,</p>
+<p style="top:849.1pt;left:68.8pt">&#x2022; Have a Supply Line, and</p>
+<p style="top:867.8pt;left:68.8pt">&#x2022; Have spent one <b>complete</b> enemy</p>
+<p style="top:882.8pt;left:76.2pt">Player-Turn Disrupted (i.e., they do</p>
+<p style="top:897.8pt;left:76.2pt">not recover if they Refused Battle or</p>
+<p style="top:912.8pt;left:76.2pt">Routed in the previous enemy turn).</p>
+<p style="top:101.6pt;left:282.5pt;font-size:14.6pt"><b>11.3 ROUT</b></p>
+<p style="top:118.6pt;left:301.2pt">Disrupted units in a battle hex</p>
+<p style="top:133.6pt;left:282.5pt">without Undisrupted friendly <i>Shielding</i></p>
+<p style="top:148.6pt;left:282.5pt">units are <i>Routed</i>. This can occur if:</p>
+<p style="top:167.3pt;left:290.0pt">&#x2022; Disrupted units are Attacked alone</p>
+<p style="top:182.3pt;left:297.5pt">(i.e., not Shielded).</p>
+<p style="top:201.1pt;left:290.0pt">&#x2022; Disrupted units become alone in a</p>
+<p style="top:216.1pt;left:297.5pt">battle hex after all friendly Shielding</p>
+<p style="top:231.1pt;left:297.5pt">units Disengage or are eliminated.</p>
+<p style="top:249.8pt;left:301.2pt">When a Rout occurs, its effects</p>
+<p style="top:264.8pt;left:282.5pt">(below) are resolved immediately,</p>
+<p style="top:279.8pt;left:282.5pt">interrupting the normal flow of play.</p>
+<p style="top:298.6pt;left:301.2pt">All Routed units must (in order):</p>
+<p style="top:317.3pt;left:290.0pt">&#x2022; Lose one <b>step</b> of <i>Rout Attrition</i></p>
+<p style="top:336.1pt;left:290.0pt">&#x2022; Suffer Pursuit Fire (10.5)</p>
+<p style="top:354.8pt;left:290.0pt">&#x2022; Retreat by Withdrawal Group</p>
+<p style="top:369.8pt;left:297.5pt">Move, and they are <b>eliminated</b> if</p>
+<p style="top:384.8pt;left:297.5pt">unable to do so)</p>
+<p style="top:403.6pt;left:290.0pt">&#x2022; Become Disrupted again</p>
+<p style="top:427.1pt;left:282.5pt;font-size:14.6pt"><b>11.4 OVERRUN</b></p>
+<p style="top:444.1pt;left:301.2pt">An <i>Overrun</i> occurs when one or</p>
+<p style="top:459.1pt;left:282.5pt">more units enter a hex containing</p>
+<p style="top:474.1pt;left:282.5pt">Unshielded enemy Disrupted units</p>
+<p style="top:489.1pt;left:282.5pt">(hexside limits apply), Routing the</p>
+<p style="top:504.1pt;left:282.5pt">Disrupted units. All Overrunning units</p>
+<p style="top:519.1pt;left:282.5pt">must <b>stop</b> in the attacked hex, moving</p>
+<p style="top:534.1pt;left:282.5pt">no further that turn.</p>
+<p style="top:552.8pt;left:301.2pt">Although a single Attacking unit</p>
+<p style="top:567.8pt;left:282.5pt">can Rout a Disrupted enemy group,</p>
+<p style="top:582.8pt;left:282.5pt">the Active Player may elect to Attack</p>
+<p style="top:597.8pt;left:282.5pt">with multiple units to increase his</p>
+<p style="top:612.8pt;left:282.5pt">Pursuit Fire during Rout resolution.</p>
+<p style="top:631.3pt;left:301.2pt;font-size:12.5pt">Once all Attacking units have </p>
+<p style="top:646.3pt;left:282.5pt;font-size:12.5pt">entered the hex, movement is </p>
+<p style="top:661.3pt;left:282.5pt;font-size:12.5pt">interrupted to resolve the Rout. </p>
+<p style="top:680.3pt;left:301.2pt"><b>After</b> resolving the Rout, the</p>
+<p style="top:695.3pt;left:282.5pt">Active Player may still have other</p>
+<p style="top:710.3pt;left:282.5pt">units qualified to move (as part of</p>
+<p style="top:725.3pt;left:282.5pt">Group or Regrouping Moves already</p>
+<p style="top:740.3pt;left:282.5pt">underway), but as yet unmoved.</p>
+<p style="top:755.3pt;left:282.5pt">These units may then complete their</p>
+<p style="top:770.3pt;left:282.5pt">Movement, including passing <b>through</b></p>
+<p style="top:785.3pt;left:282.5pt">the Overrun hex now vacated of</p>
+<p style="top:800.3pt;left:282.5pt">enemy units.</p>
+<p style="top:819.1pt;left:301.2pt">Multiple overruns can occur in the</p>
+<p style="top:834.1pt;left:282.5pt">same Player Turn.</p>
+<p style="top:101.1pt;left:506.2pt"><b>Units Disrupted in Enemy Turns</b></p>
+<p style="top:115.6pt;left:506.2pt;font-size:11.0pt">Units that have become Disrupted are </p>
+<p style="top:129.1pt;left:506.2pt;font-size:11.0pt">only able recover after spending an <b>entire</b> </p>
+<p style="top:142.6pt;left:506.2pt;font-size:11.0pt">enemy Player Turn Disrupted.</p>
+<p style="top:159.8pt;left:506.2pt;font-size:11.0pt">This means units that become Disrupted </p>
+<p style="top:173.3pt;left:506.2pt;font-size:11.0pt"><b>during</b> an enemy Player Turn (by Refusing </p>
+<p style="top:186.8pt;left:506.2pt;font-size:11.0pt">Battle or being Routed) remain Disrupted </p>
+<p style="top:200.3pt;left:506.2pt;font-size:11.0pt"><b>through</b> the upcoming friendly Player-</p>
+<p style="top:213.8pt;left:506.2pt;font-size:11.0pt">Turn <b>and</b> the next enemy Player-Turn, </p>
+<p style="top:227.3pt;left:506.2pt;font-size:11.0pt">becoming able to recover only in the </p>
+<p style="top:240.8pt;left:506.2pt;font-size:11.0pt"><b>second</b> friendly Player-Turn following </p>
+<p style="top:254.3pt;left:506.2pt;font-size:11.0pt">Disruption.</p>
+<p style="top:274.6pt;left:506.2pt"><b>Routs</b></p>
+<p style="top:289.1pt;left:506.2pt;font-size:11.0pt">When <i>Unshielded</i> (11.11) Disrupted units </p>
+<p style="top:302.6pt;left:506.2pt;font-size:11.0pt">are Attacked, they are Routed.</p>
+<p style="top:319.8pt;left:506.2pt;font-size:11.0pt">Routs also occur when the Rearguard in a </p>
+<p style="top:333.3pt;left:506.2pt;font-size:11.0pt">Partial Retreat is eliminated while Shielding </p>
+<p style="top:346.8pt;left:506.2pt;font-size:11.0pt">friendly Disrupted units.</p>
+<p style="top:367.1pt;left:506.2pt"><b>Combat Phase Routs</b></p>
+<p style="top:381.6pt;left:506.2pt;font-size:11.0pt">When Disrupted units are Routed in a </p>
+<p style="top:395.1pt;left:506.2pt;font-size:11.0pt">Combat phase due to elimination of all </p>
+<p style="top:408.6pt;left:506.2pt;font-size:11.0pt">friendly Shielding units in that Battle Hex, </p>
+<p style="top:422.1pt;left:506.2pt;font-size:11.0pt">only enemy units that have not yet fired in </p>
+<p style="top:435.6pt;left:506.2pt;font-size:11.0pt">that combat round may conduct Pursuit </p>
+<p style="top:449.1pt;left:506.2pt;font-size:11.0pt">Fire.</p>
+<p style="top:469.3pt;left:506.2pt"><b>Final Supply Check Routs</b></p>
+<p style="top:483.8pt;left:506.2pt;font-size:11.0pt">If units Engaged in battle become </p>
+<p style="top:497.3pt;left:506.2pt;font-size:11.0pt">Disrupted due to lack of a Supply Line, </p>
+<p style="top:510.8pt;left:506.2pt;font-size:11.0pt">they are immediately <b>eliminated</b>, since </p>
+<p style="top:524.3pt;left:506.2pt;font-size:11.0pt">units without a Supply Line cannot </p>
+<p style="top:537.8pt;left:506.2pt;font-size:11.0pt">Withdraw.</p>
+<p style="top:558.1pt;left:506.2pt"><b>Overruns</b></p>
+<p style="top:572.6pt;left:506.2pt;font-size:11.0pt">In an OFFENSIVE TURN, units from both </p>
+<p style="top:586.1pt;left:506.2pt;font-size:11.0pt">moving Groups may participate in the </p>
+<p style="top:599.6pt;left:506.2pt;font-size:11.0pt">same Rout and/or Overrun (as they share </p>
+<p style="top:613.1pt;left:506.2pt;font-size:11.0pt">the same MOVEMENT phase).</p>
+<p style="top:633.3pt;left:506.2pt"><b>Overrun Procedure</b></p>
+<p style="top:647.8pt;left:506.2pt;font-size:11.0pt">1) The Active Player moves one or more </p>
+<p style="top:661.3pt;left:506.2pt;font-size:11.0pt">units into a hex containing <b>solely</b> enemy </p>
+<p style="top:674.8pt;left:506.2pt;font-size:11.0pt">Disrupted units, and announces the Rout. </p>
+<p style="top:692.1pt;left:506.2pt;font-size:11.0pt">2) All Disrupted units in the Attacked hex </p>
+<p style="top:705.6pt;left:506.2pt;font-size:11.0pt">lose <b>one step </b>of Rout Attrition.</p>
+<p style="top:722.8pt;left:506.2pt;font-size:11.0pt">3) The Active Player executes Pursuit Fire </p>
+<p style="top:736.3pt;left:506.2pt;font-size:11.0pt">(10.5) against the Disrupted units.</p>
+<p style="top:753.6pt;left:506.2pt;font-size:11.0pt">4) The Passive Player must now Retreat </p>
+<p style="top:767.1pt;left:506.2pt;font-size:11.0pt">surviving units by Withdrawal Group </p>
+<p style="top:780.6pt;left:506.2pt;font-size:11.0pt">Move, if possible. If not, they are </p>
+<p style="top:794.1pt;left:506.2pt;font-size:11.0pt">eliminated.</p>
+<p style="top:811.3pt;left:506.2pt;font-size:11.0pt">5) The Active Player now moves all </p>
+<p style="top:824.8pt;left:506.2pt;font-size:11.0pt">unmoved units that are eligible to move as </p>
+<p style="top:838.3pt;left:506.2pt;font-size:11.0pt">part of the Group/Regroup Moves already </p>
+<p style="top:851.8pt;left:506.2pt;font-size:11.0pt">underway. These units my move into or </p>
+<p style="top:865.3pt;left:506.2pt;font-size:11.0pt">through the Overrun hex just vacated by </p>
+<p style="top:878.8pt;left:506.2pt;font-size:11.0pt">Routed enemy units. </p>
+</div>
+
+<div id="page15" style="background-image:url('rules15.jpg');width:765.0pt;height:990.0pt">
+<p style="top:101.7pt;left:61.2pt;font-size:17.1pt"><b>12.0 SUPPLY</b></p>
+<p style="top:124.3pt;left:80.0pt">Units in play are either <i>Supplied</i> or</p>
+<p style="top:139.3pt;left:61.2pt"><i>Unsupplied</i>, depending on whether or</p>
+<p style="top:154.3pt;left:61.2pt">not they had a Supply Line during the</p>
+<p style="top:169.3pt;left:61.2pt">latest friendly Supply Check.</p>
+<p style="top:188.1pt;left:80.0pt">To be <i>Supplied</i>, a unit must be able</p>
+<p style="top:203.1pt;left:61.2pt">to trace a Supply Line to a friendly</p>
+<p style="top:218.1pt;left:61.2pt"><i>Supply Source</i>. This is normally the</p>
+<p style="top:233.1pt;left:61.2pt">friendly Base, but a limited number of</p>
+<p style="top:248.1pt;left:61.2pt">units may also trace Supply Lines to a</p>
+<p style="top:263.1pt;left:61.2pt">Fortress (13.0). Oases also have very</p>
+<p style="top:278.1pt;left:61.2pt">limited Supply capability (see 15.1).</p>
+<p style="top:301.6pt;left:61.2pt;font-size:14.6pt"><b>12.1 UNSUPPLIED UNITS</b></p>
+<p style="top:318.6pt;left:80.0pt">Units that cannot trace a Supply</p>
+<p style="top:333.6pt;left:61.2pt">Line during friendly Supply Checks</p>
+<p style="top:348.6pt;left:61.2pt">are <i>Unsupplied</i>. Being Unsupplied</p>
+<p style="top:363.6pt;left:61.2pt">causes no immediate harm (unlike</p>
+<p style="top:378.6pt;left:61.2pt">Disruption). Unsupplied units can</p>
+<p style="top:393.6pt;left:61.2pt">move, impede enemy moves, Engage</p>
+<p style="top:408.6pt;left:61.2pt">or Attack, form or cut Supply Lines,</p>
+<p style="top:423.6pt;left:61.2pt">capture Fortresses and Bases, etc.</p>
+<p style="top:442.3pt;left:80.0pt">However, units judged Unsupplied</p>
+<p style="top:457.3pt;left:61.2pt">during the Initial Supply Check and</p>
+<p style="top:472.3pt;left:61.2pt">still Unsupplied at the Final Supply</p>
+<p style="top:487.3pt;left:61.2pt">Check become Disrupted (11.0).</p>
+<p style="top:510.9pt;left:61.2pt;font-size:14.6pt"><b>12.2 SUPPLY LINES </b></p>
+<p style="top:527.8pt;left:80.0pt">A <i>Supply Line</i> is a continuous line</p>
+<p style="top:542.8pt;left:61.2pt">of hexes leading <b>from</b> a unit <b>to</b> a</p>
+<p style="top:557.8pt;left:61.2pt">friendly Supply Source.</p>
+<p style="top:576.6pt;left:80.0pt"><b>Supply Sources:</b> The main <i>Supply </i></p>
+<p style="top:591.6pt;left:61.2pt"><i>Source</i> for each side is its Base (El</p>
+<p style="top:606.6pt;left:61.2pt">Agheila or Alexandria), which can</p>
+<p style="top:621.6pt;left:61.2pt">Supply <b>any number</b> of friendly units.</p>
+<p style="top:636.6pt;left:61.2pt">Fortresses can also act as Supply</p>
+<p style="top:651.6pt;left:61.2pt">Sources for a <b>limited number</b> of</p>
+<p style="top:666.6pt;left:61.2pt">units (13.3). Oases can Supply <b>one </b></p>
+<p style="top:681.6pt;left:61.2pt"><b>unit</b>, see 15.1.</p>
+<p style="top:700.3pt;left:80.0pt">Supply Lines are determined by</p>
+<p style="top:715.3pt;left:61.2pt">the <b>position of friendly units on </b></p>
+<p style="top:730.3pt;left:61.2pt"><b>the board</b> at the time of the Supply</p>
+<p style="top:745.3pt;left:61.2pt">Check. They can be any length and</p>
+<p style="top:760.3pt;left:61.2pt">are composed of sections of Highway</p>
+<p style="top:775.3pt;left:61.2pt">and/or Supply Chains of friendly units.</p>
+<p style="top:790.3pt;left:61.2pt">Units can have multiple Supply Lines.</p>
+<p style="top:809.1pt;left:80.0pt">Supply Lines can pass through</p>
+<p style="top:824.1pt;left:61.2pt">friendly hexes, empty hexes, and</p>
+<p style="top:839.1pt;left:61.2pt">Battle Hexes where the friendly side</p>
+<p style="top:854.1pt;left:61.2pt">is the Defender (<i>Friendly</i> <i>Battles</i>). They</p>
+<p style="top:869.1pt;left:61.2pt">cannot pass through enemy hexes,</p>
+<p style="top:884.1pt;left:61.2pt"><i>enemy</i> Battles (enemy Defender), or</p>
+<p style="top:899.1pt;left:61.2pt">through impassable Hexsides.</p>
+<p style="top:101.6pt;left:275.6pt;font-size:14.6pt"><b>12.3 HIGHWAY SUPPLY</b></p>
+<p style="top:118.3pt;left:294.4pt">The coastal <i>Highway</i> normally forms</p>
+<p style="top:133.1pt;left:275.6pt">a Supply Line for either side. Any stretch</p>
+<p style="top:147.8pt;left:275.6pt">of Highway that is not blocked by enemy</p>
+<p style="top:162.6pt;left:275.6pt">units automatically forms a valid Supply</p>
+<p style="top:177.3pt;left:275.6pt">Line. A Supply Line may be composed of</p>
+<p style="top:192.1pt;left:275.6pt">several stretches of highway connected</p>
+<p style="top:206.8pt;left:275.6pt">by one or more Supply Chains.</p>
+<p style="top:230.4pt;left:275.6pt;font-size:14.6pt"><b>12.4 SUPPLY CHAINS</b></p>
+<p style="top:247.2pt;left:294.4pt;font-size:12.1pt">Off highway, Supply Lines are </p>
+<p style="top:261.9pt;left:275.6pt;font-size:12.1pt">composed of <i>Supply Chains</i> which are a </p>
+<p style="top:276.7pt;left:275.6pt;font-size:12.1pt">series of spaced friendly units, each within </p>
+<p style="top:291.4pt;left:275.6pt;font-size:12.1pt">a specified distance (<i>Supply Range</i>) of </p>
+<p style="top:306.2pt;left:275.6pt;font-size:12.1pt">another member of the Supply Chain, and </p>
+<p style="top:320.9pt;left:275.6pt;font-size:12.1pt">with at least one unit of the chain within </p>
+<p style="top:335.7pt;left:275.6pt;font-size:12.1pt">Supply Range of a Supplied Highway or </p>
+<p style="top:350.4pt;left:275.6pt;font-size:12.1pt">Fortress. Supply Range varies with Road </p>
+<p style="top:365.2pt;left:275.6pt;font-size:12.1pt">quality as follows:</p>
+<p style="top:382.7pt;left:280.6pt;font-size:12.0pt">&#x2022; <b>Tracks:</b> 3 hexes (2 hexes intervening)</p>
+<p style="top:400.1pt;left:280.6pt">&#x2022; <b>Trails:</b> 2 hexes (1 hex intervening)</p>
+<p style="top:417.6pt;left:280.6pt">&#x2022; <b>No Road:</b> every hex (units must be</p>
+<p style="top:431.3pt;left:288.1pt"><b>adjacent</b> via passable terrain)</p>
+<p style="top:448.8pt;left:280.6pt">&#x2022; If different types of Road are used, the</p>
+<p style="top:462.6pt;left:288.1pt">lesser Supply Range applies.</p>
+<p style="top:481.3pt;left:294.4pt">A single unit <b>can</b> contribute to several</p>
+<p style="top:496.3pt;left:275.6pt">Supply Chains. Engaged units can form</p>
+<p style="top:511.3pt;left:275.6pt">Supply Chains but Disrupted units cannot.</p>
+<p style="top:535.1pt;left:275.6pt;font-size:14.4pt"><b>12.5 SUPPLY INTO BATTLES</b></p>
+<p style="top:551.8pt;left:294.4pt">Both sides can trace Supply Lines into</p>
+<p style="top:566.8pt;left:275.6pt">a Battle Hex. Supply Lines <b>into</b> Battle</p>
+<p style="top:581.8pt;left:275.6pt">Hexes must pass through friendly Battle</p>
+<p style="top:596.8pt;left:275.6pt">Hexsides. Battle Hexsides are friendly to</p>
+<p style="top:611.8pt;left:275.6pt">the side that last crossed them (but see</p>
+<p style="top:626.8pt;left:275.6pt">below), and control changes <b>instantly</b>.</p>
+<p style="top:641.8pt;left:275.6pt">Hexsides not crossed by either player are</p>
+<p style="top:656.8pt;left:275.6pt">friendly to the Original Defender.</p>
+<p style="top:675.6pt;left:294.4pt">The Original Defender can trace</p>
+<p style="top:690.6pt;left:275.6pt">Supply Lines <b>through</b> a Battle Hex. The</p>
+<p style="top:705.6pt;left:275.6pt">Attacker can only trace Supply Lines <b>into</b></p>
+<p style="top:720.6pt;left:275.6pt">Battle Hexes (through friendly hexsides).</p>
+<p style="top:739.6pt;left:294.4pt;font-size:11.9pt"><b>Raiders: </b>Unsupplied units cannot </p>
+<p style="top:754.6pt;left:275.6pt;font-size:11.9pt">regain a Supply Line or make a Hexside </p>
+<p style="top:769.6pt;left:275.6pt;font-size:11.9pt">friendly by entering a Battle via an Enemy </p>
+<p style="top:784.6pt;left:275.6pt;font-size:11.9pt">Hexside. If the Hexside of entry remains </p>
+<p style="top:799.6pt;left:275.6pt;font-size:11.9pt">enemy <b>after</b> all movement, mark the </p>
+<p style="top:814.6pt;left:275.6pt;font-size:11.9pt">unit with a Raider marker. Raiders are </p>
+<p style="top:829.6pt;left:275.6pt;font-size:11.9pt">considered to remain behind enemy lines </p>
+<p style="top:844.6pt;left:275.6pt;font-size:11.9pt">isolated from friendly Supply. </p>
+<p style="top:863.3pt;left:294.4pt;font-size:11.9pt">Raiders fight normally but become </p>
+<p style="top:878.3pt;left:275.6pt;font-size:11.9pt">Disrupted (Final Supply Check) if supply is </p>
+<p style="top:893.3pt;left:275.6pt;font-size:11.9pt">not re-established (e.g., the Battle is won).</p>
+<p style="top:101.1pt;left:513.1pt"><b>Supply Chains</b></p>
+<p style="top:115.6pt;left:513.1pt;font-size:11.0pt">Supply Chains do not &quot;project&quot; from a </p>
+<p style="top:129.1pt;left:513.1pt;font-size:11.0pt">unit into the surrounding area, they can </p>
+<p style="top:142.6pt;left:513.1pt;font-size:11.0pt">only connect to a friendly unit to the next </p>
+<p style="top:156.1pt;left:513.1pt;font-size:11.0pt">unit in the chain or to the Highway.</p>
+<p style="top:173.3pt;left:513.1pt;font-size:11.0pt">Disrupted units cannot help form Supply </p>
+<p style="top:186.8pt;left:513.1pt;font-size:11.0pt">Chains or block Supply Lines.</p>
+<p style="top:204.1pt;left:513.1pt;font-size:11.0pt">A Supply Chain cannot be traced from </p>
+<p style="top:217.6pt;left:513.1pt;font-size:11.0pt">a unit back to itself (e.g., in a loop along </p>
+<p style="top:231.1pt;left:513.1pt;font-size:11.0pt">Roads). Hexes containing only Disrupted </p>
+<p style="top:244.6pt;left:513.1pt;font-size:11.0pt">units are considered empty hexes for </p>
+<p style="top:258.1pt;left:513.1pt;font-size:11.0pt">Supply Chain purposes.. </p>
+<p style="top:295.6pt;left:513.1pt"><b>Disrupted Unit Supply</b></p>
+<p style="top:310.1pt;left:513.1pt;font-size:11.0pt">Although Disrupted units cannot be used </p>
+<p style="top:323.6pt;left:513.1pt;font-size:11.0pt">to <b>form</b> Supply Chains, they <b>themselves</b> </p>
+<p style="top:337.1pt;left:513.1pt;font-size:11.0pt">can trace supply to any Supply Lines </p>
+<p style="top:350.6pt;left:513.1pt;font-size:11.0pt">within Supply Range.</p>
+<p style="top:388.4pt;left:513.1pt;font-size:11.9pt"><b>Supply Check Timing Implications</b></p>
+<p style="top:402.6pt;left:513.1pt;font-size:11.0pt"><b>Unsupplied</b> units suffer no immediate </p>
+<p style="top:416.1pt;left:513.1pt;font-size:11.0pt">penalty, but must have a Supply Line </p>
+<p style="top:429.6pt;left:513.1pt;font-size:11.0pt">(or Fortress/Oasis Supply) at the Final </p>
+<p style="top:443.1pt;left:513.1pt;font-size:11.0pt">Supply Check to avoid Disruption </p>
+<p style="top:456.6pt;left:513.1pt;font-size:11.0pt">(11.0). Establishing a temporary Supply </p>
+<p style="top:470.1pt;left:513.1pt;font-size:11.0pt">Line during the turn will not save an </p>
+<p style="top:483.6pt;left:513.1pt;font-size:11.0pt">Unsupplied unit from Disruption, it must </p>
+<p style="top:497.1pt;left:513.1pt;font-size:11.0pt">have a Supply Line at the Final Supply </p>
+<p style="top:510.6pt;left:513.1pt;font-size:11.0pt">Check.</p>
+<p style="top:527.8pt;left:513.1pt;font-size:11.0pt">Therefore, Supplied units can interdict </p>
+<p style="top:541.3pt;left:513.1pt;font-size:11.0pt">enemy Supply Lines by moving to an </p>
+<p style="top:554.8pt;left:513.1pt;font-size:11.0pt">Unsupplied location deep in the enemy </p>
+<p style="top:568.3pt;left:513.1pt;font-size:11.0pt">rear without immediate ill effect (having </p>
+<p style="top:581.8pt;left:513.1pt;font-size:11.0pt">been Supplied at the Initial Supply </p>
+<p style="top:595.3pt;left:513.1pt;font-size:11.0pt">Check). Even if they remain Unsupplied, </p>
+<p style="top:608.8pt;left:513.1pt;font-size:11.0pt">these units will not become Disrupted </p>
+<p style="top:622.3pt;left:513.1pt;font-size:11.0pt">until the end of their <b>next</b> friendly </p>
+<p style="top:635.8pt;left:513.1pt;font-size:11.0pt">Player-Turn.</p>
+<p style="top:653.1pt;left:513.1pt;font-size:11.0pt">But in the meantime, enemy units that </p>
+<p style="top:666.6pt;left:513.1pt;font-size:11.0pt">become Unsupplied as a result are more </p>
+<p style="top:680.1pt;left:513.1pt;font-size:11.0pt">immediately threatened with Disruption. </p>
+<p style="top:693.6pt;left:513.1pt;font-size:11.0pt">To avoid Disruption, they must recover </p>
+<p style="top:707.1pt;left:513.1pt;font-size:11.0pt">a Supply Line by the end of <b>their</b> Player </p>
+<p style="top:720.6pt;left:513.1pt;font-size:11.0pt">Turn, which comes <b>first</b>.</p>
+<p style="top:737.8pt;left:513.1pt;font-size:11.0pt">Note that units can move to Unsupplied </p>
+<p style="top:751.3pt;left:513.1pt;font-size:11.0pt">locations on one Player Turn, and </p>
+<p style="top:764.8pt;left:513.1pt;font-size:11.0pt">return to a Supplied location in the next, </p>
+<p style="top:778.3pt;left:513.1pt;font-size:11.0pt"><b>without</b> becoming Disrupted. </p>
+<p style="top:812.8pt;left:513.1pt;font-size:11.0pt"><b>Disrupted</b> Unsupplied units that fail a </p>
+<p style="top:826.3pt;left:513.1pt;font-size:11.0pt">Final Supply check suffer no additional </p>
+<p style="top:839.8pt;left:513.1pt;font-size:11.0pt">effect. Units that are still Unsupplied </p>
+<p style="top:853.3pt;left:513.1pt;font-size:11.0pt">when a Month of play ends are </p>
+<p style="top:866.8pt;left:513.1pt;font-size:11.0pt"><b>eliminated</b> and removed from play. </p>
+</div>
+
+<div id="page16" style="background-image:url('rules16.jpg');width:765.0pt;height:990.0pt">
+<p style="top:101.6pt;left:61.2pt;font-size:14.6pt"><b>12.6 SUPPLY NETWORK</b></p>
+<p style="top:118.6pt;left:80.0pt">The sum of all current friendly</p>
+<p style="top:133.6pt;left:61.2pt">Supply Lines is termed the <i>Supply </i></p>
+<p style="top:148.6pt;left:61.2pt"><i>Network</i>. When a unit has several valid</p>
+<p style="top:163.6pt;left:61.2pt">Supply Lines, <b>all</b> of them contribute</p>
+<p style="top:178.6pt;left:61.2pt">to the friendly Supply Network.</p>
+<p style="top:197.3pt;left:80.0pt">It is entirely possible for a hex to</p>
+<p style="top:212.3pt;left:61.2pt">be in the Supply Networks of both</p>
+<p style="top:227.3pt;left:61.2pt">players simultaneously. Opposing</p>
+<p style="top:242.3pt;left:61.2pt">Supply Networks may overlap without</p>
+<p style="top:257.3pt;left:61.2pt">affecting either side.</p>
+<p style="top:280.9pt;left:61.2pt;font-size:14.6pt"><b>12.7 SUPPLY CHECKS</b></p>
+<p style="top:300.3pt;left:61.2pt"><b>&#x2022; INITIAL SUPPLY CHECK:</b></p>
+<p style="top:315.3pt;left:68.8pt">&#x2022; Check for valid Supply Lines.</p>
+<p style="top:330.3pt;left:76.2pt">Determine friendly Battle Hexes</p>
+<p style="top:345.3pt;left:76.2pt">and Battle Hexsides. Check for</p>
+<p style="top:360.3pt;left:76.2pt">Supply Status of friendly units.</p>
+<p style="top:379.1pt;left:77.5pt">&#x2022; Place Unsupplied markers on</p>
+<p style="top:394.1pt;left:86.2pt">Unsupplied units and remove</p>
+<p style="top:409.1pt;left:86.2pt">markers from Supplied units.</p>
+<p style="top:427.8pt;left:77.5pt">&#x2022; Mark Fortress Supplied units with</p>
+<p style="top:442.8pt;left:86.2pt">a Fortress Supply marker.</p>
+<p style="top:461.6pt;left:68.8pt">&#x2022; Disruption Recovery:</p>
+<p style="top:480.3pt;left:77.5pt">&#x2022; Friendly units that have spent</p>
+<p style="top:495.3pt;left:86.2pt">a <b>complete enemy turn</b></p>
+<p style="top:510.3pt;left:86.2pt">Disrupted but are now Supplied</p>
+<p style="top:525.3pt;left:86.2pt">and unengaged revert to their</p>
+<p style="top:540.3pt;left:86.2pt">normal, Undisrupted state (turn</p>
+<p style="top:555.3pt;left:86.2pt">upright).</p>
+<p style="top:101.6pt;left:276.2pt">&#x2022;<b> FINAL SUPPLY CHECK:</b></p>
+<p style="top:116.6pt;left:283.8pt">&#x2022; Check for valid Supply Lines.</p>
+<p style="top:131.6pt;left:291.2pt">Determine friendly Battle Hexes and</p>
+<p style="top:146.6pt;left:291.2pt">Battle Hexsides. Check for Supply</p>
+<p style="top:161.6pt;left:291.2pt">Status of friendly units.</p>
+<p style="top:180.3pt;left:283.8pt">&#x2022; Remove Unsupplied markers from</p>
+<p style="top:195.3pt;left:291.2pt">any units now in Supply.</p>
+<p style="top:214.1pt;left:283.8pt">&#x2022; Disrupt all units marked Unsupplied</p>
+<p style="top:229.1pt;left:291.2pt">that still have no Supply Line.</p>
+<p style="top:247.8pt;left:292.5pt">&#x2022; Immediately Rout newly Disrupted</p>
+<p style="top:262.8pt;left:301.2pt">units in Battle Hexes without</p>
+<p style="top:277.8pt;left:301.2pt">friendly Shielding units.</p>
+<p style="top:296.6pt;left:288.8pt"><b>Note: </b><i>Temporarily re-establishing a </i></p>
+<p style="top:311.6pt;left:288.8pt"><i>Supply Line to an Unsupplied unit </i></p>
+<p style="top:326.6pt;left:288.8pt"><i>during the turn will not save it from </i></p>
+<p style="top:341.6pt;left:288.8pt"><i>Disruption if it is Unsupplied in the </i></p>
+<p style="top:356.6pt;left:288.8pt"><i>Final Supply Check.</i></p>
+<p style="top:377.8pt;left:276.2pt"><b>&#x2022; BUILDUP SUPPLY CHECK:</b></p>
+<p style="top:392.8pt;left:283.8pt">&#x2022; Check for valid Supply Lines.</p>
+<p style="top:407.8pt;left:291.2pt">Determine the Supply Network of</p>
+<p style="top:422.8pt;left:291.2pt">each player: these remain in effect</p>
+<p style="top:437.8pt;left:291.2pt">without change throughout Buildup.</p>
+<p style="top:456.6pt;left:283.8pt">&#x2022; Determine the Supply Status of all</p>
+<p style="top:471.6pt;left:291.2pt">units of both sides.</p>
+<p style="top:490.3pt;left:283.8pt">&#x2022; Eliminate any Unsupplied units.</p>
+<p style="top:509.1pt;left:283.8pt">&#x2022; Remove markers for those units now</p>
+<p style="top:524.1pt;left:291.2pt">Supplied.</p>
+<p style="top:542.8pt;left:283.8pt">&#x2022; Recover all Supplied, Unengaged</p>
+<p style="top:557.8pt;left:291.2pt">Disrupted units (turn upright).</p>
+<p style="top:100.5pt;left:506.0pt"><b>Two More Supply Examples:</b></p>
+<p style="top:114.9pt;left:506.0pt;font-size:11.0pt"><b>A)</b> An Allied recon unit moves behind the </p>
+<p style="top:128.4pt;left:506.0pt;font-size:11.0pt">Axis line and cuts the Highway at Gazala, </p>
+<p style="top:141.9pt;left:506.0pt;font-size:11.0pt">isolating all Axis forces to the east. During </p>
+<p style="top:155.4pt;left:506.0pt;font-size:11.0pt">his next turn, the Axis player moves units </p>
+<p style="top:168.9pt;left:506.0pt;font-size:11.0pt">to Mechili and to Bir Harmat.</p>
+<p style="top:186.2pt;left:506.0pt;font-size:11.0pt">These moves re-establish the Highway east </p>
+<p style="top:199.7pt;left:506.0pt;font-size:11.0pt">from Bir Harmat as an Axis Supply Source </p>
+<p style="top:213.2pt;left:506.0pt;font-size:11.0pt">because a Supply Chain exists around the </p>
+<p style="top:226.7pt;left:506.0pt;font-size:11.0pt">blocking unit at Gazala.</p>
+<p style="top:243.9pt;left:506.0pt;font-size:11.0pt">The unit at Bir Harmat chains three hexes </p>
+<p style="top:257.4pt;left:506.0pt;font-size:11.0pt">along the track to the unit at Mechili which </p>
+<p style="top:270.9pt;left:506.0pt;font-size:11.0pt">chains two hexes along the trail to the </p>
+<p style="top:284.4pt;left:506.0pt;font-size:11.0pt">Supplied Highway at Derna. No chaining </p>
+<p style="top:297.9pt;left:506.0pt;font-size:11.0pt">unit is required at Derna.</p>
+<p style="top:332.4pt;left:506.0pt;font-size:11.0pt"><b>B)</b> Allied units are holding out in Benghazi </p>
+<p style="top:345.9pt;left:506.0pt;font-size:11.0pt">after main Axis forces have advanced far </p>
+<p style="top:359.4pt;left:506.0pt;font-size:11.0pt">to the east to Gazala. The Axis player has </p>
+<p style="top:372.9pt;left:506.0pt;font-size:11.0pt">some units in the Benghazi hex, attacking </p>
+<p style="top:386.4pt;left:506.0pt;font-size:11.0pt">the Fortress. As the Attacker, the Axis </p>
+<p style="top:399.9pt;left:506.0pt;font-size:11.0pt">player cannot trace supply <b>through</b> the </p>
+<p style="top:413.4pt;left:506.0pt;font-size:11.0pt">Benghazi hex so the Highway is blocked at </p>
+<p style="top:426.9pt;left:506.0pt;font-size:11.0pt">that point for the units at Gazala.</p>
+<p style="top:444.2pt;left:506.0pt;font-size:11.0pt">However, an Axis unit at Er Regima would </p>
+<p style="top:457.7pt;left:506.0pt;font-size:11.0pt">re-establish the Highway as an Axis Supply </p>
+<p style="top:471.2pt;left:506.0pt;font-size:11.0pt">Source for the units at Gazala by creating a </p>
+<p style="top:484.7pt;left:506.0pt;font-size:11.0pt">Supply Chain around Benghazi.</p>
+<p style="top:501.9pt;left:506.0pt;font-size:11.0pt">This is because the unit at Er Regima can </p>
+<p style="top:515.4pt;left:506.0pt;font-size:11.0pt">chain two hexes along the trail/track to </p>
+<p style="top:528.9pt;left:506.0pt;font-size:11.0pt">the Supplied Highway at Ghemines. No </p>
+<p style="top:542.4pt;left:506.0pt;font-size:11.0pt">chaining unit is necessary at Ghemines.</p>
+<p style="top:663.8pt;left:61.2pt;font-size:20.0pt"><b>SUPPLY EXAMPLE</b></p>
+<p style="top:684.0pt;left:61.2pt;font-size:9.7pt">Alexandria lies off the map to the east. Allied unit [A] is Supplied </p>
+<p style="top:696.0pt;left:61.2pt;font-size:9.7pt">along the Coast Highway. Unit [B] is Supplied along the track (3 </p>
+<p style="top:708.0pt;left:61.2pt;font-size:9.7pt">hexes) to Mersa Matruh on the coast highway. Other units (not </p>
+<p style="top:720.0pt;left:61.2pt;font-size:9.7pt">shown on the map) located a further three hexes south at Siwa </p>
+<p style="top:732.0pt;left:61.2pt;font-size:9.7pt">Oasis would trace a supply line through [B], although one of them </p>
+<p style="top:744.0pt;left:61.2pt;font-size:9.7pt">would be in supply from the Oasis anyway. Unit [C] is Supplied </p>
+<p style="top:756.0pt;left:61.2pt;font-size:9.7pt">along a trail (2 hexes) to Sidi Barrani on the Coast Highway. Unit </p>
+<p style="top:768.0pt;left:61.2pt;font-size:9.7pt">[D] is Supplied because it is adjacent to [C].</p>
+<p style="top:783.8pt;left:61.2pt;font-size:9.7pt">Unit [E] is Unsupplied. It is located in the open desert and it is not </p>
+<p style="top:795.8pt;left:61.2pt;font-size:9.7pt">adjacent to a Supplied unit. Although it is adjacent to the Coast </p>
+<p style="top:807.8pt;left:61.2pt;font-size:9.7pt">Highway (which is usually sufficient to trace a supply line), it is not </p>
+<p style="top:819.8pt;left:61.2pt;font-size:9.7pt">allowed to trace a supply line through the impassable ridge to the </p>
+<p style="top:831.8pt;left:61.2pt;font-size:9.7pt">north.</p>
+<p style="top:847.5pt;left:61.2pt;font-size:9.7pt">If Axis unit [1] were to move east two hexes and occupy Sofafi, </p>
+<p style="top:859.5pt;left:61.2pt;font-size:9.7pt">Allied units [C] and [D] would be Unsupplied at the beginning of </p>
+<p style="top:871.5pt;left:61.2pt;font-size:9.7pt">the next Allied Player-Turn. Axis unit [2] must remain at Sidi Omar </p>
+<p style="top:883.5pt;left:61.2pt;font-size:9.7pt">to keep Allied unit [D] from being Supplied via Sollum. Allied units </p>
+<p style="top:895.5pt;left:61.2pt;font-size:9.7pt">[C] and [D] would have to establish new supply lines in that turn to </p>
+<p style="top:907.5pt;left:61.2pt;font-size:9.7pt">avoid Disruption.</p>
+</div>
+
+<div id="page17" style="background-image:url('rules17.jpg');width:765.0pt;height:990.0pt">
+<p style="top:101.7pt;left:61.2pt;font-size:17.1pt"><b>13.0 FORTRESSES</b></p>
+<p style="top:124.3pt;left:134.4pt">Benghazi, Tobruk,</p>
+<p style="top:139.3pt;left:115.6pt">and Bardia are Fortresses.</p>
+<p style="top:154.3pt;left:115.6pt">Special Combat and Supply</p>
+<p style="top:169.3pt;left:115.6pt">rules apply to Fortresses.</p>
+<p style="top:188.1pt;left:80.0pt">Fortresses also act as a ports and</p>
+<p style="top:203.1pt;left:61.2pt">Fortress Supply Sources for the side</p>
+<p style="top:218.1pt;left:61.2pt">that controls them.</p>
+<p style="top:241.6pt;left:61.2pt;font-size:14.6pt"><b>13.1 FORTRESS CONTROL</b></p>
+<p style="top:258.6pt;left:80.0pt">Fortresses are initially <i>controlled</i></p>
+<p style="top:273.6pt;left:61.2pt">according to the Initial Deployment</p>
+<p style="top:288.6pt;left:61.2pt">areas given at the Scenario start.</p>
+<p style="top:307.3pt;left:80.0pt">Fortress control changes only</p>
+<p style="top:322.3pt;left:61.2pt">by Fortress Capture (see 13.4). An</p>
+<p style="top:337.3pt;left:61.2pt">unoccupied Fortress is friendly to the</p>
+<p style="top:352.3pt;left:61.2pt">last owner. It is still an empty hex and</p>
+<p style="top:367.3pt;left:61.2pt">cannot block Supply Lines.</p>
+<p style="top:390.9pt;left:61.2pt;font-size:14.6pt"><b>13.2 FORTRESS BATTLES</b></p>
+<p style="top:407.8pt;left:80.0pt"><b>Defensive Double Dice:</b> In a</p>
+<p style="top:422.8pt;left:61.2pt">Fortress, Defending units (except for</p>
+<p style="top:437.8pt;left:61.2pt">armor-class units) fire Double Dice on</p>
