JagdPanther Magazine 14
JagdPanther Magazine 14
4 # 2 July, 1976
BAR LEV
by Daniel S. Palter
basic strategy is going to force the center of gravity
BAR LEV, while an excellent game, leaves much to be for the game towards the North end of the Golan. Rafid
desired as a simulation. The strategies advocated here may well be left lightly covered. Even if you fail.it
will work in the game but would have Ted to utter disas will certainly pull the Israeli dispositions off balance.
ter in the real world. There are reasons for this. On Remember again, it does not matter how many villages you
the Arab side the game makes the presumption that there lose, if you can cling to one Israeli village and wear
is an Arab side that wins or loses. In the real world down his forces without getting utterly destroyed in the
that simply is not the case. Although there is a general process the Syrian front has done its job.
Arab bloc, Egypt and Syria win or lose on their own and EGYPTIAN STRATEGY - THE VICTORY FRONT: This is where the
each would be quite reluctant to sacrifice itself for the Arab Player is going to win the war. A draw here leaves
other's benefit. However, Egypt is contrawise in no pos virtually no chance for an Arab victory and a defeat here
ition to be quite as selfish as the game strategy re is an Arab disaster. Again remember your victory condit
quires (in the real world they came out from under their ions. All you have got to do is clear the Bar Lev line,
missile umbrella in large measure to avoid having it look which is not going to be hard to do, and hold it while
as if they were really abandoning Syria). On the Israeli maintaining a sufficient reserve to knock any Israeli
side it is the geography that is off. The area included penetrations.
on the boards gives almost no depth to the Sinai front The vista of the Instant victory: The Egyptian
when in a strategic sense they had all the room in the front can see an Arab instant victory. If you are a good
world. Contrawise, the great danger of a Syrian descent tactician, and the Israeli Player overcommits to the
from the Golan plateau directiv into the populated Gal11- Golan, you may be able to pull it off, but for God's sake
lee and from there on to the Med doesn't come off as the don't commit for it until the Israeli forces are stuck on
Arabs only win an instant victory here by clearing the the Golan and cannot get back in a hurry. Otherwise you
board instead of making a dash for the sea as they would risk throwing away the game, the same way Sadat almost
have in the real world. did in the real war.
SYRIAN STRATEGY: Forget the instant victory rules here. The Basic Egyptian Strategy: First clear the Bar
Any vaguely awake Israeli Player will manage to use the Lev line. The victory conditions require CLEARING them
terrain to keep himself on the board, even in the opening (Note: you still win even if you don't hold them all).
turns. In fact, and in large measure, forget about winn Second, grab and hold the northern and central Israeli
ing on this front. You are going to have to be awfully road entrances. Use your airborne if possible if you
lucky or up against someone fantastically inept to pull have to (this is going to depend on Israeli air strategy,
it off. if he wants to stop you, you will never get the required
Does this mean you retreat into a defensive shell? air superiority, but given the Syrian air strategy out
Of course not. Remember the victory conditions. You get lined above you will probably get the chance before mid
one point for a draw, and for the Arab to win the game he game). This will shorten your front and limit your trou
needs that one point. To win the Israeli Player must take bles, but be very careful not to overextend yourself, un
four of your villages and give up none of his own. (The less the Israeli Player is TOTALLY committed to the Golan.
Ft. Hebron rule amounts to the same thing only it counts Even against a minimal Israeli commitment you will usu
the other crest hex as one of the villages.) Now holding ally be better off nibbling at the heights between the
your entire front can be difficult. The Israeli Player central and southern east-west roads rather than attempt
can always bring on enough better pieces to overwhelm you ing an all-out offensive. You get stuck with a draw if
eventually* So the key to pulling off a draw becomes the Israeli Player pulls off a groundborne canal crossing
holding onto at least one of his villages. But which one? even if you can immediately wipe out the pocket. So you
Shaba: It is right on the start line and is at most are strategically on the defensive after the first few
defended on the first turn by only one(8)-6 artillery u- turns even if you use offensive tactics. The only excep
nit. With or without the unit it is a sure bag on turn tion is a clear line on an instant victory.
one, and by driving south from there towards Banayas' and DON'T MAKE SADAT'S MISTAKE':: An Egyptian general offen
Massadah you stand a chance of sealing the Banayas road sive with no instant victory potential will merely weaken
and limiting the reinforcement of the counterattacking the Egyptian army without taking any real pressure off
force. You can further implement the second part of your the Syrians.
strategy.
Egyptian Air Strategy: Keep your planes in reserve
Attrition: Your second main objective beyond force- on the first few turns. Let your SAM's and the Syrians
ing a draw here is killing Israeli units. Don't be over chew up the Israeli Airforce before you even THINK about
ly deterred by your breaking point- whether you reach it committing anyone. On the turns after you clear the BAR
or not is almost totally in the hands of the Israeli Pla Lev and start driving towards the road entrances, send up
yer anyway. The key thing is to seize every possible as much as possible on air superiority to use or threaten
chance to knock out Israeli factors,especially air units. your paratroops, but, if the Israeli rises to meet you,
Remember that your Mig-21's are much better at air-air back down until he's back to sending his airforce to the
than at air-ground. Load the max in the first few turns Golan. Your airforce is your key reserve when the Is
on the air superiority scene. If the Israeli comes up raeli counterattacks you will need it to take the sting
to meet you, you will get him badly with attrition while out of the Israeli ground-air attacks via the air super
getting blown out of the sky. If he doesn't, you will iority route.
cream any air-ground he's got out and to get an attack Final Summation: Clear the Bar Lev line briskly,re
going on the Golan he's going to need them. Hold your move if possible the northern half of the SiTez front map
SU-7's in reserve. The Israeli Player, in his key attack from play and then form the best possible DEFENSIVE fron
turns, will have to leave some of his F-4's on CAP or see tage, keeping adequate reserves on BOTH banks of the Can
you get to knock back a key attack or two with air att al to deal with Israeli airmobile operations and limit
acks. penetrations. Offensive moves should be limited to ex
Final Note: Remember the Jordanians. If you get posed Israeli pieces - attrition works against you here
lucky and get a large turnout send them after Rafid. Your О and merely adds to the possiblity of breaking.
ISRAELI STRATEGY - THE TWO OPTIONS: As an Israeli Player
you should see your problem merely by reading the Arab
strategies. The Syrians are definitely beatable but you
are going to have to work for it. The Egyptians are very
New WITE Start line
hard to get a draw against and require an almost imposs by Peter J. Lysy
ible effort to defeat. Yet you lose on a tie so you need
at least a draw in the Sinai to win the game. In WAR IN THE EAST, by SPI, the "Early Russian Neu
The Beginning Israeli Player's Strategy: This is not trality" scenario is a historical impossibility: Stalin
the optimum, but merely the easiest to deal with while would never have allowed Hitler to occupy all of Poland.
you are breaking into the game - go all out in the Sinai. A more historical scenario would be Russia's occupying
Accept a draw in the Golan, do not even try to defend
more of Poland and Germany's occupying Lithuania. The
Shaba. If the Syrian Player makes the great northern
Soviet Union took all of Poland up to the Vistula River
push I recommend, give up all three of the northern vill
in September of 1939. Lithuania had already been declar
ages and be content with taking Kafir and Jasin (to give
ed to be in Germany's sphere of influence. But Germany
yourself a good chance of holding at least one by the end
gave Lithuania to Russia for the part of Poland between
of the game). If the Syrians adopt a broader front stra the Vistula and Bug rivers. Had this trade not occurred,
tegy, give up Shaba and Rafid, and hold the other four
Russia would have started the war with a rather precar
strongly, but without even really trying to cross the
ious border with Germany.
start line - your troops are better than his,He breaks
The German side of the new border consists of the
easily if he keeps battering too hard at a good perimeter
following hexes and all the lands west of them: hexes
along the ridge line covering your redoubt. On the Suez
on the Rumanian, Hungarian, and Slovakian borders to the
front, mass your available units in the El Shatt sector. line of hexes 3030-2930-2830-2730-2630, thence along the
Retreat slowly into ,the hills but hold the CENTRAL ROAD
Vistula, then the Narew rivers to the Barbarossa Start-
at all costs. As soon as the bulk of your reserves come
line, to the old Russian/Polish border to the line of
up get your bridgehead first at Suez - then swing up the hexes 0519-0419-0420-0421-0322-0323-0324-0325-0326-0327-
west bank of the canal pocketing the entire Egyptian
0427-0428.
bridgehead. After three turns they vanish. Using air
For the Germans, only the initial placement of the
support you should have a good shot at blasting your way three Army Groups is different. Army Group North sets up
up the causeway to Port Said - If possible use your air
along the border north of hex 0820. Army Group South
mobile capability to help by leapfrogging Egyptian reser sets up south of hex 1828 to (and in) Slovakia. Army
ves. Warning: This will tend to produce a narrow front Group Center sets up between Army Groups North and South.
battle in the El Shatt-Suez region deciding the war on For the Russians, the Baltic Front extends between
turns 5-8 as once the Egyptian Player sees what you are hexes 0329 and 0418; the West Front between 0518 and 1627
doing he will adjust. However, if you strike fast and and the Kiev Front between 1828 and 3221.
hard he will probably be expecting you to clear out his
forces on the east bank first and be caught off balance.
Advanced Israeli Strategy: As any of you more ad
ept at Bar Lev can relate, the above works progressively
C O N D O R -C H A C O
by Phil Kosnett
less well familiar the Egyption Player is with the
game. By this time, however, you should be able to use
this approach and reverse things. Spread your units out CHACO!, by Game Designers Workshop, investigates the
a bit more in your opening to force the Egyptian to do possibility of the US Marines intervening in the Chaco
likewise. Reinforce Suez first and punch a hole across War. However, another possible (though by no means pro
the Canal (remember even a one unit crossing will do). bable) intervention would be by Germany and Italy. After
But once you get your bridgehead, pull out fast and form all, they participated in the Spanish Civil War, which
a good perimeter around the two southern road exits. Any was just a few years later. Assuming the Axis nations
excess units go back to Syria as do ALL regrouped units. could bribe Argentina to let them pass,substantial forces
Use the entire airforce to blow out your bridgehead on could have arrived as soon as Turn 3 (late 1933). Where
the Egyptian front and then no more air to Egypt for the they would have arrived, who they would have fought for,
rest of the game. Only use airmobile if you can do so is another matter. Neither nation was particularly pro-
without risking your Chinooks - you will need all your German; neither nation was Fascist. The Germans likely
would have kicked in with whoever was winning, thereby
lift for the—
Golan: Take your losses in territory on the first obtaining a strong South American ally and providing some
few turns while you salvage your Egyptian draw but don't seasoning for the troops. So, at the beginning of Turn
despair,just keep your units intact as well as at least the 3, add up the victory points. The side winning is de
El Quantara road. Once the big push begins,destroy the clared the German- А П у Player. The German-Ally Player
Syrian airforce as .soon as it offers itself for battle. rolls a die, following the results:
Clear Israeli territory first here - the only possible 1. Eight air units and two “6" infantry regiments arrive
exception would be in the case of a superstrong Syrian immediately at reinforcement point.
push in which case it would be permissible to go for Sasa 2. Four "6" regiments and one "3" tank group arrive imm
at the same time you go for Shaba. Use your Chinooks to ediately at reinforcement point.
