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35

OPERATION COMPASS
A Variant for AFRIKA KORPS
By Arnold Blumberg

OAS85

On a moonless night (11 June 1940), the British The assumption was that Graziani would recom- fierce battle opened. On 3 January Australian troops
11 th Hussars crossed from British Egypt into Italian mence the advance as soon as all units were resup- finally entered the fortress; by the 5th the battle was
Cyrenacia. The regiment reached the wire, tore gaps plied. But winter passed, and still he showed no over and O'Connor reorganized to press on to
in it at a number of different points and headed west signs of doing so. Late in November Wavell gave Tobruk. Defended by an inadequate and demoral-
to reconnoiter the enemy's forward positions. Major General Sir Richard O'Connor the authori- ized garrison, Tobruk managed to hold out for only
Throughout that night, the Hussars ambushed un- zation to undertake a "five-day raid" to disrupt some two weeks. In an audacious plan, O'Connor
suspecting Italian trucks travelling along deserted communications of the stalled Italian command. ordered the 6th Australian Division to push along
desert tracks unaware that a state of war had been To implement his orders, O'Connor was given the coast road while the 7th Armored crossed the
declared by Mussolini. Again on the 12th elements command of the 7th Armored Division and an ad desert south of Jebel Achdar. Both formations en-
of the Hussars went through the wire southwest of hoc infantry brigade labelled "Selby Force". countered stiff resistance in isolated incidents, but
Fort Capuzzo and headed north toward Sidi Azeiz. O'Connor planned to take advantage of surprise and there was no longer any cohesive Italian defense of
There they were met by repeated salvos from fifteen mobility to gain local superiority and so destroy Cyrenaica. On 5 February the leading elements of
enemy field-guns-causing the British armored cars isolated Italian formations before reinforcements the 7th Armored reached the coast road near Beda
to beat a hasty retreat. On the next day the Hussars could arrive. In this he was aided by the fact that Fomm, only a few hours ahead of the Italians
entered abandoned Sidi Omar. Flushed with "vic- a gap of nearly twenty miles between two of the retreating down the highway before the Australians.
tory", they preceeded on to Fort Maddalena where fortified camps existed. After establishing forward For two days the battles around Beda Fomm
the commander exhibited more bravado than com- supply dumps near the jump-off point, O'Connor raged, a series of sharp actions fought between
mon sense by charging the fort's main gate. brought his men to the front in a series of night small, isolated and confused formations. In the end,
Machinegun fire from the fort and strafing by Italian marches, meanwhile using his light armor so the Italians had no fight left. Some 25000 prisoners
fighters drove the unit from the area. aggressively so as to prevent the Italian recon units were taken by British troops, as well as a consider-
The war in the Western desert, which was to grow from discerning these movements. Early on the able amount of equipment. The offensive had suc-
from these first skirmishes, had begun. morning of 9 December, the Western Desert Force ceeded far beyond anyone's wildest expectations.
In spite of the fact that they had over 225000 men fired the opening rounds in the most spectacular In two months the Western Desert Force under
in Libya, in June 1940 the Italian command was ill- offensive World War II was to witness. O'Connor had advanced over 400 miles, taken over
prepared for war with Britain. Many of the units By thrusting through the twenty-mile gap and at- 130000 prisoners, destroyed the enemy army utterly
under Marshal Rodolfo Graziani were under- tacking the Italians from all sides, British units (some ten divisions and many small independent for-
strength or short of equipment; others had yet to managed to overwhelm three camps within 24 mations), and bouyed British spirits. With the clear-
complete their training. In view of this, Graziani hours. Meanwhile the 7th Armored screened the ing of Cyrenaica, O'Connor wanted to press on with
undertook no offensive operations for the first three operation from Italian counterattacks. Although an advance into Tripolitania, held by only five
months of the war-which was extremely fortunate many Italian formations resisted the offensive demoralized and disorganized enemy divisions. He
for the British who had only 60000 men under Sir stoutly, the suddenness and audacity wrought con- was confident that the fall of Tripoii would open
Archibald Wavell to defend the entire British Em- fusion among the Italian command and brought a the way for the British to regain domination in the
pire in the Middle East. sense of victory to the British. In three days, Mediterranean.
In early September 1940, after months spent O'Connor took nearly 40000 enemy prisoners and Wavell too had hoped to be able to continue the
amassing supplies and training troops, Graziani tons of supplies. The Italians began a retreat back advance to Tripoli and so drive the Italians com-
launched his grand offensive to seize Egypt. The to the border. Although Wavell soon deprived the pletely from North Africa. But the British govern-
