AFRIKA  KORPS

This module will only work in HPS Simulations' Aide de Camp 2, Version 2.11 or higher.

Afrika Korps was published in 1964 by Avalon Hill Company. 

Original Game Design: Charles Roberts      
Original Development: Thomas N. Shaw
Third Edition (1980) Rewrite: Donald Greenwood

ADC2 Module Creator: Charles McLellan
ADC2 published by HPS Simulations (http://www.hpssims.com/)

CONTENTS:
	DIFFERENCE BETWEEN VERSIONS
	GETTING STARTED
	GAME
	RULES
	MAP
	OFF-MAP BOXES
	UNITS AND MARKERS
	PIECE VALUES
	CLASS VALUES
	NEW PIECES
	STACKING
	COMBAT SUMMARY VALUES
	PIECE STATUS DOTS
	FORCE POOLS
	INFO-PAGES
	HIDDEN UNITS, FACING, and LINE OF SIGHT
	PRINT TO FILE
	TURN
	STARTING A GAME
	ABBREVIATIONS AND TERMS
	CONCESSIONS AND CONFESSIONS
	QUESTIONS

DIFFERENCE BETWEEN VERSIONS:

	This version is an entirely new remake of the old ADC2 version of Avalon Hill's Afrika Korps Game.  It features new terrain and changes in unit size at all zoom levels.  Significant innovations include the grid coordinate in each hex and the use of transparent stacking symbols.  This module has been designed for use with the Print to File option.  The complete 1980 third edition rules and charts are provided as additional material.  This Afrika Korps version is 2.0.

GETTING STARTED:

	Place all downloaded Afrika Korps files into a separate folder in ADC2's "Game Sets" folder.  This game is best viewed at the 1024 by 768 monitor setting.  If you are unfamiliar with using ADC2 to play games, you might want to download Gerald Schwartz's Primer on Using ADC2 to PBEM or my How to play Blitzkrieg using ADC2.  Both downloads are documents that show how to play games using ADC2 and are available from Nick Bell's web site <http://www.hkl1.com>.  Nick Bell's site also has many downloadable free games and other vital information regarding ADC2.

GAME:

	Two "OPS" files have been provided.  One is labeled Afrika Korps(clean) and the other labeled Afrika Korps(on-map).  The "clean" file has only in-play units on the map and the off-map boxes are not used.  The "on-map" file has, in addition to the in-play units on the map, out of play units and markers in the off-map boxes.  The reason for doing this is to make effective use of the Print to File option (see "PRINT TO FILE" section).

RULES:

	This game is out of print.  Rules and tables for the game are available separately in a downloadable file labeled "Afrika Korps Rules".

MAP:

	The game map is essentially the same as the original hard board map.  The sea around the game map has been slightly extended.  All hexes in the playable map area have the Avalon Hill grid coordinate added as a Place Name. This grid coordinate is only visible in the terrain box (light blue window on the lower right of the screen), except for villages, fortresses, and home bases which have a visible hex name that includes the coordinate.  Non-playable map edge hexes have been converted to border hexes.  A "Units at Sea" area as been provided for units transferring between home base and Tobruch.

OFF-MAP BOXES:

	Boxes around the map provide information and storage:

* Time Record: Available to record the Player and Game Turn.  ADC2 also has a turn indicator (Game \ Next Turn/Set Turn) that can be used in lieu of or in addition to the on map record.  The Turn Marker flips between Axis and Allies to indicate which Player-Turn is in progress.  Reinforcements for Axis and Allies are on the track below the turn on which they become available.  The turn track also indicates when players begin to accumulate replacement factors and when the Allies may begin to use substitute counters. 

* Axis and Allies Supply: Locations for storage of out of play supply and captured supply units. 

* Axis and Allies Replacements: Tracks for recording accumulated replacement factors.  In the unlikely event that accumulated replacements for either side exceed 20 factors, flip marker over to the +20 side and continue recording again at the beginning of the track.

* Axis and Allies Elim: Space for storage of eliminated units.

* Allies Subs: Space for storage of substitute units.

* Terrain Key: Identifies the terrain features on the map.

UNITS AND MARKERS: 

Units:

* Axis units are pink and the Allies are blue.  If you tire of these colors, all units flip to an alternate color of gray (Germans) or gray-green (Italians) and tan (Allies).  Reinforcement units are on the Time Record tracks (on-map) or in Force Pools (clean).  Supply units and Allies substitute units are in their storage location (on-map) or in Force Pools (clean).

* At ADC2 Level 1, Axis units display a cross, and the Allies units display a red, white and blue roundel.  On the alternate side, only German units display the cross while the Italian units display fascia. 

* At ADC2 Level 2 and 3, Combat Factors, Movement Factor, and Unit Type and Size Symbols are displayed.  Nationality of is not indicated on the unit counters.  The Level 3 Rommel unit flips from a symbol (pink side) to portrait side (gray side).  "Recce" (reconnaissance) units use the NATO armored cavalry symbol (slash thru oval) rather than the word "recce" superimposed over an infantry symbol.    

