RulesPal
Chat
Rulebook
East & West: The Third Mondial War thumbnail

East & West: The Third Mondial War

East & West: The Third Mondial War Rulebook

Table of Contents

Table of Contents

  • Set Up
  • Preparatory Phase
    • Initiative
    • Determination of Electronic Codes
    • Turn Indicator
    • Transport Control
  • Missile and Air Phase
    • Fixed missile launchers
    • Air bases and missions
    • Fighter-Bombers
    • Interceptors
    • Vertical/ Short Take-Off Aircraft [VSTOL]
  • Movement
    • Terrain Effects On Movement
    • Stacking and Movement
    • Effect of enemy units
    • Supply Lines
    • Tactical Sea Transfer
    • Marine Units
    • Airborne Transfers
    • Reserve Transfers
    • Mobile Missile Launches
  • Ground Unit Combat
    • Combat Results
    • Reconstitution
    • Terrain Effects on Combat
  • Victory Conditions
    • 1 map Scenario
    • Multi-map Scenarios
  • Scenarios
    • Europe
      • The Map
      • Partisan Units
      • Russian Control of Warsaw Pact Forces
      • Technological Differences
    • Middle East
      • The Map
      • Cuban Forces
      • Technological Differences
    • Chinese Border
      • The Map
      • Technological Differences
  • Errata

Set Up

Before starting the game the players choose the maps (scenario's) for play. If only one map is chosen, the reserves for that map are listed at the end of the rules. The player to set up first is determined by a die roll for each map. Higher rolls (ties are re-rolled) wins and may set up after the opponent. Units ready for set-up are listed in the rules examples booklet in the Table of Forces in the Field. The units must be set up within the boundaries of their country. Fixed bases must be at least 6 hexes away from each other and may not set up on cities, industrial hexes or entrance hexes.

Preparatory Phase

Initiative

Initiative who moves and attacks first is determined by the player with the highest dice roll each turn except the first turn during which the player who has the initiative is specified by each scenario.

Both players throw a single dice for each map. The player with the highest number gains the initiative for that map. Ties are re-rolled.

Thus a player which is the second player on a map can move first in the next turn and may have two turns in a row, allowing greater depth of operations.

Determination of Electronic Codes

Determination of the Attack and Defense Codes of the opponents confers combat benefits during the missile and air combat phases.

The codes consist of three different digit numbers from 1-9, one set for Attack and another set for Defense. Each player records his codes on the Electronic Codes Table in the sections marked "Attack" and "Defense". During each turn, both players announce a three digit series of numbers in an attempt to discover the enemy codes. They must discover each number in the sequence and also its exact position.

The first player will announce a three digit number for the Attack Code. His opponent will reply with a "+" for each number which is correct and in the proper position; a "--" for each number which is correct but not in the proper position; and an "0" if the number is incorrect.

The process is repeated for the second player's Defense Code. The second player will then repeat this process, attempting to guess the first player's Attack and Defense Codes.

Each player notes his opponents responses on the Electronic Codes Table.

Each code discovered will remain the same for the discovery turn and the turn following discovery. The code can be changed on the second turn after discovery, where a new search will commence. Discovery of an Attack code will have no influence on the Defense Code and vice-versa.

The discovery of a code will result in the use of advantageous tables for the discoverer and disadvantageous table for the owner of the discovered code during the upcoming missile and air combat phases.

Turn Indicator

The calendar is printed on the right side of the Reserves Table. The current turn is indicated by a marker.

Transport Control

Reserves transported via Air-Sea routes during the Movement Phase are subject to interception and destruction by the opponents. Calculation of air-sea route superiority is performed on the Transfer Control Table on each players sheet. The West has 62 "control" points, the East 58.

The Table on the sheet indicate the turns when supremacy is determined (1,2,3 etc) and the sectors where control is disputed: North Sea (Mn); Atlantic Ocean (At) and Mediterranean Sea (Med). Note that the Soviet air transfer to Alma Ata is not disputed!