switch units being withdrawn from Suez to the Syrian 3. US invokes Monroe Doctrine, Axis chickens out and
front box. Your optimum targets are Sasa,Baytima.Quanta, sends nothing.
and Kiswah. Damascus may be threatened but is not worth 4. Four "6" regiments and one "3" tank group arrive. In
the effort. Hebron must be threatened but is only to be retaliation, US sends in the 5th Marines. 5th Marines
hit if very weakly held (Hint: Even then you are probably are under command on non-German-Ally Player, arrive imm
better off isolating the garrison on the crest and kill ediately at reinforcement point.
ing it off that way.) Optionally, Kafir may be substi 5. Axis sends "advisor" units. Three advisor units arr
tuted for Kiswah, but the full southern push is only to ive at reinforcement point. Advisors have no combat pow
be tried if the Syrian Player's dispositions are so lop er, but combat die roll in offense and defense for units
sided as to concede the sector, and even then proceed stacked with advisors improved by two. Advisors suffer
with caution - the Jordanians could always arrive. Break same result as units stacked with them, do not count ag
ing the Syrian army will help but territory rather than ainst stacking limits.
blood is your main objective - if you can take by maneu 6. Due to the quirks of politics, Germany has decided to
ver it beats banging your head in attacks given the games go with the underdog. Four "6" regiments and one "3"
loose supply rules. tank group arrive immediately at enemy reinforcement
How to Choose: QUICKLY!!! The Israeli Player must point.
decide in basically the first one or two turns which sec In these Scenarios, Marine and Axis units are under
tor is to be the win and which is to be the draw. Beyond the complete control of owning Player. Ignore the "trea
an airmobile threat any Israeli reserve is a needless chery" rules. Also, Marine and Axis units destroyed
risk. count only half as much in human cost victory.
e) OPTIONAL - DDs and DEs may declare that they are
СЛ
action causes attacker to add one to die roll for
torpedo or gunfire attack in his turn. Unit taking
evasive action must also add one to die rolls for
torpedo or surface gunfire in next player turn. A
ship taking evasive action may not conduct a DELIB
by Clifford L. Sayre, Jr. ERATE ASW attack, but may conduct a PINNING attack.
5) ASW Attack Phase
The addition of submarine attacks to SPI's game a) A DELIBERATE attack may be declared and conducted if
CA can add some interest and variety to scenarios. How the phasing attacker had contact in the detection
ever, it should be pointed out that the time and dis phase and moved into or through the target hex dur
tance scales used in CA will introduce a large element ing the movement phase.
of luck as to whether a submarine comes into play dur b) A PINNING attack may be made against ANY hex if the
ing a 15-20 turn game. During WWII a submarine might attack was declared during movement and the unit mo
be located in what appeared to be a likely spot only to ved into or through the target hex.
have the target change course at the last minute spoil c) A COORDINATED attack may be delivered by a vessel
ing the planned ambush. It might then take S-24 hours, not having contact, if there is a vessel with SONAR
or more, (most of it running on the surface) to regain contact and the phasing attacker moved into or
a favorable firing position, if it could be regained at through the target hex.
all. d) Only ONE ASW attack may be conducted against a given
The following revision of the CA Game-Turn seq target during each ASW attack phase. A single att
uence contains most of the additional rules or proced acker may conduct a depth charge and hedgehog attack
ures needed. against a single target in the same phase.
A. FIRST PLAYER-TURN e) If the necessary conditions for detection, movement
1) Detection-Contact Phase and attack are met, the phasing player executes the
a) Non-Phasing piayer must place on the board any attack using the Submarine Attack Table. (If the
submerged SS unit detected or surfaced SS unit attacker has used both depth charges and hedgehogs,
which is within RADAR or visibility range given in he rolls for each weapon separately.)
Detection Table. Except as noted in the optional f) If a PINNING attack is conducted against a hex in
rule, detection is automatic. Non-phasing player which a sub is located, the attacker rolls for this
removes any submarine unit which is not detected attack, otherwise no effect results.
and must keep account of its subsequent location g) An ASW vessel requires one full turn to prepare for
and movement on a piece of paper. the next attack. In other words, a vessel may con
b) Only DDs and DEs (or SSs) are eligible to detect duct an ASW attack only every other turn. Exception-
by SONAR (or listening) and they must be moving at A vessel having depth charges and hedgehogs could
speed 3 or less. conduct a HH attack one turn and DC attack on the
c) If phasing ship is a submarine, it must have vis following turn. ASW DDs and DEs are assumed to have
ual contact to be eligible to attack this turn. ten turns of DCs and 8 turns of HHs. (Only DEs have
d) If phasing ship is DD or DE, it must have visual HHs).
or SONAR contact to be eligible to attack this h) It is assumed that a submarine at periscope automat
turn. Exception - A PINNING or hold down attack ically changes status to fully submerged when delib
does not require contact or detection. erately attacked or if a PINNING attack is conducted
e) OPTIONAL - Phasing player attempting detection against the same hex or an adjacent hex. The submar
rolls a die. If he rolls a 1, 2 or 3 he can de ine would thus not be eligible to have visual con
tect at a range of one hex beyond that given in tact and conduct a torpedo attack during the next
the Detection Table. If he rolls a 6, he detects player turn. The owning player may declare that he
two hexes beyond the table distance. A die is IS REMAINING at periscope depth.
rolled for each potential target. i) If the owning player declares he is not submerging
2) Gunnery Attack Phase (as per regular rules). under attack, the attacker adds one to his ASW die
a) DDs and DEs conducting ASH attacks this turn may roll.
fire at surface targets, but must add one to the j) OPTIONAL - If the owning player declares that he is
die roll. not submerging the attacker may attempt to ram. Att
3) Torpedo Attack Phase acker rolls one die: 1,2 or 3= sub sunk, attacker
a) Surface ships fire TTs as per regular CA rules. takes 1 P damage. Ships larger than DD may not ram
b) Phasing submarines may fire one or more torpedoes subs.
up to the number of bow (or stern) tubes avail k) OPTIONAL - For scenarios after June 1943 American
able. The target must have been detected one full and German subs may carry acoustic torpedoes. US
turn before firing and must still be in contact at carries 3, Germans carry 4. Owning players records
the beginning of this phase. Place an arrow coun indicate whether acoustic torpedo is in tubes or not.
ter representing the torpedo track in the hex ad A submarine under a deliberate or PINNING attack may
jacent to the target pointing at the target. Use fire an acoustic torpedo to negate the attack. SS
Torpedo Hit Table and Damage Table given below. rolls die BEFORE ASW attack is resolved. 1-4 = ASW
c) Torpedo tubes may be reloaded at the rate of one attack aborted and DE receives 2P damage, DD IP dam-
torpedo per turn, but SS must not be under attack. aqe. 5 or 6, attacker rolls for his attack.
Owning player must keep track of torpedo tubes 6) Acceleration/Deceleration Phase (as per regular rules).
loaded and torpedos expended. A PINNING attack
does not prevent sub from reloading unless sub is
in the same hex against which the attack is con B. SECOND PLAYER - TURN
ducted.
4) Movement Phase (as per regular CA rules).
a) Phasing player declares which ships are conducting C. GAME-TURN INDICATION.
ASW attacks.
b) Attacking unit is moved onto or across hex contain
ing the target SS. DETECTION - Submarines are only placed on the board when
c) A DELIBERATE ASE attack must be made at speed 2 or 3. seen or detected by RADAR or SONAR. Units are removed
d) A PINNING or distracting attack may be made against from the board as soon as contact is lost. Detection is
ANY hex (whether in contact or not) at any speed automatic under the conditions given in the folowing
greater than 1. table (or otherwise agreed to by both players).
DETECTION TABLE NIGHT DAY SHIP CHARACTERISTICS
surfaced sub sees surface ship 6 hexes 18 hexes US Balao class - 6 bow TT, 4 stern TT, 24 T, 4/2 S.
sub at periscope sees surface ship 4 8 JAP 113 class - 4 bow TT, 2 stern TT, 12 T, 3/1 S.
ship sees surfaced submarine 4 12 JAP 1400 class - 6 bow TT, 2 stern TT, 20 T, 3/1 S.
ship sees periscope 1 2 JAP 1176 class - 4 bow TT, 2 stern TT, 13 T, 5/2 S.
ship RADAR spots surfaced 14 14 Ger type VII - 4 bow TT, 1 stern TT, 14 T, 3/2 S.
submarine 14 14 Ger type IX - 4 bow TT, 2 stern TT, 22 T, 4/2 S.
sub RADAR spots surface ship 30 30 Ger type XI - 6 bow TT, 2 stern TT, 12 T, 5/2 S.
SONAR detects sub 2 2 GER type XXI - 6 bow TT, 23 T, 3/3 S.
sub SONAR/1istening detects surface ship = 3 hexes per
unit of target speed. TT = torpedo tubes,T = torpedoes, S = speed (surface/sub
merged). Submarines with submerged speed greater than 1
SUBMARINE TORPEDOES - Sub must have visual contact in may only use maximum speed every other turn. Inver unit
detection phase of firing turn and must have had visual after max speed, 1 less next move.
or RADAR contact in previous turn to be eligible to fire.
The determination of torpedo damage is a two-step pro Below are shown three versions of US DEs. All have HHs.
cess. (Obviously a H result must be obtained to proceed
to the second step)
TORPEDO HIT TABLE
For target range greater than 2 hexes, shift left 1 col. SPI's game PUNIC WARS has good and reasonably accur
per hex. ate scenarios for the Second and Third Punic Wars, but
For target speed greater than 3, shift left 1 col. per the First Punic War scenario could use some changes.
unit of speed. First, the Carthaginians in Sicily will almost al
For target speed less than 3, shift right 1 col. per u- ways be able, due to the leadership difference, to defeat
nit of speed. the Roman troops in Sicily and force them to be beseiged
For US torpedos before Sept. '43 shift left 1 column. in Messana. This also shuts up the Roman ships, and puts
If target taking evasive action shift left 1 column. a superior Carthaginian fleet in the hex. Therefore, no
Romans can cross from Italia into Sicily. Second, the
TORPEDO DAMAGE TABLE Carthaginians in Zeugitania can run up into Etruria via
Defensive Strength of Target Sardinia and Corsica, and cannot be beseiged there with
! Roll 1-2 3-4 5-6 7-10 10-20 20+ out Roman fleets. Roman strength must be sent into the
1 PW PW PW 2P 2P P area to keep it in Roman hands. This weakens forces in
2 2P 2P 2P P P P Rome. Third, with Messana beseiged Sicily is in Carth
3 sunk P P P P P aginian hands. Furthermore, if the Romans haven't sent
4 sunk P P P P _ forces into Etruria, Carthage controls that too. So Car
5 sunk P P P P _ thage has some 30-34 treasury points to Rome's 20-24.
