Algeria: The War of Independence 1954 - 1962

CHARTS & TABLES

Table of Contents

A. FLN Player Charts and Tables

A.1 Reinforcement Phase Actions

Activity AP Notes Result
Build Cadre or Band 3 (2)
  • Non-neutralized Front
  • Only 2 AP to build in Morocco / Tunisia
Place in UG box of same area or country as Front
Convert Cadre to Front 3
  • Non-neutralized Cadre
  • Only 1 Front per area
  • Not in Remote areas
Exchange counters
Convert Cadre to Band 1
  • Non-neutralized Cadre
  • Does not require presence of a Front
Exchange counters
Convert Band to Failek 2
  • Only possible in Morocco / Tunisia
Exchange counters

A.2 Operations Phase Missions

Activity AP Notes Result DRM
Propaganda 1
  • Front or Cadre may do
  • Only 1 mission/area/turn
  • Not in Remote areas
# =
PSP added to FLN or subtracted from Govt PSL (any combo, FLN chooses; x2 if Urban area)
+ =
unit eliminated or reduced
  • -1 x # units on Patrol
  • -1 area is Terrorized
Strike 3
  • Uses Front, Cadres may assist for DRM
  • Urban area only; only 1 mission/area/turn
  • Penalty if Government player does not React
# =
#d6 added to FLN or subtracted from Govt PSL (any combo; FLN chooses)
+ =
all FLN units conducting mission eliminated / reduced
@ =
all Police units in area neutralized
-1d6
Gov PSL if no React
  • -1 x # units on Patrol
  • -1 area is Terrorized
  • +1 x # Cadre assisting
Move 0
  • 1 mobile unit attempt at a time; any distance within current wilaya, if crossing wilaya or int'l border may move only to area sharing border with current wilaya or country
+ =
unit eliminated
  • -1 x # units on Patrol in area moved to
  • -? = Border Zone DRM, if crossed international border
Raid 1
  • Band/Failek may do (extra units give + DRM)
  • Only 1 mission/area/turn
  • Not in Remote area
# =
AP gained (x2 if Urban area)
+ =
1 Band/Failek neutralized, area is Terrorized
@ =
1 Police unit neutralized, area is Terrorized
  • +1 x (# units-1)
  • -1 x # units on Patrol
Harass 0
  • Band/Failek may do (units attack singly unless Failek present, they may combine)
  • Choose one Govt unit for target
Roll on Combat Results Table; Govt unit fires back at HALF firepower (round up).

A.3 Mission Success Table

Roll (1d6) -1 0 1 2 3 4 5 6 7 8
Result 0+ 0+ 1+ 1 1 2 2 3@ 4@ 5@

A.4 FLN AP Sources

Source Urban Rural Remote
Areas under FLN Control
(-1 AP if area is terrorized)
5 if controlled, 2 if contested but non-neutralized FLN units are present 2 if controlled, 1 if contested but non-neutralized FLN units are present 0
FLN PSL AP = FLN PSL x 10% (round fractions up) MINUS # of Govt Naval Points
Raid missions As determined by Mission Success Table rolls
Random Events As determined by random event rolled

B. Government Player Charts and Tables

B.1 Government Mobilization and Activation Table

Item PSP to Mobilize PSP to Activate (unit moves to OC if not Activated)
French division 5 1
French brigade 2 1/2
French Elite brigade 3 1/2
Algerian brigade 2 0
Police unit 1 (place in PTL box) 0
1 Air Point 2 0
1 Naval / Helo Point 3 0
Border Zone 6 (per DRM, including initial "0") 1 (flip Status marker to "inactive" if not Activated)

B.2 Coup Table

(use if Government PSL <= 30; coup attempt if roll 6 on a 1d6; DRM +1 = if OAS is deployed in France)

Die Roll (2d6) Result (DRM +1 = if OAS is deployed in France)
2 wild success: +3d6 PSP, mobilize 2d6 PSP of units for free
3-4 big success: +2d6 PSP, mobilize 1d6 PSP of units for free
5-6 success: +1d6 PSP
7 fizzle: -1d6 PSP
8-9 failure: -2d6 PSP, remove 1 elite unit from the game
10-12 abject failure: -3d6 PSP, remove 1d6 elite units from the game

