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Rommel In the Desert - Unofficial Errata


Last updated January 19, 2000, by Richard Wein <rwein@lineone.net> Latest changes marked in
red.

I decided to write my own set of errata, as the official set leaves some important questions
unanswered. This set is based partly on the official errata, partly on some answers I received
directly from Craig Besinque (the game's designer) and partly on my own interpretations. I've
even made a few deliberate changes (very minor ones), where the rules seemed unnecessarily
complicated or problematical � these are indicated by italic comments.

You can find a Glossary of Terms at the end of the errata.

1.3 SUPPLY CARDS (clarification)

A player is always obliged to reveal the total number of supply cards in his hand.

1.4 SEQUENCE OF PLAY (clarification)

The rule book uses the confusing term "Battle Turn" to mean the portion of the turn in which
combat resolution occurs. This term is now replaced by the term "Combat Phase". Everywhere
that you see "Battle Turn" in the rule book, read it as "Combat Phase".

The Turn Sequence and Turn Option charts on the back of the rule book give an erroneous
impression of the sequence of play. The correct Turn Sequence is as follows.

1. Disruption Recovery
Phasing player's disrupted units become undisrupted, if supplied
2. Select Turn Option
Phasing player commits supply cards
3. Movement Phase
A. Phasing player may make one move (two in Offensive Turns). If any units retreat
from a battle hex, interrupt movement to conduct the following:
i. Non-phasing player decides whether to engage rearguards of partial retreats
ii. Engaged rearguards fire
iii. Non-phasing player fires at engaged rearguards
iv. Pursuit fire
B. Forced marches
4. Combat Phase (not in Pass Turns)
A. Non-phasing player decides whether to refuse battle
B. If any battles are refused...
i. Withdrawal
ii. Pursuit fire
C. Phasing player decides in which old battles to initiate combat
D. If any combat occurs...
i. Non-phasing player fires
ii. Phasing player fires
5. Blitz Movement Phase (Blitz Turns only)

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Repeat 3 above
6. Blitz Combat Phase (Blitz Turns only)
Repeat 4 above
7. Disruption
Phasing player's units become disrupted if they were unsupplied at start of turn and are still
unsupplied

Note that Offensive and Assault Turns each have only one Movement Phase and one Combat
Phase.

2.3 TERRAIN EFFECTS (clarification)

Terrain applies to hexsides, not hexes.

Escarpments. The following 2 hexsides are not escarpments: Beda Fomm/Antelat and Gadd el
Ahmar SE2/SE3.

Salt marshes. Partial salt marsh hexsides of the Qattara Depression are treated as clear. There are
only 2 other salt marsh hexsides on the map: the Sebkha es Segira (which has a pass) and the
Sebket el Jeneiein.

Mountains. ALL hex-sides of the following hexes are mountainous: El Garib, Cirene, El Gubba,
Marawa, Wadi Cuff, Wadi Cuff E1, Charruba. There are only 3 other mountain hexsides on the
map: Barce/Er Rejima, Er Rejima/Msus and Mechili W1/Mechili.

2.5 ROAD BONUSES (clarification)

Trails and tracks in the same hex which don't connect are functionally separated. A unit moving
into a hex along one trail or track and out along an unconnected one in the same turn does not
receive the movement bonus. (A unit moving Acroma - Bir Harmat - El Gubi would receive the
trail movement bonus.) A supply line may not jump from one trail or track to an unconnected one
in the same hex, unless the hex is occupied by a friendly unit.

2.6 ROMMEL BONUS (clarification)

The Rommel Bonus applies to all units involved in a single move. It can be used once in each Axis
turn, in the regular Movement Phase or the Blitz Movement Phase, but not both. It may not be
applied any time other than in an Axis Movement Phase.

2.7 FORCED MARCHES

(omission) Units may attempt a forced march to the destination hex of a regroup move, but if
unsuccessful they are disrupted at their original location. (In a regroup move, units which cannot
reach the destination hex cannot move at all.) Units failing a forced march when making a retreat
lose one step in addition to being disrupted.

(clarification) You may not attempt to force march units into a hex in excess of the hexside limits,
in anticipation that some units will fail to arrive.

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2.8 MOVEMENT INTO BATTLES (correction)

The hexside limits on units entering an enemy hex or battle hex apply to each Movement Phase
(not to each turn, as stated in the rules). During the second Movement Phase of a Blitz Turn the
limits re-apply, so that additional units may cross such hexsides.

3.2 BATTLE DEPLOYMENT (clarification)

Once units are revealed, they remain face-up until the battle ends or they retreat. If additional units
enter the battle hex later, they are immediately revealed.

