© 2018 Compass Games, LLC. DRIVE ON DAMASCUS BLOODY KEREN 17.0 HISTORICAL SETTING...... 22 24.0 HISTORICAL SETTING...... 29 18.0 SPECIAL MOVEMENT RESTRICTIONS..... 22 25.0 SPECIAL TERRAIN MOVEMENT...... 29 19.0 COMBAT EFFECTS OF TERRAIN...... 23 26.0 SPECIAL GROUPS...... 29 20.0 SPECIAL GROUPS...... 23 27.0 IRREGULARS...... 30 21.0 GERMAN INTERVENTION OPTION...... 24 28.0 OPTIONAL RULES...... 30 22.0 SCENARIOS...... 24 29.0 SCENARIOS...... 31 23.0 DESIGNER’S SECTION...... 25 30.0 DESIGNER’S SECTION...... 31

DRIVE ON DAMASCUS [17.2] NATIONALITY BACKGROUND COLORS

Nationality Color “Les Anglais sont foux.” (“The English are Allied Khaki mad.”) Vichy French Light Blue [18.1] SPECIAL TERRAIN – (Free French) Foreign Legionnaires German Gray [18.1.1] Lava-flow hexsides cannot be remarking about a British-led attack, 15 June crossed, but some are crossed by trails. Only a at Kissoue. non-motorized unit can cross these hexsides. [17.3] PLAYING THE GAME It spends 1 MP for the hex on the opposite When Free French leader Gen. de Gaulle visited [17.3.1] In addition to Standard Rules section, side (disregard the trail effect on MP cost). the Middle East in April, he forced a political use this rules section, rules 17.0 through 23.0. Strategic movement (9.1) is allowed (because it crisis by demanding the occupation of Syria. is still trail). As a result, London ordered an offensive to Note: Naval Transport is available to place all of Syria and Lebanon under Free Allies at-start and to Axis starting GT13. Design Note: The term “Lejat” (or “Leja”) is French control. Sadly, such posturing caused Air Transport is available to Axis only starting a regional word that refers to the large areas Allied command staffs to hold unrealistic views GT13. of dried basaltic lava you see on the map. of what the ensuing occupation would look like. This resulted from lava flows in the area that Certain authorities believed the Vichy French [17.3.2] Set Up Codes started about 12,800 years ago. The Lejat is in Syria would offer only token resistance considered as part of the Es Safa lava region and their defense would collapse quickly. • Axis French units . All are marked on the of separate lava flows from now-extinct Instead, the Vichy-led troops fought ferociously front of the counter with their At Start hex volcanoes in and around the Jabel ad from the start. number or GT arrival turn. Druze area. The lava flow areas nearer to • German units Damascus came from older extinct volcanoes From 8 June 1941, Allied forces attacked Vichy . These are all marked on in the Mt. Hermon (also called “Jebel esh French-held Syria and Lebanon on a broad front. the back of the counter with their GT Sheikh”) area. The resultant sharp rocks and While a coastal group pushed towards Beirut arrival turn. boulders caused whole regions to become (in Lebanon), larger inland columns converged • Allied units. All are marked on the back truly impassible to vehicular traffic and often on Damascus (in Syria). It is from the start of of the counter with their At Start hex even foot traffic. the campaign that game-play begins. number or GT arrival turn. • Optional Rule. While many Allied [18.1.2] Steep Roads. One road hex (2906) [17.1] GAME SCALE units can set up in any hex desired in the is flagged with a box showing “+1MP.” Units Palestine area, their historical placement Each hex on the Syria maps represents 3.0 miles moving along the road into this hex spend the hex is also provided as a matter of (about 4.8 km) of terrain from flat side to side. indicated MP cost (1 MP) in addition to the TEC interest. Generally, this option speeds At Each turn represents 1 to 2 days of real time. indicated cost. Units not moving on the road do Start placement. not pay this additional MP cost. Note: Please watch that for the Allies you generally use the code on the front of the counter Design Note: This road winds up an for the Bloody Keren game, and the back of the extremely steep mountain side by using many counter for the Drive on Damascus game. A set switchbacks with few places to pull off the road. up code is not marked on those units that use icons (picture representations) due to space limitations.

© 2018 Compass Games, LLC. [18.1.3] Palestine. An Axis unit cannot enter [20.1.1] Entry this map area; however, Axis ZOCs do extend across the border. Allied units are free to use [20.1.1.1] Entry Turn Choice. During his these hexes. Units of both sides can enter Reinforcement Phase of GT12, the Allied player Transjordan hexes. announces to the Axis player where Habforce [19.1] THE “GHOUTA” units will enter play, either: Design Note: The Palestine border area “Be very careful: never go into the gardens • Transjordan Holding Box, or was originally covered by the Tegart Line of Damascus. In 1925 lots of men had their (also called “Tegart’s Wall”). This was balls cut off there.” • Palmyra Holding Box ordered built by Sir Charles Tegart, an [20.1.1.2] The Allied player cannot change the advisor to the Palestine Government. Quickly – Free French Foreign Legion commander erected during May and June of 1938, arrival area. The units cannot be split between Captain deBollardiere, quoted in deWailly, the choices. it consisted of a barbed-wire fence backed page 235 by the occasional pillbox. It was regularly patrolled. Built along the (approximate) [20.1.1.3] If the Allied player chooses to have [19.1.1] Combat Effects. When the defender’s Habforce enter at the Transjordan Holding Box, northern border of Palestine, authorities hex includes Ghouta: intended it to keep Arab militants from place these units there automatically on GT13. infiltrating from Syria and Lebanon to join • Apply a +1 DRM to the combat the Arab Revolt, then in progress. Although [20.1.1.4] If the Allied player chooses the die roll result, cumulative Palmyra Holding Box, the Allied player uses the modeled on a similar project in India, with other effects, when the it achieved only limited success in Habforce Delay Table (printed on the Drive on defending units include Axis Damascus game map) individually for each unit Palestine, being cheaply built and French combat units. easily evaded. Accordingly, the British on GT13 to determine how many turns ahead dismantled the fence portion by mid-1939. each is allowed to be placed in the Palmyra • Do not apply the Armor Bonus Holding Box. Roll the die once for each unit and The pillboxes and check-points, however, DRM (11.4) remained. Regardless of the Tegart apply any DRMs for a final result. Line, Vichy French ground forces would [19.1.2] Units of either side or any nationality [20.1.1.5] The Habforce Group does not never receive authorization to cross the retreating through a hex containing Ghouta Palestine border. arrive at all if the Axis player chooses German can ignore enemy ZOC in that hex (but cannot Intervention (21.0). retreat across an enemy-occupied hex). [18.1.4] Holding Boxes [20.1.2] On GT13 the Axis player can place his air unit (plus the German air unit, if it is in play) • The Palestine, Transjordan, and Palmyra Design Note: The Ghouta (also: “al-Ghuta” to affect the Habforce Delay Table. It is subject holding boxes are always friendly to or “Gardens of Damascus”) consists of to the Air/Naval Arrival Table. If it arrives, Allied units. an agricultural belt around Damascus. Starting in ancient times, the inhabitants of apply its +1 DRM to each Allied unit using the • The Athens and Homs holding boxes are the area dug an intricate irrigation system to Habforce Delay Table. always friendly to Axis units. take advantage of a continuous natural water [18.1.5] Damascus (hex 3517). The river that flow from the Barada River. It has supported [20.1.3] The easiest method of keeping track of runs through this hex (not on its hexsides) has a large and concentrated population for the arrival turn is to place the Habforce units on no effect on game play. Ignore it. thousands of years. Under trees and the Turn Record Track on the turn determined between walls the area was also well suited by the Habforce Delay Table. Remove them to ambushes. In the 1920s it often provided from the TRT and place them in their indicated [18.2] AIR TRANSPORT refuge for rebels against French colonial rule. holding box during the Reinforcement Phase of [18.2.1] A maximum of one eligible Axis French that turn. They can move from there, as desired, unit can conduct air transport each turn. during the subsequent friendly Movement [19.2] LAVA FLOW AREAS Phase. [18.2.2] A maximum of one eligible German [19.2.1] Units can attack across a lava flow unit can conduct air transport each turn. This hexside only where crossed by trail. Halve the Example: In Scenario 2 on GT13 the die roll is in addition to the Axis French capacity. attack strength of all units that attack across a for the first unit is a “4.” The Habforce Delay German capacity is available only if German lava flow hexside. Table result indicates a three-turn delay for Intervention (21.0) is in effect. the unit, therefore it cannot enter play until [19.2.2] Artillery support strength is not halved starting GT16. [18.2.3] French capacity cannot carry German when supporting units attacking across a lava units, and German capacity cannot carry French flow hexside. Design Note: The “Habforce” Group units. (primarily the British 4th Cavalry Brigade) was originally based in Palestine, but as part [18.2.4] Air Transport is only available to the of a larger group it was sent to Iraq in May Axis player (7.1) starting Game Turn 13. 1941 to rescue British forces at Habbaniya airfield and the embassy in . Upon completion of that mission it was [20.1] ALLIED HABFORCE GROUP ordered in mid-June to conduct operations in Syria. On 21 June Habforce crossed the north Iraq border into the Syrian Desert and headed for Palmyra. There, it met a reinforced of the Vichy French Foreign Legion that held out for nearly two weeks in an epic defense. The defense was heavily supported by Vichy aircraft which mainly concentrated on destroying British trucks (which is why each Allied unit resolves entry separately).

