1. STACKING (Rule 5.0)
Division Stacking (Rule 5.4): British armored divisions have a stacking value of 2 when representing other units until August, 1942 when they revert to the normal 3 stacking value.
2. ORGANIZATION CARDS (Rule 6.0)
Restrictions on Formation Composition (Rule 6.3):
7. British Armored Divisions on map may only represent the non-tank units on its portion of the Organization Display until August, 1942. Beginning in August, 1942, this restriction is lifted and British Armored Divisions may represent all the units listed for it on the Display.
HQ Markers (Rule 6.4): British Armored Brigade HQ Markers must be made with the following designations and may use the appropriate tank columns in their parent division’s section of the Organizational Display. When in the Display, British tank battalions are always represented on the map with their brigade HQ Marker. Beginning in August, 1942, use of divisional Armored Brigade HQ Markers is at the discretion of the Allied player.
1st Armored Division: Add the 2nd Armored Brigade.
2nd Armored Division: 1st Armored Brigade.
7th Armored Division: 4th and 7th Armored Brigades.
10th Armored Division: 8th and 9th Armored Brigades.
These Armored Brigade HQ Markers
are available when their parent Divisional HQ enters play. Destruction of their
parent Divisional HQ does not prohibit the use of subordinate Armored Brigade
HQ Markers. However, if the parent Divisional HQ is Removed or Withdrawn, then
the subordinate Armored Brigade HQ Markers are, as well.
3. COMBAT MODIFIERS (Rule 10.0)
Artillery and Air Support (Rule 10.6):
The total combined Artillery and Ground Support Factors may not exceed the
printed ground strength. Excess Support Factors are lost.
4. BASIC RULES OF COMBAT (Rule 9.0)
Distributing Losses (Rule 9.5)
In any combat, the side which had the odds shifted in its favor due to Armor Superiority gets to assign
the odd losses for both sides. The other side gets to assign even losses. If there is no shift due to
Armor Superiority, assign losses as written in the rules.
[This rule is very important to show the superiority of the Matildas over the Italian tanks and AT guns, as well as the later superiority of German armor. Norbert Moehring suggested an even stronger variant: The side with Armor Superiority assigns the first 3 losses to both sides.]
5. SPECIAL UNIT TYPES (Rule 16.0)
Reconnaissance units (Rule 16.1): Reconnaissance units with Out of Supply markers on them lose their ability to avoid combat.
Army HQ Disband (Rule 16.3): Each player may disband his Army HQ voluntarily in any friendly segment at the beginning of Movement Phase. Disbanded HQs are immediately replaced in any friendly Off Map Box, but can not be moved in that segment.
6. FIELD WORKS (Rule 18.0)
Field Works Removal: Any vacant fortifications more than 4 hexes from a friendly unit (in any supply status) are automatically removed during the Replacement/Reinforcement segment. This is not applied to permanent Fortifications.
Field Works Limitations: Each side (Axis and Allies) can only build 20 field works per game, total. The Italians are assumed to have built seven by the time of the Enter Rommel scenario. Each player may not have more than SIX Fortifications placed on the map at one time. Permanent Fortifications are not counted for this limitation (but Fortifications built within the Tobruk perimeter are counted).
[This restriction is taken from The Gamers’ DAK.]
All field works can only be built in Primary segments.
7. GENERAL SUPPLY
(Rule 19.0)
Line of Supply (Rule 19.2): From September 1940 until February 1941 an Axis Line of Supply may be up to only four motorized movement points or 2 hexes long to the Italian 10th Army HQ, whichever is longer. Beginning in March 1941, a Line of Supply to the 10th Army HQ may be up to nine motorized movement points or 4 hexes long.
From September 1940 until February 1941 an Axis Line of Supply to a Supply Point is also correspondingly reduced to being up to two motorized movement points or 1 hex long (adjacent). Beginning in March 1941, an Axis Line of Supply to a Supply Point may be up to four motorized movement points or two hexes long.
[Also, see house rule 17, Reinforcement Schedule, below. The Italians began the war in North Africa with approximately 9000 trucks. An Italian infantry division usually possessed a transport company of between 72 and 96 trucks and a total of 363 vehicles. In contrast, a British division could expect to have about 1500 trucks and a total of 3163 vehicles of all types. While the rules restricting the amount of transport for the Italians may hamper them enough to make it very difficult to win the 1940 scenario, it better reflects their historical lack of transport. After German entry, the situation improved.]