3.4 BATTLE FIRES (clarification)

If a firing unit has a choice of target type (armor, infantry, anti-tank or artillery), the firing player
must announce his choice before the unit fires.

The non-firing player does not allocate hits to individual units until all the enemy units in the
current battle have fired. But, if sufficient hits are inflicted on a unit type to eliminate all units of
that type, then those units are removed from play immediately. This may affect the target types
available to subsequent firing units. Otherwise, the players simply make a note of how many hits
have been inflicted on each target type.

Once all enemy units in the current battle have fired, the non-firing player allocates the hits to
individual units of the appropriate types. Within each unit type, he may allocate the hits as he sees
fit, except that a hit may only be wasted (by allocating an odd number of hits to a double-step unit)
if there is no alternative. Examples:
(a) The Axis player has a 4CV German infantry unit (double-step), a 1CV Italian infantry unit
(single-step) and a 4CV Italian armor unit (single-step) in a battle. If the Allied player scores a
total of 1 hit against infantry, the Italian infantry must be eliminated. The Axis player may not
allocate the hit to the double-step German unit, as that would have no effect. Nor may he allocate
it to the Italian armor unit, as the hit was scored against infantry.
(b) In the same situation, if the Allied player scores a total of 2 hits against infantry, the German
infantry must be reduced one step (to 2CV). The Axis player may not choose to have the Italian
infantry eliminated, because that would mean allocating the second hit to the double-step German
unit, where it would be wasted.
(c) Now suppose that the Italian infantry unit was not present. Then, if the Allied player scores a
total of 1 hit against infantry, it will have no effect, since the only unit which can take the hit is a
double-step unit.

Odd hits on double-step units are never carried over beyond the end of a phase.

4.3 THE ASSAULT TURN (correction)

In any battle where the phasing player chooses to assault, all units of both players fire at double
CV. There are not two consecutive rounds of fire, as implied by the rule book. (This change from
the official rules is based on a recommendation by Craig Besinque.) Defending units in a fortress
hex (which fire at double CV anyway) fire at quadruple CV during an assault.

4.5 THE WITHDRAWAL (clarification)

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There is no such thing as a "Withdrawal Turn". A player choosing a Pass Turn may make one
withdrawal.

A withdrawal can occur in any of the following circumstances:

1. The phasing player may make one voluntary withdrawal during a Pass Turn. This is the only
situation in which a withdrawal may be made voluntarily.
2. The non-phasing player MUST make a withdrawal each time he refuses battle (unless all his
units are eliminated by pursuit fire).
3. Either player MUST make a withdrawal each time his units are routed (unless all his units
are eliminated by rout attrition and pursuit fire).

A withdrawal is the only type of move which does not require the expenditure of a supply card.

A withdrawal is a single group move or regroup move in which all participating units satisfy the
following conditions:

1. Each unit must be able to trace a valid supply line at the moment the withdrawal begins. A
unit cannot withdraw if it can only trace a supply line to a fortress and is in excess of that
fortress's port capacity.
2. At the start of the withdrawal, check the supply lines of all friendly units to determine the
extent of the friendly supply network. Withdrawing units may only enter hexes of the supply
network.
3. Each unit's movement must shorten its supply line by at least one hex, and no portion of its
movement may lengthen its supply line. For the purpose of this condition, supply lines must
be traced by the shortest possible route, counted in hexes. (NOTE: If Tobruk is still
occupied by the Allies, Axis forces east of Bardia cannot withdraw along the road through
Bardia, as moving from Ft Capuzzo to Bardia would lengthen their supply line.)
4. Withdrawing units may not enter a hex containing undisrupted enemy units. They may rout
disrupted enemy units, unless the withdrawal is also a retreat.

5.0 RETREATS (clarification)

Note that a retreat is quite different from a withdrawal (though a move may be both a retreat and a
withdrawal). Any movement by the non-phasing player (through routing or refusing battle) is, of
necessity, both a retreat and a withdrawal.

5.1 REFUSING BATTLE (clarification)

Since partial retreats are not allowed when refusing battle, and unsupplied units cannot withdraw,
a mixed group of supplied and unsupplied units may not refuse battle. (This can arise when the
group is tracing its supply line to a fortress which has insufficient port capacity to supply all the
units.) Similarly, a mixed group of disrupted and undisrupted units may not refuse battle.

5.3 PARTIAL RETREATS

(change) Partial retreats no longer force the phasing player to engage in combat. Instead, the
non-phasing player is given the option to initiate combat during his opponent's Movement Phase.
If he does so, the phasing player fires first in that combat, and, if he's the defender, receives the

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benefit of any fortress or minefield in the hex. The combat is resolved after the phasing player has
announced which units are retreating, but before those units leave the hex. (This is a slight change
from the official errata, which say that resolution of the combat is delayed until the Combat Phase.
However, I think my version is simpler � it avoids retroactive application of combat results.)

