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Gazala 1942

Gazala 1942 Rulebook

Table of Contents

Table of Contents

  • 2.0 Components
    • 2.1 Definitions
    • 2.2 Counters
    • 2.3 The Map
    • 2.4 Scale
  • 3.0 Sequence of Play
    • 3.1 Starting Segment
    • 3.2 First Impulse
    • 3.3 Second and Subsequent Impulses
  • 4.0 Movement
    • 4.1 Procedure
    • 4.2 Movement
    • 4.3 Restrictions
    • 4.4 Zones of Control (ZOC)
  • 5.0 Stacking
    • 5.1 Limits
    • 5.2 Restrictions
    • 5.3 Exceeding the Number of Units
  • 6.0 Supply
    • 6.1 Checking Supply Status
    • 6.2 Effects of Lack of Supply
  • 7.0 Impulses
    • 7.1 Command Limits
    • 7.2 Activation
    • 7.3 Formations
    • 7.4 British Indecision
    • 7.5 Halt of Operations
    • 7.6 British Withdrawal
    • Command Limits Table (number of chits placed in container)
  • 8.0 Armor Combat
    • 8.1 Procedure
    • 8.2 Results
    • 8.3 Vehicle Repair
    • 8.4 Matilda - "Duck"
    • 8.5 Attack Limits
  • 9.0 Normal Combat
    • 9.1 Attack Limits
    • 9.2 Procedure
    • 9.3 Combat Results
    • 9.4 Retreats
    • 9.5 Pursuit After Combat
    • 9.6 Combat Modifications
    • 9.7 Restrictions
  • 10.0 Special Units and Rules
    • 10.1 Headquarters
    • 10.2 Erwin Rommel
    • 10.3 Armored Cars
    • 10.4 Heckler Group
    • 10.5 Air Support
    • 10.6 Dividing Units
    • 10.7 Fortifications
    • 10.8 Minefields
  • 11.0 Reinforcements and Replacements
    • 11.1 Reinforcements
    • 11.2 Replacements
  • 12.0 Optional Rules
    • 12.1 Cooperation
    • 12.2 Fuller Pursuit After Combat
    • 12.3 Retreats Through ZOC
    • 12.4 Differentiated Losses
  • 13.0 Scenarios
    • 13.1 Preliminary Phase
    • 13.2 Operation AIDA
    • 13.3 The British Strike First
  • Counter Glossary

2.0 Components

One map, 140 counters, the rulebook and a six-sided die.

2.1 Definitions

Activated: headquarters and units that move and fight during the current impulse. Generally, the drawn impulse chit of a headquarters determines which units may be activated (7.0).

Active: units that are currently moving and taking part in combat.

Armor value: the effectiveness of the armor weapons of tanks or anti-tank units. The higher the number the better the value. It is the middle number on the counter.

Control: a hex is controlled by the player who last had a unit in it, or into which the zone of control of his unit last extended. At the start of a scenario the scenario rules determine this, and each player always controls the hexes occupied by his units at the start of the scenario and usually those hexes lying between his units and the map edge (west for the Axis, east for the Allies).

Foot units: units that move on foot or with animals. For the purposes of the game, all ground units that are not mechanized are foot units and spend movement points according to the "foot" column of the Terrain Effects Chart.

Mechanized: units moving in wheeled or tracked vehicles (all tank units, armored car units, motorized units of any type, and headquarters). These units spend movement points according to the "mech" column of the Terrain Effects Chart. (Translator's note: the rulebook lists headquarters among the Mechanized Units in its glossary; the headquarters is a mechanized unit, see this definition.)

Movement allowance (movement point supply): the maximum distance a unit can travel in a movement phase, expressed in movement points. It is the last number on the counter.

Inactive unit: one that is not currently moving or attacking.

Range: the distance in hexes over which a headquarters can extend support and over which supply is traced. It is the first number on the headquarters counter.

Step: most units are represented at several strength levels (2 or 3). Steps may be lost through various events, usually combat. Unless the scenario says otherwise, units begin at full strength.

Unit glossary: Foot: foot units. Marine: marine infantry. Engineer: engineers. Infantry: infantry. Headquarters: headquarters. Mechanized Units: mechanized units. Motorized Infantry: motorized infantry. Motorized Engineer: motorized engineers. Tank: tank (armored units). Armored Car: armored car(s).

2.2 Counters

Most counters represent military units that took part, or could have taken part, in the campaign. Each headquarters counter has a corresponding impulse chit, used if you wish to conduct operations through it.

2.3 The Map

It is divided into numbered hexes that define the positions of units. The Terrain Effects Chart explains the effects of the various kinds of terrain on movement and combat.

2.4 Scale

One turn is one day. One hex is 2.5 miles (4 km). Units represent brigades or regiments (X or III on the counters; 1400 to 2000 men) and battalions (II on the counter; 400 to 1200 men).

3.0 Sequence of Play

After choosing a scenario and sides, each player sets up his units as the scenario instructions indicate. Note that many units begin the game as reinforcements.

Gazala 1942 is played in turns. Each consists of a starting segment and a number of impulses. The player playing a given impulse is called the "active player". His opponent is the "inactive" player. Units that may move and fight are called "activated". An individual unit may be activated only once during a turn.

3.1 Starting Segment

a) Each player determines his command limit (7.1). b) Players may replace their units, or restore those that were previously eliminated (11.2). c) Each determines the supply status of his units (6.1). d) Players place in a shared opaque container the impulse chits of those headquarters they wish to activate.

3.2 First Impulse

The Axis player draws the first impulse chit from the container. This determines which headquarters is activated. Units within range of the activated headquarters (the first number on the headquarters counter) that belong to that headquarters' formation, plus each independent unit, and other independent units out of range of that headquarters but at equal or lesser distance to the activated headquarters than to any other headquarters, may be activated and perform the actions described below. Actions are not mandatory.

3.21 Movement phase. a) The player moves the units activated by the headquarters according to the impulse chit drawn (also units arriving as reinforcements). The Heckler unit may land on the shore if that was planned. b) Activated units may attempt to breach a minefield (10.8) if they do not move.

3.22 Armor phase. a) The player designates all hexes that will be attacked in armor combat (8.0) and the units that will attack them. b) Each player rolls as many dice as his armor strength (with some exceptions) and applies the results (see 8.1).

3.23 Combat phase. a) Designate all hexes that will be attacked. b) The attacking player allocates air support points (Axis player only). c) Individual attacks are resolved in the order the player chooses, and retreats and advances are carried out after combat if conditions allow.

