AfrikaKorps 3d Ed Rules
AfrikaKorps 3d Ed Rules
AFRIKA KORPS
1. COMPONENTS 1.21 There are five different unit sizes:
1.1 THE MAPBOARD: The mapboard shows the XXX-Army Group XX-Division X-Brigade
area where the western desert campaign was Ill-Regiment lI-Battalion
actually fought. It covers approximately 700
miles between El Agheila and El Alamein. Map 1.22 The nationality of pieces can be determined
spellings are according to British War Office as follows:
maps. A hexagonal grid has been superim- A-Australian, NZ-New Zealand, I-Indian, SA-
posed on the mapboard to determine move- South African, It- Italian, Unmarked Red-
ment. Important features include: German, Unmarked Blue-British.
GRID COORDINATES: Black numbers printed 1.23 The types of pieces are determined as fol-
along the south and east edges of the board are lows:
used to identify individual hexes. The letters are
read horizontally (east-west), the numbers di-
agonally from southwest to northeast. When a
number and letter are cross-indexed they pin-
point a certain location on the map. Examples:
Agheila is W6, El Alamein is L59.
1.4 DIE: The six-sided die is used only to re- 2.1 Lay the mapboard out on a long table. The
solve combat and the arrival of Axis supplies; it Axis player sits at the northern side; the Allied
has nothing to do with movement. player at the southern side.
1.5 TIME RECORD CARD: The Time Record 2.2 Punch Out the unit counters from their die-
Card is used to record the passage of turns and cut sheet and place the corresponding units on
indicates the availability of reinforcements, re- the Order of Appearance tables printed on the
placements, and Allied substitute counters, as map-board. These units are the Reinforcements
well as possible changes in Axis supply arrival (19.1) which both sides receive at various inter-
status, and the approaching end of the game. vals throughout the game.
3. SEQUENCE OF PLAY
Card. If he is due additional units to enter play home base you must both garrison it as above
that turn he places them on board at a controlled and keep it out of enemy zones of control at the
port of his choice. The Axis player then moves beginning and the end of each player turn.
all of his units on board (including just arrived NOTE: a player may never use his opponent’s
supply, reinforcement, and replacement units) home base as a port, whether he controls it or
which he chooses to move. No Allied movement not.
is allowed.
5. MOVEMENT
3.2 All attacks caused by Axis movement are
resolved one attack at a time. After each attack, 5.1 Barring special restrictions caused by enemy
the Axis player decides whether or not to ex- zones of control (7.1) and restrictive terrain, you
ecute movement after combat if applicable. may move all, some or none of your units cur-
rently in play on every turn.
3.3 The Allied player brings on a supply unit at
any controlled port providing he is entitled to and 5.2 On each turn, you may move each unit in
wants it. After consulting the Time Record Card any direction or combination of directions any
he places any additional units he is due on number of open terrain hexes not exceeding its
board in a controlled port of his choice. He then movement factor.
moves all his units on board which he chooses
to move. No Axis movement is allowed. 5.3 You move all of your units you choose to
move in your turn before resolving any battles.
3.4 All attacks caused by Allied movement are
resolved one attack at a lime. After each attack, 5.4 You may not move your units on top of or
the Allied player decides whether or not to ex- through opponent’s combat units or their ZOC
ecute movement after combat if applicable. (supply and Rommel units are not combat units),
except during Automatic Victory (9.1) situations.
3.5 The Allied player checks off one game turn
on the Time Record Card and players repeat 5.5 Movement factors are not transferable from
Steps 3.1 through 3.5 for the duration of the one unit to another nor can they be accumulated
game. from one turn to the next.