© 2018 Compass Games, LLC. [21.1.7] [20.2] AXIS IRREGULARS Design Note: Allied senior commanders An airfield friendly to the Axis can be preferred formal battles as the best way to a Supply Source to Axis German units that are [20.2.1] Axis Placement At Start. The Axis destroy large enemy formations and saw the either stacked on it or adjacent to it. An airfield player will draw his nine irregular units at commandos as an expensive weapon having cannot be destroyed (at least not in terms of this random using the opaque cup (5.4.3). He places only limited surprise value. game). them into play Untried without either side knowing which unit it is. Place them one each on the indicated spaces on the Axis Set Up Card.

[20.2.2] Axis Druze Irregulars Drive on Damascus has two scenarios. In both scenarios the Axis player sets up his units first, followed by the Allied player.

(for DoD Scenario 2 only) [22.1] SCENARIO 1: DRIVE ON DAMASCUS “Our view is that if the Germans can pick up Syria and Iraq with petty air forces, tourists, “All we’ve got to do tomorrow is walk in, [20.2.2.1] The six Axis irregular units marked and local revolts, we must not shrink from wave our hats to the Frogs, and walk on.” as “Druze” are drawn separately from the other running small-scale military risks…” Axis irregular units. Place them only on those – by “one soldier,” quoted in Long, p.345. hexes listed on the Axis Set Up Card. – Churchill to A.P. Wavell, 21 May [22.1.1] Use the following: [20.2.2.2] All are garrison units. Release them [21.1.1] During GTs 8 through 10 the Axis according to rule 22.1.3 (include them as part of player has the option to accept German • Syria map (two map sheets) the overall group of garrison units). Intervention. It can be chosen only during those • Allied Set Up Card 1 three turns and only if both Beirut and Damascus [20.3] ALLIED DRUZE GROUP are friendly to the Axis. • Axis Set Up Card 1 [22.1.2] There are eleven turns: GTs 1 through [21.1.2] If the German Intervention Option is 11. Naval transport is available to Allies at start. chosen, extend the play period of the game by No Axis Naval or Air Transport is available five turns to the end of GT26. during this scenario. [21.1.3] The players receive the designated units shown on their set up cards. They are available Design Note: Historically, Damascus was starting the turns shown there. The Allied captured by the Allies on 21 June, or GT10. Habforce Group (20.1), however, is not received.

Note: Two German Intervention units are [22.1.3] Special Restrictions actually French units. They are received only when choosing this option and only at their [22.1.3.1] On GT1 neither side can conduct designated locations. [20.3.1] The first unit of the Druze Group can Strategic movement. enter beginning the turn after the Allied player [21.1.4] German units makes Soueida (hex 1927) friendly for the [22.1.3.2] Axis Regular Garrison Release first time and holds it at the end of the turn. [21.1.4.1] German combat units cannot attack • Beginning GT1 the Axis player can However, it can enter no earlier than GT13. with any Axis French units but can receive The second unit can enter play no earlier than release any one garrison (5.3) unit per Support Fire from Axis French artillery turn during his Movement Phase. two turns after the first unit becomes eligible to (exception: the two “zbV” units). enter play. Conceivably, the Allied player could • Release an additional one garrison unit if choose to delay the first unit to be able to place during the previous turn the Allied player both on the same turn. Place them at Soueida Design Note: Historically, the “zbV” units has first-time control of a new Victory (if still friendly) or in the Transjordan Holding would later come under an umbrella Location at the end of that turn (even if Box. organization of a specialist group formed in the Axis player regains control on a future May under Gen. Felmy to support operations turn). Release two garrisons if the Allied [20.3.2] If Soueida is never made friendly, both in Iraq. Felmy was later criticized for remain- player takes two Victory Locations in that units of the Group arrive together on GT20 in ing in Syria while the Iraq situation fell apart. turn. There is only one such release per the Transjordan Holding Box. location during the game. [21.1.4.2] The Axis player applies a +1 DRM to [22.1.3.3] Axis Untried Units. Please note the Air/Naval Arrival Table for the arrival of the that one of these enters as a reinforcement unit [20.4] COMMANDO RAID German air unit for any air mission, cumulative (GT15). with other effects. “There’s Jock. He’s out of it.” [22.1.3.4] The eleven Axis units designated [21.1.5] Remove Axis “Druze” units (six Untried - Overheard in the aftermath of the landing, as “French Reserve” comprise a combined units) from play (they become unreliable). 10 June 1941. single garrison. Release them together as a group on GT4. These are in addition to the [21.1.6] Effects on Allied Units. Remove the [20.4.1] Allied Commando Raids are limited regular (22.1.3.2) one-unit release for GT4. Allied “DzL,” “TJFF,” and “AL” units (five to GTs 1 through 5. After this, the Commando Individual units in this group can be released prior units) from play during the Reinforcements unit can still participate in play (moving and to GT4 if an Allied unit ends a phase adjacent Phase of the turn after the Axis player decides to participating in combat) but cannot make a to it. Place French “Reserve” markers on these accept German Intervention. (These native units Commando Raid. until released. too would become unreliable.)

© 2018 Compass Games, LLC. [22.2.4.2] Design Note: Vichy command in the coastal Design Note: Although Damascus fell in If the Axis player chooses the German sector reacted slowly to Allied moves. In front two weeks, Vichy command fought on and Intervention Option (21.0), the Allied player of Damascus, local command had planned for about as long as they were capable, as wins instead by holding Beirut (3700) and at from before the war to dig in along the Awaj they were ordered. A cease-fire was obtained least 4 other victory locations simultaneously at River. These were good defensive positions at the end of the day on 11 July. Food and the end of any turn. where they had previously trained. They did fuel would not have lasted more than a few not want to risk an open fight to the south. more days. Had the Germans intervened, they Design Note: Over the years of the Mandate, In both areas, the shock of the invasion wore would have brought more supplies with them, the French had located the bulk of their off quickly. but it could not have been enough to sustain command and logistics structure at Beirut. the overall Axis position for much longer. This had not changed by 1941, so when [22.1.3.5] On GTs 1 and 2 the Axis player A supply crisis would have ensued quickly. British forces approached, what little control cannot choose the retreat option on a “D1 or still remained broke down as those personnel DR” combat result. [22.2.3] Special Restrictions evacuated north along the coast.

