Alan, Attached are the files of my translation of Vae Victis' issue game Tobrouk 41-42 (VV34). Tobrouk 1941-1942 Issue Game from Vae Victis #34 Designed by Thierry DRETZEN and Arnaud COLLIN-VILLECROIX Translated by Roy K. Bartoo, 2001 - translator’s notes in [brackets-RKB] [Includes errata from Vae Victis 35 (Marengo), VV 38 (L’Aigle Foudroyé), and email correspondence between Benoit Larose and Thierry Dretzen] Tobrouk 1941-1942 allows you to replay the major operations of these years in the region. Abbreviations (French abbreviation in parentheses): APS (CAP): Anti-Personnel Strength ATS (CAT): Anti-Tank Strength CG (CG): Combat Group CU (UC): Combat Unit HQ (EM): Headquarters I/V: Initiative/Victory MP (PM): Movement Point T, T1, T2: Morale Test, morale test plus one loss, morale test plus two losses UFT (TUT): Universal Fire Table ZoC: Zone of Control AT: Anti-Tank; Ar: Armored; Pz: Panzer; CAM: Corpo d’Armata di Manovra; Bers: Bersaglieri; AK: Afrika Korps; RTR: Royal Tank Regiment; Grd: Guard; Huss.: Hussars Counter Layout: Combat Unit (top left picture, p. 39). Clockwise from top, the information is: Designation; Weapon Effectiveness (letter); Weak armor (white arrow under the weapon letter); AP strength; Morale (number in black circle, bottom center - units with a black number on a yellow circle are susceptible to surrender, see 6.4c); AT strength; and number of steps in the unit (Roman numeral). Combat Group, top right picture: Clockwise from top, the information is: Designation; Number of Infantry CU; number of artillery CU (white number on a green background); number of armored CU. Headquarters (Etat Major) unit: Clockwise from top/left of the counter: Designation (XXX Corps in the illustration); ability to support armored units (blue tank outline, right side of counter); command range. Aircraft counter: Clockwise from top/left: Artillery support; AP strength; AT strength. Counters with a red square next to their weapon class are used only in the Crusader/Battleaxe scenarios; counters with a yellow circle next to their weapon class are used only in the Gazala scenario [Clarification from designer - counters with neither marking are used in both scenarios] Nationality color code (vertical bar on right side of some counters): Purple = Indian Orange = South African Red = Polish Black = New Zealand Blue = French Foreign Legion Description of a Game-Turn (box on p. 40) A - Administrative Phase 1 - Headquarters The players check each of their headquarters’ supply path and place Unsupplied (Coupure de Ravitaillement, “CR” with a dripping gas can) markers as needed (3.3). The players move the I/V marker one space in the opponent’s favor for each headquarters already Unsupplied from the previous turn (3.3d). The Commonwealth player may create the “Tobrouk” headquarters (3.8). 2 - CU/CG Supply The players check the supply status of the CU and CG and place Unsupplied (“CR”) and Out of Supply (Ravitaillement Epuisé, “RE” with a pile of empty shell casings) markers as needed. 3 - Placement and disbanding of CG The players may create CG by placing the appropriate counters on the map (7.32). Players may also disband CG by removing the counter from the map and replacing it with the units it represented (7.33). 4 - Initiative Determination The players check to see which has the initiative for the entire turn using the Table d’Initiative. The winner decides who will be the active player and who the reactive player for the entire turn (2.1). B - Active Player Maneuver 1 - Maneuver Preparation Phase The active player decides how much ‘maneuver time’ he will use during his maneuver, and moves his marker that many spaces to the right on the Maneuver Points Track [“Compteur de Points de Manoeuvre”] on the map (2.2). 2 - Unit maneuvers 2.1 Unit modes The active player places or removes ‘rapid movement’ markers on his units (4.2c). 2.2 Air power (5.5) If the active player decides to use his air power, he executes the air strikes and moves the I/V marker one space in his opponent’s favor. The reactive player then applies any losses, morale checks and retreats. 2.3 Artillery (5.4) If the active player has chosen to spend at least 4 MP in his Maneuver, he may execute artillery support against enemy units within range. 2.4 Moving Units For each of his units the active player spends all or a part of the MP he decided to use in the Preparation phase. He then performs: - movement of units on the map (4.2), including Rapid Movement (4.2c) - Entrenchment of units (4.3) - moves units into Combat Groups that are forming (4.2a’) - uses headquarters to reorganize Retreating [“Retraite”] units within range (4.42) - uses headquarters to repair wrecked tanks (4.41) - uses headquarters to open breaches through minefields (4.43) C - Combat between units 1 - Firing Both players simultaneously fire their CU at enemy units (5.1) 2 - Losses Players simultaneously apply the losses suffered by their units (6.1) 3 - Morale Checks Players simultaneously check the morale of all their units which were hit (6.2) 4 - Routs Units which failed their morale check rout to get out of range of enemy units (6.3). D - Reactive Player Maneuver 1 - Maneuver Preparation The reactive player determines the maneuver length he will use during his own Maneuver using the Reaction Table and moves the reactive player maneuver marker this many spaces to the right on the track (2.24) Except for phase 1, the reactive player’s maneuver phase is exactly like that of the active player; the roles are merely reversed. E - Combat Identical to phase C F - Player Alternating 1 - Equalization of the MP markers If the players have not spent the same number of MP during their respective maneuvers, the MP marker in the lesser space is moved to the same space as the other MP marker (2.25). 2 - Turn End? If the players still have MP available on the Maneuver Points Track [“Compteurs de Points de Manoeuvre”] and have both executed fewer than three maneuvers (see 2.21c) they return to phase B (2.25 c-d). 3 - End of Turn Adjust the Initiative/Victory (I/V) marker for geographical objectives captured (see 9.4), headquarters eliminated (see 6.4) and armored wrecks recovered (see 4.41). 4 - Retreat Declaration A player who is facing a severe loss of initiative on the track can declare a general retreat (see 8.1). 5 - Additional Turn Declaration An additional turn can be declared by either of the two players (see 8.2). The next turn begins at step A. 1 - OVERVIEW 1.1 The Dice The two players will each need two six-sided dice, denoted 1d6 and 2d6. 1.2 Scale a - The map: The vicinity of Tobrouk, a rectangle of around 200 km by 160 km. a’ - The superimposed hexgrid allows the players to clearly position their units; defines the type of terrain contained in each hex as well as that between two adjoining hexes; and regulates the movement and combat of counters on the map. b - Each hexagon (hex) on the map is approximately 6 km. To make it easy to find places on the map (initial setup, important sites) each hex is numbered, for example hex 2013 is Tobrouk. Time scale: the Gazala and Crusader scenarios each covers a battle of about three weeks; after which the intensity of fighting tends to decline. The game covers this period; each turn equals about 3 to 4 days, a scenario will normally last 6 turns (although the Battleaxe scenario lasts 2 turns). c - Scale of the counters: The counters used by the two players represent the military forces historically present in the area of battle. The counters are Units of battalion, regiment or brigade size. The Headquarters (HQ) counters represent command and logistics structures at the corps or army level. 1.3 The players’ forces 1.31 Combat Units (CU) a - Each counter has a silhouette representative of the CU concerned. For combat purposes a distinction is made between armored CU (reconnaissance, light and medium tanks) and unarmored CU (soldiers, guns, headquarters) (see 1.31e and 1.31f). a’ - Certain tanks also have a white arrow [Example, 51/Trieste - RKB], these are light or fragile tanks which are more vulnerable to enemy fire (5.6). b - The status of a CU will be shown by the number of strength steps it has. The strength of a CU reduces over the course of the game due to losses it suffers in combat (see 5.1g). c - Movement type. Units move differently according to the type of terrain moved through. There are three movement classes, foot units, motorized units, and mechanized units. CU movement is summarized in the Terrain Effects Table (p. 44, see 4.2). d - Weapons used by the different CU are not equally effective, letters show the caliber of certain weapons as well as their effective range, allowing them to engage the enemy before they reach it (see 5.2). e - The AP strength of a CU is what the unit uses to fire on an enemy unarmored unit. f - The AT strength of a CU is what the unit uses to fire on an enemy armored unit. g - The Morale of a CU represents its ability to endure enemy fire and losses. The morale of a “fresh” CU will be better than that of a worn unit. When certain CU are reduced, their morale appears as a black number on a yellow circle, this denotes that the unit is susceptible to surrender, see 6.4). 1.32 - Headquarters (HQ) a - Each HQ counter has a portrait of a commander with possibly a small tank silhouette to its right; this denotes the speciality of the HQ in commanding armored forces and supporting them, see 4.41. b - The HQ must not be too far from the CU to effectively provide command and supply, the command range shows the maximum distance of command/supply in hexes. c - As with CU, a HQ can be reduced as a result of combat or air attack. A HQ has a second side with a reduced command radius. This corresponds to a state of logistical disorganization (see 6.5). Remark: HQ are ‘personnel’ class targets. 1.33 Combat Groups (CG, in French “Groupement de Combat GC”) a - A CG allows the player to combine, into a single unit and hex, more CU than stacking would normally allow (see 7). The CG also represents the tactical doctrine used by the forces in each battle. b - If they desire, the players may replace certain of their CU with Combat Groups on the map; they then place the CU in the boxes of the CG display (“organiseur de GC”, on the back of the counter sheet). [The Commonwealth has 3 CG: XXXth Corps in yellow; XIIIth Corps in green; and VIIIth Army in blue. The Axis has four CG: 2 for the Afrika Korps on olive-green; one for Panzerarmee Afrika on yellow; and one for the CAM on pale beige. -RKB] [Clarification from the designer; for the Axis, the ‘artillery’ units allowed into a CG are those five CU that have the picture of an artillery piece, example 33/15Pz] 1.34 - Zones of Control Each UC exerts a ZoC into the adjoining hexes except when the terrain prohibits (minefields, all fortifications, crests if the UC is dug in, wadi and cliffs). This ZoC affects enemy movement (4.2e) and enemy supply (3). UC that are retreating and HQ never exert ZoC. 2 - INITIATIVE 2.1 - Initiative determination a - The players both consult the Table d’Initiative (Initiative Table, p. 46) - one of them rolls 1d6 - and checks the column corresponding to the Initiative/Victory value indicated by the “I/V” marker on the map track. Note: The Initiative Table allows you to determine which of the players will be the ‘active player’ and which the ‘reactive player’ during the turn. [Errata from VV35: In the ‘0’ column, line 4, replace the ‘C’ with a dash.] b - C and A results indicate Commonwealth and Axis players respectively have the initiative for the entire turn. c - Reroll the die on a “-” result. Note: for the first turn, the Initiative is given to one or the other side, for turns two and three, a “-” result gives the initiative to one side or the other, see the scenario rules [i.e., 11.2d, 11.4d, 11.5e -RKB]. c [should be d - RKB] - The player who has won the initiative decides which player will be the “active player” and which the “reactive player” for the turn. Note: For each entire game turn, each player will be one or the other. The player who has won the initiative makes the choice for the entire turn, in deciding to be active and go first, or to react and have the other player go first. 2.2 - Maneuvers 2.21 - Overview a - A game turn is composed first of a phase where both players participate; then a succession of alternating individual phases termed “active player maneuvers” and “reactive player maneuvers” which are repeated several times; and lastly an end phase. b - Maneuvers are done in succession, first by the active player, then by the reactive player, and so on. c - In each turn, the active player can execute a maximum of three maneuvers. d - Maneuvers occur in pairs: when the active player makes a maneuver, he automatically allows the reactive player a maneuver. d’ - As a result, during the course of a turn, the reactive player will never get more maneuvers than the active player decides to take (see detailed sequence of a game turn). Note: A game turn is broken up into several Maneuvers, of whatever length and undertaken successively by the active player then the reactive player and so on. However long the Maneuver a player makes, it ends with melee combats. 