TABLE OF CONTENTS

1.0 THE MAP

2.0 UNITS

3.0 SEQUENCE OF PLAY

4.0 TURN OPTIONS

5.0 GROUP MOVEMENT

6.0 UNIT MOVEMENT

7.0 ENGAGEMENT

8.0 BATTLES

9.0 COMBAT

10.0 RETREATS

11.0 DISRUPTION

12.0 SUPPLY

13.0 FORTRESSES

14.0 MINEFIELDS

15.0 OASES

16.0 BUILDUP

17.0 VICTORY

18.0 SCENARIOS

19.0 DEMO GAME

20.0 STRATEGY NOTES

21.0 DESIGN NOTES

GAME DESIGN

Craig Besinque

CO-DEVELOPER

Ron Hodwitz

ASSISTANCE

Gary Chappell

Dave Blizzard

Grant Dalgliesh

Tom Dalgliesh

Brion Emde

Mike Hoyt

Dieter Schlaepfer

GRAPHICS

Grant Dalgliesh

Tom Dalgliesh

Chris Moeller

©1984-2021 Columbia Games Inc.

Visit www.columbiagames.com for

updates on this game.

Rulebook Conventions

This rulebook is formatted so that the

sidebar (this column) contains definitions,

examples, suggestions, and historical

commentary to help you understand and

enjoy this game.

Terms specifically defined for gameplay

purposes are Capitalized and are defined

where shown in italics. Bold text is

generally used for emphasis.

The Arena

The map depicts an area of North Africa

stretching some six hundred miles

from Alexandria to El Agheila. This

region is primarily a rocky and barren

plateau (roughly 300-500' high) which

drops sharply to sea-level in a series of

rugged escarpments near the coastline.

The narrow coastal shelf contains most

settlements and roads, notably the towns

of Benghazi, Tobruk, and Bardia. There is

a hilly, wooded, cultivable area between

Benghazi and Derna (Jebel el Akhdar)

with peaks up to 3000'. Southward lies

a desert wasteland, largely waterless

except for the oases of Jalo, Jarabub, and

Siwa. The eastern desert boundary is the

Qattara Depression, a below sea-level

salt marsh impassable to modern vehicles

and armies; the narrow gap between the

depression and the sea at El Alamein is

the sole gateway east to Alexandria, Cairo,

and the Suez Canal. Within this isolated,

but well defined arena, the dramatic desert

campaign was fought.

Interpreting the map

Borders and terrain features are meant

to follow hexsides though they are drawn

with some artistic license.

INTRODUCTION

Rommel in the Desert is a game

of strategy for two players based on

the North African Campaign of World

War II. One player commands the

Allied (British and Commonwealth)

forces, and the other commands the

Axis (German and Italian) forces.

Game Scenarios provided include:

the 1941 and 1942 Campaigns, the

1940 "Italian" Campaign, and several

shorter scenarios. The 1941 and 1942

campaigns can also be combined into

the full “campaign game”.

The game is played in alternating

Player Turns, with monthly Buildup

interludes (for Reinforcements,

Resupply, etc.).

The object of the game is to hold

Tobruk and its environs, or preserve

a superior army if this area remains

contested. Capturing the enemy Base

wins the game immediately.

THE MAPBOARD

The mapboard depicts the area of

Libya and Egypt where the historical

campaign was mainly fought. The map

is divided into hexagons, or "hexes", to

determine position and movement.

Except at Gaps, Ridges and

Marshes are impassable. Mountain

Hexsides are passable only on roads.

Fortress symbols have numbers inside

showing their Port Capacities.

THE UNITS

Wooden block units represent

Allied brigades, German regiments/

battalions, and Italian divisions, plus

some composite support units.

A die-cut, adhesive label showing

the unit’s type and strength must be

attached to each block. Put green

(German) and beige/gray (Italians)

labels on the gray blocks, and the tan

labels (Allies) on the tan blocks.

Units in play normally stand

upright, with labels facing the owning

player. This provides simple yet

elegant “fog of war” in that players

cannot see the type or strength of

opposing units.

Unit type (armor, recon, etc.) is

shown by its central symbol. A unit’s

type determines its firepower and

movement rate.

The large numbers surrounding

the unit symbol show unit strength,

called Combat Value ("CV"). A unit’s

current strength is the number along

the top edge when standing upright.

Units generally begin a Scenario at

their maximum CV level, but can be

reduced by combat and also rebuilt.

A unit reduced below its lowest CV is

permanently eliminated from play.

SUPPLY CARDS

Players start a game with a given

number of Supply Cards and receive

additional cards every month. Two-

thirds of the cards provided are "real"

Supply Cards; 1/3rd are "dummy"

Supply Cards. Real Supply Cards are

expended to "buy" various defined

combinations of movement and

combat, called Turn Options. Dummies

have no value beyond creating doubt.

SEQUENCE OF PLAY

A Month of play consists of

Buildup, Initiative, and a variable

number of alternating Player-Turns.

During Buildup, players strengthen

and rearrange existing units and

receive Reinforcements and Supply

Cards.

Then players take alternating

Player-Turns, the Axis player generally

going first. The Active Player secretly

selects a Turn Option by playing one

or more real Supply Cards face down

(and dummy Supply can be included

for bluffing reasons). He then executes

one or more Movement and Combat

phases as that Turn Option allows.

Players may elect to Pass on their turn

in order to conserve Supply.

The number of Player-Turns in a

Month is variable: play continues as

long as players continue to expend

Supply Cards. When both players Pass

consecutively, that Month of play

ends, and a new Month begins.

1.0 THE MAP

The Axis player sits on the South

edge of the map while the Allied

player sits on the North edge.

1.1 HEXES

The mapboard is divided into

hexagons or hexes to determine unit

location and movement. A Hexside is

the boundary between two hexes.

Hexes can be identified by the

towns or fortresses they contain, or by

a direction and distance from one (see

the compass rose printed on the map).

For example, "Msus E1" is one hex

east of Msus.

1.2 HEX CONTROL

• Friendly hexes are hexes solely

occupied by friendly units.

• Enemy hexes are hexes solely

occupied by enemy units.

• Empty hexes are unoccupied.

• Battle hexes are hexes occupied by

units of both sides.

Battle hexes are controlled by the

side that occupied the hex when the

battle began (the defender). Fortresses

are controlled by the last occupant.

1.3 STACKING

Stacking refers to the number

of units that are allowed to occupy

one hex. In Rommel in the Desert, any

number of units may occupy a hex.

1.4 TERRAIN

Terrain applies to Hexsides, not

hexes. The terrain of a hex itself has

no effect on play, and is shown only to

help define Hexside terrain.

Rough terrain Hexsides are

impassable, unless a Gap is shown

and/or a road passes through the

Hexside. In these cases entry into

battles is constricted (see 7.1). Rough

terrain on the map includes:

Mountains (Jebel el Akhdar),

Ridges, and

Salt Marshes.

All other Hexsides are Clear

terrain. Only the land portion of

coastal hexes is playable.

1.5 ROADS

Three types of Road are shown on

the map: highway, tracks, and trails.

Units can move faster along Roads

(regardless of terrain), Highway is

fastest, then tracks, and finally trails.

Supply Lines (12.2) are also more

efficiently formed along Roads.

1.6 BASES

Each player has one Base. The

Axis Base is El Agheila at the western

map edge. Alexandria, the Allied Base

is located at the eastern map edge.

New units (Reinforcements) arrive

in Base, and damaged units can be

rebuilt there. Bases are the main

Supply Source for each side and are

ports for Sea Redeployment.

Players must be careful to protect

their Bases, as losing them to the

enemy results in immediate defeat.

1.7 FORTRESSES

Benghazi, Tobruk, and Bardia

are Fortresses. Fortresses provide a

considerable combat advantage to

defending units, and can serve as a

Supply Source for a limited number of

units isolated from their Base.

Fortresses also act as ports: the

numbers shown are Port Capacity,

which govern its Sea Redeployment

and independent Supply capabilities.

Capturing an enemy Fortress gains

a player additional ‘bonus’ Supply

Cards in the next Buildup.

See 13.0 for details.

1.8 OASES

Jalo, Siwa, and Jarabub are Oases.

An Oasis can automatically Supply

one unit in that hex (no external

Supply Line is necessary).

Hexside Control

Control of Hexsides in Battle hexes is also

be important for establishing supply lines

into battles and enabling movement out

of them.

See 8.1 for details.

TERRAIN TYPES

RIDGE

MARSH

GAP/PASS

CLEAR

BASE

FORTRESS

OASIS

TOWN

HIGHWAY

TRACK

TRAIL

MOUNTAIN

Passable only

along roads.

Hexside Limit: 1

Impassable

Impassable

Hexside Limit: 1

Hexside Limit: 2

2.0 UNITS

The colored wooden blocks are the

playing pieces, or units in the game. A die-

cut adhesive label showing unit type and

strength must be attached to the face of

each block.

2.1 NATIONALITY

German units are gray blocks with

green labels. Italian units are gray blocks

with beige/gray labels.

Allied units are tan blocks with

tan labels. Central colors denote

Commonwealth forces.

The 12 Status marker labels go on the

white blocks.

2.2 UNIT TYPE

Unit Type is shown by the central

symbol on its label.

Units are categorized into one of four

[arms] Classes (armor/ infantry/ anti-

tank/ artillery) and Speeds (1-4 hexes).

Each Unit Type is a combination of class

and speed. See: Unit Types Chart.

All units of a given Unit Type have

identical speed and combat firepower, so

these are not shown on the label.

2.3 COMBAT VALUE (CV)

The large numbers surrounding the

unit symbol show the unit’s strength,

called Combat Value ("CV").

Units gain and lose strength in steps

of 1 CV (2 CV for elite units). A unit’s

current CV is the number along the top

edge when standing upright.

Units generally begin a scenario at

maximum CV, and are reduced by combat

but can be rebuilt. Losses and rebuilds

are handled by rotating the unit until the

new CV level is on the top edge. A unit

reduced below its lowest CV is eliminated

from the game and cannot be rebuilt.

2.4 ELITE UNITS

All German units (not Italians) and

some Allied tank units (center symbol

filled-in) are elite, having two CV per step

instead of one.

Two hits are necessary to reduce an

elite unit by a step (see 9.5).

Recon

Weak, high-speed units

composed of light tanks and

armored cars (some mounted

with light cannon.)

Armor

Tank units with strong

offensive punch.

Mechanized Infantry

Infantry mounted in armored

personnel carriers (APCs),

which could carry them into

the battlefield at speed.

Motorized Infantry

Infantry riding in trucks, able

to move quickly, but forced

to dismount and walk as they

approached the enemy.

Unmotorized Infantry/

Paratroopers

Leg infantry, with reduced

usefulness in a war of

movement.

Mobile Anti-Tank

Anti-tank guns with intrinsic

towing units having good cross

country mobility.

Motorized Anti-Tank

Anti-tank guns dependent on

truck pools for transport.

Self-Propelled Artillery

Artillery mounted in tank

chassis with excellent cross-

country mobility.

Artillery

Field artillery also dependent

on truck "pools", but

effectively slowed by greater

size and weight.

Battle Marker

Place the Battle Marker of the

Defender’s color in the battle

hex and the corresponding

Battle Marker of the Attacker’s

color with the Battle array.

UNIT SYMBOLS

Center Color

AU

Australian

Red

IN

Indian

Green

NZ

New Zealand

Light Blue

SA

South African

Orange

FF

Free French

Dark Blue

Pol

Polish

White

H

Highland

Tob

Tobruk

AT

Army Tank Brigade

G

Guards

m

Motor

SG

Support Group

MONTH OF APPEARANCE

S

Starts 1941 scenario or campaign.

T

Starts 1941 scenario or campaign in Tobruk.

M

Malta Group (see 1942 scenario).

Month of

Appearance

Division

Brigade or

Regiment

UNIT TYPES CHART

SPEED

ARMOR

CLASS

INFANTRY

CLASS

ANTI-TANK

CLASS

ARTILLERY

CLASS

RECON

4

RECON

MECHANIZED

3

ARMOR

MECH. INF.

MOB. A/T

SELF PROP. ARTY

MOTORIZED

2

MOT. INF.

MOT. A/T

UNMOTORIZED

1

INFANTRY

PARA

ARTILLERY

3.0 SEQUENCE OF PLAY

Begin by dealing Supply Cards and

deploying Starting Forces as specified

for the Scenario (18.0).

3.1 GAME MONTHS

Each Month of play consists of

Buildup, Initiative, and a variable

number of alternating Player-Turns. A

Month of play ends when both players

Pass (4.5) in succession.

3.2 BUILDUP

Each Month begins with a Buildup

phase for each player (however, no

Buildup occurs before the first Month

of a scenario). See section 16.0.

3.3 INITIATIVE

The Axis normally has the first

Player Turn of a Month (the Initiative).

Initiative Challenge: The Allied

player may challenge for the Initiative

by playing a (real or dummy) Supply

Card face down. The Axis player may

then play a card of his own (or not).

If the Allied card is real and the

Axis has not matched it with a real one,

the Allies seize the Initiative. Otherwise,

the Axis retain the Initiative.

Supply cards committed to an

initiative challenge are expended

regardless of the outcome.

Important: In the first Month of all

scenarios no challenge is allowed. Also

note the Crusader Scenario begins with

an Allied Player-Turn.

3.4 PLAYER TURNS

Each Player Turn is a sequence of

phases which must be performed in

order. The Active Player is the player

taking his turn; his opponent is the

Passive Player.

3.41 INITIAL SUPPLY CHECK

The Active Player checks Supply

status of all friendly units and recovers

Disrupted units according to 12.7.

3.42 SELECT TURN OPTION

A Turn Option (4.0) is a combination

of Movement and Combat phases

costing a defined number of real Supply

cards.

Each Player Turn, the Active Player

secretly selects one Turn Option by

playing the required number of real

Supply cards face-down (dummy

cards may also be played to deceive

the opponent).

3.43 MOVEMENT

During a Movement phase, the

Active Player can make Group (5.1)

and/or Regroup (5.2) moves according

to the Turn Option selected. Forced

Marches (6.4) are resolved after all

other movement.