Italian 10th Army, composed of seven divisions and British general of the 4th Indian Division for oper- ment had other problems to solve, namely the
escorted by a considerable air force and numerous ations into Italian East Africa, O'Connor received situation in Greece. The Greeks had repulsed the
light tanks broke across the border. But they halted permission to press on to Bardia and Tobruk and initial Italian invasion of their country, but there
after a patient advance of only sixty miles. was given the depleted 6th Australian Division to were growing indications that German forces would
Graziani's explanation was that he had to pause to carry the attack out. move in to aid Mussolini overrun Greece. Churchill
allow his supplies to be brought up-a not un- Graziani, hardly a fool, pointed out that the Italian ordered Wavell to halt the advance into Libya and
reasonable excuse since most of the Italian forma- forces under his command had sufficient strength to send all available troops to bolster their Greek
tions had little motorized transport available. The to hold Tobruk, but not Bardia as well. Mussolini allies at once. Wavell was well aware that he could
Italians established a series of fortified camps in an however demanded that he defend both at all costs. not possibly hope to send enough men to stop a full-
arc stretching some forty miles from Sidi Barrani. O'Connor invested Bardia on 16 December and a scale German invasion. But he also realized that he
36
had to do everything possible to fulfIll the orders from all enemy units in the hex on the next Move- Phase. Simply return the aircraft involved to base
of his government. So he rushed the veterans of his ment Phase. This deduction affects enemy units only (see below).
Western Desert Force across the Mediterranean to in the immediately following Movement Phase and
f. All air units must commence the Mutual
Greece, leaving only one infantry division and one does not reduce movement on any subsequent Move-
Air/Naval Phase at its friendly home base or in any
untrained armored brigade at EI Aghelia to defend ment Phase. Effects of multiple interdictions are hex containing a named town (which acts as an air-
O'Connor's conquests. A month later Rommel was cumulative.
base). Examples of named hexes include EI Adem,
ordered to Tunis with the fledgling Afrika Korps.
c. Fighters may instead perform CAP operations Mersa Matruh, Tobruk and so forth.
The following AFRIKA KORPS variant recreates
on hexes containing friendly land or naval units. If g. In order for any air operation to take place,
this triumph of British arms, certainly the only un-
enemy bombers should move into the hex, the the air units that are to perform the operation must
qualified success of the British before the entry of
friendly fighters will attack the enemy bombers.
America into the war against the Axis. This start the Mutual Air/Naval Phase within five hexes,
Each fighter on CAP fires once at the bombers. A
scenario, "Operation Compass", covers the period clear of enemy zones of control, of a friendly sup-
die result of "1-3" destroys a bomber unit if fired
of the offensive in twelve turns. For those who've ply unit. The supply unit is never consumed for air
at by British Hurricanes or German Me lIas; a
wondered about the background to the situation in operations; and the same supply unit that supports
result of "1-2" destroys the bomber if fired at by
AFRIKA KORPS I think it will prove of interest. an air operation may also sustain regular land com-
any other type of fighter. Bombers do not fire back
And certainly, somewhere some enterprising soul bat that turn.
at fighters and therefore cannot inflict losses on
will think of linking this variant and the game of h. Friendly air units may transfer from one
fighters unless the fighters are on a hex being
AFRIKA KORPS. friendly air base to another if the new base is within
bombed by enemy bombers (i.e, not in the air). Any
enemy bombers that are not destroyed by the CAP remaining range at the conclusion of the game turn.
The Variant Rules fighters, and that do not voluntarily abort their A friendly air base is defined as one occupied or
mission, may proceed to bomb the target hex as last occupied by friendly land combat units.
Operation Compass is a variant based on The
described above. If enemy bombers arrive over a i. Air units are automatically eliminated if the
Avalon Hill Game Company's operational level
hex containing friendly CAP in company with base they occupy is also occupied or passed through
AFRIKA KORPS. The original mapboard and game
enemy fighters, fighter-vs-fighter combat (as by enemy land combat units. Air units are automat-
system are used in the variant. The vast majority
describer in d. below) first takes place and, assum- ically eliminated if all friendly units in the base are
of the rules for AFRIKA KORPS are employed; those
ing that friendly fighters remain, the fighter-vs- eliminated and enemy combat units enter the hex.
modified or not utilized are noted below. New game
counters, which represent the British and Axis forces bomber combat then follows. Only after both forms j. Air unitslbases exert no zone of control; enemy
involved, are provided on the insert of this issue. of air-to-air combat have been resolved does bomb- units may freely move adjacent to them or enter their
