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Campaign for North Africa House Rules

SPI’s most monsterish monster, Campaign for North Africa.

Sequence of Play

I Strategic Air Assignment Stage
  1. Allies assign naval bombing reserve and Malta CAP missions
  2. Axis determine Theatre Support; assign naval CAP reserve and Malta missions
II Naval Convoy Stage
  1. Axis plan next turn's Convoy
  2. Allied recon Naval Convoys
  3. Axis assign CAP reserve to specific convoy lanes
  4. Allies assign bombing reserve to specific convoy lane missions
  5. Resolve Convoy bombing
III Strategic Air Recovery Stage

IV Stores Expenditure, Evaporation & Spillage Stage

V OpStage I (both sides)
  A. Weather
  B. Organization
    1. Load supplies & troops on ships and trains
    2. Distribute supplies
    3. Reorganize Formations
    4. Start, continue, complete construction
    5. Perform training
    6. Apply attrition
  C. Naval Convoy Arrival
  D. Commonwealth Fleet Assignment & Repair
  E. Land Support Air
  F. Initiative Determination & Declaration

V OpStage I ("A" side)
  G. Reserve Designation
  H. Movement, Recce & Combat
  J. Truck Convoy
    1. Move Truck Convoys, SGSUs, Replacement Points, POWs/Guards, and
       Coastal Shipping
  K. Maintenance
    1. Conduct vehicle repairs
    2. Tow breakdowns & destroyed tanks, and move Tank Delivery Squadrons
    3. Refit airplanes
  L. Ship & Rail Movement
    1. Unload supplies & troops from ships and trains
  M. Patrol

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

VI OpStage II
  ...

VII OpStage III
  ...

CHANGE Initiative is rolled for each OpStage. Also, move Initiative determination to end of shared portion of OpStage. This is more for solo FoW. But, do I dislike the artificial 3 OpS boundary and like more frequent tension of possible double turn.

CHANGE VIII Strategic Air Recovery Stage is moved to just after the Naval Convoy Stage. It’s confusing to leave strategic mission airplanes “out” through all the OpStages. Believe designers wanted to emphasize airplanes flown on strategic mission can’t also be flown during Land Support Air Phases.

CHANGE To keep things straight and prevent leap frogging, will be loading supplies during “C Organization” but not unloading until after “Repair Phase”. Similarly trains will be loaded during Organization and unloaded after Repair. Swap “L Repair Phase” with “K Commonwealth Movement Phase” and rename Ship & Rail Movement. Also, prevents shipped/railed supplies from being used for repair. Seems good to me.

CHANGE To keep things straight and prevent repairing towed vehicles, will do all repairs prior to any Towing.

CHANGE Moved Tactical airplane refit to “K Maintenance Phase”.

ADDITION to end of Game-Turn, I will enjoy a nice whiskey.

64.0 The Campaign For North Africa

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

[29.0] Weather is rolled for on 1st Turn of scenario. Many games dictate weather on 1st turn, as the aggressor would plann for or delay opening operation to coincide with favorable conditions. The Italians get no such benefit.

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

INTERPRETATION [60.44] says “Major Repair Facility in (only) Alexandria”. But, [22.3] says all hexes of Cairo are Major. I rule all hexes of Cairo are Major Repair Facilities in addition to both hexes of Alexandria.

INTERPRETATION [22.3] 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 [60.32] Italy/Sicily prohibition. Start with 8x SM.79, 7x CR.32 and 1x SM.81 squadrons based in Sicily. Can’t fly or refit them the first OpStage.

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.

ADDITION Tripoli/Tunisia boxes have unlimited ammo to fire inherent Flak points. And per rules; unlimited fuel/ammo/stores for airplane maintenance and unlimited water for any purpose.

ADDITION Friction to Italian command & control. With god’s eye view and hindsight I am a way better operational commander than the Italians had (Almost anyone would be). It’s too easy to craft opening moves that produce success well beyond historically reasonable. It’s dumb, esp in a solo game. I find it difficult to remember to play “poorly”. So, here are limitations to keep me in the spirit of Italian command.

  • The scenario initial Italian organization may not be changed during 1st OpStage. I.e. no attachment nor detachments during Organization Phase. (No fixing Italian mistakes before play even begins! Limits gamey first move optimizations.)