Refusing Battle: When Attacked

(see 8.2), the Passive Player may

choose to Refuse Battle (10.2).

All Movement (including Forced

Marches and Refusing Battle) must be

done before the Combat phase begins.

3.44 COMBAT

During a Combat phase, the Active

Player may initiate one Combat Round

in any or all current Battles.

See Battles (8.0) and Combat (9.0).

3.45 BLITZ MOVEMENT

In Blitz Turns, the Active Player

has a second pair of Movement and

Combat phases following the normal

Movement and Combat phases (but a

unit cannot move twice in a Turn).

All Blitz Movement must be done

before the Blitz Combat phase begins.

3.46 BLITZ COMBAT

In Blitz Turns, the Active Player

gets another Combat phase following

Blitz Movement. A unit can fire in both

Combat phases.

3.47 FINAL SUPPLY CHECK

The Supply status and Disruption

of the Active Player’s units is checked

according to 12.7.

3.48 SUPPLY REVEALED

The Active Player reveals the

Supply Cards played. All Cards played

are now discarded.

BUILDUP SEQUENCE

Advance Month

Buildup Supply check

BP Determination

First Player Buildup

Reinforcements

BP Expenditure

Replacements & Redeployments

Minefield Construction

Allocate BPs for Extra Supply

Resupply (draw all cards at once)

Monthly Resupply

Extra Supply (allocated above)

Bonus Supply (Fortress Capture)

Second Player Buildup

(repeat player 1 procedure)

INITIATIVE

Initiative Challenge [optional]

PLAYER-TURN SEQUENCE

Initial Supply Check

Determine Unit Supply

Disruption Recovery

Turn Option Selection

Supply Commitment (hidden)

Movement

Group/Regroup Move(s) [R*]

Retreats (Full and Partial)

Probe Combat (if partial)

Pursuit Fire (Retreating units)

Move/Disrupt Retreating Units [R*]

Forced Marches

Refuse Battle (Passive Player)

Pursuit Fire

Withdrawal [R*]

Combat (not Pass Turn)

Active Battles

Defensive Fire [R*]

Offensive Fire [R*]

Blitz Movement (Blitz Turn)

(as Movement)

Blitz Combat (Blitz Turn)

(as Combat)

Final Supply Check

Disrupt Unsupplied units [R*]

Supply Cards Revealed

[R*] ROUT POSSIBLE (Interrupts Play)

Rout Attrition

Pursuit Fire

Withdrawal Move

Continue Play

Blitz Movement and Combat

These phases occur only during Blitz

Turns.

A unit cannot move in both Movement

phases of a Blitz Turn, but can fire in both

Combat phases.

4.0 TURN OPTIONS

Each Player Turn, the Active

Player secretly selects (and commits

Supply for) one of the following Turn

Options (dummy Supply Cards may be

played to confuse the opponent).

In the Turn Option descriptions

given below, a Move means one

Group or Regroup Move during the

Movement phase; a Combat Round

means the option to initiate combat in

any or all Battles during the Combat

phase.

4.1 THE BASIC TURN

The Basic Turn costs one (1) real

Supply Card and allows the player one

Move and one Combat Round.

4.2 THE OFFENSIVE TURN

An Offensive Turn costs two (2)

real Supply Cards, and allows the

Active Player to make two Moves

(during the same Movement phase),

and one Combat Round. Remember: a

unit can only move once per turn.

4.3 THE ASSAULT TURN

An Assault Turn also costs two

(2) Supply Cards. It allows the Active

Player to make one Move, plus an

Assault Combat Round.

In an Assault Combat Round,

the Active Player has the option to

designate any or all current battles as

Assaults, in which units of both sides

fire Double Dice (see 9.21). Other

Battles may be fought normally or not

at all, as desired by the Active Player.

4.4 THE BLITZ TURN

A Blitz Turn costs three (3) real

Supply Cards. Blitz Turns allow the

Active Player two Basic Turns in

succession (except that units cannot

move twice).

The Active Player has one Move

and Combat Round during the regular

Movement and Combat phases, then

makes a second Move (with different

units) and Combat Round during Blitz

Movement and Blitz Combat. Units

are allowed to fire in both Combat

phases of a Blitz Turn

Hexside limits (7.1) are reset for

the Blitz Movement phase, so that

additional units may enter a battle hex

via hexsides already traversed in the

initial Movement phase.

4.5 THE PASS TURN

A Pass turn costs no Supply

Cards, allowing players to conserve

Supply while awaiting events.

In a Pass Turn, the Active Player is

allowed to make one free Withdrawal

Move (5.3) if he desires, but no other

movement or combat can occur.

If both players Pass in succession

the current Month of play ends.

TURN OPTIONS

BASIC

MC

OFFENSIVE

MMC

ASSAULT

MC*

BLITZ

MC + MC

No Cost

PASS

W

M = Move Phase C = Combat Phase

* = Any/All battles can be Assaults.

W = 1 optional Withdrawal Move

Turn Option Deception

The Active Player could play 1 real Supply

Card for a Basic Turn and add a dummy

Supply Card to bluff his opponent into

thinking that an Assault Turn is underway.

This might convince the Passive Player to

Refuse Battle rather than accept battle and

risk possible double dice combat.

Two Supply Cards Committed:

Assault or Offensive Turn?

When 2 real Supply are committed to a

Turn Option, it might seem at first glance

that the Active Player may be able change

his Turn Option in mid-turn.

However, the Active Player taking an

Offensive Turn must make two Group

or Regroup Moves in the Movement

phase. Doing so reveals that he is taking

an Offensive Turn before any opponent

decisions (e.g., Refuse Battle) are made.

If a player commits 2 real Supply Cards

and does not take 2 Moves in the

Movement phase, he is committed to an

Assault Turn.

Assault Turns

In an Assault combat, both sides fire

Double Dice, which might seem of no

advantage to the Active Player. However,

the ability to win a battle rapidly (even at

the cost of higher casualties) can prove

crucial at times. Bluffing an Assault Turn

with 1 real and 1 dummy Supply might

convince the opponent to Refuse Battle.

The Pass Turn

Passing in a Player Turn in no way limits

the future options of that player. A Player

that Passes on one Player-Turn may play

a different Turn Option on his next Player-

Turn (provided the opponent doesn't also

Pass, ending the Month).

Dummy Supply Card

Real Supply Card

5.0 GROUP MOVEMENT

A Group consists of all friendly

units occupying a hex. There is no

limit to Group size: any number of

units may occupy a single hex.

All movement during Player Turns

is made in terms of Group Movement.

A Move involves the movement of

one specific Group (either dispersing

an existing group or concentrating

forces into a new one). Depending on

the Turn Option (4.0) selected, players

make 1 or 2 Moves per Player Turn.

There are two types of Move:

Group Moves and Regroup Moves.

When moving Groups, rules for

individual unit movement (6.0) must

also be observed. There is a limit to

the number of units that can enter a

Battle Hex via a single Hexside (7.1),

but no Hexside Limit otherwise.

5.1 THE GROUP MOVE

In a Group Move, any or all units

from one hex may be moved to one

or more destination hexes. Units that

begin their movement together are not

required to remain as a Group, and

may disperse to separate locations.

To make a Group Move, the Active

Player indicates the desired group and

then moves units individually to one

or more hexes of his choice, observing

the movement speed of each unit.

5.2 THE REGROUP MOVE

In a Regroup Move, any or all

units in or adjacent to a designated

Command Point hex (regardless of

intervening terrain) may move to a

common destination hex, uniting into a

new Group.

The Command Point may be a

friendly, empty, or battle hex, but not

an enemy hex. The destination hex

can be Friendly, Enemy, Empty or

Battle (thus, Regroup Moves can be

used to Attack as well as Retreat).

To make a Regroup Move, the

Active Player indicates the Command

Point and the destination hex, then

moves regrouping units individually.

Again, the movement speeds of

individual units must be observed.

Units unable to reach the destination

hex of a Regroup may not move at

all.

Regroup Moves

The distance a unit can move is measured

from its original location, not from the

Command Point.

Regrouping Forced Marches

Units may attempt a Forced March (6.4)

to the destination hex of a Regroup Move,

but if unsuccessful they are Disrupted at

their original location.

REGROUP EXAMPLE

The five Allied units in hexes [1], [2], and [3] Regroup

to hex [D], using hex [C] as the Command Point. The

artillery unit on hex [3] cannot Regroup because it does

not have the speed to reach [D]. Units in hex [4] are

not adjacent to the Command Point [C] and therefore

cannot be part of the Regrouping Move.

5.3 WITHDRAWAL MOVES

A Withdrawal Move is a strictly

defined kind of Group/Regroup Move

that is made without Supply Card

expenditure. Withdrawals are Moves

where each unit moves back along one

of its own Supply Lines and territory is

conceded.

Withdrawal Moves are the only

type of Move possible without spending

a Supply Card. They can occur in three

different ways:

• The one Withdrawal Move allowed

in a Pass Turn.

• Withdrawal Moves made by the

Passive Player to Refuse Battle.

• Withdrawal Moves made to Retreat

groups that are Routed (11.3).

A Group or Regroup Move must

satisfy all of the following conditions

to qualify as a Withdrawal Move:

1) Each moving unit must have a

valid Supply Line (12.2) as the

Withdrawal Move begins.

2) Each unit can only move along

one of its own Supply Lines and

each hex entered must shorten that

Supply Line.

3) The friendly Supply Network

(12.6) must be reduced by at least

one hex.

4) No unit movement is made

physically away from the Supply

Source (in hexes).

Exception: See sidebar regarding

Bardia-Ft. Capuzzo.

Withdrawing units cannot Engage

enemy forces (unless the latter are

Disrupted - see sidebar).

Withdrawals into/through hexes

containing Disrupted Enemy Units

Withdrawing units that are not Retreating

can Engage & Rout Disrupted enemy units.

Withdrawing units that are Retreating

(hence becoming Disrupted themselves)

can pass through (or co-exist in the same

hex with) enemy Disrupted units, with no

effect on either force. If Disrupted units of

both sides occupy the same hex, the first

Group to recover will Rout the other.

Withdrawals into Fortress Supply

Units assigned Fortress Supply (13.3) may

withdraw along a Supply Line leading to

the Fortress. Units theoretically capable

of tracing Supply to a Fortress but not

assigned Fortress Supply cannot do so.

Supply Lines for Withdrawal

Supply Lines for Withdrawal Moves are

defined at the moment of the Withdrawal.

Bardia-Ft Capuzzo Withdrawals

The Coast Highway ‘jogs’ backwards

slightly at Bardia/ Ft. Capuzzo. To allow

for this, the Axis player may consider

these two hexes to be equally distant from

the friendly Base. Withdrawals following

the highway in the direction of the

Axis Base are allowable in this special

case [only], even when the hex entered is

further from Base in absolute hexes.

Withdrawal Example

An Axis recon unit is in Mechili with two other Axis units in Msus and Charruba forming

Supply Chains to the highway (Benghazi friendly). No Allied units are west of Tobruk.

The Mechili unit has 8 valid supply lines to the highway:

1) Mechili-Msus-Agedabia

5) Mechili-Msus-Er Regima

2) Mechili-Msus-Beda Fomm

6) Mechili-Derna

3) Mechili-Msus-Ghemines

7) Mechili-Gazala

4) Mechili-Charruba-Er Regima

8) Mechili-Bir Harmat

The recon unit can Withdraw along any of the first 4 routes (none move physically away

from Base). The other 4 Supply Lines are not valid for Withdrawal Moves as they involve

movement physically away from Base.

6.0 UNIT MOVEMENT

The Unit Speed of a unit is the

number of hexes the unit can move.

Units can move freely through

friendly or empty hexes, but must

STOP upon Engaging (i.e., entering a

hex containing enemy units).

Units can never move more than

once per Player-Turn (except to Rout).

6.1 UNIT SPEED

The basic movement speed of all

units is shown on the UNIT SPEED

TABLE (sidebar). A unit may move 1-4

hexes (depending on its speed) plus

any applicable movement bonuses.

6.2 ROAD BONUSES

Roads include highways, tracks and

trails. Units moving entirely along

Roads receive movement bonuses:

• Highway

+4 hexes

• Tracks

+2 hexes

• Trails

+1 hex

To receive a Road Bonus, a unit

must start, remain on, and end its

move on some type of Road. When

two types of Road are used, the lesser

bonus applies.

6.3 ROMMEL BONUS

During every Axis Player-Turn

(except in 1940), the Axis player can

designate any one Group or Regroup

Move as a Rommel Move. All Axis

units involved in that move receive a

movement bonus of +1 hex (plus any

applicable Road Bonus).

6.4 FORCED MARCHES

The Active Player may attempt to

Force March units one hex past their

normal maximum range, at the risk of

Disruption (11.0).

After all Moves are complete, the

Active Player announces all Forced

March attempts (units and desired

destinations), and rolls one die each.

On a roll of 4, 5 or 6, the attempt

succeeds, and the unit moves the extra

hex. On a roll of 1, 2, or 3, the attempt

fails and the unit is Disrupted (in its

current hex if this was a Group Move

or in its original hex if a Regroup).

7.0 ENGAGEMENT

Entering a hex containing enemy

units is Engaging.

Entering a hex containing only

enemy units is Attacking (as well as

Engaging). See 8.2.

7.1 HEXSIDE LIMITS

There is a limit to the number of

units able to Engage enemy forces

across the same Hexside in a single

Movement phase.

For Clear terrain Hexsides, the

limit is two units per Movement phase

(i.e., six units could enter a battle hex

via three clear Hexsides).

For Gap or Mountain Road

Hexsides, the limit is one unit per

Movement phase.

Remember: Units can only cross

Mountain hexsides where a Road exists

and Ridges/Marshes through a Gap.

During the Blitz Movement Phase,

Hexside limits are reset: additional

units can Engage via Hexsides already

traversed.