2.22 Movement Points (MP) a - The expenditure of MP allows a player to move their Units and use them to undertake various actions (see 4). b - In each turn the players may use a maximum of 10 MP, divided among the three Maneuvers possible. c - However many MP a player decides to use is how many MP each of his units will be able to spend during his movement phase. d - Given the system of alternating Maneuvers and the progressive loss of initiative on the map, it is nonetheless possible that one of the two players will be unable to use all of the MP allotted (exception to 2.22b). e - During the last maneuver of the turn, it can happen that the active player has more MP available than the limit of 10 (stipulated in 2.22b), in this case rule 2.22b takes priority. Note: Unit actions (movement, entrenching) are calculated in terms of MPs. As an MP is essentially a measure of a ‘unit of time’, it can be used to describe the length of time that Unit actions require on the map. 2.23 Active Player Maneuvers a - The active player decides how many MP he wishes to spend in this Maneuver. The base is 10 MP, minus any already spent in prior Maneuvers this turn (which is why players should keep track of how many MP have been spent thus far). b - Nonetheless, during a Maneuver, the active player will be limited in his expenditure of MPs. The maximum number of MP expendable during a single Maneuver depends upon the position of the marker on the I/V track (“Compteur d’Initiative/Victoire”). c - On the Maneuver Table (Table de Manoeuvre) the active player uses the column corresponding to his current Initiative. The I/V columns range from -5 to +5 , and are used equally by both sides. The player uses the side of the table with positive values if the I/V marker is in his favor; and uses the negative columns of the table if the I/V marker is in favor of the other player. d - In each column, spaces marked “Int” (“Interdit”, forbidden) show values that cannot be chosen by the active player (poor initiative limits the player in how many MP he can expend in a Maneuver, and vice-versa). e- The active player decides what line he will use for his Maneuver. This line shows in blue [in the leftmost column - RKB] the number of MP he will use. f - Also on this line, cross-indexed with the active player’s Initiative, the reactive player will find the maximum number of MP usable in his subsequent Maneuver (2.24a). g - The active player then adjusts his marker on the MP Track [“Compteurs de Points de Manoeuvre”] for how many MP he chooses to spend during his impulse. Note: The players will track the number of MP each has spent during each Maneuver on the MP Track on the map (the marker shows the number of MP remaining after equalizing the markers of both sides). 2.24 Reactive Player Maneuvers a - To determine how many MP he will use in his Maneuver, the reactive player merely reads off the Table de Manoeuvre the maximum number of MP he will be allowed to spend. Remember: He cross-indexes the column corresponding to the active player’s Initiative with the number of MP that the active player has just decided to use (row). b - The reactive player chooses how many MP he will use in his Maneuver; the number can be less than or equal to the amount allowed by the Table. c - The reactive player adjusts his marker on the MP Track for how many MP he will spend during his Maneuver. 2.25 Equalization of the MP Markers a - After the course of an active player Maneuver, followed by the reactive player’s Maneuver, the players equalize their respective markers on the Maneuver Track, by moving the one with the lesser value up to the larger value. b - MP lost during this equalization process are gone. c - If the markers are moved to 10 MP or if three Maneuver pairs (active and reactive) have been executed, the turn ends. d - Otherwise, the active player again executes a Maneuver followed by one for the reactive player and another equalization of the markers. [This is a translation of what the rules SAY. What I think they mean is this: the Active player looks at the column of numbers on the left side, numbered 1-10, and decides how many he wishes to spend this turn. He CANNOT choose a number of MPs to spend which, cross-indexed with his current initiative, would yield an “Int” result. Once the Active player has decided how many MP he will spend in his Maneuver, cross-index that number of MPs with the Active player’s current Initiative value - this tells how the maximum number of MP the Reactive player will have available to spend in his own Maneuver. The MP Track shows how many MP have been USED in this turn After each active/reactive Maneuver pair has been executed, move the MP marker that is in the lower-numbered box on the MP Track up to the same box as the other MP marker. For example, suppose that the I/V marker is 3 in favor of the Axis. One player rolls on the Initiative Table, and rolls a 6, thus the Commonwealth is the active player. Since his Initiative is therefore -3, he could not choose to spend more than 6 MP in a single Maneuver, because cross-indexing 7 with -3 yields an “Int” result. Suppose he chooses to spend 3 MP in this Maneuver: place the Commonwealth MP marker in the 3 box on the MP track: cross-indexing with the -3 column yields a result of 5, meaning the reactive player can spend up to 5 MP in his Maneuver. The Commonwealth player executes his Maneuver, using his 3 MP. Then the Axis player decides how many MP he will spend: suppose he decides to spend all 5 MP in his Maneuver. He executes his Maneuver with 5 MP. After his (reactive) maneuver has been executed, the Commonwealth marker is then moved from the 3 box to the 5 box with the Axis marker: the Commonwealth player forfeits the 2 MP difference, and has only 5 MP remaining to spend among the 2 (possible) remaining Maneuvers this turn. -RKB.] 3 - SUPPLY 3.1 - Overview a - In order for a unit to fight effectively, it must be supplied. For this, a supply path must be traced between a supply source marked on the map and the unit in question. b - For each unit, the supply check is made at the start of each turn during the administrative phase and remains valid until the administrative phase of the following turn. c - Use the appropriate markers to denote the supply status of units. d - Command and Supply ranges Count the number of hexes BETWEEN the supply source and the headquarters (do not count the hexes containing the supply source or the headquarters) or between the headquarters and CU (or simply the hex where the headquarters is undertaking a specific maneuver, 4.3). The path does not need to be a straight line. e - Valid Supply Path A valid supply path between the supply source and headquarters or headquarters and unit must be within the headquarters’ command and supply range and may not pass through a forbidden hex: - a hex or hexside that contains uncrossable terrain - a hex containing an enemy unit - a hex threatened by the fire of a non-routed enemy unit (i.e. enemy ZoC) - an unbreached minefield hex 3.2 Supply Sources a - Supply sources for the Axis are the Benghazi road [starts in 2402 - RKB] (all of the hexes the road passes through, from the northwest map edge to where it is cut by one of the items listed in 3.1e); and the 6 hexes of the northwest map edge [1501 - 2001, marked with green on the map - RKB]. b - Supply sources for the Commonwealth are the Alexandria road [starts in 1030 - RKB] and all the hexes it passes through from the east map edge until it is cut by one of the items listed in 3.1e; and the 5 hexes on the east edge of the map [0430 -0830 - RKB]. 3.3 Headquarters Supply a - Headquarters are either Supplied, or Unsupplied (their supply path to the supply source has been cut). b - A headquarters is supplied if it can trace a valid supply path to its supply source. Otherwise, the headquarters is Unsupplied. c - During the headquarters supply phase, players will each place an appropriate marker on their Unsupplied headquarters. [Unsupplied markers have the letters CR - coupure de ravitaillement - in the top left corner and a picture of a dripping gas can - RKB]. c’ - A supplied headquarters then becomes the supply center for the CU under its command but not for another headquarters. d - Each headquarters which already has an Unsupplied marker and is still in this status: - retains its Unsupplied marker, and - moves the I/V marker one space in the opponent’s favor 3.4 Combat Unit Supply a - During the CU supply phase, the players check the supply status of each of their CU. a’ - These CU are either Supplied, Unsupplied, or Out of Supply for the entire turn. b - A CU can be supplied in either of two ways: directly from the supply source or by a headquarters which commands it. 3.5 Supply from the Source A CU is supplied from the source if it is in or adjacent to a friendly supply source hex. 3.6 CU supply by Headquarters a - In order for a CU to be supplied by its headquarters, this headquarters must itself be supplied for that turn, and: b - a valid supply path must be traceable between the headquarters and the combat unit (3.1e); c - the CU must be supplied by the headquarters that normally commands it; a Corps headquarters can however supply two CU which do not belong to it; an Army headquarters can supply three such CU. c’ - A headquarters and the CU that are attached to it are distinguished by having the same colored bar behind their unit identification (Ex: green for the Commonwealth XIII corps). d - Supply is exactly the same for CU that are in a CG (however, see 7.32a). 3.7 Marker Placement is done in the following order. a - Players place Unsupplied (CR) markers on their units which are Unsupplied. Note: The CU are no longer supplied by the classic supply chain which either passes through their headquarters or directly to them (either due to enemy action or distance). Units in this situation conserve what supply and ammunition remains. b- Players place Out of Supply (RE) markers on their units which have been unsupplied for one or more turns. Note: they indicate the units which have been unsupplied for an entire turn or more. The effects on the unit’s combat, movement and morale are more serious c - Players note the reestablishment of supply on their CU which are once again supplied by removing any Unsupplied and Out of Supply markers. 3.8 Tobrouk a - During the headquarters supply phase, because of its substantial depots, the city may be declared a ‘limited supply source’ by the Commonwealth player, if it was not already designated such by the scenario. b - At the same time, a Tobrouk headquarters is created: it has the ability to command and supply two entire divisions AND two CU as well. c - Whatever its supply situation and while it exists, this headquarters is nonetheless subject to rule 3.3d; this is an exception. [Every turn that the Tobrouk headquarters exists and is unable to trace a supply path to the Alexandria road, and is already marked with an Unsupplied marker, the I/V marker is moved one space in the Axis’ favor - RKB] d - If, during the game, the city of Tobrouk is again connected to the Alexandria road supply source, the headquarters may be dissolved and, at the same time, Tobrouk loses its special status. Rule 3.3d no longer applies. Note: In the Crusader scenario, the headquarters exists and it is unable to trace a valid supply path to the Alexandria road, it thus suffers the effects of the rule, even if it is able to supply the units under its command around Tobrouk. In practice, then, the I/V marker will be moved beginning on the second game turn. 3.9 Effects of Supply a - The absence of supply affects a CU’s movement (see 4.2d), combat (see 5.7), ability to enter a CG (see 7.32a), and its morale (6.22d). b - The absence of supply affects a headquarters’ movement (see 4.2d), prevents it from supplying CU under its command (see 3.6), prevents it from repairing armored wrecks (see 4.41b), prevents it from breaching minefields (see 4.43a) and causes the I/V marker to be moved (see 3.3d). 4 - UNIT MANEUVER 4.1 Overview a - During a Maneuver phase, the players must finish the actions and movement of a unit or stack of units before beginning to move the next. b - reminder: Any action undertaken by a unit costs Movement Points; only firing does not require the prior expenditure of MP by a unit. b’ - Movement and action costs are summarized in the Movement Costs Table (“Table de Movement”, p. 44). 4.2 Moving a Unit a - Combat Groups (CG) When moving a CG, on the table where it lists motorized and mechanized movement costs, choose the higher cost (in blue). a’ - Moving a CU into a CG costs 2 MP (see also 7.32b). b - Reconnaissance CU On the table where it lists the movement costs for motorized and mechanized units, choose the lesser cost (in red). [I believe the movement costs table is incorrect as to the red and blue numbers. 