Rommel In the Desert - Unofficial Errata

Last updated January 19, 2000, by Richard Wein <> Latest changes marked in red.

I decided to write my own set of errata, as the official set leaves some important questions unanswered. This set is based partly on the official errata, partly on some answers I received directly from Craig Besinque (the game's designer) and partly on my own interpretations. I've even made a few deliberate changes (very minor ones), where the rules seemed unnecessarily complicated or problematical these are indicated by italic comments.

You can find a Glossary of Terms at the end of the errata.

1.3 SUPPLY CARDS (clarification)

A player is always obliged to reveal the total number of supply cards in his hand.

1.4 SEQUENCE OF PLAY (clarification)

The rule book uses the confusing term "Battle Turn" to mean the portion of the turn in which combat resolution occurs. This term is now replaced by the term "Combat Phase". Everywhere that you see "Battle Turn" in the rule book, read it as "Combat Phase".

The Turn Sequence and Turn Option charts on the back of the rule book give an erroneous impression of the sequence of play. The correct Turn Sequence is as follows.

  1. Disruption Recovery
    Phasing player's disrupted units become undisrupted, if supplied
  2. Select Turn Option
    Phasing player commits supply cards
  3. Movement Phase
    1. Phasing player may make one move (two in Offensive Turns). If any units retreat from a battle hex, interrupt movement to conduct the following:
      1. Non-phasing player decides whether to engage rearguards of partial retreats
      2. Engaged rearguards fire
      3. Non-phasing player fires at engaged rearguards
      4. Pursuit fire
    2. Forced marches
  4. Combat Phase (not in Pass Turns)
    1. Non-phasing player decides whether to refuse battle
    2. If any battles are refused...
      1. Withdrawal
      2. Pursuit fire
    3. Phasing player decides in which old battles to initiate combat
    4. If any combat occurs...
      1. Non-phasing player fires
      2. Phasing player fires
  5. Blitz Movement Phase (Blitz Turns only)
    Repeat 3 above
  6. Blitz Combat Phase (Blitz Turns only)
    Repeat 4 above
  7. Disruption
    Phasing player's units become disrupted if they were unsupplied at start of turn and are still unsupplied

Note that Offensive and Assault Turns each have only one Movement Phase and one Combat Phase.

2.3 TERRAIN EFFECTS (clarification)

Terrain applies to hexsides, not hexes.

Escarpments. The following 2 hexsides are not escarpments: Beda Fomm/Antelat and Gadd el Ahmar SE2/SE3.

Salt marshes. Partial salt marsh hexsides of the Qattara Depression are treated as clear. There are only 2 other salt marsh hexsides on the map: the Sebkha es Segira (which has a pass) and the Sebket el Jeneiein.

Mountains. ALL hex-sides of the following hexes are mountainous: El Garib, Cirene, El Gubba, Marawa, Wadi Cuff, Wadi Cuff E1, Charruba. There are only 3 other mountain hexsides on the map: Barce/Er Rejima, Er Rejima/Msus and Mechili W1/Mechili.

2.5 ROAD BONUSES (clarification)

Trails and tracks in the same hex which don't connect are functionally separated. A unit moving into a hex along one trail or track and out along an unconnected one in the same turn does not receive the movement bonus. (A unit moving Acroma - Bir Harmat - El Gubi would receive the trail movement bonus.) A supply line may not jump from one trail or track to an unconnected one in the same hex, unless the hex is occupied by a friendly unit.

2.6 ROMMEL BONUS (clarification)

The Rommel Bonus applies to all units involved in a single move. It can be used once in each Axis turn, in the regular Movement Phase or the Blitz Movement Phase, but not both. It may not be applied any time other than in an Axis Movement Phase.


(omission) Units may attempt a forced march to the destination hex of a regroup move, but if unsuccessful they are disrupted at their original location. (In a regroup move, units which cannot reach the destination hex cannot move at all.) Units failing a forced march when making a retreat lose one step in addition to being disrupted.

(clarification) You may not attempt to force march units into a hex in excess of the hexside limits, in anticipation that some units will fail to arrive.

2.8 MOVEMENT INTO BATTLES (correction)

The hexside limits on units entering an enemy hex or battle hex apply to each Movement Phase (not to each turn, as stated in the rules). During the second Movement Phase of a Blitz Turn the limits re-apply, so that additional units may cross such hexsides.

