Forgotten Legions Rules Booklet

Page 1

© 2018 Compass Games, LLC.


1.0 INTRODUCTION.. ....................... 2

7.0

AIR AND NAVAL TRANSPORT...... 8

13.0 AIR POWER AND SEA POWER.... 16

3.0 BASIC CONCEPTS...................... 4

9.0 SPECIAL GROUND MOVEMENT............................. 10

15.0 HOW TO WIN............................ 17

2.0 GAME INVENTORY.................... 3 4.0 SEQUENCE OF PLAY.................. 6 5.0 THE STRATEGIC SEGMENT........ 6 6.0 SUPPLY..................................... 7

Forgotten Legions is a two-player game that recreates two World War II campaigns: one in Eritrea over four months (January through April 1941), called Bloody Keren (BK), and the other in Syria and Lebanon over two months (June and July 1941) called Drive on Damascus, (DoD). One player will control the Axis forces (Italians, Vichy French, and Germans), while his opponent controls the Allied forces (British, Free French, and others). The playing pieces represent the actual units that participated in the campaigns and the map represents the terrain over which those units fought. Some playing pieces are used in both campaigns. The players maneuver their units across the map and conduct combat according to the rules of play. One player wins by capturing certain specified objectives while his opponent wins by avoiding those victory conditions. This is the Designer’s Signature Edition of Vance von Borries’ Drive on Damascus and Bloody Keren games, published by World

This “Designer Signature Edition” (DSE) treatment aims to represent the final word, or “be all, end all” version of a game by a noted designer. The focus is on delivering completely redesigned components, with full-color graphics throughout and player-friendly enhancements to make the game as enjoyable as possible. Forgotten Legions consists of two separate games designed by Vance von Borries. Drive on Damascus was originally published by World Wide Wargames (3W) in 1981 and Bloody Keren in 1986 by the same publisher. The former game is perhaps best known for its unique point-to-point (dots) movement system and both games cover relatively obscure WWII campaigns fought over rough terrain. Initially, we were to update Drive on Damascus only with this (DSE) treatment, but Vance von Borries presented the compelling idea to revamp the game system and bundle it with Bloody Keren to

8.0 GROUND UNIT MOVEMENT.. ...... 9

10.0 ARTILLERY.............................. 11

14.0 OPTIONAL RULES..................... 17 16.0 COMPREHENSIVE EXAMPLE OF COMBAT.. ............................ 18

11.0 COMBAT.................................. 11

18.0 EXPANDED SEQUENCE OF PLAY................................. 20

Wide Wargames in 1981 and 1983 respectively. This edition features upgraded components and updated rules in addition to the original design. Bonus material is also provided within the framework of the original rules body as a reflection of the considerable body of historical material newly available since the original publication. The two games have also been blended to follow one consistent rules set. All materials added or modified follow the historical events and enhance variability in the game without affecting the basic nature and high playability of the original games.

To familiarize yourself with this game, first look at the playing pieces, then give the rules a quick read through. Follow the set-up instructions for the first scenario in either game (22.1, 29.1) and then read Section 4.0 where the general course of play is described. As questions arise, just refer back to the rules in this Rule Book; rules memorization is not required. After a few minutes of play, you will find yourself becoming familiar with the game mechanics.

12.0 COMBAT RESULTS.................... 13

The rules are numbered and presented in sets of major sections, each section divided into multiple major and secondary cases. The rules cross-reference other rules using (parenthesis); for example you will see, “Units are judged as either Supplied or Out of Supply for combat (6.4.2 and 6.4.3), for…,” meaning Cases 6.4.2 and 6.4.3 are related to this rule. The rules of this game have been arranged both for ease of comprehension on the first reading and for ease of reference later.

publish two games sharing a common game system. A bold plan given the big changes and goals Vance had in mind to improve both games. Here are some of the enhancements to the original Drive on Damascus and Bloody Keren games:

• Two formerly separate games come together with the same fully integrated basic rules and with some pieces common to both games. • Super-sized components feature 5/8” counters and two game maps for each of the two games. • All-new artwork conveys more information at a glance for ease of play. • Game map artwork and info is updated. • Fixed the original deployment and OoB based on archival information. • Campaign set up and reinforcement codes are printed on the counter.

Online support is available for this game. Visit us on the Web:

http://www.compassgames.com (tip: navigate

to the Rules and Downloads area for the game) By email:

sales@compassgames.com

We also recommend you visit the official game discussion topic on ConsimWorld to share your play experience with others. You will find the Forgotten Legions game topic by visiting http://talk.consimworld.com and navigating to Era: World War II, North Africa/Med Front, Forgotten Legions individual game discussion area. You can also find us on BoardGameGeek.

• Enhanced ergonomics are built into the set up and reinforcement charts. • The game uses untried units with separate unit sets for each game, for uniqueness and to enhance operational uncertainty. • The rules treatment is all-new with a full re-write backed by many illustrations, an index, and clarifications and examples of play to reduce potential questions. Some rules were simplified, others enhanced. • Rules include a redesigned treatment for air and naval transport, commandos, armor bonus, and step losses in combat. • New rules cover optional reinforcements, strategic movement, infiltration movement, retreat options, and partisan warfare. • Many new historical notes can be found throughout the rules presentation.

Enjoy the game!

John Kranz

© 2018 Compass Games, LLC.


Inside the game box you will find the following: • Four color game maps • Two sheets of 5/8” die-cut counters (376 total) • Two identical (two-sided) player aid cards • Two (two-sided) set up cards (one Axis and one Allied) • This Rule Book • One Play Book • One six-sided die

If any of these are missing or damaged, please contact Compass Games by e-mail at sales@compassgames.com.

[2.1] THE GAME MAP

Each map has a grid of hexagons (hereafter called hexes) to facilitate the movement and positioning of the playing pieces. A game piece occupies only one hex at a time. Each hex has a four-digit identification number, used for reference purposes. Additional playing space consists of Holding Boxes representing geographical regions adjoining the maps (9.3).

[2.2] THE PLAYING PIECES

[2.2.1] There are three types of playing pieces. Combat units: The military units that fought (or could have fought) in the historical campaign. They have a printed movement allowance and combat values. Non-combat units: These are air and naval units. Each piece has a silhouette and printed values related to its type. Markers: All remaining pieces are player aid markers used to assist game play. [2.2.2] How to Read the Units [2.2.3] The background color (see Play Book) on each combat unit distinguishes nationality; this also affects play. [2.2.4] Explanation of ground unit values Example of a Combat Unit: Unit Designation

Unit Type

Attack Strength

Movement Allowance Defense Strength No-ZOC Band Setup Code

© 2018 Compass Games, LLC.

Defense Strength is a combat unit’s strength when defending. Movement Allowance is the maximum number of clear terrain hexes a unit can enter using normal movement procedures. Note: units with a red or yellow colored box around their movement allowance are “motorized” (3.6). Stacking Value (3.3.1) is the amount of space a combat unit occupies in a stack of units. Unit Designation is the historical name (or number) of a unit. Each is unique. See the Play Book for a list of abbreviations. The No-ZOC Band (3.2.4). When present it indicates the unit does not exert a Zone of Control into any adjacent hex. Setup Code is displayed on the front or backs of select units to denote their initial unit placement or turn of entry per the scenario setup rules (17.3.2, 24.3.2). [2.2.5] Explanation of artillery unit values These are the same as a ground unit but with the following additions (or changes) Example of an Artillery Unit:

[2.2.7] Ground unit type symbols: Armor Reconnaissance Cavalry Artillery Engineer Commando infantry Mountain infantry Irregulars double box unit type

A double box unit type symbol indicates two same-type and like-sized historical units combined into one game unit. Vehicle pictures (icons) on armor units Matilda II Cruiser A13 Mark VI B light H-39

Range

R-35

Support Strength

Movement Allowance Defense Strength

Support Strength is the value of artillery units when computing strength for Fire Support, either attacking or defending. It is not Attack Strength. Range is the maximum number of hexes an artillery unit can be from a defender’s hex and still provide Fire Support. Artillery is any combat unit with a range value. When counting range, do not count the artillery unit hex but do count the defender’s hex. [2.2.6] Unit size symbols:

Unit Size

Stacking Value

Attack Strength is a combat unit’s strength when attacking.

Symbol

Definition

I

Company (or artillery battery)

II

Battalion

III

Regiment

X

Brigade

FT-17 M-11 CV33/35

Note: We have provided two different unit style treatments for all armor units (one set with the icons illustrated above, and one with standard ground unit type symbols). Players should elect which one they would like to use for play purposes; use one set or the other.

OR


Out of Supply (6.1.1)

[2.2.8] Air and Naval units

[3.1.2] Controlled and Contested Hexes Garrison (5.3.1)

Example of an Air Unit:

Commando Raid (13.3.2)

Support Strength

The Support Strength of the air unit is used as a combat Die Roll Modifier (DRM, 2.4). Example of a Naval Unit:

Note: The Allied Control markers are strictly for the convenience of the players. They have no game function.

[2.3] CHARTS AND TABLES Support Strength

Range Support Strength

Range

The Support Strength of a naval unit is used as an artillery Support Strength but with values that differ according to the Range. Example: The French naval unit has a Support Strength of 2 at a Range of 1 (left set of values), and a Support Strength of 0 at a Range of 2. Note: the 1 hex range Support Strength is the TOTAL Support Strength at that range (no adding both values together). [2.2.9] Markers

Various visual aids are provided in order to simplify and display certain game functions. Some of these have been printed on the map while others are printed separately on Player Aid Cards. Place these to the side of the map for easy reference. The use of each chart and table is explained in the appropriate rules section.

[2.4] THE DIE

The game uses a six-sided die. To perform many game functions, you will roll the die to obtain a result. Sometimes you will modify the actual die roll result by plus (+) or minus (-) amounts. These are called Die Roll Modifiers (DRMs).

[3.1.2.1] A hex is controlled by one player if: • One (or more) of his combat units occupies the hex, or

• One of his combat units currently projects an uncontested Zone of Control (3.2) into the hex

[3.1.2.2] If both enemy and friendly units project a Zone of Control into a vacant hex, both zones co-exist, and the hex is contested. Neither player controls a contested hex. [3.1.2.3] A hex is friendly if a friendly combat unit was the last to control the hex. [3.1.3] Contiguous Hexes. This is an unbroken series of connected adjacent hexes used for movement, range, and Supply Routes. [3.1.4] Frequently Used Abbreviations: CRT

Combat Results Table

DRM

Die Roll Modifier

GT

Game Turn

MA

Movement Allowance

MP

Movement Point

OoS

Out of Supply

TEC

Terrain Effects Chart

TRT

Turn Record Track

ZOC

Zone of Control

[3.2] ZONES OF CONTROL

Game Turn (4.2)

[3.1] TERMINOLOGY [3.1.1] Friendly and Enemy

Units. If you are the Axis player, all Axis units are friendly, and all Allied units are enemy. The situation is reversed for the Allied player.

