The Gamers, Inc.

Operational Combat Series: DAK-II: Deutsches , Vol. I

©2004. Multiman Publishing, LLC. All Rights Reserved.

Table of Contents: Playtesting, Proofing, and so on: Perry 2nd Edition Introduction Andrus, John Best, Jim Daniels, Dean Essig, Volume I This edition does three things: I’ve General Rules, pgs 1-11 Keith Fortner, Owen Fuller, Simon Hoare, corrected all known errata; I’ve made some Axis Special Rules, pgs 11-13 Scott Johnstone, Warren Kingsley, Rod Allied Special Rules, pgs 13-16 Miller, Dave Powell, Nigel Roberts, Rick changes based on player feedback; and I’ve made adjustments to the game needed because General Options, pgs 16-18 “First to Lose Rommel” Robinson, Bob Axis Options, pgs 18-19 of the 3rd edition Series rules. See the “Change Allied Options, pgs 19-20 Runnicles List” on page 62 for a full listing of what was done. Scenarios: • Compass Training Scenario (7.1), pgs 20-22 2nd Edition Comments & Suggestions: Introduction • Small Italian Offensive (7.2), pgs 22-23 Shannon Cooke, Dave Demko, Morris • Tr’ng Scenario (7.3), pgs 23-25 Hadley, Scott Johnstone, Michael Junkin, DAK is a simulation covering the entire • Compass Campaign Start (7.4), pgs 25-27 campaign in the theater in • March 41 Campaign Start (7.5), pgs 27-29 Rod Miller, Paul Rozek • Brevity Small Scenario (7.6), pgs 29-30 World War II. It covers all the actions in • Brevity Campaign Start (7.7), pgs 31-33 Research Assistance: Perry Andrus, Marco Eastern /Western Egypt from • Battleaxe Small Scenario (7.8), pgs 33-35 Battarelli, Dirk Blennemann, Ulrich September 1940 through November 1942. • Battleaxe Campaign Start (7.9), pgs 35-37 Units which participated in this campaign • Crusader Small Scenario (7.10), pgs 38-40 Blennemann, Joseph Vanden Borre, Vance • Crusader Campaign Start (7.11), pgs 40-43 von Borries, James Broshot, Frank are shown in great detail from division down • Jan 42 Campaign Start (7.12), pgs 43-46 Chadwick, Marco Ferrari, Dave Freidrichs, to battalion level (with occasional company- • Gazala Small Scenario (7.13), pgs 46-49 sized formations). The maps, drawn at the • Gazala Campaign Start (7.14), pgs 49-52 Owen Fuller, Andrea Galliano, Jack • July 42 Campaign Start (7.15), pgs 52-56 Greene, Alessandro Massignani, Mark scale of 5 miles to the hex, are a compilation • 1st Alamein Small Scen. (7.16), pgs 56-57 Milke, George Nafzinger, Dave Powell, of numerous sources including Italian Official • Alam Halfa Camp. Start (7.17), pgs 57-61 Steve Rothwell, Dr. Thomas Scheben, records and German wartime military maps. DAK is an intense and massive DAK-II Change List, pg 62 Mauro Spaziani, Anthony Stauton, Bill Axis Map Tables, pg 63 Stone, Mauro De Vita, Mike Yaklich simulation of this campaign, but is also Allied Map Tables, pg 64 intended to be readily playable. Graphics: Dean N. Essig This game is the culmination of a Volume II Production Management: Sara Essig lifelong dream for myself and a number of • 3rd Alamein Campaign Start (7.18), pgs 1-5 others involved in this project. Enjoy! • 3rd Alamein Small Scenario (7.19), pgs 5-7 • The Desert Campaign Sept 40-Nov 42, The George Nafzinger Collection was of (The whole Super Burrito) (7.20), pgs 8-10 assistance in this project and can be The Players: The Axis Player is called the purchased from: Axis Player. The Allied Player is Counter Manifest, pgs 10-14 sometimes called Commonwealth Player Historical Notes, pgs 14-22 George Nafzinger From All to All Arms (Study Article) PO Box 1522 or British Player as well as Allied Player pgs 22-25 West Chester, OH 45069-1522 in these rules. Annotated Bibliography, pgs 25-27 Designer’s Notes, pgs 27-29 Arabic for Desert Foxes, pg 29 Armies of the Second World War OOBs 1.1 Multiple counters Abbreviations, pg 30 were used in this project. These can be for the same unit. Allied Order of Arrival, pgs 30-35 obtained from: Allied Order of Withdrawal, pgs 35-36 Take great care in selecting units to use, Stone & Stone Axis Order of Arrival, pgs 36-39 as a number of units are represented by Allied Variable Withdrawal Table, pg 40 5250 Piedmont Court different counters as those units develop Santa Rosa, CA 95409 Volume III throughout the campaign (new weapons, Weather Tables, pg 1 organizations, etc.). Be sure to select the Terrain Effects on Combat, pg 2 counter with the correct ratings and symbols Terrain Effects on Movement, pg 3 as listed in the set up or order of arrival. More Quality Wargames Since 1988 Common Rebuilt Chart, pg 4 detail is provided for those units which Random Events Table, pgs 4-7 Air and Land Distance Charts, pg 8 See Page 63, volume I for the frequently change than for those which never DAK Component List... do. Some units have graphic reminders of time-sensitive rules. Page 1 DAK-II: Deutsches Afrika Korps, volume I OCS #5

1.2 Too Much Map 1.5 “Campaign” Rules 2.0 Variations to Area, Not Enough Each scenario lists whether or not it Table Space... uses the “Campaign Rules”. These rules the Series Rules are marked with “c” before their case 2.1 Hedgehogs Some players might find the complete number (as in c 1.10). If a scenario does not 2.1a Map Printed Hedgehogs. layout of DAK beyond their ability to set require the Campaign Rules, ignore all Hedgehogs printed on the map cannot be up due to limited table space. These players rules so marked. Furthermore, some destroyed, reduced, or improved. will be happy to find that the game comes optional rules are also marked as Campaign EXCEPTION: ’s Hedgehogs (printed with multiple smaller scenarios and is even Rules. These cannot be applied to the as Level 3) start the campaign (Sept 1940) as arrayed such that the campaign games scenarios which do not use the Campaign Level 1 and only attain their full value on 1 themselves are not out of reach. Play can be Rules. done by leaving Map E aside until absolutely Apr 41. This upgrade occurs regardless of necessary (i.e. the war has moved to eastern which side owns the Tobruk position (all the Egypt). Even this space savings can be 1.6 Set Up Notations hedgehog hexes making up the fortress done in two ways: First, Map E can be In addition to the usual OCS notations, boundary) at that time—If complete dispensed with entirely and the scenarios identify Axis unit nationality by ownership is in doubt on 1 April, delay the Commonwealth can run its war from typeface: upgrade until the end of the first turn in Alexandria. Second, an Abstract of Map E which one player (or the other) clearly owns has been provided as a player’s aid which • Normal typeface Axis units are Italian all of the Tobruk Hedgehog hexes. can be used in the place of the real Map E. • Italic typeface units are German, e.g. Map printed Hedgehogs (and the Either method can be easily used. 21.Pz Div. improvements to the Tobruk fortifications) To save even more space yet still play do not count against the player’s Hedgehog the campaign scenarios, it is possible 1.7 Pre-Game limitations below. (although it is far more clumsy than doing away with Map E!) to play with Map A on Decisions Design Note. The allowed the a separate table. Given Map A’s importance In addition to the usual things players pre-war Tobruk fortifications to go to seed. to both the game and especially the Axis must decide before playing any game (who Additionally, they had neight the time or the logistical effort, one should only attempt gets which side, where to put the pretzels, equipment to improve them after Compass this if space is absolutely at a premium. when to order the pizza...), the following began. The Commonwealth troops DAK is an excellent game for those must be determined before beginning any occupying these forts began a crash program who have gotten into “vertical gaming” DAK game (some of these are Campaign of improvements only after German (playing the game while mounted on a Rules and can be ignored in scenarios not intervention in the theater (in late March, wall, or ceiling, using magnets or sticky using them): 1941). For the sake of simplicity, the putty materials). Due to its reasonably low • Arrival and Departure of the German improvement of these Hedgehogs occurs counter density, this method of play will Flieger Korps by Random Event or regardless of which side currently owns work quite well. Historical schedule? them—if the Axis has already regained • Allied withdrawals by Variable control of the fortress, one can assume they 1.3 “Simulcast” Turns Withdrawal and Return Table or by would be as interested as the Allies in Historical schedule? improving the works. In the rare event the Be sure to apply series rule 2.4 when • Historical Tiger Convoy or Player Italians don’t lose Tobruk in the first place (a playing this game. Demanded one? pretty impressive performance on their part, • Determine the Options to be used in if playtesting is any indication!), one can 1.4 OCS Standard Play, if any (see section 6.0) assume they would have swept the cobwebs Marker Sheets out of the various bunkers they had already built. This game contains the standard OCS Marker sheets (actually, two of them). On 2.1b Hedgehog Limits. No player can them you will find the counters you need in build a Hedgehog greater than Level 1. Each abundant numbers—you’ll also find some player can build no more than the following (Level 4 Hedgehogs come to mind) you’ll numbers of Hedgehogs during the course of never need here. This is an advantage of the campaign game (scenarios give the standardized parts; use these “extra” number available, if any, during the course counters in other OCS games. of that scenario). Hedgehogs captured from The standard Green Repl counters the enemy do not count against this total— should be used for both Allied and Italian the restriction reflects the number the player Repl units. The Germans have their own himself can build. Players must keep track of Repl counters on the unit countersheets. the number of Hedgehogs they build out of the total available to them. Hedgehogs captured by the enemy or later destroyed still count against the total the player has built (the limitation is on the number of “starts” made). • Axis: 20 • Allied: 20

Page 2 , Inc.

2.2 Fuel Costs Marker on the Half-Week Record Track. The usual “pay 1 SP for the HQ” and Place the marker in the first Half-Week of IMPORTANT: Only German transport all the independents are fueled rule (series play in the scenario and advance that marker aircraft can fly SPs out of Crete’s nominal rule 11.5c part B) does not apply in this around the track until you play the last turn dump to the map—Italian transports cannot. game. All non-divisional units must be of the month. Then advance the month Both German and Italian transport aircraft paid for separately. Divisional units are marker accordingly. can fly SPs out of Sicily’s nominal dump. handled normally. Half-Weeks are labeled using the date of the first day of the Half-Week. Note that c) Each Holding Box has the airbase 2.3 Trace Port the Feb 29 turn is not used in DAK. capacity and refit capacity listed. d) No Combat is ever allowed in a Requirements 3.1b Multiple Terrain Hexes. Apply Holding Box (air or ground). No enemy As an exception to Series rule 19.0c, series rule 6.2f. units can ever enter a friendly Holding any port with a current capacity of 2T or Box. more can be used as a Trace Supply Source, 3.1c Road Distance Chart. This chart e) The Axis Player controls if otherwise capable. (printed in DAK-II rules, volume III) gives and Sicily at the start of every scenario and the best distances between an assortment these two boxes are always under his c 2.4 Tobruk Unit of commonly used points on the map. This control. distance is given in Truck MPs (so the f) The Axis Player also controls the Rebuilds value might vary when other movement Crete Holding Box the instant the Greek This rule allows Pax Repls (not Eq types are attempted and the coastal road is Campaign Status Track Marker enters the Repls, which must be handled normally) to involved). Only the one quickest route is “Termination” Box. rebuild units in the Tobruk Hedgehogs, given, so if you have any doubts about your g) The Commonwealth Player can even if adjacent to an enemy unit and not route being the shortest, count the MPs to never use any of these three Holding Boxes, adjacent to a friendly HQ. This can be make sure yourself. The distances given not even Crete before it falls. applied to either Axis or Allied units are for periods after the Italians complete h) The Holding Boxes always have provided the Pax Repl(s) is adjacent to the the coastal road to Sidi Barrani from Sollum. good weather. unit absorbing it and is inside the line of the Add 1 MP if the Tobruk By-Pass road is Tobruk Hedgehogs. used (after becoming a Primary Road) rather c 3.1f Tripoli to Map Movement. All of than the direct route through Tobruk due to the Holding Boxes are connected to the Design Note: This rule allows the player the extra length of the By-Pass. map via Air Entry Points and shipping. In occupying the Tobruk entrenchments to addition, Tripoli has a land-based feed replacement men into the front lines 3.1d Mile Markers. The little Mile connection the others do not have. Units without having to pull the entire unit out of Marker symbols along the coastal road can move from the map (hex A19.35) to line to do so. This can be critical during a show up every 5 Truck MPs (15 hexes) to Tripoli and vice versa using the Tripoli long siege of the fortress, as happened facilitate the movement of truck convoys. Movement Boxes. Only the Axis Player historically. Where other friendly units might obscure can use this track. As is the case with these handy little symbols, I suggest Holding Boxes, no combat, barrages, or c 2.5 Transportation orienting the units 90 degrees off the usual enemy movement can ever occur within Equivelents way you set up your troops to identify these boxes. The following rules control where these hexes are without having to movement along these boxes. The cross-Med shipping and coastal look under the counters to find them. a) All units must make the trip through shipping allowances have been adjusted in these boxes in Move Mode. Strat Move DAK-II to account for the various 3.1e Holding Boxes. There are three Mode is already accounted for in the differences between v2.0i and v3.0 OCS. Off-Map Holding Boxes in the game calculations making up these boxes. No This includes the new method of calculating (Tripoli, Sicily and Crete). There are also unit can “walk to the war” in Combat Mode shipping costs for units, the change in numerous boxes related to a number of (in an effort to save on fuel). The units must airbase supply, and the arrival of air unit potential congestion points on the map be in Move Mode, if they have modes at all. reinforcements as active instead of inactive. (such as Tobruk and Alexandria). These b) No unit can enter or move along latter boxes are not Holding Boxes, but these Boxes in any Phase other than the merely blown-up versions of the hex listed regular Movement Phase, nor can they take 3.0 General allowing units more room to be laid out— advantage of Reserve Mode to squeeze out the units in those boxes are in the listed hex extra movement. Special Rules and all other effects are normal. The Holding c) If the moving unit has 20 MPs or 3.1 Map and Turn Boxes, on the other hand, have the following less in Move Mode, place the unit in the rules: Box corresponding to its Movement Handling Notes Allowance. For instance, a unit with a 3.1a Turn Labeling System. DAK uses a) Tripoli lists a port capacity (6), Move Mode MA of 8 would be placed in a two-tiered method of turn recording while the other two have an unlimited port the 3 Box. (identical to that used in Tunisia). A Month capacity. d) If a unit has more than 20 MPs as a Marker is used to designate the current b) Crete and Sicily have infinite Movement Allowance (such as trucks), month. Each month contains a number of nominal dumps from which the player can treat each box of the track as a big hex with “Half-Week” turns based on the normal ship (air or sea) SPs; Tripoli is limited to a terrain cost of 4 MPs. calendar. Each Half-Week represents one the SPs the player sends there from game turn and is recorded using the Turn elsewhere.

Page 3 DAK-II: Deutsches Afrika Korps, volume I OCS #5

e) If the unit (any MA in this case) wishes b) The WDR Cap can be used on 3.1k Finishing the Coastal Road. Prior to move directly from the map to the track either side of the boundary and is the only to the September, 1940 invasion of Egypt, using a portion of its MA, apply this 4 MP per Allied Rail Cap capable of carrying SPs. the hard surface coastal road from Sollum box cost to determine where the unit ends up. c) The Delta Rail Cap can only be to Sidi Barrani fell into disrepair and the f) Important: Once on the track, the unit used on or east of the boundary and cannot heavy military traffic from the beginning automatically moves one box per turn in the be used to transport SPs. of the war in June had destroyed its original direction of the arrows on the chosen track d) Using both rail caps in a single surface. One of the first tasks the invading (exception: see d) above). No unit can stop phase to move a load constitutes Leap Italian 10th Army faced after crossing the along the track or turn around to go back until Frogging. border and capturing Sidi Barrani was the either the Tripoli Box or the map is reached. resurfacing of this road and the building of g) There are no weather effects on this c 3.1i The Unbuilt British Railroad. a water pipeline to their forward camps. movement. During the campaign, the WDR was This operation was looked upon as a h) For units staring in Box 1 (the last one extended from almost to logistical prerequisite to the next stage of before the map), place these units into hex Tobruk. Only the Commonwealth Player their invasion: the advance on Mersa A19.35 at the beginning of the Axis Movement can build this railroad and it can only be Matruh. As it turned out, the road was Phase and the units can move their full MA on the map that turn (as well as change mode and built following the Unbuilt Railroad printed barely finished before the Allied so on). There is no additional MP cost for this on the map. Before it is built, the Unbuilt counteroffensive began and was never used transition, although the units may need to be Railroad does not exist in any form—it for its intended purpose. fueled if they are to move on the map that turn. does not even constitute a Track (there is Before it is activated as a Primary The instant the player places the units in A19.35, nothing there at all). The Commonwealth Road, the Coastal Road is a regular Road. they become regular on-map units which no Player need not build this railroad extension The road activates on or after 1 Dec 40 if longer have the fuel status they had while on at all if he does not want to do so. the Axis Player occupies or was the last to the track. To build the railroad extension, the move through each of its hexes. i) Units on the track are always supplied. Commonwealth Player has (or will obtain SPs expended to fuel units moving onto the by reinforcement) two New Zealand Design Note. Both of these “Road track keeps them fueled until they exit the Railway Construction Companies. These Building” rules existed in much more track’s far end. are the only units in the game capable of detailed form in early versions of the game. building this railroad (the Egyptian National They have been stripped down to this 3.1g Tobruk AT Ditch. The Tobruk AT RR units cannot do this). There is no SP “activation only” level as playtesting Ditch follows the entire perimeter of the cost for building this railroad extension. At progressed. If this abstraction rubs you the Fortress. The ditch does not exist at the most one hex can be built per turn (even wrong way (or you just like complicated beginning of the campaign and has no effect when both RR Companies are present. Place road construction rules), feel free to until 1 Apr 41 (While the Italians had dug the the RR Company (or Companies) in the embellish these however you like. For play ditch, it had fallen into disrepair and was not current Railhead hex and execute the purposes, we found that these abstractions cleaned out until the CW occupation). On 1 following: did the job quite well and eliminated much Apr 41 and later, the AT Ditch affects units as If one company is present, roll one die of the fuss and bother of the earlier rules. per the Terrain Effects Chart. At both ends, the and on a 6 move the Railhead forward one AT Ditch follows just inside a Wadi hexside— hex with the RR Company. Otherwise no c 3.1L The Suez Canal. Almost all All- for attacks and movement across those effect. ied shipping into the eastern Mediterranean hexsides, use the combined “Wadi and Tobruk If both companies are present, the has to come through the Suez Canal. A few AT Ditch” terrain type (do not simply add Railhead and RR Companies automatically critical convoys were sent directly through them together). move forward one hex each turn. the Straits of Gibraltar, but for the most part c 3.1h Railroads. There are but a few Rail construction cannot occur all tonnage delivered to the theater, even if railroads in DAK as opposed to earlier games adjacent to enemy units, into enemy unloaded in Alexandria or Port Said, had to in this series. Certainly the Axis player can occupied hexes, or if the RR Companies come up the Red Sea and through the Canal readily skip any concern over his limited railnet are DG or have moved in the current turn. first. Axis units blocking the Canal would (if indeed the term can be used), unless certain be a strategic matter which would threaten special random events occur. He has a Rail c 3.1j The Tobruk By-Pass Road. the entire Middle Eastern Theater of Cap he can use on the railway around , During the Summer of 1941, Italian Operations. but its usefulness is strictly limited. engineers and construction troops built a The Commonwealth cannot use any hard surface by-pass road around the Tobruk Mediterranean Port if a supplied Axis For both Axis and Allied sides, Points Fortress following existing desert tracks. Combat unit with a combat strength of 2 or of Interest constitute detrainable hexes. Rommel praised them for their impressive more (or a combination of units with a work under difficult conditions. The Italians combined strength of 2 or more) occupies The Allied player has the relatively made use of specialized equipment which any hex adjacent to the Canal at the end of extensive railnet of the Nile Delta in addition ground the available rock into a form any Commonwealth turn (it takes effect on to the small Western Desert Railway suitable for concrete. It was quite an the next turn). If this occurs, the infinite extending toward Tobruk. The Allied player engineering achievement. dumps in Port Said and Alexandria has two separate Rail Caps—one for the The Tobruk By-Pass Road immediately disappear and no port inside Delta and one for the Western Desert Railroad automatically becomes active on or after the Mediterranean can be used for trace (WDR). the 1 Oct 41 turn if the Axis Player occupies supply. Coastal shipping can be used a) Either Allied Rail Cap can be used in or was the last to move through each of normally but cannot transit the Canal. hexes containing the RR Boundary on Map these hexes. Before being built as a Primary When the Canal is reopened (i.e. D just west of Alexandria. Road, this road is a regular Road. cleared of enemy units closing it above), the infinite dumps return automatically. Page 4 The Gamers, Inc.

3.1m Bridges. See series rule 6.2b. 3.2c Finished Minefield Effects. A I 3.2g Scorpions. The Com- finished Minefield has the following effects: S monwealth player gets two 3.1n “In Hex” Wadis. Certain key • -2 to Action Ratings of units in such 042 RTR 2 2 Scorpion Companies toward locations (around Tobruk and , for hexes (attack or defense) the end of the game. These can example), have numerous coastal wadis. • +4 to MP cost of the hex to Leg MA be identified by the letter S As these wadis cannot be made to conform units, +10 to MP cost of Track/Truck inside their Armor symbol. He can use to hexsides (except in a few special points movers them to help reduce the effects of Minefields where I’ve done exactly that), they are • Units can use series rule 6.1c (units he must cross. If a Scorpion is in a Minefield shown as Low Hills within the hexes. Given can always move one hex) to enter a hex, apply the following: the washboard nature of the terrain at those Minefield. • Reduce the Action Rating effect of points, “Low Hills” is not all that far off as • Shift one column right on the Barrage the Minefield by 1 (finished Minefields a terrain effect. Table for units in such hexes become -1 AR, Uncompleted ones have no • No overruns into or out of such effect). 3.2 Minefields hexes • Halve the additional Movement cost Mines became a major feature • No loss effect; units are free to enter of the Minefield (rounding normally). of the Desert Campaign as it (given the above) and exit minefield hexes Mines went on. Enormous “Devil’s All other Minefield effects remain Gardens” of literally millions of 3.2d Uncompleted Minefield Effects. normal despite the presence of the Scorpion mines were sown in an effort to An uncompleted Minefield has the same unit. generate terrain obstacles where effects as a finished one except: there were none naturally. • -1 to Action Ratings of units in such c 3.3 City Captures hexes (attack or defense) Whenever one side captures any of c 3.2a Minefield Limits and Restric- • +2 to MP cost of the hex to Leg MA the following (marked on the map with a tions. Minefields cannot be built prior to 1 units, +5 to MP cost of Track/Truck movers star in either the hex or holding box—if Jan 42 and cannot be built by the Axis • Units can use series rule 6.1c (units there is one), the capturing side Player in any event. The Allied Player can can always move one hex) to enter a automatically gets the items listed in build no more than 25 Minefields during Minefield. addition to anything that might be captured the course of the campaign (scenarios list there normally. Everything captured the number still available at each starting If the one player abandons an appears in the captured city hex. point). The Axis Player can make use of Uncompleted Minefield, the other player EXCEPTION: 0 MA units brought into 3.2e and 3.2f to emplace his own can either finish it (as per 3.2b) or pull it up play via Tobruk’s capture can be placed in Minefields—he just cannot make ones from for reuse (3.2e), as desired. any hex at or within 2 hexes of Tobruk scratch. If either side has some removed itself, provided the chosen hex is not Minefields on hand which can be resown, c 3.2e Removing Minefields. To remove adjacent to an enemy attack-capable unit. the scenario will list the number. No more a Minefield, follow the exact process and The list on page 6 is reproduced on the map than one Minefield can ever be built in a requirements of installation, except do not near the city listed (except Helwan and single hex. pay another 1 SP and when you are done Cairo which are by necessity listed in the you have a removed Minefield to reuse (the “sea” north of their locations). c 3.2b Building Minefields. Building a original 1 SP is gone forever). The removing Minefield from scratch (not unit must be in the Minefield’s hex. Important: In all cases, the enemy must Mines from a Removed Minefield), Uncompleted Minefields can be removed— have owned the feature in question for the costs 1 SP per hex and requires but the process is done from that point (one preceding two months to “charge up” the any infantry, engineer, or HQ turn to undo)—the uncompleted Minefield award (in otherwords, the enemy player unit in Combat Mode (can’t be counts as one that can be resused. must have held the city for two months at a DG or Out of Supply) to accomplish. minimum for it to develop award value). Building is accomplished within the unit’s c 3.2f Reusing Minefields. Removed “Two months” expires on the game hex. It takes two turns to complete and can Minefields can be re-installed by the player turn exactly two months after the city is be done adjacent to enemy units. At the end who removed them using 3.2e by following taken. Players must make a note to of the first player turn of construction, the procedure for initial installation. There themselves to keep track of this as these place the Minefield Marker in the hex with is no SP cost when installing a “pre-owned” locations change hands. If a player captures its Uncompleted (Pick and Shovel) side up. Minefield. Simply expend the time and use a city below before the enemy has held it At the end of the second player turn of the Minefield marker that was removed for two months, there is no award. construction, flip the marker to its finished earlier. There is no “time delay” between Unless stated otherwise, awards are side. It would be wise then to get the when a Minefield is removed and when it made at the instant of capture. If the award friendly unit or units out of the minefield. can be reused. requires two turns before appearance and The unit attempting to build or complete a the city is lost before the award appears, Minefield cannot move during any turn in The award is not given. which such construction is done.

Page 5 DAK-II: Deutsches Afrika Korps, volume I OCS #5

Alexandria (per Hex): area. Each AEP lists the range to the assorted 3.4e Out of Range Air Unit Transfers. ...Axis Only: 5 SPs, 1T Truck Point Holding Boxes which can be accessed from Air units can transfer from one base (to that AEP while the Air Distance Chart in include air strips) to another outside their Bardia: the rules lists the distance from each AEP printed range given that all of the following ...First Time Commonwealth (appears to any other AEP. To move from a given are true: two turns after capture): Holding Box to an AEP hex use the listed a) The range traversed is no greater 1x Cap It Arm Bn amount of range (if that range is too great, than 2x the air unit’s printed range and the 3 SPs apply 3.4f or the trip cannot be made). The air unit begins at one base and ends at player can only use an AEP to travel to a another base. Benghazi: Holding Box his own side controls. b) The air unit does not engage in any ...First Time Commonwealth (appears Following the coast and connecting barrage or air to air combat while doing so. two turns after capture): the 16 AEPs is the AEP line. This line is c) The air unit immediately becomes 1x Cap It Arm Bn used for interpolating additional AEPs inactive at the destination base. 3 SPs according to 3.4d. d) Both the beginning and ending bases are friendly. Buq Buq: 3.4c Air Distance Chart. These rules e) Regardless of the above, Axis air ...First Time Commonwealth recapture contain an Air Distance Chart. It gives the units can fly between Sicily and Crete even after two months of Axis control : out at sea distance from each AEP to every if well out of range. The aircraft are assumed 2 SPs other AEP. The Distance Chart gives the to refuel in Greece, Italy, and Albania as additional distance between the two desired needed to make the trip. Cairo (per Hex): AEPs based on the flight paths required to ...Axis Only: 5 SPs, 1T Truck Point remain at sea and avoid interception zones Transport type air units can carry a from land hexes—overland flights in some load over this distance. Helwan: instances may be far shorter. No air to air ...Axis Only: 1 SP, 1T Truck Point combat occurs while any air unit is flying 3.5 Weather from one AEP to another. Weather does Weather is determined each game turn Mersa Matruh: not affect air units moving from AEP to by rolling two dice on the Weather Table. ...Either side: 1 SP, 1T Truck Point AEP provided the entry and exit maps Use the line appropriate to the month being allow flight. played. Read the dice as an 11..66 roll with Port Said: the red die as the first digit and the white die ...Axis Only: 5 SPs, 1T Truck Point 3.4d Interpolating Additional AEPs. as the second. Read across the table to find The player can use any hex along the AEP the column with the range containing the Sidi Barrani: line as an exit AEP (the hex used to enter result and read up to determine the result. ...First Time Commonwealth recapture this process must be a real, printed AEP or The full effects of each Weather Type after two months of Axis control : Holding Box). To do this, decide on the result are given on the Weather Effects 2 SPs exact hex to be used as the exit AEP and Chart. pick any printed AEP as a reference point. Once a result is determined, randomly Suez: Determine the distance from the entry determine which maps are affected. If the ...Axis Only: 5 SPs, 1T Truck Point (printed) AEP (or Holding Box) to the weather is clear, all maps are clear. If a reference AEP (also printed). Add to that Sandstorm occurs, roll one die to determine Tobruk: distance the number of hexes from the the number of affected maps and then ...Either side: 1 SP, 1T Truck Point reference AEP to the actual chosen exit randomly determine which maps have a ...First Time Commonwealth (appears AEP counting along the AEP line itself. Sandstorm. Rainstorms always affect two two turns after capture): The result is the total distance of the transfer. maps; randomly determine which two are Tobruk Command HQ Interpolated AEPs are intentionally affected. 1 Lib, 2 Lib, 4 Lib Arab Bn less efficient than real ones—use real ones X, 202, 206 Coastal Arty Battery whenever possible. No interception is 3.5a Map Based Weather. Weather 1x Cap It Arm Bn allowed in the “movement” of the air units never affects Holding Boxes, or AEP to 3 SPs (in addition to the 1 SP above) along the AEP Line from the reference AEP air movement (provided both end ...Upon First entry into Tobruk of an AEP to the exit hex. (This movement is points allow flight). Regular air movement Australian Unit (turn after entry): actually done out at sea and not right along (hex by hex) cannot enter a map where Bush Arty Bn the coast as it would appear.) flight is not allowed, even if the intention is to land at a further map where flight is 3.4 Aircraft EXAMPLE of Interpolation. allowed (in such cases, use the AEP to AEP 3.4a Air Strips. Air Strips (OCS rule A player wants to fly an aircraft from method). In every case where a hex is split 15.0i) are used in DAK except that the AEP 6 to D33.15 (and then inland for some between two maps, one having Clear player is limited to the number printed on reason). He chooses AEP 12 as a reference. Weather and the other a storm of either the map. No new Air Strips can be built. The Air Distance Chart gives a distance of type, the hex is considered the storm type. 3.4b Air Entry Points (AEPs). Along 73 hexes from AEP 6 to 12. D33.15 is 7 The effects of Sandstorms and Rainstorms the coast there are numerous Air Entry hexes along the AEP line from AEP 12, so do not affect supply draw or throw ranges. Points (AEPs). These are hexes where air the total range consumed by this part of the units can enter the map from the various trip is 80 hexes (which would be in addition Holding Boxes as well as re-enter the play to that required to get to an AEP in the first place plus whatever is needed to get to the final destination.

Page 6 The Gamers, Inc.

3.5b Sandstorms. On a Sandstorm 3.6a Port Damage Tracks. Those ports Designer’s Note: Shipping from Italy to map, apply the following: which can be damaged are provided with a Benghazi. Players might ask why no cross- a) Green units and Repls can’t move Port Damage Track on the map. Ports Med shipping is allowed to go directly to under their own power—they can use rail without such a track cannot be damaged. Benghazi. I fully acknowledge that some or sea movement. Mark each port’s current status (number of shipping did do exactly that, but on the b) No Barrage or Combat allowed hits, if any) using the marker for that port. basis of exact ship by ship figures provided into or out of Sanstorm hexes. Use the track to show damage from the GS by Mauro De Vita from Italian records, I c) If a Random Event cannot be vs. Facilities Table. The track gives the can safely say that the amount shipped conducted due to weather (such as a required port capacity applicable to the amount of direct was very minor (about 9%). Rather combat on a Sandstorm map), delay damage. All ports start with no hits (zero than include a bunch of rules to implement implementing the event until the weather damage) unless specified differently in the the limited (and very situation dependent) allows it. scenario. direct shipping, I have chosen instead to d) All air units on the affected maps bump the coastal shipping to include the become inactive on the affected map (they c 3.6b Coastal Shipping. Both sides direct shipments. On those months, the become stranded at their air base or air have a limited amount of Coastal Shipping player will be sending freight to Tripoli strip). They cannot refit until the Sandstorm available to use each turn. The Axis Coastal which was actually sent directly to is over. Shipping allowance is given (according to Benghazi, but I gave him the extra coastal e) Terrain costs for movement are x2. the turn’s month) on the Axis Logistics capacity to ship it out again (given the weak Charts and Values Table on Map A along coastal capacities it might not look like it, 3.5c Rainstorms. On a Rainstorm map, with the Cross-Med Shipping allowances. but I did). Yes, this means the freight might apply the following: The Allied value is given on the Allied get cross-shipped to a port other than a) Wadis become impassable except tables on Map D. Benghazi, but given the limited port where primary roads cross. Attacks are Coastal Shipping is the only way to capacities involved and the benefit of using only allowed at those points. ship SPs and units to ports other than Tripoli Benghazi, Benghazi will be the most likely b) All air units on the affected maps (Axis) or the Nile Delta ports shipping location anyway. become inactive at any friendly airbase or (Commonwealth). Commonwealth Coastal air strip. No air unit on the affected map can Shipping can be used to ship SPs out of the 3.7 Supply refit until the Rainstorm is over. enormous (nominal) Nile Delta dumps to 3.7a Supply Sources. Any friendly c) Terrain costs for movement are x2. points on the map. Axis Coastal Shipping port (2T or bigger current capacity) can be d) Other than the above, attacks and can never use the Suez Canal or make use used as a trace supply source provided no barrages are handled normally. of the Port of Suez, even if the Axis captures enemy unit is adjacent to it. Neither player it. can use a port on the “other” side of Tobruk 3.6 Shipping as a supply source if the enemy holds Shipping allows players to move units c 3.6c Benghazi and Coastal Shipping Tobruk (“other” side being east of it for the and supplies from the outside world into (Axis Only). For several reasons, Benghazi Axis and west of it for the Allies). No Axis the Theater of Operations. Beyond that, was the most favored destination for Axis trace is allowed to any port east of Sollum “Coastal Shipping” allows players to move coastal shipping (the shorter distance to (exclusive) before Crete falls (this units and SPs from port to port within the Benghazi from Tripoli allowed more restriction does not apply to the use of the theater. frequent trips and it is the only port in port for coastal shipping, only to the port’s The Commonwealth Player does not to have adequate off-loading use as a trace source). No Axis trace to Suez have a regular shipping allowance as the facilities and equipment). This rule only even if owned by the Axis player. Axis Player does and is only limited on the applies to the Axis player. On and after 1 March 41, hex A19.35 in-flow of reinforcements by the available Coastal shipping costs are x1/2 for becomes an Axis Trace source. Before then Nile Delta Port capacities. Allied shipping going from Tripoli to Benghazi it is not. withdrawals do not count against port (or vice versa), round normally. For capacity (or shipping allowance if they had example, Benghazi’s maximum port 3.7b Roads for Trace Purposes. With one). Axis units and SPs count against both capacity is 1+2T or 6T. To ship the the restrictions below, Primary Roads and port capacity and their shipping allowance. maximum to Benghazi from Tripoli would Roads (not Tracks) can be used for trace Shipping of units which do not have a cost the Axis player 3T of his Coastal supply exactly like the normal use of Move Mode side is done in Combat Mode. Shipping allowance. Railroads in series rule 12.6. Like the Unused Shipping allowance or that in railways, this trace is blocked if an enemy excess of a player’s current port capacity 3.6d Reinforcement Entry. Com- attack capable unit is adjacent to the road total is lost and cannot be saved for future monwealth reinforcements must enter a being used, but unlike them, this effect is turns. Nile Delta Port first (any port on Map E or negated by the presence of friendly units. Alexandria). The Axis must ship to Tripoli There are no “damaged” or “interdiction” first. Once they arrive at the required first effects on this trace and there is no need for stop, they can then move via Coastal “de-roadable” (or whatever) hexes—any Shipping, by land, or rail to a location the road hex will do as a connection point. A player desires, but they cannot do this until connection between road trace and a later the next game turn. Air reinforcements Railroad must be at a detrainable hex, arrive normally (at any air base or air strip) however. Rail Cap cannot be used on roads. and do so inactive (as per the new optional rules).

Page 7 DAK-II: Deutsches Afrika Korps, volume I OCS #5

Important: Italians can only trace using 3.8b Token Truck Breakdowns. Because of 3.9b Effects of Nationalities. All units Primary Roads or Railroads until 1 March the limited numbers of trucks available to controlled by a player can stack and fight 41 when they begin to use regular Roads do the numerous jobs the player must together without further restrictions (see like everyone else. perform, this game breaks truck points 3.10 about KG requirements). USAAF down into 1T Truck Points (which also use and RAF air units of the same type can be Important: Units which must trace together the “F” notation from the above). Other freely interchanged to make full strength must do so here as well (as per series rule than the strange sizes, these truck points air units. Keep German and Italian repl 12.6h) German and Italian multi-unit are handled normally. Regular trucks are units separate by color and only Italian divisions must trace together (unless they never loaded for “free” like the Organic, repls can be used to rebuild Italian units; are within a Kampfgruppe, see 3.10). Allied they must be filled. only German repls can be used to rebuild units have no such requirement and Regular Truck Point losses are handled German units. Commonwealth repls can elements of multi-unit divisions can be on a token basis—50% of 1 Truck Point is be used to rebuild any rebuildable scattered all over the map without ill-effect. 2T. Organic Truck Points do not break Commonwealth unit. down in this manner when they take loss 3.7c Oasis. Oasis hexes can provide a from a Barrage (50% in that case kills the Egyptian National Army: Ignore trace supply source for up to 3 REs. Units entire truck). Use the Token Truck these units entirely unless using the optional of either side can trace to an unoccupied breakdowns to figure the capture and loss rule. See 6.1a. EXCEPTION: The Egyptian Oasis (even on the same turn) as there is no of Truck Points in either the regular or RR Battalions and Port Engineer Battalion “control” restriction on the use of Oasis organic case. are regular Allied units, except that they provided they are unoccupied. At Giarabub, cannot leave Egypt. the Giarabub Senussi do not count against 3.9 Units the 3 REs; they are free. 3.9c Weird Color Combinations. In 3.9a Counter Colors and Ownership. order to make full use of the combinations 3.7b British Supply Centers. The Axis Player controls: available for series rule 9.4e, a number of Alexandria, Port Said and Suez are infinite units have what will at first look like weird nominal dumps if their port damage is no • All Italian units (Bluish-green) color combinations. For example, many of greater than 2 hits and the port is operational • All German Wehrmacht units (Grey- the British RHA units () are a red (no enemy unit adjacent to it and (in the Green) (mech) symbol color. This means case of Port Said and Alexandria) the Suez • All German Ground units (Blue- (correctly) that they are able to partially Canal is open). If the number of hits is 3 or grey) negate light armor from being doubled in more or the port is otherwise not operational, • Released Flieger Korps Air Units the open. Also, some RHA units later the nominal dump ceases to be and can no (Luftwaffe Blue with a large white X) become yellow and able to partially negate longer have SPs drawn from it. These hexes • Luftwaffe (Blue) and Italian (Deeper real —these are the RHA units which always get 1 flak point for a dump even if Bluish-Green) Air Units. for a time were reinforced with additional no actual SPs are in the hex (even if the AT assets in order to make them better able nominal dump no longer technically exists). The Commonwealth (Allied or to fight tanks. The British Player can have all the SPs he British) Player controls: wants by using available Trucks, Coastal 3.9d Two-Step Brigades. All Brigade- Shipping, and the WDR Rail Capacity from • All British units (Brown) sized units in this game (including artillery) these hexes. Simply use the capacity (or • All Australian units (Dark Tan) have two steps. Even though they have two capacities) desired and move real SPs on to • All South African units (Orange) steps, they are 1 RE when at full strength the map from the nominal dump. • All New Zealand units (Mauve) (1/2 RE after losing a step). Their Combat If units or HQs draw off these nominal • All Indian units (Dark Brown) and Barrage strengths are halved after losing dumps for Combat or Barrage purposes, • All Senussi and Arab units (Yellow) a step. Count both steps for Attrition Table the nominal dump is limited to its current • All Polish units (Red) Modifier purposes should that become an port capacity in the amount of SPs it can • All Captured Italian Tank units (Candy issue (or any other time when number of generate in one turn. This restriction does Stripped Green) steps, rather than RE size, is important). not apply to SPs used for fuel or air refit • All French units (Bright Blue) purposes. The nominal dump cannot • The Sudanese (Grey), Czech (Grey- 3.9e Battery- and Company-Sized generate unlimited SPs in its hex (so as to Green), Yugoslav (Purple) and Trans- Units. These small units are handled exactly make one huge real dump—it is limited to Jordan (Yellow-Tan) units as battalions, except for their rebuild costs. what can be “carted” from the hex using the • All American units (Green) 1/2 RE, 1T for fuel and so on. available transportation. • All Egyptian Port and ENRR Engineers, and the Egyptian Air Unit (Pale Green) 3.9f Engineer Capabilities. All HQs, 3.8 Trucks • All RAF (Rust-Orange) and USAAF Engineer, Pioneer, and Assault Engineer (Grey) Air Units 3.8a Organic Trucks. See series units have engineer capabilities as per series rule 13.2g rule 13.8. However, no Axis unit has the Neither, both, or one player bridging capabilities of 13.8a. (depending on how things go) controls: F Organic trucks can never Egyptian RR Battalions and the NZ 1T 45 • All remaining Egyptian units RR Companies are the only units in the breakdown into Token-sized (Pale Green) trucks as per 3.8b. game capable of repairing rail lines. The only capability the Egyptian Port Engineer Bn has is to repair port damage.

