Mirages: '40 '41
Mirages: '40 '41 Rulebook
Table of Contents
Table of Contents
- Abbreviations
- 1. Introduction
- 2. Summary of the Game Sequence
- 3. Game Components Outline
- 4. Sequence of Play
- 5. Standard Procedures
- 6. Operations Phase
- 7. Actions
- 8. End of Turn Phase
- 9. Admin Phase
- Combat Sequence Example
- 10. Designer's Notes – Series Rules
- MIRAGES Game-Specific Rules
- 13. Game Components Outline
- 14. Reinforcements Special Rules
- 15. Other Special Rules
- 16. Scenarios
- 17. Designer's Notes
Abbreviations
- Admin — Administrative
- AFV — Armored Fighting Vehicle
- AP — Action Point
- AT Points — Anti-Tank Points
- CRT — Combat Results Table
- DRM — Die Roll Modifier
- EC — Effectiveness Check
- EZOC — Enemy Zone of Control
- HQ — Headquarters
- MA — Movement Allowance
- MP — Movement Point
- Ops — Operations
- OOC — Out of Command
- OOS — Out of Supply
- RP — Replacement Point
- TEC — Terrain Effects Chart
1. Introduction
The Series
These are the series rules of the "Formation Series", based on the game idea of Dirk Blennemann. In this series there will be a number of games that can be played with these basic rules supplemented by game specific rules. In the game specific rules of each game in the series additional rules may be added or some series rules may be altered or omitted.
The series is intended for two players but is also suitable for solitaire and team play. The goal for both players is to hit the opposing forces and to seize or defend specific victory locations. The game is played in a semi-interactive way and keeps both players involved all the time.
The Standard Procedures describe general rules, which apply at any time during each turn for all games of the series.
The more obstructive the terrain, the more it benefits the defender.
2. Summary of the Game Sequence
The "Formation Series" is played in a varying number of game turns, depending on the game and on the scenario.
A game turn usually consists of an Administrative Phase (Admin Phase), followed by the Operations Phase (Ops Phase), existing of a variable number of so-called Operations (Ops) Cycles. Lastly, each turn ends with the End of Turn Phase.
The first turn of a scenario skips the Admin Phase as is indicated on the turn track. Therefore, the Ops Phase is explained in the rules before the Admin Phase.
There can be different road types in a game, details to this will be explained in the game specific rules.
3. Game Components Outline
An overview of the game components can be found in the game specific rules.
3.1 Map
The map shows the area in which the battles were fought. A hexagonal grid is superimposed to regulate the movement of the playing pieces. There are several terrain features on the map, which can be divided into hex and hexside terrain features. Each hex also has a unique identification number to facilitate setup.
A map may come with off-board areas; details to this will be explained in the game specific rules.
3.1.1 Hex Terrain
Hex terrain may vary by game. The terrain types are: Dense Forest, Clear, Light Forest, Broken, Village, Marsh, Hill, Minefield/Box, and Point of Interest.
Hex terrain indicates basic movement costs for leg, motorized and HQ units for entering a hex. It also defines the column of the combat results table used for combat resolution. Some hexes feature more than one terrain type. In these cases, the terrain type that is dominating the hex (i.e. covers the majority) matters.
Roads are a special type of hex terrain, as they influence only movement costs, not combat resolution. A road basically negates the movement costs of the other terrain in the hex.
When moving from one Road hex into another Road hex via that particular road, reduced Movement Point costs may be used as indicated on the Terrain Effects Chart (TEC).
There can be different road types in a game, details to this will be explained in the game specific rules.
3.1.2 Hexside Terrain (may vary by game)
There are different hexside terrain types that have an influence on the game as explained in the game specific rules.
Hexside terrain types: Ridge, Wadi, Stream, Bug River.
3.1.3 Strongpoints
A Strongpoint has varying effects on movement, combat, and Effectiveness Checks, depending upon whether it is friendly/enemy or depleted/functional.
The friendly status depends on the original owning side (and will be indicated by the color of the respective counter) and DOES NOT CHANGE during play, even if the opponent enters the hex. As soon as a strongpoint is either entered by enemy unit(s) or unoccupied by friendly unit(s) at the very end of a friendly Formation Activation (see 6.3), the counter is turned to its "depleted" side and remains "depleted" for the rest of the game, even if re-entered by the original owning side.
Strongpoints are markers that do not constitute terrain but exist in addition to the map terrain of a hex. Their setup depends on the scenario and is noted on the Setup Displays (see 3.6).
A depleted strongpoint supports both sides, regardless of occupation by the originally owning or opponent side. Strongpoints do not check for Supply (see 5.7) or Command (see 5.8), and are not affected by combat results (see 7.4.2). ZOCs cannot be projected into a functional strongpoint.
An unoccupied enemy depleted strongpoint may be entered during Retreat; an unoccupied enemy functional strongpoint may NOT be entered during Retreat.
3.1.4 Tracks
Turn track: Shows the passage of time and indicates when reinforcements are eligible for both sides. The Reinforcements Schedule can be found below it.
Initiative DRM track: Indicates the positive Initiative Die Roll Modifier currently applied to the Reaction side's Initiative die roll.
Formation tracks: Records the number of times a formation may be activated during the Ops Phase and indicates the Activation Level it will receive once activated.
Action Points tracks: Records the expenditure of Action Points for each activated formation during its Formation Activation. (See 7. Actions).
3.1.5 Supply Entry Hexes
These hexes act as supply sources for the indicated side. HQ units (only) need to have a clear Supply Path to one of their own supply hexes to be in supply (see 5.7).
If a game comes with off-board areas, these may function as supply sources. Details to this will be explained in the game specific rules.
3.2 Combat Units
Combat units represent the military forces that took part in the historical campaign.
Combat units are subordinate to a formation like a corps, division, brigade, or Kampfgruppe / Task Force. Each formation comes with its own unique colored stripe at the top of the counter.
Combat units generally are divided into infantry type (Anti-Tank Points marked white) and AFV type units (Tank Points marked yellow).
The numerical ratings and symbols printed on combat units are:
- a. Unit Type: Is shown mainly for historical interest but is also of importance for replacements.
- b. Unit ID: Is shown for historical interest and is used to facilitate setup and for assignment purposes.
- c. Formation symbol: All units of a specific formation show the parent Division's historical symbol.
- d. Formation color stripe: Used as an identifier for all units of the same formation. Formations in this series may be corps, divisions, brigades, or Kampfgruppen / Task Forces.
- e. Effectiveness Rating: A unit's ability to conduct various Actions, withstand battle fatigue and remain in good order.
- f. Combat strength: The basic value a ground unit uses in combat. Can be reduced by taking casualties in combat. In contrast to many other games, strength step losses are NOT indicated by flipping the counter to its backside, but with strength step markers.
- g. Tank or Anti-Tank Points (AT): Special combat values used in combat when armor is involved. Also indicates if a unit is an AFV type unit (Tank Points in yellow box) or infantry type unit (Anti-Tank Points in white box).
- Note: Armored Car units are AFV type units but come with AT Points.
- h. Movement Allowance: Maximum number of Movement Points that a unit can spend during a Movement Action. Also indicates movement type (Movement Points in white hexagon: leg, MPs in red hexagon: motorized / mechanized). If the unit is Disrupted, a 'd' is shown instead.
- i. Disruption stripe: This diagonal stripe also indicates that a unit is Disrupted.
3.2.1 Static Units
For movement purposes, units can be divided into leg units (MPs in white hexagon) and motorized units (MPs in red hexagon).
Static units prohibit all units stacked with them from Retreat before Combat (see 7.4.1.1). They cannot move/retreat and must take all combat hits as step losses. They are eliminated if forced to conduct a retreat (see 7.4.2.3). In friendly undepleted Strongpoint hexes (see 3.1.3), static units are always considered to be in an Improved Defense (see 7.6).
Static units cannot receive the bonus Action Point(s) for Battle Victory (see 7.4.3).
Static units are never subordinate to a formation, cannot be activated and thus cannot perform any Action, cannot attack, cannot move or retreat, cannot provide or receive Combat Support, and do not have any formation stripe. Static units count for stacking and are always considered as supplied and in command (they must never check for command).
Static units do exert a Zone of Control. They negate EZOCs for Command Range and Supply Paths and get disrupted if they fail an EC (see 5.6.2).
Units with a white formation stripe are static units (see 3.4) and permanently independent.
Disrupted static units recover automatically in the Recovery Segment (see 9.1.2).
Units suffer from the same penalties as other units (see 5.3.2) but cannot be displaced to fulfill stacking restrictions.
3.3 Headquarters
HQs are crucial to formations' command, control, and supply and therefore to the ability to conduct successful Actions in the field.
Each formation has its own parent formation HQ.
The numerical ratings and symbols printed on HQ units are:
- a. HQ Type: Either leg or motorized/mechanized. This is important for tracing supply.
- b. Formation ID: The unique ID of a formation.
- c. Formation color: Identifies all units belonging to the same formation.
- d. Formation symbol: The historical symbol of a formation.
- e. Reaction Rating: Is used when a formation attempts a Reaction.
- f. Command Range: The range of hexes in which units of the same formation are in command, if they have a clear Command Path (see 5.8 Command Range).
- g. Attack Support Points: Represent mainly the artillery resources of a formation but also other various assets like engineers or transport columns. They can be used as a DRM in a regular (half) or prepared (full) attack (see 7.4.1.4 Combat DRMs). An HQ unit's Attack Support Points may be permanently reduced due to overstacking (see 5.3.1 Stacking) or displacement (see 5.3.2 HQ Displacement).
- h. Movement allowance: Maximum number of Movement Points that the HQ can spend during a Movement Action. Depending on specific game rules, MA may be displayed in a single-color hexagon (to differentiate from regular unit's movement) or different colors may be used to indicate the type of movement (Example: Movement Points in white hexagon: leg, MPs in red hexagon: motorized / mechanized).
HQs have the following characteristics:
- HQ units are not treated as and are not considered combat units.
- No more than one HQ unit may occupy a single hex.
- HQ units do not project a ZOC (marked on counters with a white corner as a reminder).
- They may not enter a hex containing EZOCs unless the hex already contains a friendly combat unit (Disrupted or not) or the HQ unit is moving as a stack with combat units.
- HQ units are only removed from play when all their subordinate units have been eliminated.
3.4 Game Markers
Current combat strength marker: (values 0 through 9) the 0-marker is only used for HQ units whose HQ Attack Support Rating has been reduced to zero.
Improved Defense marker: Indicates units in Improved defense status.
Game Turn marker: Used to track the game turn currently in progress.
Initiative +DRM marker: Single marker to track which side receives a Die Roll Modifier during Initiative Determination.
Initiatives in a Row marker: Indicates the number of initiatives in a row for one side.
Transfer Initiative marker: Indicates the number of initiatives transferred in a row to one side.
Combat Multiplier chit: Used to determine the combat multipliers when resolving combat. Attacker and defender draw one random chit each for their unit(s), regardless of the number of units involved.
Out of Command marker: When a unit is found to be Out of Command, it should be marked with this marker to indicate this status.
Out of Supply marker: Used to mark an HQ found to be Out of Supply (see 5.7.5).
Supply Blocked marker: Used to mark blocked major supply sources.
SNAFU/Schlachtenglück marker: The owning player can give this marker to the opposing player to force a re-roll of a die roll (see 5.2 for full details).
Victory Points markers: Used to track the number of Victory Points on the Victory Points track.
Combat Results Table ruler: Can be used to facilitate combat resolution on the Combat Results Table.
Schwerpunkt marker: Gives certain benefits to a formation (see 5.9).
Attacking/Target Hex marker: May be used as unit/stack placeholders for combat resolution.
Supporting Unit marker: May be used to mark units that support the attacker or defender in combat, or as unit/stack placeholders for combat resolution.
Activated Formation marker: May be used to mark the formation that's currently activated, as a reminder during longer breaks or interruptions in play.
Strongpoint marker: Hexagonal markers that indicate a strongpoint in a hex (see 3.1.3).
Optional Action Point Determination markers: May be used to replace the standard determination of Action Points, for a more predictable game turn.
Formation Activation marker: Used to track the number of available activations of each formation during a game turn. This contains the Recovery Rating for a formation as well as the Maximum Activation Level.
Action Points marker (APs available): Shows the currently available Action Points of an activated formation (one for each side).
3.5 Player Aids
You can find all the relevant information that is needed for play aggregated in the player aids of a game.
3.6 Setup Displays
These charts facilitate setup for the respective scenarios and show the setup locations of all units at the beginning of the game.
3.7 Game Tracks Player Aid (Optional)
Can be used instead of the corresponding tracks on the map to make solitaire play more convenient.
3.8 Dice
Included in the game are two ten-sided dice, referred to as 'd10', which are used for combat resolution. The number zero (0) is always treated as ten (10).
4. Sequence of Play
A game turn is a sequence of events that must occur in a certain order. Each game turn basically consists of an Administrative (Admin) Phase, an Operations (Ops) Phase and an End of Turn Phase.
The sequence of play must be strictly followed in the order presented below:
A. Admin Phase (skip in turn 1, see 9.0)
- Recovery Segment
- Organization Segment
- Replacements Segment
- Reinforcements Segment
B. Ops Phase: consists of a variable number of Ops Cycles (see 6.0)
- Initiative Determination
- Formation Activation (including possible Formation Reaction)
- Act OR Transfer Initiative
- Possible Actions:
- Movement Action
- Refit Action
- Combat Actions (Hasty, Regular or Prepared)
- Improved Defense Action
- End of Ops Cycle (see 6.2): the player can end the Ops Cycle if the other player has transferred initiative, or has no formation activations left.
C. End of Turn Phase
VP's will be recorded.
5. Standard Procedures
5.1 Calculation Conventions
When making a calculation for a combat, or another game function, that produces a fraction on intermediate steps, retain the fraction until all the values for the units on that side have been added together. Then round any remaining fraction up to the next whole number. All possible modifiers are cumulative.
When calculating an odds ratio for combat, always round it downwards to conform to a ratio column on the CRT.
Never round Movement Points.
5.2 SNAFU/Schlachtenglück
The owning player can give this marker to the opposing player to force a re-roll of a die roll of any one of his OR any one of the opponent's die rolls.
Only one re-roll can be made for a die roll. The opponent cannot use the SNAFU/Schlachtenglück marker for the same die roll.
If the player owing the SNAFU/Schlachtenglück marker at the beginning of a game turn has not used the marker during the complete game turn, the marker automatically moves to the other player at the start of the next game turn.
In some specific games of the series, the designer might decide upon a modified version of this rule.
5.3 Stacking & Limited Intelligence
5.3.1 Stacking
Placing more than one unit into a hex is called stacking; only combat units, static units, and HQs are subject to stacking restrictions. Each side is free to stack units in any order desired and the position of a unit in a stack has no effect on play, but an HQ unit must always be the topmost unit in a stack.
Stacking limits do not prohibit movement and must only be met at the end of an Action (see 7.0 Actions) and anytime during a retreat (see 7.4.2.2 Combat Results).
Notes: Units from different formations may stack together up to the stacking limits, but keep in mind that only one formation can be activated at the same time. When the stack is being attacked, all units will defend together.
Stacking limits: The Stacking limits will be specified in the game specific rules.
5.3.2 Combat Units: Overstacking and Displacement
All combat units in an overstacked hex (at the end of an Action or anytime during a retreat) suffer an automatic disruption. A currently Disrupted unit remains Disrupted and suffers an additional Strength Point loss. Overstacking is checked AFTER any other hits (e.g. combat or EZOC) have been assigned, meaning that retreating units may be eliminated before overstacking occurs.
Surplus combat units must immediately be displaced so that the hex fulfills stacking restrictions. In overstacking situations for combat units (not HQs), the opposing player makes the displacement(s) instead of the owning player.
The opposing player may displace overstacked combat units of his choice one at a time into any adjacent hex(es) until the stacking limit is met.