Replacement Level (28.1.2) Allied

Axis

Control (15.1.2) Allied

Axis

French Reserve (22.1.3.4)

Low Italian Morale (28.2)

Out of Supply (6.1.1)

Garrison (5.3.1)

Turn Segments and Phases. A turn divides into Segments that further divide into Phases. During some phases both players conduct activities; during others, only one player, called the active, or friendly player, can perform activities. Axis phases are friendly phases to the Axis player, and enemy to the Allied player. Allied phases are friendly phases to the Allied player, and enemy to the Axis player.

GENERAL RULE

Most units have a Zone of Control (ZOC). Generally, it consists of the six hexes that surround a unit (or stack). An enemy ZOC affects tracing a friendly Supply Route (6.2.6), inhibits the movement of friendly units (8.2), and restricts a unit’s retreat after combat (12.3.5). Example of a ZOC

Hexes and Supply Sources. Those last occupied or controlled by an Axis combat unit are friendly to the Axis player; those last occupied or controlled by an Allied combat unit are friendly to the Allied player. [3.2.1] The hex a combat unit occupies and the six hexes adjacent to it constitute that unit’s ZOC. A combat unit projects a ZOC at all times. It always controls the hex it occupies. [3.2.2] A unit projects its ZOC into all hex types and across all hexsides, except those prohibited to its movement (see the Terrain © 2018 Compass Games, LLC.


Effects Chart), regardless of the movement cost to enter the adjacent terrain or of the presence of enemy units. [3.2.3] A ZOC is not affected by other units, enemy or friendly, except when tracing a Supply Route (6.2.6) or when retreating (12.3.3). There is no additional effect when the ZOC of more than one unit projects into a hex. A friendly unit’s ZOC does not affect the movement of other friendly units. No-ZOC Band

[3.2.4] A unit with a yellow No-ZOC band (2.2.4) does not project a ZOC into any of the six adjacent hexes. It controls only the hex it occupies. If at least one combat unit in a hex projects a ZOC into adjacent hexes (it does not have the No-ZOC band), then all combat units in that hex project a ZOC into adjacent hexes.

[3.4] UNIT STEPS

Steps represent the durability or staying power of combat units. Units lose steps as a result of combat (11.0). Front

Stacking refers to placing more than one combat unit in a hex at the same time. The position of a unit within a stack has no effect on play. Stacking Value

[3.3.1] Each combat unit has a stacking point value. All other playing pieces have no stacking point value and do not affect stacking. A few combat units have a stacking value of zero. These can be added to stacks without limit. [3.3.2] A maximum of 7 stacking points can occupy a hex at the end of any game phase. Units currently moving or retreating can pass through stacks of friendly units without regard to the stacking limit. [3.3.3] If a stack exceeds the maximum at the end of any phase, the owning player immediately removes the excess from the game. [3.3.4] There is no stacking limit in a holding box. [3.3.5] Players can freely inspect enemy stacks during all game phases. Players cannot inspect Untried units (5.4) until they become Tried. Design Note: Some stacking combinations may seem odd but not all of the assigned value derives from sheer size. Stacking has much more to do with command and control. Because of the greatly increased number of miles to the hex on the Eritrea map, you would think the stacking limit would increase. Yet without being “coordinated” efficiencies cannot pass through to allow greater stacking. © 2018 Compass Games, LLC.

Back Two-step Unit

Full Strength (Two steps)

Reduced Strength

[3.4.1] Combat units have either one or two steps of strength. A unit with strengths printed on both its sides has two steps; its front shows the unit at full strength, and its reverse represents the unit at reduced strength. A unit with strengths printed only on its front has only one step. Front

[3.2.5] Non-combat units never project a ZOC.

[3.3] STACKING

Front

Back One-step Unit

Full Strength (One step)

NO Reduced Strength

Note: Many units will have only identification on their reverse side. This is strictly for convenience in organizing units for placement. It does not represent a step of unit strength. [3.4.2] Combat can cause step losses to units, reducing their strength. A two-step unit that takes one step of loss is turned over to its reduced-strength side. A one-step unit, or a two-step unit already on its reduced-strength side, that takes one step of loss is picked up and removed from play (see also 12.2). Front

Back

Back One-step Unit

Full Strength (One step)

Uncertain Value Mode

[3.4.4] Untried units have only one step. The reverse side shows only its uncertain value mode.

[3.5] HALVING AND ROUNDING

[3.5.1] During combat, attack strength can be halved, defense strength cannot. Halve attack strength for: • Out of Supply status (6.4.2)

• Combat effects of certain terrain (see the TEC)

[3.5.2] Some units in a combat can be subject to halving while others are not. Total the attack strength of affected units, halve that total, and drop any fraction. Now add their remaining strength to friendly units that are not halved. [3.5.3] Because fractions are dropped, a unit’s attack strength may be reduced to zero. If reduced to zero, its participation in attacking is cancelled, even if it is with units that are allowed to attack. If attacking alone, cancel that combat. [3.5.4] If movement allowance is halved, retain the fraction (it can be used on certain roads)

[3.6] MOTORIZED UNITS

[3.6.1] All units with a red or yellow colored box around their movement allowance are “motorized.” They may move faster than non-motorized units but are subject to possible greater costs for terrain and have certain restrictions.

One-step Unit Full Strength (One step)

Not available for Fire Support

[3.4.3] Artillery units have only one step. The reverse side of an artillery unit shows “Fired” to indicate only that the artillery unit has already engaged in artillery Fire Support (10.1) and is not eligible for Fire Support again during the current turn.

Motorized

[3.6.2] Yellow-box MA units are artillery and certain armored and reconnaissance units and have more movement restrictions than the redbox MA units (see 8.3.3.4, 8.3.5, and the TEC). [3.6.3] Red-box MA units are all remaining motorized units.


[4.2.1] Sequence of Play

OR [3.6.4] All units with a vehicle icon are armored units (including their non-icon unit equivalent (2.2.7) which can be used for play instead).

1. Turn Record Phase

Operations Segment. During the Strategic and Recovery Segments, ignore the Allied/Axis designation on the Game Turn marker since both players are conducting actions.

2. Activation Phase

[5.2] REINFORCEMENTS

A. STRATEGIC SEGMENT (both players)

3. Reinforcements Phase B. ALLIED OPERATIONS SEGMENT 1. Transport Phase 2. Movement Phase 3. Combat Phase

CASES

[4.1] SETUP

[4.1.1] Choose which scenario to play, then refer to that scenario’s set up cards. Both players first place their units on their set up cards, and then onto the map, according to instructions on the set up cards. [4.1.2] Examine the At Start section of your set up card for the scenario you have chosen. Transfer each unit to the map onto the location listed for it. All units begin the game at fullstrength. Not all units are used in every scenario. [4.1.3] Units not initially placed on the map are Reinforcements (5.2). They will enter play on a later turn. Not all units are used in every scenario. [4.1.4] Some units will be placed on specific hexes (usually as garrisons, 5.3) while others are placed as desired. [4.1.5] Untried units are drawn randomly and placed Untried in the At Start section of the scenario set up card. When placing an Untried unit on the set up card and then later onto the map, always place it with its Untried side face up and with the actual strength unknown to either player.

C. AXIS OPERATIONS SEGMENT 1. Transport Phase 2. Movement Phase 3 Combat Phase D. RECOVERY SEGMENT (both players) 1. Recovery Phase 2. Victory Determination Phase [4.2.2] Follow the Sequence of Play each turn until the end of the final turn of the scenario. At that time evaluate the performance of the players according to scenario victory conditions to determine the winner. Note: The Recovery Segment is used to conclude several procedures begun in earlier Segments and Phases. Design Note: The Allied player will always move first because he has strategic initiative. Tactically, the Axis could challenge the Allies, but historically, Axis forces could never translate brief advantages into a larger strategy. Neither army could function beyond pre-battle staff work, so there could never be an “initiative flip” as found in some other games.

Note: The best method for a random draw is to place the units in an opaque cup and draw them out one at a time.

GENERAL RULE

Forgotten Legions is played in successive turns, each composed of the Segments outlined below. Indicate the current turn on the Turn Record Track (TRT) by advancing the Turn marker to show the turn now beginning. Examine the Expanded Sequence of Play (see back cover) for a more detailed listing of the events within each Segment and Phase. The Allied player moves first in all scenarios.

Both players receive reinforcements. These are new units arriving from outside the game area. Reinforcements are not required to enter play on their scheduled turn of appearance. Players can choose to delay their entry until a later turn. [5.2.1] Place reinforcements on the scenario’s set up cards prior to the start of play. Each reinforcement unit has a designated entry location and the turn it enters play. This is the earliest turn it can be brought into play. Place it in play during the Reinforcements Phase at the location listed for it. A player may delay entry of any of his units to a later turn. [5.2.2] Entry Locations • If a unit enters play in a holding box (9.3), it can move onto the map during the friendly Movement Phase of the same turn. • For those units placed directly on the map, the placement hex must be friendly, and placement cannot exceed the stacking limit (3.3.2). Entry is delayed until the hex meets all placement qualifications.

Example: The Allied player receives four units on GT7. During the Reinforcements Phase, place these units in the Palestine Box. During its Movement Phase (later that same turn) it can move these units onto the map through any one of the Entry hexsides colorcoded for the Palestine Box.

[5.3] GARRISONS

[4.1.6] Once placement is complete, play begins.

[4.2] TURN OUTLINE

GENERAL RULE

GENERAL RULE

Each turn starts with the Strategic Segment.

Certain units are indicated At Start as garrisons. These remain on the locations specified on their set up card until released.

CASES

[5.1] TURN RECORD AND ACTIVATION PHASES

[5.1.1] Advance the Turn marker to the next box on the Turn Record Track to indicate this to be the current turn. [5.1.2] Activation Phase. Both players turn their own supplied artillery units from Fired to Active status, turn air units from Flown to Active, and turn naval units from Sailed to Active status. The Game Turn marker includes an Allied and Axis side to track which side is conducting their

[5.3.1] Mark each garrison unit with a Garrison marker until it is released. [5.3.2] Over the course of the game some units may become released either singly or in groups. A released unit does not require another unit to replace it. A player is not required to release a unit.