6 sunk sunk P P - - This sort of thing can continue for some time. Fourth,
the Romans need to build ships to strike back. The die
For second US hit roll again. roll they need can be made on the first turn, but could
For second JAP hit, shift left 1 column and roll again. even be made on the fifth (far too late). The entire
game depends on the shipbuilding die roll, and that is a
Subs may reload one torpedo per turn if they are not poor thing for a game to depend on. If that roll isn't
under DELIBERATE attack or if PINNING attack is one or made soon enough, the Romans will be buried.
more hexes away. See ASW Rule К (Optional) for use of To solve this one-sided arrangement, make a number
acoustic torpedo to abort ASW attack. of modifications: First, change the die roll needed to
build ships as follows, on turn one it is 1-2, on turn
ASW ATTACK - Only one ship may conduct an ASW attack ag two it is 1-3, on turn 3 it is 1-4, etc. Use same sys
ainst a given submarine per turn. The target must have tem if shipbuilding has been stopped by heavy sea loss.
been detected and the attack declared during movement. A Second, as Nova Carthage has not been built yet, no one
ship attacking with depth charges automatically loses may enter or collect revenue from it. Third, storms are
SONAR contact. A ship attacking with hedgehogs (only) a little too common in the game. Before rolling for att-
does not lose contact. A ship requires one turn to rearm tition at sea, roll to see if you have to roll. On a 1-2
a weapon. DDs and DEs carry 10 turns of depth charges. you must roll. Fourth, cases 5.24, 9.11 and 9.19 all
DEs carry 8 turns of hedgehogs. state that no unit may be under the command of more than
The attackers die roll during his first attack (whe one leader during a campaign phase. Therefore, combined
ther successful or not) determines how many SUCCESSFUL attacks are impossible, even though they did happen. In
attacks will be required to sink the submarine. ODD = stead, when you have two armies which you wish to combine
3 attacks: EVEN = 2 attacks. to attack an enemy force, find the percentage each frien
dly army is of the total friendly force involved, divide
the enemy force into the same percentages (rounding frac
ASW ATTACK TABLE
tions up in favor of the smaller number of troops), and
have the small friendly force attack the small enemy
DELIBERATE ATTACK - 6 produces damage (speed 2 or 3).
force, and the large friendly force attack the large en
PINNING ATTACK - (if sub in same hex, otherwise nothing ) emy force. Both enemy forces use the same general as co
2 6's = damage. mmander, as they would have if they had not split.
HEDGEHOG ATTACK - 5 or 6 produces damage (speed 2 or 3). q The latter two rules may also be used in the Second
COORDINATED ATTACK - 4, 5 or 6 produces damage (speed 2). О and Third Punic Wars scenarios.
SPREAD T H IN by Stephen V. Cole
EL
Often in games a player finds himself committing
more units to hold an area than are actually necessary,or
needing more units than he has,just to cover a given num
flLAMEIII by James Simms
ber of hexes. This is a flaw in game mechanics that can
be minimized by providing breakdown counters. However, PANZER ARMEE AFRIKA, a former magazine game from SPI,
this is not practical in many cases. is interesting, though, like many other such games, tends
Studying the way such a situation is handled in an to go on so long that by the time you reach the titanic
actual combat environment yields a simple answer: spread struggle of El Alamein, it is time to quit. Utilizing the
out the troops a little more. This, of course, cannot be Mini-game concept, this article presents the starting po
done on a hex grid without the gaps in the ZOC chain sitions for that battle.
that gamers learn to avoid, or the construction of break The British set up as follows: three 2-50 Infantry
down counters which we have considered impractical. The Brigades each on 1247, 1148, and 1047. One 2-50 each on
solution is to place the counter on a hex side, and de 0948, 0949, 1248 and 1351. One 3-50 Armored Brigade each
clare that the unit is on both hexes. on 0948, 0848, and 0949, and two 3-50 Armored Brigades on
0950. Three supply units and the truck may be placed any
where east of the front.
The Axis set up with two 3-60 units and a 3-40 unit
each on 0847 and 0947, three 4-60 units on 1246, and two
SHADED AREA 1-40 units each on 1147 and 1046. Supply units are placed
EQUALS ZOC in 2110, 1440, Tobruk, and oneadditional supply unit and
the truck may be anywhere west of the start line.
The mini-game consists of turns 17 to 20 inclusive.
There are no reinforcements except one supply unit per
turn for each side. The Germans get theirs at El Agheila,
the British at Alexandria.
From a conceptual point of view, simply treat both The Germans win the game by capturing Alexandria. The
hexes as a single one for all purposes. The attack fac British win by preventing this from occurring or taking it
tors of units in all 8 ZOC hexes would be combined into a back if it does. The Germans must hold it at the end of
single attack against the unit. the game to count. That is a pretty cut and dried way to
This leads to some interesting situations which , decide the winner, but that is the way it was.
conveniently enough, reflect the actual situation. If
the spread unit is to be moved, it must first be "moved"
into one of the two hexes comprising the "psuedo-hex".
This is done exactly as if the unit moved from one of the
two hexes to the other, since half of the unit has done
T he G e rm a n s at
just that. If both hexes of the psuedo-hex are in enemy
ZOC's, the unit could assemble in either of the hexes
PORT A R TH U R
marked "A". This carries a penalty, however, in that the by James A. Gavin
unit must spend twice the cost of entering "A",to reflect
the time spent in forming up on the march. Also, at the During the Russo-Japanese War Kaiser Wilhelm con
time this is done, the enemy may launch a "free" attack stantly sent encouraging and helpful telegrams to his
with units adjacent to the psuedo-hex. If the result is cousin Nicholas, Czar of Russia. While history has re
a DR, the unit retreats but cannot move. vealed that Wilhelm had secretly been laughing through
For combat purposes, if advance after combat is his teeth (Russias involvement weakened her, something
called for, both halves of the psuedo-hex may be stacked Germany could not help but appreciate) there were sugges
to capacity. tions at the time that some German troops be sent to the
For Zone of Control purposes, the hex is still con War as a gesture of good faith and cooperation. While
sidered as two separate hexes, as it is for other units this might have proven embarrassing to the German advis
tracing movement or range, or supply paths. ors on the staff of every Japanese Division, it might
When forced to retreat, the unit has two options: have occurred, if Wilhelm had felt the need of getting
The "A" hexes, or one of the two hexes of the psuedo-hex. some realistic training for his units and to convince his
If all are in enemy ZOC's and "A" is not occupied by a cousin of his sincerity. Actually the plan was consid
friendly unit, the spread unit is destroyed. ered a bit far-fetched at the time and has never really
The terrain in the psuedo-hex is considered to be managed to improve with hindsight.
the least advantageous for the defense from the two A German expedition to Siberia would be limited by
choices available. the ability of German hospitals to treat frostbite, but a
Units stacking in the psuedo-hex obey limits for a certain size is required to provide the Germans enough
single hex, but must all be stacked on the line. In some men to cover themselves if the Russians throw in the to
cases, such as anti-partisan or parachute security, or wel» and to insure that the commander has enough rank to
when establishing a defense in depth, units might occupy merit the proper salutes at staff meetings. A Force of
three hexes. In order to be placed on the hex side, any four Divisions (each with a strength of 16) and two ar
unit must be in one hex and pay the cost to enter the tillery Brigades (each strength 8) covered by four caval
other. ry regiments (each with a factor of 2) should be about
right. The units would presumably be placed in European
Russia during March of 1904. However, Germans are not
as well trained for cold weather as Russians, and during
winter turns, they must be placed in either Mukden or in
European Russia. If Mukden falls, they must all be eva
cuated at once. German units do not suffer command para
lysis. Hits on German units count double for victory.
Presumably, if the Germans had been involved, the
British might have become so. In this case, however, the
British Army is too small to spare a significant force to
participate in the war. The British fleet would probably
intervene, however, and shut down all Russian fleet oper
ations in the game.
VIVA! WEAPON SYSTEM/
GAME SYSTEM
by Norman J. Lafferty
In an attempt to help you keep your contemporary war
Using the Monroe doctrine and the various corollar games up to date, JagdPanther presents this series of
ies to it, the US has stuck its nose and its troops into short articles on new Military Developments.
the various countries of Latin America. The first scenar The US Army's M-72 “LAW" has provided the last-ditch
io of Flying Buffalo's VIVA is a typical revolution, and Anti-Tank defense for the last decade, but many soldiers
can be used for a typical imperialist intervention. have been dissatisfied with its short range. A new wea
The American Player is a separate Player in the game pon, the VIPER, is under development as a replacement for
and moves last. He begins turn 4 with 3 5-5 infantry u- the LAW. In terms of TANK, the factors would be 15* at a
nits and 3 2-6 cavalry units in Texas, and on turn 5 can range of 8.
land 3 5-5 infantry, 3 2-6 cavalry, and one 6-5 marine The Soviet T-1970 has now gone into production as
units on the Atlantic coast of Mexico. Supply is traced the T-64. This tank mounts a 122mm gun, and presumably
to Texas or the Atlantic coast. The Americans never suf carries only about thirty rounds of 2-piece ammunition.
fer attrition. To win the game, the Americans must hold For MECHWAR this factors out as 18 M 10 (15) 6.
Mexico City, Vera Cruz, and Guadalajara by turn 12 and The Soviets are still trying to find a suitable
continue to hold them for two complete turns. At that light tank, a concept they have never dropped. An up
time the Americans may designate one of the two Mexican grade of the PT-76, the PT-85.mounting an 85mm gun on the
Players as the new Mexican government. Presumably this same amphibious chassis, has been tested but not yet ap
would be the one that cooperated the most. proved. This vehicle would be 10 M 8 (8) 6 in MECHWAR
and 12-6-2-2-12/10-8-N-30 in TANK.
Experiments into the Israeli systems for redistri
buting the ammunition in the M-60 are being conducted by
the US Army. The Israelis found that with only a few
A R E S IA by Michael Stanbury
hours work by the crew using simple tools, they could re
locate the main gun ammo into racks on the floor, and the
vehicle could survive one or more hits on the turret. To
reflect this in TANK, give the M-60 (or any other vehicle
As she comes to all men, old age came to Argrath,en you wish) a chance to survive a "hit". A figure of 33%
folding him in her arms and sapping his strength. After probability of surviving the hit is recommended.
a time she left him, but he stood yet for a span of years
at the head of Sartar, old but no older. He could no
longer wield the sword and axe he had used so well in his
now long-dead youth, and a new blade, keener and lighter
was fashioned for him, that he might still fight. His
PILOTS
friends had preceded him to the grave, those that could by Howard Anderson
die that is, and his sons and daughter among them.
But the Lunar Empire, the Empire of the RED MOON,was Lou Zocchi's Pioneer Strategic Air game, BATTLE OF
dormant, holding within the G1owline,awaiting his death. BRITAIN, is still as valid a simulation today as it was
Tarsh was no longer so troublesome as it had been, and on the day it was printed. But game designer's have to
the exiled had, for the most part, returned home. Peace make a compromise between detail and playing time, and it
held sway, but only because of the reputation of Argrath. is difficult to please everyone. While the game itself
When he died, he knew, the Lunar Empire would once again includes both simple and more complex versions, many
storm his Nation. But while he lived there would be yet players find themselves willing to trade just a little
peace, and he was too old to care what happened after his more time to study additional concepts that made the his
time was done. torically decisive battle what it was.
