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In 1939 a seventeen-year-old schoolboy from Koblenz named

Gerhard Hennes joined the Wehrmacht, to the dismay of his


worried parents. He soon qualified for officer training and in early
1941 became one of the youngest lieutenants in the 15th Panzer
Division. On an Italian freighter crossing the Mediterranean that
Spring, he had no idea of the extraordinary adventure that awaited
him, or that he would twice come face-to-face with the most famous
commander of the war.
Decades later, when he was writing his memoirs, I asked my elderly
friend if he felt that he had been part of an elite.
“Absolutely,” he said. “And that had a lot to do with the man in
charge.”
No one ever accused Johannes Erwin Rommel of being uncertain or indecisive. His character-
istic quick-thinking, his ability to judge a battlefield almost instantly and make good decisions,
and his native aggressiveness got him through the First World War with Germany’s highest
decorations for bravery and audacity. It is therefore puzzling that no one has pinned-down his
political allegiances. He was undoubtedly an enthusiastic supporter of the Nazi regime in its
early days. Like most conservative, patriotic officers, he craved an opportunity for Germany to
exact vengeance for the humiliations of 1918 and he relished Hitler’s promise to expand the
army and create new opportunities for people like him. Rommel’s relationship to the dictator
became personal in 1939 when he commanded Hitler’s escort.
Hitler liked Rommel because he won battles. His 7th Panzer division cut a swathe of destruc-
tion through French defenses in 1940. Rommel’s ability to improvise and do more with less
was the reason Hitler chose him to go to North Africa in early 1941 to rescue the collapsing
Italian war effort. It was a sideshow; a stopgap measure initially without fixed goals.
The serendipity of this decision determined his life and legacy. Rommel never went to Russia;
instead he fought the “clean” war in North Africa, where Axis and Allied forces respected a
more civilized code of conduct. Rommel’s see-saw campaigns in the desert earned him the awe
of his subordinates and enemies alike. British commanders noted with frustration that their
men had developed a crippling inferiority complex against their famous foe.
When did Rommel begin to lose his faith in the Nazi dictatorship? Perhaps in 1942, when
victory still seemed within reach but the resources began to give out, and when the Führer’s
orders slipped irretrievably from any grasp on reality. Rommel was removed from Africa
before the capitulation and ultimately reposted to France, where he was ordered to prepare
for the inevitable Allied invasion.
Although he approached that task with his customary energy and dedication, he must surely
have known that Germany was losing the war, that disaster loomed. In the circles of plotters
planning Hitler’s assassination, Rommel’s name came up as a possible ally, maybe even an
interim supreme commander. His chief of staff tried to persuade him to join the plot more
actively, and some conspirators claimed that Rommel was with them in spirit. But not in deed.
His fundamental conservatism and respect for authority would not permit it.
In the end it didn’t matter. The plot failed and Rommel was tainted enough by association to be
targeted by the Gestapo. Hitler permitted him the dignity of taking his own life.
It has always been difficult to judge this man. He served an evil regime with enthusiasm and
skill, but his own conduct was honorable to the point that he was lauded by his enemies. It is
this, perhaps, that must weigh most heavily and finally in his favor.
Rommel came together during 2015-16, thanks to the tireless efforts of our elite
squads of playtesters:
The New Jersey playtests were done by Rob Cassidy, Michel “DJ” Djordjevic, John Holly,
Phil Karecki, Barry Katz, and Augie Thiesing. John, Rob, and Phil became our regular
“Wednesday Night Rommel Club” as the game neared completion.
The Kentucky playtest group was led by Mike Pfanenstiel.
The Washington playtest group was led by Chuck Hamack and Doug Nolan.
The Toronto playtest group was led by Nick “the Lemming” Johnston and included
Mark Ellis, Ernie Reimer, and Jahan Karger.
The Sheffield playtest group was led by Paul Clarke.
Our new Cardiff playtest group was led by Mike Hobbs.
The New Zealand playtest group was led by Cam Millar.
We had two playtest groups in Australia, one led by Greg Savvinos, and the Wollongong
group, comprising Caesar Anderson, David Brown, Ralph Hart, Peter Paddon, and
Alan Saunders.
Additional proofreading was provided by Stephen Marshall, Caesar Anderson, Ralph
Hart, Ro Annis, and Chuck Hamack.

Photography and original line drawings were done by Sam and Theresa Mustafa.
As always, I am grateful for the sage advice of many friends and colleagues, but
particularly Piers Brand, Shawn Carpenter, Rusti Gregory, and Neil Shuck.
Special thanks to Chris and Cory from Cigar Box Battle, for providing two new pro-
totypes of their excellent battle mats for the playtests. All images of terrain mats are
from them. Go to: www.cigarboxbattle.com.
Thanks also to Scott Washburn of Paper Terrain for the two villages. For more
information go to: www.paperterrain.com.

Photographs used in this book were obtained from public-domain sources, or from
institutions that granted permission to use them. Photographs of 15mm miniatures
by Battlefront are used with the permission of Battlefront Ltd.
All material in the Rommel book and online materials is Copyright 2017 by Sam
Mustafa Publishing LLC. All Rights Reserved. No portions of this book, printed or elec-
tronic, may be sold or distributed without the written permission of the publisher.
HONOUR is a registered United States trademark.
Rommel was printed in Lithuania by Standartu Spaustuve. My thanks to Vaclovas
Greicius.
Table of Contents

— The Basic Game —


1. Prepare for Play 4
2. Units and Markers 12
3. Basics of Play 18
4. Supply and Isolation 26
5. Movement 30
6. Combat 40
7. Retreat 54
8. Reorganization and Objectives 56

— The Advanced Game —


9. Advanced Rules 60
10. Creating Game Units 80
11. Army Building 90
12. Fictional Scenarios 116
13. Appendices 129
I. FAQs 130
II. Creating Historical Scenarios 132
III. Glossary of Unit Traits 137
IV. Elaboration of Events and Tactics 138
V. Quick Reference Sheets 142
VI. Index 144
Welcome to the PDF Version of Rommel

This PDF version of Rommel contains all of the rules in the full-color printed book.
However, in order to make the file smaller, so that it won’t present problems for down-
loading, and in order not to play havoc with people’s printers, the document has been
graphically simplified and is at a reduced resolution. Most of the background color has
been removed in order to provide white pages.

A Word About Copying and Piracy


This electronic copy of the game is yours, and yours alone. But in case it needs to be
said:
All contents of this e-book are Copyright 2017 by Sam A. Mustafa and may not be
reproduced in any format without written permission of the Copyright holder.
No written or digital copies may be distributed or sold to others who have not
purchased this PDF from the HONOUR webstore.

Many thanks for buying Rommel, and I hope you enjoy the game!

Sam A. Mustafa, August 2017.


P r e p a r e fo r
chapter 1 Play

Rommel is a tabletop game about large battles in the European and Mediterranean
theatres of the Second World War. You may use it to recreate famous historical battles
or to create your own fictitious ones. Players take the role of divisional and corps
commanders.
Rommel may be played with or without miniatures. Paper unit cards can be used to
label your bases of figures. Alternately you can play the game without any miniatures
at all, using the unit cards as the game’s playing pieces on any flat surface.
The Basic Game
New players should begin with the basic game, which allows for a quick learning
experience for two players. A free introductory scenario called Operation Brevity is
available from the HONOUR website. Download this file and print it out. It has every-
thing needed for a game, including the unit cards for both sides.
The basic game assumes that players will learn the rules by playing with the unit
cards. It is deliberately simplified to get you playing quickly.
The Advanced Game
Once players have mastered the basic game rules, they should begin learning the
advanced game, which provides a much richer and more interesting challenge. The
advanced game includes among other things provisions for:
• Large and multi-player games and guidelines for changing the game’s scales in
order to accommodate different figure and table sizes.
• An army-building system to create balanced opposing forces in any historical or
fictional setting.
• Rules for multi-day battles, the different capabilities of commanders, and special-
ized unit types.
• Rules for complex battles involving engineering, amphibious landings, airborne
operations, and much more.
You can find additional support for Rommel at the HONOUR website:
www.sammustafa.com
Prepare for Play
5

The Game Periods


Game Periods
The game is divided into three periods: the Early War period,
Early War: 1939-41
which covers the years 1939-41, the Mid-War period, which
covers 1942-43, and the Late War period, which covers 1944- Mid-War: 1942-43
45. Before starting a game, the players must agree on which Late War: 1944-45
period they are playing.
The period determines many things. It determines which army lists can be used and
the combat values and point costs of units when building fictional armies. It also
determines which command post each player must use.

The Command Post


Each player must print out a Command Post. These can be found as a free download
on the HONOUR website. ou must use the correct command post for the army and
period you are playing. For example, the German early war command post is different
from the German late war command post, and so on.

The Mid-War German


Command Post
Chapter One
6

Unit Cards and Miniatures


Each unit card has a thin dashed line tracing around its right and lower edges. If you
play Rommel with miniature figures, then the unit cards easily become labels. Simply
place the miniature base on the unit card, allowing the space outside that dashed line
to “stick out” and thus identify the unit, its combat value, and its traits.
If you don’t like paper labels, you can play the game without any unit cards. As long
as you can identify all your units and remember their values, you can simply use chits
to record step losses, or use a roster to keep track of unit values on paper. A sample
optional roster is provided as a free download on the HONOUR website.
Alternately, you can play without miniatures at all, using the unit cards as the playing
pieces.

Fallschirmjäger Fallschirmjäger

A/3 FJ A/3 FJ

Equipment Needed For Play

In addition to these game rules, each player will need a few things:
• The Unit Cards. Cut out the free paper unit cards from the introductory scenario
Operation Brevity. These will suffice for your first game.
• A Playing Surface With Squares. The players will need a flat playing surface
divided into squares, as described on pages 8-9.
• Dice. Each player will need several six-sided dice.
• The correct Command Post for his army and period.
• Markers. For the introductory scenario each player will need a supply source
marker and the German player will need two objective markers. These will be
explained in chapter 3.
Prepare for Play
7

Basic Outline of Play


Rommel is played with an alternating IGO UGO turn
sequence. A turn is one side’s activity. When it is A Game Turn
your turn you are the active player and your oppo-
1. Operations Phase
nent is the passive player. In the next turn those • Reset Step
roles are reversed. For example, you might play all • New Ops Step
the odd-numbered turns, and your opponent would • Un-tip Step
play all the even-numbered turns. If a rule refers to 2. Events Phase
“the next turn” then it refers to the enemy’s turn. But 3. Road Movement Phase
“your next turn” means: the next time that you have 4. Tactical Phase
the turn. 5. Status Phase
• Victory step
The game represents a day of battle. The game ends
• Marker step
either because one side has met its victory condi-
tions, or because nightfall has occurred.
Each turn has a sequence of five phases. The terms
and details are explained in chapter 3 but it is useful
to summarize them here.
A turn begins with an operations phase. The active player has the option to reset
his command post by removing all Ops dice currently placed on boxes. He then has a
new Ops step, in which he rolls a number of dice to obtain new Ops for his command
post. Lastly he un-tips those of his units that were previously tipped as a result of
movement or combat. The active player then has an events phase, in which he may
spend Ops to make events happen.
The active player may play one or more Ops to invoke a road movement phase, which
enables eligible units to move long distances.
Then he may play one or more Ops to invoke a tactical phase, which enables eligible
units to move tactically, including attacking the enemy. If he has attacked the enemy,
then he concludes his tactical phase by resolving each of those combats.
Following the completion of his tactical phase the active player may play more Ops to
invoke another tactical phase, to move and fight again, if he desires. He may do this any
number of times, within the limits of his Ops.
Once he cannot or will not invoke any more tactical phases, the active player proceeds
to the status phase. He first determines whether his side has met the criteria for
winning the game. This might include the coming of nightfall. If not, he proceeds to the
marker step, which is primarily used in the advanced rules, to determine the status of
engineering projects or other things that do not directly involve units.
At that point his turn has ended. The active player becomes the passive player and
vice-versa, and a new turn is played.
Chapter One
8

The Table
Rommel is played on any flat surface that can be divided into a square grid. In the
basic game each square should measure 6” 150mm across, and thus a table that is
four feet by six feet 1.2m 1.8m would be a grid of 8 12 squares, or a total of 96
squares, as shown on the next page.
The table is: all of the squares that are used for a game. Players can make the game
table and squares as big or as small as they like but the basic game assumes that they
use the standard sizes as described above.
Although it is not necessary to label the squares, you should imagine an alpha-numeric
code by which all columns have a number and all rows have a letter. For example, on
the next page the square in the lower-right corner is: H12.
Table Scale and Adjacency
Ordinally Adjacent
One square represents about one kilometer. Each square
has four borders: the edges where it touches other
squares or the table edge. Each square has up to four
corners, where it intersects with the corners of other
squares.
A square is adjacent to all eight of the other squares it
touches, at borders or corners.
The four squares that border a square are ordinally
adjacent to it. The four that touch at the corners are
diagonally adjacent.
Those borders which do not touch other squares are
called the outside edges. These are often important Diagonally Adjacent
when dealing with rules for supply or reinforcements.
The Edges of the World
The outside edges are an “end of the world.” Any unit that moves across them is
removed and does not return to the game.

A Game on a Square Grid


Grid-based games take a bit longer to set up than other tabletop games, but
once set up they play much more quickly. You don’t have to draw the grid
or make actual squares. If you don’t want to mark the outlines of squares
you can just place a terrain piece at the centerpoint of each square, or a
tiny dot like a bead in the center of each open square, and then move your
units from centerpoint to centerpoint.
Prepare for Play
9

1 2 3 4 5 6 7 8 9 10 11 12

B One Foot

1km An Outside Edge A Corner A Border

Stacking
“Stacking” refers to the maximum number of units that may be placed in a square.
Unless specifically stated otherwise by special rule, the stacking limit is three units.
While a unit is moving, it may momentarily overstack as it moves through a square. A
player may temporarily overstack while moving some units into a square, before then
moving other units out of that square. However, a player may not end a phase with any
units overstacked.
Opposing Sides
If you move your units into a square occupied by enemy units, then you are attacking
that square. Otherwise, if not attacking, your units may never enter an enemy-occupied
square.
Chapter One
10

Terrain

Terrain Types
Rommel recognizes six possible types of terrain. Each has a unique symbol, except for
open terrain, which is depicted by the absence of a symbol. The other five types are
depicted at right.
In each case a square may only have one type of terrain.
To indicate the presence of terrain in a square, place a small Woods
terrain piece or other indicator of that terrain. For example,
a single miniature tree in the center of the square indicates Mountains
woods. A model building in the center of the square indi-
cates an urban area, and so on. Urban
Terrain is assumed to predominate in that square, and thus Bocage
a square with terrain is referred to as that sort of square.
For example: a “mountain square” means: a square with Soft Ground
mountains.
Terrain and the Game Scale
Remember that the scale of Rommel is very large. One square represents a kilometer.
That means that terrain placed on the table does not usually represent individual ter-
rain features but rather areas of terrain.
“Open” terrain is assumed to include any number of hills, farmland, small patches of
woods, and villages. Even a desert or steppe is not simply flat. Many terrain features
disappear at this scale, or are assumed to be present. For example, no “urban” terrain
should be placed on the board unless it represents a built-up area about one kilometer
across.
There are no “roads” in Rommel. All of these terrain types are assumed to have several
roads and paths in various directions and of various quality. Terrain affects movement
because it might cause delay and detour. For example, moving through a woods square
does not necessarily mean moving between the trees. It might mean: winding slowly
along the one narrow forest path that zigs and zags and is not friendly to truck axles.
Understand that the historical units are “somewhere down there” in those squares.
Units were flexible enough to take advantage of the terrain features, particularly when
good reconnaissance was done.
A summary of terrain effects is provided on the Rommel uick Reference Sheet RS ,
available for download from the HONOUR website and also on page 143 of this book.
Prepare for Play
11

Rivers and Bridges


At the scale of Rommel we do not repre-
sent small streams, but rather only those
Rivers flow along the
rivers that were big enough to cause
borders of squares.
problems for movement and combat.
Rivers are not terrain types, rather they Bridges connect one
border to another.
are a terrain feature that exists along
the borders of squares, not in them. A
unit is never in a river, but it might have
to cross a river.
A bridge is a terrain feature that enables units to move across a river border. In the
basic game no unit may cross a river without a bridge. There can be only one bridge
feature on a given border between two squares. Bridges do not exist at corners.

Zones of Control (ZoCs)


Each unit exerts a Zone of Control ZoC
into its eight adjacent squares. 1 2 3 4 5
In the example at right, German unit A is
located in square B2. Its ZoC is present in A ZoC ZoC ZoC
the eight squares around it.
A ZoC does not extend across a river, B ZoC A ZoC ZoC
except via a bridge.
German unit B exerts a ZoC in squares
B5 and C4 (via the bridge). But it exerts
C ZoC ZoC ZoC ZoC B
no ZoC diagonally to B4 because there is
no bridge (bridges can’t exist at corners). D C
Unit C does not exert a ZoC in D4 because
there is no bridge across that border.
A unit exerts a ZoC no matter what its condition: supplied or not, isolated, tipped, etc.
Opposing ZoCs
A unit exerts a ZoC into its own square, but it never exerts a ZoC into a square occu-
pied by enemy unit s . When opposing units are in close proximity it often happens
that both sides exert ZoCs into the same unoccupied squares.
Units and M
chapter 2 arkers

Each unit card represents one game unit.


When the card is face-down, with only its back showing, it is concealed. This is often
done during scenario setup. Units are normally revealed before the start of play.
A unit that is not concealed is visible. If playing with miniatures, you can place the
unit cards face-down for concealed setup, then turn them over and place the figures
on them when they become visible.
Once units are revealed, i.e. once they are visible, they may always be seen by both
sides.
Units have no “facing” or front flank rear in Rommel. They can move, attack, and
defend in any direction. It is useful, however, to face all your units in the same direc-
tion so that it is clear whether or not they are tipped.
What Are Units?
Rommel is a high-level game, in which units represent fairly large historical formations.
Most armor and infantry units represent companies, typically reinforced by supporting
elements such as anti-tank or anti-aircraft or heavy weapons platoons, and so on. At
most, a unit of infantry might represent about 200-250 men. In some cases where
historical formations are understrength a unit might represent more than one
company or even a whole battalion. This is common in the German and Soviet armies
later in the war.
An artillery unit usually represents an historical battalion of artillery.
Because of its scale Rommel does not try to represent every type of unit in a division.
For example, anti-tank and anti-aircraft guns are not depicted as unique units because
they would not have been massed, but rather distributed among the infantry units.
By the same token, certain divisional assets like reconnaissance and engineering are
usually not represented by unit cards in the basic game.
The depiction of units is functional, in terms of keeping the game at a reasonable level
of clutter and complexity. It is useful, for example, to depict artillery units in a way that
suggests they are more massed than was historically the norm, simply because doing
so makes it easier to manage them in game play.
Units and Markers
13

Unit Cards and Miniatures


The unit cards have certain symbols and values, each of which will be explained in
detail in its appropriate chapter. It will suffice here to summarize and identify them.
Not all cards contain all information or symbols. An artillery unit, for example, does
not have an attack value because it cannot attack, but it does have a defense value, a
range, and so on.

Combat Type Traits


An infantry unit. Grenadiers

Unit ID Track
This unit belongs to
A/352 ID
Kampfgruppe A of
the 352nd infantry
division.

Panzer III

Range Barrage Value

A/17Pz 3
Wespe
Self-Propelled Artillery
Artillery units that do
not have this symbol are Armor Value
2
B/ 21 Pz 12 3 "towed" artillery.

Artillery Range and Barrage Value


Artillery units have two values unique to them. Their range (in squares) is printed
under an arc symbol, and their barrage value is printed over an explosion symbol.

Regarding Artillery Ranges


Most artillery units have ranges that effectively mean they can
fire across the table. We nonetheless print the ranges. First, because there
are some shorter-ranged artillery, typically rocket launchers, which can’t
fire across the table. And secondly because you might create large, multi-
player games with big tables, at which point range will matter.
Chapter Two
14

Information on the Unit Cards

Combat Type
All units have one of three possible combat types: infantry, artillery, or
armor, shown by the black silhouette (at right).
The unit’s combat type represents only how it fights, not how it moves
or is organized. For example, an artillery unit is an artillery unit whether
it is horse-drawn, towed, or armored and self-propelled.
The Track
All units have a track with at least one box. The number of boxes is the number of
steps the unit has. Inside each box is a number showing the unit’s combat value.
As the unit takes losses in combat it loses steps. A step-loss is noted by marking-out
the highest (i.e. left-most) box. The highest remaining box on the track is the unit’s
current combat value.
A unit that has all of its steps is called fresh. That could mean that it has never lost any,
or has lost steps but reorganized and restored them. A unit that has lost one or more
steps is called worn. When a unit loses its last step it is shattered and removed from
the table.
Artillery units have only a single box in their track and are thus shattered after taking
only one loss.
Leg or Motorized Units
Units with the boots symbol lack motorized transport. They are “leg,”
horse-drawn, bicycle-mounted, etc. This affects their movement.
All units that do not have the leg symbol are motorized.
Armor Value
Armor units have a number in a red oval, expressing the relative inferiority
or superiority of their weapons and protection, vis-a-vis their period of the 3
war.
Split Track
Some units have more than one combat value in each box of
4 5 3 4 2 3
their tracks, or for their armor value. This is often the case for
units that are specialized for a particular task, or which repre- 3-4
sent units that are stubborn defenders, for example, but less
effective on the attack.
In these cases the first number is the unit’s value when attack-
ing, and the second number is its value when defending. A ac Defense
Units and Markers
15

Traits
Some units have traits, shown in symbols along the edge of their unit cards. These
reflect certain special abilities or modifiers for that unit under certain circumstances.
Armored Infantry are carried into battle in halftracks or other armored
vehicles and can thus keep up with tanks and take advantage of certain
bonuses in movement and combat. They are represented by the NATO
symbol shown at right.
Rare units are those whose equipment or personnel is notoriously difficult
to repair or replace, or perhaps those with mechanical issues, such as
early Tiger or Panther tanks. They are more difficult to reorganize during
the game. They are represented by a black "R."
Self-Propelled Artillery are wheeled or tracked artillery with superior
mobility to normal towed guns. They are represented by the symbol at
right. An artillery unit that does not have this trait is towed.
Infantry Support represents heavy, usually armored, units that mount
artillery, flamethrowers, or other weapons designed to support infantry in
close combat. They offer a combat bonus to friendly infantry that is attack-
ing in certain circumstances. They are represented by the NATO symbol for
armored artillery.
Rockets are artillery weapons whose long reload time makes them unable
to react quickly. They may therefore fire only when their side is active. They
do not support a defender in combat. They are noted by the red rocket
symbol shown at right.
“Armor” vs. “Armored”
An armor unit means: a unit of tanks or tank destroyers. The game always calls them
“armor units.” That is not a typo.
Armor and/or armored infantry, collectively, are known
as armored units. The game always uses that word in
italics, to remind you of the difference.
This distinction is important because some tactics and
some movement rules apply to armored units, i.e. tanks Armor Armored
and infantry in halftracks.
Chapter Two
16

Elements and Parents


Rommel deals with the actions of large military units. A player represents a corps or
army commander, directing elements of several divisions plus higher-level assets.
Unit ID
Each unit has an ID. In most cases this shows the element to which it belongs and the
parent organization.
An element is the basic grouping of units in the game. It usually represents a brigade
or regiment, although in some armies it could represent a small or understrength
division. Most armies, particularly as the war progressed, tended to organize below
the divisional level into mixed-arms battlegroups that went by different names. For
example, the US army often combined infantry, armor, and artillery into a Regimental
Combat Team RCT . Such an organization would be one element in the game.
The divisional headquarters to which an element reports is its parent.
For example, the ID shown at right indicates the 9th regimental combat
team of the US 2nd Infantry division. The 9th is an element, comprising
several units on the table. The 2nd division is the parent.
In most armies the division is the parent organization. In the Soviet army 9 / 2 ID
after 1941, the parent is usually a corps.
Parents as Elements
In some cases the ID shows only a parent organization. This is typically the case for
units attached to a division or corps headquarters, such as heavy artillery. In some
cases the ID might have a Corps or Army designation in Roman numerals. That indi-
cates assets attached at that level.
In cases where a single small division or independent brigade has relatively few units,
there might be no elements; all units have only the parent organization.

Co. B, 747th 15th Field Artillery BN


9th Infantry Regiment
Tank BN (105mm Howitzers)

Historical Example of an Element


The 9th RCT is an element of the US 2nd infantry division. It comprises the 9th infantry regiment (nine infantry
companies), a company of tanks, and a battalion of artillery.
In Rommel the 9th RCT would be eleven units.
Units and Markers
17

Markers
Markers are things placed on the table that are not units. The basic game uses three
types of marker. Players will need to create a few of each. An attractive solution is to
create little models or dioramas. The use of each kind of marker will be explained in
its appropriate chapter but we will summarize them here.
Objective Markers
In some scenarios one or both sides will place objective markers. You may create
small counters with national symbols or use something more colorful. The capture of
an objective may meet a victory condition for the scenario.
Sometimes an objective marker is captured and removed from the table. In other
cases the capture of the objective “flips” it to show the other side’s control. In those
cases it is good to use a chit or coin, or create a marker with an Allied symbol on one
side and an Axis symbol on the other.
Low Supply Markers
For some scenarios one or both players will need to create some “Low
Low
Supply” markers. These should be small enough to be placed on units. Supply
Prepared Positions
For some scenarios one or both players will need a handful of prepared Prepared
position markers. Attractive options include pillboxes and bunkers, POSITION
barbed wire, etc.
Markers and Stacking
Markers do not count toward stacking. Some types of markers, however, have their
own stacking limits. For example, unless special scenario rules dictate otherwise,
a player may not place more than one objective in a single square. These cases are
explained in detail in subsequent chapters.

Regarding Unit Values


The game is divided into three periods. Units of different peri-
ods never fight against each other. A unit’s armor value is its value in
that period. If a unit appears in multiple periods, its value changes. For
example, the T-34 was a formidable early war tank. By 1942 it was merely
average and by 1944 it was in dire need of an upgrade.
Skill and morale are subsumed into the combat values on the track. For
example, a T-34 may have a higher armor value than a Panzer III but the
German crews are experienced veterans and their combat values are much
higher than those of the inexperienced Soviets who lack radios.
3
Basics of Pl
ay
chapter

A game of Rommel represents one day of historical activity. The advanced game
includes rules for battles that run for multiple days.
The scenario determines which side plays the first turn. This chapter will summarize
the phases of a turn and explain how a game turn is played.

