The African Campaign, Designer Signature Edition rules booklet

Page 8

[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.

8 8 TAC_V2_ALT2_Rules.indd 8

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.

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

3/3/21 4:18 PM


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