3.2 BATTLE DEPLOYMENT (clarification)

Once units are revealed, they remain face-up until the battle ends or they retreat. If additional units enter the battle hex later, they are immediately revealed.

3.4 BATTLE FIRES (clarification)

If a firing unit has a choice of target type (armor, infantry, anti-tank or artillery), the firing player must announce his choice before the unit fires.

The non-firing player does not allocate hits to individual units until all the enemy units in the current battle have fired. But, if sufficient hits are inflicted on a unit type to eliminate all units of that type, then those units are removed from play immediately. This may affect the target types available to subsequent firing units. Otherwise, the players simply make a note of how many hits have been inflicted on each target type.

Once all enemy units in the current battle have fired, the non-firing player allocates the hits to individual units of the appropriate types. Within each unit type, he may allocate the hits as he sees fit, except that a hit may only be wasted (by allocating an odd number of hits to a double-step unit) if there is no alternative. Examples:
(a) The Axis player has a 4CV German infantry unit (double-step), a 1CV Italian infantry unit (single-step) and a 4CV Italian armor unit (single-step) in a battle. If the Allied player scores a total of 1 hit against infantry, the Italian infantry must be eliminated. The Axis player may not allocate the hit to the double-step German unit, as that would have no effect. Nor may he allocate it to the Italian armor unit, as the hit was scored against infantry.
(b) In the same situation, if the Allied player scores a total of 2 hits against infantry, the German infantry must be reduced one step (to 2CV). The Axis player may not choose to have the Italian infantry eliminated, because that would mean allocating the second hit to the double-step German unit, where it would be wasted.
(c) Now suppose that the Italian infantry unit was not present. Then, if the Allied player scores a total of 1 hit against infantry, it will have no effect, since the only unit which can take the hit is a double-step unit.

Odd hits on double-step units are never carried over beyond the end of a phase.

4.3 THE ASSAULT TURN (correction)

In any battle where the phasing player chooses to assault, all units of both players fire at double CV. There are not two consecutive rounds of fire, as implied by the rule book. (This change from the official rules is based on a recommendation by Craig Besinque.) Defending units in a fortress hex (which fire at double CV anyway) fire at quadruple CV during an assault.

4.5 THE WITHDRAWAL (clarification)

There is no such thing as a "Withdrawal Turn". A player choosing a Pass Turn may make one withdrawal.

A withdrawal can occur in any of the following circumstances:

  1. The phasing player may make one voluntary withdrawal during a Pass Turn. This is the only situation in which a withdrawal may be made voluntarily.
  2. The non-phasing player MUST make a withdrawal each time he refuses battle (unless all his units are eliminated by pursuit fire).
  3. Either player MUST make a withdrawal each time his units are routed (unless all his units are eliminated by rout attrition and pursuit fire).

A withdrawal is the only type of move which does not require the expenditure of a supply card.

A withdrawal is a single group move or regroup move in which all participating units satisfy the following conditions:

  1. Each unit must be able to trace a valid supply line at the moment the withdrawal begins. A unit cannot withdraw if it can only trace a supply line to a fortress and is in excess of that fortress's port capacity.
  2. At the start of the withdrawal, check the supply lines of all friendly units to determine the extent of the friendly supply network. Withdrawing units may only enter hexes of the supply network.
  3. Each unit's movement must shorten its supply line by at least one hex, and no portion of its movement may lengthen its supply line. For the purpose of this condition, supply lines must be traced by the shortest possible route, counted in hexes. (NOTE: If Tobruk is still occupied by the Allies, Axis forces east of Bardia cannot withdraw along the road through Bardia, as moving from Ft Capuzzo to Bardia would lengthen their supply line.)
  4. Withdrawing units may not enter a hex containing undisrupted enemy units. They may rout disrupted enemy units, unless the withdrawal is also a retreat.

5.0 RETREATS (clarification)

Note that a retreat is quite different from a withdrawal (though a move may be both a retreat and a withdrawal). Any movement by the non-phasing player (through routing or refusing battle) is, of necessity, both a retreat and a withdrawal.

5.1 REFUSING BATTLE (clarification)

Since partial retreats are not allowed when refusing battle, and unsupplied units cannot withdraw, a mixed group of supplied and unsupplied units may not refuse battle. (This can arise when the group is tracing its supply line to a fortress which has insufficient port capacity to supply all the units.) Similarly, a mixed group of disrupted and undisrupted units may not refuse battle.


