Armageddon War: Platoon Level Combat in the End War
Armageddon War: Platoon Level Combat in the End War Rulebook
Table of Contents
Table of Contents
- 1.0 Introduction
- 2.0 Turn structure
- 3.0 Movement/Terrain
- 4.0 Combat
- 4.1 Fire combat
- 4.11 Action status
- 4.12 Declare target
- 4.13 Range
- Reality note
- 4.14 Line of sight
- 4.141 Obstacle height
- 4.151 Specialized attacks & defenses
- 4.152 Improved positions
- 4.15 Determine firepower
- 4.153 Intensive fire (optional)
- 4.16 Declare defense status
- 4.161 Determine offense modifiers
- 4.162 Combined fire
- 4.163 Flanking
- 4.17 Roll for attack/counter-fire
- 4.171 Counter-fire
- 4.18 Assign damage
- 4.2 Special combat situations
- 4.21 Opfire
- 4.3 Close combat
- 4.31 Leading units
- 4.32 Determine type of combat
- 4.33 Adjust firepower and type
- 4.34 Apply close combat modifiers
- 4.35 Resolve combat & admin
- 5.0 Advanced rules
- 5.1 Indirect fire
- 5.2 Off-board artillery
- 5.21 Unguided rockets
- 5.22 Precision munitions
- 5.23 Smoke/dust (optional)
- 5.24 Friendly fire (optional)
- 5.3 Limited munitions
- 5.4 Hidden units
- 5.41 Snipers
- 5.42 Improvised Explosive Devices
- 5.43 Barricades
- 5.5 Minefields
- 5.6 Air units
- 5.61 Helicopters
- 5.62 Drones
- 5.63 Ground attack fighters
- 5.7 Civilians
- 5.8 Unit Keywords
- 6.0 Example of play
- 7.0 Scenarios
- Scenarios 1-15
- Scenario 1: Holding action
- Scenario 2: Evacuation
- Scenario 3 - Street fight
- Scenario 4 - Assassination attempt
- Scenario 5 - Playing with fire
- Scenario 6 - Rhymes with Urke
- Scenario 7 - Burning Sands
- Scenario 8 - Unfriendly Skies
- Scenario 9 - Steel Ghosts
- Scenario 10 - Rogue Platoon (solo)
- Scenario 11 - High-tech/low-tech
- Scenario 12 - Fallujah Lite
- Scenario 13 - Détente
- Scenario 14 - Strange Bedfellows
- Scenario 15 - Knife fight
- Terrain/combat reference
1.0 Introduction
Armageddon War (or just GeddonWar) is a platoon-level game recounting the conflicts of 2028 and the following years, where ideological, territorial and resource-based tensions turned into outright hostilities, first in the Middle East, but spreading quickly across Asia and the Pacific Rim. Major nations were loath to get directly involved at first, using weapons exports and advisers as proxies for their national interests, but their bases and treaties in the conflict zones eventually forced them into the fray.
GeddonWar has conflict between disorganized and poorly equipped militias, advanced weapon systems barely past the prototype stage in the hands of highly disciplined First World forces, and everything in between.
Rather than the dry, often mechanical treatment often given to tactical games, Geddon War will diverge into explanations of some of the units, the details and tactics and the reasons why a rule is the way it is. GeddonWar is meant to appeal to the hardcore tactical gamer, but still be accessible to new players.
1.1 Dice concepts
GeddonWar uses special six-sided dice for all purposes. These have a mixture of strikes and shields on them and come in three colors, which represent normal fire (black), intense fire (red) and weak fire (green).
example: The strikes are possible hits and the shield is possible counter-fire from the people you are shooting at.
There are two dice concepts you need to keep in mind for GeddonWar. First is firepower, or FP. This is the number in the lower left corner of any counter with firepower, and represents the number of dice you roll.
DN: The number of dice you roll for normal fire combat is modified by exactly three things: the armor of the target, a unit's own action status (4.18), and if multiple units combine fire (4.162). These are a DN, or Dice Number modifier. So, a +1DN means you roll 1 more die than normal.
example: If your adjusted firepower is 2, the default roll is 2 black dice. If you have a +1DN for combined fire, you would instead start with 3 black dice.
DQ: Everything else in the game is a Dice Quality modifier, or DQ. A DQ adjusts the type of dice you get to roll. If someone had cover, your attack might have a -1DQ. That is, the kinetic energy represented by your tank cannon and the resistive power of enemy armor remain the same, but your odds of getting enough solid hits to affect an enemy platoon is going to be different if you cannot see them as well or some of your shots are affected by the cover they are under.
The term 'firepower' always refers to the number of dice you can roll, a DN adjusts this number, but DQs adjust the type of dice you roll. How dice rolls turn into demoralized or eliminated enemies is covered later (4.18). Do not go any further until the difference between DN and DQ is clear.
example: If your adjusted firepower is 2, the default roll is 2 black dice. If the target has a -1DQ from cover, you would instead roll 1 black and 1 green die, and if there was also a +2DQ for short range, the total result is a +1DQ, so you would roll 1 black and 1 red die.
Excess dice modifiers are lost. So, if you had 1 black die, you could upgrade it to a red die with +1DQ, but further upgrades would have no effect.
GeddonWar comes with 18 dice, 6 in each of black, red and green. There is a hard limit on attacks, that you never roll more than 6 dice. So, no matter what your attack or its modifiers, the included dice will be sufficient.
Dice probabilities
Just so you know, the GeddonWar dice break down as follows:
green dice: 2 faces with strike, 3 faces blank, 1 face with double shield, for an average of .33 strikes and counter-strikes per die rolled.
black dice: 1 face with double strike, 1 face with strike, 2 faces with strike-and-shield, 1 face with shield, 1 face with double shield, for an average of .83 strikes and counter-strikes per die rolled.
red dice: 1 face with double strike, 2 faces with double-strike-and-shield, 2 faces with strike-and-double-shield, 1 face with double shield, for an average of 1.33 strikes and counter-strikes per die rolled.
In essence, each ±2DQ averages to ±1 strike.
1.2 Counter concepts
A unit counter in GeddonWar usually represents a platoon. An infantry platoon would be about four squads totalling thirty to fifty people, would be commanded by a lieutenant and is mostly riflemen and a smaller number of specialists with light machine guns, rocket launchers or grenade launchers. A vehicle platoon is typically three or four vehicles, again with a lieutenant in overall command. A unit counter can also represent a sniper team, or a single drone or helicopter.
A support weapon counter is either a special weapon for a vehicle platoon (like an anti-tank missile) or a larger supply of ammunition for a weapon an infantry platoon might already have (light machine guns, etc.), allowing more intense and sustained use of that weapon. In a few cases, an infantry support weapon could be something an infantry platoon does not normally have while on the march (like a heavy anti-tank rocket or tripod-mounted heavy machine gun). Note that support weapons must have an infantry or vehicle unit to use them, they are not an independent unit.
An admin counter is just about everything else. These are counters that used to denote status (has this unit fired already?), special features of a location (an improved position), or special situations (hidden units).
Exactly what the numbers on the counters mean are described next.
1.3 Counter descriptions
GeddonWar counters have a fairly uniform look to them, with different spots being used for the same function as much as possible. Firepower is in the lower left, movement in the center and defense on the right.
1.31 Unit counters
A unit counter will generally look like the one below. In addition to the unique flag, units of a particular nation/group have a uniform color coding, so for instance all Russian formations will have the same light/dark red color scheme.
A unit counter is laid out as follows:
- Nationality: A flag to identify the nation or ideology of the formation. Support weapons will not have this.
- Formation/Unit: The formation name. This may include game-relevant terms (e.g. 'recon').
- Special note: An icon will be here to denote the tech or proficiency of the unit.
- Defense value/type: The shield color is the defense type, and the number is the defense value.
- Firepower type/range: The large number/color are the primary firepower value and type, and the superscript is the normal range. The starburst is the secondary firepower type, which uses the same value and range as the primary type.
- Movement value/type: The number is how many movement points the unit has, and the letter is the type of movement (Infantry, Tracked, Wheeled, Air). If the number is green, it means the unit can transport an infantry unit (3.02).
example: The example unit is a T-72M tank platoon in the Shaddadeh formation. It has a firepower of 5, primary use against vehicles (gold number), and secondary firepower of 5 against infantry (red starburst). It has 6 movement points and uses tracked vehicle modifiers for determining terrain effects (the 'T' subscript). It has a defense value of 3, primarily designed to stop anti-vehicle weapons (gold shield) and has the default level of technology and training (black lightning bolt).
1.32 Support weapon counters
A support weapon counter will generally look like the one below. Support weapons do not act on their own and require another unit to use them. For instance, a vehicle-mounted rocket must be associated with a specific vehicle unit. Vehicle support weapons are always used alone, while some infantry support weapons will add to the firepower of the carrying unit. Support weapon counters have a uniform color. They will typically be used by a particular nationality, but only a few are specific to a particular group.
A support weapon counter is laid out as follows:
- Firepower type/range: Infantry support weapons with a primary firepower matching the carrying unit may add to the firepower of that unit if within that unit's range, otherwise it stands alone. A support weapon with a different color is a separate attack and a unit chooses either its inherent firepower or the support weapon firepower.
- Usage limitation: An X on the counter means this weapon cannot be used by the unit for a 'move and fire' action. A unit with an X also has this limitation.
- Support weapon type: There will be an icon here to show what types of unit the support weapon can be used by, which is usually infantry, land vehicles or air vehicles.
1.33 Firepower/defense colors
A key aspect of the GeddonWar system is the notion of firepower type. The color of the number and the starburst for firepower defines the role of the unit and its ability to harm other units. This is not the color of the dice you roll. Primary firepower colors on the units are:
- anti-infantry (red) — lots of rifles, a small number of heavier weapons, grenades
- anti-vehicle (gold) — high-velocity cannon or anti-tank missiles, heavy machineguns
- anti-air (blue) — weapons optimized for shooting at aerial targets
Defense shields are similarly coded:
- infantry (red shield) — soft targets that can use almost all available cover
- vehicle (gold shield) — any target that is designed to be resistant to small arms fire
- air (blue shield) — targets that take advantage of distance and speed
- soft target (gray shield) — this unit takes full effect from any attack type (e.g. trucks)
The nationalities in GeddonWar
- Islamic State in the Levant (ISIL). Occupied most of Syria and Iraq and small parts of Iran, with outlying support in Afghanistan and parts of Pakistan. Mostly equipped with Russian hardware, plus a small amount of US armor from that was supplied to Iraq and Saudi Arabia and kept operational with black-market parts.
- Rebels. ISIL defectors or areas that have never fully submitted to ISIL. Poorly equipped, with improvised (technicals and sandcrawlers) and long-obsolete (T-55) vehicles, but is covertly supported with anti-tank weapons by both Russia and the United States.
- Israel. The Israeli Defense Force (IDF) is formidable, a no-nonsense force that includes some of the world's strongest armor and most experienced infantry. They respond aggressively to any ISIL provocation.
- United States. The United States is mostly still using hardware developed in the 1980's (albeit with a lot of internal upgrades), with a small core of prototype units that were deployed to the area by fortuitous and some claim engineered coincidence.
- Russia. The Russian Federation is the indirect supplier of most of the region's military hardware but has largely avoided direct involvement. ISIL actions and support in Turkmenistan resulted in the hasty deployment of front-line armor and troops to both protect the border and quell possible internal unrest.
1.34 Range
The range of a unit's firepower is the maximum distance before it takes range penalties. A unit with a simple white number for range can shoot to double this (extended range) at a penalty, and if shooting at half this range or less (drop fractions) it gets a bonus. Range can also be inside a colored circle to indicate one of the following:
- black circle: unit is capable of indirect fire (5.1)
- red circle: firepower cannot be used at extended range and gets no bonus at close range. This is the typical range type for anti-tank missiles
- green circle: limited effect, cannot do more than 1 damage step to an enemy unit in each fire or counter-fire. This represents a single weapon or limited ammunition supply. Dice are rolled normally, but the result cannot do more than 1 damage step to a target
1.4 Admin counters
Admin counters take on a lot of forms, but the most common ones you will use are the double-sided counters reflecting whether a unit has acted, is depleted or shaken. Admin counters give you a shorthand version of what you need to know, so that you do not always have to reference the rules when you see one. The trapezoidal admin counters are meant to be placed under the unit they are affecting. This way you can still see the full stats of the unit (if it is the only one in the hex, anyway), and if there is more than one admin counter, place them so their 'flags' are facing different directions.
Action(-1DN): The unit has moved and/or fired and cannot move or fire again until this is removed during that formation's upkeep step (2.021). The unit can still counterfire (4.161) and defend in close combat (4.3), but at -1 to its normal firepower. This counter is also the minimum level of combat disruption a unit can take. That is, 'an action' could mean that the unit has acted or that it has been temporarily distracted by enemy fire.
Pinned(-2DN): The unit is somewhat disorganized, either from combat effects or from sustained fire against one or more foes. It cannot move or fire and any counterfire or close combat is at -2 to its normal firepower. Pinned units may not retreat (4.16).
Shaken(-3DN): The unit has taken a serious combat result. It may not move or fire but can counterfire and close combat with a -3 to its firepower. A unit that is Shaken and takes an action step flips to its reduced side. Shaken units may not retreat (4.16).
note: If a rule says a unit takes an 'action step', it means that if it has no counter it gets Action(1), or it increases any counter it already has by one step (e.g. Pinned(2) to Shaken(3)). With the exception of intensive fire (4.153), no action or combination of actions a unit can initiate will ever cause that unit to gain more than one action step. So, 'move & fire', 'move & close combat', 'fire & move' or anything else only counts as one action step. Action steps can cause a damage step (1.41) but are not the same thing.
Action steps
Action steps in GeddonWar are a combination of "We're busy!", "Incoming!", "I'm hit!" and "We need more ammo!". A soldier or AFV could easily go through their entire ammo load in one turn if they wanted to. A T-72's theoretical ability to fire 8 shots per minute means it could empty its entire ammunition carousel in 3 minutes, and GeddonWar is a game with 15 minute turns. Similarly, a BMP-2 could use up all the ammo for its 23mm autocannon in about 2 minutes. So, in practice, people tend to not shoot faster than their rate of resupply. The multiple levels of action counters can mean you are too low on ammunition to take offensive action, someone is wounded and you are pausing to patch them up or get them evacuated, a vehicle got its chimes rung or suffered a minor breakdown and you have to pause for a minute. These things reduce your effective firepower. This reduction in firepower could be enough to remove your ability to be an effective combatant, or you might still be someone that the other guy does not want to antagonize. The important thing about action steps is that they are not damage. You can recover all of them and get back to full fighting form. How long this takes depends on your position (2.021). A unit exposed and alone is going to take longer than one under cover and being resupplied. Being able to quickly recover action steps is vital to keeping any sort of assault from bogging down.
1.41 Damaged counters
Most unit counters have a flip side with a lighter bar through the middle, and reduced firepower, range and movement values. This represents a unit that has suffered permanent losses (i.e. destroyed vehicles, killed or badly injured troops). This is a 'damage step'. A unit has two of these, the first flips it to the damaged side and the second eliminates it. Damage steps are generally not recoverable in the course of a scenario. Support weapons do not have a damaged side. Unless a special scenario rule indicates otherwise, support weapons are eliminated if the unit carrying them is eliminated, even if there are other friendly units in the hex capable of using that support weapon.
2.0 Turn structure
There are no 'end turns' in the GeddonWar system, no single spot in a turn sequence where everyone removes their 'I did stuff' counters at the same time. Each formation's actions are sequenced through the drawing 'command chits' from a cup. Each formation will have one or more of these chits placed in a cup and drawn randomly to see which formation activates next. Unless a formation is reinforcements, all formation chits go in the cup at the start of play, and the sequence of play is:
- draw a command chit (2.01) to activate a formation
- upkeep actions for the active formation (2.02)
- unit actions for the active formation (2.03)
- end actions for active formation, return to first step
2.01 Draw a command chit
This player may activate any or all units in that formation in any order desired. The player who drew it places the chit on the map edge 'command track', on the next spot after any existing chit (or on 'impulse 1' at the start of the game).
example: After three activations, the command track might look like this: Pahsar, al-Zawahiri, Saleh, [space] 4, [space] 5.
When the last chit is drawn and placed on the command track, return all but that chit to the cup. If all of a formation's units are eliminated, its chits are removed from the cup but ones on the track are left there until the cup is refilled. If there are more than ten formation chits, use a +10 chit to note it on the 10-20-30 track and set aside current chits so that new ones can be put on the 0-9 track.
example: If there were four formation chits in the previous example, after you draw the last one (we will say it is a Rebel marker), and place it on the track, you return the others to the cup, leaving the command track like this: [space] 1, [space] 2, [space] 3, Rebel, [space] 5.
The amount of time that has elapsed in the scenario is determined by the number of impulses that have been taken. The game effects of this are that combat becomes more of a continuous flow rather than a set number of turns, and that a scenario is going to have a certain number of formation impulses rather than a certain number of player turns.
note: A deliberate side effect of this system is that a refill of the cup leaves an 'odd man out', a formation chit that will not be drawn at all from the next cup. You can mitigate this by use of a logistics/command marker (2.022), but otherwise, Murphy's Law will hit one formation every cycle through the cup.
2.02 Upkeep actions
When a formation activates, do the following in this order for units in that formation:
- morale recovery (2.021)
- place/remove logistics/command markers (2.022)
2.021 Morale recovery
Morale or the esprit de corps of a unit is their ability to pull together under stress and to some extent their ability to innovate or act creatively to overcome obstacles in their path, and the percentage of individuals in that unit who are willing to look towards a goal more abstract than keeping their own skin unperforated.
