0% found this document useful (0 votes)
464 views66 pages

Air & Armor Rules

Uploaded by

Eren Koyunoğlu
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF or read online on Scribd
0% found this document useful (0 votes)
464 views66 pages

Air & Armor Rules

Uploaded by

Eren Koyunoğlu
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF or read online on Scribd
  • 1. Introduction
  • 2. Components
  • 3. Game Sequence
  • 4. The Mission Phase
  • 5. Headquarters
  • 7. Zones of Control
  • 8. Movement
  • 10. Assaults and Hasty Attacks
  • 11. Fire Combat
  • 12. Reaction
  • Charts and Tables
  • 21. Advanced Game Rules
  • 22. Electronic Warfare
  • Charts and Tables: Advanced Rules
w a STANDARD GAME Se) BB RES CREDITS Design: Bruce Maxwell Design Assistance: Richard Trup tnd Michael Thompson Development: Guy Hail, Leonard Quam and Jon Southard evelopment Assistance: Steve Donaldson, "Tom Hadden aod Tony Merridy Baiting: Greg Costityan Graphics: Richard Johnson, Kevin Wilkins and Stephen Crane Research Assistance: Charles 7: Kamps, Jr Testing and Comments: Kevin Boylan, Jeff Briggs, Simon Ellberger, Bill Fogarty, Nick Karp, Rafvel A, Leon, Jr, Robert Lindsay, Russel Lockwood, Paul Murphy, J. Rollan, David Stengle, Joe Studholme, Paul Westkaemper and Tibor Vari WW WesT Vat! caves ‘or ic es ebm er In tse wr ran net pce ae 1. Introdaction 2. Components 211"Tae Map 22 The Rules 253 The Counters 25 The Display 23 The De 38 Game Sele 27 abbreviations 2% Game Sequence 4 Sequence 32 Soquence Summary 44 The Mission Phase ‘s1 Activation 42 Missions 463 Mission Groups and NATO 44 Mision Groups and the Warsaw Fact 45 Independent Unis 45 “Usea™ Unis 447 Activity Summary 5. Headquarters ‘£1 Command Tots and Ranges 52 The Warsaw Pact, 53 Nato 54 HO Reconstton 6 Unis and Steps 61 Te Tables of Organization snd Equipment 62 Unie Rooraniation 63 Limes metigence 64 Dummies 1. ones of Control Movement, 81 How Unis Move 82 March Missions 83 Hasty Atuck Missions Ba Assault Minions 85 The Reserve Phase 86 Reaction 87 Road Movement 88 Terrain Effects Chart 9. Stacking 21 Sacking Limits 52 Masking 10, Asus snd Hasty Attacks 1a Mission Sequence 102 Objecnes 103 The Dillrences Between the Missions 104 Assault & Hany Atack Su 11 Fire Combat mend iL When Pre Occurs 112 Tarps and Being Unis Standard Files 113 Calculating Fire Strengths 114 Resolving Combat ILS Absorbing Hits 116 Retreats 17 Advance After Combat 113 The Different Kinds of Fire 1.9 Combat Tables 1B. Reaction 12.1 Which Units May React 12.2 Reaction Movernent 12.3 Reaction and Combat 128 NATO Reaction 12.5 Warsi Pact Reaction 13 Artillery 131 Indioct Fite and Fir Strengths 182 “Find” Markers 183 When Indirect Fie Occurs 18.4 Which Artllery Units Can Fire 135 NATO Arilley 186 Warsaw Pact Arillery 17 Reserves and Reaction 14, Shattering 14.1 How Shatier Occurs 142 Shater Effects 143 Shatter Chart 1S. Clty Control 16. Bridge Destraction TL Set Charges 162 Fire Anack 163 Markers 1. Improved Positions 8 Night 18, Semario Set-Up 191 Pacing Units On the Map 1922 Reinforeement 19.3 Victory Conditions 20, Stondard Game Scenarios 2011 Race forthe Bridges 202 Rear Trap 203 Counrattack tothe Flank 204 Battle of Wureburg 2005 Advanced Game Adaptations Standard Game Players? Notes Designer's Notes Air & Armor Refersece Works Unit Designations AIR & ARMOR 1, INTRODUCTION In Air & Armor, you control one oF more NATO brigades or Warsaw Pct divisions engaged in combat along the West German border, These formations ate broken into units which ean be assigned a variable number of “stops” Thus, a unit ean represent a force as small as a company o fas large as a rogiment. Although you can see your own units, you five ‘no idea as fo the strength of your opponent's. This uncertainty is the key ‘o surprise and deception in the game. layers wil find thatthe movement and combat systems, the emphasis in most games, are relatively simple; the game's complexity is reserved for the planning of combat operations, command structure, and the staxt- ling operational differences beeween NATO and the Warsaw Pac. . The game system concentrates on the “software” of modern combat: tactical doctrine, and C3 (Command, Control and Communication. Payers alternate the activation of major formations, lending a fuid and highly interactive syle to play. Each time a formation is activated, its units per- form a series of player-defined missions which structure how they move ind fight. Play therefore consists ofa varying sequence of opposing opera- with each player tying to achieve victory theough surprise, decep- tion and superior planning “The key distinction between the two sides is that dhe Warsaw Pact player ‘ast plan his operations considerably in advance, while NATO may assign rissions ac the instant of execution. This flexibility provides NATO with ‘a counter co the Pac's numerical superiority ‘An Advanced Game is included which provides rules for air operations, electronic and chemical warfre, engineering, and other highly technical features of modern war. Inshort, Air & Armor analy2es the entire gamut of land combat opers- ‘ions in the European theater, integrating docsine, combined arms techni- ‘ques, command and control, Firepower management, and limited in- chasers ofthe game are free to photocopy it (or you can easily eonsiuct 4 Roster out of a sheet of lined paper) ‘The Advanced Game booklet contains a 4-page folder printed with the ‘Advanced Game chars and wes. Again, pry up the staples to remove, ee @.3) The Counters ‘The cardboard counters consist of military units, which are placed on ‘the game-map to represent force concentrations, and game markers, which are placed on the map or tracks to record game information Certain units and markers are used only in the Advanced Game. Tnfor- ‘mation about them can be found in the Advanced Game rules (see 21) Units FRONT (unused) Regular Ground Unit BACK (used) egy een ie Raye | enone 6 1 yee men ‘ncn ‘moe cazrndestes ‘omen ac ean NATO) tn erg Artillery Unit telligence in smooth sequence of activity. We hope this game wil offer {you genuinely fresh insights into the nature of modern warfare. 