Prepare the Command Post


Download the appropriate command post for your army from the HONOUR website’s
downloads page. Each player should place his command post (sometimes abbreviated
CP) beside his edge of the table and should have at least ten dice handy.
During the game, it is considered poor sportsmanship to look at the enemy’s command
post, although realistically we cannot forbid it since some actions on your command
post must be confirmed by your opponent during play. Just don’t be nosy!

Command Post

Command Post
Basics of Play
19

Anatomy of the Command Post


The number of choices on the command post can be intimidating to a new player. For
your first game, don’t feel as if you need to memorize and use every box.

Ops File Turn Record


All Ops dice are Use a pencil to
initially placed keep track of
here. turns here.

Ops Cost Markers


Most events cost (Advanced Rules)
more than 1 Ops Keep track of
die to use. Their engineering or
cost is sho n by other sorts of
the number of markers here.
dice symbols here.

Boxes
Each event
Unique Event and tactic has
A blue edge on a box. One or
the event box more Ops dice
indicates that this are placed
e ent may only in the box to
be played once indicate use of
per ame. A er that tactic or
playin it, mark event.
out the box with
a pencil to remind
you. Events Tactics
Chapter Three
20

Period and Nationality

Command Posts: Period and Nationality


Each command post is unique to a particular period and nationality. The nationality
is shown by the symbols at right and the period is shown by a yellow letter E, M, or L,
for Early, Mid, or Late War.
Allies French
In the early war period, the British and French each
have their own command posts. British (Early)
In the mid- and late-war, the word “Allied” is used
to refer to the British and Americans, plus those
Allied (Mid-Late)
“free” Allied contingents that shared much of
their equipment, organization, and supply chain,
such as the Free French and Polish forces, and Soviet
Commonwealth forces such as Australians, New
Zealanders, Canadians, Indians, South Africans, etc.
German
For example, when playing a scenario set in Tunisia
in early 1943, or Normandy in 1944, the Allied
player uses an “Allied” command post, no matter Italian
the nationality of his units.
National Assets
All command posts have the same basic set of tactics and events, but also several
tactics and events that are unique to that command post. Those are called the national
assets. For example, the Blitzkrieg event can be found only on the German early- and
mid-war command posts.
The French and Italian command posts generally lack national assets.
Boxes Vary By Period and Nationality
Each command post has a number of boxes to keep track of the use of tactics and events.
Sometimes the same tactic might appear twice. The late-war Allies, for example, have
two identical Airstrike tactics.
Sometimes the Ops cost for an event varies from period to period. The All Workers to
the Front event, for example, costs one Op on the early war Soviet command post, but
two on the mid-war Soviet command post.
Basics of Play
21

Ops Dice
Things happen in the game because the players spend Ops.
The Ops are represented by dice placed in the Ops file of your command post.
“Spending” an Op means: taking one of those dice out of the file and using it for some-
thing. You might use one or more Ops to invoke a road movement or tactical phase,
in which case those dice are discarded (set aside somewhere nearby, not to be used
again this turn). You might spend one or more dice to play one or more events during
your events phase, in which case the dice are taken from the Ops file and placed on
box(es) designating those event(s). You might spend Ops during combat, in order to
play tactics. Again, in that case the dice are taken from the Ops file and placed on the
appropriate boxes.
Starting Ops
Before the game begins, each player receives a certain number of dice, as specified by
the scenario. They are not rolled; he simply places them in his Ops file.
Maximum Ops
Unless noted otherwise by special rules, a player may never have more than ten Ops
dice in his Ops file. If he is ever entitled to get more dice, but doing so would result in
more than ten in the file, he receives only enough to have ten in the file.
Ops Remain Until Removed
Ops dice in the file remain there until spent for something. They can remain there over
the course of several turns, if not used.
Ops on the tactics and events boxes remain there until you reset the command post.
“Filled” Boxes
When he uses Ops for an event or tactic, the player takes the Ops die or dice from his
Ops file and places them on the box for that event or tactic. He then applies the effect
of that event or tactic.
That box is now “filled.” The Ops dice remain on that box to remind him that he may
not use that event or tactic again until he resets his command post.
Spending Ops
There is no limit to the number of Ops you may spend in a given turn, other than the
number in your file and the rules for when those Ops may be spent.
Only the active player spends Ops for events, or to invoke phases.
Both sides can spend Ops for tactics during combat resolution. This is explained in
detail in chapter 6.
Chapter Three
22

The Operations Phase

The Reset Step


As the first step of his operations phase the active The Operations Phase
player decides whether or not he wants to reset Reset Step
his command post. Doing so removes (discards) New Ops Step
Un-Tip Step
all the Ops dice from the tactics and events boxes.
Resetting has no effect on the Ops file. All dice in
the file remain there.
New Ops Step
The active player next picks up a number of new
dice. If he reset his command post in the previous
step he picks up three dice. If he didn’t reset, he
picks up six.
He then rolls these dice. All dice that roll “1” are If Reset If No Reset
immediately discarded. The others go into his
Ops file, up to its maximum of ten dice.
A player receives new Ops even on his first turn
of the game.
Un-Tip Step
At certain times in the game when a unit com-
pletes some activity, it must be tipped 45 degrees
clockwise to signify the completion of that activ-
A/

Gr
35
2

ity. For example, units that retreat or use road


en
ID

ad

movement are tipped after they arrive at their


ie
sr

destinations.
Unless enabled otherwise by special rules or
cards, a tipped unit is prohibited from carrying A tipped nit
out any more actions in its turn. For example,
artillery units are tipped after they barrage. They
may not barrage again until they are un-tipped.
Active side units are normally un-tipped as the
final step of that side’s operations phase.
Basics of Play
23

The Event Phase


In the event phase the active player may play one or more events, if he wishes, in any
order he desires.
Playing an event requires that he spend a number of Ops equal to that event’s cost.
Those dice are removed from the Ops file and placed on the event’s box. The effect of
the event is then applied.
If he wishes to play another event the active player could do so, obviously not playing
the same event, however, since that box is now filled. There is no limit to the number
of events he may play in the event phase, other than his available Ops dice.
Lingering Events
Most events do not take effect immediately but rather have some impact upon an
upcoming action. The active player must keep track of that.
The Blitzkrieg and Maskirovka events impose a restriction on the opponent’s upcom-
ing turn. If this is difficult to keep track of, you can download the “Markers” file from
the HONOUR website. It includes miniature cards to use as reminders that can be
placed on the opponent’s command post to signify the lingering effect of the event as
he begins his turn.
Unique Events
If the event box’s left edge is blue, then the event is unique and may be used by that
player only once in the entire game. After playing the event, mark the box with a pencil
or use some other method to remind you that it may not be used again.

Intercepted Signals Examples of Events


hoose one un tipped enemy unit and make a
le al road mo e ith it. hat unit is no tipped. The Intercepted Signals e ent costs three ps to play. t
is also unique.
f you ish to play Intercepted Signals you must place
three Ops dice on its box and then mark the box in
some ay to indicate that you cannot use it a ain. he
Maskirovka dice remain on the bo until the command post is reset.
n his comin turn, the enemy discards ne ps
dice on rolls of s, s, or s. Note that Intercepted Signals takes e ect immediately
it does not linger. The Maskirovka e ent, hich is also
uni ue, lin ers into the opponent s turn.
The Jabos! e ent is not uni ue it can be played more
than once in a ame. f he plays Jabos! the acti e player
Jabos! places t o dice on the bo . ater, a er he resets his
hoose one enemy s uare. All enemy units in command post, he can play it a ain. his e ent re uires
that square that used road movement last turn, him to erify that enemy unit s) used road mo ement
throu h any terrain, take one loss each. lear
eather only. in the previous turn.
Chapter Three
24

The Road Movement Phase


If he wishes for any of his units to use road movement, the active player must invoke
a road movement phase. Doing so requires him to spend one or two Ops, depending
upon the circumstances.
If the phase is invoked, any/all eligible active units may then use road movement.
They are tipped after completing their moves.

The Tactical Phase


After completing any road movement, the active player can choose to invoke a tactical
phase. He does this by spending a base cost of one Op, sometimes plus another Op
in certain circumstances. A tactical phase comprises tactical movement, followed by
combat resolution.
Eligible active units make tactical moves in whatever sequence the active player
wishes. They are usually not tipped after doing so. If the phase is invoked, any/all
eligible active units may use tactical movement.
Moving into an enemy-occupied square is called “attacking.” When he declares that
he is finished with tactical movement, the active player must resolve all combats he
initiated by making attacks.
Subsequent Tactical Phases
After resolving all combats the active player may announce that he is invoking another
tactical phase. Doing so adds an additional Op to the base cost to invoke the phase.
He may then again make tactical moves and declare combats, as above.
The active player may invoke any number of tactical phases, with each subsequent
phase requiring an additional Op to invoke. For example, the base cost to invoke a
third tactical phase is three Ops, perhaps more in certain circumstances.

The Status Phase


The first step of the status phase is to determine whether one
player has won the game. If not, play continues. The Status Phase
In the marker step the active player adjusts the status of his Victory Step
markers, if necessary. Engineer markers, for example, might Marker Step
complete or advance their tasks.
Basics of Play
25

Events and Tactics as Exceptions


Events and tactics often provide exceptions to the rules. For example, a defending unit
might be eligible to evade, but the Pinning Attack tactic prevents him from doing so. In
other words: the text of a tactic or event supersedes the printed rules.
There isn’t much room for text on the command post and thus the rules must be
concise. The boxes usually tell you that you can alter some rule in that instance. They
don't have the space to list all of the rules they don't alter.
For example, the Jock Column event allows the Allied player to choose a square, and
then all of his motorized units starting in that square may move up to three squares in
that tactical phase. Can they choose to move less than that? Yes, it says "up to three..."
Can you attack with those units? Yes, because that's a normal part of movement and
the card doesn t alter that rule. Can non-motorized units use the event? No, because it
specifically says motorized units. And so on.
Appendix IV provides a more lengthy and comprehensive explanation of events and
tactics, if you are struggling to remember them all while looking at the command post.

Ending the Game


Some scenarios indicate that the game ends because something happens. This
typically has to do with one side taking a certain number of objectives. If the active
player reaches his victory step having met that condition, he wins the game.
If no such instruction exists, then a game lasts until nightfall.
Basic Length and Bonus Turns
The scenario will specify a game’s basic length in turns, typically some number
between 16 and 24. When the players complete the last turn of the basic length, they
begin playing bonus turns, numbered again from 1.
In the victory step of each bonus turn, after checking for victory and assuming no one
has yet won, both players roll one die. If they both roll equal to or less than the number
of the bonus turn just completed, nightfall has happened and the game ends. If not,
they play another bonus turn. A game therefore has anywhere from 1-6 bonus turns.
For example, the game has a basic length of 16. The British player completed turn 16. In
the next turn (bonus turn one) the Germans are the active side. If both sides roll a “1” at
the end of that German turn, nightfall has occurred. If not, the British now are active in
bonus turn two, and so on.
Supply and I
chapter 4 solation

Basic Concept
Each unit on the table has one of two possible supply states: Supplied or Low on
Supply.
Combat units are assumed to have enough fuel, ammunition, and other supplies for
one day's operations. Each unit is therefore checked before the start of the game day
to determine its supply status, and its status does not change during the game. If it
starts the day supplied, it remains so. If it starts the day low on supply, it remains so.
It is nonetheless still important to consider supply for two reasons. First, because
some scenarios might involve a breakout or the relief of isolated forces and the victory
conditions might entail having those units supplied at the end of the game. And second,
because the advanced game introduces battles that last for longer than one day, and
thus supply state might change.
Supply Source
Each side must have at least one supply source. This is one square on the outside edge
that represents the major line of communications for that army. The scenario should
specify which squares function as supply sources for each side.
The supply source represents a route or direction, in which the army's supplies travel
from the depots to the units in this area. It might be a rail hub or an important road
intersection, etc. It is not a physical thing that can be captured, but the enemy can
occupy or block it, causing supply difficulties to your side.
Supply Line
Each unit should be able to trace a supply line to a friendly supply source. The line is
a path of any number of adjacent squares. The line may not pass across a river except
via a bridge. It may not enter an enemy ZoC unless a friendly unit is also in that square.
Supply and Isolation
27

1 2 3 4 5 6 7

A Tracing a Line of Supply


German unit A can trace a supply
B 1 A
line to the German supply source
in E7, as can German unit C. But
what about German unit B, which

C 2 3 is surrounded by Soviet ZoCs?


German unit B can trace through
square E5 because a friendly unit
is there, and then trace to the
D B supply source.
All German units have a supply
E 4 C line.

Supply Test
Each unit takes a supply test before the game starts, after all units on both sides are
set up. At that time a unit that lacks a valid supply line must be marked Low on Supply.
It will carry that marker for the remainder of the day, even if it acquires a supply line
later in the day.
Penalties for Being Low on Supply
A unit that is low on supply:
• May not reorganize.
• May not use road movement.
• Suffers penalties in combat.
There may be additional penalties as certain tactics or advanced rules apply only to
supplied units. A complete summary is found in appendix V.

These ar ers y a le ront serve to identi y the s pply so rce or each side
Chapter Four
28

Isolation
A unit that cannot trace a supply line at a given moment — regardless of its supply
state — is said to be temporarily isolated. This has nothing to do with its state of
supply, rather that it is temporarily more difficult to communicate with. For example,
a supplied unit might become surrounded by enemy ZoCs. As soon as that happens it
is isolated. It might then move in a way so that it is no longer isolated, and so on.
A unit that is marked as low on supply may or may not also be isolated.
Check for Isolation
The active player checks his units for isolation at the start of his road movement phase,
and at the start of any/each of his tactical phases. If needed, he can place a temporary
marker to remind him which of his units are isolated.
Due to movement, active units that are isolated at the start of a phase might no longer
be isolated at the end of that phase.
Effects of Isolation
Being isolated makes a number of actions more difficult or temporarily impossible.
Isolation affects movement, the use of certain tactics in combat, and several other
things. A complete summary may be found in appendix V.

Pote in village circa co ash rn s Paper Terrain www paperterrain co


Supply and Isolation
29

Regarding Supply
Although each army in the Second World War had its own means of keeping
forces supplied in the field, there were broad similarities. All armies,
for example, had road and transport commands comprising tens of thousands
of men and machines whose job was to keep supplies flowing to the fighting
units. These were high-level administrative operations that do not appear
in our game. At the scale of Rommel, we assume that these organizations
are doing their jobs.
The interface between the large transport organizations and the units
in the field was often at the level of the Corps or Army. Most armies
revised these systems during wartime to account for changing needs and
capabilities. In the US army, for example, unit commanders requisitioned
supplies via their G-4s, who filled them from station stocks or forwarded
the requisitions directly to depots. The system was revised in 1942 and
again in 1943, but the goal remained the same: to minimize the delay
between the needs of a unit and the delivery of supplies. The Soviets
also revised their system several times but generally preferred to give
army or front commanders authority over a fixed number of transport
battalions (typically 1-2 such battalions per army). Supply thus flowed
from the army commander to the divisions.
In all armies reserve stocks of supplies were built up, as close to the
front as feasible, especially if the intent was to support impending
offensive operations. The “attacker” would therefore be better supplied, in
larger and closer depots than the defender typically enjoyed, at least in
the early days of the offensive.
Even in the US army, which was usually flush with supplies and had
plentiful transport, the Final Report of the Army Service Forces
concluded that the supply of attacking forces “was never very
satisfactory.” The most serious constraint was simply time. Even if the
transport units were present in sufficient numbers, with their trucks
adequately fueled and their depots reasonably close, the time from
requisition to resupply could easily take more than a day.
In a game like Rommel we have to fudge this a bit, because we don’t
necessarily script the players and their armies into fixed historical
roles. We do assume, however, that if your units begin the game supplied,
they have sufficient supply to fight for the rest of the day.
The other fudgery that the game must do concerns all those “other”
elements of the divisional train: medical units, military police,
maintenance companies, signals, motor pool, veterinary, and so on. We have
to assume that they, too, are doing their jobs in a way that is “invisible”
to the players. Rommel is a game about combat, not logistics, and I chose
not to burden the players with anything that would distract from the
reasons we play wargames: the fighting.
chapter 5 Movement

Voluntary and Involuntary Movement


Most movement is voluntary, meaning that it is done by the active side by invoking
a phase. Some movement is involuntary, meaning that it is done as a combat result,
by either side. Involuntary movement will be discussed in chapter 7. This chapter
discusses voluntary movement.
Road and Tactical Movement
There are two types of voluntary movement. If he invokes a road movement phase, the
active player may move any/all of his eligible units using road movement. All units
that moved are then tipped. Tipped units may not voluntarily move again in this turn.
If he invokes a tactical phase then the active player may move any/all of his eligible
units using tactical movement. They are (usually) not tipped, and it is possible that
they might move voluntarily again in another tactical phase.
Movement and Stacking
During a phase (road or tactical) we assume that all units are
potentially in motion. You may therefore temporarily overstack
friendly units in a square, as long as no units are overstacked at A
12
the conclusion of your movement for that phase. 3
Consider the two squares at right. Assume that in a tactical phase,
you wish to move units 1,2, and 3 to square B, and units 4, 5, and
6 to square A: "switching places," as it were. You may temporarily B
45
overstack one group of the units, then move out another group, 6
and so on, as long as you don't end the tactical phase overstacked
anywhere.
Tipped Units Don't Move Voluntarily
Tipped units may not conduct voluntary movement. For example, a unit that used
road movement is tipped and therefore may not move in the tactical phase. A unit
that retreated from combat in one tactical phase may not voluntarily move again in a
subsequent tactical phase of that turn.
Tipped units may retreat (move involuntarily) any number of times in a turn.
Movement
31

The Direction of Movement


A unit may always move ordinally across a border into another square, even (in
tactical movement) from one enemy ZoC to another.
A unit may usually move diagonally across a corner into another square. However:
a unit may not move diagonally across a corner that touches two enemy-occupied
squares, neither voluntarily nor involuntarily.
Bridges
Unless specifically mentioned otherwise by scenario, units may not move across
rivers except at bridges.

1 2 3 Diagonal Movement Near the Enemy


The American unit (1) may move diagonally from A2 to B3.
A A 1 But it may not move from A2 to B1 because that would involve
moving across a corner that touches two enemy-occupied
squares.
Note that a move into B1 would be illegal even if a friendly
Not
B
Permitted B US unit were in B1. In that case the Americans could trace a
supply line across that corner, but not move units across it.

Moving Different Directions from the Same Square


The active units in a square may each move in different directions, into different
squares, in any sequence the active player wishes.
Crossing a Corner from Multiple Directions
It is legal for units to cross a corner in one direction while other friendly units do so in
the other direction, even when attacking the enemy.

Crossing the Same Corner


nits A and can cross the same corner, mo in dia onally in di erent directions,
ithout problems. hey may do so e en if one or both of them is attackin the
enemy.
A B
Chapter Five
32

Road Movement Phase


In order to be eligible for road movement, a unit must meet all of the following criteria:
• It must be supplied, and
• It must not be isolated, and
• It must not be in an enemy ZoC.
A leg unit using road movement may move up to three squares.
Other (motorized) units may move up to six squares.
A unit using road movement may move diagonally, ordinally, or any combination of
both. But it may never enter an enemy ZoC.
Invoking the Road Movement Phase
The active player must spend an Op to invoke a Road Movement
road movement phase. Doing so enables any/
all eligible units to perform road movement.
If any of the moving units start in, or will move
into or through any type of terrain other than
= 3
open, or cross a bridge, then the active player
must spend two Ops to invoke the phase. Others = 6
It does not matter how many non-open
squares are moved through, nor how many Cost in Ops
units are doing so. The cost for invoking the
phase is two Ops, whether only one unit and 1 Op to Invoke.
one non-open square is involved, or whether
2 Ops if any move through
dozens are. non-open terrain or cross
If he doesn't spend two Ops, then no unit may a bridge.
use road movement across a bridge or through
non-open terrain.
Ops spent to invoke a road movement phase are discarded.
Tip Units that Use Road Movement
After using road movement a unit is tipped.
Movement
33

Tactical Phase
When he invokes a tactical phase, the active player may move any/all of his eligible
units using tactical movement. Tactical movement may take a unit into or through
enemy ZoCs. Active units use tactical movement to attack the enemy, if desired.
In order to be eligible for tactical movement, a unit must not be tipped. This means
that, without special events, a unit may never use both road and tactical movement in
the same turn.
Units are generally not tipped after tactical movement, with the exception of some
artillery units and units moving out of soft ground (see page 38).
Tactical Moves
Armored units (armor and armored infantry) may move up to two squares during a
tactical movement phase if they are supplied and if both squares are open terrain.
All other units, including any units that are low
on supply or that move into any terrain other
than open, move only one square by tactical Tactical Movement
movement.
Invoking the Tactical Phase
The active player must spend an Op to invoke
OR = 2
a tactical phase. Doing so enables any/all eligi- Others, or Low
ble units to perform tactical movement. Supply or non-Open = 1
Before invoking the phase the active player
checks to determine which, if any, of his units Cost in Ops
are isolated. If he wishes to move any isolated
units then he must spend another Op to 1 Op to Invoke.
invoke the phase, whether one isolated unit is +1 Op to move any isolated.
moving, or many. If he doesn't spend the extra +1 Op for each subsequent
Op, then no isolated units may move in that phase.
tactical phase.
Ops spent to invoke a tactical phase are
discarded.
Resolving Combat
After he completes his tactical movement the active player must resolve all combats
that resulted from attacks that he made. In other words: wherever there are opposing
sides in the same square, combats must be resolved. The active player resolves them
in any sequence he desires.
Chapter Five
34

Subsequent Tactical Phases

After resolving all combats the active player may declare that he wants to invoke
another tactical phase. Doing so requires him to spend an additional Op, over and
above the normal cost of invoking the previous phase. In other words: add another 1
Op each time to the cost of invoking the previous tactical phase.
Some active units might have been tipped in the first tactical phase, perhaps because
they retreated, or perhaps due to terrain or because they are towed artillery, and so
on. Tipped units may not move again in subsequent tactical phases in this turn.
The active player checks again to determine which, if any, units are isolated. It is
possible that units that were isolated at the start of the last tactical phase are no
longer isolated, or vice-versa. If he wishes to move any isolated units in this phase,
he must spend another Op to invoke the phase. For example, if he wishes to invoke a
second tactical phase, the active player would have to spend two Ops; three, if he wants
to move any isolated units.
The Cost of Multiple Tactical Phases
There is theoretically no limit to the number of tactical phases the active player
may invoke, other than Ops cost. Each additional phase costs another Op more. For
example, a third tactical phase would cost three Ops. Since a player normally can’t
have more than ten Ops in his file, it is usually impossible to invoke more than four
tactical phases, as the first would cost one, the second two, the third three, and the
fourth would cost four Ops.
Remember that there is an additional Op cost for moving any isolated units. Therefore
invoking a third tactical phase in which isolated units move, would cost four Ops.
Subsequent Combats
In each tactical phase that he invokes, the active player first moves any all units that
he wishes to move, then he resolves all combats.
Because units are not always tipped in the tactical phase (unless they retreat from
combat or are affected by certain terrain and so on), it is possible that any given
unit s might move, fight, move again, fight again, and so on.
Movement
35

1 2 3 4 5 6 7 8

A A
B 5
C B D
D 4 C
E 1 2 3
An Example of Movement
he American player in okes a road mo ement phase because he ants to mo e to s uare A . his is a
distance of four squares, which isn't a problem for US-1 because it is a motorized unit. The problem is that he
must tra el throu h mountains, so in okin the phase costs t o ps. t doesn t matter ho many mountains
he passes throu h, the cost of the phase is t o ps, re ardless. ote that the American unit is careful to stay
clear of the ZoCs of German unit A.
e t the Americans in oke a tactical phase. ote that is isolated, but the American player decides he
doesn t need to mo e it, so he spends only one p to in oke the phase.
mo es one s uare, into . mo es one s uare, into . mo es one s uare, into .
emember that as isolated behind erman lines at the start of this tactical phase. ut no it has been
rescued it can trace a supply line throu h friendly units to the supply source in . f there is another tactical
phase this turn, ill start that phase not isolated.

g res on s ares are a it o a tight s ee e t can still loo good ote the red ced
scale nit cards acting as la els witho t ge ng in the way o the g res
ere we see a le ront g res on a igar o a le at The nicely s tle s are lines don t
o end the eyes and the landscape pa ern act ally a es the tan s ca o flage loo well
ca o flaged or ore in or ation go to www cigar o a le co
Chapter Five
36

Making Attacks
During his tactical phase, as he moves his units, the active player may move into
enemy-occupied squares. This is called "attacking" the enemy. As long as he can
legally move into a square, he can attack it. Units must stop upon entering an enemy-
occupied square.
The stacking rules apply to each side: no more than three active units can fit in the
defender's square, who also can have no more than three defending units there.
Who May Attack?
Infantry and armor units may attack adjacent squares: ordinally or diagonally. Artillery
units may not attack, however they may contribute their barrage values to combats
occurring within their range, if they are eligible.
Units may not attack across rivers in the basic game, except at a bridge.
Signifying Attacks
All opposing units, attackers and defenders, are in the passive player's square.
Sometimes when using smaller squares or larger figures, it is impossible or unde-
sirable to try to squeeze all the figures together. The active player can nudge his
attacking units so that they are partially across the borders of the square they are
attacking. This is useful because the active units — if they must retreat from the com-
bat — must retreat the way they came, i.e. back into the adjacent square they attacked
from. Therefore it is a useful reminder to have the bases "straddling" between where
they came from and where they are attacking. That said: all attacking units are in the
defender's square.
A player may move friendly units into a friendly-occupied square, while other friendly
units simultaneously attack out of that same square.
The Attacker's Options
The attacking units don't have to start in the same square. Any number of active units
may attack, within stacking limits, from more than one direction. Active units in a
square do not all have to attack the same square. They may attack any square(s) they
can reach.
1 2 3

The A ac er s Options
A A B C American units , , and could all attack erman unit .
r could attack A, hile attacked , hile
attacked or .
B 12 3 f he anted to, the player could attack all three er-
man units, for example: 1-vs-A; 2-vs-B; and 3-vs-C.
Movement
37

Flank Attacks
A defending square is flanked if it is attacked by enemy units that meet both of these
criteria:
• They are attacking from different squares that are not adjacent to each other, and
• At least one attacking unit is coming from a square that is in only one enemy ZoC.
If both conditions apply, then the attacker may apply a shift in the combat, as explained
in chapter 6.

lan ing
1 2 3 4 5 he Americans are attackin . hey can et a ank
attack a ainst erman A by attackin ith
A C 5 hich is attackin from a s uare that has only
one enemy ZoC), plus US-2 and/or US-3.
here is no ay for the Americans to et a ank
B A 3 B 4 attack a ainst erman , ho e er. en thou h
American units are on several sides of B, every US
unit that can attack ould do so from a s uare
C 1 2 that is in multiple erman o s. Any of the
units , , , or could attack , but none of them
ould et the ankin bonus.

