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THE DESERT
TABLE OF Contents GAME DESIGN
1.0 The Map
Craig Besinque
2.0 Units
3.0 SEQUENCE OF PLAY CO-DEVELOPER
4.0 TURN OPTIONS Ron Hodwitz
5.0 GROUP MOVEMENT
6.0 UNIT MOVEMENT
ASSISTANCE
7.0 ENGAGEMENT Gary Chappell
8.0 BATTLES
Dave Blizzard
9.0 COMBAT
10.0 RETREATS Brion Emde
11.0 DISRUPTION GRAPHICS
12.0 SUPPLY
Grant Dalgliesh
13.0 FORTRESSES
14.0 MINEFIELDS Tom Dalgliesh
15.0 OASES Chris Moeller
16.0 BUILDUP
17.0 VICTORY ©1984-2004 Columbia Games Inc.
18.0 SCENARIOS
19.0 DEMO GAME
20.0 STRATEGY NOTES Visit www.columbiagames.com for
21.0 DESIGN NOTES updates on this game.
Rommel in the Desert tm
Mobile Anti-Tank
2.0 SUNITS
2 5
6 11
4 S
27 4Recon
5 6 11 4
6 M units
Weak, high-speed
11
47 17
4gunsMwith6
4Anti-tank intrinsic2
18 11
4 4
7
The colored wooden blocks are the composed of light tanks and towing units of good cross
1
4
4
playing pieces, or units xxin the game. A xx armored cars (some mounted country mobility.
xx xx xx
2 xx with xxlight cannon.)
2 xx
2
382 xx xx 2
die-cut21adhesive3 label showing
15 unit
8 type
90 sv288
21 90 3 200
15 1648 90
433 88mm
sv288 90 B 76mm
200 164 382
Priest
433 88mm
and strength must be attached to the face Motorized Anti Tank
S
2 5
6 Cover minor 11
4 45 Armor
611 4 4M 2guns11dependent 4
of each block. S
2 7
imperfections 6 M
Tank units
11
4with strong 7
4 17 18
6Anti-tank 47 on 17
4
with labels and use any defective blocks offensive punch. truck pools for transport.
4
2
4
2
xx
for battlexx markers. A fewxx extra blocks arexx
2 xx 2
xx xx 2 xx 382 xx xx 2
21 included
3 15in case of
8 severe 90 defects.
sv288
21 90
3 15200 164
8 90 433 sv28888mm 90 B 76mm
200 164 382
Priest
433 88mm B 104
76mm
2
4
1
dark green labels. Italian units are black which could carry them into country mobility.
xx xx xx xx
blocks with
90 light green labels.
2 2 the battlefield
B at 76mm
speed. xx
xx xx 2 xx 382 xx 2
15 8 sv288
21 390 15200 8164 90 433 sv288 88mm 90 200 164 382
Priest
433 88mm B 104
76mm 1
Priest
Allied units are red blocks with Artillery
17 Motorized Infantry
11
4 2 4
S tan labels.7 Central
5
6 denotes
colors M
6 4
11 11 7
44 M 4 18
211
6 in trucks, able
Infantry riding 47 4 17 4Field artillery
18
also2
dependent
7
4
Commonwealth forces. to move quickly, but forced on truck "pools", but
2
2
4
2
to dismount and walk as they effectively slowed by greater
8
xx
90
xx 2.2 UNIT
21sv288
xx
3 90
TYPE
xx
15 200
2 xx
8 164 90
2
xx 382
433sv288 88mm
90
xx
B 200 approached
76mm
xx
164
the382
2 enemy.
Priest 88mm B 104
76mm
size and weight.
1
Priest 104
433
A unit’s type is shown by the central
symbol 18Unmotorized7Infantry/ Battle Marker
7 54
6 on Mits 11label.64 11 7
44 17 M4 6 11 2 4
Paratroopers
17 4 4 18
2 Place the7Battle4Marker of the
Units are categorized into one of four Leg infantry, with gravely Defender’s color in the battle
2
2
4
2
[arms] classes (armor/ infantry/ antitank/ impaired usefulness in a war hex and the corresponding
xx xx xx xx 2 xx xx Battle Marker of the Attacker’s
15 artillery) and speeds (1-4 hexes).
90 Each unit
2 382 2 of movement.
8 3 90 200 8 16490 433
sv288 88mm B200 76mm
164 382 Priest 88mm B 104
76mm 1
Priest 1
433 color with the Battle104
array.
type is a combination of class and speed.
See: Unit Types Chart.
All units of a given unit-type have UNIT SYMBOLS Center Color
identical speed and combat firepower, so AU Australian Red
Month of IN Indian Green
these are not shown on the label. NZ New Zealand Light Blue
Appearance
SA South African Orange
2.3 COMBAT VALUE (CV) FF Free French Dark Blue
The large numbers surrounding the
S
2 5
6 11
4 Pol
7
Polish 4 M
Red borders 6 11
4
H Highland
unit symbol show the unit’s strength,
4
2
Tob Tobruk
called Combat Value ("CV"). xx xx 2 xx
AT ArmyxxTank xx 2
G Guards 382
21 3 15 8 90 sv288 90 200 164 433 88mm B
Units gain and lose strength in steps m Motor
of 1 CV (2 CV for elite units). A unit’s SG Support Group
Division Brigade or
current CV is the number along the top Regiment MONTH OF APPEARANCE
edge when standing upright. S Starts 1941 scenario or campaign.
T Starts 1941 scenario or campaign in Tobruk.
Units generally begin a scenario at M Malta Group (see 1942 scenario).
maximum CV, and are reduced by combat
but can be rebuilt. Losses and rebuilds
are handled by rotating the unit until the UNIT TYPES CHART
new CV level is on the top edge. A unit Armor Infantry ANTITANK ARTILLERY
Speed
reduced below its lowest CV is eliminated CLASS CLASS CLASS CLASS
from the game and cannot be rebuilt.
3.0 SEQUENCE OF PLAY Each Player Turn, the Active Player BUILDUP SEQUENCE
secretly selects one Turn Option Advance Month
Begin by dealing Supply Cards and Buildup Supply Check
by playing the required number of
deploying Starting Forces as specified BP Determination
real Supply cards face-down (extra
for the Scenario (18.0). First Player Buildup
dummy cards may be played to
Reinforcements
3.1 GAME MONTHS deceive the enemy).
BP Expenditure
Each Month of play consists of 3.43 MOVEMENT Replacements & Redeployments
Buildup, Initiative, and a variable During a Movement phase, the Minefield Construction
number of alternating Player-Turns. A Active Player can make Group (5.1) Allocate BPs for Extra Supply
Month of play ends when both players Resupply (draw all cards at once)
and/or Regroup (5.2) moves according Monthly Resupply
Pass (4.5) in succession. to the Turn Option selected. Forced Extra Supply (allocated above)
Marches (6.4) are resolved after all Bonus Supply (Fortress Capture)
3.2 BUILDUP other movement. Second Player Buildup
Each Month begins with a Buildup (repeat player 1 procedure)
phase for each player (however, no Refusing Battle: When an Attack
Buildup occurs before the first Month (new battle) occurs, the Passive Player
of a scenario). See section 16.0. may choose to Refuse Battle (10.2). PLAYER-TURN SEQUENCE
All Movement (including Forced Initial Supply Check
3.3 INITIATIVE Determine Unit Supply
Marches and Refusing Battle) must be Disruption Recovery
The Axis normally has the first done before the Combat phase begins. Turn Option Selection
Player Turn of a Month (the Initiative). Supply Commitment (hidden)
3.44 COMBAT
Initiative Challenge: The Allied Movement
During a Combat phase, the Active
player may challenge for the Initiative Group/Regroup Move(s) [R*]
Player may initiate one Combat Round Retreats (Full and Partial)
by playing a (real or dummy) Supply
in any or all current battles. Probe Combat (if Partial)
Card face down. The Axis player may
See Battles (8.0) and Combat (9.0). Pursuit Fire (Retreating units)
then play a card of his own (or not). Move/Disrupt Retreating Units [R*]
If the Allied card is real and the 3.45 BLITZ MOVEMENT Forced Marches
Axis has not matched it with a real one, In Blitz Turns, the Active Player Refuse Battle (Passive Player)
the Allies seize the Initiative. Otherwise, has a second pair of Movement and Pursuit Fire
the Axis retain the Initiative. Combat phases following the normal Withdrawal [R*]
Movement and Combat phases (but a Combat (not Pass Turn)
Supply cards committed to an Active Battles
initiative challenge are expended unit cannot move twice in a Turn).
