1985UAIS Living Rules v21 PDF
1985UAIS Living Rules v21 PDF
© 2020, Thin Red Line Games - 20090 Trezzano S/N (MI), Italy
2.1. The Game Map .............................................................. 4 9.18. Corps Reserves (NATO Only) ...................................... 17
2.3. The Playing Pieces ........................................................ 4 9.20. Fluid Combat (Optional) ............................................... 18
5.1. Moving Land Units ......................................................... 8 12.5. Airborne and Marine Supply ......................................... 21
5.2. Moving More Than One Unit .......................................... 8 13. EMBEDDED SUPPLY (Optional) .................................. 21
5.3. Ground Unit Modes ........................................................ 8 13.1. Fuel Points Usage ........................................................ 21
6.2. Effects of Friendly Units on Enemy Zone of Control...... 11 17.2. Flak vs Helicopters ....................................................... 25
6.3. Effects of Retreat on Zone of Control ........................... 11 17.3. Resolving Flak Fire ...................................................... 25
9.1. Ground Combat Resolution Sequence ......................... 12 20. COMBAT ENGINEERS (WP Only) ................................ 26
9.4. Single Echelon Assault (WP only) ................................ 13 21.2. Standard Reinforcements Arrival .................................. 26
9.5. Assault from March (WP only) ...................................... 13 21.3. Variable Reinforcements Arrival ................................... 27
9.9. Combat Results for Assault .......................................... 14 21.7. East Germany Reinforcements .................................... 27
9.10. Combat Results for Disengagement ............................. 15 21.8. Soviet Reinforcements ................................................. 28
9.11. Retreat after Combat .................................................... 15 21.9. Warsaw Pact Mobilization ............................................ 28
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21.13. Denmark Reinforcements ............................................. 29 28.1. Damaged Air Squadrons Repair................................... 46
21.14. France Reinforcements ................................................ 29 28.2. Off-Map Airfields .......................................................... 46
21.15. Italy Reinforcements..................................................... 29 28.3. Capture of Enemy Airfields ........................................... 46
21.16. Netherlands Reinforcements ........................................ 29 28.4. Capture of Enemy Heliports ......................................... 47
21.17. UK Reinforcements ...................................................... 29 29. AMPHIBIOUS LANDING ............................................... 47
21.18. US Reinforcements ...................................................... 29 30. DANISH FERRIES ......................................................... 47
21.19. West German Reinforcements ..................................... 29 31. HELICOPTERS .............................................................. 47
21.20. REFORGER Reinforcements (Pn) ............................... 29 31.1. Helicopter Movement ................................................... 47
21.21. CONUS Air Reinforcements (CA) ................................. 30 31.2. Helicopters and Air Superiority Areas ........................... 47
21.22. CONUS Sealift Reinforcements (CS) ........................... 30 31.3. Helicopter Missions ...................................................... 48
21.23. Norway Reinforcements (NO)....................................... 30 31.4. Helicopter Losses ........................................................ 48
21.24. GIUK Reinforcements (GA, GB) ................................... 31 31.5. Helicopter Transport..................................................... 48
21.25. North Atlantic Battle...................................................... 31 32. ALPINE UNITS (Optional) ............................................. 48
21.26. NATO Mobilization ....................................................... 32 33. SPECIAL FORCES (Optional) ...................................... 49
22. REPLACEMENTS ..........................................................32 33.1. Plotting Special Forces Missions .................................. 49
22.1. Ground Replacements ................................................. 32 33.2. Special Forces Mission Sequence................................ 49
22.2. Air Replacements (WP Only) ........................................ 32 33.3. Special Forces Assault Result ...................................... 49
23. WEATHER (Optional) ....................................................32 34. AIRBORNE AND AIRMOBILE UNITS (Optional) .......... 49
23.1. Bad Weather Effects on Ground Units .......................... 32 35. UNREST (WP Only)....................................................... 50
23.2. Bad Weather Effects on Aircraft ................................... 32 35.1. Poland Unrest .............................................................. 50
23.3. Bad weather Effects on Helicopters .............................. 33 35.2. Hungary Unrest ............................................................ 50
24. CHEMICAL WARFARE (Optional) ................................33 35.3. Czechoslovakia Unrest ................................................ 50
24.1. Initiating Chemical Warfare .......................................... 33 35.4. East Germany Unrest ................................................... 50
24.2. Using Chemical Warfare............................................... 33 36. REVOLTS (WP Only) .................................................... 50
24.3. Contamination Zones ................................................... 33 36.1. Triggering a Revolt in Czechoslovakia ......................... 50
24.4. Missile Delivered Chemicals (WP Only)........................ 33 36.2. Triggering a Revolt in East Germany ............................ 51
25. NUCLEAR WARFARE (Optional) .................................34 36.3. Triggering a Revolt in Hungary ..................................... 51
25.1. Initiating Nuclear Warfare ............................................. 34 36.4. Triggering a Revolt in Poland ....................................... 51
25.2. Delivering Nuclear Weapons ........................................ 34 36.5. Starting and Spreading a Revolt ................................... 51
25.3. Resolving Nuclear Attacks............................................ 34 36.6. Effect of Revolt Markers ............................................... 51
25.4. Nuclear Contamination Effects ..................................... 35 36.7. Revolt Suppression ...................................................... 52
26. WEAPONS OF MASS DESTRUCTION ESCALATION 36.8. Government Overthrowing ........................................... 52
(Optional) ..............................................................................35
37. RECONNAISSANCE AIR UNITS (Optional) ................. 52
27. AIR WAR........................................................................36
37.1. Reconnaissance Missions ............................................ 52
27.1. Aircraft Types ............................................................... 36
38. DAMAGE ....................................................................... 53
27.2. The Air Grid.................................................................. 36
38.1. Airfield / Heliport Damage ............................................ 53
27.3. Combat Radius (Optional) ............................................ 36
38.2. Port Damage................................................................ 53
27.4. Air Groups .................................................................... 37
38.3. Bridge Damage ............................................................ 53
27.5. Air Combat Modifiers .................................................... 37
39. REPAIR.......................................................................... 53
27.6. Air Superiority Phase.................................................... 37
40. LINES OF COMMUNICATION ....................................... 54
27.7. Air Superiority Combat Sequence ................................ 38
41. NEUTRAL COUNTRIES ................................................ 54
27.8. Ground Support Mission............................................... 39
42. VICTORY CONDITIONS ................................................ 54
27.9. Ground Strike Mission .................................................. 39
42.1. Political Victory............................................................. 54
27.10. SEAD Mission .............................................................. 40
42.2. Military Victory.............................................................. 55
27.11. Wild Weasel Mission (Optional) .................................... 41
27.12. Ferry Mission ............................................................... 41
27.13. Air Transport Mission ................................................... 41
27.14. Airdrop Mission ............................................................ 42
27.15. Supply Interdiction Missions (NATO Only) .................... 43
27.16. Intercept Missions ........................................................ 43
27.17. Intercept Combat Sequence ......................................... 43
27.18. Electronic Counter Measures Squadrons ..................... 45
27.19. Air Losses .................................................................... 46
28. AIRFIELDS AND HELIPORTS .......................................46
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1. INTRODUCTION
1985: Under an Iron Sky is a brigade/divisional level simulation of a central European conflict between Warsaw Pact (WP) and
North Atlantic Treaty Organization (NATO) in 1985. The five maps cover the area from Denmark, through Germany and Austria and
into the industrial heartland of Italy. The Campaign Game covers the first 50 days of war, while a number of smaller scenarios depict
operations over smaller areas and shorter time periods.
After the dissolution of Soviet Union in 1991, a lot of previously classified documents have become publicly available and revealed
that Warsaw Pact’s war machine had been overestimated on several aspects, particularly in the areas of technological gap, Pact’s
internal cohesion, satellite nations’ reliability and unit support / maintenance.
This new information has been incorporated into the game. The final result should be a balanced game, with NATO being able to
put up a credible defence and even to counterattack should the opportunity arise.
2. GAME EQUIPMENT
2.1. The Game Map
The five map sections slightly overlap to form the complete game map.
The following codes are used on counters and airfields charts to identify a specific map section:
N: North Map section
C: Central Map section
S: South Map section
Ne: North East Map section
Se: South East Map section
For example, a counter with deployment S1005 will start the game on South Map section, hex 1005.
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3. GENERAL RULES
3.1. Definition of Terms
ADA Flak: Air Defense Artillery, a mobile Support Unit armed with missiles and with a printed Flak Rating and Range.
AEW: Acronym for Airborne Early Warning, AEW are airplanes equipped with very powerful onboard radar and communication
systems. They are used to identify enemy air traffic and coordinate friendly air missions. In game, AEW squadrons give an advantage
in air combat.
Air Group: A Strike group of up to 3 Air Squadrons, assigned to the same Air Mission. Air Groups are used to resolve enemy Flak
Fire.
Air Superiority Area: A map area where both players fight for Air Superiority or where a player has achieved Air Superiority.
Assault: An Assault represents the engagement of enemy units in combat with the goal of inflicting losses or dislodging them from
their current location. Land units may attack enemy land units by Standard or Column Assault. Warsaw Pact may also attack by
Single Echelon Assault or Assault from March.
Baltic Sea: Baltic Sea has its northern limit delimited by hexes N4813 - N4913 and N3818 - N3919 - N4018 (included).
Barrage Strength: Artillery units may support friendly land units in combat by using their Offensive or Defensive Barrage Strength.
Break-Down: Division-sized units can be broken down into their component elements (a variable number of brigades or regiments).
Brigade: A Brigade has an X symbol on its counter and is typically a component element of a Division, as reported by unit designation
on the counter (i.e. 2/1 indicates the second Brigade of the first Division). Independent Brigades not subordinated to a Division have
no / in their designation number.
Cadre: Cadre represents the level of skill and training of personnel in a ground unit. The higher the Cadre, the better trained the unit
is. All units start the game with a Cadre Rating dependent on their nationality and type. Combat Units may lose their original Cadre
in combat and assume a Cadre of 5, representing gained experience in real combat (if the original Cadre was lower) or loss of non-
replaceable, highly trained troops (if the original Cadre was higher).
Combat Strength: Most of ground units have two or more printed values, representing their Combat Strength in various situations
(Attack, Defense, Artillery support and more).
Combat Unit: A Combat Unit is a division, brigade, regiment or battalion with a printed Attack and Defense value.
Contingency Defense: Some Support Units have an orange Contingency Defense Strength, used in ground combat when not
stacked with friendly Combat Units.
