"The more we learn about the Second World War, the better our chances
                     that it will be the LAST world war."  (LRC)

                              THE GAZALA GALLOP
                            A World War II boardgame kit

                         Copyright 2011 Louis R. Coatney

                                   Game Designer:     		Louis Robert Coatney

                                   Unit Icon/Graphics Wizard :	Robert Scott Coatney
  INDEX			Playtesters (so far):		Adrian Hope
							Lou Coatney
  I.    Dedication
  II.   Introduction
  III.  Components and Definitions
  IV.   Victory Conditions
  V.    Setting Up the Game to Begin Playing and Allied Unit Activation
    A. Historical
    B. Nonhistorical
  VI.   Sequence of Play
  VII.  Length of Game
  VIII.  Weather
  IX. Disrupted Units
  X.   Air Attack
  XI.  Terrain Effects
  XII.  "Stacking" (More Than One Unit Per Hex)
  XIII. Operational Movement
    A. Basic Movement Rules
    B. Movement [vs.] Enemy Zones Of Control
    C. Operational Movement Bonus
    D. British Breakdown
  XIV.  Ground Combat, Results, and Tactical Retreats and Advances
    A. General Rules for Attacking
    B. Combat Odds Calculation Sequence and Combat Resolution
    C. Combat Resolution and Results--See the Charts & Tables page.
    D. Tactical Retreats
    E. Tactical Advances after Combat
  XV.   Supply and Isolation
  XVI.  Control

[In separate file:]
  XVII. Designer's Notes and Advice on Play of the Game
  XVIII.Historical Commentary and Insights
  XIX.  Bibliographies

          FREE USE BY SCHOOLS AND LIBRARIES AND A NOTE ON COPYRIGHT:

     I am very grateful for my Illinois/American education and the use of our
excellent American libraries.  Therefore, educators and librarians are free to
make papercopies of THE GAZALA GALLOP, freely, for educational use in
schools and for public circulation from libraries.

     Any individual is free to make, use, and keep one copy of THE GAZALA GALLOP
for his/her own personal use.  It is not to be used for resale.

     All other rights, including publication rights, are reserved to me,
Louis R. Coatney.

                              QUESTIONS:

     Please direct any questions or comments about the game to:

                            Lou Coatney
                            ELCOAT@hotmail.com

                    GERMAN EAGLE VS. RUSSIAN BEAR

     My classic World War II Russian Front game, GERMAN EAGLE VS. RUSSIAN
BEAR--is indexed on ERIC (Educational Resources Information Center) as 
ED 361 256 as a legitimate instructional aid and also freely available for print-out,
assembly, and play at http://www.coatneyhistory.com

                      CATALOGING IN PUBLICATION:

Coatney, Louis Robert, 1946-
    The Gazala Gallop:  a World War II boardgame kit.  [game]  Lørenskog, Norway:
  Louis R. Coatney, c2011.

    ii, 10 p. rules booklet, 4 p. game design and historical commentary,
  map, 1 sheet of pieces, 2 p. of charts and tables.

  1. Educational games.  2. World War, 1939-1945--Campaigns--Africa, North.
3. War games.  4. Gazala, Battle of, Libya, 1942.  5. Tobruk, Battles of, Tobruk, Libya, 1941-1942.
6. Rommel, Erwin, 1891-1944.  I. Title.
          D766.93.C632g 2011              940.542 C632g 2011

                                  ii

I. Dedication:
    THE GAZALA GALLOP is dedicated ...
  A. as a token of remembrance to the soldiers of the British Commonwealth - Australian,
     British, Indian, South African ... and New Zealander--and of Greece, Poland, Free France,
     and finally the United States ... who fought and defeated the Axis on the first "Second Front"
     of the Second World War:  North Africa.
  B. to my children Rebecca, Robert, Rohan, and Johanna, in the hope that they may never
    have to go through a world war:  The more we learn about the Second World War, the
    better our chances that it will be the LAST world war.

