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BATTLE of Kasserine

General Rules
1.0
- INTRODUCTION:
2.0
The Battle of Kasserine was, in fact, a series of battles between the Allies (US, French and
British) and the Axis (German and Italian) in Tunisia.
Anglo-American forces landed in French North Africa on November 8, 1942. Contrary to all
military logic, Hitler immediately ordered Tunisia, then ruled by collaborationist Vichy France,
to be occupied and reinforced. At that time, the Italo-German Army, commanded by the
legendary General Erwin Rommel, the "Desert Fox", retreated to the West after the defeat at El
Alamein. The Germans and Italians then sent new divisions and a battalion of the new heavy
tanks, the Panzer VIE Tiger. These forces were organized as the 5th Panzer Army and placed
under the command of Colonel-General Jrgen von Arnim, a veteran of the Russian front, and
seconded by Lieutenant General Heinz Ziegler.
Once held in Tunisia, the Allies organized their line: the 1st British Army, under General Sir
Kenneth Anderson, took over the entire front in January 1943 and occupied its northern portion,
along the coast, with the 5th Army Corps (General Allfrey CW); the center was occupied by the
French 19th Army Corps (General Louis Koeltz); and the South was garrisoned by the US 2nd
Army Corps of the (General Lloyd Fredenhall).
After some initial struggles, a great German offensive, Operation "Frhlingswind" (Spring
Breeze) began on February 14, 1943, with a remarkable victory over the inexperienced
Americans, who have suffered heavy casualties. Animated with success, Rommel took the lead
of the operations and planned attack toward Tebessa, disrupting the entire Allied front in Tunisia
and perhaps driving to the coast, thus surrounding the Allied forces. For this he would have to
cross the Kasserine Pass, which he did after a fierce battle between the 19th and 20th of February.
However, the victory was in vain, for soon after he was forced to retire. In the judgment of
history, this was the last, albeit useless, victory of the "Desert Fox".
2.0 - COMPONENTS:
2.1 Map represents the region of North Africa where the battle took place, totaling 1,088
hexes.
2.2 Counter a total of 174 (except for markers): 55 American, 38 German, 33 French1, 26
Italian and 22 British. To identify the nationalities, follow the link below.
2.2.1 Size of the units:
This game operates at the battalion level.
NOTE:
+ Some British and French units have the size marked Regiment (III), but actually they have an
effective strength of a battalion.

These units actually originate in the French colonies in North Africa, including Algerian,
Moroccan, etc. troops.

Identification of the unit: In this game, these numbers represent the regimental / brigade (left)
and the division to which it belongs (right). British units marked with a "G" are Guards units.
The AGAK is the Assault Group Afrika Korps.
NOTE:
+ In the American order of battle are the 1st Armored and 1st Infantry Division, the units
belonging to the armored division are differentiated with a "B" after the number 1.
Unit Type: This is the "emphasis" of elements that make up a unit. The types used in this game
are the following:
CHART TO COME
NOTE:
+ Motorcyclists act as motorized infantry.
Attack Factor is the combat value of that unit when attacking.
Defense Factor is the combat value of this unit when it is attacked.
Movement Factor: is the movement capability in the course of the turn (V.4.0).
Example of the units are: the 18th Regiment of the 1st battalion American Infantry Division
(yellow) - its attack factor is 2, defense factor is 3 and movement factor is 4; and the artillery
battalion of the 1st regiment of German Artillery (gray) - attack factor is 3, defense factor is 2,
movement factor is 4 and its range is 3.
2.3 - Tables (see last page) the game has three tables: Combat Effects Table, Terrain Effects
on Movement and Combat Table and the Artillery Table. Their function is explained below.
2.4 Non-combat Markers
2.4.1 Turn Marker: Are the blocks numbered 14-22 on the top of the map board, each turn
representing one day of real time (representing the period from 02/14/43 to 02/22/43).
2.4.2 - Air Factor Marker: Are the blocks numbered 1-10 on the top of the board. Both players
have air factor. Its use is explained below.
2.4.3 - Dice: This game uses two dice to resolve the fighting. The dice are NOT used for
movement.
3.0 - SEQUENCE:
On each turn, the first to move is the Allied Player who moves as many units as desired in the
Allied Movement Phase; then follows the Allied Combat Phase, when the Allied player attacks
the Axis units that he engaged in the Allied Movement Phase. After the Allied Combat Phase is
completed then begins the Axis Movement Phase when the Axis player moves as many units as
desired; then comes the Axis Combat Phase where the units engaged in the Axis Movement
Phase are resolved. This process then repeats.
NOTE:
+ In Turn 14, there are no Allied Movement or Combat Phases.