3.24 End of impulse. When the first impulse is finished, the active player places the impulse chit in the leftmost square of his impulse table, draws the next impulse chit from the container, and the player indicated by the chit performs the sequence described above (3.21-3.23).

3.3 Second and Subsequent Impulses

When the second and each following impulse is finished, the active player rolls a die to determine whether the turn ends. If the result is equal to or lower than the number in the square containing the currently played impulse chit, that player's activations in this turn end. His opponent continues drawing impulse chits (discarding any chits of the opposing player) until he himself rolls a turn end on the die, or has drawn all his impulse chits. Then all impulse chits return to the players that own them.

4.0 Movement

Activated units may, if able, move in the impulse. A unit may be activated only once per turn (exception: Rommel, 10.2). Some restrictions apply because of the unit's position with respect to the activated headquarters. The number of movement points available to a unit may differ depending on the unit's supply state (6.23).

4.1 Procedure

The active player moves his units one after another (or a group of units starting movement in the same hex, or starting the game as reinforcements) from hex to adjacent hex, spending movement points according to the movement costs in the movement table.

4.11 Hexes containing more than one terrain feature or terrain type are considered to contain the least favorable terrain from the point of view of movement, until a unit enters the hex using a road or railway.

4.12 A unit may not exceed its permitted number of movement points in a single turn unless it moves one hex. Pursuits and retreats after combat do not count against movement points.

4.2 Movement

(Heading only in the source.)

4.3 Restrictions

4.31 To benefit from road or railway (track) movement, a unit must start its movement in a hex containing a road or railway (track).

4.32 Units may not enter hexes occupied by enemy units.

4.33 A unit may not exceed its permitted number of movement points in a single turn, modified by supply level (6.23), unless it moves one hex (this also applies to moving from one hex in an enemy ZOC to another in an enemy ZOC containing a friendly unit).

4.34 Units may leave the map (Axis units across the west edge, Allied across the east edge). Such units may not return, but do not count as destroyed units.

4.4 Zones of Control (ZOC)

They represent a unit's influence on its immediate surroundings. Units that can exert a ZOC do so into all 6 surrounding hexes, provided that movement through such an adjacent hex is possible.

4.41 Units that exert zones of control. Hexes containing at least 1 regiment or brigade (units marked III or X) or 3 battalion-size units (marked II) exert a ZOC. Each Allied unit that is not a headquarters exerts a ZOC across fortified, unbreached minefields (10.8) on a hex edge, regardless of the unit's size. A ZOC extends across every hex edge that is not the Mediterranean Sea or a cliff. The ZOCs of Axis units do not extend across unbreached minefields.

4.42 Movement cost. Entering an enemy ZOC costs 1 additional movement point, and leaving it costs half of the movement points printed on the counter. A unit need not stop after entering an enemy ZOC. However, it may happen that it cannot enter or leave without having enough movement points, unless it moves one hex (this means that regardless of the number of movement points required to enter a specific hex, a unit can always move one hex - translator's note).

4.43 Movement restrictions. A unit may not move directly from one ZOC to another unless the hex it enters is occupied by a friendly unit that has not moved in that turn and will not move. A unit moving ZOC to ZOC must have enough movement points to "pay" for the terrain features of the hex it enters, unless it moves one hex.

5.0 Stacking

More than one unit may occupy a hex. Limits on the number of units in a hex apply during retreats, at the end of the movement phase, or in any combat phase.

5.1 Limits

No more than 5 units may occupy 1 hex, of which no more than 1 may be a brigade or regiment. However, 2 regiments or brigades of the same formation and one other battalion-size unit may be present in a hex. In addition, one headquarters may be present in such a hex. Any additional headquarters is treated as a battalion-size unit.

5.2 Restrictions

Stacking limits apply only to the active player at the end of movement and to both players at the end of combat. Units exceeding the permitted numbers at these moments are eliminated (the opponent chooses which).

5.3 Exceeding the Number of Units

Units may not end a pursuit (9.5) after combat exceeding the stacking limit, nor may they exceed the limit at any moment during a retreat (9.4).

6.0 Supply

Supply is checked twice during a turn: for all units during the starting segment, and for all units activated at the start of each impulse. To function fully during the turn, a unit must be supplied.

6.1 Checking Supply Status

6.11 Starting segment. Both players check the supply status of all units during the starting segment. To be supplied, a unit must be able to trace a line (6.13) to a friendly headquarters. The headquarters in turn must be able to trace a line to a friendly supply source (for the Axis, any road leading to the west edge of the map; for the Allies, the east edge or Tobruk - hex 2422). If this is not possible, but a line to a friendly headquarters can be traced regardless of whether the supply line can be traced, the unit is Unsupplied. If even that is not possible, the unit is Isolated.

6.12 Activated units. Supply is checked again at the start of each impulse. To be supplied, a unit must have been supplied in the starting segment and trace a supply line to a friendly headquarters activated in that impulse, which is itself supplied. This supply line must be no longer in hexes than the range of that headquarters. If this is not possible, the unit is unsupplied. Note: an activated unit need not be within range of the activated headquarters when combat begins, only at the start of the impulse. A unit's status does not change if an activated unit starts the impulse unsupplied or isolated.

6.13 Supply lines. All hexes along a supply line must be free of enemy units or their zones of control, unless the hex is occupied by a friendly unit. Axis supply lines may not pass through unbreached mined hex lines (but may pass through hex lines that are fortifications). Each line must consist of hexes that a foot unit can cross and may not contain hexes or hex sides that are impassable.

6.14 Status markers. Place the headquarters marker face up if it is supplied, or reverse side up if unsupplied. Mark a unit's status with the Isolated/Unsupplied marker.

6.15 Lack of trucks. Axis supply lines running from a headquarters to a supply source may be no longer than 20 hexes.

6.2 Effects of Lack of Supply

6.21 The attack strength of an unsupplied unit is 1/2 (rounded up). The attack strength of an isolated unit is 1/4 (rounded up). The defense strength of an isolated unit is 1/2 (rounded up).

6.22 The armor strength of unsupplied and isolated units is 1/2 (rounded up).

6.23 The movement allowance of an unsupplied or isolated mechanized unit is 1/2 (rounded up).

7.0 Impulses

At the start of each turn the players decide which headquarters they will try to activate by placing the corresponding impulse chits in the container. When the appropriate chit is drawn, its player carries out operations in the turn sequence (3.0) with the units belonging to that headquarters and others activated by that headquarters.