"I'll tell you what morale is. It is when a soldier thinks his army is the best in the world, his regiment the best in the army, his company the best in the regiment, his squad the best in the company, and that he himself is the best damn soldier-man in the outfit." - Brigadier General James A. Ulio
All units in that formation recover 1 Action step in this step, and 1 additional step for each of:
- if that unit has a defensive bonus for their position vs. everyone who can shoot at them (an applicable improved position (4.152) counts as this)
- if that unit cannot be fired on by enemy units, even if it can be seen by them (i.e. outside their range)
- if that unit is within 2 hexes of its logistics marker (via a path passable by wheeled units)
- if that unit is defined as 'elite' in a scenario setup (this is not necessarily the same as a unit with 'elite' in its name)
example: A Shaken infantry will automatically recover to the Pinned level in this step. If it is under cover or outside of enemy line of sight, or is close to a Logistics marker it would recover to Action level, and if it had cover and a Logistics unit it would recover back to normal.
note: Being able to get extra recovery steps is very important if you want to keep an offensive from stalling out. Planning your attack route and logistics placement to get maximum advantage will make a big difference in how effective your forces are.
2.022 Logistics/command markers
Part of a unit's action status is simple morale, but some of it is munitions and/or fuel. You can go through a lot of both in short order and there is no guarantee you started with as much as you would like. Players may start a scenario with one or more logistics/command markers in reserve. The logistics side represents supplies you need to fight at full effectivness. In this step you can:
- place a logistics counter outside of enemy line of sight (or outside of maximum range) and no more than 2 hexes from a friendly unit. These 2 hexes must be passable by a wheeled vehicle.
- move an existing logistics counter up to 3 hexes, in a path that could be taken by a wheeled vehicle. It may enter enemy line of sight but must end in a hex that it could have been placed in (see above)
- pick up a logistics counter from the map and return it to your reserves
If an enemy unit becomes adjacent to or enters the hex of your logistics marker, immediately return it to your reserves.
The other side of the counter is the command side. If the counter started this step in your reserve you may put it on the command track in place of any of your chits there, and put that chit back in the cup. This represents extra effort made by the overall command to get that formation into action and keep it in action. Once this marker is placed on the command track, it does not return to your reserve until the other chits on the command track are returned to the cup.
2.023 Initiative (optional)
Units in a formation generally operate in close proximity to each other and are hesitant to initiate action if other units in the formation are not in contact or visible.
After placement of logistics markers (if any), check units in that formation. A unit has 'initiative' if:
- it is within 2 hexes of a logistics marker
- a unit in that formation is in line of sight (4.14)
- a hex with a unit in that formation can be reached with 1 turn's worth of movement
- the unit has 'recon' in its name
Units that do not meet any of these conditions get an 'Action' marker (the green one) if they have no other Action steps on them. Otherwise there is no effect.
2.03 Unit actions
A unit usually does one or both of the following when its formation activates:
- moves (3.0)
- fires (4.1)
If a unit can do something that has an effect on its movement rate, all penalties are assumed to be based on the printed movement rate on the counter.
example: An APC uses up half its move (round down) to load or unload troops. If this unit (with 6 movement points) wanted to unload troops, it would take 3 movement points to unload. If it then wanted to make an attack, it would take a dice degradation as though it had actually moved those 3 movement points.
note: Support weapons that have a 'no move' notation (an 'X' in the bottom center of the counter) cannot use a 'move & fire' action, or fire after the carrying unit does anything that uses movement points. The unit with the weapon can move, but cannot 'move & fire'.
2.04 End of formation actions
When a player announces that they are done for this formation, go back to 2.01 and repeat the process. Once a formation has passed its turn to the next one, units in that formation may only act based on the type of admin counter on the unit:
| Action | none | action | pinned | shaken |
|---|---|---|---|---|
| move(3.0), fire(4.1), initiate close combat | yes | no | no | no |
| opfire(4.21) | yes | no | no | no |
| retreat(4.16) | yes | yes | no | yes |
| counterfire(4.171) | yes | yes | yes | yes |
| defend in close combat(4.3) | yes | yes | yes | yes |
Each of the above items will be addressed later in the rules.
note: Units can always defend in close combat, though it is possible they would get no dice (and likely would want to retreat). So, this unit has an effective firepower of zero in close combat (firepower of 3, but a -3DN for being Shaken).
3.0 Movement/Terrain
Units may normally only move when it is their formation's turn to act. An exception is Retreating (4.16) when under fire.
Units in the same hex and same formation move singly or together. Those of different formations always move singly. Units moving simultaneously may combine fire with a 'move & fire' action, and if vehicles are carrying infantry, dismount them simultaneously. Units moving into a hex with another unit of the same formation may continue moving with that new unit as a group and even split off again later, but all units are limited by terrain, stacking limits (3.01) and the available movement points.
So, you could move a vehicle into a hex with infantry in that formation and then move the pair of them into close combat with an enemy. Note that once a unit has stopped acting and you begin with a unit in a different hex, the first unit is done and cannot continue its action later.
The printed movement points (or MP) on a counter are compared to the movement cost for each hex the unit enters. If a unit type is allowed to enter a terrain, it can always move 1 hex in a turn, even if its adjusted MP would not normally allow it. See the table below for movement costs and the larger version on the player aid sheet.
MP cost per hex
| Terrain | infantry | wheeled | tracked |
|---|---|---|---|
| road | 1/2 | 1/2 | 1/2 |
| clear | 1 | 2 | 1 |
| cultivated | 1 | 2 | 1 |
| soft sand | 2 | 3 | 2 |
| dunes | 3 | 4 | 3 |
| rough | 2 | X | X |
| light woods | 1 | 2 | 2 |
| dense woods | 2 | X | X |
| light urban | 1 | 1 | 1 |
| dense urban | 1 | 2 | 2 |
| marsh | 3 | X | X |
| river | X | X | X |
| wadi | X | X | X |
| elevation change (up) | +1 | +1 | +1 |
| crest | +0 | +0 | +0 |
| flank speed | -1 | -1 | -1 |
| fence (crossing) | +4 | X | +3 |
| refugee camp | 1 | 2 | 1 |
| wreck | +0 | +0 | +0 |
The various terrain types are described next. Some are obvious, others need explanation.
road: A road is a feature that is in another terrain and supercedes it. It allows units to move faster or into otherwise prohibited terrain. For instance, a road over a river is a bridge, or a road lets vehicles move into dense woods. When you move into a hex with a road you declare if you are using the road or not (if you have a choice). This makes a difference because units using the road are at a disadvantage if fired upon (no cover and predictable movement). The movement rate for roads requires that you exit the hex you are in via a road hexside, into another hex with that same road (that is, moving into a road hex via anything other than the road uses the normal movement cost for that terrain). There are both paved and unpaved roads in the game. Both count as roads, but special scenario rules may treat them differently.
note: If a unit ends its movement on a road it is assumed that after its action is done it is taking advantage of the non-road terrain for combat purposes. So ending a move on a road through dense woods means you have cover from the dense woods after your action is done.
clear: Grassy, open, no cover, no real impediment to movement but wheeled vehicles have to watch out for soft spots.
cultivated: Ground irregularities and crops that provide some light cover for infantry but is otherwise treated like clear terrain.
soft sand: Hard to walk in, slow to drive through, provides no cover for vehicles and light cover for infantry.
dunes: Soft sand in the form of hills. Impossible to cross at speed as you are either going around them or slogging up and down them. They do provide good cover.
rough: Broken terrain. This could be a boulder field, a rubbled building, a junkyard, etc. Vehicles cannot enter or traverse it without a road. The Crusader-era fortification on Map 1 (G12) counts as rough (and elevated).
light woods: This is 'movie woods', with open ground and large trees spaced enough apart that vehicles can move through it at speed. Orchards or other regularly spaced trees are considered light woods.
dense woods: This is 'real woods', with fallen logs, underbrush, and trees spaced so closely you cannot weave a path between them sufficient to traverse the hex at anything faster than bulldozer speed.
light urban: This is 'residential neighborhood' sort of urban, with low, reasonably spaced buildings and wide streets. Vehicles and infantry get different amounts of cover because while the vehicles can dodge behind buildings they are still sitting in the open for the most part. Note that all the tent structures in the 'military base' on Map 2 count as refugee camp, but the soccer stadium in hex F13 on Map 1 is light urban.
dense urban: Apartment blocks, office buildings, multi-story steel and cement structures. More difficult to thread your way through in vehicles if for no other reason than the large number of ambush spots.
marsh: Muddy, soggy soil that is an infantry nightmare and impassable to vehicles.
river: A river is a water feature wide and deep enough to be impassable to infantry or non-amphibious vehicles. Any map feature where the water traverses the hex or occupies the center of the hex would use the rules for rivers. The entire hex is considered off-limits even though the river is less than the hex width. An amphibious vehicle has a light green circle around its movement type and treats rivers or other water as a cost of 4MP per hex. Note that you can move onto a bridge (road over water) from any adjacent land hex, not just adjacent road hexes.
wadi: A seasonally dry riverbed. In GeddonWar it will refer to one that is deep and steep-sided. It can only be entered or exited at one hexside on its ends, but a unit in the wadi moves like it was clear terrain and has a straight line LOS to other wadi hexes.
elevation: Crossing an elevation line on a map (going uphill) costs 1MP more than that terrain normally would. Exiting a wadi counts as going uphill.
crest: A lightly shaded stairstep-like line on a map is a crest line, a slight change in elevation that you cannot see over. An example would be the line from hex A4 to G1 on map 2. This has no effect on movement, but it blocks line of sight unless you have at least one level of elevation. For most purposes a crest line acts like a level 1 hill 1 hex wide, except it does not cost any extra movement to enter and would not provide cover for someone shooting from a hill.
fence: Think 'prison fence'. This is a barrier designed to stop infantry or light vehicles. It could be a sturdy chainlink fence, concertina wire, a shallow ditch or some combination of the above. Infantry usually has to stop when entering the hex unless a tracked vehicle has passed through and left a 'breach' marker, which makes it count as a road (a narrow passage that increases your vulnerability when passing through). Note that like an elevation change, a fence is at the border of a hex and only affects your movement if you cross that hexside.
refugee camp: This terrain provides excellent visual cover and counts as dense urban terrain for close combat purposes, but is little impediment to movement of vehicles. Depending on scenario, refugee camps may automatically be counted as having Civilians in them (5.7).
wreck: A destroyed vehicle platoon leaves behind some smoking wrecks that are natural sources of physical cover and reduced visibility to attackers. However, they do not impede movement or affect stacking limits and only one wreck counter can be in a hex. A wreck is not a terrain type but an external modification to the terrain brought about by combat.
flank move: If you throw caution to the wind, you can move very quickly. A flank move reduces the MP cost for a hex by 1, but not to less than ½MP per hex. You may do this once per unit activation, for any number of contiguous hexes. Tactically, this can be very useful.
The downside is that if you are attacked while moving (indirect fire, hidden units, mistakes), the attacker gets a +1DQ on each attack die (a positive DQ equal to the number of dice rolled). This DQ will also apply if a unit uses flank movement to enter close combat. You cannot use a flank move to enter or leave a hex adjacent to an enemy unit unless that unit is Shaken.
note: You cannot use the flanking movement rate at any point in a move if you are announcing 'move and fire' or 'fire and move'. You may use it to enter close combat with a Shaken unit. A scenario may have special rules disallowing flank moves.
X: If a terrain is marked 'X' for its movement cost, it is impassable to that type of unit. A road going through a hex negates that boundary, but only for units staying on the road (and giving an attacker the +1DQ for a road-using target).
example: A vehicle cannot move through dense woods unless there is a road. However, if you use the road you do not get the defensive benefit of the woods if you are fired on while moving. In fact, your opponent gets a bonus because you are a target moving in a predictable manner in a constrained area. However, once you are done moving for the turn it is assumed that you have parked to take advantage of available cover and you do get the defensive benefit of the woods if fired upon.
half-hexes: Half-hexes are playable and are moved into normally unless a scenario states otherwise.
A note about terrain
For a hex 150 meters across, any terrain that can block line of sight makes it a trivial task for a unit to hole up someplace unseen. For instance, in an urban hex you just park your vehicle platoon between a few buildings on a narrow street or take an infantry platoon down to the sub-basement of an office building. And civilians in the area are doing just that, making themselves scarce. Soldiers on the other hand are there to fight, which means being able to see the enemy and be seen in turn. GeddonWar reflects this with several modifiers. First, if you flank move you are deliberately taking less advantage of cover in order to move faster. Second, the counter-fire mechanic implies that instead of ducking, you are staying where you can shoot back. Third, the 'retreat' combat modifier (4.16) is all about taking advantage of cover and leaving the hex. Last, intensive fire (4.153) means really exposing yourself and generates 2 extra action steps for a unit, making it vulnerable to counter-fire or later attacks.
3.01 Stacking
The stacking limit for friendly platoon-level units in a hex is 2. Support weapons do not count towards this stacking limit, nor do wrecks, air units (5.6), snipers (5.41), civilians (5.7), improved positions (4.152) and similar items, each of which is limited to 1 per hex. For the sake of keeping special cases to a minimum, the 'two platoon' stacking limit for friendly ground units may not be exceeded at any time. This means that you need to watch the order in which you move dense formations, lest faster units be blocked by slower ones in the way.
Reality note
The stacking limits in GeddonWar are not realistic. A hex is the size of several football fields, so having more than eight vehicles or eighty men there should not be a problem. So, why the limits? It is mostly as a matter of game balance and practicality. Otherwise, players would tend to make 'teetering stacks of doom'. Imagine a stack of 5 units, with support weapons, admin, improved position, sniper or other counters. That stack is just looking for an excuse to topple across the board. Limiting stacking to two platoons sets a manageable upper limit on what each hex holds.
3.02 Mounted infantry
Vehicles with their MP in green can carry one infantry platoon. Getting in and out of the vehicles is part of the movement step for a formation. If infantry in a hex is under such a vehicle counter, they are assumed to be in the vehicle (this is how you keep track of where they are). It costs half of the printed MP of the infantry and vehicle (drop fractions) to mount or dismount. Note that infantry that does not have an action counter can dismount from a vehicle that does have one (vehicle status does not change in this case). You cannot mount and dismount in the same action. You cannot retreat (4.16) into or out of a vehicle. Depending on what they do, infantry can act before, after or at the same time as their vehicle. While in the same hex they may act at the same time and if they do, they end their actions at the same time. So, you can dismount infantry, make an attack with the APC and use the infantry for a combined fire bonus (or vice versa). Then, everyone gets an Action step.
Mounting is done in the same hex as the vehicle. Dismounting is done in the same hex, or the dismounting unit may expend the MP needed to dismount in an adjacent hex, provided that hex is empty or has no more than 1 friendly unit in it (this allows 2 APC's in a hex to dismount infantry without exceeding stacking limits for the hex).
example: If this infantry wanted to get into the shown APC, it would cost the infantry 1MP and 3MP for the APC. So, the APC could start in the same hex as the infantry and then move, or move a few hexes to allow the infantry to mount up.
If the infantry started the impulse in the APC, they could dismount into the same hex for 1MP, or dismount directly into the adjacent hex for 2MP (1MP for dismounting, +1MP for the cost to move into a light urban hex).
You can dismount into an enemy-occupied adjacent hex, which immediately initiates close combat. If a vehicle has sufficient movement, it can dismount infantry into its own hex and then the infantry and vehicle can move together into close combat. You cannot move into an enemy hex and then dismount for close combat.
For combat purposes, carried infantry normally suffers 1 less action step than the vehicle does from any damage it takes. So, a vehicle Pinned as a result of combat means the infantry inside takes an Action penalty. Infantry that survives a vehicle being destroyed is assumed to be outside the wreck counter left by the vehicle and this takes no action nor gives an action step. Note that this can only happen if the vehicle is exactly destroyed. If the vehicle takes more steps than are neccesary to destroy it, the infantry is also lost.
3.03 Moving fire
Units may move and fire or fire and move as their action, but if you intend to 'shoot and scoot', you need to declare how much movement you will use after firing (because how much you are moving will be a modifier on the quality of your attack). If you have declared move and fire, opportunity fire against you upon your entering a hex happens first and resolves, then your declared fire can take place, if you did not take any action steps from the opportunity fire. See 4.161 for more on 'move & fire' actions.
3.04 Close combat
If a unit or units move into the same hex as enemy units, close combat happens. This resolves immediately and is why units would choose to move together rather than separately. Infantry in a vehicle does not participate in close combat. Close combat is detailed at 4.3.
A few notes on reality
GeddonWar is a simulation game, but there are a few aspects where the simulation bumps into limits of the medium and practicality.
turns: In actual combat the situation is very fluid and everything is happening at the same time. No one is 'taking turns'. The notion of action steps or similar things in other games simply reflects that a unit may have its attention focused elsewhere at a particular moment in time. You might be busy fighting that guy during the time that other guy pulls into view and starts hammering you.
scale: GeddonWar operates on a fairly standard scale of approximately 150 meter hexes and 15 minutes for a cycle through formation actions. But modern anti-tank weapons have effective ranges of several kilometers (bigger than the map!), and have been used at such ranges in Iraq and elsewhere. In the interest of keeping useful ranges smaller than the map and making infantry useful on the map scale, vehicle weaponry has had its range nerfed a bit.
Similarly, infantry at a jog could make it halfway across the map in 15 minutes, and in the real world troops approaching a fight on foot or in vehicles do eat up the map. We nod to this by having a special 'flank move' rate for units that choose to move without due caution instead of the normal eyeing the route ahead and cautiously moving from one point to another.
aggression: GeddonWar units are just pieces of cardboard. The people they represent are not so keen on being thrown into harm's way as their commanders might want. In the real world, a series of battles that resulted in typical wargame casualties would result in both sides having their entire armies eliminated within a month or two. GeddonWar recognizes that damaged and eliminated units seldom mean the destruction of a platoon, but instead are more of a total demoralization combined with the survivors using the aforementioned movement rate to simply exit the scene and not return. If a forty-man platoon has lost half its men, it is likely that the remainder use their theoretical ability to jog 15 hexes in a turn to get the hell out of town (or surrender or hole up and let someone else do the 'let's get shot at' bit for a while). They are not all dead, but for combat purposes they are 'eliminated'.
firepower: If some units look like they have zero chance of harming another unit, this is deliberate. Some attacks can only be effective when units combine fire, flank attack or dive into bloody close combat.
