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NJHarman’s Campaign for North Africa House Rules

SPI’s most monsterish monster, Campaign for North Africa. I really love this game. The continual movement system is so elegant. But, there are ambiguities and contradictions all over the rules.

These house rules have three sections:

  • Corrections, Clarifications and Interpretations; I hope are useful to everyone

  • Scenario Specific Notes

  • Opinionated Additions and Changes; my personal preferences, YMMV

Just the Corrections, Clarifications and Interpretations

Map

INTERPRETATION On map printed Flak such as in Tripoli is considered heavy flak. Affects Fighter Flak Suppression missions (which can’t be flown against heavy flak [40.74]).

INTERPRETATION Various map inconsistencies (e.g. tiny bits of road extending into adjacent hex) will be ignored. Borrowed from OCS, nubs don’t count

Movement

REMINDER May always advance (during next Movement Segment, regardless of [8.23]) EZOC to EZOC into hex vacated due to Reaction, Retreat before Assault, or combat result [10.24].

REMINDER Non-motorized may voluntarily expend during their portion of OpStage at most 150% CPA. Reaction and Retreat Before Assault are not during your portion of an OpStage. No movement at all if -26 or worse Cohesion. [8.17]

REMINDER/CLARIFICATION Units are in Contact (only) if under an EZOC at the beginning of any Movement Segment [8.62]

[8.24] says any Movement Combat Phase. [8.61] says Friendly Movement Segment. [8.64] confuses things. [13.22] implies Contact can be also be applied during RTR. Beginning of Movement Segment [8.62], implying some sort of previous combat between units, makes most sense to me.

INTERPRETATION A Formation with both non-motorized and motorized (even just 1st line attached trucks) units must pay the most expensive CP cost for each hex and hexside.

Motorized vs non-motorized is confused in application to Terrain Effects Chart. [3.1] says “motorized unit” is a unit whose movement is produced by wheeled or tracked vehicles. Do we ignore 1st line trucks? What about infantry Div with attached tanks. If any vehicle makes unit motorized, then what unit doesn’t have some trucks attached?

CLARIFICATION Rail Movement

  • In each direction may rail units OR supplies.

  • As [8.77] states units and supplies may be picked up/dropped off as long as total capacity is never exceeded.

Rules are written way more complicated than needs be. [8.72] and [8.74] say largely same thing and conflict with [8.77].

Reaction

INTERPRETATION Non-motorized units and SGSUs may not React. Truck Convoys and Tank Delivery Squadrons may not react unless stacked with a friendly combat unit [8.53a]. Is unclear if “… not stacked with Friendly combat units” applies to the whole list or just Truck Convoys. SGSU and non-motorized are not agile enough to GTFO.

REMINDER To prevent target from Reacting need all of:

  • 5+ CPA more than target

  • 2+ SP if target is 5SP “Div”

  • 1+ SP if target is 2-3SP “Bde”

Barrage

REMINDER Barrage vs Dumps or Air Facilities uses raw Barrage points on Bombload row. NOT the Barrage points row. [12.54]

INTERPRETATION [12.33] It is unclear if terrain adjustments to Barrage are intended to apply to attacker. I rule that they do.

In part because that is how every other war game I’m aware of does it. In part because [14.0] specifically says either player may be the attacker and/or defender. In other words, attacker / defender are not synonyms for phasing / non-phasing. So, when Barrage rules mention “defender” it means “the side undergoing Barrage” regardless of which is the Phasing or “attacking” side.

Retreat Before Assault

REMINDER Any non-Phasing Unit, not only those about to be Close Assaulted, that is not prohibited may Retreat Before Assault [13.1]. If not adjacent to enemy, may may only expend 4 CP (or enough to move one hex whichever is greater) [13.24].

INTERPRETATION Retreat before Assault does not follow the requirements of involuntary retreat [15.82]. Retreat Before Assault may be an “advance”. My reading of [13.27]’ voluntary

Combat

REMINDERS

  • To exert ZOC, requires more than 1 SP and more than 9 Raw Def Close Assault Points in hex [10.1]. A lone Bn, does not a ZOC make.

  • Probe satisfies EZOC holding off requirement only if basic differential is -4 or better [10.31].

  • Don’t need to attack hexes exerting EZOC that contain only Guns, non-combat units, and/or pinned units [10.32].

  • Defender may benefit from only one hexside [15.35]. But attacker is considers all hexsides [15.36].

  • From the [14.6] Anti-Armor chart. Phasing player always decreases his dice roll by one row

  • Anti-Armor Combat - each hex is resolved individually. Sum all Phasing side’s Anti-Armor firing at target hex. Sum all non-Phasing side’s Anti-Armor firing from target hex. [14.22]

  • Combined Arms. Minus 1 actual Close Assault Strength for every 1-3 unsupported tank TOE Pts [15.4].

  • Guns used in Offensive Close Assault have Vulnerability rating halved(fru). Defensive Close Assault have full vulnerability. [12.18].

  • Guns used in Anti-Armor have Vulnerability rating of 2 [12.19]. No Offensive/Defensive distinction.

  • Engaged applies to all units participating in Close Assault [15.81]. Not just the attackers, despite being on attacker’s portion of CRT.

  • Engaged results are ignored when there is also a Retreat result [15.74].

  • Engaged results are ignored when Probing [15.93].

