FAB: Sicily
FAB: Sicily Rulebook
Table of Contents
Table of Contents
- Series Rules Errata (Volume 2 Update)
- 1.0 Introduction
- 2.0 Key Words & Concepts
- 3.0 Sequence of Play
- 4.0 Reinforcement & Admin Phases
- 5.0 Stacking and Movement
- 6.0 Combat
- 7.0 Reaction & Breakthrough Phases
- 8.0 Special Actions & Staff Functions
- 9.0 Supply Phase
- 10.0 Designer's Notes
- 11.0 Introduction
- 12.0 Game Components
- 13.0 Definition of Standard Terms
- 14.0 General Rules
- 14.1 Boundary Types
- 14.2 Appropriate Entry Areas
- 14.3 Army Boundaries & Zones
- 14.4 Movement Restrictions
- 14.5 Engineer Functions & Considerations
- 14.6 Additional Uses of Special Actions & Staff Functions
- 14.7 Availability of Reserve Markers
- 14.8 Strategic Movement Restrictions
- 14.9 Supply Sources & Special Rules (9.31)
- 15.0 Rules for Units Specific to This Game
- 16.0 Rules for Assets Specific to This Game
- 17.0 Event Descriptions
- 18.0 Optional Rules
- 19.0 Victory Determination
- 20.0 Designer's Notes
- 21.0 Play Notes
- 22.0 The Scenarios
- 23.0 Examples of Play
- Example 1 – Choosing & Placing a Beachhead
- Example 2 – Drawing Assets & Events
- Example 3 – Air Interdiction & Air Combat
- Example 4 – Damaging & Repairing Ports
- Example 5 – Army Boundaries
- Example 6 – Basic Movement
- Example 7 – Restricted Terrain Boundaries
- Example 8 – Crossing a Bridge
- Example 9 – Landing
- Example 10 – Italian Morale Collapse
- Example 11 – Strategic Movement
- Example 12 – Basic Combat
- Example 13 – Airborne Assault
- Example 14 – Beach Assault
- Example 15 – Flank Invasion
- Example 16 – Retreat
- Example 17 – Reaction & Breakthrough
- Example 18 – Supply
Series Rules Errata (Volume 2 Update)
Aside from minor editorial changes and clarifications, the following important changes have been made to the Base Rules (1.0–10.0) relative to those published in the first volume of the series:
- 4.34 – Delete "when a friendly unit enters the area."
- 4.34 – The following change from the Official FAQ was not included, but see the update to 5.32: change "one additional movement point to enter" to "one additional movement point to enter (but not in addition to the +1 spent if friendly forces are present)."
- 5.1 – Add a sentence after "two units of each side," as follows: "No unit may voluntarily end its movement in violation of stacking limits."
- 5.32 – Insert "and/or assets" so that the sentence reads "Entering an area that already contains unit(s) and/or assets, friendly and/or enemy, costs one additional movement point (total)."
- 5.35c – Change "into a contested area each Movement Phase" so that it reads "into an area occupied by the enemy each Movement Phase."
- 6.22 – A new limit is added: up to 8 available assets.
- 6.23 – A new limit is added: up to 5 available assets.
- 6.6 – Insert the following sentence: "Where there is a choice, the area must contain one or fewer units. If all such adjoining areas contain two friendly units, the unit must continue to retreat as above, and continues to do so, moving towards (until it reaches) the nearest friendly-controlled area that contains one or fewer units."
- 9.31c – Delete "A supply path cannot pass through a vacant area that is adjacent to an enemy-controlled area with one or more uncontested enemy units."
Map error: Modica is area 2 (not 3).
1.0 Introduction
The Fast Action Battle (FAB) series of games was designed to recreate important battles of the early to mid 20th Century, using wooden blocks to represent the major combat formations (units) and die-cut counters to represent the supporting elements (assets).
As the field commander for your chosen side, you must decide how to make the best use of your units, reserves, assets, and Special Actions towards fulfilling your assigned objectives.
These games are designed to impart a good sense of the history and to play fast (compared to other wargames on the same topic), while being both fun and challenging. Enjoy the games!
There are references to other rules – e.g. (4.3) – throughout these booklets. These references may be ignored when reading through the rules for the first time. They are provided to help you find a rule that you might be seeking during play.
2.0 Key Words & Concepts
2.1 General
10-sided Dice—Regardless of any modifiers and the purpose of the die roll, a roll of '1' will always result in success and a roll of '10' will always result in failure. The dice included with each FAB game are numbered from 1 to 10. If you are using ten sided dice that are numbered from 0 to 9, treat each roll of a 0 as a 10.
Exclusive Rules—The Exclusive Rules (those beginning with section 11.0 in the Play Book) represent rules that are specific to the battle being portrayed. If they contradict the Series Rules, the Exclusive Rules take precedence.
First Player—This is the player that moves first each turn and is designated in the Exclusive Rules (13.1).
Selection Cup—This is an opaque container, such as a coffee cup, from which assets and events are drawn at random. Each player needs a selection cup (not included in the game).
Status Boxes—Each player has his own set of Status Boxes on the map sheet. The Available Box holds the assets/events that are playable; the Used Box holds the assets that have been used in the current game turn; and the Eliminated Box holds all used events and units/assets that have been eliminated.
Success Number—This is the number needed (or less) on a 10-sided die to succeed in what you are attempting. The basic Success Number is always '5'. This can be modified up or down by applicable modifiers. These modifiers are listed in the Combat Table on the Player-Aid Card and in the appropriate rule sections.
2.2 Units, Assets, Events, & Markers
Units—These are the main combat and maneuver elements. Each unit's size depends on the battle portrayed, but is usually a Regiment, Brigade, or Division, and it is represented by a wood block with a label that has been applied according to the Getting Started Card. Blocks are normally placed on edge, with the labels facing away from your opponent, providing a built-in limited intelligence system. The current step value should be along the topmost edge of the playing piece. The highest value on each label represents that unit at full-strength.
Assets—These die-cut counters represent small formations which you can assign to the battles that you deem most crucial. There are two types of combat assets for game purposes; indirect-support (artillery, naval gunfire, etc.), and direct-support (independent formations of engineers, infantry, armor, etc.). For brevity, these asset types shall hereafter be called artillery assets and battle assets, respectively. Various non-combat assets may also be included, depending on the battle portrayed (command staff, fuel, etc.).
Events—Each die-cut event contains the title of the event that it represents and the game turn that the chit gets added to the selection cup. Events include replacements, air missions, Special Actions, and other events that did or likely could have occurred in the battle. The use of each event is explained in the Exclusive Rules (17.0).
Special Actions—Special Actions represent an extra effort of command and supplies used to prompt units to perform above and beyond the normal course of duty (8.0).
Game Markers—These die-cut counters are used to track game information, unit status, and to denote such things as field works, blown bridges, and river assaults on the map sheet.
2.3 Unit Details
Armor & Infantry Class—Units and assets that are armor class represent formations with significant armor components. Units and assets that are infantry class represent formations without significant armor components. The Exclusive Rules will show which unit types are in each class (13.3).
Good Order—Units without either a disordered or a recovering marker are said to be in good order and they operate with normal capabilities.
Disordered—Units (not assets) can become disordered, which affects their capabilities until they recover (6.5). Such units are marked with either a disordered or a recovering marker.
Higher Echelons—The Exclusive Rules will identify the Higher Echelons (Corps or Army HQ's) and their identifying colors (13.2). These Higher Echelons are an administrative concept and are not represented by actual game pieces, but all the units, assets, and events in the game will show which Higher Echelon they belong to by the colors on their labels and counters (shown as the background of the counters for events and within the unit symbols for units and assets).
Morale Checks—At certain times the rules will call for a unit to make a morale check against its troop quality to see if it is able to endure the stress of the task requested of it (6.7).
Point Unit—This is the unit that leads the attack for the Attacker or defends the key approaches for the Defender. Both sides designate a point unit for each combat (6.24).
Reserve Units—These are units that have been marked with a reserve marker, which are limited by the counter-mix. Reserve units may move during a future Movement Phase (5.21).
Steps/Step-Losses—Steps are the increments by which units are built-up by certain events (or Special Action usage) and depleted by step-losses. Steps are represented by the number of pips on the outside edge of the unit labels, with the current step value being on the uppermost edge. If a multi-step unit suffers a step-loss, reduce its current step value by rotating the block 90 degrees counter-clockwise. If a unit with only one step remaining suffers a step-loss, it is eliminated.
Troop Quality—This represents the skill, equipment, training, and motivation of the units/assets, and is shown by the color of the pips on the edge of the piece. Red pips represent elite quality troops, black pips represent veteran quality troops, and white pips represent green quality troops. Current troop quality may change as the unit's current step value changes. A unit's current troop quality may provide Success Number modifiers for combat and morale checks.
Unit Status—This refers to a unit's current condition (good order or disordered; supplied or unsupplied; marked as a reserve or not).
2.4 Areas
Area—Each numbered and named playing space on the map is called an area. Units in play should always be within an area.
Contested & Uncontested Areas—An area containing forces from both sides is said to be contested. An area containing no forces or forces of only one side is said to be uncontested.
Controlled Areas (friendly and enemy)—Each area is controlled by one side or the other, whether contested or not. An area is controlled by the side that was the last sole-occupant. Players begin each scenario controlling all areas identified by the Exclusive Rules (24.0). Change of an area's control occurs at the instant one or more of the other side's units are the sole-occupants. Assets may retain, but do not change an area's control. Use control markers for areas where the controlling side is not obvious (9.2).
Terrain—Apart from river boundaries and blown bridges, terrain has no effect on movement. The terrain difficulty symbol shown within each area matches a Terrain Difficulty Number on the Map Legend which is a modifier that is applied against the Attacker's ground fire (6.28).
Newly Contested Area—A newly contested area is an area containing units of both sides, where the area was uncontested prior to the just completed Movement Phase. Newly contested areas are recognizable at the start of the Combat Phase by the units within them not yet being displayed face-up.
3.0 Sequence of Play
3.1 Reinforcement Phase
Both players receive new units, assets, and events, and also relocate assets from the Used Box (4.1).
3.2 First Player Turn
The First Player moves first in each game turn and is the Phasing Player for steps 3.21 through 3.28 below. The Second Player is the Non-phasing Player.
3.21 Admin Phase. Assets and events are added to the Available Box (4.2a). Events and engineering assets may then be played by both players (4.2b & 4.2c).
3.22 Operational Movement Phase. Each of the Phasing Player's units may move, build field works, hold its position, or be marked as a reserve (5.21 – 5.24).
3.23 Strategic Movement Phase. The Phasing Player may move units marked with a reserve marker via strategic movement (5.4). Restrictions that apply are found in 14.8.
3.24 Combat Phase. All combats required or desired by the Phasing Player are resolved, in any order the Phasing Player determines, per the combat rules (6.0).
3.25 Reaction Phase. The Non-phasing Player moves any reserve units that he wishes to move, up to their full movement allowance, removing the reserve marker from the units that have moved (7.2).
3.26 Breakthrough Movement Phase. The Phasing Player moves any units marked with an exploitation marker (6.8), any reserve units (5.21), and any other units he activates via Special Action (8.21) as desired, in any order desired (7.3).
3.27 Breakthrough Combat Phase. A round of combat must be fought in newly contested areas, and may be fought elsewhere by spending a Special Action (8.22). Once this Combat Phase begins, there is no more movement allowed for the current player turn.
3.28 Supply Phase. Both players verify the control of areas, check supply for friendly units, and adjust disordered markers; then the Phasing Player makes unsupplied morale checks; and then both players remove all appropriate markers (9.0).
3.3 Second Player Turn
The Second Player now performs Phases 3.21 through 3.28 as the Phasing Player, with the First Player becoming the Non-phasing Player.
3.4 Victory Check
Victory Points are calculated (19.0) and a check is made for a sudden death victory (19.4).
3.5 Game Turn Advancement
If a sudden death victory was not achieved, advance the Game Turn marker to the next turn unless the last turn of the game was just played. In that case, check the scenario's victory conditions to determine which side has won the game.
4.0 Reinforcement & Admin Phases
4.1 Reinforcement Phase
Both players perform each of the following actions in the sequence listed below:
a) If a player's reusable Special Action was available to him last turn and he did not use it (it's still in the Available Box), the player may move any one asset of his choice directly from the Used Box into the Available Box, while also keeping the reusable Special Action in the Available Box for the current turn. Move any reusable Special Action(s) in each player's Used Box into their respective Available Box.
b) Both players move any and all assets that remain in their Used Box into their respective selection cup.
c) Place reinforcing units on their respective entry area(s) as shown on the unit label. There is no movement cost in placing these units in their starting areas. Note that the entry area letters on the map are labels identifying the adjoining entry areas, and are not areas themselves. Placement may not violate stacking, nor may units be placed in an enemy-controlled area unless the area is currently vacant. If the unit's label lists two areas, the listed areas indicate a range of allowable entry areas (e.g. AC means the unit can be placed in Entry Area A, B, or C). If all indicated entry areas are currently blocked per the above, the unit's arrival is delayed by one turn and it then arrives at the nearest allowed appropriate entry area (14.2). Another option would be to spend a Special Action to reroute the reinforcement on its indicated turn (8.27). Units arrive at full-strength unless otherwise indicated by the scenario.
d) Place reinforcing assets/events in the selection cup.
4.2 Admin Phase
This Phase occurs at the start of each player turn and is performed in the following sequence:
a) Both players randomly draw a number of asset/events from their selection cup as indicated on the Turn Track (see example below), placing the drawn chits in the Available Box.
b) The Phasing Player may play events currently in the Available Box, and use engineer assets currently in the Available Box to perform engineering functions (4.3). The Phasing Player may also perform Staff Functions (8.3) and certain Special Action uses (8.25 & 8.26) at this time.
c) The Non-phasing Player may then play events, Staff Functions, Special Actions, and engineer assets as above.
4.21 Alternate Event Use. Either player may elect to use an event to move two assets (not units or other events) of the owning player's choice from the Eliminated Box into the selection cup, rather than for its printed (17.0) purpose.
4.22 Used Events. Whether used for its printed purpose or the alternative use above, events are single-use only and each is placed in the Eliminated Box after being used.
4.3 Engineering Functions
Each engineer asset in the Available Box may be used to perform one of the functions defined in 4.31 through 4.35 below, a function specified in the Exclusive Rules (14.5), or may be used as a battle asset during combat (6.32 & 6.33).
4.31 Blow up Bridge(s). Bridges may be demolished (blown) where the engineering player has a supplied, friendly-controlled, and uncontested area adjacent to the river boundary. Each engineer asset may blow up to two bridges in an Admin Phase, provided both bridges are adjacent to the same eligible area. Place a blown bridge marker on the affected river boundaries and place the engineer asset in the Used Box.
4.32 Repair a Bridge. To repair a blown bridge, the engineering player must either control both areas adjoining the blown bridge or control one area and contest the enemy-controlled one. Each engineer asset may repair one bridge in an Admin Phase. The friendly-controlled area that the repair is originating from must be both supplied and uncontested. Remove the blown bridge marker and place the engineer asset in the Used Box.
4.33 Construct Field Works. Place a field works marker on any supplied, friendly-controlled, uncontested area containing at least one friendly unit of the same Higher Echelon as the engineer, and then place the engineer asset in the Used Box.
4.34 Construct a Roadblock. Place a roadblock marker on any supplied, friendly-controlled, and vacant area that has a Terrain Difficulty Number of one or higher, and then place the engineer asset in the Used Box. The effect of the roadblock is that for the current player turn, the first enemy unit that enters the area must pay one additional movement point to enter, and then it ends its movement in that area. The roadblock marker is removed when an enemy unit pays this penalty, or during the Supply Phase of the same player turn (9.5).
4.35 Create a Defended Roadblock. Place the engineer asset itself instead of a roadblock marker in a supplied, friendly-controlled, and vacant area that has a Terrain Difficulty Number of one or higher. The defended roadblock is identical to the roadblock above, except that the engineer asset is not removed by an enemy unit entering the area, acting partly as a unit instead, in that it may attempt to blow bridges by following rule 5.35d, and it causes all enemy units to stop in the area, forcing them to resolve combat. During the Combat Round, the Defender may not use a Special Action to reinforce or retreat before combat and one artillery asset from the same Higher Echelon is the only asset that may be assigned to help the defending engineer (no events). If the defending engineer survives until the Supply Phase (with or without combat), it is placed in the Used Box.
Note: Only use defended roadblocks to avert a crisis, as they will often result in the destruction of a valuable engineer asset.
5.0 Stacking and Movement
5.1 Stacking Limits
Each area may hold up to two units of each side. No unit may voluntarily end its movement in violation of stacking limits. Stacking limits are enforced at the end of each Phase and throughout each Combat Phase by retreating (6.6) any units in excess at those times. Units unable to legally retreat to correct overstacking are eliminated instead. There is no stacking limit for assets.
5.2 Operational Movement Phase Options
During an Operational Movement Phase, each eligible unit may be placed in reserve, move to another area within range of its movement allowance, build field works, or hold its position.
5.21 Placing Units in Reserve. Reserve markers may be placed on eligible (14.7) units during the Operational Movement Phase, up to the limit of the counter-mix. A unit that is in reserve may move either in the same Operational Movement Phase, in the Strategic Movement Phase, during a Reaction Phase, or a Breakthrough Operational Movement Phase. The reserve marker is removed when the unit moves, when the area containing the reserve becomes contested, or during the enemy player's next Supply Phase (9.5).
