Firefight: Modern U.S. and Soviet Small Unit Tactics
Firefight: Modern U.S. and Soviet Small Unit Tactics Rulebook
Table of Contents
Table of Contents
Firefight Equipment Inventory
400 Playing Pieces; One Playing Map "A" (22"x34"); One Playing Map "B" (22"x34"); One Rules of Play Booklet; One Modern Combat Data Booklet; Two Plastic Dice; One Standard Game Box with Cover.
How to Read This Rules Booklet
The Firefight rules are organized into three Main Parts, each dealing with the rules for one of the three versions of the game. The rules are further divided into Major Sections, each of which are numbered with a whole number, i.e., 1.0, 2.0, 3.0, etc. Each of these Major Sections have associated with them a number of Cases, numbered decimally to reflect the Major Section to which they belong. For example, Major Section 7.0, Movement, is divided into Cases 7.1, 7.2, 7.3 and 7.4. In some instances the Cases themselves are subdivided into Secondary Cases, that are numbered to the second decimal place. When a cross-reference to a rule is made, it will be made by number.
NOTE: In the centerfold of this booklet will be found two sheets of charts and tables that the Players will use in the game. These pages should be torn out along the perforations. Also, on the back cover of the booklet are found other charts that are used in the game.
Should the Players have a question concerning play that they cannot resolve by recourse to the rules, they should phrase their question(s) so that they can be answered with a "yes" or "no" or other single-phrase reply.
Firefight Rules Outline
Firefight I: 1.0 Introduction; 2.0 General Course of Play; 3.0 Game Components; 4.0 Sequence of Play (4.1 Sequence Outline, 4.2 First Player); 5.0 Observation (5.1 Blocking Terrain, 5.2 Defilade); 6.0 Fire; 7.0 Movement; 8.0 Indirect Fire; 9.0 Scenarios.
Firefight II: 10.0 Introduction; 11.0 Modified Observation Rules; 12.0 Dummies; 13.0 Effect of Height and Ground Contour on Observation; 14.0 Smoke; 15.0 Overwatch Fire; 16.0 Mounted Combat; 17.0 Short Halt Attack/Fire on Move; 18.0 Mines; 19.0 Suppressive Fire.
Firefight III: 20.0 Introduction; 21.0 Dedicated Battery; 22.0 Indirect Fire Scatter; 23.0 Improved Positions; 24.0 Small Arms Fire versus Armored Vehicles; 25.0 Artillery Delivered Mines; 26.0 CLGP; 27.0 Future AFVs; 28.0 Overrun; 29.0 Scenarios: Firefight III.
FIREFIGHT I
[1.0] INTRODUCTION
Firefight is a game of mechanized combat which highlights the dynamics of the modern battlefield. It is designed around several factors which military analysts believe will dictate the outcome of the first battles of the next war. These factors include:
The Range and Lethality of Modern Weapons: The weapons employed by today's mechanized units are far superior to those employed during WWII. As an example, the BMP armored personnel carrier which the Warsaw Pact forces employ to transport soldiers around the battlefield outguns the German Mark III tank, which was the backbone of the Blitzkrieg through Western Europe in 1940. The primary impact of these vastly improved weapons systems on the modern battlefield is their ability to enable mechanized units to quickly inflict (or sustain) catastrophic casualties.
The Use of Terrain and Suppressive Fire to Neutralize Enemy Weapons: Since the range and lethality of modern mechanized weapons has almost reached the point that any target which can be seen can be killed, any commander who is foolish enough to try to shoot it out head-to-head with the enemy will almost instantaneously be destroyed. In order to survive on today's battlefield, mechanized commanders must take specific actions to neutralize the terrible destructive power of the weapons which oppose them. This is accomplished by employing terrain to gain maximum cover from enemy fire and employing suppressive fire to reduce the enemy's accuracy when he fires.
The Combined Arms Team: Although the tank continues to be the primary weapon system in all major armies, no single weapon reigns supreme on the modern battlefield. The mechanized commander who does not effectively integrate the unique capabilities of his infantry, tanks, anti-tank weapons, indirect fire support and mines will be fighting with one hand tied behind his back and will be quickly defeated.
Firefight is played between two people, hereafter referred to as Players. Because it is played on a paper map with cardboard counters, it is not capable of fully simulating the combat environment. It does, however, enable the Player who best understands the dynamics of modern combat to decisively defeat his opponent.
Combat is, by its very nature, complex. Therefore, any war game designed to simulate the effects of combat will also be somewhat complex. In order to present this complexity in a manner which will best enable a Player to understand the rules, Firefight is presented in three modules. Firefight I is the basic and least complex game. It encompasses the mechanics of play associated with the factors of modern combat discussed above, but addresses only the most basic weapons systems and combat scenarios. Firefight II presents additional rules designed to make the combat simulation more realistic, adding all the remaining weapons found on the modern battlefield. Firefight III adds additional weapons which are currently in the process of being added to our mechanized forces or, in some cases, are still on the drawing board. As these weapons (laser-guided anti-tank weapons, artillery delivered mines, etc.) become operational, they will continue to influence the dynamics of the modern battlefield.
[2.0] GENERAL COURSE OF PLAY
Each Player will receive a force of units representing individual vehicles (and their crews) and "fireteams" (three to five infantry men). These units are portrayed on cardboard counters and are the Player's "men." Each Player uses his force in an attempt to realize the objective assigned him in the Scenario that Players have chosen to play.
Play is conducted in a series of Game-Turns. During each Game-Turn, a Player may cause his units to fire at (attack) Enemy (the other Player's) units. Or he may move his units. He may have some units fire and other units move. But no unit may both fire and move.
