You are on page 1of 9

Somaliland

40
The Tank/Armored units and some infantry units
have a support factor instead of or in addition to a
combat factor. This number may be used as a die
roll modifier (DRM) in combat, in attack or
Italy conquers British Somaliland defense.

Somaliland 40 simulates the Italian conquest of 2.14 Bombardment value


British Somaliland in August 1940. In this two Artillery units and ships have a bombardment
player game, one player controls the Italian forces value (white number in a red circle).
and the other the British forces. Six-sided dice,
noted as d6, are required for play. 2.15 Headquarters (HQ)
The Italian HQ value on the counter represents
1 - Overview both its Command and supply range and the
1.1 Map. The map depicts the part of British movement allowance. This command range is
Somaliland where the harshest combats took given in hexes.
place. Each hex is about 10 km across (6.2 miles).
2.16 Air units and Ships
1.2 Scale The rules for these units are explained in 10 and
Each game turn represents two days. The ground 9.4.
unit counters principally represent battalions,
armored companies and artillery batteries. 2.2 Hits
There are two types of hits: Bombardment hits
2 Units (CH) in red and Combat Hits (BH) in gray. Their
The units represent the military formations that effects differ and are explained in 11 and 12.
participated in the campaign.
British units are beige. Italian units are green. 3 SEQUENCE OF PLAY
There are four types of units: Ground units, HQ A game of Somaliland 1940 is divided into
(only Italian), Ships (only British) and Air units several Game Turns.
(represented by Air Points). The units are Each Game Turn is divided into a Mutual
principally battalions (size II) or companies (size I Administrative Phase, an Activation Phase and an
or just a vehicle symbol). End of Turn Phase. All of the Phases are further
divided into a series of segments. Every action
2.1 Ground Units taken by a player must be carried out in its
Ground units are combat units (all the units with a appropriate phase or segment.
Combat Factor, usually Infantry), support units
(usually Tank/Armored) and artillery units. 3.1 Sequence of Play
The combat units are either European (white A) ADMINISTRATIVE Phase
combat factor) or indigenous (black combat 1) The Italian player adds new supply points (3.3)
factor). 2) The Italian may purchase other supply points
(3.4)
2.11 Combat Factor 3) Aircraft Repair and Reinforcement Phase.
The combat factor represents the units ability to 4) The British player rolls a die to determine
attack and defend. Churchills Will.
5) Both players check their units to determine if a
2.12 Movement Factor supply line exists. If no supply line can be traced,
Units have a movement factor that allows them to mark the unit with an Out of Supply marker and
move from hex to hex by paying the cost of each the unit is turned 180 degrees.
type of terrain.
The different types of movement are: B) ACTIVATION phase
- foot (unit with no symbol) The Italian player selects one of his HQ and
- motorized (wheel symbol) activates it. When the activation is complete, the
- armored (track symbol) British player activates his units.
- camelback (camel symbol) The Activation phases continue until the Italian
- player passes or all units on the map have been
- 2.13 Support Factors activated.
C) End of Turn phase An HQ can be activated as many times as the
1) Out of Supply (OOS) units roll for attrition and player wishes in a game turn, but the units can be
then move. activated only once per turn (rotate them 90
2) The British player may declare the evacuation degrees to indicate their activation).
of the colony.
3a) The British player receives 1 VP for Berbera 4.2.1 An activated HQ can move without paying
if he has not declared evacuation. OP, but can only move once per turn and after
3b) The British player rolls for the destruction of moving can no longer be activated. (Turn the
materiel if evacuation was declared. counter face down).
4) All the Bombardment Hits (BH) on the map are
removed. 4.2.2 An Out of Supply unit cannot be activated.

3.2 ACTIONS 4.2.3 The Italian player may only activate units
The actions in each segment are always performed that are in Command range of the activated HQ.
in sequence (where necessary), the Italian player The range is calculated in terms of hex, not
first and then the British player. movement points.

