RulesPal
Chat
Rulebook
Holdfast: Tunisia 1942-43 thumbnail

Holdfast: Tunisia 1942-43

Holdfast: Tunisia 1942-43 Rulebook

Table of Contents

Table of Contents

  • 1. Components
  • 2. Game Board
  • 3. Blocks and Label Sheet
  • 4. The Units
    • 4.1 Unit Description
    • Markers
  • 5. Sequence of Play
  • 6. Resource Point Use
  • 7. Weather Effects
  • 8. Reinforcements and Replacements
    • 8.1 Reinforcements and Replacement Entry
    • 8.2 Replacements
  • 9. Activating Units for Movement and Combat
    • 9.1 Movement
    • 9.2 Unit Zone of Control (ZOC) and Enemy Unit Zone of Control (EZOC)
    • 9.3 Strategic Movement
    • 9.4 Combat
  • 10. Supply
  • 11. Game Victory
  • 12. Campaign Game
    • 12.1 Set Up
  • 13. Design Notes
  • 14. Warm Up: The Race to Tunis Mini Game
  • Terrain Effects Chart
  • Turn Record and Reinforcement Table
  • Errata

1. Components

  • Game board
  • Gray and Green Blocks
  • Label Sheet
  • Game Dice
  • Rules

2. Game Board

The game board is a map of eastern Vichy Algeria and Tunisia. These colonies are along the shores of the Mediterranean Sea. The Italian colony of Libya is not shown but Panzer Army Afrika and the British 8th Army reinforcement units enter play from Libya via the gray hexes.

The map is a hex grid showing various kinds of terrain that affect movement (MP) and affect the actual number of dice a unit rolls in combat (DRC); terrain and unit zones of control (ZOC) affect supply chains.

A combat unit rolls the number of dice equal to its (DRC); each unit is assigned a Target Hit Number (TH) and movement (MP).

Example: Italian infantry rolls 3 dice in a combat, it would take a 4 or higher enemy die roll to hit the unit in combat and the unit moves up to 4 MP per turn.

The map terrain has two classes of terrain, hex terrain and hexside terrain.

Hexside terrain is cumulative to hex terrain costs; hex terrain is not cumulative. The cost to enter a hex is the highest cost if more than one terrain condition exists.

Example: a unit enters a rough terrain hex that is an EZOC hex; the cost is 3 MP not 5 MP because hex movement is not cumulative.

The effect of terrain in combat is cumulative. The combat effect is based on the hex location of a unit.

Example: a unit attacking a defender in a rough hex behind an escarpment hexside would be -1 dice for the hex and -1 dice for the hexside terrain; a total of -2 dice is subtracted from the unit DRC. If the unit had a DRC of 3, it rolls 3-2= 1 die in combat.

At the start of the game, the allied player controls supply hexes at Bone, Souk Ahras and Tebessa; the axis control the supply bases at Bizerte, Tunis, Sousse, Sfax, and Gabes. Supply base hex control changes when units move through them. Other hexes are controlled only if they are occupied by units.

3. Blocks and Label Sheet

There are two sets of blocks, one green and one gray; the allied is green; the axis is gray. On the label sheet, there are colored groups of labels; olive is British, blue is the French XIX Corps unit, and green is US units. The axis labels are tan and gray for German units and light green for Italian units; the other labels are support and game markers; divide them among the remaining blocks. Carefully remove each unit label; center it on the correct color block and press gently to adhere the label; place this block aside and continue the labeling process.

4. The Units

FOG OF WAR: During play blocks are stood upright with the label side facing the controlling player. The only time the opposing player may see the label of an enemy unit is when blocks are revealed in combat.

Each of the four sides of a combat block may contain a row of pips; the row of pips may range from 4 to 1 pip; each pip is a strength point (SP); the current SP is equal to the number of combat hits a unit can take before it is eliminated from play.

4.1 Unit Description

A unit block shows: Unit Name, Dice Rolled in Combat (DRC), Target Hit Number (TH), Movement (MP), and Current SP.

Infantry and armor are land units; they move and combat from hex to hex according to each units' MP and DRC.

Units with diagonal lines are armor.

