1ST ALAMEIN Charts, Tables, and Game Log

Copyright 1997 Louis R. Coatney

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GROUND COMBAT RESULTS TABLE (GCRT)

Die Roll........1:41:31:2... 1:1...3:22:13:14:15:1 7:110:1
6SSR2R2R2R2DEDEDEDEDE
5-SR1R1R1R2R2DEDEDEDE
4SAE-SSR1R1R2R2DEDEDE
3AE--SSR1R1R2R2DEDE
2AESAE--SSR1R1R2R2DE
1AEAESAE--SSR1R1R2R2

NOTE: Attacks below 1:4 odds are not allowed.
Attacks against units must be resolved before attacks against empty hexes,
and lower odds attacks must be resolved before higher odds attacks.

GROUND COMBAT RESULTS DEFINITIONS:

"NO RETREAT!" or Unable to Retreat: .. R1 becomes S .. and .. R2 becomes DE

Axis RCCE GPPE and British 7th Armoured "Desert Rats" Division Special Survival Ability:

DE becomes R2, unless the unit is unable to retreat.


AIR ATTACK:

(Each unSpent unit in the target hex is attacked separately, from the top of the stack to its bottom.)
Target is: .British,Any Other Unit
Die Roll........Inside Box........Outside BoxBritish Air UnitGerman Air Unit
6SSEAXEAX
5SSEAXInt
4-SIntInt
3--Int-
2---AA
1AAAAgAAAA

AIR COMBAT RESULTS DEFINITIONS:


l

TERRAIN EFFECTS:

On Movement.....On Combat
Track-to-track2 track hexes per
1 Movement Factor (MF)
As other terrain in hex.
Road-to-roadMotorized and armor units:
3 road hexes per 1 MF
Other units: 2 road hexes per 1 MF
As other terrain in hex
Allied BoxAxis units must stop moving operationally or tactically, upon entering. May not be entered on 2nd hex of tactical advance.+1 infantry defense factors, if matched.
El Alamein BoxSame as above.+2 infantry defense factors, if matched.
Across Allied MinefieldAxis unit must stop BEFORE crossing, unless it risks "running" it.-1 column shift in combat odds, if more than half the Axis attack factors are attacking across it.
Depression/DeirNo effect.+1 defense factor for just one infantry unit.
Ridge/Hill/TelNo effect.+1 infantry defense factor for just one infantry unit.

VI. GAME-TURN SEQUENCE:

  • A. Axis Player-turn:
  • B. Allied Victory Determination.
  • C. Allied Player-turn:
  • D. Axis Victory Determination.
  • NOTE: A unit may operationally move and/or attack (and tactically advance) only once per gameturn.

    "STACKING": 3 units, only 2 of which can be division level. (The German RCCE GPPE is considered equivalent to an armoured brigade.)

    OPERATIONAL MOVEMENT BONUS: An unSpent unit's basic operational movement factor receives a 1 factor bonus, if the unit is not going to attack during that same operations phase. (Turn the unit toward your opponent to remind you, until the end of that operations phase.)
    For SUPPLIED, unSpent MOTORIZED INFANTRY units--German 90. Lt, Italian TRIESTE, and any 2 Allied infantry brigades (or 1 infantry division) of the Allied player's choice--the Operational Movement Bonus is 3.

    UNIT SYMBOLS:

    [14Jan97, updated 22Jan97]