[22.2.3.1] Apply all of rule 22.1.3. “Resister sur place sans esprit de recul.” [22.2.3.2] Units in the Greece Holding Box can (“Resist in position without thought of enter the map only by using air transport (7.1) or withdrawal”) naval transport (7.2). – Orders to all Vichy French immediately [22.2.3.3] Allied Garrison Requirement prior to the British invasion. Found in [23.1] UNIT ABBREVIATIONS archival records and quoted by deWailly Note: Found on some units is a (-) sign which The Allied player must place a combat unit means the unit has sent detachments elsewhere (of any strength) on each of the following and is not full strength. [22.1.3.6] The Allied player cannot conduct locations as they are captured: Beirut, Naval Ground Interdiction mission (13.2.3) Damascus, and Soueida. or Naval Fire Support mission (13.2.5) on or ALLIED BRITISH within two hexes of the following locations if • The location cannot be counted towards not friendly: victory conditions unless a garrison is A Australian placed there. • Beirut (hex 3700) A,B,C,D Designations for company-sized • If a garrison is not placed there and the units • Tripoli (hex 5201) location is not in an Allied ZOC, the Axis AL player has the option to draw an Untried Design Note: Beirut and Tripoli in particular unit (as Untried) from the eliminated BH The Bedfordshire and and much of the coast in between were pile (if available) and place it there Hertfordshire Regiment well covered by batteries of coast artillery. (representing civil unrest) during the next The British would not allow their major Bor The Border Regiment Reinforcements Phase. That Axis ships anywhere within range of these guns. unit then becomes a “garrison” and BW The Black Watch Commandos, however, could approach the can be released starting the next turn (Royal Highland Regiment) coast underneath the arc of fire of many of (per 22.1.3.2). these guns. Cam The Queens Own Cameron Highlanders Regiment [22.2.4] Victory Conditions [22.1.4] Victory Conditions Cav Cavalry; now equipped as motorized recon [22.1.4.1] The Allied player wins “Mademoiselle from Armentieres” immediately by holding either Beirut Cdo 11th “Scottish” Commando (3700) or Damascus (3517) at the end of – Played at the Vichy French surrender cer- ChY Cheshire Yeomanry any turn. emony, 14 July 1941 CIH Central India Horse (21st King [22.2.4.1] The Allied player wins at the end of George V’s Own Horse) [22.2] SCENARIO 2: any turn by either: Cz Czech SYRIAN CAMPAIGN • Holding simultaneously Beirut and DzL Druze Legion “France is proud of her children who are Damascus, or DLI Durham Light Infantry heroically carrying out their duty as soldiers in that far off land (Syria).” • Holding simultaneously Beirut and at Fd Field artillery least 3 other Victory Locations. Greys Royal Scots Greys – Marshall Petain, 17 June Victory Locations: H Habforce; composite group built Beirut (hex 3700) [22.2.1] Use the following: on 4th Cavalry Brigade Damascus (hex 3517) HCR Household Cavalry Regiment • Syria map (two map sheets) Madjaloun (hex 5011) Rayak (hex 4216) KO King’s Own Royal Regiment • Allied Set Up Card 1 Sidon (hex 2801) Lei Leicestershire Regiment • Axis Set Up Card 1 Soueida (hex 1927) Mah Mahratta Light Infantry [22.2.2] There are 21 turns: GTs 1 through 21. Tripoli (hex 5201) Md Medium artillery Naval transport is available to Allies at start. Each Victory Location hex is outlined in red on MG Machine-gun The Axis player may conduct Naval and Air its sides for ease of reference. Transport beginning GT13. The game could end NSY North Somerset Yeomanry instead on GT26 if the Axis player chooses the German Intervention Option (21.0). Pun Punjab Regiment

© 2018 Compass Games, LLC. Q Queens Royal Regiment GASL Groupe d’artillerie Speciale du Mockler, Anthony. Our Enemies the French, Liban Syria 1941, London: Leo Cooper Ltd., 1976. RAF Royal Air Force armored car unit Phalange Phalange Francaise, the French Raj Rajputana Rifles Pal, Dharm. Indian Armed Forces in World fascist organization War II, “Campaign in Western Asia”, Com- RF Royal Fusiliers RACL Regiment Artillerie Coloniale du bined Inter-Services Historical Section (India & (City of London Regiment) Liban Pakistan), Calcutta: B. Prasad, 1957. Roy The Royals (Royal Dragoons) RCA Regiment Chausseurs d’Afrique Playfair, I.S.O. The Mediterranean and Middle RS Royal Sussex Regiment REI Regiment Etranger d’Infanterie East, Vol. II, London: HMSO, 1956 (on internet). RTR The Royal Tank Regiment (Foreign Legion) Shores, Christopher. Dust Clouds in the Middle RWY Royal Wiltshire Yeomanry RMIC Regiment Mixte d’Infanterie East, London: Grubb Street, 1996. Sikh Sikh Regiment Coloniale Spears, Maj.Gen. Sir Edward. Fulfillment of a SSY South Staffordshire Yeomanry RMS Regiment Mixte Spahis, a composite unit Mission: Syria and Lebanon 1941-44, London/ TJFF Transjordan Frontier Force Hamden, CT, 1977. (an Imperial Service force) RSA Regiment Spahis Algeriens RSM Regiment Spahis Marocains Stevens, Lt. Col. G.R. Fourth Indian Division, War Warwickshire Yeomanry Toronto: McLaren and Son Ltd, 1948. Y+L York and Lancaster RST Regiment Spahis Tunisiens YorkD Queen’s Own Yorkshire RTA Regiment Tirailleurs Algeriens [23.3] DESIGNER’S NOTES Dragoons (Yeomanry) RTS Regiment Tirailleurs Senegalais By Vance von Borries RTT Regiment Tirailleurs Tunisiens ALLIED FREE FRENCH The original game map was built from what you will find in the official histories. It was Note: Certain Vichy French units are named for BFM Bataillon Fusiliers Marins then modified by present day road maps and as their commanders: BIM Bataillon d’Infanterie de Marine much as possible from published sketch maps Bellegarde, Bouvet, Certeaux, Chauvelais, of the battles. Unfortunately, that map could not BLE Bataillon Legion Etranger Gastines, Grandpierre, Guerivere, Lehr, get beyond a rough state because of its scale. (Foreign Legion) LeMarois, Martin, Maslatres, Montembault, As luck would have it, I found on the inter- BM Bataillon de Marche Ricaud net a first-rate map dated for 1942 for Syria. This enabled considerable modifications to the Col Coloniale original map to render roads in three classes, [23.2] SYRIAN CAMPAIGN Collet Circassian cavalry unit named to distinguish better between hills and general for commander SUGGESTED READING rough going, and to make map corrections. TPC maps were not available where I usually FF Free French While there is a vast body of literature on the subject of the North African campaign, detailed buy them. Map place names, however, SM Spahis Marocains information concerning the Syrian campaign is still present a challenge. The English scattered and best found in unit histories or in transliteration of Arabic on all these varies AXIS GERMANS primary records in the archives. And yet a great considerably from source to source, year to year. many sources are available. The books listed I decided to spell each by either the familiar Bbrg Brandenburg unit of Regiment here either cover the campaign or cover aspects English version or the French version for Syria, zbV800 of the campaign topic. Most only include usually as seen in official and popular histories. FJR Fallschirmjaeger Regiment sections that provide an overview. Much more Please accept my apologies for the mish-mash. (paratroops) is available in the French language. Internet With what you see you should still be able to searches proved productive. Considerable follow the action as you read about it. zbV zur besonderen Verbendung additional material can be found there. (for special purposes); person- Take care though. You will need some proficiency VICHY FORTS nel were later organized under in the French language since the Google Sonderkommando Felmy translator has the potential to greatly mislead. A few of these made their way into the original game. A review for this game determined that AXIS VICHY FRENCH De Wailly, Henri, (William Land translator). they were minor, not operationally significant. Alep Aleppo, a composite unit Invasion Syria, Churchill and De Gaulle’s The Vichy French did have a grouping of forts Forgotten War, London: I.B. Taurus, 2016. in the Damascus area for strategic defense, Arab Arab Brigade; a portion of this but these proved tactically indefensible. organization Gaujac, Paul. L’Armee de la Victoire, Le All were abandoned (save one), and so these do Col Coloniale Rearmement 1942-43, Paris: Lavauzelle, 1984. not appear in this game. BMICL Bataillon de Marche d’Infanterie Gaunson, A.B. The Anglo-French Clash in SUPPLY Coloniale du Levant Lebanon and Syria, 1940-45, London: The BPM Bataillon de Pionniers MacMillan Press Ltd, 1987. The Syrian campaign would seem to favor Malgaches the use of supply units (or points). Both sides Greene, Jack and Massignani, Alessandro. suffered at least some supply difficulties, CL Chasseurs Libanais (a cheval) The Naval War in the Mediterranean, 1940- obviously so for the Axis because of their ELL Escadrons de Ligne du Levant 1943, New York: Sarpedon, 1999. isolation. Providing game details here would run the risk of a whole sub-game on ferrying GALL Groupe d’artillerie Legion du Long, Gavin. Greece, Crete and Syria, supplies. That is not the point of this game. Levant Australia in the War of 1939-45, Vol.2, Canberra: Since neither side completely curtailed Australian War Memorial, 1953 (on internet). operations because of supply shortages we rely on other aspects of the game system.

