Hello, These might be useful for other consimmers: GDW Bloody Kasserine and Race for Tunis House Rules and Clarifications (UNOFFICIAL!) 1. Friendly air units used for interception in the enemy players turn are available for air missions in the following enemy turn. 2. Allied air unit reinforcements are available at the beginning of the turn and can be used in the Axis players half of the turn. 3. Attacking units may advance one hex less than the combat result regardless of the number of hexes the defending units actually retreat. This also applies to defending units advancing on an AR# result. 4. The presence of a friendly unit does not negate enemy ZOC’s for the purposes of supply. 5. The French cavalry unit is not an infantry unit and thus can prevent German ZOC-to-ZOC movement. 6. When units use road movement rates to approach a blown wadi bridge the cost for entering the blown wadi hex is 2.0 MP, and 0.5 MP for the road hexes on either side of the hex. For example: 1610 Start 1511 +0.5 MP 1410 +2 MP 1310 +0.5 MP 1209 +0.5 MP Total 3.5 MP 7. A unit cannot advance into a hex if it must spend more MP’s than its movement allowance. 8. Units that retreat off map are eliminated. 9. Reinforcements must pay the MP cost to enter the first hex (e.g. 0.5 MP to enter a road hex). 10. When halving movement allowances and combat factors, retain all fractions. 11. Artillery units firing from a wadi hex into a non-wadi hex have their combat strengths halved. 12. “Engaged” artillery units may not provide support for another attack other than one for which it is engaged in. 13. If a hex contains a stack of friendly units which are “Engaged” to 2 different enemy units, and in the following enemy player turn one of those enemy units is reinforced, the enemy units need only attack those friendly units with which it is Engaged. Thus, in this case the attacking enemy units can ignore the friendly units in the stack which it is not engaged to. 14. All units in German 10 PZ must enter the map via the same road hex. 15. Italian engineers with a movement allowance of 3 can destroy bridges by spending 4 MP’s consecutively over 2 turns. To start the process of destroying the bridge, the unit must start the hex in the bridge hex and spend 3 MP’s. In the following turn, after spending 1 MP the bridge is destroyed and the unit may spend it’s remaining 2 MP’s. 16. All reinforcements must enter via a road and must be pay road movement costs to enter the placement hex. 17. Rain and/or heavy rain results have no effect on Allied air units on interdiction missions that began the previous turn. 18. When tracing a supply line from a road hex to a friendly unit, there is no additional movement cost if the unit is in an enemy ZOC. 19. During heavy rain turns, wadi hexes with a dirt road bridge cost 2 MP’s to enter. Unbridged wadi’s cost 3 MP’s, and wadi hexes with a regular road bridge cost 0.5 MP as usual. 20. During heavy rain turns, mountaineer and ranger units still pay the 1 MP costs to enter a hex. 21. Engineer units may not rebuild or destroy bridges while out of supply. For the combined game ONLY: 1. There are no replacement points for the Allies. 2. The first turn restrictions on the South map apply to all BK units EXCEPT:. 1. US units in N2311 (0311) and N2319 (0319) 2. IT units in N2308 and 0204 N.B. Units which start on the North map are still subject to the restriction of not being able to move onto the South map. 3. The weather rules in RfT take precedence. David Cann