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Rommel Full Rules PDF
Rommel Full Rules PDF
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
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.
Many thanks for buying Rommel, and I hope you enjoy the game!
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
Fallschirmjäger Fallschirmjäger
A/3 FJ A/3 FJ
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
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.
1 2 3 4 5 6 7 8 9 10 11 12
B One Foot
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
Unit ID Track
This unit belongs to
A/352 ID
Kampfgruppe A of
the 352nd infantry
division.
Panzer III
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.
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
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.
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.
Command Post
Command Post
Basics of Play
19
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
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
Gr
35
2
ad
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
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
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.
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
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
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
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.
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
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
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.
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
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
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
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
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 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
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
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
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.
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.
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
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
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
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
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
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
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.
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 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
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
Infantry
British Units
nit ary
n antry
lite n antry
Infantry
French Units
nit ary
onscript n antry
eteran n antry
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
Infantry
Italian Units
nit ary
onscript 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
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
0 1 0 2 0 1
4 4 12 3 8 2
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
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.
Battalions
HQ Options
Battalions
HQ Options
You should not combine 1940 and 1941 armoured regiments in the same army unless
your opponent agrees that time travel is permissible.
Battalions
HQ Options
Battalions
HQ Options
Battalions
HQ Options
Battalions
HQ Options
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
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
HQ Options
Boat 2 3 Engineer Marker 1 6
Chapter Eleven
104
Battalions
HQ Options
Battalions
HQ Options
Boat 3 2 Engineer Marker 2 4
Prepared Position 1 8 Extra Terrain Die 4 2
Chapter Eleven
106
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
2 Tank Regiment
Battalions
HQ Options
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
HQ Options
Battalions
HQ Options
Battalions
HQ Options
Battalions
HQ Options
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
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
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
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
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!
Appendices
Panzergrenadiers Semovente 75
21 Pz i orio 2-3
Panzer IV Bersaglieri
Axis
21 Pz 4 i orio
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
22 23
1 1
22 12 3 23 12 3
Appendix
135
The arger a le eld ro the
a ara Depression to the ea
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
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
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
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
Combat
Vulnerable
Ar or in non Open Summary of Combat Shifts
A ac ing across a ridge lan ing the ene y