Gazala-Tobruk 1942
Rules of play

Index

1. 	Introduction
2. 	Commonly used abreviatures
3. 	Game Components
4. 	Sequence of Play
5. 	Movement
6. 	Stacking
7. 	Zones of Control (ZoC)
8. 	Attached units
9. 	Combat
10. 	Step Loss Recovery
11. 	Supply
12. 	Reinforcements and Replacements
13. 	How to Win
14. 	Special Rules
15. 	Initial Set up

1. Introduction
Gazala-Tobruk is a historical simulation for two or more players of the battle fougth between the Axis forces commanded by Rommel and the Allied forces led by Gens. Ritchie and Auchinleck in  Lybia from the 26 May to the 21 June 1942. 

2. Commonly Used Abreviatures
AA Artillery:  Anti Aircraft Artillery. 
AT: Anti Tank.
Armor, Armored: Mechanized units. Armor units include tanks, self propelled artillery, light recon tanks and armored vehicles.
Enem: Enemy.
FA: Support Factor (only in HQ units).
FC: Combat Factor.
Hex, Hexes: Hexagon or hexagons.
HQ: Brigade, Division, Corps or Army HQ unit.
PM: Movement Points. 
U., Uns: Units.
ZdC: Zona of Control. See 7.

3. Game Components

3.1 The map
The map represents the sector of Cyrenaica (The region East of Lybia) where the historical battle was fought. The hexagon grid helps to regulate the placement and movement of the counters or unit counters. Each hex represents about 6 kms. across.

3.2 The Counters
The unit counters represent the historical units that participated in the battle. Each unit represent a brigade or regiment of infantry, a battallion of tanks or armored vehicles, or a HQ. HQ units represent concentrations of support units such as Corps and divisional artillery, engineers, AA Artillery, etc.
Each unit contains a series of data that inform players about size and type of the unit, Combat Factors (see 9. combat), movement (see 5), among others  (see fig. 1).

3.3 The Die
Certain game functions require the use of a six-sided die (not included in the game).

3.4 Unit Types
[Unit type icons/NATO symbols], (see fig.2).

3.5 Unit size
XXXX: Army
XXX:  Army Corps.
XX: Division
X: Brigade
III: Regiment
II: Battalion.

3.6 Historical Abreviatures.

ALLIED
SA: South Africans.
FF: Free French.
In: Indians.
Ar: Armored.
RD: Royal Dragoons.
RL: Royal Lancers.
L: Lancers.
QB: Queen’s Bays
H: Hussars.
RG: Royal Dragoon Guards.
KDG: King’s Dragoon Guards.
G: Guards.
R: Royal Tank Regiment.
IM: Indian Motor.
M: Motorized.
ArB: Armored Brigade. 

AXIS
Germans
DAK: Deutsches Afrika Korps
Pz: Panzer (Tanks).
PAA: Panzer Armee Afrika.
KG: Kampf Gruppe
H: Hecker.
Italians
B: Bersaglieri (Elite infantry).
At: Ariete (Armored Division).
Tr: Triestre.
Trn: Trento.
Sab: Sabratha.
Pav: Pavía.
Bre: Brescia.
Lit: Littorio (Armored Division).

3.7 Information contained in the Units

Resistance:  Only armored units have this factor. These indicate the number of Loss Points that one armor unit must lost before losing one Effective Point . See 9.17.

Anti Tank Type: Represent the efficiency of the unit against armor. There are three types of AT factors, that affect in a different manner the movement and combat of enemy armored units (see 7.ZoC and 9.5 Combat Factors Modifiers).

Effective Points: These points simulate the ability of a given unit of resisting casualties and equipment losses before stop functioning as a cohesive force. Whenever a unit losses one or more Effective Points, a Effective Points marker will be placed under the unit to indicate the number of EP remaining. When one unit losses all its EPs, it is withdrawn from play. During the Logistics Phase, Armored units and infantry (leg or motorized infantry) can replace lost EPs. See 12.Reinforcements and Replacements. 
Effective Points of HQ units, not only represent its EP factor, they represent also the number of combats that the HQ unit can support per Combat Phase. See 9.6. Combat Odds  Modifiers.

Support Factor: Only HQs have this factor. Support Factors represent concentrations of division, Army and Corps level artillery plus assorted support units. One HQ may use this factor to support a number of combats EQUAL to the number of its Effective Points remaining, both in attack and in defense, within a radius of hexes determined by the level of the HQ unit. See 9.7 to see the radius of each type of HQ.