+<p style="top:452.8pt;left:61.2pt">Defensive Fire. This advantage is lost</p>
+<p style="top:467.8pt;left:61.2pt">if the Defender initiates combat.</p>
+<p style="top:486.6pt;left:80.0pt"><b>Mandatory Combat:</b> In Fortress</p>
+<p style="top:501.6pt;left:61.2pt">battles, the Attacker <b>must</b> initiate</p>
+<p style="top:516.6pt;left:61.2pt">combat during his own Player-Turn.</p>
+<p style="top:531.6pt;left:61.2pt">(Combat is optional for the defender).</p>
+<p style="top:550.3pt;left:67.5pt"><b>Exception:</b><i> Fortress combat is </i><b>not</b><i> </i></p>
+<p style="top:565.3pt;left:67.5pt"><i>mandatory during Blitz Combat</i></p>
+<p style="top:588.9pt;left:61.2pt;font-size:14.6pt"><b>13.3 FORTRESS SUPPLY</b></p>
+<p style="top:605.8pt;left:80.0pt"><b>Fortress Supply Capacity</b>. A</p>
+<p style="top:620.8pt;left:61.2pt">Fortress with no land Supply Line to</p>
+<p style="top:635.8pt;left:61.2pt">Base is <i>Isolated</i>. An <i>Isolated Fortress</i></p>
+<p style="top:650.8pt;left:61.2pt">can be used as a Supply Source for a</p>
+<p style="top:665.8pt;left:61.2pt">limited number of friendly units based</p>
+<p style="top:680.8pt;left:61.2pt">on its <i>Port Capacity</i> (the numbers</p>
+<p style="top:695.8pt;left:61.2pt">inside hexagons).</p>
+<p style="top:714.6pt;left:80.0pt">The Port Capacity for the Axis is</p>
+<p style="top:729.6pt;left:61.2pt">the first number and the Allied Port</p>
+<p style="top:744.6pt;left:61.2pt">Capacity is the second. For example:</p>
+<p style="top:759.6pt;left:61.2pt">The Port Capacity of Tobruk is 5</p>
+<p style="top:774.6pt;left:61.2pt">Allied or 2 Axis units.</p>
+<p style="top:793.3pt;left:80.0pt">During each Initial Supply Check,</p>
+<p style="top:808.3pt;left:61.2pt">the Active Player may assign available</p>
+<p style="top:823.3pt;left:61.2pt">Fortress Supply capacity. Units <b>inside</b></p>
+<p style="top:838.3pt;left:61.2pt">the Fortress must receive first priority</p>
+<p style="top:853.3pt;left:61.2pt">on Fortress Supply. Other units that</p>
+<p style="top:868.3pt;left:61.2pt">can trace a Supply Line to the Fortress</p>
+<p style="top:883.3pt;left:61.2pt">may be assigned any remaining</p>
+<p style="top:898.3pt;left:61.2pt">available capacity, but units <b>near</b><b>est </b></p>
+<p style="top:913.3pt;left:61.2pt"><b>the Fortress</b> must receive first</p>
+<p style="top:101.0pt;left:282.5pt">priority for Fortress Supply. Mark units</p>
+<p style="top:116.0pt;left:282.5pt">assigned Fortress Supply with markers.</p>
+<p style="top:134.8pt;left:301.2pt">Fortress Supply assignments last</p>
+<p style="top:149.8pt;left:282.5pt">throughout that entire Player Turn:</p>
+<p style="top:164.8pt;left:282.5pt">and cannot be negated or switched</p>
+<p style="top:179.8pt;left:282.5pt">to another unit. Units using Fortress</p>
+<p style="top:194.8pt;left:282.5pt">Supply <b>must</b> trace Supply Lines (and</p>
+<p style="top:209.8pt;left:282.5pt">Withdrawal routes) back towards the</p>
+<p style="top:224.8pt;left:282.5pt">Fortress.</p>
+<p style="top:243.5pt;left:301.2pt">Similarly, friendly forces <b>not</b></p>
+<p style="top:258.5pt;left:282.5pt">assigned Fortress Supply cannot trace</p>
+<p style="top:273.5pt;left:282.5pt">Supply Lines or Withdraw towards the</p>
+<p style="top:288.5pt;left:282.5pt">Fortress (even if located in the same</p>
+<p style="top:303.5pt;left:282.5pt">hex as Fortress Supplied units).</p>
+<p style="top:322.3pt;left:301.2pt">If the full Supply Capacity of a</p>
+<p style="top:337.3pt;left:282.5pt">Fortress is not utilized in the Initial</p>
+<p style="top:352.3pt;left:282.5pt">Supply Check, additional units may be</p>
+<p style="top:367.3pt;left:282.5pt">assigned Fortress Supply in the Final</p>
+<p style="top:382.3pt;left:282.5pt">Supply Check (within its capacity).</p>
+<p style="top:405.8pt;left:282.5pt;font-size:14.6pt"><b>13.4 FORTRESS CAPTURE</b></p>
+<p style="top:422.8pt;left:301.2pt">Fortress control changes only</p>
+<p style="top:437.8pt;left:282.5pt">when <b>Undisrupted</b> enemy units have</p>
+<p style="top:452.8pt;left:282.5pt">sole occupation at the end of a Player-</p>
+<p style="top:467.8pt;left:282.5pt">Turn. Passing through a Fortress</p>
+<p style="top:482.8pt;left:282.5pt">during Movement is <b>not</b> sufficient.</p>
+<p style="top:501.5pt;left:301.2pt"><b>Captured Supply:</b> If a Fortress</p>
+<p style="top:516.5pt;left:282.5pt">is captured, the new owner receives</p>
+<p style="top:531.5pt;left:282.5pt">bonus Supply Cards in the following</p>
+<p style="top:546.5pt;left:282.5pt">Buildup. The number of cards awarded</p>
+<p style="top:561.5pt;left:282.5pt">is equal to <b>enemy</b> Port Capacity.</p>
+<p style="top:580.3pt;left:295.0pt"><b>Example:</b><i> The Axis player would </i></p>
+<p style="top:595.3pt;left:295.0pt"><i>receive two (2) bonus Supply Cards </i></p>
+<p style="top:610.3pt;left:295.0pt"><i>for capturing Benghazi, but the Allied </i></p>
+<p style="top:625.3pt;left:295.0pt"><i>player would receive only one (1).</i></p>
+<p style="top:644.0pt;left:301.2pt">Captured Supply is never awarded</p>
+<p style="top:659.0pt;left:282.5pt">more than once per month for each</p>
+<p style="top:674.0pt;left:282.5pt">Fortress.</p>
+<p style="top:697.6pt;left:282.5pt;font-size:14.5pt"><b>13.5 BESIEGED FORTRESSES</b></p>
+<p style="top:714.5pt;left:301.2pt">A Fortress is <i>besieged</i> if any hex</p>
+<p style="top:729.5pt;left:282.5pt">adjacent to it contains enemy units (is</p>
+<p style="top:744.5pt;left:282.5pt">an <i>enemy hex</i> or <i>battle hex</i>).</p>
+<p style="top:763.3pt;left:301.2pt">Besieging a Fortress affects Sea</p>
+<p style="top:778.3pt;left:282.5pt">Redeployment cost (16.53).</p>
+<p style="top:797.0pt;left:301.2pt">Besieging Tobruk can be important</p>
+<p style="top:812.0pt;left:282.5pt">to Victory (17.0).</p>
+<p style="top:101.1pt;left:506.2pt"><b>Fortress Combat in Pass Turns</b></p>
+<p style="top:115.6pt;left:506.2pt;font-size:11.0pt">If the Attacker in a Fortress Battle takes </p>
+<p style="top:129.1pt;left:506.2pt;font-size:11.0pt">a Pass Turn (e.g., due to lack of supply), </p>
+<p style="top:142.6pt;left:506.2pt;font-size:11.0pt">Fortress Attackers <b>must</b> Disengage by </p>
+<p style="top:156.1pt;left:506.2pt;font-size:11.0pt">Withdrawal Move (5.3), subject to all </p>
+<p style="top:169.6pt;left:506.2pt;font-size:11.0pt">Disengagement and Retreat rules. If </p>
+<p style="top:183.1pt;left:506.2pt;font-size:11.0pt">unable to Withdraw during a Pass Turn, </p>
+<p style="top:196.6pt;left:506.2pt;font-size:11.0pt">the Fortress Attackers are Routed (11.3). </p>
+<p style="top:234.1pt;left:506.2pt"><b>Captured Supply</b></p>
+<p style="top:248.6pt;left:506.2pt;font-size:11.0pt">If a Fortress is captured but recaptured by </p>
+<p style="top:262.1pt;left:506.2pt;font-size:11.0pt">the original owner in the same month, no </p>
+<p style="top:275.6pt;left:506.2pt;font-size:11.0pt">bonus supply is awarded. </p>
+<p style="top:292.8pt;left:506.2pt;font-size:11.0pt">If captured, recaptured and then captured </p>
+<p style="top:306.3pt;left:506.2pt;font-size:11.0pt">again, all in the same month, the capturer </p>
+<p style="top:319.8pt;left:506.2pt;font-size:11.0pt">receives bonus supply just once.</p>
+<p style="top:357.3pt;left:506.2pt"><b>Fortress Supply Assignment in </b></p>
+<p style="top:372.3pt;left:506.2pt"><b>Final Supply Check Example</b></p>
+<p style="top:386.8pt;left:506.2pt;font-size:11.0pt">The Allied player starts his Player-Turn </p>
+<p style="top:400.3pt;left:506.2pt;font-size:11.0pt">with two units tracing supply to Tobruk </p>
+<p style="top:413.8pt;left:506.2pt;font-size:11.0pt">(capacity 5), and has four other units </p>
+<p style="top:427.3pt;left:506.2pt;font-size:11.0pt">unable to trace a Supply Line to Base. If </p>
+<p style="top:440.8pt;left:506.2pt;font-size:11.0pt">those four units move so that, at the end of </p>
+<p style="top:454.3pt;left:506.2pt;font-size:11.0pt">the turn, they can trace Supply to Tobruk, </p>
+<p style="top:467.8pt;left:506.2pt;font-size:11.0pt">then three of those units will be Supplied, </p>
+<p style="top:481.3pt;left:506.2pt;font-size:11.0pt">and only the unit with the longest Supply </p>
+<p style="top:494.8pt;left:506.2pt;font-size:11.0pt">Line from the Fortress will become </p>
+<p style="top:508.3pt;left:506.2pt;font-size:11.0pt">Disrupted (owner&apos;s choice among equally </p>
+<p style="top:521.8pt;left:506.2pt;font-size:11.0pt">distant units). </p>
+<p style="top:539.1pt;left:506.2pt;font-size:11.0pt">However, players may not deliberately </p>
+<p style="top:552.6pt;left:506.2pt;font-size:11.0pt">withhold Supply from units inside the </p>
+<p style="top:566.1pt;left:506.2pt;font-size:11.0pt">Fortress. In the example above, the Allies </p>
+<p style="top:579.6pt;left:506.2pt;font-size:11.0pt">can not leave one of their two units </p>
+<p style="top:593.1pt;left:506.2pt;font-size:11.0pt">in Tobruk Unsupplied in the INITIAL </p>
+<p style="top:606.6pt;left:506.2pt;font-size:11.0pt">SUPPLY CHECK, in order to Supply all </p>
+<p style="top:620.1pt;left:506.2pt;font-size:11.0pt">four of the other units in the final check.</p>
+<p style="top:656.1pt;left:506.2pt;font-size:11.0pt"><b>Port Capacity </b></p>
+<p style="top:656.1pt;left:600.1pt;font-size:11.0pt"><b>Axis </b></p>
+<p style="top:656.1pt;left:654.6pt;font-size:11.0pt"><b>Allies</b></p>
+<p style="top:670.8pt;left:506.2pt;font-size:11.0pt"><i>El Agheila</i> </p>
+<p style="top:670.8pt;left:592.3pt;font-size:11.0pt"> no limit </p>
+<p style="top:670.8pt;left:660.3pt;font-size:11.0pt">n/a</p>
+<p style="top:686.8pt;left:506.2pt;font-size:11.0pt"><i>Alexandria</i> </p>
+<p style="top:686.8pt;left:602.8pt;font-size:11.0pt">n/a </p>
+<p style="top:686.8pt;left:651.3pt;font-size:11.0pt">no limit</p>
+<p style="top:702.8pt;left:506.2pt;font-size:11.0pt"><i>Tobruk</i> </p>
+<p style="top:702.8pt;left:608.5pt;font-size:11.0pt">2 </p>
+<p style="top:702.8pt;left:666.0pt;font-size:11.0pt">5</p>
+<p style="top:718.8pt;left:506.2pt;font-size:11.0pt"><i>Bardia</i> </p>
+<p style="top:718.8pt;left:608.5pt;font-size:11.0pt">1 </p>
+<p style="top:718.8pt;left:666.0pt;font-size:11.0pt">2</p>
+<p style="top:734.8pt;left:506.2pt;font-size:11.0pt"><i>Benghazi</i> </p>
+<p style="top:734.8pt;left:608.5pt;font-size:11.0pt">1 </p>
+<p style="top:734.8pt;left:666.0pt;font-size:11.0pt">2</p>
+<p style="top:768.8pt;left:506.2pt"><b>Older Maps: </b>In previous editions, the </p>
+<p style="top:783.3pt;left:506.2pt;font-size:11.0pt">map showed only Allied Port Capacity; </p>
+<p style="top:796.8pt;left:506.2pt;font-size:11.0pt">Axis Port Capacity is <b>one-half</b> this </p>
+<p style="top:810.3pt;left:506.2pt;font-size:11.0pt">number, rounded <b>down</b>.</p>
+<p style="top:847.8pt;left:506.2pt"><b>Fortress Assault Battles</b></p>
+<p style="top:862.3pt;left:506.2pt;font-size:11.0pt">Most units attacked in a Fortress with an </p>
+<p style="top:875.8pt;left:506.2pt;font-size:11.0pt">Assault Battle fire defensively at Quadruple </p>
+<p style="top:889.3pt;left:506.2pt;font-size:11.0pt">Dice. The exception is armor-Class units </p>
+<p style="top:902.8pt;left:506.2pt;font-size:11.0pt">which fire defensively at Double Dice.</p>
+</div>
+
+<div id="page18" style="background-image:url('rules18.jpg');width:765.0pt;height:990.0pt">
+<p style="top:101.7pt;left:61.2pt;font-size:17.1pt"><b>14.0 MINEFIELDS</b></p>
+<p style="top:124.3pt;left:80.0pt">During Buildup, Minefields can</p>
+<p style="top:139.3pt;left:61.2pt">be secretly built in <b>unengaged</b> hexes</p>
+<p style="top:154.3pt;left:61.2pt">within the friendly Supply Network</p>
+<p style="top:169.3pt;left:61.2pt">(12.6).</p>
+<p style="top:188.1pt;left:80.0pt">Minefields are impartial and may</p>
+<p style="top:203.1pt;left:61.2pt">be used by enemy forces if captured.</p>
+<p style="top:226.7pt;left:61.2pt;font-size:14.5pt"><b>14.1 BUILDING MINEFIELDS </b></p>
+<p style="top:243.6pt;left:80.0pt">To build a Minefield during</p>
+<p style="top:258.6pt;left:61.2pt">Buildup, secretly note the desired</p>
+<p style="top:273.6pt;left:61.2pt">location on the <b>Game Record Sheet</b></p>
+<p style="top:288.6pt;left:61.2pt">(use a named location or a direction</p>
+<p style="top:303.6pt;left:61.2pt">and distance from one, e.g., &#x201c;El</p>
+<p style="top:318.6pt;left:61.2pt">Alamein SW1&#x201d;).</p>
+<p style="top:337.3pt;left:80.0pt">Building a Minefield costs 15 BPs</p>
+<p style="top:352.3pt;left:61.2pt">(16.3), so it may be necessary to save</p>
+<p style="top:367.3pt;left:61.2pt">BPs to afford one. Also, two existing</p>
+<p style="top:382.3pt;left:61.2pt">Minefields can be dismantled to build</p>
+<p style="top:397.3pt;left:61.2pt">a new one (see 15.55).</p>
+<p style="top:420.9pt;left:61.2pt;font-size:14.6pt"><b>14.2 MINEFIELD EFFECTS</b></p>
+<p style="top:437.8pt;left:80.0pt"><b>Undefended</b> Minefields have no</p>
+<p style="top:452.8pt;left:61.2pt">movement or combat effect. If entered</p>
+<p style="top:467.8pt;left:61.2pt">by enemy units, they must be revealed</p>
+<p style="top:482.8pt;left:61.2pt">at the end of the Movement phase.</p>
+<p style="top:501.6pt;left:80.0pt"><b>Defended</b> Minefields do not affect</p>
+<p style="top:516.6pt;left:61.2pt">Movement but have a major effect on</p>
+<p style="top:531.6pt;left:61.2pt">Combat. Minefields are not revealed</p>
+<p style="top:546.6pt;left:61.2pt">until the end of the Movement phase.</p>
+<p style="top:565.3pt;left:80.0pt">In Minefield hexes, the Defender</p>
+<p style="top:580.3pt;left:61.2pt">has <i>Double Defense</i> (9.52), meaning</p>
+<p style="top:595.3pt;left:61.2pt">that Offensive Fire by Attacking units</p>
+<p style="top:610.3pt;left:61.2pt">only scores <i>half-hits</i>.</p>
+<p style="top:629.1pt;left:67.5pt"><b>Exception: </b><i>Artillery fire is unaffected </i></p>
+<p style="top:644.1pt;left:67.5pt"><i>by Minefields and scores </i><b>full</b><i> hits on </i></p>
+<p style="top:659.1pt;left:67.5pt"><i>defenders.</i></p>
+<p style="top:677.8pt;left:80.0pt">It takes <b>two</b> <i>half-hits</i> to reduce a</p>
+<p style="top:692.8pt;left:61.2pt">defending unit by 1 CV. As for <i>elite</i></p>
+<p style="top:707.8pt;left:61.2pt">units, leftover half-hits may be wasted.</p>
+<p style="top:726.6pt;left:67.5pt"><b>Example:</b><i> </i><b><i>Four</i></b><i> (4) half-hits are </i></p>
+<p style="top:741.6pt;left:67.5pt"><i>required to reduce an </i><b><i>elite</i></b><i> unit </i></p>
+<p style="top:756.6pt;left:67.5pt"><i>defending a Minefield by one step.</i></p>
+<p style="top:775.3pt;left:80.0pt">The defensive advantage of a</p>
+<p style="top:790.3pt;left:61.2pt">Minefield is <b>lost</b> if the Defender</p>
+<p style="top:805.3pt;left:61.2pt">initiates combat (defending units are</p>
+<p style="top:820.3pt;left:61.2pt">considered to have moved out of their</p>
+<p style="top:835.3pt;left:61.2pt">&quot;prepared positions&quot; to counterattack).</p>
+<p style="top:850.3pt;left:61.2pt">In this case, both sides take normal</p>
+<p style="top:865.3pt;left:61.2pt">losses in Combat.</p>
+<p style="top:101.7pt;left:282.5pt;font-size:17.1pt"><b>15.0 OASES</b></p>
+<p style="top:124.3pt;left:359.3pt">Jalo, Jarabub and Siwa</p>
+<p style="top:139.3pt;left:340.5pt">are Oases.</p>
+<p style="top:162.9pt;left:340.5pt;font-size:14.6pt"><b> </b></p>
+<p style="top:180.9pt;left:282.5pt;font-size:14.6pt"><b>15.1 OASIS SUPPLY</b></p>
+<p style="top:197.8pt;left:301.2pt">Oases cannot act as Supply</p>
+<p style="top:212.8pt;left:282.5pt">Sources: units outside Oases cannot</p>
+<p style="top:227.8pt;left:282.5pt">trace Supply to them (as Fortresses).</p>
+<p style="top:242.8pt;left:282.5pt">A single unit in a friendly Oasis hex,</p>
+<p style="top:257.8pt;left:282.5pt">however, is Supplied.</p>
+<p style="top:276.6pt;left:301.2pt">During the Initial Supply Check,</p>
+<p style="top:291.6pt;left:282.5pt"><b>one</b> unit occupying each Oasis</p>
+<p style="top:306.6pt;left:282.5pt"><b>must</b> be assigned Oasis Supply. As</p>
+<p style="top:321.6pt;left:282.5pt">for Fortress Supply, this cannot be</p>
+<p style="top:336.6pt;left:282.5pt">canceled or switched to a different</p>
+<p style="top:351.6pt;left:282.5pt">unit during that Player Turn (unless</p>
+<p style="top:366.6pt;left:282.5pt">this unit is eliminated).</p>
+<p style="top:385.3pt;left:301.2pt">Units actually <b>in</b> the Oasis</p>
+<p style="top:400.3pt;left:282.5pt">must receive first priority on Oasis</p>
+<p style="top:415.3pt;left:282.5pt">Supply. Players cannot, for example,</p>
+<p style="top:430.3pt;left:282.5pt">deliberately withhold Oasis Supply</p>
+<p style="top:445.3pt;left:282.5pt">from a unit in an Oasis in the Initial</p>
+<p style="top:460.3pt;left:282.5pt">Supply Check in order to apply it to a</p>
+<p style="top:475.3pt;left:282.5pt">unit arriving at the Oasis later in the</p>
+<p style="top:490.3pt;left:282.5pt">same Player-Turn.</p>
+<p style="top:509.1pt;left:301.2pt">If no unit was assigned Oasis</p>
+<p style="top:524.1pt;left:282.5pt">Supply in the Initial Supply Check,</p>
+<p style="top:539.1pt;left:282.5pt">Oasis Supply may be assigned to a</p>
+<p style="top:554.1pt;left:282.5pt">unit <b>in</b> the Oasis at the Final Supply</p>
+<p style="top:569.1pt;left:282.5pt">Check.</p>
+<p style="top:587.8pt;left:301.2pt">In Oasis battles only the defending</p>
+<p style="top:602.8pt;left:282.5pt">unit receives Oasis Supply; Enemy</p>
+<p style="top:617.8pt;left:282.5pt">units need an external supply line.</p>
+<p style="top:636.6pt;left:301.2pt">Units occupying Oases can form</p>
+<p style="top:651.6pt;left:282.5pt">part of a Supply Chain as normal.</p>
+<p style="top:101.1pt;left:506.2pt"><b>Elite Units in Minefields</b></p>
+<p style="top:115.6pt;left:506.2pt;font-size:11.0pt"><b>Example:</b> An elite unit defending in a </p>
+<p style="top:129.1pt;left:506.2pt;font-size:11.0pt">Minefield hex loses 1 step after it has taken </p>
+<p style="top:142.6pt;left:506.2pt;font-size:11.0pt">a total of 4 hits. </p>
+<p style="top:159.8pt;left:506.2pt;font-size:11.0pt"><b>Example 2: </b>Because artillery is not </p>
+<p style="top:173.3pt;left:506.2pt;font-size:11.0pt">affected by a minefield, the defending </p>
+<p style="top:186.8pt;left:506.2pt;font-size:11.0pt">elite unit in the first example would lose </p>
+<p style="top:200.3pt;left:506.2pt;font-size:11.0pt">1 step if it takes 1 hit from artillery and </p>
+<p style="top:213.8pt;left:506.2pt;font-size:11.0pt">2 hits from other unit classes in the same </p>
+<p style="top:227.3pt;left:506.2pt;font-size:11.0pt">Combat Phase.</p>
+</div>
+
+<div id="page19" style="background-image:url('rules19.jpg');width:765.0pt;height:990.0pt">
+<p style="top:101.7pt;left:61.2pt;font-size:17.1pt"><b>16.0 BUILDUP</b></p>
+<p style="top:124.3pt;left:80.0pt">Each game Month begins with</p>
+<p style="top:139.3pt;left:61.2pt">Buildup (except the first, which is</p>
+<p style="top:154.3pt;left:61.2pt">factored into starting conditions).</p>
+<p style="top:173.1pt;left:67.5pt"><b>Exception:</b><i> The Gazala Scenario </i></p>
+<p style="top:188.1pt;left:67.5pt"><i>does begin with a modified Buildup.</i></p>
+<p style="top:206.8pt;left:80.0pt">Buildup consists of the following</p>
+<p style="top:221.8pt;left:61.2pt">phases, taken in the order shown:</p>
+<p style="top:238.7pt;left:68.8pt">Advance Month</p>
+<p style="top:251.8pt;left:68.8pt">Buildup Supply check</p>
+<p style="top:265.0pt;left:68.8pt">BP Determination</p>
+<p style="top:278.1pt;left:68.8pt">First Player Buildup</p>
+<p style="top:291.2pt;left:68.8pt"> Reinforcements</p>
+<p style="top:304.3pt;left:68.8pt"> BP Expenditure</p>
+<p style="top:317.5pt;left:77.5pt"> Replacements &amp; Redeployments</p>
+<p style="top:330.6pt;left:77.5pt"> Minefield Construction</p>
+<p style="top:343.7pt;left:77.5pt"> Allocate BPs for Extra Supply</p>
+<p style="top:356.8pt;left:68.8pt"> Resupply (draw all cards at once)</p>
+<p style="top:370.0pt;left:77.5pt"> Monthly Resupply</p>
+<p style="top:383.1pt;left:77.5pt"> Extra Supply (allocated above)</p>
+<p style="top:396.2pt;left:77.5pt"> Bonus Supply <i>(Fortress Capture)</i></p>
+<p style="top:409.3pt;left:68.8pt">Second Player Buildup</p>
+<p style="top:424.3pt;left:68.8pt"><i> (repeat player 1 procedure)</i></p>
+<p style="top:444.1pt;left:61.2pt;font-size:14.6pt"><b>16.1 ADVANCE MONTH</b></p>
+<p style="top:461.1pt;left:80.0pt">During this Phase, advance the</p>
+<p style="top:476.1pt;left:61.2pt">turn marker to the next game month.</p>
+<p style="top:499.6pt;left:61.2pt;font-size:14.6pt"><b>16.2 SUPPLY CHECK</b></p>
+<p style="top:516.6pt;left:68.8pt">&#x2022; Check for valid Supply Lines.</p>
+<p style="top:531.6pt;left:76.2pt">Determine the Supply Network</p>
+<p style="top:546.6pt;left:76.2pt">of each player: these apply</p>
+<p style="top:561.6pt;left:76.2pt"><b>unchanged</b> throughout Buildup.</p>
+<p style="top:580.3pt;left:68.8pt">&#x2022; Determine the Supply status of all</p>
+<p style="top:595.3pt;left:76.2pt">units of <b>both sides</b>.</p>
+<p style="top:614.1pt;left:68.8pt">&#x2022; Eliminate any Unsupplied units.</p>
+<p style="top:632.8pt;left:68.8pt">&#x2022; Remove &quot;Unsupplied&quot; markers for</p>
+<p style="top:647.8pt;left:76.2pt">those units currently Supplied.</p>
+<p style="top:666.6pt;left:68.8pt">&#x2022; Recover all Supplied, unengaged</p>
+<p style="top:681.6pt;left:76.2pt">Disrupted units (turn upright).</p>
+<p style="top:705.1pt;left:61.2pt;font-size:14.6pt"><b>16.3 BUILDUP POINT </b></p>
+<p style="top:723.1pt;left:61.2pt;font-size:14.6pt"><b>DETERMINATION (BPs)</b></p>
+<p style="top:740.1pt;left:80.0pt">Each player rolls <b>two</b> dice (2d6).</p>
+<p style="top:755.1pt;left:61.2pt">(Exception: in the 1940 Campaign,</p>
+<p style="top:770.1pt;left:61.2pt">each player rolls <b>one</b> die). The total of</p>
+<p style="top:785.1pt;left:61.2pt">all four dice is the number of <i>Buildup </i></p>
+<p style="top:800.1pt;left:61.2pt"><i>Points</i> received by <b>each</b> player.</p>
+<p style="top:818.8pt;left:67.5pt"><b>Example:</b><i> if one player&#x2019;s dice roll is </i></p>
+<p style="top:833.8pt;left:67.5pt"><i>&quot;9&quot; and the other player&#x2019;s is &quot;7&quot;, each </i></p>
+<p style="top:848.8pt;left:67.5pt"><i>player receives 16 BPs.</i></p>
+<p style="top:101.1pt;left:301.2pt">The player that rolled the <b>lower</b></p>
+<p style="top:116.1pt;left:282.5pt">total is Player 1 for Buildup. If tied, the</p>
+<p style="top:131.1pt;left:282.5pt">Allied player is Player 1.</p>
+<p style="top:149.8pt;left:301.2pt">Each player determines current</p>
+<p style="top:164.8pt;left:282.5pt">Total BPs available (new BPs for this</p>
+<p style="top:179.8pt;left:282.5pt">month plus those previously Saved)</p>
+<p style="top:194.8pt;left:282.5pt">and records this on his <b>Game Record </b></p>
+<p style="top:209.8pt;left:282.5pt"><b>Sheet</b>.</p>
+<p style="top:233.4pt;left:282.5pt;font-size:14.6pt"><b>16.4 REINFORCEMENTS</b></p>
+<p style="top:250.3pt;left:301.2pt"><i>Reinforcements</i> are new units that</p>
+<p style="top:265.3pt;left:282.5pt">arrive in play during a game. They</p>
+<p style="top:280.3pt;left:282.5pt">arrive in the friendly Base during</p>
+<p style="top:295.3pt;left:282.5pt">Buildup at <b>no cost</b> in BPs.</p>
+<p style="top:314.1pt;left:301.2pt">All Reinforcement units have an</p>
+<p style="top:329.1pt;left:282.5pt">expected Month of arrival, as noted</p>
+<p style="top:344.1pt;left:282.5pt">on their labels, but <b>may</b> arrive one</p>
+<p style="top:359.1pt;left:282.5pt">month earlier (see below).</p>
+<p style="top:380.3pt;left:282.5pt"><b>16.41 EARLY ARRIVAL</b></p>
+<p style="top:395.3pt;left:301.2pt">Reinforcement units either arrive</p>
+<p style="top:410.3pt;left:282.5pt">in the game month indicated on their</p>
+<p style="top:425.3pt;left:282.5pt">counter label (2/3rds chance) or one</p>
+<p style="top:440.3pt;left:282.5pt">month early (1/3rd chance).</p>
+<p style="top:459.1pt;left:301.2pt">All Reinforcement units scheduled</p>
+<p style="top:474.1pt;left:282.5pt">for the current month that have not</p>
+<p style="top:489.1pt;left:282.5pt">already arrived early arrive on time</p>
+<p style="top:504.1pt;left:282.5pt">and are deployed in the friendly Base.</p>
+<p style="top:522.8pt;left:301.2pt">Any Reinforcements scheduled for</p>
+<p style="top:537.8pt;left:282.5pt">the <b>next</b> game Month are checked for</p>
+<p style="top:552.8pt;left:282.5pt"><i>Early Arrival</i>. The owner rolls one die</p>
+<p style="top:567.8pt;left:282.5pt">for each such unit in turn, keeping its</p>
+<p style="top:582.8pt;left:282.5pt">identity hidden.</p>
+<p style="top:601.6pt;left:290.0pt"><b>1-2: Early Arrival.</b> Unit arrives in</p>
+<p style="top:616.6pt;left:297.5pt">Base immediately.</p>
+<p style="top:635.3pt;left:290.0pt"><b>3-6: Scheduled Arrival</b>. Unit</p>
+<p style="top:650.3pt;left:297.5pt">arrives next Buildup on schedule.</p>
+<p style="top:673.9pt;left:282.5pt;font-size:14.6pt"><b>16.5 SPENDING BPS</b></p>
+<p style="top:690.8pt;left:301.2pt"> Buildup Points can be spent on</p>
+<p style="top:705.8pt;left:282.5pt">the following in any order:</p>
+<p style="top:724.6pt;left:290.0pt">&#x2022; Redeployments (16.51)</p>
+<p style="top:743.3pt;left:290.0pt">&#x2022; Replacements (16.54)</p>
+<p style="top:762.1pt;left:290.0pt">&#x2022; Minefields (14.1)</p>
+<p style="top:780.8pt;left:290.0pt">&#x2022; Extra Supply Cards (10 BPs each)</p>
+<p style="top:799.6pt;left:301.2pt">Players can also Save a maximum</p>
+<p style="top:814.6pt;left:282.5pt">of 20 BPs for future expenditure.</p>
+<p style="top:829.6pt;left:282.5pt">Excess unspent BPs are lost.</p>
+<p style="top:848.3pt;left:288.8pt"><b>Note:</b> <i>Use the Game Record Sheet </i></p>
+<p style="top:863.3pt;left:288.8pt"><i>to record your </i><b><i>own</i></b><i> BP expenditures. </i></p>
+<p style="top:878.3pt;left:288.8pt"><i>If both players agree, opponent </i></p>
+<p style="top:893.3pt;left:288.8pt"><i>expenditures may also be tracked (see </i></p>
+<p style="top:908.3pt;left:288.8pt"><i>sidebar).</i></p>
+<p style="top:101.1pt;left:506.2pt"><b>Early Arrival: First &amp; Last Months</b></p>
+<p style="top:115.6pt;left:506.2pt;font-size:11.0pt">Units can <b>never</b> arrive early in the first or </p>
+<p style="top:129.1pt;left:506.2pt;font-size:11.0pt">last month of a Scenario.</p>
+<p style="top:146.3pt;left:506.2pt;font-size:11.0pt">No Buildup occurs in <b>first</b> Month of play.</p>
+<p style="top:163.6pt;left:506.2pt;font-size:11.0pt">Units cannot arrive early in the <b>last</b> Month </p>
+<p style="top:177.1pt;left:506.2pt;font-size:11.0pt">of a Scenario as that would affect Victory </p>
+<p style="top:190.6pt;left:506.2pt;font-size:11.0pt">unit counts.</p>
+<p style="top:210.8pt;left:506.2pt"><b>Early Arrival Example</b></p>
+<p style="top:225.3pt;left:506.2pt;font-size:11.0pt">During Month 2 Buildup (May 1941), all </p>
+<p style="top:238.8pt;left:506.2pt;font-size:11.0pt">four (4) Allied Month 2 Reinforcements </p>
+<p style="top:252.3pt;left:506.2pt;font-size:11.0pt">arrive (none can have arrived early in the </p>
+<p style="top:265.8pt;left:506.2pt;font-size:11.0pt">first month of the Scenario).</p>
+<p style="top:283.1pt;left:506.2pt;font-size:11.0pt">The four (4) Axis Month 3 Reinforcements </p>
+<p style="top:296.6pt;left:506.2pt;font-size:11.0pt">are then each checked for early arrival.</p>
+<p style="top:317.0pt;left:506.2pt;font-size:12.0pt"><b>Reinforcements to an Engaged Base</b></p>
+<p style="top:331.3pt;left:506.2pt;font-size:11.0pt">If a Base is engaged, Reinforcements </p>
+<p style="top:344.8pt;left:506.2pt;font-size:11.0pt">cannot arrive there, but must wait off </p>
+<p style="top:358.3pt;left:506.2pt;font-size:11.0pt">board near Base. They are considered a </p>
+<p style="top:371.8pt;left:506.2pt;font-size:11.0pt">single Group located one hex directly east </p>
+<p style="top:385.3pt;left:506.2pt;font-size:11.0pt">/ west of the friendly Base. </p>
+<p style="top:402.6pt;left:506.2pt;font-size:11.0pt">In a subsequent Player Turn, they can only </p>
+<p style="top:416.1pt;left:506.2pt;font-size:11.0pt">enter the Base by normal Group Move. </p>
+<p style="top:429.6pt;left:506.2pt;font-size:11.0pt">There are no Hexside limits to enter the </p>
+<p style="top:443.1pt;left:506.2pt;font-size:11.0pt">Base from this offboard area.</p>
+<p style="top:463.3pt;left:506.2pt"><b>Game Record Sheet</b></p>
+<p style="top:477.8pt;left:506.2pt;font-size:11.0pt">During Buildup, players note BPs Received, </p>
+<p style="top:491.3pt;left:506.2pt;font-size:11.0pt">Available, Spent, and Saved, and how BPs </p>
+<p style="top:504.8pt;left:506.2pt;font-size:11.0pt">are spent on Redeployments, Rebuilds, and </p>
+<p style="top:518.3pt;left:506.2pt;font-size:11.0pt">Extra Supply cards.</p>
+<p style="top:557.3pt;left:506.2pt">&#x2752;<b> Divulging BP Expenditures</b></p>
+<p style="top:572.3pt;left:506.2pt">Upon request, you must divulge to</p>
+<p style="top:587.3pt;left:506.2pt">your opponent the number of:</p>
+<p style="top:605.6pt;left:518.8pt;font-size:11.0pt">&#x2022; BPs Saved (from previous Months), </p>
+<p style="top:622.8pt;left:518.8pt;font-size:11.0pt">&#x2022; Redeployments/ BPs spent, </p>
+<p style="top:640.1pt;left:518.8pt;font-size:11.0pt">&#x2022; Steps Rebuilt/ BPs spent, </p>
+<p style="top:657.3pt;left:518.8pt;font-size:11.0pt">&#x2022; BPs spent for Extra Supply,</p>
+<p style="top:674.6pt;left:518.8pt;font-size:11.0pt">&#x2022; BPs spent for Minefields (location is </p>
+<p style="top:688.1pt;left:518.8pt;font-size:11.0pt">not divulged).</p>
+<p style="top:705.8pt;left:506.2pt">Players can also record enemy steps</p>
+<p style="top:720.8pt;left:506.2pt">rebuilt on their <b>Game Record Sheet</b>.</p>
+<p style="top:735.8pt;left:506.2pt">If enemy losses have been noted</p>
+<p style="top:750.8pt;left:506.2pt">during play, the two can be reconciled</p>
+<p style="top:765.8pt;left:506.2pt">to help prevent errors in unit strength</p>
+<p style="top:780.8pt;left:506.2pt">and/or disputes.</p>
+</div>
+
+<div id="page20" style="background-image:url('rules20.jpg');width:765.0pt;height:990.0pt">
+<p style="top:101.4pt;left:60.0pt"><b>16.51 REDEPLOYMENT</b></p>
+<p style="top:116.4pt;left:78.8pt">During Buildup, units can be moved</p>
+<p style="top:131.4pt;left:60.0pt"><b>individually</b> using <i>Redeployments</i>.</p>
+<p style="top:150.2pt;left:78.8pt">One Redeployment consists of</p>
+<p style="top:165.2pt;left:60.0pt">moving a unit <b>two hexes</b> plus all</p>
+<p style="top:180.2pt;left:60.0pt">applicable Road Bonuses (the Rommel</p>
+<p style="top:195.2pt;left:60.0pt">Bonus is <b>not</b> applicable). Each</p>
+<p style="top:210.2pt;left:60.0pt">Redeployment costs 1 BP.</p>
+<p style="top:228.9pt;left:66.2pt"><b>Example</b><i>: For 1 BP, </i><b>any unit</b><i> can </i></p>
+<p style="top:243.9pt;left:66.2pt"><i>Redeploy 6 hexes along the Coast </i></p>
+<p style="top:258.9pt;left:66.2pt"><i>Highway.</i></p>
+<p style="top:277.7pt;left:78.8pt">A unit can be Redeployed as many</p>
+<p style="top:292.7pt;left:60.0pt">times as desired during Buildup, as long</p>
+<p style="top:307.7pt;left:60.0pt">as there are sufficient BPs.</p>
+<p style="top:326.4pt;left:78.8pt">Units being Redeployed must</p>
+<p style="top:341.4pt;left:60.0pt">remain <b>at all times</b> within the friendly</p>
+<p style="top:356.4pt;left:60.0pt">Supply Network (and may not enter the</p>
+<p style="top:371.4pt;left:60.0pt">enemy Supply Network where Supply</p>
+<p style="top:386.4pt;left:60.0pt">Networks overlap).</p>
+<p style="top:405.2pt;left:78.8pt">Units may never Redeploy into</p>
+<p style="top:420.2pt;left:60.0pt">or through Battle Hexes. Units may</p>
+<p style="top:435.2pt;left:60.0pt">Redeploy <b>out</b> of Battle Hexes provided</p>
+<p style="top:450.2pt;left:60.0pt">at least one friendly unit remains</p>
+<p style="top:465.2pt;left:60.0pt">behind. (This is <b>not</b> considered</p>
+<p style="top:480.2pt;left:60.0pt">Disengagement or Partial Retreat and</p>
+<p style="top:495.2pt;left:60.0pt">none of their adverse effects apply).</p>
+<p style="top:516.4pt;left:60.0pt"><b>16.52 RETURN FOR </b><b>REFIT</b></p>
+<p style="top:531.4pt;left:78.8pt">Instead of Redeploying to Base,</p>
+<p style="top:546.4pt;left:60.0pt"><b>undisrupted</b> units can <i>Return</i> <i>for </i></p>
+<p style="top:561.4pt;left:60.0pt"><i>Refit</i> at <b>no cost</b> but then become</p>
+<p style="top:576.4pt;left:60.0pt">unavailable to receive Replacements <b>or </b></p>
+<p style="top:591.4pt;left:60.0pt"><b>for any other use</b> for one Month until</p>
+<p style="top:606.4pt;left:60.0pt">the next Buildup.</p>
+<p style="top:625.2pt;left:78.8pt">Units being returned to Base for</p>
+<p style="top:640.2pt;left:60.0pt">Refit must follow an overland (not</p>
+<p style="top:655.2pt;left:60.0pt">sea) route within the friendly Supply</p>
+<p style="top:670.2pt;left:60.0pt">Network. The Active Player should</p>
+<p style="top:685.2pt;left:60.0pt">indicate the route.</p>
+<p style="top:703.9pt;left:78.8pt">Place such units off-board near the</p>
+<p style="top:718.9pt;left:60.0pt">Base, <b>face-down</b> (tip backwards to</p>
+<p style="top:733.9pt;left:60.0pt">maintain current CV). At the start of</p>
+<p style="top:748.9pt;left:60.0pt">the <b>next</b> Buildup, Refitted units recover</p>
+<p style="top:763.9pt;left:60.0pt">(turn upright and place in Base),</p>
+<p style="top:778.9pt;left:60.0pt">and may then receive Replacements</p>
+<p style="top:793.9pt;left:60.0pt">and Redeploy normally. (If Base is</p>
+<p style="top:808.9pt;left:60.0pt">engaged at this point, treat as for</p>
+<p style="top:823.9pt;left:60.0pt">Reinforcements).</p>
