<rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/">
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	<title>Game: Gazala 1942</title>
	<link>http://www.boardgamegeek.com/boardgame/18876</link>
	<language>en-us</language>
	<lastBuildDate>Wed, 03 Dec 2008 00:32:11 -0600</lastBuildDate>
	<pubDate>Wed, 03 Dec 2008 00:32:11 -0600</pubDate>
	<webMaster>aldie@boardgamegeek.com</webMaster>
	<description>BoardGameGeek features information related to the board gaming hobby</description><item>
	<title>Thread: Re: Is this the same as Gazala Line 1942?</title>
	<description>&lt;b&gt;michaeldavidcox wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Is this the same as the bonus game included in ATO Annual 2008 (Operation Cartwheel)?&lt;br&gt;&lt;br&gt;Thank you.&lt;/i&gt;&lt;br&gt;&lt;br&gt;No, it is not the same.</description>
	<link>http://www.boardgamegeek.com/article/2847043#2847043</link>
	<pubDate>2008-11-21T22:13:16+00:00</pubDate>
	<dc:creator>taragalinas</dc:creator>
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	<title>Thread: Re: Is this the same as Gazala Line 1942?</title>
	<description>I'm guessing not, this is an Avalanche press game that's still in print.  I can't see them putting it into a magazine</description>
	<link>http://www.boardgamegeek.com/article/2846915#2846915</link>
	<pubDate>2008-11-21T21:36:29+00:00</pubDate>
	<dc:creator>toku42</dc:creator>
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	<title>Thread: Is this the same as Gazala Line 1942?</title>
	<description>Is this the same as the bonus game included in ATO Annual 2008 (Operation Cartwheel)?&lt;br&gt;&lt;br&gt;Thank you.</description>
	<link>http://www.boardgamegeek.com/article/2846894#2846894</link>
	<pubDate>2008-11-21T21:26:54+00:00</pubDate>
	<dc:creator>michaeldavidcox</dc:creator>
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	<title>Thread: Re: A couple of quick questions</title>
	<description>Yes, pen and paper definitely a requirement to keep track of replacements available and expended, as well as unit transfers between Corps / Divisions.&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2481043#2481043</link>
	<pubDate>2008-07-18T13:29:12+00:00</pubDate>
	<dc:creator>peacmyer</dc:creator>
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	<title>Thread: Re: A couple of quick questions</title>
	<description>Yes - if the Axis are attacking they will be at a disadvantage because they are either moving over the mines or are bunching through the enforced channels. &lt;br&gt;&lt;br&gt;The Commonwealth can move through their channels quickly if the Axis aren't outside waiting. If they are then the same conditions apply to the commonwealth as applied to the Axis.&lt;br&gt;&lt;br&gt;What about my other question? The one about replacements. I'm not sure what gets recycled/replaced and how these relate to 'official' replacements and reinforcments (it is a year since I played this and can't recall all the details from the rules - sorry if I'm a bit vague.)</description>
	<link>http://www.boardgamegeek.com/article/2480735#2480735</link>
	<pubDate>2008-07-18T09:42:35+00:00</pubDate>
	<dc:creator>nickp</dc:creator>
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	<title>Thread: Re: A couple of quick questions</title>
	<description>I believe minefields were generally well signposted, and used to channel enemy movements like artificial terrain, rather than as a sort of random ambush. </description>
	<link>http://www.boardgamegeek.com/article/2480723#2480723</link>
	<pubDate>2008-07-18T09:26:03+00:00</pubDate>
	<dc:creator>nyhotep</dc:creator>
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	<title>Thread: Re: A couple of quick questions</title>
	<description>Thanks - whether it's correct or not it sounds plausable and workable, so I'll stick with that.</description>
