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Panzer Armee Afrika AH Rules With Errata
Panzer Armee Afrika AH Rules With Errata
Panzer Armee Afrika AH Rules With Errata
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Panzer Armee Afrika The Avalon Hill Game Company 1981 OCR PaulQ
3b. Attack Execution Segment. [5.12] Movement is calculated in terms of Movement Points.
Units expend Movement Points from their Movement
The Phasing Player may attack Enemy units adjacent to Allowance in moving through the hexagonal grid. Units may
Friendly units at his option; combat is resolved as outlined in move in any direction or combination of directions.
the Combat rules.
[5.2] MOVEMENT INHIBITIONS AND PROHIBITIONS
4. Replacements and Reinforcements Phase. The Phasing
Player's Reinforcements are placed on the map and units are [5.21] Units may never enter hexes containing Enemy
built up with replacements as indicated in the Reinforcements Combat units except to execute an "Overrun" attack (see 9.0).
and Replacements rules'
[5.22] Units may never enter all-sea hexes or move through
B. SECOND PLAYER-TURN (German Player-Turn). all-sea hexsides (see Terrain Effects Chart).
Repeat Phases 1 through 4 for the German Player, who
becomes the Phasing Player, and moves his own units. [5.23] Truck units may only move along roads or tracks (see
Truck Units, rule 1l.0).
C. GAME-TURN INDICATION The Game-Turn marker is
advanced on the Game-Turn track, signaling the start of a [5.24] Units may freely enter or move through hexes
new Game-Turn. containing other Friendly units. There are no stacking
restrictions during Movement. There is no additional
[4.3] SET-UP AND FIRST TURN Movement Point penalty for Stacking or Unstacking with
Friendly units.
[4.31] HOW TO SET UP THE GAME
The starting positions for the units that begin the game in [5.25] Unsupplied units may not move at all.
play are indicated on the map and in the Cadre Box. Simply
place the units where indicated. Then start the game. [5.3] TERRAIN EFFECTS ON MOVEMENT
The number of Movement Points that a unit must expend to
[4.32] SPECIAL FIRST GAME-TURN RULES enter a given hex varies with the type of terrain in the hex and
The Allied Player may not attack during the first Game-turn. the type of terrain of the hexside that is crossed (i.e. moved
The German Player can capture Allied supply units during through).
this Game-Turn (only) with a die roll of one, two, three or
four (see 10.8). The Allied Player may not voluntarily destroy
any of his Supply units on the first Game-Turn.
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Panzer Armee Afrika The Avalon Hill Game Company 1981 OCR PaulQ
[5.4] SEA MOVEMENT [6.0] ZONES OF CONTROL
GENERAL RULE:
Units may be moved by sea from port hex to port hex. Port
hexes are: Tobruk, Bardia, and the central hex of Alexandria.
PROCEDURE:
The unit to be moved by sea must begin its Movement Phase
in the port hex where the port symbol is shown (only). No sea
movement is allowed through El Agheila. The unit may be
moved by sea to any other Friendly-controlled port hex, but
no farther, during that Movement Phase. During any
subsequent Friendly Movement Phase the unit may move
normally overland. GENERAL RULE:
[5.42] A port is considered controlled by a Player if his forces [6.2] COMBAT EFFECT
were the last to enter the port hex. Tobruk, Bardia, and Zones of Control do not affect combat; attacking is
Alexandria are all considered controlled by the Allied Player completely voluntary and the presence of a unit's Zone of
at the start of the game. Control in a Friendly occupied hex does NOT force combat
(Exception: see Forts, rule 13.0).
[5.43] The Axis Player may only operate Tobruk and Bardia
as ports if there are no supplied Allied units within 20 hexes [6.3] MOVEMENT EFFECT
of the port to be used. Units entering an Enemy controlled hex must stop and may
not move any further in that Movement Phase. Units which
[5.44] Truck units may not use Sea Movement. begin their Movement Phase in an Enemy controlled hex may
leave that hex, but they may not move directly into another
[5.45] A unit may use Sea Movement and engage in Combat Enemy controlled hex. Friendly units do NOT negate Enemy
in the same Game-Turn. Zones of Control for Movement purposes.
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Panzer Armee Afrika The Avalon Hill Game Company 1981 OCR PaulQ
defending units immediately counterattack all attacking units
[7.1] EFFECT ON MOVEMENT (see Counterattack, case 8.6).
[7.11] The stacking limit applies only at the end of the CASES:
Movement Phase.
