North Africa Scenario

## Overview

* The North Africa scenario uses the rules for ground and air movement, unit construction, redeployment, supply, oil effects, and fortifications. Any other rules are ignored.
* BRPs are not tracked, though the BRP cost of Offensive Operations and the construction value of destroyed units are calculated towards earning victory points.
* Gameplay is restricted to North Africa, the Middle East, and Sicily. All other areas of the mapboard are ignored.
* Duration: Spring 1941 to Winter 1942
* At the beginning of the scenario, Germany and Italy are at war with Britain
* Britain controls all hexes to the east.
* The Axis player sets up first, then the Allied player

## Axis Rules

* Combat Training Level: German units have a Combat Training Level (CTL) of 2; Italian units have a CTL of 1

* Control: the Axis player begins in control of hexes MM 19 and NN 19, and all hexes to the west
* Deployment: the Axis player set up his forces first, and may do so according to normal game rules
* Player Turns: the Axis player takes his player turn first during each game round
* Airbases: Germany and Italy may each place one airbase during initial setup; these airbases may be recycled in the movement phase of each turn
* Unit Construction: German and Italian units may be constructed at no BRP cost, and are placed in Messina subject to normal stacking limits
* Redeployment; Each turn, the Axis may Naval Redeploy up to 4 ground or air factors from Messina to either Tripoli or Tobruk; Air units may also Tactically Redeploy directly from Messina to a location in North Africa within range
* Supply: Axis units must trace a supply line from Tripoli to their hex to be in supply. Supply status is determined a die roll at the start of the Axis player turn:
	+ In Spring 1941, units are in full supply
	+ In Summer and Fall 1941, a roll of 1-3 give partial supply, and a roll of 4-6 gives full supply
	+ In Winter 1941, a roll of 1 gives partial supply, and a roll of 2-6 gives full supply
	+ In Spring 1942 and onward, units are in full supply

## Allied Rules

* Combat Training Level: British units have a CTL of 1
* Control: the Allied player begins in control of hexes LL20, MM20, and NN20, and all hexes to the east
* Deployment: the Allied player sets up his forces second, and may do so according to normal game rules, with the following restrictions:
	+ One 2-5 British Armor unit must and one South African 1-3 Infantry unit must be placed in MM20 and/or NN20, in any manner
	+ One South African 1-3 Infantry unit must be placed in Tobruk
	+ One 2-5 British Armor unit must be placed in Alexandria
	+ Additionally, a Fortification is placed under British control in Tobruk. If isolated by enemy units, this Fortification's Defensive Multiplier is reduced by 1 each turn, though defending units in Tobruk always defend at face value or greater, and are not destroyed due to isolation. The fortification is destroyed if Tobruk is captured by the Axis
* Player Turns: the Allied player takes his player turn second during each game round
* Airbases: Britain receives one airbase during initial setup, and one additional airbase in Winter 1941 and Fall 1942. One airbase may be recycled in the movement phase of each turn
* Unit Construction: Britain may construct units at no BRP cost, with the following restrictions:
	+ British and South African units are constructed in the South Africa box
	+ Australian and Indian units are constructed in the India box
* Redeployment: Allied units may be redeployed as follows:
	+ Britain begins with 4 Naval Transports in the Indian Ocean SW box. Each can be used to Naval Redeploy 5 ground and/or air factors per turn from either the South Africa box or the India box to Suez or Basra
	+ 1 Naval Transport is permanently lost at the start of 1942
	+ Units in the India box may not be redeployed on the same turn that they are constructed
* Supply: Allied units are considered in full supply if they can trace a supply line from Basra to their hex

## Force Level and Victory Point tables

### Force Levels

* Numbers in brackets are total existing forces; numbers outside brackets are newly added forces
* The first British 4-5 Armor unit must be constructed in Alexandria instead of South Africa
* Both Australian units must be permanently redeployed to the India box for the duration of the game in Fall 1941. If the Allied player is unable to do so, they must be voluntarily eliminated. In either case, they are removed from the British force pool for the remainder of the game.

### Victory Points

* At the end of each player turn:
	+ the active player loses 1 VP for every 5 BRPs spent on offensive operations (rounded up); note that because 15 BRPs cause there to be a full offensive, no more than 3 VPs can be lost per turn in this manner
	+ each player gains VPs equal to the construction value of each enemy unit eliminated that turn for any reason; if units are rebuilt at double cost due to isolation or voluntary elimination, the opponent receive VPs equal to that added construction cost
	+ The active player receives point based on controlled cities as follows:
		- Axis: +1 for Tobruk, +2 for each Egyptian city
		- Allies: +1 each for Bengazi and Tobruk, +2 each for Buerat and Tripoli