Game Week 
Interphase
1.	Reveal Strategic Air units
2.	Determine Axis Ops Points
3.	Return Strategic Air units to base
4.	Assign Ops Points to Army and Army Air Force Tracks
5.	Transfer additional Ops Points from Army to Army Air Force Track
6.	Determine Initiative
7.	Place Corps HQ and Leader reinforcements on-map
8.	Reallocate Corps to Armies and Divisions to Corps
9.	Transfer Ops Points from Army Track to Subordinate Corps Tracks and directly to subordinate Divisions/Corps
10.	Allocate Air units to Strategic Box.
11.	Remove Depleted marker from eligible units.
12.	Rally eligible Disrupted HQ and combat units.
Game Turn
Command Phase
1.	Determine Weather
2.	Check for Out of Communications units. For units found Out of Communications (OCC).
a.	Eliminate units that are Disrupted and in an enemy ZOC
b.	Mark Depleted units with Disruption marker
c.	Mark OCC units with Depleted marker
d.	Mark In-command units found Out of Communications with OOC marker
Remove marker from OCC units now In-command.
3.	Division/KG HQ subordinate to a Corps, stacked with a Leader, and In-command may be improved for 1 Ops Point from its parent Corps.
4.	Remove Depleted marker from eligible units. 
5.	Rally eligible Disrupted combat units. 
6.	Rebuild units if all 3 non-Disrupted Detachments are in the same hex.
7.	Rebuild units.
8.	Place or upgrade Improved Positions
9.	Place or upgrade Landing Grounds
10.	Place Reinforcements on entry hexes
11.	Activate Air units
Player Turn
Movement Phase
1.	Active Player moves units including entering reinforcements, expending 1 Ops Point per stack for Motorized Movement as needed.
Reserve Movement Phase
1.	Non-active Player moves units not currently OCC, Depleted, Disrupted, or in an enemy ZOC.
Combat Phase
1.	Remove friendly Air units for Transfer.
2.	Complete transfer of friendly Air units that were removed 3 or more turns ago or were reinforcements arriving this turn to any friendly airbase with LOC to Army Supply Source that is at least 3 hexes away from enemy units for 2 Ops Points.  Transferred Air units arrive in an activated state.
3.	Activated friendly Air units are flown to target hex.
4.	Eligible Activated non-phasing Air units may intercept. Resolve Air-to-Air combat.
5.	Determine combat odds – total Attack and Bombardment strength of attacking units compared to Defense strength of defending units.
6.	If attack is made solely by Air units, roll die and apply results to defending units.
7.	If attacking units include land units, Calculate Combat Advantage and adjust Combat odds for Terrain, Combined Arms, Divisional Integrity, Troop Competence, and Special Capabilities
8.	Attacking Player expends 1 Ops Point per attacking stack from HQ superior to attacking units
9.	Roll die and add any Command Strength and Leadership bonuses
10.	Cross-reference modified die roll with modified Combat odds to obtain result
11.	Return Air units to base
Breakthrough Phase
1.	Active Player units that were marked with Breakthrough markers may expend up to 10 MPs and attack again.
End of Game Turn 
1. Deactivate all Air units
2.	Move Turn marker to next turn. Every 3 turns move Week marker to next week. 

Command Chains
•	A Command Chain is composed of a series of ascending HQs that must be connected by LOCs of specific lengths, traced from the subordinate Combat units upwards toward the Corps HQ. A Command Chain may also be comprised of the Army HQ alone. 
•	For each hex involved in the attack, identify the command chain that will provide support for the units attacking from that hex. At least one HQ in the command chain supporting a given hex must expend one Operations Point for the attack. Each HQ that expends an Operations Point will add its command level to the attack. 
•	Only HQ that have at least one subordinate unit attacking from a given hex, can be part of the Command Chain for that hex. 
•	If it is possible to define the command chain supporting a given hex in more than one way, the attacking player decides which command chain will be used. It is not necessary to trace a Command Chain through all intermediate levels of HQs. 
•	If there are multiple command chains required to support the attack, the command chain with the lower total command level will be used to modify the attack DR. 
Subordination
•	Units should be subordinated  to HQ of their own nationality wherever possible. 

•	Each Corps is assigned to an Army, transferable up to the Army Corps limit during the Interphase. 