4.0 - Movement:
To move the units use their Movement Factor. This is in the form of movement points, which are
used when the unit moves from one hex to another according to the type of terrain. The points
expenditures by the type of terrain, are given in the "Land Effects table on Changes and Combat"
(V.).
EXAMPLE: A German motorized infantry unit (05.04.10) out of Bir El Hafey, heads north for an
open terrain hex (1 point), enters the mountain hex north (3 points), goes north following the
south bank of the Hatab River by open ground by 4 hexes (4 x 1 = 4 points), then proceeds down
the road for 3 hexes (3 x 1/2 = 1.5), entering Kasserine, a total of 1 + 3 + 4 + 1.5 = 9.5. It still has
0.5 points, which would allow it to enter a road hex or it can stop there.
NOTES:
+ A unit can NEVER exceed its Movement factor in their respective Movement Phase.
+ Units are NOT required to use all their movement factors and can spend fewer points than the
allowed for in the Movement Stage.
+ Movement factors unspent by a unit may NOT be accumulated to other turns.
+ Movement factors unspent by a unit may NOT be transferred to other parts.
+ When two or more units move together, their movement factors are NOT added.
4.1 - Restrictions on Movement
4.1.1 - Stacking: Both the Allies and the Axis can concentrate a maximum of four (4) units in the
same hex. Even if the hex reaches the maximum number of units other friendly units can pass
through it, without however stopping in it.
4.1.2 - Engagement Zone: Every unit has an Engagement Zone, i.e., the six (6) hexes that
surround it. When an enemy unit moves into one of the hexes of a friendly units Engagement
Zone, it is forced to stop (the unit is said to be engaged).
When you start your Movement Stage, if a friendly unit is engaged with an enemy unit and the
player do not wish to enter into combat, they will have to withdraw their unit from the enemy
Engagement Zone, thereby spending 1 additional movement point to "break contact".
If, on the other hand, the unit is located on Dominant Terrain relative to the engaged enemy unit,
it is under no obligation to disengage. Dominant Terrain is understood to be the terrain that has
the greater advantage in combat in number of columns.
EXAMPLE: Initiating a turn with a friendly unit occupying a mountain hex engaged with a
German unit in the open. A friendly unit need not retreat nor is it obliged to attack, because it is
in dominant terrain (mountain) compared to German unit (open). However, if any other unit
moves to the enemy Engagement Zone, it will have to attack.
If a unit, for whatever reason, cannot disengage or is not located in a dominant terrain, it will
have to attack. Two enemy units may NEVER occupy the same hex simultaneously.
4.2 Entering and exiting the map
4.2.1 - Entering: Both Allies and Germans are reinforced during the campaign. The Germans by
train from the eastern edge and Allied reinforcements enter through the western and northern
edges. To enter the map board, they must expend the movement factors required to enter the first
hex. If, upon entering, the first hex is adjacent to an enemy unit, the unit may engage.