ing take place. hex and then continue their move.
SEQUENCE OF PLAY: d. Fighter-vs-fighter combat occurs whenever k. Air operations may not be carried out unless
Mutual Air/Naval Phase enemy fighters find themselves in the same hex (i.e., the air units involved have the range to reach a
British Player Turn during CAP, escorting friendly bombers, or by sim- friendly air base. Should they be unable to reach
British reinforcements are brought into play ply seeking out enemy fighters, or interdiction). In a friendly base following a mission (if for instance,
Movement of all British ground units desired these situations, all combat is simultaneous; no their base is overrun by enemy units during the turn
Resolution of combat initiated as result of this losses are removed until all the fighter units in the and no other friendly base can be reached), simply
movement combat hex have fired. Combat is resolved between eliminate the air units involved.
British withdrawals are made from units in play opposing fighters during an indeterrninante number
l. No more than three air units of any type may
of rounds, until one side's fighters are completely
Axis Player Turn occupy a friendly air base at the start or conclusion
eliminated or one side voluntarily breaks off the
Axis reinforcements are brought into play of the Mutual Air/Naval Phase. Eliminate surplus
combat by taking his fighter units out of the com-
Movement of all Axis ground units desired units should overstacking occur. There are no stack-
bat hex. A player may voluntarily break off the com-
Resolution of combat initiated as result of this ing restrictions for air units not on the ground.
bat by removing his surviving fighters at the
movement conclusion of any round and returning them to base m. Air units are only returned to base (friendly
Return of air and naval units to base (see below). When enemy fighters, for whatever named town) at the conclusion of the entire game
Mark off one complete Game Turn reason, are removed from the combat hex, remain- turn. In other words, they will fly during the Mutual
ing friendly fighters and bombers may proceed to Air/Naval Phase at the beginning of each turn and
carry out any mission against that target hex which be returned to base (unless aborted) at the conclu-
I. Mutual Air/Naval Phase sion of the Axis Game Turn.
originally brought them to that hex. British
1. Prior to the start of a game turn both players may Hurricanes and all German fighters eliminate
place any or all of their naval and/or air units on
5. Naval Operations:
opposing fighters with a die roll of "1-3"; all other
any mapboard hex that their movement rate allows fighters eliminate opposing fighters with a die roll a. The British Player controls two ships in the
them to reach. The British player must place his air of "1-2". variant: HMS Terror and HMS Alphis. These
and naval counters first, followed by placement of counters may move any number of coastal hexes
all Axis air units. Example: During the Mutual Air/Naval Phase, three (defined as any hex containing both land and sea)
Italian CR42 fighter units and two SM79 bombers on the map during the Air/Naval Phase of each game
2. All combat due to air or naval placement is move to bomb a hex containing a British armored turn. These naval units start each Air/Naval Phase
resolved during this Mutual Air/Naval Phase. brigade which has two British Hurricanes on CAP. at the British Home Base and must end that game
3. No Italian air units may be moved nor conduct First step is for each opposing fighter unit, the turn at the same location. Naval units return to base
any air operations during the first Mutual Air/Naval CR42s and Hurricanes, to attack each other. For at the end of the game turn.
Phase only. illustration, the Italianfighters make rolls of "3",
"3" and "6" while the Britishfighters make rolls b. Naval units may bombard enemy units so long
4. Air Operations: of "2" and "4"; one Italian CR42 counter is re- as those enemy units occupy a coastal hex. Each
a. Bombers may conduct bombing raids on moved. While the option to continue fighter-to- naval unit may make two such die rolls if the side
enemy occupied hexes. A die roll of one (using a fighter combat is open, the Italian player decides of the counter bearing the numeral "2" is show-
single die) results in the loss of one enemy combat to cut his losses and abons the fighter escon, return- ing; only one if the counter bears a "1". A die roll
unit in the target hex. The owner of the units on ing these counters immediately to friendly air bases. of "1" or "2" will eliminate one enemy unit in
the target hex chooses which unit is to be eliminated. He decides to continue with his bombers, so the the target hex (defender's choice of which unit to
(Note: Units that are backprinted with reduced com- British Hurricanes may now attack the enemy planes be removed). Note that units hit by naval fire will
bat strengths are not totally eliminated, but instead still remaining. Each Italian bomber that survives not be completely eliminated if the unit has a reverse
are simply flipped over to the weakened state; such this single fighter attack may then make one die roll reduced strength side.
counters include Italian and British infantry divi- in their attempt to bomb the armored unit. A bomb- c. Naval units which occupy enemy hexes con-