Page 8 The Gamers, Inc.

3.9g Attack Capable Units. See series Exception: Air unit upgrades always or Reaction) can make a Reactive Roll to rule 4.8. enter alive and at full strength, even if the see if they can function in that phase even air unit being upgraded is in the dead pile or if adjacent to the enemy and/or not in 3.9h AA vs. AT Units. For historical reduced. (Equipped with new machines, Reserve Mode. Success at the roll gives the purposes, some units are marked as Anti- the old unit can re-enter the battle as it was stack (all units and Organic Trucks) full Aircraft rather than Anti-Tank (German probably not short of pilots or ground capabilities as if they were in Reserve and 88’s are a perfect example). In the game, personnel, but in aircraft.) were just released (1/2 move in Reaction, there is no difference. The AA units have full in Exploitation). If the roll isn’t the same abilities as the AT units (especially 3.10 Leaders & successful, nothing happens. The roll has for applying series rule 9.4e). AA units do Kampfgruppe Markers no effect on regular Trucks or anything else not get any sort of extra flak benefit when incapable of being placed into Reserve resolving Flak attacks on aircraft. This game is the first OCS game to Mode. contain both leaders and Kampfgruppen To make a Reactive Roll, roll one die 3.9i Removing or Disbanding of Units. markers. Certainly in the case of leaders for each stack being checked. If the roll is Some units are called on to be “Removed” (not so much with KGs), the greater than or equal to the Reaction Rating by the Orders of Arrival. Such units are theater itself is responsible for printed on the Leader or KG counter, the Rommel their appearance. The limited literally removed directly from play from 2 roll is successful. whatever situation they might be in (on- numbers of units and free-for- The units being rolled for cannot be map, holding box, destroyed) and placed all form of combat lead to a DG or Exploit marked (the player can pass back in the countertray. Just find the correct premium on a few special leaders who on an Exploit result in order to try for a unit and remove it. Once removed, units were able to seize the initiative and exploit Reactive roll later in the turn). In the case of cannot be rebuilt. limited opportunities. The freedom to be a mixed stack, the presence of some Other units can be “disbanded” to “the man on the spot” is much less ineligible units in a hex does not interfere allow another unit to be built. This is a pronounced in the more unit dense theaters with the ability of eligible units in the hex decision the player can make in any of his of the war. to take advantage of the roll. turns. Remove the unit from play voluntarily Kampfgruppen, and the Italian Only one roll per stack per phase, just as you would the mandatory removals Raggruppamentos (here considered to be even if multiple Leaders or KGs in the hex. above. Disbandments do not produce repls the same thing and all referred to as “KGs” Owning player picks the marker he wants and the units themselves cannot be rebuilt. for the sake of simplicity), represent the to roll against if there is more than one. The impressive tactical flexibility in roll can be made at any point in the phase— 3.9j Rebuilding Units. [TF] the Axis armies (especially in the player can arrange activities to KG 4 direct contrast to the Allied a) 50% Rebuild Cost Units. One repl Marcks coordinate what happens with what units can rebuild two of these. If only one needs arms). Just so it is clear, KGs he wants to roll for, or actions based on to be rebuilt, roll one die. On a 4-6 the unit and Raggs are the same thing, units whose roll is successful. is rebuilt for free, on a 1-3 the unit rebuilds both referred to in the rules as KGs and the The player can choose to ignore an but the repl must be expended. In any case rules regarding to KGs apply equally to Exploitation combat result in order to try the repl must be present in case the roll does both. for the full movement potential of the not go your way. Reactive Roll—but he cannot later reclaim b) Tobruk Defenses. See the special 3.10a Rules Applying to Both Leaders his Exploit result if the roll fails. rebuild rule for the Tobruk Defenses, 2.4. and KGs (Only). Both can make “Reactive Once a successful Reactive Roll is Rolls” (see 3.10b). They can never be DG made for a stack, the stack need not stay 3.9k Replacing and Exchanging Units. and DG has no effect on them (other than together as it moves during the phase (just Numerous unit exchanges occur during the an inability to make Reactive Rolls for DG like Reserves)—but players are forewarned course of the game. These might be for units). They are unaffected by supply that if they want the units in a KG to retain organizational changes, equipment concerns, never need fuel for themselves, their KG’s fuel status (that is, the fuel status changes, or even simple nomenclature and never suffer attrition. They have no of the units making up the KG) after a changes. Whatever the reason, exchanges step or RE size and cannot be used to take Reaction Phase movement for the next are always handled the same way. Simply step losses. Players can always look under friendly Movement Phase, the KG will pull out the old unit (from whatever its a Leader or KG marker to see the top on- need to stay together. situation) and replace it with the new one. map unit in their stack (if the marker is on If the unit is in the dead pile, the replacement top). They can be lost according to the rules 3.10c Rules for Leaders (Only). Leaders goes into the dead pile. If the unit is Out of below, but can never be “rebuilt”. They can help their stack’s Action Rating. If the Supply, Exhausted Internals and in Strat incur no shipping cost or port capacity use player chooses to use the Leader’s Action Move Mode (what a combination!), the for themselves when shipped—either cross Rating effect (which can be done in any new one acquires just those same traits. Med or Coastal. They do not use up Rail instance where a stack’s Action Rating is Apply this exactly regardless of the precise Capacity when transported by rail. Provided called for), then the stack gets a +1 circumstances of the unit—the replacement all restrictions are met, they can be modification. Each time this modifier is assumes whatever traits the old unit had. transported by air transport units as well. used, a Leader Loss check (3.10d) is required; if the modifier is not used, there is 3.10b Reserve Effects and Reactive no Leader Loss check (the Leader can tag Rolls. The stack containing a Leader or KG along on overruns, attacks, or defenses, at the beginning of a phase requiring and avoid the roll by not using the mod). Reserve Mode for activation (Exploitation The Leader need only be stacked with the units needing the modifier to modify them;

Page 9 DAK-II: Deutsches Afrika Korps, volume I OCS #5 ther is no requirement to be stacked with should Rommel return to play. If the DAK retain their original divisional assignment. So, them at the beginning of a phase. Leader is killed, captured, or otherwise even if in a KG, Organic Trucks can only (EXCEPTION: the Leader must start the removed from play, there is no replacement supply units of their original printed division phase stacked with units the player wants to for Rommel should he leave the game in (whether either or both belong to a KG or use the Leader modification in an overrun.) the future. several KGs). Leaders (themselves) can move in any friendly Rommel’s health and numerous trips Units in a KG hex at the instant the hex’s phase (even if they fail their Reactive Roll), to visit superiors and his wife are integrated fuel costs are paid and which remain in the KG but must end every friendly phase stacked into the Random Events Table. until the next friendly Clean Up with some friendly unit (of any sort). They Phase retain their fueled status (just can move any number of hexes in any weather 3.10g Rules for KGs (Only). KGs can Petrol 4 as if they were multi-unit division (as if by air—but no interception is possible) be used like regular Divisional Markers Bach units which had their division paid in any of these phases. If all the units in a and can be used to represent units that have for). Units under such special status, Leader’s hex are destroyed and enemy units been removed from the map in the same can be marked by being the only ones under the enter the Leader’s hex, roll for loss below, way (units off-map, KG marker on-map KG Marker in the hex or by being held off-map and displace the Leader to any other friendly representing them). KGs can only move by in the KG. This applies to all units remaining stack if he survives. If no enemy unit enters “riding” parasite fashion with any unit they with the KG during that period regardless of the the Leader’s hex, do not make the roll, simply happen to stack with (given the below divisional attachment (if any) of the KG’s units. displace the Leader. requirements). KGs are destroyed the Note: While units inside a KG behave in Using a Leader for both Surprise and instant they “run out of units” and no longer some ways as if they are a multi-unit division, Combat Rolls counts as one useand generates have any unit to stack with of the appropriate a KG’s units must pay 1T per unit for fuel and only one roll in 3.10d. type. This is the only way they can be cannot “pay 1 SP for the whole KG.” destroyed. They can never exist in a hex 3.10d Leader Losses. Each time a without at least one other unit. KGs retreat c 3.11 Random Events, Leader’s Action Rating modifier is used, roll with the units of their hex and are not Greece and the Malta two dice and compare the result to the destroyed if the retreat kills those units and following: the KG retreats to a location where it does Invasion • 2-3 Killed indeed stack properly—only the end of the c 3.11a Random Events Table. Roll on the • 4 Captured retreat matters in this case. If at the end of Random Event Table (volume III, pgs 4-7) at • 5 Wounded the retreat the KG is not stacked properly, the very beginning of each turn, right after • 6-12 Leader Unharmed it is destroyed. determining the Weather. Begin by rolling on KGs are not limited by nationality. the Common Events Table and follow the table’s +1 if leader is Rommel Italian Raggs can have Germans in them instructions from there. If a random event cannot and German KGs can have Italians. Any be conducted due to weather, delay If a wounded result occurs, roll one die. mix is allowed, except for the following: implementing the event until the weather allows The result is the number of months out of it (do not roll again). action. Regardless of when in the month the • A KG must have at least one unit Some of the Random Events occurred Leader is wounded, he comes back on the (any type with an Action Rating) in it of the historically others did not (some are pretty far- first turn of the month, that number of months same nationality as the KG at all times (or fetched and have probabilities to match). Players later. For example, if Rommel is wounded on the KG is destroyed) interested in a Historical game should play with the last turn of April, and a six is rolled, he only those Random Events that come up with will return on the first turn of October. The and the “Hist” designation (meaning they really same would be true if he were wounded and happened during the campaign). If some other made the same roll on any turn of April. • The Action Rating chosen from a result occurs, ignore the result and the turn’s hex containing a KG must be from the same result is no effect. 3.10e Captured Leaders and Parole nationality as the KG Exchanges. Place captured Leaders in the c 3.11b The Greek Campaign. Ignore this Captured Leaders Box on the map. Players Players can freely assign units into section if you are using the Historical can cut any deal they like with the enemy to and out of a KG (by moving units into or Commonwealth Withdrawals. The Greek get a captured Leader back (the Leader returns out of the KG’s hex), but only those units in Campaign will happen in the Spring of 1941; as a reinforcement the turn after the deal is the KG’s hex are part of the KG at any one what is in doubt, is the exact timing of its made). While no escapes are possible using time. All units in the KG’s hex are beginning and end as well as duration—all of the standard rules, players can feel free to considered part of the KG—although such which indirectly influence the conduct of the embellish this Parole Exchange business any “membership” is only an administrative . way they like. “Let’s make a deal...” concern. The Greek Campaign Status Track Units in a KG are considered to all be records the progress of the Greek Campaign. 3.10f Rommel. Rommel gets a number part of a single drawing group for trace Roll two dice as called for by the Commonwealth of special rules. He gets the +1 modifier on supply. This means that if units in the hex Order of Arrival at the beginning of each turn the Leader Loss Table due to his impressive belong to some multi-unit division where a roll is listed. Advance the marker if the luck. When Rommel is lost from play (in any somewhere, they are not penalized for being roll is less than or equal to the value given. Do manner—including trips out of the theater), separate from their parent division—the not advance the marker again until the first he is replaced by the generic “DAK Leader” KG is their parent “division” for the time successful roll after the roll is automatic. counter (which represents one of the they spend belonging to the KG (i.e. in its The Greek Deployment Progress Track following: Crüwell, Nehring, or Bayerlein as hex). Important: Organic Trucks can be is used to follow the deployment schedule of appropriate). This Leader instantly disappears attached to a KG as desired; however they Commonwealth troops to Greece. Place the

Page 10 The Gamers, Inc. marker on the track when the Greek can go to Tripoli, Tobruk, or Benghazi (not he ensures that the total in play at any one Campaign Prep Period (as per the Status just Tripoli) and Axis Coastal Shipping is time is limited to the number currently Track) begins. Advance the marker one Doubled. available. box per turn until the Greek Campaign Execution begins. As the marker advances, Design Note. One may question the 4.3 Reinforcement the required troops must be withdrawn (the guaranteed success of the Malta invasion. Entry and Axis Supply player has four turns to get them to a port For our purposes here, it was best to (if the and move them to the Greece Box (simply matter came up at all) allow the thing to c 4.3a Nominal HQs. Sicily’s “Old pick them up and put them there—no proceed to conclusion with a minimal Box”, Tripoli, and Crete can be used as shipping cost). If the called for units (as amount of fuss. Once the Axis decided to nominal HQs for rebuilding purposes. listed on the Deployment Progress Track) take out Malta (in a serious effort), I suspect are unavailable (due to loss or earlier the forces allocated to the job would be c 4.3b Reinforcements and Shipping. withdrawal), substitute any unit of the same enough to ensure success. It might be a The Axis Shipping allowance is provided type, value, and training status. Units can blood bath like Crete (which is why none of on the Axis Logistical Tables and Figures be full or reduced strength when withdrawn. the units return to play), but the end result provided on Map A. The actual Shipping When the Greek Campaign Execution isn’t really in doubt. Allowance the player can use is determined begins, execute that turn’s withdrawals (if by taking this raw allowance and subtracting any losses from the Malta Table from it. any) and remove the marker from the Greek c 3.12 Desert Deployment Progress Track. No additional This is done each turn before starting the withdrawals are made to Greece (any units Raiders— Axis Movement Phase. Determine the “dragging their heels” on their way off the “The Rat Patrol” current Malta Table Modifier using the list shown and mark it using the provided track. map must still exit no more than four turns “Desert Raiders” refers to any after being called for). If further withdrawals Roll two dice on the Malta Table and add commando-type unit smaller than a the current modifier. This will determine remain on the Deployment Progress Track, regiment. In other words, while they never occur. (This did happen to the any loss to shipping. The remaining II specialized troops, the 288 and shipping can be used in the turn to either Polish Bde and all 7 Aus Div troops in real 287 Sonderverband Com- LRDG ship units as outlined below or SPs from the life.) 5 1188 mandos are not Desert Raiders nominal infinite dumps in Sicily to Tripoli. When the Greek Campaign Status and the below does not apply Track marker reaches the Termination Box, Repeat this process each turn. Weather has to them. The following applies no effect on shipping. roll for each counter sent to Greece to Desert Raiders: separately on the Greek Return Table and Unless stated otherwise, rein- a) They cannot use their Action Rating forcements first appear in Sicily in the execute the result. Any units “dragging as attacker or defender unless they are their heels” at this point no longer need to “Old” and “New” Boxes. They are first alone on their side in the combat. placed in the “New” Box. If the “Old” Box withdraw. This includes any units sent via EXCEPTION: Two Raiders can participate regular Variable Withdrawals before the is empty, instantly shift the units in the in a single combat using one of their Action New Box into the Old Box—however, no Greek Campaign Prep Period. From the Ratings. turn the marker enters the Termination units can move from the New Box to the b) A Desert Raider can be out of Trace Old Box if any non-Repl unit remains in the Box, the Axis player owns and can use the Supply for SIX turns (three weeks) without Crete Box. Old Box. Only units in the Old Box can be becoming Out of Supply or checking for shipped to the map. Repls are automatically Attrition. placed in the Repl Box within the Old Box c 3.11c The Malta Invasion. The Malta c) Desert Raiders have Leg Movement invasion “green light” may come up via a and can be shipped to the map whenever allowances on both sides of their counter the shipping allowance allows and it is random event. Should the event occur, the (so they do not require fuel). The unit can Axis player must immediately decide to desired (or they can rebuild units right use either Leg or Truck MP costs (whichever there). Repls do not interfere with the either execute the invasion or to pass. Should is better) for each hex entered. he decline the invasion, he cannot later movement of units from the New Box to change his mind and do it. The event itself the Old Box. Units are always in supply in can only happen once. 4.0 Axis Special either box. Air units do not go through this If the player chooses to perform the cycle. invasion, do the following: Rules a) The Flieger Korps, if active, 4.1 Hip Shoots c 4.3c Tripoli Dump Rot. The ability of the Axis administration to maintain becomes inactive. German air units can conduct Hip enormous stocks of supplies in Tripoli is b) Remove all Ju-52 air units, KG Shoots (given that the spotting unit is also limited by the use of these stocks by the Buhse, all 22 LL Division units, all Ramcke German). Italian air units cannot do so various garrisons in as well as Brigade units, and the Folgore Airborne (even with a German spotter). Division from play (if any have not yet inefficiency, waste, and simple shelf life of some items. arrived, they never do). None of these units 4.2 Reserve Markers ever return. Destroy 25% of the total (round to The Axis player has two sets of c) At the end of nine turns (one month), nearest Token if you like...) SPs in the Reserve Markers (one German color, the the Malta invasion is successful and the Tripoli Box at the beginning of the first other Italian color). He can exchange these Malta Table base modifier is permanently Axis Player turn each month. Count all markers however he likes to keep the color +3. (During the nine turns that the invasion SPs in the Box, but ignore those loaded of any Reserve Marker consistent with the is in progress, the base modifier is -1.) on trucks (organic or otherwise). units (to keep the enemy guessing), provided Once Malta is captured, cross-Med shipping

Page 11 DAK-II: Deutsches Afrika Korps, volume I OCS #5

4.4 Higher Command c 4.4b Italian Sudden Death Win. The hex, can’t be used as a step loss in a combat Requirements Italian Player wins a sudden death victory or barrage result, and can’t be sunk. Other if he captures Mersa Matruh before 1 Jan than all that, it is just another zero movement c 4.4a Mussolini Requirements. The 41. And good luck in doing so, I might add! artillery unit (to include SP costs to barrage). Italian commanders had no option to refuse to invade Egypt in late 1940. Neither do you c 4.4c No Running Away. No Axis c 4.6d Littorio Armored Division. (unless you play with the “Italians Turn Turtle” ground unit, KG, or Leader can move into Littorio was still in the process of forming option). In any campaign scenario beginning hex A19.35 from the rest of Map A, or ship when shipped to Africa. As such its units 12 Sept 40, the Italians must perform the back to Tripoli prior to 1 March 41. Axis suffer a -1 to their Action Rating until following or they lose the game (sudden death): units in Tripoli can move to the map area, August 42 (these units have a green/white • They must capture Sidi Barrani before but once there they fall under the restriction circle around their Action Rating as a 15 Oct 40 above. This rule does not affect trucks, air reminder of this rule). Units transfered out • They must have the following in Egypt units, or SPs. of Littorio according to the Axis Order of (east of the border) on and after the 15 Sept Arrival are freed from this rule. As an 40 turn and east of the Mussolini Line (on c 4.4d Protecting Italian Private option, Littorio can retain the various units Map C) on and after the 15 Oct 40 turn: 1x Property. The Axis player cannot damage transfered out of it, but should the player do Corps HQ, 3x Inf Divs , 1x Artillery Rgt or any port or barrage Benghazi, Tobruk or this they retain the -1 modifier. Also, as an Bde and 5 other units Bardia until 12 Feb 41—even if occupied option, the player can choose to replace the • In addition to the above, the following by Allied troops. little 133 Artillery Regiment with the 10- must be in Egypt (east of the border, but they point one. Decide on this option when you need not be beyond the Mussolini Line) on 4.5 Limited Axis get to it in the Axis Order of Arrival—it is and after 15 Sept 40: 1x Corps HQ, 4x Inf free. Div, 5x MG Bn, 2x Artillery Rgt or Bdes. Engineer Capabilities 4.5a No Axis Bridging Equipment. Axis c 4.6e Pasta Rule. Go eat some. A trip Note: A unit cannot be used to fulfill both HQs and other engineers cannot exercise to Fazoli’s Italian Restaurant (or better yet, requirements above, also, units which die their bridging capability as per series rule The Olive Garden) is required after playing while fulfilling their portion of a requirement, 13.8a...no engineer unit bridges over the each 1940 month of DAK...No, there really then fulfills that portion of that requirement Nile, even if you get there. Allied bridging is no such rule here, but everyone asked me for the rest of the game (even if later rebuilt). capability is intact, for what its worth. if there was going to be one, so I included Units removed as per the OoA do not count Bridging cannot be used to cross wadis (no one. Buon Appetito! No effect—but you’ll for the requirements, even if East of the line water to support the pontoons) even if rain miss out on some good food if you leave at the time. They will have to be replaced by swollen (then too much current). this rule out! other units. “On the Border” is not “crossing”; neither Italian units or Allied units in the c 4.5b Limited Port Repair Capabilities. 4.6f Camels. The Sahariano Camel border hexes count toward the requirements of this rule. In addition to the requirements of series Battalion had 160 camels. rule 19.0b, the Axis can only repair hits on II While this is not enough to The unit requirements above are turns 1 and 15 each month. This slows the mount every Libyan in the Sahariano 4 enforced at the end of each Axis Player Turn. speed of port repair reflecting the lack of 35 battalion, it is enough to Once a unit crosses the Border or Mussolini available heavy equipment and specialized warrant its treatment as ‘fast’ Line it cannot recross it (units attempting or engineers. infantry. forced to do so are destroyed) if such crossing would reduce the force on the correct side of 4.6 Italian Special c 4.6f Death from Above—Italian the line below the minimum required. Once Rules Paratroops. All Italian and Libyan destroyed, a unit still counts for these Parachute and Commando units are all requirements (essentially, dead units reduce 4.6a Italian Infantry Divisions. There para-drop capable. However, an additional the minimum by one unit of their type). Units are numerous single-counter Italian Infantry +1 modifier must be made to the Air Drop killed fullfilling these requirements (leaving Divisions in the game, especially at the Table when these units attempt to air drop a “ghost” to take their place) can later be start of the campaign. These units cannot prior to March 41. rebuilt without penalty and used normally. form Breakdown Regiments. Units can cross these lines in excess of Design Note. The pre-war Italian Parachute the minimums. Such Axis units are free to c 4.6b Pistoia Restrictions. When design was very poor. It is a testament to advance or retreat as they please. As long as Pistoia was sent to Rommel in 1942, it was the bravery of these Italian paratroopers the required total in each group is met, the with explicit instructions that it not cross that they were willing to jump with such an actual units making up that total at the end of the border into Egypt and must remain in undependable rag. Suffice it to say, jumping each Axis turn can vary freely. Libya. Your Pistoia has the same with one of these strapped to one’s back requirement. was hazardous to the jumper’s health. In Units used to fulfill the “in Egypt but not March 1941, these “parachutes” were necessarily across the Mussolini Line” 4.6c The San Giorgio. This cruiser is replaced with a more effective German requirement can retreat into Libya (the sitting on the bottom in the Tobruk harbor model. requirement ends) if as the campaign began. It a) The Allies recapture Sidi Barrani or cannot move, is destroyed c 4.6g The Virtual CR.42. Astute players b) Any Allied land unit crosses the San Giorgio when any Allied unit enters will note that the Axis Order of Arrival border into Libya. (Yes, this includes the 0 8020 Tobruk, does not add to the calls for one more CR.42 air unit than LRDG raiding to Giarabub to take out the defense strength of the Tobruk garrison...) exists in the countermix. This was

Page 12 The Gamers, Inc. intentional as I cannot imagine a player units listed on the Malta Table Modifier of 1944-45, the was who does not lose even one CR.42 through Base listing on Map A. The groupings of instrumental in stopping Rommel’s advance the course of over a year of active air units listed are those that can be chosen. after Gazala during the late summer of 42. campaigning. If you get to the point of this FK units released to the map are shown by Later, in Tunisia, after a disappointing start, reinforcement and you have not lost any those marked with the large white X’s. FK American air commanders revamped their CR.42’s, then you don’t get the units can switch back and forth to Africa tactical air control doctrine based on methods reinforcement as you don’t need it! only on the first turn of each month (weather proven in the Western Desert by the Desert Air is not a concern). The air units being Force. These methods would serve the Allies 4.7 German Special transfered from the FK enter as well until the end of the war, although each Rules reinforcements on the first turn of the month additional theater (first Tunisia, Italy, and then of transfer under the usual rules for air unit France) required a new batch of air leaders to 4.7a Acclimation to the Desert. From reinforcements. set aside their preconceptions and learn the the German entry until Oct 41, all German FK air units cannot be detached the lessons the Desert Air Force had learned years Action Rating 4 and 5 units have a -1 same month the FK activates. At the earliest, earlier. This was one area where the Allied Modifier to their Action Ratings for all the player can detach air units the month forces “got it right” early on. purposes (these units have a green/white after the FK becomes active. circle around their Action Rating as a If a detached FK unit is reduced or 5.2 Allied Movement reminder of this rule). On 1 Oct 41, begin destroyed, it must immediately be brought Restrictions using the printed value for their units. back up to full strength in the next Axis Air German units with an Action Rating of 3 or Refit Phase by exchanging non-FK air units 5.2a Hex A19.35. No Allied ground unit less are not affected by this rule. of the same type for it (or the player can use can enter hex A19.35. Any unit forced to do so series rule 17.5c to rebuild it). Exchange is destroyed. Allied units can freely attack and Design Note. The German intervention into steps by reducing the air unit in question barrage this hex, they just cannot physically Africa was an ad hoc affair from the very and adding that number of steps to the FK occupy it or overrun into it. The restriction beginning. Contrary to stories circulated in unit of the same type. If this does not occur, does not affect air units. England of blond-haired youth being the dead or reduced FK unit is considered marched through greenhouses to prepare to be permanently detached with whatever 5.2b 6 Aus Division. In scenarios starting them for the heat, the Germans were ill- Malta Modifier ramifications this might 12 Sept 40, the 6 Aus Division is confined to prepared (at best) for the conditions facing bring. the hex of Helwan (E19.21). They cannot leave them in the desert. Too arrogant to seek any If the FK becomes inactive, any this hex until released on 22 Oct 40. At that advice from their more desert-wise allies detached FK air units are immediately point it moves to and is restricted within the (the Italians), the Germans showed up with removed from play. Restriction Zone described in 5.2d (it must the wrong diet (too heavy on fats), incorrect move as rapidly as possible to that area). tire inflation (too full), strange weapon c 4.7c Parachute Assaults. All German mixes (very heavy on AT guns, little or no parachute units are para-drop capable 5.2c 4 Indian and 2 NZ Divisions. In artillery), and other mistakes (in a whole (without the nasty +1 due to Italian scenarios starting 12 Sept 40, these units are array of matters, large and small). Unhappy parachutes). No German Commando unit retained in the area around Mersa Matruh (the with the training levels of his forces, is para-drop capable. 4 Ind w/i 5 hexes of it, and the New Zealanders Rommel worked in extensive training at or east of it) until released by the Allied operations during the summer of 1941 and Order of Arrival (5.2d has no effect on these it wasn’t until the fall before the bugs were 5.0 Allied units). Once released they function normally. worked out of his organization and the tough desert-capable Afrika Korps Special Rules 5.2d The Restriction Zone. The Restriction emerged. This rule simulates the difficulties 5.1 Hip Shoots and the Zone is marked on the map and contains the the German troops had in becoming adjusted Development of the hexes at or within 3 hexes of D36.06. Initially, to their environment and their hard-willed the Polish Carpathian Brigade is restricted commander. Desert Air Force here. Later the 6 Aus Division and Polish No Allied air unit has Hip Shoot Lancers are similarly confined. These units c 4.7b The Flieger Korps. The Flieger Capability from the beginning of the cannot exit the Zone until they are released as Korps (FK) operates around the fringes of campaign until the end of September, 1941. per the Allied Order of Arrival. These units are the play area representing either the 2nd or On 1 Oct 41, all Commonwealth air units also automatically released if an Axis unit 10th Flieger Korps at different times. The get Hip Shoot capability and retain it until moves adjacent to Mersa Matruh (C39.03) or FK it is either active or inactive (referring the end of the game. Note: US air units an Axis unit enters Map E at all. Once released to the FK, not the air units in it) in its basic never get Hip Shoot capability during this all these units function normally. duties of suppressing Malta and protecting period. Axis shipping. It activates and deactivates 5.3 Reinforcement Entry according to Random Events (or the Design Note. The Desert Air Force matured and Supply Sources Historical Order of Arrival, choose which into an excellent and responsive fighting before starting play). EXCEPTION: The machine in the fall of 1941. During c 5.3a Nominal HQs. All friendly city and first FK activation always occurs on 1 Jan Crusader, it proved its worth, while the village hexes can be used by the Allied player 41. British Armored Corps still attempted to as nominal HQs to rebuild units (provided the When the FK is active, its air units can come to grips with even rudimentary Repls are located in the hex and the hex is not be detached for direct use in Africa (i.e. on combined arms techniques. In a precursor adjacent to an enemy attack capable unit, etc.). the game map) based on the selection of air to the supremely effective Allied airpower

Page 13 DAK-II: Deutsches Afrika Korps, volume I OCS #5

c 5.3b The Tiger Convoy. Players can c 5.4b Variable Withdrawals. Roll an fuel, port capacity, or shipping. If the unit elect to either receive the Tiger Convoy 11..66 roll on the Allied Variable Withdrawal called for has been destroyed, immediately historically or on demand, but they must and Return Table each game turn (right after rebuild it if possible out of existing repls and decide which to use before play begins. In rolling for Variable Reinforcements each remove the rebuilt unit from play. If rebuilding the former case, the convoy (as listed below) turn). If a result comes up, the player has is not possible, exchange a like unit (living) arrives the turn it did historically (12 May four turns to get the required unit to any for the one in the dead pile and remove the 41). If the players elect to have it on demand, friendly port and move it to the appropriate resurrected unit. Ignore Organic Truck the Allied player can demand it once and Deployment Box on Map D. This removal withdrawals if the Organic Truck in question that demand can occur any time after April has no effect on Allied Coastal Shipping or has been captured or destroyed. 1941, but must occur before Crete falls. port capacity. The instant the unit reaches (On the odd chance the player fails to the port, simply move it to the Deployment 5.5 Other Allied Special Box and place it in one of the “slots” provided demand it before Crete falls, the chance to Rules get it is lost. The convoy arrives the turn (see below). Fuel must be expended normally after the demand is made (if Crete falls that to move the unit to the port. The chosen unit 5.5a Divisional Integrity. Series rule 12.6h turn, the convoy turns back never to arrive). can come from any formation, provided it is (multi-unit division trace require-ment) does The Tiger Convoy contains 5x Eq of the type required and follows the notes at not apply to any Allied unit. Repls and 1x Hurri I as reinforcements. the bottom of the Table regarding the kinds Historical losses have already been of substitutions allowed. Design Note. In the deducted. Place the Hurri I at any Allied air Each Deployment Box has one or more and later 8th Army, the Division was an base the turn after the main body of the brown slots in it. Each slot shows the unit administrative beast, while the Brigade was convoy arrives. type or types that can be placed in that slot. the tactical element of maneuver. While the If all the slots in a box of a particular unit Division was supposedly in the chain of type are filled and another withdrawal of Design Note. Historically, the “Tiger Cubs” command of the Brigade (and was for that unit type is called for, the box is said to needed relatively extensive refitting to be administrative dealings, maintenance, and have reached its limit for that unit type and ready for the desert and the Hurricanes such), in practice Army and Corps the withdrawal is ignored. No further (especially) came crated and had to be commanders directed the activities of the withdrawals of that type can occur until unit assembled. I chose to allow the Eqs to be Brigades, by-passing the Divisional echelon. returns empty one or more slots. Note that used right away (probably to refit after The net result was that Brigades were sent units within their four turn grace period some silly Churchill-ordered attacks and willy-nilly all over the theater and, indeed, all which have not left a port for the Deployment delay the Hurricanes one turn to reflect over the Middle Eastern Command (at one Box do not count as filling slots, so an extra their more extensive preparation work. point, the 7 Australian Division had troops in withdrawal or more might occur while the Cyprus, Syria, and Cyrenaica all at the same unit is moving—all the more reason not to time!). Naturally, I wanted the player to be c 5.3c The World Box. Units and Repls dawdle. Should such an event occur, arriving as reinforcements can be stored able to indulge in all the chaos his stomach Deployment Boxes can “overfill” and have could handle, hence this rule. here as desired. This can be done when more units in them than they have slots. remaining port capacity does not allow Also note that the Greek Deployment Box arrival on the turn given on the Order of 5.5b The 7th Arm Division: The Early only has a slot for one Variable Brigade. Model and the Later One. Aside from the usual Arrival, or because the player wants to This slot has nothing to do with the Greek delay their arrival for reasons I’m not sure organizational changes inflicted on the British Deployment system nor does it remove any player, the 7th Arm Division offers a special I can imagine. At any rate, this is a good Greek Deployment requirements because it case entirely. It begins the campaign with its place to put next turn’s reinforcements might be filled. armor and support elements broken down while waiting for the enemy to figure out In every case where a Deployment into battalions. Until these are destroyed (or that they are done with their turn. Units and Box becomes empty leaving nothing but disbanded), the player cannot rebuild their Repls can remain in this box any length of one or more Organic Trucks and no combat parent brigades (4 Arm, 7 Arm, and 7 Support). time and can arrive at a Delta port on their units, the Organic Trucks automatically Once the little units are destroyed, or pulled scheduled turn or any turn thereafter. return with the last departing combat unit. from play by the player (by “disbanding” see The trucks are never left behind in a box by 3.9i), these larger units can be built using 5.4 Withdrawals themselves—even if other combat units are Repls, but not until then. c 5.4a General Rules about With- on their way to the box but have not yet made it there. If the first withdrawal from a drawals. Before play begins, the Allied Design Note. Exceptionally trained and player must choose to use either Historical formation is its Organic Truck, withdraw the Truck normally and it returns (if ever) proud, the original ‘Desert Rats’ were molded Withdrawals or Variable Withdrawals. For by General Hobart into an elite desert mobile most campaign play, I suggest using with the last combat unit of that formation to return from the Box. force. This finely honed organization acquired Variable Withdrawals, as these will keep additional experience during the period both sides guessing as to what will happen Units tied to a rtestriction zone can be used to satisfy variable withdrawals. between June 1940 and the Italian invasion in in the “outside world”—a condition that September—the 11 Hussars was particularly better reflects what the real commanders c 5.4c Historical Withdrawals. His- active in cross border operations. By the had to face. In either case, units return (if opening of Operation Compass in December they do) with the same Internal Stocks torical withdrawals rigorously follow the Allied Historical Withdrawal Schedule in it had reached a level of training and status, step losses, and loaded/unloaded independent leadership that the British army (for Organic Trucks) condition as they left this rulebook. If a withdrawal is called for on a given turn, simply yank the unit out of would not see again until late in the war—if with—they lose all mode and DG it did at all. information they might have had. whatever situation it might be in on the map and set it aside. This removal does not cost In spite of shoddy pre-war equipment

Page 14 The Gamers, Inc.

(and serious shortages of it as well), this artillery as infantry Brigade Groups at that boxes between the one labeled “Green” division was able to spearhead the advance all point. They also become “Red” Armor at and the Normal Box). Green units suffer the way across Cyrenaica. Its tattered remnants that point rather than “Yellow” armor (one three effects—all of which disappear defeated the retreating Italian Army at Beda brigade, 2 Arm Bde/1 Arm Div is always instantly when the unit becomes Normal: Fomm after having left much of its strength like that, so its counter has been printed • Green units have their Action Rating along the tracks leading to the coast. The red). The color change is the result of the reduced by 1 (such units are marked with a exhausted formation then retired to Cairo to assignment of organic infantry to the green/white circle around their Action refit, leaving the front to the newly deployed brigades at that point. These conditions Rating as a reminder). 2nd Arm Division (and some guy named (Red coloring) last until the end of the • Green units do not have intrinsic Rommel...). The rebuilt division was still campaign, although, on 26 Aug 42, the artillery even during the period of Brigade among the best British formations, but it was intrinsic artillery vanishes. Groups. not able to recapture the independent drive it • Green units cannot move during a showed in the early days. On 26 Aug 42, when Brigade Groups Sandstorm. One might say that the earlier end, all of the above ceases to be and the performance was due to the disdain the British Commonwealth Divisions get their Divarty b) Training Upgrades. Unlocked felt for their Italian adversaries, but I do not Brigades. All of these changes are noted Training Markers (see below for Locked feel this attitude was reflected by the troops at with reminders on the Allied Order of ones), advance one box up the Training the time (more an invention of later historians) Arrival. Track at the start of the first game turn of and such a statement is a disservice to the c) Pay for Intrinsic artillery in the each calendar month (regardless of when troops and their skills. One thing that can be same way as any other (off the Barrage the marker arrived as a reinforcement, how said is that in those early days the lack of Table). many units of the division are in play, if the effective Italian Anti-tank weapons allowed division has been withdrawn, etc.). Once the British to “get away with” a lack of a d) Intrinsic artillery is in Reserve (or the marker reaches the Normal Box, it combined arms doctrine in a way that was no not) as per the entire Brigade. The intrinsic remains there for the rest of the game. longer possible once effective AT guns (Italian fire strength of a Brigade in Move Mode The player is free to use the “division as well as German) arrived on the scene. (other than Support Groups) is 3 at full in training” (given that no special strength (1.5 after losing a step). restrictions apply) in any manner he likes. 5.5c Brigade and Support Groups. A Given the Green unit effects above, there number of organizational changes are reflected 2nd Edition Graphics Note: Units subject are no further restrictions because a unit is in the Allied Order of Arrival—the to Brigade Groups are marked ‘BG’ on not fully trained. Furthermore, nothing the development and later abandonment of their counters (both sides) and the unit might do (or have happen to it) on the Brigade and Support Groups being the most conversion of Yellow armor to Red Armor map affects the steady advance of the important. These are the effects of the different by making the armor oval Red. These are training marker—even if isolated in a pocket organizations: reminders to the player to apply the above and starving to death, the marker still rules, but the player will need to know what advances each month. There is no • While in Brigade Groups, all to apply and when to apply it. requirement to sit in the Delta (or wherever) Commonwealth Infantry Brigades have an to train—these divisions are free to OJT Intrinsic Artillery barrage strength of 5 and c 5.5d Unit Training. Some Com- (On-the-Job-Training) all they like. a range of 1 while at full strength (3 barrage monwealth units arrive or set up with points after losing a step). With the exceptions “Training” Markers. These markers indicate c) Locked Training Markers. Some below, Brigade Groups are in effect from 12 that the division is not fully training markers enter play as “Green & Sept 40 until 26 Aug 42 (with Armor Brigade XX trained at that point and that Locked”. This means they are placed into Groups added 8 Feb 42). There are two TRAINING additional time is needed the Locked Box within the Green Box. exceptions to this standard rule: 1.Arm before the division’s units are Locked markers do not advance with the a) Green units do not fall under Brigade ready to operate at their normal others on the track each month. When the Groups (they become so when they finally performance levels. Units which do not Order of Arrival announces that the marker become Normal) and do not get the intrinsic have such markers and those whose markers is “Unlocked”, slide it out of the Locked artillery. are in the “Normal” Box on the Training Box into the regular Green Box. Once b) Until 1 Jan 41, the 4th Indian Division Track function normally at all times. This unlocked, the marker advances normally. is not organized into Brigade Groups and its system only tracks divisional formations; brigades have no intrinsic artillery. Until that there is no such system for independent Design Note. Originally the training system date, this division does have (unlike the Green units (which always function normally). was much more elaborate and involved units above) its Divarty Brigade. On 1 Jan 41, Once trained (meaning the marker is more units, more conditions, and more as per the Allied Order of Arrival, the in the Normal Box), the unit remains that effects. As playtesting wore on, it became division’s brigades reform into Brigade way for the rest of the game. Leave this painfully clear that the system needed some Groups, get their intrinsic artillery, and loose marker in the Normal Box even if the unit serious simplifications if it was going to the Divarty Brigade. is withdrawn, as its normal status remains pass muster and become a useful addition should it later return. to the game. The above is the cleaned up • Support Group units have their intrinsic version after things like acclimatization artillery strength printed on their counters and a) Green Units. A Green unit is any and multiple levels of “greenness” were such units have a range of 3, not 1. unit which has a Divisional Training Marker removed. I believe it captures the feel and and that marker is in any Training Track spirit of the original rules without the degree • Armor Brigades form into Brigade Box other than Normal (even in the two of complication they entailed. Groups on 8 Feb 42 and have the same intrinsic

