From: Markus Stumptner Subject: Objective Tunis errata OBJECTIVE: TUNIS (Designer/Developer: Vance von Borries; Map: Ted Koller) ----------------------------------------------------------------------------- Published S&T 140 (Feb. 1991) -- first issue published by Decision Games [nee Cummins Enterprises], Christopher Cummins publisher, Joseph Miranda editor. IMPORTANT NOTE: ALL THE EDITING AND PRODUCTION OF THE GAME WAS HANDLED BY WORLDWIDE WARGAMES (3W), THE PREVIOUS OWNER OF S&T. ANY COMPLAINTS OR COMMENTS ABOUT WORKMANSHIP AND QUALITY CONTROL SHOULD BE DIRECTED TO THAT COMPANY. DECISION GAMES ASSUMES FULL RESPONSBILITY FOR ALL GAMES PUBLISHED WITH THE GAME APPEARING IN S&T #141. Errata Coordinator: Kirk Schlesinger Assisted by: Robert O'Connor and the designer Begun: 23 March 1991 Last Update: 8 Ap 91 ----------------------------------------------------------------------------- The following is the essential information missing from OBJECTIVE: TUNIS that is needed to play the game accurately. Further clarifications will follow at a later date. COUNTERS British 4-4-5 "5 Buff/36" Inf btn counter should have a reduced strength of 2-2-5 on its reverse side, not 2-3-5. Italian 3-2-5 "1/P/RA" parachute inf btn counter has a reduced strength of 2-1-5 on its reverse side. This is correct; change the Axis Unit Organization Card under Scenario #1 Reinforcements, 16 PM to agree with the counter. Note that there is a third (company-sized) reduced strength level for the 1/P/RA (1-1-5) printed on a separate counter. The 1/P/RA is never replaced by a REM counter. The two German 6-6-5 "5 FJ" batallions should be parachute infantry; remove the engineer symbol from both sides of the counters. MAP 1. Ports -- Port capacity should be written next to each port symbol on the map: Tunis = 7, Bizerte = 4, La Goulette = 2, Ferryville = 1 Write the letter "t" in the following hexes: 3534, 3435, 3232, 3331 Write the letter "f" in the following hexes: 4114, 4115, 4215, 4216, 4315, 4316 2. Compass direction -- North points roughly along the line of hexes 1552 - 1652 - 1751 - 1851. Note that 1552 is South and 1851 is North. Draw an arrow parallel to this hex line near the "Objective: Tunis" logo printed on the map. Hexes 1152 and 1253 lie on the south mapedge. The 10xx hex row is considered the south-west mapedge. The xx01 hex row lies on the north-west mapedge. 3. French HQ "unit" in Beja (hex 1210) -- add to the hex, in addition to the supply source symbol printed in Beja; write in "French HQ", use a spare maker, or simply remember the change. 4. Names and locations of specific terrain features -- Town of Tebourba -- located in hex 2723 Villages -- Tindja (3715), La Pecherie (4215), Menzel Abderrahman (4216), Matzouna (4316), Oudna (2635) Add an airbase in 3532 and label "El Aouina." Add an airbase in hex 1333 (right in the town of Pont du Fahs) Town in 3715 should be labeled "Tindja" Sidi Ahmed town and airbase should be located in 4014 DELETE "Trail" running from La Goulette (3534) to Tunis (3332); the rail line remains, but is considered IMPASSABLE to ground units. 5. Sector boundaries are the gray dashed lines running roughly north and south on the map: * Tunis Sud (Tunis South) sector runs south and east of the boundary line that begins in hexside 3930/3931. * Bizerte sector runs north and west of the boundary line that begins in hexside 4824/4825. * Tunis Nord (Tunis North) sector covers the area between the other two sectors. 