Defensive Fire [R*]
regardless of the outcome. All Blitz Movement must be done Offensive Fire [R*]
before the Blitz Combat phase begins. Blitz Movement (Blitz Turn)
Important: In the first Month of all (as Movement)
scenarios no challenge is allowed. Also 3.46 BLITZ COMBAT Blitz Combat (Blitz Turn)
note the Crusader Scenario begins with In Blitz Turns, the Active Player (as Combat)
an Allied Player-Turn. gets another Combat phase following Final Supply Check
Blitz Movement. A unit can fire in both Disrupt Unsupplied units [R*]
3.4 PLAYER TURNS COMBAT phases. Supply Cards Revealed
Each Player Turn is a sequence of
phases which must be performed in 3.47 FINAL SUPPLY CHECK
order. The Active Player is the player The Supply status and Disruption [R*] ROUT POSSIBLE (Interrupts Play)
of the Active Player’s units is checked Rout Attrition
taking his turn; his opponent is the
according to 12.7. Pursuit Fire
Passive Player. Withdrawal Move
3.41 INITIAL SUPPLY CHECK 3.48 Supply Revealed Continue Play
The Active Player checks Supply The Active Player reveals the
status of all friendly units and recovers Supply Cards played. All Cards played Blitz Movement and Combat
Disrupted units according to 12.7. are now discarded. These phases occur only during Blitz
Turns.
3.42 SELECT TURN OPTION
A Turn Option (4.0) is a combination A unit cannot move in both Movement
phases of a Blitz Turn, but can fire in both
of Movement and Combat phases
Combat phases.
costing a defined number of real Supply
cards.
4.0 TURN OPTIONS Hexside limits (7.1) are reset for Turn Options
the Blitz Movement phase, so that BASIC MC
Each Player Turn, the Active
additional units may enter a battle hex
Player secretly selects (and commits OFFENSIVE MMC
via hexes already traversed in the
Supply for) one of the following Turn ASSAULT MC*
initial Movement phase.
Options (dummy Supply Cards may be
BLITZ MC + MC
played to confuse the opponent). 4.5 THE PASS TURN
No Cost PASS (W)
In the Turn Option descriptions A Pass Turn costs no Supply
given below, a Move means one Cards, allowing players to conserve M = Move Phase C = Combat Phase
Group or Regroup Move during the Supply while awaiting events. * Any/All battles can be Assaults.
Movement phase; a Combat Round (W) = 1 optional withdrawal move
In a Pass Turn, the Active Player
means the option to initiate combat in is allowed to make one Withdrawal
any or all battles during the Combat Move (5.3) if he desires, but no other Turn Option Deception
phase. movement or combat can occur. The Active Player could play 1 real Supply
Card for a Basic Turn and add a dummy
4.1 THE BASIC TURN If both players Pass in succession
Supply Card to bluff his opponent into
The Basic Turn costs one (1) real the current Month of play ends. thinking that an Assault Turn is underway.
Supply Card and allows the player one This might convince the Passive Player to
Move and one Combat Round. Refuse Battle rather than accept battle and
Dummy Supply Card risk possible double dice combat.
4.2 THE OFFENSIVE TURN
An Offensive Turn costs two (2)
real Supply Cards, and allows the Two Supply Cards Committed:
Active Player to make two Moves Assault or Offensive Turn?
When 2 real Supply are committed to a
(during the same Movement phase),
Turn Option, it might seem at first glance
and one Combat Round. Remember: a that the Active Player may be able change
unit can only move once per turn. his Turn Option in mid-turn.
4.3 THE ASSAULT TURN However, the Active Player taking an
Offensive Turn must make two Group
An Assault Turn also costs two
or Regroup Moves in the Movement
(2) Supply Cards. It allows the Active phase. Doing so reveals that he is taking
Player to make one Move, plus an an Offensive Turn before any opponent
Assault Combat Round. decisions (e.g., Refuse Battle) are made.
In an Assault Combat Round, If a player commits 2 real Supply Cards
the Active Player has the option to and does not take 2 Moves in the
designate any or all current battles as Movement phase, he is committed to an
Assaults, in which units of both sides Assault Turn.
fire Double Dice (see 9.21). Other
battles may be fought normally or not Real Supply Card Assault Turns
at all, as desired by the Active Player. In an Assault combat, both sides fire
Double Dice, which might seem of no
4.4 THE BLITZ TURN advantage to the Active Player. However,
A Blitz Turn costs three (3) real the ability to win a battle rapidly (even at
Supply Cards. Blitz Turns allow the the cost of higher casualties) can prove
Active Player two Basic Turns in crucial at times.
succession (except that units cannot
move twice).
The Pass Turn
The Active Player has one Move Passing in a Player Turn in no way limits
and Combat Round during the regular the future options of that player. A Player
Movement and Combat phases, then that Passes on one Player-Turn may play a
makes a second Move (with different different Turn Option on the next turn.
units) and Combat Round during Blitz The opponent may continue to play other
Movement and Blitz Combat. Units Turn Options while a player continues to
are allowed to fire in both Combat Pass (provided he has supply available)
phases of a Blitz Turn
1 4
Command
Point (C) Destination
(D) REGROUP EXAMPLE
2 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
3 cannot be part of the Regrouping move.
5.3 WITHDRAWAL MOVES A Group or Regroup Move must Withdrawals into/through hexes
A Withdrawal Move is a strictly satisfy all of the following conditions containing Disrupted Enemy Units
defined kind of Group/Regroup Move to qualify as a Withdrawal Move: Withdrawing units that are not Retreating
that is made without Supply Card can Engage & Rout Disrupted enemy units.
1) Each moving unit must have a
expenditure. Withdrawals are Moves valid Supply Line (12.2) as the Withdrawing units that are Retreating
where each unit moves back along one (hence becoming Disrupted themselves)
Withdrawal Move begins.
can pass through (or co-exist in the same
of its own Supply Lines territory is 2) Each unit can only move along hex with) enemy Disrupted units, with no
conceded. one of its own Supply Lines and effect on either force. If Disrupted units of
Withdrawal Moves are the only each hex entered must shorten that both sides occupy the same hex, the first
type of Move possible without spending Supply Line. group to recover will Rout the other.
a Supply Card. They can occur in three 3) The friendly Supply Network Withdrawals into Fortress Supply
different ways: (12.6) must be reduced by at least Units assigned Fortress Supply (13.3) may
• The One Withdrawal Move allowed one hex. withdraw along a Supply Line leading to
in a Pass Turn. the Fortress. Units theoretically capable
4) No unit movement is made of tracing Supply to a Fortress but not
• Withdrawal Moves made by the physically away from the Supply assigned Fortress Supply cannot do so.
Passive Player to Retreat groups that Source (in hexes).
Refuse Battle. Supply Lines for Withdrawal
Exception: See sidebar regarding Supply Lines for Withdrawal Moves are
• Withdrawal Moves made to Retreat Bardia-Ft. Capuzzo. defined at the moment of the Withdrawal.
groups that are Routed (11.3). Withdrawing units cannot Engage Bardia-Ft Capuzzo Withdrawals
enemy forces (unless the latter are The Coast Highway ‘jogs’ backwards
Disrupted - see sidebar). slightly at Bardia/ Ft. Capuzzo. To allow
for this, the Axis player may consider
Withdrawal Example these two hexes to be equally distant from
An Axis recon unit is in Mechili with two other Axis units in Msus and Charruba forming the friendly Base. Withdrawals following
Supply Chains to the highway (Benghazi friendly). No Allied units are west of Tobruk. the highway in the direction of the
The Mechili unit has 8 valid supply lines to the highway: Axis Base are allowable in this special
case [only], even when the hex entered is
1) Mechili-Msus-Agedabia 5) Mechili-Msus-Er Regima further from Base in absolute hexes.
2) Mechili-Msus-Beda Fomm 6) Mechili-Derna
3) Mechili-Msus-Ghemines 7) Mechili-Gazala
4) Mechili-Charruba-Er Rejima 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.
12.6 SUPPLY NETWORK • FINAL SUPPLY CHECK: Two More Supply Examples:
The sum of all current friendly • Check for valid Supply Lines. A) An Allied recon unit moves behind the
Determine friendly Battle Hexes and Axis line and cuts the Highway at Gazala,
Supply Lines is termed the Supply
Battle Hexsides. Check for Supply isolating all Axis forces to the east. During
Network. When a unit has several valid his next turn, the Axis player moves units
Supply Lines, all of them contribute Status of friendly units.
to Mechili and to Bir Harmat.
to the friendly Supply Network. • Remove coin markers from any units These moves re-establish the Highway east
It is entirely possible for a hex to now in Supply. from Bir Harmat as an Axis Supply Source
be in the Supply Networks of both • Disrupt all units marked Unsupplied because a Supply Chain exists around the
players simultaneously. Opposing that still have no Supply Line. blocking unit at Gazala.
Supply Networks may overlap without • Immediately Rout newly Disrupted The unit at Bir Harmat chains three hexes
affecting either side. units in Battle Hexes without
along the track to the unit at Mechili which
chains two hexes along the trail to the
12.7 SUPPLY CHECKS friendly Shielding units. Supplied Highway at Derna. No chaining
• INITIAL SUPPLY CHECK: Note: Temporarily re-establishing a unit is required at Derna.
• Check for valid Supply Lines. Supply Line to an Unsupplied unit
Determine friendly Battle Hexes during the turn will not save it from B) Allied units are holding out in Benghazi
and Battle Hexsides. Check for Disruption if it is Unsupplied in the after main Axis forces have advanced far
Supply Status of friendly units. Final Supply Check. to the east. The Axis player has some units
in the Benghazi hex, attacking the Fortress.