2. COMPONENTS ‘Air & Armor includes: © one 32-page Standard Game rules book (with two 4-page pull-out) ® one 24:page Advanced Game rules book (with one 4-page pull-out) one 22” by 34” full-color game-map © one sheet of 400 two-sided diexeut counters * one sheet of 200 single-sided die-cut counters © two NATO track displays » one Warsaw Pact track display © one decimal die © one counter tray with ock-on Lid © one game box 2a) The Map Aird Armor's map portrays a section of West Germany facing the Mein- ingen Gap, near Schweinfurt and Wurzburg a ikely invasion roue into the US. Seventh Corps sector. 2.2) The Rules ‘There are two versions of Air & Armor; the Standard Game, and dhe ‘Advanced Game. Each has a separate rules booklet. You must learn the rules to the Standard Game before the Advanced Game. ‘There are four Standard Game scenarios and six Advanced Game ones; in addition, three of the Advanced Game scenarios can be played using ‘aly the Standard Game rules, ‘The Standard Game booklet contains wo 4-page folders, bound into its center. To remove them, pey up the center staples (use a knife or something), poll th folders out, and press the staples back down. One folder contains the charts and tables needed to play the Standard Game; the other con- ‘tains the Tables of Organization and Equipment (see 61. “The back page of the chart folder isthe Warsaw Pact Planning Roster. ‘The Warsaw Pact player will need a copy of this to play the game. Pur AIR & ARMOR ae. 3 & seein EE es Headquarters Unit wy | Bitte scram sone 14 704 Oe 2.30 The strengehs ofall ground units are printed in white on the front and black on the back. When a unit is “used,” itis Mipped to its back side to show that it eannot perform any further missions (ee 4.6) (2.32) NATO unit colors: American units are olive drab, Canadians are tan, and West Germans are grey. The unit symbols on both sides of each counter are printed in a contrasting color. Units with white symbols are “independent.” Other colors identify brigades; all unis of te sane brigade have the same symbol colo. (2.33) Warsaw Pact unit colors: All Warsaw Pact units are printed in a shade of re, orange or purple. All units with the same face color belong {othe same division. Units with white unit symbols are independent; other colors identify regiments. Units with unit symbols ofthe same (nonhite) color and the same background color belong to the same regiment. © Independent units attached to the 8th Guards Army have their wn ‘background color, but are not considered a division for game purposes (Gee 45); all have white unit symbols (excep for he 207 Batalion, which is only used in the Advanced Game — see 30.32) © The South East German Front Air Assault Brigade (or SEGF) has its own background color. cis only used in the Advanced Game (see 203). Standard Rules 3 (2.33) Unit type: The symbols used to indicate « uni’s type are: Infantry: Artillery: taney SZ] cai Lal) Mechanized infantry (53) Salt propelled artillery ‘mor: eckeaunche — se amos enaiy Bl eres Headquarters Selt propelled antitank Note: Some other unit types exist only in the Advanced Game (sce 21.1), (2.33) Unit size: The symbols used to indicate a unit’ size are: “Brigade” and “Division” unit counters represent the headquarters for ‘the brigade or division, not the whole brigade or division itself Markers 24) The Displays “Three separate track displays are included, two for NATO, and one for the Warsay Pact. They contain the tracks and displays needed to pla. 2.5) The Die ‘A decimal die is provided. In Air & Armor, sols of “0” are read as. 26) Game Scale Each hex represents an area one mile aerass. Day game-turs are two hours long, and night turns six. Bach unit step represenis one company ‘of soldiers, except for Warsaw Pact artillery stops, which represent bat- talons. Steps of alr and helicopter units represent thee or four aircraft. @.y Abbreviations Several abbreviatins are used in these rules. They are: ADM: Arillery-Delivered Mine DEB: Divisional Tank Battalion Electronic Ware (orth Adanic Treaty Organization SAM: Surface-t0-Air Missile ‘TOME: Table of Organization and Equipment US: United States front back Bridge Demolished An assaul! missin i an order to conduct a flly-prepared atack upon. ‘anenemy position, Ie sacrifices speed and sometimes surprise, but allows the planning and coordination necessary to bring overwhelming frepomer to bear on an objective. Assaults are especially usefol when more than fone formation must be brought co bear in an atack on a stubborn posi- tion, of when extra artillery support is needed (4.22) A player performs a mission by choosing a mission group from among the ative formation’ units (see 4.3 and 4.4), and assigning them Jt mission type. The mission type restricts how the units may move (see ‘82 through 84) and fight (ee 10, 135, and 136). ‘> Once a group's mission has been performed, the active player may start another mission (of the same or differeat type) with other nits from the active formation (4.23) Fach unit in an active formation can only be part of one mission However the active payer may conduct any numberof missions with units from the active formation, as long 2s each mission involves different unis. ‘Only aftr the player has conducted all the missions he want to perform ‘with his active formation does the other player become active (See 4.15). (4.28) A player can only conduet one mission ata time. Only when one mission is over ean he start another one (4.25) Units selected for a mission group are called active units for the ddration of their mission, Once ther mission is over, they cease wo be active. Standard Rules 5 (4.26) A unit is never required to perform a mission. It is perfectly legal fora player to activate a majo formation, decide not to perform any mis- sions with its units, and announce that play passes to the other player. (4.3) Mission Groups and NATO After the NATO player activates brigade, he decides what mission he ‘wants to perform first, and which units will be part of the mission (4.30 He can choose any or all units from the activated brigade for a mis- sion. He is not required to include any units in the mission group, nor resrited to any particular units (excepe that only units from the brigade, plus independent units, ean be chosen, «© Exception: During assault missions (only), any unused NATO units, of any brigade and aiy nationality, may