6. Terrain ENTRENCHMENT -- a thin red borderline around a hex. Add an entrenchment in hex 2709. Hexes 1415, 1721, 2709, 3014, 3016 are the only entrenchments on the map. FORTIFICATION -- a thick red border around a hex 4313, 4314, 3816 are the only Forts on the map ROUGH and HILLS -- these two terrain types appear to overlap frequently on the map, creating a red-brown color pattern. This is NOT the same as Mountain terrain, and should not be confused with it. Compare the Mountain symbol with the overlapping Rough/Hill terrain that surrounds it in 4846 to see the difference. Treat overlapping Rough/Hill as HILL terrain (only) for game purposes. MOUNTAIN -- any hex containing any amount of Mountain terrain is considered to be a Mountain hex. ROUGH -- any hex containing any amount of Rough terrain is considered to be a Rough hex. FOREST -- any hex containing any amount of Forest terrain is considered to include Forest as well as the other predominant terrain type (clear, rough, hill, etc.). The only effect of Forest terrain is to negate the affects of Air Interdiction in the hex. WADI -- the symbol is missing on the Chart. Wadi are blue streaks along a hexside, similar to River but lacking the sharp black boundary lines. Wadi hexsides are sometimes hard to spot, because the map artist chose to draw these partially dry river beds VERY realistically! The following are all Wadi hexsides: 2804/2704, 2805/2704, 2805/2705, 3006/2906, 3007/2906, 3007,2907, 2216/2217, 2216/2316, 2315/2316, 2416/2316, 2417/2517, 2517/2518, 2718/2619, 2718/2719, 2718/2819, 2818/2819, 3015/3016, 3115/3016, 3116/3016, 3116/3216, 3116/3017, 1933/1834, 2033/2133, 2734/2835, 2937/2938, 2838/2839, 2738/2739, 2141/2042, 2142/2042, 2143/2043, 2143/2044, 2247/2147, 2447/2546, 1145/1246, 1146/1247, 1249/1348, 1350/1351, 1350/1251, 1350/1250, 1349/1250, 1349/1249, 3742/3842, 3842/3843, 3843/3942, 3740/3841, 3440/3339, 3405/3304, 3105/3205 All other Wadi hexsides contain sufficient blue coloring to be recognizable. MAIN and SECONDARY ROADS are marked in yellow and are quite difficult to see in white (Clear) hexes. It is recommended that players darken all Main and Secondary roads crossing Clear terrain to make them more easily seen. The following list indicates ALL Secondary Roads (dashed yellow lines) on the map, to facilitate identification: 1309 thru 1712, 1311 thru 1512, 1416 thru 1615, 1721 thru 1022, 2724 thru 2729, 2925 thru 2727, 2828 thru 2832, 2820 - 2729 - 2831, 2834 - 2735 - 3033, 3530 thru 3729, 3136 thru 3336, 3743 - 4243 - 4845, 4851 thru 4750, 1050 thru 1450, 1348 thru 1145, 1146 - 1943 - 1746 - 1849, 1943 - 1842 - 2041 - 1839, 1005 - 1210 - 1307, 2213/2312 thru 3015/3114, 3015/3114 thru 2712, 2213/2313 thru 2516, 2516 thru 2915/3016, 2516 thru 2719/2820, 2405 - 2903 - 3001 - 3508/3509, 4011 thru 4012/4013, 4315/4415 - 4513 - 4314 - 4212 - 4214/4114, 3517/3418 - 3516/3616 - 3616/3716 - 4020/4120, 4219/4220 - 4119/4220 - 4223 - 3922/4022 - 4524, 4323 - 4624 - 4520 TRAILS AND RIVER/WADI HEXSIDES -- all the following hexsides contain trails that cross River or Wadi hexsides. These are NOT considered bridged, and players may wish to indicate this by marking an "x" on the indicated hexsides: 3842/3742, 3844/3944, 2148/2249, 1147/1247, 1234/1333, 1034/1134, 1633/1733, 1933/2034, 2734/2834, 3035/3036, 2936/3036, 2937/3038, 2838/2839, 2738/2839, 2222/2223, 3924/4024, 2417/2516, 3409/3509 MISCELLANEOUS -- 3410 is ROUGH (no Marsh) -- hexes with a tiny bit of Forest spilling over from an adjacent Forest hex are NOT considered to contain any Forest (examples: 2206, 2306, 3210) -- hexside 3914/4014 is impassable; units cannot use the railroad "bridge" -- ignore the dark green splash covering most of 1750 and parts of 1749 and 1850; treat as Marsh. -- Ignore the disconnected bit of Trail on hexside 3217/3317 --------- CHARTS AND TABLES 1. Unit Organization Cards (general) The dark black line running across the bottom of certain units indicates that they are set up on their reduced side. Set-up hexes: name on card (name on map) = hex number Beja = hex 1210 Testour (Festour) = 1119 Dj Abiod (Djebel Abion) = 1902 Mateur = 3115 Dfefna (Djefna) = 2810 Bizerte = 4315 Le Bardo = 3230 Goubellat = 1425 Gromballia = 3243 Sidi Ahmed = 4014 El Aouina = 3532 Any discrepencies between the Organization Cards and the counters is resolved in favor of the counters, unless otherwise noted below. 