On the appropriate turns, each player secretly allocates the total points available, among the 3 sectors, subject to the following limitations:

  • No sector may have fewer than 5 points;
  • Once allocated, points may be shifted between adjacent sectors on subsequent turns. The North Sea is NOT adjacent to the Mediterranean Sea.

Allocation of points and movement of points between sectors is performed simultaneously by both players. Each player reveals the disposition of points to his opponent. The player with the highest number of points in a sector has superiority in that sector. A single six-sided dice is rolled for each of the 3 sectors through which the players are attempting to move reserves. The dice roll is cross-referenced with the line corresponding to the difference the allocations made by each player in the Air-Sea sector. The player who does not hold the superiority in a sector loses that number of Combat Points indicated on the Elimination Table of units in that sector.

Missile and Air Phase

Fixed missile launchers

The player with the initiative places one counter depicting a single large missile on the hex containing the objective (fig. 5) he wishes to strike for each fixed missile unit he possesses. His opponent does the same.

Objectives must be within the 20 hex range of the firing missile base.

The players roll two dice in turn and check the missile table on the line designated by the result of the previously performed electronic code determination [even, "favorable" or "unfavorable"]. The number rolled is shown in the appropriate color for the map under consideration and finally the row must be a row to the type of target: a base, armor unit or infantry unit. Errata: Mobile missile launchers are of an armored target type.

If the number rolled is in the correct row the target is hit and receives a step reduction. If a target is reduced twice, it is eliminated.

Multiple units of the same type stacked in a hex are all affected by a hit. If there are different unit types stacked in a hex, hit results are checked for each unit separately.

Multiple launches can be made against the same target from different missile bases.

Should a player declare the use of Nuclear, Biological or Chemical [NBC] weapons, the dice roll results are read as the green numbers, reflecting the greater chance causing damage with these warheads.

NBC weapons may eliminate all units in the hex on the first strike.

The player who first uses NBC warheads in a turn on a map will lose 1 Political Point for each launch. His opponent may retaliate with the launch of NBC war headed missiles without the loss of Political Points in that turn on that map.

Missiles cannot be launched against air units departing from entrance hexes.

Optional (1): a hex which is hit by a NBC strike is marked with explosion marker and cannot be entered by any units thereafter. If the hex is an objective for victory it does not count for victory. So a player can attempt to destroy a lost victory hex!

Air bases and missions

Air missions take place after all fixed-base missiles have been launched by each player. Aircraft counters are placed on bases and arrival hexes marked with an aircraft symbol. Each base and arrival hex contains one interceptor (25) and one fighter-bomber unit (20).

VSTOL [vertical-short-take-off and landing] craft which can perform one of the 2 possible roles in a turn but are held off board until used.

The Air Missions phase is conducted as follows:

  • The first player places his air units on their target hexes;
  • The second player places his air units on their target hexes;
  • Both players neutralize each other's interceptors. If one player has additional interceptors in a hex, they may each eliminate one enemy fighter-bomber or VSTOL aircraft.
  • Each player's non-neutralized fighter-bombers and VSTOL aircraft with their "B" side showing, may now conduct bombardments.
  • Eliminated interceptors, fighter-bombers and VSTOL aircraft are removed from the board. The aircraft remaining on the board are the fighter-bombers which remained on their targets or own bases to provide tactical support.

At the beginning of the next turn, all air units, including those neutralized in the previous turn, are returned to their air bases. [VSTOL units are held off-board].

Fighter-Bombers

They attack in the same manner as missiles. They may attack enemy units, or facilities up to 20 hexes from their base (fig.6). In a bomber role they may not fly over enemy ground units to reach their target.

Both players deploy bombers simultaneously and calculate the results of each attack in the same manner as missile attacks, on the "Air Missions" table. Air missions may also utilize NBC weapons (see earlier rules and effects).