5.22 Moving to Another Area. During a friendly Operational Movement Phase, each infantry class unit has a movement allowance of three movement points, and each armor class unit has a movement allowance of six movement points. No unit may exceed its movement allowance unless moving only one area (5.33). Units are revealed (placed face-up) when entering a contested area if the other forces within that area are already face-up from a prior Combat Round, even if the existing units leave to allow new units to enter. Otherwise the area containing enemy units becomes newly contested and the units remain upright until the Combat Phase.
5.23 Building Field Works. A unit may expend its entire movement allowance in an uncontested area to place a field works marker in that area. Only supplied units in good order may build field works. All units friendly to the unit that built the field works benefit from it in that area. A field works marker is removed when it absorbs the first hit in combat, when the area does not contain a friendly unit at the end of any Phase, by an enemy engineer in combat (6.33), or when the area is contested during any Supply Phase. Field works never benefit enemy units. Enemy units have a –1 Success Number modifier when firing at friendly units that are in field works at the time the attacking dice are rolled.
5.24 Hold Position. The unit neither moves nor changes its status.
5.3 Operational Movement
5.31 Boundaries & Connections. Each area is separated from other areas by its boundaries. Units use connections to cross those boundaries, which costs movement points. The Exclusive Rules may introduce other boundary and/or connection types (14.1).
Boundary Types—the standard boundary types are as follows:
- Open boundary
- River boundary
- A bridge always exists on each river boundary unless a blown bridge marker is present
- Blown bridges affect movement
Connection Types—the standard connection types are as follows:
- Road connection
- Basic movement cost: 1 MP
- Where a primary road connects two adjacent areas
- Primary roads connecting to adjacent areas do not have to be connected to each other inside an area
- Field connection
- Basic movement cost: 2 MP
- Where no primary road connects two adjacent areas
5.32 Movement Point Costs Between Areas. Units may move between adjoining areas. Units may not move diagonally across the point where boundaries intersect. The movement costs are as follows:
- If a road connects two areas (whether crossing over an open or a river boundary), the crossing costs one movement point.
- Otherwise, it is a field connection (whether crossing over an open or river boundary) and the crossing costs two movement points.
- A river boundary where the bridge has been blown costs a unit its entire movement allowance to cross. This supersedes the two previous bullet points.
- Entering an area that already contains unit(s) and/or assets, friendly and/or enemy, costs one additional movement point (total), but not in addition to the +1 spent if friendly forces are already present.
- Units exiting a contested area pay one additional movement point (5.34).
- Unsupplied and/or disordered units are only permitted to move into an adjacent area (5.33).
5.33 Guaranteed Minimum Movement. A unit may always move from its starting point to a non-prohibited adjacent area, even if such a move would exceed its movement allowance.
5.34 Exiting a Contested Area. If exiting a contested area, the first area entered must be both friendly-controlled and uncontested. From that first allowed area the unit may continue moving, up to the limit of its movement allowance, but that unit may neither enter nor create another contested area during that same Movement Phase.
5.35 Other Movement Restrictions:
a) Units are always moved one at a time, with one unit completing its move before the next unit begins its move.
b) Units must stop when entering either an area occupied by the enemy or a roadblock (4.34 & 4.35), in every Movement Phase.
c) Only one unit may cross each river boundary (whether the bridge is blown or not) into a contested area each Movement Phase. There is no limit on the number of units crossing a river boundary into uncontested areas, even if leaving a contested area.
d) A unit that attempts to cross a River boundary into a newly contested area triggers an opportunity for the opposing side to attempt to blow that bridge. This attempt is optional, and succeeds on a 1-5. If the bridge is blown, the unit that triggered the attempt may still cross the river if it began the Phase adjacent to the targeted area. If the unit does not or cannot cross, it does not pay the movement cost for the area it was to have entered. It instead loses one movement point, but may continue moving.
e) A river assault marker is placed for newly contested (only) areas where all attacking units crossed river boundaries into the area and at least one of the attacking units crossed a blown bridge into the area.
5.4 Strategic Movement (Strat-moves)
Only supplied units that are marked with a reserve marker may strat-move. See rule 14.8 for applicable restrictions. To strat-move, the unit is moved from its starting area to any other friendly-controlled and supplied area that it can trace a continuous path of road and field connections to, without crossing a blown bridge or moving into or through an enemy-controlled or a contested area. Remove the reserve marker from any units that strat-move.
6.0 Combat
Combat is required for newly contested areas. Combat is optional (Phasing Player's option) where an area was already contested, signified by the units already being face-up at the start of the Combat Phase. Combats are resolved in any order chosen by the Attacker.
6.1 General Rules
6.2 The Combat Round
The following sequence must be followed each time there is a Combat Round fought within an area. For combat purposes, the Phasing Player is always the Attacker, and the Non-phasing Player is always the Defender. Disordered units may not participate for the Attacker or be assigned losses but do participate for the Defender normally (with the –1 Success Number modifier for being disordered).
6.21 Defender's Special Action Decision. The Defender may use a Special Action to reinforce or retreat from this battle (8.23 & 8.24). If the Defender retreats, an exploitation opportunity arises (6.8), and this Combat Round is over (proceed to 6.29), otherwise continue to 6.22 below.
6.22 Attacker Assigns Assets. Provided his forces present are both in supply (from the Supply Phase) and can currently trace a valid supply path (9.31), the Attacker may assign assets to this battle from his Available Box by placing them in the contested area, up to a limit of 8 available assets. If all attacking units are from the same Higher Echelon, then up to two artillery assets and/or one event from that Echelon may be assigned for the Attacker. The only limits on battle assets are the number in the Available Box and that the assigned assets are from the same Higher Echelon as the attacking units. If units from different Higher Echelons are involved, then no battle assets (or events) may be assigned; only the artillery assets are allowed (up to one from each involved Higher Echelon).
6.23 Defender Assigns Assets. Provided his forces present can currently trace a valid supply path (9.31), the Defender may assign assets to this battle from his Available Box by placing them in the contested area, up to a limit of 5 available assets. No more than one artillery asset and/or one event may be assigned for the Defender. The only limits on battle assets are the number in the Available Box, and that all units involved must be from the same Higher Echelon as the assigned assets. If units from different Higher Echelons are involved, only one artillery asset may be assigned from either involved echelon (no battle assets or events chits). This also applies if the only defender is an asset (4.35).
6.24 Point Units Designated, then Units Revealed. Both sides designate their point unit, Defender first. For a newly contested area, the Defender designates, but does not reveal the point unit until the Attacker also designates his point unit. Each firing unit (and asset) compares its own unit type and troop quality against the opposing side's point unit to determine applicable modifiers for its own Success Number. The point unit for both sides will also be the first unit to suffer a step-loss during the Combat Round (battle assets may suffer losses before the point unit). The point unit cannot be an asset unless there is no unit present. After both sides have designated their point units, unrevealed units of both sides are revealed in opposing lines, with their current step value facing the line of enemy units.
6.25 Attacking Artillery Fires. The Attacker rolls one die per assigned artillery asset, modifying the Success Number as indicated by the Combat Table. All hits are applied to the Defender per rule 6.42. If the point unit is eliminated, a new one must be chosen following rule 6.24 if any defenders remain. If all non-artillery defenders are eliminated, an exploitation opportunity (6.8) arises for the Attacker and the Combat Round ends after any defending artillery fires (6.26).
6.26 Defending Artillery Fires. The Defender rolls one die per assigned artillery asset (some of the FAB games allow more than one for certain Defenders—see 16.0), modifying the Success Number as indicated by the Combat Table. Hits are applied to the Attacker per rule 6.41. If the point unit is eliminated, a new one must be chosen as in rule 6.24 if any attackers remain. If the Attacker aborts the attack (6.41b), the Combat Round is over (proceed to 6.29), otherwise continue to rule 6.27 below.
6.27 Defensive Ground Fire. The Defender fires his remaining units and battle assets, rolling one die per firing step, modifying the Success Number as indicated by the Combat Table. After all dice are rolled, hits are applied to the Attacker per rule 6.41, starting again with priority 'a'. If the Attacker aborts the attack (6.41b), the Combat Round is over (proceed to rule 6.29), otherwise continue to 6.28 below.
6.28 Offensive Ground Fire. The Attacker fires his remaining units and battle assets, rolling one die per firing step, modifying the Success Number as indicated by the Combat Table. After all dice are rolled, any hits are applied per rule 6.42, starting again with priority 'a'. If all defending units and battle assets are eliminated with at least one unapplied hit remaining, an exploitation opportunity (6.8) arises for the Attacker.
6.29 End of the Combat Round. Both sides move surviving assets (artillery and battle) from the contested area to their own Used Box. If both sides have units remaining in the area, the units remain face-up in opposing lines within the area, otherwise the remaining units (plus any units that retreated) are now tipped up and faced away from the enemy.
6.3 Assets in Combat
Assets are used in combat by assigning them to a battle, Attacker first, after the Defender decides on his retreat or reinforce options (6.21 – 6.23).
6.31 Artillery Assets. The Attacker may assign one or two artillery assets per battle while the Defender may only assign one. Artillery fires during the Combat Round (6.25 & 6.26). Artillery assets may not be assigned step-losses (6.43).
6.32 Battle Assets. Battle assets may be assigned to each battle if the appropriate conditions are met (6.22 & 6.23). Battle assets do not modify the current troop quality of any unit in the battle, nor vice-versa. Battle assets are fired with friendly units (6.27 & 6.28). Each battle asset that suffers a step-loss is eliminated.
6.33 Engineer Assets in Combat. An assigned engineer asset may automatically eliminate the enemy field works marker, if one exists, instead of firing as a battle asset. To do this the engineer asset must have survived artillery and defensive ground fire, and the Attacker must not have aborted the attack. The enemy field works marker is removed prior to other friendly units firing, thus negating the field works' –1 Success Number modifier.
6.4 Hit Distribution and Priorities
Hits are applied according to the following rules. All hits are distributed by a combination of absorbing the hits (due to aborting the attack, removing field works, becoming disordered and/or retreating from battle) and taking the hits by applying step-losses. Players use the appropriate hit-priority sequence (6.41 or 6.42) to apply hits against their own units and battle assets.
6.41 Hit Priorities for hits against the Attacker
a) Mandatory Step-Loss: The first hit is always taken either by having a step-loss inflicted upon the point unit or by eliminating any one assigned battle asset.
b) If more hits were scored, the Attacker must choose to either:
- Abort the Attack: Ignore all remaining hits by aborting the attack. Units that abort the attack remain in the contested area and become disordered. For river assaults (5.35e), aborting unit(s) cannot remain in place; they become disordered and retreat (6.6) back across the river(s) that they moved across. Any assets remaining that were assigned are sent to the Used Box.
- Apply Step-Losses: Take the remaining hits by applying step-losses. Follow the step-loss allocation rules of 6.43.
6.42 Hit Priorities for hits against the Defender
a) Loss of Field Works if Present: The first hit in the Combat Round from any firing source is absorbed by removing the field works marker, if present.
b) Disorder Option due to Artillery Fire: When hits from artillery are applied, one hit may be absorbed (after any field works marker has been removed) by placing a disordered marker on all defending units (not assets) that are in good order or recovering (6.5). If all defending units are already disordered or there are only defending assets present (4.35), this option may not be taken.
c) Retreat Option due to Ground Fire: When hits from offensive ground fire are applied, one hit may be absorbed (after any field works marker has been removed) by retreating all units present (6.6—note that retreating units not already disordered become disordered). Assets are not physically retreated; instead, surviving assets are placed in the Used Box after the battle. Retreat is not possible for areas defended only by assets (4.35). Retreating units/assets remain susceptible to priority (d) below for remaining unapplied hits.
d) Apply Step-Losses: Any remaining hits (after any field works marker has been removed and any disorder/retreat option taken above) are taken by applying step-losses, using the step-loss allocation rules of 6.43. If the Attacker inflicts more hits than the Defender can absorb/take, an exploitation opportunity (6.8) arises for the Attacker.
6.43 Step-Loss Allocation. Step-losses are allocated at the discretion of each player to his own units and battle assets according to the following restrictions:
- The first unit to suffer a step-loss must be the point unit (battle assets may suffer losses before the point unit).
- Each friendly unit and battle asset present must receive one step-loss before any unit receives a second step-loss.
- After all friendly units present have taken a step-loss and all friendly battle assets have been eliminated by taking a single step-loss each, there is no further restriction on how the owning player distributes any remaining step-losses.
6.5 Disorder Results & Recovery
Units (not assets) can become disordered (see 9.33 for effects of being disordered) during a Combat Phase. When this happens, place a disordered marker on the affected unit(s). Recovery is a two-step process for eligible units (see 9.35 for the procedure to follow during Supply Phases). Units with a recovering marker suffer all the effects of being disordered. Units that suffer a disorder result while they are 'recovering' have the marker again flipped to its disordered side. There is no additional effect when a disorder result is applied to units that are already disordered.
6.6 Retreats
Any time a retreat is called for, the owning player moves the retreating units one at a time from the retreat's origination area to an adjoining, uncontested, friendly-controlled area (two retreating units may retreat to different areas), even if a retreat is across a blown bridge. Where there is a choice, the area must contain one or fewer units. If all such adjoining areas contain two friendly units, the unit must continue to retreat as above, moving towards (until it reaches) the nearest friendly-controlled area that contains one or fewer units. If no such adjoining area exists, the unit may not retreat and must take step-loss(es) instead. If a retreating unit causes overstacking in the area it retreated to, the unit must retreat again as above and continue to do so until the stacking limits are obeyed. Retreats do not require movement points. Units that retreat are marked with a disordered marker after retreating unless they retreated via Special Action (8.24). Surviving assets do not retreat, and are instead placed in the Used Box after the battle is fully resolved.
6.7 Morale Checks
At certain times the rules will call for a unit/asset to make a morale check to determine whether it can accomplish a goal or sustain a challenge in game terms. A morale check is performed by rolling a single 10-sided die for each affected unit/asset, with the Success Number of '5' being modified by troop quality (–2 Green, +2 Elite) and/or being disordered or unsupplied (–1 each). A hidden unit making a morale check must be revealed for the duration of the roll. The penalty for failing a morale check varies depending on the situation and is outlined in the appropriate rules.
6.8 Exploitation Opportunities
If the Defender of a battle is completely eliminated (excluding artillery assets) by artillery fire, retreats via Special Action, or is eliminated by ground fire with at least one hit that remains unresolved, an exploitation opportunity results, and all attacking armor-class unit(s) in that area make a morale check (exception—exploitations never arise from river assaults or Breakthrough Combat Phases). A hidden unit making a morale check must be revealed for the duration of the roll. You may decline the opportunity and remain hidden. Armor-class units that pass this morale check have an exploitation marker placed on them. This allows the marked unit(s) to move in the Breakthrough Movement Phase (7.3).
7.0 Reaction & Breakthrough Phases
7.1 Eligibility
The Non-phasing Player's units that are marked with a reserve marker may participate in the Reaction Phase. The Phasing Player's units that are marked with a reserve marker, plus armor-class units that are either marked with an exploitation marker or that have been activated by a Special Action may participate in the Breakthrough Phase.
7.2 Reaction Phase
The Non-phasing Player may move friendly units marked with a reserve marker up to their full movement allowance, either to an uncontested area or to reinforce a contested area, but may not use them to create a newly contested area. There is no combat during the Reaction Phase. Reserve units may opt to build field works rather than move. The reserve marker is removed from each unit after it moves or builds field works.
7.3 Breakthrough Movement Phase
The Phasing Player may move units marked with reserve markers and those marked with exploitation markers, and may also use Special Actions to move other armor-class units as exploitation units (8.21). Once breakthrough combat (7.4) begins, no more breakthrough movement is allowed.
7.31 Movement Restrictions. Reserve-marked units may make a normal operational move with their full movement allowance. Exploitation-marked units may only move one area and may not cross a blown bridge even if blown by the unit's attempted move, in which case the unit cannot move at all. Either type of unit may enter contested areas and may build field works rather than move. Reserve and exploitation units are moved one at a time, in any order, intermingled as the Phasing Player desires. After each unit moves or builds field works, its reserve or exploitation marker is removed.
7.32 Newly Contested Areas. Creating newly contested areas is allowed for both reserve and exploitation units. A mandatory round of combat must be fought during the Breakthrough Combat Phase for these areas. Non-phasing units in these areas may attempt to blow bridges that the Phasing Player attempts to cross (5.35d).
7.4 Breakthrough Combat Phase
Mandatory and optional combats as described below may be fought in any order desired by the Phasing Player.
7.41 Mandatory Combats. One round of combat is fought in newly contested areas that resulted from the Breakthrough Movement Phase. This combat round is fought according to the combat procedure (6.2) without requiring a Special Action.
7.42 Optional Combats. Additionally, already contested areas may have one round of combat fought in them, using the combat procedure (6.2), if the Phasing Player spends a Special Action to re-engage the area (8.22).
8.0 Special Actions & Staff Functions
8.1 General Rules
Special Actions come in two types, reusable and single-use. There is also a command staff asset which may be used to perform Staff Functions (8.3).
- Reusable Special Actions represent your personal command influence and may affect unit(s) of any friendly Higher Echelon(s). They are represented in the game as wood blocks that have a Special Action label affixed. They are moved to the Used Box after use, and automatically returned to the Available Box during the Reinforcement Phase, bypassing the selection cup process.
- Single-use Special Actions represent the command influence of your Higher Echelon commanders and may only affect units of the matching Higher Echelon. They are represented in the game as events, which are placed in the Eliminated Box after use. Either type may be used to perform any one function described in rules section 8.2. A single-use Special Action does not count against the one event allowed per battle.
