AfrikaKorps 3d Ed Rules - B

download AfrikaKorps 3d Ed Rules - B

of 16

Transcript of AfrikaKorps 3d Ed Rules - B

  • 8/12/2019 AfrikaKorps 3d Ed Rules - B

    1/16

    AFRIKA KORPS1. COMPONENTS

    1.1THE MAPBOARD: The mapboard shows thearea where the western desert campaign wasactually fought. It covers approximately 700miles between El Agheila and El Alamein. Mapspellings are according to British War Officemaps. A hexagonal grid has been superim-posed on the mapboard to determine move-ment. Important features include:

    GRID COORDINATES: Black numbers printedalong the south and east edges of the board areused to identify individual hexes. The letters areread horizontally (east-west), the numbers di-

    agonally from southwest to northeast. When anumber and letter are cross-indexed they pin-point a certain location on the map. Examples:

    Agheila is W6, El Alamein is L59.

    ESCARPMENT:Any hex containing brownsplash contours (Example: G24). NOTE: HexT29 is not a pass through the escarpment.

    QATTARA DEPRESSION:Any hex containingbrown dots wholly or partially within the brownlines of the area labeled QATTARA DEPRES-SION. (Example: R60).

    FORTRESS: Bengasi (H2), Tobruch (G25). Al-ternate spellings: Benghazi, Tobruk.

    COAST ROAD:Any hex containing a red line(Example: K61).

    GERMAN HOME BASE:Gray hex at W3.

    ALLIED HOME BASE:Gray hex at J62.

    1.2UNIT COUNTERS: The die-cut Order of Bat-tle Unit Counters are the tokens whose move-ment and placement determine the course ofplay. The Blue pieces are Allied; Red are Axis (aterm referring to the German-Italian alliance).Hereafter they will be referred to simply as units.

    Printed on each unit is information necessary forplay of the game.

    1.21There are five different unit sizes:

    XXX-Army Group XX-Division X-Brigade

    Ill-Regiment lI-Battalion

    1.22The nationality of pieces can be determinedas follows:

    A-Australian, NZ-New Zealand, I-Indian, SA-South African, It- Italian, Unmarked Red-German, Unmarked Blue-British.

    1.23The types of pieces are determined as fol-lows:

    1.24Identification is provided only for historicalreference. It is not necessary for play of thegame, and players not wishing to take the timeto set up the game with the correct historicalunits can ignore this information and bring unitsinto play solely on the basis of their combat andmovement factors (see2.2)

    1.25The attack factor is the basic strength ofthe unit when attacking.

    1.26The defense factor is the basic strength ofthe unit when defending.

    1.27The movement factor is the maximumnumber of clear terrain hexes a unit may moveinto in one turn.

  • 8/12/2019 AfrikaKorps 3d Ed Rules - B

    2/16

    2

    1.3RULEBOOK: The rulebook contains allrules, charts and tables necessary for play of thegame.

    1.4DIE: The six-sided die is used only to re-solve combat and the arrival of Axis supplies; ithas nothing to do with movement.

    1.5TIME RECORD CARD: The Time RecordCard is used to record the passage of turns andindicates the availability of reinforcements, re-placements, and Allied substitute counters, aswell as possible changes in Axis supply arrivalstatus, and the approaching end of the game.

    2. PREPARE FOR PLAY

    2.1Lay the mapboard out on a long table. TheAxis player sits at the northern side; the Alliedplayer at the southern side.

    2.2Punch Out the unit counters from their die-cut sheet and place the corresponding units onthe Order of Appearance tables printed on themap-board. These units are the Reinforcements(19.1) which both sides receive at various inter-vals throughout the game.

    2.3Place the units shown on the March 1941Situation Chart on their respective listed posi-

    tions on the mapboard. Stacking limits (6.1) canbe ignored during this preliminary setup butmust be adhered to at the conclusion of eachplayers movement and also at the end of eachplayers turn.

    2.4Place the remaining four Axis and five Alliedsupply counters off the board in an accessibleplace where they can be brought into play asdictated by the course of the game. The remain-ing counters are Allied substitute counters (21)which cannot enter play until August 1942. Putthem aside for later use. The blank red and bluecounters are merely spares to replace poten-

    tially lost units. You are now ready to begin play.

    3. SEQUENCE OF PLAY

    AFRIKA KORPS is played in turns. The Axisplayer moves all of his units which he cares tomove, and resolves any resulting battles. Thatis hisplayer turn. The Allied player moves all ofhis units which he cares to move, and resolvesany resulting battles. That is his player turn.Together these twoplayer turns comprise acomplete game turn and are measured as thepassage of half a month of real time. The exactsequence of play is outlined below.

    3.1If the Axis player controls a port (4.3) atwhich he can bring in supply, he rolls the die andconsults the Supply Table (12.2) to determinewhether he receives a supply unit that turn. Ifsuccessful, he places it at the controlled port ofhis choice. He then consults the Time RecordCard. If he is due additional units to enter playthat turn he places them on board at a controlledport of his choice. The Axis player then moves

    AFRIKA KORPS

  • 8/12/2019 AfrikaKorps 3d Ed Rules - B

    3/16

    3

    all of his units on board (including just arrivedsupply, reinforcement, and replacement units)which he chooses to move. No Allied movementis allowed.

    3.2All attacks caused by Axis movement areresolved one attack at a time. After each attack,the Axis player decides whether or not to exe-cute movement after combat if applicable.

    3.3 The Allied player brings on a supply unit atany controlled port providing he is entitled to andwants it. After consulting the Time Record Cardhe places any additional units he is due onboard in a controlled port of his choice. He thenmoves all his units on board which he choosesto move. No Axis movement is allowed.

    3.4All attacks caused by Allied movement areresolved one attack at a lime. After each attack,the Allied player decides whether or not to exe-cute movement after combat if applicable.

    3.5The Allied player checks off one game turnon the Time Record Card and players repeatSteps 3.1 through 3.5 for the duration of thegame.