(clarification) If the rearguard is composed solely of disrupted units (or if all undisrupted units in
the rearguard are eliminated in combat, leaving only disrupted units), then the rearguard is
immediately routed, and the non-phasing player may conduct pursuit fire with any units that have
not yet fired. The routed units and the original retreating units are treated as a single group for the
purposes of resolving pursuit fire and withdrawal.

(clarification) If any units of the rearguard survive into the Combat Phase, the phasing player may
still initiate combat with these units in the normal way.

6.0 DISRUPTION (clarification)

Disrupted units should be placed face-down on the mapboard (tip back toward the owning player
to preserve current CV). Disrupted units are routed immediately if they are ever in a hex with
enemy units, unless undisrupted friendly units are also in the hex. In such cases, the disrupted
units take no part in the battle (remaining face-down), and cannot recover while enemy units
remain in the hex.

6.2 ROUTS (clarification)

Whenever a rout occurs, the effects (rout attrition, pursuit fire and withdrawal) are resolved
immediately, interrupting whatever else may have been happening. When units are routed in a
Combat Phase (due to the elimination of all friendly undisrupted units in the same battle hex), only
enemy units which have not yet fired in that phase may conduct pursuit fire.

If units become disrupted due to lack of supply when alone in a battle hex (with no undisrupted
friendly units), they are immediately eliminated, since unsupplied units cannot withdraw.

6.3 OVERRUNS (clarification)

When the phasing player moves a unit into a hex occupied only by disrupted enemy units, a rout
occurs. The phasing player may choose to delay resolution of the rout while he moves additional
units into the hex, so as to increase his pursuit fire. After resolving the rout, the phasing units may
all resume their movement. Since they may have started their movement in different hexes, the
players must remember how far each unit moved prior to the overrun. In the case of an Offensive
Turn, units from two groups may participate in the same overrun.

7.0 SUPPLY LINES (clarification)

Supply lines are checked at the following times only:

1. At the start of your turn, check the supply status of all your units. Any disrupted units which
are supplied revert to their normal, undisrupted state. Make a note of any units which are
unsupplied.
2. At the end of your turn, check the supply status of any of your units which started the turn

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unsupplied. Any such units which are still unsupplied become disrupted. If they were
already disrupted, there is no additional effect. Note that temporarily re-establishing a
supply line to a unit during the turn will not save that unit from disruption, if it starts and
ends its turn unsupplied.
3. When making a withdrawal, check your supply lines before and during each withdrawal.
4. In the Supply Check step of buildup, both players check the supply status of all their units.
Any units which are unsupplied at this time are eliminated. Supply networks are then
determined for both players, and these supply networks remain unchanged throughout the
remainder of the buildup.

Your supply network consists of every hex which your units are currently tracing a supply line
into, out of or through. If a unit has several possible valid supply lines, then all of those contribute
to the supply network. However, a supply line cannot be traced so that it loops back on itself. A
hex may be in the supply networks of both players simultaneously.

When tracing a supply line along the coast road, it may leave the road to bypass an enemy unit. A
friendly unit is required in the hex where the supply line leaves the road, but not in the hex where
it rejoins the road. Remember: supply lines are traced from a unit to a supply source. Examples:
(a) An Allied recon unit penetrates behind the Axis lines and cuts the coast road at Gazala,
isolating all Axis forces to the east. During his next turn, the Axis player moves units to Mechili
and Bir Harmat. Axis forces in the east can now trace a supply line along the road to Bir Harmat,
then along the track to Mechili, along the trail to Derna, and along the road back to El Agheila. A
unit is not required at Derna.
(b) Allied units are holding out in Benghazi after the main Axis forces have advanced far to the
east. The Axis player has some units in the Benghazi hex, attacking the fortress. As the attacker,
the Axis player cannot trace supply through the Benghazi hex. However, if he has a unit at Er
Rejima, the Axis forces in the east can trace supply along the coast road back to Er Rejima, then
along the trail/track to Soluk, and then by road again to El Agheila. Units are not required at
Sheleidima or Soluk.

Units which recover from disruption at the start of a turn or at the start of buildup may
immediately be used to form part of a supply line to other units.

7.1 BATTLE SUPPLY LINES (change)

Replace the second paragraph of rule 7.1 with the following...

Units which enter a battle hex through non-adjacent sets of hexsides are treated as 2 (or
conceivably 3) separate forces for purposes of supply and retreat.