Page 15 DAK-II: Deutsches Afrika Korps, volume I OCS #5

Training was a necessary feature to be c 5.5g The Trans-Jordan Arab Design Note. My outstanding British researcher included in this game as the immense theater Mechanized Legion. This unit is restricted (Steve Rothwell) identified what appears to be a (both in time and space) meant the to the area east of the Suez fifth Senussi battalion of the Libyan Arab Force appearance of numerous units that were Canal (meaning it can be safely which only made its appearance in the drive into X not quite ready for the “big leagues” upon ignored unless the Axis is Cyrenaica after Crusader. At the same time, TA M L arrival. Part of this was the simple fact that 4 doing quite well). It has a box there exists the Tobruk Senussi Battalion which the Delta itself was a support and training 8 6 around its movement was evacuated from Fortress Tobruk (along base of immense proportions—something allowance so that it is clear with the Arab Refugee Labor Battalions) during never before seen in an OCS game (and that this unit is tracked (it has no other the summer of 1941 (too many mouths to feed). unlikely to be seen again). On top of that, significance). This unit draws supply via At the same time as this phantom battalion the extended time period involved meant the railway leading off the east edge of Map shows up, the Tobruk one disappears from the units could perform at one level for a time E (and is the only unit allowed to do so). radar screen. I might be wrong, but I decided that (while they learned the ropes), but would this fifth battalion was actually the Tobruk guys later perform at a higher level. Design Note. This unit was originally a and that there was only four such battalions Units which have their training police force which grew in equipment and formed. Feel free to disagree. markers locked are in that status for the training until (in late 1941) it became the simple reason that the bulk of the division equivalent of a mechanized brigade. It c 5.5j The Egyptian Air Unit. There is one has yet to arrive. In a number of cases, a participated in the operations in Iraq, but Egyptian Royal Airforce air unit (a Gladiator). lone brigade (or whatever) shows up generally the unit was involved in garrison This air unit is effectively “just another literally months before the rest of its and security duties. With Rommel’s Commonwealth air unit” in that the division. Rather than let that brigade spend advance in the summer of 1942, this unit Commonwealth player can use it as desired. The that time acquiring the training for the briefly concentrated in the Sinai, but was only restriction on this air unit is that it cannot be entire division (guys still waiting for their again dispersed when that threat ended. based (or fly out) more than 25 hexes from the enlistment records to be checked in Suez Canal. or wherever), I chose to refuse to c 5.5h Parachute Assaults. No allow a division to start serious training Commonwealth unit is paradrop-capable. c 5.5k The Tobruk Command HQ. This HQ until the majority of the division shows up The SAS technically is, but function here was disbanded after Tobruk was relieved in and the marker is unlocked. truck mounted. Crusader. As a historical option, remove this HQ two turns after the fortress is relieved (road c 5.5e Captured Italian Tanks. c 5.5i Senussi Tribesmen. The Senussi trace is available into the Port hex) if there has Numerous Italian vehicles were found in Libyans were openly hostile been a siege. There is no requirement to do this. II workshops in Bardia, Tobruk, Senssi to the Italian colonial troops II and Benghazi in various states Giarabub 2 and welcomed the British 6.0 Optional Rules Cap It of disrepair. As the 13 invasion of Libya in early 1941. 3 2 5 Commonwealth found its own Four battalions of troops 6.1 General Optional vehicles falling by the wayside formed in their home villages to help the Rules due to overuse, some of these were pressed British effort. These units collectively make Players can handle the optional rules in this into the service of the Crown. These were up the “Libyan Arab Force” (not to be game in one of three ways. They can select specific used to remount the 6 RTR as well as other confused with the Arab Refugee Pioneer optionals to try (just to see what the game is like with units, including elements of the 6 Aus Div. Battalions formed in Tobruk). change X to history), they can ignore the optionals that These units are awarded to the One Senussi Battalion forms the do not come up as part of the Random Events Table, Commonwealth player via the City Capture instant any Commonwealth attack capable or they can choose to not apply any of them. Some of awards (3.3). While they cannot be rebuilt, unit enters the following hexes for the first the optionals, especially those here in 6.1, are optional they otherwise function exactly like any time: Tobruk, Giarabub, Msus, and . in that, while historically correct (the other Allied unit. Place the Senussi Battalion with the was there...) they add significantly to the workload of the player without a great deal of return. Several of the location’s designation on it in the location’s options presented in 6.2 and 6.3 also fall under this c 5.5f The Delta Base Repair hex. These units are automatically in Trace same blanket. I have marked them as “Historical” if Operations. The British player has four Supply if they can draw (5 MPs) from their they really happened. So, a player seeking a strictly Delta Base Engineer units. These are the home location—which does not count historical game would use the Historical Allied three Egyptian National Railway Rail against the limit of units which can draw Withdrawal Schedule, apply only those Random Events Repair Battalions and the single Egyptian off an Oasis, if applicable. If they move which historically occured, and some of these options Port Engineer Battalion (whose only away from their home location, they must (depending on the amount of extra work he is willing function is to repair port hits). Unlike other trace as any other Commonwealth unit. If to do for the extra detail). Players less interested in strictly following history, more interested in having a Egyptian units, these can be rebuilt, and in they need combat supply, the good time, might choose Variable Withdrawal and all ways behave as regular Commonwealth Commonwealth player must provide it in Return, Random Events, and the options below that units. The special rules pertaining to the the usual fashion (it is not free). suit the desired workload. I would recommend the Egyptian National Army do not apply to The Senussi location hexes are marked latter as the “standard” way to play DAK. these, nor are these units optional as are the on the map. Each hex can only generate one ENA troops. These units are restricted in such unit during the course of the game. For the first few games: I recommend that they cannot enter Libya or any Libyan playing DAK with Variable Withdrawals and Border hex. Returns as well as Random Events, but none of the options listed below. That way you’ll be involved in playing quicker and won’t have to

Page 16 The Gamers, Inc. spend time deciding on which options to Should a random event or the Nile 6.1b Escarpments. These features try before having a feel for what effect (if Crossing cause Egypt to join the war, any have a number of special effects: any) they might have. units which have already chosen sides, • ZOCs do not extend up escarpment remain with the sides chosen even if hexsides even where they are passable for Some of these options do come up as different than the direction Egypt itself movement because of a road or track. part of the Random Event Table. Should an went. Once Egypt joins the war, stop making • ZOCs extend down off an escarpment option come up via that table that you have checks for individual units choosing sides. regardless of the passability of the hexside. already ruled out, ignore it and its result Individual checks continue until either • Units adjacent to the “high and continue on. Do not re-roll, effectively Egypt is no longer neutral, or all units have escarpment” (see below) can spot for a no result occurred. chosen sides. artillery and air barrages out to three hexes Most of these can be considered Once an Egyptian unit joins one side into the coastal plain in clear weather. campaign rules, but players can integrate or the other, it becomes a permanent part Furthermore, such spotters get an additional some of them into smaller scenarios if they of that side’s army and acts just like any shift to the right (one column) on the Barrage like—there are an enormous number of other of the side’s units. It can be used in Table for targets they spot on the plain combinations that can be attempted. Players combat, barrage, movement, be put into which are two hexes away and an additional should reason through which they would any mode, supplied by any friendly HQ, shift of two columns right should the target like to try—some combinations work, and so on just like any other friendly unit. be adjacent to them on the plain. others do not (based on the units involved, It no longer has any particular ties to Egypt Positions on the High Escarpment for time period of the scenario and so on). in that it must draw supply from its new which this spotting rule would apply are host nation. the following hexes: 6.1a The Egyptian National Army. Egypt is neutral unless a random event a) Neutral Movement Exception. C43.29, C42.29, C41.29, C40.28, C39.27 announces that it joins the war on one side At the beginning of any Commonwealth or the other. Until then, its units cannot Player Turn (before Egypt joins the war), These hexes are marked with a small move (see exception below), attack, or the Commonwealth player can announce triangle on the map. barrage unless an Axis attack-capable that he is evacuating Egyptian troops from The “plain” referred to above is the ground unit moves adjacent to them or the the war zone. This can only be done once in zone between these escarpments and the Axis units enter any hex east of the Nile the game. Simply pick up all neutral sea and does not include any hexes separated River. Neutral Egyptian units are ignored Egyptian National Army units (regardless from those hexes along the sea by some for supply purposes (they are considered to of location or situation, ignoring any that other escarpment. be supplied “behind the scenes”). have joined the war) and move them to any Note that appearances to the contrary, In the case of the former, the unit or hex of Map D or Map E (including half C40.28 can “see” C39.26. While the units which had an Axis attack-capable hexes and those potentially overlapped by escarpment seems to bulge out there (at ground unit adjacent must check to see Map C). All Egyptian units must leave C39.27), this is a property of the hex grid which side they choose to join. Roll one die Map C, the player cannot pick and choose. alone—in real life the escarpment is mostly per Egyptian unit; if greater than the unit’s Once the units have been moved, they linear. action rating, the unit joins the Axis, cannot be “relocated” again. otherwise, it becomes a regular Allied 6.1c Stripping Units of Trucks. I only combat unit (yes, some will be automatic). b) The Egyptian National Army suggest this one for experimental purposes. If a supplied Axis unit crosses the Nile Organic Truck. This truck does nothing In early testing it was found that this truck River, and it is a Panzer Battalion or Italian until it (or the Egyptian Army as a whole) stripping was easily abused and generally Tank Battalion which is in Trace Supply in joins one side or the other. For check far more pain than it was worth. In the the next Axis Supply Phase, roll one die. purposes, the truck has an Action Rating of campaign units did have their trucks On a 4-6, Egypt chooses to join the Axis, on 3. In that case, the truck can be used by only stripped away from them for special a 2-3, it joins the Allies, on a 1 it remains Egyptian units belonging to the same side purposes, but unlike game players, neutral. Only one such roll can be made per as the truck. The truck is reloaded from the historically they got their trucks back game and it is not made if Egypt has already stocks of the new host nation. relatively quickly and the idea of stealing joined the war. Also, the Random Events all the trucks from restricted or green units regarding Egypt can no longer occur if this c) The 287 Sonderverband didn’t seem to be a viable plan for them. So roll has taken place and Egypt is no longer Regiment. If an Egyptian unit must check forewarned and forearmed, use this rule neutral. to choose sides and it is adjacent to the amongst only the most reasonable of In any of the above cases, should an 287.Snd Commando Rgt, then it players. Egyptian unit choose to join to a side and it automatically joins the Axis (no die roll Each side can strip multi-unit is currently stacked with units belonging to required). This unit included Arab motorized or semi-motorized infantry the enemy, the Egyptians must leave that Nationalists and had the skills needed to divisions of their trucks. The stripped hex in the next Friendly Movement Phase persuade the Egyptians to cast off the yoke divisions must remain in Tripoli (Axis) or (should the unit require fuel to move, it is of British Imperialism and join the advance anywhere on Map E (stacked in one hex) assumed they expended enough Egyptian of the Fascist nations into Islam—which, (Allied). Stripped divisions cannot move— National Army Supply (nominal and only they believed, would be better for them in if forced to retreat, it is destroyed. It can for this purpose to be fueled). There are no the long run—Ahem... fight and barrage normally from its hex. A other effects—and the new “bad” guys are Stripped division is never released from happy to see them go. any restriction it might be under and its training marker (if any) never advances. A fully motorized division generates

Page 17 DAK-II: Deutsches Afrika Korps, volume I OCS #5

2T of regular trucks, a semi-motorized Graziani, Balbo was a real leader and would Arditi. When formed as a regiment it division generates 1T of trucks. The have led from the front. If this option is consisted of two such battalions—later a generated truck cannot move on the turn it used, place the Balbo Leader counter with third (1 March 43) and fourth (1 July 43) is created and the Organic Trucks of the the Italian army. It is presumed that the AA battalions were added. The 1st Battalion was division cannot move or be stripped. guns of the San Giorgio did not blow him used in Tunisia to destroy Allied rail bridges Divisions become unstripped by starting a out of the air over Tobruk harbor on 29 (making raids in Algeria on 16 Jan 43, 2 and turn stacked with the appropriate amount June 40. 12 Feb 43). The 2nd Battalion fought in of trucks. Sicily 6.2g Free use of German Organics. If this option is used, the original Allow German Organic Trucks to be used battalion is considered to have been rushed as if they were regular trucks. All Organic into service as rapidly as possible—allow it 6.2 Axis Options to arrive when called for by the Axis Order Truck restrictions (and the couple of benefits of Arrival. 6.2a Italian AT Units. A number of they get) are removed. This can fairly good Italian AT units were in or dramatically increase the supply flow to 6.2L The Italian Truck Shuffle. shipped to Tripoli early on. Many of these the Axis army and will dramatically tilt the were in fact AA guns (90mm) and were not (Historically Occurred). The Italian army balance of the game (try it if you want to see worked out an elaborate system of rotating released to active ground campaigning until Rommel cross the Suez in style...). much later in the campaign, if at all. If this truck use which would (in theory) allow them to fully motorize each of their infantry option is chosen, allow them to arrive when 6.2h Early German Intervention. As first listed in the Axis order of Arrival. divisions for at least some of the time. This early as 3 Nov 40, Hitler offered German concept was tried in both Russia and Africa. assistance to Mussolini’s stalled offensive It didn’t work as planned in either case. 6.2b Pistoia is Free!. The Italian High in North Africa. Il Duce declined as he did Allow any two non-motorized infantry Command sends Pistoia without strings not want to share the credit (and spoils) divisions (per turn) to move with a Move attached—ignore 4.6b. with the bully to the north (probably as a Mode MA of 14 Truck Movement Points. result of the limited attention and rewards The player can pick any two divisions to do 6.2c 220 PJ Bn (164.Le Div): Heavy or given Italy for its part in the fall of France). this with, but if a division was not picked for Light?. Historically, the 220 PJ Bn was In this option, he decides to take the offer. this treatment the turn before, it must not shipped to Africa without part of its weapons All German reinforcements from February move this turn (while the trucks get (a company of 50mm guns). If this option 41 and March 41 arrive early. Those for organized). If picked again next turn (and is chosen, allow the (5) strength battalion Feb 41 arrive in Dec 40, the March 41 succeeding turns), it gets the bonus MA. The to arrive instead of the (4) strength one. Not group shows up in Jan 41. No effect to later one turn delay occurs any time the chosen a big difference, but we are going for arrivals or the activation of the Flieger divisions change (and no division can have accuracy here... Korps or the limited reinforcements arriving the trucks for more than three turns in a row in Jan 41 historically. (two usable, one turn expended in 6.2d Lehr Para Bn: Weak or Strong?. preparation)...the corps commander must be The Lehr Parachute Battalion was to be 6.2i No German Intervention. Ignore fair about this!). Note: in the first turn of a seriously beefed up for its role in the all German units and Flieger Korps. Hitler scenario, you can use this bonus MA on the first turn, consider that the turn before the proposed invasion of Malta. Here you can declares hands off and doesn’t become scenario the preparation was done. Good opt to get it that way anyway. Allow the 4 involved at all. (A good one to mix with the Luck! strength battalion to show up instead of the Italians Turn Turtle Option in 6.2m). 2 strength one. 6.2m Italians Turn Turtle. A common 6.2j Pyramid and Sphinx Desecration. game play technique in our little game Afrika 6.2e and the 287 (Historically Occurred, Watch Raiders of Sonderverband Regiment. As part of the was to hide in Libya with the Italians and the Lost Arc! Just kidding!). The first time wait for the Germans to arrive. I ruled that grandiose (and completely unreasonable) a German unit enters the Sphinx hex, roll plan that Case Blue (in Russia) was technique out here (by the Higher command on the Pyramid and Sphinx Desecration restrictions in 4.4a). Using this option, you supposed to turn into according to Adolf Table on Map E. One time only. Apply the can free yourself from such distractions as “Hey! Its easy to draw lines on maps!” result (or just check it, laugh, and resume listening to the head of your nation who is Hitler, the Afrika Korps was supposed to play...) ordering you to advance. Do whatever you link arms with German forces advancing like instead. south of the Caucasus Mountains in 6.2k Battaglione Speciale Arditi. This preparation for an eventual advance into unit was formed on 15 May 42 in Italy as an 6.2n Motorized Trento. Non-motorized India. Regardless of what happens (or SAS-style commando unit. It consists of version assumed in all set ups unless this doesn’t happen) in Russia, this option three companies each with its own special option is chosen before play. If so, replace presupposes that the 287 Sonderverband function. These are: the non-motorized version with the motorized (which was preparing to spearhead the one. advance into the Middle East) was in fact • 101st Parachute Company deployed for use by the Afrika Korps. • 102nd Swimmer Company 6.2o Fully Motorizing the Light Allow it to show up when called for. • 103rd Scout Car Company Divisions. (Historically Occurred— attempted, anyway, if never finished). Both 6.2f Balbo Lives!. Marshal Balbo was Each company was designed for the 90 Light and 164 Light were planned to to be placed in charge of the invading specific functions in specific environments. become fully motorized as the campaign Italian army rather than Graziani. Unlike The Battalion was later renamed the wore on. Some progress was made on the Regiment Arditi and later the 10th Regiment 90 Light, the 164 Light lost what trucks it did have to the Afrika Korps upon arrival

Page 18 The Gamers, Inc.

(in terms of motorization, it regressed). 6.2r 300 zvb Oasis Battalion. (600 men). In reality it was never reformed This option allows you to upgrade these (Historically Occurred). Each Oasis and the Italian and 1st Lib Para Battalions divisions using your scarce truck assets. company within the draw range of a group later fought together as the Tonini Parachute The 90 Light can be converted on any turn needing to subsist off the map (i.e. which Regiment. July 42 and after, the 164 Light can only be cannot trace), reduces the SP requirement This option supposes that rather than converted in Oct and Nov 42. Remove 1 of the group by 1T. More than merging the two Libyan Para Battalions, Truck Point (4T, that is...) per division to I one company can combine to the Italians aggressively recruited more Oasis motorize it. Increase the Move Mode MA 13-300 give additional effects. No Libyan Nationals to fill out the 2nd Lib 4 of all the division’s units by 4 MPs. This (1) 3 draw requirement is ever Para Bn. Allow this unit to set up or enter can only be done once and cannot be later reduced to zero in this manner, play with the 1st Lib Para Bn if that unit is revoked. regardless of the group’s size or number of in play. Oasis companies involved, each such group 6.2p Panzer Supply Columns. must expend at least 1T of real supply. 6.3 Allied Options (Historically Occurred). The German Additionally, these units never need to be 6.3a Strafer Gott Lives!. Historically, supply system (already ad hoc) was flexible in Trace Supply themselves (they are Strafer Gott died after a plane crash on 7 enough to strip armored vehicles (halftracks automatically in supply of their own accord) August 42 on his way to take command of and so on) from formations to allow the and do not count toward the total number of the 8th Army. Sadly, he was killed when resupply of isolated units. If this option is REs in the group they are helping supply the German fighters that shot his transport used, allow German units to draw supply (in addition to making cute little units to down, returned to strafe the wreck. Gott directly up to 5 MPs (as always), but allow have in cut-off locations). was on the ground attempting to save the these MPs to be tracked as opposed to truck others in the wrecked aircraft when this MPs. This will allow a freer draw of supply 6.2s The Bordello. (Historically occurred and was killed. Had he lived, the to partially cut off units. These tracked Occurred). The 10 Armata history of the 8th Army in the fall of 1942 MPs do not apply in any way to HQs or SPs ••• Mobile Bordello (24 women) would have been different (one cannot say thrown from HQs. was a ‘unit’ captured at Beda 10 Armata better or worse). If this option is used, set 0 0 0 Fomm. It appears here only to up Gott in any scenario with a start date 6.2q KG Hecker. (Historically show the luxury with which after his plane crash as another leader to Occurred). In April, 1942, the Axis player Italian officers lived in during use. has the option of exchanging the initial campaign. Use any desired Mobile II several units in order to form Bordello Rule. :-) 6.3b Vyvyan Pope Lives!. Pope, one of the single Hecker Amphibious

Hecker the original minds behind the British 5 53 Battalion. The player need not 6.2t Battlefield Vehicle Recovery. armored force, was slated to take over 30 make the choice to do this (Historically Occurred). Due to their Corps before Crusader. He, too, died in a option until that time. If the excellent record at battlefield recovery and plane wreck on his way to take command. exchange is made, he gets the Hecker unit repair, the Germans can use this special If this option is chosen, allow him to enter to use and the following special rules apply rule. Allied and Italian recovery operations when called for on the Allied Order of to it: are integrated into the Variable Arrival. • It can make one amphibious landing Reinforcements they get. Each time a during the game. This landing can be on German Panzer Battalion is destroyed, roll 6.3c No Brigade Groups. In this case, any coastal hex no more than 30 hexes a die for it: on a 1-4 nothing happens, on a the option frees the Commonwealth player traced along the coast from the port from 5-6 the dead unit returns the next turn as a from ever having to mess with Brigade which the operation is launched (Hecker reinforcement in the DAK HQ’s hex. If the Groups or their intrinsic artillery. Set the must begin this movement from a port). DAK HQ is not in play, the roll is not made Divarty Brigades up with the divisions in • The amphibious operation places and the battalion dies normally. The play and allow reinforcements to bring Hecker in Combat Mode in any desired conditions regarding the loss (ZOCs, their Divarty along when they get their coastal hex (given the above) that is not terrain, supply status, location) are not a Organic Trucks. Support Group use remains occupied or adjacent to an enemy unit. concern. This roll occurs for any combat or the same and armor units never get their Hecker cannot move the turn the barrage result requiring loss, but does not “Red” designation—except for the 2 Arm amphibious operation occurs and cannot occur if the loss is due to attrition. Bde which always has it. attack, but defends normally. The operation If the KstA Pz Company (or its is carried out during the regular Axis exchanged battalion if later brought into 6.3d Greater Freedom of Action. The Movement Phase during a turn in which all play) is currently dead, it returns with the Axis has a much greater freedom of action the maps involved (if more than one) have first successful recovery roll (along with in DAK than the Allies—not only do they Clear Weather. the unit being rolled for). have more reserve markers, but they have • Up to 2 SPs (which must be stacked a plethora of KG markers and the best with Hecker at the port of origin when the 6.2u 2nd Libyan Parachute Infantry (most reactive, anyway) leader on the map operation starts) can arrive with Hecker Battalion. Before 1 June 1940, the initial (Rommel). This option evens the score when the landing occurs. No further Italian OOB includes both a 1st Libyan somewhat, but must be used with care shipping to the beach is allowed. This entire Para Bn and the 2nd Libyan Para Bn (in given that the Allies do have an advantage operation does not use any Axis Shipping addition to the Italian National Para Bn in combat and logistical power. Apply this Allowance; it is free. formed in January, 1940). The 2nd Libyan if you like, but realize game balancing was • On any future turn, the player can Para Bn was merged with the 1st Libyan done without it during the design process. split KG Hecker back up into the units that Para Bn to bring the latter up to strength If this option is used, double the formed it in the first place.

Page 19 DAK-II: Deutsches Afrika Korps, volume I OCS #5 number of Reserve Markers given the Allied any coastal hex of Maps B or C. Execute 7.1 Operation player both at start and when any additional the landing in the Allied Movement Phase markers are given. Given the limited and the landing units cannot move further Compass—Training number of reserve markers available in the on the turn of landing (place them into the Scenario #1 countermix (I gave the number the standard desired coastal hex and then they stop for game needs), markers will need to be made the turn). Units must land in Combat Mode, or borrowed from another game to use this cannot “attack from the sea”, and cannot General Information: particular option. attack during the turn of landing (they Set Up Order: Axis, defend normally). Commonwealth 6.3e Ignoring Greece. The Allied The Commonwealth can execute this First Player: Commonwealth player can choose to ignore Greece. This is operation with both or one of the following: First Turn: 8 Dec 40 a big change and must be used with care. To 4 RTR Arm Bn and/or 11 Royal Marines Last Turn: 26 Dec 40 do this, ignore any Variable Withdrawals Bn. The invasion units land with 2 SPs of Game Length: 6 Turns slated for Greece and follow the Greek supply. Maps in Play: Map C only Campaign Progress Track procedure with No evacuation by sea is possible, once Use Campaign Rules?: No the following changes: landed, the units are on their own. Port Damage: None • Do not use the Greek Deployment Track and send no troops to Greece. One-Time Random Events which have • When the Greek Campaign 7.0 Scenarios occurred: Execution begins, immediately move the Campaign Victory • None marker to Termination and the Axis can Conditions begin using Crete. The Allies didn’t provide Timed Rules in Effect: If it isn’t obvious, it is a draw. If you anything to the Greeks and the Axis • Brigade Groups are still eyeballing each other over the juggernaut ripped right through them. Crete • Italians Can’t use non-Primary Roads Libya-Egypt Border at the end of 1942 fell without much of a whimper. for Trace (3.7b) waiting for the other side to make the first move, try again. Your goals are the same as 6.3f The 8th Arm Division (Dummy). General Special Rules: those of the historical commanders (you (Historically Occurred). The Com- 1) No Rebuilding of units allowed. are running a theater of operations, monwealth player has one Dummy 2) For more variation, play the remember?). While Rommel wasn’t Divisional Marker (8 Arm Div). It was scenario without the Mussolini Line ordered to go and conquer the Nile Delta formed as a phony division by restrictions on the Italians. and the Suez Canal—he chose those XX Mont-gomery as part of the objectives for himself. The Allies, Com-monwealth deception meanwhile, must protect the Nile and Canal, Commonwealth 8.Arm plan in the fall of 1942. If this but must also force the Axis back to the Information: option is chosen, the player is west edge of Map A in order to clear Africa. free to use this marker, the following rules City Ownership: Two Months (+): In either case, if you don’t conquer the pertain to its use: Mersa Matruh ground, you must clean the other player’s • This marker can be placed on the Reserve Markers Available: 3 clock to “win” the game (it is safe to say if map without any units at all in it (unlike Hedgehogs Remaining: NA you have an army at the end of the game normal divisional markers). Minefields Remaining: NA and he doesn’t, you’ve won). Don’t think • The marker can be moved on map Senussi Hexes remaining: NA you can ‘win’ the campaign by counting however the Allied player wants (it is up to Training Marker Positions: 6 Aus points for border settlements captured near him how to best fool the Axis player). (Training #1 Box), 2 NZ (Green, Bardia. Come back with your shield or on • The player can put up to 4 REs of Locked) it. Good luck! units into the marker if desired (and take Greek Campaign Status Track the units off the map). He need not do this Marker: No Operations Yet at all, but it will greatly assist his deception Small Scenarios Greek Deployment Progress if the Axis player knows he can. The units In small scenarios, the SPs given as Track Marker: NA can be from any division or independents, reinforcements cover the “to map” Dead Units: NA or any desired mix. movement. You cannot ship or rail in SPs as well. In all small scenarios, Repls cannot Set Up: 6.3g British Amphibious Operation. be used for rebuilding. C40.10: (Historically Occurred). The British were 3 SPs planning and actually began to implement a plan to land the 4 RTR tank battalion C38.02: (infantry tanks, at the time Valentines) near Railhead Marker Derna to disrupt Axis rear areas. The historical operation was canceled when Railline west of and including C38.02 Rommel began his Gazala Offensive. If does not exist. this option is used, the Allied player can launch one amphibious raid on any clear weather (on the map of landing) turn of May or June 1942. The landing can be in

Page 20 The Gamers, Inc.

C39.03: Special Rules or Restrictions: C40.29: 2 NZ Div (6-4-3 Inf Bde (4 NZ, 6 NZ)) 1) 4 Ind Div Infantry Bdes are not formed 12-2-3 Inf Div (Marm) 4 Ind Div (6-4-3 Inf Bde (7 Ind)) as Brigade Groups when the campaign 2-0-6 Lt Arm Bn (62 Lt) 2-4-3 Inf Bn (3 Cldst) begins and do not have the intrinsic artillery 5-2-3 Arty Bn (Red) (8 Fld) ability. C41.23: 3-2-3 Arty Bn (no color) (107 RHA) 12-1-3 Inf Div (Ctnzro) 1T Truck Point 2) Withdrawals as per the Historical 2-1-6 Lt Arm Bn (63 Lt) Level 2 Airbase Withdrawl Chart. 1 SP 11 SP 3) 2 SPs per turn at C39.03. C36.24: C34.14: Level 1 Hedgehog 3 SPs 4) The following cannot move further 2-2-3 Mg Bn (63) West than Mersa Matruh: C41.15: 2 NZ Inf Div C36.23: 4-4-3 Inf Bde (Selby) Level 1 Hedgehog 5) Reinforcements: 3-3-3 MG Bn (VEC) C38.20: 15 Dec 40 at C37.01: 4 Ind Div (1-3-6 Cav Bn (CIH)) 6 Aus Div (6-4-3 Inf Bde (16 Aus, 17 Aus, C37.23: 4 Ind Div (6-4-3 Inf Bde (5 Ind) 19 Aus)) Level 1 Hedgehog 6 Aus Div (3-3-8 Arm Recon Bn (6 Aus)) 8-0 Corps HQ (21 It) C38.19: 6 Aus Div Organic Truck (Full) 12-2-3 Inf Div (Cirene) 4 Ind Div (6-4-3 Inf Bde (11 Ind)) 2-1-6 Lt Arm Bn (20 Lt) 4 Ind Div (18-2-3 Arty Bde (Divarty )) 6) One 12 Barrage Point Naval 6-5-3 Arm Bn (7 RTR) Bombardment on any coastal hex on the 8 C42.20: 9-2-3 Arty Bn (7 Med) Dec 40 and 12 Dec 40 turns. 2-3-3 MG Bn (64)

C37.20: Axis Information: C43.19: Strafer Gott Leader City Ownership: Two Months (+): 8-0 Corps HQ (LibOp) 7 Arm Div (3-5-8 Arm Car Bn (11 Hus)) Buq Buq, Sidi Barrani, Bardia 9-1-3 Blackshirt Div (3 Jan) 7 Arm Div (4-5-8 Arm Bn (6 RTR)) Reserve Markers Available: 2 2-1-2 Blackshirt MG Bn (204) 7 Arm Div (3-4-10 Arm Bn (2 RTR)) Hedgehogs Remaining: NA 11-3-2 Arty Rgt (21 Corps) 7 Arm Div (2-4-10 Lt Arm Bn (7 Hus)) Minefields Available for Reuse: 3 SPs 5-2-3 Arty Bn (Red) (1 RHA) NA Dead Units: NA C42.17: C36.20: Level 1 Hedgehog Jock Campbell Leader Set Up: 8-1-3 Inf Div (1 Lib) 7 Arm Div (2-4-3 Inf Bn (1 KRRC, 2 All are Italian Rifle)) C41.18: 5-2-3 Arty Bn (Red) (4 RHA) w/i 1 C48.34: Level 1 Hedgehog 2-0-3 French Marine Bn (BIM) Raggruppamento Brigata Corazzata 8-2-3 Inf Div (2 Lib) Speciale (Babini) Marker 2-0-6 Lt Arm Bn (9 Lt) w/i 1 C35.18: 2-1-6 Lt Arm Bn (21 Lt, 60 Lt) O’Connor Leader 4-3-6 Arm Bn (3 Med) C41.19: 8-0 Corps HQ (W.Desrt) Level 1 Hedgehog (2)-2-3 AT Bn (3 RHA, 106 RHA) w/i 2 C45.29: 3-2-3 Inf Rgt (5 Lib) 6-4-3 Inf Bde (16) 9-1-3 Blackshirt Inf Div (23 Mar) 1-3-8 Arm Car Co (2 RAF) 3-1-2 GAF Rgt (30) C40.19: 4 Ind Div Organic Truck (Full) 26-2-2 Arty Bde (30 GAF) Level 1 Hedgehog 7 Arm Div Organic Truck (Full) 9-3-2 Arty Bn (23 Corps) Maletti Leader 7 Arm Div (2-4-10 Lt Arm Bn (1 RTR, 3 2-1-2 Blackshirt MG Bn (201) 3-4-5 Camel Bn (Sahariano) Hus)) 2-0-0 Coastal Arty Bn (5) 3-3-6 Arm Bn (2 Med) 7 Arm Div (4-5-8 Arm Bn (8 Hus)) 2x 1T Truck Points 4-3-3 Inf Rgt (1 Lib) 2+3T SPs 7-2-3 Arty Rgt (Maletti) Anywhere East of the Italians: 3x Reserve Markers C42.28: Anywhere in Libya OR in Egypt 1x Blen IV 8-0 Corps HQ (23 It) (stacked with any Italian unit): 1x Gladiator 9-1-3 Blackshirt Inf Div (28 Oct) 2x Reserve Markers 1x Hurri 1 2-1-2 Blackshirt MG Bn (202) 1x CR.42 10-3-2 Arty Rgt (22 Corps) 1x SM.79 1x Ca309 C39.31: 2-2-3 MG Bn (62)

Page 21 DAK-II: Deutsches Afrika Korps, volume I OCS #5

Special Rules or Restrictions: Commonwealth C37.01: 1) Mussolini Line requirements in force Information: O’Connor Leader or not in force as desired. 8-0 Corps HQ (W.Desrt) City Ownership: Two Months (+): 4 Ind Div (6-4-3 Inf Bde (5 Ind, 11 Ind)) 2) No Reinforcements. Buq Buq, Sidi Barrani, Mersa Matruh, 4 Ind Div (1-3-6 Cav Bn (CIH)) Alexandria (all), Cairo (all), Helwan, 4 Ind Div Organic Truck (Full) 3) 2 SPs per turn arrive in Bardia. Port Said, Suez 2 NZ Div (6-4-3 Inf Bde (4 NZ)) Reserve Markers Available: 3 3-2-3 Arty Bn (no color) (104 RHA) Victory: Hedgehogs Remaining: NA 3T SP Minefields Remaining: NA Commonwealth player wins if he destoys Senussi Hexes remaining: NA the Italian Army in Egypt such that no Anywhere in Egypt: Training Marker Positions: 6 Aus 3x Reserve Markers Italian units remain within Egypt at the end (Green, Locked), 2 NZ (Green, Locked) of play. Commonwealth player wins a 1x Blen IV Greek Campaign Status Track 1x Wellington “Smashing” victory if he takes Bardia as Marker: No Operations Yet well. 1x Gladiator Greek Deployment Progress 1x Hurri 1 Track Marker: NA The Axis player wins if he avoids the Dead Units: NA Commonwealth conditions. Special Rules or Restrictions: 1) This Division cannot move further Set Up: West than Mersa Matruh: Anywhere in Egypt West of Cxx.15, 2 NZ Inf Div 7.2 Italian inclusive: Strafer Gott Leader 2) This Division cannot move further Offensive Sept Jock Campbell Leader than 5 hexes from Mersa Matruh until 1940 to Dec 1940 7 Arm Div (3-5-8 Arm Car Bn (11 Hus)) released: 7 Arm Div (2-4-3 Inf Bn (1 KRRC, 2 4 Ind Inf Div Rifle)) General Information: 7 Arm Div (2-4-10 Lt Arm Bn (1 RTR)) 3) 4 Ind Div Infantry Bdes are not formed Set Up Order: Commonwealth, 2-4-3 Inf Bn (3 Cldst) as Brigade Groups when the campaign Axis 5-2-3 Arty Bn (Red) (4 RHA) begins and do not have the intrinsic artillery First Player: Axis (2)-2-3 AT Bn (3 RHA) ability. First Turn: 12 Sept 40 2-0-3 French Marine Bn (BIM) Last Turn: 29 Dec 40 2 SPs 4) Additional Reinforcements (apply the Game Length: 33 regular Order of Arrival plus the following. Maps in Play: Maps B, C. Map A C4.22: Regular OOA units are delayed two turns needed for its Off-map Boxes and 1-2-8 Egyptian Ford Co (s-FDA) before reaching C37.01.) (all arrive at shipping data. 2-3-5 Egyptian Camel Bn (Siwa) C37.01) Use Campaign Rules?: Yes Port Damage: None C37.05: 1 Dec 40: 7 Arm Div (4-5-8 Arm Bn (8 Hus, 6 6-4-3 Inf Bde (16) One-Time Random Events which have RTR)) 4 Ind Div (18-2-3 Arty Bde (Divarty)) occurred: 7 Arm Div (2-4-10 Lt Arm Bn (7 Hus)) • None 7 Arm Div Organic Truck (Full) 15 Dec 40: 6 Aus Div (6-4-3 Inf Bde (16 Aus, 17 Timed Rules in Effect: C38.02: Aus)) • Brigade Groups Railhead Marker 6 Aus Div (3-3-8 Arm Recon Bn (6 • Mines not allowed (c3.2a) Aus)) • Protecting Italian Private Property Railline west of and including C38.02 (c4.4d) does not exist. 5) 1 SP per turn at C39.03 until 1 Nov • No Running Away (c4.4c) 40, 2 SPs thereafter. • Italians Can’t use non-Primary Roads C39.03: for Trace (3.7b) (4)-3-1 Fort Bde (Matruh) Axis Information: • Italian Parachute Design Modifier in 9-2-3 Arty Bn (7 Med) City Ownership: Two Months (+): Effect (c4.6f) 5-2-3 Arty Bn (Red) (8 Fld) Tobruk, Bardia • Mussolini Requirements (c4.4a) 3-2-3 Arty Bn (no color) (107 RHA) (2)-2-3 AT Bn (106 RHA) Reserve Markers Available: 2 Hedgehogs Remaining: General Special Rules: Level 2 Airbase 7 Minefields Available for Reuse: NA 1) No Rebuilding of units allowed. 1 SP Dead Units: NA 2) For more variation, play the scenario without the Mussolini Line restrictions on the Italians.

Page 22 The Gamers, Inc.

Set Up: C42.31: Victory: All are Italian 1 Raggruppamento Carri Leggeri The Axis player wins if he takes Mersa (Aresca) Marker Matruh before the end of the game. Tripoli Box: 3-3-6 Arm Bn (1 Med) 8-0 Corps HQ (20 It) 2-1-6 Lt Arm Bn (21 Lt) The Commonwealth player wins if he 2-3-3 MG Bn (17, 25) avoids the Axis conditions and there are no 2-1-6 Lt Arm Bn (60 Lt) C42.30: Italian units in Egypt at the end of play. 7 SPs 12-2-3 Inf Div (Marm) 2-2-3 MG Bn (62) Any other result is a draw. B60.24: 2-0-6 Lt Arm Bn (62 Lt) 3-0-3 Territorial Rgt (54) C42.29: B49.09: 8-0 Corps HQ (LibOp) 17-0-0 Arty Rgt (R.Mar) 8-1-3 Inf Div (1 Lib) Level 2 Airbase C41.31: B46.08: 8-2-3 Inf Div (2 Lib) 9-1-3 Blackshirt Inf Div (3 Jan) 2-0-6 Lt Arm Bn (9 Lt) 2-1-2 Blackshirt MG Bn (204) 7.3 The Battle of Level 2 Airbase C43.30: 8-0 Corps HQ (23 It) Sidi Barrani— B48.05: 12-2-3 Inf Div (Cirene) Training Scenario 12-1-3 Inf Div (Ctnzro) 2-2-3 MG Bn (63) 2-3-3 MG Bn (64) 2-1-6 Lt Arm Bn (63 Lt) #2 11-3-2 Arty Rgt (21 Corps) w/i 2 B50.08: 10-3-2 Arty Rgt (22 Corps) General Information: 12-2-3 Inf Div (Sirte) Set Up Order: Axis, 2-2-3 MG Bn (61) w/i 1 C45.29: Commonwealth 1-3-12 Motorcycle Co (22 Brs, 61 Brs) 8-0 Corps HQ (21 It) First Player: Commonwealth 3-1-2 GAF Rgt (31, 32) 2 Raggruppamento Carri Leggeri First Turn: 8 Dec 40 2-0-3 Coastal Defense Bn (31 Lib) (Trivoli) Marker Last Turn: 12 Dec 40 8-2-2 Arty Rgt (31 GAF) 9-1-3 Blackshirt Inf Div (28 Oct) Game Length: 2 Turns 4-2-2 Arty Rgt (32 GAF) 2-1-6 Lt Arm Bn (20 Lt) Maps in Play: Map C only 2x Pax Repls 2-0-6 Lt Arm Bn (61 Lt) Port Damage: None 3 SPs 3-3-3 MG Bn (VEC) Use Campaign Rules?: No 2-1-2 Blackshirt MG Bn (202) B50.08: 3-1-2 GAF Rgt (30) One-Time Random Events which have 8-0 Corps HQ (22 It) 26-2-2 Arty Bde (30 GAF) occurred: 8-0-0 Stranded Cruiser (San Giorgio) 9-3-2 Arty Bn (23 Corps) • None 0-0-0 Mobile Bordello (10 Armata) 2-0-0 Coastal Arty Bn (5) 7 SPs Timed Rules in Effect: B12.01: • Brigade Groups 2-1-1 MG Bn (3 Lib Frt) Anywhere in Libya: • Italians Can’t use non-Primary Roads 3x 1T Truck Points for Trace (3.7b) C19.34: 2x Reserve Markers 1-2-2 GAF Co (E.GuG) 2x CR.42 General Special Rules: 2x SM.79 1) No Rebuilding of units allowed. C31.30: 1x SM.82 2) For more variation, play the scenario 1-2-2 GAF Co (B.Scegga) 1x Ba.65 without the Mussolini Line restrictions on 1x Ca.309 the Italians. C39.32: Maletti Leader Special Rules or Restrictions: Commonwealth 3-3-6 Arm Bn (2 Med) 1) Handle incoming units, SPs, and shipping 3-4-5 Camel Bn (Sahariano) normally (nothing “drives” from Information: 4-3-3 Inf Rgt (1 Lib) Tripoli...everything must be shipped to City Ownership: Two Months (+): 3-2-3 Inf Rgt (5 Lib) Tripoli and then use Coastal Shipping to Mersa Matruh 7-3-2 Arty Rgt (Maletti) arrive at the on-map ports. Reserve Markers Available: 3 Hedgehogs Remaining: NA C44.31: 2) Normal reinforcements plus the Minefields Remaining: NA 9-1-3 Blackshirt Inf Div (23 Mar) following (arriving at B57.35): Senussi Hexes remaining: NA 2-1-2 Blackshirt MG Bn (201) Training Marker Positions: 2 NZ 15 Oct 40: (Green, Locked) 10-3-2 Arty Rgt (10 Corps) 3-3-3 Para Bn (It) 2-4-3 Para Bn (1 Lib) Page 23 DAK-II: Deutsches Afrika Korps, volume I OCS #5

Greek Campaign Status Track w/i 1 C35.18: C42.28: Marker: No Operations Yet O’Connor Leader 8-0 Corps HQ (23 It) Greek Deployment Progress 8-0 Corps HQ (W.Desrt) 9-1-3 Blackshirt Inf Div (28 Oct) Track Marker: NA (2)-2-3 AT Bn (3 RHA, 106 RHA) 2-1-2 Blackshirt MG Bn (202) Dead Units: NA 6-4-3 Inf Bde (16) 10-3-2 Arty Rgt (22 Corps) 1-3-8 Arm Car Co (2 RAF) Set Up: 4 Ind Div Organic Truck (Full) C39.31: C40.10: 7 Arm Div Organic Truck (Full) 2-2-3 MG Bn (62) 3 SPs 7 Arm Div (2-4-10 Lt Arm Bn (1 RTR, 3 Hus)) C40.29: C38.02: 7 Arm Div (4-5-8 Arm Bn (8 Hus)) 12-2-3 Inf Div (Marm) Railhead Marker 2-0-6 Lt Arm Bn (62 Lt) Anywhere East of the Italians: Railline west of and including C38.02 3x Reserve Markers C41.23: does not exist. 1x Blen IV 12-1-3 Inf Div (Ctnzro) 1x Gladiator 2-1-6 Lt Arm Bn (63 Lt) C39.03: 1x Hurri 1 1 SP 2 NZ Div (6-4-3 Inf Bde (4 NZ, 6 NZ)) 4 Ind Div (6-4-3 Inf Bde (7 Ind)) Special Rules or Restrictions: C36.24: 2-4-3 Inf Bn (3 Cldst) 1) 4 Ind Div Infantry Bdes are not formed Level 1 Hedgehog 5-2-3 Arty Bn (Red) (8 Fld) as Brigade Groups when the campaign 2-2-3 Mg Bn (63) 3-2-3 Arty Bn (no color) (107 RHA) begins and do not have the intrinsic artillery 1T Truck Point ability. C36.23: Level 2 Airbase Level 1 Hedgehog 11 SP 2) 2 SPs per turn at C39.03, No 3-3-3 MG Bn (VEC) reinforcements. C34.14: C37.23: 3 SPs 3) One 12 Barrage Point Naval Level 1 Hedgehog Bombardment per turn on any coastal hex. 8-0 Corps HQ (21 It) C41.15: 12-2-3 Inf Div (Cirene) 4-4-3 Inf Bde (Selby) 4) The following cannot move further 2-1-6 Lt Arm Bn (20 Lt) West than Mersa Matruh: C38.20: 2 NZ Inf Div C42.20: 4 Ind Div (1-3-6 Cav Bn (CIH)) 2-3-3 MG Bn (64) Axis Information: C38.20: City Ownership: Two Months (+): C43.19: 4 Ind Div (6-4-3 Inf Bde (5 Ind) Buq Buq, Sidi Barrani, Bardia 8-0 Corps HQ (LibOp) Reserve Markers Available: 2 9-1-3 Blackshirt Div (3 Jan) C38.19: Hedgehogs Remaining: NA 2-1-2 Blackshirt MG Bn (204) 4 Ind Div (6-4-3 Inf Bde (11 Ind)) Minefields Available for Reuse: NA 11-3-2 Arty Rgt (21 Corps) 4 Ind Div (18-2-3 Arty Bde (Divarty )) Dead Units: NA 3 SPs 6-5-3 Arm Bn (7 RTR) 9-2-3 Arty Bn (7 Med) Set Up: C42.17: All are Italian Level 1 Hedgehog C37.20: 8-1-3 Inf Div (1 Lib) Strafer Gott Leader w/i 1 C48.34: 7 Arm Div (3-5-8 Arm Car Bn (11 Hus)) Raggruppamento Brigata Corazzata C41.18: 7 Arm Div (4-5-8 Arm Bn (6 RTR)) Speciale (Babini) Marker Level 1 Hedgehog 7 Arm Div (3-4-10 Arm Bn (2 RTR)) 2-1-6 Lt Arm Bn (21 Lt, 60 Lt) 8-2-3 Inf Div (2 Lib) 7 Arm Div (2-4-10 Lt Arm Bn (7 Hus)) 4-3-6 Arm Bn (3 Med) 2-0-6 Lt Arm Bn (9 Lt) 5-2-3 Arty Bn (Red) (1 RHA) w/i 2 C45.29: C41.19: C36.20: 9-1-3 Blackshirt Inf Div (23 Mar) Level 1 Hedgehog Jock Campbell Leader 3-1-2 GAF Rgt (30) 3-2-3 Inf Rgt (5 Lib) 7 Arm Div (2-4-3 Inf Bn (1 KRRC, 2 26-2-2 Arty Bde (30 GAF) Rifle)) 9-3-2 Arty Bn (23 Corps) C40.19: 5-2-3 Arty Bn (Red) (4 RHA) 2-1-2 Blackshirt MG Bn (201) Level 1 Hedgehog 2-0-3 French Marine Bn (BIM) 2-0-0 Coastal Arty Bn (5) Maletti Leader 2x 1T Truck Points 3-4-5 Camel Bn (Sahariano) 2+3T SPs 3-3-6 Arm Bn (2 Med) 4-3-3 Inf Rgt (1 Lib) 7-2-3 Arty Rgt (Maletti)

Page 24 The Gamers, Inc.

