Copyright 2011 Louis R. Coatney
GROUND COMBAT RESULTS TABLE (GCRT)
| Die Roll | ........ | 1:4 | 1:3 | 1:2 | ... | 1:1 | ... | 3:2 | 2:1 | 3:1 | 4:1 | 5:1 |
7:1 | 10:1 |
| 6 | | D | D | R2 | | R2 | | R2 | R2 | DE | DE | DE | DE | DE |
| 5 | | AR | D | R1 | | R1 | | R1 | R2 | R2 | DE | DE | DE | DE |
| 4 | | DAE | - | D | | D | | R1 | R1 | R2 | R2 | DE | DE | DE |
| 3 | | AE | AR | - | | - | | D | R1 | R1 | R2 | R2 | DE | DE |
| 2 | | AE | DAE | AR | | DAR | | - | D | R1 | R1 | R2 | R2 | DE |
| 1 | | AE | AE | DAE | | AR | | DAR | - | D | R1 | R1 | R2 | R2 |
NOTE: Attacks below 1:4 odds are not allowed.
GROUND COMBAT RESULTS DEFINITIONS:
- DE = Defenders ELIMINATED.
- R2 = Defenders Retreated 0-2 hexes as Attacker wishes - route chosen by Defender and are Disrupted.
Defending units unable to retreat 2 hexes are ELIMINATED.
- R1 = Defenders Retreated 0-1 hexes by Defender and are Disrupted.
Defender MAY voluntarily retreat any of his units 1 (more) hex.
- D = Defenders Disrupted. They MAY be voluntarily retreated 1 or 2 hexes by the Defender, if he so wishes.
- - = No effect against either side.
- AR = Attackers Retreated 0-1 hexes by Defender. Attacker MAY voluntarily retreat any of them 1 (more) hex.
- DAR = Defenders Disrupted and AR result against Attacker.
- DAE = Defenders Disrupted and Attackers ELIMINATED.
- AE = Attackers ELIMINATED.
"NO RETREAT!" or Unable to Retreat: .. R1 becomes D .. and .. R2 becomes DE for Defending Units equal to at least half their strength.
Attacks against boxes/forts: R1 becomes D, R2 becomes compulsory R1, DE becomes R2.
Axis Rcce Gppe and British 7th Armoured "Desert Rats" Support Brigade Special Survivability:
DE becomes R2, unless the unit is unable to retreat.
AIR ATTACK:
(Each unDisrupted unit in the target hex is attacked separately, from the top of the stack to its bottom.)
| Target is: . | Allied | Any Other Unit | |
|---|
| Die Roll........ | Box or Tobruk | Allied Outside Box | .. Axis .. | British Air Unit | German Air Unit |
|---|
| 6 | D | D | D | EAX | EAX |
| 5 | D | D | D | EAX | Int |
| 4 | - | D | D | Int | Int |
| 3 | - | D | - | Int | - |
| 2 | - | - | Flak | - | AA |
| 1 | 4thAA/Flak | 4thAA | AAg | AA | AA |
AIR COMBAT RESULTS DEFINITIONS:
- See GROUND COMBAT RESULTS DEFINITIONS for explanation of D. Air-Disrupted units may not be retreated.
- - = No effect against either side.
- EAX = Enemy Aircraft unit successfully intercepted--prevented from completing its airstrike mission--and is knocked out of the game during the rest of this gameturn and the next.
- Int = Enemy air unit successfully Intercepted and its mission aborted. Both units return to their airfields.
- AA = Friendly air unit fails in mission and is knocked out of the game during the rest of this gameturn and the next.
- AAg = AA if attacking any German division level unit.
TERRAIN EFFECTS: | On Movement | ..... | On Combat |
|---|
| Minor track-to-Minor track | Armor: 1/2MF Motorized: 1/3MF | | No effect.
|
| Major track-to-Major track | Armor: 1/3MF Motorized: 1/4MF | | No effect.
|
| Road-to-road | Armor: 1/4 MF Motorized: 1/5 MF | | No effect |
| Allied Box/Axis Fort | Enemy units must stop moving operationally, upon entering. | | +3 infantry defense factors, if matched. |
| Escarpment | +1MF for infantry to ascend +2MF for mot. and armor | | +2 defense and 1 attack factors atop, if matched. |
| Hill/Ridge | No effect. | | +1 infantry defense factors atop or behind, if matched. |
| Towering Escarpment | Impassable. | | Cannot be attacked. Units atop exert ZOCs and may attack down from it at half strength with any adverse result cancelled. |
Defensive terrain bonuses are cumulative.
Walking infantry units' road or track bonus is 1/2 MF, unless truck-convoyed.
VI. GAME-TURN SEQUENCE:
- A. Weather Determination - See Rules.
- B. Axis Player-turn:
- 1. Axis Victory Determination
- 2. Axis Operations:
- a. Axis Airstrike (with Allied Interception possible) or Interception of Allied Interdiction
- b. Axis Operational Movement.
- c. Axis Attacks.
- 3. Recovery of Disrupted Axis Units and their Supply Status Determination (with possibility of Aerial Supply and Allied Interception).
- C. Allied Player-turn:
- 1. Allied Victory Determination
- 2. Allied Operations - NOTE how sequence is different from Axis:
- a. Interception of Axis Aerial Interdiction?
- b. Allied Operational Movement.
- c. Allied Airstrike (with Axis Interception possible)
- d. Allied Attacks.
- 3. Recovery of Disrupted Allied Units and their Supply Status Determination.
NOTE: A unit may operationally move and/or attack only once per gameturn, during the owning player's player-turn. It may be tactically retreated as well.
"STACKING": 3 units, only 2 of which can be division level.
(The German Rcce Gruppen, 15. Mot Bde, KG Hecker, and Flak Gruppe are considered to be subdivisional.)
UNIT FACTORS: 4-3-2: ... Attack, Defense, and Movement Factors
[20Sep11, updated 20Mar16]