be chosen forthe mission group, as Jong as atleast one chosen unit comes from the activated brigade, (4.32) Once the first mission is over, the NATO player may launch a see- ‘ond mission with other units from the brigade. He continues performing ‘missions until he no longer wishes to perform any, or all ofthe brigade's units are “used” (see 4.6), (44) Mission Groups and the Warsaw Pact ‘The Warsaw Pact player is required to decide which missions his units will perform atthe beginning of the game-turn, during the Warsaw Pact Planning Phase. (4Af) Warsaw Pact units are divided ino divisions, AIL units from the same division are printed with the same background color. Divisions are divi ded into regiments units from the same regiment are printed withthe same ‘unit symbol color (see 2.3). (Exceptions: 4.54, 20.31.) « Some Pact divisions have & “Divisional Tank Battalion,” (DTB), con- sisting of two units, The DTB is tested in all respects as a regiment, although itis technically a battalion, (42) A Warsaw Pact Planing Roster is provided with the game (ee the last page ofthe chart folder). Before beginning to play, the Warsaw Pact player must note which divisions and regiments he controls, (443) During the Warsaw Pact Planning Phase, the Warsaw Pact player ‘must note @ mission for each of his regiments on his Roster, We suggest using the following abbreviations: HA ~ hasty attack A~ assault M- march, Re reserve © The Pact player keeps his assignments secret; the NATO player may only inspect the Roster atthe end of each game-tur, ‘ Although “reserve” is not a mission, only units ploted for reserve status are eligible for reaction (see 12.4) and reserve movement (sce 8.5), (444) The only mission for which “shattered” regiments may be ploted is march (sce 4,2). “Shattered” regiments may not hasty allack, assault (445) When the Warsaw Pact player activates a formation, he may con- 3 s r - a ar Bo fy tS BB) 3) Gl) Se) Bac) a : i se ro) [ee sla: as 7 ‘l-g°| [er SI 2) &] fk sl ae % a8 e 3 LE : Fo] Fes) ee] ie Solo) Stes) Boel QL) ES) ae a| Se] [EL] af | EE 3 : Standard Rules 6 WARSAW PACT TABLES OF ORGANIZATION AND EQUIPMEN 99th Guards Motor Rifle Division 25| [2%] [28] bel [58 33 be] [29] [29] be Sag] | Se] | Fa] fo] [FE] |S] |S] fo 8 x4 x1 xt] | 3) [xt 57th Guards Motor Rifle Division 353] [203] [253] bo] [553] [55] [Seg] bel [Pe x5 4 x] |S] fa] | 22] fa 20th Guards Motor Rifle Division ea) [553] |2=3| bo] [553] [553] (58 ] bel [29 [2] be 53 [53] [5] bel [FS] [FS] [29] be] [x3] be 3] fe] [re] [ee] ba] [eS] Pe] FR] be xi AIR & ARMOR Standard Rules ” WARSAW PACT TABLES OF ORGANIZATION AND EQUIPMENT 73th Guards Tank Division ae | eS! | tS cs ag | 2S of] 5 4| [soa] [s+] x9] [sa] [ssa] [sa] 22] [a2] bs ag | |e mie | | eam | | ee 5 4| [sa x9] [283] |o"3| [os xt Ta] [ra 7S | bl [ey] bt 8th Guards Army Artillery soe woe} ] | oopeq | | say, om] XY [era] [ema] [era] x8 of x1 sh | bat 207th Airborne Battalion Ey) ape ap tet | [rer] [rer] 2S South East German Front Air Assault Brigade Sen | [un] [San] [Ses] [een | [eu 2 2ea||2e2| laez| [2-2| la-2| j2e2| XS] frei] Lt x6 xt a a = a wi 8 Standard Rules AIR & ARMOR (11.91) COMBAT (11.92) RETREAT PRIORITIES CHART RESULTS TABLE Retreat Priority Hex Type nore Ciswlal) P Enemy-occupied, off the map, 1 -3 across unbridged river hexsides. 2 2 1 Minefield (Advanced Game only — 34 -1 subject to mine attack). 56 0 2 Adjacent to an active unit which just 78 wt fired. 9 42 3 Adjacent to any other enemy ground 10 3 unit. 4 A hex farther from the nearest HQ Procedure: Roll the die, and find superior to the retreating unit. the hit modifier on the same row 5 A friendly-occupied hex, in violation as the number rolled. of stacking limits. 6 A hex occupied by friendly units of a different nationality from the retrealing units (NATO only). ud A hex occupied by friendly units of the same nationality as some retreating unit. 8 Any other hex. Procedure: Look at each of the hexes surrounding the retreating unit Referring to this chart, assign each hex a priority number from 1 to 8. {Lower priorly numbers take precedence; eg., a hex adjacent to an active firing unit which is also friendly-occupied is priority 2.) The stack ‘must retreat to the adjacent hex with the lergest priority number. If two Cor more hexes are tied for largest, the owning player chooses which cone his units will retreat to. Units may not retreat into “P” hexes. (14.31) NATO SHATTER CHART (14.82) PACT SHATTER CHART Unit Shatter value Unit Shatter value U.S. Brigade 6 DTB 0 West German Other regiment 3 Brigade 3 Canadian Brigade 3 AIR & ARMOR Standard Rules ” WARSAW PACT ELESNING! BOOSTER Formation [eau io | 42 [2nw, 12 [eam 0 [2 [ae 4 [Sab [55/206 NOTATIONS: M = march mission; HA = hasty attack; A = assault; R = reserve. When a unit is shattered, draw an "'X"" in its “SHO” box. NIGHT WARSAW PACT EPABNING! noo [Formetion [6m [2 [ae 2 [eam 70 [42 [am | 4 [SH 155/206 [eo 57 Ror DIB 112/366. 120 “a7 gor. ors 7O/57E. 74 172 S7T- atiack; A = assault; A = reserve, ‘available for reaction — or for movement during the Reserve Phase. Every general from the time of Taueydides has stressed the terrible im- portance of maintaining a reserve, NATO doctrine calls for one third of ‘each echelon to be held in reserve. Warsaw Pact doctrine, on the offen- sive, calls for only a tenth to be held in reserve. On the other hand, the ‘Warsaw Pact echelons is attacking formations much deeper than NATO, 80 the final effect is much the same. ‘The NATO player, especially, must be ruthless in stripping his frontline to keep reserves available. Two tank steps in reserve can make the Wir- ‘saw Pact think twice about aacking any point in the line which the reserve JJorce can reach. For the Warsaw Pact player, itis recomended that each ‘motor rifle divsion’s Divisional Tank Baaalion be held asa reserve force Yehenever there are spare command points. This role is the battalion's primary function, and itis he only Wersaw Pact formation eligible to rein- {force other regiments should they be attacked (see 12.53). During the Reaction Step ofa hasty atsck or assault mission the inac- tive player's units may move 2.) Which Units May React (2-1) Reaction can only occur if an objective hex was chose. If no ob- jective was chosen, no reaction