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'85 Afghanistan: Graveyard of Empires

'85 Afghanistan: Graveyard of Empires Rulebook

Table of Contents

Table of Contents

  • 1. Components
  • 2. Unit Counters
  • 3. Action Cards
  • 4. Additional Terms
  • 5. Sequence of Play
  • 6. The Player Impulse
  • 7. Movement
  • 8. Transporting Units
  • 9. Stacking
  • 10. Ranged Combat
  • 11. Opportunity Fire
  • 12. Artillery
  • 13. Assault Combat
  • 14. Line of Sight (LOS)
  • 15. Vehicle Combat
  • 16. Rally
  • 17. Helicopters
  • 18. Action Cards
  • 19. Support Cards
  • 20. Reaction Cards
  • 21. Abilities
  • 22. Powers
  • 23. Fortifications
  • 24. Scenarios
    • Scenario: Kill Zone
    • Scenario: The 9th Company
    • Scenario: Tanks at Zhawar
    • Scenario: Jalalabad
    • Scenario: Hammer and Anvil
    • Scenario: City Boys
    • Scenario: Ambush at Sherkhankhel
    • Scenario: Air Assault
    • Scenario: Your Papers Please?

1. Components

'85 includes the following components:

a. Five maps. These regulate movement and give you and your friends something to fight over. Half hexes are playable; life is too short to ignore them!

b. Four counter sheets. Counters (cardboard chits) represent the Mujahideen and their Soviet enemies. These counters are called units. Also included are administrative markers used for signifying actions taken, combat results, and other functions. The Mujahideen counters are green, and the Soviets are red. For each nationality, the side with the white stripe represents the unit at reduced strength.

c. 58 Playing Cards. These cards Action and Event cards activate the units in the game, trigger special events, and end the turns.

d. Player Aid Card (PAC). Provides various information used when playing the game.

e. Rulebook. It's in your hands right now.

f. Eight scenarios. (Part of the rulebook).

2. Unit Counters

The following values and terms are used on unit counters.

a. Unit. Units are the fighters in '85. For examples, the Soviet T-62 tank, the Spetsnaz squad, and Aaras. In short, any counter placed on the board and used to fight against the enemy.

The numbers and icons on a unit represent the following. Note that for all these numbers, larger values represent a greater proficiency or intensity.

b. Hard target. Any unit with an Armor Factor (AF), even if it is a negative AF. These are always vehicles. Hard Targets normally have one step. The flip side of the counter displays a vehicle wreck.

c. Soft target. Any unit with an asterisk for an AF. Note that although trucks are vehicles, they are also Soft Targets (see 15. Vehicle Combat for information on targeting trucks) as are helicopters (see 17). Infantry are the dominant form of Soft Targets. The terms Infantry and Leg (7a) units are used interchangeably throughout the rules. They are:

  • Units with an illustration of soldiers.
  • A Hero. A unit whose portrait is on the counter.
  • A Leg(L) movement class.

Infantry normally have two steps. The side of the counter with a white band is the reduced unit.

d. Targeting Modifier. Top left. The unit's ability to target vehicles with armor piercing (AP) ammunition.

e. Armor Factor (AF). Bottom left. The unit's ability to survive a hit by AP ammunition. An asterisk indicates that the unit is a Soft Target and may not be targeted by AP ammunition (exception, trucks and helicopters).

f. Armor Piercing Factor (APF). Top right. The unit's ability to destroy enemy vehicles with AP ammunition.

g. High Explosive Factor (HEF). Middle right. The unit's ability to damage enemy units that do not have an Armor Factor (2e). These are referred to as Soft Targets (2c).

h. Movement Factor (MF). Bottom right. The number of movement points the unit is allocated per impulse and a letter that indicates the type of movement (7a).

i. Powers or Abilities. Center left and center bottom. In addition to the above factors, many units have Powers or Abilities.

  • Powers: These are circular icons located in the bottom center of the counter. They may be activated when a card which reads 'Power' is played by the unit's owner. When activated, disregard the card's text, and instead refer to the relevant Power in the rules or on the PAC. Whenever a unit uses a power, it is marked Ops Complete (4e).
  • Abilities: These are square icons located along the left side of a unit. Most Abilities are always on, but a handful, such as Spraying Fire, may be used at the owner's discretion. Consult the section on Abilities (21).

j. Heroes. Heroes are units, but they are much more. They represent special individuals or leaders who can turn the tide of battle. A Hero has a portrait on the counter and a name rather than a unit type. For example, Dadvar or Yuri. Keep your Heroes Powers and Abilities in mind as you play. The clever use of them can make the difference in victory and defeat. Heroes are Soft Targets. Units in a stack with a Hero move at the Heroes speed. For example, a Mujahideen Rifle unit stacked with Dadvar would have a MF of 4 if it remained with Dadvar for its entire movement.

3. Action Cards

These are the playing cards used to activate a player's units, enhance their abilities, or degrade an opponent's actions. If there is a conflict between the actions or Power a card invokes and these rules, the Action Card trumps the rules. Each card has the following components:

a. Upper and Lower Action Blocks. These contain text and denote actions your units may take or enhancements to actions taken. Green, red, and yellow icons beside the action's name show particular types of actions:

  • Green Icons. Denote an action only played in the player's impulse (exception: Opportunity Fire (11)). Unless modified by the text on a card, only one action may be played in a player's impulse. For example, a player may play a card with a Move action in the lower Action Block, to move one hex of units.
  • Red Icons. Denote an action to be played during the opposing player's impulse, in reaction to an action the other player has taken. More than one reaction may be played in response to the other player's action. For example, you could play an unexpected Cover in response to a Fire action targeting a vehicle and a Glancing Shot if the vehicle was actually hit.
  • Yellow icons. These support an action. For example, a player could play Bullet Storm to enhance an attack on an enemy Soft target. Only one of each type of supporting card may be played per action. For example, you may only play one Bullet Storm with a Fire action.

b. Power. If the Action Card contains the word 'Power' between the upper and lower Action Blocks, the owner may play the card to activate the selected unit's Power. Disregard the card's text and instead refer to the relevant Power in the rules or on the PAC. Mark the unit Ops Complete (4e) after resolving its Power.

c. Targeting number (TN). Lower left block. This number (-5 to 10) is used to determine whether the target of Armor Piercing (AP) fire is hit. There are also three other pieces of information sometimes found in this block.

  • Turret hit: This means that the vehicle's turret or other heavily armored section has been hit, increasing the targeted unit's Armor Factor (AF) by one in the event that it is hit.
  • Moving Fire (MF): When this card is drawn, a vehicle using a Move & Fire action misses its target, regardless of the number drawn.
  • Miss: The shot misses its intended target.

d. Armor-Piercing Fire (APF) Bonus. Lower right block. This is added to the attacking unit's APF and compared to the target's AF to determine if the target is destroyed. This number is either the sole number in the lower right block or the number in the lower half of the block. There are four other results located in the APF Bonus block. They are either located in the upper half of the block or are the sole result in the block. Shake, Dud, and Destroy apply to the targeted Hard Target. The word Hit in various colors applies only to Soft targets (see next entry).

  • Shake! The target is Shaken.
  • Dud! There is no effect on the target.
  • Destroy! The target is destroyed.
  • HIT. See 3(e) below.

e. High Explosive (HE) result. This is located in the top half of the lower right block. If the word Hit is present, the target might suffer a hit. There are three colors of Hit and each apply in a different circumstance (see Ranged Combat (10c) for more details).

4. Additional Terms

a. Admin markers. These are counters that assist in tracking game functions and signifying the status of units. Examples are a Fired marker, Moved marker, Ops Complete marker, Barrage, Concealed, Shaken, etc.

b. Cover Factor (CF). Most terrain has a Cover Factor that represents the amount of protection that the terrain offers. This CF is found on the Terrain Effects Chart (TEC).

c. Eligible Unit (EU). Units that are eligible for activation. This is any unit not marked with a Fire, Ops Complete, or Moved Marker. Note that some Powers allow units to be activated regardless of their state (see 22)

d. Impulse. The Phasing Player's play of card(s) to activate unit(s) to perform actions, and, if desired, the non-phasing player's playing of Reaction cards (20) and/or Opportunity Fire (11) in response. In each impulse a Player may usually play one card, which permits a single action by the units occupying one hex. There are cards such as 'Reinforcements', 'Command Ops', Special Scenario Rules (SSR), and support cards that alter this rule.

e. Ops Complete. A unit that is Ops Complete may not Move, Fire, Rally or initiate an assault. It may defend in assault, retreat from assault, and use support cards such as Light Wounds, Unexpected Cover, Glancing Shot, Ambush, or Bullet Storm (if Unshaken and Defending in assault combat). Again, some Powers allow units to be activated regardless of their state. Resilience is an example.

f. Pass. A player passes when they do not draw or discard or take any actions during their turn.

g. Phasing Player. The player whose impulse it is.

h. Turn. A turn consists of numerous impulses and ends when the scenario-designated number of 'End Turn' cards are drawn or both players sequentially pass.

5. Sequence of Play

Each turn of '85 will be a series of Impulses (4d,5) that start and end in a specific sequence:

a. Deal cards. At the beginning of each turn, remove all End Turn and Event cards from the Action Card deck, shuffle it, and deal each player four cards or the scenario designated number (see Event Cards below). Now return all the End Turn and Event cards to the deck and reshuffle. Players may not possess more than four cards in their hand at any given time unless permitted by SSR or Action Card instructions. Note that the Action Card deck is shuffled at the beginning of each turn, not the beginning of each impulse.

b. Event Cards. Most scenarios will have events that are triggered when Event cards are drawn. Place the scenario-designated number of Event cards into the deck after dealing the turn's first hand to the players. Activate events when they are drawn to fill a player's hand. When drawn the event is executed as stated in the scenario text (regardless of which side the event favors) and the card is then removed from play.

c. Any other time an Event Card is drawn (for example, when determining combat results), it is placed in the discard pile. It does not count as a card drawn.

d. Determine initiative. After the cards are dealt and the deck reshuffled, each player selects a card and places it face down in front of himself. The players reveal the cards and compare the TN (3c, lower left block). The player with the higher number gains initiative for the turn, and discards that card. They do not redraw and so this means the winner of the initiative will play with 3 cards for their first impulse. The player that loses the initiative returns the card to their hand. A word, such as "Miss" in the TN box is less than any number (even negative) for determining initiative. If the Targeting Numbers tie, refer to the Armor Piercing Fire bonus (3d, lower right block). The player with the higher APFB wins. If even those numbers tie (a rare occurrence, really) the players must choose and reveal another card from their hand. In this event the winner must only discard one card (their choice), the loser keeps both.

e. Beginning with the player who has the initiative, the players alternate impulses. In each impulse (except the first) a player fills their hand to four cards, plays cards, activates units, discards, or the player can do nothing and pass. During each impulse, the player can play one action card and appropriate supporting cards to go with it. Be aware that the text on the cards may alter the number of cards that can be played. See Player Impulse (6a) for details. When the scenario-prescribed number of 'End Turn' cards have been laid down or when both players pass consecutively, the turn moves to the Reserve Phase. If a final 'End Turn' is drawn when resolving combat (5c), complete the resolution of that action before moving to the Reserve Phase.

f. Reserve phase. The player with turn initiative moves first in the reserve phase.