Alternatively, bombers may remain on their base as fighter-bombers and provide 2 additional combat factors in attack and defense as tactical ground support to any friendly unit within a range of 4 hexes of the base (fig.7).

Interceptors

They act as combat air patrol to protect friendly air and ground units within a 25 hex radius of their base. Interceptors, like fighter-bombers, may not fly over enemy units on the route to their targets.

Each interceptor, either attacking or defending a hex, neutralizes and enemy aircraft. The first units to be neutralized are opposing interceptors. If there are additional friendly interceptors, over and above the total number of enemy interceptors in the hex, the remainder will neutralize any remaining enemy fighter-bombers or VSTOL aircraft in the hex, up to the number of additional friendly interceptors present.

Vertical/ Short Take-Off Aircraft [VSTOL]

These aircraft do not occupy bases and are kept off-board. VSTOL aircraft do not have a specific range, but may not operate beyond 10 hexes from the red colored border between the two blocks on each map. They may can not be placed on airbases vacated by other aircraft missions in order to provide tactical ground support.

VSTOL aircraft may act as bombers, using their "B" side, or as interceptors when turned to their "I" side. The choice of the type aircraft they represent must be made when each unit is placed.

They may take off any controlled own hex and must trace a route to the target hex to determine if they don't cross enemy units or can be shot down by enemy missile defenses.

Optional (2): the US may operate a "carrier" on a full sea hex in the Mediterranean or Persian Gulf. This carrier may operate 2 VSTOL aircraft, which then can use the normal range as fighter-bombers or fighters, but also can be used in a Fighter Bomber (B) role to stay on board of the carrier to give ground support (range is 4 hexes). Missile and fighter-bomber strikes against a carrier (target type = air base) are possible. Each VSTOL aircraft which is put on "I" role may deny 1 successful incoming missile attack.

Optional (3): If the route of an air strike to the target passes through a hex in the halved range (=3) of an enemy mobile missile launcher, the bomber or fighter may subject to anti aircraft missile fire. The launcher is successful on a 6 if shooting on the side using the yellow band color and on a 5 and 6 if firing at a red band color. The owner of a launcher may decide on which type of airstrike their missiles fire.

Movement

Terrain Effects On Movement

Ground units can only be placed on land hexes, which contain > 75% land.

Each unit may move up to the full limit of its movement allowance counting 1 movement point for entering a bordering hex (fig.8), subject to the following limitations:

  • Seas: land units may not enter all-sea hexes (contain >75% sea);
  • Coastal hexes (straits): cost 3 additional movement points to cross the sea between two "coastal" land hexes separated by a sea hex line.
  • Rivers: cost 2 additional movement points to cross;
  • Lakes: land units may not enter hexes with a lake;
  • Woods (Europe only): cost 1 additional movement point to enter;
  • Mountains: hexes containing at least ½ mountain symbol; cost 3 additional movement points to enter;

Movement restrictions for crossing rivers or entering woods and mountains do not apply to non-mechanized infantry units, including non-mechanized marines, parachute units.

High Mountains [Chinese-Russian border only]: only foot infantry units may enter at the cost of all of their movement points. [1 High Mountain hex per turn maximum]. A unit may not enter a High Mountain hex if it has moved through any other type of terrain during that turn. Units which cannot enter high mountain terrain cannot attack units in this terrain.

Desert [Middle East only]: mech. infantry units lose 1 movement point, armor 2, if moving entirely in desert terrain.

Marshes [Russia]: infantry units [except foot], pay 1 additional movement point, armor and mobile missile units, pay 2 additional movement points to enter a marsh hex.

A unit which does not have enough movement points to enter a given type of terrain may not move into it.

Stacking and Movement

Up to 3 units may occupy a single hex. These units may move together as a group, or split up and move separately. Stacks move at the rate of the slowest unit in the group.

