The African Campaign, Designer Signature Edition rules booklet

Page 1

RULES OF PLAY 1.0

INTRODUCTION . . . . . . . . . . . . . . . . . . . 2

8.0

MOVEMENT................... 6

15.0 AIR UNITS .... . . . . . . . . . . . . . . . . . 10

2.0

GAME EQUIPMENT . . . . . . . . . . . . . . 2

9.0

COMBAT ....................... 7

16.0 MINEFIELDS . . . . . . . . . . . . . . . . . . 10

3.0

HOW TO WIN THE GAME . . . . . . . 4

10.0 REPLACEMENTS ............ 8

4.0

ZONES OF CONTROL . . . . . . . . . . . . 4

5.0

STACKING. . . . . . . . . . . . . . . . . . . . . . . . . . . 4

11.0 DIVISION BREAKDOWN AND BUILDUP ................ 9

17.0 HOW TO SET UP THE GAME ... . . . . . . . . . . . . . . . . . 10

6.0

SEQUENCE OF PLAY . . . . . . . . . . . . . 5

7.0

REINFORCMENTS AND WITHDRAWALS. . . . . . . . . . . . . . . . . . . . 5

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12.0 PORTS........................... 9

18.0 OPTIONAL RULES . . . . . . . . . . . 11 19.0 HISTORICAL NOTES . . . . . . . . 13

13.0 SUPPLY ....................... 10 14.0 AXIS FUEL ................... 10

© © 2017 2021 Compass Compass Games, Games, LLC. LLC.

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[1.0] INTRODUCTION In late 1940, Britain stood alone against the Axis powers of Germany and Italy. With France fallen, the land battle shifted to North Africa. The Italians, always keen to expand their Empire, crossed the border into western Egypt, occupied Sidi Barrani, and dug in. The African Campaign is an operational-level two-player game (although it can be played solitaire) beginning in December 1940 and ending in December 1942, with the British Eighth Army facing down the Italian 10th Army and soon to follow, the German Afrika Korps. As the Axis, your goal is to take Alexandria and the Suez Canal, driving the Allies from North Africa. As the Allies, your goal is to hold off the Axis. Historically, the Allies were able to barely hold on and eventually drive the Axis back. This is the Designer’s Signature Edition of John Edwards’ The African Campaign, 2nd Edition, published by Jedko Games in 1973. This edition features upgraded components and updated rules in support of the original design. Bonus material is also provided in the form of optional rules and additional markers (18.0) for players who wish to consider adding more historical flavor and variability to the game without impacting playability. The rules are numbered and presented in sets of major sections, each section divided into numerous major and secondary cases. The rules cross-reference other rules using (parentheses), so, for example you will see, “The phasing player first declares all attacks he wishes to make, noting which units are attacking and which air units (Close Support, 15.1).”, meaning Case 15.1 is related to this rule. The rules of this game have been arranged both for ease of comprehension on first reading and for quick reference later. IF YOU ARE NEW TO HISTORICAL GAMES, DON’T PANIC! First look at the playing pieces, then give the rules a quick read through. Please don’t try to memorize them. Follow the set-up instructions for play and then read Section 6.0 that describes the general course of play. As questions arise simply refer back to the rules. After a few minutes of play, you will find yourself becoming familiar with the game mechanics. Online support is available for this game. Visit us on the Web: http://www.compassgames.com (Tip: navigate to the Rules and Downloads section of the game page) 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 African Campaign game topic by visiting http://talk.consimworld.com and navigating 22

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to the North Africa/Med Front individual game discussion area. You can also find us on BoardGameGeek and the Compass Games’ YouTube channel with several tutorial videos in support of this game.

[2.0] GAME EQUIPMENT [2.1] GAME INVENTORY Your copy of The African Campaign includes: Two and full-color Mounted Maps, • One one-half full-color Maps, 17” x 50.75” total • One Countersheet of 176 5/8” die-cut counters • Two Player Aid Cards 8.5” x 11” (two-sided) • Two Order of Battle Displays 11” 8.5”xx14” 14” • This Rulebook • One six-sided die

[2.4.1] HOW TO READ THE COUNTERS The African Campaign counter mix includes forces from the two opposing nationalities and armies. Each nationality and army is indicated by a color unique to that force. Allied forces are light brown, and Axis forces are light blue for the Germans and light green for the Italians. Players will note that units are not uniform in size. Units range in size from division down to battalion (Army HQ also included), and the size of a unit is important for some aspects of the game.

[2.4.2] UNIT EXAMPLE Each counter has a military symbol indicating its nature and function, historical identification, and several numerical factors indicating combat value and movement factor. The counter example below indicates the layout of the factors on the counters.

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

[2.2] THE GAME MAP The map portrays the area of North Africa in which the decisive operations of the German Afrika Korps and the Allied Eighth Army took place. A hexagonal grid is superimposed on the map and is used to determine movement. Terrain features include Clear, Roads, Ridges, Plateaus, Forts, Cities, Passes, and Ports. See the Terrain Effects Chart on the map or Player Aid Card for more details on their effects on play. The map also contains various tables and tracks needed for play, such as the Combat Results Table, the Turn Record Track, the Axis Infantry Replacement and Fuel Table, and the Axis Fuel Track. There are milestones along the roads that show the number of hexes from Tripoli to Alexandria; they do not affect play other than to help track road movement.

[2.3] CHARTS AND TABLES Visual aids are provided in the game to facilitate and display many of the game functions. These visual aids are on the Player Aid Cards, the Order of Battle Displays, and on the map. Some charts and tables are included on both the map and Player Aid Cards as a convenience to players. The use of these charts and displays are explained in the appropriate rules section.

The unit illustrated above is the Australian (nationality) 7th (unit ID) Infantry (unit type) Division (unit size) that arrives as a reinforcement on Turn 9 (turn of entry). The unit possesses a combat value of 5 and a movement allowance of 6. The orange background color on the unit type box and the “A” to the left of the unit type box indicate that the unit is Australian.

The unit illustrated above the German 8th (unit ID) Panzer (unit type) Regiment (unit size) of the 15th Panzer Division (parent ID) that arrives as a reinforcement on Turn 10 (turn of entry). The unit possesses a combat value of 4 and a movement allowance of 7. The green background color on the parent ID box indicates the unit is subordinate to the 15th Panzer Division and other subordinate units share the same color.

[2.4] THE PLAYING PIECES There are 176 playing pieces in one die-cut sheet included with The African Campaign. These playing pieces are referred to as counters. Some represent the actual military units that participated in the battle while others are simply markers used to facilitate certain game mechanics.

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Rather than a singular combat value for both attack and defense, Flak units possess an Offensive and Defensive Combat Factor as illustrated above. This Flak unit attacks with a strength of 1 and defends with a strength of 3. The African Campaign, Designer Signature The African Campaign, Designer Signature 2nd Edition Edition

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Starting Location. Units which start play on map have a hex number (Axis) or location code (Allies) per the Order of Battle (OOB) Displays instead of a Turn of Entry in their upper lefthand corner. Note that some Allied units may start or enter the game at reduced strength, per the OOB Display.

the campaign. The icons are for cosmetic purposes and have no impact on play, other than indicating they represent armored type units.

[2.4.3] UNIT SIZE SYMBOLS

German Pz III

British Matilda

Italian M13/40

British Valentine

Italian Semoventi 75/18

British Crusader

[2.5] GAME MARKERS

[2.4.4] UNIT DESIGNATION Unit designations appear as follows. • Unit ID appears to the right of the Unit Type box (for armored units, this ID is shifted above their unit type icon). • Parent ID (if any) appears to the left of the Unit Type Box • Unit and Parent IDs may be contained in a color box for purposes of Division Breakdown (11.0) • For non-British Allied units, nationality is displayed to the left of the Unit Type (note this letter code is not rotated like parent and unit IDs). Units of the same nationality also share the same colored Unit Type box, as illustrated below.

Illustrated above is an example of unit breakdown by steps and how these lower strength units are placed on the OOB Display at game start. In this example, the Australian 6th Infantry Division is comprised of 4 steps, and its lower strength unit begins on the OOB Display Step Reduction chart. When the full strength unit absorbs its second step loss, it is replaced with its corresponding unit from the Step Reduction Box as shown.

The game contains various markers to facilitate play. These markers are not units and do not affect stacking in any way, and their use will be detailed in the appropriate sections of the rules. Note: some markers are optional for play (18.0), and may be color-coded by nationality for use by each side.

DIVISION BREAKDOWN. Units with a Parent ID colored box represent units subordinate to their division and can be brought into play using division breakdown (11.0). Note the same color is used for the Unit ID for the division that can be broken down as illustrated below for the British 7th Armored Division.

Allied Nationality Abbreviation Code A

Australia Britain

F

France

G

Greece

I

India

N

New Zealand

P

Poland

S

South Africa

UNIT STEPS. Some units are comprised of multiple steps. When a unit suffers combat losses (9.10), it is either flipped to its back (reduced) side, or, if already reduced, replaced with another counter of a lower value. The OOB Display includes Step Reduction boxes for those units that can be replaced with another unit of a lower value. Armor type units at full strength are depicted with an armor icon.

[2.4.5] UNIT TYPES

All game markers illustrated above are used during play. Markers that are optional for game play are covered in the Optional Rules (18.0). Please note that only 10 Minefield markers are used for the standard game. An additional 6 Minefield markers are provided when playing with the Bonus Minefield Markers (18.6) or Event Chits (18.7) optional rules.

[2.6] ORDER OF BATTLE DISPLAYS Note: the Army HQ type symbol includes the army designation inside the unit type box (i.e., “8” for “8th Army” for the Allies, “DAK” for “Deutsche Afrika Korps” for the Axis). Armored Fighting Vehicle (AFV) icons are provided for each nationality as illustrated below which were predominantly used during

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The Order of Battle (OOB) Displays show the troop positions at the start of Operation Compass. Units not listed as “At Start” enter the game on the turns shown on the OOB Display. The spaces at the bottom of the OOB Display can be used to help sort out units not in play initially and substitute units. Note that some units in the game display the set-up hex location or 33

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turn of arrival in the upper left-hand corner to help facilitate set-up and play.

[2.7] GLOSSARY OF GAME TERMS Combat Factor is the relative fighting capacity of a unit attacking or defending against enemy units, expressed in terms of a Combat Factor. Note that Flak units (9.1) have an offensive (large number, to the left) and defensive (smaller number, center) combat factor. Movement Allowance represents the ability of a unit to move, expressed in terms of Movement Points. Unit Steps represents the durability of units to withstand losses and remain a cohesive force. Units with a second step to absorb a step loss have a reverse side printed on their counter. Units with 3 or more unit steps can be replaced with their corresponding unit of lesser value.

CASES [4.1] WHICH UNITS EXERT A ZONE OF CONTROL All combat units (non-Markers) with a Combat Strength greater than zero have a ZOC. Units do not exert a ZOC into or out of a Fort hex (i.e., Tobruk or Benghazi).

[4.2] EXTENT OF ZONES OF CONTROL Zones of Control extend into all six hexes adjacent to the controlling unit’s hex, regardless of terrain type (exception: Fort hexes). Prohibited hexsides (8.2.7) block ZOCs.

[4.0] ZONES OF CONTROL GENERAL RULE

The six hexes that surround a unit (or stack) constitute the Zone of Control (ZOC) for that unit or stack. Zones of Control affect movement and retreat. Hexes in the ZOC are called controlled hexes, and they inhibit the movement of enemy units. 4

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[4.4.1] Units which find themselves adjacent to enemy units at the start of the turn may stand and fight, receive reinforcements and fight, withdraw, or withdraw and attack from another hex. Units cannot move directly from one enemy Zone of Control to another; they must withdraw from a zone into an uncontrolled hex and then re-enter.

[4.5.2] Friendly units do not negate enemy Zones of Control in the hexes they occupy for purposes of retreat; the retreating unit(s) are still eliminated (exception: Optional Case 18.1.1).

[5.0] STACKING

[3.0] HOW TO WIN THE GAME

If neither player fulfills their victory conditions, the game is a draw.

[4.4] REMAINING IN A ZONE OF CONTROL

[4.5.1] If a unit is forced to retreat into or through an enemy ZOC hex, the unit is eliminated.

The unit counters represent battalions, regiments, brigades, divisions, and Army HQs. Each hex represents 12 miles (19 km). Each turn represents two weeks.

The Allied player wins by avoiding Axis victory conditions and by holding Tobruk on Turn 50, or by eliminating all Axis units. Axis units that voluntarily exit off the eastern edge are not considered destroyed; they must also be destroyed to fulfill this condition.

[4.3.6] Friendly Zones of Control never affect friendly units, only enemy units.

[4.5] EFFECTS OF ZONE OF CONTROL ON RETREATS

[2.8] GAME SCALE

The Axis player wins if he moves at least 12 combat factors off the eastern edge of the board before December 1942 and keeps them in supply for 1 month (2 Turns) after the turn they leave the board. These units can re-enter the game through Alexandria or the nearest east edge hex to Alexandria that is not in an Allied zone of control if necessary. While these units are off the board, no Allied replacements or reinforcements may appear at Alexandria. If all exited units do re-enter the game, the Allied units held up off the board appear next turn at Alexandria if it is Allied-controlled.

of Control are said to mutually exist in the hex and do not cancel each other out.

GENERAL RULE

Players may place more than one unit in a single hex within certain limits. This is referred to as “stacking.” Game markers never count towards the stacking limit. Players may freely inspect the stacks of the opposing side at any time. Example: per the black arrows, the Italian Trento Motorized Division (hex 0803) has its zone of control extending into all six adjacent hexes. However, the British 22nd Guards Motorized Brigade (hex 1043) has its zone of control extending into 3 adjacent hexes only. The prohibited hexside between 1043 and 1044 blocks the zone of control.

[4.3] EFFECTS OF ZONES OF CONTROL [4.3.1] Units never pay any additional movement cost to enter or exit an enemy-controlled hex. [4.3.2] Whenever a unit enters an enemy ZOC it must stop and may not move further that movement phase. Units may leave an enemy ZOC freely only if they begin the turn in a ZOC, and must stop as soon as they enter another enemy ZOC from either the same or a different unit.

CASES [5.1] STACKING RESTRICTIONS [5.1.1] Both players may stack two divisions on one hex. For stacking purposes, brigades, regiments, and battalions are considered ½ of a division. Friendly units stacked or otherwise may move through each other without penalty. Headquarters do not have any stacking value and can be freely added to any other stack. Replacements have a stacking value of ½ of a division. New arrivals may enter the game in excess of stacking at start of a turn, but stacking must be corrected by the end of the Movement Phase. [5.1.2] If units remained overstacked at the end of the Movement Phase, the owning player must eliminate units until stacking limits are met.

[4.3.3] A unit that begins movement in an enemy ZOC may not move directly to another ZOC. [4.3.4] There is no additional effect of having more than one unit exerting its ZOC onto a given hex. [4.3.5] Enemy and friendly units both exert Zones of Control into the same hex. Such Zones © © 2017 2021 Compass Compass Games, Games, LLC. LLC.