- The Command Staff Asset represents your HQ staff working in the background in an ongoing effort to uncover additional resources for you and when available it may be used for any Staff Function listed in section 8.3.
8.2 Special Action Uses (see also 14.61)
8.21 Conduct Breakthrough Movement (Breakthrough Phase). Each Special Action spent allows one supplied armor-class (only) unit in good order that has not yet moved this phase to move in the Breakthrough Movement Phase, moving as an exploitation-marked unit (one area only—see 7.31).
8.22 Conduct Breakthrough Combat (Breakthrough Phase). Each Special Action spent allows one already contested area to have a round of combat fought in it during the friendly Breakthrough Combat Phase. This area may not have already fought a round of combat during this same Breakthrough Combat Phase.
8.23 Reinforce a Battle (Combat or Breakthrough Phase). Each Special Action spent allows one unit in good order from an adjacent uncontested area to reinforce a declared combat (Defender only). This reinforcing unit may not violate stacking, may not reinforce a battle involving only assets (4.35), and may not be designated as the point unit unless the original point unit is eliminated.
8.24 Retreat before Combat (Combat or Breakthrough Phase). Each Special Action spent allows the Defender (only) in a declared combat to retreat all units as per rule 6.6, except that the retreating units do not become disordered. The Attacker should await the Defender's decision before assigning assets. The Attacker is awarded an exploitation opportunity (6.8) if this retreat is conducted.
8.25 Rally the Troops (Admin Phase). Each Special Action spent in an Admin Phase allows the player to designate any one supplied area. All friendly units marked as disordered or recovering within the designated area and all adjacent areas recover fully and have their disordered and recovering markers removed.
8.26 Acquire Quality Replacements (Admin Phase). Each Special Action spent in an Admin Phase allows the owning player to select a supplied reduced unit (either unit class) to receive one step of replacements, even if the replacement step is elite.
8.27 Reroute a Reinforcing Unit (Reinforcement Phase). Each Special Action spent in the Reinforcement Phase allows one reinforcing unit to be placed in any friendly-controlled or vacant enemy-controlled appropriate entry area (14.2) outside its listed entry area(s).
8.3 Staff Functions (see also 14.62)
The command staff asset, when in the Available Box, may be used to perform any one of the below Staff Functions during an Admin Phase, with no Higher Echelon restrictions, after which it is placed in the Used Box and recycled like any other asset.
8.31 Replacements Found. One step of non-elite replacements may be added to any supplied infantry-class (only) unit.
8.32 Intelligence Gathering. Choose any one enemy unit, anywhere on the map and in any supply status, which is then revealed to you until the end of the Admin Phase.
8.33 Reserves Made Available. Mark any eligible unit (14.7) with an appropriate and available reserve marker.
9.0 Supply Phase
9.1 Sequence
The following steps occur during this Phase, in the order listed. Both players are involved in each of these steps and they may resolve their portions simultaneously.
a) Verify control of areas.
b) Determine supply status and adjust disordered markers.
c) Perform morale checks for Phasing Player's unsupplied units and remove appropriate markers.
9.2 Verify Control of Areas
Both players check each area to verify that control is intuitively clear to them; otherwise the area is marked by a control marker from the appropriate side (the last sole-occupant).
9.3 Determine Supply Status & Adjust Disordered Markers
9.31 Tracing a Supply Path. Supply is checked for both players during each player's Supply Phase. A unit's or area's supply status remains valid until the next Supply Phase. A supply path is traced from any given friendly unit or friendly-controlled area towards any valid supply source (14.9).
a) The supply path is traced through friendly-controlled areas, and it may only trace over a blown bridge if the tracing unit/area is adjacent to that blown bridge.
b) A supply path may be traced out of enemy-controlled areas, but never into or through them.
c) Supply may always be traced into and through occupied friendly-controlled areas, regardless of enemy units.
9.32 Marking Supply Status. Units and areas that cannot trace a valid supply path are unsupplied and have an unsupplied marker placed on them. Unsupplied markers are removed from units and areas that were previously marked as unsupplied that can now trace a valid supply path.
9.33 Effects on Units that are Unsupplied and/or Disordered:
a) Units may only move one area during a Movement Phase, complying with rule 5.34 when appropriate.
b) Units may not build field works or be placed in reserve.
c) Units have a –1 Success Number modifier when firing and when making a morale check. These modifiers are cumulative when a unit is both unsupplied and disordered.
d) Disordered units (only) may not attack. They may defend with the Success Number modifier specified in (c) above.
9.34 Additional Unsupplied Effects
a) Units may not have any assets assigned.
b) Units must make a morale check at the end of the friendly Supply Phase, with failure causing a unit to either become disordered, lose one step, or surrender (9.4).
c) Disordered markers may not be favorably adjusted (9.35).
d) Areas and units may not be affected by friendly events, Special Actions, Staff Functions, or engineering functions.
9.35 Adjusting Disordered Markers. For all their disordered and recovering units that are able to trace a supply path (9.1), both players remove all recovering markers and then flip disordered markers over to the 'recovering' side.
9.4 Morale Checks for Unsupplied Units
The Phasing Player (only) performs a morale check (with –1 unsupplied Success Number modifier) for his units that are unsupplied. Units that fail this check that are not yet disordered become disordered. Units that fail this check that are already disordered suffer a step-loss. Veteran disordered units that roll a 10 or green disordered units that roll an 8-10 surrender and are eliminated regardless of remaining steps. Disordered units with a current troop quality of elite do not surrender, though they still suffer a step-loss with a failed morale check if disordered.
9.5 Removing Appropriate Markers
Both players remove from the map all field works markers that are in contested areas, all roadblocks and all defended roadblocks; all river assault markers and all exploitation markers, plus all of the Non-phasing Player's reserve markers.
10.0 Designer's Notes
Wargamers need more games that are easy to get into, fun to play, shorter in duration, and with a good feel for the history, while also being challenging enough to warrant repeated play.
My focus was to put you in the role of the field commander, and have you decide where to direct your main effort. You must prioritize and assign the precious few assets and Special Actions to the units and battles that you deem most crucial, though all your units are begging for these limited resources.
Field works represent a higher quality of defensive works than the simple foxhole dug by each soldier before he slept at night. They represent defending troops using sandbags, barbed wire, mines, and the natural resources at hand to fortify a defensive position, and were often rapidly constructed by combat engineers attached for such a purpose. These positions were most beneficial for the initial contact with the enemy. After the defensive positions were revealed they were of less value.
One decision that went against the grain of the design was having the assets and events displayed face-up. The necessity for this decision was quite simply speed of play. If the assets were inverted, then limited intelligence would work against both sides, and delays in the game would occur as the owner of the assets and events had to reveal them to himself, trying to find the one he wants to play. You are welcome to play with these inverted, if both players agree, but do not expect the game to play as quickly.
I hope that you will enjoy playing this game as much as I have enjoyed refining its various systems.
— Rick Young
11.0 Introduction
The invasion of Sicily was the largest amphibious assault of the Second World War, with seven divisions landing from the sea (compared to only six that landed in Normandy). It was the first serious attempt by the Western Allies to secure a foothold in Europe, after having been driven out by the Axis in 1940 (France) and 1941 (Greece). No one could know the outcome of the campaign in advance, but as Italian morale collapsed with every Allied success, the outcome later became a foregone conclusion. You are now in command, and must fight to improve upon your historical counterpart's result. Good luck, and have fun!
12.0 Game Components
FAB: Sicily includes:
- 73 wood blocks
- One sheet of die-cut labels to apply to the blocks
- One sheet of 228 die-cut counters
- One booklet with the Base Rules
- One booklet with the Exclusive Rules for Sicily
- One map
- Six player-aid cards
- Four 10-sided dice*
* Regardless of any modifiers, a roll of '1' will always result in success and a roll of '10' will always result in failure. The dice included with each game in the series are numbered from 1 to 10. If you are using dice numbered from 0 to 9, treat a roll of zero as a 10.
13.0 Definition of Standard Terms
13.1 First Player
For Sicily, the Allies are the First Player in all scenarios. The Axis is the Second Player.
13.2 Higher Echelons
The Higher Echelons (armies), along with their associated block colors, are as follows:
- Axis – Italian 6th Army — Italian units & Axis Special Action (orange background, applied to the 38 light-green blocks); German unit (light-gray background, applied to the 7 dark-green blocks).
- Allied – US 7th Army / British 8th Army — US unit (light-green background, applied to the 12 dark-green blocks); British unit & Allied Special Action (light-brown background, applied to the 16 dark-blue blocks).
13.3 Units by Class
Armor class units & assets: Armor, Armored Cavalry, Mechanized Infantry.
Infantry class units & assets: Infantry, Mountain Infantry, Airborne Infantry, Motorized Garrison, Engineer, Artillery, Ranger.
13.4 Notes on the Game Pieces
The following chart shows the special notations and symbols used on the units, assets, and events in this title of the series. Note that assets all use a unit symbol or a symbol of a similar size, and that events all have a white rectangular border. In general, the units, markers, and chits (assets and events) are illustrated in the rules paragraph to which they relate. The chart is organized into the following groups:
- A. Axis units that start in Areas — starting area number, recruit strength, veteran strength, unit class, divisional color stripe, reusable Special Action.
- B. Allied units that enter with an Invasion — starting area number, elite strength, in reserve, entry with invasion, motorized division unit, unit with Airborne Assault capability.
- C. Italian Coastal Garrisons — restricted to original borders, released, divisional color stripe, unit ID.
- C. Conditional-use appearance on events — Allied Air Support & Italian Morale Collapse.
- D. Other Special units.
- E. Strategic notations and conditions — strategic-use appearance on units, markers, assets & events; generic unit ID; event capability; Flank Invasion capability; asset capability; battle-asset capability.
- F. Rangers & Commandos – multiple use.
14.0 General Rules
14.1 Boundary Types
There is an additional boundary type in this game, the restricted boundary (drawn as mountainous terrain). Restricted terrain occurs: (1) between area 31 (Capo d'Orlando) and area 32 (Randazzo), (2) between area 33 (Adrano) and area 34 (Sant'Agata di Militello), and (3) on all boundaries of area 27 (Mount Etna). A unit must spend its entire movement allowance to enter, and armor-class units may not enter at all. EXCEPTION—units belonging to the side that currently controls area 27 may use roads to enter and exit (avoiding the restricted-boundary movement cost), including armor-class units, but they may only enter area 27 if it is not currently contested.
14.2 Appropriate Entry Areas
These are the areas where units may arrive on their entry turn. Definitions of the terms and special rules used for entry are given below.
14.21 Allied Landing Boxes. A landing box is an area with an arrow pointing to a specific named and numbered coastal area within Sicily. These coastal areas are "invasion" areas for the scenario. The Allied landing boxes are labeled A1 to A4, B1 to B6, and D1 to D13.
14.22 Allied Beachheads. Beachhead markers are placed in the landing boxes for the beaches the Allies have chosen to invade, where they remain for the rest of the game unless captured. When the Allied player places a beachhead marker in a landing box, that area becomes a "beachhead." At the completion of the first game turn of any scenario, if the beachhead's coastal area is Axis-controlled and uncontested, the beachhead marker is destroyed and placed on the Eliminated Major Units Track. Thereafter the landing box can no longer be used as a beachhead.
14.23 Port Boxes. A port box is an area containing an arrow pointing to a specific port symbol located in a specific coastal area of Sicily, representing a Sicilian port. There are four port boxes, labeled P1 to P4: box P1 (Siracusa), P2 (Catania), P3 (Palermo), and P4 (Messina). Both sides may use Engineers to damage or repair the ports accessible to the Allies (P1 to P3, see 14.5). Port boxes may be used as appropriate entry areas if the ports are undamaged and friendly-controlled for the appropriate army indicated on each port box.
14.24 Arrival of Units. Arriving units are placed during the Reinforcement Phase (4.1c). Arriving airborne units are placed in the Airborne Assault box (regardless of stacking) and will make an Airborne Assault during the Combat Phase (14.27a). All other arriving units are placed in the appropriate landing boxes and/or undamaged port boxes, no more than two units per box.
a) Advance to a Coastal Area—Arriving units advance from the landing box or port box to the directly connected coastal area during the following Movement Phase (14.26). Unless an arriving unit is placed in reserve (per 14.24c), no arriving unit may remain in a landing or port box for any reason (it must attempt to advance to the directly connected coastal area at some point during the Operational Movement Phase).
b) Remaining at Sea—Allied units not placed in reserve that are unable to advance to a coastal area (because doing so would violate stacking limits) must be removed from the landing or port box and placed instead in the At Sea box. Units in the At Sea box must wait to attempt to enter an available beachhead or port on the following turn (following the Arrival of Units procedure).
c) Arrival in Reserve—Allied units may be placed in reserve instead of advancing from an available undamaged port box to the connected port area. These units may make strategic movement within the restrictions of 14.82, but only if the port area is uncontested at the start of the Strategic Movement Phase. Otherwise, reserve units must land in the connected port area during the Breakthrough Phase; if they are still unable to do so, they are placed in the At Sea box.
14.25 Specific Entry Areas.
a) Axis Entry Area—Axis units may only arrive by being placed in the Messina port box (P4), and only if Messina is friendly-controlled.
b) American Entry Area—American units may arrive at any of the 4 US beachheads remaining in play, or in the Palermo port box (P3), if undamaged and friendly-controlled.
c) British Entry Area—British units may arrive at any of the 5 British beachheads remaining in play, or in the Catania (P2) and/or Siracusa (P1) port boxes, if undamaged and friendly-controlled.
14.26 Movement on the Turn of Entry. Once units have been placed in landing and/or port boxes, they must advance to the directly connected coastal areas during each player's following Movement Phase (except for reserves—14.24c).
- Beachhead—Allied units arriving at a beachhead spend their entire movement allowance advancing to the directly connected coastal areas. They may not be placed in reserve. If the area becomes newly contested as a result of this advance, the attacking units make a Beach Assault (14.27b). Otherwise, if the area is already contested, the landing units now join the combat normally.
- Allowed Ports—Units arriving from a port box advance to the connected port area and may then conduct a normal movement phase with no penalty.
14.27 Allied Assaults. There are three forms of assault that can occur in combat situations: River Assault (5.32e), Allied Airborne Assault, and Allied Beach Assault. If one or more of these assault conditions apply in a newly contested area (only), a River Assault marker is placed to indicate that assault penalties apply in combat. Note that the River Assault penalties on the Ground Combat Fire Table apply to all three forms of assault, but if more than one type of assault applies in an area (such as River Assault and Allied Airborne Assault), resolve combat as follows:
| Given this combination of assaults... | Resolve as... |
|---|---|
| Airborne Assault and others | Airborne Assault |
| Beach Assault and River Assault | Beach Assault |
| Any single type of assault | That type |
a) Allied Airborne Assault—Arriving Allied airborne units (two units each of the US 82nd Airborne and the British 1st Airborne) are placed in the Airborne Assault box (not an available beachhead) during the appropriate Reinforcement Phase (4.1c). The two airborne assets do not use the Airborne Assault; they function as battle assets instead.
Drop—At the start of the Combat Phase (before any combats occur), all units in the Airborne Assault box must be placed in land areas as follows: each may only be placed in an area adjacent to at least two other areas that contain units belonging to the airborne unit's army. If this is not possible without violating stacking limits, the unit is eliminated. Note that the chosen area may contain friendly and/or enemy units.
Assault—After placement, all enemy-occupied areas that contain newly placed airborne units resolve combat before combat is resolved in any other area. The airborne unit must be the point unit. In addition, treat the combat as a River Assault, regardless of whether other friendly units are involved (and however they were moved into the area). Airborne units that survive this combat operate normally afterward. An airborne assault may not be aborted; every hit caused by the defenders must be absorbed.
b) Allied Beach Assault—This affects arriving Allied (non-airborne) units that arrive in a newly contested coastal area from a landing box or a flank invasion (17.22).
Landing—Arriving Allied units advance from a beachhead to a directly connected coastal area during the turn of entry (14.24 & 14.26). If the area becomes newly contested, place a River Assault marker in it. Note that all units in the beachhead box (one or two) advance and participate in the ensuing combat.
Assault—Combat is mandatory. Treat the combat as a River Assault, but if the attack is aborted, the units must conduct a Sea Retreat (14.28). Note that in this case the beachhead is captured by the Axis and is worth 1 VP for them.
14.28 Allied Sea Retreat. During the Combat Phase, Allied units in a coastal area connected to a beachhead (only) may retreat to sea if there is no other retreat option available (6.6). Such units are placed in the At Sea box. Any unit in the At Sea box must attempt to enter an available beachhead or port on the following turn (following the Arrival of Units procedure).
14.29 Axis Evacuation. During the Movement Phase, Axis units moving normally may move to Messina (area 29) and then spend an available movement point to evacuate to the Italian mainland. Once evacuated, a unit may never return to play. An Axis unit may use strategic movement to conduct an evacuation, moving strategically to Messina and then to Italy.
14.3 Army Boundaries & Zones
14.31 Allied Army Boundaries & Zones. The army boundaries on the map indicate the areas of responsibility for each Allied Higher Echelon (army).
- The areas within each army's boundaries are collectively called that army's zone.
- The four zones defined by the boundaries drawn on the map are called zones A, B, C, and D. The zones comprising each army's boundaries are defined by the scenario being played (22.0).
- IMPORTANT—Allied assets may only be played in support of units of their own nationality (even those outside their normally permitted zone) or to influence their army's zone (22.0).