    4. VICTORY CONDITIONS

    4.1The Axis player wins if he has eliminated allAllied combat (not supply) units currently on the

    board, or controls both fortresses and bothhome bases simultaneously for two consecutive

    Axis player turns (at the beginning and end ofeach turn) by his last October, 1942 turn.

    4.2The Allied player wins if he has eliminated allAxis combat (not supply or Rommel) units cur-rently on the board, or controls both fortressesand both home bases simultaneously for twoconsecutive British player turns (at the beginningand end of each turn), oravoids the Axis victoryconditions through the last October, 1942 turn.

    4.3To control a fortress or a home base, the

    controlling side must occupy that hex. Last pos-session of the hex is not sufficient to be consid-ered controlled. It must be occupied by acombat, supply, or Rommel unit. To control ahome base you must both garrison it as aboveand keep it out of enemy zones of control at thebeginning and the end of each player turn.NOTE: a player may never use his opponentshome base as a port, whether he controls it ornot.

    5. MOVEMENT

    5.1Barring special restrictions caused by enemy

    zones of control (7.1) and restrictive terrain, youmay move all, some or none of your units cur-rently in play on every turn.

    5.2On each turn, you may move each unit inany direction or combination of directions anynumber of open terrain hexes not exceeding itsmovement factor.

    5.3You move all of your units you choose tomove in your turn before resolving any battles.

    5.4You may not move your units on top of orthrough opponents combat units or their ZOC

    (supply and Rommel units are not combat units),except during Automatic Victory (9.1) situations.

    5.5Movement factors are not transferable fromone unit to another nor can they be accumulatedfrom one turn to the next.

    5.6You may move units onpartialQattara De-pression hexes (Example: Q60) as if they wereclear terrain, but not on fullQattara Depressionhexes (Example: R60). T61 is considered a fullQattara hex.

    5.7You may not move units directly from one

    hex to another across an all-water hexside (Ex-ample: E18 to F19), or Qattara Depression hex-side (W62-X62) nor may units on these adjoin-ing hexes engage each other in battle.

    5.8You may not move units on partial hexes onthe East or West ends of the mapboard (e.g.R68), nor are you allowed to move units onhexes for which there is no grid coordinate (e.g.there is no X70 nor is there a Y70 since neither70 nor Y are grid coordinates). Hexes I63, K64,M65,066, Q67, S68, and U69 are consideredplayable.

    6. STACKING

    6.1 Both players may stack up to three combatunits in one hex. Supply units and/or Rommelmay be stacked by themselves or with combatunits over and above the three-high limit.

    6.2The movement factor of stacked units is thatof the slowest unit in the stack. Units may com-

    AFRIKA KORPS

  • 8/12/2019 AfrikaKorps 3d Ed Rules - B

    4/16

    4

    bine to form a stack at any point during a turn inwhich they can reach the same hex. Similarly, astack may split up into its component parts atany point during the movement of the stack.

    6.3Units may pass through hexes containingother friendly combat units even if those hexesare already stacked to the maximum. Unitsmust conform to stacking limits only at the endof movement and the end of each player turn.

    7. COMBAT

    7.1Every combat unit has a Zone of Control(hereafter referred to as ZOC) which consists ofthe six hexes adjacent to the hex it occupies(Exceptions: E18-F19, W62-X62, and fortresses,etc.). An overlapping friendly ZOC does not ne-

    gate an enemy ZOC. Combat units lose theirZOC if attacked at 7-I odds or 5-1 surrounded(see 9.1).

    7.2A player automatically causes combat when-ever he moves a combat unit into an enemyZOC. The player moving his units is always theattacker; his opponent is always the defender.

    7.3Battle odds are determined by expressingthe attackers attack factor(s) as a ratio of attackfactors to the defenders defense factor(s).Fractions are always rounded off in favor of thedefender (7:2 becomes 3-1, 2:7 becomes 1-4).

    EXAMPLE: If the British 7thArmored Infantry (3-3-7) attacksthe Italian Savena Division (2-2-4) battle odds are 3-2 or 1-1.To resolve this battle the attacker rolls the die once. Thebattle result is obtained from the Combat Results Tablefound on the back of this rulebook by cross-indexing the dieroll with the proper odds column.

    7.4Odds greater than 7-1 are treated as 7-I.Odds less than 1-6 are not allowed. Any unitforced to attack at odds worse than 1-6 would beeliminated before any other battles are resolvedwithout constituting a soak-off (11.6) or a ZOCfor blocking potential retreat routes. No unit mayvoluntarily attack at less than 1-6. Any unit

    forced to attack in this position is eliminated be-fore any other combat takes place.

    7.5The results of combat are interpreted as fol-lows:

    A Elim -Allattacking units in that attack areeliminated.

    A back 2- All attacking combat units in that at-

    tack are retreated two hexes by the defender.

    Exchange - Theplayer with fewer combat fac-tors actually involved in the combat (attack fac-

    tors for the attacker, defense factors for the de-fender) must remove all his units in that battle.The other player removes the number of in-volved units whose combined combat factorsactually used in the battle total at least that ofthe units removed by his opponent. In an ex-change, the defenders defense factors arecomputed at basic or double value according toterrain. The attackers combat factors are neveraffected by terrain.

    EXAMPLE: If a 2-3-4 unit which is doubled on defense isattacked by seven 1-1-6 units at 1-1 odds with a resultingexchange the 2-3-4 unit is lost along with six of the seven1-1-6 units.

    If on the other hand, 3-4-6 unit is attacking four 1-1-6s at 1-2 odds with a resulting exchange, the 3-4-6 unit iseliminated along with three of the four 1-1-6s.

    D back 2- All defending units in that attack areretreated two hexes by the attacker.

    D Elim- AII defending units in that attack areeliminated.

    7.6RETREATS: Retreats can be handled in azigzag fashion so as to end the retreat only onehex away from the original hex occupied duringthe battle. Retreat can be through friendly units

    already stacked to maximum and over all play-able terrain including escarpments.