(change) Partial retreats no longer force the phasing player to engage in combat. Instead, the non-phasing player is given the option to initiate combat during his opponent's Movement Phase. If he does so, the phasing player fires first in that combat, and, if he's the defender, receives the benefit of any fortress or minefield in the hex. The combat is resolved after the phasing player has announced which units are retreating, but before those units leave the hex. (This is a slight change from the official errata, which say that resolution of the combat is delayed until the Combat Phase. However, I think my version is simpler it avoids retroactive application of combat results.)

(clarification) If the rearguard is composed solely of disrupted units (or if all undisrupted units in the rearguard are eliminated in combat, leaving only disrupted units), then the rearguard is immediately routed, and the non-phasing player may conduct pursuit fire with any units that have not yet fired. The routed units and the original retreating units are treated as a single group for the purposes of resolving pursuit fire and withdrawal.

(clarification) If any units of the rearguard survive into the Combat Phase, the phasing player may still initiate combat with these units in the normal way.

6.0 DISRUPTION (clarification)

Disrupted units should be placed face-down on the mapboard (tip back toward the owning player to preserve current CV). Disrupted units are routed immediately if they are ever in a hex with enemy units, unless undisrupted friendly units are also in the hex. In such cases, the disrupted units take no part in the battle (remaining face-down), and cannot recover while enemy units remain in the hex.

6.2 ROUTS (clarification)

Whenever a rout occurs, the effects (rout attrition, pursuit fire and withdrawal) are resolved immediately, interrupting whatever else may have been happening. When units are routed in a Combat Phase (due to the elimination of all friendly undisrupted units in the same battle hex), only enemy units which have not yet fired in that phase may conduct pursuit fire.

If units become disrupted due to lack of supply when alone in a battle hex (with no undisrupted friendly units), they are immediately eliminated, since unsupplied units cannot withdraw.

6.3 OVERRUNS (clarification)

When the phasing player moves a unit into a hex occupied only by disrupted enemy units, a rout occurs. The phasing player may choose to delay resolution of the rout while he moves additional units into the hex, so as to increase his pursuit fire. After resolving the rout, the phasing units may all resume their movement. Since they may have started their movement in different hexes, the players must remember how far each unit moved prior to the overrun. In the case of an Offensive Turn, units from two groups may participate in the same overrun.

7.0 SUPPLY LINES (clarification)

Supply lines are checked at the following times only:

  1. At the start of your turn, check the supply status of all your units. Any disrupted units which are supplied revert to their normal, undisrupted state. Make a note of any units which are unsupplied.
  2. At the end of your turn, check the supply status of any of your units which started the turn unsupplied. Any such units which are still unsupplied become disrupted. If they were already disrupted, there is no additional effect. Note that temporarily re-establishing a supply line to a unit during the turn will not save that unit from disruption, if it starts and ends its turn unsupplied.
  3. When making a withdrawal, check your supply lines before and during each withdrawal.
  4. In the Supply Check step of buildup, both players check the supply status of all their units. Any units which are unsupplied at this time are eliminated. Supply networks are then determined for both players, and these supply networks remain unchanged throughout the remainder of the buildup.

Your supply network consists of every hex which your units are currently tracing a supply line into, out of or through. If a unit has several possible valid supply lines, then all of those contribute to the supply network. However, a supply line cannot be traced so that it loops back on itself. A hex may be in the supply networks of both players simultaneously.

When tracing a supply line along the coast road, it may leave the road to bypass an enemy unit. A friendly unit is required in the hex where the supply line leaves the road, but not in the hex where it rejoins the road. Remember: supply lines are traced from a unit to a supply source. Examples:
(a) An Allied recon unit penetrates behind the Axis lines and cuts the coast road at Gazala, isolating all Axis forces to the east. During his next turn, the Axis player moves units to Mechili and Bir Harmat. Axis forces in the east can now trace a supply line along the road to Bir Harmat, then along the track to Mechili, along the trail to Derna, and along the road back to El Agheila. A unit is not required at Derna.
(b) Allied units are holding out in Benghazi after the main Axis forces have advanced far to the east. The Axis player has some units in the Benghazi hex, attacking the fortress. As the attacker, the Axis player cannot trace supply through the Benghazi hex. However, if he has a unit at Er Rejima, the Axis forces in the east can trace supply along the coast road back to Er Rejima, then along the trail/track to Soluk, and then by road again to El Agheila. Units are not required at Sheleidima or Soluk.