II. Introduction:
  A. Historical background:
      THE GAZALA GALLOP is an educational 2-player operational level military
    history game simulating the historical decision-making situations of Allied
    and Axis commanders near Tobruk, Libya in 1942.  Although one player
    must serve as the Axis commander, historically personified by General,
    and then Field Marshal, Erwin Johann Rommel ("The Desert Fox"), this
    is accepted in the spirit of learning.
      THE GAZALA GALLOP is intended to be a basic introduction to the study
    of military history through manual simulation gaming--board wargaming--
    and to desert tank warfare of the Second World War.  For maximum
    educational benefit, a copy of the "Game Log and Analysis Form"
    should be filled out for each game by each player.
      The scale of the game is:  2 days of real time per game-turn,
    approximately 5 miles/8 kilometers per hexagon space width, and
    brigade-to-division (5,000-15,000 men) unit scale.

  B. General description of play:
      Although The GAZALA GALLOP may initially appear to be a complex game,
    it can be easily and enjoyably learned, as long as you learn and play its
    system one step at a time and remember how it is intended to model history.
    The game is basically a traditional two-player, alternating turn boardgame
    possessing a unique system of play, reflecting the nature of World War II
    desert warfare.
      Players should remember that if you move one of your units next to
    an "unDisrupted" enemy unit, that enemy unit must be attacked.
    (See the possible exception concerning defensive minefields/boxes.)

III. Components and Definitions:
  A. The Mapsheet:
      Ivory is a good color for the mapsheet, and it should be printed
    off (and/or photocopied/enlarged as much as possible ... so that
    the hexagons are at least 3/4"--19mm--wide.  

  B. The Units and Markers:
      Print-off and/or photocopy the units onto tan (for Allied) and
    gray (for Axis) paper.  Then glue strips of the units onto cardboard.
    (Here, I would mark the backs of the units with a color to distinguish
    them when they are "dispersed"/flipped.)  Finally, scissor them out.
      See the Symbols and Turn Record Track page, for an explanation of
    the symbols and information on the game pieces.  Italian divisions have
    their divisional names spelled out.
      The units should be about 5/8" (15mm) square, to fit within the hexes comfortably.

  C. Definitions:
    50% chance (die roll) = casting a die for an odd number, an even
      number, 1-3, 4-6--whatever the rolling player chooses.
    Hex = one hexagonal space on the mapsheet.
    "Stack" = any group of units in the same hex.
    ZOC = Zone Of Control = a hex adjacent to a unit.
      (A note to experienced wargamers:  ZOCs are considered "active,"
        except in certain cases.)

IV. Victory Conditions:
    A. Allied Victories:
      1. If at the end of the Allied Victory Determination Phase the Allied
        Player has an Allied unit on either hex A5 or G1, the Allied Player
        immediately wins the game, for 10 Game Victory Points (GVPs).
      2. If at the end of the game, the Allied Player has destroyed any of the
        3 German divisions, he receives 5 GVPs for each.
    B. Axis Victories - If at the end of the game, the Axis Player has:
      1. Tobruk surrounded but not taken, he wins 3 Game Victory Points.
      2. taken Tobruk, he wins 6 Game Victory Points.
      3. taken any of the 4 Allied supply sources on the eastern mapboard edge, 
        he receives 2 points for each.
      4. destroyed any of the Allied armored or tank brigade units or division 
        units, he receives 2 Game Victory Points for each.
    C. The lower number of GVPs is subtracted from the higher to determine
      the winning player.  Anything more than:  4 GVPs is a Tactical Victory,
      9 GVPs is a Major Victory, 14 GVPs is a Strategic Victory, and 20 GVPs
      is a Crushing Strategic Victory (as it was historically).
    D. If the Allied Player opts to use the Nonhistorical Game Setup, the final
      GVP total is halved if it is to the Allied Player's advantage and doubled if
      it is to the Axis Player's advantage.
        
V. Setting Up the Game to Begin Playing and Allied Unit Activation:     
  A. Historical.
      All the units' historical starting positions are on the mapboard, with the
    exception of 15. Panzer, 21.st Panzer, 90th Light, Ariete, and Recce Gppe,
    which may be placed anywhere on the Axis side of the Gazala Line and
    south on vertical hex columns 1 to 6.
      Allied units cannot move and/or attack, until they are activated - and they
    stay activated for the rest of the game.  Any Allied unit which is attacked is
    activated.  Additionally, the Allied Player may activate 1 unit of his choice
    per turn.  And in addition to that, the Allied Player may activate 1 additional
    unit of his choice for each Allied unit eliminated in the previous Axis Player-turn.
      <b>"The Gazala Gallop":</b>  At any time he wishes, the Allied Player may
    activate all of his units on or within 1 hex of the Gazala Line, to abandon that
    and flee with each hex moved NE, E, or SE away from the line to anywhere
    east of Tobruk - vertical hex column 13.
  
