1 Beautiful Stout Box 1 Quick Start sheet 1 Rulebook 6 Play Aids, numbered 1-6 12 scenario cards, numbered front and back 1-24 6 counter sheets, numbered 1-6 2 dice one white, one green 2 maps identical
39 overlays: North marker, Tr1 x 6, RR10 X 3, Sd7, Sd9, Sd10, Sd11, Sd17, S3, S4, S5, S6, S10, H3, H8, H21, H35, R3, R5, T2, T4, T5, D4, D9, D42, V6, V17, W13, W14, F11, O1, P5
42 AFV Cards (including the lead card that doesnt have any data on it. It helps to stack them more or less in the following order, which is by nationality then: Armored Car, Tankette, Light Tank, Medium Tank, Heavy Tank, Self-Propelled Gun and by order of appearance in the theatre. It helps to number them):
US Lend Lease (2) === Stuart I, Grant
British (20) === CS 9, Rolls Royce 24, Rolls Royce 40, MH II ATR, MH II 20B, MH II 47C, Humber II, Daimler SC, Mk VIB, A9, A9 CS, A13-1, A13-2, A13 CS, Crusader I, Crusader I CS, Crusader II, Crusader II CS, Matilda II, Valentine II
Italian (7) === AB 40, AB 41, L6/40, M11/39, M11/40, M14/41, Semovente 75/18
German (12) === Sd 222, Pzkw Ib, Pzkw IIf, Pzkw IIIf, Pzkw IIIg, Pzkw IIIh, Pzkw IIIj, Pzkw IVe, Pzkw IVf2, PzJag I, Marder III, sIG II


Q How do vehicles or infantry move AND fire in a turn?
A Whether infantry or vehicle, the unit must fire at some point during its move it cannot wait and fire later in the turn. If it's a vehicle, add +3 to the HPN. However, a vehicle that has not yet moved or fired but is marked for Continued Movement can use Opportunity Fire at an enemy target. It is then marked Fired and the movement arrow is taken off to show that it stopped to fire.
Example: a Pz IIIg platoon wants to move and fire. The player announces he'll use Assault Movement 6 MP. The three tanks chug forward for 3 points, coming around a hillock where they can see a Grant waiting. The Grant takes whatever shots it wants. Now the Panzers can spend the other 3 points, then shoot OR shoot then move the three, OR 2, shoot, 1, etc, always with +3 HPN. But once the German player moves on to another unit, those Panzers are left with the Moved arrow counter and cannot move or fire again this turn.
Q If an AFV fires, either in the combat phase(static) or as opportunity fire (having not yet moved), and the owning player states that he wishes to include the HPN +3 for moving, can the vehicle move later in that turn? Or once marked as fired, the AFV may not move at all?
A No. Yes, unless it fires as Assault Fire +3 as the first action of its movement.
Q Can an unfired AFV that uses assault movement in the movement phase, later use opportunity fire against moving enemy in the same turn?
A No.
Q If an AFV fires using opportunity fire, can it then use assault movement later in the same turn?
A No. Mark it with a Fired ('F') marker.
Q Do indirect firing vehicles receive the +3 HPN mod if they move?
A No.
Q Rules 6.421 and 6.4211 refer to personnel platoon movement being allowed for 3 adjacent stacks. Do the stacks need to be adjacent to each other or can they be in a chain (line) so that A is only adjacent to B which is adjacent to C but C is only adjacent to B and not to A?
A They can be in a chain or line.
Q Similarly, rule 6.56 refers to vehicle platoon movement. What does adjacent mean here?
A The same all next to each other or in a chain.
Q Shouldnt all nationalities use platoon movement at all times as per 6.56?
A For a more historical game, yes!
Q Scenario 17 implies vehicles may move through hexes occupied by enemy vehicles so long as the stacking limits are not exceeded. No combat, just movement through the same hex. Is that right?
A Yes.
Q Is Infiltration the only way a personnel unit may enter the same location as an enemy unit?