- A unit may never 'jump over' enemy units while being displaced.
- A unit may never be displaced into a EZOC hex unless no other alternative hex is available. If placed into a EZOC hex, the EZOC does NOT cause any further effects for the displaced unit.
- A unit must be displaced into a fully stacked hex if no other alternative than a EZOC hex is available.
- Displaced units that end up causing overstacking in the displacement hex trigger the same disruption and displacement results in this hex.
- Any unit that cannot be displaced due to the presence of enemy combat units or prohibited terrain is eliminated until stacking limits are met (opposing player's choice).
- Static Units (see 3.2.1) can neither be displaced nor be eliminated to meet stacking limits.
5.3.3 HQs: Overstacking and Displacement Procedure
If a hex contains two or more HQs, each HQ loses one Attack Support Point from its current total, place a corresponding Strength Point marker beneath the HQ. Furthermore, any surplus HQs (read: HQ displaced into the hex last) must immediately be displaced (losing an additional Support Point in doing so), so that the hex fulfills stacking restrictions. If the surplus HQ can not be displaced because all combat units of the formation are stacked together with the HQ in the same hex, the entire formation is removed from the game permanently.
The case that a hex contains two HQs can only occur as a result of an enemy Movement Action or unfavorable Combat Result. The case is very unlikely and is listed for the sake of completeness.
Besides overstacking, an HQ must be displaced if it is the only unit in a hex and an enemy non-HQ unit moves adjacent to it for any reason and is not divided by impassable terrain. After displacement, the triggering unit may continue its movement.
Procedure:
- Place the HQ unit on the nearest friendly combat unit of the same formation, which is not currently stacked with another HQ. In the event of more than one option, the owning player chooses the hex.
- Subtract one from the HQ's current Attack Support Point total until the minimum of 0 is reached. This may be in addition to any Support Point loss caused by HQ overstacking.
- Move its Formation Activation marker to the next lower space on the Formation Activation track.
- A HQ MAY 'jump over' enemy units while being displaced and BE placed into an EZOC hex.
- A HQ may never be displaced into a hex containing another HQ unless no other alternative hex is available.
- HQ units that end up causing overstacking in the displacement hex trigger Support Point losses and displacement results in this hex.
5.3.4 Limited Intelligence
An attacker may only examine the contents of an enemy stack after having declared a ground attack against the defending hex. A defender may only examine the contents of an attacking stack after the player has decided to try Retreat before Combat (see 7.5.1.1) or not. Reduced strength markers beneath units may never be inspected except during combat resolution. At all other times, only the topmost unit in an enemy stack may be viewed.
Important: A player may always inspect beneath an enemy HQ unit.
There was a suggestion to play without "limited intelligence". Omitting the rules on "limited intelligence" seems at first glance to be a simplification. However, our experience has shown that the constant control over the opponent's units inhibits the flow of the game and prolongs the duration of the game. But decide for yourself.
5.4 Zones of Control
The hex a combat unit occupies and the six hexes surrounding it, constitute that unit's Zone of Control (ZOC). The ZOC of an enemy unit is called an Enemy Zone of Control (EZOC).
A unit's ability to project a ZOC depends on the unit type, status, and terrain, as detailed in the ZOC column of the TEC.
Combat units can project their ZOC into most terrain types. Some terrain types block ZOCs.
Any disrupted unit and HQ units never exert/project a ZOC and are marked with a white corner on their counter.
Hexes into which a unit projects a ZOC are called controlled hexes and inhibit the movement of enemy units, the tracing of an enemy Command Path and an enemy Supply Path.
If ZOCs from both sides project into the same hex, both co-exist and the hex is mutually controlled by both sides.
5.4.1 ZOC Effects
Movement: A combat unit must immediately cease movement upon entering an EZOC, even if the hex is already occupied by a friendly unit. There is no restriction when moving from an EZOC into a non-EZOC hex. The only way to move directly from EZOC to another EZOC is through Screen movement (see 7.3.4 Screen movement).
During the free movement of reinforcements, units performing this movement may not enter an EZOC at any time of that Action (9.4.2).
Command and Supply: Command Range and Supply Paths may be traced into but never through EZOCs. Friendly combat units (even Disrupted) negate EZOCs in the hex they occupy for these purposes only.
Retreat: Retreating units suffer additional penalties when entering an EZOC (see 7.4.2 Combat Results).
Combat Support: Combat Support can only be used when the supporting unit projects a ZOC into the enemy attacking or defending hex.
Replacements: A combat unit cannot receive replacements if in an EZOC.
Reinforcements: A combat unit cannot enter as a reinforcement in a hex in an EZOC.
5.5 Formations
Formations are the key organizing concept in this game. Players must think of their forces in terms of formations to use them effectively – just as the historical commanders had to.
5.5.1 Formation Units
Combat units are permanently organized by a formation, which can be easily identified by their colored stripe. A formation consists of an HQ unit and several combat units. Only units belonging to an activated formation may conduct an Action assigned to that formation.
5.6 Effectiveness Check
The following situations require an Effectiveness Check (EC) for a unit:
- Any red & underlined combat results
- Refit Actions
HQs are not subject to ECs and never disrupt.
5.6.1 Conducting an EC
Roll 1d10 for each unit and compare the result with the Effectiveness Rating of each affected unit. Units located on a strongpoint (see 3.1.3) add the EC bonus of the strongpoint to their Effectiveness Rating, but the EC bonus is NOT added to the Effectiveness Rating if determining the combat multiplier (7.4.1.2 Combat strength determination & preliminary combat ratio).
- a. A unit passes if the result is equal to or less than its Effectiveness Rating.
- b. A unit fails if the result is greater than its Effectiveness Rating.
5.6.2 Failing an EC
Any combat unit failing an EC disrupts. (Exemption: Refit Action).
A currently Disrupted unit that fails another EC remains Disrupted and suffers an additional Strength Point loss if this additional disruption results from combat.
Units conducting a Refit Action do not lose Strength Points if they fail their EC.
5.6.3 Disruption Effects
Disrupted units are flipped to their Disrupted side. Note that a Disrupted unit possesses a lower printed Effectiveness Rating.
Disrupted units:
- Cannot conduct a Movement Action.
- Do not project a ZOC, and thus may not provide Combat Support.
- Cannot trigger a possible Formation Reaction.
- Cannot attack or support an attack.
- Cannot contribute Tank or Anti-Tank Points to screen movement.
- Cannot attempt to retreat before combat (see 7.4.1.1).
- Cannot be in Improved Defense.
- Use the combat chit's left column (red) if defending, but in a friendly undepleted Strongpoint use the combat chit's right column (green) (see 7.4.1.2 Combat Strength Determination).
- Cannot receive Combat Support.
- Cannot receive replacements.
- Cannot qualify for Combined Arms bonus (see 7.4.1.3).
The only Action a Disrupted unit can perform is the Refit Action to recover from disruption.
5.6.4 Disruption Recovery
During the Recovery Segment of each game turn:
- Disrupted combat units recover automatically if currently in Command Range of their parent HQ.
Units which recover from disruption are flipped back over to their undisrupted side.
Combat units may also recover from disruption by conducting a successful Refit Action.
5.7 Supply
Each HQ unit is in one of two states at any moment of the game: In Supply or Out of Supply (OOS).
Only HQs must check for supply at the moment they activate; all combat units must only check their Command Range (see 5.8 Command Range) when wishing to perform an Action. Units of formations with an OOS HQ suffer negative consequences (see 5.7.5).
5.7.1 When to Check Supply
HQs must check for supply in the following situations only:
- When performing Formation Activation Recovery (see 9.1 Recovery Segment).
- At the beginning of a Formation Activation (see 6.0 Ops Phase and 5.7.5 Out of Supply effects).
- Before making a Formation Reaction attempt (see 6.5 Formation Reaction).
- As per the scenario end of game rules.
5.7.2 Tracing a Supply Path
Leg HQs and motorized/mechanized HQs each have their own restrictions for tracing a Supply Path.
Leg HQs: To begin tracing supply, a leg HQ must be located on or adjacent to a Road hex. This Road hex must be connected by an unbroken (see 5.7.4) chain of Road hexes of any length to an unblocked friendly Supply source (see 5.7.3). Each hex in the path must be connected by Road. Ignore all other terrain in hexes or hexsides.
Motorized or mechanized HQs: A mot. or mech. HQ can begin tracing supply in any type of hex. It must first trace a path through any hexes and across any hexsides not prohibited in terms of movement to HQs to any Road hex. This 'cross-country' path must not exceed the HQ's printed Command Range (in hexes). From the Road hex, it traces supply like a leg HQ.
5.7.3 Supply Sources
Supply sources are printed on the map. A supply source ceases to function the instant any enemy unit ends a Movement Action in its hex. Place a Supply Blocked marker in the hex. This marker is removed when a friendly unit enters the hex. It immediately begins to function as a supply source once again.
Strongpoint: Any HQ unit is automatically considered to be in supply if located on or adjacent to a friendly strongpoint. Once depleted, a friendly strongpoint ceases to function as a supply source for the remainder of the game.
5.7.4 Broken Supply Paths
A supply path is broken if it enters or can only be traced through a hex:
- Containing an enemy unit of any type (including HQs and Disrupted units).
- Containing an EZOC, unless at least one friendly unit of any type is also present (even if Disrupted).
5.7.5 Out of Supply Effects
An Out of Supply HQ unit can still be activated by moving its Formation Activation marker down the Formation Activation track to 0 (regardless of its previous position). If the Supply Path has been restored in the Recovery Segment (see 9.1 Recovery Segment), the HQ recovers and gets flipped back to its front side and / or any markers are removed. See Game Specific Rules for full details.
Effects on all units in a formation with an unsupplied HQ:
- Current combat strength halved if attacking.
- Normal current combat strength if defending.
- Movement value halved.
- May not provide combat support.
- Cannot receive replacements.
Other values are not effected including the values of an unsupplied HQ (an unsupplied HQ may provide the HQ Attack Support DRM [7.4.1.4 B]).
HQs only check their supply status for the events listed in 5.7.1. The status is valid until the next check according to 5.7.1.
Flip an HQ to its back side if found Out of Supply and / or place corresponding markers on the HQ unit. See Game Specific Rules for full details.
5.8 Command States
Each combat unit is in one of two states with respect to its ability to communicate with its parent HQ at any moment of the game: In Command or Out of Command (OOC).
Before undertaking any Action (see 7.0 Actions) or at different moments (5.8.1) each combat unit currently belonging to a formation must check if it is In Command of its parent HQ unit.
A unit is In Command if it can trace an unbroken (see 5.8.2) Command Path (i.e. a number of consecutive hexes), which is no longer than its parent HQ's Command Range value. Count the HQ's, but not the unit's hex, when checking the length of the Command Path (see examples).
Command Range is counted in hexes, not Movement Points.
Units which are beyond the parent HQ's Command Range or cannot trace an unbroken Command Path (or both) are Out of Command.
Command States:
- A. In Command: A unit is considered In Command if it is within its parent HQ's Command Range, and able to trace an unbroken Command Path to it.
- B. Out of Command: A unit is considered Out of Command if it is out of its parent HQ's Command Range, and/or unable to trace an unbroken Command Path to it.
5.8.1 When to Check Command Range
Combat units must check Command Range in the:
Recovery Segment:
- Units recovering from disruption.
Formation Activation:
- Units wishing to undertake an Action.
- Units attempting to qualify their parent HQ for a Formation Reaction attempt.
- Receiving HQ Attack Support.
- Providing or receiving Combat Support.
- Qualifying to receive a Battle Victory Action Point bonus.
Replacement Segment:
- Units wishing to receive replacements.
End of Turn Phase:
- When checking Victory Points earned for geographic objectives and/or meeting other conditions. This will be specified in the game specific rules.
5.8.2 Broken Command Paths
A Command Path is considered broken if it cannot be traced without entering a hex that:
- Contains an enemy unit of any type.
- Contains an EZOC, unless at least one friendly unit of any type (even if Disrupted) is also present.
Example (5.8 Command Range/Path examples): Both HQs have a 4-hex Command Range. Blue Unit 10 is 1 hex short of being in its HQ's Command Range. Red Units 1 and 3 are within Command Range and able to trace a path to their HQ, and Blue units 15 and 16 are also within Command Range and able to trace a Command Path. Red Unit 2 is surrounded by EZOC but able to trace a Command Path to its HQ through Unit 1.
5.8.3 Out of Command Effects
Out of Command units:
- Are marked with an Out of Command marker, which is removed as soon as the unit finds itself In Command again.
- May only take part in Movement and Hasty Attack Actions and pay two Action Points instead the normal one AP for these actions.
- Cannot be used for triggering Formation Reaction.
- Do not recover from disruption during the Recovery Segment.
- Cannot provide or receive Combat Support.
- Cannot receive replacements.
- Cannot receive HQ Attack Support.
- Cannot receive any of the Schwerpunkt bonuses.
- Cannot receive the Battle Victory bonus AP.
Some clarifications:
- To simplify the game process, for units that are marked Out of Command the markers are removed as soon as the unit in question no longer falls into this category.
- Even units that do 'nothing' can be Out of Command.
- Even if an Out of Command unit cannot trigger Formation Reaction, an Out of Command unit may receive Action Points (conduct Actions) during Formation Reaction.
5.9 Schwerpunkt Marker
The Schwerpunkt marker may be available either to the Axis or the Allied player (never both), or to neither player.
During setup the Schwerpunkt marker is placed on the Formation Activation marker as listed on the Setup Chart and remains there for the duration of the current game turn. If the HQ unit of the formation is removed from the map, the player places the marker on the Game Turn track space corresponding to the next game turn.
Check during each Organization Segment whether the Schwerpunkt marker remains with the previous owning player or moves to the other player or is removed from the game entirely. Change of ownership and removal are listed on the Game Turn track. With the exception of the setup of the first game turn, the owning player can freely place the marker with any Formation Activation marker with an HQ unit that is in supply.
The formation the Schwerpunkt marker is currently assigned to and all In Command combat units belonging to the formation benefit from the following effects:
- The formation receives one additional Action Point when determining APs, but at least a total of three APs.
- Combat units receive a +n / -n combat DRM (see 7.4.1.4, D.). "n" will be defined by the scenario instructions.
- Combat units receive an additional bonus AP for Battle Victory (see 7.4.3).
6. Operations Phase
The Ops Phase consists of:
- Initiative Determination.
- Formation Activation.
One repetition of the Initiative Determination and Formation Activation Segments is called an Ops Cycle. The Ops Cycle will be repeated until End of the Operation Cycle occurs (see 6.3).
6.1 Initiative Determination
Each Ops Cycle begins with the Initiative Determination.
Both players roll one die and the current Initiative +DRM value gets added to the die roll result of the player whose side is shown on the marker.
The side with the higher modified result wins the initiative. Follow scenario instructions in case of a tie.
The winning player is termed the Initiative player, while the other player is termed the Reaction player.
Initiative +DRM: The Initiative +DRM mechanic makes it more and more likely for the Reaction player to win the next Initiative Determination Segment.
The Initiative +DRM marker is on the 0 space at the beginning of the Ops Phase. This means that no side gets an Initiative +DRM in the first Ops Cycle.
When the Initiative player is determined, move the Initiative +DRM marker as follows:
- a. If the Reaction player's symbol is already showing, move the marker along to the next space on the Initiative DRM track without flipping it.
- b. Otherwise, flip the marker, so the new Reaction player's side is now uppermost and place it on the +2 space of the Initiative DRM track.
Once the Initiative +DRM marker is removed from the 0 space, it will not return to it during the entire Ops Phase.
6.1.1 Maximum Number of Initiatives in a Row
Following scenario instructions, the maximum number of initiatives in a row for one side MAY be limited. Move the Initiatives in a Row marker on the Initiative DRM track to indicate the number of initiatives in a row for one side.