  B. Nonhistorical:
      The Allied Player deploys all his units and the 2 dummy markers, FACE
    DOWN, anywhere on the Allied/east side of the Gazala Line or - south of that -
    anywhere in vertical hex columns 8 and 18.  Each dummy marker must be in the
    same hex as at least one real unit.  Hidden units and dummys are not turned up
    and revealed until they are activated, and the Allied Player may activate any or all
    of his units at any time he chooses in the Nonhistorical game.
      The Axis Player deploys all his units anywhere on the Axis side of the Gazala Line
    and south on vertical hex columns 1 to 6.

VI. Sequence of Play:  See the Charts and Tables Sheet.

VII. Length of Game and Reinforcements:
  A. Length:  14 2-day gameturns.

VIII.  Weather - it can ruin your whole day(s):
    At the start of every gameturn, the British Player picks 2 numbers -
  one for sandstorms and one for (unlikely) rainstorms - this is summer in the
  desert, after all - and the Axis Player rolls the die.
  A.  If the Axis Player rolls the Sandstorm number:
    1. Air units may not be used, and they may not continue to be repaired if
       previously knocked out.
    2. All units have a maximum basic movement factor of 1 - or 2, if eligible
       for the Operational Movement Bonus - but still receive the usual boosts
       for moving down a road or track.
    3. Attacking units in different hexes may not be combined in an attack.
       Tactical advances after combat are only 1 hex for all units.
    4. Enemy ZOCs do not stop movement, except in relation to minefield
       hexsides.
  B. If the Axis Player rolls the Rainstorm number, he rolls the die again,
    and if he rolls the same number again, the turn is one of rainstorms.
    1. Air units may be used on a 50% die roll by each player in each
       player-turn.  (Some airfields were drenched and waterlogged or spared
       or quickly dried out by the scorching sun.)  Air units may continue to
       be repaired.
    2.  All units have a maximum basic movement factor of 1 - or 2, if eligible
       for the Operational Movement Bonus.  The movement boost for major
       tracks is reduced by a multiple, and there is no movement boost for
       minor tracks at all.
         All normal enemy ZOC restrictions on movement are still in effect.
    3. Attacking is normal, except that tactical advances after combat are
      only 1 hex for all units.

IX. Disrupted Units:
      In THE GAZALA GALLOP, this unit condition is very important.  A unit
  can become Disrupted as a result of combat or over-extention.  A Disrupted
  unit is so indicated by being flipped upside down.  Disrupted units still have 
  Zones of Control and receive any defensive benefits from terrain
  for which they are eligible.

  A. Disrupted units have an operational movement factor of 1 - or 2, if eligible
      for the Operational Movement Bonus - and receive the usual boosts for
      moving down a road or track.
  B. A Disrupted unit may not attack.  If, at the end of its owning player's
    Attack phase, it is adjacent to an unDisrutpted enemy unit which has not
    been attacked by other units, it must accept an "AR" result.
    (If it cannot retreat, it is ELIMINATED.)
  C. Combat results against Disrupted units are read ONE COLUMN HIGHER
    on the Ground Combat Results Table (GCRT) than they otherwise would be.
    If at least half of the (terrain-modified) factors in a hex are Disrupted,
    all the defending units are considered Disrupted--otherwise none are--for
    combat odds calculation purposes.
  D. An already Disrupted unit suffering another Disrupted effect just stays Disrupted.
  E. A unit can only be recovered from Disrupted status in its owning player's
    recovery phase and if it is kept in supply.