7.2 DISENGAGEMENT

Units that leave a hex containing

enemy units are Disengaging (except

during Buildup, see 16.51). Units can

only Disengage through Friendly

Hexsides (8.1). Units that Disengage

are always Disrupted (11.0). Hexside

limits do not apply when Disengaging.

Disengaging units are turned

upright before moving out of a Battle

Hex and turned face-down (Disrupted)

after they finish movement. They

cannot re-engage this Player Turn.

When all friendly units Disengage

from a hex, it is a Full Retreat (10.3).

If some but not all friendly units

Disengage from a battle hex, it is

termed a Partial Retreat (10.4).

7.3 REVEALING UNITS

Units engaging into a Battle are

not revealed until all Movement is

complete. Once revealed, units remain

face-up until they Disengage or until

the battle ends.

UNIT SPEED

RECON

4

ARMOR

MOB. A/T

MECH. INF.

SELF PROP. ARTY

3

MOT. INF.

MOT. A/T

2

INFANTRY

PARA

ARTILLERY

1

Road Bonus Example

A Recon unit (speed 4) can move up to 8

hexes along the highway, 6 hexes along

tracks, and 5 hexes on trails.

The unit could move up to 5 hexes along a

combination of tracks and trails.

Road bonuses do apply in all types

of movement (including Retreats and

Redeployments).

The Rommel Bonus

The Rommel Bonus can only be used by

an active Axis player during Movement or

Blitz Movement (not both).

It cannot be used by a passive Axis player

for Withdrawal Moves to Refuse Battle or

Rout, or to Redeploy in Buildup.

Regrouping Forced Marches

Units may attempt a Forced March to the

destination hex of a Regroup Move, but

if unsuccessful they are Disrupted at their

original location (units that cannot Regroup

to the destination hex cannot move at all).

Forced Marches into Battle

Players cannot attempt to Force March into

engagements in excess of Hexside Limits

(anticipating that some units will fail to

arrive).

Retreat Forced Marches

Units failing a Forced March when making

a Retreat lose one step in addition to the

usual Disruption that always happens to

Disengaging units.

Retreat vs. Disengagement

Units Disengage; Groups Retreat.

8.0 BATTLES

A Battle is a hex containing units of

both sides, where combat can occur.

Battles are not necessarily resolved

immediately: they last until one side

Retreats [10.0] or is eliminated. Battles

can last through several Player Turns,

sometimes even lasting for Months.

8.1 BATTLE HEXSIDES

Each Hexside of a battle hex is

termed a Battle Hexside. Control of

Battle Hexsides determines Supply

Lines into battles and Disengagement

routes out of them.

A Battle Hexside is friendly to the

side whose units last engaged across it

(and this takes effect instantly).

A Hexside that neither side has

crossed is friendly to the Defender (8.3).

8.2 ATTACKS

Moving units into an enemy hex

(one containing solely enemy units) is

termed Attacking. Adding units to an

existing battle hex is not an Attack.

The Passive Player can respond to

an Attack either by accepting battle

or by Refusing Battle (8.4). If battle is

accepted, combat is mandatory that

turn (8.5).

Disrupted units that are Attacked

without friendly Undisrupted Shielding

units present are Routed (11.3).

8.3 ATTACKER & DEFENDER

The player who initiates a battle is

termed the Attacker in that Battle for as

long as it lasts. The other player is the

Defender. This distinction is important

because the Defender maintains

control of Battle Hexes for Supply

Line tracing purposes.

8.4 REFUSING BATTLE

Immediately upon the completion

of all enemy Moves (including Forced

Marches), the Passive Player has the

option to Refuse Combat and Retreat

Attacked Groups by Withdrawal Move

if possible (see 10.2).

The option to Refuse Combat is

not open to Groups already engaged

in Battles when Movement began.

8.5 BATTLE ARRAY

If battle is accepted, mark the

hex with a Battle Marker of the

Defender’s color and move the units

involved to a convenient location.

Small battles may be fought in the hex.

Players then arrange their units

in opposing Battle Lines (placing the

corresponding Battle Marker of the

Attacker’s color nearby).

Players now reveal their units by

turning them face-up, tipping forward

toward the enemy line, so that their

current CVs are oriented toward the

enemy line.

8.6 ACTIVE BATTLES

In a Combat phase, the Active

Player has the option to wage Combat

in any or all current battles. Battles

selected for Combat are termed Active

Battles.

Combat is mandatory in two

cases: these Battles must be fought in

that Combat phase:

New Battles: combat is required

in the first Combat phase of a new

Battle.

Fortress Battles: the Attacker

(but not the Defender) must wage

combat every Combat round when

engaged in a Fortress hex (except

during Blitz Combat).

Select Active Battles: Before

Combat begins, the Active Player

must indicate all the Battles in which

Combat is to occur by moving those

Battle Lines closer together, and

leaving other Battle Lines more

separated.

Select Assault Battles: During

Assault Turns, selected Battles may

be fought as Assault Battles. Before

Combat begins, the Active Player must

pre-indicate all Assault Battles by

placing one or more friendly units on

top of the defending line.

In Assault Battles, all units (both

Attacker and Defender) fire Double

Dice (9.21).

Refusing Battle: Disrupted Units

in the Group

When a Group containing Disrupted units

Refuses Battle, the Disrupted units are, of

course, unable to Withdraw, being unable

to move except to Rout.

First, the Undisrupted units suffer Pursuit

Fire and then execute a Withdrawal

Group Move. The Disrupted units are

now Unshielded and are therefore Routed,

suffering Rout Attrition and Pursuit Fire

from unfired Pursuing units (if any). If

they survive, they can then Withdraw as a

separate group.

Refusing Battle: Units in the

Group without a Supply Line

Since units without a Supply Line cannot

Withdraw, and Partial Retreat is not

allowed when Refusing Battle, a mixed

Group of units of which only some have a

Supply Line may not Refuse Battle.

This situation can arise when a group

is composed of units assigned Fortress

Supply and other units with no Supply Line

to Base.

Battle Arrays

The position of units in the line is

immaterial (though it helps to group units

by arms class).

Artillery units can be placed behind the

battle line to remind players that they can

only be targeted by enemy artillery (unless

unsupported).

Fortress Combat in Pass Turns

The Original Attacker must have combat

when Engaged in a Fortress. Yet no

Combat is allowed during a PASS TURN.

Therefore, if the original Attacker Passes

while engaged in a Fortress hex, he must

Retreat his forces from the Fortress hex by

Withdrawal Move. If this is not possible,

the active player's forces are Routed (see

13.2).

9.0 COMBAT

Once Active Battles are designated,

they are resolved one by one, in any

order chosen by the Active Player.

Each Combat phase involves one

Combat Round in each Active Battle, in

which each unit fires once. All firing in

one Battle must be completed before

proceeding to the next battle.

9.1 COMBAT ROUNDS

A Combat Round is executed in

each Active Battle as follows:

1) The Passive Player fires Defensive

Fire and losses are applied.

2) The Active Player fires Offensive

Fire and losses are applied.

9.2 UNIT FIRE

In Defensive or Offensive Fire, each

unit fires once in any desired order,

except that artillery must fire first.

To fire a unit, the firing player

indicates the unit firing and the Class

(armor/infantry/anti-tank/artillery)

being targeted, and rolls one die per

firing unit CV (3 dice for 3 CV units).

Depending on the unit’s Firepower

(9.4) versus the selected target Class,

certain numbers rolled score hits,

reducing the CV of enemy units in the

target Class.

9.21 DOUBLE DICE

In Assault Combat and Fortress

defense, units fire Double Dice, meaning

they roll twice the normal number of

dice (at normal Firepower).

9.3 TARGETING

Some unit classes must fire at their

enemy counterparts if present: Armor-

class units must fire at armor-class

units, if present. Similarly, infantry-

class units must fire at infantry-class

units, if present. Artillery and anti-tank

class units are not restricted in this

way. Only artillery can target enemy

artillery, unless no other class of target

unit is present. Target class must be

announced before firing a unit.

If all units of a required target

class are eliminated, unfired units may

fire at other target Classes.

9.4 FIREPOWER

The effectiveness of fire depends

on the Class of unit firing and its target.

Cross-referencing the firing unit's Class

and the target Class on the Fire Table

(see Map) shows fire effectiveness.

• "SF" stands for "single fire" and

scores one hit for every "6" rolled.

• "DF" (double fire) scores a hit for

every "5" or "6" rolled.

• "TF" (triple fire) scores a hit for

every "4", "5", or "6" rolled.

9.5 APPLYING LOSSES

For each hit scored by enemy fire, a

unit of the targeted Class is reduced by

1 CV (owner’s choice of exact unit).

Elite Units: All German units and

some Allied armor units are elite, with

2 CV per step. Two hits are necessary

to reduce them by a step. All hits on a

given arms Class must be applied if

possible but leftover hits at the end of

a combat round are wasted.

Within an arms class, the owning

player may allocate hits to individual

units as desired (except hits may only

be wasted if there is no alternative).

As hits are received, the owning

player provisionally allocates them to

units of the target class, only finalizing

this when all enemy fire is complete.

Single hits allocated to elite units are

indicated by rotating the unit 45º.

If sufficient hits are inflicted within

a combat round to eliminate all units

of a target Class, they are removed

from play which may affect subsequent

targeting and opponent fire.

9.52 DOUBLE DEFENSE

Double Defense applies to the

Defenders in a Minefield (14.2). Hits

scored on Minefield Defenders are

considered half-hits, and it requires two

half-hits to inflict a 1 CV loss.

Exception: Artillery fire is unaffected

by Minefields and scores full hits.

As for elite units, half-hits are

provisionally allocated to units within

the target class. At the end of a

Combat Round, leftover half-hits on a

given target class are wasted.

Unit Fire

A unit must fire all its CV simultaneously

at a single Target Class, and cannot switch

targets in a Combat Round, even if all

units of the Target Class are eliminated.

Unit Fire Example

Since no enemy armor is present, a 6 CV

armor unit fires on enemy infantry at fire

effectiveness of double fire (DF).

A dieroll of 4, 5, 1, 6, 3, 3 scores two hits.

Double Dice Unit Fire Example

A 3 CV Infantry unit defending a Fortress

rolls 6 dice (3 CV, doubled) for defensive

fire. Firepower remains the same (e.g., SF

when targeting enemy infantry).

Targeting Artillery

Artillery can only be targeted by enemy

artillery, unless no other Class of friendly

unit is present in the battle (Disrupted

units are ignored for targeting purposes).

Artillery unsupported by any other arms

Class is extremely vulnerable. All units

except artillery fire on unsupported enemy

artillery at Triple Fire.

Firepower Example

If enemy armor is present in a Battle, an

armor unit must target it at SF.

However, when no enemy armor is

present, the same armor unit can fire on

enemy infantry at DF.

Applying “Half Losses”

When all units of a given target class are

elite, leftover “odd” hits at the end of a

Combat Round will be wasted.

For example, if all Axis armor in a battle is

elite, and the Allies score 3 hits on enemy

armor in a combat round. Two hits are

applied to reduce a German armor unit by

one step and the leftover hit is wasted.

The same principle applies to units with

Double Defense in a Minefield.

Applying Losses to Mixed Groups

When a target class is a mix of elite and

normal units, all hits must be applied.

Example: Three armor hits are scored in

a combat round where there are both elite

and normal armor targets. Either 2 hits are

applied to elite armor and 1 hit to normal,

or all 3 hits are applied to normal armor.

Players should apply hits provisionally.

For instance, a 1 CV unit hit by enemy fire

should not be removed from play until the

end of the combat round since an ensuing

2nd hit may have to be applied to an elite

double-step unit instead.

10.0 RETREATS

Disengaging (7.2) all units from a

Battle Hex is a Full Retreat (10.3). If

some, but not all, units Disengage it

is a Partial Retreat (10.4). Units that

Disengage are always Disrupted (11.0).

Voluntary Retreats can occur

when Refusing Battle (10.2) by Group

Withdrawal Move, or by a Group or

Regroup Move during a Player Turn

(including by Withdrawal Move during a

PASS TURN).

Involuntary Retreats occur when

Disrupted units are Routed (11.3). A

routed unit makes a Withdrawal Move.

Important: Disrupted (11.0) units

cannot move except to Rout (11.3).

10.1 RETREAT ROUTES

Units can only Disengage through

friendly Battle Hexsides (8.1) into

friendly or empty hexes, never directly

into an enemy or battle hex. They may

then continue to move as normal, but

may not re-engage this Player Turn.

Units forced to Disengage but

unable to do so are eliminated.

10.2 REFUSING BATTLE

Immediately following all enemy

Movement, the Passive Player may

Refuse Battle by Retreating all units of

any Groups just Attacked (8.2) by

Withdrawal Move (5.3). Regroup Moves

or Partial Retreats to Refuse Battle are

not allowed. As usual, the retreating

units are subject to Pursuit Fire and

become Disrupted. When Refusing

Battle, units are not revealed.

10.3 FULL RETREATS

The Active Player may voluntarily

Retreat all units from existing battles

by Group or Regroup Move (including

by Withdrawal Move 5.3). Retreating

Groups are subject to Pursuit Fire (10.5)

and become Disrupted (11.0).

Refuse Battle Procedure

1) The Passive Player announces his intent

to Refuse Battle, leaving units upright in

the Battle Hex (not revealed).

2) The Active Player conducts Pursuit Fire

against Retreating units, saving fire for

Routs as desired. Pursuing units are not

revealed either.

3) The Passive Player moves surviving

units by Withdrawal Group Move.

4) Any Disrupted units remaining are

Routed (11.3) and subject to Pursuit Fire

by unfired units.

Full Retreat Procedure

1) The Active Player moves all other

units, announces the Retreat and turns

Retreating units upright in the battle hex.

2) The Passive Player conducts Pursuit Fire

against Retreating units.

3) The Active Player moves surviving

Retreating units according to the Group or

Regroup Moves underway.

4) Any Disrupted units remaining in the

Retreat hex are Routed (11.3) and subject

to Pursuit Fire by unfired units.

Partial Retreat Procedure

1) The Active Player moves all other units,

announces the Partial Retreat and turns

Disengaging units upright in the Battle

Hex.