REMINDER All hexes undergo each step of “H.3 Combat Segment” before the next step is started. This is clear from [11.0] rules and SoP. It’s often forgotten in play. It affects for multi-hex combat, Retreat Before Assault, and various tactical situations.

REMINDER Read [15.24] carefully. It limits multiple hexes Close Assaulting multiple defending hexes. The attacker may be required to make separate attacks (or Holding off Barrages). Remembering unit’s TOE Pts may be split to assault separate hexes.

REMINDER Overrun effects for Defender

  • losses are rounded up [15.83c]

  • all TOE Pts in hex, including all guns, add their Def Close to [15.83b] for casualties.

  • all Gun TOE Pts take Vulnerability losses [15.84c]

CLARIFICATION 15.83b says “Totals all Raw Combat Assault Strength Points involved in the assault.” The combat example has each side totaling their Close Assault points. Each side should total only their Close Assault points. Interesting effect to represent stronger force, inflicting more casualties. But combat differential and overrun already is doing this.

CLARIFICATION Can only withhold all units and retreat if path exists and is taken [15.29]. I.e can’t use [15.82] and take 10-30% losses for hexes not retreated.

CLARIFICATION A battalion sized (1 SP of units) or larger combat unit is required to capture Destroyed Tanks [14.52]. Rule says “Player enters a hex”, Players aren’t units in the game! Similar to Broken Down vehicle capture[21.52].

Coastal Shipping

CORRECTION/CLARIFICATION SoP says coastal shipping and port transfers occur during “Tactical Shipping Segment.” Rules says coastal ships move in “Truck Convoy Phase”.

Grouping all supply movement into one phase is easier to handle track.

Unlimited Supplies

CLARIFICATION [60.44] says “Unlimited Supplies in Cairo/Alexandria”. But, [57.0] says only Cairo.

I rule only Cairo. Delta Railroad exists for reason!

Leaky Gas Tanks

CLARIFICATION/CHANGE? Fuel in vehicle “fuel tanks” is not subject to Evaporation.

A rule that may be implicit but never stated. Either way this is a massive tracking effort reduction win.

Dummy Tanks

REMINDER [16.4] Dummy tanks are reported as Armor Class during Barrage [12.22] and as Tank Units during Air Recon [42.24.a].

Tank Delivery Squadrons

INTERPRETATION [22.6] TDS move during Truck Convoy Movement Phase, even when not towing. It’s not stated when they move.

Based on [22.63] intent was probably during Truck Convoy if not towing. Cleaner to always move during same phase.

INTERPRETATION Must be stacked with a combat unit to use Reaction, Retreat Before Assault or perform a CRT mandated Retreat.

[22.63] “If alone in hex…” implies not restricted when not alone.

Commonwealth Fleet

CORRECTION [30.15] says 100 sea hexes is Bxx29. But that’s wrong. Counting hexes, crossing med, the correct hexrow is Bxx24.

The [30.23] example describes bombardment of Derna, which is 5 hexes beyond Bxx29. Also [24.5] mentions Derna bypass road was built to avoid coastal shelling!

More Words, Is Bad Words

CORRECTION [8.52] Last sentence is confusing/pointless as heck. It says Reacting unit “does not expend CP’s for Breaking Contact/Engaged”.

[8.53.d] says units that are in combat or Engaged may not React at all. No idea what “in combat” means. Probably meant in Contact. But could only be in Contact if under EZOC and [8.53.c] says units under EZOC may not React. Rule repetition leads to contradictions and ambiguity.

Write each rule once, clearly.


Scenario Notes

64.0 The Campaign For North Africa

Italian Campaign Scenario starts with OpStage I. There is no Strategic Air, Naval Convoy or Stores Expenditure stages.

CLARIFICATION Prior to OpStage I, Axis player must plan Naval Convoy’s for GT1 and GT2. The first stuff will unload in OpStage I.

Yes, allies are denied Naval Convoy Bombing on GT1. Such are the effects of “surprise invasion”.

REMINDER All Trucks may be filled with “extra” supply. Coastal shipping starts empty.

REMINDER Weather [29.0] is rolled for on 1st Turn of scenario.

Many games dictate weather on 1st turn, as the aggressor would plan for or delay opening operation to coincide with favorable conditions. The Italians get no such benefit.

INTERPRETATION [60.44] says “Major Repair Facility in (only) Alexandria”. But, [22.31] says all hexes of Alexandria and Cairo are Major. I rule all hexes of Cairo and both hexes of Alexandria are Major Repair Facilities.

INTERPRETATION [22.31] says Tobruk is Major Repair Facility. But, [60.33] says it’s temporary. I rule it’s temporary. Only major facilities in game are Tripoli, Alexandria, and Cairo.

CHANGE Ignore [59.36] and [60.32] maintenance may be performed first OpStage after flight.

Designer intention seemed to be, you have only these aircraft ready. Perhaps an artifact from when maintenance was done before missions?

CHANGE Ignore [60.32] Italy/Sicily basing prohibition. Start with 8x SM.79, 2x CR.42 and 2x CR.32 twelve plane squadrons based in Sicily. Treat as if they were assigned to Strategic Air for GT1. No refit until GT2.

I read forum arguments, forget where, about no way were there this many aircraft in Africa.

