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ROMMEL IN

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

INTRODUCTION Unit type (armor, recon, etc.) is Rulebook Conventions


shown by its central symbol. A unit’s This rulebook is formatted so that the
Rommel in the Desert is a game sidebar (this column) contains definitions,
type determines its firepower and
of strategy for two players based on examples, suggestions, and historical
movement rate.
the North African Campaign of World commentary to help you understand and
War II. One player commands the The large numbers surrounding enjoy this game.
Allied (British and Commonwealth) the unit symbol show unit strength, Terms specifically defined for gameplay
forces, and the other commands the called Combat Value ("CV"). A unit’s purposes are Capitalized and are defined
Axis (German and Italian) forces. current strength is the number along where shown in italics. Bold text is
the top edge when standing upright. generally used for emphasis.
Game Scenarios provided include:
the 1941 and 1942 Campaigns, the Units generally begin a Scenario at The Arena
1940 "Italian" Campaign, and several their maximum CV level, but can be The map depicts an area of North Africa
shorter scenarios. The 1941 and 1942 reduced by combat and also rebuilt. stretching some five hundred miles
campaigns can also be combined into A unit reduced below its lowest CV is from Alexandria to El Agheila. This
permanently eliminated from play. region is primarily a rocky and barren
the full “campaign game”.
plateau (roughly 300-500' high) which
The game is played in alternating SUPPLY CARDS drops sharply to sea-level in a series of
Player Turns, with monthly Buildup Players start a game with a given rugged escarpments near the coastline.
interludes (for Reinforcements, number of Supply Cards and receive The narrow coastal shelf contains most
Resupply, etc.). additional cards every month. Two- settlements and roads, notably the towns
of Benghazi, Tobruk, and Bardia. There is
The object of the game is to hold thirds of the cards provided are "real"
a hilly, wooded, cultivable area between
Tobruk and its environs, or preserve Supply Cards; 1/3rd are "dummy" Benghazi and Derna (Jebel el Akhdar)
a superior army if this area remains Supply Cards. Real Supply Cards are with peaks up to 2500'. Southward lies
contested. Capturing the enemy Base expended to "buy" various defined a desert wasteland, largely waterless
wins the game immediately. combinations of movement and except for the oases of Jalo, Jarabub, and
combat, called Turn Options. Dummies Siwa. The eastern desert boundary is the
THE MAPBOARD have no value beyond creating doubt. Qattara Depression, a below sea-level
The mapboard depicts the area of salt marsh impassable to modern vehicles
Libya and Egypt where the historical SEQUENCE OF PLAY and armies; the narrow gap between the
campaign was mainly fought. The map A Month of play consists of depression and the sea at El Alamein is
is divided into hexagons, or "hexes", to Buildup, Initiative, and a variable the sole gateway east to Alexandria, Cairo,
number of alternating Player-Turns. and the Suez Canal. Within this isolated,
determine position and movement.
but well defined arena, the dramatic desert
Except at Gaps, Ridges and During Buildup, players strengthen campaign was fought.
Marshes are impassable. Mountain and rearrange existing units and
Hexsides are passable only on roads. receive new units and Supply Cards.
Fortress symbols have numbers inside Interpreting the map
Then players take alternating
Borders and terrain features are meant
showing their Port Capacities. Player-Turns, the Axis player generally to follow hexsides though they are drawn
going first. The Active Player secretly with some artistic license.
THE UNITS selects a Turn Option by playing some
Wooden block units represent
Supply Cards face down (and dummy
Allied brigades, German regiments/
Supply can be included for bluffing
battalions, and Italian divisions, plus
reasons). He then executes one or
some composite support units.
more Movement and Combat phases
A die-cut, adhesive label showing as that Turn Option allows. Players
the unit’s type and strength must be may elect to Pass on their turn in order
attached to each block. Put dark green to conserve Supply.
(German) and light green (Italians)
The number of Player-Turns in a
labels on the black blocks, and the tan
Month is variable: play continues as
labels (Allies) on the red blocks.
long as players continue to expend
Units in play normally stand Supply Cards. When both players Pass
upright, with labels facing the owning consecutively, that Month of play
player. This provides simple yet ends, and a new Month begins.
elegant “fog of war” in that players
cannot see the type or strength of
opposing units.

Copyright © 1984-2004 Columbia Games Inc. 3 Version 1.02


rommel in the desert tm

1.0 THE MAP 1.5 ROADS Hexside Control


Three ‘grades’ of Road are shown Control of Hexsides in battle hexes can also
The Axis player sits on the South be important to play (e.g., re-establishing
edge of the map while the Allied on the map: highway, tracks, and trails.
supply lines into battles and allowable
player sits on the North edge. Units can move faster along Roads movement routes out of them).
(regardless of terrain), Highway is See 8.1 for details.
1.1 HEXES fastest, then tracks, and finally trails.
The mapboard is divided into Supply Lines (12.2) are also more
hexagons or hexes to determine unit easily formed along Roads.
location and movement. A Hexside is
the boundary between two hexes. 1.6 BASES TERRAIN TYPES
Hexes can be identified by the Each player has one Base. The Axis
towns or fortresses they contain, or by Base is El Agheila near the western MOUNTAIN
a direction and distance from one (see map edge. Alexandria, the Allied Base Passable only
along roads.
the compass rose printed on the map). is located at the eastern map edge.
Hexside Limit: 1
For example, "Msus E1" is one hex New units (Reinforcements) arrive
east of Msus. in Base, and damaged units can be
rebuilt there. Bases are the main RIDGE
1.2 HEX CONTROL Supply Source for each side and are Impassable
• Friendly hexes are hexes solely ports for Sea Redeployment.
occupied by friendly units.
Players must be careful to protect
(
• Enemy hexes are hexes solely their Bases, as losing them to the
( GAP/PASS
occupied by enemy units. enemy results in immediate defeat. Hexside Limit: 1
• Empty hexes are unoccupied.
• Battle hexes are hexes occupied by 1.7 Fortresses
units of both sides. Benghazi, Tobruk, and Bardia
are Fortresses. Fortresses provide a MARSH
Battle hexes are controlled by the Impassable
considerable combat advantage to
side that occupied the hex when the defending units, and can serve as a
battle began (the defender). Supply Source for a limited number of CLEAR
1.3 STACKING units isolated from their Base. Hexside Limit: 2

Stacking refers to the number Fortresses also act as ports: the


of units that are allowed to occupy number shown is its Port Capacity,
one hex. In Rommel in the Desert, any which governs its Sea Redeployment
number of units may occupy a hex. and independent Supply capabilities.
BASE
Capturing an enemy Fortress gains
1.4 TERRAIN a player additional ‘bonus’ Supply
Terrain applies to Hexsides, not
Cards in the next Buildup.
hexes. The terrain of a hex itself has
See 13.0 for details. 2 FORTRESS
no effect on play, and is shown only to
help define Hexside terrain. 1.8 OASES
Rough terrain Hexsides are Jalo, Siwa, and Jarabub are Oases.
impassable, unless a Gap is shown An Oasis can automatically Supply OASIS
and/or a road passes through the one unit in that hex (no external
Hexside. In these cases entry into Supply Line is necessary).
battles is constricted (see 7.1). Rough Note the hex distortion near Siwa TOWN
terrain on the map includes: and Jalo so that these oases can be
• Mountains (Jebel el Akhdar), represented on the map. The distorted
• Ridges, and hexes are played as normal hexes. HIGHWAY
• [salt] Marshes.
All other Hexsides are Clear TRACK
terrain. Only the land portion of
coastal hexes is playable.
TRAIL

Copyright © 1984-2004 Columbia Games Inc. 4 Version 1.02


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

Self Propelled Artillery


5
6 2.1 NATIONALITY
11
4S 2 7 45 6 M
611 4 11 Mechanized
7 4 4
Infantry
17
Infantry mounted
M
in armored
4 6 18
2 11
Artillery4
47 17
4tank
mounted in
18
2
German units are black blocks with personnel carriers (APCs), chassis with excellent cross-
4

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.

2.4 Elite Units


Recon 4 Recon

All German units (not Italians) and


some Allied tank units (center symbol Mechanized 3 armor MECH. INF. MOB. A/T Self Prop. ARTY
filled-in) are elite, having two CV per step
instead of one. Motorized 2 MOT. INF. MOT. A/T
Two hits are necessary to reduce an
elite unit by a step (see 9.5).
Unmotorized 1 infantry para artillery

Copyright © 1984-2004 Columbia Games Inc. 5 Version 1.02


rommel in the desert tm

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.

