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Battles: North Africa - 2 Player Tables v1.

4 Copyright © 2022 Joe Carter

** NEW 2 PLAYER CAMPAIGN SETUP **


* When starting a new 2 player campaign, go to Table F-1 first.

A-1. BATTLE TYPE


* Roll 1D10 (1x per battle)
* After rolling, go to Table A-2.
Roll Result
Meeting Engagement. The British Army and German Army have encountered each other. Roll 1D10: 1-5 = British player
(starting hexes A1-A10), and German player (starting hexes A80, A82-A90). 6-10 = German player (starting hexes A1-A10),
1-8
and British player (starting hexes A80, A82-A90. * Whichever Army kills or drives all opposing enemy Army units from
the map wins the battle. * Go to Table A-2.
Village Attack. Army A has taken over a tactically important Village. Army B must attack the Village and take back the Village
hexes by occupying all of them at the same time for at least 1 combat round in order to win the battle. If all Village hexes
are not occupied by Army B, Army A wins the battle. Note: If either Army has all their units KIA, they automatically lose
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the battle.
Roll 1D10: 1-5 = British player is Army A and German player is Army B. 6-10 = German player is Army A and British player is
Army B. * Go to Table A-2.
Village Attack. Army A has taken over a tactically important Village. Army B must attack the Village and take back the Village
hexes by occupying all of them at the same time for at least 1 combat round in order to win the battle. If all Village hexes
are not occupied by Army B, Army A wins the battle. Note: If either Army has all their units KIA, they automatically lose
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the battle.
Roll 1D10: 1-5 = British player is Army A and German player is Army B. 6-10 = German Player is Army A and British player is
Army B. * Go to Table A-2.

A-2. DAYWEATHER
/ NIGHT BATTLE A-3. BATTLE WEATHER
A-3. BATTLE A-3. BATTLE WEATHER
* Roll(1x
1D10 * Roll 1D20 (1x per battle)
* Roll 1D20 per(1x per battle):
battle) * Roll 1D20 (1x per battle)
1-8 = Day Battle. * After rolling, go to Table A-4.
* After rolling, go to Table9-10
A-4.= Night Battle.
* After rolling, go to Table A-4.
Roll Result
Roll Go to Table A-3.
Result Roll Result
1-10 Good. Clear skies.
1-10 Good. Clear skies. 1-10 Good. Clear skies.
11-17 Poor. Blowing dust.
11-16 Poor. Blowing dust. 11-16 18-20
Poor. Blowing dust.storm.
Bad. Sand
17-20 Bad. Sand storm. 17-20 Bad. Sand storm.

A-4. BATTLE MAP


MEETING ENGAGEMENT VILLAGE ATTACK / DEFENSE
* Roll 1D10 (1x per battle) * Roll 1D10 (1x per battle)
* After rolling, go to Table A-5. * After rolling, go to Table A-5.
Roll Result Roll Result
1 Map 1 1-5 Map 4
2 Map 2 6-10 Map 10
3 Map 3
4 Map 4
5 Map 5
6 Map 6
7 Map 7
8 Map 8
9 Map 9
10 Map 10 1
A-5. RECRUITING SOLDIERS (BRITISH & GERMAN ARMY STATUS SHEETS)
1. Each Army may recruit new units or dismiss old units before the battle begins. Note: Any units which were KIA do not
carry over to the next battle and are permanently removed from the game. Note: If either Army had all units KIA and zero BPs
remain, the opposing Army wins the campaign and the game ends.
2. Existing wounded/damaged units can only have their wounds/damage removed by spending 1 BP per wound/damage. Any
wounds/damage not removed using BPs before the next battle remain with the unit. Note: KIA units may not have
wounds/damage removed. This isn’t a zombie game!
3. The following British Army units may be recruited before each battle: Soldier (4 BPs), Machine Gun (5 BPs), Mortar (6 BPs),
Sniper (6 BPs), Engineer (7 BPs), Anti-Tank Rifle (7 BPs), Flamethrower (8 BPs), Armored Car (9 BPs), Light Tank (10 BPs),
Medium Tank (11 BPs). Note: Each British Army unit comes equipped with 6 Shots at the beginning of each battle.
4. The following German Army units may be recruited before each battle: Soldier (4 BPs), Machine Gun (5 BPs), Mortar (6 BPs),
Sniper (6 BPs), RPG (7 BPs), Flamethrower (8 BPs), Armored Car (9 BPs), Light Tank (10 BPs), Medium Tank (11 BPs),
Heavy Tank (12 BPs). Note: Each German Army unit comes equipped with 6 Shots at the beginning of each battle.
5. 1 unit Skill Point (SP) may be purchased for 2 Bonus Points (BPs), up to a maximum of 5 SPs per unit.
6. Once both Armies are ready for battle, go to Table B-1 for Battle Map setup.

