A PDF of the rules is available through the Help menu. Please note that it may take a little while for your PDF viewer to launch.
In this initial phase, users may choose which optional rules to use. These do not affect the operations of the module but serves as record of the choices.
I you play by email, then one of you should select the optional rules, save the game before moving to the first real phase, and send it off to the other side for validation. Only then should you progress to the next phase.
Axis and Allied units starting in El Aghelia and Alexandria, respectively, are placed in the centre hex of those bases. The factions should take care to distribute the units over hexes in the bases.
When the game is progressed to the first phase (Allied movement if enabled), then game pieces that are not in used are removed and the optional rules are locked.
Use the Turn tracker interface in the menubar. A number of automatic actions are implemented in this module, which heavily depend on the use of that interface.
You can go to the next phase by pressing the + button, or
by pressing Alt-T
. This is the only possible
way of moving the turn marker.
Note: Some phase changes may take a second or so to complete. This is because some calculations are going on in the background. Please be patient.
Note: The die-roll pop-up windows may steal focus from the
main window, which means that key-board short-cuts, such as
Alt-T
are not registered. Simply click the main
window to bring that back into focus, and keyboard short cuts will
be registered again.
The module does not determine if units are Out-of-Supply
(OOS). It is up to the users to mark units as OOS. Select a unit
(or units) and press the OOS button () or
Ctrl-O
. If a unit has come back into supply, select
that unit and press Ctrl-Shift-O
.
Units that are OOS are flipped to their back-side and has a transparent OOS overlay.
Opponent units should be inspected for OOS no later than the start of the movement, before any friendly units have been moved.
If the option Automatic C2 rolls is enabled, then the module automatically determines if Allied units are out-of Command and Control (C2). Which units that are deemed out-of C2 is reported in the chat window.
The module by default uses the Avalon Hill
() variant of this rule, in that a die
is thrown for each Allied occupied hex, and there is a 1
in 6 chance of units in that hex are out of C2.
The SPI variant () calls for
a single die roll applied to all Allied occupied
hexes, and then whether units are out of C2 depends
on a look-up in a table. The SPI behaviour can be enabled via
the optional rule One common die roll for C2
resolutions in the scenario options (
Alt-O
, see
also Optional rules)
The module does not enforce any of the rules with regards to movement.
Enemy supply installations can be captured by moving a friendly unit on top of the supply installation (if there are no enemy regular units in the hex).
A regular friendly unit moves to the hex occupied by the enemy
supply installation, and then rolls a die. On a roll of
, or
the supply
is Captured. On other rolls (3, 4, 5 or 6), the supply
installation is not captured. In all cases, the enemy
supply installation shall return to its OOB. In case of
a Capture, then a friendly supply installation is placed
in the hex.
On the first turn, Axis regular units captured Allied supply
installations on a roll of
,
,
, or
. This is enforced by
the module.
If the option Resolve battle results automatically is enabled in the games preferences, then faction attempting the supply installation capture can select Capture or Eliminate from the supply units context menu. The module will automatically determine if the supply installation is captured, and if so, replace it with a friendly supply installation if available. The enemy supply installation is moved back to its OOB.
If the option Resolve battle results automatically is not enabled, then the faction must roll the die themselves, and select either Capture or Eliminate from the context menu of the supply installation. In the former case, the module will still automatically replace the enemy supply installation with a friendly, and move the enemy installation to its OOB.
Supply installation
(
)
cannot be moved. To move a supply installation,
it must be transported by a lorry
(
) or,
for Allied supply installations, by train
(
).
Move the lorry or locomotive unit to the supply, and
select Load supply from its context menu
(or Ctrl-L
) to pick up the supply. Then move the
lorry or locomotive to its destination (taking care to only
use roads or tracks for lorries and railway for locomotive), and
then select Unload supply from the lorry or locomotive
context menu (or Ctrl-U
), to unload the supply at the
destination hex.
(For the American users lorry="truck")
New lorry units (up to a total maximum of 3) can be created by
moving regular units, worth of at least 10 CF, on to a
continuous piece of road or track, possibly stacked, and
then dismount these units (Dismount from context
menu, , or
via
Ctrl-G
). A new lorry unit can then be placed
on either side of the units, in the
following Reinforcements phase, in a road or track hex.
The dismounted units cannot move nor attack, and are
considered out-of-supply (even if on top of a supply
installation).
To remount, move the lorry unit adjacent to the dismounted
regular units, and then mount (Mount in the context menu,
or Ctrl-Shift-G
) the units, and move the lorry back
to the OOB.
The module does not enforce these rules
.The Allied locomotive unit cannot be eliminated, nor can it be used to mount regular units. The Eqyptian railway unit may move infinitely many times and hexes during a turn and may transport any number of supply installations.