The hexagon grid on the map locates the position of every unit while it is moving, firing and being fired at. Each "hex" is a scale of fifty meters across; each Turn, 40 seconds.
The objectives given to a Player usually require him to (1) destroy Enemy units, (2) move his force to occupy some specified terrain feature, or (3) a little of both.
[3.0] GAME COMPONENTS
[3.1] THE GAME MAP
There are two different maps with each issue of Firefight, labeled respectively Map A and Map B. Both are representative of terrain found in central Germany. Map A has less "terrain" than Map B. Scenarios meant to demonstrate effectiveness of today's weapons at long range will be presented on Map A. Conversely, Scenarios dealing with engagements at medium or short range will be presented on Map B. Some advanced Scenarios make use of both maps abutted together. This is accomplished by the Player's trimming the west edge of Map A along the trim lines shown in the accompanying diagram.
[3.2] THE PLAYING PIECES
There are several classes of playing pieces among the die-cut cardboard counters. First, there are the combat units, representing infantry fire and machine gun teams of two to four men, or individual vehicles with crew. Those of the same side are colored identically. These units represent the maneuver force that a Player commands. He will be allocated the number and type of units according to the Scenario played. Next are off-map artillery markers, which the Player employs to display the use and effect of artillery and mortar fire which he calls in from off the map.
Finally, there are the other markers, which are used to display and identify the effects of fire (combat), simulate smoke, create minefields, etc. The Summary of Unit Types briefly describes each and every unit/marker.
[3.3] SUMMARY OF UNIT TYPES
Personnel Units
U.S. Forces:
- Four man fireteam. Identified in Scenarios as TM.
- Four man fireteam with M60 machine gun. Identified as TM+ on Scenarios.
- Two man machine gun team with M60 (bipod). Identified as MG.
- Three man machine gun team (tripod). Identified as MG+.
Soviet Forces:
- Four man "fireteam." Identified in Scenarios as TM.
- Four man "fireteam" with RPK mg. Identified as TM+.
- Two man machine gun team with PKM. Identified as MG.
- Three man machine gun team with PKM. Identified as MG+.
- SAGGER team: two or three men with suitcase Sagger ATGM system.
- One SPG Recoilless Rifle and crew.
Non-Turreted Vehicles (aka APC's)
(This classification may include vehicles which have a small turret such as the BMP. Since all the Armored Personnel Carriers have been placed in this category any vehicle in this list may be called an APC for purposes of target classification even though the vehicle has some other function.)
U.S. Forces:
- M113 Armored Personnel Carrier with crew.
- M150 (M113 with TOW ATGM mounting) and crew.
- M113Z (M113 with TOW mounting on "cherry picker lift").
- MICV; the Mechanized Infantry Combat Vehicle future replacement for M113.
- Vehicle X: A general purpose counter which can be used to represent other vehicles which are not specifically shown.
Soviet Forces:
- The BMP or standard Soviet APC with crew. This unit can either fire a Sagger or its gun.
- The BRDM, a scout car mounting multiple Sagger ATGM's with crew.
- Vehicle X: Same as U.S. counter above.
Turreted Vehicles
This classification includes all of the vehicles commonly known as "tanks."
U.S. Forces:
- M60A1: The present Main Battle Tank of the U.S. Army.
- M60A2: A variant of the M60 series with a unique gun/missile weapons system.
- M60A3: A greatly improved model of the present M60A1 currently being produced. Improved fire control, survivability, etc.
- XM1: The future replacement for the M60 series tanks presently under development.
Soviet Forces:
- T62: The present Soviet Main Battle Tank.
- XMBT: The next Soviet MBT now under development. Various prototypes variously listed as T64, T65 and T70 have been glimpsed.
Indirect Fire Units/Markers
These counters serve two purposes: (1) They identify the firing unit; and (2) they double as Indirect Fire Markers to mark the hex of impact. (The Player keeps them off-map, except to place them when he shoots Indirect Fire onto the map.) The Impact Marker is found on the back of the Soviet 120mm mortar. Similar symbols are on the back of other Indirect Fire Weapons.
U.S. units/markers: One 81mm mortar and crew. Two 4.2" mortars (a section). Three 155mm gun-howitzers (a platoon).
Soviet units/markers: Two 120mm mortars (a section). Three 122mm gun-howitzers (a platoon). Three 152mm gun-howitzers (a platoon).
Note that an Indirect Fire unit/marker may represent one, two or three tubes. The Scenario Instructions may, for example, call for a Player to have three 81mm and one 4.2". He would thus be served by three 81 mortars and two 4.2 mortars in real life, but he would only have four units total to play with in the game.
Common Markers
Smoke Marker; Wreck Marker (has no effect on game play; purely for those Players who like them); Mine Marker (see rule 18.0); Suppression Marker; Kill Firepower Marker; Kill Mobility Marker (found on back of Kill Firepower Marker); Kill Missile Marker; Improved Position.
Identity Numbers: three digits distinguish overall category; specific type; unique ID.
[4.0] SEQUENCE OF PLAY
Each game or scenario of Firefight is composed of a number of Game-Turns during which both Players may have their units either fire or move and also bring off-map artillery to bear on the situation. Each Game-Turn is controlled by a rigid Sequence of Play which tells the Players the order in which they can fire, move and use off-map artillery.
[4.1] SEQUENCE OUTLINE
A. Direct Fire Phase: The Players roll the die and determine who is the First Player. This Player may then cause one or more of his units to fire at any unit of the second Player. (This is called an attack.) Then the second Player may cause one or more of his units to fire at any unit of the first Player. The Players continue to alternate attacks until either all units have fired or both Players elect to pass (see Fire Rules, Section 6.0).