[8.1] WHICH UNITS MAY ATTACK
[7.12] A stack of units may move as a stack as long as the
Movement Allowances of the slowest unit in the stack is not [8.11] During the Combat phase of his Player-Turn, the
exceeded. Units may split from such a stack and continue to Phasing player may attack any and all Enemy units adjacent
move (up to the limit of their individual Allowances). to Friendly units. Only those Friendly units directly adjacent
to a given Enemy unit may participate in an attack upon that
[7.13] Only two Combat units may stack in Bardia. unit (see Supply, case 10.3). Unsupplied units may nor attack.
[7.2] EFFECT ON COMBAT [8.12] Attacking is completely voluntary; units are never
compelled to attack, and not every unit adjacent to an Enemy
[7.21] All units in a stack in a single hex, must be attacked as unit need participate in any attack (exception: Fort Controlled
one entire group and all their Combat Strengths are totaled Hexes). Friendly units in a stack that are not participating in a
when attacked. given attack are never affected by the results of the attack.
[7.22] Friendly units in the same hex may attack into [8.13] An Enemy occupied hex may be attacked by as many
different hexes (See Combat, case 8.23). units as can be brought to bear in the six adjacent hexes.
[7.3] STACKING AND UNIT TYPES [8.14] No unit may attack more than once per Combat Phase,
and no Enemy unit may be attacked more than once per
[7.31] Truck and Supply units do not count towards the Combat Phase.
stacking limit.
[8.2] MULTIPLE UNIT AND MULTI-HEX COMBAT
[7.32] No more than one supply unit is allowed per hex.
[8.21] All units defending in a given hex must be involved in
[8.0] COMBAT the combat, and they must all be attacked as a single
Strength. The defender may not voluntarily withhold any
units in a hex under attack. The attacker must attack all the
units as a whole, i.e., the Strengths of all the units in the hex
are totaled, and this total Strength is attacked. Different units
in a given hex may not, therefore, be attacked separately.
GENERAL RULE: [8.22] Units in a hex that contains an attacking unit need not
participate in that same attack nor any attack. Thus when one
Combat occurs between adjacent opposing units at the unit in a stack of three is attacking a given hex, one of the
Phasing Player's discretion. The Phasing Player is considered other units could attack a different hex, and the third could be
to be the Attacker, the non-Phasing player the Defender, directed to not attack at all. Exception: Fort Controlled hexes.
regardless of their overall strategic position. PanzerArmee
Afrika makes use of an unusual Combat Results system [8.23] If a unit (or units) is adjacent to more than one Enemy-
which calculates the aggregate superiority of the Attacker occupied hex, it could attack all of them in a single combat.
over the Defender rather than the ratio of the Attacker to the Thus, units in a single hex can attack more than one other
Defender and includes a counter-attack procedure for the hex. The only requirement is that all attacking units must be
Defender. The Combat Strength of the Attacker and Defender adjacent to all defending units (see also case 8.13).
are modified by terrain and supply considerations, at the
moment of combat. [8.3] EFFECTS ON COMBAT STRENGTH
[8.4] ADVANCE AFTER COMBAT [8.71] The results of attacks and counter-attacks are
Attacking Units may advance after Combat only if they expressed in terms of a loss of face-value Strength Points to
eliminate all combat units in the hex under attack. They may the unit(s) being (attacked or counterattacked) assaulted. This
then advance into the attacked hex attempting to seize any loss is an all or nothing proposition. Either the loss equals or
supply unit present. Such an advance does not expend any exceeds the face value of the defending unit and therefore
Movement points. The advance may be made even if moving eliminates it or the loss has no effect and the defending unit is
from one Enemy controlled hex to another. unaffected by the attack or counterattack.
[8.5] ATTACK PROHIBITIONS [8.72] When there is more than one defending unit, losses
must be reflected by eliminating as many units as possible
[8.51] Unsupplied units may not attack. However, they may which most closely equal but not exceed the given loss. The
counterattack (see 8.b). losing Player decides which specific unit will be lost.
[8.52] Attacks may not be executed at less than zero attack Examples:
superiority. Units may only attack if their total modified (l) A German infantry regiment with a strength of "four"
Combat Strength is equal to or greater than the total modified combined with an Italian armored regiment with a strength of
Combat Strength of the defending units. "three" are attacked. The result calls for a loss of two
Strength Points. The result is not sufficient to wholly
[8.6] COUNTERATTACKS eliminate either of the attacked units; therefore there is no
After each attack has been executed, the Defender effect.
immediately counterattacks the attacking units with any and
all surviving defending units (exceptions: 8.65, 9.7). (2) An Allied armored regiment with a strength of ''three"
combined with an Allied infantry regiment with a strength of
[8.61] Terrain (including Fort) and supply effects are ignored "two" are attacked. The result calls for a loss of four Strength
in computing the relative Combat Strengths involved in a Points. The Allied armored unit is eliminated since this loss
counter attack. would most closely equal the result called for. The Allied
infantry regiment is unaffected by the attack.