Example: The Axis player can not stack all of the units above in one hex without violating stacking restrictions. The divisional stacking value for each unit is listed, but exceeds the 2 division limit permitted. The African Campaign, Designer Signature The African Campaign, Designer Signature 2nd Edition Edition

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[6.0] SEQUENCE OF PLAY GENERAL RULE

The African Campaign is a two-player game. The Allied player moves all, some, or none of his units as desired, and then conduct any combats his movement has caused. The Axis player does the same with his units. These two actions together make a complete game turn. The Turn Marker is then moved forward on the Turn Record Track, and the next turn begins. This continues until one side, or the other achieves their victory conditions (3.0) or until Turn 50.

CASES [6.1] GAME TURN OUTLINE A) INITIATIVE DETERMINATION

PHASE (Optional, 18.2) Starting on Turn 2, one player rolls the die to determine player order for the turn. 1-4: Allied, 5-6: Axis, 7: Axis choice. +1 DRM if Rommel is in play. Place the Initiative marker on the Turn Record Track as a reminder. Note: Ignore this phase if not using optional rule for Initiative (18.2).

B) ALLIED PLAYER TURN 1) Allied Reinforcement/Withdrawal Phase The Allied player consults the OOB Display and Turn Record Track for any reinforcements or withdrawals. Allied replacements are also checked during odd-numbered turns only (first turn of each month, starting Turn 3). 2) Allied Minefield Placement Phase Starting on Turn 5, the Allied player may call for a Minefield (16.0) up to three times per game. 3) Allied Movement Phase The Allied player moves all, some, or none of his units up to their full movement allowance. Units may move in any direction or combination of directions. Movement allowances cannot be transferred from unit to unit or accumulated from turn to turn. Air units may be assigned to Interdiction missions (15.2). Also in this phase, replacements may be used to build units up or rebuild eliminated units (11.0). 4) Allied Combat Phase All combats are now resolved by the Allied player in any order he wishes (9.0). 5) Allied Supply Check Phase Any Allied units that cannot trace a supply line (13.0) suffer a step loss.

C) AXIS PLAYER TURN 1) Axis Reinforcement/Fuel Phase The Axis player consults the OOB Display and Turn Record Track for any reinforcements. Also, during odd-numbered turns only (first turn of each month, starting Turn 3), roll on the Axis Infantry Replacement and Fuel Table for Italian and German Replacements, and for Fuel received. 2) Axis Minefield Placement Phase Starting on Turn 5, the Axis player may call for a Minefield (16.0) up to three times per game. 3) Axis Movement Phase The Axis player moves all, some, or none of his units up to their full movement allowance. Units may move in any direction or combination of directions. Movement allowances cannot be transferred from unit to unit or accumulated from turn to turn. Air units may be assigned to Interdiction missions (15.2). Also in this phase, replacements may be used to build units up or rebuild eliminated units (11.0).

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CASES

[7.1] Any reinforcements or replacements on the OOB Display for this turn are landed at Ports (12.0). These units may move the turn they land. Allied Replacements are fixed and listed on the Allied OOB Display (for Armor replacements) and on the Turn Record Track for Infantry Replacements. [7.2] The Allies have units that must be withdrawn. These units have a thick black outline on the OOB Display. Under the withdrawal will be either “Turn” and a number or “Remove.” Units listed as “Remove” are removed from the game permanently. To withdraw a unit, simply remove it from the map and place it on the OOB Display, either on the white box of the turn of re-entry or the black box of the turn of withdrawal if the unit is not returning.

4) Axis Combat Phase All combats are now resolved by the Axis player in any order he wishes (9.0). 5) Axis Supply Check Phase Any Axis units that cannot trace a supply line (13.0) suffer a step loss.

D) GAME TURN END PHASE

The Turn Marker is advanced one space and the next turn begins.

Example: Beginning on Turn 28, the 2nd New Zealand Infantry Division is removed from play, but returns on Turn 37 (as a stronger 5-6 unit, as seen on the OOB Display). The 18/7 Australian Infantry Brigade is removed permanently from play. [7.3] Units designated with “Turn” and a number will return on the turn noted. Units withdrawn will return at the same strength as they were withdrawn unless replacements are used to build them up while withdrawn. In addition, they must be withdrawn at least at the strength shown on the OOB Display. If the unit is below the indicated strength, also withdraw enough replacements to build the unit back up to the required strength. If sufficient replacements are not available, then step losses must be taken from another friendly division.

The Turn Record Track provides key information for each turn, showing number of Air units available to both sides (15.0), Reinforcement arrival indicator per OOB Display (7.0), and any Allied Infantry Replacements that become available (10.0).

[7.4] If a unit to be withdrawn has been destroyed, or is surrounded, then another friendly unit of equal or greater combat value must be withdrawn. If the original unit is designated to return, then the substitute unit will return in its place, at the same strength as when it was withdrawn.

[7.0] REINFORCEMENTS AND WITHDRAWALS

[7.5] No Allied replacements or reinforcements may arrive at Alexandria while any Axis units have voluntarily exited the eastern edge and remain off the map.

GENERAL RULE

As the first step of each player turn, the players may receive reinforcements and replacements The The African African Campaign, Campaign, Designer Designer Signature Signature Edition 2nd Edition

(10.0). Also, the Allied player may be required to withdraw units to other theatres. Reinforcements arrive at Ports (12.0), as do replacements. Withdrawals do not have to be on ports to be withdrawn.

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[7.6] Some Allied units may start or enter play at reduced strength as shown on the OoB Display. 55

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[8.0] MOVEMENT GENERAL RULE

During the Movement Phase of his player turn, each player may move as many or as few of his units as he wishes. As long as a unit does not spend more movement points than its movement allowance, it may be moved as many or as few hexes as desired. Unused Movement Points may not be accumulated or transferred between units.

PROCEDURE

Movement is regulated by the printed hexagons on the map. Movement is expressed in terms of movement points, which are expended in varying amounts as a unit moves from hex to hex depending on terrain. Units are moved individually, or as a stack, in any order the phasing player desires, tracing a path of contiguous hexes through the hex grid. Once a player begins moving a particular unit or stack, he must complete its movement before any other unit or stack is moved.

[8.2.6] Axis Fuel Restriction: The Axis was always short of fuel in this theatre. Every time an Axis unit moves more than 2 Movement Points (or 4 Movement Points via Strategic Movement, 8.5) the Fuel marker is moved to reduce the amount available by 1. If there is no Fuel available, no Axis unit may move more than 2 Movement Points (or 4 Movement Points using Strategic Movement). Fuel is not required for replacement units or the Rommel HQ unit. The Axis cannot accumulate any more than 10 factors of Fuel; any excess over 10 is lost.

CASES [8.1] HOW TO MOVE UNITS [8.1.1] Movement points expended for terrain are summarized on the Terrain Effects Chart. [8.1.2] Regardless of terrain cost, a unit that does not begin its movement phase in an enemy Zone of Control can always move one hex, so long as the unit does not cross a prohibited hexside.

[8.2.7] Prohibited Hexsides: Hexsides with white dots are prohibited for all purposes (movement and combat). These represent map anomalies caused by the hex grid, and prevent movement and combat between hexes where none could have actually occurred.

[8.2] MOVEMENT RESTRICTIONS

[8.3] ROAD MOVEMENT

[8.2.1] A friendly unit may never enter a hex containing an enemy unit. However, units may conduct Overruns (8.4).

[8.3.1] Road hexes cost 1/5 of a Movement Point when moving from road hex to road hex along the road hexsides.

[8.2.2] Units may enter an enemy Zone of Control but must then cease movement (Zones of Control, 4.3.2).

[8.3.2] Units that leave the Road lose any fractions of a Movement Point remaining as soon as they leave the road, even if they re-enter Road later during the same Movement Phase.

[8.2.3] When moving units as a stack, the units need not begin their Movement Phase stacked together; units may be picked up as the stack moves. Any units that are dropped off as the stack moves may not move any further.

[8.4] OVERRUN [8.4.1] If a unit or stack of units move next to an enemy unit or stack of units, and the moving units in the Combat Phase would have a 9:1 or greater attack against those units, then the enemy units are removed during the Movement Phase; this is known as Overrun Movement. If the moving units still have movement points remaining, they may continue moving and may engage in further Overruns. Replacement units alone in a hex can be automatically Overrun by combat units.

[8.2.4] Stacking limits must be observed at the end of the Movement Phase. Units may move through friendly units in violation of stacking so long as the stacking restrictions are met at the end of the Phase. [8.2.5] Units entering a Ridge hex may continue moving along the ridge, but may not leave the ridge until the next turn. They can move through passes (e.g., near Sollum) without delay at a cost of 2 Movement Points (since the Passes are two hexes in length). Ridges may be crossed along roads without delay and Ridge hexes may be exited via Road hexsides without delay.

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[8.4.2] Overrun Movement is considered movement, not combat; units conducting Overruns are still required attack in the Combat Phase if adjacent to enemy units at the end of the Movement Phase.

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[8.4.3] Units conducting Overruns may not do so while in the Zone of Control of other enemy units (units that are not part of the Overrun), and must be stacked on one hex only at the time of the Overrun. They cannot be assisted in the Overrun by airpower. No Overruns are permitted during the Combat Phase (i.e., during advances or retreats). [8.4.4] All the units conducting the Overrun need not start the Movement Phase in the same hex but may be picked up and move together until the Overrun is complete. Units may be dropped off (leave the stack) after the Overrun is complete, but any units dropped off may move no farther in that Movement Phase (Overruns are not an exception to 8.2.3).

[8.6] EXITING THE MAP [8.6.1] Only Axis units may voluntarily exit the map, and only by moving off the eastern edge. Place these units on the Turn Record Track as explained below. Units pay standard movement cost to exit the map as if there was an additional hex off-map they are entering (i.e. 1 MP or 1/5 of a Movement Point when exiting along a road).

PROCEDURE

Axis units that voluntarily exit the eastern edge are placed on the Turn Record Track in the space that is 2 Turns after the current turn in which they have exited. This helps remind the Axis player that these units must remain in supply for 2 Turns after exiting. If the exited units are out of supply for any game turn after they have exited, these units lose 1 step and must move to the next Turn space on the Turn Record Track (these units will require more time before they can satisfy the victory conditions). Once a turn ends where the Axis units are located on the Turn Record Track, and they are in supply, they are placed in the Exited Axis Units box to indicate they meet the victory conditions.

Example: The 90th Motorized Division (5-7) starting in hex 1023 moves and picks up the 8th Panzer Regiment in hex 1125 in order to conduct a successful Overrun at 9-1 odds against the weakened 1-5 British 1st Armoured Division unit in hex 1127. The British unit is eliminated.

[8.5.1] Any unit that begins and ends its turn out of enemy Zones of Control, and does not enter an enemy ZOC while moving, may use Strategic Movement. Replacements cannot use Strategic Movement. Units taking replacements cannot use Strategic Movement on the turn they take replacements. When a unit uses Strategic Movement its movement factor is doubled (e.g., a 3-4 is a 3-8). [8.5.2] Strategic Movement may be combined with Road Movement. [8.5.3] No Overruns or Combat may be done by units using Strategic Movement (exception: Replacements, 10.2). [8.5.4] Axis units can strategic move 4 Movement Point (or 20 Movement Points by road) without using Fuel. Neither side may use Strategic Movement on the first turn of the game. New arrivals may not use Strategic Movement on the turn they enter the game.

GENERAL RULE

During the Combat Phase, combat must occur between opposing forces that are in each other’s Zones of Control. Combat across a Prohibited hexside is not allowed (8.2.7). It may occur between units inside and outside of Forts at the phasing player’s discretion since Zones of Control are negated by the Fort hex. The phasing player is the attacker, and the non-phasing player is the defender, regardless of the overall situation. The attacker resolves battles in any order he wishes after he has finished moving. He must fight every enemy unit he is adjacent to (exception: Forts and Prohibited hexsides), even if this means attacking multiple defending hexes as a combined force. No enemy unit may be attacked more than once, and no attacking units may participate in more than one attack. Every unit adjacent to a defender must attack. Attacking units in the same hex may fight two different battles against defenders in two different hexes. Attacking units in more than one hex may combine to attack defenders in one hex. Defenders stacked in one hex must be fought as one group, in one battle, with their combat factors added together. Combat factors of the same unit may never be split into more than one battle.

PROCEDURE

[8.4.5] Units may not overstack to perform an Overrun, even though stacking is not assessed until the end of the Movement Phase.

[8.5] STRATEGIC MOVEMENT

[9.0] COMBAT

Example: Two Axis units conduct road movement to exit the eastern edge on Turn 36. Place these units in the Turn 38 space on the Turn Record Track as illustrated above. At the end of Turn 37, the exited Axis units can trace a line of supply, so they remain in the Turn 38 space. At the end of Turn 38, the exited Axis units are still able to trace a line of supply, so both units are now placed in the Exited Axis Units box as they have satisfied victory conditions. Note: If end of Turn 38 these units were out of supply, each unit must absorb 1 step loss and if not eliminated, move to the Turn 39 space. At the end of Turn 39, if the exited units are back in supply, they are placed in the Exited Axis Units box. [8.6.2] Any Axis exited unit can return to play during the Axis Player turn. If these exited units were in supplied for one month, they still count towards satisfying the victory conditions (please note the returning unit IDs as they are not counted “twice” for victory conditions should they exit the eastern edge again).

The phasing player first declares all attacks he wishes to make, noting which units are attacking and which air units (Close Support, 15.1), if any, are supporting each attack. The phasing player is required to attack all enemy units to which he is adjacent (exception: Forts, 9.5). In addition, all of the attacker’s units that are adjacent to defending units must participate in an attack (exception: Forts, 9.5). Each attack is then resolved separately in any order the phasing player desires. The order chosen can be important, as the results of one attack may influence others. The attacker resolves attacks by totaling the number of combat factors attacking a hex or hexes, including air units, and compares this to the total combat factor of all enemy units in the defending hex(es). Individual enemy units in a hex may not be attacked separately; all are attacked as a combined force. The total of attacking factors versus the total of defending factors is expressed as a simple odds ratio, rounding in favor of the defender (i.e., 26 to 9 is reduced to 2 to 1). The attacker consults the Combat Results Table, locates the column corresponding to the odds ratio, then rolls a die and notes the result. The result may affect either or both the attacker or the defender and may consist of a retreat, a stalemate, or elimination (or some combination of the three).

[8.6.3] Any unit forced to exit the map for any reason is eliminated. The The African African Campaign, Campaign, Designer Designer Signature Signature Edition 2nd Edition

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[9.7] EXPLANATION OF COMBAT [9.7] RESULTS EXPLANATION OF COMBAT RESULTS

Example: This battle can be fought in two Example: can be fought in two ways. The This Axis battle are attacking. They can use ways. Theunits Axis against are attacking. can 3-4 use both 3-4 the 6-6They or one both 3-4 units against or one 3-4 can attack the 6-6, andthe the6-6 other 3-4 can can attack thethe 6-6, the the other 3-4 can combine with 9-8and against 7-6. combine with the 9-8 against the 7-6.