  • In the Reserve phase, the player with the initiative may move all their EUs (4c), and then the other player may move all of theirs.
  • Only EUs may move in the Reserve Phase. This includes entering reinforcements that are not currently on the map.
  • EUs that begin the Reserve Phase more than three hexes from an enemy unit may move as follows: Helicopters may expend 8 movement points, units with the Wheeled (W), Off-road (O), or Tracked (T) movement class (See 7a, Movement) may expend 3 movement points. Leg (L) movement class units may expend 2 movement points, but all type of units must stop immediately upon entering a hex within three hexes of an enemy unit. Shaken units may spend 1 movement point.
  • EU that begin the Reserve Phase within 3 hexes (inclusive) of an enemy unit, may expend 1 movement point, but may not enter an enemy unit's hex. Shaken units that begin the Reserve Phase within 3 hexes (inclusive) of an enemy unit may not move.
  • EUs may Load/Unload in the Reserve Phase if they have sufficient MPs and meet all other requirements. For example, a vehicle with a MF of 6 that begins the Reserve Phase within 3 hexes of an enemy unit may NOT load/unload, because it takes one-half of the vehicle's movement (3 MPs) to do so. The same unit could unload if it stayed outside of three hexes, because it would have half of its MF. Helicopters may always unload if they are more than three hexes from an enemy unit.
  • No cards may be played in the Reserve Phase.
  • No combat occurs in the Reserve Phase.

g. Clean Up Phase. After the Reserve Phase is over, the players remove all Fired, Moved, Ops Complete and Barrage markers. Shaken markers remain in place. Smoke 1 markers are removed, and Smoke 2 markers are degraded to Smoke 1 (in that order). Both players discard all but one card from their hand (if you wish, you may discard all the cards in your hand). Advance the turn marker, combine the discard and draw pile and begin again as per step 5a (Deal Cards). Remember that event cards that have been activated are removed from play and no longer shuffled into the deck.

6. The Player Impulse

a. Draw. The player draws up to a hand size of four cards. Cards are drawn one at a time in case any of them have an immediate effect when drawn. Any End Turn cards are placed to one side (see 4c) and another card is drawn in its place. Event Cards are resolved when drawn. Alternatively, a player may Pass (see 4f) in which case they do not draw, take any actions during their turn, or discard. Play immediately passes to the other player. If both players sequentially pass then the Turn is over (see 4h) and play moves to the reserve phase.

b. Play Action Cards. During each impulse, the Phasing Player can play one Action card and as many Support cards of different names as they wish. Be aware that the text on the cards or unit Powers may alter the number of cards that you can play. For example, Command Ops allows the player to take two additional Actions or Reinforcements allows a player to draw a card and take another Action.

c. Resolve Action Cards. Once the card is played, the owner designates the unit or units the card will activate. For example, the Soviet player could play a card with the Fire Action on it to activate an eligible T-55 to fire or play a Rally Action to remove a Shaken Marker or Reconstitute (16b) a reduced unit. Actions labeled Fire, Move or Fast Move can activate all the units in a hex to do that Action. Other Actions like Punishing Fire only activate one unit. This is made clear in the card text.

Some cards do not activate a unit at all. For example, playing a Command Ops card allows a player to draw a card and then take two additional actions, Artillery calls in an artillery strike, Concealed hides a stack of Mujahideen, and Reinforcements allows a player to discard the card in order to draw another and get another Action.

Some cards activate more than one hex of units. For example, Let's Get 'Em allows the player to move Infantry units in two different hexes. Any unit not marked with a Fire, Ops Complete, or Moved marker is eligible for activation. Such units are Eligible Units (EU). There are, however, exceptions. For example, the Reload & Fire, Second Wind actions, and the Resilient Power. Units marked Fired may use the Reload & Fire card (and are marked Ops Complete afterwards), and units marked Fired or Moved may use the Second Wind action and this removes the Fired or Moved marker. A player may play a Power card on a unit with the Resilient Power to ignore a hit regardless of the unit's status or whose turn it is.

d. Discard. At the end of their impulse, a player may discard up to two cards. Playing a Reinforcements card earlier in your impulse does not count against this end-of-impulse two card limit.

7. Movement

To move, an eligible unit must be activated by a Move, Fast Move, Let's Get 'Em!, Scout, Power, or other clearly defined movement card, or be activated in the Reserve Phase. Units move hex to hex, paying the movement costs delineated on the Terrain Effects Chart to enter the terrain. Units may pass through another friendly unit's hex, but cannot violate stacking limitations (9). Units with the Assault ability may enter an enemy unit's hex but must conduct Assault Combat as described under Assault Combat (13a).

a. Movement classes. There are five movement classes in '85, and each has its designation letter next to its movement factor on the counter.

  • Leg(L): Units that have to walk.
  • Wheeled(W): Units using wheels for propulsion.
  • Off-road(O): Wheeled units with improved cross-country mobility.
  • Tracked(T): Units that commonly use tracks for propulsion.
  • Flying(F): Units that fly. For example, helicopters.

b. Vehicle movement. Vehicles face the corners of a hex, as described in (15d). The corner of the vehicle counter containing the Targeting Modifier (TM, the upper left) is considered the vehicle's front. These types of units may only move into their frontal hexes. Pivoting in place to a different facing costs them 1 MP for each vertex pivoted. They may reverse move into their flank hexes. See (15d) for a complete explanation.

c. Minimum movement. An EU given a Move action or activated in the Reserve Phase may always move at least 1 hex unless the movement would be into prohibited terrain or the EU is a Shaken unit within three hexes of an enemy unit in the Reserve Phase.

8. Transporting Units

a. A unit with a circled MF can transport one Leg movement class unit plus one Hero. The unit doing the transporting is the carrier, a unit being transported is a passenger. When halving MF, round up.

  • If the carrier and passenger begin an impulse in separate hexes, the owning player can play a Move action to move one of them up to 1/2 of its MF, into the other's hex and load. For instance, the shown BMP-1 could expend up to 3 MF to get into a hex with an Infantry unit, and then load the Infantry unit and end its move.
  • If both the passenger and carrier begin their impulse in the same hex, but unloaded, the owning player can play a Move action to load the passenger and then move the carrier 1/2 of the carrier's MF.
  • If a carrier has a passenger at the beginning of the impulse, they may either:
    1. Move 1/2 the carrier's MF and unload.
    2. Move the carrier's entire MF.
    3. Unload and each move 1/2 of their MF.

b. To denote the status of a carrier and passenger in the same hex, place loaded passengers on top of the carrier, and unloaded passengers under it.

c. Passengers unload into the same hex as the carrier, as long as they follow stacking limits (9).

d. A loaded carrier fires normally. A passenger may not fire or engage in Assault Combat.

e. If a carrier is destroyed while loaded, inflict two hits on the passenger. If the carrier is destroyed in Assault Combat, any surviving passengers retreat to an adjacent hex away from the direction the assault took place. If this is not possible, the surviving passenger is eliminated.

f. If a carrier is Shaken, so is its passenger. If a Shaken vehicle is Rallied (16a), so are all passengers.

g. Shaken passengers may unload, but neither passenger nor carrier can do more in that impulse.

h. A Shaken carrier cannot be loaded and a Shaken passenger cannot load.

i. In all instances, if either passenger or carrier is activated by a Fast Move action, the extra 1 MP is added to the total MP available before halving due to loading or unloading.

j. A Let's Get 'Em! action may be played to move and load up to two passengers, move two loaded passenger and their carriers, or move and then unload two passengers from their carriers.

k. EUs may Load/Unload in the Reserve Phase if they have sufficient MPs and meet all other requirements.

l. Specific rules for helicopters and passengers are found in the section on helicopters (17).

9. Stacking

Stacking limits for friendly units always apply. Stacking limits for friendly units apply the following rules:

  • Up to three ground units may stack in a hex.
  • Only one Hero may stack in a hex.
  • Up to two non-Hero Leg units may stack in a hex.
  • Only one ground vehicle may stack in a hex.
  • Only one Wreck counter may stack in a hex, but you can have one ground vehicle and one Wreck in the same hex.
  • Only one Air unit may stack in a hex. A landed Air unit counts as a ground vehicle.
  • Administrative counters (like Fired) and terrain modifications (like Smoke) have no stacking limits.

Example: Two Rifle and one Hero could stack. Three Rifle could not. One Rifle, one T-55 tank, and one Hero could stack. Two Rifle, and one BTR-70 with a passenger could stack, but the BTR-70 could not unload its passenger.

10. Ranged Combat

There are two types of combat in '85, ranged combat and assault combat. Ranged combat occurs when a unit attacks another that isn't in its hex. Assault combat occurs when a unit moves into an enemy unit's hex. Below is non-vehicular combat. We cover vehicle combat in a later section (15).

a. Requirements. To conduct ranged combat an Eligible Unit (4c) must have Line of Sight (14) to its target, and the owning player must play a card allowing the unit to fire (Fire, Flanking Fire, Reload & Fire, Move & Fire, or in some cases, First Fire, or a Power card). Units cannot Fire out of or into a hex jointly occupied with an enemy unit.

b. Fire against Soft Targets. Soft Targets are those that have an asterisk for their AF (2e). Typically, these are Soviet and Mujahideen Rifle units, RPG, RPD, RPK, AGS-17 and Spetsnaz units, as well as Heroes, and belong to the Leg movement class (7a). Trucks and helicopters are also considered Soft Targets, although they may also be attacked by a unit using its AP factor. Use the following procedure to resolve fire against Soft Targets:

  1. Designation: Determine the firing unit/s and the target. The attacker must have LOS to the target. For range, count the hex the target is in but not the attacker. Example: The range from 8E2 to 8E4 is 2. For HE attacks see the HE modifiers table for limits on range.

  2. Play card: Play an appropriate card. For example, Fire. See section (18) for special details for particular Action cards.

  3. Determine firepower: Calculate the total High Explosive Factor (HEF) in the attack and modify as appropriate for range, and Support and Reaction cards. Subtract the CF of the hex the target occupies as described on the Player Aid Card (PAC).

