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ALLIED OPERATIONS
- Naval transport
• One unit from port to port
• Axis: only designated units
• Allies: only non-mot infantry
• Can be intercepted (only by allies)
• Unit can move, but not StrMov
- Commando Raid D Raids only from GT1 to GT5
• Attack (ignore ZOCs) or land on coastal hex (ends MPs)
K No Raid on Coastal Reefs
• Axis can intercept with air/naval
• Evacuation: Axis naval, Axis air with roll
• Optional additional Raids: 2 turns
- Movement
• Stacking: 7 steps
• Zone of Control (ZOC)
Stop
Units with no ZOC (stripe) D No Str Movement in GT1
Infiltration: units with 5 MPs (no mot-art) D
D
Lava can only be crossed by non-mot (18.1.1)
Steep road in hex 2906
• Special moves D Axis units cannot enter Palestine but exert ZOC
D Ignore river in Damascus
Engineers D Ground interdiction not within 2 hexes of Beirut and Tripoli if not friendly
Yellow MP needs bridge or engineers
K Steep road in hexes 3909, 4211, 4314
Mountain units K Only two Irregular units per player’s turn can move (can attack)
OoS motorized: -1MP K
K
Irregulars can use Str.Movement via any hex and move like Mountain units
Irregulars cannot attack or enter Eritrea and do not project ZOC there
• Strategic Movement K Ground interdiction not within 2 hexes of Massawa if not friendly
All moves via road/trail that are supply road
Motorized x1,5MPs
Other units +1MP
Cannot end adjacent to enemy
• Ground interdiction
Allied only
Place in full sea hex adjacent to coastal hex
Axis pay +1MP and no Str Move if they move adjacent