Mussolini Requirements

ADDITION Ala OCS DAKII. With god’s eye view and hindsight we are way better operational commanders than the Italians. It’s too easy to craft opening moves that produce success outside historical reasonableness. I find it difficult to remember to play “poorly”. Here and elsewhere are limitations to keep me in the spirit of Italian command.

These requirements end if Allies recapture Sidi Barrani or if they cross into Libya.

By GT1/III Italians must have and keep (or have been eliminated there) in Egypt:

  • 7 non-shell Inf Div Formations

  • 5 SP of non-Div Infantry Bn

  • 3 SP of independent artillery

  • 5 SP of other Formations

By GT5/I, of those above, must have and keep (or have been eliminated there) beyond the Mussolini Line (C4129-C3830-C3529-C3429-C3027, S. to Siwa):

  • 3 non-shell Inf Div Formations

  • 1 SP of independent artillery

  • 5 SP of other Formations

  • and have captured Sidi Barrani


Opinionated Additions and Changes

Sequence of Play

CHANGE

  • Combine and reorder steps of II Strategic Air Planning Stage and III Naval Convoy Stage.

    Facilitate asynchronous internet play. Both sides can do more independently.

  • Move Stores Expenditure to start of Game Turn.

    Facilitate asynchronous internet play. Both sides can do more independently.

  • Move VIII Strategic Air Recovery Stage to end of combined II/III Stage.

    It’s confusing to leave strategic mission aircraft “out” through all the OpStages. In practice no one does that. Suspect designers meant to emphasize aircraft flown on strategic mission can’t also be flown during Land Support Air Phases.

  • Move vehicle repairs prior to Towing/movement.

    Easier tracking. Stops accidentally repairing just broke down and just towed vehicles.

  • Combine all non-combat movement into one “Convoy Movement Phase”.

  • Lack of Stores attrition moved to “Stores Expenditure Stage”.

    Apply when expended, once a Game Turn. It’s weird trying to get all the stores to units just in time.

  • Initiative is rolled for each OpStage, after the shared portion of OpStage.

    I dislike the artificial three OpS boundary and enjoy the more frequent possible double turn tension.

  • Add “0. Recon by Recce Segment” to Movement & Combat Phase

I <moved to each OpStage> Initiative Determination Phase

IV Stores Expenditure, Evaporation & Spillage Stage
  A. Apply Evaporation and Spillage
  B. Apply Stores Expenditure
  C. Apply Attrition (for lack of Stores)

II/III Strategic Stage
  A. Assign squadrons to Strategic or Land Support for the Turn
  B. [Allies] resolve Naval Convoy Recon
  C. [Axis] plan next turn's Convoy
  D. [Axis] roll for Theatre Support; secretly assign Malta missions
  E. [Axis] secretly assign Naval Convoy CAP (with knowlege of which lanes got reconned)
  F. [Allies] assign Malta and Naval Convoy missions
  G. Resolve Malta and Naval Convoy missions
  H. Return all strategic mission aircraft to base
  J. Perform maintenance on strategic mission aircraft

V OpStage I (both sides)
  A. <moved to end of shared portion of OpStage> Initiative Declaration Phase
  B. Weather determination Phase
  C. Organization Phase (following steps in any order)
    0. <addition> Pre-pay Stores (see house rule below)
    1. Water Distribution and Apply Attrition (for lack of water)
    2. Reorganize Formations
    4. Start, continue, complete construction
    5. Perform training
    6. Redistribute supplies amongst trucks, coastals, trains, and dumps
    7. <moved to J/K> Tactical Shipping Segment
  D. Naval Convoy Arrival Phase
  E. Commonwealth Fleet Assignment & Repair Phase
  F. Land Support Air Phase
  I. <change/addition> Initiative Determination & Declaration Phase

V OpStage I ("A" side)
  G. Reserve Designation Phase
  H. Movement & Combat Phase (repeat 1-4 as many times as desired)
    0. <addition> Recon by Recce
    1. Movement Segment
    2. Breakdown
    3. Combat
    4. Reserve Release
  I. <addition> Vehicle Repair Phase <moved from L.2>
  J/K. Convoy Movement Phase (following steps in any order)
    1. Move Truck Convoys, SGSUs, Replacement Points, POWs/Guards
    2. Tow breakdowns & destroyed tanks, move Tank Delivery Squadrons <moved from L.1>
    3. Allied Train and Port shipping
    4. Axis Coastal Shipping <moved from C.7>
  L. <moved to I and J/K.2>
  M. Patrol Phase

V OpStage I ("B" side)
  Conduct G-M.

VI OpStage II
  ...

VII OpStage III
  ...

VIII <moved to II/III H&J> Strategic Air Recovery Stage

IX End of Game Turn

Untrained Unit Friction

ADDITION There’s this neat system of CPA/Organization and it isn’t used to model the disorganization and friction of untrained units!?

Units not fully trained:

  • May detach / attach Units, Trucks, and Replacement Points only during Organization Phases.

  • Expend double the normal amount of CPA to detach / attach Units.

  • Expend double the normal amount of CPA to absorb TOE replacement points.

  • Expend CPA to Draw Water, Load/Unload troops and/or supplies even during Organization Phases.

Italian Command & Control Friction

ADDITION Agility is not a characteristic of Italian command during this time period.

Italian Units not stacked with Rommel:

  • Expend double the normal amount of CPA for Organization changes.

  • May detach / attach Units, Trucks, and Replacement Points only during Organization Phases.

