# Terms and Definitions

For unit visuals, see Game Pieces in the game introduction.

For map visuals, see Map Legend.

# Airfield 3.5, Airbase 3.6

Used by government troops and allies for Air Transport (see Air Transport rules).

Airbases are marked with the silhouette of a Transall C-160NG (opens new window) transport propeller plane on the updated game map, while Airfields are marked with the silhouette of a SEPECAT Jaguar (opens new window) fighter jet. In Opération Manta, there is no difference between the two.

# City

See "Town".

# Combat Unit

Any unit with both an attack and defense strength. Commanders, leaders, air units, anti-aircraft units, SAM units, and markers are not considered combat units unless specifically noted in a particular rule. See "Unit".

# Commander

Head of a main faction, either Hissène Habré, Goukouni Oueddei, or Idriss Déby (the latter is not in Opération Manta). The player who controls a Commander is effectively cast in the role of that Commander for the entire game. Players never exchange Commanders for any reason. A Commander is not considered a Combat Unit, and should not be confused with a Guerrilla Leader.

# Commander Out of Country box

A box where Commander pieces are placed when travelling abroad. On the updated game map, this box is marked with the silhouette of France. It is not used during the Opération Manta scenario.

# Conventional Unit

Any combat unit belonging to a conventional force - either Chad government forces (FANT), France, Libya, or the Organization of African Unity (OAU). If a Combat Unit is not a Conventional Unit, then it is a Guerrilla Unit.

# Depression 1.10

Depression hexes do not effect Movement or Battle in any direct way. However, all perennial wells are necessarily located in a depression, which has implications for Movement.

# Desert 1.1

Northern climate zone of Chad, shown with yellow-hue background colors on the updated game map. A functioning water supply is necessary for survival in the desert.

# FAN Player

The player who controls the FAN main faction and its Commander, Habré.

# FANT Losses box

A box on the game map where eliminated FANT forces are placed. On the updated game map, this box is marked with the FANT insignia.

# FAP Player

The player who controls the FAP main faction and its Commander, Goukouni.

# Friendly Player Segment

See "Segment".

# Government-affiliated units

Any FANT, OAU, or French unit, plus any unit belonging to the Government player's guerrilla Main Faction (FAN or FAP), or a Guerrilla Faction whose leader counter is currently the same color as the Government player's Commander. May also be any Libyan unit, but only if the FAP player is the Government player.

# Government player

The player who controls the capital of N'Djaména; may be either the FAP or FAN player.

# Government Replacement and Reinforcement Box

A box on the game map where units available for use by the Government player are located. On the updated game map, this box is marked with a heraldic shield with the three stripes of the Chadian tricolor flag.

# Guerrilla Unit

Any combat unit (but not a Leader) belonging to a Guerrilla Faction. Note that both the Government and Rebel player have Guerrilla Units.

# Guerrilla Faction

One of 14 separate organizations represented in the game. Each faction has a Leader, and one or more Guerrilla Combat Units. Two of the 14 are Main Factions (FAN and FAP), being directly controlled by one of the game Commanders.

# Guerrilla Leader

The game piece that represents the head of a Guerrilla Faction. Guerrilla Units accompanied by their Leader have an advantage in combat (see rules on Guerrilla Leaders in Combat). Guerrilla Leaders are not considered Combat Units and are not to be confused with a Commander.

# Impulse

The Movement and Battle portion of a Tactical Phase. There are three consecutive Impulses per Phase. Each Impulse consists of two separate segments, one for each player. The Government player performs movement and combat in the first Segment, followed by the Rebel player in the second Segment.

# Intervention Task Force

One or more units belonging to France, Libya, or the OAU.

# Lake 1.6 - 1.7

Full lake hexes 1.6 cannot be entered of traversed, while partial lake hexes 1.7 can. Lakes cannot be used as a water source.

# Main Faction

One of the two guerrilla factions (FAP or FAN) in the game that is led by a Commander, usually Goukouni or Habré.

# Marker

Game piece which helps the players keep track of information in-game, such as which towns have had fortifications built around them. If a game piece is not a Marker, then it is a Unit. See Markers intro.

# Marsh 1.4 - 1.5

Marshes slow down the movement of units (see Terrain Effects Charts).

