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Race For Tunis

Race For Tunis Rulebook

Table of Contents

Table of Contents

  • 1.0 Introduction
    • 1.1 Background
    • 1.2 Abbreviations
  • 2.0 Game Components
    • 2.1 Map
      • 2.1.1 In General
      • 2.1.2 Map Errata
    • 2.2 Counters
      • 2.2.1 Support Units
      • 2.2.2 Heavy Equipment Units
      • 2.2.3 Sample Units
        • 2.2.3.1 Regular Combat Units
        • 2.2.3.2 Tank Company
        • 2.2.3.3 Artillery Unit
      • 2.2.4 Unit Types
      • 2.2.5 Nationalities
      • 2.2.6 Unit Abbreviations
        • 2.2.6.1 USA
        • 2.2.6.2 French
        • 2.2.6.3 British
  • 3.0 Turns
  • 4.0 Sequence of Play
    • 4.1 Movement Phase
    • 4.2 Combat Phase
  • 5.0 Zones of Control
    • 5.1 In General
    • 5.2 Exceptions
  • 6.0 Movement
    • 6.1 Effect of ZOCs on Movement
    • 6.2 Roads
    • 6.3 Enemy Units
    • 6.4 Minimum Movement
    • 6.5 Mountaineers
    • 6.6 Heavy Equipment Units
  • 7.0 Stacking
  • 8.0 Combat
    • 8.1 Combat Procedure
    • 8.2 Determining Combat Odds
    • 8.3 Terrain and Combat
    • 8.4 Multiple Defending Hexes
  • 9.0 Combat Results
    • 9.1 Explanation of Combat Results
      • 9.1.1 A elim (Attacker Eliminated)
      • 9.1.2 AR # (Attacker Retreat)
      • 9.1.3 Con (Contact)
      • 9.1.4 Eng (Engaged)
      • 9.1.5 Exch (Exchange)
      • 9.1.6 DR # (Defender Retreat)
      • 9.1.7 D elim (Defender Eliminated)
    • 9.2 Retreats and Advances
    • 9.3 Removing Losses
  • 10.0 Artillery
    • 10.1 Use of Artillery
    • 10.2 Artillery Fire and Terrain
    • 10.3 Movement of Artillery
    • 10.4 Attacks Against Artillery
  • 11.0 German Tactical Expertise
    • 11.1 Selective Attacks
    • 11.2 Breaking Down and Recombining Companies
    • 11.3 Moving Through ZOCs
  • 12.0 Engineers
  • 13.0 Replacements
  • 14.0 Setting Up the Game
  • 15.0 First Turn
  • 16.0 Game Length and Victory
  • 17.0 Optional Advanced Rules
    • 17.1 Wadis and Towns
    • 17.2 Tactical Air Support
      • 17.1.1 Sample Air Unit
      • 17.2.2 Ground Support
      • 17.2.3 Interdiction
      • 17.2.4 Interception
      • 17.2.5 Air Bases
      • 17.2.6 Flak
    • 17.3 Counterbattery Fire
    • 17.4 Weather
      • 17.4.1 Rain
      • 17.4.2 Heavy Rain
  • 18.0 Variants and Optional Scenarios
    • 18.1 Early Start Variant
      • 18.1.1 British Initial Troops
      • 18.1.2 French Initial Troops
      • 18.1.3 German Initial Troops
      • 18.1.4 Italian Initial Troops
      • 18.1.5 Allied Reinforcements
      • 18.1.6 Axis Reinforcements
      • 18.1.7 French Restricted Attacks
    • 18.2 Extended Play Variant
    • 18.3 Operation Eilbote
    • 18.4 Combined Game
  • 19.0 The Battle for Tunisia
    • 19.1 The Torch Landings (November 8-13)
    • 19.2 The First Clashes on the Ground (November 17-21)
    • 19.3 The First Drive for Tunis (November 22-30)
    • 19.4 The Axis Counterattacks (December 1-12)
    • 19.5 Renewed Attacks and Poor Weather (December 13-January 17)
    • 19.6 Operation Eilbote (January 18-24)
    • 19.7 Sparring in the South (January 25-February 13)
    • 19.8 Finale (February 14-May 12)

1.0 Introduction

1.1 Background

A. In November of 1942, the Anglo-Allied 1st Army had landed in French Northwest Africa, deep behind the front lines of the struggle then raging between Rommel's Afrika Korps and Montgomery's British 8th Army. The Germans hastily flew troops into Tunisia from Sicily and the Italian mainland while the Allies raced from their landing beaches to take Tunis, the main supply port.

B. The two combatants clashed in northern Tunisia throughout late November and early December. These were unusual battles, fought by handfuls of troops in hastily formed battlegroups, maneuvering across fronts far too broad for the available units to cover. The Axis troops won the race, but only barely, and the Allies let an opportunity to capture all of North Africa slip in a single blow.

1.2 Abbreviations

AbbrMeaningAbbrMeaning
CFCombat FactorMPMovement Point
CRTCombat Results TableRPReplacement Point
DRMDie Roll ModifierVPVictory Point
EZOCEnemy ZOCZOCZone of Control
MAMovement Allowance

2.0 Game Components

Race for Tunis includes a map, one sheet of die-cut counters, two reference charts, a rules booklet, and two six-sided dice.

2.1 Map

2.1.1 In General

A. The map is a detailed and accurate representation of the area of southern Tunisia over which the battle was fought. The hexagonal grid provides cells or hexes in which game units and markers are placed. Within the hexes are graphic terrain symbols to show corresponding real terrain features on the battlefield.

B. Each hex on the map represents five miles. Only full hexes are in play. Partial hexes along the map edges are not usable.

2.1.2 Map Errata

The location of Djebel Bargou is incorrectly marked. Djebel Bargou is in hex 2011, which is incorrectly labeled as Djebel Halfa. Hex 1712, marked as Djebel Bargou, should be unnamed.

2.2 Counters

A. The counters are die-cut squares of cardboard, printed with symbols and numbers. Symbols help identify the functions of the counters. Numbers are values used in computing the effects of combat and determining the ability to move. Attack, defense, and combat values are all referred to as combat factors (CFs).

B. In addition, counters are identified as to their historical units. The numbers and/or letters to the right of the counter (if any are present) identify the specific battalion represented by the counter. The numbers and/or letters to the left indicate the parent unit. This may be a regiment (or brigade in the British Army), a division, or both. If both a regiment and division are shown, they are separated by a dash. In all cases, the division identification is given in bold type.

2.2.1 Support Units

Units with a white unit type box are support units. The special capabilities of these units are explained in the stacking rule.

2.2.2 Heavy Equipment Units

Units with their combat and movement values printed in a red box are heavy equipment units. The limitations on these units are explained in the movement rule.

2.2.3 Sample Units

A red box around the combat and movement values means the unit is heavy equipment.

2.2.3.1 Regular Combat Units

Regular combat units have two combat values (an attack value and a defense value), shown on the counter.

Alternatively, a unit may have a single combat value.

2.2.3.2 Tank Company

Attributes are the same as for a regular combat unit with a single combat value.

2.2.3.3 Artillery Unit

Attributes are the same as for a regular combat unit with a single combat value, with the addition of a range value.

2.2.4 Unit Types

The unit type symbols printed on the counters are: Infantry, Mountain Infantry, Armored Infantry (Panzergrenadier), Motorcycle, Armored (Panzer), Reconnaissance, Cavalry, Commando, Parachute, Marine, Engineer, Antitank, Antiaircraft (Flak), Artillery, and Assault Gun.

2.2.5 Nationalities

NationalityColorNationalityColor
AmericanOliveGermanDesert Yellow
FrenchBlueItalianPale Dirty Yellow
BritishBrown

2.2.6 Unit Abbreviations

The following abbreviations are used in the unit identifications on the counters.