But the Empire of the Red Moon was not to be kept in One of the most critical factors was the supply of
total inactivity because of the temporary stopgap at Dra pilots. Both sides had a limited supply, the British be
gon Pass. Raids, probes, and forrays went out through ing the worse off. However, they had the advantage of
the orher portals on the border, and after the Empire had fighting over their own territory, and being able to sal
become a bit more stable, political missions followed. vage pilots from downed aircraft. To simulate this prob
One of these contacted the land of ARESIA, whose inhabi lem, it is proposed that the players also keep track of
tants worshiped the Red God ARES, Lord of Blood and War. their supply of pilots, and that any aircraft which don't
These men were fighters for the sake of fighting, their have one be left on the ground for that week.
one weakness being a tendency to take any small or local There is a formula to determine how many pilots one
success as a reason to being a celebration which usually has available. First, one checks to see how many pilots
meant several days of drunken debauchery. If the current were in the hospital last week, and returns 50% of them
enemy was not totally defeated, this usually was the end to duty. Then see how many aircraft did not get shot
of the Aresian Army for the time being. down (or run out of fuel, counts as the same) last week
The Empire studied this phenomenon for almost a gen and returns 90% of them to duty, the rest to the hospitol
eration, then enlisted 9 companies of Aresians as mercen for repairs. Then add to the hospitol 5% of the pilots
aries. Once more before the death of Argrath, they would that were shot down over enemy territory (this accounts
storm his country. And this time, they would be success for cripples sneaking home and the underground). Then
ful. The Mercenaries would be used up in their first add to the hospitol 33% of the pilots shot down over wa
battles,but they were only expected to take a large num ter and 50% of the pilots shot down over friendly ground.
ber of the hated Sartars with them. Add to the duty roster 20% of pilots down in the water
To depict this, the last battle of Argrath, using and 33% of those over friendly ground. Then add the re
Greg Stafford’s masterful WHITE BEAR AND RED MOON, you serve from the schools.
need only make a few changes to the 3rd scenario. The British begin the game with 520 pilots, and get
Add to the Lunar Army 9 Companies of Aresians. These 200 on the 2nd week, 150 on the third, 100 on the fourth,
are 8-5-4 units. They are, however, treated as having and 50 on the fifth. The Germans keep track of fighter
a defense factor of only 2. The Tarsh exiles are left and bomber pilots separately, and they cannot fly each
out of the game. Harek and Gunda are dead. Jaldon may others aircraft. They begin with 900 fighter pilots, and
of course, reappear in the game, despite his prior death. on the following weeks receive 350, 75, 40, and 20 re
In the actual campaign, Argrath died of despair when the spectively. Bomber pilots start at 1000, and add 400,70,
Aresians sacked Boldhome, but Gurngale, a Junior Officer 60, and 40 respectively.
of undertain ancestry rose from the ranks to win the war This adds another feature to the game about which
and claim the throne. His dynasty stood 430 years. 10
little can be done except to live with it.
т я л H i i i аш ■ ■ Ш Ш 1 1 4 Я Ч Р UNIT TYPE DESIGNATIONS
и ARMOR OR TANK 0=0 INFANTRY (§3 AIRBORNE В
MECHANIZED Ц Ц MARINE S ] ARMORED CAV|g3)
Г
— MOVEMENT FACTOR situations a certain percentage of a given army is expec
ted to go rotten, and is thus assigned the lower relia
bility levels.
Soviet, British, West German, and US units are, more
COMBAT STRENGTH or less, the unit type shown on the counter. The weak US
(ATTACK AND DEFENSE) xxxx Armored Cavalry units have but one function in the game
|О I and in reality: to delay the Russians by 48 hours while
taking 95% casualties.
168 4 .MOVEMENT The forces of the other NATO countries are assigned
__ i. FACTOR type designations in keeping with their actual equipment,
ATTACK STRENGTH \ however this also closely parallels their political reli
DEFENSE STRENGTH ability.
Combat Strength— The basic strength of the unit on attack SEQ UENCE OF PLAY
or defense. WARSAW PACT is played in turns, each of which is di
Attack Strength— The basic strength of the unit on attack vided into two Player-Turns (one each for the Russian-
only. Warsaw Pact (RWP) Player and the NATO Player.) Each of
Defense Strength— The basic strength of the unit on the these is subdivided into various Phases. The RWP Player
defensive only (Some units, because of their organization moves first in each turn,
have a separate factor for attack and defense to more
truely represent their capabilities). RWP PLAYER-TURN
Movement Factor— The basic number of hexes a unit may en
ter on a given Movement Phase. Units may only enter ad (1) REINFORCEMENT PHASE: The RWP Player checks the Sce
jacent hexes and the distance moved may be affected by nario notes to determine if any Reinforcements are due to
terrain or supply considerations or the presence of En him on the current turn. If so, they are added to the
emy units. 11 map in accordance with the rules. At this time the RWP
Player adds any additional Supply Points to his accumula The Russians can gain credit for another city (Antwerp)
ted total. by exiting a unit from the map from hex 0113. In both
(2) PRIMARY MOVEMENT PHASE: Within the limits of the cases a supply path to the exit hex must be maintained at
Movement rules, the RWP Player may move his units on the the end of the game. Units which exit the map in this
game map. NATO units may not move or be moved. manner may never reenter the map and need not be provided
(3) COMBAT PHASE: The RWP Player now conducts his with Supply Points.
To exit the map,the unit must pay the cost of an im
attacks within the limits of the rules. Note that the aginary clear terrain hex, and is then removed.
RWP Supply Segment is conducted during the Combat Phase.
(4) SECOND MOVEMENT PHASE: The RWP Player may now move
all of his units a second time within the limits of the
ZONES OF C O N TR O L
The six hexes immediately surrounding a hex consti
Movement rules. tute the Zone of Control (ZOC) of any units in that hex.
ZOC's do not cross all sea hexsides nor do they cross ov
NATO PLAYER-TURN er the borders into or out of neutral countries. Upon
entering an Enemy ZOC, a unit must immediately stop and
(1) REINFORCEMENT PHASE: The NATO Player consults the move no further in that Movement Phase.
Scenario notes and, if due new units or Replacements,adds A unit may never retreat into an Enemy ZOC unless it is
them to the board at this time. already occupied by another Friendly unit(also see Stack
(2) PRIMARY MOVEMENT PHASE: The NATO Player now moves ing rules). A unit Supply path may not be traced through
his units within the limits of the rules. RWP units may an Enemy ZOC unless the Enemy ZOC is occupied by a Frien
not move or be moved. dly unit or its Zone of Control. That is, Friendly ZOC's
(3) COMBAT PHASE: The NATO Player now conducts combat NEGATE Enemy ZOC's for supply purposes (only). In the
within the limits of the rules. Basic Scenarios, attacking is mandatory. That is, EVERY
(4) SECOND MOVEMENT PHASE: The NATO Player now moves all Friendly unit in an Enemy ZOC MUST attack an ENEMY unit
of his units a second ,time within the limits of the rules and EVERY Enemy unit in a Friendly ZOC MUST be attacked.
on Movement. A unit need not attack every unit it is adjacent to, how
ever, the above conditions MUST be met.
The "TURN" counter is now advanced one turn on the Turn
Record and Supply Track and play continues. When all of
the turns allowed in the Scenario have been played, the
COMBAT
game is over and Victory Conditions are determined. Combat occurs between adjacent opposing units during
the Combat Phase of each Player-Turn. The Phasing Play
MOVEMENT er is the attacker and the other Player is the Defender,
regardless of their strategic positions.
During each Movement Phase of each Player-Turn, the Total the Attack Strength Points of all Attacking u-
Phasing Player may move any or all of his units up to the nits and compare it to the total Defense Strength Points
limit of the unit's Movement Allowance. This is expressed of all defending units. State this comparison as a ratio
in Movement Points. The cost to enter a hex varies with between Attacker and Defender. Round off all fractions
the terrain in the hex (see Terrain Effects Chart). Units in favor of the Defender to correspond to the simplified
are moved by tracing a path of movement through the hex odds found on the Combat Results Table. A die is rolled
grid. During each Movement Phase, only the Phasing Play and the result is read on the Combat Results Table. The
er's units are moved. A unit's Movement may also be aff result is applied immediately. An Enemy occupied hex may
ected by the Supply rules or Enemy Zones of Control. The be attacked by as many units as can be placed in the six
effects of terrain are cumulative and a unit may adjacent hexes. No unit may attack more than once per
not enter a given hex if it lacks the necessary Movement Combat Phase and no unit may be attacked more than once per
Points to do so. Units may never enter hexes containing Combat Phase. All units in a hex under attack must be
Enemy units. Units may never cross all sea hexsides (ex attacked in a single strength. All units in a hex that
cept special crossing points or during Amphibious Move contains attacking units need not participate in that
ment). A unit*; movement may also be affected by a coun particular attack. A unit or units may attack more than
try’s status as a neutral or other special rules limiting one adjacent Enemy-occupied hex in a single combat. Com
movement. at strengths (Attack and Defense strengths) may be modi
Units which are in Enemy Zones of Control may not fied at any given point in the game by supply considera
voluntarily leave them. Units which begin a Movement tions.
Phase in an Enemy Zone of Control may not move at all in All units which are in an enemy ZOC at the beginning
that Movement Phase. This represents the movement ability of a Combat Phase must attack, and all enemy units which
and firepower of the modern battlefield, where it is ex are in Friendly ZOC's at the beginning of the combat pha
pected to be impossible to disengage from Enemy contact. se must be attacked. The conditions of this rule MUST be
Airborne units have the ability to move up to 8 hex
es (NOT Movement Points) by expending 1 Movement Point. Units in Cities are not obligated to attack adjacent
During this movement they may ignore all terrain effects. Enemy units.
During this time, they may not enter ANY Enemy Zones of When an attack by RWP units eliminates a unit or
Control. The unit may still use its second Movement forces it to retreat, the hex MUST be immediately occu
Point to move normally before or after using this special pied by two (if more than one participated)RWP units, one
movement. Airborne units may only use this special move of which must be the largest unit involved in the attack.
ment in the FIRST Movement Phase of a given Player- Turn. This reflects the tendency of Russian units to keep push
This special movement also requires the expenditure of an ing in a straight line and to try to maintain contact
additional Supply Point (for the RWP Player only). with units even at the cost of their ability to maneuver.
There is no provision for units to be moved or rede
ployed by naval movement. Units which arrive by rein STACKING
forcements may have, in the actual instance, moved by air Either Player may stack up'to 2 units of any type
or naval movement, but the Players have no capability to in any given hex. All units in a hex under attack must
move units by these methods themselves. Units are sched be attacked. Units stacked together cannot be attacked
uled to arrive when and where they are because of certain separately. . Greek units and Turkish units may never be
unalterable factors, such as equipment stockpiles or that stacked together in the same hex nor may they combine in
portions of the units are already present. There is no attacks against Enemy units.
provision, for example, for American units to be deployed Certain units in the game have a limited ability to
into Turkey. This is because Soviet naval activity will break down (create several units from one larger unit)and
most likely prevent this during the period covered by the build up (create a single unit from several smaller un
game, and that no stockpiles of equipment exist. its). To break down, a unit must be in supply (undeplet
The RWP Player has a limited ability to exit units ed). A unit may only break down at the beginning of any
off of the map. If the RWP Player can exit one unit from Friendly Movement Phase. If the break-down results in
the map from hex 0301 he receives credit for the capture overstacking, the overstacking must be corrected by the
of one city. This causes the collapse of Denmark. Actu end of the Movement Phase. The units resulting from
ally, the city for which credit is being given is a sub- breaking down must be of the same nationality as the ori
jective allowance for the occupation of all of Denmark. I A ginal unit.