Anywhere in Libya OR in Egypt Commonwealth C38.20: (stacked with any Italian unit): Information: 4 Ind Div (1-3-6 Cav Bn (CIH)) 2x Reserve Markers 1x CR.42 City Ownership: Two Months (+): C38.20: 1x SM.79 Mersa Matruh, Alexandria (all), Cairo 4 Ind Div (6-4-3 Inf Bde (5 Ind) 1x Ca.309 (all), Helwan, Port Said, Suez Reserve Markers Available: 3 C38.19: Special Rules or Restrictions: Hedgehogs Remaining: 20 4 Ind Div (6-4-3 Inf Bde (11 Ind)) 1) Mussolini Line requirements in force Minefields Remaining: 25 4 Ind Div (18-2-3 Arty Bde (Divarty )) or not in force as desired. Senussi Hexes remaining: All 6-5-3 Arm Bn (7 RTR) Training Marker Positions: 6 Aus 9-2-3 Arty Bn (7 Med) 2) No Reinforcements. (Training #1 Box), 2 NZ (Green, Locked) C37.20: 3) 2 SPs per turn arrive in Bardia. Greek Campaign Status Track Strafer Gott Leader Marker: No Operations Yet 7 Arm Div (3-5-8 Arm Car Bn (11 Hus)) Victory: Greek Deployment Progress 7 Arm Div (4-5-8 Arm Bn (6 RTR)) Track Marker: NA 7 Arm Div (3-4-10 Arm Bn (2 RTR)) The Commonwealth player wins if he Units in Deployment Boxes: destroys at least three Italian Infantry 7 Arm Div (2-4-10 Lt Arm Bn (7 Hus)) 14 Inf Bde in Greece 5-2-3 Arty Bn (Red) (1 RHA) Divisions, captures Sidi Barrani and Buq Dead Units: To be rebuilt when the Buq, and Sollum by the end of the game. listed units are destroyed or disbanded. C36.20: (To “disband” simply remove the Jock Campbell Leader The Axis player wins if he avoids the unit from play when desired.) Commonwealth conditions. 7 Arm Div (2-4-3 Inf Bn (1 KRRC, 2 7-4-8 Arm Bde (7 (7 Arm))—3 Hus, 8 Rifle)) Hus 5-2-3 Arty Bn (Red) (4 RHA) 5-4-8 Arm Bde (4 (7 Arm))—2 RTR, 2-0-3 French Marine Bn (BIM) 7.4 Operation 6 RTR, 7 Hus 5-4-3 Support Bde (7 Support (7 w/i 1 C35.18: Compass Arm))—1 KRRC, 2 Rifle, 4 RHA O’Connor Leader Campaign Start, 8 6-2-3 Arm Bn (7 RTR)—7 RTR (no 8-0 Corps HQ (W.Desrt) rebuild) (2)-2-3 AT Bn (3 RHA, 106 RHA) Dec 40 3-2-8 Arm Bn (1 RTR)—1 RTR (7 6-4-3 Inf Bde (16) Arm Div, no rebuild) 1-3-8 Arm Car Co (2 RAF) General Information: 4 Ind Div Organic Truck (Full) Set Up: Set Up Order: Axis, 7 Arm Div Organic Truck (Full) C40.10: Commonwealth 7 Arm Div (2-4-10 Lt Arm Bn (1 RTR, 3 3 SPs First Player: Commonwealth Hus)) First Turn: 8 Dec 40 7 Arm Div (4-5-8 Arm Bn (8 Hus)) C38.02: Last Turn: 29 Nov 42 Railhead Marker Game Length: 213 C4.22: Maps in Play: All 1-2-8 Egyptian Ford Co (s-FDA) Railline west of and including C38.02 Use Campaign Rules?: Yes 2-3-5 Egyptian Camel Bn (Siwa) does not exist. Port Damage: None D35.23: C39.03: One-Time Random Events which have 3-2-3 Egyptian MG Bde (1 MG) 2 NZ Div (6-4-3 Inf Bde (4 NZ, 6 NZ)) occurred: 4 Ind Div (6-4-3 Inf Bde (7 Ind)) • None D34.19: 2-4-3 Inf Bn (3 Cldst) 4-0-3 Egyptian Arty Bn (Egypt) 5-2-3 Arty Bn (Red) (8 Fld) Timed Rules in Effect: 3-2-3 Arty Bn (no color) (107 RHA) • Brigade Groups D36.06: 2-3-6 Egyptian Cav Bn (Mob F) • Mines not allowed (c3.2a) Level 2 Airbase 1-2-8 Egyptian Ford Co (n-FDA) • Protecting Italian Private Property 3-3-8 Egyptian Ford Bn (FDA) (c4.4d) w/i 3 D36.06: 1T Truck Point • No Running Away (c4.4c) 6-4-3 Polish Inf Bde (Carp) Level 2 Airbase • German Acclimitation to the Desert 2-4-3 Polish Cav Bn (Lancer) 11 SP (4.7a) 6 Aus Div (6-4-3 Inf Bde (16 Aus, 17 • Italians Can’t use non-Primary Roads Aus, 19 Aus)) C34.14: for Trace (3.7b) 6 Aus Div (3-3-8 Arm Recon Bn (6 3 SPs • Italian Parachute Design Modifier in Aus)) Effect (c4.6f) 6 Aus Div Organic Truck (Full) C41.15: 4-4-3 Inf Bde (Selby) D38.06: Level 2 Airbase

Page 25 DAK-II: Deutsches Afrika Korps, volume I OCS #5 w/i 1 D39.05: 2) These cannot move outside the A55.15: (4)-3-1 Fort Bde (Alex A, Alex B) “Restriction Zone” Boundary until 2-0-3 Territorial Bn (225) 2-1-3 Egyptian Inf Bde (2) released: 1x Eq Repl 6 Aus Inf Div A55.05: Two 1T Truck Points Carp Polish Inf Bde Level 2 Airbase 6-2-0 Coastal Arty Battery (204) Polish Lancer Cav Bn Level 3 Airbase B60.24: 3) 4 Ind Div Infantry Bdes are not formed 8-0 Corps HQ (20 It) D41.03: as Brigade Groups when the campaign 3-0-3 Territorial Rgt (54) Level 2 Airbase begins and do not have the intrinsic artillery 3-3-3 Para Bn (It) ability, but the divison does have a Divarty 2-4-3 Para Bn (1 Lib) In or adjacent to any hex of Cairo: Bde. (4)-3-1 Fort Bde (Cairo A, Cairo B, B49.09: Cairo C) Axis Information: 17-0-0 Arty Rgt (R.Mar) 1-5-8 Commando Bn (LRDG) City Ownership: Two Months (+): Level 2 Airbase 4-2-3 Egyptian Inf Bde (1) Buq Buq, Sidi Barrani, Benghazi, 3-0-5 Egyptian Arty Bn (1 Lt Mule) Tobruk, Bardia B46.08: Egyptian National Army Organic Truck Reserve Markers Available: 2 Level 2 Airbase (Full) Hedgehogs Remaining: 13 Level 2 Airbase Minefields Available for Reuse: 0 B46.02: Level 3 Airbase Fliegerkorps Active: No 12-2-3 Inf Div (Sirte) Dead Units: 2-2-3 MG Bn (61) E21.23: 3-3-6 Arm Bn (1 Med) 9-2-3 Arty Bn (64 Med, 68 Med) 2-0-6 Lt Arm Bn (61 Lt) w/i 2 B50.08: 1-3-12 Motorcycle Co (22 Brs, 61 Brs) E20.22: Set Up: 22-3-2 Arty Rgt (25 Corps) 5-2-3 Arty Bn (Red) (51 Fld, 104 RHA) All are Italian 2-0-3 Coastal Defense Bn (31 Lib) 3-1-2 GAF Rgt (31, 32) E19.21: Tripoli Box: 8-2-2 Arty Rgt (31 GAF) Level 3 Airbase 8-0 Corps HQ (10 It) 4-2-2 Arty Rgt (32 GAF) 12-3-3 Inf Div (each less 2 steps) (Pavia, 10-3-2 Arty Rgt (10 Corps) E10.26: Sabrtha, Savona) 2x 1T Truck Points 2-3-5 Egyptian Camel Bn (Hauwasa) 12-3-3 Inf Div (less 1 step) (Brescia) 2x Pax Repls 12-2-3 Inf Div (each less 2 steps) 3 SPs E43.11: (Bologna) 6-2-2 Coastal Arty Battery (19 Hvy) 1-2-3 Inf Bn (18 Lib, 36 Lib) B50.08: Level 2 Airbase 3-3-3 MG Bn (Aosta, Genova) 8-0 Corps HQ (22 It) 2-3-3 MG Bn (17, 25, 60) 8-0-0 Stranded Cruiser (San Giorgio) E32.10: 1-1-2 GAF Bn (35) 0-0-0 Mobile Bordello (10 Armata) Level 2 Airbase 10-3-3 Arty Rgt (10, 26) 22-3-2 Arty Bde (5 Army) B12.01: E32.12: 10-2-2 Arty Rgt (340 GAF) 2-1-1 MG Bn (3 Lib Frt) Level 3 Airbase 4-2-2 Arty Bn (332 GAF) 3-2-2 Arty Bn (291 GAF) C19.34: E22.06: 3x Pax Repls 1-2-2 GAF Co (E.GuG) Level 2 Airbase 12 SPs C31.30: Anywhere in Egypt: A1.05: 1-2-2 GAF Co (B.Scegga) 3x Reserve Markers 1-1-1 MG Bn (Gialo) 1x Blen IV w/i 1 C48.34: 1x Wellington A48.18: Raggruppamento Brigata Corazzata 1x Gladiator Level 2 Airbase Speciale (Babini) Marker 1x Egyptian Gladiator 2-1-6 Lt Arm Bn (21 Lt, 60 Lt) 1x Hurri 1 A48.20: 4-3-6 Arm Bn (3 Med) 3x Egyptian ENRR RR Bns 2-0-3 Territorial Bn (226) 1x Egyptian Port Engineer Bn 2-3-12 Motorcycle Bn (ProvBrs) w/i 2 C45.29: 14-3-2 Arty Bde (20 Corps) 9-1-3 Blackshirt Inf Div (23 Mar) Special Rules or Restrictions: 3-0-0 Coastal Arty Bn (4) 3-1-2 GAF Rgt (30) 1) The following cannot move further 3+2T SPs 26-2-2 Arty Bde (30 GAF) West than Mersa Matruh until 9-3-2 Arty Bn (23 Corps) released: A41.18: 2-1-2 Blackshirt MG Bn (201) 2 NZ Inf Div 15-3-2 Arty Rgt (di Mnvra) 2-0-0 Coastal Arty Bn (5) 2x 1T Truck Points 2+3T SPs

Page 26 The Gamers, Inc.

C42.28: Anywhere in Libya OR in Egypt Commonwealth 8-0 Corps HQ (23 It) (stacked with any Italian unit): Information: 9-1-3 Blackshirt Inf Div (28 Oct) 2x Reserve Markers 2-1-2 Blackshirt MG Bn (202) 3x CR.42 City Ownership: 10-3-2 Arty Rgt (22 Corps) 1x Ba.65 Two Months (+): Buq Buq, 3x SM.79 Sidi Barrani, Mersa Matruh, Alexandria C39.31: 1x G.50 (all), Cairo (all), Helwan, Port Said, 2-2-3 MG Bn (62) 1x Ca.309 Suez, Tobruk, Bardia 1x SM.82 Since 5 Feb 41: Benghazi C40.29: Reserve Markers Available: 3 12-2-3 Inf Div (Marm) Special Rules or Restrictions: Hedgehogs Remaining: 20 2-0-6 Lt Arm Bn (62 Lt) 1) Mussolini Line requirements in force. Minefields Remaining: 25 Senussi Hexes remaining: None C41.23: Victory: Training Marker Positions: 6 Aus Div (Normal), 2 Arm Div (Training #2), 12-1-3 Inf Div (Ctnzro) Campaign Victory Conditions 2-1-6 Lt Arm Bn (63 Lt) 2 NZ Div (Green), 9 Aus Div (Green), 7 1 SP Aus Div (Green and Locked) Greek Campaign Status Track C36.24: 7.5 The Race to Marker: Prep Period Box Level 1 Hedgehog the Wire—German Greek Deployment Progress 2-2-3 Mg Bn (63) Track Marker: Box 8 Intervention Dead Units: To be rebuilt when the listed units are destroyed or disbanded. C36.23: Campaign Start, 29 Level 1 Hedgehog (To “disband” simply remove the unit 3-3-3 MG Bn (VEC) March 41 from play when desired.) 7 Arm Div (5-4-3 Support Bde (7 Support))—1 KRRC, 2 Rifle, 4 RHA C37.23: General Information: Level 1 Hedgehog 6-2-3 Arm Bn (4 RTR)—6-4-3 Arm 8-0 Corps HQ (21 It) Set Up Order: Commonwealth, Bn (4 RTR) 12-2-3 Inf Div (Cirene) Axis 2-1-6 Lt Arm Bn (20 Lt) First Player: Axis Available for Rebuilding: First Turn: 29 March 41 7 Arm Div (7-4-8 Arm Bde (7)) C42.20: Last Turn: 29 Nov 42 7 Arm Div (5-4-8 Arm Bde (4)) 2-3-3 MG Bn (64) Game Length: 180 3-2-8 Arm Bn (1 RTR) Maps in Play: All C43.19: Use Campaign Rules?: Yes Set Up: 8-0 Corps HQ (LibOp) Port Damage: 4 Hits on Benghazi Sudan Box: 9-1-3 Blackshirt Div (3 Jan) Airfield Status: Except for the airstrip 4 Ind Div (6-4-3 Inf Bde (5 Ind, 7 Ind, 11 2-1-2 Blackshirt MG Bn (204) at El Aghelia, the Common-wealth player Ind)) 11-3-2 Arty Rgt (21 Corps) controls all air bases and air strips within 4 Ind Div (2-4-6 Arm Car Bn (CIH)) 3 SPs the hex play area. 4 Ind Div (Organic Truck (Full))

C42.17: One-Time Random Events which have Greece Box: Level 1 Hedgehog occurred: Variable Slot: 6-4-3 Inf Bde (14) 8-1-3 Inf Div (1 Lib) • Allies Crack Luftwaffe Codes Greek Campaign Prep Deployments: • German Signal-Intercept Genius At 2 Arm Div (7-3-8 Arm Bde (1) C41.18: Work 6 Aus Div (6-4-3 Inf Bde (16 Aus)) Level 1 Hedgehog 2 NZ Div (6-4-3 Inf Bde ( 4 NZ, 5 NZ, 6 8-2-3 Inf Div (2 Lib) Timed Rules in Effect: NZ)) 2-0-6 Lt Arm Bn (9 Lt) • Brigade Groups 2 NZ Div (2-5-3 Inf Bn (28 Maori)) • Mines not allowed (c3.2a) 2 NZ Div (2-5-8 Arm Recon Bn (2 NZ)) C41.19: • German Acclimitation to the Desert 2 NZ Div (Organic Truck (Full)) Level 1 Hedgehog (4.7a) 3-2-3 Inf Rgt (5 Lib) • A19.35 as an Axis Supply Source w/i 4 A20.25: (3.7a) 2 Arm Div (2-4-6 Arm Car (KDG)) C40.19: 2 Arm Div (5-3-3 Support Bde (2 Level 1 Hedgehog Support)) Maletti Leader 5-2-3 Arty Bn (Red) (104 RHA) 3-4-5 Camel Bn (Sahariano) 3 SPs 3-3-6 Arm Bn (2 Med) 4-3-3 Inf Rgt (1 Lib) 7-2-3 Arty Rgt (Maletti)

Page 27 DAK-II: Deutsches Afrika Korps, volume I OCS #5 w/i 5 A19.21: C38.02: w/i 1 any hex of Cairo: 2-3-10 Lt Arm Bn (3 Hus) Railhead Marker Level 2 Airbase 3-2-8 Arm Bn (5 RTR) Level 3 Airbase 5-2-3 Arty Bn (Red) (1 RHA) Railline west of and including C38.02 O’Connor Leader 1 SP does not exist. Strafer Gott Leader Jock Campbell Leader A33.17: C39.03: 7 Arm Div (3-5-8 Arm Car Bn (11 Hus)) 2-3-5 Arm Bn (Cap It) 6-4-3 Inf Bde (22 Gd, 16) 7 Arm Div (Organic Truck (Full)) 2 SPs 5-2-3 Arty Bn (Red) (8 Fld) 1-3-8 Arm Car Co (2 RAF) 2-3-6 Egyptian Cav Bn (Mob F) 6-4-3 Arm Bn (4 RTR) A40.09: 1-2-8 Egyptian Ford Co (n-FDA) 6-2-3 Arm Bn (7 RTR) 2-0-3 French Marine Bn (BIM) 3-3-8 Egyptian Ford Bn (FDA) (4)-3-1 Fort Bde (Cairo A, Cairo B, 1-2-3 Senussi Bn (Msus) Level 2 Airbase Cairo C) 2 SPs 2x 1T Truck Points 4-2-3 Egyptian Inf Bde (1) 18 SPs 3-0-5 Egyptian Arty Bn (1 Lt Mule) A48.18: Egyptian National Army Organic Truck Level 2 Airbase D35.23: (Full) 3-2-3 Egyptian MG Bde (1 MG) A49.16: E19.21: 9 Aus Div (6-5-3 Inf Bde (20 Aus)) D34.19: Level 3 Airbase 5-2-3 Arty Bn (Red) (51 Fld) 4-0-3 Egyptian Arty Bn (Egypt) E21.23: A55.11: E10.26: 5-2-3 Arty Bn (Red) (4 RHA) 9 Aus Div (6-5-3 Inf Bde (26 Aus)) 2-3-5 Egyptian Camel Bn (Hauwasa) 1-5-8 Commando Bn (LRDG) E22.06: 2 SPs w/i 3 D36.06: 7 Arm Div (2-4-3 Inf Bn (1 KRRC)) 6-4-3 Polish Inf Bde (Carp) Level 2 Airbase A55.05: 2-4-3 Polish Cav Bn (Lancer) Level 2 Airbase 6 Aus Div (3-3-8 Arm Recon Bn (6 E23.20: Aus)) (not restricted) 2-4-8 Arm Car Bn (Royals) B50.28: 7 Aus Div (6-4-3 Inf Bde (18 Aus)) (not 1-2-3 Senussi Bn (Mechili) restricted) E26.07: 3 SPs 5-2-3 Arty Bn (Red) (107 RHA) D39.05: B49.09: Level 3 Airbase E32.12: Level 2 Airbase 6-2-0 Coastal Arty Battery (204) Level 3 Airbase (4)-3-1 Fort Bde (Alex A, Alex B) B46.08: 2-1-3 Egyptian Inf Bde (2) E32.10: 6-4-3 Ind Inf Bde (3 Ind) 6 Aus Div (6-4-3 Inf Bde (17 Aus, 19 7 Arm Div (2-4-3 Inf Bn (2 Rifle)) 2-4-3 Ind Cav Bn (18 Ind) Aus)) Level 2 Airbase Level 2 Airbase 6 Aus Div (Organic Truck (Full)) E43.11: w/i 2 B50.08: D36.06: Level 2 Airbase 4-0 Command HQ (Tobruk) Level 2 Airbase 6-2-2 Coastal Arty Battery (19 Hvy) (1)-1-3 Arab Refugee Bn (1 Lib, 2 Lib, 4 Lib) D38.06: At any Allied controlled Airbase or 1-2-3 Senussi Bn (Tobruk) Level 2 Airbase Airstip: 6-2-0 Coastal Arty Battery (X, 202, 206) 2x Hurri I 9 Aus Div (6-4-3 Inf Bde (24 Aus)) D41.03: 1x Blen IV 9 Aus Div (Organic Truck (Full)) Level 2 Airbase 1x Wellington 2-3-5 Arm Bn (Cap It) 8-3-0 Arty Bn (Bush) Anywhere inside Egypt: 2x 1T Truck Points 1x Egyptian Gladiator 13 SPs 3x Egyptian RR Bn (ENRR) 1x Egyptian Engineer Bn (Port) B12.01: 1-2-3 Senussi Bn (Giarabub) Special Rules or Restrictions: 1) The following cannot move outside C4.22: the “Restriction Zone” Boundary until 1-2-8 Egyptian Ford Bn (s-FDA) released: 2-3-5 Egyptian Camel Bn (Siwa) Carp Polish Inf Bde Polish Lancer Cav Bn

Page 28 The Gamers, Inc.

Axis Information: 3-0-0 Coastal Arty Bn (4) Tripoli to Map Track: City Ownership: None 2-0-0 Coastal Arty Bn (5) Box 3: Reserve Markers Available: 5 2x SM.79 1-2-3 It Inf Bn (36 Lib) Hedgehogs Remaining: 13 2x CR.42 Flieger Korps Active: Yes 1x Ba.65 Box 2: Minefields Available for Reuse: 0 5 Le Div (5-5-8 Pz Bn (1-5, 2-5)) Dead Units: German: 5 Le Div (Organic Truck (Full)) Italian: 3-5-8 Pz Co (KStA) Ariete Arm Div (2-3-6 Lt Arm Bn (1 Lt, 8-0 Corps HQ (LibOp, 21 It, 2 Lt, 3 Lt)) 22 It, 23 It) Set Up: Ariete Arm Div (5-4-7 Arm Bn (7 Med)) 9-1-3 Blackshirt Inf Div (3 Jan, Sicily Box: Ariete Arm Div (5-4-3 Inf Rgt (8 Brs)) 23 Mar, 28 Oct) 1x Ju.88 Ariete Arm Div (10-3-3 Arty Rgt (132)) 12-2-3 Inf Div (Cirene, Marm, 1x Ju.52 Ariete Arm Div (Organic Truck (Full)) Sirte) 12-1-3 Inf Div (Ctnzro) Tripoli Box: A19.35: 8-1-3 Inf Div (1 Lib) Italians: KG Marcks Marker 8-2-3 Inf Div (2 Lib) 8-0 Corps HQ (10 It, 20 It) 5 Le Div (5-5-3 MG Bn (2)) 4-3-3 Inf Rgt (1 Lib) 12-3-3 Inf Div (Pavia) 5 Le Div (3-5-3 Pioneer Bn (200)) 3-2-3 Inf Rgt (5 Lib) 12-3-3 Inf Div Less 2 steps (Sabratha) 5 Le Div (4-3-3 Arty Bn (1-75)) 2-3-3 Inf Bn (34 Lib) 12-3-3 Inf Div Less 1 step (Savona) 5-3-3 Inf Rgt (10 Brs) 12-2-3 Inf Div Less 2 steps (Bologna) A18.34: 2-3-3 Blackshirt Inf Bn Trento Inf Div (5-3-3 Inf Rgt (61, 62)) 14-0 Corps HQ (DAK) (Vd.Lib) 5-4-3 Inf Rgt (7 Brs) 3-5-8 PJ Bn (605) 3-1-2 GAF Rgt (30, 31, 32) 2-3-3 MG Bn (60, 551) 2 SPs 1-2-2 GAF Co (B.Scegga, 3-3-3 MG Bn (Aosta, Genova) E.GuG) 1-2-3 Inf Bn (18 Lib) A18.33: 3-0-3 Territorial Rgt (54) 1-1-2 GAF Bn (35) 12-3-3 Inf Div (Brescia) 2-0-3 Territorial Bn (225, 226) 3-4-3 Assualt Engineer Bn (32) 7-3-3 Arty Rgt (1 Cel) 2-0-3 Coastal Defense Bn (31 (6)-4-5 AT Bn (1 Mil) Lib) (4)-4-5 AT Bn (2 Mil) w/i 1 A18.30: 2-0-6 Lt Arm Bn (61 Lt, 62 Lt) 2-1-6 Lt Arm Bn (4 Lt) Rommel Leader 2-1-6 Lt Arm Bn (20 Lt, 60 Lt, 2-0-6 Lt Arm Bn (5 Lt) KG 3 Aufk Marker 63 Lt) 22-3-2 Arty Bde (5 Army) 3-4-3 It MG Bn (S.Maria) 4-3-6 Arm Bn (3 Med) 11-3-2 Arty Rgt (16 Corps, 24 Corps) 5 Le Div (4-5-8 Pz Recon Bn (3)) 4-2-6 Arm Bn (5 Med, 6 Med, 10-2-2 Arty Rgt (340 GAF) 5 Le Div (5-5-3 MG Bn (8)) 21 Med) 8-3-3 Arty Rgt (3 Cel) 5 Le Div ((3)-4-3 PJ Bn (39 PJ)) 3-3-6 Arm Bn (1 Med, 2 Med) 7-3-3 Arty Rgt (2 Cel) (7)-5-3 Luftwaffe Flak Bn (1-33) 3-3-3 MG Bn (VEC) 4-2-2 Arty Bn (332 GAF) 2-1-1 MG Bn (3 Lib Frt) 3-2-2 Arty Bn (291 GAF) Victory: 1-1-1 MG Bn (Gialo) 1x CR.42 Campaign Victory Conditions 2-1-2 Blackshirt MG Bn (201, 1x SM.79 202, 204) 1x G.50 1x Ca.309 2-3-3 MG Bn (17, 25, 55, 64) 7.6 Operation 2-2-3 MG Bn (27, 61, 62, 63) 1x SM.82 2-3-12 Motorcycle Bn Brevity, 15 May 41 (ProvBrs) Germans: (3)-3-3 Korück Bn (556) 1-3-12 Motorcycle Co (22 Brs, General Information: 61 Brs, 201 Brs, (7)-5-3 Luftwaffe Flak Bn (1-18) 202 Brs) 4-3-2 Coastal Arty Battery (4-772) Set Up Order: Axis, 10-3-3 Arty Rgt (10, 12, 26) 1x Bf.110 Commonwealth 10-3-2 Arty Rgt (10 Corps, 22 1x Ju.87b First Player: Commonwealth Corps) First Turn: 15 May 41 26-2-2 Arty Bde (30 GAF) Axis General: Last Turn: 26 May 41 22-3-2 Arty Rgt (25 Corps) 28 SPs Game Length: 4 turns 15-3-2 Arty Rgt (di Mnvra) 5x 1T Truck Points Maps in Play: Map C only 14-3-2 Arty Bde (20 Corps) Use Campaign Rules?: No 13-3-3 Arty Bde (Mtrizzato) Port Damage: None 11-3-2 Arty Rgt (21 Corps) Airfield Ownership: The Axis 9-3-2 Arty Bn (23 Corps) controls all airbases and air strips in Libya. 8-2-2 Arty Rgt (31 GAF) It also controls Sollum. All other on-map 7-3-2 Arty Rgt (Maletti) airbases and air strips are controlled by the 4-2-2 Arty Rgt (32 GAF) Commonwealth. 17-0-0 Coastal Arty Rgt (R. Mar)

Page 29 DAK-II: Deutsches Afrika Korps, volume I OCS #5

One-Time Random Events which have C39.03: With any other Axis unit: occurred: 2-3-6 Egyptian Cav Bn (Mob F) KG Markers (Linau, 3 Aufk) • Allies Crack Luftwaffe Codes 1-2-8 Egyptian Ford Co (n-FDA) • German Signal-Intercept Genius At 3-3-8 Egyptian Ford Bn (FDA) At Any Axis controlled Airbase or Air Work 7 Aus Inf Div (21 Aus, 25 Aus Inf Bde, Strip: Organic Truck (Full)) Italian: Timed Rules in Effect: 0-2-1 RR Co (10 NZ) 1x CR.42 • Brigade Groups Level 2 Airbase 2x SM.79 • German Acclimitation to the Desert 4T Truck Points (4.7a) 18 SPs German: 1x Bf.109e Commonwealth At any Allied controlled Airbase or 1x Ju.87b Information: Airstip: 1x Bf.110 2x Hurri I City Ownership: NA 2x Blen IV Special Rules or Restrictions: Reserve Markers Available: 3 1x Gladiator 1) Reinforcements: Hedgehogs Remaining: NA a) 2T per turn in Bardia (representing Minefields Remaining: NA Special Rules or Restrictions: coastal shipping). 1 SP per turn in the DAK Senussi Hexes remaining: NA 1) The Tiger Convoy has arrived. 1x Hurri HQ hex provided the HQ can trace via road Training Marker Positions: 7 Aus I (from the Convoy) comes in as a a path to the west map edge without coming Division is still Green. reinforcement on the 15 May 41 turn. passing through any Allied unit. Greek Campaign Status Track b) 15 May 41 at C45.35 or C47.35: Marker: NA 2) Reinforcements: 15 Pz Div (5-5-8 Pz Bn (1-8)) Greek Deployment Progress a) 1 SP per turn in Matruh (by rail) Track Marker: NA also 1 SP of coastal shipping exists per turn 2) Off-Map Airbases Dead Units: NA (no rebuilds which can bring in an additional 1 SP per The Axis player can place all or some allowed) turn depending on port ownership. of his air units at a nominal base that is 20 b) No units arrive as reinforcements. hexes northwest of C45.35 (center of mass Set Up: of the airstrips west of Tobruk). These C40.26: Axis Information: airstrips have a free refit capability of 4 air 7 Arm Div (2-4-3 Inf Bn (2 Rifle)) units per turn. It costs the air units 20 of 5-2-3 Arty Bn (Red) (8 Fld) City Ownership: NA Reserve Markers Available: 3 their range to be placed into C45.35 or any Hedgehogs Remaining: NA west map edge hex at or within 5 hexes of C39.27: that hex. 6-2-3 Arm Bn (4 RTR) Flieger Korps Active: NA Minefields Available for Reuse: NA 6-4-3 Inf Bde (22 Gd) Victory: 2 SPs Dead Units: No rebuilds allowed. The player controling (last to move through) w/i 1 C37.28: Set Up: Ft. Capuzzo, Sollum, and both hexes Stafer Gott Leader C44.31: adjoing Halfaya Pass wins. If neither player Jock Campbell Leader 15 Pz Div (4-5-8 Arm Recon Bn (33)) controls all these hexes, the game is a draw. 7 Arm Div (2 RTR Arm Bn, 2-4-3 Inf Bn (1 KRRC), 3-5-8 Arm Car Bn (11 Hus), C45.29: Organic Truck (Full)) 5.Le Div (5-5-8 Pz Bn (2-5)) 5-2-3 Arty Bn (Red) (4 RHA) 2-3-3 MG Bn (551) 2 SPs Trento Div (62 Inf Rgt) 3 SPs C4.22: 1-2-8 Egyptian Ford Bn (s-FDA) C42.28: 2-3-5 Egyptian Camel Bn (Siwa) 15 Pz Div ((3)-4-3 PJ Bn (33 PJ)) 1-5-8 Commando Bn (LRDG) C42.29: C38.02: Ariete Arm Div (8 Brs Inf Rgt) Railhead Marker C42.30: Railline west of and including C38.02 15 Pz Div (4-5-3 Pio Bn (33)) does not exist. (7)-5-3 Luftwaffe Flak Bn (1-18) With any other Axis unit or in C45.35 and/or C47.35 DAK HQ 5.Le Div ((3)-4-3 PJ Bn (39 PJ))

Page 30 The Gamers, Inc.