Markers:

* Turn marker flips between Axis (cross) and Allies (roundel)

* Accumulated Axis and Allies Replacement markers flip between a cross or roundel and a cross or roundel with a "+20" superimposed

PIECE VALUES:

	Three Piece Values fields are defined:

* Attack Factor (Numeric)  

* Defense Factor (Numeric)  

* Movement Factor (Numeric)  

CLASS VALUES: 

	The Class Values fields are not used.

NEW PIECES:

	The only new pieces provided with the ADC2 set are the turn and accumulated replacement markers. 
 
	As there is no limit on the number of captured supply units, players may need to make additional units.  To do this while playing a game, click New \ Pieces.  In the "Add New Pieces to the Game" window, scroll down the unit list in the "1. Select Piece Class" box until you reach the units titled "Supply".  Click on either an Axis or Allies supply unit as appropriate.  Set the number of units that you wish to create in the "2. Select Quantity and ADD" box and click the "ADD To List" button.  Click the small boxes at the bottom of the "Add New Pieces to the Game" window that begin with "Automatically edit..." and "Return to...".  This places a check mark in those boxes.  Now click the "Place Now" button in the "3. Select Action" box.  The window will close and return you to the map.  Now click any location on the map and the new pieces will be place in that hex.  Edit the pieces by providing them with an appropriate name.  When that action is completed, click "OK" and you will be returned to the "Add New Pieces to the Game" window again.  Now click "Cancel" in the "3. Select Action" box and continue with the game.  If the new supply unit happens to be the wrong color, flip it over to the other side.  If you are playing a Play By E-Mail (PBEM) opponent with ADC2, he will also see these new pieces when you save and send him your turn.

STACKING:

	Transparent stacking symbols are used in this game. These stacking symbols were provided by HPS for the Blitzkrieg game and are designed to give a hint that other units are stacked below the one visible.  Special thanks to Mr. Scott Hamilton for his skill and understanding in making these symbols available.

COMBAT SUMMARY VALUES:

	Combat Summary Values have been set to reflect the Combat Strength of units.  Click the "Defend with" button a second time for units that have doubled defensive strength due to terrain.

PIECE STATUS DOTS:

	A white dot will be displayed in the lower right corner of units that have moved.  A red dot will be displayed in the lower left corner of units that have attacked.  A red dot will be displayed in the lower center of units that have defended.  

FORCE POOLS:

	Force Pools have been created for units and markers.  In the "on-map" game, all Force Pools are empty and units and markers are on the map or in off-map boxes.  In the "clean" game, all units and markers are in the Force Pools and only the Axis and Allies Eliminated Pools are empty at the beginning of the game.  If you desire to use to the Print to File option for playing with another party not equipped with ADC2, it is recommended that all units and markers, except those in play, be in Force Pools.

INFO-PAGES:

	The Info-Pages contain the Combat Results Table, the Supply Table, and other general information.

HIDDEN UNITS, FACING, and LINE OF SIGHT:

	No hidden units have been defined.  Facing and Line of Sight are not used.

PRINT TO FILE:

	This Afrika Korps game has been developed to make efficient use of the Print to File option.  This option allows a WordPad (".txt") file to be created that can be used to provide a print copy of unit positions for Play by Mail (PBM) or an electronic file for PBEM with an opponent not equipped with ADC2.  To prepare a unit listing, click on "Printout" while the game is being played.  Then click on "Pieces".  An "Options for Printing the Piece List" window will open.  The options are:

* Location:  If you are playing the "clean" game, only in-play units will be shown when the "On board only" circle is checked.  If you are playing the "on-map" game, all in-play and all units and markers in the off-map boxes will be displayed when the "On board only" circle is checked.  That is why Force Pools are used so extensively in the "clean game - it is to allow the player to limit the print list to only active units.  Still, the player may wish to include all units in Force Pools in the print list and this can be done by checking the "All locations" circle.  Even if the units and markers are on board in off-map boxes, they will still show distinctive locations in the Place Name column.  Reinforcements will show the date of arrival, supply units will either show Messina or Cairo Depot, eliminated units will show either "Axis or Allies Eliminated", substitute units will show "Allies Substitutes", the Turn Marker will show the turn number, and the Replacement Markers will show the number of accumulated replacements.  At sea units will have a Place Name of "At sea".

* Player: Select either "All Players", "Axis", or "Allies" as desired.

* Movement:  Select movement status as desired.

* Combat:  Select combat status as desired.

	When all parameter selections are finished, click "OK" and a "Print Job Setup window will open.  From this window you can select the printer and publish a hard copy of the list, or you can make an electronic copy by placing a check in the "Print to File".  Clicking the "OK" button with the "Print to File" box checked will send the electronic list to the Afrika Korps game folder.  Be careful to change the file title from "Piece List.txt" to something else.  There is no danger in leaving the title alone, except if you already have a list using that name in the folder, there will be an error or the old list will be replaced with the new one.  This list can then be view and worked as necessary in other word processing programs.