B. Movement Phase: Once again the Players roll a die and determine who moves first. The first Player then moves a unit hex by hex across the map. While he is executing this move, the second Player may interrupt him and attack the moving unit, using Opportunity Fire. After the first Player completes his move, the second Player moves a unit. When he does so, the first Player may attack the moving unit. Players continue to alternate moves until either all units have moved or both Players pass (see Movement Rules, Section 7.0).
C. Suppression Marker Removal: The Players remove all Suppression Markers which have been imposed on units as a result of Fire.
D. Indirect Fire Phase: Indirect Fire and Smoke Markers are removed from the map. (These had been placed on the map on the prior Game-Turn.) After consulting their Indirect Fire Plots, the Players execute any plotted Indirect Fire, placing Markers on the map. (Unlike Fire or Movement, it is not necessary to alternate Indirect Fire attacks, so long as all fire is eventually executed.) Finally, both Players may request future Indirect Fire on their Plots.
E. End of Game-Turn: With the conclusion of the Indirect Fire Phase, the Game-Turn is completed. Note the passage of the Turn and begin a new Game-Turn.
A unit may move or it may fire, but it may not do both in the same Game-Turn (except see Section 15.0).
[4.2] HOW TO DETERMINE WHO IS THE "FIRST" PLAYER
Both the Fire and the Movement Phases require that the Players determine who goes first in each Phase. This is because it is often advantageous to be the first Player to shoot or move. (If you have a T62 and an M60 looking down each others' throats at 500 meters, the first guy to shoot will probably kill his enemy.)
The easiest way to do this is to call the Soviet Player the "odd" Player and the U.S. Player the "even" Player. Then, whenever the sequence requires you to determine who goes first, either Player can roll one die. If the number is odd (1, 3 or 5) then the Soviet Player is the first Player; if it is an even roll, then the U.S. Player is the first Player.
[5.0] OBSERVATION
In Firefight, as in actual combat, a unit must be able to see a target before it can engage it. The ability of a unit to see a target is determined by the terrain that lies between the unit and the target. Before a Player can use one of his units to fire at a target (usually an enemy unit) he must first establish that the Line of Sight between his unit and the target is not blocked. He does this by tracing a straight line between the center of his unit's hex and the center of the target's hex. If this line passes through a hex that contains blocking terrain, then the Line of Sight (LOS) is blocked: the unit does not see the target and the Player may not use the unit to fire at that particular target.
PLAYERS' NOTE: Usually it is obvious to the eye when the LOS is blocked. Sometimes, however, it is necessary to use a ruler or straight edge and actually place it on the map to determine exactly what hexes the LOS passes through.
[5.1] WHAT IS BLOCKING TERRAIN?
The Line of Sight is blocked by buildings (Town hexes) and tall, heavy vegetation (Forest hexes). That is, the Line of Sight may not pass through a hex containing either Town or Forest terrain. If such a hex lies between the sighting unit and the target unit, then the Line of Sight is blocked. The defilade positions portrayed on the map block Line of Sight if they lie between the sighting unit and the target unit (see Case 5.2 for a further explanation of defilade).
EXAMPLE (see the Example of Blocking Terrain map diagram):
A. The T62 can see the M150 located in hex 2017 because there is no Blocking Terrain between the two units. The fact that the M150 is in a Town hex itself does not block the Line of Sight.
B. The T62 cannot see the M113 because the Town hexes (1817 and 1918) come between the two units.
C. The T62 can see the fireteam (TM) located in hex 2112 even though the fireteam is in defilade because there is no Blocking Terrain between the two units.
D. The T62 cannot see the M60A1 because there is a defilade position in a hex which is between the two units.
Roads and Trails and Streams have no effect on the Line of Sight. The contour lines printed on the map which allow the Player to determine the height of any hex do not affect the Line of Sight when playing the Firefight I game; however, they will affect Line of Sight when playing Firefight II and III. (See 13.0.)
[5.11] If a unit is in a Forest or Town hex, it may sight units in other hexes and, conversely, it may be seen by units in other hexes. In judging the Line of Sight, a Player does not care whether there is blocking terrain in the target hex or in the sighting hex. He is only concerned that the hexes between the sighting unit and the target unit are free of blocking terrain.
PLAYERS' NOTE: When a Player places a unit on a hex on the perimeter of a Forest or in a Town hex which faces the enemy or in a defilade position, he is placing it where it can be seen and fired at. True, if the unit is fired at, it will benefit from the terrain, but it can still be shot at. In effect, a unit in a hex at the edge of a Forest has been placed at the tree line. It can see out and into the Clear terrain beyond. If a Player does not want his units seen or fired at, he must keep blocking terrain between his units and the enemy's.
[5.12] Some Forest and Town hexes, particularly those that define the boundaries of the forests and towns, are not 100% solidly filled with the terrain symbol. This is a matter of artistic taste. Because of this, it is possible for the Line of Sight to pass through a hex containing Forest or Town terrain without seeming to pass through the terrain. No matter, the Line of Sight is still blocked. If a hex contains the tiniest bit of Forest or Town symbology, then the whole hex must be considered to be Forest or Town, and any part of it blocks the Line of Sight. (This rule should eliminate arguments about whether the Line of Sight passes through Forest or misses it by a millimeter.)
[5.2] WHAT IS DEFILADE AND HOW IT IS SHOWN?
When a vehicle or unit can position itself so that the slope of the ground partially conceals it from hostile observation and fire, it is considered in defilade. While in defilade, it would present at least 50% less of a target than it would if fully exposed, because the slope of the ground shields the lower portion of the vehicle/unit. A "hull-down" tank is a tank in defilade. Naturally, a vehicle or unit in defilade is much less vulnerable to hostile fire since it is less of a target to hit.