Combat Factor: Represents the Firepower of the unit.

Movement Factor: represents the type and degree of motorization of a unit. Depending of the type of motorization the Effects of Terrain will be different. See the Terrain Effects Chart.

The movement factor of a unit determines its degree of motorization:

Type of unit		Movement Factor

Leg or Foot unit			4
Half-Motorized			6
Mechanized			8
Motorized			10

3.8 Markers

Markers are used in Gazala-Tobruk to control several game functions.
 
4. Sequence of Play

a)	Axis Player Phase

Logistics Phase
Supply Check.
Replacements.
Arrival of Reinforcements and Replacement Points.

Action Phase
Movement.
Declare Combat.
Check Supply.
HQ support assignation.
Air Support Assignation. Resolve AA Artillery fire.
Combat Resolution.

b)	Allied Player Phase

Logistics Phase
Supply Check.
Replacements.
Arrival of Reinforcements and Replacement Points.

Action Phase
Movement.
Declare Combat.
Check Supply.
HQ support assignation.
Air Support Assignation. Resolve AA Artillery fire.
Combat Resolution.

At the end of the Allied Action Phase, one of the players must move the Game Turn marker one box in the Game Turn Track. Game ends at the end of turn 26 (21 June 1942).

5. Movement

5.1 In General
Units may only move during the Movement Phase of its own side. Units that move are not required to expend all their available Movement Points (MP). Units may not accumulate  MP from turn to turn, nor transfer them to other units.

5.2 Procedure
During the Movement Phase of a side, the player controlling the units may move all, some or none of his units. 
One unit or stack of units move from hex to adjoining hex tracing a “path” of hexes during its move.
For every hex entered, the unit(s) pay the cost in MP to enter that type of hex. The cost of entering one hex depends of the type of terrain present in the hex or in the hexside, and also depends of the type of unit (Motorized, mechanized, leg, etc.). See the Terrain Effects Chart for details.
When one unit does not have enough MP to continue its move it must stop its movement.  
Enemy ZoCs block movement of friendly infantry units and in certain cases slow or stop completely the movement of armored units. See 7. Zones of Control.

5.3 Exceptions
a) Minefields
Axis units may not cross a minefield hexside without first “clearing” it. (see 12.5). Allied units may cross minefield hexsides paying double the cost of entering the hex. Axis units may not trace Line of Communication across an uncleared minefield hexside. 

b) Hills and Escarpments
See Terrain Effects Chart.

c) Off-Map Movement 
Axis units may exit the map through road hex 0805 and re-enter the map during the Axis movement phase of the following turn through one of the following trail hexes in the Western side of the map: 0206 or 0207. 
Allied units may exit the map through road hex 0805 and re-enter the map during the movement phase of the following turn of hex 3114.

6. Stacking

Placing more than one unit in a single hex is called stacking. Each player may stack up to 4 battalions per hex or 1 regiment or brigade PLUS one battalion. It is possible also to stack up to 2 Italian Regiments +1 Italian battalion.
HQ units do not count for stacking purposes. If, at the end of the Movement Phase, a hex is found to be overstacked, the excess units must be removed from play. 

7. Zones of Control (ZoC)

7.1 In General
The six hexes surrounding a combat unit constitute its Zone of Control (ZoC).
One or more HQ units isolated in a hex do not exert ZoC. Also, a battalion sized unit isolated in a hex do not exert ZoC.
Axis units do not exert ZoC over Allied Box hexes.
ZoC of units of both sides do not extend across uncleared minefield hexsides.
Units do not exert ZoC across escarpment hexsides EXCEPT if this hexside is crossed by a road.
When units of both sides exert ZoC over the same hex, that hex is considered to be under control of both sides.
Enemy ZoCs block tracing of Lines of Communication.

7.2 Types and Effects of ZoCs
Units without AT symbol exert a ZoC that blocks the movement only of enemy infantry and Lines of Communication. That is, a enemy infantry unit that enters the ZoC of this unit must stop is movement and may not move for the remainder of its Movement Phase. 
Armored units entering non-AT ZoCs can continue its movement by paying an additional Movement Point to the cost of the hex entered.
Units with AT symbol (white triangle) exert a ZoC that has the same effect over infantry units and Lines of Communication. However, armor units entering this ZoC must pay 2 additional MP to the cost of the terrain in the hex entered.
Units with AT symbol (black triangle) block the movement of both infantry and armor units, and block Lines of Communication as well.
When units with different types of ZoC exert ZoC over the same hex, apply the effects of the stronger ZoC. 