4.2a indicates that the blue numbers should be the higher of the mechanized/motorized, and 4.2b indicates that the red numbers should be the lower. On the table in the magazine this is clearly NOT the case. I suspect that Combat Groups should use the motorized values for Clear terrain and Track, and the mechanized value for Road; and recon units should use the mechanized values for Clear terrain and Track, and the motorized value for Road - RKB] c - Rapid Movement (counter with ‘D.R.’ in top left corner, picture of a truck) A player can choose to put his units into Rapid Movement at the start of his maneuver phase. The player chooses to place or remove the marker on the unit (markers once placed remain on the unit until the next maneuver phase unless the unit Retreats). c’ - In order for a unit to be placed into Rapid Movement, it must be supplied, must not Retreat, and may not begin, end or move next to an enemy unit; the enemy is, however, free to move adjacent to the rapid movement unit. c’’ - Units in Rapid Movement divide all movement costs in half during movement; but they become more vulnerable in combat (1 column shift, see 5.11). d - Units Out of Supply (“RE”) An unit which is marked Out of Supply pays twice the normal MP costs of a foot-infantry unit. e - Movement into enemy contact Any unit which enters a hex where it could be the target of enemy fire (i.e. enemy ZoC) pays 1 extra MP for its move. Further, a unit may not move into contact with the enemy unless it started movement within the command radius of the headquarters which commands it. [Note that Q&A 6 implies that Retreating units do not have ZOC and therefore do not cause enemy units to spend 1 extra MP to move next to them - RKB] 4.3 Entrenched Units [marker shows a machinegun above sandbags] a - Non-armored units may entrench at a cost of 2 MP; armored units may entrench at a cost of 3 MP. b - A unit may entrench if it is supplied, out of range of enemy fire, not in Retreat and not in Rapid Movement status. c - The player places an Entrenchment marker on a unit which entrenches and, inversely, removes the marker if the unit moves in any way. d - An entrenched unit is better protected from enemy fire which receives a -1 die roll modifier; in addition infantry CU gain one skill level (see 5.2c); last, an entrenched CU has a -1 die roll modifier when checking morale (6.22c). 4.4 Headquarters 4.41 Repairing Armored Vehicle Wrecks a - At the end of each combat where armored CU suffer losses, a wreck marker [“Epave” in the top left corner, picture of a wrecked halftrack] is placed in the hex. a’ - This rule does not apply to light or fragile armored CU (1.31a) nor to reconnaissance CU. b - An armored corps headquarters (1.32a) which is in supply and able to trace a valid supply path (3.1e) to a wreck marker which is within its command radius and not subject to enemy fire, may repair the wreck by spending 3 MP. The player removes the wreck marker from the map and keeps it. c - For every three wreck markers repaired, a player gains 1 armored replacement step and can apply this replacement step to an armored unit which is supplied by his armored corps headquarters. The unit gaining the step must not be under enemy fire at the moment of replacement. The replacement step may be kept in reserve if no unit meets the criteria for replacement. d - Also, for every three markers repaired, the player moves the I/V marker one box in his favor. d’ - Double and even triple wreck markers are supplied; players may use them to avoid stacks of markers. [Note that each wreck must be repaired separately, per Q&A 2 - RKB] 4.42 Reorganization of a Retreating unit a - A CU which is Retreating can be reorganized if it can trace a valid supply path to its headquarters (3.1e) and is not in contact with enemy CU which could fight it (see also 6.3 Retreating units). b - The reorganization is automatic for the CU but costs the headquarters 1 MP. c - A player who reorganizes his retreating CU flips the retreat marker on the CU; after this the reorganized CU may not move at all. c’ - Flipped retreat markers are removed after all combat at the end of the maneuver. 4.43 Mines a - During a Maneuver a supplied HQ can open a breach through a minefield which is in a hex empty of enemy units, out of range of their firing, and to which he traces a valid supply path. a’ - The HQ then spends 4 MP to open a passage through the minefield. The player places a marker [showing a mine with a small flag next to it against a background of tan hill silhouette] in the hex with the breached minefield. b - A valid supply path can be traced through a breached minefield. c - In a hex with a breached minefield, the combat modifiers remain, but the movement costs change (see the Table de Mouvement, p. 44) [per Q&A 3, minefields are on the hexsides rather than in the hex, and therefore each hexside of mines must be breached separately - RKB] 5 - FIRING 5.1 - Overview a - There are two varieties of fire combat in the game: offensive fire and defensive fire. All fires are resolved in the same manner during the combat phase. The offensive/defensive distinction is based on who is firing. The maneuvering player executes offensive fires, the other player executes defensive fires. a’ - Firing by the CU of each side is resolved simultaneously. For ease of play, the maneuvering player executes his fires first. b - During the combat phase, any CU in contact with the enemy can fire at one enemy unit (but see entrenched CU, 5.10c and retreating CU 5.12a). c - A unit may be fired upon by multiple enemy CU during each fire phase. d - A CU may fire into one of the six adjacent hexes but not through a forbidden hexside (cliff or sea). e - CU use their AP strength against unarmored targets (1.31e) and their AT strength against armored targets (1.31f). f - All firing is resolved on the Universal Fire Table (“Table Universelle des Tirs, p. 46); players use the (cumulative) combat modifiers to resolve CU firing. This results in adding or subtracting points to the die roll or shifting fire columns to left or right of the initial column. g - A ‘T’ result suffered by a CU means that it must check its morale after all firing is done; a T1 or T2 result indicates that the CU loses one or two steps of strength and must check morale after all firing is done (see 6.1). 5.2 - Weapon Effectiveness a - Any CU firing on an enemy is subject to a weapons effectiveness modifier (see 1.31d). a’ - If the weapons effectiveness of the target is better than that of the firer, as many points are subtracted from the die as there are steps of difference between the effectivenesses. b - CU weapons effectiveness ranges from a high of ‘A’ to a low of ‘D’. c - Entrenched infantry CU gain one weapons effectiveness level (a D-class infantry unit which is entrenched is considered as C-class, equal to tanks in terms of fire priority). d - Artillery CU which are fired upon do not generate die roll penalties due to weapons effectiveness if they moved in the preceding maneuver. 5.3 - Coordinated Attacks a - Several non-Retreating CU which are from the same division or in the same hex can effectively coordinate their firing at the same target; their respective shots benefit from a 1 column rightward shift on the UFT. b - Exception: Firing cannot be coordinated in the following two cases: - A Commonwealth armored CU with a Commonwealth non-armored CU - CU of different nationalities (Axis and Commonwealth) c - Each of the CU benefiting from the coordination has its shot modified by a one column shift to the right on the UFT (the maximum shift is one column). 5.4 - Artillery a - A supplied headquarters can provide artillery support against an enemy-occupied hex during the fire phase. b - Only the maneuvering player uses his artillery in combat. [Q&A 9 implies that only the ACTIVE player gets to use artillery- RKB] c - A HQ does not spend MP to use its artillery, but the player must have executed a maneuver of at least 4 MP during the Maneuver Preparation Phase. d - A hex which is to be the target of artillery must be no more than 3 hexes from the headquarters (count 3 hexes between the HQ and the artillery target). e - During his maneuver the player places the ‘artillery support’ markers [picture of a gun, “Art/??” across the top, “1D’ in bottom right] of his headquarters that are able to use them; all of the enemy units which are covered by such a marker are affected by the artillery support. f - CU which fire on an enemy unit covered by an artillery support marker benefit from a one column shift to the right. g - A maximum of two artillery support markers may be placed in a hex; this would provide two column shifts to the right for firing on the targeted units. h - At the end of the fire phase, the artillery support markers are removed. i - During the administrative phase, the Axis player has the option of having two units (regimental artillery detachments 15/33 and 21/155) appear within 3 hexes of the Afrika Korps headquarters. These are actual combat units; but the headquarters loses its artillery support capability. The operation is reversible so long as both 15/33 and 21/155 still exist. 5.5 Air Support a - At the start of a Maneuver, the phasing player can call upon his air force to bombard the enemy. For this, he first moves the I/V marker one space in his opponent’s favor. [The example of play, 10.B second paragraph, indicates that it is one I/V marker space each time you use air support, not one space per squadron used - RKB] b - The aircraft squadrons available to the players are specified in the scenarios. c - A maximum of one squadron may target a hex. d - The squadron however targets all of the units in that hex. e - A shot is taken against each unit in the hex. Use the squadron’s AT strength against armored units, and its AP strength against unarmored units; the modifiers listed under the fire table apply. f - After the air attacks by the maneuvering player, the player who suffered them reduces his units as necessary (6.1), checks their morale (6.2) and executes retreats but only for units in contact with the enemy (6.3). f’ - Finally, at the end of the Air Strike phase, the squadron counters remain in place on the targeted hexes and become the equivalent of artillery support markers for the following combat phase (see 5.4f). Remark: The squadrons are not however counted against the limit of artillery support (5.4g). 5.6 Fragile Tanks When a CU fires its AT strength against an armored unit with fragile tanks (white arrow, see 1.31a’), the shot is resolved with two column shifts to the right on the UFT. 5.7 Firing and Supply a - A CU which is firing while Unsupplied [“CR” marker] has a penalty of one column shift to the left on the UFT. b - A CU which is firing while Out of Supply {“RE” marker] has a penalty of two column shifts to the left on the UFT. 5.8 - Terrain Effects on Combat a - The terrain type of the firer’s and target’s hexes affect the fire resolution on the UFT (see the modifiers under the UFT). b - For firing, a distinction is made between terrain within a hex (where the shot is against a target in a particular terrain type) and terrain along a hexside (where shooting at the enemy unit must be across the hexside: mines, crest, escarpment); see the UFT modifiers due to terrain. c - The terrain modifier due to a crest is always applied when shooting at entrenched units behind the crest (4.32) or, after a maneuver, when a CU arrives in contact with an enemy which is already behind the crest. d - Minefields, although they are shown along a hexside, are nonetheless in the hex and therefore benefit the unit in the hex. [This contradicts Q&A 3, but I believe what it is trying to say is that while the minefield is located on a hexside, it only benefits the unit in whose hex it is shown, even though both units are firing across the minefield - RKB] 5.9 Minefields and Firing a - If a CU of the active player fires on a unit that benefits from a minefield, the shot suffers a penalty of -1 or -2 to the die roll depending upon the nature of the minefield (see the scenarios). b - Defensive fires of units benefiting from minefields are resolved normally. 5.10 Entrenchments and Firing a - If one of the active player’s CUs fires on an entrenched unit, the shot is resolved with a -1 die roll modifier penalty. b - Defensive fires of entrenched CU are resolved normally (see 5.2c). c - CU which are entrenched do not have offensive fires; however, they are not subject to enemy defensive fire. c’ - A CU’s entrenched status is not mandatory and the CU could execute an unmodified offensive fire, but only by abandoning its entrenched status; the Entrenched marker is removed. 