Optional (4): stacking limit on mountain, marsh a woods hexes is only ONE unit per hex.

Friendly units may pass through or stop on hexes containing a stack of other friendly units as long as there are no more than 3 units occupying a single hex (1 unit on marshes, woods and mountains). Note that those units have to move first to resolve movement. Units are never permitted to move through enemy units, to move during the opponents turn, or to save unused movement points from one turn to the next.

Effect of enemy units

A unit pays 1 additional movement point for each hex it enters which is adjacent to an enemy unit (fig. 16 & 17).

Optional (5): the additional point is not paid when the hex side in between is sea.

If a unit start the turn next to an enemy unit and wants to leave the hex without attacking the enemy unit it pays 2 additional movement points to do so (fig. 18).

Optional (6): this penalty is only valid if both hexes are plain terrain and there is no sea or river hex side between the hexes.

These additional movement points are not required if one plans to move from or adjacent an enemy fixed missile bases and airfields without ground units on them.

Units must possess sufficient movement points to incur the additional costs, or they may not move. Optional (7): they may move at least ONE hex.

Supply Lines

All units, except airborne (errata: al foot infantry units), have their movement factors reduced by 1 Movement Point each turn they begin their movement within the boundaries enemy territory and 5 or more hexes from the border.

It is assumed that each unit have sufficient supplies and fuel for 10 days.

Tactical Sea Transfer

Either player may transfer 1 unit between two port cities on the map, including cities in the opponents territory, if the movement is not longer than 15 full sea hexes. The unit must begin its turn on a port hex and the arrival port must be free of enemy units, and contain no more than 2 friendly units.

Upon landing the unit may not move that turn and its combat factor is temporary reduced for the remainder of the turn.

Marine Units

A Marine unit, which begins its turn on a port hex, may be chosen as the unit utilizing Tactical Sea Transfer. It may remain in a sea hex, or land, either in a port, or on any coastal hex within the 15 sea-hex range from the departure port. It may move normally and is not reduced once landed. This is one possibility how units can enter islands on the maps.

Airborne Transfers

Airborne units may transfer by air from hexes adjacent to friendly or captured airfield counters (fig.11). If departing from captured airfields, the unit destroys the airfield upon movement, removing its counter from the map.

The unit may fly to any hex on any map, as long as the landing hex could be reached by a number of friendly interceptors at least equal to the number of enemy interceptors also capable of reaching the hex. Failing equality of interceptors, the moving player rolls a die for each airborne unit attempting to land on a roll of 6 the landing is unsuccessful and the airborne unit is eliminated.

Optional (8): failing die rolls: a roll for each enemy surplus interceptor per airborne unit.

Successfully landed airborne units may not move or conduct combat and defend with reduced strength (see backside) for the remainder of the turn.

Reserve Transfers

Units which have been allocated as Reserves during setup may enter the game in one of 3 ways:

  • Airborne units can be placed from the reserve to any place on the map, without distance or quantity limits as indicated in the Airborne Transfer Rules above;
  • Units may placed from reserve to any entry hex on a map if there is a direct land route to the map/country with an entry hex (see chart). These entry hexes can be entered if free of enemy units. The number of units entering a map from the Reserve Table is determined by the number of unit outlines printed on the entry hex (usually 2). Reserves entering by land may not move further when they enter the hex;
  • Units may be transferred via air-sea routes. A maximum of 3 units may depart to each air-sea sector on the Air-Sea Transfer Table. In the first turn the units are moved from reserve to an air-sea sector which is the Atlantic or North Sea or Mediterranean Sea. Units move one sector per turn or from a sector to a destination city (fig. 13). To land on a destination city it not be enemy occupied, destroyed or already be occupied by the maximum allowable number of friendly units. Units may not move during the arrival turn and their combat factor is reduced for that turn. If already reduced their combat factor is halved (rounded up). Marines, however, may land on coastal hexes adjacent to the arrival city and may move and conduct combat, at full strength during the turn they arrive. Reserves traveling along the Air-Sea Routes, may not change their route, but may turn back to reserve or switch routes if all arrival points are fully occupied.