2) The Passive Player may initiate Probe

Combat. If the Rearguard is eliminated by

Probe Combat, the Partial Retreat becomes

a full Retreat. Continue with Retreat

Procedure above, starting with 2).

Reversed Roles in Probe Combat

If Rearguard units are Original Defenders,

they receive any Fortress and Minefield

defensive benefits (Probing units do not).

Pursuit Deception

Pursuit Fire for some units may be

withheld to disguise the nature of the

Group. Or, because each unit can only fire

once, a player may reserve the fire from

some Pursuing units for enemy Disrupted

units about to be Routed.

Pursuit Fire in a Combat Phase

Pursuit Fire can occur during a Combat

phase when Disrupted units in a Battle

Hex are Routed after elimination of all

friendly Shielding units (11.11). Only units

that have not yet fired in combat may

conduct Pursuit Fire.

10.4 PARTIAL RETREATS

Partial Retreats involve Disengaging

some but not all units from a battle.

Partial Retreats can never be made

by Withdrawal Move: they require the

expenditure of a Supply Card. Partial

Retreats may avoid Pursuit Fire.

After completing all other

Movement, turn the Disengaging

units upright. All Undisrupted

units remaining in the Battle are the

Rearguard. The Rearguard must survive

a round of Probe Combat to protect the

Disengaging units from Pursuit Fire.

Important: When making a Partial

Retreat you cannot initiate Combat in

that Battle during the same Player Turn.

10.41 PROBE COMBAT

Before units making a Partial

Retreat actually move, the Passive

Player may provoke a round of Probe

Combat (no Supply Card expenditure

required).

In Probe Combat the Offensive/

Defensive roles are reversed: first the

Active Player’s Rearguard unit(s) fire

Defensive Fire, then the Passive Player

returns Offensive Fire (see sidebar).

If all enemy Rearguard units are

eliminated, unfired Probing units may

immediately conduct Pursuit Fire (10.5)

against the upright Disengaging

units (treated as a Group). Surviving

units then resume their Disengage

move. If the Passive Player declines

Probe Combat or the Rearguard is not

eliminated by it, the Disengaging units

are not exposed to Pursuit Fire (10.5).

10.5 PURSUIT FIRE

Groups that Retreat for any reason

must take Pursuit Fire. Pursuit Firepower

is based on Unit Speed.

The Retreating player announces the

speed of his slowest Retreating unit.

The pursuing player then rolls one die

for each equally-fast unit in the [former]

battle hex, and two dice for each faster

unit. Slower units cannot pursue.

One hit is scored for each dieroll

of 4, 5, or 6. The Retreating player

must immediately apply losses to any

Retreating units as desired as per 9.5.

11.0 DISRUPTION

Units become Disrupted if they:

• Disengage from a battle (7.2),

• Refuse battle (10.2),

• Are Unsupplied (12.1) during both

the Initial & Final Supply Checks, or

• Fail a Forced March (6.4).

To indicate Disrupted status, turn

units face-down on the map (tip back

toward the owner to preserve CV).

Units can remain Disrupted

indefinitely, but are eliminated if

Unsupplied (12.1) at the end of a

month.

11.1 DISRUPTION EFFECTS

Disruption has temporary, but

severe effects. Disrupted units cannot:

• Move (except to Rout)

• Impede enemy movement (they

Rout immediately if Attacked)

• Fire or absorb hits in Combat

• Form part of friendly Supply Chains

• Block enemy Supply Lines

• Redeploy or Return to Base during

Buildup (see 16.5)

11.11 DISRUPTED UNITS IN BATTLE

Disrupted units that are Engaged

are immediately Routed (11.3) unless

Shielded by friendly Undisrupted units

in the same hex.

Even if Shielded, Disrupted units

take no part in battles (place them

face-down behind the battle lines),

Disrupted units cannot recover

while enemy units remain in the hex,

but may do so once the battle is won

(no enemy units remain in the hex).

Disrupted units Rout immediately once

no Shielding units remain.

11.2 DISRUPTION RECOVERY

Disrupted units Recover during

the Initial Supply Check of a friendly

Player-Turn, provided that they:

• Are not in a Battle Hex,

• Have a Supply Line, and

• Have spent one complete enemy

Player-Turn Disrupted (i.e., they do

not recover if they Refused Battle or

Routed in the previous enemy turn).

11.3 ROUT

Disrupted units in a battle hex

without Undisrupted friendly Shielding

units are Routed. This can occur if:

• Disrupted units are Attacked alone

(i.e., not Shielded).

• Disrupted units become alone in a

battle hex after all friendly Shielding

units Disengage or are eliminated.

When a Rout occurs, its effects

(below) are resolved immediately,

interrupting the normal flow of play.

All Routed units must (in order):

• Lose one step of Rout Attrition

• Suffer Pursuit Fire (10.5)

• Retreat by Withdrawal Group

Move, and they are eliminated if

unable to do so)

• Become Disrupted again

11.4 OVERRUN

An Overrun occurs when one or

more units enter a hex containing

Unshielded enemy Disrupted units

(hexside limits apply), Routing the

Disrupted units. All Overrunning units

must stop in the attacked hex, moving

no further that turn.

Although a single Attacking unit

can Rout a Disrupted enemy group,

the Active Player may elect to Attack

with multiple units to increase his

Pursuit Fire during Rout resolution.

Once all Attacking units have

entered the hex, movement is

interrupted to resolve the Rout.

After resolving the Rout, the

Active Player may still have other

units qualified to move (as part of

Group or Regrouping Moves already

underway), but as yet unmoved.

These units may then complete their

Movement, including passing through

the Overrun hex now vacated of

enemy units.

Multiple overruns can occur in the

same Player Turn.

Units Disrupted in Enemy Turns

Units that have become Disrupted are

only able recover after spending an entire

enemy Player Turn Disrupted.

This means units that become Disrupted

during an enemy Player Turn (by Refusing

Battle or being Routed) remain Disrupted

through the upcoming friendly Player-

Turn and the next enemy Player-Turn,

becoming able to recover only in the

second friendly Player-Turn following

Disruption.

Routs

When Unshielded (11.11) Disrupted units

are Attacked, they are Routed.

Routs also occur when the Rearguard in a

Partial Retreat is eliminated while Shielding

friendly Disrupted units.

Combat Phase Routs

When Disrupted units are Routed in a

Combat phase due to elimination of all

friendly Shielding units in that Battle Hex,

only enemy units that have not yet fired in

that combat round may conduct Pursuit

Fire.

Final Supply Check Routs

If units Engaged in battle become

Disrupted due to lack of a Supply Line,

they are immediately eliminated, since

units without a Supply Line cannot

Withdraw.

Overruns

In an OFFENSIVE TURN, units from both

moving Groups may participate in the

same Rout and/or Overrun (as they share

the same MOVEMENT phase).

Overrun Procedure

1) The Active Player moves one or more

units into a hex containing solely enemy

Disrupted units, and announces the Rout.

2) All Disrupted units in the Attacked hex

lose one step of Rout Attrition.

3) The Active Player executes Pursuit Fire

(10.5) against the Disrupted units.

4) The Passive Player must now Retreat

surviving units by Withdrawal Group

Move, if possible. If not, they are

eliminated.

5) The Active Player now moves all

unmoved units that are eligible to move as

part of the Group/Regroup Moves already

underway. These units my move into or

through the Overrun hex just vacated by

Routed enemy units.

12.0 SUPPLY

Units in play are either Supplied or

Unsupplied, depending on whether or

not they had a Supply Line during the

latest friendly Supply Check.

To be Supplied, a unit must be able

to trace a Supply Line to a friendly

Supply Source. This is normally the

friendly Base, but a limited number of

units may also trace Supply Lines to a

Fortress (13.0). Oases also have very

limited Supply capability (see 15.1).

12.1 UNSUPPLIED UNITS

Units that cannot trace a Supply

Line during friendly Supply Checks

are Unsupplied. Being Unsupplied

causes no immediate harm (unlike

Disruption). Unsupplied units can

move, impede enemy moves, Engage

or Attack, form or cut Supply Lines,

capture Fortresses and Bases, etc.

However, units judged Unsupplied

during the Initial Supply Check and

still Unsupplied at the Final Supply

Check become Disrupted (11.0).

12.2 SUPPLY LINES

A Supply Line is a continuous line

of hexes leading from a unit to a

friendly Supply Source.

Supply Sources: The main Supply

Source for each side is its Base (El

Agheila or Alexandria), which can

Supply any number of friendly units.

Fortresses can also act as Supply

Sources for a limited number of

units (13.3). Oases can Supply one

unit, see 15.1.

Supply Lines are determined by

the position of friendly units on

the board at the time of the Supply

Check. They can be any length and

are composed of sections of Highway

and/or Supply Chains of friendly units.

Units can have multiple Supply Lines.

Supply Lines can pass through

friendly hexes, empty hexes, and

Battle Hexes where the friendly side

is the Defender (Friendly Battles). They

cannot pass through enemy hexes,

enemy Battles (enemy Defender), or

through impassable Hexsides.

12.3 HIGHWAY SUPPLY

The coastal Highway normally forms

a Supply Line for either side. Any stretch

of Highway that is not blocked by enemy

units automatically forms a valid Supply

Line. A Supply Line may be composed of

several stretches of highway connected

by one or more Supply Chains.

12.4 SUPPLY CHAINS

Off highway, Supply Lines are

composed of Supply Chains which are a

series of spaced friendly units, each within

a specified distance (Supply Range) of

another member of the Supply Chain, and

with at least one unit of the chain within

Supply Range of a Supplied Highway or

Fortress. Supply Range varies with Road

quality as follows:

Tracks: 3 hexes (2 hexes intervening)

Trails: 2 hexes (1 hex intervening)

No Road: every hex (units must be

adjacent via passable terrain)

• If different types of Road are used, the

lesser Supply Range applies.

A single unit can contribute to several

Supply Chains. Engaged units can form

Supply Chains but Disrupted units cannot.

12.5 SUPPLY INTO BATTLES

Both sides can trace Supply Lines into

a Battle Hex. Supply Lines into Battle

Hexes must pass through friendly Battle

Hexsides. Battle Hexsides are friendly to

the side that last crossed them (but see

below), and control changes instantly.

Hexsides not crossed by either player are

friendly to the Original Defender.

The Original Defender can trace

Supply Lines through a Battle Hex. The

Attacker can only trace Supply Lines into

Battle Hexes (through friendly hexsides).

Raiders: Unsupplied units cannot

regain a Supply Line or make a Hexside

friendly by entering a Battle via an Enemy

Hexside. If the Hexside of entry remains

enemy after all movement, mark the

unit with a Raider marker. Raiders are

considered to remain behind enemy lines

isolated from friendly Supply.

Raiders fight normally but become

Disrupted (Final Supply Check) if supply is

not re-established (e.g., the Battle is won).

Supply Chains

Supply Chains do not "project" from a

unit into the surrounding area, they can

only connect to a friendly unit to the next

unit in the chain or to the Highway.

Disrupted units cannot help form Supply

Chains or block Supply Lines.

A Supply Chain cannot be traced from

a unit back to itself (e.g., in a loop along

Roads). Hexes containing only Disrupted

units are considered empty hexes for

Supply Chain purposes..

Disrupted Unit Supply

Although Disrupted units cannot be used

to form Supply Chains, they themselves

can trace supply to any Supply Lines

within Supply Range.

Supply Check Timing Implications

Unsupplied units suffer no immediate

penalty, but must have a Supply Line

(or Fortress/Oasis Supply) at the Final

Supply Check to avoid Disruption

(11.0). Establishing a temporary Supply

Line during the turn will not save an

Unsupplied unit from Disruption, it must

have a Supply Line at the Final Supply

Check.

Therefore, Supplied units can interdict

enemy Supply Lines by moving to an

Unsupplied location deep in the enemy

rear without immediate ill effect (having

been Supplied at the Initial Supply

Check). Even if they remain Unsupplied,

these units will not become Disrupted

until the end of their next friendly

Player-Turn.

But in the meantime, enemy units that

become Unsupplied as a result are more

immediately threatened with Disruption.

To avoid Disruption, they must recover

a Supply Line by the end of their Player

Turn, which comes first.

Note that units can move to Unsupplied

locations on one Player Turn, and

return to a Supplied location in the next,

without becoming Disrupted.

Disrupted Unsupplied units that fail a

Final Supply check suffer no additional

effect. Units that are still Unsupplied

when a Month of play ends are

eliminated and removed from play.

12.6 SUPPLY NETWORK

The sum of all current friendly

Supply Lines is termed the Supply

Network. When a unit has several valid

Supply Lines, all of them contribute

to the friendly Supply Network.

It is entirely possible for a hex to

be in the Supply Networks of both

players simultaneously. Opposing

Supply Networks may overlap without

affecting either side.

12.7 SUPPLY CHECKS

• INITIAL SUPPLY CHECK:

• Check for valid Supply Lines.

Determine friendly Battle Hexes

and Battle Hexsides. Check for

Supply Status of friendly units.

• Place Unsupplied markers on

Unsupplied units and remove

markers from Supplied units.

• Mark Fortress Supplied units with

a Fortress Supply marker.

• Disruption Recovery:

• Friendly units that have spent

a complete enemy turn

Disrupted but are now Supplied

and unengaged revert to their

normal, Undisrupted state (turn

upright).

FINAL SUPPLY CHECK:

• Check for valid Supply Lines.

Determine friendly Battle Hexes and

Battle Hexsides. Check for Supply

Status of friendly units.

• Remove Unsupplied markers from

any units now in Supply.

• Disrupt all units marked Unsupplied

that still have no Supply Line.

• Immediately Rout newly Disrupted

units in Battle Hexes without

friendly Shielding units.

Note: Temporarily re-establishing a

Supply Line to an Unsupplied unit

during the turn will not save it from

Disruption if it is Unsupplied in the

Final Supply Check.

• BUILDUP SUPPLY CHECK:

• Check for valid Supply Lines.

Determine the Supply Network of

each player: these remain in effect

without change throughout Buildup.

