Donau Front
Donau Front Rulebook
Table of Contents
Table of Contents
- Notes on the Unified Rules
- Central Front Unified Rules
- 1.0 Introduction
- 2.0 How to Play the Game
- 3.0 Game Equipment
- 4.0 Sequence of Play
- 5.0 Movement
- 6.0 Zones of Control
- 7.0 Stacking
- 8.0 Combat
- 9.0 Friction Points (FP's)
- 10.0 Supply
- 11.0 Artillery
- 12.0 Attack Helicopters
- 13.0 Airmobile Operations
- 14.0 Air Power
- 15.0 Airborne Units
- 16.0 Engineers, Rivers and Bridges
- 17.0 Reinforcements
- 18.0 Electronic Warfare
- OPTIONAL RULES
- 24.0 Nuclear Warfare
- 25.0 West German Territorial Units
- 26.0 West German Doctrine
- 27.0 Non-Soviet Warsaw Pact Unreliability
- 28.0 Doctrinal Victory Conditions
- 29.0 Exiting Enemy Controlled Hexes
- 30.0 Hof Gap Terrain
- 30A.0 Alternative Air Superiority Determination
- 30B.0 NATO Deep Interdiction Strike
- 30C.0 Season Determination
- 30D.0 Accelerated Warsaw Pact Deployment and NATO Alert
- 30E.0 6th Panzergrenadier Division
- 30F.0 East German 150th Mechanized Regiment
- 30G.0 NORTHAG Major Training Areas (MTA's)
- Sequence of Play (Player Aid)
- Charts and Tables
- 17.3 Warsaw Pact March Order Diagrams
- 8.4 Electronic Warfare Table
- 13.4 Airmobile Units
- 15.6 Airdrop Table
- 5.5 Operation Point Cost Chart
- 8.6 Combat Results Table
- 27.3 Non-Soviet Warsaw Pact Unreliability Table
- 7.4 Friction Point Average Table
- 9.6 Friction Point Removal Chart
- 10.4 Supply Summary Chart
- Exclusive Rules: Donau Front
- Victory Conditions
Notes on the Unified Rules
Introduction to the Unified Rules (from the consolidation document).
In 1980, SPI began the Central Front Series with the release of Fifth Corps and Hof Gap. BAOR was published in 1981 and contained the 2nd Edition rules. Two articles were then published in MOVES magazine which upgraded the first two games to the new 2nd Edition rules and also released a scenario that combined all three games into a Grand Campaign. 3W later published North German Plain in 1988 and Donau Front in 1989 after they had acquired the rights to the SPI catalogue. While the maps were compatible, the rules and the counters to the two latter games were significantly different from those found in the SPI games and made it virtually impossible to play all five games in a combined campaign. In 2009, Dick Vohlers released the 1st edition of the Central Front Series Update Kit on Consimworld which converted the North German Plain and Donau Front games to the 2nd Edition ruleset. He was later joined by Ian Raine and others who assisted in creating an accurate order of battle for the original 1981 timeframe. Counters for the new orders of battle were designed by Kerry Anderson and a 3rd edition of the Central Front Series Update Kit was released in 2015.
These Unified Rules combine the Consolidated Rules with all recommended house and optional rules from the Central Front Series Update Kit ("Update Kit"). It also adds some rules from the North German Plain ("NGP") and Donau Front ("DF") games as optional rules.
Adjustments are noted below:
- 5.28 added the restrictions of movement of the 6th Panzergrenadier Division from NGP.
- Bridging restrictions added to 5.34.
- 5.34 added exception for Elbe River on NGP map.
- 5.34A Tunnels from NGP added.
- 10.3 Supply sources for all maps.
- 7 RHA/5 added to 13.1A.
- Airborne capability added as 15.1A.
- Added NATO air transport from Update Kit as 15.7 and inserted air transportable units in 13.38A.
- Added bridge demolition house rules from Update Kit to 16.12.
- Added Revised Master Unit List from Update Kit. Modified to refer to new rules cases and organized US Divisional units into their Brigades for MTA table use.
- 20.1 and 20.2 from Consolidated Rules merged.
- Adjacent Map Entry Rule from Update Kit added as 20.31A.
- Edited 25.0 to remove HSK Territorial units and added DF and NGP VBK units from Update Kit.
- Amended 27.0 Polish unreliability to include East Germans and Czechs.
- 30A Alternative Air Superiority: optional rule from Update Kit.
- 30B NATO Deep Interdiction Strikes: optional rule from Update Kit.
- 30C Season Determination: from DF and NGP as optional rule.
- 30D Accelerated Pact Deployment and NATO Alert Option: optional rule from Update Kit.
- 30E West German 6th Panzergrenadier Division: removes the movement restriction rule from NGP as an optional rule.
- 30F East German 150th Mechanized Regiment: optional rule from Update Kit.
- Added NATO victory conditions for NGP and DF maps.
Central Front Unified Rules
1.0 Introduction
Central Front is a series of games using the same game-system, in which each game may be played individually or may be joined together with others in various configurations to create larger games. The games cover potential warfare in West Germany during the 1980's. The scale is 4 km to a hex and 12 hours per turn. The game system is unique in that "losses" are measured in terms of Friction Points (FP's). FP's represent personnel and equipment losses, the expenditure of ammunition (particularly for artillery units) and fatigue. The removal of FP's from a unit represents the receipt of supply and replacements, and the accumulation of combat experience. The ability of units to have combat as a function of movement, plus the use of an "endless turn" (ending by mutual consent or the complete exhaustion of units) allows for very fluid play.
2.0 How to Play the Game
Central Front is a two-player game. One Player controls the NATO forces, while the other Player controls the Warsaw Pact forces. The Players agree on a scenario they wish to play, and playing pieces are placed on the game-map in accordance with the scenario instructions. Other playing pieces will be brought onto the map as play of the game proceeds.
The game is played in Game-Turns, each consisting of a theoretically endless number of Player Phases. Each Player Phase consists of one Player moving any number of his playing pieces (called units) and conducting attacks with each unit as he does so. The other Player then moves and attacks with his units in the next Player Phase. This alternates until neither Player wishes to move or attack with his units, thus ending the Game-Turn.
Combat results are expressed in terms of Friction Points gained by the defending and/or attacking units. When a unit surpasses its maximum FP level, it is considered destroyed. Unlike most games, a unit may be moved more than once per Game-Turn in Central Front. This, however, adds to a unit's fatigue (by adding Friction Points to the unit or stack of units).
Play continues for a set number of Game-Turns (depending on the scenario being played), after which the Victory Conditions are consulted to determine the winner.
Game Terms
Access Hexside: A hexside traversed by a minor road (not shown) that negates the cost of terrain in the hex being moved into.
Adjacent: A unit is considered adjacent to another unit when in a hex sharing a hexside with the hex occupied by the other unit.
Attack Strength: The relative strength of a unit when attacking.
Defense Strength: The relative strength of a unit when defending.
Direct Fire: Artillery support conducted by an artillery unit in combat when stacked with a non-artillery unit also participating in the combat.
Friction Point (FP): Every unit possesses a variable FP level, ranging from zero (fresh, full strength) to a maximum FP level (depleted and fatigued). When a unit's FP level exceeds its maximum FP level, it is destroyed.
Indirect Fire: Artillery support conducted by an artillery unit in a combat when not stacked with a non-artillery unit participating in that combat.
Map X: Refers to a game map. Replace X with either N (North German Plain), B (BAOR), F (Fulda Gap), H (Hof Gap) or D (Donau Front). Map hex numbers referred to in these rules will have the letter as a prefix, i.e. B1004 is hex 1004 of Map B.
Mobile Combat: A special form of combat using the Mobile Combat Strengths of all the involved units (see 3.41).
Operation Point Allowance: The maximum number of Operation Points that may be expended when moving and conducting attacks with a particular unit during a Player Phase. There is a Current OP's marker that can be used on the Points Track to help keep track of expended OP's.
Range: The maximum number of hexes that may lie between the hex occupied by an artillery or attack helicopter unit conducting indirect fire (exclusive) and the hex it is firing into (inclusive).
Unit Designation: The historical identity numbers of the units. Each unit has either two or three identity numbers (separated by slashes). The leftmost number is the identity number of the unit itself. The rightmost number is the unit's parent Division (if in boldface), or other parent formation. If three numbers are used, the central number is usually the unit's parent Brigade identity.
Unit Size: The unit size is a standard military symbol: I = Company, II = Battalion, III = Regiment, X = Brigade.
Note: A brigade is considered smaller than a regiment.
3.0 Game Equipment
3.1 The Game Map
The game-map portrays an area of West Germany where the hypothetical confrontation occurs, and is based on current military maps at a 1:250,000 scale. It includes all the terrain significant to the battles. The Terrain Key explains the symbology used. A hexagonal grid is superimposed over the terrain features printed on the mapsheet in order to regularize movement and the positioning of the playing pieces. Each hexagon (or "hex") on the map has its own four-digit identity number. To make the map lie flat, back-fold it against the creases. Small pieces of masking tape may be used at the corners of the map to hold it taut.
3.2 Game Charts and Tables
Various visual aids are provided in order to simplify and illustrate certain game functions. These are the Operation Point Cost Chart, the Friction Point Average Chart, the Combat Results Table, the Airpower Table, and the Warsaw Pact March Order Diagrams.
3.3 The Playing Pieces
The cardboard pieces (called "units") represent the military units that could take part in the actual battles. The numbers and symbols on the pieces represent the Attack Strength, Defense Strength, Mobile Combat Strength, and the type of unit represented by that piece. The game also includes informational markers that are used to keep track of the state of certain units.
3.4 How to Read the Units
Typical combat unit (front): the unit designation, nationality, unit type, unit size, Attack Strength (top), Mobile Combat Strength (the figure above the line, see 3.41) and Defense Strength (bottom).
Typical artillery unit (front): the unit designation, nationality, unit type, unit size, Attack Strength, Mobile Combat Strength, Soft Target symbol and Range.
- 3.41 Mobile Combat Strength. If a unit's Attack Strength or Defense Strength appears above a line (_), that strength also represents the unit's Mobile Combat Strength, used when attacking or defending in a mobile combat. A unit with no underlined strength possesses a Mobile Combat Strength of "1."
- 3.42 Soft Targets. A unit with a (§) symbol is considered a "soft" target (non-armored), which affects the losses it must take when involved in combat (see 8.87). All other units are "hard" targets.
- 3.43 Operation Point Allowance. Each unit has an Operation Point Allowance of 12. This value is not printed on the unit.
- 3.44 Backside of Units. The back-side of each unit is referred to as its "FP side." When this side of a unit is face-up, the unit does not operate as effectively as when it is face-down.
3.45 Summary of Unit Types
The counter types, shown by their symbols on the chart in the source, are: Armor; Armored Cavalry; Armored Cavalry (wheeled); Mechanized Infantry; Mechanized Infantry (wheeled); Motorized Infantry; Infantry (foot); Mountain Infantry; Airborne Infantry; Airmobile Infantry; Airborne Mechanized Infantry; Airmobile Infantry; Engineer; Artillery (Field); Self-Propelled Artillery; Rocket Artillery; Mountain Artillery; Airborne Artillery; Attack Helicopter.
3.46 Summary of Marker Types
The marker types are: Friction Point (front and back); Game-Turn (front and back); Air Points; Air Superiority Level; EW Points (Hof Gap); Ground Fog; Initial Air Supremacy; NATO Air Interdiction; NATO Artillery Suppressed; Current OP's; Warsaw Pact Air Interdiction; Warsaw Pact Artillery Suppressed; Converted Unit Stored Equipment; Nuclear Attack; ADM (No Roads).
Note: The Friction Point side of each combat unit is identical to the front except that the strengths and range are printed in white.
4.0 Sequence of Play
Each game is played in a variable number of Game-Turns, depending on the specific game being played. Each Game-Turn is composed of a number of alternating Player Phases, preceded by a Game-Turn Preparation Phase. The Player whose Player Phase is currently in progress is referred to as the Phasing Player; the other Player as the non-Phasing Player. Each Game-Turn proceeds strictly as outlined below:
1. Game-Turn Preparation Phase
- A. Friction Point Removal Segment: The Players remove a Friction Point from each and every unit on the game-map by flipping each unit over from its FP side to its non-FP side. If a unit begins this Segment on its non-FP side, the FP is removed from it by adjusting its FP marker (see 9.2 and 9.3). Note: This Segment is not conducted on the first Game-Turn of the scenario.
- B. Airpower Segment: The NATO Player rolls the die and consults the Airpower Table to determine which Player has air superiority and whether there is ground fog this Game-Turn.
- C. Nuclear Attack Segment: Both Players may resolve nuclear attacks they plotted in the previous Game-Turn, and then may plot nuclear attacks to be resolved in the next Game-Turn (see 24.0).
2. Warsaw Pact Player Phase. The Warsaw Pact Player may move any number of his units or stacks of units. Each unit may be moved up to the limit of its Operation Point Allowance. As a unit is moved, it may be used to conduct attacks against adjacent enemy units, which also requires the expenditure of Operation Points. When the movement of each unit is completed and any attacks conducted by that unit have been resolved, it gains a Friction Point (see 9.3). If the player does not wish to move or attack with any of his units this Phase, he may pass. Flip the Game-Turn marker over to its NATO side.
3. NATO Player Phase. The NATO Player may move any number of his units or stacks of units following the same restrictions and procedures as the Warsaw Pact Player, or may pass. Flip the Game-Turn marker over to its Warsaw Pact side.
4. Warsaw Pact Player Phase. The Warsaw Pact Player may move any number of his units again. However, he may only move those units that are currently on their FP side (that is, were moved in the Player's Initial Player Phase of the Game-Turn), or he may pass. Flip the Game-Turn marker over to its NATO side.
5. NATO Player Phase. The NATO Player may move any number of his units again, following the same restrictions imposed on the Warsaw Pact Player in Step 4, or he may pass. Flip the Game-Turn marker over to its Warsaw Pact side.
The Players repeat Phases 4 and 5 until both Players pass in successive Player Phases, in which case the Game-Turn is over. The Game-Turn marker is moved one space along the Game-Turn Record Track, flipping it over to its Warsaw Pact side, signaling the beginning of a new Game-Turn.
A unit may be moved any number of times during a single Game-Turn (unless it is at its maximum FP level). However, a unit may not be moved at all unless it is moved in the owning Player's Initial Player Phase of the Game-Turn.
The act of passing does not exclude a Player from moving his units in upcoming Friendly Player Phases of the Game-Turn (unless he passes in his Initial Player Phase). In all subsequent Friendly Player Phases of the Game-Turn, he may only move those units that are on their FP-side. The movement of each unit requires the expenditure of Operation Points from the unit's Operation Point Allowance. As a unit is being moved, it may be used to conduct attacks, which also requires the expenditure of Operation Points.
PROCEDURE: Each unit has an Operation Point Allowance of twelve, representing the maximum number of Operation Points that may be expended for that unit in a single Player Phase. Each unit or stack of units is moved individually hex-by-hex in any direction or combination of directions. Movement of a unit into a hex "costs" a certain number of Operation Points. As a Player moves a unit, he keeps track of the number of Operation Points expended for each hex entered and for each attack conducted by the unit. When the unit has expended twelve Operation Points, its movement must cease for the Player Phase.
5.0 Movement
GENERAL RULE: Each Player may move his units during his Player Phase only. In a Player's Initial Player Phase, he may move any of his units that he wishes and may bring any reinforcement units due him into play. In all subsequent Friendly Player Phases of the Game-Turn, he may only move those units that are on their FP-side. The movement of each unit requires the expenditure of Operation Points from the unit's Operation Point Allowance. As a unit is being moved, it may be used to conduct attacks, which also requires the expenditure of Operation Points.
CASES:
5.1 How to Move Units
A Player may expend as few or as many Operation Points as desired in moving a unit, up to the limit of the unit's Operation Point Allowance. Operation Points may not be saved from one Player Phase to the next, nor may unused Operation Points be transferred from unit to unit.
When the Operation Point expenditure of a unit is completed in a given Player Phase, it gains a Friction Point. This is noted by flipping the unit over so that its FP side is face-up, or, if the unit is already on its FP side, by adjusting its FP marker.
- 5.11 Each unit or stack of units is moved one at a time. All movement and combat conducted by a particular unit in a single Player Phase must be completed before beginning the movement of another unit. (Exception: See 5.14.)
- 5.12 A unit on its FP side must expend one additional Operation Point for every hex it is moved into, for every attack it conducts, and for any other action listed on the Operation Point Cost Chart that it undertakes. Exception: A unit on its FP side must expend an additional 1/2 Operation Point to enter a hex through a hexside traversed by an Autobahn.
- 5.13 If a unit is not moved per se, but is used to conduct an attack, it has expended Operation Points and thus must gain an FP when all its attacks are completed. Exception: An artillery unit or an attack helicopter unit does not expend Operation Points to support an attack or defense. It gains an FP each time it does so, but does not gain an FP for being moved (unless it actually moves).
- 5.14 If the Phasing Player declares a multi-hex attack (see 8.33), he may have all his involved units expend Operation Points to participate in the attack, regardless of how many hexes they occupy. After the attack has been resolved, and any advances after combat have been completed, the Phasing Player may continue moving one participating unit (or stack) only. The movement of all other participating units is considered completed for the Phase.
- 5.15 Retreats and advances after combat (see 8.8 and 8.9) are not considered movement and do not require the expenditure of Operation Points.