The Interception Tables determine losses during air-sea transfer, when the enemy has superiority in a sector into which reserves enter. These losses are determined according to the Transport Control rules, above. The choice of units to be eliminated in order to satisfy the loss in Combat Points is determined by the moving player. To satisfy losses a player may eliminate or reduce units.

Mobile Missile Launches

Mobile Missile units which did not have moved may fire now. The procedure is identical to firing from fixed missile bases, as indicated under the "Missile Launch" section of the "Missile and Air Phase". The firing range is printed next to the combat factor on each unit. Mobile missile targets are designated by the counter depicting two small missiles (fig. 14) [the reverse side of the fixed site missile target counter].

Ground Unit Combat

Combat between adjacent ground units is voluntary (fig. 15).

Combat results are determined after all movement has ceased.

Units on different hexes adjacent to the hex being attacked may combine their Combat Factors in one attack (fig.19).

Units stacked together may separately attack enemy units occupying various hexes adjacent to the attacking stack (fig.20). A single unit however may not attack enemy units on more than one hex.

Combat results are determined by establishing the ratio of attackers to defenders Combat Factors [the "odds"], and cross referencing the odds with a die roll on the Combat Table.

Odds of less than 1:2 are not allowed- no attack may be made.

Combat Results

  • AE, DE: Attacker or defender eliminated and immediately removed from the map.
  • A1, A2, D1, D2: Attacker or Defender withdraws 1 or 2 hexes. A withdrawing unit must move away 1 or 2 hexes from the enemy unit(s) and may not enter a hex adjacent to an enemy unit if other routes are available (fig. 21). Units can not retreat to terrain where they normally could not enter, nor can they withdraw on enemy units. In both cases they are eliminated. Units forced to withdraw through High Mountains, Marshes, or across Rivers are reduced, or if already reduced, eliminated. Optional (9): this applies also to mechanized units forced to withdraw into woods or mountain terrain or withdrawing over straits. Withdrawing units in a stack may each withdrawn in a different direction (fig 22). Should a withdrawing unit end its withdrawal stacked with a unit or units which are subsequently attacked during that turn, the withdrawing unit does not add its Combat Points to the defense, but does suffer the same fate as the original unit/s occupying the hex (fig. 23). Errata: Withdrawing units which must withdraw over friendly units may not violate stacking limits. If they do so they push back friendly units. If this is not possible they are eliminated.
  • N: Neither player suffers loss or withdrawal.
  • D2/3R, A2/3R: Attacker or Defender is reduced and must withdraw 1, 2 or 3 hexes. The winner chooses the withdrawal path, which must be a path which does not eliminate the loser, if possible. Unit reductions are accomplished by turning the unit to its reverse side, showing a reduced combat value.

For counters with no movement value the results D1, D2=N; while D2/3R= E.

Reconstitution

Two reduced units of the same type and nationality may join to form a single unit of full combat power. The turn following that in which the two reduced units stack together, one is removed from play and the other turned over to its full combat value side. The reconstituted unit will always be the one with a lower combat value.

Fixed and Mobile missile units which are reduced may not use the first 2 numbers under each Electronic Codes Determination on the left of the Launch Table.

Airfield units which are reduced lose 1 of their 2 air groups [owner's choice] for the remainder of the game. Airfield units which are eliminated also cause the loss of their associated air groups. Air units that operate from map entry hexes cannot be lost.

Terrain Effects on Combat

  • Coastal hexes (straits): units may not attack a coastal hex from another coastal hex.
  • Rivers: each unit [except non mechanized infantry] attacking across a river loses 2 Combat Points;
  • Mountains: each defending infantry type unit receives 2 additional Combat Points;
  • Optional (10): Woods: see mountains.
  • Optional (11): Cities: foot infantry is doubled on defense in cities.
  • High Mountains: each defending foot infantry unit has its Combat Points doubled.