So, take these into consideration when considering GeddonWar as a 'realistic' game, and have fun!
4.0 Combat
Most combat is going to be in the form of fire, counter-fire, opportunity fire or close combat, with special case rules for artillery, mines or IED's.
A very important part of the GeddonWar rules is the assumption that an enemy that can shoot back effectively is likely to do so. You do not just drive up and go 'surprise!' while the other guy sits there and takes it. Because the attacker can place themselves at risk by making an attack, you do not simply shoot because you have a shot, and the game mechanics reward those who utilize effective tactics to minimize this vulnerability.
The special dice for GeddonWar come in three flavors, black (default), red (intense) and green (weak). The basic rules to remember for how many dice you roll and what type are simple:
How many dice?
- start with black dice equal to your firepower
- subtract dice equal to defender armor, if the result is negative, count as zero dice (this is important!)
- add +1DN for each extra unit firing
- add +1DN if the attack is flanking (4.163)
- you never get to roll more than 6 dice
What type of dice?
- total all the DQ modifiers for the attacker and defender (terrain, range, etc.)
- if positive, upgrade that many black dice to red
- if negative, downgrade that many black dice to green
- because of the way upgrades and downgrades work, you will never roll more than 2 colors of dice. If you are, you are doing something wrong.
- if all dice are red or green and there are still upgrades/downgrades to be applied, they are lost
example: If you had an attack factor of 3 against a defense of 1 and the defender was in terrain with a -1DQ, you start with 2 black dice (attack minus defense), and they would be 1 black and 1 green (the -1DQ downgrades 1 black die to green).
4.1 Fire combat
Most fire combat uses the same steps to resolve, so keep that in mind for later fire topics. Fire combat has several common-sense steps, some of which are listed purely for formality's sake:
- check action status
- declare target
- check range
- determine line of sight
- determine firepower
- defender declares counter-fire, hold or retreat
- attacker declares intensive fire (optional)
- determine attack/defense modifiers
- roll for attack and defender countefire (if any)
- assign damage
4.11 Action status
A unit can only initiate or support an attack (regular or opportunity fire) if it has no action counter on it. It can counter-fire (4.171) in any case, but the maximum number of hits it can get is reduced by the firepower modifier on the action counter. For instance, a unit with an Action marker takes a -1DN to its printed firepower if it counter-fires when fired upon.
4.12 Declare target
If there is more than one unit in the target hex, you declare one of them as the target of your attack. Mounted infantry (3.02) cannot be targeted but may suffer combat effects if the vehicle they are riding in takes damage.
4.13 Range
Obviously, an attack needs to be within the range of the attacker's weapons. Similarly, counter-fire requires that the defender have sufficient range to shoot back.
example: The BMP-2 has a range of 4 and the Rebel militia has a range of 1 (extended range of 2). If the BMP-2 is at a range of 3 or more, the Rebels cannot counter-fire.
Close range (half, dropping fractions) is a +2DQ (stronger) and extended range (up to double) is a -2DQ (weaker). Remember that this does not adjust the number of dice rolled, just the type.
note: Units in close combat or with a range of 1 or 0 do not get a short range bonus. And remember that units with a red circle around their range number do not have extended range and get no bonus for short range.
Reality note
A smart commander will always try to minimize an enemy's ability to shoot back. Engaging at long range if your range is superior (like the Battle of 73 Easting (1991)), or softening up infantry with some judicious shelling before sending in your own troops. Charging across open ground just because it is your impulse to act may not be a good idea in GeddonWar.
4.14 Line of sight
Abbreviated as LOS. All units involved in a direct fire attack need to be able to see the people they are shooting at.
LOS is determined from the center of one hex to the center of another. LOS does not include the terrain in the hex the attack is made from, nor the hex the target is in. For instance, urban terrain blocks LOS, but you can shoot from one urban hex into another urban hex, provided there are no hexes in between that block LOS. A side effect of this is that you can always shoot into an adjacent hex.
For LOS, a hex is assumed to have the full value of all its terrain features over the entire hex, not just the actual silhouettes of trees or buildings or whatever. So, if a line of sight crosses a hex that would block it, a direct fire attack cannot be made. If an LOS passes exactly down the border of a hex that would block LOS, fire is not blocked unless the LOS passes down two or more such borders.
example: The red unit can see the blue and green units but not the gold or black ones. The gold unit can see the green and blue units but not the red or black ones. The blue unit can see and be seen by all the other units except the black one, and the black unit cannot see or be seen by any of the other units.
| LOS through | blocked? | note |
|---|---|---|
| road | n/a | as terrain |
| clear | no | |
| cultivated | no | |
| soft sand | no | |
| dunes | yes | level 0 obstacle |
| rough | yes | level 0 obstacle |
| light or dense woods | yes | level 0 obstacle |
| light or dense urban | yes | level 0 obstacle |
| marsh | no | |
| river | no | |
| wadi | yes | not within wadi |
| elevation change | no | -1DQ shooting uphill |
| crest | yes | in both directions |
| fence | no | |
| refugee camp | yes | |
| wreck | no |
road: You use the terrain the road is in for LOS determination. Even a straight line road on the map can have gentle curves that would allow a blocking terrain to affect LOS.
wadi: A wadi has steep sides that limit visibility. A wadi hex see any distance within that wadi which does not cross non-wadi hexes, but cannot see or be seen from hexes outside that wadi.
elevation: Contour lines represent elevation. If LOS crosses a hex with a contour line (even if the contour is not crossed), this blocks LOS unless a) it is in the same hex as attacker or defender, or b) both firer and target are at the same elevation. If a) or b) applies, LOS is also not blocked by crossing lower contour lines unless it is crossing another hill. For instance, there is LOS from G4-M7 & G4-T11 on the Burning Lands map, but no LOS from T11-F12. Fire on you from lower elevations takes a -1DQ and this counts as defensive terrain.
crest: A crest line is just enough of an elevation change that it affects LOS, like being on a very low hill. If you are on a crest line you can treat it as being on a contour line where both sides are downhill from it.
example: This unit can see everything except hexes marked X (all other hexes apply the listed elevation criteria). O10/N8 are in LOS because it is down the side of P10 (does not cross).
4.141 Obstacle height
Geddon War assumes that things which can block LOS have a certain height. Normal ground level is considered 'level 0'. Things on the ground and which mostly block LOS between ground units are 'level 0 obstacles'. Examples are woods, urban, and dunes and crest lines. Some obstacles block all line of sight from any height, like smoke. Hills are 'level 1', 'level 2' and rarely 'level 3', and are marked by a contour line in that hex. A depression or wadi would be 'level -1' and is a special case.
Even if you have a height advantage, you cannot see through a level 0 obstacle into an adjacent hex that is also a level 0 obstacle (like two consecutive urban hexes). A height advantage can see open terrain (clear, cultivated) over a level 0 obstacle, but if it is adjacent to the target, the attack takes an extra -1DQ for the partial obstruction. Your units are not keen on being shot and will take advantage of any and all cover they can get.
example: The BMP-2 is on a level 1 hill and wants to shoot over some light urban terrain (a level 0 obstacle) at a target also in light urban terrain. Because you cannot see over a level 0 obstacle into an adjacent one, there is no LOS and thus no shot.
example: The same attack is made, but the unit past the buildings is in a cultivated hex. The attacker takes a -2DQ, -1DQ for the cultivated terrain and -1DQ for the obstructed view because of the buildings. Since the defender is in a terrain that provides a defensive benefit, any normal rules regarding such a terrain do apply.
Infantry support weapons add to unit firepower if they have the same color firepower number, else the support weapon firepower stands alone (this is an Action for the firing unit). If a support weapon which adds firepower has a longer range than the firing unit, you use the firing unit's range or the support weapon firepower stands alone.
4.151 Specialized attacks & defenses
Most units have a firepower number in one color and a starburst in a different color, representing a primary and secondary firepower type. Some units have the number and starburst in the same color. These are dedicated for a particular role, and are not good at anything else. A shaped charge anti-tank rocket might be an example, something you would not normally use against infantry. Some defenses have a number and a shield that are the same color. These are defenses optimized against that type of attack. A tank with reactive armor would be an example. A target with an appropriate specialized defense gets +2 to its defense rating. This is not a DQ adjustment, but is +2 to the printed defense value against attacks where the firepower/starburst are also that color.
example: A Konkurs has a specialized attack value of 6 (gold number on gold starburst). The T-72B1 has an armor of 3, but it is specialized against that type of attack so it counts as an armor of 5. So, the Konkurs would roll 1 die for its attack (attack of 6 minus defense of 5).
The Armata has a normal anti-vehicle attack of 7 (gold number on red starburst). If firing on the T-72B1 it would roll 4 dice for its attack (attack of 7 minus defense of 3). The specialized defense of the T-72B1 offers no extra benefit against the generalized anti-vehicle attack of the Armata. For instance, the Armata could be firing armor-piercing solid penetrators that are unaffected by reactive armor plates.
4.152 Improved positions
A unit in an improved position that matches its defense color gets a +1 to its printed defense value, which means that attacks against it roll 1 less die (-1DN). Only one improved position can be in a hex and it automatically affects all units with that type of defense in that hex. Improved positions are removed from play if any unit using it is eliminated (e.g. your improved vehicle positions are filled with flaming wrecks).
4.15 Determine firepower
The base firepower of a unit is its printed value. This value is then reduced by the defense of the target. If the result is zero or less, you count it as zero. Results of zero cannot actually do anything, but are a base level that can have dice added to it by combining fire with other units.
4.153 Intensive fire (optional)
An attacker who does not move may declare 'intensive fire'. This is a +2DQ (stronger). The penalty is that this costs you 2 extra action steps, so you go from ready to Shaken, and this makes you vulnerable if you can be counter-attacked or attacked before you get a chance to recover. This is a measure only for the desperate and those with superior range and good logistics. You cannot use intensive fire as opportunity fire (4.21).
4.16 Declare defense status
Depending on their action status and the terrain they are in, the target of an attack can just take it (no dice modifier), counter-fire, or retreat.
counter-fire: Available to any unit of the non-acting player, even if it has Action, Pinned or Shaken marker. That is, the units of the currently acting formation may not counter-fire if fired upon. Counter-fire just means you are shooting back at your attacker and we will detail how this works at rule 4.171, but the short form is that the attacker gets a +1DQ (stronger) since you are choosing to stay where the enemy can see you so that you can shoot back at them.
retreat: Available to any unit that is in a terrain that reduces the attack quality against it and which does not have a Pinned or Shaken marker. The unit must be able to leave the hex it is in, and move to an adjacent one that is not in enemy LOS (or is out of range). Retreat is always 'away' from the attacker in the sense that the range to the attacker cannot decrease from the retreat. The unit foregoes any chance at counter-fire and this is worth an additional -2DQ over the terrain they were in. Basically, you take some of the attack and then decide to bug out.
note: A special case is if infantry is equipped with a support weapon that has a 'no move' notation. This type of support weapon is unwieldy and cannot be quickly dismounted for transport. If the infantry unit using it chooses to retreat (including a defender in close combat), the support weapon is destroyed and removed from play.
An acting unit fired upon while moving may retreat if they can exit the attacker's LOS, but only if they have unused movement points to retreat into the hex they just left. Movement of the unit ends after the retreat and they lose any 'fire' part of any 'move & fire' action they might have declared. A reason to advance into fire only to run away is as a feint, to make an enemy commit firepower so that a different unit can advance unopposed.
4.161 Determine offense modifiers
Determine the total for all modifiers on the attack and adjust the dice colors accordingly. The table below lists most of the modifiers and a full version is on the combat reference sheet. Remember that positive DQs make attack dice stronger, negative DQs make the attack dice weaker.
defender in terrain
| Terrain | infantry | wheeled | tracked |
|---|---|---|---|
| road | +1DQ | +1DQ | +1DQ |
| clear | +0DQ | +0DQ | +0DQ |
| cultivated | -1DQ | +0DQ | +0DQ |
| soft sand | -1DQ | +0DQ | +0DQ |
| dunes | -2DQ | -1DQ | -1DQ |
| rough | -2DQ | -2DQ | -2DQ |
| light woods | -1DQ | -1DQ | -1DQ |
| dense woods | -2DQ | -1DQ | -1DQ |
| light urban | -1DQ | +0DQ | +0DQ |
| dense urban | -2DQ | -1DQ | -1DQ |
| marsh | -1DQ | +0DQ | +0DQ |
| river | +1DQ | +1DQ | +1DQ |
| wadi | -1DQ | +0DQ | +0DQ |
| elevation change (up) | -1DQ | -1DQ | -1DQ |
| crest | +0DQ | +0DQ | +0DQ |
| flank move | +DQ all | +DQ all | +DQ all |
| fence (special) | +1DQ | +1DQ | +1DQ |
| refugee camp | -1DQ | -1DQ | -1DQ |
| wreck | -1DQ | -1DQ | -1DQ |
situational
| Situation | infantry | wheeled | tracked |
|---|---|---|---|
| tech (dis)advantage | ±1DQ | ±1DQ | ±1DQ |
| moving fire | -1/-2/-3DQ | -1/-2/-3DQ | -1/-2/-3DQ |
| counter-fire | +1DQ | +1DQ | +1DQ |
| retreat | -2DQ | -2DQ | -2DQ |
technology: The red, black or green lightning bolt on the center right of a counter represents the training, supply level and overall technology base of the unit, red being the best and green being the worst. For each point of tech difference between attacker and defender, you get a ±1DQ. That is, if the attacker is better, their dice are stronger and if the attacker is worse, their dice are weaker.
example: With no other modifiers, the T-72 rolls 2 dice against the Rebel T-55, and it would be 1 red and 1 black die because the T-72 has a +1DQ for a 1 point tech advantage. The T-55 rolls 1 die against the T-72 and it would be 1 green die, because the T-55 has a -1DQ for a 1 point tech disadvantage.
A lot of the hardware in GeddonWar is superficially the same, but with noticeable differences in quality. A T72 has the same 125mm gun as a T64 and an M1A1 exported to Saudi Arabia has the same 120mm gun as an M1A3 used by the USA. But the ammunition the Russians sell for export T72's is not as good as what they use for themselves, and the USA does not sell depleted uranium penetrators to anyone else. There are also differences in the quality of night vision equipment, targeting aids, armor quality and so on. Many Russian vehicles with an 'M' suffix are known as 'Mickey Mouse' versions because the export models have less capable fire control and other features. Similarly, some of the forces in GeddonWar are badly out of date and/or poorly trained. They are still using T55's in Syria, and even old T34-85's were pulled off of war monument pedestals and put back in service in the conflict in Ukraine in 2015. The use of tech modifiers recognizes these differences plus varying personnel quality and operational doctrines.
moving fire: We mentioned that units can do a 'move & fire' or 'fire & move' action. If you use all your movement points before making an attack, your attack takes a -3DQ. If you use at least half but less than all your movement points, it takes a -2DQ, and if you use less than half of your movement points it takes a -1DQ.
If you are doing a 'fire & move', you must declare before firing how many movement points you intend to use after firing. This is used to figure the modifier on your attack. You do not have to use all the declared movement points, but you cannot use more than the declared movement points. If you take damage from opportunity fire or counter-fire, that unit is done. If it has not fired, it cannot fire, and it can do no further movement except for a declared retreat (4.16).
road: If you are fired on while using the faster movement rate for roads (or have no other choice but to use the road to get through a terrain), you are in the open and have limited options for concealment. This is give the attacker a +1DQ. If fired on while moving, you can retreat if the terrain the road is going through has a defensive benefit, but you are still counted as being on the road for combat modifiers.
river: Whether you are in a river in an amphibious vehicle or are crossing a river on a road, you are vulnerable. A road over a river is a bridge and an attack against a target there gets a total +2DQ.
note: If you end your movement on a bridge over a river, the modifier for attacks on you after moving is still +1DQ (you count as being on the road).
flank move: If you are using the flank movement rate and are attacked, the attacker gets a +1DQ on all their dice (effectively, +1DQ per die rolled). This also applies if someone calls in indirect fire on you while using flank movement. You are moving in a hurry and not taking advantage of cover.
fence: If you are fired on during your turn right after passing through a fence, whether intact or breached, the attack on you gets a +1DQ because your movement is either limited or channeled in a way that makes you an easier target.
4.162 Combined fire
Two or more units in the same formation can mount a joint attack. First, you define the unit that is leading the attack, then for other units check if:
- the target is in LOS of all units. In the case of units with indirect fire capability, only one of the units needs to have LOS
- all of the units combining fire are in the same or closer range band as the lead unit (close, normal, extended). Units without close or extended range (1.312) count as all ranges
Combined fire increases the firepower of the attack by 1 die for each extra unit involved (a +1DN), up to a maximum +3DN for combined plus flanking. This is not a DQ. Remember that the minimum firepower of an attack by 1 unit is zero dice, so combined fire will allow multiple inferior units to get a roll when normally they would have none. Supporting units do not need to have the same firepower type as the lead unit. Combined fire is only possible during your formation's turn to act (you cannot combine fire with opportunity fire).
note: If a defender chooses to counter-fire, they may do so against any one of the units involved in the combined fire attack, assuming they can see them.