5.11 Rapid Movement and Firing a - Units which are marked with Rapid Movement fire with a one column shift to the left on the UFT. b - Inversely, CU firing on a unit marked with Rapid Movement benefit from a one column shift to the right on the UFT (4.2c’’). 5.12 Retreating Unit Fires a - Retreating CU can execute defensive fires but not offensive fires. b - Retreating units [which fire defensively] suffer a penalty of two column shifts to the left on the UFT. 6 - COMBAT RESULTS 6.1 - Overview a - As a result of a shot that causes a morale check (‘T’ result) and eventually after T1 and T2 losses, the players put markers on the CU that were hit. The results are not applied until all firing by both players is resolved (because firing is simultaneous). b - After firing is completed a CU may have been hit multiple times and have several T, T1 and T2 results against it; they are cumulative. c - After all firing is completed the players apply step losses (T1 and T2 markers) on their CU. d - Any CU which suffered a T1 loses 1 strength step; any CU which suffered a T2 loses 2 steps of strength. Affected CU are either flipped or replaced by a weaker counter, or removed from the game if eliminated entirely (1.31b). e - T1 and T2 markers are double-sided: once the step loss has been applied, the marker is flipped and becomes a ‘T’, showing that the affected unit‘s morale will need to be checked. 6.2 - Morale Check (“Test de Moral”) 6.21 - Overview A CU’s morale is checked by rolling 2d6 (this is the only time where the dice are rolled together). - If the dice roll is less than or equal to the morale indicated on the CU’s current face, the player simply removes the morale check marker and nothing happens. - If the dice roll is greater than the CU’s current morale, the player replaces the morale check [“T”] marker with a Retreat [“Retraite”] marker. 6.22 Morale Check modifiers a - All the morale check modifiers are cumulative. b - If, after losses are applied, a CU is covered with several morale check markers, only a single dice roll will take place, but with a +1 modifier for each morale check marker after the first (example: a CU with 2 morale check markers will have a +1 modifier to its dice roll; one with four markers would have a +3 to its dice roll). c - An Entrenched CU receives a -1 dice roll modifier to its morale check. d - An Unsupplied [“CR”] CU has its morale check dice roll modified by +1. e - A Retreating CU has its morale check modified by +1. f - Optional: For the Axis player, one CU stacked with or adjacent to the Afrika Korps headquarters receives a -1 dice roll modifier to its morale check. 6.3 - Retreat [“Retraite”] a - At the conclusion of morale checks, CU which are covered by Retreat [Retraite] markers must retreat towards their lines in such a way as to be away from enemy fire; these retreat movements are simultaneous. b - A CU must not be under enemy fire [i.e., in contact with an enemy unit that could fire at it, presumably offensive fire only -RKB] at the end of its retreat. c - It is moved as many hexes as necessary, without however crossing impassable terrain or unbreached minefields; the CU can however move through friendly units. c’ - A retreating CU moves the minimum number of hexes required to conform to rule 6.3c. d - If a CU has a choice between several retreat directions, it will move towards its supply source if possible. 6.4 - Surrender a - A CU which is unable to end its retreat safe from enemy fire surrenders and is removed from the game (the CU might be blocked by enemy units, impassable terrain or a minefield). b - A retreating CU which is again the target of enemy fire has a penalty of +1 applied to its morale check dice roll. c - A CU whose current morale shown as a black number printed on a yellow circle, which fails a morale check surrenders and is removed from the game. c’ - Exception to rule 6.4c: The surrender does not occur if the CU is stacked with a unit which is not in retreat. 6.5 - Headquarters and Combat a - A headquarters is a Personnel-type unit but does not fight and therefore does not check morale. b - A headquarters which is targeted suffers losses and is flipped the first time a shot or bombardment succeeds. Further losses on an already-reduced headquarters do not produce further reductions. c - At the owning player’s option, a headquarters can automatically avoid combat by displacing every time it is threatened with being under enemy fire. d - The headquarters displaces by as many hexes as necessary without however crossing impassable terrain or unbreached minefields; it can however pass through a friendly unit. d’ - A headquarters which displaces moves the minimum number of hexes necessary to conform to rule 6.5d. e - A headquarters totally encircled by the enemy or impassable terrain is eliminated. f - An eliminated headquarters can, at the owning player’s option, reenter the game via a friendly supply source hex in the next turn. A headquarters can reenter the game several times but always on its reduced side, and its return always moves the I/V marker two spaces in the opponent’s favor. 7 - STACKING 7.1 - Friendly units can voluntarily stack several in a hex, according to certain restrictions. Two opposing CU can never stack at any point in the game. [Clarification from the designer - stacking applies at the end of movement, not during] b - Stacking CU is voluntary. Basically, you can stack in a hex: - two infantry CU + one other CU with at most 2 strength steps - one infantry CU and one armored CU + one other CU with at most 2 strength steps c - Remark: Headquarters do not count against stacking limitations and may thus be placed as the player desires. d - Combat Groups [CG] allow additional CU to be stacked in a hex (7.3). e - Retreat is not a voluntary movement; therefore a retreating CU does not count against the stacking limits of 7.1b. 7.2 - Stacking and Army Corps Friendly units which are voluntarily in the same hex are supplied by the same headquarters (a retreat is not a voluntary movement). Remember: A headquarters can command or supply two or three CU initially attached to another headquarters (see 3.6c). 7.3 - Combat Groups [in French, Groupements de Combat, “GC”] 7.31 - Overview a - A Combat Group allows its side to optimize unit stacking; the exact stacking limits inside a CG are noted on the counter and the CG organization display [“Organiseur de GC”] on the back of the counter sheet. b - A CG may not voluntarily stack with other units on the map, regardless of the units contained in the CG. c - A moving CG may not enter a hex containing another unit. d - The formation’s size somewhat reduces its mobility (see 4.2a). e - Within the CG, all firing is resolved normally and all the fire modifiers apply. f - The component CU suffer losses, take morale checks and retreat normally (but see 7.33c). g - CG either exist at the start of the game or are created during the administrative sequence; this action is done simultaneously by both players. h - A CG is subordinate to its headquarters; it can thus be created within the limits of those available by headquarters; look at the respective CG displays. In addition, only CU of that headquarters may enter the CG (7.2 therefore does not apply within a CG). 7.32 - CG Creation a - During the administrative phase, from a supplied headquarters the player simply places the CG on the map: - out of enemy fire - within the command range - a valid supply path must be traceable between the headquarters and the CG. b - During the maneuver phase, CU enter the CG’s hex by paying the normal cost to enter the hex +2 MP to enter the CG (4.2a’). A CU which has entered its CG is removed from the map and placed on the CG Organization Display by the player. c - CU may not enter the CG if they are in contact with the enemy. 7.33 - Dissolving CG a - Dissolving a CG does not cost its component units any MP. b - During his maneuver, a player may voluntarily dissolve a CG, replacing the CG marker on the map with the CU it represents. b’ - Overstacking problems created by the dissolution of the CG must be resolved by the end of the player’s maneuver. c - As a result of combat, a CG may be ‘exploded’ by the retreat or elimination of one or more component units. The CG is immediately removed from the map and replaced by the CU it represented less any losses and retreats (per 7.33b). 8 - END OF TURN 8.1 General Retreat a - If, on the Initiative/Victory track, the I/V marker is on a red space [not really red, these are the 3, 4 and 5 spaces with “Retraite d’armée possible” in them - RKB], the player who is losing may declare his army in general retreat during the turn end phase. b - All of the opposing player’s geographical victory points no longer count (9.4d); the marker is readjusted so as to deduct from the winning player those initiative points that correspond to the geographical objectives he possesses. c - From the next turn onwards, losses suffered by the retreating army count double. c’ - For an army in general retreat, any unit which is unable to exit the map through its supply source edge is considered eliminated. [I don’t think that units of an army which is in retreat are considered themselves to be retreating for purposes of 6.3, but it is not clear - RKB] 8.2 The Supplementary Turn a - At the end of the last turn of the game each of the two players has the right to demand an additional game turn at the cost of moving the I/V marker one space in his opponent’s favor. b - The players’ choices must be written on a piece of paper and announced simultaneously (it is possible that both players will wish to continue; the turn is then played without adjusting the I/V marker). 9 - VICTORY CONDITIONS 9.1 - Overview a - At the end of the game victory belongs to whoever has the initiative on the I/V Marker Track [“Compteur d’Initiative/Victoire”]. An Initiative of “0” is a draw. b - The victory conditions vary depending on the scenario being played. 9.2 - Bidding for sides If the players cannot agree on which sides to pay, they can bid; whoever offers the most spaces on the I/V marker to the other player gets his choice of side but the I/V marker will be moved in his opponent’s favor that many spaces. 9.3 - Eliminated Units a - Any unit eliminated is considered lost (a reduced unit is not eliminated), any unit which leaves the game is considered lost, except in the case of a general retreat (see 8.1). b - At the end of each turn, the players count the losses (any unit lost is counted only once except for headquarters which can reenter the game). According to the scenario, the difference in losses moves the I/V marker from one to three spaces in favor of whoever had the fewer losses. c - To count the losses, count 1 point per strength step (1.31b) of unarmored units, and 2 points per strength step of armored units (remember: in case of a general retreat, losses count double, 8.1). c’ - To count the strength steps of a CU, refer to its initial strength. Example: The 7th Armored brigade of the 7th Armored division initially has 6 steps of strength and is worth 12 points if it is totally eliminated; in contrast, the 104th regiment of the 21st Panzer division begins Crusader with only 3 strength steps, if that combat unit is eliminated it is only worth 3 points. 9.4 - Geographical Objectives a - Capturing the city of Tobrouk with its depots moves the I/V marker two spaces in your favor. b - Capturing secondary objectives (red or blue circles depending upon the scenario) also moves the I/V marker in your favor. b’ - Players count the secondary objectives acquired in multiples of three, and move the I/V marker one space for each bundle of 3, 6 or 9 objectives acquired. c - The scenarios take into account the geographical objectives initially held by both sides; that is why the two sides do not start on the same space of the I/V marker. d - If a general retreat occurs, the player who declared it loses two spaces on the I/V track if he had Tobrouk. Further, he loses 1 space if he had at least 3 secondary objectives, 2 spaces if he had at least 6 or 3 spaces if he had all 9 secondary objectives. [The secondary objectives are as follows: Crusader (red): 1030; Halfaya Pass 1028; Bardia 1527; 2402; Gazala 2104; El Mrassa 2109; Bir Lefa 1510; El Adem 1612; Bir el Gubi 1014 Gazala (blue): 2402; Sidi Rezegh 1515; Gambut 1619; Sidi Omar 0923; Hafid Crest 1225; Fort Capuzzo 1227; Solum 1228; Halfaya Pass 1028; 1030 - RKB] 9.5 - Other I/V Marker Movement a - During each administrative phase, players count up the number of Unsupplied [“CR”] headquarters (3.3d, 3.8). b - During the maneuver phases, the players count the number of armored wrecks repaired, moving the marker one space for every three wrecks repaired (4.41). c - During the maneuver phase, players count the number of Air Strikes that they executed and move the marker one space per raid (5.5) [NOT per squadron, see the example of play 10.B second paragraph - RKB]. d - Prolonging the game by an additional turn after the last game turn (8.2). Note: If you look at the history of the War in the Desert, the Tobrouk region saw the passage of opposing columns moving through towards Cairo or Tunis, the ultimate objectives of the campaign. In the game, the Tobrouk area is a way station necessary for the armies’ future progress, but not the final goal. Whoever occupies it will gain an advantage for subsequent fighting (like the destruction of enemy forces etc.) The I/V marker shows the progressive victory of one of the two sides by considering everything which could gain the Initiative for further operations. this is the extended example of play and scenario setups ... 