5.2 Movement Restrictions
A unit may be moved once per Player Phase only. A unit that has its non-FP side face-up in any Friendly Player Phase except the first of the Game-Turn may not be moved or expend Operation Points in any manner. However, see 7.33.
- 5.21 Friendly units do not impede the movement of other Friendly units (however, see 5.32, 5.33 and 7.0). A unit may not be moved into an Enemy-occupied hex.
- 5.22 A unit that is moved into an Enemy-controlled hex (see 6.0) must stop. Such a unit may not be moved for the remainder of the Player Phase, unless the hex ceases to be Enemy-controlled as a result of attacks conducted by that unit. A unit in an Enemy-controlled hex may expend Operation Points to attack.
- 5.23 A unit that begins a Player Phase in an Enemy-controlled hex may be moved out of that hex (see 6.2). A unit may never be moved from one Enemy-controlled hex directly to another.
- 5.24 A unit that is at its maximum FP level may not be moved or expend Operation Points in any manner.
- 5.25 An artillery unit or an attack helicopter unit that is on its non-FP side may always be used to aid an attack or defense, regardless of the phase in progress. This does not require the expenditure of Operation Points (but does require the gain of a Friction Point). See 10.0.
- 5.26 No NATO unit may ever be moved or retreat into any hex of East Germany or Czechoslovakia. No NATO unit may ever be moved or retreat into any hex on the east edge of the map area, nor into any hex adjacent to such a hex.
- 5.27 On Map H, NATO units may not be moved into any hex on the north edge of the map east of hex H3926 (exclusive) or any hex adjacent to such a hex when playing the Covering Force or Seventh Army scenarios. In the VII Corps scenario, this restriction applies east of hex 3921 (exclusive).
- 5.28 6th Panzergrenadier Division: Any units from this division may not voluntarily move to cross the Elbe River on Map N and if retreated there, must return to their original side as soon as possible. This unit was subordinated to LANDJUT (part of AFNORTH) during wartime and was not part of NORTHAG. The boundary between LANDJUT & NORTHAG included the Elbe River.
5.3 Effects of Terrain on Movement
For each flat terrain hex (not containing woods) into which a Player moves a unit, one Operation Point is expended.
Other terrain costs more (or in the case of Autobahns and roads, less) to enter. These costs are detailed on the Operation Point Cost Chart (5.5).
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5.31 Autobahns. A unit or stack of units that is moved from a hex to an adjacent hex through a hexside crossed by an Autobahn expends 1/2 of an Operation Point regardless of the terrain in the hex entered or the presence of other Friendly units. Also see 5.12.
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5.32 Roads. A unit that is moved from a hex to an adjacent hex through a hexside crossed by a road expends 1/2 of an Operation Point regardless of the terrain in the hex entered. If the hex being moved into is Friendly-occupied, one Operation Point is expended instead. If a stack of units, or a regiment-sized unit is moved into a road hex (along a road) adjacent to a hex occupied by a Friendly unit(s) on the same road, expend one Operation Point. These effects are not cumulative.
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5.33 Access Hexsides. A unit moved from a hex to an adjacent hex through a hexside crossed by an access symbol expends one Operation Point, regardless of the hex terrain. If the hex entered is Friendly-occupied, the hex terrain cost must be expended instead. Non-motorized units treat roads and Autobahns as access hexsides. Some maps have access hexsides crossing rivers without a bridge symbol; treat these as bridges.
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5.34 Rivers. A NATO unit may be moved across an unbridged river hexside at a cost of five Operation Points. A Warsaw Pact unit may be moved across an unbridged river hexside at a cost of three Operation Points. (Exception: On Map N units may not cross the Elbe River north of hex N3533.) This cost is in addition to the cost of the terrain in the hex being entered. If the river hexside is crossed by a bridge, no Operation Point expenditure to cross the hexside is required. An artillery unit or attack helicopter unit may never cross an unbridged river hexside (Note that this restriction does not apply to attack helicopters using their range in combat).
Units of the Canadian Mechanized Brigade, West German airborne units, and any airmobile unit moving normally may only cross unbridged river hexsides if there is an Engineer unit providing bridging or are moving in a stack with a crossing-capable unit.
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5.34A Tunnels. On Map N, the two tunnels, at N3707 and N3633, are treated as bridged access hexsides for the purpose of crossing rivers. At any time, the NATO player may declare either of these tunnels impassable, and they are treated as unbridged river hexsides for the remainder of the game.
5.4 Entering and Exiting the Game-Map
During the course of play, units may enter the map as reinforcements (see 17.0) while other units may exit the map to fulfil Victory Objectives, as noted in the Exclusive Rules.
- 5.41 A unit may exit the map only if the Exclusive Rules of the game being played specifically allow it.
- 5.42 A unit may only enter or exit the map from a hex containing a road or Autobahn that leads off the map from that hex. A unit exits the map from such a hex by expending the road or Autobahn Operation Point cost to enter an imaginary hex just off the map. A unit enters the map from such a hex in accordance with 17.1.
- 5.43 A unit that exits the map is removed from play and may never be returned to the game. Such a unit is not considered eliminated; it may count towards the owning Player's victory conditions.
- 5.44 A unit may not exit the map while retreating or advancing after combat.
- 5.45 Enemy units may not enter the game-map in a hex from which a Friendly unit that exerts a Zone of Control has been exited, nor may such a hex be used as an Enemy supply source (see 10.1).
5.5 Operation Point Cost Chart
(See charts and tables.)
6.0 Zones of Control
GENERAL RULE: Each unit exerts a Zone of Control (ZOC) into all six hexes adjacent to the hex it occupies. (Exception: Artillery units, attack helicopter units and engineer units never exert a Zone of Control.) A hex into which a unit exerts a ZOC is called a controlled hex. Hexes controlled by Friendly units inhibit the movement of Enemy units. Terrain has no effect on Zones of Control (except for city hexes, see 6.15).
CASES:
6.1 Effects of Zones of Control
- 6.11 A unit may be moved into an Enemy-controlled hex at no additional Operation Point cost, but its movement must cease upon being so moved (see 5.22).
- 6.12 Friendly ZOC's never affect Friendly units (however, see 5.32).
- 6.13 There is no additional effect of more than one unit controlling a given hex. If Enemy and Friendly Zones of Control are exerted into the same hex, that hex is mutually controlled by both of the Players.
- 6.14 The presence of a Friendly unit negates Enemy Zones of Control for purposes of tracing Friendly Supply Lines (see 10.1) and conducting retreats of Friendly units (see 8.8) in the hex occupied by that unit. Friendly units do not negate Enemy Zones of Control for purposes of movement.
- 6.15 Zones of Control never extend into city hexes. Zones of Control may extend out of city hexes (but not into other city hexes). A Friendly unit that occupies a city hex adjacent to an Enemy-occupied hex is not affected by the Enemy unit's Zone of Control until the Friendly unit is moved out of the city hex.
6.2 Exiting Enemy-Controlled Hexes
The Phasing Player may attempt to move a unit or stack of units out of an Enemy-controlled hex if those units have expended no Operation Points (have not yet attacked or moved) in the current Player Phase.
- 6.21 If the Phasing Player wishes to move all the units in a particular Enemy-controlled hex out of that hex, the stack (or single unit) must expend six Operation Points, and the Player must roll a die. (Exception: See 6.24.) If the die result is three or less, the unit(s) may conduct the move (paying the six Operation Points and the cost of the terrain in the hex being entered). If the die result is four or higher, the move may not be conducted (or attempted again this Phase).
- 6.22 If an attempt to exit an Enemy-controlled hex fails, the involved units must still gain an FP for attempting to do so. The movement of such units is considered completed for the Player Phase; they may not conduct an attack.
- 6.23 If a stack of Friendly units is in an Enemy-controlled hex, the Phasing Player may move one or more of the units out of that hex, as long as at least one unit that exerts a Zone of Control remains in the hex. Such a move requires that the units being moved expend six Operation Points, but does not require the Phasing Player to roll a die; the attempt automatically succeeds.
- 6.24 A unit or stack of units in a hex controlled by one Enemy company-sized unit only may exit that hex at a cost of six Operation Points. No die roll is required.
- 6.25 A unit that is moved out of an Enemy-controlled hex may not be moved into an Enemy-controlled hex in the current Player Phase.
7.0 Stacking
GENERAL RULE: When more than one Friendly unit occupies a single hex, the units are collectively referred to as a stack. Both Players are limited in the number of units they may have in a hex at any one time. Stacking restrictions apply at the end of every Player Phase and at every instance when combat occurs. If there are more units in a hex than allowed, excess unit(s) of the owning Player's choice must be eliminated. Friction Point markers do not count against stacking limits.
CASES:
7.1 Stacking Restrictions
- 7.11 The Warsaw Pact Player may never have more than three units in a hex. In addition, a regiment-sized unit may never stack with another regiment-sized unit (such a unit could be in the same hex as one or two non-regiment units).
- 7.12 The NATO Player may never have more than two units in a hex. NATO units of different nationalities may not be stacked together. A NATO unit of one nationality may be moved through a hex containing a NATO unit of another nationality, but may not end its movement or conduct an attack from such a hex.
7.2 Stacking and Movement
A stack of units is considered to be one unit for purposes of Operation Point expenditure.
- 7.21 When the Operation Point expenditure of a stack is completed, all the units in the stack gain a Friction Point, shown by flipping the entire stack over, or by adjusting the stack's FP marker, if the stack is already flipped over. (Exception: 7.32).
- 7.22 Units may pass freely through other stacks of Friendly units during movement. (Exceptions: 5.32 and 5.33.) Stacking restrictions apply only at the end of the Player Phase and during combat.
7.3 Stacking and Friction Points
When a unit completes its movement in a hex occupied by another unit, the newly formed stack is assigned one FP level. (Exception: 7.32.) If the units in the stack now possess the same FP level, one FP marker (only) is used to show the FP level of the entire stack. If the units in the stack possess different FP levels, the two FP levels are averaged together to determine one FP level for the newly formed stack. One FP marker is then used to show this FP level. The Friction Point Average Table 7.4 provides the Players with all the possible averages that may occur.
- 7.31 When averaging Friction Point levels, always round up (as is done on the table).
- 7.32 Every artillery unit and attack helicopter unit always retains its own Friction Point level (and thus, its own FP marker), regardless of what type of units such a unit may be stacked with. If such a unit expends Operation Points as part of a stack, the owning Player must make sure to increase the unit's FP level separately upon completion of its expenditure.
- 7.33 If a unit completes its movement in a hex occupied by a unit on its non-FP side, the unit in the hex is flipped to its FP side and its FP marker (if any) is reduced by one. The Friction Point Average Table is then consulted to determine the stack's new FP level. (Exception: See 7.32.)
- 7.34 If Players wish, they may ignore the restrictions of 7.3 and keep track of the FP levels of stacked units on an individual basis. In this case, it is entirely possible that a given combat result will destroy some units in a hex and leave others (which began with a lower FP level) still in play.
- 7.35 Players should always keep track of FP levels of stacked units on an individual basis (see 7.34) if, by averaging, any unit(s) in the stack would exceed its maximum FP level.
7.4 Friction Point Average Table
(See charts and tables.)
8.0 Combat
GENERAL RULE: Combat may occur (but is not required) between a unit or stack of units and all the enemy units in an adjacent hex. Combat is a function of movement requiring the expenditure of Operation Points. In a combat, the Phasing Player is termed the attacker and the non-Phasing Player is the defender, regardless of the overall strategic situation. The attacking units and/or the defending units may be required to gain Friction Points as a result of combat.
PROCEDURE: When the Phasing Player initiates a combat, the following steps are undertaken, in order:
- The attacker states which Enemy-occupied hex is under attack, and which of his units adjacent to that hex are participating in the attack. He then declares what type of attack he is conducting; a march attack, a hasty attack, or a prepared attack and whether it is a normal or mobile attack. Finally, each of his involved non-artillery units must expend the appropriate number of Operation Points.
- The attacker may commit non-adjacent artillery units, attack helicopter units and/or Air Points to the attack. He may also declare the use of smoke and chemicals. He may use his EW Points to conduct electronic warfare.
- This step is not undertaken if the attacker conducted successful electronic warfare in step 2. The defender may commit artillery units and/or attack helicopter units that are not under attack, and Air Points to aid his defense. He may also declare the use of chemicals. The use of items described in this step and step 2 of the Procedure are subject to their availability to the Player (see the scenario instructions).
- The Attack Strength of all the attacking units is totaled and compared to the total Defense Strength of all the Enemy units in the hex under attack. If a mobile attack has been declared, the Mobile Combat Strength of both Players' involved units is used. The comparison is stated as a ratio of the attacker's strength to the defender's strength. Round off the ratio in favor of defender (e.g., 14 to 5 = 2 to 1) to conform to the simple ratios found on the Combat Results Table.
- The combat ratio is used to determine which column on the Combat Results Table (8.6) will be used to resolve the combat. The ratio should be located in the row of the Table corresponding to the terrain in the defending units' hex. The column referred to may be altered by the application of column shifts for various modifiers.
- The attacker rolls one die, cross-referencing the die result under the declared attack type with the determined column to yield a combat result. The effects of the combat result are applied at once.
8.1 Declaring Combat
The Phasing Player (only) may declare a combat. He may do so whenever a unit or stack of units that he is expending Operation Points with is in a hex adjacent to an Enemy-occupied hex that he wishes to attack, at the beginning of the Player Phase or during a unit's movement.
- 8.11 When the Phasing Player declares a combat, he states whether it is a prepared, hasty or march attack. Each attack type costs a certain number of Operation Points to conduct (see the Operation Point Cost Chart).
- 8.12 The Phasing Player may declare that an attack is a mobile attack, regardless of which of the three attack types he chose, as long as the requirements of 8.7 are met.
- 8.13 A Player may involve a unit or stack of units that he is moving in more than one attack in a given Player Phase (although each attack is resolved one at a time). As long as a unit's Operation Point Allowance is not exceeded, it may be involved in any number of attacks and may expend Operation Points to move before, between or after attacks. Remember that all movement and combat conducted by one unit (or stack) must be completed before beginning to move another.
- 8.14 The Phasing Player may declare an attack against a given Enemy unit any number of times in a given Player Phase, as long as he has units with the requisite Operation Points to conduct such attacks.
8.2 Which Units May Attack
- 8.21 An attack may not be conducted solely by artillery units, attack helicopter units, Air Points or Electronic Warfare Points.
- 8.22 An attack may not be declared if the combat ratio of that attack would be less than the lowest combat ratio listed on the Combat Results Table. For example, a unit in a broken hex may not be attacked at less than a 1-3 ratio. This restriction applies before column shifts for modifiers are taken into account.
- 8.23 A unit that has reached its maximum FP level may not participate in an attack. Such a unit may defend.
8.3 Multiple Unit and Multi-Hex Combat
- 8.31 No more than one Enemy-occupied hex may be attacked in a single combat. Furthermore, all the Enemy units in that hex must be attacked, if the hex is attacked at all. The defender may not withhold a unit in a hex under attack.
- 8.32 If the attacker wishes to involve a unit that is part of a stack in an attack, he must include the entire stack in the attack. Exception: An artillery unit or attack helicopter unit in a stack including units involved in an attack need not be involved in that attack.
- 8.33 The Phasing Player may use units in more than one hex in a single attack. Such an attack, called a multi-hex attack, may be conducted only if all the following conditions are met:
- All the attacking units have expended no Operation Points thus far in the Player Phase.
- All the attacking units are eligible to expend Operation Points in the current Player Phase.
- A prepared attack (normal or mobile) must be declared, requiring all the involved non-artillery units to expend six Operation Points to participate in the attack.
- If the Warsaw Pact Player is conducting the attack, all his involved units must be in the same division. Exception: Non-divisional units (those subordinate to an army) may be included with the units of a division.
- If the NATO Player is conducting the attack, all of his involved units must be of the same nationality.
- 8.34 If a multi-hex attack is conducted, the attacker receives one column shift in his favor on the Combat Results Table for each hex in excess of one that contains attacking units adjacent to the defending units' hex. For example, if the adjacent attacking units were in three hexes, the attacker would receive two column shifts in his favor. Artillery and attack helicopter units taking part in the attack do not count towards these column shifts.
- 8.35 After a multi-hex attack is resolved, and any advances after combat have been completed, the Operation Point expenditure of all the participating stacks, except for one stack (as deployed at the instant of combat) of the Phasing Player's choice, is considered completed (see 5.14).
8.4 Combat Modifiers
The column referred to on the Combat Results Table may be adjusted by modifiers, in terms of column shifts to the right or left. To calculate column shifts, locate the column corresponding to the determined combat ratio and then move right and/or left the appropriate number of columns. All column modifiers and their resultant column shifts are explained on the Combat Results Table.
- 8.41 If column shifts for more than one type of modifier are being applied to a combat, the defender should add together all the shifts to the left while the attacker adds together all the shifts to the right. The lesser of these two totals is then subtracted from the greater to determine how many of the column shifts in the greater's direction will be applied.
- 8.42 If the column being used on the Combat Results Table reaches the highest (or lowest) ratio column, all further column shifts to the right (or left) are ignored.
- 8.43 Most terrain effects are built into the "integrated" Combat Results Table and are not expressed in terms of column shifts. Exceptions include towns and rivers, as noted on the Table. Also note that the participation of an engineer unit in an attack reduces the effects of rivers and cities.
