Battlegroup Clash: Baltics
Battlegroup Clash: Baltics Rulebook
Table of Contents
Table of Contents
Acronyms
| Acronym | Meaning |
|---|---|
| Apers | Anti-personnel |
| ATGM | Anti-tank Guided Missile |
| Atk | Anti-tank |
| C2 | Command & Control |
| CE | Combat Effectiveness |
| D | Disrupted |
| DRM | Dice Roll Modifier |
| E | Easting |
| ETX | Electronic Transmission |
| EW | Electronic Warfare |
| F | Foot |
| FE | Force Element |
Overview
Battlegroup Clash: Baltics (BC:B) is a two- to six-player tactical combat game simulating a series of hypothetical near future land battles in Estonia between NATO and Russia.
The game emphasises the importance of planning prior to engagement, and rewards the execution of the plan using present-day combined arms techniques and doctrine. BC:B is intended to serve as a tactical-level land warfare learning and training tool that will appeal both to professional and hobby gamers looking to better understand combat on the modern battlefield.
The scope of BC:B is Company-level. Unit sizes are no larger than a Platoon. The largest scenario involves a NATO Battlegroup facing off against a Russian Motorised Rifle Battalion. The setting is the Baltics, reflecting this region's status as a potential flashpoint between NATO and Russia in the coming years. Turns reflect real-time periods of 15-30 minutes, with a Scenario having five or six Turns.
Players will get to control armour, infantry and Reconnaissance (Recce) units, HQ and A1 Echelon (supply trucks) elements, artillery, mortar and reconnaissance (UAS) and strike (FPV) drones.
The individual units, known as Force Elements (FEs) and Support Assets (SAs), are organised into Task Groups, and assigned Orders during the game's Planning Phase. In the Execution Phase players activate on an alternating basis. FEs within a Task Group can then be given an Action. The non-activating side may be able to Reactive Fire against moving opponents.
Thus the game presents players with a range of tough choices about who and when to activate, and rewards careful positioning, effective manoeuvre warfare, and the use of combined arms. Other key features of the game are the importance of strong Command and Control, deception and reconnaissance, the need to minimise radio transmissions and tactical electronic warfare.
BC:B comes with three play modes: Basic, Standard and Advanced. It is not possible to play the Standard or Advanced mode without knowing the rules of the Basic mode.
Basic mode provides an introduction to the system. It is appropriate: i) for players new to wargaming; ii) for players that do not wish their actions to be constrained by the Orders mechanic; or iii) where the teaching and play time is limited.
Standard mode incorporates the concepts of Planning and Orders and Morale. It is the recommended play mode for players that wish to play a game that incorporates key features of the modern battlefield beyond manoeuvre and fire, in particular morale and the planning and orders process.
Advanced mode introduces additional concepts such as NATO and Russian doctrinal mechanics and ammunition usage and resupply. These add an additional level of realism to the game, at the expense of additional complexity.
The game comes with six Scenarios. Each Scenario has a range of different victory conditions that are randomly determined before the start of the game, adding significantly to replayability.
Player count
BC:B is a scalable game in terms of player count. The game can be played solo, with the solo player playing both sides to the best of their ability. Most games will be played between two players, with one player representing each side. However, it is possible to play in teams, with two to three players per side. Using this approach, players on each side can split up control of individual Task Groups, and/or have an overall Commander determining the Orders and Activation priorities, and then assigning the tasks to individual Task Group or Theater commanders.
To maintain Fog of War, Scenario-specific information in this booklet should not be shared with the other side.
Battlegroup Wargame System
BC:B is based on a game developed by Vedette Consulting for the British Army called Battlegroup Wargame System (BGWS). The rules and components have been amended to streamline aspects of the game and make it more usable and accessible for a non-military audience. For more information on BGWS contact [email protected].
Sync Matrices & Planning Maps
Each side has a double-sided, laminated Sync Matrix that they use to write-down and amend Orders for each Turn of the game. Each side also has two double-sided, laminated Planning Maps. These replicate the four maps in the game, and can be used to aid planning.
Dice and DRMs
BC:B uses six-sided dice, known as D6, to resolve tests or aspects of the game where there is some uncertainty in relation to the outcome. Players will be required to either roll 1D6 or 2D6; if the latter, the two individual results on the D6s are added together.
At certain times the rules will require that the outcome of the roll is modified to take account of positive or negative factors that could influence that outcome (e.g. a negative modifier will apply if a side is attempting to fire at an enemy in Urban Terrain). This is called a Dice Roll Modifier (DRM).
Example: A side is required to roll 2D6 and rolls a 1 and a 5. The unmodified total is 6. It then needs to apply a +2 DRM. This means the final modified total is 8.
Fire Mission / Ammo Card
Each side has a single-sided Fire Mission / Ammo Card. This is used in Advanced mode to track Fire Mission usage by Artillery, FPV and Mortar FEs, and Ammo usage by Platoon-sized FEs. See Fire Mission / Ammo Trackers in the Component section (p.6) for more information.
In the Box
Rulebook
This Rulebook is used to learn the game, and provides a detailed reference where the Player Aid does not answer a rules question.
It is split into core rules and optional rules, with an example of play at the end of the book. If a section of rules is in a red shaded box, it is a rule used in Standard mode. If the box is shaded blue it is an Advanced mode rule. Otherwise it is a Basic mode rule.
In this Rulebook, any term that begins with a capital letter (e.g. Foot) is a section heading, component type, or a key term that can be referenced in the Glossary in the back of this book. The Glossary also doubles as an index for this book.
Player Aids
Each side has an identical set of six Player Aids. These contain all the information required to play the game in most circumstances, with references to the relevant rule in this Rulebook where the aid does not provide the answer.
Where a Player Aid has a section inside a red or blue outlined box, it refers to a rule in the Standard/Advanced mode only, and can be ignored when playing with the Basic mode.
Scenario Booklets
Each side has a specific (NATO or Russia) Scenario Booklet.
Components
Dice
The game comes with 1x red D6, 1x blue D6, and 1x green D6. The green D6 is the Turn Tracker Die. It is used to track which Turn it is.
Force Element counters
A Force Element (FE) is a military unit in the game. The approximate position of each FE on the map is represented by a corresponding counter. If the FE moves, this is shown by moving the counter on the map. A grey counter is a NATO unit, a red counter is a Russian unit.
A FE counter contains a range of information about the unit it represents, hereafter referred to as Stats.
- FE Type (Tracked, Wheeled or Foot): Can be Foot (F - diamond), Wheeled (W - circle) or Tracked (T - square). The background colour shows the Firepower type and colour required to target that FE.
- Resilience: A black number in a white hexagon between 1 and 4. This represents the FE's ability to withstand Hits; the number represents the number of Hits the FE can take before it is Eliminated.
- Troop Quality (TQ): A white number in a black circle between 3 and 6. This represents the FE's training, cohesion, and will to fight. This number can provide a DRM for Direct Fires and Assaults. It is also used for Rally tests.
- C2 Rating (HQ only): A black number in a yellow shaded circle. It shows the Command & Control (C2) Rating and is only found on HQ FE counters. Each side has two HQ FE counters, Main and Tac, with a C2 Rating. The C2 Rating applies a DRM to Initiative tests and Assaults. In the Standard/Advanced mode, HQs also support Rally tests and allow for Command Activations.
- ISTAR Asset: A red or blue star showing if the FE acts as an ISTAR Asset for Line of Sight checks. Counters with a star symbol are ISTAR Assets. ISTAR Assets provide LoS for Indirect Fire. ISTAR can be provided by SECTs that are Embedded (see 4.3.1).
- Firepower (Apers/Atk) and Assault Value: These values determine the column used for calculating the effect of Direct Fire / Assaults against enemy FEs. Certain Tracked FEs have a small '1' or '3' next to their Apers/Atk Value - this shows that FE has an Apers/Atk Range of 1,000m/3,000m (instead of the standard 2,000m).
- FE Size: Platoon (PL) (3 dots) or Section (SECT) (1 dot).
- A1 Echelons: Each side has three A1 Echelon FE counters (called Sect for the Russian side). These are used to transport Ammo and ATGMs in the Advanced mode, for the purposes of carrying out a REPLENDEM Action (4.9). They are not used in Basic and Standard mode.
Design note: All Foot PLs in the game share an ID with a Tracked PL. These are separate FEs for game purposes, but are part of the same armoured infantry platoon and so share the same ID.
Support Asset counters
A Support Asset (SA) represents artillery and drone assets. A SA cannot be targeted, and thus does not have Stats. Only the UAS is placed on the map; the Artillery and FPV counters are always off the map.
Design note: SAs are considered to be controlled by units supporting the force. Of course in reality these units could be targeted by the enemy, but for ease of rules this aspect of the game is abstracted.
There are three types of SA in the game:
- Artillery (155mm for NATO, 152mm for Russia)
- First-Person View drone (FPV)*
- Unmanned Aerial Support drone (UAS)
Design note: These terms are used to broadly capture the type and size of the unit for the purposes of game mechanics, not in all cases the literal term used to describe them in the Armed Forces.
*FPV represents any type of drone with offensive capability.
ATGM markers
A FE may begin the game with an Anti-tank Guided Missile (ATGM), represented by a triangular marker placed on top of or adjacent to the counter of the FE that possesses it. The marker is double-sided. The non-striped side represents a 'Full' load, meaning it can be used twice. After the first shot it is flipped to its reverse 'Depleted' side. An ATGM on its Depleted side can only be used once, then it is removed.
An FE may begin the game with an ATGM that is Depleted. A SECT may only carry a Depleted ATGM marker.
ATGMs in blue font (NLAW & Javelin) are NATO, in red font (RPG and Stabber) are Russian. Any FE may be given an ATGM. Exception: Stabbers may only be taken by Russian Tracked FEs.
Design note: The term ATGM is used loosely in BC:B - for example an RPG is classed as an ATGM. Likewise, 'Stabber' is used as a catch-all name to cover a range of ATGMs that are used by Russian forces.
Moved / Activated markers
This double-sided marker is placed above any FE that has Activated and has not received a Reorg or Overwatch marker. It is placed on its Moved side if the FE has taken a Move / Move-Fire / Assault Action*. For any other Action it is placed on its Activated side.
*Marking that an FE has Moved is important as it provides negative DRMs on Artillery and Mortar Fire against them.
Suppressed / Disrupted markers
Suppressed ('S') and Disrupted ('D') markers are used in Standard/Advanced mode to mark an FE's Morale status. The '-1' and '-2' on the markers refers to the negative effect on the FE's TQ caused by these markers.
Digging / Shell Scrape markers
Digging/Shell Scrape markers represent a quickly prepared defensive earth work, and provide a negative DRM against Direct and Indirect Fire and Assaults targeting a Foot FE with the marker (-1 / -2). They may begin the game in play, or be placed by a Foot FE taking a Dig Shell Scrape Action (4.8). They are placed below the relevant FE's marker to show that the FE is inside the earth work.
Information markers
Information markers provide reminders for one-off or ongoing effects during the game.
Play note: Information markers are not limited. In the unlikely event there are insufficient markers in the box, substitutes may be used.
Reorg / Assault Reorg markers
This double-sided marker is placed above an FE that is in Reorg. There are two types of Reorg: Assault Reorg and Reorg. The Assault Reorg marker is placed above an FE that participated in an Assault in Standard/Advanced mode. A Reorg marker is placed after an Assault in Basic mode, and in other situations such as when a SECT Embeds in a Stack. An FE with a Reorg marker (of either type) cannot be Activated that Turn, and is more vulnerable to Assault.
Fire Mission markers
Fire Mission markers are double-sided and used to track in Basic and Standard mode how many Fire Missions the FPV SA, Artillery SA or Mortar FE have remaining. The starting number is set out in the ORBAT. A Fire Mission marker of the same value is placed next to the counter of the SA/FE at set-up, and each time that SA/FE Indirect Fires, it is reduced by 1. If there are no Fire Missions remaining, the SA or the Mortar FE cannot Indirect Fire.
Overwatch / Activated markers
This double-sided marker is placed - Overwatch side-up - above an FE that had been given an Overwatch Action (4.7). An FE with an Overwatch marker is able to Reactive Fire (4.7.1). The marker is flipped to its Activated side after a Reactive Fire to show that the firing FE cannot be Activated again that Turn.
Fire Mission / Ammo Card Tracker
Fire Mission markers are not used in Advanced mode. Instead, each Artillery, FPV, Mortar, A1 Echelon and PL-sized FE has a dedicated Fire Mission / Ammo Tracker. This is placed on the Fire Mission / Ammo Card Track corresponding to the Task Group the FE is in, in the box number corresponding to its starting number of Fire Missions / Ammo, as set out in the ORBAT for the Scenario. For Mortar FEs the marker is placed on the track that corresponds to that FE's Task Group number.
Each time a Fire Mission or Ammo is used, the firing SA/FE's marker is moved leftwards towards the '0' box. If the marker is in the '0' box for an SA or the Mortar FE, it cannot Indirect Fire. A Platoon-sized FE can still Direct Fire and Assault on '0' Ammo, but automatically rolls on the '1' column on the Direct Fire Results Table, regardless of its Firepower Value, and is treated as having an Assault Value of 1, regardless of its Assault Value.
Design note: The Card is necessary as otherwise the map becomes too cluttered with counters when tracking Ammo usage for each PL FE.
ETX, Target markers & EW Chits
ETX markers. An Electronic Transmission marker (ETX) abstractly captures the radio and electronic transmissions that a side generates when it takes certain Actions. When a side takes such an Action (e.g. firing Artillery), the opposing side draws one or more ETX markers. There are 16 ETX markers in the game, with values of between 0 (x4), 1 (x9) and 2 (x3).