2. Allied Organization Card Some units listed in the Ambhibious Invasion force are later available as land reinforcements, either in Scenario one or the Campaign scenario. The allied player has the option to leave the indicated units in the invasion force, or take the unit as a regular land reinforcement on or after the indicated turn. Once taken as a regular reinforcement, the unit can never again rejoin the invasion force. No units can ever be added to the number of units designated as part of the Invasion force. On Dec 2 AM, both the French cavalry units (II and III, 4CA) are withdrawn from play. The British 1-1-7 parachute infantry company (listed as a reinforcement at 16 PM for scenario 1 and set up in hex 1319 in scenario 2) should be indicated as having "Optional Special Entry (13.6)" in both cases. The British 5-4-7 parachute infantry batallion (listed as a reinforcement at 28 AM in scenario 2) should be indicated as having "Optional Special Entry (13.6)." The unit may enter as a land reinforcement any time, using normal reinforcement procedures. 3. Axis Organization Card The two "5FJ" 6-6-5 batallions in the Airlift Pool in Scenario 1 and set up within 2 hexes of Medjezel Bab in Scenario 2 should be parachute infantry; remove the engineer symbol. Change the actual counters, too. The German Heavy AT unit in Convoy #1 should have a printed movment allowance of 10, not zero; the counter is correct. The Italian 1-1-5 parachute infantry company (1/1P/RA) is considered a reduced unit, and should be indicated as such. It can be replaced with the reduced side (2-1-5) of the other 1/1P/RA batallion counter, which can be replaced with the full strength (3-2-5) side of the batallion counter. In effect, the 1/1P/RA has three steps, and is never replaced with a REM counter. See Scenario 1, 16 AM; Scenario 2, "within 7 hexes of Bizerte." The following German units are added to the Airlift Pool during the 20 AM turn: 2 x 6-6-5, 1 x 1-2-8, 2 x 3-4-4 All Italian units listed under 20 AM and 21 AM of Scenario 1 should be withdrawn, not just the HQ. All reinforcement units and points listed for the 22 AM turn are considered part of Convoy #7. The German 1-2-5 "A16" infantry batallion unit in Convoy #10 enters as a reduced unit, and should be so indicated. 4. Unit Capability Summary The US LB is NOT allowed to conduct Interdiction missions. Otherwise, it is treated exactly like an FB unit. Under "close attack support" air mission, remember that Stukas only modify the attacker's die roll, not the attacker's combat strength. Under "interdiction," Stukas count the same as FB for interdiction, but can only perform the mission if accompanied by an FB. One FB enables any number of Stukas to perform interdiction in the same hex. 5. Terrain Effects Chart (on map) Mountain -- although a unit able to move into a Mountain hex must end movement for the current phase upon doing so, it MUST have the indicated number of movement points remaining to enter the hex, or it must have expended no movement points at all up to that point during the current phase. Otherwise, the unit may not enter the hex. Mountain -- Prohibited to all MOTORIZED units UNLESS traveling along any type of road (Main, Secondary, Trail). Main Road -- movement rate along a road is always 1/2 MP regardless of unit type or weather conditions. 