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Combat Results Table (CRT)

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

A1 A1 A1 A1 EX DR2 DR2 A1/D1 D1


1 - - - - - Adv 2 Adv 2 Adv 2 Adv 3 1
2 A1 A1 A1 EX DR2 DR2 DRX D1 DR4 2
- - - - Adv 2 Adv 2 Adv 2 Adv 3 Adv 4

3 A1 A1 EX A1/DR2 DR2 DRX A1/D1 DR4 DR4 3


- - - Adv 2 Adv 2 Adv 2 Adv 2 Adv 4 Adv 4

4 A1 EX A1/DR2 DR2 DRX A1/D1 D1 DR4 DS 4


- - Adv 2 Adv 2 Adv 2 Adv 2 Adv 3 Adv 4 Adv 4

5 EX A1/DR2 DR2 DRX A1/D1 D1 DR4 DS DS 5


- Adv 2 Adv 2 Adv 2 Adv 2 Adv 3 Adv 4 Adv 4 Adv 4

6 A1/DR2 DR2 DRX D1 D1 D1 DS DS DS 6


Adv 2 Adv 2 Adv 2 Adv 3 Adv 3 Adv 3 Adv 4 Adv 4 Adv 4
= –1 DRM on DD Table = DD not allowed

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)

© 2023 GMT Games, LLC


2 North Africa ’41 Player Aid Card

Allied Event Table (23.0) Anti-Shipping Table (22.2)


Dice Roll Event Allied Mersa
2 Long Range Desert Group: Receive the LRDG Convoys Matruh Bardia Tobruk Derna Benghazi
marker (18.8). Axis Italy or Mersa
3, 4 Desert Air Force: Receive one Air Support Convoys Tripoli Benghazi Derna Tobruk Bardia Matruh
marker (18.7.4). ≤2 - - - - - 2
5-9 Middle East Command: Record one Resource 3 - - - - 2 2
Point on your Resource Point Track (23.1).
10 Bombing Raid: Select one enemy Port and roll
4 - - - 2 2 3
on the Demolition/Bombing Table (21.4.3). 5 - - 2 2 3 3
11 Malta Reinforced: Move the Malta Status 6 - 2 2 3 3 4
marker one space to the right (22.3.2). 7 - 2 3 3 4 4
12 Desert Air Force + Bombing Raid: Receive an
Air Support marker and a Bombing Raid.
8 2 3 3 4 4 5
9 2 3 4 4 5 5
Axis Event Table (23.0) 10 2 4 4 5 5 5
Dice Roll Event 11 3 4 5 5 5 5
2 Engineers: Place one completed Fortification in a ≥ 12 3 5 5 5 5 5
legal hex (9.5.3), or repair one friendly controlled
Modify dice roll by Airfield modifiers for Coastal Convoys and
Port by one box (21.4.4).
by Malta Status Track number for convoys from Italy.
3 Regia Aeronautica: Receive the Italian Air
Support marker (18.7.4).
4 Fliegerführer Afrika: Receive the German Air Shipping Point Cost Table (21.2)
Support marker (18.7.4). Cost Unit Type
5-9 OKW: Record one Resource Point on your 1 For each Replacement unit, Remnant, Truck unit,
Resource Point Track (23.1). Tank Step, or Supply Point.
10 Comando Supremo: Receive the Comando 1 For each Combat Unit* with a Stacking Value of 0 or 1.
Supremo marker (8.4.1).
2 For each Combat Unit* with a Stacking Value of 2.
11 Bombing Raid: Select one enemy Port and roll
on the Demolition/Bombing Table (21.4.3). *Except Tank Units which cost 1 Shipping Point per step.
12 U-Boats in the Med: Move the Malta marker
two spaces to the left (23.3.2). Port Demolition and Bombing Table (21.4.1)
Die Roll Result
MAX
UNIT TYPE REPL TYPE SPECIAL RULES
ADV 1, 2 No Effect
Infantry 2 - 3-6 Hit
Machine Gun G 2 - DRMs: None
Explanation of Results:
Airborne Infantry 4 - Hit: Port Damaged by one box.
Machine Gun Mtr. 4 -