• Determine the Supply Status of all

units of both sides.

• Eliminate any Unsupplied units.

• Remove markers for those units now

Supplied.

• Recover all Supplied, Unengaged

Disrupted units (turn upright).

Two More Supply Examples:

A) An Allied recon unit moves behind the

Axis line and cuts the Highway at Gazala,

isolating all Axis forces to the east. During

his next turn, the Axis player moves units

to Mechili and to Bir Harmat.

These moves re-establish the Highway east

from Bir Harmat as an Axis Supply Source

because a Supply Chain exists around the

blocking unit at Gazala.

The unit at Bir Harmat chains three hexes

along the track to the unit at Mechili which

chains two hexes along the trail to the

Supplied Highway at Derna. No chaining

unit is required at Derna.

B) Allied units are holding out in Benghazi

after main Axis forces have advanced far

to the east to Gazala. The Axis player has

some units in the Benghazi hex, attacking

the Fortress. As the Attacker, the Axis

player cannot trace supply through the

Benghazi hex so the Highway is blocked at

that point for the units at Gazala.

However, an Axis unit at Er Regima would

re-establish the Highway as an Axis Supply

Source for the units at Gazala by creating a

Supply Chain around Benghazi.

This is because the unit at Er Regima can

chain two hexes along the trail/track to

the Supplied Highway at Ghemines. No

chaining unit is necessary at Ghemines.

SUPPLY EXAMPLE

Alexandria lies off the map to the east. Allied unit [A] is Supplied

along the Coast Highway. Unit [B] is Supplied along the track (3

hexes) to Mersa Matruh on the coast highway. Other units (not

shown on the map) located a further three hexes south at Siwa

Oasis would trace a supply line through [B], although one of them

would be in supply from the Oasis anyway. Unit [C] is Supplied

along a trail (2 hexes) to Sidi Barrani on the Coast Highway. Unit

[D] is Supplied because it is adjacent to [C].

Unit [E] is Unsupplied. It is located in the open desert and it is not

adjacent to a Supplied unit. Although it is adjacent to the Coast

Highway (which is usually sufficient to trace a supply line), it is not

allowed to trace a supply line through the impassable ridge to the

north.

If Axis unit [1] were to move east two hexes and occupy Sofafi,

Allied units [C] and [D] would be Unsupplied at the beginning of

the next Allied Player-Turn. Axis unit [2] must remain at Sidi Omar

to keep Allied unit [D] from being Supplied via Sollum. Allied units

[C] and [D] would have to establish new supply lines in that turn to

avoid Disruption.

13.0 FORTRESSES

Benghazi, Tobruk,

and Bardia are Fortresses.

Special Combat and Supply

rules apply to Fortresses.

Fortresses also act as a ports and

Fortress Supply Sources for the side

that controls them.

13.1 FORTRESS CONTROL

Fortresses are initially controlled

according to the Initial Deployment

areas given at the Scenario start.

Fortress control changes only

by Fortress Capture (see 13.4). An

unoccupied Fortress is friendly to the

last owner. It is still an empty hex and

cannot block Supply Lines.

13.2 FORTRESS BATTLES

Defensive Double Dice: In a

Fortress, Defending units (except for

armor-class units) fire Double Dice on

Defensive Fire. This advantage is lost

if the Defender initiates combat.

Mandatory Combat: In Fortress

battles, the Attacker must initiate

combat during his own Player-Turn.

(Combat is optional for the defender).

Exception: Fortress combat is not

mandatory during Blitz Combat

13.3 FORTRESS SUPPLY

Fortress Supply Capacity. A

Fortress with no land Supply Line to

Base is Isolated. An Isolated Fortress

can be used as a Supply Source for a

limited number of friendly units based

on its Port Capacity (the numbers

inside hexagons).

The Port Capacity for the Axis is

the first number and the Allied Port

Capacity is the second. For example:

The Port Capacity of Tobruk is 5

Allied or 2 Axis units.

During each Initial Supply Check,

the Active Player may assign available

Fortress Supply capacity. Units inside

the Fortress must receive first priority

on Fortress Supply. Other units that

can trace a Supply Line to the Fortress

may be assigned any remaining

available capacity, but units nearest

the Fortress must receive first

priority for Fortress Supply. Mark units

assigned Fortress Supply with markers.

Fortress Supply assignments last

throughout that entire Player Turn:

and cannot be negated or switched

to another unit. Units using Fortress

Supply must trace Supply Lines (and

Withdrawal routes) back towards the

Fortress.

Similarly, friendly forces not

assigned Fortress Supply cannot trace

Supply Lines or Withdraw towards the

Fortress (even if located in the same

hex as Fortress Supplied units).

If the full Supply Capacity of a

Fortress is not utilized in the Initial

Supply Check, additional units may be

assigned Fortress Supply in the Final

Supply Check (within its capacity).

13.4 FORTRESS CAPTURE

Fortress control changes only

when Undisrupted enemy units have

sole occupation at the end of a Player-

Turn. Passing through a Fortress

during Movement is not sufficient.

Captured Supply: If a Fortress

is captured, the new owner receives

bonus Supply Cards in the following

Buildup. The number of cards awarded

is equal to enemy Port Capacity.

Example: The Axis player would

receive two (2) bonus Supply Cards

for capturing Benghazi, but the Allied

player would receive only one (1).

Captured Supply is never awarded

more than once per month for each

Fortress.

13.5 BESIEGED FORTRESSES

A Fortress is besieged if any hex

adjacent to it contains enemy units (is

an enemy hex or battle hex).

Besieging a Fortress affects Sea

Redeployment cost (16.53).

Besieging Tobruk can be important

to Victory (17.0).

Fortress Combat in Pass Turns

If the Attacker in a Fortress Battle takes

a Pass Turn (e.g., due to lack of supply),

Fortress Attackers must Disengage by

Withdrawal Move (5.3), subject to all

Disengagement and Retreat rules. If

unable to Withdraw during a Pass Turn,

the Fortress Attackers are Routed (11.3).

Captured Supply

If a Fortress is captured but recaptured by

the original owner in the same month, no

bonus supply is awarded.

If captured, recaptured and then captured

again, all in the same month, the capturer

receives bonus supply just once.

Fortress Supply Assignment in

Final Supply Check Example

The Allied player starts his Player-Turn

with two units tracing supply to Tobruk

(capacity 5), and has four other units

unable to trace a Supply Line to Base. If

those four units move so that, at the end of

the turn, they can trace Supply to Tobruk,

then three of those units will be Supplied,

and only the unit with the longest Supply

Line from the Fortress will become

Disrupted (owner's choice among equally

distant units).

However, players may not deliberately

withhold Supply from units inside the

Fortress. In the example above, the Allies

can not leave one of their two units

in Tobruk Unsupplied in the INITIAL

SUPPLY CHECK, in order to Supply all

four of the other units in the final check.

Port Capacity

Axis

Allies

El Agheila

no limit

n/a

Alexandria

n/a

no limit

Tobruk

2

5

Bardia

1

2

Benghazi

1

2

Older Maps: In previous editions, the

map showed only Allied Port Capacity;

Axis Port Capacity is one-half this

number, rounded down.

Fortress Assault Battles

Most units attacked in a Fortress with an

Assault Battle fire defensively at Quadruple

Dice. The exception is armor-Class units

which fire defensively at Double Dice.

14.0 MINEFIELDS

During Buildup, Minefields can

be secretly built in unengaged hexes

within the friendly Supply Network

(12.6).

Minefields are impartial and may

be used by enemy forces if captured.

14.1 BUILDING MINEFIELDS

To build a Minefield during

Buildup, secretly note the desired

location on the Game Record Sheet

(use a named location or a direction

and distance from one, e.g., “El

Alamein SW1”).

Building a Minefield costs 15 BPs

(16.3), so it may be necessary to save

BPs to afford one. Also, two existing

Minefields can be dismantled to build

a new one (see 15.55).

14.2 MINEFIELD EFFECTS

Undefended Minefields have no

movement or combat effect. If entered

by enemy units, they must be revealed

at the end of the Movement phase.

Defended Minefields do not affect

Movement but have a major effect on

Combat. Minefields are not revealed

until the end of the Movement phase.

In Minefield hexes, the Defender

has Double Defense (9.52), meaning

that Offensive Fire by Attacking units

only scores half-hits.

Exception: Artillery fire is unaffected

by Minefields and scores full hits on

defenders.

It takes two half-hits to reduce a

defending unit by 1 CV. As for elite

units, leftover half-hits may be wasted.

Example: Four (4) half-hits are

required to reduce an elite unit

defending a Minefield by one step.

The defensive advantage of a

Minefield is lost if the Defender

initiates combat (defending units are

considered to have moved out of their

"prepared positions" to counterattack).

In this case, both sides take normal

losses in Combat.

15.0 OASES

Jalo, Jarabub and Siwa

are Oases.

15.1 OASIS SUPPLY

Oases cannot act as Supply

Sources: units outside Oases cannot

trace Supply to them (as Fortresses).

A single unit in a friendly Oasis hex,

however, is Supplied.

During the Initial Supply Check,

one unit occupying each Oasis

must be assigned Oasis Supply. As

for Fortress Supply, this cannot be

canceled or switched to a different

unit during that Player Turn (unless

this unit is eliminated).

Units actually in the Oasis

must receive first priority on Oasis

Supply. Players cannot, for example,

deliberately withhold Oasis Supply

from a unit in an Oasis in the Initial

Supply Check in order to apply it to a

unit arriving at the Oasis later in the

same Player-Turn.

If no unit was assigned Oasis

Supply in the Initial Supply Check,

Oasis Supply may be assigned to a

unit in the Oasis at the Final Supply

Check.

In Oasis battles only the defending

unit receives Oasis Supply; Enemy

units need an external supply line.

Units occupying Oases can form

part of a Supply Chain as normal.

Elite Units in Minefields

Example: An elite unit defending in a

Minefield hex loses 1 step after it has taken

a total of 4 hits.

Example 2: Because artillery is not

affected by a minefield, the defending

elite unit in the first example would lose

1 step if it takes 1 hit from artillery and

2 hits from other unit classes in the same

Combat Phase.

16.0 BUILDUP

Each game Month begins with

Buildup (except the first, which is

factored into starting conditions).

Exception: The Gazala Scenario

does begin with a modified Buildup.

Buildup consists of the following

phases, taken in the order shown:

Advance Month

Buildup Supply check

BP Determination

First Player Buildup

Reinforcements

BP Expenditure

Replacements & Redeployments

Minefield Construction

Allocate BPs for Extra Supply

Resupply (draw all cards at once)

Monthly Resupply

Extra Supply (allocated above)

Bonus Supply (Fortress Capture)

Second Player Buildup

(repeat player 1 procedure)

16.1 ADVANCE MONTH

During this Phase, advance the

turn marker to the next game month.

16.2 SUPPLY CHECK

• Check for valid Supply Lines.

Determine the Supply Network

of each player: these apply

unchanged throughout Buildup.

• Determine the Supply status of all

units of both sides.

• Eliminate any Unsupplied units.

• Remove "Unsupplied" markers for

those units currently Supplied.

• Recover all Supplied, unengaged

Disrupted units (turn upright).

16.3 BUILDUP POINT

DETERMINATION (BPs)

Each player rolls two dice (2d6).

(Exception: in the 1940 Campaign,

each player rolls one die). The total of

all four dice is the number of Buildup

Points received by each player.

Example: if one player’s dice roll is

"9" and the other player’s is "7", each

player receives 16 BPs.

The player that rolled the lower

total is Player 1 for Buildup. If tied, the

Allied player is Player 1.

Each player determines current

Total BPs available (new BPs for this

month plus those previously Saved)

and records this on his Game Record

Sheet.

16.4 REINFORCEMENTS

Reinforcements are new units that

arrive in play during a game. They

arrive in the friendly Base during

Buildup at no cost in BPs.

All Reinforcement units have an

expected Month of arrival, as noted

on their labels, but may arrive one

month earlier (see below).

16.41 EARLY ARRIVAL

Reinforcement units either arrive

in the game month indicated on their

counter label (2/3rds chance) or one

month early (1/3rd chance).

All Reinforcement units scheduled

for the current month that have not

already arrived early arrive on time

and are deployed in the friendly Base.

Any Reinforcements scheduled for

the next game Month are checked for

Early Arrival. The owner rolls one die

for each such unit in turn, keeping its

identity hidden.

1-2: Early Arrival. Unit arrives in

Base immediately.

3-6: Scheduled Arrival. Unit

arrives next Buildup on schedule.

16.5 SPENDING BPS

Buildup Points can be spent on

the following in any order:

• Redeployments (16.51)

• Replacements (16.54)

• Minefields (14.1)

• Extra Supply Cards (10 BPs each)

Players can also Save a maximum

of 20 BPs for future expenditure.

Excess unspent BPs are lost.

Note: Use the Game Record Sheet

to record your own BP expenditures.

If both players agree, opponent

expenditures may also be tracked (see

sidebar).

Early Arrival: First & Last Months

Units can never arrive early in the first or

last month of a Scenario.

No Buildup occurs in first Month of play.

Units cannot arrive early in the last Month

of a Scenario as that would affect Victory

unit counts.

Early Arrival Example

During Month 2 Buildup (May 1941), all

four (4) Allied Month 2 Reinforcements

arrive (none can have arrived early in the

first month of the Scenario).

The four (4) Axis Month 3 Reinforcements

are then each checked for early arrival.

Reinforcements to an Engaged Base

If a Base is engaged, Reinforcements

cannot arrive there, but must wait off

board near Base. They are considered a

single Group located one hex directly east

/ west of the friendly Base.

In a subsequent Player Turn, they can only

enter the Base by normal Group Move.

There are no Hexside limits to enter the

Base from this offboard area.

Game Record Sheet

During Buildup, players note BPs Received,

Available, Spent, and Saved, and how BPs

are spent on Redeployments, Rebuilds, and

Extra Supply cards.