Only units which had previously broken down may
build up (recombine). To do this, they must be in supply emy units or their ZOC's (Friendly units and the ZOCs of
and be stacked together at the end of any Friendly Move - Friendly units negate Enemy ZOCs for supply purposes)to a
ment Phase (units may be temporarily overstacked before map edge. RWP units trace this line of hexes to any map
recombining). Only the following units may break down edge of Poland, USSR, Rumania or Bulgaria.
and/or build up. At the beginning of each turn, the RWP Player deter
mines from the Turn Record and Supply Track (TR+S Track)
RUSSIAN: One 16-12-4 = Three 5-4-4. the number of Supply Points available on this turn. The
One 10-4 = Two 5-4-4„ RWP Player adds this number of Supply Points to the num
U.S.: One 12-6 (Mechanized) = Two 6-6 ber (if any) that were left over from last turn.The num
BRITISH: One 12-6 = Two 6-6 ber of Supply Points available at any given time is kept
track of on the TR+S track. For instance, if the RWP has
Building up and breaking down is subject to the limita 47 Supply Points (SP) available, the "SUPPLY X 10" marker
tions of the number of counters provided in the game. would be placed on "4" and the "SUPPLY" marker would be
Most of the units in this game have Battlegroups placed on "7". If 25 1/2 SP were available, the "SUPPLY"
(depleted units)printed on the back side of the counters. X 10" marker would be placed on "2" and the "SUPPLY +1/2"
This represents the unit in a depleted state. A unit may marker would be placed on "5". Supply points are accumu
become a Battlegroup as the result of combat Or,in the lated from turn to turn. Any Supply Points not used on a
case of RHP units, as a result of lack of supply. given turn may be used in the future.
A unit which has a battlegroup printed on the back The small numbers on the Turn Record and Supply
side is not removed from the map when destroyed. Instead, Track are the amount of Soviet supplies added that turn.
it is flipped upside down and becomes a Battlegroup. When The Turn Record Track is used for keeping track of the
a unit is destroyed on a "Defender Eliminated" result on turn and Soviet supply level. Some Players may wish to
the Combat Results Table (CRT) it becomes a Battlegroup keep track of this on a separate sheet of paper.
and must retreat one hex. If the resulting Battlegroup The RWP Supply Segment is integrated with the Combat
cannot retreat due to the presence of Enemy units or Phase. This is primarily to ease the burden of calcula
their ZOC's, it need not retreat but remains where it is tions on the Player. When ready to begin the Combat
as a Battlegroup. Units destroyed on an "Exchange" re Phase, the RWP Player may indicate the attacks he wishes
sult on the CRT are reduced to Battlegroups but need not to conduct in any order he desires, with the hope of cre
retreat. Units destroyed because of the inability to re ating the most favorable conditions for later attacks.
treat (due to the presence of Enemy units or their ZOC's) However, it is strongly recommended that he conduct his
on a "Retreat" result on the CRT are reduced to Battle attacks generally along the front from left to right.This
groups but do not retreat. The resulting Battlegroup re will help to insure that attacks are not forgotten.
mains in the original hex. As he indicates each attack, the RWP Player also in
RWP units may also be depleted (reduced to Battle dicates each of his units involved in that attack and the
groups) due to a lack of supply. Each RWP unit which, in Supply Points allocated to each of them. He reduces his
a given Game-Turn, is not allocated at least one Supply supply total by that amount. Note that, for total rea
Point,automatically reduces to a depleted state. Such lism, supplies should be allocated and attacks indicated
units remain in a depleted state until and unless they for the entire front before any are conducted, but as the
are resupplied. given RWP units may be allocated up to four factors of
supply, the record keeping would be impossible.
SUPPLY Supply Points are allocated during the Combat Phase
of each RWP Player-Turn. When a unit is allocated Supply
Supply affects a unit's ability to engage in Combat Points to place that unit in a particular state of supply
by changing its basic (printed) Attack or Defense Combat that unit remains in supply until the beginning of the
Strengths. The effect of supply on movement is reflect next RWP Combat Phase. RWP supply is determined in the
ed in the differences in Movement Allowances of a given Supply Segment of the RWP Player-Turn.
unit and its battlegroup. Each Player's supply rules will
be presented in detail as they differ a great deal. The Supply Points serve four purposes in the game:
MATO supply rules are more or less conventional and will
be familiar to most Players. However, the RWP supply 1. Supply Points may be allocated to “rebuild" a deplet
rules reflect the peculiar system of supply used by the ed unit.
Soviet forces and are different from any system previously 2. Supply Points may be allocated to prevent a full
presented. strength unit from depleting into a Battlegroup.
3. Supply Points may be allocated to increase the Attack
NATO SUPPLY
factor of a unit.
4. Supply Points may be allocated to allow Airborne un
To be in supply, a given NATO unit must be able to
its to engage in Special movement.
trace a chain of hexes not through neutral countries or
across all-sea hexsides free of Enemy units and their
The Supply Point costs are as follows:
ZOC's (though Friendly units and the ZOC's of Friendly u-
nits negate Enemy ZOC's for supply purposes) either to a
1. To "rebuild" a depleted unit costs 1 SP (2 for Russ
City hex of the same country as the unit in question or
ian Tank units). It requires another SP to keep the
to a Friendly map edge. The NATO Player may trace to any
same unit from depleting the same turn.
map edge of Italy, France,Belgium,Netherlands,Denmark,
2. To prevent a full strength unit from depleting costs
Turkey or Greece. Turkish units may not trace to a Greek
1 Supply Point.
map edge and Greek units may not trace to a Turkish map
3. To Double the Attack factor of a unit costs 2 SP.
edge. A NATO unit which cannot trace a supply path has
4. To Triple the Attack factor of a unit costs 3 SP.
its factors for Attack and Defense cut in half (retain- 5. To Quadruple the Attack factor of a unit costs 4 SP.
fractions) and its Movement Factor cut in half (drop fra
6. To allow an Airborne unit to engage in Special move
ctions) for the period which it is out of supply.For NATO
ment costs 1 Supply Point.
units, supply for movement is determined at the beginning
These costs are NOT cumulative. For instance, to Triple
of the Movement Phase and supply for combat is determined
the Attack factor of a full strength Russian unit req
at the instant of combat. NATO units are never reduced
uires the expenditure of a TOTAL (adjusted for distance)
to Battlegroups as a result of being unsupplied.
of 3 Supply Points. To rebuild a Russian Battlegroup and
RWP SUPPLY Quadruple its Attack factor on the same turn requires the
expenditure of a TOTAL (adjusted for distance) of 5 Supp
To be in supply, RWP units must be able to trace a ly Points.(The 4 SP expended to Quadruple the Attack fac
supply path and also must be allocated Supply Points. Be tor fulfills the requirement of preventing the unit from
fore a unit may be allocated Supply Points on a given depleting.)
turn,it must be able to trace a path of hexes not through As the RWP units move farther away from their supply
neutral countries or across all-sea hexsides clear of En sources, the cost to supply these units becomes greater.
The additional distance in this case is measured from the
"East-West Border". To be allocated Supply Points, RWP
units still must be able to trace to a map edge, however, COLLAPSE
in determining the distance the supply path is measured At a given point in a game, a country may be forced
only to the EW Border. The distance is measured by coun to "collapse". With the following exceptions, a country
ting MOVEMENT POINTS in the INVERVENING hexes between the is considered collapsed if all of its City hexes are occ
unit in question and the EW Border. The hex the unit is upied by Enemy units. The exceptions are:
in and the hex on the opposite side (from the RWP unit) 1. Italy is considered collapsed if 4 Italian City hexes
of the EW Border are not counted. This rule only applies are occupied by Enemy units.
to RWP units which are on the West side of the EW Border. 2. France is considered collapsed if the Paris City hex
is occupied by Enemy units.
The following gives the costs: 3. For Netherlands and Denmark,either of these countries
collapse if all of their units are completely destroyed.
DISTANCE SUPPLY POINTS USED Any country on the map(excepting the USSR, Great Bri
1-4 MP 1 tain and the U.S.) may collapse. If a Warsaw Pact coun
5-8 MP lh try collapses, it "Revolts" (see Revolt rules). If any
9-12 MP 2 NATO or neutral country (except West Germany) collapses,
13-16 MP lh the following rules apply:
17-20 MP 3 1. The units of the collapsed nation dissappear (are re
21-24 MP 3h moved from the map) at the end of their next Player-Turn
25-28 MP 4 (unless a City hex of the country has been recaptured by
28+ MP NOT ALLOWED Friendly units).
2. The collapsed country may NOT receive any Reinforce
The chart is used as follows: DISTANCE is the number of ments or Replacements for the remainder of the game, EVEN
Movement Points in the intervening hexes as explained ab IF a City hex is recaptured later in the game by Friendly
ove. SP USED is the number of Supply Points which must units.
be expended on a unit that distance away from the EW Bor If West Germany collapses, its units are NOT removed from
der in order to provide 1 "regular" Supply Point.Example: the map. However, it still may not receive Reinforcements
The RWP Player wishes to Quadruple the Attack factor of a or Replacements for the remainder of the game (even if a
full strength Russian unit which is 15 Movement Points City hex is recaptured).
from the EW Border. To supply this unit normally would
require 4 Supply Points. However, at that distance, it
requires 2 h times as many SP to supply the unit in the COUNTRIES
same manner. Therefore, the RWP Player would have to ex
pend 10 Supply Points. Many of the countries involved in the game require
Defense factors of RWP units are only indirectly special rules that only apply to that country or a few
(through the use of Battlegroups) affected by the alloca countries. These special rules are covered below.
tion of Supply Points. Defense factors are never increa YUGOSLAVIA
sed (Doubled, Tripled, or Quadrupled) by Supply Points. These rules on Yugoslavia are only "general" rules.
Defense factors may be reduced, but only because of the They may be changed or modified by the various Scenarios.
difference in Defense factors of a full strength unit and Yugoslavia starts the game as a neutral country. At
its Battlegroup. the beginning of any Game-Turn in which the RWP Player
The East-West Border mentioned elsewhere in the rule holds 3 City hexes more than when the game began, the RWP
folder is the border between communist and non-communist gains limited control over Yugoslavian units (however,
countries. It limits the deployment of forces and deter Yugoslavia is still considered neutral). In this case,
mines the length of RWP supply paths. the RWP Player may maneuver Yugoslavian units WITHIN Yug
So long as Yugoslavia is neutral, the RWP units may oslavia. These units may NOT attack and their ZOC's do
not trace supply to or through it. If it joins NATO, of not extend across the borders.
course, supply can never be traced to it for RWP units. At the beginning of each turn in which the RWP Play
If and when Yugoslavia joins the Pact, supply can be tra er holds 3 or more City hexes in excess of the number he
ced through Yugoslavia, with the Yugoslavian border det started the game with, he may roll a die in an attempt to
ermining the length of the supply path. have Yugoslavia enter the war on the side of the RWP Pla
For the Scenarios in which war does not begin at the yer. The following chart is used:
start of the game, NATO forces must remain in NATO coun
tries, and RWP forces in RWP countries until war begins. CITY HEXES HELD SUCCESSFUL DIE ROLL
3 1
CITIES 4 1-2
1-3
City hexes play a major role in the game. They in 5
fluence Victory (see Victory Conditions) and they affect 6 1-4
combat. City hexes'have an intrinsic Defense Strength of 7 1-5
3 Strength Points. This may not be used to attack, only 8 1-6
to defend. When a City hex is occupied by Enemy units,it CITY HEXES HELD refers to the number of City hexes held
loses its intrinsic defense. It may regain its intrinsic as explained above. SUCCESSFUL DIE ROLL refers to the
defense if it is later left unoccupied after having once die roll necessary to trigger Yugoslavian intervention on
been occupied by Enemy units. The intrinsic defense of a the RWP side.
