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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