  • May not detach / attach Units or Trucks at all during the 1st OpStage of campaign. Limits gamey first move optimizations. No fixing Italian mistakes before play even begins!

Italian Truck Shuffle

ADDITION Historical concept borrowed from OCS DAKII.

At most two Italian semi-motorized Div (or equivalent Bde from such) may be motorized concurrently. No semi-motorized Div (or part thereof) may remain motorized for more than eight consecutive OpStages. Trucks must be detached and sent to another Formation for their turn at being motorized. Or, sent to Convoy duty.

Garrisons Should Garrison!

ADDITION Limits cherry-picking units to spearhead Il Duce’s fantasies of conquest.

Don’t motorize Italian garrison units lacking “+ CPA”. Only motorize machine-gun and “10+ CPA” units.

Cohesion Recovery

CHANGE Formations suffering an Air Bombardment pin result may not regain CP per [6.24-1]. Strafing or other in hex Air Bombardment, including bombing 1st-line trucks, does not prevent CP recovery.

Alternatively, could impose a CP cost for undergoing Air Bombardment. Same as Barrage, 3. Or, less.

From actual play. Rules treat Bombardment (by planes) and Barrage (by artillery) differently. Such as no CPA cost for undergoing Bombardment. Which bypasses [6.25.1]’s restriction “…in which a unit uses abolutely no CP’s…”

The San Giorgio

CHANGE and CORRECTION!

From https://boardgamegeek.com/thread/2025665/proposal-rule-change-san-giorgio

[30.17] The Italians do have a ship: The San Giorgio. It has been parked in the harbor of Tobruk to serve as a stationary gun battery. It is immune to torpedoes, may Barrage adjacent hexes and may fire at Commonwealth ships in adjacent hexes through sea hexsides. If Tobruk is taken, the San Giorgio is scuttled in the harbor in the same OpStage and removed from the game. The ship may be undocked from the harbor, though it requires 3 Op-Stages to prepare and to take each action, instead of the usual 2, due to the Italian supply situation. If this happens, as the ship has been uninstalled from its fortified position, it loses its immunity to torpedoes and its AA rating drops from 6 to a 4.

San Giorgio may not combine Barrage with any other unit.

[55.25] is rescinded. San Giorgio never reduces efficiency whether afloat or scuttled.

[60.7, 61.6] Remove references to Tobruk being below efficiency maximum. San Giorgio is in the harbor in both campaigns.

My ADDITION

CW Fleet may attack San Giorgio. Only from same hex, only BB and CA. Any anti-ship fire of San Giorgio and coastal batteries is applied before calculating CW barrage strength.

I wouldn’t sally the San Giorgio. But if I did, would rule that the CW Fleet is able to hunt and engage it when deployed. It wouldn’t last long.

Commonwealth Fleet

CHANGE While in port, ship Flak points are added to any others in that hex. Deployed ships may only fire flak at aircraft flying missions against their fleet. Ship flak is considered light.

When sailing out at sea, flak not in range. Assume “in port” means positioned so stuff worth bombing is covered. Otherwise little reason to base in Valetta.

ADDITION BB and CA may bombard adjacent “inland” hexes at half strength. All ships may bombard (and be attacked back from) any adjacent coastal hex. Use common sense LOS, e.g. not past ridge/slope/escarpment.

Big guns are big. Idea from SPI Atlantic’s Wall

CHANGE Once per OpStage, deployed ships, may move up to three hexes as part of a Bombardment. Ships deployed together in same hex must stay together. It’s all or none.

Fleet doesn’t anchor off the coast and sit for 2-3 days! Is placed on map mostly to be Axis air mission target. Still resticts RN from magically being anywhere, just when needed.

ADDITION Commonwealth fleet occupying B5923, B5924, B5925, B5825, or B5728 may momentarily interrupt and bombard Truck Convoys or 1st line Trucks of Formations using road to move into fleet’s hex. Fleet must remain in place throughout OpStage and may bombard as many trucks as drive by. They may not also perform regular shore bombardment.

[24.5] mentions coastal shelling but is no rule for it.

SOLO ADDITION Prior to each Commonwealth Fleet Bombardment resolution roll d6. On a 1-2, no Bombardment occurs, ships remain “at sea”.

Fleet off chasing Regia Marina, etc.

Logistics

CORRECTION The rules, charts, and scenarios claim various values for Tobruk port efficiency. It is 5.

It’s a wide open harbor, but not equivalent to other 10’s such as Alexandria and Tripoli. The San Giorgio does not block it.

CHANGE Ignore [54.2] Truck Characteristics Chart’s note about light trucks earning extra breakdown if not moving along road.

Seems wrong, should be heavy trucks. They represent semis-trailers or similar not well suited for off-road. Light trucks are jeeps, 4x4s. Would change if not such massive pain to calculate and track separate breakdown. And for nothing. In practice all penalized trucks get detached and sent to Via Balboa convoy duty.

CHANGE [8.88] Trucks may move during the OpStage if all load/unloading is done during Organization Phase. Stupid otherwise.

CHANGE [51.1] Unit’s Stores requirements may be “paid” in “installments” throughout the previous OpStages.

Alternatively ignore the no use directly off trucks. But, I enjoy the logistics friction of that and it seems to model reality.