4. VICTORY CONDITIONS 5.6 You may move units on partial Qattara De-
pression hexes (Example: Q60) as if they were
4.1 The Axis player wins if he has eliminated all clear terrain, but not on full Qattara Depression
Allied combat (not supply) units currently on the hexes (Example: R60). T61 is considered a full
board, or controls both fortresses and both Qattara hex.
home bases simultaneously for two consecutive
Axis player turns (at the beginning and end of 5.7 You may not move units directly from one
each turn) by his last October, 1942 turn. hex to another across an all-water hexside (Ex-
ample: E18 to F19), or Qattara Depression hex-
4.2 The Allied player wins if he has eliminated all side (W62-X62) nor may units on these
Axis combat (not supply or Rommel) units cur- adjoining hexes engage each other in battle.
rently on the board, or controls both fortresses
and both home bases simultaneously for two 5.8 You may not move units on partial hexes on
consecutive British player turns (at the beginning the East or West ends of the mapboard (e.g.
and end of each turn), or avoids the Axis victory R68), nor are you allowed to move units on hex-
conditions through the last October, 1942 turn. es for which there is no grid coordinate (e.g.
there is no X70 nor is there a Y70 since neither
4.3 To control a fortress or a home base, the 70 nor Y are grid coordinates). Hexes I63, K64,
controlling side must occupy that hex. Last pos- M65, 066, Q67, S68, and U69 are considered
session of the hex is not sufficient to be consi- playable.
dered “controlled”. It must be occupied by a
combat, supply, or Rommel unit. To control a
AFRIKA KORPS 4
6.2 The movement factor of stacked units is that A Elim - All attacking units in that attack are
of the slowest unit in the stack. Units may com- eliminated.
bine to form a stack at any point during a turn in
which they can reach the same hex. Similarly, a A back 2 - All attacking combat units in that at-
stack may split up into its component parts at tack are retreated two hexes by the defender.
any point during the movement of the stack.
Exchange - The player with fewer combat fac-
6.3 Units may pass through hexes containing tors actually involved in the combat (attack fac-
other friendly combat units even if those hexes tors for the attacker, defense factors for the
are already stacked to the maximum. Units defender) must remove all his units in that battle.
must conform to stacking limits only at the end The other player removes the number of in-
of movement and the end of each player turn. volved units whose combined combat factors
actually used in the battle total at least that of
7. COMBAT the units removed by his opponent. In an ex-
change, the defender’s defense factors are
7.1 Every combat unit has a Zone of Control computed at basic or double value according to
(hereafter referred to as ZOC) which consists of terrain. The attacker’s combat factors are never
the six hexes adjacent to the hex it occupies affected by terrain.
(Exceptions: E18-F19, W62-X62, and fortresses,
etc.). An overlapping friendly ZOC does not ne- EXAMPLE: If a 2-3-4 unit which is doubled on defense is
attacked by seven 1-1-6 units at 1-1 odds with a resulting
gate an enemy ZOC. Combat units lose their
“exchange” the 2-3-4 unit is lost along with six of the seven
ZOC if attacked at 7-I odds or 5-1 surrounded 1-1-6 units.
(see 9.1). If on the other hand, 3-4-6 unit is attacking four 1-
1-6s at 1-2 odds with a resulting “exchange”, the 3-4-6 unit is
eliminated along with three of the four 1-1-6s.
7.2 A player automatically causes combat when-
ever he moves a combat unit into an enemy
ZOC. The player moving his units is always the D back 2 - All defending units in that attack are
attacker; his opponent is always the defender. retreated two hexes by the attacker.
7.3 Battle odds are determined by expressing D Elim - AII defending units in that attack are
the attacker’s attack factor(s) as a ratio of attack eliminated.
factors to the defender’s defense factor(s).