© 2018 Compass Games, LLC.


[5.3.3] Release a garrison unit immediately, in addition to the regular release in each scenario, when an enemy combat unit ends any game phase adjacent to it on the map. [5.3.4] Garrison units released voluntarily are released during the Reinforcement Phase. Once released they remain released for the rest of the game. [5.3.5] Until released, a garrison unit cannot move; it can otherwise perform all game functions, including providing artillery Fire Support.

[5.4] UNTRIED UNIT PLACEMENT

are provided for your convenience to use in marking movement supply status and all other supply situations. [6.1.2] A unit is Supplied if it can trace a Supply Route (6.2) through a path of contiguous hexes to a friendly Supply Source (6.3). [6.1.3] For combat a unit’s supply status is judged at the moment its combat is declared to be resolved. If it cannot trace a Supply Route it will conduct combat with a penalty (6.4). Artillery units can lend Fire Support when Out of Supply, but they can not turn from Fired back to their Active side during the Activation Phase if out of supply (10.4.2).

[6.2.2] A Supply Line is a path of contiguous hexes not more than 6 hexes in length. [6.2.3] A Supply Road is any network of connected main and minor road or trail hexes that lead to a friendly Supply Source. The network can be of any length. It does not matter if an individual unit can trace to more than one Source. Note: A Supply Road ends and does not cross a river if there is no bridge present. [6.2.4] A Supply Line can be only 4 hexes in length when either: • Using one (or more) trail hexes as part of the Supply Road; or

[6.1.4] A player can choose to leave units Out of Supply (OoS). A unit cannot be eliminated solely through lack of supply.

[5.4.3] At the start of each scenario place all Untried units into an opaque cup. Draw them randomly, one at a time, and place them in the At Start or Reinforcement sections of the scenario set up card. Always place an Untried unit in its Untried mode (back side up).

Design Note: The terrain in these game areas is particularly rough.

Supply Road

Supply Path enemy ZOC

en

em

Note: An alternative method is to turn all to their Untried side, mix them around while keeping the Untried side face-up, and then place these onto the set up card. The term “opaque cup” is the short way to describe the process.

[6.2.1] A Supply Route is a designated path of contiguous hexes consisting of a Supply Line (6.2.2) traced from the unit either directly to a Supply Source (6.3) or to a Supply Road (6.2.3) that leads to a friendly Supply Source.

OC

[5.4.2] The front side is the Tried mode and shows its actual unit strength values. Neither player may inspect the Tried side. Its values are to remain hidden from the view of both players until it is engaged in combat. A hex location is marked on the Tried side of each Untried unit only for historical reference purposes.

[6.2] SUPPLY ROUTES

yZ

[5.4.1] Some units start play in Untried status. The back side of the unit represents its Untried mode where the unit strength values are not yet known and are denoted by the “?” symbol.

• It cannot be traced except across an un-bridged river hexside. (Exception: the 6-hex length can be used if using Engineer Effects (8.3.3.3) to cross the river hexside).

Modern armies are critically dependent on a steady flow of supplies. The status of supply affects all combat units. When supply is interrupted the combat and movement abilities of units could be penalized. To avoid game penalties a unit must trace a Supply Route consisting of a Supply Line, usually to a Supply Road, that leads to a Supply Source.

Supply Source

CASES

[6.1] SUPPLY STATUS

[6.1.1] Units are judged as either Supplied or Out of Supply for combat (6.4.2 and 6.4.3), for artillery Fire Support (6.4.4), for movement of motorized units (6.5), and for Strategic movement (9.1.2). “Out of Supply” markers © 2018 Compass Games, LLC.

Supply Route Example: The 6-6-5 unit in Syria hex 1828 is supplied because it can trace a Supply Line not more than 6 hexes in length (6.2.4 reducing length to 4 hexes does not apply) around the Axis 3-3-5 unit in hex 1927 and its ZOC. Note the Axis 3-4-4 unit in hex 1426 blocks the supply path to the trail and hex 1425. Hex 1925 contains a road that serves as a Supply Road because it leads, without interruption, to the Supply Source in hex 1021.


[6.2.5] A Supply Line can be traced through or across all terrain types except the following: • It cannot be traced across a prohibited terrain hexside. (Examples: Sea and Lake hexsides).

• An alpine hex cannot be included unless tracing along the path of a road or trail, or when tracing from the alpine hex (i.e. a unit on an alpine hex can trace a Supply Line if the only alpine hex is the one it occupies). • A Supply Line cannot be traced off the edge of the scenario area.

[6.2.6] The Supply Route cannot include hexes containing enemy combat units, and none of its hexes can be in an enemy ZOC or a contested ZOC. A Supply Line or Supply Road can, however, be traced into or through a hex in an enemy ZOC if a friendly combat unit occupies that hex.

[6.3] SUPPLY SOURCES

[6.3.1] Supply Sources friendly to each player are marked as such on the map. A Supply Source friendly to one player will not be friendly to the other player, even if captured. If captured, a Supply Source will cease giving supply, but if recaptured by the friendly player, it will provide supply beginning the next time friendly supply status is judged. [6.3.2] A port (7.2.2) is a Supply Source to the player who controls it. [6.3.3] A holding box supplies only those units in it.

[6.4] COMBAT SUPPLY

[6.4.1] At the instant combat is to be resolved, a participating unit must trace a Supply Route to a friendly Supply Source, regardless if it is attacking or defending. If not, it is penalized (6.4.2 and 6.4.3). [6.4.2] Attack Supply. Total the attack strength of all non-artillery units that are OoS and then halve that total (drop fractions), cumulative with all other effects. Artillery units are not halved. Note: Some attacking units may be in Supply while others are not. Only those OoS are halved. [6.4.3] Defense Supply. If a defending unit is OoS, the attacker applies a -1 DRM to his combat die roll, cumulative with all other effects. Note: A defending unit may become surrounded by earlier combats and be unable to trace a Supply Line the moment its combat is resolved. If so, attacker now applies the -1 DRM. [6.4.4] An artillery unit cannot recover to its Active side if it is judged to be Out of Supply during the Activation Phase (10.4.2). [6.4.5] Air and naval units do not require combat supply, nor do artillery to provide Fire Support.

[6.5] MOVEMENT SUPPLY

Explanation of results:

Movement Supply restrictions apply only to motorized units, not non-motorized units.

Motorized

[6.5.1] If a motorized unit is not in supply at the beginning of its Movement Phase, it cannot conduct Strategic movement (9.1.2). [6.5.2] All motorized units deemed as Out of Supply lose one (1) MP from their printed MA during their Movement Phase. Note: We provide “Out of Supply” markers for your convenience in marking movement supply status and all other supply situations. They are not required for game use.

GENERAL RULE

The Germans and the French had the means to transport combat troops and equipment from Europe to Syria. Historically, much was destroyed or turned back, but some arrived. The Axis player will use these transport capabilities and the Air/Naval Arrival Table to bring new units onto the game map.

CASES

[7.1] AIR TRANSPORT

Only the Axis player can move ground units by Air Transport. [7.1.1] During his Transport Phase, the Axis player can move eligible combat units by air transport. They move from a holding box (9.3) to any friendly airfield. Airfields are marked on the map and in some holding boxes. Only those units designated as eligible on the Axis Set Up Card are eligible for Air Transport. [7.1.2] Air transport capacity is available only once during each Transport Phase. Capacity cannot be eliminated nor saved for use on later turns.

PROCEDURE 1.

Designate the unit to conduct Air Transport this phase.

2.

Pick it up from the holding box and place it at the destination airfield. Axis Air Transport cannot be intercepted.

3.

Use the Air/Naval Arrival Table to see if it arrives. Roll one die and adjust the die roll result by applicable DRMs.

Yes

Place the unit on the destination airfield. It can move during the subsequent Movement Phase, but it cannot use Strategic movement.

No

The unit does not arrive. Return the unit to the holding box. It can attempt Air Transport again next turn.

[7.1.3] A unit cannot be transported to an airfield in an enemy ZOC (unless a friendly unit is on the hex) or to where it exceeds stacking limits.

[7.2] NAVAL TRANSPORT

[7.2.1] During his Transport Phase a player can use Naval Transport to carry units from one friendly port to another friendly port. He can move one unit per turn by Naval Transport. [7.2.2] Ports. A player can use only friendly ports for Naval Transport. All ports are marked with a port symbol. Only those locations (on map or a holding box) with a port symbol can be used for Naval Transport. [7.2.3] Units eligible for Naval Transport

• Axis: Only those units designated on the Axis Set Up Card • Allied: Only (non-motorized) infantry

[7.2.4] Only one unit per turn can use Naval Transport. Transport capacity cannot be eliminated; if not used, it cannot be saved for use on later turns.

PROCEDURE 1.

Designate the unit to conduct Naval Transport.

2.

Pick it up from a port and place it next to the destination port.

3.

The opposing player decides whether to intercept that Naval Transport. He uses the Air/ Naval Arrival Table to have his intercepting unit arrive.

4.

Use the Air/Naval Arrival Table to see if the transported unit arrives. Roll one die and adjust the die roll result by applicable DRMs.

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Explanation of results:

Yes

Arrives. Place the unit on the destination port. It can move during the subsequent Movement Phase, but it cannot use Strategic movement.

No

Does not arrive. Return the unit to the port it started from. It can attempt Naval Transport again next turn.

[7.2.5] A unit arriving at its destination port can move with its full movement allowance that same Segment but cannot use Strategic movement. Design Note: The Naval Transport procedure may appear to be speeded up, but from the perspective of the ground commander this type of event would unfold immediately. He will not be involved in management of units at sea.

[8.1.3] A unit can move only once in a Movement Phase. It cannot spend more MPs than its total MA and cannot enter a hex if it does not have sufficient MPs remaining. Unused MPs cannot accumulate for future turns or transfer to other units. A unit is never forced to move. [8.1.4] A unit cannot enter a hex if it does not have sufficient MPs remaining to pay the MP cost prior to entering the hex or crossing the hexside. [8.1.5] A unit cannot enter a hex containing an enemy combat unit. It can enter or move through friendly-occupied or controlled hexes without regards to the stacking limit or extra MP cost (as long as it does not stay in the hex in violation of the stacking limit). [8.1.6] Subject to scenario restrictions, movement between adjoining maps is allowed and without an additional MP penalty; consider it one big continuous map.