Unit TypeDice Rolled (DRC)THMP
Axis Units
Arnim (Leader)1n/an/a
Air Support1 (add +1 to the die result)n/an/a
Kampfgruppe1n/an/a
German Armor568
German Infantry355

DRC= the number of dice a unit type rolls in combat. TH= the minimum enemy die roll result number needed to hit unit. MP= the total number of movement points available in one turn.

Note: Because it reads easier for a player to read the rules, we refer to '-1 die' as '-1 dice.'

SUPPORT UNITS: Leader, air, Kampfgruppe, and allied combat team units add +1 dice to attacking units DRC. They are kept off map. It cost 0 RP to activate each support unit. A player may add support units to the attack. Each support unit may attack once per turn. Leader, Kampfgruppe and Combat Teams are unaffected by weather. Air support is prohibited throughout a poor weather turn.

Markers

LEADER SUPPORT: It is normally kept off map. Once per turn, a leader unit may add +1 MP to one moving unit; a leader also adds +1 dice to one combat attack. A leader unit adds +1 MP to a units' base MP, even if the unit is out of supply.

AIR SUPPORT: It is normally kept off map. In clear weather only, one air unit may be used in one combat attack; roll +1 dice separately and add +1 to that die result.

KAMPFGRUPPE: It is normally kept off map. It may be activated for one combat attack; add +1 dice to the DRC.

COMBAT TEAM: It is normally kept off map. In clear weather only one air unit may be activated for one combat attack; add +1 dice to the DRC.

5. Sequence of Play

A full game turn is the sequence below:

START OF GAME TURN

  1. Roll a die to determine the weather for the turn.
  2. Determine resource points (RP) for each player.
  3. The allied player places reinforcements and replacements.
  4. The allied player checks unit supply.
  5. The allied player adds SP to units.
  6. The allied player activates units for movement and attack.
  7. At the end of the allied player turn, the allied player checks unit supply.
  8. The axis player places reinforcements and replacements.
  9. The axis player checks unit supply.
  10. The axis player adds SP to units.
  11. The axis player activates units for movement and attack.
  12. The axis player checks unit supply.

6. Resource Point Use

Each player to start the turn receives their RP for that turn based on the campaign. A player places a block on the RP track equal to his resource point total.

RP is spent to add SP steps to reduced strength in supply units; RP is spent to replace eliminated units; RP is spent to activate units for movement and to activate units for attack.

As a player spends RP he deducts the RP cost adjusting the block downward on the RP that reflects the lesser resource point total. Once the block is adjusted to 0 RP or the player chooses not to perform another activation, his turn is over.

No player may spend more RP than they receive in a turn. RP may not be saved for future turns.

Resource Point UseRP Cost
Replace one infantry SP1 RP
Replace one armor SP2 RP
Replace one eliminated infantry unit2 RP
Replace one eliminated armor unit3 RP
Activate one unit for movement1 RP
Activate units for an attack on one hex1 RP per hex attacked
Activate units for a joint-nationality attack on one hex (ex. Ger-Ita, French-Brit-Amer.)2 RP per hex attacked

7. Weather Effects

Poor weather occurs on weather a die roll result of '6' (add +1 to the die roll on turns 1-11).

CLEAR WEATHER: Units move full MP and air units are available.

POOR WEATHER:

  • Combat air support is prohibited.
  • Unit movement is reduced; -1 MP for Infantry and -2 MP for Armor units.
  • Unit movement across a bridge hexside is +1 MP.
  • Unit movement across a river hexside is +2 MP.

8. Reinforcements and Replacements

8.1 Reinforcements and Replacement Entry

A player checks the time track for reinforcements and replacements; all units are placed at a cost of 0 RP. German reinforcement and replacement units come in at Tunis or Bizerte; allied reinforcement and replacement units come in at Bone, Souk Ahras, Tebessa or the three most northern map edge road hexes in Algeria. All reinforcement units arrive at full SP.

An entering reinforcement or replacement unit may be placed in an EZOC, but it may not be placed if the unit would be out of supply. Units may temporarily over stack in a placement hex, but only one unit may remain in the hex at the end of the turn. Any hex overstacked at the end of a turn, excess units are placed back on the turn track for placement next turn.

A player does not have to bring in scheduled reinforcement and replacement units. Any unit that is not brought into play is delayed; place the unit on the turn track for entry on the next turn.