•	Each Division is assigned to a Corps, transferable up the Corps Division limit during the Interphase.

•	Each unit with a Divisional designation is commanded by the parent Division.
•	Exception: KG HQ and German VBxx HQ may command any Axis unit.

•	Each unit without a Divisional designation may be commanded by any Corps or KG.

•	A Corps can only command a unit with a Divisional designation if the unit’s Division is subordinate to the Corps.

•	German units of the 1st Army (164xx, 90xx, 15xx, 21xx) and Italian units of the Centauro Division may be freely commanded from either the Italian XX or XXI Corps.

•	American units of the 2axx Division and the American 2/509 Parachute Inf Batt may be commanded by any American Division

•	Units of the British Brigades (4, 8, 23, 25) may be commanded by any friendly Divisional HQ.

•	French and Italian units with a Corps designation may only be commanded by their Corps or Army.
Leaders
Corps/Division Leaders can only affect their Corps/Div subordinate units.
LOC Lengths
Trace From1,2	Unit	Length3	
Army	Corps, Division, KG, Unit	Unlimited4	
Corps	Division, KG, Unit	30 MP	
Division	Unit	10 MP	
KG	Unit	10 MP	
1.	LOC is traced in Wheeled Motorized Movement Points from HQ to units. 
2.	LOC is blocked by enemy units and their ZOCs (Friendly unit do not negate ZOCs)
3.	+1 Hex into terrain prohibited to Wheeled Motorized Movement Points.
4.	May not be traced through terrain prohibited to Wheeled Movement

WEATHER TABLE
Month of the Game‑Turn	
Die
Roll	
Nov	
Dec	
Jan	
Feb	
Mar	Apr-
May	
1	Rain	Mud	Mud	Mud	Rain	Rain	
2	Rain	Rain	Mud	Rain	Rain	Fair	
3	Rain	Rain	Rain	Fair	Fair	Fair	
4	Fair	Fair	Rain	Fair.	Fair	Fair	
5	Fair 	Fair	Fair 	Fair	Fair 	Fair	
6	Fair	Fair	Fair	Fair	Fair	Fair 	
The Mud marker is placed when called for by the Table, and also on the second consecutive Rain Game‑Turn. Rain following Mud turn remains Mud.
Fair: 	All effects normal.

Rain: 	Wadis are treated as Rivers for all purposes
	Attacks across Rivers prohibited
	Airfield Capacity is reduced

Mud:  	All Movement Allowances are reduced to 15 MPs
	Wadis are treated as Rivers for all purposes
	Attacks across Rivers prohibited
	Tracks are ignored
	Airfield Capacity is reduced
		Units trapped by Mud may leave that terrain by moving along the shortest 
		available route to non-prohibited terrain.

Land Unit Color Coding
German – Khaki with data in Black,   Italian  – Khaki with data in White
American – Dark Green,   British – Light Green with data in Black,   French – Blue

German Weekly Operations Level
25 + (Axis Strategic Interdiction - Allied Strategic Interdiction +/- Net Strategic Advantage)/2 

Axis Strategic Interdiction  = Total Air-to-Air Strength Allocated
Axis Air units off-map or based within range of Tunis or Bizerte may be allocated to Strategic Interdiction
(Fighter/Fighter Bombers Only)

Allied Strategic Interdiction = Minimum of Bombing Strength and Air-to-Air Strength Allocated
Only Off-map Allied Air Units may be allocated to Strategic Interdiction
Bombing Strength from Marauders and Mitchells
Air-to-Air Strength from Lightnings

Operations Point Sources
Army	Location	
Allied First Army	Any Highway hex leading off the western edge of the northern map section	
	The port of Bone (0844N) if occupied by Allied units	
Allied Eight Army	Hex 3101S	
Axis	Any Port hex occupied by Axis units	

