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RULES FOR TORCH AND TUNISIA

1 Objectives and Set Up

1.1 Objectives

ALLIED: Capture the city of Tunis before the end of turn 10

AXIS: Control of Tunis until the end of turn 10.

1.2 Starting Troop Dispositions

1.2.1 Vichy French Forces (Axis-Aligned)

Tunis, Algiers, and Casablanca: 2 Garrison Infantry

Bizerte, Bone, Oran, and Safi: 1 Garrison Infantry

Rabat: 1 Garrison Infantry and 1 Fighter Group

1 Surface Squadron each in Algiers, Oran, and Casablanca

Place 3 Garrison Infantry anywhere in Vichy French territory with no more than 3 in a city.

1.2.2 Allied Forces

Gibraltar. 1 Fighter Group, 1 Bomber Group, 1 Airborne Infantry, and 1 Supply.

Malta. 1 Fighter Group, 1 Bomber Group, and 1 Escort Group.

Task Force 1: 3rd IN DIV (3 SP), CCB 2nd AR DIV (1 SP), 1 Supply, 1 Carrier Strike Group, 1 Carrier Air Group, and 1 Escort Group.

Task Force 2: 1st IN DIV (3 SP), CCB 1st AR DIV (1 SP), 1 Supply, 1 Attack Group, and 1 Escort Group.

Task Force 3: 78th IN DIV (3 SP), 6th AR DIV (1 SP), 1 Supply, 1 Attack Group, and 1 Escort Group.

Atlantic Convoy Reinforcements: 34 IN DIV (1 SP), 46 IN DIV (1 SP), CCA 1st AR DIV (1 SP), CCA 2nd AR DIV (1 SP), 8 Infantry (Inf) Regiment (Regt), 3 Mech Inf Regt, 5 Armor Regt, 6 Supplies, 1 Fighter Gp, and 3 Air Squadrons.

2 Submarines (Secretly Placement)

Eastern Mediterranean Reinforcements:

Turn 2 (Start): 1 Attack Group

Turn 7 (Start): 2nd NZ DIV (2 SP), 4th Indian IN DIV (2 SP), 1st AR DIV (2 SP), 7th AR DIV (2 SP), 1 Fighter Gp, 1 Escort Group, and 3 Supplies,

Turn 7 (End): 1 Mech Inf and 1 Supply

Turn 8 (End): 1 Supply

1.2.3 Axis Forces

Sardinia. 1 Fighter Group and 1 Bomber Group.

Sicily. 1 Fighter Group, 1 Airborne Infantry Regiment, and 1 Supply.

Tripoli. 1 Infantry Regiment.

Sea Zone X1. 2 Attack Groups and 2 Escort Groups.

2 Submarines (Secretly Placement)

Axis European Reinforcements

Turn 1: 2 Supply and 1 IN DIV (1 SP) by sea; 1 Inf Regt, 1st F.Jg. DIV (1SP), and 1 Fighter Gp by air.

Turn 2: 2 Inf Regt, 2 Mech Inf Regt, 2 Supplies, and 10 Pz DIV (1 SP), and 1 Submarine Sq by sea; 1 Inf Regt and 1 Air Sq by air.

Turn 3: 1 Inf Regt, 1 Armor Regt, 1 Supply, and L Special BDE (1 SP) by sea; 1 Inf Regt and 1 Bomber Gp by air.

Turn 4: 1 Mech Inf Regt, 1 Armor Regt, 1 Supply, 334 IN DIV (1 SP), and 1 Submarine Sq by sea; 1 Inf Regt or 1 Supply by air.

Turn 5: 1 Inf Regt, 1 Supply, and 131 AR DIV (1 SP) by sea; 1 Inf Regt or 1 Supply by air.

Turn 6: 1 Inf Regt, 1 Armor Regt, and 1 Supply by sea; 1 Inf Regt or 1 Supply by air.

Turn 7: 1 Inf Regt and 1 Supply by sea; 1 Inf Regt or 1 Supply by air.

Turn 8: 1 Mech Inf Regt and 1 Supply by sea; 1 Inf Regt or 1 Supply by air.

Turn 9: 1 Inf Regt and 1 Supply by sea; 1 Inf Regt or 1 Supply by air.