  • Italian Formations may detach / attach Units, Trucks, or Replacement Points only during an Organization Phase. Any organization change costs double the normal amount of CPA. This restriction and penalty are negated in the hex containing Rommel. (Agility is not a characteristic of period Italian command.)

  • No Italian garrison Formation may be motorized and in general will only motorize 10+ CPA or Mg units. (Limits cherry-picking units to spearhead Il Duce’s fantasies of conquest.)

  • At most two Italian semi-motorized Div (or eqv Bde from such) may be motorized at the same time. No semi-motorized Div (or part thereof) may remain motorized for more than 8 consecutive OpStages. Trucks must be detached and sent to motorize another Formation. Or, sent to Convoy duty. (Concept borrowed from DAKII.)

ADDITION Mussolini Requirements ala DAKII.

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

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

  • 7 non-shell Inf Div Formations

  • 5 non-Div Infantry Bn

  • 3 SP of Ind artillery

  • 5 SP of other Formations

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

  • 3 non-shell Inf Div Formations

  • 1 SP of Ind artillery

  • 5 SP of other Formations

  • Have captured Sidi Barrani

ZOC

To exert ZOC hex must have > 1 SP and > 9 Raw Def Close.

[10.24] May advance ZOC to ZOC into hex vacated due to retreat combat result. [10.26] Friendly units negate ZOC for movement purposes. ADDITION the friendly negating unit must have started and end movement segment in the negated ZOC. (prevents rapid chain of ZOC negation. Use continual movement!)

ADDITION Engaged Units may never, even if [10.26] friendly unit in hex, move directly ZOC to ZOC.

[10.32] Hexes with only Guns, non-combat units, and/or pinned units need not attack.

Untrained Units

ADDITION Untrained Formations may detach / attach Units, Trucks, or Replacement Points only during an Organization Phase. Any organization change costs double the normal amount of CPA. (There’s this neat system of CPA/Organization and the don’t use it to model the disorganization and friction of untrained units?)

Dummy Tanks

INTERPRETATION [16.4] Dummy tanks are also reported as Barrage Target and during Air Recon.

Tank Delivery Squadrons

INTERPRETATION [22.63] TDS move during Towing 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. But it just is cleaner to always have them move during towing.)

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

Cohesion Recovery

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

Movement

[8.17] Non-motorized may voluntarily expend during their portion of OpStage at most 150% CPA. No movement if -26 or worse Cohesion.

[8.23] Formation ends its movement within two hexes of enemy may Continuous Move. “Ends movement” is prior to enemy Reaction. A Formation may “chase” fleeing enemy.

[3.4] Just having 1st line attached trucks makes a unit “motorized” for TEC? Then what unit isn’t motorized??? Or do 1st line trucks attached to foot get a freebie on MP expenditure?

INTERPRETATION 1st line attached trucks only transform foot unit to motorized if they are actually used to motorize non-motorized TOE Pts.

INTERPRETATION (I think it’s pretty clearly implied) A Formation with mixed motorized and non-motorized elements uses the most expensive CPA cost for each hex and hexside.

INTERPRETATION Various map inconsistencies (e.g. tiny bits of road extending into adjacent hex) will be ignored.

INTERPRETATION A battalion (1sp of units) is required to capture Destroyed Tanks [14.52]. Aligning with truck capture rule.

Reaction

To prevent target from reaction:

  • have 5+ CPA more than target

  • have 1+ SP if target is 5SP “Div”

  • have 0+ SP if target is 2-3SP “Bde”

INTERPRETATION? combat unit allows any of these, not just Trucks to react. [8.5] Non-motorized units, SGSU, TDS, and Truck Convoys may not react unless stacked with a friendly combat unit that is reacting.

Rail Movement

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

  • In each direction may move units OR supplies.

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

Recon by Recce

ADDITION whole section (Don’t know why Patrol is only allowed if no combat occurs… These rules are in addition to [16.0] Patrol.)

Only units listed in [16.11] and not prohibited by [16.15] or [16.17] may Recon. Targets of Recon may not have undergone any type of Barrage, Air Bombardment, or combat this OpStage.

Anytime(s) during a Movement Segment eligible phasing units may expend 2 non-movement CP + the movement CP (and breakdown) to reach adjacent to and return from an enemy occupied hex. Ignore ZOCs but not enemy occupied hexes. From 1-3 TOE Pts (all from same hex) may recon each target hex.No TOE or unit actually moves on map.