Divulging BP Expenditures

Upon request, you must divulge to

your opponent the number of:

• BPs Saved (from previous Months),

• Redeployments/ BPs spent,

• Steps Rebuilt/ BPs spent,

• BPs spent for Extra Supply,

• BPs spent for Minefields (location is

not divulged).

Players can also record enemy steps

rebuilt on their Game Record Sheet.

If enemy losses have been noted

during play, the two can be reconciled

to help prevent errors in unit strength

and/or disputes.

16.51 REDEPLOYMENT

During Buildup, units can be moved

individually using Redeployments.

One Redeployment consists of

moving a unit two hexes plus all

applicable Road Bonuses (the Rommel

Bonus is not applicable). Each

Redeployment costs 1 BP.

Example: For 1 BP, any unit can

Redeploy 6 hexes along the Coast

Highway.

A unit can be Redeployed as many

times as desired during Buildup, as long

as there are sufficient BPs.

Units being Redeployed must

remain at all times within the friendly

Supply Network (and may not enter the

enemy Supply Network where Supply

Networks overlap).

Units may never Redeploy into

or through Battle Hexes. Units may

Redeploy out of Battle Hexes provided

at least one friendly unit remains

behind. (This is not considered

Disengagement or Partial Retreat and

none of their adverse effects apply).

16.52 RETURN FOR REFIT

Instead of Redeploying to Base,

undisrupted units can Return for

Refit at no cost but then become

unavailable to receive Replacements or

for any other use for one Month until

the next Buildup.

Units being returned to Base for

Refit must follow an overland (not

sea) route within the friendly Supply

Network. The Active Player should

indicate the route.

Place such units off-board near the

Base, face-down (tip backwards to

maintain current CV). At the start of

the next Buildup, Refitted units recover

(turn upright and place in Base),

and may then receive Replacements

and Redeploy normally. (If Base is

engaged at this point, treat as for

Reinforcements).

16.53 SEA REDEPLOYMENT

Fortresses and Bases are also Ports.

Units can Redeploy by sea between

controlled Ports (13.1).

Sea Redeployment costs 1 BP per

unit, regardless of distance, provided

that neither the departing or arrival

Port is besieged (13.5).

If either Port is besieged, Sea

Redeployment costs the Allies 4 BPs

and is prohibited for the Axis. Sea

Redeployment between two besieged

ports is never allowed.

The maximum number of unit

embarkations/debarkations allowed

per Fortress during a single BUILDUP

is limited to its Port Capacity (13.3).

Bases have unlimited Port Capacity.

Sea Redeployments and land

Redeployments can be combined.

16.54 REPLACEMENTS

Eliminated units are permanently

lost, but damaged units can regain CV

by receiving Replacements in Base.

Replacement costs: The sidebar

table shows BP costs to increase a unit

by 1 CV. Elite units cost twice this

amount for a 2 CV step. Units may

receive multiple Replacement steps if

there are sufficient BPs.

16.55 BUILDING MINEFIELDS

During Buildup, players may spend

15 BPs to build a hidden Minefield

in any hex within the friendly Supply

Network (not in battle hexes).

The desired location is secretly

noted on the Game Record Sheet. (For

hexes with no named location, use a

direction and distance in hexes from

one, such as "Alamein SW2".)

Two Minefields within the friendly

Supply Network may be secretly

dismantled, to enable a one new one

to be built immediately at no cost.

16.6 RESUPPLY

Collect all Supply Cards spent

during the previous month (plus any

dummy cards players may wish to

discard) and return them to the deck.

Shuffle the deck and deal the

monthly allotment of Supply Cards

to each player (as per Scenario

instructions, adding any Bonus Supply

(13.4) and Extra Supply purchased

during Buildup. A player can never

have more than 16 Supply Cards.

Redeployment

Units can Redeploy to Base, receive

Replacements (16.54) and then Redeploy

again back to the front (but Redeploying

units cannot enter battle hexes).

Newly arrived Reinforcements can be

immediately Redeployed.

Units can be Redeployed to any hex within

the friendly supply network (as determined

at the start of Buildup), even if this has

the result of incidentally expanding the

Supply Network by creating additional

Supply Lines. This expansion of the Supply

Network cannot be applied during the

current Buildup.

Redeployment Example

In a single Buildup, the Axis can

Redeploy a unit out of a battle by road to

Tobruk, Redeploy it by sea to Base, add

Replacements there, Redeploy it by sea

back to Tobruk and then by road again

toward the front (but it could not enter a

Battle Hex).

Port Capacity Example

Assuming Tobruk is not besieged, the

Allies could move two units into and three

units out of it in a single Buildup, at a cost

of 5 BPs. The Axis could only move one

unit in and one unit out at a cost of 2 BPs.

Supply Cards

Players are obliged to reveal the total

number of Supply Cards [real plus dummy]

in their hands. However, the number of

real vs. dummy cards should remain a

carefully guarded secret.

BP COSTS PER CV

Armor & Recon

3

Anti-Tank (all)

3

Artillery (all)

3

Mech & Motor Infantry

2

Leg Infantry & Para

1

Elite Units cost double to increase one

step of 2 CV.

Minefields

15

Extra Supply Card

10

17.0 VICTORY CONDITIONS

The game ends when the stated

number of Months for that Scenario

(18.0) have been completed.

Listed below in descending order

are Levels of Victory that apply to all

Scenarios. Higher Levels of Victory

overrule lower ones.

Victory Points (VPs) are assigned to

each level for tournament purposes.

17.1 STRATEGIC VICTORY

A "sudden-death" Strategic Victory

is achieved by exiting the enemy map-

end with three or more Supplied units,

or by controlling (1.2) the enemy Base.

If either of these conditions occurs, the

game ends immediately. 10 VPs.

17.2 DECISIVE VICTORY

Decisive Victory is achieved by

having twice as many units remaining

in play at the end of the game as the

opponent. German units (not Italians

or Allied Elites) count as 1.5 units each.

5 VPs.

17.3 POSITIONAL VICTORY

Positional Victory is achieved by

holding Tobruk at the game’s end,

provided it is not besieged. 2 VPs.

17.4 ATTRITION VICTORY

Attrition Victory is achieved by

having the larger number of units

remaining in play at game’s end.

German units (not Italians or Allied

Elites) count as 1.5 units each. 1 VP.

OPTIONAL RULES

ALLIED I-TANKS

The Allied “Army

Tank” brigades (1AT

and 32AT) consist

largely of slow, heavy

“Infantry Tanks”.

If both players

agree to adopt this optional rule, all

four I-tanks in the game become elite

units (2 hits required to reduce them 1

step) but have reduced Unit Speed of

2, instead of 3.

Victory Hierarchy Example

A player having twice the unit count of

his opponent at the end of the game wins

a Decisive Victory even if his opponent

is holding Tobruk and it is not besieged

(which qualifies for Positional Victory).

Exiting Units

To exit a unit just move into a mapedge

hex and continue moving offboard.

You should only exit units if it leads to

immediate victory because exited units

cannot return.

18.1 1940 SCENARIO

Start: Sep. 1940 (Month 1)

Length: 6 months

End: Feb. 1941 (Month 6)

Time: 2 hours

AXIS STARTING FORCES:

8 Italian units. Free Deployment in

Libya and Sidi Omar.

AXIS INITIAL SUPPLY: 6 Cards

AXIS RESUPPLY: 2 Cards

AXIS REINFORCEMENTS:

MONTH 3:

MONTH 5:

ALLIED STARTING FORCES

The following 4 units are deployed

using Free Deployment in Egypt:

ALLIED INITIAL SUPPLY: 3 Cards

ALLIED RESUPPLY: 3 Cards

ALLIED REINFORCEMENTS:

MONTH 2:

MONTH 4:

SPECIAL SCENARIO RULES

1. The Axis cannot apply the

Rommel Bonus in this scenario.

2. Each player rolls only one die

(instead of two) for Buildup

Points each Month.

1940 Historical Commentary

In September 1940, Britain stood alone:

France had fallen, and Russia and America

were not yet involved. The Battle of Britain

was raging, and Italy had assembled a

large army in North Africa to invade

Egypt, capture the canal, and turn the

British out of the Mediterranean. Britain

could not spare forces for Egypt, and the

heavily outnumbered British covering

force harassed the invaders but fell back

under superior pressure. The Italian Army,

under Graziani, advanced to Sidi Barrani,

and there stopped and fortified. The

Italian buildup was slow, and in November

the British hazarded a spoiling raid to

disrupt the Italian buildup. Graziani's

army disintegrated under the shock: half

was captured outright and half routed

back to the Libyan coastal fortresses. The

much more mobile British isolated the

two fortresses of Bardia and Tobruk and

after a delay, stormed them and captured

most of the rest of Graziani's force. The

final remnants of the Italians attempted

to withdraw to Agheila, but were cut off

at Beda Fomm by a daring British move,

and annihilated. An entire Italian army

of over 150,000 had been wiped out by

a British force of 30,000 in less than 4

months. Though the way was clear for

a British advance to Tripoli, Churchill

instead stripped the front of forces for a

pet project: the disastrous expedition to

Greece. The stage was set for Rommel.

1940 Strategy Overview

The Italians begin with an advantage in

strength and supply, but greatly inferior

mobility. The British have an infantry

shortage, but gain an armor and supply

advantage late in the game. They must

put it to good use to regain lost ground,

besiege Tobruk, and attrition the Italian

Army enough to win.

Month of Appearance

Month of appearance codes on the blocks

do not apply to the 1940 scenario.

18.0 SCENARIOS

Once players agree on a Scenario to play, select the units listed Starting Forces

and Reinforcements for that Scenario. Deploy starting forces as directed and

arrange Reinforcements in their Month of appearance. Unless otherwise noted, all

units begin a Scenario at their maximum CV.

The Axis player always deploys first. Free Deployment units may be placed in

any Supplied location in the specified area and not occupied by the enemy.

Then deal the initial allotment of Supply Cards. Players may discard their entire

initial hand and redraw a new one (Axis first, then Allies). This may be done only

once: a redrawn hand must be played.

The Axis player has the first turn in all Scenarios and no Initiative Challenge is

allowed in the first Month.

18.2 1941 SCENARIO

Start: Apr. 1941 (Month 1)

Length: 10 months

End: Jan. 1942 (Month 10)

Time: 3-4 hours

AXIS STARTING FORCES:

El Agheila: all "S" units (10 total).

AXIS INITIAL SUPPLY: 6 Cards

AXIS RESUPPLY: 2 Cards/Month

AXIS REINFORCEMENTS:

Months 3, 5, 7 (12 units)

––––––––––––––––––––

ALLIED STARTING FORCES

Free Deployment in Libya and

Egypt: all "S" units (6 units).

Tobruk: all "T" units (6 units).

ALLIED INITIAL SUPPLY: 6 Cards

ALLIED RESUPPLY: 3 Cards/Month

ALLIED REINFORCEMENTS:

Months 2, 4, 6, 8, and 10 (24 units)

18.3 1941-42 CAMPAIGN

This Scenario combines the 1941

and 1942 Campaigns. Starting forces

and Initial Supply as well as Resupply

are outlined in the 1941 scenario.

Standard victory conditions apply.

Start: Apr. 1941 (Month 1)

Length: 20 months

End: Dec. 1942 (Month 20)

Time: 6-8 hours

After Month 10, continue playing

Months 11-20, making the following

changes beginning Month 11:

• Return the Month marker to "1"

• Both players execute a normal

Buildup in Month 11. Ignore 1942

Campaign starting deployments:

continue playing with the surviving

units "as is" until the end of 1942.

• Axis Resupply increases to 3

Cards/Month.

• Axis "M" (Malta Group) units

become available as optional Axis

Reinforcements (as per the 1942

Scenario rules).

18.4 CRUSADER

Start: Nov. 1941 (Month 8)

Length: 3 months

End: Jan. 1942 (Month 10)

Time: 1-2 hours

AXIS STARTING FORCES:

Free Deployment in Libya, Sidi

Omar and Sollum: 22 units total: All

Month 3, 5, and 7 units plus all "S"

units.

AXIS INITIAL SUPPLY: 10 Cards

AXIS RESUPPLY: 2 Cards/Month

AXIS REINFORCEMENTS: None

––––––––––––––––––––

ALLIED STARTING FORCES:

Free Deployment in Egypt and up

to 5 units in Tobruk (28 total): All

Month 2, 4, 6 and 8 units, plus all "S"

and "T" units except:

ALLIED INITIAL SUPPLY: 12 Cards

ALLIED RESUPPLY: 3 Cards/

Month

ALLIED REINFORCEMENTS

Month 10 (4 units)

SPECIAL SCENARIO RULES

1. Allies have the first Player Turn

(no challenge).

2. Tobruk has a Minefield.

1941 Historical Commentary

After the disastrous Italian defeat of

the winter of 1940-41, the Axis High

Command dispatched Rommel and

advance elements of the Afrika Korps

to North Africa to stiffen the faltering

Italians. Meanwhile the British front had

been stripped of forces for the ill-fated

expedition to Greece.

Rommel probed aggressively with his

meagre force, sensed weakness, and went

on the offensive (against orders) out of

El Agheila around the beginning of April.

Skillfully blending bluff, deception, and

bold maneuver, Rommel advanced to the

Egyptian frontier in less than a fortnight,

bypassing Tobruk. Then a hastily-prepared

assault on the fortress was sharply rebuffed

by the 12,000 Australian defenders.

In the following months, Rommel attacked

Tobruk without success, and two British

attacks across the frontier failed to relieve

the fortress. Both sides dug in and built up

strength, the British more rapidly as Africa

had become an Axis sideshow during the

invasion of Russia.

In November, when Rommel was almost

ready for his planned setpiece attack on

Tobruk, he was forestalled by "Crusader",

the strongest Allied offensive to date. After

two weeks of incredibly confused fighting,

both sides were exhausted, but it was

Rommel who was forced to withdraw due

to insufficient strength. He fell back all the

way to El Agheila, inflicting some stinging

blows on pursuing Allied spearheads.

Rommel's first offensive had narrowly

failed.