Example. Axis forces are besieging Tobruk. An Allied unit attacks from Tobruk into Belhamed,
while Allied relieving forces enter Belhamed from Gambut and Sidi Rezegh. As long as the battle
continues in Belhamed, the unit from Tobruk may only trace its supply line to or retreat to Tobruk.
The relieving forces may only be supplied or retreated via Gambut and/or Sidi Rezegh. However,
all Allied units in the hex are still treated as a single group for purposes of movement and combat.

The above restriction is negated if a friendly unit subsequently enters the battle hex through a
hexside adjacent to each of the other sets of hexsides.

Example. If an Allied unit subsequently enters Belhamed from Al Adem, then all the Allied units

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engaged in Belhamed could be supplied/retreated through any of the 4 adjacent hexes.

Note. This whole section is a change from the official rules. I find the original paragraph
confusing and inadequate to cover all eventualities.

7.2 OASES (clarification)

Jalo Oasis. Jalo Oasis functions as a normal hex, but is located off the edge of the map. There is
one notional hex between Jalo and each of the 2 entry/exit hexes marked on the map, but units
cannot end their movement in these notional hexes. A unit may only leave the map if it has
sufficient movement remaining to reach Jalo in the same Movement Phase. The trails leaving the
map at the entry/exit hexes extend all the way to Jalo. A unit at Jalo may form part of a supply line
in the usual way.

Siwa Oasis. The track and 2 trails leading to the Siwa hex are all considered to meet at Siwa.

An oasis may supply a different unit each turn, but once it has been used to supply one unit, it
cannot be switched to another unit until the next turn. You may not deliberately withhold supply
from a unit at an oasis at the start of your turn, in order to supply a unit expected to arrive at the
oasis later in the turn.

8.1 FORTRESS BATTLES (change)

Armor units (including recon) do not receive the double CV advantage for defending in a fortress.

8.2 FORTRESS SUPPLY (clarification)

An unoccupied fortress remains friendly to the last occupant (or, if it has never been occupied, to
the player in whose deployment area it started the game), but counts as an empty hex. It may still
act as a port and a supply source.

A fortress may supply different units each turn, but once a point of port capacity has been used to
supply one unit, it cannot be switched to another unit until the next turn.

If a fortress does not utilize its full port capacity at the start of the turn, additional units may trace
their supply line to that fortress later in the turn, up to the limit of its capacity. For example, the
Allied player starts his turn with 2 units tracing supply to Tobruk (capacity 5), and has 4 units
unable to trace a supply line. If those 4 units move so that, at the end of the turn, they can trace
supply to Tobruk, then 3 of those units will be supplied, and only 1 will become disrupted (Allied
player chooses which one).

However, you may not deliberately withhold supply from units which have a valid supply line. In
the example above, the Allied player could not leave 1 of his 2 units unsupplied at the start of the
turn, in order to supply all 4 of the other units at the end of the turn.

8.3 FORTRESS CAPTURE

(clarification) Units must occupy a fortress at the end of a phase to capture it, not merely pass
through.

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(change) Bonus supply cards for capturing a fortress are awarded in the next buildup after capture,
not in the next turn. Bonus supply is only awarded if the fortress has changed hands since the
previous buildup, and cannot be awarded more than once per fortress per month. In other words, if
a fortress is captured, and then recaptured in the same month, no bonus supply is awarded. If
captured, recaptured and captured again, all in one month, the capturing player receives the bonus
supply just once.

9.0 BUILDUP (clarification)

There is no buildup prior to the first month of a game, except in the Gazala scenario. And there is
no buildup following the final month of a game. This means that units which end the game
unsupplied are not eliminated.

9.2 BUILDUP POINTS

(addition) Players can save a maximum of 20 BPs at the end of a buildup. Excess unspent BPs are
lost.

(omission) BP expenditure is not secret. Each player must declare what he has spent his BPs on,
and the number of BPs saved.

9.3 REINFORCEMENTS (change)

The Axis must spend 2 BPs to receive a reinforcement unit at El Agheila (unless it is immediately
moved by sea to Benghazi, Tobruk or Bardia), to represent the cost of moving it by road from
Tripoli.

Early Arrival (replaces old arrival roll). A unit normally arrives in the game in the buildup which
precedes the month indicated on its counter label. However, each unit has a 33% chance of
arriving one month early. (NOTE: units scheduled to arrive in the second month of a scenario, or
in the month after the end of the scenario, are not checked for early arrival.)

During buildup, all reinforcements scheduled for that month which haven't yet arrived are placed
in base. Any reinforcements scheduled for the following month are checked for early arrival.
Keeping its identity hidden, the owner rolls one die for each unit in turn:

1-2: Early Arrival. Place unit in base.


3-6: Scheduled Arrival. Unit arrives next month.

