12. DESERT OVERLAYS

12.1 [Note: Many of the following rules do not apply to Overlays X1 and E1. See 12.43 and 12.5 before cutting out these two overlays.] A number of overlays have been included in WEST OF ALAMEIN. Each must be cut out before it can be used. When doing so, cut just inside ,the edges of the overlay's exterior hexsides. This is important because, along the exterior edge of the overlay, only the mapboard's hexsides and vertices matter for rules purposes. The overlays contain no hex coordinates, but the front of each multi-hex overlay contains a small "1" in one hex and a small "2" in an adjacent hex; these numbers are used to orient the overlay on its board. Pressing a few small pieces of plastic adhesive (such as PLASTI-TAK© or PLAS-TIC©, which are usually available where office/school supplies are sold) onto the back of the overlay is an easy and effective method of attaching it to a board for the duration of a scenario. Alternatively, a sheet of appropriately sized plexiglass may be laid over the playing area after the overlays have been placed. See A2.71 for recording hex coordinates that are covered by overlays. Note that several overlays contain one or more hexes which lack that overlay's major terrain type.

12.2 SSR PLACEMENT: When a SSR calls for the use of one or more overlays, it will specify the board on which it will go and, if a multi-hex overlay, will also list the coordinates of two adjacent hexes that determine the overlay's orientation. The first hex listed is covered by the overlay hex that contains the "1", and the second is covered by the overlay hex that contains the "2". On the scenario card, the "board configuration" will contain the overlay's ID in its approximate placement location.

EX: A SSR states "Place Overlay H1 on 27H6-G7". The hex of Overlay H1 that contains the 1 is therefore placed over hex 27H6, and that containing the "2" is placed over hex G7.

12.3 RANDOM PLACEMENT: When preparing a DYO desert scenario, overlays can be placed randomly if both players agree - but only on board(s) 26-31 and/or on the level 4 portion of Overlay E1 (12.5). First, set up the boards as they will be used and determine which direction is North. Then make a dr to find the Overlay Density drm, using the following table:

drOverlay/Density drm
≤2-2
3-4-1
≥50

Then make a dr for any one board in play, using the following table and the Overlay Density drm:

Final drResult
≤1Two overlays will be placed on each half of this board
2One overlay will be placed on each half of this board
3One overlay will be placed on the northernmost or easternmost half of this board
4One overlay will be placed on the southernmost or westernmost half of this board
≥5No overlay will be placed on this board

Then, for each half of that board receiving an overlay, make a DR (or two DR if the Final dr just made was a "1"), reading individually the colored and white dr of each DR, and consult the following table to find the overlay(s) selected. Place each such overlay upside-down on the appropriate half-board, then repeat the 12.3 procedure for each other pertinent board in the playing area.

DYO DESERT-OVERLAY TABLE

cdrwdrOverlaycdrwdrOverlay
11W1*41D1
12W2*42D2
13W3*43D3
14W4*44D4
15S145D5
16S246D6
21S351SD1**
22S452SD2**
23S553SD3**
24S654SD4**
25S755SD5**
26S856SD6**
31H161SD7**
32H262SD8**
33H363X2†
34H464X3†
35H565X4†
36H366X5†
* See 12.41 ** See 12.42 † see 12.44/12.45/12.46

12.31 HEXROW: After all overlays have been selected, each must be positioned. Turn one right side-up and make a DR, the sum of which yields the hexrow where that overlay's "1" will be placed as per the following table:

DRHexrowDRHexrow
2D or DD8J or X
3E or CC9K or W
4F or BB10L or V
5G or AA11M or U
6H or Z12N or T
7I or Y

12.32 ORIENTATION: After determining the hexrow that contains the randomly selected overlay's "1" hex, make another DR to determine the overlay's exact position. The colored dr plus two equals the coordinate number of the hex over which the overlay's "1" hex is placed. The white dr is treated as a Random Direction dr (B.8) to position the overlay's "2" hex relative to its "1" hex. Then repeat the 12.31-.32 procedure for each other overlay. One-hex overlays may be oriented in any way agreeable to both players, since in the wide open terrain of the desert boards their effect on LOS is not that critical.

12.33 PROBLEMS: If a 12.3 DR calls for an overlay that has already been selected, roll again for one that is available. If one overlay overlaps or is adjacent to another, the one placed last is rerolled for hexrow/orientation (12.31/.32) [EXC: if possible, each "end-hex" of a wadi overlay should be adjacent to a wadi hex - preferably an "end-hex" of another wadi; see also 12.41]. Any portion of an overlay which extends beyond the playing area is unplayable (or its position can be rerolled for, if both players agree). Obvious terrain conflicts can occur when randomly placing an overlay on Overlay E1; if this happens, use common sense and mutual player consent to resolve it.