1941 Strategy Overview

The Axis has superior quality units, and

better mobility, but is short of supply,

and must contend with the burden of the

attack. The Allies start with a territorial

advantage and have a superior flow

of reinforcements and supply. Using

withdrawals to advantage, the Allies can

often accumulate a dominant supply

quantity.

18.5 BATTLEAXE

Start: Jul. 1941 (Month 4)

Length: 7 months

End: Jan. 1942 (Month 10)

Time: 2-3 hours

AXIS STARTING FORCES

Free deployment in Libya except

Tobruk (14 units):

AXIS INITIAL SUPPLY: 4 Cards

AXIS RESUPPLY: 2 Cards/Month

AXIS REINFORCEMENTS:

Months 5 and 7 (8 units)

ALLIED STARTING FORCES

Free Deployment in Egypt and up to

5 units in Tobruk (18 units).

ALLIED INITIAL SUPPLY: 8 Cards

ALLIED RESUPPLY: 3 Cards/Month

ALLIED REINFORCEMENTS:

Months 6, 8, 10 (16 units)

Battleaxe

This scenario picks up the 1941 Campaign

in the 4th Month with Rommel investing

Tobruk and holding the frontier. The

British have escaped major losses by giving

ground, and have accumulated a supply

advantage. [This scenario was introduced

in a tournament at ‘Origins 1987’.]

18.6 1942 SCENARIO

Start: Feb. 1942 (Month 11)

Length: 10 months

End: Dec. 1942 (Month 20)

Time: 4-5 hours

AXIS STARTING FORCES

El Agheila: 14 of the following units

below (Axis player’s choice).

Mersa Brega: 10 of the following

units (Axis player’s choice):

AXIS INITIAL SUPPLY: 5 Cards

AXIS RESUPPLY: 3 Cards/Month

AXIS REINFORCEMENTS:

Months 17, 19 and "M" Units

(8 units)

Malta Group: Axis "M" units are

optional Reinforcements. They may

arrive during any Buildup, but Axis

Resupply immediately drops to 2

Supply Cards per month.

ALLIED STARTING FORCES

Free Deployment in Libya and/or

Egypt (10 units):

Tobruk (10 units):

Alexandria (8 units):

ALLIED INITIAL SUPPLY: 5 Cards

ALLIED RESUPPLY: 3 Cards/Month

ALLIED REINFORCEMENTS:

Months 12, 14, 16, 18 and 20 (24 units)

1942 Historical Commentary

After pursuing Rommel back to El

Agheila, the British again diverted forces

to other MidEast areas. Rommel struck

unexpectedly and chased the British back

to the fortified "Gazala Line" where he

paused. The British were preparing a new

offensive but Rommel beat them to the

punch, swinging south around the line and

driving toward the coast to cut it off.

He was stopped short and trapped behind

enemy lines, but the British were slow to

take advantage, and he pushed a supply

line back through the minefields. British

armor finally attacked, but was defeated

and then routed by a counterattack.

Rommel once again deceived the Allies by

driving past Tobruk in pursuit of British

forces, then doubling back at night and

taking the fortress. Resupplied with the

vast amount of stores in Tobruk, Rommel

advanced into Egypt.

After outmaneuvering a British stand at

Mersa Matruh, Rommel came up to the

partially-prepared Alamein Line, the last

(and best) defensive position before Suez.

He attacked, but Allied C-in-C (Near East)

Auckenleck took direct command and

skillfully parried his thrusts.

After weeks of inconclusive skirmishing,

both sides dug in and built up. Seeing that

the Allied buildup was outpacing his own,

Rommel attempted to break through at

Alam Halfa in late August, but was foiled

by minefields and short supply.

Montgomery completed the massive

British buildup before attacking. In late

October he opened a relentless battle of

attrition against a heavily outnumbered

opponent. Rommel returned from sick-

leave in time to order a withdrawal, but

was countermanded by Hitler.

The British broke through, the Italian

forces disintegrated, and the Afrika Korps

was shattered. Rommel skillfully extricated

the remnants of his mobile forces and

escaped but meanwhile the Allies landed

in Morocco and Algeria. The Axis was

finished in North Africa.

1942 Strategy Overview

The Axis has better supply but its strength

position deteriorates seriously in time.

Again, the burden of the attack is costly in

supply. The desirability of rebuilding the

depleted Axis force is counter-balanced by

the time factor, Allied rebuilding, and the

appearance of minefields.

18.7 GAZALA

Start: May 1942 (Month 14)

Length: 2 months

End: Jun. 1942 (Month 15)

Time: 1-2 hours

AXIS STARTING FORCES:

Free deployment on or west of

the line: Gazala- Segnali Rotunda-

Tengeder- Trigh el Abd- trail

southwest to Agedabia (24 units):

AXIS INITIAL SUPPLY: 10 Cards

AXIS RESUPPLY: 3 Cards/Month

AXIS REINFORCEMENTS: None

––––––––––––––––––––

ALLIED STARTING FORCES:

Free deployment on or east of

the line: Acroma- Sidi Mufta- Bir

Hacheim- Retma- Bir Guba- the trail

to Jarabub Oasis (20 units):

Alexandria (16 units):

ALLIED INITIAL SUPPLY: 12 Cards

ALLIED RESUPPLY: 3 Cards/Month

ALLIED REINFORCEMENTS: None

SPECIAL GAZALA RULE

Before initial deployments, players do a

special PreGame Buildup, the Allied player

going first. Each player receives 30 BPs (no

dice are rolled). These BPs may be spent

on Replacements, Redeployments, extra

Supply Cards or Minefields as usual.

Other Buildups in the game proceed

normally.

Gazala

This scenario begins with the stage set

for perhaps Rommel’s most remarkable

comeback victory of the campaign. His

second push towards Tobruk has met a

strong Allied perimeter based on minefield

boxes, quickly thrown together by the

British by transplanting mines from the old

Italian Tobruk defenses.

Though the Allies were preparing a

counteroffensive, Rommel struck first

with the trusty ‘right hook’ plan. The

Afrika Korps outflanked Bir Hacheim and

defeated British mobile forces at Retma,

but the minefield boxes of the Gazala Line

and especially Koenig’s stolid Free French

at Bir Hacheim held firm. Rommel was

trapped behind British lines with no supply.

After British bumbling saved him from

utter defeat, Rommel turned the tables,

routed the British, and took Tobruk. The

British missed a great opportunity here.

18.8 PURSUIT TO ALAMEIN

Start: Jun. 1942 (Month 15)

Length: 6 months

End: Nov. 1942 (Month 20)

Time: 2-3 hours

AXIS STARTING FORCES

Free deployment in Libya (22 units):

AXIS INITIAL SUPPLY: 8 Cards

AXIS RESUPPLY: 3 Cards/Month

AXIS REINFORCEMENTS:

17, 19 and "M" unit (8 units)

Malta Group: Axis "M" units are

optional Reinforcements. They may be

added during any Buildup, but Axis

Resupply immediately drops to 2 cards

per month beginning that Buildup.

ALLIED STARTING FORCES

Free deployment in Egypt (16 units):

Alexandria (12 units):

ALLIED INITIAL SUPPLY: 8 Cards

ALLIED RESUPPLY: 3 Cards/Month

ALLIED REINFORCEMENTS:

16, 18 and 20 (16 units)

Pursuit to Alamein

Beginning one month after Gazala,

Rommel has decimated the British army

and captured Tobruk with its immense

supplies. In the process the Afrika Korps

has also taken heavy losses from which it

will never completely recover.

Rommel has convinced Axis High

Command to abandon the assault on Malta

and instead devote airpower and supplies

to supporting a lightning pursuit into

Egypt. His forces were to prove slightly

inadequate to the task but it was “a close

run thing.” Failure to clear Malta meant

increasing Axis supply problems while the

British could rebuild rapidly so near their

base and hold at El Alamein.

19.0 DEMO: 1940

DEPLOYMENT

The Axis player has initially

deployed one unit in Bardia, four units

in Ft. Capuzzo and three units in Sidi

Omar. The Allies have one unit in

Sollum, two units in Buq Buq and one

unit in Sofafi. Note that units on the

movement diagrams are shown with

their current CV on the top. The Battle

Array diagram shows units facing each

other in battle array. The Axis have six

Supply Cards, the Allies three.

GAME MONTH 1:

FIRST AXIS PLAYER-TURN

Since this is the first month of

the game, the Buildup Sequence is

skipped. The Axis spends one Supply

Card (a Basic Turn) and makes on

regrouping move into Sollum (the

Command Point, marked "C", is at Ft.

Capuzzo). A maximum of three Axis

units can move into Sollum: they are

entering an Enemy Hex via the three

gaps through the ridge. No other Axis

units can move, as no additional units

can enter Sollum, the destination hex

for the regroup move.

The Allied player now has

the option to Refuse Battle and

immediately Retreats his Attacked

group (only one unit in this case) using

a Withdrawal Move. The Allied player

chooses to Withdraw to Sidi Barrani.

The move is a legal Withdrawal Move

because 1) the unit moved back

towards its Base along a valid Supply

Line (the coast highway) and 2) a

forward hex was abandoned, reducing

the Supply Network. Neither group has

been revealed to the opposing player.

The Retreated unit is Disrupted

(for Disengaging) and must take

pursuit fire. The Allied player informs

the Axis player that the unit (the

slowest in the Retreating group) is a

mechanized unit. Since the Axis player

has no mechanized or faster units

involved, there is no pursuit fire. The

Disrupted unit is placed face down

("D" in the diagram). There are no

Battles, so the Axis Player-Turn ends.

GAME MONTH 1:

FIRST ALLIED PLAYER-TURN

The Allied player passes his turn,

not wishing to spend any Supply. The

Disrupted unit at Sidi Barrani does not

yet recover (it must spend a full enemy

turn Disrupted).

GAME MONTH 1:

SECOND AXIS PLAYER-TURN

The Axis plays one Supply Card

(Basic Turn) and moves the group out

of Ft. Capuzzo. Two units Attack Buq

Buq (the maximum allowed through a

single Hexside) and the third unit joins

the Sidi Omar group.

The Allied player decides to

fight this time and has the first fire

(Defensive Fire). The armored unit gets

two hits with Double Fire (DF) but the

mechanized infantry (SF) misses.

The Axis player reduces one of his

infantry units by 2 CV (alternatively,

both units could have been reduced by

1 CV each).

The Axis player fires both infantry

units (4 CV and 2 CV) at single fire

(SF), scoring one hit. The Allied player

reduces the mechanized infantry unit

by 1 CV. The Combat Phase ends.

BATTLE ARRAY

GAME MONTH 1:

SECOND ALLIED PLAYER-TURN

The Disrupted unit at Sidi Barrani

recovers. The Allied player chooses to

Pass to save Supply. One Withdrawal

move is permitted on a Pass Turn so

the Allied player makes a Regroup

Move to the hex east of Sidi Barrani.

The Command Point is at Buq Buq

(the ridge does not interfere with

the Command point). This is a legal

Withdrawal Move, since all units

involved moved along Supply Lines

toward their Base and the Supply

Network was reduced.

The units from Buq Buq Retreated

from a battle, so they are Disrupted.

Since they are faster than the pursuing

units, no pursuit fire takes place.

GAME MONTH 1:

THIRD AXIS PLAYER-TURN

The Axis player plays two Supply

Cards for an Offensive Turn allowing

two Group Moves: 1) two units out of

Sollum Attack Sidi Barrani while the

third moves to Sidi Omar for Supply

chain duty and 2) three units move

out of Sidi Omar; two units to Sofafi

(the non-motorized unit force marched

successfully) while the other moves

to Bir Habata for Supply chain duty

(chaining Sofafi to Sidi Omar).

The Allied player Withdraws the

mechanized unit to Mersa Matruh.

Again it takes no pursuit fire, but is

Disrupted.

GAME MONTH 1:

THIRD ALLIED PLAYER-TURN

The two Disrupted units west of

Mersa Matruh recover. The Allied

player passes his turn, not wishing to

improve his position.

GAME MONTH 1:

FOURTH AXIS PLAYER-TURN

Having spent four Supply Cards

the Axis player also passes his turn,

wishing to save the two remaining

Supply Cards for future moves.

Since both players have passed in

consecutive turns, the Month ends.

MONTH 2: BUILDUP

The month record marker is

advanced to "2". The Disrupted Allied

unit in Mersa Matruh is Supplied,

so it recovers automatically. Both

players roll one die (two dice in other

scenarios). The Allied player rolls a "4"

and the Axis player rolls a "5"; thus,

both players receive 9 Build Points

(BPs). The Allied player rolled the

lower number, so he spends his BPs

first.

The Allied player receives two

Reinforcement units at his Base and

spends 2 BPs to Redeploy them to

the front. He also Redeploys the

damaged infantry unit back to his Base

(1 BP), rebuilds it 1 step (2 BPs) and

Redeploys it again to Mersa Matruh

(1 BP). The Allied player saves the

remaining 3 BPs.

The Axis player Redeploys his

damaged infantry unit at Buq Buq to

Bardia (1 BP), moves it by sea to his

Base (1 BP), rebuilds it 2 steps (2 BPs)

and moves it by sea Redeployment

to Tobruk (1 BP). Sea Redeployment

back to Bardia was not possible

because its Axis Port Capacity (1)

was used when the unit was shipped

back to Base. From Tobruk the unit is

Redeployed to Sofafi (2 BPs). The Axis

player saves his last two BPs.

Note that all Redeployments were

along Supply Lines only.

After making sure that all

expended Supply Cards have been

returned to the deck (players can

also turn in unwanted dummy Supply

Cards) the deck is shuffled. The Axis

player then draws two cards, and the

Allied player draws three cards.

The Allied player wishes to

challenge for the first Player-Turn and

places one Supply Card face down.

The Axis player declines the challenge

and the Allied card is turned face up.

It turns out to be a dummy card, so

the Axis player goes first anyway. The

Axis would have spent a Supply Card

for nothing if he had tried to stop the

Allied player from taking the initiative.

Buildup for Month 2 is complete,

the Axis player takes the first Player

Turn.