Axis Eastern Mediterranean Reinforcements (Turn 5 Start): 164 IN DIV (1 SP), 80 IN DIV (1 SP), 21 PZ DIV (1 SP), 1 Fighter Gp (1 SP), and 2 Supplies.

2 Gameplay

2.1 Turn Sequence

Plan. Turn 1: Invasion Positioning; Turn 2-10: Initiative and Planning

Operations. Air, Maritime, Land, then Convoy Resolution and Housekeeping

Deploy Reinforcements. Place Air and Sea Reinforcements

Vichy French Events. Armistice and Toulon.

2.2 Invasion Positioning (Turn 1)

Both players mark locations of their submarines Submarine Navigational Chart. Next, the Allied player will select three landing zones (indicated by US-UK flag) and place one task force on each. Finally, the players will load convoys by placing units face up in the boxes corresponding to ports they intend to control at the end of the turn. Initially, all Vichy French ports and airfields are considered friendly to the Axis and Axis forces may land at will. The Allied player must open APODs and SPODs by first physically controlling the hex. Once the Vichy French stand down, all French North African APODs and SPODs become non-permissive to the Axis unless have already been occupied (indicated by occupation token). This token is removed once an Allied land or sea unit controls the hex.

During Phase 1 on any turn, the Axis player may choose to allocate any ground forces to provide a +1 modifier to the Vichy French Toulon fleet event.

Finally, players will advance the Panzer Army Africa and 8th Army tokens on the Eastern Mediterranean board. If a token’s next movement is off the board, then place the units listed under it in Tripoli at their appropriate strength. Should any forces be present in Tripoli when an army arrives, immediately conduct an attack into Tripoli with the off-board units before proceeding to operations.

2.3 Initiative and Deployment Planning (Turns 2-9)

Players determine initiative, load convoys, and then place submarines. The Allied player holds the initiative by default, but the Axis player has three “Seize the Initiative” tokens which they can use outside of the first and last turn of the game. Whoever holds the initiative determines which domain (Air, Maritime, Land) is resolved first and which player moves first.

Next, players load convoys according to the same rules on Turn 1 except add one token to the Atlantic Convoy supply stockpile. If the Allied player has land units present in two or three cities in Morocco (Safi, Casablanca, and Rabat), then add an additional one or two supply tokens, respectively. Supplies can be sent via sea or air transport directly to Sardinia, Sicily, and Gibraltar without using the convoy mechanic and may not be attacked. Players declare their destination during the planning phase, set them to the side, and then place them there during the deployment phase in accordance with the destination APOD/SPOD capacity.

Once convoys are placed, players position submarines on their secret trackers. Aside from Turn 1, where submarines are directed prior to task force placement, this is completed after convoys are loaded.

2.4 Operations

Air, Maritime, and Land domains are resolved at the direction of the player with initiative. They are all resolved prior to Convoy Resolution and Housekeeping.

2.4.1 Air

The first player assigns missions to air units followed by the second player by placing a mission token on the target hex and flipping the aircraft down to show it has been assigned. Both Fighter and Bomber Groups may conduct any air mission (Intercept, Escort, Strike, Close Air Support, Interdict, ASW Patrol, and Re-Base) except for Air Lift/Air Drop, but roll different dice depending on the mission. Air units roll the number of die equal to their SPs.

Fighters roll d8s and Bombers roll d6s while conducting Escort, Intercept against fighters, and Close Air Support missions. Conversely, Fighters roll d6s and Bombers d8s while conducting strikes, intercepting ships, and ASW patrols.

Rolls are not necessary for interdiction, rebasing, air lift, and air drop missions outside of the associated escort and intercept rolls. Each player may move a total of two units (including supplies) per turn by air transport with a range of 16 from the starting airfield(s). Re-Basing Air units are placed in the Re-Base space and do not participate in any other action until the end of the turn. Air units which are assigned to Intercept will have a range of 2 hexes instead of the full operational range. Aircraft in range of a convoy hex may choose to perform either convoy escort, air escort, an ASW patrol, or a strike mission on that hex, but can only do one. Any aircraft raiding convoys are placed in the convoy box until the convoy resolution phase.

All air missions are first resolved by rolling for interceptors and escorts.