B.3 Operations Phase Missions

Mission PSP Notes Result DRM
Patrol 0
  • Place in Deployment Phase
  • Only mission Police units can do
Patrolling mobile units may React or join a Flush in their area
Flush 0
  • Uses mobile units in OPS/PTL box in same area (airmobile units may travel any distance)
  • Only versus units in OPS or OC box
  • Units may combine only if all Elite, or Division is in Area
Roll d6 per FLN unit: <= total Contact rating: unit Contacted. Contacted FLN units, then Government, fire on CRT. Place surviving FLN units and Government units in OC box
  • +1 Evasion rating of unit is higher than total Contact rating
  • +1 in Remote area
  • +1 area is Terrorized
  • -1 in Urban area
React 0
  • Use Mobile units in OPS/PTL box in same area (airmobile units may travel any distance)
  • Only vs. units that just performed mission
  • Units may combine only if all Elite, or Division is in Area
Contact automatic. Roll d6 per FLN unit: <= Evasion rating: unit moves to UG box. Remaining FLN units, then Government, fire on CRT. Place surviving FLN units and Government units in OC box.
Intelligence 1
  • Need non-neutralized Police unit or units in area
  • Only vs. units in UG box
Roll d6 per FLN unit: <= total Contact rating of non-neutralized Police units: unit moves to OC box
  • +1 Evasion rating of unit is higher than total Contact ratings
  • +1 in Remote area
  • +1 area is Terrorized
  • -1 in Urban area
Civil Affairs 1
  • Need non-neutralized Police unit in area
  • Only 1 Mission/Area/turn
  • Roll on Mission Success Table
  • Not in Remote areas
# = PSP subtracted from FLN PSL
+ @ = remove Terror marker in area, if present
+1 if Amnesty random event in effect
Suppression 1
  • Need non-neutralized Police unit in area
  • Only 1 Mission/Area/turn
  • Roll on Mission Success Table
  • Elite units may assist for DRM
# = number of FLN Bands/Faileks neutralized
@ = area Terrorized; all Cadres and Fronts are neutralized
+ = area Terrorized; -1d6 Government PSP
  • +1 x # Elite units assisting
  • +1 if Amnesty random event in effect
Population Resettlement 1
  • Need non-neutralized Police unit in area
  • Rural area only
  • Govt must afterwards "pay" 1 PSP per turn per area resetled
Area automatically and permanently becomes Remote and Terrorized (Fronts convert to Cadres); FLN +3d6 PSP

B.4 Mission Success Table

Roll (1d6) -1 0 1 2 3 4 5 6 7 8
Result 0+ 0+ 1+ 1 1 2 2 3@ 4@ 5@

C. Common Charts and Tables

C.1 Sequence of Play

Random Events Phase one player rolls on Random Events Table, implement result, see who controls OAS (1-3=FLN)
Reinforcement Phase Both sides accrue and spend AP or PSL to build, convert, mobilize, activate units/ Border Zone. Government player goes first. OAS activates if Government PSL =< 30.
Deployment Phase Government changes Division modes, puts mobile units in PTL box of same area, or in OPS box of any area in Algeria. FLN moves units from UG to OPS box of same area (may deploy 1 Cadre to France).
Operations Phase FLN chooses whether to act, or let Government act. Either player may pass. Consecutive Passes end the phase. Players' PSLs may be adjusted during this Phase, depending on events.
Turn Interphase
  • Control/Depreciation Segment: Determine Controlled and Contested areas. Roll for Depreciation of unspent AP and against maximum Air Points and Helo Points. Reset Air/Helo Available markers to maximum points.
  • Recovery Segment: Neutralized units and Terrorized areas roll to recover.
  • Redeployment Segment: Government mobile units replaced in OPS box of same area; FLN units replaced in UG box.
  • Final PSL Adjustment Segment: Check for Coup d'etat; adjust Political Support Levels as required.

Control

  • both sides sum up Control Points in each area. 3 Control Points for each FLN Front or Dispersed mode Division, 1 for each other unit. Neutralized units don't count.
  • If one side has 2x or more Points than the other, then it gets Control: place Control marker.
  • If more but less than 2x as many, take the difference and both sides try to score less than or equal to this # on 1d6. If one player makes it he gets Control. If nether or both do, area is Contested.