Fractions are always rounded off in favor of the 7.6 RETREATS: Retreats can be handled in a
defender (7:2 becomes 3-1, 2:7 becomes 1-4). zigzag fashion so as to end the retreat only one
hex away from the original hex occupied during
EXAMPLE: If the British 7th Armored Infantry (3-3-7) attacks the battle. Retreat can be through friendly units
the Italian Savena Division (2-2-4) battle odds are 3-2 or 1-1. already stacked to maximum and over all playa-
To resolve this battle the attacker rolls the die once. The ble terrain including escarpments.
battle result is obtained from the Combat Results Table
found on the back of this rulebook by cross-indexing the die
roll with the proper odds column. 7.61 Retreating units are eliminated instead if
they are forced to retreat into or through enemy
7.4 Odds greater than 7-1 are treated as 7-I. zones of control, out to sea, into the Qattara De-
Odds less than 1-6 are not allowed. Any unit pression, or off the playable hexes of the board.
forced to attack at odds worse than 1-6 would be Retreating units in excess of the stacking limit
eliminated before any other battles are resolved would be eliminated if forced to end their retreat
without constituting a soak-off (11.6) or a ZOC on friendly units that would result in stacks ex-
for blocking potential retreat routes. No unit may ceeding the three-high combat unit limit. The
AFRIKA KORPS 5
retreating player could not elect to eliminate 8.5 Each attacking unit in a particular attack
another unit in the stationary stack so as to must be adjacent to every defending unit which
make room for a retreating unit, although he it is attacking in that attack.
could choose which of the retreating units to
eliminate should the hex retreated to be able to 8.6 After concluding all movement for your play-
accommodate somewhat less than the full num- er turn, you resolve all battles one at a time in
ber of retreating units. any order you choose. Any advance after com-
bat or retreat possibilities resulting from each
7.62 The winner cannot force retreating units attack must be executed before resolving the
into blocking ZOC, or terrain which would result next attack.
in their elimination if alternate, unblocked routes
of retreat are available. 8.7 A unit’s attack factor remains at its basic
level in all situations regardless of the terrain it is
7.63 If the Rommel unit is stacked with an at- attacking from or into.
tacking unit or units which must retreat as a re-
sult of combat, it does not retreat with the 9. AUTOMATIC VICTORY
combat units because it is technically not a part
of the attacking force. However, in most cases 9.1 Whenever enough attacking units are in at-
the rules for placing Rommel with the closest tack position against a defending unit to create
Axis force when alone in an Allied ZOC (22.4) an automatic elimination situation (odds of 7-1,
will have the same effect. or 5-1 if the defender is surrounded by enemy
ZOC or impassable terrain such that he could
8. ATTACKING not survive a “back 2” result) that defending
unit’s ZOC is immediately ignored for the re-
8.1 A unit must stop as soon as it enters the first mainder of the attacker’s turn. Therefore, units
hex in an enemy ZOC (Exception: see Automat- not yet moved by the attacker may move
ic Victory, 9.1). through that defending unit’s adjacent hexes.
The attacker’s units may even move over the
8.2 You may move as many units into an enemy defending unit itself although they may not end
ZOC as the stacking limits and board situation their move directly on top of it. However, that
will allow before calculating battle odds and re- defending unit remains in play and is not re-
solving combat. moved until the attacker is ready to resolve his
attacks.
8.3 A unit is not allowed to move through an
enemy ZOC (see Automatic Victory, 9.1 for ex- 9.2 Attacking units must be able to trace a line
ception), nor is it allowed to move from a hex in no more than five hexes long which is free of
the ZOC of an enemy unit directly to another hex enemy ZOC and impassable Qattara/water hex-
in the ZOC of that same enemy unit (Exception: sides to a friendly supply unit at the instant they
see Advance After Combat, 16.2). The unit achieve automatic victory. Although automatic
would have to first move to a hex free of enemy victory (hereafter referred to as AV) takes place
ZOC before reentering the ZOC of the original during the movement portion of a turn, the com-
enemy unit whose ZOC it began the turn in. It bat units involved in the AV may not make any
could, however, start its turn in an enemy ZOC further movement during that turn until after the
and move directly to a hex in the ZOC of a dif- battle portion of the turn, when they may ad-
ferent enemy unit providing the hex moved into vance if they meet the Advance After Combat
is not also in the ZOC of the original enemy unit (see 16.1) requirements.
in whose ZOC it started its turn.