X. Air Attacks:     
  A. An air unit is held off the board until it is used, and it may be used only
    once during each gameturn.  It may be used during the owning player's
    airstrike phase or (in its interception role) during the enemy's
    airstrike phase.
  B. Missions--each air unit may only do one, per playerturn:
    1. Ground attack:  An air unit separately attacks each unDisrupted unit
      in a target hex, from the top of the stack to the bottom.  After doing so,
      the air unit may stay and attack enemy units moving through it during
      the enemy player-turn, unless shot down by their AA or intercepted.
        See the Airstrike results table on the Charts & Tables page.
        The defender may NOT voluntarily retreat his unit suffering
      a Disrupted result due to air attack.
    NOTE:  An attacking air unit can be knocked out of the game for the
      following gameturn by an AA result.  Note that only division level
      British ground units have AA capability only in boxes and that German
      division level units have AA capability anywhere.  The British 4th AA 
      Brigade and German Flak Gppe have AA capability anywhere, as well.
        By contrast, Italian units are birdfeed, having no AA ability.
    2. Axis Aerial Resupply:  Instead of attacking a stack of Allied
      units, The "Luftwaffe Afrika" unit may attempt to resupply a(ll
      the units in one) stack of isolated/surrounded Axis units during
      the Axis Supply Status Determination phase.
    3. Interception:
        An air unit MAY be used to "intercept" an enemy air unit to prevent it
      from completing one of the above missions during the enemy playerturn
      or - in the case of enemy air interdiction - in the owning player's own
      player-turn.
        The objective, here, being:  "TO KNOCK OUT! ... the ENEMY-AIR-MASS."

XI. Terrain and Fortification Effects--See also the Charts & Tables page for
    terrain-related movement and combat bonuses and penalties.  See Rule
    XIII below for boosted movement along roads and tracks.
  NOTE:  A +1 or +2 infantry defense factor terrain bonus is a maximum
    for its hex and valid only if it can be matched by that number of
    infantry (or motorized infantry) unit combat factors in its hex.
  A. MINEFIELD hexsides and ALLIED BOX hexes - See the Terrain Effects Table:
    1. A minefield hexside or an Allied box hex can give as many as +2 infantry
      defense factors, if matched by friendly infantry units' defense factors.  Furthermore,
      an uneliminated Allied box hex has an intrinsic, unmodifiable defense factor of 1.
      A D1 or D2 combat against such defenders is reduced to a D, an <u>R2</u>
      result is reduced to a compulsory D1, and a DE is reduced to an R2.
    2. Minefield hexsides and Allied boxes may NOT be captured/used -"turned" -by
      the opposing player.
    3. Enemy Zones of Control (ZOCs) do not extend across friendly minefields or
     into uneliminated Allied boxes.
  NOTE:  Thus, an Allied unit moving out of a box and into an Axis ZOC is
      always considered only to be moving into a ZOC, even if the Axis unit
      was adjacent to the box, to begin with.  Therefore, units should be cautious
      about moving up next to an enemy minefield or Allied box.  However, in all
      cases, a friendly unit may not move directly/1-hex out of a hex adjacent to an
      enemy unit and into another hex adjacent to an enemy unit if moving across
      and enemy minefield hex-side or into an un-eliminated enemy box, unless
      that hex is already occupied by a friendly unit. 
    4. Units must stop, when entering an enemy box or crossing an enemy
      minefield hexside, unless the box or the hex behind the minefield is 
      occupied by a friendly unit.  A supply line may not be traced across an
      enemy minefield hexside, unless there is a friendly unit behind it or there
      is a road or track through it which is not obstructed by enemy units or ZOCs.
    5. An Allied box is considered eliminated, if an unDisrupted Axis unit occupies
      it during the Axis Player's Victory Determination Phase, and that should be
      noted when it occurs.
  B. A HILL in a hex or a RIDGE hexside gives +1 defense factor if there are any
    infantry units defending on the hill hex or behind the ridge.  There is no
    movement penalty.
  C. An ESCARPMENT costs +1MF for an infantry unit to ascend and +2MF for
    motorized and armor units.  It costs nothing additional to descend or traverse in
    either direction on a road or track.  Any units atop an escarpment receive +2 factors
    on defense if matched if attacked up it and +1 factor on offense if attacking down it..
  D. A TOWERING (double) ESCARPMENT is impassable in either direction, unless
    traversed by a road or track.  Units atop it cannot be attacked up it but exert ZOCs
    and may attack down it at half strength with any adverse result cancelled.

XII. "Stacking" (More Than One Unit Per Hex):
  A. Limits:
    1. Only one side's units may be in the same hex.
    2. A player may have as many as 3 units in a hex AT ANY TIME, but only
      2 of them may be divisions.  The third must be subdivisional:  RCCE GPPE,
      FLAK GRUPPE, 15th MOT BDE, or KG Hecker (for the Axis) or a brigade
      belonging to one of the divisions (for the Allies.)
    3. A dummy marker does not count against the "stacking limit."
  B. Violation Penalty:  If, at the end of an owning player's Operational
    Movement phase or Attacks phase, any units are stacked in excess of 
    the stacking limit above, they are ELIMINATED.
      The owning player may decide which of his units are to be lost.

