Sicily 1943 Rules

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    ENGLISH RULES

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    SICILY 1943Operation Husky

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    Sicily 1943 Operation Husky is a gamesimulating the operation of the conqueringof Sicily by the Allies in July-August 1943.Each game turn (T) represents 3 to 5 days.Turn 0 represents the initial phase of theAllies invasion. One player controls the Alliedforces, and the other controls the Axis for-ces.Two six-sided dice (noted d6) are requi-red for play. The term modifier refers to avalue that increases or decreases the resultof a die roll without exceeding the naturalvalues of a die roll (1/6 or 2/12). Modifiersare cumulative.Concept Note : The Sicily Campaign wasa difficult one for the Allies to lose. Despitethe uncertainties surrounding the landing,the behavior of the Italian and German units,the difficulties of the terrain and the esta-blishment of the logistical chain, the strengthratio and the fire power were such that theAllies were sure to eventually take Messina.The point of the game is to find out whenand with what losses.It s a race again the clock in which the Axisplayer, essentially on the defensive with someoccasions of local counter attacks, and theAllied player, essentially on the offensive,must optimize their movements and theircombats to slow down or speed up theadvance of the Allies.Despite a reduced number of units at thisscale (the principal units are divisions) andthe use of a map with zones seemingly welladapted to the operation, it was complica-ted to devise a game that maximized funwhile maintaining many military parameters.In this operational simulation, the lines ofcommunication and the management of com-bat support and troops are as important asthe combats themselves. Choices have beenmade and are criticizable, but the aleatorycharacter of certain actions (events, landing,behavior of the Italian troops, resolution ofcombats) allows for numerous playings. Thegame is quick to play once players master

    the combat system and the numerous, spe-cific rules. The game also offers options forhypothetical scenarios by varying differentparameters.1 - THE MAP

    The map represents Sicily divided intozones.Each zones contains an identification anda number (1 to 3) representing the defen-sive value of the terrain. 7 landing (dbar-quement) boxes indicate zones in whichthe Allied units may land. A Turn Recordtrack, a General Records Track (tableau degestion), and boxes for the game functionsare included.

    1.1 Coastal zonesCertain coastal zones are defended by Ita-lian coastal units. They have a combat strengthof 3 to 5 indicated on the map by a gray shield.1.2 - FortificationsCertain coastal zones also contain a fortifi-cation (gray fortress) that increase by 1 thedefensive value of the terrain for the Axis andprotect against automatic retreat (see 7.2, 7.3).1.3 - Etna LineCertain zones benefit from a prepared lineof defense (jagged red square) that increasesby 1 the defensive value of the terrain for theAxis.1.4 - The EtnaThe zone containing Etna is impassable.1.5 Victory PointsCertain zones contain values from 1 to 3(in a red flag) that correspond to the Alliesobjectives. These are Victory Points (PV).

    2 - COUNTERS

    Counters represent combat units and mar-kers. Note : Certain counters are optional(see 9.0).

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    2.1 Combat unitsCombat units are engaged by both campsin the operation; the colors distinguish thenationalities. The Canadians are attached tothe English. The Moroccan tabors have thesame color as the Americans. The size ofcombat units goes from division to company(XX = division, X = brigade, III = regiment, II= battalion, I = company). Combat strengthis indicated by two values. The first valueapplies when the unit has not yet suffereda loss. The second value applies when aLoss (Perte) marker is placed under theunit. The absence of a second value (blackdot) means that the unit is eliminated onceit suffers a loss. The most important divisionshave two counters: complete unit and redu-ced unit. The reduced unit replaces the com-plete unit when the latter suffers a secondloss.Example : If the 2nd American ArmoredDivision suffers a loss, a Perte Marker is pla-ced under the unit and its combat strengthbecomes 8 instead of 12; if it suffers a secondloss later on, the unit and the Perte markerare removed and replaced by a reduced unit.Its combat strength then becomes 4. If theunit suffers another loss, since the reducedunit has only one value (and a black dot), itis eliminated.The quality represents the experience, trai-ning and performance of the unit. When thequality is inscribed in a colored shield, theunit has an armored capability bonus.The corps of attachment is indicated by

    the color used for the combat strength andthe armored bonus. It matches the colorindicated on the HQ of the corps. The corpsof attachment serve to determine isolation,movement capacity, and the capacity toreceive operational support.Some independent units have no Corpsof attachment (the color of their combatstrength is white). They use the closest non-isolated HQ of their nationality. The backside of a unit (with a surrounding light-colo-red band) represents its fatigued status.