2.2.6.1 USA
AbbrMeaning
AArmored
2.2.6.2 French
AbbrMeaningAbbrMeaning
BBarre (or Tunisian) DivisionMrMoroccan
CColonialMZTMixed Zouaves and Tirailleurs
LGLegion of the GuardSSenegalese
MMathenet (Moroccan) Division
2.2.6.3 British
AbbrMeaningAbbrMeaning
AArmouredLBHLothians and Border Horse
AGRAArmy Group Royal ArtilleryLcLeicestershire
ASHArgyll and Sutherland HighlandersLFLancashire Fusiliers
BfThe BuffsLIRLondon Irish Rifles
CdoCommandoLncLincolnshire
CGColdstream GuardsNthNorthampton
2.2.6.4 German
AbbrMeaningAbbrMeaning
AAfrica March (Replacement) BattalionKSKradschutzen (Motorcycle Infantry)
BmBarenthin RegimentTTunis March (Replacement) Battalion
FSFallschirmjaeger (Paratrooper)
2.2.6.5 Italian
AbbrMeaningAbbrMeaning
BBersaglieri (Motorized Infantry)MCMotorcycle
BSBlackshirt (Fascist) MilitiaRVTTunisian Volunteer Regiment
CCorps ArtillerySMSan Marco
Cnt131st Centauro Armored DivisionSup1st Superga Infantry Division
GGuastatore (Assault Engineers)

2.2.7 Counter Errata

The setup and arrival information on the backs of several counters is incorrect, and the following changes should be noted.

A. Both the Italian 10th Bersaglieri Regiment (three battalions) and the French 15th Senegalese Infantry Regiment (two battalions) are noted as appearing on November 20. While this is their correct arrival date, this is before the start of the standard game, and is used when playing the early start variant. When playing the standard game, the 10th Bersaglieri begins the game in Bizerta (hex 0216) and the 15th Senegalese begins the game in hex 0923.

B. The German artillery unit of the 10th Panzer Division (designated II Bn, 90-10) enters play as a reinforcement in the standard game on the December 1 turn, and is deployed in hex 0913 in the Eilbote scenario.

C. The Italian Reconnaissance Battalion I-Lodi is used only in the Combined Game, and is deployed initially in hex 2009.

2.3 Rules

A. This booklet of game rules provides all the information to play Race for Tunis. Once you have read this rules section, you are ready to play.

B. A separate section contains a number of advanced and optional rules with which you may wish to experiment. These rules add complexity to the game and make a richer playing experience.

C. These rules also include a history of the battle for Tunisia.

D. A number of tactical hints on playing the game are spread throughout the rules in the form of Players' Notes.

2.4 Charts

The charts needed to play the game (and explained in the rules) are printed on three cards (one Combat Results Table for each player and a Turn Record Chart shared by both players).

2.5 Dice

Combat is resolved by rolling two six-sided dice and adding the results. This is explained in the Combat Rules (8.0).

3.0 Turns

A. Race for Tunis lasts for a specified number of turns (Game Length and Victory, 15.0 [sic; Game Length and Victory is section 16.0]), each representing one day of actual combat.

B. Each game turn ("turn") consists of a player-turn for each side. When both players have completed their player-turns, the turn is over, and the next turn begins.

C. Each player-turn is an opportunity for the player to move their units, and for those units to attack enemy units. During the player-turn, activity takes place in phases.

4.0 Sequence of Play

A. Axis Player-Turn

  1. Axis Movement Phase
  2. Axis Combat Phase

B. Allied Player-Turn

  1. Allied Movement Phase
  2. Allied Combat Phase

4.1 Movement Phase

In the Movement Phase, the players decide which of their units they wish to move, and move them.

4.2 Combat Phase

A. In the Combat Phase, players may attack any or all enemy units to which any of their friendly units are adjacent.

B. If a unit is in an enemy zone of control (ZOC), then it must attack.

5.0 Zones of Control

5.1 In General

A. Each unit exerts a ZOC, which extends into the six hexes immediately surrounding it. This represents the ability of a unit to control the surrounding countryside by firepower.

B. If a unit ends its movement in the ZOC of one or more enemy units, it must attack any and all of those units in the Combat Phase. If more than one unit ends its movement in the ZOC of one or more enemy units, all enemy units must be attacked by at least one unit, and each moved unit must make at least one attack.

5.2 Exceptions

A. ZOCs extend down a cliff hexside, but not up.

B. The ZOCs of heavy equipment units (6.6) do not extend into swamp or rugged crest hexes.

C. Thus, a unit can be adjacent to an enemy unit without being in that unit's ZOC. In these cases, a unit can be in an EZOC but the enemy is not in its ZOC.

D. An engaged defender (one affected by an Engaged combat result) is not required to attack any enemy units, whether it is engaged with them or not. However, if new friendly units reinforce the engagement by moving adjacent to the engaged attacker, this breaks the engagement and obligates engaged defending units to attack as well.

6.0 Movement

A. Units may move during the Movement Phase. Each unit has a movement allowance (MA), which is the number of movement points (MPs) it may spend in a turn. Unused MPs do not carry over to the next turn.

B. Each unit is moved separately and individually. Once a player has begun to move a unit, no other unit may move until the moving unit completes all of its movement for the turn.

C. MPs are spent as a unit moves through the terrain on the map. Each map hex has a cost-to-enter expressed in MPs, printed on the Terrain Effects Chart. When a unit has spent all of its MPs, it must stop, and cannot move any farther in that turn.

6.1 Effect of ZOCs on Movement

A. Units must pay a penalty for entering enemy zones of control (EZOCs). Allied units pay 2 MPs to enter an EZOC; Axis units pay 1 MP.

B. When a unit (of either side) enters an EZOC, it must stop and may not move any farther that turn.

C. Units which begin their movement in an EZOC may move directly to another EZOC, but must stop there.

6.2 Roads

A. Units moving along roads do so at the road cost, regardless of the other terrain in the hex. However, when entering a road hex from a non-road hex, the MP cost is that of the other terrain in the hex.

B. Two types of roads are shown on the map: dirt roads and all-weather roads. These are identical for all purposes in the basic game. The difference is important only when playing with the optional weather rule.

6.3 Enemy Units

A unit may never enter a hex containing an enemy unit.

6.4 Minimum Movement

A. A unit may always move one hex, even if it has insufficient MPs to do so.

Example: It costs 5 MPs for an Axis unit to enter a rugged crest hex in an EZOC (4 MPs for the rugged crest, 1 MP for the ZOC), but an Italian infantry unit has only 3 MPs. It could nevertheless enter the hex if that were its only movement during the turn.

B. This does not allow a unit to make an otherwise prohibited move (such as crossing a cliff hexside or entering an enemy-occupied hex).

6.5 Mountaineers

A. Several units in the game move using mountaineer movement. These units consist of the two British commandoes and three German mountain units.

B. Mountaineer units always pay 1 MP per hex entered, regardless of the terrain type in the hex or the presence of EZOCs. However, mountaineer units must stop when they enter an EZOC hex. (Since they had no trucks at the time, they also pay 1 MP per road hex entered.)

C. Mountaineer units, unlike all other units, may cross cliff hexsides.

6.6 Heavy Equipment Units

A. All units with the symbol for armor, assault gun, artillery, antitank, and antiaircraft are heavy equipment units. Heavy equipment units are identified by having their combat and movement values superimposed over a red rectangle.

B. These units may never enter swamp or rugged crest hexes, nor do their ZOCs extend into such hexes, although they may attack them. (For the limitations on these attacks, see Combat, 8.3.D.)

Player Note: When defending, let the terrain work for you. Not only does it help your defending units, but it also funnels the enemy attacks down certain routes. You do not need to defend areas the enemy cannot move very many troops to.

7.0 Stacking

A. More than one unit may be placed in a hex, but this process ("stacking") is subject to limits. A player may not have more than four battalions in one hex at the end of any turn. No more than three of these battalions may be maneuver battalions.

B. Artillery, antitank, engineer, and antiaircraft (flak) are support units; all other units are maneuver units. Support units are easy to identify, as they all have white unit boxes.