7.1 Command Limits

During the starting segment each player determines how many impulse chits he may place in the container that turn. He adds any modifiers according to the Command Limits table (below).

7.2 Activation

When an impulse chit is drawn it is known which headquarters is activated. All eligible units (see 7.3 below) that start the impulse within range of the activated headquarters and have not been activated during this turn may move and fight. If such units start the impulse within range of another headquarters, they may be activated in this impulse or wait to be activated by another headquarters (this concerns independent units - this follows from the text of 7.3 - translator's note).

NOTE: Rommel is treated as a headquarters for activation purposes but does not provide supply (see 10.2).

7.21 Long-range activation. Units starting the impulse outside the range of the activated headquarters may also be activated, but their supply status is reduced by one level: if supplied, they become unsupplied; if unsupplied, they become isolated.

7.22 Range. Unlike supply lines, a headquarters' activation range is not disrupted by the presence of enemy units and zones of control.

7.3 Formations

Headquarters may not activate units belonging to another formation. Formations are shown on the Axis and Allied formation cards. This subordination may be modified by scenario instructions. Independent units may be activated by any headquarters in range.

7.31 Rommel. Rommel (10.2) may activate any unit in the same stack as he is, regardless of its affiliation.

7.32 Changing a unit's assignment. A player may change the assignment of one unit per turn from one formation to another in each starting segment. This must be announced. Independent units need not be assigned; they are always activated by the nearest headquarters. If they are equidistant from several, the player chooses which.

7.4 British Indecision

The British player chooses one impulse chit fewer than the number rolled according to the Command Limits table indicates. He then randomly (without looking) puts into the container as many as the table results in. In this way the Briton does not know which headquarters will not be activated. The Axis player also may not know which chit is discarded. (The Polish text is garbled here; the wording is rendered as printed.)

7.5 Halt of Operations

The turn may end for both players even though all their impulse chits have not been drawn from the container. When a chit is drawn, it is placed on the impulse table printed on the map. When the second and each following impulse is finished, the active player rolls a die to determine whether his operation ends. See 3.3. The turn ends when both players have halted operations, or one of them has drawn all his impulse chits.

7.6 British Withdrawal

At the start of any two turns the Allied player may declare a withdrawal. This means he adds to the die roll according to the Command Limits table. During a withdrawal the Allied player may not make more than 1 attack during the whole turn and Allied units may not move directly west (toward the Axis).

Command Limits Table (number of chits placed in container)

DieAlliedAxis
100
211
311
421
522
632
7+43

Allied modifiers:

  • +1 Withdrawal (7.6) declared.
  • +1 6 June or later.

Axis modifiers:

  • -1 10 to 16 June.
  • -2 17 June or later.
  • +2 Tobruk (2422 is Axis-controlled).

Rommel chit may not be placed in container on a roll of 1 or 2.

8.0 Armor Combat

During the armor phase, activated units may engage adjacent units in armor combat. The attack is always voluntary, but if a hex will be attacked in normal combat, armor combat (if possible) must be carried out in the same impulse. Units may fire only once in the armor combat phase, and an individual unit may not split its fire among several hexes. Each attacking unit in this phase may attack only once. Each hex may be attacked only once in the armor phase (but may be attacked in both the armor phase and the normal combat phase).

8.1 Procedure

Armor engagements are resolved one by one in the order set by the active player, using the procedure below:

8.11 The active player designates the enemy-occupied hexes he will attack.

8.12 Players determine their armor values. The attacking player adds the armor values of all attacking vehicles, anti-aircraft units, and all German (but not Italian) infantry units.

8.13 Each player rolls one die for each armor value point. The Axis player should roll separately for each anti-aircraft unit. On each result of 6 (5 or 6 for anti-aircraft units), one hit is scored on a tank or armored car unit. On each 5 rolled for non-anti-aircraft units, one hit is scored on enemy armored cars (those with a movement allowance of 12).

8.2 Results

For each hit a tank or armored car unit loses one step. The owner of such units indicates the first that loses a step, the opposing player the next, and so on until all hits are "crossed off". Hits from 5s on armored cars must be crossed off first. Retreats (9.4) and pursuits after combat (9.5) are not permitted in armor combat.

8.3 Vehicle Repair

When tanks or armored cars suffer losses in armor combat (not in normal combat), the owner of such units rolls a die for each lost step to determine whether the hit vehicles are repaired and return to combat. German tanks are repaired on a roll of 3-6, British on a roll of 5-6. In this case the step is added to the pool of repaired vehicles (this must be noted separately). Note: for British tanks, records must be kept separately for each tank type.

8.4 Matilda - "Duck"

British Matilda tanks (camouflage-pattern drawing; units 7, 42, 44 Royal Tank Regiment) must be hit twice before they lose a step. If only Matildas are in the hex and they receive one hit, it is ignored (because of their very thick armor, hard for German guns to penetrate).

8.5 Attack Limits

No more than two attacks in total may be carried out during one impulse, including both armor and normal combat.

9.0 Normal Combat

During the combat phase activated units may attack adjacent enemy units. An attack is always voluntary. Unoccupied hexes may not be attacked. Each attacking unit may attack only once in the combat phase. Each hex occupied by defending units may be attacked once during an impulse. Units stacked in one hex must be attacked together. In each combat only units in one hex may be attacked. NOTE: armor combat (8.0) must be carried out against a given hex before normal combat can take place, whenever tanks or armored cars are among the attackers and any of the defending units has an armor value.

The following actions take place in the order listed, before any attacks are resolved:

  • The active player designates all enemy-occupied hexes he intends to attack.
  • The attacker designates headquarters and air support for each hex he attacks.

9.1 Attack Limits

As in 8.5.

9.2 Procedure

Engagements are resolved one by one, in the order set by the active player, using the procedure below:

9.21 Add the combat strengths of all attacking units, modified by terrain and supply (6.21).

9.22 Add the strengths of the defending units, modified by terrain, minefields (10.81), fortifications (10.7) or supply (6.21).

9.23 Divide the total attack strength by the defense strength to determine the odds. Round the result of the division to the nearest column of the Combat Results Table [e.g., 15:4 = 3:1] [rounding is in favor of the defender - translator's note].

9.24 Combat odds are modified as the combat results table prescribes. If any odds are higher than 10:1, the odds are modified from the actual odds, instead of from the highest odds on the table (10:1). If after modification the odds are higher than 10:1, the combat is resolved on the 10:1 column. No attacks are possible at odds lower than those listed in the table. If the attacked hex contains only units with strength 0, the effects of the attack are shown by the 10:1 column, with the attacker's losses ignored.