C.2 Random Events Table

(roll 1d6 twice in succession)

11-26 No event. Lucky you.
31-33 FLN Foreign Arms shipment. The FLN player adds 2d6 AP, minus the current number of Naval Points.
34-36 Jealousy and Paranoia. FLN units may not Move across wilaya borders this turn only (they may move across international borders).
41-42 Elections in France. Government player rolls on the Coup Table (no DRM) and adds or subtracts the number of PSP indicated: no units are mobilized or removed.
43-44 UN Debates Algerian Independence. Player with higher PSL raises FLN or lowers Government PSL by 1d6.
45-46 FLN Factional Purge. The Government player chooses one wilaya and rolls 1d6, neutralizing that number of FLN units there (the FLN player's choice which ones).
51-54 Morocco and Tunisia Gain Independence. Raise both FLN and Government PSL by 2d6; FLN player may now Build/Convert units in these two countries as if a Front were there and Government may begin to mobilize the Border Zone. See 11.22.
If this event is rolled again, or if playing the 1958 or 1960 scenarios, FLN player instead rolls on the Mission Success Table (no DRM) and gets that number of AP (represents infiltration of small numbers of weapons and troops through the borders).
55-56 NATO pressures France to boost European defense. The Government player rolls 1d6 and must remove that number of French Army brigades (a division counts as three brigades) from the map. The units may be re-mobilized at least one turn later.
61-62 Suez Crisis. The Government player must remove 1d6 elite units from the map, up to the number actually available: they will return in the Reinforcement Phase of the next turn automatically - they do not need to be mobilized again but do need to be activated. Treat as "No Event" if rolled again, or playing 1958 or 1960 scenarios.
63-64 Amnesty. The French government offers "the peace of the brave" to FLN rebels. All Government Civil Affairs or Suppression missions get a +1 DRM this turn.
65-66 Jean-Paul Sartre writes article condemning the war. Reduce Government PSL by 1 PSP.

C.3 Combat Results Table

Die Roll 1 2-4 5-8 9-15 16-24 25-36+
1 - - 1 1 2 3
2 - - 1 2 4 5
3 - - 2 3 5 7
4 - 1 2 3 5 8
5 - 1 2 4 6 10
6 1 2 3 5 8 12

Total Firepower Ratings involved (+1d6 for each Air Point used: no Air Points in Urban areas) read across to correct column, and roll 1d6. Result is the number of 'hits' on enemy units. Each 'hit' on Government units is -1 PSP to the Government PSL or +1 to the FLN PSL: each 'hit' on FLN units eliminates one Cadre or Band, or reduces a Front to a Cadre, or reduces a Failek to a Band (FLN player chooses how to distribute his losses). Excess "hits" on FLN units are not implemented. Remaining involved units of the side that received the largest number of 'hits' (according to the table, whether implemented or not) are Neutralized (no one is neutralized if equal results). When units fire at half Firepower Rating, round fractions up.

C.4 Depreciation Table (10.11)

Roll 1d6. DRM: -1 for PSL <= 30, +1 for PSL => 70.
If (roll) <= Loss Number; then deduct the indicated numer of Points

Points 1-5 6-10 11-15 16-20 21-24 ≥ 25
Loss Number -1 -2 -3 -4 -5 -6

C.5 Recovery Table (10.2)

Neutralized Unit Terrorized Area
Die roll DRM:
+1 elite unit or PSL => 70
-1 PSL <= 30
DRM:
+1 no non-neutralized FLN units in area
<1-4 -- --
5-6+ Recovers Recovers

C.6 PSL Adjustments Summary

Who #PSP Why When
Both sides+/-?As demanded by Random EventRandom Events Phase
Government-?For units newly mobilized or activatedReinforcement Phase
FLN
Government
+?
-?
Propaganda or Strike mission (FLN choice, any combination)Operations Phase
FLN-?Civil Affairs missionOperations Phase
FLN+3d6Population Resettlement missionOperations Phase
Government-1d6failed Suppression missionOperations Phase
Government
FLN
+1 OR
-1
for each FLN Cadre or Band eliminated (Government player's choice)Operations Phase
Government
FLN
+2 AND
-1
for each Front reduced to a Cadre, or Failek reduced to a BandOperations Phase
Government
FLN
-1 OR
+1
for each 'hit' inflicted on Government mobile units, OR for each Police unit neutralized (FLN player's choice)Operations Phase
Government-1d6did not React to StrikeOperations Phase
Government+/-?d6Coup d'etat: see Coup Tablefinal PSL Adjst Segment
Government-1
-2
OAS deployed in Algeria
OAS deployed in France
final PSL Adjst Segment
Government-1for each area currently Terrorized or ever Resettledfinal PSL Adjst Segment
FLN-3d6No non-neutralized FLN mobile units in Algeriafinal PSL Adjst Segment
FLN+?Total Firepower of FLN mobile units in Morocco and/or Tunisia x 10% (round fractions down)final PSL Adjst Segment
either side+?side that Controls more areas gets PSP equal to HALF the difference between them (round fractions down)final PSL Adjst Segment