4.163 Flanking
If combined fire enters the target hex from two different hex sides, you are laying some of that fire into a less protected arc for the defender and this is worth an extra +1DN. A hex spine is not different than the hex side it touches. Air attacks are always a different hex than a ground attack.
example: Two units in hex A making a combined attack on C would get +1DN on the attack. One unit in hex A combining with a unit in hex B would get +2DN, +1DN for combined fire and another +1DN for flanking.
4.17 Roll for attack/counter-fire
This is where the rubber meets the road. Take the dice, apply a ±DQ if needed for circumstances and roll them. The dice have a combination of starbursts, shields and blank faces. A starburst is a 'strike' for the attacker and a shield is a 'strike' for the defender if they are doing counter-fire (we will get to that in a moment).
There is a difference between 'strikes' and 'hits', and this is based on firepower and defense colors:
- primary: the attack number and defense shield are the same color, each strike is 1 hit (e.g. red attack number vs. red shield, like infantry vs. infantry)
- secondary: the attack starburst and defense shield are the same color, each 2 strikes (drop fractions) is 1 hit (e.g. red attack starburst vs. red shield, like most tanks vs. infantry)
- tertiary: neither the primary or secondary color is the same as the defense shield, each 3 strikes (drop fractions) is 1 hit (e.g. gold attack number on gold starburst vs. red shield, like an ATGM vs. infantry)
- if the defense shield is gray, it automatically counts as matching the primary attack color (i.e. each strike is 1 hit, like anything vs. a truck)
example: Both the infantry and the BMP-2 have a firepower of 3 and a defense of 1. If the BMP-2 attacked it would roll 2 black dice (attack of 3 minus defense of 1) and each starburst on the dice would be a hit on the infantry (red number (primary attack) vs red shield). If the infantry was the attacker, it would also roll 2 black dice, but each 2 starbursts would be a hit on the BMP-2 (gold starburst (secondary attack) vs. gold shield).
4.171 Counter-fire
Counter-fire means that instead of withdrawing or hunkering down, you are actively returning fire on your attacker. This gives the attacker a +1DQ, so you only choose this option if you think you can hurt your attacker by doing so. Counter-fire is only allowed for the non-active player. That is, if it is your turn to move and one of your units is shot at while moving, you do not get to counter-fire. If a defender chooses counter-fire, the maximum number of hits they can do to the attacker is their firepower:
- minus the attacker's defense value
- minus any action DNs (action, depleted, shaken)
- minus 1 if the attacker has any defensive terrain
This number can easily be zero, meaning that there is no point to counter-fire in that case. Note that for the sake of simplicity we do not apply tech or long range differences to the counter-fire calculation.
The number of shields on the attacker's dice is the number of strikes the defender does with counter-fire, and these convert to hits in the same way as the attacker's starbursts do.
example: The BMP-2 is attacking and the Militia with the RPG-7 is choosing to counter-fire. Because the defender's firepower is 4 and the attacker's defense is 1, the maximum number of hits the defender's counter-fire can do is 3. If there were no other modifiers, the attacker would roll 2 dice (attack of 3 vs. Militia's defense of 1). The roll is 1 red and 1 black die because the attacker gets a +1DQ upgrade for a defender choosing counter-fire: [2 shields on the red die, 1 starburst on the black die].
This is 2 strikes from the attacker on the defender and 2 strikes from the counter-fire back at the attacker. Because each side is using primary firepower (number color (primary) attack) vs. shield color)), each strike is 1 hit. So, the attacker takes 1 action step for making the attack and takes 2 more from counter-fire, and the defender takes 2 action steps from the attack. The final result is that the BMP-2 is Shaken and the Militia is Pinned.
Counterfire is not an action. The penalty you take for counterfire is the +1DQ the attacker gets for you sticking your fool head out and shooting back.
Counterfire is always optional and may not always be possible or even a good idea. A unit may be under attack from a position that is out of range of its own weapons or not have sufficient firepower to harm the attacker either through unit inferiority, the attacker is firing from cover or because the target has action steps reducing their effective firepower value. A smart attacker will try to make enemy counterfire opportunities as useless as possible. Sometimes it is better to Retreat (4.16) and sometimes you just have to take it. War is unfair that way sometimes.
4.18 Assign damage
Geddon War uses a fairly simple progression when a unit acts, takes a hit or hits:
- Action (-1DN)
- Pinned (-2DN)
- Shaken (-3DN)
- Damage step
These losses are progressive, so if you already have a result, you take the next highest result you do not have. You would never have more than one action counter on a unit. A 'damage step' means you flip the unit over to its reduced side. If you take a damage step and the unit is already damaged, it is eliminated (vehicles are replaced with a wreck counter (maximum 1 wreck per hex)).
example: If you were moving you would get an Action marker when you were done. If you were attacked while moving and took 3 hits, your unit would be Shaken. Then you would take your Action penalty after moving and take a damage step, ending up Shaken and reduced.
example: If your unit has acted already (Action counter) and it takes 1 hit, it gets a Pinned counter. If it was already Pinned, the Pinned counter is changed to Shaken and if it was already Shaken it takes a damage step. If it was Shaken and had a step loss and took a hit, it would be eliminated.
Since most units can only survive one damage step, taking five hits before you get a chance to recover morale will eliminate the unit (Action, Pinned, Shaken, damage step, eliminated).
The idea is that the more your unit is doing and having done to it, the more it is 'used up' and has to recover. Given time, a unit that is Shaken can fully recover. Combat in GeddonWar is about either hitting so hard you eliminate a target in an alpha strike, or whittling them down with multiple attacks over several turns, forcing them to retreat out of positions that you want and they can no longer hold, or just keeping them demoralized long enough for you to achieve your military objective. You might not be able to eliminate an enemy anti-tank position, but as long as you can keep them from shooting at you it is almost as good. It requires a different strategy than some games at this scale, and a little bit of patience.
4.2 Special combat situations
The previous rules cover the most common combat situations. The following rules cover the rest, with close combat having its own section.
4.21 Opfire
Or 'opportunity fire'. This is where a unit able to initiate an attack (not Action, Pinned or Shaken) fires during another player's action. This is done in response to moving or announcing an intent to move. Yes, your opponent can say "I'm going to move this unit" and you say "I shoot him first". This includes shooting at an APC announcing it is dismounting infantry, or shooting at the infantry after it dismounts (not both). Only one unit may opportunity fire per enemy unit (no combined fire with opfire). Opportunity fire does generate an Action for the unit doing it, so a unit can only opfire once. If you do any action steps to a unit with opfire, it stops in that hex (or its retreated hex), gets an action step and cannot fire.
example: If you have a stack of 2 units and a stack of 2 enemy units moves into your line of sight, 1 of your units can fire on 1 of the enemy units in 1 hex, and if the enemy continues to move, your other unit can fire on the same or a different unit in the next hex.
note: 'Announcing an intent to move' is important. It means if someone is right next to you and says they want to move into your hex to do assault combat, you get to shoot at them before they get to you.
example: Player 1 (ISIL) has militia at B and C, and Player 2 (Russia) has a ready infantry at A. Player 2 can declare Opfire if:
1) C announces an intent to move adjacent to X 2) after it moves to the open area adjacent to X
Player 2 can also announce Opfire if B announces an intent to move into A and initiate close combat. That is, A is ready and waiting for B to come out and play. However, any Opfire means that A would get an Action counter, so it could not Opfire on B and C unless hex A had two ready infantry. Tactically, B is pinning down A with its presence. If A shoots at C when it dashes across the open, it means that B can move into A's hex and initiate close combat without any fear of being shot at on the way there.
4.3 Close combat
If your ground units are occupying the same hex as enemy ground units, close combat ensues (close combat is only possible between ground units). This happens immediately, so if you desire multiple attackers, they need to move together as per rule 3.0. Close combat does not have a fire/counter-fire mechanic. Rather, each side gets a separate die roll to determine their effect on the other. Close combat is resolved as follows:
- determine leading unit (4.31)
- determine type of combat (4.32)
- adjust firepower type (4.33)
- determine number of dice rolled (4.33)
- apply close combat modifiers (4.34)
- resolve combat & admin (4.35)
4.31 Leading units
If a side has more than one unit in the fight, players declare (attacker first) which is leading the attack or defense. This makes a difference for combat modifiers and also which unit takes the first hit from any damage dealt. The lead attacker is targeting the lead defender, though all units can be affected by the results (this can make a difference when applying firepower color to defense color). All later modifiers apply to the lead unit on a side. If a side only has one unit, that unit is by default the leading unit.
4.32 Determine type of combat
There are a pair of double-sided counters for close combat. One reads 'push' and 'envelop' (for the attacker) and the other reads 'hold' and 'retreat' (for the defender).
- push: You are trying to evict the enemy from the hex. If you do more hits than you take, the enemy must retreat if possible, otherwise the enemy unit(s) are eliminated. Otherwise, you return to the hex you entered from (or any hex if not possible).
- envelop: You are trying to surround and eliminate the enemy. If the enemy does not choose retreat and you do not eliminate all enemy units, you must return to the hex you entered close combat from if possible (or any hex if not possible).
- hold: You are trying to retain control of the hex at all costs.
- retreat: You are automatically ceding control of the hex to the enemy.
Each player hides the tactic they are using behind their hand and then reveals them simultaneously. The combination of the two gives a ±DQ for each person's roll.
attacker
| defender | push | envelop |
|---|---|---|
| hold | attacker: +2DQ / defender: +2DQ | attacker: +1DQ / defender: +0DQ |
| retreat | attacker: +0DQ / defender: +1DQ | attacker: -2DQ / defender: -2DQ |
4.33 Adjust firepower and type
As a default, each side calculates the dice they would roll as for ranged combat, which includes +1DN for combined fire if there are two units on a side (note: Trucks do count in close combat). Support weapons with a 'no move' notation cannot be used by the attacker in close combat. A lead unit with a usable support weapon may choose to use its firepower or not, depending on situation.
There are couple of major exceptions to this. First, infantry units have a minimum die roll of 1 die (not zero dice), regardless of the defense value of the enemy lead unit. Second, if infantry is the lead unit against a vehicle lead defender in light urban terrain, the infantry gets +1DN, or +2DN in dense urban terrain. Conversely, if a vehicle is the lead unit against an infantry lead attacker in terrain with no defensive benefit for infantry, the vehicle gets +1DN.
example: In an dense urban close combat situation between these units, the T-55 would roll 3 dice (its firepower minus the Rebel defense) and the infantry would roll 3 dice (they get a minimum of 1 die, then +2DN for fighting a vehicle-led force in dense urban terrain.
On the other hand, if this close combat took place in the open, the T-55 would roll 4 dice and the Rebel infantry would only roll 1 die (it always gets 1 die).
In addition, infantry leading units are assumed to have the same attack type as the defender's shield color. For instance, infantry attacking a vehicle counts as the same primary attack color as the vehicle's shield color (i.e. one strike = one hit).
example: In both cases in the previous example, the vehicle is rolling as anti-armor firepower against an infantry defense (2 strikes to get 1 hit) and the infantry counts as anti-armor firepower against an armor defense (1 strike to get 1 hit).
4.34 Apply close combat modifiers
Close combat has three possible dice modifiers. Moving to engage in close combat is not a modifier, and the action step involved is applied after combat results.
- tactics: As previously described (4.32).
- tech: If there is a difference in tech lightning bolt color between lead units, whichever side has the better tech gets a +1DQ or +2DQ, depending on the degree of tech advantage.
- terrain: The lead attacker compares the terrain modifier for the hex they entered combat from to the modifier for the lead defender in the hex where the combat is taking place. If there is a difference in modifiers, the side with the better defensive terrain gets a +1DQ. That is, attacking a defensive terrain from the open is worse than attacking into the open from defensive terrain.
4.35 Resolve combat & admin
The attacker rolls their dice and counts the strikes, then the defender, but results are simultaneous. Remember that you convert strikes to hits based on the firepower type of the lead unit. The first hit is done to the lead unit on that side, and further hits alternate between units. Afterwards, each attacker gets an Action step (effectively, close combat is a 'move & fire' action) and the lead defender gets an action step.
Apply damage and then check the 'type of combat' to see who has to leave the hex and who gets to stay. A defender retreating has to obey stacking limits and within that, must retreat to one of the three hexes 'away' from the attack and if possible to a hex with a defensive terrain for at least one of the retreating units. A retreating attacker usually goes back to where they came from, and if this is not possible, then to a hex adjacent to this.
example: Two militia (FP of 3, DEF of 1), assault a T-72 platoon (FP of 5, DEF of 3) from dense urban into dense urban terrain (-2DQ for infantry, -1DQ for vehicles).
step 1: Lead units. The infantry units are identical and there is only one defender, so this is simple.
step 2: Type of combat. The militia does not want the tanks to get away, so they choose 'envelop'. The tanks foolishly have orders to 'hold', so that is what they choose.
step 3: Adjust firepower and type. Even though the infantry has the same firepower as the T-72's defense, they get a minimum of 1 die. They get +1DN for the second infantry, and +2DN for attacking an unsupported tank in dense urban terrain. So, they will be rolling 4 dice. The T-72 is simply rolling 4 dice for its firepower minus the infantry defense. The Rebel militia is assumed to be rolling anti-armor firepower against an armor defense, while the T-72 is rolling anti-armor firepower against an infantry defense.
step 4: Close combat modifiers. Combatants get the following dice modifiers:
- tactics: Envelop vs. hold gives attacker +1DQ; envelop vs. hold gives defender +0DQ
- tech: The T-72 has a tech advantage for a +1DQ
- terrain: Even though the militia entered dense urban terrain from dense urban terrain, this is better for infantry than vehicles, so the militia gets +1DQ.
So, the militia will be rolling 4 dice and they will be 2 red and 2 black dice (4 black dice after a +2DQ is applied) and the T-72 platoon will be rolling 4 dice and they will be 1 red and 3 black dice (4 black dice after a +1DQ is applied)
step 5: Resolve combat. The attacker rolls 2 red and 2 black dice and the defender rolls 1 red and 3 black die. Each side gets 3 strikes on the other.
The difference is that the infantry firepower (anti-armor attack on armor defense) does 3 hits to the T-72 and the vehicle firepower (anti-armor attack on infantry defense) only does 1 hit to the infantry because it takes 2 strikes for each hit by secondary firepower. This makes the T-72 Shaken (3 hits) and the lead Militia gets an Action marker (1 hit). Then, both attackers and the lead defender get 1 additional Action step. This causes a damage step for the T-72, changes 1 Militia to Pinned and the other to Action. The militia must retreat from the hex because they chose 'envelop' but did not totally eliminate the defenders.
5.0 Advanced rules
Everything up to this point has been rules that apply to virtually every unit in the game. The rules that follow are going to be uncommon, but when they do show up, tactically important.
5.1 Indirect fire
Units with their range number in a black circle are capable of indirect fire. This just means they can shoot at targets they do not have LOS to, as long as a friendly non-Shaken unit does have LOS.
Providing this targeting information is not an action. Indirect fire is figured normally except for the LOS part, but the attack takes an extra -2DQ. Units which can utilize indirect fire may be part of a combined fire attack (4.162) or flanking attack (4.163), and can opfire (4.21) on units outside their LOS. If used in combination with other units, an indirect fire attack only takes the -2DQ if the indirect fire unit is the lead unit for the attack.
You cannot do counter-fire against a unit using indirect fire unless the defender also has indirect fire capability. You cannot do counter-fire at all if the indirect fire comes from off the board (5.2). Elevation provides no defensive benefit vs. indirect fire of any type, including off-board artillery.
5.2 Off-board artillery
Formations may have the ability to call in attacks from mortars, rocket launchers, artillery or even cruise missiles, with or without submunitions or precision guidance. All of them have some common characteristics. They have a primary and secondary firepower color, a firepower that applies in the main hex that is targeted, and a firepower that applies to all the surrounding hexes. They also have a quality bolt to indicate how good the artillery is. Off-board artillery does not take a -2DQ for indirect fire.
Normally, a scenario will give one or both sides artillery counters that are placed in the cup and which resolve when drawn. This does not count as a formation action for scenario length. A scenario might also give a player artillery counters as a reserve, to be used at any time or used as part of a particular formation's actions.
Off-board artillery applies its firepower separately to each target in all hexes, including friendly units that happen to be caught in it. You can retreat (4.16) from artillery or rocket strikes if an adjacent hex has better cover than the one you are in.
5.21 Unguided rockets
This is exactly what it sounds like. Their firepower tends to be lower quality, though the individual rockets may be more powerful.
5.22 Precision munitions
This is a submunition barrage that is called in against a particular unit type, targeted through some combination of thermal signature, GPS or laser or microwave target designation. You choose which side of the counter you wish to use when it is drawn unless the scenario specifies otherwise. This attack only affects the specific unit targeted and has no effect on other units in the same or adjacent hexes. You cannot retreat (4.16) from this attack.
5.23 Smoke/dust (optional)
Rockets, artillery and mortars can generate enough dust and smoke to block visibility. Any result of 3 or more strikes against the unit(s) in a hex (total for all units in a hex) puts a smoke counter in that hex. This blocks all LOS into, out of or through that hex from any elevation (exception: adjacent hexes can see into that hex and those in the smoke can see adjacent hexes, both with a -2DQ). Put a smoke counter into the cup with the same number on it. The smoke counters on the map are removed when that chit is drawn. This does not count as a formation action for scenario length. If a scenario calls for an actual smoke mission, no damage is done, but if the strikes rolled are 1 or more, you put a smoke counter in the hex.
5.24 Friendly fire (optional)
If you call in any form of strike that could hit your own units, presumably they have advance warning and get a -1DQ against them, if they are already in terrain that has an inherent -1DQ or better for that unit type. That is, they use cover better because they know it is coming.
5.3 Limited munitions
A very small number of units and support weapons have a green circle around the range for their attack value. This represents a weapon or unit that may be powerful, but is in such limited quantities that it can only do a certain amount of damage, or which has a slow enough rate of fire or other factors such that it is unlikely to eliminate an enemy unit in a single attack. For instance, the counter shown might represent a single drone with several RPG-7 rockets. While it can do some serious damage, it is unlikely to eliminate a platoon of 3-4 vehicles in one pass.