9.25 The attacker rolls the die, looks up the result in the appropriate column of the table and applies it immediately (9.3).

9.26 After combat resolve retreats (9.4) and pursuit (9.5).

9.27 Proceed to the next attack.

(Example omitted in the Polish source.)

9.3 Combat Results

Result on the right/left: attacker/defender; "-" means no losses.

9.31 Steps. Most units have 2 steps. The front shows full strength. When a unit takes a step loss it is flipped to its reverse side, showing reduced strength. If it takes another step loss it is eliminated. Some units are eliminated after a loss of only one step. Most British, South African and Indian infantry brigades have 3 steps. When such brigades take losses, on the second hit replace the reduced-step brigade with a battalion of the same designation.

9.32 Losses. A number of losses (hits) equal to half (rounded up) must be "crossed off" as step losses among the units engaged in the combat. The owner of the units decides which units suffer. At least one hit must be crossed off, unless the result is "-" (no losses). The remainder of the hits indicates the number of hexes by which the units must retreat (9.3) or suffer further losses if they wish to remain in the hex. A player may not decide that a unit will suffer additional losses and also retreat. He must choose one or the other.

(Example omitted in the Polish source.)

9.33 Restrictions. A unit that is to take losses must have an attack strength greater than zero if it is attacking and a defense strength greater than zero if it is defending (unless all other defending units are eliminated). A step reduction may be applied only to units taking part in the engagement.

9.34 Loss reduction. If neither player is able to take the whole of the losses resulting from the combat (and only in this case), the result obtained by the opposing player is reduced by one.

9.4 Retreats

A retreat result, as a consequence of combat, means the number of hexes by which the player affected must withdraw his units. Only those defending units that were in the attacked hex, and for the attacker those that took part in the attack, are subject to the retreat procedure. The attacker takes step reductions and retreats first.

9.41 Units retreat according to the rules and priorities below:

  1. to a hex not in an enemy zone of control and in which stacking rules are not violated,
  2. to a hex one hex away from the attacking units,
  3. to a hex occupied by friendly units in an enemy zone of control in which stacking rules are not violated.

9.42 Units may not retreat into a hex where stacking limits would be violated at any moment when the unit enters the hex. Additional step losses may be taken to comply with stacking limits. Units may not retreat into a hex in an enemy zone of control, or into a hex that the unit could not enter during normal movement.

9.43 If units cannot retreat, they must take step reductions to satisfy the combat result.

9.5 Pursuit After Combat

If defending units leave a hex, attacking units (which survived the combat) that are in adjacent hexes and were not forced to retreat may pursue. When attacking units are forced to retreat, defending units may not pursue.

9.51 The distance of the pursuit is determined by the number of hexes by which the defender retreats, or the remaining number of hexes by which eliminated defending units could not be retreated, or by one hex, whichever is greater. Foot units may pursue no more than 2 hexes. Mechanized units no more than 3 hexes.

9.52 All units in a hex adjacent to the attacked hex may take part in the pursuit after combat (even those that did not take part in the combat).

9.53 Stacking limits that apply to the currently active player apply at the end of pursuit (units may not end a pursuit in violation of stacking limits).

9.54 The first hex entered by a pursuing unit must be the attacked hex. Pursuing foot units must follow the path of the retreating units, if such a retreat takes place. Mechanized units may change the direction of pursuit on the second and each following hex.

9.55 Pursuing units may move in enemy zones of control, but they thereby reduce the pursuit range by 1 hex for each hex in an enemy zone of control that they leave (but never below one hex). Example: a pursuit of 3 hexes allows the attacker to pursue 3 hexes (provided they are mechanized units) if none of the hexes left during the pursuit is in an enemy zone of control, or 2 hexes if one hex left during the pursuit is in an enemy zone of control.

9.56 Foot units may pursue a maximum of two hexes. Mechanized units 3 hexes.

9.57 Pursuing units may not enter during the pursuit a hex that they could not enter during the normal movement phase.

Description of the diagram on page 16 of the rulebook (translator's description): In the diagram, unit no. 1 (foot) and no. 2 (motorized infantry) attack unit B and force it to retreat 2 hexes. Unit B retreats as shown in the diagram. Unit 1 is a foot unit and must follow the path of the retreating unit. Note that unit 1 is limited in pursuit to 1 hex, because it leaves the enemy zone of control of unit C and therefore reduces its pursuit to 1 hex. Unit no. 2 is a motorized infantry unit and therefore may change direction of pursuit after entering the first hex.

9.6 Combat Modifications

Certain factors may modify both the final combat odds and the strength of attacking or defending units. As regards the terrain factor, for the terrain in which the defender stands, the feature most favorable to the defender is applied. Remember that some, but not all, terrain factors are cumulative.

9.61 Cliffs. All units attacking across a cliff hex edge have their attack strength reduced to 1/4 (rounding fractions up). Mechanized units may not attack across a cliff hex edge. Armor combat also may not be conducted across a cliff hex edge. These restrictions apply even when some of the units do not attack across a cliff hex edge. Remember that units that cannot move across a cliff hex edge also cannot attack across a cliff hex edge.

9.62 Envelopment. If units attack from 4 or more hexes adjacent to the defender, the combat odds are increased by one column.

9.63 Armor weapons. If there are tanks among the attackers, the attack odds are increased by two columns. To obtain this odds modification, the tank unit must be in the same hex as the attacking infantry unit, motorized infantry unit, marine unit or engineer unit. Similarly in defense, the presence of tanks or anti-aircraft units reduces the combat odds by two columns, if these units are stacked with one or more infantry, motorized infantry or engineer units and if the attacker receives a modifier for the presence of tanks (in which case the attacker's modifier for armor weapons is cancelled).

9.64 Other terrain. Hills reduce the combat odds by two columns if occupied by the defender.

9.65 Supply status. The supply status (6.21) of units may adversely affect their strength.

9.66 Headquarters. Headquarters support of the attacker (10.12) increases the combat odds by one column; headquarters support of the defender reduces the combat odds by one column.

9.7 Restrictions

9.71 Units may not attack from off the map.

9.72 A unit may not be attacked in normal combat more than once during one impulse (it may be attacked once in armor combat and once in normal combat).

9.73 A unit may attack only once per turn in normal combat (it may attack once in armor combat and once in normal combat). Exception: units activated by Rommel (10.2).