sions, German and British armored units and the ing die roll of "6" by either would cause the British taining ports prevent the landing of supply units into
British naval units.) Supply units and the leader units counter to be flipped to its reduced strength side; that port hex for that turn. However, naval units
may not be bombed. if both hit the British counter would be eliminated may not occupy the enemy's Home Base for any
totally. All combat is now concluded. Regardless reason.
b. Fighters may be used to interdict enemy units
of results, both Hurricanes and SM79s remain in
on land or coastal hexes. Only enemy land units (in- d. Naval units may be bombed by enemy air units
the hex until the end ofthe game turn, when all are
cluding non-combat) may be interdicted. For each and have friendly CAP air units placed over them.
returned to friendly air bases.
friendly fighter unit interdicting a hex containing Note that movement interdiction serves no purpose
enemy units one die is rolled for each air unit. If e. Any air operation described above may be since these units have unlimited movement in any
a "6" is rolled, one movement point is deducted voluntarily aborted at any point of the Air/Naval case.
37
e. Naval units do not need friendly supply units ing loss due to air or naval attacks solely, are sim- ing set-up. These represent fortified camps built by
to operate. ply flipped over and continue in play at a reduced the Italians prior to the December 1940 British
strength. The next loss by these breakdown units attack.
f. Once destroyed, naval units are not brought
results in elimination.
back into the game. Once the British Home Base 1. Italian or German units that are in a fortified
is occupied by enemy land units, all remaining naval 2. Likewise, British armor regiments and German camp (i.e., in a hex with a camp marker placed over
units are removed from play for the rest of the game. armor battlions, when incurring losses, are flipped the units) may add one combat strength point to their
over and continue in play until that unit suffers total defensive strength when attacked by enemy
g. British naval units are two-step counters and
another loss, which removes it from play. Unlike land combat units. This additional one combat point
therefore require two hits to eliminate.
the Italian Infantry Divisions, these units are cannot be eliminated in place of a friendly combat
h. Naval units alone in a hex do not control that replaced by their breakdown counterparts whenever unit when a hex containing the camp marker is bom-
hex for victory purposes. any loss is incurred (i.e., due to air/naval bombard- barded by air or enemy naval units.
i. Coastal Artillery are Axis units placed in port ment and to satisfy the results of Exchanges).
2. Italian and German units under a fortified camp
hexes as per the setup requirements. These units may Example of Breakdown Counters: marker are not required to retreat due to a "D
not be moved out of their setup hex once the game BACK" result when attacked solely by enemy in-
starts. Coastal artillery may fire at British naval units fantry, motorized infantry, or recon type combat
if those units enter their hex during the Mutual
Air/Naval Phase. All coastal artillery firing is
GER"
~ ., GER"
~
2-2-8
units.
3. The Axis player may not voluntarily remove a
preformed during this phase only. A die roll of "1 " 3-3-8 camp marker. Camp markers are removed from play
scores a hit on enemy naval units. A coastal artillery
only when the hex is vacant of Axis units at the con-
unit may only fire once per phase. Coastal artillery
3. Certain formations may be voluntarily broken clusion of any player-turn. Camps may never be
may not fire on enemy land or air units. In order
down into their component parts. These units in- rebuilt during the course of play.
to fire, the unit must be within five hexes of a
friendly supply counter, free of enemy zones of clude all British armored brigades and infantry 4. Certain towns on the mapboard are also con-
control. divisions, the German armor regiment, and the sidered fortified. Units occupying the hex contain-
Italian armor divisions. Such a unit may breakdown ing Tobruk, Bardia or Benghazi are doubled in
j. Coastal artillery units are automatically elimi-
into its component parts at any time during their defense.
nated if the hex occupied is entered by enemy land movement portion of the game turn (place all
combat units. They may also be eliminated by air elements in the location of the original); and they VIII. Special Unit Movement
bombardment and naval fire. The San Giorgio naval
may reform into the brigade, regimental, or divi-
unit at Tobruk cannot be moved during the game British and German armored units, recee units, and
sional size unit whenever all the original components
and acts as a coastal artillery unit as outlined in the the British Long Range Desert Group unit need not
that make up the higher formation are again stacked
rules for those units above. The San Giorgio naval stop upon entering an enemy zone of control. These
with each other. If a higher formation is broken
unit is a one step unit and is removed after one hit units may move from one enemy ZOC directly into
down or rebuilt after it or any of its parts have