8. Unit Attachment

The attachment of each unit determine what HQ units they can receive support from. Each unit can only receive support from it parent HQ(s). A color stripe designates to which HQ the unit belong to.  

Example 1: The units of the Italian 10 CA or Corpo d’Armata (Army Corps), that is, divisions Brescia, Pavia plus two independent battalions, have a black stripe printed at the top of the counter means that all units with a blue stripe will be allowed to receive support from the 10 CA HQ unit. Moreover, the units of the Brescia Division (regiments 19 Bre and 20 Bre) may receive support from its own division HQ (HQ “Bre”), in addition to the support of the 10 CA’ HQ.

Example 2: the British armored battalion RG may receive support from the HQ of the 22nd Armored Brigade, from the 1st Armored Division HQ, and also from the 30th Corps HQ. (All units of the 30th Corps carry a blue stripe at the top of the counter).

9. Combat

9.1 In General
Combat happens only during the Combat Phase. It is not mandatory to attack adjacent enemy units. 
One unit or stack may attack to all enemy units in adjacent hexes.  All attacking units stacking together are not forced to participate in the same combat. 
All units defending the same hex must be attacking as if they were a single unit. See fig. 3.
Several attacking units placed in different hexes may attack a single hex as long as this hex is adyacent to all attacking units. 

9.2 Combat Procedure
Each combat is solved separately.  The results of a combat must be applied before proceeding to solve another combat.
First, the attacking player announces what units will attack to what enemy unit or stack. Once declared an attack, it can not be cancelled.  

9.3 Combat Resolution

a.	Supply Check.
b.	Apply Combat Factor Modifiers (because of lack of supply, terrain or
	armored units).
c.	Calculate Combat Odds. Combat odds can be modified if HQ support is used
 	(See 9.6).
d.	Air Support/AA Artillery Fire.
e.	Apply modifiers for Combined Arms tactics if applicable.
f.	The attacking player rolls one die and consults the Combat Results Table. Cross
	reference the Odds column with the die roll result and apply results.

9.4 Calculating Combat Odds
The attacking player totals the Combat Factors of all attacking units. The defending player does the same with the units under attack. Divide the attacker total by the defender total to obtain a combat odd.  

Example: a group of units that total 16 Combat Factors attack a group of enemy units whose CF add up 6. 16/6= 2,6. Round down any remainders (2,6 becomes 2). Thus, the final ratio or combat odds will be 2 to 1. This combat odd can be modified in favor or attacker or the defender because of several causes: armored units, supply, HQ support, air support, terrain.

9.5 Combat Factor Modifiers
Before calculating the combat odds, the Combat Factors of all participating units may be modified because of:
- Supply. See 11.Supply.
- Terrain. See Terrain Effects Chart. 
- Participation of armored units.

AT factor type of the participating units:
a) Units without AT symbol (of any type) have its CF halved for both attack and defense against enemy armored units.
b) Units with a white AT symbol have its CF halved in attacks against enemy units that include armor units. They defend with their full CFs against armored units.
c) Units with a black AT symbol defend and attack with their full CFs against armored units. 

9.6  Combat Odd Modifiers
After calculating the Combat Odds, the support of HQ units may shift the final combat odds in favor of the attacker or the defender. 
Several HQ may add its Support Factors. 
Out of Supply HQ units may not give support neither in attack nor in defense. 
One HQ unit may give support per turn to a number of combats equal to its Effective Points rating. One HQ may give support only to units assigned to that HQ.

9.7  HQ Support Range
Each HQ may give support to combats within their range. The range of an HQ is expressed in hexes.

Type of HQ		Support Range

Brigade (X)			1 hex
Division (XX)			2 hexes
Corps (XXX)			4 hexes
Army (XXXX)			6 hexes

9.8  Army HQs
HQs of 8th Army (Allied) and that of Pz. Armee Africa (Axis) may give support to all units of its side, in addittion to all units directly assigned to these HQs.

9.9 HQ Support in Attack  
HQ modify Combat Odds in attack a number of columns equal to its Support Factor. Thus, a 2:1 attack supported by an HQ of Support Factor 2, will be solved as a 4:1 attack. 