8. SUPPLY POINTS (Rule 20.0)
Attack Supply (Rule 20.3): One Supply Point may provide Attack Supply for only ONE attack. All the other rules concerning Attack Supply are applied as previously.
Defense Supply (Rule 20.3): The defender has to provide Combat Supply just as the attacker has to provide Combat Supply. A Supply Point used for Defense Supply is used up every time a combat results in four step losses, but can be used to supply any number of combats within range. If the defender does not provide Defense Supply or there is none available, the defender is halved.
To compensate for the additional supply usage, both sides receive one additional Supply Point per turn in Italy and The Delta.
9. SEA MOVEMENT (Rule 23.0)
Shipping Limits
The Axis Player may move eight (8) Shipping Points out of Italy Box to any
friendly African port. This is in addition to the two (2) Coastal Shipping
capacity between African ports.
10. CADRES & REPLACEMENTS (Rule 28.0)
Replacement Table (Rule 28.3): Modify the Replacement Table for German tanks as follows:
1941 9-11: 1 tank
12: 2 tanks
1942 8-11: 1 tank
12: 2 tanks
SPECIAL CASES (Rule 28.7)
· HEADQUARTERS: Divisional HQs require the expenditure of one infantry-type Replacement unit plus one Resource Point.
11. RECOVERED STEPS
(Rule 29.0)
Tank Repair Limit (Rule 29.5): Axis player may repair 2 tank units per turn regardless of nationality (either 2 German, 2 Italian or one of each).
12. TURN RECORD TRACK (Rule 31.0)
Removals (Rule 31.6): Removed tank steps can be converted to Replacement units or may be used in a manner just like returning Recovered Steps. During the Recovery Segment of the Initial Phase, these “Removed” steps are immediately available to restore friendly tank units. All the restrictions about introducing Replacement/Recovered steps in sections 28.0 and 29.0 must be observed. No units may receive more than one step during this Initial Phase (even in combination with “regular” recovered steps). Extra steps which can not be used in this way may be converted into Replacement units. If there are still any unused steps left, they are lost.
13. VICTORY CONDITIONS (Rule 33.0)
Victory Point Schedule:
1. The following are objective hexes; each of the SIX airfields (Benghazi, Derna, El Adem,
Sidi Barrani, Fuka and Crete) and the Tobruk hex.
2. Count the number of objective hexes controlled by each side at the END of each MONTH (not
Game Turn). The side with more Objective hexes than the opponent gets one point.
3. If one side controls all six African objective hexes (exclude Crete), he receives one extra point.
4. Make a marker to record the accumulation of this point on the game track and adjust the position to that player's side (so, the marker can be at Axis side or Allied side or zero).
The historical total points were as follows (points at the Allied side are indicated with -):
1940 Sep 1 Oct 2 Nov 3 Dec 4 1941 Jan 3 Feb 1 Mar -1 Apr -2 May -2 Jun -1 Jul 0 Aug 1 Sep 2 Oct 3 Nov 4 Dec 2 1942 Jan 1 Feb 0 Mar -1 Apr -2 May -3 Jun -1 Jul 1 Aug 3 Sep 5 Oct 7 Nov 5 Dec 3
14. GERMAN LEADERSHIP & TACTICAL SUPERIORITY (Rule 34.0)
Use of this advanced rule is mandatory.
15. REACTION (Rule 41.0): Delete this section.
16. ROAD CONSTRUCTION
(Rule 42.0 Extension)
The Coast Road Upgrade: At the beginning of Scenario 1 the coast road hex-sides from Sollum to Sidi Barrani are considered Tracks until upgraded. If either side spends one Resource Point at the start of a turn, he may upgrade one hex of this road each friendly segment during that turn under the same restrictions that apply to railroad construction.
[This rule was “taken” from The Gamer’s DAK.]
17. REINFORCEMENT
SCHEDULE
One Minor Allied Replacement unit starts the game in the Allied Replacement pool.
Another Minor Allied Replacement unit enters Feb I, 1942 Turn.
The 28th Maori Battalion starts on board at Alexandria.
The 6th Australian Division HQ enters the game on the Dec II 1940 Turn (with the last brigade).