- Units of the US 7th Army and the British 8th Army may be released from their zones of origin by a Special Action (14.61) or event (17.23). Each unit's status is indicated in the US and British Formation Status boxes on the map.
- Axis units are not affected by Allied army boundaries.
14.32 Axis Army Boundaries — None.
14.4 Movement Restrictions
14.41 Allied Movement Restrictions. Crossing a restricted army boundary is not allowed unless the formation in question has been released from boundary restrictions (14.61 & 17.23). Even then, crossing certain boundaries (and operating in those zones) is forbidden. American units may never move into zone B, except for the Messina area, which lies in both zones B and C. Similarly, British units may never enter zone D.
14.42 Moving into an Area with Green Units. A side entering an area occupied exclusively by Green Italian units does not suffer the +1 MP crowding penalty (5.32). Allied units must still stop upon entering.
14.43 Allied Retreat Restrictions. An Allied unit may not retreat across a restricted army boundary or into an area in a forbidden zone unless it is the only retreat path available under 6.6. If a valid retreat path exists within the unit's army's current operational zone, including a sea retreat (14.28), it must be used before any retreat path that crosses a restricted or forbidden boundary. In the case of a restricted army boundary, that unit's division (only) is considered released (14.61) without spending a Special Action. If the unit cannot operate in the area, it must leave the forbidden area at the first opportunity and may not enter an area occupied or controlled by the enemy while attempting to do so.
14.5 Engineer Functions & Considerations
14.51 Additional Engineer Functions (4.3). An engineer may be used to damage (Axis) or repair (Allied) a port. EXCEPTION: Messina may not be damaged.
Ports can suffer up to two levels of damage (the damage markers specific to each port show a '1' or a '2'). A port may be damaged or repaired by only one level per Admin Phase. The port must be friendly-controlled and in supply to perform this function, and for the Allies, occupied by a British unit (Catania or Siracusa) or an American unit (Palermo).
14.52 Allied Engineer Considerations. Where a river boundary coincides with an army boundary, bridge functions may be performed by an engineer of a Higher Echelon from any appropriate adjacent area, provided the area is within that engineer's zone and meets all other requirements (4.31 & 4.32).
14.53 Axis Engineer Considerations. Axis engineers may be used at any time, and may build field works (4.33) for any Axis unit.
14.6 Additional Uses of Special Actions & Staff Functions
14.61 Additional Allied Special Action Use: Release a Division. The Allied player may spend a Special Action during the Admin Phase to release any one division from army-boundary restrictions. Released divisions must flip the corresponding Restricted Formation marker to its "released" side in the Restricted Formation Status boxes.
7th Army units that have been released are still restricted from operating in zone B, and 8th Army units are still restricted from zone D. For each British division released, one of the three independent brigades (1st Canadian, 4th Armoured, or 231st Infantry) may also be released within the same use of the Special Action. Using single-use Special Actions in this way releases units of only the corresponding army.
14.62 Additional Command Staff Functions. None for this game.
14.63 Axis Staff Asset Restriction. The Axis Command Staff asset may not add replacements to units on the map. Instead, when using the replacement capability (8.31), it may move any Italian infantry-class asset (only) from the Eliminated Box directly to the Available Box.
14.64 Special Action Exclusion: Reroute a Reinforcement. The Reroute a Reinforcing Unit Special Action (8.27) is not used in this game.
14.7 Availability of Reserve Markers
For all players, units may receive a reserve marker only if they are in supply, in good order, and in an uncontested area.
14.71 Axis Reserve Marker Availability. Reserve markers for the Italian 6th Army may be placed on any available Axis unit, regardless of nationality and ignoring army boundaries.
14.72 Allied Reserve Marker Availability. Placement of reserve markers is restricted by nationality for the Allies. 7th Army markers may only be placed on green blocks, and 8th Army markers only on blue blocks, even if these units are outside their army boundary.
14.8 Strategic Movement Restrictions
14.81 Axis Restrictions. The Axis may conduct strategic movement with only one unit per game turn. This unit may originate in any zone and may cross army boundaries.
14.82 Allied Restrictions. The Allies may conduct strategic movement with one British and/or one American unit per turn. Strategic movement may cross army boundaries only when the unit in question has been released from boundary restrictions.
14.9 Supply Sources & Special Rules (9.31)
14.91 Axis Supply Sources. Axis areas, units, and assets all trace supply to Messina, which must be friendly-controlled. Tracing supply may cross army boundaries without penalty.
14.92 Allied Supply Sources. Areas, units, and assets of both armies trace supply to a beachhead of their own nationality or to any friendly-controlled, undamaged port.
15.0 Rules for Units Specific to This Game
15.1 Motorized Units
The Livorno division (two units) is motorized. These units have 6 MP if they neither start nor enter a contested area; otherwise they move as infantry and are always treated as infantry-class units in combat.
15.2 Divisional Integrity
If two units from the same division both actively participate in the same combat, they receive one extra die in combat (whether attacking or defending). This extra die uses the lower of the two units' Success Numbers at the time the dice are rolled.
15.3 Green Italian Units
When setting up for any scenario, Italian Coastal/Garrison units (which have an "S" placement code) are placed face-down and shuffled together, then placed on the map face-down following the scenario's specific instructions. These units are Green and remain face-down, and therefore unknown to both players, until the first time they enter combat. Note that regular Italian units (which do not have the "S" placement code) are Veteran units for purposes of Italian Morale Collapse (17.21).
a) Movement Restrictions—A Green unit may only do something other than hold position during an Operational Movement Phase: it may move, build field works, or be placed in reserve. If it moves, it does so at its full movement allowance (3 MP). It may not move into an area that contains enemy units unless reinforcing a battle via a Special Action.
b) Combat Restrictions—Green units:
- Are not revealed until they are in battle, after point units have been declared and all assets have been committed.
- Must make a morale check to determine whether the unit becomes disordered (this effect worsens as Italian morale collapses) before any attacking artillery fires.
- Green units of Recruit quality may never receive any positive modifier to their Success Number in ground combat. The one "veteran" Green unit, once revealed, receives all modifiers to which it is entitled.
c) Out-of-Supply Morale Checks—Green units are immediately eliminated if an out-of-supply morale check is required during the Supply Phase.
d) Becoming a Veteran Unit—If these units survive the combat round that revealed them, they become Veteran units and are subject to the less severe effects shown on the Italian Morale Collapse Table.
16.0 Rules for Assets Specific to This Game
16.1 General Rules for Axis Assets
Axis assets may be placed in any zone and may support either Axis nationality.
16.11 Italian Battle Assets. While they may support any Axis nationality, no more than one Italian battle asset may be committed to any single battle (attacking or defending).
16.12 Other Axis Assets. All German assets and Italian artillery assets have no special restrictions.
16.2 General Rules for Allied Assets
Allied assets that are specific to one army may only support units of their own army (7th or 8th). Strategic assets may be assigned to support either army.
16.21 Naval Support Assets. The Allies begin with 4 naval support assets. These may be used as normal artillery assets, except that they may only be used in coastal areas.
- Shock—For each combat in a coastal area, a naval support asset may be used to remove the defending field works instead of firing as artillery. This happens as the first act of each battle, before the second naval support asset (if two are committed) fires as artillery.
- Support Reduction—During the Reinforcement Phase, if there is at least one naval support asset in the Used Box, move one of them to the Eliminated Box. This represents the gradual withdrawal of the fleet to a safe area.
16.22 US Rangers. Ranger assets (each bearing the special Ranger symbol) may, at the Allied player's discretion, automatically remove the enemy's field works marker instead of rolling dice in combat. This removal occurs before the Success Number is calculated for the other units and assets involved in the same battle. The attack must not have been aborted, and the Ranger must have survived defensive fire in order to use this option.
16.23 British Commandos. The single British Commando asset (the 3rd Commando) has the same combat options described in 16.22 for the Rangers. In addition, only once per game, this asset may be used as an event to conduct a flank invasion (17.22) during any Admin Phase.
16.3 Air Support Assets (both sides)
Air support assets are flexible and may be used in the following ways regardless of the supply status of the area in which they are used.
16.31 Air Combat. Used during the Admin Phase (cancels an Interdiction Mission), the Combat Phase (cancels a Ground Support Mission), or the Supply Phase (cancels an Air Resupply Mission).
- How to use it—If a player commits an air support asset to one of the missions listed below, the other player may cancel the announced mission by playing one of his own air support assets, in addition to the battle and artillery assets otherwise allowed.
- Results—Both assets are placed in the Used Box, and neither player may commit further assets to replace the cancelled mission.
16.32 Ground Support Mission. Use during the Combat Phase.
- How to use it—Play it during the Asset Assignment steps of the Combat Round (6.22 & 6.23). Only one air support asset per side may be committed to each battle.
- Air Combat Sequence—The first player to commit an air support asset to the battle (the Attacker commits first) allows the other player to play an air support asset for Air Combat, if he wishes, as his permitted air-asset commitment for the battle. If the Defender is the first to commit an air support asset to the battle (6.23), the Attacker may play an air support asset for Air Combat out of sequence (an exception to the Combat Round sequence) as his permitted air-asset commitment for the battle.
- Results—If a Ground Support Mission (played by either player) is not cancelled by Air Combat, an air support asset committed to battle is used in one of the two following ways. It is then placed in the Used Box, even if the attack was aborted.
- As an artillery asset, it fires when friendly artillery fire is resolved, but does not count against the limit of artillery assets usable in the combat. The choice to use the Ground Support Mission as artillery must be made before the artillery dice are rolled.
- As a battle asset, it gives direct support to one unit present, chosen by its owner, and gives that unit a +2 modifier to its Success Number. A step-loss may not be assigned to a Ground Support Mission.
16.33 Interdiction Mission. Use during the Admin Phase.
- How to use it—Place the air support asset in a land area during the Admin Phase.
- Results—The opponent must pay 1 additional MP to enter and to exit the area. The opponent may not conduct strategic movement into or out of the interdicted area. The asset remains in the affected area until the Supply Phase of the same player turn, when it is moved to the Used Box.
16.34 Air Resupply Mission. Use during the Supply Phase.
- How to use it—Place the air support asset in an unsupplied area during the Supply Phase.
- Results—The area, friendly units, and any assets with them are now supplied as follows: (1) the unsupplied marker is not removed, and the effects of 9.34a (no assets may be assigned) and 9.34d (no friendly events, Special Actions, Staff Functions, or engineering functions allowed) still apply, but (2) the effects of 9.34b (morale check) and 9.34c (no favorable disorder adjustment) do not apply during this Supply Phase. The asset is moved to the Used Box.
16.4 Airfields and Their Effect on Air Support Assets
The Allies have three conditional air support assets (marked with a "C" for their turn of arrival). These are placed, one each, in the three boxes of the Captured Airfields Table. Whenever the Allies capture one of the three Sicilian airfields for the first time, one of these conditional assets is immediately placed in the selection cup. In addition, the Axis player must fill the now-empty box with the next arriving air support asset drawn from the selection cup into the Available Box (there is no effect on air support assets already in the Used or Available boxes). Players move eliminated units, assets, and events to their respective Eliminated boxes and place any eliminated major unit on the Eliminated Major Units Track (19.2).
16.5 Ports and Their Effect on Allied Asset Draws
In addition to the effect on Italian Morale Collapse (17.21), capturing intact ports has a positive effect on the Allied asset/event draw. For each undamaged Sicilian port that the Allies control and currently occupy with at least one unit, add one to the number of asset/event chits the Allies may draw during each Admin Phase. For example, on turn 7 with the Allies controlling two undamaged ports, they draw 13/7 instead of 11/5 for that turn.
17.0 Event Descriptions
17.1 Axis Events
Axis events are not restricted by zone or nationality.
17.11 The Slapping of Patton's Soldier. Patton's staff had to spend some of their energy managing the fallout after Patton slapped two soldiers in a field hospital. Historically this happened in early August, but it could have happened earlier.
- This event is played during an Admin Phase, and remains in effect for the rest of the game.
- The effect of this event is that it now takes two US Special Action events to allow their use, either as a Special Action or for the alternate use (4.21). This restriction does not apply to the reusable Special Action or to British single-use Special Actions.
17.12 Axis Tactical Extraction. When played, all German (not Italian) units may move directly from a contested area to an adjacent contested or enemy-controlled area for the entire movement phase. The areas through which this movement occurs may not become newly contested, nor may the area moved into be farther from Messina than the area exited (in terms of area distance). German units that move receive a Recovering marker at the end of this movement (they may not attack, but will be in good order for the Allied player turn).
17.2 Allied Events
Unless an Allied event indicates that it is specific to one army, an event may be used regardless of nationality or army boundaries.
17.21 Italian Morale Collapse. These events carry a "C" instead of an arrival turn number, indicating that they are conditional. There are three of them, and they start out placed in the Captured Ports and Key VP Areas box on the Axis side of the map. Each time an action that triggers them occurs, an Italian Morale Collapse event is added to the Allied cup, until all three have been added.
a) Triggering Actions—The actions that trigger them are:
- Capture of a functioning port—Add an available event to the Allied cup the first time each Sicilian port is both Allied-controlled and undamaged.
- Capture of a Key Area—Add an available event to the Allied cup the first time the Allies capture each of the five strategically important areas (yellow star).
- Catania (Area 29)—This area can trigger either or both of the above actions, either simultaneously or independently.
b) Italian Morale Level—There are three levels of Italian Morale Collapse:
- Levels 1, 2 & 3—When the first, second, and third (last) Italian Morale Collapse event is drawn from the Allied cup and played for its listed event, each is placed on the Italian Morale Collapse Table on the Axis side of the map, in the corresponding box 1, 2, or 3. Each level of Italian Morale has the negative effects listed below.
c) Impact on Axis Asset/Event Draw—These effects occur during the Admin Phase, when the Allies play an Italian Morale Collapse event for its listed effect.
- Level 1—When the first event is played, the Axis player immediately moves one Italian asset from the Available Box to the Eliminated Box.
- Level 2—When the second event is played, the Axis player and then the Allied player each immediately choose one Italian asset from the Available Box and move it to the Eliminated Box. Up to two assets may thus be eliminated.
- When the third event is played, the Axis player and then the Allied player each immediately choose two Italian assets from the Available Box and move them to the Eliminated Box. Up to four assets may thus be eliminated.
- In all cases, the Staff asset may not be chosen or eliminated.
d) Impact on Green Italian Units—These effects occur during the Unit Reveal step (6.24) of the Combat Phase, or when an out-of-supply morale check is imposed. The level in effect is based on how many Italian Morale Collapse events have been drawn in previous Admin Phases and placed on the Italian Morale Collapse Table.
- To start—Only the morale check for Green Italian units (15.3) is in effect.
- Level 1—All Green Italian units in combat automatically become disordered.
- Levels 2 & 3—All Green Italian units in combat automatically become disordered and must then make a morale check. Any unit that fails suffers a step-loss and may also surrender (17.21f).
e) Impact on Veteran Italian Units—These effects occur during the Unit Reveal step (6.24) of the Combat Phase, or when an out-of-supply morale check is imposed. The level in effect is based on how many Italian Morale Collapse events have been drawn in previous Admin Phases and placed on the Italian Morale Collapse Table.
- Level 1—All Veteran Italian units in good order or recovering, in combat, must make a morale check. Those that fail become disordered.
- Level 2—All Veteran Italian units in combat automatically become disordered.
- Level 3—Any Veteran Italian unit already disordered in combat must make a morale check. Those that fail suffer a step-loss and may surrender (17.21f). All Veteran Italian units in good order or recovering, in combat, automatically become disordered.
f) Surrender—If an Italian unit fails a morale check imposed during the Unit Reveal step (6.24) in combat, use the morale check die roll to determine whether the unit surrenders: disordered veteran units that roll a 10, or disordered recruit units that roll an 8-10, surrender. The surrendering unit is eliminated. Any attacking armor-class unit receives an exploitation opportunity in the area if it is no longer contested, whether from the step-loss or the surrender.
17.22 Flank Invasion. There are three 1-step battle assets (two US and one British) that have the dual use of Flank Invasion events. When used as an event, one of these assets may be placed during the Admin Phase in an enemy-controlled, uncontested coastal area within two areas of any unit of the same army that is also in a coastal area (only one per Admin Phase).
- If the area is enemy-occupied, a round of combat is fought immediately during the invasion's Admin Phase, with restrictions on assets (see below). The asset conducting the flank invasion is treated as conducting a beach assault (14.27b) for Success Number modifiers.
- The Allies may commit only air and/or naval support assets (not artillery or battle assets) to the landing for as long as the flank invasion remains in the area. The Axis has no special restriction.
- If the flank invasion survives this combat round, or if the area was unoccupied, the asset remains in the area as follows until it is eliminated in combat or replaced: (i) it may not initiate combat (defends only), (ii) although it does not control the area, enemy units may not retreat into the area, (iii) it need not trace supply, and (iv) it does not block enemy supply.
- The asset is replaced the moment an Allied unit enters the area, and is placed in the Used Box. Note that the 3rd Commando asset may be used only once per game as a flank invasion event, while the 30th RCT may be used in this role every time it is in the Available Box during an Admin Phase.
17.23 Release of the US 7th Army. All six US divisions are released from army boundary restrictions (except that they may not enter zone B). This allows them to enter zone A or zone D, depending on the invasion scenario chosen. Released divisions must flip the corresponding Restricted Formation marker to its "released" side in the Restricted Formation Status boxes.