Example: During the buildup at the start of Month 2 (May 1941), all four Allied Month 2
reinforcements arrive (none could arrive early in the scenario's first month), while all four Axis
Month 3 reinforcements are checked for early arrival.

9.4 REDEPLOYMENT

(omission) Units may not be redeployed within the enemy supply network (when supply networks
overlap).

(correction) Units may be redeployed out of a battle hex as long as at least one friendly unit

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remains behind. Units may not be redeployed into or through battle hexes.

(correction) Subject to the above restrictions, units may be redeployed to any hex in the friendly
supply network (as determined at the start of buildup) even if that has the result of expanding the
network. However, any such expansion will have no effect on the current buildup. (This
interpretation may contradict the official rule that "moves that would expand the existing supply
grid are not allowed". However, I'm unable to find a workable interpretation of that rule.)

Refit (addition). Instead of spending BPs to redeploy units back to base, a player may redeploy
them to base at no cost in BPs for refit. A normal overland route is still required. Units under refit
are placed face down near base (tip backwards to maintain CV), and are unavailable for receiving
replacements, or for any other use, for one month. During the next buildup, they recover normal
status in base (turn upright), where they may receive replacements and be redeployed normally.

9.7 MINEFIELDS

(omission) Minefields may not be constructed in battle hexes. During buildup, two minefields may
be secretly dismantled, enabling one new one to be built at no cost in the same buildup.

(clarification) A double-step unit defending a minefield loses one step after it has taken a total of 4
hits, with hits from artillery counting double. So such a unit loses a step if it takes 1 hit from
artillery and 2 hits from other unit types in the same Combat Phase.

9.8 RESUPPLY

(change) When Axis resupply is only 2 supply cards per month (i.e. during all of 1940 and1941,
and when the Malta Group is in play in 1942), the Axis must pay 15 BPs (not 10) to buy an extra
supply card.

(clarification) A player may buy more than one additional supply card in a single resupply step if
he has sufficient BPs.

10.0 VICTORY CONDITIONS (clarification)

German units count as 1.5 units each for Attrition Victory, as well as for Decisive Victory.

11.0 SCENARIOS

(clarification) Unless otherwise indicated in the specific scenario rules, the Axis player has the first
turn. No challenge for initiative is allowed prior to the first turn of a game.

(clarification) Free deployment applies to all units which are not given a specific deployment hex,
regardless of whether the scenario indicates "Free Deployment".

(clarification) When instructed to deploy in a particular country (Libya or Egypt), a player may
deploy units in any border hex, regardless of how little of the hex lies in the indicated country.
Exception: the Allies may not deploy units in a border hex already occupied by an Axis unit.

(omission) Free deployment units must always be deployed in a supplied location.

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(clarification) A player always has the choice of redrawing his initial supply cards once. It doesn't
matter whether he thinks "his initial supply card draw is unplayable".

11.3 CRUSADER (correction)

Allied Deployment -- Maximum of five units in Tobruk, which is mined.

11.4 THE 1942 CAMPAIGN (omission)

Allied Deployment -- Supply: 5 cards.

11.5 GAZALA

(correction) Allied Deployment -- Free deployment on (or east of): Acroma, Sidi Mufta, Bir
Hacheim, El Gubi and the trail to Jarabub Oasis.

(clarification) Initial Buildup -- Following the initial deployments, but before the first month of
play, there is a special buildup. No dice are rolled for BPs. The players receive 30 BPs each, and
the Allied player automatically has his buildup first. These BPs may be spent as normal. There is
no challenge for initiative. All other buildups in the game proceed as usual.

11.7 THE 1941-42 CAMPAIGN (clarification)

Axis "M" (Malta Group) units become available as optional Axis reinforcements (as per 11.4)
beginning in Month 11 (February 1942).

14.0 DESIGNER'S NOTES (clarification)

In the Allied Unit Substitution chart, a single month noted indicates a permanent substitution.

Optional Rules

Exchange Move (experimental)

In addition to group moves and regroup moves, players may also make exchange moves, which
involve the transfer of units between two hexes. Only units in the two selected hexes may move,
and they must move to the other selected hex if they move at all.

Fortress Supply Destruction

During buildup, a player whose unit occupies a fortress may destroy its port capacity by spending
10 BPs to do so, and noting it secretly. The fortress can no longer act as a limited supply source or
as a port for sea movement, and no bonus supply cards are awarded for its capture, but its fortress
defensive benefits remain intact.

During any subsequent buildup, a player whose unit now occupies the fortress may rebuild its port
capacity by spending 5 BPs for each point of port capacity (full capacity, not half, for the Axis).
This is noted secretly.

