Cauldron: Battle for Gazala



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10.1 FIRST PLAYER

The German player is the first player throughout the game (see 3.0).



11.0 REINFORCEMENTS

The British player receives six specific reinforcement units only during the game (see 11.1).

The German player receives no reinforcements.

11.1 QUANTITY OF REINFORCEMENTS

GAME TURN SIX

Unit Type:

Hexes:

5-4-15

1201

3-4-9

1201

GAME TURN EIGHT

1-2-9

0608

GAME TURN 11

5-4-15

1201

3-4-9

1201

GAME TURN 14

3-4-9

1201

11.2 When REINFORCEMENTS ARRIVE

At the end of the movement phase (reinforcements may not move during the turn they arrive). mobile units that arrive at the end of the movement phase may not move during the mobile movement phase.



11.3 WHERE REINFORCEMENTS ARRIVE

In the hexes listed under 11.1.



11.4 REINFORCEMENTS AND COMBAT

Reinforcements may participate in combat normally during the combat phase of the same turn they arrive, if they arrive in a hex adjacent to an accessible enemy unit. If a reinforcement unit’s arrival hex is occupied by any enemy unit, the reinforcement may not arrive until a game turn wherein that hex is no longer occupied by any enemy unit.



12.0 LINES OF COMMUNICATION

Each side has supply symbols along the edge of the map, representing their lines of communication to rear areas off the map. There are two British supply symbols (hexes 1201 and 1410), and two German supply symbols (hexes 0734 and 2924); if any supply symbol hex is currently occupied by an enemy unit, the side that lost its supply symbol will lose half (rounded down) its support fire marker allotment out of each subsequent turn’s allotment while that supply symbol hex is occupied by any enemy unit. If enemy units currently occupy two supply symbol hexes, that side loses its support fire allotment.



13.0 ENEMY ZONES OF CONTROL

Reinforcements may be placed into enemy zone of control, but must abide by the normal rules (see 6.0).



14.0 MINEFIELDS

Allied minefield hexsides are represented on the map, and are considered permanent terrain features that can neither be created nor destroyed during the course of the game. A minefield friendly to a player at the beginning of the game remains friendly throughout the game. Likewise, enemy minefields do not become friendly when captured; rather, their effects remain throughout the game.






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