9.74 Armor combat values are not used to determine combat strengths, except for anti-aircraft units, which use armor combat values in normal combat, but only when they attack.

10.0 Special Units and Rules

10.1 Headquarters

10.11 Headquarters in combat. Headquarters may not take part in combat directly (they may only support combat). If a headquarters alone in a hex is attacked, it defends with strength 1. If it is in a hex with a friendly unit that has a defense strength, the headquarters' strength is 0. In every case a headquarters is a one-step unit, but the elimination of its step is the last step eliminated as a result of combat. If a headquarters is eliminated, it returns to the game two turns later and is placed in a hex on the map edge on the friendly side in the starting phase of the turn.

10.12 Combat support. A headquarters may accompany units in normal combat by modifying the combat odds (9.24). The attacked hex must be within the headquarters' range and, for the attacking player, be activated. This range is not disrupted by the presence of enemy units or their ZOC. A headquarters supporting an attack increases the combat odds by one column; a headquarters supporting the defender reduces the combat odds by one column. A headquarters in an enemy ZOC may not support combat.

10.13 Loss of a headquarters. If a headquarters is eliminated in combat before its impulse chit is drawn, place its chit on the impulse table. Units belonging to the eliminated headquarters may neither move nor attack. The eliminated headquarters returns to the game during the starting segment of the second turn after the one in which it was eliminated. Place it with a unit belonging to it, or along the east edge of the map (for the Allies), or the west edge (for the Axis). If no unit belonging to that headquarters remains in the game, the headquarters does not return to the game.

10.2 Erwin Rommel

It would be difficult to overstate the importance of General Erwin Rommel to the fortunes of the Axis forces in Africa. His inspiring leadership often helped overcome obstacles that would have prevented success. His impulsive actions also often brought defeat, but that is a different story.

Rommel's impulse chit is not counted against the command limit (7.1). It is put into the impulse container, with the Axis command limit unchanged, on a result of 3 to 6. When it is drawn from the container, the Axis player rolls a die to determine whether Rommel's counter is activated. On a result of 4 to 6 it is. On a result of 1 to 2 Rommel's marker is placed on the impulse table and the impulse ends without movement or combat.

(Note: the Command Limits Table sheet states "Rommel chit may not be placed in container on a roll of 1 or 2", consistent with the above.)

Rommel's counter and his impulse chit are treated exactly like a headquarters, except that:

  • his activation is not automatic (a die roll is necessary),
  • supply is not traced to Rommel (he carries only a few sandwiches with him),
  • only those units that are in the hex with Rommel are activated,
  • units activated by Rommel may be activated twice per turn (including the activation by Rommel).

Units activated by Rommel may attack during combat (units that were in the hex with Rommel during activation but are no longer with him when combat takes place may not attack). Rommel has 14 movement points.

10.3 Armored Cars

Armored car units (vehicles with 12 movement points) may make limited movement during the enemy impulse, in addition to normal movement. Armored car units may move 1 hex when an enemy unit moves adjacent to it. An armored car unit need not move if the enemy moves adjacent, but must make the move immediately if its owner wishes to do so. The one-hex move must be made into a hex that does not contain an enemy unit or is not in an enemy zone of control, even if it is occupied by a friendly unit. If an armored car unit is stacked with other units, only the armored car unit may make the move.

10.4 Heckler Group

The Axis player may attempt a landing from the sea with the German-Italian marine infantry group Heckler. During the starting segment the Axis player secretly notes that the Heckler Group will land two turns later, and the hex on which it will land. The designated hex must be within 6 hexes of the east edge of the map (the farthest hex is numbered 2129). Two turns later the Axis player announces the landing attempt during the Axis player's impulse and rolls a die. A result of 1 to 4 means the unit is eliminated (sunk by Allied naval or air units). A result of 5 or 6 means the unit lands in the designated hex and then another die roll determines whether the landing took place in the planned hex. A result of 1 or 2 means the landing is displaced one hex west, a result of 3 or 4 means it lands in the planned hex, a result of 5 or 6 means the landing is displaced one hex east. The Heckler unit is activated in the turn in which it lands by the activation of the Italian XXI Corps (later its assignment may be changed, but it MUST be activated by XXI Corps). The unit is considered supplied during the turn in which it lands.

10.5 Air Support

At the start of each turn the Axis player rolls a die to determine whether air support is available. A result of 1 to 3 means it is not available. A result of 4 or 5 means the combat odds in one attack may be increased by 1 column. A result of 6 means the combat odds in one attack may be increased by 2 columns. Air support may be used only in normal combat. Place the air support counter, appropriate side up, in the target hex.

10.6 Dividing Units

The Allied player may divide a full-strength brigade into a reduced-strength brigade and a battalion. At the start of an Allied impulse any activated full-strength brigade may be exchanged for two smaller units. The two units are placed in the hex originally occupied by the full-strength brigade. In all cases one of the smaller units is the reduced unit of the brigade (the flipped brigade counter). At the end of an Allied impulse two units of a single brigade may be recombined into one larger unit if they are in one hex. The following divisions are permitted:

  • 6-1-9: 4-1-9 and 2-0-9
  • 6-1-7: 4-1-7 and 2-0-7
  • 5-1-7: 3-1-7 and 1-0-7

If the larger of the divided units suffers losses resulting in the loss of a step, use any unit of appropriate strength and type, as long as an appropriate unit is available. Two battalion-size units may be recombined into a two-step brigade. For example, two 2-0-9 motorized infantry battalions may be recombined into a 4-1-9 brigade.

10.7 Fortifications

The fortifications of Tobruk represent man-made defensive positions of a certain strength. Units attacking across a hex edge have their strength halved (fractions rounded up). They have no effect on movement. If at the end of any impulse an Axis unit has crossed a fortification hex edge, it is no longer considered a fortification and this must be noted separately. Armor combat may not be conducted across the edge of a fortified hex.

If one or more engineer units take part in an attack across a fortification hex, the combat odds are increased by one column. If an engineer unit is used to increase the combat odds, it must be the first to take losses in the form of a step reduction if the attacker takes losses.

10.8 Minefields

Minefield hexes represent minefields extending in front of Allied positions. They affect movement and combat odds in combat across minefield hex edges.