	The print list heading will identify the game (".OPS" file title), general title information ("Current Piece Positions and Information know to ..."), and the "As of Turn" from the ADC2 turn indicator.

	The list data will be display in the order Turn Marker, Axis units in order of appearance with all supply units at the end, Allies in order of appearance with all supply units at the end, and accumulated Replacement Markers.  The unit (or marker) on the print list will contain following information:

* Piece ID: Unit name and nationality such as "Ariete Div (It)" (Italian Ariete Division)

* Class Type: Unit type such as "Arm Div" (Armored Division)

* Player:  Axis, Allies, or All Players

* Location: ADC2 hex number - meaningless for most purposes - or the Force Pool name for units or markers in the pools

* Place Name: This will be the Avalon Hill hex coordinate or the village, fortress or home base name in addition to the AH hex coordinate.  Units at sea will have the Place Name "At Sea".  Off map units and markers will have the Place Names as indicated in the "Location" section above.

* Piece Values: Attack Factor - Defense Factor - Movement Factor

TURN: 

	The Game-Turn can be kept by using the Time Record track on the map or by using the ADC2 Game \Next Turn / Set Turn recorder.  When using the Time Record track, the Player-Turn can be kept by flipping the Turn Marker between Axis and Allies symbols.
 
STARTING A GAME:

* After agreeing to game rules with an opponent, "Open" the game and preserve the scenario's original positions by selecting "Save As..." from the File menu and saving with new file name, such as "AKGame1".

* If you are the first player (Axis), make your move and conduct any battles using either the ADC2 internal die-roller or public Internet die-roller.  Remove any attacker losses from play.  If your units suffer an Attacker Back 2 result, leave them at the battle site for your opponent to retreat prior to beginning his turn.  Remove any defender losses, retreat any defender units suffering a Defender Back 2 result, and make any advances after combat that are permitted.  When your turn is compete, flip the Turn Marker if it is being used and "Save As..." the file with another name such as "AKGame1Axis01".  Then attach that file to an e-mail sent to your opponent.  As a courtesy is best to note in the e-mail any Axis retreats that your opponent must make before beginning his turn.  Your opponent then does his turn, flips and advances the Turn Marker, "Save As..." the file with still another new file name such as "AKGame1Allies01", and returns the new file as an attachment to you.

* You place the received attachment in your game folder and open it thru the ADC2 program.  If you desire, view the Replay.  Then clear the replay, resetting the movement and combat flags and advancing the ADC2 turn indicator.  Now make your next move and combat and repeat the process using another file name such as "AKGame1Axis02".  Continue alternating turns until victory conditions are reached or the turn limit is reached.

* If you are using the Print to File option, it is probably best to record both the starting and ending positions of your units for your opponent.

ABBREVIATIONS AND TERMS:

	The following abbreviations and terms have been used, some of which are different than those of the rules manual or the cardboard counters:

Abn = Airborne
Arm = Armored
Arm Inf = Armored Infantry
Aufk = Aufklarung (Reconnaissance)
Aus = A = Australian
Bde = Brigade
Bn = Battalion
Cdr = Commander
Div = Division
Fsj = Fallschirmjager = Airborne
Gds = Guards (Infantry)
It = Italian
Ind = I = Indian
Inf = Infantry
Mech = Mechanized
Mtr = Motor = Motorized
NZ = New Zealand
Pol = Polish
Pzr = Panzer (Armor)
Pzg = Panzergrenadier (Armored Infantry)
Rec = Recce = Reconnaissance
Reg = Regiment
SA = South African
SG = Spt Gp = Support Group

CONCESSIONS AND CONFESSIONS:

	This is a simple game that has retained its popularity for over 35 years.  I have tried to keep it that way and have not added any variants and just a few bells and whistles.  (Perhaps if there is any call for all that I will do an add on section later.)  Initially, I gave each Allied nationality a color band over the numbers, then I changed it to a unit fill, and then I abandoned the idea altogether.  It just didn't seem justified to make something that visually complex for such a simple game.

	I have also tried to make the game useful to players whose opponents are not equipped with ADC2.  As the computer can hold a great number of games in progress, it seems an ideal game storage device once a player is used to electronic media.

	Errors seem to occur despite the best efforts of those involved.  Please cut us "module creators" (that's not the word for guys like me that make these sets that I would have chosen - but...) some slack.  Let me know of any errors that you find, and I will maintain an errata sheet for those interested in updating their set.

	The rules manual identifies the unit size "XXX" as "Army Group".  The hard copy Rommel counter has "XXXX" which is NATO terms would be "Army".  I've retained the "XXXX" on the electronic counters, but have identified the Rommel unit as the "Afrika Korps Commander".

QUESTIONS:

Please provide questions, comments, or suggestions and information on errors or omissions discovered to Charles McLellan at tel: (256) 883-6779 or <cgmclellan@mindspring.com>.  cgm, 15 Dec 00, Afrika Korps Version 2.0.