9.10  HQ Support in Defense
HQ Support Factors can be used to enhance combat odds in defense.

Example: a unit or stack defends against a 4:1 attack. If the defenders are supported by an HQ of factor 2, the combat will be solved as a 2:1 attack. 

9.11  Isolated HQs
One HQ isolated in a hex must defend using its Support Factor as Combat Factor. It can receive support of other friendly HQs.

9.12  Die Roll Modifiers
The final Die Roll may be modified by several factors: air support and combined arms. These modifiers are cumulative. 

9.13 Air Support
Air forces of both sides are simulated abstractly as Air Support Points. Each player receive a determined number of points per turn. These Air Support Points can not be accumulated from turn to turn. The countersheet includes a number of Air support markers that must be placed adjacent to the combat units receiving air support.

Air Support Points received per Turn

			Points/Turn

Allied				2
Axis				5

After calculating the Combat Odds, both sides must decide secretly if they will use Air Support or not, and how many points. After solving AA Artillery fire, each participating Air Support Point in attack will add +1 to the final die roll, and each Air Point supporting the defense decreases by 1 the final result.

9.13 Combined Arms Test.
These units represent the ability of units to co-ordinate its maneuvers. If there is more than one unit type participating in combat (infantry plus armor), after calculating combat odds, each player rolls one die to see if the Combined Arms modifier apply.. 

Combined Arms Test

Nationality		Result equal or lower to:

Germans					4
Allied					2
Italians					1

Modifiers:
+1 if all attacking units belong to the same Brigade.
+1 if all units does not belong to the same division.
+2 if all attacking units do not belong to the same Corps.

9.14  Combined Arms Effects
If the Combined Arms Test is passed, for every type of unit participating in that combat, a +1 die roll modifier apply in attack and -1 drm in defense.

Example: in the course of a combat, the Axis player has 2 armor, 1 infantry and 1 HQ unit. The die can be modifier by +3 because there are units of three different types: armor, infantry and HQs.

9.15  Combat Results
In General
Combats are solved using the Combat Results Table. The combat results must be read as follows: figures to the left of the slash apply to the attacker, figures to the right of the slash apply to the defender. 
After calculating modifiers of Combat Factors, Combat Odds and die roll, the attacking player rolls one die. Cross reference the die roll result with the Combat Odds column and find out a Combat Result.

9.16 Applying Results
Combat Results are expressed as Effective Points lost by every of the participating units.
A Effective Marker must be placed under every of the units suffering loses. This number indicates the number of remaining Effective Points to that particular unit.
VERY IMPORTANT: The number of Effective Points indicate the number of Effective Points lost by ALL units participating in that combat. 

When one unit loses a number of Points of Effective equal or higher to the number of remaining Effective Points for this unit, it is eliminated. Losses suffered can be recovered provided that the units are in supply (see 10 and 11).

9.17 Armor Units 
Armored units have a Resistence Factor that indicates the minimum number of Effective Points lost required to lose 1 Effective Point. 

Example: one armored unit with a resistence Factor of 2 suffers the loss of 5 Effective Points. This means that for every 2 Effective Points the armored unit must lose only 1 Effective Point. In the end, the unit will lose only 2 Effective Ponts (5/2=2,5, rounded down to 2).

9.18 Retreat after Combat
Both players (Attacker and defender alike) have the option to reduce its loss of Effective Points by retreating one hex after combat.
Retreating one unit must be done only after losing at least 1 EP. The rest of losses can be “traded” for hexes, at 1 EP lost per retreated hex.
One unit may not enter an enemy ZoC during retreat EXCEPT if there is a friendly unit in the enemy ZoC hex.
If during retreat one unit violates the stacking limits of an hex, it must continue retreating until arriving to one hex where it does not violates the stacking limits.
When one unit retreats to one hex that is attacker later during the same Combat Phase, this unit(s) will not add its Combat Factors to the defender’s total, but will suffer loss of EP like the rest of units in that hex.
One unit or stack that can not retreat (because of forbidden terrain or Enemy ZoCs) it must count all losses as EP losses.

9.19  Advance after  Combat
If the defender choses to retreat to absorb losses, the attacker can choose to move into the hex just  vacated by the defender. The first hex entered during advance after combat must be the hex just vacated by the defender; the other hexes can be any hex empty of defending units. If it is the defender who advances after combat, the first hex entered must be one of the hexes just vacated by the attackers. If a stack or unit chooses not to move after combat, the must count all Combat Results as lost Effective Points.