3.3 SUPPLY POINTS 4.3 End of the Activation Phase


In segment I of the Mutual administrative phase, If at the beginning of an activation phase, the
the Italian player receives a Supply Point (SP) for Italian player cannot or does not want to activate
each village occupied (up to a maximum of 4). an HQ, the phase ends and the players move on to
The Italian player keeps track of his number of SP phase C.
with the Appro (Supply) marker. Note: The Italian player may not pass during the
Note: He cannot receive more than 4 SP. first Activation phase.
Villages are controlled by the player whose units
were the last to occupy or pass through the hex. 4.4 Operation Points (OP)
All the villages are under British control at the The players must spend OP to move their units
start of the game. and combat. An OP marker keeps track of OP
expenditures.
3.4 PURCHASE OF SP
For each victory point (VP) spent, the Italian 4.4.1 Cost
player rolls a die (one at a time, he is not required The activation of an Artillery, Native (9.1), Dubat,
to declare how many SP he wants to spend and Ship, SCC or Tank/Armored costs 1/3 of OP.
therefore how many dice he will roll) and receives All units of an Italian colonial brigade (regardless
a number of SP equal to the die roll result. of the number of battalions that compose it) that
There is no limit to the number of VP the Italian are in the same hex may be activated at a cost of 1
can spend in a turn. OP.
Note: A color code allows for easy identification
4 ACTIVATION of various units of the same brigade.
Starting with the Italian player, the two players All other units cost 1 OP.
alternate their activation segments. A player may spend all or part of his OP.
Fractions of OP that are not used are lost.
4.1 Types of Activation
4.1.1 Italian 5 Zones of Control (ZoC)
The Italian player selects one of his HQ, pays 1 All units with a combat value of at least 1 exert a
SP and rolls 1d6: the result is the number of Zone of Control on the 6 hexes adjacent to the
Operation Points (OP) the HQ can use to activate unit.
his units. ZoCs do not extend into hexes with enemy units,
into sea hexes or into impassable hexes.
4.1.2 British
When the Italian HQ ends its activation, the 5.1 Types of ZoC
British player rolls 1d6 and receives that number There are two types of ZoC: Battalions have a
of OP (the British player does not need SP) to use Hard ZoC (see also 8.3); all other units with ZoC
to activate his units on the map. have a Soft ZoC.
It costs +1 Movement Point (MP) to enter any
4.2 Activation of HQ and Units type of ZoC.
Note: Artillery doesnt pay the +1 if there are 6.4.1 Tug Argan Bypass
already friendly units in the hex. When a Italian unit wants to enter hex 0906, it
A unit must stop when it enters a hard ZoC. must first roll 1d6. On 1-3 it stops its movement,
It is never possible to go from an enemy hard ZoC 4-5 it may enter the hex, 6 it is placed in hex
directly into another enemy hard ZoC. 1005. In any case, it concludes the movement for
A unit doesn't have to stop when entering an the current turn.
enemy Soft ZoC. Historical note: The Italian command attempted
The unit may move from enemy Soft ZoC to to bypass Tug Argan, but because of incorrect
enemy Soft ZoC as long as it has enough maps, the unit ended up much farther north than
movement points. planned.