Stores can’t be used directly off 3rd Line Trucks [51.15] and Stores can’t be dumped on ground [54.13]. It’s a massive pain and immersion/reality destroying to attach trucks with enough Stores during Op3 organization (and detach them again later). Or, ensure units have enough empty trucks during Op3 supply distribution to hold Stores requirements. Also simulation wise, it’s silly that all Stores are consumed instantly, every third OpStage.

CHANGE [54.12] Dummy dumps are not revealed by bombing or strafing.

Revealing by air is so trivial as to make subterfuge pointless.

CHANGE [59.53] Dummy dumps may be placed in same hex as air facility.

Not sure why this rule exists. Seems arbitrary for no gain and reduces FoW.

ADDITION [42.3] There is unlimited supply of all types in Italy and Sicily (not Crete) that the Axis may fly to North Africa using Air Transport Missions.

Similar to OCS games. Air transports are invaluable.

ADDITION Tripoli/Tunisia boxes have unlimited ammo to fire inherent Flak points. In addition to, as per rules; unlimited fuel/ammo/stores for aircraft maintenance and unlimited water for any purpose.

ZOCS and Breaking Off

CHANGE [10.23] If all units exerting EZOCs React away, moving units may continue movement.

If not sticking around, then you don’t impede enemy movement. Arguably, this is unneeded with my interpretation of [8.23]. But is nice contrast to RTR.

CHANGE [10.26] A friendly unit negating EZOCs for another unit must end the Movement Segment in the negated EZOCs hex.

Prevents rapid chain of ZOC negation. Based on OCS rule for negating EZOC

CHANGE Engaged Units may never move directly from EZOC to EZOC, even if a [10.26] friendly unit is negating.

Engaged is kind of rare, make it more impactful.

CHANGE Ignore [8.67] remove Contact/Engaged when all enemies move away. Engaged persists until four CPA is expended to remove it. Contact, is removed at beginning of Movement Segment when not under EZOC (the inverse of placement). Or, at any time, when two CPA is expended to remove Contact.

Contact/Engaged CPA cost represents the fricition, fatigue, and confusion of engaging in combat. A debt which must be paid off.

Pinning

CHANGE entire section.

Land Barrage Pinned and Air Bombardment Pinned work identically

Pinned effects apply until end of OpStage.

Pinned Units:

  • do not count towards ZOC [10.15]

  • may not enter an EZOC

  • may not voluntarily Break Off [8.6]

  • may not Barrage, Offensive Close Assault, Anti-Armor, or Anti-Air [41.9-4]

  • may not participate in Construction [24.23]

  • may expend at most ½(frd) CPA on voluntarily purposes

  • apply cohesion loss for CP spent in excess of ½(frd) their CPA

  • are considered to have parenthesized Def Assault [15.18], ignore 25% limit [15.17]

  • are always included in losing side’s casualty calculation [15.12]

  • are, when defending, considered allocated to Assault [15.29]

Voluntary:

  • Barrage, Offensive Close Assault, Anti-Armor, and Anti-Air

  • Reaction, Retreat Before Assault, regular movement

Not voluntary:

  • Defensive Close Assault

  • CRT mandated Retreat [15.82]

Unifies multiple Barrage/Air Pinning rules. Addresses the “cliff” between Close Assault vs all pinnned units and vs even just one unpinned Coy. Pinning should be more about reducing effectiveness. Than one cool trick to trap single Bns.

Pinned units must count as allocated for [15.29]. If not, conflicts with [15.56].

Recon by Recce

ADDITION entire section

Don’t know why Patrol is only allowed if no combat occurs… These rules are in addition to [16.0] Patrol (which I’ve never seen used). Recce have high CPA to scout around without slowing down main formation.

Only units listed in [16.11] and not prohibited by [16.15] or [16.17], hereafter “recce”, may Recon. At most two TOE Pts may Recon a hex and each hex may be subject to at most one Recon per OpStage. Targets of Recon may not have undergone any type of Barrage, Air Bombardment, or combat this OpStage.

At the start of Friendly Movement Segment only, phasing recce units may expend 2 non-movement CP + the movement CP cost to reach and return from an enemy occupied hex. Ignore EZOC but not enemy occupied hexes. No unit or TOE Pt actually moves on map.

Expend the actual fuel and water used plus 1 ammo per TOE Pt. The patrolling TOE Pts (only) are subject to breakdown. Add parent recce’s breakdown points to Breakdown points earned by patrolling TOE Pts. These points do not “bubble” up to parent recce unit. ½(frd) of any breakdowns are placed adjacent to target hex. The remainder in origin (parent recee’s) hex.

Roll on [16.6] Patrol Survival adding +1 for each unnegated EZOC hex entered other than those of target.

Roll on [16.8] Objective Loss Table.

If any recce TOE Pt survives, roll on [16.7] Patrol Reconnaissance and reveal units per [16.5].

Combat

INTERPRETATION + CHANGE [3.6] Revealed at end of combat:

  • TOE Pt types of guns, armor, and [3.21] unit types assigned to Anti-Armor

  • TOE Pt types of guns, armor, and [3.21] unit types assigned to Close Assault (or forced into it)

  • Presence of halftracks actively participating in Close Assault

Not revealed; the TOE strength, unit names/affiliations, unit id, hex(es) of origin, or damage allocations.

CHANGE [15.81] Do not remove Engaged at end of OpStage.

OpStage boundary is game artifact, why should units not remain locked in battle!?