Enemy ZoCs are ignored during Advance after Combat. If all defending units are eliminated, the attacker will be allowed to advance after combat up to 2 hexes. 
Advance after combat it is not mandatory. Moreover, it is not mandatory that all units performing advance after combat move to the same hex or finish its movement in the same hex.
Units may not move after combat to hexes where they can not enter normally during the movement phase.

9.20 Isolated Boxes
Allied Boxes not containing any Allied unit must be attacked by the Axis player as if they were infantry units with a Combat Factor of 1 and 1 Effective Point. If the Axis player manages to “eliminate” that box, during the rest of the match this box is considered as other terrain in that hex (that is, if the box is in “clear” hex, it is treated as a clear hex).  

10. Recovering EP Losses

At the end of each combat, these units in supply can attempt to recover EP lost. Roll one die for every unit that had suffered losses during the precedent combat phase. With a modified die roll of 5 or 6, the Effective Points lost are recovered.

Die Roll Modifiers

	+ 1 	If the unit advances after combat.
	- 1  	If the unit retreats after combat.
	  0   	If the unit is eliminated or does not move.

If one or more EP are recovered, use the Replacement Marker on the Data Track corresponding to that nationality and unit type to keep track of the recovered EPs. Recovered losses will be used during the Logistics Phase of the following turn.
Only losses suffered by armored units can be recovered (The armored replacement marker must be used). Only losses suffered by infantry units (leg or motorized) can be recovered (The Infantry Replacement marker must be used). See 12.3.Replacements for details.

11. Supply 

11.1  In General 
Units must be supplied to operate at full strength. Supply status of units must be checked at the beginning of Logistics, movement and Combat Phases. 

11.2 Tracing Lines of Supply
One unit is considered to be “in supply” when it can trace a path of 2 hexes free of enemy units and/or enemy Zones of Control to a road or trail hex connected to a Supply Hex. The road or trail hex must be also free of enemy units or their ZoCs. Exception: supply lines can pass through enemy ZoCs if there is a friendly unit in that hex. 

Axis units may not trace Line of Supply across Box or uncleared minefield hexes.

11.3  Supply Source Hexes
Axis: trail or road hexes connecting with the Western side of the map. Axis supply hexes are marker with a black supply symbol.
Allied: trail or road hexes connecting with the Eastern side of the  map. Tobruk (hex 2507) also functions as a supply source hex. Allied supply source hexes are marked with a red supply symbol.

11.4 HQ units and Lines of Supply
HQ units can be used to trace longer lines of supply.
One unit or stack can trace a Line of Supply of up to two hexes to their parent HQ. This HQ can trace a line of Supply of up to 5 hexes (this line must be free of enemy units and/or enemy ZoCs) to their parent HQ, that in turn must trace a Line of Supply of up to 5 hexes to a road or trail connected to a friendly Supply Source hex. 
It is possible to form a “chain” of HQs (Brigade-Division-Corps-Army)
provided that the last HQ in the chain can trace a line of up to 5 hexes to a road or trail connected to a friendly Supply Source hex. 

11.5 Out of Supply units
Units that cannot trace a Line of Supply (Out of Supply units) at the beginning of the Logistics Phase cannot receive Replacement Points. 
Units Out of Supply at the beginning of the Combat Phase have their Combat Factors halved in attack.
Units Out of Supply during two consecutive turns have their Combat Factors halved. Also, they may not move.
Units Out of Supply during THREE consecutive turns may not attack, their Combat Factors are halved in defense. If it is a unit with AT factor, this factor is ignored. 

It is important to remember that:
Losses suffered by Out of Supply units can not be recovered. 
Out of Supply HQs may not give Combat Support.
Out of Supply units may not advance after combat.

12. Reinforcements and Replacements

2.1  In General
At the end of the Logistics Phase of certain turns (See Data Track in the Play Aid Card) each player receives reinforcement units and replacement points for infantry and armored units.

12.2 Reinforcements
Reinforcement units may move and fight normally during their turn of entry. They enter play in supply. 
Axis reinforcements are placed in trail or road hexes of the Western side of the map. 
Allied reinforcements are placed in trail or road hexes of the Eastern side of the map. Reinforcement units may be attached to any of the friendly formations. Once attached, they will remain attached to that particular formation for the remainder of the match. They can trace Line of Supply to its parent HQ, and they can receive support from that HQ. 