7.7 Operation Available for Rebuilding: B12.01: 7 Arm Div (7-4-8 Arm Bde (7)) 1-2-3 Senussi Bn (Giarabub) Brevity Campaign 7 Arm Div (5-4-8 Arm Bde (4)) Start 6-4-3 Ind Inf Bde (3 Ind) C4.22: 2-3-10 Lt Arm Bn (3 Hus) 1-2-8 Egyptian Ford Bn (s-FDA) 3-4-8 Arm Car Bn (KDG) 2-3-5 Egyptian Camel Bn (Siwa) General Information: 5-2-3 Arty Bn (Yellow) (2 RHA) 1-5-8 Commando Bn (LRDG) Set Up Order: Axis, Commonwealth O’Connor Leader: Captured C38.02: First Player: Commonwealth Railhead Marker First Turn: 15 May 41 Set Up: Last Turn: 29 Nov 42 Near East Box: Railline west of and including C38.02 Game Length: 166 4 Ind Div (5 Ind Inf Bde) does not exist. Maps in Play: All Use Campaign Rules?: Yes Greece Box: C39.03: Port Damage: 2 Hits on Benghazi Variable Slot: 6-4-3 Inf Bde (14) 2-3-6 Egyptian Cav Bn (Mob F) Airfield Ownership: The Axis Greek Campaign Prep Deployments: 1-2-8 Egyptian Ford Co (n-FDA) controls all airbases and air strips in Libya 6 Aus Div (16 Aus, 17 Aus, 19 Aus, 3-3-8 Egyptian Ford Bn (FDA) except Giarabub. It also controls Sollum. Organic Trruck (Full)) 7 Aus Inf Div (21 Aus, 25 Aus Inf Bde, All other on-map airbases and air strips are 2 NZ Div (4 NZ, 5 NZ Inf Bde) Organic Truck (Full)) controlled by the Commonwealth. 2 NZ Div (28 Maori Inf Bn) 0-2-1 RR Co (10 NZ) 2 NZ Div (2-5-8 Arm Recon Bn (2 NZ)) Level 2 Airbase One-Time Random Events which have 2 NZ Div (Organic Truck (Full)) 4T Truck Points occurred: 18 SPs • Allies Crack Luftwaffe Codes B49.09: • German Signal-Intercept Genius At Level 2 Airbase D37.32: Work 8-0 Corps HQ (W.Desrt) w/i 2 B50.08: 4 Ind Inf Div (7 Ind, 11 Ind Inf Bde, 2-4- Timed Rules in Effect: 4-0 Command HQ (Tobruk) 6 Arm Car Bn (CIH), Organic Truck • Brigade Groups 9 Aus Inf Div ( 20 Aus, 24 Aus, 26 Aus (Full)) • Mines not allowed (c3.2a) Inf Bde, Organic Truck (Full)) 9-2-3 Arty Bn (68 Med) • German Acclimitation to the Desert 7 Aus Inf Div (18 Aus Inf Bde) (4.7a) 2-4-3 Ind Cav Bn (18 Ind) D35.23: • A19.35 as an Axis Supply Source 1-2-3 Senussi Bn (Tobruk) 3-2-3 Egyptian MG Bde (1 MG) (3.7a) (1)-1-3 Arab Refugee Bn (1 Lib, 2 Lib, 4 Lib) D34.19: Commonwealth 3-2-8 Arm Bn (1 RTR) 4-0-3 Egyptian Arty Bn (Egypt) Information: 6-2-3 Arm Bn (7 RTR) 2-3-5 Arm Bn (Cap It) E10.26: City Ownership: Two Months (+): 6-2-0 Coastal Arty Battery (X, 202, 206) 2-3-5 Egyptian Camel Bn (Hauwasa) Buq Buq, Sidi Barrani, Mersa Matruh, 5-2-3 Arty Bn (Red) (1 RHA, 104 RHA, Alexandria (all), Cairo (all), Helwan, 107 RHA, 51 Fld) w/i 3 D36.06: Port Said, Suez, Tobruk 8-3-0 Aus Arty Bn (Bush) 6-4-3 Polish Inf Bde (Carp) Reserve Markers Available: 3 1x Pax Repl 2-4-3 Polish Cav Bn (Lancer) Hedgehogs Remaining: 20 18 SPs 1 SA Inf Div (5 SA Inf Bde) (not Minefields Remaining: 25 restricted) Senussi Hexes remaining: None C40.26: remain to be activated. 7 Arm Div (2-4-3 Inf Bn (2 Rifle)) D39.05: Training Marker Positions: 6 Aus 5-2-3 Arty Bn (Red) (8 Fld) Level 3 Airbase Div (Normal), 2 Arm Div (Normal), 9 6-2-0 Coastal Arty Battery (204) Aus Div (Training #2), 2 NZ Div C39.27: (4)-3-1 Fort Bde (Alex A, Alex B) (Training #2), 7 Aus Div (Training #1), 1 6-2-3 Arm Bn (4 RTR) 2-1-3 Egyptian Inf Bde (2) SA Div (Green and Locked) 6-4-3 Inf Bde (22 Gd) 6-4-3 Inf Bde (16, 23) Greek Campaign Status Track 2 SPs 2 NZ Inf Div (6 NZ Inf Bde) Marker: Campaign Execution Box 5x Eq Repls Greek Deployment Progress w/i 1 C37.28: 1x Pax Repl Track Marker: No longer in use. Stafer Gott Leader Dead Units: To be rebuilt when the Jock Campbell Leader D36.06: listed units are destroyed or disbanded. 7 Arm Div (2 RTR Arm Bn, 2-4-3 Inf Bn Level 2 Airbase (To “disband” simply remove the unit (1 KRRC), 3-5-8 Arm Car Bn (11 Hus), from play when desired.) Organic Truck (Full)) D38.06: 7 Arm Div (5-4-3 Support Bde (7 5-2-3 Arty Bn (Red) (4 RHA) Level 2 Airbase Support))—1 KRRC, 2 Rifle 2 SPs

Page 31 DAK-II: Deutsches Afrika Korps, volume I OCS #5

D41.03: Reserve Markers Available: 5 2-0-0 Coastal Arty Bn (5) Level 2 Airbase Hedgehogs Remaining: 13 2x SM.79 Flieger Korps Active: Yes 2x CR.42 w/i 1 any hex of Cairo: Minefields Available for Reuse: 0 1x Ba.65 Level 2 Airbase Dead Units: Level 3 Airbase Italian: German: 2-4-8 SA Arm Car Bn (7 SA) 8-0 Corps HQ (LibOp, 21 It, 3-5-8 Pz Co (KStA) (4)-3-1 Fort Bde (Cairo A, Cairo B, 22 It, 23 It) 15 Pz Div (5-5-5 Pz Bn (2-8)) Cairo C) 9-1-3 Blackshirt Inf Div (3 Jan, 15 Pz Div (3-5-3 Motorcycle 4-2-3 Egyptian Inf Bde (1) 23 Mar, 28 Oct) Bn (15 Krd)) 3-0-5 Egyptian Arty Bn (1 Lt Mule) 12-2-3 Inf Div (Cirene, Marm, 5.Le Div (5-5-5 Pz Bn (1-5)) Egyptian National Army Organic Truck Sirte) 5.Le Div (5-5-3 MG Bn (8)) (Full) 12-1-3 Inf Div (Ctnzro) 8-1-3 Inf Div (1 Lib) Set Up: E19.21: 8-2-3 Inf Div (2 Lib) Sicily Box: Level 3 Airbase 4-3-3 Inf Rgt (1 Lib) 1x Ju.88 3-2-3 Inf Rgt (5 Lib) 1x Ju.52 E22.06: 2-3-3 Inf Bn (34 Lib) 1x It SM.82 5-2-3 Arty Bn (Red) (149 Fld) 5-3-3 Inf Rgt (10 Brs) Level 2 Airbase 2-3-3 Blackshirt Inf Bn Old Shipping Box: (Vd.Lib) Afrika Div (155 Inf Rgt) E23.20: 3-1-2 GAF Rgt (30, 31, 32) 3-3-3 Arty Bn (408) 2-4-8 Arm Car Bn (Royals) 1-2-2 GAF Co (B.Scegga, E.GuG) Tripoli Box: E32.12: 3-0-3 Territorial Rgt (54) 18 SPs Level 3 Airbase 2-0-3 Territorial Bn (225, 226) 5T Truck Points 2-0-3 Coastal Defense Bn (31 1x It Pax Repl E32.10: Lib) 1x It Eq Repl Level 2 Airbase 2-0-6 Lt Arm Bn (61 Lt, 62 Lt) 8-0 Corps HQ (20 It) 2-1-6 Lt Arm Bn (20 Lt, 60 Lt, 12-3-3 Inf Div (Pavia, Savona (less one E43.11: 63 Lt) step), Sabrtha (less two steps)) Level 2 Airbase 5-4-7 Arm Bn (8 Med (Ariete)) 3-3-3 MG Bn (Aosta, Genova) 6-2-2 Coastal Arty Battery (19 Hvy) 4-3-6 Arm Bn (3 Med) 2-3-3 MG Bn (60) 4-2-6 Arm Bn (5 Med, 6 Med, (4)-4-5 AT Bn (2 Mil) At any Allied controlled Airbase or 21 Med) 1-2-3 Inf Bn (18 Lib) Airstrip: 3-3-6 Arm Bn (1 Med, 2 Med) 1-1-2 GAF Bn (35) 3x Hurri I 3-3-3 MG Bn (VEC) 8-3-3 Arty Rgt (3 Cel) 2x Blen IV 2-1-1 MG Bn (3 Lib Frt) 22-3-2 Arty Bde (5 Army) 1x Beaufgtr 1-1-1 MG Bn (Gialo) 10-2-2 Arty Rgt (340 GAF) 1x Gladiator 2-1-2 Blackshirt MG Bn (201, 4-2-2 Arty Bn (332 GAF) 1x Wellington 202, 204) 3-2-2 Arty Bn (291 GAF) 2-3-3 MG Bn (17, 25, 55, 64) Anywhere inside Egypt: 2-2-3 MG Bn (27, 61, 62, 63) A41.21: 1x Egyptian Gladiator 2-3-12 Motorcycle Bn 1-2-3 Inf Bn (36 Lib) 3x Egyptian RR Bn (ENRR) (ProvBrs) 1x Egyptian Engineer Bn (Port) 1-3-12 Motorcycle Co (22 Brs, A48.20: 61 Brs, 201 Brs, 8-0 Corps HQ (10 It) 202 Brs) (6)-4-5 AT Bn (1 Mil) Special Rules or Restrictions: 10-3-3 Arty Rgt (10, 12, 26) 4T Truck Points 1) The Tiger Convoy has arrived. 1x 10-3-2 Arty Rgt (10 Corps, 4 SPs Hurri I (from the Convoy) comes in as a 22 Corps) reinforcement on the 15 May 41 turn. 26-2-2 Arty Bde (30 GAF) A48.18: 22-3-2 Arty Rgt (25 Corps) Level 2 Airbase 2) The following cannot move outside 15-3-2 Arty Rgt (di Mnvra) the “Restriction Zone” Boundary until 14-3-2 Arty Bde (20 Corps) A55.11: released: 13-3-3 Arty Bde (Mtrizzato) 12-2-3 Inf Div (Bologna) Carp Polish Inf Bde 11-3-2 Arty Rgt (21 Corps) 2-1-6 Lt Arm Bn (4 Lt) Polish Lancer Cav Bn 9-3-2 Arty Bn (23 Corps) 8-2-2 Arty Rgt (31 GAF) A55.05: Axis Information: 7-3-2 Arty Rgt (Maletti) Level 2 Airbase City Ownership: Two Months (+): 4-2-2 Arty Rgt (32 GAF) Benghazi, (Bardia was captured on 12 17-0-0 Coastal Arty Rgt April 41) (R. Mar) 3-0-0 Coastal Arty Bn (4)

Page 32 The Gamers, Inc. w/i 1 B60.24: B47.06: 7.8 Operation (3)-3-3 Korück Bn (556) 5-4-3 Inf Rgt (7 Brs) 5.Le Div (Organic Truck (Full)) Trento Div (46 Arty Rgt) Battleaxe, 15 June Ariete Arm Div (5-4-7 Arm Bn (7 Med)) 1941—Two Map, 2-0-6 Lt Arm Bn (5 Lt) B48.05: 5 SPs Trento Div (61 Inf Rgt) Short Scenario (3)-3-3 AT Bn (551) B50.15: General Information: Rommel Leader C44.31: Set Up Order: Axis, 14-0 Corps HQ (DAK) 15 Pz Div (4-5-8 Arm Recon Bn (33)) Commonwealth 3-5-8 PJ Bn (605) First Player: Commonwealth 15 Pz Div (Organic Truck (Full)) C45.29: First Turn: 15 June 41 2 SPs 5.Le Div (5-5-8 Pz Bn (2-5)) Last Turn: 19 June 41 2-3-3 MG Bn (551) Game Length: 2 B50.12: Trento Div (62 Inf Rgt) Maps in Play: Maps B and C only 12-3-3 Inf Div (Brescia) Use Campaign Rules?: No 3-4-3 Assault Engineer Bn (32) C42.28: Port Damage: None 15 Pz Div ((3)-4-3 PJ Bn (33 PJ)) Airfield Ownership: The Axis B50.13: controls all airbases and air strips in Libya 7-3-3 Arty Rgt (1 Cel) C42.29: except Giarabub. It also controls Sollum. 11-3-2 Arty Rgt (16 Corps) Ariete Arm Div (8 Brs Inf Rgt) All other on-map airbases and air strips are controlled by the Commonwealth. B49.12: C42.30: 15 Pz Div (6-5-3 Inf Rgt (104, 115) 15 Pz Div (4-5-3 Pio Bn (33)) One-Time Random Events which have (7)-5-3 Lufwaffe Flak Bn (1-18) occurred: B48.11: • Allies Crack Luftwaffe Codes 5.Le Div (5-5-3 MG Bn (2)) With any other Axis unit: • German Signal-Intercept Genius At (7)-5-3 Lufwaffe Flak Bn (1-33) KG Markers (Bach, Marcks, Linau, 3 Work Aufk) B48.12: Timed Rules in Effect: 15 Pz Div (17-3-3 Arty Rgt (33)) At Any Axis controlled Airbase or Air • Brigade Groups 11-3-2 Arty Rgt (24 Corps) Strip: • German Acclimitation to the Desert Italian: (4.7a) B47.12: 1x Ju.87b (reduced) 5.Le Div (3-5-3 Pio Bn (200)) 1x CR.42 3-3-3 Flak Bn (606) 2x SM.79 Commonwealth 7-3-3 Arty Rgt (2 Cel) 1x Ca.309 Information: 2x G.50 City Ownership: NA B46.12: Reserve Markers Available: 4 5.Le Div (4-3-3 Arty Bn (1-75)) German: Hedgehogs Remaining: NA 1x Bf.109e Minefields Remaining: NA B46.11: 1x Ju.87b Senussi Hexes remaining: NA Ariete Arm Div (2-3-6 Lt Arm Bn (3 Lt)) 1x Bf.110 Training Marker Positions: 7 Aus and 1 SA Divisions are still Green. B46.10: Victory: Greek Campaign Status Track Ariete Arm Div (2-3-6 Lt Arm Bn (2 Lt), Use Campaign Victory conditions. Marker: NA 10-3-3 Arty Rgt (132), Organic Truck Greek Deployment Progress (Full)) Track Marker: NA Dead Units: NA (no rebuilds B46.09: allowed) Ariete Arm Div (2-3-6 Lt Arm Bn (1 Lt)) Set Up: B46.08: B49.09: 5.Le Div (4-5-8 Arm Recon Bn (3)) Level 2 Airbase Level 2 Airbase

B46.07: 15 Pz Div (5-5-8 Pz Bn (1-8)) 5.Le Div ((3)-4-3 PJ Bn (39 PJ))

B46.06: 3-4-3 MG Bn (S.Maria)

Page 33 DAK-II: Deutsches Afrika Korps, volume I OCS #5 w/i 2 B50.08: C39.03: B48.10: 4-0 Command HQ (Tobruk) 2-4-8 Arm Car Bn (4 SA) 5.Le Div (5-5-3 MG Bn (2)) 9 Aus Inf Div ( 20 Aus, 24 Aus, 26 Aus 2-4-3 Inf Bn (11 Czech) 3-3-3 Flak Bn (606) Inf Bde, Organic Truck (Full)) 6-4-3 Inf Bde (23) 7 Aus Inf Div (18 Aus Inf Bde) 1 SA Div (2 SA, 5 SA Inf Bde) B47.10: 2-4-3 Ind Cav Bn (18 Ind) Level 2 Airbase 5.Le Div (3-5-3 Pio Bn (200)) 3-2-8 Arm Bn (1 RTR) 6T Truck Points 5.Le Div ((3)-4-3 PJ Bn (39 PJ)) 6-2-3 Arm Bn (7 RTR) 16 SPs 6-2-0 Coastal Arty Battery (X, 202, 206) B47.09: 5-2-3 Arty Bn (Red) (1 RHA, 104 RHA, At any Allied controlled Airbase or 12-3-3 Inf Div (Pavia) 107 RHA, 51 Fld) Airstrip: 3-3-3 MG Bn (Aosta) 8-3-0 Aus Arty Bn (Bush) 3x Hurri I 20 SPs 2x Blen IV B46.08: 1x Beaufgtr 8-3-3 Arty Rgt (3 Cel) C37.29: 11-3-2 Arty Rgt (24 Corps) Jock Campbell Leader Special Rules or Restrictions: Level 2 Airbase 7 Arm Div (7 Support Bde) 1) Reinforcements: None 5-2-3 Arty Bn (Red) (4 RHA) B46.07: 2) Incoming Supply: 1 SP per turn at Ariete Arm Div (5-4-7 Arm Bn (8 Med), C38.28: Mersa Matruh, 1 SP per turn at Tobruk 8 Brs Inf Rgt, Organic Truck (Full)) 2-4-8 Arm Car Bn (Royals) 7 Arm Div (11 Hus Arm Car Bn, 7-4-8 Axis Information: B47.08: Arm Bde (7)) City Ownership: NA 3-4-3 MG Bn (S.Maria) Reserve Markers Available: 5 (3)-3-3 AT Bn (551) C39.27: Hedgehogs Remaining: NA Strafer Gott Leader Flieger Korps Active: NA B47.07: 7 Arm Div (5-4-8 Arm Bde (4)) Minefields Available for Reuse: NA 5-4-3 Inf Rgt (7 Brs) 6-2-3 Arm Bn (4 RTR) Dead Units: No Rebuilds Allowed. Trento Div (61 Inf Rgt) 9-2-3 Arty Bn (7 Med) 5-2-3 Arty Bn (Red) (8 Fld) Set Up: B48.06: 2 SPs w/i 1 B60.24: Trento Div (46 Arty Rgt) (3)-3-3 Korück Bn (556) 2-3-3 MG Bn (551) C39.25: 5.Le Div (Organic Truck (Full)) 4 Ind Div (11 Ind Inf Bde) Ariete Arm Div (5-4-7 Arm Bn (7 Med)) B45.02: 2-0-6 Lt Arm Bn (5 Lt) 5.Le Div (4-5-8 Arm Rec Bn (3), 5-5-8 Pz C40.24: 6 SPs Bn (1-5), 4-3-3 Arty Bn (1-75)) 4 Ind Div (CIH Arm Car Bn) B50.15: C45.29: C37.23: Rommel Leader Trento Div (62 Inf Rgt) 6-4-3 Inf Bde (22 Gd) 14-0 Corps HQ (DAK) 4 Ind Div (Organic Truck (Full)) 3-5-8 PJ Bn (605) C39.31: 7 Arm Div (Organic Truck (Full)) 15 Pz Div (Organic Truck (Full)) 15 Pz Div (4-5-8 Arm Rec Bn (33)) 5 SPs 4 SPs 7-3-3 Arty Rgt (2 Cel)

C43.19: B49.15: C40.28: 8-0 Corps HQ (W.Desrt) Ariete Arm Div (2-3-6 Lt Arm Bn (1 Lt, Level 1 Hedgehog 4 SPs 2 Lt, 3Lt), 10-3-3 Arty Rgt (132)) KG Marker (Bach) 15 Pz Div (6-5-3 Inf Rgt (104)) B12.01: B47.12: 1-2-3 Senussi Bn (Giarabub) 5.Le Div (5-5-8 Pz Bn (2-5)) C41.30: Level 1 Hedgehog C4.22: B50.11: 15 Pz Div (6-5-3 Inf Rgt (115)) 1-2-8 Egyptian Ford Bn (s-FDA) 12-3-3 Inf Div (Brescia) (7)-5-3 Luftwaffe Flak Bn (1-18) 2-3-5 Egyptian Camel Bn (Siwa) 7-3-3 Arty Rgt (1 Cel) 1-5-8 Commando Bn (LRDG) C42.28: B49.11: 15 Pz Div ((3)-4-3 PJ Bn (33 PJ)) C38.02: 3-4-3 Assault Engineer Bn (32) Railhead Marker C42.29: B49.12: 15 Pz Div (4-5-3 Pio Bn (33)) Railline west of and including C38.02 11-3-2 Arty Rgt (16 Corps) does not exist. C42.30: Level 1 Hedgehog (7)-5-3 Luftwaffe Flak Bn (1-33) (1)-4-3 Oasis Co (2-300)

Page 34 The Gamers, Inc.

C44.29: One-Time Random Events which have w/i 2 B50.08: 15 Pz Div (5-5-8 Pz Bn (1-8, 2-8), 17-3-3 occurred: 4-0 Command HQ (Tobruk) Arty Rgt (33)) • Allies Crack Luftwaffe Codes 9 Aus Inf Div ( 20 Aus, 24 Aus, 26 Aus • German Signal-Intercept Genius At Inf Bde, Organic Truck (Full)) C44.31: Work 7 Aus Inf Div (18 Aus Inf Bde) 15 Pz Div (3-5-3 Motorcycle Bn (15 2-4-3 Ind Cav Bn (18 Ind) Krd)) Timed Rules in Effect: 3-2-8 Arm Bn (1 RTR) • Brigade Groups 6-2-3 Arm Bn (7 RTR) With any other Axis unit: • Mines not allowed (c3.2a) 6-2-0 Coastal Arty Battery (X, 202, 206) KG Markers (Marcks, Linau, 3 Aufk) • German Acclimitation to the Desert 5-2-3 Arty Bn (Red) (1 RHA, 104 RHA, (4.7a) 107 RHA, 51 Fld) At Any Axis controlled Airbase or Air • A19.35 as an Axis Supply Source 8-3-0 Aus Arty Bn (Bush) Strip: (3.7a) 1x Pax Repl Italian: 20 SPs 1x Ju.87b (reduced) Commonwealth 1x SM.79 Information: C37.29: 1x Ca.309 Jock Campbell Leader 2x G.50 City Ownership: Two Months (+): 7 Arm Div (7 Support Bde) Buq Buq, Sidi Barrani, Mersa Matruh, 5-2-3 Arty Bn (Red) (4 RHA) German: Alexandria (all), Cairo (all), Helwan, 1x Bf.109e Port Said, Suez, Tobruk C38.28: 2x Ju.87b Reserve Markers Available: 4 2-4-8 Arm Car Bn (Royals) 1x Bf.110 Hedgehogs Remaining: 20 7 Arm Div (11 Hus Arm Car Bn, 7-4-8 1x Ju.88 Minefields Remaining: 25 Arm Bde (7)) Senussi Hexes remaining: None Special Rules or Restrictions: remain to be activated. C39.27: 1) Reinforcements: Training Marker Positions: 6 Aus Strafer Gott Leader a) 2 SP per turn in Derna (representing Div (Normal), 2 Arm Div (Normal), 9 7 Arm Div (5-4-8 Arm Bde (4)) coastal shipping as well as overland SP Aus Div (Normal), 2 NZ Div (Normal), 7 6-2-3 Arm Bn (4 RTR) movement). Aus Div (Training #2), 1 SA Div (Green) 9-2-3 Arty Bn (7 Med) b) No unit reinforcements. Greek Campaign Status Track 5-2-3 Arty Bn (Red) (8 Fld) Marker: Campaign Termination Box 2 SPs Victory: Greek Deployment Progress Track Marker: No longer in use. The player controling (last to move through) C39.25: Dead Units: 4 Ind Div (11 Ind Inf Bde) Ft. Capuzzo, Sollum, and both hexes 6-4-3 Ind Inf Bde (3 Ind) adjoing Halfaya Pass wins. If neither player 2-3-10 Lt Arm Bn (3 Hus) controls all these hexes, the game is a draw. C40.24: 3-4-8 Arm Car Bn (KDG) 4 Ind Div (CIH Arm Car Bn) 2 NZ Div (2-5-8 Arm Rec Bn (2 NZ)) C37.23: 7.9 Operation 2 NZ Div (6-4-3 Inf Bde (4 NZ, 6-4-3 Inf Bde (22 Gd) 5 NZ)) 4 Ind Div (Organic Truck (Full)) Battleaxe 5-2-3 Arty Bn (Yellow) (2 RHA) 7 Arm Div (Organic Truck (Full)) 5 SPs Campaign Start O’Connor Leader: Captured C43.19: General Information: Set Up: 8-0 Corps HQ (W.Desrt) Near East Box: Set Up Order: Axis, 4 SPs 4 Ind Div (5 Ind Inf Bde) Commonwealth 7 Aus Div (21 Aus, 25 Aus Inf Bde, First Player: Commonwealth B12.01: Organic Truck (Full)) First Turn: 15 June 41 1-2-3 Senussi Bn (Giarabub) 9 Aus Div (9 Aus Recon Bn) Last Turn: 29 Nov 42 Game Length: 157 C4.22: B49.09: Maps in Play: All 1-2-8 Egyptian Ford Bn (s-FDA) Level 2 Airbase Use Campaign Rules?: Yes 2-3-5 Egyptian Camel Bn (Siwa) Port Damage: 1 Hit on Benghazi 1-5-8 Commando Bn (LRDG) Airfield Ownership: The Axis controls all airbases and air strips in Libya C38.02: except Giarabub. It also controls Sollum. Railhead Marker All other on-map airbases and air strips are controlled by the Commonwealth. Railline west of and including C38.02 does not exist.

Page 35 DAK-II: Deutsches Afrika Korps, volume I OCS #5

C39.03: E19.21: 3-1-2 GAF Rgt (30, 31, 32) 2-4-8 Arm Car Bn (4 SA) Level 3 Airbase 1-2-2 GAF Co (B.Scegga, 2-4-3 Inf Bn (11 Czech) E.GuG) 6-4-3 Inf Bde (23) E22.06: 3-0-3 Territorial Rgt (54) 1 SA Div (2 SA, 5 SA Inf Bde) 5-2-3 Arty Bn (Red) (149 Fld) 2-0-3 Territorial Bn (225, 226) 2-3-6 Egyptian Cav Bn (Mob F) Level 2 Airbase 2-0-3 Coastal Defense Bn 1-2-8 Egyptian Ford Co (n-FDA) (31 Lib) 3-3-8 Egyptian Ford Bn (FDA) E26.07: 2-0-6 Lt Arm Bn (61 Lt, 62 Lt) 0-2-1 RR Co (10 NZ) 50 Inf Div (150 Inf Bde) 2-1-6 Lt Arm Bn (20 Lt, 60 Lt, Level 2 Airbase 63 Lt) 6T Truck Points E32.12: 4-3-6 Arm Bn (3 Med) 16 SPs Level 3 Airbase 4-2-6 Arm Bn (5 Med, 6 Med, 21 Med) D37.32: E32.10: 3-3-6 Arm Bn (1 Med, 2 Med) 4 Ind Inf Div (7 Ind Inf Bde) Level 2 Airbase 3-3-3 MG Bn (VEC) 9-2-3 Arty Bn (64 Med, 68 Med) 2-1-1 MG Bn (3 Lib Frt) E43.11: 1-1-1 MG Bn (Gialo) D35.23: Level 2 Airbase 2-1-2 Blackshirt MG Bn (201, 3-2-3 Egyptian MG Bde (1 MG) 6-2-2 Coastal Arty Battery (19 Hvy) 202, 204) 2-3-3 MG Bn (17, 25, 55, 64) D34.19: At any Allied Controlled Airbase or 2-2-3 MG Bn (27, 61, 62, 63) 4-0-3 Egyptian Arty Bn (Egypt) Airstrip: 2-3-12 Motorcycle Bn 4x Hurri I (ProvBrs) E10.26: 3x Blen IV 1-3-12 Motorcycle Co (22 Brs, 2-3-5 Egyptian Camel Bn (Hauwasa) 1x Beaufgtr 61 Brs, 201 Brs, 1x Gladiator 202 Brs) w/i 3 D36.06: 1x Wellington 8-0-0 Stranded Cruiser 6-4-3 Polish Inf Bde (Carp) (San Giorgio) 2-4-3 Polish Cav Bn (Lancer) Anywhere inside Egypt: 10-3-3 Arty Rgt (10, 12, 26) 1x Egyptian Gladiator 10-3-2 Arty Rgt (10 Corps, D39.05: 3x Egyptian RR Bn (ENRR) 22 Corps) 1-2-3 Senussi Bn (Tobruk) 1x Egyptian Engineer Bn (Port) 26-2-2 Arty Bde (30 GAF) (1)-1-3 Arab Refugee Bn (1 Lib, 2 Lib, 4 22-3-2 Arty Rgt (25 Corps) Lib) Special Rules or Restrictions: 15-3-2 Arty Rgt (di Mnvra) Level 3 Airbase The following cannot move outside the 14-3-2 Arty Bde (20 Corps) 6-2-0 Coastal Arty Battery (204) “Restriction Zone” Boundary until 13-3-3 Arty Bde (Mtrizzato) (4)-3-1 Fort Bde (Alex A, Alex B) released: 11-3-2 Arty Rgt (21 Corps) 2-1-3 Egyptian Inf Bde (2) Carp Polish Inf Bde 9-3-2 Arty Bn (23 Corps) 6-4-3 Inf Bde (14, 16) Polish Lancer Cav Bn 8-2-2 Arty Rgt (31 GAF) 2 NZ Inf Div (6 NZ Inf Bde, 28 Maori 7-3-2 Arty Rgt (Maletti) Inf Bn, Organic Truck (Full)) Axis Information: 4-2-2 Arty Rgt (32 GAF) 3x Eq Repls City Ownership: Two Months (+): 17-0-0 Coastal Arty Rgt 2x Pax Repl Benghazi, Bardia (R. Mar) Reserve Markers Available: 5 3-0-0 Coastal Arty Bn (4) D36.06: Hedgehogs Remaining: 10 2-0-0 Coastal Arty Bn (5) Level 2 Airbase Flieger Korps Active: Yes 2x SM.79 Minefields Available for Reuse: 0 2x CR.42 D38.06: Dead Units: 1x Ba.65 Level 2 Airbase Italian: 8-0 Corps HQ (LibOp, 21 It, German: D41.03: 22 It, 23 It) 3-5-8 Pz Co (KStA) Level 2 Airbase 9-1-3 Blackshirt Inf Div (3 Jan, 5.Le Div (5-5-3 MG Bn (8)) 23 Mar, 28 Oct) E27.33: 12-2-3 Inf Div (Cirene, Marm, Set Up: 2-4-8 Arm Car Bn (6 SA, 7 SA) Sirte) Old Shipping Box: 12-1-3 Inf Div (Ctnzro) 4-3-3 Arty Bn (864) w/i 1 any hex of Cairo: 8-1-3 Inf Div (1 Lib) 2-3-3 Inf Bn (3-255, 3-347) Level 2 Airbase 8-2-3 Inf Div (2 Lib) 1-3-2 Mtn Arty Battery (362, 363, 364) Level 3 Airbase 4-3-3 Inf Rgt (1 Lib) (4)-3-1 Fort Bde (Cairo A, Cairo B, 3-2-3 Inf Rgt (5 Lib) Cairo C) 2-3-3 Inf Bn (34 Lib) 4-2-3 Egyptian Inf Bde (1) 5-3-3 Inf Rgt (10 Brs) 3-0-5 Egyptian Arty Bn (1 Lt Mule) 2-3-3 Blackshirt Inf Bn Egyptian National Army Organic Truck (Vd.Lib) (Full) Page 36 The Gamers, Inc.

Tripoli Box: B49.11: C42.29: 10 SPs 3-4-3 Assault Engineer Bn (32) 15 Pz Div (4-5-3 Pio Bn (33)) 6T Truck Points 3x It Pax Repl B49.12: C42.30: 8-0 Corps HQ (20 It) 11-3-2 Arty Rgt (16 Corps) Level 1 Hedgehog 12-3-3 Inf Div (Savona (less one step), (7)-5-3 Luftwaffe Flak Bn (1-33) Sabrtha (less two steps)) B48.10: (1)-4-3 Oasis Co (2-300) 3-3-3 MG Bn (Genova) 5.Le Div (5-5-3 MG Bn (2)) 2-3-3 MG Bn (60) 3-3-3 Flak Bn (606) C44.29: (4)-4-5 AT Bn (2 Mil) 15 Pz Div (5-5-8 Pz Bn (1-8, 2-8), 17-3-3 1-1-2 GAF Bn (35) B47.10: Arty Rgt (33)) 22-3-2 Arty Bde (5 Army) 5.Le Div (3-5-3 Pio Bn (200)) 10-2-2 Arty Rgt (340 GAF) 5.Le Div ((3)-4-3 PJ Bn (39 PJ)) C44.31: 4-2-2 Arty Bn (332 GAF) 15 Pz Div (3-5-3 Motorcycle Bn (15 3-2-2 Arty Bn (291 GAF) B47.09: Krd)) 3-3-3 Arty Bn (408) 12-3-3 Inf Div (Pavia) 3-3-3 MG Bn (Aosta) With any other Axis unit: A18.30: KG Markers (Marcks, Linau, 3 Aufk) 1-2-3 Inf Bn (18 Lib) B46.08: 8-3-3 Arty Rgt (3 Cel) At Any Axis controlled Airbase or Air A41.21: 11-3-2 Arty Rgt (24 Corps) Strip: 1-2-3 Inf Bn (36 Lib) Level 2 Airbase Italian: 1x Ju.87b (reduced) A48.20: B46.07: 1x CR.42 8-0 Corps HQ (10 It) Ariete Arm Div (5-4-7 Arm Bn (8 Med), 2x SM.79 (6)-4-5 AT Bn (1 Mil) 8 Brs Inf Rgt, Organic Truck (Full)) 1x Ca.309 5T Truck Points 3x G.50 8 SPs B47.08: 1x SM.82 3-4-3 MG Bn (S.Maria) A48.18: (3)-3-3 AT Bn (551) German: Level 2 Airbase 1x Bf.109e B47.07: 2x Ju.87b A55.11: 5-4-3 Inf Rgt (7 Brs) 1x Bf.110 12-2-3 Inf Div (Bologna) Trento Div (61 Inf Rgt) 2x Ju.88 2-1-6 Lt Arm Bn (4 Lt) 1x Ju.52 B48.06: A55.05: Trento Div (46 Arty Rgt) Victory: Level 2 Airbase 2-3-3 MG Bn (551) Use Campaign Victory conditions. w/i 1 B60.24: B45.02: (3)-3-3 Korück Bn (556) 5.Le Div (4-5-8 Arm Rec Bn (3), 5-5-8 Pz 5.Le Div (Organic Truck (Full)) Bn (1-5), 4-3-3 Arty Bn (1-75)) Ariete Arm Div (5-4-7 Arm Bn (7 Med)) 2-0-6 Lt Arm Bn (5 Lt) C45.29: 6 SPs Trento Div (62 Inf Rgt)

B50.15: C39.31: Rommel Leader 15 Pz Div (4-5-8 Arm Rec Bn (33)) 14-0 Corps HQ (DAK) 7-3-3 Arty Rgt (2 Cel) 3-5-8 PJ Bn (605) 15 Pz Div (Organic Truck (Full)) C40.28: 4 SPs Level 1 Hedgehog KG Marker (Bach) B49.15: 15 Pz Div (6-5-3 Inf Rgt (104)) Ariete Arm Div (2-3-6 Lt Arm Bn (1 Lt, 2 Lt, 3Lt), 10-3-3 Arty Rgt (132)) C41.30: Level 1 Hedgehog B47.12: 15 Pz Div (6-5-3 Inf Rgt (115)) 5.Le Div (5-5-8 Pz Bn (2-5)) (7)-5-3 Luftwaffe Flak Bn (1-18)

B50.11: C42.28: 12-3-3 Inf Div (Brescia) 15 Pz Div ((3)-4-3 PJ Bn (33 PJ)) 7-3-3 Arty Rgt (1 Cel)

Page 37 DAK-II: Deutsches Afrika Korps, volume I OCS #5

7.10 Operation Senussi Hexes remaining: None B40.05: remain to be activated. 2-4-8 Arm Car Bn (4 SA) Crusader—Smaller Training Marker Positions: 6 Aus Scenario Div (Normal), 2 Arm Div (Normal), 9 B39.02: Aus Div (Normal), 2 NZ Div (Normal), 7 Strafer Gott Leader Aus Div (Normal), 1 SA Div (Normal), 2 7 Arm Div (5-4-8 Arm Bde (4)) General Information: SA Div (Normal), 1 Arm Div (Green & (2)-2-3 AT Bn (Red) (102 AT) Set Up Order: Axis, Locked) 5-2-3 Arty Bn (Yellow) (2 RHA) Commonwealth Greek Campaign Status Track First Player: Commonwealth Marker: Campaign Termination Box B41.04: First Turn: 19 Nov 41 Greek Deployment Progress Jock Campbell Leader Last Turn: 15 Dec 41 Track Marker: No longer in use. 7 Arm Div (7-4-8 Arm Bde (7)) Game Length: 9 Dead Units: No rebuilds allowed. 5-2-3 Arty Bn (Red) (4 RHA) Maps in Play: Maps B and C only Use Campaign Rules?: No Set Up: B42.04: Port Damage: None B49.09: 7 Arm Div (11 Hus Arm Car Bn) Airfield Ownership: The Axis Level 2 Airbase controls all airbases and air strips in Libya B42.02: except Giarabub, Es Scegga (C31.31), w/i 2 B50.08: 3-4-8 Arm Car Bn (KDG) Gseien (C27.33). It also controls Sollum. 4-0 Command HQ (Tobruk) All other on-map airbases and air strips are 6-4-3 Inf Bde (14, 16, 23) w/i 1 C37.32: controlled by the Commonwealth. 6-4-3 Polish Inf Bde (Carp) 2 NZ Div (2-5-8 Arm Recon Bn (2 NZ), 2-4-3 Polish Cav Bn (Lancer) 28 Maori Inf Bn, 4 NZ, 5 NZ, 6 NZ Inf One-Time Random Events which have 2-4-3 Czech Inf Bn (11 Czech) Bde, Organic Truck (Full)) occurred: 3-2-8 Arm Bn (1 RTR) • Allies Crack Luftwaffe Codes 6-2-3 Arm Bn (4 RTR, 7 RTR) C37.31: • German Signal-Intercept Genius At 6-2-0 Coastal Arty Battery (X, 202, 206) 12-0 Corps HQ (13) Work 5-2-3 Arty Bn (Red) (1 RHA, 104 RHA, 6-2-3 Arm Bn (8 RTR, 42 RTR, 44 RTR) 107 RHA, 144 Fld) Timed Rules in Effect: 8-3-0 Aus Arty Bn (Bush) C38.31: • Brigade Groups (2)-2-3 AT Bn (Red) (149 AT) 4 Ind Div (7 Ind Inf Bde) • Allied Hipshoots Allowed (5.1) 19 SPs (2)-2-3 AT Bn (Red) (65 AT)

Special Rules: B12.01: C39.29: 1) Weather: There was a Rainstorm 1-2-3 Senussi Bn (Giarabub) 4 Ind Div (CIH Arm Car Bn) on map B on the 15 Nov 41 turn. All air 2-4-8 Arm Car Bn (6 SA, 7 SA) units that set up on either of those two maps 1-5-8 Commando Bn (1 SAS, LRDG) C37.26: must set up inactive. 5 Ind Div (29 Ind Inf Bde) 4 Ind Div (5 Ind Inf Bde, Organic Truck 2) Surprise: Rommel steadfastly (Full)) refused to believe that a major Allied B30.04: offensive was underway (concentrating on 1 SA Div (5 SA Inf Bde) C36.23: his own plan to take Tobruk). This results 5 SPs in the following: B34.05: a) The first turn of the game is 19 1 SA Div (1 SA Inf Bde, Organic Truck w/i 1 C40.26: Nov 41, even though the battle technically (Full)) 4 Ind Div (11 Ind Inf Bde) began on the 18th and the Commonwealth 2-4-8 Arm Car Bn (3 SA) 9-2-3 Arty Bn (7 Med) has already begun its movement into Axis 3 SPs territory. B35.02: b) The Commonwealth is the 12-0 Corps HQ (30) C4.22: first player. 6-4-3 Inf Bde (22 Gd) 1-2-8 Egyptian Ford Bn (s-FDA) c) (Important) There is no Axis 4T Truck Points 2-3-5 Egyptian Camel Bn (Siwa) Reaction Phase in the Commonwealth 19 5 SPs Nov 41 turn. C36.24: B38.06: Railhead Marker Commonwealth 1 Arm Div (7-4-8 Arm Bde (22), Organic 0-2-1 RR Co (10 NZ, 13 NZ) Information: Truck (Full)) Railline west of and including C36.25 City Ownership: Two Months (+): B38.03: does not exist. Buq Buq, Sidi Barrani, Mersa Matruh, 7 Arm Div (7 Support Bde, Organic Tobruk Truck (Full)) Reserve Markers Available: 6 5-2-3 Arty Bn (Red) (60 Fld) Hedgehogs Remaining: NA Minefields Remaining: NA

Page 38 The Gamers, Inc.

C39.03: B45.15: B46.06: 1 SA Div (2 SA Inf Bde) Trieste Div (66 Inf Rgt) 6-5-3 Commando Rgt (288.Snd) 5-2-3 Arty Bn (Red) (8 Fld) 4-3-2 Coastal Arty Battery (4, 4-149) 2 SA Div (Organic Truck (Full)) B44.13: 2-3-6 Egyptian Cav Bn (Mob F) 5-4-3 Inf Rgt (9 Brs) (Semi-Motorized) B47.06: 1-2-8 Egyptian Ford Co (n-FDA) Afrika Div (580 Exp Co, 361 Arty Bn, 3-3-8 Egyptian Ford Bn (FDA) B50.11: Organic Truck (Full)) Level 2 Airbase 12-3-3 Inf Div (Brescia) 2 SPs 6x Pax Repl 7-3-3 Arty Rgt (1 Cel) 9x Eq Repl B46.02: 5T Truck Points B49.11: Rommel Leader 25 SPs 2-3-3 MG Bn (551) 14-0 Corps HQ (DAK) 2-1-6 Lt Arm Bn (4 Lt) 3-5-8 Pz Co (KStA) At any Allied Controlled Airbase or 11-3-2 Arty Rgt (24 Corps) 3-3-3 AA Bn (606) Airstip: 10-2-2 Arty Rgt (340 GAF) Level 2 Airbase 5x Hurri I 2 SPs 4x Blen IV 1x Beaufgtr B49.12: 2x Wellington 9-3-2 Coastal Arty Bn (529, 532) C42.29: 2x Maryld Level 1 Hedgehog 1x Ktyhk B48.10: 21 Pz Div ((3)-4-3 PJ Bn (39 PJ), 4-5-3 Trento Div (61 Inf Rgt) Pio Bn (200)) Reinforcements: 10-3-5 Arty Rgt (Volanti) Each turn place 2 SPs in hex C39.03. C39.32: B48.11: Level 1 Hedgehog Axis Information: 3-4-3 Assault Engineer Bn (31) 3-4-3 Assualt Engineer Bn (32) 22-3-2 Arty Bde (5 Army) City Ownership: Two Months (+): 2 SPs C40.28: Bardia Level 1 Hedgehog Reserve Markers Available: 5 B47.10: 21 Pz Div (6-5-3 Inf Rgt (104)) Hedgehogs Remaining: NA 5-4-3 Inf Rgt (7 Brs) 1 SP Flieger Korps Active: NA Trento Div (46 Arty Rgt) Minefields Available for Reuse: NA C41.30: Dead Units: No Rebuilds allowed. B47.09: Level 1 Hedgehog Trento Div (62 Inf Rgt) 12-3-3 Inf Div (Savona) Set Up: 3-3-3 MG Bn (Aosta) B60.30: w/i 1 C45.29: 3-4-3 Para Bn (1 Cara) B47.08: 2-3-3 Inf Bn (3-255, 3-347) 12-3-3 Inf Div (Pavia) 3-3-3 MG Bn (Genova) B60.29: 3-3-3 AA Bn (617) RECAM Ragg Marker B47.07: 7-3-3 Arty Rgt (2 Cel) 4-2-3 MG Bn (R.Gessi) Afrika Div (155, 361 Inf Rgt) 2 SPs 2-3-12 Motorcycle Bn (PAI) Ariete Arm Div (2-3-6 Lt Arm Bn (3 Lt)) B48.06: C44.31: 3-3-7 Lt Arm Bn (52 Mx) 12-2-3 Inf Div (Bologna) 21 Pz Div (3 Arm Recon Bn) 3-4-3 Inf Rgt (GGFF) (3)-3-3 AT Bn (551) 1 SP C43.30: B46.09: 3-5-8 PJ Bn (605) w/i 1 B50.16: 30-3-2 Arty Bde (8 Ragg) 2T Truck Points 11-3-2 Arty Rgt (16 Corps) C43.34: (3)-3-3 Korück Bn (556) 15 Pz Div (33 Arm Recon Bn, (3)-4-3 PJ 1-5-8 Commando Co (v.Könen) B46.08: Bn (33 PJ)) 9-3-2 Coastal Arty Bn (523, 528) 8-0 Corps HQ (21 It) 2x German Pax Repl 2-0-6 Lt Arm Bn (5 Lt) w/i 1 B41.08: 2x German Eq Repl 8-3-3 Arty Rgt (3 Cel) (6)-4-5 AT Bn (1 Mil) 8 SPs 2 SPs Ariete Arm Div (5-4-7 Arm Bn (7 Med, Level 2 Airbase 8 Med), 4-3-6 Arm Bn (9 Med), 2-3-6 Lt w/i 1 B42.13: Arm Bn (1 Lt, 2 Lt), 8 Brs Inf Rgt, (2)-3- 8-0 Corps HQ (CAM) B46.07: 3 AT Bn (Red) (AT), 132 Arty Rgt, Trieste Div (65 Inf Rgt, 21 Arty Rgt, Afrika Div (900 Pio Bn) Organic Truck (Full)) Organic Truck (Full)) 7-3-3 Arty Bn (2-115) 1 SP 3-2-3 MG Bn (101) 3-3-3 Arty Bn (408) 2 SPs 2-3-3 Arty Battery (902) 4-3-2 Coastal Arty Battery (4-772)

Page 39 DAK-II: Deutsches Afrika Korps, volume I OCS #5 w/i 1 C45.34: Commonwealth 1-4-4 Inf Gun Co (708) 7.11 Operation Information: (7)-5-3 Luftwaffe Flak Bn (1-18) 21 Pz Div (5-5-8 Pz Bn (1-5, 2-5), 3-5-3 Crusader City Ownership: Two Months (+): Motorcycle Bn (15 Krd), 155 Arty Rgt, Campaign Start Buq Buq, Sidi Barrani, Mersa Matruh, Organic Truck (Full)) Alexandria (all), Cairo (all), Helwan, 2 SPs Port Said, Suez, Tobruk General Information: Reserve Markers Available: 6 w/i 1 B48.03: Set Up Order: Axis, Hedgehogs Remaining: 20 (7)-5-3 Luftwaffe Flak Bn (1-33) Commonwealth Minefields Remaining: 25 1-4-4 Inf Gun Co (707) First Player: Commonwealth Senussi Hexes remaining: None 15 Pz Div (5-5-8 Pz Bn (1-8, 2-8), 6-5-3 First Turn: 19 Nov 41 remain to be activated. Inf Rgt (115), 5-5-3 MG Bn (2), 4-5-3 Last Turn: 29 Nov 42 Training Marker Positions: 6 Aus Pio Bn (33), 33 Arty Rgt, Organic Truck Game Length: 112 Div (Normal), 2 Arm Div (Normal), 9 (Full)) Maps in Play: All Aus Div (Normal), 2 NZ Div (Normal), 7 2 SPs Use Campaign Rules?: Yes Aus Div (Normal), 1 SA Div (Normal), 2 Port Damage: None SA Div (Normal), 1 Arm Div (Green & With any other Axis unit: Airfield Ownership: The Axis Locked) KG Markers (Marcks, Linau, 3 Aufk, controls all airbases and air strips in Libya Greek Campaign Status Track Bach, Schütte, Wechmar, Voss) except Giarabub, Es Scegga (C31.31), Marker: Campaign Termination Box (1)-4-3 Oasis Co (2-300, 6-300, 10-300, Gseien (C27.33). It also controls Sollum. Greek Deployment Progress 12-300, 13-300) All other on-map airbases and air strips are Track Marker: No longer in use. controlled by the Commonwealth. Dead Units: At Any Axis controlled Airbase or Air 6-4-3 Ind Inf Bde (3 Ind) Strip: One-Time Random Events which have 2-3-10 Lt Arm Bn (3 Hus) Italian: occurred: 1x Ju.87b (reduced) • Allies Crack Luftwaffe Codes O’Connor Leader: Captured 2x SM.79 • German Signal-Intercept Genius At 1x Ca.309 Work Set Up: 1x SM.82 Near East Box: 1x Br.20 Timed Rules in Effect: 5 Ind Div (9 Ind, 10 Ind Inf Bde, Organic 1x MC.202 • Brigade Groups Truck (Full)) • Mines not allowed (c3.2a) 7 Aus Div (18 Aus, 21 Aus, 25 Aus Inf German: • Allied Hipshoots Allowed (5.1) Bde, Organic Truck (Full)) 2x Bf.109e • A19.35 as an Axis Supply Source 9 Aus Div (9 Aus Recon Bn, 20 Aus, 24 2x Bf.109f (3.7a) Aus, 26 Aus Inf Bde, Organic Truck 2x Ju.87b (Full)) 2x Bf.110 Special Rules: 50 Inf Div (69, 150, 151 Inf Bde, 2x Ju.88 1) Weather: There was a Rainstorm Organic Truck (Full)) 2x Ju.52 on maps A and B on the 15 Nov 41 turn. All 6-3-3 Inf Bde (161 British) 1x He.111h air units that set up on either of those two maps must set up inactive. Reinforcements: 2) Surprise: Rommel steadfastly B49.09: Each turn place 2 SPs in hex B50.16 or refused to believe that a major Allied Level 2 Airbase B60.24. offensive was underway (concentrating on his own plan to take Tobruk). This results w/i 2 B50.08: Victory: in the following: 4-0 Command HQ (Tobruk) a) The first turn of the game is 19 6-4-3 Inf Bde (14, 16, 23) The Commonwealth player wins by Nov 41, even though the battle technically 6-4-3 Polish Inf Bde (Carp) destroying three of the four German Panzer began on the 18th and the Commonwealth 2-4-3 Polish Cav Bn (Lancer) Division Panzer Battalions and by opening has already begun its movement into Axis 2-4-3 Czech Inf Bn (11 Czech) a route by which Truck points can move territory. 3-2-8 Arm Bn (1 RTR) from Mersa Matruh to Tobruk without b) The Commonwealth is the 6-2-3 Arm Bn (4 RTR, 7 RTR) passing adjacent to any enemy unit (even if first player. 6-2-0 Coastal Arty Battery (X, 202, 206) the hex is occupied by a friendly unit). c) (Important) There is no Axis 5-2-3 Arty Bn (Red) (1 RHA, 104 RHA, Reaction Phase in the Commonwealth 19 107 RHA, 144 Fld) If the Commonwealth opens the corridor to Nov 41 turn. 8-3-0 Aus Arty Bn (Bush) the fortress but doesn’t kill the Panzer (2)-2-3 AT Bn (Red) (149 AT) Battalions, it is a draw. 19 SPs Any other result is an Axis win.