Yes

[8.2] ZOC EFFECTS ON MOVEMENT

[8.2.1] A unit ceases movement immediately upon entering an enemy ZOC. It costs no additional MPs to enter or leave an enemy ZOC. A friendly ZOC does not affect the movement of friendly units. [8.2.2] A unit occupying a hex in an enemy ZOC at the beginning of its Movement Phase can leave that hex and enter another hex in an enemy ZOC, but only if it first moves into a hex that is not in an enemy ZOC. A unit can move directly from one hex in an enemy ZOC to another only by Infiltration movement (9.2).

[8.3] TERRAIN EFFECTS ON MOVEMENT

The Terrain Effects Chart (TEC) identifies all the types of map terrain and lists the differing MP costs a unit spends to cross or enter each terrain type.

No

GENERAL RULE

During his Movement Phase, a player can move any number of his ground units, as he wishes. They move through contiguous hexes in any direction or combination of directions. Movement can be affected by supply, terrain, and enemy ZOC, and it can be increased by special movement procedures. During the Combat Phase, units of either side may advance or retreat; this is not “movement,” and uses no MPs.

CASES

[8.1] HOW TO MOVE UNITS

[8.1.1] Move units one at a time from hex to adjacent hex. A unit cannot jump over a hex. Each unit spends Movement Points (MPs) from its Movement Allowance (MA) to enter each hex. See the Terrain Effects Chart (TEC) for the costs in MPs for the various types of terrain. There is no limit to the number of units that can move through a single hex in one turn. [8.1.2] Units can move together as a stack. When a stack begins movement, the MA of the stack is that of the unit with the lowest MA in that stack. Stacks cannot pick up or add units while moving. Once a stack has ceased moving, other units can move onto its hex (within the stacking limit). Units dropped off by a stack have completed their movement for that phase. Units in a stack that has not yet moved can move away from that stack singly, or in smaller stacks.

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Example of ZOC Effects: The Allied unit on hex 1926 cannot move directly to hex 2027 because of Axis ZOC from hex 1927. It can get to 2027 if it first moves to 2026 which is outside of Axis ZOC. Exception: Infiltration movement (9.2) allows an eligible unit starting in an enemy ZOC to move directly to an adjacent hex also in an enemy ZOC.

1/2

2

2

No

Example of Movement: The 4/1RSM unit (non-motorized cavalry) begins its Movement Phase on Syria hex 1926. It spends ½ MP to move along the road to 1927, then 2 MPs into rough terrain in hex 1928, then 2 MP to enter hills terrain in hex 1929. Its 1½ remaining MPs are not sufficient to then move to mountain hex 1930 (or any other adjacent hex, except the one it came from), so it has completed its Movement Phase. It cannot move any more during this phase.


[8.3.1] Each hex contains one or more terrain types. Where a single hex contains more than one type of terrain, the whole hex is assumed to consist of the terrain that has the highest MP cost. Units not moving along roads pay the highest MP cost of the terrain types within the hex. [8.3.2] The following terrain features have no MP cost or direct ground movement effect: National Border, Recruitment location, Point of Interest, Town, City, Supply Source, Airfield, and Port symbol. [8.3.3] River is a terrain feature located on hexsides. [8.3.3.1] A unit spends MPs to cross a river hexside (in either direction) in addition to the cost of the terrain entered. See the TEC for MP costs. [8.3.3.2] Bridges. A bridge negates the MP cost to cross a river. If a bridge is present, it is marked on the map where it crosses a river. Where a bridge is present, a unit moves along the road (or trail) at the road (or trail) movement rate and disregards the stream. If a bridge is not present, the road (or trail) does not cross the river and the unit spends the MP cost to cross the river plus the non-road cost of the terrain in the opposite hex. [8.3.3.3] Engineer Effects on River. An engineer reduces the MP cost by one MP for all units to cross a river hexside if during the Movement Phase that engineer is in either the departure hex or the destination hex adjacent to that hexside. It can aid units in crossing all hexsides adjacent to it. Once the engineer performs this function it ceases movement for the rest of this Movement Phase but can still provide the MP cost reduction for all units that can reach it. An engineer can itself cross at the reduced MP cost (and still provide the reduced crossing cost for other units) but ceases movement (and can still conduct combat). Note: The engineer can move with the unit that wishes to cross or just be in the hex it enters before it crosses the river. [8.3.3.4] Yellow MA units (most armor and artillery) can cross a non-bridged river hexside only by use of an engineer at the moment it crosses the hexside (as in 8.3.3.3). They also pay the MP cost to cross the hexside as listed on the TEC. [8.3.4] Lake and Sea. Where these terrain features completely cover a hexside, such a hexside is impassable. Those hexsides that are only partially covered are still passable. Treat them according to the other terrain on the hexside.

[8.3.5] Road Movement [8.3.5.1] A unit moving from one road hex directly into another adjacent road hex through a hexside crossed by the road symbol spends MPs according to that road’s rate and ignores other terrain in the hex. [8.3.5.2] Bridges cross river hexsides and will always include a road (or trail). Units crossing a river hexside using a bridge continue to move at the road, or trail, movement rate without paying the additional hexside cost. A bridge may not always present where a road, or trail, crosses river (8.3.3.2).

[9.1] STRATEGIC MOVEMENT GENERAL RULE

Strategic movement allows a unit to increase (temporarily) its printed movement allowance during the friendly Movement Phase. [9.1.1] Amount of Increase: A motorized unit increases its MA by half (Example: from 5 to 7½). Any other combat unit increases its printed MA by 1. [9.1.2] Strategic movement is allowed for a unit if all the following apply: •

If motorized, it must begin its Movement Phase in supply

It does not begin or end adjacent to an enemy combat unit this phase

All movement is through road hexes (or trail) which constitute a friendly Supply Road (6.5.1)

[9.1.3] Turn an artillery unit over to its Fired side (10.4) whenever it conducts Strategic movement.

[9.2] INFILTRATION MOVEMENT GENERAL RULE

Infiltration was a vital tactic of special movement employed by both sides. A unit starting in an enemy ZOC can move directly to an adjacent hex also in an enemy ZOC. [9.2.1] An eligible unit conducts infiltration movement during the friendly Movement Phase. Infiltration consists of the unit starting in an enemy ZOC then moving directly from a hex in an enemy ZOC to an adjacent hex in an enemy ZOC (by the same or any other enemy unit). To do this the infiltrating unit spends its entire MA. It then stops its movement for the rest of that phase.

[9.2.2] All units with a printed MA of 5 or more are eligible for Infiltration movement, regardless of supply status. A unit conducting Infiltration movement must have an MA sufficient to be able to otherwise enter the hex. [9.2.3] Non-motorized artillery units are eligible for infiltration movement; motorized artillery is not eligible.

[9.3] HOLDING BOXES GENERAL RULE

Holding boxes (sometimes just “box”) represent large geographical regions near or adjoining the game map that had an effect on operations during the campaign. Players can freely move units to and from friendly holding boxes. [9.3.1] Units in a holding box are “in play” even though they are not on the hex-grid playing area. Units in storage areas (Example: a set up card) are not actively in play, although they are available for play. Units enter, or exit, the map playing area through a map edge entry hexside. A unit cannot enter an enemy holding box. [9.3.2] The stacking limit does not apply in a holding box. A unit’s ZOC does not extend into or out of a holding box. Units cannot attack or be attacked while in a holding box. [9.3.3] Moving - Box to Map [9.3.3.1] Units enter the map through entry hexsides at the map edge that are colored for entry and correspond to their box. They can leave whenever they are allowed to move (during their Movement or Transport phases). [9.3.3.2] There is no MP cost in entering through a map entry edge hexside. Each unit counts the first map hex as the first hex entered and pays the regular terrain MP cost to enter that hex. A unit can enter using road movement (on a connected road) and can use Strategic movement. [9.3.3.3] A unit cannot enter the map at a particular hex if an enemy combat unit occupies the map edge hex. However, it can enter a hex in an enemy ZOC. [9.3.4] Moving - Map to Box [9.3.4.1] A unit can leave the map during its Movement Phase through an entry hexside designated for that friendly holding box. It stops there for the rest of the turn. [9.3.4.2] A unit spends 1 MP to leave the map. It cannot enter the holding box unless it spends the MP. It cannot retreat into a holding box.

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[9.3.5] A unit can move from a holding box to a connected holding box. Directional arrows are printed on the map to show which boxes are connected. To make this move the unit spends its entire MA and thereby ends its turn in that connected box. Next turn it can either: • Return to the original box • Move onto the map (9.3.3), or • Remain where it is

Artillery units participate in combat either from adjacent or non-adjacent hexes. Artillery units have a Support Strength added to the total friendly combat strength. Artillery units need not be adjacent to, but must be within range of, the defender’s hex any time they conduct artillery Fire Support. An artillery unit can participate in Fire Support by either attacking or defending in a single turn, but not both.

CASES

[10.1] ARTILLERY FIRE SUPPORT Back

Range

Full Strength (One step)

Not available for Fire Support

Artillery Fire Support provides additional combat strength used in attacking or defending. [10.1.1] Only eligible artillery units can participate in Fire Support. No artillery unit is required to contribute its support strength. Combat supply is not needed for Fire Support. [10.1.2] Declaration. First the defender, then the attacker, declares any desired Artillery Fire Support during the combat allocations (11.5.1) of each declared combat. Eligible artillery units can support any declared combat within range on any type of terrain. [10.1.3] Artillery Unit Eligibility Requirements •

The unit is within range of the defender’s hex.

The unit is not already in Fired (10.4) status.

It conducts Fire Support only in conjunction with friendly non-artillery combat units.

No enemy combat unit projects a ZOC into the hex occupied by the artillery unit at the moment of combat (unless it is defending; see 10.2.3).

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[10.1.4.2] Artillery can provide Fire Support for (or against) a unit on a mountain or alpine hex.

[10.4] FIRED

[10.1.5] Participation Limit [10.1.5.1] A single artillery unit can support only one combat within range per Combat Phase; it cannot split its strength or lend unused points to other artillery units.

GENERAL RULE

Support Strength

[10.1.4.1] Artillery can fire across a prohibited terrain hexside.

[10.3.2] While in an enemy ZOC, artillery can support an attack only on the enemy units adjacent to it (owner’s choice if there is more than one attack against these).

[10.1.4.3] Intervening units do not block Fire Support.