Allied Formations: Tobruk garrison, 13, 30 Army Corps.
Axis Formations: 20, 21, 10 Italian Army Corps, DAK, Pz.Armee Afrika.

Reinforcements Table

Turn				Axis			Allied
1 (27 may)			Brigade H			4R/32Ar 
11 (6 june)			-			11 In Bde.
15 (10 june)			-			Rest of the 5th 
							Indian Div. (3
							uns).
16 (11 june)						HQ 8 A
25 (20 june)			Littorio Division
				(all units).

12.3 Replacement Points
During the Logistics Phase, both players receive Replacement Points. There are Repl. Points of two types: infantry (RI) and armor (RB).
The Replacements Table indicates the amount and type of replacement Points received each turn. Also, certain losses recovered (see 10) are counted as RI or RB spent. The respective RI /RB accumulated markers  are counted in the General Data Track. For example, if the Allied player accumulates 4 RI, its RI marker must be placed in the box “4” of the General Data Track.

12.4 Use of  de los Puntos de Reemplazos
HQ units may not use Replacements.
During the Logistics Phase, each player may replace Effective Points lost using 1 Replacement Point for every Effective Point lost. Also, Replacement Points can be recovered after combat (see 10. Recovering Losses).   
Infantry units may receive only RIs. 
Armor units may receive only RB.
Units may only receive Replacements of their own nationality.
Rebuilding completely destroyed units is not allowed. Only units on map may receive Replacements. 

RI Schedule.
Allied: 1 RI per turn.
Germans: 1 RI every two turns.
Italians: 1 RI every 3 turns.

RB Schedule.
Allied: 4 RB on turn 2, 1 on turn 3, 3 on turn 8, 1 on turn 17.
Germans: 1 RB on turn 11.
Italians: 1 RB on turn 12.

12.5 Clearing Minefields.
Only infantry units may clear minefields.
To clear a minefield, the infantry unit must remain a complete turn adjacent to the mined hexside without moving or attacking. 
At the beginning of the following Movement Phase, if the infantry unit has not moved or attacked, a “Cleared minefield” marker is placed in that hexside. If one unit is attacked while clearing a minefield, the process is interrupted. 
When a minefield is cleared, treat that hexside as Other Terrain in the Hex.
13. Victory Conditions

At the end of turn 26 (21 June 1942) the Axis player add “Victory Points” for objectives achieved in order to determine who is the winner. If the Axis player totals 36 or more VPs, the Axis player wins. If the total of Axis VPs is 11 to 35, the Allied has achieved a Tactical Victory. If the Axis player wins 0 to 10 VPs, the Allied player has achieved a Strategic Victory. 

	Axis Victory Points

 1	VP for every “Box” hex under Axis control at the end of the match.
 5 	VP for controlling Bir Hakeim (hex 1519) but ONLY if this hex is under Axis 		control during or before turn 5 (31 May). If Bir Hakeim falls during turn 6 or 		later the Axis player does not get any VPs.
10 	Point for controlling controlar Tobruk (hex 2507).
 2 	Points for controlling any one of the following hexes: Knightsbridge, 			Kepcol, Acroma, El Adem.	
 1 	Points for every non-armored Allied unit eliminated.  
 2 	Points for every armored Allied unit eliminated. 

14 Special Rules

14.1 Hecker Brigade
Brigade Hecker is an special units. It is available since turn 1, and it can enter the map in two ways:

  1)	As a normal unit, entering through a trail/road hex of the W side of the map during the Movement Phase of turn 2.
  2)	It can perform an amphibious landing in a coastal hex. The unit must be placed in a coastal hex during the Movement Phase of turn 2, and cannot move further for the rest of the turn. It is considered to be in supply during the turn of landing. It can not attack and does not exert ZoC. During subsequent turns it is subjected to the same Supply rules as the rest of Axis units.
Historically, the Germans planned to land Group Hecker in the enemy rearguard in order to infiltrate behind enemy lines and wreak havoc in the enemy rearguard. During play, Group Hecker ignores enemy ZoCs.

