Series Rules Summary
4 Player Aid Cards
2 Charts and Tables Cards (identical)
1 Map Sheet
3 Counter Sheets
4 Ten-sided Dice
The Unit counter symbols are shown on page two. The only Unit counter symbol that has any effect on the game is the engineer symbol. All other symbols are for historical interest only because the values, the colors of the values, and the colors around the values define all the other game functions. Each Leg Unit is company size.
The background color of each Unit counter shows the Division the Unit belongs to. The colors are blue (French, 1re Brigade Française Libre), light green (Italian, 103 Ariete Divisione), dark green (Italian, 101 Trieste Divisione), grey (German, 90. leichte Afrika Division).
The scale for No Question of Surrender is 333m per hex. Due to this change from the series rules of 500m, the following modifications are in effect:
The maximum stacking in a hex is 4 Units, 3 not in Column and 1 in Column.
No Unit may move within 3 hexes of an enemy reinforcement hex.
The maximum Line of Sight is 12 hexes during a day turn, and 3 hexes during a night turn or when the weather is mist, and is reduced to 2 hexes during sand storms. For Units in an observation post, the maximum Line of Sight is 20 hexes during a day turn, is reduced to 3 hexes for night turns or when the weather is mist, and is reduced to 2 hexes during sand storms.
Indirect HE Units perform Direct Fire at a range of 4 hexes, and perform Indirect Fire with a minimum range of 5 hexes.
The range modifiers have changed, and are given on the Combat Results Table.
The Night turn begins the turn after the 1900 turn. The first daylight turn is 0500.
On any day where the weather is mist, roll a die at the start of each turn after the 0500 turn. If the result is a 4 or less, the mist lifts and the weather changes from mist to is clear for the rest of the day. If by the start of the 1100 turn the mist has not lifted, it lifts automatically and the weather is clear for the rest of the day. The effects of mist are the same as fog as detailed in the Series Rules, except the maximum Line of Sight is 3 hexes.
On any day where the weather is determined to be sand storms, the weather will fluctuate between sand storms and clear. Roll a die at the start of every turn (including the 0500 turn) to determine the current weather for that turn. If the roll is less than or equal to the sand storm number (either 2 or 4), there are sand storms for that turn. If the roll is greater than the sand storm number, the weather is clear for that turn. Sand storms reduce the maximum Line of Sight to 2 hexes, Fire and Assault Ratings are reduced by 2, and terrain costs are doubled. No air strikes can be performed during a sand storm.
The types of terrain in the game are Desert, Trails, and Minefield.
Desert terrain is indicated by a brown circle in the center of its hex. A Leg Unit can enter the hex for 2 movement points if not in Column, or 1 movement point if in Column. Wheeled Units can enter the hex for 5 movement points if not in Column, 3 movement points if in Column. Tracked Units can enter the hex for 3 movement points if not in Column and 2 movement points if in Column.
Desert terrain hexes do not block Line of Sight, and do not modify the Fire Rating of Units firing into the hex.
When leaving a hex on a trail, it must be the same trail that the Unit came in on, unless the trail connects to other trails in the hex, in which case the Unit can leave on one of those trails. The Unit cannot jump from one trail to another in the hex if they are not connected in the hex.
Trails have no effect on Line of Sight, and do not modify the Fire Rating of Units firing into the hex.
Any Wheeled or Tracked Unit that attempts to enter a minefield hex or attempts an Assault into a minefield hex will become Suppressed upon a die roll result that is equal to or less than the minefield number. For a light minefield (green center circle) the number is 1, and for a heavy minefield (red center circle) the number is 4. If Suppressed, the Unit does not enter the hex it was trying to move into and instead remains in its current hex. This Suppression cannot be converted into a Cohesion Hit.
Leg Units do not have to make a roll, as they cannot be Suppressed by a minefield.