Expend the actual fuel+water used and 1 ammo per TOE Pt. The patrolling TOE Pts (only) are subject to breakdown. ½(frd) of any breakdowns are placed adjacent to target hex. The remainder in origin hex. If unit patrol TOE Pts come from is attached, its parent Formation does not accrue any breakdown points or expend any CPs.

Roll on [16.7] & [16.8] charts. [16.53] That number of battalions’ [3.21] unit type, historical designation, motorization status and ~TOE strength are revealed.

Combat

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

[10.31] Probe satisfies ZOC holding off only if basic differential is > -5.

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

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

[11.0] Much has been abstracted, the major abstraction being artillery ranges. (Kind of want to unabstract arty range.)

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 the TOE strength, unit names/affiliations, type id, hex(es) of origin, or damage allocations.

CHANGE [15.81] Do not removed Engaged at end of OpStage. (OpStage boundary is game artifact, why should units not remain locked in battle!?)

Pinning

CHANGE whole section.

Barrage Pinned effects apply until the next Combat Segment (of a Continuous Movement cycle) or the end of OpStage, whichever comes first.

Air Bombardment Pinned effects apply until end of OpStage.

Effects on Pinned Units:
  • do not exert a ZOC

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

  • suffer cohesion for CP spent in excess of ½(frd) their CPA on non-voluntarily purposes

  • may not voluntarily Break Off [8.6]

  • may not voluntarily engage in any type of combat

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

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

  • if all units on one side are pinned (and / or have parenthesized Close Assault); the other side ignores its first 20% casualties and pinned survivors are captured if they suffer 20+% casualties or any Overrun result [15.18].

Voluntary
Reaction, Retreat Before Assault, Anti-Air, Barrage, Anti-Armor and Off Assault.
Withholding units to qualify for a [15.29] retreat.
Non-voluntary
Retreat and Def Assault.

Multi-Hex Combat

[14.22] Anti-Armor - each hex is resolved individually. Sum all Phasing side’s Anti-Armor firing at that hex. Sum all non-Phasing side’s Anti-Armor firing in that hex.

[15.24] 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 multiple, separate hexes.

Barrage

[12.54] Barrage vs Dumps or AirFacs uses raw Barrage points on Bombload row, NOT the Barrage points row!!!

ADDITION Barrage vs targets down an escarpment receive R1 column shift. (Inspired by DAKII.)

INTERPRETATION [12.33] It is unclear if terrain adjustments to Barrage are intended to apply to attacker. I rule that terrain does. In part because that is how every other war game I’m aware of does it and 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. Nor for Player “A”/”B”. So, when barrage rules mention “defender” it means “the side undergoing barrage” regardless of which is acting side.

Retreat Before Assault

INTERPRETATION Does not follow the requirements of involuntary retreat [14.82]. Retreat Before Assault may be an “advance”. (My reading of [12.27])

Anti-Armor

[14.32] Terrain shifts for Anti-Armor apply to both sides. Each side is a “defender” when taking Anti-Armor fire.

CHANGE The attacker may require defender to apply 50%(fru) of total Anti-Armor damage on armor assigned to Anti-Armor or Close Assault.

CHANGE [14.43] An armor TOE Pt must be lost only if remaining Anti-Armor damage >= half lowest Protection rating. (This stops few weak ass gun fire 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 3 Stuarts even if each has weaker armor. Not rewriting entire armored combat rules…)

Combined Arms

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

Close Assault Losses

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

[12.19] Guns used in Anti-Armor have Vulnerability rating of 2.

Overrun effects for Defender:
  • losses 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]

CHANGE Will probably randomly determine 1 or 2 losses for FoW and soloability reasons. The rest picked by side taking the losses. Commander’s have choices in which units they assault with, sacrifice etc.

ADDITION The winner of Close Assault is side that received less % losses from [15.79] chart. The loser is side that received more. If tied, neither side is the winner or the loser.

CHANGE [15.12 Only the losing side’s Pinned and RBA add their Close Assault values to [15.83b] for casualties.

CHANGE Only the losing side takes [15.84b] vulnerability losses for forward guns. ([12.17] says only Non-phasing forward guns take Vulnerability losses. Which conflicts with the example in combat chapter and why have [12.18]?)