• Move to another box

Front

[10.1.4] Terrain Effects

[10.1.5.2] Artillery units can combine their support strength in a single combat. Whether attacking or defending, the total artillery support strength points counted in combat odds determination (11.5.2) cannot exceed the friendly non-artillery strength (not adjusting for terrain). Excess points of the same unit are (temporarily) lost for the calculation of combat odds and cannot be applied to any other combat. [10.1.5.3] Fire Support points included in the combat but not counted as strength points can count for Allied Concentrated Artillery Fire (10.5). [10.1.6] If there is more than one defending hex in a single combat, an artillery unit can support the combat (attack or defense) even though its range reaches only one of the defender’s hexes. [10.1.7] Non-adjacent artillery units providing support strengths do not conduct retreat or suffer step loss, regardless of results received in the combat they are supporting.

[10.4.1] Turn over to their Fired side all artillery units that participated in combat or conducted Strategic movement. Fired units cannot conduct Fire Support. [10.4.2] Turn all supplied artillery units from Fired back to their Active side during the Activation Phase (in the Strategic Segment). Design Note: The game’s ground and time scales allow only the general effect of artillery support, not a precise modeling.

[10.5] ALLIED CONCENTRATED ARTILLERY FIRE

[10.5.1] For each 18 artillery support points he commits to an attack, the Allied player can apply a -1 DRM to the combat die roll, cumulative with other effects. These points might not have been counted as combat strength points due to limitations in rule 10.1.5.2, but they do count for purposes of this rule. Axis units do not have this ability. [10.5.2] The DRM does not apply for defending artillery.

[10.2] DEFENDING

[10.2.1] A defending artillery unit uses its support strength or its defense strength in a single combat, not both. [10.2.2] When an artillery unit is attacked while alone in a hex, use its defense strength, not its support strength. Turn it over to its Fired side after that combat, regardless of combat results. [10.2.3] When an artillery unit occupies a defending hex with any non-artillery combat unit, it conducts Fire Support only for the defense of its hex and does not lend its defense strength to the total defense strength of the hex; it uses its defense strength if it is already in Fired status. An artillery unit in a defending hex is subject to all combat results.

[10.3] ATTACK SUPPORT

[10.3.1] Artillery units supporting an attack against a defending hex from an adjacent hex are subject to retreat as a result of combat. They are subject to a step loss only if in a defending hex. Artillery units cannot advance after combat.

GENERAL RULE

Combat occurs during the Combat Phase between adjacent opposing combat units at the active player’s discretion. The active player is termed the attacker; the other player is the defender, regardless of the overall situation. The active player declares and resolves combats in any order he desires after he has finished moving.

CASES [11.1] COMBAT DECLARATION [11.1.1] Attacking is voluntary (Exception: 13.3.4). A unit can remain in an enemy ZOC without attacking. The attacker can declare as many different attacks as he desires, first declaring and then resolving them one at a time in any order he desires. [11.1.2] The active player declares combats during his Combat Phase. He declares which enemy occupied hexes his units will attack. No unit can attack more than once or be attacked more than once per Combat Phase.


[11.1.3] With each declaration, the combat is resolved before continuing to the next declaration. The attacker designates which friendly units will attack each adjacent enemy hex. Individual units in a stack can attack different adjacent hexes. Unoccupied hexes cannot be attacked. [11.1.4] A unit can attack as many adjacent enemy hexes as desired in any single combat, but a unit’s attack strength cannot be divided among different combats or lent to other units. A hex under attack is called the defender’s hex. A defender’s hex can be attacked by as many units as can be positioned in the six adjacent hexes. All units in the defender’s hex defend together as a combined defense strength. The defender cannot withhold a unit in a hex under attack. [11.1.5] Once an attack is declared, all declared participating units are required to attack. [11.1.6] Attack Requirements [11.1.6.1] When a unit is declared to attack, any enemy combat unit which projects a ZOC into that attacking unit’s hex must be attacked by either that unit or by another eligible attacking unit. This declaration is made along with the first declaration; therefore, more than one declaration may be in effect at the same time. Note: Each attack within a set of required attacks is still resolved in any order the attacker wishes and artillery and air support are not applied until the time each is resolved. A combat can be declared and resolved before required combats (because the attacker resolves combats in any order he desires). [11.1.6.2] In any single combat all attacking units must be adjacent to all defending units. [11.1.6.3] If a non-active combat unit has only non-attacking enemy units in its ZOC, then it is not attacked. [11.1.6.4] A combat unit can remain in an enemy ZOC without attacking, even if another unit stacked with it attacks that enemy unit. [11.1.7] A unit with 0 attack strength cannot attack. Any unit (or stack) whose total attack strength has been reduced to less than 1 attack strength point because of halving (3.5) cannot attack and does not participate in combat. [11.1.8] Combat cannot be declared if the initial combat odds (11.5.4) are worse than 1-3 (before allocation of any artillery Fire Support).

[11.2] TERRAIN EFFECTS ON COMBAT

[11.2.2] Terrain benefits of hex and hexside are generally cumulative to the defender. [11.2.2.1] The defender receives only the most favorable defense terrain in the hex, where more than one terrain type exists. [11.2.2.2] The defender (when in a single hex) receives the hexside terrain, if all attacking non-artillery ground units are attacking through that type of hexside. When the defender is in more than one hex, the hexside benefit is received if any one of the defending hexes faces only attackers coming across the hexside feature. [11.2.2.3] Where all attacking units are attacking across a river hexside, apply a +1 DRM to the combat die roll. If any attacking unit in that combat does not attack through river hexside, the DRM does not apply. Note: This defense effect is not lost because of engineer effects on movement over a river hexside (8.3.3.3).

Def.

A

Def. Attack

Attack

B

Attack Def.

Terrain Effects on Combat Example: [A] If Syria hexes 3220 and 3221 are the defending hexes, and the attacker is on 3120, then the defender receives the hexside benefit; [B] but if hex 3120 is the defender’s hex and attackers are on 3220 and 3221, then the defender does not receive the hexside benefit.

[11.2.3] A unit cannot attack across a hexside through which the TEC prohibits it from moving. It cannot attack an unoccupied hex. Note: Yellow MA units cannot attack across a river hexside unless attacking across a bridged hexside or accompanied by an engineer (8.3.3.4). [11.2.4] Terrain in hexes occupied by attacking units has no effect on combat. [11.2.5] Motorized units can attack mountain or alpine only when attacking through a road (or trail) hexside. However, red-box MA units can attack a mountain (or alpine) hex without use of road (or trail) when attacking with a non-motorized unit, but cannot advance (12.4.5) after combat onto that mountain (or alpine) hex.

[11.3] ATTACK RESTRICTIONS

[11.3.1] No unit can attack or defend more than once per Combat Phase. [11.3.2] A unit cannot divide its attack strength among different combats or lend it to other units. [11.3.3] Artillery units alone cannot attack a combat unit.

[11.4] ARMOR BONUS IN COMBAT

Armor Bonus (red value)

[11.4.1] An attacking armor unit with a red attack strength may cause a -1 DRM to be applied to that combat in addition to its attack strength. If it does not have a red attack strength, it is not eligible to cause a DRM. The defender cannot use the Armor Bonus. To obtain the DRM the attacker consults the DRMs section of the CRT to determine any Armor Bonus separately for each eligible attacking armor unit. Explanation of results: Yes

The DRM is received for that unit

No

Do not allow the DRM for that unit

[11.4.2] Roll once for each attacking armor unit and apply the DRMs listed. Resolve before determining the final combat odds. Additional Armor Bonus DRMs for that combat resolution are not allowed after the first armor unit in that combat obtains the DRM. If a unit’s result is No for Armor Bonus, it can still use its attack strength. [11.4.3] The attacking armor units require attacking with an infantry or cavalry unit (motorized or non-motorized) to obtain the DRM. [11.4.4] The Armor Bonus is not allowed if the defender’s hex includes an armor unit (of any type) that has a red attack strength or an artillery unit with a range of 2 hexes (the heavier artillery). [11.4.5] The DRM applies against mountain or alpine only if attacking along a road. It never applies against a hex with a city.

[11.2.1] A defending unit benefits from the terrain in the hex it occupies, and from the terrain on the hexsides it is being attacked through (see the TEC).

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[11.5] RESOLVING COMBAT PROCEDURE

Follow the sequence below. [11.5.1] Combat Allocations 1.

Both players determine the Combat Supply status (6.4) of their units.

2.

The defender allocates artillery Fire Support (10.1.2).

3.

The attacker allocates artillery Fire Support (10.1.2).

4.

The attacker also allocates Air Support (13.1.4) and Naval Fire Support (13.2.5), determining now whether they arrive.

5.

The defender allocates Air Support (13.1.4) and Naval Fire Support (13.2.5), determining now whether they arrive.

6.

If the attacker declares he is attacking with armor units, he uses the Armor Bonus Table (11.4) to determine whether a DRM is obtained.

[11.5.2] Determine Combat Odds 1.

2.

Halve a unit’s strength for attacking when out of supply (6.4.2). Turn Untried units to their Tried side. Note: Air and artillery allocated to a zero-strength Untried unit cannot be re-allocated to another combat.

3.

4.

5.

Total the attack strength of all attacking units (after applicable halving) and the attacker’s allocated artillery Fire Support strength (10.3). Total the defense strength and defender’s allocated artillery Fire Support strength. Divide the total attacking strength by the total defending strength to arrive at a combat odds ratio. Always round off the odds in favor of the defender to the nearest ratio listed on the Combat Results Table.

Examples: 10 attack strength points against 2 defense strength points is 5-1 odds; 10 to 3 is 3-1 odds; 10 to 4 is 2-1 odds; 10 to 5 is 2-1 odds, 10 to 6 is 3-2 odds.

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[11.5.3] If final combat odds are 7-1 or greater, use the 6-1 column and apply a -1 DRM (cumulative with other effects). [11.5.4] Combat odds of worse than 1-3 are not allowed, but if the final combat odds become worse than 1-3 (such as after allocating artillery, or revealing Untried units), resolve the combat on the 1-3 column and apply a +1 DRM to the die roll result (cumulative with other effects). [11.5.5] The attacker cannot voluntarily reduce the combat odds of any given attack. [11.5.6] Now roll one die and adjust the die roll by the net DRM to arrive at a final die roll number. Cross-index the die roll number with the odds column on the Combat Results Table to obtain a combat result. Apply the combat result (12.1.1) to the involved units before going on to any other combat. The attacker declares and then resolves separate combats in any order he desires.