If a Wheeled or Tracked Unit is leaving an enemy Fire Zone as it tries to enter the minefield hex, Opportunity Fire is performed before the Suppression die roll takes place. If the Unit becomes Suppressed due to Opportunity Fire, the Unit does not need to roll for minefield Suppression. For assaults into a minefield hex, the roll for possible Suppression due to the minefield takes place before Opportunity Fire is performed by the defending unit(s). All Opportunity Fire against Units entering or assaulting into a minefield applies an additional +1 modifier. If a stack of Units is involved in the Assault, and some become Suppressed due to the minefield, the remaining Units must continue with the Assault.
The movement cost for all Units to enter a minefield is the same as desert terrain. Minefield hexes do not block Line of Sight, and do not modify the Fire Rating of Units firing into the hex.
When leaving a minefield, the costs for all Units (Leg, Wheeled or Tracked) to enter the next hex are doubled (and if the weather is mist, increase the movement cost by 1 before doubling the movement cost). A Unit in a minefield hex may perform any other Movement Actions (e.g. dismounting) as normal, with no additional penalty.
4.3.1 What Does a Minefield Door Do?
4.3.2 Minefield Removal/Addition
An Engineer Unit not in Column in a minefield hex can reduce the effectiveness of the minefield by passing a Troop Quality Check. This is an Engineer Action, and it provokes Opportunity Fire. If the check is successful, the minefield is reduced in quality. Heavy minefields become light minefields and light minefields are removed. Place either a “Light Minefield” or “Minefield Removed” marker in the hex. If the check is not successful, place a Men at Work marker on the Engineer Unit. A heavy minefield can be removed with two successful Engineer Actions, which can occur in the same Activation if two Engineer units both pass the required Troop Quality Check.
If a minefield has been reduced or removed, an Engineer Unit not in Column within the hex can attempt to add mines to the minefield by passing a Troop Quality Check. This is an Engineer Action, and it provokes Opportunity Fire. If the check is successful, increase the Minefield value of a desert hex to a light minefield and a light minefield to a heavy minefield. A minefield cannot be created where one does not exist at the start of the game, and a light minefield at game start cannot become a heavy minefield.
In No Question of Surrender, 2 additional Dispatch Points are received if the Divisional Activation Chit is drawn on the 1700 turn not on the 1900 turn as stated in the Series Rules.
Both players have airpower available to them. For the French player, airpower is used to attack Axis Units, whereas the Axis player uses airpower to reduce the number of French Dispatch Points (and remember, the number of Dispatch Points cannot be less than zero).
During the Special Weather and Airpower Determination Phase at the start of each day, both players roll a die. The Axis result is subtracted from the French result to give a die roll differential. Use the Airpower Table below to determine the effect. If the French player is under Diminished or Emergency Supply, subtract 2 from the final differential. If the result is a number of RAF attacks, roll that number of dice. The numbers rolled correspond to the turn in which the airpower is available. If the air strike cannot be performed due to weather or the turn being a night turn, then that air strike is lost for the day. Air strikes may target any Axis Unit except those in a Reinforcement entry hex or an Artillery Park.
Example: If The French player (under Full Supply) rolls a “7”, and the Axis player rolls a “4”, the differential is 3. This means the French player will receive 1 RAF air strike. He rolls a die and the result is “1”, so the air strike will take place during the 0700 turn. The weather for the day is sand storm 2. Each turn that day a die is rolled to see if there are sand storms that turn or not. If the die roll on the 0700 turn is “2” or less, there will be sand storms that turn, and the air strike will be lost. If the die roll is “3” or more, the weather is clear that turn, and the air strike will take place.
When an enemy Indirect HE Unit performs Indirect Fire, you may try to perform Counterbattery Fire. Once the enemy Unit has completed its Indirect Fire, announce that you wish to attempt Counterbattery Fire. Select one of your Indirect HE Units that does not currently have a Counterbattery Fired marker on it. In order to spot the enemy Unit it must pass a Troop Quality Check (no Command Point may be spent in order to pass this check). No Line of Sight is needed. If successful perform Indirect Fire against the spotted enemy Indirect HE Unit. The Company Bonus never applies to Counterbattery Fire, and no Barrage marker is placed.
Performing Counterbattery Fire does not cause the loss of an In Contact marker, unless a “9” is rolled on the Counterbattery Indirect Fire die roll (not the spotting Troop Quality Check die roll).