Displacement: When a Warsaw Pact Front Supply Head is either successfully engaged in ground combat or attacked by air units,
the Front Supply Head is displaced. When a Front Supply Head is displaced, it is moved back 5 hexes.
Division: A Division has a XX symbol on its counter. Warsaw Pact typically operates and fights using Division-sized units, while
NATO is structured to have Brigades acting as semi-autonomous units.
ECM Squadron: An air squadron operating powerful Electronic Counter Measures equipment, used to jam or disturb enemy radars.
In game, an ECM Squadron can be assigned to a particular mission to lower the effectiveness of enemy air squadrons and flak
units.
Electronic Warfare: Electronic Warfare (EW) units are used to jam enemy radio traffic, hampering or blocking coordination of the
various combat elements needed in modern war. In the game, this is represented by gaining combat advantages when an EW unit
is successfully used during an Assault.
Fatigue: Units may move and combat during hours normally dedicated to rest and refit, increasing their standard Movement
Allowance. However, doing so may expose them to Fatigue, hampering their movement and combat efficiency.
Flak: Flak is a generic term indicating any ground-to-air weapon. Ground units engage enemy air and helicopter units using Flak.
Several types of Flak are represented in the game, from fixed SAM (Surface Air Missile) to mobile ADA (Air Defense Artillery).
Independent Formation: A unit with no division designation is referred to as an Independent Formation.
Markers: various markers are used in the game to show units status, additional temporary terrain effects and similar.
Mode: Each land unit is always in one of three possible Modes: Tactical (the default mode, suited for normal movement and combat),
Road (ideal for moving fast, but vulnerable to ground and air attacks) or Hedgehog (entrenched, ideal for defense but allowing no
movement).
Movement Allowance: A quantification of a unit’s ability to move a certain distance during a Turn. Most land units have 20 Movement
Points, but may exceed this limit up to 50 Movement Points risking Fatigue.
NATO: The following nations of the North Atlantic Treaty Organization are represented in the game: Belgium (BE), Canada (CA),
Denmark (DK), France (FR), Italy (IT), Luxembourg (LX), Netherlands (NE), United Kingdom (UK), United States (US), West
Germany (WG).
Neutral: The following nations are neutral: Austria (AU), Liechtenstein (LI), Sweden, Switzerland, Yugoslavia. Sweden, Switzerland
and Yugoslavia cannot be entered by units of either Player.
Nuclear Point: Nuclear Points measures the strength of a Nuclear Attack. Each Nuclear Points represents a variable number of
nuclear warheads, up to the Kilotons required to affect the area covered by one battalion.
Recombination: The component units of a Division may, under certain conditions, recombine and form the complete Division.
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Replacement Step: A Replacement Step is used to replace losses incurred by a ground unit. Each replacement step is worth
approximately one battalion.
SAM Flak: A fixed Flak Unit, armed with Surface-Air Missiles, with a printed Flak Rating and Range.
Step: Each unit has a certain number of Combat Steps or Steps. Losses on the unit are absorbed by losing one or more Steps.
Support Unit: A Support Unit is an Artillery, Headquarter, SSM unit, EW unit, RR Regiment, FSH, Combat Engineer unit, Special
Force, SAM or mobile flak (ADA) unit. Headquarters, Artillery and Combat Engineers have a Contingency Defense Strength that
can be used in Ground Combat when they are not stacked with Combat Units.
Transport Capacity: Some Air and Helicopter Squadrons have a blue Transport Capacity value, used to transport Airborne and
Airmobile units.
Warsaw Pact: The following nations of Warsaw Pact are represented in the game: Czechoslovakia (CZ), East Germany (EG),
Hungary (HU), Poland (PO) and Soviet Union (SU).
3.2. Fractions
All fractions are rounded down, unless specified otherwise in the rules.
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4. SEQUENCE OF PLAY
Each Turn is played using the following sequence:
1. Mobilization Phase
Warsaw Pact Player declares mobilization of WP allied countries.
2. Unrest / Revolt Phase
Players checks for Unrest and Revolts starting and spreading in WP allied countries.
3. Weather Phase
Warsaw Pact Player determines weather for the current Turn.
4. External Events Phase
Players consult the North Atlantic Battle flowchart and resolve all the Decisions and Events listed for the current Turn.
5. WMD Release Phase
Both Players may request Weapons of Mass Destruction Release.
6. SSM Attacks Phase
Warsaw Pact Player conducts any SSM-Delivered Chemical Attack.
7. Air Superiority Phase
a. Air Superiority Placement Phase:
Both Players alternate in placing Air Superiority markers on the map
b. Air Superiority Allocation Phase:
Both players secretly allocate Air Squadrons to Air Superiority areas where they intend to obtain Air Superiority.
c. Air Superiority Resolution Phase:
For each Air Superiority Area, Players determine the control of the area using the Air Superiority Combat Sequence.
8. Nuclear Strike Phase
Players deliver and resolve any Nuclear Attack.
9. Warsaw Pact Action Phase
a. Warsaw Pact Reinforcement Phase:
Available Reinforcements are placed on the map or near their entry hexes.
b. Warsaw Pact Replacement Phase:
Replacement steps are received and incorporated into units.
c. Warsaw Pact Special Forces Assault Phase:
Special Forces missions are planned and executed.
d. Warsaw Pact Land Movement Phase:
Land units move and engage in combat.
e. Warsaw Pact Removal Phase:
Persistent Chemical Contamination and Flak Suppression markers are removed.
Nuclear Contamination markers are assessed to see if they are removed.
Interdiction Markers not placed during the current Action Phase are removed.
10. NATO Action Phase
a. NATO Reinforcement Phase:
Available Reinforcements are placed on the map or near their entry hexes.
b. NATO Replacement Phase:
Replacement steps are received and incorporated into units.
c. NATO Special Forces Assault Phase:
Special Forces missions are planned and executed.
d. NATO Land Movement Phase:
Land units move and engage in combat.
e. NATO Removal Phase:
Persistent Chemical Contamination and Flak Suppression markers are removed.
Nuclear Contamination markers are assessed to see if they are removed.
Interdiction Markers not placed during the current Action Phase are removed.
11. End Phase
a. All Air Squadrons in an Air Superiority Area are returned to a valid Airfield.
b. All Air Superiority Area markers are removed.
c. All Wild Weasel Markers are removed.
d. All Air Squadrons in the Used section of an undamaged Airfield are moved to the Ready section. All repair operations
of damaged Air Squadrons occur.
e. All eligible flak and artillery units receive their full complement of ammunition points.
f. All eligible NATO ground units receive their full complement of Embedded Supply.
g. All repair operations of installations occur.
h. The Turn marker is advanced to the next space and another Turn begins.
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5. LAND MOVEMENT
Generally speaking, each unit has 20 Movement Points to expend during the Land Movement Phase. Movement Points are
expended for the vast majority of game activities, including Combat. A unit may move, initiate Combat against enemy units and, if
the combat result allows it, continue moving.
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3. SSM units, Mobile ADA units, Soviet railroad regiments, and EW units have no adverse die roll modifier for Road Mode if
attacked by an enemy Ground Strike / Nuclear Strike Mission when not stacked with Combat Units.
5.4. Fatigue
Units may exceed their Basic Movement Allowance of 20 Movement Points, but doing so they are subject to Fatigue. A unit that is
at either Level 1 or Level 2 Fatigue is Fatigued. Using Fatigue, a unit can reach a maximum of 50 Movement Points used. In no
case may a unit expend more than 50 Movement Points per Movement Phase.
5.4.1 General Rules
1. At the instant a unit exceeds its Basic Movement Allowance by 1 Movement Point, the owning Player determines if the unit
incurs in Fatigue:
2. At the instant a unit exceeds its Basic Movement Allowance by 11 Movement Points, the owning Player determines if the
unit incurs in Fatigue:
Fatigue 1 Automatic
Fatigue 2 Automatic
3. At the instant a unit exceeds its Basic Movement Allowance by 21 Movement Points, the owning determines if the unit
incurs in Fatigue:
No Fatigue Automatic
Fatigue 1 Automatic
Fatigue 2 Automatic
4. If the expenditure of Movement Points for an assault necessitates a die roll for possible increase in the Fatigue Level of the
Assaulting unit, roll for Fatigue before rolling for combat.
5. If upon entering a hex, a unit expends sufficient Movement Points to qualify for two Fatigue die rolls (e.g., it expends 11 or
more Movement Points over and above its Movement Allowance by moving into that hex), then the die is rolled twice before
any other action occurs.
Example: A Warsaw Pact unit with no Fatigue has expended 19 Movement Points, and enters a Rough-1 hex in an enemy
Zone of Control. The Warsaw Pact unit must expend 4 Movement Points for the Rough-1 hex, 4 for entering an enemy
ZOC and 4 to execute a Standard Assault, bringing the total of expended Movement Points to 31. WP Player first rolls a
die for having exceeded the Movement Allowance by 1; the roll is 12, so the unit must increase Fatigue by one level. WP
Player then consults the table for having exceeded the Movement allowance by 11, and the unit now at Fatigue 1 incurs
automatically in an additional level of Fatigue. The unit is now at Fatigue 2 and the Combat resolution Sequence is started.
6. A unit can remove Fatigue at the beginning of its movement by expending 10 Movement Points for each removed Fatigue
Level.
5.4.2 Effects of Fatigue
1. Whenever a unit reaches Level 1 Fatigue, a Fatigue 1 marker is placed under the unit. Add one Movement Point to the
cost of each hex entered by a unit at Level 1 Fatigue.
2. Whenever a unit reaches Level 2 Fatigue, a Fatigue 2 marker is placed under the unit. Add 2 Movement Points to the cost
of each hex entered by a unit at Level 2 Fatigue.
3. The Fatigue Level of a Combat Unit has adverse effect on its efficiency in Land Combat (See Combat Modifiers).
4. The Fatigue Level of Support Units count as a combat modification only if there are no Combat Units stacked with them.
5. Fatigue Levels have no effect on the Movement Point cost of rail movement.
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5.5. Off-Map Movement
Both Players have the capability to move units through certain areas not covered by the playing maps themselves. Off-Map
Movement takes place during the normal Movement Phase and may be performed in either Road or Tactical Mode. Each Off-Map
track on the map displays the relative Movement Point cost and Mode (Road or Tactical) needed for using it.
1. Off-Map Areas may not be entered by air and are Immune to attack by air, missile, artillery, airborne, and Special Forces.