GENERAL RULE

After declaring a combat, the active player obtains a combat result. Combat results include advancing, retreating, reduction, and removal of units in play.

CASES

[12.1] THE COMBAT RESULTS TABLE

[12.1.1] After obtaining a result on the Combat Results Table (CRT) interpret results as follows: A

Result affects attacking units

D

Result affects defending units

r

All affected units retreat (12.3)

(2)

1, 2, or 3

A two-hex retreat is required (see also 12.4.6) Reduce the affected force by one, or two, or three steps as the number indicates * Asterisk may mean an extra attacker loss (12.2.4)

On the CRT all results that apply to attacking units are marked in red. If there is no indicated result for one side, nothing happens to that side. [12.1.2] Defender artillery units not in a defending hex or attacker artillery units not adjacent to a defender’s hex suffer no combat results. [12.1.3] Artillery units in a defending hex are subject to all combat results, as are attacker artillery units adjacent to the defender’s hex.

[12.2] COMBAT LOSSES “A big butcher’s bill is not necessarily evidence of good tactics.” – A.P. Wavell to Churchill, August 1940, regarding the loss of British Somaliland. [12.2.1] Apply all results to the defending units first, attacking units second. [12.2.2] The owner applies the number of steps of loss indicated by the CRT to the total participating force, not to each unit in that force. He chooses which of his own units to reduce. A unit takes losses in the form of steps (3.4.2). [12.2.3] A unit is removed from play when: • It is reduced beyond its last step • It has no retreat route (12.3)

[12.2.4] Asterisk (*) Result. This result applies only to the attacker. When the asterisk result occurs, the attacking force takes one step of loss in addition to any other step loss if the defender’s hex includes mountain or alpine terrain. [12.2.5] The D1 or Dr result. When this result occurs, the defender has the option of either: • Take one step of loss and the surviving units remain in the hex, or

• All defending units conduct a retreat (12.3); they do not take any step loss.

[12.2.6] The A1 or Ar result. When this result occurs, the attacker has the option of either: •

Take one step of loss and the surviving units remain in their hexes, or

All attacking units conduct a retreat (12.3); they do not take any step loss.

[12.3] RETREATING

When a combat result shows a retreat, the owning player immediately moves his affected units individually (or as a stack) away from the defender’s hex. A unit unable to retreat within the restrictions below is eliminated. [12.3.1] Retreating is not movement and uses no MPs. A unit cannot retreat across a terrain hexside prohibited to its movement, or off the edge of the scenario area, or over enemy combat units. [12.3.2] Distance [12.3.2.1] An r result requires all the affected force to move either one or two hexes, as the owner desires. [12.3.2.2] An r(2) result requires the affected units to retreat two hexes and Special Advance (12.4.6) is allowed. [12.3.2.3] A unit that has no choice but to end its retreat in violation of the stacking limit retreats


one more hex. If it is still in violation of the stacking limit, remove it from play. [12.3.2.4] A unit cannot retreat into a holding box. [12.3.3] A unit can always retreat into or through a hex containing another friendly combat unit, or stack of units (without regard to the stacking limit), even if enemy units project ZOC into that hex. [12.3.4] All units retreating as a result of a single combat do so simultaneously (therefore, a unit cannot hold open a retreat route for another unit and then conduct its own retreat). A defender retreat is required (upon a retreat result) even when no attacking unit is left that could occupy the defender’s hex. Example: A one-step unit attacks two steps of defenders at 3-4 odds. The die roll is a “1” which yields an “A1/Dr” result – a step loss for the attacker and a retreat for the defender. Even though the attacking unit will be removed because it had only one step to lose, the defender is required to retreat. The defending units retreat first and then the attacking unit is removed. [12.3.5] A unit can end its retreat in an enemy ZOC if the hex is already a friendly occupied hex. Remove the unit from play if it ends its retreat in a vacant hex in an enemy ZOC. A unit cannot retreat through a vacant hex in an enemy ZOC. [12.3.6] A unit that ends its retreat in a hex where combat is subsequently declared that same Combat Phase does not contribute its defense strength to that combat. In that second defender’s hex it may again suffer retreat and possible (additional) step losses if the original defenders cannot fulfill all losses required by their combat results. [12.3.7] A unit retreats such that it either reduces or does not increase (if it cannot decrease), the distance between it and the friendly Supply Source to which it traced a Supply Route for this combat. A unit cannot increase the distance or retreat to an Out of Supply position unless no alternate position exists. [12.3.8] A unit with an MA of 0 cannot retreat; it is eliminated instead. However, other units stacked with it can still retreat.

[12.4] ADVANCING AFTER COMBAT

[12.4.2] Advancing units ignore any enemy ZOC to enter the defender’s hex. Units can advance only one hex (into a defender’s hex). If there is more than one defending hex in a single combat, attacking units can advance into one or all of those hexes, in any combination (into just one hex, one in each, etc.).

PROCEDURE 1.

A player declares that his air unit will conduct a mission.

2.

He picks it up from his holding box and places it on the mission location. An air unit does not move across the map; do not count hexes. Terrain, enemy units (ground, sea, or air), or enemy ZOC do not affect placement of air units.

3.

He uses the Air/Naval Arrival Table to see if the air unit arrives at that mission location. Adjust the die roll result by applicable DRMs. The left column of the Air/Naval Arrival Table DRM summary shows the DRM to be applied for the mission listed for it.

[12.4.3] Defending units never advance after an Attacker Retreat result. Note: Advances are useful to cut off the retreat of enemy units where combat has yet to be resolved. [12.4.4] Only attacking units that participated in that combat can advance; non-participating units cannot, even if they are in the same attacking hex. Units can advance from any of the hexes from which the attack was made. Units that served only to block enemy retreat cannot advance. [12.4.5] Special Limitations on Units • Only one unit can advance from each attacking hex (command and control problems).

• Units cannot violate stacking limitations at the end of an advance after combat.

• Artillery units cannot advance after combat.

• red-box MA units cannot advance without a road into a mountain or alpine hex (11.2.5)

[12.4.6] Special Advance. When the r(2) result applies to defending units, the attacker is allowed to advance one extra unit from each attacking hex (for a total of two from each hex). Note: A comprehensive example of combat (16.0) is provided to help familiarize players with combat procedures and resolution.

[13.1] AIR POWER GENERAL RULE

Explanation of results: Yes

The air unit arrives and conducts its mission.

No

The air unit does not arrive; turn it over to Flown status (no longer Active) and return it immediately to its holding box. It can try a new mission again next turn.

[13.1.3] Naval Transport Interception Only Allied units can conduct this mission.

PROCEDURE 1.

Conduct this mission during the Axis Transport Phase. The Allied player can designate only one air unit per turn to conduct the mission. He picks it up from his holding box and then places it on the Axis unit being transported.

2.

Use the Air/Naval Arrival Table to see if the air unit arrives.

3.

If the air unit arrives at the transported unit, the Axis player applies a +1 DRM to the Air/ Naval Arrival Table to see if that transported unit arrives.

Both players have air units that can be applied in either of two missions during a turn if it passes the Air/Naval Arrival Table.

[13.1.4] Close Air Support Mission

Whenever a defender’s hex becomes vacant of combat units due to combat results, attacking units can advance into it. Advancing is not movement and uses no MPs. [12.4.1] The attacker must decide immediately whether to advance, before resolving the next combat. A unit is never forced to advance. Advancing units cannot attack again in that phase, even if by advancing they become adjacent to enemy units.

[13.1.2] Air Missions

Support Strength

[13.1.1] Each turn an air unit can conduct either of the following missions: • Naval Transport (Allied only) • Close Air Support

Interception

Conduct this mission during the Combat Phase as each combat is declared to be resolved.

PROCEDURE 1.

The attacker declares his air unit first, then the defender.

2.

Each air unit can support only one ground combat per turn. The air unit can be applied to any defender’s hex. © 2018 Compass Games, LLC.


3.

If his air unit arrives the attacking player applies a -1 DRM to any one ground combat, cumulative with other effects, for each air unit in that combat.

4.

The defending player applies a +1 DRM if his air unit arrives.

5.

Both attacker and defender air units can be in the same (ground) combat; there is no air combat. Air units never require Combat Supply.

[13.1.5] Air Unit Recovery

PROCEDURE 1.

2.

Return the air unit to a friendly holding box at the conclusion of either mission with the status as Flown. Air units of both sides return (automatically) to Active status during the Activation Phase.

[13.2] SEA POWER GENERAL RULE

Both players have naval units that can be applied in any one of three missions each turn if it passes the Air/Naval Arrival Table. [13.2.1] Available naval missions: • Naval Ground (Allied only)

Interdiction

• Naval Transport Interception • Naval Artillery Fire Support

[13.2.2] Naval Mission Procedure 1.

The owning player declares that his naval unit will conduct a naval mission.

2.

He picks it up from its port and places it on an all-sea hex at the mission location. A naval unit does not move across the map; do not count hexes.

3.

He uses the Air/Naval Arrival Table to see if the naval unit arrives at that mission location. Adjust the die roll result by applicable DRMs.

Explanation of results: Yes

No

The naval unit arrives and conducts its mission.

3.

The naval unit does not arrive; turn it over to Sailed status (no longer Active) and place it immediately on the Turn Record Track two turns ahead of the current turn.

If the naval unit arrives, the transporting player now applies a +1 DRM to the Air/Naval Arrival Table for the transported unit.

4.

Now turn the naval unit over to Sailed status and return it to its port.

(Example: If used on GT 2, place it on GT 4). It returns as a reinforcement on that turn.

[13.2.5] Naval Fire Support Mission

[13.2.3] Naval Ground Interdiction Mission (Allied only) While a naval unit does not have a ZOC, its interdiction effect can slow enemy ground movement. 1. Conduct this mission during the friendly Movement Phase. It remains at its mission location until the Recovery Phase. 2. Use the Air/Naval Arrival Table to see if the naval unit arrives at that mission location (13.2.2). Adjust the die roll result by applicable DRMs. 3. If the naval unit arrives, place it on any full-sea hex adjacent to a coastal hex. Return it to its holding box during the Recovery Phase. 4. The naval unit causes Axis ground units to spend 1 MP extra while moving on one or more coastal hexes adjacent to the Allied naval unit (for a total of just one extra MP). Axis units also cannot conduct Strategic movement through an interdicted hex. [13.2.4] Naval Transport Interception Mission A player can declare his naval unit will conduct this mission when the opposing player declares he will conduct Naval Transport (7.2) or Commando Raid (13.3).