In the field, defilade positions can be found in an endless variety of places; e.g., streambeds, sunken roads, behind slight raises, etc. But they are usually found associated with hills and ridges, and that is the way we have chosen to locate them in Firefight.
On the map, defilade positions are shown by a light brown "splash" bleeding off the hexside. In most cases, the defilade position lies only on the "up" side of the hexside, that is, in the hex or hexes containing the splashes from the hexside. However, there are some instances where defilade positions are found on either side of a hexside (in which case there will be a splash on both sides of the hexside).
We define the hexside to which the splash butts as the defilade hexside. The hex containing the splashing from the defilade hexside is the defilade position. If a unit is in a defilade position, we say that it is in defilade to any fire that it receives through the defilade hexside.
A defilade position blocks Line of Sight if it lies between the sighting unit and the target unit and the Line of Sight crosses the defilade hexside.
DEFILADE EXAMPLE (see the Defilade Example diagram):
A. The T62 is not in defilade to the M60A1. The Line of Sight/Line of Fire is coming from the wrong direction and does not pass through a defilade hexside.
B. The BMP is in defilade to the M60A1. The Line of Sight/Line of Fire passes through a defilade hexside to enter the defilade position. (Note that the two sided defilade position on either side of the hexside does not block the Line of Sight.)
C. The BRDM is in defilade to the M60A1. It is not, however, in defilade to the M113 because the Line of Sight/Line of Fire does not pass through a defilade hexside even though it passes through two intervening hexes which contain defilade positions.
D. The M113 cannot see the fireteam (TM) because the Line of Sight/Line of Fire passes directly down the spine of defilade hexside which lies between the two units.
PLAYERS' NOTE: In a general way, the defilade positions we have constructed on the map define the approximate military crests of the hill masses. They show the positions a unit could take to cover the low ground below it while at the same time deriving protection from the sloping ground.
[5.21] It is possible for the Line of Sight to pass through one or more hexes containing defilade position splashes without passing through a defilade hexside. In this case, the Line of Sight is not blocked. The Line of Sight is only blocked if it crosses a defilade hexside and passes through a defilade position which lies between the sighting unit and the target unit.
[6.0] FIRE
A Player uses his unit(s) to fire at (attack) an enemy target. A Player may attack during the Direct Fire Phase, in which case the attack is called Direct Fire or he may attack during the Movement Phase, in which case the attack is called Opportunity Fire. In either case, the procedure used is exactly the same. In either case, the rules are simulating the use of a unit's weapons (rifles, machine gun, anti-tank missile, tank gun, etc.) against the target.
GENERAL RULE:
In order to fire at an enemy target, a unit must be able to see the target. Other than this, there is no absolute prohibition on a unit firing at another unit. In the Direct Fire Phase, a Player may attack any enemy unit. During the Movement Phase, a Player may only attack the unit that the Enemy Player is moving. When an attack is executed, its result is determined by the Fire Routine, which considers the unit that is firing, the target, the range to the target and any protection afforded the target by terrain.
PROCEDURE:
To make an attack, a Player simply states that he is attacking. He identifies which of his units are firing and he identifies the target.
EXAMPLE: "I am attacking this T62 with this M60A1 and this Fireteam." [Note that one attack may be made with several units, so long as they are all firing at the same target.] The Fire Routine is then used to resolve the fire of each of the attacking units, and any result is immediately applied to the target. [In the example above, the U.S. Player would use the Fire Routine to resolve the attack of the M60A1 and then use it again to decide the result of the Fireteam attack.]
FIRE ROUTINE:
Step 1: The attacking Player determines the range between the firing and target unit. Range is defined as the fewest hexes between the two units counting the target hex, but not counting the firing hex.
Step 2: The attacking Player determines the type of target he is attacking. [Targets fall into three types: personnel, non-turreted vehicles, and turreted vehicles, see Case 3.3.] He then selects the appropriate firing table, according to the target type. [In the example we are using, the U.S. Player would select the U.S. vs. Soviet Vehicles Table.]
Step 3: The attacking Player now cross-references the range (Step 1) with the firing unit on the appropriate table. This locates a number which is called the Attack Rating.
Step 4: The attacking Player now rolls the dice, and consults either the Anti-Armor Combat Results Table (when the target is a vehicle) or the Anti-Infantry Combat Results Table (when the target is personnel). He cross-references the dice roll with the Attack Rating. This locates a result which is immediately applied to the target.
The instructions that accompany each table describe how terrain affects the combat result. For example, if the target is in defilade, the instructions will state that some results are converted to "No Effect."
CASES
[6.1] RESTRICTIONS ON FIRE
[6.11] A unit may not fire more than once per Game-Turn, nor may it fire if it moves.
[6.12] A unit may suffer a Combat Result which prohibits it from firing or which reduces its effectiveness. See the explanation of Combat Results (Case 6.5).
[6.13] A unit may not be attacked more than once during the Direct Fire Phase. Note that when a Player attacks, he may use more than one unit to fire with (see Procedure). When he announces the attack, he identifies which units are firing. He may not add to this listing after he has stated it. Nor may he fire at the same target in a later attack during the same Phase. (This rule simulates the need for proper fire distribution. A Player must assign units to fire at a target before he knows the result of any one of the unit's fire.)
[6.14] If a Player states an attack, he must execute that attack. He is responsible for calculating the chance of success before he opens his mouth. If he states an attack which is then found to make no sense (most commonly because he fired on a target out of range) it is still considered to have been executed. In effect, the firing units have wasted their fire.
[6.2] EFFECT OF OTHER UNITS
The presence of Friendly or Enemy units does not affect the ability of a given unit to fire at an Enemy unit. Units never block the Line of Sight. A Player may fire through his own and Enemy units. (Their presence is ignored.) A unit may fire into a stack of units, concerning itself only with the target unit. Personnel being transported by a vehicle are a special case (see Case 7.44).