Interceptors roll their dice and inflict hits on escorts. If there are no escorts, then the hits are immediately resolved on the striking aircraft. If escorts are present, they roll with the interceptors and inflict hits on them as well. Interceptors and Escorts pair up at a 1:1 ratio. Any additional escorts or interceptors may be applied at will to other aircraft. After the Interceptor-Escort roll is complete, the air mission is conducted if the attacking aircraft is still alive.

Should Allied task forces be subject to an air attack, any Allied surface ships in the hex will roll an air defense roll similar to an interceptor against the attacking aircraft before they resolve their hits. Any air hits against ground units are chosen at random.

Aircraft inflict one damage per hit during a Strike mission. Damage to airfields and ports are repaired by expending a supply token during any operations phase. However, supply tokens can only be moved during the land operations phase.

In Close Air Support missions, player add the aircraft’s dice to the land battle roll. Interdiction forces enemy land units to spend +1 MP to enter or leave a hex (applied one time).

Air Squadrons may reinforce an air unit in its hex at any time in the Air Operations phase. Air Squadrons do not count toward the air unit limit at an airfield, but must move via normal rules for re-basing.

2.4.2 Maritime

The first player moves their surface ships and assigns missions followed by the second player. These missions can be Escort, Sea Control, ASW Patrol, Strike, Naval Support to Ground Forces, Open Port, Sabotage Port, or Convoy Raid missions. As a rule, ships may only conduct one mission in a turn, but surface ships may always fire once at aircraft in their hex (either in sea control, in protection of a port or airfield, or in self-defense). Submarines can only sustain a maximum of one hit on all missions except for sea control.

On Turn 1, Axis surface ships cannot sail further west than Bizerte (the T1-T2-T3 hexes), replicating the Axis surprise to the landings. Should the Allied player select landing zones within range of Axis air units or at the same location as Axis submarines, then the task forces are vulnerable to attack. Should Sea Operations occur before Land Operations on Turn 1, then Axis player may attempt to destroy the land units of the task force. To do so, the Axis player will activate a submarine or aircraft. Any warships engaged in sea control will roll to attack the submarine or aircraft, then followed by the raider’s roll. A hit will sink one ground unit SP at random.

Minefields halt movement for the opposing sides. Whenever surface ships wish to pass through an enemy minefield, they must end their turn on the hex with the minefield. They may continue as normal on the following turn. Submarines are not affected by the minefield. Submarines may also pass through the Straits of Gibraltar, but Axis surface ships may not.

Once movements are complete, players then resolve naval missions in the following order: escorts, sea control, ASW patrols, raids (immediately resolve on ports and warships; place convoy raiders in the respective convoy box), naval support markers, open ports, and sabotage ports.

Escorts immediately move to the corresponding convoy box. They will fire first at surface raiders cause submarines to raid with a -1-roll modifier.

In a sea control battle, both players roll 1d per ship based on its combat value (d6, d8, d10, or d12) and dice equal to the strength of any supporting aircraft. Fighter Groups conducting CAS roll d6s in naval battles while Bomber Groups roll d8s. The total roll determines the winner while any rolls of 5+ force the other player to select one casualty per 5+ roll. During this mission, players reveal if any submarines are supporting sea control. Submarine squadrons and aircraft may not damage each other.

If the winner held back any ships from the battle to conduct other missions, then they may do so. The loser’s surface ships, including those in the hex with other missions (e.g. naval support or convoy raid) are flipped down and take no further action this turn other than self-defense from air attacks. So long as the defender engages the attacker with at least one unit, on their turn they may move other ships out of the hex to execute other missions without it counting as ‘refusing battle’.

Any ships conducting ASW patrols in a hex will cause the other player to reveal if there is a submarine squadron present and will cancel any submarine missions in the hex that turn. A maritime ASW patrol may engage a submarine directly and the submarine does not fire back.

Any ships conducting strikes or raids will be resolved next. Convoy raids will be moved to the corresponding convoy box until convoy resolution phase. Submarines conducting strikes on ships or ports are revealed. Warships do not return fire. At this time, raiding submarines are revealed and placed in the convoy box. Surface ships conducting strikes will roll to attack port facilities. Any damage will be represented by a damage token, which reduces the port value by 1 point until repaired with a supply token. A supply token may be used in either the Maritime or Land phase, but may only be moved in the Land phase.

Ships conducting naval support will remain in position and place a naval support marker on the ship. The ship may support one adjacent land battle by adding +1d6. Ships marked to open a port may do so if there are no enemy ground units present in the port.