A unit or support weapon with this characteristic can never do more than 1 damage step from an attack, opportunity fire or counter-fire. It might do several hits, but it cannot eliminate a unit that has not already taken a damage step.
example: If fired at a Shaken unit and it does 2 hits, this would normally cause 2 step losses and eliminate the unit. However, this weapon can do no more than 1 step loss, so the extra effect is wasted.
5.4 Hidden units
As part of a scenario, some units may be defined as 'hidden'. There are four 'Hidden' counters in the game, labeled A through D. You place the hidden counters on the map in the appropriate hexes for the setup, and just write down on a scrap of paper which units (if any) are under each counter on the map. Make sure to take stacking limits into account. Special features like improved positions are also hidden if in the hex. A hex may contain visible units and a 'Hidden' counter.
example: If a scenario gave you 3 Hidden counters, you could put 2 units, a support weapon and an improved infantry position at '1', a tank platoon at '2' and nothing at all at '3'. And your opponent does not know which is which until you reveal them by attacking or they are revealed by other circumstances.
That is, a good commander can look at the terrain and think "that's a good spot for someone to hide an anti-tank rocket" and act accordingly. The marker on the map is the potential of hostile units that makes the other player tread warily.
Hidden units are revealed in one of four ways. First, a hidden unit in the hex fires or moves. This removes the hidden marker and places all the units that are actually there onto the map. A non-hidden unit in the hex can fire or counter-fire without revealing the hidden ones.
Second, someone suspicious of a hex can do 'recon by fire'. A unit or units attack the hex like a normal attack against a target with a defense of 2 (gray shield) and a black tech bolt, applying the appropriate dice modifiers for the terrain, etc. (this means you need a firepower of 3 or more, or two units firing on that hex). If the result of this is at least 1 strike on that imaginary target, all the off-map counters for that hidden marker are put into play (they took no effect, but are now revealed). Basically, you made someone jumpy enough that they gave away their position.
Third, a hostile unit moves into the hex. This reveals any hidden units in the hex. In the case of IED's, it may also trigger them.
Fourth, the scenario rules might define that hidden units are revealed at some point. For instance, drone-based recon might provide an aerial view to local commanders.
5.41 Snipers
Snipers are a unit (a team of 2 or 3 individuals) that are inherently hidden in most scenarios where they are utilized. The hidden markers for a sniper team can be placed in any terrain that provides a defensive benefit for infantry. Whenever the sniper fires, the target has to be something the actual sniper can fire on. When the sniper fires, the other player can point to one of the on-map 'hidden' markers and the other player has to remove it and reveal its contents, placing the sniper on the map if the other player guessed correctly. The sniper cannot be fired on or counter-fired against until after its location has been revealed. A sniper gets a minimum of 1 die against any target, even if its armor is greater than the sniper's firepower.
Snipers are automatically eliminated in close combat by themselves and roll no dice in close combat. If in a hex with friendly units in close combat, they are eliminated if they take 1 hit. Snipers do not have a damage step side and cannot combine fire or flank fire with other units.
A sniper does not count towards stacking limits in a hex. A sniper may board or dismount from an APC with no movement cost to the APC, and one sniper may occupy an APC that has infantry in it and vice versa. For purposes of the Initiative rule (2.023), snipers always have initiative.
Against platoon-size units, snipers are not hugely effective, but they can be a harassing force.
5.42 Improvised Explosive Devices
Otherwise known as IEDs. These are powerful, single-use explosive, shaped charge or frag bombs placed where an enemy is expected to go and detonated remotely.
IEDs are placed as part of a scenario setup, and are represented by hidden counters, one or more of which is the real thing. The others are merely suspicious objects and warrant investigation. IEDs must be placed in road hexes, and if an IED 'Hidden' marker is in a hex you must use road movement if you enter that hex from a road hexside (even if there is no IED there).
That is, the people placing the IED are taking advantage of irrigation canals, ditches or other natural or created choke points in a hex that you must pass through to traverse the hex in a particular direction. If you enter a potential IED hex, either the Hidden marker is automatically removed or the IED goes off, depending whether or not there was anything there.
A player can attempt to get rid of IEDs by moving to an adjacent hex and firing on the suspicious item using the 'recon by fire' method of revealing hidden units. If they reveal the actual IED, it detonates, does no harm and is removed from play.
An IED can be commanded by a single individual, so IEDs do not need to be associated with or require a line of sight to any friendly units in order to be detonated at the proper time.
5.43 Barricades
A barricade is a barrier than can only be placed in a light urban or dense urban hex. It does not provide any extra defensive benefit for units in the hex, but it does increase the cost to enter the hex by 2MP. That is, the hex cannot be completely blocked, but it can be blocked to the extent that it takes you extra time to get around the debris.
5.5 Minefields
Minefields are generally not huge expanses of dangerous terrain. Rather, like IEDs they are designed to harass anyone who uses the most efficient means to get from one spot to another. Simply the notion that there are mines in an area slows people down, as no one wants to get blown up because they were in a hurry.
Unlike IEDs, mines are equal opportunity offenders that will automatically attack any unit entering the interdicted area. Terrain modifiers on dice quality do not apply vs. attacks by mines.
A minefield counter represents a hex where there is a probability of encountering mines. Infantry units cannot trigger mines with a gold primary firepower number, but vehicles do trigger mines with a red primary firepower number.
The firepower for mines is reduced by half your defense (round up), and you also subtract the number of extra movement points you choose to spend when entering the hex. If you go slow enough, you can reduce the effective firepower to where it rolls no dice (you take sufficient time to scout a clear path).
example: Say a minefield hex with a firepower of 4 firepower has a 1MP cost to enter it. If you spend 3MP to enter it (you are being extra cautious), the +2MP you spent reduces the firepower to 2.
Theoretically, once someone has a clear path through a minefield, others can follow. However, this is the heat of combat and others entering the hex might not enter from the same facing or even be friendly, so there is no point in giving them a clear path or trusting that a marked path is actually clear. So, minefields apply to any ground units that enter the hex, regardless of who or when.
5.6 Air units
Air units are easy to distinguish from other units. Their movement type is 'A' (air) and they generally have blue defense shields, and of course a vehicle picture that does not look like any land unit.
Only 1 air unit can be in a hex, and air units do not interact with ground units except to shoot at and be shot by them. An air unit has an LOS like it is 1 level above the surrounding terrain (4.141) and the range from an air unit to the ground is simply the distance in hexes. An air unit able to see you does count in Morale recovery (2.021) if you are in range of its weapons (or adjacent for the Harop or Hero). All air units are always moving and take no 'move & fire' penalties.
Air units generally represent 1 vehicle and only 1 damage step. Anything causing a damage step eliminates the unit. Air units that still have an Action counter on them after their Morale step (2.021) are removed from play (if you can go 250kph and are demoralized, you do not hang around). Whether or not the unit can return to play is dependent on the scenario.
5.61 Helicopters
Helicopters have only one damage step but two sides to the counter. One represents a slow mode which allows them to fire anti-tank guided missiles, and the other is a maneuver mode that allows them to use nose- or pylon-mounted autocannon. You may flip from one side to the other as the first thing the unit does as part of its action, and it remains in that state until it can initiate another action.
5.62 Drones
Drones are simply remotely piloted air units. They usually have a limited armament compared to a larger unit like a helicopter, or may be single use devices. The Harop/Hero drones are simply a flying bomb. Once its usefulness as an observation platform (and demoralizer (5.6)) is done, it is crashed into a target and detonated.
5.63 Ground attack fighters
These can generally fire from such a distance and altitude that they are not even on the map and thus cannot be shot at by units in play. A side which will have support from ground attack fighters will usually have this represented in the form of one or more off-board artillery, rocket or precision munition strikes.
5.7 Civilians
Battles in GeddonWar take place in cities that were still active and full of civilians going about their daily life. An armored assault on an apartment block full of rebels could be taking place while ordinary people are driving down the same freeway that APC's were unloading from and tanks are attacking from (yes, there are online videos of this exact thing happening). An infantry firefight across a street could be between buildings filled with cowering civilians.
Civilians are a complication in battles. With various media reporting on the fighting and ubiquitous mobile phones recording things, each side was aware of political repurcussions and propaganda effects if their own side was seen engaging in indiscriminate slaughter of non-combatants.
How civilians are placed, move and respond will be part of a scenario's setup, but their effects on combat are generally the same. Civilians can be represented by counters or just a special scenario rule, and could represent dozens of vehicles or hundreds of people in or moving through the hex over the course of a turn.
Attacks made into a hex with Civilians will cause collateral damage if any of the dice on the attack have a face with double-strike (any color). The attacker may voluntarily downgrade any number of their attack dice (after DQ modifiers) to reduce this chance (an attack with nothing but green dice has no faces with double-strike, and so cannot do collateral damage). If the defender counter-attacks and Civilians are in the attacker's hex, the defender's counter-attack does collateral damage if any of the attack dice have a face with double-shield (any color). Note that green dice do have one face with double-shield. Civilians do not affect stacking limits but generally cost +1MP to move through.
example: This attack roll would cause collateral damage in the defender's hex, and if the defender had counter-fired, then the defender would also do collateral damage in the attacker's hex.
Causing collateral damage is generally a bad thing for whoever did it, which could be the defender in an attack if they counter-fired and hit some civilians in the attacker's hex by accident. The exact consequence of civilian casualties is going to be dependent on the scenario.
5.8 Unit Keywords
A few units have abilities or debilities which are linked to words in the unit or formation name.
Militia
Poorly trained and organized forces which tend to operate independent of central leadership. Militia units are usually low-tech units (4.161) with a green lightning bolt.
Recon
Recon units generally have better communications gear than similar non-recon units, and specialized training. They can operate independently better than normal units (2.023)
Autonomous Vehicles
Effectively, combat robots. These were untested in combat at the time of GeddonWar. Autonomous vehicles have advantages and disadvantages. They are not that fast, but they do not hesitate. With data input not only from sensors but directly from drones, satellites or other recon, they make decisions rapidly and adapt quickly to changing situations. While smaller than other AFV's, a platoon of autonomous vehicles is larger than a platoon of tanks and better able to absorb the loss of a vehicle or two.
In game terms, they are generally weak but have the advantage that they recover all Action steps when the formation they are attached to activates. They still accumulate Action penalties, but fully recover everything except a damage step.
Autonomous units may not use the Intensive Fire optional rule (4.153).
Autonomous units are not entirely under player control. If they do not have an Action marker they can Opportunity Fire (4.21) like any other unit. When they activate with a formation, roll one black die for all autonomous units attached to a formation (optional: roll one black die per hex of autonomous units).
- Group fire (double-strike): The unit(s) must fire if there is a target in range, and must combine fire (4.162) if able. The units may not move.
- Fire (single strike): The unit(s) must fire if there is a target in range, and must do so as individual units. The units may not move.
- Move & fire (strike-and-shield): The unit(s) must move into a position they can fire from and then fire (individually)
- Fire or move (single shield): The unit(s) fire individually if there is a target in normal or close range, otherwise they move but do not fire.
- Fire or move (double-shield): The unit(s) fire individually if there is a target in close range, otherwise they move but do not fire.
The terms 'move' and 'fire' have very specific meanings for autonomous units:
fire: The unit fires at the closest enemy unit whose defense shield is the same color as the autonomous unit's primary firepower. If no such target is available, it fires at the closest enemy unit whose defense shield is the same color as their secondary firepower, and if this is not possible it fires at any enemy unit. Within these limits, the player can pick and choose between equivalent targets. Enemy units with a gray defense shield are considered the same color as the autonomous unit's primary firepower (autonomous units apparently hate trucks and technicals).
move: The unit uses non-flank movement using the shortest path in hexes to get in range and LOS of a target, but does not have to pick the path with the lowest movement cost. So, an autonomous unit could move up a hill to get a better position if this was the same distance to a target as a position which took fewer movement points to reach. If a unit is already in range and LOS of a target it can fire on, a 'move' command means that it will attempt to move to a closer range band (long to normal, normal to short), or if already at short range, move into close combat (and it will always choose 'push' in that case).
6.0 Example of play
Player 1 is commanding the US and Israeli forces, while player 2 commands ISIL forces. There are seven chits in the command cup, one for each ISIL formation, one for each Israeli formation, one for each US formation and a generic one for player 2 that can be used for either of their formations.
Impulse 1, step 1
Draw a command chit. The first chit is for the US 3-69th. It is placed on the command track (2.01).
Impulse 1, step 2
Upkeep actions. All units are in good order, but this player has a command or logistics marker to place (2.022). They choose to place a logistics marker in the clear hex 2 hexes north of the US tanks. This is in line of sight of the two ISIL infantry, but outside of their maximum range.
Impulse 1, step 3
Unit actions. The first thing the US player does is shoot at the top ISIL tank formation. Ignoring the first few steps, combat steps (4.1) are:
- check range: range of 4 is short range (+2DQ)
- determine line of sight: no obstructions
- determine firepower: FP of 7 vs. DEF of 3 (4 dice)
- defender does counter-fire: counter-fire (+1DQ)
- other defense modifiers: tech advantage (+1DQ)
- roll for attack/countefire: attacker rolls 4 red dice (total of +4DQ)
This is 7 strikes for the attacker and 5 counter-fire strikes for the defender. However, the difference between the defender's FP of 6 and attacker's DEF of 4 is only 2, so only 2 hits can be done by counter-fire.
- assign damage: The ISIL unit takes 7 hits from 7 strikes because the firepower and defense colors match, dropping it to Shaken and two damage step losses, so it is eliminated and a wreck is placed in the hex. The US tank takes 2 hits from 2 strikes, and then another Action step for its own action (the attack), putting it at Shaken status.
Impulse 2, step 1
Draw a command chit. The second chit is for the US 1-36th. It is placed on the command track.
Unit actions. The infantry is feeling exposed but is not going to get any less exposed by sitting still. They try to move to the west edge of the urban area. In the last hex of the move (2 hexes east of the Israeli tank) the remaining ISIL tank opens fire (opportunity fire). Combat steps are:
- check range: range of 4 is short range (+2DQ)
- determine line of sight: no obstructions, it runs along the urban hex but does not cross it.
- determine firepower: FP of 6 vs. DEF of 1 (5 dice)
- other defense modifiers: tech disadvantage (-1DQ)
- roll for attack: attacker rolls 5 dice, 1 red and 4 black (total of +1DQ)
This is 4 strikes (no counter-fire). Because the attacker is using their secondary firepower color (red starburst vs. red shield), it takes 2 strikes to do 1 hit. So, the infantry takes 2 hits, plus a step for their action, making them Shaken.
Impulse 3, step 1
Draw a command chit. The third impulse goes to al-Zawahari. It is placed on the command track.
Impulse 3, step 2
Upkeep actions. The remaining ISIL tank automatically gets back 1 action step, restoring it to full effectiveness. The ISIL player does not have a logistics/command marker for this scenario.
Impulse 3, step 3
Unit actions. The ISIL player really wants to knock off that US tank before it can recover and take another shot, but the player can see that the tank will only recover 2 steps on its next upkeep (free plus logistics), which is not enough to let it fire again. So, the ISIL player chooses to take a shot at the Israeli tanks. The combat steps (4.1) are:
- check range: range of 6 is normal range (+0DQ)
- determine line of sight: no obstructions
- determine firepower: FP of 6 vs. DEF of 4 (2 dice)
- defender does counter-fire: counter-fire (+1DQ)
- other defense modifiers: none
- roll for attack/countefire: attacker rolls 1 red and 1 black die (total of +1DQ)
This is 1 strike by the attacker and 4 strikes from counter-fire (but the defender's FP of 6 minus the ISIL tank's DEF of 4 means the counter-fire can only do 2 hits.
- assign damage: The Israeli tank takes 1 action step from the attack, while the ISIL attacker takes 3 steps, 1 from the firing action and 2 from the counter-fire by the Israelis. So, the Israeli tank is Action and the ISIL tank is Shaken.
Impulse 4, step 1
Draw a command chit. The fourth impulse goes to Saleh. It is placed on the command track.
Unit actions. The ISIL player moves their eastern-most Militia 1 hex to the west and takes no other action. Note how we rotated the unit to show that only the bottom unit has an Action status. The RPG-equipped unit on the hill has targets, but they have enough negative DQ's that it would be rolling all green dice. This is a case where they might consider Intensive Fire (4.153), but instead does nothing and waits for a good opportunity fire.
This formation's actions are done.
Impulse 5, step 1
Draw a command chit. The fifth impulse goes to Gideon and it is placed on the command track.
Impulse 5, step 2
Upkeep actions. No Gideon units (the infantry) need to recover action steps. If the Logistics marker was under the control of either Israeli or US forces, it could be moved at this time.
Impulse 5, step 3
Unit actions. The Israeli infantry moves into the urban hex to their east, and ends their impulse.
7.0 Scenarios
The scenarios range go from simple and small to large and complex, introducing new rules as the conflict starts small and gradually draws in the major powers. We suggest you play them in order.
7.1 Maps
GeddonWar comes with two maps. Map 1 is mostly open, with a few hills, a small town in the southwest and a village in the southeast. Key features to note are the Crusader-era citadel in the southwest. This is both rough and elevated terrain, so it blocks LOS and cannot be entered by land vehicles. The soccer field in the town is considered light urban terrain, and the regularly spaced trees in the village in the southeast are considered light woods.
Map 2 has a military base in the west and the east has the outskirts of a major city. We would like to have included a major city map, but that would just be an entire map of urban terrain and not all that much fun. The key feature of Map 2 is the crestlines blocking LOS from east-to-west.