Because armored units can move two squares in tactical movement, it is possible
that they might move first into an empty or friendly square, and then move into a
second square occupied by the enemy. In all cases, an attacking unit is "coming from"
whatever square it occupied immediately before it entered the defender's square.

1 2

A lan A ac A
American unit is attackin erman unit A.
be ins ad acent to . f it attacked from that s uare ) it
ould not be a ank attack because and are in ad acent s uares.
But US-1 is an armored unit and can mo e t o s uares in its tactical
B 1 A
phase. hus it can mo e rst to A and then attack from there. o
the Americans are makin a ank attack.
C 2
Chapter Five
38

Movement and Tipping

Artillery and Tipping


All units are tipped if they use road movement. Towed artillery units are also tipped if
they use tactical movement.
Self-propelled artillery may use tactical movement without being tipped.
Remember that a towed artillery unit is any artillery that does not have the
self-propelled trait.
Since tipped artillery units may not barrage, effectively this means that towed artillery
may not move first and then fire in the same turn, whereas self-propelled artillery
may do so.
Soft Ground and Tipping
Normally movement costs are
assessed only against squares a
unit moves into, regardless where
it starts. However, units that vol-
untarily move out of a soft ground
square during a tactical phase
are tipped after completing their
move, regardless of the terrain
type(s) they entered.
If they moved to attack an enemy,
Pa l lar e s a p gr ppe ro the nd
they are tipped going into that
Pan er Division
combat, i.e. they fight with the
penalty for being tipped.
Units that retreat from a soft ground square would be tipped anyway, since all retreat-
ing units are tipped.

1 2 3
he black armor unit starts the tactical phase in so round
square B3. Armor can move two squares, as long as both are
A open terrain.
If it moved into B2, it would have to stop (in non-open terrain)
and be tipped for mo in out of so round).
t could mo e into A and then A , and attack the red infantry,
B but it ould be tipped oin into that combat.
Movement
39

Contested Squares
When active units move into a square occupied by the passive side, they stop and that
square becomes "contested." Since all combats are resolved at the end of every tactical
phase, and units retreat thereafter, squares don't stay contested for long. While they
are contested, however, certain rules apply.
In a contested square the active side’s units are called "attackers" and passive units
are called "defenders."
A contested square "belongs" to the passive side, which is still holding it until the
combat is resolved. This can be important with regard to ownership of an objective
marker, for example.
Thus a contested square is still an "enemy-occupied square" for the active player. He
may not, for example, move across a corner that touches two contested squares.
Both sides exert ZoCs in, and from, that contested square. Neither side may trace
supply lines through a contested square, although units in a contested square can
trace a supply line out of it.
Neither side may retreat through a contested square.
Combats are resolved in a sequence chosen by the active side. As they are resolved,
units of one side always retreat, leaving the square uncontested and in one side's
control. That can sometimes make the order of choosing combats important, if it
opens paths through which units in later combats could retreat, for example.

1 2 The Germans have a Panzer IV unit in A2 and a


Panzer IV and a Tiger unit in A1. The Soviets have
four T-34 units: two each in B1 and B2.
he o iets decide to attack the ermans in A .
hey can do so ith up to three units stackin
A limit), so they move three of their bases up, just
over the border into that square. Note that the
attack from is dia onal, so the attackin unit
straddles a corner.
ote also that the o iets are attackin from t o
s uares, but this isn t a ankin attack.
he marked " " is not participatin in the
attack. t could attack the an er in A if
B X desired. t could mo e into . r it could simply
remain in place.
Square A1 is now contested.
chapter 6 Combat

What and When is Combat?


Combat occurs during a tactical phase, after the active player announces that he has
completed all tactical movement. If there are any contested squares, then combat
must be resolved in each of them.
The active player chooses a contested square and both sides resolve combat for it,
including any retreats. All units in the contested square must participate in the combat.
If the defenders are not shattered and/or do not retreat, then the attackers must
retreat. In any event, the result is always that the square is no longer contested, and
all retreating units are tipped.
The active player then chooses another contested square and this process is repeated
until all combats are resolved and there are no more contested squares. Unless spec-
ified otherwise, the active player always picks the next square in which to resolve
combat.
The Defender's Terrain
Combat happens "in" the defender's square. The terrain type of the defender's square
is the only one used in the combat.

Why Can’t I Shoot From One Square to Another?


Each square represents one kilometer. As the war progressed,
most armies developed weapons with effective ranges considerably greater
than 1 km. Nonetheless we assume that all combats are happening within an
area roughly 1 km in size. There are several reasons for this.
There was always a large discrepancy between theoretical performance and
actual use. The US army found that the huge majority of tank actions, for
example, happened between 600 and 800 meters from the enemy. Anti-tank
guns often had ranges far beyond that but terrain rarely allowed the
crews to see much more than a kilometer, and it wasn’t always a good idea
to reveal one’s position so early. Holding fire also conserved ammunition
as it required far fewer shots to kill at closer ranges.
Our one kilometer square is therefore a useful approximation.
Combat
41

The Process of Combat Resolution


In each combat the active and passive players total the combat values of their partic-
ipating units. Either side may call for artillery support, with the attacker required to
declare first whether he will do so.
Each side may then play one or more tactics. A player does so by spending an Op for
each tactic he wishes to use in this combat. The two players make these decisions
in secret (covering their command posts if necessary) and then reveal their tactics
simultaneously.
Each side then rolls one die to determine which combat grid he applies. The grid
indicates how many hits that player inflicted on his opponent s units.
Generally the two sides resolve combat simultaneously, but in some cases one side
may resolve combat i.e. apply his combat results first, thus inflicting losses that
might reduce the other side before he can apply combat results.
The defender might have the option to take some of his losses in the form of retreats.
This is called evasion, and is described in the next chapter.
If the defender is still in the square after combat is resolved, then the attacking units
must retreat. Otherwise the attackers have taken the square.
Thus ends the combat. If there are other contested squares the active player now
chooses another one to resolve and this process is repeated.

Elements and Combat


Units from different elements, reporting to different commanders, often had difficulty
coordinating, particularly on the attack. Unless specified otherwise by an event or
tactic, your side is penalized in the combat if you have units from different elements.
Units that have no element and report to the same parent may fight with any friendly
units from that same parent without penalty.
For example, the Germans have units of the 1st Fallschirmjäger regiment, Kampfgruppe
A of the 15th Panzergrenadier division, and a battalion of Tiger tanks (corps reserves;
no element) all in action against the enemy in this area.
Units of the Fallschirmjägers and the Tigers may fight in the same combat without pen-
alty. Units of the 15th and the Tigers also have no penalty in the same combat. But units
of the 1st and the 15th would incur a penalty if they participated in the same combat
because they are two different elements.
Chapter Six
42

Modifying the Combat Values


Each unit has a base combat value, which is shown in the highest unmarked box of its
track. A unit with a split track uses the appropriate combat value for its role, defend-
ing or attacking. All the units of one side in a combat add their base combat values
together for a total combat value.
As they determine their total combat values in a combat, each side must apply any
modifiers to the values of their units. Modifying a unit s combat value generally means
either halving it or doubling it.
Units values can be modified due to tactics, terrain, traits, or other situations. Each
unit is modified individually before units are all added together for that side's total
combat value.
Vulnerable
A unit is judged to be vulnerable if it meets any of
Vulnerable
four criteria:
• it is an armor unit in some terrain other than Ar or in non Open
open, OR
A ac ing across a ridge
• it is attacking across a bridge, OR
A ac ing while ow on pply
• it is attacking while low on supply, OR
• it is tipped. nit is Tipped
No matter how many of these criteria it meets the
Combat Value Halved (round up)
vulnerable penalty is only applied once: the unit's
combat value is halved, rounding up any fraction.
Doubled
Tactics or events sometimes indicate that a unit's combat or barrage value is doubled
in the combat.
Multiple Modifiers
A unit's value may only be doubled or halved once, each. If multiple conditions apply
such as a tipped armor unit, low on supply, fighting in the woods , nonetheless the
unit is modified only once.
If a unit is both doubled and halved, no matter how many criteria it meets for each,
then these two modifiers cancel each other and are both ignored.
Combat
43

Tactics
Tactics confer specific benefits in combat. Each tactic has a box on the command post
that explains how it affects combat and how when it can be applied.
Each side may play a number of tactics up to the number of units it has in the combat.
Types of Tactics
There are three types of tactics. Defensive tactics may be played by the passive side
in a combat. Offensive tactics may be played by the active side. General tactics may
be played by either side.
Selecting Tactics on the Command Post
After the players have calculated their combat values for a combat, they secretly
decide whether or not to play any tactics for that combat. Conceal the command post
temporarily if necessary.
For each tactic he wants to play in this combat, a player must take one Ops die from
his file and place it on the box for that tactic. Place the die showing its 1 pip. The two
players then reveal their tactics choices simultaneously and apply their effects.
After resolving the combat, turn those dice so that their "6" pips are showing.
This method helps to remind you of which tactics are being played for this combat, and
which were played for other combats previously, if your command post has become
crowded with several dice. Any dice showing 1 are in play in the current combat.
Restrictions on Tactics
Some tactics may not be played in certain kinds of terrain or weather. If a player uses
a tactic erroneously and its benefit does not apply, he nonetheless leaves the Ops die
on the box anyway. That s his penalty for not reading more closely! For example, if he
played Infiltration but then realized that the defender is in Open terrain, he does not get
the benefit and wastes the Op and the tactic.
Effect of Tactics
Some tactics negate the other side s tactics. For example, the Recce tactic permits one
side to shoot first in the combat, but if both sides play Recce, they cancel each other
out and combat is resolved simultaneously. The words "Negates..." appear in those
boxes to remind you.
The Withdraw tactic negates the entire combat. The defender retreats, and the
"resolution" of the combat is that there is no combat.
Chapter Six
44

Calling for Artillery Support: Barrage


When he declares his attack the active player may also identify which artillery units
he is calling upon for support, if any. Then the defender may do so. Neither side is ever
required to call for artillery support.
When artillery units fire in support of a combat this is called barrage. They contribute
their barrage values to the total combat value. For example, if the attacker has units in
the combat with a total value of 9, plus two artillery units barraging with values of 2
and 3, then his total combat value will be 14.
Who May Barrage?
Each unit in the combat may call upon one artillery unit from its same element, to
barrage. Alternatively, a unit in combat may call upon one artillery unit from its parent.
Since you can never have more than three units in a combat, you may never barrage
with more than three artillery units in a given combat.
For example, the Americans are attacking with two units from the 7th infantry regiment,
which is an element of the 3rd infantry division (the parent). The US units could call for
artillery support from artillery units that belong to the 7th regiment, or from artillery
that belongs to the parent (the division or corps reserve artillery).
If a combat involves units from different elements then artillery from different ele-
ments could be called for support. For example, if the Germans have a unit from the
3rd panzer division and a unit from the 278th infantry division, they could call upon
artillery from both the 3rd and the 278th. Each unit in the combat may call for a bar-
rage from only one artillery unit.
Sometimes a combat unit has no element. Such a unit can call for a barrage only
from an artillery unit belonging to its parent. Consider for example a company of tank
destroyers attached to VII Corps headquarters. It may call for artillery support only from
artillery units that also have no element, but the same VII Corps parent.
Sometimes artillery units are themselves defenders in a combat. Like any other
defender, they could call for artillery support from eligible artillery.
Eligible Artillery
To be eligible to barrage, an artillery unit must meet all of these criteria:
• It must not be tipped, and
• It must be within range of the square where the combat is occurring, and
• It may not be in an urban or woods square, and
• It may not be in a contested square.
Artillery Low Supply
Artillery units that are low on supply have a barrage value of 1.
Combat
45

Rockets
Rocket artillery units may not be called to support a defender in a combat. In
other words, they may barrage only when their side is active.
Tip Artillery After a Barrage
All types of artillery units are tipped after they barrage. That means: they may neither
move nor fire again in this turn, unless they are un-tipped.
Note that your units are normally un-tipped at the start of your turn. That means: if an
artillery unit barrages in support of your attack, it may not barrage in support of your
units in defense in the following (enemy's) turn.
Artillery and Terrain
Artillery units that are in urban or woods squares may not barrage in support of com-
bats. They may, however, still defend themselves with their defensive combat value, if
attacked in those squares.
One Side Shattered Before Barrage
If you call for artillery support but your enemy shoots first and shatters one or more
of your units, or if an event like Attack Broken Up forces one of your units to retreat
before combat resolution, then all of your supporting artillery still contributes its
barrage values as long as at least one of your units remains in the combat.
But if none of your units remain before your side can shoot, then you don't roll to
resolve combat at all. Your barraging artillery units are still tipped, but to no effect.
Reserve Artillery Tactic
The Reserve Artillery tactic represents off-table heavy batteries attached to the corps
or army HQ, collectively referred to as "reserve artillery." Their range is such that they
could reach any part of the table.
This tactic is limited to being used only in the first tactical phase of a turn. They provide
the attacker with one shift up in the combat.
A player may use this tactic in addition to calling for artillery support.

Airpower
The Airstrike and Carpet Bombing tactics may be played only in clear weather. They
may not be used in a combat occurring in woods.
These assets have no range and can be used for units of any/all elements or parents.
Chapter Six
46

Combat Grids
After adding all the combat values of their units, plus any artillery support, each side
should have a total combat value. Each player then rolls one die to determine which
combat grid he will use to resolve the combat. The grid indicates how many hits he
inflicts on his opponent.
Combat is normally resolved with both sides rolling and applying their grids simulta-
neously. However, if one side shoots first then that player rolls and applies any hits
to the enemy first. The other side, now possibly with a reduced combat value, rolls
and applies hits to the enemy.
Combat Grid
Combat Grids
When he determines which grid to use, the player
counts the number of yellow boxes that show a
value equal to, or lower than, his total combat value.
That number of yellow boxes is the number of hits
he inflicts on the enemy.
For example, if your total combat value was 14 and
you rolled a "5", you would inflict three hits on the
enemy. That's because there are three yellow boxes
on that grid with a value equal to or less than your
combat value (the 3, 5, and 11 boxes).
nsufficient Combat alue White o
If your combat value falls within the grid s white box, then you do not inflict any hits
on the enemy.
For example, if your combat value was only 4, and you rolled 3, then you would not
inflict any hits because the lowest yellow box on that grid is a 7.

Recce
One or both sides may play the Recce tactic. If both sides play it they cancel each other
and are both ignored.
If only one side plays Recce, that side shoots first in the combat, meaning: it applies
hits against the enemy before the enemy may do so. Those hits will reduce the enemy's
combat values or might cause enemy units to retreat, thus reducing his strength before
he can shoot back. It is even possible that the enemy might be shattered or retreat
before he can inflict any damage.
Combat
47

Shifts
Some tactics or game situations give a player a shift or force a shift on his opponent, either
up or down. This means: after you have consulted your combat grid and determined how
many yellow boxes you may count, you shift up or down one box.
Shifts are cumulative. It is possible to shift more than one box on the grid. It is also possible
to have both a shift up and a shift down, which cancel each other out.
If you must apply both up- and down-shifts, then apply the shifts up first, then the
down shifts. ou may never shift above the highest yellow box six hits , nor below
the white box no hits .
For example, using the grid at right: say that your combat value was "8" and you
have one shift up and one shift down. You'd start with one yellow box, shift up, then
shift down, and thus end by scoring one hit on the enemy.
Or imagine that your total combat value was “22” and you got three shifts up. You
can’t shift above the maximum number of boxes, so you inflict six hits on the enemy.
Or imagine that your combat value was "3." That puts you in the white box (no hits),
but if you receive a shift up, now you score one hit.
Terrain Shifts
If the defender has any infantry unit s , the attacker applies one shift down if the combat
is occurring in a square with urban, mountain, or bocage terrain. In any other terrain, or if
the defender doesn’t have any infantry units, then this penalty is not applied to the attacker.
Infantry Support
If at least one attacking unit has the infantry support trait, the attackers do
not apply the terrain shift down penalty for attacking enemy infantry in an
urban, mountain, or bocage square. The trait does not benefit a defender.
An armor unit with the infantry support trait is not vulnerable when fighting in terrain
other than open.
"Tank Shock"
If a combat occurs in open terrain, and one Summary of Combat Shifts
side has at least one armor unit but the
lan ing the ene y
other side has none, then the side without
armor suffers a shift down for "tank shock." ltiple ele ents involved
Element and Flank Shifts A ac ing vs in r an tn ocage
Either side applies a shift down if it has units
from more than one element in the combat. Tan hoc

The attacking side applies one shift up if he


flanks the defender.
Chapter Six
48

Tank Battles
If a combat features at least one armor unit on both sides, then it is called a tank
battle, regardless of what other unit types might be involved.
Leading Unit
In a tank battle each side picks one armor unit as its leading unit. The attacker must
announce his pick first.
The leading armor unit must have at least as many boxes remaining on its track, as
any other armor unit on that side. For example, if you have a fresh tank and a worn tank
unit, you may not lead with the worn unit.
The players then compare the armor values of their leading units. Remember that
some armor units have a split value; you use the first number only when attacking,
and the second number only when defending.
Armor Advantage
If one side's leading unit has a higher armor value than the other side's, he has an
armor advantage. If the two sides' leading units have the same armor value, then
neither has an advantage.
In a tank battle, the side with the armor advantage scores one extra hit on the
enemy's leading armor unit, before any other hits are applied to the enemy. He does
this only if he scored any hits in the combat. If his result on the combat grid shows
no hits to the enemy, then he doesn t inflict the extra armor advantage hit either.

T-34 StuG III

T-34 Panzer III


1/5Gd 3 A/21Pz

1/5Gd 3 A/21Pz 2

A Tan a le in
o o iet s attack a erman tu and an er . he combat alues are s. , and no the players
compare their hi hest armor alues. he s are ). he an er is a ) but the tu is a ) on defense,
so the ermans ha e the armor ad anta e.
the er ans were a ac ing, their hi hest armor alue ould be a ) and thus neither side ould ha e the
armor ad anta e... unless for some reason the erman player chose his an er s to lead the attack, in hich
case the o iets ould ha e the ad anta e.
Combat
49

Applying Hits

Defender Applies Losses First


Even when combat is resolved simultaneously, the defender applies his hits first. This
means: he must decide which of his units will take the hits, and whether any of them
will retreat.
Each hit applied to a unit causes it to mark-off (lose) one step. If a unit loses its last or
only step, it is shattered.
Tank Battles
In a tank battle, the side with the armor advantage if he scored any hits at all first
scores one extra hit on the enemy s leading armor unit before the enemy applies any
of the hits he suffers due to the combat result on the grid.
Spreading the Hits Evenly
If the enemy scored hits on you in the combat, you must apply them according to the
following rules:
• If the enemy scored an extra hit on you because of his armor advantage, apply that
first to your leading armor unit. If that shatters the unit, remove it. Then:
• A unit that is still fresh must take a hit before a unit that is worn.
• A player may not take a second step loss on a unit until all his units in the combat
have taken one. He may not take a third step loss on a unit until all his units in the
combat have taken two.
Artillery units that contribute their barrage to a combat do not take any hits in that
combat. They can still be attacked in a square, like any other combat unit, and take
losses in combat that way.

The Leading Armor Unit


The "extra" hit on the leading armor unit is still a hit; it means that you
then place other hits on other units before you would place another hit on
your leading unit. Since fresh units can't be spared from hits, eventually
you will be forced to place hits on all units; it is virtually impossible
to preserve fresh units for very long.
Chapter Six
50

Prepared Positions
Rommel assumes that nearly all units have dug-in and are using the terrain when-
ever possible. Prepared Positions in the game represent man-made obstacles and
improvements. They might have been hastily built or might have taken several days
or even weeks to construct.
Unless otherwise specified, the basic rules limit a player to no more than three prepared
position markers in a given square, regardless of the number of units in that square.
They can be placed in any kind of terrain except soft ground.
Placing Prepared Positions Prep
ar
POSIT ed
If a player has prepared positions in a given ION
scenario, he must place them during his
setup, visible to the enemy, even if his units
are concealed during setup. If the scenario
does not specify exactly which squares they
are to be placed in such as in a fictional
game), he may place them in any squares in
which he sets up one or more units.
Effect of Prepared Positions
Prepared positions are represented by markers. An attractive solution is to create
sandbags, barbed wire, pillboxes, etc. The marker s apply to the entire square, no
matter how many units are in it, no matter from which directions it is attacked.
When a player defends in a square with prepared positions, and the enemy scores hits
on him in the combat, the first hit is scored against one prepared position marker.
That marker "absorbs" the hit and is removed. The remaining hits are then applied
against the defending units normally, even if other prepared positions remain.
If the defender has multiple prepared position markers in a square, only one hit is
absorbed by them (i.e. only one marker is removed) per combat. Eventually, with
repeated enemy attacks, all prepared position markers will probably be removed.
For example, the Germans are defending a square with three prepared position markers.
The Soviets attack and score three hits. The first hit removes a marker. The remaining
two hits are now applied to the Germans. The square now has only two prepared posi-
tion markers remaining for future combats there.
Taking Positions
If combat results in the attacker taking a square with prepared position markers
remaining, the active player removes all of the markers immediately. The prepared
positions are destroyed.
Combat
51

The Philosophy of the Combat System


At the scale of Rommel, units of different types are interacting in a
number of unpredictable ways. We cannot separate unit-vs-unit encounters,
nor would we want to. During playtesting we considered literally dozens
of combat resolution models but finally decided that a single "combat
value," as generic as that might look, was necessary in order to depict
combined-arms teams in a variety of terrain types without going mad.
That might be frustrating if you're accustomed to playing skirmish games
in which it matters a great deal that the infantry's AT weapons can't
penetrate the frontal armor of an enemy tank at a specific range, or that
the Ausführung G added an extra 10mm of armor in 1942....
In the basic rules I deliberately limited the interplay of units to
infantry, artillery, and "true" tanks. Those tank destroyers that were so
lightly armored as to be effectively just motorized anti-tank guns (such
as the SU-76, the Marder and Nashorn, and the Archer) have been saved for
the advanced game. But we must assume that "down there" in that kilometer
of contested ground, your men are using all means at their disposal. The
infantry have AT guns, mortars and other heavy weapons suitable for
whatever period you're playing.
A key assumption in Rommel is that all units are rated vis-a-vis their
opponents in that same period. Armor values are "reset" in each period of
the war so that a "3" is typical or normal for that period, whereas a "1" is
badly obsolete and a "5" is notably advanced or superior.
It was generally the case that tanks had weapons and armor of relatively
the same generation. For example, most tanks armed with a 75mm gun were
armored to assume an enemy with a 75mm gun. In those instances where that
was not the case, we use a split armor value. It was also generally the
case that infantry AT weapons progressed to keep pace with the develop-
ment of armor in the same period. Yes, the Tiger was a frightening tank
when it first appeared, but within a couple of months the British began to
deploy 17-pdr guns that could defeat it. The massive late-war tanks had to
fear enemy infantry now armed with weapons like the Panzerfaust, PIAT,
and Bazooka.
In other words, we assume a sort of base-line balance in each period, and
then make rules to cover the exceptions. That is why the game applies
shifts in combat for the side with an armor advantage. You may have
noticed that it behooves you to spread out your best tanks, since you don't
profit from massing them. One "badass" tank in a stack is sufficient to
get the armor advantage. That is also deliberate, and encourages you to do
what was historically done with the best new kit.
Chapter Six
52

Complete Example of Combat

o at in the o ntains
The de enders have one prepared position
The t is already worn

I
II
uG
St

D
ed
Prepar
N
POSITIO
The er ans are flan ing
Infantry the oviets
Only one side has ar or
so this is not a tan a le

ds

Panzergrenadiers

Panzergrenadiers

A/17 Pz

Do led or n ltration A/17 Pz

arrage
hin s look rim for this lone unit of infantry from the
th uards i e di ision. Althou h they ha e a prepared
position in the mountains, the ermans are attackin Wespe
ith t o companies of eteran pan er renadiers from
the th an er di ision, a company of tu s from the
th infantry di ision, and are supported by a barra e
from the espes of th an er. o make matters
3 0 2
orse, the ermans are ankin the o iets. 17 Pz 12
Combat
53

Complete Example of Combat, continued


As the attackers, the Germans
choose tactics first. Because they
have three units in the combat,
they could choose up to three.
They play Recce and Infiltration.
Recce Defense in Depth
The Soviets have only one unit nfiltration
and may thus play only one tac-
tic. They choose Defense in Depth.
Both sides reveal their tactics.

The Germans are flanking the Soviets and therefore get one
shift up. Infiltration permits them to double the combat
value of one of their infantry units, so they double one of
One shi p
their Panzergrenadiers to 10. The StuG, which is worn and
has a value of 4, is vulnerable in the mountains and thus
halved, so its combat value is only 2. The Wespe adds 3.
Total German combat value is 10 5 2 3 20.
Because of their unchallenged Recce, the Germans shoot three shi s
first. They roll a 5 and the combat grid shows that they down
do four hits. Their flank attack shifts them up to five. But...
The Germans are shifted down one for the Soviet Defense
in Depth and down another for the mountainous terrain.
They shift down again for attacking with units from mul-
tiple elements 17th Panzer and 320th infantry . So the
Germans inflict only two hits, one of which is absorbed
by the prepared position (which then disappears). The
Soviets take one hit.

