Triumph & Fall of the Desert Fox – Quick Start Card

Here is your ticket to fun and action. Just follow the guidelines given in the excerpt below.

6. Preparation Phase

Choose sides:
Axis = Germany, Italy
Allies = British Empire, USA
Set up your units, Axis sets up first.

6.1 Place Reinforcements

Pick your new units > Axis/Allied order of battle Nov 1940, Rules book, pages 21+22

Pick your new goods > Replacement chart

The above is to be executed simultaneously.

Example: Dec. 1940:

Allies:
1 × 1 ×

Axis receive no units this turn

Replacement (RP) Chart

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.

7. Actions of Allied Side

Now the Allied player conducts all his actions,moves, attacks, etc.

The Axis player can do nothing but wait and see.

7.1 Reorganization

preparing for action

7.1.2 Supply Check

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 .

7.1.3 Repair Hits on Land Units

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.

7.1.5 Rebase Aircraft

Fly to any airbase which is up to twice this number of hexes away. Airbase = city or .

7.1.6 Engineers Finish Installations

Forts and airfields started last month are finished now.

7.3 Land Movement Phase

7.3.1 Engineer Activity

Move your engineer to construction hex, pay material, place the item to be constructed below the engineer, backside up.

7.3.2 Land Movement Active Side

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.

7.3.5 Air/Sea Movement Active Side

Move up to this number (range) of hexes to a mission hex.

7.3.6 Air/Sea Reaction Non Active Side

Now the Non Active Side (Axis player) may send aircraft to any hex in range containing a battle vector.

7.3.7 Interception Segment Active Side

Now the active player may fly fighters to any battle hex containing aircraft of the Non Active side only.

7.3.8 Active Side "A" Counter Flip


Flip units marked "A" back to the front side.

7.4 Combat Phase

7.4.1. Attacking Force Supply

Count total number of battles, attacker pays one point of supply for each battle.

7.4.2 Air Combat Segment


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:

  1. Both sides fighters: one round of combat
  2. Surviving fighters: one round of combat against enemy bombers
  3. Surviving bombers: complete missions

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.

7.4.4 Ground Combat Segment


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.

7.4.5 Return Non Active Side

The non acitve side returns aircraft first.

7.4.6 Return Active Side

The active side returns aircraft second.

8. Repeat as above, starting with 7, for Non Active side (=Axis)

12. Production

(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.