9.3 Units which serve to cut off retreat routes
8.4 You must resolve combat against every and thus participate in an AV (in a 5-1 or 6-1
enemy combat unit into whose ZOC you have surrounded attack) even though they may not be
moved units. Every combat unit in the ZOC of adjacent to the AVed unit, also may not make
an enemy Unit must attack some enemy unit. any further movement during that turn.
AFRIKA KORPS 6
9.4 Units which move through a negated ZOC 1-2 attack without supply vs 1/22 and 32, and thus would be
eliminated before combat. What the Axis player has is just a
by virtue of an earlier AV attack, may join in that normal 5-1 vs 1SA/1. The 15/115, unable to attack at 1-2
AV attack. This means that units can move without supply, must be eliminated prior to combat. Note
through a negated ZOC and then join in the AV that 15/115 could have been saved had the Axis player been
attack against that AVed unit so as to be able to able to bring up enough force against 1/SA/1 to get a 7-1
AV, thus opening a supply route to 15/155 which could then
remain adjacent to other non-AVed enemy units
attack at 1-2 or even move away without a fight through the
without attacking, provided proper soak-offs are hole left by the demise of 1SA/1. Note also that, somewhat
made. However, units used to gain an AV can- paradoxically, 15/115 could have been saved had the 32
not later have their “places taken” by other units Armor unit had a defense factor of 3. 15/115 could then
have attacked at 1-3 without supply (see 14.3) and conceiv-
moving through the negated ZOC and thus free-
ably could have retreated through the hole left by the demise
ing the original AVing units to continue their of 1SA/1.
move.
10. DEFENDING
9.5 A unit which must be eliminated before com-
bat due to being trapped in enemy ZOC without 10.1 The defending player is not allowed to
benefit of supply cannot participate in an AV. move any unit while his opponent is taking his
turn, although his opponent can retreat his de-
9.6 Units making an AV attack must be in supply feated defending units after combat (see 7.6) in
(14.2) at the time of that attack. They cannot the same manner that the defender can retreat
rely on the AV to open a route to a source of defeated attacking units after combat.
supply to sustain that AV attack.
10.2 Any defending unit in a battle which occu-
9.7 The supply used to sustain an AV attack pies a fortress or escarpment hex has its de-
could conceivably move over the AVed unit and fense factor doubled for purposes of calculating
continue on to supply other attacks on the same the odds of that battle and the amount of loss an
turn but it must maintain its five hex supply line attacker must suffer in an “exchange” result.
to the units which made the AV attack as well as Such a unit’s defense factor remains doubled
any units involved in other attacks which it is regardless of the terrain occupied by the attack-
supplying (Exception: See 14.5). er.
ZOC must attack. ZOC after combat has been resolved. The de-
fending unit in such a case must attack or with-
11.4 The attacker may divide combat against draw in its turn or be eliminated. If such a Unit
stacked units on the same hex into more than wishes to attack in its turn it may do so by hold-
one battle as long as he has more than one at- ing its present position or by withdrawing from
tacking unit. the enemy ZOC altogether and then re-entering
into a different hex of the enemy unit’s ZOC pro-
11.5 The attacker with stacked units on the viding it has any supply it may need to attack.
same hex may divide combat into more than one
battle against defending units on separate hex- 11.9 If, at the end of the movement portion of its
es. turn, an attacking unit is isolated while in an
enemy ZOC it must be eliminated before the
11.6 The attacker may deliberately sacrifice one combat phase of the turn (Exception: 14.3 - see
or more attacking units at unfavorable odds in the second example under 9.6)
order to gain more favorable odds over other
defending units. This tactic is called soaking-off.
However, soak-off odds cannot be worse than 1-
6. Any time an attacker finds his units trapped in
enemy ZOC at odds worse then 1-6, he must
either bring up enough units in support to bring
odds down to 1-6 or eliminate it from the board
before resolving any battles.