Copyright © 1984-2004 Columbia Games Inc. 6 Version 1.02


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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

Copyright © 1984-2004 Columbia Games Inc. 7 Version 1.02


Rommel in the desert tm

5.0 GROUP MOVEMENT 5.2 THE REGROUP MOVE Regroup Moves


In a Regroup Move, any or all The distance a unit can move is measured
A Group consists of all friendly from its original location, not from the
units occupying a hex. There is no units in or adjacent to a designated
Command Point.
limit to Group size: any number of Command Point hex (regardless of
intervening terrain) may move to a Regrouping Forced Marches
units may occupy a single hex.
common destination hex, uniting into a Units may attempt a Forced March (6.4)
All movement during Player Turns new Group. to the destination hex of a Regroup Move,
is made in terms of Group Movement. but if unsuccessful they are Disrupted at
A Move involves the movement of The Command Point may be a their original location.
one specific Group (either dispersing friendly, empty, or battle hex, but not
an existing group or concentrating an enemy hex. The destination hex
forces into a new one). Depending on can be Friendly, Enemy, Empty or
the Turn Option (4.0) selected, players Battle (thus, Regroup Moves can be
make 1 or 2 Moves per Player Turn. used to Attack as well as Retreat).
There are two types of Move: To make a Regroup Move, the
Group Moves and Regroup Moves. Active Player indicates the Command
Point and the destination hex, then
When moving Groups, rules for moves regrouping units individually.
individual unit movement (6.0) must
also be observed. There is a limit to Again, the movement speeds of
the number of units that can enter a individual units must be observed.
battle hex via a single Hexside (7.1), Units unable to reach the destination
but no Hexside Limit otherwise. hex of a Regroup may not move at
all.
5.1 THE GROUP MOVE
In a Group Move, any or all units
from one hex may be moved to one
or more destination hexes. Units that
begin their movement together are not
required to remain as a Group, and
may disperse to separate locations.
To make a Group Move, the Active
Player indicates the desired group and
then moves units individually to one
or more hexes of his choice, observing
the movement speed of each unit.

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.

Copyright © 1984-2004 Columbia Games Inc. 8 Version 1.02


Rommel in the desert tm

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.

Copyright © 1984-2004 Columbia Games Inc. 9 Version 1.02


Rommel in the desert tm

6.0 UNIT MOVEMENT 7.0 ENGAGEMENT UNIT SPEED


The number of hexes an individual Entering a hex containing enemy
unit can move is its movement speed. units is Engaging. Recon
4
Units can move freely through Entering a hex containing only
friendly or empty hexes, but must enemy units is Attacking (as well as armor mob. A/T
STOP upon Engaging (i.e., entering a Engaging). See 8.2. 3
hex containing enemy units). MECH. INF. Self Prop. ARTY
Units can never move more than 7.1 HEXSIDE LIMITS
once per Player-Turn (except to Rout). There is a limit to the number of 2
units able to Engage enemy forces MOT. INF. MOT. A/T

6.1 UNIT SPEED across the same Hexside in a single


The basic movement speed of all Movement phase. infantry para artillery
1
units is shown on the UNIT SPEED For Clear terrain Hexsides, the
TABLE (sidebar). A unit may move 1-4 limit is two units per Movement phase Road Bonus Example
hexes (depending on its speed) plus (i.e., six units could enter a battle hex A Recon unit (speed 4) can move up to 8
any applicable movement bonuses. via three clear Hexsides). hexes along the highway, 6 hexes along
For Gap Hexsides and roads tracks, and 5 hexes on trails.
6.2 ROAD BONUSES
Roads include highways, tracks and through mountains, the limit is one unit The unit could move up to 5 hexes along a
trails. Units moving entirely along per Movement phase. combination of tracks and trails.
Roads receive movement bonuses: Remember: Units can only cross Road bonuses do apply in all types
Mountain hexsides where a Road exists of movement (including Retreats and
• Highway +4 hexes Redeployments).
and Ridges/Marshes through a Gap.
• Tracks +2 hexes
• Trails +1 hex During Blitz Movement, Hexside
limits are reset: additional units The Rommel Bonus
To receive a Road Bonus, a unit The Rommel Bonus can only be used by
can Engage via Hexsides already
must start, remain on, and end its an active Axis player during Movement or
traversed.
move on some type of Road. When Blitz Movement (not both).
two types of Road are used, the lesser 7.2 DISENGAGEMENT It cannot be used by a passive Axis player
bonus applies. Units that leave a hex containing for Withdrawal Moves to Refuse Battle or
enemy units are Disengaging (except Rout, or to Redeploy in Buildup.
6.3 ROMMEL BONUS during Buildup, see 16.51). Units can
During every Axis Player-Turn
only Disengage through Friendly
(except in 1940), the Axis player can Regrouping Forced Marches
Hexsides (8.1). Units that Disengage Units may attempt a Forced March to the
designate any one Group or Regroup
are always Disrupted (11.0). Hexside destination hex of a Regroup Move, but
Move as Rommel’s Move. All Axis
limits do not apply when Disengaging. if unsuccessful they are Disrupted at their
units involved in that move receive
Disengaging units are turned original location (units that cannot Regroup
a movement bonus of +1 hex (in to the destination hex cannot move at all).
addition to any applicable road bonus). upright before moving out of a battle
hex and turned face-down (Disrupted)
6.4 FORCED MARCHES after they finish movement. They Forced Marches into Battle
The Active Player may attempt to cannot re-engage this Player Turn. Players cannot attempt to Force March into
Force March units one hex past their When all friendly units Disengage engagements in excess of Hexside Limits
normal maximum range, at the risk of from a hex, it is a Full Retreat (10.3). (anticipating that some units will fail to
Disruption (11.0). arrive).
If some but not all friendly units
After all Moves are complete, the Disengage from a battle hex, it is
Active Player announces all Forced termed a Partial Retreat (10.4). Retreat Forced Marches
March attempts (units and desired Units failing a Forced March when making
destinations), and rolls one die each. 7.3 Revealing units a Retreat lose one step in addition to the
Units engaging into a Battle are usual Disruption that always happens to
On a roll of 4, 5 or 6, the attempt
not revealed until all Movement is Disengaging units.
succeeds, and the unit moves the extra
complete. Once revealed, units remain
hex. On a roll of 1, 2, or 3, the attempt
face-up until they Disengage or until
fails and the unit is Disrupted (in its Retreat vs. Disengagement
the battle ends.
current hex if this was a Group Move Units Disengage; Groups Retreat.
or in its original hex if a Regroup).

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8.0 BATTLES 8.5 BATTLE array Refusing Battle: Disrupted Units


A Battle is a hex containing units of If battle is accepted, mark the in the Group
hex with a Battle Marker of the When a group containing Disrupted units
both sides, where combat can occur.
Defender’s color and move the units Refuses Battle, the Disrupted units are, of
Battles are not necessarily resolved course, unable to Withdraw, being unable
involved to a convenient location.
immediately: they last until one side to move except to Rout.
Small battles may be fought in the hex.
Retreats [10.0] or is eliminated. Battles First, the Undisrupted units suffer Pursuit
can last through several Player Turns, Players then arrange their units Fire and then execute a Withdrawal
sometimes even lasting for Months. in opposing Battle Lines (placing the Group Move. The Disrupted units are
corresponding Battle Marker of the now Unshielded and are therefore Routed,
8.1 BATTLE HEXSIDES Attacker’s color nearby). suffering Rout Attrition and Pursuit Fire
Each Hexside of a battle hex is by (unfired Pursuing units, if any). If they
Players now reveal their units by
termed a Battle Hexside. Control of survive, they can then Withdraw as a
turning them face-up, tipping forward separate group.
Battle Hexsides determines Supply toward the enemy line, so that its
Lines into battles and Disengagement current CV is toward the enemy line.
routes out of them. Refusing Battle: Units in the
A Battle Hexside is friendly to the 8.6 Active Battles Group without a Supply Line
side whose units last engaged across it In a Combat phase, the Active Since units without a Supply Line cannot
(and this takes effect instantly). Player has the option to wage Combat Withdraw, and Partial Retreat is not
in any or all current battles. Battles allowed when Refusing Battle, a mixed
A Hexside that neither side has group of units of which only some have a
selected for Combat are termed Active
crossed is friendly to the Defender (8.3). Supply Line may not Refuse Battle.
Battles.
8.2 ATTACKS Mandatory Combat: In two This situation can arise when a group
Moving units into an enemy hex is composed of units assigned Fortress
cases, combat is mandatory: battles
Supply and other units with no Supply Line
(one containing solely enemy units) is must be fought in that Combat phase: to Base.
termed Attacking. Adding units to an • New Battles: combat is required
existing battle hex is not an Attack. in the first Combat phase of a new
The Passive Player can respond to battle. Battle Arrays
an Attack either by accepting battle The position of units in the line is
• Fortress Battles: the Attacker immaterial (though it helps to group units
or by Refusing Battle (8.4). If battle is (but not the Defender) must wage by arms class).
accepted, combat is mandatory that combat every Combat round when Artillery units can be placed behind the
turn (8.5). engaged in a Fortress hex (except battle line to remind players that they can
Disrupted units that are Attacked during Blitz Combat). only be targeted by enemy artillery (unless
without friendly Undisrupted Shielding Select Active Battles: Before unsupported).
units present are Routed (11.3). Combat begins, the Active Player
8.3 Attacker & DEFENDER must indicate all the Battles in which Fortress Combat in Pass Turns
The player who initiates a battle Combat is to occur by moving those The Original Attacker must have combat
is termed the Attacker in that Battle Battle Lines closer together, and when engaged in a Fortress. Yet no
for as long as it lasts. The other player leaving other Battle Lines more Combat is allowed during a PASS TURN.
is the Defender. This distinction is separated. Therefore, if the Active Player Passes
very important because the Defender Select Assault Battles: During while engaged in a Fortress hex, he must
Assault Turns, selected battles may Retreat his forces from the Fortress hex by
maintains control of battle hexes for
Withdrawal Move. If this is not possible,
Supply purposes. be fought using Assault Combat.
the active player's forces are Routed (see
(Assault Battles). In Assault Battles, 13.2).
8.4 REFUSING BATTLE all units (both Attacker and Defender)
Immediately upon the completion fire Double Dice (9.21).
of all enemy Moves (including Forced
Before Combat begins, the Active
Marches), the Passive Player has the
Player must pre-indicate Assault
option to Refuse Combat and Retreat
Battles by placing one or more friendly
Attacked Groups by Withdrawal Move
units on top of the defending line.
if possible (see 10.2).
The option to Refuse Combat is
not open to Groups already engaged
in Battles when Movement began.