CHANGE [15.84b] A gun TOE Pt must be taken as loss only if remaining Vulnerability damage >= half lowest Vulnerability rating of susceptible guns.

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.

CHANGE Both phasing and non-phasing guns participating in Anti-Armor or Close Assault may (must if only way to satisfy loss) be used to absorb Close Assault losses using their Def Close rating (min 1).

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 fire into adjacent hexes and may fire at Commonwealth ships adjacent hexes through sea hex sides. 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.

[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 uses 2x the barrage/bomb points and 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

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 bombing Derna, which is 5 hexes beyond Bxx29. Also [24.5] mentions Derna Bypass road was built to avoid coastal shelling!

ADDITION Prior to Each Bombardment resolution roll d6. On a 1-2, no Bombardment occurs. Ships remain in place, have not expended bombardment. (Fleet off chasing Regia Marina, etc.)

CHANGE Fleet may move up to 10 hexes from placement location to perform Bombardment. (Fleet doesn’t anchor off the coast! Mostly placed on map when it is to be Axis air mission target.)

CHANGE Fleet may bombard (and be attacked back from) any adjacent coastal hex. BB and CA may additionally bombard adjacent “inland” hexes at half strength. Common sense LOS, e.g. not past ridge/slope/escarpment.

INTERPRETATION While in port ship Flak points are added to any others in that hex. Deployed ships may only fire flak at airplanes flying missions against the fleet.

Flavor/Solo restriction; some of the fleet including at least one BB must be based in Valetta.

Look Sir, Trucks

ADDITION Given that [24.5] mentions coastal shelling, Commonwealth fleet occupying B5923, B5924, B5925, B5825, B5728 may momentarily interrupt and offshore bombard Truck Convoys or 1st line Trucks of Formations that use road to move through fleet’s hex. Fleet remains in place throughout OpStage and may bombard as many trucks as drive by. They may not also perform regular shore bombardment.

Air War

Whole section CHANGE + ADDITION

Many rules below refer to squadrons. A squadron is all airplane on particular mission flown from same SGSU. For the most part missions are flown by squadron. Recon, Transport being major exceptions. Mostly to stop me from micro-managing missions to reach next column on Bombardment table.

[41.33] Flak Destruction may only be flown vs Malta. (Is too easy to wack TOE Pts otherwise.) Instead, successful [41.37] Major City or Fortification bombing also destroys 1 pure Flak TOE pt, if any, in target hex. May fly that mission vs non-city/fort to target Flak.

[34.84] Gonna spread airplanes out more evenly but still keep them in squadrons. So, the 53xSM79 in three-four squadrons across Turns. But, the 5xZ501 all arriving in same Turn.

Changes to Sequence after Air-to-Air:

  1. Resolve flak vs airplanes flying Recon

  2. Execute Recon missions

  3. Roll for semi-sighted aborts

  4. Check for friendly fire

  5. Resolve flak vs airplanes flying non-Recon missions

  6. Execute non-Recon missions

Aircraft Characteristic Changes

A distinction is made between attack bombers and level bombers. The later were mostly not used to carpet bomb troops! The friendly fire rules attempt to dissuade this.

Attack bombers include:

  • All dive bombers

  • All fighter bombers

  • Baltimore, Boston, Maryland

  • Ba.88, Ca.311, Ju.88D

All others are level bombers.

Add Recon to Baltimore capabilities 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 some more recon.

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

Almost all German airplanes were designed to be dive bomb “capable” because Hitler was an idiot. Few models actually trained for and dived operationally. Ju87B/D are only German dive bombers that may do [39.2] “Dual” missions.

Fw. 200C known for maritime recon, anti-shipping, and transport. Can’t really find any info on North Africa operations during this time frame. Later it did some bombing of land and harbor mining, poorly. 100% Must be based in Italy, Sicily, or Crete. May only target Strafe or Flak Suppress missions against Commonwealth. Added “1 or 5” (no paradrop) transport capacity.

The Ro.37bis, Ar. 196 & Hs. 126 may only fly Recon missions. Theoretically could carry bombs but operationally were just recon airplanes. The Arado actually shot down bombers, but not in this theater afaik.

