Situation GERMAN
Your orders advance as quickly as possible to rescue your valiant allies. If the Italians have lost the town, then you must recapture it. The side holding the town at the end of play wins.
The LEAD (Point) two units of each group will be played by the other player. Must run In convoy until contact is made. 2 - Kublewagons (no radios, if point, same rule as motorcyles)
Armor/Infantry - Enters two
The area is extremely dry and dusty. A Khamsin sand storm has been blowing for the last three days and though the winds have subsided, the visiblity is still only five inches until the judge determines otherwise. All initial movement will be map movement until contact occurs (see react rule) Hammada -
Rocky ground, common in A roll of 80% or greater is a breakdown for armored vehicles, 70% or greater for
wheeled vehicles. A roll of 20% or less for armor repairs the vehicle, 40% or less for
wheeled vehicles (it is easier to change a tire). Deirs - (no not Bambi) are depressions that are hull down one unless otherwise Wadi - played as is. LOS must Go to German(Axis) armor table |
Plotting -
There will be no plotting except for "Op Fire" including MG's. The judge will roll a die - odd Axis, Even - British to determine who moves first each turn. All other actions are simultaneous. Special "REACT" rule ( Flee or Fight) - Map turns only If, while moving on the map, two opposing units move within LOS of each other A. Move back out of sight if there is enough movement left, without firing; B. Fire & Move if there is enough movement left; C. Stand and Fire. If "B" or "C" is chosen, and a unit is destroyed, and if no other
friendly If the choice was to fight, or units could not move out of LOS, then the units are placed in the proper location on the board if both survive. However, if unit(s) choose to move out of LOS and manage to do so without moving into the LOS of another enemy unit, the pieces are taken off of the board and map movement continues. EXCEPTION - If the identified uint is a stationary unit such as a gun emplacement, then that unit remains on the board as its location has been identified. Penalties: "B" - DRM +45 plus all other modifiers
Movement - LOS + 3 inches Visibility - 5 inches until 1st map contact Contact starts turn "1" Motorcycle Squad Special attributes If the squad is to full compliment (10 men/5 Pair): If the Squad is reduced to 6 or less - No modifier.
Stop/Look/Listen - The motorcycle Motorcycle units must stay within two inches of each other and move in column (as does that rest of the recon Unit until contact is made. Units that do not stay in contact risk being "lost" and wandering into a mine field, Hammada, Cliff, Sand and horny goat herders). If a motorcycle unit spots, or is fired on by an enemy unit, that unit has no radio.
For this reason the motorcycles (and kublewagons if used as point units) will be operated
by a second player and cannot If the motorcycle units are chosen to lead the recon unit, all units behind it must simply follow the direction taken by the motorcycles.
Motorcycle Squad Fighting Capability: The squad must dismount to fight (see existing rules) and a counter put in their place. Motorcycles stay on the board. If at full strength, it fights as a Panzer Grenadier (see table); If eight men remain, it fights as Standard Infantry; if only Six remain, it fights as Return to Top |