Initiative Determination is skipped if the maximum number of initiatives in a row for one side is exceeded. In this case, the other side automatically gets the initiative. Flip the Initiative +DRM marker so that the new Reaction player's side is now uppermost and place it on the +2 space of the Initiative DRM track.
If one side has used all activation options, the other side can spend the maximum number of initiatives in a row for one side (not more); the Ops Cycle ends automatically thereafter. The case is very unlikely and listed for the sake of completeness.
6.1.2 No Further Formation Activations Possible
Skip Initiative Determination if no further Formation Activations are possible for one side. The other player must either Act or end the current Ops Cycle (see 6.2); the player cannot transfer the Initiative back to the other side.
This case is very unlikely and is listed for the sake of completeness.
6.2 Initiative Player Options
The Initiative player must choose one of the following two options:
Act: The Initiative player can decide to conduct a Formation Activation. Once that Activation has been completed, proceed to the next Operations Cycle.
Transfer Initiative: The Initiative player may give the Initiative to the opponent. The player receiving the Initiative must Act and may not transfer the Initiative back to the original Initiative player. Transferring the Initiative does not affect the Initiative +DRM marker in any way.
- A player CAN transfer the initiative if he got the initiative because of the maximum number of initiatives in a row (see 6.1.1).
Scenario instructions MAY limit the maximum number of initiatives transferred in a row to one side. A player who has received Initiative and cannot transfer it to the opponent due to scenario instructions must Act. Move the Transfer Initiative marker on the Initiative DRM track to indicate the number of initiatives transferred in a row to one side.
6.3 End of the Operation Cycle
The current Ops Cycle immediately ends when one of the following conditions occurs. Proceed to the next Ops Cycle.
- A player who has received initiative due to Transfer Initiative (see 6.2) decides to end the Ops Cycle.
- Transfer Initiative carries the risk that the other side will end the Operations Cycle immediately.
- No further Formation Activations are possible for one side and the other player decides to end the Operations Cycle (see 6.1.1).
6.4 Formation Activation
Activating a formation allows the Initiative player to activate all subordinate units to conduct one or more Actions (see 7.0 Actions). Formation Activation allows the activation of a formation's units by spending as many Action Points as the chosen Action costs. Under certain circumstances the Reaction player can undertake Formation Reactions during an activation of the Initiative player.
Use the following sequence at the beginning of a Formation Activation:
- Determine how many Action Points are available to the formation.
- Adjust the Formation Activation marker down one space.
Scenario requirements may restrict the Actions of units. If no unit of a formation can perform any Action, the formation cannot be activated.
6.4.1 Action Points Determination
Once a player has decided which formation shall be activated, he needs to determine the number of Action Points which can be expended by the formation's units during this Activation by rolling 1d10 and consulting the Action Points table for the result. Add one Action Point to the result if the Schwerpunkt marker is assigned to the activated formation.
The current Activation Level of the activated formation defines the column on the Action Points table to be used when determining the number of Action Points available to the formation. The d10 result determines the row and the intersecting box shows the number of available Action Points in black (max. 7 except with Schwerpunkt). The higher the formation's Activation Level is, the higher the chances of having more Action Points available.
Place the AP marker in the corresponding space on the Action Points track.
Optional Action Point Determination
The following optional rule replaces the standard determination of Action Points as described above. The optional rule is a suggestion to reduce the dispersion of action point determination and make a game turn somewhat more predictable. This approach is particularly effective for short / small scenarios with few formations.
During setup and the Organization Segment (9.2) of each game turn, each side places all 10 of its own Action Point Determination markers into a separate cup. Once a player has decided which formation shall be activated, he draws one Action Point Determination marker randomly from his cup. Drawing one Action Point Determination marker replaces rolling 1d10 of the standard rule (see above). Instead of 1d10 die roll, the number printed on the backside of the Action Point Determination marker defines the number of Action Points available to the formation. All other parts of the standard rule for Action Point Determination are in effect.
Drawn Action Point Determination markers are NOT placed back in a player's cup. As soon as there are only two markers left in a cup, the cup is refilled with all 10 markers. The drawing starts all over again until there are only two markers left in the cup. In addition, both cups are refilled with all 10 markers during the Organization Segment (9.2) of each game turn.
Players may examine their own markers at any point during play, but never those of the other side.
Optional AP chits: the front shows the Action Point number. The back shows three columns: the first column is the current Formation Activation Level, the second column is the Formation Activation, and the third column is the Formation Reaction.
6.4.2 Formation Activation Levels
Each formation has a Formation Activation marker located on its Formation Activation track.
Each time a formation is activated, and after the Action Points have been determined, move the Formation Activation marker down one space on the Formation Activation track. The Activation Level can also be lowered due to HQ Displacement (see 5.3.3 HQ Displacement).
A formation with an Activation Level of zero cannot be activated. The Activation Level can increase again in the Admin Phase (see 9.1 Recovery Segment).
6.4.3 Activating Unsupplied Formations
Supply is determined for a formation's HQ at the instant of activation.
If an unsupplied HQ wishes to activate, roll 1d10 on the Action Points Table using the Activation Level marker's current position and then move the Activation Level marker to the 0 space on the track.
6.4.4 Expending Action Points
Each time a formation conducts an Action, adjust the Action Point (AP) marker on the Action Points track according to the cost of the selected Action (see 7.0 Actions).
6.5 Formation Reaction
Unlike many other games, both sides are always actively involved in the playing process. The Reaction side does not simply sit idly by, while the opponent runs circles around friendly troops! Instead, the Reaction side can do what its label implies: it can react to some enemy threats.
6.5.1 Triggering Reaction Attempts
When a unit or stack of units performs a Movement Action during which it enters or attempts to exit a hex adjacent to an enemy combat unit (regardless of any ZOCs), the Reaction player may announce a Formation Reaction attempt.
If a unit wants to leave a hex, the announcement alone is sufficient. The player does neither have to specify the destination hex of the movement nor the number of units that want to leave the hex.
As Retreat before Combat (see 7.5.1.1) is not a Movement Action, but part of a Combat Action, it can not trigger Reaction attempts.
A Reaction attempt can only be declared if at least one of the Reaction player's combat units is adjacent to the moving unit or stack and:
- a. Is not Disrupted.
- b. Is within Command Range of its parent HQ.
Only one Reaction attempt can be made per Initiative formation's Movement Action. The Reaction side will therefore have to weigh carefully when a Reaction attempt should be made! If, however, the Initiative formation performs more than one Movement Action, a Reaction attempt can be made during each Movement Action.
Clarification: If the Reaction attempt is triggered by a movement INTO a hex, the Formation Reaction attempt takes place after the triggering movement has taken place. If by virtue of that movement, a Reaction unit that was otherwise In Command is placed Out of Command once the active unit has moved adjacent to it, it is NOT allowed to make a Reaction attempt. If by virtue of that movement, the HQ of a Reaction unit that was otherwise In Supply is placed Out of Supply AND the Reaction attempt is successful, the HQ is marked OOS and its Formation Activation marker is moved down the Formation Activation track to 0 (see 5.7.5).
6.5.2 Resolving Reaction Attempts
The HQ of the formation selected to make a Reaction attempt must pass a Reaction Check. Roll a die; if the result is equal to or lower than the HQ's printed Reaction Rating, the Formation Reaction attempt is successful; otherwise, it fails.
A successfully reacting formation rolls a die and receives a number of Action Points equal to the red underlined number on the Action Points Table. Place the AP marker on the Action Points track space corresponding to the number. The Formation Activation Level marker of the reacting formation gets adjusted one step down. If the HQ of a reacting formation is Out of Supply at the instant of the Reaction, all penalties for activating an unsupplied formation are applied.
Effects of Command Range and Disruption: Units that are Out of Command (5.8.3) may only perform Movement or Hasty Attack Actions: the AP costs for these Actions are doubled.
6.5.3 Effects of Successful Reaction
The unit or stack performing any movement must stop in the hex it has just entered or attempted to exit. The Initiative formation's Action immediately ends. Treat the Action Point(s) of the Movement Action as spent and any remaining Movement Points as lost, even if the unit(s) does not move at all. Any units overstacked because of the Reaction attempt must immediately suffer the corresponding adverse effects (see 5.3.1 Stacking). If the unit triggering the successful enemy Reaction is located in an Improved Defense position (see 7.6 Improved Defense Action), the Improved Defense marker is NOT removed.
Once the Reaction side has completed the Formation Reaction by spending the number of APs just determined, the Initiative side resumes the current Formation Activation with the previously selected formation. The formation must select and begin a new Action. It may expend any remaining Action Points, but each Movement Action undertaken could be subject to a new Formation Reaction attempt.
During a Formation Reaction, no counter-reaction by the Initiative side is possible.
6.5.4 Effects of an Unsuccessful Reaction
If a Reaction attempt fails, the formation suffers no adverse results whatsoever. Its Formation Activation Level marker remains where it is. If the opponent's formation undertakes another Movement Action in the same Formation Activation Segment, another Formation Reaction attempt can be made.
If an enemy Reaction attempt is not successful, the active unit may continue its movement normally: remember that as only one Reaction attempt can be made per Initiative Formation's Movement Action, no more Reaction attempts may be made for the rest of this Movement Action.
7. Actions
An activated formation may undertake Actions. A formation receives the number of Action Points indicated on the Action Points table (Reaction: Red underlined values).
Action Costs per Unit/Stack
| Action Type | AP |
|---|---|
| Movement | 1 |
| Refit | 1 |
| Improved Defense | 1 |
| Hasty Attack | 1 |
| Regular Attack | +1 (2 total) |
| Prepared Attack | +2 (3 total) |
7.1 Possible Actions (Overview)
Disrupted units are strictly limited to a Refit Action.
Some of the games in the Formation Series may have additional actions. These actions are explained in the Special Rules of the game.
Movement Action (see 7.3) (1 AP per stack): A combat unit or HQ (or a stack of units) may conduct movement. Use the printed Movement Allowance of the slowest unit in the stack. Units may not be picked up or dropped off from a moving stack (see rules for Movement, Zones of Control and Stacking for further details).
Combat Action (see 7.4) (Hasty Attack: 1 AP. Escalate to Regular Attack: 1 extra AP, Escalate to Prepared Attack: 2 extra APs): The side performing the Action must declare a Hasty Attack with a single unit or stack of units against any one adjacent enemy-occupied hex. The attacker decides which units in the attacking hex will participate; all defending units must participate. After the Retreat before Combat decision, the player may escalate combat to a Regular or Prepared Attack by paying the additional AP costs.
Multi-hex combat is not permitted.
- Hasty Attack: Neither Combat nor HQ Attack Support can be used.
- Regular Attack: Attacker Combat Support (limited) and HQ Attack Support (at half strength) can be used.
- Prepared Attack: Attacker Combat Support and full HQ Support can be used.
Refit Action (see 7.5) (1 AP per unit): A unit belonging to the same formation and within the parent HQ's Command Range, may attempt to recover from disruption.
Improved Defense Action (see 7.6) (1 AP per stack): A combat unit (or a stack of combat units belonging to the same formation) may conduct an Improved Defense Action to strengthen its position; a unit/stack defending in an Improved Defense hex uses the improved column of the drawn combat chit if attacked.
A functional friendly Strongpoint hex is always considered to have Improved Defense. Therefore, an Improved Defense Action CANNOT be applied to an functional friendly Strongpoint hex. Improved Defense CAN be used in a depleted Strongpoint hex (both sides).
Action Point Tracks
Each side has an Action Point track, which is used to record how many Action Points are available to an activated formation during its Activation (or Reaction).
- Each Action chosen costs a number of Action Points. Any Action may be chosen, if the activated formation or unit has the required number of Action Points remaining on its Action Point track.
- As Action Points are expended, adjust the AP marker to record how many Action Points remain. A side need not expend all its available Action Points in a given Formation Activation. All unused APs are simply lost when the owning side decides to end the Formation Activation.
- Units are not required to expend their entire MA, but unused MPs cannot be accumulated or transferred.
- A unit or stack can be involved in any number of Movement Actions during a Formation Activation, as long as the Action Points are available to allow it to participate.
- A combat unit must immediately cease movement upon entering an EZOC, even if the hex is already occupied by a friendly unit.
- A friendly unit may never enter a hex containing an enemy combat unit. When moving adjacent to a hex occupied solely by an enemy HQ, the HQ is immediately displaced (see 5.3.2 HQ Displacement).
- All units in a formation with an unsupplied HQ have their current movement value halved.
7.2 Procedure
Follow these steps when conducting Actions:
- A. Select eligible units/stack
- B. Check Command Range
- C. Select one action
- D. Adjust the AP marker corresponding to the expended APs
- E. Perform the Action
The Action is now carried out by the activated unit(s) able to do so. Remember that a Formation Activation may be temporarily interrupted due to a successful Formation Reaction attempt.
- F. Perform another Action
If enough Action Points remain, the player may perform another Action. Otherwise, the Formation Activation is ended.
A unit can conduct more than one Action in a single Formation Activation.
7.3 Movement Action
Units are moved by expending Movement Points (MPs) up to their movement allowance (MA).
7.3.1 Moving Stacks
Units currently belonging to the same formation which begin a Movement Action in the same hex may move together as a stack at no extra cost in Action Points.
- Expend the Movement AP cost to move the entire stack.
- The stack's MA is limited by the MA of the slowest unit in the stack.
- A moving stack may never drop off or pick up any units while conducting movement.
- All units that begin moving as a stack must end their movement in the same hex, unless they are forced to displace due to overstacking for any reason.
7.3.2 Maximum Movement
A unit can never exceed its MA (or its stack's MA) during a single Movement Action.
A unit can always move one hex, as long as it does not:
- Enter an enemy-occupied hex.
- Enter or cross prohibited terrain.
- Move directly from one EZOC to another (exception: Screen movement, see 7.3.4).
- Trigger a successful enemy Formation Reaction before exiting its hex of origin.
Retreat before Combat (7.4.1.1) may not be conducted as Screen movement (see 7.3.4).
7.3.3 Road Movement
A unit which is moved from one Road hex directly into an adjacent Road hex through a hexside crossed by the Road, spends MPs according to Road movement and ignores all other terrain in the hex entered and hexside crossed. Units may NOT use the Road movement rate when entering or exiting an EZOC hex. Units may use the Road movement rate before entering or after exiting an EZOC hex.
7.3.4 Screen Movement
Any friendly unit or stack that begins a Movement Action in a hex with at least TWICE as many Tank Points as the combined printed Tank and Anti-Tank Points of all enemy units exerting EZOCs into its hex may move from one EZOC directly to another EZOC by expending its entire MA. A unit or stack with no / zero "0" Tank Points can not conduct Screen Movement.
The acting player must announce Screen movement BEFORE calculating enemy Tank / Anti-Tank Points. If Screen movement is not possible because the required conditions are not met, the Movement Action ends immediately and the Action points are spent.
Determination of the inactive player's Tank and Anti-Tank Points for Screen movement purposes: Disrupted units cannot contribute Tank or Anti-Tank Points for this purpose. No terrain modifiers apply!
Movement may be affected or entirely prevented by the presence of enemy combat units and EZOCs, terrain, stacking restrictions, etc. Consult the Terrain Effects Chart by cross-referencing the unit type with the terrain entered. There is no limit to the number of friendly units which can pass through a single hex during the Movement Action itself as stacking limits are only enforced at the end of an Action.
The active units that contribute to the Tank Points total do not have to participate in the Movement Action but may not be disrupted.
Screen movement can trigger a Formation Reaction attempt! The active player does not have to specify that he wants to perform Screen movement, or the target hex of the movement, or if all or only single unit(s) of a stack are going to move.
7.3.5 Movement and Enemy HQs
When an enemy non-HQ unit moves adjacent to an enemy HQ located alone in a hex (unless separated by impassable terrain):
- The HQ unit is immediately displaced (see 5.3.3 HQ Displacement).