+<p style="top:845.2pt;left:60.0pt;font-size:12.1pt"><b>16.53 SEA REDEPLOYMENT</b></p>
+<p style="top:860.2pt;left:78.8pt">Fortresses and Bases are also <i>Ports</i>.</p>
+<p style="top:875.2pt;left:60.0pt">Units can Redeploy by sea between</p>
+<p style="top:890.2pt;left:60.0pt">controlled Ports (13.1).</p>
+<p style="top:101.0pt;left:301.2pt"><i>Sea Redeployment</i> costs 1 BP per</p>
+<p style="top:116.0pt;left:282.5pt">unit, regardless of distance, provided</p>
+<p style="top:131.0pt;left:282.5pt">that neither the departing or arrival</p>
+<p style="top:146.0pt;left:282.5pt">Port is <i>besieged</i> (13.5).</p>
+<p style="top:164.8pt;left:301.2pt">If <b>either</b> Port is besieged, Sea</p>
+<p style="top:179.8pt;left:282.5pt">Redeployment costs the Allies 4 BPs</p>
+<p style="top:194.8pt;left:282.5pt">and is <b>prohibited</b> for the Axis. Sea</p>
+<p style="top:209.8pt;left:282.5pt">Redeployment between <b>two</b> besieged</p>
+<p style="top:224.8pt;left:282.5pt">ports is never allowed.</p>
+<p style="top:243.5pt;left:301.2pt">The maximum number of unit</p>
+<p style="top:258.5pt;left:282.5pt">embarkations/debarkations allowed</p>
+<p style="top:273.5pt;left:282.5pt">per Fortress during a single BUILDUP</p>
+<p style="top:288.5pt;left:282.5pt">is limited to its <i>Port Capacity</i> (13.3).</p>
+<p style="top:303.5pt;left:282.5pt">Bases have unlimited <i>Port Capacity</i>.</p>
+<p style="top:322.3pt;left:301.2pt">Sea Redeployments and land</p>
+<p style="top:337.3pt;left:282.5pt">Redeployments can be combined.</p>
+<p style="top:358.5pt;left:282.5pt"><b>16.54 REPLACEMENTS </b></p>
+<p style="top:373.5pt;left:301.2pt">Eliminated units are permanently</p>
+<p style="top:388.5pt;left:282.5pt">lost, but damaged units can regain CV</p>
+<p style="top:403.5pt;left:282.5pt">by receiving Replacements <b>in Base</b>.</p>
+<p style="top:422.3pt;left:301.2pt"><b>Replacement costs:</b> The sidebar</p>
+<p style="top:437.3pt;left:282.5pt">table shows BP costs to increase a unit</p>
+<p style="top:452.3pt;left:282.5pt">by <b>1 CV</b>. Elite units cost <b>twice</b> this</p>
+<p style="top:467.3pt;left:282.5pt">amount for a 2 CV step. Units <b>may</b></p>
+<p style="top:482.3pt;left:282.5pt">receive multiple Replacement steps if</p>
+<p style="top:497.3pt;left:282.5pt">there are sufficient BPs.</p>
+<p style="top:518.5pt;left:282.5pt"><b>16.55 BUILDING MINEFIELDS</b></p>
+<p style="top:533.5pt;left:301.2pt">During Buildup, players may spend</p>
+<p style="top:548.5pt;left:282.5pt">15 BPs to build a hidden Minefield</p>
+<p style="top:563.5pt;left:282.5pt">in any hex within the friendly Supply</p>
+<p style="top:578.5pt;left:282.5pt">Network (<b>not</b> in battle hexes).</p>
+<p style="top:597.3pt;left:301.2pt">The desired location is secretly</p>
+<p style="top:612.3pt;left:282.5pt">noted on the Game Record Sheet. (For</p>
+<p style="top:627.3pt;left:282.5pt">hexes with no named location, use a</p>
+<p style="top:642.3pt;left:282.5pt">direction and distance in hexes from</p>
+<p style="top:657.3pt;left:282.5pt">one, such as &quot;Alamein SW2&quot;.)</p>
+<p style="top:676.0pt;left:301.2pt">Two Minefields within the friendly</p>
+<p style="top:691.0pt;left:282.5pt">Supply Network may be secretly</p>
+<p style="top:706.0pt;left:282.5pt">dismantled, to enable a one new one</p>
+<p style="top:721.0pt;left:282.5pt">to be built <b>immediately</b> at <b>no cost</b>.</p>
+<p style="top:744.6pt;left:282.5pt;font-size:14.6pt"><b>16.6 RESUPPLY</b></p>
+<p style="top:761.5pt;left:301.2pt">Collect all Supply Cards <b>spent</b></p>
+<p style="top:776.5pt;left:282.5pt">during the previous month (plus any</p>
+<p style="top:791.5pt;left:282.5pt">dummy cards players may wish to</p>
+<p style="top:806.5pt;left:282.5pt">discard) and return them to the deck.</p>
+<p style="top:825.3pt;left:301.2pt">Shuffle the deck and deal the</p>
+<p style="top:840.3pt;left:282.5pt">monthly allotment of Supply Cards</p>
+<p style="top:855.3pt;left:282.5pt">to each player (as per Scenario</p>
+<p style="top:870.3pt;left:282.5pt">instructions, adding any Bonus Supply</p>
+<p style="top:885.3pt;left:282.5pt">(13.4) and Extra Supply purchased</p>
+<p style="top:900.3pt;left:282.5pt">during Buildup. A player can never</p>
+<p style="top:915.3pt;left:282.5pt">have more than <b>16</b> Supply Cards.</p>
+<p style="top:101.1pt;left:506.2pt"><b>Redeployment</b></p>
+<p style="top:115.6pt;left:506.2pt;font-size:11.0pt">Units can Redeploy to Base, receive </p>
+<p style="top:129.1pt;left:506.2pt;font-size:11.0pt">Replacements (16.54) and then Redeploy </p>
+<p style="top:142.6pt;left:506.2pt;font-size:11.0pt">again back to the front (but Redeploying </p>
+<p style="top:156.1pt;left:506.2pt;font-size:11.0pt">units <b>cannot</b> enter battle hexes).</p>
+<p style="top:173.3pt;left:506.2pt;font-size:11.0pt">Newly arrived Reinforcements can be </p>
+<p style="top:186.8pt;left:506.2pt;font-size:11.0pt">immediately Redeployed. </p>
+<p style="top:204.1pt;left:506.2pt;font-size:11.0pt">Units can be Redeployed to any hex within </p>
+<p style="top:217.6pt;left:506.2pt;font-size:11.0pt">the friendly supply network (as determined </p>
+<p style="top:231.1pt;left:506.2pt;font-size:11.0pt">at the start of Buildup), even if this has </p>
+<p style="top:244.6pt;left:506.2pt;font-size:11.0pt">the result of incidentally expanding the </p>
+<p style="top:258.1pt;left:506.2pt;font-size:11.0pt">Supply Network by creating additional </p>
+<p style="top:271.6pt;left:506.2pt;font-size:11.0pt">Supply Lines. This expansion of the Supply </p>
+<p style="top:285.1pt;left:506.2pt;font-size:11.0pt">Network cannot be applied during the </p>
+<p style="top:298.6pt;left:506.2pt;font-size:11.0pt">current Buildup.</p>
+<p style="top:318.8pt;left:506.2pt"><b>Redeployment Example</b></p>
+<p style="top:333.3pt;left:506.2pt;font-size:11.0pt">In a single Buildup, the Axis can </p>
+<p style="top:346.8pt;left:506.2pt;font-size:11.0pt">Redeploy a unit out of a battle by road to </p>
+<p style="top:360.3pt;left:506.2pt;font-size:11.0pt">Tobruk, Redeploy it by sea to Base, add </p>
+<p style="top:373.8pt;left:506.2pt;font-size:11.0pt">Replacements there, Redeploy it by sea </p>
+<p style="top:387.3pt;left:506.2pt;font-size:11.0pt">back to Tobruk and then by road again </p>
+<p style="top:400.8pt;left:506.2pt;font-size:11.0pt">toward the front (but it could not enter a </p>
+<p style="top:414.3pt;left:506.2pt;font-size:11.0pt">Battle Hex).</p>
+<p style="top:434.6pt;left:506.2pt"><b>Port Capacity Example</b></p>
+<p style="top:449.1pt;left:506.2pt;font-size:11.0pt">Assuming Tobruk is not besieged, the </p>
+<p style="top:462.6pt;left:506.2pt;font-size:11.0pt">Allies could move two units <b>into</b> and three </p>
+<p style="top:476.1pt;left:506.2pt;font-size:11.0pt">units <b>out of</b> it in a single Buildup, at a cost </p>
+<p style="top:489.6pt;left:506.2pt;font-size:11.0pt">of 5 BPs. The Axis could only move one </p>
+<p style="top:503.1pt;left:506.2pt;font-size:11.0pt">unit in and one unit out at a cost of 2 BPs.</p>
+<p style="top:540.6pt;left:506.2pt"><b>Supply Cards</b></p>
+<p style="top:555.1pt;left:506.2pt;font-size:11.0pt">Players are obliged to reveal the total </p>
+<p style="top:568.6pt;left:506.2pt;font-size:11.0pt">number of Supply Cards [real plus dummy] </p>
+<p style="top:582.1pt;left:506.2pt;font-size:11.0pt">in their hands. However, the number of </p>
+<p style="top:595.6pt;left:506.2pt;font-size:11.0pt">real vs. dummy cards should remain a </p>
+<p style="top:609.1pt;left:506.2pt;font-size:11.0pt">carefully guarded secret.</p>
+<p style="top:650.4pt;left:506.2pt;font-size:14.6pt"><b>BP COSTS PER CV</b></p>
+<p style="top:667.3pt;left:513.8pt">Armor &amp; Recon </p>
+<p style="top:667.3pt;left:679.6pt"><b>3</b></p>
+<p style="top:686.1pt;left:513.8pt">Anti-Tank (all)</p>
+<p style="top:686.1pt;left:679.6pt"><b>3</b></p>
+<p style="top:704.8pt;left:513.8pt">Artillery (all)</p>
+<p style="top:704.8pt;left:679.6pt"><b>3</b></p>
+<p style="top:723.6pt;left:513.8pt">Mech &amp; Motor Infantry</p>
+<p style="top:723.6pt;left:679.6pt"><b>2</b></p>
+<p style="top:742.3pt;left:513.8pt">Leg Infantry &amp; Para</p>
+<p style="top:742.3pt;left:679.6pt"><b>1</b></p>
+<p style="top:761.1pt;left:513.8pt"><i>Elite Units cost double to increase one </i></p>
+<p style="top:776.1pt;left:513.8pt"><i>step of 2 CV.</i></p>
+<p style="top:794.8pt;left:513.8pt">Minefields</p>
+<p style="top:794.8pt;left:672.9pt"><b>15</b></p>
+<p style="top:813.6pt;left:513.8pt">Extra Supply Card</p>
+<p style="top:813.6pt;left:672.9pt"><b>10</b></p>
+</div>
+
+<div id="page21" style="background-image:url('rules21.jpg');width:765.0pt;height:990.0pt">
+<p style="top:101.8pt;left:60.6pt;font-size:17.0pt"><b>17.0 VICTORY CONDITIONS</b></p>
+<p style="top:124.3pt;left:79.4pt">The game ends when the stated</p>
+<p style="top:139.3pt;left:60.6pt">number of Months for that Scenario</p>
+<p style="top:154.3pt;left:60.6pt">(18.0) have been completed.</p>
+<p style="top:173.1pt;left:79.4pt">Listed below in descending order</p>
+<p style="top:188.1pt;left:60.6pt">are Levels of Victory that apply to all</p>
+<p style="top:203.1pt;left:60.6pt">Scenarios. Higher Levels of Victory</p>
+<p style="top:218.1pt;left:60.6pt">overrule lower ones.</p>
+<p style="top:236.8pt;left:79.4pt">Victory Points (VPs) are assigned to</p>
+<p style="top:251.8pt;left:60.6pt">each level for tournament purposes.</p>
+<p style="top:275.4pt;left:60.6pt;font-size:14.6pt"><b>17.1 STRATEGIC VICTORY</b></p>
+<p style="top:292.3pt;left:79.4pt">A &quot;sudden-death&quot; Strategic Victory</p>
+<p style="top:307.3pt;left:60.6pt">is achieved by exiting the enemy map-</p>
+<p style="top:322.3pt;left:60.6pt">end with three or more <b>Supplied</b> units,</p>
+<p style="top:337.3pt;left:60.6pt">or by controlling (1.2) the enemy Base.</p>
+<p style="top:352.3pt;left:60.6pt">If either of these conditions occurs, the</p>
+<p style="top:367.3pt;left:60.6pt">game ends immediately. <b>10 VPs</b>.</p>
+<p style="top:390.9pt;left:60.6pt;font-size:14.6pt"><b>17.2 DECISIVE VICTORY </b></p>
+<p style="top:407.8pt;left:79.4pt">Decisive Victory is achieved by</p>
+<p style="top:422.8pt;left:60.6pt">having <b>twice</b> as many units remaining</p>
+<p style="top:437.8pt;left:60.6pt">in play at the end of the game as the</p>
+<p style="top:452.8pt;left:60.6pt">opponent. <b>German</b> units (not Italians</p>
+<p style="top:467.8pt;left:60.6pt">or Allied Elites) count as 1.5 units each.</p>
+<p style="top:482.8pt;left:60.6pt"><b>5 VPs.</b></p>
+<p style="top:506.4pt;left:60.6pt;font-size:14.6pt"><b>17.3 POSITIONAL VICTORY</b></p>
+<p style="top:523.3pt;left:79.4pt">Positional Victory is achieved by</p>
+<p style="top:538.3pt;left:60.6pt">holding Tobruk at the game&#x2019;s end,</p>
+<p style="top:553.3pt;left:60.6pt"><b>provided</b> it is not besieged. <b>2 VPs.</b></p>
+<p style="top:576.9pt;left:60.6pt;font-size:14.6pt"><b>17.4 ATTRITION VICTORY</b></p>
+<p style="top:593.8pt;left:79.4pt">Attrition Victory is achieved by</p>
+<p style="top:608.8pt;left:60.6pt">having the larger number of units</p>
+<p style="top:623.8pt;left:60.6pt">remaining in play at game&#x2019;s end.</p>
+<p style="top:638.8pt;left:60.6pt"><b>German</b> units (not Italians or Allied</p>
+<p style="top:653.8pt;left:60.6pt">Elites) count as 1.5 units each. <b>1 VP.</b></p>
+<p style="top:101.7pt;left:282.5pt;font-size:17.1pt"><b>OPTIONAL RULES</b></p>
+<p style="top:126.8pt;left:282.5pt"><b>ALLIED I-TANKS</b></p>
+<p style="top:141.8pt;left:360.0pt">The Allied &#x201c;Army</p>
+<p style="top:156.8pt;left:360.0pt">Tank&#x201d; brigades (1AT</p>
+<p style="top:171.8pt;left:360.0pt">and 32AT) consist</p>
+<p style="top:186.8pt;left:360.0pt">largely of slow, heavy</p>
+<p style="top:201.8pt;left:360.0pt">&#x201c;Infantry Tanks&#x201d;.</p>
+<p style="top:220.6pt;left:378.8pt">If both players</p>
+<p style="top:235.6pt;left:282.5pt">agree to adopt this optional rule, all</p>
+<p style="top:250.6pt;left:282.5pt">four I-tanks in the game become elite</p>
+<p style="top:265.6pt;left:282.5pt">units (2 hits required to reduce them 1</p>
+<p style="top:280.6pt;left:282.5pt">step) but have reduced Unit Speed of</p>
+<p style="top:295.6pt;left:282.5pt">2, instead of 3.</p>
+<p style="top:101.1pt;left:506.2pt"><b>Victory Hierarchy Example</b></p>
+<p style="top:115.6pt;left:506.2pt;font-size:11.0pt">A player having twice the unit count of </p>
+<p style="top:129.1pt;left:506.2pt;font-size:11.0pt">his opponent at the end of the game wins </p>
+<p style="top:142.6pt;left:506.2pt;font-size:11.0pt">a Decisive Victory even if his opponent </p>
+<p style="top:156.1pt;left:506.2pt;font-size:11.0pt">is holding Tobruk and it is not besieged </p>
+<p style="top:169.6pt;left:506.2pt;font-size:11.0pt">(which qualifies for Positional Victory).</p>
+<p style="top:207.1pt;left:506.2pt"><b>Exiting Units</b></p>
+<p style="top:221.6pt;left:506.2pt;font-size:11.0pt">To exit a unit just move into a mapedge </p>
+<p style="top:235.1pt;left:506.2pt;font-size:11.0pt">hex and continue moving offboard. </p>
+<p style="top:248.6pt;left:506.2pt;font-size:11.0pt">You should only exit units if it leads to </p>
+<p style="top:262.1pt;left:506.2pt;font-size:11.0pt">immediate victory because exited units </p>
+<p style="top:275.6pt;left:506.2pt;font-size:11.0pt">cannot return.</p>
+</div>
+
+<div id="page22" style="background-image:url('rules22.jpg');width:765.0pt;height:990.0pt">
+<p style="top:311.6pt;left:61.2pt;font-size:14.6pt"><b>18.1 1940 SCENARIO</b></p>
+<p style="top:332.3pt;left:61.2pt"><b> </b></p>
+<p style="top:332.3pt;left:79.8pt"><b>Start: </b>Sep. 1940 (Month 1)</p>
+<p style="top:349.8pt;left:61.2pt"><b> Length: </b>6 months</p>
+<p style="top:367.3pt;left:61.2pt"><b> </b></p>
+<p style="top:367.3pt;left:85.6pt"><b>End: </b>Feb. 1941 (Month 6)</p>
+<p style="top:384.8pt;left:61.2pt"><b> </b></p>
+<p style="top:384.8pt;left:78.3pt"><b>Time: </b>2 hours</p>
+<p style="top:404.8pt;left:61.2pt"><b>AXIS STARTING FORCES:</b></p>
+<p style="top:419.8pt;left:68.8pt">8 Italian units. Free Deployment in</p>
+<p style="top:434.8pt;left:68.8pt"><b>Libya</b> and <b>Sidi Omar.</b></p>
+<p style="top:704.6pt;left:61.2pt"><b>AXIS INITIAL SUPPLY</b>: 6 Cards</p>
+<p style="top:723.3pt;left:61.2pt"><b>AXIS RESUPPLY</b>: 2 Cards</p>
+<p style="top:742.1pt;left:61.2pt"><b>AXIS REINFORCEMENTS:</b></p>
+<p style="top:760.8pt;left:68.8pt">MONTH 3:</p>
+<p style="top:847.0pt;left:68.8pt">MONTH 5:</p>
+<p style="top:311.6pt;left:282.5pt"><b>ALLIED STARTING FORCES</b></p>
+<p style="top:326.6pt;left:290.0pt">The following 4 units are deployed</p>
+<p style="top:341.6pt;left:290.0pt">using Free Deployment in <b>Egypt</b>:</p>
+<p style="top:493.8pt;left:282.5pt"><b>ALLIED INITIAL SUPPLY</b>: 3 Cards</p>
+<p style="top:512.6pt;left:282.5pt"><b>ALLIED RESUPPLY</b>: 3 Cards</p>
+<p style="top:535.1pt;left:282.5pt"><b>ALLIED REINFORCEMENTS:</b></p>
+<p style="top:550.1pt;left:290.0pt">MONTH 2:</p>
+<p style="top:647.4pt;left:292.5pt">MONTH 4:</p>
+<p style="top:819.4pt;left:282.5pt;font-size:14.6pt"><b>SPECIAL SCENARIO RULES</b></p>
+<p style="top:840.1pt;left:295.0pt">1. The Axis cannot apply the</p>
+<p style="top:855.1pt;left:307.5pt">Rommel Bonus in this scenario.</p>
+<p style="top:873.9pt;left:295.0pt">2. Each player rolls only one die</p>
+<p style="top:888.9pt;left:307.5pt">(instead of two) for Buildup</p>
+<p style="top:903.9pt;left:307.5pt">Points each Month.</p>
+<p style="top:101.1pt;left:506.2pt"><b>1940 Historical Commentary</b></p>
+<p style="top:115.6pt;left:506.2pt;font-size:11.0pt">In September 1940, Britain stood alone: </p>
+<p style="top:129.1pt;left:506.2pt;font-size:11.0pt">France had fallen, and Russia and America </p>
+<p style="top:142.6pt;left:506.2pt;font-size:11.0pt">were not yet involved. The Battle of Britain </p>
+<p style="top:156.1pt;left:506.2pt;font-size:11.0pt">was raging, and Italy had assembled a </p>
+<p style="top:169.6pt;left:506.2pt;font-size:11.0pt">large army in North Africa to invade </p>
+<p style="top:183.1pt;left:506.2pt;font-size:11.0pt">Egypt, capture the canal, and turn the </p>
+<p style="top:196.6pt;left:506.2pt;font-size:11.0pt">British out of the Mediterranean. Britain </p>
+<p style="top:210.1pt;left:506.2pt;font-size:11.0pt">could not spare forces for Egypt, and the </p>
+<p style="top:223.6pt;left:506.2pt;font-size:11.0pt">heavily outnumbered British covering </p>
+<p style="top:237.1pt;left:506.2pt;font-size:11.0pt">force harassed the invaders but fell back </p>
+<p style="top:250.6pt;left:506.2pt;font-size:11.0pt">under superior pressure. The Italian Army, </p>
+<p style="top:264.1pt;left:506.2pt;font-size:11.0pt">under Graziani, advanced to Sidi Barrani, </p>
+<p style="top:277.6pt;left:506.2pt;font-size:11.0pt">and there stopped and fortified. The </p>
+<p style="top:291.1pt;left:506.2pt;font-size:11.0pt">Italian buildup was slow, and in November </p>
+<p style="top:304.6pt;left:506.2pt;font-size:11.0pt">the British hazarded a spoiling raid to </p>
+<p style="top:318.1pt;left:506.2pt;font-size:11.0pt">disrupt the Italian buildup. Graziani&apos;s </p>
+<p style="top:331.6pt;left:506.2pt;font-size:11.0pt">army disintegrated under the shock: half </p>
+<p style="top:345.1pt;left:506.2pt;font-size:11.0pt">was captured outright and half routed </p>
+<p style="top:358.6pt;left:506.2pt;font-size:11.0pt">back to the Libyan coastal fortresses. The </p>
+<p style="top:372.1pt;left:506.2pt;font-size:11.0pt">much more mobile British isolated the </p>
+<p style="top:385.6pt;left:506.2pt;font-size:11.0pt">two fortresses of Bardia and Tobruk and </p>
+<p style="top:399.1pt;left:506.2pt;font-size:11.0pt">after a delay, stormed them and captured </p>
+<p style="top:412.6pt;left:506.2pt;font-size:11.0pt">most of the rest of Graziani&apos;s force. The </p>
+<p style="top:426.1pt;left:506.2pt;font-size:11.0pt">final remnants of the Italians attempted </p>
+<p style="top:439.6pt;left:506.2pt;font-size:11.0pt">to withdraw to Agheila, but were cut off </p>
+<p style="top:453.1pt;left:506.2pt;font-size:11.0pt">at Beda Fomm by a daring British move, </p>
+<p style="top:466.6pt;left:506.2pt;font-size:11.0pt">and annihilated. An entire Italian army </p>
+<p style="top:480.1pt;left:506.2pt;font-size:11.0pt">of over 150,000 had been wiped out by </p>
+<p style="top:493.6pt;left:506.2pt;font-size:11.0pt">a British force of 30,000 in less than 4 </p>
+<p style="top:507.1pt;left:506.2pt;font-size:11.0pt">months. Though the way was clear for </p>
+<p style="top:520.6pt;left:506.2pt;font-size:11.0pt">a British advance to Tripoli, Churchill </p>
+<p style="top:534.1pt;left:506.2pt;font-size:11.0pt">instead stripped the front of forces for a </p>
+<p style="top:547.6pt;left:506.2pt;font-size:11.0pt">pet project: the disastrous expedition to </p>
+<p style="top:561.1pt;left:506.2pt;font-size:11.0pt">Greece. The stage was set for Rommel.</p>
+<p style="top:581.3pt;left:506.2pt"><b>1940 Strategy Overview</b></p>
+<p style="top:595.8pt;left:506.2pt;font-size:11.0pt">The Italians begin with an advantage in </p>
+<p style="top:609.3pt;left:506.2pt;font-size:11.0pt">strength and supply, but greatly inferior </p>
+<p style="top:622.8pt;left:506.2pt;font-size:11.0pt">mobility. The British have an infantry </p>
+<p style="top:636.3pt;left:506.2pt;font-size:11.0pt">shortage, but gain an armor and supply </p>
+<p style="top:649.8pt;left:506.2pt;font-size:11.0pt">advantage late in the game. They must </p>
+<p style="top:663.3pt;left:506.2pt;font-size:11.0pt">put it to good use to regain lost ground, </p>
+<p style="top:676.8pt;left:506.2pt;font-size:11.0pt">besiege Tobruk, and attrition the Italian </p>
+<p style="top:690.3pt;left:506.2pt;font-size:11.0pt">Army enough to win. </p>
+<p style="top:745.1pt;left:506.2pt"><b>Month of Appearance</b></p>
+<p style="top:759.6pt;left:506.2pt;font-size:11.0pt">Month of appearance codes on the blocks </p>
+<p style="top:773.1pt;left:506.2pt;font-size:11.0pt">do not apply to the <b>1940</b> scenario.</p>
+<p style="top:100.9pt;left:60.0pt;font-size:17.1pt"><b>18.0 SCENARIOS</b></p>
+<p style="top:123.6pt;left:78.8pt">Once players agree on a Scenario to play, select the units listed Starting Forces</p>
+<p style="top:138.6pt;left:60.0pt">and Reinforcements for that Scenario. Deploy starting forces as directed and</p>
+<p style="top:153.6pt;left:60.0pt">arrange Reinforcements in their Month of appearance. Unless otherwise noted, all</p>
+<p style="top:168.6pt;left:60.0pt">units begin a Scenario at their maximum CV.</p>
+<p style="top:187.3pt;left:78.8pt">The Axis player always deploys first. <i>Free Deployment</i> units may be placed in</p>
+<p style="top:202.3pt;left:60.0pt">any <b>Supplied</b> location in the specified area and not occupied by the enemy.</p>
+<p style="top:221.1pt;left:78.8pt">Then deal the initial allotment of Supply Cards. Players may discard their entire</p>
+<p style="top:236.1pt;left:60.0pt">initial hand and redraw a new one (Axis first, then Allies). This may be done only</p>
+<p style="top:251.1pt;left:60.0pt"><b>once</b>: a redrawn hand must be played.</p>
+<p style="top:269.8pt;left:78.8pt">The Axis player has the first turn in all Scenarios and no Initiative Challenge is</p>
+<p style="top:284.8pt;left:60.0pt">allowed in the first Month.</p>
+</div>
+
+<div id="page23" style="background-image:url('rules23.jpg');width:765.0pt;height:990.0pt">
+<p style="top:101.6pt;left:61.2pt;font-size:14.6pt"><b>18.2 1941 SCENARIO</b></p>
+<p style="top:118.6pt;left:61.2pt"><b> </b></p>
+<p style="top:118.6pt;left:79.8pt"><b>Start: </b>Apr. 1941 (Month 1)</p>
+<p style="top:136.1pt;left:61.2pt"><b> Length: </b>10 months</p>
+<p style="top:153.6pt;left:61.2pt"><b> </b></p>
+<p style="top:153.6pt;left:85.6pt"><b>End: </b>Jan. 1942 (Month 10)</p>
+<p style="top:171.1pt;left:61.2pt"><b> </b></p>
+<p style="top:171.1pt;left:78.3pt"><b>Time: </b>3-4 hours</p>
+<p style="top:191.1pt;left:61.2pt"><b>AXIS STARTING FORCES:</b></p>
+<p style="top:206.1pt;left:68.8pt"><b>El Agheila</b>: all &quot;<b>S</b>&quot; units (10 total).</p>
+<p style="top:224.8pt;left:61.2pt"><b>AXIS INITIAL SUPPLY</b>: 6 Cards</p>
+<p style="top:243.6pt;left:61.2pt"><b>AXIS RESUPPLY</b>: 2 Cards/Month</p>
+<p style="top:262.3pt;left:61.2pt"><b>AXIS REINFORCEMENTS:</b></p>
+<p style="top:277.3pt;left:68.8pt">Months 3, 5, 7 (12 units)</p>
+<p style="top:296.1pt;left:100.6pt">&#x2013;&#x2013;&#x2013;&#x2013;&#x2013;&#x2013;&#x2013;&#x2013;&#x2013;&#x2013;&#x2013;&#x2013;&#x2013;&#x2013;&#x2013;&#x2013;&#x2013;&#x2013;&#x2013;&#x2013;</p>
+<p style="top:314.8pt;left:61.2pt"><b>ALLIED STARTING FORCES</b></p>
+<p style="top:329.8pt;left:68.8pt">Free Deployment in <b>Libya</b> and</p>
+<p style="top:344.8pt;left:76.2pt"><b>Egypt</b>: all <b>&quot;S&quot;</b> units (6 units).</p>
+<p style="top:363.6pt;left:68.8pt"><b>Tobruk:</b> all <b>&quot;T&quot;</b> units (6 units).</p>
+<p style="top:382.3pt;left:61.2pt"><b>ALLIED INITIAL SUPPLY</b>: 6 Cards</p>
+<p style="top:401.1pt;left:61.2pt"><b>ALLIED RESUPPLY</b>: 3 Cards/Month</p>
+<p style="top:419.8pt;left:61.2pt"><b>ALLIED REINFORCEMENTS:</b></p>
+<p style="top:434.8pt;left:68.8pt">Months 2, 4, 6, 8, and 10 (24 units)</p>
+<p style="top:477.1pt;left:61.2pt;font-size:14.6pt"><b>18.3 1941-42 CAMPAIGN</b></p>
+<p style="top:494.1pt;left:80.0pt">This Scenario combines the 1941</p>
+<p style="top:509.1pt;left:61.2pt">and 1942 Campaigns. Starting forces</p>
+<p style="top:524.1pt;left:61.2pt">and Initial Supply as well as Resupply</p>
+<p style="top:539.1pt;left:61.2pt">are outlined in the 1941 scenario.</p>
+<p style="top:554.1pt;left:61.2pt">Standard victory conditions apply.</p>
+<p style="top:572.8pt;left:61.2pt"><b> </b></p>
+<p style="top:572.8pt;left:79.8pt"><b>Start: </b>Apr. 1941 (Month 1)</p>
+<p style="top:590.3pt;left:61.2pt"><b> Length: </b>20 months</p>
+<p style="top:607.8pt;left:61.2pt"><b> </b></p>
+<p style="top:607.8pt;left:85.6pt"><b>End: </b>Dec. 1942 (Month 20)</p>
+<p style="top:625.3pt;left:61.2pt"><b> </b></p>
+<p style="top:625.3pt;left:78.3pt"><b>Time: </b>6-8 hours</p>
+<p style="top:642.8pt;left:80.0pt">After Month 10, continue playing</p>
+<p style="top:657.8pt;left:61.2pt">Months 11-20, making the following</p>
+<p style="top:672.8pt;left:61.2pt">changes beginning Month 11:</p>
+<p style="top:691.6pt;left:68.8pt">&#x2022; Return the Month marker to &quot;1&quot;</p>
+<p style="top:710.3pt;left:68.8pt">&#x2022; Both players execute a normal</p>
+<p style="top:725.3pt;left:76.2pt">Buildup in Month 11. Ignore 1942</p>
+<p style="top:740.3pt;left:76.2pt">Campaign starting deployments:</p>
+<p style="top:755.3pt;left:76.2pt">continue playing with the surviving</p>
+<p style="top:770.3pt;left:76.2pt">units &quot;as is&quot; until the end of 1942.</p>
+<p style="top:789.1pt;left:68.8pt">&#x2022; Axis Resupply increases to 3</p>
+<p style="top:804.1pt;left:76.2pt">Cards/Month.</p>
+<p style="top:822.8pt;left:68.8pt">&#x2022; Axis &quot;M&quot; (Malta Group) units</p>
+<p style="top:837.8pt;left:76.2pt">become available as optional Axis</p>
+<p style="top:852.8pt;left:76.2pt">Reinforcements (as per the 1942</p>
+<p style="top:867.8pt;left:76.2pt">Scenario rules).</p>
+<p style="top:101.6pt;left:282.5pt;font-size:14.6pt"><b>18.4 CRUSADER</b></p>
+<p style="top:122.3pt;left:282.5pt"><b> </b></p>
+<p style="top:122.3pt;left:301.0pt"><b>Start: </b>Nov. 1941 (Month 8)</p>
+<p style="top:139.8pt;left:282.5pt"><b> Length: </b>3 months</p>
+<p style="top:157.3pt;left:282.5pt"><b> </b></p>
+<p style="top:157.3pt;left:306.9pt"><b>End: </b>Jan. 1942 (Month 10)</p>
+<p style="top:174.8pt;left:282.5pt"><b> </b></p>
+<p style="top:174.8pt;left:299.6pt"><b>Time: </b>1-2 hours</p>
+<p style="top:194.8pt;left:282.5pt"><b>AXIS STARTING FORCES:</b></p>
+<p style="top:209.8pt;left:290.0pt">Free Deployment in <b>Libya, Sidi </b></p>
+<p style="top:224.8pt;left:290.0pt"><b>Omar</b> and <b>Sollum</b>: 22 units total: All</p>
+<p style="top:239.8pt;left:290.0pt">Month 3, 5, and 7 units plus all &quot;S&quot;</p>
+<p style="top:254.8pt;left:290.0pt">units.</p>
+<p style="top:273.6pt;left:282.5pt"><b>AXIS INITIAL SUPPLY</b>: 10 Cards</p>
+<p style="top:292.3pt;left:282.5pt"><b>AXIS RESUPPLY</b>: 2 Cards/Month</p>
+<p style="top:311.1pt;left:282.5pt"><b>AXIS REINFORCEMENTS: None</b></p>
+<p style="top:329.8pt;left:321.9pt">&#x2013;&#x2013;&#x2013;&#x2013;&#x2013;&#x2013;&#x2013;&#x2013;&#x2013;&#x2013;&#x2013;&#x2013;&#x2013;&#x2013;&#x2013;&#x2013;&#x2013;&#x2013;&#x2013;&#x2013;</p>
+<p style="top:351.1pt;left:282.5pt"><b>ALLIED STARTING FORCES:</b></p>
+<p style="top:366.1pt;left:290.0pt">Free Deployment in <b>Egypt</b> and up</p>
+<p style="top:381.1pt;left:290.0pt">to 5 units in <b>Tobruk</b> (28 total): All</p>
+<p style="top:396.1pt;left:290.0pt">Month 2, 4, 6 and 8 units, plus all &quot;S&quot;</p>
+<p style="top:411.1pt;left:290.0pt">and &quot;T&quot; units except:</p>
+<p style="top:571.6pt;left:282.5pt;font-size:12.1pt"><b>ALLIED</b><b> INITIAL SUPPLY</b>: 12 Cards</p>
+<p style="top:590.3pt;left:282.5pt;font-size:12.1pt"><b>ALLIED</b><b> RESUPPLY</b>: 3 Cards/</p>
+<p style="top:605.3pt;left:282.5pt">Month</p>
+<p style="top:624.0pt;left:282.5pt"><b>ALLIED REINFORCEMENTS</b></p>
+<p style="top:639.0pt;left:290.0pt">Month 10 (4 units)</p>
+<p style="top:665.1pt;left:282.5pt;font-size:14.6pt"><b>SPECIAL SCENARIO RULES</b></p>
+<p style="top:685.8pt;left:290.0pt">1. Allies have the first Player Turn </p>
+<p style="top:700.8pt;left:297.5pt"> (no challenge).</p>
+<p style="top:719.5pt;left:290.0pt">2. Tobruk has a Minefield.</p>
+<p style="top:101.1pt;left:506.2pt"><b>1941 Historical Commentary</b></p>
+<p style="top:119.3pt;left:506.2pt;font-size:11.0pt">After the disastrous Italian defeat of </p>
+<p style="top:132.8pt;left:506.2pt;font-size:11.0pt">the winter of 1940-41, the Axis High </p>
+<p style="top:146.3pt;left:506.2pt;font-size:11.0pt">Command dispatched Rommel and </p>
+<p style="top:159.8pt;left:506.2pt;font-size:11.0pt">advance elements of the Afrika Korps </p>
+<p style="top:173.3pt;left:506.2pt;font-size:11.0pt">to North Africa to stiffen the faltering </p>
+<p style="top:186.8pt;left:506.2pt;font-size:11.0pt">Italians. Meanwhile the British front had </p>
+<p style="top:200.3pt;left:506.2pt;font-size:11.0pt">been stripped of forces for the ill-fated </p>
+<p style="top:213.8pt;left:506.2pt;font-size:11.0pt">expedition to Greece.</p>
+<p style="top:231.1pt;left:506.2pt;font-size:11.0pt">Rommel probed aggressively with his </p>
+<p style="top:244.6pt;left:506.2pt;font-size:11.0pt">meagre force, sensed weakness, and went </p>
+<p style="top:258.1pt;left:506.2pt;font-size:11.0pt">on the offensive (against orders) out of </p>
+<p style="top:271.6pt;left:506.2pt;font-size:11.0pt">El Agheila around the beginning of April. </p>
+<p style="top:285.1pt;left:506.2pt;font-size:11.0pt">Skillfully blending bluff, deception, and </p>
+<p style="top:298.6pt;left:506.2pt;font-size:11.0pt">bold maneuver, Rommel advanced to the </p>
+<p style="top:312.1pt;left:506.2pt;font-size:11.0pt">Egyptian frontier in less than a fortnight, </p>
+<p style="top:325.6pt;left:506.2pt;font-size:11.0pt">bypassing Tobruk. Then a hastily-prepared </p>
+<p style="top:339.1pt;left:506.2pt;font-size:11.0pt">assault on the fortress was sharply rebuffed </p>
+<p style="top:352.6pt;left:506.2pt;font-size:11.0pt">by the 12,000 Australian defenders.</p>
+<p style="top:369.8pt;left:506.2pt;font-size:11.0pt">In the following months, Rommel attacked </p>
+<p style="top:383.3pt;left:506.2pt;font-size:11.0pt">Tobruk without success, and two British </p>
+<p style="top:396.8pt;left:506.2pt;font-size:11.0pt">attacks across the frontier failed to relieve </p>
+<p style="top:410.3pt;left:506.2pt;font-size:11.0pt">the fortress. Both sides dug in and built up </p>
+<p style="top:423.8pt;left:506.2pt;font-size:11.0pt">strength, the British more rapidly as Africa </p>
+<p style="top:437.3pt;left:506.2pt;font-size:11.0pt">had become an Axis sideshow during the </p>
+<p style="top:450.8pt;left:506.2pt;font-size:11.0pt">invasion of Russia.</p>
+<p style="top:468.1pt;left:506.2pt;font-size:11.0pt">In November, when Rommel was almost </p>
+<p style="top:481.6pt;left:506.2pt;font-size:11.0pt">ready for his planned setpiece attack on </p>
+<p style="top:495.1pt;left:506.2pt;font-size:11.0pt">Tobruk, he was forestalled by &quot;Crusader&quot;, </p>
+<p style="top:508.6pt;left:506.2pt;font-size:11.0pt">the strongest Allied offensive to date. After </p>
+<p style="top:522.1pt;left:506.2pt;font-size:11.0pt">two weeks of incredibly confused fighting, </p>
+<p style="top:535.6pt;left:506.2pt;font-size:11.0pt">both sides were exhausted, but it was </p>
+<p style="top:549.1pt;left:506.2pt;font-size:11.0pt">Rommel who was forced to withdraw due </p>
+<p style="top:562.6pt;left:506.2pt;font-size:11.0pt">to insufficient strength. He fell back all the </p>
+<p style="top:576.1pt;left:506.2pt;font-size:11.0pt">way to El Agheila, inflicting some stinging </p>
+<p style="top:589.6pt;left:506.2pt;font-size:11.0pt">blows on pursuing Allied spearheads. </p>
+<p style="top:603.1pt;left:506.2pt;font-size:11.0pt">Rommel&apos;s first offensive had narrowly </p>
+<p style="top:616.6pt;left:506.2pt;font-size:11.0pt">failed.</p>
+<p style="top:636.8pt;left:506.2pt"><b>1941 Strategy Overview</b></p>
+<p style="top:651.3pt;left:506.2pt;font-size:11.0pt">The Axis has superior quality units, and </p>
+<p style="top:664.8pt;left:506.2pt;font-size:11.0pt">better mobility, but is short of supply, </p>
+<p style="top:678.3pt;left:506.2pt;font-size:11.0pt">and must contend with the burden of the </p>
+<p style="top:691.8pt;left:506.2pt;font-size:11.0pt">attack. The Allies start with a territorial </p>
+<p style="top:705.3pt;left:506.2pt;font-size:11.0pt">advantage and have a superior flow </p>
+<p style="top:718.8pt;left:506.2pt;font-size:11.0pt">of reinforcements and supply. Using </p>
+<p style="top:732.3pt;left:506.2pt;font-size:11.0pt">withdrawals to advantage, the Allies can </p>
+<p style="top:745.8pt;left:506.2pt;font-size:11.0pt">often accumulate a dominant supply </p>
+<p style="top:759.3pt;left:506.2pt;font-size:11.0pt">quantity.</p>
+</div>
+
+<div id="page24" style="background-image:url('rules24.jpg');width:765.0pt;height:990.0pt">
+<p style="top:101.6pt;left:61.2pt;font-size:14.6pt"><b>18.5 BATTLEAXE</b></p>
+<p style="top:118.6pt;left:61.2pt"><b> </b></p>
+<p style="top:118.6pt;left:79.8pt"><b>Start: </b>Jul. 1941 (Month 4)</p>
+<p style="top:136.1pt;left:61.2pt"><b> Length: </b>7 months</p>
+<p style="top:153.6pt;left:61.2pt"><b> </b></p>
+<p style="top:153.6pt;left:85.6pt"><b>End: </b>Jan. 1942 (Month 10)</p>
+<p style="top:171.1pt;left:61.2pt"><b> </b></p>
+<p style="top:171.1pt;left:78.3pt"><b>Time: </b>2-3 hours</p>
+<p style="top:191.1pt;left:61.2pt"><b>AXIS STARTING FORCES</b></p>
+<p style="top:206.1pt;left:68.8pt">Free deployment in <b>Libya</b> except</p>
+<p style="top:221.1pt;left:76.2pt"><b>Tobruk</b> (14 units):</p>
+<p style="top:566.5pt;left:61.2pt"><b>AXIS INITIAL SUPPLY</b>: 4 Cards</p>
+<p style="top:585.3pt;left:61.2pt"><b>AXIS RESUPPLY</b>: 2 Cards/Month</p>
+<p style="top:604.0pt;left:61.2pt"><b>AXIS REINFORCEMENTS:</b></p>
+<p style="top:619.0pt;left:68.8pt">Months 5 and 7 (8 units)</p>
+<p style="top:101.6pt;left:282.5pt"><b>ALLIED STARTING FORCES</b></p>
+<p style="top:116.6pt;left:290.0pt">Free Deployment in <b>Egypt</b> and up to</p>
+<p style="top:131.6pt;left:297.5pt">5 units in <b>Tobruk</b> (18 units).</p>
+<p style="top:511.5pt;left:282.5pt"><b>ALLIED INITIAL SUPPLY</b>: 8 Cards</p>
+<p style="top:530.3pt;left:282.5pt"><b>ALLIED RESUPPLY</b>: 3 Cards/Month</p>
+<p style="top:549.0pt;left:282.5pt"><b>ALLIED REINFORCEMENTS:</b></p>
+<p style="top:564.3pt;left:290.0pt;font-size:11.9pt">Months 6, 8, 10 (16 units)</p>