SUPPLY TABLE
die Apr 41 – Jul 41 – Dec 41 –
roll Jun 41 Nov 41 Game End
1 Sunk Sunk Sunk
2 Sunk Sunk --
3 -- Sunk --
4-6 -- -- --
Soaking off can be useful in forcing defending units to
abandon an escarpment. Here the 2-2-7 soaks-off against The Axis player receives a supply unless he rolls
blue 4-4-7 at 2 to 8 (1-4). Note that blue 4-4-7’s defense a “Sunk” result.
factor doubles on defense. The remaining red units attack
blue 1-1-6 at 6 to 2 (3-1). Blue, in his turn, must either coun-
terattack or give up the escarpment position. 12.3 There is no limit to the number of captured
supply units which a player may have over and
above the maximum number of his own supply
units.
Example: All attacking blue units are within five hexes of a supply unit except blue 2-2-6, which has been left surrounded by red’s
previous player turn. In this even blue 2-2-6 is automatically eliminated prior to combat resolution (see 11.9), thus opening a retreat
route for red 2-2-4 which is being attacked at 10-2 (5-1). Note that red 2-2-4 would be Aved in a 5-1 surrounded attack were it not
for rule 11.9 which requires the elimination of blur 2-2-6 before any combat is resolved due to being in red ZOC without access to
supply. Both blue supply units must be removed because neither is within five hexes (free of enemy ZOC) of all attacking units.
14. SUSTAINING ATTACKS quire supply. However, attacking units are not
allowed to voluntarily attack at reduced odds so
14.1 Units may never attack at odds of 1-2 or as to avoid the necessity of supply.
better without access to a supply unit. Whenev-
er a supply unit is used to sustain an attack that 14.4 One supply unit may sustain attacks for
supply unit is removed at the end of the current more than one attack in the same player turn.
player turn. There is no limit to the number of attacks that
can be sustained by the same supply unit as
14.2 Units may attack at odds of 1-2 or better long as all the units which are attacking at 1-2 or
only if all attacking units involved in that attack better odds are within the five hex radius of the
are within five hexes of a friendly supply unit supply unit described in 14.2. Other supply units
after movement. The five hex route to the (whether within the five hex radius or not) do not
supply unit must be free of enemy ZOC and full have to be used and can remain on board for
Qattara Depression hexes (and cannot be use in later turns.
traced across the E18-F19, W62-X62 hexsides).
The five hex route is inclusive of the hex con- 14.5 Supply units are required to sustain AV at-
taining the supply unit, but exclusive of the hex tacks both at the instant the AV is attained and
containing the attacker. The five hex supply at the end of the movement portion of the attack-
route need not be maintained once combat is ing player’s turn. Note that it is possible that the
resolved: thus, retreating enemy combat units supply unit sustaining an AV attack may move
across the five hex supply route would have no out of the five hex supply radius of that attack,
effect on subsequent attacks being resolved dur- providing another supply unit takes its place
ing that same player turn. within the five hex supply radius at the end of
the movement portion of the turn. However, in
14.3 Attacks at odds of 1-3 or worse do not re- this case both supplies would have to be used to
AFRIKA KORPS 10
an unaccompanied supply unit during movement time that a unit can move through an enemy
is not considered a “battle” (even in the case of ZOC other than during Advance After Combat
the fortress example cited in 15.23). Thus, the (16.2).
combat unit which captures the supply unit may
also take part in battle against enemy combat
units in that player turn.
17. COAST ROAD way a unit could move through more than one
escarpment hex in a player turn would be to ad-
17.1 All units are allowed to move up to ten ad- vance (16.1) or retreat (7.6) after combat.
ditional hexes per turn on the coast road above
and beyond their normal movement factors. 18.4 Units may move through escarpment hexes
Such movement may be combined with normal containing the coast road without stopping, us-
movement over other terrain in any manner de- ing either normal movement factors or their
sired. coast road bonus as long as movement is made
through hex-sides bisected by the road.