  • 1.4 Perennial marshes do this year-round
  • 1.5 Seasonal marshes only slow troops during the rainy season.
# Mountains 1.9

Mountains slow down movement, provide additional defense, and limit stacking (see Terrain Effects Charts).

# M.P.

Movement Point. Most units possesses a Movement Point Allowance which determines how much they can move during a single Impulse, according to the Terrain Effects Charts.

# Oasis 1.11

Provides the year-round water supply of a perennial well as well as the defensive advantages of a town (see improved positions rules).

# Prefecture 2.2

The equivalent of a state or province in Chad. Prefectures are indicated on the updated game map by a unique background-color. In cases when part of a prefecture protrudes into a different climate zone, the color of a prefecture changes with the climate. In such cases, a single continuous border avoids confusion as to the prefecture boundaries.

# Rebel-affiliated Unit

Any unit belonging to the Rebel player's guerrilla Main Faction, or a Guerrilla Faction whose leader counter is currently the same color as the Rebel player's Commander. May also be any Libyan unit, but only if the FAP player is the Rebel player.

# Rebel player

The player who does not control the capital of N'Djaména; may be either Main Faction player.

# Rebel Replacements and Reinforcements

A box on the game map where units available for use by the Rebel player are placed. On the updated game map, this box is marked with the silhouette of a ZU-23-2 (opens new window) anti-aircraft cannon.

# Region 2.1

There are three regions in Chad: the north, central, and southern regions. Regions should not be confused with the three climate zones, desert, savannah, and steppe. Instead, regions are political zones marked by two, thick east-west boundary lines on the updated game map. French and OAU units are never allowed in the North Region (see North Region movement rules).

# River 1.8

Rivers restrict movement for units not using a road or track (see Terrain Effects Charts). Rivers cannot be used as a water source.

# Road 3.3

The most efficient avenue for ground transportation in Chad. OAU and Libyan forces must remain on or adjacent to roads and tracks at all times (see Intervention Units movement rules).

# Sanctuary 2.4 - 2.5

A neighbor country to Chad which certain guerrilla factions are allowed to enter. See Sanctuary movement rules.

Sanctuaries have entry hexes 2.4 which guerrilla units must use in order to enter the sanctuary as New Arrivals. Sanctuary entry hexes are shown on the updated game map in dark green and labeled with the name of the Sanctuary country.

# Savannah 1.2

Central climate zone of Chad, shown on the map with grey-hue background colors on the updated game map.

In the Opération Manta scenario, this zone is no different from the steppe zone further south.

# Segment

The portion of an Impulse during which one player moves their units and then performs combat. A friendly Segment is the Segment during which a given player plays, rather than their opponent.

# Steppe 1.3

Southern climate zone of Chad, shown with green-hue background colors on the updated game map. Troops do not need to secure a water supply in this zone.

# Step Value

The number of steps each unit represents for determining stacking limitations, combat losses, and changes in Government Presence (see Unit Costs and Values Chart).

# Sudan Free Zone 2.3

A region of Sudan which certain guerrilla factions may enter into as if it were part of Chad (see rules on movement in the Sudan).

# Tactical Phase

The portion of a Season in which units perform movement and combat in three distinct Impulses. The Tactical Phase also includes prep and wrap-up tasks. See Sequence of Play.

# Task Force Losses box

A box on the game map where eliminated French units are placed. On the updated game map, this box is marked with the stingray insignia of the French Opération Manta task force.

# Town 3.1

A sedentary agglomeration larger than a village.

# Track 3.4

Roughly half as efficient for transportation compared to roads. OAU and Libyan forces must remain on or adjacent to roads and tracks at all times (see Intervention Units movement rules).

# Unit

Broad term which encompasses combat units, guerrilla leaders, commanders, and special units (air, AAA, and SAM units). Any game piece that is not a unit is a marker.

# Village 3.2

A sedentary agglomeration smaller than a town, which provides water and limits stacking if in the desert (see Terrain Effects Charts).

# Well 3.7 - 3.8

Wells ensure a water supply for troops in the desert.

  • 3.7 Perennial wells provide water year-round. They are marked by the silhouette of a date palm on the updated game map.
  • 3.8 Seasonal wells provide water during the rainy season. They are marked by the silhouette of a dromedary on the updated game map.