  4. Execute attack: Draw, one at a time, a number of cards from the top of the deck equal to the adjusted HEF, and consult the HE result on each card (lower right, 3e). If the correct color Hit is on the card drawn, the target has been hit. HE results on 'End Turn' cards are counted, but remember to set aside the 'End Turn' cards afterwards. If the target/s is/are destroyed stop drawing cards.

  5. Admin: Mark the firing unit(s) with a Fired marker if the units used Fire, Flanking Fire, First Fire and with an Ops Complete marker if the unit used a Power, Move & Fire or Reload & Fire.

c. HEF results. The HE result on a card (3e) will either be blank or have the word Hit in one of three colors. Whether a card drawn counts as a hit on a target depends on the type of Action and in some cases the type of unit making the attack:

The first hit on a unit Shakes it. Place a Shaken Marker on the unit. A hit on a Shaken unit flips the unit to its reduced side. A hit on a Shaken and reduced unit eliminates the unit.

A Shaken unit's MF is halved, rounding fractions down, after any other modifiers, such as Fast Move, are applied.

Example: A Shaken Mujahideen Rifle unit given a Fast Move order (which gives +1 MF) would have a MF of 2 (3 MF + 1 MF)/2 = 2.

A Shaken unit cannot fire, and may not initiate Assault combat, but may counterattack in Assault combat. Assault combat against a Shaken unit is not simultaneous. All non-Shaken units inflict their hits, and then the Shaken units counterattack. This can result in the Shaken unit being eliminated before it has a chance to counterattack. A Shaken Unit may be Rallied (see section 16).

Combat Example 1: See accompanying illustration. It is the Soviet player's impulse. They designate the Mujahideen Rifle in hex D5 as their declared target and state that they are only using one of the two Rifle squads in hex G4 to attack. The Soviet HEF is 2 and the Woods provides a Cover Factor of 1 (see player aid card), so the final HEF is 1. The Soviet player draws one card from the deck (the 'Damage Draw') and consults the lower right block. On a green Hit, the Mujahideen Rifle takes a hit, all other results are ignored. Regardless of the result, the Soviet player puts their Fire card in the discard pile and places a Fired marker on their unit.

Combat example 2: This is a similar situation, but the Soviet player uses a Power card to fire at the Mujahideen Rifle in hex E5. The Soviet Rifle unit has the 'Intensive' power, which allows them to Fire and gives them +1 to the HEF. In addition, they get +1 HEF for a range of 2 or less, and the Mujahideen have no benefit from cover. So, in addition to the base HEF of 2 the Soviet Rifle is increased by 2 more, giving them a Damage Draw of 4 cards. As before, on any green Hit, the Mujahideen Rifle takes a hit. If it took 3 hits in the first 3 cards it would be Shaken, Reduced, and then eliminated, so the 4th card would not be drawn. Because the Soviet Rifle used a Power card, they are marked Ops Complete instead of Fired.

d. Special cases:

  1. Multiple Targets in a Hex: If there is more than one target in a hex, the attacking player may choose the target and can only choose one of them. Exceptions are, Artillery (12), and Spraying Fire (21h). Unless the attack is made by a Sniper (20f), or the Hero is alone in the hex, Heroes cannot be targeted by direct fire (without this, players would do nothing but target Heroes, drastically reducing their effectiveness).

  2. Multiple attackers: All of the Eligible Units in a hex can add their HEF together, using one 'Fire', 'Move & Fire' or appropriate Power. The attacker designates one unit as the lead unit. All modifiers, range effects, abilities and Power card effects are determined by this unit, all other units only add their unmodified HEF to this unit. The only qualification is that additional units must be within their maximum range. It is not mandatory that all units in a hex must fire in a given impulse or Opportunity Fire, but if they do, they must fire at the same target.

When firing at a soft target, the HEF are summed, when firing at a Hard Target, the multiple attacks are conducted sequentially.

Example: Using the previous Combat example 2, the Soviet player activates both Rifle squads to fire on the Mujahideen Rifle in E5. Adding the second Rifle adds +2 HEF to the attack. Even though the range is short enough that the second rifle would normally get a +1 HEF bonus, it only uses its base HEF because it is a supporting unit. Similarly, only the lead unit gets the benefit of the Power card. When the combat is over, the lead unit will have an Ops Complete marker and the supporting unit will have a Fired marker.

  1. Desperation attacks: If the total HEF is 0 (zero) or less, execute the attack as if the HEF was 1, but in such cases, the attack only hits on a red or gold Hit. If such an attack would normally only hit on a red or gold Hit (For example, Moving Fire) it will only hit on a red Hit.

Example: A Mujahideen Rifle squad, with an HEF of 1, fires on a non-moving Soviet Rifle squad located in a black dot building at a range of 3 hexes. The Mujahideen's HEF is 1, but the Soviet's cover reduces it to 0. Hence the Mujahideen player will draw 1 card, hitting the Soviet squad if the card displays a red or gold Hit.

  1. Moving Penalty: If the target of a ranged attack is either currently moving or marked with a Move marker, firing units get +1 HEF for any ranged attacks made against soft targets. Scrub negates this penalty. Conversely, such fire against moving or marked with Moved Marker vehicles AND helicopters suffers -1 to the Targeting number draw (lower left block of Action card). Moving vehicles/helicopters are more difficult to hit.

  2. Mixed Target Moved Status. In rare cases, both a unit with a Moved Marker might cohabitate a square with an unmoved friendly unit. In such cases when the square is being attacked by either Spraying Fire, mortars, or artillery, figure the total attacking HEF WITHOUT adding the +1 HEF bonus for firing on a moving target. Then resolve the attack. After resolution, conduct a further 1 HEF attack against the moving unit.

Example, a Mujahideen Rifle squads enters a Clear terrain hex with a fellow Rifle squad, ending its turn there. In the Soviet player's turn, the player attacks the 2 Mujahideen squads with an RPK located 2 hexes distant. The total attacking HEF is 3 (2 HEF for the RPK unit +1 for the 2-hex range). No movement bonus is granted. The RPK gets 2 hits, Shaking both squads. The Soviet now draws a fourth card and applies the results against the unit with the Moved marker on it.

11. Opportunity Fire

a. All Opportunity Fire is a special type of attack that occurs during your opponent's impulse. If your opponent expends movement points within the LOS and range of a friendly EU (4c), and you have a card with a 'Fire' action or an appropriate Power (i.e. one that states that the unit using the Power may Fire on or otherwise attack a unit), you may temporarily halt the opponent in any hex that meets the above requirements and fire on them. A unit may be fired on each time it enters a new hex or, if the unit is a vehicle, pivots to a new vertex, or loads/unloads passengers.

If more than one unit is in the hex, one that is moving, and one that is not, the Opportunity Fire targets the moving unit.

Resolve Opportunity Fire as you would any other Ranged Combat attack (Shaken, reduced, eliminated), with the following exception. If the target unit suffers at least one hit, it must stop moving. Mark the target with an Ops Complete marker. Note that this means subsequent attacks against the target will not receive the +1 HEF bonus for firing against a moving target or a unit marked with a Move marker. Mark the attacker with a Fired marker.

Units with appropriate Powers may use the Power in an Opportunity Fire attack if they play a Power card.

12. Artillery

a. Artillery. Artillery or Mortars (see Powers PAC) is most often called as a card Action. Artillery attacks the target hex and two hexes adjacent to the target hex. Artillery may target an empty hex. The attack factor of the card, whether resolved as an HEF or APF or both, attacks each hex in the pattern. To call an artillery strike, a friendly unit--including helicopters--(called the Spotter) must have a LOS to the targeted hex and not be Shaken (10c).

The controlling player makes a Targeting Roll with 1d6. The Soviet player adds 1 to this Targeting roll. Subtract 1 if the Spotter's LOS passes through a Degrading hex. Remember, 2 Degrading hexes would block the LOS. On a roll of 4-6 the artillery is on target, landing in the target hex and the 2 designated adjacent hexes. On a roll of 1-3, the artillery drifts to a random adjacent hex, striking that hex and two adjacent in the same pattern that was originally called for.

The player draws the number of cards indicated on the artillery card for each hex attacked and consults the HE Result (10c) vs. Soft Targets, resolving hits normally. If there is more than one Soft Target in a hex, draw one additional card for the HE resolution for that hex. When attacking a hex of all Soft Targets, hits must be distributed evenly. In other words, all units receive one hit before any receive a second. Non-hero units take a hit before a Hero. If there is a choice when hits are uneven, attacker chooses. Difficult Targets are always hit last.

Hits against Hard Targets are resolved by comparing the artillery's APF (which, unless indicated otherwise, is the same as the HEF) plus a drawn card's APF Bonus to the flank AF of the vehicle. Equal to or greater is a Hit. Artillery Hits against a Hard Target Shake the target but never eliminate it. If one of each (Soft and Hard) occupy a hex, attack each with the appropriate printed HEF (Soft) or APF (Hard).

Artillery example: See the diagram to the left. The Soviet player plays an Artillery action, designating hexes E1, E2 and F3, each of which is resolved separately. Note that only one of the target hexes must be in LOS of the friendly unit, but any extra hexes must be adjacent to a hex that is in LOS.

The Soviet player makes a Targeting roll, rolling 3 (+1) for the Soviet player bonus, equals 4. The artillery is on target. Artillery HEF value is designated in each Scenario Special Rule (SSR). In this example, we will assume it is 3. Hex E2 has 1 enemy unit and no Cover Factor (Hills do not provide cover from artillery) so there will be a Damage Draw of 3 cards against that unit. Hex E1 has one enemy unit and no Cover Factor so there will be a Damage Draw of 3 cards against that unit. Hex F3 has 2 units and no Cover Factor. There will be a Damage Draw of 4 cards against that hex because there are two units there.

b. Barrage Markers. Barrage markers are placed in a hex struck by an artillery or mortar barrage. They are removed in the Clean-up Phase. A unit firing from a barrage hex subtracts 1 from its HEF or targeting draw. The cost of moving into a barrage hex is +2 MPs.