	<link>http://www.boardgamegeek.com/article/2480683#2480683</link>
	<pubDate>2008-07-18T08:48:00+00:00</pubDate>
	<dc:creator>nickp</dc:creator>
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	<title>Thread: Re: A couple of quick questions</title>
	<description>Nick, my reading of the rules is that combat penalties apply to both sides, but movement penalties apply only to the Axis.  This is a fine game, although I've only played the initial historical scenario.&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2478687#2478687</link>
	<pubDate>2008-07-17T15:38:02+00:00</pubDate>
	<dc:creator>peacmyer</dc:creator>
</item><item>
	<title>Thread: Re: A couple of quick questions</title>
	<description>Well, this game stimulates a lot of interest! I mean that ironically folks - and it is a shame, as I find this well-developed and graphically satisfying. I'd still like an answer to my question though.</description>
	<link>http://www.boardgamegeek.com/article/2478666#2478666</link>
	<pubDate>2008-07-17T15:31:07+00:00</pubDate>
	<dc:creator>nickp</dc:creator>
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	<title>Thread: A couple of quick questions</title>
	<description>I found this a good game to play solo, where the chit-pull situation was less of a problem. My main concerns were: How to assess replacements (paper-work apparently).Do minefields work in both directions (I mean, are the Commonwealth forces penalised for moving/attacking through them?) </description>
	<link>http://www.boardgamegeek.com/article/2264255#2264255</link>
	<pubDate>2008-04-25T14:20:28+00:00</pubDate>
	<dc:creator>nickp</dc:creator>
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	<title>Image</title>
	<description>
		Map closeup: Terrain key and tools of the trade (which is real, and which is Memorex?) &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic287776_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/287776</link>
	<pubDate>2008-01-09T02:15:40+00:00</pubDate>
	<dc:creator>duckweed</dc:creator>
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	<title>Image</title>
	<description>
		Full setup. &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic287746_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/287746</link>
	<pubDate>2008-01-08T23:27:18+00:00</pubDate>
	<dc:creator>duckweed</dc:creator>
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	<title>Thread: More questions answered (not covered in official FAQ)</title>
	<description>I received the following answers from Avalanche:&lt;br&gt;&lt;br&gt;&gt; 7.32 Reassigning Units:  When a unit is reassigned&lt;br&gt;&gt; to a different HQ, is it permanent or does it only&lt;br&gt;&gt; last for one turn?&lt;br&gt;&lt;br&gt;A: It's permanent, except that you can reassign it to&lt;br&gt;another HQ on a later turn if desired.  The only limit&lt;br&gt;is that only one unit per side can be reassigned per&lt;br&gt;turn.&lt;br&gt;&lt;br&gt;&gt; 9.1 Attack Limits:  If a General Combat attack is&lt;br&gt;&gt; made where the defending units fire in the Armor&lt;br&gt;&gt; Combat Phase, but the attacking units do not (either&lt;br&gt;&gt; they have no armor combat value or the defenders&lt;br&gt;&gt; aren't armored targets), does the defensive armor&lt;br&gt;&gt; fire count against the 2-attack limit for the active&lt;br&gt;&gt; player?&lt;br&gt;&gt; &lt;br&gt;&lt;br&gt;A: No.&lt;br&gt;&lt;br&gt;&gt; 10.2 Rommel:  It says that Rommel activates on a&lt;br&gt;&gt; roll of 4-6 and goes on the impulse track on a roll&lt;br&gt;&gt; of 1-2.  What happens on a roll of 3?  &lt;br&gt;&lt;br&gt;A: The latter should say 1-3.&lt;br&gt;&lt;br&gt;&gt; Also, just to&lt;br&gt;&gt; verify, Rommel goes in the cup on an unmodified die&lt;br&gt;&gt; roll of 3-6, not just on a chit result of 3&lt;br&gt;&gt; (modified roll of 7+), correct?&lt;br&gt;&lt;br&gt;A: Dieroll, not chit result.