• Place coin markers on • BUILDUP SUPPLY CHECK:
As the Attacker, the Axis player cannot
Unsupplied units and remove • Check for valid Supply Lines. trace supply through the Benghazi hex so
markers from Supplied units. Determine the Supply Network of the Highway is blocked at that point.
• Mark Fortress Supplied units with each player: these remain in effect
An Axis unit at Er Rejima, would re-
a different coin marker. without change throughout Buildup. establish the Highway east from there as
• Disruption Recovery: • Determine the Supply Status of all an Axis Supply Source by creating a Supply
units of both sides. Chain around Benghazi.
• Friendly units that have spent
• Eliminate any Unsupplied units. The unit at Er Regima can chain two
a complete enemy turn hexes along the trail/track to the Supplied
Disrupted but are now Supplied • Remove coin markers for those units Highway at Ghemines. No chaining unit is
and unengaged revert to their now Supplied. necessary at Ghemines.
normal, Undisrupted state (turn • Recover all Supplied, Unengaged
upright). Disrupted units (turn upright).
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 A
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 1
along a trail (2 hexes) to Sidi Barrani on the coast highway. Unit [D]
is Supplied because it is adjacent to [C].
E
Unit [E] is Unsupplied. It is located in the open desert and it is not
2
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 D C
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 B
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.
BASE
13.0 FORTRESSES Fortress must receive first priority for Fortress Combat in Pass Turns
Fortress Supply. Mark units assigned If the Attacker in a Fortress Battle takes
Benghazi, Tobruk, a Pass Turn (e.g., due to lack of supply),
Fortress Supply with coins.
and Bardia are Fortresses. Fortress Attackers must Disengage
2 FORTRESS
Special Combat and Supply Units assigned Fortress Supply by Withdrawal Move, subject to all
rules apply to Fortresses. must use the Fortress as their Supply Disengagement and Retreat rules. If
Source throughout that Player Turn: unable to Withdraw during a Pass Turn,
Fortresses also acts as a ports and
it cannot be negated or switched to the Fortress Attackers are Routed.
Fortress Supply Sources for the side
OASIS another unit (but may be reassigned to
that controls them.
different units in a later Player Turns).
Units using Fortress Supply may only Captured Supply
13.1 FORTRESS CONTROL If a Fortress is captured but recaptured by
TOWN
Fortresses are initially controlled trace Supply Lines (and Withdrawal the original owner in the same month, no
according to the Initial Deployment routes) back towards the Fortress. bonus supply is awarded.
areas given at the Scenario start. Similarly, friendly forces not If captured, recaptured and then captured
HIGHWAY assigned Fortress Supply cannot trace
Fortress control changes only again, all in the same month, the capturer
by Fortress Capture (see 13.4). An Supply Lines or Withdraw towards the receives bonus supply just once.
unoccupied Fortress is friendly to the
TRACK Fortress (even if located in the same
last owner. It is still an empty hex and hex as Fortress Supplied units).
Fortress Supply Assignment in
cannot block supply lines. If the full Supply Capacity of a Final Supply Check Example
TRAIL Fortress is not utilized in the Initial The Allied player starts his Player-Turn
13.2 FORTRESS BATTLES Supply Check, additional units may be with two units tracing supply to Tobruk
Defensive Double Dice: In a assigned Fortress Supply in the Final (capacity 5), and has four units unable
Fortress, Defending units (except for Supply Check (within its capacity). to trace a Supply Line to Base. If those
armor-class units) fire Double Dice on four units move so that, at the end of the
Defensive Fire. This advantage is lost 13.4 FORTRESS CAPTURE turn, they can trace Supply to Tobruk,
if the Defender initiates combat. Fortress control changes only then three of those units will be Supplied,
when Undisrupted enemy units have and only one will become Disrupted (the
Mandatory Combat: In Fortress
sole occupation at the end of a Player- one with the longest Supply Line from
battles, the Attacker must initiate the Fortress; Allied choice among equally
combat during his own Player-Turn. Turn. Passing through a Fortress
distant units).
(Combat is optional for the defender). during Movement is not sufficient.
However, players may not deliberately
Exception: Fortress combat is not Captured Supply: If a Fortress withhold Supply from units inside the
mandatory during Blitz Combat has changed hands during a Month of Fortress. In the example above, the Allies
play, the new owner receives bonus can not leave one of their two units
13.3 FORTRESS SUPPLY Supply Cards in the following Buildup. in Tobruk Unsupplied in the INITIAL
Fortress Supply Capacity. A The number of cards awarded is equal SUPPLY CHECK, in order to Supply all
Fortress with no land Supply Line to to enemy Port Capacity four of the other units in the final check.
Base is Isolated. An Isolated Fortress Example: The Axis player would
can be used as a Supply Source for a receive two (2) bonus Supply Cards Port Capacity Axis Allies
limited number of friendly units equal for capturing Benghazi, but the Allied El Agheila no limit n/a
to its Port Capacity (the numbers inside player would receive only one (1). Alexandria n/a no limit
hexagons). The Allies use the full Port Tobruk 2 5
Captured Supply is never awarded
Capacity shown. For the Axis, Port
more than once per month for a each Bardia 1 2
Capacity is one-half this number,
Fortress. Benghazi 1 2
rounded down.
Example: The Port Capacity of 13.5 BESIEGED FORTRESSES
Tobruk is five (5) Allied or two (2) A Fortress is besieged if any hex Fortress Assault Battles
Axis units. adjacent to it contains enemy units (is Non-armor class units attacked in a
Fortress with an Assault Battle would have
During each Initial Supply Check, an enemy hex or battle hex).
Defensive Fire at Quadruple Dice, and
the Active Player may assign available Besieging a Fortress affects Sea armor units would have Defensive Fire at
Fortress Supply capacity. Units inside Redeployment cost (16.53). Double Dice.
the Fortress must receive first priority Besieging Tobruk can be important
on Fortress Supply. Other units that to Victory (17.0).
can trace a Supply Line to the Fortress
may be assigned excess available
capacity, but units nearest the
2 FORTRESS
14.0 MINEFIELDS 15.0 OASES Elite Units in Minefields
Example: An elite unit defending in a
During Buildup, Minefields can be Jalo, Jarabub and Siwa Minefield hex loses one step after it has
secretly built in unengaged hexes in are Oases. Note the hex taken a total of 4 hits. Thus, such a unit
the friendly Supply Network (12.6). OASIS
distortion at Jalo and Siwa would lose a step if it takes a total of 1 hit
Minefields are impartial and may to bring the Oases on-map. from artillery and 2 hits from other unit
classes in the same Combat Phase.
be used by enemy forces if captured.
15.1 OASIS
TOWNSUPPLY
14.1 Building MINEFIELDs Oases cannot act as Supply
To build a Minefield during Sources: units outside Oases cannot
Buildup, secretly note the desired trace SupplyHIGHWAY
to them (as Fortresses).
location on the Game Record Sheet A single unit in a friendly Oasis hex,
(use a named location or a direction however, is Supplied.
TRACK
and distance from one, e.g., “El During the Initial Supply Check,
Alamein SW1”). one unit occupying each Oasis
Building a Minefield costs 15 BPs, must be assigned
TRAIL Oasis Supply. As
so it may be necessary to save BPs for Fortress Supply, this cannot be
over several Months to afford one. canceled or switched to a different
unit during that Player Turn (unless
14.2 MINEFIELD EFFECTS this unit is eliminated).
Undefended Minefields have no Units actually in the Oasis
movement or combat effect. If entered must receive first priority on Oasis
by enemy units, they must be revealed Supply. Players cannot, for example,
at the end of the Movement phase. deliberately withhold Oasis Supply
Defended Minefields do not affect from a unit in an Oasis in the Initial
Movement but have a major effect on Supply Check in order to apply it to a
Combat. Minefields are not revealed unit arriving at the Oasis later in the
until the end of the movement phase. same Player-Turn.
In Minefield hexes, the Defender If no unit was assigned Oasis
has Double Defense (9.52), meaning Supply in the Initial Supply Check,
that Offensive Fire by Attacking units Oasis Supply may be assigned to a
only scores half-hits. unit in the Oasis at the Final Supply
Exception: Artillery fire is unaffected Check.
by Minefields and scores full hits on In Oasis battles only the defending
defenders. unit receives Oasis Supply; Enemy
It takes two half-hits to reduce a units need an external supply line.
defending unit by 1 CV. As for elite Units occupying Oases can form
units, leftover half-hits may be wasted. part of a Supply Chain as normal.
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.
16.0 BUILDUP The player that rolled the lower Early Arrival: First & Last Months
total is Player 1 for Buildup. If tied, the Units can never arrive early in the first or
Each game Month begins with last month of a Scenario.
Allied player is Player 1.