2. Use the Air/Naval Arrival Table to see if the naval unit arrives at that mission location. Adjust the die roll result by applicable DRMs. If the attacker already has a naval unit that has arrived for that combat, the defender

Support Strength

Range Support Strength

Range

[13.2.5.1] A naval unit can provide artillery Fire Support (as in 10.1) on one defending hex per turn. Conduct this mission during the Combat Phase as that combat is declared to be resolved. [13.2.5.2] The attacker declares his naval unit first, then the defender. Note: Both players can conduct Naval Fire Support in the same combat. [13.2.5.3] A naval unit can support only one ground combat per turn.

PROCEDURE 1.

The player picks up his naval unit from his port and places it on an all-sea hex within range of the defender’s hex.

2.

Use the Air/Naval Arrival Table to see if the naval unit arrives at that mission location. Adjust the die roll result by applicable DRMs.

3.

Immediately after the naval unit has completed its Fire Support, turn it over to Sailed status and return it to its port.

4.

Apply the Fire Support strength of the naval unit, according to the range to the target. The range is either one or two hexes; the value for that range is printed on the naval unit.

5.

Both attacker and defender naval units can be in the same ground combat; there is no naval combat. Naval units never require Combat Supply.

PROCEDURE

1. The player picks up his naval unit from his port and places at the enemy destination port, or hex if it is a Commando Raid.

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applies an additional DRM (see Table) for his naval unit to arrive.


[13.2.6] Naval Unit Recovery [13.2.6.1] Naval units of both sides return automatically to Active status when on the Turn Record Track. [13.2.6.2] A naval unit can remain at a port indefinitely. If the port becomes unfriendly while the naval unit is there, permanently remove the naval unit from play.

[13.3] COMMANDO RAID

range, and can conduct Fire Support (13.2.5). Return it to a friendly port in Sailed status if the commando failed to arrive. 6. An arriving Axis naval unit can also provide Fire Support to Axis units within range. Explanation of Results: Yes

The commando arrives.

No

The commando does not arrive and returns to its original location, the holding box. It can try a Commando Raid again next turn.

GENERAL RULE

Commando units use the Commando Raid procedure to attack a coastal hex, or land on it, from an adjacent all-sea hex. They might later use Commando Evacuation to leave the hex.

[13.3.1] Only an Allied commando unit (designated as “Cdo”) can conduct a Commando Raid. This procedure is can be attempted on any turn a commando unit starts in a friendly holding box with a port and is at full strength. The commando cannot land in an enemy holding box. [13.3.2] Place it at its landing position during the friendly Transport Phase. Any eligible coastal hex can be the target of the landing. An eligible hex is one adjacent to an all-sea hex. Any hex with coast entirely covered by coastal reef is not eligible for Commando Raid. Note: The nearness of the map edge will also make some coastal hexes not eligible.

PROCEDURE 1.

The commando unit starts in a friendly holding box with a port.

2.

Pick it up and place it on an all-sea hex adjacent to the coastal hex where it intends to land. Place a Commando Raid marker with it.

3.

The Axis player now has the option to place his air and naval units to oppose the Raid. He uses the Air/Naval Arrival table to see if his units arrive.

4.

Now the Allied player uses the Air/Naval Arrival Table to see if the commando arrives. Adjust the die roll result by applicable DRMs.

5.

The Allied naval unit can move with the commando. It is subject to the same single die roll result for arrival. Place it on the same all-sea hex as the commando. It can remain there at sea, within

[13.3.3] Landing. If the coastal hex is not enemy-occupied, or is occupied by friendly units, the commando moves onto the indicated coastal hex during its Movement Phase (disregard the sea hexside). It pays no MP cost to enter the hex but cannot conduct any other movement on land that turn. It can conduct combat from the coastal hex; it cannot retreat back out to sea unless conducting Commando Evacuation (13.3.9). [13.3.4] If the coastal hex is occupied by an enemy combat unit, the commando is required to attack the coastal hex and remains in the sea hex until the Combat Phase. [13.3.5] When attacking from a sea hex, it ignores other adjacent hexes occupied by enemy combat units. It can participate in an attack combined with other units already on land. The Allied naval unit can provide Fire Support for only the combat that includes the commando. Other artillery can provide Fire Support for a commando if a non-commando unit participates in the same combat from an adjacent land hex. [13.3.6] For combat, the commando automatically has Combat Supply while it has the Commando Raid marker. Otherwise, it requires a Supply Route to an Allied Supply Source. [13.3.7] When the commando attacks from an all-sea hex, it cannot retreat and conducts Commando Evacuation (13.3.9) if forced to retreat by combat results or if it declines to advance after combat. [13.3.8] An Axis unit defending behind a river does not benefit from the river DRM when also attacked from the sea.

[13.3.9] Commando Evacuation This procedure is available only during the Allied Operations Segment for a commando unit that has a Commando Raid marker. Commando Evacuation can be required if during the Combat Phase the commando unit is required to retreat by combat results and its only retreat is back out to sea or from a sea hex. It is otherwise optional to the Allied player but only after all Allied declared combats are complete.

PROCEDURE 1.

The Allied player declares Commando Evacuation.

2.

The Axis player can commit his air and naval units. He uses the Air/Naval Arrival Table to see if they arrive. An Axis naval unit that arrived for the Combat Phase is still there and is not again subject to the Air/Naval Arrival Table for this phase; an Axis air unit requires an arrival determination.

3.

The Allied player uses the Air/ Naval Arrival Table to see if his commando unit evacuates successfully (on a Yes result). Apply DRMs to the die roll, including a +2 DRM if the Axis naval unit is present.

Explanation of results: Yes

Return the commando to a friendly port.

No

The commando remains on the coastal hex, or it is eliminated if it had been required to retreat.

[13.3.10] The Allied player can choose to have the commando unit attempt another Commando Raid after it has already made an earlier Commando Raid. To be eligible to make an additional Commando Raid, place the commando unit on the Turn Record Track two turns ahead. On that second turn it arrives as a reinforcement unit in a friendly holding box with a port. It is now eligible beginning that turn. It is not eligible if it is reduced in strength.

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GENERAL RULE

The game options presented here cover a range of historical capabilities. Some additional optional rules can be found in each game’s scenarios. Each can be used alone or with the others.

CASES

[14.1] MOUNTAIN UNITS “What are those goats running up there for? Those are not goats, sir. They are Alpini.” – Exchange with (then) Col. F.Messervy, near Keren, on 2 Feb. quoted in Barker, p.101.

[14.1.1] Movement. Mountain units spend 1 MP less to enter a mountain or alpine hex than the cost shown on the TEC. [14.1.2] Combat Effects. If any mountain unit participates in an attack on a hex containing mountain or alpine, the attacker can declare mountain unit combat effects. He applies a -1 DRM to the combat die roll, cumulative with other effects. If the attacker suffers any combat loss, the first step comes from the mountain unit declared for that combat. Design Note: This rule appeared only in the original Bloody Keren game, but as an optional rule. Such units are now found in both games and the rule is recommended for regular play. We present it here as optional because it provides a convenient method of helping to balance play between unequal players. Furthermore, the two Axis French mountain infantry battalions were trained for mountain warfare but had not practiced this since the prior summer, and the reorganization of their regiment may have removed critical personnel.

[14.2] COMBAT REFUSAL

Certain units have the ability to avoid combat. [14.2.1] After a combat is declared eligible defending units have the option to retreat before combat is resolved. If the attacker has not declared any combats, Combat Refusal is not allowed. [14.2.2] Combat Refusal is not movement. It is a retreat and follows all restrictions of Case 12.3.

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[14.2.3] Only eligible combat units are allowed Combat Refusal. To be eligible, all units in a defending hex must be cavalry or motorized units (any combination of these) with an MA of 6 or more. [14.2.4] If the attacker has any number of attacking cavalry or motorized units with MA of 6 or more, the defending units cannot conduct Combat Refusal and must defend in combat. [14.2.5] Units conducting Combat Refusal retreat three hexes (and possibly more, 12.3.6). They cannot conduct Combat Refusal if the retreat path passes through a vacant hex in an enemy ZOC. [14.2.6] After the defender retreats, the attacking force (all units, up to the stacking limit) can advance to occupy the now-vacated hex and then one more hex beyond the vacated hex. They can enter an enemy ZOC but cannot pass through an enemy ZOC to advance the second hex. Attacking units which advance cannot participate in other combats during their Combat Phase. Design Note: This is a new rule and is not recommended. We include it for completeness.

[14.3] NO RETREAT

[14.3.1] When on eligible terrain a unit is not required to retreat as a result of combat, regardless if attacking or defending. A player always has the option to retreat a unit normally. [14.3.2] Terrain that allows No Retreat is Ghouta, hills, mountain, and alpine. The “No Retreat” option is not allowed to units of the affected force on another terrain type. [14.3.3] If combat results call for a retreat and the affected force does not, then that force loses one step in addition to regular losses. It loses another step if it is judged Out of Supply at the moment of combat. Design Note: This rule appeared in the original Bloody Keren game. It appears now as optional because it might create impossible game situations where a defender could stand on an objective hex enough extra turns to deny victory to his opponent even though he is losing everywhere else. Use it only to balance play between unequal players.

GENERAL RULE

The game is won by the Allied player by capturing and holding sufficient Victory Locations at the end of any turn. If the Allied player does not hold enough locations (see Scenario rules) by the end of the game then the Axis player is declared the winner.

CASES

[15.1] VICTORY LOCATIONS

[15.1.1] Victory is determined only on the last turn of the game. The location is recorded only if it is friendly (3.1.2) to the Allied player (regardless of supply status). It does not matter how many times the location may have changed hands during the course of play. [15.1.2] Victory Locations for each scenario are listed on the respective Allied Set Up Cards. All location hexes are outlined in red on the game maps. Note: We provide Allied and Axis “Control” markers for your convenience in tracking ownership of key geographic objectives. They are not required for game use.


