|
| Month | RP | RP | ||
|---|---|---|---|---|
| 1940 | Ger | It | Sup | Mat |
| Dec | 2 | 1 | ||
| 1940 | BE | USA | Sup | Mat |
| Dec | 3 | 2 |
Italy receives 2 RPs
and 1 point of supply
for all Axis troops,
the Allies receive 3 points of supply and 2 points of Material
. Germany and the USA do not
receive RPs.
Now the Allied player conducts all his actions,moves, attacks, etc.
The Axis player can do nothing but wait and see.
preparing for action
Count your land units, aircraft,
and ships in North Africa, pay 1 step of supply for every 5 units.
Not enough supply or supply path interrupted: flip land units
backside up, mark both aircraft and ships with a
.
Inspect your units for hits,
pay 1 RP each for every hit
on both Infantry
and Cavalry. Pay 2 RPs each for every hit on tanks and paratroopers.
Take hit markers off the units, remove RPs from pool.
Fly to any airbase which is up to twice this number of hexes
away. Airbase = city or
.
Forts and airfields started last month are finished now.
Move your engineer
to construction hex, pay material, place the item to be constructed
below the engineer, backside up.
Movement
points(MP). Pay one MP for each clear hex entered, pay more MPs
for other terrain
Terrain
Table.
Example: The unit above may move a maximaum of 4 clear hexes plus 1 rough hex.
Initiate battles by moving onto hexes containing enemy
units.

Place a battle vector, remove
units from map, place them into the corresponding battle box.

Move
up to this number (range) of hexes to a mission hex.
Now the Non Active Side (Axis player) may send aircraft to any hex in range containing a battle vector.
Now the active player may fly fighters to any battle hex containing aircraft of the Non Active side only.

Flip units marked "A" back to the front side.
Count total number of battles, attacker pays one point of supply for each battle.

Compare these numbers, take the difference and have a look at
the air combat results table. Roll two D6 to obtain a result.
Cross index this number with the obtained difference. Both sides
roll dice simultanouesly.
Example: 5-4 = +1 column for the Axis and -1 column for the Allies. Axis rolls a 7 ="A". Allies roll a 9 = no effect.
Order of combat:
Results:
"Blank" = no hit, aicraft remains unharmed.
"A" = 1 hit, return aircraft to nearest airbase, flip
backside up.
"D" = 2 hits, send aircraft to repair pool.
"E" = 3 hits, aircraft is eliminated and returned to
casualties pool.

Subtract defender from attacker, have a look a the land combat
chart. Roll one D6 and obtain the result by cross indexing the
die roll result with the combat differential.
Example: 4-2 = +2 column. The Allied player rolls a 5 obtaining 1 hit against the Italian, the British stays unharmed.
Combat ground support

Add this number to land combat factors of your land units.
After all combat is over aircraft are returned to their bases.
The non acitve side returns aircraft first.
The active side returns aircraft second.
8. Repeat as above, starting with 7, for Non Active side (=Axis)
(Rebuild eliminated units)
Look at the build cost table. Pay the amount listed to re-buy eliminated units. Ignore the "Duration" column. "St" is always Attack strength.
Examples:
This infantry costs 4 RPs
This tank costs 14 RPs, 2 Supply,
1 Mat
Fighters cost 5 RPs, 1 supply,
1 Mat (not dependent on numbers on the counter)
To repair this fighter pay only 3 RPs
Note: This chart is only a briev
overview, for an easy introduction into the rules system.
This Chart is no substitute for reading and observing the rules.
This game system might be different from other games you may
have played before. Do not expect to master the whole system
after just one game.