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Allied I-tanks

The Allied "Army Tank" brigades (1AT and 32AT) consist largely of slow, heavy "Infantry Tanks".
An I-tank unit has a movement range of 2, instead of 3, but in combat it takes 2 hits to reduce it
one step. These units can be marked as I-tanks by filling in the ovals in the unit symbols.

GLOSSARY OF TERMS

This section gives a brief description of the terms found in the rules. For full details, refer to the
relevant section of the rules (given in square brackets).

Assault Turn [4.3]. Expends 2 supply cards. The phasing player takes a normal Movement Phase
(one move allowed), and then a special Combat Phase, in which he may declare one or more
battles to be assaults. In an assault, all units (of both players) fire at double CV.

Attacker [3.0]. The player who began a battle, by moving a unit into an enemy hex. He remains
the attacker for as long as that battle continues, even if his opponent initiates combat in that battle
in a later turn..

Base. Each player has one base: Alexandria for the Allies, El Agheila for the Axis. The base is
used as a supply source [7.0], a port [9.5], an entry point for reinforcements [9.3] and a location
for units to receive replacements [9.6]. A player wins an immediate Strategic Victory if he
captures the enemy base [10.0].

Basic Turn [4.1]. Expends 1 supply card. The phasing player takes a normal Movement Phase
(one move allowed) and Combat Phase.

Battle [3.0]. A battle begins when the phasing player has moved one or more units into an enemy
hex and the non-phasing player has accepted battle. It continues as long as both players still have
units in the hex, regardless of whether any combat is occurring.

Battle Hex. Any hex containing units of both players.

Battle Turn = Combat Phase.

Besieged [8.4]. A fortress is considered besieged if any adjacent hex contains an enemy unit. This
affects sea movement into and out of the fortress, and also affects victory conditions.

Blitz Turn [4.4]. Expends 3 supply cards. The phasing player takes a normal Movement Phase
(one move allowed) and Combat Phase, followed by a second Movement Phase (one move
allowed) and Combat Phase. Any given unit may only move in one of the Movement Phases, but
may fire in both Combat Phases. The hexside limits on movement into a battle hex are applied to
each Movement Phase independently.

BPs [9.2]. Buildup Points. During buildup, each player receives a number of BPs equal to the sum
of 4 die rolls (except in 1940). These may be spent on redeployments, replacements, minefields
and additional supply cards. A maximum of 20 BPs may be saved for use in later buildups.

Buildup [9.0]. A buildup sequence occurs at the start of each month, except the first month of a

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game. (EXCEPTION: the Gazala Scenario has a special buildup at the start of the first month.)

Combat Phase. The portion of the turn in which combat resolution occurs. See Sequence of Play.

Command Point [2.2]. The focal hex of a regroup move.

CV [1.2]. Combat Value. The number of dice rolled when a unit fires in normal combat. The
current CV of a unit is the number along its top edge.

Defender [3.0]. The opponent of the attacker. The defender in a fortress or base hex retains control
of the fortress or base as long he has any units remaining there.

Disruption [6.0]

A unit becomes disrupted as a result of a retreat from a battle hex, failing a forced march, or
starting and ending its turn out of supply.
If supplied, a unit recovers from disruption at the start of its owner's turn, or at the start of
buildup.
Disrupted units cannot move (except to rout), fire, impede enemy movement, cut enemy
supply lines or form part of friendly supply lines.
Disrupted units are routed immediately if they are ever in a hex with enemy units and no
undisrupted friendly units are present.

Double CV [8.1]. A unit firing at double CV rolls twice the usual number of dice, e.g. a 3 CV unit
rolls 6 dice instead of 3. This is different from double fire (DF). Double CV combat can occur
during Assault Turns and in fortress battles.

Double Fire [3.4]. A unit firing at double fire (DF) hits on die rolls of 5 and 6.

Double-step [3.4]. All German units and some Allied units (those marked with a *) are
double-step. That means that each step is worth 2 CV, and it takes two hits to make the unit lose
one step in combat or pursuit. A double-step unit still loses a whole step when it's routed.

Empty Hex. A hex containing no units of either player.

Enemy Hex. A hex containing only enemy units.

Initiate Combat [3.3]. Each turn that a battle continues, the phasing player (attacker or defender)
has the option to initiate a round of combat in that battle hex, unless it's a Pass Turn.

Forced March [2.7]. An attempt to move a unit one hex beyond its normal movement limit. A die
is rolled for each unit. On a roll of 4:5:6, the attempt succeeds. On a roll of 1:2:3, it fails, and the
unit is disrupted. In the case of a regroup move, any unit failing its die roll is returned to the hex
where it started the move.

Fortress [8.0]. Benghazi, Tobruk or Bardia.