With only two steps remaining, the Soviet side’s combat value is a mere 3.
He rolls a "3" but that grid starts with a “7” and thus he scores no hits on
the Germans. But the Soviets are still holding and thus the German units
must retreat and are tipped. The German artillery is also tipped.

his seemin ly hopeless combat illustrates the importance of tactics, terrain, and prepared positions and the
di culty of attackin ith multiple elements. he o iets probably on t sur i e another assault, but they
made the ermans pay a price in ps, both the p used to in oke the phase and the t o tactics.
chapter 7 R e t re a t

Advancing and retreating are considered involuntary movement even when you have
the choice of how and when to do them. They happen as a result of combat and do not
require any Ops.
Who Retreats?
Attacking units must retreat if, at the conclusion of combat resolution, at least one
defending unit is still in the square. Otherwise, attackers don't retreat.
Defending units may retreat under certain circumstances:
• Any/all defending units may retreat, if the passive player desires, after the combat
has been resolved, i.e. after all hits have been applied.
• Some defending units might be eligible to retreat instead of taking a hit, depending
upon their terrain and the situation of the combat. This is called evasion.
Length and Limitations of Retreats
A unit that retreats may move up to two squares. It does not matter what a unit's
normal tactical movement allowance is. Even if it could only move one square with
voluntary movement, it is still eligible to retreat up to two squares, through any terrain.
A retreating unit may not enter an enemy-held or contested square. It may not cross a
river except by a bridge. It may not move across a corner that touches two enemy-oc-
cupied squares. It may, however, retreat from, through, or into an enemy ZoC.
Retreating units may temporarily overstack as they retreat through friendly-occupied
squares. But they may not end their retreat overstacked.
If a retreating unit can t find a legal place to retreat, within the limitations of its two-
square maximum and the rules above, it is shattered.
Retreating Units are Tipped
Unless stipulated otherwise by events or special rules, all units are tipped after they
retreat. If a defending unit was already tipped and retreats again, there is no additional
penalty.
Retreat
55

The Path of Retreat


Defending units may retreat into any adjacent square as stipulated above. If more
than one defender retreats, the passive player can send them into different squares;
they do not all have to retreat the same way, nor the same number of squares.
The first square an attacking unit must retreat to, is the square from which it entered
the combat. If attacking units came from two or more different directions, they retreat
back in those separate directions. After they retreat one square, attacking units can
split up and retreat to different second squares, if desired.
If he wishes to, or must (because of stacking) retreat two squares, a player may not
end a retreating unit adjacent to the square it just fought in.

The A ac er s Retreat
1 2 3
o American units attacked the ermans in s uare A .
hey did so dia onally, from , and no that they must
A retreat, they must retreat back to .
A
12 he Americans may retreat another s uare, if desired, but
not into , ob iously, since a erman unit is there, and
not into A , since that is ad acent to the s uare here
B B they ust fou ht. hey could retreat to A or , or ust stay
in . he American player could also split them up, for
e ample, ith one oin to A and the other oin to .

Evasion
Passive motorized units can perform a kind of retreat called an evasion, in which they
retreat instead of taking a hit in combat. Leg units normally do not evade.
If a unit is eligible to evade, then it may satisfy its last hit by retreating instead. For
example, if a unit must take two hits, then it can evade instead of taking the second hit.
If it must take three hits, it can evade instead of taking the third. Each eligible unit in
the combat may do this; i.e. three evading units could evade three hits.
Unless specified otherwise, a unit may never satisfy its first hit by evading. In other
words: a defending unit must always take its first hit as a combat loss. A prepared
position (or certain events like Not One Step Back) might take a hit before any unit
does. A unit must actually take a hit before it is eligible to evade.
Defender Retreating Before He Shoots
If the attacker shoots first, it is possible that the defender might evade with some
or all of his units before shooting back. The defender has to recalculate his combat
strength based on his remaining units. If he retreated them all, he does not roll for
combat results, even if he also committed artillery to barrage.
R e o rg a n i z a t
ion
chapter 8 and Objectiv
es

Reorganization
Reorganization is the term the game uses to describe the removal of step losses from
units. Unless otherwise specified, to “reorganize” a unit means: to remove one of its
losses and thus restore one of the boxes on its track.
Reorganization is an event. It happens in the event phase if the active player spends
the Ops to do so. The cost varies by army and period.
Reorganization Events
Playing a Reorganization event reorganizes one unit, i.e. removes one loss from that
unit. The event normally stipulates either an infantry or an armor unit.
• Artillery units do not reorganize.
• A unit may not be reorganized if it is isolated or low on supply.
• No unit may be reorganized more than once in a given turn.
• A unit may be reorganized at any distance from, or proximity to the enemy.
Rare Units
A unit with the rare symbol may not be reorganized, unless an event
specifically permits it.
Reorganization and Objectives
57

Objectives
Objectives are markers. They do not
count against stacking. Once placed,
objectives do not move, although in
some cases they can be permanently
removed from the table. A scenario indi-
cates where objectives are to be placed,
who places them, and who owns them
at game's start. An attractive solution is
to create a two-sided marker like a coin,
with a national symbol on each side,
so that the marker can be flipped if it
changes hands. a ing a tatic O jective ar er
There are two kinds of objectives, known his marker can be ipped to sho the
as static and trophy objectives. appropriate esturin lady, ur in us on to future
reat accomplishments.
Static Objectives
A static objective never moves from the table. It is owned by one side at game s start,
but if enemy units enter its square its ownership changes to that side. Ownership of a
static objective can change any number of times in the game if both sides are fighting
over it. In many scenarios victory is determined by controlling a certain number of
static objectives in one's victory step of the status phase.
For example, a scenario's victory conditions might stipulate that if the British player
reaches his victory step and controls at least two of those objectives that started the
game in German control, then he has won.
Control of a static objective can be shown by flipping the marker to show one side.
Trophy Objectives
A trophy objective represents something that disappears when taken. Once captured,
it can't be recaptured. This represents things like supply or fuel depots.
A trophy objective starts the game owned by one side. When a player takes a trophy
objective from the enemy he removes it from the table and keeps it on his command
post like a trophy. The scenario victory conditions might stipulate that as soon as
Player has captured a certain number of trophy objectives, he has won the game.
In some cases taking a trophy objective can change the situation in the game. For
example, capturing a supply depot might remove Low on Supply markers from a cer-
tain number of nearby units. Such specialized rules are best left to scenarios.
58

The Advanced Game


Advance
d Rules
Rules A
bout the
• Table Table
Scale
• Playing Rules A
with a H bout Uni
• Multipl ex Grid • Un reliabl ts
e Terra • e Equipm
in Type Shaky U ent
Rules Ab s nits
out Ga me Para
• Low Fue
l
• Reinfor meters •
cements Soviet A
• Multi-D rtiller
ay Battl • Tank Hu y
• Club Gam es nters
• es Rules A
Un-Tipp
ing by O bout Env
• p s • Weather ironmen
Additio
nal Vic t
tory Con • R i v
Rules A ditions er Cross
bout the • ings an
Minefie d Boats
• Command Command lds
er Skil e r R u
• Unified l les Abou
Command • t Traits
• Advance Pioneer
d Plann s
ing • Cavalry
• Recon Un
its
Rules A
bout Ope
• A mphibio rati ons
• us land
Airborn ings
e Operat
• Enginee ions
ring

Start With the Basic Game


Before beginning this section be sure that you and your opponent have read the basic
rules thoroughly and played at least one match with the free Operation Brevity scenario,
which you can download from the HONOUR website. Once you have mastered the
basic rules these advanced rules add greater depth and variety to your games.
The advanced rules do not have to be taken all together. They can be added as players
wish, in an la carte fashion. That said, several of the advanced rules in this chapter
refer to other advanced rules. Players are therefore encouraged to read all the advanced
rules before trying any of them.
The Rommel Community
For those players who wish to contribute their own scenarios or customized army
lists, or perhaps custom events and tactics for alternative armies or campaigns, the
HONOUR forum is a great place to share ideas.
59

Army Building
Chapter 11 explains the system for creating fictional armies for friendly or tournament
play. This is an "open architecture" system in which players can adjust the values if they
wish to tinker or handicap the game in various ways.
Historical Scenarios Only
Some of the advanced rules carry the H symbol, indicating that they may not
be used with the fictional army building system in chapter 12. These H rules
exist only for use when creating historical scenarios.
H

A ridge ot o ar
ames ills mm ritish airborne are headin for the brid e. he liders aren t necessary as markers they
ust look cool
ote that aul larke has marked the s uares ith little hite dots at the corners, nothin more. his is a
reat solution for people ho don t like to see rid lines distractin from their pretty terrain. ote also that
aul isn t usin any unit cards at all. e has ritten the combat alues of the aras on a separate sheet of
paper. As they lose steps he places a small marker on each base.
A d va n c e d R u
chapter 9 les

Rules About The Table

Table Scale (a.k.a. "Stalingrad on a Budget")

The basic game assumes a standard 4' X 6' (1.2m X 1.8m) table divided into 6"
(150mm) squares. But you are free to create larger or smaller squares and use any
amount of table you wish. Rommel is indifferent to the physical size of your table and
its squares. The important thing is that you like the way your figures and terrain look.
Using smaller squares and figures is a way to get more game out of the same table
space. It also makes artillery ranges more meaningful and opens new possibilities for
the use of road movement.
Note the 4" (100mm) squares on this Cigar Box Battle mat, below. It's a bit snug with
15mm figures, as you can see, but certainly within reason. Using 4" squares dramatically
increases the playing area without requiring any more table space. For more information
go to www.cigarboxbattle.com.
Advanced Rules
61

Playing With a Hex Grid


You can play the game using hexagons rather than squares. Scenario maps and some
rules will obviously have to be modified at your discretion.
On a hex grid there is no difference between ordinal and diagonal adjacency. Units in
adjacent hexes are simply "adjacent." Aside from making the Gaps in is ines event
useless, this has relatively few effects on the rules. In many cases it requires only some
common-sense translation. For example: to qualify as a flanking attack, attacking units
must come from non-adjacent hexes and one attacker must not be attacking from a
hex that is in more than one enemy ZoC.

Multiple Terrain Types


The basic rules mandate that a square has only one type of terrain. In general that is a
good idea for most of the table. However, you can create squares that have two terrain
types, such as: "Town in the Mountains," or "Forested Marsh," and so on.
There is no such thing as open terrain that also has another terrain type. Either a
square is open, or it is not. Other terrain types, however, can be combined. If a square
has two terrain types, then players must apply the following general rules. I use the
word "general," because it is possible that some unforeseen circumstances might arise
that require good sportsmanship and improvisation, so you have been warned!
Movement
If any square that your unit occupies or moves through has a terrain type that affects
its movement, you must apply that effect. For example, if you create a wooded area of
soft ground, then you must apply the penalty for soft ground, which is that a unit is
tipped after moving out of that square.
Combat
Terrain penalties in combat are not cumulative. For example, armored units are vul-
nerable when fighting in non-open terrain, no matter which or how many types of
non-open terrain are in that square.
As in the case of movement, however, the presence of any penalizing terrain means
that you must apply that penalty. For example, if you have an urban area in the moun-
tains, then artillery units in that square may not barrage, because it's an urban square.
As another example, an attacker is not normally penalized for attacking enemy infan-
try that is in a soft ground square. But if it is soft ground and bocage, then the attacker
applies the shift-down for attacking infantry in the bocage. If the square is both urban
and bocage, he still applies only that one shift down.
Chapter Nine
62

Rules About Game Parameters

Reinforcements
A scenario must identify one or more squares in which reinforcements will appear.
Unless otherwise specified, a player s reinforcements are placed in his marker step.
They may appear even in an enemy ZoC. They may not be placed in a square occupied
by the enemy. Reinforcements may never be placed in excess of the stacking limit.
If no squares are available, reinforcements are delayed until a future turn in which
they can arrive. A player can delay his reinforcements voluntarily, as well. Regardless
of why, if reinforcements are delayed, they are in a limbo "off-table" until a place
becomes available for them to arrive.

o e on anada The rst t rn at no each y the he eld playtest gro p


ote the tiny white ar s to sy oli e the corners o s ares Pa l s gro p li es the a i
aesthetic e ect o the iniat res so they ini i e the ta le grid
Advanced Rules
63

Multi-Day Battles
A game of Rommel represents a single day. When nightfall occurs, the "day" is over. In
most cases victory is determined at that time (if not beforehand). However, you may
create a multi-day scenario that is designed to play out over several days. To do so, you
should specify several things: the maximum number of days and their basic length,
the ultimate victory conditions, and the support points for each side.
"Support" is a number of points that represents the degree to which that side's opera-
tions are supported by Army HQ. Each side should mark his number of support points
on his command post. Support points are never replenished and eventually run out.
Night Period
When a day of battle ends the players carry out the night period. The player that com-
pleted the last turn of the day carries out his night period steps first. He completes all
four steps, in the order described below, then his opponent does so.
1. Retreat. The player may retreat all of his units that are in enemy ZoCs one or two
squares, so that they no longer are. This is optional; he does not have to retreat any
units, and in some cases might not be able to. If a unit can't legally retreat in a way that
it would no longer be in an enemy ZoC, then it may not retreat.
2. Restoration. The player may use some or all of his support points to remove all
losses from one or more of his units that are still on the table. This is called "restoring"
the unit. It is different from reorganization that occurs during the game.
A unit may not be restored if it is isolated or in an enemy ZoC. Each support point spent
removes all losses from a single unit. Two support points are required to remove the
losses from a rare unit.
3. Rebuilding. The player may use some or all of his support points to rebuild infan-
try and/or armor units that were shattered during this day's battle. A shattered unit
rebuilt in this way, returns to the game as a Shaky unit (see page 67). A shattered unit
that was already Shaky is lost forever. One support point is required to rebuild a unit;
two for a rare unit. Artillery units may not be rebuilt
Rebuilt units must be immediately placed on the table. They can be placed in, or adja-
cent to, that side's supply source within stacking limits, but not in an enemy ZoC.
4. Supply Status. Finally the player checks the supply status of all of his units. If a unit
already had a Low on Supply marker and is still not supplied, that unit takes one loss.
Some units might be shattered by this. The player then applies or removes Low on
Supply markers on his units, depending upon their supply status now.
Prepare for the New Day
After both sides have completed the night period they un-tip all units and place a new
set of starting dice in their Ops files. They roll for weather change if appropriate. Roll
a die to determine who has the first turn.
Chapter Nine
64

Club Games
"Club Games" refer to those games with more than one player on a side, each com-
manding a force of one or more elements. There is no limit to the number of players
but obviously the table size should expand to accommodate additional players and
forces. We leave the specifics of this to you, but try to balance the games so that each
player has a modest force and the two sides are more or less similar in size overall.
The CinC
Each side designates one player as the overall commander (CinC). He alone draws and
plays the Ops for that side and maintains that side's command post. The CinC plays
all events and tactics. In very large games the CinC's job is fairly time-consuming so it
would be best for him to do only that, i.e. for him not to command forces on the table,
but rather to concentrate on the Ops for all his teammates, as he will be quite busy.
Additional Players
These rules assume that a two player (1-vs-1) game is normal and that everyone else
is an "additional" player. For example, a 3-vs-2 game has "three additional players."
For each additional player in the game overall (regardless of how many are on which
side), the following changes apply to both sides:
• The number of starting Ops increases by one, and
• The Ops file size maximum increases by one, and
• The number of new Ops dice drawn increases by one.
For example, you may normally have no more than ten Ops in your file, and you nor-
mally draw three new dice if you reset and six if you don't. But if you are playing a
3-vs-3 six player game, now you can have up to 14 Ops in your file, and you draw 7
or 10 new dice (instead of 3 or 6).
Additional Boxes
For each two additional players in the game, the CinC adds another complete set of
event and tactics boxes on his CP. For example, in a four-player game each CinC has
two sets of events and tactics. The simplest way to do this is just to print out another
CP and cut off the top, leaving only the boxes. Thus, if your CP normally had only one
box for ecce, now it would have two.
Resetting the command post still means: removing all the Ops from all boxes.
Playing Club Games
In all other ways, club games play the same as two-player games. For example, if the
CinC invokes a tactical phase, all his players can move and fight. An objective held by
one German player is held by the German "side," and so on.
Advanced Rules
65

Un-Tipping by Ops
In the basic game tipped units are always un-tipped in their player's operations phase.
This advanced rule permits a player to un-tip his units at other points during the game
if he wishes.
At the moment that a unit does something that results in it being tipped, its player
(whether active or passive) may spend an Op and un-tip it. If he doesn't do so at that
moment, he may not do so later in the turn. For example, if the passive player retreated
from a combat (evaded) with two units, he could spend two Ops at that moment to
ensure they are not tipped. Or he could spend one Op to un-tip one of them.

Additional Victory Conditions


Victory in the basic game depends solely upon taking or holding objective markers.
Scenario-Based Victory Conditions
A scenario might specify that it is a spoiling attack, in which you must achieve a
particular kill ratio over the enemy by nightfall.
It might be a relief mission, in which certain units begin the game isolated and/or
low on supply. In order to win, a certain number of those units must still be on the
table and no longer isolated, when nightfall occurs.
A breakout scenario requires one side to exit a certain number of units by moving
them across specified outside edges before nightfall.
A scenario might involve capturing trophy objectives in order to change some situ-
ation in the game, such as capturing a fuel depot in order to remove ow Fuel status.
Disengagement
Because of its scale Rommel does not have a mechanism to stop the game at a certain
number of casualties. That means, however, that cheez-inclined players might cre-
ate fictional armies with lots of low-quality units early-war Italians, for example, or
mid-war Soviets), numerous enough to win a scenario with sheer mass. To safeguard
against such play, this rule is useful:
Count the number of units in the smaller army. Halve that, rounding up any fraction, as
the "disengagement point." If a player reaches his victory step and has lost that many
units or more, he instantly loses the game regardless of any other victory conditions.
For example, the ritish have 21 units, the Italians have 4 . alf of 21, rounded up, is 11.
If either army loses 11 or more units, it loses the battle.
Chapter Nine
66

Rules About The Commander

H Commander Skill
A scenario can designate a commander as either "Poor" or "Skilled."
A poor commander is represented by giving his side one less die than normal during
the new ops step (2 if he reset; 5 if he didn't). A skilled commander is represented by
giving his side one more die than normal (4 if he reset; 7 if he didn't).

H Unified Command
(Also known as "The Afrika Korps Rule").
You may create a scenario in which multi-national forces exist on one side, but they
all use the command post of one nation on that side. The classic example is the Afrika
Korps, in which German and Italian units use the German command post.
One might object that clunky Italian tanks with no radios should not benefit from
German early war tactics like Three-Man Turrets. However the alternative would be
a very fiddly set of rules forbidding certain kinds of Italian units from using certain
German tactics or events, and so on, when not stacked with Germans.

H Advanced Planning
A scenario may stipulate that a player can start with more Ops than the maximum for
his file, in order to represent the early hours of a well-prepared offensive.
In this case the player may not take any new dice during his new ops step until his file
is reduced below the maximum of ten Ops dice.
For example, the Germans in a Battle of the Bulge scenario might start with fifteen
Ops in their file, even though their maximum is the normal ten. If he reaches his ops
step and still has more than ten Ops dice in his file, the German player skips that step.
Advanced Rules
67

Rules About Units

Unreliable Equipment
Sometimes new equipment was pressed into service before its bugs were
worked out, or sometimes shortages resulted in poor workmanship. In such
cases a unit is given the Unreliable trait, symbolized by a wrench.
Whenever an Unreliable unit voluntarily moves more than one square, in any sort of
phase, the active player rolls a die for it after completing its move. On a roll of "6"
that unit takes a loss, even if that shatters the unit. No roll is required when it moves
involuntarily.

H Shaky Units
Generally, the game addresses unit quality in the combat values. It is also possible
to represent a unit that has extraordinary problems, perhaps due to bad morale or
leadership, or a lack of training, or simply because it is the burned-out remnant of a
broken unit that has been reassembled and thrown back into the battle.
Such units are called Shaky. They are represented by
marking-out the middle box on their track: that box is
ignored and not used. This is done regardless of their Panzergrenadiers
fresh combat values. For example, a veteran armor
unit might have had a track showing 5-4-3. But it was
shattered in combat and reappears on the next day A P
as a Shaky unit. It now has only two boxes, showing:
5-()-3. (It is still a veteran unit but it no longer has the
numbers or staying power it once had.) This unit is Shaky. It represents
a core of tough veterans, hence
A Shaky unit may reorganize but it never restores the it still has its ood fresh combat
"missing" center box. alue. ut it can no lon er take
Artillery units are never Shaky. Once shattered, they the punishment it once could.
ts rst loss ill reduce its com-
never return to the game. bat alue to " " and a second
You may not purchase Shaky units when creating an loss ill shatter it.
army list using chapter 11. However, you might play
a multi-day battle with those army lists, in which case
some of your units might return as Shaky.
Chapter Nine
68

H Low Fuel
There were many occasions when units were technically "supplied" but their army
simply didn't have the resources to keep them adequately fueled. This happened to
the Germans frequently throughout the war and to the Allies occasionally, such as
after their breakout across France. You may therefore create a scenario in which one
or both sides have low fuel.
If a side has low fuel, then that player must roll two dice in the marker phase of his
turn. If he rolls equal to, or less than the number of the turn just played, the low fuel
effects begin immediately and last through the end of the game.
For example, in the marker step of Turn 6, if he rolls a "6" or less on two dice, the
player begins suffering the low fuel effects and doesn't have to roll any more.
Low Fuel Effects
Once low fuel effects begin:
• Units of that side may move no more than three squares in road movement, and
no more than one square in tactical movement.
• That side's units may not evade from combat. They may still retreat two squares,
however.
• All of that side's self-propelled artillery lose that trait and are treated as towed
artillery.
Feel free to adjust the low fuel rolls, or their frequency, to conform to the historical
scenario you wish to depict.

Soviet Artillery
The Soviets massed artillery in numbers far in excess of other armies, but generally
only for huge programmed bombardments in preparation for an offensive. A shortage
of radios made it difficult to respond quickly to changing circumstances. For defensive
fire support the Soviets relied on their mobile light guns. For that reason the following
special rules apply to Soviet artillery:
• Soviet rocket launchers and heavy artillery barrage value of 4 may fire only
when on the active side, and only in the first tactical phase of a turn.
• Soviet field artillery 122mm howitzers with a barrage value of 3 may fire only
when on the active side.
• Only light artillery 76mm guns with a barrage value of 2 may fire in both
offensive (active) and defensive (passive) barrages.
Advanced Rules
69

Tank Hunters
Several armies developed thin-skinned vehicles that mounted powerful anti-tank
guns. They were not true tank destroyers, and they usually didn t fight in large
company-sized units, being more often spread out to assist motorized infantry in a
defensive role. But occasionally we do find large units of these vehicles in action. The
game's term for them is tank hunters, and they are equipment like the Soviet SU-76
or the German arder or Nashorn.
Tank Hunter Unit Values
Tank hunters are armor units.
All tank hunters, regardless of their period or crew
quality, always have a combat track showing 2-1-1.
Since no other unit in the game has this track, you Nashorn
can recognize them instantly as such. They typically
also have a split armor value.
Like all armor units, their armor value is recalcu- A P 1-4
lated for each period. The 76mm gun on the SU-76
was a good tank-killer in the mid-war, for example,
but mediocre at best in the late war.
Tank hunters can provide useful support in tank battles by preventing the enemy
from getting a bonus for armor advantage, and because they are armor, they protect
defending infantry in the open from tank shock.
Note that true tank destroyers, with adequate armor, are best represented as normal
armor units in the game, such as the American M-10 or the German Jagdpanther.
Chapter Nine
70

Rules About Environment

Weather
Each scenario should specify the weather conditions for that day. There are three pos-
sible conditions: clear, overcast, and precipitating (rain or snow).
Weather can be also be generated randomly by rolling a die after both players have
set up their armies. On a roll of 1-3 the weather is clear. On a roll of 4+ it is overcast.
Clear weather has no effect on the game rules. Overcast weather has the following
effects:
• Events with the lear Weather Only text may not be played.
• Airborne operations are not possible.
In precipitation the above conditions apply, plus:
• Invoking any phase costs an extra Op, over and above what it would normally cost.
Weather Change
If playing a multi-day game, roll for weather change at the start of each new day.
On a roll of 1-2 the weather has deteriorated (clear becomes overcast; overcast
becomes precipitating). The weather never deteriorates beyond precipitating.
On a roll of 3-4 the weather remains the same as it was on the previous day.
On a roll of 5-6 the weather has improved. It never improves beyond clear.
Advanced Rules
71

River Crossings and Boats


Most corps or army H s had a supply of boats sufficient at least to carry infantry,
but a commander generally could not improvise a river crossing. Such an operation
required hours of preparation, preferably an entire day. For that reason, in order to
cross a river, an army must have boats.
A "boat" in game terms is a marker that is either provided by the oat
scenario or purchased when building the army. A player might have
any number of boat markers on his command post. Without them,
he may not cross a river except at a bridge.
What is a River Crossing
Any number of units in one square, moving across a river border (not a corner) into an
adjacent square, is called a "river crossing."
Placing Boat Markers
In his marker step, the active player may place any number of boat markers. He may
place boats only on river segments that border a square where he has one or more
supplied, non-isolated units. There is no limit to the total number of markers he may
place, but no more than one per border. A boat marker may be placed even if enemy
unit(s) are in a square that touches that border.
Crossing the River
During a tactical phase, any number of infantry units may cross a river border using a
friendly boat marker, into the adjacent square, where they must stop. If enemy units
are in the adjacent square, then a combat will ensue. Armor and artillery units may
not cross in boats, nor may any unit use road movement and boats.
Units attacking during a river crossing are vulnerable; their combat values are halved.
Removing Boats
At the conclusion of any tactical phase the active player may remove any of his boat
markers. If the marker was used by any number of friendly units, it must be removed
and returned to its command post. It can be placed again in a subsequent marker step.
At any moment that a boat marker is ordinally adjacent to enemy unit(s), but not ordi-
nally adjacent to any friendly unit(s), then that marker is immediately eliminated, i.e.
removed from the game, not returned to its command post.

he American player is makin a ri er crossin ith t o units.


12 e ould need a boat marker on that border. At the end of
the tactical phase in hich this crossin s occurred, that marker
ould return to his command post.
Chapter Nine
72

H Minefields
A scenario can declare that certain squares have minefields that are owned by one
side and "hostile" to the other side.
Each time that a unit enters a square with a hostile minefield it must roll a die. On a roll
of 6 it suffers a step loss, even if that would shatter the unit. This roll must be made
whether a unit uses any sort of voluntary or involuntary movement. Thus it is possible
that a unit might have to roll twice or more in a single turn if it enters hostile mine-
fields more than once for example, by tactical movement and then by retreating or
moves through multiple hostile minefields.
Note that this roll happens only when a unit moves into a hostile minefield square.
Once in that square, a unit could sit for many turns without moving, and never have
to roll. Nor would it have to roll when moving out of the minefield... unless it did so by
entering another hostile minefield.
Laying Minefields
ou may lay a minefield in a square with an engineering marker performing a con-
struction task in that square. When the construction is completed you own that mine-
field. See the rules for engineering on page 78.
Minefields may be laid only in the following terrain types: open, mountains, and soft
ground. If a square contains any other terrain type, no minefield may be laid there.
ou may not lay a minefield in a square that already has a minefield.