© 2018 Compass Games, LLC. Because of the general flow of the game, SOME OOB ISSUES After such a long journey, most H-39s we can assume that just enough supply would were lost in their first major action, that of • I posed a question on the CSW website generally be available. This works when you crossing the Awaj River, and then in action about who was in command of one of consider supply status only at the instant of outside of Damascus. Yet the company the French armor units. The several combat. Just figure the regular supply status quickly rearmed itself with captured responses did lead to checking with the for all units sits at a low level with no reserve. Vichy R-35s and would see action again French archives, and we even inquired at This puts a premium on being careful about how at Nebek. After the Syrian campaign, a French veterans’ association. Since we you deploy your game units, an aspect which is the unit remained in Syria and Lebanon, could not obtain a satisfactory answer, the point of gaming. later entirely rearming with the much I decided to apply Major Lehr’s name newer, and superior, British Crusader to the unit. He was in command of the We are not directing removal of unsupplied tank. battalion and directly commanded the units (as in the original game) since they small task force that included the tank • The Allied “B+C/6Cav-A” unit combines are not going to surrender on a set schedule. unit in question. two recon squadrons, both equipped with The bonus allowed in attacking unsupplied units the ubiquitous British “Bren” carrier • The two Allied Jewish units found in the takes care of this. As an aside, it was interesting and with British Mark VI B light tanks. original game were omitted here because to learn that the French refined their own fuel, This concentration of tanks allows use of the personnel were instead employed albeit small amounts, at facilities at Tripoli. the armor symbol. In my opinion these as individual guides or in small squads, tanks, the only British tanks actually not the whole companies as formerly used, were junk, hardly better than the GAME UNITS shown. lightly armored Bren carrier, although For such an unusual topic a surprising amount • Please note that support units such as with a turret for its machine-gun. of information can be found. A lot more has anti-tank or anti-aircraft assets were too But, you gotta love the icon. appeared since the original publications, split up to show as individual units and • There was some confusion in the past and then Daniel Feldmann collected for us these certainly were not going to lead an about the commitment of the 2/3 and about 1000 pages of information from the assault up some mountain. French archives (lots of info in that batch!). 2/5 Australian battalions. Here is where All this obligated updating the information in • The Free French Collet group was not a close reading revealed the full story. the game. You can see the result in the many entirely motorized, consisting of two I re-examined the Australian Official OoB changes. squadrons on trucks and one mounted, but History, and Curtis Baer provided the 1/1SM cavalry was also motorized. information from the history of the 2/5 You will have likely noticed the blizzard of unit Rather than create yet another little unit, Australian Battalion. It all boils down to abbreviations; it was a colorful war. Nearly all I decided to show the 1/1SM as horse there being only one company, specifically Allied abbreviations (in both games) are drawn (and it actually was on horse for Eritrea). of the 2/5th Battalion, which participated without modification from Joslen’s Orders of That allows the full Collet unit to be from (almost) the start, and I present one Battle, the standard reference source for WWII shown as motorized because it maintains small game unit to do this. The rest of the British units. the proper horse/truck ratio for the 2/5th covered portions of the Palestinian two-unit group. Interestingly, when Collet border in the Safad area until re-equipping The French renamed many of their units defected to the Free French, many of was complete by (about) 18 June. The 2/3 from their September 1939 configuration and the men he brought with him quickly Battalion was farther back in Palestine, this was even after renaming units after the returned to Vichy. also re-equipping, and was also released pre-war Mandate period. Vichy authorities had • The Free French tanks had an interesting on the 18th. It took a train from Haifa early reorganized their battalions as a result of 1940 ride through the war. They were originally that day and de-trained near Deraa that to get more mobility and independence with shipped as the 342nd Company of Tanks evening. It marched into Syria that night, an emphasis on streamlining. I could track (numbering 15 H-39s) from France to and then on the 19th it took trucks and the French and North Africans fairly well, Norway in April 1940. By 19 June 1940 busses to the front line in the Damascus but the indigenous Levant forces seemed to be they found themselves back in France at area. Both the 2/3 and 2/5 Battalions later absent from all proper historical discussion. Brest. With France falling they finagled transferred to fight at Damour. Fortunately, the archives tracked them better. evacuation to the UK, where they declared • While the original game included truck for the Free French and were re-designated units, they were dropped because of the One interesting difficulty concerned Vichy as the 1st Company of Tanks of the FFL, improved basic movement rates over French units prepared as reinforcements to now numbering 12 (or maybe 13) tanks. all units (necessary because of the need Syria. Of these, only one cohesive unit arrived, In mid-September they were part of to be consistent from game to game) all the way from North Africa. This single the Free French contingent that was to and because of the addition of strategic company of Algerians began as part of a full capture Dakar on the West African coast. movement. battalion (possibly of the 1RTA) that made When that operation was cancelled it to Salonika, Greece, the last stop before they sailed on to Gabon. From there THE DRUZE Syria. Once there, authorities renamed it as the one section of these tanks needed six The situation with the Vichy Druze units posed “1re Bataillon de Marche d’Infanterie Coloniale months to motor across central Africa a special design problem. The memory of du Levant.” The 1st Company went by air to to Sudan. The rest later were shipped French authorities of the 1925-6 Arab general Aleppo, and upon arrival it was combined with around the Cape of Good Hope to rebellion forced posting a sizable garrison in two other companies already present, 4/631BCP Port Sudan, arriving late in March. the Druze tribal area around the Jabel ad Druze. (an engineer unit with personnel from They were too late for action in Eritrea, French authorities worried that British meddling Madagascar now detailed to serve as infantry) so they moved to Khartoum and from in the area might lead to a renewed general and 9/24RMIC. So its name changed yet again, there by railroad and barge to Palestine, rebellion among the many diverse national this time to “Btn. Mixte d’Infanterie Coloniale.” where the main Free French force was groups in Syria. Another view had the British I hope I have this straight. organizing as a division. Retaining their taking post-war control of the whole of Syria. title as the 1st Company, they followed I considered many solutions, but in the end the main body of Allied troops across opted for the simplest approach. This game the Syrian border later on 8 June. concerns military matters, not diplomatic. Action soon became heavy and their armor proved inadequate against the weapons of fellow countrymen.

© 2018 Compass Games, LLC. I nearly cut the Druze area from the game In the spirit of quicker game play I have but they found employment only in the Syrian but as you see above, the area is important. simplified a number of other game - proce Desert, well to the east of the game area. Formed To keep the importance, I retained Soueida, dures from the original game, likely more so during May, they were originally intended for the Druze capital, as a game objective. To than where they should be for simulation play. operations in Iraq but soon dispersed. In the end make both sides wonder about Druze strength, I’ll leave that to the next designer. Simplification a pesky remnant (about 500 men led by Fawzi I increased the force to six squadrons, up from included air and naval transport and really the el Qawuqji, a very colorful figure) had only a the single original battalion, and all are Untried whole interaction of the Air/Naval Arrival Table. limited effect on either campaign. In an active units. To be sure neither side could count on It turned out not as simple as I desired, because intervention situation, some elements might Druze effectiveness (since I doubt they would some differences still had to be observed. have remained active and employed closer to fight an offensive war for the French), the six the main action. squadrons include two (at zero strength) that were disbanded in 1937. Then to make sure GERMAN INTERVENTION The oddest unit would be the French both sides wonder about Druze commitment Contemplation of the effects of German “Phalange” unit. This would be based on the and limit coordination, I locked down all Druze intervention to assist the Vichy French raises (then) paramilitary Maronite Party (Arabic: as garrisons. I hope you will agree with these all sorts of conjecture. Overall, the Germans “Kataeb”) founded in 1936 by Pierre Gemayel. design choices. had the most realistic assessment during the They believed in an independent and sovereign campaign, that only quick and overwhelming Lebanon, free of all foreign influence. It is application of force would bring positive results. likely they would be joined in this by the ARMOR Yet for them this was practically impossible. Lebanese Najjadah Party. German propaganda Armor is present in both scenarios for both Intervention remained plausible, however, could have manipulated these groups to create a sides. The most numerous tanks were the if only because the British thought it could happen. fighting unit. In fact, a similar “volunteer” unit old R-35s of the Vichy French. With good was actually raised and employed in Tunisia in frontal armor they were specially designed for What German forces would be available? 1943. Given French fascist activities in Syria, infantry support, but fortunately for the British, Prior games of mine on this subject have such a unit is reasonable for this game. the Army of the Levant lacked that training. included considerable German forces, but upon The Allies failed to commit real numbers further reflection, the bulk of regular forces of their own tanks, ones decidedly superior, arriving (if they could get there) would have TURKISH TRANSIT and which might have tipped the scale if they deployed in north Syria to counter Allied forces The original game included an elaborate set of did not break down. Mechanically, they were advancing from Iraq. Vichy had few units to rules for Axis movement from Greece through unreliable. The Vichy French had only a tiny defend that area and besides, all of the northern Turkey to Syria. Such historical conditions that handful of anti-tank weapons that could deal area is outside of the scope of this game. would allow transit would rely on accepting with the better British tanks and nothing to deal This leaves only minor German forces to bolster the highly speculative German intervention. with the heavy “Matilda” tanks, had any of the Vichy defense of south Syria. In effect the The original rules included perhaps too these been present. Both sides had poor doctrine Germans would fight their own war in the north great a rules load for its effect on the game. of how to coordinate tanks with infantry, while the Vichy fought in the south. This would Had such transit been granted historically, leaving neither side as able to exploit a hole in fit the political situation much better. it would have benefited much more those Axis enemy lines. All this made limitations on the use forces in northern Syria, not so much those of armor an easy design choice. German forces in south Syria would likely have forces on the game battlefield in south Syria. been various small detachments. First up would be a battalion of paratroops, “volunteers” from AIRPOWER the Crete battle only just ended. Then there For both sides (for all scenarios) this required would be elements of the 6th Mountain Division. a re-examination. The bulk of it was engaged It saw little action on Crete and so would now [23.4] GAME CREDITS in achieving or resisting air superiority, be fresh for action in Syria. The remainder of DRIVE ON DAMASCUS and the British also had to cover their fleet. this division would likely be engaged in north Vichy attacked several times and once scored a Syria. The units in this game would have Design Vance von Borries hit on a destroyer. The British did not achieve landed in the north and then be sent south. air superiority until late in the Syrian campaign, The 288th Special Purposes Battalion included Artwork Todd Davis so only a small amount of air power from either specialist personnel for operations in Iraq. Package Design Bruce Yearian side ended up being applied as help to the ground Its first company was Abwehr (Brandenburg), Brien Miller troops. While there was practically no doctrine the rest was raised from the army. Even though for direct air support, they instead would raid this unit was still forming in Athens during June, Project Director John Kranz each other’s supply columns on roads, a target perhaps active portions could be sent. Contributors Curtis Baer much easier to identify. Their general effect can Pascal Toupy still be validly shown as a DRM. An interesting (and very speculative) group Daniel Feldmann, would be the Abwehr-controlled “zbV” units. They would later be organized under Rules Editor Jack Beckman NAVAL POWER “Sonderkommando Felmy.” This unit would Playtesting Clair Conzelman The whole subject of naval action is much have included regional specialists, many to Richard Diem simplified here. This is not a game of naval be drawn from the 300 or so (one source Mike Updike battles, though one did take place, with claims a ridiculous 1,300) merchants and the Vichy French coming out the victor. “tourists” already in the area, mainly at Beirut. Producers Ken Dingley and Bill We can assume any ship-to-ship action works They would be charged with establishing native Thomas for Compass itself out in the arrival and combat die rolls. formations, ideally ones officered by Germans. Games, LLC. Vichy commanders did complain, however, that Historically, the group succeeded in creating an British naval gunfire greatly impeded ground “Arab Brigade” of several thousand Moslems movement in coastal areas. from all over the Middle East, lured by Jihad,