Defending units in a fortress hex (except armor) fire at double CV (even when the defender
is the phasing player).
The attacker in a fortress hex must initiate combat in each of his turns, or else retreat.
A fortress acts as a limited supply source for the player who controls it.

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A fortress can also be used as a port.


It isn't necessary to occupy a fortress with a unit to keep control of it. Control of a fortress
remains unchanged until an enemy unit occupies it at the end of a phase. Passing through a
fortress is not sufficient to capture it.
An unoccupied fortress is considered an empty hex, but still acts as a port and supply
source.
Bonus supply cards may be awarded for capture of an enemy fortress.

Free Deployment [11.0]. Any units that are not given specific starting hexes by the scenario rules
may deploy anywhere, subject to the following conditions:

They must be deployed in the specified area, e.g. "Libya", including border hexes.
They must deploy in a road, track or trail hex.
They must deploy in a supplied state.
They may not be deployed in an enemy hex.

Friendly Hex. Any hex containing only friendly units.

Group [2.0]. All friendly units occupying a single hex are considered to be one group.

Group Move [2.1]. A move by any or all units in a single hex. The units may move to one or more
destination hexes.

Hexside Movement Limits [2.8]. A maximum of two units may cross a hexside to enter an enemy
hex or battle hex during any one Movement Phase. This limit is reduced to one for hexsides with a
pass, and for mountain hexsides with a road or trail.

Initiative [9.9]. The player who has the first turn in a month is said to have the initiative. Usually
this is the Axis player. However, at the end of each buildup, the Allied player may challenge for
the initiative, by playing a supply card.

Minefield [9.7]. In a hex containing a minefield, the defending player receives an advantage in
combat. It takes two hits instead of one to reduce a defending unit by 1 CV, except when combat is
initiated by the defender. During buildup, players may secretly build new minefields, at a cost of
15 BPs per hex.

Month [1.4]. A sequence of turns representing one month of real time. A month ends immediately
after two consecutive Pass Turns occur (one by each player). There is no theoretical limit to the
number of turns that can occur in a month, but in practice it's limited by the number of supply
cards held by the players.

Move [2.0]. All movement (except during buildup) must be made as part of a group move or a
regroup move. Movement during your own Movement Phase is limited to a single move (two in
an Offensive Turn). There is no limit to the number of moves that may be made at other times,
when necessitated by routing or refusing battle.

Movement Phase [1.4]. The portion of the turn in which the phasing player moves his units. See
Sequence of Play.

Non-phasing Player [1.4]. The player who is not playing his turn.

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Oasis [7.2]. An oasis is a very limited supply source. It may supply only one unit, and that unit
must be located in the oasis hex.

Offensive Turn [4.2]. Expends 2 supply cards. The phasing player may make two moves during
his Movement Phase, and then takes a normal Combat Phase.

Overrun [6.3]. When a phasing player unit enters a hex containing only disrupted enemy units,
this is termed an overrun. The enemy units are routed, taking pursuit fire from the moving unit,
and the moving unit may then continue its move.

Partial Retreat [5.3]. When making a retreat during his own Movement Phase, the phasing player
may leave behind one or more units as a rearguard. This prevents the enemy forces from using
pursuit fire. However, the enemy may launch an attack against the rearguard, and, if the rearguard
is eliminated, units which have not yet fired may conduct pursuit fire against the retreating units.

Pass Turn [4.6]. The only turn option that expends no supply cards. A player holding no real
supply cards must select this option. The phasing player may make only one move during the
Movement Phase of a Pass Turn, and that must be a withdrawal. After two consecutive Pass Turns
(one by each player), the current month ends.

Phase [1.4] There are two types of phase: Movement Phase and Combat Phase. See Sequence of
Play.

Phasing Player [1.4]. The player whose turn is being played.

Player Turn [1.4]. The terms turn and player turn are synonymous. Both refer to the duration of
one player's turn.

Port [9.5]. Alexandria, El Agheila, Benghazi, Tobruk or Bardia. Ports are supply sources and can
also be used for sea movement.

Port Capacity [9.5]. Each port has a capacity, which depends on the player controlling it
(Allied/Axis): Alexandria (unlimited), El Agheila (unlimited), Benghazi (2/1), Tobruk (5/2),
Bardia (2/1). This is the maximum number of units that can be supplied by the port, and also the
maximum number of sea movement embarkations plus debarkations allowed per buildup.

Pursuit Fire [5.4]. Pursuit fire may occur whenever units retreat without leaving a rearguard, or
when the rearguard of a partial retreat has been routed or eliminated.

Rearguard [5.3]. The units left behind in a battle hex by the phasing player when he makes a
partial retreat.