[8.62] The face value of counterattacking German units is
multiplied by four, and counterattacking Italian and Allied [8.73] Eliminated units are immediately placed in their
units are multiplied by two, when computing the total respective cadre boxes for possible later reactivation
Strength of the counterattacking units. according to the Cadre and Replacement Rules.
[8.63] Total the face value Strength of the original Attacker's [8.74] If an attack is not completely successful, i.e., no or
units and subtract this total from the enhanced total strength only partial loss is inflicted on the defending units the
of the counter attacking (original Defender's) units. This attacking units themselves suffer no adverse effect except that
result is the attack superiority of the counterattacking units. which may be inflicted by counterattack. There can be no
Roll the die, consult the appropriate column of the Combat advance after combat unless the defending units are
Results Table, and apply results to the Attacker's (original completely eliminated.
attacking) units.
[8.64] The counterattacking units must attack all of the [9.0] OVERRUN ATTACKS
attacking units. Units which did not participate in the original
attack may not be counterattacked. GENERAL RULE:
During the Movement Phase, while moving his combat units,
[8.65] In many situations the defending units are totally the Phasing Player may Overrun hexes containing Enemy
eliminated or so reduced by the original attack that even at units. In order to overrun a hex the attacking Player must
their enhanced counterattacking Strength they do not have an have sufficient attack superiority over the defending units in
attack superiority column of the Combat Results Table. the hex being overrun to guarantee their automatic
elimination if the die were to be rolled in a normal combat
8.65 Do units eliminated get to counterattack? situation.
A. In case you had any doubts, a defending force either
eliminated or so reduced that it has an enhanced strength less PROCEDURE:
than that of the attacker still get to roll on the "0" column, just During his Movement Phase the Phasing Player moves one or
as do (9.7) units eliminated by an overrun more units (a stack) adjacent to an Enemy unit(s). He ignores
the Zone of Control rules requiring him to stop upon entering
[8.66] Counterattacking units may never advance after an Enemy Zone of Control and proceeds to enter the hex
combat. containing the Enemy units. He removes the Enemy units
(they are eliminated). He may now exit that overrun hex
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Panzer Armee Afrika The Avalon Hill Game Company 1981 OCR PaulQ
subject to all normal movement restrictions and is not modifications of Combat Strength apply to all involved units.
prohibited from attempting another overrun. Units beginning When overrunning units enter the defending hex through an
the Movement Phase on different hexes may not be combined Escarpment hexside, their Combat Strength is halved.
into a stack in order to execute an overrun.
[9.9] EFFECT OF OVERRUNS ON SUPPLY UNITS
CASES:
[9.91] An overrun attack does not automatically eliminate a
[9.1] MOVEMENT COST supply unit even though the combat units attacked with it are
The overrunning units must expend ten Movement Points in destroyed. Overrun supply units are either captured or
addition to the normal cost of entering the overrun hex. destroyed (see 10.8).
[9.2] OVERRUN RESTRICTIONS [9.92] Any combat unit may overrun an Enemy supply unit
which is alone in a hex. In such an overrun, the overrunning
[9.21] Only one unit or stack of units may execute an overrun units does not expend the usual ten Movement Points The
against a given Enemy occupied hex. The Phasing Player supply unit does not counterattack.
may not combine the strengths of his units on adjacent hexes
in order to achieve an overrun. [10.0] SUPPLY
GENERAL RULE:
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Panzer Armee Afrika The Avalon Hill Game Company 1981 OCR PaulQ
[10.9] SUPPLY PROHIBITIONS ON COMBAT UNITS [11.3] COMBAT
A Truck unit may not attack. It has a Self-Defense Strength
[10.91] The Allied Player may never voluntarily place his of one point if attacked by itself and may counterattack using
combat units in an unsupplied condition (even if they would the zero column. When stacked with other (combat) units it
be in general supply at the end of the Movement Phase) does not contribute this Strength Point to the defense of the
except when creating additional Truck units (see case 11.5). stack. It is eliminated if all of the combat units in the stack
He may not move them out of supply nor may he voluntarily are eliminated.