© 2018 Compass Games, LLC. BLOODY KEREN and one unit becomes available when Adowa (hex 3923) becomes friendly to the Allied player. Availability can occur any turn. They enter play this way only once. Although the war in Africa had begun earlier, this game covers the main part of the Allied [25.1] STEEP ROADS [26.1.2] Once these units are in play, invasion of Italian-held Eritrea and Ethiopia [25.1.1] Three road hexes (3909, 4211, 4314) they remain in play for the rest of the game, in 1941. The Allied offensive began and did are flagged with a box showing “+1MP”. even if the location is subsequently recaptured not conclude until the last Italian forces in the Units moving along the road into one of these by the Axis player. region (outside of this game) surrendered in hexes spend the indicated MP cost (1 MP) in November. This portion of the campaign centers addition to the TEC indicated cost. Units not [26.2] OPTIONAL: on the battle for Keren, an important mountain moving on the road do not pay this additional ALLIED ADEN GROUP pass that could not be by-passed. Here, the MP cost. Italians made their stand. Design Note: These roads wind up an “Keren was as hard a soldier’s battle as was ever extremely steep mountain side by using fought, and the Italians fought as stubbornly many switchbacks with few places to pull off as did the Germans at any time of the war.” the road.

– from Davis, p.229 [25.2] SPECIAL TERRAIN Had the Italian forces held longer, they might [25.2.1] Any hex with coast entirely covered by have succeeded in holding more British forces coastal reef is not eligible for Commando Raid (for Keren Scenario 2 only) here and thereby kept them from reinforcing the (13.3). main Allied defenses in front of the German- [26.2.1] This group is available automatically, Italian army in Libya, thereby lengthening the [25.2.2] Sand terrain has no effect on combat. any turn starting GT15. war in Africa. [26.2.2] Store this group on the Allied Set [25.3] FRIENDLY HOLDING BOXES Up Card; it does not go into a holding box. [24.1] GAME SCALE [25.3.1] The Khartoum, Derudeb, and Port The combat unit enters play only by the Each hex on the Eritrea maps represents Sudan holding boxes are always friendly to Commando Raid (13.3) procedure direct from the 7.75 miles (about 12.4 km) of terrain from flat Allied units. Card. If it does not arrive, it can try again two turns side to side. Each turn represents 3 to 4 days of later. The naval unit is available according to the real time. [25.3.2] The Wolkait, Semien, Tembien, and Air/Naval Arrival Table. Makale holding boxes are always friendly to [24.2] Nationality background colors: Axis units. [26.2.3] The combat unit can conduct a Commando Raid only once during the game. Both it and the regular commando unit can Nationality Color [25.4] SUPPLY LINE conduct a Commando Raid during the same Allied Khaki [25.4.1] Reduce the Supply Line (6.2.2) length turn. They cannot combine to arrive with a to 4 hexes from the regular 6-hex length. single result from the Air/Naval Arrival Table Allied Irregulars Brown (they come from widely different bases). German Gray [25.4.2] There is no further length reduction for purposes of Case 6.2.4. [26.2.4] The combat unit is not eligible for Italians Green Commando Evacuation (13.3.9).

[24.3] PLAYING THE GAME Design Note: Use of this unit noticeably affects play balance. Historically, this group [24.3.1] In addition to the Standard Rules sailed from Aden and invaded instead at section, use this rules section, rules 24.0 through [26.1] Allied Conditional Reinforcements Berbera in the former British Somaliland. It 29.0. met practically no opposition there. Later it attacked Assab, another Red Sea port. [24.3.2] Set Up Codes

• Axis units. All are marked on the front of the counter with their At Start hex number or GT arrival turn. • Allied units. All are marked on the front of the counter with their At Start hex number or GT arrival turn. [26.1.1] These three units are shown on the Note: No Naval or Air Transport exists for Allied Set Up Card. Two become available either side. when Agordat (hex 2210) is friendly to the Allied player during the Strategic Segment

