The Combatants:
Axis- Italy (yellow) & Germany (grey)
Allies- United Kingdom (khaki)
Order of Turns:
1.Italy
2.England
3.Germany
Victory Condition:
Capture the enemy capital.
IPCs-
Axis- 22
Allies- 24
Start-up:
At the beginning of the first turn, each side gets a one-time bonus of 12 IPCs (as in A&AE) to spend
or save as desired. Units purchased with this money must be placed upon the game board in any space or
spaces the owner controls. No order of placement.
Reinforcements:
Allied & German units are priced and purchased as normal, and enter the game through any or all of the
purchaser’s 3 Reinforcement Zones.
Italian units are slightly weaker and therefore slightly cheaper:
Inf- 1/1, 2 IPC
Art- 2/1, 3 IPC
Arm- 2/2, 4 IPC
Fit- 2/3, 10 IPC
Bom- normal cost and stats
AAA- normal cost and stats
Reinforcement Zones (RZ)
Other than the initial bonus money purchase units (which may be placed anywhere on the board), all units purchased during the game
must enter the board through the RZ.
Either side may control and capture any RZs, and build units on any RZ.
There is no limit to how many units may be built in any RZ.
New unit/Unit abilities:
I have “enhanced” the abilities of some units…
Mechanized Infantry & Self-propelled/Towed artillery:
Either player may choose any number of infantry and/or artillery pcs and move them one additional
space on either his combat- or non-combat move, in any direction of movement, for a total of 2 spaces.
However, in doing so, they have outrun their supply lines and must suffer a penalty of no combat- or
non-combat movement during their controller’s next turn. They may still attack when they get to their
2nd space, they may still defend while serving their penalty, and they may even retreat if the attack
goes bad, but only one space back, at which time they are still out of gas and must still serve the
next turn penalty. To simulate this status, they must be placed on their sides or upside down to
portray their status. So basically, if you choose to move some units in this fashion, they are
incapable of any movement (except retreat from the initial attack move) for their controller’s next
turn. After that they are considered to be refueled and can be turned upright to resume normal
operations.
Tanks:
May move an additional space too, for a maximum of 3 spaces, at which point the same
conditions/limitations apply.
However, there is an exception to this penalty rule, and an exception to that exception. On my map
(which I will post pictures of as soon as I’m done painting it) I have drawn the Via Balbia, aka the
coastal road. All 3 units may move their additional space on the coastal road without penalty, which
simulates two things: first, it reflects the relative ease of resupply over a road as opposed to open
desert, and second, it boosts the value of the coastal cities along the road, which is important as
there aren’t a plethora of IPCs available for easy capture. This makes flanking and leapfrogging
operations more important, thereby increasing movement complexity and ensuring the game won’t be so
linear on a long, relatively narrow battlefield.
And as I said, there is an exception to this exception; if the enemy is able to place a unit on the
road within 2 spaces of the advaced unit/units’ rear, then the advanced unit’s supply line is
considered cut and it must then be turned over to simulate this status. It must then serve the normal
penalty the next turn unless the advanced unit’s controller can destroy the interloping enemy unit
during his next attack phase. If he can do so, then the advanced unit may be turned upright and moved
during the non-combat phase if so desired. All of this will hopefully reflect the importance of
protecting one’s flanks and rear area. Don’t want to leave those REMFs twisting in the breeze, you
know. :evil:
Anti-tank Guns:
The 88 earned it’s legendary status on the battlefields of North Africa, so I felt the need to include
some kind of anti-tank capability, but I didn’t want to add more new units than necessary so I’ve
decided to allow the players to designate artillery pcs as AT guns at their discretion. They can be
very powerful when employed properly (wisely), but there must be some balance so there are some
restrictions…
Restrictions:
1. Arty may only be AT guns while on defense.
2. They may only target tanks while in this mode.
3. They are a one-shot deal, meaning they take no further part in combat in that space on that turn.
4. Controlled may designate either some or all of his arty pcs in a space as AT guns.
5. One gun to one tank.
6. They fire before all other combat in that space.
7. They hit on a 3 or less.
8. Any enemy tank thus hit is removed immediately without firing a shot.
Which brings me to what I think is the coolest part of my variant, the new unit….