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9.0 COMBAT 9.4 FIREPOWER Unit Fire


The effectiveness of fire depends A unit must fire all its CV simultaneously
Once Active Battles are designated, at a single target class, and cannot switch
they are resolved one by one, in any on the class of unit firing and its target.
targets in a Combat Round, even if all
order chosen by the Active Player. Cross-referencing the firing unit-class
units of the target class are eliminated.
and the target class on the Fire Table
Each Combat phase involves one (see Map) shows fire effectiveness. Unit Fire Example
Combat Round in each Active Battle, in A 6 CV armor unit fires on enemy
which each unit fires once. All firing in • "SF" stands for "single fire" and infantry (no enemy armor present) at fire
one Battle must be completed before scores one hit for every "6" rolled. effectiveness of double fire (DF).
proceeding to the next battle. • "DF" (double fire) scores a hit for A dieroll of 4, 5, 1, 6, 3, 3 scores two hits.
every "5" or "6" rolled.
9.1 COMBAT ROUNDS Double Dice Unit Fire Example
• "TF" (triple fire) scores a hit for A 3 CV Infantry unit defending a Fortress
A Combat Round is executed in every "4", "5", or "6" rolled. rolls 6 dice (3x2) for defensive fire.
each Active Battle as follows:
Firepower remains the same (e.g., SF when
1) The Passive Player fires Defensive 9.5 APPLYING LOSSES targeting enemy infantry).
Fire and losses are applied. For each hit scored by enemy fire, a
unit of the targeted class is reduced by Targeting Artillery
2) The Active Player fires Offensive Artillery can only be targeted by enemy
Fire and losses are applied. 1 CV (owner’s choice of exact unit).
artillery, unless no other class of friendly
Elite Units: All German units and unit is present in the battle (Disrupted
9.2 UNIT FIRE some Allied armor units are elite, with units are ignored for targeting purposes).
In Defensive or Offensive Fire, each 2CV per step. Two hits are necessary Artillery unsupported by any other arms
unit fires once in any desired order, to reduce them by a step. All hits on class is extremely vulnerable. All units
except that artillery must fire first. a given arms class must be applied if except artillery fire on unsupported enemy
To fire a unit, the firing player possible and leftover hits at the end of artillery at Triple Fire.
indicates the unit firing and the class a combat round are wasted. Firepower Example
(armor/infantry/anti-tank/artillery) Within an arms class, the owning If enemy armor is present in a Battle, an
being targeted, and rolls one die per player may allocate hits to individual armor unit must target it at SF.
firing unit CV (3 dice for 3 CV units). units as desired (except hits may only However, when no enemy armor is
Depending on the unit’s Firepower be wasted if there is no alternative). present, the same armor unit can fire on
(9.4) versus the selected target class, As hits are received, the owning enemy infantry at DF.
certain numbers rolled score hits, player provisionally allocates them to Applying “Half Losses”
reducing the CV of enemy units in the units of the target class, only finalizing When all units of a given target class are
target class. this when all enemy fire is complete. elite, leftover “odd” hits at the end of a
Single hits allocated to elite units are Combat Round will be wasted.
9.21 DOUBLE DICE
In Assault Combat and Fortress indicated by rotating the unit 45º. For example, if all Axis armor in a battle is
elite, and the Allies score 3 hits on enemy
defense, units fire Double Dice, meaning If sufficient hits are inflicted within
armor in a combat round. Two hits are
they roll twice the normal number of a combat round to eliminate all units applied to reduce a German armor unit by
dice (at normal Firepower). of a target class, they are removed one step and the leftover hit is wasted.
from play which may affect subsequent
9.3 TARGETING targeting of opponent fire.
The same principle applies to units with
Double Defense in a Minefield.
Some unit classes must fire at their
enemy counterparts if present: Armor- 9.52 DOUBLE DEFENSE Applying Losses to Mixed Groups
class units must fire at armor-class Double Defense applies to the When a target class is a mix of elite and
units, if present. Similarly, infantry- Defenders in a Minefield. Hits scored normal units, all hits must be applied.
class units must fire at infantry-class on Minefield Defenders are considered Example: Three armor hits are scored in
units, if present. Artillery and antitank half-hits, and it requires two half-hits to a combat round where there are both elite
class units are not restricted in this inflict a 1 CV loss. and normal armor targets. Either 2 hits are
way. Only artillery can target enemy Exception: Artillery fire is unaffected applied to elite armor and 1 hit to normal,
or all 3 hits are applied to normal armor.
artillery, unless no other class of target by Minefields and scores full hits.
unit is present. Target class must be Players should apply hits provisionally.
As for elite units, half-hits are
announced before firing a unit. For instance, a 1 CV unit hit by enemy fire
provisionally allocated to units within should not be removed from play until the
If all units of a required target the target class. At the end of a end of the combat round since an ensuing
class are eliminated, unfired units may Combat Round, leftover half-hits on a 2nd hit may have to be applied to an elite
fire at other target classes. given target class are wasted. double-step unit instead.

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10.0 RETREATS 10.4 PARTIAL RETREATS Refuse Battle Procedure


Partial Retreats involve Disengaging 1) The Passive Player announces his intent
Disengaging (7.2) all units from a
some but not all units from a battle. to Refuse Battle, leaving units upright in
battle hex is a Full Retreat (10.3). If the battle hex (not revealed).
some, but not all, units Disengage it Partial Retreats can never be made by
Withdrawal Move: they require the use 2) The Active Player conducts Pursuit Fire
is a Partial Retreat (10.4). Units that against Retreating units, saving fire for
Disengage are always Disrupted (11.0). of a Supply Card. Partial Retreats may
avoid Pursuit Fire. Routs as desired. Pursuing units are not
Voluntary Retreats can occur revealed either.
when Refusing Battle (10.2) by Group After completing all other
3) The Passive Player moves surviving
Withdrawal Move, or by a Group or Movement, turn the Disengaging units by Withdrawal Group Move.
Regroup Move during a Player Turn units upright. All Undisrupted
4) Any Disrupted units remaining are
(including by Withdrawal Move during units remaining in the Battle are the Routed (11.3) and subject to Pursuit Fire
a PASS TURN). Involuntarily Retreats Rearguard. The Rearguard must survive by unfired units.
occur (by Withdrawal Move) when a round of Probe Combat to protect the
Disengaging units from Pursuit Fire. Full Retreat Procedure
Disrupted units are Routed (11.3). 1) The Active Player moves all other
Important: Disrupted (11.0) units Important: When making a Partial units, announces the Retreat and turns
cannot move (except to Rout) and are Retreat you cannot initiate Combat in Retreating units upright in the battle hex.
therefore exempt from all Retreat rules. that battle during the same Player Turn. 2) The Passive Player conducts Pursuit Fire
10.41 PROBE COMBAT against Retreating units.
10.1 RETREAT ROUTES Before units making a Partial 3) The Active Player moves surviving
Units can only Disengage through Retreat actually move, the Passive Retreating units according to the Group or
friendly Battle Hexsides (8.1) into Player may provoke a round of Probe Regroup Moves underway.
friendly or empty hexes, never directly Combat (no Supply Card expenditure 4) Any Disrupted units remaining in the
into an enemy or battle hex. They may required). Retreat hex are Routed (11.3) and subject
then continue to move as normal, but to Pursuit Fire by unfired units.
may not re-engage this Player Turn. In Probe Combat the Offensive/
Defensive roles are reversed: first the Partial Retreat Procedure
Units forced to Disengage but Active Player’s Rearguard unit(s) fire 1) The Active Player moves all other units,
unable to do so are eliminated. Defensive Fire, then the Passive Player announces the Partial Retreat and turns
Disengaging units upright in the battle hex.
10.2 REFUSING BATTLE returns Offensive Fire (see sidebar).
2) The Passive Player may provoke Probe
Immediately following all enemy If all enemy Rearguard units are Combat. If the Rearguard is eliminated by
Movement, the Passive Player may eliminated, unfired Probing units may Probe Combat, the Partial Retreat becomes
Refuse Battle by Retreating all units of immediately conduct Pursuit Fire (10.5) a full Retreat. Continue with Retreat
any Groups just Attacked (8.2) by against the upright Disengaging Procedure above, starting with 2).
Withdrawal Move (5.3). Regroup Moves units (treated as a Group). Surviving
Reversed Roles in Probe Combat
or Partial Retreats to Refuse Battle are units then resume their Disengage If Rearguard units are Original Defenders,
not allowed. As usual, the retreating move. If the Passive Player declines they receive full Fortress and/or Minefield
units are subject to Pursuit Fire and Probe Combat or the Rearguard is not defensive benefits, while the Probing units
become Disrupted. When Refusing eliminated by it, the Disengaging units do not.
Battle, units are not revealed. are not exposed to Pursuit Fire (10.5).
Pursuit Deception
10.5 PURSUIT FIRE Pursuit Fire for some units may be
10.3 FULL RETREATS withheld to disguise the nature of the
The Active Player may voluntarily Groups that Retreat for any reason
group. Or, because each unit can only fire
Retreat all units from existing battles must take Pursuit Fire. Pursuit Firepower once, a player may reserve the fire from
by Group or Regroup Move (including is based on unit speed. some pursuing units for enemy Disrupted
by Withdrawal Move 5.3). Retreating The Retreating player announces the units about to be Routed.
Groups are subject to Pursuit Fire (10.5) speed of his slowest Retreating unit. Pursuit Fire in a Combat Phase
and become Disrupted (11.0). The pursuing player then rolls one die Pursuit Fire can occur during a Combat
for each equally-fast unit in the [former] phase when Disrupted units in a battle hex
battle hex, and two dice for each faster are Routed after elimination of all friendly
unit. Slower units do not pursue. Shielding units. Only units that have not
yet fired in combat may conduct Pursuit
One hit is scored for each dieroll
Fire.
of 4, 5, or 6. The Retreating player
must immediately apply losses to any
Retreating units as desired as per 9.5.

