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NORTH AFRICA

Supercharge

Battle of El Alamein, October 1942

EXCLUSIVE RULES

Copyright 2007, Decision Games and HexWar Ltd.

 

Contents


[15.0] INTRODUCTION

Supercharge is a simulation of the Battle of ‘Alamein and the Battle of Alam Halfa. It depicts the Axis offensive against the ‘Alamein Line in the last Axis attempt to break through to Cairo, and the Allied attack in preparation for the Torch landings. Note: There are no supply restrictions or sources in Supercharge. Section 12.0 is ignored.

[16.0] MINEFIELD EFFECTS ON ARMOR

GENERAL RULE:
In addition to the standard effects of Minefields, any mechanized unit attacking through an Enemy Minefield hexside has its Attack Strength halved.

PROCEDURE:
When calculating an attack, halve the Attack Strength of any and all mechanized units attacking through Enemy Minefield hexsides, dropping fractions. For a definition of what constitutes a “mechanized” unit, see Case 2.31 in the Standard Rules booklet.

[17.0] VICTORY CONDITIONS

GENERAL RULE:
During the game, both sides will receive Victory Points. The Player must keep track of the Victory Point total. A Player will receive Victory Points for reaching certain objectives during the game, as well as for holding certain objectives at the end of the game.

PROCEDURE:
When the Scenario has been completed, total the number of Victory Points each side has. Subtract the lesser total from the greater, to yield a single number. Then examine the following chart to determine the level of victory of the Player with the larger Victory Point total.

Difference
in Victory Points          Victory Level
0 to 3                            Draw
4 to 15                          Marginal Victory
16 to 30                        Substantive Victory
31 and above                Decisive Victory

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[18.0] SCENARIOS

GENERAL RULE: Supercharge has three Scenarios: the Battle of Alam Halfa, the Battle of ‘Alamein, and Operation Supercharge.

The instructions for each Scenario include each Player’s Initial Deployment, Special Rules in effect for that Scenario, the length in Game-Turns of that Scenario and the Victory Conditions.

PROCEDURE:
Place a unit of the specified type on each of the hexes listed for that type. Hex numbers are shown in parentheses following each unit’s designation. Unit designations are not necessary for the play of the game, and may be ignored.

CASES:

[18.1]THE BATTLE OF ALAM HALFA

[18.11] AXIS INITIAL DEPLOYMENT

Germans:
Unit Type: 2-2-12. Hex: PZJ (1122)
Unit Type: 2-1-12. Hex: Recce (1124)
Unit Type: 2-2-5/2-12. Hexes: 155 (1224), 190 (1416)
Unit Type: 3-2-5/2-12. Hex: Flak (1321)
Unit Type: 5-3-12. Hexes: 5 (1324), 8 (1423)
Unit Type: 3-3.12. Hexes: 104 (1325), 346 (1417),113 (1422)
Unit Type: 2-3-6. Hexes: 433 (1406), 382 (1408),125 (1509)
Unit Type: 2-3-12. Hexes: 200 (1418), 115 (1419)
Unit Type: 2-2-5/2.6. Hex: 220 (1505)
Unit Type: 2-4-6. Hex: Ramcke (1510)

Italians:
Unit Type: 3-3-6. Hex: FoIg (1123)
Unit Type: 2-1-4/2-10. Hex: 20 (1320)
Unit Type: 2-1-4/2-4. Hex: 21 (1410)
Unit Type: 1-2-4. Hexes: Bol (1413), Trento (1511)
Unit Type: 2-3-10. Hexes: 12 Bers (1420), 8 Bers (1521)
Unit Type: 3-4-10. Hex: Tri (1421)
Unit Type: 3-2-10. Hexes: 133 (1520), 132 (1621)

[18.12] ALLIED INITIAL DEPLOYMENT
Unit Type: 3-4-6. Hexes: 20A (1607), 24A (1609), 132 (1715), 6NZ (1716), 5NZ (1717), 3SA (1810), 1SA (1811), 2SA (1812), 26A (2510), 133 (2616), 131 (2915).
Unit Type: 2-1-12. Hexes: 7 (1623), 8SA (1911), 2NZ (2017)
Unit Type: 2-3-6. Hexes: 161Ind (1713), 4Ind (1714), 5Ind (2013)
Unit Type: 3-4-12. Hex: 7Mot (1719)
Unit Type: 2-2-12. Hexes: 8H (1721), TG (2317)
Unit Type: 2-2-5/2-6. Hex: 4Ind (1814)
Unit Type: 4-3-6/2-6. Hexes: 1SA (1912), 2NZ (1915)
Unit Type: 3-2-12. Hexes: 4CLY (2022), 5RTR (2117), 1RTR (2416)
Unit Type: 4-3-12. Hexes: 23 (2815), NTY (3319), SFY (3320), 2RTR (3419)

[18.13] PLAYER SEQUENCE
1. The Axis Player is the First Player. His Player Turn is first in every Game-Turn.
2. No Allied unit may move on the First Turn.
3. The Scenario length is eight Game-Turns.