C. All units in the game are battalions except for the German counters with silhouettes of tanks or armored cars on them. These counters represent companies instead. Three companies equal one battalion for stacking purposes.

Player Note: Many times, so-called support units were used right up in the front lines. Engineers, in particular, were often pressed into the role of combat infantry. However, giving support units a stacking advantage does a good job of making them useful as reinforcements to conventional combat units without displacing a line unit from the hex.

8.0 Combat

A. Units may attack enemy units during the Combat Phase. Attackers may attack any enemy-occupied hexes to which they have units adjacent.

B. Attackers must attack any enemy-occupied hex if they have units in the ZOC of that hex.

C. Attacks are made against all units in a hex at once; individual units in a hex may not be singled out for attacks.

8.1 Combat Procedure

In a Combat Phase, the player indicates which enemy-occupied hexes are being attacked and then resolves the attack. To resolve the attack, first determine the odds in the attack, then roll a die and read the result from the Combat Results Table (CRT).

8.2 Determining Combat Odds

A. To determine the odds, first sum all of the CFs of the units attacking a hex.

B. Next, sum the CFs of the defending troops in the hex.

C. Compare the attacker's strength to the defender's strength and reduce it to one of the odds ratios shown on the CRT. If it does not reduce evenly to one of the ratios shown, round it in favor of the defender.

Example: The attacker has 17 CFs and the defender has 6. The odds are almost 3:1, but as odds are rounded in favor of the defender, the actual odds are 2:1. If the attacker had one more CF, the odds would be 3:1.

D. Attacks at odds of greater than 8:1 are treated as 8:1.

E. Attacks at odds of less than 1:5 are not allowed. If a unit is forced to attack and cannot achieve odds of at least 1:5, it is eliminated and removed from play.

Play Note: If the attacker sets up an attack at low, but acceptable odds, then the defender adds artillery to the defense to lower the odds below 1:5, it is still a legal attack, since the attacker set it up originally at legal odds. However, no dice are rolled and instead the attacker is automatically eliminated.

F. The attacker may always voluntarily lower the odds of an attack, if desired.

8.3 Terrain and Combat

The attacker's and defender's combat values are sometimes modified by terrain.

A. Rugged crest is the highest terrain, then high ground, and finally all other terrain.

B. Attackers attacking defending units in a higher elevation have their combat values halved. There is no such penalty to attack units at the same or lower elevations.

C. Attacking units also have their combat values halved if attacking from a wadi hex into a non-wadi hex, and have their combat value quartered if attacking up a cliff hexside.

D. Attacking units which are halved twice are quartered, but additional halving or quartering has no effect. That is, the worst effect that an attacking unit can suffer from terrain is quartering.

E. Heavy equipment units (with the exception of artillery) attacking into rugged crest hexes are always quartered.

F. It is possible for some units in an attack to be halved, while others are quartered, and others still have their full combat value, depending on which hexes they are attacking from.

G. If halving or quartering of the attacker's combat value leads to fractional results, do not round them off, but retain them as fractions.

H. Defending units are unaffected by most terrain types, but have their combat values doubled when defending in city hexes.

Player Note: It is a very good idea when picking a defensive position to give some thought to a means of withdrawing. Defending with a clear withdrawal route up a road guarantees that the defending unit will not be eliminated by a large retreat result. Defending with nothing behind you but cliffs, wadis, swamps, and rugged crests, on the other hand, makes it tough to survive a big retreat result.

8.4 Multiple Defending Hexes

Sometimes, one unit may be required to attack several enemy-occupied hexes. In many cases, the attacker would be halved or quartered against some of the hexes, but not all. For purposes of resolving the attack, however, the attacker suffers the worst terrain reduction of all of the hexes it is attacking.

9.0 Combat Results

9.1 Explanation of Combat Results

A. Once the odds are determined, roll two dice, and consult the CRT. The intersection of the odds column and the row corresponding to the number rolled indicates the result.

B. The following results are possible.

9.1.1 A elim (Attacker Eliminated)

The attacker must remove units whose combat values added together at least equal that of the defender's (unless the attacker is weaker than the defender, in which case all attacking units are removed). All remaining units of the attacker's (if any) must retreat one hex.

9.1.2 AR # (Attacker Retreat)

The attacker must retreat all units which participated in the attack by the number of hexes indicated. The defender may then advance one hex less than the attacker retreated.

9.1.3 Con (Contact)

There is no effect on either the attacker or defender; they remain in their current positions. However, if this leaves the defender in the attacker's ZOC (which will usually be the case), then the defender must move away or attack in the next player-turn.

9.1.4 Eng (Engaged)

A. All units from both sides involved in the battle are engaged. Place Engaged markers on both stacks. The defender receives a Defender Engaged marker, while the attacker uses an Attacker Engaged marker with the arrow pointing to the defender's hex. Neither side may move away.

B. Defenders are not required to attack in their turn. Attackers must attack again in their next turn.

C. Either side may reinforce the engagement (by moving additional troops into or adjacent to the hexes), but if defenders do so, they must counterattack.

D. If a new defending unit moves adjacent to two enemy hexes containing Attacker Engaged markers, it is obliged to attack both, and therefore requires the engaged defenders in both engagements to attack as well. It does not matter if the defender is not in the attacker's EZOC (such as on the high side of a cliff).

9.1.5 Exch (Exchange)

A. Remove all defending units. The attacker then removes units whose CFs added together at least equal that of the defender. Any remaining attacking units may occupy the hex where the defender used to be.

B. If the exchange is rolled at 1:2 odds, the attacker is eliminated instead of the defender, and the defender must remove units of an equal or greater combat value.

9.1.6 DR # (Defender Retreat)

The defender must retreat all units which were attacked by the number of hexes indicated. The attacker may then advance one hex less than the defender retreated.

9.1.7 D elim (Defender Eliminated)

The defender must remove all defending units. Any or all attacking units may then occupy the vacated hex.

9.2 Retreats and Advances

A. Whenever a unit is called upon to retreat a specific number of hexes, the unit must end up that many hexes away from its initial position, and every hex of the retreat must be away from the initial position. That is, units cannot double back toward their original position while retreating.

B. Units may not retreat across cliff hexsides or through EZOCs. If forced to do so, the units are eliminated instead.

C. A unit must have sufficient MPs to retreat the full number of hexes required by the combat result. If it does not, it is eliminated instead. However, a unit may always retreat one hex, even if it has insufficient MPs to do so, provided it does not enter an EZOC or prohibited terrain.

Example: A French infantry unit (MA of 3) receives a DR3 result. It could retreat all three hexes in clear terrain, since each hex costs only 1 MP. If required to retreat through swamp, high ground, rugged crest, or into a wadi, it would have insufficient MPs to complete the retreat, and would be eliminated. If retreating up a road, on the other hand, it could retreat through any sort of terrain, as each road hex costs only ½ MP.

D. Units which are allowed to advance one or more hexes may move in any direction desired, but the first hex of movement must be into the hex vacated by enemy units. They may not enter any prohibited hex during an advance after combat, nor may they advance into more hexes than their MA would allow them to in a Movement Phase.

E. If an advancing unit enters an EZOC during its advance, it must stop.

Player Note: If a unit is eliminated, the attacking troops have very little ability to advance, since they are occupied with mopping up scattered resistance and collecting prisoners. If you are interested in making big advances, you might want to keep your attacks at about 6:1 instead of higher odds.

9.3 Removing Losses

Whenever a total combat value equal to the opponent's must be removed due to combat, the values are always calculated using a unit's printed combat strength, regardless of whether the unit was in the specific combat halved, quartered, or doubled.

10.0 Artillery

Artillery units do not generally attack a unit directly, but rather support attacks by others. As a result, artillery has some special capabilities and limitations.

10.1 Use of Artillery

A. Artillery is used to support friendly units involved in battles which are within the artillery unit's range. A battle is within the artillery unit's range if the distance from the artillery unit to the defending hex in the battle is equal to or less than the printed range on the artillery unit. Both the attacker and defender calculate range to the defending hex.

