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Die
Odds
North Africa RatioAid Card
’41 Player 1 Die
Roll 1-3 1-2 1-1 2-1 3-1 4-1 5-1 6-1 7-1 Roll
DS = DEFENDER SHATTERED: The defender loses A1/DR2 = The attacker loses one step. The eliminated, then the attacker may enter the va-
one step—the unit selected is determined by the defender must Retreat 2 hexes and become Dis- cated hex and stop—a Limited Advance (14.2.2).
attacker. Surviving defenders must Retreat 4 hexes rupted. The attacker may Advance up to 2 hexes. A1 = The attacker loses one step. No Retreat or
and are marked in Full Retreat (13.3).* The attacker DR2 = The defender must Retreat 2 hexes and Advance.
may Advance After Combat (14.0) up to 4 hexes.** become Disrupted. The attacker may Advance
DR4 = The defenders must Retreat 4 hexes and up to 2 hexes. * Non-Mechanized units without Trucks Sur-
are marked in Full Retreat (13.3).* The attacker may DRX = Both sides lose one step‡—the unit se-
render (12.5) if they retreat more than 2 hexes.
Advance up to 4 hexes.** lected is determined by the opposing player. The **Non-Mechanized units without Trucks and
D1 = The defender loses 1 step. Surviving defenders defender must Retreat 2 hexes and become Dis- Matilda tanks may advance a maximum of
must Retreat 2 or 3 hexes* and become Disrupted. rupted. The attacker may Advance up to 2 hexes. 2 hexes.
The attacker may Advance up to 3 hexes.** EX = Exchange: Both sides lose one step‡—the
A1/D1 = Both sides lose one step. Surviving unit selected is determined by the opposing player. ‡ If an 88mm Flak unit is involved then the
defenders must Retreat 2 hexes and become Dis- No Retreat for the defender. If all defenders are Allies might lose two steps (18.2).
rupted. The attacker may Advance up to 2 hexes.
Determined Defense Table (11.0) Isolation Attrition Table (16.5) Combat Modifiers (9.0)
Attacker Shifts:
Die Clear Fortifications Die Roll Result 1 or 2R Tank Shifts (9.2)
Roll Rough Other City 1R Elite Combined Arms Shift (9.3)
1-4 –1 Step
≤1 F -/1 F -/1 F -/1 1R Artillery Support (9.4)
5-6 No Effect 1R Air Support (18.7.4)
2 F -/- F -/- F -/- Defender Shifts:
DRMs:
3 F -/- F -/- F -/- +1 AIRFIELD: If the unit can trace an LOS to 1L Tank Shift (9.2)
at least one friendly Airfield or ASU that 1L Artillery Support (9.4)
4 F -/- F -/- H -/1 1L Air Support (18.7.4)
is not adjacent to an enemy unit (16.5.4).
5 H -/1 H -/1 H 1/1 +1 If the unit can trace an LOS to at least one Attack Strength Doubled:
friendly Fortification. • Attacking DOWN a Ridge or
6 H -/1 H 1/1 H 1*/1 Escarpment Hexside (9.6).
+1 Unit’s TQ is Elite.
≥7 H 1*/1 H 1*/1 H 1/- –1 Unit’s TQ is Low. Defense Strength Doubled:
• Infantry units occupying a City or
Die Roll Modifiers (11.2.4): Fortification.
+1 DD Support (11.3) Rally Table (13.5)
+1 Lead Unit is Elite (2.3.2, 11.2.4) Attack Strength Halved (round up):
Die Roll Result • Attacking UP a Ridge or Escarpment
–1 Lead Unit is Low Quality (2.3.2, 11.2.4)
Hexside (9.6).
–1 The CRT result is orange 1-4 No change • Vehicle Units attacking a Fortification,
(11.4.1) List of Results 5-6 Recover one level or across the Tobruk Perimeter (9.6);
F = Determined Defense fails Tank Units attacking a defender that
DRMs: has a higher Tank Rating (9.2.3).