CASES

CASES [9.1] When determining the total combat value, [9.1] Whenthat determining theuse totalthe combat remember Flak units lower,value, leftremember thatwhen Flak attacking units use and the lower, leftmost number the higher, most higher, middlenumber numberwhen when attacking defending.and All the other units middle when defending. All attack other units use the number left-most number for both and use the left-most number for both attack and defense. defense. [9.2] Air units have an offensive (only) Combat [9.2] have anmay offensive Combat FactorAir of units 1. A player use as (only) many air units Factor of available 1. A player use combat. as many air units as he has in may a single as he has available in a single combat. [9.3] Attacks at less than 1-6 result in an [9.3] Attacks less than 1-6 resultAttacks in an automatic AE at (Attacker Eliminated). automatic (Attacker Eliminated). Attacks at 9-1 or AE greater result in an automatic DE at 9-1 or Eliminated). greater result in an automatic DE (Defender (Defender Eliminated). [9.4] Units on Ridge hexes have their Combat [9.4] Units on Ridge hexes have their Combat Factors doubled for defense, unless at least one Factors doubled for defense, unless at in least one of the attackers is on a Plateau hex, which of Plateau hex, in which casethetheattackers defenderisison notadoubled. case the defender is not doubled. [9.5] Forts: Tobruk and Benghazi are Forts. [9.5] and no Benghazi areControl Forts. Units Forts: in theseTobruk hexes have Zones of Units in doubled these hexes have no Enemy Zones of Control and are on defense. units may and doubled onwithout defense.attacking Enemy units may movearenext to Forts or having move to Forts withouteither attacking having to be next attacked, although sideorhas the to be attacked, although either side the option of attacking in its turn. Only stephas losses option of attacking its turn. step losses affect units in Forts;inignore they can never beresult. forced anyOnly retreat affect units in Forts; they can never be forced to retreat. to retreat. [9.6] HOW TO USE THE COMBAT [9.6] RESULTS HOW TO USE THE COMBAT TABLE RESULTS TABLE

Add up the combat factors of the attacking units, Add up theany combat factorsand of the attacking including air units, compare thisunits, total including any air units, andfactors compare total with the defender’s combat as athis ratio of with the to defender’s as atoratio of attacker defender.combat Reducefactors the ratio one of attacker to defender. Reduce theCombat ratio toResults one of the simplified odds found on the the simplified odds found on therounded Combatdown Results Table (CRT). Odds are always in Table (CRT). Odds always downtoin2 the defender’s favorare (i.e., 26 to rounded 9 is reduced the defender’s favorthen (i.e.,rolls 26 to 9 isdie reduced to 2 to 1). The attacker one and crossto 1). The attacker one die and crossreferences the resultthen withrolls the odds column. Note references result with the odds column. Note that the topthe result pertains to the attacker and the that the result top result pertains to the attacker and the bottom pertains to the defender. bottom result pertains to the defender.

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AR – Attacker retreats all attacking units back AR all attacking 1 or –2Attacker hexes, asretreats per Retreats (9.8). units back 1 or 2 hexes, as per Retreats (9.8). AE – Attacker Eliminated. All attacking units AE – Attacker and Eliminated. attacking units are eliminated removedAll from the map. are eliminated and removed from the map. A# – Attacker must lose a number of steps A# – to Attacker mustLosses, lose a 9.10). number of steps equal # (Combat equal to # (Combat Losses, 9.10). A#R – Attacker must lose a number of steps A#R mustLosses, lose a 9.10) number steps equal –toAttacker # (Combat andofretreat equal to # (Combat Losses, 9.10) andRetreats retreat all surviving units 1 or 2 hexes, as per all surviving units 1 or 2 hexes, as per Retreats (9.8). (9.8). C – Contact. The units remain in Contact; C Contact. The unitsonremain in Contact; no –losses are suffered either side. In the no areturn, suffered on either must side. decide In the nextlosses player the defender next playerand turn, the becoming defender must decide to remain attack, the attacker to remain becoming themove attacker (more unitsand canattack, join this attack) or out (more units of canControl. join this attack) or move out of the Zone of the Zone of Control. DR – Defender retreats all defending units 1 DR Defender retreats all defending units 1 or 2–hexes, as per Retreats (9.8). Attacking or 2 hexes, as per (9.9). Retreats (9.8). Attacking units may advance units may advance (9.9). DE – Defender Eliminated. All defending DE Defender Eliminated. All defending units–are eliminated and removed from the units are eliminated and advance removed(9.9). from the map. Attacking units may map. Attacking units may advance (9.9). D# – Defender must lose a number of steps D# – to Defender must lose a9.10). number of steps equal # (Combat Losses, equal to # (Combat Losses, 9.10). D#R – Defender must lose a number of steps D#R must lose a9.10), number steps equal –toDefender # (Combat Losses, andofretreat equal to # (Combat Losses, 9.10), andRetreats retreat all surviving units 1 or 2 hexes, as per all surviving units 1 ormay 2 hexes, as per Retreats (9.8). Attacking units advance (9.9). (9.8). Attacking units may advance (9.9).

Example: If the 21st Panzer Division (9-8) is Example: If the the 21st Panzer Division (9-8) is the attacker 2nd Armored Division (4-6) the Armored (4-6) the attacker defender,the the2nd odds wouldDivision be 9-4 which the defender, 9-4the which reduce to 2-1.the Theodds Axiswould playerberolls die reduce the die and getstoa 2-1. “1.” The The Axis CRT player result isrolls “A2R” for and gets a “1.” CRT is “A2R”The for the attacker, andThe “D1” forresult the defender. the “D1” for the defender. The 21stattacker, Panzer and takes 2 step losses, becomes 21st takes 21 step a 5-7,Panzer and retreats or 2 losses, hexes. becomes The 2nd aArmored 5-7, andtakes retreats 1 loss, or 2 becoming hexes. Thea 3-6, 2nd 1 step Armored 1 step loss, becoming a 3-6, and holdstakes its position. and holds its position.

[9.8] RETREATS [9.8] RETREATS

[9.8.1] Units retreat 1 or 2 hexes, at the owning [9.8.1] retreat (exception: 1(exception: or 2 hexes,aat the owning discretion D#R player’sUnits discretion aDR DRor result player’s discretion (exception: DR2 unless result result requires the defender to retreat hexes requires the defender to retreat 2 ahexes requires defender retreat hexes result). unless unless thethe attacker alsotoreceives a2retreat the attacker also receives a retreat result). Units the attacker also a retreat Units Units must retreat in the direction ofresult). their supply must retreat in thereceives direction of their supply lines must retreat in the direction of their lines lines if possible. All units not need notsupply retreat the if possible. All units need retreat the same if possible. Allofunits need the same same number hexes if is there isretreat a choice. number of hexes if there anot choice. number of hexes if there is a choice. [9.8.2] Units retreat individually. Units cannot [9.8.2] Units inretreat individually. cannot be retreated excess of stackingUnits limitations, be in excess of stacking enemy Zones of into alimitations, Minefield intoretreated of Control, Control, or off the map. into enemy Zones of Control, or off the map. © © 2017 2021 Compass Compass Games, Games, LLC. LLC. © 2017 Compass Games, LLC.

These are destroyed instead. units hex, orunits off the map. These units Friendly are destroyed These areenemy destroyed instead. Friendly units do notunits negate ZOCs for purposes instead. Friendly units do notretreat negate enemy do notfor negate enemy ZOCs(exception: for retreat purposes (exception: Optional Case 18.1.1). ZOCs retreat purposes Optional (exception: Case 18.1.1).Optional Case 18.1.1). [9.8.3] The owning player chooses the path of [9.8.3] owning player the path of retreat ifThe more than one pathchooses is available. retreat if more than one path is available. [9.8.4] If both sides in a battle receive retreat [9.8.4] sides must in a retreat battle receive results, If theboth defender first. retreat results, the defender must retreat first.

[9.9] ADVANCE AFTER COMBAT [9.9] ADVANCE AFTER COMBAT

[9.9.1] If the defender’s hex is vacated due to [9.9.1] the defender’s is vacated due to combat,Ifeither as a result ofhex retreat or elimination, combat, eitherunit(s) as a result ofimmediately retreat or elimination, the attacking may advance the unit(s) may immediately intoattacking the vacated hex, unless also called toadvance retreat. into vacated hex, also called to retreat. Unitsthe advancing mayunless not violate stacking limits. Units advancing may not violate stacking limits. [9.9.2] Defending units may never advance as a [9.9.2] result ofDefending combat. units may never advance as a result of combat.

[9.10] COMBAT LOSSES [9.10] COMBAT LOSSES

Most units have multiple versions, or “steps,” Most units values. have multiple or the “steps,” of different When aversions, loss occurs, next of different values. Wheninathe lossgame. occurs, the is, nexta smallest step is placed That smallest That is, a unit couldstep takeis 2placed losses in onthe thegame. Combat Results unit 2 losses Combat Tablecould and take depending ononitsthe steps, lose Results 3 or 4 Table depending on its steps, lose 3 or 4 combatand factors. combat factors. [9.10.1] Losses refer to steps and not necessarily [9.10.1] Losses refer to steps not anecessarily combat factors. When a unitand takes loss, it is combat factors.toWhen a unit takes aside, loss,or, it is either flipped is back (reduced) if either to replaced is back (reduced) side, or, if alreadyflipped reduced, with another counter already reduced, replaced with another counter of a lower value. For example, if the 6th of a lowerDivision value. took For aexample, if the 6th Australian loss, the 5-6 counter Australian Division took a loss,side the with 5-6 counter would be flipped to its reduced a 4-6. would be flipped to its reduced side with a 4-6. [9.10.2] If a unit takes a loss and it has no more [9.10.2] If aleft, unitittakes a loss and it has no more substitutes is eliminated. substitutes left, it is eliminated. [9.10.3] Step losses must be apportioned evenly [9.10.3] lossesduring must be (for eachStep player) anapportioned individual evenly battle. (for eachcould player) an individual One unit not during take 3 steps and anotherbattle. only One unitfor could not take 3 steps another 1 step, example (unless theand 1-step unit only was 1onstep, forstep). example (unless the 1-step unit was its last on its last step). [9.10.4] Case 9.10.3 does not invalidate the [9.10.4] 9.10.3 does invalidate need for Case all losses called fornot on the CRT to the be need all losseseven called for means on theeliminating CRT to be taken,for if possible, if this taken, if possible, evenone if this all units, or reducing unitmeans moreeliminating steps than all units, or reducing one unit more steps than another. another.

[10.0] REPLACEMENTS [10.0] REPLACEMENTS GENERAL RULE

GENERAL RULE Replacements are available at the beginning Replacements available at turns) the beginning of each monthare (odd-numbered starting of (odd-numbered starting witheach Turnmonth 3. Armor replacementsturns) are received with Turn 3. Armor replacements arethe received automatically by both sides as per OOB automatically by both sides asare perreceived the OOB Displays. Infantry replacements by Displays. received by the Allies Infantry as shownreplacements on the Turnare Record Track. the as shown on the Turn Track. AxisAllies infantry replacements are Record rolled for on Axis infantry replacements areand rolled on the Axis Infantry Replacement Fuel for Table. the Axis Infantry and to Fuel Table. Replacements are Replacement used to add steps units that Replacements used to add steps unitsbeen that have lost them are or to rebuild units thattohave have lost them or to rebuild units that have been eliminated. eliminated.

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PROCEDURE

To take a replacement, a unit must be out of enemy Zones of Control and may not attack that turn. A replacement unit must stack with the unit, and the unit is replaced by its next higher step level. A unit may not continue moving once it takes a replacement. Only one replacement per unit per turn is allowed.

CASES

[10.1] Replacements are available at the start of each month (each odd-numbered turn) and must be placed on the board (at a port or at sea if unable to land) during one of the two monthly turns. If there are not enough replacement counters available to do this by the Reinforcement Phase of the player’s second turn of the month, then they are lost. [10.2] Replacement units have no combat value or Zones of Control. They are immediately destroyed when caught alone in enemy Zones of Control. Combat Units using normal or Strategic Movement may destroy them (i.e., they are automatically overrun).

[10.3] The number of German and Italian infantry replacements is rolled for on the Axis Infantry Replacement and Fuel Table (on the map) at the start of each month beginning with January 1941 (Turn 3). Each month on the Turn Record Track is part of a Segment; these Segments correspond with the Segments on the Axis Infantry Replacement and Fuel Table. Roll twice, once for the Italians and once for the Germans. A result of “1” grants one replacement point of that nationality; a “-” means “no replacement.” [10.4] German replacements cannot rebuild Italian units and vice-versa. Allied replacements can be used by any nationality.

the eliminated unit at its lowest step level. If an HQ is eliminated, roll the dice once each turn and replace it at that side’s Home Base if a “6” is rolled. [10.8] Axis units that have voluntarily exited the eastern edge and remain off-map are not eligible to receive replacements.

[11.5] THE NEW ZEALAND DIVISION During or after the September 1942 turn (Turn 43), the 2nd New Zealand Infantry Division, if at full strength, may stack with any full-strength armored brigade and become a 7-6. Remove the 5-6 and the brigade and replace with the 7-6.

[11.0] DIVISION BREAKDOWN AND BUILDUP CASES

[11.1] Division Breakdown: When at full strength, several armored divisions can be broken down into their major components. See the OOB Display for the breakdowns. Simply remove the division and replace it with its components during the Movement Phase.

The 7-6 does not need an armored replacement to be built up to full strength as it is not an armored division. This process is not reversible and is an exception to 11.2.

[12.0] PORTS GENERAL RULE

Tobruk, Benghazi, Tripoli, and Alexandria are Ports. Replacements and reinforcements may land at these ports. The last player to occupy a port hex may use the port (other than opposing Home Bases). New arrivals may move the same turn they land at ports. Some ports require die rolls for successful entry or exit; these are noted below and on the map. Example: The British 7th Armoured Division can be broken down and replaced with its three units during the Allied Movement Phase as illustrated above. [11.2] Division Buildup: If broken down, a division can be built back up if all the minor components stack together. [11.2.1] If one of the minor components is eliminated or reduced in strength, the division is reformed at a strength no greater than the total of its components. [11.3] Once a division is built to its former full strength by use of an armored replacement, it could once again be broken into its minor components, and any eliminated components then reappear.

CASES

[12.1] Tobruk may be used by whichever side controls it. Roll the die for each unit attempting to enter or leave. A “4” or “5” means the unit is delayed and can’t move, but may try again next turn. A “6” means the unit was sunk. Replacements are eliminated, combat units may enter or leave but lose one step. Combat units can move to Tobruk, roll the die, and if not delayed, sail by sea to their friendly Home Base in one turn. [12.2] Benghazi may be used by whichever side controls it. Only replacements can use the port. Roll a die for each replacement attempting to enter or leave. A die roll of “5” means the replacement is delayed; a roll of “6” means the replacement is sunk (eliminated).