The gray hexes are playable hexes only by the German player on turns 1-8 and only the Allied players on turns 9-16. Only scheduled reinforcements (asterisked units) units may be placed in a gray hex. The cost to place a unit is 0 RP. Units can temporarily over stack in a gray hex but only one unit may remain in the hex at the end of the turn.

8.2 Replacements

Players spend RP to add steps to in supply units on the map and to replacement units on the turn track; players may spend RP to add as many steps as needed but units adjacent to enemy units may add a maximum of 1 SP.

The RP cost to replace eliminated units and the cost to add steps for all unit types are listed in the table. Starting on turn 9 all Axis armor replacement cost increase by +1 (3 RP per armor step, 4 per armor unit). Players may spend RP to bring back previously eliminated units.

Players spend the RP cost to bring the unit into play at 1 SP. Unlike a reinforcement, the reentry of a replacement is delayed by 1 turn.

Example: on turn '6', a player spends 3 RP to replace an eliminated armor unit at 1 SP; that unit is placed on the turn track for entry at the start of the allied turn '7'.

9. Activating Units for Movement and Combat

A unit may be activated once a turn to move. Also, a unit may be activated once a turn to attack. This may be done in any order, and other friendly units can be activated in between the two actions. (In other words units can be activated in any order to perform a move or attack as long as they are only activated once for each in a turn).

A unit may be activated to move or attack. A unit may only move once in a turn; a unit may only attack once in a turn. Note, units can move and attack; or attack and move.

Players spend RP for each unit moved and players spend RP for each hex attacked. Whenever activated for movement or attack a unit is checked for its supply status; a unit is either in supply or out of supply.

9.1 Movement

It costs 1 RP to activate a unit for movement.

Movement is from hex to connected hex and the cost to enter a hex and cross a terrain hexside is deducted from the unit's MP until the unit does not have enough MP to move any further or the player does not want to move the unit further. A unit may not move into a prohibited hex or move across a prohibited hexside.

No hex may contain more than 1 unit between activations.

9.2 Unit Zone of Control (ZOC) and Enemy Unit Zone of Control (EZOC)

A unit exerts a Zone of Control (ZOC) into all six surrounding hexes except into prohibited terrain. Enemy Zone of Control (EZOC) is treated as hex terrain. ZOC affects movement and supply. All units exert a ZOC across escarpment hexsides. It cost 2 MP to enter an EZOC and for each hex moved through an EZOC.

9.3 Strategic Movement

An in-supply unit, which is activated for movement that does not begin, end or move through an EZOC may move twice its unit MP. Leader MP is added to the unit before strategic movement is calculated. On game turn one, the Allies cannot use Strategic Movement.

Example: a unit with a 4MP plus a leader is a 5MP; it may move twice the MP or 10 MP.

9.4 Combat

Units are never required to attack. Only enemy units in the attacking units ZOC are eligible to be attacked. To attack a defending enemy occupied hex, the player spends 1 RP.

The attacker first checks supply, then he announces which units will attack and then he activates these units for an attack. To the attack a player may add one leader, one air and one Kampfgruppe or combat team; support units attack at a cost of 0 RP, and each support unit adds one extra attack die to the total DRC. Support units attack once per game turn. Support units are not affected by terrain and cannot attack by themselves.

Each player reveals his units by laying the units label side up. Combat is simultaneous so both players roll their attack and defense dice at the same time. The attacker totals the DRC for attacking units and adjusts the total by any modifying terrain and the number of support units committed to the attack. The defender then adds any terrain modifiers to his defending DRC. Players roll their attack and defense dice. A hit is scored on opposing units for each die roll result number that equals or exceeds the unit TH.

Hits are applied simultaneously; no hits are applied until both players roll. If an armor unit is present in the combat, a modified or unmodified die roll result of 6 is always applied to armor.

Each time a unit receives a hit, it must be rotated to the next lower SP step. When a unit is reduced below 1 SP, it is eliminated and removed from play.

Units in an over stacked hex due to reinforcement cannot attack.