City hex does not use Supply Points and is never consid Yugoslavia may also enter the war as a result of be
ered out of supply. The intrinsic defense may be used ing invaded. If invaded by units of one Player, Yugosla
alone or added to Friendly units stacked in the City hex. via automatically joins the side of the other Player. Al
If a City hex is occupied by Friendly units and the City so, if Yugoslavia is still neutral at the beginning of
hex and Friendly units are attacked, the attacking units the first turn after West Germany collapses, Yugoslavia
may occupy the City hex if the Friendly units are destro automatically joins the side of the RWP Player.
yed or forced to retreat out of the City hex. However, If Yugoslavia enters the war on the side of the RWP
the intrinsic defense is not lost unless the hex is actu Player, Yugoslavian units are moved and may engage in
ally occupied by the Enemy unit(s). combat in the RWP Player-Turn of each Game-Turn. However,
If a City hex is not occupied by Friendly units and Yugoslavian units may NEVER be moved more than TWO hexes
is attacked, a result of "DR", "EX", or "DE" will allow outside of Yugoslavia. Also, no more than TWO non-Yugo
the attacking units to advance into the City hex. How slavian RWP units may be in Yugoslavia at the end of any
ever, the intrinsic defense is not lost unless the City RWP Movement Phase. If this occurs, excess units are el
hex is actually occupied by Enemy unit(s). The intrinsic iminated. If an RWP ally, Yugoslavian units trace supply
defense of a City hex does not have a ZOC nor does it in the same manner as NATO units, however, they trace to
count against stacking limitations. In order to prevent a Yugoslavian City hex. They may not trace to a map
a captured City hex from regaining its intrinsic defense, edge. They are not required to and may not use RWP Supp
it must be occupied by unit(s) of the Player which cap- л л ly points, nor may they have their Attack factors increa
tured the City hex only at the END of each Movement Phase. I*t sed by them.
If Yugoslavia is invaded by either Player (if still
neutral), Yugoslavia declares a "guerilla" war. In this CHINESE INTERVENTION RULES (MANDATORY)
case, at the end of the Player-Turn in which the invasion There is some possibility that the Chinese might in
takes place, all mountain hexes of Yugoslavia are treated tervene in the war by attacking Russia from the east. For
as Yugoslavian "units" with 2 Defense Strength Points and this reason, approximately 40% of the Soviet army is de
no movement. Their Defense Strength is not doubled be ployed in the east or scheduled for duty there. Some So
cause of being in the mountains. These "units" are al viet units, however, are considered as conditional re
ways considered to be in supply, however, these "units" sponse. These may be used in Europe, primarily as re
may NEVER attack. They can be temporarily eliminated on placements, if the Chinese do not attack.
a result of an attack against them of "DR","EX", or "DE". To reflect this, roll a die at the beginning of the
These "units" do have a ZOC, However, this ZOC does not third RWP Player-Turn. If the result is a 1 or 2, the
force adjacent Enemy units to attack. If eliminated, a Chinese have attacked, and the RWP Player cannot use the
"unit" may be ignored for Second Movement of that Player- last four 10-4 units on his Russian Reinforcement Track.
Turn. These "units" revert to normal status if left un If the result is a 3 or 4, some fighting is going on, and
occupied by Enemy units after having once been occupied. only the last two such units must be left in Asia. If
If Yugoslavia becomes a NATO ally, it traces supp the die roll is 5 or 6, the Chinese are attacking someone
ly as do NATO units. In this case, no more than TWO NATO else and the entire Reinforcement Chart is available. In
units (non-Yugoslavian) may be in Yugoslavia at the end the later Scenarios, however, these units will be availa
of any MATO Movement Phase (excess are eliminated). ble only if the Russians have lost enough units to pro
Yugoslavia may NEVER collapse. Yugoslavian mount vide the counters.
ain hex "units" do not count against stacking limitations.
AUSTRIA
Austria is initially neutral. Austria may not be
REPLACEMENTS AND
invaded by the NATO Player. Austria joins NATO if invad
ed by the RWP Player. Austria automatically collapses at
REINFOREMENTS
In the later portions of the Scenarios the NATO Pla
the end of the first turn after West Germany has collaps yer is allocated Replacement Points. These, in all Sce
ed. However, Austria may collapse through invasion (re narios, consist of one US, one UK, one French, and one
gardless of what happens to W. Germany). Austrian units West German Replacement Point each on turns 6 thru 9.
man never leave Austria. If Austria joins NATO, its un During the Reinforcement Phase of those Player-Turns, the
its are supplied in the same manner as other NATO units. NATO Player may rebuild one Battlegroup anywhere on the
SWITZERLAND board (so long as it is in supply) for each of the Re
Switzerland is considered neutral and may not be in placement Points. This must be done within national li
vaded by NATO. If invaded by RWP Player, it joins NATO. mits, that is, French Replacements must be used to re
Swiss units may never leave Switzerland, may ignore "Re build French units, Germans to rebuild Germans, etc. Un
treat" results on the Combat Results Table, and are al used Replacement Points ARE accumulated.
ways considered to be in supply. During the 1981 Scenario, this procedure is modified
ALBANIA somewhat, in that national identity is no longer consid
Albania is neutral in every Scenario. Albanian units ered, and the NATO Player simply considers that he has
may never leave Albania. If invaded by either Player, it four Replacement Points per turn (6-9). This reflects the
joins the other side. Albanian units are supplied by tra increasing level of "Commonality" among the NATO forces.A
cing a supply path to an Albanian City hex. German unit which receives British Replacements is really
CZECHOSLOVAKIA no longer a pure German unit, though the counter will in
Czech units may never move more than TWO hexes out of dicate it as such.
Czechoslovakia. If forced farther than this by combat, If France or Germany have collapsed, the Replacement
they are eliminated. steps for those countries cannot be taken.
EAST GERMANY The RWP Player has the ability to bring depleted u-
On turn 1, Berlin is presumed to be occupied by a nits back up to strength by the expenditure of Supply
NATO unit (there is no counter) with a ZOC. It must not Points. During the Supply Segment of the RWP Combat
(and may not) be attacked, however, it is presumed to sur Phase, the RWP Player may allocate any depleted unit an
render at the end of the First NATO Player-Turn. extra Supply Point. For example, let us suppose that a
Berlin does not count for Victory Conditions. Russian 16-12-4 Army was reduced to a depleted state by
BULGARIA
an Exchange result on turn 4. At the beginning of turn
Bulgarian units may only move in the same areas as
5, the unit is a 6-4-2* It is moved two hexes and comes
Greek units and Trukish units may move.
into contact with a NATO unit. During the Supply Segment
DENMARK
of the RWP turn, the RWP Player allocates a Supply Point
The Danish unit may never move more than ONE hex out
to this unit, which immediately builds it up to a 16-12-4
of Denmark except in the 1968 Scenario in which they may
unit (much to the chagrin of the NATO Player). However,
move no more than FOUR hexes out of Denmark. If forced
he must now allocate it a second Supply Point or it will
farther outside of Denamrk by combat, it is eliminated.
be considered as out of supply and revert to a depleted
ITALY
unit. It could be allocated more than one Point and be
Italian units may not enter France until turn 6.
doubled or tripled or quadrupled. However, if the unit
TURKEY
is to be considered at least its normal strength, it must
Turkish units may never stack with Greek units, nor be allocated at least two Supply Points.
may they engage in combined attacks with Greek units. Tur
Russian (not non-Russian RWP) Tank units which are
kish units may only move in the following areas: Turkey,
reduced to depleted state must be allocated TWO Supply
Greece, Bulgaria, Rumania, Yugoslavia or Albania. Movement
Points for rebuilding plus one or more Points for supply.
of Turkish units may also be affected by a possible "South
ern Europe Ceasefire" (see Ceasefire rules). Non-Russian Warsaw Pact units which appear as Rein
GREECE forcements are placed in any City of their home country.
Greek units may never stack with Turkish units nor may Russian units are placed in any hex on the eastern edge
they engage in combined attacks with Turkish units. Greek of the map from 1201 to 4401 inclusive.
NATO Reinforcements are placed in any City of their
units may only move in the same areas as Turkish units may
home country. British Reinforcements are placed on the
move.
easternmost hex of the straight line of hexes from 0709
SOUTHERN EUROPE CEASEFIRE
The RWP Player may declare a ceasefire at the end of to 0112 which can be supplied from a Friendly map edge.
any NATO Player-Turn in which Istanbul is occupied by RWP If all such hexes are out of supply, then the British u-
unit(s) and there are no Greek units outside of Greece. nits may be brought in on the map edge from 0112 to 0126.
The Southern Europe Ceasefire takes effect immediately and US units (other than Marine and Parachute) may be placed
affects the area South of hex row 40 (inclusive).ALL units on any hex along the row from 1315 to 0121,thence to 0126
which can be supplied.
in this area are immediately "frozen". They may not move
The placement of reinforcements on the map does not
or attack. They do not require supply. No other units may
expend movement points.
move INTO, OUT OF,or WITHIN this area for the remainder of
Netherlands reinforcements are placed in hex 0113.
the game. Victory Points for this region are determined as
of the time of ceasefire. Note that Turkey will have col-^j- Turkish Reinforcements are placed on the map edge in
Asiatic Turkey, not in Istanbul.
lapsed. ID
In some of the Scenarios, there are not enough unit Explanation of Revolt Results
counters for the Russians. This reflects the situation N = Country Declares Neutrality. It is then treated as a
in that, if losses on the western front are greater than neutral, and if invaded joins the other side. If any
anticipated, the Russians can draw on a limited part of units of this country are outside of it at the time,
their eastern armies. they must return as quickly as possible. If the units
In the game, if a unit is called for and there are of another country are in the country, they must move
not enough counters, it may be taken from the pile of out of it on their next movement phase or they vio
eliminated units or forfieted. late the neutrality. If any country goes neutral,its
cities are credited for victory to the original owner
MARINE AND AIRBORNE UNITS unless it is invaded, in which case they are then the
cities of the non-invading power..