Ships may open a port currently closed to them if no enemy land units are present. Ships may also completely sabotage their own port by spending their entire turn in the port and not partaking in any other action.

2.4.3 Land

During Land Operations, players assign land missions and then resolve. Land units can be ordered to Move in conjunction with the following missions: Attack, Defend (default mission), Entrench (supplies only), Open Port (automatic upon occupation), and Sabotage Port/Airfield. A special mission is Equip French Division, which cannot be done in conjunction with moving.

On Turn 1, the Allied player must move the land units of the task forces from the sea hex to a land hex representing the amphibious landings. The land units will either occupy it or spend one supply token to attack. The land units cannot directly enter a port city so long as a Vichy French Surface Squadron is present; it must first be destroyed through air or naval attack. On Turn 1, the only unit the Axis can move during Land Operations in the Infantry Regiment in Tripoli.

In order, each player moves their land units, declares offensives, and dedicate supplies. Supplies are required for offensives at a rate of 4 SPs per supply token and further supplies can be expended to provide +1d6 per token. Supply may also be used to repair ports, airfields, establish entrenchments, upgrade the 3rd Algerian Division, or prevent losses in an out-of-supply unit. The second player then moves their land units.

Any units which do not participate in combat may be reinforced with individual regiments of the appropriate type. Divisions may detach regiments to be attached to another division and the losing division may still fight. IN DIV always detach Inf Regiments (Regt) and AR DIV always detach Armor Regts.

Next, the player with initiative will determine the order in which battles are resolved. Both players collect dice appropriate for the SPs of units fighting. Red colored dice are used to indicate any unit which has a negative modifier to it (e.g. separate regiments). The players also include dice from Close Air Support and Naval Support, if those phases occurred before Land Operations. A battle in a hex with mountains, entrenchments, or fortifications will force the attacker to remove one die from their hand. Defenders in a city will add 1d6 to their hand to represent the more lethal nature of urban fighting. Either side may spend additional supply tokens in a hex to add 1d6 per supply token to their hand.

Both sides will then roll all dice one time. The player with the higher number, counting the divisional bonuses, wins the battle and occupies the hex. The player with the lower number retreats away from the battle one hex, to be decided by the losing player. The retreat may not move into a hex from which an enemy attacked. Every modified 5+ roll will inflict one casualty on the other side. Each player selects their own casualties; every third casualties must be non-infantry. A defender who loses must always take the first casualty (which can be the entrenchment or fortification’s bonus) but may also choose to retreat a unit one further hex to ignore their second casualty. Any further casualties must be taken. The attacker cannot mitigate casualties. Any Vichy French Surface Squadrons present in a capture city are immediately removed from the board. Supplies do not retreat but are instead captured.

Players may also engage in port and airfield destruction. To do so, a land unit spends 1 MP to per point of damage. Vichy French units cannot sabotage ports or airfields. This is not historically accurate but prevents ‘game-isms’.

At the end of Land Operations, check victory conditions. If they are met, then end the game.

2.4.4 Convoy Resolution

After the Air, Maritime, and Land domains are resolved, move to the Convoy Resolution phase. One convoy box at a time, move the escorts, transported units, and raiders to the convoy resolution space. Place transported units evenly on the 1-6 numbers to assist in selecting casualties at random.

Escorts roll first and inflict casualties on raiders on a 5+. Submarines may only take one hit each regardless of how many hits are rolled. Any surviving raiders declare if they are attacking escorts or transports then roll attacks. Submarines attack with a -1-die roll modifier if any escorts (sea or air) are present. Any hits of 5+ are inflicted on the transported units at random. The raiding player rolls a d6 and sinks whatever unit is represented by that number. If there are multiple hits, then the raider continues to roll until the equal number of transports are sunk.

2.4.5 Housekeeping

Aircraft who are re-basing are placed at new airfields. Airfields which sustained damage are reduced in operational capacity by 1 per hit. Unimproved airfields have a capacity of 1 and improved airfields a capacity of 2. Aircraft can still land at damaged bases, but cannot conduct any operation other than to re-base until some or all the damage is repaired.

Remove raiding ships (convoy and port raiders) from their raiding locations and place in any port that does not require the ships to cross an enemy minefield. The only exception will be aircraft conducting an interception mission who have not yet engaged aircraft this turn and intend to intercept air reinforcements.

