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author | Tor Andersson <tor@ccxvii.net> | 2022-04-08 01:29:54 +0200 |
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committer | Tor Andersson <tor@ccxvii.net> | 2022-11-17 13:11:25 +0100 |
commit | e8a5f5410a0e876d889a2a8137c34bb925f65408 (patch) | |
tree | 8d891624db916cfaa6f0e5629e65d070874b58fd /info | |
parent | 4bb51cd7884c3861446098ffca0750bddbfa833b (diff) | |
download | rommel-in-the-desert-e8a5f5410a0e876d889a2a8137c34bb925f65408.tar.gz |
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diff --git a/info/rules.html b/info/rules.html new file mode 100644 index 0000000..e87deaa --- /dev/null +++ b/info/rules.html @@ -0,0 +1,3822 @@ +<!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">©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' 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'. 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 "Italian" 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 “campaign game”.</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 "<i>hexes</i>", 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’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 “fog of war” 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’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> ("CV"). A unit’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 "real"</p> +<p style="top:404.0pt;left:278.8pt">Supply Cards; 1/3rd are "dummy"</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 "buy" 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, "Msus E1" 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">• 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">• 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">• Empty hexes are unoccupied.</p> +<p style="top:460.3pt;left:68.8pt">• 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">• <i>Mountains</i> (Jebel el Akhdar),</p> +<p style="top:841.3pt;left:68.8pt">• <i>Ridges</i>, and</p> +<p style="top:860.1pt;left:68.8pt">• <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 ‘bonus’ 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’s strength,</p> +<p style="top:590.8pt;left:61.2pt">called <i>Combat Value</i> ("CV").</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’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 "pools", 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’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’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’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 & 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'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">• 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">• 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">• 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 & 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 ‘jogs’ 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">• Highway</p> +<p style="top:424.0pt;left:149.0pt">+4 hexes</p> +<p style="top:441.5pt;left:68.1pt">• Tracks</p> +<p style="top:441.5pt;left:149.0pt">+2 hexes</p> +<p style="top:459.0pt;left:68.1pt">• 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 & 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’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’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">• <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">• <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'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’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'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">• "SF" stands for "single fire" and</p> +<p style="top:212.3pt;left:297.5pt">scores one hit for every "6" rolled.</p> +<p style="top:231.1pt;left:290.0pt">• "DF" (double fire) scores a hit for</p> +<p style="top:246.1pt;left:297.5pt">every "5" or "6" rolled.</p> +<p style="top:264.8pt;left:290.0pt">• "TF" (triple fire) scores a hit for</p> +<p style="top:279.8pt;left:297.5pt">every "4", "5", or "6" 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’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 45º.</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 “Half Losses” </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 “odd” 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’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">• Disengage from a battle (7.2),</p> +<p style="top:159.3pt;left:68.8pt">• Refuse battle (10.2),</p> +<p style="top:175.6pt;left:68.8pt">• Are Unsupplied (12.1) during <b>both</b></p> +<p style="top:190.6pt;left:76.2pt">the Initial & Final Supply Checks, or</p> +<p style="top:206.8pt;left:68.8pt">• 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">• Move (except to Rout)</p> +<p style="top:412.3pt;left:68.8pt">• 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">• Fire or absorb hits in Combat</p> +<p style="top:464.8pt;left:68.8pt">• Form part of friendly Supply Chains</p> +<p style="top:483.6pt;left:68.8pt">• Block enemy Supply Lines</p> +<p style="top:502.3pt;left:68.8pt">• 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">• Are not in a Battle Hex,</p> +<p style="top:849.1pt;left:68.8pt">• Have a Supply Line, and</p> +<p style="top:867.8pt;left:68.8pt">• 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">• 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">• 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">• Lose one <b>step</b> of <i>Rout Attrition</i></p> +<p style="top:336.1pt;left:290.0pt">• Suffer Pursuit Fire (10.5)</p> +<p style="top:354.8pt;left:290.0pt">• 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">• 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">• <b>Tracks:</b> 3 hexes (2 hexes intervening)</p> +<p style="top:400.1pt;left:280.6pt">• <b>Trails:</b> 2 hexes (1 hex intervening)</p> +<p style="top:417.6pt;left:280.6pt">• <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">• 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 "project" 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>• INITIAL SUPPLY CHECK:</b></p> +<p style="top:315.3pt;left:68.8pt">• 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">• 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">• 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">• Disruption Recovery:</p> +<p style="top:480.3pt;left:77.5pt">• 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">•<b> FINAL SUPPLY CHECK:</b></p> +<p style="top:116.6pt;left:283.8pt">• 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">• 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">• 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">• 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>• BUILDUP SUPPLY CHECK:</b></p> +<p style="top:392.8pt;left:283.8pt">• 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">• 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">• Eliminate any Unsupplied units.