10 - EXAMPLE OF PLAY Battleaxe [from the back of the mapsheet - RKB] Setup a) The German units begin entrenched (11.1c); note that the tanks of 21 Pz are in reserve, they cannot move without being released and are set up in Bel Hamed 1616, El Duda 1615 and 1716; the CG doesn’t exist as the tanks cannot stack (7.1). Afrika Korps HQ is in Gambout 1619. b) The XXXth Corps CG (0626) is in hex 0727 at the start of the game and already contains 4th and 7th Armored Brigades and the Support Group. XXXth Corps and 11th Hussars begins at Bir el Khireigat 0726, adjacent to their setup hex (11.1d). A) Administrative Phase: Both players check the supply status of their headquarters, tracing valid supply paths to their supply sources (3.1e). The Afrika Korps headquarters is on the Via Balbia, XXXth Corps HQ is in the desert but traces to the east edge hex 0729 by counting three hexes between them (3.1d), which is much less than its command/supply range of 9 hexes. The players both check the supply status of their combat units. Trento is an Italian combat unit, but it can be supplied by the Afrika Korps HQ (3.6c). The two units in Capuzzo are supplied from their source along the Via Balbia. Remark: they are too far from their headquarters, even cutting across the desert (11 hexes between the headquarters and the units). The two units in Halfaya Pass are too far from their headquarters and cannot be supplied from the source. Even though adjacent to the Via Balbia, they cannot reach hex 1128 across impassable terrain and hex 1129 is under enemy fire (3.1e). Note however that on turn 1 all units are supplied (11.1c), the supply problem is therefore under control for the moment. Afrika Korps headquarters probably wants to move forward so as to provide supply to the combat units under its command at the start of the next turn, however. Next, the Axis player prepares two CG (CG “AK1” in hex 1117 and CG “AK2” in hex 1021); the placement is free but must be done during the administrative phase (note that the 21st Pz combat units in reserve are not released by this. The Commonwealth player already has a CG on the map at the start of the scenario, which saves him the cost of putting units into it (4.2a’). Initiative is not determined during the first turn because the scenario gives it to the Commonwealth player (11.5e) who naturally chooses to be the active player (2.1d). B) Active player maneuver The Commonwealth player decides the length of his maneuver. Right now, the I/V marker is placed at the start and is thus in the “0” zone, where neither side has a real advantage. As a result, on the Maneuver Table, the Commonwealth player uses the “0” column (2.23c). He can choose to use up to 8 MP during his maneuver, the last two spaces corresponding to the 9 MP and 10 MP lines being forbidden [“INT”] (2.23d). He chooses the 5 MP line; this means that he will use 5 MP and his opponent (during the reactive player’s maneuver) will also use 5 MP (5 MP line cross-indexed with active player’s initiative of ‘0’ indicates a ‘5’ result, 2.24a). The 5 MP are sufficient for the active player’s units to reach all of the objectives that he has decided upon for this maneuver; also, spending 5 MP allows the player to use his corps artillery (5.4c). The last thing for the Commonwealth player to do is adjust his marker to the 5 space on the MP Track [“Compteur de Points de Manoeuvre”]. The Commonwealth player keeps all of his units in combat mode (4.2c) and decides to strike hard by calling in air strikes and thus has 2 squadrons which he places on Capuzzo (1227) and the Hafid Crest (1225). He then moves the I/V marker one space in his opponent’s favor (5.5a). The air strikes are then resolved. The 606 LW suffers an AP shot of 5; artillery are personnel-class units. A ‘3’ is rolled, modified by -1 for the entrenchment (4.3d) giving a final result of 2 on the 5 column of the UFT: no result. The crest does not add a modifier as the attack is not made across it (5.8b). The units in Capuzzo are both attacked by the other squadron which affects both units in the hex at the same time (5.5d), the 15Pz/15 with an AP strength of 5 and the 15Pz/33PJ with an AT strength of 3 (5.5e). The 15Pz/15 is forced to check morale immediately (5.5f). Two dice are rolled (6.21), double sixes, modified for the entrenchment for a final result of 11, which exceeds its morale; it receives a retreat marker (6.21). However it does not have to execute its retreat move yet, since it is not currently in contact with an enemy able to fire upon it (6.3a). Finally, the two squadrons become artillery markers (without range limits) for the combats to follow. The Commonwealth player decides to use his artillery on Halfaya Pass (1028) which is within his headquarters’ range (5.4d) and begins to move his units. 11 Hussars (hex 0824; 3 x 1/2 MP for the desert hexes + 1 MP to enter into enemy contact, 4.2e); CG XXX Corps (hex 1125); 4 Ind/11Br and 4 Ind/Reco (hex 1129); 201 Guard (Solum 1228: 3 x 1/4 MP for the road and +1 MP for entering into enemy contact with the Halfaya pass hex +1 for entering into enemy contact with the enemy in Capuzzo). Remark: A combat unit is only required to stop by its limit of 4 MP for the maneuver in progress. [But this Maneuver was for 5 MP, per sentence 5 of this section? - RKB] The Commonwealth player does not do any special maneuvers with his units. C) Combat Phase The Commonwealth player fires his units first (5.1a’). At Capuzzo, the 201st Gd fires with its AT strength of 3 (-1 to the die roll because of the target’s entrenched status and the crest) against the 15Pz/33PJ: result “Test”, a “T” marker is placed on the 15Pz/33PJ. At Hafid, the entire Combat Group attacks the 606 LW: the 7th Ar/7Br uses its AP strength of 8, modified one column to the right for coordinated action (5.3), with another armored CU. In addition, the target unit suffered a bombardment equivalent to artillery support (5.5f’). The shot takes place then on the 10 column but the die is modified for the entrenchment (-1), the crest (-1, 5.8b), and by Fire Priority (-2 between letters ‘c’ and ‘a’, 5.2). The total die roll modifier is -4. Result is a “Test”. The 7Ar/4Br fires on the 11 column (base 9 column +1 for artillery +1 for coordinated action) and the shot has a -4 die roll modifier. Result is “Test”. The 7Ar/Support Group fires on the 3 column (base 2 column, +1 artillery, but there is no coordination between English infantry and tanks) and the shot is modified by -3. No result. After all the firing, 2 “Test” markers are on top of the 606 LW. After the Commonwealth player has finished his other combats, the artillery markers are removed and it is the Axis player’s turn to respond. At Capuzzo, the 15Pz/15 fires on the 201 Gd with an AP strength of 5 (-2 columns because the firer is retreating), with no result. The 15Pz/33Pz fires with its AP strength of 1 with no result - there was no fire coordination for the Axis shots because one of the Axis units is retreating (5.3a). At Hafid the 606 LW fires on the 7Ar/4Br which is fragile [white arrow], for a column 8 shot (two column shifts for the AT strength). Result is a “T1”. After all Axis shots are resolved, losses are applied (6.1); the 7Ar/4Br loses one strength step (its counter is flipped to the back side), the ‘T1’ marker becomes a ‘T’. The Axis player checks for the 15Pz/33PJ (modified -1 for entrenched status) and fails: a Retreat [“Retraite”] marker is placed on this unit. The 606 LW is checked with a +1 for multiple checks (6.22b) but -1 for Entrenched status: it passes. The Commonwealth checks the 7Ar/4Br which fails and is covered with a Retreat [“Retraite”] marker. Both sides move their units which are under a Retreat marker. The 15Pz/15 and 15Pz/33PJ retreat into hex 1326 to escape enemy fire, the 7Ar/4Br also retreats (into 1026), but this causes the Combat Group to dissolve. The CG counter is removed from the map and replaced with the two remaining units in hex 1125 (7.33c). Next, the Axis player will execute a maneuver, a new simultaneous combat phase will take place and then the alternation where a new series of maneuvers will be declared. Note that the Commonwealth player now uses the -1 column on the chart. 11 - SCENARIOS 11.1 - Overview a - Approach March Units marked with an asterisk (*) can make an approach march of at most 8 hexes to get in place the morning of the offensive. The indicated hexes are the starting points of these units. Whatever the night move these units make before beginning the game, it must be accomplished within the stacking limits (6.0). [Clarification from the designer - this approach march cannot bring you into contact with the enemy] b - CG already exist for units making the approach march; they do not therefore have to spend MP to enter the CG (7.32b). c - Unless otherwise specified, units begin at full strength, supplied and entrenched. d - Units marked (#) can be placed in the specified hex or an adjacent hex. e - Victory points due to losses At the end of each turn count the losses according to rule 9.3 and apply whichever of the following cases applies: - If the difference in losses is at least 5 points, move the I/V marker one space in favor of whoever had the fewer losses. - if the difference in losses is at least 10 points, move the I/V marker two spaces in favor of whoever had the fewer losses. - if the difference in losses is at least 15 points, move the marker three spaces in favor of whoever had the fewer losses. f - Certain units changed from one battle to the next (armament and attachment), they have two sets of counters in the game. They can be distinguished by the presence of a yellow circle (Gazala) or a red square (Crusader, Battleaxe) on the modified CU; units which are not so marked appear in both scenarios. g - Armored Brigades Some were partially composed of fragile tanks. In the game, as the CU takes losses, the fragile tanks disappear; the white arrow isn’t present on the reduced counter. 11.2 - Historical Gazala a - The game length is six turns, plus a possible seventh (8.2). b - All of the minefields exist. c - The secondary geographical victory objectives are marked with [red] circles. d - The Axis has the initiative for the first turn, and, on turns 2 and 3, “-” on the Initiative Table also gives the Axis the initiative (2.1c). e - Each player has an air force of three squadrons available for maneuvers. f - Axis setup - 200/15 and 361/15 (2202-2302); Group Hecker (2402); PanzerArmee HQ, 605 PzJäg. 606 LW and Afrika LW (#) - Sabratha Div. (2001-2101); Trento Div (1802-1901), XXIth Corps HQ and tanks (#) - Brescia Div (1702); Pavia Div. (1603); Xth Corps HQ and tanks (#) - Trieste Div. (1502*); Ariete Div. (1402*); XXth Corps HQ and CAM CG (#) - 21 Pz (1401*); 15 Pz (1301*); Afrika Korps HQ, AK1 CG, AK2 CG (#) - 90th Le Div (1201*); CG PZA (#) g - Axis Reinforcements Beginning on the 4th turn, the Italian Litorio division (133, 12 Bers., NJ) is available and simply appears in hex 2402 if the I/V marker is at 0 or less for the Axis. Otherwise it can still appear but causes the I/V marker to move one space in the Allies’ favor. h - Commonwealth setup (Note: The colors [in the magazine setup] correspond to the color bands on the counters, except for the English who have no color band). - 1st SA Div. (2103, 2003, 1903); Recce/1 SA (1904); 50 Div. (1804, 1605, 1505); Recce 50, 1AT br (1506); 32 ATR (1906); XIIIth Corps HQ (1512) - 1 FFL (Bir Hakeim 1106); 22/1Ar (1508); Sup Grp/1Ar and 22 Grd (Knightsbridge 1509); 2/1Ar and 4 Huss/1Ar (Bir Lefa 1510); 4/7Ar and 11 Huss/7Ar (1211); Sup. Grp/7Ar (1111); 7/7Ar (1112); 29 Ind Br. (Bir el Gubi 1014); 3 Ind. Br. (0907); XXXth Corps HQ (1313) - VIIIth Army HQ, 2 SA Div. (4, 6, Reco); 1 RTR and 6 RTR; 9 Ind. Br. (Tobrouk Fortified Camp); 5 Ind. Div. (5, 7, 11 and Reco) (within 5 hexes of Bardia 1527) i - The units of the English XIIIth Corps (green) cannot move west of the Gazala line of fortifications. This prohibition is lifted if the Commonwealth has an Initiative of +2 in its favor. j - The Indian 5th Division is in reserve; it is released if the Tobrouk Fortified Camp is attacked by the Axis or if the Commonwealth releases it at a cost of 1 space on the I/V track. k - The other units of the 8th Army are also in reserve: they are released as soon as the Initiative moves in one direction or the other. l - The VIIIth Army HQ has two artillery; it can create a CG from any Commonwealth unit on the map (exception to 7.31h). 