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11.0 DISRUPTION 11.3 ROUT Units Disrupted in Enemy Turns


Disrupted units in a battle hex Units that have become Disrupted are
Units become Disrupted if they: only able recover after spending an entire
without Undisrupted friendly Shielding
• Disengage from a battle (7.2), enemy Player Turn Disrupted.
units are Routed. This can occur if:
• Refuse battle (10.2), This means units that become Disrupted
• Disrupted units are Attacked alone during an enemy Player Turn (by Refuse
• Are Unsupplied (12.1) during both
(i.e., not Shielded). Battle or Rout) remain Disrupted through
the Initial & Final Supply Checks, or
• Disrupted units become alone in a the upcoming friendly Player-Turn and the
• Fail a Forced March (6.4). next enemy Player-Turn, becoming able to
battle hex after all friendly Shielding
To indicate Disrupted status, turn units Disengage or are eliminated. recover only in the second friendly Player-
units face-down on the map (tip back Turn following Disruption.
toward the owner to preserve CV). When a Rout occurs, its effects
(below) are resolved immediately, Routs
Units can remain Disrupted interrupting the normal flow of play. Rout Withdrawals must be made by the
indefinitely, but are eliminated if Passive Player when Unshielded (11.11)
Unsupplied (12.1) at the end of a All Routed units must (in order): Disrupted units are engaged.
month. • Lose one step of Rout Attrition Routs also occur in the Active Player
• Suffer Pursuit Fire (10.5) Turn if the Rearguard in a Partial Retreat
11.1 DISRUPTION EFFECTS is eliminated while Shielding friendly
Disruption has temporary, but • Retreat by Withdrawal Group Disrupted units.
severe effects. Disrupted units cannot: Move, and they are eliminated if
unable to do so) Combat Phase Routs
• Move (except to Rout) When Disrupted units are Routed in a
• Become Disrupted again Combat phase (due to elimination of all
• Impede enemy movement (they
friendly Shielding units in the same battle
Rout immediately if Attacked) 11.4 OVERRUN hex), only enemy units that have not yet
• Fire or absorb hits in Combat Disrupted units are immediately fired in that combat round may conduct
• Form part of friendly Supply Chains Routed when Attacked alone in a hex Pursuit Fire.
(i.e., no Shielding unit) and hence
• Block enemy Supply Lines cannot seriously impede enemy Final Supply Check Routs
If units engaged in battle become
• Redeploy or Return to Base during movement. Disrupted due to lack of a Supply Line,
Buildup (see 16.5) Although a single Attacking unit they are immediately eliminated, since
11.11 disrupted units in battle can Rout a Disrupted enemy group, units without a Supply Line cannot
Disrupted units that are engaged the Active Player can elect to Attack Withdraw.
are immediately Routed (11.3) unless with multiple units so as to increase Overruns
Shielded by friendly Undisrupted units his Pursuit Fire (delaying Rout In an OFFENSIVE TURN, units from both
in the same hex. resolution to add more Attackers to moving Groups may participate in the
Even if Shielded, Disrupted units the hex). same Rout and/or Overrun (as they share
the same MOVEMENT phase).
take no part in battles (place them All Attacking units must stop in
face-down behind the battle lines), the Attacked hex (Hexside Attack Overrun Procedure
limits apply), moving no further that 1) The Active Player moves one or more
Disrupted units cannot recover
turn. units into a hex containing solely enemy
while enemy units remain in the hex,
Disrupted units, and announces the Rout.
but may do so once the battle is won However, after resolving the Rout,
2) All Disrupted units in the Attacked hex
(no enemy units remain in the hex). the Active Player may still have units
lose one step of Rout Attrition.
Disrupted units Rout immediately once qualified to move (as part of Group or
Regrouping Moves already underway), 3) The Active Player executes Pursuit Fire
no Shielding units remain.
(10.5) against the Disrupted units.
but as yet unmoved. These units are
11.2 DISRUPTION RECOVERY then moved to complete the Move(s), 4) The Passive Player must now Retreat
Disrupted units Recover during surviving units by Withdrawal Group
including through the hex just
the Initial Supply Check of a friendly Move, if possible. If not, they are
Attacked (and now vacated of enemy
Player-Turn, provided that they: eliminated.
units).
5) The Active Player now moves all
• Are not in a Battle hex, This entire process is termed unmoved units that are eligible to move as
• Have a Supply Line, and Overrun of a hex containing Disrupted part of the Group/Regroup Moves already
• Have spent one complete enemy enemy units. underway including through the Overrun
Player-Turn Disrupted (i.e., they do Multiple overruns can occur in the hex just vacated by Routed enemy units.
not recover if they Refused Battle or same Player Turn.
Routed in the previous enemy turn).

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12.0 SUPPLY 12.3 HIGHWAY Supply Supply Chains