13. Assault Combat

a. To conduct Assault Combat, an Eligible Unit (4c) must play a 'Move', 'Fast Move', 'Let's Get 'Em!' or other card-driven Action or Power to enter an enemy unit's hex. Only units with the Assault or Assault+ abilities can initiate Assault. Those without the ability defend with a HEF of 1, regardless of what their printed HEF is. A hex may only be the target of one assault per impulse. This is because Assault Combat occurs as the last action in the player's impulse. Hence, it is possible that the phasing player can move more than one unit into the opposing unit's hex, and then all of these attacking units resolve Assault Combat as a group. The attacker is the player who moved units into the hex. The defender is the player who occupied the hex. Assault Combat is simultaneous unless altered by card play or the status of the defender. To resolve Assault Combat:

  • Total the HEF of the attacking and defending units. This is not modified by range or the terrain in the defender's hex.
  • Either side can modify their HEF by abilities, powers, Support or Reaction cards.
  • The attacker has a Damage Draw of their adjusted HEF, and consults the HE Result (Every Hit or Hit inflicts a hit). Do not apply the results yet. The defender now fires on the attacker, using the same procedure. Then the results are applied to each side. Note that the Ambush action allows combat results to be drawn and applied before the other player calculates and draws theirs, and any Shaken defender draws after the attacker as well. If a defender has Shaken and non-Shaken units, the HEF of the non-Shaken ones resolves at the same time as the attacker, and the Shaken one resolves (if it survives) afterwards.

b. If there are multiple attacking or defending units in the Assault Combat, all must be Shaken before any are reduced and all must be reduced before any are eliminated. Note that if a unit does not have a reduced side, destroying it counts as reducing it. For instance, an Assault Combat doing 4 hits against a defending vehicle and a Rifle would Shake both (2 hits), reduce the Rifle (1 hit), then eliminate the vehicle.

c. If one side (i.e. the attacker or defender) is eliminated, the other side remains in the hex.

d. If neither side is eliminated. If neither side is eliminated, the side suffering the most hits must retreat from the hex. If both sides received an equal number of hits, the attacker's units retreat from the hex. Attackers must retreat to the hex from which they entered Assault Combat. Defenders must retreat directly away from the direction of the attack, and they may choose if the assault came from multiple hexes. A unit may not retreat off the map unless that map edge is a valid exit point for that unit as defined by a scenario, and units may not retreat into any terrain they are prohibited from moving into, cannot retreat into enemy units, and cannot retreat if doing so would exceed stacking limits. A unit which cannot retreat when required to is eliminated.

e. All units taking part in an Assault Combat are marked Ops Complete afterwards.

f. Vehicles in assault combat. There are no special rules for vehicles in Assault Combat. However, as they don't have an assault ability, they can't initiate assaults and defend with a HEF of 1. They take hits as if they were a one-step Leg unit. The first hit Shakes, the second eliminates.

Note: If for any reason an attacking unit becomes Shaken before any Damage Draws are done, its attack is aborted and it retreats to the hex it entered the Assault Combat from.

14. Line of Sight (LOS)

All ranged combat, whether HEF or APF, requires that the attacker have a line of sight (or LOS) on the target.

a. General LOS. You can always see an adjacent unit. Determine if you have a clear LOS to a target by tracing a line from the center of your hex to the center of the target's hex. If this line crosses a hex of blocking terrain or intersects a silhouette of a building or crosses two hexes of degrading terrain that is not part of your hex or the defending unit's hex the LOS is blocked, and you cannot fire. Degrading and Blocking terrain are defined on the Player's Aid Card. Neither friendly nor enemy units block LOS.

LOS traced down the edge of a hex of blocking terrain is not blocked. LOS traced down the edge of two hexes of blocking terrain, one on each side of the LOS, is blocked.

b. Height and LOS. There are four levels of height in GOE. In ascending order of height, they are 0 (ground level), 1, 2, and 3. Level 3 is marked with a red triangle, level 2 with a bisque triangle, and level 1 with a green triangle. Ground level is unmarked. There are two height measures that matter when calculating LOS in '85 GOE: The Obstacle Height (OH) and the Unit Height (UH). Most often the two measures are identical, sometimes they are not.

  • The OH is how tall something is. For example, a Woods hex is 1 level high.
  • The UH is how tall something is when placed on a terrain feature. To continue the above example, a Rifle squad in a Woods hex is at ground level (No climbing in the trees in GOE!)-unless of course we publish a map with a Woods hex on a hill in the future. Another example, a Level 1 Hill is 1 level high. An RPD team (or T-55) on that hill is also 1 level high.

If the attacker and target are on the same level, the LOS is blocked by blocking terrain that is taller than both.

If the attacker is higher than the target, LOS is blocked by terrain of equal or greater height than the attacker or if the attacker's LOS passes through blocking terrain adjacent to the target.

If the attacker is lower than the target, the LOS is blocked by terrain higher than the attacker.

LOS example (illustration): Green lines indicate valid line of sight, red lines indicate blocked line of sight.

  • D-G: Adjacent units can always see each other.
  • D-A: Brush is degrading terrain, but there is only one intervening hex between the units, so LOS is not blocked (remember that the terrain a target is in does not count for LOS in or out of that hex).
  • A-B: The degrading terrain on one side does not interfere with LOS.
  • C-E: Even though the Woods are a blocking terrain, blocking terrain that is on the edge of LOS does not block it. If E4 had been blocking terrain, the LOS would have been blocked.
  • F-H: LOS is blocked because it passes through 2 degrading hexes (Rough terrain for vehicles).
  • J-I: Blocked because Leg units cannot see over Rough terrain.
  • K-C: Blocked because the lower unit is in the shadow of the Woods.
  • K-L: Clear. Both units at same height with no intervening blocking terrain.
  • K-M: Blocked by the higher hill at I2.
  • D-M: Blocked by terrain as high as the higher unit in H1.
  • F-I: Degraded because vehicle to Leg unit is degraded by Rough.

15. Vehicle Combat

The movement classes W, T and O comprise vehicles. Vehicle combat in '85 is a two-step process. The firing unit must first hit the target, and then the shot must penetrate the target's armor.

a. Hitting the Target. To attack a target, the player must play a 'Fire', 'Move & Fire', 'Reload & Fire' (or as a Reaction), a 'First Fire' and designates the firing unit and the target. To fire on a target, it must be in the LOS (14) of the firing unit. Count the number of hexes from the firer to the target. Count the target's hex, but not the firer's. This range is the base to hit number. Modify the number by subtracting the firing unit's Targeting Modifier (a negative targeting value adds to the range), and then adding the Cover Factor of the target's terrain (CF adds to effective range). The modified result is the 'to hit' number.

b. Draw a card. If the Targeting Number (in the lower left block, circled in gold in the example) is equal to or greater than the 'to hit' number, the target is hit. If the card's Targeting Number also reads 'MF' and the firing unit is using a 'Move & Fire' action, the shot automatically misses. If it reads 'Turret hit', then any shot that hits, hits the target's turret (or other more heavily armored portion of the vehicle) and the target's Armor Factor is increased by 1 for the next step.

c. Destroying the Target. If hit, a truck or helicopter is destroyed. To determine if a hard target is destroyed, draw an Action card, and add the APF Bonus (circled in red in the example card) to the firing unit's APF, modified by the AP Range Modifiers table, to obtain the modified APF. If the modified APF is greater than or equal to the target unit's AF, the target is destroyed. Flip the target vehicle to its wreck side.

The lower right block might also display:

  • Shake: The vehicle target is Shaken.
  • Dud!: The shot has no effect.
  • Destroy!: The vehicle target is destroyed.
  • Hit: Ignore "Hit" results of any color. These only apply to Soft Targets.

Vehicle example: It is the Soviet player's impulse. They play a 'Fire' Action and declare that the T-62 in hex C5 will fire on the Mujahideen BMP-1 in D2. The range is 3 and this becomes the base to hit number. Add 1 for the Degrading terrain in C4. Subtract the T-62's Targeting Modifier of 3. This makes the modified 'to hit' number 1.

The Soviet player pulls the top card from the deck and checks the Targeting Number. If it is equal to or greater than 1, the BMP-1 is hit (Yes, there are negative numbers.). Let's pretend the Soviet player drew a 1 and hit the BMP-1. Then take the T-62's APF of 4, and add 1 for being within 4 hexes of its target, for a modified APF of 5. The Soviet player draws a card and adds its APF Bonus (lower right block). The number is -2 So 5 + (-2) is 3. That modified APF is equal to or greater than the BMP-1's AF of 0 (-1 for hit in its flank), so the BMP-1 is destroyed. Kaboom!

d. Target Facing. Soft Targets have no facing, but vehicles must face a hex corner. The vehicle's front is defined as the corner with the vehicle's Targeting Modifier; it is also the direction in which the vehicle illustration faces on the counter.

Unless a vehicle has the Fixed Weapon attribute (not present in GoE), it can fire in a 360-degree arc. Units with the Fixed Weapon attribute can only fire through their front arc, unless they play a Move and Fire action, which lets them pivot in their current hex. Vehicles can only move into their front arc, as shown in the image below. If they wish to move to a hex outside of their frontal arc, they must first pivot. Pivoting to a new hex corner costs 1 MP.

A vehicle may reverse directly into either of the 2 hexes opposite its front facing without pivoting by paying +1MP for each such hex entered. The unit retains its initial facing.

If a shot strikes a vehicle in its flank armor, 1 is subtracted from its armor, if a shot hits a vehicle in its rear armor, 2 is subtracted from its armor. For example, a T-62's flank armor value is 4. If a shot hits a vehicle down the hexside splitting the front and flank facing, it is considered to have hit the front armor. By the same token, if a shot hits a vehicle down the hexside splitting the flank and rear armor, it is considered to have hit the flank armor.

16. Rally

a. Shaken units do not automatically recover at the start of each turn. The Shaken marker is only removed through use of an Action like Rally. By rallying a unit, a player may eliminate or at least, mitigate the effects of enemy fire. To rally a unit, designate the unit being activated and play a Rally or Bloodlust Action. You may only rally an Eligible Unit (4c). If Rally is used, replace the Shaken marker with an Ops Complete marker, and if Bloodlust is used, simply removed the Shaken marker.

b. Reconstitution. If a reduced, unshaken, Eligible Unit (4c) is not adjacent to an enemy unit, you may use a 'Rally' or 'Bloodlust' action on the unit to Reconstitute the unit. Play the Action, designate the unit, and flip the unit to its full-strength side. Mark the unit with an Ops Complete marker if a 'Rally' action was used. Do not mark the unit if a 'Bloodlust' action was used. You cannot use the same 'Rally' or 'Bloodlust' action to remove a Shaken marker and Reconstitute a unit. It takes two, separate actions.

17. Helicopters

a. Activation. The owning player may play any card to activate a helicopter as a 'Move', 'Fire', 'Move & Fire', or 'Rally' action. The owning player must play a Power card to use a helicopter's Power/s. A Bloodlust card rallies helicopters as per 16b (i.e. remove Shaken marker, do not place an Ops Complete marker).

b. Movement. Helicopters have three movement modes: Flying, Hovering, and Landed. Helicopters may change their movement mode as the first thing they do in their impulse. That is, if you designate a helicopter as the unit you are going to play an Action for, you declare whether it is going to be Flying, Hovering or Landed until the start of its next activation. Helicopters may change to any movement mode from any other, assuming this is a legal change.

Example: A Flying helicopter may change to Landed, but not over terrain it is prohibited from landing in.