2. A friendly unit may move from an Off-Map Area into an enemy-controlled hex, provided the friendly unit is in Tactical Mode.
If the exit hex is enemy-occupied and the friendly unit is in Tactical Mode, it may stop and attack from a hypothetical hex
adjacent to the exit hex. Units may not retreat off-map and must take step losses if no other line of retreat is available after
an adverse combat result.
3. A unit utilizing Off-Map Movement may stop while off the map. In this case, the owning Player must record how far into the
Off-Map Track the unit has proceeded, in terms of Movement Points remaining between the unit and the exit hex.
6. ZONES OF CONTROL
The six hexagons surrounding a unit in Tactical Mode constitute the Zone of Control (ZOC) of that unit. Hexes upon which a unit
exerts a Zone of Control are called controlled hexes.
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2. A unit in Road or Hedgehog Mode does not exert a ZOC.
3. ZOCs do not extend into or out of City hexes. Zones of Control do extend into and out of Urban hexes.
4. During pre-war Turns, ZOCs do not extend across national borders.
5. A friendly unit expends Movement Points to enter an enemy ZOC. A friendly unit may enter an enemy ZOC only if it has
sufficient Movement Points to expend (See the Terrain Effects Chart).
6. All units must cease movement when they enter an enemy ZOC.
7. Whenever a friendly unit enters an enemy ZOC, it must immediately stop and initiate combat with all enemy units exerting
a ZOC into that hex (Exception: 9.5, Assault From March). A unit that has insufficient Movement Points to initiate combat
must use Fatigue Movement. If a unit still has insufficient Movement Points to initiate combat, that unit cannot enter the
hex.
8. A unit may leave an enemy ZOC as a result of an Assault or Disengagement.
9. A unit retreating as a result of a combat loses its ZOC for the remainder of the current Movement Phase (See 9.11)
10. A unit may always leave a hex controlled exclusively by friendly units without penalty or condition.
11. There is no additional effect for having more than one unit exert its Zone of Control into a given hex.
12. During a friendly Movement Phase a unit located in enemy ZOC may change mode to Tactical Mode or Hedgehog Mode.
13. A unit located in enemy ZOC cannot change Mode to Road Mode, unless another friendly Combat Unit in Tactical Mode
and not being moved is present in the same hex.
7. STACKING
More than one friendly unit can occupy the same hex, up to the restrictions listed under this rule. Stacking rules are in effect in every
moment of the game, including during movement.
1. A hex can contain 5 friendly brigades / regiments, with a maximum of 3 brigades / regiments of Combat Units, or 1 Division
plus 2 brigades / regiments of Support Units.
2. Artillery, Headquarters, Division Bases, Front Supply Heads and Railroad Regiments are counted as a Brigade each.
3. SSM, EW, Combat Engineers, Flak and Special Forces are counted as half Brigade each.
4. The stacking limit for units using Rail Movement is counted separately from the stacking limit of other units in a hex.
5. The stacking limit for units using Road Mode and moving along an Autobahn is counted separately from the stacking limit
of other units in a hex.
6. When a hex contains units in excess of the stacking limit at any time during a Turn, the excess units are eliminated from
the game by the opposing Player.
7. If a unit is forced to retreat into a hex where the stacking limit would be violated, the owning player must forfeit retreat and
take step losses instead.
8. At setup, some hexes could contain units in excess of the stacking limit. In this case, the stacking limit is temporarily ignored
but the owning Player cannot move additional units into the hex in question.
8. LIMITED INTELLIGENCE
Generally speaking, Players can examine only their own units and the top unit of enemy stacks. Use the following rules for any other
case:
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1. Any marker affecting a hex or an Installation may be examined by both Players at all times.
2. Any enemy stack adjacent to friendly units may be examined without restrictions.
3. An enemy stack in a hex Spotted by a friendly Reconnaissance Mission may be examined without restrictions.
4. Any marker affecting a unit should be placed under the unit, in order to allow the opposing Player to see the unit counter
at the top.
5. The following markers affecting an enemy unit may be examined by a Player at all times:
a. No ZOC
b. Road Mode when moving a unit
c. Hedgehog Mode
d. Fatigue Level when moving a unit
e. Out of Supply
f. Flak Suppressed
6. Markers affecting an enemy unit other than those listed above may be examined by a Player only after declaring a Ground
Combat or after a successful Reconnaissance mission.
7. A Player should ask for permission before touching an enemy stack, or alternatively the opposing Player can give the
information about the markers that could be examined.
9. GROUND COMBAT
Ground combat occurs during movement. A Combat Unit expends Movement Points to attack adjacent enemy units.
1. Whenever a friendly unit moves into an enemy ZOC, the friendly Player is required to attack all enemy units exerting a
Zone of Control into that hex (Exception: 9.5, Assault From March).
2. A unit that begins a Turn in an enemy ZOC is not required to attack.
3. A friendly unit not in enemy ZOC may attack any adjacent enemy unit. In this case, each hex containing enemy units must
be attacked separately.
4. Support units not stacked with Combat Units may receive support from air, helicopter and artillery units, should they be
assaulted. Ground Combat is then resolved using the standard rules.
5. If Support Units with no Contingency Defense Strength are attacked when not stacked with Combat Units and receive no
support, they are eliminated after the Attacker has executed any form of Assault. Such an attack does not consume any
Ammunition Points.
6. Enemy Airfields with no other units on them are considered Support Units with no Contingency Defense Strength. A friendly
unit must therefore attack before being able to enter an enemy airfield hex (See point 4 and 5).
7. Special Forces attacked when not stacked with Combat units may automatically retreat after an Assault is declared by the
attacker. If there is no available retreat path, they are eliminated.
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15. If Embedded Supply is used, the Players adjust the Embedded Ammo levels accordingly. If Ammunition Rationing (See
13.2) has been used, the relevant Player rolls for actual ammo consumption.
16. Air and Helicopter squadrons executing Ground Support Missions during the current combat are returned to the “Used”
area of a valid airfield.
17. Combat results are implemented (See 9.9 or 9.10).
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9.6. Disengagement Combat
In Disengagement Combat, the unit is trying to lose contact with adjacent enemy units in order to move freely.
1. A Phasing unit may attempt to leave an enemy ZOC in which it begins a friendly Movement Phase using Disengagement
Combat.
2. Disengagement combat is resolved using the standard Combat Sequence, with the difference that the Phasing Player is
the Defender, and the non-Phasing Player is the attacker.
3. A unit attempting Disengagement must attempt to disengage from all enemy units whose Zones of Control it is within. The
total attack value of all non-phasing Units is used to determine the Combat Ratio.
4. A unit attempting Disengagement expends 6 additional Movement Points. All rules applying to other types of combat also
apply to Disengagement, including ammunition expenditure, air and helicopter support. Only the results of combat are
different.
5. A unit failing to Disengage cannot make additional attempts during the current friendly Movement Phase.
6. Units with an Attack Strength of zero may not prevent enemy units from disengaging from their Zone of Control.
7. Units that are Out of Supply or Out of Ammo cannot prevent a unit from disengaging.
8. In a Disengagement Combat, the combat results have different meanings (see 9.10).
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C: The attack failed, with limited losses for the attacker.
1. The attacking unit must stop and cannot move any further. It may spend its remaining movement points for nonmovement
actions (Change Mode or similar).
A1 or A2: The attack failed, with considerable losses for the attacker.
1. The attacker takes losses on the unit involved in the attack (See 9.12).
2. The attacking unit must stop and cannot move any further. It may spend its remaining movement points for nonmovement
actions (Change Mode or similar).
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5. If all defending units are eliminated by the step losses suffered during combat, the Attacker achieves a Breakthrough (See
9.13).
9.13. Breakthrough
If Combat Units retreat or are eliminated due to combat, a Breakthrough marker is placed on the map on every hex previously
containing the defending units. The breakthrough marker remains in place for the remainder of the current Movement Phase.
The marker and the six adjacent hexes become a Breakthrough Zone, subject to the following rules and limitations:
1. Non-phasing Units do not exert a ZOC into a Breakthrough Zone.
2. A phasing unit entering a Breakthrough Zone expends additional Movement Points (see Movement Costs Chart).
3. Breakthrough Zones do not extend into neutral countries.
4. Breakthrough Zones do not extend across impassable hex sides or into impassable hexes.
5. Breakthrough Zones do not extend into or out of City hexes.
6. Breakthrough Zones have no effects on non-phasing player supply paths, but they do allow the Phasing Player to trace
supply paths across hexes that would be normally blocked due to enemy ZOC. Supply paths traced thru Breakthrough
Zones do not expend additional Movement Points.
9.15. Pursuit
One possible result of Disengagement Combat is Pursuit, where the non-phasing unit being disengaged from can pursuit the moving
Phasing unit.
1. One of the non-phasing player Combat Units involved in the Disengagement combat can, at owning player’s will, follow the
exact movement path made by the disengaging unit until it stops moving or make another Disengagement attempt.
2. Pursuit following Disengagement is never mandatory and may be refused or discontinued at any point by the enemy.
3. Pursuit following disengagement may not bring the pursuing enemy unit into the ZOC of a friendly unit other than the one
which successfully disengaged; such a ZOC halts the pursuit.
When defending in a Ground Combat, NATO player can declare an Active Defense.
9.16.1 Active Defense Prerequisites
1. All defending units must be of US, UK, Canadian, France or West German nationality.
2. All defending units must be in General Supply.
3. At least one defending unit must be a mechanized or armored Combat Unit in Tactical Mode.
4. Defending units cannot be completely surrounded by enemy ZOCs or units.
5. No defending unit can have a No-ZOC marker.
6. Active Defense cannot be used in a Disengagement Combat.
9.16.2 Active Defense Effects
1. NATO Player gains a +1 Combat Modifier for the combat being resolved.
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2. All involved defending units are considered to be using Active Defense.
3. If combat result is D, all NATO units using Active Defense must take one step loss in addition to any other incurred loss.
4. Active Defense effects are cancelled at the end of the single combat being resolved. If the same NATO unit is attacked
again in the same phase, it must check the prerequisites before being able to use Active Defense again.
When defending in a Ground Combat, NATO may attempt to reinforce the defending units by deploying Airmobile Battalions.