The coastal highway normally forms Supply Chains do not "project" from a
Units in play are either Supplied or unit into the surrounding area, they can
a Supply Line for both sides. Any stretch
Unsupplied, depending on whether or only connect to a friendly unit to the next
of highway that is not blocked by enemy
not they had a Supply Line during the unit in the chain or to the Highway.
units is a valid Supply Line. A Supply Line
latest friendly Supply Check. Disrupted units cannot help form Supply
may be composed of several stretches
To be Supplied, a unit must be able Chains or block Supply Lines.
of highway connected by one or more
to trace a Supply Line to a friendly Supply Chains. A Supply Chain cannot be traced from
Supply Source. This is normally the a unit back to itself (e.g., in a loop along
friendly Base, but a limited number of 12.4 SUPPLY CHAINS Roads). Hexes containing only Disrupted
units may also trace Supply Lines to a Off highway, Supply Lines must be units are considered empty hexes for
composed of Supply Chains which are a Supply Chain purposes..
Fortress (13.0). Oases also have very
limited Supply capability (see 15.1). series of spaced friendly units, each within
a specified distance (Supply Range) of Disrupted Unit Supply
12.1 UNSUPPLIED UNITS another member of the Supply Chain, and Although Disrupted units cannot be used
Units that cannot trace a Supply with at least one unit of the chain within to form Supply Chains, they themselves
Line during friendly Supply Checks Supply Range of a Supplied Highway or can trace supply to any Supply Lines
are Unsupplied. Being Unsupplied Fortress. Supply Range varies with Road within Supply Range.
causes no immediate harm (unlike quality, or lack of it:
Disruption). Unsupplied units can • Tracks: 3 hexes (2 hexes intervening)
move, impede enemy moves, Engage Supply Check Timing Implications
• Trails: 2 hexes (1 hex intervening) Unsupplied units suffer no immediate
or Attack, form or cut Supply Lines,
• No Road: every hex (units must be penalty, but must have a Supply Line
capture Fortresses and Bases, etc. (or Fortress/Oasis Supply) at the Final
adjacent via passable terrain)
However, units judged Unsupplied Supply Check to avoid Disruption
• If different types of Road are used, the
during the Initial Supply Check and (11.0). Establishing a temporary Supply
lesser Supply Range applies.
still Unsupplied at the Final Supply Line during the turn will not save an
Check become Disrupted (11.0). A single unit can contribute to several Unsupplied unit from Disruption, it must
Supply Chains. Engaged units can form have a Supply Line at the Final Supply
12.2 SUPPLY LINES Supply Chains but Disrupted units cannot. Check.
A Supply Line is a continuous line Therefore, Supplied units can interdict
of hexes leading from a unit to a 12.5 SUPPLY INTO BATTLES enemy Supply Lines by moving to an
friendly Supply Source. Both sides can trace Supply Lines Unsupplied location deep in the enemy
into a Battle. Supply Lines into Battle rear without immediate ill effect (having
Supply Sources: The main Supply hexes must pass through Friendly Battle been Supplied at the Initial Supply
Source for each side is its Base (El Hexsides. Battle Hexsides are friendly to Check). Even if they remain Unsupplied,
Agheila or Alexandria), which can the side that last engaged across them, these units will not become Disrupted
Supply any number of friendly units. and control changes instantly. Hexsides until the end of their next friendly
Fortresses can also act as Supply Player-Turn.
not crossed by either player are friendly
Sources for a limited number of to the defender. But in the meantime, enemy units that
units (13.3). Oases can Supply one become Unsupplied as a result are more
unit, see 15.1. The Defender can trace Supply Lines immediately threatened with Disruption.
through a battle hex. The Attacker can To avoid Disruption, they must recover
Supply Lines are determined by only trace Supply Lines into battle hexes a Supply Line by the end of their Player
the position of units on the board through friendly Battle Hexsides. Turn, which comes first.
at the time of the Supply Check. They
Raiders: Unsupplied units cannot Note that units can move to Unsupplied
can be any length and are composed locations on one Player Turn, and
of sections of Highway and/or Supply regain a Supply Line (or make a Hexside
friendly) by entering Battles via a Enemy return to a Supplied location in the next,
Chains of friendly units. Units can without becoming Disrupted.
have multiple Supply Lines. Hexside. If the Hexside of entry remains
enemy after all movement, mark the Raider
Supply Lines can pass through with a second coin. “Raiders” remain behind Disrupted Unsupplied units that fail a
friendly hexes, empty hexes, and enemy lines isolated from friendly Supply. Final Supply check suffer no additional
battle hexes where the friendly side is effect. Units that are still Unsupplied
the Defender (Friendly Battles). They Raiders fight normally but will become when a Month of play ends are
cannot pass through enemy hexes, Disrupted in the Final Supply Check), unless eliminated and removed from play.
enemy Battles (enemy Defender), or supply is re-established (e.g., if the battle is
through impassable Hexsides. won).

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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.

Copyright © 1984-2004 Columbia Games Inc. 16 Version 1.02


CLEAR
Hexside Limit: 2

Rommel in the desert tm

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

Copyright © 1984-2004 Columbia Games Inc. 17 Version 1.02


BASE

Rommel in the desert tm

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.

Copyright © 1984-2004 Columbia Games Inc. 18 Version 1.02


Rommel in the desert tm

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).

Copyright © 1984-2004 Columbia Games Inc. 19 Version 1.02


Rommel in the desert tm

16.51 REDEPLOYMENT Sea Redeployment costs 1 BP per Redeployment


During Buildup, individual unit, regardless of distance, provided Units can Redeploy to Base, receive
undisrupted units can be moved that neither the departing or arrival Replacements (16.54) and then Redeploy
without reference to Groups by Port is besieged (13.5). again back to the front (but Redeploying
units cannot enter battle hexes).
Redeployments. If either Port is besieged, Sea
Newly arrived Reinforcements can be
One Redeployment consists of Redeployment costs the Allies 4 BPs immediately Redeployed.
moving a unit two hexes plus all and is prohibited for the Axis. Sea
Units can be Redeployed to any hex within
applicable Road Bonuses (the Rommel Redeployment between two besieged
the friendly supply network (as determined
Bonus is not applicable). Each ports is never allowed. at the start of Buildup), even if this has
Redeployment costs 1 BP. The maximum number of unit the result of incidentally expanding the
Example: For 1 BP, any unit can embarkations/debarkations allowed Supply Network by creating additional
Redeploy 6 hexes along the Coast per Fortress during a single BUILDUP Supply Lines. This expansion of the Supply
Highway. is limited to its Port Capacity (13.3). Network is meaningless, as it cannot be
applied during the current Buildup.
A unit can be Redeployed as many Bases have unlimited Port Capacity.
times as desired during Buildup, as long Sea Redeployments and land Redeployment Example
as there are sufficient BPs. Redeployments can be combined. In a single Buildup, the Axis can
Redeploy a unit out of a battle by road to
Units being Redeployed must 16.54 REPLACEMENTS Tobruk, Redeploy it by sea to Base, add
remain at all times within the friendly Eliminated units are permanently Replacements there, Redeploy it by sea
Supply Network (and may not enter the lost, but damaged units can gain CV back to Tobruk and then by road again
enemy Supply Network where Supply by receiving Replacements in Base. toward the front (but it could not enter a
Networks overlap). battle hex).
Replacement costs: The sidebar
Units may never Redeploy into table shows BP costs to increase a unit Port Capacity Example
or through battle hexes. Units may by 1 CV. Elite units cost twice this Assuming Tobruk is not besieged, the
Redeploy out of battle hexes if at Allies could move two units into and three
amount for a 2 CV step. Units may
least one friendly unit remains behind. units out of it in a single Buildup, at a cost
receive multiple Replacement steps, if
of 5 BPs. The Axis could only move one
(This is not a Disengagement or there are sufficient BPs. unit in and one unit out at a cost of 2 BPs.
a Partial Retreat and none of their
16.55 BUILDING MINEFIELDS
adverse effects apply).
During Buildup, players may spend
16.52 RETURN FOR Refit Supply Cards
15 BPs to build a hidden Minefield Players are obliged to reveal the total
Instead of Redeploying to Base, in any hex within the friendly Supply number of Supply Cards [real plus dummy]
undisrupted units can Return for Network (not in battle hexes). in their hands. However, the number of
Refit at no cost but then become The desired location is secretly real vs. dummy cards should remain a
unavailable to receive Replacements, or noted on the Game Record Sheet. (For carefully guarded secret.
for any other use, for one Month. hexes with no named location, use a
Units being returned to Base for direction and distance in hexes from
Refit must follow an overland (not one, such as "Alamein SW2".) BP Costs Per CV
sea) route within the friendly Supply Armor & Recon 3
Two Minefields within the friendly
Network. The Active Player should Supply Network may be secretly Anti-Tank (all) 3
indicate the route. dismantled, to enable a one new one Artillery (all) 3
Place such units off-board near the to be built immediately at no cost. Mech & Motor Infantry 2
Base, face-down (tip backwards to
16.6 RESUPPLY Leg Infantry & Para 1
maintain current CV). At the start of
the next Buildup, Refitted units recover Collect all Supply Cards spent Elite Units cost double to increase one step
(turn upright and place in Base), during the previous month (plus any Minefields 15
and may then receive Replacements dummy cards players may wish to
Extra Supply Card 10
and Redeploy normally. (If Base is discard) and return them to the deck.
engaged at this point, treat as for Shuffle the deck and deal the
Reinforcements). monthly allotment of Supply Cards
16.53 SEA REDEPLOYMENT to each player (as per Scenario
Fortresses and Bases are also Ports. instructions, adding and Bonus Supply
Units can Redeploy by sea between (13.4) and Extra Supply purchased
controlled Ports (13.1). during Buildup. A player can never
have more than 16 Supply Cards.

Copyright © 1984-2004 Columbia Games Inc. 20 Version 1.02


Rommel in the desert tm

17.0 VICTORY OPTIONAL RULES Victory Hierarchy Example


A player having twice the unit count of
CONDITIONS ALLIED I-TANKS his opponent at the end of the game wins
The game ends when the stated The Allied “Army Tank” brigades a Decisive Victory even if his opponent
number of Months for that Scenario (1AT and 32AT) consist largely of is holding Tobruk and it is not besieged
slow, heavy “Infantry Tanks”. (which qualifies for Positional Victory).
(18.0) have been completed.
Listed below in descending order I-tanks have a movement range of
are Levels of Victory that apply to all 2, instead of 3. They are still elite units Exiting Units
Scenarios. Higher Levels of Victory (2 hits required to reduce them 1 step). To exit a unit just move into a mapedge
overrule lower ones. hex and continue moving offboard.
You should only exit units if it leads to
Victory Points (VPs) are assigned to immediate victory because exited units
each level for tournament purposes. cannot return.

17.1 STRATEGIC VICTORY


A "sudden-death" Strategic Victory
is achieved by exiting the enemy map-
end with three or more Supplied units,
or by controlling (1.2) the enemy Base.
If either of these conditions occurs, the
game ends immediately. 10 VPs.

17.2 DECISIVE VICTORY


Decisive Victory is gained by having
twice as many units remaining in play
at the end of the game as the opponent.
German units (not Italians or Allied
Elites) count as 1.5 units each. 5 VPs.