17.24 Infantry Replacement. This event may be used to add one non-elite strength level to increase the current strength of any reduced infantry-class unit of the indicated nationality, even in a contested area. Eliminated units may not return using a replacement event.
17.25 Armor Replacement. Used exactly like the infantry version, except that it applies to armor-class units.
17.3 Events Available to Both Sides
17.31 Special Action. These events are single-use Special Actions (8.1) that may be used for any function listed in the Special Action rules (8.2).
17.32 Asset Delay. This represents the Allies' initial battlefield confusion and, later, the effects of Allied fighter-bombers on the Germans. When drawn, these are immediately placed in the Eliminated Box, with no positive effect for the side that drew them. Asset Delay events count as one draw against the number allowed from the cup.
18.0 Optional Rules
These rules add more "color" to the game. Use and mix them as you wish, with the agreement of both players.
18.1 Airborne Units
The US 82nd and British 1st Airborne Divisions were specially equipped and trained to operate behind enemy lines with minimal supply. The four units of these two divisions (only) ignore the normal –1 modifier for an unsupplied morale check.
18.2 Advanced Artillery Modifiers
Artillery is generally less effective against defenders and more effective against infantry-class targets than against armor-class targets. Add the following modifiers to the artillery fire Success Number:
- −1: The target is the Defender
- +1: The target's point unit is infantry class and is not in field works
18.3 Artillery Destruction
If the defender had an artillery asset in combat and the area was vacated by the defending units, there is a chance the defending artillery asset is destroyed. If the defender retreated but at least one strength level survived, the artillery asset is destroyed on a die roll with a Success Number of 1. If the defending units and battle asset were all destroyed, the Success Number becomes 2. Add 1 to the Success Number for each hit not absorbed in the combat. Roll one die for each defending artillery asset involved.
18.4 Maintaining Field Works
Instead of automatically removing field works from a contested area during a Supply Phase, the controlling player makes a morale check for a unit of his choice within the area during friendly Supply Phases (only). The field works marker is removed only by suffering a hit or by failing this morale check.
19.0 Victory Determination
Players earn Victory Points (VP) by securing Objective Areas and eliminating beachheads and certain enemy units.
19.1 Objective Areas as VP
An Objective Area must be both friendly-controlled and able to trace a valid supply line (9.31) for a player to receive its VP during the Victory Determination Phase. The Objective Area symbols indicate who receives VP for controlling them, as follows:
- Areas near Messina—These areas have German crosses. Only the Allies receive VP for controlling them, and only if they are currently occupied by at least one Allied unit.
- Coastal Areas of Importance far from Messina—These areas have white stars. Only the Germans receive VP for controlling them.
- Areas of Strategic Importance—These areas have yellow stars. Both players receive VP for controlling them. The Allies receive VP for these areas only if they are currently occupied by at least one Allied unit.
19.2 Eliminated Major Units
Every eliminated unit that has 3 or more strength levels on its label is worth 1 VP for the opponent. Such units must be placed on the Eliminated Major Units Table when eliminated. Minor and support units have no VP value. Captured Allied beachhead markers are worth one point for the Axis and are placed on the same table.
19.3 Calculating VP
During the Victory Determination Phase of each turn, both players add up the VP they have received for Objective Areas per 19.1. They then add to this the number of enemy major units eliminated (which may include captured Allied beachheads) and compare these totals. The difference between the totals is the current VP level; the player with the higher total is ahead. Use the VP marker provided with the game, which has a German side and an Allied side, placing it on the General Track to indicate the leading player and the current total VP level.
19.4 Sudden Death Victory
Starting on turn 4, the Turn Track indicates the net Victory Points required to end the game with a Sudden Death Victory during the Victory Determination Phase of each of those turns. If neither player achieves this total, the game continues to the next turn.
20.0 Designer's Notes
This game took longer than I intended to reach your tables, but I wanted to get it right. I am sure the second volume of the "Fast Action Battles" series is now ready to be played, and I believe it is better than the first volume of the series.
The first problem was scale, since this campaign involved far fewer divisions than the Battle of the Bulge, even though the territorial extent is similar. The terrain in Sicily is very rugged, and the battle narrows to a very tight front as it approaches Messina.
I ultimately settled on a scale of one battalion per strength level (about half of the first volume), and split each division into two units and one asset, adding the Divisional Integrity rule to encourage players to keep their divisions together.
The other problem was dividing the island into areas. You'll notice more areas meeting at a single point in Sicily than usual; this is intentional, and a reproduction of the difficult terrain.
After a great deal of time spent thoroughly balancing every aspect of the game, I organized playtesting, and this long effort paid off in an elegant game that is both fun and historically accurate.
I had a great deal of fun creating and testing this game, and I hope it is just as fun for you.
I apologize for the delay in publishing this second volume of the series, but I hope you agree it was worth the wait.
Have fun!
Rick Young
21.0 Play Notes
21.1 Axis Player
The Axis player must hold on, as much as possible, at the airfields, ports, and strategic objectives. Always look for opportunities if the Allies leave a single block exposed in a critical area to a possible counterattack, but be careful not to place your counterattacking units in a dead end.
When Italian morale collapses, you will have no choice but to shorten your line and fall back toward Messina, taking care to pull the Italians out of the line before they can hand the Allies easy VP. Special Actions are usually best used to buy replacement strength levels for German units. When your non-garrison Italian units are reduced to one strength level, pull them out of the line and evacuate them from the island. They are worth nothing to you, but are worth 1 VP each to the Allies.
21.2 Allied Player
You have a tough job. You must press along the whole front, trying to break the Axis line. The Luftwaffe will be quite annoying, cancelling your air power until you begin capturing airfields.
Use flank invasions—they hinder movement and cut off retreat routes, forcing the Axis to deal with them instead of reinforcing his front.
You have many assets that can cancel enemy field works (Rangers, Commandos, naval support, engineers); use them whenever possible, or field works will slow you down too much.
22.0 The Scenarios
22.1 Introductory Scenario: The Primosole Bridge
22.11 Overview. Use this short scenario as an introduction to the game system. The goal is simple—capture and control the special VP areas shown on the small map.
22.12 Scenario Length. Play only turns 1–4.
22.13 Playing Area.
- Use the small map included with the game. Only the areas shown on this map are in play. All land areas start Axis-controlled.
- Use the initial forces card and the following turns' cards (translator's note: included in this translation).
- Use the Scenario Table, which holds the boxes, turn track, and asset draw for the scenario.
- The main map is not needed to play.
22.14 Initial Setup.
- Axis Regular Unit Deployment—First the Axis player deploys the German and Italian forces with a starting-area number in those locations, at full strength.
- Axis Coastal Garrison Deployment—Next the Axis player deploys the 10 Italian Coastal Garrisons (units with an "S") as follows: all units are shuffled face-down and placed, one per area, on the Primosole Bridge map in areas 1–7, 14, and 26.
- Axis Fortifications—Next the Axis player places a field works marker in every coastal area that (a) has invasion capability and (b) contains at least one Axis unit.
- Allied Landing—The Allies place the 5 British beachhead markers in the following landing boxes: B1 through B5. Once done, the Allies place their units in the beachheads and in the Airborne Assault box (14.24), completing Turn 1's Reinforcement Phase.
22.15 Reinforcements. Refer to the scenario's forces card for the units, assets, and events arriving for both sides. All units arrive at full strength.
22.16 Special Scenario Rules. All Base and Exclusive Rules are in effect except as modified by the scenario.
- British forces are required to land and operate in Zone B (14.3 & 14.4) unless specifically released using a Special Action (14.61) to enter Zone A (areas 7, 10, 11, 17, 16, and 25).
- No player may voluntarily move units off the map, with the exception of an Allied Sea Retreat (14.28); the Scenario Card includes an At Sea box for the sea retreat. Otherwise, units forced off the map for any reason are considered eliminated.
- The rules for Green Italian units (15.3) are in effect, including the cancellation of the movement crowding penalty (14.42).
- Italian Morale Collapse (17.21) caused by conditional assets (16.4) and events (16.5) is NOT used.
- The Axis supply source rule (14.91) is modified: a unit is in supply if it can trace a supply line to one of the following friendly-controlled areas: 16, 17, 25, or 26. The Allied supply source rule (14.92) is unchanged.
22.17 Victory. Victory is determined at the end of turn 4 by awarding VP for control of the following areas:
- 1 VP for Areas 6, 7, and 10 through 17
- 2 VP for Areas 5 and 16
- 3 VP for Area 25
- 4 VP for control of Catania (Area 26)
These values are shown on the Primosole Bridge map. Elimination of major units does not count in this scenario. After calculating each player's VP total for area control, calculate the difference between the two totals. Whoever has a positive VP value wins; otherwise the game ends in a draw.
22.18 Historical Outcome. The British 8th Army met unexpected difficulty advancing along the Sicilian coast toward Mount Etna, a forbidding natural defensive bastion that gave a major advantage to the defending Italian 6th Army.
22.2 The Tournament Scenario
22.21 Overview. This is the standard scenario, covering the period from the landings on July 10, 1943 to July 19, 1943. Playing time for experienced players is about three hours. The Allies must attack as much as possible, achieve breakthroughs, and/or encircle Axis positions.
22.22 Scenario Length. Play for 5 turns unless a Sudden Death Victory is achieved.
22.23 Playing Area. The entire map is used. All land areas of Sicily are Axis-controlled.
22.24 Initial Setup.
- Initial units, assets, and events—All indicated units are deployed (Axis) or arrive (Allies) at full strength. All assets and events are placed in the Available Box, but note the exception to the turn 1 sequence of play (22.27). Consult the order-of-battle cards.
- Axis Regular Unit Deployment—First the Axis player deploys the German and Italian units with a starting-area number in their respective areas, at full strength.
- Axis Coastal Garrison Deployment—Next the Axis player deploys the Italian Coastal Garrisons (units with an "S") as follows: all units are shuffled face-down and placed, one per area, anywhere in Sicily, including areas that already contain a Veteran unit, but not in areas that already contain two Veteran units.
- Axis Fortifications—Finally the Axis player places a field works marker in every coastal area that (a) has invasion capability and (b) contains at least one Axis unit.
- Allied Invasion Plan—Now the Allies examine the Axis deployment and may freely choose one of the following two plans: (a) the Historical Landing Plan (22.25), or (b) the Alternate Landing Plan (22.26).
- Allied Landing—Once beachhead marker deployment is complete (per the plan chosen), the Allies place their invading units (those marked "Inv") in the beachheads and in the Airborne Assault box (14.24), completing deployment.
22.25 The Historical Landing Plan.
- British Deployment—The Allies choose any 5 consecutive landing boxes in zone B and place the 5 British beachhead markers there. British units may operate only in zone B unless released from boundary restrictions (allowing them to operate in zones A & C).
- American Deployment—The Allied player places the 4 American beachhead markers in landing boxes in zone A. American units may operate only in zones A & C unless released from boundary restrictions (allowing them to operate in zone D).
22.26 The Alternate Landing Plan.
- British Deployment—The Allies choose any 5 consecutive landing boxes in zone A and/or B and place the 5 British beachhead markers there. British units may operate only in zones A & B unless released from boundary restrictions (allowing them to operate in zone C).
- American Deployment—The Allied player places the 4 American beachhead markers in landing boxes in zone D. American units may operate only in zones C & D unless released from boundary restrictions (allowing them to operate in zone A).
22.27 Special Scenario Rules.
- Rules—All Base and Exclusive Rules are in effect, and therefore all areas, zones, and boundaries are in effect.
- Exception to the turn 1 sequence of play—The scenario begins with the Allied Operational Movement Phase, skipping the Allied Admin Phase. All other player turns follow the normal sequence of play.
- Reinforcements—All units, assets, and events shown on the reinforcement cards for both players arrive at full strength.
22.28 Victory. Unless a Sudden Death Victory is achieved, calculate VP per 19.3 and compare the final count to these values:
- Axis 4 VP or more = Axis Victory
- Axis 3 VP or fewer = Allied Victory
22.29 Historical Outcome. After the initial landings, the American landing zones suffered fierce counterattacks from German mobile units, while the British landing zones initially consolidated more successfully. Over the following nine days, the difficulties passed to the other Ally, with the British 8th Army facing much greater resistance, while the American 7th Army, changing its direction of advance, marched rapidly west.
22.3 The Campaign Scenario
22.31 Overview. This is the long scenario, covering the landings from July 10, 1943 to July 31, 1943. Playing the entire scenario takes about 4–5 hours. This is the scenario that gives players the greatest opportunity to use their own landing and defensive strategies.
22.32 Scenario Length. Play all 9 turns unless a Sudden Death Victory is achieved.
22.33 Playing Area. The entire map is used. All land areas of Sicily are Axis-controlled.
22.34 Initial Setup. Identical to the Tournament Scenario.
22.35 The Historical Landing Plan. Identical to the Tournament Scenario.
22.36 The Alternate Landing Plan. Identical to the Tournament Scenario.
22.37 Special Scenario Rules.
- Rules—All Base and Exclusive Rules are in effect, and therefore all areas, zones, and boundaries are in effect.
- Exception to the turn 1 sequence of play—The scenario begins with the Allied Operational Movement Phase, skipping the Allied Admin Phase. All other player turns follow the normal sequence of play.
- Reinforcements—All units, assets, and events shown on the reinforcement cards for both players arrive at full strength.
- Special Historical Scenario Option—Players who want to play a strictly historical version of the campaign should use the Tournament Scenario's deployment rules (22.24) with the following exceptions:
- The Italian Coastal Garrisons (29 in total) are again shuffled face-down as described in 22.24, but may only be placed in the following areas: (a) one unit each in the 23 coastal areas with invasion capability, and (b) one unit in coastal areas 26, 28, 29, 30, 48, and 49.
- The Allies use the Historical Landing Plan as described in 22.25 with one additional restriction: the beachheads must be boxes B1 through B5.
22.38 Victory. Unless a Sudden Death Victory is achieved, calculate VP per 19.3 and compare the final count to these values:
- 4 VP or more = Operational Victory for whichever side has the VP
- 1–3 VP = Marginal Victory for whichever side has the VP
- 0 VP = Draw
22.39 Historical Outcome. By the end of July, it was clear to the combatants that Operation Husky, the largest amphibious invasion conducted up to that point, had demonstrated that the Allies could effectively conduct a large combined operation under extreme circumstances (an amphibious landing on mountainous terrain). The road along the "soft underbelly" seemed very easy for the immediate future, despite missed opportunities and some brilliant defensive maneuvers.
23.0 Examples of Play
These examples are presented following the phases of a game turn, but each is usable on its own—the narrative is not continuous. Some examples use characteristic situations that arise in the game; others use hypothetical situations to better illustrate a set of rules.
Reinforcement and Admin Phases
- Example 1 – Choosing and placing a beachhead
- Example 2 – Drawing assets & events
- Example 3 – Air Interdiction & Air Combat
- Example 4 – Damaging & repairing ports
- Example 5 – Army boundaries
Movement Phases
- Example 6 – Basic movement
- Example 7 – Restricted terrain boundaries
- Example 8 – Crossing a bridge
- Example 9 – Landing
- Example 10 – Italian Morale Collapse
- Example 11 – Strategic Movement
Combat Phase
- Example 12 – Basic combat
- Example 13 – Airborne Assault
- Example 14 – Beach Assault
- Example 15 – Flank Invasion
- Example 16 – Retreat
Various Other Phases
- Example 17 – Reaction & Breakthrough
- Example 18 – Supply
Example 1 – Choosing & Placing a Beachhead
Overview—We begin with choosing a beachhead, since it is fundamental to understanding the heart of this game. Around the coast of the Sicilian island there are three groups of landing boxes pointing toward land areas, representing the locations Allied planners considered for landing. The historical sites (A1 to A4 and B1 to B6) have specific code names associated with each of the historical landing sites. Sites D1 to D13 have no code names, but all were considered during planning. In this game, the Axis does not know whether the Allies will choose the Historical or the Alternate invasion plan. His problem is dealing with this uncertainty. The Allies have enough information by observing how the Axis has deployed to choose more effectively.
A—The players have chosen to play the Campaign Scenario, which allows the Allies to choose the Historical or the Alternate Landing Plan. The Allies choose the latter, which lets them land the American 7th Army forces in four contiguous landing boxes in Zone D. This represents the historical alternate invasion site for the American forces. Each landing box points to a specific land area on the Sicilian island. During the Reinforcement Phase, the player will place any arriving American unit in the designated landing boxes (or beachheads). During the Movement Phase, units in the beachheads advance (using their entire movement allowance) to the directly connected land areas.
B—There are four port boxes on the map, two available for possible British use—Siracusa [P1] and Catania [P2]—one for American use—Palermo [P3]—and one for German use—Messina [P4]. They cannot be used as beachheads and therefore cannot receive a beachhead marker. Note that a port is an area that can be entered from a designated landing box (beachhead) or from a port box. Once the port of Palermo [57] is Allied-controlled and uncontested, and the Palermo port box [P3] is fully operational (undamaged), the Allies may place arriving American reinforcements in the Palermo port box. During the Movement Phase, units in port boxes may not only move directly into the port area, but may continue moving.
C—During scenario setup, after the Allies have chosen a landing plan (per the scenario instructions), they place beachhead markers in specific landing boxes in the appropriate zones. There are 13 landing boxes in Zone D from which the Allies may choose. In this case, they decide to place the markers in boxes D2 through D5, gaining direct access to Palermo [57] and adjacent access to Marsala [65]. Once placed, beachhead markers may not be moved, though they may be captured (and thus permanently eliminated) by the Axis.