ADDITION Barrage vs targets down an escarpment receive R1 column shift.

Inspired by OCS DAKII escarpments.

Anti-Armor

REMINDER From the [14.6] chart.

  • Phasing player always decreases his dice roll by one row

  • Attacking down escarpment -2L to attacker only, “(his forces may not be harmed)”

CHANGE ignore [14.6] chart “(his forces may not be harmed)”

INTERPRETATION [14.32] Anti-Armor shifts due to defender’s terrain apply to both sides. Shifts for hexsides apply only to attacker. Attacking through slope into mountain would be 3L shifts to attacker’s and 2L shifts to defender’s anti-armor fire.

[14.0] says either player may be the attacker or defender. [14.6] chart has entry applying only to attacker. [11.4] chart says “Terrain may benefit either Player”. Also says “Non-phasing is benefited by enemy forces having to enter their hex. Meaning defenders don’t incur shifts for hexsides.

CHANGE [14.43] An armor TOE Pt must be lost only if remaining Anti-Armor damage >= half lowest Protection rating.

This stops a few weak ass guns whacking Churchills. I’m annoyed Anti-Armor is just the sum. Not taking into account armor invulnerability and penetration which was big factor at start of campaign. PzII’s should do nothing against Churchill. Otoh, an 88 should not be able to whack way more Stuarts as Churchills. Shell doesn’t magically kill three Stuarts even if each has weaker armor. Not rewriting entire armored combat rules… yet.

Close Assault Losses

CHANGE Guns participating in Anti-Armor or Close Assault may be used to absorb Close Assault losses using their Def Close rating.

ADDITION Every gun TOE Pt used for Anti-Armor not “supported” by an infantry TOE Pt assigned to Close Assault adds their Off/Def Close Assault to [15.83b] for casualties. Extension of [15.4] Combined Arms.

CHANGE Gun losses.

The loser of a Close Assault is side that got overrun or retreated. Otherwise, the loser is side that received more % losses from [15.79] chart. If tied, both sides are the loser.

Only the losing side takes [15.84b] forward gun vulnerability losses. Guns participating in Off Close Assault are at half vulnerability. Guns participating in Anti-Armor have vulnerability of 2.

Overrun effects still apply [15.83b, 15.83c, 15.84a, 15.84c].

Attacker still rounds up, defender still rounds down (except for Overrun).

Defender still includes Pinned and Retreat Before Assault unit’s Close Assault values for casualties [15.83b].

[12.17] says only Non-phasing forward guns take Vulnerability losses. Which conflicts with combat example. And if true, why reduce Vulnerability of Artillery used in Off Close Assault[12.18] or Anti-Armor? Losing side mechanic preseves whoever “advances” gets to ravage enemy guns

CHANGE [15.84b] A gun TOE Pt must be lost only if remaining Vulnerability points > lowest Vulnerability rating of susceptible guns.

Mitgates, slightly, that you lose more guns the more Close Assault points you have. Gun losses should be proportional to number of guns used.

Operation Herkules

ADDITION Based on OCS DAKII

  1. It must be July 1941 or later.

  2. Must be three or less active squadrons on Malta. I.e. <= three SGSU capacity among all non-flying boat air facilities.

  3. Must get Hitler to sign off, by rolling 1-2 on d6. Rolls of 3-6 indicate how many OpStages must pass before another roll may be attempted. Must be three or less active squadrons before any roll may be made.

  4. Once signed off until start of invasion Axis may cancel Operation Herkules. Doing so returns withdrawn units and aircraft. Herkules may never be attempted again.

  5. All in play Ju52 must be withdrawn. Half of all future Ju52 reinforcements do not arrive.

  6. All of the following never arrive as reinforcements. If in play, must be withdrawn before starting invasion prep.

    • 185th Folgore Div 94/II

    • 2/87 Fanterie Bn 15/II

    • Ramcke Bde various

  7. Complete invasion prep, by rolling 1 on d6. Attempt each OpStage.

  8. The invasion commences: 2d6+6 OpStages later Malta is captured. All allied aircraft, airbase levels and AAA are lost. Any CW ships in Valetta rebase to Alexandria and must refit for 1 OpStage. The Axis get an immediate roll on [44.5] and once per GameTurn to rebuild air facilities. They immediately gain 2d6 flak points to distribute and may divert flak to Malta per [44.18]. Axis Maltese aircraft may fly Strategic Convoy CAP or Tactical North Africa missions.

Operation Albumen

ADDITION https://en.wikipedia.org/wiki/Operation_Albumen

Once per game, after the fall of Crete, allied SBS/SAS may raid the air facilities on Crete. Randomly assign d6 Crete based squadrons to each of four fields. For each field apply percentage losses from [27.93] SAS Raid Table.

If Malta has fallen, a similar raid may be made, once per game, against the air facilities on that island.

Neither of these raids “use” or impact the SAS unit or any other on map unit.

Air War

CHANGE ADDITION entire section.

Many rules below refer to squadrons. A squadron is all aircraft from same SGSU on a particular mission. For the most part missions are flown by squadron. Recon, Transport being exceptions.

Mostly to discourage micro-managing missions to reach next column on Air Bombardment table.

Per [39.5] Air Mission Summary there is no Scramble Strategic Mission. This only affects CW aircraft on Malta.

Buried in [24.78] all hexes of Cairo are Airfields. Scenarios are all over the place regarding Cairo (and CW off-map) Airfields.