H = Success—the defender Holds
+2 Unit occupies a Port or Fortified Hex
H = Success, but defender’s Fortification removed (not cumulative)
• Attacking when marked OOS (16.4)
#/# = Step losses: Attacker/Defender’s Lead Unit +1 Unit is Elite Defender is halved (round up):
1* = Defender picks Attacker’s Step Loss –1 Unit is Low Quality Defender Disrupted (13.2)
Motorized Infantry 4 -
Motorcycle Infantry 4 -
Reconnaissance 4 18.1
13 C
Dice Roll Result 5 Corps HQ and place it in your Base on its
S (1) 5 Depleted side (19.1.2).
2-4 Alexandria Sector
5-6 Mersa Matruh Sector Strafing 1* Strafing: Place two Strafing markers on any
Road hex within 16 hexes of a friendly HQ or
7-8 Tobruk Sector +1
MP 16 friendly Airfield that is in Supply (18.7.5).
9-10 Benghazi Sector
11-12 No effect
Air Support 2* Air Support: Receive one friendly Air
Support marker (18.7.4). See Air Superiority
1S 16 (18.6) for restrictions on use.
1 Long Range Desert Group: Receive the
Disengagement Table (27.5) LRDG
LRDG marker (18.8).
Die Roll Result +2 MPs
A L L I E S O N LY
1-3 No 1 Large Convoy: Receive one additional
2
4 Yes + Lose 1 Step Coastal Coastal Shipping marker this Impulse.
Shipping
5, 6 Yes
Treat results greater than 6 as 6, and results less than 1 as 1. Malta 2 Malta Reinforced: Move the Malta
DRMs: marker one space to the right (22.3.4).
+1 if the unit/group is Mechanized*
+1 if the unit/group’s TQ is Elite* 1 Air Transport: Move an Inf. Replacement
–1 if the unit’s TQ (or at least one unit in 1
or a 1-step non-Mechanized unit from
the group) is Low Quality Air Trans the Italy Box to a friendly airfield (18.7.6).
*If disengaging as a group, the positive
modifiers apply only if Comando 1 Comando Supremo: Receive the
Supremo
all units in the group Comando Supremo marker (8.4.1).
qualify. A X I S O N LY
*Strafing and Air Support may not be purchased if your opponent has Air Superiority (18.6).
Explanation of Results:
No: No Retreat
Yes: Retreat 1 or 2 hexes and
become Disrupted or Full Retreat.
GMT Games, LLC
Lose 1 Step: Unit or stack loses 1
P.O. Box 1308
step before retreating.
Hanford, CA 93232-1308
Trackless 1 See
Maximum of two Yes – Clear –
Desert consecutive hexes (5.5) 14.5
Town Other
OTiH OTiH – – –
Landmark OTiH
Defense Strength x2 City/ Yes
City 1 NO except Vehicle Units (2.3.3) (12.4) –
Fort.
Stops Mech
Jebel 2 NO 1L Other – except along
Roads 14.5
Marsh P – – NA – –
Border
Port
Airfield Port
OTiH OTiH OTiH OTiH (12.4) –
Railroad
Oasis (27.2)
NOTES:
* May not start next to or move adjacent to an enemy Limited
Limited ZOC
Enemy
ZOC
unit (5.2.2). Limited
Limited
Unit
ZOC
1. Mechanized units may only move across an Escarpment
Escarpment hexside along a Road.
2. A unit can never be halved more than once (9.1). EZOCs stop movement and cost +2 MPs Overlapping EZOCs:
to exit (7.2). • Block Retreats (12.2.1).
3. Mechanized units may only advance across an
Escarpment hexside along a Road. Limited EZOCs do not stop movement • Block Supply Paths (16.3.2).
and cost +1 MP to exit (7.3). • Out of Supply Units may not enter (16.4).
• Cancelled by friendly units.
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