WWII Desert:
Avalon Hill

Campaign and Tactical Rules

from the files of Mike Arnovitz


I. General:

    1. All Avalon Hill Rules will be used with the exceptions below, all Avalon Hill units are used exceptions as noted in order of battle listing.

    2. When units come into contact in the campaign there is an option to roll off the attack or fight it out on the table

    3. In the game one game move equals two weeks, one square on the board = ten miles

II. Game Board to table transfer:

    1. Units come into contact as per AH rules.

    2 If attack is to be fought out on the table, the action is transferred first to the operations map, actions on the opns map are then transferred to the table.

III. Operations Map Rules:

    1) Operations map is to a scale of 1"=2 miles of the are in question of the action.

    2) Movement on the opns map is done by hours, with the following rate:

    Armper move: DayNight
    Foot troops/inf3 miles3 miles
    Motorized Troops16 miles10 miles
    Tanks,etc12 miles7 miles

    3) Units are moved, when they come into contact then the action is transferred to the table.

    4) Table is considered to be for map purposes: 1' = 1/3 mile

IV: Supply

    A. Panzer Armee Africa only receives supply units when the Italian Fleet gets them through in the naval game.

    B. One Supply Unit will supply the whole PAA with enough supplies for 60 days of non-combat operations. Each day of combat = 3 days of non- combat operations

    C. German Troops can exist for one week (7 days) with out supplies in a combat situation, and for one month in a non- combat situation (Note for this purpose only, one combat day = 4 non combat day). In a combat situation however they must be on the defensive only.

    D. British Troops can exist same as German Troops.

    E.Italian Troops can exist for two weeks without supplies in a non-combat situation, all but armor. Blackshirt, Bersagliere and paratroops will surrender if caught in a combat situation, others will exist for 4 days combat operations. (defence only)

V. Assessment of Table Losses:

    1) 1/5 of all men, equipment and vehicles lost forever.

    2) 1/4 of all men, equipment, and vehicles return as repple pool in two months time

    3)Side which possesses field at end of battle gets other 1/2 back in 4 months time. Other side gets only 1/4.

VII. Reinforcements

    Panzer Army Africa re-inforcements only arrive if brought over from Italy according to naval rules.

    They must arrive one month before they are scheduled to be used. Germans may fly one Rgt. per month across, but they land without vehicles or arty.

VIII. Replacements:

    1) For the purpose of replacing losses the following cost table is used:

    ItemCost in
    Points
    Man 1
    LMG, 2", 45mm 60mm mtrs2
    HMG,81mm, 3" Mtrs3
    IG, 120mm mtr4
    AT,DKW,Jeep,Bren Carrier5
    Trucks10
    HT,AT Portees,Recce & HQ trucks15
    Arm'd HT, Recce & HQ Ht, LAA20
    Arm'd Cars25
    Lt tank, Field Gun, SP IG or LAA30
    Medium and Cruiser tanks,
    SP field Guns,
    88mm or 3.7" AA,
    Assault guns, Med. guns
    50
    I Tank75

    2) Axis has 30,000 points in Italy and 5000 points in Tripoli to spend on replacements.

    3) British have 25,000 points in Gr, Britian and 15,000 points in Delta for replacements.

    4) All replacements must be ordered one month in advance and earmarked for a specific unit, at no time may new units be formed nor may a unit exceed its TOE strength. Point totals in Delta and Tripoli may never exceed origional strength.

    5) MOVEMENT of replacements is subject to rules for movement of reinforcements, British must follow rules in the naval game. Only Troops, equipment, and vehicles may be moved--never points.

    6) For storage purposes the following requirements are made on a ship's tonnage

      one man = 2 tons
      one Dkw. etc = 10 tons
      one Truck, Ht = 20 tons
      AT,AA,field and Med gun = 20 tons
      AFV = 25 tons
      men's weight includes his weapon

    7) All vehicles brought from England or Italy require two weeks from date they arrive in port til they may be used above the one month requirement (this is to make them desert worthy)

    STAND CONTENTS:

    HQ STAND: 1 off. 1 sgt, 1 radioman
    RIFLE STAND: 6 riflemen (one may be an nco)
    SMG STAND: 3 Smg men (one may be an nco)
    LMG STAND: 1 lmg with 2 man crew
    HMG,MTR,or AT Stand: weapon with 3 man crew.

WAR GAMES TABLE RULES

I. Movement:

armroadcross country
Foot troops5"4"
Motor Transport24"18"
Half Tracks24"24"
Light Tanks
Bren Carriers
Arm'd Cars
18" 18"
Medium Tanks10"10"
Heavy ("I") Tanks8"8"
Asslt & sp. guns8"8"

II. Ranges:

WeaponRange (")Wpn.Range (")
SMG3"Flamethrower3"
Inf. AT Rocket6"Rifle12"
LMG15"HMG18"
20mm Gun18"45mm,2",60mm mtr 1.5" to 9"
81mm,3" mtr6" to 24"4.2", 120mm mtr6" to 60"
61b,50mm AT/Tnk gun25"AP, 48" HE 88mm AA/AT36"AP, 60"HE
75mm IG60" HE2lb or 37mm AT/Tnk 22" AP, 48" HE
75mm AT/Tnk gun36"HE 60" HE--

III. Calculation of Small Arms Fire

    A. 6 rifles, 3 smg, 1 lmg, 1 hmg, 1 20mm - 1 die. Total are cas, troops under cover take 1/4 rate cas, 1/2 under mortar fire. Die for first fire. Enfilade fire takes precedence, and gets two volleys to one return

IV. Artillery and Mortar Fire

    A. Open sight : No ranging in, is Line of sight, effect as in fire for effect of observed fire

    B. Observed Fire:

      1) Observer must be in line of sight to target, 1 die per gun to range in, 5 or 6 ranges in all guns for observer. Guns lose range only if observer is killed or guns are moved.