is inflicted upon it. another at the cost of two movement points in
already moved, the unit(s) have a movement rate
addition to any other cqst to enter the hex. These
equal to the printed movement rate on the slowest
II. Stacking units may enter as many different enemy ZOCs as
moving component minus the number of movement
their movement allowance permits in a single move-
Stacking limits are the same as in the rules for points any of these elements may have used in order
ment phase.
AFRIKA KORPS, with the following additions: to reach the hex. (Example: 7th Armored Brigade
is currently split into its three component regiments,
1. No more than three friendly air units may occupy IX. Special Combat Rules
each of which may move seven hexes each turn.
the same air base at the beginning of the game turn.
Two of the regiments, the 1RTR and 8th Hussars 1. Whenever British and German armored units
Eliminate immediately any excess. suffer a "D ELIM" or a "A ELIM" combat result
are already stacked but the 3rd Hussars must move
2. For stacking purposes, coastal artillery units, three hexes in order to reach the hex and form against a hex containing only enemy infantry or
naval units, supply units, air units, and fortress com- brigade with them. When the moving regiment motorized infantry, they instead must only elirninate
bat units do not count toward the normal limit of stacks with the other two, it will have expended three counters whose combined strength points equal or
only three friendly units on a single hex. movement points. This brigade may then move, that exceed those of the opposing enemy's infantry types.
turn, a total of four hexes. The reverse works in (Note: If an "A ELIM" result occurred when
III. O'Connor Leader Unit acts in the same way a similar manner, with brigade movement prior to armored units were attacking an infantry type unit
as the Rommel leader in the original game. breakdown deducted from any planned movement which was doubled on defense, the armored units
of the components.) Should any element of the unit would have to lose twice the defending unit's printed
IV. Ports be eliminated from play, the parent counter may defense strength.)
The basic AFRIKA KORPS rules for Ports are used never be resurrected again.
2. When British infantry type units combine with
in this variant with the following modifications: Example of Component Elements: British armored units to attack the same enemy
1. No port in the game may be used to transfer any occupied hex in a combined arms assault, the odds
combat unit; only supply units may be sea trans- column on the Combat Results Table is shifted one
ported.
2. In addition to the Port of Tobruk, the Ports of
Benghazi and Sollum may be used to receive sup-
132 xx
ii
4-4-5.:0 - +
column to the right. The armor and infantry need
not be stacked in the same hex when attacking.
3. When the British 7th Royal Tank Regiment (the
ply units coming into the game for the first time and Matilda, or "I" tanks) attack enemy units, the
to transfer them to other ports or the friendly Home 4. Such units may also be broken down into their column on the Combat Results Table is shifted one
Base (and vice versa). component elements and only those counters elimi- column to the right. (Note: All column shifts are
nated to satisfy combat results (in the case of cumulative. Should the 7th Royal Tank Regiment
3. No reinforcements may ever be landed at a port. and a British infantry unit attack an enemy unit, the
Exchanges for instance). This must be done immedi-
Sole exception to this is that the Axis player may
ately after the combat is resolved and before odds column would be shifted two columns to the
bring the Babina Armored Division, in whole or in right.)
proceeding with further play.
part, on at Benghazi. Note that once entered at the
port, the unit cannot be later sea transported. 4. Any attacking unit that clears its target hex of
VI. Supply enemy units due to any combat result, may immedi-
4. No port may receive or transfer supply units into The British player receives supply units each turn ately enter that hex at a cost of one movement point
or out of it if an enemy naval unit occupies the port as per the AFRIKA KORPS rules. The Axis player (from those unused during the movement phase;
hex during that game turn. receives supply units using the AK Axis Supply players should record remaining movement for each
Table. For the three turns of the month of December unit that enters an enemy ZOC). This unit, after
V. Breakdown Counters
1940, refer to the July 1941-November 1941 column advancing, may attack any other unit that is in a
Certain units in the variant, when sustaining losses, on the table. For the remainder of the variant game, adjacent hex. This may be repeated as many times
are not entirely eliminated from play, but are the March 1941-June 1941 column is used. as the player wishes, so long as he has movement
replaced by other counters (hereafter referred to as points to pay for the advance into the vacated hexes.
breakdown counters) which represent the units at VII. Fortified Camps
reduced strength or component elements.
Included in the Axis counter mix, there are a num-
1. Italian Infantry Divisional Units, when suffer- ber of markers to be placed on designated hexes dur- Continued on Page 42. Column J
38