Design note: Markers have variable values to provide some Fog of War and avoid players doing a deterministic calculation of how many ETX they can generate while still being automatically lower than their opponent.
Target markers. When an ETX marker is revealed in the Command Phase, the revealing side gains a Target marker of that value if it is greater than zero, which they can use to provide a positive DRM on Fire Actions (see 2.3.1). There are 12 Target markers in the game, with values of 1 (x9) and 2 (x3) (matching the number of ETX markers of the same value).
Smoke markers. Smoke markers are used to mark where an Artillery or Mortar Fire Mission places Smoke (4.4.3).
Task Group markers. A Task Group marker is used to track the location of a Task Group on the map. The reverse side is striped. The marker is flipped to this side when the Task Group has been Activated. It is flipped back to its Unactivated side in the Clean-up step.
Play note: On the map Task Groups can intermingle or become split up. Place the Task Group marker near to the majority of the FEs in the Task Group, and use the ORBAT in the Scenario Booklet to cross-reference which FEs are in which Task Group.
EW Chits. There are seven Electronic Warfare (EW) Chits in the game. Each is unique and abstractly represents a side's EW activities on the battlefield; with the side generating more ETX more likely to suffer from the opponent's EW (see 2.3.2). Chit examples printed on the components include "FPV signal boost" (Immediate: your FPV gains 1 extra Fire Mission) and "FPV jamming" (Hold: opponent FPV attack - roll 1D6 and apply that number as a -DRM on the result).
Assault Location / 250m marker
The Assault Location marker is used to mark the location where the Attacker wishes to Assault. On its reverse is a 250 metre measurer. In the game 250 metres is an important distance for a number of mechanics. This marker is 25mm by 25mm, the equivalent to 250m on the map, and can thus be used to quickly check for this distance on the map.
Maps
BC:B comes with four maps (A to D). The maps come on two double-sided sheets. Each map has been specifically created for the game, based on actual terrain and features from Estonia. Each 1cm on the map represents 100 metres in game terms, and each Grid Square covers 1,000m x 1,000m of game area.
The Scenario being played will specify which map(s) to use. It is recommended to place a sheet of thick transparent plastic (Perspex) on top of the map prior to beginning to play, to even out any creases and protect it.
Each map has a series of numbered vertical and horizontal lines, collectively known as Grid Lines (GLs), spaced 10cm apart. The vertical line is called the Easting (E) - the number of each Easting Grid Line increases by one for each 1,000m (in game terms) you move east on the map. The horizontal line is called the Northing - the value of each Northing (N) Grid Line increases likewise as you move north.
These lines split the map into a series of Grid Squares (GS). A Grid Square has a coordinate based on the Easting (vertical line) followed by the Northing (horizontal line). The Grid Square is the square east of the Easting and north of the Northing.
In some situations, a precise location on the map will be referenced or require recording. This is called a Grid Coordinate. In this case a number between 0 and 9 following the normal reference can be used, with each number representing 100m along the horizontal or vertical. The intersection is the specific point being referred to.
Finally, some rules refer to Grid Intersections. This uses the same referencing as a Grid Square, but it refers to the specific intersection, rather than the square area to the east and north.
Game Mode
Basic mode
Playing with the Basic mode of BC:B allows players to experience many of the elements of modern-day tactical land combat, with low rules overhead. In Basic mode, players read the Scenario instructions then jump straight into the action, without having to prepare and follow Orders and Fire Plans, or worry about Morale. When playing in Basic mode, ignore any text marked with a red or blue shaded box.
Standard mode
With the exception of how ETX is generated, which uses different rules, the Standard mode adds to the Basic rules, rather than replacing them.
The Standard mode adds more realism to game play by introducing the concepts of Orders, Morale and Command Activations.
Advanced mode
The Advanced mode uses the Standard mode rule set as its starting point, but integrates doctrinal approaches into the game mechanics, to better reflect how NATO and Russian forces would be expected to fight in a present day conflict in Europe. This is in the form of the Mission Command and Red Doctrine rules, respectively.
It also introduces Ammo supplies and usage for PL-sized FEs, and the concept for Replenishment Demands (REPLENDEMs).
Design note: Although not specified here, it is possible for the rules set out in the Standard and Advanced mode to be treated as 'modules' - i.e. it is not necessary to play with all of them. The game will work fine if - for example players want to play with Basic Mode but use the Morale rules, or play with Standard mode but also use the Ammo rules from the Advanced mode.
Sequence of Play
BC:B takes place over three Phases: Preparation, Command and Execution. The Preparation Phase only happens once in the game; the other two Phases are repeated until the game ends.
- Preparation Phase 1.1 Read Scenario instructions and set-up 1.2 Produce a Sync Matrix
- Command Phase 1.3 Rally 1.4 New Orders 1.5 EW Activity
- Execution Phase 1.6 Determine Initiative 1.7 Action Round 1.8 Clean-up
Source note: the printed Sequence of Play list shows "1." before each Phase name; the Contents page numbers the Command and Execution Phases 2 and 3. Transcribed as printed.
How to Win
Each Scenario of each side has a Commander's Intent section. It sets out their Primary and Secondary Objectives for the Scenario. The Secondary Objective is always variable: both sides secretly determine it via a die roll.
Based on the Objectives achieved, a side may achieve one of three types of Victory: Decisive, Substantive and Marginal. If they do not achieve any of these they Fail. It is possible for both sides to achieve a Victory in a game, though it is not possible that both can achieve a Decisive Victory.
How to Play the Game
1. Preparation Phase
The Preparation Phase only occurs once in the game. It encompasses set-up and planning. It follows these steps in order:
1.1 Read Scenario instructions and set-up 1.2 Produce a Sync Matrix
1.1 Read Scenario instructions and set-up
The game comes with a NATO and a Russia Scenario Booklet. Each Booklet contains instructions for each game Scenario. Each Scenario has the following information:
- Order of Battle (ORBAT) - the FEs and SAs used in the Scenario, and their Task Group.
- Scenario Briefing - Why you are fighting. This is broadly the same in each Scenario for both NATO and Russia.
- Commander's Intent - The Objectives for the Scenario.
- Success Measures - The type of Victory achieved based on the Objectives met.
- Initiative - Which side begins with the Initiative.
- Scenario Rules - Any specific rules that apply in addition to those listed in this Rulebook. Where a Scenario rule contradicts a rule in this Rulebook, the Scenario rule takes precedence.
- Set-up - Where forces begin the game, and/or where they enter the map from.
1.1.1 Task Groups
Each side has a specific ORBAT for the Scenario. This sets out the FEs and SAs that each side has, and the Task Group the FEs are assigned to.
A Task Group is a group of FEs organised together prior to the battle in order to meet specific objectives during the battle.
A FE is always part of a Task Group. A Task Group comprises one or more FEs. The make-up of a Task Group is fixed by the Scenario.
Task Groups (TGps) are important as they are what a side Activates; when a Task Group is Activated, all the FEs that are part of it are then Activated (see 3.2.1).
Play note: There is no requirement for FEs in a Task Group to be located within a certain distance of each other. Typically they will operate within one or two Grid Squares, but this is not a rule.
Example: In the Red ORBAT below, TGp1 has six FEs assigned to it, TGp 5 comprises just a single FE, the Mortar Platoon.
Red ORBAT (example)
| TGp/Asset | FE/Asset ID | Other info |
|---|---|---|
| TGp 1 | 1·A·1 T PL | 1x Stabber (Russia) |
| TGp 1 | 1·A·1 F PL | 1 x RPG |
| TGp 1 | 1·B·1 T PL | |
| TGp 1 | 1·B·1 F PL | 1 x RPG |
| TGp 1 | 1·Atk·1 SECT | 1x Stabber (depleted) |
| TGp 1 | Tac/HQ 1 SECT | |
| TGp 2 | 2·A·1 T PL | 1x Stabber (depleted) |
| TGp 2 | 2·A·1 F PL | 1 x RPG |
| TGp 2 |
1.1.2 Setting up
Players should agree on which Scenario to play and which side to take. Each side should read the Scenario instructions in their respective Scenario Booklets. If playing with more than one player per side, players should agree on roles and responsibilities. The Scenario will instruct which map(s) to use, and any other Scenario-specific set up instructions.
Commander's Intent
Before setting up the components, each side secretly determines its Secondary Objective by rolling as instructed on the Commander's Intent table in the Scenario booklet. The Secondary Objective should be noted down somewhere; at the end of the game it will help to determine how successful each side was.
Set-up
Then set-up as follows:
- Place the map(s). Scenario 5 uses two maps, these should be placed side by side, such that the corresponding Northing Grid Lines align.
- Shuffle and place face-down the ETX markers within reach of both sides.
- Remove and place back in the box the two EW Chits 6A/B and 7A/B. Place the remaining EW Chits in an opaque container or bag (the draw pool), within reach of both sides. In Standard/Advanced mode all seven of the EW Chits are used.
- Set aside the Information and Target markers and red and blue dice within reach of either side. Place the green Turn Tracker Die somewhere central, with its '1' face showing.
- Refer to the ORBAT for the FE and SA counters used in the Scenario.
Play note: Place the FE counters by the side of the map, near their entry area, and group them by Task Group. Place the corresponding Task Group markers next to them. If the Scenario states that a Task Group begins the game on the map, set the counters up as instructed. If a side wishes to Embed or Mount FEs before the game begins (see 1.1.3), that should happen now.
- Artillery, FPV and UAS counters are placed by their side's starting area. Place a Fire Mission marker next to the FPV SA, Artillery SA and Mortar FE of a value corresponding with the Fire Mission that SA/FE begins with, as set out in the ORBAT.
Advanced mode: do not use the Fire Mission markers. Instead, set up the Fire Mission / Ammo Card, and place the Fire Mission / Ammo Trackers on the relevant tracks on the Card, in the boxes corresponding with the starting Fire Missions / Ammo as set out in the ORBAT.
Unless specified as part of the Scenario instructions, the UAS always begins the game off the map, and is only placed when the UAS is given a Move Action for the first time. It is then placed at any Grid Intersection.
1.1.3 Stacking
As part of the set-up process, sides can choose to Mount a single Foot PL FE and/or Embed a single Tracked SECT FE into a Stack with a Tracked PL FE. Counters of Mounted/Embedded FEs, and any ATGM marker they have, are placed under the Tracked PL FE counter, in a Stack.
Play note: The Stack can therefore comprise at a maximum the Tracked PL FE counter, a Mounted FE with an ATGM, and an Embedded FE with an ATGM.
An FE can only Mount/Embed in a Tracked FE with this NATO icon [NATO icon as shown in the printed rulebook].
Design note: This represents an armoured personnel carrier or infantry fighting vehicle for the purposes of the game.
Except for the top counter, which is open information, the FEs in a Stack are 'hidden', meaning that the Stack cannot be examined by the opposing side to see which FEs are in it.
Example: A single Stack is formed by placing the RPG on the 2-A-1 Foot FE counter (A), then placing the 1-Atk FE counter with its Stabber on top of that counter (B), then placing the 2-A-1 Tracked FE counter on the top of the Stack (C). The Stabber marker of 2-A-1 T is placed adjacent to the Stack (D). Only the top counter and its ATGM can be seen by the opponent.
Design note: A 'stack' is not a military term or concept. Hobby gamers will be familiar with the concept as it is common in commercial wargames. While an artificial game construct, it allows the game to represent the protection, concealment and increased movement capacity that mounted or embedded units can benefit from as part of an armoured infantry force.
1.2 Produce a Sync Matrix
In this step, each side writes down the Order / Fire Plan that applies to each Task Group / SA for each game Turn. This represents the actions that the side expects each Task Group to take during the game to successfully meet the Scenario Objectives.
To do this, each side takes their Sync Matrix and writes the name of each Task Group and SA (excluding the UAS) they have - as set out in the ORBAT - in the boxes in the leftmost column of the Sync Matrix. Then, under each Turn column for each Task Group/Support Asset entry row, they write down for that Turn:
- If Task Group: Its Order.
- If Artillery / FPV SA: Its Fire Plan.
- If UAS: No entry is necessary.
Design note: The UAS is considered to be a flexible asset that does not need to follow a pre-agreed plan.
During the Action Round, both sides will need to refer to their Sync Matrix for the Orders that must be applied by Task Groups that Turn, and any ETX costs related to Fire Plans for Indirect Fires.
Play note: Yes, this means that players have to plan ahead and write down in advance what they expect each of their Task Groups to do each Turn, before the game begins! Scenario 1 provides a pre-generated Sync Matrix for each side that shows how this can be done.
Players could agree to check each other's Sync Matrix to ensure Orders are being followed; but this isn't really the spirit of the game. Rather, the game assumes players are playing to learn about modern warfare, and in modern warfare (or from any period), orders are - for the most part - followed, for good reason. So players should do the same. If a player does not wish to apply the Orders they assigned, they can issue New Orders (2.2).
Example #1: NATO Task Group 1 has been given the Order "Seize the Airport" for Turns 1 to 3, and "Hold the airport and Seize the estuary bridge" for Turns 4 to 6. These are wide-ranging Orders that grant a lot of flexibility. To fulfil the second part of it, some FEs in the Task Group would need to be sent to the bridge, with others remaining at the airport. Which FEs do which task is not specified in the Order, so that can be decided by the player.
Example #2: NATO Task Group 2 has been given the Orders "Manoeuvre to Hill 55 on Road 4" for Turns 1 to 3 and "Secure Hill 55" for Turns 4 to 6. Though these Orders are more specific than for Task Group 1 (in Example #1), there is still flexibility: for example Task Group 2 could attack an enemy while manoeuvring to the hill, and then, when at the hill, use some elements of the Task Group to assault it, with others providing supporting fire.