MINEFIELDS!
Minefields are a fundamental tool of desert warfare and can be very effective when
properly employed. They may be purchased and positioned like any other unit, but they are not revealed
to the enemy until he stumbles into the space containing it. The purchaser may hold his chip off to
the side of the board until such time that it’s presence is discovered. In addition, there are
some important rules to observe:
1. They cost 8 IPCs and are represented on the game board by a chip with an “M” on one side.
2. They are like AA guns in that they cannot be fired upon by an attacker.
3. Only 1 minefield per space, like AA guns.
4. Mines cannot be placed in an enemy controlled space.
4. They cannot be placed on city or road spaces.
5. Enemy units cannot occupy or control a space with an enemy minefield still inside it.
6. Defending units may occupy or move through a minefield without damage.
7. The controller must declare a minefield immediately upon entry by the enemy, or forfeit the
minefield back to the bank.
8. Once declared, all invading units which move into a minefield space must stop to receive damage.
Minefield Combat:
When an enemy moves into a minefield, the mine controller declares the minefield and places his “M”
chip upon the space for the first time. The enemy’s forces stop all movement. The mine controller gets
a one-shot roll of 1 die for each enemy land unit in the field, and hits on a roll of 3 or less during
this first roll only. This simulates the surprise and chaos of an initial minefield encounter. All
land units hit by mine rolls are removed immediately. At this point, the minefield has done it’s job
and ground combat can take place as normal. If the attacking force is able to clear the space of
defending units, then the attacker can roll 1 die in an attempt to “sweep” the minefield needing a
roll of 2 or less to sweep successfully. If he gets his roll he may then remove the chip and take
control of the space, and if not then he must retreat.
On each subsequent enemy incursion into the minefield, it’s no longer a secret that it’s there, so
while it’s still dangerous I believe it’s effectiveness should be reduced somewhat. Subsequently,
every time thereafter when a minefield roll is required (for that particular minefield), it only hits
at a 2 or less for each invading unit. And conversely, as it’s effectiveness has gone down, the
invader’s ability to sweep it should be slightly improved, and he can now sweep it on a roll of 3 or
less. This status stays in effect until the minefield is swept clear.
AA guns (Flak)
Flak may be mechanized as per the conditions of infantry and artillery, max move 2 spaces with the resulting penalty.
May be purchased as per normal rules, 5 IPC.
Always fire first against attacking aircraft, rolling 1 die per plane and hitting on a roll of 1.
Also fire first against Tactical Bombing Raids with same conditions.
Only fire once in the combat cycle.
Cannot be destroyed. If the space they occupy falls to the enemy, that player gains control of any AA units within.
Other thoughts:
1. Artillery still modifies accompanying infantry attack strength to 2 as normal.
2. Aircraft still move, attack, and defend as normal (see Italian exceptions).
3. There are a couple large spaces on the map which are considered impassable terrain, such as the Qattara Depression and the Jebel Akhdar.
4. Land units may not pass through these, but aircraft may fly over them.
5. There are also a couple of huge spaces of impassable terrain,the Great Sand Sea and the Dehan Ubari.
6. These may not be moved through NOR flown over.
Aircraft:
May land in any space owned or controlled by the plane’s controller.
Cannot land in enemy territory.
Cannot land in a space captured during that turn.
Cannot fly over water.
Tactical Bombing Raids: (TBR)
Since there are no factories to bomb, bombers may instead attack units in any enemy RZ on a tactical bombing raid . Bombers in a TBR must survive the defender’s flak getting it’s normal preemptive roll . In this case, bombers hit on a roll of 1, like normal, but the defender chooses which units in that RZ are lost to hits. No fighter escort.
I believe that’s everything, and I don’t think I missed anything, although it’s possible. I didn’t
want to get too complicated, but I did want to make the game more interesting, so there it is. Any
questions or suggestions are welcome. Like I mentioned above, my map is drawn, but the painting isn’t
quite done yet…I’ll post some pics when it’s done, within the next day or so.
Thanks guys.
Rob.