Buildup (except the first, which is No Buildup occurs in first Month of play.
factored into starting conditions). Each player determines current
Total BPs available (new BPs for this Units cannot arrive early in the last Month
Exception: The Gazala Scenario of a Scenario as that would affect Victory
month plus those previously Saved)
does begin with a modified Buildup. unit counts.
and records this on his Game Record
Buildup consists of the following Sheet. Early Arrival Example
phases, taken in the order shown: During Month 2 Buildup (May 1941), all
Advance Month 16.4 REINFORCEMENTS four (4) Allied Month 2 Reinforcements
Buildup Supply Check Reinforcements are new units that arrive (none can have arrived early in the
BP Determination arrive in play during a game. They first month).
First Player Buildup arrive in the friendly Base during The four (4) Axis Month 3 Reinforcements
Reinforcements Buildup at no cost in BPs. are then each checked for early arrival.
BP Expenditure
Replacements & Redeployments All Reinforcement units have an Reinforcements to an Engaged Base
Minefield Construction expected Month of arrival, as noted If a Base is engaged, Reinforcements
Allocate BPs for Extra Supply on their labels, but may arrive one cannot arrive there, but must wait off
Resupply (draw all cards at once) month earlier (see below). board near Base. They are considered a
Monthly Resupply single Group located one hex directly east
Extra Supply (allocated above) 16.41 EARLY ARRIVAL / west of the friendly Base.
Bonus Supply (Fortress Capture) Reinforcement units either arrive In a subsequent Player Turn, they can only
Second Player Buildup in the game month indicated on their enter the Base by normal Group Move.
(repeat player 1 procedure) counter label (2/3rds chance) or one There are no Hexside limits to enter the
16.1 ADVANCE MONTH month early (1/3rd chance). Base from this offboard area.
During this Phase, advance the All Reinforcement units scheduled Game Record Sheet
turn marker to the next game month. for the current month that have not During Buildup, players note BPs Received,
already arrived early arrive on time Available, Spent, and Saved, and how BPs
16.2 SUPPLY CHECK and are deployed in the friendly Base. are spent on Redeployments, Rebuilds, and
• Check for valid Supply Lines. Extra Supply cards.
Any Reinforcements scheduled for
Determine the Supply Network
the next game Month are checked for
of each player: these apply
Early Arrival. The owner rolls one die ❒ Divulging BP Expenditures
unchanged throughout Buildup.
for each such unit in turn, keeping its Upon request, you must divulge to
• Determine the Supply status of all identity hidden. your opponent the number of:
units of both sides.
1-2: Early Arrival. Unit arrives in • BPs Saved (from previous Months),
• Eliminate any Unsupplied units. Base immediately. • Redeployments/ BPs spent,
• Remove coin markers for those 3-6: Scheduled Arrival. Unit • Steps Rebuilt/ BPs spent,
units currently Supplied. arrives next Buildup on schedule. • BPs spent for Extra Supply,
• Recover all Supplied, unengaged
Disrupted units (turn upright). 16.5 SPENDING BPS • BPs spent for Minefields (location is
Buildup Points can be spent on not divulged).
16.3 BUILDUP POINT the following in any order: Players can also record enemy steps
DETERMINATION (BPs) • Redeployments rebuilt on their Game Record Sheet.
Each player rolls two dice (2d6). If enemy losses have been noted
• Replacements
(Exception: in the 1940 Campaign, during play, the two can be reconciled
• Minefields to help prevent errors in unit strength
each player rolls one die). The total of
all four dice is the number of Buildup • Extra Supply Cards and/or disputes.
Points received by each player. Players can also Save a maximum
Example: if one player’s dice roll is of 20 BPs for future expenditure.
"9" and the other player’s is "7", each Excess unspent BPs are lost.
player receives 16 BPs. Note: Use the Game Record Sheet
to record your own BP expenditures.
If both players agree, opponent
expenditures may also be tracked (see
sidebar).
33
11
11
33
11
33
1
1
22
11
11
33
22
xx
xx 2 xx
xx 2
1 xx
xx 2
1 xx
xx at Beda Fomm by a daring British move,
S S 2 7 4
S
4
Pav
xx
Tre
Tre
2 S
4
Bre
xx
Bol
Bol
1 2
4
7
xx
7
1 SG
SG
4
2
7IN
xx
4
4IN
3m
3m and annihilated. An entire Italian army
4 4
S S
3 4 3
T
2 2
S of over 150,000 had been wiped out by
1
1
1
S
3 4 2
7
1 1
3 3
1 1
1 1
3 3
1 1
3 3
S S 2 4
xx
xx
S
3 xx
xx
7
2 ALLIED
xx
xx INITIAL SUPPLY: 3 Cards
xx
xx a British force of 30,000 in less than 4
2
1
1
Pav
2 Bre
2 7 7
2 7
22
11
Pav Bre 7 7 7
months. Though the way was clear for
xx
2
xx xx
1 2
xx ALLIED RESUPPLY:
xx
1 2 3 Cards xx
4 3 3 2
Sxx Sxx xx xx
T S
a British advance to Tripoli, Churchill
1
1 2 7
S Tre
xx
Sav S Bol
xx
Sab T SG S 24IN 3m
Pav
Sav
Bre
Sab
7 2
2 3
7
3
7
2 3
3
ALLIED REINFORCEMENTS: instead stripped the front of forces for a
3 2
2
1
1
S 7
4 3 3 2 3 2
2 2
1 1
1 1
3 3
2 2
S 17 S S T S
22
22
xx
xx
17
2 3 xx
xx
S
1 2 MONTH
xx
xx 2:1 xx
xx
pet project: the disastrous expedition to
xx xx
2
11
17 S
2 2
1 1
S 7
xx
xx 1 xx
xx xx 1 xx 1 strength and supply, but greatly inferior
Sav Sab
2
Sav Sab 2
2 3
4IN 2
5 2 3
4IN 11
mobility. The British have an infantry
xx xx
shortage, but gain an armor and supply
xx
17
1 1 xx
S
3
Fas
2
Ita
2
17
Sav SSab
3 3
2 2
2 2
2 2
MONTH
xx
xx
4: 1 xx
xx 1 advantage late in the game. They must
2
3 2
2 2
1 1
17 S 4IN
4 IN 5
5 4IN
4 IN 11
11
put it to good use to regain lost ground,
xx
xx
S
S 4
4
xx
xx
19
19 2
2
T
T 2
2
4
4 3
3 besiege Tobruk, and attrition the Italian
Fas
1 Ita xx 1 xx 1
Fas Ita 4IN 5 4IN 11
11
33
11
22
2
22
11
MONTH
S
S 3:
4
Ari
xx
19
19
2
2
Pis
xx
T
T 2
xx
Matilda
4xxIN
1
1 A 4
7m 4
xx
3
7
1
4
Tob
Month of appearance codes on the blocks
4IN 7m Tob
11
3 19
3 do not apply to the 1940 scenario.
4 3 2 3
11 19
2 3 3 2
2 T
1
2
1 1
3 3
1 1
2 2
S 19 T 4
22
22
xx
xx xx
xx xx
xx
2
Ari
2 Pis Matilda A 7
1 4
Ari Pis Matilda A 7 4
xx
1 xx 1
xx
Lit xx
Cen
SPECIAL A SCENARIO
2 4 TobRULES
1 1 xx 1
xx xx 2 Txx
Lit
2 Cen 1
Ari Pis 2
34
Matilda 7m T7
IN
11
3 19
3
1.2 The3 Axis cannot 2apply the
2
1
2 2
1 1
T
MONTH 5:
2
xx
xx
4IN
4 INRommel
1
7m
7m
Bonus in this
Tob scenario.
Tob
xx 1 xx 1
11 19
11
3
Lit 19
3
Cen
2.4INEach 7m
xx 1 player rolls only one die
Tob
(instead of two) for Buildup
2
3 3
2 2
2 2
11 19
xx
xx
Lit
Lit
1 xx
xx
Cen
Cen
1 Points each Month.
xx 1 xx 1
Lit Cen
Copyright © 1984-2004 Columbia Games Inc. 22 Version 1.02
Rommel in the desert tm
xx xx
In November, when Rommel was almost
18.3 1941-42 CAMPAIGN
2 3 2 SG
ready for his planned setpiece attack on
This Scenario combines the 1941 S
4 T
3 Tobruk, he was forestalled by "Crusader",
and 1942 Campaigns. Starting forces the strongest Allied offensive to date. After
1
and Initial Supply as well as Resupply xx 2 xx 1 two weeks of incredibly confused fighting,
are outlined in the 1941 scenario. 9AU 20 7AU 18 both sides were exhausted, but it was
Rommel who was forced to withdraw due
Standard victory conditions apply.
to insufficient strength. He fell back all the
Start: Apr. 1941 (Month 1) ALLIED INITIAL SUPPLY: 12 Cards way to El Agheila, inflicting some stinging
Length: 20 months ALLIED RESUPPLY: 3 Cards/Month blows on pursuing Allied spearheads.
Rommel's first offensive had narrowly
End: Dec. 1942 (Month 20) ALLIED REINFORCEMENTS
failed.