[11.4] BRITISH 1ST ARMOURED DIVISION [10.5] Armored units can only regain their top strength with an armored replacement. Example: the 21st Panzer Division can be rebuilt up to a 7-7 with normal replacements, but must have an armored replacement to become a 9-8.

The first time the 1st Armoured Division’s three brigade units stack together, the Lancers are added to the stack, and the divisional 7-6 counter may be substituted for the stack if required. The earliest this may occur is Turn 27 once the 201 Guards Infantry Brigade enters play.

[10.6] Except for raising armored units to full strength, both types of replacements are identical and can rebuild any units of the correct nationality. [10.7] Eliminated Axis units can be rebuilt at El Agheila, Allied units at Alexandria. To rebuild, remove three replacements of the correct nationality at these cities and replace them with The The African African Campaign, Campaign, Designer Designer Signature Signature Edition 2nd Edition

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Place marker to denote arrival is delayed and must re-roll next turn

[12.3] Tripoli is the Axis Home Base and may only be used by the Axis. No die rolls are required to enter or leave. Units start on any western board hex at a Movement Point cost of 2. Units may still move up to the unit’s full movement allowance, but Fuel (14.0) is then used by combat units that move (as they have already expended 2 MP to enter the map). Strategic Movement is not allowed (8.5.4).

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[12.4] Alexandria is the Allied Home Base and may be used by the Allied Allies. Home No dieBase rolls and are [12.4]only Alexandria is the required tobeenter Exception: Allied may usedorby the Allied Allies. No dieNo rolls are [12.4]only Alexandria isleave. the Home Base and replacements or or reinforcements may arrive at required tobeenter Exception: Allied may only used by the Allied Allies. No dieNo rolls are [12.4] Alexandria isleave. the Home Base and [12.4] Alexandria isAxis the Allied Home Base and Alexandria ifused any units have exited replacements or reinforcements may arrive at required or leave. Exception: No Allied may onlytobeenter by the Allies. No die rolls are may only beifused by the7.5, Allies. No die rolls and are remain off-map (Cases 8.6.1). Alexandria any Axis units have exited replacements or reinforcements may arrive at required to enter or leave. Exception: No Allied required to enter or Axis leave. Exception: No Allied remain off-map (Cases 7.5, 8.6.1). Alexandria if or any units have replacements reinforcements mayexited arriveand at replacements or(Cases reinforcements may arrive at remain off-map 8.6.1). Alexandria if any Axis7.5, units have exited and Alexandria if any Axis units have exited and remain off-map (Cases 7.5, 8.6.1). [13.0] SUPPLY remain off-map (Cases 7.5, 8.6.1).

The Axis player moves the Fuel marker to indicate number of Fuel receives. The Axistheplayer moves theunits Fuelhemarker to The Allied player never rolls for he ormarker expends indicate number of Fuel receives. Axistheplayer moves theunits Fuel to Fuel. Case 8.2.6 details the Axis Fuel usage The player never rolls for he or expends indicate theplayer number of Fuel receives. The Allied Axis moves theunits Fuel marker to The Axis player moves the Axis Fuel marker to restrictions. Fuel. Case details the Fuel usage The Allied player never rolls for he or expends indicate the 8.2.6 number of Fuel units receives. indicate the number of Fuel units he receives. restrictions. Fuel. Case 8.2.6 details the Axis Fuel usage The Allied player never rolls for or expends The Allied In player never rolls for Example: March 1941,the a roll of or “4”expends gives restrictions. Fuel. Case 8.2.6 details Axis Fuel usage Fuel. Case 8.2.6 details the Axis Fuel usage three Fuel units for that month. Example: In March 1941, a roll of “4” gives restrictions. restrictions. three Fuel In units for that month. Example: March 1941, a roll of “4” gives three Fuel In units for that month. Example: March 1941, a roll of “4” gives Example: In March 1941, a roll of “4” gives three FuelAIR units for that month. [15.0] UNITS three Fuel units for that month.

[13.0] SUPPLY [13.0] SUPPLY GENERAL RULE All units must be able to trace supply to a [15.0] AIR UNITS GENERAL RULE [13.0] SUPPLY [13.0] SUPPLY AIR UNITS friendly source the end of their GENERAL RULE All GENERAL units supply mustRULE be able by to trace supply to a [15.0] friendly Phase 1 step. This linea Each turn (not justUNITS at the start of a month) the supply source the end of their All unitsCombat mustRULE be ableorby tolose trace supply to GENERAL RULE [15.0] AIR GENERAL [15.0] AIR UNITS GENERAL RULE can be no longer than 15 hexes, must not pass Record shows howofmany air units friendly Combat Phase orby losethe 1 step. line Turn supply source end This of their Each GENERAL turn (notTrack RULE just at the start a month) the All units must be able to trace supply to a All units must be able to trace supply to through enemy units or15 their Zones of This Control, can be no longer than hexes, must not pass friendly Combat Phase or lose 1 step. linea friendly supply source by the end of their friendly supply source by the end ofa their and end at a friendly supply source or road through enemy units or their Zones of Control, can be no longer than 15 hexes, must not pass friendly Combat Phase or lose 1 step. This line friendly Combat or loseZones 1 The step. This line hex that leads tounits aPhase supply source. of and endno atlonger a friendly source or a road through enemy orsupply their ofportion Control, can be than 15 hexes, must not pass can be no longer than 15source. hexes, must not pass the supply line on the road can be any length, so hex that leads to a supply The portion of and end at a friendly supply source or a road through enemy units or their Zones of Control, through enemy units or their Control, long as itleads not pass through or the line road canZones beenemy anyofportion length, so hexsupply that toon a the supply source. The of and end atdoes a friendly supply source orunits a road and end atdoes aoffriendly supply source orunits a road their Zones Control and follows long as itleads not pass through or the line road can beenemy anyalong length, so hexsupply that toon a the supply source. The portion of hex that a supply source. Thealong portion of hexes and road hexsides. their Zones oftoon Control and follows road longsupply as itleads does not pass through units or the line the road can beenemy any length, so the supply line on the road can be any length, so hexes and road hexsides. their Zones of Control and follows along road long as it does not pass through enemy units or long asand it does not pass through enemy units or hexes hexsides. CASES their Zonesroad of Control and follows along road their Zones ofsupply Control and follows along road [13.1] Axis sources are any western CASES hexes and road hexsides. hexes and road hexsides. board hex, Benghazi or Tobruk friendly. [13.1] CASES Axisor supply sources are ifany western board hex, Benghazi or Tobruk friendly. [13.1] Axisor supply sources are ifany western CASES CASES [13.2] Allied supply sources sources areifany any eastern board Benghazi or Tobruk friendly. [13.1] hex, Axisor supply are western [13.1] Axisor supply are any western board or friendly. [13.2] Allied supply sources sources areif eastern board hex, hex, or Benghazi Benghazi or Tobruk Tobruk ifany friendly. board or or friendly. board hex, or Benghazi Benghazi or Tobruk Tobruk ifany friendly. [13.2] hex, Allied supply sources areif eastern [13.3] Units both sides that are 1 hex board hex, orofBenghazi or Tobruk friendly. [13.2] Allied supply sources areifwithin any eastern [13.2] Alliedofsupply sources are any eastern of a friendly-controlled city are considered [13.3] Units both sides that are within 1 hex board hex, or Benghazi or Tobruk if friendly. board or Tobruk friendly. supplied. Aor player controls a city ififwithin he occupies of a hex, friendly-controlled city are considered [13.3] Units ofBenghazi both sides that are 1 hex it ora iffriendly-controlled it is of enemy ofifwithin Control supplied. A out player controls a city he occupies of city are considered [13.3] Units of both sides Zones that are 1 and hex [13.3] Units oftoboth sidesitZones that are hex he was theis or have in his1Zone it or it out ofoccupy enemy ofifitwithin Control and supplied. Alast player controls a city he occupies of a iffriendly-controlled city are considered of a friendly-controlled city are considered Control. he was the last to occupy it or have it in his Zone it or if it is out of enemy Zones of Control and supplied. A player controls a city if he occupies supplied. Alast player controls a city if he of Control. heor was theis or have in occupies his Zone it if it outtoofoccupy enemyitZones ofitControl and it or if Axis it is out of enemy Zones of Control and [13.4] units which have exited the Zone map of Control. he was the last to occupy it or have it in his he was the last to occupy it or have it in his Zone must trace supply originating from any eastern [13.4] Axis units which have exited the map of Control. of Control. map edge hex untiloriginating they have inany supply for must trace supply from eastern [13.4] Axis units which havebeen exited the map 1[13.4] month (2hex Turns) to satisfy victory conditions. map edge untiloriginating they have been inany supply for must trace supply from eastern Axis units which have exited the map [13.4] Axis units which have exited the1 map If deemed to be out of supply, they lose step 1map month (2hex Turns) to satisfy victory conditions. edge until they have been inany supply for must trace supply originating from eastern must trace supply originating from eastern which reduces their combat value for victory If deemed to be out of supply, theyinany lose 1 step 1 month (2hex Turns) to satisfy conditions. map edge until they havevictory been supply for map edge hex until they have been supply for purposes (3.0). When supplied for 1inmonth, which reduces their combat value for victory If deemed toTurns) be outto of supply, they lose 1 they step 1 month (2 satisfy victory conditions. 1purposes month (2 Turns) to satisfy victory conditions. no longer need to trace supply while remaining (3.0). supplied for 1 month, which reduces their combat for If deemed to beWhen out of supply,value they losevictory 1 they step If deemed to be out of supply, they lose 1 they step off the reduces map. Once returned the map, no longer need to trace supplyto while remaining purposes (3.0). When supplied for 1 month, which their combat value for victory which reduces their combat value for victory trace supply as any other Axis unit. off the map. returned the map, they no longer needOnce to trace supplyto while remaining purposes (3.0). When supplied for 1 month, they purposes (3.0). When supplied forthe 1 month, they they trace supply asOnce any other Axisto unit. off the map. returned no longer need to trace supply while map, remaining no longer need to trace supply while remaining tracethe supply any other Axisto unit. off map.asOnce returned the map, they off the map. Once returned to the map, they trace supply as any other Axis unit. [14.0] FUEL trace supplyAXIS as any other Axis unit.

[14.0] AXIS FUEL At the start of the game the Fuel marker is placed [14.0] AXIS FUEL at 2the onstart the Axis Track as illustrated At of theFuel game the Fuel marker is below. placed [14.0] AXIS FUEL [14.0] AXIS FUEL at onstart the Axis Track as illustrated At2the of theFuel game the Fuel marker is below. placed at 2the onstart the Axis Track as illustrated At of theFuel game the Fuel marker is below. placed At the start of the game the Fuel marker is placed at 2 on the Axis Fuel Track as illustrated below. at 2 on the Axis Fuel Track as illustrated below.

During the Axis Reinforcement/Fuel Phase at the startthe of every month (odd-numbered turns) During Axis Reinforcement/Fuel Phase at beginning 1941 (odd-numbered (Turn 3), rollPhase the die the startthe ofJanuary every month turns) During Axis Reinforcement/Fuel at once, and refer the Axis Replacement and beginning 1941 (Turn 3), rollPhase the die the start ofJanuary every month (odd-numbered turns) During the Axis toReinforcement/Fuel at During theJanuary Axis at Fuel Chart. Match the Segment of roll thePhase turn to once, and toReinforcement/Fuel Axis Replacement and beginning 1941 (Turn 3), the die the start ofrefer every month (odd-numbered turns) the start of every month (odd-numbered turns) Segment on the Axis Replacement and Fuel Fuel Chart. Match the Segment of the turn to once, and refer to Axis Replacement and beginning January 1941 (Turn 3), roll the die beginning 1941 (Turn 3), the die Chart. TheJanuary numbers thisReplacement chart the on the Replacement and Fuel FuelSegment Chart. Match the Segment of roll therepresent turn to once, and refer to Axis theon Axis and once, and refer to Axis the Axis Replacement and the amount of Fuel the Axis get that month. Chart. The numbers on this chart represent Segment on the Replacement and Fuel Fuel Chart. Match the Segment of the turn to Fuel Chart. the Segment ofthat therepresent turn to the amount of the Axis month. Chart. The Match numbers on this get chart the Segment on Fuel the Axis Replacement and Fuel the on Fuel the Axis Replacement and Fuel 10 Segment the amount of the Axis get that month. Chart. The numbers on this chart represent Chart. The numbers on this chart represent 10 the amount of Fuel the Axis get that month. the 10 amount of Fuel the Axis get that month. 10 10 TAC_V2_ALT2_Rules.indd 10

are available (if any) to each that turn. Turn Record shows howplayer air units Each turn (notTrack just at the start ofmany a month) the GENERAL RULE GENERAL RULE Unused air units are not accumulated. Air units are available (if any) to each player that Turn Record Track shows how many air Each turn (not just at the start of a month)turn. the Each turn atnot the start to of affect a month) the can beRecord used asTrack Close Support combat Unused air(not units are Air units are available (ifjust any) to accumulated. each turn. Turn shows howplayer manythat air units Turn Record Track shows how many air units (attack purposes only) or to Interdict enemy can be used as Close Support to affect combat Unused air units are not accumulated. Air units are available (if any) to each player that turn. are any) tooforeach player turn. movement. The range airtounits is that 25 hexes (attack purposes only) Interdict enemy can available be used as(ifClose Support to affect combat Unused air units are not accumulated. Air units Unused air units are notofor accumulated. Airenemy units from a controlled/friendly city, or the west edge movement. The range air units is 25 hexes (attack purposes only) to Interdict can be used as Close Support to affect combat can bea controlled/friendly used as Support to of board forThe theClose Axis the east edge for the from city, or affect the edge movement. range oforair is west 25combat hexes (attack purposes only)and tounits Interdict enemy (attack purposes only) or to east Interdict enemy Allies. Any city used as a base must have been of board for the Axis and the edge for the from a controlled/friendly city, or the west edge movement. The range of air units is 25 hexes movement. range ofastart air isplayer-turn 25for hexes friendly/controlled at the of the Allies. city as base must have been of board forThe the used Axis and the units east edge the from a Any controlled/friendly city, or the west edge from a Any controlled/friendly city, or theplayer-turn west edge to (cities captured during Movement friendly/controlled at the the Allies. city as base must have of qualify board for the used Axis andastart the of east edge forbeen the of board for the Axis andstart the east edge the Phase may not used same turn asfor an air to qualify (cities captured Movement friendly/controlled at the of the player-turn Allies. Any citybeused asthat a during base must have been Allies. Any city used as a base must have been base). Phase may not be used that same turn as an air to qualify (cities captured during the Movement friendly/controlled at the start of the player-turn friendly/controlled at thethat startsame of the player-turn base). Phase may(cities not becaptured used turn as an air to qualify during the Movement to qualify (cities captured during the Movement base). Phase may not be used that same turn as an air Phase may not be used that same turn as an air base). base).