A1 Echelon Task Group
Advanced mode. In the Advanced mode ORBAT each side gets one or two A1 Echelon Task Group(s) in its ORBAT, comprising one to three A1 Echelon (called "Sect" for Russia) FEs.
These represent logistical units (trucks) that can be used to resupply FEs in the field with Ammo (see 4.3.6).
As a Task Group, the A1 Echelon receives a row on the Sync Matrix. The only Order it should be given is "Support Task Group(s)...". When Activated the A1 Echelon FEs can be given Move, Hold or REPLENDEM Actions to allow them to re-supply the assigned Task Groups as required.
1.2.1 Orders
Orders are short instructions based on verbs taken from the Orders Table on Player Aid 6.
Design note: The Order Verbs used in BC:B are taken from the British Army UK Staff Officers' Handbook. The verb explanations have been shortened for this game. Players can use alternative Order Verbs if they prefer.
An Order applies to a Task Group for a Turn. Any Action taken by an FE must correspond with the Order of its Task Group for the Turn. It is at the discretion of the controlling side to determine which Action is the most appropriate.
Play note: The level of detail in a Sync Matrix will vary depending on the players and goals of the game. For a hobby gamer it may be sufficient to give a Task Group the single Order for the whole game "Seize Hill X". This would not in any way be reflective of how a Sync Matrix is used in reality, but it will be fine, and still represents a step up from the Basic mode (and almost all other hobby wargames). If the game is being played as a learning and development exercise, or for more realism, more detail may be desired. A Sync Matrix exists so that participating forces know to a sufficient level of detail 'the plan' and their task in it, and issues such as boundary breaches and fratricide are avoided. A more detailed Sync Matrix may therefore specify several Orders for a Task Group over the course of the game; including routes to be moved along in order to secure an objective.
There is no mechanical penalty for not following an Order.
1.2.1.1 Adherence to Orders
It may not be sensible or appropriate for a Task Group to always follow an Order. The requirement to follow an Order depends on the Activating side's view of if it is achievable or appropriate. Depending on the situation during the game, an Order will be:
a. Achievable. In this case it should be carried out. This will be the situation most of the time. b. Not achievable. For example, the Task Group has taken too many losses, or been too delayed, to achieve the Order. In this case, the Activating side should issue New Orders (2.2). c. Not appropriate. For example, the Task Group could achieve the Order, but it no longer makes sense given the evolving state of the battlefield. In this case, the Activating side should issue New Orders.
1.2.1.2 Moving to Safety
In all of the situations above, it could be the case that meeting the Order, or pausing to issue New Orders, would leave the FEs in the Task Group in a very dangerous situation - for example in the open with lots of enemies in line of sight.
In most cases, a force in such a situation would not look to fulfil an order 'at any cost'. To reflect this, a Task Group can ignore its Order when Activated and Pull Back all the FEs in the Task Group (see 4.5.1). On the next Turn they must be given New Orders.
Example: Continuing Example #2 (above), during Turn 2 a Stack in NATO Task Group 2 receives a Suppression marker, meaning it only moves at 50% of its movement allowance that Turn. As a result, this Stack will not be able to reach Hill 55 by the start of Turn 4 as required. However, since the rest of the Task Group could reach the hill, the NATO side determines that the Order is still achievable for the Task Group overall. During Turn 3 however, before the Task Group has Activated, several other FEs in it receive heavy fire and take losses. The NATO side determines the Order to Seize the Hill is no longer achievable due to the delay and losses. To avoid taking further losses, on Turn 3 Task Group 2 ignores its Orders when Activated and instead all the FEs Pull Back, moving to a position that takes them out of enemy LoS. At the start of Turn 4 they are given New Orders for Turns 5 and 6: "Withdraw to Disrupt enemy advance in GSs E31-33/N50".
1.2.2 Fire Plans
Mortar FEs and Artillery and FPV SAs are given a Fire Plan on the Sync Matrix, instead of Orders (or as well as Orders in the case of Mortar FEs, see below). This is a single Grid Intersection reference, which represents a pre-planned target area of the four adjacent Grid Squares for that Turn. The Grid Intersection reference can be different or the same each Turn.
The relevance of the Fire Plan is that the opposing side draws less ETX markers if the target is in the Fire Plan area, as set out in the Indirect Fire Table on Player Aid 4.
| ETX drawn | FPV | Mortar | Artillery |
|---|---|---|---|
| In Fire Plan area | 0 | 1 | 1 |
| Not in Fire Plan area | 3* | 3 | 3 |
*If taking a Double-Tap Action outside the Fire Plan with the FPV, the ETX is not drawn twice.
Design note: This replaces the ETX amounts set out in 2.3.1 of the Basic mode rules.
Play note: You can fire standard (High Explosive) rounds with an Artillery / Mortar Fire Mission, or Smoke; it does not need to be defined in the Fire Plan which should be used. The Fire Plan only defines where.
Example: The Russian Sync Matrix has Grid Intersect E32/N50 (blue cross on image, right) as the Fire Plan area for its 152mm Artillery for the Turn. This means that if either of the two NATO FEs (A) within the Fire Plan area (the four Grid Squares adjacent to E32/N50) are targeted, NATO will only draw 1 ETX marker. However if the NATO FE outside of the Fire Plan area (B) is targeted, NATO will draw 3 ETX markers.
New Orders can be given to change the Fire Plan, with the same effect as changing an Order (1 ETX marker drawn by the opponent and the SA receives a Reorg marker for the Turn - see 2.2).
Play note: You should create a Fire Plan for each Turn, even if the number of Fire Missions an SA has is less than the number of Turns in the game. Having a Fire Plan for a Turn does not require you to fire on that Turn. The Fire Plan just represents an area where if you Indirect Fire you generate less ETX than you otherwise would.
Mortar Task Groups
Mortar FE is a unique type of unit that always has its own Task Group in the ORBAT. As an FE that moves on the map, it is given Manoeuvre Orders like other FEs. However, once it is in the desired position, it is given a Fire Plan to determine ETX costs for its Indirect Fires.
Example: The Mortar FE Mor-1 (Task Group 6) could be given the following Orders / Fire Plan:
| Task Group | Entries (as printed) | ||
|---|---|---|---|
| TGp 6 | Manoeuvre to Wood, E378//N487 | Fire Plan, GI E31/N50 | FP GI, E32/N51 |
1.2.3 Red Doctrine
Advanced mode. Russia uses different doctrines to NATO in relation to force design and control. Typically, once a plan is developed it is expected to be followed rigidly. To reflect this, in the Advanced mode Russian Task Groups / SAs are not permitted to deviate in any way from their Orders or Fire Plans.
As a consequence, the rules relating to adherence to Orders and Moving to Safety do not apply to the Russian side (effectively Russian Task Groups must always apply Orders). Similarly it may not issue New Orders or amend Fire Plans (2.2). Nor may it target enemy FEs with Indirect Fires outside of the Fire Plan area for the firing FE/SA (1.2.2).
If a Russian Task Group is unable to fulfil an Order due to delay, it should attempt to do it on following Turns, or until a Turn when a new Order (as drafted in the Preparation Phase) applies.
Design note: To make up for this 'penalty', and reflecting Russia's emphasis on long range fires and Electronic Warfare, the Russian side typically receives additional Fire Missions for its 152mm and FPV SAs in the ORBAT for Advanced mode play, and gets to draw two EW Chits in the EW Phase and keep one of them.
2. Command Phase
The Command Phase occurs at the start of each Turn, where both sides determine the effects of Electronic Warfare (EW). In Standard/Advanced mode, the EW step is preceded by a Rally and New Orders step.
2.1 Rally 2.2 New Orders 2.3 EW Activity
2.1 Rally
In this step both sides simultaneously take Rally tests for each FE/Stack on their side with a Suppressed or Disrupted marker.
2.1.1 Morale
All FEs have a Morale Status. There are four levels of Morale Status:
- Good
- Suppressed
- Disrupted
- Broken
Every FE begins the game at Good Morale by default (identified by not having a Suppressed or Disrupted marker). An FE can drop to a lower level of Morale Status (Suppressed or Disrupted) as a result of:
- Receiving an 'S' result from Direct Fire, or Automatic Suppression from Indirect Fire, when at Good Morale (if already Suppressed/Disrupted, there is no further effect).
- Receiving at least 1 Hit result from a Direct or Indirect Fire (4.3.5).
- Being forced to Pull Back after engaging in an Assault (which results in the FE receiving a Disrupted marker at the end of the Pull Back) (see 4.5.1).
Being Suppressed / Disrupted has the following effects:
| Morale Status | TQ modifier* | Movement | Other |
|---|---|---|---|
| Suppressed | -1 | Reduced by 50% | |
| Disrupted | -2 | Reduced by 50%; May not Move towards enemy FE in LoS | May not Assault |
*Note that the effect of the negative TQ modifier is relevant to Rally Tests, Direct Firing and Assault DRMs.
2.1.1.1 Broken
A FE becomes Broken if it receives a Hit result while Disrupted and fails an immediate Rally test (2.1.2). The instant an FE/Stack becomes Broken, it is Eliminated.
2.1.1.2 Stacking & Morale
While in a Stack, an Embedded / Mounted FE automatically has the same Morale Status as the Tracked FE it is Stacked with. The result of a Rally test taken by the Tracked FE applies to the whole Stack.
A SECT or Foot FE that joins a Stack (Embeds / Mounts) gains the same Morale Status as the Stack (regardless of its previous Morale Status).
Design note: Yes, this can be used as a shortcut to bring a Disrupted FE back to a Good Morale status. But the situations where this could happen will be limited.
A Detaching SECT / Dismounting FE has the same Morale Status as the Stack it is Detaching / Dismounting from.
Example: A SECT that Detaches from a Stack with a Disrupted marker is given its own Disrupted marker.
Source note: the printed page lists this sentence with a stray character ("A z Detaching SECT"); it is transcribed here without that character.
2.1.2 Rally Tests
To take a Rally Test, roll 1D6, applying the modifiers to TQ on the Morale Test table on Player Aid 1. It is passed if the FE rolls equal to or less than its TQ.
Note:
- A roll of 1 is always a pass.
- A roll of 6 is always a fail.
If a Tac or Main HQ is within 250m of the testing FE/Stack, a positive DRM equal to its C2 Rating applies.
During the Rally step, if the FE/Stack passes, flip its Morale Status marker to Suppressed if it is Disrupted, or remove the marker if it is Suppressed. If it fails, nothing happens (the marker remains).
For a Rally test taken following a Hit on a Disrupted FE/Stack, if the FE/Stack passes the Disrupted marker remains, if it fails the FE/Stack becomes Broken and is Eliminated.
Example #1: An FE with a Suppression marker is Hit, flipping the Suppression marker to its Disrupted side. It is Hit again in a separate attack. It must pass an immediate Rally test or it will become Broken and be Eliminated.
Example #2: An FE receives 2 Hits from a single enemy Fire. It only lowers its Morale Status by one level as the Morale effect applies as long as at least 1 Hit is received, the actual number of Hits from a single Fire action is not important.
Example #3: In the Rally step, a single Russian Foot FE (not in a Stack) with a TQ of 4 and a Disrupted marker takes a Morale Test. There is no enemy in LoS. It rolls a '4'. This is a fail as it is not equal to or lower than its TQ after modifiers of '3' (-2 Disrupted, +1 no enemy in LoS). The Disrupted marker stays in place.
2.2 New Orders
In this step, both sides can issue New Orders to Task Group(s) or SAs, thereby changing the Orders / Fire Plans on the Sync Matrix (see 1.2). The New Orders replace the existing Orders / Fire Plans for any number of Turns after the current Turn.
To issue New Orders:
- Strike through the existing Orders / Fire Plans on the Sync Matrix and write down the New Order(s).
- Place a Reorg marker on all FEs in the Task Group / the SA, and flip the Task Group marker to its striped side; the Task Group / SA cannot be Activated on the current Turn.
- Opposing side draws 1x ETX marker per Task Group / SA receiving New Orders.
Design note: Issuing New Orders is not something to be done lightly; it generates ETX and requires that the Task Group(s) receiving the New Orders cannot be Activated on that Turn: this reflects the time it takes to process and re-orientate for the new requirements. However, unless a New Order is issued, the Order set out in the Preparation Phase on the Sync Matrix must be followed, even if it no longer makes military sense. Thus, a New Order is sometimes necessary.
Example: It's the start of Turn 4 and the "Screen XX" Order assigned to Task Group 1 in the Preparation Phase is no longer considered appropriate. The NATO player issues a New Order for Turns 5 and 6 to "Move to YY then Screen ZZ" by striking through the Turn 4 to 6 Order and writing down the New Order in the Turns 5 and 6 column. Reorg markers are then placed on the FEs in the Task Group and the Task Group marker is flipped. The Reorg markers will be removed at the end of the Turn, but until then the FEs cannot be Activated.
2.2.1 Mission Command
Advanced mode. During the New Orders step the NATO side (not Russia) may issue New Orders to a single Task Group without placing a Reorg marker on FEs in the Task Group. The opposing side does not draw 1x ETX marker.
Play note: So the benefit is that this Task Group can act immediately on the New Orders, rather than generating 1 ETX and not Activating for the Turn.
Design note: NATO doctrine seeks to empower decision-making on the ground. It is abstractly represented in the game by this Mission Command rule.
2.3 EW Activity
(Only apply step (3) on Turn 1).
In this step, both sides take the following steps:
-
Flip face-up the ETX markers in their play area.