Operations Point Schedule
HQ	Interphase	Command	Movement	Combat	Breakthrough	
Army	Assign Ops Points1,6 
Remove Depletion
Rally HQ/Combat units		Motorize Movement	Attack		
AAF	Air Units Strategic Ops	Activate Air Units
Place/Upgrade Landing Grounds		Transfer Air Units 		
Corps4,5		Assign Ops Points2,6
Remove Depletion
Rally Combat units
Build Entrenchment8
Build Emplacement8	Motorize Movement	Attack	Move/Attack	
Division3,4,5				Attack	Move/Attack	
KG3,5				Attack	Move/Attack	
1.	Corps, Division, KG must be in communications with Supply Source to receive Operations Points
2.	Subordinate Division, KG must be in communications with their Corps HQ
3.	Division/KG HQ may only expend one Ops Points per Game-turn
4.	Corps/Div HQ must be stacked with appropriate Leader to receive Ops Points
5.	HQ have to be on-map to receive Ops Points
6.	No HQ can be improved by more Command Levels than the rating of the Leader stacked with it. Exception: KG.
7.	A HQ may never be reduced to below 1 Ops Point, voluntarily or involuntarily. 
8.	Requires at least 3 stacking points of Infantry not marked with any unit condition that did not move during the previous turn. May be constructed in enemy ZOC.
9.	HQ cannot expend Ops Pts in any turn they move. Exception: KG.
Operations Point Cost
Action	Cost	Per	
Assign Ops Points to HQ	n Points 	HQ	
Undeplete combat unit3	1 Point 	Stack	
Rally Disrupted combat unit3,4	1 Point 	Stack	
Rally HQ6	2 Points 	HQ	
Move Permanently Motorized 	1 Point	Stack	
Motorize Semi-Motorized	1 Point	Stack	
Attack5	1 Point	Stack	
Add Command Levels to combat DR1,2	1 Point	HQ	
Activate Air unit	1 Point	Unit	
Allocate Air unit to Strategic Interdiction	1 Point	Unit	
Place Transferring Air Unit 	2 Points	Unit	
Build Entrenchment7	1 Point	Hex	
Improve Entrenchment to Emplacement7	2 Points	Hex	
Build Landing Grounds8	2 Points	Hex	
Improve Landing Grounds8	4 Points	Hex	

1.	HQ may only add Command Levels to the combat DR for units subordinate to them. Exception: KG
2.	HQ expending Ops Points to attack may add Command Levels to subordinate units without expending an additional Ops Point.
3.	Ops Point provided by Corps HQ must come from track of a Corps with which the hex is In Communications and subordinate. Ops Point may be provided from Army track to units In Communications.
4.	Also requires spending Replacement Point for each unit movement type (Permanently/Semi-Motorized) and nationality in the hex and the presence of a leader.
5.	HQ may only expend Ops Pts for Attacks in which a plurality of the units involved are of the same nationality.
6.	Must be stacked with a Leader. Ops Pts can only be expended from Army Track during Interphase.
7.	Requires an Infantry stack of 3 or more stacking points that did not move during the previous Game-Turn.
8.	May be built or improved in Coastal Plan hex occupied by an Infantry unit or in an Upland or Desert hex occupied by an Engineer.

Unit Types
Unit Type	Motorization	Movement Type3	Infantry Type	
Armor	Permanent	Tracked		
Armored Reconnaissance2	Permanent	Tracked/Wheeled		
Armored Infantry	Permanent	Tracked	Yes	
Armored Anti-tank	Permanent	Tracked		
Artillery	Permanent	Wheeled		
Anti-Tank	Permanent	Wheeled		
Motorcycle Infantry	Permanent	Wheeled	Yes	
HQ: Corps, Divisional, KG	Permanent	Wheeled		
Infantry, Mountain Infantry	Semi	Wheeled/Foot	Yes	
Marine, Engineer	Semi	Wheeled/Foot	Yes	
Paratroop/Parachute Engineer/Glider4	Semi	Wheeled/Foot	Yes	
Commando/Ranger (Allied Only)5	Semi	Wheeled/Foot	Yes	
Cavalry (French only)	Special	Foot	Yes	
Leader1	Special	Tracked/Wheeled/Foot		
1.	Leaders do not require expenditure of Operations Points to use Motorized Movement and may freely mix movement types during the course of a single Movement Phase.
2.	Armored Recon may mix movement types during the course of a single Movement Phase.
3.	Semi-Motorized units may not mix movement types in a single Movement Phase.
4.	Prior to Stage II (Game Week 14, Turn 3) these units (one unit per hex, battalion sized or detachments) may enter on turn of arrival in any Upland, Coastal Plain, or Desert Hex that is not occupied by enemy units, their ZOCs, or leaders. LOC is assumed on turn of arrival. 
5.	Prior to Stage II (Game Week 14, Turn 3) these units (one unit per hex, battalion sized or detachments) may enter on turn of arrival in any coastal hex west of Bizerte that is not occupied by enemy units, their ZOCs, or leaders. LOC is assumed on turn of arrival. 