20.0 STRATEGY NOTES

SUPPLY LINES

Protection of supply lines must

be a primary consideration. To allow

the enemy freedom of movement in

your rear is to invite disaster; units cut

off from supply are likely to become

disrupted and quickly overrun.

Accordingly, defensive fronts must

be wide enough to prevent outflanking

moves and strong or deep enough to

withstand a frontal attack.

This implies some dispersion of

forces, which is contrary to movement

and attack efficiency. Players must

constantly strive for an optimum

balance between these conflicting

demands.

RESERVES

Because disengaging units are

disrupted, it is imperative to maintain

a reserve of unengaged units.

Units in battles are effectively

pinned; they cannot intervene

elsewhere without a costly and time-

consuming retreat and reorganization.

When all units are engaged, flexibility

is lost; there is no way to counter an

outflanking move or breakthrough, no

way to exploit an opportunity, and no

way to retreat safely.

Since battlefield results can be

sensitive to small strength differentials,

it is often tempting to commit all

available forces. However, losing

such a battle often means losing the

campaign. Without reserve units to

cover a retreat, few units will survive

the ensuing rout.

BATTLES

In Rommel in the Desert, it is

common for several battles to be

fought simultaneously. Usually when

an army loses any one such battle, its

entire position is compromised.

Therefore, an effective tactic is to

concentrate on winning just one battle,

while "holding the line" in the others.

This tactic usually requires a major

effort in one battle plus an attempt to

attack and pin other enemy groups

with smaller forces.

The object is to engage and

pin possible enemy reinforcements

and generally limit your opponent’s

freedom of movement. Even when

these pinning engagements are fought

at a disadvantage, the neutralization

of important enemy forces and the

constriction of enemy access to

battles can be a decisive factor.

Because of the unit-count victory

conditions, and the possibility of

rebuilding, players should strive to

preserve units from elimination: where

possible, retire from unfavorable

situations early.

MOBILE DEFENSE

Because of the highly mobile

environment and the predominance of

offense, counterattack and the threat

of it are often more effective that a

passive defense.

There is little in the way of

defensive terrain on the board, and

very few positions when an inferior

force can make a stand against a well-

supplied opponent. The only truly

effective defensive positions are the

bottlenecks at El Agheila and Qattara,

and those based on minefields.

Minefields are expensive; the

timing and location of minefield

construction is a crucial aspect of the

defensive game, and the one most

requiring foresight.

As time and supply are major

factors, the player on the strategic

defensive must strive to delay enemy

advances and extract maximum

enemy supply expenditure. Headlong

retreats can be easily and efficiently

followed up the other player. By

maintaining a formidable posture, you

can force your opponent to approach

cautiously, and well-timed withdrawals

can leave the enemy striking at air.

However, this mobile defensive

strategy is easier to describe than to

execute; it requires care in planning. In

particular, careful consideration should

be given to the preparation of viable

"fallback" lines that can be manned

with maximum movement efficiency.

STATIC DEFENSE

When standing on the defense,

several philosophies are viable. The

best choice depends on considerations

of geography, strength, supply balance,

and time. Three basic defensive

alignments are described below:

Linear Defense (a strong front

line) is good with regard to attrition,

but invites outflanking, which is

always possible except at the board-

end bottlenecks. This defensive

style implies a weak reserve and

is inflexible and brittle, with little

offensive threat. However, this type of

defense becomes more attractive with

good strength and defensive position.

Defense-In-Depth provides

good security against possible Blitzes.

However, the resulting dispersion

of force has obvious movement and

combat disadvantages. This defense is

effective in extracting enemy supply

expenditure, but is very costly in

friendly unit attrition compared to

enemy losses.

A Strong Central Reserve

provides maximum flexibility

and offensive threat, at the cost

of a weakened forward wall,

exposing frontline units to (initially)

disadvantageous engagements. The

ability to either counterattack strongly

or retreat in good order from this

alignment is a major advantage.

However, the forward line should

not be weakened to the point where

a successful Blitz could penetrate,

allowing engagement of the reserve,

which would negate all the advantages

of this deployment.

OFFENSE

In general, the player on the

offensive should seek to apply and

increase pressure on the opponent

through rapid and unexpected

maneuvers, multiple threats, high-

powered turn options, and pinning

engagements. The goal should be to

cause the opponent more problems

than he can solve in one turn.

Maintaining this pressure will

force your opponent to react to

pressing short-term threats with

increasingly inefficient responses,

unable to pursue his own objectives

or prepare for your next move.

Concentration of force is

highly desirable for striking power,

moderated of course by defensive

and supply needs. When planning

moves, the future implications of

dispersion should be considered. It

is advisable (but not always possible)

to maintain some concentration of

force for immediate use. Apart from

the obvious movement and combat

advantages of concentration, it takes

time to regroup a dispersed army,

and in the meantime, pressure on

your opponent is relaxed.

21.0 DESIGN NOTES

Rommel in the Desert includes

the all-important psychological

factors of strategy, so crucial in the

historical campaign and so often

overlooked in most wargames.

Factors like surprise and deception,

bluff and nerve are not merely good

gaming features, but ultimately

necessary to explain what

happened in the Western Desert.

This game also reflects

command problems more

realistically by forcing the necessity

for compromise under organizational

and time constraints.

THE UNITS

It should be understood that the

CV assigned to units in the game

is meant to represent just that,

their Combat Value. Numbers of

men, and quality and quantities of

equipment do not begin to tell the

whole story about the effectiveness

of a military formation in battle.

Such factors as leadership, training

and morale have as much or more

impact on "combat value" than mere

numbers.

While some military units

have continued to function after

sustaining over 80% casualties,

others have surrendered or

disintegrated before suffering

10% losses. Such units must be

considered to have been reduced to

ZERO combat value, even though

their manpower and equipment may

be virtually intact.

Even a cohesive formation of

tough and determined soldiers may

have limited combat value due

to poor communications, faulty

doctrine, inadequate weaponry,

insufficient mobility, or bad

leadership.

Certain 'technological' armor

and anti-tank units have been

included in the game to reflect

the sudden leaps in effectiveness

achieved by existing forces with the

introduction of new and superior

weaponry.

The Allied Order of Battle has

been modified to eliminate the

historical "comings and goings"

of units in the game. The correct

number and type of brigades

is preserved, but the historical

designations (which are for interest

only) of units in play may at times

be incorrect, with one historical

unit substituting for another.

This eliminates the unproductive

shuffling of units in and out of the

game.

For example, in many cases a

historical unit left the campaign at

a certain point and was replaced

by a similar unit. In this game

the original unit remains in play,

representing the unit that replaced

it in the Allied OB. Note that units

arrive in the game on the basis of

their historical appearance at the

front, as the Allies tended to keep

new units in rear areas for months

of training and acclimatization.

See the table in the next column

for details.

Unit Substitution

Game Unit

Period

Historical Unit

4 Ind/5

Mar-Jun ‘40

6 Aus/15

4 Ind/11

Mar-Jun ‘40

6 Aus/17

4 Ind/7 Mot

Mar-Jun ‘40

6 Aus/19

4 Ind/7 Mot

Feb ‘42-

5 Ind/10

4 Ind/3 Mot

Apr ‘42-

10 Ind/25*

4 Ind/5

May ‘41-

1 SA/5*

70/23

Jan-Jun ‘41

9 Aus /24

70/23

Dec ‘41-

50/150

70/14+16

Jan-Jul ‘41

9 Aus /26

70/14+16

Dec ‘41-

50/151*

7 Aus/18

Jun ‘41-

2 SA/6*

9 Aus/20

Jul-Dec ‘41

70/16 *

9 Aus /20

Jan ‘42-

50/69

Pol

Oct ‘41-Jan ‘42

1 FF

Pol

Jan ‘42-

(2 FF)

7/7 Tk

Nov ‘41-

(CRUS)

2 NZ/4

Dec ‘41-Jan ‘42

161 Ind Mot

2 NZ/5

Dec ‘41-Jan’42

5 Ind/9

2 NZ/6

Dec ‘41-Jan’42

5 Ind/10*

22 Gd

Jun ‘42-

44/133*

* Co-identified units

( ) Units not identified in game

MOVEMENT

Group movement is a simple

and effective mechanism to reward

foresight and planning in the

concentration and organization

of forces. Commanders could not

ALWAYS execute perfect maneuvers

involving far-flung forces. To say that

the movement limitations imposed by

the system are unrealistic in the era of

modern communications is to miss the

point. The opponent’s communications

are just as fast; he can react before a

commander can move all his forces

and that is precisely the effect of the

group movement system.

By limiting the amount that can

be done at one time, group movement

also emphasizes the "use of time" (or

tempo), the idea being to cause the

opponent problems which will occupy

his time while you are causing further

problems. Rommel's natural instinct

for this technique was most effective

in an environment like the desert,

where events develop quickly, and

was a key element of his success. The

ability to shift gears with high-powered

but expensive multiple-move turn

options allows further opportunities to

upset enemy expectations.

COMBAT

The combat system in the game

is also unique. Unlike most combat

systems, it favors the defender only

slightly, as did desert warfare. The

desert provided little in the way of

physical or visual cover, mobility was

basically unrestricted, unit density

was very low, and the inland flank

was always hanging. North Africa was

in fact the perfect environment for a

counterattacking "mobile defense";

fixed infantry defenses were basically

useless unless extensively fortified.

Realistic combined arms effects

are integral to the combat system. The

mathematics of combat may seem

simple but in fact they produce two

sophisticated effects: a skewed bell

curve for expected attrition; and the

"acceleration effect" of fire superiority,

where firepower differentials tend to

widen in time.

The combat system yields a wide

variety of results, in which no level of

superiority can guarantee success. In

battle, things rarely go as expected.

Real commanders cannot assume that

what should happen will, or that what

shouldn't happen won't. They don't

have the security of knowing the true

"combat value" of their troops, or of

consulting a "combat results table".

In Rommel in the Desert players are

subject to the same lack of certainty.

BATTLES

Extended engagements require

players to manage battles, rather

than simply initiating them and then

accepting a given result on a single die

roll. As battles develop, the questions

of when to retreat, when to hold, and

when and where to commit reserves

fall upon the commander.

The retreat rules are designed to

reflect the difficulties of extricating

engaged forces in a mobile

environment and to emphasize the

importance of reserves. A player

without unpinned reserves in this

game is militarily bankrupt, powerless

to react to the moves of his opponent.

SUPPLY

Supply lines in the game are

critical. Players who ignore this will

find themselves with an army of

disrupted units that will melt before an

enemy advance.

The chaining of units along tracks

and trails reflects the problems of

lengthy supply lines through difficult

terrain and the need for more and

more support units at the expense of

combat units.

The supply cards represent not

only supplies, but also control time

and the turn options. The variable

length of months and the choices

of turn options reflect the "stop-go"

nature of the campaign and allow

directed supply effort. The Basic Turn

is the most efficient use of supply

(there are diminishing returns on

higher options) but well-executed use

of the high-powered options will upset

your opponent's best laid plans.

A small but well-supplied army

is more than a match for a stronger

but poorly-supplied one. The secrecy

of supply levels provides magnificent

opportunities for deception and nerve.

Bluff can sometimes carry the battle

on shoestring supply, especially against

a rattled or demoralized opponent, but

the threat must be credible.

VICTORY CONDITIONS

The victory conditions involve

both attrition and position. Their

relative values are rated by VPs.

Awarding a decisive victory

for having a 2:1 advantage in units

remaining at the games' end is a

recognition of the inevitability of a

strategic win with this superiority of

strength, given more time and supply.

The lesser victory conditions center

around Tobruk. Although this fortress

had some military value, the essential

benefit in holding Tobruk was its

status as the best defensible port in a

region where everything from fuel to

food to ammunition, and even water

had to be imported. For this reason

the victory conditions recognize no

value for possession of Tobruk if the

port is besieged and hence not fully

active.

INDEX

Active Battles8.6

Active Player3.4

Applying Losses9.5

Assault Turn4.3

Attacker8.3

Attacks8.2

Attrition Victory17.4

Base1.6

Basic Turn4.1

Battle8.0

Battle Array8.5

Battle Hexsides8.1

Besieged13.5

Blitz Turn4.4

BPs / Buildup Points16.3

Buildup16.0

Buildup Supply Check12.7

Combat9.0

Combat Rounds9.1

Command Point5.2

CV / Combat Value2.3

Decisive Victory17.2

Defender8.3

Design Notes21.0

Disengagement7.2

Disruption11.0

Disruption Recovery11.2

Double Defense9.52

Double Dice9.21

Double Fire9.4

Elite Unit2.4

Final Supply Check12.7

Firing Units9.2

Firepower9.4

Forced Marches6.4

Fortresses13.0

Fortress Capture13.4

Fortress Supply13.3

Full Retreats10.3

Groups5.0

Group Move5.1

Hex Control1.2

Hexside Limits7.1

Highway Supply12.3

Initial Supply Check12.7

Initiative3.3

Minefields14.0

Month3.1

Movement5.0

Nationality2.1

Oasis15.0

Oasis Supply15.1

Offensive Turn4.2

Overrun11.4

Passive Player3.4

Partial Retreats10.4

Pass Turn4.5

Player Turns3.4

Port Capacity13.3

Positional Victory17.3

Probe Combat10.41

Pursuit Fire10.5

Raider12.5

Rearguard10.4

Redeployment16.51

Refusing Battle8.4, 10.2

Regroup Move5.2

Reinforcements16.4

Replacements16.54

Resupply16.6

Retreats10.0

Retreat Routes10.1

Return for Refit16.52

Roads1.5

Road Bonuses6.2

Rommel Bonus6.3

Rout11.3

Sea Redeployment16.53

Sequence of Play3.0

Shielding Units11.11

Speed6.1

Stacking1.3

Step2.3

Strategic Victory17.1

Strategy Notes20.0

Supply12.0

Supply Checks12.7

Supply Chains12.4

Supply into Battles12.5

Supply Lines12.2

Supply Network12.6

Supply Source12.0

Targeting9.3

Terrain1.4

Turn Option4.0

Unit Type and Class2.2

Unsupplied Units12.1

Victory Conditions17.0

Withdrawal Moves5.3