A- Yes, although they could get dumped off a moving vehicle that is hit by enemy fire or something else unintentional. See the last sentence of 7.27 for broken units, and the Attack Results vs. Transported Personnel table on the left side of the back of Play Aid #6 for K-Kill results.
Q Rule 6.53 gives a pivot cost for vehicles changing facing. Do they pay this cost if they are following the path of a Trail? Of a Road?
A Yes, always.
Q Sighting conditions are optimal (I may have the exact sighting values wrong, but I don't have the chart handy). A moving British tank is fired upon at a range of 24 hexes. The ensuing shot hits but fails to destroy the British tank, which is marked with an appropriate BOT marker. The British tank immediately stops. On the next turn, the British tank remains stationary and so may not be fired since the sighting range has dropped from 24 to 20 hexes (stationary vehicle). Thus the British player is able to deny the BOT benefits to the Axis player unless he starts moving again or the Axis player moves forward (which will cost him his BOT marker anyway).
A BOT = automatic spotting.
Q Can an AFV turn its turret (with appropriate modifier) to use opportunity fire ?
A Yes.
Q How do I read the vehicle card entry "HE 3|14"?
A This is: HE Penetration | Frag Factors
Q It looks like the Firing unit CA change modifiers are on the HPT but not detailed in the rules.
A Yes, use the HPT numbers.
Q Is the HPN/Column modifier for firing through a vehicle/non- burning wreck counter or per hex?
A per hex.
Q Which heavy weapons provide GOOD cover -- those with H on the counter?
A Yes.
Q Under what conditions may personnel form a firegroup among two hexes? No more than two hexes can ever combine, correct?
A Up to three hexes may combine into a firegroup.
Q Is there a special table for ATR to roll on for hits since they don't have a letter rating?
A Use the D row.
Q What happens with a LH hit which equals the K-Kill number? I just played it as a K-kill.
A Yes.
Q Can a track hit cause a K-Kill or just an M-Kill?
A Only an M-Kill.
Q Is there any modifier for anti personnel fire using gunfire factors at 1
hex range?
A No.
Q Does the Hit Probability Modifier of +3 for Assault Moving vehicle apply because of the target, firer or either?
A Only for the Firer.
Q Looking at the HPT, I note that the BOT entry
mentions that there is also a "+1" to ROF. In the body of the rules, though,
the BOT confers 'double' the ROF and even double any remaining 'shots' for
firers with a ROF already greater than 1. The table note should probably read
'double' for the BOT, right?
A Its an immediate extra shot, hence the +1.
Q Matilda II - The rear-aspect UH has an armor value of
3! Is this a real 'Achilles heel' or should the value be something else?
A Value is correct. One place you can get a penetration on this tank (14mm
of armor @ 47-degrees.)
Q 33.7 WADI TERRAIN - I find the Wadi rules a little confusing. END hexes are where the Wadi artwork crosses only one (as opposed to several) hexside right?
A Yes.
Q The rules state that wadi terrain costs 2 MPs to enter/exit, except along an END hex. So once IN the Wadi, is the MP cost along the Wadi bottom 1, 2 or 4 MPs/hex?
A 2.
Q Does a wheeled vehicle roll for immobilization in every Wadi Hex or just when entering to/exiting from Wadi terrain from a non-END hex?
A When entering to/exiting from Wadi terrain from a non-END hex is correct.
Q 33.11 SAND DUNES - When there is no SSR listing the 'height' of a sand dune, what is the default height, +5 or +10?
A +5 unless specified as higher.
Q Crusader II CS - The Crusader II had its bow sub-turret removed and hence had no BMG. The Crusader II counter and AFV card correctly show this. However, the CS version shows a regular BMG value of 4. Shouldn't the CS model also have no BMG?
A Yes. No BMG is correct.
Q Alternative Ammunition: In the rules book, you take "the total number of APCR plus HEAT capable AFVs (each) x 1/2 (FRU)". In the tables, it is written: "the total number of APCR plus HEAT capable AFVs (each) x 1/3 (FRU)". Which rule should we use?
A The tables are correct 1/3.
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