</p> +<p style="top:509.1pt;left:283.8pt">• 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">• 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'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., “El</p> +<p style="top:318.6pt;left:61.2pt">Alamein SW1”).</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">"prepared positions" 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 & 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">• 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">• 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">• Eliminate any Unsupplied units.</p> +<p style="top:632.8pt;left:68.8pt">• Remove "Unsupplied" markers for</p> +<p style="top:647.8pt;left:76.2pt">those units currently Supplied.</p> +<p style="top:666.6pt;left:68.8pt">• 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’s dice roll is </i></p> +<p style="top:833.8pt;left:67.5pt"><i>"9" and the other player’s is "7", 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">• Redeployments (16.51)</p> +<p style="top:743.3pt;left:290.0pt">• Replacements (16.54)</p> +<p style="top:762.1pt;left:290.0pt">• Minefields (14.1)</p> +<p style="top:780.8pt;left:290.0pt">• 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 & 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">❒<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">• BPs Saved (from previous Months), </p> +<p style="top:622.8pt;left:518.8pt;font-size:11.0pt">• Redeployments/ BPs spent, </p> +<p style="top:640.1pt;left:518.8pt;font-size:11.0pt">• Steps Rebuilt/ BPs spent, </p> +<p style="top:657.3pt;left:518.8pt;font-size:11.0pt">• BPs spent for Extra Supply,</p> +<p style="top:674.6pt;left:518.8pt;font-size:11.0pt">• 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 "Alamein SW2".)</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 & 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 & 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 & 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 "sudden-death" 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’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’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 “Army</p> +<p style="top:156.8pt;left:360.0pt">Tank” 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">“Infantry Tanks”.</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'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'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 "<b>S</b>" 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">––––––––––––––––––––</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>"S"</b> units (6 units).</p> +<p style="top:363.6pt;left:68.8pt"><b>Tobruk:</b> all <b>"T"</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">• Return the Month marker to "1"</p> +<p style="top:710.3pt;left:68.8pt">• 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 "as is" until the end of 1942.</p> +<p style="top:789.1pt;left:68.8pt">• 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">• Axis "M" (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 "S"</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">––––––––––––––––––––</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 "S"</p> +<p style="top:411.1pt;left:290.0pt">and "T" 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 "Crusader", </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'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 ‘Origins 1987’.]</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’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’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 "M" 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 "M" 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 "Gazala Line" 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">––––––––––––––––––––</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’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 ‘right hook’ 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’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 "M" unit (8 units)</p> +<p style="top:775.8pt;left:68.8pt"><b><i>Malta Group:</i></b><i> Axis "M" 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 “a close </p> +<p style="top:281.3pt;left:506.2pt;font-size:11.0pt">run thing.” 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 "C", 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">("D" 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 "2". 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 "4"</p> +<p style="top:206.6pt;left:61.2pt">and the Axis player rolls a "5"; 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 "holding the line" 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’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">"fallback" 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">• <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">• <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">• <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 "combat value" 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 'technological' 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 "comings and goings"</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 ‘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 ‘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 ‘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 ‘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 ‘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 ‘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 ‘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 ‘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 ‘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 ‘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 ‘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 ‘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 ‘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 ‘41-Jan ‘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 ‘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 ‘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 ‘41-Jan ‘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 ‘41-Jan’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 ‘41-Jan’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 ‘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’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 "use of time" (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'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 "mobile defense";</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">"acceleration effect" 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't happen won't. They don'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">"combat value" of their troops, or of</p> +<p style="top:236.0pt;left:282.5pt">consulting a "combat results table".</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 "stop-go"</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'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' 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 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