14.2 The Littorio Division
Historically, this unit didn’t participated in the battle until the 20th June, although part of the division were already in Lybia and could have joined the battle earlier. 
To simulate a earlier arrival of the Littorio, at the beginning of each Logistical Phase after turn 4 (30 May) the Axis player rolls two dice. If the result is a double 1 or a double 2, all units of the Littorio Division will enter play as reinforcements during the Logistical Phase of the following turn.
If the Littorio’s units do not enter play before turn 25, they enter normally as reinforcements during the Logistics Phase of turn 25 (20 June) as shown in the Reinforcements Table.

14.3 Kahmsin Wind
At the beginning of each turn, one of the players rolls one die to see if the Kahmsin wind blows this turn, provoking Sand Storms.  On a die roll of 1, there is Kahmsin during this turn.

Kahmsin Effects
The Movement Factor of all units is halved.
No Air Support is available. 
All Attacks get a -2 Odds Shift modifier (For example, a 3:1 attack must be solved using the 1:1 column).

14.4 AA Artillery Fire
For every Enemy Air Support Point supporting a combat, roll one die.. Add one to the die Roll for every friendly HQ participating in combat. If the modified die roll is 6, that Air Support Point is cancelled.

15. Initial Set Up 

At the beginning of each match, units must be deployed on map according to the following Table.

Allied	
Formation	Unit(s)	Deployment Hex(es)	
Tobruk garrison	HQ Tobruk 	Tobruk (2507)	
	HQ 2SA, 2/2SA, 6/2SA, 9In	In any hex within the Tobruk fortified perimeter.	
	7/2 SA	Hex 1906	
30th Army Corps	CG 30	Stacking with any 30th Corps unit.	
	29 I/5 I.	Bir el Gubi (hex 2720)	
	7 Arm. Div. (all units)	In any hex within 3 hexes of a Trigh el Abd trail hex. 	
	3rd IM/7 Ar	Hex 1821	
	1st Arm. Div.	All units within 3 hexes of Knightsbridge (hex 1813)	
	201 G Brigade (1 Arm)	Hex 1913	
	1 FF Bde.	Bir Hakeim (hex 1519)	
13th Army Corps	HQ 13	Stacking with any 13th Corps unit.	
	1st SA Div. (all units)	In any of the following hexes: 1105, 1106, 1007, 1008, 1009, 0909. 	
	50th Div. (excepting the 150th Bde)	In any of the following hexes: 1109, 1110, 1211, 1311. 	
	150th Bde/50th Div.	Hex 1412	
	32nd Arm. Tank Bde (all units except 4R/32Arm)	In or adjacent to hex 1208	
	1st Arm. Tank Bde (all units.)	In or adjacent to hex 1510.	
Independent Units	STOPCOL	Any hex East of hexrow 1505 to 1523.	
	SEACOL	Any hex East of hexrow 1505 to 1523.	
	KEEPCOL	Any Allied Box hex.	
	ACROMA	Hex 2010.	
Axis 	
Formation	Units	Deployment Hex	
Pz. Armee Afrika Armata Corazzata Italotedesca Africa	HQ Pz Armee Afrika, KG	In or adjacent to hex 0905	
			
	90 L Div. (all units)	In or adjacent to hex 0905	
	15 Brigada	In or adjacent to hex 0906	
DAK (Deutsches Afrika Korps)	HQ DAK	Within 3 hexes of hex  0516	
	21 Pz. Div. (all units)	In or adjacent to hex 0716	
	15 Pz. Div. (all units)	In or adjacent to hex 0820	
20 Corpo d’A.	HQ 20	Hex 0516	
	Div. Ariete	In or adjacent to hex 0516	
	Div. Trieste	In or adjacent to hex 0418	
21 Corpo d’A. 	HQ 21, Regto. 7B, 162 batallón.	In or within 2 hexes of hex 0407	
	Div. Sabratha (all units)	In or adjacent to hex 0507.	
	Div. Trento	In or adjacent to hex 0509	
10 Corpo d’A.	CG 10, bon. 15, Regto. 9B	In or adjacent to hex 0511	
	Div. Brescia (all units)	In or adjacent to hex 0512.	
	Div. Pavia (all units)	In or adjacent to hex 0514.	

Credits
Game Design: Bruno Auberthié

Development: Javier Romero

Playesting: E.Martí, Cándido Carrión González

Historical Research: E.Martí.

Graphics and Layout: Xavier P. Rotllán, Javier Romero

Ludopress © 1989-2003.
Made in Spain. EU