The combat phases consists of two sub-phases: Combat supply and Combat Resolution
In this phase, each attacking unit must determine its combat supply status. This is not determined by the module. The attacking faction must set it for each attacking unit.
The combat supply status can be chosen from the Combat supply sub-menu of the context menu of each unit, or via short cuts.
Ctrl-2
Ctrl-1
The movement cost is determined by the attacking units movement cost. That is, an attacking unit in Rough terrain is only in Attack Supply if it is in the same hex as a supply installation.
An attacking unit in Attack Supply may be put
into Maximum supply if the supporting supply installation
is sacrificed. That is, at the end of the combat phase, supply
installations that has been marked via the Sacrifice
command (Ctrl-S
) to provided Maximum supply
are removed from the board (this happens automatically). Select
with Ctrl-3
Attacking units that are in Maximum Supply have their combat factor doubled. Spending additional supply installations does not further double the units CF.
A supply installation may support multiple combats and multiple units with Maximum Supply in a given phase.
Note that supply installations cannot provide Maximum Supply for an Overrun attack.
Battles must be declared in a factions combat supply phase, except Overrun attacks (or automatic victory attacks, AV for short) which must be declared in the factions movement phase.
During the first turn, the Allied faction may not attack during its turn (but may counter-attack an Axis attack). This is enforced by the module.
The module can automatically calculate odds and resolve combats
via the use of battle markers. To place a battle marker,
select the attacking and defending units and press the
battle marker button () or
Ctrl-X
. This will place markers on the invovled
units that identifiy the battle uniquely.
If a battle is declared in a factions movement phase, and it does not full the minimum CF loss to be an AV, then the module will automatically invalidate that attack (no odds marker). That is, only AVs can be declared in the factions movement phase.
Conversely, if an attack is declared in the factions combat supply phase, even if it does live up to the AV requirements, it will automatically be made in to a regular attack by the module.
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Select attackers and defenders | Press Ctrl-X to calculate odds |
If the user preference Calculate Odds on battle
declaration is enabled (default), then the module will
also calculate the odds (inluding bonuses and penalties for
terrain), and place an odds marker (e.g.,
) on one of
the involved units.
The rules says allow one to attack multiple hexes in a single combat. The module takes that into account, as are the various defensive bonuses of from terrain and other features.
If the user preference Resolve battle results
automatically is enabled (default), then in the factions
Combat phase, you can right click the odds marker and
select Resolve (or Ctrl-Y
or
button) to resolve the combat. The module will do the
appropriate calculations and roll the die needed, and a replace
the odds marker with a result marker (e.g.
).
Note that the dice windows may still the mouse focus. In that case, simply click the main window (or any element in it), to put focus back there.
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Press Ctrl-Y for results |
Implement results |
The module will not apply the result to the invovled units. This must be done, according to the rules by the factions themselves.
Remember, the result is the number of CFs that the defender must loose. A unit must be fully eliminated, and the number of CFs are equal to their current face-up CF value. If this is not possible, then the attack had no effect.
For example, a defender suffers a "3" result and must loose 3 CF. If all the defender had was a single 4 unit (or multiple such 4 or stronger units), then the attack has no effect because the defender cannot loose fractions of a units face-up CFs.
In the same example, if the defender had a CF=6 unit which is currently out of supply (i.e., an effective CF=3 in defence), than the result is still without effect because it is the current face-up value that counts.
On the other hand, if the defender had 3 CF=1, one CF=2 and one CF=1 unit, or one CF=3, then these are eliminated. Any remaining units suffer no losses.
Also remember that if all defending units are eliminated, then the attacking units may advance into the vacated hex (possibly capturing supplies) observing stacking limitations of course.
Select the result marker and from its context menu select
Counter-attack (or Ctrl-Shift-X
) to calculate
the odds for the defenders counter attack. Note, defenders that
were eliminated in the initial attack must have been
eliminated by the controlling faction, before issuing this
command.
The module will automatically calculate the combat odds from the
units involved in the combat, and place an odds marker. Select
that odds marker and select Resolve
(or Ctrl-Y
) to resolve the counter-attack.
All rules governing counter attacks (CF factors, no terrain, etc.) are automatically applied.
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Select result marker and select Counter-attack from context menu |
Ctrl-Y to resolve the counter-attack |
Again, it is up to the factions to apply the results of the combat. Note that counter attacks are always possible, even in an overrun or if all defending units are eliminated. In these two latter cases the combat odds is 0.
To clear a battle declaration, select one of the involved units
or battle markers, and select Clear (or press
Ctrl-C
) from the context menu. All battles can be
cleared by the button in the
menubar.
Note that battle markers should not be cleared until after resolving the counter attack.
