Desert Rats
This module will only work in HPS Simulations' Aide de Camp 2, Version 
2.12(a) or higher.

Desert Rats was published in 1978 by Simulation Games. 

Game Design: Jim Hind      
Playtesting: Keith Poulter and Chris Hunt
Graphics: David Green

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

CONTENTS (click to go to selected topic paragraph and click topic heading to 
return to Contents list):
	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

GETTING STARTED:

Place all downloaded Desert Rats 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 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 free downloadable games and other vital information regarding ADC2.

GAME:

	Five ".OPS" files have been provided.  The one titled "Desert Rats" has all units and markers in Force Pools and an empty map. The others have all units in their starting positions for each of the four scenarios - Beda Fomm, Cyrenaica, Crusader, and Gazala.  For the scenarios, counters retained in the 
Force Pools are the optional Axis Panzerjager units, extra fortified box markers, alternate wreck markers, strength markers, and eliminated units not eligible to be rebuilt.

RULES:

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

MAP:

The original game map consists of two sections.  The western section has grid coordinates that run from A1 - T36 while the eastern section has coordinates that go form AA1 - TT36.  Due to the limits of ADC2 map coordinate numbering, the western section has been titled "Libya" whose coordinates go from A01 - T36 and the eastern section has been labeled "Egypt" whose coordinates also go from A01 - T36.  Therefore any coordinate in the rules or order of battle with a double letter prefix refers to a location on the Egypt map.  For example, "SS32" (Alexandria) on the original map is "Egypt S32" on the ADC2 map.

OFF-MAP BOXES:

Boxes around the map provide information and storage:

  Time Record Track: 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 Allied and Axis to indicate which Player-Turn is in progress.  The marker is set for the appropriate player at the beginning of each scenario. For the scenarios, Allied reinforcements are on the blue track and Axis reinforcements are on the magenta track on the turn that they become available.  The Red hexes mark the Stop Dates for Victory Point measurement.  If reinforcements are kept in the Force Pool, an "R" or "W" indicates the specific dates to check the Order of Battle for reinforcement or withdrawal information.  The first number in each hex indicates the number of replacement points available that turn and the second number indicates the maximum number of supply units permitted for each respective force.  

  Movement Points Expended: Track for recording the greatest amount of movement points expended by any unit prior to declaration of a combat round.  All units begin the next movement phase with that amount of movement expended from their movement allowances.

  Terrain Effects Chart: Identifies the different terrain types and their effect upon movement and combat.

  Allied and Axis Base Camp: Space for storage of units eliminated during play that can be rebuilt, if desired, with replacement points.  Units decreed by the Orders of Battle as eliminated and not eligible for rebuild have been placed in the Force Pool. 

  Allied Withdrawal: Space for storage of Allied units designated by the Order of Battle to be withdrawn from play.

  Allied and Axis Supply: Storage space for supply units.

  Fortified Boxes: Storage space for Fortified Box markers.

  Wrecks: Storage space for Wreck markers.

UNITS AND MARKERS: 

Units:

  Allied units are khaki, Italian units are grey-blue, and German units are brown.  Reinforcement units are on the Time Record Track or in the Force Pools.  Supply units are in on-map storage locations.  Units that have been permanently eliminated are in the Force Pool.  Eliminated units that may be rebuilt are in their respective Base Camp on-map storage box.  Allied units that have been withdrawn and are scheduled to return at a later date have been placed on the Time Record Track on that date.  Units that have been withdrawn and are not scheduled to return to play have been placed in the on-map Allied Withdrawn storage location.  Selecting a unit and left clicking "Flip" button reduces the combat strength by one factor.  Selecting a unit and right clicking "Flip" button increases the combat strength by one factor.  This reverse feature was recently added by HPS to accommodate this function.
 
  At ADC2 Level 1, German units display a cross, Italian units display a fascia, and the Allied units display a red, white, and blue roundel. 

  At ADC2 Level 2 and 3, Combat Factor, Movement Factor, and Unit Type and Size Symbols are displayed.  Unit number, unit identity, and nationality are not indicated on the ADC2 unit counters.

  Each unit carries the Unit Identity as the Piece ID - e.g. 8 Arm Bde, 10 Arm Div - and the Unit Type as Class Type - e.g. Arm Bde (7/7-30).  The number in the Class Type is the Current Combat Value / Full Combat Value - Movement Allowance.

Markers:

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

  Movement Expended marker flips between a picture of a moving tank (an "M" at Level 1) and an "M".

  Strength markers flip between odd and even numbers, that is "1" flips to "2" and back, etc.  As combat units also reduce and increase combat strength, the strength markers are only included for completeness and their use is not advised.