- No other adjacent combat units currently belonging to the displaced HQ's formation can attempt a Formation Reaction in this Movement Action.
- The moving unit / stack may continue its Moving Action after HQ Displacement if movement points are still available.
Units belonging to another formation that has not suffered HQ displacement may still make a Reaction attempt. Any Reaction attempt can only be executed after all HQ displacements are completed.
7.3.6 Seizing Victory Locations
A combat unit located on a victory location may spend one additional AP to seize the victory location. No Movement Action is required to seize a victory location, nor is it necessary to end an ongoing Movement Action. Place / flip marker on the victory location and adjust Victory Point markers on the Victory Points track.
A combat unit located on a victory location does NOT need to spend one AP to seize a victory location during 8.0 End of Turn Phase.
7.4 Combat Action
Combat occurs between opposing units in adjacent hexes by declaring a Combat Action. Combat is always voluntary, a unit is never required to attack. Should one side inflict more damage on the opponent than it suffers itself, Battle Victory is achieved.
Do NOT count Strength Point losses caused by retreat after combat, EC, etc.
HQ units in combat: HQ units are never affected by combat, nor do they take combat hits; their presence in a stack is simply ignored. HQs cannot retreat; an HQ is immediately displaced if it suddenly finds itself alone in a hex as a result of combat. This is true even if it is not adjacent to an enemy unit at the beginning of a Combat Action. They are also displaced if 2 HQs are in the same hex.
Combat Action Sequence
- A. Attack Declaration: Hasty Attack.
- B. Retreat before Combat: The defender opts to make a die roll (successful if higher than the attacker's die roll). Success: Retreat occurs (no Battle Victory). Fail: Effect on combat (+2 DRM for attacker).
- C. Attack Escalation: Attack may be escalated to a Regular or Prepared Attack.
- D. Combat Chits: Determine combat multiplier.
- E. Strength Determination & Preliminary Combat Ratio: 1. Check for Combined Arms bonus. 2. Determine final combat strength.
- F. DRM Determination & 1d10 Roll: 1. Attacker/Defender Combat Support. 2. HQ Attack Support. 3. Armor Superiority. 4. Schwerpunkt bonus. 5. Failed Retreat before Combat. 6. Attacker rolls 1d10 and DRMs are applied.
- G. Combat Results: The amount of hits suffered per side is determined by cross-referencing the modified attack roll on the CRT.
- H. Combat Hit Distribution: 1. First step loss. 2. Effectiveness Check. 3. Forced and voluntary retreats. 4. Additional step losses. 5. Battle victory: Bonus AP.
7.4.1 Resolving Combat
A. Attack Declaration: The side performing the Action declares a Hasty Attack Action with one friendly combat unit or one stack of friendly units adjacent to a single enemy occupied hex.
Multi-hex combat is not permitted although adjacent units may provide Support (see 7.4.1.4 Combat DRMs).
B. Retreat before Combat: The defender may attempt Retreat before Combat (see 7.4.1.1).
C. Attack Escalation: The attacker decides whether to escalate combat to a Regular or Prepared Attack by paying the additional AP costs to do so (see 7.1).
D. Combat Chits: Each player draws one combat chit to determine the combat multipliers (one chit total per player).
E. Strength Determination & Preliminary Combat Ratio: Both sides check if they get the Combined Arms bonus and find their final combat strength (see 7.4.1.2 Combat Strength Determination).
Compare the final combat strength of the attacker to that of the defender and express the comparison as a numerical odds ratio. Round this odds ratio downward to conform to one of the columns on the CRT. Cross-reference the ratio with the type of hex terrain occupied by the defender(s). If the ratio is greater than the one listed in the rightmost column for the indicated terrain type, use the rightmost column. If the ratio is less than the one listed in the leftmost column for the indicated terrain type, the attack is treated as a "5 / 0" result (the APs are still considered expended).
F. DRM Determination & Die Roll: The attacker rolls 1d10, applying all relevant DRMs (see 7.4.1.4 Combat DRMs):
- Attacker/Defender Combat Support
- HQ Attack Support
- Armor Superiority
- Schwerpunkt bonus
- Failed Retreat before Combat
G. Combat Results: Cross-reference the modified d10 roll with the odds ratio located on the appropriate terrain row on the CRT to obtain the combat result.
H. Combat Hit Distribution: Apply combat results immediately (see 7.4.2 Combat Results).
7.4.1.1 Retreat before Combat
Once the attacker declares a Hasty Combat Action, but before he reveals any units except the top unit of the attacking stack, the defender may attempt Retreat before Combat if:
- All defenders are undisrupted, and
- at least one non-HQ unit in the defending stack is mechanized or motorized, and
- all defending units belong to the same formation, and
- no defender is a Static unit, and
- at least one retreat hex is available to the defender.
A Retreat before combat always involves all units of the defending stack. No unit may selectively remain in the hex.
Units do not need to be in Command Range to conduct Retreat before Combat.
Procedure: Both sides roll 1d10 and compare the result. If the defender's modified result is greater than the attacker's, Retreat before Combat is successful. Otherwise, it fails.
Retreat before Combat DRMs: Each side may add to its die roll half the printed Effectiveness Rating of one undisrupted friendly armored car or recce/recon unit of its choice located in the friendly stack.
Should the attacking stack consist solely of leg units, the defender may add the full printed Effectiveness Rating of any friendly mechanized or motorized unit of his choice in the friendly stack.
Result: If successful, the defending stack receives a free Movement Action with the stack but may not enter a hex adjacent to the attacking stack. It is allowed to enter a hex adjacent to other enemy units (including other units from the activated formation). Retreat before Combat may not be conducted as Screen movement (see 7.3.4). This free Movement Action does not affect the parent formation's AP or Formation Activation markers in any way and does not constitute a Battle Victory. The attacker loses the AP expended for declaring a Hasty Combat Action and may NOT advance after combat move into the empty defender's hex nor win a Battle Victory (see 7.4.3).
7.4.1.2 Combat Strength Determination & Preliminary Combat Ratio
The strength of an attacking or defending unit is calculated before each battle as follows.
The attacker randomly draws one combat chit to determine the combat multiplier (1-3) for this Combat Action by cross-referencing the unit's Effectiveness Rating with the appropriate column on the combat chit.
Attacker combat strength determination (multiplier by Effectiveness Rating, Hasty Attack / Regular Attack / Prepared Attack):
| Effectiveness Rating | Hasty Attack | Regular Attack | Prepared Attack |
|---|---|---|---|
| 2 | 1 | 2 | 3 |
| 3 | 3 | 1 | 1 |
| 4 | 2 | 3 | 2 |
Use the "7" column if the unit's Effectiveness Rating is greater than "7"; use the "2" column if the unit's Effectiveness Rating is less than "2".
The combat multiplier found in this way is then used to multiply the unit's current combat strength to get the final Battle Strength of this unit. If there is more than one unit attacking (from the same stack), the procedure is repeated separately for each unit involved, but the same chit is used for all units of the same stack.
The defender draws a separate combat chit and repeats the procedure described above to get the Battle Strength of his unit(s) involved in the combat.
Defender combat strength determination (multiplier by Effectiveness Rating, Disrupted / Regular Defense / Improved Defense):
| Effectiveness Rating | Disrupted | Regular Defense | Improved Defense |
|---|---|---|---|
| 5 | 1 | 1 | 2 |
| 6 | 2 | 3 | 3 |
| 7 | 1 | 2 | 2 |
The columns of the combat chits are used as follows:
- As a functional friendly Strongpoint hex is always considered to have Improved Defense, a defending Disrupted unit uses the right hand combat chit column 'Improved Defense/Friendly Strongpoint'. Note that the EC bonus of a Strongpoint is NOT added to the Effectiveness Rating if determining the combat multiplier.
- The attacker and the defender only draw one combat chit each regardless of how many units are attacking/defending! So in each combat, two chits get drawn, one for all units of the attacking stack and one for all units of the defending stack. Of course, units in the same stack can have different multipliers, depending on their own Effectiveness Ratings.
- Once a Combat Action has been resolved, both players place the drawn combat chits back into the container.
Statistically, a unit has a better chance to get a high modifier, when it has a better Effectiveness Rating and if it is conducting a Prepared Attack or has Improved Defense.
Calculate Preliminary Combat Ratio: Compare the final combat strength of the attacker to that of the defender and express the comparison as a numerical odds ratio. Round this odds ratio downward to conform to one of the columns on the CRT. Cross-reference the ratio with the type of hex terrain occupied by the defender(s).
If the ratio is greater than the one listed in the rightmost column for the indicated terrain type, use the rightmost column.
If the ratio is less than the one listed in the leftmost column for the indicated terrain type, the attack is treated as a 5/0 result (any APs are still considered expended).
7.4.1.3 Combined Arms Bonus
A Panzer or tank unit stacked with a motorized infantry, recce/recon or motorcycle unit of the same formation provides one favorable column shift if attacking or defending.
- Disrupted units do not qualify for the Combined Arms bonus (see 5.6.3).
- The Combined Arms bonus is limited to one column shift even if more than one attacking/defending unit qualifies for the bonus.
- Any Combined Arms bonus is ignored if the preliminary combat ratio (see 7.4.1.2) is less than the one listed in the leftmost combat ratio column.
Tank units that do not qualify for the Combined Arms bonus are marked (see Special Rules for details).
7.4.1.4 Combat DRMs
There are five possible DRMs applicable to combat based upon: Combat Support, HQ Attack Support, Armor Superiority, Schwerpunkt bonus and failed Retreat before Combat.
- Add all positive modifiers, then subtract all negative modifiers. The final DRM may not be lower than -12 or higher than +12.
- Adjust the actual d10 roll in line with the final DRM. Results of less than 1 are treated as 1; results higher than 20 are treated as 20.
A. Combat Support DRMs: Friendly combat units adjacent to the enemy attacking/defending unit may be eligible to provide Combat Support.
Units providing Combat Support are immune to any adverse combat results and cannot be used to take losses. Static units can NOT provide or receive Combat Support.
Requirements for Combat Support:
- The friendly unit projects a ZOC into the enemy defending/attacking hex.
- The friendly unit is in Command Range of its parent HQ.
Clarification: The Combat Support DRMs for 'Friendly' and 'Same Formation' are not cumulative if both types are in the same hex.
If a defending stack has units from more than one formation, the defender must choose a Lead Formation. Combat Support is handled as if only the Lead Formation were in the hex.
Combat Support is not available for the attacker if conducting a Hasty Attack. Combat Support is not possible for the defender if one or more defending units are Disrupted. Also, Disrupted units may not provide Combat Support (see 5.6.3 Disruption effects). Units in a formation with an unsupplied HQ cannot provide Combat Support (see 5.7.5).
- For a Regular Attack, the attacker may contribute a DRM of +1 for each hex adjacent to the defending hex that contains at least one friendly combat unit of the same formation if all aforementioned requirements are met.
- In Regular Defense (all defending units undisrupted, but not in Improved Defense) the defender may contribute a DRM of -1 for each hex adjacent to the attacking hex that contains at least one friendly combat unit of the same formation if all requirements are met.
- For a Prepared Attack, the attacker may contribute a DRM of +2 for each hex adjacent to the defending hex that contains at least one friendly combat unit of the same formation if all aforementioned requirements are met.
- In a Prepared Attack, the attacker may also contribute a DRM of +1 for each hex adjacent to the defending hex that contains at least one friendly combat unit even if this unit is from a different formation, as long as all other requirements are met.
- In Improved Defense, the defender may contribute a DRM of -2 for each hex adjacent to the attacking hex that contains at least one friendly combat unit of the same formation if all requirements are met.
- In Improved Defense, the defender may also contribute a DRM of -1 for each hex adjacent to the attacker that contains at least one friendly combat unit even if it is from a different formation, as long as all other requirements are met.
B. HQ Attack Support DRM: To qualify for HQ Attack Support, the attacking unit or stack must be:
- In Command Range of its parent HQ
- Conducting a Regular or Prepared Attack Action.
There is no limit to the number of times HQ Attack Support may be allocated during a single Formation Activation. The defending side is never eligible for HQ Attack Support. The amount of Attack Support Points received is determined as follows:
- Regular Attack: The attacker receives half of the parent HQ's current Support Points (round fractions up).
- Prepared Attack: The attacker receives all parent HQ's current Support Points.
C. Armor Superiority: To determine whether the attacker or defender has Armor Superiority and is entitled to a DRM in his favor, the defender's Tank or Anti-Tank Points are subtracted from the attacker's Tank Points. Units selected for Armor Superiority determination may be Disrupted and/or Out of Supply/Out of Command.
If the attacker has no Tank Points:
- and the defender has no Tank Points either, neither player can establish Armor Superiority and neither player will receive a favorable DRM.
- and the defender has Tank Points available, the defender automatically receives Armor Superiority, and the full Tank Point value of the defender's unit with the highest number of Tank Points is used as a favorable (i.e. negative '-') Armor Superiority DRM for the defender. Defending Tank Points are never modified due to terrain, and the attacker cannot use Anti-Tank Points against the defender's Tank Points.
If the attacker has Tank Points:
The attacker must first (and always before the defender) select the combat unit with the highest number of Tank Points. Pick the unit with the higher combat strength if there are two units with the same number of Tank Points. Player's choice if combat strengths and Tank Points are equal. The attacker may not use a combat unit with Anti-Tank Points. See TEC for terrain effects on Tank Points.
The defender decides to either use Tank Points or Anti-Tank Points. After this decision the defender selects the combat unit with the highest number of Tank/Anti-Tank Points. Pick the unit with the higher combat strength if there are two units with the same number of Tank / Anti-Tank Points. Player's choice if combat strengths and Tank Points are equal. (Clarification: The defender is always free to choose either Tank or Anti-Tank Points, regardless of whether he has more Tank Points than Anti-Tank Points, or vice versa.)
Defending Tank Points are never modified due to terrain including any Strongpoint marker. Apply any Anti-Tank Point bonus based on the terrain of the defender's hex (see TEC) and/or any Strongpoint marker if defending with Anti-Tank Points. Even if a unit has no Anti-Tank Points, it is still eligible to receive a defensive terrain bonus and/or Strongpoint marker bonus.
The attacker's final value (A) is the Tank Points of the attacker's selected unit, and the defender's final value (D) is the Tank or Anti-Tank Points of the defender's selected unit, as described above. Subtract the defender's Tank or Anti-Tank Points (D) from the attacker's Tank Points (A).
- Defender using Tank Points:
- If the final result is 0, neither player can establish Armor Superiority and neither player will receive a favorable DRM.
- If the final result is a positive number (+), the attacker establishes Armor Superiority, and the final result is a + DRM in the attacker's favor.
- If the final result is a negative number (-), the defender establishes Armor Superiority, and the final result is a - DRM in the defender's favor.
- Defender using Anti-Tank Points:
- If the final result is 0 or is a negative number (-), neither player can establish Armor Superiority and neither player will receive a favorable DRM.
- If the final result is a positive number (+), the attacker can establish Armor Superiority and the final result is a + DRM in the attacker's favor.
D. Schwerpunkt Bonus: If at least one In Command combat unit belongs to the formation the Schwerpunkt marker is currently assigned to, the player automatically receives a DRM in his favor. Add TWO (+2) if attacking and subtract TWO (-2) if defending. The DRM is always TWO (+2 / -2), regardless of the kind of attack/defense and the status of the combat unit (disrupted or undisrupted).
E. Failed Retreat before Combat: If the defender failed a Retreat before Combat attempt, the attacker receives a DRM of +2.
