NOTICE: This page only shows CAMPAIGN SPECIFIC rules and exceptions from the general rules!

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ROMMEL and AFRIKA KORPS specific documentation

Operation Flipper: British Commando Raid on your HQ makes some units to be cut off from communication (cannot be selected and moved) for this turn.

Lack of Italian Collaboration: Italians units refuse to take commands (during this turn) to reflect the troublesome relationship between Axis partners.

Extra Fuel will slowly collect in Tobruk based on how much the enemy controls nearby area, look at the "Fuel available in Tobruk" line in War Status. Secondly you must have the TMP-switch at the bottom of the display turned ON to allow AutoFuel.

City: Benghazi: Can supply units with food (which prevents units from dying).

City: El Agheila: Can both supply units with food (which prevents unit from dying), and refuel trucks and Fuel Depots.

City: Tobruk: Can refuel trucks and Fuel Depots.

Motorized (special resource): Regular infantry units can be assigned with MOTORIZED resource, after which they have two (2) move points. Please notice that you can abandon MOTORIZED attachment.

Fuel: Moving armoured, motorized and air force units consumes 1 fuel. Trucks transport fuel from Fuel Depots to front line units. The Fuel Depots themselves can re-fuel either from El Agheila (unlimited amount) or Tobruk (limited amount available). The dotted circle around the fuel depot represents the amount of fuel left, making it easier to visually see which tanker is empty and which is full.

Roads and Paths (exceptionally two classes of roads): Roads can be used to move twice with a single move point. Moving via paths gives you a free move from time to time.

GERMAN AND ITALIAN UNIT TYPES:

German Infantry Division - Can be motorized in this particular campaign.

Italian Infantry Division - Can be motorized in this particular campaign. More likely to withdraw under pressure.

Bersaglieri Unit - Smaller but higher quality Italian infantry unit. Can be motorized in this particular campaign.

Panzer Division - Strong unit, but needs fuel (refuel with fuel trucks which in turn can refuel at El Agheila or Tobruk).

Italian Armoured Division - Not as strong as German Tank unit, but still a formidable opponent.

Special Forces - Infantry units with several MPs, yet free of fuel requirements. Increased Line-of-Sight (LOS).

Antitank Gun unit - Slow and relative weak unit that gets a big bonus vs armored units, and a small penalty for fighting against infantry. Slightly better at defending than at attack. Bonus vs immobile units. Poor line-of-sight.

Luftwaffe: Air Force unit: This type of unit can bombard enemy units, recon unknown enemy areas, airsupply one encircled own unit, and protect nearby units from enemy air force strafing. Tap any enemy unit within bombing range (which is shown as a circle when the air force unit is selected) to bombard it (requires full move points, which state is shown on the air force unit with a single line instead of multiple move point squares). Bombardment can result in a loss of HP, loss of MPs, an increase in fatigue, or be ineffective (IE). Bombarding a hexagon with multiple units increases the chances of a hit, as does bombarding a known unit with a lot of HPs or mobile units, which are bigger targets (units with trucks, tanks, etc.). Similarly, an enemy unit in a swamp or forest is a harder target. If attacked by an enemy unit, the air force unit might withdraw multiple hexagons and lose extra MPs (to be out of action for one or more turns). In addition, an air force unit can recon unseen (blacked) enemy areas. This is done by touching an unknown enemy area. This will reveal some hexagons near the selected hexagon, and possibly identify some of the revealed units. You can also tap your own out-of-supply combat unit to airsupply it: this action reduces the turns-in-siege counter and the encircled unit may receive 1 MP (please note that the unit might have negative MPs, so adding 1 MP does not result in positive MPs). The operational bombing range is represented by a circle, while the airsupply and rebase ranges are a couple of hexagons larger. Air force units will also prevent enemy air forces from strafing nearby units. The range of this protection depends on the scale of the campaign, and the closer the ground combat units are to the air force unit, the more likely it will be protected from enemy strafing.

Artillery: Tap enemy unit to bombard it (this action requires full move points). Bombardment can result in a loss of HP, loss of MPs, increase in Fatigue, or be ineffective (IE). Operational range is shown with a circle when the unit is selected. If attacked by an enemy unit this type of unit might withdraw multiple hexagons and lose extra MPs.

Fuel Depot: Transport fuel from Tobruk and El Agheila to closer to the front line where fuel needing combat units operate. The supply cities are marked with the text SUP. The dotted circle around the fuel depot represents the amount of fuel left, making it easier to visually see which depot is empty and which is full. Extra -1 MP for crossing rivers. Fuel Depot with at least 8 fuel in it can gamble and use the FU2MP button, which will dumb 8 fuel and give one extra MP.

Fuel Truck: Transport fuel from Fuel Depots to combat units. During an emergency, a fuel truck can give up 3 fuel to gain 1 MP. Fuel Truck with at least 3 fuel in it can gamble and use the FU2MP button, which will dump 3 fuel and gain 0-2 MPs.

BRITISH UNIT TYPES:

Allied (British, Indian, and French) Infantry Divisions. Will receive most of the replacements.

Armoured Formations: Either Matilda-2 or (later) M4A1 units.

Commandos - Special Forces: Smaller but stronger units, usually operating on the southern rear area.

Dugout: Weak immobile units located in strategic locations.

Fort: Strong immobile units located in fortified (key) cities.

Artillery: Bombards nearby units (miss, MP hit, HP hit), can relocate, and sometimes manages to escape if enemy unit moves over it. Capturing might give some resources as a reward.