6. Time Record Track -- the Dec 5 AM turn box should contain the letter "R". -- there should be a Dec 8 PM space, containing the letter "L" (lingering mud) --------- 3.3 GAME TURN SEQUENCE OUTLINE 1. JOINT AIR PHASE -- C. The Allied player always places air units first, then the Axis; see 9.22. (4.33) (b) Due to lingering mud, rain costs also apply during the game turn that follows Rain game turns. This is noted by an "L" symbol on the Time Record Track. Lingering mud NEVER applies to Wadi hexsides and hexes containing Main or Secondary Roads. (7.41) (a) and (b) Heavy Tank units do NOT count toward the tank unit requirements for either the attacker or defender when selecting the CRT. (10.34) The Allied supply head counter is available at the start of any scenario. It can be placed on any coastal hex once an amphibious invasion has been made (see 16.28). During any Allied Reinforcement Phase, the Allied player may choose to place the supply head on any mapedge hex which Allied reinforcements (British, American, or Allied French) are allowed to appear (see 14.2). Due to normal supply rules, the hex MUST contain a road of some type. The supply head cannot move, and it functions exactly like any other supply source printed on the map. (13.5) UNITS PRINTED ON THE MAPSHEET If a Coast Artillery is occupied by any combat unit that is not Vichy, or receives a retreat result in combat, it is eliminated instead. Supply sources printed on the map are never destroyed for any reason. They can be captured and recaptured in combat. Vichy supply sources can be captured through Vichy Disarmament, or won by Vichy Defection (see 17.0). For conditions under which the French HQ unit at Beja can be eliminated, see rule 12.22. Note that the following Supply Sources begin the game Vichy-controlled: Tunis (3332), Bizerte (4315), Beja (1210). The Supply Sources in hexes 1019 and 1601 begin the game under Allied control. (14.21) Allied reinforcements enter play anywhere along the edge of the mapsheet, either in any hex ending in "01" (e.g. 1601) or in any hex between 1002 and 1013 (inclusive). In addition to these entry hexes, French units (only) can also enter anywhere along the map edge between 1014 and 1035 (inclusive). The historical entry location shown for each reinforcing unit on the Organization Card, but units need not enter historically if the Allied player does not wish to do so. Allied units designated as entering at Beja can enter along any mapedge hex within three hexes of Beja (hex 1210). Allied units designated as entering at "Dj Abiod" can enter along any mapedge hex within three hexes of Djebel Abiod (hex 1902). (14.42) Units and points belonging to one or more convoys can arrive at one, some, or all of the four ports printed on the map as desired. The four ports and their respective port capacities (expressed as stacking points) are: Tunis (3332) = 7, La Goulette (3534) = 2, Ferryville (3816) = 1, Bizerte (4315) = 4. (14.5) When selecting a substitute unit for withdrawal, compare the HIGHEST combat factor currently belonging to the substitute, and the HIGHEST combat factor belonging to the eliminated unit as printed in the Organization Card. Example: If the Italian 2-3-4 II/92 inf battalion has been eliminated before it is scheduled for withdrawal on the 21 AM turn, then the substitute unit would have to possess either an attack OR defense strength of at least THREE, since this is the Italian unit's largest combat factor as printed on the Axis Organization Card. (18.3) VICTORY POINT SCHEDULE +1 per stacking point of Axis units (German, Italian, Axis French) eliminated (19.2) SCENARIO # 2 -- BATTLE FOR THE PORTS (19.22) The Axis-controlled airfields are located in the following hexes: Sidi Ahmed -- 4014 Tindja -- 3715 Mateur -- 3216 La Sebala -- 3527 Djedeida -- 3025 El Aouina -- 3532 Oudna -- 2634 Depienne -- 1835 Grombalia -- 3243 Note that Pont du Fahs airfield (1332) and Karba airfield (3752) are considered Allied controlled, and cannot contain any Axis air units unless it is recaptured by the Axis. Any allied units assigned to the "Amphibious Invasion" force in Scenario 1 that are not set up initially on the map are still available for amphibious invasion. Any or all of these units may also enter the game as land reinforcements in any Allied Reinforcement phase.