occurs. (02.12) The following units may not react © “Used” units. © Units which belong to “shatered” formations (see 1). © Aaillery units, © Independent units (exception: 12.43) © Units in enemy zones of contol (02.33) During « fisty attack mission, all reacting units must begin inthe same ber. . © Some units from a hex shay react, and others remain inthe hex. (42.14) During assault missions, units fom any number of different hexes may react. (02.15) It is possible to split a uni’s steps up among different counters, and have only one of the new units react (see 624), (42.16) Only units which can move to the abjetve hex re allowed to reac. Ifa unit cannot end its reaction movement in the objective hex, it may not reac. (02.17) Subject to these restrictions, che resctng player chooses which of| his units will react. (2.2) Reaction Movement (02.21) Each unit chosen for reaction has 3 movement points (see 86). (€2.22) Reacting unis must move to and end movement in the objective hex. (€2.23) Reacting units cannot enter any hex in an enemy zone of control except fof the objective hex. (€2.24) When units react, they ae flipped other “used” side. Any friendly nits in the objective hex which are not already “used” ate also flipped ta their “used” side (see 462). 2.3) Reaction and Combat (0231) Reacting units may fite during the Defensive Fre step ofthe same mission, They themselves ate subject to offensive fire. (12.32) If reation occurs, no retreats are allowed during the mission (see 1168, 24) NATO Reaction (241) The NATO player must spend command points each time NATO units react (See 5.33). (02.42) A unit may only reat if the objective hex contains 2 unit ofthe same brigade, or an independent unit of the same nationality © Exception: NATO units may react if the objective is an unoccupied “friendly city hex” (see 15.2) (€243) Independent nits cannot normally reat. However, NATO armored cavalry units may react ifthe objective hex contains another NATO ar- rmored cavalry unt. AIR & ARMOR 2.5) Warsaw Pact Reaction (22.51 A Warsaw Pact unit may only react if it belongs ta regiment plot- ted for reserve movement (see 4.4). Iit does react, its “used,” but other nits from its regiment are not. They could reat at some other time, or ‘move during the Reserve Phase. «Since only “unused” units can move during the Reserve Phase, a unit Which reacts will not be able to do s0 (see 85) (42.52) Resction is nota “mission;” there is no lead unit, no independent units may participate, ete (02.83) A unit may only react ifthe objective hex contains a unit of the same regiment, or an independent unit of the same division, °° Exception: Divisional Tank Battalion (DTB) units may react as Tong. 1s the objective hex contains a unit of the same division — even ifthe unit is of a different regiment, 13. ARTILLERY Design Note: fis an aphorism of modern war tha artillery inflicts more ‘casualties than any other arm. However, as armies have become more ‘mechanized, antllery munitions have become less oviened towards kill {ng infantry and mare towards destroying vehicles. Artillery munitions are ‘also becoming more intelligent, We are not far from the day when all ar- ‘llery munitions will atively or passively seek their own wrgets. Fotunate- 1y, NATO currently enjoys a substantial lead in this technology. ‘The critical link in artillery employment is communications. By design, ‘an artillery unit generally lacks a direct line of sight ois target. Instead, It relies on a forward observer who callin fire on the right coordinates. This tink is highly vulnerable to enemy jamming. Furthermore, in a fast- developing bal, an observer may lose touch with his artillery oF with ‘the combat situation itself. NATO addresses this wulnerabiity with redun dant communication nets and highly mobile observers. The Warsaw Pact Plans its fire missions in advance within the framework ofthe overal battle ‘plan, and places more of its arillery forward where it can fire directly. ‘NATO's solution is more flexible. Fire can be requested from many more sources and brought 10 bear more responsively. These advantages are reflected both in NATO artillery units” fre values and in the fewer resric- ions placed on their use. (3.0 Indirect Fire and Fire Strengths (BD Actllery units ean fre directly — into adjacent hexes — just like ‘other units. In addition, they can fre indirectly — at a distance of two for more hexes — during offensive and defensive fire. (13.2) When an arillery unit fires indiredy, is fire strength is calculared in the same way as any other unit's — the counters strength is multiplied by the number of steps firing. However, when anillery fires indirectly, its fire strength is never modified by terrain. (€3.13) The fire strengths of artillery firing indirectly are included in the total fire strength, just like the strengths of units fring diredy (se I.37) (03.14) Indirect fire cannot be used during inflation fie oF retreat fire — only during offensive and defensive fire (see 118) (23.15) An arillery unit does nor have to be part of a mission group 10 fire indirecly during the Offensive Fire Step. However, is fire must be “poondinated” by a headquarters unit (ee 13.4 below). (3.2) “Fired”? Markers (B21 An arillery unit may fie indizectly only once each game-turn, When ‘does so, a “Fired” marker is placed on top of it. Fred marker are remnon- cd during the Bookkeeping Phase. (13.22) “Fired” artillery may be assigned to march missions, but not to hasty attack or assault missions. ‘© A “Fired” arillery uit can still perform diect defensive, infiltration or roteat fire. Standard Rules a (03.25) Ifa (non-fired) arillery nits assigned to a hasty stack or assault, ‘mission, it may not use indirect fie inthe same turn — when the unit is Mipped to its “used” side, also place a “Fired” marker on i © Aillery units do no receive “Fired” markers for performing direct defensive, infiltration or retreat fire (3.3) When Indirect Fire Occurs (3.31) During the Arillery Declaration Step of a hasty atack or assault mission, both players declare which artillery units they will use to sup- ‘por offensive fire or defensive fire. The active (offensive) player declares first (43.32) Anllery units in enemy zones of control cannot be used; nor may “Fired” arilery units 34) Which Artillery Units Can Fire An artillery unit may only Use indirect fire ageinst a hex if within the arillery unit's range (3.4 Each artillery unit’s range is printed on its counter (see 2.3). The target hex is within range ifthe distance between the artillery unit and the target hex is less than or equal tothe printed range (see 5:14), (4342) A hex against which defensive or offensive fire is occuring is obser ced if a least one friendly unit is adjacent to the hex. © Any friendly unit (including an HQ) can observe for defensive fir, © Only active units can observe for offensive fire. © Note that arillery declaration occurs before defensive fire. A unit which ‘observes for offensive fre might be destroyed by defensive fre. In this ‘case, observation has sill occurred and the arillery can sil ie indirect. ly dating the Offensive Fire Step, even though no observing unit stl ex: ists. However, the firing artllery’s fre strength is halved in this ease (03.43) Indirect fire is coordinated if both the firing artillery unit and the ‘observing unit are within the command range of the same coordinating HO (see 5.4). © An HQ can only coordinate fire if is superior to the observing unit (ee 521 and 531). The HQ must also be superior to (Warsaw Pact) oF ofthe same nationality as (NATO) the artillery unit (see 13.51 and 13.6, 3.8) NATO Artillery (BSI) To coordinate acillery fire, a NATO HQ must be © superior tothe observing unit, and ° ofthe same narionaliry a the fring unit. (t does not hve o be superior to the firing unit.) (43.82) One HQ of each nationality may be used to coordinate fire during 2 particular mission — but no more. (3.52) Division HQs may coordinate fire only during friendly assault missions © Brigade HQs may coordinate fire during any defensive r offensive fire. 36) Warsaw Pact Artillery (036 Only one Warsaw Pact HQ may coordinate indirect fie each mission, © The coordinating HO must be superior to both the observing and the {ising artillery units, and within command range of each (see 5.M). © This means that only one division's artillery may support offensive fice or defensive fice in a mission (see 13.43), (4362) During the Offensive Fire Step of a friendly assault mission only), ‘any independent th Guards Army artillery units may als fire indiretly, © One HQ mus be chosen to coordinate the indirect fire. Any H1Q belong: ing to the active division can be chosen, even though such an HQ is not ‘normally superior to the 8th Guards Army artillery. © The other rules for coordination still apply — the HQ maust be within ‘command range of both the observing unit and fring artillery units; only fone HQ can coordinate fire; ete. © 8th Guards Army can only suppor offensive fre (never defensive); and can only do so during assaulé missions (never hasty stacks), * Different 8th Guands Army arllery units can be used to suppor dif- ferent assaults 2 Standard Rules (2363) Only one Warsew Pact artillery unit may fire indirectly during a Defensive Fire Step Thats, when Warsaw Pact unis fre defensively during aan enemy mission, only one artillery unit can be used 1 support defen sive fire (137) Reserves and Reaction “Artillery may never react, and may not move duting the Reserve Phas. 14, SHATTERING Design Note: Experience has shown that a formation loses mos fits com= bat efectiveness long before it loses mas ofits troops, Depending on morale ‘and training, one unit may give up the ghost afer 10% casualties, while ‘another will falter only afer 50%. The point isthe same, however: you don’t have to knock ut a whole unit 10 stop it dead in its tracks. During the Bookkeeping Phase, both payers check to see whether their brigades or regiments become shattered. 4.) How Shatter Occurs (04.11) Each NATO brigade and Pact regiment has 2 shatter value between, O and 6. Shatter values are listed on the Shatter Chart (see chart folder). (14.12) To determine whether a brigade or regiment has shattered, count up the number of stepsit contains. (Do nor include HQ and aztillety steps.) the numberof stepsis ess than or equal tothe shatter value, the regi- ‘mento brigade is shred (14.23) Note that Warsew Pact DTB regiments have shatter values of 0, ‘This means they never shatter (14.4) The NATO player can transfer steps from one brigade to another (Gee 626). If, by doirg 50, he increases a brigade's stop tora above its shatter value, he ean wishatter the brigade. Brigades become unshattered during the next Bookkeeping Phase. «© An unshatlered brigade could become shattered again if it lost further steps. © Warsaw Pact regiments can never be unshattered. (04.15) When 2 NATO brigade shatters, flip the command point marker ‘ofits brigade HQ over onthe Command Pont Track to the “shattered” sie. (04.16) When a Pat regiment shatters, check the “shatter” box on is line of the Warssw Puct Planning Roster (142) Shatter Effects (14.22) Units from shattered brigades or regiments: * cannot be assigned to hasty attack or assault missions. (They can sill march.) ‘© may not react. ‘© may not move in the Reserve Phas. (04.22) When the Warsaw Pact player plots 2 march mission for a shat- ter eget, be mpd a commend poi. Normal poing march missions is fee; see $22.) (04.23) When the NATO player selects units from a shattered brigade for {march mission, he must spend 1 command point per hex from whieh shattered participating units are drawn (see 5.33). (44.26) Shanered units may not be assigned missions or move inthe Reserve Phase during night game-twins (see 18). 