Unit Conditions
Condition2	Effect	
Out of Command1	May not receive Command Points for any purpose	
	Become Depleted if found Out of Command during Command Phase	
Depleted	May not attack	
	Depletion Removal requires 1 Op Point per hex during Interphase or Command Phase 	
	Permanently Motorized units may not move without Ops Pts being spent. 	
	Become Disrupted if found Out of Command during Command Phase	
Disrupted	May not attack	
	Stack of Disrupted units defend with a total strength of 1	
	May move through ZOCs toward Friendly Army Operations Source	
	Do not have a ZOC	
	Are eliminated if in enemy ZOC and Out of Command during Command Phase	
1.	Units are found to be Out of Command during the Command Phase if they cannot trace a line of communications to a HQ with Ops Pts to spend.
2.	All units in hex marked with a unit condition marker are considered to be in that condition.
Rally/Rebuild Requirements
Condition	Requirements	
Rebuild	LOC to Army Supply Source, , and 	
	Stacked with HQ of same nationality	
	Replacement Steps of appropriate type and nationality	
	At least 3 hexes away from enemy units	
Out of Command	Able to trace Command during Command Phase	
Depleted	In Command	
	1 Ops Pt from Army during Interphase or Corps HQ during Command Phase	
Disrupted	In Command	
	Stacked with Leader	
	12.	  1 Ops Point from parent Corps 	
	1 Replacement Pt per unit movement type (Permanently/Semi-Motorized) and nationality.	

Terrain Effects Chart
Terrain
Type	Stacking
Limit	Tactical
Advantage	
Tracked	
Wheeled	
Foot	
Coastal Plain	11	0	2	3	4	
Upland	9	1	4	6	5	
Hill	7	2	10	P	10	
Djebel4	5	3*	P	P	13	
Steep Djebel4 and Mountain4	5	2*	P	P	15	
Sand and Swamp	5	1*	15	P	8	
Chott	5	0*	P	P	P	
Town4 and Airfield	na	na	na	na	na	
Sea Hexside	na	na	P	P	P	
River2,3	na	2	+10	P	+6	
Wadi2,7	na	1	+5	P	+3	
Highway	na	na	2	1	3	
Road	na	na	3	2	4	
Tracks1	na	na	4	5	5	
Entrenchments4,6	na	1	na	na	na	
Emplacements4,5,6	na	2	na	na	na	
* = Units attacking from this terrain type may accumulate no Tactical Advantages whatsoever in their favor.
na = Not Applicable other terrain determines.
P = Units are prohibited unless moving via Highway, Road Or Track.
nr. = Movement Point Cost to enter (or cross) terrain.
+nr. = Movement Points shown are additional to the cost for hex.  

1.	Tracks are ignored during Mud Game‑Turns - other terrain in the hex determines the Movement Point Cost. 
2.	Units may not attack across these hexsides during rain and mud Game-turns
3.	Units are not required to attack across River hexsides
4.	Units Occupying terrain of this type are not required to attack adjacent enemy units
5.	Emplacements may not be placed in Mountain, Djebel, or Steep Djebel hexes
6.	Enemy ZOCs do not extend into Entrenchments or Emplacements
7.	Wadis are treated as Rivers for all purposes during Rain and Mud Game-turns
MP Allowances
Movement	Allowance	
Normal Movement	30 MPs	
Reserve Movement1	30 MPs	
Breakthrough Movement	10 MPs	
Movement during Mud	15 MPs	
1. Units in Enemy ZOC may not move during the Reserve Movement Phase.
MP Costs
Movement	Allowance	
Exit ZOC1	10 MPs	
1. May not reenter enemy ZOC that turn. Semi-Motorized units may not use Motorized Movement to exit ZOCs.