    2.2 MarkersThey represent various information andelements necessary to the game: HQ, Wea-ther, VP, Air and Sea Superiority, Loss, Disor-ganized, Costiere, Operational Support,Gruppo Mobile,...)Note : Operational support is representedby outlines of artillery. Other sources of sup-port (represented by outlines of planes orships) are used with an optional rule (see9.2).2.2.1- Costiere Coastal) markers.These markers represent the Italian coastal

    units. They do not count in thestacking in a zone and they do notmove. They serve only in defenseand all have a quality of 2. They arenever fatigued and are generally removed aftercombat (see 7.2, 8.5). Their combat strength(indicated on the map) can be added to thatof the combat units present.

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    DESCRIPTION OF COUNTERS

    Combat Strength

    CombatStrength

    Color of attachment

    Quality

    SizeName

    Unit indpendante

    Fatigued unit

    Indicates anairborneunit

    Reduced unit

    Armored bonus Special Rulefor armoredbonus

    Canadianunit

    Note: The armored bonus for KG only applies to its initial combatstrength: 8. As soon as it suffers a loss, the armored bonus disappears.

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    2.2.2- Gruppo Mobile (Mobile Group) Marker. A GruppoMobile is a small Italian unit formedprimarily of armored and motorizedtroops. The marker is used to keeptrack of their use during combat.3 - VICTORY CONDITIONS

    The Allied player wines if he obtains 12Victory Points (PV) by the end of the 10thturn. If not, the Axis wins. The first time theAllies occupy certain zones, theAllied player marks the number ofPV indicated on the map duringthe PV Adjustment Phase (see 4).Trapani (B), Siracusa (UU): 1 PV Palermo (K), Enna (Y), Catania (SS) : 2PV Messina (PP) : 3 PV Seize of Palermo or Catania before theend of the 5th turn: + 1 PV per town Seize of Palermo or Catania after theend of the 6th turn: -1 PV per town. Seize of Messina before the end of the9th turn : + 1 PV or before the end of the8th turn : + 2 PVNote : Geographical PV are never lost morethan once.Each loss suffered by a German divisiongives 1 PV to the Allies. Each loss sufferedby an Allied division equals a loss of 1 PVfor the Allies. A PV Marker allows for kee-ping track of the PV on the managementtable during the PV adjustment phase.

    4 - SEQUENCE OF PLAYEach game turn is divided into the follo-wing phases :1 Administrative PhaseEvents SegmentReinforcements SegmentWeather SegmentAir and Sea Superiority Segment Operational Support Segment2 Allied Movement Phase3 Allied Combat Phase4 Axis Movement Phase5 Axis Combat Phase6 - Victory Points Adjustment Phase.Note : The first turn is preceded by a turn0 dedicated to parachuting and landing ope-rations (see 8.0).

    5 - ADMINISTRATIVE PHASE

    5.1 Events SegmentOne player rolls 2d6 to determine the eventof the turn (see Events Table, p.16).5.2 Reinforcements SegmentThe reinforcements table indicates the orderof the arrival of reinforcements (see table, p. 16).

    5.2.1 - Allied reinforcementsThey are placed on the turn chosen bythe player on the available landing boxes oftheir nationality (except airborne units). Maxi-mum capacity for a landing box is two unitsand two HQ. Units that cannot be placedare held back one turn. Reinforcements canland in a landing zone if they respect thestacking rules (see 6.5) : Either during the Allied Movement Phase,and then move as isolated units (see 6.1 and6.3).- Or at the end of the Allied Combat Phasewithout moving .5.2.2 Axis ReinforcementsTheyarrive during the turn indicated in Mes-

    sina (PP) (exceptairborne units). Theycan movenormally and are considered for that turn asnon-isolated units.5.2.3 Removed Allied units.Certain Allied units are removed during theReinforcements Segment:- The American paratrooper units and theRangers unit are removed from play during theReinforcements Segment of the turn followingthe seize of Palermo. British airborne units are removed from playduring the Reinforcement Phase of the turn fol-lowing the seize of Catania.

    5.3 Weather SegmentOne player rolls 1d6 to determine the wea-ther for the turn.1-5: Favorable6: Unfavorable.Modifiers :-1 if the weather wasunfavorable the previousturn;

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    +2 if the violent storm event Orage violent takes place. The Mto (Weather) mar-ker is placed, on the side that was just determi-ned, on the Mto box.Note: Weather is automatically unfavorableon turn 0.

    5.4 Air and Sea Superiority SegmentOne player rolls 2d6 to determine who winsair and sea superiority for this turn.2-3: Axis4-5: No one6-12: AlliesModifiers :-2 if the Weather is unfavorable;-1 on turn 1 and turn 2.The Sup Aro marker is placedon the side of the camp that wins itin the Supriorit aronavale box. Do notplace the marker if neither side wins it.Note : The Allies automatically have air andsea superiority for Turn 0.

    5.5 Operational Support SegmentNote : Operational Support (OP) represen-ted by artillery units cor-responds to Supply and theartillery available to HQ tolaunch attacks.