    7.61Retreating units are eliminated instead ifthey are forced to retreat into or through enemyzones of control, out to sea, into the Qattara De-pression, or off the playable hexes of the board.Retreating units in excess of the stacking limitwould be eliminated if forced to end their retreatonfriendly units that would result in stacks ex-ceeding the three-high combat unit limit. Theretreating player could not elect to eliminate an-other unit in the stationary stack so as to makeroom for a retreating unit, although he could

    choose which of the retreating units to eliminateshould the hex retreated to be able to accom-modate somewhat less than the full number ofretreating units.

    7.62The winner cannot force retreating unitsinto blocking ZOC, or terrain which would resultin their elimination if alternate, unblocked routesof retreat are available.

    AFRIKA KORPS

  • 8/12/2019 AfrikaKorps 3d Ed Rules - B

    5/16

    5

    7.63If the Rommel unit is stacked with an at-tacking unit or units which must retreat as a re-sult of combat, it does not retreat with the com-bat units because it is technically not a part of

    the attacking force. However, in most cases therules for placing Rommel with the closest Axisforce when alone in an Allied ZOC (22.4) willhave the same effect.

    8. ATTACKING

    8.1A unit must stop as soon as it enters the firsthex in an enemy ZOC (Exception: see AutomaticVictory, 9.1).

    8.2You may move as many units into an enemyZOC as the stacking limits and board situationwill allow before calculating battle odds and re-

    solving combat.

    8.3A unit is not allowed to move through an en-emy ZOC (see Automatic Victory, 9.1 for excep-tion), nor is it allowed to move from a hex in theZOC of an enemy unit directly to another hex inthe ZOC of that same enemy unit (Exception:see Advance After Combat, 16.2). The unitwould have to first move to a hex free of enemyZOC before reentering the ZOC of the originalenemy unit whose ZOC it began the turn in. Itcould, however, start its turn in an enemy ZOCand move directly to a hex in the ZOC of a dif-ferent enemy unit providing the hex moved into

    is not also in the ZOC of the original enemy unitin whose ZOC it started its turn.

    8.4You must resolve combat against every en-emy combat unit into whose ZOC you havemoved units. Every combat unit in the ZOC ofan enemy Unit must attack some enemy unit.

    8.5Each attacking unit in a particular attackmust be adjacent to every defending unit whichit is attacking in that attack.

    8.6After concluding all movement for yourplayer turn, you resolve all battles one at a time

    in any order you choose. Any advance aftercombat or retreat possibilities resulting fromeach attack must be executed before resolvingthe next attack.

    8.7A units attack factor remains at its basiclevel in all situations regardless of the terrain it isattacking from or into.

    9. AUTOMATIC VICTORY

    9.1Whenever enough attacking units are in at-tack position against a defending unit to createan automatic elimination situation (odds of 7-1,

    or 5-1 if the defender is surrounded by enemyZOC or impassable terrain such that he couldnot survive a back 2 result) that defendingunits ZOC is immediately ignored for the re-mainder of the attackers turn. Therefore, unitsnot yet moved by the attacker may movethrough that defending units adjacent hexes.The attackers units may even move over thedefending unit itself although they may not endtheir move directly on top of it. However, thatdefending unit remains in play and is not re-moved until the attacker is ready to resolve hisattacks.

    9.2Attacking units must be able to trace a lineno more than five hexes long which is free ofenemy ZOC and impassable Qattara/water hex-sides to a friendly supply unit at the instant theyachieve automatic victory. Although automaticvictory (hereafter referred to as AV) takes placeduring the movement portion of a turn, the com-bat units involved in the AV may not make anyfurther movement during that turn until after thebattle portion of the turn, when they may ad-vance if they meet theAdvance After Combat(see 16.1) requirements.

    9.3Units which serve to cut off retreat routes

    and thus participate in an AV (in a 5-1 or 6-1 sur-rounded attack) even though they may not beadjacent to the AVed unit, also may not makeany further movement during that turn.

    9.4Units which move through a negated ZOCby virtue of an earlier AV attack, may join in that

    AV attack. This means that units can movethrough a negated ZOC and then join in the AVattack against that AVed unit so as to be able toremain adjacent to other non-AVed enemy unitswithout attacking, provided proper soak-offs aremade. However, units used to gain an AV can-not later have their places taken by other units

    moving through the negated ZOCand thus free-ing the original AVing units to continue theirmove.

    9.5A unit which must be eliminated before com-bat due to being trapped in enemy ZOC withoutbenefit of supply cannot participate in an AV.

    9.6Units making an AV attack must be in supply(14.2) at the time of that attack. They cannot

    AFRIKA KORPS

  • 8/12/2019 AfrikaKorps 3d Ed Rules - B

    6/16

    6

    rely on the AV to open a route to a source ofsupply to sustain that AV attack.

    9.7The supply used to sustain an AV attack

    could conceivably move over the AVed unit andcontinue on to supply other attacks on the sameturn but it must maintain its five hex supply lineto the units which made the AV attack as well asany units involved in other attacks which it issupplying (Exception: See 14.5).

    EXAMPLE: 21/5 has established an AV (7-1) vs 7A/2. The

    German unit is within five hexes of supply #1. The 21/5 mustremain in position for the rest of the turn, although the supplycan move as shown to hex A, ignoring 7A/2s ZOC andending its movement still within five squares of21/5. Notethe reverse is not true: if supply #1 had started the turn at Ait could not supply the AV from that hex, since the 7A/2sZOC is not ignored until after the supplied AV has takenplace.

    Example: At the end of the Allied turn 15/115 is isolated by1SA/1, 1/22 and 32. The Axis player moves 21/104 andBrescia into position for what appears to be an AV vs 1SA/1.However, it isnt an AV because the 15/115 cannot make a 1-2 attack without supply vs 1/22 and 32, and thus would beeliminated before combat. What the Axis player has is just anormal 5-1 vs 1SA/1. The 15/115, unable to attack at 1-2without supply, must be eliminated prior to combat. Notethat 15/115 could have been saved had the Axis player beenable to bring up enough force against 1/SA/1 to get a 7-1 AV,thus opening a supply route to 15/155 which could then at-tack at 1-2 or even move away without a fight through thehole left by the demise of 1SA/1. Note also that, somewhatparadoxically, 15/115 could have been saved had the 32

    Armor unit had a defense factor of 3. 15/115 could thenhave attacked at 1-3 without supply (see 14.3)and con-ceivably could have retreated through the hole left by the

    demise of 1SA/1.