Helicopters ignore the cost of the terrain below them. Helicopters activate in the Reserve Phase as indicated below. Helicopters have three modes of movement:

  • Flying: Helicopters in Flying Mode have unlimited movement. They must when activated, however, move a minimum of 1 hex. They are considered to be one level above the terrain in their hex. Helicopters with Fire and Move orders may move as many hexes as they like before firing. Helicopters in flying mode only hit Soft Targets on Hit or Hit HE results, and suffer the same penalties as moving vehicles when firing at Hard Targets MF is automatic miss). When a helicopter enters from off board, it is in flying mode until the next impulse when the mode may change. Flying helicopters may only turn 1 vertices per hex entered. Unlike vehicle facing changes, such facing change does not cost any MPs.
  • Hovering: Helicopters in Hovering Mode may not move. Helicopters in Hovering Mode hit Soft Targets on Hit HE results, and fire without penalty at Hard Targets.
  • Landed: Helicopters may only land in Clear, Hill, and Scrub hexes that are free of enemy units. Landed helicopters only hit Soft Targets on Hit or Hit HE results and cannot attack Hard Targets or use their Explosive Rounds power (22c).

EU helicopters may activate in the Reserve Phase. Helicopters not within 3 hexes of an enemy unit may change mode and/or expend up to 8 movement points in the Reserve Phase, and even unload passengers if landed. Helicopters must stop if moved within 3 hexes of an enemy unit. Helicopters that begin the reserve phase within 3 hexes of an enemy unit may change mode and expend up to 1 movement point, but may not unload passengers.

c. Transporting Passengers. Only Landed helicopters may load or unload passengers (Exception Spetsnaz may also unload into ANY terrain from a helicopter in Hovering Mode (only). Such loading/unloading costs the passenger 1/2 of its MF (round fractions up). Passengers that load onto a helicopter are marked with a Moved marker. If the helicopter is an Eligible Unit, it may be activated to move or fire according to the rules of movement in 17b (i.e. any card may be used to activate a helicopter for movement). If an actual 'Fast Move' action is played to activate a helicopter to land and unload its passenger, the passenger gets the benefit of the additional MP as well.

d. Helicopter combat. In a manner similar to trucks, helicopters may be attacked by both APF and/or HEF, and have the following properties:

  • Helicopters are Difficult Targets (21c).
  • Helicopters in Flying mode receive the same bonus as moving vehicles (-1 to Targeting Number on the To Hit Action Card), so attacks against Flying helicopters get a 2 HEF penalty (-2 HEF).
  • Helicopters in Flying mode may not be attacked by APF. They simply move too fast for the targeting of the era.
  • When hovering or landed, helicopters may be targeted as if they were Hard Targets (in the same manner as trucks). A successful hit and destruction (15a, b) destroys the helicopter.
  • In any movement mode, helicopters may be targeted as Soft Targets. The first hit Shakes it, the second damages it, and the third destroys it.
  • Artillery only affects landed helicopters, and attacks them as if they were Soft Targets.
  • When a helicopter is destroyed, place a wreck in its hex if it was hovering or landed. A flying helicopter that is destroyed instead will crash in one of the two hexes it is facing (determine randomly). A crashing helicopter (hovering or flying) conducts a 2 HEF attack on any Soft Target in the hex and/or a -2 AP attack on any Hard Target in the hex (automatically hits). Passengers of a hovering or flying helicopter that is destroyed are eliminated. Passengers of landed helicopters that are destroyed are affected as per the Transport Units rules (9).

e. Helicopter line of sight. Flying and hovering helicopters fly 1 level above the terrain below them. So, a helicopter flying above Clear terrain would be at level 1, level 2 if flying above a building, level 3 if flying above a level 2 hill, etc. They follow the LOS rules delineated in section 14.

Example. Mi-24 A, hovering over a level 1 hill is at level 2. It cannot see Rifle squad C because it is in the shadow of the F3 woods. It can see Rifle squad D because it is not in the shadow of the building at E3. M-24 B hovering over ground level 0 would be at level 1, the same OE of both the woods and the building behind it, so it cannot see either Mujahideen unit.

f. Abilities and Powers. Helicopter Powers are activated normally. For example, to use its Resilient Power the owner of a Mi-24 must play an Action Card with Power on it. Passengers on Helicopters may NOT use Powers or Abilities.

18. Action Cards

Unless otherwise stated on the card, all Actions, Supports, and Reactions apply to only one unit. Remember that you can only use one of the two Actions on a card in any given impulse. Unless noted otherwise, actions on cards supersede game rules.

a. Artillery. Attacks target hex and two adjacent hexes to the target hex. See 12 for full details.

b. Bloodlust. This action allows you to Rally (16a) or reconstitute (16b) one Eligible Unit (4c). Remove the Shaken marker or flip an unshaken reduced unit to its full-strength side; do not mark the unit with an Ops Complete marker.

c. Cannister. The vehicle may Fire and add 2 HEF to its HEF. Maximum range is 4 hexes.

d. Command Ops. Draw a card, and then play up to two additional actions. For example, you may play the Command Ops card and then play 'Fire' for one hex of units and 'Move' for another hex of units. If the turn ends during the card draw or the execution of the first action, the second action is lost.

e. Fast Move. Move one hex of Eligible Units adding '1' to their printed Movement Factor. Units are not required to move the same distance or along the same route, but no unit can use more than its available MF. Mark the units with a Moved marker.

f. Fire. Allows you to Fire with some or all EU (4c) in a hex. Attacks with multiple units combine fire (10d(2)) and must target the same unit/s. Vehicle HEF can combine with Leg unit HEF, but APF sources attack separately. That is, a tank and a rifle could combine HEF, but a tank and a LAW team could not combine APF. Mark all firing units with a Fired marker.

g. Let's Get 'Em!. You may Move up to 2 hexes of Eligible Leg units that start within 2 hexes of each other. Mark all units that move with a Moved marker.

h. Move. Move one hex of Eligible Units up to the limit of their Movement Factor. Units are not required to move the same distance or along the same route, but no unit can use more than its available MF. Mark the units with a Moved marker. If moved in a stack, they may receive Spraying fire. If one unit in a stack is Shaken, the remaining units may continue moving.

i. Move & Fire. An Eligible Unit may move up to one half its Movement Factor, with fractions rounded up. The unit must then fire if it was not Shaken while moving. If the unit is firing at a vehicle, an 'MF' on the targeting draw (in the TN box) is an automatic miss. If the unit is firing at a Soft Target, only [red] Hit or [gold] Hit hits the target. Mark the unit Ops Complete. The defending player conducts any Opportunity Fire (11) before any Fire part of this Action resolves.

j. Punishing Fire. A single Eligible Unit (4c) may Fire twice. The target may retreat 1 hex between attacks. The retreat must end with the target unit farther from the firing unit than it started and the retreating unit may not retreat into an enemy hex. Mark a retreated unit with a Moved marker. If already marked Moved, mark it with an Ops Complete marker. If already marked Ops Complete, the unit may not retreat. Any support or reaction cards apply to both attacks.

k. Rally. Remove a Shaken Marker from or Reconstitute (16b) an Eligible Unit (4c). Place an Ops Complete marker on the unit.

l. Rally 2. Remove a Shaken Marker from one or two Eligible Units (4c). Place an Ops Complete marker on the units.

m. Reinforcements. You may play this, then draw another card and may play another Action unless the turn ends with that card draw.

n. Reload & Fire. One unit marked Fired may Fire again at its original target. Add 1 to the unit's Targeting Modifier or HEF. Mark the firing unit Ops Complete

o. Scout. You may move one Leg unit (not one hex of units), but that unit only pays one movement point per hex entered. For example, you could move through 3 Rubble hexes for only 3 movement points.

p. Second Wind. Remove a Moved or Fired marker from one EU.

q. Concealed. Place a concealed marker on ANY Mujahideen Leg unit in covered terrain not adjacent to an enemy unit. Need not be EU. All Leg units in the hex become Concealed. Units may only be concealed in a hex with a positive Cover Factor against all enemies. Attacks against the hex only hits on [red] Hit or [gold] Hit (except artillery, mortars, and Indirect Fire units which hit on [green] Hit). Additionally, when units in the hex attack, they hit on [red] Hit and [other-colored] Hit attacks. Loses concealment if any Concealed unit (Remember, there might be an unconcealed vehicle in the hex.) in the hex moves or if a non-helicopter, non-shaken enemy unit is adjacent at the end of ANY impulse.

(Transcription note: the colored Hit icons in the printed rulebook are rendered here as [color] words from the printed page; the color of the last Hit in 18q is not clearly distinguishable in the source.)

19. Support Cards

Remember that only 1 Support card of a particular name can be used to support an Action.

a. Aimed Shot. Add 2 to a unit's Targeting Modifier when firing on a Hard Target. May be played only in support of a 'Fire' action, not 'Reload & Fire' or 'Move & Fire'.

b. Ambush. The player's unit(s) may fire first in Close Assault, assessing all hits on the target before the target returns fire. May not be played on a unit that is Shaken, or a unit that does not possess the Assault or Assault+ icon.

c. Bullet Storm. Add 1 to the HEF of an attacking Leg unit. May be used in either Ranged Combat (10) or Assault Combat (13).

d. Critical Hit. Add 2 to the firing unit's APF when targeting a Hard Target or redraw 1 card vs a Leg unit. Play this Support after a vehicle is successfully targeted but before the Damage Draw is done.

e. Panic. Play after any attack against an Infantry (Leg) unit. Remove the targeted unit if it is reduced and Shaken (10d).

f. Retreat. May be used as either Reaction or Support. Ignore the Assault results for both sides. This card may be played at any point in the Assault Combat process, including after all hits are resolved (you just undo them). The player using the Reaction/Support must retreat all friendly units from the hex. Return them to the hex from where they entered the Assault or, if the defenders, retreat them away from the hexside from which the attackers entered the hex. Mark all participating units Ops Complete.

g. Grenades! May be played as a Reaction or Support. Add 1 HEF when attacking the same (Assault) or adjacent hex.

20. Reaction Cards

Remember that only one Reaction card of a particular name can be used to respond to an Action or Support.

a. First Fire. Play after your opponent declares they are firing. Both attacker and target fire simultaneously and the results are assessed after. May only be played on a defending Eligible Unit or a unit executing a Move and Fire action. That is, if someone Opportunity Fires on your unit during a Move & Fire. The unit using the First Fire is marked Fired (or Ops Complete if it was using 'Move & Fire').

b. Glancing Shot. Subtract 2 from the firer's APF bonus draw. Play after the vehicle (Hard Target) is hit, but before the AP bonus draw.

c. Light Wounds. One Leg unit may ignore one Hit that would otherwise apply. This Reaction must be played at the time the hit is taken, usually before any subsequent Damage Draws.

d. Unexpected Cover. Acts as a CF of 2 for Hard targets and a CF of 1 for Soft Targets. The latter ability does not apply vs. Snipers (21g). This Reaction may be used in Assault Combat and reduces the enemy Damage Draw by 1 card. Must be played before the drawing player begins their Damage Draw.