Units which recover from disruption at the start of a turn or at the start of buildup may immediately be used to form part of a supply line to other units.


Replace the second paragraph of rule 7.1 with the following...

Units which enter a battle hex through non-adjacent sets of hexsides are treated as 2 (or conceivably 3) separate forces for purposes of supply and retreat.

Example. Axis forces are besieging Tobruk. An Allied unit attacks from Tobruk into Belhamed, while Allied relieving forces enter Belhamed from Gambut and Sidi Rezegh. As long as the battle continues in Belhamed, the unit from Tobruk may only trace its supply line to or retreat to Tobruk. The relieving forces may only be supplied or retreated via Gambut and/or Sidi Rezegh. However, all Allied units in the hex are still treated as a single group for purposes of movement and combat.

The above restriction is negated if a friendly unit subsequently enters the battle hex through a hexside adjacent to each of the other sets of hexsides.

Example. If an Allied unit subsequently enters Belhamed from Al Adem, then all the Allied units engaged in Belhamed could be supplied/retreated through any of the 4 adjacent hexes.

Note. This whole section is a change from the official rules. I find the original paragraph confusing and inadequate to cover all eventualities.

7.2 OASES (clarification)

Jalo Oasis. Jalo Oasis functions as a normal hex, but is located off the edge of the map. There is one notional hex between Jalo and each of the 2 entry/exit hexes marked on the map, but units cannot end their movement in these notional hexes. A unit may only leave the map if it has sufficient movement remaining to reach Jalo in the same Movement Phase. The trails leaving the map at the entry/exit hexes extend all the way to Jalo. A unit at Jalo may form part of a supply line in the usual way.

Siwa Oasis. The track and 2 trails leading to the Siwa hex are all considered to meet at Siwa.

An oasis may supply a different unit each turn, but once it has been used to supply one unit, it cannot be switched to another unit until the next turn. You may not deliberately withhold supply from a unit at an oasis at the start of your turn, in order to supply a unit expected to arrive at the oasis later in the turn.


Armor units (including recon) do not receive the double CV advantage for defending in a fortress.

8.2 FORTRESS SUPPLY (clarification)

An unoccupied fortress remains friendly to the last occupant (or, if it has never been occupied, to the player in whose deployment area it started the game), but counts as an empty hex. It may still act as a port and a supply source.

A fortress may supply different units each turn, but once a point of port capacity has been used to supply one unit, it cannot be switched to another unit until the next turn.

If a fortress does not utilize its full port capacity at the start of the turn, additional units may trace their supply line to that fortress later in the turn, up to the limit of its capacity. For example, the Allied player starts his turn with 2 units tracing supply to Tobruk (capacity 5), and has 4 units unable to trace a supply line. If those 4 units move so that, at the end of the turn, they can trace supply to Tobruk, then 3 of those units will be supplied, and only 1 will become disrupted (Allied player chooses which one).

However, you may not deliberately withhold supply from units which have a valid supply line. In the example above, the Allied player could not leave 1 of his 2 units unsupplied at the start of the turn, in order to supply all 4 of the other units at the end of the turn.


(clarification) Units must occupy a fortress at the end of a phase to capture it, not merely pass through.

(change) Bonus supply cards for capturing a fortress are awarded in the next buildup after capture, not in the next turn. Bonus supply is only awarded if the fortress has changed hands since the previous buildup, and cannot be awarded more than once per fortress per month. In other words, if a fortress is captured, and then recaptured in the same month, no bonus supply is awarded. If captured, recaptured and captured again, all in one month, the capturing player receives the bonus supply just once.

9.0 BUILDUP (clarification)

There is no buildup prior to the first month of a game, except in the Gazala scenario. And there is no buildup following the final month of a game. This means that units which end the game unsupplied are not eliminated.


(addition) Players can save a maximum of 20 BPs at the end of a buildup. Excess unspent BPs are lost.

(omission) BP expenditure is not secret. Each player must declare what he has spent his BPs on, and the number of BPs saved.