    10. DEFENDING

    10.1The defending player is not allowed tomove any unit while his opponent is taking histurn, although his opponent can retreat his de-feated defending units after combat (see 7.6) inthe same manner that the defender can retreatdefeated attacking units after combat.

    10.2Any defending unit in a battle which occu-pies a fortress or escarpment hex has its de-fense factor doubled for purposes of calculating

    the odds of that battle and the amount of loss anattacker must suffer in an exchange result.Such a units defense factor remains doubledregardless of the terrain occupied by the at-tacker.

    11. MULTIPLE UNIT BATTLES

    11.1When two or more Units attack one defend-ing Unit the factors of the attacking units mustbe totaled into one combined attack factor.

    11.2When one unit attacks two or more defend-

    ing units the factors of the defending Units mustbe totaled into one combined defense factor.

    11.3When several units attack several defend-ing units the attacker has the choice of dividingcombat into more than one battle as long as thefollowing conditions are met:

    11.31The attacker must attack every defendingunit in whose ZOC he has attacking units, and

    11.32His attacking units must be in the ZOC ofevery defending unit he is attacking, and

    11.33Each of the attackers units in an enemyZOC must attack.

    11.4The attacker may divide combat againststacked units on the same hex into more thanone battle as long as he has more than one at-tacking unit.

    11.5The attacker with stacked units on thesame hex may divide combat into more than onebattle against defending units on separatehexes.

    11.6The attacker may deliberately sacrifice one

    or more attacking units at unfavorable odds inorder to gain more favorable odds over otherdefending units. This tactic is called soaking-off.However, soak-off odds cannot be worse than 1-6. Any time an attacker finds his units trapped inenemy ZOC at odds worse then 1-6, he musteither bring up enough units in support to bringodds down to 1-6 or eliminate it from the boardbefore resolving any battles.

    AFRIKA KORPS

  • 8/12/2019 AfrikaKorps 3d Ed Rules - B

    7/16

    7

    11.7The attack or defense factor of a unit can-not be split and applied to more than one battle,nor may any defending unit be attacked morethan once in any turn.

    EXCEPTION: Should a unit be retreated intoa fortress hex which will be attacked later in thatsame turn, that unit could undergo attack twicein the same turn. In this case, however, the unitdoes not add its defense factor to that of theother defending unit(s) in the hex, although itmust abide by the results of the attack. If a DElim is rolled, the unit is eliminated with theother defending unit(s). If the result is DB2, theunit is again retreated. The nonparticipating unitcould not be used to satisfy exchange lossesand is eliminated if all other defending units inthe hex are lost.

    Should a unit be retreated into a fortress hexcontaining no other combat units it would besubject to automatic elimination if attacked atany odds during that player turn.

    The attacking player cannot dictate a retreatinto a vacant fortress hex against the defenderswill if any other legal retreat route exists.

    11.8No attacking unit may fight more than onebattle per turn even if it finds itself in an enemyZOC after combat has been resolved. The de-fending unit in such a case must attack or with-

    draw in its turn or be eliminated. If such a Unitwishes to attack in its turn it may do so by hold-ing its present position or by withdrawing fromthe enemy ZOC altogether and then re-enteringinto a different hex of the enemy units ZOC pro-viding it has any supply it may need to attack.

    11.9If, at the end of the movement portion of itsturn, an attacking unit is isolated while in an en-emy ZOC it must be eliminated before the com-bat phase of the turn (Exception: 14.3 - see thesecond example under 9.6)

    In the above example blue may divide combat in twoways. As shown by the gray circles he may resolve combatin two separate battles or in three separate battles as shownby the red circles. Notice that in dividing combat every red

    unit that is in a blue ZOC will be fought. Also notice that theFree French unit is not engaged since its ZOC does not fallon any red units.

    In this example the red 2-2-12 soaks off against blue 2nd& 24thbrigades at 1-3. This gives Reds remaining unitsodds of 5-1 over the remaining blue 2-2-6 unit. This tactic byred forces surviving blue units to withdraw or counterattackat relatively unfavorable odds.

    Soaking off can be useful in forcing defending units toabandon an escarpment. Here the 2-2-7 soaks-off againstblue 4-4-7 at 2 to 8 (1-4). Note that blue 4-4-7s defense

    AFRIKA KORPS

  • 8/12/2019 AfrikaKorps 3d Ed Rules - B

    8/16

    8

    factor doubles on defense. The remaining red units attackblue 1-1-6 at 6 to 2 (3-1). Blue, in his turn, must either coun-terattack or give up the escarpment position.

    The result of a blue attack has left red with a forced

    soak-off situation in his turn. At first glance it appears thatred has blue NZ/2 surrounded, but a closer look finds thatred 1-1-7 would base to soak-off at odds of 1-8 which is notallowed. Therefore, if red does not bring up additional unitsto join the attack and bring the soak-off odds down to at least1-6, then red 1-1-7 must be removed before resolving the 4-1 attack against blue 1-1-6.

    12. AVAILABILITY OF SUPPLY

    12.1The Allied player is due one supply unit perturn throughout the game providing he has con-trol of a port at which to land the supply unit.However, the Allied player may never have morethan four of his own (not captured) supply units

    on board at any one time.

    12.2The Axis player is allowed to roll a die onceper game turn on the SUPPLY TABLE in an at-tempt to secure a supply unit provided he con-trols a port in which to land the supply unit thatturn. Therefore the Axis player cannot roll forsupplies on the first game turn because hedoesnt control a port. The Axis player maynever have more than three of his own supplyunits on board at any time.

    SUPPLY TABLE

    dieroll Apr 41 Jun 41 Jul 41 Nov 41 Dec 41 Game End

    1 Sunk Sunk Sunk

    2 Sunk Sunk --

    3 -- Sunk --

    4-6 -- -- --

    The Axis player receives a supply unless he rolls

    a Sunk result.