+<p style="top:101.1pt;left:506.2pt"><b>Battleaxe</b></p>
+<p style="top:115.6pt;left:506.2pt;font-size:11.0pt">This scenario picks up the 1941 Campaign </p>
+<p style="top:129.1pt;left:506.2pt;font-size:11.0pt">in the 4th Month with Rommel investing </p>
+<p style="top:142.6pt;left:506.2pt;font-size:11.0pt">Tobruk and holding the frontier. The </p>
+<p style="top:156.1pt;left:506.2pt;font-size:11.0pt">British have escaped major losses by giving </p>
+<p style="top:169.6pt;left:506.2pt;font-size:11.0pt">ground, and have accumulated a supply </p>
+<p style="top:183.1pt;left:506.2pt;font-size:11.0pt">advantage. [This scenario was introduced </p>
+<p style="top:196.6pt;left:506.2pt;font-size:11.0pt">in a tournament at &#x2018;Origins 1987&#x2019;.]</p>
+</div>
+
+<div id="page25" style="background-image:url('rules25.jpg');width:765.0pt;height:990.0pt">
+<p style="top:101.6pt;left:61.2pt;font-size:14.6pt"><b>18.6 1942 SCENARIO</b></p>
+<p style="top:118.6pt;left:61.2pt"><b> </b></p>
+<p style="top:118.6pt;left:79.8pt"><b>Start: </b>Feb. 1942 (Month 11)</p>
+<p style="top:136.1pt;left:61.2pt"><b> Length: </b>10 months</p>
+<p style="top:153.6pt;left:61.2pt"><b> </b></p>
+<p style="top:153.6pt;left:85.6pt"><b>End: </b>Dec. 1942 (Month 20)</p>
+<p style="top:171.1pt;left:61.2pt"><b> </b></p>
+<p style="top:171.1pt;left:78.3pt"><b>Time: </b>4-5 hours</p>
+<p style="top:191.1pt;left:61.2pt"><b>AXIS STARTING FORCES</b></p>
+<p style="top:206.1pt;left:68.8pt"><b>El Agheila</b>: 14 of the following units</p>
+<p style="top:221.1pt;left:76.2pt">below (Axis player&#x2019;s choice).</p>
+<p style="top:239.8pt;left:68.8pt"><b>Mersa Brega:</b> 10 of the following</p>
+<p style="top:254.8pt;left:76.2pt">units (Axis player&#x2019;s choice):</p>
+<p style="top:748.1pt;left:61.2pt"><b>AXIS INITIAL SUPPLY</b>: 5 Cards</p>
+<p style="top:766.8pt;left:61.2pt"><b>AXIS RESUPPLY</b>: 3 Cards/Month</p>
+<p style="top:785.6pt;left:61.2pt"><b>AXIS REINFORCEMENTS:</b></p>
+<p style="top:800.6pt;left:68.8pt">Months 17, 19 and &quot;M&quot; Units</p>
+<p style="top:815.6pt;left:76.2pt">(8 units)</p>
+<p style="top:834.3pt;left:68.8pt"><b><i>Malta Group</i></b><i>: Axis &quot;M&quot; units are </i></p>
+<p style="top:849.3pt;left:76.2pt"><b><i>optional</i></b><i> Reinforcements. They may </i></p>
+<p style="top:864.3pt;left:76.2pt"><i>arrive during any Buildup, but Axis </i></p>
+<p style="top:879.3pt;left:76.2pt"><i>Resupply </i><b><i>immediately</i></b><i> drops to 2 </i></p>
+<p style="top:894.3pt;left:76.2pt"><i>Supply Cards per month.</i></p>
+<p style="top:101.6pt;left:282.5pt"><b>ALLIED STARTING FORCES</b></p>
+<p style="top:116.6pt;left:290.0pt">Free Deployment in <b>Libya</b> and/or</p>
+<p style="top:131.6pt;left:297.5pt"><b>Egypt</b> (10 units):</p>
+<p style="top:392.4pt;left:292.5pt"><b>Tobruk</b> (10 units):</p>
+<p style="top:653.3pt;left:292.5pt"><b>Alexandria</b> (8 units):</p>
+<p style="top:855.6pt;left:282.5pt"><b>ALLIED INITIAL SUPPLY</b>: 5 Cards</p>
+<p style="top:874.3pt;left:282.5pt"><b>ALLIED RESUPPLY</b>: 3 Cards/Month</p>
+<p style="top:893.1pt;left:282.5pt"><b>ALLIED REINFORCEMENTS:</b></p>
+<p style="top:908.3pt;left:290.0pt;font-size:11.9pt">Months 12, 14, 16, 18 and 20 (24 units)</p>
+<p style="top:101.1pt;left:506.2pt"><b>1942 Historical Commentary </b></p>
+<p style="top:119.3pt;left:506.2pt;font-size:11.0pt">After pursuing Rommel back to El </p>
+<p style="top:132.8pt;left:506.2pt;font-size:11.0pt">Agheila, the British again diverted forces </p>
+<p style="top:146.3pt;left:506.2pt;font-size:11.0pt">to other MidEast areas. Rommel struck </p>
+<p style="top:159.8pt;left:506.2pt;font-size:11.0pt">unexpectedly and chased the British back </p>
+<p style="top:173.3pt;left:506.2pt;font-size:11.0pt">to the fortified &quot;Gazala Line&quot; where he </p>
+<p style="top:186.8pt;left:506.2pt;font-size:11.0pt">paused. The British were preparing a new </p>
+<p style="top:200.3pt;left:506.2pt;font-size:11.0pt">offensive but Rommel beat them to the </p>
+<p style="top:213.8pt;left:506.2pt;font-size:11.0pt">punch, swinging south around the line and </p>
+<p style="top:227.3pt;left:506.2pt;font-size:11.0pt">driving toward the coast to cut it off.</p>
+<p style="top:244.6pt;left:506.2pt;font-size:11.0pt">He was stopped short and trapped behind </p>
+<p style="top:258.1pt;left:506.2pt;font-size:11.0pt">enemy lines, but the British were slow to </p>
+<p style="top:271.6pt;left:506.2pt;font-size:11.0pt">take advantage, and he pushed a supply </p>
+<p style="top:285.1pt;left:506.2pt;font-size:11.0pt">line back through the minefields. British </p>
+<p style="top:298.6pt;left:506.2pt;font-size:11.0pt">armor finally attacked, but was defeated </p>
+<p style="top:312.1pt;left:506.2pt;font-size:11.0pt">and then routed by a counterattack. </p>
+<p style="top:329.3pt;left:506.2pt;font-size:11.0pt">Rommel once again deceived the Allies by </p>
+<p style="top:342.8pt;left:506.2pt;font-size:11.0pt">driving past Tobruk in pursuit of British </p>
+<p style="top:356.3pt;left:506.2pt;font-size:11.0pt">forces, then doubling back at night and </p>
+<p style="top:369.8pt;left:506.2pt;font-size:11.0pt">taking the fortress. Resupplied with the </p>
+<p style="top:383.3pt;left:506.2pt;font-size:11.0pt">vast amount of stores in Tobruk, Rommel </p>
+<p style="top:396.8pt;left:506.2pt;font-size:11.0pt">advanced into Egypt. </p>
+<p style="top:414.1pt;left:506.2pt;font-size:11.0pt">After outmaneuvering a British stand at </p>
+<p style="top:427.6pt;left:506.2pt;font-size:11.0pt">Mersa Matruh, Rommel came up to the </p>
+<p style="top:441.1pt;left:506.2pt;font-size:11.0pt">partially-prepared Alamein Line, the last </p>
+<p style="top:454.6pt;left:506.2pt;font-size:11.0pt">(and best) defensive position before Suez. </p>
+<p style="top:468.1pt;left:506.2pt;font-size:11.0pt">He attacked, but Allied C-in-C (Near East) </p>
+<p style="top:481.6pt;left:506.2pt;font-size:11.0pt">Auckenleck took direct command and </p>
+<p style="top:495.1pt;left:506.2pt;font-size:11.0pt">skillfully parried his thrusts. </p>
+<p style="top:512.3pt;left:506.2pt;font-size:11.0pt">After weeks of inconclusive skirmishing, </p>
+<p style="top:525.8pt;left:506.2pt;font-size:11.0pt">both sides dug in and built up. Seeing that </p>
+<p style="top:539.3pt;left:506.2pt;font-size:11.0pt">the Allied buildup was outpacing his own, </p>
+<p style="top:552.8pt;left:506.2pt;font-size:11.0pt">Rommel attempted to break through at </p>
+<p style="top:566.3pt;left:506.2pt;font-size:11.0pt">Alam Halfa in late August, but was foiled </p>
+<p style="top:579.8pt;left:506.2pt;font-size:11.0pt">by minefields and short supply.</p>
+<p style="top:597.1pt;left:506.2pt;font-size:11.0pt">Montgomery completed the massive </p>
+<p style="top:610.6pt;left:506.2pt;font-size:11.0pt">British buildup before attacking. In late </p>
+<p style="top:624.1pt;left:506.2pt;font-size:11.0pt">October he opened a relentless battle of </p>
+<p style="top:637.6pt;left:506.2pt;font-size:11.0pt">attrition against a heavily outnumbered </p>
+<p style="top:651.1pt;left:506.2pt;font-size:11.0pt">opponent. Rommel returned from sick-</p>
+<p style="top:664.6pt;left:506.2pt;font-size:11.0pt">leave in time to order a withdrawal, but </p>
+<p style="top:678.1pt;left:506.2pt;font-size:11.0pt">was countermanded by Hitler.</p>
+<p style="top:695.3pt;left:506.2pt;font-size:11.0pt">The British broke through, the Italian </p>
+<p style="top:708.8pt;left:506.2pt;font-size:11.0pt">forces disintegrated, and the Afrika Korps </p>
+<p style="top:722.3pt;left:506.2pt;font-size:11.0pt">was shattered. Rommel skillfully extricated </p>
+<p style="top:735.8pt;left:506.2pt;font-size:11.0pt">the remnants of his mobile forces and </p>
+<p style="top:749.3pt;left:506.2pt;font-size:11.0pt">escaped but meanwhile the Allies landed </p>
+<p style="top:762.8pt;left:506.2pt;font-size:11.0pt">in Morocco and Algeria. The Axis was </p>
+<p style="top:776.3pt;left:506.2pt;font-size:11.0pt">finished in North Africa.</p>
+<p style="top:796.6pt;left:506.2pt"><b>1942 Strategy Overview</b></p>
+<p style="top:811.1pt;left:506.2pt;font-size:11.0pt">The Axis has better supply but its strength </p>
+<p style="top:824.6pt;left:506.2pt;font-size:11.0pt">position deteriorates seriously in time. </p>
+<p style="top:838.1pt;left:506.2pt;font-size:11.0pt">Again, the burden of the attack is costly in </p>
+<p style="top:851.6pt;left:506.2pt;font-size:11.0pt">supply. The desirability of rebuilding the </p>
+<p style="top:865.1pt;left:506.2pt;font-size:11.0pt">depleted Axis force is counter-balanced by </p>
+<p style="top:878.6pt;left:506.2pt;font-size:11.0pt">the time factor, Allied rebuilding, and the </p>
+<p style="top:893.6pt;left:506.2pt;font-size:11.0pt">appearance of minefields. </p>
+</div>
+
+<div id="page26" style="background-image:url('rules26.jpg');width:765.0pt;height:990.0pt">
+<p style="top:101.6pt;left:61.2pt;font-size:14.6pt"><b>18.7 GAZALA</b></p>
+<p style="top:118.6pt;left:61.2pt"><b> </b></p>
+<p style="top:118.6pt;left:79.8pt"><b>Start: </b>May 1942 (Month 14)</p>
+<p style="top:136.1pt;left:61.2pt"><b> Length: </b>2 months</p>
+<p style="top:153.6pt;left:61.2pt"><b> </b></p>
+<p style="top:153.6pt;left:85.6pt"><b>End: </b>Jun. 1942 (Month 15)</p>
+<p style="top:171.1pt;left:61.2pt"><b> </b></p>
+<p style="top:171.1pt;left:78.3pt"><b>Time: </b>1-2 hours</p>
+<p style="top:191.1pt;left:61.2pt"><b>AXIS STARTING FORCES:</b></p>
+<p style="top:206.1pt;left:68.8pt">Free deployment on or <b>west</b> of</p>
+<p style="top:221.1pt;left:68.8pt">the line: Gazala- Segnali Rotunda-</p>
+<p style="top:236.1pt;left:68.8pt">Tengeder- Trigh el Abd- trail</p>
+<p style="top:251.1pt;left:68.8pt">southwest to Agedabia (24 units):</p>
+<p style="top:755.1pt;left:61.2pt"><b>AXIS INITIAL SUPPLY</b>: 10 Cards</p>
+<p style="top:773.9pt;left:61.2pt"><b>AXIS RESUPPLY</b>: 3 Cards/Month</p>
+<p style="top:792.6pt;left:61.2pt"><b>AXIS REINFORCEMENTS: None</b></p>
+<p style="top:811.4pt;left:100.6pt">&#x2013;&#x2013;&#x2013;&#x2013;&#x2013;&#x2013;&#x2013;&#x2013;&#x2013;&#x2013;&#x2013;&#x2013;&#x2013;&#x2013;&#x2013;&#x2013;&#x2013;&#x2013;&#x2013;&#x2013;</p>
+<p style="top:832.6pt;left:61.2pt"><b>ALLIED STARTING FORCES:</b></p>
+<p style="top:847.6pt;left:68.8pt">Free deployment on or <b>east</b> of</p>
+<p style="top:862.6pt;left:68.8pt">the line: Acroma- Sidi Mufta- Bir</p>
+<p style="top:877.6pt;left:68.8pt">Hacheim- Retma- Bir Guba- the trail</p>
+<p style="top:892.6pt;left:68.8pt">to Jarabub Oasis (20 units):</p>
+<p style="top:523.0pt;left:292.5pt"><b>Alexandria</b> (16 units):</p>
+<p style="top:101.8pt;left:506.2pt;font-size:11.9pt"><b>ALLIED INITIAL SUPPLY</b>: 12 Cards</p>
+<p style="top:120.4pt;left:506.2pt;font-size:12.1pt"><b>ALLIED RESUPPLY</b>: 3 Cards/Month</p>
+<p style="top:141.6pt;left:506.2pt"><b>ALLIED REINFORCEMENTS: None</b></p>
+<p style="top:183.1pt;left:506.2pt;font-size:14.6pt"><b>SPECIAL GAZALA RULE</b></p>
+<p style="top:199.5pt;left:506.2pt;font-size:11.0pt">Before initial deployments, players do a </p>
+<p style="top:213.0pt;left:506.2pt;font-size:11.0pt">special PreGame Buildup, the Allied player </p>
+<p style="top:226.5pt;left:506.2pt;font-size:11.0pt">going first. Each player receives 30 BPs (no </p>
+<p style="top:240.0pt;left:506.2pt;font-size:11.0pt">dice are rolled). These BPs may be spent </p>
+<p style="top:253.5pt;left:506.2pt;font-size:11.0pt">on Replacements, Redeployments, extra </p>
+<p style="top:267.0pt;left:506.2pt;font-size:11.0pt">Supply Cards or Minefields as usual. </p>
+<p style="top:284.3pt;left:506.2pt;font-size:11.0pt">Other Buildups in the game proceed </p>
+<p style="top:297.8pt;left:506.2pt;font-size:11.0pt">normally.</p>
+<p style="top:336.8pt;left:506.2pt"><b>Gazala</b></p>
+<p style="top:351.3pt;left:506.2pt;font-size:11.0pt">This scenario begins with the stage set </p>
+<p style="top:364.8pt;left:506.2pt;font-size:11.0pt">for perhaps Rommel&#x2019;s most remarkable </p>
+<p style="top:378.3pt;left:506.2pt;font-size:11.0pt">comeback victory of the campaign. His </p>
+<p style="top:391.8pt;left:506.2pt;font-size:11.0pt">second push towards Tobruk has met a </p>
+<p style="top:405.3pt;left:506.2pt;font-size:11.0pt">strong Allied perimeter based on minefield </p>
+<p style="top:418.8pt;left:506.2pt;font-size:11.0pt">boxes, quickly thrown together by the </p>
+<p style="top:432.3pt;left:506.2pt;font-size:11.0pt">British by transplanting mines from the old </p>
+<p style="top:445.8pt;left:506.2pt;font-size:11.0pt">Italian Tobruk defenses. </p>
+<p style="top:463.0pt;left:506.2pt;font-size:11.0pt">Though the Allies were preparing a </p>
+<p style="top:476.5pt;left:506.2pt;font-size:11.0pt">counteroffensive, Rommel struck first </p>
+<p style="top:490.0pt;left:506.2pt;font-size:11.0pt">with the trusty &#x2018;right hook&#x2019; plan. The </p>
+<p style="top:503.5pt;left:506.2pt;font-size:11.0pt">Afrika Korps outflanked Bir Hacheim and </p>
+<p style="top:517.0pt;left:506.2pt;font-size:11.0pt">defeated British mobile forces at Retma, </p>
+<p style="top:530.5pt;left:506.2pt;font-size:11.0pt">but the minefield boxes of the Gazala Line </p>
+<p style="top:544.0pt;left:506.2pt;font-size:11.0pt">and especially Koenig&#x2019;s stolid Free French </p>
+<p style="top:557.5pt;left:506.2pt;font-size:11.0pt">at Bir Hacheim held firm. Rommel was </p>
+<p style="top:571.0pt;left:506.2pt;font-size:11.0pt">trapped behind British lines with no supply. </p>
+<p style="top:588.3pt;left:506.2pt;font-size:11.0pt">After British bumbling saved him from </p>
+<p style="top:601.8pt;left:506.2pt;font-size:11.0pt">utter defeat, Rommel turned the tables, </p>
+<p style="top:615.3pt;left:506.2pt;font-size:11.0pt">routed the British, and took Tobruk. The </p>
+<p style="top:628.8pt;left:506.2pt;font-size:11.0pt">British missed a great opportunity here. </p>
+</div>
+
+<div id="page27" style="background-image:url('rules27.jpg');width:765.0pt;height:990.0pt">
+<p style="top:101.6pt;left:61.2pt;font-size:14.6pt"><b>18.8 PURSUIT TO ALAMEIN</b></p>
+<p style="top:118.6pt;left:61.2pt"><b> </b></p>
+<p style="top:118.6pt;left:79.8pt"><b>Start: </b>Jun. 1942 (Month 15)</p>
+<p style="top:136.1pt;left:61.2pt"><b> Length: </b>6 months</p>
+<p style="top:153.6pt;left:61.2pt"><b> </b></p>
+<p style="top:153.6pt;left:85.6pt"><b>End: </b>Nov. 1942 (Month 20)</p>
+<p style="top:171.1pt;left:61.2pt"><b> </b></p>
+<p style="top:171.1pt;left:78.3pt"><b>Time: </b>2-3 hours</p>
+<p style="top:191.1pt;left:61.2pt"><b>AXIS STARTING FORCES</b></p>
+<p style="top:206.1pt;left:68.8pt">Free deployment in <b>Libya</b> (22 units):</p>
+<p style="top:704.5pt;left:61.2pt"><b>AXIS INITIAL SUPPLY</b>: 8 Cards</p>
+<p style="top:723.3pt;left:61.2pt"><b>AXIS RESUPPLY</b>: 3 Cards/Month</p>
+<p style="top:742.0pt;left:61.2pt"><b>AXIS REINFORCEMENTS:</b></p>
+<p style="top:757.0pt;left:68.8pt">17, 19 and &quot;M&quot; unit (8 units)</p>
+<p style="top:775.8pt;left:68.8pt"><b><i>Malta Group:</i></b><i> Axis &quot;M&quot; units are </i></p>
+<p style="top:790.8pt;left:76.2pt"><i>optional Reinforcements. They may be </i></p>
+<p style="top:805.8pt;left:76.2pt"><i>added during any Buildup, but Axis </i></p>
+<p style="top:820.8pt;left:76.2pt"><i>Resupply immediately drops to 2 cards </i></p>
+<p style="top:835.8pt;left:76.2pt"><i>per month beginning that Buildup.</i></p>
+<p style="top:101.6pt;left:282.5pt"><b>ALLIED STARTING FORCES</b></p>
+<p style="top:116.6pt;left:290.0pt">Free deployment in <b>Egypt</b> (16 units):</p>
+<p style="top:495.3pt;left:282.5pt"><b>Alexandria</b> (12 units):</p>
+<p style="top:760.3pt;left:282.5pt"><b>ALLIED INITIAL SUPPLY</b>: 8 Cards</p>
+<p style="top:779.1pt;left:282.5pt"><b>ALLIED RESUPPLY</b>: 3 Cards/Month</p>
+<p style="top:800.3pt;left:282.5pt"><b>ALLIED REINFORCEMENTS:</b></p>
+<p style="top:815.3pt;left:290.0pt">16, 18 and 20 (16 units)</p>
+<p style="top:101.1pt;left:506.2pt"><b>Pursuit to Alamein</b></p>
+<p style="top:115.6pt;left:506.2pt;font-size:11.0pt">Beginning one month after Gazala, </p>
+<p style="top:129.1pt;left:506.2pt;font-size:11.0pt">Rommel has decimated the British army </p>
+<p style="top:142.6pt;left:506.2pt;font-size:11.0pt">and captured Tobruk with its immense </p>
+<p style="top:156.1pt;left:506.2pt;font-size:11.0pt">supplies. In the process the Afrika Korps </p>
+<p style="top:169.6pt;left:506.2pt;font-size:11.0pt">has also taken heavy losses from which it </p>
+<p style="top:183.1pt;left:506.2pt;font-size:11.0pt">will never completely recover. </p>
+<p style="top:200.3pt;left:506.2pt;font-size:11.0pt">Rommel has convinced Axis High </p>
+<p style="top:213.8pt;left:506.2pt;font-size:11.0pt">Command to abandon the assault on Malta </p>
+<p style="top:227.3pt;left:506.2pt;font-size:11.0pt">and instead devote airpower and supplies </p>
+<p style="top:240.8pt;left:506.2pt;font-size:11.0pt">to supporting a lightning pursuit into </p>
+<p style="top:254.3pt;left:506.2pt;font-size:11.0pt">Egypt. His forces were to prove slightly </p>
+<p style="top:267.8pt;left:506.2pt;font-size:11.0pt">inadequate to the task but it was &#x201c;a close </p>
+<p style="top:281.3pt;left:506.2pt;font-size:11.0pt">run thing.&#x201d; Failure to clear Malta meant </p>
+<p style="top:294.8pt;left:506.2pt;font-size:11.0pt">increasing Axis supply problems while the </p>
+<p style="top:308.3pt;left:506.2pt;font-size:11.0pt">British could rebuild rapidly so near their </p>
+<p style="top:321.8pt;left:506.2pt;font-size:11.0pt">base and hold at El Alamein.</p>
+</div>
+
+<div id="page28" style="background-image:url('rules28.jpg');width:765.0pt;height:990.0pt">
+<p style="top:101.7pt;left:61.2pt;font-size:17.1pt"><b>19.0 DEMO: 1940</b></p>
+<p style="top:129.1pt;left:61.2pt;font-size:14.6pt"><b>DEPLOYMENT</b></p>
+<p style="top:146.1pt;left:80.0pt">The Axis player has initially</p>
+<p style="top:161.1pt;left:61.2pt">deployed one unit in Bardia, four units</p>
+<p style="top:176.1pt;left:61.2pt">in Ft. Capuzzo and three units in Sidi</p>
+<p style="top:191.1pt;left:61.2pt">Omar. The Allies have one unit in</p>
+<p style="top:206.1pt;left:61.2pt">Sollum, two units in Buq Buq and one</p>
+<p style="top:221.1pt;left:61.2pt">unit in Sofafi. Note that units on the</p>
+<p style="top:236.1pt;left:61.2pt">movement diagrams are shown with</p>
+<p style="top:251.1pt;left:61.2pt">their current CV on the top. The Battle</p>
+<p style="top:266.1pt;left:61.2pt">Array diagram shows units facing each</p>
+<p style="top:281.1pt;left:61.2pt">other in battle array. The Axis have six</p>
+<p style="top:296.1pt;left:61.2pt">Supply Cards, the Allies three.</p>
+<p style="top:317.3pt;left:61.2pt"><b>GAME MONTH 1: </b></p>
+<p style="top:332.3pt;left:61.2pt"><b>FIRST AXIS PLAYER-TURN</b></p>
+<p style="top:347.3pt;left:80.0pt">Since this is the first month of</p>
+<p style="top:362.3pt;left:61.2pt">the game, the Buildup Sequence is</p>
+<p style="top:377.3pt;left:61.2pt">skipped. The Axis spends one Supply</p>
+<p style="top:392.3pt;left:61.2pt">Card (a Basic Turn) and makes on</p>
+<p style="top:407.3pt;left:61.2pt">regrouping move into Sollum (the</p>
+<p style="top:422.3pt;left:61.2pt">Command Point, marked &quot;C&quot;, is at Ft.</p>
+<p style="top:437.3pt;left:61.2pt">Capuzzo). A maximum of three Axis</p>
+<p style="top:452.3pt;left:61.2pt">units can move into Sollum: they are</p>
+<p style="top:467.3pt;left:61.2pt">entering an Enemy Hex via the three</p>
+<p style="top:482.3pt;left:61.2pt">gaps through the ridge. No other Axis</p>
+<p style="top:497.3pt;left:61.2pt">units can move, as no additional units</p>
+<p style="top:512.3pt;left:61.2pt">can enter Sollum, the destination hex</p>
+<p style="top:527.3pt;left:61.2pt">for the regroup move.</p>
+<p style="top:546.1pt;left:80.0pt">The Allied player now has</p>
+<p style="top:561.1pt;left:61.2pt">the option to Refuse Battle and</p>
+<p style="top:576.1pt;left:61.2pt">immediately Retreats his Attacked</p>
+<p style="top:591.1pt;left:61.2pt">group (only one unit in this case) using</p>
+<p style="top:606.1pt;left:61.2pt">a Withdrawal Move. The Allied player</p>
+<p style="top:621.1pt;left:61.2pt">chooses to Withdraw to Sidi Barrani.</p>
+<p style="top:636.1pt;left:61.2pt">The move is a legal Withdrawal Move</p>
+<p style="top:651.1pt;left:61.2pt">because 1) the unit moved back</p>
+<p style="top:666.1pt;left:61.2pt">towards its Base along a valid Supply</p>
+<p style="top:681.1pt;left:61.2pt">Line (the coast highway) and 2) a</p>
+<p style="top:696.1pt;left:61.2pt">forward hex was abandoned, reducing</p>
+<p style="top:711.1pt;left:61.2pt">the Supply Network. Neither group has</p>
+<p style="top:726.1pt;left:61.2pt">been revealed to the opposing player.</p>
+<p style="top:744.8pt;left:80.0pt">The Retreated unit is Disrupted</p>
+<p style="top:759.8pt;left:61.2pt">(for Disengaging) and must take</p>
+<p style="top:774.8pt;left:61.2pt">pursuit fire. The Allied player informs</p>
+<p style="top:789.8pt;left:61.2pt">the Axis player that the unit (the</p>
+<p style="top:804.8pt;left:61.2pt">slowest in the Retreating group) is a</p>
+<p style="top:819.8pt;left:61.2pt">mechanized unit. Since the Axis player</p>
+<p style="top:834.8pt;left:61.2pt">has no mechanized or faster units</p>
+<p style="top:849.8pt;left:61.2pt">involved, there is no pursuit fire. The</p>
+<p style="top:864.8pt;left:61.2pt">Disrupted unit is placed face down</p>
+<p style="top:879.8pt;left:61.2pt">(&quot;D&quot; in the diagram). There are no</p>
+<p style="top:894.8pt;left:61.2pt">Battles, so the Axis Player-Turn ends.</p>
+<p style="top:364.1pt;left:282.5pt"><b>GAME MONTH 1: </b></p>
+<p style="top:379.1pt;left:282.5pt"><b>FIRST ALLIED PLAYER-TURN</b></p>
+<p style="top:394.1pt;left:301.2pt">The Allied player passes his turn,</p>
+<p style="top:409.1pt;left:282.5pt">not wishing to spend any Supply. The</p>
+<p style="top:424.1pt;left:282.5pt">Disrupted unit at Sidi Barrani does not</p>
+<p style="top:439.1pt;left:282.5pt">yet recover (it must spend a full enemy</p>
+<p style="top:454.1pt;left:282.5pt">turn Disrupted).</p>
+<p style="top:475.3pt;left:282.5pt"><b>GAME MONTH 1: </b></p>
+<p style="top:490.3pt;left:282.5pt"><b>SECOND AXIS PLAYER-TURN</b></p>
+<p style="top:505.3pt;left:301.2pt">The Axis plays one Supply Card</p>
+<p style="top:520.3pt;left:282.5pt">(Basic Turn) and moves the group out</p>
+<p style="top:535.3pt;left:282.5pt">of Ft. Capuzzo. Two units Attack Buq</p>
+<p style="top:550.3pt;left:282.5pt">Buq (the maximum allowed through a</p>
+<p style="top:565.3pt;left:282.5pt">single Hexside) and the third unit joins</p>
+<p style="top:580.3pt;left:282.5pt">the Sidi Omar group.</p>
+<p style="top:599.1pt;left:301.2pt">The Allied player decides to</p>
+<p style="top:614.1pt;left:282.5pt">fight this time and has the first fire</p>
+<p style="top:629.1pt;left:282.5pt">(Defensive Fire). The armored unit gets</p>
+<p style="top:644.1pt;left:282.5pt">two hits with Double Fire (DF) but the</p>
+<p style="top:659.1pt;left:282.5pt">mechanized infantry (SF) misses.</p>
+<p style="top:363.5pt;left:525.0pt">The Axis player reduces one of his</p>
+<p style="top:378.5pt;left:506.2pt">infantry units by 2 CV (alternatively,</p>
+<p style="top:393.5pt;left:506.2pt">both units could have been reduced by</p>
+<p style="top:408.5pt;left:506.2pt">1 CV each).</p>
+<p style="top:427.3pt;left:525.0pt">The Axis player fires both infantry</p>
+<p style="top:442.3pt;left:506.2pt">units (4 CV and 2 CV) at single fire</p>
+<p style="top:457.3pt;left:506.2pt">(SF), scoring one hit. The Allied player </p>
+<p style="top:472.3pt;left:506.2pt">reduces the mechanized infantry unit</p>
+<p style="top:487.3pt;left:506.2pt">by 1 CV. The Combat Phase ends.</p>
+<p style="top:522.6pt;left:545.6pt;font-size:14.6pt"><b>BATTLE ARRAY</b></p>
+</div>
+
+<div id="page29" style="background-image:url('rules29.jpg');width:765.0pt;height:990.0pt">
+<p style="top:101.6pt;left:61.2pt"><b>GAME MONTH 1: </b></p>
+<p style="top:116.6pt;left:61.2pt"><b>SECOND ALLIED PLAYER-TURN</b></p>
+<p style="top:131.6pt;left:80.0pt">The Disrupted unit at Sidi Barrani</p>
+<p style="top:146.6pt;left:61.2pt">recovers. The Allied player chooses to</p>
+<p style="top:161.6pt;left:61.2pt">Pass to save Supply. One Withdrawal</p>
+<p style="top:176.6pt;left:61.2pt">move is permitted on a Pass Turn so</p>
+<p style="top:191.6pt;left:61.2pt">the Allied player makes a Regroup</p>
+<p style="top:206.6pt;left:61.2pt">Move to the hex east of Sidi Barrani.</p>
+<p style="top:221.6pt;left:61.2pt">The Command Point is at Buq Buq</p>
+<p style="top:236.6pt;left:61.2pt">(the ridge does not interfere with</p>
+<p style="top:251.6pt;left:61.2pt">the Command point). This is a legal</p>
+<p style="top:266.6pt;left:61.2pt">Withdrawal Move, since all units</p>
+<p style="top:281.6pt;left:61.2pt">involved moved along Supply Lines</p>
+<p style="top:296.6pt;left:61.2pt">toward their Base and the Supply</p>
+<p style="top:311.6pt;left:61.2pt">Network was reduced.</p>
+<p style="top:330.3pt;left:80.0pt">The units from Buq Buq Retreated</p>
+<p style="top:345.3pt;left:61.2pt">from a battle, so they are Disrupted.</p>
+<p style="top:360.3pt;left:61.2pt">Since they are faster than the pursuing</p>
+<p style="top:375.3pt;left:61.2pt">units, no pursuit fire takes place.</p>
+<p style="top:396.6pt;left:61.2pt"><b>GAME MONTH 1: </b></p>
+<p style="top:411.6pt;left:61.2pt"><b>THIRD AXIS PLAYER-TURN</b></p>
+<p style="top:426.6pt;left:80.0pt">The Axis player plays two Supply</p>
+<p style="top:441.6pt;left:61.2pt">Cards for an Offensive Turn allowing</p>
+<p style="top:456.6pt;left:61.2pt">two Group Moves: 1) two units out of</p>
+<p style="top:471.6pt;left:61.2pt">Sollum Attack Sidi Barrani while the</p>
+<p style="top:486.6pt;left:61.2pt">third moves to Sidi Omar for Supply</p>
+<p style="top:501.6pt;left:61.2pt">chain duty and 2) three units move</p>
+<p style="top:516.6pt;left:61.2pt">out of Sidi Omar; two units to Sofafi</p>
+<p style="top:531.6pt;left:61.2pt">(the non-motorized unit force marched</p>
+<p style="top:546.6pt;left:61.2pt">successfully) while the other moves</p>
+<p style="top:561.6pt;left:61.2pt">to Bir Habata for Supply chain duty</p>
+<p style="top:576.6pt;left:61.2pt">(chaining Sofafi to Sidi Omar).</p>
+<p style="top:595.3pt;left:80.0pt">The Allied player Withdraws the</p>
+<p style="top:610.3pt;left:61.2pt">mechanized unit to Mersa Matruh.</p>
+<p style="top:625.3pt;left:61.2pt">Again it takes no pursuit fire, but is</p>
+<p style="top:640.3pt;left:61.2pt">Disrupted.</p>
+<p style="top:341.0pt;left:282.5pt"><b>GAME MONTH 1: </b></p>
+<p style="top:356.0pt;left:282.5pt"><b>THIRD ALLIED PLAYER-TURN</b></p>
+<p style="top:371.0pt;left:301.2pt">The two Disrupted units west of</p>
+<p style="top:386.0pt;left:282.5pt">Mersa Matruh recover. The Allied</p>
+<p style="top:401.0pt;left:282.5pt">player passes his turn, not wishing to</p>
+<p style="top:416.0pt;left:282.5pt">improve his position.</p>
+<p style="top:437.3pt;left:282.5pt"><b>GAME MONTH 1: </b></p>
+<p style="top:452.3pt;left:282.5pt"><b>FOURTH AXIS PLAYER-TURN</b></p>
+<p style="top:467.3pt;left:301.2pt">Having spent four Supply Cards</p>
+<p style="top:482.3pt;left:282.5pt">the Axis player also passes his turn,</p>
+<p style="top:497.3pt;left:282.5pt">wishing to save the two remaining</p>
+<p style="top:512.3pt;left:282.5pt">Supply Cards for future moves.</p>
+<p style="top:527.3pt;left:282.5pt">Since both players have passed in</p>
+<p style="top:542.3pt;left:282.5pt">consecutive turns, the Month ends.</p>
+</div>
+
+<div id="page30" style="background-image:url('rules30.jpg');width:765.0pt;height:990.0pt">
+<p style="top:101.6pt;left:61.2pt"><b>MONTH 2: BUILDUP</b></p>
+<p style="top:116.6pt;left:80.0pt">The month record marker is</p>
+<p style="top:131.6pt;left:61.2pt">advanced to &quot;2&quot;. The Disrupted Allied</p>
+<p style="top:146.6pt;left:61.2pt">unit in Mersa Matruh is Supplied,</p>
+<p style="top:161.6pt;left:61.2pt">so it recovers automatically. Both</p>
+<p style="top:176.6pt;left:61.2pt">players roll one die (two dice in other</p>
+<p style="top:191.6pt;left:61.2pt">scenarios). The Allied player rolls a &quot;4&quot;</p>
+<p style="top:206.6pt;left:61.2pt">and the Axis player rolls a &quot;5&quot;; thus,</p>
+<p style="top:221.6pt;left:61.2pt">both players receive 9 Build Points</p>
+<p style="top:236.6pt;left:61.2pt">(BPs). The Allied player rolled the</p>
+<p style="top:251.6pt;left:61.2pt">lower number, so he spends his BPs</p>
+<p style="top:266.6pt;left:61.2pt">first.</p>
+<p style="top:285.3pt;left:80.0pt">The Allied player receives two</p>
+<p style="top:300.3pt;left:61.2pt">Reinforcement units at his Base and</p>
+<p style="top:315.3pt;left:61.2pt">spends 2 BPs to Redeploy them to</p>
+<p style="top:330.3pt;left:61.2pt">the front. He also Redeploys the</p>
+<p style="top:345.3pt;left:61.2pt">damaged infantry unit back to his Base</p>
+<p style="top:360.3pt;left:61.2pt">(1 BP), rebuilds it 1 step (2 BPs) and</p>
+<p style="top:375.3pt;left:61.2pt">Redeploys it again to Mersa Matruh</p>
+<p style="top:390.3pt;left:61.2pt">(1 BP). The Allied player saves the</p>
+<p style="top:405.3pt;left:61.2pt">remaining 3 BPs.</p>
+<p style="top:424.1pt;left:80.0pt">The Axis player Redeploys his</p>
+<p style="top:439.1pt;left:61.2pt">damaged infantry unit at Buq Buq to</p>
+<p style="top:454.1pt;left:61.2pt">Bardia (1 BP), moves it by sea to his</p>
+<p style="top:469.1pt;left:61.2pt">Base (1 BP), rebuilds it 2 steps (2 BPs)</p>
+<p style="top:484.1pt;left:61.2pt">and moves it by sea Redeployment</p>
+<p style="top:499.1pt;left:61.2pt">to Tobruk (1 BP). Sea Redeployment</p>
+<p style="top:514.1pt;left:61.2pt">back to Bardia was not possible</p>
+<p style="top:529.1pt;left:61.2pt">because its Axis Port Capacity (1)</p>
+<p style="top:544.1pt;left:61.2pt">was used when the unit was shipped</p>
+<p style="top:559.1pt;left:61.2pt">back to Base. From Tobruk the unit is</p>
+<p style="top:574.1pt;left:61.2pt">Redeployed to Sofafi (2 BPs). The Axis</p>
+<p style="top:589.1pt;left:61.2pt">player saves his last two BPs.</p>
+<p style="top:607.8pt;left:80.0pt">Note that all Redeployments were</p>
+<p style="top:622.8pt;left:61.2pt">along Supply Lines only.</p>
+<p style="top:101.0pt;left:301.2pt">After making sure that all</p>
+<p style="top:116.0pt;left:282.5pt">expended Supply Cards have been</p>
+<p style="top:131.0pt;left:282.5pt">returned to the deck (players can</p>
+<p style="top:146.0pt;left:282.5pt">also turn in unwanted dummy Supply</p>
+<p style="top:161.0pt;left:282.5pt">Cards) the deck is shuffled. The Axis</p>
+<p style="top:176.0pt;left:282.5pt">player then draws two cards, and the</p>
+<p style="top:191.0pt;left:282.5pt">Allied player draws three cards.</p>
+<p style="top:209.8pt;left:301.2pt">The Allied player wishes to</p>
+<p style="top:224.8pt;left:282.5pt">challenge for the first Player-Turn and</p>
+<p style="top:239.8pt;left:282.5pt">places one Supply Card face down.</p>
+<p style="top:254.8pt;left:282.5pt">The Axis player declines the challenge</p>
+<p style="top:269.8pt;left:282.5pt">and the Allied card is turned face up.</p>
+<p style="top:284.8pt;left:282.5pt">It turns out to be a dummy card, so</p>
+<p style="top:299.8pt;left:282.5pt">the Axis player goes first anyway. The</p>
+<p style="top:314.8pt;left:282.5pt">Axis would have spent a Supply Card</p>
+<p style="top:329.8pt;left:282.5pt">for nothing if he had tried to stop the</p>
+<p style="top:344.8pt;left:282.5pt">Allied player from taking the initiative.</p>
+<p style="top:363.5pt;left:301.2pt">Buildup for Month 2 is complete,</p>
+<p style="top:378.5pt;left:282.5pt">the Axis player takes the first Player</p>
+<p style="top:393.5pt;left:282.5pt">Turn.</p>
+</div>
+
+<div id="page31" style="background-image:url('rules31.jpg');width:765.0pt;height:990.0pt">
+<p style="top:101.8pt;left:61.2pt;font-size:17.0pt"><b>20.0 STRATEGY NOTES</b></p>
+<p style="top:126.8pt;left:61.2pt"><b>SUPPLY LINES</b></p>
+<p style="top:141.8pt;left:80.0pt">Protection of supply lines must</p>
+<p style="top:156.8pt;left:61.2pt">be a primary consideration. To allow</p>
+<p style="top:171.8pt;left:61.2pt">the enemy freedom of movement in</p>
+<p style="top:186.8pt;left:61.2pt">your rear is to invite disaster; units cut</p>
+<p style="top:201.8pt;left:61.2pt">off from supply are likely to become</p>
+<p style="top:216.8pt;left:61.2pt">disrupted and quickly overrun.</p>
+<p style="top:235.6pt;left:80.0pt">Accordingly, defensive fronts must</p>
+<p style="top:250.6pt;left:61.2pt">be wide enough to prevent outflanking</p>
+<p style="top:265.6pt;left:61.2pt">moves and strong or deep enough to</p>
+<p style="top:280.6pt;left:61.2pt">withstand a frontal attack.</p>
+<p style="top:299.3pt;left:80.0pt">This implies some dispersion of</p>
+<p style="top:314.3pt;left:61.2pt">forces, which is contrary to movement</p>
+<p style="top:329.3pt;left:61.2pt">and attack efficiency. Players must</p>
+<p style="top:344.3pt;left:61.2pt">constantly strive for an optimum</p>
+<p style="top:359.3pt;left:61.2pt">balance between these conflicting</p>
+<p style="top:374.3pt;left:61.2pt">demands.</p>
+<p style="top:395.6pt;left:61.2pt"><b>RESERVES</b></p>
+<p style="top:410.6pt;left:80.0pt">Because disengaging units are</p>
+<p style="top:425.6pt;left:61.2pt">disrupted, it is imperative to maintain</p>
+<p style="top:440.6pt;left:61.2pt">a reserve of unengaged units.</p>
+<p style="top:459.3pt;left:80.0pt">Units in battles are effectively</p>
+<p style="top:474.3pt;left:61.2pt">pinned; they cannot intervene</p>
+<p style="top:489.3pt;left:61.2pt">elsewhere without a costly and time-</p>
+<p style="top:504.3pt;left:61.2pt">consuming retreat and reorganization.</p>
+<p style="top:519.3pt;left:61.2pt">When all units are engaged, flexibility</p>