7.2 Point values
For creating your own GeddonWar scenarios, you can assign units a point value on this scale:
| Item | Points |
|---|---|
| Each point of FP | +1 |
| each point of range for FP | +1 |
| indirect fire capability | +1 |
| if number and starburst are same color | -1 |
| fixed range and/or no move & fire | -1 |
| limited damage potential and/or support weapon | -2 |
| Each 2 points of movement (round up) | +1 |
| tracked movement | +1 |
| can carry infantry | +1 |
| amphibious | +1 |
| Each point of defense | +1 |
| if defense is specialized | +1 |
| if defense is gray | -1 |
| Recon | +1 |
| Autonomous | +2 |
| Green lightning bolt (tech) | -3 |
| Black lightning bolt (tech) | +0 |
| Red lightning bolt (tech) | +3 |
| Formation marker | +2 |
| Improved position | +2 |
| Hidden marker (no cost for snipers or IEDs) | +2 |
example: A typical Militia unit would have a cost of +3(FP), +1(range), +2(movement), +1(defense), -3(tech), for a total cost of 4. An Armata would have a cost of +7(FP), +9(range), +5(movement), +4(defense), +1(special defense), +3(tech), for a total cost of 29.
7.3 Scenario tweaking
All the scenarios have the point values of their units listed. A different way to play the scenarios is below.
Option 1: Keep the listed victory conditions, but each player bids a certain number of points for the side with the highest point total. Whoever has the lowest bid takes that side but has to adjust their forces to be equal or less than their bid.
example: The first scenario has the ISIL side with 50 points. One player bids 50 and the other bids 48. The second player takes the ISIL forces and leaves behind one of their trucks (2 points) to get to their 48 point limit.
Option 2: Another way to do this is to give the side with the most points a 10% bonus in points (round up) and then bid based on the increased total. The difference here is that the winning bid might still be more than the default and lets the person taking that side get extra units or equipment. And (very important) the other side gets a full 10% increase in their points, so the other side will always get the ability to add extra units or equipment.
example: The first scenario has the ISIL side with 48 points, so the bidding would start at 53 points or less. If the player with the low bid came in at 51 points, then they would have room to add an extra RPG-7V (3 points) to their forces. The Rebel player would get a 10% bonus to their 37 points (or +4 points), which is enough for them to pick up an RPG-29 (4 points) or an M2 heavy machine gun (4 points).
Option 3: Use one of the other options, but each side can in addition substitute up to 10% of their units (round up) with a different unit of the same formation and type (vehicle for vehicle, infantry for infantry). Support weapons can also be substituted without formation limits, but respecting nationality when possible (e.g. no equipping Russians with I-TOWs).
example: In the Option 2 example, the Rebel player had 37 points and one vehicle (a Technical). Instead of buying an extra support weapon, they could substitute a Sandcrawler (9 points) for the Technical (7 points).
Unit roster
| ISIL units | Qty | Cost |
|---|---|---|
| M1A1 | 2 | 23 |
| T-72B1 | 2 | 19 |
| T-72M | 2 | 17 |
| T-62M | 2 | 17 |
| BMP-3M | 2 | 15 |
| ZSU-23/4 (AA) | 2 | 12 |
| T-55A | 4 | 12 |
| ZSU-23/4 | 2 | 10 |
| BMP-2 | 4 | 10 |
| Humvee | 4 | 10 |
| Gun truck | 4 | 8 |
| Infantry | 4 | 7 |
| Militia | 8 | 4 |
| Israeli units | Qty | Cost |
|---|---|---|
| Merkava 4M | 2 | 27 |
| Merkava 4M | 2 | 24 |
| Namer 2 | 2 | 19 |
| Achzarit 2 | 4 | 16 |
| Advanced infantry | 2 | 12 |
| Recon Humvee | 2 | 12 |
| Sniper | 1 | 10 |
| Harop drone | 1 | 9 |
| Infantry | 4 | 8 |
| Hero drone | 1 | 7 |
| Rebel units | Qty | Cost |
|---|---|---|
| T-72M | 2 | 14 |
| T-55A | 2 | 12 |
| BMP-1 | 2 | 10 |
| Sandcrawler | 2 | 9 |
| Technical | 2 | 6 |
| Militia | 8 | 4 |
| Sniper | 1 | 3 |
| US units | Qty | Cost |
|---|---|---|
| AH-64D Apache | 2 | 31 |
| M1A4 | 2 | 29 |
| M1A4 | 2 | 26 |
| Bradley M2A3 | 1 | 19 |
| Bradley M2A3 | 3 | 16 |
| M977 Gun Truck | 2 | 15 |
| Stryker recon | 2 | 15 |
| Crusher autonomous | 4 | 14 |
| Advanced infantry | 2 | 12 |
| Humvee | 2 | 11 |
| Sniper | 1 | 10 |
| Recon infantry | 2 | 9 |
| Infantry | 4 | 8 |
| Russian units | Qty | Cost |
|---|---|---|
| SA-8B | 2 | 31 |
| T-14 Armata | 2 | 29 |
| T-14 Armata | 2 | 26 |
| MI-24P | 2 | 23 |
| BMP-3M | 4 | 19 |
| BMPT | 2 | 18 |
| BMD-4M | 2 | 17 |
| Advanced infantry | 2 | 12 |
| Recon infantry | 2 | 9 |
| Infantry | 4 | 8 |
| Support weapons | Qty | Cost |
|---|---|---|
| I-TOW ATGM (vehicle) | 4 | 14 |
| I-TOW ATGM (infantry) | 2 | 14 |
| Kornet ATGM (vehicle) | 4 | 14 |
| Konkurs ATGM (vehicle) | 4 | 11 |
| Bastion ATGM (vehicle) | 2 | 10 |
| Igla AA rocket | 2 | 9 |
| Sagger ATGM | 4 | 8 |
| M40 Recoilless | 2 | 7 |
| RPG-29 | 4 | 4 |
| 60mm mortar | 2 | 4 |
| M2 HMG (vehicle) | 4 | 4 |
| Mk47 AGL (vehicle) | 4 | 4 |
| AGS-30 (vehicle) | 4 | 4 |
| SMAW | 4 | 3 |
| M2 HMG (infantry) | 2 | 3 |
| AGS-30 (infantry) | 2 | 3 |
| RPG-7V | 8 | 3 |
| Mk47 AGL (infantry) | 2 | 3 |
| DShK HMG (infantry) | 2 | 2 |
| RPK LMG | 6 | 1 |
| Negev NG7 LMG | 4 | 1 |
| Other | Qty | Cost |
|---|---|---|
| Predator drone | 1 | 33 |
| Truck | 8 | 2 |
| Precision munition (each mission) | 1 | 9 |
| Artillery 1 (each mission) | 1 | 4 |
| Artillery 2 (each mission) | 1 | 6 |
| IED (each) | 1 | 4 |
| Vehicle mines | 3 | 3 |
| Rocket strike (each mission) | 1 | 3 |
| Improved infantry position | 6 | 2 |
| Improved vehicle position | 6 | 2 |
| Infantry mines | 4 | 1 |
Scenarios 1-15
Scenario 1: Holding action
March 14 2028
Syrian military exiles given refuge near the Jordan/ISIL border come under attack by a small ISIL force bent on both making an example of them and looting their community for supplies. However, the Syrian rebels are not completely defenseless, being both trained and equipped with Jordanian cast-offs and the items they originally fled with.
New rules introduced: Formation markers (2.01), Movement (3.0), Fire combat (4.1), Counter-fire (4.171), Close combat (4.3), Support weapons (1.32)
Rebels: Set up first, in or within 2 hexes of U9 on Map 1.
Rebels (5 units, 37 points): Formation x 2, Militia x 4, Technical x 1, RPG-7V x 1 (inf. support wpn), Sagger x 1 (inf. support wpn)
ISIL: Approach from north edge of Map 1, entering on hexes W1, Y1 and AA1 and the half hexes between them.
Saleh Militia (10 units, 48 points): Formation x 2, BMP-2 x 2, Militia x 4, Trucks x 4
Scenario length: Game ends after the 16th activation is complete, an average of 8 activations per player. At this point Jordanian reinforcements come into sight and ISIL forces retreat back across the border.
Special scenario rules:
- All map columns west of Q are not in play
- The ISIL BMP-2's do not have their normal anti-tank rockets for this scenario
- All ISIL Militia enter the map in a BMP-2 or truck
Victory conditions: ISIL player gets 2VP for each Rebel unit eliminated and 2VP for any truck that ends its move in one of the light urban hexes and then exits the map via the north edge. Total possible: 18VP
Rebel player gets 3VP for each BMP-2 destroyed, 2VP for each ISIL Militia destroyed and 1VP for each truck destroyed. Total VP possible: 18VP
The ISIL player wins if they have 4 or more VP than the Rebel player at the end of the 16th activation.
Tactics: Each side has different military objectives. The ISIL player gets as many VP for looting as for shooting, while the Rebel player gets more for causing military losses. The hill to the northeast of the Rebel setup are provides a good place to shoot from, but has marginal cover value and makes anyone there vulnerable to fire from the longer range of the BMP-2's. On the other hand, the BMP-2's cannot be very effective if they are trying to avoid getting shot by the Rebel anti-tank weapons.
Remember that hex V7 is light woods and blocks line of sight, that cultivated areas provide cover for infantry but not for vehicles, and that cultivated areas are slower for trucks to move through.
The Rebel player can win by simply delaying the ISIL forces while taking minimal losses, while the ISIL player needs to establish a foothold in one of the urban hexes, suppress Rebel fire and loot as much as possible. The ISIL player can make the most of the limited time for the scenario by using flank move (3.0) on the approach, since no Rebel weapon has a range of more than 6 hexes. This will let the BMP-2's move 6 hexes and still be able to unload their carried militia.
Scenario 2: Evacuation
April 3 2028
A Syrian opposition force near Mquaible is trying to hold off an ISIL attack long enough to evacuate key personnel and equipment.
New rules introduced: Improved positions (4.152), Logistics/Command markers (2.022), Civilians (5.7)
Rebels: Set up first. Place a Civilian counter in each of the Mosque hexes on Map 2 and the hospital hex (X3, Z1, Z7). Other Rebel units can be placed in any hex within 2 hexes of one of these Civilians.
Rebels (10 units, 85 points): Formation x 2, Technical x 2, Militia x 7, T-55A x 1, RPG-7V x 3, Sagger x 2 (inf. support wpn), DShK x 2 (inf. support wpn), Improved Infantry position x 2
ISIL: Approach from west on Map 2, setup from column O to the crestline.
Saleh Militia (6 units, 77 points): Formation x 1, BMP-2 x 3, Konkurs x 3 (veh. support wpn), Militia x 3
Shaddadeh (4 units, 60 points): Formation x 1, T-72M x 2, T55A x 2
Scenario length: Game ends when either all Civilians have been moved off the map or have been eliminated.
Special scenario rules:
- Each side gets 1 Logistics/Command marker
- Place 2 unused Hidden markers in the cup to represent Civilian activation.
- When a Civilian activation counter is drawn, 1 Civilian counter may be moved 1 hex.
- Civilian counters are automatically eliminated (captured) if engaged in close combat, but otherwise cannot be attacked or take damage (they actively use intervening buildings to hide from direct fire).
Victory conditions: ISIL player gets 1VP for each Rebel unit eliminated, and Civilians count as Rebel units for this purpose. Total possible: 13VP.
Rebel player gets 4VP for each Civilian counter moved off the map. Total possible: 12VP.
The player with the highest score when the scenario ends wins, with ties going to the Rebel player.
Tactics: Evacuating the civilians is the highest priority for the Rebel player, who may want to use their Command marker to gain extra activations for the Civilians (it will take a minimum of 8 Civilian activations to evacuate all 3 Civilian counters). The Rebels can either maintain a strong front and try to delay the ISIL force from the edge of the city, or setup so that they cannot be seen and only engage when ISIL forces are at point blank range. If the Rebels trade all but 2 of the military units in exchange for getting 2 Civilian counters off the map, they still win.
ISIL forces have superior range, firepower and mobility, but Rebel anti-tank missiles can cover most avenues of approach. ISIL is under time pressure, since it will be very difficult for them to win if they do not capture 2 of the 3 Civilian counters, so using Flank moves (3.0) may be worth the risk. The Rebel player needs to take this into account and keep the ISIL player from curling around to the south and using the city as cover from Rebel fire (they can run up the east map edge and intercept the Civilian refugees).
Scenario 3 - Street fight
April 16 2028
ISIL and Syrian rebel factions are fighting over urban real estate in a town that until now had managed the delicate balancing act of not offending either side too much.
Rules introduced: Off-board artillery (5.2)
Rebels: Set up first in G15, H14, H15 or I14 on Map 1.
Rebel Militia (8 units, 48 points): Formation x 2, Militia x 6, Technical x 2, RPK x 2 (inf. support wpn), RPG-7V x 2 (inf. support wpn)
ISIL: Set up in G11, H11, G13 or I12 on Map 1.
Saleh Militia (8 units, 54 points): Formation x 2, BMP-2 x 2, Militia x 6, RPG-7V x 2 (inf. support wpn)
Special: Each side gets 1 Civilian counter and may place it in any unoccupied hex, Rebel player places first.
Scenario length: Game ends after the 20th activation is complete.
Special scenario rules:
- Areas north of row 7 and east of column M are not used.
- Normal rules for Civilians (5.7) apply. Moving through a hex with a Civilian costs +1MP. Killing a Civilian removes the counter from play.
- Place a Artillery 2 marker in the cup when it refills the first time. When it is drawn, the player whose impulse just finished gets this attack centered on 1 of their starting hexes of the other player's choice. This is an encouragement to not sit still in your starting hex and represents random shelling by both sides. Set this artillery chit aside and put it back in the cup when other chits are returned to the cup.
- Remember that the Crusader citadel (Q12) is rough terrain and impassable to vehicles, and that the soccer stadium (F13) is light urban.
Victory conditions: Each side gets 1 point per enemy starting hex occupied at scenario end and 1 point per surviving unit. Each side loses 2 points for any civilian their actions kill. High score wins. Note that each side has an identical number of points they can score.
Tactics: The dense urban terrain is going to make it difficult to get powerful attacks through unless the attacker can give themselves benefits from combined fire (4.162) and/or flanking (4.163). The Rebel technicals are weak, but highly mobile and have a range longer than Militia rifles. As long as they avoid RPG and BMP fire, they can be used for this purpose, and the ISIL player needs to take this into account.
The ISIL BMP's are fragile in this environment, but very useful for combined arms attacks, especially in assault combat. Like the technicals, they outrange militia, but have to be wary of RPG fire.
Both sides should remember the Retreat option available in ranged combat (4.16), the extra morale recovery (2.021) from being in defensive terrain or outside of enemy LOS, and that the old Crusader fort hex cannot be entered by vehicles and has a level of elevation (-3DQ if attacking infantry there with ranged combat).
Scenario 4 - Assassination attempt
May 1 2028
A high-ranking ISIL official giving a speech at a war memorial was the target of unknown assassins. The trap was incorrectly sprung, and the official is bundled into an armored vehicle which needs to escape a ring of assailants. The assailants need to finish the job quickly, before reinforcements arrive.
Rules introduced: Hidden units (5.4), IED's (5.42)
ISIL: Set up first on Map 2 as follows:
Saleh Militia (10 units, 74 points): Formation x 2, BMP-2 x 2: X14, Militia x 1: Y15, DShK (inf. support wpn) x 1: Y15, Improved infantry position x 1: Y15, Gun truck x 1: Y15
Improved vehicle position x 1: Z1, BMP-2 x 1: hex Z1, Militia x 1: hex Z1, Militia x 1: hex X3
BMP-2 x 1: Enters map at hex AA4 Militia x 1: enters map loaded or unloaded in same hex as BMP-2
Rebels: Set up first on Map 2. Militia set up in any urban hex at least 7 hexes from X14 and at least 2 hexes from any ISIL unit or its entry point. The IED may be placed in any road hex at least 2 hexes north of X12 and the sniper is placed (not hidden) in hex V11.
Rebel Militia (8 units, 61 points): Formation x 2, Hidden markers A, B, C, D, Technical x 1, Militia x 6, Sniper x 1, RPG-7V (inf. support wpn) x 4, RPK (inf. support wpn) x 2, IED x 1
Scenario length: Game ends after the 24th activation is complete, the official is dead or the official exits the map, whichever happens first.
Special scenario rules:
- Usable portion of the map is column U and east.
- Each side gets one Command/Logistics marker.
- ISIL player activates first with Saleh formation, place its counter on impulse 1.
- Place a Sagger and Konkurs under the BMP-2's in hex X14. Write down which is the official and which is a decoy.
- The BMP-2's in hex X14 represent armored limousines and armed escort vehicles. They can only move from their starting hex to an adjacent road hex, and from there can only move on road hexes and must use the road movement terrain modifier (4.161).
- If a 'limousine' is destroyed, its contents are revealed, otherwise they remain hidden.
- The Rebel IED must be at one of the Hidden marker locations.
Victory conditions: Rebel player gets 4VP for eliminating the official and 1VP for each other ISIL unit eliminated (which means 5VP for eliminating the official since this requires blowing up the BMP-2 he is in). ISIL player gets 6VP for exiting the official off the map via hex X1 and 1VP for each Rebel unit eliminated.
Tactics: Setup is the key. The Rebel player has to be able to put a creditable force to block the limited escape avenues the road-bound BMP's can take, but must also find a way to stop or delay the reinforcements the ISIL player can bring into play to escort and clear the way for the official.
The ISIL player has to make a best guess about the IED. Keep in mind that if you stay put in hex X14 and wait for help to arrive, the Rebel player may be able to get combined RPG fire on you by moving to the light urban hexes to the northeast.
