From: Doug Murphy Subject: Sicily: quickstart rules I've put together a flowchart for SOP for S&T's Sicily for your gaming pleasure; as others have stated, this is an exciting, nailbiting game, esp. if one uses alternate landing zones and free Axis deployment. I also have created an elaborate dr chart to take the place of the strength chits in this game -- mainly because my copy of the game was missing 'em but I can't seem to transfer that data in any readable format. Sequence of Play 1. Roll 2d6 for Weather (Rain halves Air pts, all rivers impassable ?cept at bridge. Air supply, airborne only in good weather) 2. Allies count airfields and adjusts marker, consults Airfields Chart for Air Pt. Avail. (If 8 or less fields on Turn 4+, may declare Emergency Bombing (get 2 Air Pts / Axis gets 8 Support Pts). If 10 Axis units evacuated, Allies can roll 1d6 on Max. Interdict. Table. Allies can adjust Army Boundary. Turn 3: Allies roll 2d6 twice on End Run Table for US/UK. Turn 3: Allies total Tac. Pts (per captured towns) & add airfields for column number & roll 2d6 for Axis Variable Reinforcmts. If result other than M or MX, reroll on Turns 6,9,12, etc, if MX, resolve Ital. Desertion by rolling 1d6 per Ital. unit (27.2) 3. Both sides determine supply status of units: Level 4-6: on or adj. to source or rd. Lvl. 3: 2 hexes from rd., Lvl. 1: 3 hexes from rd. Mtn. & Pack units +1 hex. Allies attempt air or sea supply; get Support Pts: 1 per beach depot; 2 per non-demo minor port depot; 5 per major depot. Allied expend Replacemt Pts. 1 pt. per nat. -1 morale for Allied inf. regt/bde. -1 Support Pt & VP. Not in ZOC or OSS, if rec?d sea/air supply. (27.4) and assign Pack transport. (24.32) 4. Allied airborne assaults & reinforcemts roll 1d6 on Airborne Missions Table. Allied amphib. assaults & end runs, roll 1 d6 on Disruption Modifier Chart. Move depots from beach/port to port - UK rec?d 1 ?Port? unit per turn after demo-free Major port. Allies conduct tactical movemnt (Can leave ZOC for ? move. pts but not enter new ZOC. Cadre, arty, batt. No ZOC. Stacking: 3. Allied mech can cross unbridged river, mech +1 to enter town; all +1 when entering road containing friendly unit.) Allies conduct strat. move (stay 3 hexes away). 5. Allies assign Air Pts, (roll on DR Needed on Airfield Chart for col. shift), roll for strengths and must attack adjacent enemy units. Expend 1 Support Pt. per attack (except breakthru). 1 regt or bde may attack from or be attacked per hex. All batt. must attack. In town, not required to attack. 3 US Naval Gunfire Pts: turns 1-5; +1 US pt ea. turn US depot in demo-free Major pt. 1 UK naval pt per turn: Turn 2+: roll 1 to use). 6. Axis roll 1d6 on Airfields Chart on Support Pt column after counting Allied airfields. Axis attempt air supply, expend Replacemt Pts. (no Ital.) -1 Support pt & VP. (See 27.4) Axis tac. movement / strat. movement / combat. Turn 1: Weather/ Allied tac. move (halved)/ Allied combat/ Axis move (24.1)/ Axis Combat/ Allied tac. move (halved)/ Allied combat/ Axis move (24.1)/ Axis combat.