- 8.44 NATO Surprise Attack Bonus. In any NATO attack in which the defending Warsaw Pact unit(s) is completely surrounded by NATO units or their ZOC's, the Attack Strength of all adjacent attacking units and supporting attack helicopters is doubled. When conducting a mobile attack, the Mobile Combat strength is doubled in this situation. This bonus is in addition to column shifts that may be applied for surrounding the defending unit and for conducting a multi-hex attack.
8.5 Combat Resolution
All combat is resolved using the Combat Results Table. After locating the proper ratio column on the Table (referring to the terrain in the defending unit's hex), and applying any column shifts called for, the attacker refers to the column on the left side of the table matching his declared attack type. He then rolls the die, locating the die result in the proper attack type column. The die result is then cross-referenced with the determined combat ratio column to yield a two-part combat result. The result to the left of the slash is the number of FP's the attacker gains; the result to the right is the number of FP's the defender gains.
- 8.51 A combat result calling for FP gain by the defender is applied to each and every defending unit.
- 8.52 A combat result calling for FP gain by the attacker is applied to each and every attacking unit.
- 8.53 An artillery unit conducting direct fire (11.1) is always affected by combat results. An artillery unit conducting indirect fire is never affected by combat results (see 11.2). An attack helicopter involved in combat is always affected by combat results (see 12.0).
- 8.54 When a combat result is achieved, its effects must be implemented immediately, before conducting any other movement or attacks.
- 8.55 The defender (only) may reduce the FP gain required by a combat result if he elects to retreat his defending units. If he does so, however, the attacker's result may also be reduced (see 8.8).
- 8.56 If a unit gains an FP or FP's so that it possesses more than its maximum FP level, it is considered destroyed; remove it from play.
8.6 Combat Results Table
(See charts and tables.)
8.7 Mobile Combat
If the Phasing Player is attacking in flat or broken terrain, without woods or any other type of terrain (except roads and Autobahns) in the hex attacked, he may choose to launch a mobile attack. If the attacker does choose to launch a mobile attack, his own attacking units and the defending unit(s) use their Mobile Combat Strengths.
- 8.71 Artillery and attack helicopters, when supporting mobile combat, use a strength of 1, except Warsaw Pact artillery using direct fire, which is doubled to a strength of 2.
- 8.72 If a mobile attack is conducted while ground fog is in effect or when an involved artillery unit is projecting smoke, a shift of one column to the right is applied to the CRT.
- 8.73 Results against a defender in mobile combat is reduced by one.
8.8 Retreats
If the defender incurs an FP gain of two or more as a result of combat, he may choose to fulfill part of the result by retreating all the defending units, instead of gaining FP's. At least one FP must be gained whenever a combat result (except "0") is incurred. (Exception: See 8.87.) The Player may fulfil the remainder of the requirement by any combination of FP gain and hex retreat. For example, if the result is a 2, one FP could be gained and one hex retreated. If the result is a 4, one FP could be gained and three hexes retreated, or two FP's could be gained and two hexes retreated, etc.
- 8.81 Retreats are always conducted by the owning Player. However, if the defender chooses to retreat, he must retreat all his units involved in the combat. Retreating does not require the expenditure of Operation Points. The attacker may never retreat.
- 8.82 Retreating is never required; a unit may gain FP's instead (even if this would cause the elimination of the unit). However, a unit may not be retreated and eliminated to fulfil a single combat result.
- 8.83 A unit may be retreated into any adjacent hex, as long as the following restrictions are adhered to (in order):
- A unit may not be retreated into an Enemy-occupied or controlled hex, or off the game-map.
- A unit may not be retreated across a river hexside, unless the hexside is traversed by an intact bridge.
- A unit must retreat into a vacant hex, if possible. If no vacant hex is available, it may retreat into or through a Friendly-occupied hex, but not in violation of stacking restrictions.
- A unit must retreat into a connected Autobahn or road hex, if possible (defender's choice, if more than one hex fulfils this requirement).
- A unit must retreat into the hex requiring the fewest Operation Points to enter.
- 8.84 If no permissible retreat route is open to a unit, no retreat may be conducted; the unit must gain FP's.
- 8.85 A NATO unit may end its retreat in a hex occupied by a NATO unit of a different nationality only if no other hex is available. As long as they remain stacked, the units may defend together but may not be supported by any indirect fire (or attack helicopters), and may not attack.
- 8.86 If a stack is being retreated, it may not be split up (that is, it may not be retreated to any different hexes).
8.9 Advance After Combat
Whenever a defending unit is retreated or eliminated as a result of combat, it will leave a hex or path of hexes behind it called the path of retreat. After the attacker's combat result has been fulfilled (if any), any or all victorious attacking units are allowed to, or must do in the case of the Warsaw Pact (see 8.9A), advance along the Enemy path of retreat, and may sometimes deviate from it. Advance after combat does not require the expenditure of Operation Points.
-
8.91 The permissible length of an advance after combat is equal to the number of hexes the defending unit retreated.
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8.92 If all the defending units in a combat are eliminated, the length of the advance after combat equals the number of Friction Points gained by the defender's combat result that remains unfulfilled. For example, if a defending unit (with a maximum FP level of 5) possessing four FP's is required to gain four FP's as a result of combat, and is eliminated, the attacking units could be advanced two hexes. If the defender's entire combat result is fulfilled by unit elimination, no advance after combat is allowed. If part of an eliminated defender's combat result remains unfulfilled, the attacker's combat result is reduced by one, as if the defending unit retreated (see 8.88).
-
8.93 Advancing units may ignore Enemy Zones of Control as long as they are being advanced along the path of retreat.
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8.94 If a unit is advanced after combat, the first hex entered in this advance must be the hex occupied by the defending unit at the instant of combat. If an advance of greater than one hex is allowed, the unit may then be advanced into any adjacent hex. (Exception: see 8.9A); however, if it deviates from the path of retreat, its advance must stop upon entering an Enemy-controlled hex. In the case of advancing after eliminating the defending unit(s), any hex entered beyond the first hex is considered deviating from the path of retreat.
-
8.95 Artillery units conducting indirect fire and attack helicopter units may not be advanced after combat. Artillery units conducting direct fire may advance after combat.
-
8.96 A unit that did not participate in the current combat, but that is stacked with a unit that did, may be advanced after combat.
8.9A Soviet Doctrine
Whenever the NATO Player retreats a unit as a result of combat, at least one Warsaw Pact unit that participated in that attack must be advanced along the path of retreat of the NATO unit and end its advance adjacent to the retreated unit (exception to 8.94). If the NATO unit was retreated through another Friendly unit, at least one Warsaw Pact unit must advance along the path of retreat until blocked by the unit retreated through. If all NATO units defending in a combat are eliminated, and the Warsaw Pact Player is allowed to advance, at least one Warsaw Pact unit must be advanced into (or through) the vacated hex.
9.0 Friction Points (FP's)
COMMENTARY: A Friction Point (FP) is a measure of fatigue, wear and tear on equipment and personnel loss. A unit's "front line" combat strength never changes. Instead, the Friction Point system shows the reduction (and replenishment) of a unit's depth. When a critical point is reached, the unit ceases to exist as a cohesive combat force; but until that point, the unit will function close to its optimum capabilities.
GENERAL RULE: The number of FP's a unit possesses at any one time is called that unit's FP level. A unit's FP level is noted by the side of the unit that is currently face-up and by the use of FP markers. The Combat Strengths are printed in white on the back-side of each unit, when this side is face-down, the unit is on its non-FP side; when this side is face-up, the unit is on its FP side.
CASES:
9.1 Maximum FP Levels
Each unit has a specific, maximum FP level which it cannot exceed without ceasing to exist. A unit that exceeds its maximum FP level is eliminated. Maximum FP levels, based on unit sizes, are as follows:
- All Regiments, and all Artillery and Attack Helicopter units have a maximum FP level of 5.
- All Battalions, including West German Territorial and Static Infantry Battalions, have a maximum FP level of 4.
- All Companies have a maximum FP level of 3.
Example: A US battalion with a current FP level of 4 is eliminated the instant it gains one additional FP (for a total of 5).
9.2 How FP's are Gained
The FP level of a unit (or stack) may be increased as follows:
- 9.21 When the Operation Point expenditure for a unit is completed for a single Player Phase, the FP level of the Unit is increased by one. This is done for any unit that expends Operation Points, regardless of how many attacks it may conduct.
- 9.22 After any type of attack is resolved, the FP levels of all the involved attacking and defending units (conducting direct or indirect fire) and attack helicopter units are increased by one, regardless of the outcome of the combat. Exception: If the defending units in a combat consist solely of artillery and/or attack helicopter units, the FP levels of the units in the hex under attack are not automatically increased.
- 9.23 When a combat is resolved, an FP level increase for the involved attacking and/or defending units may be called for by the combat result. The required increase may be reduced if the defending Player chooses to retreat his units (see 8.8). This increase does not apply to artillery units conducting indirect fire, but it does apply to attack helicopter units.
9.3 How FP's are Removed
During the Friction Point Removal Segment of each Game-Turn, the FP level of every non-artillery unit in play may be reduced by one. The FP level of every artillery unit may be reduced by two. If a unit is out of supply (see 10.0) during the Friction Point Removal Segment, its FP level may not be reduced.
9.4 Recording FP's
At the beginning of the Initial Player Phase of each Game-Turn, all the units in play have their non-FP side face-up. If a unit expends Operation Points in the owning Player's Initial Player Phase of the Game-Turn, the FP it must gain for doing so is recorded by flipping the unit over. Under all other conditions, any FP's a unit gains are recorded by placing the appropriate FP marker under the unit. (Exception: See 9.44.)
- 9.41 Back-printed FP markers representing 1, 2, 3 and 4 FP's are provided. If the supply of FP markers is exhausted, similar markers of the Players' devising should be used.
- 9.42 The current FP level of a unit on its non-FP side is the value of its FP marker only. If such a unit has no FP marker, its FP level is "0." The current FP level of a unit on its FP side equals the value of its FP marker plus one. If such a unit has no FP marker, its FP level is "1."
- 9.43 When a unit (except an artillery or attack helicopter unit) is moved into a hex containing another Friendly unit (thus forming a stack), the FP levels of the units can be averaged together (see 7.3). Such a stack is considered to be one unit for purposes of FP gain and loss.
- 9.44 If a regiment on its non-FP side possessing a "4" FP marker must gain an FP, it is recorded by flipping the unit over, regardless of the Player Phase in progress. Any unit so turned gains an FP by being flipped over, of course.
- 9.45 The FP level of a unit that is out of supply during the Friction Point Removal Segment is not reduced (see 9.3). However, if the unit is on its FP side, it is flipped over (to its non-FP side) and the FP level shown by its FP marker is increased by one. (Exception: This is not done if the unit currently has reached its maximum FP level.)
9.5 Effects of FP's on Movement and Combat
A unit on its non-FP side may expend Operation Points in the owning Player's initial Player Phase of the Game-Turn. A unit on its FP side must expend one additional Operation Point for every hex it enters when being moved (see 5.12).
- 9.51 An artillery unit or attack helicopter unit may be used to support an attack or defense when on its non-FP side regardless of the Player Phase in effect.
- 9.52 During a Player's initial Player Phase of the Game-Turn, he may flip over any of his units from their non-FP side to their FP side, without having them expend Operation Points, so they can move in later Player Phases. Any unit so turned gains an FP by being flipped over, of course.
- 9.53 A unit that has reached its maximum FP level may not expend Operation Points in any manner. If an artillery or attack helicopter unit has an FP level of five, it may not be used to support an attack or defense in any way. A unit that has reached its maximum FP level may defend when actually attacked. See also 11.13 and 11.33.
9.6 Friction Point Removal Chart
(See charts and tables.)
10.0 Supply
GENERAL RULE: In order to remove a Friction Point from a unit during the Friction Point Removal Segment, the unit must be in supply; if a unit is not in supply during this Segment, its FP level may not be reduced at all. This is the only effect of being out of supply. A unit is in supply if a Player can trace a supply line from the unit to a supply source during the Friction Point Removal Segment.
CASES:
10.1 Line of Supply
A supply line consists of two segments. The first segment is composed of a path of hexes leading from the hex occupied by the tracing unit (exclusive) to a road or Autobahn hex (inclusive) which would not cost the unit more than 6 Operation Points to cross on its non-FP side (i.e., during an initial Player Phase). The second segment is composed of a path of connected road and Autobahn hexes leading from the last hex of the first segment to a Friendly supply source.
- 10.11 A supply line may not be traced through an Enemy-occupied hex. A supply line may not be traced through an Enemy-controlled hex unless that hex is occupied by a Friendly unit that exerts a Zone of Control.
- 10.12 A supply line may not be traced through a swamp, marsh, or rough hex (unless traversed by a road or Autobahn), and an unbridged river hexside unless a Friendly engineer unit is adjacent to the hexside.
- 10.13 Refer to 10.3 to determine friendly supply sources.
- 10.14 A hex from which an enemy unit has been exited may not be used as a friendly supply source (see 5.45).
- 10.15 For victory purposes only, supply lines are not considered blocked by airborne, airmobile and air-landed units and their ZOC's.
- 10.16 No NATO units may trace a supply line through any hex of East Germany or Czechoslovakia.
- 10.17 The Warsaw Pact Player may not trace a line of supply through a city hex which a Warsaw Pact unit was not the last to pass through.
10.2 Warsaw Pact Supply
Warsaw Pact units are automatically considered in supply for the first four Game-Turns. A Friction Point may be removed from every Warsaw Pact unit during the Friction Point Removal Segment, regardless of its supply situation. Exception: Warsaw Pact artillery units are never considered automatically in supply. If a supply line cannot be traced for a Warsaw Pact artillery unit, Friction Points may not be removed from it.
10.3 Supply Sources
To qualify as a supply source, a map edge road or Autobahn must actually lead off-map. Units may also trace supply to any neighboring map in play. All hex numbers are inclusive.
- 10.31 NATO units must trace a line of supply to any road or Autobahn hex leading to the following map edges:
- North German Plain: East edge north of N4552, or north or west edges.
- BAOR: North edge west of hex B3915 or west edge.
- Fifth Corps: North edge west of hex F3922, or west edge, or south edge west of F0122.
- Hof Gap: West edge or south edge west of H0111.
- Donau Front: West edge only.
- 10.32 Warsaw Pact units must trace a valid line of supply to any road or Autobahn hex to the following:
- North German Plain: East edge south of N3853 or south edge east of N1134.
- BAOR: East edge or south edge east of hex B0126.
- Fifth Corps: East edge.
- Hof Gap: All Soviet units: North edge east of hex H3931 or East edge. All East German units: North edge east of hex H3931 or the east edge north of H2850. All Czech units: East edge.
- Donau Front: North edge at D4531 or east edge north of D2153.
10.4 Supply Summary Chart
(See charts and tables.)
11.0 Artillery
GENERAL RULE: Artillery units may participate in combat by conducting direct or indirect fire. Artillery units may also be used to release chemicals and smoke and conduct counterbattery fire. Rocket artillery may increase its effectiveness by incurring FP gains.
PROCEDURE: The attacker and the defender declare use of their artillery units in a combat during Steps 2 and 3 of the Combat Procedure (see 8.0). The functions described in this Section that these units may perform do not require the expenditure of Operation Points. However, these functions do require the gain of Friction Points.
CASES
11.1 Direct Fire
An artillery unit that is stacked with a non-artillery unit may participate in an attack against an adjacent Enemy unit by conducting direct fire. Warsaw Pact artillery is doubled in strength in direct fire. An artillery unit in a stack containing at least one non-artillery unit that is attacked by Enemy units may participate in the defense by conducting direct fire.
- 11.11 An artillery unit conducting direct fire while attacking contributes its Attack Strength to that of the attacking non-artillery units. An artillery unit conducting direct fire while defending contributes its Defense Strength to that of the units under attack. If a mobile attack has been declared by the attacker, an artillery unit contributes its Mobile Combat Strength (1) when conducting direct fire (attacking or defending).
- 11.12 Any number of eligible artillery units may participate in a combat using direct fire (however, see 8.21).
- 11.13 An artillery unit that is under attack when alone in a hex, or stacked with only artillery or attack helicopter units, and/or when possessing five FP's is considered to have a Defense Strength of 1 (instead of its printed strength). Exception: A self-propelled artillery unit possesses a Defense Strength of 2 in these situations (unless its printed Strength is 1).
- 11.14 The Attack Strength of all Warsaw Pact artillery units (except rocket) is doubled when conducting direct fire. Their Defense Strength is unaffected. This bonus is applied when a mobile attack has been declared; however, the unit's Mobile Combat Strength (1) is doubled instead.
- 11.15 An artillery unit conducting direct fire is affected by any combat result incurred by the owning Player as a result of the combat.
11.2 Indirect Fire
An artillery unit that is not in an Enemy-controlled hex may participate in an attack against an Enemy unit by conducting indirect fire. In order to do so, the artillery unit must be within range of the Enemy unit. An artillery unit not in an Enemy-controlled hex may participate in the defense of a Friendly unit under attack by conducting indirect fire, if within range of the Friendly unit. The restrictions of 11.11 and 8.21 apply to indirect fire by the Warsaw Pact Player.
- 11.21 An artillery unit is within range of a unit if the distance (in hexes) between the two units is less than or equal to the artillery unit's printed range. Range is counted by including the hex containing the "target" unit but not the hex containing the artillery unit. Range may be traced through Enemy-occupied or controlled hexes.
- 11.22 An artillery unit that is in an Enemy-controlled hex and is not eligible to conduct direct fire may conduct indirect fire if all the Enemy units controlling the hex are involved in the current combat (Exception: See 11.13.)