Combat DRM examples (diagram captions): A stack of Blue units attacks a Red unit on a Strongpoint. Red Unit 4 is stacked with a Strongpoint, receiving Improved Defense status and additional AT points. Red Unit 3 provides Combat Support (-2 DRM). Red stack has 5 AT points vs. Blue stack's 5 TPs, and the result is no Armor Superiority. The final DRM is -2. Blue Unit 15 supports defending units (-1 DRM). The Red HQ supports the attack, adding half its support points (+3 DRM). The Red stack establishes Armor Superiority (+3 DRM). The defending Blue stack attempts and fails to retreat before combat (+2 DRM). The final DRM is +5. Blue Unit 14 supports defending units (-1 DRM). Red Unit 13 supports the attacking stack (+2 DRM). The Red HQ provides full support points (+6 DRM). No Armor Superiority is established. Blue Formation E has been assigned the Schwerpunkt marker (-2). The final DRM is +7.
Armor Superiority DRM examples (diagram captions): Attacker has Tank Points, Defender has AT Points: Unit 20 has 5 TPs vs. the defender's 2 AT Points, and the result is a +3 Armor Superiority DRM for the attacker. Attacker has AT Points, Defender has Tank Points: The defender has automatic Armor Superiority, and its unmodified Tank Points are used as a negative AS DRM for the attacker (-5 in this case). Attacker has Tank Points, Defender has Tank Points: The defender has more TPs than the attacker. The difference between the amount of TPs becomes a negative DRM for the attacker (-1 total).
7.4.2 Combat Results
Combat results consist of two numbers separated by a slash: the number to the left applies to the attacking stack and the number to the right applies to the defender. The numbers themselves indicate how many combat hits a side suffers. Hits printed in red (underlined) require that all units in the corresponding attacking/defending hex must make an EC.
Distributing combat hits: The following procedure must be followed strictly when applying combat results. The defender must always follow the procedure in full before the attacker:
- First step loss: If the corresponding combat result is at least 1, the first step loss must be taken by one of the participating units. This mandatory first Strength Point loss must be from the unit that was used for the Armor Superiority DRM (i.e. either Tank/Anti-Tank Points in defense or Tank Points in attack), even if the Armor Superiority DRM is zero "0". If there was no Armor Superiority (i.e. neither attacker or defender had Tank Points), then the players choose their own unit to undergo the strength loss.
- Black results: If the combat result is printed in black, and there are remaining hits to apply, the player chooses one option:
- a. Hold: Take every remaining hit as one step loss per hit and remain in the hex. Also, if defending, any defending units that were already Disrupted must undertake a Forced Retreat of 1 hex.
- b. Voluntary Retreat (if defending): Convert every remaining hit into voluntary retreats of 1 hex per hit.
- c. Voluntary Retreat (if attacking): Convert the first remaining hit (ONLY!) into a voluntary retreat but all other hits MUST be taken as step losses.
- Red results: If the combat result is printed in red, the player must perform an EC with each of his units in the stack. All units that fail the EC become Disrupted.
Disrupted units that disrupt again must take one additional Strength Point loss (see 5.6.2).
If there are remaining hits to apply, these hits are variable. There are three separate cases:
- Case A: All units in the stack passed their EC. In this case step 2 (see above) is followed in full.
- Case B: All units in the stack failed their EC. In this case the first remaining hit must be taken as a Forced Retreat of 1 hex by all the Disrupted units in the stack (in the defender's case, include those that were Disrupted prior to the combat). Subsequent hits are treated differently for attacker and defender:
- the defender must take all subsequent hits as additional Forced Retreats of one hex per hit.
- the attacker must take all subsequent hits as step losses (see below).
- Case C: Some unit(s) failed their EC and some did not. First, all the Disrupted units in the stack must make a Forced Retreat of 1 hex (in the defender's case, include those that were Disrupted prior to the combat). The remaining (successful) unit(s) in the stack may choose to follow them by staying in the stack and joining in their 1 hex Forced Retreat or hold in the hex. We have three cases:
- a. If the player decides to hold with ANY unit(s) which succeeded in their EC check, all remaining combat hits are taken as step losses from the holding unit(s). Note that a Forced Retreat of unit(s) which failed their EC do NOT count as one of the remaining hits in this case.
- b. If the defender decides to follow the retreat with ALL the defending units this counts as one of the remaining hits and all the other remaining hits must be taken as 1 hex Forced Retreats.
- c. If the attacker decides to follow the retreat with ALL the attacking units, this counts as one of the remaining hits and all the other remaining hits must be taken as step losses.
All Strength Point losses must follow the rules in 7.4.2.1. All retreats must follow the rules in 7.5.2.2. and 7.4.2.3 (as printed; the retreat rules are in 7.4.2.2). Remember that Strongpoint markers are not affected by combat results.
Combat hit distribution example (summary of the printed diagram captions): A combat calculation involving two two-unit stacks results in a 3/1 hit ratio on the CRT. The Blue player must distribute a single hit and perform Effectiveness Checks. Since Unit 14's AT Points were used to determine the Armor Superiority DRM, it must receive the single combat hit. Both units now take ECs, and Unit 16 fails its EC, becoming disrupted, while Unit 14 passes and only suffers the Strength Point loss. The Red player must distribute three hits; no ECs are needed. Unit 15's TPs were used to determine the Armor Superiority DRM and so it must receive the first hit. The Red player then decides to retreat, converting the second hit. Because this stack attacked, the third hit cannot be converted into a retreat, and it must be assigned to Unit 13 (each unit in the stack must be assigned a hit before any other unit can be assigned a second hit).
7.4.2.1 Step Losses
Each Strength Point loss is applied to an individual unit and causes the unit's current combat strength to be reduced by one. Strength Point losses are distributed as the owner wishes among combat and static units, while observing these guidelines: all Strength Point losses must be equally distributed among all those units that could not avoid them by retreat; no unit may absorb two (three) Strength Point losses before all other units have absorbed one (two) Strength Point loss(es) in their turn.
Simply record the unit's new strength by placing the corresponding Current Combat Strength marker underneath it. The marker is rotated in such way, that the correct number is always shown on top. If a unit currently has a strength of one and takes another Strength Point loss, it is eliminated. Remove the unit counter from play.
A unit's Movement Allowance, Tank or Anti-Tank Points and Effectiveness Rating are never adversely affected due to Strength Point losses.
Do NOT count Strength Point losses caused by retreat after combat, EC, etc.
7.4.2.2 Retreat
Retreat is not Movement, so a unit or stack must retreat towards the nearest friendly Major supply source, or the friendly map edge. Use the "as the crow flies" direction to set the basic retreat direction; the real retreat path may differ due to restrictions.
Hexes and hexsides that may not form part of the Retreat Path are:
- Enemy occupied hexes (including those occupied solely by HQs).
- Hexes adjacent to enemy HQs, even if they are alone in the hex.
- EZOCs (exception: Forced Retreat, see 7.4.2.3).
- Enemy functional Strongpoints (see 3.1.3).
- Off the map.
- Impassable terrain.
If the retreat includes more than one hex, each retreat hex is evaluated individually as it is entered, but no hex may be entered more than once and the retreating unit must move farther away from the combat hex with each additional retreat hex. In case of doubt, avoiding additional step losses takes precedence.
Overstacking and Retreat: Retreating units in a stack may not voluntarily split up. In the case of a Forced Retreat (see 7.4.2.3), a stack can be obliged to split up due to overstacking.
If overstacking occurs in a retreat hex, all units not already disrupted suffer a disruption and the retreating unit(s) themselves must each take an extra Strength Point loss, which does not count towards satisfying any remaining combat hits. Any surplus combat units must immediately be displaced, so that the hex fulfills stacking restrictions. In overstacking situations for combat units only (not HQs), the opposing player may make the displacement(s) instead of the owning player (see Overstacking 5.3.2.).
If the overstacking situation has been solved by displacement and the retreating unit / stack has not yet compensated all combat hits, the retreat may (Voluntary Retreat) or must (Forced Retreat) be continued.
Please always keep in mind that a retreat should not advantage the retreating unit. In case of doubt, common sense or a dice roll is recommended.
Retreat examples (diagram captions): Successful Retreat: the Blue stack has a clear Retreat Path towards a friendly supply source, so retreat is possible. Successful Forced Retreat: the retreating Blue stack's only possible path is to move into the EZOC hex. In doing so, each unit in the stack takes an additional Strength Point loss. Failed Forced Retreat: the Blue stack is blocked by impassable hexsides and enemy units, so its units cannot complete their Forced Retreat movement, and each unit takes 2 additional SP losses.
7.4.2.3 Forced Retreat
Units sometimes are forced to conduct a retreat due to combat results. This is called a Forced Retreat (in contrast to Voluntary Retreats).
In a Forced Retreat an EZOC must be entered if no other hex is available. Each retreating unit takes one additional Strength Point loss which is over and above the remaining hits from the CRT result.
Each unit that is required to, but cannot make a Forced Retreat, takes two additional Strength Point losses for each retreat hex it could not enter: these are over and above the remaining hits from the CRT result. If the unit / stack forced to conduct a retreat has not yet compensated all combat hits, the retreat must be continued after entering the EZOC.
7.4.3 Battle Victory
The side that receives the lower combat hit number in a combat wins the battle, unless all of that side's units involved in the combat are eliminated. In that case, or when ties occur, neither side wins a victory. The winning unit or stack immediately receives one bonus Action Point, restricted as follows:
- Only combat units which were involved in the combat may use the bonus AP.
- The combat unit(s) must be within Command Range of the parent HQ.
- If at least one In Command combat unit belongs to the formation the Schwerpunkt counter is currently assigned to, the player receives TWO bonus APs. The second AP may be used for a second Action (including two identical Actions), or to escalate a Hasty Attack to a Regular Attack (see 7.4.1 paragraph C).
- If the attacker gains the bonus AP, he can supplement it with any or all remaining Action Points on the formation's AP track. The bonus AP can trigger a reaction attempt only if the bonus AP is used by the attacker, not if used by the defender.
- One or more combat units in the stack must immediately expend the bonus AP, or it is lost. No other units, including static units or those supporting the combat, can use the point or be involved in the Action chosen.
In the unlikely event that an attacker achieves another Battle Victory before spending the second bonus AP, the original second bonus AP is lost.
Battle Victory example (summary of the printed example): The Axis player has suffered the least amount of combat hits and is the combat winner. Because the Formation assigned the Schwerpunkt marker receives two bonus Action Points instead of one, these must be used instantly, and only by the units involved in the combat.
7.5 Refit Action
Each Disrupted combat unit must conduct a Refit Action individually. A combat unit may perform any number of Refit Actions, as long as Action Points are still available on the formation's Action Points track.
- Perform an Effectiveness Check (5.6.1) for the Disrupted combat unit; if the unit passes, flip it over to its normal (undisrupted) side. If it fails, it remains Disrupted but suffers no additional adverse effects.
A Refit Action is the only Action a Disrupted combat unit may undertake.
7.6 Improved Defense Action
To conduct an Improved Defense Action, all units in the hex must be of the same formation, be In Command (see 5.8 Command States) and no single unit in the hex may be disrupted. Simply place the corresponding marker on top of the stack (no check is required). It gets all the benefits of Improved Defense if attacked as long as the marker is in place. The Improved Defense marker is removed immediately:
- If at least one unit in the hex becomes Disrupted.
- If at least one unit in a hex is eliminated, the remaining unit(s) loses its (their) Improved Defense status.
- If at least one unit leaves the hex for any reason.
- If at least one unit in the hex conducts any Action.
- If another unit ends a Movement Action or retreat in the hex.
It is not possible for only some of the units in a hex to be in Improved Defense, it is an "all or nothing" affair.
- The Improved Defense marker is NOT removed if reinforcements are placed in the hex or replacements are used.
Notes: A defending combat unit (or stack) in an functional friendly Strongpoint hex is always considered to be in an Improved Defense, even if Disrupted. There is no need for an Improved Defense Action in such a hex, nor do these hexes need to be marked with an Improved Defense marker.
If a unit triggering a successful enemy Reaction (see 6.5 Formation Reaction) is located in an Improved Defense position, the Improved Defense marker is NOT removed.
8. End of Turn Phase
A combat unit located on a victory location seizes the victory location. Place / flip marker on the victory location.
Unlike during the Ops Cycle (7.3.6 Seizing Victory Locations) a combat unit located on a victory location during the End of Turn Phase does NOT need to spend one AP.
Check for Victory. If Victory does not occur, record any Victory Points earned (see scenario instructions for full details) and adjust Victory Point markers on the Victory Points track.
Advance the Game Turn marker to the next space on the Game Turn track to indicate the start of the next game turn. If the final game turn (see scenario instructions) has been completed, the game ends and victory is determined.
OPTIONAL: Roster Sheets: Players wishing to dispense with using the Strength Point markers to record the current strength of combat and HQ units during play may instead use the roster sheets. The number of boxes represents the original maximum combat strength of a combat or static unit, or for HQ units the maximum number of Attack Support Points available. As a unit absorbs strength point losses, simply cross out the corresponding number of boxes.
The requirements to announce the current strength of units to the opposing player are identical to the usage of strength point markers. At all other times, the current strength of units remains unknown to the opposing player. Roster sheets can be freely downloaded from vucasims.com.
9. Admin Phase
Place the Initiative +DRM marker and the Initiatives in a Row marker in the 0 box on the Initiative DRM track. It does not matter at this point on which side the markers are placed. This is the only time during a turn that the markers are placed in the zero box.
9.1 Recovery Segment
9.1.1 Formation Activation Level Recovery
Recovery means that a formation's Formation Activation marker is advanced a number of spaces on the corresponding track. The Formation Activation marker contains the Recovery Rating for a formation.
- A formation's HQ that is Out of Supply during the Recovery Segment is not able to recover.
- A given Formation Activation marker may never be adjusted above its maximum Activation Level, which is printed on the Formation Activation counter as well as being marked on the Formation Activation track on the map.
- An HQ which is currently flipped over because it was Out of Supply recovers if it is determined to be back in supply (flip the HQ unit back to its front side). An HQ which is currently flipped over because it was Out of Supply does not recover if it is determined to still be Out of Supply (do not flip the HQ unit back to its front side).
All Formation Activation levels recover as many spaces upwards on the track as indicated by the Recovery Rating listed on the Formation Activation marker.
9.1.2 Auto Refit of Combat Units
Each Disrupted combat unit determined to be in Command Range of its parent HQ automatically recovers from disruption, regardless of the HQ's supply status.
9.2 Organization Segment
The Schwerpunkt marker remains either with the previous owning player or moves to the other player or is removed from the game entirely. The owning player can freely place the marker with any Formation Activation marker with an HQ unit that is in supply (see 5.9).
If the optional Action Point Determination (6.4.1) is in effect, both cups are refilled with all 10 Action Point Determination markers.
9.3 Replacement Segment
Both sides may receive replacements according to the game specific rules.
9.4 Reinforcements Segment
Depending on the scenario, one, both or neither side may receive reinforcements. Entry of reinforcements cannot be postponed to a future game turn.
9.4.1 Placement of Reinforcements
Eligible reinforcements enter on any map edge hex that:
- Contains a friendly supply source.
- Does not contain a Supply Blocked marker and
- Is not in an EZOC.
Should no friendly entry hex be available, reinforcements may enter on a map edge hex nearest to the original entry hex(es), if they are in Command Range and not in an EZOC. If these requirements cannot be met, the reinforcements are permanently removed from the game, but do not count as "eliminated" for victory conditions.
9.4.2 Movement of Reinforcements
Immediately after being placed on the map, each reinforcing unit may conduct a free Movement Action. Units performing this Movement may not enter an EZOC at any time of that Action. Ignore stacking restrictions until the conclusion of each free Movement Action.
9.4.3 New Reinforcing Formations
The Formation Activation marker of a new reinforcing formation is placed on the formation's maximum value.
9.4.4 Placement of Substitute HQ Counter and Substitute Formation Activation Marker
Both a formation's HQ counter and Activation marker may be replaced by substitutes following the Reinforcement schedule.
Cases:
- HQ counter In Supply: Remove the original HQ counter from the map and place the substitute HQ counter in the same hex.