4.2.2 - Exiting: With one exception (see note), no units may voluntarily leave the map. Allied
units that are forced to retreat by the north and west edges and for the Axis the East edge are not
considered destroyed, but cannot return to the board. Units that retreat by the other edges
ARE CONSIDERED DESTROYED.
NOTE:
+ If, when beginning a German reinforcement phase, the southern hex marked by an arrow may
not be entered for any reason, then the Axis reinforcements may enter in any hex along the south
edge of the map.
+ At the beginning turn 17, the Axis player rolls one die: with a result of 1 or 6, nothing happens;
rolling any other number, the Tiger tank battalion is immediately removed from the board and
does not return to the game.
4.2.3 - Parachute: The Germans have a paratroop battalion off the board. It is available to the
axis player throughout the game and can be used for jumping into any hex (except Mountain).
However, the Axis player is not required to use it, but if entered onto the map, it can only move
after contact with other Axis units, except in a retreat after combat.
NOTE:
+ There can be no parachute jump in turn 19 due to rain.
5.0 - COMBAT:
At the end of the Movement Phase, when enemy units are occupying adjacent hexes to a unit(s),
such unit(s) is (are) considered engaged, the last to move is considered the attacker.
5.1 Combat Resolution to resolve combat, employ the Combat Effects Table, using the
combat factor(s) of the units. The sequence is as described below:
5.1.1- Combat Ration:
1 - Add the ATTACK factors of the attacking units;
2 Add the DEFENSE factors of units being attacked;
3 - Divide the value obtained in Step 1 by the value obtained in Step 2, disregarding the any
fractions.
Example: 11 4 = 2.75 disregarding the 0.75, the combat ratio will be 2-1 (two to one).
NOTES:
+ The attacker may NOT check the defense factors of the units he will attack before declaring
the number of attack with which factors he will attack.
+ Once the defender declares the number factors will defend, there can NO longer be any
changes by either of the parties.
5.1.2 - Influence of Terrain: Certain terrain favors the defense, but none favors the attack. The
benefits of the terrain for the defense are given in the form of columns in the Terrain Effects table
on Movement and Combat. Upon determining combat ratio (V.5.1.1), terrain favorable to the
defense will shift a number of columns to the left on the combat table.
NOTE:
+ Armored units may NOT engage enemy units in mountain hexes.

5.1.3 - Siege: If a defending unit is engaged so as not to be able to retreat to a hex free of enemy
engagement zones, the defending unit is considered surrounded. This gives the attacker the
advantage a column shift to the right on the Terrain Effects table on Movement and Combat.
5.1.4 Unity of Command: Every time a regiment (or brigade) participates in combat (attacking
or defending) with all its elements, it "wins" a column shift (to the right when attacking and left
when defending). If all regiments (or brigades) of the same division are participating in the same
attack it receives one more column shift to the right for divisional unity of command. Artillery
regiments do not receive this bonus.
NOTES:
+ Exceptionally in this game, because of certain peculiarities of this particular battle, this rule
will vary with nationality:
British and Italian - follow the rule normally;
American - infantry units usually follow the rule, but armored unit do not. The American
organized their armored elements in Combat Commands (CC) - In this game, each CC consisted
to be a battalion of the 1st Armored Regiment, a battalion of the 13th Armored Regiment and a
battalion of the 6th Regiment of Armored Infantry. That is, for the purposes of this rule, the
American player may use this bonus, if a battalion of each of the regiments is utilized in the
same attack, (for divisional unity of command, follow the rules above);
German - Due to the obvious tactical and technical superiority of the Germans over the Allies
and their ability to organize heterogeneous but cohesive battle groups, whenever a German unit
(except artillery) is involved in combat, the Axis player already receives the bonus columns
(right when attacking and left when defending). Every time a German regiment with all its
elements, participates in a combat (attack or defense), it "wins" the bonus of two columns. To
obtain divisional unity of command (and thereby receive three bonus columns - in this case, only
when attacking), concentrate regiments which constitute a particular division (ignoring the
artillery regiment). To receive the bonus for divisional unity of command for the 10th Panzer,
the units must consist of the 7th Panzer Regiment and the 69th and 86th Panzergrenadier
Regiments; and for the 21st Panzer, the 5th Panzer and the 104th Panzergrenadier Regiments are
required;
French - They are not entitled to this bonus, due to their reorganization.
+ The Gaak (Assault Group Afrika Korps) also receives bonus a per unit divisional unity of
command, if the Battalions of the 8th Panzer Regiment and the 7th and 132nd Italian Motorcycle
Infantry Regiments are used in the same combat.
+ The 34th American Division, the 46th British Division and the 50th Italian Brigade are not
entitled to the divisional unity of command bonus.
5.1.5 Determination of Combat: On completion of the previous steps, with the column shifts (if
any) are included the results are determined by dice roll. The dice roll is to represent all the
imponderables of combat. Roll the two dice and the result is the sum of them (Example: 2 by one
and three in the other 5 gives as a result).
5.1.6 Combat Results:
DA - Defense annihilated. ALL the defending units are eliminated and removed from the board.