B. The attacker adds artillery factors to attacks in any way desired and then declares all of the attacks for that turn. The defender then adds any artillery factors to whichever defending units desired, thus altering the odds in those attacks. The attacker may not call off or alter an attack after the defender allocates supporting artillery.

C. Each artillery unit may support one battle. Artillery units may not divide their values between several battles.

D. More than one artillery unit may be used to support any desired battle.

E. Artillery points added to an attack or defense are ignored for purposes of determining losses.

Example: A 1-CF defender with 3 CFs of artillery support still counts as 1 CF for losses.

F. Artillery units firing in support of an attack or defense never suffer adverse results from that combat.

10.2 Artillery Fire and Terrain

A. Artillery units firing at a hex on higher elevation are halved, but they are not quartered when firing at rugged crests due to being heavy equipment units.

B. Defending artillery units firing in support of a city are not doubled, whether or not the artillery units are in the city.

10.3 Movement of Artillery

Artillery may not enter an EZOC. If stacked with a friendly unit, however, it may remain in an EZOC hex.

10.4 Attacks Against Artillery

A. If artillery is attacked by an enemy unit but is not stacked with a friendly non-artillery unit, it may not fire in support of any other battle and is treated as if it has a defense value of 1.

B. Artillery attacked while stacked with a friendly non-artillery unit contributes its full CF to the defense of the hex, but may not fire in support of any other battle.

C. Any artillery unit forced to retreat by a combat result is eliminated instead.

Player Note: Artillery is a tremendously powerful asset; it is a great spoiler for the defender, and if the Allies manage to get two or three artillery units together in one place, it becomes virtually impossible to break their front there. The Germans should never miss a chance to kill an artillery unit.

11.0 German Tactical Expertise

German troops in Tunisia had a considerable advantage in experience over the Allied troops. This is reflected in the following special rules:

11.1 Selective Attacks

A. The Axis may make selective attacks on a stack. That is, some of the attacking Axis units may single out one specific unit in the stack to attack while others attack the remaining units.

B. A selective attack is made against a single maneuver battalion in the hex. It may not be made against a support unit. If selective attacks are made against all of the maneuver battalions in a hex, the defender decides which battle the support units in the hex are added to.

Player Note: The US forces routinely stiffened their infantry with artillery and antitank guns to give them the ability to cover the surrounding countryside better. The US player will have to do this as well, or watch the Germans slither past.

11.2 Breaking Down and Recombining Companies

A. A number of tank and armored car companies (beyond the single company in the initial counter mix) are provided for the German player. Each panzer battalion and recon battalion may break down into tank and armored car companies at any time. Companies with the correct parent unit ID must be used, and companies whose CFs equal that of the broken down unit are placed on the map in place of it.

B. The Germans may break down a unit at any time during the turn, even during either player's Combat Phase to facilitate taking precise losses.

C. Breaking down does not cost any MPs.

D. Companies of the correct strength, MA, and parent unit may be recombined into a battalion, but only at the beginning of an Axis Movement Phase.

E. The Germans may rebuild battalions at the end of the Movement Phase if all of the component companies of the battalion are in the same hex.

11.3 Moving Through ZOCs

(The source's printed table of contents lists this section as 11.4; its body heading is 11.3, which is used here.)

A. All German recon, panzer, and panzergrenadier units may move through the ZOCs of US and French infantry units. Each time that a German unit of this type would normally have to stop due to entering a ZOC, it may instead continue moving. However, a unit may not exercise this option after entering the ZOC of any other type of US or French unit, or a British unit of any type.

B. This rule does not exempt the unit from paying the 1 MP cost to enter a ZOC, and it must do this each time it enters a ZOC during its move.

C. When advancing after combat, German units must stop when entering a ZOC.

D. In the example below, a German panzergrenadier unit is moving through the ZOC of a French infantry battalion on Djebel Mansour (hex 1813). It pays 2 MPs to enter hex 1811 (the cost for wadi terrain), and 2 MPs each to enter hexes 1812, 1713, and 1714 (1 MP for a clear terrain hex and 1 MP for a ZOC).

Note: the source's worked example is a map diagram; it is not reproduced here.

12.0 Engineers

A. Engineers can destroy and repair bridges.

  1. Any engineer unit may destroy a bridge by expending 2 MPs while in the hex containing the bridge. To mark a bridge destroyed, place a Destroyed Bridge marker on it.

  2. Any engineer may repair a destroyed bridge by expending 4 MPs while in the hex containing it. Simply remove the marker.

B. Bridges are destroyed or repaired as soon as the required MPs are expended. The new status of the bridge then affects every unit moving after the engineer unit for the rest of the Movement Phase.

C. A bridge may not be destroyed and repaired, or vice versa, in the same Movement Phase.

13.0 Replacements

A. The Allies may replace units eliminated in combat. Each turn the Allies receive one replacement point (RP) which may be used immediately or accumulated.

B. Eliminated British and US (but not French) units may be returned to play by paying 1 RP per CF. Units with separate attack and defense values are returned based upon their defense value.

C. Replacements enter play in the same manner as reinforcements.

14.0 Setting Up the Game

A. Punch out all of the counters and separate them by nationality. The backs of the counters contain their setup hexes or the turn they enter play. There are three entries on the back of each counter, one at the top, one in the middle, and one at the bottom of the counter.

  1. The top entry is used when playing Race for Tunis.

  2. The other entries are used when playing the extra scenarios described in the advanced rules. These entries consist either of a date of entry, a starting setup hex number (or the notation initial for air units), or a dash.

  3. Units with a dash are not used in the indicated scenario and should be returned to the plastic storage bag.

B. Using this information, the Allied and Axis players first place every unit on the map with a setup hex number in the hexes indicated.

C. Next, both players separate their reinforcement units into piles corresponding to their date of entry to play.

D. All Allied reinforcements enter the map on any road along the west map edge. If the Allies wish (or if the Axis has units in every road hex along the west map edge), the reinforcements appear one turn later and may enter any hex on the west map edge.

E. Axis troops with the armored infantry (panzergrenadier) symbol and all heavy equipment units enter play at Tunis or Bizerta. If both of these ports are held by the Allies, the units remain off-board until the Axis recaptures one of these ports. New and accumulated reinforcements may then begin entering, but roll the die once per turn at the start of the Movement Phase. The result is the number of new units which may enter the port that turn. This is repeated until all accumulated reinforcements have entered play. After that, reinforcements enter the ports normally. (That is, all units scheduled to arrive that turn may do so, without need for a die roll.)

F. All other Axis troops arrive by air, and may be placed in any friendly airfield. If the Axis wishes, some or all of these reinforcements may be brought in by sea (and placed at Tunis or Bizerta), but if so, a die roll must be made for each port to determine the maximum number of troops which can unload that turn, just as in the case of accumulated reinforcements.

G. Several units are scheduled as reinforcements after December 11. These units are only used when playing the extended game variant (17.2).

Player Note: The Germans and Italians were able to place a large number of troops in Tunisia in a fairly short span of time by fully utilizing their shipping and aerial transport capabilities. Limited ship tonnage and off-loading facilities were supplemented by extensive use of transport aircraft. The historical arrival schedule shows the most efficient use of transport assets possible. If this is disrupted, players begin to suffer inefficiencies, which is the reason for the rule as stated.

15.0 First Turn

In Turn 1 of the standard game, the German player-turn is omitted. Only the Allies have a player-turn in Turn 1.

16.0 Game Length and Victory

A. Race for Tunis lasts for 17 turns, from November 25 through December 11, 1942. The Axis receives victory points (VPs) for holding certain villages and cities at the end of the game. These locations provide different numbers of points, as shown on the following table:

VPsLocation
1Medjez el Bab, Robaa, Pont du Fahs, Teboursouk
2Kairouan, Mateur, Tebourba
3Bizerta, Le Kef, Enfidaville
4Tunis

B. At the end of the game, the Germans total the VPs of all cities and towns held, comparing it to the Victory Level Table below.