The U.S. 82nd Airborne Division is available to the С = An actual revolt is organized, but only the "mob" has
NATO Player to use, presumably in his counter attack that actually revolted. The intrinsic defense factor of
should begin about turn 7. This division can be brought the city permanently joins the enemy. The city must
onto the board in any of the following manners: be recaptured and then garrisoned for the rest of the
1. It may enter the map as a normal ground Reinforcement. game or it is lost for victory purposes. The Army of
2. It may enter the game by parachuting in. the nation in revolt is loyal to the owning player.
If the unit is parachuted in, it does so as follows: I = Same as С except that any units of that country which
A landing hex is selected which must be clear of Enemy u- have an infantry symbol on the counter immediately
nits and their Zones of Control. This landing hex may be change sides and are considered as belonging to the
any within 10 hexes of any map edge with the exception of enemy player. If stacked with previously friendly u-
the "eastern" edge (0101 to 5101). The ten hex path nits, the revolting unit loses its ZOC and must be
from the map edge to the drop hex cannot be over RWP u- attacked by that unit (and maybe others) on the next
nits or their Zones of Control. It may be over neutral turn.
territory. M = Same as I except Mechanized units also.
Additionally, the NATO Player has two units of Mar A = Same as A except Armored units also. This should be
ines (8 -6 ) available. One of these is an American unit, every unit of the country involved.
the other combined British and French. These become a-
vailable during the course of the game and may carry out It should be obvious that as a Revolt in the basic
one and only one landing (though the two units do not ne game can occur only if the country collapses that cities
cessarily have to land on the same turn or in the same a- which revolt are most likely already occupied and combat
rea) during the course of the game. They may, of course units already destroyed.
be treated as normal units and enter the map as any other
unit would. They may be landed on any unoccupied coast OPTIONAL REVOLT RULES
hex from 0109 to 0301, or from 2126 to 5120, or in the The following rules are an attempt to provide some
Ageane west of the first crossing place. political action in the game for those players who desire
Airborne and Marine units are in supply for the turn it. For many gamers, they will "spoil" the game as they
of landing, but then must trace supply normally. These are highly dependent on luck. If used at all,they should
units and these units only may trace supply to a beach be used only in the later scenarios, after both major po
hex in the allowable zone as above, though the path must wers have had time to plan and stage the revolts.
of course be free of Enemy units and un-negated ZOC's. Essentially, each player has a limited ability to
One Russian and one US unit have the Airborne symbol artificially instigate revolts in the countries con
but have movement factors considerably different from the trolled by his opponent, presumably with the intention
usual factor of 2 for Airborne units. These units are of influencing the outcome of the game. Each player may
helicopter air assault units, and are treated as normal attempt to create a revolt in a given country only once
ground units for all purposes. In fact, the US Airmobile in each game. To do so, at the end of his turn he indi
unit, which consists of the 101st Abn and 1st Cav is, in cates the country or countries in which he will attempt
the 1981 Scenario, actually better than half conventional this (presumably the CIA or KGB will be the instrument of
Armor unit, the First Cavalry now being an Armor division. your political manuvers) and rolls two dice for each. The
total is cross-indexed with the country on revolt table 2
REVOLTS and gives the indication of whether or not a revolt has
occurred.
The Revolt rules consist of Mandatory and Optional However, there is a complication. For Warsaw Pact
rules. The Mandatory rules must be used in all Scenarios. countries, each Russian unit physically within the nation
The Optional rules have been found to "spoil" the game. in question adds one to the die roll total.For Nato coun
There are two Revolt Tables. When using the mandatory tries, each Nato unit of another country than the one in
rules only Revolt Table 1 is used. When using the Opt- question adds one to the die roll total.
tional rules, both tables are used. Once a revolt has actually occurred, the results of
MANDATORY REVOLT RULES this revolt are found on revolt table 1 .
In the Mandatory revolt rules, only Warsaw Pact-na If a country is forced to revolt and later collapses
tions may revolt. This happens only when such a country it does not revolt again. If the rules call for units to
collapses. The following table is used: defect, and none are left on the map, then no units de
To determine the results of the revolt,roll two dice fect. If units which have not yet arrived defect, they do
and compare the total with the country on the following not arrive.
chart (Revolt Table #1) which will yield a code letter, The use of the optional rules does not cancel use of
telling you what actually occurs. the mandatory rules, which are required in all cases.
The US, UK, USSR, West Germany, and Turkey never re
REVOLT TABLE #1 volt under any circumstances.
DUTCH BULGARIA E GERMANY POLAND CZECH ITALY REVOLT TABLE #2
BELGIUM YUGOSLAV FRANCE HUNGARY GREECE RUMANIA
DENMARK Denmark Bulgaria E Germany Rumania
Holland France Greece Italy
D 2 N N N N N N Belgium Hungary Yugoslavia Czech
I 3 N N N N N С
E 4 N N N N N С Revolt 2-3 2-4 2-5 2-6
5 N N N N С I No Revolt 4-12 5-12 6-12 7-12
R 6 N N N N I M
0 7 N N N С I M
L 8
L 9
10
N
N
N
N
N
N
N
С
I
С
I
M
M
M
A
A
A
A
SCENARIOS
11 N С I M A A The Scenarios are arranged in a modular pattern. The
12 N С M A A A Actual number possible is rather large (270) but includes
- |0 combinations which are not altogether interesting.
Basically, there are three time periods (1967, 1974,
and 1981), with minor changes in the OB for each. It is scenario is the same as the unexpected war except that
permissable to interchange them, playing the NATO 1967
Russian units scheduled to arrive in the first two turns
OB against the 1974 RWP OB for example. Additionally, are placed on the board originally, in East Germany.
there are various environmental options. These include a
Hasty Attack (units are mobilized during all of the game) THE DELIBERATE ATTACK
a Surprise Attack, a Developing Situation' (mobilization
precedes hostilities), a Limited War Scenario (involving In this scenario, some situation has developed which
an attack on Turkey only), and a Yugoslavian Civil War. is sufficient to trigger mobilization but not war, at
Additionally, the US OB May be varied to reflect the po
litical leanings of the current government. There is al least at first. In this situation, the game is begun as
in the Hasty Attack, but during at least the first two
so a short section to convert the game from its basis on
Russian Suppositions to a basis on American ones. game turns no one may cross an "east-west” border. On
When Playing the game, it is best to first select a the third game turn, the possibility of war exists.Each
time frame, then an Environment. The selection of an OB of the players,on his turn,rolls a die. If the result is
"1", war begins. However, for each preceding die roll, 1
for the US units and the National Theory Selection can be
is subtracted from the die. The NATO roll on turn 3
used to balance the game.
Set up for non-Russian and non-US units is more or would subtract 1, the RWP roll on turn four 2, the NATO
less standard, and the arrival of the major powers units player, on turn 4, would subtract 3, etc.
Whatever turn war begins on becomes turn 1 for the
can be taken directly from the appropriate charts.
purposes of game length and Russian supply. Reinforce
However, for all scenarios (with the exception only
of the Limited War scenario) there is a single set of ments remain on the original schedule. During the turns
before war begins,Players may manuver their own units on
Victory Conditions. This is as it should be, for though
their side of the "east-west" border.
the conditions under which you must accomplish victory in
the real world may change, and the means with which that If the war begins on a NATO player-turn, the RWP are
notallowed to make up the player-turn they have lost. It
victory can be accomplished may vary, the victory which a
National Policy requires does not diminish. Do the best is gone forever, indicating a lack of PACT initiative.
you can with what you have. THE LIMITED WAR
At the end of the Scenario, the RWP player totals In this scenario, the situation is considerably dif
the number of cities that he has captured. This includes ferent. The Middle-East is flaring up, and the Russians
only cities in NATO countries, Austria, Switzerland, Al attempt to force the Turkish Straights. The RWP player
bania, and if it has revolted and joined NATO,Yugoslavia. wins the game if he can take Istanbul.in three turns. If
Additionally, any NATO cities which have revolted and not he does not, the game reverts to a developing situation
been recaptured by NATO are counted. He then subtracts and NATO can automatically attack in their half of turn
one for each city he has lost, including cities that have 3. If, at the beginning of turn 3, the RWP does not be
revolted and not been reoccupied. Note that cities that lieve that he can take Istanbul, he may begin a general
have revolted have their intrinsic defense treated for War. The only significant change is that the US Marine
the rest of the game as if it were friendly to the former and Parachute units are available for duty in Turkey on
enemy, and unless reoccupied by force, is counted as if turn 2, having been mobilized previously for the mid-east
it had been captured directly by enemy ground units. crisis.
The ownership of cities is determined by which pla
yer has a unit occupying that city at the end of the last THE YUGOSLAVIAN CIVIL WAR
game turn. The intrinsic defense of a city is considered Tito has died, and a Civil War is raging inside Yu
to be a unit for this purpose. goslavia between Soviet-sponsored groups and Yugoslav Na
The net number of cities captured by the PACT is ad tionalists. Set up the game normally but eliminate the
justed for the military posture of the beligerants. If regular Yugoslav Army units. All of the mountain hexes in
there are six or less NATO units of any type on the map Yugoslavia are treated as Yugoslav partisan units.
at the end of the game, the PACT adds two to the number Either Player may invade Yugoslavia during the game,
of cities taken. If 7 to 12, it adds 1. If six or and Yugoslav cities count as four cities for victory pur
less Russian (Not Pact) units still on the map, then sub poses. Action may take place in other areas also, and no
tract two cities. If 7 to 12, subtract one. Greek and die rolls are required to attack over the east-west line.
Turkish units are not counted for these totals, neither
NATO INITIAL PLACEMENT
are Yugoslavian or Albanian. If Austria or Switzerland The OB for non-US NATO forces is constant for all
is invaded, and their units survive the game, they count scenarios. NATO sets up first.
as NATO units.
The Victory Levels are as follows: FRANCE: One 12-6 each in 1317 and 1219, one 3-2 in 0923.
UK (British): One 12-6 in 0810.
8 Cities Captured ------------ NATO Decisive Victory BELGIUM: One 12-6 in 0812.
9 Cities Captured ------------ NATO Substantive Victory NETHERLANDS (Dutch): One 12-6 in 0312.
10 Cities Captured------------ NATO Marginal Victory WEST GERMAN: Anywhere in WG: five 15-6, one 9-2.
11 Cities Captured------------ Draw DENMARK: One 12-6 in 0401.
12 Cities Captured------------ RWP Marginal Victory ITALIAN: One 12-6 Armor in 2419, one 12-6 Mech Mtn in hex
13 Cities Captured ------------ RWP Substantive Victory 2115, one 9-4 Inf in 3124.
14 Cities Captured ------------ RWP Decisive Victory GREECE: One 12-6 in 5115, two 7-4 anywhere in Greece.
TURKEY: One 12-6, two 7-4, one 0-3-7 anywhere in European
Less than eight cities are considered eight, more Turkey, one 0-3-7 and two 7-4 in Asiatic Turkey.
than 14 cities are considered as 14. These levels should
be adjusted for losses first. NON-US REINFORCEMENT SCHEDULE
There are five scenarios which cover different types With the exception of the Canadian 3-2, this OB is
of environments under which military action could happen constant for all scenarios. The Canadian 3-2 is not in
in Europe during the time frame of the game. They are as cluded in the 1981 scenario only.
follows:
Turn 2: UK 3-2
THE HASTY ATTACK OR UNEXPECTED WAR Turn 3: Neth 6-6, Cana 3-2, UK 6-6, Fren 8-6, Greek 7-4.