    5.5.1 - Determination of the numberof OPEach player rolls 1d6 to determine his availa-ble number of OP for the turn.Die Allies Axis1 2 12-4 3 15-6 4 2Modifiers :-1 if the weather is unfavorable;-2 for the Allies on Turn 2;+2 if an event linked to operational supporttakes place (5.1).Note : There is no Operational Support Seg-ment in Turn 0 for either player, and there is nonefor the Allies in Turn 1 since the Allied HQ havenot yet landed.

    5.5.2 Distribution of OPEach player distributes his OP (by using the

    OP markers) among his HQ corps,beginning with the Allies. A HQ corpscan receive up to 2 OP. An isolatedHQ corps cannot receive OP (see6.1).The German HQ corps (14Pz) receives hisOP directly by being linked to Mes-sina by the road.If a HQ corps moves, its relatedOP move with it. OP that are not usedby the end of the turn are lost.

    6 - MOVEMENT PHASE6.1 Line of communication.Units and HQ must maintain their linesof communication (LoC) in order to be effec-

    tive. An LoC cannot pass through a zoneoccupied by an enemy unit. The range of an HQ s corps LoC to aunit is 1 zone without a road and 3 zonesfollowing a road. The range of an army HQ s LoC to anHQ corps is unlimited following a road. The range of the LoC of a source of sup-ply to an army HQ is unlimited when follo-wing a road.The sources of supply are : Messina for the Axis units. One of their nation s landing zones forAllied units. 5A unit with no LoC to its HQ corps is anisolated unit.An HQ corps with no LoC to its army HQor an army HQ with no LoC to asource of supply is an isolated HQ(the HQ marker is turned over).An isolated HQ automatically iso-lates the HQ or the units dependent on it.6.2 - Zone of control ZoC)Each division exerts a ZoC over its zoneand those surrounding it. A division neutra-lizes the enemy ZoC in its own zone.A unit stops its movement for the rest ofthe turn if it enters a non-neutralized, enemyZoC or if it enters one of the rare zoneswithout a road. A unit that passes directly

    from one enemy ZoC (even neutralized) toanother enemy ZoC (except neutralized)automatically becomes fatigued (see 7.2).5

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    An Italian unit must roll a die and get anumber less than or equal to its quality eachtime it attempts to enter an enemy ZoC. Ifit fails, its movement is over. The Axis playercan spend an OP to not have to roll the die(if the Italian HQ corps has any).

    6.3 Moving of unitsThe player of the phase moves his unitsone by one, zone by zone. The movementis unlimited if the unit isn t isolated at thebeginning of its movement and if its entiremovement takes place on a road. Other-wise, movement is limited to two zones. Aunit may not enter a zone containing anenemy unit.6.4 - Movement of HQHQ move one by one at the end of theother movements, after the movement ofthe combat units. An HQ mustalways be in a zone containing aroad. Its movement is limited to 3zones if it s Italian or Allied and 4zones if it s German. An HQ cannot volun-tarily enter a non-neutralized enemyZoC. If it finds itself in a non-neu-

    tralized enemy ZoC, it automati-cally moves to the closest zonecontaining a road, outside of a non-neutralized enemy ZoC. An HQdoes not advance after combat; itretreats if the units present in thezone retreat.Note : Before the arrival of the GermanHQ (14Pz), the German units use one of thetwo HQ of the Italian corps. Afterward, theycan use the Axis three HQ de corps to move,but only the German HQ for OP.6.5 - StackingStacking is permanently limited to threecombat units, including only one divisionper zone plus one airborne unit. A zone can-not contain more combat units than itsstacking limit. HQ do not count.The Axis player can stack Italian units withGerman units. The Allied player cannot stack

    American (and French) units with English(and Canadian) units.For movement only, a combat unit, inclu-

    ding a division, can, except at the momentof landing, temporarily exceed its stackinglimit when crossing a zone with defensevalue of 1 or a costal zone.At the end of the combat phase, stackingis verified for both players. A unit arriving insurplus after a retreat must exit the concer-ned zone according to the rules of retreatafter combat (see 7.3) to arrive in an adja-cent zone where it will no longer be in sur-plus. This retreat can take place several timesin a row, if necessary. A unit that cannot exita zone in which it is in surplus is eliminated(except 6.6).