The Axis must spend 2 BPs to receive a reinforcement unit at El Agheila (unless it is immediately moved by sea to Benghazi, Tobruk or Bardia), to represent the cost of moving it by road from Tripoli.

Early Arrival (replaces old arrival roll). A unit normally arrives in the game in the buildup which precedes the month indicated on its counter label. However, each unit has a 33% chance of arriving one month early. (NOTE: units scheduled to arrive in the second month of a scenario, or in the month after the end of the scenario, are not checked for early arrival.)

During buildup, all reinforcements scheduled for that month which haven't yet arrived are placed in base. Any reinforcements scheduled for the following month are checked for early arrival. Keeping its identity hidden, the owner rolls one die for each unit in turn:

1-2: Early Arrival. Place unit in base.
3-6: Scheduled Arrival. Unit arrives next month.

Example: During the buildup at the start of Month 2 (May 1941), all four Allied Month 2 reinforcements arrive (none could arrive early in the scenario's first month), while all four Axis Month 3 reinforcements are checked for early arrival.


(omission) Units may not be redeployed within the enemy supply network (when supply networks overlap).

(correction) Units may be redeployed out of a battle hex as long as at least one friendly unit remains behind. Units may not be redeployed into or through battle hexes.

(correction) Subject to the above restrictions, units may be redeployed to any hex in the friendly supply network (as determined at the start of buildup) even if that has the result of expanding the network. However, any such expansion will have no effect on the current buildup. (This interpretation may contradict the official rule that "moves that would expand the existing supply grid are not allowed". However, I'm unable to find a workable interpretation of that rule.)

Refit (addition). Instead of spending BPs to redeploy units back to base, a player may redeploy them to base at no cost in BPs for refit. A normal overland route is still required. Units under refit are placed face down near base (tip backwards to maintain CV), and are unavailable for receiving replacements, or for any other use, for one month. During the next buildup, they recover normal status in base (turn upright), where they may receive replacements and be redeployed normally.


(omission) Minefields may not be constructed in battle hexes. During buildup, two minefields may be secretly dismantled, enabling one new one to be built at no cost in the same buildup.

(clarification) A double-step unit defending a minefield loses one step after it has taken a total of 4 hits, with hits from artillery counting double. So such a unit loses a step if it takes 1 hit from artillery and 2 hits from other unit types in the same Combat Phase.


(change) When Axis resupply is only 2 supply cards per month (i.e. during all of 1940 and1941, and when the Malta Group is in play in 1942), the Axis must pay 15 BPs (not 10) to buy an extra supply card.

(clarification) A player may buy more than one additional supply card in a single resupply step if he has sufficient BPs.

10.0 VICTORY CONDITIONS (clarification)

German units count as 1.5 units each for Attrition Victory, as well as for Decisive Victory.


(clarification) Unless otherwise indicated in the specific scenario rules, the Axis player has the first turn. No challenge for initiative is allowed prior to the first turn of a game.

(clarification) Free deployment applies to all units which are not given a specific deployment hex, regardless of whether the scenario indicates "Free Deployment".

(clarification) When instructed to deploy in a particular country (Libya or Egypt), a player may deploy units in any border hex, regardless of how little of the hex lies in the indicated country. Exception: the Allies may not deploy units in a border hex already occupied by an Axis unit.

(omission) Free deployment units must always be deployed in a supplied location.

(clarification) A player always has the choice of redrawing his initial supply cards once. It doesn't matter whether he thinks "his initial supply card draw is unplayable".

11.3 CRUSADER (correction)

Allied Deployment -- Maximum of five units in Tobruk, which is mined.

11.4 THE 1942 CAMPAIGN (omission)

Allied Deployment -- Supply: 5 cards.


(correction) Allied Deployment -- Free deployment on (or east of): Acroma, Sidi Mufta, Bir Hacheim, El Gubi and the trail to Jarabub Oasis.

(clarification) Initial Buildup -- Following the initial deployments, but before the first month of play, there is a special buildup. No dice are rolled for BPs. The players receive 30 BPs each, and the Allied player automatically has his buildup first. These BPs may be spent as normal. There is no challenge for initiative. All other buildups in the game proceed as usual.

11.7 THE 1941-42 CAMPAIGN (clarification)

Axis "M" (Malta Group) units become available as optional Axis reinforcements (as per 11.4) beginning in Month 11 (February 1942).