+<p style="top:534.3pt;left:61.2pt">is lost; there is no way to counter an</p>
+<p style="top:549.3pt;left:61.2pt">outflanking move or breakthrough, no</p>
+<p style="top:564.3pt;left:61.2pt">way to exploit an opportunity, and no</p>
+<p style="top:579.3pt;left:61.2pt">way to retreat safely.</p>
+<p style="top:598.1pt;left:80.0pt">Since battlefield results can be</p>
+<p style="top:613.1pt;left:61.2pt">sensitive to small strength differentials,</p>
+<p style="top:628.1pt;left:61.2pt">it is often tempting to commit all</p>
+<p style="top:643.1pt;left:61.2pt">available forces. However, losing</p>
+<p style="top:658.1pt;left:61.2pt">such a battle often means losing the</p>
+<p style="top:673.1pt;left:61.2pt">campaign. Without reserve units to</p>
+<p style="top:688.1pt;left:61.2pt">cover a retreat, few units will survive</p>
+<p style="top:703.1pt;left:61.2pt">the ensuing rout.</p>
+<p style="top:724.3pt;left:61.2pt"><b>BATTLES</b></p>
+<p style="top:739.3pt;left:80.0pt">In <i>Rommel in the Desert</i>, it is</p>
+<p style="top:754.3pt;left:61.2pt">common for several battles to be</p>
+<p style="top:769.3pt;left:61.2pt">fought simultaneously. Usually when</p>
+<p style="top:784.3pt;left:61.2pt">an army loses any one such battle, its</p>
+<p style="top:799.3pt;left:61.2pt">entire position is compromised.</p>
+<p style="top:818.1pt;left:80.0pt">Therefore, an effective tactic is to</p>
+<p style="top:833.1pt;left:61.2pt">concentrate on winning just one battle,</p>
+<p style="top:848.1pt;left:61.2pt">while &quot;holding the line&quot; in the others.</p>
+<p style="top:863.1pt;left:61.2pt">This tactic usually requires a major</p>
+<p style="top:878.1pt;left:61.2pt">effort in one battle plus an attempt to</p>
+<p style="top:893.1pt;left:61.2pt">attack and pin other enemy groups</p>
+<p style="top:908.1pt;left:61.2pt">with smaller forces.</p>
+<p style="top:101.0pt;left:301.2pt">The object is to engage and</p>
+<p style="top:116.0pt;left:282.5pt">pin possible enemy reinforcements</p>
+<p style="top:131.0pt;left:282.5pt">and generally limit your opponent&#x2019;s</p>
+<p style="top:146.0pt;left:282.5pt">freedom of movement. Even when</p>
+<p style="top:161.0pt;left:282.5pt">these pinning engagements are fought</p>
+<p style="top:176.0pt;left:282.5pt">at a disadvantage, the neutralization</p>
+<p style="top:191.0pt;left:282.5pt">of important enemy forces and the</p>
+<p style="top:206.0pt;left:282.5pt">constriction of enemy access to</p>
+<p style="top:221.0pt;left:282.5pt">battles can be a decisive factor.</p>
+<p style="top:239.8pt;left:301.2pt">Because of the unit-count victory</p>
+<p style="top:254.8pt;left:282.5pt">conditions, and the possibility of</p>
+<p style="top:269.8pt;left:282.5pt">rebuilding, players should strive to</p>
+<p style="top:284.8pt;left:282.5pt">preserve units from elimination: where</p>
+<p style="top:299.8pt;left:282.5pt">possible, retire from unfavorable</p>
+<p style="top:314.8pt;left:282.5pt">situations early.</p>
+<p style="top:336.0pt;left:282.5pt"><b>MOBILE DEFENSE</b></p>
+<p style="top:351.0pt;left:301.2pt">Because of the highly mobile</p>
+<p style="top:366.0pt;left:282.5pt">environment and the predominance of</p>
+<p style="top:381.0pt;left:282.5pt">offense, counterattack and the threat</p>
+<p style="top:396.0pt;left:282.5pt">of it are often more effective that a</p>
+<p style="top:411.0pt;left:282.5pt">passive defense.</p>
+<p style="top:429.8pt;left:301.2pt">There is little in the way of</p>
+<p style="top:444.8pt;left:282.5pt">defensive terrain on the board, and</p>
+<p style="top:459.8pt;left:282.5pt">very few positions when an inferior</p>
+<p style="top:474.8pt;left:282.5pt">force can make a stand against a well-</p>
+<p style="top:489.8pt;left:282.5pt">supplied opponent. The only truly</p>
+<p style="top:504.8pt;left:282.5pt">effective defensive positions are the</p>
+<p style="top:519.8pt;left:282.5pt">bottlenecks at El Agheila and Qattara,</p>
+<p style="top:534.8pt;left:282.5pt">and those based on minefields.</p>
+<p style="top:553.5pt;left:301.2pt">Minefields are expensive; the</p>
+<p style="top:568.5pt;left:282.5pt">timing and location of minefield</p>
+<p style="top:583.5pt;left:282.5pt">construction is a crucial aspect of the</p>
+<p style="top:598.5pt;left:282.5pt">defensive game, and the one most</p>
+<p style="top:613.5pt;left:282.5pt">requiring foresight.</p>
+<p style="top:632.3pt;left:301.2pt">As time and supply are major</p>
+<p style="top:647.3pt;left:282.5pt">factors, the player on the strategic</p>
+<p style="top:662.3pt;left:282.5pt">defensive must strive to delay enemy</p>
+<p style="top:677.3pt;left:282.5pt">advances and extract maximum</p>
+<p style="top:692.3pt;left:282.5pt">enemy supply expenditure. Headlong</p>
+<p style="top:707.3pt;left:282.5pt">retreats can be easily and efficiently</p>
+<p style="top:722.3pt;left:282.5pt">followed up the other player. By</p>
+<p style="top:737.3pt;left:282.5pt">maintaining a formidable posture, you</p>
+<p style="top:752.3pt;left:282.5pt">can force your opponent to approach</p>
+<p style="top:767.3pt;left:282.5pt">cautiously, and well-timed withdrawals</p>
+<p style="top:782.3pt;left:282.5pt">can leave the enemy striking at air.</p>
+<p style="top:801.0pt;left:301.2pt">However, this mobile defensive</p>
+<p style="top:816.0pt;left:282.5pt">strategy is easier to describe than to</p>
+<p style="top:831.0pt;left:282.5pt">execute; it requires care in planning. In</p>
+<p style="top:846.0pt;left:282.5pt">particular, careful consideration should</p>
+<p style="top:861.0pt;left:282.5pt">be given to the preparation of viable</p>
+<p style="top:876.0pt;left:282.5pt">&quot;fallback&quot; lines that can be manned</p>
+<p style="top:891.0pt;left:282.5pt">with maximum movement efficiency.</p>
+<p style="top:101.6pt;left:506.2pt"><b>STATIC DEFENSE</b></p>
+<p style="top:116.6pt;left:525.0pt">When standing on the defense,</p>
+<p style="top:131.6pt;left:506.2pt">several philosophies are viable. The</p>
+<p style="top:146.6pt;left:506.2pt">best choice depends on considerations</p>
+<p style="top:161.6pt;left:506.2pt">of geography, strength, supply balance,</p>
+<p style="top:176.6pt;left:506.2pt">and time. Three basic defensive</p>
+<p style="top:191.6pt;left:506.2pt">alignments are described below:</p>
+<p style="top:210.3pt;left:525.0pt">&#x2022; <b>Linear Defense</b> (a strong front</p>
+<p style="top:225.3pt;left:506.2pt">line) is good with regard to attrition,</p>
+<p style="top:240.3pt;left:506.2pt">but invites outflanking, which is</p>
+<p style="top:255.3pt;left:506.2pt">always possible except at the board-</p>
+<p style="top:270.3pt;left:506.2pt">end bottlenecks. This defensive</p>
+<p style="top:285.3pt;left:506.2pt">style implies a weak reserve and</p>
+<p style="top:300.3pt;left:506.2pt">is inflexible and brittle, with little</p>
+<p style="top:315.3pt;left:506.2pt">offensive threat. However, this type of</p>
+<p style="top:330.3pt;left:506.2pt">defense becomes more attractive with</p>
+<p style="top:345.3pt;left:506.2pt">good strength and defensive position.</p>
+<p style="top:364.1pt;left:525.0pt">&#x2022; <b>Defense-In-Depth</b> provides</p>
+<p style="top:379.1pt;left:506.2pt">good security against possible Blitzes.</p>
+<p style="top:394.1pt;left:506.2pt">However, the resulting dispersion</p>
+<p style="top:409.1pt;left:506.2pt">of force has obvious movement and</p>
+<p style="top:424.1pt;left:506.2pt">combat disadvantages. This defense is</p>
+<p style="top:439.1pt;left:506.2pt">effective in extracting enemy supply</p>
+<p style="top:454.1pt;left:506.2pt">expenditure, but is very costly in</p>
+<p style="top:469.1pt;left:506.2pt">friendly unit attrition compared to</p>
+<p style="top:484.1pt;left:506.2pt">enemy losses.</p>
+<p style="top:502.8pt;left:525.0pt">&#x2022; <b>A</b> <b>Strong Central Reserve</b></p>
+<p style="top:517.8pt;left:506.2pt">provides maximum flexibility</p>
+<p style="top:532.8pt;left:506.2pt">and offensive threat, at the cost</p>
+<p style="top:547.8pt;left:506.2pt">of a weakened forward wall,</p>
+<p style="top:562.8pt;left:506.2pt">exposing frontline units to (initially)</p>
+<p style="top:577.8pt;left:506.2pt">disadvantageous engagements. The</p>
+<p style="top:592.8pt;left:506.2pt">ability to either counterattack strongly</p>
+<p style="top:607.8pt;left:506.2pt">or retreat in good order from this</p>
+<p style="top:622.8pt;left:506.2pt">alignment is a major advantage.</p>
+<p style="top:637.8pt;left:506.2pt">However, the forward line should</p>
+<p style="top:652.8pt;left:506.2pt">not be weakened to the point where</p>
+<p style="top:667.8pt;left:506.2pt">a successful Blitz could penetrate,</p>
+<p style="top:682.8pt;left:506.2pt">allowing engagement of the reserve,</p>
+<p style="top:697.8pt;left:506.2pt">which would negate all the advantages</p>
+<p style="top:712.8pt;left:506.2pt">of this deployment.</p>
+<p style="top:734.1pt;left:506.2pt"><b>OFFENSE</b></p>
+<p style="top:749.1pt;left:525.0pt">In general, the player on the</p>
+<p style="top:764.1pt;left:506.2pt">offensive should seek to apply and</p>
+<p style="top:779.1pt;left:506.2pt">increase pressure on the opponent</p>
+<p style="top:794.1pt;left:506.2pt">through rapid and unexpected</p>
+<p style="top:809.1pt;left:506.2pt">maneuvers, multiple threats, high-</p>
+<p style="top:824.1pt;left:506.2pt">powered turn options, and pinning</p>
+<p style="top:839.1pt;left:506.2pt">engagements. The goal should be to</p>
+<p style="top:854.1pt;left:506.2pt">cause the opponent more problems</p>
+<p style="top:869.1pt;left:506.2pt">than he can solve in one turn.</p>
+</div>
+
+<div id="page32" style="background-image:url('rules32.jpg');width:765.0pt;height:990.0pt">
+<p style="top:101.0pt;left:80.0pt">Maintaining this pressure will</p>
+<p style="top:116.0pt;left:61.2pt">force your opponent to react to</p>
+<p style="top:131.0pt;left:61.2pt">pressing short-term threats with</p>
+<p style="top:146.0pt;left:61.2pt">increasingly inefficient responses,</p>
+<p style="top:161.0pt;left:61.2pt">unable to pursue his own objectives</p>
+<p style="top:176.0pt;left:61.2pt">or prepare for your next move.</p>
+<p style="top:194.8pt;left:80.0pt">Concentration of force is</p>
+<p style="top:209.8pt;left:61.2pt">highly desirable for striking power,</p>
+<p style="top:224.8pt;left:61.2pt">moderated of course by defensive</p>
+<p style="top:239.8pt;left:61.2pt">and supply needs. When planning</p>
+<p style="top:254.8pt;left:61.2pt">moves, the future implications of</p>
+<p style="top:269.8pt;left:61.2pt">dispersion should be considered. It</p>
+<p style="top:284.8pt;left:61.2pt">is advisable (but not always possible)</p>
+<p style="top:299.8pt;left:61.2pt">to maintain some concentration of</p>
+<p style="top:314.8pt;left:61.2pt">force for immediate use. Apart from</p>
+<p style="top:329.8pt;left:61.2pt">the obvious movement and combat</p>
+<p style="top:344.8pt;left:61.2pt">advantages of concentration, it takes</p>
+<p style="top:359.8pt;left:61.2pt">time to regroup a dispersed army,</p>
+<p style="top:374.8pt;left:61.2pt">and in the meantime, pressure on</p>
+<p style="top:389.8pt;left:61.2pt">your opponent is relaxed.</p>
+<p style="top:429.4pt;left:61.2pt;font-size:17.1pt"><b>21.0 DESIGN NOTES</b></p>
+<p style="top:452.0pt;left:80.0pt"><i>Rommel in the Desert</i> includes</p>
+<p style="top:467.0pt;left:61.2pt">the all-important <b>psychological</b></p>
+<p style="top:482.0pt;left:61.2pt">factors of strategy, so crucial in the</p>
+<p style="top:497.0pt;left:61.2pt">historical campaign and so often</p>
+<p style="top:512.0pt;left:61.2pt">overlooked in most wargames.</p>
+<p style="top:527.0pt;left:61.2pt">Factors like surprise and deception,</p>
+<p style="top:542.0pt;left:61.2pt">bluff and nerve are not merely good</p>
+<p style="top:557.0pt;left:61.2pt">gaming features, but ultimately</p>
+<p style="top:572.0pt;left:61.2pt"><b>necessary</b> to explain what</p>
+<p style="top:587.0pt;left:61.2pt">happened in the Western Desert.</p>
+<p style="top:605.8pt;left:80.0pt">This game also reflects</p>
+<p style="top:620.8pt;left:61.2pt">command problems more</p>
+<p style="top:635.8pt;left:61.2pt">realistically by forcing the necessity</p>
+<p style="top:650.8pt;left:61.2pt">for compromise under organizational</p>
+<p style="top:665.8pt;left:61.2pt">and time constraints.</p>
+<p style="top:687.0pt;left:61.2pt"><b>THE UNITS</b></p>
+<p style="top:702.0pt;left:80.0pt">It should be understood that the</p>
+<p style="top:717.0pt;left:61.2pt">CV assigned to units in the game</p>
+<p style="top:732.0pt;left:61.2pt">is meant to represent just that,</p>
+<p style="top:747.0pt;left:61.2pt">their Combat Value. Numbers of</p>
+<p style="top:762.0pt;left:61.2pt">men, and quality and quantities of</p>
+<p style="top:777.0pt;left:61.2pt">equipment do not begin to tell the</p>
+<p style="top:792.0pt;left:61.2pt">whole story about the effectiveness</p>
+<p style="top:807.0pt;left:61.2pt">of a military formation in battle.</p>
+<p style="top:822.0pt;left:61.2pt">Such factors as leadership, training</p>
+<p style="top:837.0pt;left:61.2pt">and morale have as much or more</p>
+<p style="top:852.0pt;left:61.2pt">impact on &quot;combat value&quot; than mere</p>
+<p style="top:867.0pt;left:61.2pt">numbers.</p>
+<p style="top:101.0pt;left:283.8pt">While some military units</p>
+<p style="top:116.0pt;left:265.0pt">have continued to function after</p>
+<p style="top:131.0pt;left:265.0pt">sustaining over 80% casualties,</p>
+<p style="top:146.0pt;left:265.0pt">others have surrendered or</p>
+<p style="top:161.0pt;left:265.0pt">disintegrated before suffering</p>
+<p style="top:176.0pt;left:265.0pt">10% losses. Such units must be</p>
+<p style="top:191.0pt;left:265.0pt">considered to have been reduced to</p>
+<p style="top:206.0pt;left:265.0pt">ZERO combat value, even though</p>
+<p style="top:221.0pt;left:265.0pt">their manpower and equipment may</p>
+<p style="top:236.0pt;left:265.0pt">be virtually intact.</p>
+<p style="top:254.8pt;left:283.8pt">Even a cohesive formation of</p>
+<p style="top:269.8pt;left:265.0pt">tough and determined soldiers may</p>
+<p style="top:284.8pt;left:265.0pt">have limited combat value due</p>
+<p style="top:299.8pt;left:265.0pt">to poor communications, faulty</p>
+<p style="top:314.8pt;left:265.0pt">doctrine, inadequate weaponry,</p>
+<p style="top:329.8pt;left:265.0pt">insufficient mobility, or bad</p>
+<p style="top:344.8pt;left:265.0pt">leadership.</p>
+<p style="top:363.5pt;left:283.8pt">Certain &apos;technological&apos; armor</p>
+<p style="top:378.5pt;left:265.0pt">and anti-tank units have been</p>
+<p style="top:393.5pt;left:265.0pt">included in the game to reflect</p>
+<p style="top:408.5pt;left:265.0pt">the sudden leaps in effectiveness</p>
+<p style="top:423.5pt;left:265.0pt">achieved by existing forces with the</p>
+<p style="top:438.5pt;left:265.0pt">introduction of new and superior</p>
+<p style="top:453.5pt;left:265.0pt">weaponry.</p>
+<p style="top:472.3pt;left:283.8pt">The Allied Order of Battle has</p>
+<p style="top:487.3pt;left:265.0pt">been modified to eliminate the</p>
+<p style="top:502.3pt;left:265.0pt">historical &quot;comings and goings&quot;</p>
+<p style="top:517.3pt;left:265.0pt">of units in the game. The correct</p>
+<p style="top:532.3pt;left:265.0pt">number and type of brigades</p>
+<p style="top:547.3pt;left:265.0pt">is preserved, but the historical</p>
+<p style="top:562.3pt;left:265.0pt">designations (which are for interest</p>
+<p style="top:577.3pt;left:265.0pt">only) of units in play may at times</p>
+<p style="top:592.3pt;left:265.0pt">be incorrect, with one historical</p>
+<p style="top:607.3pt;left:265.0pt">unit substituting for another.</p>
+<p style="top:622.3pt;left:265.0pt">This eliminates the unproductive</p>
+<p style="top:637.3pt;left:265.0pt">shuffling of units in and out of the</p>
+<p style="top:652.3pt;left:265.0pt">game.</p>
+<p style="top:671.0pt;left:283.8pt">For example, in many cases a</p>
+<p style="top:686.0pt;left:265.0pt">historical unit left the campaign at</p>
+<p style="top:701.0pt;left:265.0pt">a certain point and was replaced</p>
+<p style="top:716.0pt;left:265.0pt">by a similar unit. In this game</p>
+<p style="top:731.0pt;left:265.0pt">the original unit remains in play,</p>
+<p style="top:746.0pt;left:265.0pt">representing the unit that replaced</p>
+<p style="top:761.0pt;left:265.0pt">it in the Allied OB. Note that units</p>
+<p style="top:776.0pt;left:265.0pt">arrive in the game on the basis of</p>
+<p style="top:791.0pt;left:265.0pt">their historical appearance <b>at the </b></p>
+<p style="top:806.0pt;left:265.0pt"><b>front</b>, as the Allies tended to keep</p>
+<p style="top:821.0pt;left:265.0pt">new units in rear areas for months</p>
+<p style="top:836.0pt;left:265.0pt">of training and acclimatization.</p>
+<p style="top:854.8pt;left:283.8pt">See the table in the next column</p>
+<p style="top:869.8pt;left:265.0pt">for details.</p>
+<p style="top:101.7pt;left:467.5pt;font-size:17.1pt"><b>Unit Substitution</b></p>
+<p style="top:124.3pt;left:467.5pt"><b>Game Unit </b></p>
+<p style="top:124.3pt;left:546.3pt"><b>Period </b></p>
+<p style="top:124.3pt;left:614.1pt"><b>Historical Unit</b></p>
+<p style="top:139.3pt;left:467.5pt">4 Ind/5</p>
+<p style="top:139.3pt;left:546.3pt">Mar-Jun &#x2018;40</p>
+<p style="top:139.3pt;left:647.7pt">6 Aus/15</p>
+<p style="top:158.1pt;left:467.5pt">4 Ind/11</p>
+<p style="top:158.1pt;left:546.3pt">Mar-Jun &#x2018;40</p>
+<p style="top:158.1pt;left:647.7pt">6 Aus/17</p>
+<p style="top:176.8pt;left:467.5pt">4 Ind/7 Mot</p>
+<p style="top:176.8pt;left:546.3pt">Mar-Jun &#x2018;40</p>
+<p style="top:176.8pt;left:647.7pt">6 Aus/19</p>
+<p style="top:195.6pt;left:467.5pt">4 Ind/7 Mot</p>
+<p style="top:195.6pt;left:546.3pt">Feb &#x2018;42-</p>
+<p style="top:195.6pt;left:649.7pt">5 Ind/10</p>
+<p style="top:214.3pt;left:467.5pt">4 Ind/3 Mot</p>
+<p style="top:214.3pt;left:546.3pt">Apr &#x2018;42-</p>
+<p style="top:214.3pt;left:637.8pt">10 Ind/25*</p>
+<p style="top:233.1pt;left:467.5pt">4 Ind/5</p>
+<p style="top:233.1pt;left:546.3pt">May &#x2018;41-</p>
+<p style="top:233.1pt;left:652.7pt">1 SA/5*</p>
+<p style="top:251.8pt;left:467.5pt">70/23</p>
+<p style="top:251.8pt;left:546.3pt">Jan-Jun &#x2018;41</p>
+<p style="top:251.8pt;left:644.3pt">9 Aus /24</p>
+<p style="top:270.6pt;left:467.5pt">70/23</p>
+<p style="top:270.6pt;left:546.3pt">Dec &#x2018;41-</p>
+<p style="top:270.6pt;left:657.6pt">50/150</p>
+<p style="top:289.3pt;left:467.5pt">70/14+16</p>
+<p style="top:289.3pt;left:546.3pt">Jan-Jul &#x2018;41</p>
+<p style="top:289.3pt;left:644.3pt">9 Aus /26</p>
+<p style="top:308.1pt;left:467.5pt">70/14+16</p>
+<p style="top:308.1pt;left:546.3pt">Dec &#x2018;41-</p>
+<p style="top:308.1pt;left:651.9pt">50/151*</p>
+<p style="top:326.8pt;left:467.5pt">7 Aus/18</p>
+<p style="top:326.8pt;left:546.3pt">Jun &#x2018;41-</p>
+<p style="top:326.8pt;left:652.7pt">2 SA/6*</p>
+<p style="top:345.6pt;left:467.5pt">9 Aus/20</p>
+<p style="top:345.6pt;left:546.3pt">Jul-Dec &#x2018;41</p>
+<p style="top:345.6pt;left:654.7pt">70/16 *</p>
+<p style="top:364.3pt;left:467.5pt">9 Aus /20</p>
+<p style="top:364.3pt;left:546.3pt">Jan &#x2018;42-</p>
+<p style="top:364.3pt;left:663.7pt">50/69</p>
+<p style="top:383.1pt;left:467.5pt">Pol</p>
+<p style="top:383.1pt;left:546.3pt">Oct &#x2018;41-Jan &#x2018;42</p>
+<p style="top:383.1pt;left:671.6pt">1 FF</p>
+<p style="top:401.8pt;left:467.5pt">Pol</p>
+<p style="top:401.8pt;left:546.3pt">Jan &#x2018;42-</p>
+<p style="top:401.8pt;left:664.4pt">(2 FF)</p>
+<p style="top:420.6pt;left:467.5pt">7/7 Tk</p>
+<p style="top:420.6pt;left:546.3pt">Nov &#x2018;41-</p>
+<p style="top:420.6pt;left:657.8pt">(CRUS)</p>
+<p style="top:439.3pt;left:467.5pt">2 NZ/4</p>
+<p style="top:439.3pt;left:546.3pt">Dec &#x2018;41-Jan &#x2018;42</p>
+<p style="top:439.3pt;left:635.0pt">161 Ind Mot</p>
+<p style="top:458.1pt;left:467.5pt">2 NZ/5</p>
+<p style="top:458.1pt;left:546.3pt">Dec &#x2018;41-Jan&#x2019;42 </p>
+<p style="top:458.1pt;left:655.9pt">5 Ind/9</p>
+<p style="top:476.8pt;left:467.5pt">2 NZ/6</p>
+<p style="top:476.8pt;left:546.3pt">Dec &#x2018;41-Jan&#x2019;42 </p>
+<p style="top:476.8pt;left:644.0pt">5 Ind/10*</p>
+<p style="top:495.6pt;left:467.5pt">22 Gd</p>
+<p style="top:495.6pt;left:546.3pt">Jun &#x2018;42-</p>
+<p style="top:495.6pt;left:651.9pt">44/133*</p>
+<p style="top:514.3pt;left:467.5pt">* Co-identified units</p>
+<p style="top:533.1pt;left:467.5pt">( ) Units not identified in game</p>
+</div>
+
+<div id="page33" style="background-image:url('rules33.jpg');width:765.0pt;height:990.0pt">
+<p style="top:101.6pt;left:61.2pt"><b>MOVEMENT</b></p>
+<p style="top:116.6pt;left:80.0pt">Group movement is a simple</p>
+<p style="top:131.6pt;left:61.2pt">and effective mechanism to reward</p>
+<p style="top:146.6pt;left:61.2pt">foresight and planning in the</p>
+<p style="top:161.6pt;left:61.2pt">concentration and organization</p>
+<p style="top:176.6pt;left:61.2pt">of forces. Commanders could not</p>
+<p style="top:191.6pt;left:61.2pt">ALWAYS execute perfect maneuvers</p>
+<p style="top:206.6pt;left:61.2pt">involving far-flung forces. To say that</p>
+<p style="top:221.6pt;left:61.2pt">the movement limitations imposed by</p>
+<p style="top:236.6pt;left:61.2pt">the system are unrealistic in the era of</p>
+<p style="top:251.6pt;left:61.2pt">modern communications is to miss the</p>
+<p style="top:266.6pt;left:61.2pt">point. The opponent&#x2019;s communications</p>
+<p style="top:281.6pt;left:61.2pt">are just as fast; he can react before a</p>
+<p style="top:296.6pt;left:61.2pt">commander can move all his forces</p>
+<p style="top:311.6pt;left:61.2pt">and that is precisely the effect of the</p>
+<p style="top:326.6pt;left:61.2pt">group movement system.</p>
+<p style="top:345.3pt;left:80.0pt">By limiting the amount that can</p>
+<p style="top:360.3pt;left:61.2pt">be done at one time, group movement</p>
+<p style="top:375.3pt;left:61.2pt">also emphasizes the &quot;use of time&quot; (or</p>
+<p style="top:390.3pt;left:61.2pt">tempo), the idea being to cause the</p>
+<p style="top:405.3pt;left:61.2pt">opponent problems which will occupy</p>
+<p style="top:420.3pt;left:61.2pt">his time while you are causing further</p>
+<p style="top:435.3pt;left:61.2pt">problems. Rommel&apos;s natural instinct</p>
+<p style="top:450.3pt;left:61.2pt">for this technique was most effective</p>
+<p style="top:465.3pt;left:61.2pt">in an environment like the desert,</p>
+<p style="top:480.3pt;left:61.2pt">where events develop quickly, and</p>
+<p style="top:495.3pt;left:61.2pt">was a key element of his success. The</p>
+<p style="top:510.3pt;left:61.2pt">ability to shift gears with high-powered</p>
+<p style="top:525.3pt;left:61.2pt">but expensive multiple-move turn</p>
+<p style="top:540.3pt;left:61.2pt">options allows further opportunities to</p>
+<p style="top:555.3pt;left:61.2pt">upset enemy expectations.</p>
+<p style="top:576.6pt;left:61.2pt"><b>COMBAT</b></p>
+<p style="top:591.6pt;left:80.0pt">The combat system in the game</p>
+<p style="top:606.6pt;left:61.2pt">is also unique. Unlike most combat</p>
+<p style="top:621.6pt;left:61.2pt">systems, it favors the defender only</p>
+<p style="top:636.6pt;left:61.2pt">slightly, as did desert warfare. The</p>
+<p style="top:651.6pt;left:61.2pt">desert provided little in the way of</p>
+<p style="top:666.6pt;left:61.2pt">physical or visual cover, mobility was</p>
+<p style="top:681.6pt;left:61.2pt">basically unrestricted, unit density</p>
+<p style="top:696.6pt;left:61.2pt">was very low, and the inland flank</p>
+<p style="top:711.6pt;left:61.2pt">was always hanging. North Africa was</p>
+<p style="top:726.6pt;left:61.2pt">in fact the perfect environment for a</p>
+<p style="top:741.6pt;left:61.2pt">counterattacking &quot;mobile defense&quot;;</p>
+<p style="top:756.6pt;left:61.2pt">fixed infantry defenses were basically</p>
+<p style="top:771.6pt;left:61.2pt">useless unless extensively fortified.</p>
+<p style="top:790.3pt;left:80.0pt">Realistic combined arms effects</p>
+<p style="top:805.3pt;left:61.2pt">are integral to the combat system. The</p>
+<p style="top:820.3pt;left:61.2pt">mathematics of combat may seem</p>
+<p style="top:835.3pt;left:61.2pt">simple but in fact they produce two</p>
+<p style="top:850.3pt;left:61.2pt">sophisticated effects: a skewed bell</p>
+<p style="top:865.3pt;left:61.2pt">curve for expected attrition; and the</p>
+<p style="top:880.3pt;left:61.2pt">&quot;acceleration effect&quot; of fire superiority,</p>
+<p style="top:895.3pt;left:61.2pt">where firepower differentials tend to</p>
+<p style="top:910.3pt;left:61.2pt">widen in time.</p>
+<p style="top:101.0pt;left:301.2pt">The combat system yields a wide</p>
+<p style="top:116.0pt;left:282.5pt">variety of results, in which no level of</p>
+<p style="top:131.0pt;left:282.5pt">superiority can guarantee success. In</p>
+<p style="top:146.0pt;left:282.5pt">battle, things rarely go as expected.</p>
+<p style="top:161.0pt;left:282.5pt">Real commanders cannot assume that</p>
+<p style="top:176.0pt;left:282.5pt">what should happen will, or that what</p>
+<p style="top:191.0pt;left:282.5pt">shouldn&apos;t happen won&apos;t. They don&apos;t</p>
+<p style="top:206.0pt;left:282.5pt">have the security of knowing the true</p>
+<p style="top:221.0pt;left:282.5pt">&quot;combat value&quot; of their troops, or of</p>
+<p style="top:236.0pt;left:282.5pt">consulting a &quot;combat results table&quot;.</p>
+<p style="top:251.0pt;left:282.5pt">In <i>Rommel in the Desert</i> players are</p>
+<p style="top:266.0pt;left:282.5pt">subject to the same lack of certainty.</p>
+<p style="top:287.3pt;left:282.5pt"><b>BATTLES</b></p>
+<p style="top:302.3pt;left:301.2pt">Extended engagements require</p>
+<p style="top:317.3pt;left:282.5pt">players to manage battles, rather</p>
+<p style="top:332.3pt;left:282.5pt">than simply initiating them and then</p>
+<p style="top:347.3pt;left:282.5pt">accepting a given result on a single die</p>
+<p style="top:362.3pt;left:282.5pt">roll. As battles develop, the questions</p>
+<p style="top:377.3pt;left:282.5pt">of when to retreat, when to hold, and</p>
+<p style="top:392.3pt;left:282.5pt">when and where to commit reserves</p>
+<p style="top:407.3pt;left:282.5pt">fall upon the commander.</p>
+<p style="top:426.0pt;left:301.2pt">The retreat rules are designed to</p>
+<p style="top:441.0pt;left:282.5pt">reflect the difficulties of extricating</p>
+<p style="top:456.0pt;left:282.5pt">engaged forces in a mobile</p>
+<p style="top:471.0pt;left:282.5pt">environment and to emphasize the</p>
+<p style="top:486.0pt;left:282.5pt">importance of reserves. A player</p>
+<p style="top:501.0pt;left:282.5pt">without unpinned reserves in this</p>
+<p style="top:516.0pt;left:282.5pt">game is militarily bankrupt, powerless</p>
+<p style="top:531.0pt;left:282.5pt">to react to the moves of his opponent.</p>
+<p style="top:552.3pt;left:282.5pt"><b>SUPPLY</b></p>
+<p style="top:567.3pt;left:301.2pt">Supply lines in the game are</p>
+<p style="top:582.3pt;left:282.5pt">critical. Players who ignore this will</p>
+<p style="top:597.3pt;left:282.5pt">find themselves with an army of</p>
+<p style="top:612.3pt;left:282.5pt">disrupted units that will melt before an</p>
+<p style="top:627.3pt;left:282.5pt">enemy advance.</p>
+<p style="top:646.0pt;left:301.2pt">The chaining of units along tracks</p>
+<p style="top:661.0pt;left:282.5pt">and trails reflects the problems of</p>
+<p style="top:676.0pt;left:282.5pt">lengthy supply lines through difficult</p>
+<p style="top:691.0pt;left:282.5pt">terrain and the need for more and</p>
+<p style="top:706.0pt;left:282.5pt">more support units at the expense of</p>
+<p style="top:721.0pt;left:282.5pt">combat units.</p>
+<p style="top:739.8pt;left:301.2pt">The supply cards represent not</p>
+<p style="top:754.8pt;left:282.5pt">only supplies, but also control time</p>
+<p style="top:769.8pt;left:282.5pt">and the turn options. The variable</p>
+<p style="top:784.8pt;left:282.5pt">length of months and the choices</p>
+<p style="top:799.8pt;left:282.5pt">of turn options reflect the &quot;stop-go&quot;</p>
+<p style="top:814.8pt;left:282.5pt">nature of the campaign and allow</p>
+<p style="top:829.8pt;left:282.5pt">directed supply effort. The Basic Turn</p>
+<p style="top:844.8pt;left:282.5pt">is the most efficient use of supply</p>
+<p style="top:859.8pt;left:282.5pt">(there are diminishing returns on</p>
+<p style="top:874.8pt;left:282.5pt">higher options) but well-executed use</p>
+<p style="top:889.8pt;left:282.5pt">of the high-powered options will upset</p>
+<p style="top:904.8pt;left:282.5pt">your opponent&apos;s best laid plans.</p>
+<p style="top:101.0pt;left:525.0pt">A small but well-supplied army</p>
+<p style="top:116.0pt;left:506.2pt">is more than a match for a stronger</p>
+<p style="top:131.0pt;left:506.2pt">but poorly-supplied one. The secrecy</p>
+<p style="top:146.0pt;left:506.2pt">of supply levels provides magnificent</p>
+<p style="top:161.0pt;left:506.2pt">opportunities for deception and nerve.</p>
+<p style="top:176.0pt;left:506.2pt">Bluff can sometimes carry the battle</p>
+<p style="top:191.0pt;left:506.2pt">on shoestring supply, especially against</p>
+<p style="top:206.0pt;left:506.2pt">a rattled or demoralized opponent, but</p>
+<p style="top:221.0pt;left:506.2pt">the threat must be credible.</p>
+<p style="top:242.3pt;left:506.2pt"><b>VICTORY CONDITIONS</b></p>
+<p style="top:257.3pt;left:525.0pt">The victory conditions involve</p>
+<p style="top:272.3pt;left:506.2pt">both attrition and position. Their</p>
+<p style="top:287.3pt;left:506.2pt">relative values are rated by VPs.</p>
+<p style="top:306.0pt;left:525.0pt">Awarding a decisive victory</p>
+<p style="top:321.0pt;left:506.2pt">for having a 2:1 advantage in units</p>
+<p style="top:336.0pt;left:506.2pt">remaining at the games&apos; end is a</p>
+<p style="top:351.0pt;left:506.2pt">recognition of the inevitability of a</p>
+<p style="top:366.0pt;left:506.2pt">strategic win with this superiority of</p>
+<p style="top:381.0pt;left:506.2pt">strength, given more time and supply.</p>
+<p style="top:396.0pt;left:506.2pt">The lesser victory conditions center</p>
+<p style="top:411.0pt;left:506.2pt">around Tobruk. Although this fortress</p>
+<p style="top:426.0pt;left:506.2pt">had some military value, the essential</p>
+<p style="top:441.0pt;left:506.2pt">benefit in holding Tobruk was its</p>
+<p style="top:456.0pt;left:506.2pt">status as the best defensible port in a</p>
+<p style="top:471.0pt;left:506.2pt">region where everything from fuel to</p>
+<p style="top:486.0pt;left:506.2pt">food to ammunition, and even water</p>
+<p style="top:501.0pt;left:506.2pt">had to be imported. For this reason</p>
+<p style="top:516.0pt;left:506.2pt">the victory conditions recognize no</p>
+<p style="top:531.0pt;left:506.2pt">value for possession of Tobruk if the</p>
+<p style="top:546.0pt;left:506.2pt">port is besieged and hence not fully</p>
+<p style="top:561.0pt;left:506.2pt">active.</p>
+</div>
+
+<div id="page34" style="background-image:url('rules34.jpg');width:765.0pt;height:990.0pt">
+<p style="top:100.5pt;left:60.0pt;font-size:19.5pt"><b>INDEX</b></p>
+<div class="index">
+
+<p style="top:131.1pt;left:68.8pt"><a href="#page11">Active Battles</a><span class="ix">8.6</p>
+<p style="top:149.8pt;left:68.8pt"><a href="#page6">Active Player</a><span class="ix">3.4</p>
+<p style="top:168.6pt;left:68.8pt"><a href="#page12">Applying Losses</a><span class="ix">9.5</p>
+<p style="top:187.3pt;left:68.8pt"><a href="#page7">Assault Turn</a><span class="ix">4.3</p>
+<p style="top:206.1pt;left:68.8pt"><a href="#page11">Attacker</a><span class="ix">8.3</p>
+<p style="top:224.8pt;left:68.8pt"><a href="#page11">Attacks</a><span class="ix">8.2</p>
+<p style="top:243.6pt;left:68.8pt"><a href="#page21">Attrition Victory</a><span class="ix">17.4</p>
+<p style="top:262.3pt;left:68.8pt"><a href="#page4">Base</a><span class="ix">1.6</p>
+<p style="top:281.1pt;left:68.8pt"><a href="#page7">Basic Turn</a><span class="ix">4.1</p>
+<p style="top:299.8pt;left:68.8pt"><a href="#page11">Battle</a><span class="ix">8.0</p>
+<p style="top:318.6pt;left:68.8pt"><a href="#page11">Battle Array</a><span class="ix">8.5</p>
+<p style="top:337.3pt;left:68.8pt"><a href="#page11">Battle Hexsides</a><span class="ix">8.1</p>
+<p style="top:356.1pt;left:68.8pt"><a href="#page17">Besieged</a><span class="ix">13.5</p>
+<p style="top:374.8pt;left:68.8pt"><a href="#page7">Blitz Turn</a><span class="ix">4.4</p>
+<p style="top:393.6pt;left:68.8pt"><a href="#page19">BPs / Buildup Points</a><span class="ix">16.3</p>
+<p style="top:412.3pt;left:68.8pt"><a href="#page19">Buildup</a><span class="ix">16.0</p>
+<p style="top:431.1pt;left:68.8pt"><a href="#page16">Buildup Supply Check</a><span class="ix">12.7</p>
+<p style="top:449.8pt;left:68.8pt"><a href="#page12">Combat</a><span class="ix">9.0</p>
+<p style="top:468.6pt;left:68.8pt"><a href="#page12">Combat Rounds</a><span class="ix">9.1</p>
+<p style="top:487.3pt;left:68.8pt"><a href="#page8">Command Point</a><span class="ix">5.2</p>
+<p style="top:506.1pt;left:68.8pt"><a href="#page5">CV / Combat Value</a><span class="ix">2.3</p>
+<p style="top:524.8pt;left:68.8pt"><a href="#page21">Decisive Victory</a><span class="ix">17.2</p>
+<p style="top:543.6pt;left:68.8pt"><a href="#page11">Defender</a><span class="ix">8.3</p>
+<p style="top:562.3pt;left:68.8pt"><a href="#page5">Design Notes</a><span class="ix">21.0</p>
+<p style="top:581.1pt;left:68.8pt"><a href="#page10">Disengagement</a><span class="ix">7.2</p>
+<p style="top:599.8pt;left:68.8pt"><a href="#page14">Disruption</a><span class="ix">11.0</p>
+<p style="top:618.6pt;left:68.8pt"><a href="#page14">Disruption Recovery</a><span class="ix">11.2</p>