12.4 SPECIAL CONSIDERATIONS: Some overlays require further rules for placement/use, as are detailed below. These rules apply to both printed and DYO scenarios unless specified otherwise.

12.41 WADIS: If the "end-hex" of a wadi overlay is adjacent to another wadi (whether the latter is an overlay or not), or if two wadi "end-hexes" (whether overlay hexes or not) are on different boards but are adjacent to each other, all hexsides common to both such wadi hexes are treated as wadi hexsides (i.e., the two wadis are treated as one continuous wadi) except where a wadi cliff is present.

For DYO purposes, when the first wadi overlay has been placed, others may be added immediately (without making any 12.31 DR) to make the wadi run continuously from one edge of the playing area to some other edge (at least insofar as is possible); their exact layout must be decided upon by mutual player consent.

12.42 SAND DUNES: When a sand dune overlay has been selected, an extra, Final dr of ≤ 1 must be made in order to place it. Each already selected sand overlay adds a-1 drm to that dr, as does each already selected sand dune overlay [EXC: this drm becomes -2 if the already selected sand/dune overlay is on the same half-board as, or on a half-board adjacent (even diagonally) to, the half-board being rolled for]. If the Final dr is ≥ 2, no overlay is placed. If it is ≤ 1, place the overlay and then make another dr; a Final dr ≤1 makes the dune a High Dune (7.5), while any other result yields a Low Dune. Each already-selected High Dune adds a -1 (or -2, as given above) drm to this dr.

12.421 D6: Overlay D6 contains a non-Lip hex that is also a sand (7.) hex distinguishable by its darker yellow color. This hex is treated as normal Open Ground if Broken/Steppe Terrain (13.1-.2) is in effect.

12.43 X1: Overlay X124 represents a tight cluster of Single-Story stone buildings, completely surrounded by cliffs. The TEM of these buildings is +4. However, all Small Arms fire from this Location to another hex is halved as Area Fire prior to all other modification. When cutting out X1, cut along the outer edge of the cliff artwork.

12.44 X2: Overlay X2 represents a Single-Story stone mausoleum building. Its TEM is +1; however, if its Location is Encircled (A7.7), this TEM is reduced to zero. It is not considered a building for rally/rout purposes, and is not susceptible to Flame/Blaze.

12.45 X3: Overlay X3 represents the tents of a Bedouin camp. It is treated exactly like in-season Grain except that it is Inherent Terrain (B.6) and has an entry cost of one MF/MP for all units.

12.46 X4 & X5: Overlays X4 and X5 each represent a cluster of normal, Single-Story stone buildings.

12.5 ESCARPMENT: The large overlay whose ID is "E1" represents part of an escarpment25. When cutting out E1, cut along the outer edges of the cliff artwork and as given in the instructions printed on the overlay sheet; otherwise, cut inside the exterior hexsides as given in 12.1. This overlay is used only on board 25, and is positioned on it as per A2.7. When placed, the terrain rises from Level 0 on board 25 to Level 4 on the overlay - and if another board is butted against the long Level 4 edge of the overlay, this added board is also at Level 4. If the hexsides printed on E1 do not align properly with those on the mapsheet, crease the overlay along its fold line to follow the depressed contour of the mapsheet fold. This will shorten the overlay's length to match the mapsheet's.



Partial cross section of hexrow R, board 25, with Overlay E1 in place

12.51 MF/MP: When using Overlay E1, F.2A applies unchanged thereon [EXC: Desert Terrain Chart MF/MP apply to level 4 hexes - i.e., those with a Base Level (or Crest Level, if one is present) of ≥ Level 4 - unless such a hex is being entered from a lower, non-wadi level].

EX: A truck moving from 25M8 to L7 expends eight MP (4 [ascend a level] + 4 [Chapter-B Open Ground] = 8). However, if moving from M7 to L7 it expends five MP (4 [ascend a level] + 1 [Desert Open Ground] = 5). If moving from L7 to M7 - or if moving from M8 to M7 - it expends seven MP (6 [enter wadi] + 1 [Desert Open Ground] = 7). If moving from L7 to M8 it expends four MP (Chapter-B Open Ground).

12.52 SCRUB: When using Overlay E1, treat all brush on board 25 as scrub unless Broken Terrain (13.1) is in effect.