- 11.23 A Warsaw Pact artillery unit may conduct indirect fire only if all the following restrictions are met.
- The artillery unit may not be stacked with a non-artillery unit.
- A prepared attack is being conducted (this restriction applies only if the Warsaw Pact Player is attacking).
- The artillery unit is in the same division as all the divisional non-artillery units in the combat (this restriction does not apply if the artillery unit is designated as a non-divisional unit).
- 11.24 A NATO artillery unit may not conduct indirect fire in a combat if any of the involved NATO non-artillery units are of a different nationality. Exception: NATO artillery units which do not have a boldface division identifier as part of their designation may be used to support NATO units of any nationality.
- 11.25 An artillery unit conducting indirect fire is not affected by any combat results.
- 11.26 A hex containing an artillery unit conducting indirect fire in a multi-hex attack does not count towards any column shift bonus received for that attack (see 8.34).
11.3 Artillery and Friction Points
Each and every artillery unit retains its own FP level; a separate FP marker is always used. Every time an artillery unit conducts direct or indirect fire, its FP level is increased by one. This increase is applied after any FP's the unit must gain because of a combat result have been applied.
- 11.31 During the Friction Point Removal Segment of each Game-Turn, the FP level of each artillery unit is reduced by two (unless it is out of supply, see 10.0).
- 11.32 An artillery unit gains an FP each time it is used to release chemicals and smoke (see 11.4). If an artillery unit is used to conduct direct or indirect fire, and to release chemicals and smoke in the same combat, it gains two FP's.
- 11.33 An artillery unit that currently possesses five FP's may not conduct direct or indirect fire (see 11.14). An artillery unit that currently possesses four FP's may not conduct fire and release chemicals/smoke. Such a unit may perform both, but not both of these functions. It is possible that an FP gain required of an artillery unit for conducting direct fire would cause the unit's elimination, if a combat result incurred also increased the unit's FP level.
- 11.34 If an artillery unit expends Operation Points in a Player Phase, it gains a Friction Point, just as a non-artillery unit would. (Direct fire, indirect fire, releasing chemicals and smoke, and retreating and advancing after combat do not require the expenditure of Operation Points.)
11.4 Chemicals and Smoke
Either Player may declare that an artillery unit is releasing chemicals and smoke in addition to or instead of conducting direct or indirect fire. Chemicals give the Player using them a certain number of column shifts in his favor on the Combat Results Table.
- 11.41 Any artillery unit that is eligible to conduct direct or indirect fire in a combat may release chemicals and smoke. Case 11.23 does not apply (except for part 3). When such a unit does so, it gains an FP. If an artillery unit conducts direct or indirect fire, and releases chemicals and smoke in the same combat, it gains two FP's.
- 11.42 A Player need not declare that an artillery unit is releasing both chemicals and smoke, if he wishes to use only one of these items. However, one Friction Point is gained regardless of whether chemicals or smoke or both are used.
- 11.43 The Exclusive Rules of the game being played list the number of column shifts a Player receives in his favor on the Combat Results Table when using chemicals. These shifts vary depending on the Game-Turn currently in progress. Furthermore, the NATO Player may be restricted from using chemicals in certain Game-Turns.
- 11.44 The release of smoke aids the attacker when he is conducting a mobile attack during a Game-Turn in which ground fog is not in effect. Smoke only aids the attacker under these conditions, and never aids the defender. If these conditions are met, the attacker receives a shift of one column to the right on the Combat Results Table when resolving the mobile attack.
- 11.45 The effects of chemicals and smoke last for the duration of the combat they are released in only.
- 11.46 A Player may receive the column shift bonuses applied for chemicals and smoke once per combat only, regardless of how many artillery units are releasing chemicals and smoke.
- 11.47 A Player may use Air Points to release chemicals, but not to release smoke. An attack helicopter unit may not be used to release chemicals or smoke.
- 11.48 The NATO Player may not release chemicals into a city hex.
11.5 Counterbattery Fire
Any number of Friendly artillery units may conduct counterbattery fire in a Friendly Player Phase, as long as none of them have yet expended Operation Points in the Phase and are not in Enemy ZOC's. Each artillery unit may conduct counterbattery fire against one Enemy artillery unit within its range. The Phasing Player declares and resolves each counterbattery attack, one at a time, as follows:
- The Phasing Player declares that a given artillery unit is conducting counterbattery fire, increases its FP level by one (optionally more; see 11.6), and declares the Enemy artillery unit under attack.
- The Attack Strength of the attacking artillery unit is compared to the Counterbattery Defense Strength of the Enemy artillery unit to determine a combat ratio. The Counterbattery Defense Strength is 1 if the defending artillery unit is soft, or 2 if it is hard.
- The attacker rolls the die, cross-referencing the die result with the proper ratio column, as if a prepared attack were being conducted in flat terrain, to yield a combat result. Combat results incurred by the attacker are ignored.
- If the defender's combat result is 1 or greater, the counterbattery fire succeeds (see 11.55).
- 11.51 When resolving counterbattery fire, neither the attacker nor the defending artillery unit gains any benefit from terrain, Air Points, smoke, fog, attack helicopters, or other modifiers. The attacking artillery unit may, however, use chemicals.
- 11.52 Counterbattery fire is selective. Any other artillery or non-artillery units stacked with the defending artillery unit are ignored when resolving counterbattery fire.
- 11.53 No more than one attacking artillery unit and one defending artillery unit may be involved in a single counterbattery attack.
- 11.54 Aside from gaining an FP, an artillery unit is not affected by counterbattery fire. The unit may conduct additional counterbattery fire, expend Operation Points, and/or conduct normal fire during the Player Phase.
- 11.55 An artillery unit that incurs any combat result (except 0) in a counterbattery attack may not be used to conduct any fire for the duration of the current Player Phase, place an Artillery Suppressed marker on top of the unit. Furthermore, the artillery must satisfy the combat result by FP gain and/or retreat, as in a normal attack. If the artillery unit is hard, it must gain at least 1 FP before retreating; if the artillery unit is soft, it must gain at least 2 FP's (if the combat result is 2 or greater).
- 11.56 All Warsaw Pact non-divisional and DAG artillery units, and all NATO artillery units, may perform counterbattery fire.
11.6 Rocket Artillery
- 11.61 In any Friendly Player Phase, rocket artillery units may increase their attack strength by increasing the number of FP's they gain. The following chart shows the effect on the unit's attack strength according to the number of FP's the owning Player chooses to gain:
| FP's | Attack Strength |
|---|---|
| 1 | Normal |
| 2 | x 2 |
| 3 | x3 |
| 4 | x4 |
| 5 | x5 |
Example: During the Warsaw Pact Player Phase, a rocket artillery unit with a strength of 5-5 is supporting an attack. The Warsaw Pact Player decides to triple the attack strength of the rocket artillery unit, making it a 15. He does so and conducts the attack - adjusting the unit's FP level to reflect an increase of 3 FP's.
- 11.62 Rocket artillery units may use this special increase in strength only when supporting an attack or conducting counterbattery fire.
- 11.63 Rocket artillery units do not have their strength doubled when conducting direct fire (except to 11.14).
12.0 Attack Helicopters
GENERAL RULE: An attack helicopter unit may be used to support any type of attack or defense in a manner similar to indirect fire. The unit represents the base from which the helicopters operate. However, any time an attack helicopter unit is involved in a combat, it must gain any FP's incurred by the attack helicopter unit.
12.1 Helicopters and Combat
- 12.11 An attack helicopter unit has a printed range which the unit must be within to participate in combat (see 11.21).
- 12.12 When an attack helicopter unit is attacked, it defends with a strength of 1, whether alone or stacked with other units. An attack helicopter unit (and any units stacked with it) may never be retreated; it must gain all FP's incurred by the combat result.
- 12.13 An attack helicopter unit that is in an Enemy-controlled hex may never be used in the support of a combat.
- 12.14 The restrictions of 11.24 and 11.26 apply to attack helicopters, while 11.23 does not. An attack helicopter may never be used to release chemicals or smoke.
12.2 Helicopters and FP's
Each attack helicopter unit retains its own FP level. The FP level of an attack helicopter is reduced by one (only) during the Friction Point Removal Segment (unless out of supply). The restrictions of Cases 11.33 and 11.34 apply to attack helicopters.
13.0 Airmobile Operations
GENERAL RULE: Both Players receive certain units, specified in the scenarios that are considered airmobile or convertible to airmobile. An airmobile unit may be "flown" from one hex to another by transport helicopters (which are not represented by counters). Every attack helicopter unit in the game is considered to include sufficient transport helicopters to move one airmobile unit per Friendly Player Phase. A Player may move airmobile units in this manner only during Game-Turns in which the Enemy Player does not have Air Superiority. The Exclusive Rules list the unit types available for conversion to airmobile status.
PROCEDURE: During the Friendly Player Phase, each attack helicopter unit may transport one airmobile unit a number of hexes up to the limit of the helicopter unit's range allowance. This range is counted from the hex occupied by the helicopter unit (exclusive) to the hex occupied by the airmobile unit (inclusive) and then to the destination hex of the airmobile unit (inclusive). The Phasing Player must actually trace this range on the map as a "flight path"; if the path passes through an Enemy-occupied or Enemy-controlled hex, the airmobile unit and the helicopter unit are subjected to Enemy air defense fire (see 13.2). After the Phasing Player has completed this move, the helicopter unit immediately gains an FP.
13.1 Converting Units to Airmobile Status
The conversion of units to airmobile status is limited by the number of substitute counters provided for each nationality. Conversion to airmobile may take place at any time during the Friendly Player Phase. The Phasing Player simply removes the eligible unit from the map and replaces it with an airmobile substitute counter (of the same nationality) on the same hex. If the unit to be replaced is a battalion, a single substitute unit is placed; if the unit is a regiment, it is replaced by three airmobile substitute counters. Both Players should note the hex number where the conversion of a unit takes place. This hex is considered to contain heavy equipment and vehicles of the converted unit. Should the hex be subsequently entered by an Enemy unit, the equipment in the hex is considered destroyed, leaving the converted unit with no opportunity to "reconvert" to its original unit in order to reconvert an airmobile unit to its original unit, move the unit back to the original conversion hex and substitute the original unit for the airmobile. In the case of Warsaw Pact regiments, three airmobile units originating from the same strength mechanized unit must be moved to the conversion hex.
13.1A Airmobile Eligibility
The following units are eligible for airmobile operations at all times: East and West German airborne infantry units, Soviet airborne artillery, British 15/Para, 100 RA/5 and 7 RHA/5 artillery units.
The following units may take part in airmobile operations after being converted: British (1-3) motorized infantry units; all US 2-8 mechanized infantry battalions; all East German, Czech, Polish, and Soviet motorized rifle regiments, all Soviet airborne mechanized battalions. A unit is not eligible for airmobile operations during the player phase in which it enters play as a reinforcement.
See 13.4 Airmobile Units Chart for a summary.
13.2 Air Defense Fire
When an airmobile unit is being transported to its destination hex, it may be subject to Enemy air defense fire. If the flight path of an airmobile unit passes through an Enemy-controlled or Enemy-occupied hex, the airmobile unit and the transporting helicopter each gain one FP immediately. FP's are gained in this manner for every hex in the flight path which is Enemy-controlled or Enemy-occupied. Hexes in the flight path lying between the helicopter unit and the unit to be transported do not count for air defense fire.
13.3 Special Rules for Airmobile Units
- 13.31 An airmobile unit is considered a non-motorized, infantry unit and is subject to the provisions of 5.33.
- 13.32 An airmobile unit may expend only 6 Operation Points in any Phase in which it is transported (these may be expended before and/or after transport). A unit that is transported gains FP, regardless of whether or not it expends Operation Points.
- 13.33 Airmobile units must trace either a normal supply line, or they may be supplied by airheads in the same manner as airborne units (see 15.5).
- 13.34 Warsaw Pact airmobile units are not subject to Soviet Doctrine restrictions (see 8.9A), or NATO Surprise Attack Bonus (8.44), unless they are stacked with non-airmobile or non-airborne Warsaw Pact units.
- 13.35 Airmobile units are considered non-divisional units for the purpose of 8.33 and 11.23.
- 13.36 Airmobile units may not exit the map.
- 13.37 A Warsaw Pact attack helicopter unit that is located off-map may not be used to transport airmobile units.
- 13.38 An airmobile unit may be transported to any non-Enemy-occupied hex.
- 13.38A West German and French airmobile units are eligible for Air Transport for the purposes of 15.72.
- 13.39 Players may convert eligible units to airmobile status and simply use them as leg infantry units without initiating an airmobile operation. All normal airmobile rules apply to such units, which begin their movement in the hex of their conversion.
13.4 Airmobile Units Chart
(See charts and tables.)
14.0 Air Power
GENERAL RULE: Air Points of either Player may be used in an in-direct fire role. They may also be used by either Player to release chemicals.
CASES:
14.1A Warsaw Pact Initial Air Supremacy
Prior to the start of the game, the Warsaw Pact Player rolls the die to determine the extent of his initial air supremacy. The number rolled on this die represents the number of Game-Turns (beginning with Game-Turn 1) in which the Warsaw Pact Player automatically possesses air superiority. Place the Initial Air Supremacy marker on the Game-Turn Track. During Game-Turns of automatic Warsaw Pact air superiority, the Airpower Table is not used. (Exception: The Table is consulted at each AM. Game-Turn to determine if ground fog is in effect only.) Players will note that the period of Warsaw Pact supremacy is the only time when the Warsaw Pact can have air superiority when ground fog is in effect.
14.1B Warsaw Pact Pre-Emptive Air Strike
During the Airpower Segment of Game-Turn 1 only, the Warsaw Pact Player may conduct a pre-emptive strike against a number of hex groups specified by the scenario instructions. Each hex group consists of a target hex and the six hexes adjacent to it. NATO units occupying the hexes within a hex group will gain a variable number of FP's as a result of the pre-emptive strike.
The Warsaw Pact Player chooses the appropriate number of hex groups anywhere on the map(s) by declaring the target hex's number. No hex may be in more than one hex group (they may not overlap). The Warsaw Pact Player rolls the die once for each NATO unit in a hex group, then subtract 1 from the die roll for every unit except artillery and helicopters. If the die result, after subtraction, is less than or equal to the unit's max FP level, the unit gains that number of FP's (no retreats allowed). A roll that exceeds a unit's max FP level is treated as though it equaled the unit's max FP level, except in the case of artillery and helicopters, a roll of 6 for one of these units eliminates the unit completely (remove it from the game). FP's gained by a unit as a result of a pre-emptive strike may be removed normally in the ensuing Friction Point Removal Segment. The pre-emptive strike does not require the expenditure of Warsaw Pact Air Points and is not considered nuclear warfare.
14.1 Air Superiority
During the Airpower Segment of the Game-Turn Preparation Phase of turns when Warsaw Pact Initial Air Supremacy is not in effect, the NATO Player rolls the die and refers to the Air Power Table to determine if either Player has air superiority this Game-Turn. A Player who has air superiority (only) may use a certain number of Air Points to aid his units that are involved in combat during the Game-Turn. Results received from the Air Power Table may also cause ground fog to be in effect during a Game-Turn (see 14.3). See also 30A.0 for an alternate method of determining Air Superiority. This method allows both sides to have varying numbers of available Air Points in the same turn.
- 14.11 The number of Air Points that a Player with air superiority receives is listed in 31.41 and the player should use their respective Air Point markers on the Points Track to show how many points they have. As the Player uses his Air Points, the number of Air Points at his disposal is adjusted.
- 14.12 A Player may not save Air Points from one Game-Turn to another. If Air Points are not used during the Game-Turn in which they are received, they are lost.
- 14.13 A Player may use Air Points to aid an attack or defense simply by adding any number of the Air Points to the total strength of his units that are involved in the combat.
- 14.14 A Player may use Air Points to release chemicals in a combat, simply by declaring that he is expending the Air Points to do so. A Player may use no more than one Air Point for this purpose in any one combat (see 11.46), and if an Air Point is used in this fashion, it does not add to the strength of the friendly units involved in the combat.
14.2 Air Interdiction
Air interdiction is another way that a Player may use his Air Points. Interdiction represents independent strikes conducted against units when they are most vulnerable — in transit. Air interdiction may be used only by the Player with Air Superiority. To undertake Air Interdiction, follow this procedure:
- Immediately after determination of Air Superiority (during the Airpower Segment), the Player with Air Superiority may place FP markers (as Air Interdiction markers) of a value from 1 through 4 on any hex not occupied by an Enemy unit. Place the relevant Air Interdiction marker on top as a reminder of who is interdicting.
- For each individual FP represented, the Player reduces his number of available Air Points for that Game-Turn by one.
- During the remainder of the Game-Turn, the first Enemy unit or stack of units to enter the hex as a result of movement or combat gains the number of FP's represented by the marker, and the marker is removed from play.
- Should no Enemy unit enter the hex during the course of the Game-Turn, the marker is removed from play at the end of the Game-Turn.
- 14.21 Air Interdiction Placement. Air Interdiction markers may be placed in any hexes on the map except those occupied by Enemy units. The number of hexes in which a Player may place Air Interdiction markers is limited only by the number of Air Points he has. However, no more than 4 FP's worth of Air Interdiction may ever be placed in a single hex.
- 14.22 Air Interdiction markers may be placed on a Player's own units in anticipation of Enemy movement into the hex through advance after combat or normal movement. Friendly units may always enter or leave a hex containing Friendly Air Interdiction without gaining the FP's.