D—Once a beachhead marker has been placed in a landing box, the beachhead is formally created. It is now ready to support the arrival of units. During the Reinforcement Phase, arriving units are placed in the appropriate available beachheads. In the immediately following Movement Phase, units in the beachheads advance directly to the connected land area. This process of arrival and advance into a land area is identical for port boxes, once the appropriate control conditions are met.
E—In his defensive planning, the Axis player must decide how to place the many weak Italian Coastal Garrison units (those marked "S"). A small portion of them will put up enough resistance to inflict some strength-level losses on the Allies, but no one knows which of them will do so. For this reason, the Axis player places them face-down, shuffles them, and places them (per the scenario instructions) in the desired areas across the island. If he places one in an area with invasion capability (one indicated by a landing box), he may reinforce it with a field works marker at the start. Should he place them near the beaches, on lightly protected terrain, with a field works marker that can be cancelled by Allied Rangers or naval support, or should he place them inland on better terrain, granting the opponent an easy landing?
F—As part of his initial deployment, the Axis player also places specific units in predetermined areas (per the scenario instructions). These units have an area number highlighted in yellow as an entry note. Unlike the coastal garrisons (which represent a largely unknown force), the major, organized units of the Italian 6th Army were deployed in locations that Allied reconnaissance had largely uncovered before the invasion. The flexibility of coastal garrison deployment therefore gives the Axis a greater chance of creating some uncertainty in the Allied decision of where to land.
Example 2 – Drawing Assets & Events
Overview—Units, assets, and events arrive during the Reinforcement Phase, so only at the start of the game turn. Both players receive units, assets, and events (marked with their turn of arrival, e.g., "3" for entry on turn 3). Apart from units already in place at the start of the game, Axis units arrive from the Messina port box [P4]. Allied units must always arrive from controlled, undamaged beachheads or port boxes. Assets and events are placed directly in each player's cup. Although players know which resources will arrive (depending on the plan), they may only immediately receive part of what is due to arrive. At the start of the Admin Phase, both players draw a certain number of chits from their cups as indicated for the turn. For example, on turn 3, during the Allied player turn's Admin Phase, that player may draw 11 chits, while the Axis may only draw 10. Later, during the Axis player turn's Admin Phase, both players may draw 5 chits. Only after chits are drawn will players see which assets and events they receive.
A—Both players have a Resources section on the map dedicated to their own needs. Some parts of the sequence of play are shown in various boxes with a numbered sequence (so players can complete the various steps in the correct order without consulting the tables). First, the Allies review what must happen in the Reinforcement Phase (using turn 3 in this example). Note that they have the reusable Special Action in the Available box (step 1 in the Available box), which lets them immediately recover one used asset from the Used box. Unless the Allies choose to save the naval support asset, it must be eliminated (step 3 in the Used box). They therefore recover the naval support asset.
B—The steps listed (2 and 3) in the Used box no longer apply: the reusable Special Action was already in the Available box, and there are no naval support assets left in the Used box (one being subject to elimination). Next, the Allies move all remaining used assets into the cup (step 4 in the Used box). Returning to the Reinforcement box, step 5 tells the Allies to place all assets and events arriving this turn into the cup.
C—After both players have completed what they must do in the Reinforcement Phase, play moves to the Admin Phase, starting with the Allies. They look at the Available Units box and note that they are instructed to draw chits from the cup. According to the schedule on the Turn Track, they may draw 11 chits from the cup, placing them in the Available box. In addition, by controlling and occupying the undamaged port of Siracusa [5], they may draw one extra asset, the 7th Army Release event. They did not draw any more naval support assets, so it seems that saving the naval support asset was a good choice.
Playing assets and events—After drawing the required number of assets and events, the Allies may now play some of them as they wish. The Action Matrix and Event Summary Table are organized by phase to remind players of the choices available with their resources. The Asset Capability Matrix gives more detail on the specific game effects of playing assets, especially detailing their use during the Combat Phase. Aside from the always-useful reusable Special Action, two excellent choices for the Allies would be (i) possibly playing the 3rd Commando asset as a Flank Invasion at Catania [26] or Lentini [14] to maintain maximum pressure on a position critical to Axis defense, and (ii) playing the 7th Army Release event, which gives the Allied advance breathing room.
Example 3 – Air Interdiction & Air Combat
Overview—Air support assets may be played during the Admin Phase (Interdiction Mission), the Combat Phase (Ground Support Mission), or the Supply Phase (Air Resupply Mission), or by the opponent (Air Combat Mission) to immediately cancel the intended mission in any of these phases.
A—During the Axis player turn, the Axis intends to move his major units present in the western part of the island eastward, to respond to the Allied invasion. After the Axis portion of the Admin Phase, the Allies (during their portion of the Admin Phase) commit air support assets to an Interdiction Mission to block the Axis response to the Allied advance. They take two air support assets from the Available box and place one each at Bolognetta [56] and Salemi [59]. Each Allied air support asset used for Interdiction causes any Axis unit to pay +1 MP to enter and +1 MP to exit the interdicted area.
B—Although it is no longer the Axis portion of the Admin Phase, either player may commit air support assets to an Air Combat Mission, which lets players cancel an Air Support Mission for each asset played. The Axis realizes that its amount of air support is much lower than the Allies', but does not want all its units slowed down by Interdiction. It immediately commits its air support asset to an Air Combat Mission at Salemi [59], thereby cancelling the Allied Interdiction Mission there. This restores freedom of movement for units at Salemi [59]. Since it does not cancel the Interdiction Mission at Bolognetta [56], that mission succeeds and remains in effect until the Axis Supply Phase, when the asset is removed and placed in the Allied Used box.
C—During the Axis Movement Phase, the Axis player faces a less than ideal situation. Assume in these examples that no moving unit is blocked by other units (to avoid dealing with the crowding penalty). The Italian unit at Palermo [57] cannot get past Bolognetta [56], having only 3 MP to spend: 1 MP along the road plus 1 MP for the Interdiction, and it cannot exit the area without spending another 2 MP to leave. At most it can reach Corleone [54] via Rocca Busambra [55]. The Italian unit at Alcamo [58] has the same problem and cannot get past Bolognetta [56] or Corleone [54]. The Axis player decides to protect his more mobile German armor units at Salemi [59]. These units can take the road south through Castelvetrano [60] and then along the coast to reach Canicattì [40] or Palma di Montechiaro [41], moving significantly toward the action in the eastern part of the island. Alternatively, they could reach Caltanissetta [45] via road movement through Corleone [54], Prizzi [50], Collesano [48], and Castelbuono [46] (since the primary roads connecting adjacent areas do not need to be literally connected to one another within an area).
Example 4 – Damaging & Repairing Ports
A—During the Reinforcement Phase of turn 3, the Allies have one surviving US unit, one of the two blocks of the 9th Infantry Division. The battle for Palermo [57] has ended, with one remaining block of the 1st Infantry left in the area as a garrison. Although the Allies now control Palermo [57] because an Allied unit is the sole occupant of the area, they cannot yet use the Palermo port box [P3] because the port itself (represented by the port box) is damaged. The consequence for the Allies is that the badly needed reinforcement can only advance from the beachhead [D2] to Palermo [57] as its only action during the Movement Phase.
B—During the Allied portion of the Admin Phase, the Allies decide to use an available Engineer asset to repair the port box by one level (from Damage 2 to Damage 1). A necessary condition for playing this asset is that the port area (Palermo [57] itself) must be friendly-controlled, in supply, and (for the Allies) occupied by a US unit. Palermo is friendly-controlled, in supply, and occupied by the US 1st Infantry, so all three conditions are met and the Allies can play the engineer to repair the Port box [P3].
C—Playing the Engineer asset causes the Damage marker to be flipped from its "2" side to its "1" side. The port box [P3] itself remains unusable, and will remain so until the Allies play another Engineer asset to remove the Damage 1 marker. The Axis player cannot, during his portion of the Admin Phase, play an available Engineer asset to inflict damage and bring it back to Damage 2. This is because Palermo [57] is neither Axis-controlled nor in supply (from the Axis perspective). If the Axis managed to retake Palermo, controlling it exclusively, he could then (in the following Admin Phase) damage the Port box [P3] once again.
Example 5 – Army Boundaries
Overview—The Allied army is divided into two Higher Echelons, the 8th Army (British) and the 7th Army (US), which must operate together subject to some important boundary restrictions. The areas within an army's boundary are all identified by a Zone. The zones are not rigidly fixed, however, since one of the key aspects of the game rests on the landing plan the Allies choose (depending on Axis deployment). For example, when the Allies choose the Historical Landing Plan, British forces must land and operate in Zone B, and American forces must land and operate in Zones A and C (see the map). Zone D represents another area of operations, where forces may move once they are formally released (by Special Actions or events). If the Allies use the Alternate Landing Plan, British forces may land and operate in Zones B & A, while American forces must land in Zone D and may operate in Zones D and C. When released, British forces may also operate in Zone C, while American forces may also operate in Zone A. In all cases, no US force may ever operate in Zone B, and no British force may ever operate in Zone D. The scenarios describe the specific conditions depending on the landing plan chosen. For clarity, all components of this example assume the boundary definitions of the Historical Landing Plan.
A—The British 5th Infantry at Mount Etna [27] is operating in Zone B. The division release marker in the 8th Army's Boundary Restrictions box indicates that the unit is restricted (for clarity, the appropriate division release markers are placed on the map next to the designated units). In this state, the unit cannot yet move to Adrano [33] in Zone C, nor to Regalbuto [25] in Zone A. Once released, both moves become possible.
B—The British 51st Infantry at Catania [26] is currently operating in Zone B. The division release marker indicates that the unit is released. In this state, the unit may move to Regalbuto [25] in Zone A and may continue to Adrano [33] in Zone C.
C—The US 2nd Division at Leonforte [24] is currently operating in Zone A. The division release marker indicates that the unit is not restricted. In this state, the unit may already move to Nicosia [35] in Zone C, but cannot yet move to Caltanissetta [45] in Zone D. Once released, this latter move becomes legal.
D—The US 1st Division at Enna [38] is operating in Zone A. The division release marker indicates that the unit is released. In this state, the unit may already move to Gangi [37] in Zone C and can now move to Castelbuono [46] in Zone D.
E—The 1st Canadian Division (8th Army) at Mazzarino [39] is operating in Zone A. The division release marker indicates that the unit is released. In this state, it may operate in Zones A, B, and C, but may never voluntarily enter Zone D (the 8th Army cannot operate in that zone).
F—The US 45th Division at Ramacca [16] is operating in Zone A. The division release marker indicates that the unit is restricted. In this state, the unit may only operate in Zone A. Once released, it may also operate in Zones C and D, but may never voluntarily enter Zone B (the 7th Army cannot operate in that zone).
Release—Release from army boundary restrictions occurs as follows: (1) the 7th Army may be fully released by playing the 7th Army event, or individual 7th Army formations may be released by playing a Special Action, and (2) the 8th Army may only be released formation by formation, via a Special Action. Note that when you release an 8th Army division, you may simultaneously release one of the three independent brigades (1st Canadian, 4th Armoured, and 231st Infantry).
Example 6 – Basic Movement
Movement and Boundaries—There are two standard boundary types in the game: open and river. River boundaries always have bridges. When units move across boundaries, the type of connection they use—road or open—determines the movement cost. When a primary road crosses an area's boundary and continues into another area—whether the boundary is open or river—this makes it a road connection. Otherwise, that connection—whether the boundary is open or river—is an open connection. Note that road drawings within an area need not connect to one another.
A—The German 15th Panzer Grenadier mechanized unit moves south into Monte Sicani [51], costing 1 MP for the road connection. The unrevealed Green Italian unit causes no crowding penalty for the moving Axis units (since it is Green, it is unknown whether—or how—it will fight). It then moves to Aragona [43], paying another 2 MP for the open connection, and continues to Canicattì [40] for another 2 MP, a total of 5 MP spent so far. It cannot enter Caltanissetta [45] to attack the US 9th Infantry, since doing so would require 2 MP: 1 for the road connection and +1 MP to enter an occupied area.
B—The mechanized unit moves to Mussomeli [44], paying 3 MP (2 MP for the open connection and +1 MP to enter an occupied area), and continues to Castelbuono [46], which costs only 1 MP for the road connection (the crowding penalty does not apply, because of the unrevealed Green Italian unit). Since this penalty does not apply, the mechanized unit has enough MP left to enter Caltanissetta [45] to attack the American unit: 1 MP for the road connection and +1 MP to enter an occupied area.
C—The mechanized unit turns north into Collesano [48], costing 1 MP for the road connection, and continues to Castelbuono [46], costing an additional 1 MP for the road connection (the crowding penalty does not apply, because of the unrevealed Green Italian unit). Note that primary roads connecting adjacent areas need not be literally connected to one another within an area (a network of usable roads is assumed in these particular cases). The mechanized unit cannot enter Caltanissetta [45] to attack the US unit: 1 MP for the road connection and +1 MP to enter an occupied area. With a total of 4 MP spent, this is the fastest way to reach the area to be attacked.
D—The Italian Livorno motorized unit moves directly to Mussomeli [44], costing it 3 MP (2 MP for the open connection and +1 MP to enter an occupied area). It must stop for two reasons: (1) no unit may cross a blown bridge unless it started in the area adjacent to the boundary marked by the blown bridge (i.e., "directly adjacent"), so the unit cannot enter Caltanissetta [45]; (2) the Livorno motorized division (both blocks) normally has a movement allowance of 3, which can be increased to 6 only if, for the entire expenditure of MP, it neither exits nor enters an area occupied by the enemy; it therefore cannot use this increased movement allowance to enter the area to be attacked, because doing so would cancel the extra MP.
E—The motorized unit can move to Mussomeli [44], costing it 3 MP, and continue to Castelbuono [46], costing only 1 additional MP, leaving it 2 MP to spend (using its motorized capability). However, it cannot enter enemy-occupied Caltanissetta [45] while using the motorized movement bonus, so it must stop. It could instead continue east along the road, to unoccupied Enna [38], for its final 2 MP.
F—The motorized unit could also head north to Collesano [48], costing it 1 MP for the road connection, then continue to Castelbuono [46], another 1 MP for the road connection (the crowding penalty does not apply, because of the unrevealed Green Italian unit). But it still cannot enter Caltanissetta [45], since that would cost it another 2 MP (1 MP for the road connection and +1 MP to enter an occupied area). It cannot reach the area to be attacked using either its infantry mode (3) or its motorized mode (6).
G—Green Italian units have severe restrictions on what they can do. A single Green unit can do nothing but hold its position during an Operational Movement Phase. Otherwise, Green units remain where they were originally placed unless (i) one of them is chosen to "do something" (move, build field works, or be placed in reserve), or (ii) Allied units engage them in combat by entering the area (if they survive).
Example 7 – Restricted Terrain Boundaries
Overview—The Mount Etna area [27] is surrounded on all accessible sides by a restricted-terrain boundary drawing. Infantry-class units must spend their entire movement allowance to cross that boundary. Armor-class units may not cross it at all. The exception to these restrictions is that the side controlling the area allows friendly units to use road connections into and out of the area.
A—The German 15th Panzer Grenadier armor-class unit at Catania [26] can enter Mount Etna [27] by paying 1 MP for the road connection, +1 MP to exit a contested area, and +1 MP to enter an occupied area. The unit can also use road connections to pass through the area. It enters Mount Etna [27] for 3 MP, then crosses into Adrano [33] for 1 MP via the road connection, and stops. It cannot enter Regalbuto [25] or Randazzo [32] even though it has enough MP available, because it may not exit a contested area and enter or create another contested area in the same movement.
B—The British 4th Armoured armor-class unit at Regalbuto [25] can enter Catania [26] at a cost of 2 MP for the open connection and +1 MP to enter an occupied area. It cannot enter Mount Etna [27] because this area is Axis-controlled. It can join the effort to go around the volcano by entering Adrano [33] at a cost of 1 MP for the road connection, then Randazzo [32] at a cost of 1 MP for the road connection and +1 MP to enter an occupied area, and finally Novara [30] at a cost of 1 MP for the road connection and +1 MP to enter an occupied area, for a total of 5 MP.
C—The British 51st Infantry infantry-class unit at Randazzo [32] can enter Mount Etna [27] even though the move costs more than its 3 MP allowance (all its MP to cross the restricted boundary, +1 MP to enter an occupied area). It has no prohibition on crossing (being infantry class), and can therefore use the Guaranteed Minimum Movement to move into the adjacent area.
D—The German 15th Panzer Grenadier armor-class unit at Novara [30] cannot enter Mount Etna [27] directly by crossing the restricted boundary, but can use roads to get there, first entering Taormina [28] at a cost of 1 MP for the road connection and +1 MP to enter an occupied area, and then Mount Etna [27] at a cost of 1 MP for the road connection and +1 MP to enter an occupied area, for a total of 4 MP.
E—The German 29th Panzer Grenadier armor-class unit at Taormina [28] can enter Mount Etna [27] at a cost of 2 MP (1 MP for the road connection and +1 MP to enter an occupied area) and can continue through the area, exiting via road connections. It could move to Catania [26] for another 2 MP (1 MP for the road connection and +1 MP to enter an occupied area), or move to Adrano [33] for 1 MP (road connection), ending at Regalbuto [25] to fight the British 4th Armoured, for another 2 MP (1 MP for the road connection and +1 MP to enter an occupied area), for a total of 5 MP.
F—The Italian Napoli infantry-class unit in Mount Etna [27] can exit the area using either the road or open connection (requiring the expenditure of all its MP).
