Tunisia ©1995
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The Gamers, Inc. Operational Combat Series: Tunisia ©1995. The Gamers, Inc. All Rights Reserved. 1.1b The Mareth Line. The Mareth A Complete Copy of Tunisia Includes: Introduction Line is a pre-war construction of French 1x Box Tunisia is an Operational Combat 1x OCS Series Rulebook (v2.0i) pillboxes. It is printed on the map as Level 1x Game Specific Rulebook Series game covering the campaign in 2 Hedgehogs. While these hexes can be 2x OCS v2.0i Charts & Table Booklets Northwest Africa from November, 1942 improved to Level 3 or 4; they can never 2x Dice (one red, one white) through May, 1943. It covers the end of the be reduced below Level 2 and cannot have 2x 22x 34” Maps Axis presence on the African continent as 2x 560-counter countersheets (Sheet 1 & 2) an actual Hedgehog marker placed on them 1x 80-counter countersheet (Sheet 3) well as the death of the Afrika Korps. until they are improved to Level 3 or 4. 1x 140-counter countersheet (Sheet 4) Otherwise, they function like regular 1x Registration Card Hedgehogs. 1x Current Price List 1.0 General Assorted Advertising Flyers (which our collaters love to hate...) 1.1c Air Entry Points. Around the coast Special Rules are numerous “Air Entry Points” (AEPs). If you are missing something, contact us. If you have These are hexes where air units from the something extra, Merry Christmas! 1.1 Map and Turn various Holding Boxes can enter the play Handling Notes area. Each AEP lists one or more Holding Tunisia #4-03 1.1a The Railroads. Each player can Box names and each has a number of hexes An Operational Combat Series Game use the railnets on the Tunisia maps. Any attached to it. A given AEP is only attached railroad hex can be used by either player to the Holding Boxes it lists. To move from Game Design: Dean N. Essig provided the hex is “owned”by the player. the Holding Box to a given AEP (or vice Series Design: Dean N. Essig To own a rail hex, the player must have versa) requires the expenditure of the listed Playtesting and Research Assistance: Dan been the one who last moved an attack- number of hexes. Air units must always Bartlett, Dirk Blennemann, LTC Burke capable unit in Move or Combat Mode have the required number of hexes of range Buntz, John Collis, Dave Demko, Lee through the hex. Mark the extent of rail hex in order to use the AEP. The straight-line Forester, Keith Fortner, Dave Friedrichs, ownership using Railhead Markers. The flight path of air movement is from the hex Anthony Fuller, Owen Fuller, Andrea ownership of rail hexes at the beginning of of the AEP. A player can only use AEPs to Galliano, Don Gilbertson, Simon Hoare, play is listed in each scenario. travel to a Holding Box that his side controls. Tom Klubi, Rod Miller, Don Nesbitt, Dave Once the railnet to A1.15 has been put Powell, Nigel Roberts, Bob Runnicles, under the ownership of the Allied player, For instance, an AEP lists “Tripoli: Boyd Schorzman, Chris Sorenson, John an owned railroad exists all the way from 25” which means that an air unit which Strycharz, Mauro de Vita Algiers onto the map at that point. enters the AEP’s hex must expend 25 hexes Graphics: Dean N. Essig The Allied Player has a rail capacity of range to make it to either air base in the Production Management: Sara Essig he can use to move SPs and units using the Tripoli Box. In reverse, an air unit could Copyright ©1995 The Gamers, Inc. All rail net; the Axis Player has no rail capacity start in either Tripoli air base and be Rights Reserved. and can only use the rail net for supply trace placed into the AEP’s hex for a cost of 25 purposes. of its range. Air units with ranges less than “Point of Interest” hexes (villages and 25 or which have less than 25 of their range Table of Contents Birs too small to rate being called villages) remaining cannot make the trip at all. Page Item are Detrainable hexes. 1.1d Air Unit Stationing and AEPs. No 1 Introduction 1.0 General Special Rules There are two railnets on the Tunisia air unit can be put on station in an AEP hex 3 2.0 Axis Special Rules maps—the Standard Gauge Railnet and and no air unit can be intercepted in such a 4 3.0 Allied Special Rules the Narrow Gauge Railnet. The Standard hex. There is no way to block the flight of 6 4.0 Minor Variants net is colored Red and consists of the normal air units from off map before they “appear” 7 5.0 Victory Single-Track railways. The Narrow net is in the AEP’s hex. Scenario 1 8 Scenario 2 colored Black and is considered to be Low 1.1e The Turn Labeling System. 