VPsVictory Level
0-8Overwhelming Allied
9-12Decisive Allied
13-16Tactical Allied
17-18Tactical Axis
19-20Decisive Axis
21-23Overwhelming Axis

This concludes the basic rules for Race for Tunis.

17.0 Optional Advanced Rules

A. These rules add more depth and diversity to the play of Race for Tunis, but they also add some complexity. Nevertheless, they are not difficult once you get used to them and we highly recommend that you at least experiment with all of them.

B. Many of these rules shift game balance in one direction or another and are very useful in fine-tuning the game. No matter how much playtesting we do, customers always find better ways to play one side or the other than we did! If play becomes unbalanced over time, use these rules to give one side a little more help.

17.1 Wadis and Towns

There are a number of places on the map where a town is in a wadi hex. These were often important defensive positions, and the following optional rule should be used to show their effects.

A. When attacking a town/wadi hex from a clear hex, the attacker is treated as if attacking out of a wadi if the wadi runs between the town and the attacker's hex.

B. When attacking from a town/wadi hex, the attacker is treated as if attacking out of a wadi only if the wadi runs between the town and the defender's hex.

Example: Units attacking Medjez el Bab (hex 1215) would be treated as attacking from a wadi hex if attacking from hexes 1214 or 1315, but not if attacking from hexes 1116 or 1217. Units in Medjez el Bab would be treated as attacking from a wadi hex if attacking hexes 1214 or 1315, but not if attacking hexes 1116 or 1217.

C. Attacks into and from adjacent wadi hexes are never affected by this rule, as wadis halve attacks only when attacking from a wadi into a non-wadi hex.

17.2 Tactical Air Support

A. Each side has several Tactical (Tac) Air units, which may be used to support an attack, intercept an enemy Tac Air unit, or interdict ground movement.

B. Each Tac Air unit has a silhouette, an intercept value, and a tactical support value. Some aircraft also have an air base identification.

17.1.1 Sample Air Unit

(The source's sample air unit diagram is a graphic and is not reproduced here.)

17.2.2 Ground Support

A. The Tac Air unit is placed during the player's friendly player-turn at the same time that artillery is allocated to attacks. It may be placed in any enemy-occupied hex under attack.

B. If used for ground support, an air unit may not be used in the following enemy player-turn as an interceptor.

C. No more than one Tac Air unit may be placed in a hex.

D. A Tac Air unit increases the odds of the attack by the number of columns equal to its tactical support value.

Example: A JU-87, with a tactical support value of 2, would raise a 2:1 attack to a 4:1 attack.

17.2.3 Interdiction

A. The Tac Air unit is placed during the player's friendly player-turn at the same time that artillery is allocated to attacks. It may be placed in any hex of the map, and remains there throughout the opponent's player-turn.

B. No more than one Tac Air unit may be placed in a hex, and a player may not place a ground support and an interdiction unit in the same hex.

C. During the opponent's player-turn, enemy units may enter the hex freely, but pay an additional MP cost to exit the hex equal to the tactical support value of the interdicting aircraft.

D. In addition, any roads running through the hex are negated for purposes of movement (but not supply). Any unit entering or leaving the hex must pay the normal terrain cost to do so, as if the road did not exist.

E. Finally, no artillery unit in a hex containing an enemy interdiction aircraft may conduct supporting artillery fire. If the hex itself is under attack by ground units, each artillery unit in the hex adds 1 to the hex's defense value (instead of its artillery value).

F. Defensive artillery allocations are made before interceptors attempt to shoot down interdiction aircraft.

G. Artillery units in the same hex as an enemy interdiction aircraft may declare that they are firing in support of a defending unit. If an interceptor shoots down or drives off the interdiction aircraft, the artillery unit fires in defensive support; if the interdiction aircraft is not shot down or driven off, the artillery unit may not fire.

17.2.4 Interception

A. Once the moving player has placed friendly ground support and interdiction aircraft, the non-moving player may attempt to intercept one or more of them. Each air unit of the non-moving player which is not being used for interdiction and which was not used in the previous player-turn for ground support may be used as an interceptor.

B. No more than one interceptor may be used to attack an enemy air unit. These attacks are made immediately after defensive artillery has been allocated but before the ground attack has been resolved.

C. To resolve interception attacks, roll one die per intercept value of the aircraft. (Most interceptors have a value of 1, but planes representing German FW-190s have a value of 2.)

RollResult
1-3Miss
4-5Abort
6Target Shot Down

D. Aircraft which are aborted are removed from the map but are available for use in the owner's next turn.

E. If an air unit is shot down, it is returned to play at the start of the second turn following.

Example: If a German aircraft is shot down on Turn 4, it returns to play at the start of Turn 6.

17.2.5 Air Bases

A. Some of the air units in the game are tied to specific air bases. The Allies have two such units (based at Tebessa and Thelepte) while the Axis has one (based at Kairouan). If the enemy captures a base, immediately remove the associated air unit, as if it had been shot down. The unit returns to play the second turn following the turn in which the original side recaptures the air base.

B. The Allies have three air units which fly from bases located off the map. Two are from Bone and one is from Tebessa. These bases cannot be captured.

17.2.6 Flak

A. The Germans have several antiaircraft (flak) units in the game. The Allies may not place a ground attack or interdiction mission on a hex containing a flak unit.

B. Once placed, however, moving a flak unit into a hex with an interdiction mission will not affect it.

Player Note: One way to break up a heavy concentration of defending artillery is to run interdiction against the hex or hexes with the artillery units. This represents aerial suppression of the batteries and keeps them from firing. For that reason, the Germans may want to park a flak unit with their key artillery units. The Germans lost Djedeida Air Base during the battle, and it had a very negative effect on their ability to sustain the air effort. The I Battalion of the US 1st Armored Regiment, equipped with M3 Stuart tanks, overran the air base and shot up dozens of aircraft on the field. Although they then withdrew, it was several days before the Germans had the airfield operational again.

Balance Note: Advantage for the Germans, provided they protect their airfields.

17.3 Counterbattery Fire

A. Counterbattery fire is the use of the attacker's artillery to silence the defender's. After the attacker allocates artillery support and declares odds, they may allocate any or all of their artillery units to fire counterbattery fire. Each artillery unit which does so must fire at a specific enemy artillery unit within the firing unit's range. Several firing artillery units may combine their fire against one defending unit, if desired.

B. Before resolving any other ground combat, the attacker resolves counterbattery fires. To do so, compare the firing artillery factors to the artillery factor of the defending artillery unit and determine a combat odds ratio, just as with any other attack. Then roll two dice, reading the result from the CRT.

C. Neither the firing artillery units nor the defending unit ever suffers losses or is forced to retreat. However, if the combat result is any result other than A elim or AR, the defending artillery unit may not fire in support of any defender that Combat Phase.

D. If the result is A elim or AR, the defending artillery fires normally.

Player Note: This rule gives the attacker some means of dealing with defending artillery. However, because of the range limits of artillery, the defenders can usually keep their artillery safe by keeping it back from the front. This limits the amount of the front each artillery unit can cover, however. Where possible, a good defensive formation is a salient. A salient has the center close to the enemy, but the flanks bending back away, forming a sort of crescent. Artillery well back from the front can still support the flanks of the salient, an example of the benefit of interior lines.

Balance Note: One more useful tool for the attacker, and that means the Germans.

17.4 Weather

A. At the start of each turn, except for Turn 1, roll one die, and consult the Weather Table. Some turns have a die roll modifier (DRM) for weather, so this should be applied before reading the results.

B. The possible results are Clear, Rain, and Heavy Rain. Clear weather has no effect on play, but rain and heavy rain do.

C. The first turn of the game is always clear weather.

17.4.1 Rain

Only air units based on all-weather airfields may fly during Rain turns. The all-weather airfields are: El Aouina, Sidi Ahmed, Djedeida, and Bone.