Time: 6-8 hours Month 10 (4 units)
After Month 10, continue playing 1941 Strategy Overview
Months 11-20, making the following SPECIAL SCENARIO RULES The Axis has superior quality units, and
better mobility, but is short of supply,
changes beginning Month 11: 1. Allies have the first Player Turn
and must contend with the burden of the
• Return the Month marker to "1" (no challenge). attack. The Allies start with a territorial
• Both players execute a normal 2. Tobruk has a Minefield. advantage and have a superior flow
of reinforcements and supply. Using
Buildup in Month 11. Ignore 1942 withdrawals to advantage, the Allies can
Campaign starting deployments: often accumulate a dominant supply
continue playing with the surviving quantity.
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).
3
1
3
14 xx 14advantage. [This scenario was introduced
AXIS STARTING FORCES
xx xx xx 2 xx xx 22 2
4IN 3m 4IN9AU 70
3m20 9AU 2016 70 16
in a tournament at ‘Origins 1987’.]
Free deployment in Libya except 3
S S T
33 T T
33 T
3
Tobruk (14 units):
2
2
2
S
6 S
64 S
42 S
2 xx xx xx xx xx
104
xx
104
1 11 11 1
70 23 70 7 22G 7 7
23 22GSG 7 SG
6
2
4
2
4
xx 2 xx 2 xx xx
T
3 T T
32 T T
22 T
2
21
21 21
21
5 21 3 21
xx
5 3
xx
S
1
2
1
3
2 3 3
26 3 3
66 3
6 7AU
xx 1
18
xx
7AU
1
Matilda 18 A Matilda Tob
A Tob
4
4
4
xx xx xx 2 xx xx 22 xx 2
T
3 T 2
34 2 2
43 2
3
15 33 15 90 155 90 15
33 115 15
155 115
2
2
2
2
3
4 3 S
44 S 11
43 11
3 1
Pol
xx
7
21 xx xx
Pol 7 7 4IN
12 xx
7 5 4IN
1
5
2
2
2
xx 2 xx xx 12 xx 1
2
3 2 2
33 2 4
32 4
2
88mm Ari
A 88mm A AriLit Lit
2
2
2
2
S
4 S S
44 S S
44 S
4 xx
4IN
1 xx xx
7m 4IN4IN
11 xx 1
7m11 4INMatilda 11 B Matilda B
1
3
1
xx 2 xx xx 22 xx xx 22 xx 2
4
4 4 4
43 4 4
32 4
2
Pav Bre
Pav Tre
Bre Tre
1
1
1
1
S
3 S S
32 S
2 2
1AT
xx
7
12 xx xx
1AT 4 7 7
1
4
xx
7
1
2
1
2
2
10
4xx
8
2 T
3 xx xx to other MidEast areas. Rommel struck
End: Dec. 1942 (Month 20)
2 1
101
4 2 8 1SA 2 T7
3 22G unexpectedly and chased the British back
11
33 2
11 2
22 1
4Time: 4-5
4 hoursS 2 10
3 2
3 S
2 to the fortified "Gazala Line" where he
8
5
xx 2 xx xx 1
1 2 1xxSA 7 22G
AXIS STARTING FORCES
xx 2 xx 1 paused. The British were preparing a new
6
1 2 1SA 7 22G
4 offensive but Rommel beat them to the
El Agheila:4 2 3 3 2
S 10 2 S
8 8
5 5
414 of the
S21 following
2 3 units
xx xx xx xx
4
1 1
101
310201G 38 2 4IN S 4IN
2T
21
15
xx
66 S
66 5
22
22 1
22 2
11 2
3
2 5
2 4 10
2 2
3 10
3 driving toward the coast to cut it off.
115
xx xx xx xx
Mersa Brega: 10 of 21 the following
1 1
2
21 21
15 15
3 1 201G 4xxIN 7m 4 3m
xx xx
xx xx
xxIN
He was stopped short and trapped behind
S S
xx
5 5
xx 1 1
6
xx xx xx xx xx
2 33 90 2 580 4S
1 1
3 15 5 101
2 2 4IN
3 105IN
3 take advantage, and he pushed a supply
115
SG 11 29
xx
66 3
4 4 2 10
3 2
3 S
2
22 2
11 2
22
22
8
5
4 11
4 11
4 6
3 line back through the minefields. British
155
xx xx xx xx 1 xx 1
6
1
15 90
15 15
xx xx
3 3
xx 1 1
6
21 6
15
xx
90155
S
xx xx
43 45sv288 4
1
1190 1190 346 6 2#
310 Rommel once again deceived the Allies by
155
xx
4 66 3
2 2 4 2 2
3 10
3
22
22
22 2
22
115
2 2 3
4 driving past Tobruk in pursuit of British
361
200
xx xx 1
6
2
90 90
90 90
sv288 346 2#
xx xx
xx xx
3 3
1
4
90 sv288 90 346 2#
2 15
xx
2
xx
90 3 580
4
xx xx 1 xx 1 taking the fortress. Resupplied with the
15
33 1 SG 4IN 11 5IN 29
xx
90361
90200
2 211 3 88mm
411 A 8
4 4 4 4
2 vast amount of stores in Tobruk, Rommel
361
200
xx
xx
4 44 11 4 44 5
47
4 4 4 Tobruk6 (10
3 units):
22
4 4155
3
B
104
6
88mm
4 4 2
B B 90 90
90 90
A 8 4 4
xx xx
xx xx
5 5
7 7
xx 2 2
4
xx 88mm xx A 81
4 22 4
4 1AT 4 Matilda
2 B
Mersa Matruh, Rommel came up to the
88mm
50mm
1
2 2 90 2 90
90
sv288 346 2#
xx
1 11
33 3
1 11
33 3
104104
3
2 2 23 6
4 S
4 6
3 partially-prepared Alamein Line, the last
44 5
47
2 2 4
xx 2 2
361
4 4200
1
xx 22 1AT Matilda B (and best) defensive position before Suez.
88mm
50mm
3 3 3
11
2 2
2
1 22 1AT Matilda B
He attacked, but Allied C-in-C (Near East)
88mm
50mm
4
6
4 S
4 6
3
11 11
5 5
7 7
xx 2 2 xx 2 14 xx 1
2
6 1SA
48 5 S 70
44 16 6 1SA
34 1 Auckenleck took direct command and
3 11
3 3 88mm 4 4 2
90
90
A
xx
xx
11
33 2
11
33 2
22 2
1 xx 1 1
Ari
3 3 3
Tri
11Lit 8
3 8
3 S
3
xx
xx
4 44 S
4 44 7
2 14
2 2 2
xx 2 xx 2 xx 1
22 2
22 2
22 2
3
B
104
1xxSA 5
2 70
xx 16
14 1xxSA 1 After weeks of inconclusive skirmishing,
3 3 3
2 2 1
xx 1SA 5 70 16 1SA 1
xx
both sides dug in and built up. Seeing that
1 1 1
AriAri
2 2
4
4
Tri Tri
Lit 8
31 8 22
3 S1AT
3
xx xx
xx xx
Matilda B
S S
xx
7 7
4
88mm
50mm
1 1 1 xx 1 xx 1 xx 1
4
Lit 8 1SA
36 3 8 2SA
3S 6 S 70
3 23 the Allied buildup was outpacing his own,
3 3 3 4 4 6
3
11
22 1
22
22
7
Pav
Bre
Tre
1 1 1
3 311 3 T
2
xx
xx
xx
3 44 S
2 44 S
2 44 S
4
3 3 3
xx xx xx
Alam Halfa in late August, but was foiled
1 1 1
22 1
22
22
1xxSA 3 2xxSA 6
4 70
xx 23
2 1 1
1 1 1
1SA xx 3 2SA 6 70 14 xx 23 by minefields and short supply.
PavPav
BreBre
2
TreTre
1 1 1 2 xx 2 1
4
T
2
xx xx
xx xx
xx xx
1SA 5 70 16 1SA 1
S S
S S
S S
1 1 1
1 xx 1 1 T
2 Tob Montgomery completed the massive
Ari
Tri
2 1 Lit 1 8
3 8
3 S
3
xx
xx
11
S
2 1 1
Ita
xx
xx
xx
33 S
22 S
22 7
Tob
xxTob attrition against a heavily outnumbered
SabSab
4
BolBol
1 xx 1 xx 1
4
2
Ita Ita
xx xx
xx xx
xx xx
1SA 3 2SA 6 70 23
S S
S S
7 7
Bre
Tre
1 1 1
T
2 leave in time to order a withdrawal, but
xx
xx
xx
S
4 7 32AT
2NZ
xx
2 1 1
1
xx
46
3
Tob
1 1 1
4 7 32AT
forces disintegrated, and the Afrika Korps
2NZ2NZ
xx xx
3 3 3
1 1 1
xx
6
4 32AT
Sab
47
Bol
8
Ita
xx
xx
xx
S
S
7
2 22
2 22
2 22
44
SG 7
2NZ
2NZ
xx
xx
3 3 3 xx
3 3 3
46
46
4 8
2NZ2NZ
xx xx
xx xx
3 3 3
1 1 1
xx
6
SG T7
finished in North Africa.
