Tunisia II (1.1) ©2019
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The Gamers, Inc. Operational Combat Series Tunisia II (1.1) ©2019. Multi-Man Publishing, Inc. All Rights Reserved. Game Design: Dean N. Essig moving to the AEP’s hex and then expend 1.0 General Rules 38 range hexes. Development: John Kisner Series Design: Dean N. Essig 1.1 Map Notes 1.1d Mountain Hexes. Mountains are represented by the two darkest shades Research Help: Dirk Blennemann, 1.1a Railroads. Both sides can use the of brown. The presence of either color Paul Dallas, Mauro De Vita, Andrea rail net for trace supply. Only the Allies makes it a Mountain Hex—there is no Galliano, and Roland LeBlanc have a Rail Cap (OCS 13.3a) for trans- requirement for the darkest “mountain porting SP and units and this can only Playtesting and Proofreading: Neal top” to be present. Baedke, Dan Bartlett, Allen Beach, be used in Algeria. Rail hexes in Tunisia 1.1e Blocked Hexsides. A full lake or John Bowen, LTC Burke Buntz, Steve can be used for trace supply, but not for sea hexside is Prohibited for all move- Campbell, John Collis, Dave Demko, literal transport. ment classes—they are treated like a Lee Forester, Keith Fortner, Dave “Point of Interest” hexes (locations too “Blocked” hexside on the TEC. (Note a Friedrichs, Anthony Fuller, Owen small to rate being called villages) are partial lake or sea hexside has no effect.) Fuller, Don Gilbertson, Simon Hoare, Detrainable hexes (OCS 13.3c). Nolan Hudgens, Michael Junkin, Tom 1.1b Mareth Line. The pre-war Mareth Klubi, John Leggat, David Mignerey, Line is printed on Map B as Level 2 Rod Miller, Don Nesbitt, Dave Powell, 1.2 Off-Map Boxes Hedgehogs. While these hexes can be Jim Reasoner, Nigel Roberts, Bob There are three off-map boxes: Algiers improved to Level 3 or 4, they can never Runnicles, Boyd Schorzman, John (2.3a), Tripoli (2.3b), and Sicily (3.2a). be reduced below Level 2. (Don’t use Strycharz, Keith Todd, Ric Van Dyke, In these boxes: actual Hedgehog markers on these hexes and Mark Veerman unless they are improved.) • No combat or barrage is allowed. Graphics: Dean N. Essig 1.1c Air Entry Points. Along the coast • There are nominal HQs for rebuilds. Vassal Support: Jeff Coyle are many “Air Entry Points” (AEPs), • There are infinite capacity ports. which are hexes where air units from the Off-Map Boxes can enter the play • There are infinite supply dumps. area. An AEP lists one or more Off-Map 1.2a Off-Map Airfields. Abstracted air Introduction Boxes and the number of hexes distant. bases in off-map boxes can refit a certain A given AEP is only connected to the number of planes per Refit Phase. This Tunisia II is an Operational Combat Off-Map Boxes listed. To move from is noted in the boxes—for instance, 12 Series game covering the campaign in the Off-Map Box to a given AEP (or air units can refit every turn in Algiers Northwest Africa from November, 1942 vice versa) requires the expenditure of (and this is reduced to 6 during Mud). through May, 1943. It covers the end of the listed number of hexes. Air units Note there are no limits on the total the Axis presence on the African conti- must have the required number of hexes number of air units that can be Active nent and death of the Afrika Korps. of range in order to use the AEP. in these boxes. Movement to and from these boxes is done via Air Entry Points This new edition is similar to the original Design Note: The AEP locations have (see 1.1c). game from 1995, but features a revised been intentionally changed (from the old order of battle, modified rules, and new game) so the Axis cannot build a base Off-map air bases cannot be upgraded. maps. We are really happy to have this within half range of Ju-52s in Sicily. classic design updated and back in print! 1.3 Weather This revised rulebook includes a new Example: The AEP in hex A47.31 says Addenda on page 13. “Sicily: 38,” so an air unit starting in Weather will traverse through a winter the Sicily Box can enter the AEP’s hex by rainy season and on into spring. Dedicated to the memory of expending 38 hexes of range. In reverse, an 1.3a Roll for weather on every turn, our good friend Gordon Dainty. on-map air unit could return to Sicily by including the first turn of a scenario. Multi-Man Publishing, Inc. 403 Headquarters Drive, Suite 7, Millersville MD 21108 © 2019 All Rights Reserved. Page 1 Tunisia II, OCS #15 1.3b On the Weather Determination Each side has a unique