The Battle of Ft. Khiam It is the beginning of GT 1 of Drive on Damascus. The set up cards show no reinforcements for either side. The turn begins with the Allied player’s Movement Phase. The Allied player moves the SSY unit and the 2/33-25A battalion to hex 2408. He then moves his 2/3 MGA, 2/31-25A, and 2/25-25A battalions and the A Grays into hex 2407. Stacking in hex 2407 is at the 7-point maximum per hex. He moves his 9-2/5Fd-A artillery unit to 2307.

at least one unit in 2407 is attacking and an Axis ZOC extends also from 2506 into 2407, he must also declare at this time an attack on 2506 because it is a required attack. He will designate the exact ground units conducting each attack only as that attack is resolved.

hex 2407 that are eligible to engage hex 2506. Hex 2506 must be attacked because it projects a ZOC into hex 2407 which has attacking units. The Allied player has one artillery unit (9-2/5Fd-A) in range with two support points and decides to commit it to this combat.

The Allied player chooses to resolve the hex 2507 attack first. All units of both sides are in Combat Supply. The Axis player declares his artillery support first, because he is the defender (10.1.2). His two artillery units at hexes 2607 and 2707 respectively are active and are in range, one of them being one hex from 2507. The Axis player assigns only his I/2 RAML unit to the combat with its 1 support point, thinking that he should apply his 2-point artillery to the declared attack on hex 2506 (which is at a 2-hex range).

The Axis Untried unit in hex 2507 is now revealed to be a 2-2-4. Had it been a “Remove” unit then the Allied player would automatically “win” the combat since there would be no combat odds. The Axis artillery would not have any effect (but is still turned over as Fired). Allied units would then be allowed an advance after combat (one from each hex).

Defensive Fire Support

Attack Support Allied Opening Move Complete

With all other movement outside of the example area completed it is time for the Allied Combat Phase. The Allied player declares his first attack. He will resolve attacks one at a time in the order he desires as he declares them. He declares he will attack hex 2507 using units from hexes 2407 and 2408. Because

First Attack Declaration (for illustrative purposes, only units participating in combat appear)

The Allied player now declares that three of his units will attack hex 2507 and designates the actual ground units conducting the attack, including the 2/3MG-A unit in hex 2407. That leaves the three others in

Because the SSY unit is motorized, it is not generally allowed to attack mountain terrain. It has a red-box MA, which means it is conditionally eligible to attack mountain hexes. Here, it is allowed to attack because it is attacking along with non-motorized units which are always eligible (11.2.5). Final combat odds against hex 2507 with the 2-2-4 unit are 10 attack (5+1+2 plus the 2-point artillery unit = 10) against 3 defense (2 plus 1 artillery support point = 3), or 3-1 odds. The attacker will use the 3-1 column to arrive at a combat result. The Allied player rolls one die and obtains a 4. He now applies DRMs. The mountain causes a +2 DRM to the combat die roll regardless of how it is attacked. The river hexside terrain would normally cause a +1 DRM, but because at least one Allied unit is attacking the defender’s hex from across a hexside not covered by a river, that DRM is not applied. If all attacking units were only in hex 2408 (and stacking space was available), the river DRM would apply. The net DRM is +2, so the die roll is adjusted to 6, which yields an “A1*/D1” result.

© 2018 Compass Games, LLC.


The second part of the result requires the defending force to take a 1-step loss. Defending units suffer combat effects first. Normally the defending Tried unit would be turned over to its reduced strength side if it had a reduced strength side. It does not have a reduced strength side and so it is removed. The Axis artillery unit is now turned over to its Fired side to indicate it was used (and is no longer Active). The Allied 9-2/5Fd-A artillery unit also turns over to Fired. Both will turn back to Active during the Activation Phase of the Strategic Segment next turn. The first part of the combat result indicates effects on attacking units. Attacking units suffer the effects second. The Allied player chooses which one of his units takes the one-step loss. He chooses the 2/3MG-A unit and turns it over to its reduced side. Since the asterisk (*) was included in the combat result and the defender’s hex had mountain terrain, the attacker takes an extra step of loss. The Allied player could choose any of his attacking units but chooses the SSY unit and must remove it because it does not have a reduced side. Because the hex is now vacant, the Allied player can occupy the hex by advance after combat with his remaining units, one from each attacking hex. He advances his 2/3325A unit from 2408, and the now reduced 2/3MG-A from 2407, into hex 2507. Had it survived, the SSY unit would not have been eligible for advance because motorized units cannot enter mountain terrain without using a road.

Fired

Advance After Combat Step Loss

Fired

Results After First Attack © 2018 Compass Games, LLC.

The Allied player now resolves the declared combat against hex 2506 with his 2/25, 2/31, and A/Grays units. The Axis player commits his (still active) II/1 RAML artillery unit. If that artillery unit had been in hex 2607 instead, it could not provide Fire Support because an Allied unit is now projecting a ZOC into that hex due to the advance after combat by the 2/33 Australians. The Allied 9-2/5Fd-A artillery unit is now Fired and so it cannot provide Fire Support for this combat.

All combat is now complete; the Allied Operations Segment is concluded. Note that the Axis garrison unit at 2607 is now released for movement in the ensuing Axis Movement Phase because an Allied unit is adjacent at the end of a game phase (5.3.3). A regular garrison release (22.1.3) is no longer required for it. Fired

Garrison Released

All units are in Combat Supply and no Untried units are involved. Combat odds against 2406 are 12 (6 + 5 +1) against 8 (4 + 2 plus the 2-point artillery), or 3-2 odds. Defensive Fire Support

Attacker Retreats 1 hex

Results After Second Attack

Second Attack Declaration (for illustrative purposes, only units participating in combat appear)

The Allied player rolls one die and obtains a 5. He now applies DRMs. The hill causes a +1 DRM to the combat die roll regardless of how it is attacked. The nearby river does not cover the hexside the attackers are crossing, so the net DRM is +1. The die roll is adjusted to a 6, which yields an “AR” result. The Axis units suffer no combat effects, but the Allied units do. They must retreat towards the Supply Source that supplied this combat. The Allied player can retreat his units one or two hexes, as he desires, and chooses to retreat them one hex to 2307 to join the artillery unit still there (and unaffected by the combat result). The retreat must first be to hex 2307 (i.e. towards his Supply Source) and the second hex could be to either 2207 or 2208.

Despite the Allied casualties the Axis player sees himself in a tough spot. With the Allies now holding Ft. Khiam and the loss of the covering unit, French artillery is now exposed. Allied units could use infiltration movement to move to hex 2608 to attack hex 2707 with its valuable two-hex range artillery unit. That artillery should either pull back or be covered. To provide cover, the Axis player can use infiltration movement (just the same as the Allied player) to move 1+2 CL to hex 2607 (or the II/29RTA, but this would leave the exposed hex 2506 covered by only the two defense points of 1+2 CL and only maybe two artillery support points). The I/2RAML artillery could remain in 2706 but by remaining there it is still in enemy ZOC. This restricts it to supporting only hex 2706. The now released I/22RTA now moves over by infiltration movement to hex 2608 to close the gap and thereby cover the artillery in hex 2707. The Axis player has some choices but his best move is to continue to block the central valley. This ends the turn in this sector.


A. STRATEGIC SEGMENT 1. Turn Record Phase Advance the Turn marker one space along the Turn Record Track to show the start of a new turn. 2. Activation Phase a. Turn supplied artillery units from Fired to Active status. b. Turn air units from Flown to Active. c. Turn naval units from Sailed to Active. 3. Reinforcements Phase a. Both players consult their set up cards and place available reinforcements (5.2) in play. Each player can choose to delay the arrival of his reinforcements. b. Special Reinforcements Groups Entry. For certain Groups the owning player decides on the arrival location and resolves the Special Group Arrival Table. c. Regular garrison release (5.3.4). d. Irregulars recruitment and placement (27.2.2)

B. ALLIED OPERATIONS SEGMENT 1. Transport Phase a. The Allied Player declares Naval Transport (7.2). 1) Place the transported unit next to the destination port. 2) Use the Air/Naval Arrival Table to determine if it arrives. b. The Allied Player declares Commando Raid (13.3). 1) Place the commando unit next to the destination hex and place a Commando Raid marker on it. 2) Use the Air/Naval Arrival Table to determine if it arrives. 2. Movement Phase The Allied player moves all, some, or none of his ground units as he desires according to the rules of movement (8.0). Eligible units can conduct Special movement (9.0). 3. Combat Phase The Allied player conducts each combat in any order he desires. He first declares them all and then resolves them one-by-one. All attacks follow the sequence below:

a. The Allied player declares the next combat he will resolve and states which of his ground units are attacking. b. Optional: Combat Refusal (14.2). c. Both players check the supply status of their participating units (6.4). d. The Axis player allocates available inrange artillery units (11.5.1). e. The Allied player commits available in-range artillery units (11.5.1). f. The Allied player commits his naval unit as Fire Support and/or air units as Close Air Support. Use the Air/Naval Arrival Table for each to determine if it arrives. g. The Axis player commits one or more of his air units as Close Air Support and/ or a naval unit for artillery Fire Support. Use the Air/Naval Arrival Table for each to determine if it arrives. h. The Allied player resolves the Armor Bonus Table for each of his eligible armor units that participate in that combat (11.4). i. Adjust combat strength for certain terrain (11.2). j. Turn Untried units to their Tried side (5.4.2). k. Calculate the Combat odds (total attacking strength divided by total defending strength). l. Find the appropriate column on the Combat Results Table, roll one die, cross index, and apply the results. m. Combat results: 1) Apply any step losses to both sides; attacker first.

C. AXIS OPERATIONS SEGMENT 1. Transport Phase a. The Axis player declares Air Transport. 1) Place the transported unit a friendly airfield (7.1). 2) Use the Air/Naval Arrival Table to determine if it arrives. b. The Axis Player declares Naval Transport (7.2). 1) Place the transported unit next to the destination port. 2) The Allied player places his naval unit on Naval Transport Interception mission (13.1.3) and uses the Air/Naval Arrival Table to see if it arrives. 3) Use the Air/Naval Arrival Table to determine if the transported unit arrives. 2. Movement Phase same as for the Allied player 3. Combat Phase same as for the Allied player * Return air and naval units to their holding box and turn them to Flown (or Sailed) status as they are used.

D. RECOVERY SEGMENT 1. Recovery Phase Return Allied naval units from Ground Interdiction mission (13.2.6). 2. Victory Determination Phas Check scenario victory conditions. If one player has achieved the scenario victory conditions, the game ends.

2) Retreat units (12.3). 3) If the defender’s hex becomes vacant, surviving attacking units can advance after combat (12.4). * Return air and naval units to their holding box (or port) and turn them to Flown (or Sailed) status as they are used. n. Conduct Commando Evacuation (13.3.9). o. Remove the Commando Raid marker. p. Return air and naval units.

Š 2018 Compass Games, LLC.


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