10. Supply

OUT OF SUPPLY EFFECTS

TypeMPDRC
Armor-2-1
Infantry-1-1

For a unit to be in supply it must be able to trace a path no longer than 3 connected hexes to a road. The hex on the road must trace a continuous road path to a supply base. Playable terrain does not affect supply. Supply cannot be traced through prohibited terrain.

Supply may not be traced through an enemy unit or EZOC hex. A friendly unit negates an EZOC in the hex it occupies. Supply may be traced through a friendly unit in an EZOC, however a friendly ZOC by itself does not negate an EZOC.

When a unit is activated for movement or combat, it checks supply. If a unit is out of supply infantry are -1 MP and armor is -2 MP and both units are -1 dice rolled in combat.

If a unit is out of supply at the end of the turn, it is eliminated and cannot be replaced; place the unit in the unit game bag.

Ports trace supply out to sea; land supply bases trace supply along a road to the three northern most road map edge hexes. Gray hexes trace supply to the east off map.

Allied units trace supply to Bone (port), Souk Ahras, Tebessa and starting on turn 9, the allies may trace supply to the gray hexes. Souk Ahras and Tebessa are inland supply bases that must in turn trace supply along one of the three most northern roads to the western map edge; if supply cannot be traced to the map edge, reinforcements and replacements may not be placed in Souk Ahras or Tebessa. They are instead placed on the western map edge.

Axis units trace unlimited supply to the ports of Bizerte, Tunis and units may also trace supply to the gray hexes until the end of turn 8. The ports of Sousse, Sfax and Gabes are minor supply bases; each port may supply a limit of one axis unit per turn.

11. Game Victory

The allied player wins if he controls Bizerte and Tunis at the end of an Axis player turn.

The axis player wins if at the end of his turn he controls either Bone, Souk Ahras or Tebessa or if the axis player control either Bizerte or Tunis at the end of the last game turn.

12. Campaign Game

"A modern battle is not at all what most people imagine it to be. There actually is no front line." - Signal Corps Officer and Hollywood boss Colonel Darryl F. Zanuck in his diary, 25 November 1942.

Start the turn marker on November 1942 along the game turn track. The game ends at the end of the May 1943 turn 16. All units are set up at maximum SP. Follow the game reinforcement schedule below to bring in additional units. Axis and Allied RP is 6 for the start of the campaign.

TurnAllies RPAxis RP
166
288
41010
91210 (Begin +1 RP for armor replacement steps and units)
121410

The campaign game may be up to 16 turns in duration (the first turn starts in November 1942 and the last turn ends on the second turn in May 1943.)

On turn 1, Allied units cannot move strategically.

Roll for weather to start the game, remember to add +1 to the die results.

Starting on turn 9, the RP cost for axis armor replacement is increased by +1 RP for each SP and increased +1 RP for an eliminated axis armor replacement unit.

12.1 Set Up

AXIS:

LocationUnit
In or within 2 hexes of Tunis and or BizerteSuperga
Fallschirmjager 5
Witzig
Off MapKampfgruppe
1 Air Unit

ALLIED:

LocationUnit
Tabarka36th Brigade
Souk el Khemis11th Brigade
La Calle1st Parachute
Souk el Arba6th Armor (A)
Souk AharsU.S. 1st Armor CCB
BejaFrench XIX Corps
Off Map1 Combat Team

13. Design Notes

The terrain is critical. In all cases, terrain is the combat equalizer. A defensive position in the rough bounded by river and escarpment is a very tough position to take. The +1 to the die result for river defense is lethal against armor because armor is expensive to replace. Unless all else fails try not to attack across a river or the Mareth Line with armor. It is best to leave the grunt work to the grunts-the infantry.

One of the strongest positions on the map is Jefna, located in the north. Jefna is protected by river (wadi in Arabic), rough terrain, town and escarpment. Study this hex and use your Terrain Chart for reference. Then set up an enemy unit in the town. After a few practice combats, you should gain an appreciation of number of SP lost and the number of turns it took to gain possession of the town.

14. Warm Up: The Race to Tunis Mini Game

Inexperienced players should play the first 3 turns. At the end of turn 3, determine victory. Players should try to play 2 or 3 games. This scenario is a fun way to learn the effects of unit movement, unit combat and map terrain.