In this scenario, War has broken out suddenly with Turn 4: Greek 7-4, Ital 9-4
out the slow build-up of tensions. Mobilization is not Turn 5: Fren 8-6, Greek 7-4, UK+F 8-6 Marines
declared until after the Pact forces cross the border. Turn 6: Italian 9-4
Use the 0B‘s for the appropriate time frame, with units Turn 7: UK 12-6, Turk 7-4, West German 10-4
arriving as scheduled. The Pact must attack on turn one. Turn 8: Italian 9-4, West German 10-4
Turn 9: Greek 7-4
THE SURPRISE ATTACK In the 1967 Scenario only the Danish unit may move
In this scenario, the Russians have been holding one up to four hexes from the Danish border. However, if at
of their interminable manuvers in East Germany at the the end of any NATO Player turn, it cannot trace a supply
time that an "unexpected" War occurs or is started. This 17 path to Denmark, it is eliminated.
The OB for Neutral countries is constant for all of
US DEPLOYMENT AND REINFORCEMENTS the scenarios, except as noted in the Yugoslavian scenar
ios.
The US OB is divided into three sections, represent
ing a “Dove" Government (typically weak-willed and with a AUSTRIA: One 4-4 Mech in 2110, one 4-4 Inf each in 1717
sense of being foredoomed], the Historical Government and in 1913.
(trying to do what it can with what it has) and a "Hawk" ALBANIA: One 4-4 each in 4415 and 4417.
Government (On to Moscow!). YUGOSLAVIA: One 15-4 each in 4112, 3210, and 2612. One
The strength and reaction time differs considerably, 12-4 Inf in 3415. On turn 2, one 12-4 each in 2713 and
as does the real-dollar expense of the Army. All initial in 3311.
forces are deployed in West Germany. SWITZERLAND: Six 10-4 units anywhere in Switzerland.
IR O N C LAD
FRIGATE
by John Anderson could sink any wooden hulled ship by ramming. This re
quires that it enter the same hex from any direction ex
When the Civil War began, Europe had just begun to cept fore and aft and achieve a 1-4 on a die roll.
experiment with iron-clad ships. Their experiments were The Union answer to this vessel was the Monitor. It
rather poor, the ships either being so weakly powered was the first ship to mount its main armament in a fully
that they could barely move, or having no engines at all, rotating turret. Smaller than Virginia, she is consider
relying on another ship for a tow to the point of action. ably more maneuverable. The attack factors would be 22-16
The British and French were the first to enter into this -12-7. This indicates a smaller number of better guns.
arms race, and busily constructed all manner of ships. As The defense factor of 20 is a sluff, as this ship is so
in the early Dreadnought races, each ship was a massive different from any other it can't really be calculated
improvement over the last, and no two were the same. For along with them. The speed is 7 and turning,is free for
the SPI game FRIGATE, however, such towed floating bat the first hex side, and one point each after that.
teries could be represented by a counter with a defense All ironclads are treated the same when fired at.on
factor of anywhere from 10 to 20 (depending on how well ly crew hits and explosions counting against them.
constructed the particular one is). Attack factors are Scenarios are easily constructed. While the British
another matter. The ships in FRIGATE fire simple iron and French weren't actually at war at this time, it would
cannonballs, while these ironclads have come about after not be beyond realistic supposition to allow some inci
the invention of exploding shell. Thus, with only a doz dent to have triggered hostilities. In such a battle,
en or so guns, the attack factors would be in the vicini allow each side to select eight ships (no more than four
ty of 25-20-15-10. Comparable ships of the period would liners) and two floating batteries. The battle takes
reach those factors in only the larger types, the smaller place with one side of the map bounded by land.
ones being about half that strong. A more detailed ana For the Monitor and Virginia, the situation is a bit
lysis of the non-ironclad ships of the middle 19th cen more complicated. In the first Scenario, have the boards
tury must await another article. deployed end to end in a single line with no movement of
The south, during the Civil War, attempted to buy an the boards and land bordering both edges (representing a
ironclad from the English and French, but they were into river). The Union player has three wooden ships, deploy
their own arms race so heavily by that time that they ed about 15 hexes apart. Use counters A, В and C. These
could not part with a single copy. Not to be stopped, the are at Ancorh, and cannot move until 9 turns after the
south constructed Ironclads of their own, the most famous Virginia has closed within gun range of the first one.
of them being the Virginia. This was a cut down wooden The Union wins by sinking Virginia, the Confederates by
ship with an armored superstructure that mounted, at dif sinking two of the wooden ships. The Union can save his
ferent times, up to a dozen guns of various types. The ships by getting them 20 hexes away from the Virginia.
defense factor would be about 20, the movement factor on Wind is down river and constant at moderate velocity. Any
ly 5, with a limitation of only one 60° turn per turn. survivors of the first Scenario join up with Monitor to
fight the Virginia in the second.
Attack factors would be 20-17-13-9, only to the sides. It
20
might involve a sequence of attacks by aircraft, pocket
ITALIAN VARIANT
ANVIL-DRAGOON, by JagdPanther Publications, is per
Assume successful Russian invasion of Northern Italy
fect material for a simulation of a NATO evacuation of
and/or a victory in the Med. Allow Russian entry any
southern France following a decisive Russian victory on where on the Italian border on turn 10. Add 1 BB, 1 CA
the Rhine and in northern France. NATO desperately needs for the Russians, 1 BB for NATO. Russian ships arrive on
these formations elsewhere, but also needs to delay the
turn 15. BB's are worth 6 Victory Points, CA's are worth
pull-out long enough to relieve pressure on the main re 5 Victory Points.
treat into the Iberian Peninsula.
GREAT BRITAIN
SCORPION
SCIMITAR (30mm)
STRIKER
12 3/3/2
12 3/3/2
14/10
7/10
10
10
R 50
R 45
SAME AS ABOVE EXCEPT USES SWINGFIRE ATGM
MIDWAY
by Russell S. Lockwood
JAPAN
TYPE 60 8-12 2/1/1 25*/Ю(20) 7 R 25 Avalon Hill's classic game MIDWAY is superb in many
TYPE 61 9-12 10/8/4 16/10 6 SC 50 respects. The intenseness in trying to find a clever op
ponent can sometimes be overwhelming. Yet, what happens
SWITZERLAND when one does, and torpedo planes make their run of the
PZ 61 9-12 10/6/5 22/12 7 SC 50 starboard side? All anti-aircraft guns start firing, ev
PZ 68 12 10/6/6 22/10 8 L 50 en the ship's port side. Unless they are Australian gun
ners using bommerang bullets, the superstructure must be
UNITED STATES full of holes!
M-41 8-11 8/5/4 14/10 9 SC 50 To correct this, allow each ship to split its AA
M-46 7-8 12/5/4 16/10 7 SC 50 fire in half, rounded up on one side and down on the oth
M-47 8-9 12/8/5 16/10 7 SC 50 er so as to not exceed the printed factor. The fire can
M-103 8-12 18/8/6 24/10 4 SC 50 only be directed on its respective side and fore and aft.
MBT-70 12 18/8/6 30*/10 9 L 50 However, the entire ship's AA factor may be used against
overhead divebombers.
The numeric designations of the French vehicles re Carriers have flight decks which attract dive and
fer to the size of the main gun in mm. The EBR-75 is torpedo bombers. When sufficiently holed or tilted, the
more a glorified armored car than a tank. The EBR and deck becomes useless. Therefore, when a carrier has re
AMX use the same turret. The three British tanks are ceived 50% (rounded up) damage, it may not fly or land
part of a team of fighting and maintenance vehicles which aircraft. However, a carrier may "repair" one hit box
all use the same chassis. The Scimitar was intended to every four daylight turns or two night turns to a maxi
knock out APC's. The Striker carries the Swingfire ATGM. mum of two boxes a game. It may be combined. The air
The Japanese Type 60 is an APC with two 106 Recoilless craft must remain in their condition (readied or not)
rifles. It can fire twice in the same turn, but at the while repairs are going on. If the carrier receives one
same target. The M-41, M-46, and M-47 were interim de hit during attempted repairs, a 1, 2, or 3 on a die roll
signs used in the hard-to-use-armor climates of Korea and means that the repairs remain intact, a 4, 5, or 6 and
Vietnam. They were stepping stones to the M-48/60 family the repairs are destroyed. In either case, the hit is
and were or are used by NATO, SEATO, and most of South added to the carrier. Two hits immediately destroy the
America. The M-103 is a monstrous tank designed to match repairs (and most likely the ship too).
the JS III. A few are still around. The MBT-70 was a As a last suggestion, outlaw the kamikaze attack. At
US/German project that never got built. The Germans left this stage in the war, the Japanese were still superior
the project because the Americans insisted on the 152mm and did not need to use suicide missions to sink ships.
gun while the Germans considered the 105mm, with its one- And aside from the fact that the Americans didn't hold
piece round, to be completely adequate. The US eventual the samurai philosophy, they had to conserve war mater
ly scratched the program over mounting costs. ial, so they are not allowed to bonzai either.
ShoRE
FRANCE 40 BG’s B a t t e r ie s
by John Burns
by Paul M Smith
In the continuing effort to update older games with During the time period covered in WOODEN SHIPS AND
later advances in game mechanics, this article will pre IRON MEN, many countries protected their harbors and ma
sent rules for the formation and handling of Battlegroups jor inshore sea-lanes with well-emplaced shore batteries.
in the Avalon Hill game FRANCE, 1940. The addition of shore guns when designing one's own sce
German 7-6 Infantry Corps reduce to 2-6 KG‘s. Panzer narios or adding them to several existing scenarios
Divisions with factors of 6 or 7 reduce to 3-8's, those should provide interesting action.
with factors of 4 or 5 reduce to 2-8's. The SS 3-8 units Each counter would represent 2 gun and 3 crew sqs.
reduce to 1-8’s. No other German units form KG's. A minimum of 1 crew square is required to fire one gun,so
French 6-6 and 5-6 units reduce to 2-6, 4-6 units to if two crew squares are lost only one gun may be fired.
1-6. Dutch and Belgian 4-6 units reduce to 1-6. Guns have a 120 degree field of fire.
British 8-8‘s form 3-8 BG's, 6-8‘s form 2-8's, and Subtract 1 from the range, making the maximum an ac
4-8's form 1-8's. The 4-6 Armored units form 1-6 BG's. tual distance of 11 and the minimum range 2. Shore bat
Units not listed here do not form Battlegroups. teries may not fire at ships only one hex away as they
Units which are surrounded for two turns reduce to are below the depression angle of the guns.
BG status. Battlegroups and Kampfgruppes are never elim Be sure to site guns that can cover each other.
inated for lack of supply. Guns would receive a +2 modifier on HDT each turn
Units attacked and destroyed at 13 to 1 (or 10 to 1 since they are firing from a more stable position. Shore
surrounded) do not form Battlegroups. batteries receive all other modifiers except initial
Three Battlegroups may be combined to form a single broadside, crew section loss and at Anchor.
full strength unit. The owner of the shore guns may on his turn order
This addition to the game dramatically changes and the crews to temporarily evacuate the position. This is
improves a game that was a classic in its time. to prevent their being killed by heavy fire. They can
return at a later time, but cannot fire on the turn they
leave or return.
When firing at shore guns, ignore hull and rigging
hits, considering them as misses. Shore batteries are
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