-
Take Target markers from the supply of a number and value corresponding to the ETX markers revealed (ignore '0' value ETX markers).
-
Draw an EW Chit*.
In Advanced Mode, the Russian side draws two Chits, selects one, and returns the other to the draw pool. It does this before the NATO side randomly draws its Chit.
-
Then the side with the highest total value of ETX in their play area draws a second EW Chit*. If the totals are equal, neither side draws a second EW Chit. If the Russian side is drawing, it must randomly draw this second Chit.
-
Return all the ETX markers to the common pile and shuffle face-down.
*If a side has an EW Chit with an Immediate effect that it wishes to play, it must play it now, the non-Initiative side from the previous Turn playing first.
Example: In the previous Turn, NATO drew two ETX markers generated by Russia, and Russia drew one generated by NATO. They are flipped face-up at the start of the EW Activity step [A] and Russia's single marker has a greater value (2) than NATO's two combined (0 and 1). Frustrating for the NATO side. Both sides exchange the 1 and 2 value ETX markers for Target markers of the same value [B], which they put in their play area. These can be played later this Turn for a positive DRM of that value on a Fire Action. Both sides then draw an EW Chit, being careful to not reveal what they have drawn to their opponent, then Russia draws a second as it has a higher total value of ETX (2 to 1) [C]. The second chit Russia draws has an 'Immediate' option (the other side says 'Hold'). If it wants to play the 'Immediate' option, it must play it now. It doesn't, and both sides place their EW Chits in their play area to be played later this Turn. Finally both sides return their ETX markers face-down to the common pile, where they are shuffled.
2.3.1 Electronic Warfare in BC:B
Electronic warfare is a critical feature of BC:B. It is represented by the generation of ETX markers by certain activities, and the drawing of EW Chits and Target markers in the EW Activity step.
ETX markers
ETX markers are drawn by the opposing side when the Activating side takes Mortar or Artillery Indirect Fire Actions (the Activating side is "generating" the ETX the opposing side is drawing). The number of markers drawn is determined based on if the Activating side's UAS has Line of Sight to the target or not.
- Mortar with UAS LoS = 1 ETX marker
- Mortar with no UAS LoS = 2 ETX markers
- Artillery with UAS LoS = 1 ETX marker
- Artillery with no UAS LoS = 3 ETX markers
The drawn markers are placed face down by the opposing side in their play area.
Standard/Advanced mode: In the Standard/Advanced mode there are additional actions that can generate ETX, compared to the Basic mode. Furthermore, Indirect Fire generates them differently, as set out on Player Aid 1, in the red outlined box.
Target markers
ETX markers with a value of '1' or '2' become Target markers in the EW Activity Phase.
Design note: This represents the opponent gaining insights into the presence and activities of a side's forces based on the electronic transmissions they previously intercepted.
Target markers can be played to provide an additional DRM to a Direct or Indirect Fire Action (see 4.3, 4.4).
2.3.2 EW Chits
EW Chits abstractly represent a side's non-kinetic EW activities on the battlefield, with the side generating more electronic transmissions (ETX) more likely to suffer from the opponent's EW.
They are double-sided: the pink side can be played for a negative effect on the opponent, the green side can be played for a positive effect on the playing side. Only one side can be used. The decision on which side to play does not need to be made until the chit is played. A full explanation of the effects of each EW Chit is set out on Player Aid 6.
Depending on the effect, they are either played immediately when drawn, or can be held by the drawing side, and played when the drawing side desires during a Turn. Once played they are discarded, then placed back into the draw pool in the Clean-up step. A drawn chit is not revealed to the opposing side until it is played.
If both players wish to play a Chit with an Immediate effect, the non-Initiative side from the previous Turn plays their Chit first.
Target markers and EW Chits that aren't used are returned to the draw pool at the end of the Turn.
3. Execution Phase
The Execution Phase is the heart of the game where Initiative is determined and forces Activate. It follows these steps in order:
3.1 Determine Initiative 3.2 Action Round 3.3 Clean-up
3.1 Determine Initiative
Initiative is important in BC:B. The side with it determines which side gets to Activate first in the Action Round.
To determine which side has the Initiative, both sides roll 1D6 and apply the modifiers on the Initiative Table on Player Aid 1.
The side with the highest modified roll is the Initiative side for the Turn. If both sides have the same modified roll, the side whose HQ has the higher C2 Rating gets the Initiative. If still a draw, both sides roll again.
3.2 Action Round
In the Action Round, each side alternates Activating a Task Group or Support Asset (SA). The Initiative side decides which side will Activate first. Play continues like this until both sides have Activated all their Task Groups and SAs. If one side finishes Activating all their forces and the other has unactivated Task Groups / SAs remaining, it activates them one after the other.
Play note: A side can Activate its Task Groups / SAs in any Order; their ordering on the ORBAT or the number of the Task Group has no effect on this.
A side may 'pass' instead of Activating a Task Group / SA, but if it does so it may not make any more Activations that Turn (its Turn is then over, except to Reactive Fire). Task Groups not on the map may only be selected to Activate if they are to be Moved on to the map that Turn.
3.2.1 Activating a Task Group
When a Task Group is Activated, all FEs within that Task Group Activate one after the other taking an Action. The Activating side decides the order in which different FEs in the Task Group will Activate, and the Action they will take (FEs in the same Task Group do not need to take the same Action). Once all the FEs in that Task Group have finished Activating, that Task Group has finished its Activation.
Design note: So the first step is to Activate the Task Group, then to Activate individual FEs within it. The Task Group's Activation finishes when all the FEs in it have Activated.
Activations are tracked by placing a Moved/Activated or Overwatch marker, as appropriate, above the Activating FE or Stack. When all the FEs in a Task Group have Activated, the relevant Task Group marker is flipped to its Activated (striped) side.
While an FE is Activating, the only Action the non-Activating side can take is to Reactive Fire (see 4.7.1).
Reorg
One, several or all the FEs in a Task Group may have a Reorg marker. These FEs cannot be Activated this Turn; they are re-organising.
Activating Embedded & Mounted Force Elements
While Embedded, an FE takes the same Actions as the Tracked FE it is Stacked with, unless it is Detaching. While Mounted, a Foot FE cannot be Activated to take any Action except to Move to Dismount or Assault (see 4.5) (it is otherwise assumed to always receive a Hold Action).
3.2.2 Activating a Support Asset
A SA can be Activated instead of a Task Group. The process is the same as Activating a Task Group. The only Actions the SA can take are Hold, Move (UAS only) or Indirect Fire (Artillery or FPV only).
3.2.3 HQ Command Activation
When a Task Group with an HQ FE is Activated, the Activating side may optionally Activate up to X additional Task Groups at the same time*, where X = the HQ's C2 Rating minus 1.
*Note: Task Group only - a Command Activation cannot be used to Activate a SA.
If the HQ is a Main HQ, any other Task Group can be Activated. If it is a Tactical HQ (Tac HQ), only other Task Groups within 1,000m of the Tac HQ at the time its Task Group is Activated can be Command Activated. Only one FE in the Task Group needs to be within the 1,000m range of the Tac HQ for the Task Group to be considered in range.
All Task Groups Activated by a Command Activation are considered to be Activated at the same time. The ordering of which individual FEs in Activated Task Groups Activate is at the discretion of the acting side. FEs from different Task Groups may be Activated to participate in the same Assault in this way (see 4.5). This does not override the requirement to follow Orders - i.e. FEs in each Activated Task Group must still take Actions relevant to their Orders, not the Orders of the Task Group containing the HQ.
The opposing side draws 1 ETX marker per additional Task Group Command Activated.
3.3 Clean-up
Apply the following steps in order:
- Remove all Smoke, Moved, Activated and Reorg markers from the map.
- For each FE/Stack with an Assault Reorg marker, take a Rally test (2.1.2). If passed, the marker is removed. If failed, flip the marker to its Reorg side.
Play note: Where the test is failed, this FE/Stack has been unable to fully re-organise itself, and cannot be Activated on the next Turn.
- Flip Task Group markers to their Unactivated side.
- Return to the supply any unused or discarded EW Chits and Target markers.
- Advance the Turn on the Turn Tracker Die.
4. Actions
There are eight Actions in the game.
4.1 Move 4.2 Move-Fire 4.3 Direct Fire 4.4 Indirect Fire 4.5 Assault 4.6 Hold 4.7 Overwatch 4.8 Dig Shell Scrape
Advanced mode: In Advanced mode there is a ninth action:
4.9 REPLENDEM
In addition, a non-Activating FE (on the other side) with an Overwatch marker may Reactive Fire.
4.1 Move
Design note: For players used to hex overlays on their maps - as is almost universally the case in commercial tactical wargames - the lack of hexes in BC:B may prove novel. Players are recommended against applying a rigid approach to movement, positioning and line of sight. A counter is intended to represent an 'approximation' of the FE's position, so it is sufficient to estimate distance, with agreement of the opponent, using the Grid Squares (where 10cm x 10cm = 1000m x 1000m) and a bit of judgement.
An Activating FE/Stack has a Movement Allowance that varies depending on its Type (Foot, Wheeled, Tracked) and the Terrain it is crossing. Once an FE has completed its Movement it receives a Moved marker.
Design note: Marking an FE as Moved is necessary because being Moved has a DRM effect on some types of Indirect Fire.
If an FE has a Suppressed marker (2.1.1) it only moves at 50% of its normal Movement Allowance (this does not apply for Assaults). If it has a Disrupted marker, in addition to the above restriction, it may not move towards an enemy FE that it has LoS to (or be given an Assault Action).
UAS Move
A UAS can be given a Move Action, and then be Moved to any Grid Intersection (see Map Grid Lines section p7) on the map. It may be placed where an enemy UAS is also present. Once it has Moved it receives a Moved marker.
4.1.1 Terrain Effects
The Movement Allowance by Terrain and FE Type is set out on the Movement Table on Player Aid 2. Where a Moving FE passes through more than one type of Terrain, this needs to be accounted for when calculating how far it can move.
This is done by calculating for each type of Terrain moved through what percentage of the overall Movement Allowance was used. For instance, if a Foot FE moves 250m through Light Woods, for which its Movement Allowance is 500m, it will have used 50% of its total Movement Allowance. It would only be able to move 500m on a Minor Road (for which its Movement allowance is 1,000m), as this will use its remaining 50% of Movement Allowance.
Example: (Refer to the Movement Table on Player Aid 2 when reading through this example) The NATO 1-B-1(T) PL (a Tracked FE) has an Order to Move to behind the Light Wood (symbol shown in the printed rulebook). As it is a Tracked FE it cannot pass through the Dense Woods in which it is located except via the Minor Road it is currently on (Dense Woods are No-Go for Tracked and Wheeled FEs). On a Minor Road in Dense Wood it has a Movement Allowance of 1,000m (instead of the normal allowance of 2,000m). It moves approximately 750m through the Dense Wood before exiting it [A]. It has therefore used 75% of its Movement Allowance for the Turn. It then moves over around 500m of Open Terrain to reach the destination. Tracked FEs have a Maximum Allowance of 2,000m over Open Terrain, so this represents its remaining 25% of its Movement Allowance for the Turn to reach the destination. It has used its full Movement Allowance for the Turn.
Play note: Hills, Light Woods, Dense Woods, Light Urban and Urban Terrain have borders drawn around them to identify where they begin and end (see Player Aid 2). If there is no border, treat the Terrain as Open.
Movement Requirements & Restrictions
- Minimum distance: A Move Action must result in the FE being at least 250m away from its starting position at the end of the Move.
Design note: This rule is there to avoid gamey actions where an FE is given a Move Action just to get the benefit of the Moved DRM for Indirect Fire. If the goal is that the FE stays within 250m, it must take a Hold Action (4.6) instead, which allows it to Reposition up to 250m (but does not count as Moved). Note that this restriction does not apply for a Move-Fire Action (4.2).
- Blocking: An Enemy FE blocks movement (i.e. a moving FE may not move through its counter location). Note: It does not block placement at an Assault Location (see 4.5).
- End position: An FE cannot end its Move: a) in the same location - i.e. have overlapping counters - as another friendly FE (unless Mounting/Embedding (see 4.1.2/3)), or b) within 250m of an enemy FE, unless it is on the other side of a River.
If an FE is unable to meet the above Movement restrictions due to an EW Chit effect or receiving a Suppression/Disruption marker during the Move Action, at the end of its movement the FE/Stack counter(s) should be positioned such that the criteria is met (e.g. that it is 250m from its starting position or an enemy FE).
Design note: This was a tricky rule to get right. I see the FE's 'actual' position as anywhere within a 250m radius of the centre of the counter (remembering a counter can represent a small Recce section up to a platoon of main battle tanks). Hence there needs to be at least 250m between opposing FE counters. But I needed to allow flexibility around movement, given the confining nature of the terrain in parts of the map. I also needed to capture the reality that opposing forces would be moving simultaneously, not alternating as per the game mechanic. Hence only enforcing the 250m restriction at the end of Movement. If you come across a situation where due to a Terrain effect or similar this rule is producing an outcome that does not feel right (an A1 Echelon section blocking a platoon of tanks, for example), then you are recommended to adapt the rule to allow for a more appropriate outcome.
No-Go Terrain
Dense Wood is classified as No-Go for Tracked and Wheeled FEs: they may only fully enter this Terrain - meaning have 50% of their counter in it - if they are on a Road.
A FE may partially enter No-Go Terrain (have less than 50% of the counter inside), even if not on a Road, and may choose to do so for the purposes of better obstructing the drawing of Line of Sight (see 4.3.1).
An FE can move through a visible gap between sections of No-Go Terrain that is smaller than its counter size.