21. Abilities

Remember that Abilities are generally a constant feature of the unit that has them.

a. Assault. The unit is capable of initiating Assault Combat (13). A unit must have this ability or Assault+ to initiate Assault Combat, but may defend with an HEF of 1 regardless.

b. Assault+. Add 1 to HEF in Assault Combat.

c. Difficult Target. If alone, subtract 1 from the targeting draw against it if it is a Hard Target or subtract 1 from the attacking HEF if it is a Soft Target, for a unit attacking this unit with Ranged Combat (10) or Artillery (12), but does not apply in Assault Combat (13) or against Snipers (21g) (Exception. Helicopter targeted by sniper still receives Difficult Target benefit.) If with other units and attacked by artillery there is no effect on target draw or HEF, however the Difficult Target suffers hits last.

d. Tactical Coordination. Remove the Ops Complete, and/or Moved/Fired markers from one friendly unit.

e. Pathfinder. This unit, and any units moving with it, only pay 1 MP per hex entered. A unit cannot utilize the Pathfinder Ability if it is Shaken or Ops Complete (Obviously, but we get these questions.).

f. No Move & Fire. Unit cannot use the Move & Fire Action.

g. Sniper. This unit receives no range bonuses or penalties, nor do its targets receive CF modifiers from either terrain or cards. A sniper does get the +1 HEF modifier when firing on a moving Leg unit or a Leg unit marked with a Moved marker, and -1 when firing on a moving vehicle or one marked with a Moved marker. Snipers may fire with other units in its hex, but lose their ability to negate cover when doing so. Snipers may not use the Bullet Storm (19c) when firing alone or as the lead unit of multiple attackers. 13 hex max range.

h. Spraying Fire. When this unit is the lead unit in an attack, and before the Damage Draw, it may choose to distribute its hits evenly throughout the target hex. That is, the designated target is all units in the hex instead of one unit in the hex. For example, if an RPK targets a hex with two Mujahideen Rifle units and gets two hits, both units are Shaken. Note: non-hero units take a hit before a Hero. If there is a choice when hits are uneven, randomly determine what unit is hit.

i. Tactical. Units in the same hex with this Hero may redraw a card during Ranged or Assault combat. A unit cannot utilize the Tactical Ability if it is Shaken or Ops Complete.

j. Elite. Any card works as a Bloodlust. The owning player may play any card to Bloodlust the unit.

k. Indirect Fire. May target a hex that is not in its LOS if the hex is in the LOS of an adjacent friendly unit. Roll for accuracy. 3-6 Hit, 1-2 Miss to adjacent hex. May not use Indirect Fire to Opportunity Fire. Hits concealed units on [green] Hit.

l. Fanatic. Any card works as a Rally. The owning player may play any card to Rally the unit.

m. Single Use. This Support Weapon (included in Alone in the Mountains) is discarded after use.

22. Powers

Remember that Powers only happen if you activate the Unit using a card with 'Power' in between the upper text blocks, and that the Unit is marked Ops Complete after completing their Action or using the power.

Unless otherwise stated, units may not use powers if they are Shaken. Bold red words in this section are Keywords (rendered here in capitals where printed in red). Any Power using a Keyword in its definition includes the Action attributed to that Key word in addition to the action described in the Power.

Example, the Explosive Rounds Power directs you to Fire the unit. Hence you may fire a unit, or all units in a hex, and subsequently add 2 HEF to their total HEF.

(Transcription note: the printed rulebook lettering of Powers skips from c to f; transcribed as printed.)

a. Explosive Rounds. FIRE the unit. Add 2 to the unit's HEF.

b. Kill Shot. FIRE the unit and add 1 HEF to the unit's attack.

c. Leadership. Remove the Ops Complete, Moved, or Fired marker from a friendly unit.

f. Prep Fire. Unit may place a Smoke 2 marker in any hex in its LOS up to 3 hexes away. If the hex contains enemy units draw a card and apply the following results to the units in the hex:

  • Green Hit. 1 random unit Shaken.
  • Gold Hit. 2 random units Shaken.
  • Red Hit. All units Shaken.
  • No Hit. No effect.

If a unit is already Shaken, the above has no additional effect. May not be used for opportunity fire.

g. Brutal. MOVE. If the movement ends in Assault Combat AND If the enemy is forced to retreat as the result of that combat, it is eliminated instead.

h. Intensive Fire. FIRE. Add 1 HEF to the Ranged attack.

i. Aggressive. BLOODLUST all units in hex. Play regardless of the status of the unit with the power.

j. Deadly Shot. FIRE the unit. Add 1 HEF to the unit's attack.

k. Sagger. FIRE. Target must be a minimum of 7 hexes distant (Include the target hex, but not the firer's.). APF is 5, Accuracy Modifier is 5. HEF against Leg units is 1; 3 if target occupies a Bunker or Building. Helicopters must hover to use the Sagger power.

l. Rapid Fire. FIRE. May attack two hexes in one attack if they are within 2 hexes of each other. If more than 1 hex is attacked, each hex is attacked with 2 HEF. May NOT be used with the Indirect Fire ability.

m. Marksman. FIRE. HEF 2 may target single unit, no modifiers for range or terrain. Does receive +1 HEF if target is Moving or marked with a Moving Marker. 13 hex max range.

n. Resilient. Play power as reaction to a result that damages the unit. Unit receives 1 less damage. May be played REGARDLESS of the status of the unit.

o. Mortar. Calls a 3 HEF mortar attack. Use rules for artillery, but attacks target hex only. Roll for accuracy. 3-6 Hit, 1-2 Miss to adjacent hex.

p. Conceal. Place a Concealed marker on the Leg unit in covered terrain not adjacent to an enemy unit. All Leg units in the hex become Concealed.

Units may only be concealed in a hex with a positive Cover Factor against all enemies. May begin the scenario concealed. Attacks against the hex only hits on [red] Hit or [gold] Hit (except artillery, mortars, and Indirect Fire units which hit on [green] Hit). Additionally, when units in the hex attack, they hit on [red] Hit and [other-colored] Hit attacks.

Loses concealment if any Concealed unit (Remember, there might be an unconcealed vehicle in the hex.) in the hex moves or if a non-helicopter, non-shaken enemy unit is adjacent at the end of ANY impulse.

23. Fortifications

Fortifications are usually placed before the scenario begins in any terrain except buildings or ponds, but there may be cases in which cards can be used to create them.

a. Foxholes. Foxholes are covered terrain. Leg units in a hex with a Foxhole are in the Foxhole. The first Hit of any non-Assault attack (including Artillery) targeting a Leg unit in a Foxhole is redrawn and the new result applied. Vehicles get no benefit from a Foxhole, but may enter a hex with one.

b. Bunkers. Bunkers are covered terrain. Bunkers face a hex corner in a similar manner as vehicles, the flat side of the Bunker from which the arrow points facing the vertex. Only Leg units may occupy a Bunker. Units in the hex are considered to be in the Bunker. Vehicles get no benefit from a Bunker, but may enter a hex with one.

Units in a Bunker can only make HEF and APF attacks through the Bunker's front facing and can only be the target of non-Assault attacks through the front facing. Exceptions are that Artillery is assumed to attack from any facing desired (front in this case).

All Leg units in a Bunker hex are considered in the Bunker and get +1 CF in addition to other cover modifiers.

Any Action card may be played to get the effect of Second Wind (18q) for one unit in the Bunker.

The Bunker itself (instead of its occupants) may be attacked from any facing as if it were a Hard Target with an AF of 4, and this includes the option of Artillery used for AP firepower instead of HEF. A Destroyed result (15b) replaces the Bunker with a Rubble marker and inflicts two Hits on each unit in the Bunker. A Shaken (15b) result Shakes all units in the Bunker.

c. Wire. Leg units must stop on entering. Tracked units must pay 3 MP. Cover Factor is -1.

24. Scenarios

There are 8 scenarios included in '85 Graveyard of Empires. Although each is different, there are blanket rules that apply to each scenario, unless otherwise specified.

a. Half-hexes. Half-hexes are in play along each board edge. The MP cost to enter them is identical to full hexes.

b. Bonus Victory Point Cards. Before a scenario, deal both players 2 Bonus Victory Point (VP) Cards. Each player then chooses 1 and discards the other. Accomplishing the task on the card is worth 2 VPs unless otherwise noted in the Special Scenario Rules.

c. Friendly Board Edge. Each scenario will designate a friendly board edge for both sides. This is often used to fulfil Bonus Victory Conditions.

d. North. In all scenarios North is the top of the map as viewed on the page.

e. Control. A side initially controls all hexes in which it could theoretically set up. After a scenario begins, a hex is controlled by the side which occupies it or was the last to occupy it.

(Transcription note: in the scenarios below, "Hit" results printed in a color in the source are rendered as plain "Hit" where the color is not recoverable from the text.)

Scenario: Kill Zone

The Mujahideen used ambushes extensively during the war. They allowed them to attrite the Soviets as well as capture valuable supplies. A successful ambush hinged on the attacker's ability to lure the enemy into a kill zone.

Turns: The game ends when the Soviets destroy their 5th Mujahideen unit. Turn ends when the third End Turn is drawn.

Set Up

Mujahideen: Set up second, in a hex that provides a cover modifier and is not co-located or adjacent to a Soviet unit. 3 X RPG, 2 X RPD, 3 X Rifle/Concealed, Aarash, Baddar.

Mujahideen Friendly Board Edge: East

Soviets: Set up first on any road hex of Map 7, except C1 or C2. All Leg units must set up loaded in a GAZ-66, BTR-70, or BMP-1. 3 x GAZ-66, 2 x BTR-70, 1 x BMP-1, 1 x T-55, 2 x Rifle (Marksman), 1 x Rifle (Intensive Fire), 2 x Rifle (Prep Fire), 1 x RPK-74, Malinsky, and Yuri.

Reinforcements: 2 x BMP-1, 2 x Rifle (Intensive Fire), Glukhov enter Turn 2, northern map edge, within 3 hexes of 7A4.

Soviet Friendly Board Edge: North

Scenario Special Rules

  • The Mujahideen have the initiative on the first turn.
  • Vehicles that start on the map must remain on or adjacent to a road hex.
  • The Mujahideen player may not call artillery strikes, he or she must treat the top half of card #19 as a Command Ops.
  • Once per turn, during their impulse, the Mujahideen player may pick up an EU Mujahideen unit (and an accompanying Hero) that is in cover and place it in any other hex that provides cover within two hexes of the original hex. The unit/Hero may then activate normally.
  • Place the following WOODS as indicated. 8F0, 8E1,7E6. Place the following ROUGH on Map 8 - H1, I1, I2.
  • Victory Condition Cards are not used.