&lt;br&gt;&lt;br&gt;&gt; 10.4 Heckler Marines:  It says that the Heckler unit&lt;br&gt;&gt; MUST be activated by the Italian 21st HQ.  What&lt;br&gt;&gt; happens if that HQ is out of range&lt;br&gt;&lt;br&gt;A: It would still activate and be supplied, since the&lt;br&gt;rule says it's always supplied on the turn it lands.&lt;br&gt;&lt;br&gt;&lt;br&gt;&gt;  or not in play or&lt;br&gt;&gt; doesn't get drawn from the cup on the turn when the&lt;br&gt;&gt; unit lands?&lt;br&gt;&lt;br&gt;A: Then it wouldn't activate.&lt;br&gt;&lt;br&gt;&gt; Can Heckler be reassigned on a later&lt;br&gt;&gt; turn even if it hasn't yet been activated by the&lt;br&gt;&gt; 21st HQ, &lt;br&gt;&lt;br&gt;A: Yes.&lt;br&gt;&lt;br&gt;&gt; 11.2 Replacements:  Are armored car replacement&lt;br&gt;&gt; steps kept separate from tank replacement steps? &lt;br&gt;&lt;br&gt;A: No.  Tank/Armored car means those replacements can be&lt;br&gt;used for both.&lt;br&gt;&lt;br&gt;A couple of interpretations:&lt;br&gt;&lt;br&gt;It's pretty clear from the rules and scenario listings that for the Allies, Armored Car replacement steps are separate from Tank replacement steps.&lt;br&gt;&lt;br&gt;The Armored Car and Tank units don't have sizes.  We played that they are all Battallions (based on the history), and that seemed to work well.&lt;br&gt;&lt;br&gt;We also played that reinforcements are fully supplied on the turn of entry, even if they're out of range of the activating HQ.  It just seemed reasonable.  &lt;img src=&quot;http://files.boardgamegeek.com/images/smile.gif&quot; alt=&quot;:)&quot; border=&quot;0&quot;&gt;&lt;br&gt;&lt;br&gt;I don't think we ran into any other questions that weren't covered in the official Q&amp;A.&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/1634024#1634024</link>
	<pubDate>2007-07-28T05:41:05+00:00</pubDate>
	<dc:creator>DJ Kuul A</dc:creator>
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	<title>Thread: Consimworld FAQ</title>
	<description>Mark Davidson - May 17, 2006 1:26 pm (#90 Total: 107)   &lt;br&gt;  &lt;br&gt; &lt;br&gt; &lt;br&gt;Here are Doug's GAZALA - Avalanche answers &lt;br&gt;&lt;br&gt;Mark, Sorry this took so long. I thought I'd have Bitter Victory done Friday night, but it took until last night with much midnight oil burnt in the process. Here are your answers: &lt;br&gt;&lt;br&gt;Q - The Allied Formations card and setup for Opening Moves shows a 6/2 unit, but the counter shows 5/2. Also the reduced step counter shows 2-0-7, but the setup for Opening Moves lists a 2-1-7. Rule 10.6 leads me to believe it should be 2-0-7. What is the real deal on this counter? &lt;br&gt;&lt;br&gt;The counters are correct in both cases. &lt;br&gt;&lt;br&gt;Q - Also, should there be a box on the Axis Formation card for the 33/53 Armored Car? Maybe the 'Lost Battalion', wandering the desert... &lt;br&gt;&lt;br&gt;I believe you mean the 33/15 armored car counter, but yes, there should be a box for it in the Afrika Korps formation section. Just place it in the margin. &lt;br&gt;&lt;br&gt;Q - 1. Combat modifiers printed on the map. They show +2/-1 for attackers/defenders with tanks and infantry stacked. The rules themselves say it's +2/-2, so that the affect is &quot;cancelled out&quot; if the defenders also have tanks (or AA) and inf stacked. Which is correct, rules or map? &lt;br&gt;&lt;br&gt;This is a design question, Here's Brian's answer: The rules are correct (+2/-2). &lt;br&gt;&lt;br&gt;Q - for tracing supply paths from HQ to map edge, 6/11 says to any ROAD... do tracks count? &lt;br&gt;&lt;br&gt;prior A - NO the tracks do not count. This is why the Axis get an longer supply line for the first 8 turns (see scenario rules). After that, they better had punched a hole in the minefield (as they historically did). &lt;br&gt;&lt;br&gt;THE ANSWER IS CORRECT. &lt;br&gt;&lt;br&gt;Q - 2. The two attacks per impulse include both an armor combat (if applicable) and a regular attack. ie, one set of units attacks a hex and does armor combat and a regular attack, and another set of units attacks a different hex and also does armor combat and a regular attack &lt;br&gt;&lt;br&gt;prior A - NO. That would be 4 attacks. My understanding is that a combat is an attack. Armor Combat + General Combat = 2 Attacks. &lt;br&gt;&lt;br&gt;THE ANSWER IS CORRECT. &lt;br&gt;&lt;br&gt;Q - Taking about the map, I think there is a mistake in the last Odds Modifiers of the Combat Results Table. It should be -2 defender occupies hill and not +2 &amp; +1 for Att. on hill if the target is not. &lt;br&gt;&lt;br&gt;ACTUALLY, THERE ARE TWO DIFFERENT MODIFIERS. 1) ATTACKERS GET A -2 COLUMN MOD IF THE DEFENDER OCCUPIES A HILL. 2) ATTACKERS IN ARMOR COMBAT (ONLY) GET A +1 COLUMN MOD IF THEY OCCUPY A HILL AND THE DEFENDER DOES NOT. &lt;br&gt;&lt;br&gt;Q - armored cars can back out of combat every time, unless cornered--no limits, right? &lt;br&gt;&lt;br&gt;prior A - YES! &lt;br&gt;&lt;br&gt;THE ANSWER IS CORRECT. &lt;br&gt;&lt;br&gt;Q - Also, per attack limits (8/5) you are allowed ONE armored and ONE regular combat per impulse (max 2), &lt;br&gt;&lt;br&gt;prior A - YES. But you can also do two armored combats OR two regular combats (the latter is impossible if you have armored units attacking, and defenders with an anti-tank value, of course). &lt;br&gt;&lt;br&gt;THE ANSWER IS CORRECT. &lt;br&gt;&lt;br&gt;Q - and armored combat is voluntary UNLESS regular combat will be declared in the hex, then it IS mandatory? &lt;br&gt;&lt;br&gt;prior A - YES, but only if Armor Combat is possible in the hex, of course. (for example if you attack a hex using Tanks and Infantry, but the defender has only Infantry with a &quot;0&quot; Armor Rating, then there is no Armor Combat, obviously. &lt;br&gt;&lt;br&gt;THE ANSWER IS CORRECT. &lt;br&gt;&lt;br&gt;Q - I'm looking through the posts and can't find this covered: Under minefields, 10.81 Combat effects, it says &quot; Units attacking across minefield hexsides have their strength halved quartered...&quot; Which is it? &lt;br&gt;&lt;br&gt;prior A - Their strenght is quartered. &lt;br&gt;&lt;br&gt;NO, I ASKED BRIAN ABOUT THIS A WHILE BACK, AND HE SAID THEIR STRENGTH IS HALVED. &lt;br&gt;&lt;br&gt;Q - One last question. It seems that using the Command Limit Table you may only draw one chit to play, with the net result of only activating one unit per turn. Is that a correct understanding of the intent of the rule? &lt;br&gt;&lt;br&gt;prior A - Not at all! It works like this: You draw headquarters chits one player at a time, and that chit allows you to move one compete formation: the units under the command of the headquarters drawn (refer to your two formations cards, this amounts from 4 to over 20 units moving at the same time), plus any independent units in range (see rule 3.2), you then have to roll to see if the turn ends, if not you get to pick another headquarters. Plus the Germans have the free move given by the Rommel counter (units stacked with him). &lt;br&gt;&lt;br&gt;THE ANSWER IS CORRECT. &lt;br&gt;&lt;br&gt;Command Limit Table Die Roll Allied Axis 1= 0 0; 2= 1 1; 3= 1 1; 4= 2 1; 5= 3 2; 6= 4 3 &lt;br&gt;&lt;br&gt;SO BY THIS TABLE THE MOST THE GERMAN CAN EVER ACTIVATE DURING A TURN IS 3 Formations and thier accompanying units. 50 % CHANCE OF ONLY ACTIVATING ONE UNIT. &lt;br&gt;&lt;br&gt;NOT ONE UNIT; ONE FORMATION ACTIVATED BY THE HQ. &lt;br&gt;&lt;br&gt;prior A - But if you don't roll a 1 or 2 you can activate Rommel which allows for 4 impulses. &lt;br&gt;&lt;br&gt;CORRECT. &lt;br&gt;&lt;br&gt;-- Doug &lt;br&gt;&lt;br&gt;Thanks Doug &amp; Avalanche. &lt;br&gt; &lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/1572425#1572425</link>