** B – BATTLE MAP SETUP **


B-1. MEETING ENGAGEMENT / VILLAGE ATTACK
1. Army A: Place all participating unit counters in any of the A1-A10 Triangle hexes (player’s choice).
Army B: Place all participating unit counters in any of the A80, A82-A90 Star hexes (player’s choice).
2. After placing all unit counters on the map, reveal each Army Status Sheet to the other player and go to Table C-1.

** C - COMBAT **
C-1. UNIT ORDER OF ACTION
(1x per unit per combat round)
Place all unit counters present in the draw cup and draw each unit counter one at a time to determine unit action order and
roll on all necessary combat tables per unit drawn. Once all units have moved/attacked, go to Table C-5. Note: Any units which are
KIA have their counters removed from the draw cup pool for the remainder of the battle.

C-2. ARMY - MOVEMENT


1. Army units may move and then attack, move only, 3. German Army - Maximum Starting MPs:
or attack only. Army units may not attack first, then * Flame, Mortar, RPG: 8
move. They may only attack after completing their * MG, Sniper, Soldier: 12
move. Note: An Army’s units may not move through * H. Tank: 14
hexes occupied by the opposing Army’s units. * L. Tank, M. Tank: 16
2. British Army - Maximum Starting MPs: * Armored Car: 20
* ATR, Engineer, Flame, Mortar: 8 Note: -2 starting MPs per wound/damage.
* MG, Sniper, Soldier: 12 4. Movement Points Required (per hex):
* L. Tank, M. Tank: 16 * Desert Hills: 8
* Armored Car: 20 * Palm Trees/Sandy Desert: 6
Note: -2 starting MPs per wound/damage. * Rocky Desert/Village terrain: 4
* Road terrain: 2
Note: -2 starting MPs per wound/damage.
2
5. For attack, go to Table C-3.
C-3. UNIT ATTACK C-4. UNIT WOUNDS/DAMAGE
* Armored Car and Tank units may only be attacked with Armored * Roll 1D20 (1x per hit)
Cars (cannon), ATRs, FTs, Mortars, RPGs, or Tanks (cannon). They may * If unmodified 1 rolled, no Wound/Damage.
also be attacked by Soldier and MG units using grenades (adjacent * If unmodified 20 rolled, 5 Wounds/Damage.
hex only). Roll Result
* Roll 1D10 (1x per Soldier/FT/ATR/Mortar/Sniper/RPG unit) ≤ 1-5 No Wound/Damage, but Suppressed. (a)
(1x per Armored Car/Tank unit - Cannon attack) (a) 6-8 +1 Wound/Damage and Suppressed. (a) (b)
(1x per MG unit - Grenade Attack) (b) 9-11 +2 Wounds/Damage and Suppressed. (a) (b)
(2x per Armored Car/Tank unit - MG attack) (b) 12-14 +3 Wounds/Damage and Suppressed. (a) (b)
(2x per MG unit - MG Attack) (a) 15-17 +4 Wounds/Damage and Suppressed. (a) (b)
* If unmodified 1 rolled, defender missed. 18-20 + +5 Wounds/Damage and Suppressed. (a) (b)
* If unmodified 10 rolled, defender hit. Modifiers:
Roll Result * -14 if H.Tank defender
≤ 1-9 Miss. * -10 if M.Tank defender
10 + Hit. Go to Table C-5. * -6 if L.Tank defender
* -4 if Armored Car defender
Modifiers (cumulative)
* +4 if Sniper attacker
* -4 if defender in Desert Hills *+1 if AC defender
* +4 if Grenade/Mortar attacker
terrain *+1 if Grenade attacker
* +4 if ATR attacker
* -2 if defender in Palm Trees *+2 if Tank defender
* +4 if Armored Car attacker (cannon)
or Village terrain *+2 if defender in Road,
* +6 if RPG attacker
* -2 if Bad weather Sandy Desert, or Rocky
* +6 if L.Tank attacker (cannon)
* -2 if Night Desert terrain
* +10 if Engineer attacker
* -1 per hex from defender (a) (b) * +2 if Day
* +10 if M.Tank attacker (cannon)
* -1 per attacker wound/damage * +2 if Good weather
* +14 if H.Tank attacker (cannon)
* -1 per defender SP * +2 if Sniper/Mortar/RPG
* +14 if Flamethrower attacker
* +1 per attacker SP attacker
Notes:
* +1 per defender * +3 if Engineer attacker
a) Armored Car and Tank units cannot be suppressed.
wound/damage * +4 if Flamethrower attacker
b) If Flamethrower unit hit, roll 1D10 for explosion check:
Notes:
1-9 = No effect. 10 = Fuel Canisters hit and explode.
a) 2+ hex range only.
Unit KIA.
b) 1 hex range only.