Page 40 The Gamers, Inc.

B12.01: C39.29: w/i 1 D39.05: 1-2-3 Senussi Bn (Giarabub) 4 Ind Div (CIH Arm Car Bn) 1-5-8 Commando Bn (Layforce) 2-4-8 Arm Car Bn (6 SA, 7 SA) 3-5-3 Marine Bn (11 RM) 1-5-8 Commando Bn (1 SAS, LRDG) C37.26: (1)-1-3 Arab Refugee Bn (1 Lib, 2 Lib, 4 5 Ind Div (29 Ind Inf Bde) 4 Ind Div (5 Ind Inf Bde, Organic Truck Lib) (Full)) Level 3 Airbase B30.04: 6-2-0 Coastal Arty Battery (204) 1 SA Div (5 SA Inf Bde) C36.23: (4)-3-1 Fort Bde (Alex A, Alex B) 5 SPs 2-1-3 Egyptian Inf Bde (2) B34.05: 3x Eq Repls 1 SA Div (1 SA Inf Bde, Organic Truck w/i 1 C40.26: 4x Pax Repl (Full)) 4 Ind Div (11 Ind Inf Bde) 2-4-8 Arm Car Bn (3 SA) 9-2-3 Arty Bn (7 Med) D36.06: 3 SPs Level 2 Airbase B35.02: 12-0 Corps HQ (30) C4.22: D38.06: 6-4-3 Inf Bde (22 Gd) 1-2-8 Egyptian Ford Bn (s-FDA) Level 2 Airbase 4T Truck Points 2-3-5 Egyptian Camel Bn (Siwa) 5 SPs D41.03: C36.24: Level 2 Airbase B38.06: Railhead Marker 1 Arm Div (7-4-8 Arm Bde (22), Organic 0-2-1 RR Co (10 NZ, 13 NZ) w/i 1 any hex of Cairo: Truck (Full)) Level 2 Airbase Railline west of and including C36.25 Level 3 Airbase B38.03: does not exist. (4)-3-1 Fort Bde (Cairo A, Cairo B, 7 Arm Div (7 Support Bde, Organic Cairo C) Truck (Full)) C39.03: 4-2-3 Egyptian Inf Bde (1) 5-2-3 Arty Bn (Red) (60 Fld) 1 SA Div (2 SA Inf Bde) 3-0-5 Egyptian Arty Bn (1 Lt Mule) 5-2-3 Arty Bn (Red) (8 Fld) Egyptian National Army Organic Truck B40.05: 2 SA Div (Organic Truck (Full)) (Full) 2-4-8 Arm Car Bn (4 SA) 2-3-6 Egyptian Cav Bn (Mob F) 1-2-8 Egyptian Ford Co (n-FDA) E19.21: B39.02: 3-3-8 Egyptian Ford Bn (FDA) Level 3 Airbase Strafer Gott Leader Level 2 Airbase 7 Arm Div (5-4-8 Arm Bde (4)) 6x Pax Repl E22.06: (2)-2-3 AT Bn (Red) (102 AT) 9x Eq Repl Level 2 Airbase 5-2-3 Arty Bn (Yellow) (2 RHA) 5T Truck Points 25 SPs E32.12: B41.04: Level 3 Airbase Jock Campbell Leader D37.32: 7 Arm Div (7-4-8 Arm Bde (7)) 2 SA Div (3 SA Inf Bde) E32.10: 5-2-3 Arty Bn (Red) (4 RHA) 9-2-3 Arty Bn (68 Med) Level 2 Airbase

B42.04: D35.29: E43.11: 7 Arm Div (11 Hus Arm Car Bn) 2 SA Div (4 SA Inf Bde) Level 2 Airbase 5-2-3 Arty Bn (Red) (51 Fld) 6-2-2 Coastal Arty Battery (19 Hvy) B42.02: 6-2-0 Coastal Arty Battery (F) 3-4-8 Arm Car Bn (KDG) D35.23: 2 SA Inf Div (6 SA Inf Bde) At any Allied Airbase or Airstrip: w/i 1 C37.32: 3-2-3 Egyptian MG Bde (1 MG) 6x Hurri I 2 NZ Div (2-5-8 Arm Recon Bn (2 NZ), 4x Blen IV 28 Maori Inf Bn, 4 NZ, 5 NZ, 6 NZ Inf D34.19: 1x Beaufgtr Bde, Organic Truck (Full)) 4-0-3 Egyptian Arty Bn (Egypt) 1x Gladiator 2x Wellington C37.31: E10.26: 2x Maryld 12-0 Corps HQ (13) 2-3-5 Egyptian Camel Bn (Hauwasa) 1x Ktyhk 6-2-3 Arm Bn (8 RTR, 42 RTR, 44 RTR) D33.11: Anywhere inside Egypt: C38.31: 1-2-3 Senussi Bn (Tobruk) 1x Egyptian Gladiator 4 Ind Div (7 Ind Inf Bde) 3x Egyptian RR Bn (ENRR) (2)-2-3 AT Bn (Red) (65 AT) 1x Egyptian Engineer Bn (Port)

Page 41 DAK-II: Deutsches Afrika Korps, volume I OCS #5

Axis Information: 17-0-0 Coastal Arty Rgt (R. w/i 1 B50.16: City Ownership: Two Months (+): Mar) (3)-3-3 Korück Bn (556) Benghazi, Bardia 3-0-0 Coastal Arty Bn (4) 1-5-8 Commando Co (v.Könen) Reserve Markers Available: 5 2-0-0 Coastal Arty Bn (5) 9-3-2 Coastal Arty Bn (523, 528) Hedgehogs Remaining: 8 2x SM.79 2x German Pax Repl Flieger Korps Active: No 4x CR.42 2x German Eq Repl Minefields Available for Reuse: 0 1x Ba.65 8 SPs Dead Units: 2x G.50 Italian: 1x MC.200 w/i 1 B42.13: 8-0 Corps HQ (LibOp, 22 It, 8-0 Corps HQ (CAM) 23 It) German: Trieste Div (65 Inf Rgt, 21 Arty Rgt, 9-1-3 Blackshirt Inf Div (3 Jan, 21.Pz Div (5-5-3 MG Bn (8)) Organic Truck (Full)) 23 Mar, 28 Oct) 1x Bf.109e 3-2-3 MG Bn (101) 12-2-3 Inf Div (Cirene, Marm, 2 SPs Sirte) Set Up: 12-1-3 Inf Div (Ctnzro) Tripoli Box: B45.15: 8-1-3 Inf Div (1 Lib) 12 SPs Trieste Div (66 Inf Rgt) 8-2-3 Inf Div (2 Lib) 9T Truck Points 4-3-3 Inf Rgt (1 Lib) 3x It Pax Repl B44.13: 3-2-3 Inf Rgt (5 Lib) 3x It Eq Repl 5-4-3 Inf Rgt (9 Brs) (Semi-Motorized) 2-3-3 Inf Bn (34 Lib) 8-0 Corps HQ (20 It) 5-3-3 Inf Rgt (10 Brs) 12-3-3 Inf Div (Sabrtha (less two steps)) B50.11: 2-3-3 Blackshirt Inf Bn 3-4-3 Marine Bn (4-SM) 12-3-3 Inf Div (Brescia) (Vd.Lib) 2-3-3 MG Bn (60) 7-3-3 Arty Rgt (1 Cel) 3-1-2 GAF Rgt (30, 31, 32) (4)-4-5 AT Bn (2 Mil) 1-2-2 GAF Co (B.Scegga, 1-1-2 GAF Bn (35) B49.11: E.GuG) 4-2-2 Arty Bn (332 GAF) 2-3-3 MG Bn (551) 3-0-3 Territorial Rgt (54) 3-2-2 Arty Bn (291 GAF) 2-1-6 Lt Arm Bn (4 Lt) 2-0-3 Territorial Bn (225, 226) 1-3-2 Mtn Arty Battery (362, 363, 364) 11-3-2 Arty Rgt (24 Corps) 2-0-3 Coastal Defense Bn (31 10-2-2 Arty Rgt (340 GAF) Lib) A1.05: 2-0-6 Lt Arm Bn (61 Lt, 62 Lt) 1-2-3 Inf Bn (18 Lib) B49.12: 2-1-6 Lt Arm Bn (20 Lt, 60 Lt, 9-3-2 Coastal Arty Bn (529, 532) 63 Lt) A41.21: 4-3-6 Arm Bn (3 Med) 1-2-3 Inf Bn (36 Lib) B48.10: 4-2-6 Arm Bn (5 Med, 6 Med, Trento Div (61 Inf Rgt) 21 Med) A48.20: 10-3-5 Arty Rgt (Volanti) 3-3-6 Arm Bn (1 Med, 2 Med) 8-0 Corps HQ (10 It) 3-3-3 MG Bn (VEC) 5T Truck Points B48.11: 2-1-1 MG Bn (3 Lib Frt) 10 SPs 3-4-3 Assault Engineer Bn (31) 1-1-1 MG Bn (Gialo) 22-3-2 Arty Bde (5 Army) 2-1-2 Blackshirt MG Bn (201, A48.18: 2 SPs 202, 204) Level 2 Airbase 2-3-3 MG Bn (17, 25, 55, 64) B47.10: 2-2-3 MG Bn (27, 61, 62, 63) A55.05: 5-4-3 Inf Rgt (7 Brs) 2-3-12 Motorcycle Bn Level 2 Airbase Trento Div (46 Arty Rgt) (ProvBrs) 1-3-12 Motorcycle Co (22 Brs, B60.30: B47.09: 61 Brs, 201 Brs, 3-4-3 Para Bn (1 Cara) Trento Div (62 Inf Rgt) 202 Brs) 3-3-3 MG Bn (Aosta) 10-3-3 Arty Rgt (10, 12, 26) B60.29: 10-3-2 Arty Rgt (10 Corps, RECAM Ragg Marker B47.08: 22 Corps) 4-2-3 MG Bn (R.Gessi) 12-3-3 Inf Div (Pavia) 26-2-2 Arty Bde (30 GAF) 2-3-12 Motorcycle Bn (PAI) 22-3-2 Arty Rgt (25 Corps) Ariete Arm Div (2-3-6 Lt Arm Bn (3 Lt)) B47.07: 15-3-2 Arty Rgt (di Mnvra) 3-3-7 Lt Arm Bn (52 Mx) Afrika Div (155, 361 Inf Rgt) 14-3-2 Arty Bde (20 Corps) 3-4-3 Inf Rgt (GGFF) 13-3-3 Arty Bde (Mtrizzato) 1 SP B48.06: 11-3-2 Arty Rgt (21 Corps) 12-2-3 Inf Div (Bologna) 9-3-2 Arty Bn (23 Corps) (3)-3-3 AT Bn (551) 8-2-2 Arty Rgt (31 GAF) 7-3-2 Arty Rgt (Maletti) B46.09: 4-2-2 Arty Rgt (32 GAF) 30-3-2 Arty Bde (8 Ragg) 11-3-2 Arty Rgt (16 Corps)

Page 42 The Gamers, Inc.

B46.08: C43.34: 8-0 Corps HQ (21 It) 15 Pz Div (33 Arm Recon Bn, (3)-4-3 PJ 7.12 The 2nd Italo- 2-0-6 Lt Arm Bn (5 Lt) Bn (33 PJ)) 8-3-3 Arty Rgt (3 Cel) German Offensive, 2 SPs w/i 1 B41.08: 22 Jan 42, Level 2 Airbase (6)-4-5 AT Bn (1 Mil) Ariete Arm Div (5-4-7 Arm Bn (7 Med, Campaign Start B46.07: 8 Med), 4-3-6 Arm Bn (9 Med), 2-3-6 Lt Afrika Div (900 Pio Bn) Arm Bn (1 Lt, 2 Lt), 8 Brs Inf Rgt, (2)-3- General Information: 7-3-3 Arty Bn (2-115) 3 AT Bn (Red) (AT), 132 Arty Rgt, Set Up Order: Commonwealth, 3-3-3 Arty Bn (408) Organic Truck (Full)) Axis 2-3-3 Arty Battery (902) 1 SP First Player: Axis 4-3-2 Coastal Arty Battery (4-772) First Turn: 22 Jan 42 w/i 1 C45.34: Last Turn: 29 Nov 42 B46.06: 1-4-4 Inf Gun Co (708) Game Length: 93 6-5-3 Commando Rgt (288.Snd) (7)-5-3 Luftwaffe Flak Bn (1-18) Maps in Play: All 4-3-2 Coastal Arty Battery (4, 4-149) 21 Pz Div (5-5-8 Pz Bn (1-5, 2-5), 3-5-3 Use Campaign Rules?: Yes Motorcycle Bn (15 Krd), 155 Arty Rgt, Port Damage: Benghazi has four B47.06: Organic Truck (Full)) hits. Afrika Div (580 Exp Co, 361 Arty Bn, 2 SPs Airfield Ownership: The Axis Organic Truck (Full)) controls all air strips occupied by or west of 2 SPs w/i 1 B48.03: their units. All other on-map airbases and (7)-5-3 Luftwaffe Flak Bn (1-33) air strips are controlled by the B46.02: 1-4-4 Inf Gun Co (707) Commonwealth. Rommel Leader 15 Pz Div (5-5-8 Pz Bn (1-8, 2-8), 6-5-3 14-0 Corps HQ (DAK) Inf Rgt (115), 5-5-3 MG Bn (2), 4-5-3 One-Time Random Events which have 3-5-8 Pz Co (KStA) Pio Bn (33), 33 Arty Rgt, Organic Truck occurred: 3-3-3 AA Bn (606) (Full)) • Pearl Harbor Occurs Level 2 Airbase 2 SPs • Allies Crack Luftwaffe Codes 2 SPs • German Signal-Intercept Genius At With any other Axis unit: Work C42.29: KG Markers (Marcks, Linau, 3 Aufk, • German Signal Unit Disaster Level 1 Hedgehog Bach, Schütte, Wechmar, Voss) 21 Pz Div ((3)-4-3 PJ Bn (39 PJ), 4-5-3 (1)-4-3 Oasis Co (2-300, 6-300, 10-300, Timed Rules in Effect: Pio Bn (200)) 12-300, 13-300) • Brigade Groups • Mines allowed (c3.2a) C39.32: At Any Axis controlled Airbase or Air • Allied Hipshoots Allowed (5.1) Level 1 Hedgehog Strip: • A19.35 as an Axis Supply Source 3-4-3 Assualt Engineer Bn (32) Italian: (3.7a) 1x Ju.87b (reduced) C40.28: 2x CR.42 Level 1 Hedgehog 2x SM.79 Commonwealth 21 Pz Div (6-5-3 Inf Rgt (104)) 1x Ca.309 Information: 1 SP 1x G.50 City Ownership: Two Months (+): 1x SM.82 Buq Buq, Sidi Barrani, Mersa Matruh, C41.30: 1x MC.200 Alexandria (all), Cairo (all), Helwan, Level 1 Hedgehog 1x Br.20 Port Said, Suez, Tobruk 12-3-3 Inf Div (Savona) 1x MC.202 Not yet held for Two Months: Benghazi (captured 26 Dec 41), Bardia w/i 1 C45.29: German: (captured 5 Jan 42) 2-3-3 Inf Bn (3-255, 3-347) 2x Bf.109e Reserve Markers Available: 6 3-3-3 MG Bn (Genova) 2x Bf.109f Hedgehogs Remaining: 19 3-3-3 AA Bn (617) 2x Ju.87b Minefields Remaining: 25 7-3-3 Arty Rgt (2 Cel) 2x Bf.110 Senussi Hexes remaining: None 2 SPs 2x Ju.88 remain to be activated. 2x Ju.52 Training Marker Positions: 6 Aus C44.31: 1x He.111h Div (Normal), 2 Arm Div (Normal), 9 21 Pz Div (3 Arm Recon Bn) Aus Div (Normal), 2 NZ Div (Normal), 7 Victory: Aus Div (Normal), 1 SA Div (Normal), 2 C43.30: Use Campaign Victory conditions. SA Div (Normal), 1 Arm Div (Training 3-5-8 PJ Bn (605) #2) Greek Campaign Status Track Marker: Campaign Termination Box

Page 43 DAK-II: Deutsches Afrika Korps, volume I OCS #5

Greek Deployment Progress A40.09: C36.24: Track Marker: No longer in use. 7 Arm Div (3-5-8 Arm Car Bn (11 Hus)) Railhead Marker Dead Units: 6-2-3 Arm Bn (8 RTR) 0-2-1 RR Co (10 NZ, 13 NZ) 4-0 Command HQ (Tobruk) 3-4-8 Arm Car Bn (KDG) 6-4-3 Ind Inf Bde (3 Ind) 2x Eq Repl Railline west of and including C36.25 2-3-10 Lt Arm Bn (3 Hus) 1 SP does not exist. 3-2-8 Arm Bn (1 RTR) 2-4-8 Arm Car Bn (Royals) A48.20: C45.29: 1 Arm Div (2-5-8 Arm Car Bn 1-2-3 Senussi Bn (Tobruk) 2 SA Div (3 SA Inf Bde, Organic Truck (12 Lcr), 7-4-8 Arm Bde (22)) 4 Ind Div (2-4-6 Arm Car Bn (CIH), 7 (Full)) 2 NZ Div (4 NZ, 6NZ Inf Bde) Ind Inf Bde, Orgainic Truck (Full)) 2x Hurri I (2)-2-3 AT Bn (Red) (65 AT) C42.28: 1x Blen IV 9-2-3 Arty Bn (7 Med) Level 1 Hedgehog 2 SPs 2 SA Div (6 SA Inf Bde) O’Connor Leader: Captured 9-2-3 Arty Bn (68 Med) Benghazi Port Damage: 4 Hits 5 SPs Set Up: Near East Box: A48.18: C42.29: 5 Ind Div (9 Ind, 10 Ind Inf Bde, Organic Level 2 Airbase Level 1 Hedgehog Truck (Full)) 7 Aus Div (18 Aus, 21 Aus, 25 Aus Inf A55.05: C40.28: Bde, Organic Truck (Full)) Level 2 Airbase Level 1 Hedgehog 9 Aus Div (9 Aus Recon Bn, 20 Aus, 24 2 SA Div (4 SA Inf Bde) Aus, 26 Aus Inf Bde, Organic Truck B42.27: 9-2-3 Arty Bn (64 Med) (Full)) 2-4-8 SA Arm Car Bn (4 SA) 50 Inf Div (69, 151 Inf Bde, Organic 1T SP C41.23: Truck (Full)) 12-0 Corps HQ (30) 6-3-3 Inf Bde (161 Ind) B60.24: 5 SPs 4 Ind Div (5 Ind Inf Bde) 1x Eq Repl A1.05: 6-4-3 Polish Inf Bde (Carp) 1-5-8 Commando Bn (LRDG, 1 SAS) 2-4-3 Polish Cav Bn (Lancer) C39.03: 1 SP 2 SPs 1 SA Div (1 SA, 2 SA Inf Bde, Organic Truck (Full)) A21.23: B46.08: 2-4-8 SA Arm Car Bn (3 SA) 6-4-3 Inf Bde (200 Gd) Level 2 Airbase 5T Truck Points 5-2-3 Arty Bn (Red) (51 Fld) 1 FF Inf Bde 30 SPs 1 SP 1 Leg French Inf Bn 4x Pax Repls 2x EQ Repls w/i 2 A 19.20: B46.02: 2-3-6 Egyptian Cav Bn (Mob F) 1 Arm Div (1 Support Bde) Level 2 Airbase 1-2-8 Egyptian Ford Co (n-FDA) 1 SP 3-3-8 Egyptian Ford Bn (FDA) B49.09: Level 2 Airbase A20.14: Level 2 Airbase 2-4-8 SA Arm Car Bn (6 SA) D35.23: 1T SP w/i 2 B50.08: 3-2-3 Egyptian MG Bde (1 MG) 2-4-3 Czech Inf Bn (11 Czech) A26.11: 6-2-0 Coastal Arty Battery (X, 202, 206) D34.19: 2-4-8 SA Arm Car Bn (7 SA) 4 Ind Div (11 Ind Bde) 4-0-3 Egyptian Arty Bn (Egypt) 1T SP 5 Ind Div (29 Ind Bde) 6-2-3 Arm Bn (42 RTR, 44 RTR) E10.26: A31.12: (2)-2-3 AT Bn (Red) (149 AT) 2-3-5 Egyptian Camel Bn (Hauwasa) (2)-2-3 AT Bn (Red) (102 AT) 5-2-3 Arty Bn (Red) (144 Fld) 2 SPs 4T Truck Points w/i 1 D39.05: 5 SPs (1)-1-3 Arab Refugee Bn (1 Lib, 2 Lib, 4 w/i 2 A33.14: Lib) 12-0 Corps HQ (13) B12.01: 3-4-3 French Marine Bn (BFM) 1-3-8 Arm Car Co (1 RAF, 2 RAF) 1-2-3 Senussi Bn (Giarabub) 6-3-3 French Arty Bn (1 Bn FF) 1 Arm Div (7-3-8 Arm Bde (2), Organic 3-5-3 Marine Bn (11 RM) Truck (Full)) C4.22: 1-5-8 Commando Bn (Layforce) 5-2-3 Arty Bn (Red) (8 Fld) 1-2-8 Egyptian Ford Bn (s-FDA) 2x Pax Repls 5-2-3 Arty Bn (Yellow) (2 RHA) 2-3-5 Egyptian Camel Bn (Siwa) 1x Eq Repl 5 SPs Level 3 Airbase Level 2 Airbase 6-2-0 Coastal Arty Battery (204) (4)-3-1 Fort Bde (Alex A, Alex B) 2-1-3 Egyptian Inf Bde (2) Page 44 The Gamers, Inc.

D36.06: At Any Allied controlled Airbase or 3-3-3 MG Bn (VEC, Genova) Level 2 Airbase Airstrip: 2-1-1 MG Bn (3 Lib Frt) 4x Hurri I 1-1-1 MG Bn (Gialo) D38.06: 1x Hurri IIa 2-1-2 Blackshirt MG Bn (201, Level 2 Airbase 4x Blen IV 202, 204) 2x Beaufgtr 2-3-3 MG Bn (17, 25, 55, 64, D41.03: 1x Gladiator 551) Level 2 Airbase 2x Wellington 2-2-3 MG Bn (27, 61, 62, 63) 2x Maryld 2-3-12 Motorcycle Bn w/i 1 any hex of Cairo: 3x Ktyhk (ProvBrs, PAI) Jock Campbell Leader 2T Truck Points 1-3-12 Motorcycle Co (22 Brs, Strafer Gott Leader 61 Brs, 201 Brs, 7 Arm Div (5-4-8 Arm Bde (4), 5-4-3 Anywhere inside Egypt: 202 Brs) Support Bde (7 Support), Organic Truck 1x Egyptian Gladiator 10-3-3 Arty Rgt (10, 12, 26) (Full)) 3x Egyptian RR Bn (ENRR) 10-3-2 Arty Rgt (10 Corps, 5-2-3 Arty Bn (Red) (4 RHA, 60 Fld) 1x Egyptian Engineer Bn (Port) 22 Corps) 2 NZ Div (2-5-8 Arm Recon Bn (2 NZ), 26-2-2 Arty Bde (30 GAF) 5 NZ Bde, 28 Maori Bn, Organic Truck Axis Information: 22-3-2 Arty Rgt (25 Corps) (Full)) City Ownership: Two Months (+): 15-3-2 Arty Rgt (di Mnvra) Level 2 Airbase None 14-3-2 Arty Bde (20 Corps) Level 3 Airbase Reserve Markers Available: 5 13-3-3 Arty Bde (Mtrizzato) (4)-3-1 Fort Bde (Cairo A, Cairo B, Hedgehogs Remaining: 8 11-3-2 Arty Rgt (16 Corps, Cairo C) Flieger Korps Active: Yes 21 Corps) 4-2-3 Egyptian Inf Bde (1) Minefields Available for Reuse: 0 10-3-5 Arty Rgt (Volanti) 3-0-5 Egyptian Arty Bn (1 Lt Mule) Dead Units: 10-2-2 Arty Rgt (340 GAF) Egyptian National Army Organic Truck Italian: 9-3-2 Arty Bn (23 Corps) (Full) 8-0 Corps HQ (LibOp, 22 It, 8-2-2 Arty Rgt (31 GAF) 23 It) 7-3-2 Arty Rgt (Maletti) E19.21: Ariete Arm Div (1 Lt, 2 LT, 3 4-2-2 Arty Rgt (32 GAF) Level 3 Airbase Lt Arm Bn, 7 Med Arm Bn, (2)-3-3 AT 17-0-0 Coastal Arty Rgt (R. Bn (AT)) Mar) E22.06: 9-1-3 Blackshirt Inf Div (3 Jan, 3-0-0 Coastal Arty Bn (4) Level 2 Airbase 23 Mar, 28 Oct) 2-0-0 Coastal Arty Bn (5) 6-2-3 Arm Bn (4 RTR, 7 RTR) 12-3-3 Inf Div (Savona) 2x SM.79 2-4-8 Arm Car Bn (Greys) 12-2-3 Inf Div (Cirene, Marm, 5x CR.42 Sirte) 1x Ba.65 E26.07: 12-1-3 Inf Div (Ctnzro) 2x G.50 6-4-3 Inf Bde (16) 8-1-3 Inf Div (1 Lib) 2x MC.200 (2)-2-3 AT Bn (Red) (95 AT) 8-2-3 Inf Div (2 Lib) 1x MC.202 5-2-3 Arty Bn (Red) (1 RHA, 104 RHA) 4-3-3 Inf Rgt (1 Lib) 3-2-3 Inf Rgt (5 Lib) German: E27.10: 2-3-3 Inf Bn (34 Lib) 2-3-3 Inf Bn (3-255, 3-347) 6-4-3 Inf Bde (14) 5-3-3 Inf Rgt (10 Brs) 3-5-8 PJ Bn (605) 2-3-3 Blackshirt Inf Bn 4-3-2 Coastal Arty Co (4) E29.10: (Vd.Lib) 21.Pz Div (5-5-3 MG Bn (8)) 50 Inf Div (150 Inf Bde) 3-1-2 GAF Rgt (30, 31, 32) 1x Bf.109e 1-2-2 GAF Co (B.Scegga, 1x Bf.109f E31.15: E.GuG) 1x Bf.110 7 Arm Div (7-4-8 Arm Bde (7, less one 3-0-3 Territorial Rgt (54) 1x Ju.87b step)) 2-0-3 Territorial Bn (225, 226) 1x Ju.52 5-2-3 Arty Bn (Red) (107 RHA) 2-0-3 Coastal Defense Bn (31 Lib) Set Up: E32.12: 2-0-6 Lt Arm Bn (5 Lt, 61 Lt, Tripoli Box: Level 3 Airbase 62 Lt) 1-3-2 Mountain Arty Battery (362, 363, 2-1-6 Lt Arm Bn (4 Lt, 20 Lt, 364) E32.10: 60 Lt, 63 Lt) 1-5-3 Amphibious Co (778 Ldg) Level 2 Airbase 3-3-7 Lt Arm Bn (52 Mx) (7)-4-3 Luftwaffe Flak Bn (1-43, 1-53) 6-4-3 Inf Bde (23) 4-3-6 Arm Bn (3 Med) 8-0 Corps HQ (20 It) 4-2-6 Arm Bn (5 Med, 6 Med, 1-2-3 Inf Bn (18 Lib, 36 Lib) E43.11: 21 Med) 3-4-3 Para Inf Bn (1 Cara) Level 2 Airbase 3-3-6 Arm Bn (1 Med, 2 Med) 3-1-3 Engineer Rgt (1 Spc) 6-2-2 Coastal Arty Battery (19 Hvy) 4-2-3 MG Bn (R.Gessi) 1-1-2 GAF Bn (35) 6-2-0 Coastal Arty Battery (F) 3-2-3 MG Bn (101) 3-3-3 MG Bn (Aosta)

Page 45 DAK-II: Deutsches Afrika Korps, volume I OCS #5

3-4-3 Assault Engineer Bn (31) w/i 1 A16.30: German: (4)-4-5 AT Bn (2 Mil) (7)-5-3 Luftwaffe Flak Bn (1-18) 1x Bf.109e 8-3-3 Arty Rgt (3 Cel) 21.Pz Div (4-5-8 Arm Recon Bn (3), 5-5- 2x Bf.109f 4-2-2 Arty Bn (332 GAF) 8 Pz Bn (1-5, 2-5), 3-5-3 Motorcycle Bn 1x Ju.87d 3-2-2 Arty Bn (291 GAF) (15 Krd), (4)-4-3 PJ Bn (39 PJ), 4-5-3 1x Bf.110 12T Truck Points (3 “full” Truck Points) Pio Bn (200), 17-3-3 Arty Rgt (155), 2x Ju.88 26 SPs Organic Truck (Full)) 2x Ju.52 1x He.111h A19.27: w/i 1 A17.30: 12-3-3 Inf Div (Sabratha) 8-0 Corps HQ (CAM) Victory: 3-4-3 Inf Rgt (GGFF) 5-4-3 Inf Rgt (Fully Motorized) (9 Brs) Use Campaign Victory conditions. 3-4-3 Assault Engineer Bn (32) A18.27: Trieste Div (65, 66 Inf Rgt, 21 Arty Rgt, 2-3-3 MG Bn (60) Organic Truck (Full)) 3-4-3 Marine Bn (4-SM) 11-3-2 Arty Rgt (24 Corps) 7.13 Gazala— Smaller Scenario, A17.27: w/i 1 A17.31: Trento Div (61 Inf Rgt) (6)-4-5 AT Bn (1 Mil) 26 May to 29 June Ariete Arm Div (5-4-7 Arm Bn (8 Med), A16.26: 4-3-6 Arm Bn (9 Med), 5-3-6 AG Bn 42 5-4-3 Inf Rgt (7 Brs) (551, 552), 8 Brs Inf Rgt, 132 Arty Rgt, Trento Div (46 Arty Rgt) Organic Truck (Full)) General Information: Set Up Order: Commonwealth, A16.27: A18.30: Axis 22-3-2 Arty Bde (5 Army) Rommel Leader First Player: Axis 14-0 Corps HQ (DAK) First Turn: 26 May 42 A15.26: 3-5-8 Pz Co (KStA) Last Turn: 29 June 42 Trento Div (62 Inf Rgt) 3-3-3 Flak Bn (617) Game Length: 11 (3)-3-3 Korück Bn (556) Maps in Play: Maps B and C only A14.26: 5 SPs Use Campaign Rules?: No 12-3-3 Inf Div (Pavia, less one step) Port Damage: None A18.31: Airfield Ownership: The Axis A3.31: 3-3-3 Flak Bn (606) controls all air strips occupied by or west of 1-5-8 Commando Co (v.Könen) 6-5-3 Commando Rgt (288.Snd) their units. All other on-map airbases and 90.Le Div (3-5-8 Arm Recon Bn (580), 7- air strips are controlled by the A12.29: 4-3 Inf Rgt (155), 5-5-3 Pioneer Bn Commonwealth. 12-2-3 Inf Div (Bologna, less one step) (900), Organic Truck (Full)) One-Time Random Events which have A18.28: With any other Axis unit: occurred: 8-0 Corps HQ (21 It) KG Markers (Linau, 3 Aufk, Schütte, • Pearl Harbor Occurs 30-3-2 Arty Bde (8 Ragg) Wechmar, Voss) • Allies Crack Luftwaffe Codes 3 SPs (1)-4-3 Oasis Co (12-300, 13-300) • German Signal-Intercept Genius At 9-3-2 Coastal Arty Bn (523, 528, 532, Work A18.29: 529) • German Signal Unit Disaster KG Marcks Marker 4-3-2 Coastal Arty Battery (4-149, 4- 90.Le Div (5-5-3 Inf Rgt (361), 10-3-3 772) Timed Rules in Effect: Arty Bn (361)) 7-3-3 Arty Bn (2-115) • Brigade Groups 21.Pz Div (6-5-3 Inf Rgt (104)) 3-3-3 Arty Bn (408) • Armor Brigade Groups 7-3-3 Arty Rgt (2 Cel) 2-3-3 Arty Battery (902) • Allied Hipshoots Allowed (5.1)

A14.29: At Any Axis controlled Airbase or Air Commonwealth 8-0 Corps HQ (10 It) Strip: 12-3-3 Inf Div (Brescia) Italian: Information: 7-3-3 Arty Rgt (1 Cel) 1x Ju.87b (reduced) City Ownership: Two Months (+): 2x CR.42 Buq Buq, Sidi Barrani, Mersa Matruh, w/i 1 A15.30: 3x SM.79 Tobruk, Bardia (7)-5-3 Luftwaffe Flak Bn (1-33) 1x Ca.309 Reserve Markers Available: 6 15.Pz Div (4-5-8 Arm Recon Bn (33), 5- 1x G.50 Hedgehogs Remaining: NA 5-8 Pz Bn (1-8, 2-8), 5-5-3 MG Bn (2), 6- 1x SM.82 Minefields Remaining: NA 5-3 Inf Rgt (115), (3)-4-3 PJ Bn (33 PJ), 2x MC.200 Senussi Hexes remaining: None 4-5-3 Pio Bn (33), 17-3-3 Arty Rgt (33), 2x Br.20 remain to be activated. Organic Truck (Full)) 2x MC.202 Training Marker Positions: All units are Normal

Page 46 The Gamers, Inc.