[6.3] MULTIPLE-FIRE ATTACK
When a Player uses several units to fire at the same target, they are considered to all be firing simultaneously. Since the Player only has two hands and one brain, he can't resolve all the fire simultaneously. Instead, he resolves each unit's fire separately in any order he wishes. He must, however, resolve each fire.
[6.31] Once a Player has announced a multiple-unit attack, he may not change his mind. He must execute all the fire as stated. This might require him to make "needless" attacks; if, for example, he announced that ten T62's were to fire at one M60, he might find that the first T62 killed the M60; regardless, the remaining nine T62's are considered to have fired, even though there is no need to resolve their attacks.
[6.32] Multiple-fire attacks are considered as one attack for purposes of the Sequence of Play. If a Player states that three of his units are making one attack, the fire of each unit is resolved before the Enemy Player may do anything.
EXAMPLE OF DIRECT FIRE COMBAT:
It is the Direct Fire Phase (of any Game-Turn). The Soviet Player has two MG teams (181 & 182) in place around Hill 492. The U.S. Player has a fireteam located in the forest at hex 2834 (121) and another team approaching at hex 3136. There have been exchanges of fire on prior Turns as the U.S. Player has been attempting to close the hill mass with his TM 120. (Both U.S. teams have an LMG.) The U.S. Player rolls the die to find out who is the First Player. He gets lucky and gets to fire first. He chooses to attack MG 181 using his TM 121. At a range of three hexes his TM has an attack rating of "8." The MG 181 is not in defilade to TM 121 and the Combat Result is a guaranteed Kill or Suppression, because any attack on the 8 Column of the Anti-Personnel Table has some result unless the target receives some terrain benefit. The Soviet MG team will now have little chance to hurt the U.S. team 120, which will be able to move.
[6.4] DIRECT FIRE/OPPORTUNITY FIRE
Don't be confused by the terms "Direct Fire" and "Opportunity Fire." Direct Fire is simply fire which is executed during the Direct Fire Phase (before any Player can move a unit). Opportunity Fire is simply fire that is executed during the Movement Phase, when a Player fires at a unit that his opponent is moving. In the Direct Fire Phase, a Player may fire at any target his unit(s) can see. With Opportunity Fire, he can only shoot at the unit that is moving.
[6.5] EXPLANATION OF COMBAT RESULTS
- No Effect: Just what it says. The unit has fired at the target and for all practical purposes has had no effect. A miss.
- S (Suppression): The fire has some effect. In the case of personnel, it causes them to go to ground and reduces their ability to move and fight. It causes vehicles to button-up, thereby reducing, indirectly, their firepower.
- Kf (Firepower Kill): Applies only to vehicles. The target's weapons are destroyed. It retains the ability to move.
- Km (Mobility Kill): The target may no longer move. It can still fire.
- K (Kill): The target is destroyed. This result applies to both vehicles and personnel.
[6.51] Application of Combat Results: Markers labeled S, Kf and Km are provided with the counter mix. Whenever a unit suffers a Combat Result, the appropriate marker is placed on it.
[6.52] Effect of Suppression on Personnel: A suppressed "infantry" unit may not move. Its Attack Rating against all targets at all ranges with any weapons system is reduced by three.
[6.53] Effect of Suppression on Vehicles: A suppressed vehicle may move normally. Its Attack Rating against all targets at all ranges is reduced by three.
[6.54] Effect of "Kf" and "Km": A vehicle which suffers a Kf cannot fire; a Km, it cannot move.
[6.55] Effect of "K": Remove the target from the map. The unit is destroyed.
[6.56] Suppression is temporary. There is a Suppression Removal Phase in the middle of the Game-Turn, when all S Markers are removed from the units on the map. When the Marker is removed, the unit no longer suffers suppression.
[6.57] If a "suppressed infantry" unit suffers a second suppression result while it is already suppressed, it is considered killed and is removed from the game. Multiple suppression results have no increased effect on a vehicle.
[6.58] If a vehicle suffering either a Kf or Km result suffers another Kf or Km result, it is killed and removed from the game.
PLAYERS' NOTE: The Attack Rating of the unit varies with the range between it and its target. Terrain can have an enormous effect on combat. It behooves a Player to study a possible attack BEFORE HE ANNOUNCES IT, to analyze the probabilities of a kill when using a given weapons system. If he doesn't do this, he will look foolish when he announces attacks that can't succeed.
[6.7] TERRAIN EFFECTS ON COMBAT
When a target lies in a Forest hex, a Town hex or in defilade, it receives protection from fire. This effect is graphically integrated on the Combat Results Tables. These tables are color-coded to reflect the terrain the target is in. For example, certain results are blocked out in green. If the target is in Clear terrain or a Town or in defilade, these results apply to the target. If the target lies in a Forest hex, however, the result is ignored. The target benefits from the Forest because the result that would otherwise affect it is ignored.
Do not confuse the effect of terrain on combat with the effect of Line of Sight. You may fire at a unit which lies in a Forest hex so long as the LOS does not pass through intervening hexes which contain Forest (blocking) terrain.
[6.8] DRAGON AND LAW
Each U.S. infantry platoon (mech or leg) has three Dragon weapons systems. That is, three Dragon launcher/trackers, plus a dozen some odd missiles. These Dragons are assigned by the platoon commander to the squads according to the tactical situation. In Firefight, a Player will be told (reminded, really) in the scenario instructions how many Dragon systems each infantry platoon possesses. He then will "assign" these Dragons to specific Fireteams which compose his infantry squads. He can do this by noting on a piece of paper the ID numbers of the Fireteams concerned. (A simpler way is to assign Dragons to every "odd" numbered Fireteam and then compose each squad with an odd numbered team and an even numbered team.)