Any land units which cannot draw an uninterrupted route to an SPOD is considered out of supply and must either consume a supply cube per 4 SP or lose 1 SP in the hex. An uninterrupted line is defined as road from a port to a hex adjacent to a unit without any enemy units present.

2.4.6 Deploy Reinforcements

Both sides will simultaneously deploy reinforcements to the pre-determined convoy locations. If units cannot land because the port is no longer under their control or the capacity has been reduced, then the units remain in the convoy box and may be re-allocated to a different convoy on the following turn. During this phase, both players may reinforce divisions with regiments so long as neither of them took part in a battle.

Air-based reinforcements will be placed at a friendly airfield of the Axis player’s choosing. New Allied air reinforcements must enter at Gibraltar, excepting the Eastern Mediterranean Fighter Group which may be placed in Tripoli or Malta. Unimproved airfields can host one air unit and land one air-lifted reinforcement while improved airfields host two air groups and land two land units. If there is no airfield space, then air units remain on the reinforcement board until the next deployment phase when airfield space is available.

Interceptors who did not engage in combat and are in range of airfields receiving reinforcements may make an interception roll against incoming reinforcements by air. A player may defend these reinforcements if they have supporting aircraft on intercept duty in range or escort duty on the airfield hex. Counter-interceptors take pre-emptive shots at the interceptors (but not prevent the attack) while escorts will engage the interceptors directly (thereby preventing attacks on the transports). Incoming combat air units may defend themselves. Airfields which have been damaged may not accept new air units or troops.

2.4.7 Vichy France Events

Beginning at the end of Turn 1 and persisting at the end of every turn until resolved, the Allied player will roll to determine if Vichy French North Africa agrees to an armistice. Roll 2d6 and add the number of cities under Allied control. On a modified roll of less than 10, the Vichy French continue fighting. On a modified roll of 10 or more, the Vichy French forces stand down. Should the Allies hold 6 cities, then the Vichy French will automatically agree to an armistice.

Once an armistice is reached, then the Allied player removes all blue Vichy French units from the board places the 3rd Algerian Division with a -4 modifier is placed at 3 SP in Algiers. Of note, this is the only time more than 8 SPs may be in a hex as it is placed after reinforcements are placed. At any point in the future, the Allied player may expend one supply token in its hex to replace -4 Algerian Division block with the Algerian Division block without negative modifier, so long as it does not move.

After an armistice is reached, the Axis player will roll for the Toulon Event and attempt to capture the Vichy French fleet at Toulon (one Attack Group, two Escort Groups, and a Submarine Squadron). The possible outcomes are as follows:

6 = Total Success. 1 Attack Group, 2 Escort Groups, and 1 Submarine Squadron.

5 = Success. 1 Attack Group, 1 Escort Group and 1 Submarine Squadron.

4 = Limited Success. 1 Escort Group and 1 Submarine Squadron

1-3 = Total Failure. No ships

Any ships captured will become available to the Axis player in two turns (e.g. if the event happens on Turn 1, then the Axis gain control at the start of Turn 3) and are placed on the board on any of the northern most hexes in any dispersion the Axis player wishes.

After the Vichy French events occur, this phase will no longer occur for the remainder of the game. All French North African territory is considered friendly to the Allies and hostile to the Axis. However, the Allies must still physically open ports by placing a single Allied unit in the hex.

3 Units

3.1 Air Units

3.1.1 Fighter Group

Range: 4 MP

Strength: 2 SP

Rolls d6: Sea Control, Strikes, Raids, and Intercepting Ships

Rolls d8: Intercepting Aircraft and CAS

May Interdict (-1 MP), conduct ASW (Find Submarines), and Re-base.

3.1.2 Bomber Group

Range: 8 MP

Strength: 2 SP

Rolls d6: Intercepting Aircraft and CAS

Rolls d8: Sea Control, Strikes, Raids, and Intercepting Ships

May Interdict (-1 MP), conduct ASW (Find Submarines), and Re-base.

3.1.3 Air Squadron

Range: N/A

Strength: 1 SP

May reinforce any air group. May rebase. Does not count toward aircraft count on airbase.

3.1.4 Air Transport Group

Range: 16 MP from starting airfield

Strength: 1 SP

May air lift or airdrop up to 2 land units (Inf, Airborne Inf, and Supply) per turn.