6 Movement 6.4.2 Colonna Costiera (Coastal Column).


The Movement Allowance of a unit is printed on When the Italian player conquers Dobo he must
the counter (MP). create the Colonna Costiera or lose 1 VP.
Exception: the unit SCC MG moves at the speed If created, the Column is composed of Passerone
of the SCC unit with which it is stacked. It cannot HQ (placed in the Dobo box) and 3 units of the
move alone nor with a unit other than the SCC. Colonna di Sinistra (left column) of which at
The terrain costs are indicated on the Terrain least two must be European.
Effect Table (TET). On the following turn the column must be
Remember: A unit can be activated (and then activated. The Italian player rolls 1d6 and halves
move) only once per game turn. Turn the counter the result (rounded up). The result is the number
90 as a reminder that the unit has moved. of game turns after which the units of the column
are placed in hex 0204 during the A3 phase
6.1 Minimum movement (Repair and Reinforcements Phase)
A unit may move only one hex during its The Italian receives 1 SP less each turn until the
Activation Phase by spending all its MP even if column appears in hex 0204.
the movement cost to enter that hex exceeds the
units movement capacity. This does not allow 7 Stacking
units to enter hexes that are otherwise prohibited, There cannot be more than 3 units stacked in the
or to move from one Hard enemy ZOC to another same hex. HQ, artillery, tanks, motorized vehicles
(5.1). and ships do not count in the stacking limit.
Exceptions:
6.2 Off-map boxes. There are 3 off-map boxes a) One Italian colonial brigade per hex (regardless
(Agin, Dobo and Zeila). Moving from an off-map of the number of battalions that compose it) can
box to an adjacent off-map box costs all of the be counted as one unit.
units MP. b) All the units of the SCC in the same hex count
It is possible move between hex 0501 and Zeila as one unit.
and vice versa, but costs all the MP (see also c) In the off-map boxes there is no stacking limit.
6.4.2).
7.1 Fog of war
6.2.1 Combats Players may never look through an enemy stack
A combat ensues when a unit enters a box (but see 9.1.1 and 10.1), but they can always look
containing enemy units. Use the combat rules at the combat unit on top of the stack.
taking into consideration all the units that are During combat players must reveal their stack.
present.
Note: There is no stacking limit in the boxes. 8 Supply
A unit must be in supply to be activated. Only
6.3 British trucks. combat units require supply. Fortifications, Native
All British units with an infantry movement (9.1), Ships and aircrafts never need supply.
capacity that move on a road can use the terrain
cost of the motorized movement if they choose, at 8.1 Italian supply.
any moment of their movement. To be in supply, an Italian unit must be within 5
Note: The British had some transport trucks and MP of its HQ and the HQ must be within a
this rule avoids the necessity of representing them. number of MP less than or equal to its supply
range from an entry hex or from a road or path
6.4 Special movement
that leads to an entry hex. The MP costs are tallied 9.1 Native
in the movement mode of the HQ. Native units are Illalos, Bande, Police and
Abyssinians. They have an asterisk next to their
8.1.1 Italian units may use the starter hexes like an combat value. They can never attack. They have a
HQ for supply. soft ZoC.
If a enemy non-native unit or stack becomes
8.1.2 An HQ in an off-map box supplies only the adjacent or enters the same off-map box as a
units in this box. native unit, the latter (even if it is stacked with a
friendly unit) must roll 1d6.
8.2 British supply 0 : the Illalos unit (only) switches camps,
To be supplied, British units must be within 5 1-5 : the unit is removed from the game,
movement points in Motorized mode of a road or 6 : the unit remains in place and in the following
path that leads to Zeila (if not controlled by the combat phase must be attacked.
Italians) - hex 0501 - or Berbera.
The Illalos have -1 DRM for this roll if the
8.3 Out of Supply effect Italians control Zeila.
Out of Supply units cannot be activated. They Bande, Police and Abyssinians are unaffected by
defend normally but cannot use their support or the control of Zeila.
bombardment value. All OOS units have a soft
ZoC. 9.1.1 During his activation a player can always
Note: Indicate the OOS units by turning them 180 examine an enemy stack that is within the
degrees. Movement allowances of his Illalos or Bande
units.
8.3.1 When calculating the MP for supply, count
the starting hex (the road/path or the HQ), but not 9.1.2 Illalos and Bande are never OOS.
the hex containing the unit.
The supply line and the road/path may not cross 9.2 Armored and motorized units.
enemy units or enemy ZoC unless the hex is Tanks, armored cars and armored trucks can only
occupied by a friendly unit. use their support factors in attack and only if the
attacked hex is in clear or hill terrain.
8.4 Attrition
During the End of turn phase (C1), OOS units roll 9.3 Anti-tank
1d6 for attrition. Units with bombardment capacity or an AT on
The unit consults the Attrition column on the TET their counter have an anti-tank capacity; these
and rolls 1d6. If the result is less than or equal to units negate the support value of the armored or
the number indicated, the unit receives 1 Combat motorized enemy units in their hex.
Hit (CH).
HQ, Artillery and armored or motorized units 9.4 Ships
never roll for attrition. Ships must be activated as the other units to be
Units that are completely surrounded by enemy able to move or bombard. Ships can move only in
units or enemy ZoC (reminder: friendly units the sea hexes and mixed sea/land hexes and have