© 2018 Compass Games, LLC. Example: On GT5 a die roll of 3 means place the unit on the GT8 box of the Turn Record Track. [27.1] General Restrictions: Axis and Allied Both of the rules below appeared as optional in 2. On the turn the irregular unit the original Bloody Keren game. They remain [27.1.1] Irregulars can conduct Strategic is available for play, the Allied as optional here because they can help balance movement over any hexes and are not restricted player places it in an opaque play between unequal players. to roads. These hexes are not subject to supply cup. He will randomly draw one restrictions (9.1.1) . irregular unit. All optional rules are for Keren Scenario 2 only. [27.1.2] Irregulars move like mountain units 3. Use the Irregulars Recruitment (14.4.1). Table (printed on the map) to [28.1] REPLACEMENTS determine the actual placement [27.1.3] Irregulars cannot enter or attack into hex for each unit that was drawn. Replacements are a form of reinforcement that Eritrea. Their ZOC do not extend into Eritrea. The Allied player rolls one die. restores units reduced in combat to a higher The result shows two possible combat strength level. Both players have [27.1.4] Command and Control. In any one turn hexes for placement. The Allied replacements available to them. neither player can move more than two of his player places it on the eligible Tried or Untried irregulars. hex he desires. If neither of [28.1.1] The Allied player has a total of 4 the two hexes is eligible for points for the game. The Axis player has 1. [27.1.5] Irregulars in Combat placement (27.2.3), the Allied Each replacement point equals one combat step. player uses the Irregulars [27.1.5.1] Irregulars do not require a Supply Recruitment Table again to [28.1.2] Record replacements still available Source when in combat. determine a different placement by placing the Replacements marker on the hex. Only one irregular can be Turn Record Track on the turn number equal [27.1.5.2] Irregulars that are not activated placed per Recruitment hex per to the number of available replacements points. (27.1.4) for movement this turn can still attack turn. Once placed, it can move As they are used up, move the marker back to adjacent enemy units. that same turn. a lower number. Remove the marker when all are used. The reverse side of the marker is just a [27.2.3] Both sides reminder of how replacements are used. [27.2] ALLIED IRREGULARS The “Patriot” irregulars in this region of Ethio- [27.2.3.1] A Recruitment hex is not eligible if it [28.1.3] Only a unit still in play can absorb a pia were often poorly armed but were loyal to is occupied by an enemy unit, in an enemy ZOC replacement. their local warlord. (unless occupied by a friendly unit), or the hex has no stacking room available. If the indicated PROCEDURE [27.2.1] Allied At Start Placement Recruitment hex is not eligible, use the Table 1. Any unit to absorb a replacements again to determine another hex. step must be on a city or town that is part of a Supply [27.2.3.2] If no recruitment hex is available, Road (6.2.3), or on a friendly Recruitment procedure is not allowed that designated Supply Source, turn for that side. Unit recruitment cannot be or while in a holding box. accumulated. 2. The unit to absorb the • The Allied player will draw the allowed replacement cannot be adjacent number of irregular units at random using [27.3] AXIS IRREGULARS to an enemy unit and cannot an opaque cup (4.1.5) and placing them [27.3.1] Axis irregular units are the same as move during the friendly player into play without either side knowing Operations Segment. which unit it is. Allied irregulars, but all are Tried; they do not have an Untried status (historically, they have • Place all irregular units as Untried. already seen years of combat). Place them At 3. At the end of the friendly player Place them one each, as desired, on any Start on the hexes designated by the set up card. Operations Segment turn the Recruitment hex (marked on the map) combat unit over to its full- that is not occupied by an Axis unit; [27.3.2] Axis Irregulars Recruitment strength side. they can be placed in an Axis ZOC (only during At Start placement). Axis irregular units return to play by the same Design Note: Historically, Allied command procedure as Allied Recruitment but with some [27.2.2] Recruitment temporarily suspended operations to conduct differences: infantry retraining for mountain warfare. The time delay with replacements procedure Even though eliminated in combat, an [27.3.2.1] Place the unit on the Turn Record irregular can return to play by Recruitment. reflects some of that retraining. The Italians Track as in 27.2.2, but it remains Tried. It never were able to reorganize some shattered units Conduct Recruitment during the Reinforcements goes to the opaque cup. Phase. for renewed fighting. Players might consider adjusting the available points up or down as [27.3.2.2] Placement. Axis Recruitment hexes a bidding mechanism to determine who plays ALLIED PROCEDURE are Adowa (hex 3923) or Adigrat (hex 4623). which side. 1. As each irregular unit is elimi- Place as desired. nated, the Allied player rolls one die. He places that unit a [28.2] ITALIAN MORALE number of turns ahead on the Turn Record Track equal to the The utter collapse of Italian arms in the die roll result plus 1. A die roll of rest of Italian East Africa also affected the “5” or “6” means that irregular morale of Italian-led forces in the game area. unit can never return to play. Combined with Allied air superiority, the effect had become significant.

© 2018 Compass Games, LLC. [28.2.1] Axis Morale Loss takes effect [29.1.3.3] Italian Garrison Releases permanently when either: • Beginning GT1 the Axis player can • The Allied player has made Asmara (hex release any one garrison (5.3) unit per 4012) friendly (even if just briefly during turn during his Movement Phase. [30.1] UNIT ABBREVIATIONS a turn), or • Release any one additional garrison • Beginning GT18 if Keren (hex 3408) is immediately when either Agordat (2810) Note: Found on some units is a (-) sign which friendly to the Allied player. or Keren (3408) becomes Allied. means the unit has sent detachments elsewhere and is not full strength. [28.2.2] Axis Morale Loss Effect. The Allied [29.1.4] Victory Conditions player applies a -1 DRM when attacking Axis units, cumulative with all other effects. [29.1.4.1] The Allied player wins immediately ALLIED BRITISH by holding at least 2 Victory Locations at the A,B,C,D Designations for company-sized [28.2.3] The Axis Morale Loss effect does not end of any turn. apply in a combat where an Allied Irregular is units attacking (even if with other unit types). Victory Locations: Bal Baluch Regiment Adigrat (hex 4623) Note: The “Low Italian Morale” marker Cam The Queen’s Own Cameron is provided as a convenience to serve as a Adi Ugri (hex 3817) Highlanders Regiment reminder if this rule is in effect during play. Adowa (hex 3923) Cdo 51st “Middle East” Commando Place this marker on the Game Turn Track as a Agordat (hex 2810) helpful play reminder. CIH Central India Horse (21st King Asmara (hex 4012) George V’s Own Horse) Keren (hex 3408) Fd Field artillery Design Note: The original game asked Massawa (hex 4610) players to track Italian losses. This was the FFR 3rd Royal Battalion (Sikh)/12th wrong approach since units fighting in one Each victory location hex is outlined in red on Frontier Force Regiment area would not be intimately aware of events its sides for ease of reference. a few miles away let alone across the entire FFR 6th Royal Battalion (Scinde)/ game map. There should be a die roll to 13th Frontier Force Rifles add uncertainty as to just what turn morale [29.2] SCENARIO 2: HLI Highland Light Infantry breaks, but that is just one more burden for BLOODY KEREN J+K Jammu and Kashmir gamers and so is rejected here. [29.2.1] Use the following: Mah Mahratta Light Infantry • Eritrea map (two map sheets) Md Medium artillery • Allied Set Up Card 2 Meadow Meadowforce • Axis Set Up Card 2 Bloody Keren has two scenarios. In both Pun Punjab Regiment scenarios the Axis player sets up his units first, [29.2.2] There are 22 turns: GTs 1 through 22. Raj Rajputana Rifles followed by the Allied player. RF Royal Fusiliers [29.2.3] Special Restrictions. Apply all of rule (City of London Regiment) 29.1.3. [29.1] SCENARIO 1: RS Royal Sussex Regiment THE ROAD TO KEREN [29.2.4] Victory Conditions. The Allied player RTR The Royal Tank Regiment [29.1.1] Use the following: wins immediately by holding Asmara (4012) and at least 3 other Victory Locations (29.1.4) SDF Sudan Defense Force • Eritrea map (two map sheets) simultaneously at the end of any turn. Sikh Sikh Regiment • Allied Set Up Card 2 Skin Skinner’s Horse (1st Duke of • Axis Set Up Card 2 Design Note: The Italians took much pride York’s Own Cavalry) in Asmara, the capital city of Eritrea. [29.1.2] There are 10 turns: GTs 1 through 10. Its 20,000 or so European inhabitants (of a Wor Worcester Rifles 70,000 total population) made it dramatically WYk West Yorkshire [29.1.3] Special Restrictions European with early modernist (or art-deco) architecture, so much so that UNESCO [29.1.3.1] The Allied player cannot conduct a recognizes it today as a World Heritage ALLIED FREE FRENCH Naval Ground Interdiction mission (13.2.3) on Site. In 1941 it functioned primarily as BFM Bataillon Fusiliers Marines or within two hexes of Massawa (hex 4610), an administrative center, leaving military unless Massawa is friendly. logistics spread out elsewhere on the high BIM Bataillon d’Infanterie de Marine plateau. If your taste is Italian wine, go to BLE Bataillon Legion Etranger [29.1.3.2] When it is available as a reinforcement, Decamere and Saganeti. (Foreign Legion) the Allied air unit cannot be received until the Reinforcement Phase that Agordat (hex 2810) BM Bataillon de Marche is friendly and part of a Supply Route (Agordat Col Coloniale soon became the main Allied air base). The air unit remains available even if an Axis unit Collet Circassian cavalry unit named for subsequently recaptures Agordat. commander FF Free French SM Spahis Marocains