Greek Campaign Status Track B45.16: B46.10: Marker: NA Minefield 1 Arm Div (9-3-5 Arm Bde (2)) Greek Deployment Progress 5-2-3 Arty Bn (Yellow) (11 RHA) Track Marker: NA B44.15: Dead Units: NA (No rebuilds Minefield B46.08: allowed) Level 2 Airbase B44.13: Set Up: Minefield B45.09: B50.16: Level 1 Hedgehog Level 1 Hedgehog B43.15: Strafer Gott Leader 2 SA Div (3 SA Inf Bde) Minefield 12-0 Corps HQ (13) 1-3-8 Arm Car Co (1 RAF) B50.14: B43.13: 5 SPs 2-4-8 SA Arm Car Bn (6 SA, 7 SA) Minefield B45.12: B49.16: B42.16: 1 Arm Div (9-4-5 Arm Bde (22)) Level 1 Hedgehog 2-4-8 SA Arm Car Bn (3 SA) 5-2-3 Arty Bn (Red) (107 Fld) 1 SA Div (2 SA Inf Bde) 1T SP 2 SPs B49.09: B42.14: Level 2 Airbase B49.14: Minefield 6-2-3 Arm Bn (7 RTR) w/i 2 B50.08: B42.13: 20 SPs B48.16: Level 1 Hedgehog 6-2-4 Coastal Arty Battery (X, 202, 206) Minefield 7-5-3 FF Inf Bde (1 FF) 9-2-3 Arty Bn (68 Med) 2-4-3 FF Inf Bn (1 Leg) 5 Ind Div (9 Ind Inf Bde, Organic Truck B48.17: 6-3-3 FF Arty Bn (1 Bn FF) (Full)) Minefield 3 SPs 2 SA Div (4 SA, 6 SA Inf Bde, Orgainc Truck (Full)) B47.14: B40.16: 1 SA Div (Organic Truck (Full)) 6-2-3 Arm Bn (42 RTR) 3-4-8 Arm Car Bn (KDG) 1 Arm Div (Organic Truck (Full)) 1T SP 50 Inf Div (Orgainc Truck (Full)) B47.15: 2T Truck Points Level 1 Hedgehog B38.17: 50 Inf Div (69 Inf Bde) 2-4-8 SA Arm Car Bn (4 SA) B43.11: 1T SP 7 Arm Div (9-4-6 Arm Bde (4), Organic B47.16: Truck (Full)) Level 1 Hedgehog B41.14: 5-2-3 Arty Bn (Red) (1 RHA) 50 Inf Div (151 Inf Bde) Minefield (2)-2-3 AT Bn (Red) (65 AT) B41.10: 2 SPs B41.13: Level 1 Hedgehog Minefield 7 Arm Div (7 Motor Bde) B47.17: 5-2-3 Arty Bn (Red) (4 RHA) Level 1 Hedgehog B42.12: 1 SP 1 SA Div (1 SA Inf Bde) Minefield B41.08: B47.18: B39.13: 12-0 Corps HQ (30) Minefield 6-4-3 Ind Inf Bde (3 Ind) 5 Ind Div (29 Ind Inf Bde) (2)-2-3 AT Bn (Red) (102 AT) B46.16: B50.12: 3 SPs Minefield Minefield B47.06: B46.17: B49.12: Railhead Marker (The railline is Minefield Minefield complete)

B45.15: B48.11: B46.02: Level 1 Hedgehog Level 1 Hedgehog 1-3-8 Arm Car Co (2 RAF) 50 Inf Div (150 Inf Bde) 6-2-3 Arm Bn (8 RTR) 5 Ind Div (10 Ind Inf Bde) 6-2-3 Arm Bn (44 RTR) 3 SPs 9-2-3 Arty Bn (7 Med) B46.12: Level 2 Airbase 2 SPs Level 1 Hedgehog 6-4-3 Inf Bde (201 Gd) B12.01: 5-2-3 Arty Bn (Yellow) (2 RHA) 1-2-3 Senussi Bn (Giarabub) 2-4-8 Arm Car Bn (Royals)

Page 47 DAK-II: Deutsches Afrika Korps, volume I OCS #5

C49.34: Set Up: B45.22: 1 Arm Div (12 Lcr Arm Car Bn) B60.24: Trieste Div (11 Med Arm Bn, 8 Brs Arm (3)-3-3 Korück Bn (556) Car Bn, 65, 66 Inf Rgt, 21 Arty Rgt, C45.29: 2x German Eq Repls Organic Truck (Full)) 5-3-3 FF Inf Bde (2 FF) 3x German Pax Repls (4)-4-3 FF AT Bn (CAC) 6T Truck Points w/i 2 B45.24: 3-4-3 FF Marine Bn (BFM) 20 SPs Rommel Leader 14-0 Corps HQ (DAK) C44.31: B57.23: 3-5-8 Pz Co (KStA) 6-2-3 Arm Bn (4 RTR) 2-5-3 Luftwaffe Para Inf Bn (Lehr) 3-3-3 AA Bn (617) 15 SPs C42.29: B55.19: Level 1 Hedgehog 5-5-3 Amphibious Bn (Hecker) w/i 1 B45.23: 1 SP 21.Pz Div (3 Arm Recon Bn, 6-5-8 Pz Bn C42.28: (1-5, 2-5), 10-5-8 PG Rgt (104), (4)-4-3 Level 1 Hedgehog B51.21: PJ Bn (39 PJ), 4-5-3 Pioneer Bn (200), 4 Ind Div (11 Ind Inf Bde, Organic Truck 8-0 Corps HQ (21 It) 155 Arty Rgt, Organic Truck (Full)) (Full)) 3-4-3 Assault Engineer Bn (32) (7)-5-3 Luftwaffe Flak Bn (1-18) 2-3-3 Yugoslav Inf Bn (Yugo Gd) 5 SPs B52.17: w/i 1 B44.23: 90.Le Div (6-5-3 Inf Rgt (361), 10-3-3 15.Pz Div (33 Arm Recon Bn, 6-5-8 Pz C40.28: Arty Bn (361)) Bn (1-8, 2-8), 10-5-8 PG Rgt (115), 4-5-8 Level 1 Hedgehog PJ Bn (Yellow) (33 PJ), 4-5-3 Pioneer B51.18: Bn (33), 33 Arty Rgt, Organic Truck C39.03: 90.Le Div (6-4-3 Inf Rgt (200)) (Full)) 0-2-1 NZ RR Co (10 NZ, 13 NZ) 4-3-3 AA Bn (612) (7)-5-3 Luftwaffe Flak Bn (1-33) 3-5-3 Marine Bn (11 RM) 6T Truck Points B50.18: w/i 1 B42.23: Level 2 Airbase 12-3-3 Inf Div (Sabrtha) 90.Le Div (4-5-8 Arm Recon Bn (580), 6- 10 SPs 8-3-3 Arty Rgt (3 Cel) 4-3 Inf Rgt (155), 5-5-3 Pioneer Bn (900), 190 Arty Rgt, Organic Truck Any Allied Controlled Airbase or Air B49.19: (Full)) Strip: 5-4-3 Inf Rgt (7 Brs) 3-3-3 AA Bn (606) 1x Hurri I Trento Div (46 Arty Rgt) 6-5-3 Commando Rgt (288.Snd) 2x Hurri IIa 2x Blen IV B48.19: With any other Axis unit: 1x Beaufgtr Trento Div (61, 62 Inf Rgt) KG Markers (Crüwell, Linau, 3 Aufk, 3x Wellington Schütte, Wechmar, Voss, Marcks) 2x Maryld B47.20: 9-3-2 Coastal Arty Bn (523, 528, 532, 4x Ktyhk 12-3-3 Inf Div (Brescia) 529) 1x Hurri IIc 7-3-3 Arty Rgt (1 Cel) 4-3-2 Coastal Arty Battery (4-149, 4- 1x Boston 772) 1x Baltimore B47.21: 7-3-3 Arty Bn (2-115) 8-0 Corps HQ (10 It) 3-3-3 Arty Bn (408) Special Rules and Restrictions: 5-4-3 Inf Rgt (Fully Motorized) (9 Brs) 2-3-5 Arm Arty Battery (902) a) Reinforcements: 1 SP at any point 3-4-3 Assault Engineer Bn (31) 1-3-2 Mountain Arty Battery (362, 363, along the railline each turn. 1 SP via coastal 11-3-2 Arty Rgt (16 Corps) 364) shipping (total) to any port or combination of ports per turn. 1 SP at Mersa Matruh per B46.19: At Any Axis controlled Airbase or Air turn (via trucking from Alexandria). No 12-3-3 Inf Div (Pavia) Strip: unit reinforcements. Italian: w/i 1 B46.20: 1x Ju.87b (reduced) Axis Information: Ariete Arm Div (Nizza Arm Car Bn, 5-5- 2x CR.42 City Ownership: Two Months (+): 8 Arm Bn (8 Med), 5-4-7 Arm Bn (9 3x SM.79 None Med), 4-3-6 Arm Bn (10 Med), 8 Brs Inf 1x Ca.309 Reserve Markers Available: 5 Rgt, 3-3-6 Lt Arm Bn (Novara), 5-3-6 1x G.50 Hedgehogs Remaining: NA AG Bn (551, 552), (6)-4-3 AT Bn (AT), 2x MC.200 Flieger Korps Active: NA 132 Arty Rgt, Organic Truck (Full)) 1x Br.20 Minefields Available for Reuse: NA (6)-4-5 AT Bn (501) 1x MC.202 Dead Units: NA (No Rebuilds (7)-4-3 AT Bn (6) allowed) B46.21: 8-0 Corps HQ (20 It) 30-3-2 Arty Bde (8 Ragg)

Page 48 The Gamers, Inc.

German: Commonwealth B49.14: 3x Bf.109f Information: 6-2-3 Arm Bn (7 RTR) 1x Ju.87d 1x Bf.110 City Ownership: Two Months (+): B48.16: 1x Ju.88 Buq Buq, Sidi Barrani, Mersa Matruh, Minefield Alexandria (all), Cairo (all), Helwan, Special Rules and Restrictions: Port Said, Suez, Tobruk, Bardia B48.17: a) Reinforcements: 2 SPs per turn at Reserve Markers Available: 6 Minefield B60.24 (Derna). Hedgehogs Remaining: 8 Minefields Remaining: 9 B47.14: Victory: Senussi Hexes remaining: None 6-2-3 Arm Bn (42 RTR) remain to be activated. Th Axis Player wins if he takes Tobruk Training Marker Positions: 6 Aus B47.15: and/or Mersa Matruh. The Allied Player Div (Normal), 2 Arm Div (Normal), 9 wins if he avoids the Axis conditions and Level 1 Hedgehog Aus Div (Normal), 2 NZ Div (Normal), 7 50 Inf Div (69 Inf Bde) can still trace off the east map edge for the Aus Div (Normal), 1 SA Div (Normal), 2 supply of the units holding Tobruk (i.e. the SA Div (Normal), 1 Arm Div (Normal) B47.16: seige has not started again). Any other Greek Campaign Status Track result is a draw. Level 1 Hedgehog Marker: Campaign Termination Box 50 Inf Div (151 Inf Bde) Greek Deployment Progress (2)-2-3 AT Bn (Red) (65 AT) Track Marker: No longer in use. 2 SPs 7.14 The Battle of Dead Units: Gazala, 26 May 42, 2-3-10 Lt Arm Bn (3 Hus) B47.17: 4-0 Command HQ (Tobruk) Level 1 Hedgehog Campaign Start 2x Hurri I 1 SA Div (1 SA Inf Bde) 2x Blen IV General Information: B47.18: O’Connor Leader: Captured Minefield Set Up Order: Commonwealth, Axis Set Up: B46.16: First Player: Axis Near East Box: Minefield First Turn: 26 May 42 2 NZ Div (4-5-8 Arm Recon Bn (2 NZ), Last Turn: 29 Nov 42 4 NZ, 5 NZ, 6 NZ Inf Bde, Organic B46.17: Game Length: 57 Truck (Full)) Minefield Maps in Play: All 9 Aus Div (9 Aus Arm Recon Bn, 20 Use Campaign Rules?: Yes Aus, 24 Aus, 26 Aus Inf Bde, Organic B45.15: Port Damage: None Truck (Full)) Level 1 Hedgehog Airfield Ownership: The Axis 7 Aus Div (18 Aus, 21 Aus, 25 Aus Inf 50 Inf Div (150 Inf Bde) controls all air strips occupied by or west of Bde, Organic Truck (Full)) 6-2-3 Arm Bn (44 RTR) their units (except Jalo). All other on-map 4 Ind Div (5 Ind, 7 Ind Inf Bde) 9-2-3 Arty Bn (7 Med) airbases and air strips are controlled by the 6-4-3 Inf Bde (14) 2 SPs Commonwealth. 6-3-3 Ind Inf Bde (161 Ind) B45.16: One-Time Random Events which have Far East Box: Minefield occurred: 6-4-3 Inf Bde (16, 23) • Pearl Harbor Occurs 7 Arm Div (7-4-8 Arm Bde (7)) B44.15: • Allies Crack Luftwaffe Codes Minefield • German Signal-Intercept Genius At A1.05: Work 1-5-8 Commando Bn (LRDG, 1 SAS) B44.13: • German Signal Unit Disaster Minefield B50.16: Timed Rules in Effect: Level 1 Hedgehog B43.15: • Brigade Groups 2 SA Div (3 SA Inf Bde) Minefield • Armor Brigade Groups • Mines allowed (c3.2a) B50.14: B43.13: • Allied Hipshoots Allowed (5.1) 2-4-8 SA Arm Car Bn (6 SA, 7 SA) Minefield • A19.35 as an Axis Supply Source (3.7a) B49.16: B42.16: Level 1 Hedgehog 2-4-8 SA Arm Car Bn (3 SA) 1 SA Div (2 SA Inf Bde) 1T SP 2 SPs B42.14: Minefield

Page 49 DAK-II: Deutsches Afrika Korps, volume I OCS #5

B42.13: w/i 2 B50.08: C42.28: Level 1 Hedgehog 20 SPs Level 1 Hedgehog 7-5-3 FF Inf Bde (1 FF) 6-2-4 Coastal Arty Battery (X, 202, 206) 4 Ind Div (11 Ind Inf Bde, Organic Truck 2-4-3 FF Inf Bn (1 Leg) 9-2-3 Arty Bn (68 Med) (Full)) 6-3-3 FF Arty Bn (1 Bn FF) 5 Ind Div (9 Ind Inf Bde, Organic Truck 2-3-3 Yugoslav Inf Bn (Yugo Gd) 3 SPs (Full)) 5 SPs 2 SA Div (4 SA, 6 SA Inf Bde, Orgainc B40.16: Truck (Full)) C40.28: 3-4-8 Arm Car Bn (KDG) 1 SA Div (Organic Truck (Full)) Level 1 Hedgehog 1T SP 1 Arm Div (Organic Truck (Full)) 50 Inf Div (Orgainc Truck (Full)) C39.03: B38.17: 2T Truck Points 0-2-1 NZ RR Co (10 NZ, 13 NZ) 2-4-8 SA Arm Car Bn (4 SA) 3-5-3 Marine Bn (11 RM) 1T SP B43.11: 11T Truck Points 7 Arm Div (9-4-6 Arm Bde (4), Organic 2-3-6 Egyptian Cav Bn (Mob F) B41.14: Truck (Full)) 1-2-8 Egyptian Ford Co (n-FDA) Minefield 5-2-3 Arty Bn (Red) (1 RHA) 3-3-8 Egyptian Ford Bn (FDA) Level 2 Airbase B41.13: B41.10: 10 SPs Minefield Level 1 Hedgehog 2x Eq Repl 7 Arm Div (7 Motor Bde) 2x Pax Repl B42.12: 5-2-3 Arty Bn (Red) (4 RHA) Minefield 1 SP D35.23: 3-2-3 Egyptian MG Bde (1 MG) B39.13: B41.08: 6-4-3 Ind Inf Bde (3 Ind) 12-0 Corps HQ (30) D34.19: 5 Ind Div (29 Ind Inf Bde) 4-0-3 Egyptian Arty Bn (Egypt) B50.12: (2)-2-3 AT Bn (Red) (102 AT) Minefield 3 SPs E10.26: 2-3-5 Egyptian Camel Bn (Hauwasa) B49.12: B47.06: Minefield Railhead Marker (The railline is w/i 1 D39.05: complete) 1-5-8 Commando Bn (Layforce) B48.11: (1)-1-3 Arab Refugee Bn (1 Lib, 2 Lib, 4 Level 1 Hedgehog B46.02: Lib) 6-2-3 Arm Bn (8 RTR) 1-3-8 Arm Car Co (2 RAF) 2-4-3 Inf Bn (11 Czech) 5 Ind Div (10 Ind Inf Bde) Level 3 Airbase B46.12: 3 SPs 6-2-0 Coastal Arty Battery (204) Level 1 Hedgehog Level 2 Airbase (4)-3-1 Fort Bde (Alex A, Alex B) 6-4-3 Inf Bde (201 Gd) 2-1-3 Egyptian Inf Bde (2) 5-2-3 Arty Bn (Yellow) (2 RHA) B12.01: 6x Pax Repl 2-4-8 Arm Car Bn (Royals) 1-2-3 Senussi Bn (Giarabub) 5x Eq Repl

B46.10: C4.22: D36.06: 1 Arm Div (9-3-5 Arm Bde (2)) 1-2-8 Egyptian Ford Bn (s-FDA) Level 2 Airbase 5-2-3 Arty Bn (Yellow) (11 RHA) 2-3-5 Egyptian Camel Bn (Siwa) D38.06: B46.08: C49.34: Level 2 Airbase Level 2 Airbase 1 Arm Div (12 Lcr Arm Car Bn) D41.03: B45.09: C45.29: Level 2 Airbase Level 1 Hedgehog 5-3-3 FF Inf Bde (2 FF) Strafer Gott Leader (4)-4-3 FF AT Bn (CAC) w/i 1 any hex of Cairo: 12-0 Corps HQ (13) 3-4-3 FF Marine Bn (BFM) Level 2 Airbase 1-3-8 Arm Car Co (1 RAF) Level 3 Airbase 5 SPs C44.31: 2-4-6 Ind Arm Car Bn (Skinner) 6-2-3 Arm Bn (4 RTR) 5-2-3 Arty Bn (Red) (104 RHA) B45.12: (4)-3-1 Fort Bde (Cairo A, Cairo B, 1 Arm Div (9-4-5 Arm Bde (22)) C42.29: Cairo C) 5-2-3 Arty Bn (Red) (107 Fld) Level 1 Hedgehog 4-2-3 Egyptian Inf Bde (1) 3-0-5 Egyptian Arty Bn (1 Lt Mule) B49.09: Egyptian National Army Organic Truck Level 2 Airbase (Full)

Page 50 The Gamers, Inc.

E19.21: 12-1-3 Inf Div (Ctnzro) German: Level 3 Airbase 8-1-3 Inf Div (1 Lib) 2-3-3 Inf Bn (3-255) 8-2-3 Inf Div (2 Lib) 3-5-8 PJ Bn (605) E22.06: 4-3-3 Inf Rgt (1 Lib) 4-3-2 Coastal Arty Co (4) Level 2 Airbase 3-2-3 Inf Rgt (5 Lib) 2x Bf.109f (2)-2-3 AT Bn (Red) (95 AT, 149 AT) 2-3-3 Inf Bn (34 Lib) 1x Bf.110 5-3-3 Inf Rgt (10 Brs) 1x Ju.87b E27.10: 2-3-3 Blackshirt Inf Bn 1x Ju.52 10 Arm Div (8, 9 Arm Bde) (Vd.Lib) 2-4-8 Arm Car Bn (Greys) 3-1-2 GAF Rgt (30, 31, 32) Set Up: 1-2-2 GAF Co (B.Scegga, Tripoli Box: E29.10: E.GuG) 3-1-3 Engineer Rgt (1 Spc, 7 Spc) 5-2-3 Arty Bn (Red) (12 Fld) 3-0-3 Territorial Rgt (54) Littorio Arm Div (5-3-6 Arm Bn (51 2-0-3 Territorial Bn (225, 226) Med), 12 Brs Inf Rgt, 3-3-3 Arty Rgt E32.12: 2-0-3 Coastal Defense Bn (31 (133), Organic Truck (Full)) Level 3 Airbase Lib) (4)-4-5 AT Bn (2 Mil) 2-0-6 Lt Arm Bn (5 Lt, 61 Lt, 3-0-3 Inf Rgt (350) E32.10: 62 Lt) 1-1-2 GAF Bn (35) Level 2 Airbase 2-1-6 Lt Arm Bn (4 Lt, 20 Lt, 4x Italian Eq Repls 60 Lt, 63 Lt) 5x Italian Pax Repls E43.11: 3-3-7 Lt Arm Bn (52 Mx) 22 SPs Level 2 Airbase 4-3-6 Arm Bn (3 Med) 6-2-2 Coastal Arty Battery (19 Hvy) 4-2-6 Arm Bn (5 Med, 6 Med, w/i 10 of the Via Balbia A19.35 6-2-0 Coastal Arty Battery (F) 21 Med) through A48.20: 3-3-6 Arm Bn (1 Med, 2 Med) 4-2-2 Arty Bn (332 GAF) Any Allied Controlled Airbase or Air 2-3-12 Motorcycle Bn 3-2-2 Arty Bn (291 GAF) Strip: (ProvBrs, PAI) GGFF Div (9 Inf Bn, 4 Lib Inf Bn, 4x Hurri I 1-3-12 Motorcycle Co (22 Brs, GGFF Inf Rgt, 136 Arty Rgt) 3x Hurri IIa 61 Brs, 201 Brs, 12-2-3 Inf Div (Bologna, less one step) 5x Blen IV 202 Brs) 1-2-3 Inf Bn (18 Lib, 36 Lib) 2x Beaufgtr 10-3-3 Arty Rgt (10, 12, 26) 22-3-2 Arty Bde (5 Army) 1x Gladiator 10-3-2 Arty Rgt (10 Corps, 3x Wellington 22 Corps) A48.20: 2x Maryld 26-2-2 Arty Bde (30 GAF) 8T Truck Points 7x Ktyhk 22-3-2 Arty Rgt (25 Corps) 2 SPs 1x Hurri IIc 15-3-2 Arty Rgt (di Mnvra) 1x Boston 14-3-2 Arty Bde (20 Corps) A33.14: 2x Baltimore 13-3-3 Arty Bde (Mtrizzato) Level 2 Airbase 11-3-2 Arty Rgt (21 Corps, Anywhere inside Egypt: 24 Corps) A48.18: 1x Egyptian Gladiator 10-2-2 Arty Rgt (340 GAF) Level 2 Airbase 3x Egyptian RR Bn (ENRR) 9-3-2 Arty Bn (23 Corps) 1x Egyptian Engineer Bn (Port) 8-2-2 Arty Rgt (31 GAF) A55.05: 7-3-3 Arty Rgt (2 Cel) Level 2 Airbase Axis Information: 7-3-2 Arty Rgt (Maletti) City Ownership: Two Months (+): 4-2-2 Arty Rgt (32 GAF) B60.24: Benghazi 17-0-0 Coastal Arty Rgt (R. (3)-3-3 Korück Bn (556) Reserve Markers Available: 5 Mar) 2x German Eq Repls Hedgehogs Remaining: 8 3-0-0 Coastal Arty Bn (4) 3x German Pax Repls Flieger Korps Active: Yes 2-0-0 Coastal Arty Bn (5) 6T Truck Points Minefields Available for Reuse: 0 (6)-4-5 AT Bn (1 Milmart) 20 SPs Dead Units: 2x SM.79 Italian: 5x CR.42 B57.23: 8-0 Corps HQ (CAM, LibOp, 1x Ba.65 2-5-3 Luftwaffe Para Inf Bn (Lehr) 22 It, 23 It) 2x G.50 Ariete Arm Div (1 Lt, 2 LT, 3 2x MC.200 B55.19: Lt Arm Bn, 7 Med Arm Bn) 1x MC.202 5-5-3 Amphibious Bn (Hecker) Littorio Arm Div (12 Med Arm 1 SP Bn) 9-1-3 Blackshirt Inf Div (3 Jan, B51.21: 23 Mar, 28 Oct) 8-0 Corps HQ (21 It) 12-3-3 Inf Div (Savona) 3-4-3 Assault Engineer Bn (32) 12-2-3 Inf Div (Cirene, Marm, Sirte)

Page 51 DAK-II: Deutsches Afrika Korps, volume I OCS #5

B52.17: w/i 1 B44.23: 90.Le Div (6-5-3 Inf Rgt (361), 10-3-3 15.Pz Div (33 Arm Recon Bn, 6-5-8 Pz 7.15 1st Alamein, 1 Arty Bn (361)) Bn (1-8, 2-8), 10-5-8 PG Rgt (115), 4-5-8 PJ Bn (Yellow) (33 PJ), 4-5-3 Pioneer July 42, Campaign B51.18: Bn (33), 33 Arty Rgt, Organic Truck Start 90.Le Div (6-4-3 Inf Rgt (200)) (Full)) 4-3-3 AA Bn (612) (7)-5-3 Luftwaffe Flak Bn (1-33) General Information: B50.18: w/i 1 B42.23: Set Up Order: Commonwealth, 12-3-3 Inf Div (Sabrtha) 90.Le Div (4-5-8 Arm Recon Bn (580), 6- Axis 8-3-3 Arty Rgt (3 Cel) 4-3 Inf Rgt (155), 5-5-3 Pioneer Bn First Player: Axis (900), 190 Arty Rgt, Organic Truck First Turn: 1 July 42 B49.19: (Full)) Last Turn: 29 Nov 42 5-4-3 Inf Rgt (7 Brs) 3-3-3 AA Bn (606) Game Length: 46 Trento Div (46 Arty Rgt) 6-5-3 Commando Rgt (288.Snd) Maps in Play: All Use Campaign Rules?: Yes B48.19: Anywhere west of the main Axis Line: Port Damage: None Trento Div (61, 62 Inf Rgt) (7)-4-3 Luftwaffe Flak Bn (1-53, 1-43, 2- Airfield Ownership: The Axis 25) controls all air strips occupied by or west of B47.20: their units (except Giarabub and Siwa). All 12-3-3 Inf Div (Brescia) With any other Axis unit: other on-map airbases and air strips are 7-3-3 Arty Rgt (1 Cel) KG Markers (Crüwell, Linau, 3 Aufk, controlled by the Commonwealth. Schütte, Wechmar, Voss, Marcks) Special Note on Airfield use and set B47.21: 9-3-2 Coastal Arty Bn (523, 528, 532, up: Due to the rapid Axis advance, no Axis 8-0 Corps HQ (10 It) 529) air units can set up or use airbases or air 5-4-3 Inf Rgt (Fully Motorized) (9 Brs) 4-3-2 Coastal Arty Battery (4-149, 4- strips east of Cxx.15 until 15 July 42. On 3-4-3 Assault Engineer Bn (31) 772) the 15 July 42 turn, the Axis player can 11-3-2 Arty Rgt (16 Corps) 7-3-3 Arty Bn (2-115) begin to use these bases normally. 3-3-3 Arty Bn (408) B46.19: 2-3-5 Arm Arty Battery (902) One-Time Random Events which have 12-3-3 Inf Div (Pavia) 1-3-2 Mountain Arty Battery (362, 363, occurred: 364) • Pearl Harbor Occurs w/i 1 B46.20: • Allies Crack Luftwaffe Codes Ariete Arm Div (Nizza Arm Car Bn, 5-5- At Any Axis controlled Airbase or Air • German Signal-Intercept Genius At 8 Arm Bn (8 Med), 5-4-7 Arm Bn (9 Strip: Work Med), 4-3-6 Arm Bn (10 Med), 8 Brs Inf Italian: • German Signal Unit Disaster Rgt, 3-3-6 Lt Arm Bn (Novara), 5-3-6 1x Ju.87b (reduced) AG Bn (551, 552), (6)-4-3 AT Bn (AT), 3x CR.42 Timed Rules in Effect: 132 Arty Rgt, Organic Truck (Full)) 4x SM.79 • Brigade Groups (6)-4-5 AT Bn (501) 1x Ca.309 • Armor Brigade Groups (7)-4-3 AT Bn (6) 1x G.50 • Mines allowed (c3.2a) 1x SM.82 • Allied Hipshoots Allowed (5.1) B46.21: 2x MC.200 • A19.35 as an Axis Supply Source 8-0 Corps HQ (20 It) 2x Br.20 (3.7a) 30-3-2 Arty Bde (8 Ragg) 3x MC.202 1x Z.1007 Commonwealth B45.22: Information: Trieste Div (11 Med Arm Bn, 8 Brs Arm German: City Ownership: Two Months (+): Car Bn, 65, 66 Inf Rgt, 21 Arty Rgt, 1x Bf.109g Alexandria (all), Cairo (all), Helwan, Organic Truck (Full)) 3x Bf.109f Port Said, Suez 1x Ju.87d Reserve Markers Available: 6 w/i 2 B45.24: 2x Bf.110 Hedgehogs Remaining: 6 Rommel Leader 2x Ju.88 Minefields Remaining: 9 14-0 Corps HQ (DAK) 2x Ju.52 Senussi Hexes remaining: None 3-5-8 Pz Co (KStA) 1x He.111h remain to be activated. 3-3-3 AA Bn (617) Training Marker Positions: 6 Aus 15 SPs Victory: Div (Normal), 2 Arm Div (Normal), 9 Use Campaign Victory conditions. Aus Div (Normal), 2 NZ Div (Normal), 7 w/i 1 B45.23: Aus Div (Normal), 1 SA Div (Normal), 2 21.Pz Div (3 Arm Recon Bn, 6-5-8 Pz Bn SA Div (Normal), 1 Arm Div (Normal) (1-5, 2-5), 10-5-8 PG Rgt (104), (4)-4-3 Greek Campaign Status Track PJ Bn (39 PJ), 4-5-3 Pioneer Bn (200), Marker: Campaign Termination Box 155 Arty Rgt, Organic Truck (Full)) (7)-5-3 Luftwaffe Flak Bn (1-18)

Page 52 The Gamers, Inc.

Greek Deployment Progress w/i 1 D26.16: D34.09: Track Marker: No longer in use. Strafer Gott Leader 12-0 Corps HQ (10) Dead Units: 2 NZ Div (4-5-8 Arm Recon Bn (2 NZ), 50 Inf Div (69, 151 Inf Bde (each less 2-3-10 Lt Arm Bn (3 Hus) 28 Maori Inf Bn, 4 NZ, 5 NZ Inf Bde one step), Organic Truck (Full)) 4-0 Command HQ (Tobruk) (each Bde less one step)) 10 SPs 6-2-3 Arm Bn (4 RTR, 7 RTR) 12-0 Corps HQ (13) 1 Arm Div (9-3-5 Arm Bde (2)) 4 SPs w/i 1 D39.05: 10 Arm Div (9-3-5 Arm Bde (8, 9)) 6-2-3 Arm Bn (42 RTR, 44 RTR) 6-4-3 Inf Bde (201 Gd) D30.17: 5-3-3 FF Inf Bde (2 FF) 50 Inf Div (150 Inf Bde) 10 Ind Div (Guides Arm Car Bn) (4)-4-3 FF AT Bn (CAC) 4 Ind Div (11 Ind Inf Bde) 6-2-3 Ind Inf Bde (18 Ind) 3-4-3 FF Marine Bn (BFM) 5 Ind Div (10 Ind, 29 Ind Inf Bde) 5-2-3 Arty Bn (Yellow) (11 RHA) 3-5-3 Marine Bn (11 RM) 10 Ind Div (20 Ind, 21 Ind Inf Bde) 1-5-8 Commando Bn (Layforce) 6-4-3 Ind Inf Bde (3 Ind) D30.16: 8T Truck Points 7-5-3 FF Inf Bde (1 FF) 1 SA Div (1 SA Bde) 2-3-3 Yugoslav Inf Bn (Yugo Gd) 9-2-3 Arty Bn (68 Med) 2 NZ Div (Organic Truck (Full)) 5-2-3 Arty Bn (Red) (107 Fld) D31.16: 1 SA Div (Organic Truck (Full)) 2x Hurri I 7 Arm Div (9-4-6 Arm Bde (4)) (1)-1-3 Arab Refugee Bn (1 Lib, 2 Lib, 4 1x Blen IV 1 SA Div (2 SA Inf Bde) Lib) 6-2-3 Arm Bn (8 RTR) Level 3 Airbase O’Connor Leader: Captured 5-2-3 Arty Bn (Yellow) (1 RHA) 6-2-0 Coastal Arty Battery (204) (4)-3-1 Fort Bde (Alex A, Alex B) Set Up: Historical Note: The 4 Arm Bde spent the 2-1-3 Egyptian Inf Bde (2) Near East Box: night of 30 June-1 July caught in the soft 7 Aus Div (18 Aus, 21 Aus, 25 Aus Inf sand around D32.20. It left that hex (with D36.06: Bde, Organic Truck (Full)) the Afrikakorps slowly following at first Level 2 Airbase 4 Ind Div (7 Ind Inf Bde, Organic Truck light only to get stranded again in the above (Full)) hex. Rather than let the Brigade get w/i 1 D36.06: 6-4-3 Inf Bde (14) clobbered out in front, or heavily modify 2-4-3 Czech Inf Bn (11 Czech) 6-3-3 Ind Inf Bde (161 Ind) the sequence of play for this one unit to get 1-3-8 Arm Car Co (1 RAF, 2 RAF) away, I chose to push them forward and out 9 Aus Div (24 Aus, 26 Aus Inf Bde, Far East Box: of the way to the place they ended up on 1 Organic Truck (Full)) 6-4-3 Inf Bde (16, 23) July. Even with that, I feel the unit should 2-4-8 SA Arm Car Bn (3 SA) 7 Arm Div (7-4-8 Arm Bde (7)) function normally for the remaining 2.5 days of the turn. D38.06: B12.01: Level 2 Airbase 1-2-3 Senussi Bn (Giarabub) D32.16: Level 1 Hedgehog D41.03: C4.22: 2-4-8 SA Arm Car Bn (6 SA) Level 2 Airbase 1-5-8 Commando Bn (LRDG, 1 SAS) 2 SA Div (3 SA Inf Bde) 9-2-3 Arty Bn (7 Med) w/i 1 any hex of Cairo: E10.26: 4 SPs Level 2 Airbase 2-3-5 Egyptian Camel Bn (Hauwasa) Level 3 Airbase D28.14: 9 Aus Div (( Aus Arm Recon Bn, 20 Aus D26.19: 1 Arm Div (12 Lcr Arm Car Bn) Inf Bde) 5 Ind Div (9 Ind Inf Bde (less one step), 0-2-1 NZ RR Co (10 NZ, 13 NZ) Organic Truck (Full)) D30.14: 2-4-8 Arm Car Bn (Greys) 3-4-8 Arm Car Bn (KDG) 2-4-6 Ind Arm Car Bn (Skinner) D28.19: 2-4-8 Arm Car Bn (Royals) (5)-3-3 AT Bn (65 AT) 7 Arm Div (7 Motor Inf Bde, Organic 1 Arm Div (9-4-5 Arm Bde (22)) (2)-2-3 AT Bn (102 AT) Truck (Full)) 5-2-3 Arty Bn (Yellow) (2 RHA) 5-2-3 Arty Bn (Red) (12 Fld, 121 Fld, 2-4-8 SA Arm Car Bn (4 SA) 104 RHA) 5-2-3 Arty Bn (Red) (4 RHA) D30.12: (4)-3-1 Fort Bde (Cairo A, Cairo B, 12-0 Corps HQ (30) Cairo C) D29.19: (2)-2-3 AT Bn (Red) (95 AT) 2-3-6 Egyptian Cav Bn (Mob F) Level 1 Hedgehog 1 Arm Div (Organic Truck (Full)) 3-3-8 Egyptian Ford Bn (FDA) 2 NZ Div (6 NZ Inf Bde) 5 SPs 1-2-8 Egyptian Ford Bn (n-FDA, s-FDA) 4 SPs 3-2-3 Egyptian MG Bde (1 MG) D33.11: 2-3-5 Egyptian Camel Bn (Siwa) 4 Ind Div (5 Ind Inf Bde) 4-2-3 Egyptian Inf Bde (1) 10 Ind Div (25 Ind Inf Bde, Organic 4-0-3 Egyptian Arty Bn (Egypt) Truck (Full)) 3-0-5 Egyptian Arty Bn (1 Lt Mule)

Page 53 DAK-II: Deutsches Afrika Korps, volume I OCS #5

Egyptian National Army Organic Truck been pulled up, but are available after 8-2-2 Arty Rgt (31 GAF) (Full) being removed.) 7-3-3 Arty Rgt (2 Cel) 4x Eq Repls Dead Units: 7-3-2 Arty Rgt (Maletti) 4x Pax Repls Italian: 4-2-2 Arty Rgt (32 GAF) 8-0 Corps HQ (CAM, LibOp, 17-0-0 Coastal Arty Rgt (R. E19.21: 22 It, 23 It) Mar) Level 3 Airbase Ariete Arm Div (1 Lt, 2 LT, 3 3-0-0 Coastal Arty Bn (4) Lt Arm Bn, 5-5-8 Arm Bn (7 Med, 8 2-0-0 Coastal Arty Bn (5) E22.06: Med), 5-4-7 Arm Bn (9 Med), Nizza (6)-4-5 AT Bn (1 Milmart) Level 2 Airbase Arm Car Bn, 132 Arty Rgt, 551 AG Bn, 2x SM.79 5-2-3 Arty Bn (Red) (149 Fld) Novara Lt Arm Bn) 5x CR.42 Littorio Arm Div (12 Med Arm 1x Ba.65 E32.12: Bn, 51 Med Arm Bn, 133 Arty Rgt (3-3- 2x G.50 Level 3 Airbase 3), Organic Truck) 2x MC.200 Trieste Div (8 Brs Arm Car 1x MC.202 E32.10: Bn, 66 Inf Rgt) Level 2 Airbase 9-1-3 Blackshirt Inf Div (3 Jan, German: 6-1-3 Sud Inf Bde (1 Sud) 23 Mar, 28 Oct) 21.Pz Div (6-5-8 Pz Bn (2-5)) 12-3-3 Inf Div (Savona) 15.Pz Div (6-5-8 Pz Bn (2-8), E43.11: 12-2-3 Inf Div (Cirene, Marm, 10-5-8 PG Rgt (115)) Level 2 Airbase Sirte) 90.Le Div (6-4-3 Inf Rgt (200)) 6-2-2 Coastal Arty Battery (19 Hvy) 12-1-3 Inf Div (Ctnzro) 6-5-3 Inf Rgt (288.Snd) 6-2-0 Coastal Arty Battery (F) 8-1-3 Inf Div (1 Lib) 2-3-3 Inf Bn (3-255) 8-2-3 Inf Div (2 Lib) 4-3-2 Coastal Arty Co (4) Any Allied Controlled Airbase or Air 4-3-3 Inf Rgt (1 Lib) 2x Bf.109f Strip: 3-2-3 Inf Rgt (5 Lib) 1x Bf.110 4x Hurri I 2-3-3 Inf Bn (34 Lib) 1x Ju.52 4x Hurri IIa 5-3-3 Inf Rgt (10 Brs) 6x Blen IV 2-3-3 Blackshirt Inf Bn Set Up: 4x Beaufgtr (Vd.Lib) Tripoli Box: 1x Gladiator 3-1-2 GAF Rgt (30, 31, 32) (4)-4-5 AT Bn (2 Mil) 4x Wellington 1-2-2 GAF Co (B.Scegga, 1-1-2 GAF Bn (35) 2x Maryld E.GuG) 3-0-3 Inf Rgt (350) 8x Ktyhk 3-0-3 Territorial Rgt (54) 3-1-3 Engineer Rgt (1 Spc, 7 Spc) 1x Hurri IIc 2-0-3 Territorial Bn (225, 226) 5x Italian Pax Repls 1x Boston 2-0-3 Coastal Defense Bn (31 4x Italian Eq Repls 3x Baltimore Lib) 15 SPs 2-0-6 Lt Arm Bn (5 Lt, 61 Lt, Anywhere inside Egypt, east of the 62 Lt) A26.18: Axis Line: 2-1-6 Lt Arm Bn (4 Lt, 20 Lt, 12-2-3 Inf Div (Bologna, less one step) 1x Egyptian Gladiator 60 Lt, 63 Lt) 4-2-2 Arty Bn (332 GAF) 3x Egyptian RR Bn (ENRR) 3-3-7 Lt Arm Bn (52 Mx) 3-2-2 Arty Bn (291 GAF) 1x Egyptian Engineer Bn (Port) 4-3-6 Arm Bn (3 Med) 4-2-6 Arm Bn (5 Med, 6 Med, A33.14: Axis Information: 21 Med) Level 2 Airbase City Ownership: Two Months (+): 3-3-6 Arm Bn (1 Med, 2 Med) Benghazi 2-3-12 Motorcycle Bn A48.18: City Ownership, Less than 2 (ProvBrs, PAI) Level 2 Airbase Months: Buq Buq (26 June 42), Sidi 1-3-12 Motorcycle Co (22 Brs, Barrani (26 June 42), Mersa Matruh (29 61 Brs, 201 Brs, A48.20: June 42), Tobruk (22 June 42), Bardia 202 Brs) 1-2-3 Inf Bn (18 Lib) (26 June 42) 10-3-3 Arty Rgt (10, 12, 26) 22-3-2 Arty Bde (5 Army) 10-3-2 Arty Rgt (10 Corps, 22 8T Truck Points Reserve Markers Available: 5 Corps) 2 SPs Hedgehogs Remaining: 8 26-2-2 Arty Bde (30 GAF) Flieger Korps Active: Yes, but air 22-3-2 Arty Rgt (25 Corps) A55.05: units have been detached 15-3-2 Arty Rgt (di Mnvra) Level 2 Airbase Minefields Available for Reuse: 0 14-3-2 Arty Bde (20 Corps) (Those left from Gazala have not yet 13-3-3 Arty Bde (Mtrizzato) B60.24: 11-3-2 Arty Rgt (21 Corps, 1-2-3 Inf Bn (36 Lib) 24 Corps) 10-2-2 Arty Rgt (340 GAF) B46.08: 9-3-2 Arty Bn (23 Corps) Level 2 Airbase

Page 54 The Gamers, Inc.