- 14.23 Air Interdiction and Reinforcements. If the Enemy Player places an Air Interdiction marker on a reinforcement entry hex, Friendly units scheduled to enter at that hex may instead be brought into play at an alternate entry hex.
14.3 Ground Fog
On A.M. Game-Turns, it is possible to receive a ground fog result from the Air Power Table, in addition to an air superiority result. Ground fog has no direct effect on airpower, other than the listed result. If a mobile attack is conducted during a ground fog Game-Turn, the attacker receives a combat bonus. This is the only effect of fog. Place the Ground Fog marker on the Game-Turn Track as a reminder.
14.4 Airpower Table
(See charts and tables.)
15.0 Airborne Units
GENERAL RULE: Players receive airborne units as reinforcements as designated by scenarios. Airborne units enter play according to the air drop procedure. Units have to be held off map until they are airdropped. Once in play, airborne units may trace supply to an airhead, which may additionally be used as an entry hex for non-airborne Warsaw Pact reinforcements.
PROCEDURE: At the beginning of the Phasing Player's initial Phase, each airborne unit that is eligible to enter play in the current Game-Turn is placed in a drop hex by the Phasing Player. After all such units are placed, the Phasing Player consults the Airdrop Table, rolling the die once for each unit, to determine how many FP's the unit gains as a result of the airdrop.
CASES:
15.1 When Airborne Units Are Placed
The Phasing Player may bring airborne units into play during his initial Player Phase of any Game-Turn in which he possesses air superiority (see 14.1), or when neither Player has air superiority and ground fog is not in effect.
- 15.11 Airborne units must be placed in drop hexes before any other Phasing units have been moved in a Player's initial Phase. The airdrop procedure and any Operation Point expenditure by the units must be completed before moving other Phasing units or bringing non-airborne reinforcements into play.
- 15.12 Entering airborne units into play does not require the expenditure of Air Points.
15.1A Airborne Capability
- 15.1A1 The Soviets have capability to drop both divisions (and any Non-Soviet Pact paras) in the same turn or even phase.
- 15.1A2 The British can drop the 15 Para Battalion; the French can drop 4 units per turn and the West Germans can drop 3 units per turn.
15.2 Drop Hex Restrictions
Any hex in play may be used as a drop hex, with the following exceptions:
- A city or rough terrain hex.
- An Enemy-controlled or Enemy-occupied hex.
- A Friendly-occupied hex or a hex assigned as a drop hex for another airborne unit.
Any other hex may be used as a drop hex but, depending on the terrain in the hex, the FP gain required as a result of the airdrop procedure may be increased (see 15.3).
15.3 How to Use the Airdrop Table
After placing the airborne units, the Phasing Player consults the Airdrop Table (15.6). For each airborne unit placed, he rolls the die and locates the die result on the Table to determine how many FP's the unit immediately gains. The die result may be modified, depending on the terrain in the drop hex, as explained on the Table.
- 15.31 Each unit placed in a drop hex is rolled for individually by the Phasing Player. He may roll for these units in any order.
- 15.32 Any FP gain called for by the Airdrop Table is recorded with an FP marker, not by flipping the unit over (see 15.4).
- 15.33 When a unit is airdropped on a Game-Turn in which neither Player has air superiority, one is added to the die roll when using the Airdrop Table. This is in addition to any modifiers for terrain in the drop hex.
15.4 Restrictions on Airborne Units
During the Player Phase in which an airborne unit is first placed on the map, it may expend only 6 Operation Points. At the conclusion of that Phase, the airborne unit gains an FP (shown by flipping the unit over) whether it actually expended Operation Points or not.
- 15.41 Warsaw Pact airborne units are not subject to the restrictions of Soviet Doctrine (8.9A), and the NATO Player never receives the Surprise Attack Bonus (8.44) when attacking such units, unless they happened to be stacked with non-airborne Warsaw Pact units.
- 15.42 Warsaw Pact airborne units may only be supported by the artillery brigade organic to their division and by non-divisional artillery units.
- 15.43 Airborne units of both sides may always be supported by attack helicopter units and Friendly Air Points unless victims of EW.
- 15.44 Airborne units may never exit the game-map.
- 15.45 British, West German and East German airborne infantry units are non-motorized, and when being moved, they treat all road and Autobahn hexsides as access hexsides instead. Furthermore, they are treated as company-sized units for the purposes of exerting a Zone of Control.
15.5 Airheads and Airborne / Airmobile Supply
Any airfield hex that is occupied by a Friendly unit, or was once occupied by a Friendly unit and has not since been occupied or controlled by an Enemy unit, is considered a Friendly airhead. During each Game-Turn that the Friendly Player has air superiority (or neither Player has air superiority), an airhead is considered operative, and may be used as a supply source for airborne and airmobile units, and (for Warsaw Pact units only) as an entry hex for non-airborne/airmobile mechanized or artillery units.
- 15.51 An airborne/airmobile unit may trace a line of supply to any valid supply source (as listed in scenario instructions) or to an operative Friendly airhead.
- 15.52 During the initial Warsaw Pact Player Phase of any Game-Turn in which he has air superiority; he may place one motorized rifle unit or one artillery unit (only) on one operative Warsaw Pact airhead hex (assuming such a unit is scheduled to enter as a reinforcement in the current Game-Turn). A unit so placed is considered an air-delivered reinforcement.
- 15.53 An air-delivered reinforcement unit may not expend any Operation Points during the Player Phase of its entry, but is flipped over (to its FP side) upon being placed. A unit so placed is removed from the march order of its division (if assigned to one).
- 15.54 An air-delivered reinforcement must trace a line of supply to a valid supply source. Operative airhead hexes may be used to supply up to two air- delivered reinforcement units per Game-Turn (in addition to any number of airborne units). Regardless of how many airheads the Warsaw Pact Player controls, no more than two air-delivered units may use them as supply sources in a single Game-Turn.
15.6 Airdrop Table
(See charts and tables.)
15.7 NATO Air Transport
The NATO Player may transport eligible units via air transport from either off-map or on-map airfields to on-map airfields. Movement between airfields costs 6 OPs and the airfields need not be on the same map. Such transfer is subject to Air Defense Fire (13.2) and may only take place when the Warsaw Pact does not have Air Superiority.
- 15.71 The British have some reinforcements which are flown from the UK to Gutersloh; this is detailed in 20.34.
- 15.72 The West Germans and French can use their air transport capability to instead transfer air transportable units from a friendly airfield not in an EZOC or off map to friendly airfield not an EZOC.
- 15.73 The West Germans can transfer 1 unit per map in play up to a maximum of 3 units total; the French can transfer 4 units but only if the DF map is in play.
16.0 Engineers, Rivers and Bridges
GENERAL RULE: Both Players may attempt to destroy bridges. Friendly engineer units may be used to repair destroyed bridges and aid Friendly units in crossing unbridged river hexsides. Engineer units may also provide column shifts for Friendly attacks into city hexes or across river hexsides (see Combat Results Table).
CASES:
16.1 Bridge Demolition
Each player may attempt to destroy any bridge in West Germany during any Friendly Player Phase. There are two forms of bridge demolition: close- and long-range demolition.
- 16.11 Each player may make one close range demolition attempt per Game-Turn on each bridge adjacent to a Friendly unit during any part of the player phase when the condition is met. When a friendly unit is adjacent to the bridge that is to be destroyed the player rolls a die. On a die roll of 1-5 the bridge is destroyed. On a roll of 6, the bridge remains intact.
- 16.12 Each player may make one long range demolition attempt per Game-Turn on each bridge on the map, regardless of whether a Friendly unit is adjacent to it. The player announces during any part of his player phase that the attempt is being made, and rolls a die. On a die roll of 1 the bridge is destroyed. All other rolls leave the bridge intact. The Warsaw Pact player may attempt this only if he expends an Air Point or if a bridge is within 3 hexes of a Warsaw Pact unit that can trace a path free of enemy units & EZOCs to the bridge.
- 16.13 Place a Blown Bridge marker to note a destroyed bridge hexside or a Bridge Demo Failed marker to note failed demolition attempts.
16.2 Engineers and River Crossings
- 16.21 When an engineer unit or a stack containing an engineer unit is moved across an unbridged river hex or a destroyed bridge hexside, only 1 Operation Point is expended, in addition to the cost of the terrain in the hex entered.
- 16.22 An engineer unit occupying a hex with an unbridged river or destroyed bridge as one of its hexsides reduces the cost to cross that hexside to 1 additional Operation Point for any Friendly unit moved through that hexside in either direction.
- 16.23 If an engineer unit remains adjacent to a destroyed bridge for one complete Game-Turn (i.e., it has not moved at all), and is adjacent to no Enemy units at the end of that Game-Turn, then the destroyed bridge is considered repaired when the Game-Turn is ended. In the event that an engineer unit is adjacent to more than one destroyed bridge hexside for a complete Game-Turn, all such hexsides are considered repaired. Once a bridge has been repaired, it may only be destroyed by the opposing Player through another successful bridge demolition attempt.
17.0 Reinforcements
GENERAL RULE: Both Players receive units as reinforcements during the course of the game. Reinforcements may appear during the owning Player's Initial Player Phase of their Game-Turn of entry. Units that are to appear as reinforcements, their Game-Turn of entry, and the hexes in which they may appear are listed in the Exclusive Rules.
PROCEDURE: A reinforcement unit may be initially placed in any entry hex listed for it in the reinforcement schedule. All entry hexes contain either a road or Autobahn leading off the map. 1/2 of an Operation Point must be paid to place the unit in its chosen entry hex. The remaining Operation Point expenditure for that unit is then carried out, before moving another unit (or bringing on other reinforcements). Warsaw Pact reinforcement units are subject to the special restrictions of march order.
CASES:
17.1 How Reinforcements Enter the Map
When more than one reinforcement unit is entering the map in the same hex in the same Game-Turn, the units should be imagined as a column of units entering the map from a chain of off-map road or Autobahn hexes. If an Autobahn leads off the map in the entry hex, the first unit brought onto the map expends 1/2 of an Operation Point, the second unit expends one Operation Point, the third unit expends 1-and-1/2 Operation Points, and so on. If a road leads off the map in the entry hex, the first unit expends 1/2 of an Operation Point, the second unit expends 1-and-1/2 Operation Points, the third unit expends 2-and-1/2 Operation Points, and so on.
- 17.11 Reinforcement units may not enter play as a stack; they must be brought on individually.
- 17.12 If more than one unit is scheduled to enter in more than one entry hex, they may be placed at any or all appropriate hexes. (Exception: 17.2.) There is no limit to the number of units that may be placed on the map in a single entry hex.
- 17.13 Reinforcements may only be brought into play during the owning Player's Initial Player Phase of their scheduled Game-Turn of entry.
- 17.14 A reinforcement unit may not be placed in an entry hex occupied by an Enemy unit, but may be placed in one that is Enemy-controlled (in which case the movement of the reinforcement unit must cease, see 6.11).
- 17.15 A reinforcement unit may not be placed in an entry hex from which an Enemy unit that exerts a Zone of Control has been exited.
17.2 Warsaw Pact March Order
When the units of a Warsaw Pact division enter play as reinforcements, they must be brought onto the map in a certain order. Each reinforcement division is divided into two columns and the units in each column are assigned a march order. The column organizations and march orders for each type of Warsaw Pact division is shown in the March Order Diagrams.
- 17.21 Each column of a Warsaw Pact division must be assigned to an entry hex by the Warsaw Pact Player. More than one column may be assigned to the same entry hex in a single Game-Turn. Both columns of a Warsaw Pact division may enter into play from the same entry hex. All the units of a column must enter in that column's assigned entry hex. The columns of a single division must be assigned to entry hexes that are within eight hexes of one another (when counting the distance between entry hexes for this purpose, include both entry hexes).
- 17.22 All entry hexes for reinforcement units that the Warsaw Pact Player is entering in a given Game-Turn must be assigned at the beginning of his Initial Player Phase, before moving any of his units. The Warsaw Pact Player may note the various entry hexes he has chosen for his columns simply by placing the units in the column just off the playing area, adjacent to their entry hex.
- 17.23 When the units of a single column are brought into play, they must all be moved along the same route. The Warsaw Pact Player may move some units in the column further than others. However, when the movement of all the units in the column is completed for the Player Phase, the path of hexes moved through by the unit that is furthest away (in hexes) from the entry hex must contain all the other units in the column.
- 17.23A When entering columns from the same division through the same entry hex, every unit of one column must be brought into play before bringing on any units of the second column. The movement penalties incurred for entering additional units in the same entry hex must be adhered to (see 17.1).
- 17.24 The routes traversed by different columns that the Warsaw Pact Player brings into play in the same Game-Turn may cross each other. Units of the same column may complete their movement stacked, but may not be stacked with units of a different column.
- 17.25 Non-divisional units received by the Warsaw Pact Player as reinforcements (those with no boldface division designation) may be "attached" to any divisional columns entering play that Game-Turn. Each such unit is assigned to the end of a column and is entered into play with those units, subject to the restrictions of these Cases. If more than one non-divisional unit is assigned to a single column, they may be entered in any order desired (but always after the divisional units in the column).
17.3 Warsaw Pact March Order Diagrams
(See charts and tables.)
18.0 Electronic Warfare
GENERAL RULE: Both Players receive a number of Electronic Warfare Points (EWP's) each Game-Turn, according to the Electronic Warfare Chart (18.3). The Phasing Player may use his assigned EWP's to aid his attacks by preventing Enemy use of indirect fire.
CASES:
18.1 Assignment and Use Of EWP's
At the beginning of each Game-Turn, the Electronic Warfare Point Chart is consulted to determine how many EWP's each Player receives each Game-Turn. The number listed is the number the Player receives for his Initial Player Phase and again throughout the rest of the Game-Turn. For example, if a listing of 4 EWP's entitles a Player to 4 Points to use during his initial Player Phase and 4 more Points to use throughout the remainder of the Game-Turn.
- 18.11 When using the Electronic Warfare Point Chart, cross-reference the current Game-Turn with the map being used. If more than one map is in use, the results in two columns of the Chart are used. However, EWP's assigned to one map may be used only against Enemy units on that map.
- 18.12 EWP's may not be accumulated. If they are not used during the Phase for which they are assigned, they are lost. Each Player must keep track of his available EWP's either on a piece of paper or on the Points Track using the EW Points markers. There are markers available for each map.
18.2 Conducting Electronic Warfare
Each EWP may be used by the owning Player to conduct Electronic Warfare (EW) whenever he is resolving any type of attack. During Step Two of the Combat Procedure, the attacker declares that he is conducting EW and records the expenditure of one EWP. He then rolls one die. If the NATO Player is conducting the attack, a die result of 1 through 4 indicates the EW is successful. If the Warsaw Pact is conducting the attack, a die result of 1 through 3 indicates the EW is successful.
- 18.21 EW is always resolved after the participation of all Friendly units, including artillery and attack helicopters, has been announced. Additional Friendly units may not join an attack after the result of an EW attempt has been determined.
- 18.22 EW may be conducted during the resolution of any combat in any Friendly Player Phase, providing unused EWP's are available. However, no more than one EWP may ever be used in a single attack.
- 18.23 If an EW attempt is successful, Step 3 of the Combat Procedure is skipped. Thus, the defender may not conduct indirect fire, nor may he use attack helicopters, Air Points, or chemicals to aid the units under attack.
- 18.24 The effects of a successful EW attempt last only for the duration of a single attack. All subsequent attacks, even if involving the exact same units, would require the expenditure of another EWP in order to attempt EW.
- 18.25 When a Player conducts EW, he must immediately record the expenditure of one EWP, whether the attempt is successful or not.
18.3 Electronic Warfare Point Chart
(See charts and tables.)
OPTIONAL RULES
24.0 Nuclear Warfare
GENERAL RULE: Nuclear warfare may be initiated by either Player during the Nuclear Attack Segment of any Game-Turn. Nuclear warfare is not simultaneous; the Warsaw Pact Player resolves any nuclear attack he wishes to conduct in a single Nuclear Attack Segment before the NATO Player resolves any of his. If the NATO Player is the first Player in the game to actually resolve a nuclear attack, the Warsaw Pact Player may conduct his nuclear attacks after the NATO Player (in that Nuclear Attack Segment only). Each Player may conduct nuclear attacks against Enemy units with nuclear weapons fired from his artillery units or delivered by airpower.
PROCEDURE: The number of nuclear weapons available to each Player for the duration of the game, the strength of each, and the method of their employment is listed on the Nuclear Weapons Charts (24.6). As a Player uses his available weapons, he notes their expenditure on a separate sheet of paper. Place a Nuclear Attack marker on the affected hex.
CASES:
24.1 Use of Nuclear Weapons
The Nuclear Weapons Chart lists the method by which each type of nuclear weapon is employed, either fired from a certain type of artillery unit or delivered by air.
- 24.11 An artillery unit may fire a nuclear weapon which it is eligible to deliver into any hex within its range. Certain artillery units possess a special range for firing nuclear weapons (as listed on the chart) which represents battlefield missiles which are attached to the artillery unit and for which separate counters are not provided. A unit of this type does not gain an FP for firing a nuclear weapon, but must be in supply to do so. A single artillery unit is allowed to fire only one nuclear weapon per Game-Turn.
- 24.12 A Player may use a nuclear weapon deliverable by air anywhere on the Game-Map. This does not require the expenditure of an Air Point, but may only be executed if the opposing Player does not possess air superiority. Within these restrictions, any number of eligible nuclear weapons may be delivered by air per Game-Turn.