    6.6 - Evacuation of SicilyIf units are in surplus in the Messina zone(PP), they are evacuated removed fromthe game instead of being eliminated anddo not count in the losses for the Axis. Simi-larly, units that must retreat from Messinaare evacuated. From the turn 7 on, the Axisplayer can evacuate one unit per turn fromMessina during his Movement Phase. Theseunits do not count in the Axis losses.6.7 Airborne units

    6.7.1 Allied airborne unitsAllied airborne units that arrive in turn 0are placed on the map(see 8.3); the others arriveas reinforcements and areplaced in the correspon-ding boxes.An available Allied airborne unit can be sentto any zone containing a unit of its nationality: during the Movement Phase of the Allies; or at the end of the Movement Phaseof the Axis if the Allies possess air and seasuperiority.It cannot move again during this turn. 2d6are rolled to determine the quality and theresult of the airborne movement.2-4 : Catastrophic : Automatic retreat5-8: Dispersed: Fatigued Unit9-12 : Optimal : NothingModifiers :-1 if the weather is unfavorable;-1 for parachuting during the Axis Move-ment Phase.

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    6.7.2 Axis airborne unitsThe Axis airborne unitsarrive as reinforcementsand are placed in the cor-responding Axis box. Anavailable Axis airborne unit can be placedin any zone containing an Axis unit duringthe Movement Phase of the Axis. It cannotmove again during this turn.Note : Axis airborne units are not droppedbut are deployed by land routes.7 - PHASE DE COMBAT

    The attacker chooses the order of hiscombats without declaring all of his attacksin advance.The units of one zone can only attackone zone at a time.All the units of a zone must be attackedtogether, but the attacker is not requiredto engage all the units in the attacking zone.A zone can be attacked several times perCombat Phase but only by one zone at atime.A unit can only attack once per CombatPhase, except in the case of an intensiveattack (see 7.7).The principal unit of the attacker or thedefender is the most important unit of thezone (XX > X > III > II > I). If the units haveequivalent sizes, the principal unit is theunit with the best initial quality. Otherwise,the owner chooses.7.1 - Resolution of combatsStrength ratio : Each player adds up theCombat Potential for all of his engagedunits, accounting for losses suffered ; theattacker s Potential is divided by the defen-der s Potential to get a ratio, rounded infavor of the defender.This ratio gives a starting column asso-ciated with a value on the Table of Com-bat Results (see page 16).Example : The American 3rd divisionattacks the Kampfgruppe that has suffereda loss; this gives 9 to 4 or 2/1; thus, column8.No attack can be made with a ratio lessthan 1/2. Ratios greater than 3/1 are trea-ted as 3/1. This starting column is then shif-

    ted, depending on certain situations, todetermine the final column.Situations calling for a column shift :A -quality : Shift as many columns as thedifference in quality between the Attacker sprincipal unit and that of the Defender.Example : the fatigued American 45thDivision (quality 3) and the Rangers batta-lion (quality 5) attack the Napoli Division(quality 2). The Attacker s principal unit isthe 45th Division, that of the Defender isthe Napoli Division. The difference in qua-lity is 3-2, or +1 column.B -Support : Operational Support OP): +2 columnsif the Attacker spends an OP pla-

    ced with a corps HQ. To use anOP, the principal unit must belongto the corps of the HQ that provi-des the support and must not be isolated.Only one OP may be spent per combat. The OP marker is removed after use. Gruppo mobile GM) : +1 column ifthe Axis player engages a GM inattack or -1 column if he engagesit in defense. Only one GM maybe used per combat. Once a GMis used, it is spent for the rest of the game.The Gruppo Mobile marker is adjustedon the management table. Air and sea superiority : +1 column ifthe Attacker has air and space superiority. Armored support : Unit with armoredsupport capabilities coloredshield around the quality give+1 column in attack and -1 columnin defense per present, non-disor-ganized unit.C -Terrain :-n column(s) for the defensive value ofthe terrain ;-1 column if the Axis benefits from a for-tification in defense ;-1 column if the Axis benefits from theEtna Line in defense.D Disorganized unit :-1 column if the principal unit attackingis disorganized,

    +1 column if it is defending.E Isolated unit : -1 column if the prin-cipal unit attacks outside the range of its7

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    EXAMPLES OF MOUVEMENT

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    3

    4 5

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    During the Movement Phase of the Allies Example 1 : The 45th Division (in V)can move to U (it stops because it entersan enemy ZoC) or to P via Q (it doesn t stopin Q because a Costiere marker has noZoC).Note : If an Allied unit enters P, the twoItalian HQ (in O) must move immediatelybecause they are in a non-neutralized ZoC.They can go to S or T, for example. Example 2 : The 3rd Division (in AA) islimited to 2 zones of movement because inthis example it is isolated (out of range) fromits HQ. It can go to Q via V since V is a zonewith a defensive value of 1, authorizing anadditional unit to momentarily exceed thestacking limit. (A zone can only contain asingle division at a time). Example 3 : The 1st Division (in EE) isisolated from its HQ (it is 4 zones away byroad). It is limited to 2 zones of movementand can go to Z via FF. If a division were in

    the place of the 4th TB, it would go directlyto Z (since FF is a non-coastal zone with adefensive value of 2 and does not autho-rize exceeding stacking limits. In this case,it would have to take a quality test followingits automatic fatigue due to its direct pas-sage into a non-neutralized enemy ZoC.Note: The 4th Tabor is not isolated becauseit has a LoC with the Bradley HQ, even thoughthe road passes by an enemy ZoC. (Onlyoccupation of the zone cuts the LoC).During the Axis Movement Example 4 : The Livorno division Livorno(in T) can move to P (and stop since it is ina zone without a road) or in U, in whichcase it must take a quality test to know ifmay enter into the ZoC of the 45th Divi-sion. Example 5 : Tiger Unit (in X) can moveto Y or DD without becoming fatigued sincethe two German divisions neutralize theZoC of the 1st Division (in EE).