A Unit under a Counterbattery Fired marker may still perform Indirect or Direct Fire as normal.
Whether or not the Troop Quality Check was successful, place a Counterbattery Fired marker on the Indirect HE Unit. These markers are all removed at the end of the turn, when the Barrage markers are removed.
If the weather for the turn is sand storms or mist there is a +3 modifier to the die roll for the Troop Quality Check in order to spot the Indirect HE Unit.
When the chit is played, roll a die. On a 1 through 9, there is no event. Nothing happens at all. On a roll of 0, roll the die again, and the numbered event below happens. Events will state if they can occur multiple times or not.
0. Rommel Arrives
Rommel is unhappy with the progress thus far, and wants to “assist” the Axis player. For the remainder of the day, the Rommel counter is stacked with any single Axis Leader (it may not be transferred to another Axis leader this day). All Units of that Formation can ignore the Axis Withdrawal rule (S5.3) if they lose a step. At the end of the night turn, remove the Rommel marker. This event may occur multiple times, but only once per day (if rolled for a second time on the same date, treat it as no event).
1. Ammo Dump Hit
The French ammunition dump has been hit by artillery fire! The Axis player selects a hex within Bir Hacheim. All Units in that hex take an “S?” result. This event may happen multiple times.
2. 7th Motorized Brigade Column Relief #1
The 7th Motorized Brigade attempts to help relieve the siege. Roll a die. The German player must withdraw enough Formations to give at least this many steps (see S5.3 for the withdrawal procedure). These Units return the next day at 0700. This event may occur only once in the game, and if this event is selected again, treat as no event.
3. 7th Motorized Brigade Column Relief #2
The 7th Motorized Brigade attempts to help relieve the siege. The German player must withdraw the KG Wolz Formation (see S5.3 for the withdrawal procedure). These Units return the next day at 0700. This event may occur only once in the game, and if this event is selected again, treat as no event.
If KG Wolz is not on the map, treat this as no event, and the event may still occur at a later time.
4. Wrong Ammo
The French artillery receives only AP ammo! Until the next time the French player receives supplies (see S4.2), the French Indirect HE Units are limited to Direct Fire only, and use the Blue line of the CRT for AP ammo. Place a “wrong ammo” marker on each French Indirect HE unit. French Indirect HE may not perform Counterbattery Fire until the French player receives supplies. When supplies are received, remove the “wrong ammo” markers. This event may only happen once and if this event is selected again, treat as no event.
5. Indian Gun Recovery
AT Guns have been recovered from the 3rd Indian Motor Brigade and put into commission. Place the Indian Gun Unit within any non-minefield Bir Hacheim hex that is not in an enemy Fire Zone. This event may only happen once and if this event is selected again, treat as no event.
6. Radio Lines Cut
Artillery fire cuts the radio lines used for keeping the French artillery Units in contact with their spotters. All the French Indirect HE units have lost contact. Turn the contact marker to the contact pending side and return it to its Indirect HE Unit. This event may happen multiple times.
7. Susan Travers Injured
Susan Travers (General Koenig’s driver) is injured by shrapnel. Until the end of the night turn of the current day, the French Dispatch Rating is reduced to 1. Place the Travers Injured marker on the French division player aid chart, showing the “Dispatch Rating = 1” side for the rest of the day. This event may only happen once and if this event is selected again, treat as no event.
8. Italian Artillery Leader Killed
Colonnello Gallone, the Italian artillery Leader, is killed in combat. The Troop Quality Rating of the Italian Indirect HE Units is reduced by 2 until the end of the night turn of the current day. Place the Artillery Leader Killed marker on the 101 Trieste player aid chart for the rest of the day. This event may only happen once and if this event is selected again, treat as no event.
9. Surrender Requested
The Axis demands surrender! The French player rolls a die. If the roll is higher than the current French Morale Level, then all the Units of a French Formation, chosen by the French player, surrender, and are all removed from play: the French player immediately reduces his Morale Level to 0. If the roll is equal to or lower than the current French Morale Level, the French player haughtily responds that “there will be no question of surrender”. This event may happen multiple times (and the French player should become more indignant each time).