24.2 Resolution of Nuclear Attacks
Each nuclear weapon is assigned an Attack Strength on the Nuclear Weapons Chart. To resolve a nuclear attack, the strength of the weapon is compared to the Nuclear Defense Strength of the unit under attack. This strength is "1" if the unit is soft, or "2" if the unit is hard. The comparison, stated as a ratio, is located on the Combat Results Table as if a prepared attack was being conducted in flat terrain (regardless of the terrain actually in the hex under attack). The die is then rolled and the defender's combat result is applied to the unit being attacked. The attacker's combat result is ignored.
- 24.21 Any number of nuclear weapons (within the restrictions of those available) may be assigned to attack a given hex or unit. However, a separate attack is conducted for each nuclear weapon used.
- 24.22 If more than one unit occupies a hex in which a nuclear attack is being resolved, each unit is attacked separately by the full strength of the nuclear weapon(s).
24.3 Effects of Nuclear Attacks
- 24.31 Any combat result incurred by a unit defending in a nuclear attack must be applied as an FP gain. No retreat is possible.
- 24.32 A unit subjected to a nuclear attack (whether it suffers any FP gain or not) may not expend any Operation Points in the next Friendly Player Phase. The unit may be flipped to its FP side during the Phase however.
- 24.33 NATO units are prohibited from entering any hex subjected to a nuclear attack (by either Player) in the first NATO Player Phase following the attack.
- 24.34 The Operation Point cost for entering a hex subjected to a nuclear attack is doubled for the entire Game-Turn in which the attack is resolved.
24.4 NATO Assignment of Nuclear Weapons
The NATO Player must plot nuclear weapon expenditure one Game-Turn in advance of actual employment. During the Nuclear Attack Segment, the NATO Player secretly writes down the identity number of a target hex or the designation of a target unit for each nuclear weapon he wishes to employ. He must also note the type of nuclear weapon used and the method by which it will be delivered (naming the specific artillery unit if the weapon will be fired by artillery). During the Nuclear Attack Segment of the next Game-Turn, the attacks of all nuclear weapons so assigned are resolved. If a Warsaw Pact unit is the assigned target of an attack, and the unit has been moved adjacent to a NATO unit or into a city hex, the attack is cancelled. Likewise, if the chosen delivery system is no longer available (i.e., the Warsaw Pact Player has air superiority or the assigned artillery unit is not within range), the attack must be cancelled.
- 24.41 The NATO Player may not choose a hex that contains a West German city, or that is occupied by, or adjacent to, a NATO unit as a target hex.
- 24.42 A cancellation of a nuclear attack is considered an expenditure, and the assigned nuclear weapon is no longer available.
- 24.43 The NATO Player may plot as many nuclear attacks as he wishes in a single Game-Turn, up to the limit of weapons provided by his Nuclear Weapons Chart.
24.5 Warsaw Pact Assignment of Nuclear Weapons
Nuclear attacks conducted by the Warsaw Pact Player are resolved in the same Nuclear Attack Segment in which they are declared. Each nuclear attack is declared against a specific target hex containing any number of NATO units (24.22). As long as a target hex is not adjacent to Warsaw Pact units, any hex may be chosen as a target. The Warsaw Pact Player must adhere to a rigid schedule of nuclear weapon expenditure. In the first Nuclear Attack Segment that the Warsaw Pact Player conducts nuclear warfare, he may expend up to 33 nuclear weapons. In each of the next six Nuclear Attack Segments that follow, he may expend up to 6 nuclear weapons. At the end of this period, the Warsaw Pact Player may expend a maximum of 3 nuclear weapons per Game-Turn for the duration of the game. The limits on expenditure given above are maximums; the Warsaw Pact Player is free to expend fewer than allowed but doing so does not allow him to expend more in subsequent Game-Turns.
24.6 Nuclear Weapons Charts
(See charts and tables.)
24.7 Atomic Demolition Munitions (ADM's)
Atomic Demolition Munitions (ADM's) may be used by the NATO Player only. They are nuclear weapons designed to enhance the obstacle value of the terrain.
- 24.71 ADM's may only be assigned to friendly NATO units, and only during the Nuclear Attack Segment of the Game-Turn prior to the Game-Turn of use.
- 24.72 On the Game-Turn following the turn of assignment of an ADM, the holding unit may detonate the ADM in any one hex that it passes through during the course of its first Movement Phase. Place an ADM marker on the affected hex.
- 24.73 A hex in which an ADM has been detonated costs a unit twice the normal number of OP's to enter. In addition, the effects of Autobahns, roads, and access hexsides are nullified by the ADM.
- 24.74 An engineer unit that enters a hex subjected to ADM demolition restores the normal entry cost of that hex.
25.0 West German Territorial Units
GENERAL RULE: On each map the NATO Player may deploy a certain number of Wehrbereichskommando static infantry battalions. These units are deployed hidden and may never be moved. Static infantry battalions may be supported by West German artillery and attack helicopter units. Although each unit is battalion sized, its Zone of Control is considered to be like that of a company-sized unit (see 6.24). The FP level of a territorial unit (of either type) may be reduced by one during the Friction Point Removal Segment.
CASES:
25.1 Deploying Static Battalions
Before the start of play, the NATO Player secretly writes down the hex numbers of each city hex in which he wishes to place a static infantry battalion. During play, as soon as a Warsaw Pact unit moves adjacent to a city hex containing a static battalion, the NATO Player must declare that unit's presence. If the Warsaw Pact unit occupies a hex controlled by that static battalion, it must cease its movement as per 5.22.
25.2 Properties of Static Battalions
Each static infantry battalion is treated as a soft unit possessing an Attack Strength of "0" and a Defense Strength of "1". Static battalions may neither move, attack, nor expend Operation Points in any manner. Static battalions may never retreat; they must absorb all adverse combat results by gaining FP's.
- 25.21 NATO units of any nationality may be stacked in a hex occupied by a static battalion. The static infantry unit does not count for purposes of stacking, although it may add its Defense Strength to that of any units stacked with it.
- 25.22 If units which are stacked with a static battalion are retreated as a result of combat, the static battalion is automatically eliminated.
- 25.23 Static infantry battalions may never participate in an attack nor contribute toward the application of column shifts when resolving a NATO attack.
- 25.24 The current FP level of each static infantry battalion is shown by placing the appropriate FP marker in the hex it is considered to occupy. The FP level of a static battalion is never averaged with other units occupying the same hex. Each static battalion may possess from 0 to 4 FP's; when such a unit is called upon to gain a fifth FP, it is eliminated. Remove the FP marker from play.
25.3 Availability of Static Battalions
The following static battalions are available for use, and must be placed within the limits of the cities if listed:
- North German Plain: VBK/NGP1, VBK/NGP2, VBK/NGP3. (Placement is up to NATO Player.)
- BAOR: VBK/22 (Hannover), VBK/23 (Hildesheim), VBK/35 (Detmold), VBK/44 (Kassel).
- Fifth Corps: VBK/41 (Koblenz), VBK/43 (Wiesbaden).
- Hof Gap: VBK/63 (Ansbach), VBK/64 (Wurzburg), VBK/67 (Bayreuth).
- Donau Front: VBK/DF1, VBK/DF2, VBK/DF3. (Placement is up to NATO player.)
26.0 West German Doctrine
COMMENTARY: Current West German tactical thought is heavily influenced by the political concept of "forward defense." With the advent of this doctrine, traditional German excellence in mobile defense has been sacrificed to the idea of holding as much ground, as far forward, as possible.
GENERAL RULE: No West German unit may retreat to fulfil combat loss requirements until it is within 2 FP's of being destroyed. Therefore, a West German mechanized or armored battalion could not retreat until it had a cumulative total of 3 FP's. Similarly, a West German company could not retreat until it had absorbed at least 2 FP's, and an artillery unit could not retreat until it had accumulated 4 FP's (except when being attacked by counter battery fire only).
27.0 Non-Soviet Warsaw Pact Unreliability
COMMENTARY: Although there was little chance that the Soviet Union would initiate a war without assurances of Warsaw Pact reliability, there was the possibility that it could. Historically, most unreliable allies bail out when their side is definitely losing, but there was evidence to suggest that East German, Polish and Czech troops would be less than enthusiastic in an aggressive war even if the Soviet prospects looked reasonably good. While they would undoubtedly have been very tenacious in the defense of their homeland, their enthusiasm for a Soviet war of aggression might have been of a low order.
CASES:
27.1 Combat Losses
To simulate deteriorating morale, double all combat losses against Non-Soviet Warsaw Pact units from the Combat Results Table.
27.2 Determining Unreliability
All Non-Soviet Warsaw Pact non-artillery units participating in attacks are subject to unreliability. For each such unit or stack, the Warsaw Pact Player must roll one die on the Non-Soviet Warsaw Pact Unreliability Table (27.3) at the time he declares combat. Based on the number of FP's the unit/stack in question currently possesses, the Table will yield a result which either allows or denies the unit the ability to participate in the attack. This procedure is initiated separately for each stack for each attack throughout the game.
27.3 Non-Soviet Warsaw Pact Unreliability Table
(See charts and tables.)
28.0 Doctrinal Victory Conditions
(See Exclusive Rules 31.10.)
29.0 Exiting Enemy Controlled Hexes
If the Phasing Player is attempting to move all the units in a particular Enemy-controlled hex out of that hex in accordance with 6.2, his die roll is modified as follows:
- "-1" is subtracted from the die roll during a P.M. night turn or during ground fog; or if the unit is separated from all Enemy units' ZOC's by a river hexside.
- "+1" is added to the die roll for each adjacent hex in excess of one, which contains an enemy unit exerting a Zone of Control over the Phasing unit or stack.
30.0 Hof Gap Terrain
Units may not move, advance, or retreat into or out of a rough terrain hex except through Autobahn, road, or access hexsides on the Hof Gap map. Units may conduct normal attacks and exert Zones of Control into such hexes as usual. Airmobile and Airborne Infantry units, only, are exempt from any of the above restrictions.
30A.0 Alternative Air Superiority Determination
COMMENTARY: This method uses an Air Superiority Track that gives a sliding scale of Air Points available. It differs from the method used in the main rules in that both sides have the potential to have Air Points.
GENERAL RULE: Place the Air Superiority Level marker in Box 1 of the Air Superiority Track on Game-Turn 1, giving the Warsaw Pact automatic air superiority. Multiply the number of Air Points given by the number of maps in play to give total Air Points for that turn. On Game-Turn 2, place the marker in Box 3. On all turns starting with GT 2 then roll on the Air Superiority Adjustment Table to determine which box to place the marker in and how many Air Points each side receives. The track indicates which side has Air Superiority. Note also there is a roll on each AM turn after GT 1 to see if ground fog is in effect. Flip the marker over to the Ground Fog side to show this. Ground fog affects combats and air operations.
30B.0 NATO Deep Interdiction Strike
During each Pact initial player phase after Game-Turn 1, the NATO player performs a deep interdiction roll for each Pact division due to enter the map that turn. (Treat any arriving non-divisional army asset units as a "division group" for the purpose of interdiction.) If a 1 is rolled, the Pact player then rolls, and negates the strike on a 5-6 roll. If the Pact player rolls a 1-4, the division's entry is delayed by one turn (and it will suffer another interdiction roll). Interdiction strikes are not affected by air superiority, and do not require the expenditure of Air Points.
30C.0 Season Determination
COMMENTARY: As the grand campaign is set in July, ground conditions are usually set to dry. However, the status of High Water hexes on the North German Plain and Donau Front maps can be determined prior to play if the players so wish.
GENERAL RULE: The NATO player rolls one die with a result of 1, 2, 3 = dry season, and 4, 5, 6 = wet season. Depending on the outcome of the roll, all High Water hexes are treated as Marsh (if wet season) or Flat (if dry season) for the entire game.
30D.0 Accelerated Warsaw Pact Deployment and NATO Alert
This posits an "accelerated Warsaw Pact deployment" (or perhaps a further 24 hours' mobilization), and NATO being alerted and commencing deployment to GDP positions. Apply these rules:
30D.1 Warsaw Pact Deployment
- 30D.11 All Pact reinforcements that enter on Game-Turn 1 either: set up east of the border on the NGP or DF map if due to enter on that map; or enter the BAOR, FC, or HG maps on Game-Turn 1 with 12 OPs in the initial phase, regardless of which map edge they use. (Clarify: if they use an alternative entry edge provided in the arrival list, they do so without suffering 12-hour delays or loss of OPs.)
- 30D.12 All other Pact reinforcements' entry is advanced 2 turns (24 hours); Game-Turns 2 and 3 reinforcements all arrive on Game-Turn 1 with their listed OPs.
30D.2 NATO Deployment
All this activity is noticed by NATO which belatedly alerts its units 12 hours before the war starts. There is no NATO paralysis, and all the following apply:
- 30D.21 All units on map may make one phase of pre-game movement prior to the Pact pre-emptive air strikes. It is not necessary to flip units to their FP side when conducting this phase.
- 30D.22 All NATO reinforcements are advanced by one Game-Turn, meaning that all units which would have entered on Game-Turn 1 enter during the pre-game alert movement phase with their listed OPs.
- 30D.23 The Pact pre-emptive air-strike fails to achieve surprise and is intercepted; after the Pact player nominates the up to 30 target areas, the NATO player rolls for each strike and they are cancelled on a d6 roll of 1-3.
- 30D.23 [The source prints this label twice.] If using the Air Superiority Track from 30A.0, place the marker in box 3 and start rolling on Game-Turn 1.
30E.0 6th Panzergrenadier Division
Units of this division may ignore the movement restrictions of 5.28.
30F.0 East German 150th Mechanized Regiment
COMMENTARY: There were rumors of an East German unit (similar to Otto Skorzeny's 150th SS Panzer Brigade from 1944) that used M48 tanks and M113 APCs that had been captured by the North Vietnamese Army in 1975. The vehicles and the men would be outfitted in Bundeswehr uniforms and markings. It was to pose as a Bundeswehr territorial unit and try to sneak through to the Rhine bridges and secure a crossing.
Whether this unit existed or not is up for debate, but a counter for this unit is included. Steal rules for the 150th SS Panzer Brigade from your favorite Battle of the Bulge game and adapt them for this unit.
30G.0 NORTHAG Major Training Areas (MTA's)
COMMENTARY: This expands 31.7 to include MTA's in the NORTHAG area for games using the NGP and/or BAOR maps.
GENERAL RULE: The NATO player uses the NORTHAG Brigade Training Table (30G.2) to determine how many & what Brigades are currently training at an MTA. He then uses the NORTHAG MTA Set Up Table (30G.3) to see what MTA a Brigade deploys to. If only one map is in play, some MTAs may be off map and an entry hex is given instead.
PROCEDURE:
- If only one of the maps is in play then there is only one Brigade at an MTA. If both maps are in play, roll a die and on a result of 1-4, there is one Brigade in an MTA; and on a 5-6, 2 Brigades.
- Roll a die to select the column on the NORTHAG Brigade Training Table for each Brigade if both maps are in play. Alternatively, select one from each column. Select the appropriate column if only one map is in play.
- Roll 2 dice on the selected column to find the Brigade.
- For each selected Brigade, roll a die on the NORTHAG MTA Set Up Table to find the MTA. If the selected MTA is nation-specific and the selected Brigade is of a different nationality, roll again.
- Each MTA has set up information for both maps. If only one map is in play, use the column for that map which will give either a setup area or entry hex depending on the map. Format used is the same as 20.0. If both maps are in play, then use the setup areas.
CASES:
30G.1 Deployment to MTA's
- 30G.11 All units of the selected Brigade will deploy in the MTA or entry hex. British Brigades deploy with a SPA from their parent division.
- 30G.12 If an entry hex is given, all units follow the restrictions of 17.1.
- 30G.13 All units deployed to an MTA or entry hex are exempt from the effects of 31.7.
30G.2 NORTHAG Brigade Training Table
(See charts and tables.)
30G.3 NORTHAG MTA Set Up Table
(See charts and tables.)
Sequence of Play (Player Aid)
The unified-rules player aid reproduced from the consolidation document.
- Game-Turn Preparation Phase
- A. Friction Point Removal Segment: The Players remove a Friction Point from each and every unit on the game-map by flipping each unit over from its FP side to its non-FP side. If a unit begins this Segment on its non-FP side, the FP is removed from it by adjusting its FP marker (see 9.2 and 9.3). Note: This Segment is not conducted on the first Game-Turn of the scenario.
- B. Airpower Segment:
- i. Check for Air Superiority and allocate Air Points using either:
- 14.1 Air Superiority: (First Game-Turn only) Warsaw Pact Player rolls for initial Air Supremacy (14.1A). The NATO Player rolls the die and consults the Airpower Table to determine which Player has air superiority and whether there is ground fog this Game-Turn. Clear Air Points from last turn and add new Air Points according to scenario instructions.
- OR 30A.0 Alternative Air Superiority Determination: If Game-Turn 1, place the Air Superiority marker in Box 1. If Game-Turn 2, place Air Superiority marker in Box 3. Starting from Game-Turn 3 on AM turns, roll for ground fog. If not Game-Turn 1, check Air Superiority Adjustment Table; adjust marker on Air Superiority Track according to result. Clear all Air Points remaining from last turn and then add new points per the current box on the Air Superiority Track. Check track to see which side has air superiority for the turn.
- ii. Player with Air Superiority may place Interdiction markers by spending 1 Air Point per level up to a max of 4 levels/hex; use FP markers with appropriate side's marker on top (14.2).
- iii. (First Game-Turn only) Warsaw Pact may conduct Pre-Emptive Air Strikes (14.1B).