negate the enemy ZoC) roll 2d6 for attrition. an unlimited movement allowance.
European units have +1 die roll modifier (DRM); Ships can only bombard in adjacent coastal hexes.
the units with Camel movement allowance -1 Ships do not count in stacking limits.
DRM.
9.5 Anti-air (AA)
8.4.1 Movement of OOS units The 23RHK unit and the ships have an AA
After the attrition roll, the OOS units may move capacity (see 10.4 for the effects).
(without using AP). The AA capacity only applies in the hexes of
Units in Motorized mode have their movement these units.
allowance halved. Units in armored mode cannot Note: the unit 23RHK also has an AT capacity.
move.
9.6 British Fortifications.
9 Special units Fortifications have a value that ranges from 0
Some units benefit from special rules. (only in scenario 2) to 2.
In combat, the value of the fortification indicates Examples: The British player has his Air Points
the number of BH and CH that the units in the marker in box 4 of the counter and the Used
fortification ignore in the case of bombardment or marker in box 3. During the A3 phase, he rolls
combat. 1d6 and gets a 2. The Used marker is placed in
Example: The Italian player gets a 3 on the 3/1 box 1. The Italian player has his Air Points
column against a British unit in a fortification marker in box 7. During the A3 phase, he rolls
with a value of 2. The result is 2/3 which becomes 1d6 and gets a 3. The Used marker is placed in
2/1). box 4. The Italian player decides to spend another
SP and re-rolls a die. This time the result is 6,
10 Air units the Used marker is moved to box 0. (It is not
In Somaliland 1940, the air war is treated possible to have a negative result).
abstractly. Air points (ArP) represent the air assets
for air missions. 10.3 Air missions
You can use your ArP to engage in bombardment
10.1 Air Points (ArP) missions on any hex on the map.
Each player starts the game with the number of Each used ArP has a bombardment value of 1.
ArP listed in the scenario. This is the number of You can fly as many missions as you wish each
ArP the players can use each turn. Each ArP can turn, within the limits of your available ArP.
lead one mission per turn.
Players can lose or gain ArP during the game. 10.3.1 Air Bombardment mission
Spending 1 AP for each ArP, the active player can
10.1.1 Markers engage a bombing mission with one or more ArP
There are four air markers (two per player) to on a hex where there are enemy units.
track the available and used ArP. Note: a maximum of three ArP can participate in
Use the Air Points (Points Air) markers to the same bombardment mission.
show the maximum number of ArP you may have. It is possible to attack more than once the same
Use the Used (Utilis") markers to show how hex in an activation, but each mission must be
many ArP you have used. As you use ArP to fly resolved separately.
missions during the turn, move these markers on
the counter to show how many ArP have been 10.3.2 Air coordination & attrition.
used. Before each bombing mission, after spending the
AP, the player must roll a die on the Air
10.1.2 Activation of ArP Coordination & Attrition Table.
ArP are activated normally by spending one AP The final modified number is the maximum
per ArP). The Italian player can activate his air number of ArP available for the bombardment.
units during the activation of any HQ. Once the bombardment value of the mission is
established, it is resolved as a normal bombing on
10.1.3 Purchase of ArP the Bombardment Table (see 11).
During the A3 Phase, the Italian player can After the bombardment, apply any ArP losses.
increase his ArP by spending 1 VP for every ArP
added. 10.4 Anti-Air (AA) Fire
If the Churchill Will marker (CW, see rule 14) has Some units have an AA value indicated on the
not yet dropped to 0, the British player may also counter (white number in a blue square).
increase his number of ArP by spending 1 VP per The AA value of a hex is equal to the sum of all
ArP on any turn during the A3 Phase. the AA values present in the hex.
All hexes with at least 1 battalion present have an
10.2 Air efficiency. intrinsic AA value of 1, even if there are no AA
In the A3 Phase, the British player rolls 1d6. The units.
Italian player rolls as many dice as he wants, one Note: In this case, the AA value is 1 regardless of
at a time (and is not required to state ahead of the number of battalions present in the hex.
time how many dice hell roll), but each die he
rolls costs 1 SP. 10.5 Air losses. The "Air losses" (Pertes air)
The result of the die is the number of used ArP markers of both players start on the 0 box on the
that are available this turn (reduce the used marker Track. Whenever an ArP takes a loss for 10.3.2,
accordingly). 10.4 or 10.6.1, the marker moves forward one
space per loss. For every two losses, the Air losses subtracts any modifiers caused by terrain (see the
marker moves back one space. TET) and checks the result on the Bombardment
Note: Air losses markers are also used for the Table.
calculation of victory points (see 15). The result is the number of BH inflicted on the
enemy. This result is inflicted on all the units in
10.6 Airfields the bombarded hex.
At the start of the game the British player has
some Gladiator units on Somaliland airfields. 11.1. Effects of BH
These units allow him to escort his Bleinheim. He The BH received by a unit act as a negative
can decide to abandon these airfields and give up modifier on the combat die. If several units with
the escort (see Air Attrition Table). BH are in the same hex, apply the most
unfavorable modifier.
10.6.1 Attack of airfields Moreover, each BH received reduces a units
If the British player has not abandoned the movement capacity by one MP (but see 6.1).
airfields in Somaliland (10.6.2), the Italian player
