Sicily: Triumph & Folly ©2000

Sicily: Triumph & Folly ©2000

The Gamers, Inc. Operational Combat Series: Sicily: Triumph & Folly ©2000. The Gamers, Inc. All Rights Reserved. Operational Combat Series Introduction 5) Artillery Ranges remain similar to the Game Number 4-07 Sicily is the 7th game in the Operational games at the other scale. This partially Combat Series. It breaks ground within the eliminates the variable location built into the Game Design: Dean N. Essig series: the first to use the 2.5 mile per hex regular scale due to shortened time available Game Design Groundwork & Historical Notes: and brings the game ranges closer to their Dave Demko scale and the first to cover a major amphibious operation. technical counterparts, but still allows some Series Design: Dean N. Essig location flexibility. Graphic Design & Game Development: Dean N. Counting numbers of vessels, the 1943 Essig landing at Sicily is the largest amphibious 6) Construction can only be done on turns Research: Mauro De Vita, Andrea Galliano, Steve invasion in history. The game is a tough fight with a full bar on the Turn Record (not those Rothwell on both sides. While the Allied player has the with the little white box) and have a “pick-n- Production: Sara Essig tougher workload in planning the invasion, shovel” symbol. Exception: Demolition and Head Playtester & Proofreader: Perry Andrus the Axis problem is one of active defense Port Repair can be done on any turn. Playtesting & Proofreading: Perry Andrus, Spiro Akritidis, Jim Daniels, Mauro De Vita, Dean Essig, followed by a combination effort to hold as long as possible while taking as few German Design Note: Other system effects (those Don Evans, Andrew Fischer, Keith Fortner, Owen measured in “hexes”) remain unchanged. The Fuller, Carl Gruber, John Kisner, Ethan McKinney, losses as possible. At first glance, it would Rod Miller, Paul Wegner, Ray Werts, Dale Woods, appear that the most experienced player reasoning is simple, these activities occur at a Tony Zbaraschuk should play the Allies, but the extra skill will range between ‘close’ and ‘far’ based on the Table of Contents be needed on the Axis side instead. Enjoy! perceptions of the commanders involved—not Page Item a specific distance. In other words, what is 1 1.0 General Special Rules considered to be ‘far’ varies from theater to 3 2.0 Axis Special Rules 1.0 General Special 4 3.0 Allied Special Rules theater: 10 miles means one thing to a 6 4.0 Minor Variants Rules commander in Normandy or Sicily, but 5.0 Scernarios 5.1 Gela Counterattack 1.1 Scale Issues something quite different to one in the Ukraine. 7 5.2 Primasole Bridge 8 5.3 Drive on Palermo This is the first OCS game to use the 2.5 9 5.4 Sicilian Campaign mile per hex scale (instead of the usual 5 mile 1.2 Weather 12 5.5 After the Landings... 15 5.6 14 July Campaign Start per hex scale). As such a few changes are The weather was extremely good during 19 5.7 Patton Changes Direction! needed: this campaign. As such, there is no Weather 23 5.8 Driving to Messina 26 Rebuild Chart 1) Each turn represents 1/4 of a week Table, weather always allows flight. 27 Counter Manifest instead of 1/2 week. This retains the system 29 For Further Reading... Designer’s Notes wide standard ground movement allowances 1.3 Terrain Notes 30 Historical Notes and movement point costs. Air unit ranges 1.3a Tracks. There are three “road” types: 34 Axis Order of Arrival have been doubled (to reflect raw range) as 35 Allied Order of Arrival Primary, Secondary, and Tracks. The use of 36 Game Specific Tables they are not affected by the time scale change. “road” includes all three. 2) Combat remains the same, except the 1.3b Railroads. The Sicilian railroad net A Complete Copy of Sicily Includes: reduced scale increases the number of hexes is very limited. Allied air interdiction prevented 1x Box needed to be taken to capture a specific 1x OCS Series Rulebook (v3.0) its effective use by the Axis. The Allies did not 2x OCS Charts & Tables Booklets (v3.0) amount of ground has increased. This reduces have any ability to use the railways until 29 1x Game Specific Rulebook the effects of the individual barrages and July 43 (when a US Railway Operations Bn 2x Dice (one red, one white) combats.. arrives). The Axis can use the railroads for 2x 22x 34” Map 3) Some OCS functions require 1 RE or 4x 280-counter countersheet (includes 2 identical trace supply, but do not have a rail capacity. marker sheets) regimental units to perform. In all these cases, The Allies can use any captured Rail-line 1x 