    12.3There is no limit to the number of capturedsupply units which a player may have over and

    above the maximum number of his own supplyunits.

    12.4If a player is unable to land his supply unitfor a given turn in a controlled port (i.e. Tobruchor his homebase) at the start of the movementportion of his turn he forfeits that supply unit.Supply units may not be accumulated off board.They must land on their turn of arrival or be lost.

    12.5A player does not have to accept supply.He can decline the arrival of a supply unit if heso desires.

    13. MOVEMENT OF SUPPLY UNITS

    13.1Initial placement on board in a controlledport does not count against the supply unitsmovement rate. It can be moved and used tosustain attacks on the turn of its arrival, or anyturn thereafter until used or destroyed.

    13.2Supply units may move into an enemy ZOConly if they are being used to sustain attacksagainst that enemy unit in that turn.

    13.3A supply unit cannot capture or move adja-cent to (excepting the E18-F19, W62-X62 and

    fortress anomalies) opposing supply units (eitherduring or at the end of the movement portion ofthe turn) unless it is accompanied by a combatunit. However, a supply unit could move adja-cent to, or even on top of the Rommel unit (22) ifthe Rommel unit were alone in a hex.

    AFRIKA KORPS

  • 8/12/2019 AfrikaKorps 3d Ed Rules - B

    9/16

    9

    14. SUSTAINING ATTACKS

    14.1Units may never attack at odds of 1-2 or

    better without access to a supply unit. When-ever a supply unit is used to sustain an attackthat supply unit is removed at the end of the cur-rent player turn.

    14.2Units may attack at odds of 1-2 or betteronly if all attacking units involved in that attackare within five hexes of a friendly supply unitafter movement. The five hex route to the sup-ply unit must be free of enemy ZOC and full Qat-tara Depression hexes (and cannot be tracedacross the E18-F19, W62-X62 hexsides). Thefive hex route is inclusive of the hex containingthe supply unit, but exclusive of the hex contain-

    ing the attacker. The five hex supply route neednot be maintained once combat is resolved:thus, retreating enemy combat units across thefive hex supply route would have no effect onsubsequent attacks being resolved during that

    same player turn.

    14.3Attacks at odds of 1-3 or worse do not re-quire supply. However, attacking units are notallowed to voluntarily attack at reduced odds soas to avoid the necessity of supply.

    14.4One supply unit may sustain attacks formore than one attack in the same player turn.There is no limit to the number of attacks thatcan be sustained by the same supply unit aslong as all the units which are attacking at 1-2 orbetter odds are within the five hex radius of thesupply unit described in 14.2. Other supply units(whether within the five hex radius or not) do not

    have to be used and can remain on board foruse in later turns.

    14.5Supply units are required to sustain AV at-tacks both at the instant the AV is attained andat the end of the movement portion of the attack-ing players turn. Note that it is possible that thesupply unit sustaining an AV attack may moveout of the five hex supply radius of that attack,providing another supply unit takes its place

    within the five hex supply radius at the end ofthe movement portion of the turn. However, inthis case both supplies would have to be used tosustain the AV attack.

    14.6The attacking player must state before re-solving each combat (including AV attacks)which supply is sustaining the attack.

    14.7Supply is not necessary to defend. Thereis no change or reduction of a units defensefactor due to lack of supply.

    15. CAPTURE OF SUPPLY

    15.1Supply units have no ZOC and all enemycombat units may move adjacent to or on top ofa hex containing only supply units (and/or

    Rommel unit) without stopping or may even endtheir move in the same hex. Opposing supplyand/or Rommel units may not move adjacent toan opposing supply unit unless they are accom-panied by a friendly combat unit.

    15.2The situations in which supplies can becaptured fall into two distinct categories; those inwhich the supply is stacked with a friendly com-bat unit, and those in which it is not. The follow-ing rules pertain to the capture of supplieswherein the supply Unit is unaccompanied byfriendly combat units.

    15.21A supply unit is automatically capturedwhenever an enemy combat unit moves adja-cent to it prior to combat (Exception: the E18-F19, W62-X62 anomalies) unless the supply unitis in a fortress (see 15.23). The instant this oc-curs the supply unit is replaced with a captured

    supply unit of the opposing color in the samehex. The removed supply unit is returned to theopponent for possible reentry into the game at alater time under the normal supply generationrules. The captured supply unit can then bemoved normally for the duration of the capturingplayers movement portion of his turn and canalso be used to sustain attacks as if it hadstarted that player turn as a friendly supply unitin that hex. Such a capture can occur during a

    AFRIKA KORPS

    Example:All attacking blue units are within five hexes of a supply unit except blue 2-2-6, which has been left surrounded by reds previ-ous player turn. In this even blue 2-2-6 is automatically eliminated prior to combat resolution (see 11.9), thus opening a retreat route forred 2-2-4 which is being attacked at 10-2 (5-1). Note that red 2-2-4 would be Aved in a 5-1 surrounded attack were it not for rule 11.9which requires the elimination of blur 2-2-6 before any combat is resolved due to being in red ZOC without access to supply. Both bluesupply units must be removed because neither is within five hexes (free of enemy ZOC) of allattacking units.

  • 8/12/2019 AfrikaKorps 3d Ed Rules - B

    10/16

    10

    combat units move - after which that combatunit may continue its movement for the turnwithout penalty or delay.

    15.211The possible presence of enemy combatunits adjacent to the unaccompanied enemysupply unit has no effect on the capture outlinedabove.

    15.212Immediately after its capture, the cap-tured supply unit is subject to all movement re-strictions and cannot move through what previ-ously were friendly, but are now enemy, ZOC.

    15.22Any retreating/advancing combat unitwhich finds itself adjacent (usual E18/F19, W62/

    X62 exceptions apply) to oron top of an enemysupply unit (unaccompanied by a combat Unit)

    during its retreat/advance automatically capturesthat supply unit (Exception: see 15.23).However, the captured supply unit can move nofurther during that player turn other than accom-panying the capturing retreated combat unit forthe duration of its retreat. Should a supplywhich is currently being used to sustain an at-tack during that player turn be overrun by a re-treating unit in this manner it is neither captured(because it is in the process of being used) norprevented from sustaining other attacks duringthat player turn.