© 2018 Compass Games, LLC. AXIS GERMANS Prasad, Bisheshwar. “East African Campaign • The Italian “colonial” (askari) units can 1940-41”, Official History of the Indian Armed be seen as a little too weak. Man-for-man CVT Compagnia Voluntari Tedeschi Forces in the Second World War 1939-45. they compare well against the Indian (German Volunteer Company). Combined Inter-Services Historical Section troops arrayed against them. But they had A scratch unit formed primarily (India & Pakistan), 1963 (on internet). been in combat for some time already, from stranded ship crews. They they were not equipped as well, heavy used only this Italian designation. Rovighi, Alberto. Le Operazione in Africa equipment support was lacking, they had Orientale (Giugno 1940 – Novembre 1941), practically no air support, and their Italian AXIS ITALIANS (two volumes), Stato Maggiore dell’Esercito, commanders did not provide them with Officio Storico, Roma, 1995. the best tactics. These units wore down Amhara Amhara steadily and suffered from desertions. Stevens, Lt. Col. G.R. Fourth Indian Division, What you see is an average value that can Ber Bersaglieri Toronto: McLaren and Son Ltd, 1948. be counted upon through a full game. Bis bis; second formation with the • The Allied units arriving in the Port Sudan same number [30.3] DESIGNER’S NOTES holding box were organized as “Briggs- CCNN Camicie Nere (Blackshirts) force,” named for its commander. It was Game Maps. Like with DoD the original game ordered to protect Port Sudan, historically Col Coloniale map was built from what you will find in the an important Allied base (for the area) on Eritrea Eritrea official histories. It was then modified by the Red Sea coast. Later it was ordered present day road maps and as much as possible south along the coast to put pressure on GdS 65th Division, “Granatieri di from published sketch maps of the battles found Savoia” Massawa and the Italian rear. Their first in some of the suggested readings. This worked moves in late January were weak and Massawa Massawa; composite garrison out well enough at the time. were defeated by Italian border units. unit In early February, the Italians thinned The current edition of the Eritrea map has out their defenses, so what remained was Tipo Tipo (model), a good quality seen many corrections. I could not find a good Eritrean unit overcome by a renewed push. By late on-line 1940s map of Eritrea and TPC maps February, Briggsforce had established WA Worq Amba (also: Uork Amba) were not available where I usually buy them, themselves over a broad front in the (Golden Mountain); excellent but I spotted a commercially available present rear of the main Italian group at Keren. unit day topographic map. It proved most helpful. Game-wise, these units are available for entry only when they made the The map scale may seem like a lot of ground major push; otherwise, players, being [30.2] ERITREAN CAMPAIGN in each hex, but with any less, there would be good gamers, would pull them out SUGGESTED READING great numbers of hexes that would only rarely and send them around to engage the come into play. Even at the current scale some Much English language information is avail- Italians from the west, thereby ignoring terrain distortions were blended in to simplify able but often of only superficial or incidental their primary order to protect Port the game. Long approach marches would not quality. Nevertheless, the books below will Sudan. To include the terrain all the help game enjoyment. provide a good overview. The Italian language way north to the port on the game map sources below were critical for this game design. would not be practical and would stand Map place names however, still present a Some additional information and much flavor against the principal of not depicting challenge. The English transliteration of Arabic can be found on the internet. long and boring approach marches. (or Amharic for Eritrea and Ethiopia) on all Also, a game-wise player might figure it these varies considerably from source to source, Barker, A.J. Eritrea, 1941, London: Farber and was Allied effort that was spreading out. year to year. I decided to spell each by either Farber Ltd. 1966. To restore the basic decision to the Allied the familiar English version or Italian for some player we allow a re-deployment to the locations, usually as seen in official and popular Brett-James, Anthony. Ball of Fire, The Fifth west by linked holding boxes. histories. Please accept my apologies about the Indian Division in the Second World War, mish-mash. With what you see you should still • The two Indian divisions both had a much Aldershot: Gale and Polden, 1951 (on internet). be able to follow the action as you read about it. larger engineer component than what you see. However, they would be committed Cargnelutti, Federico. Scacchiere Nord, as infantry only rarely, hence only one Africa Orientale, Udine, 1962. SOME OOB ISSUES unit per division is given, a stylistic The original game suffered from fitting into a choice. Their other engineer detachments Davis, Lt.Col. T.B.. The Surrey and Sussex tight magazine format, and this meant some are thereby factored into the game system. Yeomanry in the Second World War, Ditchling details became overlooked or just plain dropped. Press Ltd., 1980. ETHIOPIAN IRREGULARS • The Free French deployed almost entirely Glover, Michael. An Improvised War, The Information about Ethiopian “patriot” units out of Port Sudan. They came down the Abyssinian Campaign of 1940-41, New York, turned out to be elusive. We could not properly Red Sea by naval transport, not up the Hippocrene, 1987. assess their individual unit combat effectiveness Nile to Khartoum. This was the only as some units were not up to the job and no way they could be deployed in a timely Mockler, Anthony. Haile Selassie’s War, New one at the time could give a sound estimate manner, because they had been held York: Random House, 1984. about these troops. Indeed, little is reported. in strategic reserve in anticipation of Rather than show guesswork, the Untried- landing at Djibouti (Operation Marie) to Ministero della Difesa, La Guerra in Africa units game mechanic is used to provide turn the Vichy-led French garrison there. Orientale, Giugno 1940 – Novembre 1941, historical feel. With that cancelled, these units provided Stato Maggiore Esercito, Ufficio Storico, Roma, an ultimately necessary reinforcement 1952. On the Eritrea map we see a guerilla war against Keren. The last two Free French now transitioning to conventional scale. units historically arrived too late for any Playfair, I.S.O. The Mediterranean and Middle Even though this all happens on the margins, real action, but I include them anyway for East, Vol. I, 1954, Vol. II, 1956, London: HMSO it could affect the arrival of Italian reinforcements. completeness. (on internet). The Italians must keep their main roads open,

© 2018 Compass Games, LLC. in particular the one from Makale. ITALY’S NATIVE Out of a total of 290,476 Italian troops Clearly, Italian resources committed to the ERITREAN FORCES serving in Italian East Africa on 1 June area do not directly help the defense at Keren, 1940, some 199,273 (growing to 258,322 yet the action in the area is important to From its earliest days the Italian army in at full mobilization) were recruited from game play. Italian East Africa recruited Eritreans (and Eritrea, Somalia and the recently occu- later recruited Somalis) to serve with Italian pied (1935–36) Ethiopia. Many of the new The original game mechanic on irregulars officers and some NCOs. They were called troops had been previously demobilized, just plain missed the historical point. A fresh “askari” (or ascari), originally an Arabic but personnel who were new received only a analysis of the situation and a study of newly word meaning “soldier.” The word usually is basic level of training. Despite inconsistencies, published material revealed that there were taken in the context of native soldiers serving many excellent askaris were also recruited not any defections of units “en masse.” in the East African colonial armies of various from Tigre province and the Galla tribe. In all, This would happen only after the time of this game, European powers. Today, it is still used, but over 150 battalions were in the field in 1941. when it was clear the Italians were finished in in reference to East African police. These East Africa. With the new mechanics, the game forces in World War II comprised infantry, Starting in January 1941, when British benefits from uncertainty about the strength of cavalry, and some light artillery units. The forces invaded Ethiopia, most of the recently the Ethiopian “patriot” units and the uncertainty Italian askaris had a long and trusted distinc- recruited askaris deserted; yet, the major- about where recruits may appear. tion, having fought in the First Italo–Ethio- ity of the Eritrean askaris remained loyal pian War, the Italian-Turkish War (mostly in until three months later, when the British Libya), the Second Italo-Abyssinian War, and captured Keren and Asmara. Overall, the ARMOR finally in World War II (in the East African Eritreans were loyal, intelligent, and brave. While the Italians in Eritrea faced only a few Campaign). They were good soldiers although they Matilda tanks, their defenses fell apart as lacked fire discipline. Some earned the their weapons proved useless against them. The first Eritrean battalions were raised in Italian Gold Medal for Military Honor. The Matildas, however, could operate only 1888 from Muslim and Christian volunteers, They performed best under strong, close in favorable terrain conditions due to their replacing an earlier corps of irregulars. The leadership, and this was in great evidence mechanical unreliability. The two problems four indigenous battalions in existence by at Keren. would seem to offset, but circumstances would 1891 were incorporated into the Royal Corps rarely work both ways at the same time. In the of African Troops that year. Expanded to The Eritreans remained loyal because end the British got their tanks working and eight battalions, the early Eritrean askaris they had experienced recurring inva- a good road cleared into Keren. The Italians fought with distinction at Agordat, Kassala, sions and looting by Ethiopians. They also fielded tanks, but many of these were of Coatit, and Adowa. regarded Italy as a protector, even if a little value against the British. Additionally, poor one, as shown by the Italian 1890s both sides had poor doctrine of how to coordinate Initially the Eritrean askaris comprised only defeat at Adowa. Inevitably, the Ethiopians tanks with infantry, leaving neither side as able infantry battalions, although Eritrean cavalry decided Eritrea should belong to them. to exploit a hole in enemy lines. Here too, squadrons, known as “Penne di Falco” The Italians enforced conscription on the this made limitations on the use of armor an (“Falcon’s Feathers”) and mountain artillery Eritreans in the early 1930s and made it clear easy design choice. batteries were subsequently raised. By 1922, that upon failure to join the askari army, units of camel cavalry (called "meharisti") had they and their families would be punished. been added. Those Eritrean camel units were As a result, some 40% of eligible Eritreans NAVAL POWER also employed in Libya after 1932. During were mobilized, a very high figure. This This game too is not a game of naval battles. the 1930s, Mussolini directed armored cars to experience, coupled with continuous animos- In the Red Sea the British committed almost be added to some units. ity and betrayal by Ethiopia, made the askaris nothing, thereby conceding superiority, but the skeptical until the end. Skeptical because Italians did nothing with it. During the entire war they did not know how the Ethiopians would the Italian surface ships at Massawa (the base treat them or use them if they deserted. If of pretty much all their naval power in Italian Italy somehow won, they knew their families East Africa) raided Allied Red Sea convoys would be punished for their sons’ desertion. only once. It was not an issue of lack of fuel. The choice became very difficult. Furthermore, Italian naval forces had no real doctrine of coastal bombardment. Italian naval command regarded it as too great a risk for loss [30.4] GAME CREDITS of ships. Indeed, the game presents few target opportunities. Yet we want to provide a complete BLOODY KEREN picture of the campaign and this includes at least Design Vance von Borries some naval influence. The compromise was to keep the rules (and capabilities) simple. Artwork Todd Davis Package Design Bruce Yearian Brien Miller Project Director John Kranz Contributors Jack Greene Alessandro Massignani Rules Editor Jack Beckman Playtesting Clair Conzelman Richard Diem Jack Greene Mike Updike Producers Ken Dingley and Bill Thomas for Compass Games, LLC.