Rivers and Bridges
A River of any size is classified as No-Go for any FE. A FE may not have more than 50% of its counter across a River, unless it is crossing that River at a Bridge. A Bridge is treated as a Road for Movement Allowance purposes.
Play note: Scenario rules restrict the number of Tracked PL-sized FEs that can cross a Bridge per Turn.
Roads
A Road only counts for movement purposes; in all other cases the effect of the surrounding Terrain is applied. A Minor Road is ignored by Wheeled and Tracked FEs in Light Wood, Light Urban and Urban Terrain.
Provided at least part* of the counter is on the Road, the counter counts as being on the road for movement purposes.
*Design note: In reality the vehicles would be stretched along the road or off to the side.
Example: Dense Wood is No-Go for Tracked and Wheeled FEs. However, it can be entered if the FE is on a Road (A), and it can be partially entered (less than 50% of the counter in the terrain) (B). Foot FEs can enter Dense Wood freely (C).
Column Move
A Wheeled or Tracked FE on a Major Road throughout its Move with no enemy FE in its LoS at any point may Move up to 3,000m.
Moving an FE off the Map
If an FE is Moved off the map for any reason, it is removed from the game. It does not count as Eliminated, but may not re-enter play.
4.1.2 Embedding & Detaching SECTs
A SECT FE can Embed with any friendly Tracked PL FE in the same Task Group as part of the Preparation Phase (see 1.1.3), or at the end of the SECT FE's Move / Move-Fire Action.
In the latter case:
- The SECT FE that will Embed ends its movement in contact with the Tracked PL FE counter (it must not already have another SECT Embedded).
- The SECT FE's counter is placed under the counter of the Tracked PL FE to form a single Stack.
- A Reorg marker is placed above the Tracked FE (it may have already Activated this Turn, and/or have a Reorg marker, but if it hasn't it now cannot Activate this Turn).
An Embedded SECT FE can Detach (move away from the Stack) by being Activated and given a Move Action (this can include a Move-Fire Action). It cannot do this if the Tracked PL FE has already Activated.
4.1.3 Mounting & Dismounting Foot Force Elements
A Foot PL FE can Mount a friendly Tracked PL FE in the same Task Group (they do not need to be part of the same Platoon) as part of the Preparation Phase (see 1.1.3), or at the end of the Foot PL FE's Move / Move-Fire Action.
- The Foot PL FE that will Mount ends its movement in contact with the Tracked PL FE counter (it must not already have another FE Mounted).
- The Foot PL FE's counter is placed under the counter of the Tracked PL FE to form a single Stack.
- A Reorg marker is placed above the Tracked PL FE (the Tracked PL FE may already have a Reorg marker, or have already Activated this Turn, but if it hasn't it now cannot Activate this Turn).
A Mounted Foot PL FE can Dismount (move away from the Stack) by being Activated and given a Move Action (this can include a Move-Fire Action) or an Assault Action. It cannot do this if the Tracked PL FE has already Activated.
There is an exception to this rule during Assaults, when a Mounted Foot PL FE automatically Dismounts to participate in an Assault (see 4.5).
Play note: So an Embedded SECT or Mounted FE can be Activated in order to Detach or Dismount, then the Tracked FE can be Activated. It just cannot happen the other way around.
Play note: A summary of all the Embedded and Mounted rules is provided on Player Aid 6.
4.2 Move-Fire
A FE that is taking a Move-Fire Action Moves as above but must Direct Fire at an enemy FE in Range during the Action. This can be at any point (i.e. before, during, or at the end of the movement). It is resolved as follows:
- State where the FE will end its movement and the route it will take.
- State which enemy FE will be targeted. At this point the non-Activating side can declare if they will Reactive Fire, and at which point in the movement.
- Resolve the Move-Fire, and any Reactive Fire.
- Once movement is completed, place a Moved marker above the moving FE.
Play note: An enemy with an Overwatch marker can declare at which point in the Move-Fire Action any Reactive Fire (4.7.1) will occur. Mechanically this effectively means the Reactive Fire can occur before the Activating FE Fires, if the reacting side desires.
The Move Action is resolved as per 4.1, and the Direct Fire Action as per 4.3, but suffers a negative DRM, as set out on the Fire Resolution Table on Player Aid 3.
Design note: NATO FEs are considered to have better platforms and training to support firing on the move, so have a lower penalty (-1) compared to Russia (-2).
Unlike a standard Move Action, an FE taking a Move-Fire Action may end back in the position it started from.
Design note: This allows for hit and run tactics.
4.3 Direct Fire
An FE, including an Embedded SECT, may Direct Fire against an enemy FE if the necessary criteria are met.
A Direct Fire is resolved as follows:
- Declare the target and Firing FE(s) - the target must be within Line of Sight and Range for the Firepower Value / ATGM being used.
- Play a Target marker (if available / desired).
- Roll 2D6, then modify the result by applying the applicable DRMs as set out on the Direct Fire DRM Table on Player Aid 3.
- Based on the modified result, apply the effect as stated on the Direct Fire Results Table on Player Aid 3, using the column corresponding to the Firepower Value / ATGM used. If a Firing PL-sized FE has no Ammo remaining, it uses the 1 Results column.
- Reduce the Firing FE's Ammo by 1 (not if ATGM used).
- If used, flip the ATGM marker to Depleted, or remove if already Depleted.
4.3.1 Line of Sight & Cover
Line of Sight
Line of Sight (LoS) is the drawing of an invisible line between any part of the counter of an FE attempting to draw LoS ("the sighting FE") to any part of the counter of the FE it is drawing LoS to ("the target FE").
Design note: As noted, in BC:B it is best to think of the counter as an approximation of where the individual parts of the FE are located, rather than the literal location. Hence a fairly liberal approach is applied when determining if LoS can be drawn, which is balanced by DRMs provided for Cover and LoS penalties.
In addition to the above, for LoS to exist, all the following criteria must apply:
- The target FE is no more than 3,000m away*.
- There is no Obstruction, or no more than two separate Partial Obstructions, at any point along the line.
*Exceptions: A Recce FE can draw a LoS of 4,000m; see UAS below.
For LoS considerations, an Embedded SECT is considered to occupy the same position as the Tracked FE it is Stacked with. Thus an Embedded ISTAR SECT can still provide ISTAR effects while Embedded.
UAS and LoS
UAS SAs use Grid Squares to determine LoS. A UAS only has LoS to the four Grid Squares adjacent to it. However, within these four Grid Squares Obstructions do not apply for the UAS's LoS (i.e. it can see everything). If any part of a target FE's counter is in the Grid Square, even if just partially, the UAS is assumed to have LoS to it.
Design note: UAS is not relevant for Direct Fire but I've placed this section here so that everything related to LoS is in one place.
Obstruction
An Obstruction is any one of the following:
- Dense Woods and Urban Terrain.
- Elevated Terrain that crosses the LoS*.
- A friendly or enemy FE counter on the same elevation as the sighting and target FE.
* For example the crest of a Hill would block LoS between FEs either side of it.
If there is any doubt about if a Line of Sight exists, assume it does if the target FE is a PL, and that it doesn't if the target FE is a SECT.
Partial Obstruction
A Partial Obstruction is any one of the following:
- Light Wood (-2 DRM)
- Light Urban (-2 DRM)
- Smoke marker (-3 DRM)
LoS may be drawn through a Partial Obstruction, but any Direct Fire passing from, into or through it has a DRM penalty as indicated above.
LoS cannot be drawn if it passes through two separate Partial Obstructions. A Partial Obstruction is outlined by a single continuous border of the relevant colour or the Smoke marker.
LoS Exception within 250m
LoS can always be drawn, without restriction or penalty, if the sighting and target FE are within 250m, or - for ISTAR only - if the sighting FE is a Recce FE and the target is within 500m.
Play note: The Movement restriction (4.1.1) preventing an FE from being within 250m of an enemy FE only applies at the end of the Movement. Thus a Move-Fire Action can be used to Move within 250m of an enemy in Dense Wood or Urban Terrain, Fire, and then Move again to end at least 250m away from the enemy. The FE taking the Move-Fire Action would in this case ignore the LoS restriction/penalty (though if the target was a Foot FE it may still gain a Cover bonus (see below)).
Design note about Recce FEs: The rule for the Recce FE allows it to call in Indirect Fires against targets in Urban Terrain or Dense Woods that cannot draw LoS back to it. Furthermore, even though it is within 500m the Recce FE does not trigger the Danger Close restriction for Artillery (see 4.4.1). These exceptions for Recce FEs reflect their organic optical and drone capabilities.
Cover
A Foot FE is in Cover if it is targeted by Direct or Indirect Fire and more than 50% of its counter is a non-Open Terrain type.
The Fire receives a -1 DRM for Light Wood and Light Urban Cover, and a -2 DRM for Dense Woods and Urban Cover. The Cover does not apply in Light or Dense Wood against Artillery, unless the Foot FE has a Shell Scrape marker.
Vehicle Vulnerability in Urban & Dense Wood Terrain
A Foot FE in Urban or Dense Wood (50%> of counter) Direct Firing at a Tracked or Wheeled FE in the same Urban or Dense Wood (50%> of counter) gains a +2 DRM.
Design note: It is easy for infantry to stalk vehicles in such terrain, while vehicles have less capacity for evasive manoeuvre.
Example #1:
- In (A), the Russian FE and NATO FE do not have LoS to each other as they are more than 250m apart in Urban Terrain. If either were to take a Fire-Move Action they could move within 250m, Fire, then Move back to be at least 250m away (as is required). Ignoring other modifiers, as the Foot FE gets a Cover bonus in Urban, the Russian FE would receive a -4 DRM Firing at it (-2 for the Cover, and another -2 for Move-Fire). By contrast, the NATO FE would get a +1 DRM (+2 firing against a Tracked FE in Urban, -1 for Move-Fire).
- In (B), the Russian FE is in Urban and the NATO FE is more than 250m away, so the Russian FE does not have LoS. However, since the NATO FE is a Recce, it has LoS, as Recce FEs always have LoS of 500m, regardless of Obstacles, for ISTAR purposes. The NATO Recce is not permitted to Fire (as it is more than 250m away, and so does not have LoS for Direct Firing purposes), but it could provide ISTAR LoS for Indirect Fire.
- In (C), both FEs can draw LoS to each other through the Light Wood Terrain. In this case both would be at a -2 DRM for Direct Firing through or into Light Wood Terrain.
Example #2:
- In (A), the Russian FE and NATO FE do not have LoS to each other as the LoS is drawn between two separate Partial Obstructions (the two pieces of separate Light Wood Terrain).
- In (B), both FEs can draw LoS to each other through the Light Wood. As this is a Partial Obstacle, both would receive a -2 DRM for Direct Fire. The NATO FE would receive an additional -1 DRM as over 50% of the Russian counter is in the Light Wood, and since it is a Foot FE it gains a Cover bonus.
Play note: In situations where LoS and Cover are likely to come into play, it can be helpful for the Activating side to say at the end of a movement what is the 'intention' of the positioning. For example: "I'm placing the counter in this position so that your FE there cannot draw line of sight to it". This can help to avoid arguments later in the Turn about the minutiae of positioning. That isn't in the spirit of this game.
4.3.2 Weapons Firepower & Range
Each FE has a row of one or more numbers in boxes at the top of the counter. The top left number in a green box represents the FE's Anti-personnel (Apers) Firepower Value. The middle number in a purple or gold box represents Anti-tank (Atk) Firepower Value. The number in a white box represents its Assault Value (see 4.5) - it is not used for Direct Fires.
If a Firing FE has a box with a number in it (green, purple or gold), it can target an enemy FE with that corresponding colour on its FE Type icon. A grey FE type can be targeted by any Firepower Value.
| FE Type | Can be targeted by |
|---|---|
| Grey | Any |
| Green | Apers (green) only |
| Purple | Any Atk (purple or gold) |
| Gold* | Gold Atk only |
*Design note: An FE Type that is gold represents a main battle tank with reactive armour. In reality not all tanks have this armour type, but for the purposes of the game they are considered to.
If the firing FE does not have a Firepower Value with the required colour, it cannot Direct Fire at that target (except for enemies with a grey 'W').
The Firepower Value shown in the Apers or Atk box shows the column that is used to determine Hits on the Direct Fire Results table.
If a PL-sized FE has no Ammo remaining, it must use the 1 column of the table.
The Range of a Direct Fire (excluding for ATGMs, see below) is up to 2000m, except if the Apers/Atk box has a small '1' or '3' in it. In this case the range is 1,000m/3,000m.
Example: A and D can target B as B has a grey background for its FE Type, meaning it can be targeted by Apers or Atk (firing side's choice). B cannot target A because it does not have a gold Atk Firepower Value, but it can target D. A can
target C because it has a gold Atk Value, meaning it can target an enemy with a purple or gold FE Type. C cannot target A as it does not have a gold Atk Value, but it can target D as it has an Apers Value. D cannot target C as it does not have an Atk Value.
Diagram (A, B, C, D): the printed example shows four counters with check marks and crosses for which FE can target which. A can target B and C; B can target D; C can target D; D can target B; B cannot target A; C cannot target A; D cannot target C.
4.3.3 Using ATGMs
An FE with an ATGM can choose to use it as if conducting Direct Fire with a gold Atk Value (regardless of if the FE has a printed Atk Value or not). ATGMs use a dedicated column on the ATGM Fire Results Table, and a Range as noted on the marker (the number x 1,000m).
Example: This Russian Anti-tank SECT can Direct Fire using either its inherent purple Atk Firepower Value of 1 (Range of 2,000m) or using its Stabber ATGM (uses the Stabber column on the Fire Results table, Range 3,000m). If it uses the Stabber, it must then remove it, as it is already on its Depleted side.