Units able to deploy Airmobile Battalions have an “A” label printed on the top left corner and are:
• WG 25th Fallschirmjäger Brigade
• WG 26th Fallschirmjäger Brigade
• WG 27th Fallschirmjäger Brigade
• UK 6th Airmobile Brigade, 3rd Armored Division
9.17.1 Airmobile Battalions Prerequisites
1. The Airmobile Brigade must be stacked with unused transport Helicopters with a transport capacity of at least 1 battalion.
2. The Airmobile Brigade must be in General Supply and in Tactical Mode.
3. The Airmobile Brigade cannot be in enemy ZOC.
4. The Airmobile Brigade must not have been attacked during the current Action Phase (including Ground Strike Missions).
5. The Airmobile Brigade must not have deployed an Airmobile Battalion during the current Action Phase.
6. The defending units in the combat being resolved must include at least one Combat Unit (i.e. Airmobile Battalions cannot
be used in a combat against support units).
9.17.2 Deploying Airmobile Battalions
1. At least one transport point of Helicopters stacked with the Brigade deploying the Airmobile Battalion is moved to the hex
being attacked, using the standard Helicopter Movement, Flak Fire and Helicopter Interception rules.
2. If the transport Helicopters take two or more step losses, the Airmobile Battalion is considered destroyed and has no effect
on the land combat being resolved. Moreover, the Airmobile Brigade being used takes one step loss.
3. If the transport Helicopters takes one step or no losses from enemy flak, the Airmobile Battalion is considered deployed
successfully.
4. The brigade deploying the Airmobile Battalion is not physically moved into the hex of the current combat. Instead, one of
its battalion is considered to be airlifted in the fight and, if everything goes well, evacuated before the enemy had the time
to react with an organized attack.
5. At the end of the combat, but before any resulting retreat / advance after combat, the transport Helicopters used must be
moved back to the same airfield they departed from (i.e., the airfield where the Airmobile Brigade is located). The transport
helicopters are marked as moved and cannot be used again in the current phase.
9.17.3 Airmobile Battalions Effects
1. NATO total defense value is increased by one and NATO gains one combat modifier for the combat being resolved.
2. The effect of an Airmobile Battalion lasts for the single combat being resolved only. Should the defending unit be attacked
again in the same phase, NATO player could attempt to deploy a new Airmobile Battalion.
3. Multiple Airmobile Battalions have no additional effect on combat. The maximum modifiers are +1 to defense value and 1
Combat Modifier.
4. If the final combat result is D, the Airmobile Brigade used must take one step loss. This is in addition to any step loss
incurred by other NATO units involved in the combat.
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5. A Combat Unit declared as Corps Reserve has a “Reserve” marker placed under it.
6. A Combat Unit maintains its Corps Reserve status indefinitely until it is moved by NATO Player or attacked by enemy
Ground Combat.
7. At the beginning of a Scenario, NATO has no Corps Reserve units unless differently stated by Scenario rules.
9.18.1 Activation of Corps Reserves
1. After Warsaw Pact Player has completed a Ground Combat (including Advance after Combat), but before the attacking
unit continues moving, NATO player can activate any or all of his available Corps Reserves.
2. Each activated Corps Reserve unit can expend a maximum of 6 Movement Points, using the standard Movement Rules.
3. Corps Reserve in an enemy ZOC cannot be activated, unless in a hex with another Combat Unit.
4. Activated Corps Reserves cannot enter in an enemy ZOC or Breakthrough Area, unless a friendly Combat Unit is already
present in the hex.
5. Activated Corps Reserves cannot attack enemy units.
6. After being activated or moved, a Corps Reserve unit loses its Corps Reserve status.
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Electronic Warfare 1
Combat Engineers 1
SSM 1
Headquarters 1
Soviet FSH, Railroad Regiments 1
2. NATO units record Step Losses by using Casualty markers with a 2 printed on the back side. In other words, a NATO unit
with one Step Loss has a 1 Casualty marker under it, while a NATO unit with two Step Losses has a 2 Casualty marker
under it.
3. WP units record Step Losses by using Casualty markers with a 3 printed on the back side. In other words, a WP unit with
one Step Loss has a 1 Casualty marker under it, while a WP unit with two Step Losses has a 3 Casualty marker under it.
4. If a unit incurs in Step Losses, the owning player place a Casualty marker under the affected unit, or flip the already existing
Casualty marker to reflect the new level of casualties.
5. If the step losses on a Division size unit equals or exceeds its number of combat steps, the unit is replaced by its Division
Base unit.
6. If the step losses on a non-Division size unit equals or exceeds its number of combat steps, the unit is eliminated.
7. If the Ground Combat being resolved involves friendly Combat Units, step losses suffered must be absorbed by those
Combat Units. If all the Combat Units are eliminated, any Support Unit stacked with them is also eliminated (exception:
Front Supply Heads are displaced instead).
8. If the Ground Combat being resolved involves only friendly Support Units, they are eliminated (exception: Front Supply
Heads are displaced instead).
12. SUPPLY
Units must be in supply in order to function at their maximum capacity. The supply status of a unit is determined at the instant the
unit initiates movement and at the instant the unit participates in combat. If units are not in supply, they are penalized with respect
to their movement and combat capabilities.
The game can be played using only the General Supply Rules, easier to handle. If Players agree, they can add the Embedded
Supply Rules, more realistic but adding a considerable overhead.
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3. Apart from terrain, the only other movement point costs used by supply path calculation are Interdicted Hexes (where the
required additional movement points must be expended) and Civilian Panic Hexes (where the movement point cost is
calculated using Tactical Mode).
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12.4.1 Out of Supply Effects
1. An Out of Supply unit may not expend more than 5 Movement Points during a friendly Movement Phase. This condition
continues until the unit is in General Supply again.
2. An Out of Supply unit cannot voluntarily initiate combat.
3. An Out of Supply unit involved in combat adds 8 to the enemy Combat Modifiers.
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4. A unit out of General Supply and with no Ammunition Points remaining cannot initiate combat.
5. A unit out of General Supply with at least 1 Ammunition Points remaining during a combat may use Ammunition Rationing.
Ammunition Rationing adds 2 to the enemy Combat Modifiers. At the end of the combat, the owning player rolls a die: if
the result is 1 to 10, the unit expends 1 Ammunition Point.
6. A WP unit using Single Echelon Assault or a NATO unit using Active Defense cannot use Ammunition Rationing.
14.1. Break-down
1. During the friendly Movement Phase, a Division not in an enemy ZOC may break down into its components units by
expending 2 Movement Points in Road Mode or 4 Movement Points in Tactical Mode. Replace the Division counter with its
designated component units (NATO) or with generic component units (WP).
2. After the Break-down, each component unit can be moved separately and has Movement Points remaining equal to the
number of Movement Points that the original Division had remaining after concluding Break-down.
3. After the Break-down, each component unit has the same Fatigue Level as the original Division.
4. After the Break-down, each component unit has the same Step Losses as the original Division, except for the Division
Base; the Division Base component unit never inherits Step Losses.
5. If using Embedded Supply, each Component Unit after Break-down has the same Fuel and Ammunition Points as the
original Division.
14.2. Recombination
1. During the friendly Movement Phase, a Division can be recombined when all its component units are in the same hex and
not in enemy ZOC. Remove the Component Units and replace them with the Division counter with the same Designation
(NATO) or with any Division which has been broken down in a previous turn (WP).
2. Each Component Unit expends 4 Movement Points to Recombine; if any Component Unit cannot expend the 4 required
Movement Points, the Recombination cannot take place. The Players must keep track of the expended Movement Points
for each Component Unit that has moved and will recombine later during the Movement Phase.
3. The Recombined Division will have a number of expended Movement Points equal to the Component Unit that expended
the most Movement Points.
4. Some Divisions do not have all their Component Units on the map at the beginning of a Scenario. These Divisions cannot
be Recombined until all the Component Units arrived on the map.
5. When a Division Recombines, its Fatigue Level equals to the highest Fatigue Level of the Recombined Component Units.
6. If using Embedded Supply rules, the recombined Division Fuel and Ammunition Points equal to the lowest Fuel and
Ammunition Points of the Recombined Component Units.
7. When one or more Component Units of a Division are surrounded by enemy ZOC, the remaining Component Units may
Recombine by considering the surrounded Component Units as Eliminated (See point 8 below). The Component Units not
Recombined will be treated as Independent Formations.
8. When the Component Units Recombine, the Step Losses on the resulting Division are calculated according to the following
table; each eliminated Brigade or Regiment counts as 3 Step Losses, and an eliminated Division Base count as 1 Step
Loss. Surrounded Component Units not Recombining (See Point 7) are counted as eliminated.
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BE 16th Mech 16 Mech Div. Base, 4/16 Mech, 12/16 Mech, 17/16 Arm
BE 1st Mech 1 Mech Div. Base, 1/1 Mech,7/1 Mech, 10/1 Mech
DE Jutland Jut Div. Base, 1/Jut Mech, 2/Jut Mech, 3/Jut Mech
DE Zealand Zea Div. Base, 1/Zea Mech, 2/Zea Mech
FR French Divisions cannot be broken down or recombined; they have no brigade structure.