10.81 Effect on combat. Units attacking across a minefield hex have their strength reduced to 1/8 (in the original: "halved quatered"). Anti-aircraft units have their strength reduced to 1/2 (the original does not say how to round fractions; I think up - translator's note). There is no modifier for armor weapons (9.63). The zones of control of Axis units do not extend across minefield hex edges. Armor combat may not be conducted across a minefield hex edge. If the result of an attack by Axis units across a minefield hex edge is that the defender leaves the hex, the attacking units may attempt to breach the minefield (see below), once per hex from which units attempt a pursuit. The effects are the same as for an attempt to breach a minefield during movement.

10.82 Effect on supply. Axis units may not trace a supply line across an unbreached minefield edge.

10.83 Effect on movement. Axis units may not move across unbreached minefield hex edges, except in cases of a successful breach attempt.

10.84 Breaching minefields. An activated Axis unit that has not moved or attacked may attempt to breach a minefield hex edge. The Axis player rolls a die, adding one to the result if an engineer unit takes part in the attempt. A result of 6 or more means the minefield is breached. A modified result of 2 to 5 means the attempt failed. A result of 1 means a spectacular failure and the unit loses one step (note that an engineer unit never takes a loss).

10.85 Engineers and minefields. An engineer unit may attempt to breach a minefield alone, or may assist other units (but not both in the same impulse). To assist another unit(s), both units must start the impulse in the same hex and both must be activated. All normal movement rules apply. At most two units may be assisted by one engineer unit in a given impulse.

If one or more engineer units take part in an attack across a minefield, the combat odds increase by one column. If an engineer unit is used to increase the combat odds, it must be the first to take losses in the form of a step reduction if the attacker takes losses.

10.86 Breached minefields. If a breach attempt succeeds, place a "Minefield breached" marker with an arrow pointing across the hex edge. Units that took part in the breach attempt may pass across that minefield edge. A breached minefield edge is no longer considered a minefield until the end of the game.

11.0 Reinforcements and Replacements

11.1 Reinforcements

During the game both players receive additional units as reinforcements. Reinforcements arrive according to scenario instructions. Some arrive depending on a die roll, while others appear in particular turns if special conditions are met.

11.11 Arrival of reinforcements. Reinforcements are activated by any friendly headquarters and enter through a map edge within 3 hexes of hex 2905 (for the Axis) and within 3 hexes of hex 134 (for the Allies). The entry hex must be controlled by the side for which the reinforcements appear. Reinforcements enter the game during any friendly movement phase and may move with the maximum number of movement points in the turn in which they appear. Units entering the map spend movement points according to the first hex on which they appear and may move at "road" speed. If the entry hex is occupied by enemy units, reinforcements are delayed until the hex is free of enemy units.

11.12 Reinforcements are supplied (6.1) in the turn in which they arrive.

11.13 Impulse chits of headquarters received as reinforcements may be placed in the container during the starting phase if the commanding player so wishes. Units received as reinforcements entering the map in the same turn as a friendly headquarters capable of activating them enters may be activated by the headquarters arriving as reinforcements if the commanding player so wishes.

11.14 Reinforcements that do not enter the map in the turn in which they are due to appear may, at the player's wish, be delayed and appear in the next turn (the original rulebook does not say whether they may also appear in later turns; in my opinion they may - translator's note).

11.2 Replacements

During the starting segment some units may restore steps if they are still in the game, are not isolated and are not adjacent to enemy units.

There are two types of replacements, infantry and tanks/armored cars. Infantry replacements may be used to replace the losses of infantry units and motorized infantry units. Tank/armored car replacements may be used only to replace steps of tank/armored car units. Apart from headquarters, other units cannot be replaced (that is, returned to the game - translator's note). Tanks and armored vehicles are received as replacements after armor combat according to a die roll (8.1).

11.21 Nationality. Replacements may be used only to replace units of the appropriate nationality (e.g., British infantry replacements cannot be used to replace reduced units of a South African brigade), with one exception: British infantry replacements may be used to replace Indian units.

11.22 Tank types. The Allied player receives replacements of a specific tank type. They may be used only to replace tank units of the same kind. E.g., Grant tank replacements may be used to rebuild the 9L/1 tank unit, but not 4Y/1 (which requires replacements in the form of Crusader tanks). The Allied player will have to keep track of the different types of replacements available to him. German and Italian tank replacements are not differentiated.

11.23 Rebuilding eliminated units. Tank/armored car units (only) in the pool of eliminated units may return to the game at reduced strength by spending one step of the appropriate type (probably a replacement point is meant - translator's note). Spending two step points allows the unit to return at full strength. During the replacement phase place such a unit with another unit of the given headquarters that is supplied. Units of another type may not return to the game after being eliminated.

11.24 Maximum strength. A unit may not have a strength greater than that printed on its counter.

11.25 Storing replacements. Replacements need not be used during the turn in which they arrive and may be kept for later use.

12.0 Optional Rules

The following are optional rules, which both players must agree to use.

12.1 Cooperation

If there are at least 4 units in a hex and all belong to the same formation, add 1 to their total attack and defense values (not to each unit).

12.2 Fuller Pursuit After Combat

Instead of pursuing into the attacked hex, an attacking unit may pursue into a hex adjacent to the attacked hex, provided that in doing so it does not move from one ZOC to another and no enemy units (even of strength zero) occupy the hex it enters. Units making such a pursuit may move only one hex.

Description of the diagram on page 24 (translator's description): In the diagram, units 1 and 2 (both foot) attack and force unit B to retreat 1 hex. Unit B retreats as shown. Unit 1 enters the attacked hex, pursuing. Instead of pursuing into the empty hex, unit 2 moves into a hex adjacent to unit A. Note that unit 1 could not have pursued into a hex adjacent to unit C, because by doing so it would be moving from one ZOC to another.

12.3 Retreats Through ZOC

Units may retreat through hexes in enemy zones of control (but not containing friendly units), but in doing so lose one step for each enemy ZOC they enter while retreating.

12.4 Differentiated Losses

The opposing player chooses how the second step of loss in normal combat is applied (probably it concerns which of the units is assigned the loss of the second point resulting from the combat results table; it is doubtful that it concerns deciding whether the second loss point is taken as a unit loss or a retreat - translator's note).

13.0 Scenarios

In scenarios the following designations are used to indicate unit type: armored car (A), engineers/motorized engineers (E), headquarters (H), anti-aircraft (AA), infantry/motorized infantry (I), tanks (T).

13.1 Preliminary Phase

The Axis offensive in May 1942 was something of a gamble. The British army in Africa was strong and was known to be preparing an offensive. The first days of the attack went smoothly for the Germans and Italians, but it soon turned out that the attack might turn into a battle of attrition which only the British could win. Erwin Rommel turned a draw into a victory such as the Axis would never again experience in Africa. The first days of the battle will decide which commander imposes his will during the battle.