4.3.4 Other Modifiers
Target markers
When Direct (or Indirect) Firing a side may use a single Target marker to give a positive DRM of that value to its roll.
Troop Quality
The Firing FE's TQ can apply a positive or negative DRM on Direct Fires.
Suppression and Disruption markers affect TQ (2.1.1), so must be considered when applying DRMs for Direct Fire based on the Firing FE's TQ.
4.3.5 Applying Hits
An FE can receive Hits from Direct Fire, Indirect Fire and Assault results.
Every FE has a Resilience value, as shown in the white hex in the bottom-left of the counter. PLs have a starting Resilience of 4 or 3. SECTs have a starting Resilience of 2 or 1.
Design note: Russian PLs typically have a starting Resilience of 3, compared to 4 for NATO. This reflects lower Russian troop numbers in similar-sized units, and the attritional effects of the invasion by Russia being simulated in the game.
For each Hit an FE receives, its Resilience is reduced by 1. This is indicated by the counter being flipped to its lower Resilience number. When an FE loses over half its Resilience, its TQ reduces (this is already reflected on the counter).
For PL-sized FEs, since they have a starting Resilience of at least 3, two counters are required per FE, with the lower valued counter swapped in when required (see below).
If an FE with a Resilience of 1 receives a Hit, it is Eliminated.
Example: The NATO 1-A-2 (main battle tank) PL starts the game at full strength, with a Resilience of 4. The other counter for this FE (Resilience 2/1) is in the NATO side's playing area off map. After it receives a Hit, the counter flips to the 3 Resilience side. After another Hit, the counter is removed and replaced with the second counter, on its 2 Resilience side (note that moving to this second counter has lowered the FE's TQ from 6 to 5). After a third Hit the counter is flipped again, and after a fourth Hit it is removed. The FE has been Eliminated and is removed from the game.
Design note: Whenever this rulebook says "Eliminated", that means the FE is removed from the game as combat ineffective. In reality the FE would not be fully eliminated, but has suffered losses and attrition such that it is no longer, well, combat effective... Its fight is over.
Example: The NATO 1-A-2(T) is the only NATO FE that can target the Russian (main battle tank platoon) 1-A-2(T) FE as it is the only FE with a gold Atk Value. It will be rolling on 4 column of the Result table. The NATO side plays a +1 Target marker for this Action. It rolls 2D6 and achieves a 6. This is then modified as follows: +1 for the Target marker, and +2 for its TQ of 6. The final modified result is a 9, which is 2 Hits. The Russian 1-A-2 counter is replaced with the 2 Resilience equivalent.
Hits on Embedded SECTs and Mounted FEs
An Embedded SECT or Mounted FE cannot be directly targeted by enemy Direct or Indirect Fires.
For Embedded SECT FEs, for each Hit the Tracked PL FE receives (that it is Embedded with), roll 1D6. On a '1' that Hit is taken by the Embedded SECT instead.
Play note: If the Hit is taken by the SECT, any Mounted FE does not have to roll to see if it takes an additional Hit; the vehicles they are Mounted in have not been hit.
Separately, if the Tracked PL FE is Eliminated, any remaining Hits are automatically applied to the SECT FE (and vice-versa if the SECT FE receives multiple Hits, and Hits remain to be assigned after it is Eliminated).
If the SECT FE remains, place its counter where the Tracked FE was before it was Eliminated. It may Reposition up to 250m.
For a Mounted PL FE, for each Hit the Tracked PL FE receives (that it is Mounted on), roll 1D6. On a '4'+ the Mounted PL FE also receives a Hit. This is in addition to the Hit received by the Tracked PL FE. On a 1-3 there is no additional effect.
If a Tracked PL FE receives more Hits than are required to remove it, and there is no Embedded SECT FE to receive the additional Hits, roll 1D6 for each additional Hit and apply Hits to the Mounted PL FE on a '4+' as above.
Design note: This capacity for additional Hits also reflects the effect of splinters or blast damage to the vehicle affecting the infantry inside.
If the Tracked PL FE is Eliminated, the Mounted FE is placed where it was. It may Reposition up to 250m.*
*Play note: If both a Mounted PL and SECT remain after the Vehicle FE is removed then at least one of them will have to Reposition as they cannot remain in a Stack without the Tracked PL FE.
Example: A Tracked PL FE with an Embedded SECT FE and Mounted Foot FE receives three Hits. The owning side first rolls 3D6. The outcome is a '5', '6' and '1'. The '1' means one Hit must be placed on the SECT since it is Embedded, which Eliminates it (it only has a Resilience of 1). The other two Hits are applied to the Tracked FE. The owning side then rolls 2D6 for these Hits to see if the Mounted Foot FE takes additional Hits. It rolls a '3' and '4'. This means the Mounted FE receives one Hit (Mounted FEs receive an additional Hit on a 4+). In total: the Embedded SECT has received 1 Hit, Eliminating it. The Vehicle receives 2 Hits. The Mounted Foot FE receives 1 Hit.
4.3.6 Ammo
Advanced mode. PL-sized FEs are each allocated an amount of Ammo in the Advanced mode ORBATs. When Direct Firing, each Fire Action reduces that FE's Ammo by 1 (except if an ATGM is being Fired). Each Assault action reduces a participating FE's Ammo by 2.
Design note: SECTs obviously use Ammo too, but the amount and effects are inconsequential for game purposes.
BC:B does not distinguish between Ammo types; whether an FE Fires using Apers or Atk it still counts as one of its Ammo used.
Ammo is tracked using the Fire Mission / Ammo Card and associated Ammo markers specific to each PL-sized FE (see p5). A Foot PL FE can have a maximum of 4 Ammo. A Vehicle FE can have a maximum of 5 Ammo. Ammo can be resupplied by an A1 Echelon taking a REPLENDEM Action (4.9).
4.4 Indirect Fire
There are three types of Indirect Fire: Mortar, Artillery and FPV. Mortar is conducted by an on-map Mortar FE. The latter two are conducted by the Artillery or FPV SA being given a Fire Order.
Mortar FE / SAs begin each Scenario with a set number of Fire Missions (stated in the ORBAT). Each time a Mortar / SA Indirect Fires it reduces its available Fire Missions by 1. If it has none remaining, it may not Indirect Fire.
Indirect Fire can be used against any FE Type (Foot, Tracked or Wheeled), including gold Tracked FEs.
A Mortar has a Max Range of 8,000m. Artillery and FPVs do not have any Range restrictions.
LoS & ISTAR Requirements
Mortar FEs can be Fired using either the LoS of the Mortar FE, or an ISTAR Asset. Artillery and FPV always require an ISTAR Asset to have LoS to the target.
Reminder: the following are ISTAR Assets: UAS, Recce, FST and HQ.
4.4.1 Danger Close
Mortar and Artillery (but not FPV) are subject to Danger Close restrictions (except if Firing Smoke (4.4.3)). These prevent enemy FEs from being targeted if they are within the following distance of any friendly FE:
- Mortar - 250 meters
- Artillery - 500 meters*
*Exception: For friendly Recce FEs, the Danger Close restriction is 250m for Artillery (i.e. a Recce FE can be closer than other FEs to friendly Artillery fire).
Resolving Indirect Fire
An Indirect Fire is resolved as follows:
- Declare the target - the target must be within LoS of the Mortar FE or a friendly ISTAR Asset, within Range if it is a Mortar, and no Danger Close.
- Play a Target marker (if available / desired).
- Play an EW Chit effect (if relevant / desired).
- Roll 2D6, then modify the result by applying the applicable Indirect Fire DRMs as set out on the
Indirect Fire DRM Table on Player Aid 4. 5. Based on the modified result, apply the effects as stated on the Fire Results Table, using the row corresponding to the Indirect Fire type. 6. Reduce the relevant Fire Missions by 1. 7. Opposing side draws ETX markers as per 2.3.1.
Reminder: The target can be outside of the Fire Plan on the Sync Matrix, but this will incur additional ETX markers (see 2.3.1).
See 4.3.5 for how to apply Hits to the targeted FE/Stack.
FPV - Double-Tap Strike
Unlike other forms of Indirect Fire, an FPV can be fired a second time immediately after the first Fire is resolved. It must Fire at the same target. This is resolved as a separate Action, but still part of the same single Activation, using an additional Fire Mission.
The second Action does not generate any additional ETX.
Example: The Russian side takes an Indirect Fire FPV action against a NATO FE. The NATO side plays the Signal Jamming EW Chit, and rolls a '1' (meaning a -1 DRM for Russia). The Indirect Fire Action is resolved. The Russian side then declares it will immediately take another FPV action against the same target. This is resolved as a separate Action, though it is part of the same FPV SA Activation. The -1DRM from the EW Chit continues to apply. At the end of the second Action, the Russian FPV will have used two of its remaining Fire Missions.
Play note: The Indirect Fire Table on Player Aid 4 summarises the differences between these Indirect Fire Actions.
4.4.2 Automatic Suppression
Regardless of if an Indirect Fire achieves any Hits, it will apply an Automatic Suppression effect to certain types of FE within a certain range of the targeted FE, as set out on the Indirect Fire Table on Player Aid 4. Any qualifying FE will receive a Suppression marker. If it already has one, there is no additional effect.
Play note: This means that whether or not the targeted FE receives a Hit, assuming it is a Type that is affected by the Automatic Suppression, it will receive a Suppression (as will any other qualifying FE Type within range of the effect).
4.4.3 Firing Smoke
Both side's Artillery and Mortar SAs may use a Fire Mission to place a Smoke marker on a target location.
A Smoke marker provides a Partial Obstruction for LoS (4.3.1) and a DRM for Assaults (4.5).
As with normal Indirect Fire, an ISTAR Asset - or the Mortar FE itself if it is firing - must have LoS to the target location of the Smoke marker. The target location can be any location that meets this criteria (it must be in range for a Mortar), including on top of an FE/Stack. Firing Smoke counts as an Activation and uses a Fire Mission.
Firing Smoke is resolved as follows:
- An ISTAR Unit / Mortar FE (if firing) must have LoS to the target location.
- Place a Smoke marker on that location.
- Reduce the Firing SA/FE's Fire Missions by 1.
Firing Smoke does not apply the Danger Close rule (4.4.1) or the Automatic Suppression rule (4.4.2).
Play note: You do not need to roll for Smoke, the marker is automatically placed.
Design note: To avoid complexity clutter I decided that smoke and standard HE shells should all just be considered Fire Missions. It would not be difficult to house rule having a distinct amount of HE and smoke shells should you want to.
4.5 Assault
An Assault is a close-quarters combat between infantry, potentially supported by vehicles. It is decisive in that it will always end with one side being forced to Pull Back.
An Assault comprises two steps. First the Activating side declares the Assault Location and which FEs are Assaulting. Then the non-Activating side declares if its FEs within 250m of the Assault Location - regardless of if they have already Activated this Turn - will Pull Back, or Engage in the Assault. They must Pull Back if there are no Foot FEs of the non-Activating side present.
Any FEs from the Activating side participating in the Assault are called Attackers. Any FEs from the non-Activating side Engaging in the Assault are called Defenders.
An FE may not be an Attacker if it is Disrupted.
In an Assault, the Activating side may Activate multiple FEs in the same Task Group to Assault simultaneously.
If the Activating side has announced a Command Activation, the FEs can come from any Activated Task Group*.
*Play note: This assumes all the FEs come from Task Groups with Orders that would align with this action. This allows for potentially very large scale Assaults with multiple counters. To avoid clutter the FEs can be left in their location and only repositioned once the Assault is resolved.
A Mounted Foot FE may take an Assault Action to Dismount prior to Assaulting.
The following applies to an Assault:
- At least one Attacking FE must be a Foot FE (though it can begin the Assault Mounted).
- The Assault location must be within 1,000m of all the Attackers, and the Attackers must be able to reach the Assault Location given Terrain and other movement penalty restrictions.
- The Attackers do not require LoS to the Assault Location.
- SECT FEs that are Embedded with an Attacker or Defender remain with it*. They can receive Hits as per the normal Embedded rules (see 4.3.5). (Note: an Embedded HQ SECT provides a positive DRM in an Assault for its side).
- Mounted PL FEs on the Attacking side can remain Mounted at the start of an Assault*, but will Dismount and participate in the Assault after any Reactive Fire is resolved.
- When applying DRMs, if a DRM would apply to at least one Attacker or Defender, apply it to the roll.
*Play note: If the Assaulting side does not wish Embedded SECT FEs or Mounted PL FEs to be involved in the Assault, they will need to be Detached/Dismounted prior to Activating the Assaulting Tracked PL FE (as per 4.1.3).
Resolving an Assault
An Assault is resolved as follows:
- Declare Assault Location and Attackers: The Attacking FE(s) are placed at the Assault Location, which must be within 1,000m of their starting location (or their Movement Allowance given the Terrain to be crossed, if lower), and in Terrain they can enter (i.e. not No-Go). Note: the Attacking FEs are placed at the location. Enemy FEs en route do not block this placement.
Play note: The "Assault Location" is literally a point on the map; it can be covered by an FE counter or other marker. The Assault Location marker can be be placed to identify the position; it is removed at the end of the Assault. If there are multiple separate FEs/Stacks attacking, they are all assumed to be at the Assault Location, even if for game space purposes they are just placed near it.
-
Reactive Fire: This is a normal Reactive Fire (see 4.7.1) requiring an FE with an Overwatch marker. Each such an FE may target any one of the Attacking FEs. If this Disrupts or Eliminates the only Attacking Foot PL, the Assault is over and the Attacking side Pulls Back (see 4.5.1 below).
