# Tables

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Sequence of Play

Unit Costs and Values

Terrain Effects

Pre-Combat Withdrawal

Combat Determination

Combat Results

# Sequence of Play

    
     TACTICAL PHASE 1
     |
     |
     |   [Phase Prep]
     |   - Season Change
     |   - Guerrilla Sanctuary Adjustment
     |   - Negotiations with Moundou
     |
     |
     |__ Impulse 1
     |   |
     |   |__ Government Segment
     |   |   |   
     |   |   |  [Water Check]
     |   |   | 
     |   |   |__ Movement
     |   |   |   |__ Sanctuary Entry
     |   |   |   |__ Regular Movement
     |   |   |   |__ Air Transport
     |   |   |   
     |   |   |__ Battle
     |   |       |__ Pre-combat Ops
     |   |       |__ Combat Prep
     |   |       |__ Combat Resolution
     |   |   
     |   |__ Rebel Segment
     |       |  [Water Check]
     |       |__ Movement...
     |       |__ Battle...
     |
     |
     |__ Impulse 2...
     |
     |
     |__ Impulse 3...
      
      
         [Phase Wrap-up]
         - Special Guerrilla Withdrawal
         - Desert Water Supply Check
     
     


     TACTICAL PHASE 2...
     |
     .
     .
    

# Unit Costs and Values

# Step Value

Step Value is used to calculate Stacking Limitations and Combat Losses.

The Stacking Limit for units on a single hex is a cumulative Step Value of 9.

Unit Step Value
Battalion 3
Company 1
Guerrilla 1
Commander/Leader 0
Air Unit 1+
AAA Unit 1
SAM Unit 0

# Terrain Effects

Note that defense adjustments are cumulative.

# Marshes

Note that Drought does not occur in the Opération Manta scenario.

Terrain: Marsh Defense
Adjustment
Movement
Cost
Stacking limit
Perennial: Rain or Dry +2 3F 6
Peren: Drought 2F 6
Season: Rain +2 3F 6
Season: Dry or Drought 2F 6

# Other

Terrain Defense
Adjustment
Movement
Cost
Stacking Limit
Default for all terrain 2 9
Road * 1/2 C *
Track * 1 C *
Mountains +3 4 4
Sanctuary 0 D
Sanct. Entry 1 D
River +1
Oasis +1 H * 9 G
Village, Well * * 4 G
Town +1 H * 4 G
Fortification +3 H * 9
Infil. out enemy hex J +1/+2 K 9

# Key

Letter F is not included in this chart as it does not concern Opération Manta.

  • Νo effect, or not applicable
  • * Use other terrain hex to determine result
  • C Road or Track movement rate applies only to a land unit that enters a hex through a hex-side crossed by a Road or Track.
  • D See Sanctuary movement rules
  • F Units may use Road and Track movement rates in this type of hex only during a Dry Season.
  • G Stacking limit applies when the listed terrain feature is located in desert terrain; otherwise, use other terrain in hex to determine stacking limit.
  • H Improved Position — conventional combat must occur, unless all defenders are guerrilla units and voluntarily choose to fight a guerrilla combat. No defensive adjustment made in guerrilla.
  • J Guerrilla units only; see Enemy-Occupied Hexes
  • K +1 by default, +2 if Libyan and French troops are present in infiltrated hex. Note that Infiltration is not allowed if OAU units or Fortifications are present (see Infiltration rules).

# Guerrilla Pre-Combat Withdrawal

  1. Defending Guerrilla attempting Withdrawal rolls one die.

    • Add two if defender occupies a Mountain hex, a Perennial Marsh hex, or a "Wet Season" Seasonal Marsh hex.
    • Subtract one if any guerrilla combat units are attacking the hex.
  2. If the modified die roll is greater than the number of adjacent hexes containing enemy combat units, then all guerrilla units in the defending force must retreat two hexes in any direction, within the limits of Prohibited Movement and Stacking Limits. Otherwise, no guerrilla units may retreat and combat proceeds normally.

# Combat Determination

Defending Force →
Attacking Force ↓
C. C. and G. # G. #
C. C. Combat C. Combat G. Combat +
C. and G. C. Combat C. Combat G. Combat +
G. G. Combat * G. Combat * G. Combat

# Key

C. = Conventional, G. = Guerrilla

  • # Defending guerrilla units must select a Guerrilla Pre-Combat Operation: remain in place, withdraw, or ambush.
  • * EXCEPTION: Conventional Combat must occur if the defender occupies a hex with an Improved Position (a Town, an Oasis, or a Fortification maker).
  • + EXCEPTION: Conventional Combat may occur if the defender both...
    • Occupies a hex with an Improved Position (a Town, an Oasis, or a Fortification maker) AND...
    • Elects to benefit from the Improved Position. If both requirements are not met, Guerrilla Combat must occur.

TIP

Conventional combat occurs when neither attacker nor defender is made up entirely of guerrilla troops; otherwise, guerrilla combat occurs. However, two exceptions can arise when the defender occupies an improved position:

  • If the defending force contains any conventional units, conventional combat must occur.
  • If the defending force contains no conventional units, conventional combat may occur.

# Combat Results

# Modifiers

Before consulting the Combat Results Table to determine the outcome of battle, the players may need to make the following adjustments to their strength points and to the die roll in order for the results to be more contextually accurate.