17.3 POSITIONAL VICTORY


Positional Victory is gained by
holding Tobruk at the game’s end,
provided it is not besieged. 2 VPs.

17.4 ATTRITION VICTORY


Attrition Victory is gained by having
the larger number of units remaining in
play at game’s end. German units (not
Italians or Allied Elites) count as 1.5
units each. 1 VP.

Copyright © 1984-2004 Columbia Games Inc. 21 Version 1.02


Rommel in the desert tm

18.0 SCENARIOS 1940 Historical Commentary


In September 1940, Britain stood alone:
Once players agree on a Scenario to play, select the units listed Starting Forces France had fallen, and Russia and America
and Reinforcements for that Scenario. Deploy starting forces as directed and were not yet involved. The Battle of Britain
arrange Reinforcements in their Month of appearance. Unless otherwise noted, all was raging, and Italy had assembled a
units begin a scenario at their maximum CV. large army in North Africa to invade
The Axis player always deploys first. Free Deployment units may be placed in Egypt, capture the canal, and turn the
British out of the Mediterranean. Britain
any Supplied location in the specified area, not occupied by the enemy.
could not spare forces for Egypt, and the
Then deal the initial allotment of Supply Cards. Players may discard their entire heavily outnumbered British covering
initial hand and redraw a new one (Axis first, then Allies). This may be done only force harassed the invaders but fell back
once: a redrawn hand must be played. under superior pressure. The Italian Army,
under Graziani, advanced to Sidi Barrani,
The Axis player has the first turn in all scenarios and no Initiative Challenge is
and there stopped and fortified. The
allowed in the first month. Italian buildup was slow, and in November
the British hazarded a spoiling raid to
18.1 1940 SCENARIO ALLIED STARTING FORCES disrupt the Italian buildup. Graziani's
Start: Sep. 1940 (Month 1) The following 4 units are deployed army disintegrated under the shock: half
using Free Deployment in Egypt: was captured outright and half routed
Length: 6 months
back to the Libyan coastal fortresses. The
End: SS Feb.
4 1941 (Month
4 S
S
46)
4 2
2 4
4
4
4 2
2 much more mobile British isolated the
Time: 2 hours two fortresses of Bardia and Tobruk and
11

33

11
11

33

11

33

xx xx xx xx after a delay, stormed them and captured


AXIS STARTING FORCES:
xx
2 xx
2 xx
2 xx
Pav 2 Bre 2 7 2 7 7
Pav Bre 7 7 7 most of the rest of Graziani's force. The
8 Italian units.
S
4 Free Deployment
S
4 in 2
4
3 4
2
4 Omar. S 3 final remnants of the Italians attempted
T S
S
Libya and Sidi 3 T
3 S
2
to withdraw to Agheila, but were cut off
1

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

Tre Bol 7 SG 4IN 3m


Greece. The stage was set for Rommel.
7
1 4IN
1
22

11

Tre Bol 4xxIN SG


1 5 4xxIN 3m
1 11
xx
1 xx
4IN 5 4IN 11
xx xx xx xx xx xx
S
3 7
2
1 2
1 1 1
STre Sav
xx
Fas
Fas
7Bol Sab
xx
Ita
Ita
7 2
3
SG 4IN 2
3
3m 1940 Strategy Overview
3 3 2 2 The Italians begin with an advantage in
2

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

xx 1 xx Army enough to win.


Fas Ita
AXIS INITIAL 6 Cards
SUPPLY:Pis
xx 2 xx xx 1
Ari xx 2 xx Matilda A xx
7 1 4
Ari Pis Matilda A 7 4
AXIS RESUPPLY:
S
4 2 Cards
19
2 T
2 2
3 4
T 3
2
2
3 T
2
AXIS REINFORCEMENTS: Month of Appearance
1

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

18.2 1941 SCENARIO 18.4 CRUSADER 1941 Historical Commentary


Start: Apr. 1941 (Month 1) Start: Nov. 1941 (Month 8) After the disastrous Italian defeat of
Length: 10 months the winter of 1940-41, the Axis High
Length: 3 months Command dispatched Rommel and
End: Jan. 1942 (Month 10) End: Jan. 1942 (Month 10) advance elements of the Afrika Korps
Time: 3-4 hours Time: 1-2 hours to North Africa to stiffen the faltering
AXIS STARTING FORCES: Italians. Meanwhile the British front had
AXIS STARTING FORCES: been stripped of forces for the ill-fated
El Agheila: all "S" units (10 total). Free Deployment in Libya, Sidi expedition to Greece.
AXIS INITIAL SUPPLY: 6 Cards Omar and Sollum: 22 units total: All Rommel probed aggressively with his
AXIS RESUPPLY: 2 Cards/Month Month 3, 5, and 7 units plus all "S" meagre force, sensed weakness, and went
units. on the offensive (against orders) out of
AXIS REINFORCEMENTS:
AXIS INITIAL SUPPLY: 10 Cards E1 Agheila around the beginning of April.
Months 3, 5, 7 (12 units)
Skillfully blending bluff, deception, and
–––––––––––––––––––– AXIS RESUPPLY: 2 Cards/Month bold maneuver, Rommel advanced to the
ALLIED STARTING FORCES AXIS REINFORCEMENTS: None Egyptian frontier in less than a fortnight,
Free Deployment in Libya and –––––––––––––––––––– bypassing Tobruk. Then a hastily-prepared
assault on the fortress was sharply rebuffed
Egypt: all "S" units (6 units). ALLIED STARTING FORCES: by the 12,000 Australian defenders.
Tobruk: all "T" units (6 units). Free Deployment in Egypt and up In the following months, Rommel attacked
ALLIED INITIAL SUPPLY: 6 Cards to 5 units in Tobruk (28 total): All Tobruk without success, and two British
ALLIED RESUPPLY: 3 Cards/Month Month 2, 4, 6 and 8 units, plus all "S" attacks across the frontier failed to relieve
and "T" units except: the fortress. Both sides dug in and built up
ALLIED REINFORCEMENTS: strength, the British more rapidly as Africa
Months 2, 4, 6, 8, and 10 (24 units) S
2 S
2 had become an Axis sideshow during the
invasion of Russia.
1

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).

Copyright © 1984-2004 Columbia Games Inc. 23 Version 1.02


Rommel in the desert tm

18.5 BATTLEAXE ALLIED STARTING FORCES Battleaxe


Start: Jul. 1941 (Month 4) Free Deployment in Egypt and up to This scenario picks up the 1941 Campaign
5 units in Tobruk (18 units). in the 4th Month with Rommel investing
Length: 7 months Tobruk and holding the frontier. The
End: Jan. 1942 (Month 10) S
2 S S
24 S S
44 S
4 British have escaped major losses by giving
Time: 2-3 hours ground, and have accumulated a supply

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

ALLIED INITIAL SUPPLY: 8 Cards


xx 1 xx xx 1 xx
Bol Ita
Bol Ita

ALLIED RESUPPLY: 3 Cards/Month


ALLIED REINFORCEMENTS:
AXIS INITIAL SUPPLY: 4 Cards Months 6, 8, 10 (16 units)
AXIS RESUPPLY: 2 Cards/Month
AXIS REINFORCEMENTS:
Months 5 and 7 (8 units)

Copyright © 1984-2004 Columbia Games Inc. 24 Version 1.02


Rommel in the desert tm

18.6 1942 SCENARIO ALLIED STARTING FORCES 1942 Historical Commentary


Start: Feb. 1942 (Month 11) Free
10
4
Deployment
8
2in Libya
T
3
and/or After pursuing Rommel back to El
Length: 10 months Egypt (10 units): Agheila, the British again diverted forces

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

7m 3m punch, swinging south around the line and


xx

xx
66 S

66 5

below (Axis player’s choice). 4 2 3


22

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

21 3 1 201G 4IN xx 7m 4IN xx 3m


3
2units (Axis
5
2 player’s choice):
4 10
2
xx
1
2
2 2
3 1SA 10
3 7
1
22G enemy lines, but the British were slow to
15115

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

armor finally attacked, but was defeated

1
15 90
15 15

33 580 1 SG 4xxIN 11 5xxIN 29


xx xx

xx xx
3 3

xx 1 1
6

15 33 90 580 1 xx SG 4IN xx 11 5IN xx 29


4 4 4
xx 1 1 and then routed by a counterattack.
11 11
3
21

21 6
15

3 1 201G 4IN 7m 4IN 3m


xx

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

1 forces, then doubling back at night and

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

advanced into Egypt.


2 2 2
1

3
B

104
6

After outmaneuvering a British stand at


2

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

skillfully parried his thrusts.


5

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

Rommel attempted to break through at


5

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

British buildup before attacking. In late


7
Sab
Bol

2 1 1
Ita
xx

xx

xx
33 S

22 S
22 7

3 3 3 October he opened a relentless battle of


11

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

Alexandria (8 units): opponent. Rommel returned from sick-


Pav

Bre

Tre

1 1 1
T
2 leave in time to order a withdrawal, but
xx

xx

xx
S

1 1 1 was countermanded by Hitler.