  Fortified Box markers contain a boxed "2".  The flip side is a drawing of a fortified position and carries no numerical number.

  Wreck markers are of two types.  One type has a picture of a wreck at Levels 2 and 3 and a "W" at Level 1.  A number below the picture flips between 1 and 5.  Left click to decrease and right click to increase.  The other type of Wreck marker is simply a copy of the counter that comes with the game and carries no strength numbers.  The Strength markers are supposed to be used with this type counter.

PIECE VALUES:

The only Piece Values field is:

  Unit Number (Numeric): Allied and Axis units have separate systems.  The units are numbered in the order of their arrival.  There are 39 Axis (including the three optional units) and 52 Allied units. 

CLASS VALUES: 

There are two Class Value fields:

  Combat Strength (Numeric): Used for both attack and defense.  The combat value can be decreased (from combat losses) and increased (through rebuilding) by flipping the counter.  The strength counters used in the actual game and provided in the ADC2 set are not needed.  The Private Army's unit has no combat value.

  Movement Allowance (Numeric): The amount of movement points available to each unit at the beginning of a turn.  

NEW PIECES:

The only new piece provided with the ADC2 set is the Movement Expended marker.  The original set did not have a marker for this purpose.  The Wrecks, Turn, and Fortified Box have been altered.  The original Fortified Box marker was printed with a circle rather than a box.  The Turn marker was simply printed "Turn".  
 
As there is no actual limit on the number of wrecks or strength counters, players may need to make additional pieces - doubtful but possible.  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 unit titled "Allied Cap Supply", "Allied Supply", "Axis Cap Supply", or "Axis Supply".  Click on the appropriate supply unit needed.  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. Your opponent will also have these new pieces when you send 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 that is 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.  Combat Summary Values do no include adjustments for supply, rough terrain, ridge hexsides, escarpment hexsides, fortifications, or fortified boxes.  These values must be manually added or subtracted from the appropriate side.

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.  For the Desert Rats ".OPS" file, all units and markers are in the Force Pool.  For the four scenario setups, all except a few units and markers are on the map.  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 kept in Force Pools.

INFO-PAGES:

The Info-Pages contain the Armour Repair Table, Combat Results 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 Desert Rats 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: All units in-play and all units and markers on tracks and in the off-map boxes will be displayed even when the "On board only" circle is checked.  To keep the list to a manageable length, it is strongly advised to place all except "Withdrawn" and "Base Camp" units and Turn and Movement Expended markers in the Force Pool.  If a player wishes to include all units in Force Pools in the print list and this can be done by checking the "All locations" circle.

  Player: Select either "All Players", "Axis", or "Allied" 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" box.  Clicking the "OK" button with the "Print to File" box checked will send the electronic list to the Desert Fox 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, unless you already have a list using that name in the folder.  Then there will be an error or the old list will be replaced with the new one.  This list can then be viewed 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 by Allied and Axis units in their order of appearance (optional Axis units follow all others) with supply units at the end and finally Turn and Movement Expended markers.  The unit (or marker) on the print list will contain following information:

  Piece ID: Unit name such as "Ariete Div" or 154 Bde, 51 Div

  Class Type: Unit type such as "Arm Div (8/8-25)" (an armored division currently at full strength)

  Player: Allied, or Axis, or All Players

  Location: ADC2 map and grip coordinate such as Libya T30 or Egypt S32

  Place Name: If any.  Most hexes have no Place Names.  Only prominent place names such as Libya T30 "Tobruk" are identified.

  Piece Values: The Unit Number such as "14" for Ariete Division

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 Allied and Axis symbols.
 
STARTING A GAME:

  After agreeing to game and optional rules and scenario start and stop dates with an opponent, "Open" the game and preserve the scenario's original positions by selecting "Save As..." from the File menu and saving with a new file name, such as "DRGame1".

  If you are the first player, make your initial move, set the movement expended marker, and conduct the first battle using either the ADC2 internal die-roller or public Internet die-roller.  "Save As..." the file with a new name such as "DRGame1Allied01a".  Then attach that file to e-mail sent to your opponent.  As a courtesy, it is best to note in the e-mail the option that your opponent must make such as "lose and/or retreat 3 steps/hexes".  Your opponent then exercises his retreat or loss options, "Save As..." the file with another new file name such as "DRGame1Allied01b", and returns this new file as an attachment to you. Place the received attachment in your game folder and open it thru the ADC2 program.  You then complete the first battle by exercising any attacker loss, retreat or advance options.  Now proceed with the next battle, "Save As..." the file again with another name such as "DRGame1Allied01c", and again e-mail this new file to your opponent to complete any defender options.  Continue in this mode until all battles resulting from initial movement are complete.  Then if desired, continue movement deducting the Movement Expended from each unit's Movement Allowance.  After all desired second movement is completed, you can then declare a second round of combat, reset the Movement Expended counter, and proceed in a manner similar to the first round of combat.  When you have exhausted all desired movement and combat options, your turn is complete.  "Save As..." the final file again with a new file name such as "DRGame1Allied01g" and send this last completed file to your opponent.