Ju. 88D model was the recon version…

The original designers just translated the paper specs. Like the above recon airplanes’ bomb loads. Or the Ju. 87D, which could carry 4x the B model but that was short range, (probably) rarely used load out. I don’t know the allied airplanes as well. What other “mistakes” exist? I’m reluctant to make drastic 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 may (must) intercept 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. Each squadron may make only one attempt.

Ignore being able to intercept path of flight. (Too problematic for solo and too tedious in any game.)

DCAP

Only fighters on DCAP screen airplanes [45.32]. (Is only for escorting other airplanes. Fly OCAP to “defend” a facility, fleet, etc.)

Air to Air

At most four planes may gang up on one defender.

Fighter vs Fighter:
Shots are sequential; first better pilots, then the outnumbered fighter, then better Tac Air differential.
Fighter vs Non-Fighter:
Shots are simultaneous.

Flak

A single ammo expenditure pays for all fire vs all target types that OpStage. (Flak ammo usage rates are whack!)

Land Recon

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

  • Recon is subject to OCAP Interception and Scramble.

  • Resolved after Flak prior to other missions during IVF.4 Mission Completion Segment.

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

  • Recon 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:
# of individual Bn/Coy are sighted and may be specifically targeted by air missions (rather than random roll). The [3.22] unit type and ~TOE strength of each battalion is revealed in armor, infantry, gun order. The Formation as a whole is sighted.
recon vs Air Facility (including any on Malta):
# of SGSU’s airplane base model (e.g. bf109 not E/F/G) is revealed.
# > 0; reveal current level of airfield.
recon vs Dump:
# of supply types whose points +/- 20% are revealed. Order is FASW. Dummies may make up whatever amounts.
# > 0; Dump is semi-sighted with X = 3 + #.
recon vs Truck Convoy:
# > 0; Convoy sighted.
# > 1; truck counts by type to nearest 10 (e.g. 10 lt, 30 med) is revealed.
recon vs Commonwealth Fleet:
# >= 1; all ships sighted and the counts of ship classes BB/CA/FL/DD is revealed.

Sighting

Strafing and land bombardment targets must be sighted. Target types that are always sighted:

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

  • Targets of Flak Suppression mission

  • Targets in major cities

  • Targets that have been sighted by recon (land or air)

  • Formations that are Engaged

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

Each target’s X is calculated individually:
X = Formation’s Stacking Points; or 0 if greater than 12 hexes from front line
X = 2 Commonwealth Fleet; +2 if in hex with Axis unit, +1 if BB present
X = 3 for Truck Convoys; +1 on road (i.e. not off-road)
X = 4+ for recon’d Dump
+1 each adjacent friendly occupied hex exerting ZOC on target hex
+1 Formation occupies oasis, bir, village, fortification, air facility hex or is on a road
+1 Axis Formation currently in range of CW ship shore bombardment
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

[40.61] [40.65] [41.31] missions adjacent to friendly Formations have x-in-6 chance of friendly fire. Checked per mission prior to Flak. Dive bomb+strafe is one mission.

Attack bombers, fighter bombers, and strafing:
x is the number of adjacent, friendly occupied hexes that contain Formations that are Engaged.
+1 if target is Engaged.
Level bombers:
x is 1 + the number of adjacent, friendly occupied hexes.
+1 if target is Engaged.

If d6 <= X then that number of mission squadrons target adjacent, randomly determined friendly targets of same type (if not possible, squadron aborts instead). The attacked targets may choose to fire flak or not.

Strafing

Terrain adjustments for Barrage also apply to Strafing.

Max 2 squadrons per Formation, Air Facility, Convoy, Dump, Port, or Pipe hex.

strafe vs Armor:

Roll for semi-sighted aborts. Each squadron targets random Bn/Coy from Formation. Instead of TacAir, 2 points per airplane.

strafe vs Grounded airplane:

Always sighted. Calculate ½(frd) TacAir.

strafe vs Infantry:

Roll for semi-sighted aborts. Each squadron targets random Bn/Coy from Formation. Instead of TacAir, 1 point per airplane (2 per if TacAir >= 5).

strafe vs Ports:

Always sighted. Add ½(frd) TacAir to air bombardment points.

strafe vs Replacement Points:

May not be targeted.

strafe vs Supply Dumps:

Roll for semi-sighted aborts. Calculate ½(frd) TacAir.

strafe vs Trucks (Convoy or 1st Line):

Roll for semi-sighted aborts. Randomly determine trucks and cargoes hit. Calculate full TacAir.

strafe vs Water Pipe:

Always sighted. Calculate ½(frd) TacAir.