VARIANT SET-UP
ITALIANS:

IlTxx
IZI~
3-3-40;
H41
.AA.A.
(1)
2~1
3-3-4.f
140
.AA.A.
(1)

0-1-5
H39 "
0-0-4
.AA.A.
(1)
3 lTxx
IZI ..
3-3-4
:E
SGC II
(-)
1-1-5
J40
.
0-0-4
.AA.A.
(1)
63 xx
IZI~
2-2-4'"
M40
.AA.A.
(1)

64 xx 62 xx ~ GAF 30 GAF SGC II


.AAA.
"

lID

IZI~ IZI~ 0~ ~~ (-)


2-3-4~ 0-1-5 (1) 2-2-4'"' 1-0-0';: 0-1-5 0-1-2';: 0-0-4 1-1-5
137 K33 H32 133 127

54 TERR 60 xx ~ GAfll1 .. 31 GAF 32 GAF GAF ~ San Glor9 GAF I z= GAF II _ GAFll '1:1

" "
"'
~E IZI~ 1ZI.a " ~
~~ ~~ 01: ......... ~~ ~~ ~I
~
0-1-2~ 2-3-4 tl 0-0-4 1-1-2~ 0-1-2~ 0-1-2~ 0-1-5 1-0-0 1 0-0-4 1-1-4~ 0-1-2 tl 0-1-2'"' 0-1-2'::