IT Centauro Centauro Div. Base, C/Ce Arm, G/Ce Mech, L/Ce Mech
IT Ariete Ariete Div. Base, 8/Ar Mech, 32/Ar Arm, 132/Ar Arm
IT Mantova Mantova Div. Base, B/Man Mech, I/Man Mech, P/Man Arm
IT Folgore Folgore Div. Base, G/Fol Mech, T/Fol Mech, V/Fol Arm
st
NE 1 Mech 1 Div. Base, 11/1 Mech, 12/1 Mech, 13/1 Arm
NE 4th Mech 4 Div. Base, 41/4 Arm, 42/4 Mech, 43/4 Mech
th
NE 5 Mech 5 Div. Base, 51/5 Arm, 52/5 Mech, 53/5 Mech
UK 1st Arm 1 Div. Base, 7/1 Arm, 12/1 Arm, 22/1 Arm
rd
UK 3 Arm 3 Div. Base, 4/3 Arm, 6/3 AirMob, 19/3 Mech
UK 4th Arm 4 Div. Base, 11/4 Arm, 20/4 Arm, 33/4 Arm
UK 2nd Mech 2 Div. Base, 15/2 Mech, 24/2 Mech, 49/2 Mech
US 3rd Arm 3A Div. Base, 1/3A Arm, 2/3A Arm, 3/3A Arm
US 8th Mech 8 Div. Base, 1/8 Mech, 2/8 Mech, 3/8 Mech
US 1st Arm 1A Div. Base, 1/1A Arm, 2/1A Arm, 3/1A Arm
US 3rd Mech 3 Div. Base, 1/3 Mech, 2/3 Mech, 3/3 Mech
US 1st Arm Cav 1C Div. Base, 1/1C Arm Cav, 2/1C Arm Cav
US 2nd Arm 2° Div. Base, 1/2A Arm, 2/2A Arm, 3/2A Arm
st
US 1 Mech 1 Div. Base, 1/1 Mech, 2/1 Mech, 3/1 Mech
US 4th Mech 4 Div. Base, 1/4 Mech, 2/4 Mech, 3/4 Mech
th
US 5 Mech 5 Div. Base, 1/5 Mech, 2/5 Mech
US 24th Mech 24 Div. Base, 1/24 Mech, 2/24 Mech
nd
US 2 Marine 2Mar Div. Base, 2/2Mar Mar, 6/2Mar Mar, 8/2Mar Mar
WG 6th PG 6 Div. Base, 16/6 PG, 17/6 PG, 18/6 Pz
WG 1st Pz 1 Div. Base, 1/1 PG, 2/1 Pz, 3/1 Pz
WG 3rd Pz 3 Div. Base, 7/3 PG, 8/3 Pz, 9/3 Pz
WG 7th PG 7 Div. Base, 31/7 PG, 32/7 PG, 33/7 Pz
WG 11th PG 11 Div. Base, 31/11 PG, 32/11 PG, 33/11 Pz
WG 4th PG 4 Div. Base, 10/4 PG, 11/4 PG, 12/4 Pz
WG 10th Pz 10 Div. Base, 28/10 Pz, 29/10 Pz, 30/10 PG
WG 1st G 1G Div. Base, 22/1G PG, 23/1G Alp, 24/1G Pz
th
WG 5 Pz 5 Div. Base, 13/5 PG, 14/5 Pz, 15/5 Pz
WG 2nd PG 2 Div. Base, 4/2 PG, 5/2 PG, 6/2 Pz
th
WG 12 Pz 12 Div. Base, 34/12 Pz, 35/12 PG, 36/12 Pz
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13B10 Arm
SU 11B9 Arm 1x 1C2 Div. Base, 3x 2D1 rgts
10B8 Arm
15B17 Mech
SU 13B15 Mech 1x 1C2 Div. Base, 3x 2D2 rgts
10B13 Mech
9B11 Mech
SU 8B10 Mech 1x 1C2 Div. Base, 3x 1D2 rgts
7B10 Mech
WP Ally Arm Division 1x 1D2 Div. Base, 3x 2D1 rgts
WP Ally Mech Division 1x 1D2 Div. Base, 3x 1D2 rgts
The counter mix is not an absolute limit to WP Divisional Break-down. Most Warsaw Pact Divisions were actually organized on 4
regiments, but of relatively small size in personnel and not conceived to operate as independent units. Hence the decision of
breaking WP Divisions down into 3 regiments.
16. HEADQUARTERS
Headquarters represent the command and logistical structure of a national Army, and the supply network of both sides heavily relies
on them to function properly.
1. A Headquarter is a Support Unit with 1 Combat Step and a Contingency Defense Strength.
2. A Headquarter counts as 1 Brigade for stacking purposes.
3. A Headquarter may be used by friendly Units to build a valid Supply Path and draw General Supply (See 12.0).
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The following rules apply to Flak Units:
1. SAM and ADA Units are Support Units with 1 Combat Step.
2. A SAM or ADA Unit counts as half Brigade for stacking purposes.
3. SAM Units, ADA Units and Embedded Flak with A+, A or B Rating have 3 Flak Ammunition Points.
4. Embedded Flak with C or D rating does not use Flak Ammunition Points.
5. During the End Phase of the Turn, all Flak Units in General Supply receive their full allotment of Flak Ammunition Points.
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3. When an FSH is involved in a Ground Combat and the Combat Result is D, the FSH is Displaced.
4. When an FSH is attacked by a Ground Strike Mission and the result is 1 or +, the FSH may be Displaced.
21. REINFORCEMENTS
Both sides may receive reinforcements during their Reinforcement Phase.
Reinforcements for the Campaign Game have their arrival turn printed on the counter. For smaller scenarios, players should use
the Scenario Reinforcements list to determine which reinforcements are available.
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2. Helicopter squadron reinforcements are placed on any friendly controlled, undamaged Airfield or Heliport not in an enemy
ZOC and not inside an enemy controlled Air Superiority Area. For NATO Helicopters, the Airfield / Heliport must also have
a corresponding nationality. If no Airfield is available, they can be delayed to the following Turn.
3. Airmobile, Airborne and Special Forces reinforcements are placed on a friendly controlled, undamaged Airfield with a
corresponding nationality, not in an enemy ZOC and not inside an enemy controlled Air Superiority Area. Alternatively, they
can be delayed one Turn or they can enter the following Turn using the reinforcement rules for ground units of their
nationality.
4. Ground unit reinforcements that are not Airmobile, Airborne or Special Forces enter the map during the friendly Land
Movement Phase from specific map hexes, depending on their nationality (see nationality rules below). They may enter in
Tactical or Road Mode, at owning Player’s discretion.
5. The entry hex cannot be occupied by enemy Units or in an enemy ZOC. If there’s no available entry hex, they can be
delayed to the following Turn.
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2. East German reinforcements marked with “EM” are mobilization units and arrive only if WP Player declares East German
Mobilization (see 21.9).
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21.12. Canada Reinforcements
1. Canadian reinforcements marked with a “NO” code follow the rules for Norway Reinforcements.
2. Canadian reinforcements marked with a “CA” code follow the rules for CONUS Air Reinforcements.
21.17. UK Reinforcements
1. British ground units arriving as Standard reinforcements are placed on any friendly controlled, undamaged Port that is a
valid Supply Source and is not inside an enemy controlled Air Superiority Area. Alternatively, they may be delayed one
Turn and placed on any West map edge hex in Netherlands or Belgium.
2. British units marked with a “GA” or “GB” code follow the rules for GIUK reinforcements.
21.18. US Reinforcements
1. US ground reinforcements marked with a “Pn” code (i.e. P1, P2, P3, P4, P5, P6) follow the rules for REFORGER
reinforcements.
2. US reinforcements marked with a “GA” or “GB” code follow the rules for GIUK reinforcements.
3. US reinforcements marked with a “CA” code follow the rules for CONUS Air reinforcements.
4. US reinforcements marked with a “CS” code follow the rules for CONUS Sealifted reinforcements.
5. US reinforcements marked with a “NO” code follow the rules for Norway reinforcements.
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2. REFORGER reinforcements are placed on the corresponding POMCUS site hex during the Reinforcement Phase of the
scheduled Turn. Actual arrival Turn may vary, depending on North Atlantic Battle results, enemy Air Superiority and more.
Example: US 2nd Brigade, 4th Mech Division has its counter marked with a “P2 5” deployment. It should arrive at POMCUS
Site 2 during the Reinforcement Phase of Turn 5.
3. REFORGER ground reinforcements cannot move during the Turn of their arrival. If forced to move for any reason, they are
eliminated.
4. If a POMCUS Site has been occupied by enemy Combat Units at any time, or has been destroyed by an artillery delivered
nuclear attack, all REFORGER Reinforcements scheduled to arrive at that POMCUS Site and not yet in play will be sealifted
instead. They will arrive 5 Turns later than their currently scheduled arrival turn.
5. If a POMCUS Site hex is inside an enemy controlled Air Superiority Area during the friendly Reinforcement Phase, all
REFORGER Reinforcements scheduled to arrive at that POMCUS Site and not yet in play are delayed by one Turn.
Alternatively, NATO Player can decide to move some or all the affected Reinforcements by sealift (See CONUS Sealift
Reinforcements) and reschedule them as arriving 5 Turns later than their currently scheduled arrival turn.
Example: During Turn 2, WP Player obtains Air Superiority over an area covering POMCUS Sites 1 and 2. All
Reinforcements not yet in play and marked as P1 or P2 will arrive one turn later than their currently scheduled Turn.
6. POMCUS Sites cannot be damaged by Ground Air Strikes or Special Forces Operations.
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8. “NO” WP Airborne and Airmobile units arrive at any friendly controlled, undamaged Airfield of the same nationality and not
inside an enemy controlled Air Superiority Area. Alternatively, they may enter one Turn later from any East map edge hex
in Poland.
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21.26. NATO Mobilization
1. All NATO countries automatically begin mobilizing on Turn 0, unless differently stated by specific rules of the Scenario
being played. This means that a NATO unit with a DM+5 setup code will be mobilized during the Reinforcement Phase of
Turn 5.
22. REPLACEMENTS
In a general conflict between Warsaw Pact and NATO, neither side would have had enough production capacity to replace the
equipment lost in combat since the beginning. Replacements are therefore late and scarce.
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3. Air Squadrons with Limited Weather capabilities cannot perform any mission during a Bad Weather Turn.
0 1-10
1 1-5
2+ 1-2
Example: WP player begins a Ground Combat with his moving unit. During the corresponding step of the Combat
Sequence, he executes a Missile Delivered Chemical Attack against a hex containing a NATO Artillery unit that could
support the defence. NATO Player rolls a 6; the artillery is disabled for the Ground Combat being resolved, but returns to
its normal functionalities immediately after the conclusion of the attack. Should WP Player make a second attack involving
the NATO artillery unit, he could launch a second SSM-Delivered Chemical Attack to try disabling it again.
5. All air and helicopter units operating from an airfield struck by an SSM chemical attack have a probability to be unusable
for the current Turn. Each time NATO player wants to use an air unit or helicopter based in an Airfield struck by SSM
Chemical Attack, he rolls a die and finds the result in the table below. Air unit and helicopter failing to take off cannot roll
again for the remainder of the current Turn. (Exception: point 6 below)
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Turns passed since beginning of Abort die roll
chemical warfare (air unit /helicopter cannot take off)
0 1-10
1 1-5
2+ 1-2
Simulations conducted at Ramstein in the ‘80s concluded that the Soviets didn’t have the necessary delivery capacity to
paralyze a large airfield, but they would have been able to seriously disrupt ground crew operations.
6. Air or Helicopter units operating from an airfield struck by an SSM chemical attack can transfer to another airfield without
rolling a die. An air unit transferred to another airfield cannot be used for the rest of the current Turn. A helicopter unit
cannot be used for the rest of that Land Phase.
The air / helicopter transfer rule prevents WP player to continuously strike some key NATO airfields and make their air
assets useless for the whole game. In any real war situation, NATO would have found a way to move the air assets to
another airfield, no matter what.