- HQ counter Out of Supply: HQ counter remains in play at least for the duration of the current game turn; the substitute HQ counter is NOT placed on the map. Check again during the Reinforcement Segment of the next game turn and replace HQ counter if conditions are met.
- HQ counter out of play because all former subordinate units have been eliminated and additional subordinate units are available as reinforcements: Place substitute HQ counter as reinforcement following scenario instructions.
After the substitute HQ counter has been placed on the map:
- Exchange the Formation Activation marker by its substitute.
- Move the Formation Activation marker on the Formation Activation track following scenario instructions.
Combat Sequence Example
The printed example (pages 26-27 of the Core Rules) is a worked Red-attacks-Blue sequence. The diagrams are not reproduced; the printed steps and figures are as follows.
A. Attack Declaration: The Red player spends a single AP to declare a Hasty Attack on Blue player's stack.
B. Retreat before Combat: The Blue player wishes to attempt to retreat before combat. The stack complies with all prerequisites: the units are undisrupted, there is at least one non-HQ mechanized or motorized unit, all units in the stack belong to the same formation, no static units and there is a retreat hex available. In the stack is an armored car unit, which confers a favorable DRM to the retreat attempt. Unit 7 provides half its Effectiveness Rating as a DRM (+4 after rounding up) to the Retreat before Combat roll. Both players roll 1d10 and compare the modified rolls: the Red die roll is 7 (no DRMs) and the Blue die roll is 3 with the +4 armored car DRM (modified 7). The Blue player narrowly fails the roll and is unable to retreat, so the attack takes place. The Red player will also receive a +2 DRM when the combat is resolved.
C. Attack Escalation: The Red player now decides to escalate the Hasty Attack to a Regular Attack, spending another AP to do so.
D. Combat Chits: Both players draw a multiplier chit from the cup.
E. Battle Strength Determination:
- Both players' stack compositions allow a Combined Arms bonus. This results in neither side being granted a favorable column shift in the Combat Results part of the sequence.
- The final Battle Strength of both players' stacks is calculated. Because the Red player launched a Regular attack, the center column is used. Both units have an Effectiveness Rating of 5 and so the '5' row is used. The final added strength is 22 (10 + 12). Blue stack combat strength: because this is a Regular defense, the center column is used. Each unit multiplies its combat strength by the row that corresponds to its Effectiveness Rating (6 and 7). The result of the added strength of the stack is 16 (10 + 6).
Comparing both final Battle Strengths, the resulting ratio is rounded down to the nearest column in the CRT (1:1).
F. DRM Determination:
- Combat Support: Defender Combat Support: this unit projects a ZOC into the enemy attacking hex and is in Command Range of its HQ, contributing a -1 DRM. Attacker Combat Support: this unit is adjacent but disrupted and therefore unable to provide Combat Support.
- HQ Attack Support: The Red player's stack receives half of its parent HQ's support points (+3, rounded up) as a favorable DRM.
- Armor Superiority: For determining Armor Superiority DRMs, the attacker must use the unit with Tank Points and the defender chooses to use Tank Points. The highest (and only) TP values in each stack belong to Blue Unit 11 and Red Unit 16. The final result after subtracting the defender's TPs from the attacker's TPs is 0, and the attacker's TPs are neutralized. Neither establishes Armor Superiority and no DRMs are gained.
- Schwerpunkt: Blue Formation E has been assigned the Schwerpunkt marker and so it receives a favorable -2 DRM.
- Failed Retreat before Combat: The Blue player's failed retreat is taken into account, giving the Red player a favorable +2 DRM.
F. Die Roll + DRM: The attacker now rolls 1d10, adds up the DRMs and determines the combat result. The final DRM is +2 (Combat Support -1, HQ Attack Support +3, Armor Superiority none, Schwerpunkt -2, Failed Retreat before Combat +2). A modified roll of 4 in the 1:1 ratio column for Clear terrain gives a result of 2/1.
G. Combat Results: The result of 2/1 means the attacking stack suffers 2 combat hits (plus an EC) and the defending stack suffers 1 combat hit (plus an EC).
H. Hit Distribution:
- Defender's hit distribution: 1. First step loss: the unit involved in the Armor Superiority DRM calculation must take the first Strength Point loss. That leaves Unit 11 with 4 Strength Points, which is now recorded with a Strength Point marker. 2. Effectiveness Check: all units in the stack must perform an EC. Unit 16's roll exceeds its Effectiveness Rating and so it fails its check, and becomes disrupted. The other unit in the stack is successful and remains in normal status. 3. Forced and Voluntary Retreats: because the stack only suffered a single hit, there is no retreat. 4. Additional step losses: there are none, as the stack only suffered a single hit and there is no retreat.
- Attacker's hit distribution: 1. First step loss: the unit involved in the Armor Superiority DRM calculation must take the first Strength Point loss, leaving Unit 16 with 5 Strength Points. 2. Effectiveness Check: all units in the stack must take an EC. Unit 16's roll exceeds its Effectiveness Rating and so it fails its check, becoming disrupted. 3. Forced and Voluntary Retreats: because Unit 16 failed its EC, it makes a Forced Retreat of 1 hex. The Red player chooses to also retreat the other unit in the stack, instead of holding position with it, and both units move a single hex towards the nearest friendly supply source. The retreat of Unit 13 counts as resolving the second remaining hit. 4. Additional step losses: there are none, because there were only 2 combat hits and the stack's retreat did not force it to enter any prohibited hex/hexside.
Battle Victory: Bonus AP: The Axis player has suffered the least amount of combat hits, making him the combat winner. Because Blue Formation F has currently been assigned the Schwerpunkt marker, the stack receives two bonus Action Points instead of one. These must be used instantly, and only by the units involved in the combat. The Axis player then spends a single AP to attempt to remove Unit 16's disruption through a Refit Action (successful EC: unit recovers from disruption). Afterwards the stack's position is reinforced with an Improved Defense Action, spending the final AP point.
10. Designer's Notes – Series Rules
The following comments refer to the Formation Series and highlight basic aspects of the series. Each game in the series includes separate Designer's Notes that cover specific aspects of that game.
The positive feedback of Crossing the Line (1st edition 2019, 2nd edition 2022) inspired VUCA Simulations to use the game system as the starting point of a series of operational World War II games. The next two releases Across the Bug River (2021) and Operation Theseus (2022) feature the same core mechanics as Crossing the Line, but the necessary adaptations are integrated in one single set of rules. Following player's demands, VUCA Simulations decided to split the rules of further games into two parts: Series Rules identical to all games of the Formation Series and Special Rules, limited to the specific game. This approach makes it a lot easier for veterans of the series to get started with a new game. Mirages (2023) is the first game to benefit from this concept.
How It All Began
I started playing wargames in 1979. At that period of time, often called "The Golden Age of Wargaming", our hobby was marked by "Igo-Hugo" "move-and-fight" concepts. Among the most fundamental challenges of a player was to combine the strength points necessary for a 3:1 attack or, as a defender, to prevent such a 3:1 attack ratio. The games represented highly regulated systems, so that often few - even single – die rolls decided a game. Too often gameplay was predictable and lacked exciting surprises for my taste.
Initial work on the series dates back to 1984 with the intention of modelling World War II (armoured) warfare on the operational scale. The basic idea of the game system is the realization that all battlefield processes can be identified and broken down into "Actions" and "Reactions". Of course, the game system also bears influence from fine design works of the period like Joe Balkoski's St. Lo (concept Initiative) and Jack Radey's Duel for Kharkov (concept of Formations), just to note a few.
The fact that these approaches are still state-of-the-art and accepted by the hobby after almost 40 years underlines the correctness of the selection. For me as a designer it is something really special to maintain and further develop a game series over such a long period of time. However, this would not have been possible without listening to player feedback and significant support from the wargaming community.
The Formation Series is the result of a design evolution process over decades supported by the passion of many comrades in arms.
The Design Process
One of the challenges of a game series is the ability to allow different designers to map the specifics of a selected topic under the same set of series rules. As few special rules as possible should be necessary for realization of each game, but further development and innovation should not be prevented.
The series employs Genetisches Design ("Genetic Design") for this purpose. Genetisches Design is not a proprietary development of mine or VUCA Simulations but was developed at the Hochschule für Gestaltung at Offenbach. The basics can be traced back to the work of the well-known BAUHAUS.
Genetisches Design stands for a comprehensive design process that encompasses all aspects of a product. It already starts with the "genetics", i.e. the basic structure and the defining characteristics of a concept. Instead of getting lost in details, Genetisches Design always keeps the big picture in mind and focuses all aspects on it. The result looks as if it was cast from a single mold, making it easier to use ("learn and play"). In my opinion, the successful conversion for the Formation Series is particularly visible in the interaction of rules, player aid cards, components, game play / experience.
The four basic principles of Genetisches Design are Symbology, Function, Conversion and Aesthetics. In the Formation Series, these four basic principles are realized as follows.
- Symbology: What is the game supposed to cover and represent?
- Function: What mechanics are needed and how are they implemented?
- Conversion: How to operate (play) the game?
- Aesthetics: Do the components transport the game's intention and support the mechanics?
Selected Design Comments
Research: The game maps are based on up-to-date satellite photos of the areas in question. The satellite photos were adjusted with topographical and military maps of the time period. Even if VUCA Simulations is doing really outstanding work here resulting in most accurate game maps, players should note that we are still speaking about games and not topographical maps (i.e. there still IS a certain degree of abstraction necessary).
The Order of Battles are based on numerous (local) sources and the assistance of military historians, including native speakers and veterans. The intention to limit the counter density to a playable measure dictated to focus on manoeuvre units rather the administrative structure. The myriad of (independent) sub-battalion and / or ad-hoc outfits especially used by the Wehrmacht is represented in various game mechanics (e.g. ZOC and combat rules). Reinforcements, replacements, and withdrawals are handled in a similar abstract way, avoiding sprawling special rules. In other words: An obviously missing unit or reinforcement is not an Order of Battle error but has been covered in an abstract way by the game's mechanics ("It is not a bug, it is a feature!")
Some players may be surprised by the fact that the values of units in different games and even in different scenarios of the same game can differ (significantly) from one. Since the values always reflect the performance (Tagesform) in a concrete game / scenario, this is an automatic result of careful research ("It is not a bug, it is a feature!")
Rules: The first games of the series came with a large amount of chrome rules. This was in keeping with the spirit of the times, which equated ambitious games with lots of detail-rich rules. With crucial support from the playtesters, we cleaned out the rules and resisted the attempt to add too much new material. My rule of thumb when introducing new material is to weigh whether it is worth the effort for the player to deal with it. On the other hand, chrome is not automatically bad, and is mandatory in areas where it is necessary to understand historical events, or in places where players appreciate more detail.
Often players ask the designer and the developer: "Why didn't you discover this or that in playtesting?" Despite dozens of revisions, the rules for this kind of games are always less than perfect, though the minimizing of rules problems was a clear priority in the design process. What is the answer to this dilemma? Do not try to achieve rules perfection but encourage player participation in the game. I would be pleased if players would follow this train of thought and decide in the spirit of the game concept in case of doubts.
The Game System: One of my most important design principles is "objectivity": One-sided party-taking through design decisions must be avoided, but on the other hand essential differences of the involved combatants must be made clear.
The core of the game system is the concept of the Operations Cycle with the main focuses on command control, combined arms warfare, and uncertainty ("Fog of War"). The Operations Cycle puts players into the seats of a C-in-C, forcing plenty of interesting decisions each turn and avoiding the rather cumbersome decisions of a supply depot clerk. Therefore, certain aspects are incorporated directly into the game system rather than portraying them as independent functions under the player's control. The ability of formations to conduct reactions, but suffer from fatigue and the inevitable confrontation with uncertainty provides a realistic, historical "feel" and involves both players actively in the playing process at all times.
One of the qualities that any military commander needs is a sense of timing – waiting until the moment is right before acting. Often, the opposite is true, as, for example, the availability of combat units, supplies, or fatigue never allow the "right moment" to materialize. The Formation Series covers this aspect and avoids detailed planning including the infamous "Last Game Turn Syndrome". For successful game play, players must capture the benefits and disadvantages of the Operation Cycle, namely Act versus Transfer Initiative, Action versus Reaction, Momentum versus Fatigue versus Recovery. The Operations Cycle must become a player's friend, forcing the opponent to follow the ebb and flow of the battle according to the player's intentions.
ZOC and Screen Movement Action: Based on the historical settings and scales, certain games in the Formation Series may not include the Screen Movement Action, but replace it with another movement action (e.g. Infiltration Movement Action in Crossing the Line).
The concept of ZOC is among the most important elements of board wargames. On one hand, effects of the artificial playing board due to the hexagon grid are softened. In addition, actions below the scales of the game are covered in playable manner. Typical examples include infiltration, small-scale engagements, areas covered by fire, reconnaissance in arms, patrols in force or local reserves. Deciding whether to cover these aspects using their own mechanics or abstractly using ZOCs is one of the challenges of creating a game system.
In general, the Formation Series does not allow the movement from EZOC to EZOC. This approach works nicely for the majority of situations, reduces complexity and speeds up gameplay, but doesn't feel "right" under certain circumstances. To solve the conflict, the Screen Movement Action has been added.
What is Screen Movement simulating? A combatant significantly inferior in terms of armoured fighting vehicles and anti-tank guns could only impede enemy movements, but not completely prevent them. In addition to the AFV / AT ratio, the coverage by troops as well as terrain type and size are critical factors. Screen Movement thus covers a combination of movement and combat elements, which requires certain conditions.
Measure of Dispersion: The objective of the game system is not to obtain historical results. Instead of repeating history, a range of outcomes must be possible. However, the historical result should be an option, but not every time. Otherwise the game is "solved" after one playthrough.
In mainstream publications, military operations are often portrayed as carefully planned and precisely executed events. In the real world, the opposite is true, because the dominant element of any military conflict is chaos; uncertainty and C3I problems are permanent attendants of military commanders. As a consequence, random mechanics like die rolls or chit pulling are the most realistic elements in wargames. However, this shouldn't result in a combat or even an entire game being decided by a single die roll. Therefore, the Formation Series system is dominated by a wide spectrum of random mechanics, which on the one hand prevent clockwise pre-planning and executing, but on the other hand do not let become play pure luck, since no single effect alone is decisive. To understand the game system, it is important not to confuse the measure of variability with arbitrariness.
Combat System: For me as a designer it is important to provide the player not only with results but also with insights ("Why?") by means of the game mechanics. This is especially true for the combat system. Time and effort spent in processing combat is higher than in many other games, but the combat results should feel "right" and grant the desired understanding of the outcome.
The combat system of the Formation Series reflects that combat actions at this scale are free-flowing processes, dominated by uncertainty and C3 problems. Players constantly have to face the current conditions (the German term is more appropriate: "In und mit der Lage leben"; something like "to live in and with the current situation"), thereby considering risks and making compromises. The key to success is battlefield management: Reaction, Retreat before Combat, three types of attacks and defenses including Attack Escalation, HQ and Combat Support, Battle Victory. In addition, this is a nice way to portray the different leadership, doctrine, training, experiences, morale, or equipment of the combatants.
Keeping in mind the subjects and the scales of the Formation Series, combined arms warfare is a crucial aspect of combat. The proper cooperation of infantry, tanks, and combat support as well as their interaction with terrain is vital for success in combat. Don't fear uncertainty and let it dominate your gameplay and decision making – make your opponent fear it!
Combat results place an emphasis on step losses and can cause rather bloody results including inconclusive combat. An attacker with clearly higher combat odds (read: higher committed resources) may face sometimes higher step losses than the defender. That result represents overconfidence / carelessness of the attacking forces and the reaction of outnumbered defenders with "their back against a wall." Military chronicles are full of such cases.