    15.23A supply unit (unaccompanied by a com-

    bat unit) in a fortress can be captured by an ad-jacent combat unit only at the conclusion of themovement portion of the turn because the for-tress protects the supply unit from the combatunits ZOC. A retreating or moving combat unitcould capture the supply unit only if it moved intothe fortress on top of the supply unit. In es-sence, for a supply unit alone in a fortress to becaptured by an adjacent combat unit it must beattacked, and attacks can occur only during thecombat portion of a turn - not before or after it.Therefore, such a supply unit could not bemoved immediately after capture, because thecaptors movement portion of the turn has been

    completed. Note also that a supply unit (unac-companied by a friendly combat unit) in a for-tress would also be captured as part of the sameattack in which an enemy combat unit attacksboth the lone supply unit in the fortress and anyother friendly combat units which are adjacent tothe attacker unless all the attacking units wereeliminated or retreated as a result of the combat.

    15.24Supply is not necessary in order to at-

    tack an unaccompanied supply unit (nor is itnecessary to attack a supply unit under any cir-cumstances, although it is often necessary toattack accompanying combat units). Capture of

    an unaccompanied supply unit during movementis not considered a battle (even in the case ofthe fortress example cited in 15.23). Thus, thecombat unit which captures the supply unit mayalso take part in battle against enemy combatunits in that player turn.

    15.3Capture of supply units which are accom-panied by friendly combat units in the same hexis governed by the following rules.

    15.31If an AV can be attained against the ac-companying combat unit(s), capture of the sup-ply follows the procedure in 15.21 with the ex-

    ception that the attacker could not occupy theAVed units actual hex (see 9.1), unless an Ad-vance After Combat (16.2) situation was appli-cable.

    15.32In all other cases, supply units accompa-nied by friendly combat units can be capturedonly by carrying out normal attacks against theaccompanying combat units. This capture cantake one of two forms.

    15.321The supply unit is captured if all accom-panying combat units are eliminated or retreatedwhile at least one attacking combat unit remains

    adjacent to the supply or advances after combat(see 16.1) onto it. Supply units cannot retreat.The supply unit is neither captured or eliminatedif the battle result eliminates all attacking anddefending combat units and the supply unit isnot left in an enemy ZOC.

    15.322The supply unit is captured if one adja-cent enemy combat unit attacks the supply,while other attacking units attack the accompa-nying combat units at legal odds (1-6 or better).The attacker may not use more than one attack-ing unit to capture the supply; all other units inthe defenders ZOC must attack the accompany-

    ing combat units. NOTE: this method cannot beused if the defender is in a fortress hex.

    15.33Supply units captured by the 15.32method can be moved by the attacker their fullmovement capability, but they cannot be used tosustain other battles during that turn.

    15.34Captured supply units may be moved outof the ZOC of previously accompanying friendly

    AFRIKA KORPS

  • 8/12/2019 AfrikaKorps 3d Ed Rules - B

    11/16

    11

    combat units by the new owner. This is the onlytime that a unit can move through an enemyZOC other than during Advance After Combat(16.2).

    EXAMPLE:The Allies have moved to capture Axis supply #1by 2SA/4, while 32nd attacks 15/8 at 1-4. This is a cleverway to destroy Axis supply without using an Allied supply

    and taking only a 50% chance of losing the 32nd. Note 2SA/4 cannot join in the attack against 15/8. In this case, thecapture of the supply is considered a battle. Now considerwhat would happen if the Allies could bring up the 1st Armor(another 2-2-7) to the hex occupied by the 32nd. The 1st

    Armor cannot join 2SA/4 in capturing the supply since in asituation like this only one attacking unit may he used tocapture the supply. However, the Allies would have a sur-rounded 1-2 vs 15/8 (assuming the 1st & 32nd can be sup-plied by a separate supply unit -- the captured supply cannotbe used to sustain this attack) because 2SA/4 serves toblock the 15/8's retreat.

    15.4A player may destroy his own supply orcaptured supply units at any time during his ownplayer turn, including after combat is resolved.

    16. ADVANCE AFTER COMBAT

    16.1Any time an attack removes all defendingcombat units from a fortress or escarpment hex,any and all (up to maximum stacking limits) sur-viving attacking units may move into the hexvacated by the defender. Such advance mustoccur prior to the resolution of the next battle, ifany.

    16.2Advance after combat is the only instance(other than 15.34) in which a unit may move di-rectly from the ZOC of an enemy unit into an-

    other ZOC of that same enemy unit.

    16.3A unit attacking a supply unit in a fortresswithout accompanying combat units can never-theless advance after combat into the fortresseven though there was no defending combatunit involved.

    17. COAST ROAD

    17.1All units are allowed to move up to ten addi-tional hexes per turn on the coast road above

    and beyond their normal movement factors.Such movement may be combined with normalmovement over other terrain in any manner de-sired.

    EXAMPLE:A 2-2-6 unit could move two hexes through clearterrain to a coast road, then move seven hexes along thecoast road, then move four additional hexes across clearterrain (or coast road), before returning to the coast road forits last three hexes of movement along the coast road.

    17.2Movement along the coast road must bethrough the specific hexsides bisected by thered coastal road lines. To qualify for the coastalroad bonus the hex entered must be entered

    through a hexside crossed by the red coastalroad symbol; otherwise movement into that hexis at the cost of the other terrain in that hex.

    17.3Hex I26 contains two roads which do notintersect within the hex and therefore presentsan exception to the normal rules.

    17.31A unit which starts its turn in I26 can movealong either road.

    17.32A unit which starts its turn outside I26 andmoves into the hex via the road could not trans-fer to the other road in that hex and move along

    it at no penalty. It would either have to moveoutside the hex and back into it along the properhexside (such as I26-J27-I26) or pay an addi-tional movement factor for moving across theescarpment within the hex to get to the newroad. Such an expenditure would count as mov-ing onto a road escarpment hex (see18.5).

