01 Choose your command
02 Machine commander
Used for one-player campaigns; hot-seat mode gives both armies to the players.
03 Campaign number
Share the same number to replay an identical campaign.
Tronsoft Games · Field Series
The North African Campaign
From Agheila to Alexandria, every mile depends on supply.
Operational Briefing 01
Choose one army against the machine, or command both armies locally.
Used for one-player campaigns; hot-seat mode gives both armies to the players.
Share the same number to replay an identical campaign.
Command Handoff
Pass the device, then begin the next command turn.
Operations Plan
Command Check
Everything the board tells you, and the few places where this version differs from it.
Supply arrives, reinforcements come up, you move, then you attack. Each side does this in turn; two turns make a month.
Before movement or combat closes, the command check warns about formations still able to move or worthwhile legal attacks still available. Return to the map to finish the work, or explicitly proceed anyway.
Every fighting formation must trace a clear path to a dump — three hexes for the Axis, four for the Allies — or it fights at half weight. A second consecutive turn out of supply and it is struck off. A headquarters standing in the net passes it on. Enemy formations and their zones of control cut the path.
Axis dumps come by sea and can be sunk. Early in the campaign the convoy is lost on a one or a two; through the second half of 1941 on anything up to a three; from December 1941 only on a one.
Entering an enemy zone of control stops a formation. It may not move straight from one zone of control to another. Crossing an escarpment except at a road pass stops it. The Via Balbia and the desert tracks are worth ten extra hexes, but only between two road hexes.
Die roll down the side, odds across. This is drawn from the same table the game resolves against, so what is printed here and what happens on the board cannot differ.
Use High contrast in the Map controls or press C to apply stronger terrain separation, black map lines, brighter movement and combat overlays, distinct counter inks, and heavier interface focus outlines. The setting is remembered on this device.
The after-action controls step through or automatically replay every recorded march and battle in the current command turn. Choose All, Marches, or Battles to filter both the map and replay sequence. Drag the Action Timeline directly to any matching event; choose Slow, Standard, or Fast, pause at any time, or return the slider to zero to restore the complete filtered overlay.
Use Stack totals in the Map controls or press X to reveal combined live attack and defence above hexes containing two or more formations. The leading number is the formation count; the sigma values are attack and defence after current supply reductions.
Use Front pressure in the Map controls or press V to mark every occupied hex adjacent to enemy combat formations. Red, amber, and green outlines indicate Severe, Exposed, and Guarded positions; each label shows adjacent enemy attack against local defence.
During movement, the Reserve Advisor finds threatened friendly positions that another formation can legally reach. Select a recommendation to pick up the proposed reserve and preview its complete route; the march remains under your control.
Total the attack factors, total the defence, halve nothing except what supply has already halved, then cut the ratio down to the printed column. A fortified city doubles the defence; so does an attack in which every hex comes across the escarpment. The two do not stack.
Worse than one to seven is automatic defeat and is not counted as an attack. Seven to one or better — five to one against a surrounded hex — takes the hex without a die if you expend a dump within five hexes.
Place an Attack, Defend, Supply, or Observation marker, then choose Note and select that marker to add up to 160 characters of orders. A gold dot identifies annotated markers. The live ledger lists every marker from west to east; use it to locate, edit, or delete an order. Notes travel with saves and exported campaigns and appear in campaign reports.
Field Administration
Search every active formation, inspect its condition, and locate it on the campaign map.
Operational Record
Compare army strength, cumulative losses, and the Axis line of advance across the campaign.
| Turn | Axis | Allied | Axis losses | Allied losses | Axis front |
|---|