BI4 G25 G4 M7 HI5 035


Air units may be placed on any named town hexes)
GAF GAF II E II E GAF"
0i ~~ ~ ~f west of Sidi Barrani inclusive:
1-0-0= 0-1-2~ 0-1-5~ 1-1-2'" Air units-(3) CR32, (3) CR42, (1) SM8I, (4)
SM79
HI N9 W3

BRITISH:
x
- - -..,.
6-6-7 6-6-7
x
==
III

8-8-4~
a:
,...~~
x

3-3- 7~
~ III
,...[!]=
2-2-12-
~ 41ND
~
4-4-6
any hex(es) between 143 and M43 (inclusive), east and/or north of the Escarpment
BR x
1ZI:il
2-2-6!2
~ lRDG
[!]
0-1-14
. ".
0-0-6 0-0-6 0-0-6
xxxx
IZI~
0-0-12=
0

POL x 4 NZ IND x HMS Aphlls SEl FOR Air units may be placed on any named town hexes)
x HMS Terror
IZI=
1-1-6 ...
IZI .. IZI~ ......... ......... c8J east of Matruh inclusive: Air units-(l) Hurricane,
(1) Gladiator, (2) Blenheim, (1) Bombay, (1)
1-1-6 1-1-6 2 2 3-3-6 Wellington.
J62 148

BRITISH REINFORCEMENTS/ WITHDRAWALS

&AUS 41ND 9 AUS


+~
6 AUS III r4
xx x '"
~ ~
"
~5 ;::: IZI IZI:
1-1-7 0-0-6 2-2-7 Bl ... 2-2-6'"
6-6-6 <0 4-4-6 6-6-6
Enter Dec I Withdraw Dec II Withdraw Jan I Enter Jan I Enter Jan ill Enter Feb I

(Exception-7 Indian

+
6 AUS &AUS x HMS a:
+~
III

~ ~~ -- -.. +~
Bl ... Bl ...
-t-"~
Bl ..
~: Bde is not to be
removed)
6-6-6 1-1-7 <0 6-6-7 2 Bl 1-1-7
Note: All British
Enter March I reinforcements enter at
Withdraw Feb I Withdraw Feb II Enter Feb II Enter Feb ill Home Base.

AXIS REINFORCEMENTS
Note: All Axis reinforcements enter at
G~ G~
BGCxx ~ GEA GER GER
Home Base, with the possible exception
:E
4-4- 5:i +~
F1 :E
+~
F1 :E Bl ~ Bl ~
+~
Bl ~
of Babina Div (see rule IV.3 above).

Enter Dec II Enter Jan I Enter Feb I

xxxxo; 132 xx 25 xx flI; 11 xx GERII. GERII 27 xx lID 55 xx lID 102xx SER" GER II

IZI~ ~ IZI~ IZI~ ""'~; an[!]M IZI~ IZI~ lZIi :;; :;;
0-0-14'" 4-4-5':< 2-3-4;:: 2-3-l 3-3-7 2-2-12 2-2-40:; 2-2-4;] 2-2-4'" 3-3-8 3-3-8
Enter Feb II Enter Feb ill Enter Mar I Enter Mar II

TURN RECORD TRACK


DEC DEC DEC JAN JAN JAN FEB FEB FEB MAR MAR MAR
I II III I II III I II III I II III
1940 1941
GEA" GEA II
'"
~l-) "'
~H "'
~l-) ~ :;;
1-1-4 1-1-4 1-1-4 2-2-8 2-28

