MOVES 58 Optional Rules The following three Sections are additional rules for The Desert Fox. They may be used individually, or together. The first Section was designed by Eric Sven Ristad, the second by J Matisse Enzer, and the third by Richard Berg. [16.0] Operation Herkules COMMENTARY: The effects of logistics was of paramount importance in the North African campaign, and the island of Malta was crucial to the war of supply. The island dominated the Axis supply and communications lines, oftentimes to deadly effect. A plan was proposed for the invasion of Malta as early as April, 1941. Although the plan was accepted as feasible and considered at several points during the war, it was never implemented. The plan for the invasion was code-named Operation Herkules, and was scheduled for mid-1942. Airborne and amphibious forces consisting of the Italian "marines," the Folgore Glider Infantry Division, and the German Ramcke Heavy Airborne Infantry Division were to assault the island, supportedby elements of the Italian Navy. Amphibious landing craft were prepared in Italy, and in March of 1942 Kesselring's Sicilian Luftwaffe intensified its bombing raids on Malta, destroying planes on the ground, and preventing supply ships from reaching the island. In April alone, nearly 7,000 tons of bombs were dropped. Churchill realized that Malta was in deep trouble, and ordered a major offensive in North Africa to seize the airfields in western Cyrenaica and enable the Desert Air Force to come within range of Malta and provide the island with air support. Reluctant and ill-prepared, Auchinleck, the British commander in the desert, promised a June offensive. At the same time, Rommel decided to throw the British out of eastern Cyrenaica. The Gazala campaign ensued. After Gazala, when the British army seemed to have been completely demolished and the way to the Nile delta open, Rommel decided to use the forces slotted for Herkules (the Sicilian Luftwaffe in particular) in his drive on Egypt. The Malta invasion was scrapped, despite the overwhelming opposition of the German General Staff. Malta recovered, and its deleterious effect on Axis supply lines grew. Within a few months, more than a third of the Axis materiel which took ship for Africa was falling prey to Allied interdiction. If Operation Herkules had taken place as scheduled, Malta would almost surely have fallen, Axis supply lines would have remained open, and the course of the war in the desert might have been drastically altered. The following rule gives the Axis player the option to go through with the assault on Malta. GENERAL RULE: During the Air Allocation Phase of his PlayerTurn on Game-Turns 15, 16, or 17, the Axis player may announce that he is launching an invasion of Malta. Depending on the forces allocated to the invasion, Malta will either stand or fall. If the island stands, Axis supply will continue to be interdicted. If the island falls, the Axis player will almost immediately begin to profit in the way of increased materiel and reinforcements. PROCEDURE: After the Axis player has declared that he will launch the invasion, he states what units will be committed to the assault. The Assault Index is determined by Case 16.3. The die is rolled, and the effects of the invasion are assessed. CASES: [16.1] AXIS RESTRICTIONS [16.11] The Axis player must commit one or both of the following units to the Malta invasion: Folgore Glider Infantry (Italian) and Ramcke Heavy Infantry (German). A unit committed to the assault never arrives as a reinforcement, regardless of the success of the invasion. Which units he assigns to the invasion is up to Axis player, but this decision will affect the chances of the assault (16.3). [16.12] The invasion may not be launched before the Axis Air Allocation Phase of Game-Turn 15, nor after that Phase of Game-Turn 17. [16.13] The Axis player may not initiate a raid on Malta (6.3) during the turn of an invasion. He may commit Air Points in exactly the same manner as is described in 6.3 (expending supply units as normal), but their effects are determined differently (see 16.3). [16.14 If an invasion is attempted, the Axis player must permanently expend one Air Point, in addition to Air Points assigned per 16.13. No assault may be attempted unless this one Air Point is available to be expended. [16.15] No more than one invasion maybe launched during the course of a game. [16.2] COMMONWEALTH RESTRICTIONS No more than one Air Point may be transferred to Malta during a given Air Allocation Phase if no Commonwealth unit is in General Supply in a hex west of Lxx23. This rule supercedes 6.31, and is applicable throughout the entire course of the game, regardless of whether or not an invasion is ever attempted. [16.3] ASSAULT INDEX The Assault Index for an invasion is calculated as follows: Add 2 if Ramcke Heavy Airborne Infantry is committed 1 if Folgore Glider Infantry is committed 1 for each Axis Air Point committed (16.13) Subtract 1 for each Commonwealth Air Point at Malta 2 if any Commonwealth unit is in General Supply and west of Lxx23 The Assault Index is totalled, and the die is rolled. If the roll is less than or equal to the Assault Index, the invasion succeeds and the provisions of 16.4 apply. If the roll is greater than the Assault Index, the assault fails. There are no specific penalties to a failed invasion. [16.4] SUCCESS If the invasion succeeds (per 16.3), the following provisions apply: 1. Subtract 3 from all future rolls on the Axis Convoy Arrival Table (supercedes 7.55). 