.A faction may eliminate a supply installation at will
during the factions turn. This is done by
selecting Eliminate option from the context menu,
pressing the
button, or
pressing
Ctrl-E
The Allied faction may not voluntarily eliminate supply installations on the first turn. This is enforced by the module.
Reinforcements units are moved on to the map automatically if the option Automatic reinforcements is enabled. This can be disabled in the game preferences.
Allied units are always placed in Alexandria (1351) and Axis units in El Agheila (0702), irrespective of whether that would break stacking limitations or if these bases are controlled by the opponent. The users should take care to move the units as appropriate.
Replacement points (RPs) are automatically allocated to each faction. These replacement points can be used to bring in units in the factions Cadre, or, for the Allied faction, to reinforce existing units.
To bring in a replacement from a factions cadre, select that unit
in the cadre box and select Replace from the units context
menu (or Ctrl-I
). Replacement points
are automatically spent.
The Allied faction may reinforce existing units. The
unit must be in Alexandria (1351), and one RP per increase
in the units CF must be spent. To reinforce a unit in Alexandria,
select that unit and select Reinforce from its context menu
(or Ctrl-A
). This will automatically spend RPs as
needed.
Both factions have a number of optional reinforcements and shown
on the Order-of-Battle (OOB - Alt-B
). A faction may
opt to employ one or more of these optional reinforcements.
To employ an optional reinforcement, click its icon
() and
select Enable. The corresponding reinforcement units will
automatically be moved on to the board (on this or a later
turn).
The module ensures that reinforcement options cannot be employed before specific game turns.
Some reinforcement options are mutually exclusive. This is handled automatically by the module. When a faction selects a reinforcement option, then other mutually exclusive options are disabled.
The Axis optional invasion of Malta will effect which options are available to the Axis faction. Again, the module automatically enforces this restrictions.
Eliminated regular units are placed in the factions Cadre box, and can later be replaced by spending the appropriate amount of RPs.
Eliminated supply installations, either because it of enemy
capture or elimination, or voluntarily sacrifice, are placed in
their slot on the Order-of-Battle (OOB - see
with Alt-B
), and can be brought in later on.
Eliminated lorries are also placed on the OOB but in the turn track. The will automatically be replaced two turns later.
The module can calculate the current number of in-supply factors
each faction has on the map. Press the
button or
Alt-V
to see
the current status.
There are control markers in El Agheila (0702), Tobruk (1925), and Alexandria (1351). Use these to record who controls these cities. The module will keep track of how many consecutive player-turns (half game turns) a faction controls each of these objectives, and report that when the victory point button is pressed.
If factions chooses to employ optional reinforcements, then those are recorded and the appropriate penalty applied to the factions total combat factors.
The module does not deduce victory, but provides the users with enough information that it should be easily determined
The current status will be shown in a table in the chat. This includes the number of in-supply CFs, current CF penalty from optional reinforcements, and the derived VPs for each faction. It also calculates the ratio of the Allied VPs to the Axis VPs. For each of the three cities, El Agheila, Tobruk, and Alexandria, the table lists the current faction in control, and how many consecutive player turns the faction has control that city.
On game turn 15, in the Axis supply phase, the Axis
faction may decide to try to invade Malta (off-board). To do so,
the Axis faction must press the Malta invasion button
(),
Alt-J
, or
select Attempt invasion of Malta from the Malta marker
on the Axis OOB.
The module will automatically determine if there are any Allied
in-supply units in Libya, and if so set a harder success criteria
(die roll of
, or
, as opposed to
,
,
,
). The module then rolls
a die and reports the outcome.
Whether the Axis faction attempts an invasion of Malta, and if so, whether it succeeds or not, affects the available optional reinforcement options. This is automatically handled by the module. Also, of the invasion fails then to supply installations are received by the Axis faction in turns 15 and 16 - again, automatically handled by the module.
There are three optional rules in the game One common die roll for C2 resolutions, Reaction movement, and Italian infantry reliability.
This option enabled the SPI method of
resolving C2, as
outlined above. The default is to use the AHGC
method.
For comparison, here is the look-up table used. The two right columns gives the last digit of the hex coordinate for those hexes that are effected. That is, with the AHGC rules, a roll of 3 means that hexes that end in 3 or 9 are out of C2.
Die | Hexes affected | |
---|---|---|
roll | ![]() |
![]() |
1 | 1,7,3 | 1,7 |
2 | 2,8,4 | 2,8 |
3 | 3,9,5 | 3,9 |
4 | 4,0,6 | 4,0 |
5 | 5,1,7 | 5 |
6 | 6,2,0 | 6 |
Note, in the SPI columns, the numbers 0, 1, ..., 7 appear twice, meaning that the probability for each of these numbers is 1/3. The numbers 8 and 9 only appear once, which means they have a probability of 1/6. Thus, in the SPI case, certain hexes - those ending in 8 and 9 - are less likely to be out of C2.