6

4 7 32AT
2NZ
xx

2 1 1
1

xx

The British broke through, the Italian


2

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

was shattered. Rommel skillfully extricated


xx

xx

xx

xx
S

S
7

2 22

2 22

2 22

44

1 1 1 the remnants of his mobile forces and


6

SG 7
2NZ

2NZ
xx

xx

3 3 3 xx

AXIS INITIAL SUPPLY: 5 Cards


4 8
escaped but meanwhile the Allies landed
4 4

3 3 3
46

46

4 8

1 1 1 in Morocco and Algeria. The Axis was


SG 7
AXIS RESUPPLY: 3 Cards/Month
2NZ2NZ

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

Months 17, 19 and "M" Units


3 xx 3 3 1942 Strategy Overview
2

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

1 1 1 Again, the burden of the attack is costly in


xx
22

22 6

SG 7
2NZ

2NZ
xx

xx

optional Reinforcements. They may


xx

ALLIED INITIAL SUPPLY: 5 Cards


3 3 supply. The desirability of rebuilding the
2

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

Supply Cards per month. ALLIED REINFORCEMENTS:


1
5
1
4IN
xx
Pol appearance of minefields.
Months 12, 14, 16, 18 and 20 (24 units)
2

3 2
3 T
Copyright © 1984-2004 Columbia Games Inc. 25 Version 1.02
12
4 4
4 8
4

Rommel in the desert

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

Time: 1-2 hours


4
2 48 2 4 10 3 4
6

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

Before initial deployments, do a


5

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

each player receiving 30 BPs (no


6

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

33 580 1SA 5 70 xx 16 1SA 1


xx
3

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

extra Supply Cards or Minefields as


6

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

sv288 xx 346 1SA 3 2SA 6 70 23


xx
3

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

33 580 1SA 5 1SA 1


xx
5

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

sv288 346 1SA 6


xx

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

second push towards Tobruk has met a


6

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

90 361 90 200 88mm A 4IN


3

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

Italian Tobruk defenses.


2

2
4

1 xx 1 1
Ari

Tri
88mm

50mm

Lit
xx

xx

Though the Allies were preparing a


11 S

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

Alexandria (16 units): Afrika Korps outflanked Bir Hacheim and


4

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

3 3 3 at Bir Hacheim held firm. Rommel was


4

4 8
2

trapped behind British lines with no supply.


Bre Sab
Pav Bol

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

After British bumbling saved him from


S
xx

xx

xx
7
S

1 1 1
10

4 7 32AT
xx
1

3 3 3 utter defeat, Rommel turned the tables,


14

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

AXIS INITIAL SUPPLY: 10 Cards


3 3 xx
8IN 18
2 T
xx 3 3
310IN 161m
3 3
AXIS RESUPPLY: 3 Cards/Month
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

the line: Acroma- Sidi Mufta- Bir


2

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

18.8 PURSUIT TO ALAMEIN ALLIED3 STARTING2 FORCES 3 Pursuit to Alamein

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

Free deployment in Libya (22 units):


5

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

and instead devote airpower and supplies


4 4 S
2 3 3 3 14
2161m

2NZ

2NZ
xx xx

6
8
5

1 1
4

4
21

21 10IN
15

to supporting a lightning pursuit into


xx

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

run thing.” Failure to clear Malta meant


3
2 4 2 10IN 4
14 21 S
4 14
3

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

xx

xx

xx

xx

xx
Asv288

B15 361

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
4 4 43

6
1SA 23

1SA 29
2 2 2 2 2 14
xx
2
1

3
sv288

361

200

3
8IN
90

90

50mm90

18
11

xx

xx

xx

xx

xx
5

8
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

1 Alexandria B(12 units):


2
Ari

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

AXIS INITIAL SUPPLY: 8 Cards 1 1 1


14

14

5 4IN
FF

5IN9
xx

xx

3 3 3
10

2
xx
2

AXIS RESUPPLY: 3 Cards/Month


4

3 3 3
1 1 1
11 24IN Pol T 62#
xx

AXIS REINFORCEMENTS:
3 3 3
10

2
2

9
2

17, 19 and "M" unit (8 units) ALLIED1INITIAL SUPPLY: 81Cards


1
11 3 4IN 3 Pol 3 2#
2
xx T 6
Malta Group: Axis "M" units are ALLIED RESUPPLY: 3 Cards/Month
2

optional Reinforcements. They may be


ALLIED REINFORCEMENTS:
3 3 3
added during any Buildup, but Axis
2 T 6

Resupply immediately drops to 2 cards 16, 18 and 20 (16 units)


per month beginning that Buildup.

Copyright © 1984-2004 Columbia Games Inc. 27 Version 1.02


Rommel in the desert tm

19.0 DEMO: 1940 Position after first


Player-Turn
Deployment
(allies passed)
The Axis player has initially S
4 S
4
deployed one unit in Bardia, four units 4

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

unit in Sofafi. Note that units on the

1
2

1
xx 1
movement diagrams are shown with Bol xx
Sav
1 xx
Ita
xx
7
2
7
xx
4IN 3m

their current CV on the top. The Battle


Array diagram shows units facing each
other in battle array. The Axis have six 4
2
Supply Cards, the Allies three. 7
2

1
17
3
GAME MONTH 1:

1
xx
7

2
xx

FIRST AXIS PLAYER-TURN


Sab
xx 1
Fas

Since this is the first month of


the game, the Buildup Sequence is GAME MONTH 1: The Axis player reduces one of his
skipped. The Axis spends one Supply FIRST ALLIED PLAYER-TURN infantry units by 2 CV (alternatively,
Card (a Basic Turn) and makes on The Allied player passes his turn, both units could have been reduced by
regrouping move into Sollum (the not wishing to spend any Supply. The 1 CV each).
Command Point, marked "C", is at Ft. Disrupted unit at Sidi Barrani does not The Axis player fires both infantry
Capuzzo). A maximum of three Axis yet recover (it must spend a full enemy units (4 CV and 2 CV) at single fire
units can move into Sollum: they are turn Disrupted). (SF), scoring one hit. The Allied player
entering an Enemy Hex via the three reduces the mechanized infantry unit
GAME MONTH 1:
gaps through the ridge. No other Axis by 1 CV. The Combat Phase ends.
SECOND AXIS PLAYER-TURN
units can move, as no additional units
The Axis plays one Supply Card
can enter Sollum, the destination hex
(Basic Turn) and moves the group out BATTLE ARRAY
for the regroup move.
of Ft. Capuzzo. Two units Attack Buq
The Allied player now has the Initial CV Ending CV
Buq (the maximum allowed through a
option to Refuse Battle and 2 2
7 7 3m 4IN

S
7 7

4IN
xx
single Hexside) and the third unit joins
xx xx xx

immediately Retreats his Attacked


3

2
3

1
the Sidi Omar group. 4 2 4 1

3m
group (only one unit in this case) using
2 S 2

The Allied player decides to


a Withdrawal Move. The Allied player S
4 S
4 S
4 2
Pav

fight this time and has the first fire


xx

chooses to Withdraw to Sidi Barrani.


1

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

two hits with Double Fire (DF) but the


because 1) the unit moved back
mechanized infantry (SF) misses.
towards its Base along a valid Supply
Line (the coast highway) and 2) a Position after second
forward hex was abandoned, reducing Axis Player-Turn
the Supply Network. Neither group has (after combat)
been revealed to the opposing player.
S
4
2 2
4
Pav
1

xx

The Retreated unit is Disrupted


3

xx 2
Tre
(for Disengaging) and must take 4 S xx
7
2
7

pursuit fire. The Allied player informs S


3 2 4 1
D
S S
3m

the Axis player that the unit (the


2

2
1

3
1

slowest in the Retreating group) is a


xx 1 xx
xx
4IN

Sav
2
Ita Bre
xx
S

mechanized unit. Since the Axis player S


3
has no mechanized or faster units
2

involved, there is no pursuit fire. The xx


Bol
1
4
2
Disrupted unit is placed face down
1

17
3 7
2
("D" in the diagram). There are no xx
7
1
2

Battles, so the Axis Player-Turn ends. xx


Fas
1 xx
Sab

Copyright © 1984-2004 Columbia Games Inc. 28 Version 1.02


Rommel in the desert tm

GAME MONTH 1: Position after second


SECOND ALLIED PLAYER-TURN Allied Player-Turn
The Disrupted unit at Sidi Barrani
recovers. The Allied player chooses to S
4
Pass to save Supply. One Withdrawal 2 2
4
Pav

3
xx

move is permitted on a Pass Turn so D D

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

involved moved along Supply Lines 17


3
7
2

1
toward their Base and the Supply
2
xx
Sab

Network was reduced.


xx 1
Fas

The units from Buq Buq Retreated


from a battle, so they are Disrupted. GAME MONTH 1:
Since they are faster than the pursuing THIRD ALLIED PLAYER-TURN
units, no pursuit fire takes place. The two Disrupted units west of
Mersa Matruh recover. The Allied
GAME MONTH 1: player passes his turn, not wishing to
THIRD AXIS PLAYER-TURN improve his position.
The Axis player plays two Supply
Cards for an Offensive Turn allowing GAME MONTH 1:
two Group Moves: 1) two units out of FOURTH AXIS PLAYER-TURN
Sollum Attack Sidi Barrani while the Having spent four Supply Cards
third moves to Sidi Omar for Supply the Axis player also passes his turn,
chain duty and 2) three units move wishing to save the two remaining
out of Sidi Omar; two units to Sofafi Supply Cards for future moves.
(the non-motorized unit force marched Since both players have passed in
successfully) while the other moves consecutive turns, the Month ends.
to Bir Habata for Supply chain duty
(chaining Sofafi to Sidi Omar).
The Allied player Withdraws the
mechanized unit to Mersa Matruh.
Again it takes no pursuit fire, but is
Disrupted.