Terrain Effects Chart

Terrain TypeMovement CostCombat Effect
Sea / Salt Marsh / Red LineProhibitedProhibited
Open / Gray / EZOC Hex2 MP (The gray hexes are playable hexes only by the German player on turns 1-8 and only the Allied players on turns 9-16).No effect
Rough3 MP infantry, 4 MP armor-1 dice to the attacking unit.
TownNo effectThe defender adds +1 dice to combat.
PortNo effectThe defender adds +1 dice to combat, roll this die separately and add +1 to the die roll result.
Road Hex1 MP. A road supplants the MP cost of any terrain other than EZOC.Same as terrain in hex
Bridge0 MP, A bridge supplants the MP cost for a river hexside. (In Poor weather, it costs +1 MP)The defender adds +1 dice to combat, roll this die separately and add +1 to the die roll result. Apply any SP loss to the unit attacking across the hexside.

Turn Record and Reinforcement Table

TurnDateAllied RPAxis RPWeather Roll AddAllied ReinforcementsAxis Reinforcements
1NOV66+150th Brigade, Barenthin, 10th Panzer (A), Air Unit
2DEC88+11st Guards BDE, 38th Irish BDE86th Panzer GRN, Arnim Unit
388+1US 1st Armor CCA, 6th Armor (B)10th Panzer (B), 69th Panzer GRN, 334th Inf
4

*Units are placed on the gray hexes for entry.

Errata

Publisher's errata document ("Rules Errata: Holdfast Tunisia"). The rule text above is left as printed; where an erratum applies, it replaces or amends the passage named.

2. Game Board Paragraph 7, delete the 2nd sentence and add: IMPORTANT! Supply base hex control changes only when any in-supply unit moves into the supply base hex.

4.1 Unit Description The French XIX is a 4 SP Unit, add the appropriate Pips to the block.

8.2 Replacements Delete first paragraph and add: Players spend RP to add steps to in supply units in play; players may spend RP to add as many steps as needed but units adjacent to enemy units may add a maximum of 1 SP. IMPORTANT! Players cannot spend RP to add steps to just reentering replacement units. IMPORTANT! Players cannot spend RP to add steps to any unit on the time chart. IMPORTANT! Any eliminated unit that entered play from a Gray hex cannot be replaced.

9.3 Strategic Movement Delete last sentence and add: IMPORTANT! On game turns 1 & 2 players cannot use Strategic Movement.

12.0 Campaign Game Delete 3rd sentence and add: IMPORTANT! On turns 1 & 2, players cannot move strategically.

Italian Armor
3
5
8
Italian Infantry344
Allied Units
Air Support1 (add +1 to the die result)n/an/a
Combat Team1n/an/a
8th Army Armor468
Allied Armor368
Allied Infantry355
French Infantry344
River+1 MP (In Poor weather, it costs +2 MP)The defender adds +1 dice to combat, roll this die separately and add +1 to the die roll result. Apply any SP loss to the unit attacking across the hexside.
Escarpment+1 MP. Armor cannot move across.Armor attack is prohibited. -1 dice to the attacking unit.
Mareth LineNo EffectThe defender adds +1 dice to combat, roll this die separately and add +1 to the die roll result. Apply any SP loss to the unit attacking across the hexside.
JAN
10
10
+1
Air Unit, 46th Inf
Hermann Goering
51010+1US 1st Inf, US 9th Inf, US 34th InfCentauro*, 21st Panzer (A)*
6FEB1010+1Air Unit21st Panzer (B), 90th Inf, Pistoia*
71010+115th Panzer*, 164th Inf*, La Spezia*
81010+1Young Fascists*
9MAR1210 (+1 RP for armor replacement steps and units)+11st Infantry, 4th Infantry, Air Unit, 7th Armor (A), 7th Armor (B), 2nd New Zealand*999th Inf
101210 (+1 RP for armor replacement steps and units)+150th Inf*, 1st Armor (A), 1st Armor (B), 4th Indian DIV*
111210 (+1 RP for armor replacement steps and units)+151st Infantry*
12APR1410 (+1 RP for armor replacement steps and units)
131410 (+1 RP for armor replacement steps and units)56th Inf*
141410 (+1 RP for armor replacement steps and units)
15MAY1410 (+1 RP for armor replacement steps and units)
161410 (+1 RP for armor replacement steps and units)