-
Pull Back / Engage: The non-Activating side decides whether it will Engage in the Assault or Pull Back. If it has no Foot FE - Mounted or Dismounted - within 250m of the Assault Location, the non-Activating side must Pull Back. If a Foot FE is present, even if Mounted, the non-Activating side may Pull Back, or it may Engage in the Assault.
- Pull Back: All* non-Activating side FEs within 250m of the Assault Location must Pull Back (see 4.5.1 below). Attacking FEs may then Reposition up to 250m away from the location (they must not end within 250m of an enemy FE, unless it is across a River). This ends the Assault. Skip the remaining steps. Attacking FEs and FEs that Pulled Back receive a Moved marker and a Reorg marker (but not Assault Reorg, as there was no engagement).
- Engage: All* non-Activating side FEs within 250m of the Assault Location are declared as Defenders and the Assault is resolved. Go to step 4.
- *Exception: A non-Activating side FE within 250m but on the other side of a River to the Assault Location does not need to Pull Back / Engage (though it may).
Play note: If they are not already there, the Defenders are not moved to the Assault Location, they remain in their current position (accruing DRM benefits if they are in Urban/Dense Wood and/or Digging/Shell Scrapes). Basically, the Assault is modeling the Attackers attempting to 'clear them out'.
-
Dismount Foot FEs: Any Mounted Foot FE from either side must now Dismount; they become Attackers or Defenders.
Play note: Their counters can remain stacked with the Tracked FE if desired to avoid too much counter clutter on the map.
*Play note: If so many counters were involved in the Assault that they can't all fit in within 250m of the Assault Location, a side is permitted to move them further out until they all fit in, provided they are as close as possible.
- Reorg: All participating FEs receive a Moved marker and Reorg marker*. In Standard/Advanced mode they receive an Assault Reorg marker instead.
- Reduce Ammo: Reduce all participating PL-sized FEs Ammo by 2.
*Design note: Units in the aftermath of an Assault require time to re-organise themselves, manage casualties, reload ammo, etc.
4.5.1 Pull Back
FEs that Pull Back must move at least 500m, but no more than 1,000m away (ignoring all Terrain and any other movement penalties). They are marked Moved.
The end position for each FE must meet the Movement Restrictions criteria (4.1), and must look to fulfil as many of the following priorities as possible. If they are unable to meet all of them, they should look to meet them in priority order (e.g. fulfil priority 1 if possible, then priority 2 etc):
- In Cover (if Foot FE).
- Out of LoS of all enemy FEs.
- Towards their entry point on the map.
At least one of the priorities, and all the Movement Restrictions criteria, must be met. If not, the FE(s) are Eliminated.
All FEs that Pull Back having Engaged in an Assault - not if they Pull Back before the Assault is resolved - also receive a Disrupted marker.
4.6 Hold
An FE given a Hold Action is marked as Activated but simply remains in place. Its counter may be Repositioned up to 250m, reflecting a tactical re-positioning. It does not receive a Moved marker if it does this.
A SA given a Hold Action remains in place in the case of UAS, or does not Fire this Turn in the case of an Artillery or FPV.
4.7 Overwatch
This is the same as a Hold Action (including the option to Reposition), but the FE is given an Overwatch marker, or retains its Overwatch marker if placed on a previous Turn.
Overwatch markers remain in place between Turns. The marker is removed:
- A. if the FE Reactive Fires (flip the marker to its Activated side, and remove it in the Clean-up step); or
- B. if the FE is given an Action other than Overwatch (relevant if it received the Overwatch marker on a previous Turn); or
- C. if the FE receives a Reorg marker.
It is possible to give an FE with an Overwatch marker (from a previous Turn) another Overwatch Action. In this case nothing changes, the Overwatch marker remains in place, as does the FE, or it may Reposition.
4.7.1 Reactive Fire
An FE on the non-Activating side with an Overwatch marker may take a Direct Fire Action against a Moving or Assaulting FE. The Reactive Fire can occur at any point of the Movement / Assault, as determined by the non-Activating side. The FE taking the Reactive Fire may not Move-Fire.
- If the Moving FE becomes Suppressed as a result of the Reactive Fire, it immediately reduces by 50% its remaining available movement allowance for the Move.
- If the Moving FE becomes Disrupted as a result of the Reactive Fire, it ceases its movement. The Activating side may optionally, immediately Pull Back the Disrupted FE (4.5.1).
In either case, the 'Fire' part of a Move-Fire Action may be cancelled at this point.
Play note: In the Assault sequence (see 4.5), the Reactive Fire occurs after placing the Attacking FEs at the Assault Location. However, for calculating the relevant modifiers for Reactive Fire the reacting side can declare where the Firing would have occurred, at any point between the Assault location and where the Assaulting FE began.
The FE(s) taking the Reactive Fire then flips the Overwatch marker to its Activated side - that FE cannot be Activated again that Turn (even if it is part of an unactivated Task Group that subsequently Activates that Turn).
Play note: An FE with an Overwatch marker may Reactive Fire on the same Turn that it receives the Overwatch Action. In this sense, it can potentially 'activate' twice in the same Action Round.
It is possible for a Task Group to comprise of FEs with Overwatch markers and those without. While an FE with an Overwatch marker that Reactive Fires cannot Activate again that Turn, other FEs in its Task Group may still be Activated.
4.8 Dig Shell Scrape
Only a Foot FE may take this Action. It may take it in any Terrain type. The FE remains in place and receives a Digging marker, which is placed under the bottom edge of its counter, or flips a Digging marker to its Shell Scrape side. Enemy FEs receive a -1 / -2 DRM on Direct or Indirect Fire Actions and Assaults against an FE with a Digging / Shell Scrape marker.
The marker is removed if the FE Moves or Repositions.
Play note: An FE can take a Direct Fire, Hold, or Overwatch Action and the marker will remain in place, even if it is on its Digging side (i.e. it does not require consecutive Actions to place a marker and then flip it to its Shell Scrape side, other Actions can be taken in between).
Design note: A shell scrape is a temporary, hastily created defensive position dug by a soldier.
4.9 REPLENDEM
Advanced mode. A REPLENDEM Action allows an A1 Echelon FE to transfer some or all of the Ammo/ATGMs it is carrying to any friendly FEs within 250m.
The A1 Echelon and any FE receiving the Ammo/ATGM receives a Reorg marker (the receiving FE may have already Activated this Turn, but if it hasn't it cannot now Activate).
Play note: It therefore behoves the more tactical player to position the A1 Echelon well so it can use its Action for the Turn to make the REPLENDEM.
After taking this Action, the opposing side draws 1 ETX marker.
Reminders:
- Russian A1 Echelons are called "Sect".
- A SECT (not a "Sect") may only carry a Depleted ATGM.
- A Foot PL FE can have a maximum of 4 Ammo, and a Tracked PL FE a maximum of 5.
An A1 Echelon FE can be targeted like any other FE. If the FE is Eliminated, all Ammo/ATGM being carried by the A1 Echelon is lost. The Scenario will specify how much Ammo or ATGMs the A1 Echelon is carrying. Ammo is tracked on the Fire Mission / Ammo Card. ATGMs are placed on the A1 Echelon's counter.
Optional Rules
Weather
This optional rule can be used for any Scenario, in any mode. In the Preparation Phase both sides agree what the weather will be (from the options below), or roll 1D6 to randomly determine.
The weather is rolled before drafting the Sync Matrix if playing Standard/Advanced mode.
- 1-4 - Fair: No effect.
- 5 - Low clouds, high winds. Effects:
- Both sides halve their starting number of FPV Fire Missions (rounded down).
- UAVs LoS only covers one Grid Square (place the counter in the centre of the Grid Square, and when moving the UAS counter, move it to the centre of the Grid Square).
- UAVs can only move up to two Grid Squares if given a Move Action.
- 6 - Storms. Effects:
- No UAS or FPV are used. Remove the following EW Chits from the game: 1A/B and 4A/B.
- LoS is reduced to 2,000m (3,000m for Recce FEs).
- Off road movement for Wheeled FEs is reduced by 50%.
Flexible Task Groups
This optional rule can be used for any Scenario, in any mode. Conceptually, a Task Group combines different Force Elements operating together to achieve a specific goal. This grants a lot of scope for experimentation around force structure to achieve the goals of the Scenario, beyond what has been set out in the Scenario ORBATs.
The rule can be applied in the Preparation Phase. In Standard/Advanced Mode, it can also be applied in the Command Phase (see below).
Preparation Phase - Creating Task Groups: Taking the FEs and SAs set out in the ORBAT for the Scenario, each side can create their own Task Groups as part of the Preparation Phase, after the Commander's Intent has been determined. This will require noting which FE has been assigned to which Task Group on a separate sheet of paper.
Command Phase - Reassigning between Task Groups: As a New Order, an FE can be Reassigned to a new Task Group. This works similar to assigning a Task Group a New Order (2.2), but in this case only the FE being Reassigned receives the Reorg marker for the Turn. The sheet noting down the Task Group structures is amended to note the change of the FE to the new Task Group. The Task Groups the FE is being Reassigned from and to may Activate as normal. On the subsequent Turn the FE applies the Orders of the new Task Group it has been Reassigned to. The opposing side draws 1 ETX for each FE that is Reassigned.
Due to the Red Doctrine rule (1.2.4), the Russian side cannot reassign between Task Groups during the Command Phase.
Source note: the printed text cross-references "the Red Doctrine rule (1.2.4)"; Red Doctrine is section 1.2.3 in the Contents, and the reference is transcribed as printed.
More Smoke
There are diverging views about the effectiveness of smoke on a battlefield over a 15-30 minute time frame. If you feel that Smoke should be more pervasive than in
the general rules (4.4.3), then try the following:
After placing the Smoke marker (step 2) roll 1D6. Place a second Smoke marker in a random location determined by the die (both markers count as a single Partial Obstacle):
- 1 - Directly above the first (touching it).
- 2 - Directly right of the first (touching it).
- 3 - Directly below the first (touching it).
- 4 - Directly left of the first (touching it).
- 5-6 - Firing player places the marker in any position, but it must touch the first (can be on a corner).
Both counters are removed in the Clean-up Phase.
LoS Through Partial Obstacles
In the general rules there is no restriction for drawing LoS through a single Partial Obstacle. This is to try and keep the LoS rules as simple as possible (they are already quite complicated). However, in some instances a single piece Partial Obstacle can be quite large.
If you feel it is unrealistic to be able to draw unlimited LoS through a single Partial Obstacle, apply the following rule:
LoS cannot be drawn more than 250m through a single Partial Obstacle.
Example of Play
This is an example of play of the first Turn of Scenario 1, using Standard mode. Refer to Scenario 1 and the model Sync Matrices in the NATO and Russian Scenario Booklets when reading this example of play. Sean is playing as NATO, and Tom as Russia.
Sean reads the instructions for Scenario 1 in the NATO Scenario Booklet. He rolls for the Commander's Intent for the Secondary Objective and gets a '1' - 'Evacuate your forces'. He begins by reviewing his ORBAT for the Scenario: two infantry-only Task Groups (1 & 2), and a third Task Group (3) comprising a mechanised infantry platoon and an HQ. He decides to use Task Group 1 as a front line of defence against the likely Russian line of attack, and then try to move them to safety. He will use the other two Task Groups to disrupt alternate lines of attack, then pull them back to defend the north of the bridge. He drafts his Fire Plans for the Mortar and FPV based on where he thinks the enemy forces are likely to be positioned. His only ISTAR Asset except his UAS is his HQ. He decides he will Embed it for safety in the Tracked FE, then position the Stack so it has LoS to the approach to the bridge. He drafts his Sync Matrix accordingly (see Sync Matrix p.5 in the NATO Scenario Booklet).
Tom reads the instructions for Scenario 1 in the Russian Scenario Booklet. He rolls for the Commander's Intent for the Secondary Objective and gets a '3' - 'Secure Sindi'. He has two companies of mechanised infantry, split across three Task Groups. He also has a Recce SECT as a Task Group. He decides he will use the Recce Task Group to Screen for enemy defensive positions. Task Group 1 will advance from the north, and will be the main force tasked with seizing the bridge. The other two Task Groups will engage enemies south of the Bridge, then Task Group 3 will secure Sindi. Tom knows his FEs may take significant damage on the way in, so decides to concentrate all his artillery on softening up the enemy at the Bridge, to make life easier for the infantry when they arrive. The FPV will focus on likely enemy defensive positions. He drafts his Sync Matrix accordingly (see Sync Matrix p.5 in the Russian Scenario Booklet).
After both sides complete their Sync Matrix, Tom places the NATO FEs on the map, as per the Scenario instructions (see p.5 of the NATO Scenario Booklet for an image of the starting set-up).
That ends the Preparation Phase. In Turn 1, the only step in the Command Phase is EW Activity. Both sides draw an EW Chit. Sean draws 6A/B, allowing him to Indirect Fire outside of his Fire Plan for only 1 ETX, or stop Russia doing so. Tom draws 3A/B, granting a +2 DRM on his artillery attack, or -2 DRM against the enemy's artillery attack. This is very useful for Tom's plan to soften-up NATO forces defending the bridge.
Moving to the Execution Phase, Russia has the Initiative on Turn 1. Tom decides to go first and Activates his UAS, placing it on Grid Intersect E22/N23. Play then alternates to Sean. He is playing a waiting game to see where the Russian forces will appear. He Activates Task Group 2, giving both FEs an Overwatch Action. Since both FEs in that Task Group began the game with an Overwatch marker, no action is required except to flip the TGp 2 marker to its Activated side.