XIII. Operational Movement:

  A. Basic movement rules:
    1. The owning player may move any of his units during his Operational
      Movement, as he wishes.  However, he may only move a unit once,
      operationally, per gameturn.  He must finish moving one unit or stack
      of units, before starting to move another.   
    2. One Movement Factor (MF) is expended for each hex entered, unless
      moving along a road or desert track:
      a. For an armored/panzer unit, the cost of moving down a road is 1/4
        MF per hex, down a major track 1/3 MF, and down a minor track 1/2 MF.
      b. For a motorized/mechanized unit (having a halftrack, truck, or armored
        car on it), the costs are 1/5, 1/4, and 1/3.
      c. All infantry units (having an MF of 2) are walking and get only a 1/2 MF
        boost moving along any kind of road or track.  However, each truck convoy,
        which might otherwise be used for extended supply - see Rule XV.A.4. below
        - can be used to transport 1 attack factor of non-motorized infantry at the
        motorized movement rate of 3 MFs.
      d. Fractions of different types of roads and tracks may be combined in
        continuous movement, but when a vehicle goes "off-road" (or off-track)
        into the cross-country 1MF per hex, it loses any accumulated boosting
        MF fractions, although it may start a new accumulation of those when it
        gets back onto a road and/or track.
    3. A unit of whatever type may never enter - let alone pass through -
      a hex occupied by any enemy combat units without first attacking and
      ejecting them.

  B. Movement into, out of, and through enemy Zones Of Control (ZOCs):
    1. A unit must stop as soon as it enters an enemy unit's ZOC.
    2. A unit may leave any enemy ZOC without penalty.  (Thus, a unit
      could move out of one enemy unit's ZOC and move into another's ZOC,
      as long as it stopped in the latter one.)
    3. A unit may not operationally move directly from one enemy ZOC into
      another enemy ZOC of the same enemy unit, UNLESS it is moving into a
      hex already occupied by a friendly unit.  It may move directly/1-hex from
      the ZOC of one enemy unit to the ZOC of any *different* enemy unit, and
      it may always move out of an enemy ZOCs and then move more than 1
      hex back into an enemy ZOC.
    4. A unit moving into an enemy ZOC may not be using the boosted road or
      track movement rates.

  C. Operational Movement Bonus:  Any unit not moving into the ZOC of an
    enemy unit - Disrupted or unDisrupted - can move 1 extra movement 
    factor.

  D. British Breakdown:  2nd and 22nd Armoured Brigades had preponderances
    of the notoriously unreliable Crusader tanks.  They can expend as many as
    4 - 5, if not moving into an enemy ZOC - movement factors each.  However, they
    must be the last units the Allied player moves in his player-turn, and the route
    for both of them must be specified before they are moved.  Moreover, a die is
    rolled for each, and if the wrong 50% chance is rolled, then the die must be
    rolled again, risking Breakdown/Disruption on the n-th hex of the number rolled:
    1. If moving into combat, that number can be up to the number of movement
      factors expended.  (For example, with a bad initial roll, if the 2nd Arm Bde is
      expending its full 4 movement factors to get into combat, the second roll of
      3 would strand it Disrupted on its 3rd hex of intended movement.)
    2. If not moving into combat, the Breakdown number is 1 less than the hexes
      moved - incidentally meaning that a 1-movement-factor non-combat move has
      no risk of Breakdown.
    3. If it occurs during boosted - road or track - movement, Breakdown occurs
      at the end of that movement factor's movement on the road/track.
    