    18. ESCARPMENTS

    18.1Any unit may move onto an escarpmenthex at the normal cost of one movement factor,but may move no further during the movement

    portion of that player turn.

    18.2Units may leave escarpment hexes at theirnormal movement rate.

    18.3Units move through escarpment hexes atthe rate of onehex per player turn. The onlyway a unit could move through more than oneescarpment hex in a player turn would be to ad-vance (16.1) or retreat (7.6) after combat.

    AFRIKA KORPS

  • 8/12/2019 AfrikaKorps 3d Ed Rules - B

    12/16

    12

    18.4Units may move through escarpment hexescontaining the coast road without stopping, us-ing either normal movement factors or their

    coast road bonus as long as movement is madethrough hex-sides bisected by the road.

    18.41Units may move directly onto a coast roadescarpment hex from a hexside not bisected bythe road and then continue along the coast roadwithout stopping. However, they may not thenleave a coast road escarpment hex from a hex-side not bisected by the road.

    18.42Units which enter a coast road escarp-ment hex from a hexside which is bisected bythe road may later move off a coast road es-carpment hex in any direction.

    18.5In summary, rule 18.4 allows a unit to moveeither off or ona coast road escarpment hexfrom a hexside not bisected by the road withoutdelay, but not to move both off and on in thesame turn except as a result of retreat or ad-vance after combat. See examples at bottomleft.

    EXAMPLES:A unit beginning its turn at either G24 or I24could move directly onto H24 and then continue to H23,H25, or I25 and then onwards along the road with no delay.However, the unit could not move H24-H25-H26 since thedirect move between H25 and H26 would be off the coastroad escarpment through a hexside not intersected by theroad, and in one turn a unit cannot move on (to H24) andoff(to H26) a coast road escarpment in this way. Note that anH24-I25-I26-J27-I27-I28-H28-H29-I30 move is legal, sinceentry to I30 is made from a coast road clear terrain hex(H29).

    A unit beginning its turn at G22 can move H23-H24-H25-

    H26-H27, etc. It entered the coast road escarpment (H23)from a hexside intersected by the road, thus the H25/H26 isthe only time it used the non-road hexside move. NOTE:technically, the unit did more off H25 and on H26 from non-road hexsides, but the one hex distance is considered asingle move.

    A unit beginning its turn in Tobruch may move H26-I27-J27-J28 but it may not move H26-I27-J28. The H26/I27 is itslegal non-road hexside move; the I27/J28 would be a secondsuch move in the same turn, which is not allowed.

    19. REINFORCEMENTS

    19.1Both players receive reinforcements atspecific intervals. Reinforcements are new units

    and havenothing to do with Replacements (see20). The Order of Appearance tables printed onthe mapboard state the earliest time that rein-forcements can be put into play. These turnsare noted in bold print on the Time Record Cardas a reminder.

    19.2Reinforcements may enter the game at To-bruch, their home base, or both provided theyare controlled by friendly forces at the start ofthe player turn. As is the case with the arrival ofsupply units there is no movement penalty forbeing placed on board in a controlled port. Theycan be moved and used in battle on their turn of

    arrival.

    19.3Unlike supply units, reinforcements do nothave to land on the first turn they are available.They can be left off-board for arrival during alater turn. Such units are not considered at seaand are therefore not subject to the restrictionsof units using normal sea movement.

    19.4Arriving reinforcements may be stackedabove the three-high limit during their initialplacement on the board providing they do notexceed that stacking limit at the conclusion ofthe movement portion of the turn.

    19.5Reinforcements (and supply) can be placedin Tobruch while under siege. Adjacent units donot exert a ZOC over a fortress hex, and, there-fore, do not prevent this.

    19.6Reinforcements can enter play only duringtheir own player turn.

    19.7An opponents home base cannot be usedas a source of reinforcements.

    19.8Reinforcements which are not in play bythe last October 1942 turn are eliminated.

    20. REPLACEMENTS

    20.1Starting in March, 1942 both players areeligible to receive replacement units. Theseunits have nothing to do with reinforcements(19) and are taken only from those Units alreadyeliminated.

    20.2The Axis player earns replacement units at

    AFRIKA KORPS

  • 8/12/2019 AfrikaKorps 3d Ed Rules - B

    13/16

    13

    the rate of one attack factor per turn for hishome base and one attack factor per turn forTobruch, providing he controls these hexes atthe beginning of his player turn, for a maximum

    of two attack factors per turn.

    20.3The Allied player receives two attack fac-tors per turn for his home base and one attackfactor per turn for Tobruch, provided he controlsthese hexes at the beginning of his player turn,for a maximum of three attack factors per turn.

    20.4The rules for putting replacements into playare identical to those for reinforcements.

    20.5Each side is allowed to accumulate re-placement factors from turn to turn. A special(unshaded) column for each side is provided on

    the Time Record Card for this very purpose.

    20.6Accumulated replacement factors are notlost even if an opponent gains temporary controlof Tobruch and/or the home base.

    21. ALLIED SUBSTITUTE COUNTERS

    21.1Starting in August, 1942 and all turnsthereafter, the Allied player may exchange sub-

    stitute counters for unitspresently on board totalingthe same number of attackfactors as that of the substi-

    tute counters. Armor mustbe exchanged for armor and/or armored infantry;infantry must be exchanged for infantry and/orrecce units.

    21.2Substitution can occur only at the end ofthe Allied players movement portion of hisplayer turn. The Allied player is not allowed tomove substitute units during the turn of place-ment (except as a result of combat; i.e. advanceor retreat), but he may use them to attack duringtheir initial turn on the board. Substitution cantherefore occur in an enemy ZOC. The only re-quirement is that all units involved in the substi-

    tution end the movement portion of their turn inthe same hex.

    21.3Substitution counters can be broken downinto component smaller parts of the same type(see 21.1) in much the same manner they areformed at the end of the movement portion oftheir player turn, or during combat resolution.Thus, a 4-4-10 unit which must take a three fac-tor loss due loan exchange result could be re-

    placed by a 1-1-7 unit.