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7. A Division eliminated by a Nuclear Attack is replaced by an appropriate Division Base. The newly placed Division Base is
not subject to the Nuclear Attack just resolved.
8. If a Nuclear Attack obtains at least one step loss result, the Executing Player rolls a die on the Nuclear Contamination
Table. The Nuclear Contamination level of the hex is then adjusted accordingly by using “Nuclear” markers. Nuclear
Contamination has a maximum level of 3.
Example: WP Player attacks a hex, already at Nuclear Contamination 1, with 5 Nuclear Points. The Nuclear Attack inflicts
3 step losses. WP Player decides to inflict all the 3 Step Losses to a single NATO brigade in the hex; as the Brigade is in
Hedgehog Mode, it suffers 2 Step Losses.
After implementing the results of the Nuclear Attack, WP Player rolls a 9 on the Nuclear Contamination Table, obtaining a
“2” result. The Nuclear Contamination of the target hex is raised to “3”.
Weapons of Mass Destruction Escalation rule simulates the uncertainty about the consequences of employing WMDs in a Central
European conflict. The objective is to discourage a light-hearted utilization and force Players to think again.
When using this rule, a Player employing Chemical or Nuclear weapons somewhat forfeits his control over the future direction of
the events. Once the red line has been crossed, the escalation could go out of control, eventually leading to a strategic nuclear
exchange between the two blocs.
When using WMD Escalation Rules, Players cannot freely decide to employ Chemical or Nuclear weapons. Each Player must first
obtain the release of these weapons from the political leadership.
There are two different types of Weapons of Mass Destruction: Chemical Weapons and Nuclear Weapons.
1. At game start, neither Player can use any type of WMD.
2. Before being able to use a WMD Type for the first time, a Player must roll on the appropriate WMD Release Table during
the WMD Release Phase. The Player declares the type of WMD he requests to Release and rolls a die on the appropriate
WMD Release Table. Note: Even when using WMD Escalation Rules, NATO Player cannot be the first to release Chemical
Weapons.
3. A Player may request the release of a WMD Type once per Turn. Once a WMD has been released for a Player, he cannot
voluntarily request for its release for the remainder of the game.
4. In the Turn following the first Release of a WMD type by a Player, the opposing Player must roll on the appropriate WMD
Release Table for his side. If both Chemical and Nuclear Weapons were released during the same Turn, roll separately for
both.
5. The actual utilization of a Released WMD by a Player does not change in any way the sequence above. In other words, it
does not matter if the Player who obtained the release of a WMD actually used it in the game. The opposing Player will
have to roll on the WMD Release Table in any case.
6. WMD Release Table may result in a Strategic Nuclear Exchange between NATO and Warsaw Pact. In that case, the first
Player who requested the Release of any WMD loses the game with a Decisive Political Defeat. Of course, there is hardly
a winner.
Example:
During the WMD Release Phase of Turn 3, Warsaw Pact Player decides to request the release of Chemical Weapons.
Warsaw Pact Player consults the WMD Release Table under the “WP requests Chemical Weapons Release” section and
rolls a 6. Chemical Weapons are released for Warsaw Pact.
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As WP released Chemical Weapons in Turn 3, NATO Player must consult the WMD Release Table during the WMD
Release Phase of Turn 4. NATO Player rolls a 10 under the “WP released Chemical Weapons” section. Chemical and
Nuclear Weapons are released for NATO.
As NATO released Nuclear Weapons during Turn 4, WP Player must consult the WMD Release Table during the WMD
Release Phase of Turn 5. WP Player rolls a 17 under the “NATO released Nuclear Weapons” section. A Strategic
Nuclear Exchange is triggered and, as Warsaw Pact was the first to release a WMD, the game ends with a Warsaw Pact
Decisive Political Defeat.
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2. Each Air Squadron executing a mission must determine its individual Flight Path to the mission Megahex. The Flight Path
is measured in Megahexes, from the Megahex containing the take-off Airfield to the Megahex where the mission will take
place. The length of the path will determine which values the Squadron uses when executing the mission.
3. An Air Squadron taking off from an off-map Base must trace a Flight Path from the East map edge (for Warsaw Pact) or
West map edge (for NATO). Moreover, the final length of the Flight Path is increased by one.
4. If the length of the Flight Path is equal to or less than the Combat Radius, the Squadron will use its standard printed values
during the mission.
5. If the length of the Flight Path is more than and up to double the Combat Radius, the Squadron may use Extended Combat
Radius. The Squadron’s Attack and Strike value will be both reduced by two for the duration of the mission, down to a
minimum of one.
6. If the length of the Flight Path is more than double the Combat Radius, the Squadron cannot execute the mission.
7. Aircraft with a Rn special code or listed in the following table have Long Range capability and double the Combat Radius
for all mission types. For example, a long range aircraft executing a mission with a Combat Radius of 4 will have a Combat
Radius of 8 and an Extended Combat Radius of 16.
NATO F-111 (all versions), Tornado (all versions), A-6 (all versions)
Warsaw Pact Mig31 (all versions), Su24 (all versions), Yak28PP
8. After the mission is completed, an Air Squadron must return to an Airfield that is within the Combat Radius used for the
Mission (Normal or Extended).
Taking off from an Airfield and landing in a different one is not a standard practice and is covered by Ferry Missions.
Combat Radius allows a certain degree of freedom, but in most cases, aircraft will find themselves using the same
airfield both for take-off and landing.
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• Protect friendly air missions in the area.
• Attack enemy helicopters moving through the area.
• For Warsaw Pact, deny Wild Weasel Missions.
• If gained over specific facilities, delay enemy reinforcements.
• Block execution of enemy Amphibious Assaults.
• Deny General Supply to enemy Airmobile or Airborne units.
• Block Supply Paths using a port as Supply Source.
Air Superiority Phase Sequence
1. Air Superiority Placement
Players alternate in placing their “Air Superiority” chits over Megahexes.
2. Air Superiority Assignment
Players assign Air Squadrons to the Air Superiority Areas they want to control / contest to the enemy.
3. Air Superiority Combat
Players resolve Air Superiority Combat separately for each Air Superiority Area, determining who (if any) effectively gains
Air Superiority over the Megahex.
Air Superiority Placement
1. Each player has a variable number of Air Superiority markers, depending on the Scenario being played.
2. Starting with Warsaw Pact, Players alternate placing their Air Superiority markers inside any Megahex not already
containing an Air Superiority marker.
3. A Player cannot “pass” during Air Superiority Placement. If a Player chooses not to place an Air Superiority marker during
his turn, all his remaining Air Superiority markers cannot be placed during the current Turn.
Air Superiority Assignment
1. Each Player secretly assigns up to 15 Air Squadrons to each Air Superiority Area. A Player may assign Air Squadrons to
any Air Superiority Area on the map. Which Player originally placed the Air Superiority marker is irrelevant.
2. Each Player secretly assigns available AEW Squadrons to any Air Superiority Area to which he has assigned Air
Squadrons. In other words, an AEW Squadron can be assigned to an Air Superiority Area only if the Player has also
assigned Air Squadrons to that area.
3. The assignment of Air Squadrons to an Air Superiority Area is not mandatory. A Player may decide to assign no Air
Squadrons at all to a particular Air Superiority Area, conceding it to the enemy should he assign at least one Air Squadron
to it.
4. When both Players have assigned Air Squadrons to every desired Air Superiority Area, the assignments are revealed and
cannot be changed in any way.
5. Air Superiority Areas containing no Air Squadrons are removed from the map.
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e. Combat for the current box is over; resolve combat for the next box number starting from phase 4.
5. End Phase
After all the Air Squadrons with matching box numbers have fought between them, Players assess the situation:
a. If both Players still have Air Squadrons in the current Air Superiority Area, resolve another round of Air Superiority
Combat starting from phase 2 (Assignment Phase).
b. If only one Player has Air Squadrons remaining, Air Superiority Combat in the current area is won by that Player; his
surviving Air Squadrons are kept in the Air Superiority Area for later use.
c. AEW squadrons owned by the Player obtaining Air Superiority are kept in the Air Superiority Area. AEW Squadrons
owned by the opposing Player are moved off map and cannot be used for the remainder of the current Turn.
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7. Each surviving Strike Air Squadron attacks the target hex individually, using the Ground Strike Table.
27.9.3 Ground Strike Die Roll Modifiers
1. If any enemy Combat Unit in the target hex is in Road Mode, the die roll on the Ground Strike Table is modified by +4
2. If all enemy Combat Units in the target hex are in Hedgehog Mode, the die roll on the Ground Strike Table is modified
by -3
27.9.4 Ground Strike Results
Hex Interdicted
5 or 10 Place an additional “+5 MP” or “+10 MP” Interdiction marker on the target hex, up to a maximum of
+20MP. This is the additional Movement Point cost required to leave the hex.
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27.11. Wild Weasel Mission (Optional)
Wild Weasel squadrons, first introduced in Vietnam and still in use, are specifically trained and equipped to act in the opposite way
of a standard attack aircraft. A Wild Weasel aircraft wants to be illuminated by enemy air defenses, in order to locate and destroy
them with Radar Homing missiles.
In a Wild Weasel Mission, the Player targets a Megahex in order to lower the effectiveness of enemy flak inside it,
27.11.1 Wild Weasel Mission General Rules
1. Only Air Squadrons marked with a W near their designation can execute Wild Weasel Missions. The Strike Air Group
executing the mission may contain non Wild Weasel Air Squadrons (i.e., cannon fodder for enemy Flak), but only Wild
Weasel squadrons can complete the mission successfully.
2. During the Land Movement Phase, after the Phasing Player has completed the move of a Combat Unit, both Players can
execute any number of Wild Weasel Missions.
3. Each Wild Weasel Mission is resolved using the Wild Weasel Mission Sequence, before executing the next one.
4. Wild Weasel Missions can be executed only on Megahexes with friendly or no Air Superiority.
27.11.2 Wild Weasel Mission Sequence
1. The Player assigns Air Squadrons as follows:
a. Up to a maximum of 6 Strike Air Squadrons
b. Up to a maximum of 6 Escort Squadrons
2. Target Megahex, number of Strike Squadrons and number of Escort Squadrons are announced to the opposing Player. No
information about Mission type or Squadrons’ values must be given.