5
1 1 1
xx
2 22
44
2 22
44
22
4 7 32AT
AXIS REINFORCEMENTS:
2NZ
xx
xx
1 1
5 4IN Pol
T
5 5
6 6
3 3 3
(8 units) 3 4IN 3 T
3 The Axis has better supply but its strength
1 1
5 4 Pol 8
position deteriorates seriously in time.
4
3 3
1 1
5 xx Pol
2 4IN
Malta Group: Axis "M" units are
T
22 6
SG 7
2NZ
2NZ
xx
xx
2 T
arrive during any Buildup, but Axis 3 2
3 T depleted Axis force is counter-balanced by
Resupply immediately drops to 2 ALLIED RESUPPLY: 3 Cards/Month 3 3 3 T
the time factor, Allied rebuilding, and the
5
3 2
3 T
Copyright © 1984-2004 Columbia Games Inc. 25 Version 1.02
12
4 4
4 8
4
3
2 xx 2 tm
Grant 1AT 1 22
18.7 GAZALA
4
2 8
2 10
3 ALLIED INITIAL SUPPLY: 12 Cards
12
4 4
4 8
4
Start: May 1942 (Month 14)
13
23
ALLIED RESUPPLY: 3 Cards/Month
1
xx xx
Length: 2 months
1
Matilda B 1SA 1 201G
Grant
2
1AT
xx
1
2
22
ALLIED REINFORCEMENTS: None
4 End: Jun.
4 1942S (Month
2 15) 2
312 S
24 10
28
8
5
11
12
SPECIAL SCENARIO RULES
3
AXIS STARTING FORCES:
xx xx 1 xx xx
21
21
15
3 4IN 7m 4IN 3m 1 SG
xx
xx
S
2 xx 2
xx xx
on or west of
1
Free deployment Matilda Grant
B 1SA 11AT 1
201G 22
3
2 5
2 4 6
4 S
48 6
310 special PreGame Buildup, with
115
the
4 line: Gazala-
4 Segnali
S
2Rotunda- 2 4
3 2S 2 2 10 2 3
8
5
32
31
21
Tengeder- Trigh el Abd- trail
2
dice are rolled). The Allied player
6
xx xx xx 2 xx 14 xx
15 southwest
90 to Agedabia (24 units):
2 2 1
15
xx
goes first. These BPs may be spent
xx xx 1 xx xx
1
Matilda 4INB 1SA 1 SG 201G
155 21
21
15
3 4IN 7m 3m 1
xx
xx
S
4 11
4 11
4S 8
3 8
3S S
310 on Replacements, Redeployments,
2 45 2 4 4 2 2
3 26 3 2
8
5
3 6
4 S
4
115
22
23
23
22
6
1
6
1
xx
90
xx
90
xx 1 xx 1 4 xx 1 usual. Other Buildups in the game
90
xx xx xx
14
xx xx 1
4IN 2
xx xx xx
proceed normally.
21
21
15
3
2 2 4IN16
1 1
707m 3m SG
xx
3 xx
15 90
15
S
5
43 7
45 3
4 2
36 10
3S 12
36
4 2 11 4 2 11 4 4 48 4S 3
115
8
3 3 3
155
22
22
22
22
22
22
6
2
Gazala
6
xx xx xx 1 xx 1 1
90 xx 361 90 xx 200 88mm A 4IN xx 11 5IN2 xx 29 6#14 xx A
This scenario begins with the stage set
2 2 1
70 4
xx xx xx xx xx
15 90
15
1 1 1
9033 580 1SA 3 2SA5 7016 1SA23 1
xx
90
B 90
3
3
2 211 211 6
38 T
2 for perhaps Rommel’s most remarkable
104
4 47 4 43 4 4 3 10 38 3 12 3S 3
4155
5 2
3 comeback victory of the campaign. His
4
22
12
88mm
50mm
2
2
2
1
2#
11
xx Tob
xx xx 4 strong Allied perimeter based on minefield
5
xx xx xx 1 1 xx 1
xx xx
90 90
90
sv288 346
1 1SA11
1 2SA29
1 70 A
5IN 3 6# 6 23
xx
35 11
37 33 boxes, quickly thrown together by the
2 4 2 4 2 4 6
3
2
3T 2
10
3 12
3 British by transplanting mines from the old
B
104
44
44
2
4
1 xx 1 1
Ari
Tri
88mm
50mm
Lit
xx
xx
xx xx
7
xx 1 xx 1 1
90 361 90 200 88mm A
1 4IN 11 5IN 29 6# A
2# Tob
counteroffensive, Rommel struck first
5
3 3 3
3 2 11 3 2 3 2 6
3 T
2 with the trusty ‘right hook’ plan. The
4B
104
44
22
22
44
22
1
Ari Pav
Bre
88mm
50mm
Tri Tre
1 1 1
defeated British mobile forces at Retma,
xx
xx
xx
S
1
12# 1 1
1 xx 1 1
10
4 7 32AT
11
Tob
xx
1
Lit
but the minefield boxes of the Gazala Line
xx
xx
5
7
S
xx
2 111 1
3 3 3 3 and especially Koenig’s stolid Free French
2
3 3
43
12
42
42
4 8
2
Tre Ita
xx
xx
xx
S
xx
S xx 7
1 1 1
Ari
2 1 1
Tri
1 1 1 14
6
Lit
xx
2NZ
2NZ
xx
xx
xx
xx
7
S
1 1 1
10
4 7 32AT
xx
1
22
22
xx
2 1 1
routed the British, and took Tobruk. The
2
xx 3 3
4
10IN 161m
3
3 3 4
38 British missed a great opportunity here.
Pav
Bre
Tre
2 2NZ
1 1 1
1 1 1
Sab
Bol
SG 7 22G 7
7 xx
S xx
xx
Ita
xx
S
S
xx
xx
xx
S
1 1 1
xx xx
10xx
4 7 32AT
14
2 1 1
xx
1
6
2NZ
2NZ
xx
xx
2 1 1
2
41
22
22
2
2
4
3 3 3
3
3T 3T
6
xx
3 3 34 8
10IN 161m
2
Sab
Bol
1 1 2
4
14
5 4IN Pol
Ita
xx
xx
xx
S
S
7
xx
1 2 1 1
14
6
1 1
2NZ
2NZ
xx
xx
6
SG 7 22G 7
2NZ
22 xx
22
xx xx
1
4
4
T T
14
4 14
4 4
14
6
1 1 1 1 14 2 1
6
SG 7 22G 7
2NZ
5 Pol
AXIS REINFORCEMENTS: None
4IN
xx
21
31
21
xx xx xx
2
–––––––––––––––––––– xx xx 9
2 2 2
B FF 2 5IN 10
3 32 3 3T xx T
3 T
8IN 18
ALLIED STARTING FORCES:
6
14
4
4 1 14 4 1 14 414 2
5 4IN Pol
14
Free deployment on or east of
11
33
xx
1
1
xx 2 21
10IN 25
Hacheim- Retma- Bir Guba- the trail 2
B
3 xx
FF
22
2
3 xx
5IN
2T xx
9
8IN10 18
to Jarabub Oasis (20 units): 14
414
4 14
4 14
4
1
3
1
3
1
xx 2 21
2 xx 2 xx 2 9
Copyright © 1984-2004 Columbia Games Inc. 10IN 25 B
26 FF 2 5IN 10
Version 1.02
14
4
1
3
Rommel in the desert tm
22
4
Start: Jun. 1942 (Month 15) Free deployment in Egypt (16 units): Beginning one month after Gazala,
2
Rommel has decimated the British army
Length: 6 months
24NZ
1 1
3 2 3 and captured Tobruk with its immense
22
74
xx
xx
xx
1
8
6
End: Nov. 1942 (Month 20) supplies. In the process the Afrika Korps
4 4 S
2 3 3 14
2
44 4
2 22
34 3
1 21
2 12
5
6
8
5
Time: 2-3 hours has also taken heavy losses from which it
3 2 3
2NZ
22
4
1 1
6
2
will never completely recover.
xx
xx
xx
1
7
8
6
AXIS STARTING FORCES
4
25NZ
26NZ
xx 1 1 xx
4 4 21 2
S
3 3 14
2161m Rommel has convinced Axis High
21
10IN
15
3
xx
xx
xx
xx
8
5
S
2NZ
1 1
Command to abandon the assault on Malta
xx
xx
2xx
1
7
3
2 4 2 14
4 S
4 3
6
66 6
2 22
2 32
2 32
1 21
4 1 48
4 1 44
5
346
115
2NZ
2NZ
xx xx
6
8
5
1 1
4
4
21
21 10IN
15
xx
xx
xx
S
6
14
6
21
15SA
xx xx xx
Egypt. His forces were to prove slightly
2 2 1
315
2 4 2 14
10IN 4 S70
4 3
15
90
33 25 16
11
2
xx
xx
xx
346
15 361xx 115
3
6
inadequate to the task but it was “a close
2NZ
2NZ
xx 1 1 xx
sv28821
21 1410IN
15
3 161m
xx
1xx
3xx
2 2 2 2 2 2
S
4 4 411 4 4 4
3 13
3 13
2 12
6 4 65
1 3 16
1 3 16
90 200
1SA
xx xx xx
5
2
346
115
2 2 1
increasing Axis supply problems while the
4
15 33 25 70 16
11
xx
xx
xx
3
6
British could rebuild rapidly so near their
2
4
11SA
13SA
xx
2 2 2 2 2 14
8IN 2
90
90
90
18
11
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xx
xx
xx
xx
Asv288
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90 200
5
8
21 14 base and hold at El Alamein.