    HQ. The Allied units situated in the landingboxes or zones as well as the Axis unitssituated in fortresses or costiere mar-kers are never considered isolated.

    7.2 Combat resultThe attacker rolls 1d6 , and, dependingon the final column that cannot be lessthan 0 or greater than 13 obtains a com-bat result.CA : Counter attack Attacker Fatigue ;Attacker Loss or Retreat.EC : Failure Attacker FatigueEN : Engagement Attacker and Defen-der FatigueRE : RetreatDefender Fatigue; Defen-der Loss or Retreat.DE : Rout Defender Fatigue ; Defen-der Loss and Retreat.Note : Effects are applied in the order indi-cated. FatigueEngaged units are turned to theirfatigued side. A unit that is alreadyfatigued must take a quality test(see 7.5).

    Loss or retreatThe player chooses between holding theterrain and suffering a loss on a principalunit or retreating all of his units one zone.If the principal unit is Italian, the Axisplayer rolls 1d6 : for 1-2, he must keep the terrain ; for 3-6, he must retreat. Loss and retreatThe principal unit suffers a loss and all ofthe units retreat one zone. If a fortificationis present, the units may choose not toretreat.Notes : If the result is EN, RE or DE, a costiere marker, even if accompanied, is automa-tically eliminated. If the attacked zone only contains one costiere marker, the Allied player canadvance even if the result is EN. In the case of landing or the presenceof a fortress, a costiere marker is only eli-minated automatically for RE or DE (see 8.6).

    7.3 RetreatThe player who has to make his unitsretreat chooses a retreat zone by moving

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    EXAMPLES OF COMBAT

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    22b

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    3b

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    During the Combat Phase of the Allies Example 1 : The 45th Division (in U)can attack the Livorno Division (in T). Theratio is 3/2 (9 to 6), or column 6. The columnshifts are as follows : +1 for quality, +2 foruse of an OP, -1 for use of a GM, +1 for airand sea superiority, -2 for terrain. Thus, finalcolumn 7. With a die roll of 4, the resultis RE. The Italian unit becomes fatigued and1d6 is rolled : 1-2 it stays in place and suf-fers a loss, 3-6 it retreats. Example 2 : The 2nd Armored Division(in FF) and the other units present attackthe HG and the Tigers company (in Z). The2nd DB and HG are the principal units. Theratio is 3/2 (17 to 10 because there is aPerte marker under HG), thus column 6.The column shifts are as follows: +2 for theuse of an OP, -1 for the use of a GM, +1 forthe air and sea superiority, +2 for the Alliedarmored bonus, -2 for the Axis armoredbonus, -2 for the terrain, thus final column6. With a die roll of 4, the result is EN. Allof the units are fatigued. Example 2a : The Allied player takesadvantage of the situation and has the 3rdDivision and the 70th armored Battalion (inAA) again the HG (in Z) once again. The3rd Division and the HG are the principalunits. Th ratio is 1/1 (10 to 10), or column4. Column shifts are as follows: +2 for qua-lity ( HG has become fatigued and its qua-lity has decreased to 3), -1 for the use of aGM, +1 for the air and sea superiority, +1for the armored Allies bonus, -2 for the armo-red bonus for the Axis, -2 for terrain, thuscolumn 3. With a roll of 4, the result is EN

    and all of the units are fatigued, but, sincethe German units are already fatigued, theymust pass individual quality tests. If they fail,they will be disorganized.During the Axis combat phase Example 3 : KG and 4FJ (in DD) attackthe 1st Division (in EE). KG and the 1st Divi-sion are the principal units. The ratio is 1/1(11 to 9), thus, column 4. Column shifts areas follows: +2 for the use of an OP, +1 forthe use of a GM, +1 for the German armo-red bonus, -1 for terrain. Thus, final column7. With a roll of 4, the result is EN and allthe units are fatigued. The 1st Division mustcarry out a roll of quality. If it fails, it beco-mes demoralized, and a Dmoralis mar-

    ker is placed underneath. Since the Germanplayer has 2 OP, he can carry out an inten-sive attack with KG (by spending one OPbut without bonus) but he chooses insteadto attack the 1st Division with HG and theTigers (in Z). Example 3a : HG and the 1st Divisionare the principal units. The ratio is 1/1 (10to 9), thus, column 4. Column shifts are asfollows : +2 for the use of an OP, +1 for theuse of a GM, +2 for the Axis armored bonus,-1 for terrain, +1 for an attack on a demo-ralized unit. Thus, final column 9. With aroll of 4, the result is RE. Since the 1st Divi-sion is disorganized and has suffered a Fati-gue, it must take a double test of quality toavoid suffering a loss. The Allied player thenchooses to retreat. He goes to KK (there sno other choice). The Axis player choosesto not advance to EE with his two units.