13.11 Special rules

  • The scenario begins on 26 May and ends at the end of the turn of 5 June.
  • Only the chits Afrika, Italian XX Corps and Rommel are in the container. There are no Allied chits.
  • During the turn of 27 May, add 2 to the die roll determining the Axis command limit.
  • The 2-0-9 7/7 motorized infantry battalion (not a brigade) is treated as an armored car unit for the purposes of rule 10.3 (only).
  • For the first 8 turns, for the Afrika and Italian XX Corps headquarters, supply lines (only) may reach 35 hexes instead of 20.

13.12 Axis setup. The Axis player sets up second, as follows:

XXI Italian Corps:

  • Hex 2403: XXI (H)
  • Within 1 hex of hex 2804: 200 (I), 361 (I)
  • Within 2 hexes of hex 2403: 85/60 (I), 86/60 (I), 7 (I), 33 (E)
  • Within 2 hexes of hex 2105: 61/102 (I), 62/102 (I)

X Italian Corps:

  • Hex 1705: X (H)
  • Within 2 hexes of hex 1806: 19/27 (I), 20/27 (I)
  • Within 2 hexes of hex 1506: 27/17 (I), 28/17 (I)
  • Within 3 hexes of hex 1705: 9 (I)

XX Italian Corps:

  • Within 1 hex of hex 1206: XX (H), 65/101 (I), 66/101 (I), 34 (E)
  • Within 1 hex of hex 0807: 1/132 (T), 2/132 (T), 3/132 (T), 132 (T), 501/132 (AA), 8/132 (I), RCM (A)

Afrika Korps:

  • Hex 0609: 1/21 (T), 2/21 (T), 1/21 (I), 2/21 (I)
  • Within 1 hex of hex 0409: 1/15 (T), 2/15 (T), 1/15 (I), 2/15 (I), 3/15 (I), 53/15 (E), 33/15 (A)
  • Hex 0407: Afrika (H)
  • Within 1 hex of hex 0210: 1/1/90 (I), 2/1/90 (I), 3/1/90 (I), 1/2/90 (I), 2/2/90 (I), 3/2/90 (I)
  • Hex 0112: 3/21 (A), 580/90 (A)
  • Stacked with any Afrika Korps unit: 1/18 (AA), 2/18 (AA), 3/18 (AA), 1/33 (AA), 2/33 (AA), 3/33 (AA), Rommel (H)

13.13 Axis replacements. One German tank, one Italian.

13.14 Axis reinforcements. 2 June: one German tank, one Italian.

(Numbering note: the Polish source prints the Axis replacements and reinforcements as "13-14" and "13-15" and the Allied replacements as "13-17"; they are given here as 13.13, 13.14 and 13.17.)

13.16 Allied setup. The Allies set up first, as follows:

1st South African Division:

  • Hex 2307: 1/1 (I)
  • Hex 2506: 2/1 (I)
  • Hex 2508: 1 SA (H)
  • Hex 2707: 3/1 (I)

50th Division:

  • Hex 2109: 151/50 (I)
  • Hex 1809: 69/50 (I)
  • Hex 1810: 50 (H)
  • Hex 1410: 150/50 (I)

2nd South African Division:

  • Hex 2419: 6/2 (I) [4-1-7]
  • Hex 2317: 6/2 (I) [2-1-7]
  • Hex 2322: 2 SA (H)
  • Hex 2121: 4/2 (I)
  • Hex 2023: 9/5 (I) [3-1-7]
  • Hex 1621: 9/5 (I) [1-0-7]

5th Indian Infantry Division:

  • Hex 1632: 10/5 (I), 5 Indian (H)

1st Armoured Division:

  • Hex 1716: 201/1 (I)
  • Within 1 hex of hex 1718: By/1 (T), 9L/1 (T), 10H/1 (T), 1R/1 (I)
  • Hex 1519: 1st (H)
  • Within 1 hex of hex 1316: 2H/1 (T), 3Y/1 (T), 4Y/1 (T), 50/1 (I)

7th Armoured Division:

  • Within 2 hexes of hex 1118: 3/7 (T), 5/7 (T), 8H/7 (T), IKR/7 (I)
  • Hex 1020: 7 (H)
  • Hex 0814: 3 (I) (printed "3 (D" in the source, a text-recognition garble)
  • Hex 0823: 29/5 (I)
  • Hex 0717: 7/7 (I) [4-1-9]
  • Hex 0213: 7/7 (I) [2-0-9]

Independent units, not assigned to any formation:

  • Hex 2611: 7 (A)
  • Within 2 hexes of hex 2508: 3 (A), 42 (T)
  • Within 1 hex of hex 2310: 7 (T)
  • Hex 2015: 8 (T)
  • Within 1 hex of hex 1911: 44 (T)
  • Within 1 hex of hex 1810: 6 (A)
  • Hex 1011: 1 French (I)
  • Within 2 hexes of hex 1020: KDG (A)
  • Hex 0912: 2 French (I)
  • Hex 0514: 4 (A)

13.17 Allied replacements. Stuart: 1; Grant: 4; Crusader: 2; Matilda: 1; Valentine: 2; Armored car: 1; British infantry: 1.

13.18 Allied reinforcements.

  • 28 May: 4 (T), 2 x Grant replacement, 1 x Crusader replacement, 1 x Valentine replacement, 2 x British infantry replacement.
  • 2 June: 1 (T), 1SF (I).
  • 3 June: 11 Indian (I).
  • 5 June: 6 (T).

13.19 Victory. The Axis player wins if at the end of the turn of 5 June he controls hexes 0912, 1411 and 1715. Any other result is an Allied victory.

13.2 Operation AIDA

The Axis powers in Africa had two opportunities to mount an offensive at the start of summer 1942. The first was the island of Malta, straddling the Axis supply lines and the source of deadly attacks on convoys carrying supplies from Italy to Africa. An attack on the island could significantly improve Axis supply conditions, but would it matter if the Allied forces in Africa were not beaten? The second possibility was an immediate attack on the front line west of Tobruk. Allied forces were strong, but Axis units had never been so strong either, and the balance of forces could only change gradually to the Axis's disadvantage. The commander of the Afrika Korps, Erwin Rommel, had no difficulty making the choice, and the attack on the defensive line at Gazala began on 26 May.

