S3 #61 - The Tunisian Wargame - Winter 1942-3

Game Settings

  • Allied Players(green) - 91 est
  • Axis Players(gold) - 84 est
  • Icons – d24 friendly, d12 range, d6 enemy plane
  • Winds – none
  • Clouds - clear or typical MA clouds
  • Radar10 miles with inflight arrow & grey indicators. Minimum alt is 150 ft.
  • Flak - all Flak is limited to 32,000ft in height.
  • Allied Airfields(green) - west of frontline
  • Axis Airfields(gold) - east of frontline
  • Fuel Multipler - set at 0.75 for all planes, no droptanks allowed.
  • Rebuild Time - 300 mins
  • Game Length – 180 mins
  • Lives – 1 life per frame
  • Game Scale - 1 squad = 1 historical unit and 1 frame = 1 week of operations.

Basic Rules

Initial Format - subject to change before the first frame.

Start Times - each frame uses the following schedule;

  • T+0 - both sides may launch.
  • T+160 - Dusk, last surface attacks completed all a/c must disengage ASAP. AI routines unloaded.
  • T+180 - Near dark, all squads must be in tower or on final.

A/C Restrictions - each squad must fly each a/c type indicated in the A/C table at least once. F/B squads may have those pilots dedicated to the fighter role fly the fighter rotation and the bomber pilots must rotate through the bomber a/c types.

Ord Restrictions - no droptanks may be carried by any aircraft.

Ditching - aircraft that land at non-airbases cannot fly from there but will be allowed to grab a truck and drive to the closest airfield to replane. Once replaned the pilot must RV with his squad either at its homebase or in the air.

Base Limits - squads are assigned to homebases based upon their capacity. Grass fields can base up to 2 steps, small fields up to 3 steps and large fields up to 4 steps. Larger squads may have to divide themselves up between more than one homebase. Unless closed squads must always return to their homebase to replane. If a homebase is closed a new field is found by the Frame CO that does not overstep the limits of that field type.

Frame 1 - to simulate the rush to take over the Tunisian positions players will have 2 lives in the first frame. One to fly and one to drive GVs. All deaths or exits resulting from GV use will be edited from the log. Players on both sides will only have the choice of truck and the various HTs to drive on the ground. All neutral fields will have no structures standing so the first side to unload troops on them will get the capture. Once captured that field will rebuild under that sides colour. It can be recaptured but all structures will have to be destroyed and regular capture rules are in effect. GVs may start at any field within their frontlines. NO TELEPORTING in GVs just like in aircraft. Rather than drive GVs up to 3 players per side may fly transport planes and drop paras to capture positions. Transport planes are only enabled at T+0 and T+90. Once three transport planes are lost that side cannot use anymore.

Divisions - each side has 6 divisions, 3 that begin play onboard and 3 that come on after Frame 2. Every division has a ZOC which extends into the surrounding 8 movement squares. Divisions have an combat value and a movement value both of which can be effected by air attacks. For every ground location closed along a divisions supply route back to a supply location that division has its movement factor reduced by one for that movement phase only. This includes locations in the divisions ground grid. For every 8 division vehicles destroyed the combat factor is reduced by 1 for the rest of the series. Expect only one set of vehicles for each division and all tanks will be unloaded at T+90 and T+160 to allow for damage kills. Divisions can also lose combat factors due to combat results on the CRT.

Supply - Allied supply is traced from F3, F1 and F11. Axis supply is traced from F95, F96, F7 and F28. A supply route to a division can be traced along any transport line free of enemy ZOC. Divisions that cannot trace a route back to supply have their MPs reduced by 2 and a unsupplied modifier to all combat of 2 until they are resupplied.

Movement - each ground grid is one movement point if there are transport routes entering it from the moving units location. If no direct transport route then the cost is two movement points. Enemy ZOC and/or locations in a movement grid adds +1 MP to enter. This is only ever +1 MP regardless of the number of ZOCs or enemy locations in that grid. Movement is determined by the grid side or point. Transport routes do not have to connect in a movement grid they just have to pass through a grid side or point to take advantage of them. Only one division per movement grid is allowed during play but divisions may pass through each other during movement or retreat. A division can retreat through a friendly division but cannot end up in the same grid.

Game Sequence - each frame follows a basic sequence of play that is fairly simple;

  1. Frame is played with locations on map determining missions.
  2. After the frame is played all damage and MP reduction to ground units is added up.
  3. Ground units are moved by SIDE A. Some, all or none may be moved by that side. MPs for each division are determined before movement. Allies moving all theirs first then Axis moving their units. EXCEPTION - Axis may declare Rommel in the house once during the game allowing them to move first for that frame.
  4. Combat occurs at the end of the SIDE A's movement. All combat factors are added up at that point based upon the positions at that time. Only the moving side may initiate combat and each division may only attack once per turn.
  5. SIDE B may move some, all or none of their divisions.
  6. SIDE B may conduct combat.
  7. Next Frame is played and the sequence continues.

CRT - combat results table is based upon relative strength of the moving sides(Attacker) CPs versus the non-moving sides(Defender) CPs. Fractions are rounded down when determining odds. Results are retreat by a number of movement grids and/or perminant loss of CPs. Divisions can only be ever be reduced to 1 CP. Retreats may be in any direction but cannot enter the same grid twice. If a retreating division cannot move the required amount of movement grids the victor may move a division the remaining amount.

Some modifiers to the 2d6 roll may occur.

  1. Entrenched Defense -2 for Defender; Defending division did not attack in the previous frame and will not attack this frame.
  2. Defending - 1 for Defender; Defending division did not or will not attack this frame.
  3. Unsupplied Attacker - 2 for Defender; Attacking division is unsupplied
  4. Attacker MPs reduced - 1; MP reduction is through supply location attack not ZOC.
  5. Unsupplied Defender + 2 for Attacker; Defending division is unsupplied
  6. Defending MPs reduced + 1 for Attacker; MP reduction due to supply location attack only.
  7. Rommel Move +1 for Attacker(Axis only); for Frame declared only.

Scoring - each side scores points for a/c shotdown and pilots KIA. The experten for both sides are worth more than those new to the game as recorded on the S6. Further points are awarded for locations closed, GVs destroyed and ground combats won.

Hidden Rules - each side will have some basic deployment rules and clarifications to the above rules.

Victory Conditions - Victory conditions are cumulative and a winner is declared only after all the frames have been run. The total mission points for both sides are compared after 5 frames.

  • 0-10 point difference is a draw
  • 11-30 point difference is a minor victory for the side with the greatest number.
  • 31+ is a major victory for the side with the greatest number.

S3 Clarifications - the S3 staff reserves the right to make a ruling on questions or game situations not answered completely or missed by the rules. For further clarification please post on the S3 forum or email Jabo.

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