2. The Axis player receives one additional Refit Point of each nationality each Reinforcement Phase following the invasion. 3. Any Commonwealth Air Points assigned to Malta are eliminated. No Air Points may ever be assigned to Malta in the future. [17.0] DETACHMENTS GENERALRULE: In some circumstances, a player will want to delay a hostile advance without sacrificing an entire regiment to do so. In such a situation, the player may detach small formations from his units. These detachments function as any other units friendly to the owning player, within the provisions of the following Cases. PROCEDURE: A player may announce his intention to form a detachment during any friendly Movement Phase by declaring from which unit the detachment will come. A detachment counter is placed with the friendly unit, and a die is rolled to determine if the friendly unit is depleted as a result of the formation. The detachment may then move (but not attack) until the beginning of the next friendly Reinforcement Phase, at which point it is removed. CASES: [17.1] RESTRICTIONS ON THE FORMATION OF DETACHMENTS [17.11 Detachments may only be formed during a friendly Movement Phase. [17.12] Detachments may only be formed from a friendly unit of one of the following types: infantry, mechanized infantry, armor, motorized infantry, heavy weapons, heavy infantry, heavy airborne infantry. [17.13] A unit may not be used to form a detachment if it is depleted, disrupted, has a Morale Rating of 3 or 4, or is out of General Supply. [17.14] No more than two detachments may be formed by a player in a Player-Turn, and no more than one detachment may be formed from a given unit in a Player-Turn. [17.15] The unit from which a detachment is formed loses 2 Movement Points during the Phase in which the detachment is placed on the map (i.e., if a detachment is formed from a unit with a Movement Allowance of 22, the unit would have a Movement Allowance of 20 for that Phase). [17.16] Whenever a detachment is formed from a unit, the owning player immediately rolls a die: on a 1 or 2, the unit is immediately depleted; on a 3, 4, 5, or 6, the unit suffers no disability. [17.2] PROPERTIES OF DETACHMENTS In order to use detachments, it will be necessary to make the following counters:
[17.21] Detachments may move as any other unit friendly to their owning player. They may never force march, however. [17.22] Detachments have no supply requirements. They are always considered to be in both General and Combat Supply. [17.23] Detachments exert no ZOC's into adjacent hexes. Instead, they exert a ZOC into the hex they occupy. This ZOC is subject to infiltration (10.3). Except for this ZOC and 17.27, enemy detachments may be completely ignored. [17.24] Detachments may never attack, be attacked, or be overrun. Their only effect is to impede the passage of enemy units. [17.25] Detachments are removed at the end of any Phase in which they are stacked with any enemy combat unit (including enemy detachments), or at the beginning of the first friendly Reinforcement Phase following their placement (whichever comes first). [17.26] There is no additional effect to having two detachments in the same hex. Similarly, a detachment stacked with any other friendly unit is treated as if it were not there. It is not affected by any attacks against the friendly unit, nor is it affected if the friendly unit is overrun (although the overrunning unit would have to pay an extra Movement Point to conduct the overrun because of the detachment's ZOC in the hex, as per the normal rules for overrun). [17.27] No roads or railroads (not trails) leading into or out of a hex occupied by an enemy detachment may be used. For example, if a road led across a ridge hexside into a rough hex occupied by a detachment, it would cost an enemy motorized unit 8 Movement Points (3 for the ridge, 4 for the rough hex, and 1 for the detachment's ZOC) to enter the hex. If the unit moved on to another rough hex, it would only cost 4 Movement Points to do so, as the detachment exerts no ZOC into the surrounding hexes. [17.28] Each detachment has a Movement Allowance of 14, regardless of the unit from which it was formed. [17.29] A detachment may never enter an enemy ZOC, nor may it ever enter a hex occupied by ail enemy unit.
