Overview
Kasserine Pass is a hex-and-counter wargame simulating the Battle of Kasserine Pass in February 1943, during the North Africa campaign of World War II. One player controls the German attackers (including Rommel’s Afrika Korps), while the other controls the American defenders in their first major engagement against the Germans. The game uses a standard IGO-UGO system with zones of control and a combat results table. Each turn represents one day, and the game lasts 12 turns.
Components
- Hex map of the Kasserine Pass area in Tunisia
- 176 unit counters (including blanks)
- Combat Results Table / Terrain Effects Chart
- Turn Record Track
- Allied Units Appearance Chart
- Axis Initial Units Appearance Chart
- Allied Initial Units Chart
- 2 dice
- Rules booklet
Setup
- Place the map board on the table.
- The Axis player places initial units according to the Axis Initial Units Appearance Chart.
- The Allied player places initial units according to the Allied Initial Units Chart.
- Place the turn marker on Turn 1.
- Additional units arrive as reinforcements on specified turns according to the appearance charts.
Turn Structure
Each turn (representing one day) follows the standard IGO-UGO sequence:
- Axis Movement Phase: The Axis player moves units.
- Axis Combat Phase: The Axis player resolves attacks.
- Allied Movement Phase: The Allied player moves units.
- Allied Combat Phase: The Allied player resolves attacks.
- End of Turn: Advance the turn marker. Check for reinforcements.
Actions
Movement
- Each unit has a movement allowance (number of movement points per turn).
- Moving between hexes costs movement points based on terrain type (as per the Terrain Effects Chart).
- Zone of Control (ZOC): Units exert a ZOC into the six adjacent hexes. Moving into an enemy ZOC costs extra movement points and generally requires stopping.
- Axis ZOC entry cost: +2 Movement Points.
- Allied ZOC entry cost: +4 Movement Points.
- German mobile units (Panzers, Panzer Grenadiers, Recon): After paying the +2 MP ZOC entry cost, these units may continue moving through the ZOC using normal terrain costs. This reflects German tactical superiority.
- Exiting a ZOC is generally prohibited.
Combat
- Combat is mandatory when units are in an enemy ZOC at the start of the combat phase.
- Calculate the attack-to-defense ratio by comparing total attack strength vs. total defense strength.
- Roll dice and consult the Combat Results Table (CRT) to determine the outcome.
- Terrain modifiers affect combat (defenders in mountains, behind rivers, etc. receive benefits).
- Artillery: Can fire at units up to 2 hexes away and does not suffer adverse results from the CRT. Artillery adds firepower without risk.
Retreats
- Retreating through enemy ZOCs is forbidden. Units that cannot retreat are eliminated.
- Surrounding enemy units (cutting off all retreat paths) is a key tactic for elimination.
Reinforcements
- Both sides receive reinforcements on specific turns as indicated by their appearance charts.
- Reinforcements enter from designated map edges.
Scoring / Victory Conditions
Victory is determined by territorial control and unit losses at the end of 12 turns. The German player generally needs to break through the pass and capture key objectives, while the American player needs to hold defensive positions and inflict casualties. Specific victory conditions are defined in the scenario rules.
Special Rules & Edge Cases
- German units receive preferential combat and movement bonuses throughout the game, reflecting their superior experience and tactics at this point in the war.
- The asymmetric ZOC costs (+2 for Axis vs. +4 for Allies) model the disparity in tactical proficiency.
- German mobile units’ ability to move through ZOCs makes them particularly dangerous for flanking and encirclement.
- Artillery’s immunity to adverse CRT results makes it a valuable support asset.
- The 12-turn limit creates time pressure for the German attacker.
Player Reference
| Unit Type |
ZOC Entry Cost |
Can Move Through ZOC? |
| German Panzers |
+2 MP |
Yes |
| German Panzer Grenadiers |
+2 MP |
Yes |
| German Recon |
+2 MP |
Yes |
| Other German |
+2 MP |
No |
| All Allied |
+4 MP |
No |
| Key Numbers |
Value |
| Game length |
12 turns |
| Turn = |
1 day |
| Artillery range |
2 hexes |
| Players |
2 |