[18.14] GROUND SUPPORT ALLOCATION
1. The Axis Player has two Ground Support Points each Game-Turn.
2. The Allied Player has no Ground Support Points.

[18.15] VICTORY POINT SCHEDULE
(See Section 17.0.)
The Axis Player receives Victory Points as follows:
1. Five Points for each Allied unit destroyed.
2. Five Points for each Axis unit exited off the eastern edge of the map between hexes 3606 and 3616, inclusive.
3. 100 Points if an Axis unit passed through Imayid or ‘Alamein during the game.

The Allied Player receives Victory Points as follows:
1. Five Points for each Axis unit destroyed.
2. 100 Points if there is no Axis unit east of hexrow 0700 at the end of the game.

[18.2] THE BATTLE OF ‘ALAMEIN

[18.21] ALLIED INITIAL DEPLOYMENT
Unit Type: 3-4-6. Hexes: 26A (1507), 20A (1508), 153(1608), 154(1609), 24A (1707), 152 (1708), 5NZ (1710), 6NZ (1711), 2SA (1712), 3SA (1812), 1SA (1912).
Unit Type: 3-3-12. Hexes: 3H (1709), RWY (1809), WWY (1810)
Unit Type: 2-3-6. Hexes: 5Ind (1713), 7Ind (1714), 161Ind (1715), 69 (1717), 151 (1718), 1GK (1819), 1FF (2023)
Unit Type: 4-2-6/2-6. Hex: 9A (1807)
Unit Type: 4-2-5/2-6. Hex: 51 (1808)
Unit Type: 2.1-12. Hexes: 2NZ (1811), 8SA (2009), 7 (2222), RD (2715), 12L (3210)
Unit Type: 2-2-5/2-6. Hex: 4Ind (1813)
Unit Type: 3-2-5/2-6. Hex: 50 (1818)
Unit Type: 4-3-6/2-6. Hexes: 2NZ (1910), 1SA (1911)
Unit Type: 3-4-12. Hexes: 132L (1919), 131L (1920), 133L (2813), 7Mot (2912)
Unit Type: 2-2-12. Hexes: 8H (2020), TG (2021), AT (2712)
Unit Type: 3.2-12. Hexes: 1RTR (2022), 5RTR (2122), 4CLY (2123)
Unit Type: 4-4-6. Hex: 2FF (2025)
Unit Type: 3-2-5/2-12. Hexes: 7A (2221), 10 (2811)
Unit Type: 4-3-12. Hexes: 1TK (2612), NTY (2613), SFY (2713), 23 (2810), 2RTR (2814), QB (2910), 41RTR (2913), 45RTR (2914), 47RTR (2915), 9L (3009), 10H (3010)

[18.22] AXIS INITIAL DEPLOYMENT

German:
Unit Type: 2-2-5/2-12. Hexes: 190 (0401), 155 (1216), 33 (1309)
Unit Type: 2-3-12. Hexes: 115 (0502), 200 (0503)
Unit Type: 3-3-12. Hexes: 346 (0602), 113 (1109), 104 (1315)
Unit Type: 5-3-12. Hexes: 8 (1206), 5 (1319)
Unit Type: 2-2-12. Hex: PZJ (1217)
Unit Type: 2-3-6. Hexes: 382 (1307), 125 (1406), 433(1509)
Unit Type: 2-2-5/2-6. Hex: 220 (1405)
Unit Type: 3-2-5/2-12. Hex: Flak (1412)
Unit Type: 2-4-6. Hex: Ramcke (1514)
Unit Type: 2-1-12. Hex: Recce (1623)

Italian:
Unit Type: 3-4-10. Hex: Tri (0305)
Unit Type: 2-3-10. Hexes: GGFF (0702), 7 Bers (1411), 9 Bers (1419), 12 Bers (1506), 8 Bers (1519).
Unit Type: 1-2-4. Hexes: Pis (0703), Bres (1415), Bol (1512), Trento (1610), Pavia (1722)
Unit Type: 2-1-4/2-10. Hex: 20 (1207)
Unit Type: 3-2.10. Hexes: 133 (1306), 132 (1417)
Unit Type: 2-1-4/2-4. Hexes: 10 (1318), 21 (1410)
Unit Type: 3-3-6. Hex: FoIg (1720)

[18.23] PLAYER SEQUENCE
1. On Game-Turn One, all British Artiilery units have their Barrage Strength doubled. Their FPF Strength remains as printed.
2. The Allied Piayer is the First Player. His Player- Turn is first in every Game-Turn.
3. The Scenario length is fifteen Game-Turns.