3. Opposing Player assigns up to a maximum of 6 Air Squadrons to Intercept.
4. Interception attempt is resolved using the Intercept Combat Sequence.
5. The Player executing the mission organizes his surviving Strike Squadrons into Air Groups.
6. Opposing Player’s flak fires at each Air Group. To be able to fire, a Flak Unit must be physically inside the target Megahex.
Moreover, Flak Unit must be a Fixed SAM, a mobile ADA, or embedded Flak with A+, A or B Rating.
7. If at least one Wild Weasel Squadron survives with undamaged steps, the executing Player places a “Wild Weasel” marker
over the target Megahex.
27.11.3 Wild Weasel Effects
1. All hexes in the target Megahex become a Wild Weasel Area for the remainder of the Turn.
2. Warsaw Pact Flak located inside a Wild Weasel Area has its maximum range reduced to 1.
3. Warsaw Pact Flak firing on NATO air squadrons inside a Wild Weasel Area adds 2 to their die roll on the Flak Combat
Table.
4. A Wild Weasel Marker is removed during the End Phase of the Turn.
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6. Air Squadrons starting at the same airfield can combine their transport capacity to execute a Transport Mission.
7. The arrival Airfield must have a valid Nationality for the Air squadrons executing the mission.
27.13.2 Air Transport Mission Sequence
1. The executing Player assigns Air Squadrons as follows:
a. Up to 6 Strike Air Squadrons, using exclusively Air Transport squadrons
b. Up to 6 Escort Air Squadrons
2. Target Megahex, number of Strike Squadrons and number of Escort Squadrons are announced to the opposing Player. No
information about Mission type or Squadrons’ values must be given.
3. The opposing Player assigns up to a maximum of 6 Air Squadrons to Intercept. Interception attempt is resolved using the
Intercept Combat Sequence.
4. The executing Player organizes his surviving Transport Squadrons into Air Groups.
5. The opposing Player’s available Flak fires at each Transport Air Groups.
6. For every step of transporting aircraft destroyed, the transported units must lose one combat step. If, after the step losses,
the surviving air transport capacity is less than the Transport cost of the units, the transported units must immediately
reduce their transport cost by losing an appropriate number of Combat Steps. If all transport aircraft are destroyed, the
transported units are also destroyed.
7. Transported units are debarked in the arrival hex.
8. The transporting air squadrons may remain in the destination Airfield or return to a different Airfield, at owning Player’s
discretion.
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27.15. Supply Interdiction Missions (NATO Only)
NATO Player may execute this specialized type of Ground Strike Mission in order to destroy Warsaw Pact supply convoys. If
successful, Warsaw Pact Units will be forced to move and fight with rationed supply.
27.15.1 Supply Interdiction Mission General Rules
1. At the beginning of the Warsaw Pact Land Movement Phase, NATO player may demand to Warsaw Pact player to trace
the Supply Path of any or all his Front Supply Heads.
2. After Warsaw Pact has traced the Supply Paths, NATO Player may attack any hex along them by executing a Supply
Interdiction Mission. The mission is resolved as a standard Ground Strike Mission, but with different results.
3. If a Supply Interdiction Mission obtains a result in red on the Ground Strike Table, all Front Supply Heads using that Supply
Path are Interdicted for the rest of the current Turn.
4. When using Reconnaissance rules, a Recon mission is not needed to execute a Supply Interdiction Mission.
27.15.2 Supply Interdiction Effects (with Embedded Supply Rules)
1. All Combat Units tracing their Supply to an Interdicted Front Supply Head cannot move more than 2 hexes, unless using
Embedded Supply.
2. All Combat Units tracing their Supply to an Interdicted Front Supply Head add 4 to the enemy Combat Modifications during
Land Combat, unless using Embedded Supply.
3. An Interdicted Front Supply Head may resupply a maximum of 10 Divisions with Embedded Supply Points.
27.15.3 Supply Interdiction Effects (without Embedded Supply Rules)
1. All Combat Units tracing their Supply to an Interdicted Front Supply Head cannot move more than 3 hexes.
2. All Combat Units tracing their Supply to an Interdicted Front Supply Head add 2 to the enemy Combat Modifications during
Land Combat.
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4. Escort Combat Phase
In the Escort Combat Phase, Escort and Intercept Air Squadrons fight each other. Intercept Air Squadrons may choose to
Engage (forfeiting their chance to fire at Strike Squadrons) or Evade (forfeiting their chance to fire at Escort Squadrons).
Starting with box number 1, each Squadron resolves Air Combat against the enemy Squadron with a matching box number.
A Squadron in a box with no matching enemy Squadron may attack any enemy Intercept or Escort Squadron. In this case,
the enemy Squadron will be attacked more than once, but will fire back only at the Squadron with a matching box number.
a. Each Player subtracts the enemy Squadron Evasion Value from the friendly Squadron Attack Value to determine the
column he will use on the Air Combat Table.
b. Escort Player rolls a die on the Air Combat Table, applies the appropriate die roll modifiers and find the result inflicted
on the Intercept Squadron.
c. Intercept Player announces if his Squadron will Engage or Evade. If the Intercept Squadron Evades, skip to phase
4.e.
d. Intercept Player rolls on the Air Combat Table, applies the appropriate modifiers and find the result inflicted on the
Escort Squadron.
e. Each player assigns step losses inflicted on his own Squadron. Squadrons with no undamaged steps left or suffering
an Abort result are immediately returned to the Used section of any valid Airfield.
f. Escort Combat for the current box is over; resolve combat for the next box number starting from phase 4.a.
After all Air Combat boxes have been resolved:
a. Surviving Intercept Squadrons which chose to Engage are returned to the Used section of any valid Airfield, or to
their original Air Superiority Area.
b. Surviving Intercept Squadrons which chose to Evade are arranged by the owning player on the Attack Boxes of the
Intercept Combat Chart, starting from the lowest numbered box and going upward.
c. Surviving Escort Squadrons are returned to the Used section of any valid Airfield, or to their original Air Superiority
Area.
5. Attack Numerical Superiority Determination
Each Player counts his total number of undamaged Squadron steps in Attack or Strike boxes. If a Player has double or
more steps than the other, he obtains Numerical Superiority for the whole duration of the Attack Combat Phase.
6. Attack Combat Phase
During the Attack Combat Phase, Intercept Squadrons that successfully evaded Escort may attack enemy Strike
Squadrons.
Starting with box number 1, each Attack Squadron fires at the Strike Squadron with a matching number. An Attack
Squadron with no matching Strike Squadron may attack any Strike Squadron.
a. Strike Player announces if his Squadron voluntarily aborts the Mission. In this case, skip to phase 6.f.
b. Subtract the Strike Squadron Evasion Value from the Attack Squadron Attack Value to determine the Air Combat
Table column.
c. Attack Player rolls a die on the Air Combat Table, applies the appropriate die roll modifiers and find the result inflicted
on the Strike Squadron.
d. Strike Player distributes the step losses inflicted on his Squadron. If the squadron has no undamaged steps left, it is
immediately returned to the Used section of any valid Airfield.
e. If the Strike Squadron suffered no Abort result, it may continue its Mission.
f. If the Strike Squadron suffered an Abort result or voluntarily decided to Abort, it is returned to the Used section of any
valid Airfield.
g. Attack Squadron is returned to the Used section of any valid Airfield, or to its original Air Superiority Area.
h. Attack Combat for the current box number is over; resolve combat for next box number starting from phase 6.a
Example:
Warsaw Pact Player executes a Ground Strike mission against a NATO B-3 Fixed SAM site near Bremen, He assigns 2
Soviet Su24 (B-6-4) and 1 Soviet Mig27M (B-7-6) squadrons as Strike group; as escort, he assigns 1 Soviet Mig21bis (9-
7-1) and 1 Polish Mig21PFM (7-7-1).
Warsaw Pact Player announces a mission against Megahex N2733, composed by 3 strike squadrons and 2 escort
squadrons. NATO Player decides to Intercept and assigns 2 West German F-4F Squadron (9-10-5) to the mission, taking
them from NATO Airfields.
NATO Player rolls a die to see if Interception attempt succeeds. He rolls an 8 for the first squadron, modified to 10 by the
+2 Intercept modifier of the Megahex containing the target hex, and a 4 for the second squadron, modified to 6. First
squadron successfully intercepts, while the second squadron is returned to the Ready section of a valid Airfield.
Both players secretly place their Air Squadrons on the Intercept Combat Chart, and then reveal their disposition.
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As Warsaw Pact has a total of 4 steps (2 Escort full-strength squadrons) against NATO’s total of 2 step (1 full strength
Intercept squadron), Warsaw Pact Player gains Numerical Superiority in the Escort Combat Phase and will have 2 modifiers
in his favour for the duration of this phase.
Soviet Mig21bis in Escort Box 1 fires at WG F-4F in Intercept box 1. Warsaw Pact rolls on the -1 Air Combat column
(Mig21bis combat value of 9 minus F-4F evasion value of 10). WP Player rolls a 6, modified to 7 (+2 for Numerical
Superiority, +2 for Soviet Pilot Rating, -3 for West German Pilot Rating), inflicting no damage or abort to NATO squadron.
NATO F-4F squadron decides to Evade the escort, so it does not fire back on Soviet Mig21bis.
Polish Mig21PFM on Escort box 2 has no matching enemy squadron, so it can fire against any Intercept box without fear
of return fire. It rolls on the -3 Air Combat column (Mig21PFM combat value of 7 minus F4-F evasion value of 10). WP
Player rolls a 12, modified to 11 (+2 for Numerical Superiority, 0 for Polish Pilot Rating, -3 for West German Pilot Rating),
and once again inflicts no damage or abort to NATO squadron.
NATO squadron suffered no abort results and decided to Evade escort, so it can now attack Warsaw Pact Strike squadrons.
The F4-F is moved to Attack Box 1.
Warsaw Pact Player returns his Escort squadrons to the Used section of any valid Airfield.
In Attack Phase, Warsaw Pact has a total of 6 steps (3 full strength squadrons) against NATO 2 steps (1 full strength
squadron), so Warsaw Pact has again Numerical Superiority for the duration of the Attack Phase.
WG F-4F in Attack box 1 fires at Soviet Su24 in Strike box 1, using Air Combat column +3 (F4-F combat value of 9 minus
Su24 Evasion value of 6). NATO Player rolls a 13, modified to 12 (-2 for WP numerical superiority, -2 for Soviet Pilot Rating,
+3 for West German Pilot Rating). WP Su24 squadron takes 1 step loss and must abort the mission.