1SA
xx xx 2 xx 2 1
15 33 10IN 25 70 16
xx
xx
Axx
2 2 2 2 2 2
4 4 411 4 4 4
33 3
1 11
33 3
1 11
1 11
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1SA 23
1SA 29
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3
sv288
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200
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8IN
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50mm90
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88mm
88mm
5IN
2 2 2 2 2 2
70
6A#
10
12
11
23
29
xx
xx
A
S
3
1SA
1SA
xx
8IN
10490
90
90
18
xx
88mm xx
xx
xx
2 3 2 4 xx
14
1 31
1
4 4 411 4 4 45
4 3 47
3 1 36
38
88mm
50mm
2 2 2 2 2 2
23
29
A
A
5IN
2
70
6#
10
12
11
xx
xx
S
3
1
1 2
Ari
2 3 2 4
Lit
14 B
11
xx
xx
88mm
88mm
50mm
104
S
7
5IN
70
6#
10
12
xx
xx
3 3 3
1S
2 22
1 21
3
4 4 43
4 2 411 3 4 35
2 3 2 14
4
104
1 2
Ari
Lit
2
B
11
xx
xx
S
7
3
Pav
Bre
1 1 1
3 3 3
Tri
xx
xx
xx
S
S
7
Lit
xx
xx
3 2 1
4 3 4S
2 22
2 12
2
4 4 47
3 3 3 2 1 1
10
4
Pav
Bre
xx
1
1 1 1
Tri
xx
xx
xx
S
S
7
4
Sab 2
Bol
Tre
1
3 2 1
xx
xx
xx
Grant
S
1AT
Pav
Bre
3 3
2 1 1
1 1 1
Tri
10
4
12
xx
12
xx
xx
xx
1
3S
2S
2
1
4 2 47
3 2 1 1 1 1
2 2 212 4 2 4
22 2
22 2
SG 7
SG
Sab
Bol
Tre
1 xx
xx
xx
xx
1SA Grant
S
2 1 1
10
4
1AT
xx
3 3
1
2
12
1
Ita
xx
S
4
Sab
3
Bol
Tre
1 1 1
1 SG T7
10
SG
xx
xx
1
xx
xx
xx
Grant
8
2S
xx
1AT
3 3
1 1 1
2xx
1
22 2
2 2 210 2 2 2
14
14
5 4IN
FF
5IN
xx
Ita
xx
xx
S
1 1 1
1SA
3 SG 7
SG
4
4
2
10
xx
xx
T
1
xx
8
3 3 3
1 1 1
10
Ita
14
14
5 24IN
FF
5IN
xx
xx
xx
9
S
xx
1SA
3
xx
xx
T
1
1 1 1
4
22 2
4
2 2 28
11 4IN Pol 2#
xx
14
5 4IN
FF
5IN9
xx
xx
3 3 3
10
2
xx
2
3 3 3
1 1 1
11 24IN Pol T 62#
xx
AXIS REINFORCEMENTS:
3 3 3
10
2
2
9
2
3
S
3
T
3
in Ft. Capuzzo and three units in Sidi xx 2 xx 2
3
Pav Bre
2
Omar. The Allies have one unit in xx
Tre
2
xx 1
7 SG
Sollum, two units in Buq Buq and one S
3
C
S
3 2
2
4 S
2
D
S
1
2
1
xx 1
movement diagrams are shown with Bol xx
Sav
1 xx
Ita
xx
7
2
7
xx
4IN 3m
1
17
3
GAME MONTH 1:
1
xx
7
2
xx
S
7 7
4IN
xx
single Hexside) and the third unit joins
xx xx xx
2
3
1
the Sidi Omar group. 4 2 4 1
3m
group (only one unit in this case) using
2 S 2
1
(Defensive Fire). The armored unit gets
The move is a legal Withdrawal Move
xx 2 xx 2 xx 2 4
Bre Pav Bre
S
xx
xx 2
Tre
(for Disengaging) and must take 4 S xx
7
2
7
2
1
3
1
Sav
2
Ita Bre
xx
S
17
3 7
2
("D" in the diagram). There are no xx
7
1
2
3
xx
1
xx
3
2
Tre
4 xx 2
the Allied player makes a Regroup
C
7
3
S
7 T
S
3 S
2 S
4 S
2
2
Move to the hex east of Sidi Barrani. xx
4
2
2
1
1
1
3
1
7 SG
1
The Command Point is at Buq Buq xx
Sav
1 xx
Ita
xx
Bre
2 xx
4IN 3m xx
7
(the ridge does not interfere with S
3
the Command point). This is a legal
2
Withdrawal Move, since all units xx
Bol
1
1
toward their Base and the Supply
2
xx
Sab
2
4 1
3m
S
4
1
2
1
Pav
xx
xx
4IN
2
xx 7 7
xx
2
S
3
Tre
4 S
T
3
2
S
3
S
4
xx
7
1
SG
D
2
4
2
1
xx 1
Sav
xx
1
2
Bre
7
2 xx
7
1
xx
S
2 Sab 17
3
S
3
1
xx xx 1
Ita Fas xx 1
Bol
After Buildup
S
4
2
4 2
3 T
3
1
2
1
xx
2
2
Tre
xx 2 xx 1
7 7 4IN 11 xx 1
7 SG
S
3
4
2 2
3
S
4 S
2
1
2
2
1
xx xx 1
xx 2 xx 1 7 4IN 5 xx
Bre Sav
4IN 3m
S
4
7
2
1
S
2
1
xx 2
Pav
xx
1
Sab
xx
17
3 S
3
Ita
2
xx 1 xx 1
Fas Bol
Maintaining this pressure will While some military units Unit Substitution
force your opponent to react to have continued to function after
Game Unit Period Historical Unit
pressing short-term threats with sustaining over 80% casualties,
4 Ind/5 Mar-Jun ‘40 6 Aus/15
increasingly inefficient responses, others have surrendered or
unable to pursue his own objectives disintegrated before suffering 4 Ind/11 Mar-Jun ‘40 6 Aus/17
or prepare for your next move. 10% losses. Such units must be 4 Ind/7 Mot Mar-Jun ‘40 6 Aus/19
Concentration of force is considered to have been reduced to 4 Ind/7 Mot Feb ‘42- 5 Ind/10
highly desirable for striking power, ZERO combat value, even though
4 Ind/3 Mot Apr ‘42- 10 Ind/25*
moderated of course by defensive their manpower and equipment may
be virtually intact. 4 Ind/5 May ‘41- 1 SA/5*
and supply needs. When planning
moves, the future implications of Even a cohesive formation of 70/23 Jan-Jun ‘41 9 Aus /24
dispersion should be considered. It tough and determined soldiers may 70/23 Dec ‘41- 50/150
is advisable (but not always possible) have limited combat value due 70/14+16 Jan-Jul ‘41 9 Aus /26
to maintain some concentration of to poor communications, faulty
70/14+16 Dec ‘41- 50/151*
force for immediate use. Apart from doctrine, inadequate weaponry,
the obvious movement and combat insufficient mobility, or bad 7 Aus/18 Jun ‘41- 2 SA/6*
advantages of concentration, it takes leadership. 9 Aus/20 Jul-Dec ‘41 70/16 *
time to regroup a dispersed army, Certain 'technological' armor 9 Aus /20 Jan ‘42- 50/69
and in the meantime, pressure on and anti-tank units have been Pol Oct ‘41-Jan ‘42 1 FF
your opponent is relaxed. included in the game to reflect
Pol Jan ‘42- (2 FF)
the sudden leaps in effectiveness
achieved by existing forces with the 7/7 Tk Nov ‘41- (CRUS)
21.0 DESIGN NOTES introduction of new and superior 2 NZ/4 Dec ‘41-Jan ‘42 161 Ind Mot
Rommel in the Desert includes weaponry. 2 NZ/5 Dec ‘41-Jan’42 5 Ind/9
the all-important psychological The Allied Order of Battle has
factors of strategy, so crucial in the 2 NZ/6 Dec ‘41-Jan’42 5 Ind/10*
been modified to eliminate the
historical campaign and so often 22 Gd Jun ‘42- 44/133*
historical "comings and goings"
overlooked in most wargames. of units in the game. The correct * Co-identified units
Factors like surprise and deception, number and type of brigades ( ) Units not identified in game
bluff and nerve are not merely good is preserved, but the historical
gaming features, but ultimately designations (which are for interest
necessary to explain what only) of units in play may at times
happened in the Western Desert. be incorrect, with one historical
This game also reflects unit substituting for another.
command problems more This eliminates the unproductive
realistically by forcing the necessity shuffling of units in and out of the
for compromise under organizational game.
and time constraints. For example, in many cases a
THE UNITS historical unit left the campaign at
It should be understood that the a certain point and was replaced
CV assigned to units in the game by a similar unit. In this game
is meant to represent just that, the original unit remains in play,
their Combat Value. Numbers of representing the unit that replaced
men, and quality and quantities of it in the Allied OB. Note that units
equipment do not begin to tell the arrive in the game on the basis of
whole story about the effectiveness their historical appearance at the
of a military formation in battle. front, as the Allies tended to keep
Such factors as leadership, training new units in rear areas for months
and morale have as much or more of training and acclimatization.
impact on "combat value" than mere See the table in the next column
numbers. for details.