[18.24] GROUND SUPPORT ALLOCATION
The Allied Player has eight Ground Support Points on the First Turn, and four every Turn thereafter. This support may only be used as Barrage Strength; it may not be used for FPF. The Axis Player has no Ground Support Points.

[18.25] VICTORY POINT SCHEDULE
The Axis Player receives Victory Points as follows:
1. Ten Points for each Allied unit destroyed.
2. Three Points for each Axis unit exited off the western map edge. [This is to simulate a withdrawal.]
3. Five Points at the end of every Turn starting on Game-Turn Ten if the Axis Player has at least one Axis unit on the area east of hexrow 0700 and north of hexrow 0013.

The Allied Player receives: Four Points for each Axis unit destroyed.

[18.3]OPERATION SUPERCHARGE

[18.31] ALLIED INITIAL DEPLOYMENT
Unit Type: 3-4-6. Hexes: 6NZ (1107), 154 (1108), 152 (1109), 5NZ (1206), 153 (1310), 24A (1406), 3SA (1410), 26A (1506), 20A (1306), 2SA (1511), 1SA (1611)
Unit Type: 4-3-12. Hexes: QB (1207), 9L (1208), 1OH (1308), 23 (1309), 2 RTR (1407), NTY (1408), SFY (1409), ITK (2009)
Unit Type: 3-4-12. Hexes: 133L (1209), 7Mot (1307), 132L (1619), 131L(1720)
Unit Type: 3-2-5/2-12. Hexes: 10 (1507), 7A (1708)
Unit Type: 4-3-6/2-6. Hexes: 2NZ (1508), 1SA (1606)
Unit Type: 4-2-6/2-6. Hexes: 9A (1510)
Unit Type: 4-2-5/2-6. Hex: 51 (1509)
Unit Type: 3-3-12. Hexes: 3H (1607), RWY (1608), WWY (1609).
Unit Type: 2-2.12. Hexes: AT (1610), 8H (1721), TG (1722)
Unit Type: 2-3-6. Hexes: 5Ind (1612), 69 (1615), 7Ind (1713), 161Ind (1715), 151 (1717), 1FF (1724), 1GK (1718).
Unit Type: 4-4-6. Hex: 2FF (1624).
Unit Type: 2-2-5/2-6. Hex: 4Ind (1813)
Unit Type: 3-2-5/2-6. Hex: 50 (1815)
Unit Type: 3-2-12. Hexes: 4CLY (2210), 5RTR (2310), 1RTR (2311)
Unit Type: 2-1-12. Hexes: 12L (2409), 8SA (2410), RD (2510), 7(2511)

[18.32] AXIS INITIAL DEPLOYMENT

German:
Unit Type: 5.3-12. Hexes: 5 (0803), 8 (1007).
Unit Type: 2-2-5/2-6. Hex: 220 (0804)
Unit Type: 3-2-5/2-12. Hex: Flak (0907)
Unit Type: 3-3-12. Hexes: 104 (1006), 346 (1405)
Unit Type: 2-2-12. Hex: PZJ (1106)
Unit Type: 2-3-12. Hexes: 115 (1205). 200 (1305)
Unit Type: 2-2-5/2-12. Hex: 155 (1304)
Unit Type: 2-3-6. Hexes: 433 (1311), 382 (1411)
Unit Type: 2-4-6. Hex: Ramcke (1520)
Unit Type: 2.1-12. Hex: Recce (1623)

Italian:
Unit Type: 2-1-4/2-4. Hexes: 10 (1321), 21 (1010)
Unit Type: 2-1-4/2-10. Hexes: 20 (0904)
Unit Type: 3-2-10. Hexes: 133 (1008), 132 (1420)
Unit Type: 2-3-10. Hexes: 12Bers (1009), 9Bers (1417), 7Bers (1505), 8Bers (1521).
Unit Type: 1-2-4. Hexes: Bol (1210), Bres (1415), Pis (1514), Pavia (1519)
Unit Type: 3-4.10. Hex: Tri (1512)
Unit Type: 3-3-6. Hex: FoIg (1621)

[18.33] PLAYER SEQUENCE
1. The Allied Player is the First Player. His Player-Turn is first in every Game-Turn.
2. The Scenario length is seven Game-Turns.
3. The Axis player begins the scenario with sixteen victory points.

[18.34] GROUND SUPPORT ALLOCATION
The Allied Player has four Ground Support Points every Turn. These may only be used for Barrage; they may not be used for FPF.
The Axis Player has no Ground Support Points.

[18.35] VICTORY POINT SCHEDULE
Both Players accumulate Victory Points as in Case 18.25 (the Victory Conditions for the “Battle of ‘Aiamein” Scenario), with the following exception: the Axis Player gains Victory Points for having units east of the 0700 hexrow and north of the 0013 hexrow, starting on Game-Turn One, rather than Game-Turn Ten.

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