The Combat Results Table is the achievement of extensive calibration and matching with historical combat results. In general, higher dice rolls are favourable for the attacker, but thoughtful players will notice a "break" in each column of the Combat Results Table: Step losses in black colour are replaced by non-step losses in red colour. This perceived anomaly is intentional: A superior attacker may (read: Effectiveness Check) reduce (read: disrupt) attack momentum in favor of lower (step) losses.
While no single counter factor overshadows all others, a unit's Effectiveness Rating is crucial since it influences the combat value and determines the ability to withstand combat in "good order". What is the meaning of Effectiveness Rating? Effectiveness Rating represents a unit's esprit de corps, an abstract measure of morale, training, experience, leadership, cohesion, and … fortunes of war.
Many wargames of this scale come with rather elaborate artillery (and sometimes air) sub-systems and specific artillery rules and counters. Too often for my taste these sub-systems are time consuming, don't feel "right", and provide room for gamey play. In the Formation Series, corps and army artillery assets are represented by the Attack Support Ratings of HQ units whereas field and medium artillery guns are integrated into the combat strengths of the combat units themselves. In the line of this approach, "assets" (reconnaissance, engineers, anti-tank and anti-aircraft guns, tank destroyers, artillery, etc.) of the formations of all levels are not represented with their own counters. The lack of mechanics for detached subunits, or subunits in transport or recovery, fits consequently into this philosophy and avoids additional complexity without decreasing game experience and historical authenticity.
Doctrine and capability, including equipment, for combined arms warfare were often different among the participating combatants. In combination with the Schwerpunkt marker, this is reflected in particular in the stacking rules and Combined Arms bonus.
Veterans know that retreat rules are particularly challenging for any game system; the Formation Series is no exception. We have spent much blood & sweat to make the retreat rules as smart as possible without feeling "wrong" from the historical perspective. In this context, I would like to focus attention on the Displacement rules that address the often ignored drawbacks of excessive troop massing (again, the German military term is more appropriate: "Sättigung"; something like "saturation"), in a given area (read: hex).
HQ Units: HQs on the map do not represent specific physical units but the abstract center of the administrative extent of a formation. In other words, the HQ counter and its command range define the effective perimeter of activities of a formation. Therefore, HQ units can neither be attacked nor forced to retreat, but their capacities may be reduced under certain circumstances.
Players often identify the Attack Support Rating of a formation as artillery. This equivalence is incomplete, because in addition to artillery, the Attack Support Rating include other assets of all types (see Combat System) as well as the ability to use them in attack operations, especially coordination with other units in the formation. Assets are not limited to one's own formation but also include assets of higher-level formations, especially corps and army. This approach works hand in hand with the different attack / defense types and Combat Support.
One of the most common questions I get reads: "Why don't provide HQs Defensive Support?" The Formation Series looks at an era in military history where the role of command staffs (read: HQ units) of this scale (read: formation) differed significantly in attack and defensive operations. While attack operations were usually orchestrated by division-level staffs, defense was typically in the hands of regimental/battalion-level staffs. The differences were primarily due to the significantly time-delayed reconnaissance and communication compared to today's, which excluded real-time reactions on formation-level almost completely and therefore typically placed defense in the hands of subordinate command levels. In the Formation Series, the efficiency of a defense is set by elements like Retreat before Combat, three types of defenses, Combat Support and of course combat results.
Final Thoughts
I have been studying operational warfare in the World War II ETO for many years and try to incorporate the insights into wargames in playable form. Veterans of my designs know that this often leads to approaches and mechanics that differ more or less from games on comparable topics. When discussing my designs, players should keep this in mind and be sensitive to this approach. Experience shows that this results in enjoyable gameplay and provides a somewhat different, fresh look at historical events.
I hope the above information has provided some insight into the game system and design decisions. I would be happy if players pick up the spirit of the game and play games of the Formation Series with that mindset.
When it comes to games, too often only the designer is mentioned, but publishing a game requires successful team play. Therefore, allow me to express my gratitude to all those who support the Formation Series. This includes of course the wargame company VUCA Simulations who gave me as much freedom as possible in selecting the topics, artists, developers and playtesters, especially those supporting my designs for more than 30 years.
Dirk Blennemann – August 2024
MIRAGES Game-Specific Rules
13. Game Components Outline
MIRAGES contains the following components:
- One Formation Series rulebook
- One game specific rulebook
- One mounted map
- 395 Counters
- Two trifold player aids
- Two double sided setup displays
- Two double sided turn track markers
- Two 10-sided dice, referred to as "d10".
13.1 Game Specific Information
The game MIRAGES (Fata Morgana) is an operational-level simulation of the first battles that took place in North Africa from December 1940 to June 1941.
The game is intended for two players, but is also suitable for solitaire play. The game is played semi-interactively and keeps both players involved the whole time.
MIRAGES is the first game in the Formation Series. Further games will follow, all of which can be played using the same series rules.
Map: The map shows the area in North Africa where the campaigns took place. A hexagonal grid is displayed to show the movement of the playing pieces. There are several terrain features on the map, which can be divided into hexagons and hexagon sides. Each hexagon also has a unique identification number to facilitate placement.
13.1.1 Combat Units
Combat units represent the military forces that took part in the historical campaign. Most combat units are subordinate to a division or brigade formation, each with its own unique coloured stripe at the top of the counter.
Combat unit types shown on the counters: Infantry, Mot Infantry, Recce (recon), Machinegun, Oasis, British AFV, Axis AFV, Motorcycle Inf., and MG.
Treat Machinegun and Oasis as (Leg) Infantry for stacking, movement and combat purposes. Treat Motorcycle Infantry as Motorized Infantry for stacking, movement and combat purposes.
- Stacking Indicator: Two or three units stacked together that are part of the same formation and are either two infantry type or up to three units of the same AFV model (see AFV silhouettes), count as a single unit for Stacking limits. Qualifying units are marked "A", "B" and "C". In other words, the maximum of one "A", one "B" and one "C" unit stacked in one hex count as a single unit for Stacking limits.
- No Combined Arms bonus symbol: Indicates that the unit (Italian tank or a British heavy tank) does not qualify for the Combined Arms bonus.
- Scenario background color: Used as an identifier for all units that are part of the same scenario.
13.1.2 Initiative
For the Maximum Number of Initiatives in a Row (6.1.1) and the Maximum number of initiatives transferred in a row to one side (6.2), see scenario specific information (16.1-4).
13.1.3 Stacking
Stacking limits: The Stacking limits are different for both sides and are defined as follows (they can also be found on player aid):
- COMMONWEALTH LIMIT: Two units of which only one may be of leg infantry type. One HQ unit stacks for free.
- AXIS LIMIT: One infantry unit and two Panzer and/or recce units. One HQ unit stacks for free.
13.2 Game Specific Map Information
13.2.1 Trails
A Trail is a special road type. Trails are considered to be the same as road in all respects, only the movement costs are different. See the Terrain Effects Chart for details.
13.2.2 Ridges and Wadis
ZOCs cannot be projected across Ridge and Wadi hexsides. Units can never conduct Retreat before Combat (see 7.4.1.1) across Ridge or Wadi hexsides. Units may not conduct a Retreat across Ridge or Wadi hexsides, unless via a Road or Trail (see 7.4.2.2).
In addition to the usual restrictions for Supply and Command Paths (see 5.7.2 and 5.8.2), a Supply or Command Path can only be traced across ONE Ridge or Wadi hexside not intersected by a Road or Trail. If the unit tracing the path is adjacent to a Ridge or Wadi hexside itself, do NOT count that Ridge or Wadi hexside.
13.2.3 Friendly Map Edges
For purposes of a Retreat, the east edge is a friendly map edge for the Commonwealth, the west edge for the Axis (see 7.4.2.2).
13.2.4 Off-Board Map Areas
The game comes with two off-board map areas: The eastern off-board area is friendly to the Commonwealth whereas the western is to the Axis. Off-board areas can only be used by friendly units for retreat or setup of reinforcements. There is no regular movement/combat in, into or out of off-board areas. ZOCs cannot be projected into or out of off-board areas. Off-board areas are neither supply sources nor are they applicable for tracing supply or a command path.
13.2.4.1 Retreating into a Friendly Off-Board Map Area
A combat unit retreating as a result of combat both voluntarily as well as per Forced Retreat 7.4.2.3 may (owning player's choice) enter a friendly off-board map area. Retreating from a hex to an adjacent off-board map area equals an unlimited number of retreat hex(es) on the standard hexgrid. In other words: An off-board retreating unit negates any (all) remaining retreating hexes.
A unit retreating into an off-board area is immediately placed on the game turn track and becomes available as reinforcement during the 9.4 Reinforcements Segment of the NEXT game turn.
If a HQ must be displaced (see 5.3.3) and all surviving combat units of the same formation are already on the game turn track the HQ is displaced there, too. All standard rules for HQ Displacement are in effect.
An HQ located on the game turn track during the Recovery Phase due to aforementioned reasons is considered to be In Supply: Advance the formation's Formation Activation marker on the corresponding track.
If during the Reinforcement Segment a HQ is located on the game turn track and must be replaced by a substitute HQ counter, the following procedure is in effect:
- Replace the original HQ counter with the substitute HQ counter.
- Move the formation's Formation Activation marker on the corresponding track if required by scenario's Special Rules.
- Place the substitute HQ counter as reinforcement on the map.
13.2.5 Turn Tracks
The map has a designated space where a scenario-specific turn track is placed. Place the turn track that belongs to the scenario being set up.
13.3 Game Specific Marker Information
13.3.1 Victory Hex Markers
These hexagonal markers are placed on the hexes marked on them and are used to track the player's objectives and their VP values. Each victory hex marker shows the scenario to which it belongs, the amount of VPs gained if the occupying unit is within Command Range or spends one Action Point during an Ops Cycle, the amount of VPs gained if the occupying unit is outside Command Range, and the setup hex.
The amount of VPs gained depends on the conditions in which the VP hex is occupied: A combat unit that is within its parent formation HQ's Command Range during the End of Turn Phase or spends one Action Point during an Ops Cycle will gain the number of VPs on the left side of the marker, while a combat unit that is outside of Command Range will gain the number of VPs on the right side of the marker.
See 16. Scenarios – Victory Conditions for details.
14. Reinforcements Special Rules
14.1 Placement of Reinforcements
The Axis player receives his Reinforcements first.
Reinforcements are always In Command when entering the map.
Eligible reinforcements enter on any map edge hex that:
- Contains a friendly supply source.
- Does not contain a Supply Blocked marker and
- Is not in an EZOC.
Should no friendly entry hex be available, reinforcements may enter on any hex adjacent to a friendly off-board map area (see 13.2.4), but not adjacent to an enemy unit.
No reinforcements may be placed in BARDIA town hex (1703) or any strong point hex.
14.2 New Reinforcing Formations
The Formation Activation marker of a new reinforcing formation is placed on the formation's maximum value.
15. Other Special Rules
There are no Replacements in this game.
BARDIA ceases to function as an Axis supply source for the remainder of the game the instant any Allied unit ends a Movement Action in the BARDIA town hex (1703).
The number of Initiatives in a Row for one side (6.1.1) and the number of initiatives transferred in a row to one side (6.2) are limited. The limits are given in the special rules section of each scenario.
16. Scenarios
MIRAGES comes with four scenarios. The scenarios are listed in chronological order. The third scenario (see 16.3) Unternehmen Skorpion has the character of an introductory scenario. It is recommended to play this scenario first.
Each scenario comes with its own set of HQ-, combat and static units, markers and tracks. The initial deployment and any reinforcements can be found in the setup displays. Both players setup their units simultaneously since all units have fixed starting locations.
You will find details regarding special rules and victory conditions in the relevant section of the setup display for each scenario. Please note that the special scenario rules supersede all general rules of the game.
Each scenario begins with the Ops Phase, so the first Admin Phase is skipped.
Victory Conditions (all scenarios)
Depending on the scenario, either the Axis OR the Allied player earns Victory Points for locations. See special scenario rules for details.
VP markers are adjusted immediately on the Victory Points track if a player spends one Action Point during an Ops Cycle. Only a VP hex NOT scored during the Ops Cycle may be scored during the End of Turn Phase (see 13.3.1). Note that each VP hex may be scored a maximum of ONE EVERY game turn.
The Victory Condition Chart defines the Victory Conditions for each game turn. If either side fulfills the Victory Conditions, the game ends. Otherwise, the game proceeds to the next game turn. The game ends as Draw if neither side fulfills the Victory Conditions at the last game turn.
The game immediately (read: regardless of Sequence of Play) ends as Automatic Victory if all combat units of one side are eliminated; ignore any reinforcements.
16.1 Scenario One: Operation Compass (December 1940)
This scenario recreates the opening stage of the Allied attack against Italian forces in western Egypt and Cyrenaica December 1940. It was the first large British Empire forces operation of the Western Desert Campaign (1940 – 1943).
The scenario can be completed in under ten hours. Due to the historical setting, the active role in this scenario falls on to the Allied player.
The Situation: In September 1940, the Italian 10th Army advanced into Egypt approximately 60 miles. The small British force withdrew, but the Italians stopped the advance awaiting reinforcements and supplies. The Italian dug in and built five fortified camps.
Italian forces seriously outnumbered Allied forces by infantry, artillery, tankettes / tanks, and aircraft. But only a very small part was motorized and (lightly) armored. No Italian tank and almost no Italian AT or artillery gun could penetrate the armor of the British Matilda tank.
In November 1940, the command of British Troops Egypt planned the limited Operation Compass (Italian: Battaglia della Marmarica) as a five-day raid with the option of continuing the operation to exploit success. Due to the strength of the forces, a favorable opportunity was seen as a prerequisite for launching Operation Compass. British command viewed this condition as valid at the beginning of December 1940.
Game Duration: Ten game turns.
Special Rules
Italian Surrender: In the Recovery Segment of the Admin Phase, the Axis player checks for Italian Surrender for qualifying Italian combat and static units and removes units failing the check from play.
Italian combat and static units which cannot trace an unbroken path of consecutive hexes to an Axis supply source (see 5.7.3) during the Recovery Segment of a game turn, must check for surrender. Ignore Axis strong points as Axis supply sources for Italian surrender. The path is considered broken if it cannot be traced without entering a hex that:
- Contains an enemy unit of any type.
- Contains an EZOC, unless at least one friendly unit of any type (even if Disrupted) is also present.
Procedure: Conduct an EC. If the unit fails the EC, the unit surrenders and is removed from play.
Italian HQ units do not check for Italian Surrender but are removed from play when all their subordinate units have been eliminated (see 3.3).
During the Reinforcement Segment of Game Turn 7, the Allied player replaces the formation HQ counter of 4th Indian by its substitute HQ counter. Move the Formation Activation marker of 4th Indian -2 spaces down on the Formation Activation track if the substitute HQ counter has been placed on the map or Game Turn Track.
During the Reinforcement Segment of Game Turn 9, the Italian Babini group (four combat units) enters play via hex 1001.
In addition, the Axis player replaces the formation HQ counter of Italian XXIII formation by its substitute HQ counter. Place substitute HQ counter in hex 1001 and treat as reinforcement in terms of the reinforcement rules (only) if all subordinate units of Italian XXIII formation have been eliminated. Move the Formation Activation marker of XXIII formation +2 spaces on the Formation Activation track if the substitute HQ counter has been placed on the map or Game Turn Track.
Victory Conditions: Allied player earns Victory Points.
- Automatic Allied Victory: An Allied combat unit, regardless if In or Out of Command, is located in the Bardia hex 1703 during the End of Turn Phase.
Initiative Determination
- The Allied player is automatically considered to have won Initiative Determination for the first Formation Activation of Game Turn 1. Move the Initiative DRM marker to the first space (+2) on its Axis side.
- The Allied player receives a +2 DRM in addition to any other Initiative DRM during each Initiative Determination Segment of Game Turn 1 only.
- In case of a tie, the Allied player wins the initiative (all game turns).