Optional (12): West-German, Austrian and Israelian units defending (in) their country hex add respectively 1, 1 and 2 combat factors in defense. This is done after doubling etc.

Attacks by stacks containing units of different nationalities have 1 combat Factor deducted from each unit in the stack to simulate command/ control difficulties.

Up to 3 attacking units may immediately occupy a hex vacated by a defending unit during a withdrawal, or due to elimination, except if a river must be crossed to occupy the hex. Optional (13): in this case only ONE unit may cross.

Victory Conditions

The game ends after 10 turns.

At the end of a game, each side will tally the number of Political Points it has gained as follows:

  • +1 point for each enemy industrial hex or city occupied;
  • +½ point for each potential occupation of an enemy industrial hex or city;
  • +1 point for the liberation of friendly industrial hexes or cities, previously occupied by enemy forces;
  • +1 point for each industrial hex or city destroyed by missile or air bombardment. [These hexes are reduced on the first missile/ air hit and destroyed on the second, using the "armor" column on the Air and Missile Missions Chart].
  • -1 point for each friendly unit which enters or withdraws, either willingly or compelled, into a neutral country;
  • -1 point for the launch of each Air/Missile attack employing NBC weapons. In this instance the player must be the FIRST to employ them on a map in a game turn. Each successive launch also cost a point. The enemy is not penalized for NBC counterstrikes.

Occupation occurs when a ground unit spends 1 full turn on an enemy industrial or city hex, after which a control marker displaying the appropriate sides emblem is placed on the hex (fig. 24). So entering such a hex and moving on next turn is not sufficient for occupation. Mark the occupying unit by turning the unit sideways.

Potential occupation occurs when, at the end of the game, a friendly unit could reach an enemy industrial hex or city and no enemy unit is also capable of reaching the same industrial hex or city. If this is not true no potential occupation occurs (fig. 25).

Cities and industrial hexes destroyed by Missiles or Airstrikes are denoted by placing an inverted control marker of the appropriate side on the hex. These hexes therefore cannot be retaken by the original owner to obtain a victory marker.

Victory is determined in one of 2 ways, depending upon the number of maps used.

1 map Scenario

Each scenario lists the minimum number of Political Points required for either an Actual Victory, or a Moral Victory. If neither side manages to reach this number, the game is a draw. In order to determine the winner, the side with the lower number of Political Points subtracts its total from the total of the opponent. This number is compared to the minimums for the scenario to determine the opponents level of victory, or to see if there is have a draw.

Multi-map Scenarios

The victory score will be determined by the results of the individual map scenarios:

  • 2 points for each Actual Victory;
  • 1 point for each Moral Victory.

The player with the highest overall score is the winner.

Scenarios

Europe

Moral Victory: +25; Actual Victory +35; East player moves first.

The Map

This is the only map containing Coastal and Woods hexes.

Yugoslavia and Switzerland are neutral to both players and may not be entered. Units withdrawing into these countries must leave as soon as possible. The owning player loses 1 Political Point per unit for violation of neutrality.

France is neutral to the East player [due to Russian fear of nuclear retaliation by the French], but may be entered by the West player. Withdrawing East units entering France lose 1 Political Point each.

Transit is permitted through the Denmark Straits only by the player who controls Denmark, [no enemy ground units in the country]. Should the West player solely occupy Denmark [no enemy units in the country], the West reserves arriving from Great Britain or Norway may land in available East ports. If the East player solely occupies Denmark, East reserves may land in available West ports.

The sea north of Holland contains the entry hex for air units based in Great Britain.

Partisan Units

These units (fig. 26) have no combat or movement factors. They are placed by the Western player in vacant hexes in Western territory only, and block movement of East forces through the hex each occupies. They are generally used to block avenues of approach or complete encirclements. The West player may begin placing partisan units on the first turn and continue to place them every other turn thereafter.