Position at month end

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

Copyright © 1984-2004 Columbia Games Inc. 29 Version 1.02


Rommel in the desert tm

MONTH 2: BUILDUP After making sure that all


The month record marker is expended Supply Cards have been
advanced to "2". The Disrupted Allied returned to the deck (players can
unit in Mersa Matruh is Supplied, also turn in unwanted dummy Supply
so it recovers automatically. Both Cards) the deck is shuffled. The Axis
players roll one die (two dice in other player then draws two cards, and the
scenarios). The Allied player rolls a "4" Allied player draws three cards.
and the Axis player rolls a "5"; thus, The Allied player wishes to
both players receive 9 Build Points challenge for the first Player-Turn and
(BPs). The Allied player rolled the places one Supply Card face down.
lower number, so he spends his BPs The Axis player declines the challenge
first. and the Allied card is turned face up.
The Allied player receives two It turns out to be a dummy card, so
Reinforcement units at his Base and the Axis player goes first anyway. The
spends 2 BPs to Redeploy them to Axis would have spent a Supply Card
the front. He also Redeploys the for nothing if he had tried to stop the
damaged infantry unit back to his Base Allied player from taking the initiative.
(1 BP), rebuilds it 1 step (2 BPs) and Buildup for Month 2 is complete,
Redeploys it again to Mersa Matruh the Axis player takes the first Player
(1 BP). The Allied player saves the Turn.
remaining 3 BPs.
The Axis player Redeploys his
damaged infantry unit at Buq Buq to
Bardia (1 BP), moves it by sea to his
Base (1 BP), rebuilds it 2 steps (2 BPs)
and moves it by sea Redeployment
to Tobruk (1 BP). Sea Redeployment
back to Bardia was not possible
because its Axis Port Capacity (1)
was used when the unit was shipped
back to Base. From Tobruk the unit is
Redeployed to Sofafi (2 BPs). The Axis
player saves his last two BPs.
Note that all Redeployments were
along Supply Lines only.

After 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

Copyright © 1984-2004 Columbia Games Inc. 30 Version 1.02


Rommel in the desert tm

20.0 STRATEGY NOTES The object is to engage and STATIC DEFENSE


pin possible enemy reinforcements When standing on the defense,
SUPPLY LINES and generally limit your opponent’s several philosophies are viable. The
Protection of supply lines must freedom of movement. Even when best choice depends on considerations
be a primary consideration. To allow these pinning engagements are fought of geography, strength, supply balance,
the enemy freedom of movement in at a disadvantage, the neutralization and time. Three basic defensive
your rear is to invite disaster; units cut of important enemy forces and the alignments are described below:
off from supply are likely to become constriction of enemy access to • Linear Defense (a strong front
disrupted and quickly overrun. battles can be a decisive factor. line) is good with regard to attrition,
Accordingly, defensive fronts must Because of the unit-count victory but invites outflanking, which is
be wide enough to prevent outflanking conditions, and the possibility of always possible except at the board-
moves and strong or deep enough to rebuilding, players should strive to end bottlenecks. This defensive
withstand a frontal attack. preserve units from elimination: where style implies a weak reserve and
This implies some dispersion of possible, retire from unfavorable is inflexible and brittle, with little
forces, which is contrary to movement situations early. offensive threat. However, this type of
and attack efficiency. Players must defense becomes more attractive with
MOBILE DEFENSE
constantly strive for an optimum good strength and defensive position.
Because of the highly mobile
balance between these conflicting • Defense-In-Depth provides
environment and the predominance of
demands. good security against possible Blitzes.
offense, counterattack and the threat
RESERVES of it are often more effective that a However, the resulting dispersion
Because disengaging units are passive defense. of force has obvious movement and
disrupted, it is imperative to maintain There is little in the way of combat disadvantages. This defense is
a reserve of unengaged units. defensive terrain on the board, and effective in extracting enemy supply
Units in battles are effectively very few positions when an inferior expenditure, but is very costly in
pinned; they cannot intervene force can make a stand against a well- friendly unit attrition compared to
elsewhere without a costly and time- supplied opponent. The only truly enemy losses.
consuming retreat and reorganization. effective defensive positions are the • A Strong Central Reserve
When all units are engaged, flexibility bottlenecks at El Agheila and Qattara, provides maximum flexibility
is lost; there is no way to counter an and those based on minefields. and offensive threat, at the cost
outflanking move or breakthrough, no Minefields are expensive; the of a weakened forward wall,
way to exploit an opportunity, and no timing and location of minefield exposing frontline units to (initially)
way to retreat safely. construction is a crucial aspect of the disadvantageous engagements. The
Since battlefield results can be defensive game, and the one most ability to either counterattack strongly
sensitive to small strength differentials, requiring foresight. or retreat in good order from this
it is often tempting to commit all alignment is a major advantage.
As time and supply are major However, the forward line should
available forces. However, losing factors, the player on the strategic
such a battle often means losing the not be weakened to the point where
defensive must strive to delay enemy a successful Blitz could penetrate,
campaign. Without reserve units to advances and extract maximum
cover a retreat, few units will survive allowing engagement of the reserve,
enemy supply expenditure. Headlong which would negate all the advantages
the ensuing rout. retreats can be easily and efficiently of this deployment.
BATTLES followed up the other player. By
In Rommel in the Desert, it is maintaining a formidable posture, you OFFENSE
common for several battles to be can force your opponent to approach In general, the player on the
fought simultaneously. Usually when cautiously, and well-timed withdrawals offensive should seek to apply and
an army loses any one such battle, its can leave the enemy striking at air. increase pressure on the opponent
entire position is compromised. through rapid and unexpected
However, this mobile defensive
maneuvers, multiple threats, high-
Therefore, an effective tactic is to strategy is easier to describe than to
powered turn options, and pinning
concentrate on winning just one battle, execute; it requires care in planning. In
engagements. The goal should be to
while "holding the line" in the others. particular, careful consideration should
cause the opponent more problems
This tactic usually requires a major be given to the preparation of viable
than he can solve in one turn.
effort in one battle plus an attempt to "fallback" lines that can be manned
attack and pin other enemy groups with maximum movement efficiency.
with smaller forces.

Copyright © 1984-2004 Columbia Games Inc. 31 Version 1.02


Rommel in the desert tm

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.

Copyright © 1984-2004 Columbia Games Inc. 32 Version 1.02


Rommel in the desert tm

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.

Copyright © 1984-2004 Columbia Games Inc. 33 Version 1.02


Rommel in the desert tm

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

Copyright © 1984-2004 Columbia Games Inc. 34 Version 1.02


GAME RECORD SHEETS

Opponent NAME: DATE:


Turn 1 2 3 4 5 6 7 8 9 10
BPs Saved Previous Turn

+ BPs Received This Turn

= BPs Available

– Replacements

– Redeployments

– Minefields (15 BPs)

– Extra Supply Cards (10 BPs)

= BPs Remaining (carry to next column)

OPPONENT
MINEFIELDS #1 #2 #3

YOUR NAME: DATE:


Turn 1 2 3 4 5 6 7 8 9 10
BPs Saved Previous Turn

+ BPs Received This Turn

= BPs Available

– Replacements

– Redeployments

– Minefields (15 BPs)

– Extra Supply Cards (10 BPs)

= BPs Remaining (carry to next column)

---------------------------------------------------- Fold back along this line ----------------------------------------------------

YOUR
MINEFIELDS #1 #2 #3

Copyright © 1984-2004 Columbia Games Inc. PERMISSION TO PHOTOCOPY


Rommel in the desert tm

THE GAME MONTH


Buildup (except first Month) FIRE TARGET UNIT
Initiative Challenge
First Player-Turn
Second Player-Turn
TABLE
BUILDUP SEQUENCE
Advance Month
Buildup Supply Check
BP Determination
First Player Buildup
Reinforcements
BP Expenditure SF DF SF TF
Replacements & Redeployments
Minefield Construction FIRING UNIT
Allocate BPs for Extra Supply
Resupply (draw all cards at once)
Monthly Resupply
Extra Supply (allocated above) SF SF DF TF
Bonus Supply (Fortress Capture)
Second Player Buildup
(repeat player 1 procedure)

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

Copyright © 1984-2004 Columbia Games Inc. 36 Version 1.02

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