Clearing Minefields
ou may clear hostile minefields with an engineering marker performing a demolition
task in that square. When the demolition is completed, the minefield no longer exists.
ou may lay your own minefield in a square that is now clear of the enemy s mines.
Advanced Rules
73

Rules About Traits

H Pioneers
An infantry unit may be given the Pioneer trait to signify that it is
trained and equipped for assaulting prepared positions. This typically
represents units that use demolition equipment and flamethrowers,
and may include commandos, rangers, or other special forces. A unit
with the trait is called a "pioneer unit" in addition to its normal unit
type. The trait is symbolized by a German grenade.
Using the Pioneer Trait
The active side may use the Pioneer trait when a pioneer unit is attacking. The trait
allows the attacker to choose one of the pioneer effects listed below. He must announce
his choice before the defender chooses any tactics. No matter how many pioneers he
has in the combat, the attacker may choose only one effect:
• Immediately remove a prepared position marker, or
• Negate the shift down penalty when attacking a bocage or urban square.
Pioneer units offer no benefits to the defending side.
Although pioneers are not offered on the army lists in chapter 11, the open architec-
ture section provides a cost for them in points if you want to ignore the (H) in this
rules section and work them into your army lists.

Cavalry
avalry is a trait added to leg infantry units, symbolized by the horse sym-
bol. The trait confers the following abilities to an infantry unit.
• A cavalry unit can move two squares in a tactical phase, in any terrain.
• A cavalry unit may evade.
• A cavalry unit may move up to six squares in road movement.
Cavalry are still infantry units, and may thus be reorganized by those events that reor-
ganize infantry. They may not be Pioneers.
Cavalry units are immune to Low Fuel effects (see page 68). Their movement is not
affected.
Chapter Nine
74

Recon Units
Rommel assumes that reconnaissance units have been distributed among the combat
formations, and their activity is represented by the ecce tactic. In some cases, however,
armies fielded large units entirely of reconnaissance vehicles, typically light tanks.
You may attach the econ trait (the silhouette of an armored car) to such
an armored unit. The trait enables the unit to do one of two things: with-
draw or scout.
Withdraw
When a combat is declared, but before either side calls for artillery or plays any tactics,
the passive player may announce that his econ unit(s) will try to withdraw. He rolls
a single die for each econ unit making the attempt. On a score of 4+ that unit retreats
immediately. Any other roll has no effect; proceed with resolving combat.
Only the passive side's econ units may attempt to withdraw. They may do so whether
or not they are already tipped.
If the attempt is unsuccessful, then the passive player may not use that unit to scout,
as described below.
Scout
When tactics are revealed for a combat, if neither side played a ecce tactic, the player
with an eligible econ unit may declare that he wishes to scout with it.
If both sides have one or more econ units the active player must declare first. If both
sides are scouting, they cancel each other out and have no effect, even if one side has
more econ units than the other.
However, if no ecce tactics are played and only one side has a scouting unit, then that
player rolls a die. On a roll of 4 his side shoots first as if it had played ecce).
A econ unit that scouts may not evade from the combat, i.e. may not retreat instead
of taking its last combat loss.

T-70

1 / 4GT 1

Don t nderesti ate the li le g ys Recon


tan nits can provide val a le options
Advanced Rules
75

Rules About Operations

H Amphibious Landings
If you wish to create a scenario involving an amphib-
ious landing, you will need to designate a certain
number of beach squares. A beach square has one
border depicting the sea.
Beach squares do not represent a full kilometer. our beach s uares. t is not
They represent only a few hundred meters of open necessary to depict the sea only
ground at the waterfront, between the sea and any those s uares that touch it.
positions held by the defenders.
The side making an amphibious landing is called "the landing side." The enemy is "the
holding side."
The Beach Squares
Beach squares are normally open terrain, but you can place other terrain in them
if your scenario requires it. For example, some of the beach squares might be soft
ground or urban. Minefields might be placed in beach squares, terrain permitting.
Units of the holding side never set up on the beach squares. These squares are
always unoccupied on the first turn as the landings begin. In subsequent turns, both
sides may move into and fight in beach squares.
The ocean is impassable terrain. Any unit forced to retreat across the sea border is
shattered and removed from the game.
Landing
The landing side has the first turn, in which it must land units by moving them across
the sea border onto the beach during its first tactical phase.
An amphibious operation occurs in clear weather. Do not use the weather rules on the
first day of the battle if you play more than one day .
Active units are moved (landed) onto a beach square as a tactical move. They stop as
soon as they land on that square. Up to three units may land on a square.
The landing side might invoke subsequent tactical phases, to land more units and/or
to move already-landed units.
Beach Supply
All units are supplied and not isolated on the turn in which they land.
During the marker step of the first turn, the active player must place a supply source
marker on one of the beach squares he controls.
Chapter Nine
76

Restrictions for Units on the Beach


A unit may not use road movement if it starts on, or enters, a beach square.
Towed artillery units may not barrage from a beach square.
Units of the holding side are treated as vulnerable when on beach squares. (We assume
they are exposed to fire from warships and aircraft. They may not start the game on
the beach but might move onto the beach during the game.
Units of the landing side are vulnerable when they attack from a beach square (i.e.
attacking across a corner or border from a beach square).
Subsequent Waves
Sometimes there might be too many units in a wave to fit them all on the beaches on
the first tactical phase. They may land on a subsequent tactical phase of that turn.
Units may not land on beach squares in a way that would overstack them.
Each unit that does not land on the turn that the scenario instructs, is shattered. A
scenario might allow multiple waves of landings on various turns.
If a supply source marker placed earlier has been lost, the landing side may place
another one in the marker step of the turn in which its subsequent wave lands.
However, they may never have more than one supply source marker on the beaches.
Naval Artillery
The scenario can specify that the landing side has a number of naval artillery shifts it
can apply to combats within a certain range of the beach. For the sake of simplicity,
each "shift" is named and represents a ship. For example, HMS elfast is on hand to
provide support; calling upon her confers one shift-up, anywhere within four squares
of the beach.
Only the active player may use naval artillery. He may use it only in the first tactical
phase of his turn. The shift can be used in addition to any tactics or other artillery
support. No matter how many shifts he has available, a player may apply only one
naval artillery shift to a given square in a given tactical phase.

Keep It Simple, Ike!


It would be easy to allow the rules to get lost in the complexities of amphibious
operations. Rommel does not concern itself with tide, or underwater obstacles, the
proper sequence of landing craft, or any of the innumerable other details that
would make this a game unto itself. If you wish to add such house rules, feel free.
Rommel concentrates on the vulnerable minutes after the units have landed.
Advanced Rules
77

H Airborne Operations
If playing a scenario involving an airborne landing, we recommend that you don't try
to drop paratroops into the midst of a game. Rather, either start the game with the
airborne units having just landed, or have a pre-game "Drop Step" as described below.
The airborne side should designate which units are parachute and which, if any, are
glider-borne. The scenario should also specify a number of squares that comprise the
potential drop zone. The drop zone may not comprise any urban or woods squares.
An airborne operation occurs in clear weather. Do not use the weather rules on the
first day of the battle if you play more than one day .
The Drop Step
The landing player places his units, up to three per square, in any squares he wishes
within the drop zone. He must then make a "drift" roll for each one.
On a roll of 1-2 the unit lands in that square as intended. On a roll of 3-4 it lands in an
adjacent square of the owner's choice. On a roll of 5-6 it lands in an adjacent square
of the enemy's choice.
Neither side may drift a unit into a square that is fully stacked with three units, or onto
an enemy-occupied square. If there is no alternative but to do so, then that unit takes
a loss and drifts another square, still chosen by whichever player chose the first drift.
This can be repeated until it finds a place to land, or is shattered by losses.
A glider unit subtracts 1 from its drift roll (i.e., it is more accurate). However, if it lands
in any terrain other than open, it suffers a loss.
Airborne Supply
As the last act of his drop step, the active player places a supply source marker in any
one square of his drop zone, to indicate his supply drop area. That marker functions
as a supply source for those airborne units that dropped, if playing a multi-day bat-
tle. The marker is permanently removed if an enemy unit ever controls that square.
Airborne units are supplied on the day they dropped, but they still must trace a valid
LoS in order to avoid being isolated.
An airborne supply drop marker functions only if the weather is clear. If playing a
multi-day game and the new day's weather is not clear, airborne units may not trace a
LoS to that marker. They will be Low on Supply (and isolated) for that day, unless they
can trace a LoS to some other friendly supply marker at that time.
Starting the Game
Having completed the drop step, the players now begin the game.
On a player s first turn after his airborne units have landed, those airborne units may
not use road movement.
Chapter Nine
78

Engineering
In Rommel there are no engineer units on the table. Rather, a player
places an engineering marker to represent work on a specific 1

on
engineering task. There are three kinds of tasks: fortification,

cti
on 4

2
construction, and demolition. Each task has a different marker.

r
st
Fortification refers to the creation of prepared positions.
3
Construction and demolition refer to bridges and minefields.
Engineering Markers
The scenario will inform you of how many, and what type of engineering markers
you have available. If you create a fictional army using chapter 11, you can purchase
engineering markers using army points.
Examples of engineering markers can be found on the HONOUR website. Each marker
has a set of numbers. Construction markers have numbers from 1 to 4. Demolition and
fortification markers have numbers from 1 to 3.
When it is first placed, a marker s 1 value should point north designate that direc-
tion if you haven't already). The number pointing north shows the degree to which the
task is advanced.
The Marker Step
In his marker step the active player first rolls to advance all of his existing engineering
tasks. Then he may place new markers for new engineering tasks.
Unless otherwise specified, the engineering success number is 2 . That means: a roll
of 2 or higher advances the marker by one. For example, if a marker currently shows
"1" and is advanced, now it shows "2." If advancing the marker would result in it being
higher than its highest printed number, the task is completed. The player indicates
that on the table and removes the marker. For example, if a construction marker shows
"4" and is advanced, its construction task is completed.
Engineering markers that are removed when a task is completed or abandoned return
to the player's command post, and may be used again in the game, even the same turn.
Placing Engineering Markers
In order to place an engineering marker, a player must have at least one supplied unit
in that square. The square may not be isolated. Having placed his marker, the player
is then free to move units into and out of that square as he pleases. He will roll to
advance the task in subsequent turns, whether or not he has friendly troops there,
whether or not the square becomes isolated.
A scenario can specify the maximum number of markers that one side may have on
the table, or that only certain elements are eligible to place certain kinds of markers.
For example, "Units of the 4th division may not place construction markers."
Advanced Rules
79

Which Markers?
A fortification marker is placed in the square where the player wants to build a pre-
pared position. A demolition or construction marker is placed in the square where a
minefield is to be cleared or laid, or on the border of the two squares where a bridge
will be built, or where an existing bridge will be destroyed. In the case of a bridge
construction or demolition there may not be any enemy units in either square, on
either side of that border, when the marker is placed.
There may never be more than one engineering marker in the same square or on the
same border at a time.

he Americans ant to build a brid e. n his marker step the American


player announces that he ill place a construction marker on the ri er, as
sho n here. e may do this because he has an eli ible unit in one of the
t o s uares that this ri er se ment borders, and because there are no
enemy units in either s uare borderin that se ment.
1
on

e may not place another en ineerin marker on this border until this task
1
cti
4

2
r
st

is completed or abandoned.
on

Completing a Task
A completed fortification task results in one prepared posi- Roll 2+
tion marker being placed in that square. to advance a tas
A completed demolition project results in the bridge on
In the Marker Step:
that border being destroyed or the minefield in that square
oll rst to ad ance
being cleared. e tin tasks.
A completed construction project results in a bridge being hen place any ne
built on that border or a minefield in that square. markers.

Abandoned
In his marker step, instead of rolling to advance an engineering task, the active player
may announce instead that he is abandoning it. The marker is removed immediately.
If the active player starts his turn with an engineering marker in a square that is ene-
my-occupied, or on the border of an enemy-occupied square, that task is abandoned
and its marker immediately removed. Note that this is checked at the start of the own-
ing player's turn. If enemy units attacked and contested the square, but did not take it,
or if they simply moved or retreated through the square without staying there, then
that is not sufficient to force the task to be abandoned. In other words: if you want to
destroy your enemy's engineering task, then you must end your turn with one of your
units in that square, or in either square of a bridge construction or demolition task.
C re a t i n g G a m
chapter 10 e Units

This chapter explains how the game’s units are assigned their traits and values.
Rommel is an “open architecture” system, meaning that all of the math involved in
calculating unit values is visible to the players and thus can be changed by them if they
desire. The values in this book are “official,” and I strongly recommend that you do not
change them until after playing several games. Everything in Rommel went through
months of playtesting with a number of groups in five countries; there is a reason that
the official version is official!
That said, once you have mastered the game you are welcome to open the hatch and
tinker with the gears. For example, you could create new units to represent minor
armies that aren't covered in this book, such as the Romanians, Finns, Hungarians,
and so on.
Remember that the first decision players must make is the period in which they will
play. Armor units are rated according to their performance in a given period of the war
(early, mid, late).
A Note Regarding Unit Values
Rating historical units and equipment for wargames is one of the hobby's eternal
springs of discontent and argument. Everybody can find a couple of numbers they
disagree with vehemently. If that s you, then please adhere to the following simple
rule:
If you don't agree, then change it.
This open architecture system gives you all the tools you need to change any of the
unit values and to adjust the army building system accordingly. Feel free to do so.
But please do not contact me to complain or argue about your favorite tank, or
which units should have which equipment. (Besides, everybody knows that the
Fiat-Ansaldo M11 39 was a vastly-underrated masterpiece of military hardware; I
don't know what you're talking about.)
Creating Game Units
81

The Unit Summaries


The following pages provide unit summaries for the six largest armies of the European
theatre. Each summary gives values for that army's basic and common unit types. The
summaries are not meant to be exclusive or comprehensive, but rather to cover
the most common types of units that you might use in the game.
If you are a fan of rare equipment like the Panzerküchensprengwagen 47B, of which
seven prototypes were made, all of which bogged down and were abandoned prior
to the fighting in the Schlammwetterdorf Offensive in February 1945, this chapter
provides you with the tools you require to bring those beloved units to the table.

The er ans advance on olens in Pico Ar or on a igar o a le at


The g res can e placed on very s all ases as shown here to ght h ge a les on a
s all ta le Or yo can a e ig glorio s and ine pensive diora as with h ndreds o g res
or ore in or ation a o t Pico Ar or go to www picoar or co

The igar o a le at s s are lines are so s tle as to e arely visi le in the nat ral earth
tones o the terrain or ore great Rommel ready ats go to www cigar o a le co
Chapter Ten
82

Infantry
American Units
nit ary reen n antry 4 3 3 2 2 1
n antry

lite n antry

Mid-War Armor Artillery

t art 2 Pac 0 1 2 8
Sherman 4 ow 0 1 3 12
M-10 4-2 ow 0 1 4 16
M3 Lee 2-3 Priest 0 2 3 12

Late War Armor


The American tank destroyers have
split tracks that reflect their
t art 1 doctrine as well as their limitations.
Although they were essentially thin-
Sherman 3 skinned tanks with decent firepower,
they were expected to go looking for
trouble, rather than to wait in ambush
M-10 3-2 as the German tank destroyers did.

M-18 4-3 Thus their armor values reflect their


more aggressive intended roles.
M-36 5-3
Pershing 5
Creating Game Units
83

Infantry
British Units
nit ary
n antry

lite n antry

Early War Armor Artillery

ic ers t Tan s 1 Pac 0 1 2 8


r iser 2 pdr 0 1 3 12
r sader 3 eavy g ns 0 1 4 16
atilda 2-4 e ton 0 2 3 12

Mid-War Armor Late War Armor

r sader 2 Achilles 4-2


alentine 3 Sherman 3
Sherman 4 ro well 3
h rchill 3-5 Archer 1-4
rant 2-3 enta r 2
t art 2 Challenger 4
h rchill 2-4
h rchill 3-4
Chapter Ten
84

Infantry
French Units
nit ary
onscript n antry

eteran n antry

Early War Armor


lite n antry 4 5 3 4 2 3

AMR 35 1 Artillery
o a 3
Char D 3 g ns 0 1 2 8
H35 or R35 2-3 g ns 0 1 3 12
Char B 3-5 g ns 0 1 4 16

A rare and revealing photograph The Pan er le stares at the onstro s har
The staggering di erence in the si e o the two vehicles is i ediately o vio s
Creating Game Units
85

Infantry
German Units
nit ary Volksgrenadiers 3 4 2 3 1 2
n antry
Early War Armor
lite n antry

P 1 Poor n antry

P e 2
P j 3 Artillery
P de 3
P t 2 ns 0 1 2 8
P t 3 ow 0 1 3 12
t ae 2-3 eavy g ns 0 1 4 16
P g 1-3 espe 0 2 3 12
el 0 2 4 16
Mid-War Armor
e elwer er 0 1 5 3

P e P t 1 Late War Armor


P j P e 2
P 3
Pan er 3
Panther 4
P 4
Tiger I 4
Marder 1-4
Tiger II 5
Nashorn 2-5
Marder 1-3
t 3-4
Nashorn 1-4
Panther 5 et er 2-3
Tiger I 6 t or 2-3
le ant 3-6 agdpanther 3-5
Chapter Ten
86

Infantry
Italian Units
nit ary
onscript n antry

Early War Armor eteran n antry

lite n antry 4 5 3 4 2 3
1
M11/39 2
M13/40 3
Artillery

Mid-War Armor
65-75mm 0 1 2 8
L6 1 100-105mm 0 1 3 12
M14/40-41 2 135-152mm 0 1 4 16
e ovente 2-3

talian troops in lgaria with a col no tan e es


Creating Game Units
87

Infantry
Soviet Units
nit ary
onscript n antry 3 4 2 3 1 2
eteran n antry

Poor n antry
Early War Armor

BT series 2
Artillery
T-26 2
T-28 2 n 0 1 2 8
KV-1 5 ow 0 1 3 12
T-34 5 ow 0 1 4 16
KV-2 2-4 aty sha 0 1 4 4

Late War Armor


Mid-War Armor
T-34 2
T-26 1 T-34/85 3
T-60 or 70 1 IS-2 5
T-34 or KV-1 3 SU-76 1-2
SU-76 1-3 SU-85 2-3
SU-122 2-3 SU-100 3-5
SU-152 2-4 ISU-122 3-4
ISU-152 3-4
Chapter Ten
88

Open Architecture: Creating Artillery Units

Artillery units always have a split track with a sin-


gle box, no attack value, and a defense value of 2
for armored SP guns, or 1 for everybody else. 0 2
The barrage value of artillery runs from 2 to 4,
as shown at right, depending upon the weapon's
size. I have made an exception for the ubiquitous
British 25-pdr since it had a high rate of fire and
was used in role similar to that of heavier pieces in
0 1
other armies, hence it warrants a "3."
The range of an artillery unit (other than rockets)
is equal to its barrage value multiplied by four.
This gets us relatively close to history and is 2 g ns 8
simpler than trying to evaluate every variation of
every weapon. 3 g ns 12
Rocket launchers require a different formula, and
here I apply an arbitrary number. Heavy rock-
4 130-160mm 16
ets, like most of the German Nebelwerfer, have a 4 ight roc ets 4
range of 3, and the lighter rockets like the Soviet
Katyusha, have a range of 4. 5 eavy roc ets 3
The values of artillery units do not change accord-
ing to the period of the war.

Katyusha Wespe 75mm Pack Howitzer

0 1 0 2 0 1
4 4 12 3 8 2

a ples o o on Artillery nits


The Katyusha is self-propelled but not armored, so its defense value is 1. Its range varied from three to eight
kilometers, but typically about 4. It has a barrage value is 4.
The Wespe has a 105mm howitzer, hence its game-standard values of a range of 12 and a barrage value of 3.
It was a self-propelled armored vehicle, so its defense value is 2.
The 75mm pack howitzer, common in allied airborne units, is a towed unit, thus it has a defense value of 1.
Its range is 8 and its barrage value is 2.
Creating Game Units
89

Open Architecture: Creating Infantry Units

Infantry units always have a three-box track.


The normal or standard infantry unit has a Soviet Infantry
4-3-2 track. This can be modified as follows:
Elite troops in general should have a 5-4-3
track. Poor quality troops should have 3-2-1.
A n 3 4 2 3 1 2
If you wish to represent substandard infan-
try that was nonetheless good on defense,
such as early-war Soviets or late-war t orn n antry
Volksgrenadiers, then give the unit a split Soviet infantry in 1941-42 had many short-
track, with defense values one-higher than comin s but as still tou h on defense,
attack values. hence the split track. In the Red Army this
unit mi ht represent an entire battalion.
Infantry unit values do not change accord-
ing to the period of the war.

Open Architecture: Creating Armor Units


The combat track of armor units is based
upon the skill of their crews; with 3-2-1 rep-
Sherman
resenting units with technical or doctrinal
problems; 4-3-2 representing normal levels
of expertise; and 5-4-3 representing skilled
veterans or those with doctrinal advantages.
Remember that Tank Hunters always use a A/3Arm 3
2-1-1 track, regardless of crew skill.
The armor value depends upon the period
of the war. Within each period, a normal/ A ate ar Ar or nit
standard armor value is 3. A value of 1 rep- The Sherman tank evolved during the war
and was "standard" kit by the late-war
resents equipment that is woefully obsolete,
period. Hence its value of (3).
or under-armored or under-gunned in some
way, relative to the norms of that period.
A value of 5 or in some rare cases, 6 represents significantly better weapons and
protection than the norm at that moment.
For example, a Soviet T-34 would have an armor value of (5) in the early war, a (3) in the
mid-war, and a (2) in the late war.
11
Army Buildi
ng
chapter

Army Lists
This chapter provides army lists for the early, mid, and late war periods. Each list
provides the rules for creating a fictional army of that nationality in that period. The
army lists assume that the players are familiar with the advanced rules, although not
all the advanced rules are necessary to use the lists.
Opposing players must all use the same period of the war, but within that period they
may choose any army list, even fighting identical armies against one another. Bear in
mind, however, that some events specifically apply only against one historical enemy,
so it is generally best to fight Axis-vs-Allied.
The Points System
Players agree on how many army points (APs) they will use. When using chapter 12
this ranges from 80 to 110. A typical number is 100. APs are spent to purchase bat-
talions, whose composition and price are described on that army list. Battalions are
purchased primarily as part of elements, although some battalions are independent.
Each army list indicates the minimum overall number of elements a player
must purchase. This is shown as a white number in his national symbol.
For example, the mid-war US army must comprise at least three elements. 3
There is no overall minimum number of independent battalions.
Each element describes a number of organic battalions that the player may or must
purchase, such as 1-3 Tank Battalions. If the number ranges from zero, such as 0-1
Field Artillery, then he doesn t have to purchase any battalions of that type if he
doesn t want to. A player may purchase additional battalions as attachments. Each
element has a number (usually 1 or 2) showing how many additional battalions may
be attached to it. If no such number appears, then no attachments may be purchased
for that element.
Finally, each army list offers the possibility of some HQ Options. These are not units,
but rather engineer markers, prepared positions, boats, and so on.
Scenarios
These army lists may be used in any number of ways, but we assume that players will
want to use them with the scenario generator in chapter 12.
Army Building
91

How to Use the Army Lists


Choosing Elements
A number in a yellow box is the limit on how many of that element you may have.
For example, the mid-war Germans may not have more than two Fallschirmj ger 2
Kampfgruppen. If no such box exists, you may have any number of that element.
Each element has a grey square with either an infantry or armor sym-
bol. That is the element s class. Sometimes motorized infantry elements
have an armor symbol.
Battalions
Units are organized and costed as battalions, even though some armies used
different terms for units of that size. British armoured regiments, for exam-
ple.) Each entry is a row, showing the name of the battalion and the number 12
and type of units it comprises. The battalion s cost in APs is shown in a black
box after its name. ou may not change a battalion s composition in any way.
Battalions that are purchased as part of the element s description are called organic
battalions. They are organic to that element.
Attachments
ou may purchase additional battalions to augment your forces. Doing so is called
purchasing attachments. Each element shows the number of units you may attach to
it. If an element makes no mention of attachments, then it may not have any.
Some elements permit more than one attachment. Unless stipulated otherwise, you
may not attach more than one of the same type of battalion to an element. For exam-
ple, if permitted two attachments, you could choose an armored artillery and a tank
hunter battalion, but not two tank hunter battalions.
An attachment may be any type of battalion that shares that element s
class. If the battalion shows both classes, then you may attach it to any
type of element.
Unless its row shows the word Parent, a battalion must be attached to an element.
ou can purchase attachments that are the same as existing organic units in the
element. For example, an infantry element could attach another battalion of infantry.
Independent Battalions
Some battalions show only the word Parent rather than a type symbol. These units
may not be purchased as attachments because they may not be attached to an element.
Typically they represent assets held at division, corps, or even army level, such as
heavy artillery.
Chapter Eleven
92

Total Number
If a battalion has a red box on its row, that number indicates the maximum 3
total number of that battalion you may have in your entire army.
Elite Battalions
If a battalion has the elite symbol a white box with the letter E , then it may E
be attached only to an element that also has that symbol.
HQ Options
An H option s cost in APs is listed in the black square, and the total number of that
option that can be purchased is listed in the red square.
Extra terrain dice are rolled during terrain placement in scenario setup see chapter
12 . Engineer and boat markers are placed on your command post, to be deployed
during the game. If you purchase prepared positions then you must place them during
your setup. The type s of engineering markers must be specified when purchased. For
example, if you purchase three engineer markers, you might select one construction
and two demolition.