4.3) Shatter Chart (see chart folder) 15. CITY CONTROL Design Note: The city control rules reflect the paramilitary role played by the police forces oj all West German cities. AIR & ARMOR. ‘Warsaw Pact units may only move into or through city hexes that are under Warsaw Pact “control” NATO units can freely move into or through city hexes, regardless of contol (OSD A city hex begins « scenario under NATO contot unless both ofthe following apply ® Tt is not NATO-oecupied, and; ‘Warsaw Pact nit could have been deployed there under the scenario's starting deployment (€52) To capture a city hex, the Pact player must declare a hasty attack ‘or assault mission, naming the city hex as the mission's objective, NATO units may react vo defend the city hex (Gee 12.42). Some Warsaw Pact unit ‘must dhen excoute offensive fie against the hex. If offensive fire inflicts atJeast one bit, and, after dhe Retreat Step, the city hex contains no NATO unis, the Pac units may advance into the city, at which point the city hex falls under Mlrsaw Pact comrol (€5.3) Whenever a NATO unit enters a Warsaw Pact controlled city hex, it reverts to NATO contro 16. BRIDGE DESTRUCTION ‘Bridges may be destroyed in three ways: by set charge, by fre aiack, and, in the Advanced Game, by engincers. (For rules on engincers, see 28.) (06. Set Charges . ‘A the end of any Trendy mission, dhe NATO player may aterm to destroy any number of bridges. He oldie for ech bridge on ay ol xcept “the bridge is destroyed Tha" colle fora bridge, the NATO player may not roll forthe bridge again forthe rst of te pe. He only ges one ‘Ufa Warsaw Pact unit ever moves adjacent to an intact bridge, that bridge: may not be destroyed by set charges, 06.2) Fire Attacks ‘A player may declaze abridge tobe his objective (instead of an enemy ‘coctied he), During the Olensive Fire Step, any active units at either tend ofthe bridge may’ fire on it (but not at enemy unis), Six oF mor is will destroy a bridge (but se 2823). His are not "eumlaive:” if one tack fils o init 6 or more hts, the bridge is completly undamaged, an any subsequent ata must inflict atleast 6 Bis fo desoy i © Artillery units may participate if in range of either be abuting the bridge (16.3) Markers “Destroyed Bridge” markers are provided with the gume, When a bridge is destroyed, place one in ether hex adjacent to the bridge hessde 17, IMPROVED POSITIONS Inproved postions represent foxholes, wenches, fring ramps, barbed wire, and other defensive enhancements. (07.4) Some scenario set-ups instruct the players to place “Improved Posi- tion” markers on the game-map. Theis the only way improved positions ‘may be placed in the Standard Game; in the Advanced Game, engineers ‘may place them also (see 288). (17.2) Improved positions increase the defense strength of units in the same Inex; they act ike @ cumulative terrain type (see Terrain Effects Chart in the chart folder) (17.3) Whenever a player moves or retreats a unit out of a hex containing ‘an improved positions marker, he may remove the marker (at his option). (74) An improved positon is automatically emoved if al occupying units are eliminated (27.5) An improved positon i rently occupies it. jeutral” and benefits whichever side cur AIR & ARMOR 18. NIGHT Design Note: The Warsaw Pact places great siress on night operations ‘and dhe concept of 24-hour battlefield. NATO pays ip service othe idea, ‘bur anty the Brish appear really train fort. Without a doubr, the frst hours of any future war in Europe wil feature continuous combat opera- tions. The major characteristics of night warfare are thas 1) troops slink ‘off to sleep unless pushed unmercifully: 2) engagement ranges shorten Bruel, and 3) command and contol techniques are tested 10 the lit Some baxes on the Game-Turm Track are tinted: when the game-turn ‘marker occupies such a box, the night rules are in effec. (0841) Each scenario indicates the hour of the frst ame-turn, When set- ting up 2 scenario, place the game-turn marker in the box ofthe Game- ‘Turn Track corresponding to that hour. (08.2) During 2 night game-tur, the Warsaw Pact player must spend (> ‘command points (instead of one) to assign a regiment toa hasty attack, assault, or reserve movement. Assigning a regiment a march mission cos ‘one command point (normally this costs none). See 5.22. © Independent Warsaw Pact units marching under the special provisions ‘of rule 4.57 do nov require command points w march — only regimens do (G83) All NATO command point costs are doubled (see 5.33). In addi- tion, the NATO player must spend one command point for each hex from which units are drawn when assembling a march mission. (@84) Shattered units may not march at night (see 14.24). (48.5) Cerwin Advance Game rules come into effect at night, See 23.33, 25.32 24.4 and 2573 19. SCENARIO SET-UP 09. Placing Units on the Map 49.1) Some scenarios only use part ofthe map; the map is divided into foun by printed ines, Ith whole map is not sed, the scenario descrip- tion will specify which sections are in pay Unis my not mave or treat to areas ofthe map which are ou of ply. (1912) The scenario insructions usually tll players to setup units by describing an area in which units from one formation may be placed (c.g. “Place the 60th Regiment ofthe 20h Guards Division within ive heres ‘of 4106"), The owning player may deploy the formation’ units and sts in any legal configuration (ee 61) and in any number of differen exes, song a all unis ae placed in dhe areadeseribed and no more than en Sep ae in single hex. In some scenarios, formation wil be missing Steps OF units, of will be augmented by steps. (08.13) Engineers appear only in the Advanced Game; dono deploy enginer units in Standard Game scenarios. 9.2) Reinforcements Tn most scenarios, one or both players receive reinforcements. Rein- forcements enter the map during the Mission Phase. They are assigned to missions while still off:map, and brought onto the map in the course of a mission, (09.21) If part ofa reinforcing unit's major formation is already on the ‘map, its activated with that formation. An eniely-new major formation ‘which arrives as a reinforcement may be activated while off-map.. (09.22) The Warsaw Pact player may plan missions for off-map regiments "sing the command points of superior reinforcing HQs or off-map com ‘mand points. (09.23) Every en steps or part thereof of NATO reinforcements assigned Ihasty attack or assault missions requires one command point from a rein forcing HQ or an ofF map command point. Standerd Rules 3 (29.24) Reinforcing Hs may not expend command points on behalf of ‘units on map until they themselves move onto the map. HQs on the map ‘may not expend command points on bebalf of reinforcing unis (29.25) All reinforcements must be organized into units (see 6.1) before ‘moving onto the map, Sometimes a player receives reinforcement steps {ora formation already in play. He should be careful to reserve unit couners| to take these steps; reinforcement steps may not enter until a