DE - Defense Eliminated. A defending is eliminated (at the discretion of the defending player)
and the others, if any, are forced to retreat UNDER ALL CIRCUMSTANCES.
DRB - Defense Retreats with Casualties. All defending units retreat one hex (subject to specific
rules) and one unit suffers casualties (at the discretion of defensive player).
DRI - Defense Retreats intact. All defending units retreat one hex (subject to specific rules).
DVB - Defense Wins with Casualties. All attacking units retreat one hex and one of the
defending units suffers casualties (at the discretion of the defending player).
DVI - Defense Wins intact. All the attackers retreat one hex.
AVI - Attacker Wins intact. All defending units retreat one hex (if the result is not DE) and the
attacker may or may not occupy the hex abandoned by defenders.
AVB - Attack Wins with Casualties. As above, but one of the attacking units suffers casualties (at
the discretion of the attacker).
ARI - Attacker Retreats intact. All attacking units retreat a hex.
ARB - Attacker Retreats with Casualties. All attacking units retreat one hex and one of them
suffers casualties (at the discretion of the attacker).
AE Attacker Eliminated. All attacking units retreat a hex and one of them is eliminated (at the
discretion of the attacker).
IMP - Impasse. All units, both defenders and attackers remain where they are.
5.2 - Advance after Combat when the attacker wins in combat, he may occupy the hex
abandoned by defender or move forward one hex more, depending on the type of the attacking
unit; armored units and motorized infantry can move two hexes (from the hex abandoned by the
defender) and non-motorized units (infantry) only one hex (artillery does not advance after
victory in battle). Armored units and motorized infantry advance two hexes only if the first hex
is open terrain (with or without road) and the second is open terrain or city without river between
them. The attacker does not necessarily have to move forward or move all hexes possible; it at
the attackers discretion.
5.3 - Retreat When, after combat, one or more units are forced to retreat, they cannot stop in a
hex occupied by enemy units or a hex in an enemy engagement zone. If this is not possible, it is
(are) eliminated.
5.3.1 - Retreat Chain: When a unit moves back to a hex occupied by four friendly units, the
player may retreat some of the surplus units to another hex (respecting the rule above) and with
only 4 units remaining in the original hex.
5.3.2 - Retreat through a River Hex: In this game, when an armored unit retreats by river, it
suffers casualties and, in the combat that led to the retreat it has already suffered casualties, then
it is eliminated. Other types of units do not suffer any effects.
5.3.3 - Retreat under Siege: When a unit(s) is (are) surrounded and is (are) required to retreat into
a hex within an enemy engagement zone: as you can never stop as an engaged unit in retreat, it is
(are) forced to retreat to another hex and in that 2nd movement will take casualties (all units). If
this new hex is again in an enemy engagement zone, then all retreating unit are eliminated.
NOTE:
+ Units forced to retreat to the swamp are considered destroyed.
6.0 AIR POWER:

The air factor points represent the relative influence of the respective air forces in ground
combat. In this game, both contenders have air power, following the table below:

6.1 - Employment of Air Power both players have air power markers on the board: the Axis
has a marker labeled X10 and both have another labeled X1. At the beginning of the turn, both
players place their respective markers the little on the numbers on the map representing their air
factors. When a player wishes to support combat with air power, he simply deducts the points he
uses on the map with the marker. Air factors can be utilized in the attack (friendly combat phase)
and defense (enemy combat phase). The air power marker is manipulated to always show how
many factors are left to the player.
In this game, a player may attack employing only air factors, using artillery table. You must use a
minimum of 3 points and a maximum of 5 per attack. You man not attack the same hex target
twice in same turn, even with two different types of attacks.
NOTES:
+ Air Power factors unused in one turn are NOT retained for the following turns.
+ Announcing the value of an attack, it should include air factors. Similarly for the defense.
7.0 - CASUALTIES:
These casualties are due to the loss of men and material, the stress of combat and the
disorganization (temporary or not) of units.
When a unit suffers casualties in combat, it is turned over to its reversed side. Reversed, the
units combat factor is halved (rounding up). If it suffers new casualties, it is eliminated.
Casualties do not affect movement.
In this game, neither side can recover casualties.
8.0 - ARTILLERY:
There are several types of artillery in this game: Common (field), mechanized, mountain,
antitank, anti-aircraft, assault and rocket launchers.
The common artillery units, mountain, anti-tank, anti-aircraft and rocket launchers move as
common infantry units, while the mechanized and the assault move as armored units.
Furthermore, Common, mechanized, mountain and rocket launchers artillery units have the
special feature of being able to attack enemy units without engaging them. The number in the
upper right corner indicates the number limit in hexes at which the artillery can attack enemy
units (this is interpreted as the range of the guns). If engaged, it suffers the effects of terrain and
combat. To support units under attack, the hex to be considered is the defenders hex.
In a bombardment (without involvement of other types of units), sum up the attack factors of the
artillery units engaged; sum up the defense factors and multiply together. The final value the

located on Artillery Table in the corresponding column (also considering the effects of terrain)
and throw the two dice. The results are on the table.
EXAMPLE: Two American artillery units 3-2-3 concentrate on bombing a hex containing two
German motorized units 04-05-12, one with casualties. The attack factor is 6 (2x3) and the
defense factor is 6 (4 + 2 = 2 4). Therefore, the attack will value 36 (6x6). In the table, that
corresponds to column 25-48. If the defenders are in a city hex, they "earn" a column to the left
and therefore the column used is (1-24).
You may concentrate an artillery unit in the same combat or bombardment, but an artillery unit
cannot be used in more than one match per phase.
NOTES:
+ Artillery units with casualties have a range of zero.
+ An artillery bombardment does not consider river as terrain modifier.
9.0 - WEATHER:
In turn 19, it rains in this game. In that turn, all terrain (excluding roads) are movement points
more to; neither side has air power and is not allowed to jump paratroopers. There is no influence
in combat.
10.0 MOUNTAIN UNITS:
Mountain units (infantry and artillery) have the advantage of spending 2 movement points when
transiting mountain hexes. All others spend 3 points except armored units (including mechanized
cavalry, tank destroyers and assault guns), which are forbidden to enter mountains.
11.0 - PREPARATION:
Early in the battle, Axis forces were divided into two commands: the 5th Panzer Army under von
Arnim, and the Italo-German Panzer Army under Rommel. The Allied line was established in
two mountain ranges, called Dorsal East and West. The only way to penetrate them was by
rounding the southern tip of the Dorsal in Gafsa, or breaking through the mountain passes. In
Eastern Dorsal, these passes were in Pichon, Fondouk, Faid and Maknassy; in the Western
Dorsal, in Maktar, Sbiba, Kasserine and Feriana. So Arnim would attack with the 10th Panzer
Division through the Faid Pass and the 21st Panzer Division through Maknassy Pass, destroying
American armored forces around Sid Bou Zid and headed for Sbeitla. Rommel, in turn, would
attack with a mixed group towards Gafsa and Feriana. Depending on the situation, the attackers
could move north or northwest. Defending the rest of the Axis line was the Italian 30th Army
Corps, with the "Superga" division and the 50th Brigade, both Italian.
Allied forces in Tunisia were part of the 18th Army Group commanded by Marshal Sir Harold
Alexander. Facing 5th Panzer Army was the 1st British Army (General Anderson), formed by
the British 5th Corps, the French 19th Corps ("Algiers" and "Constantine" Divisions, in addition
to the Moroccan Mountain Division in reserve) and the 2nd American Corps ((basically
composed by the 1st Armored Division and elements of the 1st Infantry Division (the "Big Red
One ") and the 34th Infantry Division)). Aware that they were not yet ready to take offensive
actions, the Allied commands were limited to reorganizing, accumulating resources and planning
the next offensive. British forces were the more reliable, as they were well trained and
commanded, but had arrived directly from England and had little combat experience. The French