	<pubDate>2007-06-24T21:50:40+00:00</pubDate>
	<dc:creator>Gryfon</dc:creator>
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	<title>Image</title>
	<description>
		 &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic143990_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/143990</link>
	<pubDate>2006-09-03T18:55:44+00:00</pubDate>
	<dc:creator>Rince</dc:creator>
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	<title>Thread: Re: Missing pages in original manual</title>
	<description>Okay, here it comes.&lt;br&gt;Liz from Avalanche Press sent me a totally new manual for the game.&lt;br&gt;That is customer service at its best. Thanks Liz.</description>
	<link>http://www.boardgamegeek.com/article/773639#773639</link>
	<pubDate>2006-01-20T08:26:55+00:00</pubDate>
	<dc:creator>Cosimfan</dc:creator>
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	<title>Thread: Missing pages in original manual</title>
	<description>Hi,&lt;br&gt;&lt;br&gt;I bought this game a few days ago. When I opened the original shrinkwrapped&lt;br&gt;box I had to notice that pages 10+11, 14+15, 18+19 and 22+23 were missprints (just white paper).&lt;br&gt;As AP is generally a company with excellent material and one of my faves (GMT,AH,MMP,The Gamers)I was really disappointed because the seller told me &lt;br&gt;that this was the only one he had in stock.&lt;br&gt;So does anybody can send me a copy of these missing pages? Readable formats are Corel Draw 11, Photoshop 6, Paint Shop Pro 8, Acrobat-PDF V5, or any jpg, gif, tif, bmp.&lt;br&gt;&lt;br&gt;Thanks guys&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/751399#751399</link>
	<pubDate>2006-01-04T13:54:32+00:00</pubDate>
	<dc:creator>Cosimfan</dc:creator>
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	<title>Image</title>
	<description>
		 &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic107087_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/107087</link>
	<pubDate>2005-12-22T14:55:50+00:00</pubDate>
	<dc:creator>duckweed</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		 &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic107078_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/107078</link>
	<pubDate>2005-12-22T14:14:57+00:00</pubDate>
	<dc:creator>duckweed</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		Afrikacorps on the move! &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic107031_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/107031</link>
	<pubDate>2005-12-22T14:13:57+00:00</pubDate>
	<dc:creator>duckweed</dc:creator>
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	<title>Image</title>
	<description>
		 &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic107023_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/107023</link>
	<pubDate>2005-12-22T13:31:33+00:00</pubDate>
	<dc:creator>duckweed</dc:creator>
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	<title>Image</title>
	<description>
		Components &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic90442_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/90442</link>
	<pubDate>2005-08-22T14:21:05+00:00</pubDate>
	<dc:creator>jens_hoppe</dc:creator>
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	<title>Image</title>
	<description>
		Map &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic90441_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/90441</link>
	<pubDate>2005-08-22T14:21:05+00:00</pubDate>
	<dc:creator>jens_hoppe</dc:creator>
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	<title>Image</title>
	<description>
		Formation charts &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic90440_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/90440</link>
	<pubDate>2005-08-22T14:21:05+00:00</pubDate>
	<dc:creator>jens_hoppe</dc:creator>
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