counter is available (see 6.24), 09.26) A player is not required to enter reinforcements; some rein- forcements may be withheld off-map until later time, and others entered, as the player wishes. © Reinforcing units may not use reaction to enter the game-map (49.27) Reinforcements may only enter on road hexes. (Example: “The ‘57th Tank Regiment enters between 4001 and 4801” allows the regiment's ‘eps 10 enter on axy combination of 4001, 4401, and 4801, since those are the only road hexes along the mapedge between 4001 and 4801.) (09.28) A reinforcement must enter where indicated inthe scenario descrip- ‘ion, unless is indicated entry point is enemy-occupied, in an enemy zone ‘of contro, or in gas zone (see 7.3). If blocked, it may ener at the nearest road, highway, or aviobahn hex along the mapedge. If legal entry hexes| are equally distant, the opposing player chooses which to use (29.29) Reinforeing units pay the normal movement point costo enter their first hex 09.3) Vietory Conditions {08.31 Some scznarios contain decisive victory conditions which allow a player to win automatically by meeting some objective. If n0 such condi- tions ae listed, or if no player meets his decisive condition, each player rust determine how many victory points he ears The scenario’ "victory conditions” section describes how payers my arn viciory points, Plyers may record victory points on their Viciory Poine Tracks withthe markers provided. ‘At the end ofthe game, the smaller victory point wll is subwacted from the large. The player wit the larger total Tide the result onthe Scenario’ victory Pont sele to determine the extent of his victory. ‘© Many scenarios use this sundard victory point scale: 05 Draw 610 Marginal Victory TLS Tactical Viewry 16+ Decisive Victory (0832) Vietory Point or the Destruction of Enemy Steps: The destrc- tion of enemy steps is a common way of earning victory points this in- cludes HQs, arly, and air and helicoper steps. A given HQ can be courted moe than once iit reconstituted (54) and destroyed agai, Each tine a step is eliminated, the vietory poi markers ae advanced ‘on thie tack, (0933) Bxlting the Map: Some scenarios require units to exit the map to ear victory poits or a decisive victory. Units may ex the map y ‘moving toa mapredge hex wit sufficient movement pont remaining 0 ‘enter another identical ex. Exted unite may not reenter the game. Units may not exit the map by retreat. (0836) Lines of Communication: Some scenarios require apliyerto trace {4"line of communication.” A line of communicazon sa continuo path of road hexes uninerrpted by enemy units or zones of conto. Friendly tunis do not negate enemy zones fo his purpose. (Alrmobie unis (se 430) and thie zones of conto do not block lines of communication ) 4 Standard Fiules 20. STANDARD GAME SCENARIOS 20.1) Race for the Bridges ‘G0. Scenario Briefing: Warsaw Pact: For the 8h Guanls Army commander, the first week of the war vas 4 frustrating experience. His army was assigned the relatively ingloriows role of sereening the Ist Guards Tank Army’s southern flank while it at- tacked the U.S, V Comps and drove tovards Frankfurt. When this offen- sive finally bogged down inthe face of to fresh U.S. Reforger divisions, the &h Guards commander was quick to volunteer his army fora fanking ‘operation. Noting a weakness near Schweinfurt, the SEGF commander approved the operation. The 8th Guards commander promplly ordered the 20th Guards Motor Rifle Division to smash through NATO defenses in the area and open a path of advance forthe rest of the army. NATO Because the VIL Corps sector had been relatively quiet over the first ‘week of the war, most ofits first-line Fighting units had been sent into the ‘maelstrom tothe north. The 35th Panzergrenadier Brigade was one of these units, and had only just returned 10 the Wurzburg sector in onder to rest and receive replacements. This expectation was dashed by a phone call, {rom the VII Corps commander in the early hours of D+8. A fresh Soviet, division had been spotied moving over the frontier and it was heading their wy, (20.12) Map and Game-Length: The pame lasts 5 game-twrs. The first, tur is game-turn I (6 A.M, Day 1). Use only the southern three-quarters of the map. (20.3) Starting Deployment Warsaw Pact: ‘The Warsaw Pact player must plan missions for his frst urn rein- forcements before the NATO player deploys his starting forces. No Pact, units start on-map, Off-map Command Points: 1 NATO: Deploy the 35th Brigade ofthe 12K Panze? Division anywhere south ofthe autobahn running foes 3301 to 2333 (exclusive), Delete four stops of infantry fro the brigade ‘OfFmap Commaad Points: 0 (2014) Reinforcements: Game-Tum One: The Wasa Pact 5th and 6h Regiment ofthe 20th ‘Guards Motor Rifle pls thee steps of “1-2” and one step of "8131" stiller, and both HQs from te division entr along the north mapedge, east of hex 2518. Game‘Tum Two: The rest ofthe 20h Guard enters on he northern map edge cast of 2518 Game-Tur» Three: ve 4th Canadian Mechanized Brigade Group enters on the southern mapedge. For this turn and the rest ofthe game, NATO receives one off:map command point (22.15) Special Rules: “The Warsaw Pact player automatically wins the inate inthe Initiative Phase of the fest game-tir, ‘The NATO player may blow any bridges between heres 3002 and 6017 Gaclusve) before the sat ofp (20.46) Victory Conditions: Both players receive I victory point for each enemy sep eliminated. Warsaw Pact: 1 vietory point foreach step which exis the map between hexes 4634 and 6834. NATO: © 1 vietory point for each Warsaw Pact regiment shattered, AIR & ARMOR © 6 points if no Warsaw Pact unit crosses the Main river between 6019) 10 4634, Use the standard victory seale (see 19.30. 