14.0 DESIGNER'S NOTES (clarification)

In the Allied Unit Substitution chart, a single month noted indicates a permanent substitution.

Optional Rules

Exchange Move (experimental)

In addition to group moves and regroup moves, players may also make exchange moves, which involve the transfer of units between two hexes. Only units in the two selected hexes may move, and they must move to the other selected hex if they move at all.

Fortress Supply Destruction

During buildup, a player whose unit occupies a fortress may destroy its port capacity by spending 10 BPs to do so, and noting it secretly. The fortress can no longer act as a limited supply source or as a port for sea movement, and no bonus supply cards are awarded for its capture, but its fortress defensive benefits remain intact.

During any subsequent buildup, a player whose unit now occupies the fortress may rebuild its port capacity by spending 5 BPs for each point of port capacity (full capacity, not half, for the Axis). This is noted secretly.

Allied I-tanks

The Allied "Army Tank" brigades (1AT and 32AT) consist largely of slow, heavy "Infantry Tanks". An I-tank unit has a movement range of 2, instead of 3, but in combat it takes 2 hits to reduce it one step. These units can be marked as I-tanks by filling in the ovals in the unit symbols.



This section gives a brief description of the terms found in the rules. For full details, refer to the relevant section of the rules (given in square brackets).

Assault Turn [4.3]. Expends 2 supply cards. The phasing player takes a normal Movement Phase (one move allowed), and then a special Combat Phase, in which he may declare one or more battles to be assaults. In an assault, all units (of both players) fire at double CV.

Attacker [3.0]. The player who began a battle, by moving a unit into an enemy hex. He remains the attacker for as long as that battle continues, even if his opponent initiates combat in that battle in a later turn..

Base. Each player has one base: Alexandria for the Allies, El Agheila for the Axis. The base is used as a supply source [7.0], a port [9.5], an entry point for reinforcements [9.3] and a location for units to receive replacements [9.6]. A player wins an immediate Strategic Victory if he captures the enemy base [10.0].

Basic Turn [4.1]. Expends 1 supply card. The phasing player takes a normal Movement Phase (one move allowed) and Combat Phase.

Battle [3.0]. A battle begins when the phasing player has moved one or more units into an enemy hex and the non-phasing player has accepted battle. It continues as long as both players still have units in the hex, regardless of whether any combat is occurring.

Battle Hex. Any hex containing units of both players.

Battle Turn = Combat Phase.

Besieged [8.4]. A fortress is considered besieged if any adjacent hex contains an enemy unit. This affects sea movement into and out of the fortress, and also affects victory conditions.

Blitz Turn [4.4]. Expends 3 supply cards. The phasing player takes a normal Movement Phase (one move allowed) and Combat Phase, followed by a second Movement Phase (one move allowed) and Combat Phase. Any given unit may only move in one of the Movement Phases, but may fire in both Combat Phases. The hexside limits on movement into a battle hex are applied to each Movement Phase independently.

BPs [9.2]. Buildup Points. During buildup, each player receives a number of BPs equal to the sum of 4 die rolls (except in 1940). These may be spent on redeployments, replacements, minefields and additional supply cards. A maximum of 20 BPs may be saved for use in later buildups.

Buildup [9.0]. A buildup sequence occurs at the start of each month, except the first month of a game. (EXCEPTION: the Gazala Scenario has a special buildup at the start of the first month.)

Combat Phase. The portion of the turn in which combat resolution occurs. See Sequence of Play.

Command Point [2.2]. The focal hex of a regroup move.

CV [1.2]. Combat Value. The number of dice rolled when a unit fires in normal combat. The current CV of a unit is the number along its top edge.

Defender [3.0]. The opponent of the attacker. The defender in a fortress or base hex retains control of the fortress or base as long he has any units remaining there.

Disruption [6.0]

Double CV [8.1]. A unit firing at double CV rolls twice the usual number of dice, e.g. a 3 CV unit rolls 6 dice instead of 3. This is different from double fire (DF). Double CV combat can occur during Assault Turns and in fortress battles.

Double Fire [3.4]. A unit firing at double fire (DF) hits on die rolls of 5 and 6.