17.4.2 Heavy Rain

A. No air unit may fly during Heavy Rain turns.

B. All clear terrain hexes cost 2 MPs to enter instead of 1 MP.

C. In addition, all dirt roads are ignored during Heavy Rain. This affects troop mobility, but may also affect supply. Although the dirt roads are ignored (due to heavy mud conditions), the bridges across wadis are still present and usable. As a result, bridged wadis cost 1 MP (instead of 2).

D. All wadis become rivers in Heavy Rain. Units pay 3 MPs to enter a river hex (instead of 2 MPs).

E. Heavy equipment units may not enter an unbridged river hex unless an engineer unit is also present in the hex.

F. Supply may be traced into, but not through, a river hex.

Player Note: Poor weather played an important part in bringing the Allied attack to a halt.

Balance Note: Light rains ground more Allied air power than the Germans, as the Germans held more all-weather airfields. Heavy rains will ground German aircraft but also make it very difficult to sustain an attack on Bizerta or Tunis from west of the Medjerda River. This rule definitely favors the Axis.

17.5 Increased Allied Replacements

(The source's printed table of contents numbers this section 17.6, and Airborne and Amphibious Operations as 17.7; their body headings are 17.5 and 17.6, which are used here.)

The standard game replacement rate is designed to provide a reasonably balanced and historical game. However, if air power and weather are added to the game (and they are definitely recommended), then game balance will swing strongly in favor of the Axis. To compensate for this, increase the Allied replacement rate to 2 RPs per turn, beginning with the December 1st turn.

17.6 Airborne and Amphibious Operations

The Allies have several parachute units which may be used to make air drops and commando units which may make amphibious landings. A parachute or commando unit may make an airdrop or amphibious landing only on the turn it enters play as a reinforcement. It may not make an airdrop on later turns, even if it returns as a replacement.

17.6.1 Air Drops

A. To conduct an air drop, place the parachute unit in any hex on the map.

B. However, an air drop may not be made into:

  1. City hexes,
  2. A hex containing an EZOC or an enemy unit, or
  3. Swamp or rugged crest terrain.

17.6.2 Amphibious Landings

To conduct an amphibious landing, place the commando unit in any coastal (partial sea) hex, provided it is not occupied by an enemy unit. Amphibious landings may be made in an EZOC.

17.6.3 Movement After Air Drop or Amphibious Landing

A. The parachute or amphibious unit is placed at the end of the Allied Movement Phase, and the Allies roll a die.

  1. On a 1-3, the landing itself uses all of the unit's movement for that turn.
  2. On a 4-6, the unit uses only half of its movement and may then expend 3 MPs.

B. If an amphibious landing was made in an EZOC, the commandoes may not move regardless of the die roll.

18.0 Variants and Optional Scenarios

Two variants on the basic game are included, as well as two alternate scenarios. The two basic game variants are an early start option and an extended game option. The two additional scenarios are Operation Eilbote and the Combined Game (which requires Bloody Kasserine as well).

18.1 Early Start Variant

A. The early start variant covers the first tentative clashes on the outskirts of the Tunis and Bizerta bridgeheads. Play proceeds normally, except that the game starts on November 17 instead of the 25th.

B. All air units marked as available initially are available from the start. All ground units whose setup information indicates that they are placed initially on the map are sorted into actual initial troops and reinforcements, according to the list below.

C. Unit type abbreviations are:

AbbrMeaningAbbrMeaning
ACArmored CarCdoCommando
AGAssault GunEngEngineer
ArmArmorInfInfantry
ArtyArtilleryPanPanzer
ATAntitankParaParachute
Arm InfArmored Infantry

18.1.1 British Initial Troops

HexUnit
10222-6 Inf (36-46/6R WK)
1320206 Para (1 Para/1 Para)

18.1.2 French Initial Troops

HexUnitHexUnit
09192-3 Inf (4MZT-B/II)16132-3 Inf (43 C-B/I)
12152-3 Inf (4MZT-B/I)23052-3 Inf (43 C-B/I)
14102-3 Inf (43 C-B/I)23212-3 Inf (4MZT-B/III)

18.1.3 German Initial Troops

HexUnit(s)
02164-8 Pan (1./190), 4-4 Eng (11 Para)
07142-3 Inf (1T)
1013Para (5/III)

18.1.4 Italian Initial Troops

HexUnit(s)
07111-2-3 Inf (92-Sup/III), 1-2-4 AT (101), 2-4 AG (557)
07141-2-4 AT (136)

18.1.5 Allied Reinforcements

NovNationalityUnit(s)
18British4-6 Arm (26-6A/17/21L), 2-6 Inf (11-78 5 Nth)
20British2-6 Inf (11-78/2 LF)
20French2 x 2-3 Infantry (15 S-B/1, 15 S-B/II)
21British2-6 Inf (11-78/1 ES), 6-4 Arty (78), Cdo (6 Cdo)
24British2 x 2-6 Inf (36-46/5 Bf, 36-46/8 ASH)
24US3-9 Arm (1-1A/l)

18.1.6 Axis Reinforcements

NovNationalityUnit(s)
18German4-4 Para (5/1), 3-6-4 Flak (54/I)
19German2 x 2-9 AC (1./190, 2./190)
19Italian2 x 1-2-3 Inf (92-Sup/I, 92-Sup/II), 1-2-4 AT (Sup/1), 4-4 Arty (Sup/5)
20Italian3 x 2-5 Arm Inf (10B/16B, 10B/34B, 10B/63B)
21German2 x 4-4 Para (Brn/I, Brn/II)
22German3-6 Flak (54/II)
23German4-8 Pan (2./190), 2-3 Inf (2T)
24German2-3 Inf (3T)

18.1.7 French Restricted Attacks

A. When playing the Early Start Variant (only), French troops are limited in their ability to attack.

B. At the beginning of each Allied Movement Phase, roll one die. If the number rolled is equal to or less than the current turn number, the French troops have full offensive capability. Apply a -1 DRM if any French unit has been attacked by an Axis unit.

C. Until the French have full offensive capability:

  1. No French artillery unit may fire in support of a non-French unit.
  2. No French unit may enter an Axis ZOC. French units which begin their Movement Phase in an Axis ZOC must move away unless they are unable to do so (due either to terrain or the presence of other EZOCs), in which case they must attack in the Combat Phase.

Player Note: The Allies had been fighting the French only days before in Morocco and Algeria, and even after the cease fire, there was considerable confusion among French troops as to exactly whom they were supposed to be fighting. While the political leaders struggled to come up with a workable settlement, the French troops on the ground did everything in their power to delay the Axis buildup, short of actual open hostilities. The Allied player needs to position the French to impede Axis movement and have them poised to attack. The Axis player never knows when the French will be able to start attacking, and so cannot afford to ignore them completely, even on Turn 1.

18.2 Extended Play Variant

The Allies continued to prepare for a final drive on Tunis after the game ends, but poor weather prevented them from carrying out their plans. This variant allows players to continue playing the game for several more turns. Victory is calculated the same as in the basic game. The game may be played until December 17 or December 24, at the option of the players. A number of additional units enter play after December 11.

18.3 Operation Eilbote

A. This was a German counterattack launched in January to regain vital high ground in Central Tunisia (the southern part of the map). The scenario lasts for seven turns (from January 18-24, 1943). The middle set of setup entries is used from the backs of the counters.

B. All US reinforcements which appear during the scenario appear on the south map edge on or west of hex 2317.

C. Play proceeds normally, except that several additional victory point objectives are added, and a different VP schedule is used. The Axis player receives 1 VP for holding each of the following hexes by the end of the game:

  1. 1813 (Djebel Mansour),
  2. 1810 (Djebel Krill),
  3. 2208 (Djebel Bou Dabouss),
  4. 2109 (Djebel Hadjdar), and
  5. 2011 (Djebel Bargou, mislabeled as Djebel Haifa).

18.4 Combined Game

This scenario requires Bloody Kasserine from GDW. Both games are combined and played as one large campaign game.