20:17 Scenario Notes Warsaw Pact: ‘The Warsaw Pact player should conceateate on victory conditions and avoid contact with the 35th Brigade. Ezrly reinforcements should use march missions exclusively to blitz around the thin soreen of West German defenders, Atleast two avenues of approach shoul be used, to keep NATO spread thinly. The second-turn reinforcements should oaly engage NATO if overwhelming force is aeilable or their advance has been completely blocked. When the 4CMBG arrives, the military balance will be even, so the Puct must be across the Main before the Canadians deploy. Once ‘across the Main, Pact units should exit as rapidly as possible. If che Cana~ dans have blocked the roads leading offmap, the Pact should inflate ‘overland and avoid costly attacks. NATO: [NATO is initially faced with overwhelming Warsaw Pact forces. A for: ward defense risks allowing forces tobe flanked or overrun Instead, NATO should block the major road junctions and fll back slowly, denying the act a speedy advance to the Main. Vigilance against an end-run will be rewarded even if it dilutes the forces opposing the Pact’s main axis of ad- vance. The th CMBG should move immediately wo block the Main eross- ings and the Pact’ exit areas. Above all, NATO should ony attack if over- ‘whelming force is at hand, One poor attack cun cost NATO dearly (20.2) Bear Trap (20.21) Scenario Briefing: Warsaw Pact: ‘When the 39th and 57h Guards Motor Rifle Divisions crossed the borer, they encountered much lighter resistance than expected. NATO seemed ‘lugush and disorganized, and NATO units broke and ran whenever serious- ly pressured, By the end ofthe fist day the 8th Guards Army had achiev- ced major breakthrough. Schweinfurt had fallen with hardly a shot (the ‘mayor had declared it an open city) and the army’s lead elements wore approaching Wurzburg. Taught to reinforce success, the commander of| the Sth Guards Army ordered the 79th Guards Tank Division o exploit the breakthrough. Meanwhile, the 39h and 57th were seat to clear ‘Wurzburg. NATO: ‘The commander of VII Corps never had any fut in the concept of “For- ward Defense.” His vision of active defense required more room for ‘maneuver. Working quietly with his division commanders, he developed «plan of operations forthe defense of his sector which would have been cause for immediate dismissal if it had ever boen made public, When the ‘unthinkable materialized, the VII Corps commander threw the book out the window and followed his own plan, To the confusion ofthe fest day, ‘ith 2 litle judicious editing of situation report, the true slate of aairs was never noticed. ‘Rather than defending at the border, the US 3rd Mechanized Division ‘immediately fell back before the advancing 8th Guards Army, simulating picked retreat for the whole of D-+L. Meanwhile the 1h Panzer mar- ced forward and quiely concentrated to the west. Only when the Sth Guards’ two leading divisions had reached the suburbs of Wurzburg did {he 3rd Mech stop and hold its ground. Then, at dawn of D+2, just the Pact divisions were preparing to assault the city itself, the VIT Comps commander sprang his tp. (20.22) Map and Game-Length: The game lasts 6 game-turns. The frst turn is Game-Turn 1 (6 A.M, Day 1) The play are isthe sourhern three quarors of the map, (20.23) Starting Deployment: NATO deploy firs. AIR & ARMOR NATO: US Ist Brigade, 3rd Mech Division Base, and 72nd Field Arillery Brigade go within 5 hexes of any hexes of Wurdburg. Delete 6 steps of| “3:11” anllery from the division base. The US 2nd Brigade goes within 10 hexes of Gerolzhofen ($106), snywhere south of the Main River. Add three steps of “Il” arillery to the 2nd Brigade (use a unit from the 3rd Mech Division Base), ‘Offmap Command Points: 2 Warsaw Pact: 39th and 37 Guaed Rie Divisions, nd the Sth Guards Army Artillery 0 within 10 hetes of any hes of Warabarg, provided tht nits south othe Main River or adjacent to any NATO unt. Only deploy to steps of "6174" and one of "2-251" aller inthe Sth Gus Arm: fF map Command Point (2024) Reinforcements: [After the Warsaw Pat player deploys, NATO his socal pre-game Mision Phase in which wo enter the West German 35th Brigade ot 2531, and 36th Paser Brigade and th Panzer Division Base at 4634, The for Imation may only perform march missions; po other unis may move in this pre-game pha. Gamera Four: The 26 and 220 regiments ofthe Wars Fact ih Guards Division, pus three “2 arly sep, one “E131” ery ste, and both HQs frm the Bth ener onthe nortern mapedge Gamecurn Five: The rst of the 79th Gusts arrives on the northern smapede. (2025) Special Roles: Albi long the Main River rom 58 2902 se already blown atthe star of pli. In aditon, the NATO play may declare ny other bridges onthe map tobe blown beloe the Wars Pact liye ses up. (20.26 Vietory Conditions “Te Warsaw Pact player wins devsvely if be contol a est one hex of Wareburg tthe end ofthe gee, an can trace a Tine of communica: tion fom this hex t the northem mapedge. "NATO wins decisively f the Warsaw Pat pier cons no hex of War burg at the end ofthe game TT wether pier wins decisively 4 each plaer receives 1 Vetory point for each enemy sep destroyed * the Pit player receives I victory point foreach hex of Warebur he controls a eime's en. Use the standard viciory scale (se 1930 (20.27) Scenario Notes: Warsaw Pact: ‘The “2-3” mech infantry regiments ofthe 39th and S7ih division should ‘mess aginst Wurzburg, while the rest ofthe regiments deploy fr all-around defense, The “3-3” regiments, backed up by the DTB on reserve, are well- suited to hold the line: The tank regiments should be ready t drive north to reopen communications. Once a Wurzburg hex has been seized, the Pact player should concentrate on defense, giving ground slowly, especially inthe north. When the 7th Guards arrives, the Pact can return tthe of- {ensive, pinching NATO from north and south NATO: ‘The NATO player cannot void losing a hex of Wurzburg. He ean only hhope to make the Pact pay dearly for the real estat, The optimal deploy: ‘ment is one stp of infantry in each ofthe four outer hexes of Wurzburg, ith the rest in reserve immediately behind, Defending outside ofthe city Js suicide. The US tanks shouldbe held behind the Main outside the city, Uhreatening local counterattacks across the river. The remaining NATO forces should atack southwards to collapse the Warsaw Pact perimeter. [NATO should not be too aggressive, however; the Warsaw Pact has enough tanks to counterattack viciously, and sufficient artillery to make NATO attacks expensive. NATO's prime objective isto have enough fore in be- ing to block the Pact’ lin of communication to the northern mapedge. ‘Once the 78th Guards appears, NATO should sereen it and fallback before allowing combat. Standard Rules 2s

You might also like