Mods Attacker Defender
Defense adjustment - Add to CS
Contains leader +1 -1
Contains French +1 -1
Contains Commander Add skill to CS Add skill to CS

Key

  • CS: Combat Strength, either conventional or guerrilla
  • +1, -1: Die roll modification. Important: Die roll modifiers are not cumulative; only one should be applied per player per battle.

TIP

Players may want to try applying die roll modifiers based on force strength, rather than on whether a force is an attacker or defender. See rules for Leader modifiers in combat, "Notes" section.

TIP

A conventional battle occurs between an attacking rebel force with a conventional strength of 15 and a defending government force with a conventional strength of 19.

  • The defending government force is accompanied by their commander Habré, so that his military skill raises their conventional combat strength by +3 to 22.
  • The defending government force are also located on a town, meaning that in conventional battle they receive an additional combat strength point, raising them to 23 (see Terrain Effects, Defense Adjustment column).
  • The attacking rebel force is accompanied by their guerrilla leader, meaning the die roll will have -1 subtracted from it (or +1 added to it alternate rules are being used!).

# Results

The x-axis of the Combat Results Table below is the Combat Strength differential, which is obtained by subtracting the strength of the stronger force from that of the weaker force. The y-axis is the die roll. In order to determine which strength points are counted — conventional or guerrilla — consult the Combat Determination chart.

These two factors combined produce a double result: [stronger force losses] / [weaker force losses]. If the forces are equal in strength points, the attacker qualifies as the stronger force.

TIP

A conventional battle occurs between a rebel force with a conventional strength of 10 and a government force with a conventional strength of 6, meaning the differential is 4. Given this differential, a die roll of 9 yields a -/1R result: the stronger rebel force suffers no losses, and the weaker government force loses 1 Step Value worth of Units (round up if no unit worth 1 Step Value is present) and retreats.

Differential→
Die Roll ↓
≤1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 ≤
2 R/0 R/1 R/1 1R/1 1R/1 1R/2 2R/2 2R/2 2R/2 3R/2 3R/2 3R/2 3/2R 4/2R 4/3R 4/4R
3 R/- R/- R/- R/1 1R/1 1R/1 1R/1 2R/2 2R/2 2R/2 2/2R 2/2R 2/2R 2/3R 2/3R 2/3R
4 R/- R/- 1R/- 1R/- 2R/- 2R/- 2R/1 2R/1 2R/1 1/1R 1/1R 1/2R -/2R -/2R -/3R -/3R
5 R/- R/- 1R/- 1R/- 1R/- 1R/- 1R/- R/- -/1R -/1R -/1R -/2R -/2R -/2R -/3R -/3R
6 C/C C1/C C1/C C1/C 1R/- 1R/- 1R/- 2/1R 2/2R 2/2R -/2R -/2R -/2R -/2R -/3R -/3R
7 C/C C/C C1/C C1/C C1/C C1/C1 C1/C1 C/C1 C/C1 C/C1 C/C2 C/C2 -/1R -/1R -/2R -/2R
8 C/C C/C C1/C C1/C C2/C1 C2/C1 C/C1 C/C1 -/1R -/1R -/2R -/2R -/2R -/3R -/3R -/3R
9 C/C C/C1 C/C1 -/1R -/1R -/1R -/1R -/1R -/2R -/2R -/2R 1/2R 1/3R 1/3R 1/3R 1/3R
10 -/R -/1R -/1R -/1R -/1R -/2R -/2R -/2R -/2R 1/3R 1/3R 1/3R 1/3R 2/4R 2/4R 2/4R
11 -/R -/1R -/1R -/1R -/2R -/2R 1/2R 1/2R 1/3R 1/3R 2/3R 2/3R 2/4R 2/4R 3/4R 3/4R
12 ≤ -/R -/1R -/2R -/2R 1/3R 1/3R 2/3R 2/4R 2/4R 2/4R 2/5R 2/5R 3/5R 3/6R 4/6R 4/6R

# Key

  • 1, 2, etc = LOSS. This is the minimum total Step Value of combat units that must be eliminated (owning player's choice).
    • The composition of a given force may require eliminating in excess of the minimum Step Value.
    • If the defender receives a Loss Result that is greater than the total Step Value of the attacking force at the very beginning of the combat, the defender uses the attacker's original Step Value as the loss result instead of the number obtained with the Combat Results Table. However, the attacking force always uses the table result, regardless of the size of the defending force.
    • If all units of a defending force are eliminated, attacking force may Advance after Combat.
  • R = RETREAT. Each surviving unit must retreat two hexes away from the enemy (owning player's choice).
    • Conventional units should retreat in the direction of the closest friendly Airfield or Airbase.
    • Guerrilla units must retreat in the direction of their Sanctuary Country.
    • Retreating units are eliminated if forced to enter an enemy-occupied hex.
    • Surviving units of the attacking force may Advance after Combat. The defender may never advance after combat.
  • C = CONTACT. Each time this result is received, the attacker decides whether or not another combat occurs in the hex, after all losses are taken.
    • If another combat occurs, follow normal procedure for all surviving units involved in the original combat.
    • If combat is not chosen, then the attacking units must perform a RETREAT.