+<p style="top:637.3pt;left:68.8pt"><a href="#page12">Double Defense</a><span class="ix">9.52</p>
+<p style="top:656.1pt;left:68.8pt"><a href="#page12">Double Dice</a><span class="ix">9.21</p>
+<p style="top:674.8pt;left:68.8pt"><a href="#page12">Double Fire</a><span class="ix">9.4</p>
+<p style="top:693.6pt;left:68.8pt"><a href="#page5">Elite Unit</a><span class="ix">2.4</p>
+<p style="top:712.3pt;left:68.8pt"><a href="#page16">Final Supply Check</a><span class="ix">12.7</p>
+<p style="top:731.1pt;left:68.8pt"><a href="#page12">Firing Units</a><span class="ix">9.2</p>
+<p style="top:749.8pt;left:68.8pt"><a href="#page12">Firepower</a><span class="ix">9.4</p>
+<p style="top:768.6pt;left:68.8pt"><a href="#page10">Forced Marches</a><span class="ix">6.4</p>
+<p style="top:787.3pt;left:68.8pt"><a href="#page17">Fortresses</a><span class="ix">13.0</p>
+<p style="top:806.1pt;left:68.8pt"><a href="#page17">Fortress Capture</a><span class="ix">13.4</p>
+<p style="top:824.8pt;left:68.8pt"><a href="#page17">Fortress Supply</a><span class="ix">13.3</p>
+<p style="top:843.6pt;left:68.8pt"><a href="#page13">Full Retreats</a><span class="ix">10.3</p>
+<p style="top:862.3pt;left:68.8pt"><a href="#page8">Groups</a><span class="ix">5.0</p>
+<p style="top:881.1pt;left:68.8pt"><a href="#page8">Group Move</a><span class="ix">5.1</p>
+<p style="top:899.8pt;left:68.8pt"><a href="#page4">Hex Control</a><span class="ix">1.2</p>
+<p style="top:131.1pt;left:290.0pt"><a href="#page10">Hexside Limits</a><span class="ix">7.1</p>
+<p style="top:149.8pt;left:290.0pt"><a href="#page15">Highway Supply</a><span class="ix">12.3</p>
+<p style="top:168.6pt;left:290.0pt"><a href="#page16">Initial Supply Check</a><span class="ix">12.7</p>
+<p style="top:187.3pt;left:290.0pt"><a href="#page6">Initiative</a><span class="ix">3.3</p>
+<p style="top:206.1pt;left:290.0pt"><a href="#page18">Minefields</a><span class="ix">14.0</p>
+<p style="top:224.8pt;left:290.0pt"><a href="#page6">Month</a><span class="ix">3.1</p>
+<p style="top:243.6pt;left:290.0pt"><a href="#page8">Movement</a><span class="ix">5.0</p>
+<p style="top:262.3pt;left:290.0pt"><a href="#page5">Nationality</a><span class="ix">2.1</p>
+<p style="top:281.1pt;left:290.0pt"><a href="#page18">Oasis</a><span class="ix">15.0</p>
+<p style="top:299.8pt;left:290.0pt"><a href="#page18">Oasis Supply</a><span class="ix">15.1</p>
+<p style="top:318.6pt;left:290.0pt"><a href="#page7">Offensive Turn</a><span class="ix">4.2</p>
+<p style="top:337.3pt;left:290.0pt"><a href="#page14">Overrun</a><span class="ix">11.4</p>
+<p style="top:356.1pt;left:290.0pt"><a href="#page6">Passive Player</a><span class="ix">3.4</p>
+<p style="top:374.8pt;left:290.0pt"><a href="#page13">Partial Retreats</a><span class="ix">10.4</p>
+<p style="top:393.6pt;left:290.0pt"><a href="#page7">Pass Turn</a><span class="ix">4.5</p>
+<p style="top:412.3pt;left:290.0pt"><a href="#page6">Player Turns</a><span class="ix">3.4</p>
+<p style="top:431.1pt;left:290.0pt"><a href="#page17">Port Capacity</a><span class="ix">13.3</p>
+<p style="top:449.8pt;left:290.0pt"><a href="#page21">Positional Victory</a><span class="ix">17.3</p>
+<p style="top:468.6pt;left:290.0pt"><a href="#page13">Probe Combat</a><span class="ix">10.41</p>
+<p style="top:487.3pt;left:290.0pt"><a href="#page13">Pursuit Fire</a><span class="ix">10.5</p>
+<p style="top:506.1pt;left:290.0pt"><a href="#page15">Raider</a><span class="ix">12.5</p>
+<p style="top:524.8pt;left:290.0pt"><a href="#page13">Rearguard</a><span class="ix">10.4</p>
+<p style="top:543.6pt;left:290.0pt"><a href="#page20">Redeployment</a><span class="ix">16.51</p>
+<p style="top:562.3pt;left:290.0pt"><a href="#page11">Refusing Battle</a><span class="ix">8.4, <a href="#page13">10.2</a></p>
+<p style="top:581.1pt;left:290.0pt"><a href="#page8">Regroup Move</a><span class="ix">5.2</p>
+<p style="top:599.8pt;left:290.0pt"><a href="#page19">Reinforcements</a><span class="ix">16.4</p>
+<p style="top:618.6pt;left:290.0pt"><a href="#page20">Replacements</a><span class="ix">16.54</p>
+<p style="top:637.3pt;left:290.0pt"><a href="#page20">Resupply</a><span class="ix">16.6</p>
+<p style="top:656.1pt;left:290.0pt"><a href="#page13">Retreats</a><span class="ix">10.0</p>
+<p style="top:674.8pt;left:290.0pt"><a href="#page13">Retreat Routes</a><span class="ix">10.1</p>
+<p style="top:693.6pt;left:290.0pt"><a href="#page20">Return for Refit</a><span class="ix">16.52</p>
+<p style="top:712.3pt;left:290.0pt"><a href="#page4">Roads</a><span class="ix">1.5</p>
+<p style="top:731.1pt;left:290.0pt"><a href="#page10">Road Bonuses</a><span class="ix">6.2</p>
+<p style="top:749.8pt;left:290.0pt"><a href="#page10">Rommel Bonus</a><span class="ix">6.3</p>
+<p style="top:768.6pt;left:290.0pt"><a href="#page14">Rout</a><span class="ix">11.3</p>
+<p style="top:787.3pt;left:290.0pt"><a href="#page20">Sea Redeployment</a><span class="ix">16.53</p>
+<p style="top:806.1pt;left:290.0pt"><a href="#page6">Sequence of Play</a><span class="ix">3.0</p>
+<p style="top:824.8pt;left:290.0pt"><a href="#page14">Shielding Units</a><span class="ix">11.11</p>
+<p style="top:843.6pt;left:290.0pt"><a href="#page10">Speed</a><span class="ix">6.1</p>
+<p style="top:862.3pt;left:290.0pt"><a href="#page4">Stacking</a><span class="ix">1.3</p>
+<p style="top:881.1pt;left:290.0pt"><a href="#page5">Step</a><span class="ix">2.3</p>
+<p style="top:899.8pt;left:290.0pt"><a href="#page21">Strategic Victory</a><span class="ix">17.1</p>
+<p style="top:131.1pt;left:513.8pt"><a href="#page5">Strategy Notes</a><span class="ix">20.0</p>
+<p style="top:149.8pt;left:513.8pt"><a href="#page15">Supply</a><span class="ix">12.0</p>
+<p style="top:168.6pt;left:513.8pt"><a href="#page16">Supply Checks</a><span class="ix">12.7</p>
+<p style="top:187.3pt;left:513.8pt"><a href="#page15">Supply Chains</a><span class="ix">12.4</p>
+<p style="top:206.1pt;left:513.8pt"><a href="#page15">Supply into Battles</a><span class="ix">12.5</p>
+<p style="top:224.8pt;left:513.8pt"><a href="#page15">Supply Lines</a><span class="ix">12.2</p>
+<p style="top:243.6pt;left:513.8pt"><a href="#page16">Supply Network</a><span class="ix">12.6</p>
+<p style="top:262.3pt;left:513.8pt"><a href="#page15">Supply Source</a><span class="ix">12.0</p>
+<p style="top:281.1pt;left:513.8pt"><a href="#page12">Targeting</a><span class="ix">9.3</p>
+<p style="top:299.8pt;left:513.8pt"><a href="#page4">Terrain</a><span class="ix">1.4</p>
+<p style="top:318.6pt;left:513.8pt"><a href="#page7">Turn Option</a><span class="ix">4.0</p>
+<p style="top:337.3pt;left:513.8pt"><a href="#page5">Unit Type and Class</a><span class="ix">2.2</p>
+<p style="top:356.1pt;left:513.8pt"><a href="#page15">Unsupplied Units</a><span class="ix">12.1</p>
+<p style="top:374.8pt;left:513.8pt"><a href="#page21">Victory Conditions</a><span class="ix">17.0</p>
+<p style="top:393.6pt;left:513.8pt"><a href="#page9">Withdrawal Moves</a><span class="ix">5.3</p>
+
+</div>
+</div>
+
+</body>
+</html>
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new file mode 100644
index 0000000..6bb0d7e
--- /dev/null
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new file mode 100644
index 0000000..cd509d3
--- /dev/null
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new file mode 100644
index 0000000..c1add1c
--- /dev/null
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new file mode 100644
index 0000000..ea93e77
--- /dev/null
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new file mode 100644
index 0000000..8dbe14e
--- /dev/null
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diff --git a/info/rules27.jpg b/info/rules27.jpg
new file mode 100644
index 0000000..fd6496d
--- /dev/null
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diff --git a/info/rules28.jpg b/info/rules28.jpg
new file mode 100644
index 0000000..e83f99d
--- /dev/null
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diff --git a/info/rules29.jpg b/info/rules29.jpg
new file mode 100644
index 0000000..bead8cd
--- /dev/null
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diff --git a/info/rules3.jpg b/info/rules3.jpg
new file mode 100644
index 0000000..6f7c6b8
--- /dev/null
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diff --git a/info/rules30.jpg b/info/rules30.jpg
new file mode 100644
index 0000000..abd3141
--- /dev/null
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diff --git a/info/rules31.jpg b/info/rules31.jpg
new file mode 100644
index 0000000..8b04d50
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diff --git a/info/rules32.jpg b/info/rules32.jpg
new file mode 100644
index 0000000..2ca1bd8
--- /dev/null
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diff --git a/info/rules33.jpg b/info/rules33.jpg
new file mode 100644
index 0000000..1b06c9c
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new file mode 100644
index 0000000..705734f
--- /dev/null
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new file mode 100644
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--- /dev/null
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new file mode 100644
index 0000000..0cefc4d
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diff --git a/info/rules6.jpg b/info/rules6.jpg
new file mode 100644
index 0000000..ac88cf9
--- /dev/null
+++ b/info/rules6.jpg
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new file mode 100644
index 0000000..9e32394
--- /dev/null
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new file mode 100644
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--- /dev/null
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diff --git a/info/rules9.jpg b/info/rules9.jpg
new file mode 100644
index 0000000..aad699b
--- /dev/null
+++ b/info/rules9.jpg
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diff --git a/info/units.html b/info/units.html
new file mode 100644
index 0000000..26ec186
--- /dev/null
+++ b/info/units.html
@@ -0,0 +1,244 @@
+<!DOCTYPE html>
+<style>
+body {
+ background-color: slategray;
+ margin: 40px;
+}
+.row {
+ width: 620px;
+ display: flex;
+ flex-wrap: wrap;
+ gap: 10px;
+ margin: 10px auto;
+}
+.unit {
+ width: 51px;
+ height: 51px;
+ background-repeat: no-repeat;
+ border-style: solid;
+ border-width: 3px;
+ box-shadow: 0 0 3px 0 rgba(0,0,0,0.5);
+ background-image: url(../units.svg);
+}
+.unit.italian {
+ background-color: #f9e3b3;
+ border-color: dimgray;
+}
+.unit.german {
+ background-color: #abba8e;
+ border-color: dimgray;
+}
+.unit.allied {
+ background-color: #e4d1ab;
+ border-color: tan;
+}
+
+.unit.u0{background-position:-0px -0px}
+.unit.u1{background-position:-51px -0px}
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+.unit.u84{background-position:-204px -408px}
+.unit.u85{background-position:-255px -408px}
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+.unit.u87{background-position:-357px -408px}
+.unit.u88{background-position:-408px -408px}
+.unit.u89{background-position:-459px -408px}
+.unit.u90{background-position:-0px -459px}
+.unit.u91{background-position:-51px -459px}
+.unit.u92{background-position:-102px -459px}
+.unit.u93{background-position:-153px -459px}
+
+</style>
+<html>
+<body>
+
+<div id="units">
+
+<div class="row">
+<div class="unit italian u0"></div>
+<div class="unit italian u1"></div>
+<div class="unit italian u2"></div>
+<div class="unit italian u3"></div>
+<div class="unit italian u4"></div>
+</div><div class="row">
+<div class="unit italian u5"></div>
+<div class="unit italian u6"></div>
+<div class="unit italian u7"></div>
+<div class="unit italian u8"></div>
+<div class="unit italian u9"></div>
+<div class="unit italian u10"></div>
+<div class="unit italian u11"></div>
+<div class="unit italian u12"></div>
+<div class="unit italian u13"></div>
+</div><div class="row">
+<div class="unit german u14"></div>
+<div class="unit german u15"></div>
+<div class="unit german u16"></div>
+<div class="unit german u17"></div>
+<div class="unit german u18"></div>
+<div class="unit german u19"></div>
+</div><div class="row">
+<div class="unit german u20"></div>
+<div class="unit german u21"></div>
+<div class="unit german u22"></div>
+<div class="unit german u23"></div>
+<div class="unit german u24"></div>
+<div class="unit german u25"></div>
+<div class="unit german u26"></div>
+<div class="unit german u27"></div>
+<div class="unit german u28"></div>
+</div><div class="row">
+<div class="unit german u29"></div>
+<div class="unit german u30"></div>
+<div class="unit german u31"></div>
+<div class="unit german u32"></div>
+<div class="unit german u33"></div>
+</div>
+<div class="row">
+<div class="unit allied u34"></div>
+<div class="unit allied u35"></div>
+<div class="unit allied u36"></div>
+<div class="unit allied u37"></div>
+<div class="unit allied u38"></div>
+<div class="unit allied u39"></div>
+</div><div class="row">
+<div class="unit allied u40"></div>
+<div class="unit allied u41"></div>
+<div class="unit allied u42"></div>
+<div class="unit allied u43"></div>
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+<div class="unit allied u46"></div>
+<div class="unit allied u47"></div>
+<div class="unit allied u48"></div>
+</div><div class="row">
+<div class="unit allied u49"></div>
+<div class="unit allied u50"></div>
+<div class="unit allied u51"></div>
+<div class="unit allied u52"></div>
+<div class="unit allied u53"></div>
+<div class="unit allied u54"></div>
+<div class="unit allied u55"></div>
+<div class="unit allied u56"></div>
+<div class="unit allied u57"></div>
+</div><div class="row">
+<div class="unit allied u58"></div>
+<div class="unit allied u59"></div>
+<div class="unit allied u60"></div>
+<div class="unit allied u61"></div>
+<div class="unit allied u62"></div>
+<div class="unit allied u63"></div>
+<div class="unit allied u64"></div>
+<div class="unit allied u65"></div>
+<div class="unit allied u66"></div>
+</div><div class="row">
+<div class="unit allied u67"></div>
+<div class="unit allied u68"></div>
+<div class="unit allied u69"></div>
+<div class="unit allied u70"></div>
+<div class="unit allied u71"></div>
+<div class="unit allied u72"></div>
+<div class="unit allied u73"></div>
+<div class="unit allied u74"></div>
+<div class="unit allied u75"></div>
+</div><div class="row">
+<div class="unit allied u76"></div>
+<div class="unit allied u77"></div>
+<div class="unit allied u78"></div>
+<div class="unit allied u79"></div>
+<div class="unit allied u80"></div>
+<div class="unit allied u81"></div>
+<div class="unit allied u82"></div>
+<div class="unit allied u83"></div>
+<div class="unit allied u84"></div>
+</div><div class="row">
+<div class="unit allied u85"></div>
+<div class="unit allied u86"></div>
+<div class="unit allied u87"></div>
+<div class="unit allied u88"></div>
+<div class="unit allied u89"></div>
+<div class="unit allied u90"></div>
+<div class="unit allied u91"></div>
+<div class="unit allied u92"></div>
+<div class="unit allied u93"></div>
+</div>
diff --git a/play.html b/play.html
new file mode 100644
index 0000000..77f76ab
--- /dev/null
+++ b/play.html
@@ -0,0 +1,854 @@
+<!DOCTYPE html>
+<!-- vim:set nowrap: -->
+<html>
+<head>
+<meta name="viewport" content="width=device-width, height=device-height, initial-scale=1">
+<meta charset="utf-8">
+<title>ROMMEL</title>
+<link rel="icon" href="favicon.png">
+<link rel="stylesheet" href="/fonts/fonts.css">
+<link rel="stylesheet" href="/common/play.css">
+<script defer src="/common/play.js"></script>
+<script defer src="data.js"></script>
+<script defer src="play.js"></script>
+<style>
+
+main { background-color: dimgray; }
+#roles { background-color: silver; }
+header { background-color: silver; }
+header.your_turn { background-color: orange; }
+#role_Axis .role_name { background-color: darkseagreen; }
+#role_Allied .role_name { background-color: tan; }
+#turn_info { background-color: gainsboro; }
+.role_vp { float: right; }
+.role_info { border-bottom: 1px solid black; }
+
+#log { background-color: ghostwhite; }
+
+.role_info { padding: 15px; }
+
+.action {
+ cursor: pointer;
+}
+
+/* TABLES */
+
+table { border-collapse: collapse; font-size: 12px; }
+td.blank { background-color: transparent; border: none }
+td,th { border: 1px solid black; text-align: center; padding: 2px 4px; }
+td { background-color: white; min-width: 20px; }
+td img { vertical-align: middle }
+th { background-color: gainsboro; }
+
+/* MAP */
+
+#mapwrap {
+ width: 2672px;
+ height: 960px;
+ box-shadow: 0px 1px 10px rgba(0,0,0,0.5);
+}
+
+#map {
+ background-repeat: no-repeat;
+ width: 2672px;
+ height: 960px;
+ overflow: clip;
+}
+
+#mapsvg {
+ display: block;
+ position: absolute;
+ user-select: none;
+}
+
+#calendar {
+ user-select: none;
+ position: absolute;
+ display: flex;
+ top: 24px;
+ left: 1000px;
+ gap: 9px;
+}
+
+.month {
+ width: 68px;
+ height: 68px;
+ background-color: #fee0bf;
+ color: black;
+ font-size: 40px;
+ line-height: 68px;
+ font-weight: bold;
+ text-align: center;
+ border: 2px solid #231f20;
+ color: #231f20;
+}
+
+svg .side {
+ stroke-linecap: round;
+ stroke-width: 6px;
+}
+
+svg .side.axis_supply {
+ stroke-width: 64px;
+ stroke-linecap: butt;
+ stroke-dasharray: 8 100;
+ stroke-dashoffset: -41;
+ stroke-opacity: 0.6;
+ stroke: green;
+}
+
+svg .side.allied_supply {
+ stroke-width: 64px;
+ stroke-linecap: butt;
+ stroke-dasharray: 8 100;
+ stroke-dashoffset: -41;
+ stroke-opacity: 0.6;
+ stroke: crimson;
+}
+
+svg .side.allied_supply.axis_supply {
+ stroke: yellow;
+}
+
+svg .hex.action {
+ stroke: white;
+ stroke-width: 2;
+}
+
+svg .hex.axis_supply {
+ fill: green;
+ fill-opacity: 0.3;
+}
+
+svg .hex.allied_supply {
+ fill: brown;
+ fill-opacity: 0.3;
+}
+
+svg .hex.axis_supply.allied_supply {
+ fill: gold;
+ fill-opacity: 0.3;
+}
+
+#map .unit {
+ position: absolute;
+}
+
+.unit {
+ width: 51px;
+ height: 51px;
+ border-width: 4px;
+}
+.unit.m {
+ width: 42px;
+ height: 42px;
+ border-width: 4px;
+}
+.unit.s {
+ width: 34px;
+ height: 34px;
+ border-width: 3px;
+}
+
+.unit {
+ background-image: url(units.svg);
+ background-size: 1000%;
+ border-style: solid;
+ transition: top 200ms, left 200ms;
+}
+
+.unit.italian {
+ background-color: #f9e3b3;
+ border-color: dimgray;
+ box-shadow: 0 0 2px 1px #2d292c80;
+}
+
+.unit.german {
+ background-color: #abba8e;
+ border-color: dimgray;
+ box-shadow: 0 0 2px 1px #004e2f;
+ box-shadow: 0 0 2px 1px #2d292c80;
+}
+
+.unit.allied {
+ background-color: #e4d1ab;
+ border-color: tan;
+ box-shadow: 0 0 2px 1px #5c3a1e80;
+}
+
+.unit.action {
+ box-shadow: 0 0 0 2px white;
+}
+
+.unit.selected {
+ box-shadow: 0 0 0 2px yellow;
+}
+
+.unit.r0 { transform: rotate(0deg); }
+.unit.r1 { transform: rotate(-90deg); }
+.unit.r2 { transform: rotate(-180deg); }
+.unit.r3 { transform: rotate(-270deg); }
+
+.unit.r0.hit1 { transform: rotate(-15deg); }
+.unit.r1.hit1 { transform: rotate(-105deg); }
+.unit.r2.hit1 { transform: rotate(-195deg); }
+.unit.r3.hit1 { transform: rotate(-285deg); }
+
+.unit.r0.hit2 { transform: rotate(-30deg); }
+.unit.r1.hit2 { transform: rotate(-120deg); }
+.unit.r2.hit2 { transform: rotate(-210deg); }
+.unit.r3.hit2 { transform: rotate(-300deg); }
+
+.unit.r0.hit3 { transform: rotate(-45deg); }
+.unit.r1.hit3 { transform: rotate(-135deg); }
+.unit.r2.hit3 { transform: rotate(-225deg); }
+.unit.r3.hit3 { transform: rotate(-315deg); }
+
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+<text font-size="10" x="2108" y="310">Fuka</text>
+<text font-size="10" x="2261" y="299">El Daba</text>
+<text font-size="10" x="2415" y="394">Alam Halfa</text>
+<text font-size="10" x="266" y="739">El Haseiat</text>
+<text font-size="10" x="269" y="278">Er Regima</text>
+<text font-size="10" x="270" y="202">Tocra</text>
+<text font-size="10" x="306" y="534">Antelat</text>
+<text font-size="10" x="389" y="402">Msus</text>
+<text font-size="10" x="395" y="293">Charruba</text>
+<text font-size="10" x="438" y="127">El Garib</text>
+<text font-size="10" x="613" y="139">Wadi</text>
+<text font-size="10" x="613" y="150">Cuff</text>
+<text font-size="10" x="663" y="99">El Gubba</text>
+<text font-size="10" x="682" y="279">Mechili</text>
+<text font-size="10" x="737" y="428">Tengeder</text>
+<text font-size="13" x="1708" y="284">Sidi Barrani</text>
+<text font-size="13" x="237" y="640">Agedabia</text>
+<text font-size="13" x="358" y="173">Barce</text>
+<text font-size="13" x="547" y="89">Cyrene</text>
+<!--
+<text font-size="9" x="576" y="156">Slonta</text>
+-->
+</g>
+
+</g>
+
+<g id="hexes" fill="transparent"></g>
+<g id="sides"></g>
+
+</svg>
+<!-- END INSERT MAP FILE -->
+
+<div id="calendar">
+<div class="month">1</div>
+<div class="month">2</div>
+<div class="month">3</div>
+<div class="month">4</div>
+<div class="month">5</div>
+<div class="month">6</div>
+<div class="month">7</div>
+<div class="month">8</div>
+<div class="month">9</div>
+<div class="month">10</div>
+<div class="month">11</div>
+<div class="month">12</div>
+<div class="month">13</div>
+<div class="month">14</div>
+<div class="month">15</div>
+<div class="month">16</div>
+<div class="month">17</div>
+<div class="month">18</div>
+<div class="month">19</div>
+<div class="month">20</div>
+</div>
+<div id="units"></div>
+
+<div style="position:absolute;bottom:20px;right:24px;display:flex;gap:20px;align-items:end">
+
+<table>
+<tr><th colspan="2">ROAD BONUS
+<tr><td>Highway<td>+4
+<tr><td>Track<td>+2
+<tr><td>Trail<td>+1
+</table>
+
+<table>
+<tr><th colspan="2">UNIT SPEED
+<tr><td>
+<img src="icons/recon.svg">
+<td>4
+<tr><td>
+<img src="icons/armor.svg">
+<img src="icons/mobile_antitank.svg">
+<img src="icons/mechanized_infantry.svg">
+<img src="icons/self_propelled_artillery.svg">
+<td>3
+<tr><td>
+<img src="icons/motorized_infantry.svg">
+<img src="icons/motorized_antitank_new.svg">
+<td>2
+<tr><td>
+<img src="icons/infantry.svg">
+<img src="icons/paratroopers.svg">
+<img src="icons/artillery.svg">
+<td>1
+</table>
+
+<table>
+<tr><th colspan="2">HEXSIDE LIMIT
+<tr><td>Mountain<br>Ridge<br>Marsh<td>0
+<tr><td>Pass<td>1
+<tr><td>Clear<td>2
+</table>
+
+<table>
+<tr><th colspan="3">TURN OPTIONS
+<tr><td>&#x25D0;<td>Basic<td>MC
+<tr><td>&#x25D0;&#x25D0;<td>Offensive<td>MMC
+<tr><td>&#x25D0;&#x25D0;<td>Assault<td>MC*
+<tr><td>&#x25D0;&#x25D0;&#x25D0;<td>Blitz<td>MC+MC
+<tr><td>No Cost<td>Pass<td>W
+</table>
+
+<table>
+<tr><td class="blank" colspan="2"><th colspan="4">TARGET UNIT
+<tr><td class="blank" colspan="2">
+<td><img src="icons/armor.svg">
+<td><img src="icons/infantry.svg">
+<td><img src="icons/motorized_antitank_old.svg">
+<td><img src="icons/artillery.svg">
+<tr><th rowspan="4" style="writing-mode:vertical-lr;min-width:20px">FIRING UNIT
+ <td><img src="icons/armor.svg"><td>(SF)<td>DF<td>SF<td>[TF]
+<tr><td><img src="icons/infantry.svg"><td>SF<td>(SF)<td>SF<td>[TF]
+<tr><td><img src="icons/motorized_antitank_old.svg"><td>DF<td>SF<td>SF<td>[TF]
+<tr><td><img src="icons/artillery.svg"><td>SF*<td>DF*<td>DF*<td>SF*
+<!--
+<tr><td colspan="6">
+(SF) Required target,
+[TF] Only if unsupported,
+<br>* Must fire first
+-->
+</table>
+
+<table>
+<tr><th colspan="2">BP COSTS PER CV
+<tr><td>
+<img src="icons/armor.svg">
+<img src="icons/motorized_antitank_old.svg">
+<img src="icons/artillery.svg">
+<td>3
+<tr><td>
+<img src="icons/motorized_infantry.svg">
+<img src="icons/mechanized_infantry.svg">
+<td>2
+<tr><td>
+<img src="icons/infantry.svg">
+<td>1
+<tr><td colspan="2"><i>Elite Units cost double</i>
+<tr><td>Minefields<td>15
+<tr><td>Supply Card<td>10
+</table>
+
+</div>
+
+</div>
+</div>
+
+
+</body>
+
+</main>
+
+<footer id="status"></footer>
+
+</body>
diff --git a/play.js b/play.js
new file mode 100644
index 0000000..0c116bf
--- /dev/null
+++ b/play.js
@@ -0,0 +1,356 @@
+"use strict"
+
+// https://www.redblobgames.com/grids/hexagons/
+
+const svgNS = "http://www.w3.org/2000/svg"
+const round = Math.round
+const sqrt = Math.sqrt
+
+let ui = {
+ hexes: [],
+ sides: [],
+ hex_x: [],
+ hex_y: [],
+ units: [],
+ onmap: document.getElementById("units"),
+ focus: null,
+}
+
+function unit_hex(u) {
+ return view.units[u] >>> 5
+}
+
+function unit_lost_steps(u) {
+ return view.units[u] & 3
+}
+
+function is_unit_supplied(u) {
+ return (view.units[u] & 4) === 4
+}
+
+function is_unit_disrupted(u) {
+ return (view.units[u] & 8) === 8
+}
+
+function is_unit_moved(u) {
+ return (view.units[u] & 16) === 16
+}
+
+function is_unit_action(unit) {
+ return !!(view.actions && view.actions.unit && view.actions.unit.includes(unit))
+}
+
+function is_unit_selected(unit) {
+ return !!(view.selected && view.selected.includes(unit))
+}
+
+function is_hex_action(hex) {
+ return !!(view.actions && view.actions.hex && view.actions.hex.includes(hex))
+}
+
+function is_hex_axis_supply(hex) {
+ return view.axis_supply[hex] > 0
+}
+
+function is_side_axis_supply_line(side) {
+ return view.axis_supply_line[side] > 0
+}
+
+function is_hex_allied_supply(hex) {
+ return view.allied_supply[hex] > 0
+}
+
+function is_side_allied_supply_line(side) {
+ return view.allied_supply_line[side] > 0
+}
+
+function focus_stack(stack) {
+ if (ui.focus !== stack) {
+ console.log("FOCUS STACK", stack)
+ ui.focus = stack
+ update_map()
+ return stack.length <= 1
+ }
+ return true
+}
+
+function blur_stack() {
+ if (ui.focus !== null) {
+ console.log("BLUR STACK")
+ ui.focus = null
+ update_map()
+ }
+}
+
+function on_blur(evt) {
+ document.getElementById("status").textContent = ""
+}
+
+function on_click_hex(evt) {
+ if (evt.button === 0) {
+ send_action('hex', evt.target.hex)
+ }
+}
+
+function on_click_unit(evt) {
+ if (evt.button === 0) {
+ evt.stopPropagation()
+ if (focus_stack(evt.target.stack))
+ send_action('unit', evt.target.unit)
+ return true
+ }
+}
+
+document.getElementById("map").addEventListener("mousedown", function (evt) {
+ if (evt.button === 0) {
+ blur_stack()
+ }
+})
+
+function on_focus_hex(evt) {
+ let h = evt.target.hex
+ let text = "(" + h + ") " + hex_name[h]
+ for (let r in regions)
+ if (regions[r].includes(h))
+ text += " - " + r
+ document.getElementById("status").textContent = text
+}
+
+function on_focus_unit(evt) {
+ let u = evt.target.unit
+ let data = units[u]
+ document.getElementById("status").textContent = `(${u}) ${data.nationality} ${data.elite ? "elite " : ""}${data.type} - ${data.steps} - ${data.name}`
+}
+
+function toggle_units() {
+ document.getElementById("units").classList.toggle("hide")
+}
+
+const CLEAR = 2
+const PASS = 1
+const ROUGH = 0
+
+const TRAIL = 1
+const TRACK = 2
+const HIGHWAY = 4
+
+// visible map width = 22 hexes: el agheila -> alexandria
+// visible map height = 9 hexes: oasis to derne
+
+const map_w = 25
+const map_h = 9
+
+let hexnext = [ 1, map_w, map_w-1, -1, -map_w, -(map_w-1) ]
+
+function build_hexes() {
+ let yoff = 4
+ let xoff = 62
+ let hex_w = 121.5
+ let hex_r = hex_w / sqrt(3)
+ let hex_h = hex_r * 2
+
+ let w = hex_w / 2
+ let a = hex_h / 2
+ let b = hex_h / 4
+
+ function add_line(x, y, s, side_id) {
+ let x1, y1, x2, y2
+ switch (s) {
+ case 0: x1 = (x+w); y1 = (y+b); x2 = (x+w); y2 = (y-b); break; // E
+ case 1: x1 = (x+0); y1 = (y+a); x2 = (x+w); y2 = (y+b); break; // SE
+ case 2: x1 = (x-w); y1 = (y+b); x2 = (x+0); y2 = (y+a); break; // SW
+ case 3: x1 = (x-w); y1 = (y+b); x2 = (x-w); y2 = (y-b); break; // W
+ case 4: x1 = (x-w); y1 = (y-b); x2 = (x+0); y2 = (y-a); break; // NW
+ case 5: x1 = (x+0); y1 = (y-a); x2 = (x+w); y2 = (y-b); break; // NE
+ }
+ path.push("M", x1, y1, x2, y2)
+
+ let side = ui.sides[side_id] = document.createElementNS(svgNS, "line")
+ document.getElementById("mapsvg").getElementById("sides").appendChild(side)
+
+ let cn = "side"
+ if (side_limit[side_id] === 0) cn += " rough"
+ else if (side_limit[side_id] === 1) cn += " gap"
+ else if (side_limit[side_id] === 2) cn += " clear"
+ if (side_road[side_id] === 1) cn += " trail"
+ else if (side_road[side_id] === 2) cn += " track"
+ else if (side_road[side_id] === 4) cn += " highway"
+
+ side.setAttribute("class", cn)
+ side.setAttribute("x1", x1)
+ side.setAttribute("y1", y1)
+ side.setAttribute("x2", x2)
+ side.setAttribute("y2", y2)
+ side.side = side_id
+ }
+
+ function add_hex(x, y) {
+ return [
+ [ round(x), round(y-a) ],
+ [ round(x+w), round(y-b) ],
+ [ round(x+w), round(y+b) ],
+ [ round(x), round(y+a) ],
+ [ round(x-w), round(y+b) ],
+ [ round(x-w), round(y-b) ]
+ ].join(" ")
+ }
+
+ let path = []
+ for (let y = 0; y < map_h+1; ++y) {
+ for (let x = 0; x < map_w+1; ++x) {
+ let hex_id = y * map_w + x
+ let xx = x + y/2 - 4.5
+ let hex_x = (xoff + hex_w * xx + hex_w/2)
+ let hex_y = (yoff + hex_h * 3 / 4 * y + hex_h/2)
+
+ ui.hex_x[hex_id] = round(hex_x)
+ ui.hex_y[hex_id] = round(hex_y)
+
+ // Add hex cell
+ if (hex_exists[hex_id])
+ {
+ let hex = ui.hexes[hex_id] = document.createElementNS(svgNS, "polygon")
+ hex.setAttribute("class", "hex")
+ hex.setAttribute("points", add_hex(hex_x, hex_y))
+ hex.addEventListener("mousedown", on_click_hex)
+ hex.addEventListener("mouseenter", on_focus_hex)
+ hex.addEventListener("mouseleave", on_blur)
+ hex.hex = hex_id
+ document.getElementById("mapsvg").getElementById("hexes").appendChild(hex)
+ }
+
+ // Add hex sides
+ // if (hex_exists[hex_id])
+ {
+ for (let s = 0; s < 3; ++s) {
+ let next_id = hex_id + hexnext[s]
+ // if (hex_exists[next_id])
+ {
+ let side_id = hex_id * 3 + s
+ add_line(hex_x, hex_y, s, side_id)
+ }
+ }
+ }
+ }
+ }
+
+ for (let month = 1; month <= 20; ++month) {
+ ui.hex_y[map_w * map_h + month] = 24 + 37
+ ui.hex_x[map_w * map_h + month] = 1000 + 37 + (month-1) * 81
+ }
+
+ document.getElementById("mapsvg").getElementById("grid").setAttribute("d", path.join(" "))
+}
+
+function build_units() {
+ function build_unit(u, data) {
+ let elt = ui.units[u] = document.createElement("div")
+ elt.className = `unit ${data.nationality} u${u} r0`
+ elt.addEventListener("mousedown", on_click_unit)
+ elt.addEventListener("mouseenter", on_focus_unit)
+ elt.addEventListener("mouseleave", on_blur)
+ elt.unit = u
+ }
+ for (let u = 0; u < units.length; ++u) {
+ build_unit(u, units[u])
+ }
+}
+
+build_hexes()
+build_units()
+
+let stack = new Array(map_w * map_h + 21)
+for (let i = 0; i < stack.length; ++i)
+ stack[i] = []
+
+function update_map() {
+ for (let i = 0; i < stack.length; ++i)
+ stack[i].length = 0
+ for (let u = 0; u < units.length; ++u) {
+ let e = ui.units[u]
+ let hex = unit_hex(u)
+ if (hex) {
+ if (!ui.onmap.contains(e))
+ ui.onmap.appendChild(e)
+ stack[hex].push(u)
+ e.stack = stack[hex]
+ } else {
+ e.remove()
+ }
+ }
+
+ for (let hex = 0; hex < stack.length; ++hex) {
+ for (let i = 0; i < stack[hex].length; ++i) {
+ let u = stack[hex][i]
+ let e = ui.units[u]
+ let x, y, z
+
+ if (stack[hex] === ui.focus) {
+ x = ui.hex_x[hex] - 30
+ y = ui.hex_y[hex] - 30 + i * 64
+ z = 100
+ } else {
+ if (stack[hex].length <= 4) {
+ x = ui.hex_x[hex] - 30 + i * 13
+ y = ui.hex_y[hex] - 30 + i * 16
+ } else if (stack[hex].length <= 8) {
+ x = ui.hex_x[hex] - 30 + i * 8
+ y = ui.hex_y[hex] - 30 + i * 8
+ } else {
+ x = ui.hex_x[hex] - 30 + i * 3
+ y = ui.hex_y[hex] - 30 + i * 3
+ }
+ z = 1 + i
+ }
+
+ e.style.top = y + "px"
+ e.style.left = x + "px"
+ e.style.zIndex = z
+
+ let r = unit_lost_steps(u)
+ e.classList.toggle("r0", r === 0)
+ e.classList.toggle("r1", r === 1)
+ e.classList.toggle("r2", r === 2)
+ e.classList.toggle("r3", r === 3)
+
+ e.classList.toggle("action", is_unit_action(u))
+ e.classList.toggle("selected", is_unit_selected(u))
+ }
+ if (ui.hexes[hex]) {
+ ui.hexes[hex].classList.toggle("action", is_hex_action(hex))
+ if (view.axis_supply) {
+ ui.hexes[hex].classList.toggle("axis_supply", is_hex_axis_supply(hex))
+ for (let s = 0; s < 3; ++s)
+ ui.sides[hex*3+s].classList.toggle("axis_supply", is_side_axis_supply_line(hex*3+s))
+ }
+ if (view.allied_supply) {
+ ui.hexes[hex].classList.toggle("allied_supply", is_hex_allied_supply(hex))
+ for (let s = 0; s < 3; ++s)
+ ui.sides[hex*3+s].classList.toggle("allied_supply", is_side_allied_supply_line(hex*3+s))
+ }
+ }
+ }
+}
+
+function on_update() {
+ update_map()
+
+ action_button("overrun", "Overrun")
+ action_button("rommel", "Rommel")
+ action_button("end_move", "End move")
+ action_button("stop", "Stop")
+
+ action_button("group", "Group")
+ action_button("regroup", "Regroup")
+
+ action_button("basic", "Basic")
+ action_button("offensive", "Offensive")
+ action_button("assault", "Assault")
+ action_button("blitz", "Blitz")
+ action_button("pass", "Pass")
+
+ action_button("next", "Next")
+ action_button("undo", "Undo")
+}
+
+scroll_with_middle_mouse("main")
diff --git a/rules.js b/rules.js
index 142e0c4..4cbce82 100644
--- a/rules.js
+++ b/rules.js
@@ -1,138 +1,1568 @@
-"use strict";
+"use strict"
-let game = null;
-let view = null;
+// unit state: location (8 bits), steps (2 bits), supplied, disrupted, moved
-exports.roles = [ "Axis", "Allied" ];
+const max = Math.max
+const min = Math.min
+const abs = Math.abs
-exports.scenarios = [
- "1940",
- "1941",
- "1941-42",
- "Crusader",
- "Battleaxe",
- "1942",
- "Gazala",
- "Pursuit to Alamein",
-];
+function debug_hexes3(n, list) {
+ console.log("--", n, "--")
+ for (let y = 0; y < hexh; ++y)
+ console.log("".padStart(y*2," ") + list.slice(y*hexw, (y+1)*hexw).map(x=>String(x).padStart(3, ' ')).join(" "))
+}
+
+function debug_hexes2(n, list) {
+ console.log("--", n, "--")
+ for (let y = 0; y < hexh; ++y)
+ console.log("".padStart(y*2," ") + list.slice(y*hexw, (y+1)*hexw).map(x=>String(x).padStart(3, ' ')).join(" "))
+}
+
+function debug_hexes(n, list) {
+ console.log("--", n, "--")
+ for (let y = 0; y < hexh; ++y)
+ console.log("".padStart(y," ") + list.slice(y*hexw, (y+1)*hexw).join(""))
+}
+
+var states = {}
+var game = null
+var view = null
+
+let { hex_road, side_road, side_limit, hex_name, units, regions } = require("./data")
+
+// Card deck has 42 cards, of which 28 are supply cards, and 14 are dummy cards.