S4.1 French Units Within Bir Hacheim
Due to these fortifications within Bir Hacheim, French Leg and Gun Units are considered to be in superior defensive positions except when performing Actions that provoke Opportunity Fire (such as moving, mounting or Engineer Actions) or Assaulting. These Units have their Defense Ratings lowered by 2 and are considered armored/entrenched targets for the CRT (though the range modification is still for an unarmored target), their Troop Quality Ratings are increased by 1, and both their Fire and Assault Ratings are increased by 1. French Units within Bir Hacheim are unable to build Improved Positions or Entrenchments. If Axis Units perform an Assault against French Units in Bir Hacheim, The Axis Units do not have to pass a Bravery Check.
French Units within Bir Hacheim do not need to perform an Action to leave or enter these defensive positions, they simply leave or enter them when they start or stop their Activation as need be.
Remember, when performing Actions that trigger Opportunity Fire, the French Units do not receive the benefits of the defensive positions and when Assaulting (but not being Assaulted), the French Units receive no benefits from the defensive positions at any point in the Assault procedure.
S4.2 French Supply Determination.
At the start of each night turn, the French player rolls a die to determine if any supplies arrive. On a roll of 3 or less, supplies do arrive, and the Supply marker is moved to the Full Supply status. On a roll of 4 or more no supplies arrive via the 7th Motorized Brigade move the Supply marker down one level (so if currently on Reduced Supply, move the marker down to Diminished Supply), and if already at Emergency Supply, leave the status unchanged.
If the supply is reduced to Diminished Supply, immediately reduce French Morale by 1. If the Supply is reduced to, or stays at, Emergency Supply, immediately reduce French Morale by 3.
While the French player is under Diminished supply, all Troop Quality Ratings are reduced by 1, and there is a -2 modifier to the Airpower Determination result.
If the French player is under Emergency Supply, all Troop Quality Ratings are reduced by 2, and there is a -2 modifier to the Airpower Determination result.
S4.3 Hidden French AT Guns
There are 10 “Gun Unit” markers for the French AT Guns. Six of these are actual Gun Units, and 4 are Dummy Units. The French player places all 10 counters on the map with the “Gun Unit” side up. If a hidden Unit fires, or is assaulted or moves, then the Unit must be immediately flipped to reveal the Gun Unit identity, and is replaced by the appropriate counter (or if a dummy counter, simply remove it from play). A hidden AT Unit may be voluntarily flipped at any time by the French player, even during an enemy Unit’s Action.
Until the Unit is flipped, it projects no Fire Zones onto the map. As soon as it is revealed it projects Fire Zones as normal. If the hidden AT Unit is revealed as an enemy Unit is moving towards it, it does not get to perform Opportunity Fire, as it was not projecting any Fire Zones before it was revealed.
“Gun Unit” markers may not be the target of Direct or Indirect fire, but should a “Gun Unit” marker be stacked in a hex with another Unit that is fired upon by Indirect Fire, the “Gun Unit” marker would take the normal “S?” result if the target Unit suffers a combat result, or takes an “S?” result and fails the Troop Quality Check (see Series Rules 16.4.1). Apply the result of the “S?” check to the “Gun Unit” markers as normal (and if the unit later becomes revealed, any markers are transferred to the revealed Unit). “Gun Unit” markers have a Troop Quality Rating of 5 (including the +1 for being in a Bir Hacheim hex) for this Troop Quality Check and for any Rally attempts.
S4.4 French Artillery Spotting
French Indirect HE Units may not self-spot for Indirect Fire missions, and must always used spotted fire.
For Direct Fire, the Indirect HE Unit must self-spot as usual.
S4.5 Jock Column
The French Jock Column Unit (Jock Colonne) can be freely deployed during any French Division Activation, French Direct Command, or the 13 DBLE Formation Activation for a cost of 1 Command Point. Simply place the Unit in one of the minefield door hexes or in hex 20.10, so long as the hex is not in an enemy Fire Zone.
This zero-step Unit is considered to always be In Command.
If the Unit ends an activation in one of the minefield door hexes or hex 20.10, it can be removed from the map. The Unit can come in and out of play as often as the French player wishes, even if it has been previously eliminated.