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    away from the attacking units according tothe following priorities : A zone outside of enemy ZoC. A zone situated in a neutralized enemyZoC. A zone situated in an enemy ZoC (witha quality test.)Over-stacking is permitted in this case(see 6.5). If there are multiple options, theplayer must choose among the zones withthe best defensive value.Units that won the combat (CA, RE orDE result) can choose to occupy the zoneleft vacant.If a player chooses to hold the terrain (REresult), but the last combat unit is elimina-

    ted at that moment, the adversary may notadvance his units into the zon.7.4 - LossesLosses are noted by placing aPerte marker under the unit orby replacing an entire unit by areduced unit if the Perte markerhas already been placed. A unit that onlyhas one combat value remaining and thatsuffers a new loss is removed from the game.Note : Remember to account for lossesin divisions that count in the PV during theAdjustment Phase for Victory Points.7.5 Quality test A fatigued or disorganized unit that suf-fers a new fatigue or retreats into a non-neutralized enemy ZoC must take a qua-lity test. The player rolls 1d6. If the result is lessthan or equal to the unit s currentquality, the unit passes the test. Ifnot, it fails. In case of failure, a fati-gued unit becomes disorganized(a D marker is placed on the unit), and adisorganized unit suffers a loss.Note : Disorganized divisions always takea double quality test (by rolling twice 1d6and suffer a loss only if they fail the test bothtimes. A disorganized unit can no longer move

    directly from one enemy ZoC to anotherenemy ZoC (except neutralized) during thesame turn

    A disorganized unit receives a modifierfor its combats and does not provide anymore armored bonus.Note : A unit may be required to take seve-ral, successive quality tests after a combat.7.6 - RecuperationA fatigued unit that is not isolated beco-mes non-fatigued (the unit is turned over) atthe end of its Combat Phase : if it hasn t entered an enemy ZoC (evenneutralized) during its Movement Phase ; and if it didn t attack during its CombatPhase.Similarly, a disorganized unit, even isola-ted, loses its D marker at the end of its

    Combat Phase but remains fatigued : if it hasn t entered an enemy ZoC (evenneutralized) during its Movement Phase ; and if it didn t attack during its CombatPhase.7.7 - Intensive AttackUnits coming to attack and have not leftthe zone after this attack can immediatelycarry out another (and only one) attack byspending a support OP. As for the other OP

    support, the principal unit must below to theHQ corps that supplies the support and mustnot be isolated. But, the OP support does notgive the +2 columns bonus to the combat.8 - TURN 0

    Turn 0 is different from the other turns of thegame. It takes place in the order below. Theturn marker is placed in the T0 box on the turnrecord track.8.1 - Placement of the AxisThe Axis player places his units in the zonesindicated below. (P) signifies that the unit hasalready suffered a loss (place a Perte markerunder the unit.)Note: In fact, German troops were detachedfrom both divisions to form the KG. Italian GermanAO: D 15 PG (P): EAS:I KG: JJLI:U HG (P): ZNA: LL TI (Tigers):ZQG 6a:Y 215:E

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    QG 16 :YIQG 12 :IPlace the 10 Costire markers betweenzone J and zone UU (except NN). They areremoved following combats and are repla-ced in the coastal zones that haven t yetreceived markers.Example : If an American division succeedsin landing in V on turn 0, the costiere mar-ker is removed and placed in F or in TT.

    8.2 - Preparation of the AlliesThe Allied player positions each of thedivisions below in a landing box of its natio-nality. He then deals with the support unitsin the same manner, with a maximum of onesupport per box. Americans : 1 ; 45 ; 3; support : RGR English : 1 (Canadians) ; 5; 50; 51; sup-port :CO; RMNote : The American Rangers form hereonly one support unit even though a portionof them were detached to support the lan-ding of a second American division.

    8.3 Airborne MissionsTake the 505 (82nd Airborne) [US] andthe 1G (1st Airborne) [GB] and select a coas-tal zone among V, AA and GG for the 505and a coastal zone among VV, XX, ZZ andYY for the 1G and place them there.Determine in the normal way the resultof the airborne movement (see 6.7.1). Air-borne units participate in the landing attacksin their drop zone.