XIV. Ground Combat, Results, and Tactical Retreats and Advances:     
  A. General Rules for Attacking:
    1. Although a ground or air unit may attack only once per gameturn,
      a defending unit may BE attacked more than once, in the same phase
      and/or in others.
    2. A unit may only attack hexes adjacent to the hex it is in.  All
      hexes containing unDisrupted defending units adjacent to attacker's
      units MUST BE attacked, UNLESS the attacker is the Allied player
      and his units are in a box which was occupied by any Allied unit
      at the start of the Allied player-turn.
         An attacker's unit may end up an Attack phase adjacent to a
      defender without being required to attack it, if the defending
      unit is Disrupted OR if the unDisrupted defending unit WAS attacked
      by some unit.
    3. Although a unit must be unDisrupted to be able to attack, it does not
      have to be in supply at the moment of the attack.
    4. The combat factors of units which are in the same attack but are
      attacking the same defending (stack of) units from different hexes
      may be combined.  Attacking units in the same hex do not all have
      to attack the same hex.  They may attack in different directions.
      A group of units MAY attack defending units in more than one hex,
      as long as all the attacking units in the battle can attack--are
      adjacent to--all of the defending units.
    5. Each wave of attacking units must attack all defending units
      in a hex as a combined defending whole.
    6. Attacks may be re-allocated or cancelled at any time prior to
      their resolution, unless forced by Rule 2 above.

  B. Combat Odds Calculation Sequence and Combat Resolution:
    1. Attack factors of all attacking units are totalled.  The attacker
      may choose to use a unit at less than its full attack/combat factor.
    2. Then, any additional, matching defense factor(s) for boxes, ridges,
      depressions, and/or minefield hexsides earned by defending infantry
      units is(/are) added to the totalled defending units' factors.
    3. Now, calculate the "basic" combat odds thusly:  the proportion of
      the attacking units' total attack factor strength to the defenders'
      total defense factor strength is matched to the odds ratio on the
      Ground Combat Results Table (GCRT) which is nearest but no greater.
    EXAMPLES:  5 attack factors to 1 defense factor yields 5:1,  5 to 3
      would most match 3:2,  and 2 attacking 5 would most match 1:3.
    4. Attacks having basic combat odds greater than 10:1 are reduced to
      that ratio before any further modification.  Attacks below 1:4 are
      not allowed.
    5. "NO RETREAT!" orders?:  The Attacker now asks the Defender if
      he is giving "NO RETREAT!" orders to (any of) the units in the
      defended hex.  If the Defender does, he must give those orders
      to units having at least half the terrain-modified defending
      factors in the hex.  An R1 result will now become an D, and an
      R2 will become a DE.  (If the Attacker forgets to ask,
      the Defender may choose not to retreat if the result is R1.)

  C. Combat Resolution and Results--See the Charts & Tables page.
    1. Attacks can be resolved in any order the attacker wishes.
    2. For each attack, the combat result is "rolled" with the cast of a
      single die.  The results are read under the "final" combat odds.

  D. Tactical Retreats:
    1. Tactical retreats are made immediately after each combat, if they
      are to be made at all.  The winner can require the loser to move
      his units 0-1, 0-1, or 0-2 hexes on an AR, R1, or R2 combat
      result.  The winner-determined number of hexes must be the
      same for all the losing units in the battle.  During the compulsory
      retreat, the winning player decides how many hexes the losing 
      units will retreat, and the losing player determines which hexes
      each losing unit will retreat into (or through), observing the retreat
      requirements described below.
        The loser may VOLUNTARILY (continue to) retreat his units
      1, 1-2, or 1 (more) hexes on an AR, D, or R1 result.  In the case of
      a losing unit which was Disrupted before the attack was resolved,
      the loser may voluntarily retreat it only 1 hex and only on an D result.
        When voluntarily retreating, the loser chooses his units' own 
      route, and he can retreat some units and leave others behind,
      as he chooses within the combat results requirements.
        Regardless of which player is retreating them, losing units
      may be retreated into different (eligible) hexes.
    NOTE:  A retreating unit may temporarily violate stacking rules
      retreating onto or through friendly units.
    2. Losing unit(s) must be retreated into(/through) a hex which is:
      a. ... with every retreated hex, farther from the attacked/vacated
        hex and physically accessible to movement.
      b. ... not occupied by an enemy unit.
      c. ... not an enemy Zone Of Control, unless it is occupied by a
        friendly unit.
      d. ... is not itself under an (as yet unresolved) attack which
        could (possibly) result in the hex being occupied by the Attacker.
      e. ... is not adjacent to any of the hexes from which the unit was
        attacked--or, in the case of an AR, was attacking--unless the hex
        being retreated into has a friendly BOX or is behind a friendly 
        minefield hexside which is not under attack.
      f. ... if possible into an empty hex or one stacked as little as possible.
      g. ... if possible into an hex serviced by friendly supply at that moment.
    3. Any defending unit unable to retreat 2 hexes on an R2 result is
       considered to be in a "NO RETREAT!" situation.  However, see also
       Rule XI.A.1. for combat results modifications by friendly minefield
       hexsides and boxes.
    4. A losing unit forced to retreat off the mapboard (or into the
      sea) is ELIMINATED.  The winner may not retreat a unit off the
      mapboard or into the sea if there is another retreat route available.
    5. Any "DE" result against the German RCCE GPPE or the British 7th
      Armoured "Desert Rats" Support Brigade, becomes an "R2" instead,
      unless the unit is in a "NO RETREAT!" situation. 
  E. Tactical advances after combat:
      Victorious attacking units may advance into or through the hex(es) vacated by
    the retreating defenders.  If possible, attackers at least equal to the modified
    defending factor MUST enter the vacated hex, and they may do so regardless
    of zones of control.  Other attacking units may advance 1 hex into empty or
    friendly-occupied hexes adjacent to the attacked hex(es), as long as it isn't
    through enemy zones of control or across an enemy minefield (unless such
    hexes are already occupied by a friendly unit).  Furthermore, the 3 German
    panzer and rcce units may advance another hex beyond the vacated hex,
    regardless of enemy zones of control.