13.21 Special rules - the same as 13.11.

13.22 Setup. Identical to the previous scenario.

13.23 Axis replacements. One German tank, one Italian.

13.24 Axis reinforcements.

  • 2 June: one German tank, one Italian.
  • 10 June: one German tank, one German armored car.
  • 18 June: one German tank, one German infantry.

13.25 Allied replacements. Stuart: 1; Grant: 4; Crusader: 2; Matilda: 1; Valentine: 2; Armored car: 1; British infantry: 1.

13.26 Allied reinforcements.

  • 28 May: 4 (T), 2 x Grant replacement, 1 x Crusader replacement, 1 x Valentine replacement, 2 x British infantry replacement.
  • 2 June: 1 (T), 1SF (I).
  • 3 June: 11 Indian (I).
  • 5 June: 6 (T).
  • 7 June: 20 Indian (I), 1 x Grant replacement, 1 x Crusader replacement, 1 x Valentine replacement, 1 x armored car, 1 x British infantry unit.

13.27 Victory. The Axis player wins if at the end of the turn of 22 June he controls hexes 2422 and 1934. Any other result is an Allied victory.

13.3 The British Strike First

The British did not wait meekly for the Axis attack at Gazala. They were extending the desert railway from the Delta in order to deliver supplies and reinforcements to the front more easily. As soon as the line was complete, General Ritchie, commanding the Eighth Army, planned to attack. He expected that his superiority in armor would allow him to inflict heavy losses on Axis forces and push them out of Cyrenaica. He planned to begin the attack a few days before the attack begun by the Axis forces, but a delay in the railway construction program caused the offensive to be postponed. Had the railway been completed on time...

This scenario assumes that the British managed to launch their offensive a few weeks earlier than was historically possible, and that preparations to support the offensive would have negated the influence of Axis air power.

13.31 Special rules

  • The scenario begins with the turn of 23 May and ends at the end of the turn of 22 June.
  • Any 2 Allied impulse chits are in the container and there are no Axis chits.
  • On 24 May add 1 to the die roll determining the Allied command limit and subtract one from the roll for the Axis.
  • Ignore all modifiers on the Command Limits table.
  • Axis air support is not available.

13.32 Axis setup. The Axis sets up first, as follows:

XXI Italian Corps:

  • Hex 2403: XXI (H)
  • Within 1 hex of hex 2814: 200 (I), 361 (I)
  • Within 2 hexes of hex 2503: 85/60 (I), 86/60 (I), 7 (I), 33 (E)
  • Within 2 hexes of hex 2205: 61/102 (I), 62/102 (I)

X Italian Corps:

  • Hex 1805: X (H)
  • Within 2 hexes of hex 1906: 19/27 (I), 20/27 (I)
  • Within 2 hexes of hex 1606: 27/17 (I), 28/17 (I)
  • Within 3 hexes of hex 1805: 9 (I)

XX Italian Corps:

  • Within 1 hex of hex 1106: XX (H), 65/101 (I), 66/101 (I), 34 (E)
  • Within 1 hex of hex 0907: 1/132 (T), 2/132 (T), 3/132 (T), 132 (T), 501/132 (AA), 8/132 (I)

Afrika Korps:

  • Within 1 hex of hex 0608: 1/15 (T), 2/15 (T), 1/15 (I), 2/15 (I), 3/15 (I), 53/15 (E), 33/15 (A)
  • Hex 0806: Afrika (H)
  • Hex 0209: 1/1/90 (I), 2/1/90 (I), 3/1/90 (I), 1/2/90 (I), 2/2/90 (I), 3/2/90 (I)
  • Hex 0408: 3/21 (A), 580/90 (A)
  • Stacked with any Afrika Korps unit: 1/18 (AA), 2/18 (AA), 3/18 (AA), 1/33 (AA), 2/33 (AA), 3/33 (AA), Rommel (H)

13.33 Axis reinforcements.

  • 25 May: 1/21 (T), 2/21 (T), 1/21 (I), 2/21 (I)
  • 2 June: one German tank, one Italian
  • 10 June: one German tank, one German armored car
  • 18 June: one German tank, one German infantry

13.34 Allied setup. The Allies set up second, as follows:

1st South African Division:

  • Hex 2307: 1/1 (I)
  • Hex 2506: 2/1 (I)
  • Hex 2508: 1 SA (H)
  • Hex 2707: 3/1 (I)

50th Infantry Division:

  • Hex 2109: 151/50 (I)
  • Hex 1809: 69/50 (I)
  • Hex 1810: 50 (H)
  • Hex 1410: 150/50 (I)

2nd South African Division:

  • Hex 2419: 6/2 (I) [4-1-7]
  • Hex 2317: 6/2 (I) [2-0-7]
  • Hex 2322: 2 SA (H)
  • Hex 2121: 4/2 (I)

5th Indian Division:

  • Within two hexes of hex 0815: 5 Indian (H), 9/5 (I), 10/5 (I), 11 (I)

The following formations set up within 2 hexes of any of the following hexes: 1213, 1611, 2112 or 2509:

1st Armoured Division:

  • 1 (H), By/1 (T), 9L/1 (T), 10H/1 (T), 1R/1 (I), 201/1 (I), 2H/1 (T), 3Y/1 (T), 4Y/1 (T), 50/1 (I)

7th Armoured Division:

  • 7 (H), 3/7 (T), 5/7 (T), 8H/7 (T), IKR/7 (I), 3 Indian (I), 29/5 Indian (I), 7/7 (I)

Independent units, not assigned to any formation:

  • Hex 1011: 1 French (I)
  • Hex 0912: 2 French (I)
  • Stacked with any unit of any formation: 7 (A), 3 (A), 42 (T), 7 (T), 8 (T), 44 (T), 6 (A), KDG (A), 4 (A), 4 (T), 1 (T), 1SF (I), 6 (T)

13.35 Allied reinforcements.

  • 28 May: 2 x Grant replacement, 1 x Crusader replacement, 1 x Valentine replacement, 2 x British infantry replacement
  • 5 June: 20 Indian (I)
  • 7 June: 1 x Grant replacement, 1 x Crusader replacement, 1 x Valentine replacement, 1 x armored car, 1 x British infantry replacement

13.36 Victory. The Allied player wins if at the end of the turn of 22 June he controls hexes 2303, 1802 and 1404. Any other result is an Axis victory.

Counter Glossary

  • Parent Formation: formation marking
  • Unit ID: unit identifier
  • Combat Strength: combat strength
  • Unit Size: unit size (regiment) and unit type (infantry)
  • Armor Value: armor combat value