may launch one and only one attack per turn on 11.1.1 Removal of BH
the airfields. During an Activation Phase, a commanded unit
Each BH obtained immediately becomes an Air may remove 1 BH by spending 1 OP. A unit may
loss for the British. not remove more than 1 BH per Phase.
The airfields have an AA value of 1. A unit that removes a BH is not considered
activated but cannot move or attack in the same
10.6.2 Abandonment of airfields Phase.
The British player may decide to abandon the Units may also remove BH for 13.1 and during
airfields in Somaliland after an airfield attack has the End of Turn phase (C4).
resulted in at least 1 BH, or if Churchill Will is
at 0. 11.2 Artillery
All artillery units have a range of one hex.
10.7 Bombardment of Ships. For the defender, this range must reach the hex
The Italian player may bombard British ships with under attack (not the attackers hex). If the attack
its aircrafts. comes from several hexes, the player must specify
Every two BH (odd BH are lost) damage a ship, which hex he is bombarding.
and the counter is turned over. Any further The artillery units are considered activated when
damage sinks the ship. they bombard.
Note: The Italian player wins 2 VP for each ship Artillery units stacked in the same hex can add
counter that is turned over (and 4 VP if the ship is their bombardment values to a single
sunk). bombardment.
An artillery unit alone in a hex and that is attacked
10.8 Reconnaissance in combat by a unit with a combat factor is
The Italian player has an air reconnaissance unit. immediately destroyed.
During the activation of any HQ, the HQ may
spend 1 OP to activate the reconnaissance air unit. 11.2.1 Defensive Bombardment
The player designates a hex and must obtain with The defender can bombard a hex under attack
1d6 a result less than or equal to the number with units that are able to do so. Any BH affect all
indicated in the Air Reconnaissance column on the attacking enemy units of the same hex.
the TET. If successful, the Italian player may look The defender does not need AP to bombard but
at the enemy stack. the unit that bombards must not already have
Reconnaissance is not subject to the Air been activated during the turn. Modifiers due to
coordination & attrition table. terrain are not taken into account.
After the defensive bombardment is carried out,
11 Bombardment the unit is considered activated (turn it 90
It is possible to bombard the same hex several degrees).
times with different artillery units or ArP in the
same activation. 12 Combat
The attacker units must be activated to bomb. The in-phase player's units may attack adjacent
When the player bombards, he rolls a number of enemy units at the end of his activation phase.
d6 equal to the bombardment value of the unit,
Combat is not mandatory. Units in the same stack The CH are allocated one at a time beginning with
can attack different hexes and all the units of a the camp that received the greater number. In the
stack are not required to attack. case of a tie, start with the attacker.
All the units of the same hex must be attacked Example: the result of the combat was 3/2. The
together. attacker takes a CH, then, since the attacker and
Each combat is completely resolved before the defender now have the same number of CH, the
next combat may take place. attacker takes a second, then the defender takes
Units may only attack hexes into which they are its first CH and so on.
able to move.
Each unit can attack only once per turn, but it may
be attacked any number of times in the same turn A units combat value is equal to its initial combat
but not more than once per activation phase. value minus the CH it received. If a unit receives
It is not permitted to make attacks with odds less a number of CH equal to its combat value it is
than 1:2. immediately destroyed and removed from the
game.
Support factors HQ, Tank, Armored, and Artillery (including AA
In combat, units with a support factor modify the and AT) cannot be used to absorb CH. These units
die roll in their favor by the value of their support are eliminated if all the units stacked with them
factor (but see 9.2). are destroyed.
In a combat every player can use the support They are also destroyed if they are attacked by
factors of one and only one unit. units with a combat factor while they are alone in
A unit of this type that is attacked alone in a hex a hex.
by a unit with a combat factor is immediately
destroyed. 12.2.1 Losses can be distributed among the
Combat units as the owning player sees fit.
Coordinated attacks
The Italian player can attack a hex from more than 12.3 Retreat.
one adjacent hex only if the activated units that The defender (only) may decide at any time
attack have not moved during this turn. during the allocation of losses to retreat instead of
suffering CH. If he decides to retreat, all the CH
Terrain not yet allocated are converted into hexes of
DRM due to terrain are not cumulative. Always retreat. Stop allocating CH when the defender
use the terrain that is most favorable to the decides to retreat or when one side is completely
defender. eliminated.
Each unit can withdraw at the most the number
12.1 Combat resolution of hexes equal to its movement allowance; any
Total the combat values of all the attacking units additional CH have to be taken.
then do the same for the defenders units in the
attacked hex. Compare the total attack and 12.3.1 Retreat into enemy ZoC
defense strengths to get a ratio and round down. A stack of units that retreats to Soft enemy ZOC
Roll a die and apply any die roll modifiers (dont receives one additional CH. A stack of units that
forget 11.1), then determine the result on the retreats to a Hard enemy ZoC receives an
Combat Result Table (CRT). additional 1d6 CH.

