1ST ALAMEIN--BEGINNERS' EDITION Charts, Tables, and Game Log c Copyright 1997 Louis R. Coatney GROUND COMBAT RESULTS TABLE (GCRT): DieRoll...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. COMBAT RESULTS DEFINITIONS: ..DE = Defenders ELIMINATED. ..R2 = Defenders Retreated 0-2 hexes by Attacker and are Spent. .......Defending unit(s) unable to retreat 2 hexes are ELIMINATED. ..R1 = Defenders Retreated 0-1 hexes by Attacker and are Spent. .......Defender MAY voluntarily retreat any of them 1 (more) hex. ...S = Defenders Spent. They MAY be voluntarily retreated 1 or 2 hexes ........by the Defender, if he so wishes. ..AR = Attackers Retreated 0-1 hexex 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 RCCE GRPPE and British 7th Armoured "Desert Rats" Division ..SURVIVABILITY: DE against it becomes R2, unless its retreat is blocked. 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 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 ........next gameturn. ..AAg = Same as for AA, if attacking a German ground unit. TERRAIN EFFECTS:....On Movement.............On Combat ..Track-to-track....Free bonus of 2 hexes...No effect. ..Road-to-road......Free bonus of 4 hexes...No effect. ..Allied box........Axis units must stop....+2 inf. defense factors, .....................moving operationally.....if matched. .....................upon entering. ..El Alamein Box....Same as above...........+3 inf. defense factors, ..............................................if matched. ..Depression/Deir...No effect...............+1 defense factor for just ..............................................one infantry unit. ..Ridge/Hill/Tel....No effect...............+1 defense factor for just ..............................................one infantry unit. "STACKING": 3 units, only 2 of which can be division level. ....(The German RCCE GPPE is considered equal to an armoured brigade.) UNIT SYMBOLS: ..Level:...XX = Division,..X = Brigade,..III = Regiment ..R5 = A Reinforcement unit arriving on Turn 5 ..3-4 = Combat (Attack and Defense) factor of 3; Movement factor of 4 IV. GAME-TURN SEQUENCE: ..NOTE: A unit may operationally move and/or attack only once per ............gameturn. ..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. Axis Units' Supply Status Determination. ..B. Allied Victory Determination. ..C. Allied Player-turn: ....1. Allied Reinforcement(?). ....2. Allied Operations--NOTE sequence different from AXIS: ......a. Allied Operational Movement. ......b. Allied Airstrike (and AXIS Air Interception?). ......c. Allied Attacks. ....3. Allied Units' Recovery from Spent status. ....4. Allied Units' Supply Status Determination. ..D. Axis Victory Determination. .........................1ST ALAMEIN....................MAKE COPIES OF ...................Game Log and Analysis Form.............BLANK FORM ...............c Copyright 1997 Louis R. Coatney Game No. ___________________...Date and Time: ___________________ Player's Name/Signature: _____________________/_____________________ Winning Player: ______________________________ Boxes: _________________________, ______________________________ ......PLAYERS' ANALYSIS OF OPPOSING STRATEGIES AND DECISIVE ..........MOMENTS, SITUATIONS, AND FACTORS IN THE GAME: TURN: 1.........................................6. 2.........................................7. 3.........................................8. 4.........................................9. 5........................................10. (26Mar97)