Double-step [3.4]. All German units and some Allied units (those marked with a *) are double-step. That means that each step is worth 2 CV, and it takes two hits to make the unit lose one step in combat or pursuit. A double-step unit still loses a whole step when it's routed.

Empty Hex. A hex containing no units of either player.

Enemy Hex. A hex containing only enemy units.

Initiate Combat [3.3]. Each turn that a battle continues, the phasing player (attacker or defender) has the option to initiate a round of combat in that battle hex, unless it's a Pass Turn.

Forced March [2.7]. An attempt to move a unit one hex beyond its normal movement limit. A die is rolled for each unit. On a roll of 4:5:6, the attempt succeeds. On a roll of 1:2:3, it fails, and the unit is disrupted. In the case of a regroup move, any unit failing its die roll is returned to the hex where it started the move.

Fortress [8.0]. Benghazi, Tobruk or Bardia.

Free Deployment [11.0]. Any units that are not given specific starting hexes by the scenario rules may deploy anywhere, subject to the following conditions:

Friendly Hex. Any hex containing only friendly units.

Group [2.0]. All friendly units occupying a single hex are considered to be one group.

Group Move [2.1]. A move by any or all units in a single hex. The units may move to one or more destination hexes.

Hexside Movement Limits [2.8]. A maximum of two units may cross a hexside to enter an enemy hex or battle hex during any one Movement Phase. This limit is reduced to one for hexsides with a pass, and for mountain hexsides with a road or trail.

Initiative [9.9]. The player who has the first turn in a month is said to have the initiative. Usually this is the Axis player. However, at the end of each buildup, the Allied player may challenge for the initiative, by playing a supply card.

Minefield [9.7]. In a hex containing a minefield, the defending player receives an advantage in combat. It takes two hits instead of one to reduce a defending unit by 1 CV, except when combat is initiated by the defender. During buildup, players may secretly build new minefields, at a cost of 15 BPs per hex.

Month [1.4]. A sequence of turns representing one month of real time. A month ends immediately after two consecutive Pass Turns occur (one by each player). There is no theoretical limit to the number of turns that can occur in a month, but in practice it's limited by the number of supply cards held by the players.

Move [2.0]. All movement (except during buildup) must be made as part of a group move or a regroup move. Movement during your own Movement Phase is limited to a single move (two in an Offensive Turn). There is no limit to the number of moves that may be made at other times, when necessitated by routing or refusing battle.

Movement Phase [1.4]. The portion of the turn in which the phasing player moves his units. See Sequence of Play.

Non-phasing Player [1.4]. The player who is not playing his turn.

Oasis [7.2]. An oasis is a very limited supply source. It may supply only one unit, and that unit must be located in the oasis hex.

Offensive Turn [4.2]. Expends 2 supply cards. The phasing player may make two moves during his Movement Phase, and then takes a normal Combat Phase.

Overrun [6.3]. When a phasing player unit enters a hex containing only disrupted enemy units, this is termed an overrun. The enemy units are routed, taking pursuit fire from the moving unit, and the moving unit may then continue its move.

Partial Retreat [5.3]. When making a retreat during his own Movement Phase, the phasing player may leave behind one or more units as a rearguard. This prevents the enemy forces from using pursuit fire. However, the enemy may launch an attack against the rearguard, and, if the rearguard is eliminated, units which have not yet fired may conduct pursuit fire against the retreating units.

Pass Turn [4.6]. The only turn option that expends no supply cards. A player holding no real supply cards must select this option. The phasing player may make only one move during the Movement Phase of a Pass Turn, and that must be a withdrawal. After two consecutive Pass Turns (one by each player), the current month ends.

Phase [1.4] There are two types of phase: Movement Phase and Combat Phase. See Sequence of Play.

Phasing Player [1.4]. The player whose turn is being played.

Player Turn [1.4]. The terms turn and player turn are synonymous. Both refer to the duration of one player's turn.

Port [9.5]. Alexandria, El Agheila, Benghazi, Tobruk or Bardia. Ports are supply sources and can also be used for sea movement.

Port Capacity [9.5]. Each port has a capacity, which depends on the player controlling it (Allied/Axis): Alexandria (unlimited), El Agheila (unlimited), Benghazi (2/1), Tobruk (5/2), Bardia (2/1). This is the maximum number of units that can be supplied by the port, and also the maximum number of sea movement embarkations plus debarkations allowed per buildup.