Not a physical game piece.

3.2 Maritime Units

3.2.1 Escort Group

Rolls d8 (d6 when damaged)

Strength: 2 SP

3.2.1 Attack Group

Rolls d10 (d8 when damaged)

Strength: 2 SP

3.2.3 Carrier Strike Group

Rolls d12 (d10 when damaged)

Strength: 2 SP

Carrier Air Group moves with this unit. Air Group may be reconstituted at 1 SP by an Air Squadron re-based to the aircraft.

3.2.4 Surface Squadron

Rolls d8

Strength: 1 SP

Cannot move. Surrenders if defeated in battle.

3.2.5. Submarine Squadron

Rolls d6

Strength: 2 SP

Moves secretly on the Submarine Navigation Chart every turn. Only revealed to take an action (strike, sea control, or convoy raid). Cannot damage aircraft. Neutralized by ASW.

3.3 Land

3.3.1 Infantry Division

Rolls d6 equal to SPs

Movement: 2 MPs

Requires supplies to attack. May detach an Inf Regt.

3.3.2 Armor Division

Rolls d10 equal to SPs

Movement: 4 MPs

Requires supplies to attack. May detach an Armor Regt.

3.3.3 Infantry Regiment

Rolls d6 with a -1 modifier

Movement: 2 MPs

Requires supplies to attack. May reinforce an IN DIV.

3.3.4 Airborne Infantry Regiment

Rolls d6 with no net modifier.

Movement: 2 MPs

Requires supplies to attack. May move by air lift or air drop. May reinforce an IN DIV.

3.3.5 Garrison Infantry Regiment

Rolls d6 with a -1 modifier. Cannot sabotage ports or airfields.

Movement: 0 MPs

Only defends. Surrenders if it loses the battle.

3.3.6 Mechanized Infantry Regiment

Rolls d8 with a -1 modifier

Movement: 4 MPs

Requires supplies to attack. May reinforce either an IN DIV or an AR DIV.

3.3.6 Armor Regiment

Rolls d10 with a -1 modifier

Movement: 4 MPs

Requires supplies to attack. May reinforce an AR DIV.

3.3.7 Supply

Movement: 4 MPs

Cannot be destroyed, only consumed. May be captured. May allow ownership over an uncontrolled space.

May be consumed to enable 4 SPs to attack, create an entrenchment (-1 enemy die in roll and takes the first casualty), repair 1 SP on a port or airfield, or build an unimproved airfield.

4 Map Features

4.1 Open Terrain

No combat effect. Costs 1 MP to move into via a road and 2 MPs off road.

4.2 Mountainous Terrain

-1 die to the attacker. Costs 1 MP to move into via a road and stops all further movement after entering via an off road-movement.

4.3 City

+1 die to the defender. Allied control adds +1 to Vichy French Armistice roll. Costs 1 MP to move into via a road and 2 MPs off road.

4.4 Fortification

Automatically entrenches player. -1 to attacker die, consumes first ground casualty (land unit, port, or airfield). Cannot be destroyed.

4.5 Coastal Hex

Trafficable land hex with trafficable adjacent to water. Potential landing site for Allied Task Force and Naval Support. Adjacency means there is no trafficable land closer to the water.

4.6 Sea Hex

Trafficable only to sea units. May contain minefields which halt enemy surface ship movement.

4.6 Home Territory Hex

Gibraltar, Sicily, Sardina, and Malta. Air and Naval operations possible but no enemy ground units allowed (e.g. no air drops on Sicily or Malta).

4.7 Fortification

Reduces the number of dice the attacker rolls against land targets (e.g., land battle or striking infrastructure) by one. Absorbs the first casualty. Cannot be built or destroyed.

4.8 Unimproved Airfield

Enables air operations to originate from the hex. Can host one air group and support the movement of one unit on a given air drop or air lift mission.

4.9 Unimproved Airfield

Enables air operations to originate from the hex. Can host one air group and support the movement of one unit on a given air drop or air lift mission (to include air deployments). Cannot operate during mud turn.

4.10 Improved Airfield

Enables air operations to originate from the hex. Can host two air groups and support the movement of two units on a given air drop or air lift mission (to include air deployments). Can operate during mud turn.

4.11 Minefield

Halts movement of enemy surface ships.