9 Scenario 3 Capacity railways. The Narrow net hexes Tunisia uses a two-tiered method of turn 10 Scenario 4 cannot be converted into Standard net hexes. recording. A Month Marker is used to 12 Scenario 5 designate the current month. Each month 13 Scenario 6 ➠ Rail hexes cannot be damaged in this contains a number of “Half-Week” turns 15 Designer’s Notes 16 Counter Manifest game, but they can be interdicted. based on the normal calender. Each Half- 19 Abbreviations Week each represents one game turn and is 20 Allied Order of Arrival recorded using the Turn Marker on the 22 Axis Order of Arrival Half-Week Record Track. Place the Turn 23 Common Rebuild Table 24 Terrain Effects Chart Page 1 Tunisia OCS #3 Marker in the first Half-Week for the month Flight, No Flight or No Flight & Mud. Phase during these turns at all—units (usually the 1st, unless the scenario begins 1.2b Every turn requires the weather continue in whatever supply condition they during a month) and advance that marker roll, including the first turn of any scenario. might have been in before the Mud began. around the track until you play the last The lack of a Supply Phase can continue for Half-Week for that month. Then advance 1.3 Mud as many turns as you have Mud without the Month Marker and reset the Half-Week During a Mud Turn, apply the further ill effects. Marker accordingly. following: play one combined Player Turn Half-Weeks are labeled using the date with the restricted Turn Sequence below. Design Note: Mud effectively shut down of the first day of the Half-Week. Be careful Do not roll for first player, both players the Tunisian Theater for about half of to avoid the “29 Feb” turn as February 1943 execute each phase simultaneously. These January 1943. The above sequence is ended on the 28th! effects only last until the next Weather designed to get players through their Mud 1.1f Multiple Terrain Hexes. There are Determination Phase. Season with as little expenditure of play numerous hexes on the map which contain time as possible. Other abbreviated more than one terrain type (low hills, rough ➠ Stacking is not in effect until the end sequences were tried, but the player time and mountains, for instance), in all such of the next non-mud turn’s Movement expended was not worth what little players cases, the hex is considered to be the best Phase. could do during these turns. The final result terrain of those present for the defender of playtesting was that the best way to (for combat and barrage purposes) and the ❏ Air Unit Return Phase (Also, any Air handle Mud was the above—basically a worst MP cost (for movement purposes). Units on a Level 1 air base must become quick administrative cycle to get This effect is true regardless of the amount inactive) reinformcements into play. As the design of the terrain type present in the hex. ❏ Air Unit Refit Phase (Only Level 2 developed, I came to the conclusion that 1.1g Mountain Symbology. Mountains and Level 3 air bases can refit during Mud the best Mud sequence (both in terms of in this game are rpresented by either the Turns) historical accuracy and speed of play) was dark brown symbol OR the red-orange ❏ Reinforcement Phase the idea above which allows players to all- symbol. The presence of either makes a Rebuilding of units is allowed. but-skip Mud turns in order to get to the hex a Mountain Hex—there is no Variable Reinforcement rolls are normal. more interesting parts of the game. The requirement for the red-orange “mountain Place reinforcements normally. lack of attrition during Mud turns eliminates top” to also be present. ❏ Movement Phase the premium which existed on placing the There is no regular movement, enemy out of supply right before a potential 1.2 Weather but Shipping and Rail Movement are Mud turn (when he could do nothing about Determination allowed. it). This was game gimmick which had no basis in reality—so the sequence eliminates Weather in Tunisia traverses through Mode change is allowed. No Construction is allowed the reward for such activities. It does come a winter rainy season and on into spring. with the cost of sometimes watching units Each turn, the players must roll for the (Building Hedgehogs, Air Bases, etc.) ❏ Clean Up Phase live through prolonged Mud periods while weather. cut-off. When that happens, remember the 1.2a On the Weather Determination troops are not engaged in active operations Table roll two dice (11..66, red die is the Regardless of the situation, there is no Supply Phase, expenditure of SPs for units at the time so their subsistence needs are first digit, white die is the second: red 5, minimal.