Movement
- Hard Pan - All cross country movement is Secondary Road
Movement - Convoys can be run two abreast.
Conditions - 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 visibility is still
only five inches until the judge determines otherwise. All initial
movement will be map movement until contact occurs (see "react"
below).
Hammada - Rocky ground, common
in Africa, very hard on tires and treads.
Can be crossed but with a breakdown dice roll every advancement.
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). However, a full turn must pass
before a repair roll is attempted and if more Hammada is to
be crossed, the process continues.
Movement through a Hammada is halved. It is not visible during
(map movement) the sandstorm - if you move into it, you will
be told that you are there.
Deirs (no not Bambi) are
depressions that are hull down one unless otherwise specified.
Wadi - played as is. LOS
must be checked.
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.
Gun Rules
2 pdrs are easily traversed, however the 2 pdr portees - LOS
is blocked by the truck's cabin.
The 25 pdr's are on "wheels" which makes them easy
to traverse. They can be used for AT purpose, however, they
have limited AT ammo, determined by rolling 2 six sided die
for each box , and if they are used for AT, they cannot be used
for ARTY during that period of action and must be re-registered
if used as Arty after an AT engagement.
Special
"REACT" rule ( Flee or Fight) - Map turns only
If while moving on the map, two opposing units move within
LOS of each other (with visibility rules) their options are
to:
A. Move back out of sight IF enough movement left, without firing;
B. Fire & Move IF enough movement left;
C. Stand and Fire.
If "B" or "C" is chosen and a unit is destroyed,
and if no other friendly units are in LOS of the enemy unit,
no report can be made to other units by the destroyed unit.
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 unit is a stationary unit such
as a gun emplacement, then that unit remains on the board as
its location has been identified, except if the gun is limbered
and moved.
Penalties:
"B" - DRM +45 plus all other modifiers
"C" - DRM +35 plus all other modifiers
No rapid fire.
Blowing Sand effect on LOS/Movement
Movement LOS + 3 inches if the unit is capable of.
LOS
5 inches until 1st map contact plus 5 moves - contact starts
turn "1"
Turn (6) - 10"
Turn 10 - 15"
Turn 15 - unlimited
Listen and you shall hear: (Map
phase)
Emplaced squads and gun crews are not hindered by the sound
of their own engines and therefore should be able to hear the
sound of enemy engines even though they cannot be seen. Thus
a squad can hear engines LOS plus five inches up to 15 inches.
This alerts the units to the presence of the enemy and eliminates
the "React Penalty." However it is still "react"
and no rapid fire can be taken when an enemy is spotted. All
other modifiers are in effect.