JANUARY 8, 2011 GAME
THE ARMOUR BATTLE OUT IN THE DESERT
WHEN FORMING BATTLE GROUPS
Use November 1940.
Add +50% movement. This automatically adds +50 to weapon ranges.
But it won't increase command distance +50%. Do that on your own.
Check: "Ignore random points modifier."
Don't Check: "Ignore Battlegroup selection rules." (Keeps us historical)
Don't Check: "Ignore point limits." Unless you have an odd amount of points left over for a Battle Group. For example, 855 pts.
Don't Check: "Convert to inches." (Stay metric)
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OPTIONAL RULES (See p. 134)
Defensive Smoke
Auto Suppression but not applicable to AFVs (House Rule)
AFV Smoke
Final Defensive Fire
Reduced Artillery Fire-Zones (For us this means the normal size as printed in the rules not increased by our former +50%.
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HOUSE RULES:
Turn 1 first command throws will all succeed. Second throw deduct -1 as usual.
No command failures moving back and forth from Back to Main Table.
All COs upgraded +1 free. For example, CO8 becomes a CO9.
All HQs upgraded +1 free. For example, HQ7 becomes a HQ8.
Upgrades do not apply to observers.
Each Battle Group may have two free scout or armoured cars.
Each Battle Group may have one free air observer with vehicle free.
COs and HQs have free vehicles.
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Italian II Motor Corps (Todd CinC)
1. 3,266 pts.
2. Form 1-2 Battle Groups.
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7th Armoured Division (Bill CinC)
1. 2,855 pts.
2. Form 1-2 Battle Groups.
3. One free fighter aircraft per Battle Group.
4. Hasty Works allowed.
5. One command failure DO OVER per Battle Group.
6. BKCII author now gives a Saving Throw for Rolls Royce ACs. Throw a 6 to save.
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AND..........................!!!!!!!!!!!!!!!!!!!!!!
If ---- we have enough players, we'll also do the attack on the British works on the seacoast.
To be decided later.
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