EXAMPLE: A 2-2-6 unit could move two hexes through clear
terrain to a coast road, then move seven hexes along the
18.41 Units may move directly onto a coast road
coast road, then move four additional hexes across clear
terrain (or coast road), before returning to the coast road for escarpment hex from a hexside not bisected by
its last three hexes of movement along the coast road. the road and then continue along the coast road
without stopping. However, they may not then
17.2 Movement along the coast road must be leave a coast road escarpment hex from a hex-
through the specific hexsides bisected by the side not bisected by the road.
red coastal road lines. To qualify for the coastal
road bonus the hex entered must be entered 18.42 Units which enter a coast road escarp-
through a hexside crossed by the red coastal ment hex from a hexside which is bisected by
road symbol; otherwise movement into that hex the road may later move off a coast road es-
is at the cost of the other terrain in that hex. carpment hex in any direction.
17.3 Hex I26 contains two roads which do not in- 18.5 In summary, rule 18.4 allows a unit to move
tersect within the hex and therefore presents an either off or on a coast road escarpment hex
exception to the normal rules. from a hexside not bisected by the road without
delay, but not to move both off and on in the
17.31 A unit which starts its turn in I26 can move same turn except as a result of retreat or ad-
along either road. vance after combat. See examples at bottom
left.
17.32 A unit which starts its turn outside I26 and
moves into the hex via the road could not trans-
fer to the other road in that hex and move along
it at no penalty. It would either have to move
outside the hex and back into it along the proper
hexside (such as I26-J27-I26) or pay an addi-
tional movement factor for moving across the
escarpment within the hex to get to the new
road. Such an expenditure would count as mov-
ing onto a road escarpment hex (see EXAMPLES: A unit beginning its turn at either G24 or I24
18.5). could move directly onto H24 and then continue to H23,
H25, or I25 and then onwards along the road with no delay.
However, the unit could not move H24-H25-H26 since the
18. ESCARPMENTS direct move between H25 and H26 would be off the coast
road escarpment through a hexside not intersected by the
18.1 Any unit may move onto an escarpment road, and in one turn a unit cannot move on (to H24) and off
(to H26) a coast road escarpment in this way. Note that an
hex at the normal cost of one movement factor, H24-I25-I26-J27-I27-I28-H28-H29-I30 move is legal, since
but may move no further during the movement entry to I30 is made from a coast road clear terrain hex
portion of that player turn. (H29).
19.1 Both players receive reinforcements at 20.2 The Axis player earns replacement units at
specific intervals. Reinforcements are new units the rate of one attack factor per turn for his
and have nothing to do with Replacements (see home base and one attack factor per turn for
20). The Order of Appearance tables printed on Tobruch, providing he controls these hexes at
the mapboard state the earliest time that rein- the beginning of his player turn, for a maximum
forcements can be put into play. These turns of two attack factors per turn.
are noted in bold print on the Time Record Card
as a reminder. 20.3 The Allied player receives two attack fac-
tors per turn for his home base and one attack
19.2 Reinforcements may enter the game at To- factor per turn for Tobruch, provided he controls
bruch, their home base, or both provided they these hexes at the beginning of his player turn,
are controlled by friendly forces at the start of for a maximum of three attack factors per turn.
the player turn. As is the case with the arrival of
supply units there is no movement penalty for 20.4 The rules for putting replacements into play
being placed on board in a controlled port. They are identical to those for reinforcements.
can be moved and used in battle on their turn of
arrival. 20.5 Each side is allowed to accumulate re-
placement factors from turn to turn. A special
19.3 Unlike supply units, reinforcements do not (unshaded) column for each side is provided on
have to land on the first turn they are available. the Time Record Card for this very purpose.
They can be left off-board for arrival during a
later turn. Such units are not considered at sea 20.6 Accumulated replacement factors are not
and are therefore not subject to the restrictions lost even if an opponent gains temporary control
of units using normal sea movement. of Tobruch and/or the home base.
end the movement portion of their turn in the 22.2 The Rommel unit does not count against
same hex. stacking limits.
21.3 Substitution counters can be broken down 22.3 The Rommel unit has no ZOC and cannot
into component smaller parts of the same type block enemy units in any manner, nor can it cap-
(see 21.1) in much the same manner they are ture supply. Enemy Units can move directly on
formed at the end of the movement portion of top of the Rommel unit if unaccompanied by
their player turn, or during combat resolution. Axis combat units.