Scenario 5 - Playing with fire
May 17 2028
An ambitious ISIL commander in southeastern Syria decides to make a play against Israel by attacking a settlement in the Golan Heights. Israeli intelligence anticipated the move and put assets in place just in case. Which is a good thing because ISIL brought more than the Israelis expected they would. The ISIL commander knows he has to get his forces into places where the inevitable Israeli airforce will not strafe, and do so quickly.
Rules introduced: Indirect fire (5.1), Drones (5.62)
Israel: Set up first, in the area of S1 through S7 to Y1 through Y7 on Map 1. The Hidden markers may be placed in any light urban hex from column S and east of this and the sniper is under one of them. No other Israeli units are hidden.
Palsar Recon (3 units, 44 points): Formation x 1, Humvee x 2, Sniper x 1 (and Hidden markers A, B, C), Mk47 AGL (vehicle support wpn) x 2
Gideon Mech. Infantry (10 units, 159 points): Formation x 2, Achzarit x 4, Advanced infantry x 2, Infantry x 3, I-TOW (infantry support weapon) x 2, 60mm mortar (infantry support weapon) x 1, Improved infantry position x 1, Harop drone x 1 (place in hex V1)
ISIL: Setup second, enter from south edge of Map 1.
al-Zawarhari (4 units, 88 points): Formation x 2, M1A1 x 2, T-72B1 x 2
Saleh Militia (8 units, 140 points): Formation x 1, BMP-2 x 4, Kornet (vehicle support weapon) x 4, Militia x 4, RPK (infantry support weapon) x 4, Attached: ZSU-23/4 x 2 (activates with Saleh)
Scenario length: Game ends after the 24th activation is complete.
Special scenario rules:
- Each side gets 1 Command/Logistics marker
- ISIL player activates first, choosing either of their formations, place it on the command track.
- All infantry in the Saleh formation enters the map carried in a BMP-2
- As long as the Harop drone is airborne, the Israeli player has LOS on all map hexes
- ISIL units may leave the map, but may not return and count as 1 point for the Israeli player
Victory conditions: Points: Israeli units eliminated by ISIL are worth 1 point each (13 available, includes the drone), ISIL units eliminated by Israel are worth 1 point each (13 available). ISIL player gets 2 points for possession of each of T7, T9, U9, V8 and V10 at scenario end and loses 1 point for each unit not in a hex that provides a defense bonus (a -DQ for that unit type). High score wins.
Tactics: The ISIL player needs to avoid getting pinned down in the open, since the Israeli I-TOW missiles will make short work of ISIL vehicles if they cannot move each activation. This will probably require use of the ISIL Command marker for increased activations of the Saleh formation. The ISIL player needs to knock out the Israeli I-TOW positions or at least suppressed so that they can only counter-fire. The Israeli player needs to keep the ISIL forces at a distance, and use their superior mobility and indirect fire units to best effect for gaining combined fire (4.162) and flanking (4.163) bonuses. Remember that the Israeli sniper cannot be used for combined fire, and also remember that the minimum roll for a single unit attacking is zero dice and combined/flanking bonuses add to this.
Scenario 6 - Rhymes with Urke
June 1 2028
Increasing tensions between Russia and the increasingly ISIL-friendly leader of Turkmenistan erupt into violence while he is absent on an oveseas visit. Secular generals initiated a coup with Russian assistance, trying to subdue the Islamist military faction and seize the government during the president's absence.
Rules introduced: none
Turkmenistan (use ISIL counters): Set up first. Place the al-Mansur units on or adjacent to hexes X3, Z1 and Z7 of Map 2. Shaddadeh units enter the map on the south map edge on or within 1 hex of the road.
al-Mansur (9 units, 108 points): Formation x 2, BMP-3M x 2, Kornet (vehicle support weapon) x 2, Infantry x 4, Truck x 2, ZSU-23/4 x 1 (non-AA version), Improved vehicle position x 1, Improved infantry position x 1
Shaddadeh (8 units, 116 points): Formation x 2, T-72M x 2, T-55A x 4, T-62M x 2, Bastion (vehicle support weapon) x 2 (on T-62M)
Russia (use Russian and ISIL counters): Set up second. All formations begin anywhere inside the military base on the west side of Map 2.
Serduyakov (4 units, 112 points): Formation x 1, Armata x 4
696th Rifle (8 units, 168 points): Formation x 2, BMP-3M x 4, Kornet (vehicle support weapon) x 4 (on BMP-3M), Infantry x 4
al-Zawarhari (2 units, 40 points): Formation x 1, T-72B1 x 2
Saleh (4 units, 32 points): Formation x 1, BMP-2 x 2, Militia x 2, RPK (infantry support weapon) x 2
Scenario length: Game ends after the 30th activation is complete.
Special scenario rules:
- Each side gets 1 Command/Logistics marker
- With the exception of X3, Z1 and Z7, all urban hexes contain Civilians (5.7) at all times and they are 'replenished' if eliminated. Simply keep track of civilian losses on a sheet of paper
- Russian player activates first, choosing any of their formations
- Hex X3 is the Presidential Palace, hex Z1 is the Parliament building and hex Z7 is the Ministry of Defense
Victory conditions: Points: Any civilian eliminated counts as -1 point for the side eliminating it. Each enemy unit eliminated (except for trucks) is 1 point for the side eliminating it. At scenario end, occupying the Presidential Palace is worth 5 points, the Ministry of Defense is worth 3 points and the Parliament is worth 3 points.
Tactics: The ISIL player needs to avoid being in the open where the Russian armor does best. Because of the location of VP hexes, a lot of fighting will be at very close range if not actual close combat. Accepting civilian losses but minimzing them will be key.
Scenario 7 - Burning Sands
June 19 2028
A NATO air strike on the Tawke oil fields near the Turkish border had filled the region with dense smoke. Using the NATO obligations of a politically shaky Turkey (backed by an unspoken threat of economic sanctions), a US force probed the ISIL defenders while at the same time Kurdish rebels used the chaos for a little payback of their own. ISIL troops had orders to defend the oil fields to the last man. The US and the Kurds were eager to help them carry out these orders.
Rules introduced: Smoke (5.24)
ISIL: Set up first. Setup on any hex numbered 10 or higher on Map 1.
al-Mansur (7 units, 116 points): Formation x 2, BMP-3M x 2, Kornet (vehicle support weapon) x 2 (on BMP-3M), Infantry x 4, DsHK (infantry support weapon) x 2, RPG-29 (infantry support weapon) x 2, ZSU-23/4 x 1 (non-AA version), Improved infantry position x 2
Shaddadeh (8 units, 144 points): Formation x 2, T-72M x 2, T-55A x 4, T-62M x 2, Bastion (vehicle support weapon) x 2 (on T-62M), Improved vehicle position x 2 (must be used for vehicles in this formation)
USA and Kurds (use Rebel counters): Set up second. US forces enter Map 1 from any hex on the north edge. Kurdish forces enter Map 1 on hexes O through AA on the south edge. Both forces must enter the map with all units on their first activation (any that do not are lost).
3-69th Armor (4 units, 114 points): Formation x 2, M1A4 x 4
1-36th Infantry (8 units, 159 points): Formation x 2, M2A3 x 4, I-TOW (vehicle support weapon) x 4, Infantry x 4
Rebels (8 units, 60 points): Formation x 2, Technical x 2, Sandcrawler x 2, Truck x 2, Militia x 4, RPG-7V x 2 (infantry support weapon)
Scenario length: Game ends after the 30th activation is complete.
Special scenario rules:
- Each side gets 1 Command/Logistics marker
- US/Kurd player chooses one of their formations to activate first. Place that chit on the command track.
- Place a smoke counter in hexes E11, G12, H9, J12, M12, T7, U9, V10. These represent burning oil wells. This smoke blocks all LOS for the whole battle. These hexes cannot be entered.
- The overall pall of smoke acts as defensive terrain worth -1DQ for each 4 hexes of range (i.e. 4-7 hexes is -1DQ, 8-11 is -2DQ, etc.).
- ISIL units that leave the map are considered eliminated.
Victory conditions: Points: The US player needs 18 points to win. ISIL units lost are worth 2 points each. Each US vehicle lost is -3 points, each US infantry lost is -2 points and each non-truck Kurdish unit lost is -1 point.
Tactics: Both sides need to use the smoke and the LOS blocks from burning oil wells to their advantage. Other than that, this is a straight-up assault on a prepared position. The ISIL player should not get into a long range shooting match and the US player should not leave themselves open to an ISIL counter-attack in the urban areas.
Scenario 8 - Unfriendly Skies
June 23 2028
The routed ISIL forces from the Battle of Merom Golan (June 22 2028) fled northwest to secure and better defended territory, pursued by Israeli drones and artillery. Outnumbered IDF scouts in El Hmidaiah were tasked with slowing the fleeing ISIL forces.
Rules introduced: Drones (5.62), Minefields (5.5)
Israel: Set up first. Setup in any light or dense urban hex on Map 1 except G12, which is considered impassable for this scenario.
Palsar Recon (2 units): Formation x 2, Humvee x 2, I-TOW (vehicle support weapon) x 2, Harop drone x 1
Gideon (4 units): Formation x 2, Infantry x 4, SMAW (infantry support weapon) x 4
ISIL: Enter Map 1 on any hex south and west of the river.
Shaddadeh (8 units): Formation x 2, T-72M x 2, T-55A x 4, T-62M x 2
Saleh (12 units): Formation x 2, BMP-2 x 4, Militia x 4, Gun truck x 4
Al-Mansur (4 units): Formation x 2, Humvee x 4
Scenario length: Game ends after the 40th activation is complete or all ISIL units have exited the map or been destroyed.
Special scenario rules:
- The Israeli side gets 1 Command/Logistics marker
- The Israeli side chooses one of their units to go first. This may include choosing a mine-laying artillery mission (see next).
- Place a Artillery 1 marker in the cup. When drawn, this represents an artillery-launched infantry minefield. The Israeli player places this any hex so that the area of effect does not touch an Israeli unit or light or dense urban hex. Set the artillery counter aside and return it to the cup with the other counters.
- All ISIL units must use all its MP each activation if possible. They are fleeing in panic. They are not required to zig-zag because they lack MP to finish a move in a hex that costs more than 1MP to enter.
- Place a Harop drone in the cup. When drawn the Israeli player must immediately make an attack with it if possible (simply place it on a target). Set it on the activation track and replace it in the cup when counters are returned to it.
- ISIL units that are Pinned or worse after their morale step are considered totally demoralized and are removed from play. Replace vehicles with wreck counters (lose any carried troops).
Victory conditions: Points: The ISIL player must exit their units off the easternmost road hex or any hex within 2 hexes of it. Each vehicle exited is worth 2 points and each Militia exited is worth 1 point. The ISIL player must have at least 22 points to win (half their possible point total).
Tactics: ISIL forces are sitting ducks but the IDF does not have enough guns to shoot them fast enough. ISIL strategy is to run and sacrifice units so that other units can escape. Israeli strategy is to slow down ISIL units so that they get more shots on them.
Scenario 9 - Steel Ghosts
July 29 2028
A combination of remote sensing and human assets provided credible evidence of radioactive isotopes in a village north of al-Maabadah, along a route known to be used by Turkish smugglers. Political considerations precluded paving the area, but fearing a 'dirty bomb' and not trusting the Turkish government, the US air-deployed Special Forces and prototype autonomous vehicles to investigate and eliminate any threat posed. Additionally, two sub-launched Tomahawk missiles were placed in loiter mode in the eastern Med, ready to strike on short notice. It was just bad luck that all this coincided with an elite ISIL force arriving up to pick up what was in the village.
Rules introduced: Precision guided munitions (5.22), Autonomous vehicles (5.8)
ISIL: Set up in I13, J12, K13, L12 on Map 1, except for Saleh, which begins play in hex U9, V10, T7
al-Mansur (10 units, 162 points): Formation x 2, BMP-3M x 4, Kornet (vehicle support weapon) x 4 (on BMP-3M), Trucks x 2, Infantry x 4, RPK x 2 (infantry support weapon), RPG-29 (infantry support weapon) x 2
Saleh (4 units, 24 points): Formation x 1, Militia x 3, RPK (infantry support weapon) x 2, Gun truck x 1, Hidden markers A, B, C
USA: Set up second. US forces set up on any of hexes L4, M4, Q4, P3, J2, L1 on Map 1.
1-36th Infantry (8 units, 140 points): Formation x 2, Infantry x 2, Advanced Infantry x 2, SMAW (infantry support weapon) x 4, Crusher autonomous vehicle x 4
Special scenario rules:
- The US player may designate any enemy unit as the target of a precision guided munition. The US player gets 2 of these and may use one per formation activation. Use of this does require LOS from a US unit to the target. This attack may also be used as opportunity fire by any US unit that has no more than an Action counter on it and is in LOS of the opportunity fire target.
- ISIL forces are considered 'elite' and recover an additional action step if they are adjacent to another ISIL combat unit (not unarmed trucks).
- ISIL player puts a Hidden marker in each of T7, U9, V10 and secret writes down which is the dirty bomb.
- If the ISIL player has an unloaded vehicle in a hex with a Hidden marker at the start of their formation action, they may load the Hidden marker into it. It is only revealed if the vehicle is destroyed or meets victory conditions.
Scenario length: Game ends after the 24th activation is complete.
Victory conditions: ISIL victory: ISIL player wins by loading the dirty bomb onto any vehicle capable of carrying infantry and getting it off the west edge of the map (they escape with the bomb).
ISIL victory: The scenario duration runs out and no other victory condition has been met.
Tie: If the dirty bomb is in a transport vehicle and it is destroyed by gold firepower, the scenario is a draw (the bomb is destroyed but its existence cannot be absolutely confirmed).
US victory: If the dirty bomb is not loaded in a vehicle and US infantry controls the hex it is in, it is a US victory (US captures the bomb).
US victory: If the dirty bomb is in a transport vehicle and that vehicle is destroyed by red firepower or close combat with at least 1 US infantry, it is a US victory (US captures the bomb).
Scenario 10 - Rogue Platoon (solo)
August 9 2028
After a dirty bomb was detonated upwind of the Echo Sand forward base, US forces there hastily evacuated. A group of Syrian rebels braved possible contamination to loot the base of supplies, unaware that a small contingent of US defenders remained. A company of Crusher autonomous vehicles was alerted by their trespass, and unaware they were technically on the same side, moved out to eliminate the intruders.
This is a solo scenario, where the player takes the Syrian rebel side and the defenders use the autonomous unit rules.
Rebels: Set up in or within 1 hexes of O6 on Map 2.
Rebels (9 units, 62 points): Formation x 1, Technical x 2, Truck x 6, Militia x 6, RPG-7V (inf. support weapon) x 3, RPK x 3
USA: Set up second, as per special scenario rules.
Crusher (4 units, 60 points): Formation x 2, Crusher autonomous vehicle x 4
Special scenario rules:
- No formation chits start in the cup, initially the Rebel formation activates every impulse.
- Rebel player gets a Command/Logistics marker.
- There are 14 hexes inside the base perimeter that have buildings (not tents). Place the 4 Crusher counters, 4 Hidden counters and 6 random counters in a cup.
- Each time a rebel unit enters one of these building hexes for the first time, draw a counter from the cup. Place a coin or some other marker in that hex to show it has been searched.
- If it is a Hidden counter, it is valuable loot. This can be loaded into any Truck without an Action counter on it in the same hex.
- If it is a random counter, there is nothing useful in that hex.
- If it is a Crusher, place it in the hex. Draw all the remaining counters, determining which hex the counter is for first, and place the counter in that hex. When done, put all non-Crusher counters drawn back in the cup and only mark the Crusher hexes as 'searched'. Crushers immediately engage in close combat with the Rebel militia that activated them. Place the Rebel and US formation chits in the cup.
- The Crushers also activate in the same way once the second loot is found.
- The Crushers will not leave the base, but will engage targets outside the base.
Scenario length: Game ends after the 30th activation is complete, all Rebels are eliminated or all Rebels have exited past the crestlines to eliminate LOS by the Crusher units.
Victory conditions: Rebel victory: The Rebel player gets points as follows:
- Each Rebel unit (including trucks) that is east of the crestline at the end of the scenario: 1VP (14 possible)
- Each unit of loot east of the crestline at the end of the scenario: 4VP (16 possible)
The Rebel player needs 20VP to win.
Scenario 11 - High-tech/low-tech
August 23 2028
Russian forces in support of a moderate Syrian faction arrived at the hastily constructed 'Camp Fawz'. Disorganized ISIL opposition in the nearby city of Nusaybin realizes that a fully prepared Russian force would be unbeatable and mounts a hasty mass assault.
Rules introduced: none
Russia: Set up first, I12, H12, J13, E10 on Map 2, at least 1 unit per hex.
Serduyakov (3 units, 83 points): Formation x 1, T-14 Armata x 1 (red bolt), T-14 Armata x 2 (black bolt)
696th Rifle (6 units, 95 points): Formation x 1, BMP-3M x 3, Advanced Infantry x 3
Rebels: Sets up second, any light urban hex inside the fence that does not have a Russian unit in it.
Rebels (8 units, 36 points): Formation x 2, Militia x 8
Hexes M7 and N8 have one each of the following:
Rebels (4 units, 36 points): T-55A x 2, Technical x 2
ISIL: Set up second, anywhere at least 3 hexes east of the crestline
Saleh (20 units, 136 points): Formation x 2, BMP-2 x 4, Trucks x 4, Militia x 8, Gun truck x 4, RPK (inf. support weapon) x 4, RPG-29 (inf. support weapon) x 4
Shaddadeh (5 units, 69 points): Formation x 2, T72M x 1, T55A x 4
Special scenario rules:
- The Russia/Syria player gets 1 Command/Logistics marker
- ISIL player gets two rocket attacks. Place one in the cup at the start of play and put the other in the cup when the cup is refilled for the first time. The strike is played when drawn. The rocket strikes can only be spotted for by the Shaddadeh units or pre-designated at any specific starting hex for Russian forces (I12, H12, J13, E10), even with no spotter.