[41.33] No Flak Destruction missions. Is too easy to wack TOE Pts. Instead, successful [41.37] Fortification reduction also destroys 1 pure Flak TOE pt, if any, in target hex. May fly that mission vs non-fort to target Flak.

[34.84] Spread aircraft out more evenly but still keep them in squadrons. So, the 53xSM79 in squadrons across Turns. But, the 5xZ501 all arriving in same Turn.

Aircraft Characteristic Changes

A distinction is made between Attack Bombers and Level Bombers.

The later were mostly not used for CAS / to carpet bomb troops.

Attack Bombers include:

  • All dive bombers

  • All fighters doing bombing or strafing missions

  • Baltimore, Boston, Maryland

  • Ba.88, Ca.311, Ju.88D

  • Fw.200C only vs Commonwealth Fleet

All others are Level Bombers. As are any Attack Bombers flying night missions.

Ju87B/D are the only German dive bombers that may do [39.2] “Dual” missions.

Because Hitler was an idiot, almost all German aircraft were designed to be dive bomb “capable”. Few models actually trained for or dived operationally.

The Ro.37bis, Ar. 196 & Hs. 126 may only fly Recon missions.

Theoretically they could carry bombs but operationally were just recon aircraft. The Arado actually shot down bombers, but not in this theater afaik.

Fw. 200C 100% Must be based in Italy, Sicily, or Crete. Add “1 or 5” (no paradrop) transport capacity. May conduct Flak Suppression missions only against Commonwealth Fleet. It may combine Flak Suppression with Bombing CW fleet.

Known for maritime recon, anti-shipping, and transport. Can’t find any info on North Africa operations during this time frame. Later it did some bombing of land and harbor mining, poorly.

Add Recon capability to Baltimore cause the real “1437 RAF Strategic Recon squadron” flew them.

Add Recon to Blenheim IV cause some were used for that and with sighting rules allies need more recon.

Allies may form two (three after GT55) Recon Squadrons. These may contain Spitfire VB and/or Hurricane I/IIA/IIB. Aircraft in these squadrons may only fly Transfer, Recon and DCAP for Recon missions. Historicaly exsisted.

The original designers just translated the paper specs. Like the above recon aircraft bomb loads. Or the Ju. 87D, which could carry 4x the B model but that was a extremely short range and (probably) rarely used load out. Ju. 88 The D model was the recon version… What other “mistakes” exist? I don’t know allied aircraft as well. I’m reluctant to make significant changes.

Bomb carrying ability was nearly quadrupled from 500 kg in the B-version to
1,800 kg in the D-version (max. load for short ranges, overload condition),
a typical bomb load ranged from 500-1,200 kg.
-- Griehl, Manfred (2001). Junker Ju 87 Stuka. London/Stuttgart: Airlife/Motorbuch. ISBN 1-84037-198-6.

OCAP

Interception and scramble are by squadron.

In place of Air ZOC, OCAP squadrons not already in a hex with enemy aircraft must choose one hex containing enemy aircraft within six hexes and attempt to intercept them by rolling d6 greater than or equal the range to target hex. +1drm if target hex is less than or equal to ½ OCAP’s range from OCAP’s base. Each squadron may make only one interception roll.

Scrambled aircraft are considered to be on OCAP. They may not intercept again.

DCAP

Only fighters on DCAP count for screen [45.32].

All fighters on DCAP in hex are grouped together and screen all non-CAP aircraft in hex. Even if those aircraft “flew into” hex without an escort.

Fighters on missions other than CAP are screened.

DCAP is only for escorting other aircraft. Fly OCAP to “defend” a facility, fleet, etc. Fighters on other missions, Straffing for example, are too busy doing that to defend bombers.

Air to Air

Only fighters on OCAP may initiate air combat and they must.

In each air combat hex:

  1. All OCAP conduct air combat with all enemy OCAP/DCAP in hex, if any

  2. Surviving OCAP in excess of surviving enemy CAP may (must if there was no enemy CAP) conduct air combat with any aircraft including fighters on non-CAP missions in hex,

A fighter may jettison its bombs or drop tanks at any time during air combat. Potentially providing better stats and an unparenthesized Tac Air.

Fighter vs Fighter:
At most four fighters may gang up on one defender
Shots are sequential; first better pilots, then the outnumbered fighter, then better maneuver, then better Tac Air differential
Fighter vs Non-Fighter:
At most four fighters may gang up on one defender
Non-Fighter fires first at each attacking fighter

Changes to Sequence after Air-to-Air

  1. Resolve flak vs aircraft flying Recon missions

  2. Resolve Recon missions

  3. Roll for semi-sighted aborts

  4. Check for friendly fire

  5. Resolve flak vs aircraft flying non-Recon missions

  6. Resolve non-Recon missions

Flak

[46.16] “Tanks” includes any unit with AA points lacking Flak symbol. These may use their AA points against any Attack Bomber flying Strafing or Bombing missions.

Planes flying CAP are not subject to Flak.

Level Bombers may half their bombardment points to only be subject to Heavy Flak. Flying at high altitude.

Target groups are:

  • daytime Attack Bombers by mission (strafing/dive bombing are counted as one mission for this purpose)

  • daytime Level Bombers by mission

  • nighttime Level Bombers by mission

If the number of planes in mission group cause shifts past end of [46.3] table, apply results from 37+ column and using same die roll, also apply results from column as if excess shifts wrapped around to beginning of table.