- iv. Both Players receive a number of Electronic Warfare Points (EWP's) according to the Electronic Warfare Chart (18.3).
- i. Check for Air Superiority and allocate Air Points using either:
- Warsaw Pact goes first by declaring Nuclear attacks then resolves (Exception: If NATO first side to initiate Nuclear warfare then Warsaw Pact Player may resolve any attacks immediately afterward for that first turn only). NATO then resolves any attacks they plotted in the previous Game-Turn, and then may plot nuclear attacks to be resolved in the next Game-Turn (24.0).
Combat Procedure (8.0):
- Attacker declares what hex is under attack, what adjacent units are attacking, declares what type of attack, and expends Operation Points for all attacking units.
- Attacker commits non-adjacent artillery units, attack helicopter units and/or Air Points. Can use smoke and chemicals. Declare EW and roll.
- Skip if EW successful. Defender commits non-adjacent artillery units, attack helicopter units and/or Air Points. Can use smoke and chemicals.
- Calculate Odds. Attack Strength of all units vs. total Defense Strength of defending units. Mobile Strength if Mobile Combat. Round off the ratio in favor of the defender.
- Check Combat Results Table (8.6) for any column shifts.
- The attacker rolls die, effects of the combat result are applied at once.
Charts and Tables
17.3 Warsaw Pact March Order Diagrams
Each Warsaw Pact reinforcement division is brought on in two columns (Column A and Column B), each with its units in march order. The diagram lists the units of each column in the printed order; the unit designation and printed strength of each are given below.
Motorized Rifle Division
- Soviet Cat A: Column A: 53/18G (10-14), 58/18G (10-14), 118/18G (4-4), RAG/18G (4-5-4). Column B: 51/18G (10-14), 18/18G (11-12), 52/18G (4-5-4), DAG/18G (5-5-5). The unit marked with an asterisk in the source (118/18G) is not in Cat A / 7-unit divisions.
- Soviet Cat B / Czech / East German / Polish: Column A: 50/17 (6-8), 44/17 (8-12), RAG/17 (3-5-3). Column B: 47/17 (8-12), 15/17 (9-10), 43/17 (4-4), DAG/17 (3-5-3).
Tank Division
- Soviet Cat A: Column A: 216/79GT (11-12), 227/79GT (11-12), RAG/79GT (4-5-4). Column B: 220/79GT (11-12), 79/79GT (10-14), 172/79GT (4-5-4), DAG/79GT (5-5-5).
- Soviet Cat B / Czech / East German / Polish: Column A: 18/1GT (9-10), 17/1GT (9-10), RAG/1GT (3-5-3). Column B: 16/1GT (9-10), 1/1GT (8-12), 1/1GT (4-4-4), DAG/1GT (3-5-3).
8.4 Electronic Warfare Table
Electronic Warfare Points (EWP's) per Game-Turn, by map, from 18.1. "WP" is the Warsaw Pact Player and "NATO" is the NATO Player.
| Game Turn | North German Plain WP | North German Plain NATO | BAOR WP | BAOR NATO | Fifth Corps WP | Fifth Corps NATO | Hof Gap WP | Hof Gap NATO | Donau Front WP | Donau Front NATO |
|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 5 | 4 | 4 | 3 | 4 | 4 | 9 | 4 | 5 | 2 |
| 2 | 5 | 4 | 5 | 6 | 5 | 4 | 10 | 4 |
13.4 Airmobile Units
Inherently airmobile without conversion
- British: 15/Para; 100 RA/5 & 7 RHA/5 artillery.
- West German: Airborne.
- French: All units of 11 Para Division (1RI & 110RI).
- East German: Airborne infantry unit 5/3EGA.
- Soviet: BAMD air assault battalions; Airborne artillery.
Convertible to airmobile
- British: 1-3 motorized infantry battalions.
- US: 2-8 mechanized infantry battalions.
- West German: 3-3 mountain infantry units; 53/2 & 103/4 Panzergrenadier battalions.
- All Warsaw Pact: Mechanized infantry regiments.
- Soviet: Airborne mechanized battalions.
15.6 Airdrop Table
| Die | 1 | 2 | 3 | 4 | 5 | 6 | 7 |
|---|---|---|---|---|---|---|---|
| FPs Gained | 0 | 1 | 1 | 1 | 2 | 2 | 3 |
Modifiers to Airdrop Table (cumulative):
- -1 if drop hex contains an airfield
- +1 if drop hex contains broken terrain
- +1 if drop hex contains a town
- +1 if drop hex contains a river hexside
- +1 if neither player has Air Superiority
- +2 if drop hex contains woods
Treat modified die rolls higher than "7" as "7".
5.5 Operation Point Cost Chart
| Terrain / Action | OP Cost | Notes |
|---|---|---|
| Hex terrain | ||
| Flat / High Water | 1 | If there's Broken or Rough in hex, pay that cost instead. |
| Broken | 2 | If there's Rough in hex, pay that cost instead. |
| Rough | 3 | If using optional rule 30.0; on the Hof Gap map entry is prohibited except by Autobahn, road, or access hexside. Airborne & Airmobile Infantry can enter normally. |
| Woods | +2 | Pay cost in addition to cost of underlying terrain in hex. |
| Marsh | 7 | |
| City (in East Germany) | WP: 1 | May use road/autobahn hexside to reduce cost. |
8.6 Combat Results Table
Read the die result on the row for the declared attack type (Prepared, Hasty or March), then the column for the adjusted combat ratio. Each cell is "attacker FP's / defender FP's": apply the result left of the slash to the attacking units and the result right of the slash to the defending units. Double the result for Non-Soviet Pact units if using Optional Rule 27.0.
Column abbreviations are printed across the top of the table: A through O.
Defender's terrain and combat ratio by column
| Defender's Terrain | A | B | C | D | E | F | G | H | I | J | K | L | M | N | O |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| City | 2-1 | 3-1 | 4-1 | 5-1 | 6-1 | 7-1 | 8-1 | 9-1 | 10-1 | 11-1 | 12-1 | 13-1 |
Results (Prepared | Hasty | March attack type die results; each row gives the die result for each attack type, then the result for each column)
| Prepared | Hasty | March | A | B | C | D | E | F | G | H | I | J | K | L | M | N | O |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | — | — | 1/1 | 1/1 | 1/1 | 0/1 | 1/2 | 1/2 | 0/2 | 1/3 | 0/3 | 1/4 |
Column Shifts and Modifiers
| Summary | Shift | Specific |
|---|---|---|
| City / Engineer | Use Rough, Marsh row | Defender in a city hex and attacking units include an engineer |
| Surrounded | 1R | Defender is not in a city hex and all six hexes around defender's hex are enemy occupied or controlled |
| Multi-hex | 1R | In a multi-hex attack, for each attacking hex after the first, not counting copters or non-adjacent artillery |
| Fog/Smoke | 1R | Attacker is conducting a Mobile Combat while ground fog in effect or smoke laid into defender's hex |
| Town | 1L | Defender's hex contains a town |
| Across River | 4L | All attacking non-arty units attacking across river hexsides (even if bridged) and no engineer included |
| Across River | 2L | At least one attacking non-arty unit attacking across a river hexside (even if bridged) and no engineer included |
27.3 Non-Soviet Warsaw Pact Unreliability Table
| Current FP Level | Die Roll Needed to Attack |
|---|---|
| 0 | 1-5 |
| 1 | 1-4 |
| 2 | 1-3 |
| 3 | 1-2 |
| 4 | 1 |
| 5 | Not allowed |
7.4 Friction Point Average Table
Cross-reference the FP level of the unit in the hex (rows) with the FP level of the unit being moved (columns). Procedure: the FP level of the unit that has just moved is cross-referenced with the FP of unit(s) in the hex to yield the new FP level for all the units. Not applicable for artillery and helicopter units.
| FP Level of unit in hex \ FP Level of unit being moved | 0 | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|---|
| 0 | 0 | 1 | 1 | 2 | 2 | 3 |
| 1 | 1 | 1 | 2 | 2 | 3 | 3 |
| 2 | 1 | 2 | 2 | 3 | 3 | 4 |
| 3 | 2 | 2 | 3 |
9.6 Friction Point Removal Chart
| Supply State | FP side up? | Unit Type | Action |
|---|---|---|---|
| Supplied | Yes | Non-artillery | Flip unit to its non-FP side |
| Supplied | Yes | Artillery | Flip unit to its non-FP side and remove or reduce by 1 any FP marker under unit |
| Supplied | No | Non-artillery | Remove or reduce by 1 any FP marker under unit |
| Supplied | No | Artillery | Remove or reduce by 2 any FP marker under unit |
| Unsupplied | Yes | At max level? No | Flip unit to its non-FP side and place or increment by 1 any FP marker under unit |
| Unsupplied | Yes | At max level? Yes |
10.4 Supply Summary Chart
Units must trace a line of no more than 6 OPs to a road or Autobahn, then to the source below.
| Side | Nationality | Source: any road or Autobahn leading off the maps anywhere |
|---|---|---|
| NATO | All | West of the border from N4552 to D1004 |
| Warsaw Pact | East Germans | East of the border from N3952 to H3948 |
| Warsaw Pact | Czech units | East of the border from H3250 to D2053 |
| Warsaw Pact | Other WP units | East of the border from N3952 to D2053 |
14.4 Airpower Table
Roll one die (NATO Player) and consult the Airpower Table. Current air superiority is shown on the Air Superiority marker track.
| Die | Result |
|---|---|
| 1 | Warsaw Pact Superiority |
| 2 | Warsaw Pact Superiority |
| 3 | Warsaw Pact Superiority |
| 4 | NATO Superiority |
| 5 | NATO Superiority*; Ground Fog (AM) |
| 6 | No Superiority*; Ground Fog (AM) |
*If an AM Game-Turn is in effect, the NATO Player has Air Superiority but receives one third of available Air Points.
Game Turn Track (Standard Scenario)
| Game-Turn | Time | Supply note |
|---|---|---|
| 1 | Day 1 AM | WP Non-Arty Auto Supply |
| 2 | Day 1 PM | WP Non-Arty Auto Supply |
| 3 | Day 2 AM* | WP Non-Arty Auto Supply |
| 4 | Day 2 PM | WP Non-Arty Auto Supply |
| 5 | Day 3 AM* | |
| 6 | Day 3 PM | |
| 7 | Day 4 AM* | |
| 8 | Day 4 PM | |
| 9 |
* = Roll 1d6; if roll is 1 or 2, then ground fog is in effect.
Alternate Air Superiority Track (30A.0)
| Box | Points (P = Warsaw Pact, N = NATO) | Side with Air Superiority |
|---|---|---|
| 1 | P: 12x; N: 0x | Pact |
| 2 | P: 11x; N: 1x | Pact |
| 3 | P: 10x; N: 2x | Pact |
| 4 | P: 9x; N: 3x | Pact |
| 5 | P: 8x; N: 4x | Neither |
| 6 | P: 7x; N: 5x | Neither |
| 7 | P: 6x; N: 7x | Neither |
| 8 | P: 4x; N: 9x | NATO |
| 9 |
Place the marker automatically in Box 1 for the first turn. On the second turn, place it in Box 3 and then roll. Multiply points by number of maps in play to get total air points. The last line indicates which side has air superiority.
Air Superiority Adjustment Table (30A.0)
| Dice Roll | Air Superiority Marker |
|---|---|
| 2, 3 | Move 1 box to the left |
| 4 to 7 | Keep in current box |
| 8 to 11 | Move 1 box to the right |
| 12 | Move 2 boxes to the right |
30G.2 NORTHAG Brigade Training Table
Roll 1-4: 1 Brigade. Roll 5-6: 2 Brigades. Columns: NGP (die 1-3) and BAOR (die 4-6).
| Die | NGP (1-3) | BAOR (4-6) |
|---|---|---|
| 2 | NE 11 Pantserinfanteriebrigade | WG 19th Panzergrenadier Brigade |
| 3 | NE 12 Pantserinfanteriebrigade | BE 7ème Brigade d'Infanterie Blindée |
| 4 | US 3rd Brigade, 2nd Arm. Div | BE 1ste Pantserinfanteriebrigade |
| 5 | NE 41 Pantserbrigade | UK 11th Armoured Brigade |
| 6 | UK 7th Armoured Brigade | UK 4th Armoured Brigade |
| 7 | UK 22nd Armoured Brigade | UK 12th Armoured Brigade |
| 8 | NE 42 Pantserinfanteriebrigade | UK 6th Armoured Brigade |
| 9 | NE 43 Pantserinfanteriebrigade |
30G.3 NORTHAG MTA Set Up Table
| Die | MTA | NGP | BAOR |
|---|---|---|---|
| 1 | Soltau-Lüneburg (UK only) | N2231(1) | 1 /B3937 /2 |
| 2 | Sennelager | 1 /N1105 /1 | B2411(1) |
| 3-4 | Bergen-Hohne | Marked area at N1425 | 1 /B3937 /8 |
| 5 | Munster South | Marked area at N1728 | 1 /B3942 /6 |
| 6 | Munster North (WG only) | Marked area at N1930 | 1 /B3942 /3 |
31.73 Major Training Area Table
(First die across, second die down.)
| Second Die | First Die 1-3 | First Die 4-6 |
|---|---|---|
| 1 | 1st Bde., 1st Arm. Div. | 1st Bde., 3rd Arm. Div. |
| 2 | 2nd Bde., 1st Arm. Div. | 2nd Bde., 3rd Arm. Div. |
| 3 | 3rd Bde., 1st Arm. Div. | 3rd Bde., 3rd Arm. Div. |
| 4 | 1st Bde., 3rd Inf. Div. | 1st Bde., 8th Inf. Div. |
| 5 | 2nd Bde., 3rd Inf. Div. | 2nd Bde., 8th Inf. Div. |
| 6 | 3rd Bde., 3rd Inf. Div. | 3rd Bde., 8th Inf. Div. |
24.6 Nuclear Weapons Charts
The charts list, for each weapon, its Strength, the column to use against Soft (§) units and against other units, its delivery and range, and the number of weapons each map provides. The counts below are the number of weapon counters (circles) printed for each map.
Maximum number of Warsaw Pact weapon uses per Nuclear Attack Segment: 1st segment: 33; next 6 segments: 6 each; thereafter for the duration: 3.
NATO Nuclear Weapons
| Weapon | Strength | Column (vs § / vs others) | Delivery / Range | NGP | BAOR | Fifth Corps | Hof Gap | Donau Front |
|---|---|---|---|---|---|---|---|---|
| BOMBS: 100 KT | 15 | O / J | Air | 2 | 2 | 2 | 2 | 2 |
| BOMBS: 50 KT | 12 | O / I | Air | 3 | 3 | 3 | 3 | 3 |
| BOMBS: 10 KT | 7 | J / F | Air |
NATO delivery (as printed): missiles, US 4(5)4; UK 4(4)4; Bel 3(4)3; WG 5(6)5; range 27. Cannon (2 KT), US 4(5)4; UK 4(4)4; Bel 3(4)3; NL 3(4)3; WG 5(6)5; range Normal. Cannon (1 KT and 0.2 KT), US 3(5)3; UK 4(4)4; Bel 3(4)3; NL 3(4)3; WG 5(6)5; range Normal.
Warsaw Pact Nuclear Weapons
| Weapon | Strength | Column (vs § / vs others) | Delivery / Range | NGP | BAOR | Fifth Corps | Hof Gap | Donau Front |
|---|---|---|---|---|---|---|---|---|
| BOMBS: 100 KT | 15 | O / J | Air | 4 | 4 | 4 | 4 | 4 |
| BOMBS: 10 KT | 7 | J / F | Air | 4 | 4 | 4 | 4 | 4 |
| MISSILES: 100 KT | 15 | O / J | Non-divisional artillery units; range 70 (note: assumed to have an attached SCUD-B missile battalion) |
Map counts as read from the source icons. The Donau Front column is the count for the Donau Front map.
24.7 Nuclear Target Sheet
A blank recording form (NATO Nuclear Target Sheet: target hex/unit, yield, delivery, delivery unit) is printed in the source; it is not transcribed here.
Exclusive Rules: Donau Front
The Exclusive Rules section of the unified document is reproduced for Donau Front only: the Donau Front order of battle (20.1), the optional airmobile units, the Donau Front victory criteria (31.10, 31.11 and 31.112, 31.96). The deployment lists for the other maps, the combined-campaign rules of 31.0 that apply only when several maps are joined, the reinforcement cases 20.3 and 20.4 (other than as noted in the Donau Front entry rules), and the Appendices (OOB changes and OOB discussion notes) are not reproduced here; see the source document.
20.0 Unit Deployments
GENERAL RULE: The following table lists unit deployment and arrival information on all maps, including all substituted and additional units. This table incorporates all known errata. Hex numbers are preceded by a map-letter prefix, which is the first letter of the map's game. Each map's deployments are found on the pages of the source document.
20.1 Master Unit Deployment List (Donau Front Entries)
How to read the list. The 1st column gives unit designation. The 2nd column gives unit type and description. The 3rd column presents strength. For non-artillery/aviation types the first number is attack and the second is defense; for these types, mobile combat strength is the first number in all cases for NATO units, and the second number for Warsaw Pact units. Artillery and aviation units have their range given in parentheses. An "s" following strength indicates a soft unit. Warsaw Pact non-artillery divisions are summarized by category type and number of units; see the 17.3 Warsaw Pact March Order Diagram for a breakdown of divisional unit strengths. The 4th column shows unit location or entry.