XV. Supply and Isolation:
  A. Supply Determination:
    1. Supply sources:
      a. Axis:  Hexes A5, B1, and G1
      b. Allied:  Hexes Tobruk/C13, G18, K18, N17.  A box is considered to be
        a supply source only for those Allied units on it.
    2. A supply line is a line of hexes FROM a road and/or track connected to a 
      friendly supply source TO a friendly unit.  For example, for an historical Axis
      end sweep south around Bir Hakeim, the supply line could be traced from
      hex H4, unless it somehow became in the ZOC of an enemy unit.
        In normal weather, the basic supply line's length is 7MFs, in a Sandstorm it
      is 3MFs plus MFs equal to the roll of a single die, and in a Rainstorm it is 5MFs.
        A supply line may not be traced across an enemy minefield or through an
      enemy box if those are under enemy control - either occupied by an enemy
      unit or vacant and an enemy ZOC.  A supply line may always be traced through
      a hex occupied by a friendly unit.
        In normal weather and Rainstorm, a supply line may not be traced through
      the ZOC of an unDisrupted enemy unit, but it may be traced through that of
      a Disrupted unit at a cost of 1 additional MF per hex (unless that would be
      across an enemy minefield hexside).  In Sandstorm, it may be traced through
      the ZOC of unDisrupted units as well, at the +1MF cost.
    3. Recce Gppe's supply line can be any length, unless blocked by enemy 
      occupied hexes or - except during Sandstorms - the ZOCs of unDisrupted
      enemy units. 15th Motorized Brigade, KG Hecker and Flak Gppe (if used) are
      in supply if any German division in the same hex or adjacent to them is.
    4. Supply convoys to over-extended units:  Each turn, the Axis may attempt to send
      supply truck convoys to 4 extended division level units, and the Allies may attempt
      send them to 6 extended divisions (or independent brigades, like the 1st Free French,
      4th AA, 1st Tank, or 32nd Tank).  For the British armored divisions, any one
      brigade may be designated the convoy recipient and the other brigades are
      considered supplied if a supply line of no more than 2 hexes can be traced to it.
        Unused truck convoys may instead be used to move non-motorized units like
      the Italian and British infantry divisions (which would include the latter's
      subdivisional brigades.)
         In normal weather the extended supply line's length is the 7MFs <b>plus</b>
      MFs equal to the roll of a single die, in a Sandstorm, it is the 3MFs plus MFs
      equal to the roll of 2 dice now, and in a Rainstorm, it is 5MFs plus MFs equal
      to the roll of a single die.
    5. Aerial Resupply of Axis units:  See Rule X.B.2., above.

  B. Effects of being Unsupplied:
      Being unsupplied during your own Supply Status Determination phase
    drops an unDisrupted unit to Disrupted status.

XVI. Control:
    A village, Box, or minefield hexside is controlled by the side initially controlling it
  or then by the last side to move a combat unit into or through it.

17Sep11, updated ...