expend or destroy a supply unit if the effect of such an event
is to place unit(s) in an unsupplied situation. [11.4] AUTOMATIC RETURN
Whenever a Truck unit is eliminated it is returned as a
[10.92] The Axis Player may voluntarily place his German reinforcement two Game-Turns later. For example: a truck
units (only) in an unsupplied condition. Both Germans and eliminated on Game-Turn Two is returned on Game-Turn
Italian units may be placed in an unsupplied State as a result Four.
of using Maximum Attack supply or by voluntary destruction
of an Axis Supply Unit. [11.5] CREATING ADDITIONAL TRUCK UNITS
10.92 May German units which begin their turn in general [11.51] Players may create additional Truck units by
supply continue their move once they have moved outside the stripping the organic transport from several combat units
20 MP supply range? whose total Combat Strength equals or exceeds ten points.
A. Yes. The Combat units must lie adjacent to one another along a
road or track and may stack within normal limits. The Truck
[10.93] Units are not lost simply by being Unsupplied. They unit is created during the Friendly Reinforcement Phase, and
may remain Unsupplied indefinitely. is placed adjacent to the grounded units. Grounded Markers
are placed on the grounded units. The Truck unit may be
[11.0] TRUCK UNITS TRANSPORT dissolved, returning the organic transport by reversing the
above procedure during any subsequent Reinforcement
Phase.
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Panzer Armee Afrika The Avalon Hill Game Company 1981 OCR PaulQ
12.0 May Allied units which are out of command continue to attack or are they considered to have made an ineffectual
move? attack?
A. No A. Such units may move into the controlled hex and are
considered in have made an ineffectual attack.
[12.1] COMMAND CONTROL CHART
[13.3] SUPPLY
Allied units within a fort hex are automatically considered to
be in General Supply. The Fort of Tobruk is also a port which
can function as the terminus of a supply network. Axis units
within the Tobruk or Bardia hexes ate not automatically in
General Supply. They must be able to draw on a supply unit
which in turn draws on the port of Tobruk.
[14.0] REPLACEMENTS
[13.0] FORTS
GENERAL RULE: GENERAL RULE:
The Tobruk hex and the Bardia hex are Fort hexes. The Each Player in PanzerArmee Afrika receives replacements as
Combat Strengths of units in a Fort hex are multiplied when indicated on the Replacements/Reinforcements Turn-Record
attacked. The supply situations of Allied units in a fort are Track.
modified. Units in a Fort hex have a modified Zone of
Control. PROCEDURE:
Replacements are distinguished by type (Armor or Infantry)
CASES: and whether they are German, Italian, or Allied.
[13.1] COMBAT Replacements are not actual units. They are Strength Points
The Combat Strengths of units in Tobruk are multiplied by which may be used to reactivate cadres or in some cases may
five when they are attacked. Units in Bardia are multiplied by be added to existing units to increase their Strength. The
two. The fort multiple is not applied to units counterattacking current amount of Replacement points available is indicated
out of a fort hex. The normal counterattack multiple is by the position of the appropriate marker on the Replacement
applied. Points Available Tracks.
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Panzer Armee Afrika The Avalon Hill Game Company 1981 OCR PaulQ
[19.11] On Game-Turn fifteen, before beginning his [19.3] EFFECTS ON VICTORY CONDITIONS
Movement Phase, the Axis Player must announce whether or Subtract one and one-halftimes the Strength Points (fractions
not he is assaulting Malta. If he decides to attempt the rounded up) from the Strength Point total of the appropriate
invasion, he immediately rolls a die. The die rolls that side before figuring degree of victory described in 18.0.
indicate success depend on whether or not there are any Example: The Axis Player takes option K (five Strength
Supplied Allied units on the Libyan portion of the map. If Points); he therefore must subtract eight Strength Points from
there are Supplied Allied units in Libya, a roll of " 1 " or "2" his end-game total.
and the invasion succeeds. If there are no Supplied Allied
units in Libya then a roll of "1,2,3" or "4" and the invasion [19.41 REACTION MOVEMENT
succeeds. After the Phasing Player has announced the details of a
specific attack, the non-Phasing Player may attempt to
[19.2] If the invasion is attempted (whether or not it reinforce the defending unit(s), subject to the stacking limits
succeeds) the Axis Player may not move any units from and the conditions below.
Libya into Egypt on Game-Turn 15 (only). Units already in
Egypt may remain there and function normally. [19.41] All combat units in General Supply and not in an
Enemy Zone of Control are eligible for such movement
[19.13] The specific units that could have been available for provided that they have not already been involved in combat
the campaign are listed on the Variable Reinforcements during the current Combat Phase, and that they can reach a
Table. The units available to the Axis Player are given below: hex under attack.
