F.1 DESERT BOARDS: Desert Boards are defined as those numbered 25-31 and any with desert-color Open Ground which may become available in the future. All buildings on board 25 are of stone construction.
F.1A EMPLACED GUNS: Even if meeting the requirements of C11.2, a non-vehicular Gun that sets up on a Desert Board is considered Emplaced only if it sets up hidden/
F.1B ENTRENCHING: All Entrenching Attempts on Desert Boards receive a +2 DRM [EXC: Sand (7.421); Steppe Terrain (13.2)].1
F.1D DESERT OVERLAYS: All rules specifically stated as applicable to Desert Boards also apply to the overlays provided in WEST OF ALAMEIN unless stated otherwise.
F.2 DESERT TERRAIN CHART: Hex entry on a Desert Board uses the MF/
EX: The PSW 222(L) begins its MPh by expending three MP to enter D4 (Chapter B orchard MP cost), then enters C4 at a cost of one MP (Desert [i.e., Chapter F] Open Ground), then enters H4 at a cost of five MP (4 [enter wadi] + 1 [Desert Open Ground] = 5). It cannot enter A4, which is a woods hex as well as a wadi hex (F5.12, B19.21, A2.4), because an AC must expend all of its MP allotment to enter woods (Chapter B Terrain Chart). So it exits the wadi by entering A5 at a cost of seven MP (4 [ascend a level] + 3 [Chapter B Open Ground] = 7), and expends two MP to change its VCA two hexspines counterclockwise. Next it uses VBM along hexside B5-A6 at a cost of two MP (Desert Open Ground x 2) and enters B6 at a cost of seven MP (4 [ascend a level] + 3 [enter orchard] = 7). It then expends one MP to change its VCA one hexspine clockwise, and uses VBM along hexside A7-B7 at a cost of six MP (Chapter B Open Ground x 2). At this point it must again end its MPh in Motion. The PzKpfw IIIL now begins its MPh by expending a MP to Start, and enters B4 at a cost of three MP (2 [enter wadi] + 1 [Desert Open Ground] = 3). Next it enters A4 at a cost of 8 ½ MP (2 [enter wadi] + 6½ [Desert COT, which in this case is half its MP allotment due to entering woods] = 8½). With only ½ MP remaining, the tank must now end its MPh in Motion unless it opts to risk ESB. For simplicity's sake, all Bog/
F.2A BOARD 25 HILL: When entering a board 25 hill hex that contains neither Scrub, hammada nor a wadi, the Chapter B Terrain Chart is used to determine the applicable MF/
EX: See the F.2 illustration. Aside from any Start/
F.3 DESERT VP: To reflect the increased importance of vehicles in the desert campaign, any scenario that specifies Desert VP (DVP) uses the following method of calculating VP for Guns and vehicles eliminated/
For ease of use, each Gun's/
EX: As per A26.21, but excluding points for its crew/
F.3A VARIABLE DVP VALUE: U.S. and German mortar halftracks (SPW 250/
EX: The SPW 250/
F.5 SURRENDER: In all scenarios set in North Africa (as defined in 11.2), Surrender may not be refused - i.e., a surrendering unit may not be eliminated thereby invoking No Quarter (A20.3).
F.11 REVERSE MOTION: "Reverse Motion" counters are provided in WEST OF ALAMEIN, the use of which enables a vehicle to end its MPh in Motion while using Reverse Movement [EXC: NA if the vehicle is prohibited from using Reverse], and also enables it to make a Reverse Minimum Move. When using Reverse Motion/
F.12 CHAPTERS A-E: The various rules in Chapters A-D (and those in use from Chapter E) apply in conjunction with those in Chapter F unless specifically stated otherwise herein. Chapter F rules also assume the presence of the 1987 Errata in Chapters A and B. Chapter F rules that affect rules in some other chapter(s) are marked with ≥ one vertical bar of the appropriate color.