12.1.1 CRT 12.3.2 Retreat to an off-map box


On the CRT, the result is given in the form a/d Units in an off-map box can retreat to an adjacent
with a = the attackers result and d = the off-map box. Units in Zeila may retreat to 0501,
defenders result. and vice versa.
The result is the number of CH (combat hits) the It is considered that the unit retreats a number of
owning player must allocate among his units that hexes equal to its movement allowance
participated in the combat.
12.3.3 Advance after combat.
12.2 Losses in Combat If the defender retreats or is eliminated, then one
A unit may suffer as many CH as its combat ground combat unit may advance into the vacated
value. hex.
The Natives have to roll (as in 9.1) if an enemy victory conditions, the battalion is considered
unit becomes adjacent as a result of advance after destroyed if all the companies are destroyed.
combat.
Note: Natives do not test if an enemy unit becomes 14 Churchill
adjacent following a retreat. The Churchill Will (CW) marker (Volont de
Churchill) begins the game in box 8 on the track.
13 Replacements and Reinforcements Each time a Somaliland village is occupied by the
13.1 Replacements Italians, the marker moves down one box.
Activated combat units that are not in enemy ZoC During phase A4, the British player rolls 1d6,
may remove 1 CH and all their BH if they do not with a result of 1-5 the CW moves down one.
move. The unit can no longer be activated this When the CW is at 0 it is possible to abandon the
turn. airfields (10.6.2) and evacuate the colony.