Victory: The Mujahideen must destroy 10 VPs worth of Soviet units before the scenario's end. VPs are awarded as follows. Mujahideen receive 1 VP for each Soviet Leg unit or GAZ-66 destroyed and 2 VPs for each BTR, BMP, or T-55 destroyed.

Event Cards

  1. Soviet Indecision. The Soviet player must immediately discard 2 cards from his hand.
  2. Mujahideen preparation. The Mujahideen player may look at the top 3 cards in the draw deck, keeping 1, placing 1 on the bottom of the deck, and reshuffling 1 into the deck.
  3. IED. Mujahideen player immediately attacks a Soviet unit on the road with either 3 AP or 4 HE.
  4. Tough. The Mujahideen player may remove a Move, Fired, or Ops Complete marker from a unit.

Scenario: The 9th Company

The Battle of Hill 3234. Operation Magistral was an attempt in 1988 of the Soviets to open the road from Gardez to Khost. To secure previously captured segments of the road, the Soviets established outposts on the high ground bordering the road. One such post was an unnamed hill, referred to by its height (3,234 meters). The hill was to be defended by the 9th company of the 345th Independent Guards Airborne Regiment led by Colonel Valery Vostrotin. The Mujahideen had other plans for the paratroopers.

Turns: 8. Turn ends when the fourth End Turn is drawn.

Set Up:

Mujahideen: Set up second, on any hex numbered 3 or less on Map 7, and/or any hex numbered 3 or more on Map 8. 2 x DShK, 2 x RPD, 4 x Rifle/Concealed, 5 x Rifle/Resilient, 5 x Rifle/Intensive Fire, 3 x RPG, Aarash, Dadvar, Baddar.

Soviets: Set up first on any hex on Map 7. 4 x Spetsnaz, 2 x RPK-74, 1 x AGS-17, 2 x Foxholes, Yuri, and Glukhov.

Scenario Special Rules

  • Place a Scrub tile in the following hexes: C5, D4, D2, E3, G3. Place a Clear tile in H2. These tiles do not change the hex's elevation.
  • Victory Points and Bonus Victory Point cards are not used in this scenario.
  • Soviet Artillery is worth 3 HEF.
  • The Mujahideen hand size is 5 cards.
  • The Mujahideen player may not call artillery strikes, he or she must treat the top half of card #19 as a Command Ops, Fire, Move and Fire, or a Fast Move.
  • Mujahideen have the initiative on turn 1.

Victory. To the Mujahideen must control all level 3 hill hexes (6E6, 6F5, 6F4, 6F3, and 6G6) on Map 6 by the end of the scenario.

Event Cards.

  1. Sapper. After drawing this event card, the Mujahideen player places it aside until used. The Mujahideen player may play this card to add 3 HEF to a Mujahideen assault (Mujahideen is the attacker). Only 1 Sapper card may be played per assault, and it is then discarded. Does not count against hand limit.
  2. Sapper. After drawing this event card, the Mujahideen player places it aside until used. The Mujahideen player may play this card to add 3 HEF to a Mujahideen assault (Mujahideen is the attacker). Only 1 Sapper card may be played per assault, and it is then discarded. Does not count against hand limit.
  3. Artillery Strike. The Soviet player may call an Artillery strike.
  4. Artillery Strike. The Soviet player may call an Artillery strike.

Scenario: Tanks at Zhawar

The Mujahideen base at Zhawar, situated in Paktia Province, served as a storage facility for supplies and equipment being transferred from neighboring Pakistan to the various guerrilla groups operating in the region. It was also a major training facility, which included a mosque, hotel, a medical facility, and a maintenance area for two T-55 tanks the Mujahideen had captured. In September of 1985, the Democratic Republic of Afghanistan (DRA) Army launched an offensive to capture the base at Zhawar. After some minor gains, the offensive stalled and the Mujahideen, led by their T-55 tanks, counterattacked.

Turns: 7. Turn ends when the third End Turn is drawn.

Set Up:

Mujahideen: Set up second, on any hex numbered 4 or more on Map 6. 2 X RPD, 1 x DShK, 2 x T-55, 4 x Rifle (Resilient), 4 Rifle (Intensive Fire), Dadvar, Baddar.

Mujahideen Friendly Board Edge: North.

Soviets: Set up first on any hex on Map 5 and/or in the building on hex 6I1. 6 x Rifle (Intensive Fire), 1 x RPG-18, Glukhov, 3 x Wire.

Reinforcements. 1 x Rifle (Prep Fire), 1 x Rifle (Marksman). Enter on the south board edge on turn 4.

Soviet Friendly Board Edge: South.

Scenario Special Rules

  • The Mujahideen player's hand size is 5 cards.
  • Place a clear hex on 6D2, 6F2, 6F3, 6I4. Place a black dot building tile on 5I5 and 5J2. This placed terrain does not affect the elevation of the terrain it is placed on.
  • Soviet Artillery is worth 3 HEF.
  • The Mujahideen player may call a 3 HEF artillery strike using card 12 (ignore the Soviet restriction) or 19. Even if using card 12, the artillery strike is only on target with a targeting roll of 4-6.
  • Mujahideen have the initiative on turn 1.
  • Before moving into the hex to assault a Mujahideen T-55, each assaulting Soviet unit must draw a card. If the HE result is Hit, they may move into the hex. If not, they must end their movement adjacent to the tank.

Victory. The Mujahideen receive 2 VP for each building hex they control at the end of the scenario. Mujahideen also receive VPs for successfully completing their VP card. If the Soviets complete their VP card, they subtract 4 VP from the Mujahideen total. The Mujahideen win if they have 10 VPs at the scenario's conclusion, otherwise the Soviets win.

Event Cards. None.

Designer Notes. This attack was actually directed at elements of the Democratic Republican Army (DRA).

Scenario: Jalalabad

As the Soviet 1st Tank drove into Jalalabad on May 14th, 1985, they expected little in the way of resistance. The Mujahideen had other plans. Using vehicles captured from the Prince Hameed's Royal Guard the previous week, the rebels planned an unpleasant welcome for Dramonovitch's men. BTW, there is no Prince Hameed's Royal Guard. It's a fictitious scenario that lets you play with the tanks.

Turns: 8 Turns. 3 End turns per turn.

Set Up:

Mujahideen: Set up second, in any full hex on Map 4. 2 X RPD, 2 X Rifle (Concealed), 2 x Rifle (Resilient), 2 x Rifle (Intensive Fire), 3 x RPGs, 1 x DShK, 2 x T-55, 2 x BMP-1, Aarash, Baddar.

Mujahideen Friendly Board Edge: South

Soviets: Set up first in any hex numbered 4 or less on Map 5. Units may only set up in hexes into which they could theoretically enter. 3 x BMP-1, 2 x T-62, 4 x Rifle (Marksman), 4 x Rifle (Intensive Fire), 2 x RPK-74, 1 x AGS-17, 1 x RPG-18, 1 x Mi-24, Malinsky, and Glukov.

Soviet Friendly Board Edge: North

SSR

  • The Soviet hand size is 5 cards.
  • Soviet and Mujahedeen artillery is 3 HEF.
  • Place a Building tile in 5C5, 5I4, 5I5. Place a rubble tile in 5D4, and a Crater tile in 5D3.

Victory. The side with the most VPs at the end of the scenario wins.

  • Both sides get 1 VP for each Leg unit eliminated and 2 VPs for each vehicle eliminated.
  • Soviets receive 1.5 VP and Mujahideen receive 1 VP for each building hex controlled at scenario end.
  • Both sides get 4 VPs for accomplishing their Bonus Victory Condition.

Event Cards.

  1. SU-25 Frogfoot strike. Target 2 adjacent hexes. These hexes do not need to be in LOS of a Soviet unit. The plane has been called in to provide general support and choses its own targets. The Frogfoot ignores Concealed status, attacks each hex with 6 HEF of Spraying fire if the targets are Leg units or 7 APF with a Targeting Modifier of -3 if the target is a vehicle. If a Leg unit and vehicle are co-located in the hex, attack each/all with the appropriate firepower. Remember to give the Leg unit the cover the vehicle provides.
  2. Stinger Missile. Target any visible helicopter. Draw an Action Card. Green Hit = 3 Hits, Gold Hit = 2 Hits, Red Hit = 1 Hit. Any other equal no hits.
  3. Stinger Missile. Target any visible helicopter. Draw an Action Card. Green Hit = 3 Hits, Gold Hit = 2 Hits, Red Hit = 1 Hit. Any other equal no hits.

Scenario: Hammer and Anvil

Frequently the Soviets would set up a blocking position with mechanized troops and then insert Spetsnaz to attempt to herd the Mujahideen into the trap.

Turns: 8 Turns. 4 End turns per turn.

Set Up:

Mujahideen: Set up first, in any hex in row/columns E, F, and G on Board 5. 1 X RPD, 2 X Rifle (Concealed), 2 x Rifle (Resilient), 4 x Rifle (Intensive Fire), Aarash, Baddar.

Mujahideen Friendly Board Edge: North

Soviets: Set up second anywhere on Map 6. 1 x RPD, 1 x Rifle (Marksman), 1 x Foxhole.

Enter Map 5 column/row K on Turn 1. 4 x Spetsnaz, Yuri, Glukhov.

Soviet Friendly Board Edge: South

Special Scenario Rules

  • Place a Woods tile on 5B2 and a Clear terrain tile on hex 6G3, 6C5, 6D4. The hexes are considered a clear, level 1 Hill.
  • The Mujahideen player's hand is 5 cards for this scenario.
  • The Mujahideen player may not call artillery strikes, he or she may treat ANY Artillery action as a Booby Trap or a Let's Get 'em. See the SSR below.
  • Booby Trap. Play when a Soviet unit/s enters a building hex. Attack the unit or a random unit in the moving stack with a 1 HEF attack if the unit enters via a Move, Move and Fire, Scout, or Let's Get 'em card. Attack the unit or a random unit in the moving stack with a 2 HEF attack if the unit/s entered via a Fast Move card or combat-directed retreat. No modifications for Cover or card play. Does not attack co-located Mujahideen units.
  • Soviet artillery is 3 HEF.

Victory. The Mujahideen must accumulate 8 VPs by the scenario's end. VPs are awarded as follows:

  • 2 VPs for each Mujahideen unit that moves into hex row "6G" and out of the LOS of any unshaken Soviet unit before the end of the scenario.
  • 1 VP for each Soviet unit destroyed.

Event Cards.

  1. Mujahideen Boldness. Remove ANY administrative marker from 2 Mujahedeen units and conduct a fast move with them.
  2. Attack Helicopter. Attack one hex of Mujahedeen units with 5 HEF. Utilize the Spraying Fire ability.