    8.4 - SupportsAir and sea superiority returns to the Alliesand the weather is unfavorable. The GruppoMobile marker is placed in box 9 andthe PV marker in box 0 on yhe generalrecord track. There is no OP for turn 0 noron turn 1 for the Allies.8.5 LandingFor each unit that lands, in the order chosenby the Allied player:A - Roll 2d6 to determine the quality of

    the landing. The result gives the state of theunit that lands. If necessary, place the pro-visional Perte marker on the unit and turn

    it over if it is fatigued.Die : Result2-5: Mediocre 1 Provisional Loss + Fati-gue6-10 : Correct 1 Provisional Loss11-12 : OptimalNothingModifier:+1 if the unit is a support unit RGR, RM, CM.Note: A provisional loss only affects divisions.Fatigue affects all types of units.B Landing combat is resolved like a nor-mal combat except that the Axis cannot usethe Gruppo Mobile and the support unitsRGR, CO, RM give +1 column in addition totheir combat potential. If the result is RE or DE: The Costiere marker is eliminated (replaced elsewhere) andthe assailant occupies the zone. If the result is EN or EC: The Costiere marker remains in place; the Allied unit or unitsremain in the landing box and must attack duringthe following turns if Axis units or Costieremarkers are still there.The assailing units only suffer a fatigue if theyhadn t already but never become disorganized.In the case of Allied failure to take the zone,

    the airborne unit that participated in the attackis definitively removed from the game.8.6 Axis counter-attackThe Axis player must conduct at least oneattack against the assailants that have landed.He cannotmove and, thus, must attack an adja-cent zone.The Gruppo Mobile are authorized.In the case of a RE or DE result, the Alliedunits must take a loss but do not retreat. Theymay become disorganized.8.7 End of the turnThe provisional Perte markers are remo-ved from the Allied units that have succeededin landing (and not those still in the landing box),but their Fatigue status is maintained.The 1st turn may begin with the Administra-tive Phase.

    9 - OPTIONAL RULESThe players, of common accord, can chooseto incorporate one or several optional rules.

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    9.1 Operation Mincemeat Note : Operation Mincemeat is an opera-tion of disinformation aiming to divert theattention of the German QG (OKW) from apossible landing in Sicily.The Axis player rolls 2d6 to attempt tochange the consequences of the operation.2-6 : OKW is mystified (Historical result).7-8 : OKW has some doubts : -2 to the rollof air and sea superiority and +1/-1 columnfor the combats in favor of the Axis duringthe 1st turn.9-10 : OKW is distrustful: same as the pre-ceding result + the 26.Pz division is on alert(Reinforcement on the 4th turn)*.11-12 : OKW foils the operation: same as

    the preceding result + the Axis reinforce-ments of the 4th turn arrive on the 3rd turn*.* Stacking is authorized in Messina for thisturn.One can choose to favor the Axis duringOperation Mincemeat by rolling 1d6 andadding 6.9.2 Air and maritime supportReplaces Air and Sea Superiority)During the Adminis-

    trative Phase and thepreparation of turn 0 each player rolls 1d6twice to determine thenumber of air and mari-time supports he willhave for the turn. The Air and Maritime markers for each campare placed on the appropriate place on themanagement table.Air MaritimeAllies Axis Allies Axis1-2 2 0 1 03-4 3 1 2 05-6 4 1 2 1Modifiers :-2 if the weather is unfavorable;-2 for the Axis on turn 0.These supports are used during the com-bats in place of the air and sea superiority.They give +1 column per air and/or mari-time support spent in attack for a combat(only in coastal zones for the maritime sup-ports). Markers are adjusted on the mana-

    gement table based on their expenditures.The attackers can only use one type of sup-port per combat.9.3 Units in reserveOne can decide to bring in certain unitsplaced in reserve that did not intervene his-torically. Turn 2GB : 2 (1st Airborne);USA : 325 (82nd Airborne) Turn 3Germany : 2 (Fallschirmjger) Turn 4Germany : 26Pz* ;Italy : ALP Turn 5Italy : 185* Over-stacking is permitted in Messina forthis turn.In this case, the event The OKW reactswell applies for turns 4, 5 and 6, in addi-tional to the regular event (except if the regu-lar event is The OKW reacts well).9.4 Alternative US landingNote : An initial plan anticipated a double

    attack in the west and southeast. The mas-sive attack in the southwest was eventuallyadopted, primarily because the two Alliedforces could support each other. This optionenables an attempt of the original plan.The Allied player chooses a northwestern(A, D and G) or southwest (C, F and J) optionand acts as if there were landing boxes acrossin which to land the American units.If necessary, place the Costiere markersthere ; (zones with no intrinsic value areworth 1 for the calculation of the landingratio and 1 for the quality).The American paratroopers 505 are drop-ped in one of the three landing zones. ADRM of -1 is applied to the quality of theAmerican landing.The following adjustments apply until theend of the game:-1 on the air and sea superiority roll ;-1 on the Allied OP roll.The bonuses and penalties for the seizeof Palermo (K) no longer apply.