The LAW is considered a round of ammunition and in Firefight every U.S. Fireteam and M.G. team is considered to possess LAW's and is capable of firing them.
[6.81] No more than one Dragon may be assigned to any one U.S. team. A Player may assign two Dragons to a squad, but if he does, each team in the squad must have only one Dragon.
[6.82] When a Fireteam which has an assigned Dragon fires at a Soviet vehicle, the U.S. Player must state he is using the assigned Dragon. He then uses the Dragon column on the appropriate Fire Table. Since every Fireteam is presumed to possess a LAW, it is very possible that a Soviet vehicle or vehicles could be fired on by a team possessing both LAW and an assigned Dragon. But, the U.S. Player may not fire both Dragon and LAW from the same Fireteam on the same Game-Turn. He may only fire one or the other at his choice.
[6.83] A U.S. Fireteam may not fire at Soviet personnel and fire at a Soviet vehicle using assigned Dragon or LAW on the same Game-Turn. The U.S. Player must choose what target he will engage. The rule that a unit may only fire once per Game-Turn at one target holds, regardless of the variety of weapons systems it may possess.
[6.84] Once assigned, the Dragons may not be reassigned to different teams.
[6.85] If a team possessing a Dragon is destroyed or suppressed, the Dragon is destroyed or suppressed.
[6.9] SAGGER AND RPG-7
Every Soviet infantry squad has one LAW (RPG-7). The Soviet Player must assign this weapon to either of the teams which compose each squad. He does this when he initially deploys his units in a fashion similar to the one the U.S. Player uses to assign Dragons.
The Soviet SAGGER ATGM system is mounted on the BMP and BRDM vehicles. Its effects are shown on the various Fire Tables. Additionally, there are a couple of Sagger team units which represent the dismounted Sagger man-pac system and crew found in the battalion anti-tank platoon.
[6.91] A Soviet Fireteam possessing an RPG-7 may fire at a U.S. vehicle (using the RPG-7 line) or it may fire at U.S. personnel. It may not do both on the same Game-Turn.
[6.92] Once the Soviet Player has assigned the RPG-7's, he may not exchange them with different teams.
[6.93] If a team possessing an RPG-7 is destroyed or suppressed, the RPG-7 is destroyed or suppressed.
PLAYERS' NOTE: The Soviet dismounted infantry squad does not have a trained Sagger operator. In the combat situation that Firefight deals with, the Sagger will be found mounted on the BMP and BRDM vehicles, or with the special Sagger teams of the battalion AT platoon.
[7.0] MOVEMENT
GENERAL RULE:
During the Movement Phase, the Players alternate moving their units one by one. A Player may move any unit which has not fired during the current Game-Turn, and which is not suffering a Combat Result which prohibits it from moving. Within these limitations, a Player may move one, some, none or all of his units. A unit moves hex by hex. The distance a unit can travel in a Turn is dependent on its Movement Allowance and the cost of the terrain it crosses and enters. Whenever a unit moves and enters a hex it may be fired at by Enemy units using Opportunity Fire.
PROCEDURE:
The Player moves a unit by placing his fingers on it and moving it from hex to hex. He may move an "infantry" unit one hex and only one hex, regardless of the terrain it crosses or enters. He may move a vehicle up to its Movement Allowance, which means that the distance the vehicle can move will depend on the terrain it traverses.
A vehicle has a Movement Allowance of three Movement Points. When it enters a hex, it must pay a cost in Movement Points to enter that hex. The cost depends on the terrain in the hex. For example, it costs one Movement Point to enter a Clear terrain hex. Therefore, a vehicle could move up to three hexes through Clear terrain. The Terrain Effects Chart lists the Movement Point cost of terrain (see page 20).
CASES
[7.1] EFFECT OF ROADS AND TRAILS
When a vehicle moves so that its path coincides with the path of a Road or Trail, it pays only the cost for moving along the Road or Trail. It ignores any other terrain. It costs a vehicle 1/2 Movement Point to move along a hex with a Road. This means it could travel up to six hexes so long as it moved through Road hexsides.
[7.2] RESTRICTIONS ON MOVEMENT
[7.21] A Player may move his units in any order he desires, but once he has moved a unit he may not return to that unit later in the same Turn and move it again. He would have to wait until a later Game-Turn.
[7.22] A Player may not move a unit which has fired during the current Game-Turn. Nor may he move a unit which is suffering a Combat Result that prohibits it from moving.
[7.23] A unit may not expend more Movement Points than its total Movement Allowance. For example, a T62 has a Movement Allowance of three Movement Points. It may not move through four Clear terrain hexes in the same Game-Turn because this would require it to spend four Movement Points.
[7.24] A unit must always move from hex to hex. It may never stop halfway between hexes (any more than a piece in checkers can straddle the line between two squares). A unit must always be stopped in a specific hex.
[7.25] A unit may not enter a hex containing an Enemy unit.
[7.26] A Player may move a unit off the map. It is removed from play and may not return to the game. A unit must expend one Movement Point to exit the map.
MOVEMENT EXAMPLE:
The Soviet Player wishes to advance his two units. First he moves the BMP two hexes along the road paying 1/2 Movement Point for each Road hex and then moves it into the Forest hex as shown, paying 2 Movement Points to enter the Forest hex. This exhausts the Movement Allowance of three Movement Points and the BMP must stop in the Forest hex. (Transcriber's note: the scan reads "2 Movement Point" for each Road hex, which is evidently the fraction 1/2 given 7.1 and the three-point total.)