140-counter countersheet two Infantry Battalions equate to the 1 RE or (whenever an Allied attack-capable unit was 1x Registration Card regiment required. Assorted Advertising Flyers (which our collaters the last to move through the hex) for trace love to hate...) 4) All other consumption rates, draw supply, also on 29 July 43, they get a Rail Cap ranges, displacement distances, interception of 2. If you are missing something, contact us. If you have and interdiction distances, stacking limits, Rail hexes cannot be damaged. something extra, Merry Christmas! tables and modifiers remain the same. Page 1 Sicily, OCS #7 1.3c Mile Markers. The Primary Roads 1.6 Air Entry Points 1.7 Mules & Wagons leading from Messina are marked with mile 1.6a Air Entry Points (AEPs). Along Treat Mules as Wagons for capture/ markers every 10 hexes. These mark numbers the coast are numerous Air Entry Points displacement purposes (except that the Allies of hexes not MPs. These have no effect except (AEPs). These are hexes where air units can capture mules). to help counting speed. can play from the Holding Boxes. Each Mules can be transported (not para 1.3d Lava Flow Hexes. No construction AEP lists the range to the each Holding dropped!) by aircraft, gliders, landing craft, is allowed in these hexes. Box from which it can be accessed. To and trucks; each Mule Point counts as 1 SP 1.3e City Hexes and Airbase building. move from a Holding Box to an AEP hex, (Mules cannot be transported loaded). Mules The “City” hexes on Sicily qualify for the use the listed range (if that range is too are not available in denominations smaller series rules provision (15.1c) prohibiting great, apply 1.6c or the trip cannot be than 1 SP; they cannot breakdown or be airbase construction. made). Upon exiting an AEP (or captured in smaller numbers. interpolated AEP, see 1.6b), straight line Wagons exist only for the Axis. If a 1.4 Extenders flight requirements are in effect with the wagon is captured, the Allies get the captured Neither side can generate any Truck or AEP as the start point. SPs (if any), but destroy the portion of the Wagon Extenders. Following the coast and connecting wagon captured. the AEPs is the AEP line. This line is used 1.5 Off-Map Holding for interpolating additional AEPs according 1.8 Pre-Game Port Boxes to 1.6b. Bombardment 1.6b Interpolating Additional AEPs. Both sides have a number off-map You can use any hex along the AEP line as All the significant ports in Sicily were holding boxes, which: an exit AEP (the hex used to enter this heavily bombed before the campaign began. —allow reinforcements to enter process must be a real, printed AEP or Before starting any scenario beginning on 10 —are always in trace supply (this includes the Holding Box). To do this, decide on the July 43 (later scenarios will list port damage, Allied Naval Staging Boxes) exact hex to be used as the exit AEP and if any), roll one die for each port with a Port —contain the number of airfields shown and pick any AEP as a reference. Determine the Cap and Damage Track. have enough supply to operate these airfields distance from the Holding Box to the to refit at full capability reference AEP. Add to that distance the Die Damage hexes from that reference AEP to the chosen 1-3 1 Hit Those with a box for off-map ground units exit AEP counting along the AEP line. The 4-5 2 Hits also: result is the total distance. 6 3 Hits —contain a nominal HQ for rebuilding units Interpolated AEPs are less efficient —contain a nominal infinite supply dump that than real ones—use real ones whenever 1.9 Counter Colors and can be drawn on by available transport assets. possible. No interception is allowed in the Ownership “movement” of the air units along the AEP 1.5a Off-map Movement. Units starting The Axis controls: Line from the reference AEP to the exit • German units (Grey-Green) the Movement Phase in a Holding Box can hex. (This movement is actually done out move onto the map. Air unit movement to or • Italian units (Sea Green) at sea and not right along the coast as it • Blackshirt Italians units (Grass Green) from the boxes as per 1.5b and 1.6. Also see would appear.) the Naval rules (3.4) for ship movement. Units • Luftwaffe ground units (Steel Grey) can be held in the off-map area indefinitely. • German and Italian air units (Pale Blue EXAMPLE of Interpolation. and Blue-Green) Ground units can only be placed in an Off- An air unit from Tunis wishes to enter Map Box that has a Ground Units Box. the game map at A46.22.

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