table. Variable play, regardless of their current situa- Table roll two dice to create an “11 Reinforcements arrive per 2.1 and 3.1. tion (on-map, holding box, dead pile). to 66” result (red die is the first digit, Pax, Eq, and Air Repls. These are used Supply need not be expended to remove white die is the second, so a red 5 and per OCS 13.5. Air can rebuild 2 steps a unit that would normally need fuel to white 3 is a 53) during the Weather and cannot be saved. Eq cannot be used move. Some of these units will return Determination Segment. The result will to rebuild planes. again, some are gone for good. be Flight (everything is normal), No 1.4c Truck Removals. Faction. Rebuild one combat unit and Any combi- Flight (see OCS 14.1f), or No Flight nation of Truck Points adding up to & Mud (see 1.3c). one step of aircraft for a faction (see 1.12a) randomly chosen per the note the indicated removal is fine. Any type 1.3c Mud. A If the current weather is under the Repl Table. of truck (organic, regular, or charcoal) Mud, players must conduct a Simulcast can be removed, and they are allowed Turn (OCS 2.4). In addition: • The combat unit can arrive at any to unload first (even Organic Trucks). friendly HQ (or Algiers/Sicily). • Reduce the MA of air and ground 1.4d Mostly Dead. The Axis has three units to zero (but ground units can • The aircraft step can be rebuilt at reinforcement entries that reflect the change modes). The only possible any friendly air base (this includes depleted condition of Panzer Armee movement is by rail or sea transport. Algiers/Sicily/Tripoli). Afrika. Randomly choose one unit from • Check for trace supply. Mark units • Faction rebuilds cannot be saved, so each batch of four “mostly dead” units out of supply normally, but never will sometimes go unused. to arrive at Entry E. Place the rest of make attrition checks during Mud. the units in the Dead Pile. Example: On a Faction result the Axis • In a port or Entry Hex, stacking player rolls again and gets an “Italian.” Example: On 1 Feb 43 four Axis arrivals limits and rightward barrage density He rebuilds the destroyed 557th AG Bn are “mostly dead.” The player puts the shifts are ignored until units have a (at DAK HQ, near Gabés) and recovers units in a cup and blindly draws out the chance to unstack. a weakened MC.202 to full strength (at 125th Rgt to arrive at Entry E. He places • Construction and/or repair is not Depienne air strip). the other three units in the Dead Pile. allowed (of hedgehogs, ports, etc.) Special. The player can doboth of the Design Note: We randomize the “mostly • Air bases refit at 1/2 normal rate. following (right away; no saving for a dead” for variety. Remnants of these units later turn or phase): were all fighting in Tunisia, so these are Design Note: Mud effectively shut down definitely not hypothetical! The Kasserine • Refit three Surge planes (1.7), and the Tunisian Theater for about half of setup reflects these survivors: the 19th January 1943. The simulcast sequence is • Place an Air Strip (1.11d). Flak, Trieste’s 101 Recon, and Briel Flak. designed to get players through the Mud 1.4b Arrival Schedules. The Allied and Use these as fixed arrivals if you prefer. season as quickly as possible. The lack of Axis arrival charts trace the comings and attrition during Mud turns eliminates goings of units during the campaign. A the premium which existed on placing the few unusual things to keep in mind: enemy out of supply right before a potential 1.5 No Stupid Entry Tricks Mud turn (when he could do nothing Add 1 Step. These rebuild one air step Destroy any unit, both air and ground, about it). This was a game gimmick which of a specific faction and type, such as that violates the following: had no basis in reality—so the sequence “LW F-Type.” These cannot be saved, • The Allies must stay at least 2 hexes eliminates the reward for such activities. so if all such planes are full strength the away from Entry E before 15 Feb. It does come with the cost of sometimes repl is wasted. • The Axis must stay at least 2 hexes watching units live through a prolonged Exchanges. Unit exchanges occur due away from Entry E after 12 Feb. Mud period while cut-off. If that happens, to equipment changes. Exchanges are remember the troops are not engaged in handled by simply removing the old • The Axis must always stay at least active operations at the time so their subsis- counter (whatever its situation) from 2 hexes away from Entry A.