CASES

[15.1] Close Support: Each air unit has a CASES combat value Support: of 1 and may [15.1] CASES Close Eachbeairadded unit tohasanya attack to increase the odds. If a player has to two ora combat value of 1 and may be added [15.1] Close Support: Each air unit hasany CASES CASES three air units available they may be added toa attack toClose increase odds. Ifall a be player has two or combat value of the 1 and may to [15.1] Support: Each airadded unit hasany [15.1] Close Support: Each air unit has or the same attack. Air units are for attack purposes three air units available they all may be added toa attack to increase the odds. If a player has two combat value of 1 and may be added to any combat value of 1 and may be added to any only; they can not be used for defense by the the same attack. Air are attack purposes three air available they may behas added to attack to units increase theunits odds. Ifall a player two or attack to increase thebe odds. If for acan player has twothe ora non-Phasing player. Air units only only; they can not used defense by the same attack. Air units are attack purposes three air units available they all may besupport added to three air units available they all may besupport added toa combat (9.0); they not alone. non-Phasing player. Airused units can only only; they can not be for defense by the the same attack. Airmay units areattack for attack purposes the same attack. Air units are for attack purposes combat (9.0); they may not attack alone. non-Phasing player. Air units can only support only; they can not be used for defense by thea only; they canthey not be used for defense by the [15.2] Interdiction: During the friendly combat (9.0); attack alone. non-Phasing player.may Air not units can only support a non-Phasing player. Air units can only support Movement Phase, a player may assign anya [15.2] Interdiction: During the friendly combat (9.0); they may not attack alone. combat they may not attack alone. air units(9.0); notPhase, being for Close Support to Movement aused player maythe assign any [15.2] Interdiction: During friendly Interdict enemy units. The air unit is placed on air units not being used for Close Support to Movement Phase, a player may assign any [15.2] Interdiction: During the friendly [15.2] Interdiction: During the friendly top of the enemy unit(s) to beClose Interdicted. The Interdict enemy units. The air unit isassign placed on air units not being for Support to Movement Phase, aused player may any Movement a The player may any movement ofPhase, allunits. units in to the hex isisassign halved for top of theenemy enemy unit(s) beClose Interdicted. Interdict air unit placedThe on air units not being used for Support to air not used for Close to their Movement Phase, and no unit inThe the movement of being allunits. units in to the hex isisSupport halved for top units ofnext theenemy enemy unit(s) be Interdicted. Interdict The air unit placed on Interdict enemy units. The air unit is placed on stack may use Strategic Movement that Phase. their next Movement Phase, and no unit in the movement of all units in the hex is halved for top of the enemy unit(s) to be Interdicted. The top the Movement enemy unit(s)Movement to be Interdicted. stack may use Strategic Phase. theirofnext unit inThe the movement of all unitsPhase, in the and hexno isthat halved for movement of all units in the hex isthat halved for stack may use Strategic Movement Phase. their next Movement Phase, and no unit in the their next Movement Phase, and no unit in the stack may use Strategic Movement that Phase. [16.0] MINEFIELDS stack may use Strategic Movement that Phase.

PROCEDURE

Place the 10 Minefield counters with white PROCEDURE yellow lettering and a leading their lettering and asterisk in a asterisk cup (the 6white with Place PROCEDURE the 10 no Minefield counters withon rear side are optional (18.6). Beginning yellow lettering and a leading their lettering and asterisk in a asterisk cup (the 6white with Place the 10 no Minefield counters withon PROCEDURE PROCEDURE Turn 5 (February 1941), each player may, once rear side are optional (18.6). Beginning yellow lettering and a leading asterisk on their lettering and no asterisk in a cup (the 6 with Place the 10 Minefield counters with white Place 10 for Minefield counters with white a month, call a1941), Minefield the(the start his Turn 5 the (February each player may, rear side are optional (18.6). Beginning with yellow lettering and a leading asterisk on their lettering and no asterisk in aat cup 6ofonce with lettering and no asterisk inmake aat cup (the 6of with turn. Each player may only this call three aTurn month, call for a Minefield the start his 5 (February 1941), each player may, once rear side are optional (18.6). Beginning with yellow lettering and a leading asterisk on their lettering and a only leading asterisk onof their times game. When a(18.6). Minefield isstart called for, turn. Each player make this call three ayellow month, call for amay Minefield at the his Turn 5per (February 1941), each player may, once rear side are optional Beginning with rear side are optional (18.6). Beginning with both players randomly draw a Minefield counter times per game. When a Minefield is called for, turn. Each player may only make this call three aTurn month, call for a Minefield at the start of his 5 (February 1941), each player may, once Turn 5per (February 1941), each player may, once showing their what itscounter value both players randomly draw a Minefield times game. aopponent Minefield isstart called for, turn. Each player only make this call three awithout month, call forWhen amay Minefield at the of his awithout call forWhen a Minefield at the of his is,month, calling player drawing first. The counters can their what itscounter value both players randomly a Minefield times pershowing game. aopponent Minefield isstart called for, turn. Each player may draw only make this call three turn. Each player may during only make this call three be placed on the map that turn or saved is, calling player drawing first. The counters can without showing their opponent what its value both players randomly draw a Minefield counter times per game. When a Minefield is called for, times pershowing game. When aopponent Minefield is called for, forcalling later. Any combat unit that begins itssaved turn be placed onrandomly the map turn orcounter is, player drawing first. The counters can without their during what its value both players draw a that Minefield both players randomly draw a that Minefield counter out of enemy Zones of Control may place for later. Any combat unit that begins its turn be placed on the map during turn or saved is, calling player drawing first. The counters can without showing their opponent what its valuea without showing their during opponent what its value Minefield map. The Minefield is placed out of enemy Zones of Control may for later. Any combat unit that begins its turn be placed on the map that turn orplace saved is, calling player drawing first. The counters cana is, calling player drawing first. The counters can on the hex with the unit, “Minen!” side up,a Minefield on the map. The Minefield is placed out of enemy Zones of Control may place for later. Any combat unit that begins its turn be placed on the map during that turn or saved be placed on the map during thatside turn saved before unit moves that turn; the unit must on the hex with the unit, skull up, before Minefield on the map. The Minefield isorplace placed out of the enemy Zones of Control may for later. Any combat unit that begins its turna for later. Any combat unit that begins its turn move Once placed, neither player may the unit moves that turn; the unit must move on the hex the unit, skull side up, before Minefield onwith the map. The Minefield isplace placed out of away. enemy Zones of Control may a out ofatOnce enemy Zones ofreverse Control may place away. placed, neither player may ata lookthe the Minefield’s side. Minefields the unit moves turn; the unit must move on hex with the unit, side up, before Minefield on thethat map. Theskull Minefield is look placed Minefield on the map.turn; Thethe Minefield is look placed the Minefield’s reverse side. Minefields not maythe not be voluntarily removed. away. Once placed, player at unit moves that unit must move on hex with the neither unit, skull sidemay up,may before on the hex with the unit, skull side up,may before be voluntarily removed. the Minefield’s reverse side. Minefields not away. Once placed, player at the unit moves that neither turn; the unit may mustlook move the unit movesremoved. that turn; unit must move CASES be voluntarily the Minefield’s reverse side.the Minefields away. Once placed, neither player maymay looknot at away. Once placed, neither player look at [16.1] Any unit stack may Minefields enter may a Minefield be voluntarily removed. CASES the Minefield’s reverse side. may not the Minefield’s reverse side. Minefields may not hex (exception: Retreats, with hex all units [16.1] Any unitremoved. that enters a9.2.3) Minefield stops CASES be voluntarily be voluntarily removed. subject to the effect. If The moreMinefield thanstops one and moves noMinefield further that [16.1] CASES Any unit that enters a turn. Minefield hex step moves loss called for, losses are apportioned counter is isflipped with any step losses or and no further that The Minefield [16.1] Any unit thatover, enters a turn. Minefield hex stops CASES equally per Combat Losses (9.10.3) CASES delays put into effect. counter is flipped over, with any step losses or and moves no further that turn. The [16.1] Any unit that enters a Minefield Minefield hex stops [16.1] Any unit effect. thatover, enters a Minefield hex stops delays put into counter is flipped with any step losses or and moves no further turn. The Minefield [16.2] Once revealed, thethat Minefield is immediately and moves no effect. further turn. The Minefield [16.2] Once revealed, thethat Minefield is immediately delays put into counter isand flipped over, with anycup step losses or removed placed back in the (exception: counter is flipped over, with anycup. step losses or removed placed back in the [16.2] revealed, the Minefield immediately delays putand into effect. “Unit Once Delayed” marker is placedisatop the unit delays putand into effect. removed placed back in the cup. [16.2] Once revealed, the Minefield is immediately or unit stack until the following turn. Once the [16.3] Noand other unitsthe may Minefield removed placed back in enter the cup. [16.2] Once revealed, Minefield isthe immediately next Turn ends, the Minefield marker is returned [16.2] Once revealed, themay Minefield immediately hex that Movement Phase, ifisthe there was no [16.3] No other units enter Minefield removed and placed back ineven the cup. to the cup). removed and placed back the cup. effect. hex thatNo Movement Phase, ifthe there was no [16.3] other units mayineven enter Minefield effect. hex that Movement Phase, even there washex no No other may enter theifthe Minefield [16.3] No otherunits units may enter Minefield [16.3] No otherPhase, units may enter the Minefield [16.4] Minefields have no Zone of Control. effect. that Movement even ifeven there effect. hex that Movement Phase, if was therenowas no hex that Movement Phase, even if there was no [16.4] effect. Minefields have no Zone of Control. effect. [16.5] Units that have entered a Minefield and find [16.4] Minefields no Zone of Control. themselves to in find the [16.5] Units adjacent that have entered a Minefield and [16.4] Minefields no enemy Zone of units Control. [16.4] no enemy Zone of units Control. [16.5] Minefields Units that entered Minefield and find Combat Phase arehave still to required to attack if they themselves adjacent in the [16.5] Units that entered aa Minefield and find themselves adjacent to enemyto units units in the are in an enemy Zone Control. Combat Phase are stillof required attack if they themselves adjacent to enemy in the [16.5] Units that entered a Minefield and find [16.5] Units that entered a Minefield and find Combat Phase are stillofrequired required to attack attack if they they are in an enemy Zone Combat Phase are still if themselves adjacent to Control. enemyto units in the themselves adjacent to Control. enemy unitsZones in the are in in an an enemy Zone of Control. [16.6] Units in a Zone Minefield retaintotheir of are enemy Combat Phase are stillofrequired attack if they Combat Phase still required attack if they Control. [16.6] Units in are a Zone Minefield retaintotheir Zones of are in an enemy of Control. [16.6] Units in a Minefield retain their Zones of are in an enemy of Control. Control. [16.6] Units in a Zone Minefield retain their Zones of Control. Control. [16.6] Units in a Minefield retain their Zones of [16.6] Units in a Minefield retain their Zones of Control. [16.7] The HOW “Unit Delayed” unit(s) not [17.0] TO results SET inUP Control. being eligible to moveTO the following Game Turn. [17.0] HOW SET UP

THE GAME [17.0] HOW TO SET UP THE GAME [17.0] TO THE GAME CASES HOW [17.0] HOW TO SET SET UP UP [17.1] EachTHE playerGAME should choose a side, either CASES THE GAME Axis orEach Allied. Then the players theireither units [17.1] CASES player should choosetake a side,

© 2017 Compass Games, LLC.

and place them on their of take Battle Display. Axis orEach Allied. Then theOrder players their units [17.1] player should choose a side, either CASES CASES Place the “At Start” units on the map in their and place them on their Order of Battle Display. Axis or Allied. Then the players take their units [17.1] Each player should choose a side, either [17.1] Each player should choose amap side, indicated hexes. units be placed per Place “At Start” units onwill thetake ineither their and them onOther their Order of Battle Display. Axisplace orthe Allied. Then the players their units Axis orthe Allied. Then the players take their units the OOB Reinforcement schedule or in the Unit indicated hexes. Other units will be placed per Place “At Start” units on the map in their and place them on their Order of Battle Display. and place them on their units Order of Battle Display. Step Reduction orOther Substitute boxes. the OOB schedule or in the Unit indicated hexes. will placed per Place the Reinforcement “At Start” units onUnits thebe map in Place their Place the Reinforcement “At Start” units onUnits thethe map in Place their the Axis Fuel Marker on 2 on Axis Fuel Step Reduction or Substitute boxes. OOB schedule or in the Unit indicated hexes. Other units will be placed per indicated hexes. units will be placed per Track. Place theMarker Turn Marker onthe Turn 1 of the the Axis Fuel on 2 Units on Axis Fuel Step Reduction orOther Substitute Place the OOB Reinforcement schedule orboxes. in the Unit the OOB Reinforcement schedule or in the Unit Turn Record Track. Track. Place the Turn Marker on Turn 1 of the the Axis Fuel Marker on 2 on the Axis Fuel Step Reduction or Substitute Units boxes. Place Step Reduction orTurn Substitute Units boxes. Place Turn Record Track. Place theMarker Marker onthe Turn 1 of the the Axis FuelTrack. on 2 on Axis Fuel the Axis Fuel Marker on 2 on theplayer Axisevery Fuel [17.2] The Allied player is the first Turn Record Track. Track. Place the Turn Marker on Turn 1 of the Track. The Place the Turn Marker on Turn 1 of the turn. [17.2] Allied player is the first player every Turn Record Track. Turn Track. turn. [17.2]Record The Allied player is the first player every [17.3] Do Allied not roll for Axis or turn. [17.2] The player is the Replacements first player every [17.2] The Allied player is the Replacements first player every Fuel on Turn 1. [17.3] Do not roll for Axis or turn. turn. Fuel Turn [17.3]onDo not1. roll for Axis Replacements or [17.4] 1940Replacements (Turns 1 and 2), Fuel Turn [17.3]onDuring Do not1.December roll for Axis or [17.3] Doadd not roll for die Axis or the to their rollReplacements for all combats. [17.4] 1940 (Turns 1 and 2), FuelAllies onDuring Turn 1.2December Fuel on Turn 1. the Allies add 2December to their die roll (Turns for all combats. [17.4] During 1940 1 and 2), the Allies add 2December to their die roll (Turns for all combats. [17.4] During 1940 1 and 2), African Campaign, Signature Edition [17.4] DuringThe December 1940Designer (Turns 1 and 2), the Allies add 2 to their die roll for all combats. the Allies addThe 2 to their die roll for all combats. African Campaign, Designer Signature Edition

© © 2017 2021 Compass Compass Games, Games, LLC. LLC.

The African Campaign, Designer Signature The African Campaign, Designer Signature 2nd Edition Edition

© 2017 Compass Games, LLC. © 2017 Compass Games, LLC.