      2) Fire for effect: 1 die per gun:

        5,6: Hit
        4: 6" over
        3: 6" under
        2: 6" right
        1: 6" left

    C. Burst pattern: fitted over impact area, all inside must die for saving throw: 5,6 saved (4,5,6 when under cover)

    D. Burst Pattern Sizes: (Diameter)

      45mm, 2", 60mm, mtrs, IG (75mm): 3"
      88mm and 120mmmtr: 4"
      Field guns: 5"
      Med guns: 6"

      All inside must dice for saving throw:5,6 saved (4,5,6 when under overhead cover.

V. Material Damage:

3 die total + attack factor must equal or exceed defence factor to hit and "kill"

WeaponAttackDefence
AT Rifle3-
AT Guns
(except 88mm)
4 15
88mm in AT Role515
75mm, IG
(soft targets only)
413
Field Guns513
sp 75mm. gun*414
Pz III*414
Pz IV*515
Crusader, Stuart*314
Grant, Sherman*515
Matilda*316
Italian Medium*312
Br. Light, Ital Lt
Bren Carrier*
210
Armoured cars3 (Br 2)12
AT Mine6-
Soft Vehicles-7
Half Tracks,recce trucks*as wpns in them10
Bunkers,etc-18
Houses,etc-7
*All AFV'S add 2 to defence when hit on front,
subtract 2 when hit on side,
subtract 3 when hit on rear

VI Flamethrowers

1 die against infantry, full casualties, inf so hit roll morale
6 pts strike value when used on rear of AFV

VII. Mines

1. one man lays 1" wide lane at rate of 1" per move (no fire)
2. one man sweeps 1" wide lane at rate 1/2" per move (no fire)
3. each man and vehicle rolls for each move in MF: 5,6 means mine is struck: man killed, vehicle as above

VIII. Hand to Hand Combat:

1. one die per 6 men, own cas are 1/2 die total
2. side losing highest % men rolls for morale. If men stand fast, melee continues next move (may be reinforced but may not retreat or advance men engaged or fire into melee)

IX. Contact Morale

rolled for during melee, after FT attack etc.
roll one die per unit:

    1, 2: men stand fast
    3, 4: retreat 2 moves one move to rally (no move or fire) than as normal
    5,6 routed:move at double speed (men only) to friendly troops or baseline (which is nearer) take two moves to rally

(NB: All Italians except roll die again: 4.5,6 continue as paratroops and bersagliere normal; 1,2.3 retire from board subtract one from morale throws)

X. Day/Night:

one move = one hour: bamt is 6 a.m., eamt is 8 p.m.
night moves at 1/2 speed all firing at 1/2 effectiveness, vehicles move at only 1/4 speed at night.
Visibility at night is 3".

    troops 0-3" apart see each other automatically
    3" to 9" 3,4,5,6 on die discovers troops
    9" to 24" 4,5,6 on die discovers troops
    24" to 36" 5,6 discovers.
    Undiscovered troops may not be fired on unless they fire first.

XI. Motorized Infantry

1. take 1/2 Move to load/unload
2. if vehicle is hit roll 1 die per 6 men, total is number of survivors
3) HT and Trucks carry max of 4 stands, jeeps, bren carriers dkw carry 1 stand (Tanks may carry one stand, but give no protection to inf: if tank is destroyed troops on board are automatically killed)

XII. Barbed Wire

1. It takes two men to lay single apron of wire in normal move.
2. wire halts inf for one move (may not fire when crossing, tanks crush path width of vehicle for inf (no penalty), Takes inf two moves to cut wire (1" lane)

XIV: Trenches and Foxholes:

1) Troops take two moves to dig entrenchment for personnel use.
2) Troops take 5 moves to construct bunkers.

XV. Street Fighting:

1. Split move when crossing streets (1/2 move, all firing, 1/2 move).
2)Troop's firing from houses take 1/2 rate cas. If house or bunker is destroyed by arty fire,dice for saving as in motorized troops section above. Troops in Houses take only 1/4 cas. from mortars.

XVI Covering fire:

1) Forces may use covering fire instead of cas. producing fire.
2)First determine Fire Superiorty: 1 die per 6 rifles, 3 smg, 1 lmg, 1 hmg, 1 mtr/arty piece Higher total has FS
3) If Attacker has FS he may either:

    a) Move troops not engaged in fire fight without taking cas. from pinned down defenders, until the supporting fires are masked (within 6" of defenders if arty fire is covering advance
    b) Split the attacking force into a covering and an asslt force,if so roll one die:
      6 - all defenders still pinned down
      4,5 - 1/2 defenders pinned down
      1,2,3 - no defenders still pinned down

4. If defender has FS,attackers are pinned down and may not fire nor move until more firepower cen be brought to bear and the process is repeated (but attackers lose 1 point off FS dice roll). While attackers are pinned do= they suffer 1/4 cas from defenders fire.

XVII. Major Morale:

Every 6 moves a major morale card must be drawn and the instructions followed. One card is drawn for every hq unit on the board and its instructions are followed by the other units under the hq.


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