Example: 48 planes, 3 column shifts, with 33..36 flak points. A roll of 48 would inflict 4 hits, 3 from 37+ column and 1 from 5…8 column.

The ammo consumption of Flak units is per OpStage that they fire, not per Target Group.

Land Recon

This Recon/sighting system is meant only for solo play.

Ignore [42.25], recon may be flown regardless of any Air Bombardment missions.

  • Recon may be escorted by DCAP.

  • Recon may be intercepted by OCAP.

  • Only Heavy Flak may fire at Recon Missions. Commonwealth fleet is not Heavy.

  • Sighting effects last throughout current OpStage.

  • Add one (total) to [42.27] die roll if target hex is less than or equal to ½ recon’s range.

recon vs Formation
# > 0; Formation sighted, 1st line trucks sighted.
# of individual Bn/Coy [3.22] unit type and ~TOE strength of each battalion is revealed in armor, infantry, gun order. These may be specifically targeted by air missions (rather than random roll).
recon vs Truck Convoy
# > 0; Convoy sighted.
# > 2; total truck count to nearest 10 is revealed.
recon vs Commonwealth Fleet
# > 0; all ships sighted and the counts of ship classes BB/CA+CL/DD is revealed.
recon vs Dump
# > 0; Dump is semi-sighted with X = 3 + #.
recon vs Air Facility (including any on Malta)
# > 0; reveal current level of airfield.
# of SGSU’s aircraft base model (e.g. bf109 not E/F/G) is revealed.

Sighting

Strafing and Air Bombardment targets must be sighted. Target types that are always sighted:

  • Targets of Flak Suppression mission

  • Targets in major cities

  • Port/Harbor, Road, Railroad, Flak Destruction, Fortification (including city levels), Temp Repair Facility, Air Facility, Grounded Aircraft, Water Pipeline

All others must be sighted by recon. Others roll for being semi-sighted; after all Air Recon resolved, each squadron must roll d6 <= X or be aborted.

Each unsighted target’s X is calculated individually:
X = SP; Formation/Truck Stacking Points in hex or 0 if greater than 12 hexes from “front line”
X = # / 10; 1st Line Trucks in hex
X = 2; Commonwealth Fleet; +2 if in hex with Axis unit, +1 if BB present
X = 0; Supply Dump but see recon above
+1 for each adjacent friendly occupied hex exerting ZOC on target hex
+1 in oasis, bir, village, fortification, or on a road (i.e. not Off-Road)
Example:

Hex with 5SP Div and 1SP Bn, no modifiers. A roll of 6 would abort squadron targeting Div, and of 2-6 if targeting Bn.

Friendly Fire

The missions; Strafe Infantry [40.61], Strafe Trucks [40.62], Strafe Tanks [40.65], Bomb Personnel [41.31], Bomb Trucks [41.32] conducted against hexes adjacent to friendly Formations risk friendly fire. Checked per mission prior to Flak. Divebomb plus strafe counts as one mission.

If d6 <= X then that number of mission squadrons must target adjacent, randomly determined friendly targets of same type. If not possible, squadron aborts instead.

Level Bombers:
X is the number of adjacent, friendly occupied hexes
+2 if target is Engaged
Attack Bombers and Strafing:
X is the number of adjacent, friendly occupied hexes that contain Engaged Formations
+1 if target is Engaged

Strafing

Terrain adjustments for Barrage also apply to Strafing.

Max two squadrons per Parent Formation, Air Facility, Convoy, Dump, Port, or Pipe in hex.

strafe vs Infantry:
Roll for semi-sighted aborts
Unless specifically sighted, each squadron targets random Bn/Coy/Replacements in hex
Instead of TacAir, 1 point per aircraft (2 per if TacAir >= 5)
strafe vs Armor:
Roll for semi-sighted aborts
Unless specifically sighted, each squadron targets random Bn/Coy/Replacements in hex
Calculate 2 points per aircraft
strafe vs Trucks (Convoy or 1st Line):
Roll for semi-sighted aborts
Randomly determine trucks and cargo hit
Calculate full TacAir
strafe vs Grounded Aircraft:
Always sighted
Calculate ½(frd) TacAir
strafe vs Supply Dumps:
Roll for semi-sighted aborts
Calculate ½(frd) TacAir
strafe vs Ports:
Always sighted
Add ½(frd) TacAir to Bombardment points
strafe vs Water Pipe:
Always sighted.
Calculate ½(frd) TacAir

Air Bombardment

Terrain adjustments for Barrage also apply to Air Bombardment.

Squadrons assigned to the same mission type, in the same hex beyond four halve their bombardment points. N/A to Naval Convoy bombing.

bomb vs Personnel:
Level Bombers apply two column shifts left
Target all personnel in hex, roll for semi-sighted aborts
bomb vs Truck Convoy:
Level Bombers apply two column shifts left
Roll for semi-sighted aborts
bomb vs 1st line Trucks:
Only Attack Bombers
Roll for semi-sighted aborts
bomb vs Commonwealth Fleet:
Only Attack Bombers and Torpedo Bombers [30.32]
Roll for semi-sighted aborts
Roll once for entire hex, alternate applying losses, attacker first
bomb vs Supply Dump:
Roll for semi-sighted aborts