STACKING VALUE SUMMARY
Battalions, Detachments, and French/British Regiments		One
Brigades and American/Italian/German Regiments		Three
Division sized units 							Five
•	HQs and Leaders have no Stacking Value, but only one of each type may occupy a given hex at the end of the Movement Phase. 
•	A hex containing only one Stacking Point exerts no ZOC.
•	Detachments do not add to stacking value when determining if a stack exerts a ZOC

Combat Results Table
Modified
Die Roll	
Attacker’s Strength to Defender’s Strength	
	1-3	1-2	1-1	2-1	3-1	4-1	5-1	
1	D/*	D/*	D/*	D/*	D/*	D/*	D/*	
2	D/*	D/*	2/*	2/*	2/*	2/*	2/*	
3	2/*	2/*	1/*	1/*	1/*	1/*	1/*	
4	1/*	1/*	*/1	*/1	*/1	*/1	*/1	
5‑7	*/1	*/1	*/1	*/1	*/2	*/2	*/2	
8-10	*/1	*/1	*/1	*/2	*/2	*/D	*/D	
11‑13	*/1	*/1	*/2	*/2	*/D	*/D	BKTH	
14-16	*/1	*/2	*/2	*/D	*/D	*/D	BKTH	
17	*/2	*/2	*/D	*/D	*/D	BKTH	BKTH	
18+	*/2	*/D	*/D	BKTH	BKTH	BKTH	BKTH	
Results to the left of the slash apply to the Attacker – to the right, the defender.
Odds of less than 1-3 are treated as 1-3. Odds greater than 5-1 are treated as 5-1.
Combat Results
* = No Loss

BKTH = Breakthrough.  Defending units must Disrupt and retreat 4 hexes

Attacker
1 = Reduce strength of 1 combat unit. If all units are already reduced, the stack Disrupts.
2 = Reduce strength of 2 combat units. If this cannot be done, no units are reduced but the stack Disrupts.
Defender
1 = Reduce strength of 1 combat unit. If all units are already reduced, the defender may either Disrupt the stack or retreat two hexes.
2 = Reduce strength of 2 combat units.  If this cannot be done, no units are reduced but the defender may either Disrupt the stack or retreat four hexes.
 
D = Disruption. Defending units must Disrupt and retreat 2 hexes. Disrupted units that suffer an additional step loss and cannot retreat are eliminated. 
HQ
•	If attackers are Disrupted, all HQs that expended Ops Pts for the attack are Disrupted.
•	If hex occupied by a HQ is Disrupted, the HQ is Disrupted.
•	If HQ is sole occupant and step loss is called for, the HQ Disrupts.
•	Corps HQ adds nothing on attack or defense. Defending alone, it has a strength of 1. 

Combat Strength
•	A maximum of 5 stacking points in each hex may participate in combat (by attacking or defending).
•	Depleted, Disrupted, or 0 strength combat units may never attack.
•	Support units’ parenthesized strength is added to attack or defense up to the strength of the non-Support units in the hex. To gain the support strength on attack, the Support units must be included in the up to 5 strength points of attacking units. To gain support on defense, Support units need not be included in the up to 5 strength points of defending units. Support units alone in a hex have a total combat strength of 1. 
•	Anti-Tank units are support units and may not be included in attack. They may not add this support value in defense unless attacked by tracked unit.

Retreat Priority
1.	To a hex that is the maximum possible distance in hexes from an enemy unit
2.	To a non-enemy controlled hex
3.	Towards a friendly Operations Source
Retreat Restrictions
1.	A stack may never retreat across, into, or through prohibited terrain.
2.	A stack that retreats through enemy ZOC must take a step loss from one combat unit for each such hex entered. If this is not possible, the stack Disrupts.
3.	If forced to end retreat in enemy ZOC, the stack Disrupts.

Tactical Advantages Summary
•	The total Tactical Advantage of each hex in an attack or defense is totaled and the overall Tactical Advantage of a side determined. The Attacker's total and the Defender's total are compared and a Differential determined. The Player with the higher total may shift the odds column on the CRT in his favor a number of columns equal to the differential. To determine shift, you must begin with one of the odds columns actually shown on the CRT. 
•	Maximum of 6 Shifts
•	Ground units subject to attack solely by enemy Air units receive all TA’s for which they are eligible. 