+// Represent draw pile and hands as [ dummy_supply_count, real_supply_count ]
+const REAL_SUPPLY_COUNT = 28
+const DUMMY_SUPPLY_COUNT = 14
+
+const hexw = 25
+const hexh = 9
+
+const hexcount = hexw * hexh
+const sidecount = hexcount * 3
+const hexdeploy = hexw * hexh
+const hexnext = [ 1, hexw, hexw-1, -1, -hexw, -(hexw-1) ]
+
+const first_hex = 7
+const last_hex = 215
+
+const AXIS = 'Axis'
+const ALLIED = 'Allied'
+
+const CLEAR = 2
+const PASS = 1
+const ROUGH = 0
+
+const NO_ROAD = 0
+const TRAIL = 1
+const TRACK = 2
+const HIGHWAY = 4
+
+const SUPPLY_RANGE = [ 1, 2, 3, -1, 3 ]
+
+const EL_AGHEILA = 151
+const ALEXANDRIA = 74
+const BENGHAZI = 54
+const TOBRUK = 37
+const BARDIA = 40
+const FT_CAPUZZO = 64
+const MERSA_BREGA = 152
+const BARDIA_FT_CAPUZZO = 122
+
+const region_egypt = regions["Egypt"]
+const region_el_agheila = regions["El Agheila"]
+const region_tobruk = regions["Tobruk"]
+const region_egypt_and_libya = regions["Libya"].concat(regions["Egypt"])
+const region_libya_and_sidi_omar = regions["Libya"].concat(regions["Sidi Omar"])
+const region_libya_and_sidi_omar_and_sollum = regions["Libya"].concat(regions["Sidi Omar"]).concat(regions["Sollum"])
+const region_egypt_and_tobruk = regions["Egypt"].concat(regions["Tobruk"])
+const region_libya_except_tobruk = regions["Libya"].filter(r => r !== TOBRUK)
+
+const region_all = []
+for (let x = first_hex; x <= last_hex; ++x)
+ region_all.push(x)
+
+function calc_distance(a, b) {
+ let ax = a % hexw, ay = (a / hexw)|0, az = -ax - ay
+ let bx = b % hexw, by = (b / hexw)|0, bz = -bx - by
+ return max(abs(bx-ax), abs(by-ay), abs(bz-az))
+}
+
+function calc_distance_map(supply) {
+ let map = new Array(hexcount)
+ for (let x = 0; x < hexcount; ++x)
+ map[x] = calc_distance(supply, x)
+ debug_hexes2(hex_name[supply], map)
+ return map
+}
+
+const distance_to = {
+ [EL_AGHEILA]: calc_distance_map(EL_AGHEILA),
+ [ALEXANDRIA]: calc_distance_map(ALEXANDRIA),
+ [BENGHAZI]: calc_distance_map(BENGHAZI),
+ [TOBRUK]: calc_distance_map(TOBRUK),
+ [BARDIA]: calc_distance_map(BARDIA),
+}
+
+function draw_supply_card(pile) {
+ let x = random(pile[0] + pile[1])
+ if (x < pile[0]) {
+ pile[0] --
+ return 0
+ } else {
+ pile[1] --
+ return 1
+ }
+}
+
+function deal_axis_supply_cards(n) {
+ for (let i = 0; i < n; ++i)
+ game.axis_hand[draw_supply_card(game.draw_pile)]++
+}
+
+function deal_allied_supply_cards(n) {
+ for (let i = 0; i < n; ++i)
+ game.allied_hand[draw_supply_card(game.draw_pile)]++
+}
+
+function find_unit(name) {
+ for (let u = 0; u < units.length; ++u)
+ if (units[u].name === name)
+ return u
+ throw new Error("cannot find named block: " + name)
+}
+
+function find_units(list) {
+ return list.map(name => find_unit(name))
+}
+
+function unit_speed(u) {
+ return units[u].speed
+}
+
+function unit_hex(u) {
+ return game.units[u] >>> 5
+}
+
+function set_unit_hex(u, x) {
+ game.units[u] = (game.units[u] & 31) | (x << 5)
+}
+
+function unit_lost_steps(u) {
+ return game.units[u] & 3
+}
+
+function set_unit_lost_steps(u, n) {
+ game.units[u] = (game.units[u] & ~3) | n
+}
-exports.ready = function (scenario, options, players) {
- return players.length === 2;
+function is_unit_supplied(u) {
+ return (game.units[u] & 4) === 4
}
+function set_unit_supplied(u) {
+ game.units[u] |= 4
+}
+
+function clear_unit_supplied(u) {
+ game.units[u] &= ~4
+}
+
+function is_unit_disrupted(u) {
+ return (game.units[u] & 8) === 8
+}
+
+function set_unit_disrupted(u) {
+ game.units[u] |= 8
+}
+
+function clear_unit_disrupted(u) {
+ game.units[u] &= ~8
+}
+
+function is_unit_moved(u) {
+ return (game.units[u] & 16) === 16
+}
+
+function set_unit_moved(u) {
+ game.units[u] |= 16
+}
+
+function clear_unit_moved(u) {
+ game.units[u] &= ~16
+}
+
+function unit_steps(u) {
+ return units[u].steps - unit_lost_steps(u)
+}
+
+function set_unit_steps(u, n) {
+ set_unit_lost_steps(u, units[u].steps - n)
+}
+
+function is_friendly_unit(u) {
+ if (game.active === AXIS)
+ return is_axis_unit(u)
+ return is_allied_unit(u)
+}
+
+function is_enemy_unit(u) {
+ if (game.active === ALLIED)
+ return is_axis_unit(u)
+ return is_allied_unit(u)
+}
+
+function is_friendly_hex(x) {
+ if (game.active === AXIS)
+ return is_axis_hex(x)
+ return is_allied_hex(x)
+}
+
+function is_enemy_hex(x) {
+ if (game.active === ALLIED)
+ return is_axis_hex(x)
+ return is_allied_hex(x)
+}
+
+function is_allied_unit(u) {
+ return units[u].nationality === 'allied'
+}
+
+function is_axis_unit(u) {
+ return units[u].nationality !== 'allied'
+}
+
+function is_axis_hex(x) {
+ let has_axis = false, has_allied = false
+ for (let u = 0; u < units.length; ++u) {
+ if (unit_hex(u) === x) {
+ if (is_axis_unit(u))
+ has_axis = true
+ else
+ has_allied = true
+ }
+ }
+ return has_axis && !has_allied
+}
+
+function is_allied_hex(x) {
+ let has_axis = false, has_allied = false
+ for (let u = 0; u < units.length; ++u) {
+ if (unit_hex(u) === x) {
+ if (is_axis_unit(u))
+ has_axis = true
+ else
+ has_allied = true
+ }
+ }
+ return !has_axis && has_allied
+}
+
+function is_battle_hex(x) {
+ let has_axis = false, has_allied = false
+ for (let u = 0; u < units.length; ++u) {
+ if (unit_hex(u) === x) {
+ if (is_axis_unit(u))
+ has_axis = true
+ else
+ has_allied = true
+ }
+ }
+ return has_axis && has_allied
+}
+
+function is_empty_hex(x) {
+ let has_axis = false, has_allied = false
+ for (let u = 0; u < units.length; ++u) {
+ if (unit_hex(u) === x) {
+ if (is_axis_unit(u))
+ has_axis = true
+ else
+ has_allied = true
+ }
+ }
+ return !has_axis && !has_allied
+}
+
+function has_axis_unit(x) {
+ for (let u = 0; u < units.length; ++u)
+ if (unit_hex(u) === x)
+ if (is_axis_unit(u))
+ return true
+ return false
+}
+
+function has_allied_unit(x) {
+ for (let u = 0; u < units.length; ++u)
+ if (unit_hex(u) === x)
+ if (is_allied_unit(u))
+ return true
+ return false
+}
+
+function has_friendly_unit(x) {
+ if (game.active === AXIS)
+ return has_axis_unit(x)
+ return has_allied_unit(x)
+}
+
+function has_enemy_unit(x) {
+ if (game.active === ALLIED)
+ return has_axis_unit(x)
+ return has_allied_unit(x)
+}
+
+// === SUPPLY NETWORK ===
+
+function is_side_unit(side, u) {
+ if (side === AXIS)
+ return is_axis_unit(u)
+ return is_allied_unit(u)
+}
+
+function list_control_hexes(side) {
+ let control = new Array(hexcount).fill(0)
+ for (let u = 0; u < units.length; ++u) {
+ if (is_side_unit(side, u)) {
+ let x = unit_hex(u)
+ if (x > 0 && x < hexdeploy)
+ control[x] = 1
+ }
+ }
+ return control
+}
+
+function to_side(a, b, s) {
+ if (s < 3)
+ return a * 3 + s
+ return b * 3 + s - 3
+}
+
+function ind(d, msg, here, ...extra) {
+ console.log(new Array(d).fill("-").join("") + msg, here, "("+hex_name[here]+")", extra.join(" "))
+}
+
+var supply_visited, supply_friendly, supply_enemy, supply_src, supply_net, supply_line
+var trace_total
+var trace_highway
+var trace_chain
+
+
+
+function trace_supply_highway(here, d) {
+ trace_highway++
+ ind(d, "> highway", here)
+
+ // TODO: hoist to call sites to avoid function call overhead
+ if (supply_src[here]) {
+ ind(d, "! source highway", here)
+ return true
+ }
+
+ let has_supply = false
+
+ supply_visited[here] = true
+
+ for (let s = 0; s < 6; ++s) {
+ let next = here + hexnext[s]
+ let side = to_side(here, next, s)
+
+ if (side_limit[side] === 0)
+ continue
+ if (supply_visited[next])
+ continue
+ if (supply_enemy[next])
+ continue
+
+ let road = side_road[side]
+ if (road === HIGHWAY) {
+ if (supply_friendly[next]) {
+ ind(d, "? highway head", next)
+ if (trace_supply_chain(next, d+1, 0, 3)) {
+ ind(d, "< highway chain", here, next)
+ supply_line[side] = 1
+ has_supply = true
+ }
+ } else {
+ if (trace_supply_highway(next, d+1)) {
+ ind(d, "< highway", here, next)
+ supply_line[side] = 1
+ has_supply = true
+ }
+ }
+ }
+ }
+
+ supply_visited[here] = false
+
+ if (has_supply) {
+ supply_net[here] = 1
+ supply_src[here] = 1
+ }
+
+ return has_supply
+}
+
+function trace_supply_chain(here, d, n, range) {
+ ind(d, "> chain", here, n, range)
+ trace_chain++
+
+ if (supply_src[here]) {
+ ind(d, "! source chain", here)
+ return true
+ }
+
+ let has_supply = false
+
+ supply_visited[here] = true
+
+ for (let s = 0; s < 6; ++s) {
+ let next = here + hexnext[s]
+ let side = to_side(here, next, s)
+
+ if (side_limit[side] === 0)
+ continue
+ if (supply_visited[next])
+ continue
+ if (supply_enemy[next])
+ continue
+
+ let road = side_road[side]
+
+ if (road === HIGHWAY) {
+ ind(d, "? chain highway", next)
+ if (supply_friendly[next]) {
+ ind(d, "? chain highway head", next)
+ if (trace_supply_chain(next, d+1, 0, 3)) {
+ ind(d, "< highway chain", here, next)
+ supply_line[side] = 1
+ has_supply = true
+ }
+ } else {
+ if (trace_supply_highway(next, d+1)) {
+ ind(d, "< chain highway", here, next)
+ supply_line[side] = 1
+ has_supply = true
+ }
+ }
+ } else {
+ let next_range = min(range, SUPPLY_RANGE[road])
+ if (n + 1 <= next_range) {
+ if (supply_friendly[next]) {
+ ind(d, "? chain head", next)
+ if (trace_supply_chain(next, d+1, 0, 3)) {
+ ind(d, "< highway chain", here, next)
+ supply_line[side] = 1
+ has_supply = true
+ }
+ } else {
+ if (trace_supply_chain(next, d+1, n+1, next_range)) {
+ ind(d, "< chain trail", here, next_range)
+ supply_line[side] = 1
+ has_supply = true
+ }
+ }
+ }
+ }
+ }
+
+ supply_visited[here] = false
+
+ if (has_supply) {
+ supply_net[here] = 1
+ if (supply_friendly[here])
+ supply_src[here] = 1
+ }
+
+ return has_supply
+}
+
+function trace_supply_network(start) {
+ supply_visited = new Array(hexcount).fill(false)
+ supply_net = new Array(hexcount).fill(0)
+ supply_line = new Array(sidecount).fill(0)
+ supply_src = new Array(hexcount).fill(0)
+
+ supply_src[start] = 1
+ supply_net[start] = 1
+
+ console.log("=== SUPPLY NETWORK ===")
+ // debug_hexes("FH", supply_friendly)
+ // debug_hexes("EH", supply_enemy)
+ // debug_hexes("SS1", supply_src)
+
+ trace_total = 0
+ for (let x = first_hex; x <= last_hex; ++x) {
+ if (supply_friendly[x]) {
+ trace_highway = trace_chain = 0
+ ind(0, "START", x)
+ trace_supply_chain(x, 0, 0, 3)
+ console.log("END", trace_highway, trace_chain)
+ trace_total += trace_highway + trace_chain
+ }
+ }
+ console.log("VISITS", trace_total)
+
+ debug_hexes("SS", supply_src)
+ debug_hexes("SN", supply_net)
+}
+
+function update_axis_supply_network() {
+ supply_friendly = list_control_hexes(AXIS)
+ supply_enemy = list_control_hexes(ALLIED)
+ trace_supply_network(EL_AGHEILA)
+ game.axis_supply = supply_net
+ game.axis_supply_line = supply_line
+}
+
+function update_allied_supply_network() {
+ supply_friendly = list_control_hexes(ALLIED)
+ supply_enemy = list_control_hexes(AXIS)
+ trace_supply_network(ALEXANDRIA)
+ game.allied_supply = supply_net
+ game.allied_supply_line = supply_line
+}
+
+function update_supply_networks() {
+ update_axis_supply_network()
+ update_allied_supply_network()
+}
+
+// === TURN ===
+
+// Supply check
+// Turn option
+// Movement
+// Combat
+// Blitz Movement
+// Blitz Combat
+// Final supply check
+// Reveal supply cards -> next player
+
+function end_player_turn() {
+ // TODO: end when both pass
+ if (game.phasing === AXIS)
+ game.phasing = ALLIED
+ else
+ game.phasing = AXIS
+ game.active = game.phasing
+ goto_player_turn()
+}
+
+function goto_player_turn() {
+ game.rommel = 0
+ game.group_moves = []
+ game.regroup_moves = []
+ goto_supply_check()
+}
+
+function goto_supply_check() {
+ goto_turn_option()
+}
+
+function goto_turn_option() {
+ game.state = 'turn_option'
+}
+
+states.turn_option = {
+ inactive: "turn option",
+ prompt() {
+ view.prompt = "Select Turn Option"
+ gen_action('basic')
+ gen_action('offensive')
+ gen_action('assault')
+ gen_action('blitz')
+ gen_action('pass')
+ },
+ basic() {
+ push_undo()
+ game.turn_option = 'basic'
+ goto_move_phase()
+ },
+ offensive() {
+ push_undo()
+ game.turn_option = 'offensive'
+ goto_move_phase()
+ },
+ assault() {
+ push_undo()
+ game.turn_option = 'assault'
+ goto_move_phase()
+ },
+ blitz() {
+ push_undo()
+ game.turn_option = 'blitz'
+ goto_move_phase()
+ },
+ pass() {
+ push_undo()
+ game.turn_option = 'pass'
+ goto_move_phase()
+ },
+}
+
+function goto_move_phase() {
+ game.state = 'select_moves'
+}
+
+states.select_moves = {
+ inactive: "move phase",
+ prompt() {
+ view.prompt = `Make Moves (${game.turn_option})`
+ gen_action('group')
+ gen_action('regroup')
+ },
+ group() {
+ push_undo()
+ game.state = 'group_move_from'
+ },
+ regroup() {
+ push_undo()
+ game.state = 'regroup_move'
+ },
+}
+
+states.group_move_from = {
+ inactive: "group move (from)",
+ prompt() {
+ view.prompt = `Group Move: Select hex to move from.`
+ for (let x = first_hex; x <= last_hex; ++x)
+ if (has_friendly_unit(x))
+ gen_action_hex(x)
+ if (game.active === AXIS && !game.rommel)
+ gen_action('rommel')
+ },
+ rommel() {
+ push_undo()
+ game.rommel = 1
+ },
+ hex(x) {
+ push_undo()
+ game.group_moves.push(x)
+ game.state = 'group_move_who'
+ },
+}
+
+states.group_move_who = {
+ inactive: "group move (who)",
+ prompt() {
+ view.prompt = `Group Move: Select unit to move.`
+ for (let i = 0; i < game.group_moves.length; ++i) {
+ let from = game.group_moves[i]
+ for (let u = 0; u < units.length; ++u) {
+ if (unit_hex(u) === from && !is_unit_moved(u))
+ gen_action_unit(u)
+ }
+ }
+ gen_action('end_move')
+ },
+ next() {
+ // TODO: end move
+ push_undo()
+ game.state = 'select_moves'
+ },
+ unit(u) {
+ push_undo()
+ game.selected = [ u ]
+ game.state = 'group_move_to'
+ game.move_used = 0
+ game.move_road = 4 // HIGHWAY
+ },
+}
+
+states.group_move_to = {
+ inactive: "group move (to)",
+ prompt() {
+ view.prompt = `Group Move: Select where to move.`
+ let u = game.selected[0]
+ let from = unit_hex(u)
+ if (game.move_used > 0)
+ gen_action('stop')
+
+ var t0, t1
+ t0 = Date.now()
+ //for (let i = 0; i < 100000; ++i)
+ search_path_move_dfs(u, from, game.move_used, game.move_road)
+ t1 = Date.now()
+ console.log("DFS", (t1 - t0) / 1000)
+
+ var a = path_from.toString()
+
+ t0 = Date.now()
+ //for (let i = 0; i < 100000; ++i)
+ search_path_move_ucs(u, from, game.move_used, game.move_road)
+ t1 = Date.now()
+ console.log("DFS", (t1 - t0) / 1000)
+
+ var b = path_from.toString()
+ if (a !== b) {
+ console.log(a)
+ console.log(b)
+ }
+
+ for (let x = first_hex; x <= last_hex; ++x)
+ if (path_from[x] > 0)
+ gen_action_hex(x)
+
+ view.path_from = path_from
+ },
+ hex(x) {
+ push_undo()
+ let u = game.selected[0]
+ set_unit_hex(u, x)
+ },
+ stop() {
+ push_undo()
+ let u = game.selected[0]
+ set_unit_moved(u)
+ game.selected = []
+ game.state = 'group_move_who'
+ }
+}
+
+var path_cost = new Array(hexcount)
+var path_from = new Array(hexcount)
+
+function pq_push(queue, hex, used, road) {
+ for (let i = 0, n = queue.length; i < n; ++i)
+ if (queue[i][1] > used)
+ return queue.splice(i, 0, [hex, used, road, hex_name[hex]])
+ queue.push([hex, used, road, hex_name[hex]])
+}
+
+// Uniform Cost Search
+function search_path_move_ucs(who, start, start_used, start_road) {
+ let speed = unit_speed(who) + HIGHWAY
+ path_cost.fill(100)
+ path_from.fill(0)
+
+ let queue = []
+ pq_push(queue, start, start_used, start_road)
+ path_cost[start] = start_used
+
+ let n = 0
+ while (queue.length > 0) {
+ //console.log(queue)
+ let [ here, here_used, here_road ] = queue.shift()
+ ++n
+
+ // already seen this hex from a shorter path
+ if (path_cost[here] < here_used)
+ continue
+
+ for (let s = 0; s < 6; ++s) {
+ let next = here + hexnext[s]
+
+ // can't go off-map
+ if (next < first_hex || next > last_hex)
+ continue
+
+ let side = to_side(here, next, s)
+
+ // can't cross this hexside
+ if (side_limit[side] === 0)
+ continue
+
+ let next_road = min(here_road, side_road[side])
+ let road_cost = here_road - next_road
+ let next_used = here_used + road_cost + 1
+
+ // not enough movement allowance to reach
+ if (next_used > speed)
+ continue
+
+ // a shorter path has already been found
+ if (next_used >= path_cost[next])
+ continue
+
+ ind(2, "path", next, next_used, next_road)
+
+ path_from[next] = here
+ path_cost[next] = next_used
+
+ // must stop
+ if (has_enemy_unit(next))
+ continue
+
+ pq_push(queue, next, next_used, next_road)
+ }
+ }
+
+ console.log("UCS VISITED", n)
+}
+
+var search_n
+function search_path_move_dfs(who, start, start_used, start_road) {
+ path_cost.fill(100)
+ path_from.fill(0)
+
+ ind(0, "?path", start, start_used, unit_speed(who))
+ search_n = 1
+ path_cost[start] = 0
+ path_from[start] = 0
+ search_path_move_rec(unit_speed(who) + HIGHWAY, start, start_used, start_road, 2)
+ console.log("DFS VISITED", search_n)
+}
+
+function search_path_move_rec(speed, here, here_used, here_road, d) {
+ ++search_n
+ for (let s = 0; s < 6; ++s) {
+ let next = here + hexnext[s]
+
+ // can't go off-map
+ if (next < first_hex || next > last_hex)
+ continue
+
+ let side = to_side(here, next, s)
+
+ // can't cross this hexside
+ if (side_limit[side] === 0)
+ continue
+
+ let next_road = min(here_road, side_road[side])
+ let road_cost = here_road - next_road
+ let next_used = here_used + road_cost + 1
+
+ // not enough movement allowance to reach
+ if (next_used > speed)
+ continue
+
+ // a shorter path has already been found
+ if (next_used >= path_cost[next])
+ continue
+
+ ind(d, "path", next, next_used, speed)
+
+ path_from[next] = here
+ path_cost[next] = next_used
+
+ // must stop
+ if (has_enemy_unit(next))
+ continue
+
+ search_path_move_rec(speed, next, next_used, next_road, d+1)
+ }
+}
+
+// === DEPLOYMENT ===
+
+states.free_deployment = {
+ inactive: "free deployment",
+ prompt() {
+ let scenario = SCENARIOS[game.scenario]
+ let deploy = hexdeploy + scenario.start
+ let done = true
+
+ if (game.active === AXIS)
+ view.prompt = "Axis Free Deployment"
+ else
+ view.prompt = "Allied Free Deployment"
+
+ // TODO: first/last_axis_unit
+ for (let u = 0; u < units.length; ++u) {
+ if (is_friendly_unit(u)) {
+ if (unit_hex(u) === deploy) {
+ done = false
+ gen_action_unit(u)
+ }
+ }
+ }
+
+ if (game.selected.length > 0) {
+ let list
+ if (game.active === AXIS)
+ list = scenario.axis_deployment
+ else
+ list = scenario.allied_deployment
+ // TODO: scenario.deployment_limit
+ for (let i = 0; i < list.length; ++i)
+ if (!is_enemy_hex(list[i]))
+ gen_action_hex(list[i])
+ }
+
+ if (done)
+ gen_action_next()
+ },
+ unit(u) {
+ if (game.selected.includes(u))
+ remove_from_array(game.selected, u)
+ else
+ game.selected.push(u)
+ },
+ hex(x) {
+ push_undo()
+ for (let i = 0; i < game.selected.length; ++i) {
+ let u = game.selected[i]
+ set_unit_hex(u, x)
+ }
+ game.selected.length = 0
+ },
+ next() {
+ if (game.active === AXIS)
+ game.active = ALLIED
+ else
+ end_free_deployment()
+ }
+}
+
+function end_free_deployment() {
+ game.phasing = game.first_player_turn
+ game.active = game.phasing
+
+ let scenario = SCENARIOS[game.scenario]
+ deal_axis_supply_cards(scenario.axis_initial_supply)
+ deal_allied_supply_cards(scenario.allied_initial_supply)
+
+ // TODO: mulligan
+
+ // No buildup first month
+ // No initiative first month
+ goto_player_turn()
+}
+
+// === SETUP ===
+
+function find_axis_units(a) {
+ let list = []
+ for (let u = 0; u < units.length; ++u)
+ if (units[u].nationality !== 'allied' && units[u].appearance === a)
+ list.push(u)
+ return list
+}
+
+function find_allied_units(a) {
+ let list = []
+ for (let u = 0; u < units.length; ++u)
+ if (units[u].nationality === 'allied' && units[u].appearance === a)
+ list.push(u)
+ return list
+}
+
+function setup_reinforcements(m) {
+ for (let u = 0; u < units.length; ++u) {
+ if (units[u].appearance === m) {
+ if (m === 'M')
+ set_unit_hex(u, 4)
+ else
+ set_unit_hex(u, hexdeploy + (m > 10 ? m - 10 : m))
+ }
+ }
+}
+
+function setup_units(where, steps, list) {
+ if (where < 0)
+ where = hexdeploy - where
+ for (let u of list) {
+ if (typeof u === 'string')
+ u = find_unit(u)
+ set_unit_hex(u, where)
+ if (steps < 0)
+ set_unit_steps(u, units[u].steps + steps)
+ else if (steps > 0)
+ set_unit_steps(u, steps)
+ }
+}
+
+const SCENARIOS = {
+ 1940: {
+ year: 1940,
+ start: 1,
+ end: 6,
+ axis_deployment: region_all, // XXX region_libya_and_sidi_omar,
+ allied_deployment: region_all, // XXX region_egypt,
+ axis_initial_supply: 6,
+ allied_initial_supply: 3,
+ special: {
+ no_rommel_bonus: true,
+ only_one_die_for_buildup: true,
+ }
+ },
+ "1941": {
+ year: 1941,
+ start: 1,
+ end: 10,
+ axis_deployment: [],
+ allied_deployment: region_egypt_and_libya,
+ axis_initial_supply: 6,
+ allied_initial_supply: 6,
+ },
+ "Crusader": {
+ year: 1941,
+ start: 8,
+ end: 10,
+ axis_deployment: region_libya_and_sidi_omar_and_sollum,
+ allied_deployment: region_egypt_and_tobruk,
+ axis_initial_supply: 10,
+ allied_initial_supply: 12,
+ deployment_limit: {
+ [TOBRUK]: 5,
+ },
+ special: {
+ allies_first_turn: true,
+ tobruk_minefield: true,
+ }
+ },
+ "Battleaxe": {
+ year: 1941,
+ start: 4,
+ end: 10,
+ axis_deployment: region_libya_except_tobruk,
+ allied_deployment: region_egypt_and_tobruk,
+ axis_initial_supply: 4,
+ allied_initial_supply: 8,
+ deployment_limit: {
+ [TOBRUK]: 5,
+ },
+ },
+ "1942": {
+ year: 1942,
+ start: 11,
+ end: 20,
+ axis_deployment: [ EL_AGHEILA, MERSA_BREGA ],
+ allied_deployment: region_egypt_and_libya,
+ axis_initial_supply: 5,
+ allied_initial_supply: 5,
+ deployment_limit: {
+ [EL_AGHEILA]: 14,
+ [MERSA_BREGA]: 10,
+ },
+ },
+ "Gazala": {
+ year: 1942,
+ start: 14,
+ end: 15,
+ axis_deployment: regions["West Line"],
+ allied_deployment: regions["East Line"],
+ axis_initial_supply: 10,
+ allied_initial_supply: 12,
+ special: {
+ gazala_pre_build: true,
+ }
+ },
+ "Pursuit to Alamein": {
+ year: 1942,
+ start: 15,
+ end: 20,
+ axis_deployment: regions["Libya"],
+ allied_deployment: regions["Egypt"],
+ axis_initial_supply: 8,
+ allied_initial_supply: 8,
+ },
+ "1941-42": {
+ year: 1941,
+ start: 1,
+ end: 20,
+ axis_deployment: [],
+ allied_deployment: region_egypt_and_libya,
+ axis_initial_supply: 6,
+ allied_initial_supply: 6,
+ },
+}
+
+const SETUP = {
+ "1940" (DEPLOY) {
+ setup_units(DEPLOY, 0, [ "Pav", "Bre", "Tre", "Bol", "Sav", "Sab", "Fas", "Ita" ])
+ setup_units(-3, 0, [ "Ari", "Pis"])
+ setup_units(-5, 0, [ "Lit", "Cen"])
+
+ setup_units(DEPLOY, 0, [ "7/7", "7", "7/SG", "4IN/3m" ])
+ setup_units(-2, 0, [ "4IN/5", "4IN/11" ])
+ setup_units(-4, 0, [ "Matilda/A", "7/4", "4IN/7m", "/Tob" ])
+ },
+
+ "1941" (DEPLOY) {
+ setup_units(EL_AGHEILA, 0, find_axis_units('S'))
+ setup_reinforcements(3)
+ setup_reinforcements(5)
+ setup_reinforcements(7)
+
+ setup_units(DEPLOY, 0, find_allied_units('S'))
+ setup_units(TOBRUK, 0, find_allied_units('T'))
+ setup_reinforcements(2)
+ setup_reinforcements(4)
+ setup_reinforcements(6)
+ setup_reinforcements(8)
+ setup_reinforcements(10)
+ },
+
+ "Crusader" (DEPLOY) {
+ setup_units(DEPLOY, 0, find_axis_units('S'))
+ setup_units(DEPLOY, 0, find_axis_units(3))
+ setup_units(DEPLOY, 0, find_axis_units(5))
+ setup_units(DEPLOY, 0, find_axis_units(7))
+
+ setup_units(DEPLOY, 0, find_allied_units('S'))
+ setup_units(DEPLOY, 0, find_allied_units('T'))
+ setup_units(DEPLOY, 0, find_allied_units(2))
+ setup_units(DEPLOY, 0, find_allied_units(4))
+ setup_units(DEPLOY, 0, find_allied_units(6))
+ setup_units(DEPLOY, 0, find_allied_units(8))
+ setup_units(0, 0, [ "2/3", "2/SG", "9AU/20", "7AU/18" ])
+ setup_reinforcements(10)
+ },
+
+ "Battleaxe" (DEPLOY) {
+ setup_units(DEPLOY, 0, [ "21/5", "21/3", "15/33", "90/155", "15/115", "88mm/A" ])
+ setup_units(DEPLOY, -1, [ "21/104" ])
+ setup_units(DEPLOY, 0, [ "Ari", "Lit", "Pav", "Bre", "Tre", "Bol", "Ita" ])
+ setup_reinforcements(5)
+ setup_reinforcements(7)
+
+ setup_units(DEPLOY, 0, [ "4IN/3m", "9AU/20", "70/14+16", "70/23",
+ "7/22G", "7/SG", "7AU/18", "Matilda/A", "/Tob", "/Pol",
+ "7/7", "4IN/5", "4IN/7m", "4IN/11", "Matilda/B", "/1AT",
+ "7/4", "7" ])
+ setup_reinforcements(6)
+ setup_reinforcements(8)
+ setup_reinforcements(10)
+ },
+
+ "1942" (DEPLOY) {
+ setup_units(DEPLOY, 0, [
+ "21/3",
+ "15/33",
+ "90/580",
+ "90/sv288",
+ "90/346",
+ "88mm/A",
+ ])
+ setup_units(DEPLOY, 1, [
+ "21/5",
+ "15/8",
+ "15/115",
+ "90/155"
+ ])
+ setup_units(DEPLOY, 1, [
+ "90/361",
+ "90/200",
+ "88mm/B",
+ "50mm",
+ "/104"
+ ])
+ setup_units(DEPLOY, 0, [ "Lit" ])
+ setup_units(DEPLOY, -1, [ "Ari", "Tri", "Pav", "Bre", "Tre", "Bol", "Sab", "Ita" ])
+ setup_reinforcements(17)
+ setup_reinforcements(19)
+ setup_reinforcements('M')
+
+ setup_units(TOBRUK, 0, [
+ "1/22",
+ "/1AT",
+ "Matilda/B",
+ "1SA/2+5",
+ "70/14+16",
+ "1SA/1",
+ "1SA/3",
+ "2SA/4+6",
+ "70/23",
+ "/Tob",
+ ])
+ setup_units(ALEXANDRIA, 1, [
+ "7/4",
+ "/32AT",
+ "2NZ/4",
+ "2NZ/5",
+ "2NZ/6",
+ "7/SG",
+ "4IN/5",
+ "/Pol",
+ ])
+ setup_reinforcements(12)
+ setup_reinforcements(14)
+ setup_reinforcements(16)
+ setup_reinforcements(18)
+ setup_reinforcements(20)
+ },
+
+ "Gazala" (DEPLOY) {
+ setup_units(DEPLOY, -1, [
+ "21/5",
+ "15/8",
+ "15/115",
+ "90/155",
+ "88mm/B",
+ "50mm",
+ "/104",
+ ])
+ setup_units(DEPLOY, 0, [
+ "21/3",
+ "15/33",
+ "90/580",
+ "90/sv288",
+ "90/346",
+ "90/361",
+ "90/200",
+ "88mm/A",
+ ])
+ setup_units(DEPLOY, 0, [ "Lit" ])
+ setup_units(DEPLOY, -1, [
+ "Ari", "Tri", "Pav", "Bre", "Tre", "Bol", "Sab", "Ita"
+ ])
+
+ setup_units(DEPLOY, 0, [
+ "Grant",
+ "/1AT",
+ "1/22",
+ "Matilda/B",
+ "1SA",
+ "1/201G",
+ "4IN/7m",
+ "4IN/3m",
+ "1/SG",
+ "1SA/2+5",
+ "70/14+16",
+ "1SA/1",
+ "1SA/3",
+ "2SA/4+6",
+ "70/23",
+ "4IN/11",
+ "5IN/29",
+ "6#/A",
+ "2#",
+ "/Tob",
+ ])
+ setup_units(ALEXANDRIA, 1, [
+ "1/2",
+ "7/4",
+ "/32AT",
+ "2NZ/4",
+ "2NZ/5",
+ "2NZ/6",
+ "7/SG",
+ "7/22G",
+ "4IN/5",
+ "/Pol",
+ ])
+ setup_units(ALEXANDRIA, 0, [
+ "10IN/161m",
+ "8IN/18",
+ "B",
+ "FF/2",
+ "5IN/9+10",
+ "10IN/21+25",
+ ])
+ },
+
+ "Pursuit to Alamein" (DEPLOY) {
+ setup_units(DEPLOY, 0, [
+ "21/3",
+ "15/33",
+ ])
+ setup_units(DEPLOY, -1, [
+ "21/5",
+ "15/8",
+ "15/115",
+ "90/346",
+ "90/sv288",
+ "90/361",
+ "90/200",
+ "88mm/A",
+ "88mm/B",
+ "50mm",
+ ])
+ setup_units(DEPLOY, 3, [
+ "Ari",
+ "Tri",
+ "Pav",
+ "Bre",
+ "Tre",
+ ])
+ setup_units(DEPLOY, 2, [
+ "Lit",
+ "Bol",
+ ])
+ setup_units(DEPLOY, 1, [
+ "Sab",
+ "Ita",
+ ])
+ setup_reinforcements(17)
+ setup_reinforcements(19)
+ setup_reinforcements('M')
+
+ setup_units(DEPLOY, 0, [
+ "10IN/161m",
+ "10IN/21+25",
+ "70/14+16",
+ "8IN/18",
+ "B",
+ ])
+ setup_units(DEPLOY, -1, [
+ "1/22",
+ "7/4",
+ "2NZ/4",
+ "2NZ/5",
+ "2NZ/6",
+ "1SA/2+5",
+ "1SA/1",
+ "1SA/3",
+ "70/23",
+ "5IN/29",
+ "6#/A",
+ ])
+ setup_units(ALEXANDRIA, 1, [
+ "Grant",
+ "1/2",
+ "/1AT",
+ "1SA",
+ "7/SG",
+ "1/SG",
+ "FF/2",
+ "5IN/9+10",
+ "4IN/5",
+ "4IN/11",
+ "/Pol",
+ "2#",
+ ])
+ setup_reinforcements(16)
+ setup_reinforcements(18)
+ setup_reinforcements(20)
+ },
+
+ "1941-42" (DEPLOY) {
+ SETUP["1941"](-1)
+
+ setup_reinforcements(11)
+ setup_reinforcements(17)
+ setup_reinforcements(19)
+ setup_reinforcements('M')
+
+ setup_reinforcements(12)
+ setup_reinforcements(14)
+ setup_reinforcements(16)
+ setup_reinforcements(18)
+ setup_reinforcements(20)
+ },
+
+}
+
+function setup(name) {
+ let scenario = SCENARIOS[name]
+ game.month = scenario.start
+
+ SETUP[name](-scenario.start)
+
+ game.active = 'Axis'
+ game.state = 'free_deployment'
+ game.selected = []
+}
+
+// === PUBLIC FUNCTIONS ===
+
+exports.roles = [ "Axis", "Allied" ]
+
+exports.scenarios = Object.keys(SCENARIOS)
+
+exports.setup = function (seed, scenario, options) {
+ game = {
+ seed: seed,
+ log: [],
+ undo: [],
+
+ phasing: AXIS,
+ active: AXIS,
+ selected: null,
+
+ scenario: scenario,
+ month: 0,
+
+ draw_pile: [ DUMMY_SUPPLY_COUNT, REAL_SUPPLY_COUNT ],
+ axis_hand: [ 0, 0 ],
+ allied_hand: [ 0, 0 ],
+
+ units: new Array(units.length).fill(0),
+
+ axis_minefields: [],
+ allied_minefields: [],
+
+ first_player_turn: AXIS,
+ }
+
+ setup(scenario)
+
+ return game
+}
+
+exports.view = function(state, current) {
+ game = state
+
+ //update_supply_networks()
+
+ view = {
+ month: game.month,
+ units: game.units,
+ selected: game.selected,
+ axis_supply: game.axis_supply,
+ axis_supply_line: game.axis_supply_line,
+ allied_supply: game.allied_supply,
+ allied_supply_line: game.allied_supply_line,
+ }
+
+ return common_view(current)
+}
+
+function gen_action_next() {
+ gen_action('next')
+}
+
+function gen_action_unit(u) {
+ gen_action('unit', u)
+}
+
+function gen_action_hex(x) {
+ gen_action('hex', x)
+}
+
+// === COMMON TEMPLATE ===
+
function random(n) {
- return ((game.seed = game.seed * 69621 % 0x7fffffff) / 0x7fffffff) * n | 0;
+ // https://www.ams.org/journals/mcom/1999-68-225/S0025-5718-99-00996-5/S0025-5718-99-00996-5.pdf
+ return (game.seed = game.seed * 185852 % 34359738337) % n
}
function shuffle(deck) {
for (let i = deck.length - 1; i > 0; --i) {
- let j = random(i + 1);
- let tmp = deck[j];
- deck[j] = deck[i];
- deck[i] = tmp;
+ let j = random(i + 1)
+ let tmp = deck[j]
+ deck[j] = deck[i]
+ deck[i] = tmp
}
}
function remove_from_array(array, item) {
- let i = array.indexOf(item);
+ let i = array.indexOf(item)
if (i >= 0)
- array.splice(i, 1);
+ array.splice(i, 1)
}
-function logbr() {
- if (game.log.length > 0 && game.log[game.log.length-1] !== "")
- game.log.push("");
+function deep_copy(original) {
+ if (Array.isArray(original)) {
+ let n = original.length
+ let copy = new Array(n)
+ for (let i = 0; i < n; ++i) {
+ let v = original[i]
+ if (typeof v === "object" && v !== null)
+ copy[i] = deep_copy(v)
+ else
+ copy[i] = v
+ }
+ return copy
+ } else {
+ let copy = {}
+ for (let i in original) {
+ let v = original[i]
+ if (typeof v === "object" && v !== null)
+ copy[i] = deep_copy(v)
+ else
+ copy[i] = v
+ }
+ return copy
+ }
}
-function log(msg) {
- game.log.push(msg);
+function push_undo() {
+ let copy = {}
+ for (let k in game) {
+ let v = game[k]
+ if (k === "undo") continue
+ else if (k === "log") v = v.length
+ else if (typeof v === "object" && v !== null) v = deep_copy(v)
+ copy[k] = v
+ }
+ game.undo.push(copy)
+}
+
+function pop_undo() {
+ let save_log = game.log
+ let save_undo = game.undo
+ game = save_undo.pop()
+ save_log.length = game.log
+ game.log = save_log
+ game.undo = save_undo
}
function clear_undo() {
- game.undo = [];
+ game.undo = []
}
-function push_undo() {
- game.undo.push(JSON.stringify(game, (k,v) => {
- if (k === 'undo') return 0;
- if (k === 'log') return v.length;
- return v;
- }));
+function logbr() {
+ if (game.log.length > 0 && game.log[game.log.length-1] !== "")
+ game.log.push("")
}
-function pop_undo() {
- let save_undo = game.undo;
- let save_log = game.log;
- game = JSON.parse(save_undo.pop());
- game.undo = save_undo;
- save_log.length = game.log;
- game.log = save_log;
+function log(msg) {
+ game.log.push(msg)
}
function gen_action(action, argument) {
if (argument !== undefined) {
if (!(action in view.actions)) {
- view.actions[action] = [ argument ];
+ view.actions[action] = [ argument ]
} else {
if (!view.actions[action].includes(argument))
- view.actions[action].push(argument);
+ view.actions[action].push(argument)
}
} else {
- view.actions[action] = 1;
+ view.actions[action] = 1
}
}
-let states = {};
+function goto_game_over(result, victory) {
+ game.state = 'game_over'
+ game.active = "None"
+ game.result = result
+ game.victory = victory
+ logbr()
+ log(game.victory)
+}
-exports.setup = function (seed, scenario, options) {
- game = {
- seed: seed,
- log: [],
- undo: [],
- };
- return game;
+states.game_over = {
+ get inactive() {
+ return game.victory
+ },
+ prompt() {
+ view.prompt = game.victory
+ }
+}
+
+exports.resign = function (state, current) {
+ game = state
+ if (game.state !== 'game_over') {
+ for (let opponent of exports.roles) {
+ if (opponent !== current) {
+ goto_game_over(opponent, current + " resigned.")
+ break
+ }
+ }
+ }
+ return game
}
exports.action = function (state, current, action, arg) {
- game = state;
- update_aliases();
- let S = states[game.state];
+ game = state
+ let S = states[game.state]
if (action in S) {
- S[action](arg, current);
+ S[action](arg, current)
} else {
if (action === 'undo' && game.undo && game.undo.length > 0)
- pop_undo();
+ pop_undo()
else
- throw new Error("Invalid action: " + action);
+ throw new Error("Invalid action: " + action)
}
- return game;
-}
-
-exports.resign = function (state, current) {
- // No resigning allowed.