'"
~H
"'
~H '"
~l-) ~l-)'" '"
~l-J "'
~l-J '"
~H '"
~l-) '"
~l-) '"
~l-) "'
~H '"
~H '"
~H
1-1-4 1-1-4 1-1-4 1-1-4 1-1-4 1-1-4 1-1-4 1-1-4 1-1-4 1-1-4 1-1-4 1-1-4 1-1-4

III II: III CIt

~: S:
1+7 1+7

"' H
E
4-4-4'""

HIS ."hUs HIS re"or


-.. -..
1 1

As most readers are now aware, rules will be offered in a loose-leaf,


despite the release of BEYOND VALOR
ASL DELAYED custom-designed binder for ease of in-
at ORIGINS '85, the ADVANCED SQUAD serting future additions and modifica-
LEADER rulebook and Deluxe ASL tions. The initial release will have four
module STREETS OF FIRE were delayed. major sections, covering-in order-
We felt that an informal report on the infantry, terrain, ordnance, and armor/
status of these projects might be in order vehicles. Included too will be notes on
at this point. the ordnance and vehicles of Nazi
For those who were not present at Germany and Soviet Russia, as well as
ORIGINS in June, BEYOND VALOR was a DYO system. Heavy-duty dividers be-
the undisputed "hit" of the show. This tween rules sections will carryall relevant
first ASL module retails for $40.00, and charts and tables for easy reference.
may now be ordered direct from The Densely illustrated with full-color
Avalon Hill Game Company (please add examples at every point, the rulebook will
usual shipping and handling fees). be the culmination of years of effort by
BEYOND VALOR contains four new the staff and artists of The Avalon Hill
geomorphic mapboards (20, 21, 22, 23) Game Company. Upon release, the
displaying a variety of urban terrain. The ADVANCED SQUAD LEADER Rulebook
counter mix consists of 966 5/8" coun- will retail for $ 35.00.
ters, representing the complete German, STREETS OF FIRE is the first of the
Russian and Finnish OBs as well as all Deluxe ASL modules featuring the large
system counters for the expanding line hex mapboards designed for miniatures
of modules. Ten scenarios depict urban play. Unfortunately, playtesting of the
warfare on the Eastern Front, and range scenarios to be included has not yet been
from infantry fighting in the opening days completed. The four mapboards (a, b, c
of Barbarossa to armored clashes in the and dl, featuring urban terrain in high
ruins of Berlin. BEYOND VALOR contains detail, were unveiled at ORIGINS to
I no rules; ownership of the ASL Rulebook acclaim. The ten scenarios, as with
.j is required for play. BEYOND VALOR, will cover street fight-
The ADVANCED SQUAD LEADER ing on the Eastern Front. No counters are
Rulebook itself nears completion, and included. It is expected that STREETS OF
plans are to release it in early fall. These FIRE will also see release this autumn.
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(1) (1) (1) (1) (1) (1)

A.R.E.A. RATING SERVICE


Avalon Hill offers a lifetime service whereby
players are rated in relationship to other wargame
AIR UNIT MOVEMENT RANGES players. Return coupon NOW, along with the $6.00
lifetime service fee for complete details on the
BRITISH AXIS Avalon Hill Reliability Experience & Ability Rating.
Name Range in Hexes Name Range in Hexes
Hurricane (F) 40 CR 42 (P) 30 o I don't object to having m"y name and address
Gladiator (F) 30 CR 32 (F) 60 printed in The General with the rating lists. I rate
myself:
Blenheim (B) 80 Me. 110 (F) 80
100 SM 79 (B) 90
o
A-an excellent player
Bombay (B)
o
B-a good player
Wellington (B) 90 L SM 81 (B) 70 DC-an average player
JU 88 (B) 30 o
D-a novice in my first year of gaming
r Ju 87 (B) 100 o
E-a beginner

. Note: (F) stands for Fighter air units, while ,(B) stands for Bomber air unit. The ranges given above are an I realize that my rating may cnange according to
air unit's round trip capacity. how weill fare against others. For now, please send
me complete details and membership card-here's
my $6.00
Name _
Address _
City State _ _ Zip _ _

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