Scenario: City Boys

All the battles of the Soviet occupation were not hit and run affairs. Sometimes the Mujahideen choose to defend a village, usually to give other fighters time to withdraw, other times to inflict casualties on the Soviets.

Turns: 5. Turn ends when the third End Turn is drawn.

Set Up:

Mujahideen: Set up second, in any hex of Map 4 or C5, D4, D5 on Map 7. 2 X RPD, 3 X Rifle (Concealed), Aarash, Baddar.

Mujahideen Friendly Board Edge: East

Soviets: Set up first on any hex numbered 3 or less on Map 7.

  • 2 x Rifle (Marksman), 3 x Rifle (Intensive Fire), 1 x Rifle (Prep Fire) 2 x RPK-74, 1 x AGS-17, Malinsky, and Glukov.

Soviet Friendly Board Edge: West

Scenario Special Rules

  • The Soviet player's hand size is 5 cards for this scenario.
  • Soviet Artillery is worth 4 HEF.
  • The Mujahideen player may not call artillery strikes, he or she must treat the top half of card #19 as a Fire command or a Fast Move.
  • Once per turn, during their impulse, the Mujahideen player may pick up a Mujahideen EU (and an accompanying EU Hero) that is in cover on Map 4 and place it in any other hex that provides cover on Map 4 within 3 hexes. The unit/Hero may then activate normally.
  • Soviets have the initiative on turn 1.

Victory. To win the Soviets must break the Mujahideen morale. The Mujahideen player must take a morale check at the end of each Reserve Phase by rolling 1D6. If the result is greater than the current number of Mujahideen Victory Points, their morale is broken. Subtract 1 from the die role if the Mosque (all 3 hexes) is in Mujahideen control.

  • Each Mujahideen unit on the map is worth 1 VP.
  • Completed Mujahideen Bonus Victory Point Card is worth 2 VP.
  • Completed Soviet Bonus Victory Point Card is worth -2 VP (Negative two).
  • Bonus Victory Point Card VPs are added/subtracted at the moment of completion.

Event Cards. None.

Scenario: Ambush at Sherkhankhel

In the spring of 1982, a well-armed group of Mujahideen continually harassed Soviet troops in the Parvan Province, ambushing convoys, and raiding outposts. Soviet intelligence believed the guerillas were operating out of Sherkhankhel.

The Soviets were determined to take out the threat. Soviet command detailed a battalion of paratroopers to attack Sherkhankhel, utilizing a local gravel road for access. As the paras advanced on the village, shots rang out from the adobe wall bordering the lane, forcing the paratroopers to take cover on the far side. Before they could regroup, a machine gun opened up from one of the houses in the village.

Several of the Soviet soldiers fell; wounded or killed. The remainder were pinned. The reserve company attempted to flank the Mujahideen, hoping that would ease the fire on the lead elements.

Turns: 7 turns. The first turn ends when the third End Turn is drawn. The remaining turns end when the second End Turn is drawn.

Mujahideen: Set up second. All units begin Concealed.

  • On 7G1, 7F0, 6G1,7D0 (not all hexes need be occupied): 3 x Rifle (Resilient), 1 x Rifle (Intensive Fire), 1 x RPD, 1 x RPG, Aarash, 4 Foxholes.
  • On 5J4, 5J2 (not all hexes need be occupied): Dadvar, Baddar, 1 x RPD.

Mujahideen Friendly Board Edges: South and West

Soviets: Set up first.

  • on 7B3, 7C3, 7D2, 7E2: 2 x Rifle (Prep Fire), 2 x Rifle Intensive Fire, 2 x Rifle (Marksman), 1 x RPK-74

Enter on the east edge of the map on turn two:

  • 2 x Rifle (Marksman), 2 x Rifle (Intensive Fire), 1 x RPK-74, 1 x BMP-1, Malinsky, Yuri.

Soviet Friendly Board Edge: East

Special Scenario Rules

  • The Mujahideen player has the initiative on turn 1.
  • All Mujahideen units set up concealed.
  • The Mujahideen player begins the game with card # 37, #7 and two drawn cards.
  • On turn 1, if the Soviet player plays a Move and Fire card, only Hits count.
  • Units may not enter Assault combat.
  • When a Soviet unit first gains LOS to Map 8I4, randomly place 3 x Woods, 1 Rough, and 4 x Building tiles on Map 8 by rolling 1d10 and 1d6. The D10 denotes the row A through J, with 0 = A and 9 = J, and the D6 equaling the hex on the row. After placing the tiles, the Mujahideen player may place 1 x RPG and 1 x DShK on any of these tiles. Then the Mujahideen player may draw and play two Action Cards.
  • The Mujahideen player may not call artillery strikes, but rather treats the top half of card #19 as a Command Ops.
  • Soviet Artillery is worth 3 HEF.

Victory. The side with the most VPs at scenario's end is the victor. VPs are awarded as follows.

  • Mujahideen receive the number of Soviet units eliminated multiplied by each unit the Mujahideen exited off the map. For example, if the Mujahideen eliminate 3 units and exit 4, they receive 12 VPs (3 x 4).
  • Mujahideen may exit the map by physically moving off the south, or west map edge or by moving to a hex not in LOS of a non-Shaken Soviet unit and greater than 3 hexes (include the Mujahideen's hex but not the Soviet's) from the nearest Soviet unit. Units that initially (in other words when first placed on the board) are placed on board 5 or 8, may not exit.
  • Soviets get 4 VP for each Mujahideen unit they eliminate.

Events.

  1. Extra Ammo. The Soviet player may remove a Fired marker from an RPD or Rifle squad. If none currently have a Fired marker, fire an RPD or Rifle squad. Do not mark it fired.
  2. Fear. The Mujahideen player may place a Shaken marker on any Soviet unit that is neither a Hero nor stacked with a Hero.
  3. Artillery. The Soviet player may call an artillery strike on any hex within the LOS of a Soviet EU.
  4. Artillery. The Soviet player may call an artillery strike on any hex within the LOS of a Soviet EU.

Scenario: Air Assault

The Soviet's intelligence was often bad, and the leaks within erstwhile allies, the DRA Army, would tip the Soviet's hand to the Mujahideen. Occasionally, however, the Soviets would obtain actionable intelligence and have the wherewithal to act on it. This was one such occasion.

Turns. 7 Turns. 3 End Turns end a turn.

Set Up:

Mujahideen: Set up first, anywhere on Map 6. The Bunker must set up in hex 6F3. 2 X RPD, 2 X Rifle (Concealed), 2 x Rifle (Intensive Fire), 2 x Rifle (Resilient), 2 x DShK, Aarash, Baddar, 1 x Bunker, 6 x Foxholes.

Mujahideen Friendly Board Edge: North

Soviets: Enter Turn 1 on any hex/half-hex along the southern edge of Map 8 and/or the northern edge of Map 7. All Leg units must enter loaded in a Mi-8. 8 x Mi-8, 2 x Mi-24, 8 x Spetsnaz, Glukhov, and Yuri.

Reinforcements: 4 x Mi-8, 2 x Rifle (Prep Fire), 1 x Rifle (Marksman), 1 x Rifle (Intensive Fire) enter at the beginning of turn 4. Enter any hex/half-hex along the southern edge of Map 8 and/or the northern edge of Map 7. See SSR.

Soviet Friendly Board Edge: South

Scenario Special Rules

  • Remove any Mi-8 from the board when it unloads its passengers.
  • The reinforcements, which enter on turn 4, represent the second assault wave. The Mi-8 helicopters are drawn from the Mi-8s already withdrawn (not destroyed). If this total is less than 4, so be it. The Soviet player picks which rifle squads to bring in. These helicopters must be withdrawn by the end of turn 6, regardless of whether they have unloaded. Simply remove them from the board.
  • The Soviet player's hand size is 5 cards for this scenario.
  • The Mujahideen player may not call artillery strikes, he or she must treat the top half of card #19 as a Fire command.
  • Once per turn, during their impulse, by playing a Move or Move/Fire card the Mujahideen player may pick up a Mujahideen unit and an accompanying Hero that is in cover and place it in any other hex that provides cover and is not occupied by an enemy unit. Such movement takes 2 MPs. If eligible, the unit may conduct Moving Fire or continue moving, even assaulting a Soviet unit. This represents Mujahideen moving through the tunnel complex of the mountain.
  • Unless indicated otherwise, Soviet artillery is 4 HEF.
  • Soviets have the initiative on Turn 1.

Victory. The side with the most VPs at the end of the scenario is the victor. VPs are awarded as follows. Soviets receive 10 VPs for capturing the bunker, 3 for each Foxhole captured, and 1 VP for every Mujahideen unit eliminated. Mujahideen receive 2 VP for each Soviet Leg unit destroyed and 3 VPs for each helicopter destroyed. Both sides receive 4 points for accomplishing bonus victory conditions.

Event Cards.

  1. Stinger Missile. Target any visible helicopter. Draw an Action Card. Green Hit = 3 Hits, Gold Hit = 2 Hits, Red Hit = 1 Hit. Any other equal no hits.
  2. Heavy Artillery Strike. The Soviet player may call an Artillery strike. 5 HEF.
  3. Stinger Missile. Target any visible helicopter. Draw an Action Card. Green Hit = 3 Hits, Gold Hit = 2 Hits, Red Hit = 1 Hit. Any other equal no hits.
  4. Heavy Artillery Strike. The Soviet player may call an Artillery strike. 5 HEF.

Scenario: Your Papers Please?

A Soviet SU-25 ravaged an assembly of a dozen tribal elders, killing them all. The meeting was scheduled to plan the Tribe's summer offensive. Papers listing plans, formations, and informants were left at the site. Both sides want those papers.

Turns: 4. Turn ends when the third End Turn is drawn.

Set Up:

Mujahideen: Enter on the south edge of Map 5 on Turn 1. 1 x RPD, 1 x Rifle/Concealed, 1 x Rifle/Resilient, 3 x Rifle/Intensive Fire, Aarash, Dadvar, Baddar.

Soviets: Enter on the north edge of Map 5 on Turn 1. 1 x Rifle (Marksman), 2 x Rifle (Intensive Fire), 1 x Rifle (Prep Fire), 1 x RPK-74, Glukhov, and Yuri.

Scenario Special Rules

  • Victory Points and Bonus Victory Point cards are not used in this scenario.
  • Soviet Artillery is worth 3 HEF.
  • The Mujahideen player may not call artillery strikes, he or she must treat the top half of card #19 as a Command Ops, Fire, Move and Fire, or a Fast Move.

Victory. Whichever side controls two of the following three hexes (E3, F3, G3) at scenario's end wins.

Event Cards. No Event Cards.

Designer Note. This is the bonus Kickstarter scenario.