Sequence of play
1 · Plan
Turn 1: place Vichy garrisons, secretly station submarines, select Allied landing sites, and load convoys. Later turns: determine initiative, load convoys, and station submarines. Advance the Eastern Mediterranean armies and declare any Malta resupply.
2 · Ops
The initiative holder chooses the order of Air, Maritime, and Land, and who moves first in each domain. An airborne assault may fight immediately or wait until Land Ops.
3 · Resolution
Resolve convoy escorts before surviving raiders; assign transport losses randomly. Return aircraft and raiders, check supply, and deploy reinforcements within port and airfield capacity. Attach eligible regiments to divisions that did not fight.
4 · Vichy events
Resolve the armistice and then Toulon when applicable. Supply cannot be assigned to Toulon.
Victory
Allied control of Tunis wins at the end of Land Ops, including control without a surviving combat formation. The Axis wins by holding Tunis through the final campaign turn.
Combat & supply
Land attacks
- Commit one supply for each four attacking SP. Extra committed supply adds one d6 per token.
- Use each formation’s combat dice and modifiers. Higher total wins the field; modified rolls of 5+ inflict hits.
- Mountains, entrenchments, and fortifications remove an attacking die. A city adds a defending d6.
- The loser retreats; without a legal retreat, units surrender. Supplies stay behind and change ownership.
- Entrenchments and fortifications absorb a hit. The defender may retreat a unit one additional hex to avoid one casualty.
- Regiments can reinforce eligible divisions only when the participating formations have not fought that turn.
Supply & support
Supply also repairs ports and airfields, creates entrenchments, equips the French division, or prevents out-of-supply losses. Close air support must precede the battle it supports. Check the original player sheet for detailed casualty and retreat procedures.
Landings
Enemy ships that decline battle do not block the landing in that sea hex. Tabarka is not a port.
Air & naval missions
Air
- Intercept / Escort: interceptors engage escorts before remaining attackers or transports.
- Strike: surviving aircraft attack ships, ports, or airfields. Ships may fire in self-defense.
- Close air support: add combat dice to a subsequent battle.
- Interdict: increase the movement cost of entering or leaving the hex, applied once.
- Air lift / Air drop: move up to two eligible units per side per turn within transport range. Airborne combat may wait for Land Ops.
- ASW: reveal submarines and cancel their missions in the patrol hex.
- Re-base: aircraft wait in Re-Base until Resolution; no other mission that turn.
Air dice
Fighters: d8 for aircraft combat and CAS, d6 for surface strikes. Bombers: d6 for aircraft combat and CAS, d8 for surface strikes. Air groups roll dice equal to their SP.
Maritime
- Sea control: the defender may fight or refuse. Refusing ships return to port at Resolution and retain only self-defense.
- Escort / Convoy raid: escorts fire first; surviving raiders then attack. Transport losses are random.
- Naval support: add a d6 to a later land battle; opposing naval support cancels.
- ASW / Submarine strike: submarine concealment ends only when required by action or detection. Outside sea control, a submarine takes at most one hit.
- Open / Sabotage port: use the appropriate naval mission at a legal port.
Each combat-capable ship rolls one die. Damage reduces the surface ship’s die size; submarines retain a d6.
Original documents
PDF · sequence and combat
PDF · units and mission tables
Word · original rules
Quick reference for the digital edition. Original documents are preserved as supplied; later designer clarifications may differ from the printed sheets.