Infantry Battalion A 7 3 Green Infantry


Infantry RCT
Infantry Battalion B 8 3 Infantry

2-3 Infantry Battalions A or B


Elite Infantry Battalion 10 3 Elite Infantry E
0-1 Field Artillery Battalion Armored Infantry Battalion 9 3 Infantry
0-2 Attachments Tank Battalion A 8 3 M3 Lee

a ple o le ents and a alions A erican id ar


he player chooses an nfantry element. t must comprise at least t o or anic infantry battalions, but
no more than three. t may or may not also comprise a eld artillery battalion.
he player can choose any combination of A or infantry battalions for this element s or anic infantry,
or he mi ht choose all of one and none of the other. ookin at the list of battalions, he can see that the "A"
battalions are reen infantry, hile the " " battalions are more e perienced "normal" infantry.
e may not purchase the elite infantry battalions for this element, either or anically or as an attachment,
because the element doesn t ha e the ) symbol. e may not purchase armored infantry, since it isn t listed
as an or anic unit, and he can t purchase it as an attachment because its rey bo sho s a di erent class.
et s say that the player chooses t o or anic infantry battalions and one or anic "A" battalion for this
element. he element may also ha e " Attachments." ote that the player could attach more infantry
battalions if he desires. en thou h the element has or anic battalions, he could purchase up to t o
more as attachments, for a total of e. nstead he decides to attach a battalion of ee tanks " ank
attalion A"). his costs A s. ote that the tank battalion has both of the class symbols, meanin it can be
attached to any sort of element.
The ele ent s nal cost is APs two n antry one n antry A and one Tan A
ts co position o units is green in antry nits and nor al in antry and ee ar or nits.
o the player mo es on to create a ne element.
Army Building
93

The American Army

The American army was more organizationally flexible than it is usually


given credit for. Independent battalions of armor, tank destroyers, and
artillery were routinely attached to regimental or divisional head-
quarters, typically for a period of several weeks or months. Battalions
were also taken from infantry divisions and attached to armored combat
commands for periods of variable length. For example, a single battalion
each, from the 35th and 80th infantry divisions, were attached to the 4th
armored division for four days in September 1944. Two weeks earlier, an
entire combat command of the 4th armored had been attached to the 35th
infantry, also for a period of only four days. While they were not as
prone to spontaneous improvisation as the Germans, the Americans didn't
have to be. They never had to create battlegroups from the remnants of
shattered divisions.
US infantry divisions had three regiments, each of three battalions. At
least one independent tank battalion was usually attached to the divi-
sion, enabling each infantry regiment to have at least a company of tanks
in support. The American "Regimental Combat Team" (RCT) was therefore a
combined-arms force.
US armored divisions were broken into mixed-arms "Combat Commands" (CCs).
The 1st through 3rd divisions retained an older organization that resulted
in their being significantly larger than subsequent divisions. They were
colloquially referred to as "heavy" divisions, not because of any differ-
ence in equipment, but rather a difference in organization. They comprised
two "heavy" CCs each. The other armored divisions comprised three smaller
CCs, the third having been intended as a "reserve" CC-R, but which became
effectively a third element. The 1st armored division reorganized to
the lighter structure in 1944 during the Italian campaign. Only two US
armored divisions saw action in the period identified by Rommel as mid-
war: the 1st armored in Tunisia and Italy, and the 2nd in Sicily.
American airborne divisions were essentially light versions of infantry
divisions. When fighting in the line as normal infantry, they were
frequently augmented with attached artillery and armor. The game's
assumption that the airborne are elite is a nod to the 82nd and 101st
divisions, but there were less-experienced airborne units that you could
rate as normal infantry, adjusting their APs accordingly.
The great paradox of the US army in Europe was that it was habitually
flush with supply, abundantly equipped, and could call upon artillery
support and airpower undreamed-of by the commanders of other armies, yet
it often deployed equipment that was adequate at best and often mediocre
in performance. This was especially true of armor and anti-tank weapons
in general, which probably contributed to the unjustified awe in which
the average G.I. held the armored formations of his opponents.
Chapter Eleven
94

2 American Elements Mid

Infantry RCT 2 Armor CC

2-3 Infantry Battalions A or B 0-1 Lt. Tank Battalions


0-1 Field Artillery Battalion 1-2 Tank Battalions A or B
0-2 Attachments 1-3 Armored Inf. Battalions
0-1 Armored Art. Battalion
Airborne RCT 2E 0-2 Attachments

2-3 Elite Infantry Battalions


1 Light Artillery Battalion
0-1 Attachments

Battalions

Infantry Battalion A 7 3 Green Infantry


Infantry Battalion B 8 3 Infantry 9
Elite Infantry Battalion 10 3 Elite Infantry E
Armored Infantry Battalion 9 3 Infantry
Tank Battalion A 8 3 M3 Lee
Tank Battalion B 11 3 M4 Sherman
Tank Destroyer Battalion 9 3 M10
Light Artillery Battalion 2 1 75mm Pack Howitzer E
Field Artillery Battalion 3 1 105mm Howitzer
Heavy Artillery Battalion 4 1 155mm Gun 3 Parent
Armored Artillery Battalion 4 1 M7 Priest 3

HQ Options

Boat 1 4 Engineer Marker 1 10


Army Building
95

Late American Elements 2

Infantry RCT 4 Armor CC

1-3 Infantry Battalions 1-3 Tank Battalions


0-1 105mm Howitzer 1-3 Armored Inf. Battalions
0-2 Attachments 0-1 Armored Art. Battalion
0-2 Attachments
Airborne RCT 3E

2-3 Elite Infantry Battalions


1 Light Artillery Battalion
0-1 Attachments

Battalions

Infantry Battalion 8 3 Infantry


Elite Infantry Battalion 10 3 Elite Infantry E
Armored Infantry Battalion 9 3 Infantry
Tank Battalion 10 3 M4 Sherman
Heavy Tank Battalion 14 3 Pershing 1
Tank Destroyer Battalion 11 3 M18
Hvy. Tank Destroyer Battalion 12 3 M36 1
Recon Tank Battalion 8 3 M3 Stuart 1
Light Artillery Battalion 2 1 75mm Pack Howitzer E
Field Artillery Battalion 3 1 105mm Howitzer
Heavy Artillery Battalion 4 1 155mm Gun 3 Parent
Armored Artillery Battalion 4 1 M7 Priest 3

HQ Options

Boat 1 4 Engineer Marker 1 10


Chapter Eleven
96

The British and Commonwealth Army

No army in World War Two went through more structural reorganizations


than the British. The armoured divisions alone saw nine organizational
alterations in six years. This is all the more remarkable given the
breadth of Britain's commitments around the world and the need to
cooperate with units from so many Commonwealth nations and "free" forces
of allied armies in exile. This partially explains the many complexities
and idiosyncrasies of an army that drew distinctions between "armoured"
and "tank" units, detached divisional troops while attaching "independent"
brigades to divisions, and fielded some brigades that were divided into
regiments and others that were divided into battalions, depending upon
the type of units, their relationship to higher headquarters (attached or
independent of divisions), and their intended roles.
A British infantry division was large, comprising three brigades of three
battalions each, supported by a number of other formations. Battalions
in the rifle divisions had four infantry companies although by late-war
manpower shortages in many units reduced this to three.
Although a mixed-arms "brigade group" existed in both theory and prac-
tice, by 1942 it was not generally favored as an organizational element
in the way that the Americans fielded their RCTs. This is partly due to
the preferences of specific commanders like Montgomery, who preferred to
exercise tighter control over artillery and other support elements, and
partly simply due to the relatively constricted fighting in Normandy, in
which entire divisions were packed into close quarters and could not have
operated independently in any event. For our purposes, however, we will
assume that brigade groups are still the basic elements.
An "infantry brigade" might be "motor rifle" or an element of an infantry
division. In either case the soldiers are always motorized.
British independent armored units were divided into "tank" brigades,
equipped with infantry support tanks (by 1944 that meant almost
exclusively the Churchill), and "armoured" brigades equipped (by late war)
with Sherman or Cromwell tanks. The former units were almost always
attached to infantry divisions, the latter were used in a variety of roles,
supporting all kinds of elements.
A British armoured division was significantly smaller than an infantry
division. The (second) reorganization of 1942 set the standard for a
two-brigade division: one armoured and one infantry. Many divisions
nonetheless had a third brigade formally or informally attached,
such as the Desert Rats did from El Alamein through the Sicilian
campaign. British motorized infantry battalions were smaller than their
counterparts in the infantry divisions, and typically only one battalion
in each division was equipped with halftracks, the other three riding
in lorries. In the interest of simplicity, however, Rommel allows you
to create an infantry brigade, and then to decide for yourself which
division it belongs to and what strength it should have.
Army Building
97

Early British Elements 2


Infantry Brigade 1940 Armoured Brigade

- ifle attalions 0-1 Cavalry Regiment


0-1 Royal Artillery Regiment 1-2 Armoured Regiments A
0-1 Attachments - Motor ifle attalions
0-1 Royal Artillery Regiment
0-1 Attachments
Ind. Tank Brigade 2
1941 Armoured Brigade
2-3 Tank Battalions

2-3 Armoured Regiments A or B


Ind. Armoured Brigade 2 Motor ifle attalion
0-1 Royal Artillery Regiment
2-3 Armoured Regiments A or B 0-1 Attachments

You should not combine 1940 and 1941 armoured regiments in the same army unless
your opponent agrees that time travel is permissible.

Battalions

Rifle Battalion 11 4 Infantry


Motor Rifle Battalion 5 2 Infantry
Cavalry Regiment 6 3 Vickers Light Tank
Armoured Regiment A 6 3 Cruiser IV
Armoured Regiment B 8 3 Crusader II
Tank Battalion 10 3 Matilda II
Royal Artillery Regiment 3 1 25-pdr
Heavy Artillery Regiment 4 1 5.5" Heavy Gun 2 Parent

HQ Options

Boat 2 4 Engineer Marker 1 4


Chapter Eleven
98

2 British Elements Mid


Infantry Brigade Armoured Brigade

- ifle attalions 2-3 Armoured Regts. A, B, C, D


0-1 Royal Artillery Regiment Motor ifle attalion
0-1 Attachments 0-1 Royal Artillery Regiment
0-1 Attachments

Ind. Armoured Brigade 2 2 Ind. Tank Brigade

2-3 Armoured Regts. A, B, C, D 2-3 Tank Battalions A or B


0-1 Attachments

Battalions

Rifle Battalion 11 4 Infantry


Motor Rifle Battalion 5 2 Infantry
Armoured Regiment A 8 3 Stuart
Armoured Regiment B 8 3 Crusader III
Armoured Regiment C 9 3 Grant 3
Armoured Regiment D 12 3 Sherman 3
Tank Battalion A 10 3 Valentine VIII
Tank Battalion B 12 3 Churchill III
Royal Artillery Regiment 3 1 25-pdr
Heavy Artillery Regiment 4 1 5.5" Heavy Gun 2 Parent

HQ Options

Boat 2 4 Engineer Marker 1 6


Prepared Position 1 4
Army Building
99

Late British Elements 2


Infantry Brigade Armoured Brigade

- ifle attalions 2-3 Armoured Regiments


0-1 Royal Artillery Regiment 1 Armoured Inf. Battalion
0-1 Attachments 0-1 Armoured Artillery Regiment
0-1 Attachments

Para Brigade 3E 2 Ind. Tank Brigade

- Elite ifle attalions 2-3 Tank Battalions A or B


0-1 Para Artillery Regiment
0-1 Attachments
2 Ind. Armoured Brigade

2-3 Armoured Regiments


0-1 Attachments

Battalions

Rifle Battalion 8 3 Infantry


Armoured Infantry Battalion 9 3 Infantry
Elite Infantry Battalion 10 3 Elite Infantry E
Armoured Regiment 10 3 Sherman or Cromwell
Tank Battalion A 11 3 Churchill VII
Tank Battalion B 11 3 Churchill VIII
Tank Destroyer Battalion 7 3 Achilles 2
Para Artillery Regiment 2 1 75mm Pack Howitzer E
Royal Artillery Regiment 3 1 25-pdr
Heavy Artillery Regiment 4 1 5.5" Heavy Gun 2 Parent
Armoured Artillery Regiment 4 1 Sexton 3

HQ Options

Boat 2 4 Engineer Marker 1 6


Chapter Eleven
100

The French Army

Because the 1940 campaign ended so quickly and dramatically, it is easy to


forget the size, experience, and technical capabilities of the French army
at the start of the war. It was nonetheless an army beset by doctrinal,
organizational, and command problems.
The French had been pioneers in the development of tanks and had produced
several effective designs, but largely remained divided and uncertain as
to an armored doctrine. A handful of true armored divisions were created
but they were not combined arms forces, having only a single battalion of
infantry. Other armored units were assigned to mounted cavalry divisions,
while the strongest contingent of armor (at least numerically) was found
in the so-called "light mechanized" divisions (DLM).
Throughout the 1930s the French missed opportunities to modernize their
mobile forces. Having pioneered the development of halftracks, the army
then dropped them entirely, only to have the Germans copy the concept and
forge ahead with it. Having pioneered the use of armored cars, the French
failed to give these units an independent reconnaissance role, tying
them instead to cavalry and light armor. Inexplicably, the French army
virtually lost interest in radio and signals technology, with the result
that their mobile forces were clumsy and slow to react. As the Germans
created an entire airborne division, the French made do with a single
company of paratroops.
It is not too great an exaggeration to say that French commanders devoted
their energy to the creation of an army that could fight and win the
methodical battles of 1918, seemingly oblivious to the likelihood that their
enemy would never permit them to do so.
A considerable number of French infantry divisions had some sort of
motor transport, but again there was no doctrine associated with their
use. General Gamelin, who pushed for the resources to motorize infantry,
thought primarily in strategic, not tactical terms; he intended the trucks
to bring the infantry quickly to Belgium to confront the Germans, where
they would dismount and fight just like any other infantry, freeing the
trucks to do something else. For that reason French infantry elements in
Rommel do not have the ability to motorize (with the exception of those
units in mobile divisions).
The French army in Rommel has very few support choices. Again, the only
evidence we have is a brief and disastrous campaign, but that evidence
does not suggest that the French in 1940 were good at improvising flexible
battlegroups, particularly when faced with the difficult task of retreat.
Such was the fate of a great many brave and well-trained French soldiers,
who were let down by their high command.
Army Building
101

Early French Elements 3


Infantry Regiment 2 Dragoon Regiment
2-3 Infantry Battalions A, B, or C 2-3 Dragoon Battalions
0-1 Lt. Artillery Battalion 0-1 Tank Battalions A or B
0-1 Attachments 0-1 Attachments

Cavalry Brigade 4 2 Lt. Tank Demi-Brigade

2 Cavalry Battalions 2-3 Tank Battalion A


0-2 Attachments
4 Combat Tank Regiment
Hv. Tank Demi-Brigade 2E 2-4 Tank Battalion A or C
2-3 Heavy Tank Battalions

Battalions

Infantry Battalion A 4 3 Conscript Infantry


Infantry Battalion B 6 3 Veteran Infantry
Infantry Battalion C 7 3 Elite Infantry 3
Dragoon Battalion 7 3 Veteran Infantry
Cavalry Battalion 5 2 Veteran Infantry 3
Heavy Tank Battalion 6 2 Char B E
Tank Battalion A 5 2 H35
Tank Battalion B 2 2 AMR35
Tank Battalion C 5 2 Somua
Light Artillery Battalion 2 1 75mm Gun
Field Artillery Battalion 3 1 105mm Howitzer
Heavy Artillery Battalion 4 1 155mm Gun 3 Parent

HQ Options

Boat 3 2 Engineer Marker 2 4


Prepared Position 1 4 Extra Terrain Die 5 1
Chapter Eleven
102

The German Army

Germany went to war with two armies: a small, modern motorized force, and
a large traditional infantry force. It spent the next six years trying
to update and reorganize both, in the midst of increasing casualties and
shortages. The Germans exacerbated their problems by proliferating armies
in different services, such as the SS, Fallschirmjäger and Luftwaffe Field
Divisions, and a host of specialized units with unique organizations and
non-standard allocations of equipment.
By 1942 the system was breaking down. The reorganizations of 1944 were less
a reform and more an acknowledgement of what had been happening already
for two years: most divisions were significantly understrength. Many units
had been amalgamated, in some cases even absorbing troops from different
services (such as the amalgamation of the remnants of Luftwaffe field
divisions by the Heer). Infantry battalions on the eastern front in 1944 —
despite theoretically having four companies — were lucky if they had over
400 men, or two units in our scale.
By the last year of the war there was little logic any more regarding
these allocations. One sometimes finds an infantry division on the eastern
front that had more armor than several Panzer divisions. One finds some
paratroopers in halftracks, while some panzergrenadiers went on foot. Some
armored units withered away while others were built far beyond the alleged
paper strength. Idiosyncratic brigade-sized units began to proliferate. If
we were to try to cover it all we would need another rulebook.
Rommel offers German elements as Kampfgruppen (KG). For infantry units
this typically represents a regiment and some supporting artillery. For
armored units this is usually a combined-arms team of tanks and motorized
infantry. Rather than strictly representing companies, the infantry units
represent about 200 men: probably 1-2 infantry companies plus supporting
elements, heavy weapons, AT, and AA. That said, the game is a bit optimistic
regarding German infantry strength for the mid- and late war periods.
German armored units came in a bewildering variety of configurations as
the war progressed. The regular Panzer and Panzergrenadier divisions were
supplemented by the larger SS units and certain elite or unique units
such as Panzer Lehr (which equipped all of its infantry in halftracks),
Grossdeutschland (which had organic heavy armor that the other divisions
could only dream of), the "Führer Begleit Brigade" (which was lavishly
equipped with new Panther tanks but had very little infantry), or the
Hermann Göring "parachute" panzer division which kept obsolete Panzer-
III tanks longer than virtually any other unit. The 1st SS and the
Grossdeutschland had an extra company in each battalion and often received
priority for replacements. Contrary to conventional wisdom, SS units were
not necessarily more generously equipped than their counterparts in the
Heer, nor did they receive "better" equipment. They did, however, tend to
have higher establishment strengths and more personnel in general.
All German elements are referred to as Kampfgruppen (KG). I will let you
decide what each KG represents: a fresh regiment or the remnants of one or
more shattered divisions, or something else entirely.
Army Building
103

Early German Elements 2


Infantry KG E 2 Fallschirmjäger KG
2-3 Infantry Battalions 2-3 Fallschirmjäger Battalions
0-1 Field Howitzer Battalion 0-1 Lt. Artillery Battalion
0-1 Attachments 0-1 Attachments

Panzer KG (1940) Panzer KG (1941)

1-2 Motorized Inf. Battalions 1-2 Motorized Inf. Battalions


1-2 Panzer Battalion A 0-1 Panzergrenadier Battalion
0-1 Panzer Battalion B 1-2 Panzer Battalion C
0-1 Field Howitzer Battalion 0-1 Field Howitzer Battalion
0-1 Attachments 0-1 Attachments

You may have both 1940 and 1941 Panzer KGs in the same army if you wish.
Considerable variation existed among the Panzer divisions even in the early war.

Battalions

Infantry Battalion 7 3 Infantry


Fallschirmjäger Battalion 9 3 Elite Infantry E
Motorized Infantry Battalion 8 3 Infantry
Panzergrenadier Battalion 11 3 Elite Infantry
Panzer Battalion A 7 3 Panzer I or II
Panzer Battalion B 10 2 Pz IIIe, 1 Pz IVe
Panzer Battalion C 9 1 Pz II, 1 Pz IIIe, 1 Pz IVe
Panzerjäger Battalion 6 3 Panzerjäger I
Assault Gun Battalion 10 3 StuG IIIe
Light Artillery Battalion 2 1 75mm Howitzer
Field Howitzer Battalion 3 1 105mm Howitzer
Heavy Artillery Battalion 4 1 150mm Gun 2 Parent

HQ Options
Boat 2 3 Engineer Marker 1 6
Chapter Eleven
104

3 German Elements Mid


Infantry KG Panzer or PzGren KG
2-3 Infantry Battalions 1-2 Motorized Inf. Battalions
0-1 Field Howitzer Battalion 0-1 Panzergrenadier Battalion
0-1 Attachments 1-2 Panzer Battalion A, B, or C
0-1 Tank Hunter Battalion A or B
Fallschirmjäger KG 2E 0-1 Assault Gun Battalion
0-2 Attachments
2-3 Fallschirmjäger Battalions
0-1 Field Howitzer Battalion
No more than 4 units in each element,
0-1 Attachments including attachments, may be armor
units.

Battalions

Infantry Battalion 7 3 Infantry


Fallschirmjäger Battalion 9 3 Elite Infantry E
Motorized Infantry Battalion 8 3 Infantry
Panzergrenadier Battalion 11 3 Elite Infantry
Panzer Battalion A 11 3 Panzer IIIk
Panzer Battalion B 13 3 Panzer IVf2
Panzer Battalion C 13 3 Panther 2
Tank Hunter Battalion A 7 3 Marder
Tank Hunter Battalion B 9 3 Nashorn 1
Assault Gun Battalion 12 3 StuG IIIe
Tiger Battalion 17 3 Tiger I 1 Parent
Nebelwerfer Battalion 2 1 Nebelwerfer 3 Parent
Field Howitzer Battalion 3 1 105mm Howitzer
Heavy Artillery Battalion 4 1 150mm Gun 2 Parent
Armored SPA Battalion 4 1 Wespe 2

HQ Options

Boat 2 3 Engineer Marker 1 6


Army Building
105

Late German Elements 3


Infantry or FJ. KG Panzer or PzGren KG

2-3 Infantry or VG Battalions 1-2 Motorized Inf. Battalions


0-2 Attachments 0-1 Panzergrenadier Battalion
0-1 Panzer Battalion A or B
Fallschirmjägers in the late war are standard 0-1 Tank Hunter Bn A, B, or C
"infantry," no longer elite.
0-1 Assault Gun Battalion
No more than 4 units in each element, 0-2 Attachments
including attachments, may be armor units.

Battalions

Volksgrenadier (VG) Battalion 6 3 Volksgrenadiers


Infantry Battalion 7 3 Infantry
Motorized Infantry Battalion 8 3 Infantry
Panzergrenadier Battalion 11 3 Elite Infantry
Panzer Battalion A 10 3 Panzer IV
Panzer Battalion B 12 3 Panther
Tank Hunter Battalion A 6 3 Marder
Tank Hunter Battalion B 7 3 Nashorn 1
Tank Hunter Battalion C 12 3 Jagdpanther 1
Assault Gun Battalion 9 3 StuG
Tiger I Battalion 12 3 Tiger I 1 Parent
Tiger II Battalion 12 3 Tiger II 1 Parent
Nebelwerfer Battalion 2 1 Nebelwerfer 3 Parent
Light Artillery Battalion 2 1 75mm Howitzer
Field Howitzer Battalion 3 1 105mm Howitzer
Heavy Artillery Battalion 4 1 150mm Gun 2 Parent
Armored SPA Battalion 4 1 Wespe 2

HQ Options
Boat 3 2 Engineer Marker 2 4
Prepared Position 1 8 Extra Terrain Die 4 2
Chapter Eleven
106

The Italian Army

A great deal has been written about the performance of the Italian
army in the Second World War. It is striking that an army that
endured such suffering and losses in the trenches of World War One
seemed to have a much lower tolerance for pain one generation later.
In many ways Italian capabilities had declined, vis-a-vis the other
European powers. This was due to a number of factors.
Italian industry was woefully inadequate for the needs of a major
European war. The situation was exacerbated by an extremely
inefficient procurement process that resulted in inordinately
long development times and weapon systems that were delivered, in
inadequate numbers, long after their designs were already obsolete.
Italy had few natural resources for a major industrial undertaking
in any event, and certainly no oil, which meant that it had to
compete against its ravenous German ally for the limited petroleum
available to the Axis. Not surprisingly, most of the Italian army
went on foot. That was unfortunately inappropriate given two of
the theatres in which hundreds of thousands of Italian troops were
deployed: North Africa and southern Russia.
The Italians favored a large number of small divisions, in part
because it gave more opportunities to Italy's top-heavy officer corps.
Having more units, however, put additional strain upon the Italian
army's antiquated signals. German signals officers in North Africa
were astonished to see Italian commanders eschew the radio even in
moments of crisis, preferring instead a hand-written message sent by
runner or motorcycle.
When they took the time to create units based upon qualified
volunteers, well-trained and properly equipped, the Italians could
produce very respectable formations. The Folgore airborne division is
perhaps the best-known example. Several Alpini units were likewise
fine soldiers. Such units, however, remained the exceptions and not
the norm.
Because of their small size, Italian infantry divisions are a
single element. The armored and motorized divisions are broken into
smaller elements because that better reflects their superior tactical
flexibility, particularly when working alongside the Germans in
North Africa.
Army Building
107

Early Italian Elements 3

Infantry Division 6 Motorized Regiment

4-6 Infantry Battalions A or B 2-3 Bersaglieri Battalions


1-2 Light Artillery Battalion 0-2 Attachments
0-1 Field Artillery Battalion

2 Tank Regiment

1-2 Light Tank Battalions


0-2 Tank Battalion A or B
0-2 Attachments

Battalions

Infantry Battalion A 4 3 Conscript Infantry


Infantry Battalion B 6 3 Veteran Infantry
Bersaglieri Battalion 7 3 Veteran Infantry
Light Tank Battalion 4 3 CV33 or L3
Tank Battalion A 6 3 M11/39
Tank Battalion B 8 3 M13/40
Light Artillery Battalion 2 1 75mm Howitzer
Field Artillery Battalion 3 1 100mm Gun
Heavy Artillery Battalion 4 1 150mm Gun 2 Parent

HQ Options

Boat 3 2 Engineer Marker 2 4


Prepared Position 1 6
Chapter Eleven
108

3 Italian Elements Mid

Infantry Division Motorized Regiment

4-6 Infantry Battalions A or B 2-3 Bersaglieri Battalions


1-2 Light Artillery Battalion 0-2 Attachments
0-1 Field Artillery Battalion

3 Tank Regiment
Folgore Division 1E
2-3 Tank Battalions
4-6 Parachute Battalion
0-2 Attachments
0-1 Light Artillery Regiment
0-1 Field Artillery Battalion

Battalions

Infantry Battalion A 4 3 Conscript Infantry


Infantry Battalion B 6 3 Veteran Infantry
Bersaglieri Battalion 7 3 Veteran Infantry
Parachute Battalion 7 3 Elite Infantry E
Light Tank Battalion 7 3 L6
Tank Battalion 7 3 M14/41
Assault Gun Battalion 8 3 Semovente
Light Artillery Battalion 2 1 75mm Howitzer
Field Artillery Battalion 3 1 100mm Gun
Heavy Artillery Battalion 4 1 150mm Gun 2 Parent

HQ Options

Boat 2 3 Engineer Marker 1 4


Prepared Position 1 6 Extra Terrain Die 4 1
Army Building
109

The Soviet Army

The Soviets performed the extraordinary feat of completely reorganizing


and re-equipping their military in the midst of a massive enemy invasion
that had already inflicted millions of casualties and severed much of the
nation's population and industry from its war machine. The 1941 Soviet army,
which used large divisions like most European armies, was inappropriate
for the Soviet political climate, in which personal responsibility and
initiative were punished at almost every level. The army that emerged from
the disasters of that year was a much leaner and more efficient outfit,
better suited to the idiosyncrasies of a military that feared its own
political leadership as much as it feared the enemy.
By 1944 the Red Army had evolved into an efficient force whose equipment
and tactics were arguably the equal of their enemy and in some cases
superior. The journey to that point had come at staggering cost, however,
and the Soviets faced a serious manpower shortage. Losses of material
could be made good by domestic production and lend-lease, but losses of men
resulted in infantry divisions that were vastly understrength.
Despite the mid-war reorganizations, rifle divisions remained triangular
with three rifle regiments, each of three battalions. By 1943, however,
divisional strength averaged somewhere below 7,000 men. That makes an
entire mid- or late-war Rifle division a suitable "element" for Rommel, and
the basic infantry unit is likely a battalion.
Because rifle battalions were typically less than half their establishment
strength while divisions still had their full complements of guns, the
result was an increased reliance on artillery. The Soviets went into battle
with more artillery than any other army. Like most armies they also massed
heavy guns and rocket launchers at the army level, and they added extra
heavy artillery to so-called "Shock Armies." As if that weren't enough, the
Soviets were unique in creating entire artillery divisions that could be
sent to important areas to support an offensive.
After 1942 the organization of Soviet armored and mechanized forces became
fairly standardized and symmetrical. Tank or mechanized corps typically
comprised four brigades. A tank corps typically had three tank and one
motor rifle brigade, while a mechanized corps was the opposite: three motor
rifle brigades and one tank brigade. Rommel uses two units to represent an
historical battalion.
The army lists make no distinction between "regular" and Guards units. The
latter were normal units who had been awarded Guards status in recognition
of their superior performance. There were no necessary structural
differences, but you can choose "better" infantry to represent the Guards.
The list does not account for units with lend-lease equipment. Nor does
it include things like Soviet airborne or naval divisions, NKVD security
troops, or various exotica like punishment battalions, ski detachments, and
cavalry. You are invited to use the open architecture system to tinker and
create these at your pleasure.
Chapter Eleven
110

3 Soviet Elements Early


Rifle Regiment Med. Tank Regiment
- ifle attalion A or 2-3 Tank Battalion A
1-2 Light Artillery Battalion
1 Field Artillery Battalion
Hvy. Tank Regiment
Motor Rifle Brigade
2 Tank Battalion A
- Motor ifle attalion 1 Tank Battalion B
1-2 Light Artillery Battalion
0-1 Attachments
Ind. Tank Brigade

Three rifle regiments comprise a rifle division. 1 Tank Battalion A


The 1941 tank division had one medium and one 1 Tank Battalion B or C
heavy tank regiment, plus a motor rifle brigade. Motor ifle attalion
The independent tank brigades were often
assigned to support infantry divisions. 0-1 Attachments
The Soviet Artillery rule (p.68) is in effect.