Back to Tom, who Activates his artillery - the 152mm SA - and targets the NATO Foot FE (2-B-1) on the north side of the river. Following the Indirect Fire sequence on Player Aid 4, he has no Target marker to play, but he does have the EW Chit, which he plays now, discarding it next to the pool of undrawn EW Chits. He rolls 2D6 and achieves a '9'. He gets +2 for the EW Chit. He then considers other modifiers on the Indirect Fire DRM Table on Player Aid 4. He gets another +2 from the UAS. A -1 DRM applies as the Foot FE gets Cover from the Light Woods, and a -2 DRM applies for the Shell Scrape marker. The net result is +1 DRM, meaning a final modified roll of 10. This is 2 Hits. As in this Scenario all the NATO Platoons begin with a Resilience of 3 (instead of the usual 4), this takes 2-B-1 to a Resilience of 1. Tom swaps the current 2-B-1 counter for its second counter, and places that back in the same spot, on its 1 Resilience side. The FE also receives an Automatic Suppression marker. There is no other NATO FE within 250m of the target, so no other Automatic Suppression applies. Sean (the NATO player) draws 1 ETX, generated by the Russian Artillery Firing within its Fire Plan. Tom reduces his 152mm SA's number of Fire Missions by 1. Finally, Tom places an Activated marker above his 152mm counter to show it has Activated for the Turn.
Sean again is waiting to see what Russia does, so Activates Task Group 3, giving both FEs an Overwatch Action, as he did for Task Group 2. tion, as he did for Task Group 2.
Tom's Fire Plan for his FPVs would allow him to attack other dug in forces Sean has positioned to disrupt his advance to the Bridge, but he has no ISTAR LoS to them from his UAS, so he Activates his Recce Task Group, moving the Recce FE to the position noted on the Sync Matrix. Sean cannot interrupt this with Reactive Fire as his 1-A-1 and 2-A-1 only have NLAWs, which only have a Range of 1,000m. Tom places a Moved marker above the 1-Recce FE counter.
Example: Russian 1-Recce enters from the east side of the map (it cannot enter lower as there is a river there). It moves its Movement Allowance of 2,000m in Open Terrain, and is given a Moved marker. Because it is more than 1,000m away from the NATO FEs, their NLAWs do not have the Range to Reactive Fire against it.
Sean is still waiting for a clear indication of the Russian main line of attack, so for now gives his FEs in Task Group 1 Overwatch Actions, as he's done for the other two Task Groups. He has now Activated all his main Task Groups, so he hopes they are well positioned to Reactive Fire, as there's nothing else they can do this Turn.
Tom wants to keep Sean waiting, so decides to Activate his FPV. He considers attacking the dug-in NATO FE 1-A-1. However, as he looks more closely at the DRM modifiers table, he decides against it. The NATO FE is both in Dense Wood Cover and has a Shell Scrape, meaning a -4 DRM. The Recce would provide +1. But at -3 using an FPV, Tom would need to roll 11. Tom instead gives his FPV a Hold Action, placing an Activated marker above its counter.
Sean now needs to show his hand a bit, so Activates his UAS and places it on GI E25/N22, corresponding with the Fire Plan for his Mortar for this Turn.
Tom finally Activates one of his main Task Groups. Seeing where Sean has placed his UAS, he decides to first Activate Task Group 1, which is coming in from the northern axis and will not be in the LoS of the NATO UAS. He announces he will first Move 2-A-1 (T) (and by default the corresponding Foot FE Mounted in it). He is conscious that it will come into the Line of Sight of the NATO 1-B-1 FE, which has an Overwatch marker and is armed with a Javelin, but the Task Group has orders to manoeuvre to the Bridge, and they must be followed. As soon as the Russian FE comes into the Javelin's 3,000m Range, Sean declares his 1-B-1 FE will Reactive Fire at it. He rolls a '6', which becomes a '10' with 1-B-1's TQ of 6 (+2), and for having an Overwatch marker (another +2). A roll of 10 with a Javelin is 2 Hits. Tom first rolls to see if the Mounted FE (2-A-1 (F)) inside 2-A-1 (T) receives Hits from this. He rolls once for each Hit, getting a '3' and '5'. This means 2-A-1 (F) takes 1 Hit (Mounted FEs take a Hit on a 4+). Tom re-adjusts the counters so that 2-A-1 (T) is down to 1 Resilience, and 2-A-1 (F) is down to 2 Resilience. He then places a Suppression marker by the Stack. This reduces its remaining Movement Allowance by 50%. Tom continues 2-A-1's move. It had moved almost three-quarters of its Movement Allowance before it was Hit. Following the Hit, and the consequent Suppression marker, it only has 250m it can move over Open Terrain*. Tom moves the Stack that much closer to the Bridge. Sean flips the Javelin marker to its Depleted side, and 1-B-1's Overwatch marker to its Activated side.
*If the Javelin hadn't caused a Hit and Suppression, the Russian 2-A-1 would have been able to move another 500m over Open Terrain, as it had 25% of Movement Allowance remaining.
Example: NATO 1-B-1 Reactive Fires when the Russian 2-A-1 Platoon comes into range of its Javelin. It scores 2 Hits on the Tracked FE, and 1 Hit on the Mounted Foot Platoon. Tom flips the latter to its 2 Resilience side, and replaces the Tracked FE counter with the corresponding counter showing it now has 1 Resilience Value (having been on 3). He places a Suppression marker next to the Stack. Sean meanwhile flips the Overwatch marker to its Activated side, and the Javelin marker to its Depleted side. Tom then continues 2-A-1's Move.
Tom Activates the other Stack in Task Group 1, 1-A-1, also giving it a Move Action. As the only NATO FE with Range to the moving Stack is 1-B-1, and it has already Activated this Turn, there is no response from Sean.
Sean only has the Mortar and FPV to Activate now. The only target currently in his Fire Plan area for these is the Russian Recce; not the most high value target in this circumstance. He could play his EW Chit to target a Russian FE outside of his Fire Plan for only 1 ETX (instead of the usual 3), but looking at the DRMs he decides it's not worth it at this stage, so he gives his FPV a Hold Action; he doesn't want to waste his limited number of FPV Fire Missions on very long-shots.
Tom Activates his Task Group 3. As with the Russian Recce, the FEs end their Movement out of Range of Sean's NLAWs.
For Sean's last Activation of the Turn he Indirect Fires with the Mortar SA against the Russian 3-A-1. He rolls an 8. He gets +2 for the UAS having LoS, but -5 DRM targeting a Tracked FE with a Moved marker. Unfortunately for him a '5' with a Mortar is one short of a Hit. There is no Dismounted Foot FE within 250m, so no Automatic Suppression. Tom draws 1 ETX marker, while Sean reduces his Mortar Fire Missions by 1.
For his final Activation, Tom moves Task Group 2 towards the location specified on the Sync Matrix.
That ends Turn 1. The image above shows the situation. In the Clean Up Phase, Sean returns his unused EW Chit marker to the draw pile, both sides remove the Activated and Moved markers, and flip the Task Group markers back to their Unactivated side.
As it stands, Tom is very keen to win the Initiative roll for Turn 2. That will allow him to Activate his Task Group 1 to move closer to the Bridge and try to put some fire down on the NATO 1-B-1 FE, before Sean is able to Activate his Task Group 1 and give 1-B-1 FE an Overwatch marker. Sean meanwhile is keen to put some more Mortar Fire on the Russian Task Group 3 before they Move.
If you want to find out what happens next, go to www.sapperstudio.com and watch the video play-through on the BC:B product page. It picks up the same game up from where we leave it, from the start of Turn 2.
Design Notes
Source note: the "Game credits", the EU Authorised Representative block, the copyright boilerplate and the thanks paragraph at the end of the Design Notes are attribution and are not transcribed here. The licence (Creative Commons BY-NC-SA 4.0, attribution to Sapper Studio) is noted in the Table of Contents.
Battlegroup Clash: Baltics (BC:B) is based on a professional wargame called Battlegroup Wargame System (BGWS), a game designed by Ivor Gardiner of Vedette Consulting for the British Army, for which I was the developer.
The choice to turn a professional wargame into a commercial wargame begs two questions: 1) Why? What is valuable within the professional game that merits a commercial release? 2) How? What needs to change to make it suitable for the commercial market?
The 'Why' was my belief that there is a desire among professional military education (PME) customers for educational games that share the playability and aesthetics of modern hobby wargames. I also believe that there are a significant number of hobby wargamers that would be interested in what a PME game has to offer.
BGWS requires an umpire and is not usable as a commercial product. But it has ideas and mechanics that could work in a commercial game. The key features I wanted to bring across were the use of real world maps and the requirement that players write a plan - a Sync Matrix in the game - that applies for the whole game. I do not know of any commercially-available wargame with a similar offering.
The 'How' required removing or amending the features of BGWS that rely upon an umpire or 'military judgement' or knowledge to resolve. More generally, I also needed to streamline aspects of the game, whilst not losing the parts that would appeal to a PME audience.
A first decision was to move away from the Ordnance Survey Maps used by BGWS. These require a significant amount of military judgement to understand and parse. I commissioned the creation of bespoke maps, created by computer-aided design. These are based on satellite imagery of Estonia, but with overlaid borders to identify key terrain types. I also moved the Stats for each Force Element onto its counter, rather than having them on a separate sheet, as BGWS does. Multiple other smaller mechanical changes have been made, but these two are key.
The next decision was where. The presence of a British Army Battlegroup permanently stationed in Estonia, and the obvious threat Russia poses there, made that an easy decision. Then came force and scenario design. BGWS is specifically focused on the British Army force structure and unit capabilities. For BC:B I wanted a more generic NATO force structure. Most of the Stats and tables were ported over from BGWS, but amendments were made, for example changing the 81mm Mortars, which only the British Army use, for the 120mm Mortars common across the rest of NATO.
The Scenarios and ORBATs are completely bespoke for BC:B. The ORBATs are based around NATO and Russian Army structures, but also assume that:
- These forces are flexible in terms of tasking for specific battles. Hence while an infantry company is typically made up of three platoons, these platoons are likely to be sliced and diced in the Scenario ORBAT task groupings to meet the specific tasks the company needs to achieve. There is no 'right' way to do this. I added the 'Flexible Task Groups' optional rule to allow players to do their own experimenting around Task Group make-up.
- The forces represented are European NATO forces and Russian forces. In a near future battle between these forces, commanders on both sides will very much be expected to 'make do' with what they are given. This is not a sandbox game where the player can get to experiment with a wide range of high-tech toys. These forces will need to live with scarcity. The Scenarios reflect that in the below strength platoons, mixing and matching, low levels of artillery ammo, and so forth.
- In the Scenarios represented you have the cream of European NATO fighting against poorer trained, motivated and equipped Russian forces. Hence the NATO forces have greater resilience and troop quality. However, the Russians have greater numbers and are better at drone and electronic warfare. Overall it is intended to balance out, though this may only really become clear in the Advanced mode.
I made several other assumptions for BC:B:
- Drones, drones, everywhere: Particularly for line of sight, but also for fires, drones have a massive impact on the modern battlefield, and they are front and centre of of the game.
- No concealment: The ubiquity of drone and satellite coverage means very little on the modern battlefield remains concealed; given this, and to minimise the rules overhead, there are no concealment mechanics.
- Contested airspace: At least in the early stages of a Russian invasion of the Baltics, the air space will be highly contested. Hence air and aviation do not feature in the game.
The net result is, after almost a year of development and playtesting, BC:B now exists and is in your hands. Naturally I hope it will be a success. What I'm really hoping for is for players to house rule the heck out of the game. The game system is forgiving and flexible. It can be easily amended if you disagree with the assumptions made in it, or wish to try out new ORBATs, Force Element or Support Asset types, or introduce rules for civilians, casevac, and so on. If this happens, there is plenty of scope for spinoffs and expansions.
I'll also admit to being a bit nervous. How will hobby wargamers - not unknown for pernickiness - approach a grid-based map and free-flowing movement system? I have tried to emphasise throughout the rulebook the need to view counters as approximations of position for movement and line of sight. But will my appeals be heeded? It could be that the 'grid and counter' approach I am introducing proves incredibly popular. Or it could fall flat.
Regardless, I am happy with how the game has turned out.
Glossary & Index
The printed Glossary doubles as the index for the book; page references are to the printed rulebook.
- Activate (p15-16): Can apply to a Task Group and an FE. If the Task Group is Activated, then the Activating side Activates every FE within it. Once an FE has been Activated, it cannot be Activated again that Turn (except to Reactive Fire, see 4.7.1).
- Advanced mode (p8): One of the three modes to play the game. It is the most detailed mode, featuring mechanics for NATO and Russian doctrine, and Ammo management.
- Ammo (p22): A Platoon-sized FE uses 1 Ammo every time it Direct Fires, and 2 Ammo everytime it Engages in an Assault. If an FE does not have sufficient Ammo, it has a Firepower and Assault Value of 1.
- Apers / Atk Value (p20-21): The column used on the Fire / Assault Result table when Firing Anti-personnel (Apers) or Anti-tank (Atk) weapons.
- Assault Location: The location on the map chosen by the Activating side for where an Assault will take place.
- Assault Reorg (p24): A type of Reorg that only applies to FEs that have Engaged in an Assault.
- Assault Value (p16, p25): The value used by the Attacker and Defender during an Assault to determine the ratio used on the Assault Results Table.
- Attacker (p24-25): An FE given an Assault Action.
- Automatic Suppression (p23): The adding by Indirect Fire of a Suppression marker to any FE (for Artillery) or Dismounted Foot FEs (for FPV and Mortar) within 250m.
- Basic mode (p8): One of the three modes to play the game. It is the simplest and quickest. You must understand the Basic mode rules to play Standard or Advanced mode.