were veteran troops, but were involved in a reorganization process and had virtually no modern
equipment. The Americans were completely green, but were getting new weapons (only one
battalion of medium tanks was still equipped with the M3 Lee, the rest already having received
the M4 Sherman). However, none of them was a match for the hardened and well-equipped
Germans.
This was the situation on February 14, 1943.
11.1 - Placement of Units both sides start the game with the initial placement of units marked
on the board or as listed below. The abbreviations used are as follows: DB - Armored Division;
DI - Infantry Division; DPZ - Panzer Division; BGDA - Brigade; ArtR - Artillery Regiment;
RAT - Antitank Regiment; RB - Armored Regiment; RCav - Cavalry Regiment; RCavMec Mechanized Cavalry Regiment; Reng - Engineering Regiment; RI - Infantry Regiment; RIMTz Motorized Infantry Regiment; RPzGr - Panzer Grenadier Regiment; Bart - Artillery Battalion;
BB - Armored Battalion; BIMTz - Motorized Infantry Battalion; Branger - Ranger Battalion;
BREC - Reconnaissance Battalion (Mechanized Cavalry ); BTD - Tank Destroyers Battalion.
11.1.1 - Placing Allied Units: some Allied units have their starting positions marked on the map
board in nationality color. However, some units begin play in cities or at the choice of the player,
always to the West of the green dotted line. They are:
Americans:
- 36 artR - Le Kef;
- 2 BI 133 and 1 BTD - In Pichon;
- 1 BB (3-2-12) of 1 RB, 1 BB (3.5.10) of the 13th RB, 1 BIMtz the 6th RIMtz and 1 Bart (1-28) - In El Aiouan or one of adjacent hexes;
- 1 BB (5.3.10) of 1 RB, 1 BB (4.3.10) of the 13th RB, 1 BIMtz the 6th RIMtz and 1 Bart (1-2-8)
- The hex marked "CCB" or one of the adjacent hexes;
- 1 BB (3-2-12) of the 13th RB and 1 BTD - In hex marked "CCA" or one of the adjacent hexes;
- 17th artR - Sbeitla;
- 1 BB (5.3.10) of 1 RB, 1 Bart (1-2-8) and 1 Bart (1-2-4) of the 34th DI - Sid Bou Zid;
- 1 BI 168 RI and 1 BIMtz the 6th RIMtz - Djebel Lessouda;
- 1 BI 168 RI - Djebel Ksaira;
- 1 BREC - El Guettar;
- 18 RI 1 Bart (1-2-4) and Bart 1 (2-2-3) both of DI 1st - In Sbiba or one of adjacent hexes;
- 19 Reng, 1 BI 26 RI and 178 artR - In Tebessa or one of the adjacent hexes;
- 1 BI 168 RI - Bir El Hafey;
French:
(V. Meanings of acronyms in the Annex)
- DMC - in the division bivouac area within a maximum four (4) hexes of the green dotted line;
- DMA - in the division bivouac area within a maximum four (4) hexes of the green dotted line;
- DMM - in the division bivouac area;
- 63 artR - Free, north of El Aiouan;
- 1 RCavMec - Gafsa;
- 1 RCavMec - Feriana;
- 1 RCavMec - Bir El Hafey.