After allowing the U.S. Player a chance to move one unit, the Soviet Player returns to the T62. He wants to get the tank over the river. Two possibilities exist. First, he could move directly to hex 1938 and then cross the river into hex 1837, consuming all his Movement Allowance. Or, second, he could take a step backward into hex 2138, spending one Movement Point (and getting on the road) and then tool along the road into the center of town. One thing he cannot do is move directly into town from across the river, since this would cost four Movement Points.
[7.3] STACKING
A Player may place up to four Friendly units in the same hex. This is called stacking. He simply places one unit on top of the other. There is no expense for units to stack or unstack, except when such action represents mounting or dismounting (see Case 7.4). The stacking limit applies only at the end of the Movement Phase. During the Movement Phase, a Player may have any number of units in the same hex, as long as he obeys the limit by the time he finishes moving.
[7.31] When a vehicle is transporting non-vehicle units (personnel) it is, by definition, placed on top of the passenger units (see 7.4). For purposes of the stacking limit, a vehicle with passengers is treated as one unit. Thus, a Player could have up to four vehicle units (each with passengers) stacked in the same hex.
[7.32] Stacking has no effect on a unit's ability to attack. Units in the same stack may fire at different targets, the same target or no targets at all at the whim of the Owning Player, just as though they were not stacked.
[7.33] Stacking has no effect on a unit's vulnerability to Enemy fire. The Enemy units may fire at a unit in a stack and ignore any other units in the stack (exception: see Case 7.4).
[7.34] Units stacked together in a hex are all vulnerable, in turn, to any Indirect Fire which impacts on the hex.
[7.4] TRANSPORT
Transport is a specialized form of movement which allows a vehicle unit to carry one or more personnel units. It is the only time that the Player is allowed to move more than one unit at a time. Transport requires two separate distinct operations: Mounting and Dismounting. Mounting represents a personnel unit (such as a Fireteam) boarding a vehicle (such as an APC). Dismounting is the opposite act. While onboard a vehicle, the personnel unit is called a mounted unit.
[7.41] To mount, the Player places the vehicle unit on top of the personnel unit. To dismount, he places the vehicle underneath the personnel unit. Transporting simply involves the Player moving the vehicle unit with its passengers underneath as one stack just as though the Player were moving the vehicle alone. In other words, the mounted units just ride along with their transport unit.
[7.42] Units must mount and dismount in the same hex and mounting or dismounting consume an entire Game-Turn during which neither the passenger units nor the transporting vehicle may fire or move. In other words, a Player may mount or dismount instead of moving normally.
[7.43] BMP's, M113's and MICV's carry 8 men (2 fireteams or 1 fireteam and 2 two-man teams, etc.). Vehicle X used as a scout car (BRDM or M114) carries 4 men; used as a larger transport (truck or BTR50), it carries 12-16 men.
[7.44] When a transporting vehicle is hit, it is either destroyed or loses mobility or firepower. If it is destroyed, then any passenger units are also destroyed. If it suffers a mobility kill or firepower kill, the passengers are not affected. The Player may dismount them or retain them in the vehicle.
[7.5] OPPORTUNITY FIRE
A Player must pause each time his unit moves into a hex to allow the Enemy Player a chance to fire at the moving unit. (This pause permits the Enemy Player to calculate ranges, etc., before he announces the attack.) Only the unit actually being moved may be fired at. The attack is resolved exactly as detailed in Section 6.0.
[7.51] If a moving unit survives Opportunity Fire, it may continue moving. However, it may be fired at again when it enters a new hex. (The Enemy Player would have to use a different unit, since no unit may fire more than once per Game-Turn.)
ATTENTION PLAYERS: Section 8.0 deals with Indirect Fire. You may now wish to skip to Scenario Nr. 1, which does not use Indirect Fire.
[8.0] INDIRECT FIRE
GENERAL RULE:
Players are allocated Indirect Fire units (mortars, artillery, etc.) by the Scenario Instructions. These may be used by a Player to fire onto the map, hitting an Impact hex and thereby attacking on-map units which are in the Impact Zone (the Impact hex and surrounding hexes). The Indirect Fire unit is back mounted on the flip side with cross-hairs. When not in use, the Indirect Fire units are kept off the map. (They are presumed to be in range of the battle area.) When fired, they are placed on the map cross-hairs up to denote the Impact hex. Indirect Fire must be plotted in writing by the Firing Player one or more Turns before it is applied to the map. The Procedure describes how a Player plots fire and then exactly how he applies it. Indirect Fire is applied during the Indirect Fire Phase of the Game-Turn. The Indirect Fire unit (marking the Impact) is left on the map until the next Game-Turn (see case 8.8). Note: The flip side of an Indirect Fire unit is called its Impact Marker.
PROCEDURE--FIRE PLOT:
To plot a fire mission, the Player lists on a piece of paper:
- The identification of the firing unit (printed on the counter)
- The target hex number
- The number of the Game-Turn when the fire is due to impact (see Case 8.3, Computing Delay)
- The type of Fire Mission (target of opportunity, suppression, on call, smoke, etc.).
PLAYERS' NOTE: The Players must construct their own fire plot sheet. We suggest that each Player prepare a form similar to the one illustrated in the booklet (a "Sample Indirect Fire Plot" grid with the Target List across the top, Game-Turns down the side and a column for each firing unit; the figure is not reproduced here), prior to the start of the game. Using this type of form will simplify plotting once play begins.
Plot Key: X = Start of Plot. SM = Smoke Mission. Sp = Suppression Fire. C = Continuous Fire.
A. The U.S. Player has three 81mm mortar units and one 4.2" mortar unit.
B. He has composed a target list of four hexes where he feels he might need supporting fire.
On Game-Turn Two his lead element comes under fire from Soviet infantry in hex 3423 (close to one of the Planned Target hexes).