- Warsaw Pact: With the exception of airborne units and some forces on the NGP and Donau Front maps, most Warsaw Pact units enter on roads or Autobahns according to the restrictions of 17.1 and 17.2, with 12 Operation Points available (unless otherwise noted by a slash after the Game-Turn number).
- NATO: Location is a four-digit hex number following either an "N" for North German Plain map, "B" for BAOR map, "H" for Hof Gap map, "F" for Fifth Corps map, or "D" for Donau Front map. A number in brackets following the location (i.e., "(1)") indicates the unit may be placed within that number of hexes to the locator hex. Entry is a three-part code: Game-Turn of entry / entry hex / Operation Points available in phase of entry.
- The "border" refers to the eastern border of West Germany, between it and East Germany/Czechoslovakia.
Note on the unit-type symbols: each entry below gives the designation, strength and location or entry as printed. The unit-type symbol printed beside each entry in the source (see the symbol legend in 20.1) is not reproduced here.
Donau Front: Warsaw Pact
Warsaw Pact units either start on the map or enter as reinforcements in accordance with 31.2, i.e., by road movement in march order.
- On Map: Units set up on the map east of the border, north of hex D2152.
- Units entering as reinforcements have Game-Turn entry followed by entry method:
- Rail: Units enter by railheads at D2552, D3248, and D4143 with 12 OPs. It costs 2 OPs to "detrain" in one of those hexes.
- Road: Units enter at any road at any hex north of D2053 with available OPs.
- Note that on Game-Turn 1, one (1) division (only) may enter from off map at hex D2053, instead of setting up on map.
Central Group of Forces (+)
| Unit | Strength | Location / Entry |
|---|---|---|
| 1/CGF | 3(20)3s | On Map |
| 2/CGF | 3(20)3s | On Map |
| 3/CGF | 3(20)3s | On Map |
| 65/CGF | 10-10 | On Map |
| 1/CGF | 0-1s | On Map |
| 2/CGF | 0-1s | On Map |
4th Guards Army
| Unit | Strength | Location / Entry |
|---|---|---|
| L/4GA | 4(7)4s | On Map |
| R/4GA | 2(5)2s | On Map |
| 15GTD | A / 7 | On Map |
| 53GMRD | A / 8 | On Map |
| 48MRD | A / 8 | 2 / Road / 3 |
| 47TD | B / 7 | 7 / Rail |
28th Army Corps
| Unit | Strength | Location / Entry |
|---|---|---|
| 31GTD | A / 7 | 4 / Road / 4 |
| 30GMRD | A / 8 | 6 / Road / 1 |
38th Army
| Unit | Strength | Location / Entry |
|---|---|---|
| 18GTD | B / 7 | 1 / Rail |
| 22TD | B / 7 | 3 / Rail |
| 20GTD | B / 7 | 5 / Rail |
| L/38 | 4(7)4s | 5 / Rail |
| H/38 | 2(4)2s | 5 / Rail |
Soviet Front Artillery
| Unit | Strength | Location / Entry |
|---|---|---|
| 342AD | 5 units | 5 / Rail |
| 149AD | 5 units | 6 / Rail |
4th Czech Army
| Unit | Strength | Location / Entry |
|---|---|---|
| L/4CZA | 3-7-3 | On Map |
| H/4CZA | 2-4-2 | On Map |
| 1/4CZA | 3-20-3 | On Map |
| 2/4CZA | 3-20-3 | On Map |
| 3/4CZA | 3-20-3 | On Map |
| 1/4CZA | 0-1s | On Map |
| 9TD | CZ / 7 | On Map |
| 15MRD | CZ / 7 | On Map |
| 4TD |
Optional airmobile units. Donau Front (set in 1989) included 4 Soviet airmobile battalions, and the two battalions of the Czech 22nd Parachute Regiment in airmobile role, deployed at start. For various reasons, these have been omitted from the 1981 OOB. However, if you feel aggrieved by this, add the following airmobile infantry units to the at start forces, and permanently set aside their matching equipment counters:
| Unit | Strength | Location / Entry |
|---|---|---|
| Don | 1-1 | On Map |
| Donets | 1-1 | On Map |
| Dniepr | 1-1 | On Map |
| Dvina | 1-1 | On Map |
| Y/CZ | 1-1 | On Map |
| Z/CZ | 1-1 | On Map |
Donau Front: NATO
West German II Corps (-)
| Unit | Strength | Location / Entry |
|---|---|---|
| 230 | 0-1s | D3413(1) |
Covering Force
| Unit | Strength | Location / Entry |
|---|---|---|
| 2/4/4 | 1-1 | D4740 |
| 3/4/4 | 1-1 | D4340 |
| 4/4/4 | 1-2 | D3942 |
| 2/10/10P | 1-1 | D3046 |
| 3/10/10P | 1-1 | D2846 |
| 4/10/10P | 1-2 | D3544 |
| 2/8/1G | 1-1 | D2051 |
| 3/8/1G | 1-1 | D1949 |
| 4/8/1G | 1-2 |
4th Panzergrenadier Division (-)
| Unit | Strength | Location / Entry |
|---|---|---|
| 41/4 | 5(6)5s | D3726(1) |
| 42/4 | 2(5)2s | D4022(1) |
11th Panzergrenadier Brigade
| Unit | Strength | Location / Entry |
|---|---|---|
| 111/4 | 2-5 | D2935(1) |
| 112/4 | 2-5 | D2743(1) |
| 113/4 | 2-5 | D3938(1) |
| 114/4 | 3-4 | D4435(1) |
| 115/4 | 3(5)3 | D4435(1) |
10th Panzer Division
| Unit | Strength | Location / Entry |
|---|---|---|
| 101/10P | 5(6)5s | 3 / D2801 / 11 |
| 102/10P | 2(5)2s | 3 / D2801 / 11 |
28th Panzergrenadier Brigade
| Unit | Strength | Location / Entry |
|---|---|---|
| 281/10P | 2-5 | 2 / D2801 / 9 |
| 282/10P | 2-5 | 2 / D2801 / 9 |
| 283/10P | 2-5 | 2 / D2801 / 5 |
| 284/10P | 3-4 | 2 / D2801 / 11 |
| 285/10P | 3(5)3 | 2 / D2801 / 5 |
28th Panzergrenadier Brigade (heading as printed in the source for units 291-295)
| Unit | Strength | Location / Entry |
|---|---|---|
| 291/10P | 2-5 | 3 / D2801 / 7 |
| 292/10P | 2-5 | 3 / D2801 / 7 |
| 293/10P | 2-5 | 2 / D2801 / 9 |
| 294/10P | 3-4 | 2 / D2801 / 9 |
| 295/10P | 3(5)3 | 3 / D2801 / 7 |
Note: the source prints the heading "28th Panzergrenadier Brigade" twice for these two blocks; it is transcribed as printed.
30th Panzer Brigade
| Unit | Strength | Location / Entry |
|---|---|---|
| 301/10P | 3-4 | 1 / D3801 / 1 |
| 302/10P | 2-5 | 1 / D3801 / 1 |
| 303/10P | 3-4 | 1 / D3801 / 4 |
| 304/10P | 3-4 | 2 / D2801 / 5 |
| 305/10P | 3(5)3 | D3801(1) |
1st Gebirgs Division
| Unit | Strength | Location / Entry |
|---|---|---|
| 8/1G | 4-6 | 2 / D1032 / 11 |
| 81/1G | 5(6)5s | 2 / D1601 / 11 |
| 82/1G | 2(5)2s | 1 / D1601 / 8 |
22nd Panzergrenadier Brigade
| Unit | Strength | Location / Entry |
|---|---|---|
| 221/1G | 2-5 | 2 / D1003 / 12 |
| 222/1G | 2-5 | 2 / D1003 / 12 |
| 223/1G | 2-5 | 1 / D1601 / 7 |
| 224/1G | 3-4 | 1 / D1601 / 7 |
| 225/1G | 3(5)3 | 1 / D1201 / 1 |
23rd Gebirgsjäger Brigade
| Unit | Strength | Location / Entry |
|---|---|---|
| 231/1G | 3-3 | 2 / D1032 / 11 |
| 232/1G | 3-3 | 2 / D1032 / 8 |
| 233/1G | 3-3 | 2 / D1032 / 11 |
| 235/1G | 1(3)1s | 2 / D1032 / 11 |
| 234/1G | 3-3 | 1 / D1043 / 11 |
24th Panzer Brigade
| Unit | Strength | Location / Entry |
|---|---|---|
| 241/1G | 3-4 | 3 / D1601 / 8 |
| 242/1G | 2-5 | 3 / D1601 / 8 |
| 243/1G | 3-4 | D1508(1) |
| 244/1G | 3-4 | D2223(1) |
| 245/1G | 3(5)3 | D2223(1) |
56th Home Defense Brigade
| Unit | Strength | Location / Entry |
|---|---|---|
| 561/1G | 2-4 | D1508(1) |
| 562/1G | 2-4 | D3608(1) |
| 563/1G | 3-3 | D2223(1) |
| 564/1G | 3-3 | D1508(1) |
| 565/1G | 3(5)3 | D1508(1) |
French II Corps (+)
| Unit | Strength | Location / Entry |
|---|---|---|
| 3RH | 2-3 | 2 / D2801 / 12 |
| 10RG/II | 0-1s | 2 / D2801 / 7 |
| 1RHC | 2(30)2s | 2 / D2801 / 8 |
| 2RHC | 2(30)2s | 2 / D2801 / 8 |
French and other units entering the Donau Front map (D2801)
The following units appear under French and other headings elsewhere in the Master Unit Deployment List. Each has a Donau Front entry hex (D2801) in its entry code, so they are transcribed here with the Donau Front entries.
French II Corps (continued)
| Unit | Strength | Location / Entry |
|---|---|---|
| 1RI | 1-3 | 2 / D2801 / 8 |
| 110RI | 1-3 | 2 / D2801 / 8 |
| 2RA/II | 3(5)3 | 4 / D2801 / 3 |
| 34RA/II | 3(5)3 | 4 / D2801 / 3 |
| 33RG/II | 0-1s | 4 / D2801 / 3 |
5e Division Blindée
| Unit | Strength | Location / Entry |
|---|---|---|
| 153RI/5DB | 3-6 | 2 / D2801 / 8 |
| 24GC/5DB | 3-6 | 3 / D2801 / 11 |
| 2RC/5DB | 4-5 | 3 / D2801 / 11 |
| 73RA/5DB | 3(5)3 | 3 / D2801 / 11 |
| 5RC/5DB | 4-5 | 5 / D2801 / 4 |
| 2GC/5DB | 3-6 | 4 / D2801 / 4 |
3e Division Blindée
| Unit | Strength | Location / Entry |
|---|---|---|
| 152RI/3DB | 3-6 | 2 / D2801 / 7 |
| 3RD/3DB | 4-5 | 3 / D2801 / 9 |
| 12RC/3DB | 4-5 | 3 / D2801 / 8 |
| 11RA/3DB | 3(5)3 | 3 / D2801 / 8 |
| 19GC/3DB | 3-6 | 4 / D2801 / 7 |
| 42RI/3DB | 3-6 | 4 / D2801 / 3 |
15e Division d'Infanterie
| Unit | Strength | Location / Entry |
|---|---|---|
| 92RI/15 | 3-5 | 5 / D2801 / 9 |
| 99RI/15 | 3-5 | 5 / D2801 / 9 |
| 126RI/15 | 3-5 | 5 / D2801 / 9 |
| 5RCh/15 | 2-3 | 5 / D2801 / 9 |
| 20RA/15 | 3(5)3 | 5 / D2801 / 9 |
French I Corps (elements)
| Unit | Strength | Location / Entry |
|---|---|---|
| 1RG/I | 0-1s | 5 / D2801 / 12 |
1e Division Blindée
| Unit | Strength | Location / Entry |
|---|---|---|
| 1RC/1DB | 4-5 | 5 / D2801 / 12 |
| 6RD/1DB | 4-5 | 5 / D2801 / 12 |
| 8GC/1DB | 3-6 | 5 / D2801 / 12 |
| 16GC/1DB | 3-6 | 5 / D2801 / 12 |
| 30GC/1DB | 3-6 | 5 / D2801 / 12 |
| 9RA/1DB | 3(5)3 | 5 / D2801 / 12 |
27e Division Alpine
| Unit | Strength | Location / Entry |
|---|---|---|
| 4RCH/27 | 2-2 | 4 / D2801 / 12 |
| 6BCA/27 | 2-2 | 4 / D2801 / 12 |
| 7BCA/27 | 2-2 | 4 / D2801 / 12 |
| 11BCA/27 | 2-2 | 4 / D2801 / 12 |
| 13BCA/27 | 2-2 | 4 / D2801 / 12 |
| 27BCA/27 | 2-2 | 4 / D2801 / 12 |
| 159RIA/27 | 2-2 | 4 / D2801 / 12 |
| 93RAM/27 | 2(4)2s | 4 / D2801 / 12 |
| 75RAM/27 |
20.3 and 20.4
Reinforcement cases 20.3 and 20.4 (general to all maps) are not reproduced in this Donau Front transcription; see the source document.
Victory Conditions
28.0 Doctrinal Victory Conditions
(See 31.10.)
31.10 Doctrinal Victory Conditions
COMMENTARY: Victory conditions for the Central Front Series are based on relative criteria regarding Warsaw Pact advance rates and NATO's ability to retain control of urban areas. These victory conditions have been modified for game balance. Actual "victory conditions" for the Warsaw Pact, based on their announced goals (i.e., planned rate of advance) are presented below. As an additional comment, the West Germans would consider the loss of 100 km of terrain, about half of the game map, as a devastating defeat.
GENERAL RULE: Soviet victory conditions may be judged according to the following rates of advance:
| Game-Turn | Marginal Victory | Substantive Victory | Strategic Victory |
|---|---|---|---|
| 4 | 34 | 30 | 26 |
| 5 | 30 | 25 | 20 |
| 6 | 26 | 20 | 14 |
| 7 | 22 | 15 | 08 |
| 8 | 18 | 10 | 2 |
| 9 | 14 | 05 | Exit |
| 10 | 10 |
Last two numbers of advance hex, by Game-Turn, as printed in the source.
31.96 NATO Victory Criteria for Donau Front
| NATO City Hexes | Level of Victory |
|---|---|
| 99 or more | Strategic Victory |
| 76 - 98 | Substantive Victory |
| 61 - 75 | Marginal Victory |
Optional Victory Conditions
The following victory conditions can be used in place of or in combination with the normal Victory Conditions.
31.11 Victory Conditions for North German Plain and Donau Front
COMMENTARY: These victory conditions are from the original editions of these games and have been adapted to fit the 2nd Edition rules. They can be used instead of the victory conditions in the Grand Campaign for these maps.
GENERAL RULE: Victory is measured by the Warsaw Pact player's attainment of objectives, and the NATO player's denial of these. Each Warsaw Pact objective is treated exclusively - there is no overall measure of victory or defeat except the Warsaw Pact player's ability to attain more than one objective. Obviously if the Warsaw Pact player attains all four objectives, he has been highly successful, and if he attains none he has failed. However, each objective is a victory or defeat in itself.
(31.111, the North German Plain objectives, is not reproduced in this Donau Front transcription.)
31.112 Donau Front
Objective 1 - Doctrinal Advance
The Warsaw Pact timetable calls for a rapid advance westward, and expects spearhead units to make rates of advance laid down in Soviet tactical doctrine. Similarly, NATO (specifically West Germany) considers defeat in terms of territory lost. The farthest west advanced Warsaw Pact tank or mechanized unit determines the extent of advance. Levels of victory and corresponding advance requirements are:
| Level of Victory Required | Warsaw Pact Advance |
|---|---|
| WP Strategic | Unit exits west map edge |
| WP Tactical | Unit on hex ending in xx01 through xx10 inclusive |
| WP Marginal | Unit on hex ending in xx11 through xx17 inclusive |
| NATO Marginal | Unit on or east of hex ending in xx18 |
| NATO Tactical | Unit on or east of hex ending in xx27 |
| NATO Strategic | Unit on or east of hex ending in xx35 |
Objective 2 - Attrition of NATO Units
Unlike other NATO sectors which have significant reinforcements tied to them by logistical and operational plans, there are few units left over for the southernmost area without shifting divisions out of sector or until large-scale mobilization is under way. This means that, for a critical period, NATO must count on what is available at the outset. If the line stretches too thin, the Warsaw Pact will have no opposition to meet a second-effort thrust. The number of battalion-size non-artillery-type units which NATO has remaining in play at the end of the game determines the level of victory for this objective:
| Level of Victory Required | NATO Units Remaining |
|---|---|
| WP Strategic | less than 20 |
| WP Tactical | 20 + |
| WP Marginal | 30+ |
| NATO Marginal | 40+ |
| NATO Tactical | 50+ |
| NATO Strategic | 60+ |
Objective 3 - Flanking VII Corps
The US Army's VII Corps holds the sector north of the Donau Front game map. If Warsaw Pact units appear on the southern flank of VII Corps, it can be dislodged from its defensive positions more easily. The level of victory depends on the Warsaw Pact player exiting a division equivalent off the north edge of the map. A division equivalent is four regiments and three artillery-type units. (Note: If Hof Gap is also in play then it will depend on the situation on that map to determine if this objective is successful.)
- Warsaw Pact Strategic Victory - exit a division equivalent at hex 4810.
- Warsaw Pact Tactical Victory - exit a division equivalent at hex 4815.
- NATO Tactical Victory - less than a division exits either hex.
- NATO Strategic Victory - no ground units exit at either hex.