C-5. END OF COMBAT ROUND / BATTLE


1. Once the current combat round has ended, the next combat round begins. Any BA or GA units which re-enter one of their Exit
Points (Star or Triangle hexes) leave the Battle Map for the remainder of the battle. Note: Once a unit exits the Battle Map,
it may not enter it again.
2. At the end of each combat round, if BA/GA units were KIA, units of the same Army and type may pick up and use their remaining
ammo if in a hex adjacent to the KIA BAU/GAU. Note: Ammo units may not be taken from KIA Armored Cars or Tanks.
Note: Once Ammo units are taken, the KIA unit counter must be removed from the Battle Map. Note: Total # of carried Ammo
units may not exceed 6.
3. Once all BA/GA units have exited the Battle Map, or all remaining BA/GA units are KIA, the battle ends. go to Table D-1 to calculate
VPs and BPs awarded. 3
** D - END OF BATTLE **
D-1. VICTORY POINTS / BONUS POINTS AWARDED & LOST THIS BATTLE
* Each player calculate VPs and BPS awarded or lost.
* Remove all KIA units from each Army Status sheet.
* Go to Table A-1 to start the next battle.
* The Short campaign ends after 5 battles, and the Long campaign ends
after 10 battles. (c)
Victory Points Bonus Points
Enemy Kills / Friendly Losses
Awarded / Lost Awarded / Lost
Player Won the Battle 100 -
Enemy Soldier KIA 10 5
Player’s Soldier KIA (a) (b) -10 -5
Player Lost the Battle (a) (b) -100 -
Notes:
a) If Victory Point total of either Army ever goes minus any time after the 1st battle, that player automatically
loses and the game ends.
b) Victory Point total for each Army can never go below zero (minus) during battle #1.
c) See Table E for final scoring.

** E – FINAL SCORING **
Short 2 Player Campaign (5 battles) Long 2 Player Campaign (10 battles)
Total Victory Total Victory
Result Result
Points Points
601 + Legendary 1,201 + Legendary
451 – 600 Excellent 901 – 1,200 Excellent
301 – 450 Good 601 – 900 Good
151 – 300 Average 301 – 600 Average
0 – 150 Poor 0 – 300 Poor
Minus VPs Dismal (a) (b) Minus VPs Dismal (a) (b)

Notes:
a) If Victory Point total ever goes minus any time after the 1st battle, that Army automatically loses the
campaign and the game ends.
b) Victory Point total can never go below zero (minus) for either Army during battle #1.

** F. NEW 2 PLAYER CAMPAIGN SETUP **


F-1. NEW 2 PLAYER CAMPAIGN SETUP
* Short 2 Player Campaign (5 battles). Total play time: 2.5+ hours
* Long 2 Player Campaign (10 battles). Total play time: 5+ hours
1. Each Army starts out with up to 200 Bonus Points (BPs) (depending on difficulty level desired) (a), which may be used to
recruit new units, be used to purchase Skill Points (SPs) for existing units (b).
2. After new campaign setup is complete, go to Table A-1 to start the game.
Notes:
a) Starting Bonus Points may be from 4-200, with 4 being most difficult and 200 being easiest. Note: Unused BPs may be
kept in reserve for future use.
b) Between battles, 1 SP may be purchased for 2 BPs. 5 SPs maximum per unit. 4
Copyright © 2022 Joe Carter

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