MOVEMENT The combat system yields a wide A small but well-supplied army
Group movement is a simple variety of results, in which no level of is more than a match for a stronger
and effective mechanism to reward superiority can guarantee success. In but poorly-supplied one. The secrecy
foresight and planning in the battle, things rarely go as expected. of supply levels provides magnificent
concentration and organization Real commanders cannot assume that opportunities for deception and nerve.
of forces. Commanders could not what should happen will, or that what Bluff can sometimes carry the battle
ALWAYS execute perfect maneuvers shouldn't happen won't. They don't on shoestring supply, especially against
involving far-flung forces. To say that have the security of knowing the true a rattled or demoralized opponent, but
the movement limitations imposed by "combat value" of their troops, or of the threat must be credible.
the system are unrealistic in the era of consulting a "combat results table". VICTORY CONDITIONS
modern communications is to miss the In Rommel in the Desert players are The victory conditions involve
point. The opponent’s communications subject to the same lack of certainty. both attrition and position. Their
are just as fast; he can react before a BATTLES relative values are rated by VPs.
commander can move all his forces Extended engagements require
and that is precisely the effect of the Awarding a decisive victory
players to manage battles, rather for having a 2:1 advantage in units
group movement system. than simply initiating them and then remaining at the games' end is a
By limiting the amount that can accepting a given result on a single die recognition of the inevitability of a
be done at one time, group movement roll. As battles develop, the questions strategic win with this superiority of
also emphasizes the "use of time" (or of when to retreat, when to hold, and strength, given more time and supply.
tempo), the idea being to cause the when and where to commit reserves The lesser victory conditions center
opponent problems which will occupy fall upon the commander. around Tobruk. Although this fortress
his time while you are causing further The retreat rules are designed to had some military value, the essential
problems. Rommel's natural instinct reflect the difficulties of extricating benefit in holding Tobruk was its
for this technique was most effective engaged forces in a mobile status as the best defensible port in a
in an environment like the desert, environment and to emphasize the region where everything from fuel to
where events develop quickly, and importance of reserves. A player food to ammunition, and even water
was a key element of his success. The without unpinned reserves in this had to be imported. For this reason
ability to shift gears with high-powered game is militarily bankrupt, powerless the victory conditions recognize no
but expensive multiple-move turn to react to the moves of his opponent. value for possession of Tobruk if the
options allows further opportunities to port is besieged and hence not fully
upset enemy expectations. SUPPLY
active.
Supply lines in the game are
COMBAT critical. Players who ignore this will
The combat system in the game find themselves with an army of
is also unique. Unlike most combat disrupted units that will melt before an
systems, it favors the defender only enemy advance.
slightly, as did desert warfare. The
desert provided little in the way of The chaining of units along tracks
physical or visual cover, mobility was and trails reflects the problems of
basically unrestricted, unit density lengthy supply lines through difficult
was very low, and the inland flank terrain and the need for more and
was always hanging. North Africa was more support units at the expense of
in fact the perfect environment for a combat units.
counterattacking "mobile defense"; The supply cards represent not
fixed infantry defenses were basically only supplies, but also control time
useless unless extensively fortified. and the turn options. The variable
Realistic combined arms effects length of months and the choices
are integral to the combat system. The of turn options reflect the "stop-go"
mathematics of combat may seem nature of the campaign and allow
simple but in fact they produce two directed supply effort. The Basic Turn
sophisticated effects: a skewed bell is the most efficient use of supply
curve for expected attrition; and the (there are diminishing returns on
"acceleration effect" of fire superiority, higher options) but well-executed use
where firepower differentials tend to of the high-powered options will upset
widen in time. your opponent's best laid plans.
INDEX
Active Battles.................... 8.6 Hexside Limits................... 7.1 Strategy Notes..................20.0
Active Player..................... 3.4 Highway Supply...............12.3 Supply..............................12.0
Applying Losses................. 9.5 Initial Supply Check..........12.7 Supply Checks..................12.7
Assault Turn...................... 4.3 Initiative............................ 3.3 Supply Chains...................12.4
Attacker............................. 8.3 Minefields.........................14.0 Supply into Battles...........12.5
Attacks.............................. 8.2 Month............................... 3.1 Supply Lines.....................12.2
Attrition Victory...............17.4 Movement........................ 5.0. Supply Network................12.6
Base..............................................1.6 Nationality........................ 2.1 Supply Source...................12.0
Basic Turn......................... 4.1 Oasis................................15.0 Targeting........................... 9.3
Battle................................ 8.0 Oasis Supply.....................15.1 Terrain.............................. 1.4
Battle Array....................... 8.5 Offensive Turn................... 4.2 Turn Option....................... 4.0
Battle Hexsides.................. 8.1 Overrun............................11.4 Unit Type and Class.......... 2.2
Besieged...........................13.5 Passive Player.................... 3.4 Unsupplied.......................12.1
Blitz Turn.......................... 4.4 Partial Retreat..................10.4 Victory Conditions............17.0
BPs / Buildup Points.........16.3 Pass Turn.......................... 4.5 Withdrawal Move.............. 5.3
Buildup.............................16.0 Player Turn....................... 3.4
Buildup Supply Check.......12.7 Port Capacity....................13.3
Combat.............................. 9.0 Positional Victory.............17.3
Combat Rounds................. 9.1 Probe Combat.................10.41
Command Point................. 5.2 Pursuit Fire.......................10.5
CV / Combat Value............ 2.3 Raider..............................12.5
Decisive Victory...............17.2 Rearguard.........................10.4
Defender............................ 8.3 Redeployment.................16.51
Designer's Notes...............21.0 Refusing Battle.......... 8.4, 10.2
Disengagement.................. 7.2 Regroup Move................... 5.2
Disruption........................11.0 Reinforcements.................16.4
Disruption Recovery.........11.2 Replacements.................16.54
Double Defense.................9.52 Resupply..........................16.6
Double Dice......................9.21 Retreat.............................10.0
Double Fire........................ 9.4 Retreat Routes..................10.1
Elite Unit........................... 2.4 Return for Refit...............16.52
Final Supply Check...........12.7 Roads................................ 1.5
Firing Units....................... 9.2 Road Bonuses.................... 6.2
Firepower.......................... 9.4 Rommel Bonus.................. 6.3
Forced March.................... 6.4 Rout.................................11.3
Fortresses.........................13.0 Sea Redeployment..........16.53
Fortress Capture...............13.4 Sequence of Play............... 3.0
Fortress Supply.................13.3 Shielding Units...............11.11
Full Retreat.......................10.3 Speed................................ 6.1
Group................................ 5.0 Stacking............................ 1.3
Group Move....................... 5.1 Step................................... 2.3
Hex Control....................... 1.2 Strategic Victory...............17.1
= BPs Available
– Replacements
– Redeployments
OPPONENT
MINEFIELDS #1 #2 #3
= BPs Available
– Replacements
– Redeployments
YOUR
MINEFIELDS #1 #2 #3
PLAYER-TURN SEQUENCE DF SF SF TF
Initial Supply Check
Determine Unit Supply
SF* DF* DF * SF*
Disruption Recovery
Turn Option Selection
Supply Commitment (hidden)
Movement
Group/Regroup Move(s) [R*]
Retreats (Full and Partial) SF REQUIRED TARGET HITS
Probe Combat (if Partial) SF: 6
Pursuit Fire (Retreating units)
Move/ Disrupt Retreating Units [R*] * MUST FIRE FIRST DF: 5,6
Forced Marches TF: 4,5,6
Refuse Battle (Passive Player)
Pursuit Fire TF ONLY IF UNSUPPORTED
Withdrawal [R*]
Combat (not Pass Turn)
Active Battles
Defensive Fire [R*]
Offensive Fire [R*]
Blitz Movement (Blitz Turn)
(as Movement) BP Costs Per CV Turn Options
Blitz Combat (Blitz Turn) Armor & Recon 3 BASIC MC
(as Combat) Anti-Tank (all) 3 OFFENSIVE MMC
Final Supply Check
Artillery (all) 3 ASSAULT MC*
Disrupt Unsupplied units [R*]
Supply Cards Revealed Mech & Motor Infantry 2 BLITZ MC + MC
Leg Infantry & Para 1 No Cost PASS (W)
[R*] ROUT POSSIBLE (Interrupts Play) M = Move Phase C = Combat Phase
Elite Units cost double to increase one step
Rout Attrition
Minefields 15 * Any/All battles can be Assaults.
Pursuit Fire
(W) = 1 optional withdrawal move
Withdrawal Move Extra Supply Card 10
Continue Play