11.1.2 - Axis Initial Placement: Some Axis units have their starting positions marked on the
board, in the color of their nationality. However, some units begin play in cities or at the choice
of the player, always on the eastern side of the green dotted line. They are:
- DI Superga and 50th Brigade - the bivouac of division;
- 10th DPZ and Tiger Battalion - In Faid or one of the adjacent hexes;
- WO 21st - In Maknassy or one of adjacent hexes;
- 1 artR Afrika - Free;
11.1.3 - Allied Reinforcements: The following units come on the board in the following turns, by
any edge of the hex indicated in brackets (West of the green dotted line):
Americans:
- Turn 16 - 135 RI, 1 Bart (1-2-4) and 1 Bart (2-2-3) of the 34th DI (North); 1 Branger (West);
- Turn 17 - 16th RI, 1 BI RI 39, 1 and 1 BTD Bart (1-2-4) of the 1st DI (North);
- Round 18-3 BART (1-2-4) and 1 Bart (2-2-3) of the 9th DI (North);
- Round 19-1 BTD (West);
British:
- Round 17-1 BI 139th BGDA, 1 artR (2-2-4) and 1 RAT (1-2-4) of the 46th DI (North);
- Round 18-2 BI 139th BGDA, 1 artR (2-2-8) and 1 RAT (1-2-4) (North);
- Turn 19 - 6th DB and 128th BGDA (North);
- Round 20-1 RB (5-5-8) (North);
French:
- RTS and turn 15 -15 2 RCav (West).
11.1.4 - German reinforcements: The following units come on the board in the following turns,
by the edge of the hex indicated in parentheses (East of the green dotted line):
- Turn 15 - Gaak (only the hex marked by arrow);
- Round 16-1 BART 71 artR (East); 1 BIMTz the 164th DI (only the hex marked with an arrow);
- Turn 17 - 47 RI (East);
- Turn 18 - RPzGr Afrika (only the hex marked by the arrow);
11.2 - Objectives
The objective of the Axis is to penetrate the allied rear and cause maximum destruction. The
Allied objective is to prevent this, seeking to apply maximum damage to the Axis. Therefore, at
the end of the game, both players have the following points for each of the goals below:
Tebessa - 20 points;
Le Kef - 20 points;
Thala - 10 points;
Sbiba - 10 points;
Sbeitla - 10 points;
Kasserine - 10 points;
Thlepte - 5 points;
Feriana - 5 points.

Pichon - 5 points;
Bou Chebka - 5 points.
After the game, both players eliminate 1/3 of their casualties (rounding down) by nationality.
11.2.1 - Allied Objectives: Besides the points mentioned above, the Allies receive the following
points:
destroyed German unit - 5 points;
destroyed Italian unit - 3 points;
11.2.2 - German Objectives: in addition to points for cities, the Germans receive the following
points:
destroyed British unit - 10 points;
destroyed American unit - 5 points;
destroyed French unit - 3 points;
The German loses 20 points if they use the paratrooper battalion in a jump.
Victory goes to the side that scores more points.
ANNEX:
MEANING OF ABBREVIATIONS OF FRENCH UNITS:
DMA - Division of Marche Algiers (Algiers march Division);
DMC - Division of Marche Constantine (Constantine march Division);
DMM - Division Marocaine de Montagne (Moroccan Mountain Division);
GTM - Groupe de Tabors Marocains (Group Tabors (native tribe) Moroccan);
RTA - Rgiment de Tirailleurs Algriens (Algerian Fusiliers Regiment);
RTM - Rgiment de Tirailleurs marocaines (Moroccan Regiment Fusiliers);
RTS - Rgiment de Tirailleurs Sngalais (Regiment of Fusiliers Senegalese);
RZ - Rgiment de Zouaves (Regiment French born in North Africa).

Translation copyright Kevin Keenan. All rights reserved.

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