18.4.1 Unit Changes

A. The third set of setup entries (the bottom one on the counter backs) is used for the combined games, while the normal setup and entry information is used for the counters from Bloody Kasserine.

B. All counters from both games are used, with the following exceptions:

  1. No German air units from Bloody Kasserine are used.
  2. The British air units and the US B-25 air unit are not used from Bloody Kasserine.
  3. The optional German units are not used (as they are included in the Race for Tunis counter mix).
  4. No British reinforcements from Bloody Kasserine are used except for the Odds 'n' Sods tank battalion, which still appears in Le Kef.
  5. Only four US reinforcement units are used from Bloody Kasserine: the 894th Tank Destroyer Battalion (Turn 6), the two artillery units of the 9th Division (Turn 8), and the 751st Tank Battalion (Turn 12).
  6. All other Allied reinforcements are included in the counters for Race for Tunis and are deployed initially on the northern map. All Allied reinforcements appear on the west edge of the northern map.

C. When playing the Combined Game, use the weather rules from Race for Tunis.

D. Friendly supply sources for the Allies in the Combined Game are the western edges of both maps. Friendly supply sources for the Axis are the same as in Race for Tunis, plus the east edge of the southern map, provided there is a road unbroken by Allied units or their ZOCs from any supply source on the northern map to either hex 1801 or 2305 (Kairouan).

E. The first-turn restrictions on the Allies are altered as follows:

  1. On Turn 1, no Allied unit on the southern map and north of hex row 0700 may move, with the following exceptions: a. Any Allied unit attacked by an Axis unit or in an Axis ZOC (at the start of the Allied player-turn or at any time during the preceding Axis turn) may move. b. The Allied player may select any one Allied unit from north of hex row 0700 to move.
  2. Any units allowed to move may move freely, including moving south of hex row 0700.
  3. Allied units deployed on the northern map may move freely, except that no unit may move onto the southern map, and no unit may move more than two hex rows south of its original starting hex.

F. When playing the Combined Game, reinforcements arrive as specified in Bloody Kasserine.

18.4.2 Map Configuration

Lay out the maps from both games with the southernmost hex row of the Race for Tunis map overlapping the northernmost hex row of the Bloody Kasserine map (as shown in the source diagram, not reproduced here).

18.4.3 Victory Determination

A. At the conclusion of the game, sum all VPs from both maps and determine victory.

VPsLocation(s)
1Medjez el Bab, Robaa, Pont du Fahs, Ferriana, Kasserine, Sbiba, Faid, Teboursouk
2Kairouan, Mateur, Tebourba, Thala
3Tebessa, Le Kef, Bizerta, Enfidaville
4Tunis

B. The Victory Level is determined per the table below:

VPsVictory Level
0-15Overwhelming Allied
16-18Decisive Allied
19-21Tactical Allied
22-25Tactical Axis
26-29Decisive Axis
30-32Overwhelming Axis

Player Note: The historic battle ended in a Tactical Allied victory, with 21 VPs. (The Allies held Tebessa, Le Kef, Thala, Sbiba, Teboursouk, and Medjez el Bab, while the Axis held the other VP cities and towns.) The Axis player has the initiative and has more units to draw on than in the basic Bloody Kasserine game, and so the balance is tipped somewhat in their favor.

19.0 The Battle for Tunisia

19.1 The Torch Landings (November 8-13)

A. On November 8, 1942, Allied troops stormed ashore at the French North African ports of Oran, Algiers, and Casablanca, in the operation code-named Torch.

B. This stretch of territory belonged to France, which had been defeated by Germany in 1940 and had, since then, been neutral. The neutral (some would say collaborationist) French government located its capital at the small city of Vichy, and so troops of neutral France were called Vichy French, as opposed to the Free French troops of General De Gaulle, who fought alongside the British and Americans.

C. Vichy French resistance to the Allied landings was brief but spirited. Soon a cease-fire was arranged and negotiations began to bring the French in on the Allied side.

D. There had been no landings in Tunisia, which was too far east and under the aerial cover of Luftwaffe units flying from Sicily. However, if the Allies could capture Tunisia, their aircraft would interdict the sea lanes to Italian North Africa and render the Axis position in all of North Africa impossible. Rommel was already retreating at this time westward from El Alamein. Now he was ordered to hurry up and fall back to Tunisia, while the German and Italian high commands frantically began scraping together units to ship to Tunisia. On November 11, only three days after the Allied landings, Colonel Lederer arrived in Tunisia to take command of German troops there, although the first combat troops did not arrive until the following day. On the 12th, two companies of the 5th Parachute Regiment and a replacement company of the 104th Panzergrenadier Regiment were landed by air, and on the 14th they were joined by the 11th Parachute Engineer Battalion and a company each of the 190th Recon, 190th Panzer, and 10th Motorcycle Battalions, the latter unit being the first element of the German 10th Panzer Division to arrive. At the same time, the Italians began shipping over the 1st Superga Infantry Division and the crack 10th Bersaglieri Regiment and part of the San Marco Marine Regiment.

E. On November 16, General Nehring arrived to take command of the newly-formed 90th Corps, which would exercise control over the Tunis and Bizerta bridgeheads. Nehring was a tough and experienced tank commander, a former commander of the Afrika Korps under Rommel, who had been convalescing from wounds in Italy. When he arrived, he found that Colonel Lederer believed it impossible to hold anything other than a close perimeter around Bizerta. Nehring relieved Lederer on the spot and ordered Major Witzig's tough parachute engineers to head west along the highway toward Bone and drive back any Allied patrols he encountered. The move came just in time.

19.2 The First Clashes on the Ground (November 17-21)

A. General Anderson, commander of 1st British Army (which controlled the Allied troops in French North Africa), ordered the advance to Tunis to begin on November 14. By the 17th, a small mobile group called Blade Forces (at this time consisting mostly of the 17/21 Lancers Tank Battalion) reached Souk Ahras, while the lead elements of the 36th Infantry Brigade were near Djebel Abiod in the north. There they were attacked by Witzig's 11th Parachute Engineer Battalion, and halted. The following day, a patrol from British 1st Parachute Battalion, now serving under Blade Forces, encountered Germans south of Sidi Nsir.

B. On November 19, elements of the German 5th Parachute Regiment attacked French troops of General Barre's Division Tunis at Medjez el Bab. The French held the town at first, but then withdrew at night. As they fell back, however, they made plans to begin fighting alongside the British, an important watershed in the campaign.

C. The British intended to launch a strong drive on Tunis on the 21st, but had to delay the start for several days while more troops came forward. The Germans and Italians were stronger on the ground and much stronger in the air than had been anticipated.

19.3 The First Drive for Tunis (November 22-30)

A. For two more days, additional strength was brought forward and the British refined their plans. On the 24th, the French agreed to place all troops north of a line from Le Kef to Kairouan (effectively the entire map) under British command, while all British and US troops south of that line would be commanded by the French. On the same day, General Anderson ordered the 78th Division, which controlled all troops in the forward area, to attack. The attack aimed to capture Tebourba and Mateur in the first stage, and then drive on to Tunis and Bizerta. Ominously, scattered rain softened the runways of many British airfields and limited air support, while the Luftwaffe continued to operate from their paved all-weather fields.

B. On the 25th, the attack began. The newly arrived 11th Brigade attacked Medjez el Bab, but was repulsed by the German paratroopers defending the town. Farther north, however, I Battalion of the US 1st Armored Regiment, equipped with light M-3 Stuart tanks, broke through and overran Djedeida airfield, destroying 17 Stukas on the ground and severely disrupting German air operations.

C. The Germans retook Djedeida, but did so by weakening their defenses on the flanks, and so the 11th Brigade's main body succeeded at Medjez el Bab on the 26th while the 1st East Surreys took Tebourba. To the northwest, 36th Brigade made little progress as well toward Mateur.