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    9.5 Regrouping of the GermandivisionsNote : In Sicily 1943, to occupy the mostterrain possible, the two divisions (15.Pz.Gand HG) were split into Kampfgruppen thatformed according to the necessity of the com-bats. In Sicily 43, given the scale and constraintsof the game, only one important Kampf-gruppe was maintained; the others remainattached to their original division.The Axis player does away with the KGbut removes the Perte markers that areunder divisions 15 PG et HG.

    9.6 Aosta DivisionNote : The Aosta Division, instead of logi-cally defending western Sicily, was sent bythe Staff Officer to the east, which facilita-ted the seize of Palermo. This option trans-lates this order.On the 1st turn, the Aosta Division (AO)is placed in W without the possibility (exceptretreat) of coming farther west (outside ofW, X Y, Z, AA). In the case of retreat, it mustattempt to regain W or farther east.

    Crdits. A game by Laurent Martin.Counters : Christophe Camilotte and Pas-cal Da Silva. Map : Pascal Da Silva. Layout :Nicolas Stratigos.Tests and proofreading : Franois-XavierEuzet, George Groosen, Manuel Mignot,Duc Tien Nguyen, Arnaud Pierre-Pierre, Paul-Henri Roustan.Translation : Elisa DoughtyLast minute errata : The size of the german KG is division(XX) and not battalion (II) The size of the british 231 unit is bri-gade (X) and not division (XX) The 4th canadian tank brigade is in effectthe 1st canadian tank brigade.

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    1/2 2/3 1/1 3/2 2/1 3/1Die 0 1 2 3 4 5 6 7 8 9 10 11 12 131 CA CA CA CA EC EC EC EC EC EC EN EN EN RE2 CA CA EC EC EC EC EN EN EN EN EN RE RE RE3 CA EC EC EC EN EN EN EN EN RE RE RE RE RE4 EC EC EN EN EN EN EN RE RE RE RE RE DE DE5 EN EN EN EN EN RE RE RE RE RE DE DE DE DE6 EN RE RE RE RE RE RE RE DE DE DE DE DE DE

    COMBAT RESULT TABLE

    CA : Counter-attack Fatigue ATT; Loss or Retreat ATT. EC : Failure Fatigue ATTEN : Engagement Fatigue ATT and DEF RE : Retreat Fatigue DEF; Loss or Retreat DEFDE : Rout Fatigue DEF; Loss and Retreat DEFNote : The effects are applied in the order indicated.

    TABLE OF EVENTS

    COLUMN SHIFTS

    Dice Event Consequences2-31 intervention of the Mafia +1 col for an Allied attack4 Brave Tabors +1 col for an attack with the 4th Tabor5 Brave Canadians +1 col for an attack with the Canadian division6 Good Allied logistics +2 to the Allied OP support roll7 The OKW reacts +2 to the Axis OP support roll.A mandatory attack by the Axis.8 Blackshirts still believe. +1 col for an Axis combat.92 The Italians are demoralized Certain Italian units are fatigued.10-11 Violent storms. +2 to the weather roll; -1 col for all attacks this turn.123 Mussolini is replacedby Badaglio +1 to the rolls of Italian quality this turn.1 - Even if the intervention of the Mafia is called into question by certain historians.2 - The Axis player rolls 1d6. 1-4: the divisions of the 12th corps each suffer automatic fatigue; 5-6 : the 16thcorps divisions suffer the fatigue.3 - This event occurs automatically during the 5th turn (no roll this turn); If it has already occurred, it becomesThe Italians are demoralized.

    A - Quality : (+/- the differencein quality)B - SupportsOperational Support (OP): +2(attack)Gruppo mobile (GM): +1/-1(attack or defense)

    Air and Sea Superiority : +1(attack)Armored Support: +1/-1 (attackor defense) *C - Terrain : (defense)Terrain value: -nFortification: -1 (Axis defense)

    Etna Line: -1 (Axis defense)D - Disorganized unit : -1/+1(attack or defense)E - Isolated unit : -1 (attack)

    * Per non-disorganized unit

    REINFORCEMENT TABLE

    Turn 1USA : QG 2, QG P, QG 7thArmy, 4 TB, 2 (Division blinde),70, 753, 504 (82nd Airborne)GB : QG 13, QG 30, QG 8thArmy, 4, 23, 231, 1 (1st Airborne),

    4 (Canada)Germany : 382 Turn 2Germany: QG 14Pz, 1(Fallschirm-jger), 4 (Fallschirmjger)

    Turn 3USA : 9 Turn 4GB: 78Germany : 29 PG, 129

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