The African Campaign, Designer Signature Edition The African Campaign, Designer Signature Edition

[16.0] MINEFIELDS [16.0] MINEFIELDS GENERAL RULE Both sides MINEFIELDS made extensive use of minefields GENERAL RULE [16.0] [16.0] MINEFIELDS in thissides theatre to help make up lack of Both GENERAL made RULE extensive usefor of the minefields

troops. Minefields maymake have up no for effect, delay in thissides theatre to help lack ofa Both made extensive use of the minefields GENERAL RULE GENERAL RULE unit, or cause step losses. troops. Minefields may have no effect, delay in this theatre to help make up for the lack ofa Both sides made extensive use of minefields Both extensive use of minefields unit, orsides causemade step losses. troops. Minefields maymake have up no for effect, in this theatre to help the delay lack ofa in this to help make up for the lack of unit, or theatre cause step losses. PROCEDURE troops. Minefields may have no effect, delay a troops.the Minefields may have no effect, Place 10 step Minefield counters withdelay whitea unit, or cause losses. 2017 losses. Compass Games, LLC. unit, or cause step lettering and ©no asterisk in a cup (the 6 with

3/3/21 4:18 PM


[18.0] OPTIONAL RULES

[18.3.1] The “Tactical Advantage” marker is held by the Allied Player at the start of the game.

COMMENTARY

[18.3.2] The Player who holds the Tactical Advantage marker may force a re-roll for either player that they find unfavorable to try and change the outcome, at any point during play. By playing this marker, an immediate re-roll of the die must occur, and the result becomes final (even if the new die roll result is less favorable than the original roll for the player who holds the Tactical Advantage).

The standard rules honor the original game design of John Edwards, with a focus on providing needed clarifications and minor rule changes where appropriate to enhance the original design. The following bonus material and optional rules are provided for players who wish to consider adding more historical flavor and variability to the game without impacting playability. All rules below are optional, and most can be used independently of each other. However, please note that the Maximum Effort (18.4) and Determined Defense (18.5) must be used together. Also, if using Event Chits (18.7), then the Bonus Minefield Markers (18.6) must also be used.

CASES [18.1] FRIENDLY UNITS AND RETREATS [18.1.1] Friendly units (but not their ZOCs) partially negate enemy ZOCs for purposes of retreat (only). Units which retreat through enemy ZOCs that have friendly units in them suffer an additional step loss instead of being automatically destroyed.

[18.2] INITIATIVE COMMENTARY

Instead of the player turns fixed as the Allied first and the Axis second every turn, the player turn order is now randomized. Note the phases within each player turn remain the same.

[18.3.3] Immediately upon declaring Tactical Advantage, the marker is placed onto the Turn Record Track for the following turn. The Tactical Advantage automatically transfers to the opposing side at the start of the turn. Example: The Allied player declares Tactical Advantage after an adverse die result is rolled during the Combat Phase of Turn 3. As a result, the marker is immediately placed in the “4” space on the Turn Record Track, Axis side up to indicate that the Tactical Advantage transfers to the Axis player at the beginning of the turn (before the Initiative Determination Phase, if using Optional Case 18.2). [18.3.4] Tactical Advantage can be declared to force a die re-roll for any event during play (reinforcement/replacements, Event Chits, combat resolution, etc.). [18.3.5] The player holding the Tactical Advantage marker is not forced to play it on a given turn. It can remain unused and with the player for a subsequent turn. The marker only transfers to the opposing player once used.

[18.4] MAXIMUM EFFORT COMMENTARY

[18.2.1] At the start of each turn (exception 18.2.2), determine which player turn is first. Either player rolls 1 die: 1-4: Allied; 5-6: Axis; 7: Axis choice. +1 DRM if Rommel is in play. Place the Initiative marker on the Turn Record Track as a reminder. [18.2.2] On Turn 1, the Allied player turn is first. On February I, 1941 (Turn 5), or February II (Turn 6), when Rommel arrives, the Axis player turn is first (note: this only applies the first time Rommel appears in the game).

[18.3] TACTICAL ADVANTAGE COMMENTARY

To provide more variability and tension to game play, each player will have the option to exercise “Tactical Advantage” to try and change an adverse die roll result.

Maximum Effort represents an attacking force taking a greater tactical risk to tip the scales towards victory. This rule must be combined with Determined Defense (18.5), as a player is limited to only one Maximum Effort Attack or one Determined Defense per game turn, but never both.

PROCEDURE

The attacking player rolls a single die: • On a die result of 1-2, the Maximum Effort succeeds. Shift the combat odds 2 columns to the right. • On a die result of 3-6, the Maximum Effort fails. Shift the combat odds 1 column to the left, and the attacker must absorb 1 additional step loss (attacker’s choice), even for a favorable combat result in which attacking units may advance after combat.

[18.5] DETERMINED DEFENSE COMMENTARY

Determined Defense represents a “hold at all costs” commitment to not give ground to the enemy. This rule must be combined with Maximum Effort (18.4), as a player is limited to only one Maximum Effort Attack or one Determined Defense per game turn, but never both.

[18.5.1] Each player has one Determined Defense marker that can be used once per game turn unless the player has used his Maximum Effort marker during the same turn. [18.5.2] When a defending stack of units is called to retreat as a result of combat, the defending player may declare a Determined Defense to try and cancel out the retreat result so long as they have an available Determined Defense marker to expend. [18.5.3] Any defending stack can declare a Determined Defense if the stack contains no Italian units (exception: Rommel is on or adjacent to the defending Italian units). [18.5.4] Once a Determined Defense is declared, the marker is removed from play and placed on the Turn Record Track for the next game turn, when it becomes available again for use.

PROCEDURE

The defending player rolls a single die:

[18.4.1] Each player has one Maximum Effort marker that can be used once per game turn unless the player has used his Determined Defense marker during the same turn. [18.4.2] Prior to combat resolution, the Attacker can declare a Maximum Effort if there are no Italian units involved in the attack (exception: Rommel is on or adjacent to any attacking Italian units).

• On a die result of 1-2, the Determined Defense succeeds. The defender retreat result is canceled. Any step losses still apply. • On a die result of 3-6, the Determined Defense fails. All defending units must retreat, and the defender must absorb 1 additional step loss (defender’s choice).

[18.4.3] Once a Maximum Effort Attack is declared, the marker is removed from play and placed on the Turn Record Track for the next turn, when it becomes available again for use. The The African African Campaign, Campaign, Designer Designer Signature Signature Edition 2nd Edition

TAC_V2_ALT2_Rules.indd 11

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11 11

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25), all Events Chits removed from play are returned to the random draw cup to replenish the Chits available for play.

[18.6] BONUS MINEFIELD MARKERS COMMENTARY

Additional Minefield markers are provided that can be deployed play. These markers are [18.6] BONUSduring MINEFIELD pulled at random when called upon (use of an MARKERS opaque cup is recommended).

[18.6] BONUS MINEFIELD COMMENTARY MARKERS

Additional Minefield markers are provided that can be deployed during play. These markers are COMMENTARY pulled at random when called upon (use of an Additional markers are provided that opaque cupMinefield is recommended). x6 can be deployed during play. These markers are pulled random when Minefield called uponmarkers (use of are an [18.6.1]at The 6 bonus opaque cup is recommended). designated with an asterisk(*) on their rear side along with yellow typeface. Simply add these markers to the other Minefield markers x6 variety and distribution of to provide a greater results. [18.6.1] The 6 bonus Minefield markers are designated withx6an asterisk(*) on their rear [18.6.2] Bonus markers are required side along withMinefield yellow typeface. Simply add when Event optional rulemarkers (18.7), [18.6.1] Thethe6to bonus Minefield markers are these using markers the Chits other Minefield as the Bonus Minefield event may trigger designated with an asterisk(*) on their rear to provide a greater variety and distribution of placement additional side along ofwith yellowMinefields. typeface. Simply add results. these markers to the other Minefield markers to provide a greater variety and distribution of [18.7] EVENT CHITS [18.6.2] Bonus Minefield markers are required results. when using the Event Chits optional rule (18.7),

COMMENTARY as the Bonus Minefield event may trigger [18.6.2] Minefield markers areasrequired FourteenBonus Event Chits are provided bonus placement of additional Minefields. when using optionalsome rule (18.7), material forthe theEvent gameChits to capture of the as the Bonus Minefield event may trigger common historical facets of the campaign. These [18.7] EVENT CHITS placement additional Minefields. events add of a degree of chaos and uncertainty to the game. The impact of each Event has been COMMENTARY [18.7] CHITS kept to EVENT a minimum as toare notprovided overly impact play Fourteen Event Chits as bonus balance. Each Event Chit has an Axis and Allied material for the game to capture some of the side, which is the Event may occur based on COMMENTARY common historical facetsthat of the campaign. These which player owns the marker. These events are Fourteen Event Chits are provided as bonus events add a degree of chaos and uncertainty to also summarized on theof Player Aid Cards. material forThe theimpact game to capture some the the game. each Event hasofbeen common historical facets of the campaign. These kept to a minimum as to not overly impact play [18.7.1] At start, thehas Allied player events agame degree of chaos andAxis uncertainty to balance.add Each Event Chit an and begins Allied by drawing 3 Event Chits randomly from a cup. the game. The impact of each Event has been side, which is the Event that may occur based on The Axis player by overly drawing 2 Events kept toplayer a minimum as to not play which ownsfollows the marker. Theseimpact events are Chits. Hold these markers out of sight of balance. Each Event Chit has an Axis and Allied also summarized on the Player Aid Cards. the opposing they that maymay notoccur be inspected side, whichplayer; is the Event based on unless called for by an Event. which player owns the marker. These events are [18.7.1] At game start, the Allied player begins also summarized on Chits the Player Aid Cards. by drawing 3 Event randomly from a cup. [18.7.2] the start of Turns 3, 9, 15,2 19, 25, The AxisAtplayer follows by drawing Events 33, andHold 41, mayAllied drawofplayer 1sight Eventbegins [18.7.1] At each game start, the Chits. theseplayer markers out ofChit. the by drawingplayer; 3 Eventthey Chitsmay randomly a cup. opposing not befrom inspected [18.7.3] When arrives on February I, The Axis player follows by drawing 2 Events unless called forRommel by an Event. 1941 (Turn the German Chits. Hold5), these markers player out ofautomatically sight of the draws 1 additional Event Chit.not Note: if inspected an19, Allied opposing they may [18.7.2] Atplayer; the start of Turns 3, 9,be15, 25, Event delays Rommel’s arrival, this may unless called for by an Event. 33, and 41, each player may draw 1 Event occur Chit. on Turn 6 instead. [18.7.2] the Rommel start of Turns 9, February 15, 19, 25, [18.7.3] At When arrives3, on I, [18.7.4] At each thethe start ofmay December 33, 41, player draw automatically 1 1941 Event (Turn Chit. 1941and (Turn 5), German player 25), Events Chits removed from play are drawsall1 additional Event Chit. Note: if an Allied returned to the random arrival, draw replenish [18.7.3] When Rommel arrivescup on toFebruary I, Event delays Rommel’s this may occur the Chits available for play. 1941 (Turn 5), the German player automatically on Turn 6 instead. draws 1 additional Event Chit. Note: if an Allied [18.7.5] Each player hold a this maximum of 4 Event delays Rommel’s may (Turn occur [18.7.4] At the start may of arrival, December 1941 Event Event Chits may notfrom be voluntarily on 6Events instead. 25),Turn allChits. Chits removed play are returned random drawing. either returned for to the random draw They cup tomust replenish be orthe remain unused during play. [18.7.4] start ofplay. December 1941 (Turn theplayed ChitsAt available for 25), all Events Chits removed from play are [18.7.6] Events aremay not automatic. When returned to theplayer random draw cup to replenish [18.7.5] Each hold a maximum of 4 playing an Event Chit, the owning player must the Chits available for play. Event Chits. Event Chits may not be voluntarily first declare Eventdrawing. and roll aThey die. On a roll of returned for the random must either 1-4, the Event roll is successful, and the event [18.7.5] Each player may hold a maximum of 4 be played or remain unused during play. occurs.Chits. On aEvent roll ofChits 5-6, may the Event canceled Event not be is voluntarily returned random They must When either [18.7.6] for Events aredrawing. not automatic. be played remain unused during play. 12 playing anorEvent Chit, the owning player must first declare the Event and roll a die. On a roll of [18.7.6] Events not automatic. 1-4, the Event rollare is successful, and the When event playing an Event Chit, the owning player must occurs. On a roll of 5-6, the Event is canceled TAC_V2_ALT2_Rules.indd first declare the12Event and roll a die. On a roll of 1-4, the Event roll is successful, and the event