Jock Columns were used primarily to patrol and harass Axis vehicles, and were composed of a few Bren carriers and 75mm guns. Primarily “Region V” was patrolled most often.
S4.6 French Morale
At the start of the siege (scenario 4), the French Morale starts at 30 points, and can never go above this value. During the course of the siege, this value will decrease or increase (to a maximum of 30) based upon events:
–5: Each French Step lost, or Jock Column eliminated
–3: French Supply at Emergency Supply status
–1: French Supply at Diminished Supply status
+2: Each Axis Step lost
Should the number fall below 1 at any point in the game, the French will need to perform a withdrawal at the next night turn. If the current turn is a night turn, the withdrawal takes place immediately (see the Victory Conditions of Scenario 4 for details).
S5.1 Reinforcement Entry Hexes
German or Italian Units placed in a Reinforcement entry hex that do not leave their Reinforcement entry hex may be removed from the map at the end of the turn. Two turns later, they come back into the game and can be placed in any available Reinforcement entry hexes (the Units can be placed in the same or different Reinforcement entry hexes.)
Reinforcement entry hex G is only available for use starting on June 7th. Before that time, it is not in play.
S5.2 Artillery Parks
When Italian and German Indirect HE Units arrive as reinforcements, they will either be placed in Artillery Park A or Artillery Park B. All Units in these parks have a Fire Range that covers the entire map. Artillery Parks provide a -1 Terrain Modifier if a Unit in the park is targeted by Counterbattery Fire, and are considered armored/entrenched targets for the CRT.
Units in an Artillery Park Box may never perform Direct Fire. Units in an Artillery Park Box are always In Command. Units in an Artillery Park Box may never be targeted by either Direct Fire or Indirect Fire, but they can be targeted by Counterbattery Fire. French Indirect HE Units may always perform Counterbattery Fire on Indirect HE Units in Park A, but may only perform Counterbattery Fire on Indirect HE Units in Park B if they are:
1. north of hexrow xx.15; and
2. east of hexrow 25.xx; and
3. not in a Bir Hacheim hex
S5.3 Axis Withdrawal
Whenever a non-Independent Unit of a German Formation loses a step, roll a die for each step that was lost. If the result is 0 or 1, all Units of that Formation, plus any German Independent Units in range of the Leader (and not in range of any other Leader of the same nationality) withdraw for the remainder of the day. These Units return at the 0700 turn of the next day as reinforcements. Any steps that have been lost by the Units withdrawing remain lost when the Units return. All other markers are discarded. The Axis player may spend 1 Command Point to add 1 to the die roll (so only a roll of 0 leads to a withdrawal).
Anytime a non-Independent Unit of a Trieste Italian Formation loses a step, roll a die for each step that was lost. If the result is 0, 1 or 2, all Units of that Formation, plus any Italian Independent Units in range of the Leader (and not in range of any other Leader of the same nationality) withdraw for the remainder of the day. These Units return at the 0700 turn of the next day as reinforcements. Any steps that have been lost by the Units withdrawing remain lost when the Units return. All other markers are discarded. The Axis player may spend 1 Command Point to add 1 to the die roll (so only a roll of 0 or 1 leads to a withdrawal).
S5.4 Trieste Division Formation Activation Chits
The cost of the Italian Trieste Division Formation Activation chits costs double the normal costs. To buy a Formation Activation chit for the next turn costs 2 Dispatch Points, and to buy a Formation Activation chit for the current turn costs 4 Dispatch Points.
S5.5 Axis Artillery Spotting
Italian 101 Trieste Division Units may not act as spotters for German 90. leichte Afrika Division indirect HE Units, and vice versa.
S5.6 Axis Direct Command Chit
There are two Axis Direct Command chits included in the game. Only one should be used, and the Axis player can decide to use either the Italian version (“Ordine Directo”) or the German version (“Direkten Befehl”). It’s recommended to use the Italian version for scenarios 1 and 2, and the German version for scenarios 3 and 4. Remember that when a Direct Command chit is drawn, all Units of that side may be activated; there is no nationality restriction.