Thus, a 4-4-10 unit which must take a three fac-
tor loss due loan exchange result could be re- 22.4 The Rommel unit cannot be attacked, cap-
placed by a 1-1-7 unit. tured or eliminated. If placed in an enemy ZOC
without benefit of an accompanying friendly
21.4 A substitute counter which is breaking combat unit in the same hex, the Rommel unit is
down into its component parts may not generate merely placed with the closest Axis combat unit
units whose combined attack factor is greater at that point in time. If isolated without benefit of
than that of the substitute unit, nor can it gener- an accompanying friendly combat unit, it is like-
ate any unit whose movement factor is greater wise moved to the closest Axis combat unit. If
than that of the substitute unit unless that unit isolated with a friendly combat unit inside the
was used to create the substitute unit originally. same encirclement, Rommel must stay within
Therefore, should a recce unit be used to create the encirclement pending the elimination or relief
a substitute unit special care should be taken to of the combat unit.
record the specific substitute unit which contains
the recce unit. 22.41 The Axis player may not purposefully
move the Rommel Unit into an Allied ZOC with-
21.5 Units on board being converted to a substi- out benefit of accompanying friendly combat unit
tute counter or a substitute counter being con- in the same hex unless there is no alternative
verted back to its component parts may not move or non-move.
stack in such a way as to be above the three-
high maximum combat unit limit either imme- 22.42 In determining “the closest Axis combat
diately before or after the substitution takes unit” in 22.4 the Axis player may not count hexes
place. which can’t be traversed normally or which are
in Allied ZOC unless there is no other way to
21.6 Substitution may not take place at sea, or place Rommel with an Axis Unit. If two Axis
off-board, nor may substitute units be brought combat units are still equidistant from Rommel,
onto the board as replacements. the Axis player may choose which of the two he
wishes to place Rommel with.
21.7 Only those units provided in the game spe-
cifically as substitute counters can be used as 22.5 Rommel may be used to control ports, but
such. For example, the British player could not does not count as a unit to be eliminated for Al-
use an eliminated 2-2-6 unit as a substitute lied victory conditions.
counter for a pair of still functional 1-1-6 coun-
ters. 23. FORTRESSES & SEA MOVEMENT
22. ROMMEL HEADQUARTERS UNIT 23.1 Opposing units may move adjacent to
enemy combat Units in Bengasi and Tobruch
22.1 The Rommel Unit provides any and all without attacking, al-
friendly units a two hex movement bonus pro- though they have the op-
vided it moves with that unit(s) for two tion to do so. If units
hexes. There is no numerical limit to attack into a fortress, they
the number of Axis units which the must attack all units in the fortress, but not all
Rommel unit can help in this manner, units adjacent to the fortress necessarily have to
but it can help each unit only once per turn. attack.
AFRIKA KORPS 15
breaks isolation before being retreated back into 24.3 Units which land at a port are considered to
isolation has not broken isolation because it is be in the same supply status as the port in which
still isolated at the beginning and end of the they are brought onto the board. Such units en-
player’s turn. tering a port which cannot trace a line of supply
to a friendly supply unit share the supply status
of any units already there, whether it be the first
or second turn of isolation.
DESIGN CREDITS
THIRD EDITION
Original Research & Design: Charles Ro-
These rules are the third edition (copyright berts
1980) and supersede all earlier versions. Original Development: Thomas N. Shaw
Players are urged to confer as to the exact Third Edition Rewrite: Donald Greenwood
edition of the rules they are using prior to the Rulebook Cover Art: Rodger MacGowan
start of any game (especially those played by Playtesting: Frank Preissle, Bruno Sinigaglio,
mail) so as to avoid misunderstandings later. Dale Garbutt, Alan R. Moon, Donald Burdick
Typesetting: Colonial Composition
Printing: Monarch Services, Inc.