NATO player returns his intercept squadron to a valid airfield, and the two remaining WP squadrons execute the ground
strike mission against hex N2733.
27.17.1 Intercept Pursuit (Optional)
When using this rule, a Strike Squadron voluntarily aborting does not automatically avoid Attack Squadron(s) fire.
1. If the Strike Squadron voluntarily aborts during Phase 6.a, the Strike Player rolls a die and applies the Intercept Modifier of
the Megahex containing the target hex of the mission (left number for NATO, right number for WP).
2. On a modified roll of 9 or more, the Strike Squadron successfully disengages before combat.
3. On any other modified roll, the Attack Squadron may fire at the Strike Squadron.
4. Irrespective of the result, the Strike Squadron cannot change its mind and must abort the mission.
27.17.2 Attack Squadron Splitting (Optional)
When using this rule, the Intercept Player can Split an Attack Squadron and engage two different Strike Squadrons during the Attack
Phase.
1. In order to Split, an Attack Squadron must have no Damaged or Destroyed steps.
2. A Split Attack Squadron is considered to occupy the Attack Box where it is placed and the adjacent Box with a higher
number. No other Attack Squadron can be placed in those boxes.
3. During the Attack Phase, the Split Squadron will make a total of two attacks, one against each enemy Strike Squadron with
a matching number.
4. A Step Destroyed result inflicted by a Split Attack Squadron is converted to a Step Damaged, and a Step Damaged result
is ignored (i.e., a 1 Destroyed 1 Damaged result becomes a 0 Destroyed 1 Damaged).
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27.19. Air Losses
1. Air Squadrons possess two combat steps.
2. When an Air Squadron has one step destroyed, flip it to its back side. If it’s already on its back side, the Air Squadron is
eliminated.
3. When an Air Squadron with no damage receives a Damage result, place a Damage marker under the unit. If the Air
squadron already has a damaged step, place a Damage marker over the unit.
4. An Air Squadron with all its remaining steps damaged cannot perform any activity (except returning to a valid Airfield) until
repaired.
5. Damaged steps have the same effect of destroyed steps. The only difference is that a Damaged step can be repaired.
6. When Air Losses are inflicted by Flak Fire on an Air Group, they must be distributed as evenly as possible among its
squadrons, starting from the squadron with the lowest Evasion Value.
7. Air Squadrons with a Step Loss, of the same type and nationality and starting the Land Movement Phase in the same
Airfield can be combined into a single, full strength Air Squadron. The resulting squadron retains any damaged steps of the
original squadrons.
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7. Air and Helicopter Squadrons in a captured Airfield are eliminated.
8. A captured Airfield is considered Damaged. In order to be used by friendly helicopters, it must be repaired.
D None
31. HELICOPTERS
31.1. Helicopter Movement
1. Helicopters expend 1 Movement Point for each hex entered using normal flight, and 3 Movement Points for each hex
entered using Nap-of-Earth (NOE) flight. NOE flight reduces a Helicopter vulnerability to enemy flak (See 17.2).
2. A Helicopter unit may freely change from Normal to NOE flight and vice-versa at any time without additional costs.
3. The movement value printed on Helicopter Squadrons represents their total movement, not range. The moving helicopter
must therefore be able to move to the target and back to an airfield / heliport (not necessarily the one it departed from). If
it’s unable to do so for any reason, it is destroyed (i.e. ran out of fuel and crashed).
4. Helicopters must begin and end their movement in a friendly Airfield or Heliport (exception: 21.22).
“Suicide missions” where helicopters are not able to return to an airfield are not explicitly forbidden, but are considered a
very gamey tactic.
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3. Should the Helicopter Squadron move out and successively reenter the same or another Air Superiority Area, it will have
to roll again on the Helicopter Interception Table.
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4. An Alpine unit attacking a Rough-2 hex from another Rough-2 hex adds 1 to its Combat Modifications.
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2. A Brigade or Regiment size Combat unit requires 3 Transport points to be transported, minus the number of Steps lost.
Example: A Soviet Airborne Brigade with 2 Combat Step losses requires 1 Helicopter Transport Point.
3. A Battalion-size Combat unit requires 1 Transport point to be transported.
4. An Electronic Warfare unit requires 1 Transport point to be transported.
5. An ADA unit requires 2 Transport points to be transported.
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1. Warsaw Pact Player declares Czechoslovakian Mobilization.
2. The total number of combat step losses inflicted on Czechoslovakian Divisions equals or exceeds 9 for the first time.
3. A NATO ground unit in General Supply and with a valid Line of Communication occupy for the first time one of the following
cities: Praha, Plzen.
4. Two times per game, NATO Player can challenge WP Player to demonstrate the presence of at least 2 Soviet Divisions or
Division Equivalent in Czechoslovakia. If WP Player fails to do so, Revolt is triggered in Czechoslovakia.
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2. No WP Supply Path or Line of Communication can be traced through a Revolt hex, unless the hex also contains a WP
Combat unit in Tactical Mode.
3. A Ground Unit (both NATO and WP) moving out of a Revolt hex must pay 5 additional Movement Points.
4. Revolt markers cannot be moved.
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3. If the Reconnaissance Squadron has at least one undamaged step, the opposing Player rolls a die. On a roll of 1 to 3 for
NATO and 1 to 6 for Warsaw Pact, the hex remains unspotted. On any other result, it is Spotted and a Spotted marker is
placed in the hex.
4. The Reconnaissance squadron is returned to the Used section of any valid Airfield.
38. DAMAGE
38.1. Airfield / Heliport Damage
An Airfield / Heliport can be damaged in several ways: Ground units attacking and occupying it, Special Forces Operation, Ground
Strike Missions or Nuclear attacks.
The following rules apply to a Damaged Airfield:
1. Air Squadrons based in a Damaged Airfield cannot execute Air Missions until the Airfield is repaired.
2. Helicopter Squadrons based in a Damaged Airfield / Heliport cannot execute Missions, with the exception of Ferry Missions.
3. Air Squadrons based in a Damaged Airfield cannot be Repaired.
39. REPAIR
During the Repair Phase, both Players may repair damaged installations.
1. Each Player has a certain number of Repair Points per Turn, depending on the Scenario played.
2. Repair Points cannot be accumulated from Turn to Turn. If they are unexpended, they are lost.
3. In order to be Repaired, a damaged installation must be occupied by a friendly unit or be in a friendly ZOC, and must be
able to trace a valid Line of Communication.
4. An installation inside a Nuclear Contamination Zone can be repaired by expending double the usual number of Repair
Points.
5. A Damaged Airfield can be repaired by expending 5 Repair Points.
6. A Damaged Heliport can be repaired by expending 3 Repair Points.
7. A Damaged Port can be repaired by expending 10 Repair Points.
8. A Damaged Bridge can be repaired by expending 3 Repair Points.
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40. LINES OF COMMUNICATION
Several rules require a Player to trace a Line of Communication for a unit or Installation.
1. A Line of Communication is a path of contiguous land or ferry hexes of any length, free of enemy units, enemy ZOC and
unpassable or Alpine hex sides.
2. A Line of Communication cannot be traced through a neutral country.
3. Warsaw Pact can trace a Line of Communication from the hex requiring it to any East or Southeast map edge.
4. Warsaw Pact can trace a Line of Communication from the hex requiring it to the ports of Odense or Kobenhavn, if they are
conquered. The used Port must not be damaged.
5. NATO can trace a Line of Communication from the hex requiring it to any West Map Edge, Italian South Map edge, or to a
Port that is a valid Supply Source.
For each WP Division with a Line of WP was first side to release Chemical
Communication on the West bank of river Rhine 5 PP Weapons 4 PP
North Atlantic lanes interdicted 4 PP WP was first side to release Nuclear Weapons 10 PP
NATO was first side to release Nuclear
Weapons 12 PP North Atlantic lanes safe 3 PP
All NATO Ports under WP Control 10 PP NATO Combat Units in West Berlin 1 PP
No Warsaw Pact countries mobilization declared 3 PP For each Nuclear Attack on City or Urban hex -10 PP
No revolts successfully started in WP countries 4 PP For each Chemical Attack on City or Urban hex -5 PP
For each Nuclear Attack on City or Urban hex -6 PP
For each Chemical Attack on City or Urban hex -3 PP
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42.2. Military Victory
If no Political Victory was obtained, Players may check for a more traditional Military Victory. A Military Victory gives no assurance
about what will happen in the near future; it only measures the achievements of each side by a strictly military point of view.
1. Military Victory Points (MPs) are gained by controlling City, Urban, Port and Airfield hexes.
2. Certain locations give a variable number of bonus MPs, in addition to the standard MPs awarded for the hexes composing
them.
3. Certain geographical objectives not located in a single hex give bonus MPs to one side or the other.
In order to count for a Player’s Military Victory Points total, a hex must meet all the following requirements:
1. The hex must have been conquered; in other words, the hex must have not been under that Player control at the beginning
of the game. A hex is conquered if a friendly unit was the last to occupy it or pass thru it.
2. The hex must be outside of enemy ZOCs (friendly units negate enemy ZOCs for purpose of this rule).
3. The hex must be able to trace a valid Line of Communication.
4. To gain the bonus MPs for a location comprising more than one hex, every single City (or urban if there is no city) hex of
the location must meet the above requirements.
To determine Military Victory, use the following sequence:
1. Each Player consults the Military Points Table determine his total number of MPs.
2. NATO total Military Points are subtracted from Warsaw Pact total Military Points, and the net result is found on the Military
Victory Table for the Scenario being played.
Standard Locations Military Points
City hex 10
Urban hex 5
Airfield 4
Strategic Locations Military Points
Bonn, East Berlin, Praha, West Berlin 30
Amsterdam, Dresden, Frankfurt am Main, Kobenhavn, Liege, Wien 20
Amsterdam, Bremen, Hamburg, Kobenhavn Port hexes 20
Gorlitz, Gyor, Innsbruck, Kiel, Karl-Marx Stadt, Koblenz, Magdeburg, Nancy 10
Bremerhaven, Emden, Gdansk, Lubeck, Luxembourg, Mestre, Odense, Rostock,
5
Szczecin, Trieste, Udine, Wilhelmshaven,
Example: At the end of the game, WP Player has conquered all the 3 city hexes of Kobenhavn and has a valid Line of
Communication to them. WP Player gains 30 MPs for the 3 city hexes, 20 MPs for controlling the strategic location of
Kobenhavn, and 20 MPs for controlling Kobenhavn port hex, for a total of 70 MPs.
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