Example 8 – Crossing a Bridge
A—During the Axis portion of the Admin Phase, the Axis player reviews the front-line situation to decide whether to place an available Engineer at Val di Catania [15] to automatically destroy the bridge (over the Anapo river) at Sortino [12] and Lentini [14]. No one has many engineer assets, so he may decide to save this precious asset for use along the Simeto river bordering Catania [26].
B—During the Operational Movement Phase, the Allies attempt to move the 1st Canadian Infantry from Sortino [12] to Val di Catania [15] across the river boundary (for a possible cost of 2 MP for the open connection and +1 MP to enter an occupied area). The moment this attempt is declared, the Axis player, since this is the first attempted crossing of that river boundary, may attempt to destroy the bridge. The Success Number (SN) for the attempt is 5 (no modifiers apply), and the Axis rolls a 4—success! He immediately places the Blown Bridge marker. The Allies must now decide whether to continue the crossing (at the cost of their entire movement allowance) or move elsewhere instead (having formally spent none of their 3 MP allowance). Given how congested the situation is, they will not be able to bring this unit to Val di Catania [15] unless they cross this boundary. They therefore move the unit, spending its entire movement allowance. A River Assault marker is now placed in the area, since (at this point) every unit moving into the area (one of them) crossed a river boundary, one of which has a blown bridge.
C—One of the British 50th Infantry's units at Lentini [14] could attempt to cross the Anapo river by entering Val di Catania [15]. This would be the first attempted crossing of that boundary, so the Axis player could attempt to destroy the bridge. Note that even if the attempt to destroy the bridge fails, and the infantry unit enters the area by crossing that boundary, the River Assault condition would still apply.
D—If the British 1st Canadian Infantry unit at Sortino [11] moves to Val di Catania [15] instead (2 MP for the open connection and +1 MP to enter an occupied area), the River Assault condition no longer applies. It can be difficult to break a defensive position along a river line, so this move from Sortino [11] is the best move for the Allies. In addition to having cancelled the River Assault penalty, both blocks of the same division (1st Canadian) are now in the same area and therefore receive the Divisional Integrity Bonus (+1 die) in combat.
Example 9 – Landing
Overview—During the Reinforcement Phase, both players place arriving units in their respective beachheads (Allies only) or available port boxes (both players). These units remain in these locations until the Operational Movement Phase. For the Axis player, the few German units that arrive during the game will remain in the Messina port box [P4] for the Allied player turn and will be able to move from this location into Messina and then out during the Axis player turn. This example illustrates the various types of landing, though the sequences shown would rarely all occur in a single real game.
A—Invading US units are placed during turn 1's Reinforcement Phase and are now ready to land during the Allied player's Operational Movement Phase. The US 3rd Infantry at beachhead D1 advances directly to Bolognetta [56] to attack the position held by the Italians. Advancing from the beachhead to the directly connected coastal area does not use movement points. When a unit advances directly (lands) into an enemy-occupied area, creating a newly contested area, the attack is a Beach Assault and receives the corresponding marker.
B—During turn 2's Operational Movement Phase, the US 2nd Armored at Rocca Busambra [55] moves to Bolognetta [56], at a cost of 1 MP for the road connection and +1 MP to enter an occupied area. This move not only puts a great deal of pressure on the Axis position, it opens the road for a flanking maneuver planned by the Allies.
C—The US 1st Infantry at Prizzi [50] moves to Collesano [48], at a cost of 1 MP for the road connection; the +1 MP crowding penalty (entering an occupied area) does not apply since Collesano [48] is occupied only by a Green Italian unit. The moving US unit will stop upon entering the area. The ensuing combat will likely eliminate the Green Garrison unit, leaving the defenders only one escape route, at Termini Imerese [49].
D—Finally, the US 2nd Armored in the Palermo port box [P3] must verify that it can move out of the port box: (i) the port box is not damaged, (ii) the Palermo port area [49] is US-controlled, and (iii) occupied by a US unit. The unit can therefore now advance into Palermo [49], again without spending any MP. Since the unit is coming from a port box, it can continue with a full operational move. It moves from Palermo [49] to Rocca Busambra [55], at a cost of 2 MP for the open connection, then to Corleone [54] for 1 MP (road connection), and then to Prizzi [50] for one final MP. This move closes off the road for the Italian units at Termini Imerese [49].
Example 10 – Italian Morale Collapse
Overview—This shows a number of interconnected rule elements that flow from (i) the Allies' capture of airfields, and (ii) the Allies' capture of ports and/or areas of strategic importance. Depending on the level reached, Italian units—whether they start as Green units (coastal garrisons) or start/become Veteran units—are affected in movement, combat, and supply. In addition, these effects include a reduction in available Axis air support assets.
Green Italian Units—The mechanism that immediately affects the Axis player is that of the Green Italian units, which affects all coastal garrisons in every scenario. These units are placed face-down in every scenario, shuffled, and placed randomly in areas per the scenario instructions. Given that there is only one Veteran unit of strength 2, and only 4 other (Recruit) units have strength 2, the forces themselves are very weak. The random hidden placement represents the fact that, while some garrisons fought well despite a lack of training, equipment, and command leadership, it seems to have been a surprise to both sides which units could put up serious resistance. Players will have to deal with Green units especially during the early phases of the invasion, when Allied units land. There are two mechanisms—the initial morale check for Green units, and the inability to receive positive Success Number modifiers—that are used repeatedly.
A—After the Allies have chosen the area to resolve combat in, just before the attacker fires artillery (if artillery assets were committed), any Green Italian unit in the combat is revealed and must make a morale check. Normal morale checks in the game use the modifiers from the Morale Table, for troop quality, and whether the unit is disordered, unsupplied, or both. The Axis player now makes the morale check.
- The coastal garrison at Gela [19] has −2 (Recruit quality) but is otherwise in good order, giving a net Success Number (SN) of 5 − 2 = 3. It rolls a 2 and succeeds.
This first morale check for a Green unit is very important. Most of the time the odds of success are not great, but avoiding becoming disordered immediately at this point increases the chance the unit will inflict damage. After the artillery fire, if the unit has survived, it may fire. The severe penalty for these units is that only a Veteran Green unit may receive positive modifiers while firing. The Axis player (being the Defender) fires.
- The coastal garrison at Gela [19] has −1 (Recruit vs. Veteran quality) but cannot use the +1 modifier because the target has the River Assault marker (because the US 1st Infantry is conducting a beach assault). The unit therefore fires with an SN of 5 − 1 = 4. It rolls a 5 and fails.
B—The Allies (as Attacker) now fire with their 1st Infantry unit. The following SN applies: −1 (beach assault), +1 (Veteran vs. Recruit), and −1 (target protected by field works), for an SN of 5 − 1 = 4. Had the Allies used a naval support or Ranger asset to remove the field works, they would have had an SN of 5. If the Italian unit survives the combat, it will immediately become Veteran. However, Italian Morale Collapse includes a series of progressive penalties that degrade all Italian units as the Allies advance the invasion.
Captured Airfields—For each of the three Sicilian airfields (Catania [26], Niscemi [18], and Marsala [65]) captured by the Allies, they gain an air support asset (marked with a "C" for Conditional), and the Axis loses the use of the next air support asset drawn in a future Admin Phase.
C—Placement of the conditional air support asset into the Allied cup happens immediately (upon capturing the airfield), but it does not become (potentially) available until the following Admin Phase. Placement of the Axis air support asset into the now-empty box only happens when the Axis draws that asset in a future Admin Phase (and cannot draw another asset in its place for that turn).
Captured Ports and Key VP Areas—For any of the three Sicilian ports (Siracusa [5], Catania [26], and Palermo [57]) or any of the 5 strategic areas (Catania [26], Val di Catania [15], Niscemi [18], Caltanissetta [45], and Termini Imerese [49]) captured by the Allies, they place an Italian Morale Collapse event (marked with a "C" for Conditional) in the cup. When these events are drawn during a future Admin Phase, the Allies may immediately place them on the Italian Morale Collapse Table on the map, each one raising it by one level.
D—Upon capture of a Sicilian port or a strategic area (worth victory points), an Italian Morale Collapse event is placed in the Allied cup.
E—When an Italian Morale Collapse event is drawn, it may be played like any other event, directly into the lowest empty box (from level 1 to level 3) on the Italian Morale Collapse Table. For each event played, the negative effects on Italian units in movement, combat, and supply increase. Note that both Catania [26] and Niscemi [18] are critical areas: each contains both an airfield and a strategic area. When one of these areas is captured, the Allies place both an air support asset and an Italian Morale Collapse event in the cup. And when Catania [26] is controlled and undamaged, the Allies may place yet another Italian Morale Collapse event in the cup! Note that there are only three of these events. Further conditions that would trigger morale collapse have no effect once the third event has been placed in the cup.
Example 11 – Strategic Movement
Overview—The Axis may conduct only 1 Strategic Movement per turn. The island, however, is limited in size, and there is often little need for such movement. Early in the game, a quick repositioning of a powerful unit can avert a dangerous defeat. One important location is Caltanissetta [45], a strategic location worth victory points. A powerful Axis battle group is positioned too far away to reach Caltanissetta [45] from the west, where it is located. Three possible movement routes only bring the unit to the area immediately west of Caltanissetta [45]. Only Strategic Movement can solve the problem. Unlike Operational Movement, which allows units to move into enemy-controlled areas, Strategic Movement only allows units to move freely through friendly-controlled areas (never crossing a blown bridge, nor moving into an area that is enemy-controlled and/or contested). To use this option, the Axis player places one of the 15th Panzer Grenadier units in reserve during the Operational Movement Phase. Then, during the Strategic Movement Phase, he moves that reserve unit directly (without spending MP) to Caltanissetta [45]. Once moved, the reserve marker is removed and placed in the Reserve box.
Possible Operational Movements—To compare the value of Strategic Movement against Operational Movement, observe how no such movement gets the 15th Panzer Grenadier to Caltanissetta [45].
- From Salemi [59] to Alcamo [58] 1 MP, to Palermo [57] 1 MP, to Bolognetta [56] 1 MP, to Termini Imerese [49] 1 MP, to Collesano [48] 1 MP, finally to Castelbuono [46] 1 MP, and out of MP.
- From Salemi [59] to Corleone [54] 2 MP, to Prizzi [50] 1 MP, finally to Mussomeli [44] 2 MP, with insufficient MP left to cross the open connection to Caltanissetta.
- From Salemi [59] to Castelvetrano [60] 1 MP, to Sciacca [53] 1 MP, to Monti Sicani [51] 1 MP, to Cattolica Eraclea [52] 1 MP, to Agrigento [42] 1 MP, finally to Canicattì [40] 1 MP, and out of MP.
Example 12 – Basic Combat
Overview—The Phasing Player (the Attacker) determines the order in which combats in contested areas are resolved. Combat is mandatory in newly contested areas, but optional in an already contested area—sometimes blocking the opponent is more effective than fighting him. When the Phasing Player chooses a contested area to resolve combat in, a single combat round occurs—defined in detail in 6.2. Avoid the temptation to treat the steps in 6.2 as simultaneous: they are not. Note that the hit priorities for the Defender differ from those for the Attacker. Also note that the Hit Priority sequence must be followed to the letter after each of the four fire segments in combat (if hits were caused): (i) attacking artillery fire, (ii) defending artillery fire, (iii) defender's fire, (iv) attacker's fire.
Battle Asset Limits—Although players will not usually run into these limits, remember that the Attacker may not commit more than 8 assets and the Defender no more than 5 in a single combat. In addition, no more than 1 Italian battle asset may ever be committed per combat.
A—The Allies (Attacker) must assign assets to the battle at Palazzolo Acreide [6]: one battle asset (50th Infantry), 2 artillery (24th and 98th Artillery), and one air support. The Axis (Defender) follows with one battle asset (177th Bersaglieri) and one artillery (12th Artillery). Both must simultaneously designate a point unit. The Axis has no choice but the Napoli, and the Allies choose one of the two blocks of the 50th Infantry Division. The Attacker fires first with his artillery.
- The 24th and 98th have −1 (defending point unit protected by field works), for an SN of 4, and roll two dice (one per artillery strength level). They roll 2 and 5—a hit!
The hit is applied immediately. The Defender's first priority is to remove field works, if present (and it is).
B—Now the Defender fires with his artillery.
- The 12th has no modifiers, so SN 5 with one die. It rolls a 5 and hits!
The hit is applied immediately. The Attacker's first priority is a step-loss. The Allies expected the loss, which is why they had committed the 50th Infantry battle asset. Since battle assets can absorb losses, they eliminate that asset (placing it in the Eliminated box).
C—After the artillery fire, both sides' artillery assets are placed in the Used box. The Defender may now fire. The order of fire does not matter.
- The Napoli has +0 (Veteran vs. Veteran) with SN 5 and three dice. It rolls 1, 5, and 8—three hits!
- The 177th Bersaglieri has −1 (Recruit vs. Veteran) for SN 4 and one die. It rolls a 5 and misses.
The Allies have two hits to allocate and decide to press the attack—perhaps a lucky third hit from the Axis would have convinced the Allies to abort the attack. The air support asset is not a battle asset and therefore cannot absorb step-losses, so the first hit is absorbed by the 50th Infantry. The Allies decide not to abort the attack (which would have ended the combat, disordered both units of the 50th Infantry, and avoided the second step-loss). The second hit must therefore also be absorbed. Since no unit can take a second hit before every other unit in the combat has taken one, the other unit of the 50th Infantry must take this hit.
D—Now the Allies may fire. Since the entire division is present (both units share the same divisional color stripe), Divisional Integrity applies: one extra die roll for the unit with the lower SN at the time of firing. It's fortunate they committed the air support asset to this combat, given how much damage the Axis has already inflicted. The Ground Support Mission can be used in two ways: (i) as an artillery asset, or (ii) as a special battle asset, giving +2 to one unit's SN. The Allies saved the air support asset for this second use.
- The 50th without support has +0 (Veteran vs. Veteran) and −2 (TDN, or Terrain Difficulty Number), for a net SN of 3. Divisional Integrity applies to this unit of the division (adding one die to the three it already rolls for its three strength levels). The rolls are 2, 7, 8, 10: one hit!
- The 50th with support has +0 (Veteran vs. Veteran) and −2 (TDN) +2 (air support), for a net SN of 5. It rolls 4, 5, and 7—two hits!
Without the addition of air support, the Allied attack would have been a total failure.
E—The Axis player has three hits to absorb. The first two priorities no longer apply (there are no field works, and the hits were not caused by artillery fire). First, he retreats the Napoli infantry unit to Vizzini [11], causing the unit to become disordered—absorbing the first hit. He then decides to eliminate the 177th Bersaglieri battle asset (it goes to the Eliminated box), and finally must assign one hit to the Napoli.
Example 13 – Airborne Assault
Overview—This volume of the series offers three types of assault compared to the first volume. The standard type, the river assault, remains the same. The two new types of assault, airborne and beach, are new. Note that whenever one of the assault conditions applies, the attack receives the generic River Assault marker, applying the corresponding fire penalties as well. If more than one type of assault occurs in the same area, consult 14.27 to determine which type of assault (which combat rules and other conditions) applies.
A—Four units—the two US Airborne and the two British Airborne—use the airborne assault when they arrive. During the Reinforcement Phase they are placed in the Airborne Assault box instead of in a beachhead or port box. Then, at the start of combat, before any other combat is resolved, the Allies conduct the drop. The relevant rules require that the airborne unit be placed in an area adjacent to at least two other areas that already contain units of the same army. Target areas need not be empty. They may contain a mix of friendly and/or enemy units. In this example, the following areas are possible drop sites for the British 1st Airborne:
- Palazzolo Acreide [6]—adjacent to British units at Augusta [13], Siracusa [5], and Avola [4].
- Ragusa [3]—adjacent to British units at Avola [4], Pachino [1], and Modica [2].
- Pachino [1]—adjacent to British units at Avola [4] and Modica [2], and it can drop into this area because doing so does not violate stacking limits.
The following areas in this example cannot be a drop target:
- Overstacking—a drop at Augusta [13], Siracusa [5], Avola [4], or Modica [2] would cause overstacking.
- Only one adjacent area—a drop at Sortino [12] or Lentini [14] is not allowed.
- Units of a different army—although Comiso [7] is adjacent to two areas containing Allied units, the units at Santa Croce Camerina [8] are American (not the same army).
If a drop occurs in an area that contains an enemy unit, combat in that area must be resolved immediately, before combat in any other area. The drop is dangerous—hits cannot be avoided.
Example 14 – Beach Assault
Overview—The invasion primarily involves beach assaults during turn 1. What follows is typical of the combats once landings are complete. The Axis player should expect the coastal garrisons placed in coastal areas to be almost entirely eliminated. Placing some garrisons deeper inland, leaving some coastal areas uncovered, can be useful for a prolonged defense (granting the Allies easier landings). The Allies should expect to use their naval support as much as possible, since it is most valuable along the coast. Another important landing capability comes from the Rangers and Commandos—useful and valuable. Once the landing is complete (during the Operational Movement Phase), players conduct the Combat Phase. Except for airborne assaults (resolved first), the Phasing Player chooses the order in which combats are resolved. During turn 1, all these combats are beach assaults (where the Axis has chosen to defend on the coast).
Note on combat order—In the procedure for resolving a combat, the Attacker chooses an area, then assets are committed (Attacker first), point units are chosen (Defender first), and finally units are revealed. The two combats illustrated in this example are each resolved fully, one at a time (not in parallel, as narrated here)—for convenience, this example treats them simultaneously.