D. On the 27th, the medium tanks of the II Battalion, US 13th Armored Regiment, were sent in to beef up 11th Brigade's attack on Djedeida, but the Germans beat them to the punch with a counterattack by Kampfgruppe Luder (a reinforced company of the 190th Panzer Battalion) that pushed back (and, in game terms, eliminated) the Surreys near Tebourba. On the following day, US medium tanks and the 5th Northamptons attacked Djedeida unsuccessfully, while 36th Brigade was ambushed and took heavy casualties between Djebel Ajred and Djebel Azzag.

E. On the 29th, the British dropped the 2nd Parachute Battalion behind the Axis lines and landed the 1st Commando near Bizerta, in both cases planning for these diversions to weaken the front lines and enable a renewed attack. The Allied troops on the front were exhausted, however, and did not have the strength to mount a serious attack, so nothing much came of the two raids. Both units rejoined the main body within two or three days, but 2nd Parachute Battalion suffered particularly heavy casualties.

F. On the 30th, General Anderson decided on a three-day pause in the attack to await more air support and allow a reorganization of the front.

19.4 The Axis Counterattacks (December 1-12)

A. The Germans did not give Anderson's troops breathing space, however. On December 1, General Fischer, commander of the 10th Panzer Division, led elements of his own division, as well as a hodgepodge of a replacement battalion and other odds and ends, in an attack on the Tebourba area. The understrength 11th Brigade was at Tebourba itself, while the Stuarts of the I Battalion, US 1st Armored Regiment, were to the north (hex 0815). The Stuart battalion was destroyed by converging tank attacks (and its personnel sent back to Algeria to reequip, not to return until after the Kasserine battles), but Tebourba itself managed to hold on.

B. On the following day, Combat Command B of the US 1st Armored Division (with one medium tank battalion, one light tank battalion, and two battalions of armored infantry) moved up from Medjez el Bab and counterattacked, but were unable to push back the Germans. On the 3rd, the Germans renewed their attack and captured Tebourba, pushing the remnants of the 11th Brigade southwest to Tebourba Gap (hex 0915) and the tanks of CCB south across the Medjerda River to Djebel el Guessa (which US armored infantry had cleared of enemy troops).

C. Both sides then paused to regroup for several days. On December 4, Colonel-General Jurgen von Amim was recalled from commanding a corps on the Eastern Front to assume command of 5th Panzer Army, the new headquarters which was to take command of all troops in Tunisia. As the Italians were sending a corps headquarters to Tunisia, Hitler decided that a German Army command was needed.

D. On the 6th, the British 5th Corps headquarters arrived and took command of Allied troops in the north of Tunisia, and on the same day the Germans renewed their attack. A sharp engagement in heavy rainfall between 10th Panzer and Combat Command B caused the Americans to pull back to Djebel Aoukaz, while 11th Brigade was forced back to Longstop Hill (hex 1116). Heavy rain continued for most of the next week.

E. On the 8th, von Amim arrived in Tunisia and superseded Nehring, who had not been informed of the change in command before then. On the 10th, another German attack on Combat Command B resulted in the US troops being forced back and losing much of their equipment due to the mud and flooded state of the Medjerda River. On the 11th and 12th, fighting gradually sputtered out in the face of continuing rain and mud.

19.5 Renewed Attacks and Poor Weather (December 13-January 17)

A. The third week in December saw better weather, and Anderson ordered a resumption of the offensive as soon as additional troops were available. Operations were to resume on December 22, but heavy rain began again on that date. Nevertheless, the newly arrived 1st British Guards Brigade and US 18th Regimental Combat Team launched a series of attacks in the area of Longstop Hill, which produced heavy casualties but no lasting gains.

B. A second lull then settled over the battlefield as the Allies realized that the opportunity for a quick capture of Tunis and Bizerta had passed.

C. On January 1, General Anderson ordered 5th Corps to keep the enemy fully occupied with limited attacks, and to continue to hold good jumping-off positions for the resumption of the offensive. On January 5 and 6, the 36th Brigade attacked Djebel Azzag (with the 5th Buffs, 6th Commando, and 3rd Parachute Battalion), but was thrown back with heavy losses by Witzig's engineers and elements of the Barenthin Regiment. On January 11-13, a series of attacks by British 6th Armoured Division near Bou Arada were easily beaten back, but farther south the French managed to capture a number of key hills.

D. In response, Field Marshal Kesselring, the overall commander of the Axis Mediterranean theater, ordered von Amim to counterattack and retake the important high ground. The attack would be code-named Operation Eilbote.

19.6 Operation Eilbote (January 18-24)

A. Eilbote was to begin on January 18, and was to consist of several separate, but coordinated, thrusts. 10th Panzer Division would launch a diversionary attack toward Bou Arada to pin down 6th British Armoured Division. The main drive would be toward Robaa from Pont du Fahs. Battlegroup Weber, with elements of the 756th Mountain Regiment, reinforced with tanks and flak, would drive the French back and, once in the Djebel Mansour area, would detach an armored battlegroup under Colonel Lüder to clear the Karachoum Gap (hex 2009) and the Ouseltia Valley, rolling up the French flank from the north. Meanwhile, Kampfgruppe Mickley (a replacement battalion and a company of tanks) would begin to clear the northern string of hills while the Superga Division attacked from farther south.

B. Although 10th Panzer's diversionary attack was easily turned back, the main attack began well, despite strong French resistance. Weber drove southeast from Pont du Fahs and by the 19th, had mountain troops on Djebel Mansour. The Superga Division began putting in attack on Djebel Chirich the same day, and while Weber drove toward Robaa, Lüder moved south and captured the Karachoum Gap.

C. By the 21st, Weber had become stalled in front of Robaa, and two battalions of the British 36th Brigade were moving forward to strengthen the defenses there. Lüder, however, had cleared the Ouseltia Valley, and the Superga Division was systematically reducing isolated French garrisons.

D. By the 24th, the Allies were able to muster a counterattack force, but on that date the Germans broke off the attack and settled into their strong new positions. They now held Djebels Mansour, Bou Krill (1810), and Bou Dabouss.

19.7 Sparring in the South (January 25-February 13)

Rommel's troops were now approaching the Mareth Line in southern Tunisia, while more US troops were available in the south as well. The US II Corps became operational in the south, with the French XIX Corps controlling the troops in central Tunisia. In late January and early February, as the rains abated, a series of small battles took place for possession of the key heights and passes along the long mountain spine of Tunisia in the south. The Axis generally came out on top in these fights, paving the way for a large-scale offensive in the south.

19.8 Finale (February 14-May 12)

A. When Rommel arrived with his mobile troops, the Axis would have one final chance at victory in Africa. By the end of the first week in February, the Germans were calculating that they would soon have a temporary superiority in southern Tunisia, and would retain it until Montgomery's 8th Army completed its methodical pursuit. In mid-February, the Germans launched their attack, which culminated in the battles in and near Kasserine Pass. The failure of that attack meant that the final Axis defeat was simply a matter of time.

B. Montgomery broke Rommel's army at Medenine and Mareth in late February and early March, and in April the Allies launched coordinated assaults on the bridgehead from all directions. And on May 12, the last major Axis units, their backs against the sea, surrendered.

  • 2.2.6.4 German
  • 2.2.6.5 Italian
  • 2.2.7 Counter Errata
  • 2.3 Rules
  • 2.4 Charts
  • 2.5 Dice
  • 17.5 Increased Allied Replacements
  • 17.6 Airborne and Amphibious Operations
    • 17.6.1 Air Drops
    • 17.6.2 Amphibious Landings
    • 17.6.3 Movement After Air Drop or Amphibious Landing
    • 18.4.1 Unit Changes
    • 18.4.2 Map Configuration
    • 18.4.3 Victory Determination
    DLI
    Durham Light Infantry
    Para
    Parachute
    ESEast SurreyRBThe Rifle Brigade
    GdGuardsRIFRoyal Irish Fusiliers
    GGGrenadier GuardsRWKRoyal West Kent
    HpHampshireSFSherwood Foresters
    IFInniskilling FusiliersYLI(King's Own) Yorkshire Light Infantry
    LLancersYLYork and Lancaster