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

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AXIS ENDGAME IN TUNISIA specific documentation

Victory Conditions: The game ends when Axis forces control over 110 out of 130 total Victory Points (VPs), which are gained from the cities.

Originally this campaign was supposed to be a smaller scale scenario, but the since the various segments of the battlefield are interconnected (as units move back and forth between them), this undertaking eventually evolved into covering the entire fall-of-Tunisia map and time scale. Since capturing the Allied fuel depots historically directed the direction Axis forces were forced to attack, this is also the case in this scenario. You can freely attack into alternative directions, but that makes the already difficult act of balancing the fuel usage even more challenging.

Artillery and Airforce units can only bombard enemy when they have Ammo, which can be re-stocked by using Ammo Trucks, which themselves can re-stock from any Axis supply city. Naturally, artillery units can also directly visit a supply city to restock ammo, but this is only practical if the front line is near a supply city. Restocking ammo from a city does not depend on the fuel status of that city.

Axis Fuel Depot, Fuel Truck, and Armoured units can only refuel from the Axis supply city (marked with S and yellow circle around them). Trucks can also refuel from Depots, and combat units can refuel from either trucks or depots. Fuel Depot can also GIVE its fuel to any own supply city it moves into IF depot is full of fuel, this allows transporting fuel from city to city.

Out of fuel unit that has both HPs and MPs can use HP2FU button (that replaces the INFO button when unit has no fuel, but has MPs and HPs) to exchange one HP to one fuel. Air force unit out of fuel can use this feature too, in which case the HP loss will occur to the closest own moveable unit with HPs. Fuel saving tips: If all fuel consuming units in an area are concentrated enough, then the depot can refuel them directly, freeing up any Fuel Trucks to go elsewhere or direct from supply cities directly to support the fuel flow to the front line. Air force units can also use one or two fuel points to rebase nearer the rear area and the road on which the supply flows, making it much quicker to refuel the air force units (although, this obviously reduces their offensive role).

Axis units BOTH in north and south will slowly emerge into play to represent both the refitting/recovering they are doing, the refusal of commanders of that area to go on offensive, and to force historical timeline around the major developments. In addition, some of the legendary Afrika Korps units are only in play as remnants to reflect the fact that those units were shredded to pieces during the earlier battles. Bersaglieri units have their own graphic but will be counted as Italian infantry int he stats.

Player can, from time to time, exchange 20 TMPs to one new Fuel Truck with 10 units of fuel in it, representing the emergency fuel Luftwaffe airlifted to North African battlefield from Crete.

Most of the few Axis reinforcements will arrive in Tunis. However, the units released in play after being prevented from attacking will simply emerge near the frontline during the first 20 turns.

Cities include cities and villages, and some key natural spots. Some coastal cities have been slightly relocated to keep the distance between supply cities fairly standard to allow fuel consuming units travel between them without getting stuck being out of fuel and therefore always needing a separate fuel truck to escort them, this allows moving of fuel consuming motorized units along the coastal area. Hills cover anything from difficult terrain, higher ground to actual mountains.

German 192nd Regiment will start with zero HP to reflect the earlier German losses withdrawing from El Alamein. The sole Gebirgsjäger unit is simply represented as German paratroopers type since there are already a large number of unit icons in play.

Mountain ranges have tiny amount of variation in them per each game. Uncommon type of terrain: # SA: Soft Desert Sand [SA]: Heavy units like tanks will lose 1 extra move point (= applies to non-infantry units).

Some slightly incorrect military-history terms (like Fort for minor dugouts) are used simply because they are short (map won't be flooded with long text tags) and these terms are known to even non-native English speakers.

For more generic answers about this strategy game series please check out FAQ (Frequently Asked Questions) from the Guide menu (FAQ opens up a website link, which includes a ton of answers and questions I have received over the years - like 100,000 characters worth).

Setup mode: Unfortunately many aspects of this particular scenario are pre-set in a way that the SETUP MODE would allow player to completely surprise the AI. However, there are a setting to relocate Italian Infantry units from Mareth Front to Kasserine front.

Fuel: Moving armoured, motorized and air force units consumes 1 fuel. Trucks transport fuel from Fuel Depots to front line units. The Fuel Depots, ammo and fuel trucks can re-fuel any Axis supply city (marked with letter S and yellow circle on minimap). + Out of fuel unit that has both HPs and MPs can use HP2FU button (that replaces the INFO button) to exchange one HP to one fuel. Fuel Depot can also GIVE its fuel to any own supply city it moves into IF depot is full of fuel, this allows transporting fuel from city to city. 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.

Some motorized units need fuel to be able to move. This fuel usage is indicated by an orange box showing the fuel in each unit that uses fuel. Fuel trucks can be used to transport fuel between these fuel-needing combat units, and the various bigger fuel sources. Fuel sources vary by campaign, but usually mean things like moveable bigger fuel depots, fuel providing cities, oil fields, or fuel tankers. If a fuel truck is presently carrying enough fuel, it might have a FU2MP button, that allows it to disband 3 units of fuel it is currently carrying, in order to try to gain 0-2 MPs. Please notice that empty or very nearly empty fuel trucks are more likely to get extra MPs in the peaceful rear area, as empty trucks are lighter to drive around. So it is generally advisable to distribute all fuel to the combat units before heading back to the fuel depot or fuel providing city. When no unit is selected, there might be a TMP button at the bottom of the screen. Depending on the game, it might also work as a temporary ON/OFF switch for automatic fuel delivery. Normally, as a truck moves into a hexagon with the own fuel needing units in it, it automatically shares all the fuel it possibly can. However, TMP-autofuel button can turn this off, so you can move over fuel-needing units without giving them fuel from the passing-by fuel truck. In few rare scenarios, when a fuel truck that is already carrying plenty of fuel enters a fuel-providing city, it might be interpreted as transporting fuel from one fuel-city to another. In this case, the fuel truck or depot is actually emptied of fuel, as it is moved into the city.