A—At Licata [20], after assets are committed, point units chosen, and units revealed, the previously unrevealed Green Italian unit is flipped. The unit is one of the typical low-strength Recruit units. Before fire is resolved, the unit must make a morale check—if it passes, it remains in good order; otherwise it becomes disordered before firing!
- The coastal garrison at Licata [20] has −2 (Recruit) for an SN of 3, and rolls one die for the morale check. It rolls a 5 and fails.
The unit receives a disordered marker (note that field works are not affected by this).
B—At Gela [19] (moving to the other combat), the previously unrevealed Green Italian unit is flipped, and it is the best coastal garrison in the game (a Veteran unit with strength 2). Before firing, the unit must make a morale check.
- The coastal garrison at Gela [19] has +0 (Veteran) for an SN of 5, and rolls one die for the morale check. It rolls a 5 and passes.
The Axis player is pleased, because this unit has a chance to inflict damage on the Allied units facing it.
C—At both combat locations, artillery fire must now be resolved. Neither side has committed artillery assets, except for naval support, which can act as artillery if more than one is committed. At Gela [19], the naval support asset itself is used immediately to remove the field works. Had the Allies committed two naval support assets to the area, they could have used the second as artillery. Now we move to ground fire. We will look first at the Defender's fire at both locations, followed by the Attacker's fire.
D—At Licata [20], the Defender fires with the Green, Recruit Italian unit, so with no positive SN modifiers—it must survive combat to become Veteran.
- The coastal garrison at Licata [20] has −2 (Recruit) and −1 (disordered), and gets no river assault bonus, for an SN of 2, and rolls a single die. It rolls a 9 and fails.
E—At Gela [19] the Defender fires with the Veteran unit, which can take advantage of positive SN modifiers.
- The coastal garrison at Gela [19] has +0 (Veteran), gets the river assault bonus (+1), for an SN of 6, and rolls two dice. It rolls a 1 and a 5, two hits!
Luck continues to favor the strong coastal garrison at Gela. The Allies have two hits to assign to the 1st Infantry. They could choose to abort the attack, but since this is a beach assault, doing so would immediately place the unit in the At Sea box (via Sea Retreat). Worse, by retreating from a coastal area, the beachhead would become Axis-controlled and thus permanently destroyed. In this case the beachhead would be placed on the Eliminated Major Units box and would count as a VP for the Axis at the end of the game. It is therefore out of the question for the Allies to abort the attack. Both hits must be absorbed, one per unit.
F—At Licata [20], the Attacker fires. The Allied force has many advantages: (i) Divisional Integrity (+1 die), (ii) an elite Ranger asset, (iii) a Green, disordered Italian unit (which gains no benefit from positive SN modifiers).
- The first block of the 3rd Infantry has +1 (Veteran vs. Recruit), +0 defender TDN, for an SN of 6. Divisional Integrity applies, so it rolls 5 dice, getting 2, 4, 5, 9, 10, for three hits.
- The second block of the 3rd Infantry has +1 (Veteran vs. Recruit), +0 defender TDN, for an SN of 6. Divisional Integrity applies, so it rolls 4 dice, getting 1, 6, 8, 9, for three hits.
- The 1st Ranger has +2 (Elite vs. Recruit), +0 defender TDN, for an SN of 7. It rolls one die and gets a 5, for one hit.
The Green Italian coastal unit uses its field works to absorb the first hit, and can retreat out of Licata [20] to Butera [21] to absorb the second hit, but the third of its six hits eliminates it. Since the 3rd Infantry is not armor class, it does not gain an exploitation opportunity for this success (exploitations are not possible from assaults in any case).
G—At Gela [19], the Attacker fires. The 1st Infantry will have a hard time destroying the coastal garrison.
- The first block of the 1st Infantry has +0 (Veteran vs. Veteran), +0 defender TDN, for an SN of 5. Divisional Integrity applies, so it rolls 4 dice, getting 2, 4, 6, 9, for two hits.
- The second block of the 1st Infantry has +0 (Veteran vs. Veteran), +0 defender TDN, for an SN of 5. It rolls 3 dice, getting 5, 8, 9, for one hit.
The coastal garrison must absorb three hits. The first hit can be absorbed by retreating to Niscemi [18] and becoming disordered, but the second and third hits must be taken as step-losses, eliminating it. The 1st Infantry thus manages to complete its task. Had the Allies not destroyed the field works with naval support, the enemy unit would have survived.
Example 15 – Flank Invasion
Overview—There are three chits in the game, two US 30th RCT (-) and one British 3rd Commando, that have multiple functions (and the chit shows this with both a battle asset graphic and an event graphic). Although they can be used as pure battle assets, they can also be used as special assets that attack independently—as in a flank invasion—which is an event. This allows the Allies to bypass a coastal area and potentially encircle an Axis unit defending the coast.
A—During the Admin Phase, the Allied player notices the opportunity to outflank the Italian Aosta infantry unit at Santo Stefano di Camastra [36] by launching a flank invasion from Cefalù [47] to Sant'Agata di Militello [34]. This is considered an assault (so it receives the River Assault marker and suffers its combat penalties). The flank invasion is resolved immediately (there is no need to wait for the Operational Movement Phase or the Combat Phase). Nevertheless, the entire Combat Phase procedure is followed to resolve it. Note that the Allies may only commit air and/or naval support assets to this battle.
B—When the air support asset is committed as a Ground Support Mission, it can be used as artillery or as a battle asset. After committing assets (two for the Allies, none for the Axis) and declaring and revealing point units, the Allies fire artillery (again—as if this were the Combat Phase). In this case, the Allies choose one of their air support assets to act as artillery.
- Air support firing as artillery has −1 (the attacked point unit is infantry protected by field works), for an SN of 4. It rolls one die and gets a 2—hit!
The Defender's first priority is to absorb the hit by removing the field works, which are therefore removed.
C—Now we move directly to the Attacker's fire (the Axis player did not commit an artillery asset to this battle, and the example assumes the Defender's ground fire was ineffective). The Allies use the second air support asset in battle as support for the Flank Invasion.
- The Flank Invasion has +0 (Veteran vs. Veteran), −2 (Defender's TDN), and +2 (air support used in battle), for SN 5. It rolls one die and gets a 5—hit!
D—The defending Italian Aosta infantry unit must absorb another hit, and does so by retreating from Sant'Agata di Militello [34] to Capo di Orlando [31] and becoming disordered. Since the Flank Invasion survived this combat round, it remains in the area. It cannot initiate an attack, only defend. Note that although the Italian Aosta infantry at Santo Stefano di Camastra [36] cannot retreat into this area, its supply line is not blocked by the presence of the Flank Invasion.
Example 16 – Retreat
Overview—Retreats have only been briefly discussed in previous examples. Sometimes the congestion caused by the invasion will force units to fall back more than one area, and even off the island entirely. There is a hierarchy of choices—that is, what must be tried first, then next, and so on. First a unit falls back to an area with zero friendly units; if none exists, to an area with one friendly unit; if none exists, to an area with two friendly units and then continuing to fall back until it reaches an area with zero or one friendly unit; if none exists, staying within the army's zone but moving to sea via a valid beachhead; if none exists, moving across a restricted or forbidden army boundary (and retreating as above, following the hierarchy from the start); if none exists, staying in position and losing strength levels, possibly even being eliminated.
Retreat Options—The examples will examine these choices in detail using the British 1st Airborne unit (at Palazzolo Acreide [6]), which must retreat from a combat not covered in this example. In addition, this unit has not yet been released from its original army boundary restrictions (it must operate in Zone B). With the exception of the combat area in question, Axis forces are represented by a single unrevealed block in the area—it doesn't matter what they are, only that the areas are contested from the Allied point of view. The forces at Siracusa [5], Avola [4], and Pachino [1] vary depending on the retreat situation. For example, if an example states that force V is at Siracusa [5], then force W is assumed not to be present in the area.
A—Suppose force V is present at Siracusa [5] and force X is at Avola [4]. The retreating British 1st Airborne has only one option:
- Retreating into an enemy-occupied area is forbidden.
- Retreating directly to a friendly-controlled area with zero or one unit is the best route. This explains why the retreating unit cannot retreat directly to Avola [4].
- Although Comiso [7] is an option an aggressive Allied player might want to use, retreating across a restricted or forbidden army boundary is the last option in the hierarchy (aside from staying in place and taking losses).
B—Now suppose force U is present at Siracusa [5] and forces W and X are at Avola [4] (the area is contested). The retreating British 1st Airborne has only one option:
- Retreating into an enemy-occupied area is forbidden.
- As the last retreat option, the unit must cross the restricted boundary (even though it has not been released) into Zone A at Comiso [7], occupied by the US 1st Infantry.
- If both units of the US 1st Infantry were at Comiso [7] along this retreat path, then the retreating unit must continue out of Comiso and into another available area, in this case Santa Croce Camerina [8].
- Since the retreating unit has now crossed a restricted army boundary, the Allies may now release (by flipping the marker in the 8th Army's Boundary Restrictions box) that unit so it can continue to operate in Zone A. This has the benefit that this unit can now receive not only any Allied asset and event, but also support from the 1st Airborne (which is likewise now considered released for Zone A). Note that when non-strategic army assets are released this way, they must still be used in support of units of their own army.
C—Now suppose forces U and V are both present at Siracusa [5] (making the area contested), force X is at Avola [4], and force Y is at Pachino [1]. The retreating unit now faces a longer retreat path with several choices.
- The retreating unit has an option that lets it stay within its own army zone, retreating from Siracusa [5] to Avola [4].
- However, Avola [4] is currently occupied by two Allied units, so the retreating unit cannot remain in this area.
- The top retreat priority is to find an area, within its own army zone, that has zero or one unit in it. The retreating unit, instead of going to sea via a sea retreat, can continue retreating from Avola [4] to Pachino [1], where only one Allied unit is present. This is a valid and complete retreat path (the only one available under the rules).
- If Pachino [1] were also occupied by two Allied units, but Modica [2] were occupied by only one, the retreating unit would go from Avola [4] to Pachino [1] and then to Modica [2].
- The intent of the retreat rules is—if possible—to (i) move retreating units to the nearest friendly area without violating stacking limits, and (ii) keep them within authorized army zones, even if this means retreating to sea.
D—Finally, suppose forces U and V are both present at Siracusa [5] (making the area contested), force X is at Avola [4], and force Z is at Pachino [1]. This is a situation that could arise early in an invasion, where the Allies have not created any fallback area for units that must retreat.
- The retreating unit has an option that lets it stay within its own army zone, retreating from Siracusa [5] to Avola [4].
- However, the Allies note that there is no existing path for the retreating unit to reach an area occupied by zero or one friendly unit while remaining in its current army zone (because Pachino [1] and Modica [2] are each occupied by two British units).
- The retreating unit at Avola [4] therefore has no choice but to use a sea retreat from the Acid South beachhead [B3]. This means the retreating unit is moved through the beachhead into the At Sea box. The only way to return to land is to land during the following Allied Operational Movement Phase, using the landing procedure.
Example 17 – Reaction & Breakthrough
Overview—After all combats have been resolved, the Non-phasing Player has the opportunity to move units marked with a reserve marker in reaction to the Phasing Player's movements. He may not move his units into an uncontested enemy area and cause combat. The Phasing Player's ability to move units during the Breakthrough Movement Phase is limited to the following conditions: he may move units (i) marked with an exploitation marker, (ii) marked with a reserve marker, or (iii) by spending a Special Action. If this movement causes an area to become contested, combat there is mandatory. A round of Breakthrough Combat must be fought (otherwise identical to normal combat) due to Breakthrough Movement, and can also occur if the Phasing Player spends a Special Action in an already contested area. For the examples below, no round of the Breakthrough Combat Phase will be illustrated.
A—After the normal Combat Phase is complete, the Breakthrough Phase takes place. The Non-phasing Player has the opportunity to react (with units marked as reserves) to potential breakthrough points before the Breakthrough Movement Phase. The Axis player had earlier marked the Italian Napoli infantry at Vizzini [11] with the 6th Army's reserve marker (during the Axis Operational Movement Phase). Given how the situation has developed, the Axis decides to reinforce Mazzarrone [10] with the Italian Napoli infantry from Vizzini [11], trying to prevent the destruction of a major unit (the loss of the strength-one infantry unit would give the Allies a VP). A reacting unit (marked in reserve) can still make a full operational move during the Reaction Phase, including entering a contested area, but cannot create a newly contested area.
B—Now the Allies begin the Breakthrough Movement Phase. There are two ways to move during this phase: (i) units marked in reserve may make a full operational move, and (ii) armor-class units that have an exploitation marker, or that are subject to the play of a Special Action, may move one area (as an exploitation unit). In both cases, the Phasing Player may create newly contested areas. Given the Axis's choice to reinforce Mazzarrone [10] during the Reaction Phase, the Allies decide to move a unit into that area to protect the flank of the breakthrough. They move the US 1st Infantry from reserve at Comiso [7] to Mazzarrone [10], with the goal of ensuring the elimination of one of the Axis units, or better. The 7th Army's reserve marker is removed.
C—The Allies now turn to clearing up congestion to prepare further attacks against the Axis line. The US 2nd Armored at Niscemi [18] had been marked with an exploitation marker from a successful combat (in the immediately preceding Combat Phase) in which the Axis unit in the area was eliminated by at least one more step-loss than needed. The Allies move the US 2nd Armored from Niscemi [18] to Grammichele [17], creating a newly contested area.
D—The Allies decide to use the reusable Special Action (placing the block in the Used Box) to advance the US 2nd Armored at Scoglitti [9] one area forward to Mazzarrone [10], to press on the weak part of the Axis position. Note that if this unit had been in reserve, it could have made a full operational move into Grammichele [17] or Caltagirone [22].
E—Finally, the Allies decide to move the US 45th Infantry from reserve at Gela [19] forward to Niscemi [18] at a cost of 1 MP, and then to Caltagirone [22] at a cost of 2 MP. The 7th Army's reserve marker is removed. Note that the restrictions on reserve-marked units apply only to Strategic Movement—both of these moves with reserve units were operational.
Example 18 – Supply
Overview—The Supply Phase affects players during their own player turn, so it is important to take actions that leave your units in supply during your Supply Phase. However, the worst effects do not take hold immediately, which lets players consider some riskier moves. Note that the units in this example are placed to illustrate aspects of the three ways of tracing supply. Also assume that the Allied supply line runs off the edge of the illustration along the southern coastal road and then to the beachhead at landing box Joss [A1].
A—The US 2nd Armored at Aragona [43] traces supply directly through friendly-controlled areas to a valid source (Joss [A1]).
- Uses 9.31a—from a friendly unit to a valid supply source.
B—The US 9th Infantry at Mussomeli [44] traces across the blown bridge to Aragona [43] and from there through friendly-controlled areas to a valid source.
- Uses 9.31a—from a friendly unit to a valid supply source, across a blown bridge, since it starts adjacent to that blown bridge.
C—The US 45th Infantry at Caltanissetta [45] traces out of the contested area of Canicattì [40] and from there through friendly-controlled areas to a valid source.
- Uses 9.31c—out of a friendly-controlled, occupied area (which includes enemy units).
- Uses 9.31a—from a friendly unit to a valid supply source.
D—The US 3rd Infantry at Castelbuono [46] has a valid supply line, and needs all three parts of rule 9.31. The key to saving the unit is that Caltanissetta [45], even though it is contested, is Allied-controlled. Note that a supply line operates more freely than a movement path—the US 3rd Infantry could not move directly from one enemy-occupied area to another, but the supply line can do so (given Allied control at the right point on the path).
- Uses 9.31b—out of an enemy-controlled area.
- Uses 9.31c—into, through, and out of a friendly-controlled, occupied area (which includes enemy units).
- Uses 9.31a—from a friendly unit to a valid supply source.
E—The case for the US 1st Infantry at Collesano [48] does not look good. There are several reasons this unit must be marked as unsupplied.
- The path to Castelbuono [46] is blocked, since the area is enemy-controlled (so the restriction in 9.31b applies—the path cannot be traced into or through the area).
- The path to Mussomeli [44] is valid for entering the area because (i) 9.31b lets the unit trace out of Collesano [48], (ii) 9.31a lets the unit start adjacent to a blown bridge, and (iii) 9.31c lets the unit trace into, through, and out of a friendly-controlled area. But from there, there are only two options, and both are blocked by blown bridges. The restriction in 9.31a—the path may cross a blown bridge if the tracing unit starts adjacent to that blown bridge—applies. Neither of these blown bridges can be crossed.
- The path to Prizzi [50] is valid for similar reasons, because (i) 9.31b lets the unit trace out of Collesano [48], and (ii) 9.31c lets the unit trace into, through, and out of a friendly-controlled area. But the supply line cannot be traced any further from this point, for reasons similar to those given for the two blown bridges.
F—The case for the 82nd Airborne unit at Prizzi [50] does not look good either. While it can trace out of Prizzi [50] (per 9.31c), the supply line stops at Mussomeli [44] because of the two blown bridges. It too must therefore be marked as unsupplied. The Allies decide to protect this unit by playing an air support asset on an Air Resupply Mission. Although the unit remains unsupplied, the Allies do not need to make an unsupplied morale check for it. Failing the morale check would disorder the unit, making its combat position more precarious.
The remainder of the official rulebook (pages 75–83) consists of the Primosole Bridge scenario's map and order-of-battle/setup cards — graphical unit and reinforcement charts whose unit data is presented as counter artwork rather than extractable text. Their instructional headers are already reflected in section 22.1 (Introductory Scenario: The Primosole Bridge) above.