Bombing

Terrain adjustments for Barrage also apply to Bombardment.

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

bomb vs Replacement Points:

May not be targeted.

bomb vs Personnel:

Target a Formation. Roll for semi-sighted aborts. Level bombers suffer two column shifts left. Bn/Coy affected are determined randomly.

bomb vs Supply Dump:

Roll for semi-sighted aborts.

bomb vs Truck Convoy:

Roll for semi-sighted aborts. Level bombers suffer two column shifts left.

bomb vs Commonwealth Fleet:

[30.32] Only attack bombers, fighter bombers and torpedo bombers. Roll for semi-sighted aborts. After all aborts and prior to flak, target specific ships (may split squadrons).

Invasion of Malta

ADDITION I may or might not allow this.

  1. It must be July 1941 or later.

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

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

  4. From now until start of invasion Axis may cancel Operation Herkules. Doing so returns withdrawn units and aircraft.

  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 and must be withdrawn if in play.

    • 185th Folgore Div 94/II

    • 2/87 Fanterie Bn 15/II

    • Ramcke Bde various

  7. After all the above are satisfied the invasion may commence: After 2d6+6 OpStages Malta is captured and useable as an Axis air base. All allied aircraft and AAA are lost. Any ships in Valetta rebase to Alexandria and must refit for 1 OpStage. Axis planes based there may fly Strategic Convoy CAP or Tactical North Africa missions. The Axis may start rolling on [44.5] to rebuild air facilities. They may immediately distribute 4d6 flak to the island and may divert flak there, [44.18].

SBS/SAS Raid on Crete

ADDITION

Once per game, after the fall of Crete, the allies may raid the air facilities on Crete. 3d6 squadrons based there take percentage losses from the [27.93] SAS Raid Table. If Malta has fallen, a second raid may be made against air facilities on that island.

This does not “use” or impact the on map SAS unit.

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

Dates to Remember

GT1 Sept 1940
[19.25] Allied armor org: I
[49.3] Allied 9% Evaporation & Spillage rate
[43.1] 75% He111, Ju88D, FW200 must be based in Italy, or Sicily
GT2 [60.45] Earliest the Commonwealth fleet may sortie
GT7 [34.83] Start rolling for Allied and Italian pilots
GT12/II Matruh -> Selby Force see org sheet

GT15 Welcome to 1941
GT19 [19.25] Allied armor org: II
GT20 [31.0] Rommel arrives
GT21/III Disband Selby Force
GT23 [34.83] Start rolling for German pilots
GT29 [34.83] Pilot Marseilles arrives
GT31 [4.49] German Tanks now BAR 0
GT32 [56.14] Greece shipping lanes open
GT35 [43.1] 50% He111, Ju88D, FW200 must be based in Crete, 25% in Crete, Italy, or Sicily.
[55.17] Start attempts to open Bizerta
GT39 [30.4] First possible date for execution of the 10th Light Flotilla Raid
[20.5] Recce upgrade
ADDITION First possible date for invasion of Malta.
GT47 [49.3] Allied 6% Evaporation & Spillage rate
GT58 [5Leichte org sheet] 21Div HQ replaced 5th light

GT63 Welcome to 1942
[4.49] 7.5cm and 75/27 guns have AT rating
GT68 Armor attachments (from Turn Track, no clue?)
GT71 [19.25] Allied armor org: III
GT72 [2Arm org sheet] 1st Armored Bde may be used as armored Bde again!
GT75 [19.9] Allies may Infantry AT upgrade
[19.8] Axis ad hoc AT batteries (Turn Track conflicts with rule)
GT87 [20.77] Allies may start 1/2 Infantry upgrade
GT89 July 1942 Start of Stalingrad Offensive
GT92 [19.25] Allied armor org: IV
[Unassigned Arty org sheet] RHA Bishop Refit
GT99 [34.83] Stop rolling for pilots
GT104 Nov 1942 Operation Torch
GT105 Nov 1942 Operation Uranus

GT111 Welcome to 1943
6th Army at Stalingrad all but destroyed, Guadalcanal lost, North Africa all but lost. Axis be f**ked yo!