COMMENT: [19.51] After 10 or more such units have been lost, surviving
The Allies, too, had additional units which could have been Italian infantry units may not attack unless stacked with a
used in the Western Desert Campaign. In some cases supporting unit, regardless of their supply state. This
however, military or political considerations would have condition also applies throughout the entire game unless the
required the removal of some units that were already there as units are in Attack or Maximum Attack Supply.
these additional units were brought in.
After 20 or more units have been lost, surviving units may
[19.21] The optional units available to the Allies can arrive at surrender when attacked (see [19.52]) unless stacked with or
several different times which are given with each specific adjacent to a supporting unit. In addition, surviving units
option. Note that certain lettered options are mutually possess a Zone of Control only in the hex which they occupy.
exclusive with certain other options. Enemy units may not enter a hex occupied solely by such a
unit except for the purpose of executing a normal Overrun.
[19.22] Certain lettered options call for the removal of units.
These units must be of the type indicated, but they may be After 25 or more such units have been lost, surviving units
Cadres. may surrender when attacked unless they are stacked with a
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Panzer Armee Afrika The Avalon Hill Game Company 1981 OCR PaulQ
supporting unit. In addition to the other limitations listed Germans built themselves up to strength and threw the British
above, the cost to Overrun a hex containing only such units is back once more. This time the Germans were able to take
reduced to live Movement Points. Tobruk and defeated the British again in the bargain. The
British were then pursued all the way to Alamein. At this
[19.52] Whenever, in segment 3b. of an Allied Player turn, an point another lull occurred after which the Battle of El
attack is announced against a hex or hexes containing only Alamein was fought. The Germans were decisively beaten
Italian infantry units vulnerable to surrender, a die is rolled and the campaign was over.
for each such unit under attack. On a roll of 1,2 or 3, the unit
surrenders and is placed in the Axis cadre box. Always outnumbered, the German /Italian forces benefited
greatly from the shortcomings of the British forces. Many of
[19.53] If the Reaction Movement rule is used, a successful these British liabilities were material and tactical and thus
reaction movement into the hex in question will prevent could be built into the units themselves. But at the highest
surrender. levels there were also decisive problems for the British. We
sum this up in a British "command control" rule. Otherwise
[19.54] Announcing an attack requires the specification of there is no easy way to re-create the problems the British had
just which units will attack. Any Italian units which do not in using their numerically superior army. \ Being new, the
surrender must be attacked by all of the specified Allied PanzerArmee Afrika game system will take a little getting
units, thereby ending the Allied units' participation in the used to. It is basically simple. But let's face it, there are no
combat phase. other games around which give units 40-60 Movement Points
per Phase. In addition there are a host of other unique rules
[19.55] Should surrender cause a hex to become completely which, taken together, will cause even the most experienced
vacant, some or all of the units in the attacking stack(s) may, gamer to start from scratch and learn a whole new "game. "
subject to the stacking limits, advance into the vacated hex as
per 8.4. Units which do not advance may not attack any other The war in North Africa was unique. And we feel that it
Enemy units. Those units which do advance are free to requires a unique game to re- create the situation. A unique
become involved in further attacks just as if they had never game and a simple one so that players may concentrate on the
been involved in any activity in segment 3b. tactical and strategic possibilities of the situation. We feel we
have succeeded in producing a novel and easy-to-play game
[20.0] DESIGNERS NOTES on this campaign. We hope you agree . . . and enjoy the
game.
The situation in North Africa was unique. It was not repeated
anywhere else throughout the war. This alone merited a novel REPLACEMENT PARTS AND GAME QUESTIONS
game system. The forces involved, compared to what went on
in other theaters, were quite small: an "army" of (usually) no Address all enquiries with a stamped self-addressed envelope
more than a dozen divisions on each side. In this campaign, to:
more than any other, logistics was the key. The battle line The Avalon Hill Game Company
ebbed and flowed according to the supply status of each side. 4517 Harford Road
There were additional problems affecting the design of a Baltimore, MD 21214
game on this campaign. The campaign was a long one. Some
twenty- months (not including the earlier "Italian" phase and originally published by Simulations Publications, lnc , 1973
the later "Tunisian" phase). Not only was the campaign long,
but there were periods of as long as six months during the 1981 The Avalon Hill Game Company
campaign when literally nothing happened. In addition, the
campaign was also characterized by short periods of very Baltimore, MD. Printed in USA
intense activity. Enormous territorial gains were made in
periods of less than a month. All of this required a very v2194 1t/82 8350001
special game system.