B46.02: B44.13: D37.32: Level 2 Airbase Minefield 3-4-3 Assault Engineer Bn (31)

B47.06: B43.15: D35.29: Railhead Marker (Railline is complete) Minefield 14-0 Corps HQ (DAK) 4-5-8 PJ Bn (605) B49.09: B43.13: 2 SPs Level 2 Airbase Minefield D35.26: w/i 2 B50.08: B42.14: 7-3-3 Arty Rgt (1 Cel) 2-5-3 Luftwaffe Para Bn (Lehr) Minefield (3)-3-3 Korück Bn (556) D34.24: 90.Le Div (Organic Truck (Empty)) B42.13: 8-0 Corps HQ (10 It) 1x German Eq Repl Level 1 Hedgehog 12-3-3 Inf Div (Brescia, less one step) 1x German Pax Repl 3-4-3 Marine Bn (4-SM) B41.14: D33.23: Ariete Arm Div (Organic Truck Minefield 5-4-3 Inf Rgt (9 Brs) (Empty)) 12-3-3 Inf Div (Pavia, less one step) Trieste Div (Organic Truck (Empty)) B41.13: GGFF Div (4 Lib Inf Bn, 9 Inf Bn, Minefield D35.24: GGFF Inf Rgt, 136 Arty Rgt) Trieste Div (65 Inf Rgt, 11 Med Arm Bn, 8T Truck Points B42.12: 21 Arty Rgt) 5 SPs Minefield D35.23: B50.16: B50.12: 8-0 Corps HQ (20 It) Level 1 Hedgehog Minefield Ariete Arm Div (4-3-6 Arm Bn (10 Med), 8 Brs Inf Rgt, 552 AG Bn, (6)-4-3 B49.16: B49.12: AT Bn (AT)) Level 1 Hedgehog Minefield (7)-4-3 AT Bn (6) (6)-4-5 AT Bn (501, 503) B48.16: B48.11: Minefield Level 1 Hedgehog D35.21: 3-5-8 Pz Co (KStA) B48.17: B46.12: 21.Pz Div ((4)-4-3 PJ Bn (39 PJ), 4-5-3 Minefield Level 1 Hedgehog Pioneer Bn (200)) (7)-5-3 Luftwaffe Flak Bn (1-18) B47.15: B45.09: Level 1 Hedgehog Level 1 Hedgehog Historical Note: During the night march of 30 June 42, the columns of the 15th and B47.16: B41.10: 21st Panzer Divisions became intermixed. Level 1 Hedgehog Level 1 Hedgehog Several 21st Pz units fell in and followed behind other formations. In this manner, B47.17: C45.29: the odd locations of the 104 PG Rgt, the Level 1 Hedgehog 12-3-3 Inf Div (Sabrtha) Pioneers, and the division’s AT attachments resulted. B47.18: C42.29: Minefield Level 1 Hedgehog D29.23: 90.Le Div (4-5-8 Arm Recon Bn (580)) B46.16: C42.28: Littorio Arm Div (12 Brs Inf Rgt) Minefield Level 1 Hedgehog D33.21: B46.17: C40.28: Rommel Leader Minefield Level 1 Hedgehog 21.Pz Div (3 Arm Recon Bn, 6-5-8 Pz Bn (1-5), 155 Arty Rgt, Organic Truck B45.15: C39.03: (Full)) Level 1 Hedgehog Level 2 Airbase 3-3-3 AA Bn (617) D32.21: B45.16: 30-3-2 Arty Bde (8 Ragg) 21.Pz Div (10-5-8 PG Rgt (104)) Minefield 11-3-2 Arty Rgt (16 Corps) (7)-5-3 Luftwaffe Flak Bn (1-33) 3-4-3 Assault Engineer Bn (32) 15.Pz Div (33 Arm Recon Bn, 6-5-8 Pz B44.15: Trento Div (61 Inf Rgt) Bn (1-8), 4-5-8 PJ Bn (33 PJ), 4-5-3 Minefield 2T Truck Points Pioneer Bn (33), 33 Arty Rgt, Organic 3 SPs Truck (Full))

Page 55 DAK-II: Deutsches Afrika Korps, volume I OCS #5

D34.19: Victory: D28.19: 8-0 Corps HQ (21 It) Use Campaign Victory conditions. 7 Arm Div (7 Motor Inf Bde, Organic Trento Div (46 Arty Rgt) Truck (Full)) 2-4-8 SA Arm Car Bn (4 SA) D33.19: 7.16 El Alamein— 5-2-3 Arty Bn (Red) (4 RHA) 90.Le Div (6-4-3 Inf Rgt (155), 6-5-3 Inf Rgt (361), 5-5-3 Pioneer Bn (900), 361 The First Battle, 1 D29.19: Arty Bn, 190 Arty Rgt) July 1942—One- Level 1 Hedgehog 4-3-3 AA Bn (612) 2 NZ Div (6 NZ Inf Bde) 3-3-3 AA Bn (606) Map Version 4 SPs

D33.18: General Information: w/i 1 D26.16: Trento Div (62 Inf Rgt) Set Up Order: Commonwealth, Strafer Gott Leader Axis 2 NZ Div (4-5-8 Arm Recon Bn (2 NZ), D33.17: First Player: Axis 28 Maori Inf Bn, 4 NZ, 5 NZ Inf Bde 5-4-3 Inf Rgt (7 Brs) First Turn: 1 July 42 (each Bde less one step)) 8-3-3 Arty Rgt (3 Cel) Last Turn: 26 July 42 12-0 Corps HQ (13) Game Length: 9 4 SPs Anywhere west of Cxx.01: Maps in Play: Map D Only (7)-4-3 Luftwaffe Flak Bn (2-25, 1-53, 1- D30.17: Use Campaign Rules?: No 43) Port Damage: None 10 Ind Div (Guides Arm Car Bn) 9-3-2 Coastal Arty Bn (523, 528, 532, Airfield Ownership: The Axis 6-2-3 Ind Inf Bde (18 Ind) 529) controls all air strips occupied by or west of 5-2-3 Arty Bn (Yellow) (11 RHA) 4-3-2 Coastal Arty Battery (4-149, 4- their units (except Giarabub and Siwa). All 772) D30.16: other on-map airbases and air strips are 7-3-3 Arty Bn (2-115) controlled by the Commonwealth. 1 SA Div (1 SA Bde) 3-3-3 Arty Bn (408) Special Note on Airfield use and set 2-3-5 Arm Arty Battery (902) D31.16: up: Due to the rapid Axis advance, no Axis 1-3-2 Mountain Arty Battery (362, 363, air units can set up or use airbases or air 7 Arm Div (9-4-6 Arm Bde (4)) 364) strips on the game map. His air units are all 1 SA Div (2 SA Inf Bde) stationed at nominal air bases 25 hexes 6-2-3 Arm Bn (8 RTR) With any other Axis unit: west of the map edge with a refit capacity 5-2-3 Arty Bn (Yellow) (1 RHA) KG Markers (Crüwell, Linau, 3 Aufk, of 4 per turn. The Axis Player can also base Schütte, Wechmar, Voss, Marcks, Gräf) D32.16: air units in Crete. Level 1 Hedgehog At Any Axis controlled Airbase or Air Timed Rules in Effect: 2-4-8 SA Arm Car Bn (6 SA) Strip: • Brigade Groups 2 SA Div (3 SA Inf Bde) Italian: • Armor Brigade Groups 9-2-3 Arty Bn (7 Med) 1x Ju.87b (reduced) • Allied Hipshoots Allowed (5.1) 4 SPs 3x CR.42 4x SM.79 D28.14: 1x Ca.309 Commonwealth 1 Arm Div (12 Lcr Arm Car Bn) 1x G.50 Information: 1x SM.82 City Ownership: NA D30.14: 2x MC.200 Reserve Markers Available: 6 3-4-8 Arm Car Bn (KDG) 2x Br.20 Hedgehogs Remaining: NA 2-4-8 Arm Car Bn (Royals) 3x MC.202 Minefields Remaining: NA 1 Arm Div (9-4-5 Arm Bde (22)) 1x Z.1007 Senussi Hexes remaining: None 5-2-3 Arty Bn (Yellow) (2 RHA) remain to be activated. German: Training Marker Positions: All D30.12: 1x Bf.109g are Normal 12-0 Corps HQ (30) 3x Bf.109f Greek Campaign Status Track (2)-2-3 AT Bn (Red) (95 AT) 2x Ju.87d Marker: Campaign Termination Box 1 Arm Div (Organic Truck (Full)) 2x Bf.110 Greek Deployment Progress 5 SPs 2x Ju.88 Track Marker: No longer in use. 3x Ju.52 Dead Units: No rebuilds allowed. D33.11: 1x He.111h 4 Ind Div (5 Ind Inf Bde) Set Up: 10 Ind Div (25 Ind Inf Bde, Organic Flieger Korps Detached (All German): D26.19: Truck (Full)) 1x Bf.110 5 Ind Div (9 Ind Inf Bde (less one step), 1x Ju.87b Organic Truck (Full)) D34.09: 1x Ju.87d 12-0 Corps HQ (10) 1x Ju.88 50 Inf Div (69, 151 Inf Bde (each less one step), Organic Truck (Full)) 10 SPs Page 56 The Gamers, Inc. w/i 1 D39.05: D35.29: D33.18: 6-2-3 Arm Bn (42 RTR, 44 RTR) 14-0 Corps HQ (DAK) Trento Div (62 Inf Rgt) 5-3-3 FF Inf Bde (2 FF) 4-5-8 PJ Bn (605) (4)-4-3 FF AT Bn (CAC) 6 SPs D33.17: 3-4-3 FF Marine Bn (BFM) 2T Truck Points 5-4-3 Inf Rgt (7 Brs) 3-5-3 Marine Bn (11 RM) 8-3-3 Arty Rgt (3 Cel) 1-5-8 Commando Bn (Layforce) D35.26: 8T Truck Points 7-3-3 Arty Rgt (1 Cel) With any other Axis unit: 2-3-3 Yugoslav Inf Bn (Yugo Gd) KG Markers (Crüwell, Linau, 3 Aufk, 2 NZ Div (Organic Truck (Full)) D34.24: Schütte, Wechmar, Voss, Marcks, Gräf) 1 SA Div (Organic Truck (Full)) 8-0 Corps HQ (10 It) (1)-1-3 Arab Refugee Bn (1 Lib, 2 Lib, 4 12-3-3 Inf Div (Brescia, less one step) Based off-map as per the special rule Lib) above: Level 3 Airbase D33.23: Italian: 6-2-0 Coastal Arty Battery (204) 5-4-3 Inf Rgt (9 Brs) 1x CR.42 (4)-3-1 Fort Bde (Alex A, Alex B) 12-3-3 Inf Div (Pavia, less one step) 3x SM.79 1x G.50 D36.06: D35.24: 1x MC.200 Level 2 Airbase Trieste Div (65 Inf Rgt, 11 Med Arm Bn, 2x MC.202 21 Arty Rgt) w/i 1 D36.06: German: 2-4-3 Czech Inf Bn (11 Czech) D35.23: 2x Bf.109f 1-3-8 Arm Car Co (1 RAF, 2 RAF) 8-0 Corps HQ (20 It) 2x Ju.87d 9 Aus Div (24 Aus, 26 Aus Inf Bde, Ariete Arm Div (4-3-6 Arm Bn (10 2x Bf.110 Organic Truck (Full)) Med), 8 Brs Inf Rgt, 552 AG Bn, (6)-4-3 2x Ju.88 2-4-8 SA Arm Car Bn (3 SA) AT Bn (AT)) 1x He.111h (7)-4-3 AT Bn (6) D38.06: (6)-4-5 AT Bn (501, 503) Special Rules: Level 2 Airbase a) Reinforcements: 2 SPs per turn at D35.21: D37.35. Also, on 1 July 42, at D37.35 the D41.03: 3-5-8 Pz Co (KStA) Organic Trucks from 90.Le, Ariete and Level 2 Airbase 21.Pz Div ((4)-4-3 PJ Bn (39 PJ), 4-5-3 Trieste arrive fully loaded. Pioneer Bn (200)) Any Allied Controlled Airbase or Air (7)-5-3 Luftwaffe Flak Bn (1-18) Victory: Strip: a) The Axis player wins if he captures 3x Hurri I D29.23: D30.16, D30.17, D29.15, D29.14, and 3x Hurri IIa 90.Le Div (4-5-8 Arm Recon Bn (580)) D32.16. 4x Blen IV Littorio Arm Div (12 Brs Inf Rgt) b) The Allied player wins if he avoid the 3x Beaufgtr Axis conditions and retains control of 3x Wellington D33.21: D29.19, D28.15, and D26.19 as well. 6x Ktyhk Rommel Leader c) Any other result is a draw. 2x Baltimore 21.Pz Div (3 Arm Recon Bn, 6-5-8 Pz Bn (1-5), 155 Arty Rgt, Organic Truck Special Rules: (Full)) a) Reinforcements: None. Alexandria 7.17 Alam Halfa— functions normally to provide SPs. D32.21: 29 Aug 42, 21.Pz Div (10-5-8 PG Rgt (104)) b) Players can use the Map E Abstract to (7)-5-3 Luftwaffe Flak Bn (1-33) Campaign Start provide the Commonwealth Player with 15.Pz Div (33 Arm Recon Bn, 6-5-8 Pz additional Airbases. Bn (1-8), 4-5-8 PJ Bn (33 PJ), 4-5-3 General Information: Pioneer Bn (33), 33 Arty Rgt, Organic Set Up Order: Commonwealth, Truck (Full)) Axis Information: Axis City Ownership: NA First Player: Axis D34.19: Reserve Markers Available: 5 First Turn: 29 Aug 42 8-0 Corps HQ (21 It) Hedgehogs Remaining: NA Last Turn: 29 Nov 42 Trento Div (46 Arty Rgt) Flieger Korps Active: NA Game Length: 29 Minefields Available for Reuse: NA Maps in Play: All D33.19: Dead Units: No rebuilds allowed. Use Campaign Rules?: Yes 90.Le Div (6-4-3 Inf Rgt (155), 6-5-3 Inf Port Damage: None Rgt (361), 5-5-3 Pioneer Bn (900), 361 Set Up: Airfield Ownership: The Axis Arty Bn, 190 Arty Rgt) D37.32: controls all air strips occupied by or west of 4-3-3 AA Bn (612) 3-4-3 Assault Engineer Bn (31) their units (except Siwa). All other on-map 3-3-3 AA Bn (606) airbases and air strips are controlled by the Commonwealth.

Page 57 DAK-II: Deutsches Afrika Korps, volume I OCS #5

One-Time Random Events which have 6-4-3 Inf Bde (14) D29.17: occurred: 5 Ind Div (10 Ind Inf Bde) 6-3-4 Arm Bn (40 RTR, 46 RTR, 50 • Pearl Harbor Occurs 10 Ind Inf Div (25 Ind Inf Bde, Organic RTR) • Allies Crack Luftwaffe Codes Truck (Full)) 5-2-3 Arty Bn (Red) (5 RHA) • German Signal-Intercept Genius At 6-4-3 Ind Inf Bde (3 Ind) Work D29.16: • German Signal Unit Disaster Far East Box: 2 NZ Div (Divarty Bde) • Allies Crack Wehrmacht Code 6-4-3 Inf Bde (16, 23) 10 Arm Div (Divarty Bde) • Offer of US Assistance 7 Arm Div (7-4-8 Arm Bde (7)) 4 SPs

Timed Rules in Effect: C4.22: D29.15: • No Brigade Groups 1-5-8 Commando Bn (LRDG, 1 SAS) 12-0 Corps HQ (13) • Mines allowed (c3.2a) 44 Div (Divarty Bde, Organic Truck • Allied Hipshoots Allowed (5.1) E10.26: (Full)) • A19.35 as an Axis Supply Source 2-3-5 Egyptian Camel Bn (Hauwasa) 10 SPs (3.7a) D25.17: D29.14: Commonwealth 7 Arm Div (11 Hus Arm Car Bn, 9-4-6 44 Div (131 Inf Bde) Information: Arm Bde (4)) D30.17: City Ownership: Two Months (+): D26.16: Level 1 Hedgehog Alexandria (all), Cairo (all), Helwan, 2-4-8 SA Arm Car Bn (4 SA) 5 Ind Div (9 Ind Inf Bde) Port Said, Suez 1 Arm Div (12 Lcr Arm Car Bn) 6-3-3 Ind Inf Bde (161 Ind) Reserve Markers Available: 6 Hedgehogs Remaining: 0 D26.15: D30.16: Minefields Remaining: 3 7 Arm Div (Divarty Bde) 5 Ind Div (Divarty Bde, Organic Truck Senussi Hexes remaining: None 3-4-8 Arm Car Bn (KDG) (Full)) remain to be activated. 4 SPs Training Marker Positions: 6 Aus D27.17: Div (Normal), 2 Arm Div (Normal), 9 7 Arm Div (7 Motor Inf Bde) D30.15: Aus Div (Normal), 2 NZ Div (Normal), 7 4 Ind Div (5 Ind Bde) Aus Div (Normal), 1 SA Div (Normal), 2 D27.15: (5)-3-3 AT Bn (149 AT) SA Div (Normal), 1 Arm Div (Normal) Minefield Greek Campaign Status Track D31.17: Marker: Campaign Termination Box D27.13: Level 1 Hedgehog Greek Deployment Progress (5)-3-3 AT Bn (65 AT) 2-4-8 SA Arm Car Bn (6 SA) Track Marker: No longer in use. 10 Arm Div (9-3-5 Arm Bde (8)) 1 SA Div (1 SA, 2 SA Inf Bde) Dead Units: 2-3-10 Lt Arm Bn (3 Hus) D28.17: D31.16: 4-0 Command HQ (Tobruk) Level 1 Hedgehog Minefield 6-2-3 Arm Bn (4 RTR, 7 RTR) 2 NZ Div (5 NZ, 6 NZ Inf Bde, Organic 50 Inf Div (150 Inf Bde) Truck (Full)) D31.15: 4 Ind Div (11 Ind Inf Bde, Minefield Divarty Bde) D28.16: 5 Ind Div (29 Ind Inf Bde) 2-4-8 Arm Car Bn (Greys) D33.11: 10 Ind Div (20 Ind Inf Bde) 1 Arm Div (9-4-5 Arm Bde (22)) 10 Ind Div (Guides Arm Car Bn, 21 Ind 6-2-3 Ind Inf Bde (18 Ind) 2 NZ Div (4-5-8 Arm Recon Bn (2 NZ)) Inf Bde) 9-2-3 Arty Bn (68 Med) 5-2-3 Arty Bn (Red) (107 Fld) D28.15: D33.12: 3x Hurri I Level 1 Hedgehog Minefield 1x Hurri IIc 44 Div (133 Inf Bde) 3x Blen IV D32.13: 2x Ktyhk D28.14: 12-0 Corps HQ (30) 1x Beafgtr Minefield 9-2-3 Arty Bn (7 Med) 1x Wellington 10 SPs D28.13: O’Connor Leader: Captured Minefield D32.15: Strafer Gott: Killed 9 Aus Div (26 Aus Inf Bde, Divarty Bde, D29.18: Organic Truck (Full)) Set Up: Level 1 Hedgehog 1 SA Div (Divarty Bde) Near East Box: 44 Div (132 Inf Bde) 4 SPs 7 Aus Div (18 Aus, 21 Aus, 25 Aus Inf 2 NZ Div (28 Maori Inf Bn) Bde, Divarty Arty Bde, Organic Truck (Full))

Page 58 The Gamers, Inc.

D32.16: E22.22: E43.11: Level 1 Hedgehog (5)-3-3 AT Bn (95 AT) Level 2 Airbase 2 SA Div (3 SA Inf Bde) 51 Div (152 Inf Bde, Divarty Bde) 6-2-2 Coastal Arty Battery (19 Hvy) 9 Aus Div (24 Aus Inf Bde) 6-2-0 Coastal Arty Battery (F) E21.23: D33.17: 2 NZ Div (4 NZ Inf Bde) Any Allied Controlled Airbase or Air Level 1 Hedgehog Strip: 9 Aus Div (3-4-8 Arm Recon Bn (9 E20.23: 1x Spit Vb Aus), 20 Aus Inf Bde) 51 Div (153 Inf Bde) 3x Hurri I 4x Hurri IIa w/i 1 D39.05: w/i 1 any hex of Cairo: 1x Hurri IId 6-2-3 Arm Bn (8 RTR, 42 RTR, 44 RTR) Level 2 Airbase 8x Blen IV 3-5-3 Marine Bn (11 RM) Level 3 Airbase 4x Beaufgtr 1-5-8 Commando Bn (Layforce) 0-2-1 NZ RR Co (10 NZ, 13 NZ) 1x Gladiator 10T Truck Points 6-0-3 Greek Inf Bde (2 Greek) 4x Wellington 2-3-3 Yugoslav Inf Bn (Yugo Gd) 7-5-3 FF Inf Bde (1 FF) 2x Maryld 7 Arm Div (Organic Truck (Full)) 3-4-3 FF Marine Bn (BFM) 6x Ktyhk 1 SA Div (Organic Truck (Full)) (4)-4-3 FF AT Bn (CAC) 2x Hurri IIc (1)-1-3 Arab Refugee Bn (1 Lib, 2 Lib, 4 5-3-3 FF Inf Bde (2 FF) 1x Boston Lib) 6-4-3 Inf Bde (201 Gd) 4x Baltimore Level 3 Airbase 51 Div (Organic Truck (Full)) 1x US B-24 6-2-0 Coastal Arty Battery (204) 2-4-6 Ind Arm Car Bn (Skinner) (4)-3-1 Fort Bde (Alex A, Alex B) (5)-3-3 AT Bn (102 AT) Anywhere inside Egypt, east of the 2-1-3 Egyptian Inf Bde (2) 5-2-3 Arty Bn (Red) (121 Fld) Axis Line: 4x Eq Repl (4)-3-1 Fort Bde (Cairo A, Cairo B, 1x Egyptian Gladiator 2x Pax Repl Cairo C) 3x Egyptian RR Bn (ENRR) 2-3-6 Egyptian Cav Bn (Mob F) 1x Egyptian Engineer Bn (Port) D36.06: 3-3-8 Egyptian Ford Bn (FDA) Level 2 Airbase 1-2-8 Egyptian Ford Bn (n-FDA, s-FDA) Axis Information: 3-2-3 Egyptian MG Bde (1 MG) City Ownership: Two Months (+): w/i 1 D36.06: 2-3-5 Egyptian Camel Bn (Siwa) Benghazi, Buq Buq, Sidi Barrani , Mersa 12-0 Corps HQ (10) 4-2-3 Egyptian Inf Bde (1) Matruh , Tobruk, Bardia 1-3-8 Arm Car Co (1 RAF, 2 RAF) 4-0-3 Egyptian Arty Bn (Egypt) Reserve Markers Available: 5 4 Ind Div (7 Ind Inf Bde, Organic Truck 3-0-5 Egyptian Arty Bn (1 Lt Mule) Hedgehogs Remaining: 8 (Full)) Egyptian National Army Organic Truck Flieger Korps Active: Yes, but air 50 Div (69, 151 Inf Bde (each less one (Full) units have been detached step), Divarty Bde, Organic Truck (Full)) 3x Eq Repls Minefields Available for Reuse: 6 3x Pax Repls (More remain near the Gazala lines D33.05: which can be pulled up for use.) 10 Arm Div (9-3-5 Arm Bde (9)) E19.21: Dead Units: Level 3 Airbase Italian: D38.06: 2-4-8 SA Arm Car Bn (3 SA) 8-0 Corps HQ (CAM, LibOp, Level 2 Airbase 22 It, 23 It) E10.22: Ariete Arm Div (1 Lt, 2 LT, 3 D41.03: 6-1-3 Sudanese Inf Bde (1 Sud) Lt Arm Bn, 5-5-8 Arm Bn (7 Med, 8 Level 2 Airbase Med), 551 AG Bn, Novara Lt Arm Bn) E22.06: Littorio Arm Div (51 Med Arm E34.28: Level 2 Airbase Bn, 133 Arty Rgt (3-3-3), Organic 6-2-3 Ind Inf Bde (26 Ind) Truck) E32.12: Trieste Div (66 Inf Rgt) E28.27: Level 3 Airbase 9-1-3 Blackshirt Inf Div (3 Jan, 2-4-8 Arm Car Bn (Royals) 23 Mar, 28 Oct) 5-2-3 Arty Bn (Yellow) (11 RHA) E32.10: 12-3-3 Inf Div (Savona) 1 Arm Div (9-3-5 Arm Bde (2), Divarty Level 2 Airbase 12-2-3 Inf Div (Cirene, Marm, Bde, Organic Truck (Full)) 5-2-3 Arty Bn (Red) (12 Fld) Sirte) 12-1-3 Inf Div (Ctnzro) E24.24: E31.15: 8-1-3 Inf Div (1 Lib) 51 Div (154 Inf Bde) 8-3-6 Arm Bde (24) 8-2-3 Inf Div (2 Lib) 5-2-3 Arty Bn (Red) (53 Fld) 4-3-3 Inf Rgt (1 Lib) E22.23: 3-2-3 Inf Rgt (5 Lib) 6-1-3 Greek Inf Bde (1 Greek) 2-3-3 Inf Bn (34 Lib) 5-3-3 Inf Rgt (10 Brs)

Page 59 DAK-II: Deutsches Afrika Korps, volume I OCS #5

2-3-3 Blackshirt Inf Bn A26.18: B44.15: (Vd.Lib) 4-2-2 Arty Bn (332 GAF) Minefield 3-1-2 GAF Rgt (30, 31, 32) 3-2-2 Arty Bn (291 GAF) 1-2-2 GAF Co (B.Scegga, B44.13: E.GuG) A33.14: Minefield 3-0-3 Territorial Rgt (54) Level 2 Airbase 2-0-3 Territorial Bn (225, 226) B43.15: 2-0-3 Coastal Defense Bn (31 A48.18: Minefield Lib) Level 2 Airbase 2-0-6 Lt Arm Bn (5 Lt, 61 Lt, B43.13: 62 Lt) A48.20: Minefield 2-1-6 Lt Arm Bn (4 Lt, 20 Lt, 1-2-3 Inf Bn (18 Lib) 60 Lt, 63 Lt) 3-3-3 Inf Bn (57 Brs) B42.14: 3-3-7 Lt Arm Bn (52 Mx) 22-3-2 Arty Bde (5 Army) Minefield 4-3-6 Arm Bn (3 Med) 8T Truck Points 4-2-6 Arm Bn (5 Med, 6 Med, 2 SPs B42.13: 21 Med) Level 1 Hedgehog 3-3-6 Arm Bn (1 Med, 2 Med) A55.05: 2-3-12 Motorcycle Bn Level 2 Airbase B41.14: (ProvBrs, PAI) Minefield 1-3-12 Motorcycle Co (22 Brs, B60.24: 61 Brs, 201 Brs, 202 Brs) 1-2-3 Inf Bn (36 Lib) B41.13: 10-3-3 Arty Rgt (10, 12, 26) Minefield 10-3-2 Arty Rgt (10 Corps, 22 B46.08: Corps) Level 2 Airbase B42.12: 26-2-2 Arty Bde (30 GAF) Minefield 22-3-2 Arty Rgt (25 Corps) B46.02: 15-3-2 Arty Rgt (di Mnvra) Level 2 Airbase B50.16: 14-3-2 Arty Bde (20 Corps) Level 1 Hedgehog 13-3-3 Arty Bde (Mtrizzato) B47.06: 11-3-2 Arty Rgt (21 Corps, Railhead Marker (Railline is complete) B49.16: 24 Corps) Level 1 Hedgehog 10-2-2 Arty Rgt (340 GAF) B49.09: 9-3-2 Arty Bn (23 Corps) Level 2 Airbase B48.11: 8-2-2 Arty Rgt (31 GAF) Level 1 Hedgehog 7-3-3 Arty Rgt (2 Cel) w/i 2 B50.08: 7-3-2 Arty Rgt (Maletti) 2-5-3 Luftwaffe Para Bn (Lehr) B46.12: 4-2-2 Arty Rgt (32 GAF) (3)-3-3 Korück Bn (556) Level 1 Hedgehog 17-0-0 Coastal Arty Rgt 3-4-3 Marine Bn (4-SM) (R. Mar) 12-3-3 Inf Div (Pistoia) B45.09: 3-0-0 Coastal Arty Bn (4) 8T Truck Points Level 1 Hedgehog 2-0-0 Coastal Arty Bn (5) 10 SPs (6)-4-5 AT Bn (1 Milmart) B41.10: 2x SM.79 B47.15: Level 1 Hedgehog 5x CR.42 Level 1 Hedgehog 1x Ba.65 C45.29: 2x G.50 B47.16: 12-3-3 Inf Div (Sabrtha) 2x MC.200 Level 1 Hedgehog GGFF Div (136 Arty Rgt) 1x MC.202 B47.17: C42.29: German: Level 1 Hedgehog Level 1 Hedgehog 90.Le Div (6-4-3 Inf Rgt (200)) 2-3-3 Inf Bn (3-255) B46.16: C42.28: 4-3-2 Coastal Arty Co (4) Minefield Level 1 Hedgehog 2x Bf.109f 1x Bf.110 B46.17: C40.28: 1x Ju.52 Minefield Level 1 Hedgehog

Set Up: B45.15: B12.01: Tripoli Box: Level 1 Hedgehog GGFF Div (4 Lib Inf Bn, 9 Inf Bn, 2x Italian Pax Repls GGFF Inf Rgt) 2x Italian Eq Repls B45.16: 10 SPs Minefield

Page 60 The Gamers, Inc.

C39.03: D29.19: D25.19: Level 2 Airbase Level 1 Hedgehog 5-4-3 Inf Rgt (9 Brs) 3-3-3 AA Bn (617) 8-0 Corps HQ (10 It) 12-3-3 Inf Div (Pavia, less one step) 12-3-3 Inf Div (Brescia) Anywhere west of the Axis Frontline 2T Truck Points (inclusive): 5 SPs D29.20: (7)-4-3 Luftwaffe Flak Bn (1-6, 2-25, 1- 90.Le Div (4-5-8 Arm Recon Bn (580), 6-4-3 46, 1-53, 1-43) D37.32: Inf Rgt (155), 6-5-3 Inf Rgt (361), 5-5-3 9-3-2 Coastal Arty Bn (523, 528, 532, 3-4-3 Assault Engineer Bn (31) Pioneer Bn (900), 10-3-3 Arty Bn (361), 14- 529) 3-3 Arty Bn (190), Organic Truck (Full)) 4-3-2 Coastal Arty Battery (4-149, 4- D35.23: 6-5-3 Commando Rgt (288.Snd) 772) 4-5-8 PJ Bn (605) 3-3-3 AA Bn (606) 7-3-3 Arty Bn (2-115) 4-3-3 PJ Bn (612) 3-3-3 Arty Bn (408) 4 SPs D28.18: 2-3-5 Arm Arty Battery (902) Ariete Arm Div (8 Brs Inf Rgt) 1-3-2 Mountain Arty Battery (362, 363, D34.19: (6)-4-5 AT Bn (501) 364) 3-5-8 Pz Co (KStA) 8-0 Corps HQ (21 It) D28.19: Anywhere in Libya: 3-4-3 Assault Engineer Bn (32) 8-0 Corps HQ (20 It) (4)-4-5 AT Bn (2 Mil) 10 SPs 5-3-6 Arm Bn (13 Med) 1-1-2 GAF Bn (35) Ariete Arm Div (5-4-7 Arm Bn (9 Med), 4- 3-0-3 Inf Rgt (350) D34.17: 3-6 Arm Bn (10 Med), 5-3-6 AG Bn (552), 3-1-3 Engineer Rgt (1 Spc, 7 Spc) 5-4-3 Inf Rgt (7 Brs) (6)-4-3 AT Bn (AT), 132 Arty Rgt, Organic Truck (Full)) With any other Axis unit: D34.18: KG Markers (Crüwell, Linau, 3 Aufk, Trento Div (46 Arty Rgt) D28.20: Schütte, Wechmar, Voss, Marcks, Gräf) 8-3-3 Arty Rgt (3 Cel) Littorio Arm Div (5-3-6 Arm Bn (12 Med), 4-3-6 Arm Bn (4 Med), 5-3-6 AG Bn (554, At Any Axis controlled Airbase or Air D33.18: 556), 12 Brs Inf Rgt) Strip: 164.Le Div (6-3-3 Inf Rgt (125)) Italian: Trento Div (62 Inf Rgt) D28.21: 1x Ju.87b (reduced) Trieste Div (4-3-6 Arm Bn (11 Med), 65 Inf 3x CR.42 D33.19: Rgt, 21 Arty Rgt, Organic Truck (Full)) 4x SM.79 30-3-2 Arty Bde (8 Ragg) 1x Ca.309 D27.18: 1x G.50 D32.17: (7)-4-3 AT Bn (6) 1x SM.82 164.Le Div (6-3-3 Inf Rgt (382), (4)-3-3 Folgore Para Div (186 Para Rgt, 185 Para 3x MC.200 PJ Bn (220)) Arty Bn) 2x Br.20 4x MC.202 D32.18: D27.21: 1x Z.1007 164.Le Div (3-4-3 Pioneer Bn (220), 5-2- Rommel Leader 3 Arty Bn (220)) (7)-5-3 Luftwaffe Flak Bn (1-18) German: 21 Pz Div (3 Arm Recon Bn, 6-5-8 Pz Bn (1- 2x Bf.109g D32.20: 5, 2-5), 10-5-8 PG Rgt (104), 4-5-3 Pioneer 4x Bf.109f 164.Le Div (220 Arm Recon Bn) Bn (200), 305 Flak Bn, (4)-4-3 PJ Bn (39 2x Ju.87d PJ), 155 Arty Rgt, Organic Truck (Full)) 2x Bf.110 D31.18: 2x Ju.88 164.Le Div (6-3-3 Inf Rgt (433)) D26.18: 3x Ju.52 Trento Div (61 Inf Rgt) Folgore Para Div (187 Para Rgt) 1x He.111h (6)-4-5 AT Bn (503) D30.18: Flieger Korps Detached (All German): 12-2-3 Inf Div (Bologna) D26.19: 1x Bf.110 Ariete Div (Nizza Arm Car Bn) 2x Ju.87d D30.19: Trieste Div (8 Brs Arm Car Bn) 1x Ju.88 11-3-2 Arty Rgt (16 Corps) Folgore Para Div (8 Para Assault Engineer 7-3-3 Arty Rgt (1 Cel) Bn) Victory: Use Campaign Victory conditions. D30.20: D26.20: 14-0 Corps HQ (DAK) (7)-5-3 Luftwaffe Flak Bn (1-33) Ramcke FJ Bde (vdH, Kroh, Hüber Inf 15 Pz Div (33 Arm Recon Bn, 6-5-8 Pz Bn Scenarios continued in Volume II... Bn, 2-7 Arty Bn) (1-8, 2-8), 10-5-8 PG Rgt (115), 4-5-8 PJ Bn (33 PJ), 4-5-3 Pioneer Bn (33), 33 Arty Rgt, Organic Truck (Full))

Page 61 DAK-II: Deutsches Afrika Korps, volume I OCS #5

Change List, DAK II: 5) Brigade Group intrinsic artillery pays for its barrages off the Barrage Table like any other artillery barrage. (Volume I)

DAK Errata: 6) Values for the Ju-88, Bf-110, and Ju-87b adjusted to current conventions (matching those already issued in GBII). 1) Combined the double entries of hex C38.20 in scenario 7.1 (Compass Training Scenario). (Volume I) 7) Revised Axis cross-Med and Coastal Shipping values to reflect v3.0 changes to Transport Equivalents, Air Refit costs, and Air unit 2) Combined the identical entries on the Axis Variable Reinforcement reinforcement as Active. (Map A) Table. (Map A) 8) 2T or better port works for Trace Supply (exception to OCS v3.0 3) Corrected Primary road conversion date and type before then on rule 19.0c). (Volume I) Sidi Barrani Road. (Map C) Cosmetic Changes: 4) Added Major & Minor classifications to the City entries for terrain (the map shows both for historical reasons, but they affect 1) Changed the German ground units to grey-green. (Volume I & play the same way). (Volume III) Countersheet 1)

5) Finished the missing par t of the last sentence in 3.11a. (Volume 2) Deleted the Swastika Flag Icon from the DAK HQ and replaced I) it with the Balkan Cross. (Countersheet 1)

6) Corrected the “last box” number in 3.1f, para h to match the 3) Replaced Gamers copyright and contact data with MMP versions number on the map. (Volume I) of the same. (All Countersheets, Maps, and Rulebooks)

7) Added rule 5.5k to cover the removal of the Tobruk Command 4) Went through and identified and fixed all discovered typographical HQ. (Volume I) errors and page layout flow issues. (All rulebooks.)

8) Added the MP listing for Cairo to D38.01. (Map E Abstract) 5) Added small triangles to the five “High Escarpment” hexes used in rule 6.1b. (Volume I, Map C, E) 9) Corrected the “sign error” about the Greek Campaign Die roll in 3.11b. (Volume I) 6) Rotated tables and Tracks on all the maps 90 degrees to be more readable from either side of the map. The direction of rotation is 10) Corrected the removal and exchange of the 2 RHA Arty Bn based on the usual seating location along the map and which player (Yellow) for (Red) and placement into the Dead Pile. (Volume II) needs the information. (All Maps)

11) Added the Organic Truck to the rest of the 5 Ind Div when the 7) Copied as many map tables as possible into rules. (Volume I & division is removed. (Volume II) II).

12) Added the activation date for the Tobruk AT Ditch. (Volumes 8) Cut down on space used by reinforcement lists by deleting empty I & II) turns and second copy of Random Events Table. (Volume II).

13) Clarified that removal of minefields does not require the player 9) Added a White Circle around the AR of Green and Un-acclimated to expend 1 SP as he would to emplace them. (Volume I) units to remind players to apply the -1 for their status when those rules are in effect. (Volume I and Countersheets 1, 2 & 3) 14) Made the 11 RM Marines non-rebuildable. 10) Added graphic reminders to Brigade Group counters (to include OCS v3.0 upgrades: color coding reminders to Red Armor units). (Volume I, Countersheet 3) 1) Added the intrinsic Flak ratings to Benghazi, Tobruk, and the Nile Ports. (Maps A, B, D, & E) 11) Added hex number references to the cities listed on the Map E abstract set up assistance. (Map E Abstract) 2) Deleted the reference to a unit Flak rating in 3.9d. (Volume I) Just Plain Additions/Changes: 3) Deleted the old OCS Optionals and OCS v2.0i errata listing. Added the OCS v3.0 errata. (Volume I) Note: If not literally 1) Added Tobruk to the list of ports now usable for Cross-Med incorporated into v3.0 or addressed specifically below, the optionals shipping if Malta falls and doubled the Axis coastal shipping in that are not recommended. event. (Volume I)

4) Adopted the Series Air Strip rule (15.0i) with the proviso that no 2) Changed the German Acclimation rules to cover only 4 and 5 AR new ones can be built. (Volume I) units...the handful of German 3’s are not affected by the rule.

Page 62 The Gamers, Inc.

Axis Logisitical Charts and Values Cross Med Shipping (before Losses) & Coastal Shipping Capacity: 1940 Jan Feb Mar Apr May Jun July Aug Sept Oct Nov Dec ------2-2c 1-1c 2-2c 1-1c 1941 Jan Feb Mar Apr May Jun July Aug Sept Oct Nov Dec 1-1c 1-1c 3-1c 3-1c 2-2c 4-2c 2-1c 3-2c 3-1c 3-1c 3-1c 1-1c 1942 Jan Feb Mar Apr May Jun July Aug Sept Oct Nov Dec 2-1c 2-1c 2-1c 4-2c 3-2c 1-2c 3-2c 2-2c 2-2c 3-2c 3-2c -

Bold number indicates cross-Med shipping allowance per turn. Normal type number followed by a “c” is the Coastal Shipping allowance for the turn.

Axis Rail Cap: Benghazi Area: 3T Matruh Line (only if Axis Rail Stock shipped to Africa Random Event occurs): 2T

Malta Table Malta Air Modifiers: Begin using 1 Dec 1940, no shipping losses Modifier never is greater than +3 or before this date less than -3, regardless of circumstances. Two Dice (Plus Malta Mod) Axis Shipping Lost Base Value 0 or less All (pick the most applicable): 1 3 SPs +3 The Axis invasion of Malta has been successfully concluded. 2...Roll one die and apply--> 1-3: 2 SPs, 4-6: 1 SP +2 Active Fliegerkorps with no 3...Roll one die and apply--> 1: 2 SPs, 2-6: 1 SP 4 1 SP detachments +1 Active Fliegerkorps with 1x 5...Roll one die and apply--> 1-5: 1 SP, 6: No Loss Bf.110, 1x Ju.87 detached 6...Roll one die and apply--> 1-3: 1 SP, 4-6: No Loss 7 or more No Loss +0 Active Fliegerkorps with 1x Bf.110, 2x Ju.87, 1x Ju.88 detached If result subtracted from expected shipping is less than zero, the -1 Active Fliegerkorps with 1x shipping is zero. This only affects cross-med shipping, it does Bf.110, 2x Ju.87, 2x Ju.88 detached not affect coastal shipping allowances. If two results given, roll one die to decide which to use. -1 The Axis invasion of Malta is in progress. -2 No Active Fliegerkorps (Jan Axis Variable Reinforcement Tables 41 or after) OR Active Fliegerkorps Nationality and Starting Date with 1x Bf.110, 2x Ju.87, 3x Ju.88, Begin rolling on date given 1x He.111h detached Nationality Italian German Dates 1 Feb 41+ 1 June 41+ British Modifiers None 2-9 2-9 (apply to base above): 1x Pax 10 10 -1 Commonwealth units occupy 2x Pax, 1x Eq 11-12 11-12 or were the last to move through Benghazi and all airbases and air strips north of A37.xx (inclusive) and west of Bxx.30 (inclusive) -2 Commonwealth units occupy or were the last to move through Benghazi and all airbases and air strips east of Map A’s map edge and west of Bxx.30 (inclusive) (excluding the air strips at A17.12 and A1.05.)

Quality Wargames Since 1988

Page 63 DAK-II: Deutsches Afrika Korps, volume I OCS #5

Allied Logisitical Charts and Values Coastal Shipping: 1940-1942—1 SP Allied Rail Cap: Dates: WDR Delta Sept 40—Oct 40 2T 4 Nov 40—Sept 41 1 5 Oct 41 and beyond 1 8

a) Either British Rail Cap can be used in hexes containing the RR Boundary. b) The WDR Cap can be used on either side of the boundary and is the only British Rail Cap capable of carrying SPs. c) The Delta Rail Cap can only be used on or east of the boundary and cannot be used to transport SPs. d) Using both rail caps in a single phase to move a load constitutes Leap Frogging.

Allied Variable Reinforcement Tables Starting Date Dates 26 Apr 41 until... 1 July 42 + None 2-7 2-8 1x Pax 8-9 2x Pax, 1x Eq 10 9 2x Pax, 2x Eq 11-12 10-12 Greek Return Table Roll when the Greek Campaign Status Track Marker enters the Greek Campaign: Termination Box. Roll two dice for each counter in the Greece Box separately.

Two Dice Fate 2-6 Unit is Removed (never returns) 7-8 Unit returns, but is dead and must be rebuilt 9-12 Unit returns full or reduced strength as it was sent to Greece. (Organic trucks loaded or unloaded as sent.)

Pyramid & Sphinx Desecration Table (optional, and all for fun) One Die Result 1 The gods are angry, destroy all Axis units on Map E and D 2 The gods are not pleased, destroy all Axis units on Map E 3-4 No Effect 5 The gods are pleased, kill all 4 and 5 Action Rated Commonwealth units on Map E 6 The gods are of mixed minds, apply the 5 result and kill Rommel (he descends for an eternity of pain and suffering. Hey, it was the best compromise they could come up with.)

A Complete Copy of DAK Includes: 1x Box 5x 280-counter countersheet 1x OCS Series Rulebook (v3.1 ) (incl. two identical Marker 2x OCS v3.1 Charts & Tables Booklets Sheets) 3x Game Specific Rulebooks (Volumes I, II, 1x 140-counter countersheet & III) 2x Dice (one red, one white) Assorted Advertising Flyers (which our 5x 22x 34” Maps collaters love to hate...) 1x Map E Abstract If you are missing something, contact us. If you have something extra, Merry Christmas!

Page 64