Motorized Infantry 4 -

Motorcycle Infantry 4 -

Reconnaissance 4 18.1

Corps HQ NA 1 Resource 8.5, 17.1, 18.4

Artillery Group NA 1 Resource 18.3

88mm Flak 4 9.2.4

Silhouetted Tank Unit 4 4.3


REPL
Matilda Tank Unit 2 19.2.5

Truck Unit 4 1 Resource 5.8

© 2023 GMT Games, LLC


North Africa ’41 Player Aid Card 3

Axis Supply Attrition Table (25.1) Resource List (23.2.2)


–1 SP or deplete one ASU (in the rolled Sector) if at RP Cost Event
least one unit in or east of: 1 PORT REPAIR: Repair one Port by one
PORT
Dice Roll Result STATUS
Level (21.4.4).
2-5 Benghazi Sector
6-7 Tobruk Sector 1 Bombing Raid: Bomb one enemy Port or
PORT
the Nile Delta/Tripoli (21.4.3).
8-9 Mersa Matruh Sector STATUS
Bombing Raid has to be used immediately.
10-11* Alexandria Sector
12* No effect 1 Fortifications: Begin the construction of
x2 one Fortification (9.5.3).
*Optional Rule: Remove one Captured Truck on a dice
roll of 11 or 12.
1 1 Truck Replacement: Replace one eliminat-
Allied Supply Attrition Table (25.1) ed Truck unit and place it in your Base
–1 SP or deplete one ASU (in the rolled Sector) if at 0-0-5 (19.1.2).
least one unit in or west of: 3517 1 HQ Replacement: Replace one eliminated

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

Italy 1 Benghazi Convoy: Allows the Italy


to Convoy to sail directly to Benghazi
Benghazi (22.3.5).
Malta 3 U-Boats in the Med: Move the Malta
Status marker two spaces to the left
(22.3.4).

*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

© 2023 GMT Games, LLC


Terrain Effects Chart (TEC) North Africa ’41 Player Aid Card 4
Movement Pts. Determined Stops Advance
Tank Shift Defense After
Terrain Non-Mech Mech (9.2) Possible? Effects on Combat Column Retreat? Combat

Clear 1 Yes – Clear – –

Trackless 1 See
Maximum of two Yes – Clear –
Desert consecutive hexes (5.5) 14.5

Highway 1(+5 to MA)* 1⁄ 4 Roads


R OA D S

OTiH – OTiH – negate


Track 1(+1 to MA)* 1⁄ 2 terrain

Town Other
OTiH OTiH – – –
Landmark OTiH
Defense Strength x2 City/ Yes
City 1 NO except Vehicle Units (2.3.3) (12.4) –
Fort.

Rough 1 2 Yes – Clear – –

Stops Mech
Jebel 2 NO 1L Other – except along
Roads 14.5

Ridge Halved2 attacking UP.


Hexside +1 +1 Yes Doubled attacking DOWN. OTiH – –

NO Halved2 attacking UP. Prohibited


Escarpment
Hexside +1 P 1 when attacking Doubled attacking DOWN. OTiH – for Mech.
across Vehicle Units may only attack across at Roads (9.6) 14.53

Marsh P – – NA – –

Border
Port
Airfield Port
OTiH OTiH OTiH OTiH (12.4) –
Railroad
Oasis (27.2)

Defense Strength x2 City/


OTiH NO except Vehicle Units (2.3.3, 9.5.1).
Yes –
x2 Fortification (12.4)
Vehicle Units halved attacking into2. Fort.

Tobruk NO Vehicle Units halved attacking into


Perimeter OTiH when attacking OTiH – –
into and across (not out of ) Tobruk across this line2.

Existing No effect on movement and combat (except Determined Defense column).


Groundworks Other – –
(9.5.5) Indicates that Fortifications can be completed without a die roll.

TEC KEY ZOCs (7.0) OVERLAPPING ZOCs (7.4)


Limited ZOC
– = No Effect or Not Applicable into Enemy
x2 Enemy Enemy
OTiH = Other Terrain in Hex P = Prohibited Fortifications Unit Unit
ZOC ZOC

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.
© 2023 GMT Games, LLC

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