Maximum number of Initiatives in a Row for one side: 2
Maximum number of initiatives transferred in a row to one side: 2
Victory Objectives: Allied player earns Victory Points. First value: "In Command" / second value "Out of Command".
| Location | In Command | Out of Command |
|---|---|---|
| Bardia 1703 | Automatic victory | Automatic victory |
| Sollum 2009 | 2 | 1 |
| Ridotta Capuzzo 1609 | 1 | 0 |
| Buq Buq 3212 | 1 | 0 |
| Sidi Barrani 4308 | 2 | 1 |
Victory Conditions (Victory Points range per game turn):
| GT1 | GT2 | GT3 | GT4 | GT5 | GT6 | GT7 | GT8 | GT9 | GT10 | |
|---|---|---|---|---|---|---|---|---|---|---|
| VPs | 0-1 | 0-2 | 2-3 | 2-4 | 4-7 | 6-11 | 7-15 | 10-20 | 14-25 | 20-31 |
Victory Points < range: Axis victory / Victory Points > range: Allied victory.
16.2 Scenario Two: Operation Brevity (May 1941)
This scenario recreates the limited Allied offensive against Axis frontline forces in the Sollum–Capuzzo–Bardia area of the border between Egypt and Libya in May 1941. It can be completed in under four hours.
The Situation: After the invasion of Egypt by Italian forces in September 1940, the British counter-offensive in December 1940 to February 1941 (see Scenario One: Operation Compass) destroyed the Italian 10th Army and liberated the greater part of the Cyrenaica. Reinforced by the German Afrikakorps, the Axis drove the Allied forces back across the Egyptian border by April 1941. But Tobruk had resisted the Axis advance and the port's substantial garrison constituted a significant threat to the Axis' supply chain. Therefore, the majority of Axis' forces besieged Tobruk whereas the front line in Egypt was only thinly held.
By May 1941, the Allied started planning an offensive toward Tobruk to relieve the siege. Operation Brevity was meant as a preparation for this offensive with three main objectives:
- Acquisition of territory from which to launch the planned offensive toward Tobruk.
- Destroying Axis forces in the area.
- Training of the limited battle-ready Allied units.
Game Duration: Six game turns.
Victory Conditions: Allied player earns Victory Points.
Initiative Determination
- The Allied player is automatically considered to have won Initiative Determination for the first Formation Activation of Game Turn 1. Move the Initiative DRM marker to the first space (+2) on its Axis side.
- The Allied player receives a +2 DRM in addition to any other Initiative DRM during each Initiative Determination Segment of Game Turn 1 only.
- In case of a tie, the Allied player wins the initiative (all game turns).
Maximum number of Initiatives in a Row for one side: 2
Maximum number of initiatives transferred in a row to one side: 1
Victory Objectives: Allied player earns Victory Points. First value: "In Command" / second value "Out of Command".
| Location | In Command | Out of Command |
|---|---|---|
| Bardia 1703 | 12 | 6 |
| Sollum 2009 | 6 | 3 |
| Halfaya Pass 2011 | 4 | 2 |
| Ridotta Capuzzo 1609 | 2 | 1 |
Victory Conditions (Victory Points range per game turn):
| GT1 | GT2 | GT3 | GT4 | GT5 | GT6 | |
|---|---|---|---|---|---|---|
| VPs | 4-11 | 10-19 | 16-27 | 22-33 | 24-36 | 26-39 |
Victory Points < range: Axis victory / Victory Points > range: Allied victory.
16.3 Scenario Three: Unternehmen Skorpion (May 1941)
This scenario recreates the limited Axis counter-offensive to re-capture the Halfaya Pass after Operation Brevity in May 1941. It can be completed in well under two hours and is recommended even for experienced players to allow them to get their feet wet with the game system.
The Situation: Even if Operation Brevity (see 16.2 Scenario Two) was an Allied failure, the Halfaya Pass was Allied controlled and the frontline had moved further to the west thereafter. The Axis feared that the Allied would use the conquered area as a starting point for the Entsatzangriff (relief attack) towards the siege of Tobruk. To avoid this, the Axis launched a counter-attack to retake the important Halfaya Pass and to force the Allied to retire from the area from Bug Bug to Sofafi. A Scheinangriff auf breiter Front (diversionary attack on a broad front) conducted in the southern part of the frontline area was intended to mask the main objective of the attack.
The limited Movement Allowances and Activation Levels reflect Axis fuel shortage and the effect of the diversionary attack on Allied reactions.
Game Duration: Four game turns.
Initiative Determination
- The Axis player is automatically considered to have won Initiative Determination for the first Formation Activation of Game Turn 1. Move the Initiative DRM marker to the first space (+2) on its Allied side.
- The Axis player receives a +1 DRM in addition to any other Initiative DRM during each Initiative Determination Segment of Game Turn 1 only.
- In case of a tie, the Axis player wins the initiative (all game turns).
Maximum number of Initiatives in a Row for one side: 2
Maximum number of initiatives transferred in a row to one side: 1
Victory Conditions: To reflect the character of a training scenario, the victory conditions have been streamlined and differ a little bit from the other scenarios. The only Victory Objective is the Halfaya Pass (2011). If the Axis player (Game Turn 1 and 2) or the Allied player (Game Turn 3 and 4) fulfills the Victory Conditions, the game ends. Otherwise, the game proceeds to the next game turn. The game ends in a Draw if the Allied player does not fulfill the Victory Conditions at the last game turn.
- Game Turn 1: Axis In or Out of Command combat unit located in hex 2011 = Axis major victory.
- Game Turn 2: Axis In Command combat unit located in hex 2011 = Axis victory.
- Game Turn 3: Allied In Command combat unit located in hex 2011 = Allied victory.
- Game Turn 4: Allied In or Out of Command combat unit located in hex 2011 = Allied major victory.
16.4 Scenario Four: Operation Battleaxe (June 1941)
This scenario recreates the Allied offensive to raise the Siege of Tobruk and re-capture eastern Cyrenaica from Axis forces in June 1941. It was the first time during the Second World War that a significant German force fought on the defensive. The scenario can be completed in under six hours.
The Situation: Though Operation Brevity (see 10.2 Scenario Two [sic; the scenario is 16.2]) had failed to yield any territory to the Allied, it showed that the Axis front line defenses were quite easy to breach. In addition, Axis' preparations were driven more by the critical supply shortages than tactical aspects.
After the arrival of the Tiger Convoy (238 tanks and 43 Hurricane fighters), the Allied planned Operation Battleaxe as an operation in three stages:
- First stage: Advance in a three-prong assault to destroy Axis forces on the frontier and secure the area of Halfaya Pass, Sollum, Fort Capuzzo and Sidi Aziez.
- Second stage: Raise the siege of Tobruk by capturing the area around Tobruk and El Adem.
- Third stage: Join with the Tobruk garrison and drive the Axis as far back to the west as possible.
Game Duration: Eight game turns.
Special Rules
During the Reinforcement Segment of Game Turn 3, 5th Leichte enters play via hex 1001 and certain units of 15th Panzer via hex 1400. Treat hex 1400 as a friendly Axis Supply Source for this purpose.
In addition, the Axis player replaces the HQ counter of 15th Panzer by its substitute HQ counter. Place substitute HQ counter in hex 1400 and treat as reinforcement (only) if all subordinate units of 15th Panzer have been eliminated. Move the Formation Activation marker of 15th Panzer formation +3 spaces on the Formation Activation track if the substitute HQ counter has been placed on the map or Game Turn Track.
Victory Conditions: Allied player earns Victory Points.
Initiative Determination
- The Allied player is automatically considered to have won Initiative Determination for the first Formation Activation of Game Turn 1. Move the Initiative DRM marker to the first space (+2) on its Axis side.
- The Allied player receives a +2 DRM in addition to any other Initiative DRM during each Initiative Determination Segment of Game Turn 1 only.
- In case of a tie, the Allied player wins the initiative during Game Turn 1 and 2, and the Axis player wins the initiative during Game Turn 3 to 8.
Maximum number of Initiatives in a Row for one side: 2
Maximum number of initiatives transferred in a row to one side: 1
Victory Objectives: Allied player earns Victory Points. First value: "In Command" / second value "Out of Command".
| Location | In Command | Out of Command |
|---|---|---|
| Bardia 1703 | 12 | 6 |
| Sollum 2009 | 4 | 2 |
| Halfaya Pass 2011 | 6 | 3 |
| Ridotta Capuzzo 1609 | 2 | 1 |
| Point 206 1612 | 2 | 1 |
| Point 208 1410 | 2 | 1 |
Victory Conditions (Victory Points range per game turn):
| GT1 | GT2 | GT3 | GT4 | GT5 | GT6 | GT7 | GT8 | |
|---|---|---|---|---|---|---|---|---|
| VPs | 2-8 | 6-12 | 10-18 | 14-22 | 16-26 | 20-30 | 22-32 | 26-34 |
Victory Points < range: Axis victory / Victory Points > range: Allied victory.
17. Designer's Notes
Note: The following comments refer to Mirages and highlight basic aspects of the game.
After the release of Operation Theseus, VUCA Simulations was confronted with strong player demands for a game with limited components and a rather short playing time using a similar game system. Since I already created the concept and research for Operation Brevity, Unternehmen Skorpion and Operation Battleaxe years ago, this request could be realized timely. During development, I decided to cover the opening stage of Operation Compass as well, as the operation can be represented on the same map and requires limited special rules.
Important for the project was the possibility to use the same one map, the same rules and the same player aid cards for all four scenarios, but to provide each scenario with its own counter set and setup cards. This gives the player four independent games in one box with short setup time.
Mirages is the first game to benefit from the concept to split the rules into two parts: Series Rules and Special Rules. This approach makes it a lot easier for veterans of the series to get started with a new game and fits perfectly to players' demands for a game with modest playing time.
Scenarios
Operation Brevity, Unternehmen Skorpion and Operation Battleaxe contributed significantly to the myth that characterizes the war in North Africa 1940 - 1943 until today. Besides the standard parameters like terrain space, especially in relation to troop strength, or inhospitable conditions, the three operations underline the different doctrine and equipment / weapons of the combatants. While the operations of the DAK up to El Alamein were characterized by a remarkable professional smoothness and nonchalance that often paralleled carelessness and overconfidence, British thoughtfulness in the preparations of operations and stubbornness especially in defense were remarkable. Moreover, the correlation between doctrine and equipment / weapons becomes clear, especially in the field of combined arms. In addition, iconic leaders, unique weapon systems, and (in)famous landmarks contributed to the appeal of this theater of war.
The character of Operation Compass is different from the other three scenarios. Although there were only a few months between Compass and the other operations and the site was nearly identical, the style of (mobile) warfare had evolved significantly with the appearance of the DAK. Compass is often referred to as the first British blitz, but it cannot be compared to DAK operations a few months later because of the different settings and capabilities. In addition to the British decisive C3I superiority, the Italians had few defensive options against certain British weapons like heavy tanks. The separation into (slow) infantry tanks and (fast) cruiser tanks was essential for British success in December 1940, but caused serious drawbacks against the sophisticated combined arms warfare of the DAK.
I am very pleased with the four scenarios. On the one hand, the scenarios perfectly map the requirement for short setup and playing time including a training scenario. On the other hand, the scenarios provide interested players a detailed and profound insight of warfare in North Africa 1940/1941. The proper cooperation of infantry, tanks, and combat support as well as their interaction with terrain is especially vital for success in combat in this theater of war. And last but not least, the scenarios offer fun, excitement and close game results.
Research
At first glance, the research situation for all four scenarios is excellent in both breadth and depth. However, the majority of the sources cover the (theoretical) administrative structure including headcount and equipment. The challenge was to focus from the administrative organization on the manoeuvre units dominating the operations. Often these manoeuvre units bear the character of Kampfgruppen / task forces, reinforced by a myriad of (independent) sub-battalion outfits. The intention to limit counter quantity and density to a playable measure required some abstractions, especially in the fields of unit size and designation. In other words: An obviously missing unit or obviously incorrect unit designation is not an Order of Battle error but definite intention to avoid sprawling special rules and a hard to manage number of counters. ("It is not a bug, it is a feature!").
In particular the mobile elements of the DAK followed the Kampfgruppen principle and were formed according to the situation. This led to changing and inconsistent designations, including historical sources such as force or after action reports. In case of doubt, I followed the common informal Wehrmacht practice and named manoeuvre units after their commanding officer.
Often Italian counters represent combat units on a different (larger) scale than German or British counters. This elegantly illustrates the fundamental differences between British, Italian, and German units without the need for burdensome special rules, especially in the Operation Compass scenario.
Fort Capuzzo (Italian Ridotta or Forte Capuzzo) was a base with an airstrip in Italian-Libya near the border to Egypt. The site symbolizes the misjudgments typical for this theater of operations. Contrary to its designation, Fort Capuzzo was by no means a World War II fortress but rather a reinforced barrack setup to serve as border security of the Italian colony Libya. Therefore, the key factor was not its defense value, but the infrastructure available there. Due to the exceptional dimension of the area and the overall resource situation, this aspect must be evaluated as important.
Special Rules
I am pleased that the number of special rules could be kept very limited. The addition of trails as well as ridges and wadis is necessary to show the specific characteristics and effects of the terrain. Trails speeded up movement due to the nature of the surface and simplification of orientation. Ridges and wadis are natural terrain obstacles with severe effects on movement, combat, (terrain) control, supply lines and C3I.
Since the epic Campaigns for North Africa game, players know that Italian units without water to cook spaghetti have a strong tendency to surrender. This of course humoristic interpretation has a serious background. The defensive mentality of the Italians, outdated equipment, especially in the areas of mobility, combined arms / armored warfare, and C3I, led to heavy dependence on static supply and communication lines along with limited self-initiative. If supply and communication lines were broken, Italians often interpreted their situation as hopeless and were willing to surrender.
Hints on Game Play
What does this mean for Mirages? The system is designed in such a way that none of the numerous random events dominates or even decides a game (see also Designer's Notes of the Series Rules). Due to the compact size and playing time of the Mirages scenarios, this can cause irritations as an ongoing match seems to be one-sided and the situation hopeless. It is important that players keep cool in such circumstances, believe in themselves and their creativity and keep trying. Playtesting has shown that random events balance out during the course of a scenario and seemingly hopeless situations can be turned into the opposite by skillful gameplay.
Victory Conditions
Veterans of my designs know the approach I follow in my games: Keeping the victory conditions in line with the historical situation including realistic options, while at the same time trying to keep bookkeeping as low as possible. Due to the nature of the four scenarios, it was possible to create the victory conditions solely by geographic objects and avoid the counting of step losses. Again, VUCA Simulations did a great job with the design of the victory hex markers, fitting excellent in the game's art design and speeding up gameplay.
Why is it possible to ignore losses even though they played a role historically? The selection of geographic objects and the dynamic victory point contribution is chosen in such a way that victory results more or less automatically cause certain step losses. This becomes especially clear in the Operation Compass scenario, because without serious losses of the Italians by surrender, the British player cannot achieve his victory conditions.
Final Thoughts
We put a lot of sweat and heart to streamline the game system compared to Crossing the Line and Operation Theseus without changing its basic character and principles. The few special rules of Mirages underline the flexibility and suitability of the basic game system to model World War II (armored) warfare on the operational scale. Both approaches result in reduced complexity and speeded up game play.
Comparable to a television series that has been running (too) long or a US muscle car of the last period, some game series have also become a parody of themselves. At a particular stage, the focus is no longer on the historical situation, but on the game system. I consider avoiding this to be the main challenge for future games of the Formation Series.
We are currently working on the next games of the Formation Series and are focusing on the North Africa WW II Theater of Operations:
- Operation Crusader (November 1941 to January 1942)
- El Alamein (three battles, July to November 1942)
- Operation Frühlingswind (February 1943)
- Mareth Line (March 1943)
Feedback on these proposals is appreciated. Interested players may follow VUCA Simulations on social media to get details including concrete release dates.
Dirk Blennemann – August 2024