In the AHGC column all numbers from 0, 1, ..., 9 have an equal probability of 1/6. However, with the AHGC rule, each hex is evaluated independently of other hexes. Thus, it is not straight forward to determine how the probabilities stack up.
Consider the case where there are 10 allied units in hexes such that each of the last digits 0, 1, ..., 9 are represented once. In the AHGC case, the probability of k hexes being out of C2 is given by a Binomial distribution (k success in n=10 tries with probability p=1/6). The probability of n success are (with 10 tries)
k | P(k) |
---|---|
0 | 16.15% |
1 | 32.30% |
2 | 29.07% |
3 | 15.50% |
4 | 5.43% |
5 | 1.30% |
6 | 0.22% |
7 | 0.02% |
8 | 0.00% |
9 | 0.00% |
10 | 0.00% |
The probabilities actually doesn't depend on the exact placement of the units, since each trial is independent of the others. The mean of the distribution above, for 10 trials, is 5/3, or a little more than one and a half.
With the SPI rule, and with the posed configuration of units, we know that exactly three hexes will be put of C2, since for any die roll, three of the hexes will be given.
Again, with the SPI rule, if the 10 hexes only end in 0, 1, 2, 3, or 4, so that each "last-digit" is twice in the list, then the mean number of hexes affected is 3/2.
So clearly, the two approaches are not similar, and the SPI rule seems to give more hexes that are out of C2, especially for a large number of hexes. The SPI rule also seems to promote some "strategic" placement of Allied units, given preference to hexes ending in 8 or 9, so as to avoid C2 problems.
Some of ascribe profundity to this asymmetry, claiming that hexes ending in 8 or 9 have historical significance as defensive lines for the Allied. These would be
These hex-rows match up poorly with major historical points of the campaign. For example, the Battles of El Alamain were more concentrated the west of El Alamain.
It seems more likely that the original designers wanted a simple, one-die-roll, rule and therefore came up with a somewhat clumsy table. AHGC then decided for a more even distribution but requiring more dice rolls. Thankfully, with VASSAL, the number of dice-rolls is not a big factor.
In any case, players are free to choose which method they prefer the most.
The module does not implement any specific functionality for
this rule. The users must roll the die themselves and check if
the reaction movement succeeds. If it does, move the piece to
the defending stack, then cancel the combat and re-select
defenders and attackers anew, and press Ctrl-X
to
recalculate the CF differential.
The module keeps tabs on how many Italian infantry CFs (ICF) have
been lost so far. When 20 or more ICFs have been lost, then
the Surrender (or Ctrl-S
) context menu
command becomes available on Italian infantry units (provided
other requirements are fulfilled, of course).
Selecting this command will automatically roll a dice, and if the outcome is 1, 2, or 3, then the Italian infantry unit is eliminated and moved to the Cadre. If the result is 4, 5, or 6, then noting happens. Note, surrendered units count toward the total ICF lost so far.
TBD: Command to check current value of ICF
By loading the tutorial log-file, you can play back a few turns of the game, with some commentary in the chat window. The commentary address how to use the module, and not necessarily any game considerations.
The tutorial is loosely based on the article "With Rommel (and Monty) in the Dessert - A Study of Axis and Allied Play in PAA" The General Vol.25, #6, p27.
The tutorial is not meant to show optimal play, but rather how the mechanics of the game and module works.
Correction: In the tutorial, when doing the overrun example, the odds comes out as >9, but it should have come out as AV (Automatic Victory), and likewise, when resolving the battle comes out as 10 but should have been E (Eliminated). This was due to a small bug in the module, which have since been fixed. When I get around to it, I will update the tutorial. My apologies for the confusion.
Note: As with the phase change, some steps through the tutorial may take a second or so to complete. This is because some calculations are being done in the background. Please be patient.
Note: If the tutorial seems stuck, try pressing
the Page-Down
key again. Sometimes, hidden actions
may cause the log-file play-back to halt, with no discernible
effect. Give it a second or so before
pressing Page-Down
.
This VASSAL module was created from LATEX sources of a Print'n'Play version of the Panzerarmee Afrika game. That (a PDF) can be found at
https://gitlab.com/wargames_tex/paa_tex
where this module, and the sources, can also be found. The PDF can also be found as the rules of this game, available in the Help menu.
The original game was release by the Simulation Publications Inc. (SPI) in 1973, and later, in 1982, released by Avalon Hill Game Company (AHGC).
This work is 🄯 2023 Christian Holm Christensen, and licensed under the Creative Commons Attribution-ShareAlike 4.0 International License. To view a copy of this license, visit
http://creativecommons.org/licenses/by-sa/4.0
or send a letter to
Creative Commons |
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Mountain View |
CA 94042 |
USA |