    21.4A substitute counter which is breaking downinto its component parts may not generate units

    whose combined attack factor is greater thanthat of the substitute unit, nor can it generateany unit whose movement factor is greater thanthat of the substitute unit unless that unit wasused to create the substitute unit originally.Therefore, should a recce unit be used to createa substitute unit special care should be taken torecord the specific substitute unit which containsthe recce unit.

    21.5Units on board being converted to a substi-tute counter or a substitute counter being con-verted back to its component parts may notstack in such a way as to be above the three-

    high maximum combat unit limit either immedi-ately before or after the substitution takes place.

    21.6Substitution may not take place at sea, oroff-board, nor may substitute units be broughtonto the board as replacements.

    21.7Only those units provided in the game spe-cifically as substitute counters can be used assuch. For example, the British player could notuse an eliminated 2-2-6 unit as a substitutecounter for a pair of still functional 1-1-6 count-ers.

    22. ROMMEL HEADQUARTERS UNIT

    22.1The Rommel Unit provides any and allfriendly units a two hex movement bonus pro-

    vided it moves with that unit(s) for twohexes. There is no numerical limit tothe number of Axis units which theRommel unit can help in this manner,but it can help each unit only once per

    turn.

    22.2The Rommel unit does not count againststacking limits.

    22.3The Rommel unit has no ZOC and cannotblock enemy units in any manner, nor can it cap-ture supply. Enemy Units can move directly ontop of the Rommel unit if unaccompanied by

    Axis combat units.

    22.4The Rommel unit cannot be attacked, cap-tured or eliminated. If placed in an enemy ZOCwithout benefit of an accompanying friendlycombat unit in the same hex, the Rommel unit is

    AFRIKA KORPS

  • 8/12/2019 AfrikaKorps 3d Ed Rules - B

    14/16

    14

    merely placed with the closest Axis combat unitat that point in time. If isolated without benefit ofan accompanying friendly combat unit, it is like-wise moved to the closest Axis combat unit. If

    isolated with a friendly combat unit inside thesame encirclement, Rommel must stay withinthe encirclement pending the elimination or reliefof the combat unit.

    22.41The Axis player may not purposefullymove the Rommel Unit into an Allied ZOC with-out benefit of accompanying friendly combat unitin the same hex unless there is no alternativemove or non-move.

    22.42In determining the closest Axis combatunit in 22.4 the Axis player may not count hexeswhich cant be traversed normally or which are

    in Allied ZOC unless there is no other way toplace Rommel with an Axis Unit. If two Axiscombat units are still equidistant from Rommel,the Axis player may choose which of the two hewishes to place Rommel with.

    22.5Rommel may be used to control ports, butdoes not count as a unit to be eliminated for Al-lied victory conditions.

    23. FORTRESSES & SEA MOVEMENT

    23.1Opposing units may move adjacent to en-emy combat Units in Bengasi and Tobruch with-

    out attacking, although they have the option todo so. If units attack into a fortress, they mustattack all units in the fortress, but not all unitsadjacent to the fortress necessarily have to at-tack.

    23.2Units in fortresses do not have to attackadjacent enemy combat Units, although theyhave option to do so. If units in a fortress attack,they must attack all adjacent enemy Units.However, all units in the fortress are not requiredto take part in an attack.

    23.3Sea movement in and out of Bengasi is not

    allowed.

    23.4Sea movement between Tobruch and eachsides respective controlled home base is al-lowed. Sea movement is conducted by movingthe units involved to Tobruch or their home baseand then off the board. In the following friendlyplayer turn those units may be placed on To-bruch or the home base and moved inland.

    23.41Units may move in and out of Tobruch bysea even when enemy units are adjacent. A unitmay not move both into and out of Tobruch bysea during the same player turn.

    23.42Units cannot remain at sea indefinitely.They must return to a port on the turn followinginitial removal from the board or they are elimi-nated. A unit which lands at a port may notmove out to sea again in the same turn.

    23.43Units can return to the same port theyembarked from on the previous game turn.They need not move to another port.

    23.44To use sea movement into a port, youmust control the port at the beginning of yourturn. However, you may move out of a port

    without controlling it at the beginning of yourplayer turn, provided it is not in an enemy ZOCat the time of embarkation.

    23.5Transfer between Tobruch and the enemyhome base is not allowed.

    23.6Units in a fortress which are surrounded bya combination of enemy ZOC and the sea aresubject to isolation (see 24)unless theyhave asupply unit present.

    23.7Units in a fortress which are surrounded bya combination of enemy ZOC and the sea may

    not retreat. Such units would be eliminated ifthey suffered a back 2 result on the CombatResults Table.

    EXAMPLE: In the diagram above, neither side is required toattack. However, red 4-5-6 and 2-2-12 units attack blue 1-1-6at 6 to 2 (3-1) with blues defense factor doubled. Red 1-1-7must soakoff against blue 3-3-7, doing so at 1-6. In the 3-1attack, a die roll of 3 calls for blue 1-1-6s retreat, but sinceinvoluntary movement out to sea is not allowed, blue 1-1-6 iseliminated instead. Red 1-1-7 is eliminated in the soak-off

    AFRIKA KORPS

  • 8/12/2019 AfrikaKorps 3d Ed Rules - B

    15/16

  • 8/12/2019 AfrikaKorps 3d Ed Rules - B

    16/16

    16

    COMBAT RESULTS TABLE

    ODDS 1-6 1-5 1-4 1-3 1-2 1-1 2-1 3-1 4-1 5-1 6-1

    DIEROL

    L

    1 AE AE AB2 AB2 DB2 DE DE DE DE DE DE

    2 AE AE AE AB2 EX EX EX EX EX DB2 DB2

    3 AB2 AB2 AB2 AB2 AB2 DB2 DB2 DB2 DE DE DE

    4 AE AB2 AB2 AB2 AB2 AB2 AB2 DB2 DB2 DB2 DE

    5 AE AE AE AE AE AE EX EX DB2 DE DE

    6 AE AE AE AE AE AE AE DE DE DE DE

    AE = A Elim, AB2 = A back 2, EX = Exchange, DB2 = D back 2, and DE = D Elim

    AFRIKA KORPS