Overview
D.A.K. (Deutsche Afrika Korps) is a two-player operational wargame simulating the North African campaign of World War II. The game’s central innovation is its operation points system, which represents supply. These points are expended when units move or fight and also just to maintain a unit’s existence. Moving supply from ports to the forward battle area is a critical logistics challenge, making this a more complex and supply-focused treatment of the desert war than simpler Afrika Korps games.
Components
- 1 hex map depicting the North African theater of operations
- Die-cut unit counters representing Axis and Allied forces
- Operation points markers and supply tracks
- Combat results table
- Dice
- Rules booklet
Setup
- Lay out the hex map of North Africa.
- Select a scenario and place Axis and Allied units at their designated starting positions.
- Set initial operation point levels for both sides.
- Place port and supply source markers.
- Determine the first player.
Turn Structure
Each game turn:
- Supply Phase: Both players calculate operation point production from ports and supply sources.
- First Player Turn: Movement (spending operation points), then combat (spending operation points).
- Second Player Turn: Movement, then combat.
- Maintenance Phase: Both players spend operation points to maintain existing units. Units that cannot be maintained may degrade or be eliminated.
Actions
Movement
- Moving units costs operation points. Longer moves and difficult terrain cost more.
- Desert terrain, roads, and coastal routes have different movement costs.
Combat
- Attacking requires spending operation points for the assault.
- Combat odds are calculated and resolved on the CRT.
- Results can include retreats, eliminations, and step losses.
Supply Transport
- Operation points must be physically transported from ports to forward units.
- Supply lines can be cut by enemy action, starving forward units of operation points.
Maintaining Units
- Each unit requires operation points each turn just to exist. Units that cannot be supplied weaken or are removed.
Scoring / Victory Conditions
Victory is determined by territorial control of key objectives (cities, ports, strategic positions) in North Africa. The Axis player typically aims to advance eastward toward Egypt, while the Allied player aims to push the Axis back and control the coast.
Special Rules & Edge Cases
- Operation Points as Supply: This is the game’s defining mechanic. Every action costs operation points, creating a constant tension between offense and sustainability.
- Port Capacity: Ports have limited throughput for operation points. Capturing more ports increases your supply capacity.
- Supply Lines: If the enemy cuts your supply line between ports and forward units, those units rapidly deteriorate.
- Desert Warfare: The open desert terrain creates opportunities for flanking maneuvers but also supply vulnerabilities.
- Attrition: Even without combat, units that cannot be maintained will wither. The supply game is as important as the combat game.
Player Reference
Turn: Supply Phase → Player 1 Move & Combat → Player 2 Move & Combat → Maintenance
Key Mechanic: Operation points = supply. Moving, fighting, and existing all cost operation points.
Supply Chain: Ports → Transport → Forward units (can be cut by enemy)
Win: Control key North African objectives