[18.0] DESERT PATROLS GENERAL RULE: Certain reconnaissance units may be converted into desert patrol units. Desert patrols have increased movement and supply capabilities, but no combat ability, Historically, they were used to conduct raids against rear area supply lines. In essence, these units represent the Commonwealth Long Range Desert Group and Special Air Service Brigade, as well as the German Sonderkommando Almasy, admittedly on a somewhat abstract level. PROCEDURE: The following counters must be produced before desert patrols may be used:
During any friendly Reinforcement Phase. a player may announce that he is converting a friendly recomaissance unit meeting certain requirements (see 18.1) into a desert patrol. During the Refit Phase of that Player-Turn, the reconnaissance unit's counter is replaced by the appropriate desert patrol counter. CASES: [18.1] CREATING DESERT PATROLS [18.11] The following reconnaissance units may be converted to desert patrols: German 33 and 580; Commonwealth CIH, Royals, and 12 Lanc. [18.12] A unit may only be converted to a desert patrol if it occupies L0701 (Axis) or Alexandria (Commonwealth), is undisrupted, and is not in a depleted state. [18.13] A unit may not move or attack during the Player-Turn in which it is converted into a desert patrol. [18.14] If a desert patrol is eliminated, and is eligible to be rebuilt (13.1), the appropriate reconnaissance unit is put in the Refit Box in its place. [18.15] A desert patrol may be returned to reconnaissance status by following the exact same procedure for conversion to desert patrol status; i.e., it must spend an entire Player-Turn in L0701 or Alexandria without moving or attacking. [18.16] No more than one Axis desert patrol may ever be on the map or in the process of being formed at a given moment. No more than two Conimonwealth desert patrols may ever be on the map or in the process of being formed at a given moment during the game. [18.2] ABILITIES AND RESTRICTIONS ON DESERT PATROLS Desert patrols function exactly as any other combat units with parenthesized Combat Strengths, with a few exceptions, as listed in the following Cases. [18.21] Desert patrols never need supply of any kind. They always are considered to be in both General and Combat Supply. [18.22] Desert patrols may never force march. [18.23] Desert patrols may conduct supply overruns. They are considered to have a Combat Strength of 4 for purposes of supply overrun (only). If a desert patrol succeeds in a supply overrun against an enemy supply unit, the results of the overrun are treated differently. If the overrun would normally have resulted in the supply unit's capture, the supply unit is destroyed instead. Any other result has no effect. [18.24] Disrupted or depleted desert patrols may no attempt supply overrun. Disrupted desert patrols may recover normally from their disruption. Alternatively, the owning player may roll the die during any friendly Refit Phase. On a 1, 2, or 3, the desert patrol is undisrupted where it stands; on a 4, 5, or 6, the desert patrol may not he undisrupted that Phase. Depleted desert patrols must return to L0701 (Axis) or Alexandria (Commonwealth) to be refit. One Refit Point is all that is required to undeplete a desert patrol. NB submitted by John Kula (email@example.com) on behalf of the Strategy Gaming Society (http://www.boardgamegeek.com/~sgs), originally collected by Andrew Webber (firstname.lastname@example.org)