Russian Control of Warsaw Pact Forces

A Warsaw Pact unit forced to withdraw more than 1 hex will surrender and be removed from the map if there is no Russian unit close enough to the withdrawing unit to theoretically reach it in a single turn. Warsaw Pact units [but not Russians], are not restricted by nationality for the purposes of reconstructing reduced units, nor do they lose Combat Points for stacking together.

Technological Differences

In order to represent the technological differences between the combatants, the West player will use the black figures in the yellow bands and the East the yellow figures in the red bands on the Air and Missile Launch Table.

Optional (14): ONE Dutch and ONE Belgian divisional unit may start in West Germany.

Middle East

Moral Victory +8; Actual Victory +12; Highest dice roll moves first.

The Map

This is the only map containing Desert terrain.

The Cuban, Yemenite and African units can enter by hexes marked "A" on the border of Saudi Arabia. Western air units arriving from Egypt, enter via the entry hex in the Jordan desert. Three Egyptian units may enter each turn from the hex in the Jordanian desert marked "ET". Eastern air units operating from Russia, start the game on an hex in the Iranian Mountains. Note that here is also an entry hex for Russian reserve units.

Kuwait is neutral to both players.

Lebanon is neutral to both players, except for units of the OLP [Palestine Liberation Organization], which are controlled by the East. OLP units may freely enter Lebanon without violating its neutrality or loss of Political Points. Air and Missile strikes may be carried out against OLP units in Lebanon without violation of neutrality, or loss of Political Points.

Cuban Forces

Cuban units may stack freely with any African or Arab unit, without penalty. When stacked with Arab or African units, a Cuban unit increases the Combat Points of each unit with which it is stacked by 1 point.

Technological Differences

Israel, America, Cuba, and Russia use the yellow bands on the Air and Missile Launch table; all others use the red bands.

Chinese Border

Moral Victory +8; Actual Victory +12; Chinese move first.

The Map

This is the only map containing High Mountain and Marsh hexes.

Except for units coming from Russia, entry on to the map is restricted to land only (called Kazakistan and Sinkiang on the Land Transfer Table). Note that there is more than one entrance hex from the bordering regions. Air Transfers to Alma Ata cannot be controlled on the Air-Sea Supremacy Table.

Technological Differences

The Russian Player uses the black figures, the Chinese the red, on the Air and Missile Launch Table.

Single Map Scenario- Reserves

All reserves listed below will arrive before reduction due to control of air-sea Routes. Transfer Control and Air Sea Route Superiority rules are not used for games using only a single map (because the West then can never lose).

Europe

West

  • all European and Canadian reserves plus from America, 1 airborne, 1 marine, [non mechanized], 2 mechanized infantry and 1 armored division; 1 mobile missile unit; 2 VSTOL.

East

  • 1 marine, 4 mechanized, 1 armored, and 2 airborne divisions from Russia.

Middle East

West

  • all Egyptian reserves plus 1 airborne, 1 mechanized marine, 1 mechanized infantry, 1 armored division; 1 mobile missile unit from America. 2 x VSTOL.

East

  • all Cuban, African and Yemenite reserves plus 8 mechanized infantry, 2 armored and 1 marine division from Russia.

Russian-Chinese Border

West

  • all Chinese reserves; 2 American airborne divisions.

East

  • 8 mechanized, 2 armored, 3 airborne divisions and 1 mobile missile launcher from Russia.

Errata

  • On the two CRT Charts the target next to the infantry icon lacks a black cross to indicate it as mechanized infantry.
  • The mobile missile launcher is not present as target type. Must be next to the armor.
  • On the Reserve Table Chart the 2 x US armored units must be mechanized.
  • Single Map Scenario- Reserves
    • Europe
    • Middle East
    • Russian-Chinese Border