- return state;
+ return game
}
-exports.view = function(state, current) {
- game = state;
- update_aliases();
-
- view = {
- log: game.log,
- active: game.active,
- prompt: null,
- };
-
+function common_view(current) {
+ view.log = game.log
if (current === 'Observer' || game.active !== current) {
- view.prompt = `Waiting for ${game.active} \u2014 ${game.state}...`;
+ let inactive = states[game.state].inactive || game.state
+ view.prompt = `Waiting for ${game.active} \u2014 ${inactive}...`
} else {
view.actions = {}
- states[game.state].prompt();
+ states[game.state].prompt()
if (game.undo && game.undo.length > 0)
- view.actions.undo = 1;
+ view.actions.undo = 1
else
- view.actions.undo = 0;
+ view.actions.undo = 0
}
-
- return view;
+ return view
}
diff --git a/texture_clear.png b/texture_clear.png
new file mode 100644
index 0000000..f73500a
--- /dev/null
+++ b/texture_clear.png
Binary files differ
diff --git a/texture_depression.png b/texture_depression.png
new file mode 100644
index 0000000..7b6bec1
--- /dev/null
+++ b/texture_depression.png
Binary files differ
diff --git a/texture_marsh.png b/texture_marsh.png
new file mode 100644
index 0000000..bf5f689
--- /dev/null
+++ b/texture_marsh.png
Binary files differ
diff --git a/texture_mountain.png b/texture_mountain.png
new file mode 100644
index 0000000..fce9a58
--- /dev/null
+++ b/texture_mountain.png
Binary files differ
diff --git a/texture_scree.png b/texture_scree.png
new file mode 100644
index 0000000..3da3f98
--- /dev/null
+++ b/texture_scree.png
Binary files differ
diff --git a/thumbnail.jpg b/thumbnail.jpg
new file mode 100644
index 0000000..9fbcc85
--- /dev/null
+++ b/thumbnail.jpg
Binary files differ
diff --git a/tools/gencss.js b/tools/gencss.js
new file mode 100644
index 0000000..4981d7c
--- /dev/null
+++ b/tools/gencss.js
@@ -0,0 +1,7 @@
+// let n = 51, u = 'px';
+let n = 100 / 9, u = '%';
+for (let i = 0; i < 94; ++i) {
+ let x = (i % 10) | 0;
+ let y = (i / 10) | 0;
+ console.log(`.unit.u${i}{background-position:${x*n}${u} ${y*n}${u}}`);
+}
diff --git a/tools/gendata.js b/tools/gendata.js
new file mode 100644
index 0000000..fb0348c
--- /dev/null
+++ b/tools/gendata.js
@@ -0,0 +1,576 @@
+// https://www.redblobgames.com/grids/hexagons/
+
+// Clear
+const CLEAR = 2;
+
+// Constricted
+const GAP = 1;
+
+// Rough (impassable)
+const OFFMAP = 0;
+const RIDGE = 0;
+const MARSH = 0;
+const MOUNTAIN = 0;
+
+// Road
+const TRAIL = 1;
+const TRACK = 2;
+const HIGHWAY = 4;
+
+const map_w = 25;
+const map_h = 9;
+
+let next = [ 1, map_w, map_w-1, -1, -map_w, -(map_w-1) ];
+
+let nextdir = [ -1, 1, map_w, map_w-1, -map_w, -(map_w-1) ]
+let nextname = [ "E", "W", "NW", "NE", "SE", "SW" ];
+
+let hex_exists = new Array(map_w*map_h).fill(1);
+let side_limit = new Array(map_w*map_h*3).fill(CLEAR);
+let side_road = new Array(map_w*map_h*3).fill(0);
+let hex_road = new Array(map_w*map_h).fill(0);
+
+function add_side(s, t) {
+ if (side_limit[s])
+ side_limit[s] += "/" + t;
+ else
+ side_limit[s] = t;
+}
+
+function to_side_id(a, b) {
+ if (a > b) {
+ let c = b; b = a; a = c;
+ }
+ if (a + next[0] === b)
+ return a * 3 + 0;
+ else if (a + next[1] === b)
+ return a * 3 + 1;
+ else if (a + next[2] === b)
+ return a * 3 + 2;
+ throw new Error("not a hexside " + a + " to " + b);
+}
+
+function def_side(t,a,b) {
+ side_limit[to_side_id(a,b)] = t;
+}
+
+function def_road(t, list) {
+ for (let i = 0; i < list.length; ++i)
+ hex_road[list[i]] = t;
+ for (let i = 1; i < list.length; ++i) {
+ let s = to_side_id(list[i-1], list[i]);
+ side_road[s] = t;
+ if (side_limit[s] === MOUNTAIN)
+ side_limit[s] = GAP;
+ }
+}
+
+def_side(MARSH, 176, 152);
+def_side(MARSH, 179, 203);
+
+def_side(RIDGE, 144, 145);
+def_side(RIDGE, 120, 145);
+def_side(RIDGE, 121, 145);
+def_side(RIDGE, 121, 146);
+def_side(RIDGE, 122, 146);
+def_side(RIDGE, 144, 169);
+def_side(RIDGE, 144, 168);
+def_side(RIDGE, 143, 168);
+def_side(RIDGE, 167, 168);
+def_side(RIDGE, 167, 192);
+def_side(RIDGE, 191, 192);
+def_side(RIDGE, 191, 216);
+def_side(RIDGE, 215, 216);
+def_side(RIDGE, 217, 218);
+def_side(RIDGE, 217, 193);
+def_side(RIDGE, 192, 193);
+def_side(RIDGE, 168, 193);
+def_side(RIDGE, 168, 169);
+def_side(RIDGE, 69, 94);
+def_side(RIDGE, 67, 92);
+def_side(RIDGE, 68, 92);
+def_side(RIDGE, 68, 93);
+def_side(RIDGE, 65, 40);
+def_side(RIDGE, 65, 64);
+def_side(RIDGE, 65, 89);
+def_side(RIDGE, 65, 90);
+def_side(RIDGE, 66, 90);
+def_side(RIDGE, 66, 91);
+def_side(RIDGE, 39, 63);
+def_side(RIDGE, 37, 38);
+def_side(RIDGE, 36, 37);
+def_side(RIDGE, 36, 61);
+def_side(RIDGE, 36, 60);
+def_side(RIDGE, 109, 133);
+def_side(RIDGE, 108, 133);
+def_side(RIDGE, 204, 179);
+def_side(RIDGE, 204, 180);
+def_side(RIDGE, 205, 180);
+def_side(RIDGE, 31, 30);
+def_side(RIDGE, 31, 55);
+def_side(RIDGE, 55, 54);
+def_side(RIDGE, 78, 79);
+def_side(RIDGE, 30, 55);
+def_side(RIDGE, 54, 79);
+def_side(RIDGE, 103, 79);
+def_side(RIDGE, 176, 200);
+def_side(RIDGE, 176, 201);
+def_side(RIDGE, 177, 152);
+def_side(RIDGE, 177, 153);
+def_side(RIDGE, 178, 153);
+def_side(RIDGE, 153, 154);
+def_side(RIDGE, 129, 154);
+
+def_side(MOUNTAIN, 7, 8);
+def_side(MOUNTAIN, 7, 31);
+def_side(MOUNTAIN, 7, 32);
+def_side(MOUNTAIN, 8, 9);
+def_side(MOUNTAIN, 8, 32);
+def_side(MOUNTAIN, 8, 33);
+def_side(MOUNTAIN, 9, 33);
+def_side(MOUNTAIN, 9, 34);
+def_side(MOUNTAIN, 9, 10);
+def_side(MOUNTAIN, 32, 31);
+def_side(MOUNTAIN, 32, 33);
+def_side(MOUNTAIN, 32, 56);
+def_side(MOUNTAIN, 32, 57);
+def_side(MOUNTAIN, 33, 34);
+def_side(MOUNTAIN, 33, 57);
+def_side(MOUNTAIN, 33, 58);
+def_side(MOUNTAIN, 34, 10);
+def_side(MOUNTAIN, 34, 35);
+def_side(MOUNTAIN, 34, 58);
+def_side(MOUNTAIN, 34, 59);
+def_side(MOUNTAIN, 55, 80);
+def_side(MOUNTAIN, 56, 80);
+def_side(MOUNTAIN, 56, 55);
+def_side(MOUNTAIN, 56, 31);
+def_side(MOUNTAIN, 56, 81);
+def_side(MOUNTAIN, 56, 57);
+def_side(MOUNTAIN, 57, 58);
+
+def_side(GAP, 176, 152);
+def_side(GAP, 65, 40);
+def_side(GAP, 65, 64);
+def_side(GAP, 65, 89);
+def_side(GAP, 37, 38);
+def_side(GAP, 36, 37);
+def_side(GAP, 36, 61);
+def_side(GAP, 109, 133);
+def_side(GAP, 31, 30);
+def_side(GAP, 31, 55);
+def_side(GAP, 55, 54);
+def_side(GAP, 78, 79);
+def_side(GAP, 177, 153);
+def_side(GAP, 178, 153);
+def_side(GAP, 129, 154);
+
+def_road(HIGHWAY, [151,152,128,103,78,54,30,31,7,8,9,10,35,36,37,38,39,40,64,65,66,67,68,69,70,71,72,73,74]);
+def_road(HIGHWAY, [54,55,31]);
+def_road(HIGHWAY, [31,32,33,9]);
+def_road(HIGHWAY, [36,61,62,38]);
+
+def_road(TRACK, [78,79,80,81,82,58,59,35]);
+def_road(TRACK, [128,104,80]);
+def_road(TRACK, [83,59,60,61,86,87,88,89]);
+def_road(TRACK, [37,62,87]);
+def_road(TRACK, [64,89,113]);
+def_road(TRACK, [62,63,64]);
+def_road(TRACK, [213,189,165,141,117,93,69]);
+def_road(TRACK, [72,97,121]);
+
+def_road(TRAIL, [152,153,178,203,204,205,181,182,183,184,185,186,187]);
+def_road(TRAIL, [153,128,129,104,103]);
+def_road(TRAIL, [79,55]);
+def_road(TRAIL, [55,56,57,58,34,10]);
+def_road(TRAIL, [58,83,107,106,130,129]);
+def_road(TRAIL, [35,60,85,61]);
+def_road(TRAIL, [85,86]);
+def_road(TRAIL, [85,109,133,157,181]);
+def_road(TRAIL, [64,88]);
+def_road(TRAIL, [88,113,138,162,187]);
+def_road(TRAIL, [87,112,137,162]);
+def_road(TRAIL, [65,89,114,139,163,188,213]);
+def_road(TRAIL, [67,91,115,140,164,189]);
+
+function def_offmap(a, b) {
+ for (let hex_id = 0; hex_id < map_w * map_h; ++hex_id) {
+ if (hex_id >= a && hex_id <= b) {
+ hex_exists[hex_id] = 0;
+ side_limit[hex_id * 3 + 0] = OFFMAP;
+ side_limit[hex_id * 3 + 1] = OFFMAP;
+ side_limit[hex_id * 3 + 2] = OFFMAP;
+ }
+ for (let s = 0; s < 3; ++s) {
+ let next_id = hex_id + next[s];
+ if (next_id >= a && next_id <= b)
+ side_limit[hex_id * 3 + s] = OFFMAP;
+ }
+ }
+}
+
+def_offmap(0,6);
+def_offmap(11,29);
+def_offmap(41,53);
+def_offmap(75,77);
+def_offmap(99,102);
+def_offmap(124,127);
+def_offmap(148,150);
+def_offmap(173,175);
+def_offmap(197,199);
+def_offmap(222,224);
+
+// show spines
+def_offmap(175,175, 1);
+def_offmap(99,99, 1);
+def_offmap(148,148, 1);
+def_offmap(197,197, 1);
+
+// depression
+def_offmap(168,168);
+def_offmap(168,168);
+def_offmap(192,192);
+def_offmap(193,193);
+def_offmap(216,217);
+
+// Hexes not in 2004 edition:
+// def_offmap(200,202);
+// def_offmap(206,212);
+// def_offmap(214,221);
+
+// Terrain chart hexes
+// def_offmap(145,146);
+// def_offmap(168,172);
+// def_offmap(192,196);
+// def_offmap(216,221);
+
+// Qattara Depression and east of it
+def_offmap(145,148);
+def_offmap(168,172);
+def_offmap(192,196);
+def_offmap(216,221);
+
+let regions = {};
+function def_region(name, a, b) {
+ if (!(name in regions))
+ regions[name] = [];
+ for (let i = a; i <= b; ++i)
+ regions[name].push(i);
+}
+
+def_region("Libya", 7, 10);
+def_region("Libya", 30, 40);
+def_region("Libya", 54, 64);
+def_region("Libya", 78, 88);
+def_region("Libya", 103, 113);
+def_region("Libya", 128, 138);
+def_region("Libya", 151, 162);
+def_region("Libya", 176, 187);
+def_region("Libya", 200, 211);
+
+def_region("Egypt", 65, 74);
+def_region("Egypt", 89, 98);
+def_region("Egypt", 114, 123);
+def_region("Egypt", 139, 144);
+def_region("Egypt", 163, 167);
+def_region("Egypt", 188, 191);
+def_region("Egypt", 212, 215);
+
+def_region("Sidi Omar", 89, 89);
+def_region("Tobruk", 37, 37);
+def_region("Sollum", 65, 65);
+def_region("El Agheila", 151, 151);
+def_region("Mersa Brega", 152, 152);
+
+def_region("East Line", 36, 40);
+def_region("East Line", 60, 74);
+def_region("East Line", 85, 98);
+def_region("East Line", 112, 123);
+def_region("East Line", 137, 144);
+def_region("East Line", 162, 167);
+def_region("East Line", 187, 191);
+
+def_region("West Line", 7, 10);
+def_region("West Line", 30, 35);
+def_region("West Line", 54, 59);
+def_region("West Line", 78, 83);
+def_region("West Line", 103, 107);
+def_region("West Line", 128, 130);
+
+def_region("Jebel el Akhdar", 7, 9);
+def_region("Jebel el Akhdar", 32, 34);
+def_region("Jebel el Akhdar", 56, 57);
+
+def_region("Sebkha el Segira", 152, 152);
+def_region("Sebkha el Segira", 176, 176);
+def_region("Sebket el Jeneinen", 179, 179);
+def_region("Sebket el Jeneinen", 203, 203);
+
+def_region("Qattara Depression", 144, 146);
+def_region("Qattara Depression", 168, 169);
+def_region("Qattara Depression", 192, 193);
+def_region("Qattara Depression", 216, 217);
+
+hex_name = {
+ 7: "El Garib",
+ 8: "Cyrene",
+ 9: "El Gubba",
+ 10: "Derna",
+
+ 30: "Tocra",
+ 31: "Barce",
+ 32: "Marawa",
+ 33: "Wadi Cuff",
+ 35: "Gazala",
+ 36: "Acroma",
+ 37: "Tobruk",
+ 38: "Belhamed",
+ 39: "Gambut",
+ 40: "Bardia",
+
+ 54: "Benghazi",
+ 55: "Er Regima",
+ 56: "Charruba",
+ 58: "Mechili",
+ 59: "Rotonda Segnali",
+ 60: "Sidi Mufta",
+ 61: "Bir Harmat",
+ 62: "El Adem",
+ 63: "Sidi Rezegh",
+ 64: "Ft. Capuzzo",
+ 65: "Sollum",
+ 66: "Buq Buq",
+ 67: "Sidi Barrani",
+ 69: "Mersa Matruh",
+ 70: "Fuka",
+ 71: "El Daba",
+ 72: "El Alamein",
+ 73: "El Hamam",
+ 74: "Alexandria",
+
+ 78: "Ghemines",
+ 79: "Skeleidima",
+ 80: "Msus",
+ 83: "Tengeder",
+ 85: "Bir Hacheim",
+ 86: "Retma",
+ 87: "Bir Gubi",
+ 88: "Gabr Saleh",
+ 89: "Sidi Omar",
+ 90: "Bir Habata",
+ 91: "Sofafi",
+ 93: "Bir el Kenayis",
+ 94: "Bir Khalda",
+ 97: "Alam Halfa",
+
+ 103: "Beda Fomm",
+ 104: "Antelat",
+ 106: "Ben Gania",
+ 113: "Ft. Maddalena",
+ 115: "Bir Khamsa",
+ 116: "Bir el Qatrani",
+ 121: "El Himeimat",
+
+ 128: "Agedabia",
+ 129: "Jebel el Matar",
+ 130: "Haraga",
+ 141: "Bir Fuad",
+
+ 151: "El Agheila",
+ 152: "Mersa Brega",
+ 153: "El Haseiat",
+
+ 176: "Maaten Giofer",
+ 178: "Sahaba",
+ 187: "Jarabub Oasis",
+
+ 204: "Jalo Oasis",
+ 213: "Siwa Oasis",
+}
+
+
+function expand_names() {
+ let hex_name2 = { }
+ for (let hex_id = 0; hex_id < map_w * map_h; ++hex_id) {
+ if (hex_exists[hex_id] && !hex_name[hex_id]) {
+ for (let s = 0; s < 6; ++s) {
+ let next_id = hex_id + nextdir[s];
+ if (hex_name[next_id]) {
+ hex_name2[hex_id] = hex_name[next_id] + " " + nextname[s];
+ break;
+ }
+ }
+ }
+ }
+ for (let hex_id in hex_name2)
+ hex_name[hex_id] = hex_name2[hex_id];
+}
+
+expand_names();
+
+let units = [];
+
+const class_from_type = {
+ "recon": "armor",
+ "armor": "armor",
+ "i-tank": "armor",
+ "infantry": "infantry",
+ "mech. inf.": "infantry",
+ "mot. inf.": "infantry",
+ "para": "infantry",
+ "mob. a/t": "antitank",
+ "mot. a/t": "antitank",
+ "self prop. arty": "artillery",
+ "artillery": "artillery",
+}
+
+const speed_from_type = {
+ "recon": 4,
+ "armor": 3,
+ "i-tank": 3, // optional rule: allied i-tanks set this to 2
+ "mech. inf.": 3,
+ "mob. a/t": 3,
+ "self prop. arty": 3,
+ "mot. inf.": 2,
+ "mot. a/t": 2,
+ "infantry": 1,
+ "para": 1,
+ "artillery": 1,
+}
+
+let unit_map = {};
+
+function def_block(nationality, type, appearance, steps, elite, label, name) {
+ let type_class = class_from_type[type];
+ let speed = speed_from_type[type];
+ if (name in unit_map)
+ throw new Error("duplicate block name:", name);
+ unit_map[name] = units.length;
+ units.push({nationality, type, class: type_class, speed, appearance, steps, elite, label, name});
+}
+
+let S = "S";
+let M = "M";
+let T = "T";
+
+//def_block("italian", battle block 1);
+def_block("italian", "infantry", S, 4, 0, 12, "Tre");
+def_block("italian", "infantry", S, 4, 0, 13, "Pav");
+def_block("italian", "infantry", S, 4, 0, 14, "Bre");
+def_block("italian", "infantry", S, 3, 0, 15, "Bol");
+def_block("italian", "infantry", S, 3, 0, 16, "Sav");
+
+def_block("italian", "mech. inf.", 7, 4, 0, 21, "Tri");
+def_block("italian", "infantry", 7, 2, 0, 22, "Sab");
+def_block("italian", "armor", 11, 3, 0, 23, "Lit");
+def_block("italian", "mot. inf.", 17, 3, 0, 24, "Fas");
+def_block("italian", "mot. inf.", 19, 3, 0, 25, "Cen");
+def_block("italian", "infantry", 19, 2, 0, 26, "Pis");
+def_block("italian", "para", M, 4, 0, 27, "Fol");
+def_block("italian", "artillery", S, 2, 0, 28, "Ita");
+def_block("italian", "armor", S, 4, 0, 29, "Ari");
+
+//def_block("german", battle block 1);
+//def_block("german", battle block 2);
+//def_block("german", battle block 3);
+def_block("german", "armor", S, 3, 1, 14, "21/5");
+def_block("german", "recon", S, 1, 1, 15, "21/3");
+def_block("german", "mech. inf.", S, 3, 1, 16, "21/104");
+def_block("german", "recon", 3, 1, 1, 17, "15/33");
+def_block("german", "mob. a/t", 3, 2, 1, 18, "88mm/A");
+def_block("german", "mech. inf.", 3, 3, 1, 19, "15/115");
+
+def_block("german", "armor", 5, 3, 1, 21, "15/8");
+def_block("german", "recon", 5, 1, 1, 22, "90/580");
+def_block("german", "mot. inf.", 5, 2, 1, 23, "90/361");
+def_block("german", "mot. a/t", 5, 2, 1, 24, "50mm");
+def_block("german", "artillery", 7, 2, 1, 25, "/104");
+def_block("german", "mot. inf.", 7, 2, 1, 26, "90/200");
+def_block("german", "mob. a/t", 11, 2, 1, 27, "88mm/B");
+def_block("german", "mech. inf.", 11, 2, 1, 28, "90/sv288");
+def_block("german", "mech. inf.", 11, 2, 1, 29, "90/346");
+
+def_block("german", "para", M, 3, 1, 31, "Ram");
+def_block("german", "infantry", M, 3, 1, 32, "164/382+433");
+def_block("german", "infantry", M, 2, 1, 33, "164/125");
+def_block("german", "mech. inf.", 3, 3, 1, 34, "90/155");
+def_block("german", "mot. a/t", 17, 2, 1, 35, "76mm");
+
+// def_block("allied", bb 1
+// def_block("allied", bb 2
+// def_block("allied", bb 3
+def_block("allied", "armor", S, 2, 0, 14, "2/3");
+def_block("allied", "mech. inf.", S, 2, 0, 15, "2/SG");
+def_block("allied", "mech. inf.", S, 2, 0, 16, "4IN/3m");
+def_block("allied", "mot. inf.", S, 4, 0, 17, "9AU/20");
+def_block("allied", "mot. inf.", S, 4, 0, 18, "70/14+16");
+def_block("allied", "mot. inf.", S, 3, 0, 19, "70/23");
+
+def_block("allied", "armor", T, 1, 1, 21, "Matilda/A");
+def_block("allied", "mech. inf.", T, 3, 0, 22, "7/SG");
+def_block("allied", "mech. inf.", T, 3, 0, 23, "7/22G");
+def_block("allied", "mot. inf.", T, 3, 0, 24, "/Pol");
+def_block("allied", "mot. inf.", T, 3, 0, 25, "7AU/18");
+def_block("allied", "artillery", T, 2, 0, 26, "/Tob");
+def_block("allied", "mot. inf.", 18, 4, 0, 27, "51H/152");
+def_block("allied", "self prop. arty", 18, 2, 0, 28, "Priest");
+def_block("allied", "artillery", 18, 4, 0, 29, "/C");
+
+def_block("allied", "armor", 2, 4, 0, 31, "7/7");
+def_block("allied", "mech. inf.", 2, 3, 0, 32, "4IN/7m");
+def_block("allied", "mot. inf.", 2, 3, 0, 33, "4IN/5");
+def_block("allied", "mot. inf.", 2, 3, 0, 34, "4IN/11");
+def_block("allied", "armor", 4, 1, 1, 35, "Matilda/B");
+def_block("allied", "i-tank", 4, 4, 0, 36, "/1AT");
+def_block("allied", "armor", 4, 3, 0, 37, "7/4");
+def_block("allied", "recon", 4, 2, 0, 38, "7");
+def_block("allied", "artillery", 20, 3, 0, 39, "/D");
+
+def_block("allied", "mot. a/t", 6, 3, 0, 41, "2#");
+def_block("allied", "mech. inf.", 6, 4, 0, 42, "2NZ/4");
+def_block("allied", "mech. inf.", 6, 4, 0, 43, "2NZ/5");
+def_block("allied", "mech. inf.", 6, 4, 0, 44, "2NZ/6");
+def_block("allied", "mot. inf.", 6, 4, 0, 45, "1SA/2+5");
+def_block("allied", "mot. inf.", 6, 3, 0, 46, "1SA/1");
+def_block("allied", "recon", 8, 2, 0, 47, "1SA");
+def_block("allied", "mot. inf.", 8, 3, 0, 48, "1SA/3");
+def_block("allied", "mot. inf.", 8, 3, 0, 49, "2SA/4+6");
+
+def_block("allied", "armor", 8, 4, 0, 51, "1/22");
+def_block("allied", "i-tank", 8, 3, 0, 52, "/32AT");
+def_block("allied", "artillery", 8, 2, 0, 53, "/A");
+def_block("allied", "armor", 10, 4, 0, 54, "1/2");
+def_block("allied", "mech. inf.", 10, 3, 0, 55, "1/201G");
+def_block("allied", "mech. inf.", 10, 2, 0, 56, "1/SG");
+def_block("allied", "mot. inf.", 10, 3, 0, 57, "5IN/29");
+def_block("allied", "armor", 12, 2, 1, 58, "Grant");
+def_block("allied", "mot. a/t", 12, 3, 0, 59, "6#/A");
+
+def_block("allied", "mech. inf.", 14, 2, 0, 61, "10IN/161m");
+def_block("allied", "mot. inf.", 14, 4, 0, 62, "5IN/9+10");
+def_block("allied", "mot. inf.", 14, 4, 0, 63, "10IN/21+25");
+def_block("allied", "mot. inf.", 14, 2, 0, 64, "8IN/18");
+def_block("allied", "mot. inf.", 14, 4, 0, 65, "FF/2");
+def_block("allied", "artillery", 14, 4, 0, 66, "/B");
+def_block("allied", "armor", 20, 3, 1, 67, "Sher/B");
+def_block("allied", "armor", 20, 3, 0, 68, "8/9");
+def_block("allied", "armor", 20, 3, 0, 69, "8/24");
+
+def_block("allied", "armor", 16, 4, 0, 71, "10/8");
+def_block("allied", "armor", 16, 3, 0, 72, "10/23");
+def_block("allied", "mot. inf.", 16, 4, 0, 73, "9AU/26");
+def_block("allied", "mot. inf.", 16, 4, 0, 74, "9AU/24");
+def_block("allied", "mot. inf.", 16, 4, 0, 75, "44/131+133");
+def_block("allied", "mot. inf.", 16, 2, 0, 76, "44/132");
+def_block("allied", "armor", 18, 3, 1, 77, "Sher/A");
+def_block("allied", "mot. a/t", 18, 4, 0, 78, "6#/B");
+def_block("allied", "mot. inf.", 18, 4, 0, 79, "51H/154");
+
+console.log("const hex_exists = " + JSON.stringify(hex_exists));
+console.log("const hex_road = " + JSON.stringify(hex_road));
+console.log("const side_road = " + JSON.stringify(side_road));
+console.log("const side_limit = " + JSON.stringify(side_limit));
+console.log("const hex_name = " + JSON.stringify(hex_name));
+console.log("const regions = " + JSON.stringify(regions));
+console.log("const units = " + JSON.stringify(units));
+console.log("if (typeof module !== 'undefined') module.exports = { hex_name, hex_road, side_road, side_limit, regions, units }");
diff --git a/tools/gentextures.sh b/tools/gentextures.sh
new file mode 100644
index 0000000..cacd968
--- /dev/null
+++ b/tools/gentextures.sh
@@ -0,0 +1,36 @@
+#!/bin/bash
+
+# 2022
+# depression: c4ab8b b39e83
+# depression (old): c4bd9c
+# marsh: 939874 747e5c
+# mountain: b3b37d 9a9a6e
+# desert: ccbda4 d6c5aa
+
+cat tools/wetland.pbm | pgmtoppm "#747e5c-#939874" | ppmquant 2 | pnmtopng > texture_marsh.png
+#pngtopnm tools/scree_overlay@2x.png | pgmtoppm "black-#c4ab8b" | ppmquant 2 | pnmtopng > texture_scree.png
+pngtopnm tools/scree_overlay@2x.png | pgmtoppm "black-#c4bd9c" | ppmquant 2 | pnmtopng > texture_scree.png
+#pngtopnm tools/rock_overlay@2x.png | pnmnorm | pgmtoppm "#aaa26f-#bab079" | ppmquant 2 | pnmtopng > texture_mountain.png
+pngtopnm tools/rock_overlay@2x.png | pnmnorm | pgmtoppm "#9d9d6a-#aaaa77" | ppmquant 2 | pnmtopng > texture_mountain.png
+pngtopnm tools/rock_overlay@2x.png | pnmnorm | pgmtoppm "#ccbda4-#d6c5aa" | ppmquant 2 | pnmtopng > texture_clear.png
+pngtopnm tools/rock_overlay@2x.png | pnmnorm | pgmtoppm "#bba487-#c4ab8b" | ppmquant 2 | pnmtopng > texture_depression.png
+
+for PNG in texture_*.png
+do
+ zopflipng -y $PNG $PNG
+done
+
+exit 0
+
+OUT=textures.svg
+rm -f $OUT
+for PNG in texture_*.png
+do
+SIZE=$(file $PNG | sed 's/[^0-9]*//;s/ .*//')
+echo '<pattern id="'${PNG/.png/}'" width="'$SIZE'" height="'$SIZE'" patternUnits="userSpaceOnUse">' >> $OUT
+echo '<image width="'$SIZE'" height="'$SIZE'" xlink:href="data:image/png;base64,' >> $OUT
+base64 $PNG >> $OUT
+echo '"/>' >> $OUT
+echo '"</pattern>' >> $OUT
+echo >> $OUT
+done
diff --git a/tools/genunits.js b/tools/genunits.js
new file mode 100644
index 0000000..4e0f30e
--- /dev/null
+++ b/tools/genunits.js
@@ -0,0 +1,227 @@
+const { units } = require("../data.js");
+const print = console.log;
+
+print(`<svg xmlns="http://www.w3.org/2000/svg" width="510" height="510" version="1.2" viewBox="0 0 510 510">
+<defs>
+
+<symbol id="font_1" overflow="visible">
+<path transform="scale(1,-1) translate(-.3333333 0)" d="M .49169923 .7285156 L .49169923 0 L .29052735 0 L .29052735 .47642518 C .25797526 .45183818 .22648113 .4319407 .19604492 .4167328 C .16560872 .40152488 .1274414 .3869629 .08154297 .37304688 L .08154297 .53515627 C .1492513 .5571289 .20182292 .5835317 .23925781 .6143646 C .27669273 .6451976 .3059896 .68324789 .32714845 .7285156 L .49169923 .7285156 Z "/>
+</symbol>
+
+<symbol id="font_2" overflow="visible">
+<path transform="scale(1,-1) translate(-.3333333 0)" d="M .6230469 0 L .026367188 0 C .033203126 .05891927 .053955079 .114339198 .08862305 .16625977 C .123291019 .21818035 .1883138 .27945964 .2836914 .35009767 C .34195964 .39339195 .37923179 .42626954 .3955078 .44873048 C .41178385 .4711914 .41992188 .49251304 .41992188 .5126953 C .41992188 .5345052 .41186524 .5531413 .39575196 .5686035 C .37963868 .58406576 .359375 .5917969 .33496095 .5917969 C .3095703 .5917969 .28881837 .5838928 .27270509 .5680847 C .2565918 .5522766 .24576824 .52437338 .24023438 .484375 L .041015626 .5003357 C .048828126 .5562439 .06315104 .59987899 .083984378 .63124087 C .10481771 .6626129 .13419597 .68666586 .17211914 .70339968 C .21004232 .7201436 .26253257 .7285156 .32958985 .7285156 C .3995768 .7285156 .45402018 .7205302 .49291993 .7045593 C .53181967 .68858847 .56241866 .6640625 .5847168 .63098147 C .60701498 .5979004 .61816409 .5608266 .61816409 .51976016 C .61816409 .47608949 .6053874 .43437196 .579834 .39460755 C .5542806 .35484315 .5078125 .3111979 .4404297 .26367188 C .40039063 .23600261 .37361656 .21663411 .36010743 .2055664 C .3465983 .1944987 .33072917 .18001302 .3125 .16210938 L .6230469 .16210938 L .6230469 0 Z "/>
+</symbol>
+
+<symbol id="font_3" overflow="visible">
+<path transform="scale(1,-1) translate(-.3333333 0)" d="M .23388672 .5097656 L .045898439 .5431061 C .061523439 .60296127 .091552738 .64882406 .13598633 .6806946 C .18041992 .71257528 .24332683 .7285156 .32470704 .7285156 C .4181315 .7285156 .4856771 .7110494 .52734377 .67611697 C .56901046 .6411845 .58984377 .5972748 .58984377 .5443878 C .58984377 .51337179 .5813802 .48529054 .5644531 .46014405 C .54752609 .43500773 .52197268 .41297404 .48779298 .39404298 C .5154622 .38720704 .5366211 .37923179 .55126956 .3701172 C .57503256 .35546876 .59350588 .33618165 .60668948 .31225587 C .61987307 .28833009 .62646487 .25976563 .62646487 .2265625 C .62646487 .18489583 .6155599 .14493816 .59375 .10668945 C .5719401 .06844076 .54052737 .03898112 .49951173 .018310547 C .4584961 -.0023600262 .4046224 -.0126953129 .33789063 -.0126953129 C .27278648 -.0126953129 .22143555 -.0050455729 .18383789 .010253906 C .14624024 .025553385 .11531576 .04793294 .09106445 .07739258 C .06681315 .10685221 .048177083 .1438802 .03515625 .18847656 L .23388672 .21484375 C .24169922 .17480469 .25382487 .14705403 .27026368 .1315918 C .28670249 .116129558 .3076172 .10839844 .3330078 .10839844 C .35970054 .10839844 .38191734 .11816406 .3996582 .13769531 C .41739909 .15722656 .42626954 .18326824 .42626954 .21582031 C .42626954 .24902344 .4177246 .2747396 .40063478 .29296876 C .38354493 .3111979 .36035157 .3203125 .3310547 .3203125 C .3154297 .3203125 .2939453 .31640626 .26660157 .30859376 L .27685548 .45069886 C .2879232 .44906108 .29654948 .4482422 .30273438 .4482422 C .32877604 .4482422 .35050456 .4565684 .36791993 .47322084 C .3853353 .48987327 .39404298 .5096283 .39404298 .53248599 C .39404298 .55436709 .38753257 .5718384 .37451173 .5848999 C .36149089 .5979614 .34358726 .6044922 .32080079 .6044922 C .29736329 .6044922 .2783203 .59748336 .26367188 .5834656 C .24902344 .5694478 .23909505 .54488119 .23388672 .5097656 Z "/>
+</symbol>
+
+<symbol id="font_4" overflow="visible">
+<path transform="scale(1,-1) translate(-.3333333 0)" d="M .3828125 .13378906 L .020507813 .13378906 L .020507813 .2975006 L .3828125 .7285156 L .55615237 .7285156 L .55615237 .28808595 L .6459961 .28808595 L .6459961 .13378906 L .55615237 .13378906 L .55615237 0 L .3828125 0 L .3828125 .13378906 M .3828125 .28808595 L .3828125 .5143585 L .19140625 .28808595 L .3828125 .28808595 Z "/>
+</symbol>
+
+<symbol id="font_6" overflow="visible">
+<path transform="scale(1,-1) translate(-.3333333 0)" d="M .6166992 .5548401 L .4189453 .53027346 C .41373698 .5581258 .4050293 .57778427 .39282228 .58924868 C .38061524 .6007131 .3655599 .6064453 .34765626 .6064453 C .3154297 .6064453 .2903646 .5901286 .27246095 .5574951 C .2594401 .5340068 .24983724 .4837545 .24365235 .40673829 C .26741538 .4308268 .29182945 .44864909 .31689454 .46020509 C .34195964 .47176109 .370931 .47753907 .4038086 .47753907 C .4676107 .47753907 .52156576 .45472718 .5656738 .4091034 C .6097819 .36348979 .63183596 .3056539 .63183596 .2355957 C .63183596 .18835449 .6206868 .1451823 .5983887 .1060791 C .5760905 .066975917 .545166 .037404378 .50561526 .017364502 C .46606446 -.0026753743 .4165039 -.0126953129 .3569336 -.0126953129 C .285319 -.0126953129 .22786458 -.00047302247 .18457031 .023971558 C .14127605 .048416139 .10668945 .08744812 .08081055 .1410675 C .05493164 .19468689 .041992189 .26566569 .041992189 .3540039 C .041992189 .48339845 .06917318 .5781657 .123535159 .63830569 C .17789714 .6984456 .25325523 .7285156 .34960938 .7285156 C .40657554 .7285156 .45157878 .72190859 .48461915 .70869448 C .5176595 .69549056 .54508468 .6761678 .56689456 .6507263 C .5887044 .62528488 .60530599 .59332278 .6166992 .5548401 M .25048829 .2355957 C .25048829 .19678752 .2602539 .16637166 .27978517 .14434815 C .2993164 .1223348 .3232422 .111328128 .3515625 .111328128 C .37760417 .111328128 .39941407 .121276859 .4169922 .14117432 C .4345703 .16107178 .44335938 .1907552 .44335938 .23022461 C .44335938 .27067057 .43424479 .30149333 .41601563 .32269288 C .39778648 .34389244 .37516276 .3544922 .34814454 .3544922 C .32047526 .3544922 .2972819 .34421794 .27856446 .32366944 C .25984703 .30312095 .25048829 .27376304 .25048829 .2355957 Z "/>
+</symbol>
+
+<symbol id="cv4">
+<use href="#font_4" transform="translate(25.5,11) rotate(0) scale(12)"/>
+<use href="#font_3" transform="translate(40,25.5) rotate(90) scale(12)"/>
+<use href="#font_2" transform="translate(25.5,40) rotate(180) scale(12)"/>
+<use href="#font_1" transform="translate(11,25.5) rotate(-90) scale(12)"/>
+</symbol>
+
+<symbol id="cv3">
+<use href="#font_3" transform="translate(25.5,11) rotate(0) scale(12)"/>
+<use href="#font_2" transform="translate(40,25.5) rotate(90) scale(12)"/>
+<use href="#font_1" transform="translate(25.5,40) rotate(180) scale(12)"/>
+</symbol>
+
+<symbol id="cv2">
+<use href="#font_2" transform="translate(25.5,11) rotate(0) scale(12)"/>
+<use href="#font_1" transform="translate(40,25.5) rotate(90) scale(12)"/>
+</symbol>
+
+<symbol id="cv1">
+<use href="#font_1" transform="translate(25.5,11) rotate(0) scale(12)"/>
+</symbol>
+
+<symbol id="cv3e">
+<use href="#font_6" transform="translate(25.5,11) rotate(0) scale(12)"/>
+<use href="#font_4" transform="translate(40,25.5) rotate(90) scale(12)"/>
+<use href="#font_2" transform="translate(25.5,40) rotate(180) scale(12)"/>
+</symbol>
+
+<symbol id="cv2e">
+<use href="#font_4" transform="translate(25.5,11) rotate(0) scale(12)"/>
+<use href="#font_2" transform="translate(40,25.5) rotate(90) scale(12)"/>
+</symbol>
+
+<symbol id="cv1e">
+<use href="#font_2" transform="translate(25.5,11) rotate(0) scale(12)"/>
+</symbol>
+
+</defs>
+<g font-family="Arial,Helvetica,sans-serif" font-weight="bold">`);
+
+SYMBOLS = {
+
+"armor": `
+<path fill="#ccc" stroke="#111" stroke-linejoin="round" stroke-width="1.5" d="M38.3 38.3H12.8V12.9h25.5zm0 0"/>
+<path fill="none" stroke="#111" stroke-width="1.5" d="M33.8 25.4c0 2.7-2.4 5-5.4 5h-5.7c-3 0-5.5-2.3-5.5-5s2.5-4.9 5.5-4.9h5.7c3 0 5.4 2.2 5.4 5zm0 0"/>
+`,
+
+"armor_elite": `
+<path fill="#ccc" stroke="#111" stroke-linejoin="round" stroke-width="1.5" d="M38.3 38.3H12.8V12.9h25.5zm0 0"/>
+<path fill="#a08672" stroke="#111" stroke-width="1.5" d="M33.8 25.4c0 2.7-2.4 5-5.4 5h-5.7c-3 0-5.5-2.3-5.5-5s2.5-4.9 5.5-4.9h5.7c3 0 5.4 2.2 5.4 5zm0 0"/>
+`,
+
+"armor_itank": `
+<path fill="#ccc" stroke="#111" stroke-linejoin="round" stroke-width="1.5" d="M38.3 38.3H12.8V12.9h25.5zm0 0"/>
+<path fill="none" stroke="#111" stroke-width="1.5" d="M34.1 25.4c0 2.7-2.4 4.9-5.4 4.9H23c-3 0-5.5-2.2-5.5-5 0-2.6 2.4-4.8 5.5-4.8h5.7c3 0 5.4 2.2 5.4 4.9zm0 0"/>
+<path fill="#111" d="M27.3 28.3h-3.4v-1h1v-3.8h-1v-1h3.4v1h-1v3.7h1zm0 0"/>
+`,
+
+"artillery": `
+<path fill="#ccc" stroke="#111" stroke-linejoin="round" stroke-width="1.5" d="M38.3 38.3H12.8V12.9h25.5zm0 0"/>
+<path fill="#111" d="M29.8 25.6c0 2.3-2 4.2-4.3 4.2a4.2 4.2 0 0 1-4.2-4.2 4.2 4.2 0 0 1 4.2-4.2c2.4 0 4.3 1.8 4.3 4.2"/>
+`,
+
+"infantry": `
+<path fill="#ccc" stroke="#111" stroke-linejoin="round" stroke-width="1.5" d="M38.3 38.3H12.8V12.9h25.5zm0 0"/>
+<path fill="none" stroke="#111" stroke-width="1.5" d="M12.8 12.8 38.3 38M38.2 13l-25.4 25"/>
+`,
+
+"mechanized_infantry": `
+<path fill="#ccc" stroke="#111" stroke-linejoin="round" stroke-width="1.5" d="M38.3 38.3H12.8V12.9h25.5zm0 0"/>
+<path fill="none" stroke="#111" stroke-width="1.5" d="M12.8 12.8 38.3 38M38.2 13l-25.4 25m21-12.5c0 2.7-2.4 5-5.4 5h-5.7c-3 0-5.5-2.3-5.5-5s2.5-4.9 5.5-4.9h5.7c3 0 5.4 2.2 5.4 5zm0 0"/>
+`,
+
+"mobile_antitank": `
+<path fill="#ccc" stroke="#111" stroke-linejoin="round" stroke-width="1.5" d="M38.3 38.3H12.8V12.9h25.5zm0 0"/>
+<path fill="none" stroke="#111" stroke-width="1.5" d="M33.8 25.4c0 2.7-2.4 5-5.4 5h-5.7c-3 0-5.5-2.3-5.5-5s2.5-4.9 5.5-4.9h5.7c3 0 5.4 2.2 5.4 5zm0 0"/>
+<path fill="#fff" stroke="#111" stroke-width="1.5" d="m25.9 13-9.6 24.9m9.3-25.1 9.1 25.4"/>
+`,
+
+"motorized_antitank_new": `
+<path fill="#ccc" stroke="#111" stroke-linejoin="round" stroke-width="1.5" d="M38.3 38.3H12.8V12.9h25.5zm0 0"/>
+<path fill="#fff" stroke="#111" stroke-width="1.5" d="m25.9 13-9.6 24.9m9.3-25.1 9.1 25.4"/>
+<path fill="#111" d="M23.8 34.8c0 1.3-1 2.3-2.4 2.3-1.3 0-2.4-1-2.4-2.3s1-2.3 2.4-2.3c1.3 0 2.4 1 2.4 2.3m8.2 0c0 1.3-1 2.3-2.4 2.3-1.3 0-2.4-1-2.4-2.3s1-2.3 2.4-2.3c1.3 0 2.4 1 2.4 2.3"/>
+`,
+
+"motorized_antitank_old": `
+<path fill="#ccc" stroke="#111" stroke-linejoin="round" stroke-width="1.5" d="M38.3 38.3H12.8V12.9h25.5zm0 0"/>
+<path fill="#fff" stroke="#111" stroke-width="1.5" d="m25.9 13-9.6 24.9m9.3-25.1 9.1 25.4"/>
+`,
+
+"motorized_infantry": `
+<path fill="#ccc" stroke="#111" stroke-linejoin="round" stroke-width="1.5" d="M38.3 38.3H12.8V12.9h25.5zm0 0"/>
+<path fill="none" stroke="#111" stroke-width="1.5" d="M12.8 12.8 38.3 38M38.2 13l-25.4 25"/>
+<path fill="#111" d="M23.7 34.7c0 1.3-1 2.4-2.4 2.4-1.3 0-2.4-1-2.4-2.4s1-2.3 2.4-2.3c1.3 0 2.4 1 2.4 2.3m8.2 0c0 1.3-1 2.4-2.4 2.4a2.3 2.3 0 1 1 0-4.7c1.4 0 2.4 1 2.4 2.3"/>
+`,
+
+"paratroopers": `
+<path fill="#ccc" stroke="#111" stroke-linejoin="round" stroke-width="1.5" d="M38.3 38.3H12.8V12.9h25.5zm0 0"/>
+<path fill="none" stroke="#111" stroke-width="1.5" d="M12.8 12.8 38.3 38M38.2 13l-25.4 25m12.6-1.5v-2c0-1 1-1.8 2.2-1.8 1.2 0 2.2.9 2.2 1.9v1.9m-8.8 0v-2c0-1 1-1.8 2.2-1.8 1.2 0 2.2.9 2.2 1.9v1.9"/>
+`,
+
+"recon": `
+<path fill="#ccc" stroke="#111" stroke-linejoin="round" stroke-width="1.5" d="M38.3 38.3H12.8V12.9h25.5zm0 0"/>
+<path fill="none" stroke="#111" stroke-width="1.5" d="M33.8 25.4c0 2.7-2.4 5-5.4 5h-5.7c-3 0-5.5-2.3-5.5-5s2.5-4.9 5.5-4.9h5.7c3 0 5.4 2.2 5.4 5zM38.2 13l-25.4 25"/>
+`,
+
+"self_propelled_artillery": `
+<path fill="#ccc" stroke="#111" stroke-linejoin="round" stroke-width="1.5" d="M38.3 38.3H12.8V12.8h25.5zm0 0"/>
+<path fill="none" stroke="#111" stroke-width="1.5" d="M33.8 25.5c0 2.7-2.4 5-5.4 5h-5.7c-3 0-5.5-2.3-5.5-5s2.4-4.9 5.5-4.9h5.7c3 0 5.4 2.2 5.4 5zm0 0"/>
+<path fill="#111" d="M29 25.5a3.4 3.4 0 0 1-3.5 3.4 3.4 3.4 0 0 1-3.4-3.4 3.4 3.4 0 0 1 3.4-3.4 3.4 3.4 0 0 1 3.4 3.4"/>
+`,
+
+}
+
+const TYPEMAP = {
+ "armor": "armor",
+ "artillery": "artillery",
+ "i-tank": "armor_itank",
+ "infantry": "infantry",
+ "mech. inf.": "mechanized_infantry",
+ "mob. a/t": "mobile_antitank",
+ "mot. a/t": "motorized_antitank_new",
+ "mot. inf.": "motorized_infantry",
+ "para": "paratroopers",
+ "recon": "recon",
+ "self prop. arty": "self_propelled_artillery",
+};
+
+// 94 units
+
+let smcp = /(IN|AU|NZ|SA|AT|H|G)$/;
+smcp = /NEVER/;
+
+const COLORMAP = {
+ "italian": "#b0c5d4",
+ "german": "#f9e3b3",
+ "allied": "#cead78",
+ "Pol": "#ffffff",
+ "FF": "#8197cd",
+ "NZ": "#95c3d6",
+ "AU": "#f48480",
+ "SA": "#f9a64a",
+ "IN": "#84c88b",
+}
+
+const BLACK = {
+ italian: "#221f1f",
+ german: "#004e2f",
+ allied: "#5c3a1e"
+}
+
+let x = 0, y = 0;
+for (let u of units) {
+ let type = TYPEMAP[u.type];
+ let black = BLACK[u.nationality];
+ let fill = COLORMAP[u.nationality];
+
+ let [a, b] = u.name.split('/');
+ if (b)
+ b = b.split('+');
+
+ for (let n in COLORMAP)
+ if (a.endsWith(n) || (b && b[0] === n))
+ fill = COLORMAP[n];
+
+ print(`<g transform="translate(${x},${y})">`);
+
+ if (type === 'armor' && u.elite && u.nationality === 'allied')
+ type = 'armor_elite';
+
+ let symbol = SYMBOLS[type];
+ print(symbol.replace(/#ccc/g, fill).replace(/#111/g, black).trim());
+
+ if (u.elite)
+ print(`<use href="#cv${u.steps}e" fill="${black}"/>`);
+ else
+ print(`<use href="#cv${u.steps}" fill="${black}"/>`);
+
+ print(`<g fill="${black}">`);
+ print(`<text text-anchor="start" font-size="7" x="2" y="8">${u.appearance}</text>`);
+ print(`<text text-anchor="start" font-size="7" x="2" y="48">${a}</text>`);
+
+ if (b) {
+ if (b.length > 1) {
+ print(`<text text-anchor="end" font-size="7" x="49" y="43">${b[0]}</text>`);
+ print(`<text text-anchor="end" font-size="7" x="49" y="49">${b[1]}</text>`);
+ } else {
+ print(`<text text-anchor="end" font-size="7" x="48" y="48">${b[0]}</text>`);
+ }
+ }
+
+ print(`</g>`);
+ print(`</g>`);
+ x += 51;
+ if (x >= 510) {
+ y += 51;
+ x = 0;
+ }
+}
+print(`</g>`);
+print(`</svg>`);
diff --git a/tools/rock_overlay.png b/tools/rock_overlay.png
new file mode 100644
index 0000000..d2c6976
--- /dev/null
+++ b/tools/rock_overlay.png
Binary files differ
diff --git a/tools/rock_overlay@2x.png b/tools/rock_overlay@2x.png
new file mode 100644
index 0000000..8710ab6
--- /dev/null
+++ b/tools/rock_overlay@2x.png
Binary files differ
diff --git a/tools/scree_overlay.png b/tools/scree_overlay.png
new file mode 100644
index 0000000..cab6b5c
--- /dev/null
+++ b/tools/scree_overlay.png
Binary files differ
diff --git a/tools/scree_overlay@2x.png b/tools/scree_overlay@2x.png
new file mode 100644
index 0000000..5680582
--- /dev/null
+++ b/tools/scree_overlay@2x.png
Binary files differ
diff --git a/tools/wetland.pbm b/tools/wetland.pbm
new file mode 100644
index 0000000..aa9151c
--- /dev/null
+++ b/tools/wetland.pbm
Binary files differ
diff --git a/units.svg b/units.svg
new file mode 100644
index 0000000..7e3c7cd
--- /dev/null
+++ b/units.svg
@@ -0,0 +1,1025 @@
+<svg xmlns="http://www.w3.org/2000/svg" width="510" height="510" version="1.2" viewBox="0 0 510 510">
+<defs>
+
+<symbol id="font_1" overflow="visible">
+<path transform="scale(1,-1) translate(-.3333333 0)" d="M .49169923 .7285156 L .49169923 0 L .29052735 0 L .29052735 .47642518 C .25797526 .45183818 .22648113 .4319407 .19604492 .4167328 C .16560872 .40152488 .1274414 .3869629 .08154297 .37304688 L .08154297 .53515627 C .1492513 .5571289 .20182292 .5835317 .23925781 .6143646 C .27669273 .6451976 .3059896 .68324789 .32714845 .7285156 L .49169923 .7285156 Z "/>
+</symbol>
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