Battalions

Rifle Battalion A 5 3 Poor Infantry


Rifle Battalion B 6 3 Conscript Infantry
Motor Rifle Battalion 4 2 Conscript Infantry
Tank Battalion A 5 2 T-26
Tank Battalion B 9 2 T-34
Tank Battalion C 7 2 KV-1
Light Artillery Battalion 2 1 76mm Gun
Field Artillery Battalion 2 1 122mm Howitzer
Heavy Artillery Battalion 3 1 152mm Howitzer 3 Parent

HQ Options

Boat 2 4 Engineer Marker 2 4


Prepared Position 1 6 Extra Terrain Die 3 2
Army Building
111

Mid Soviet Elements 3


Rifle Division Tank Brigade
- ifle egiment A or 0-2 Tank Battalion A
1-2 Light Artillery Battalion 1-2 Tank Battalion B
1 Field Artillery Battalion Motor ifle attalion
0-1 Attachments 0-1 Attachments

The "rifle regiments" represent depleted Motor Rifle Brigade


infantry formations only slightly larger than a
battalion in other armies. - Motor ifle attalion
Use (A) to represent conscript units and (B) to 0-1 Attachments
represent Guards units.
The Soviet Artillery rule (p.68) is in effect.

Battalions

Rifle Regiment A 8 4 Conscript Infantry


Rifle Regiment B 9 4 Veteran Infantry
Motor Rifle Battalion 5 2 Veteran Infantry
Tank Battalion A 3 2 T-26
Tank Battalion B 6 2 T-34
Heavy Tank Battalion 6 2 KV-1 3
Light SP Artillery Regiment 4 2 SU-76 3
Heavy SP Artillery Regiment 7 2 SU-152 3
Motor Rocket Battalion 2 1 Katyusha 4 Parent
Light Artillery Battalion 2 1 76mm Gun
Field Artillery Battalion 2 1 122mm Howitzer
Heavy Artillery Battalion 3 1 152mm Howitzer 4 Parent

HQ Options

Boat 2 4 Engineer Marker 2 6


Prepared Position 1 8 Extra Terrain Die 4 1
Chapter Eleven
112

3 Soviet Elements Late


Rifle Division Tank Brigade
- ifle egiment A or 2-3 Tank Battalion A or B
1-2 Light Artillery Battalion Motor ifle attalion
1 Field Artillery Battalion 0-1 Attachments
0-1 Attachments

The "rifle regiments" represent depleted


infantry formations only slightly larger than a
Motor Rifle Brigade
battalion in other armies.
- Motor ifle attalion
Use (A) to represent conscript units and (B) to
represent Guards units. 0-1 Attachments
The Soviet Artillery rule (p.68) is in effect.

Battalions

Rifle Regiment A 8 4 Conscript Infantry


Rifle Regiment B 9 4 Veteran Infantry
Motor Rifle Battalion 5 2 Veteran Infantry
Tank Battalion A 5 2 T-34
Tank Battalion B 7 2 T-34/85
Heavy Tank Battalion 9 2 IS-2 2
Tank Destroyer Battalion 6 2 SU-85 3
Hvy. Tank Destroyer Battalion 8 2 SU-100 2
Light SP Artillery Regiment 3 2 SU-76
Heavy SP Artillery Regiment 8 2 ISU-152 3
Motor Rocket Battalion 2 1 Katyusha 4 Parent
Light Artillery Battalion 2 1 76mm Gun
Field Artillery Battalion 2 1 122mm Howitzer
Heavy Artillery Battalion 3 1 152mm Howitzer 4 Parent

HQ Options

Boat 2 4 Engineer Marker 1 6


Army Building
113

The Philosophy of the Army Lists


The army lists are not meant to be an exhaustive summary of every possible unit in
the war. For example, there are no Soviet or German cavalry units, no Soviet airborne,
no special rules for mountain divisions, and no unit-specific lists such as Guards
Armoured, who were typically 25-30 stronger than other British armoured divi-
sions. Moreover, you may see a piece of kit in the unit summaries in chapter 10 but
it doesn t appear on the army lists. These are deliberate omissions to prevent the
book from becoming enormous. However, you can use Rommel's open architecture
system to amend the lists as you see fit, as long as the people in your club agree to the
amendments.
Notes on the Army Lists
Remember that infantry and towed artillery units on the lists are assumed to be
motorized unless they have the Leg trait.
Other traits from the advanced rules (such as Pioneers or Cavalry, for example can be
added, but you will have to recalculate unit APs using the open architecture.
The army lists offer airborne units, but they assume that no pick-up scenario features
an actual airdrop. Thus these units are often motorized, can have tanks attached to
them, and so on.
A Final Word of Advice
There is no way, without creating a huge body of rules, to prevent players from creating
armies that are historically wrong in somebody s opinion. If you object to creating
such armies, then do not do so. If you object to your opponent creating them, discuss
this in advance and reach an understanding.

The Relationship Between APs and National Assets


The number of national assets on an army's command post varies
by army and period. I gave a lot of thought to the possibility of using
different ways to calculate APs in order to adjust for perceived advan-
tages in events and tactics. Placing a value on this is difficult, and
factoring it into point values produces excessive disparities. The game is
not imbalanced by giving one side an extra one or two tactics, since one
could argue endlessly about the relative values of those tactics in various
situations. The open architecture of the army building system allows you to
tinker with this if you want, but in the end we didn't find it necessary.
Chapter Eleven
114

Open Architecture
If you re the sort of player who can t resist tinkering with the basics of a game design,
this section is for you. It explains how unit values are chosen, how the army point
system works, and thus enables you to create your own customized units, armies,
and lists. If you really think that Rommel needs, for example, a Finnish army list, this
section will give you the tools to create one.
If you are not that guy, or if you re new to the game, ignore the rest of this chapter!
Indeed, I want to warn you off it entirely because the math is both off-puttingly
complex and utterly unnecessary in order to enjoy the game. Think of Bismarck s
famous dictum about why you don t want to know how laws or sausages are made....
Raw Unit Point Values
Each infantry and armor unit in the game has a raw points value, invisible to a reader
of the army lists. The raw value is the starting point for all calculations. We refer to
raw points as RPs.
Infantry RPs RPs

Infantry units are 5


assigned RP values
based upon their com- 3 4 2 3 1 2
bat tracks, as shown 4 3 3 2 2 1 odi ying n antry RPs
at right. This number f armored inf. or ca alry
is then modified. Add if motori ed
1 if motorized -or- +2 4 5 3 4 2 3 +1 Pioneer
for armored infantry or
cavalry. Add 1 for the 9
Pioneer trait.
Armor RPs
Armor units calculate their RPs by doubling their armor value if it is a single digit or
adding the two digits together, if they are split. That number is then added to the first
number of their combat track, and may be modified for traits.
For example, a Sherman with a track of 4-3-2 and an
armor value of 3 would have a raw value of 4 6 10
RPs. A Jagdpanther with a 4-3-2 track and a 3-5 armor odi ying Ar or RPs
value is worth 12 RPs. Recon

Armor add 1 for the Infantry Support trait, and +2 for +1 Infantry Support
the Recon trait. They subtract -2 for the Unreliable trait. Unreliable
There is no modifier for the unit being Rare.
Army Building
115

The Cost Divisor


In order to work with smaller, more manageable numbers, the raw point values of
units are divided by a divisor to create the AP values of battalions. In most cases units
are not purchased individually, but rather as battalions. The raw point values of all
units in that battalion are combined then divided by the divisor, and decimals above
0.5 are rounded up.
The standard divisor for the four major armies US, Britain, Germany, Soviets in all
periods, is 3. Other armies the French and Italians, and any who do not have any
national assets on their command posts) apply a divisor of 3.5.
For example, a mid-war British rifle battalion comprises four units. Each unit has a
4-3-2 track and is thus worth 7 RPs, plus one for being motorized, thus 8. Four of them
means that the battalion has a raw value of 32. Dividing 32 by 3 gives us 10.67. We
round that up to 11. Thus the British rifle battalion costs 11 APs.
Artillery APs
Artillery units are handled differently and more simply Artillery APs
than infantry and armor. They do not have Raw Points i ht un or ocket
at all. Rather, they are costed directly in APs, as follows: ield Artillery
A light artillery unit such as a 75mm gun costs 2APs. ea y Artillery
The typical field artillery unit with a barrage value of if elf ropelled
3, costs 3APs.
A heavy artillery unit costs 4APs.
Rocket units have a high barrage value but a short range and can t fire in defense, so
they each cost only 2AP.
There is no modifier in cost for the artillery unit being motorized rather than Leg ,
but if it is self-propelled, then it costs an additional 1AP. For example, a self-propelled
105mm weapon like a Wespe, costs 3 1 4 APs.
Soviet artillery of 122mm and larger receives a 1AP discount to reflect the restric-
tions placed upon it by the Soviet Artillery rule on page 68.
And That's How You Do It
ou now have all the information you need to alter Rommel's units and army lists in any
way you please. Let fun be your motivation, but let reason be your guide. Remember,
in good game design, less is usually more!

par y y eloved A erican D lldo er


s ally serves as a constr ction ar er
attle ront ig re sed with per ission
Fictional Sc
chapter 12 enarios

This chapter provides a system for generating fictional battle scenarios with the
armies created using chapter 11. It assumes the use of the advanced rules and the
basic table divided into 12 8 squares.
The scenarios in this chapter are designed for a 2-3 hour game between two players.
Bidding Army Points
Each player secretly writes a bid, from 80 to 110, on a piece of scrap paper. Both
players reveal their bids simultaneously.
If you wish to play with larger or smaller armies, you can adjust the parameters of the
bidding, but be aware that the relative proportions will change between larger and
smaller armies, thus affecting scenario balance if you change the numbers too much.
Difference Figure
The players compare their AP bids. Subtract the lower total from the higher, to get the
difference figure. The lower-total player is lower by that difference. For example, if
Andy bid 110 and Ben bid 90, then Ben is lower by a difference of 20.
The player with the lower bid is said to have the difference and he will make several
key decisions about the scenario and the sides in the upcoming game.
If the totals are identical, there is a difference of zero.
Choose a Scenario
The player who has the difference may now choose one of the eight
scenarios. He may choose a scenario only if his difference figure is equal
to or greater than the difference figure for that scenario. Each scenario s
difference figure is shown in a green octagon. 12
For example, the fifth scenario, Recon in Force, has a difference figure of
12. The player may choose it only if his difference is 12 or larger.
Fictional Scenarios
117

Red vs. Blue


Each scenario indicates a red and a blue side. When he chooses the scenario, the player
declares which side he will take, and thus his opponent must take the other.
For example, Andy bid 110 and Ben bid 90. Ben has a difference of 20. Ben announces:
"We're playing the Breakthrough scenario, and I'll be blue." He could pick Breakthrough
because its difference figure is only 16.
With the exception of Encounter and Stonk, the scenario victory conditions favor the
blue side to one degree or another.
Difference of Zero
If the two players bids were identical then there is a difference of zero. They will play
scenario 3 Encounter. Roll a die to determine which of them gets to pick the side.
Set up the Table
Having selected a scenario and knowing who is playing which side, the players now
set up the table. First they place any mandatory objective and or supply source mark-
ers that are designated by the scenario. Then they place the terrain on the table. This
is described in the following section.
Build the Armies
Each player, using the AP value he bid, now builds his army.
Deploy
The players now set up their armies, any subsequent objective markers, and place
their starting Ops as per the scenario instructions. They are ready to begin playing.

How the System Works


The scenarios vary considerably from those that are evenly balanced to
those that obviously favor one side, typically Blue. The greater advantage
one side has in the scenario, the higher is that scenario's difference
figure. We assume that a player with a very high difference (i.e. he
has far fewer APs than his opponent) will choose the most advantageous
scenario and role for himself.
If you are the sort of player who doesn't care about the mission but just
wants the largest possible force, then bid high. You will never get to pick
the scenario or side, but you will have a big army.
If you are willing to give up brute force in order to have a lot of
control over the parameters of the battle, then bid low. The greater the
difference, the more choices you will have to construct the sort of battle
that you want to fight.
Chapter Twelve
118

Set Up the Table

The Scenario Side (Blue vs. Red)


Static
Each scenario has a map, marking the areas in which Objective
the two sides must set up their forces, objectives, supply Trophy
Objective
sources, and so on. The map symbols used are shown at
Supply
right, color-coded by side. Source
The scenarios use the generic labels red and blue to
describe the opposing sides. This is simply a term Setup Area
enabling the map to show who sets up in which areas,
whose objectives are placed where, and so on.
If an objective or supply source is shown on the scenario map, then it is mandatory
and is placed before placing any terrain. Some scenarios require the placement of
subsequent objective markers, which are placed after the terrain is chosen.
Terrain Choices
After the scenario and sides have been chosen, each player rolls four dice and adds
their score. The result is the number of terrain choices that he has.
The higher-scoring player places one terrain feature, then the other player does so,
and the players alternate placing terrain features until both players have used all their
terrain choices. If one player runs out of choices while his opponent still has several,
that player simply places all of his remaining choices in any order he desires.
If the players dice scores were equal, then the player who chose the scenario is the
higher-scoring player.
A player must always place all of his terrain choices. He may not pass or ignore a
terrain choice.
Extra Terrain Dice
Some armies in chapter 11 may purchase additional dice, to increase their number of
terrain choices. For example, if you purchased an extra terrain die with your army list,
you can roll five instead of the normal four.
Terrain Features
The table begins as 96 squares, entirely of open terrain. Placing a terrain feature
means one of two things:
• Placing terrain on a yet-unchosen square or border, OR
• Reserving open terrain on a yet-unchosen square or border.
Fictional Scenarios
119

Limits on Terrain Placement


A player may normally choose any square on which to place terrain, or any border
on which to place a river, with this exception: he may not place terrain in, nor a river
along the border of, a square that contains an enemy-controlled objective marker
or supply source. Subsequent objective markers in some scenarios are placed after
terrain is chosen.
Once a player has used a terrain choice on a square or border, that square or border
has been chosen and neither player may use a terrain choice on it again. In these
scenarios, each square may have only one type of terrain.
Each player may choose no more than eight of the same type of terrain. For example,
a player may not place nine urban squares, although each player might choose up to
eight, for a total of up to 16 urban squares on the table.
Placing Rivers
A river is placed as a single segment, the length of one border. It must be placed so that
at least one of its ends touches either a table edge or another river segment.
Rivers are terrain choices and thus no player may place more than eight river seg-
ments. Some scenarios impose a limit on the total number of river sections that may
be placed. Once that number of sections is on the table, neither side may place any
more rivers.
Reserving Open Terrain
A player can use a terrain choice to mark a currently open square and reserve it as
open terrain. He can use any sort of temporary marker for this such as a coin or chit.
Once the terrain placement is finished those markers are removed. A player may do
the same with a border, thus preventing a river segment from being placed there.
Reserving open terrain is a choice; that square or border is thus chosen and neither
side may place other terrain in it. Unlike choosing terrain, there is no limit to the
number of times a player may reserve open terrain.
Mandatory Terrain
Some scenarios mandate that certain table squares start with terrain. These are placed
before the players roll their dice for terrain choices. Treat that mandatory terrain as
already chosen. It cannot be altered.
Placing Bridges
Once all terrain choices have been made, each player receives one bridge for every
three river segments on the table. For example, if there are five river segments, each
player gets one bridge. At a minimum, each player receives one bridge.
The player who placed the last terrain choice places his bridges first. He may place
any, all, or none of them on any river segment s . Then the other player may place his.
No more than one bridge may be placed on each river segment.
Chapter Twelve
120

1 2 3 4 5 6 7 8 9 10 11 12
Scenario 1 A
Breakout B

G
8 H

The red army finds its withdrawal blocked by blue forces which are rushing to prevent
its escape. It must break out while holding the escape route open for its comrades.
Set Up
Red sets up first. Blue has restrictions on his setup, as described below.
Each side starts with 2 Ops. Red plays the first turn.
Basic Length: 12 turns.
Victory Conditions
Count the total number of red units before the game starts. In order to win, red must
move more than one-quarter of that number of units off the east edge of column 12
and hold the objective marker in E12. If he meets both of these criteria when nightfall
occurs, he has won the game. Otherwise blue wins.
Blue Setup and Reinforcements
Before setting up, blue must divide his army into three groups, in a way so that no
group is more than four units stronger than any other group. For example, if he has 32
units, he might choose to divide them into groups of 13, 10, and 9.
He sets up one of the groups in his row H setup area, one in his row A setup area, and
the third is held back as reinforcements.
In his marker step of turn 6, blue receives his third group as reinforcements, placed in
any of his eligible setup squares, as he prefers.
Special Rules
Red may not attack any blue units on the first turn of the game.
Fictional Scenarios
121

1 2 3 4 5 6 7 8 9 10 11 12
Scenario 2 A
Breakthrough B

G
16 H

The red army must decisively break the blue army s front.
Set Up
Blue sets up first, concealed. Red sets up second. All units are then revealed.
Blue starts with 3 Ops. Red starts with 6 Ops. Red plays the first turn.
Basic Length: 16 turns.
Objectives
Four subsequent static objectives start the game in blue s control. They must be placed
in blue s setup area after placing terrain but before setting up the units. Starting with
the red side, the players take turns placing them. A player may not place a blue objec-
tive in a table row that already has one. For example, if the red player places the first
one in E1, the blue player may not place one in row E. An objective marker may not be
placed adjacent to one that has already been placed.
Victory Conditions
In order to win, red must control two of the blue static objectives and his own objective
in B6 when nightfall occurs. Otherwise blue wins at that time.
Rivers
No more than six river segments may be placed.
Chapter Twelve
122

1 2 3 4 5 6 7 8 9 10 11 12
Scenario 3 A
Encounter B

G
0 H

The opposing armies have stumbled onto each other with unpredictable results.
Set Up
One player rolls a die. If he rolls an even number, he sets up his starting force first,
concealed. If he rolls an odd number, his opponent does. After the second player sets
up his starting force, all units are revealed.
Each side starts with 4 Ops. Roll a die to determine who has the first turn.
Basic Length: 12 turns.
Victory Conditions
When nightfall occurs, if one player holds any three objectives, he wins. Otherwise the
game is a draw. Note that in this scenario it is possible for each side to take the other s
two objectives, resulting in a strange and unlikely, but possible draw.
Reinforcements
Before setting up, each player must divide his army into two groups, in a way so that
one group is not more than four units larger than the other group. He designates one
of them as his starting group, and the other as his reinforcement group.
In his marker step each turn, the active player rolls two dice and totals their score. If
the total is equal to or less than the number of the turn just played, then his reinforce-
ment group has arrived. There is no point in rolling on the first turn, since two dice
can t roll a 1 or less.
Reinforcements may be placed in any square of a player s setup area that has an out-
side edge.
Fictional Scenarios
123

1 2 3 4 5 6 7 8 9 10 11 12
Scenario 4 A
Evacuation B 16

C 8

E 12

F 4

G
20 H 10

Blue must carry out a phased collapse of his perimeter in a way that provides time for
rear-area personnel to be evacuated to safety.
Set Up
Blue sets up first, concealed. Red sets up second, then all units are revealed.
Blue starts with 4 Ops. Red starts with 6 Ops. Red plays the first turn.
Basic Length: 16 turns.
Objectives and Victory Conditions
Blue sets up five mandatory trophy objectives, as shown. Each objective disappears
during the marker step of the turn written on the objective. For example, the objective
in square C7 disappears in the marker step of turn 8.
The red player must try to capture the trophy objectives before they disappear from
the table. At the moment he captures three of them, red has won the game. If nightfall
occurs before he can do so, or if the objectives disappear before red can capture three
of them, blue wins the game.
Rivers
No more than six river segments may be placed.
Chapter Twelve
124

1 2 3 4 5 6 7 8 9 10 11 12
Scenario 5 A
Recon in Force B

G
12 H

Red must probe blue s defenses and draw him into a decisive battle.
Set Up
Blue sets up first, concealed. Red sets up second.
Blue starts with 3 Ops. Red starts with 6 Ops. Red plays the first turn.
Basic Length: 16 turns.
Special Concealment Rules
Blue units remain concealed in the first turn until and unless: A red units enter their
ZoCs, or B they barrage. At the start of turn 2 blue s first turn , all blue units not yet
revealed, are revealed.
Objectives and Dummies
After all terrain is placed, blue places nine subsequent trophy objective markers. No
marker may be placed adjacent to another. No more than two markers may be placed
in each lettered row of the table.
The markers are placed face-down concealed . On their faces, five markers show an
actual trophy objective. The other four show the word Dummy, and are not trophy
objectives, but rather decoys.
Victory Conditions
At the moment he captures three real trophy objectives, red has won the game. If
nightfall occurs before he can do so, blue wins the game.
Rivers
No more than eight river segments may be placed.
Fictional Scenarios
125

1 2 3 4 5 6 7 8 9 10 11 12
Scenario 6 A
Relief B

G The Pocket
28 H

Red s offensive got into trouble and was cut off. High command refuses to permit a
retreat or breakout; he must try to relieve the pocket.
Set Up
Red sets up first, concealed. Blue sets up second. All units are then revealed.
Blue starts with 2 Ops. Red starts with 6 Ops. Red plays the first turn.
Basic Length: 16 Turns
Red's Setup
The red side must choose at least one-quarter of its units that will set up in the
pocket. These units are isolated and low on supply. The rest of red s forces set up in
the other setup area, as shown above.
Victory Conditions
At the moment nightfall occurs, the mandatory red objective marker in F3 must still
be in red s control, and red must be able to trace a line of supply from it to his supply
source. If he meets those criteria, red wins the game. Otherwise, blue wins.
Rivers
No river segments may be placed in this scenario.
Chapter Twelve
126

1 2 3 4 5 6 7 8 9 10 11 12
Scenario 7 A
Scramble B

G
20 H

As blue s front collapses he must conduct a fighting withdrawal to protect the narrow
pass through which his line of communications still runs.
Mandatory Terrain
Prior to setting up the table, place three squares of mountain terrain, as shown.
Set Up
Blue sets up first, visible. Red sets up second.
Blue starts with no Ops. Red starts with 6 Ops. Red plays the first turn.
Basic Length: 12 turns.
Objectives
After all terrain is placed, blue places two subsequent trophy objectives, anywhere in
his set up area columns 5 through 8 . He may not place them adjacent to each other,
nor in the same column.
Victory Conditions
In order to win, red must take the two trophy objectives and control the blue supply
source in C12. If red reaches the victory step of his turn and meets these criteria, he
wins. If nightfall occurs before he has done so, blue wins.
Rivers
No more than six river segments may be placed.
Fictional Scenarios
127

1 2 3 4 5 6 7 8 9 10 11 12
Scenario 8 A
Stonk B

G
4 H

The front lines have been abnormally quiet for a while, so high command has handed
down this unimaginative plan to batter the enemy into submission. Orders are orders.
Set Up
One player rolls a die. If he rolls an even number, he sets up first, concealed. If he
rolls an odd number, his opponent does. After the second player sets up, all units are
revealed. There are no objectives in this scenario.
Each side starts with 4 Ops. Roll a die to determine who plays the first turn.
Basic Length: 12 turns.
Victory Conditions
When nightfall occurs, tally the number of shattered units on each side. There are two
possible ways to win:
If one side has shattered at least one-quarter of the enemy s units without losing
one-quarter or more of his own, he wins.
Alternately, regardless of the total numbers lost on either side, if one side has achieved
a 4:3 kill ratio over the enemy, he wins. That means: divide your number of shattered
units by the enemy s number of shattered units. If the result is 0.75 or lower, you win.
For example, 11 blue and 8 red units were shattered. 8÷11 = 0.72. Thus red has won.
If a player meets either of these criteria, he wins the game. Any other result including
the unlikely possibility that each player meets one of the criteria is a draw.
Chapter Twelve
128

Victory and Scoring

Competitive Games
It can be fun to establish a tournament at your club, in which each player fights
-number of battles. Rommel uses a system of merits called stars to keep track of
the running tallies for each player, as follows:
• A player receives one star for losing a game.
• He receives two stars for a drawn game.
• He receives three stars for winning.
For example, Andy has played five games: two victories, one draw, and two defeats. e
currently has ten stars.
There are two common ways to adjudicate a final winner of the tournament:
Choose a number of stars as a victory goal. The first two players to reach that number
play a final victory match to determine the champion.
Alternately, choose a fixed number of games that all players must complete. At that
time the two highest-scoring players play a final champion s match.
Ad Hoc
If you re feeling adventurous you can ignore the AP difference rules and play any sce-
nario you choose, using whatever number of APs you choose. Bear in mind that the
scenarios are weighted in a manner to assign the more difficult task to the army with
the higher APs. Remember also that if you use very large armies without increasing
the playing area, you may have too many units to fit in the starting areas of some
scenarios. In those cases you will have to improvise a reinforcement rule for the “over-
flow” on your second turn of the game, into squares in your starting area that have an
outside edge.
But, in the spirit of open architecture, feel free to rebuild the machine any way you
like!