Pursuit Fire [5.4]. Pursuit fire may occur whenever units retreat without leaving a rearguard, or when the rearguard of a partial retreat has been routed or eliminated.

Rearguard [5.3]. The units left behind in a battle hex by the phasing player when he makes a partial retreat.

Redeployment [9.4]. During buildup, units may be redeployed throughout the friendly supply network. In redeployment, units are moved individually, not as groups, and no supply cards are expended. However, BPs are expended instead. As part of redeployment, units can use sea movement.

Refit [9.4]. During buildup, a player may use refit to redeploy units back to base at no cost in BPs. The penalty is that these units remain out of play for one month.

Refusing Battle [5.1]. When the phasing player makes a new attack (i.e. moves a unit into an enemy hex), the non-phasing player has the option, at the start of the ensuing Combat Phase, to avoid combat by retreating all his units from the hex (a partial retreat is not allowed). Such a move is always a withdrawal. The retreating units are subject to pursuit fire. Once he has accepted battle, the defender may only retreat during his own Movement Phase (unless routed).

Regroup Move [2.2]. A move by units from two or more source hexes to a single destination hex. All the source hexes must be adjacent to a single hex, known as the Command Point. The Command Point may be one of the source hexes, but doesn't have to be. The Command Point may be any type of hex except an enemy hex.

Reinforcements [9.3]. During buildup, reinforcements may arrive at base. The scenario rules [11.0] specify when reinforcements are due to arrive. Note that reinforcements are due to arrive at the start of the month indicated, but they may arrive at the start of the previous month, as a result of early arrival.

Replacements [9.6]. During buildup, damaged units at base can receive replacements, i.e. have their CV increased again. The cost in BPs per point of CV depends on the unit type, as shown on the back of the rule book.

Resupply [9.8]. During buildup, each player draws a number of supply cards from the deck, as specified by the scenario rules. He may also purchase additional supply cards, at a cost of 10 BPs each (15 BPs for the Axis when basic Axis resupply is only 2 cards per month).

Retreat [5.0]. Any movement out of a battle hex. Units always become disrupted when they retreat, and may not enter a hex containing undisrupted enemy units. They may move out of supply, rout disrupted enemy units and capture unoccupied enemy fortresses (unless the retreat is also a withdrawal). A regroup move may involve both retreating and non-retreating units (i.e. some units from a battle hex and some from a friendly hex).

Rout [6.2]

Rout Attrition [6.2]. A unit that is routed must immediately lose one step.

Sea Movement [9.5]. Movement between ports as part of redeployment, during buildup. Limited by port capacity.

Step [1.2]. The increment in which damage to a unit is measured. When a unit loses a step, it's rotated 90, to its next lower CV number. If it's already at its lowest CV number, it's eliminated instead.

Supplied [7.3]. A unit which can trace a valid supply line is supplied.

Supply Line [7.0]. A continuous line of hexes traced from a unit to its supply source.

Supply Network [7.0]. Your supply network consists of every hex which your units are currently tracing a supply line into, out of or through. If a unit has several possible valid supply lines, then all of those contribute to the supply network. However, a supply line cannot be traced so that it loops back on itself. Withdrawing units may only enter hexes of the friendly supply network (but those hexes may also be in the enemy supply network). Redeploying units may only enter hexes of the friendly supply network (and those hexes may not also be in the enemy supply network).

Supply Source [7.0]. The friendly base, a friendly fortress or an oasis.

Target Type [3.4]. In combat, the fire of each unit must be aimed at a single target type: armor, infantry, anti-tank or artillery. These 4 types correspond to the 4 columns of the Combat Table (see back cover of the rule book).

Turn [1.4]. The terms turn and player turn are synonymous. Both refer to the duration of one player's turn.

Turn Option [4.0]. At the start of each turn, the phasing player must select a turn option for that turn: Basic Turn, Offensive Turn, Assault Turn, Blitz Turn or Pass Turn.

Unsupplied [7.3]. A unit which cannot trace a valid supply line is unsupplied. These are the effects of being unsupplied:

Withdrawal [4.5]. Any move that does not expend a supply card. In other words, any move in a Pass Turn or resulting from a rout or refusing battle. Movement during a withdrawal is severely restricted (see above), but withdrawing units do not become disrupted (unless the withdrawal is also a retreat).