11.3 Gazala (hypothetical) a - The deployment and all of the rules of scenario 11.2 apply, except rules 11.2i and 11.2j. b - For the Commonwealth player, the units in the Tobrouk Fortified Camp and the 5th Indian Division can be released on condition that there is an enemy unit within 3 hexes. 11.4 Crusader a - The game lasts 6 turns (plus a possible seventh, 8.2). b - Only the minefields on the eastern part of the map exist, as well as the Tobrouk Fortified Camp (exception: fire is modified by two columns to the left through the minefields of the fortified camp, instead of one column). c - The secondary geographical victory conditions are [blue] circles. d - The Commonwealth has the initiative on Turn 1, and on turns 2 and 3 a result of “-” on the Initiative Table also gives them the initiative (2.1c). e - Axis Setup - Brescia Div. (2110, 2010); Trento Div. (1910, 1811); Bologna Div. (1712, 1713); Pavia Div. (1711, 1612); HQ and tanks of the [Xth] Corps (#). - 155/90 Le (-1 step, see 11.4g) (1814) - Ariete Div. except NC (Bir el Gubi 1014); Trieste Div. except 65 (Bir Hakeim 1106); 65/Trieste (Retima 0911); XXth Corps HQ (#) - 3a/21Pz (1022); 33a/15Pz (1120); 580/90 Le (1218) - Det/21Pz/104 (see note g). Afrika LW, 606 PzJäg (Halfaya Pass 1028); Det/90Le, artillery 190/90 Le (Bardia 1527) - A/5/15Pz (-1 step), B/5/15 Pz (-1 step), 15/15Pz, 33 PzJäg/15Pz, 606 LW (-1 step); AK HQ (Gasr el Arid 1521 #) - A/8/21Pz (-1 step), B/8/21Pz (-1 step), 104/21Pz (-1 step). 39PzJäg/21Pz (Gambout 1619 #) - 288/90 Le (Zaafran 1618) - Savona Div. (0923, 0926), NC/Ariete (0925) f - The AK headquarters commands all the German units and 3 Italian units (exception to 3.4d). g - in Crusader and Battleaxe, there are two regimental detachments that cannot be ignored despite the scale of the game. These units appear in the game, but their parent regiment has been reduced by a strength step. h - Commonwealth setup - NZ Div. (4, 5, 6, Recce, Maori) (0729*); 11/4 Ind. (1030); 4 Ind Div. (5, 7, Recce), 1 AT Br. (0830*); XIIIth Corps HQ (#) - 4/7Ar, 22 Grd (0630*); 7/7Ar, Sup. Grp/7Ar (0430*); 1 SA Div. (1. 5. Recce) (0529); XXXth Corps HQ (#) - Oasian Grp, HQ VIIIth Army (0329*) - 70 Div (14, 16, 23 and Recce); 32 AT Br, 1 RTR, 4 RTR, 1/Pol, Tobrouk HQ (Tobrouk Fortified Camp) i - Reinforcements The 2nd South African Division is in reserve; it is released by the Commonwealth at a cost of 1 space on the I/V track. It appears anywhere along the Commonwealth supply path during a maneuver phase. j - The VIIIth Army HQ has one artillery; it can create a CG from any Commonwealth unit on the map (exception to 7.3f). k - Each player has an air force (3 squadrons for the Commonwealth player, 2 squadrons for the Axis player) during maneuvers. Air strikes cannot be called after the first two turns of the game. 11.5 Battleaxe a - The game lasts two turns (plus a possible third, see 8.2). b - Only the east half of the map is used (to hexrow xx14). c - The only minefields which exist are those of Halfaya Pass (between hexes 1028 and 1029) and that of Bardia (1527) d - The secondary victory conditions are [blue] circles (plus Hafid Crest 1225). e - The Commonwealth has the initiative on turn 1. The next turn is played without rule 2.1c. f - Rule 11.1e applies with smaller groupings: 1 space for 2 points, 2 spaces for a differential of 4 points and 3 spaces for a differential of 6 points or more, g - Axis Setup - Det/21Pz (see note i), Afrika LW (-1 step) (Halfaya Pass 1028) - A/8/21Pz (-2 steps), B/8/21Pz (-2 steps),3a/21Pz (Bel Hamed 1616 #, see note i) - A/5/15Pz (-2 steps), B/5/15 Pz (-2 steps), AK HQ (Gambout 1619 #) - 33PzJäg/15Pz (-1 step), 15/15Pz (-1 step) (Capuzzo 1227) - 33/15Pz Art (Sidi Omar 0923); 606 LW (-1 step) (Hafid Crest 1225) - 62/Trento (Bardia 1527) h - AK headquarters has no artillery. i - These elements of 21st Panzer Division are in reserve and can be released by the Axis player at the cost of one space on the I/V track. j - Commonwealth Setup - 4 Ind. Div (11, Recce), 22 Gr (1030) - 4/7Ar, 7/7Ar, 11 Huss/7Ar, Sup. Grp/7Ar (0726); the XXXth Corps CG can exist at the start of the scenario - XXXth Corps HQ (#) k - Only the Commonwealth has air support, of 2 squadrons, in this scenario. l - The rest of 4th Indian Division (5, 7) is in reserve and waiting for the road to Capuzzo to be opened to enter (through hex 1030). In game terms, it appears as soon as Capuzzo becomes a supply source (3.2b) or by the Commonwealth player paying one space on the I/V track. 12 - OPTIONAL RULES 12.1 - Fog of War - Players cannot examine stacks of enemy units, they can only see the top unit. - A Rapid Movement or an Entrenchment marker hides the units underneath. - CG and the CG organization display may not be examined by the opponent. - But, players may freely examine any enemy unit in contact with his own units. 12.2 - Group Hecker Group Hecker, if supplied, may breach minefields at a cost of 3 MP. It can move before but not after this mine clearance. 12.3 Rommel - The Rommel counter moves as a headquarters. - Stacked with an Axis headquarters the Rommel counter increases its supply/command range by 3 hexes. - Once per maneuver, the Rommel counter if stacked with a CU gives it a bonus of +2 to the die roll for its shot. - Rommel cannot be captured or attacked. The only recourse the English player has is to attempt a commando action against him. Once per scenario, at whatever instant he wishes, the English player rolls 2d6, if he rolls 2 or 12 Rommel is removed from the game and the German player loses 3 spaces on the I/V track. 12.4 - Long Range Desert Group (LRDG) - The LRDG can be activated freely once per maneuver but only to move, it has 5 MP for this purpose. - The LRDG is a motorized unit which cannot attack and has no ZoC. It can however be attacked - it has only one step of strength - and automatically retreats on a “-” or “T” result. - If destroyed, the LRDG automatically reappears at the start of the English player’s next maneuver in hex 1030. This counter is mainly useful for hampering Axis supply. Sample Bibliography - Erwin Rommel, La Guerre Sans Haine [War Without Hate], Presses de la Cité, 1962 - Desmond Young, Rommel, J’ai Lu 1963 Sir B.H. Liddell Hart, Histoire de la Seconde Guerre Mondiale [History of the Second World War], Fayard, 1973 - Sir B.H. Liddell Hart, Stratégie, [Strategy], Perrin 1998 Yves Buffetaud, La Guerre dans le Désert, (4 tomes) [War in the Desert, 4 volumes], Histoires et Collections Erwan Bergot, Afrika Corps, Livre de Poche, 1975 Paul Carrell, Afrika Corps, J’ai Lu H.G. von Esebeck, Rommel et l’Afrika Corps, trad. R. Jouan, Payot, 1950. this is the designer's notes ... Designer’s Notes 1. Geographic Approach First of all, the immensity of the desert cannot fail to be noticed by the players when they first open the game map. With the exception of a few tracks joining the named locations, only the coastal strip is less monotonous. The continental plateau falling dropping to the sea forms the primary contour showing on the map and this will hardly serve as a natural defense line since the axes of penetration of the two armies are in fact parallel to the escarpment lines. Does the battlefield then lack places where a solid defense line can be anchored? That cannot last, soldiers will know to erect their own artificial defense lines according to the circumstances. In addition to the fortified camp, two defensive lines (Halfaya/Sidi Omar in ‘41, Gazala/Bir Hakiem in ‘42) will appear on the coastal strip, perpendicular to the enemy axis of advance and are sufficiently substantial to force the enemy to go around the roadblock through the desert. At this stage of analyzing the game, the players will not fail to note that two of the scenarios offered have astonishing similarities; in approximately six months the roles of the Axis and the Commonwealth have reversed. In geographic terms Tobrouk is the bottleneck for armies campaigning in either direction in Cyrenaica; it is therefore the local objective (the only road worthy of the name, the Via Balbia, crosses the map from east to west and passes through the town). Not possessing Tobrouk prevents an advance of any consequence. In 1941, Rommel understood this in having a bypass constructed around Tobrouk in order to improve the supply situation of his lead units, but was unable to reduce the fortified camp and it remained to paralyze his movements like a thorn in the foot. However, possessing Tobrouk, other than as a roadblock, is not sufficient for a thrust towards either end of the map if there is no supply line to it. Armed with these observations, the players will understand all the importance of holding the city for whoever possesses it or capturing it for whoever does not possess it. 2. Logistic Approach More than on many other battlefields, the war in the desert was punctuated by problems of bringing up sufficient supplies for whichever side was moving away from its supply sources. In the game, each player must constantly keep an eye on his supply lines or else see his troops’ efficiency severely reduced; particularly during the inevitable detours through the desert to bypass the defensive lines. In comparing the supply lines, the Commonwealth seems more fortunate. The abundance of his supplies gives him headquarters with a greater command/supply range than the Axis. However, the supply source that is the Via Balbia must also be considered by the players. Never allow the opponent to cut this ‘vital umbilical cord’; inversely, threatening to do so is likely to cause the opponent great concern. On the logistical level the two defensive barriers appear as a true poison for the attacker: he must make costly detours through the desert and stretch his supply lines to the maximum to approach Tobrouk (“approach” is the right word since in each case it will be a few hexes too far). When the supply lines stretch, the advantage is with the defender, who would do well to refuse combat against enemy attacks and prepare a counterattack against the leading enemy units at the far end of their line of communications (and thus out of range of artillery support ...) 3. Towards a Battle Plan? With such a constraint, the attacker finds himself before the following dilemma: • Either attack a distant objective with the risk of stretching his lines of communication until they break, • Or attack in succession the local objectives within reach but with the risk of a counterattack upsetting the timetable (for example make a flanking movement behind the defense line in order to open a breach and bring up supply for a more substantial attack towards Tobrouk). In sum, although the players each have few units, they will profit all the more by elaborating a plan that takes into consideration these logistical imperatives and trying to hold to it. 4. Tactical Approach Considering the scarcity of units that are truly effective in combat, the players will take care not to scatter them but on the contrary to concentrate them in order to achieve significant results. Similarly, all-out attacks should be avoided under penalty of seeing your army exhausted after two game turns. Given their limited means, players have an interest in taking maximum advantage of their little tactical bonuses in order to modify the combat results to their advantage (artillery, coordinated attack). Inversely, units on defense should protect themselves as well as possible behind the little terrain there is, but also by entrenching. Air strikes should have only a limited use because of the I/V marker shift. Combat Groups appear powerful because of their fire strength, but repeated attacks on a single target, even if it does not inflict losses, can end an offensive simply by causing the retreat of a unit in the group and thus the group’s dissolution (recall that a retreat causes the Combat Group to dissolve). 5. Strategic Approach: Winning battles that lead to the exhaustion of both sides will not win a victory because how do you move the front towards Suez or Tripoli without a few combat-capable units? Inversely, a player has no interest in letting himself be killed in place at the risk of leaving the road to Suez or Tripoli open if he has no hope of winning. Much better then to fall back and try to establish a new line of defense where the victor of Tobrouk will have to again stretch his supply lines. The retreating player will have conceded a local victory to his opponent, but without great strategic value. 