13.2 Reinforcements. 14.1 Evacuation.


The reinforcements arrive in the phase A3. During the End of Turn phase C2, if the CW
marker is at 0, the British player may declare the
13.2.1 Italian reinforcements evacuation of Somaliland.
The Italian reinforcements (2 units of heavy
artillery) are available from the turn following that 14.1.1 Materiel
in which the first Italian unit enters the ZoC of a During each turn of evacuation, the British player
British fortification with a value greater than 0. rolls 1d6 in phase A3 for the destruction of
These two units are placed in a hex adjacent to materiel. A result of 1-4 reduces the value of the
Hargheisa (hex 0312) and can be activated by De materiel by 1, a result of 5-6 reduces the value by
Simone HQ even if they are out of the Command 2.
range of this HQ.
14.2 Berbera.
13.2.2 British reinforcements Each turn after the evacuation has been declared,
The British reinforcements arrive in Berbera (hex the British player can evacuate 2 ground units of
1501) in the turns indicated in the scenario. If the the foot movement class by the port of Berbera;
British player declares the evacuation of only one if the port is damaged.
Somaliland, the reinforcements that have not yet
arrived are lost (exception: 13.3). 14.2.1
The Italian player can bombard the port of
13.2.3 Colonna Centrale Berbera. Any two BH reduce the capacity of the
Once he has conquered Zeila, the Italian player port (odd BH are lost). The first time, place the
can activate the Bertoldi HQ to assign one Port damaged counter (Port endommag) on
colonial brigade to the Colonna Centrale. This Berbera; the second time, turn it over to its
brigade arrives after 1d6 turns adjacent to De Destroyed side. The port becomes unusable for
Simone HQ, outside of an enemy ZoC. It is the rest of the game.
considered to be part of the Colonna Centrale for Berbera has an intrinsic AA value of 1.
the rest of the game.
14.2.2 When Berbera is in a hard ZoC of a
13.3 CL Hobart supplied Italian combat unit, the city surrenders
If the CL Hobart (ship counter Hobart/Carlisle) is and all the British units still in Somaliland are
in Berbera, the British player may place the 3PDR considered eliminated for victory conditions.
counter in Berbera. This counter remains in the
game even if the Hobart counter leaves Berbera. 15 Victory conditions.
The game ends at the end of the activation (not the
13.4 Companies turn) in which an Italian combat unit enters
During the A3 reinforcements phase, the British Berbera.
player may replace an indigenous company with The side with more VP wins the game.
his companies. The number of companies created The players receive:
is equal to the battalions combat value (its 1 VP per enemy battalion completely eliminated
combat factor less any losses). (see also 14.2)
Once this operation is carried out, it is not 1 VP per CH received by a European unit.
possible to reform the original battalion. But for 1 VP per any 2 Air losses suffered by the enemy.
motorcyclist company Pai, units L3/35, M11/39
The Italian player receives: and FIAT 611.
1 VP at the end of game for any turn still to be Colonna di Destra (Right Column): HQ Bertello
played. enters in 1114 with the colonial brigades XVII
1 VP for each point of materiel that the British did and LXX, the two battalions of black shirts XIII
not destroy. and XIV and the unit MG/GdS.
Important: Remember that the Italian player can
gain or lose VP for 3.4, 6.4.2, 9.4.1, 10.1.3 and 16.2 Free set-up scenario.
10.7. 16.2.1 British set-up.
All the initial combat units position themselves in
15.1 VP Marker any village, Hill, or Mountain hex or in the two
Use the VP marker to record the VP during the off-map boxes. If the British units have a flag on
game. their verso, place them face down to hide their
value.
16 Set-up The British player places the 5 fortresses in a cup.
There are 2 scenarios in Somaliland 1940, a He randomly draws three of them and places them
historical scenario and the Free set-up scenario. face down where he wants on the map.
In both scenarios place the game turn on 1 of the
Game turn track. 16.2.2 Italian set up
Place the VP, Italian and British air loss and Used The Italian player positions his three HQ in three
ArP markers in box 0; the British ArP on box 4, of the four starter hexes (0114, 1114, 1914 or
Italian ArP on box 9; Italian Appro on box 8 Agin). He places the units he wants with these
and Materiel on box 9 of the Track. HQ.
The two ships can be placed in any sea hexes or The units may start in excess of stacking limits.
mixed sea/land hexes. The Italian player may create at any moment a
British Reinforcements: The 2/BW arrives on new Colonna composed of Passerone HQ and at
turn 3 and the 23RHK arrives on turn 6. least 3 ground units.

16.1 Historical scenario. Credits


16.1.1 British set-up:
One SSC company in Jerato Pass (1208), A game by Piergennaro Federico
Hargheisa (0312), Burao (2112) and Adadleh
(1109). The SSC MG unit places itself with any Graphics and model: Studio VaeVictis
of these units.
One Illalos at Oadueina (1613), one Illalos at Playtesters: Flavio Acquati, Alessandro Bray,
Dobo (off-map box) and the others within 1 hex Fabio Ciocchi, Marco Ferrari, Marco Rossi, and
of any SCC Company (only one Illalos per hex). Nicola Prandoni.
The Abyssinians at Zeila (off-map box). The
Police unit in Bulhan (0702).
The 1/2 P at the Sheikh Pass (1708). 3/15P,
1NR/KAR, 2/2KAR and 1EAlb within 2 hexes of
Laferug (1206).
Arm. Truck in Berbera (1501).
One Fortress 2 in Argan Pass (1007), one fortress
1 in hex 1006.

16.1.2 Italian set-up


A common color code on the bottom of the units
and HQ allows for easy indication of the units and
their HQ.
Colonna di Sinistra (Left Column): HQ Bertoldi
to Agin (off-map box) with the unit 1AS and 2 x
G. Dubat..
Colonna Centrale (Central Column): HQ De
Simone enters in 0114 with the colonial brigades
II, XIII, XIV, and XV, the artillery 100/17, the

You might also like