Design Your Army to Match the Mission


Creating your army is one of the last steps of the scenario
process. By the time you do it you will already have a good idea about the
terrain, victory conditions, and the sort of battle you will have to fight.
Do you have to cross a river? If so, bring boats and engineers. Do you have
to fall back quickly in the face of an enemy advance? If so, bring motor-
ized units. Are the victory conditions linked to raw casualty figures? If
so, do not purchase a lot of low-quality units... unless you also have to
cover a lot of space and many objectives, and so on.
Appendix
129

Appendices

I. Frequently Asked Questions (FAQs)


II. Creating Historical Scenarios
III. Glossary of Unit Traits
IV. Elaboration of Events and Tactics
V. Quick Reference Sheets (QRS)
VI. Index
Appendix
130

Appendix I: Frequently Asked Questions (FAQs)

FAQ 1. Shouldn't units have to stop in enemy ZoCs?


By reducing tactical movement to 1 in most cases, we effectively create a movement
allowance for units in ZoCs. If you're not in a ZoC, you can use road movement. The
higher tactical movement allowance for armored units reflects their ability to pass
through gaps in an enemy line and to exploit breakthroughs.
A . Why use both modifiers and shifts in combat Why not just one
Modifiers affect individual units in certain situations, regardless of the other units in
the combat on either side. A modifier may or may not change the combat result. A shift
represents a situation that affects all the units of one side in the same way and always
causes a different combat result.
A . What s with the really high numbers on the combat grids
The grids increase the chances of very small or weak units scoring at least one hit in
combat, so that large stacks can t steamroll small units without some wear and tear.
They also account for the effect of shifts. Some number has to go in the highest box
but in many cases the only way you get to that box is by having one or more shifts up.
A . Where are the rules for army morale and brea points
For one thing, the sheer scale we re talking about doesn t lend itself to that concept. It
makes no sense to say that an infantry company will suddenly abandon their positions
because some battalions from the same corps have taken a beating ten miles away.
Secondly, we re describing a whole day. In most games army morale is an artificial
mechanic designed to get the game over with once one side has obviously lost. In other
words: why put the loser through the agony of playing it out to conclusion? Rommel
is driven by a timeline, not by a single morale result. Nightfall is coming, regardless of
who is winning, and we need to see if the winner can reach his objectives.
A . My ing Tiger against an enemy Stuart and only do e tra hit
The side with a better leading tank may score one extra hit for armor advantage. It
doesn t matter how much better his tank is than the enemy s. Numerical odds don t
matter. The advantage is always only one extra hit. In part this is done in the interests
of simplicity and clarity; we don t want each combat to devolve to a multi-step process
of assessing relative armor advantages prior to resolving all the rest of it. However, an
extra hit is a powerful thing, and over the course of several engagements will have a
telling effect on the game.
In any event, badly-outmatched mobile units tended not to stick around and get
slaughtered. If they can t engage that enemy with any hope of success, they likely fall
back instead. That s one reason that armor advantage is always just a single extra hit.
Appendix
131

A . iagonal combats loo weird. Should really be able to attac


diagonally when have an opponent on an ordinal side
This topic occasioned more protracted discussion during playtesting than anything
else. The game needed to use a square grid. Limiting the table only to those players
with a hex grid would frustrate most customers, and using offset or brick pattern
squares raised odd problems of some edges bordering two neighbors while other
edges bordered only one. Thus we use a standard square grid but this means that
every square has eight adjacent squares: a lot of possible contact combinations.
We experimented with movement and or combat limited only to ordinal directions
but it slowed the game and felt more like 1916 than 1942. We tried to come up with
various penalties, soak-off attack rules and suchlike, but none of them worked. If you
can think of it, we probably tried it at least twice. Fundamentally there were questions
about why an enemy adjacent in one position ought to be prioritized over an enemy
adjacent in another. I decided that we either had to introduce rules for fronts and
flanks and unit facings, all of which would fill pages and add a lot of complexity for
minimum gain, or we had to accept that it might look odd sometimes to allow a player
to attack diagonally when he has an enemy on an ordinal side. The end result was the
rule that prevented units from getting the flanking bonus if they have too many ene-
mies nearby. And before you ask about that... you can t get a flank attack even though
you re attacking from two different, adjacent ordinal sides, because we assume that if
an enemy can face diagonally, he can potentially cover any two adjacent ordinal sides.
A . Tan s can t ma e a river crossing... but halftrac s can
We looked at ways to limit river crossings only to Leg infantry but it wasn t practical.
After all, men could dismount from vehicles and cross. So motorized infantry gets a bit
of a free pass in that rule.
A . Shouldn t a barrage be less effective in soft ground
We experimented with modifiers to the barrage values for combats in certain terrain.
Although it s not impossible, it does add time and math to the process and slows the
game, and also raises some questions about whether the attacker and defender should
be applying it the same way. In the end it was simpler not to modify barrage values.
A . m playing a scenario but the Soviets still have Partisans?
Without breaking the war down campaign by campaign, it s impossible to sort through
all the events to make sure that players never encounter anything ahistorical. If it
bothers you, just remove that box from the command post.
A . Why no AT gun units Can t mass a Pa front
We spent a lot of time discussing the feasibility of representing AT guns as separate
massed companies but I decided in the end that creating a fourth unit type would
require a tremendous number of extra rules for something that was relatively rare
and would have undesired consequences for stacking. The infantry units have AT
guns. Truly exceptional situations can be addressed with tactics or events.
Appendix
132

Appendix II: Creating Historical Scenarios


Maps and orders of battle are available for a huge number of historical actions.
Rommel's relatively straightforward scale makes it easy to create historical battle sce-
narios from them. Let s take a modest example and work through the process.
Counterattac at eir el Tarfa
In the summer of 1942, following its victory at Gazala, Panzerarmee Afrika pursued
the British 8th army into Egypt. Rommel’s first attempt to break 8th Army’s lines
failed in July, but by the end of August he was prepared to mount one last major offen-
sive. German and Italian armor turned the Allied left flank almost 90 degrees and
drove deep into Allied positions. On the evening of 31 August the 15th Panzer division
began an assault on Alam-el-Halfa Ridge while the 21st Panzer division protected
its exposed left flank. The latter, however, suddenly found itself under counterattack
by the British 22nd and 23rd armoured brigades. Eighth Army’s new commander,
Bernard Montgomery, had held these units in reserve for precisely this contingency.
An intense tank battle ensued, as both sides committed their available airpower in
support. In the end, Rommel realized that he lacked the strength and above all, the
fuel to defeat an opponent equal in numbers of tanks, plus the entrenched infantry
with their minefields and AT positions. The Axis forces withdrew the following day
and the long waiting period began as Montgomery prepared his army for the inevita-
ble attack at El Alamein.
This scenario will focus upon the fighting between 21st Panzer and the two British
armoured brigades.
The orces Engaged
There are a number of orders of battle online for the fighting at Alam Halfa ridge and
the El Alamein campaign in general. We know, for example, the precise composition
of tanks and infantry for the British units. We are less clear, however, on the Axis ele-
ments present.
We know that a battlegroup of the Italian Littorio division took part in this fighting, and
that Littorio was equipped with Semovente 75s. I have not found, however, the precise
units of that division that fought alongside 21st Panzer on that day, so I have guessed
that element to be the division s Bersaglieri regiment and a battalion of Semoventes.
As for 21st Panzer, we know that they had just received some of the new Panzer IVf2s
with the long-barrelled 75mm guns as well as the upgraded Panzer IIIs with the long
50 guns. We also know that they were perilously low on fuel, so it is tempting to use
the Low Fuel advanced rules, but I ll go ahead and give you a spoiler: during playtest-
ing this scenario proved very close just as-is, so I decided not to hamstring the Axis
player in that way.
Appendix
133

ating and uantifying the nits


By the summer of 1942 the Afrika Korps had become something of an elite. Its two pan-
zer divisions were very experienced, well-led, and supremely confident. Consequently
I have given the German armor and motorized infantry units combat tracks of 5-4-3.
The Italian Littorio division was a cut above the standard Italian leg infantry and were
certainly competent soldiers. I have given them veteran combat tracks of 4-3-2.
British forces at this stage of the campaign were experienced but recently defeated
and demoralized and had only just had the chance to reform. I gave them also 4-3-2.
The A is orces
We know that 21st Panzer had about two dozen of the new Panzer IVs at this battle,
whose long 75mm guns wreaked havoc among the British armor. Consequently we ll
give them two units of Panzer IVs. The rest of their tanks were Panzer IIIs. The sources
indicate about 80-85 of these, so we ll give Rommel the benefit of the doubt and give
him six units of these. Two battalions of motorized infantry, accounting for the chronic
shortages in the Afrika Korps, comes to six units.
Littorio's battlegroup comprises six Bersaglieri units and three Semoventes a bat-
talion was present with the division, and although we can t say for certain if it fought
precisely here on this day... odds are good that it did .
Finally, I have no idea what sort of artillery assets the Axis forces possessed, but it
seemed reasonable to include a towed battalion for each element.
The Allied orces
The British 22nd Armoured brigade had recently been reequipped entirely with the
US-built Grant tanks. In addition to six units of these, the brigade had a motor rifle
battalion three infantry units and a 25-pdr battery.
The 23rd Brigade used older British kit. It still had fifteen Matilda IIs and nearly 100
Valentines these infantry tanks were sometimes assigned to the armoured brigades
in a pinch, as was apparently done here . The brigade had also just received a battalion
of infantry, the ueen s Westminsters. Thus it comprises: one unit of Matildas, seven
units of Valentines, three infantry, and one 25-pdr battery.
Armor alues
Any game set in 1942 is a mid-war scenario, so we are using values from that period.
That means that the German Panzer IVs will be the most dangerous kit on the battle-
field, but as usual there just aren t enough of them.
Command Posts
Both sides use their mid-war command posts. I have no problem letting the Italians
share the German command post and its tactics in this scenario, since by mid-1942
the Italian armored forces had cooperated with the Germans long enough to perform
at a comparable level.
Appendix
134

The eir el Tarfa Order of attle

Panzergrenadiers Semovente 75

21 Pz i orio 2-3

Panzer IV Bersaglieri
Axis

21 Pz 4 i orio

Panzer III Towed 100mm

21 Pz 3 i orio 12 3 1

Towed 105mm

1
21 Pz 12 3

Valentine

23 3

Grant Matilda
Allied

22 2-3 23 2

Motor Rifle Motor Rifle

22 23

Towed 25-pdrs Towed 25-pdrs

1 1
22 12 3 23 12 3
Appendix
135
The arger a le eld ro the
a ara Depression to the ea

The a le Area or o r cenario


One ta le

The attlefield
The map you see above was taken from a public-domain German Wiki page. The scale
legend in the lower-right is very handy, and you can see that a standard Rommel 6
4 table with 6 squares 12 squares by 8 squares suits our purposes perfectly, as it
captures the battle area from Deir el Tarfa to the starting lines of the British armored
counterattack.
As with many battlefields in the North African campaign, there is very little terrain to
speak of, except for the occasional escarpments essentially mountainous cliffs . We
will treat these as mountains. They weren t particularly mountainous at El Alamein
and the infantry of both sides deployed on them without much trouble, but we need
some terrain in this bloody desert!
Appendix
136

Setting p
On the table below, you can see that I ve used mountains to represent the escarpment
areas the mountains in row G are Deir el Tarfa itself . I have placed supply sources in
opposite corners, representing each side s line of communications. And I have placed
four objective markers.
The British counterattack sought to halt Rommel s advance and force him to with-
draw. This they did, albeit at significant cost. But the British weren t seeking to
overrun a German position, rather only to prevent the Germans from advancing any
further. Consequently I chose four objective markers and created a victory condition
that requires the Germans to hold any three of them at nightfall. This means that the
Germans not only have to take at least one British objective; they must also guard
against any British counterattack that might take one of theirs. I like this incentive
for a mobile battle, since everybody in this scenario is motorized and the terrain is so
open.
I chose to have the Axis move first, but gave the Allies more Ops at start, as I felt this
reflected the German surprise at the British counterattack.

1 2 3 4 5 6 7 9 10 11 12

A Terrain

o ntain
C

D Allied A is
E
pply
F o rce

G O jective
H

Starting OPS
Allied: 6; Axis: 4.
ictory
The game has a Basic Length of 16 turns and ends at nightfall. When that happens,
if the Axis side holds three objectives, it has won the game. Otherwise the Allies win.
Set p
The Axis player sets up anywhere in row H. Axis units begin concealed. The Allies may
then set up all their units, anywhere in rows A and B. All units are then revealed.
The weather is clear. The Axis have the first turn. All units start in supply.
Appendix
137

Appendix III: Glossary of Unit Traits

May not evade p.55 .


eg Road move is only 3 squares p.32 .
Any unit that doesn't have this trait is motori ed.

Ar ored Along with armor, counts as an armored unit p.15 .


n antry Tactical move of 2 squares p.33

Rare May not be reorganized p.56 .

el Propelled May use tactical movement without being tipped p.38 .


Artillery May barrage from a beach square p.76 .

n antry Not vulnerable in non-open terrain p.47 .


pport Negates attacker s penalty vs. urban, mountain, bocage.

In a tank battle p.48 the armor value of each leading unit


? Ar or al e
is compared to determine who has the armor advantage.

Roc et May not barrage when passive p.44 .

Recon nit May withdraw or scout in a combat p.74 .

p.73 An infantry unit that may move 2 squares in a tacti-


avalry
cal phase, 6 by road movement, and may evade.

Pioneer May use pioneer effects p.73 while attacking.

Roll p.67 at the end of any phase in which it moved more


nrelia le
than 1 square. On a 6 it takes one loss.
Appendix
138

Appendix IV: Elaboration of Events & Tactics

The small size of the boxes on the command posts limits us to a very concise descrip-
tion of each event and tactic. In some cases a new player especially might have ques-
tions about the implications of the text. This section elaborates on some of those texts.
Many of the events and tactics are self-explanatory but others might raise additional
questions or require further elaboration. In this section we try to take those cases in
alphabetical order and provide a fuller explanation of the text.

Events

Arsenal of Democracy O Totaler Krieg O Motherland Calls Event


Different nationalities have this event in different periods of the war. ou simply put
one Op on the event box and immediately place the new Ops in your file. ou don t
have to roll any of them. Note that the number of new Ops varies by nationality and in
some cases by period.
Bewegungskrieg German Event
The word means war of movement. Motorized infantry or artillery units normally
move only one square in a tactical phase. Only armored units can move two squares.
This event, however, allows all your motorized units to move up to two squares in
the first tactical phase of this turn. Like armored units, however, they only get a two-
square move if both squares are open terrain.
Bombing / Interdiction Alled Event
At the moment this event is played your opponent must scoop up all the dice presently
in his Ops File and roll them. Any rolls of 1 are then discarded, and he keeps the rest.
Carpet Bombing Allied Event
Carpet bombing can only occur in clear weather and if friendly units are more than
two squares away from the target square. The units take losses, regardless of their
terrain. Prepared positions are not affected by this event, nor do they absorb any of
the losses inflicted.
Appendix
139

Dig In! O Igelstellungen O All Workers to the Front Event


This event allows you to immediately place prepared positions. They may be placed
only in squares that aren t isolated and where you have at least one unit. No more than
two may be placed in one square. There is no limit regarding proximity to the enemy.
ou can place them even in an enemy ZoC.
Intercepted Signals Event
This event allows you to move one of the enemy s units during your turn. To be eligible
the unit must not be tipped, and must be able to make a legal road move it can t be in
enemy - i.e. your - ZoC . ou can make any legal road move with it, as if it were moving
in its own road movement phase. The enemy doesn t pay any Ops for this; you just
move his unit, and then tip it when you re done. Presumably you ll move it in some
really inconvenient and or strange way.
Jock Column Allied Event
This event allows you to choose a stack of up to three motorized units that are cur-
rently in one square together and to move them as a stack, not splitting any off or leav-
ing any behind, up to three squares, through any terrain, as long as they end together
in the same square. They may not use this special move to make an attack.
This is a very powerful event because the units are not tipped after this move, and
thus could be activated for more movement and combat later in the turn.
Maskirovka Soviet Event
The word is a reference to the Soviet practice of deep intelligence and sabotage
designed to throw monkey wrenches into enemy plans and preparations at the
moment your attack begins. This is a lingering event that you must remember to
apply to your opponent in his coming turn. When he rolls his new Ops dice, instead of
discarding the ones that roll 1s, he must discard all those dice that roll 1s, 2s, and 3s.
Partisans O Jabos! Soviet or Allied Event
These two events are slightly different, but in both cases you must identify a square
with enemy units that used road movement in the immediately previous turn. ou can
then inflict one Partisans or more Jabos!) losses on them. Jabos! inflicts a loss on
each unit in the square, but it can only be used in clear weather. Partisans inflicts only
one loss on a unit of your choice, but it works in any weather.
Replacement Battalion German Event
This event restores a step to every infantry unit and only to infantry units in one
square of your choice, even if that square is isolated or if the units are low on supply.
Appendix
140

Tactics
Armored Assault Offensive Tactic
In order to use this tactic the attacker must have at least one armor unit and one
armored infantry unit in the combat. If so, then the tactic gives him a shift up, in any
sort of terrain, regardless of what sort of units the defender has in the combat.
Attack Broken Up efensive Tactic
In order for this tactic to apply, you must already be barraging the square with at least
one artillery unit. If you are, then at the moment the tactics are revealed, your oppo-
nent must choose one of his units that retreats immediately and doesn t participate in
the combat. That unit is tipped. If that was his only attacking unit, then the combat is
over before it began and all Ops spent on tactics for it are wasted.
If you play this tactic and the enemy plays Recce, then only those of his units that
don t retreat because of this tactic, will shoot first. In other words: this tactic causes
his retreat to happen before any part of the combat is resolved. our artillery still
contributes its barrage value to the combat, in addition to conferring this benefit.
Eighty-Eights O Pheasants German or Allied efensive Tactic
This represents the occasional use of exceptionally powerful anti-tank guns in the
open. To be eligible, the combat must be in open terrain, and the defenders must have
at least one infantry while the attackers have at least one armor unit. It does not mat-
ter how many other types of units are present on either side.
Fast Reaction efensive Tactic
When you reveal this tactic, you can immediately move any one friendly unit that is
currently in an adjacent square, into this square in order to participate in this combat.
The unit must be able to make a legal move into the contested square. For example, it
couldn t move if tipped, couldn t cross a river without a bridge, nor cross a corner that
touches two enemy-controlled squares.
ou may never move a unit from a contested square using this tactic. ou may not use
this tactic to overstack. If you already have three units in the combat, this tactic may
not be used.
FlaK German efensive Tactic
If the German player is defending and the enemy uses an Airstrike tactic, this tactic
negates it. The Ops spent for both the FlaK and the Airstrike are wasted.
Flamethrowers Offensive Tactic
As long as the active side has at least one infantry unit and the combat is taking place
in urban terrain, then this tactic gives him a shift up, regardless of the types of units
the defender has present.
Appendix
141

Gun Line efensive Tactic


Artillery units have a barrage value that is greater than their defense value in combat.
This tactic is used when you have one or more un-tipped artillery units defending in
the square. Each un-tipped artillery unit uses it barrage values as its combat value.
For example, three 105mm howitzers, each with a barrage value of 3, would have a
combat value of 9 if they played Gun Line. Tipped artillery units can t take advantage
of this tactic because they can t barrage.
Haut Ab! German efensive Tactic
Leg units normally may not evade. If this tactic is played, however, then all the Leg
units in this combat may evade, as if they were motorized, meaning: they can retreat
instead of suffering their last hit in the combat. They may evade even if their side is
suffering Low Fuel effects.
Massed Target Offensive Tactic
If there are three defending units in the square, of any type s , then this tactic allows
the attacker to double the barrage value of one of his artillery units. If he is barraging
with more than one artillery, he may choose the one to double.
Molotov Cocktails Soviet Offensive Tactic
This tactic references the courageous and often improvised methods Soviet infantry
used to fight enemy armor in the open. The tactic eliminates the shift down for tank
shock. It means that Soviet infantry can attack enemy armor in an open square, with-
out any friendly Soviet armor involved, without the tank shock penalty.
Not One Step Back Soviet efensive Tactic
This is a reference to Stalin's famous draconian order against retreating. The tactic
absorbs the first hit done to your side in the combat. Subsequent hits are then
applied. If you also have prepared positions, then the second hit is absorbed by the
prepared position. The price you have to pay for using this tactic is that none of your
units may evade from the combat, although if they were Leg units then they couldn t
have evaded anyway.
Pinning Attack Offensive Tactic
If this tactic is played no defending units may evade. That means: all the defenders
will be required to take all losses inflicted on them, without retreating. If the defender
played the Withdraw tactic, Pinning Attack also negates it; he may not withdraw before
combat.
Stalin's Organs Soviet Offensive Tactic
This tactic allows you count the barrage value of your Katyusha rocket unit s as you
would normally, while also negating the normal shift down in combat for attacking
against enemy infantry in mountains, urban, or bocage terrain.
Appendix
142

Appendix V: Quick Reference Sheets


A a e T rn ects o solation p ects o ow pply p
1. Operations Phase • Costs an extra Op to • May not Reorganize.
• Reset Step move any isolated units • May not use Road
• New Ops Step (except paratroopers Movement.
• Un-tip Step landed on this day • Vulnerable in Combat.
- p.77). • May not place engineering
2. vents Phase
• May not Reorganize. marker.
3. Road ove ent Phase
• May not use Road
4. Tactical Phase
Movement.
5. tat s Phase
• May not make a river
• Victory step crossing (p.71).
• Marker step • May not place
engineering marker.

Movement
Road ove ent Tactical ove ent Tipping nits
• When they use Road
= 3 OR = 2 Movement (p.32).
• Voluntarily moving out
Others or ow of so round durin a
Others = 6 pply or non Open = 1 tactical phase p. ).
• When they retreat (p.54).
ost in Ops ost in Ops • Towed Artillery hen they
move at all.
Op to nvo e Op to nvo e
Op to ove any isolated
• ip artillery a er it
Ops i any ove thro gh
non open terrain or cross
barrages (p.45).
Op or each s se ent
a ridge phase

Summary of Terrain Effects


OPEN: R A OOD
• nfantry mi ht su er tank shock p. ). • Artillery may not barra e from this terrain p. ).
• Armored units can mo e s uares in a tactical A O OP
phase (p.33). • Armor is vulnerable (p.42).
R A O TA O A • Road movement costs an extra Op (p.32).
• Attackers apply shi do n s. infantry p. ). • liders su er a loss if they land here p. ).
O T RO D A advanced game p
• o prepared positions allo ed p. ). • Towed artillery can t barra e from the beach.
• ip unit a er mo in out in a tactical phase p. ). • o road mo ement allo ed.
Appendix
143

Combat

Process o o at Resol tion p Combat Grids


1. Acti e side picks a contested s uare.
2. ach side acti e rst) declares artillery
support.
3. hoose actics.
4. Apply any modi ers.
5. Each side rolls one die and consults a
combat rid, possibly applyin shi s.
6. Apply losses defender rst).
7. Passive motorized units might evade.

Vulnerable
Ar or in non Open Summary of Combat Shifts
A ac ing across a ridge lan ing the ene y

A ac ing while ow on pply ltiple ele ents involved

nit is Tipped A ac ing vs in r an tn ocage

o at al e alved ro nd p Tan hoc

Summary of (Selected) Advanced Rules


n Tipping y Ops p ine elds p
• pend p at the moment a unit is tipped, in order • ach unit that enters a hostile mine eld rolls a die.
to un tip it. On a "6" it loses a step.
o ander ill p ngineering p
• oor commander dra s only or ne ps. • Roll 2+ in the marker step to advance a task.
• killed commanders dra s or ne ps. • oll rst to ad ance e istin tasks.
ow el p • hen place any ne markers.
• oll t o dice in marker step. f you roll the turn • arkers return to the command post hen tasks
number, o uel e ects be in are completed or abandoned
• o e asion. All artillery treated as "to ed." oad Things that appen in the ar er tep
mo ement tactical mo ement . • Reinforcements are placed (p.62)
eather hange p • oll for o uel e ects p. )
• oll at start of day n eather condition deterio- • Place Boat markers (p.71)
rates. On 3-4 it stays the same. On 5-6 it improves. • Place (or replace) a supply source for an amphibious
River rossing p landing (p.76)
• Must have a Boat for each crossing. • Roll to advance engineering tasks, or abandon them,
• Markers are placed in your marker step, returned to then place any ne markers. p. )
a er use. t e e en e p t nt t e ti e p e
• Units crossing into a combat are vulnerable. choose to perform these in any order he wants.)
Appendix
144

Appendix VI: Index of Key Terms

Adjacent definition Parent


Airborne Operations Periods definition
Allied definition Pioneers
Amphibious Landings - Prepared Positions
Armor Advantage are units
Armored units ebuilding multi-day battle
Artillery Support ecce
arrage value econ nits
asic Length einforcements
ridges eorgani ation
Cavalry eset
CinC club games etreat -
Combat Grids ivers
Contested Square oc ets
Element Self-Propelled artillery
Engineering - Sha y units
Evade Shift in combat
Events Split Trac
lan Attac Stac ing
its in combat Supply Sources
solation Tactics
Leg units Tan attle
Line of Supply Tan unters
Low Fuel 68 Tipping nits
Low on Supply 27 after retreat
Minefields after road movement
Modifiers in combat and artillery
National Assets 20 due to soft ground
ightfall effect on movement
ight Period multi-day battle vulnerable in combat
Objectives nreliable
Ops - n-Tipping nits
cost of events ulnerable
cost of road movement Weather
cost of tactical phases Zone of Control definition

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