6. Conceptual Approach: The Military Forces: If these are representatives of the forces present on the battlefield, with the fire strength (AP and AT) as well as their fitness for combat (morale), the reader will not fail to note that, with the suffering of losses, the factors are not reduced in a linear manner, and this for two reasons. First of all, it was considered that until its outright elimination, a combat unit retained some fire strength, notably by favoring above all the use of support weapons in infantry units. Additionally, the UFT, Universal Fire Table, is not a table giving linear results (statistically, two ‘3’ results are not equivalent to a ‘6’ for damage). In fact, it would have been constructed to be linear if units were able to add their fire strength against an enemy unit, which was not the case. For morale the phenomenon is similar enough. To the extent that, in the case of multiple shots at the same target, the modifiers accumulate, the base morale of all the combat units in general must be fairly high. Inversely with this system, concentration of fire prevents it from indefinitely tolerating such pressure and it will logically sooner or later be leaving. The Armored Units For an armored counter, the base unit is the regiment or brigade, with the exception of the German panzer divisions which have two counters per regiment (a more flexible structure than the Commonwealth who historically had within the brigades several regiments but did not separate them). A step of an armored unit represents around 20 tanks; a step of a light or fragile tank unit represents approximately 30-35 tanks. Reconnaissance units are armored units, which is a design choice, because not all of the vehicles of these units were; note however that , for the makeup of the counters, the Panzer I’s were counted within the German recon units (by this time, they served in this type of mission and no longer in tank formations). Furthermore, recon units do not have the [white arrow] of fragile armored units (considering the types of missions these units undertook). Certain of the English armored brigades were atypical. The counters which represent them are as well and allow combining the characteristics of the different types of tanks they included. Thus the fragility of the armor (or design) disappears as the unit takes losses such as the 22nd Armoured Brigade composed at Gazala of 2/3 fragile Crusader tanks and 1/3 Grants. In the same vein, these counters allow the representation of the relative effectiveness of the AP and AT strengths (for example showing the antipersonnel strength of the Grant which also had high-explosive shells that were effective against personnel, unlike other English tanks equipped only with antitank rounds). Headquarters (HQ) These counters for the corps or armies represent primarily the logistics and rear-area services rather than just the command structure itself. Although the HQ counters are in the game, it would be wrong to consider that these entities are concentrated in the hex where they are located; that is why they are so difficult to fight in reality and that is also why they can reappear if captured (frankly unlikely). Also, that corps HQ are in the game alongside Army HQ reflects a certain historical reality; that of the omnipresence of the superior commander on the ground (notably in the control and allocation of reinforcements). Combat Groups They allow the game to display the tactical doctrines that each army used on the battlefield. Thus, the CG allow the Commowealth player to make massed tank charges (up to 12 strength steps when two brigades are combined). The CG allow the German to place his guns (particularly the 88’s) within the groups to make up for the scarcity of tanks within their ranks. Axis antitank units They appear in the game to the extent that, historically, they acted as autonomous units, acting sometimes with infantry units, sometimes with armored units. Note the Italian Ariete division AT unit, which represents antitank forces of appreciable value on the battlefield. It was made up of 100 mm antitank guns (the best after the ‘88’ in this specialty) and of (around 20) Semovente tank destroyers that were comparable to English tanks. Force changes Between Crusader and Gazala, units had their armaments notably changed. That was the case with the three English Armored Brigades which, in May 42 were partially equipped with American Grant tanks that were substantially more powerful and more reliable than the English tanks. This was also the case with the “Support Groups” and the 22nd Guards Brigade which, between battles, were equipped with 6-pounder anti-tank guns replacing their old 2-pounders. That is why there are two versions of the 4th and 22nd Armoured Brigades and two versions of the 7th Armoured Division Support Group as well as the 22nd Guards Brigade. 7. From Victory ... The players know that, historically, neither of the two battles presented saw a decisive victory for either side, that is to say sufficient to carry the Mediterranean theater and end the campaign in Suez or Tunis. Rommel certainly got closest to decisive victory at Gazala, in part because of an error by Auchinleck who believed it was possible to repeat the Tobrouk fortified camp as at Crusader (in the end, the camp fell in two days). However, he was unable to profit from his local victory because his troops were truly too exhausted to drive towards Suez. (In game terms, Gazala is an Axis victory with the I/V marker at +4; Crusader is a Commonwealth victory with the I/V marker at +2). Now, it is up to the players to find out whether they can drive the marker in one direction or the other! 8. ... to the I/V Marker: One thing is certain. The players must have a strategic vision of the historical field of battle to have a chance of succeeding. Will one player decide to use his air power to the utmost? So be it, but he must know that will be to the detriment of the bombardment of Malta or the enemy convoys at sea. Any decision of this sort will thus have a cost to be paid on the ground. Likewise, the hasty use of reserves earmarked for exploitation purposes will hamper in advance any subsequent maneuvers and again there is a price to be paid. All of this is shown on the I/V marker track. Players must not lose sight of this: if they aren’t careful, their armies will be overcome with a very slow and very stealthy paralysis around Tobrouk (because of the Maneuver Table). With this strategic approach, offering the players control over a portion of the Mediterranean theater of operations in “Tobrouk 41/42” aims at suppressing the artificial aspect of the game itself. The game must not deteriorate into a simple elimination of enemy forces in a frozen setting confined to the bounds of the map; that makes no sense in simulation terms (once again, winning at Tobrouk was only important if exploited). It is also in this view that the “army retreat” rule was conceived. If before the end of the game one army is defeated, is it normal that it would die in place to the last counter? Is it not more logical that it would try to avoid utter destruction and thus try to leave the map? And that, with exceptions, is what an army would do in reality. The number of turns that are allowed for a game appears purely arbitrary and absolutely not representative of any historical resemblance in simulation terms as soon as you get away from the outline of the battle as it took place in reality (although it is sometimes noted in wargames). Furthermore, the inverse is true. The “Additional Turn” allows the players the chance to avoid the frustration of not having completely fulfilled their mission because their units were two hexes away from a victory location at the end of the final turn! When you think about it, many games make the historical simulation totally surreal because of this last turn which ends suddenly, without considering that the players actions can seriously deviate (for example: “why concern yourself with the supply of your units on the last turn of the game because their supply lines will never be checked again ...”, nothing more prevents the players from sending their units anywhere, regardless of historical reality. Practical, but where does it leave you?). 9. The Universal Fire Table or UFT The use of a single fire table to resolve all sorts of different combats (against an enemy near or far, or even from the air) is a design choice. It is true that this sort of table is mostly used for tactical-scale simulations and is accompanied by another table for resolving hand-to-hand combat. Conversely, operational-scale games tend to have combat results tables where the columns are strength ratios (2 to 1, 3 to 1 ...) and allow a single die roll to determine the success or failure in combat of an entire brigade. These “force-ratio tables” introduce into the game artificial situations difficult to imagine in reality. If an armed force engages the enemy, he does not sit there and watch, he responds. Translated into game terms this postulate supposes that “all of the enemy in contact with a combat must be engaged”. So, to obtain favorable odds ratios at the desired locations, adjoining units go into battle facing catastrophic odds. The “double-shot” system of Tobrouk 41-42 answers this postulate because all of the enemy units fight. If the odds/ratio table determines with a single die roll the combat results (losses, disorganization), the “double shot” system of Tobrouk 41-42 [achieves the same goal] with attacker fire and defender fire in the same combat without the drawbacks noted in the preceding paragraph. In the end, there are more die rolls, true, but the system, if it appears more realistic, is not more tedious because it avoids the calculation of odds ratios. Inversely, the “double shot” is easily adapted to the specifics of the weapons used by the units on each side and allows a sense of the tactical dimensions in the game. Thus, will an “anti-tank” unit prefer to fire upon an ‘armored’ counter with is high AT strength while the shot will be less effective against a ‘personnel’ unit due to its modest AP strength. Nonetheless, any comparison with a tactical game must end there, because this is an operational game. In addition, if the term “Universal” appears in the Universal Fire Table, it is to denote that all the combat types are resolved on it, even if it takes two or more rolls. Conclusion Everyone is free to appreciate or not a simulation in historical terms and according to its playability. Generally, these two criteria appear contradictory because, the more the simulation appears believable, the thicker the rules and thus the more difficult the game is to learn. Is it then necessary to sacrifice playability to historicity or vice-versa? The reader will decide. However, a seductive alternative is to consider the construction of the rules following a conceptual approach. Once the concepts are stated, the rules come naturally to the reader who has already grasped their function and their sense as well as what they represent. This sounds terrific but the reality of learning a game is otherwise . Thus, to help the players in their learning the game, a complete example of play based on the Battleaxe mini scenario has been made with numerous rules references included. After a first reading of the rules, the players are advised to play through this tiny scenario along with the example. Also, if players have questions about learning the game or any other aspect of the game, they can always send an email to an address dedicated to it (Tobrouk41-42@wanadoo.fr). [Such a query should probably be in French, though - RKB] Thierry DRETZEN This is the charts and tables (mainly a translation of the notes on the charts) ... Charts and Tables: Hex Terrain Key (NE corner over the name box) Blue dot - Gazala Objective (1942) [EX Gambut 1619] Large cluster of red rectangles: City [EX Tobrouk 2013] Small cluster of brown rectangles: Hamlet [Eluet et Tamar 1808] Hex with pale yellow background - Clear [EX 1120] Gray dotted line - Track [EX 0920] Gray splash marks inside the hex - Difficult Terrain [EX 0807] Solid gray line - Via Balbia [NOT Via Bella, EX 1717] Red dot - Crusader Objective (1941) [EX Bir Lefa 1510] Hexside Terrain Key (NW corner of the map under the I/V Track) Green hexside - Supply source [EX 1601] Red hexside with small black triangles - Light minefield [EX 1408/1508] Red-orange hexside - Heavy minefield [EX 1509/1610] Gray-beige hexside - Wadi [EX 1311/1312] Orange hexside - Crest, the hexside itself is the summit of the crest, dropping down into the hexes on both sides [EX 1010/1011] Yellow hexside with a gray bar - Cliff, the gray bar denotes the top of the cliff, the yellow hash marks the bottom [EX 0928 top/0929 bottom] Yellow hexside without gray bar - Escarpment, the hexside is the high side, the yellow hash marks extend into the low side [EX 1910 top/2011 bottom] Turn Track (“Compteur de Tours”, boxes 1- 6, NE corner of the map) Turn 3 is the last turn of the Battleaxe scenario; Turn 7 (not numbered) is the last turn of Gazala and Crusader scenariones. Maneuver Points Track (“Compteur de Points de manoeuvre”, boxes 1 - 10, north edge of map) Initiative/Victory (I/V) Track (“Compteur d’Initiative/Victoire”, all along the south edge of the map) The 5A, 4A and 3A boxes on the left side of the track are Axis advantage, possible army retreat; the leftmost (towards the Axis advantage) 0 box is where the I/V marker starts for Crusader; the rightmost 0 box is where the marker starts for Gazala; the 3C, 4C and 5C boxes, on the right end of the track, are Commonwealth Advantage, possible army retreat. Movement Costs Table (“Table de Movement”, p. 44) [I believe the Table as printed contains an error. 