FUEL IN CITY: The number shows the amount of fuel available in the city for Fuel Depots and Fuel Trucks to refuel from.

The amount of fuel in the city will slowly increase depending on the city, variation, and month.

Orange XX marker: Shows the amount of fuel, or in the case of XX the unit is out of fuel and cannot move.

Note: Fuel needing units can also directly refuel from Supply City, but this is only practical if the front line is near the city. Fuel Depot or Fuel Trucks can also transport fuel between cities: This is carried out by taking so much fuel from one city that the depot or truck is full, and then moving into the second city to give away that fuel (this only works if the unit moving between two cities is filled up to the max capacity).

Fuel Share = Transport 2 units of fuel to the selected ground combat unit from the closest unit with fuel to spare.

Fuel = Armoured, motorized and air force units need fuel to move. Emergency fuel (+1) might be available from time to time. Luftwaffe uses 1 fuel both when bombarding and when moving (which includes several hexagons with a cost of 1 fuel). Fuel Trucks and Fuel Depots do not consume fuel while moving.

# SA: Soft Desert Sand: Heavy units like tanks will lose 1 extra move point (= applies to non-infantry units).

AXIS (German and Italian) UNIT TYPES:

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

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

German Parachute formation: Elite Infantry.

Panzer Regiment (Pz III) - Strong unit, but needs fuel (refuel with fuel trucks, which in turn can refuel themselves from Fuel Depots or own supply cities).

Heavy Tank Unit (Pz VI) - Powerful against enemy tank units (refuel with fuel trucks, which in turn can refuel themselves from Fuel Depots or own supply cities).

Italian Armoured Regiment - Not as strong as German Tank unit, but still formidable opponent (refuel with fuel trucks, which in turn can refuel themselves from Fuel Depots or own supply cities).

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.

Axis Dugout: Weak immobile passive Axis dugouts located in front of some of the important coastal cities.

Fuel Depot: Bigger Fuel depot, from which Fuel Trucks can distribute the fuel to ground combat units, or units can directly get fuel from. Fuel Depot can refuel itself from any own supply city (marked with the letters SUP and possibly with a yellow circle around the city). Fuel Depot can also GIVE its fuel to any own supply city it moves into IF depot is full of fuel, this allows transporting fuel from city to city. 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. Extra -1 MP for crossing rivers. Extra MPs available when Depot is empty. Fuel depot may dump 8 fuel to gain 1 extra MP.

Fuel Truck: Some motorized units need fuel to be able to move. This fuel usage is indicated by an orange box showing the fuel in each unit that uses fuel. Fuel trucks can be used to transport fuel between these fuel-needing combat units, and the various bigger fuel sources. Fuel sources vary by campaign, but usually mean things like moveable bigger fuel depots, fuel providing cities, oil fields, or fuel tankers. If a fuel truck is presently carrying enough fuel, it might have a FU2MP button, that allows it to disband 3 units of fuel it is currently carrying, in order to try to gain 0-2 MPs. Please notice that empty or very nearly empty fuel trucks are more likely to get extra MPs in the peaceful rear area, as empty trucks are lighter to drive around. So it is generally advisable to distribute all fuel to the combat units before heading back to the fuel depot or fuel providing city. When no unit is selected, there might be a TMP button at the bottom of the screen. Depending on the game, it might also work as a temporary ON/OFF switch for automatic fuel delivery. Normally, as a truck moves into a hexagon with the own fuel needing units in it, it automatically shares all the fuel it possibly can. However, TMP-autofuel button can turn this off, so you can move over fuel-needing units without giving them fuel from the passing-by fuel truck. In few rare scenarios, when a fuel truck that is already carrying plenty of fuel enters a fuel-providing city, it might be interpreted as transporting fuel from one fuel-city to another. In this case, the fuel truck or depot is actually emptied of fuel, as it is moved into the city.

Ammo Truck: Artillery and Airforce units can only bombard/barrage enemies when they have Ammo, which can be re-stocked by using Ammo Trucks, which themselves can re-stock from any own supply city.

An air force unit can bombard enemies, recon unknown areas, airsupply encircled units, and protect nearby units from enemy strafing. To bombard, select an enemy within range (shown as a circle) and use full move points. Bombardment may reduce HP, MPs, or increase fatigue but may also be ineffective. Larger or mobile units in open terrain are easier targets, while swamps/forests provide cover. Bombarding hexes with multiple units improves hit chances. If attacked, air units may withdraw, losing MPs and turns. Recon reveals enemy areas by selecting a hexagon, identifying nearby units. Airsupply an encircled unit by tapping it, reducing siege turns and adding 1 MP (which may not result in positive MPs if negative). Bombing range is shown as a circle, while airsupply/rebase ranges are slightly larger. Air units also reduce the risk of enemy strafing for nearby units, with effectiveness varying by campaign scale and proximity.

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 enemy unit this type of unit might withdraw multiple hexagons and lose extra MPs.


ALLIED UNIT TYPES:

Allied (British, American, and French) Infantry Regiments or Brigades.

Armoured Formations: Either Crusader or Sherman regiments or similar size formations.

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.

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.

Dugout: Weaker immobile units located in cities and strategic locations.