For Terrain (per defending stack):
See the TEC

For Troop Competence (per attacking/defending stack):  
German: 2,    
British: 1,    
Italian, French, American: 0

For Combined Arms Attack (per stack):
Armored plus infantry in same hex: l    
Armored plus infantry in same hex plus Air unit: 2

For Combined Arms Defense (per attacking stack):
Armor or Anti‑Tank stacked with other type vs. tracked unit: 1 

Note: units earning bonus do not have to be included in up to 5 stacking points of defending units in the hex. 
British Brigades always receive Combined Arms Defensive Bonus vs. tracked unit.

For Divisional Integrity (Attack Only – per stack):
Two units of same division/brigade: 2

For Special Capabilities (Attack or Defense, per stack):
Any one unit  (including Air units) bearing one or two asterisks: 1

Combat DRMs  (Attacker Only)
•	Command Strength (determined before Ops Pts are expended)
o	HQ may only expend Ops Pts for attacks in which the plurality (in terms of stacking points) are of the same nationality.
o	With multiple command chains, the lowest command chain is used for the attack. The mandatory 1 Op Pt per attack must be spent by each command chain involved
o	At least on unit in the attack must be subordinate to gain command strength of the Division.

•	Leadership Bonus  A single Leader (including KGs) located in any of the attacking hexes. 

AIRFIELD CAPACITY CHART
Type of Airfield 	Activation Capacity	
	Fair	Rain	Mud	
All Weather 	12/16	8/11	6/8	
Good Weather	8/11	[4/6]	[0/4]	
Landing Ground, Unimp. 	[4/6]	[2/3]	[0/2]	
Landing Ground, Improv.	[6/8]	[3/5]	[0/3]	
[N/M] = Allied/Axis Airfield Activation Capacity: number of units that may be activated per turn. 
Activation Capacity in brackets means no bombers may be activated at the Airfield. 
Aircraft Types
Type	Mission1	Bombardment Strength	
Fighter	Escort/Interception	0	
Fighter Bomber	Ground Support2,3, Escort/Interception	1, 	
Dive Bomber	Ground Support	Axis 2-5	
Bombers	Ground Support	Allied >= 3,  Axis >=6	
1.	Units with Parenthesized Air-to-Air Strength may only be used to defend
2.	Fighter Bombers on Ground Support Mission with strength of   may only attack hexes being attacked by Ground Units or other Ground Support Air units with strength points. They do not add to Combat Strength total but if result is achieved and units retreat, enemy units Disrupt as well.
3.	 If Fighter Bombers performing Ground Support are intercepted or their Escort loses to enemy Interceptors, the Fighter Bombers automatically Abort and return to the base they came from.
German Air Forces
Axis 5th Army: Fliegerkorps Tunisia Air Units– Khaki with Black data 
Axis 1st Army: Fliegerkorps Africa Air Units – Light Yellow,  Italians – Khaki with Black data 
Sicily: 	Fliegerkorps II Air Units – Bright Yellow
Allied Air Forces
Algeria (Allied 1st Army):
	USAAF XII Air Force (Dark Green), Eastern Command (EC) Air Force (Light Green with Black data)

Libya (Allied 8th Army): (Week 17 and after)
	USAAF IX Air Force (Light Green with data in Yellow), Western Desert Command (WDC) Air Force (Blue)
AIR‑TO‑AIR COMBAT RESULTS TABLE
Die	Combat Ratio (Odds)	
Roll	1‑3	1‑2	1‑1	2‑1	3‑1	4‑1	
0, -1	D	D	D	D	D	D	
1	A	D	D	D	D	D	
2	A	A	D	D	D	D	
3	A	A	A	D	D	D	
4	A	A	A	A	D	D	
5, 6	A	A	A	A	A	D	
7, 8	A	A	A	A	A	A	
D=Defender Aborts, A=Attacker Aborts. 
The non‑Phasing (Intercepting) Player is always considered the attacker.
PILOT QUALITY TABLE
German: 2,  British: 1,  American, Italian, French: 0 
Attacker and Defender compare Pilot Quality; the Player with the higher Pilot Quality may add to the die roll (if he is the defender), or subtract from the die roll (if he is the attacker) a number equal to his Pilot Quality advantage over his opponent.