Copyright 1997 Louis R. Coatney
GROUND COMBAT RESULTS TABLE (GCRT)
Die Roll | ........ | 1:4 | 1:3 | 1:2 | ... | 1:1 | ... | 3:2 | 2:1 | 3:1 | 4:1 | 5:1 |
7:1 | 10:1 |
6 | | S | S | R2 | | R2 | | R2 | R2 | DE | DE | DE | DE | DE |
5 | | AR | S | R1 | | R1 | | R1 | R2 | R2 | DE | DE | DE | DE |
4 | | SAE | - | S | | S | | R1 | R1 | R2 | R2 | DE | DE | DE |
3 | | AE | AR | - | | - | | S | R1 | R1 | R2 | R2 | DE | DE |
2 | | AE | SAE | AR | | SAR | | - | S | R1 | R1 | R2 | R2 | DE |
1 | | AE | AE | SAE | | AR | | SAR | - | S | R1 | R1 | R2 | R2 |
NOTE: Attacks below 1:4 odds are not allowed.
GROUND COMBAT RESULTS DEFINITIONS:
- DE = Defenders ELIMINATED.
- R2 = Defenders Retreated 0-2 hexes by Attacker and are Spent.
Defending units unable to retreat 2 hexes are ELIMINATED.
- R1 = Defenders Retreated 0-1 hexes by Attacker and are Spent.
Defender MAY voluntarily retreat any of his units 1 (more) hex.
- S = Defenders Spent. They MAY be voluntarily retreated 1 or 2 hexes by the Defender, if he so wishes.
- - = No effect against either side.
- AR = Attackers Retreated 0-1 hexes by Defender. Attacker MAY
voluntarily
retreat any of them 1 (more) hex..
- SAR = Defenders Spent and AR result against Attacker.
- SAE = Defenders Spent, and Attackers ELIMINATED.
- AE = Attackers ELIMINATED.
"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 Box | British Air Unit | German Air Unit |
---|
6 | S | S | EAX | EAX |
5 | S | S | EAX | Int |
4 | - | S | Int | Int |
3 | - | - | Int | - |
2 | - | - | - | AA |
1 | AA | AAg | AA | AA |
AIR COMBAT RESULTS DEFINITIONS:
- See GROUND COMBAT RESULTS DEFINITIONS for explanation of S.
- - = No effect against either side.
- EAX = Enemy Aircraft unit successfully intercepted--prevented from completing its airstrike mission--and is knocked out of the game during the next gameturn.
- Int = Enemy air unit successfully Intercepted.
- AA = Friendly air unit fails in mission and cannot be used during the next gameturn.
- AAg = Same as for AA if attacking any German ground unit.
TERRAIN EFFECTS: | On Movement | ..... | On Combat |
---|
Track-to-track | Free movement bonus of 2 track hexes) | | No effect.
|
Road-to-road | Free movement bonus of 4 road hexes | | No effect |
Allied Box | Axis units must stop moving operationally, upon entering. | | +2 infantry defense factors, if matched. |
El Alamein Box | Same as above. | | +3 infantry defense factors, if matched. |
Depression/Deir | No effect. | | +1 defense factor for just one infantry unit. |
Ridge/Hill/Tel | No effect. | l | +1 infantry defense factor for just one infantry unit. |
VI. GAME-TURN SEQUENCE:
A. Axis Player-turn:
- 1. Axis Reinforcement(?).
- 2. Axis Operations:
- a. Axis Airstrike(? and ALLIED Air Interception?).
- b. Axis Operational Movement.
- c. Axis Attacks.
- 3. Recovery of Axis Units from Spent Condition.
- 4. Aix Units' Supply Status Determination.
B. Allied Victory Determination.
C. Allied Player-turn:
- 1. Allied Reinforcement(?).
- 2. Allied Operations--NOTE that sequence is different from Axis:
- 3. Recovery of Allied Units from Spent Condition.
- 4. Allied Units' Supply Status Determination.
D. Axis Victory Determination.
NOTE: A unit may operationally move and/or attack 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.)
UNIT SYMBOLS:
- Size: ... XX = Division, ... X = Brigade.
- 3-4: ... (Attack and Defense) Combat Factor = 3; ... Operational Movement Factor = 4.
- R5: .... A Reinforcement unit arriving on the 5th of July ... gameturn 5.
[14Jan97, updated 26Mar97]