4.2a indicates that the blue numbers should be the higher of the mechanized/motorized, and 4.2b indicates that the red numbers should be the lower, which is clearly NOT the case. I suspect that Combat Groups should use the motorized values for Clear terrain and Track, and the mechanized value for Road; and recon units should use the mechanized values for Clear terrain and Track, and the motorized value for Road - RKB] The columns are: Hex terrain {Clear(1); Track(2); Road(2); City} Hexside Terrain {Crest(3); Cliff; Light Minefield(4,5); Heavy Minefield(4,5); Pass} The categories down the side are: Foot infantry Motorized CU and Headquarters Mechanized CU Blue numbers: Movement costs for Combat Group movement (see 4.2.a) Red numbers: Movement cost for reconnaissance CU (see 4.2.b) Cost for rapid movement: half MP (see 4.2.c) Movement with exhausted supply: double the cost for infantry CU (see 4.2.d) Movement into contact with the enemy: +1 MP Combining a CU into a CG: +2 MP beyond normal cost (see 4.2.a’) 1 Difficult Terrain: double the cost of clear terrain 2 To take advantage of the reduced cost of a road in the hex, the unit must naturally enter the hex by the road 3 Same characteristics for wadis and escarpments 4 See also the scenario special rules (11.2b, 11.4b, 11.5c) 5 Costs 1 less point to move through a breached minefield (see 4.33c) INITIATIVE TABLE (“Table d’Initiative, p. 46, Column 0 line 4 needs corrected per the VV 35 errata) MANEUVER TABLE (“Table de Manouevre”, p. 46) UNIVERSAL FIRE TABLE (“Table Universelle de Tir, p. 46) Fire Modifiers Modifiers due to Supply (see 5.7) Firer is Unsupplied [“CR”]: shift 1 column left Firer Out of Supply [“RE”]: shift 2 columns left Firer’s status: Using Coordinated action (see 5.3): shift 1 column right Firer is in Retreat (see 5.11): shift 2 columns left Firer is in Rapid Movement (see 5.11): shift 1 column left Target status: Target is Entrenched (see 5.10): -1 to firer’s die roll Target is in Rapid Movement (see 5.11): +1 column for the firer Terrain modifiers (see 5.8) Target is in a city (Tobrouk or Bardia): -1 to die roll target is in the Halfaya Pass: -2 to die roll target is behind a crest, an escarpment (above) or a wadi: -1 to die roll target is behind a minefield: -1, -2 to die roll target is in difficult terrain: -1 to firer’s die roll Target is behind a cliff: shot not allowed Other modifiers: Firer suffers weapons effectiveness/fire priority (see 5.2): -1, -2, or -3 to die roll Target is under an artillery barrage (see 5.4): shift 1, 2 columns to the right AT fire against light armor (see 5.5a) shift 2 columns right And this should be a translation of the errata/Q&A. I hope you get all these parts, if not I'll have to break 'em up even smaller. Roy Bartoo Errata from VV 35 (Marengo) Initiative Table: In the ‘0’ column, line 4, replace the ‘C’ with a dash; otherwise the chances are not equal. Counters: Unit motorization: The units of the Italian Trento division were not “motorized” but instead were “on foot”. They had given their trucks for the transport of supplies. In fact, the problem is more serious than it appears and actually occurs at the recognition level of the counters movement mode: ‘foot infantry’, ‘motorized’, ‘mechanized’ and ‘reconnaissance’. When the game was first designed, the distinction between a unit’s mode of transport was through the small circle in the upper right corner of each counter, a scheme which was dropped in favor of the ‘motorized’ or ‘mechanized’ silhouettes of the VV counters, but which may cause certain players the difficulty of distinguishing reconnaissance units from other motorized units. Artillery: The two artillery units with 88’s [says two but I think means three, RKB], the 33/15Pz, 155/21Pz and 190/90Le which are motorized but whose ‘motorized’ status does not clearly appear on the VV version of the counters. Map: The green bar denoting a supply source does not appear on the via Balbia, hex 2402 . (“Via Balbia” and not “Via Bella” or “Via Bardia”. The name is poorly written on the map and in the Crusader history). No Tobrouk errata VV 36, 37 Errata from VV 38 (L’Aigle Foudroyé) Many of you emailed to request clarifications on the counters, the map or the rules. If numerous players have been able to benefit from immediate clarifications on various points, here now, as promised are the most frequently asked questions as well as a rules addition concerning the movement mode of units. In addition, a certain number of counters were modified and are presented in this issue of Vae Victis. 1 - How do you execute the retreat of a unit which failed a morale check in combat? Is there a limit to the length of this retreat path? There is no limit on the length of a retreat path. A CU which retreats must manage to be out of all enemy fire (6.3b). If it is unable to do so it surrenders and is destroyed (6.4a). Note that the retreat path cannot pass through an unbreached minefield or impassable terrain, must be the shortest possible to put the unit in safety and move if possible towards the supply source (6.3d). 2 - How do you recover wrecked tanks? First of all, each wreck must be handled separately, even if there are markers denoting multiple wrecks (see 6.3d). A recovered wreck will cost 3 MPto the Headquarters (Afrika Korps or XXXth Corps which both have wreck recovery capability). Be careful however not to do all of the wrecks in the hex at once. Thus, a double wreck must be treated as two single wrecks each of which costs 3 MP to recover. 3 - Are minefields breached in one hexside at a time, or in all six hexsides of the hex? The minefields in the game are on the hexsides; therefore, the breaching of a minefield via a HQ is done across one hexside at a time. It is true that the ‘breached minefield’ markers can lead to confusion; new counters will therefore be provided. 4 - Must minefields be taken into account when a road crosses them? Yes, and even when they are breached. In general, there are two types of terrain in the game. That which is inside the hex, and that which is on the hexside. Both types of terrain must be taken into account when a unit moves. Thus, a motorized CU moving in clear terrain pays 1 MP to enter a hex, it must also add 5 MP if it is also crossing an unbreached “minefields and heavy fortifications” ... In some cases there can exist on the hexsides terrain types which are cumulative with the minefields (as at Sidi Suleiman or Sidi Omar); both terrain types are considered when crossing. 5 - But don’t the roads nullify the terrain when they are used? In the movement table it is clearly shown that the reduced cost of the road is in the hex, not across the hexside. In other words, crests, wadis, escarpment and “mines and fortifications” cannot have their movement cost reduced by using a road or track. 6 - Can a unit move directly from one Zone of Control to another? Absolutely. The game’s ZOC are of the type referred to as “fluid” (as opposed to “locking” ZOC where units must stop immediately). A unit retreating into an enemy ZOC must pay an additional maneuver point (it is within enemy range) for each hex moved through which is under enemy control. The only condition for a CU is whether it is In Command or not at the beginning of its movement (4.2e). Note that HQ and retreating CU do not have ZOC, these units therefore do not cause the additional MP cost to enemy units (1.34), which, for the CU, does not prevent them from firing on enemy units in contact but with a penalty (5.12). 7 - During a defensive fire, can you fire with a CU against any adjacent enemy unit or must it fire at the unit which just fired at it? First of all, defensive fire is not a reaction fire since all firing is simultaneous (5.1a). During a combat phase, a CU firing “defensive fire” can fire at an enemy unit within range, regardless of whether it has been shot at or not (5.1b), or is entrenched (5.10b) or even retreating (5.12). 8 - This CU can thus fire its defensive fire at any enemy unit within range? Yes, with two exceptions: a) The target must not be behind a cliff b) A CU cannot defensive fire against a unit that remained entrenched instead of firing offensively (5.10c). 9 - How do you use the artillery markers during a maneuver phase? and when? For a corps (or army) HQ, the use of its artillery becomes possible when two conditions are met: the HQ must be in supply and a minimum of four Maneuver Points must have been spent during the Preparation Phase by the active player (the use of artillery is reserved for the active player). In order to get artillery support, the target must be within 3 hexes of the HQ (5.4d), this condition is checked at the moment of the combat phase. 10 - The antipersonnel strength of the 1st AT Brigade and the 32nd AT Brigade seem rather high. Are the printed values correct? The values printed on the counters are correct. It is the silhouettes which are wrong. They should have been Valentine and Matilda tanks. The 32nd Army Tank Brigade was composed of a regiment of Matilda tanks and a regiment of valentine tanks. The 1st Army Tank Brigade was composed of a regiment of Matilda tanks and two regiments of valentine tanks (one regiment being about 55 tanks). By way of comparison, these two brigades represent the imposing force of 110 Matilda tanks and 166 Valentine tanks at Gazala. Against this, the Germans had around 150 tanks (mostly panzer III and some panzer IV) in an armored regiment. 11 - What are the geographic victory points for the Battleaxe and Crusader scenarios? a) At the start of Battleaxe, the I/V marker is on the “Crusader” space and the 9 geographical victory points are in blue (not green as the rules state); but the Hafid Crest (crête de Hafid) does not count for the smaller Battleaxe scenario. b) 11.4e Crusader: Axis unit placement. These are not HQ and units of the Italian XXIst Corps but the Italian Xth Corps. 12 - Advanced rule: 1.31 Description of Combat Units: 1.31c Unit movement modes: there are three basic movement modes for the units in the game. Foot units, motorized units, and mechanized units. these movement modes are represented on the counters (upper right) by the color inside the circle that shows the unit’s combat effectiveness. Foot units are colored white; motorized units are yellow; mechanized units are red. Note that 4.2a (CG movement) and 4.2b (reconnaissance unit movement) are still in effect. Note: numerous questions about unit movement have been asked over the web, the players not always recognizing the movement mode of their CU. Currently, the artillery CU have their movement mode and purists will be pleased to note that the Trento division did indeed arrive on the battlefield on foot, since it had given its trucks to the logistics services of the Italian army did not have enough transport! 13 - How do you tell which units are reconnaissance? Email has brought numerous requests for clarification about reconnaissance CU, which are not easy to distinguish from tank units (notably the German reconnaissance CU which were equipped with Pz II light tanks). Here then is a list of all the “reconnaissance CU”: Commonwealth: 4th Huss/1 AR XXXth Corps 11 Huss/7 Ar XXXth Corps Oasian Group VIIIth Army Recco/50 XIII Corps Recco/70 XXXth Corps Recco/1 (S.A.) XXXth Corps and Recco/1 (S.A.) XIIIth Corps Recco/2 (S.A.) VIIIth Army Recco (N.Z.) XIIIth Corps Recco/4 (Ind.) XIIIth Corps Recco/5 (Ind.) VIIIth Army Axis 33a/15 Pz (Ger.) Afrika Korps 3a/21 Pz (Ger.) Afrika Korps 580/90 LE (Ger.) Afrika Korps NC/Ariete (It.) CAM NJ/Littorio (It.) CAM Reminder For players wishing to use the color dots to recognize the specific movement mode of their reconnaissance units it is explained in 4.2b. No Tobrouk errata VV 39 or 40 Translator’s comments: I believe there are a couple of additional errata items, which may or may not be treated under official errata. 1 - I believe the movement costs table is incorrect as to the red and blue numbers. 4.2a indicates that the blue numbers should be the higher of the mechanized/motorized, and 4.2b indicates that the red numbers should be the lower. On the table in the magazine this is clearly NOT the case. I suspect that Combat Groups should use the motorized values for Clear terrain and Track, and the mechanized value for Road; and recon units should use the mechanized values for Clear terrain and Track, and the motorized value for Road 2 - The Universal Fire Table (“Table Universelle de Tir”) gives a terrain modifier for “agglomeration (Tobrouk ou Bardia)”, this should I think be for City instead.