Scenario length: Game ends after the 30th activation is complete.
Victory conditions: Each Russian unit eliminated by ISIL is worth 3 points (27 points available). All other units except unarmed trucks are worth 1 point to the player who eliminates them (10 points of Rebel units, 21 points of ISIL units). High score wins.
Tactics: The Russian units are hampered by having only 1 formation marker each, which means their activations need to be handled as effectively as possible, with use of the Command/Logistics marker being important. The ISIL player has a lot of low quality units, but they will get shredded in any direct confrontation with the Russians. So avoiding Russian LOS is vital. Use of optional rule 5.24 to generate dust/smoke from the rocket attacks may be in order.
Scenario 12 - Fallujah Lite
September 11 2028
A US expeditionary force with Jordanian assistance (coming in from the east) is trying to liberate an ISIL-held area with minimal civilian casualties. The significance of the date is lost on neither side and makes each of them more determined.
Rules introduced: Helicopters (5.61)
ISIL: Set up first. Any hex at least 4 hexes east of the central crest line. All formations must have their units no further than 5 hexes apart.
Saleh Militia (12 units, 98 points): Formation x 2, BMP-2 x 4, Militia x 8, RPG-7V (inf. support weapon) x 4, DshK (inf. support weapon) x 2, Improved infantry position x 2
al-Mansur (12 units, 183 points): Formation x 1, BMP-3M x 2, Infantry x 4, Humvee x 4, Konkurs (veh. support weapon) x 4 (on Humvee), RPG-29 (inf. support weapon) x 2, Igla AA rocket (inf. support weapon) x 1, ZSU-23/4 x 2
Shaddadeh (8 units, 138 points): Formation x 1, T-72M x 2, T-62M x 2, T-55A x 4, Bastion (veh. support weapon) x 2 (on T-62M)
United States: Set up second. Any hex at least 2 hexes west of the central crest line. Note that this means that no US or ISIL ground units have LOS for direct fire.
United States
3-69th Armor (4 units, 114 points): Formation x 2, M1A4 x 4
1-36th Infantry (12 units, 231 points): Formation x 2, M2A3 x 4, I-TOW (inf. support weapon) x 4 (on M2A3), Adv. Infantry x 2, Infantry x 2, Humvee x 2, M977 Gun Truck x 2, SMAW (inf. support weapon) x 4
3-4 Squadron (2 units, 66 points): Formation x 2, AH-64D x 2
Special scenario rules:
- Each side gets 2 Command/Logistics markers.
- US forces act first and choose any US formation to be placed on the command track.
- US forces get three Artillery 2 strikes before their first unit activates. These can be normal HE or smoke (5.24). If these are not used at the start of play they are lost.
- The US has total battlefield surveillance, all US units have LOS on all hexes at all times.
- All units recover one extra action step during the morale phase (2.021).
- All urban hexes without improved infantry positions are assumed to have Civilians (5.7) in them at all times. Each Civilian casualty caused by a player costs that player 1 victory point. This includes by artillery strikes. Close combat does not cause civilian casualties.
Scenario length: Game ends after the 40th activation is complete.
Victory conditions: Points: The ISIL player gets points for each urban hex on the east half of the map with at least 1 ISIL unit in it. Each hex in column AA is worth 1 point, Z is worth 2, Y is worth 3 and X and points west are worth 4. The ISIL player gets 2 points for each US unit eliminated. The US player gets the inverse of this, 4 points for each US unit in an urban hex in column AA, 3 for Z, 2 for Y, and 1 for X and points west (on east half of map). The US player gets 1 point for each ISIL unit eliminated.
Scenario 13 - Détente
September 22 2028
US and Israeli forces pushing towards Mezze Air Base from the south encountered Russian forces and Syrian rebels attempting to capture the city from the north. There is no reliable data on whether the first shot between the two groups was deliberate or merely friendly fire. Both sides had orders to take and hold the city. Neither side was willing to back down but both US and Russian commanders wanted very much to avoid a full-on confrontation. Nonetheless, there were gung-ho platoon commanders on both sides who were unwilling to take losses for the sake of avoiding political complications back home.
ISIL: Set up first in the listed hexes.
Saleh Militia (10 units, 120 points): Formation x 2, BMP-2 x 2 + Kornet x 2: W11, BMP-2 x 1 + Kornet x 1, Militia x 1: Y9, Militia x 2 + RPK x 2: Z9, Militia x 2 + RPG-7V x 2: X13, Militia x 1 + DshK x 1, Improved inf. position: Y7, Militia x 1 + DshK x 1, Improved inf. position: Z7
al-Mansur (8 units, 108 points): Formation x 1, BMP-3M x 1, Infantry x 1: Z1, BMP-3M x 1, Infantry x 1: X3, Infantry x 2: U1, Humvee x 2 + Kornet x 2: T6
Shaddadeh (4 units, 90 points): Formation x 1, T-72M x 2: Y2, T-62M x 2 + Bastion x 2: X2
United States/Israel: Enter on any board edge hex on south edge of map, east of the crest line.
United States
3-69th Armor (4 units, 114 points): Formation x 2, M1A4 x 4
1-36th Infantry (8 units, 165 points): Formation x 2, M2A3 Bradley x 4, I-TOW (inf. support weapon) x 4, Infantry x 4, SMAW (inf. support weapon) x 2
Israel
Sa'ar (4 units, 106 points): Formation x 2, Merkava 4M x 4
Gideon (8 units, 122 points): Formation x 2, Adv. Infantry x 2, Infantry x 2, Achzarit x 2, Namer 2 x 2, SMAW (inf. support weapon) x 2, NG7 LMG (inf. support weapon) x 2
Russia/Rebel: Enter on any board edge hex on north edge of map, east of the crest line.
Russia
Serduyakov (4 units, 114 points): Formation x 2, Armata x 4
696th Rifle (8 units, 120 points): Formation x 2, BMP-3M x 4, Adv. Infantry x 2, Infantry x 2
Rebel
Rebels (13 units, 108 points): Formation x 2, T-72M x 1, T-55A x 2, Militia x 8, RPG-7V (inf. support weapon) x 4, RPK (inf. support weapon) x 4, Sandcrawler x 2
Scenario length: Game ends after the 50th activation is complete.
Special scenario rules:
- Do not put ISIL formation markers into the cup until it refills for the first time.
- US and Russian players each get 1 Logistics/Command marker, which may only be used for US or Russian units.
- All urban hexes are considered dense urban hexes.
- ISIL units do not move. For opportunity fire they are controlled by the player opposing the one who is currently activated. For their own activation, they are controlled by the player that did not have the most recent activation. In close combat, they always choose 'retreat', and this may cause them to exit the board (and count as eliminated).
- At the start of the scenario, US and Russian forces may not fire on each other, move adjacent to each other's hexes or engage in close combat. Israeli and Rebel forces are under no such constraints. US units may fire on Rebel units or ISIL units with no constraints and Russian forces may fire on Israeli or ISIL units with no constraints.
- If attacked by Russian units, US units must retreat (4.16) to a position outside the LOS of a Russian attacker if possible, or use 'retreat' as their close combat option. If not possible, they may hold or counter-attack as they wish.
- If attacked by US units, Russian units must retreat (4.16) to a position outside the LOS of an American attacker if possible, or use 'retreat' as their close combat option. If not possible, they may hold or counter-attack as they wish.
- Each time an Israeli or US unit fires on or attacks a Russian unit, roll a black die. If the result is a strike, the Russian player gets a 'reminder' marker (use a Hidden counter). The next time a Russian formation activates, it may attack US units normally. Discard the reminder marker when that formation is done activating.
- Each time an Rebel or Russian unit fires on a US unit, roll a black die. If the result is a strike, the US player gets a 'reminder' marker (use a Hidden counter). The next time a US formation activates, it may attack Russian units normally. Discard the reminder marker when that formation is done activating.
Victory conditions: You will need to draw some boxes on a sheet of paper and label them "US", "Russia", "Israel", "Rebel". A unit eliminated by one of these forces goes in that nation's square.
Points:
- Each side gets 2 points for each dense urban hex controlled (has a unit in it) at the end of the scenario. The Russian player gets default control of all dense urban hexes in rows north of ISIL, US or Israeli units, which are also north of a Russian unit. The US player gets default control of all dense urban hexes in rows south of ISIL, Russian or Rebel units, which are also south of a US unit. For instance, if there is a Russian unit in row 9 and there are no ISIL, US or Israeli units in rows 8 or less, all dense urban hexes in rows 8 or less default to the Russian player. Basically, when the scenario ends there will be clear-cut zones controlled by one side, and contested areas where only occupied hexes count. This is a 'political' victory condition, where both sides are trying to lay a claim to control before a cease-fire takes place.
- Hexes Z1, X3 and Z7 are worth 4 points instead of 2 points.
- Russians get 1VP for each Israeli or ISIL unit eliminated, and -1VP for each American unit eliminated.
- Americans get 1VP for each Rebel or ISIL unit eliminated, and -1VP for each Russian unit eliminated.
- Israelis get 1VP for each Russian or Rebel unit eliminated, and 2VP for each ISIL unit eliminated.
- Rebels get 1VP for each Israeli or American unit eliminated, and 2VP for each ISIL unit eliminated.
- The first player's score is the US + Israeli total, and the second player's total is the Russian + Rebel score. High score wins.
Tactics: The US and Russians lose points for eliminating each other's units, but the amount of the loss is less than they gain for having control of a hex. So, while forcing the other to retreat is best, 'regrettable incidents' can still be in your best interest.
Scenario 14 - Strange Bedfellows
October 2 2028
ISIL defectors who have joined local resistance groups are trying to break out from a siege of a bombed-out city.
Rules introduced: None
Rebels/Defectors: Setup in or within 1 hex of Z3 on Map 2.
Rebels (12 units, 102 points): Formation x 2, Militia x 6, RPK (inf. support weapon) x 2, RPG-7V (inf. support weapon) x 4, BMP-2 x 2 (use ISIL), Kornet (veh. support weapon) x 2 (on BMP-2), Militia x 2 (use ISIL), Truck x 2
Rebels (4 units, 52 points) (reinforcements): Technical x 4, Kornet (veh. support weapon) x 2 (on Technical)
ISIL: Setup at least 6 hexes from hex Z3 on Map 2.
al-Mansur (10 units, 96 points): Formation x 2, BMP-3M x 2, Infantry x 6, Humvee x 2
Shaddadeh (8 units, 120 points): Formation x 1, T-72 x 2, T-62 x 2, T55A x 4
Saleh Militia (8 units, 56 points) (reinforcements): Formation x 1, BMP-2 x 4, Militia x 4
Scenario length: Game ends after the 36th activation is complete.
Special scenario rules:
- Rebels activate their formation first.
- This urban area has been under siege and heavy artillery bombardment. All urban hexes are considered rough. This means no passage by vehicles unless there is a road, and use of requires the +1DQ for being on a road.
- Rebel units are 'elite' and get back an extra action step in the morale phase.
- Vehicles that begin play in an urban hex may only be placed in a hex with a road.
- The ISIL player gets a Artillery 2 strike, which is placed in the cup and used when drawn if a non-Shaken ISIL unit has LOS on the target. The chit is put back in the cup when it is refilled.
- The ISIL player gets the formation chit for the Saleh formation added to the cup after the 12th activation. When this formation activates, all its units of which must enter play in hexes AA4 or Y16. They may enter into hexes which would cause an immediate close combat.
- The Rebel player gets 4 Technicals and 2 Kornets on their first activation after the Saleh formation is added to the cup. These must enter the map at hex AA4 (yes, the same hex as Saleh).
- Confusion: The first attack by a BMP-2 under Rebel control gets 1 red die added to its roll to represent that other ISIL units are not yet aware of its switched allegiance. This extra die will not count towards any counter-fire hits.
- Hospital: Units firing into or out of hex X3 may only use green dice and this hex may not be in the area of effect of artillery strikes. Close combat is unaffected.
Victory conditions: Points: The Rebel player gets 3 points for each BMP that exits the south map edge or goes west of the north-south crestline and is outside LOS of enemy units, and 2 points for each technical or militia that does so (possible 30 points). The Rebel player also gets 1 point for each destroyed ISIL armored vehicle or militia or infantry (possible 26 points). ISIL scores 2 points for each destroyed Rebel armed vehicle (including Technicals but not including Trucks), 1 point for each destroyed militia/infantry, and double this value for any Rebel unit still on the map at the end of the scenario.
Scenario 15 - Knife fight
October 12 2028
A Russian column moving south from Jolfa under cover of bad weather encountered a US force taking cover from the weather in an abandoned town. The Russians, spying Humvees in the distance, assumed ISIL forces and opened fire. US forces, seeing tank silhouettes they (incorrectly) associated with ISIL forces, opened fire. At some point in the battle each side realized the identity of the other, but neither would stop shooting as long as the other continued to fire.
In the aftermath, each side claimed the other shot first. The son-in-law of the Russian President was among the casualties, which led to a significant increase in international tensions.
Rules introduced: None
Russia: Serduvakov, hex V8, W8, 696th Rifle, X7, Y7, Z7, AA8. All infantry units enter the map in their APCs.
Russia
Serduyakov (4 units, 114 points): Formation x 2, Armata x 4
696th Rifle (8 units, 170 points): Formation x 2, BMP-3M x 4, Konkurs (veh. support weapon) x 2 (on BMP-3M), Bastion (veh. support weapon) x 2 (on BMP-3M), Advanced infantry x 2, Infantry x 2
United States: Set up in any urban or dense urban hex west of column M on Map 1. Put one Humvee in hex O10.
United States
3-69th Armor (4 units, 114 points): Formation x 2, M1A4 x 4
1-36th Infantry (8 units, 164 points): Formation x 2, M2A3 Bradley x 2, Humvee x 2, I-TOW (veh. supp. weapon) x 4 (Bradley/Humvee), M977 Gun truck x 1, Advanced infantry x 2, Infantry x 1, SMAW x 1
Scenario length: Game ends after the 24th activation is complete.
Special scenario rules:
- No US units can fire or move until a US unit has been fired upon. US units may counter-fire if fired upon.
- Russian player gets first activation, for the Serduyakov formation, whose first unit action must be to fire on the unit in O10. This can be before or after movement.
- The area is currently being blanketed by a sandstorm, which affects remote sensing and direct visibility. Each time a formation activates, roll 4 black dice. Each strike rolled is 2 hexes of visibility for LOS purposes, and any fire past half this range gets a -2DQ.
- Visibility on first activation is 8 hexes (do not roll dice for it).
- If either player has both their formations activate and does not attack or counter-fire with either, the scerario immediately ends. That is, if everyone under your command fails to shoot or shoot back at the enemy, it is over.
Victory conditions: Points: Each player gets 3 points for each enemy vehicle eliminated and 2 points for each enemy infantry eliminated. High score wins.
Tactics: No one wants to end the scenario while they are behind, so no one will attempt to invoke the special end condition unless they are ahead in points. However, it is possible that poor visibility rolls could force an early end to the scenario even if someone wishes it to continue. Specifically, if the Humvee at O10 is eliminated on the first activation, this gives the Russian player a point advantage. The US player may be forced to advance and attack just to prevent the Russian player from withdrawing and claiming victory.
Terrain/combat reference
| Terrain | MP infantry | MP wheeled | MP tracked | DQ infantry | DQ wheeled | DQ tracked | LOS blocked? |
|---|---|---|---|---|---|---|---|
| road | 1/2 | 1/2 | 1/2 | +1 | +1 | +1 | as terrain |
| clear | 1 | 2 | 1 | +0 | +0 | +0 | no |
| cultivated | 1 | 2 | 1 | -1 | +0 | +0 | no |
| soft sand | 2 | 3 | 2 | -1 | +0 | +0 | no |
| dunes | 3 | 4 | 3 | -2 | -1 | -1 | yes |
| rough | 2 | X | X | -2 | -2 | -2 | yes |
| light woods | 1 | 2 | 2 | -1 | -1 | -1 | yes |
| dense woods | 2 | X | X | -2 | -1 | -1 | yes |
| light urban | 1 | 1 | 1 | -1 | +0 | +0 | yes |
| dense urban | 1 | 2 | 2 | -2 | -1 | -1 | yes |
| marsh | 3 | X | X | -1 | +0 | +0 | no |
| river | X | X | X | +1 | +1 | +1 | no |
| wadi¹ | X | X | X | -1 | +0 | +0 | yes |
| elevation (up) | +1 | +1 | +1 | -1 | -1 | -1 | yes |
| crest² | +0 | +0 | +0 | +0 | +0 | +0 | yes |
| Situational | DQ infantry | DQ wheeled | DQ tracked |
|---|---|---|---|
| tech difference (see 4.161) | ±1 per | ±1 per | ±1 per |
| retreat (see 4.16) | -2 | -2 | -2 |
| close range (see 4.13) | +2 | +2 | +2 |
| long range (see 4.13) | -2 | -2 | -2 |
| counter-fire (see 4.171) | +1 | +1 | +1 |
| combined fire (see 4.162) | +1DN | +1DN | +1DN |
| flanking fire⁵ (see 4.163) | +1DN | +1DN | +1DN |
notes
- A wadi can only has straight line LOS to other hexes in the same wadi, a wadi can only be entered and exited by units at its ends and has 1MP cost per hex for all units in its length
- A unit on a crest line hex can be seen from both sides and can see along the crest line
- A fence that has been breached is just a +1 movement cost to cross the hexside and counts as a road for dice modifier
- Movement cost is never reduced to less than ½ MP per hex, may not move next to non-Shaken enemy units
- Remember that flanking fire is also combined fire, this a +DN (not a +DQ) and the maximum benefit is +3DN