© 2018 Compass Games, LLC. © 2018 Compass Games, LLC. © 2018 Compass Games, LLC. About this Designer Signature Edition...... 2 Combat Losses [12.2]...... 13 Naval Unit Recovery [13.2.6]...... 16 Air and Naval Transport [7.0]...... 8 Combat Results Table [12.1]...... 13 No Retreat [14.3]...... 17 Air and Naval Units [2.2.8]...... 4 Retreating [12.3]...... 13 Optional Rules [14.0]...... 17 Air Missions [13.1.2]...... 14 Combat Supply [6.4]...... 8 Combat Refusal [14.2]...... 17 Close Air Support Mission [13.1.4]...... 14 Commando Raid [13.3]...... 16 Mountain Units [14.1]...... 17 Naval Transport Interception [13.1.3]...... 14 Evacuation [13.3.9]...... 16 No Retreat [14.3]...... 17 Air Power [13.1]...... 14 Landing [13.3.3]...... 16 Playing Pieces [2.2]...... 3 Air Power and Sea Power [13.0]...... 14 Comprehensive Example of Combat (illustration).... 18 Reinforcements [5.2]...... 6 Air Transport [7.1]...... 8 Controlled and Contested Hexes [3.1.2]...... 4 Road Movement [8.3.5]...... 10 Air Unit Recovery [13.1.5]...... 15 Contiguous Hexes [3.1.3]...... 4 Sea Power [13.2]...... 15 Allied Concentrated Artillery Fire [10.5]...... 11 Defense Supply [6.4.3]...... 8 Available Naval Missions [13.2.1]...... 14 Artillery [10.0]...... 11 Engineer Effects on River [8.3.3.3]...... 10 Naval Mission Procedure [13.2.2]...... 15 Allied Concentrated Artillery Fire [10.5]...... 11 Example of a Combat Unit (illustration)...... 3 Sequence of Play [4.0]...... 6 Artillery Fire Support [10.1]...... 11 Explanation of Artillery Unit Values [2.2.5]...... 3 Setup [4.1]...... 6 Attack Support [10.3]...... 11 Explanation of Ground Unit Values [2.2.4]...... 3 Turn Outline [4.2]...... 6 Defending [10.2]...... 11 Expanded Sequence of Play...... 20 Special Ground Movement [9.0]...... 10 Fired [10.4]...... 11 Game Inventory [2.0]...... 3 Stacking [3.3]...... 5 Participation Limit [10.1.5]...... 11 Game Map [2.1]...... 3 Strategic Movement [9.1]...... 10 Terrain Effects [10.1.4]...... 11 Garrisons [5.3]...... 6 Strategic Segment [5.0]...... 6 Attack Supply [6.4.2]...... 8 Ground Unit Movement [8.0]...... 9 Turn Record and Activation Phases [5.1]...... 6 Basic Concepts [3.0]...... 4 illustrated example...... 9 Supply [6.0]...... 7 Bridges [8.3.3.2]...... 10 Ground Unit Type Symbols [2.2.7]...... 3 Combat Supply [6.4]...... 8 Charts and Tables [2.3]...... 4 Halving and Rounding [3.5]...... 5 Supply Sources [6.3]...... 8 Combat [11.0]...... 11 Holding Boxes [9.3]...... 10 Supply Status [6.1]...... 7 Armor Bonus [11.3]...... 12 How to Move Units [8.1]...... 9 Supply Routes [6.2]...... 7 Attack Requirements [11.1.6]...... 12 How to Read the Units [2.2.2]...... 3 Supply Route (illustration)...... 7 Attack Restrictions [11.3]...... 12 How to Win [15.0]...... 17 Terrain Effects on Movement [8.3]...... 9 Combat Allocations [11.5.1]...... 13 Infiltration Movement [9.2]...... 10 The Die [2.4]...... 4 Declaration [11.1]...... 11 Introduction [1.0]...... 2 Unit Size Symbols [2.2.6]...... 3 Determine Combat Odds [11.5.2]...... 13 Lake and Sea [8.3.4]...... 10 Unit Steps [3.4]...... 5 Resolving Combat [11.5]...... 13 Markers [2.2.9]...... 4 Untried Unit Placement [5.4]...... 7 Terrain Effects on Combat [11.2]...... 12 Motorized Units [3.6]...... 5 Vehicle Icons (illustration)...... 3 illustrated example...... 12 Mountain Units [14.1]...... 17 Zones of Control [3.2]...... 4 Combat Refusal [14.2]...... 17 Movement Supply [6.5]...... 8 Efects on Movement [8.2]...... 9 Combat Results [12.0]...... 13 Naval Ground Interdiction Mission [13.2.3]...... 15 Effects on Movement (illustration)...... 9 Advancing After Combat [12.4]...... 14 Naval Fire Support Mission [13.2.5]...... 15 illustrated example...... 4 Special Advance [12.4.6]...... 14 Naval Transport [7.2]...... 8 Special Limitations [12.4.5]...... 14 Naval Transport Interception Mission [13.2.4]...... 15

DRIVE ON DAMASCUS BLOODY KEREN Air Transport [18.2]...... 23 Note Designer’s Notes [30.3]...... 32 Combat Effects of Terrain [19.0]...... 23 pages 1-20 (Standard Rules Book) Designer’s Section [30.0]...... 31 Lava Flow Areas [19.2]...... 23 pages 21-36 (Play Booklet) Eritrean Campaign Suggested Reading [30.2]...... 32 The “Ghouta” [19.1]...... 23 Game Scale [24.1]...... 29 Commando Raid [20.4]...... 24 Historical Setting [24.0]...... 29 Designer’s Notes [23.3]...... 26 Italy’s Native Eritrean Forces...... 33 Designer’s Section [23.0]...... 25 Irregulars [27.0]...... 30 Game Credits [23.4]...... 28 Allied Irregulars [27.2]...... 29 Game Scale [17.1]...... 22 Recruitment [27.2.2]...... 30 German Intervention Option [21.0]...... 24 Axis Irregulars [27.3]...... 30 Historical Setting [17.0]...... 22 Recruitment [27.3.2]...... 30 Nationality Background Colors [17.2]...... 22 General Restrictions [27.1]...... 30 Playing the Game [17.3]...... 22 Irregulars in Combat [27.1.5]...... 30 Set Up Codes [17.3.2]...... 22 Optional Rules [28.0]...... 30 Scenarios [22.0]...... 24 Italian Morale [28.2]...... 30 Scenario 1: Drive on Damascus [22.1]...... 24 Replacements [28.1]...... 30 Scenario 2: Syrian Campaign [22.2]...... 25 Playing the Game [24.3]...... 29 Special Groups [20.0]...... 23 Set Up Codes [24.3.2]...... 29 Allied Druze Group [20.3]...... 24 Scenarios [29.0]...... 31 Allied Habforce Group [20.1]...... 23 Scenario 1: The Road to Keren [29.1]...... 31 Axis Irregulars [20.2]...... 24 Scenario 2: Bloody Keren [29.2]...... 31 Special Movement Restrictions [18.0]...... 22 Special Groups [26.0]...... 29 Special Terrain [18.1]...... 22 Allied Conditional Reinforcements [26.1]..... 29 Holding Boxes [18.1.4]...... 23 Optional: Allied Aden Group [26.2]...... 29 Lava-flow hexsides [18.1.1]...... 22 Special Terrain Movement [25.0]...... 29 Palestine [18.1.3]...... 23 Friendly Holding Boxes [25.3]...... 29 Steep Roads [18.1.2]...... 22 Special Terrain [25.2]...... 29 Syrian Campaign Suggested Reading [23.2]...... 26 Steep Roads [25.1]...... 29 Unit Abbreviations [23.1]...... 25 Supply Line [25.4]...... 29 Unit Abbreviations [30.1]...... 31

© 2018 Compass Games, LLC.