[18.7.5] Each player may hold a maximum of 4 Event Chits. Event Chits may not be voluntarily returned for random drawing. They must either (no effect). In either case, the Chit should be set be played or remain unused during play. aside until Turn 25, when it will be placed back in the cup (18.7.4). [18.7.6] Events are not automatic. When playing an Event Chit, the owning player must [18.7.7] Event Chits and Combat Resolution. first declare the Event and roll a die. On a roll of The attacking must first declare if playing (no In player either the Chit should set 1-4,effect). the Event roll iscase, successful, and the be event any Event Chits (but not the Events), followed aside until it will be placed back occurs. OnTurn a roll25, ofwhen 5-6, the Event is canceled by thecup defending player. Once this is done, both in the (18.7.4). sideseffect). revealIn alleither Eventcase, Chits to play as (no thethey Chitplan should be set 12 ofuntil part the combat before rollingback for aside Turn 25,resolution when will be Resolution. placed [18.7.7] Event Chits and itCombat Event success in theattacking cup (18.7.4). The player must first declare if playing any Event Chits (but not the Events), followed [18.7.7] Event Chits andOnce Combat ALLIED EVENTS by the defending player. this isResolution. done, both The first declare if playing Bad Weather –plan playto at the sidesattacking reveal allplayer Eventmust Chits they play as any Event Chits (but not the Events), followed beginning of Axis player turn part of the combat resolution before rolling for by the success defending both andplayer. placeOnce Chitthisonis done, the map. Event sides reveal allTerrain Event Chits planallto play as coststheyfor terrain part of the combat resolution before rolling for located within 3 hexes of Chit ALLIED EVENTS Event success are (except for Badincreased Weatherby– 1play at the roads). No air units can be placed in the affected beginning of Axis player turn area. Do notEVENTS count hex occupied Chit ALLIED and the place Chit on bythethemap. to determine inclement Weather range. Chit is Bad Weather – play at the Terrain costs for all terrain removed at thebeginning end of Axis turn. ofPlayer Axis player turn located within 3 hexes of Chit and place Chit the map. are increased by on 1 (except for Terrain costs forin the all terrain Counter-Intelligence – play any roads). No air units can be placed Combat Engineers –affected play located within 3 hexes ofMineChit timethe toAxis immediately cancel any area. Do not count hex occupied by the Chit before player enters are increased by 1range. (except for Event declared by to determine inclement Weather Chitthe is field hexChit to immediately treat it roads). No air units can be placed in the affected opposing player. This Event removed at theas end of Axis having no Player effect. turn. area. Do not count occupied theEvent Chit mustthe behex played beforebythe to determine inclement Weather range. Chit is Chit success die roll takes place Counter-Intelligence – play any removed at theby endthe of Axis Player turn. side. time toopposing immediately cancel any Event Chit declared by the Counter-Intelligence – play any Extra – play atEvent the opposingMines player. This time to immediately cancel any beginning of Allied player turn must be played before the Event Event Chitone declared byplace the to free Minefield Chitplace success die roll takes opposing player. This Event marker. Does not count towards by the opposing side. must be played before the Event 3 Minefield marker limit. Chit success die roll takes Extra Mines – play atplace the by the opposing side. player Italian Disorganization – play beginning of Allied turn after attacking have to place one Axis free units Minefield been declared in– acount combat. Extra Mines play at All the marker. Does not towards attacking Italian infantry units beginning of Allied player turn 3 Minefield marker limit. halve their combat strength (drop to place one free Minefield any fractions). marker. Does not count towards Italian Disorganization – play 3after Minefield marker attacking Axislimit. units have Malta Convoy – airpower been declared inAllied a combat. All disrupts Axis convoys passing by Italian – units play attackingDisorganization Italian infantry Malta. Apply +1 (unfavorable) after attacking Axis units have halve their combat strength (drop modifier to all 3inAxis die rollsAll on been declared a combat. any fractions). the Axis Infantry Replacement attacking Italian infantry units and Fuel Table. halve their combat strength (drop Malta Convoy – Allied airpower any fractions). disrupts Axis convoys passing by Naval favorable Malta. Support Apply +1– one (unfavorable) combat shift for Allied player Malta Convoy – Allied modifier to all 3 Axis dieairpower rolls on when attacking or defending disrupts Axis convoys passingany by the Axis Infantry Replacement Port hex. Malta. Apply and Fuel Table.+1 (unfavorable) modifier to all 3 Axis die rolls on the Axis Infantry Replacement Long Range Desert Group Naval Support – one favorable– and Fuel Table. play at shift the beginning Axis combat for Alliedofplayer Movement Phase to prohibit any when attacking or defending any 1Port Axis unit’s movement that is Naval Support – one favorable hex. located closer 0701 than it combat shift to forhex Allied player is to any AlliedDesert unit. when attacking or defending Long Range Groupany– Port play hex. at the beginning of Axis Royal Navy “Force K” – play Movement Phase to prohibit any during German Reinforcement Long Range Desert Group 1 Axis unit’s movement that is– Phase. unit ofofthan Allied play atOne the Axis beginning Axis located closer to hex 0701 it player’s choosing scheduled to Movement Phase to prohibit any is to any Allied unit. the movement current German 1arrive Axis in unit’s that is player turn is delayed by one located closer to hex 0701 it Royal Navy “Force K” –than play turn. is to anyGerman Allied unit. during Reinforcement Phase. One Axis unit of Allied Royal Navy “Force K” – play to during German Reinforcement arrive in the current German Phase. unit ofbyAllied player One turn Axis is delayed one player’s choosing scheduled to turn. arrive in the current German player turn is delayed by one

© 2017 Games, © player’s 2021 Compass Compasschoosing Games, LLC. LLC. scheduled

Long Range Desert Group – play at the beginning of Axis Movement Phase to prohibit any 1 Axis unit’s movement that is located closer to hex 0701 than it is to any Allied unit. Rommel on Leave play–atplay the Royal Navy “Force– K” beginning of Player Turn (or the during German Reinforcement Initiative Determination if Phase. One Axis unit ofPhase Allied using 18.2) to player’sOptional choosingCase scheduled remove from arrive inthetheRommel currentHQ German the map. Place on Turn Record player turn is delayed Rommel on Leave – playby at one the Track to arrivebeginning two turnsoflater on Turn Axis (or player turn. Player the turn. Initiative Determination Phase if Rommel on Leave – play at the Optional Case 18.2) to © using 2017 Compass Games, LLC. beginning Player the Tank Recovery – Turn play during remove theof Rommel HQ(or from Initiative if Allied Reinforcement/Withthe map. Determination Place on Turn Phase Record Optional 18.2) to drawal Phase one Track to arriveusing two turns latertoCase onreceive Axis player remove additionalthe Rommel Allied HQ from tank turn. the map. Place on Turn Record replacement. Track to arriveTank two turns later on Axis during player Recovery – play turn. Ultra Intelligence – play at the Allied Reinforcement/Withbeginning of player turn to draw drawal Phase to receive one Tank Recovery – play during and remove oneAllied Event Chit held additional tank Allied Reinforcement/Withby Axis player. Once drawn, the replacement. drawal Phase one Event Chit cantobe receive shown and additional Allied tank returned to the Event Pool. Ultra Intelligence – play at the replacement. beginning of player turn to draw

AXIS EVENTS and remove one Event Chit held

Ultra Intelligence play the BadAxis Weather – –play atat the the by player. Once drawn, beginning of player turn to draw beginning of Allied player turn Event Chit can be shown and and remove oneEvent Event Chit map. held and place Chit on game returned to the Pool. by Axis player. drawn, the Terrain costs Once for all terrain Event Chit can3 be shown and located within hexes of Chit AXIS EVENTS returned to the Event Pool. are (except for Badincreased Weatherby –oneplay at the roads). No air beginning units can be placed in affected of Allied player turn area. DoEVENTS not count hex Chit occupied by themap. Chit AXIS and the place on game to determine inclement Weather range. Chit is Bad Weather – play at the Terrain costs for all terrain removed at endbeginning of Allied player of Allied player turn located within 3 turn. hexes of Chit and place Chit are increased by on one game (exceptmap. for for -all terrain Captured Supplies after roads). No air Terrain units cancosts be placed inPlay affected located within 3 hexes of Chit capturing any Allied-controlled area. Do not count the hex occupied by the Chit are by one (except for city increased to immediately receive to determine inclement Weather range. Chitone is roads). No air units can be placed in affected additional Fuel point. removed at end of Allied player turn. area. Do not count the hex occupied by the Chit to determine inclement range. Chit is Counter-Intelligence play any CapturedWeather Supplies - –Play after removed at endtime of Allied player turn.cancel any to immediately capturing any Allied-controlled Event Chit declared by one the city to immediately receive opposing player. Captured Supplies - PlayEvent after additional Fuel point.This must be played before the Event capturing any Allied-controlled Chit success die roll receive takes city to immediately one Counter-Intelligence – playplace any by the opposingadditional side. Fuel point. time to immediately cancel any Event Chit declared by the Counter-Intelligence – play any Early Convoy Arrival –play at opposing player. This Event timebeginning to any the Axis cancel Reinforcemust be immediately playedofbefore the Event Eventsuccess Chit One declared byplace the ment Phase. Axistakes reinforceChit die roll opposing due to This arriveEvent the by the opposingment side. unit player. must be played before the Event following turn may arrive early Chitbe success rollmap, takes and placeddie onArrival the atplace Axis Early Convoy –play at by the opposingplayer’s side. choosing. the beginning of Axis Reinforcement Phase. One Axis reinforceEarly Convoy Arrival –play at Extra – play the beginment Mines unit due to atarrive the the beginning Axis Reinforcening of German player turn to following turnofmay arrive early ment One Axis reinforceplace one free Minefield marker. and bePhase. placed on the map, at Axis ment unit due towards to arrivethethe Does not count 3 player’s choosing. following turn may arrive early Minefield marker limit. and be Mines placed –onplay the at map, Axis Extra theat beginplayer’s choosing. Flak 88 – play during any Allied ning of German player turn to attack which includes marker. Allied place one free Minefield Extra Mines – play at the beginarmor. If attacker step loss result Does not count towards the 3 ning of German player turn to is called for, first limit. step loss must Minefield marker place onefrom free an Minefield marker. be taken Allied armored Does 88 not count towards the 3 unit of– play the during Axis player’s Flak any Allied Minefield marker limit. choosing. attack which includes Allied

armor. If attacker step loss result Flak 88 –for, playfirst during is called step any lossAllied must attack Allied be takenwhich from anincludes Allied armored armor. If attacker step loss result unit of the Axis player’s is called for, first step loss must choosing. The African Campaign, Designer Signature The African Campaign, Designer Signature 2nd Edition Edition be taken from an Allied armored unit of the Axis player’s choosing. 3/3/21 4:18 PM


efending any

rt Group – ing of Axis prohibit any ment that is x 0701 than it

e K” – play einforcement nit of Allied scheduled to ent German yed by one

Extra Mines – play at the beginning of German player turn to place one free Minefield marker. Does not count towards the 3 Minefield marker limit. Fuel/Ammo Reserves – Play during Reinforcement/ Flak 88 –Axis play during any Allied Fuel immediately attack Phase which toincludes Allied receive additional Fuel Fuel/Ammo Reserves – result Play armor. If one attacker step loss point. during is called Axis for, firstReinforcement/ step loss must Fuel Phase to Allied immediately be taken from an armored receive additional Fuel– Late Reinforcements unit Allied of one the Axis player’s point. play during Allied Reinforcechoosing. ment/Withdrawal phase. One Late Allied Allied unit Reinforcements of Axis player’s– choosing scheduled arrive in play during Allied to Reinforcethe current Allied player is ment/Withdrawal phase.turn One delayed by one Allied unit ofturn. Axis player’s The African Campaign, Designer Signature Edition choosing scheduled to arrive in the current2Allied is Luftflotte – play player during turn Allied delayed by one turn. Reinforcement/Withdrawal phase. Reduce Allied player’s Luftflotte 2 – play during Allied infantry replacements scheduled Reinforcement/Withdrawal for the current turn by 2. Do not phase. Reduce Allied player’s remove any Allied replacements infantry replacements scheduled from the map, even if less than 2 replacements turn 2. current Do not were scheduledfortothe be current received forbythe remove any Allied replacements Allied player turn. from the map, even if less than 2 replacements were scheduledPanzer to be received the current Recoveryfor – Play during Allied player turn. Axis Reinforcement/Fuel Phase to immediately receive one Panzer Recovery additional German – Play during armor Axis Reinforcement/Fuel Phase replacement. to immediately receive one additional – play German Pioneers before armor Axis replacement. player enters Minefield hex to immediately treat it as having Pioneers no effect. – play before Axis player enters Minefield hex to immediately it as having Poor Attack treat Coordination – no effect. play before resolving any Allied attack. Axis player chooses one Poor Attack – Allied unit Coordination whose attack play before resolving any Allied strength is automatically attack. Axis reduced by player half chooses (drop one any Allied unit whose attack fractions). strength is automatically reduced by half (drop any fractions).

[19.0] HISTORICAL NOTES

In September 1940, after one year of war, Adolf Hitler was in complete control of NOTES the continent [19.0] HISTORICAL of Europe. 1940, The after Germans hadof conquered In September one year war, Adolf Poland, Denmark, Belgium, The In September after one year of Adolf Hitler wasNorway, in 1940, complete control of thewar, continent Netherlands, and France. Army Hitler was The in complete control ofBritish the continent of Europe. Germans hadThe conquered Poland, had lost most of itsGermans equipment andNetherlands, was lucky of Europe. The had conquered Norway, Denmark, Belgium, The to atThe Dunkirk; and now London Poland, Norway, Denmark, andescape France. British Army hadBelgium, lost most itself ofThe its was being bombed daily by the Luftwaffe. Netherlands, and France. The British Army equipment and was lucky to escape at Dunkirk; had lost most of itself its equipment was lucky and now London was beingand bombed daily Hitler’s ally Mussolini, the dictator of Italy, to escape at Dunkirk; and now London itself by the Luftwaffe. was being also atbombed war with On September dailyBritain. by the Luftwaffe. 13th, Marshal Graziani and an army almost Hitler’s ally Mussolini, the dictator of of Italy, was 250,000 Italians under histhe control crossed the Hitler’s ally Mussolini, dictator of Italy, also at war with Britain. On September 13th, Egyptian border and occupied Salum. The was also at war with Britain. On September Marshal Graziani and an army of almost 250,000 British commander, General Wavell, withdrew 13th, and crossed an armythe of almost ItaliansMarshal under Graziani his control Egypto Matruh, and the Italian 4th Blackshirt 250,000 Italians under his control crossed the tian border and occupied Salum. The British Division occupied Sidi Barrani onSalum. September Egyptian border occupied The commander, Generaland Wavell, withdrew to Matruh, 18th. now had theWavell, chance withdrew to move British commander, General and theGraziani Italian 4th Blackshirt Division occupied on Suez whose importance to Matruh, and theCanal, Italian 4th Blackshirt Siditowards Barranithe on September 18th. Graziani now to shipping in the was Division occupied Barrani on September hadBritish the chance to Sidi move onMediterranean towards the Suez obvious. Instead, he ordered men toto dig in. 18th. now had the chance move Canal, Graziani whose importance tohis British shipping on towards the Suez Canal, whose importance in the Mediterranean was obvious. Instead, he Our game begins atinthis On December to British Mediterranean was ordered his shipping men to dig in.thepoint. 9th, 1940,Instead, GeneralheWavell launched obvious. ordered his menOperation to dig in. Compass, and Graziani’s army was cut off at Our game begins at this point. On December The Campaign, Designer Signature Edition Operation 9th,African 1940, General Wavell launched Compass, and Graziani’s army was cut off at The African Campaign, Designer Signature 2nd Edition The African Campaign, Designer Signature Edition TAC_V2_ALT2_Rules.indd 13