  Neither you nor your opponent should clear any Replays during this exchange of files.  Your opponent can "Clear" the Replay resetting the movement and combat flags and advance or flip the ADC2 turn indicator at the beginning of his turn. 

  You place each received attachment in your game folder and open it thru the ADC2 program.  Perform any defender actions required and return those files, each with a new file name, to your opponent.  If you desire, view the Replay but do not clear it.  Continue alternating turns until victory conditions are reached or the stop point is reached.  Compute victory points at each stop point if the game is not scheduled to end there.

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

ABBREVIATIONS AND TERMS:

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

Arm = Armored
Aus = Australian
Bde = Brigade
Bn = Battalion
Div = Division
Gds = Guards (Infantry)
Ind = Indian
Inf = Infantry
Lt = Light
Mtz = Motorized
NZ = New Zealand
Pzj = Panzerjager (German Tank Destroyers)
Pzr = Panzer (German Armor)
Pzg = Panzergrenadier (German Armored Infantry)
Recon = Reconnaissance
Reg = Regiment
SA = South African
Spt Gp = Support Group
					
CONCESSIONS AND CONFESSIONS:

	This is an obscure game that I have owned for a long time but have never played.  In my opinion it has the ugliest map (I hope that I have improved it some) of all the wargames that I have ever owned or seen.  Perhaps that is part of the reason for its lack of popularity, but the combat differential system, unique movement/combat mode, and the necessity of planning one's move in some detail might also share the burden. 

	I have left the British spelling largely unchanged, computer permitting; therefore, in the Desert Rat Rules you will see "color" spelled "colour", organization spelled "organisation", and other similar happenings.

	The cartoon characters in the Desert Rat Rules are those actually developed by Jon (Captain W. J. P. Jones) as "The Two Types" and appeared primarily in the "8th Army News".  The captions are, however, unique.

	The game logo symbol that I used is that of the 7th Armoured Division.  
The division's symbol was originally just a white circle on a red background but was changed during the desert campaign to include the image of the Jerboa Rat of Northern Africa.  Personally, I rather think of the 9th Australian Division, trapped like rats at Tobruk and labeled as such by William Joyce, as the real 
Desert Rats, but the 7th has the symbol and sure spent much of their time "swanning about in the blue".
	
	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.  Please let me know of any errors that you find.  I will maintain an errata sheet for those interested in updating their sets.

Errata:

	The following published errata was distributed with the game:
		Order of Battle:
			British:	Unit No. 2 March '41 should read "(C3)".
					Unit No. 3 March '41 should read "(C2)".
					Unit No. 4 Nov '41 should read "(C3)".
			Axis:	The starting positions for the supply units for 
			March '41 onwards are all transposed to the left.  
			Thus March '41 should read "four in Tripolitania", 					and so on.
		Paragraph 18
			Line 3. "8.8mm" should be "88mm".
		Units: British unit No. 39 is the 18th Brigade (8 Indian Div.); Unit 
		No. 40 is the 21st Brigade (10 Indian Div.)

	Published errata have been incorporated into the ADC2 units and documents.  The following additional changes have been made:

1.  The "R" reinforcement date for British Unit No. 38 (69 Brigade, 
50 Division) was changed from 1/41 to 1/42.

2.  An assumption has been made that the Axis move first in Scenarios 2 (Cyrenaica) and 4 (Gazala).  Only Scenario 4 identifies the Axis as moving first.  The others make no specific indication as to who starts.

3.  British Unit No. 49 is identified on the Order of Battle as "23 Arm Br" while the counter carries the Infantry Brigade Unit Type symbol and the Unit Identity of 23/10 (23 Infantry Brigade, 10 Infantry Division).  I have elected to establish this unit as the 23 Arm Bde, 10 Arm Div (probably what the designer intended anyway) and changed the unit symbol to armour.

4.  The "R" reinforcement symbol on the map for Axis Oct '41 was removed as 
I could find no units scheduled to enter on that date.

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, 6 Apr 01, Desert Rats Version 2.1.