C.7 Unit Identification Chart

Mobile units have their Evasion (for FLN) or Contact (for Government) rating printed to the left of the symbol box, while the Firepower rating is printed underneath the symbol box. Static units have one number, which is their Firepower and Contact or Evasion rating, printed underneath their icon.

UnitColour
FLNgreen
French Army regularlight blue
French Army elitelight red
Algerian or Policelight beige [turquoise]
game markerswhite
UnitType
box with cross or "L"Infantry (I = Band, II = Failek, X = brigade, XX = division)
box with cross and "wings" or anchorElite infantry unit
box with infinity sign and "HELO"Airmobilized unit
empty boxDispersed mode division
box with megaphoneCadre (mobile unit)
cop iconPolice (static unit)
fist iconFront (static unit)

C.8 Scenarios

Players begin by selecting a scenario. They then place units and set markers as required by the scenario, Government player first. Units may set up in any areas of the wilaya indicated (remember Urban areas are part of wilayas), Divisions may set up in either mode, Police units set up in PTL boxes. Play then begins with the Random Event Phase of Turn 1. All areas are considered to be Contested until the Turn Interphase of the first turn: the FLN player begins with 2d6 AP as a compensation.

Wilaya 1954 1958 1960
I Government: nothing
FLN: 1 Front, 1 Cadre
Government: 2 French XX, 1 French X
FLN: 1 Front, 2 Cadres, 2 Bands
Government: 2 French XX, 1 Algerian X
FLN: 2 Cadres, 2 Bands
II Government: 1 French X, 1 Algerian X, 1 Police
FLN: 1 Front, 2 Cadres
Government: 2 French XX, 1 French X, 3 Elite X, 1 Algerian X, 2 Police
FLN: 1 Front, 2 Cadres, 2 Bands
Government: 2 French XX, 4 Elite X, 2 Algerian X, 2 Police
FLN: 1 Front, 2 Cadres, 2 Bands
III Government: nothing
FLN: 1 Front, 1 Cadre
Government: 2 French XX, 1 Algerian X, 2 Police
FLN: 1 Front, 2 Cadres, 2 Bands
Government: 2 French XX, 1 French X, 1 Algerian X
FLN: 2 Fronts, 2 Cadres, 2 Bands
IV Government: 1 French X, 1 Algerian X, 1 Police
FLN: 1 Cadre
Government: 2 French XX, 3 Elite X, 2 Algerian X, 2 Police
FLN: 2 Fronts, 2 Cadres, 2 Bands
Government: 2 French XX, 3 Elite X, 2 Algerian X, 2 Police
FLN: 1 Front, 1 Cadre, 1 Band
V Government: 1 French X, 1 Elite X, 1 Algerian X, 1 Police
FLN: 1 Front, 2 Cadres
Government: 3 French XX, 1 French X, 1 Elite X, 1 Algerian X, 2 Police
FLN: 1 Front, 1 Cadre, 1 Band
Government: 5 French XX, 1 Algerian X, 2 Police
FLN: 1 Cadre, 1 Band
VI Government: nothing
FLN: nothing
Government: nothing
FLN: 1 Front, 1 Cadre, 1 Band
Government: nothing
FLN: nothing
Morocco Not independent yet FLN: 1 Band FLN: 4 Bands
Tunisia Not independent yet FLN: 4 Bands, 1 Failek FLN: 4 Bands, 3 Faileks
Government PSL = 65
Points: 0 Air, 0 Helo, O Naval
FLN PSL = 50
FLN AP = 2d6
Border Zone = n/a
Government PSL = 50
Points: 6 Air, 4 Helo, 2 Naval
FLN PSL = 60
FLN AP = 2d6
Border Zone = -2
Government PSL = 45
Points: 7 Air, 5 Helo, 3 Naval
FLN PSL = 45
FLN AP = 2d6
Border Zone = -3

(Algeria V2-140, this version 28 August 2015, edits 23 December 2015)