Redeployment [9.4]. During buildup, units may be redeployed throughout the friendly supply
network. In redeployment, units are moved individually, not as groups, and no supply cards are
expended. However, BPs are expended instead. As part of redeployment, units can use sea
movement.

Refit [9.4]. During buildup, a player may use refit to redeploy units back to base at no cost in BPs.
The penalty is that these units remain out of play for one month.

Refusing Battle [5.1]. When the phasing player makes a new attack (i.e. moves a unit into an

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enemy hex), the non-phasing player has the option, at the start of the ensuing Combat Phase, to
avoid combat by retreating all his units from the hex (a partial retreat is not allowed). Such a move
is always a withdrawal. The retreating units are subject to pursuit fire. Once he has accepted battle,
the defender may only retreat during his own Movement Phase (unless routed).

Regroup Move [2.2]. A move by units from two or more source hexes to a single destination hex.
All the source hexes must be adjacent to a single hex, known as the Command Point. The
Command Point may be one of the source hexes, but doesn't have to be. The Command Point may
be any type of hex except an enemy hex.

Reinforcements [9.3]. During buildup, reinforcements may arrive at base. The scenario rules
[11.0] specify when reinforcements are due to arrive. Note that reinforcements are due to arrive at
the start of the month indicated, but they may arrive at the start of the previous month, as a result
of early arrival.

Replacements [9.6]. During buildup, damaged units at base can receive replacements, i.e. have
their CV increased again. The cost in BPs per point of CV depends on the unit type, as shown on
the back of the rule book.

Resupply [9.8]. During buildup, each player draws a number of supply cards from the deck, as
specified by the scenario rules. He may also purchase additional supply cards, at a cost of 10 BPs
each (15 BPs for the Axis when basic Axis resupply is only 2 cards per month).

Retreat [5.0]. Any movement out of a battle hex. Units always become disrupted when they
retreat, and may not enter a hex containing undisrupted enemy units. They may move out of
supply, rout disrupted enemy units and capture unoccupied enemy fortresses (unless the retreat is
also a withdrawal). A regroup move may involve both retreating and non-retreating units (i.e.
some units from a battle hex and some from a friendly hex).

Rout [6.2]

Disrupted units are routed immediately if they are ever in a hex with enemy units and no
undisrupted friendly units are present.
Routed units immediately undergo rout attrition and pursuit fire, after which they must
retreat (by withdrawal).
If routed units cannot retreat, or if units are routed more than once per turn, they are
eliminated.
When units are routed during the enemy Movement Phase, this is termed an overrun.

Rout Attrition [6.2]. A unit that is routed must immediately lose one step.

Sea Movement [9.5]. Movement between ports as part of redeployment, during buildup. Limited
by port capacity.

Step [1.2]. The increment in which damage to a unit is measured. When a unit loses a step, it's
rotated 90�, to its next lower CV number. If it's already at its lowest CV number, it's eliminated
instead.

Supplied [7.3]. A unit which can trace a valid supply line is supplied.

Supply Line [7.0]. A continuous line of hexes traced from a unit to its supply source.

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Supply Network [7.0]. Your supply network consists of every hex which your units are currently
tracing a supply line into, out of or through. If a unit has several possible valid supply lines, then
all of those contribute to the supply network. However, a supply line cannot be traced so that it
loops back on itself. Withdrawing units may only enter hexes of the friendly supply network (but
those hexes may also be in the enemy supply network). Redeploying units may only enter hexes of
the friendly supply network (and those hexes may not also be in the enemy supply network).

Supply Source [7.0]. The friendly base, a friendly fortress or an oasis.

Target Type [3.4]. In combat, the fire of each unit must be aimed at a single target type: armor,
infantry, anti-tank or artillery. These 4 types correspond to the 4 columns of the Combat Table (see
back cover of the rule book).

Turn [1.4]. The terms turn and player turn are synonymous. Both refer to the duration of one
player's turn.

Turn Option [4.0]. At the start of each turn, the phasing player must select a turn option for that
turn: Basic Turn, Offensive Turn, Assault Turn, Blitz Turn or Pass Turn.

Unsupplied [7.3]. A unit which cannot trace a valid supply line is unsupplied. These are the
effects of being unsupplied:

A unit which is unsupplied at the start and end of its owner's turn becomes disrupted.
A disrupted unit which is unsupplied at the start of its owner's turn remains disrupted.
A unit which is unsupplied at the start of buildup is eliminated.
A unit which is unsupplied cannot make a withdrawal (but it can retreat).

Withdrawal [4.5]. Any move that does not expend a supply card. In other words, any move in a
Pass Turn or resulting from a rout or refusing battle. Movement during a withdrawal is severely
restricted (see above), but withdrawing units do not become disrupted (unless the withdrawal is
also a retreat).

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