Sidi Barrani. In two months, the British force Our31,000 game begins at this On O’Connor, December of men, led by point. General 9th, 1940, 500 General launched destroyed Operation advanced miles,Wavell past Agedabia, Compass, and Graziani’s army was off atsome Sidi an Italian army of ten divisions, took Sidi Barrani. In two months, the cut British force Barrani. Inprisoners, two months, the British force of 31,000 130,000 400 tanks. of 31,000 men, ledand by captured General O’Connor, men,cost led to by General O’Connor, advanced 500 The the Allies past was a little over 500 men advanced 500 miles, Agedabia, destroyed miles, past Agedabia, destroyed an Italian army of killed. It was trulyofone the greatest victories an Italian army tenofdivisions, took some tenmilitary divisions, took some and in history. 130,000 prisoners, and 130,000 capturedprisoners, 400 tanks. captured tanks. The cost to theover Allies The cost 400 to the Allies was a little 500was mena little February over 500 truly men killed. was truly one of the On 12th, only one Italian killed. It was onewith of Itthe greatest victories greatest victories in military regiment left holding thehistory. front, a German in military history. Henkel 111 bomber landed at Tripoli, and out 12th, with only one Italian stepped a German general, short inregiment stature On February February 12th, with only one Italian left quick holding front, ain Henkel 111 but and dynamic speech manner. regiment leftthe holding theGerman front,and a German bomberRommel landed at Tripoli, out stepped Erwin had arrived in Henkel 111 bomber landed and at Africa. Tripoli, and outa German general, shortgeneral, in stature but in quick and stepped a German short stature dynamic speech and perhaps manner. Erwin Rommel’s name has become more but quickinand dynamic in speech and Rommel manner. had arrived in Africa. famous than any the chief actors in the Erwin Rommel hadofarrived in Africa. Second World War, and through his fame, Rommel’s perhaps become more the Germanname AfrikahasKorps that become he led was to Rommel’s name perhaps more famous than any ofasthe chief actors in the Second become almost celebrated. famous than any of widely the chief actors in The the WorldofWar, and through fame,well the men the Afrika Korps were trained, Second World War, andhisthrough hisGerman fame, Afrika Korpssoldiers, that he Korps led to become almost disciplined butwas unused hot the German Afrika that he to led the was to as widely celebrated. The men the Afrika desert conditions thatwidely suited theofAustralians, become almost as celebrated. The Korpsof were trained, disciplined soldiers, but New Zealanders, andKorps South Africans better. It men thewell Afrika were well trained, unused to thesoldiers, hot desert conditions that suited the was Rommel, this inspiring leader, who raised disciplined but unused to the hot Australians, New heights Zealanders, his menconditions to great and and created theAfricans legend desert that suited theSouth Australians, better. It was Rommel, this inspiring leader, who of theZealanders, Afrika Korps, New and South Africans better. It raisedRommel, his men this to great heights and who created the was inspiring leader, raised legend Afrika Korps, With a of still incomplete 5th Light Division (later his men tothe great heights and created the legend renamed the Korps, 21st Panzer Division), Rommel of the Afrika With EI a still incomplete 5th Light (later took Agheila on March 24th.Division Disregarding renamed the 21st Division), Hitler’s orders to Panzer wait theDivision 15thRommel Panzer With a still incomplete 5thfor Light (later took EI Agheila MarchDivision), 24th. Disregarding Division, Rommel pushed on and, bypassing renamed the 21stonPanzer Rommel Hitler’s wait for the 15thtoDisregarding Panzer DiviTobruk, drove tothe Allies back Matruh by took EI orders Agheila on March 24th. sion, Rommel onofand, bypassing Tobruk, April 25th. Thepushed legend the Afrika Korps was Hitler’s orders to wait for the 15th Panzer drove the Allies back to Matruh by April 25th. born. Division, Rommel pushed on and, bypassing The legend of thethe Afrika Korps wastoborn. Tobruk, drove Allies back Matruh by In May andThe again in June theAfrika AlliesKorps launched April 25th. legend of the was In May and again but in June the Allies launched fresh offensives, Rommel checked them born. freshstilloffensives, but pressure Rommelon Tobruk. checked and managed to keep them and still managed pressure on Then in November, General Auchinleck In May and again in with Juneto thekeep Allies launched Tobruk. ThenCommander, inbutNovember, with launched General as their new the Allies fresh offensives, Rommel checked them Auchinleck asCrusader. theirtonew Commander, Allies Operation The Eighth Army and still managed keep pressure onthe Tobruk. launched Operation Crusader. Eighth outnumbered the Axis 9 General to 4 inThe tanks, and Then in November, with Auchinleck Army outnumbered the Axis 9Allies to 4 launched in of tanks, the Germans who were the the as their new Commander, thebackbone and the Germans who than were ofa Axis forces by more tobackbone 1. After Operation Crusader. The 4theEighth Army the Axis forces more to tanks, 1. After touch-and-go battle, the superior numbers won outnumbered thebyAxis 9 than to 44 in anda touch-and-go battle, the superior numbersofwithwon out, Tobruk was andbackbone Rommel the Germans whorelieved, were the the out, Tobruk was and Rommel drew to El Agheila. Axis forces byrelieved, more than 4 to 1. withdrew After a to El Agheila. battle, the superior numbers won touch-and-go A catching the Allies by out,month Tobruklater, was after relieved, and Rommel withA month later, afterFox” catching the at Allies by surprise, “Desert was back Gazala. drew to Elthe Agheila. surprise, thebuilt “Desert Fox”forces, was back at Gazala. Both sides up their the Axis under Both sides built up their forces, the Axis under great difficulty as many supply were A month later, after catching theships Allies by great difficulty asbecause many supply being being sunk, Hitler regarded Africa surprise, theand “Desert Fox” wasships back were at Gazala. sunk, and because Hitler Africa as under aspare side as a side show hadregarded little material to Both sides builtand up their forces, the Axis show Russia. and had littleasmaterial spare from from great difficulty many to supply shipsRussia. were being sunk, and because Hitler regarded Africa In May theand Afrika Korps had 280had German 1942, the Afrika Korps 280 as aMay side1942, show had little material to spare panzers and was supported 230 obsolescent German panzers and was by supported by 230 from Russia. Italian tanks. The Alliestanks. were about attackwere with obsolescent Italian The to Allies overMay 1000 tanks, the but Rommel strucktanks, first, 280 and about to 1942, attack withAfrika over 1000 but In Korps had after a fortnight’s battle, the after Afrikaa Korps Rommel struck first, and fortnight’s German panzers and was supported by took 230 Tobrukthe by Afrika storm. Thetanks. Eighth Army retreated to battle, Korps tookThe Tobruk by storm. obsolescent Italian Allies were the ElEighth Alamein line,with the last defensive area before The Army retreated to1000 the Eltanks, Alamein about to attack over but Alexandria, the Nile theaAlexandria, Suez Canal. line, the last defensive areaand before Rommel struck first,Delta, and after fortnight’s Rommel’s initialand attacks at El Alamein were the NiletheDelta, the Suez Canal. Rommel’s battle, Afrika Korps took Tobruk by storm. repulsed, andArmy aatstalemate developed. During this initial attacks El retreated Alamein were and The Eighth to therepulsed, El Alamein time, the Allies built up aarea 6-1 before superiority in tanks aline, stalemate During this time, the the last developed. defensive Alexandria, and Nile aircraft, and Montgomery arrived. Allies built up and aGeneral 6-1 in Rommel’s tanks and the Delta, thesuperiority Suez Canal. aircraft, and General Montgomery arrived. and initial attacks at El Alamein were repulsed, a stalemate developed. During this time, the © 2017 Compass Games, LLC. in tanks and Allies built up a 6-1 superiority aircraft, and General Montgomery © 2021 Compass Games, LLC. arrived. © 2017 Compass Games, LLC.

The Afrika Korps was weakened after The Afrika Korps was weakened repeatedly repeatedly attacking the Alamafter Haifa Ridge, attacking Alamwere Haifathe Ridge, while the while thethe Allies strongest theyAllies had were been. the strongest they had ever been. Rommel ever Rommel asked Hitler for permission The Afrika Korps was weakened after asked Hitlerattacking forbut permission to withdraw, buton it to withdraw, it the wasAlam refused. Then repeatedly Haifa Ridge, was refused. Then the on November 4th, the 1st had and November 4th, 1st 10th Armored while the Allies were theand strongest they 10th been. Armored Divisions broke through the Axis Divisions broke through the Axis defenses, and ever Rommel asked Hitler for permission defenses, the Afrika was Then forced to the Afrikaand Korps to withdraw. With to withdraw, butwas it forced wasKorps refused. on withdraw. With fuel, no flank protection, little fuel, strength November 4th, notheflank 1st protection, and and 10thnolittle Armored andset no strength set up any defensive positions, to up broke any todefensive Rommel Divisions through thepositions, Axis defenses, and Rommel to forced withdraw in fashion. an orderly managed toKorps withdraw in an orderly the Afrikamanaged was to withdraw. With fashion. no flank protection, little fuel, and no strength On November 8th, thepositions, Allies invaded the to set up any the defensive Rommel On November the 8th, Allies invaded whole North African shore Casablanca managed to withdraw in the anbetween orderly fashion. the whole NorthtoAfrican shorerear. between Casablanca and Algiers Rommel’s This spelled the and November Algiers Rommel’s rear. This spelled the end of Axis tohopes in Africa, as within weeks On the 8th, the Allies invaded end of Axiswould hopes in as within weekseven this this force beAfrica, in Tunisia, perhaps whole North African shore between Casablanca forceAlgiers would be Rommel’s in would Tunisia,berear. perhaps Tripoli, Tripoli, and there no escape. Rommel and to Thiseven spelled the and back there would be escape. back fell further tono meet this Rommel force andfell defend end of Axis hopes in Africa, as within weeks further to On meet thisbe force and defend Tunisia. On Tunisia. January 1943, the Allies this force would in19th, Tunisia, perhaps even January 19th, 1943,would the Allies captured Misurata. Tripoli, and there be nocaptured escape.Misurata. Rommel fell back further to meet this force and defend at this thisOn point our game game ends, as without without total It is at point our ends, as total Tunisia. January 19th, 1943, the Allies victory byMisurata. November or December December 1942, the victory November captured Axis forces have been ableable to cope with Axis forceswould wouldnotnot have been to cope theisAllies then in their The African with then landing inrear. their rear. The It atthe thisAllies pointlanding our game ends, as without total campaignby continued until theuntil remnants of the African campaign continued the 1942, remnants victory November or December proud Afrika Korps were surrounded, with their of theforces proudwould Afrikanot Korps were able surrounded, Axis have been to cope backstheir to an Alliedthen finally with backs tocontrolled anlanding Alliedsea, controlled sea,capitand the Allies inand their rear. The ulated incapitulated May 1943.continued the 1943. battle Elthe Alamein, finally inBut May But battle African campaign untilof the remnants withEl battleAfrika ofwith Stalingrad, spelled the end of of Alamein, the battle of surrounded, Stalingrad, thethe proud Korps were Hitler’s dreams world domination marked spelled the endoftoof dreamsand ofsea, world with their backs anHitler’s Allied controlled and the turning point in the Second World War. domination and marked the1943. turning the finally capitulated in May Butpoint the in battle Second World War. of El Alamein, with the battle of Stalingrad, spelled the end of Hitler’s dreams of world domination and marked the turning point in the Second World War.

GAME CREDITS

Game Design John Edwards GAME

CREDITS

Artwork Game Design Todd Davis John Edwards Box Design Artwork Knut Todd Grünitz Davis and Brien Miller Project Director Box Design John Knut Kranz Grünitz and Brien Miller Contributors Project Director Kim John Meints, Kranz Gareth Scott Produced by Contributors Ken and BillScott Thomas Kim Dingley Meints, Gareth for Compass Games, LLC. Produced by Ken Dingley and Bill Thomas for Compass Games, LLC. Post-Production Notes

Correction to OOB Substitute Unit Display The 2nd Brigade of the British 1st Armoured Division Post-Production Notes appears on Turn 25 as listed in the Reinforcement Correctionand to on OOB Schedule theSubstitute unit itself.Unit Display The 2nd Brigade of the British 1st Armoured Division appears Small Typo on on Turn German 25 as Event listed Chit in the Markers Reinforcement Schedule and onmarker the unitshould itself.read, “Counter-Intel” “Counter-Inel” “Luftlotte” marker should read, “Luftflotte” Small Typo on German Event Chit Markers “Counter-Inel” read, “Counter-Intel” Air Interdiction marker Marker should clarification “Luftlotte” markerread should “1/2 MP” should “1/2read, MA”“Luftflotte” since its the unit’s Movement Allowance that is halved. Air Interdiction Marker clarification “1/2 MP” should read “1/2 MA” since its the unit’s 13 Movement Allowance that is halved.

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SEQUENCE OF PLAY GAME TURN OUTLINE A) INITIATIVE DETERMINATION PHASE (Optional, 18.2)

Starting on Turn 2, one player rolls the die to determine player order for the turn. 1-4: Allied, 5-6: Axis, 7: Axis choice. +1 DRM if Rommel is in play. Place the Initiative marker on the Turn Record Track as a reminder. Note: Ignore this phase if not using optional rule for Initiative (18.2).

B) ALLIED PLAYER TURN 1) Allied Reinforcement/Withdrawal Phase The Allied player consults the OOB Display and Turn Record Track for any reinforcements or withdrawals. Allied replacements are also checked during odd-numbered turns only (first turn of each month, starting Turn 3). 2) Allied Minefield Placement Phase Starting on Turn 5, the Allied player may call for a Minefield (16.0) up to three times per game. 3) Allied Movement Phase The Allied player moves all, some, or none of his units up to their full movement allowance. Units may move in any direction or combination of directions. Movement allowances cannot be transferred from unit to unit or accumulated from turn to turn. Air units may be assigned to Interdiction missions (15.2). Also in this phase, replacements may be used to build units up or rebuild eliminated units (11.0). 4) Allied Combat Phase All combats are now resolved by the Allied player in any order he wishes (9.0). 5) Allied Supply Check Phase Any Allied units that cannot trace a supply line (13.0) suffer a step loss.

C) AXIS PLAYER TURN 1) Axis Reinforcement/Fuel Phase The Axis player consults the OOB Display and Turn Record Track for any reinforcements. Also, during odd-numbered turns only (first turn of each month, starting Turn 3), roll on the Axis Infantry Replacement and Fuel Table for Italian and German Replacements, and for Fuel received. 2) Axis Minefield Placement Phase Starting on Turn 5, the Axis player may call for a Minefield (16.0) up to three times per game. 3) Axis Movement Phase The Axis player moves all, some, or none of his units up to their full movement allowance. Units may move in any direction or combination of directions. Movement allowances cannot be transferred from unit to unit or accumulated from turn to turn. Air units may be assigned to Interdiction missions (15.2). Also in this phase, replacements may be used to build units up or rebuild eliminated units (11.0). 4) Axis Combat Phase All combats are now resolved by the Axis player in any order he wishes (9.0). 5) Axis Supply Check Phase Any Axis units that cannot trace a supply line (13.0) suffer a step loss.

D) GAME TURN END PHASE

The Turn Marker is advanced one space and the next turn begins.

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RULES NOTES • ZOC do not extend into or out of Fort hexes [4.1] • Up to 2 Division unit equivalents can stack in a hex. HQ unit does not count towards stacking limitations. [5.1.1] • Some Allied units may start or enter play at reduced strength [7.6] • Units entering ridge may not exit ridge until the next turn unless leaving the Ridge hex through a Road hexside. Units already on a ridge may exit the same turn. [8.2.5] • Every time an Axis unit moves more than 2 Movement Points (or 4 Movement Points via Strategic Movement, 8.5) the Fuel marker is moved to reduce the amount available by 1. [8.2.6] • Attack is mandatory when defending unit(s) are located in friendly ZOC (exception: Forts and Prohibited hexsides) [9.0] • Units on a ridge have their Combat Factors doubled for defense, unless at least one of the attackers is on a Plateau hex [9.4] • Units in Fort hexes can ignore retreat result [9.5] • Units retreat 1 or 2 hexes (exception: a DR result requires the defender to retreat 2 hexes unless the attacker also receives a retreat result) [9.8.1] • Step losses must be apportioned evenly [9.10.3] • Armored units can only regain their top strength with an armored replacement [10.5] • Close Support is for attack purposes only [15.1]

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