C. So, he writes a Fire Plot for his three 81mm mortars. Because he is able to specify one of his planned target hexes as the target (3421) he is able to write the impact on Turn Four. This is On Call Fire.
D. While the 81's are committed to fire, a new target reveals itself in hex 0505, on Game-Turn Three. The U.S. Player assigns his remaining 4.2" mortar unit to it. Because the target is nowhere near a planned target hex, he must engage it as a target of opportunity (a four-Turn delay, rather than a three-Turn delay).
PROCEDURE--APPLICATION OF FIRE:
After a Player writes a fire order, there is a delay of one or more Game-Turns before he can apply that fire to the map. (The Player has calculated this delay when he wrote the plot and listed the impact Game-Turn.) When the Indirect Fire Phase of the impact Game-Turn rolls around, the Firing Player takes the following steps to apply his plotted fire to the map.
- He announces that he has Indirect Fire plotted to arrive. He then determines if it actually is available or if it will be delayed even further (see Case 8.4).
- Assuming that he receives the fire, he then announces what his plotted target and what adjustment, if any, he is making to the plotted target hex (see Case 8.5).
- Having pin-pointed the target hex, he then follows the scatter routine to determine exactly where the fire impacts (see Case 8.5).
- Having determined the exact Impact hex, he places the Impact Marker in the hex which corresponds to the firing unit.
- Using this Impact Marker as a reference and the information on the Indirect Fire Data Table, the Player can calculate and state the Attack Rating of the Indirect Fire on units which are located in the Impact Zone (see Case 8.6).
- Finally, he simply attacks each and every unit found in the Impact Zone using the Indirect Fire CRT (see Case 8.6).
CASES
[8.1] PRE-GAME FIRE SUPPORT PLANNING
At the very beginning of a Scenario, prior to any deployment, both Players may pre-plan the use of Indirect Fire. This consists of creating a Target List, which is nothing more than a listing of hex numbers. Each hex so listed is by definition a Planned Target.
In creating this list, a Player is roughly simulating what a maneuver element commander and his forward observer would do in a real combat situation. That is, try to anticipate where fire may be needed when operations are conducted.
[8.11] On Call/Target of Opportunity
On Call Fire, by definition, is nothing more than Indirect Fire which the Player plots to hit a Planned Target. For example, let's say it is Game-Turn Three and the U.S. forces moving down Hwy. 1A come under fire from a BMP in Gerlafingen, hex 2039 (Map B). The U.S. Player decides to use Indirect Fire against the BMP. He consults his target list and writes a fire plot. If the target hex he plots is one of the hexes on his Target List, then, by definition, he is using On Call Fire.
Fire against a Target of Opportunity, by definition, is Indirect Fire which a Player plots to hit a hex which is not on his Target List.
[8.12] Scheduled Fire
In addition to creating a Target List, a Player may Schedule Fires. This is nothing more than plotting Indirect Fire before the Scenario begins. The Player uses his Indirect Fire Plot and assigns his Indirect Fire units to hit target hexes on predetermined Game-Turns.
[8.13] Target List Restriction
In combat, while there is theoretically no limit to the number of planned targets a commander might wish to list, there is a limit to the number of targets a Forward Observer, Fire Direction Center or Fire Support unit would accept. After all, the whole purpose of composing a Target List is to allow the fire support system to anticipate and shorten its response time if it has to fire. Too many Planned Targets may result only in confusion and lessened responsiveness. Accordingly, in Firefight, a Player may not list more than four hexes for each Indirect Fire unit available. For example, the U.S. Player is given three 81mm mortar units. He could conceivably list up to twelve hexes on his Target List. [Note: In actual practice, small unit leaders are encouraged to plan even less than that.]
[8.2] REQUESTING FIRE
When a Player plots a Fire Mission, he is requesting fire. (The terms requesting fire and plotting fire are the same for purposes of the game. We will use the term "request" because the military player is probably more comfortable with it.) When the Player writes a mission on his plot sheet, it is the equivalent roughly to him telling his observer, "When the troops cross that space, get some fire on the front of that hill."
The number of Fire Missions a Player may request at one time depends on the number of Indirect Fire units he has available. A fire support unit may only fire one mission at a time. For example, if the U.S. Player has only one 81 mortar available, he may only request one Fire Mission at a time.
[8.21] A unit is presumed to be engaged in firing a Mission from the turn in which the Player requests it to fire until the Turn in which its fire is applied to the map. A Player may not request a Fire Mission from a unit which is already engaged in executing a previous Mission. He must wait until that unit completes its mission.
[8.22] Indirect Fire may only be requested at the end of the Indirect Fire Phase of each Game-Turn (see Sequence of Play). [Exception: Scheduled Fire is requested before the game begins. See Case 8.12.]
PLAYERS' NOTE: The sample Indirect Fire Plot is constructed so that the Player can tell at a glance what units he has available and what units are engaged in a Mission.
[8.3] COMPUTING DELAY
When a Player requests Indirect Fire, he must compute the delay (in Game-Turns) before he receives that fire, so that he can write down the Impact Game-Turn. The delay will depend on the unit he requests the fire from, and on the type of fire he is requesting (On Call, Target of Opportunity or Suppressive).
In reality, Indirect Fire is provided by organic and supporting units. "Organic" units include the infantry company mortars (81's) and the battalion heavy mortars (4.2's). These organic units are usually quick to respond to a request for fire from within their own "unit."
Supporting Indirect Fire is received from units in a "direct support" role. These are usually field artillery units and are not as quick to respond as organic units.
[8.31] Every Indirect Fire unit is given a delay period in Game-Turns. This represents the time it would take for the unit to respond to a fire request. This is an average figure and simulates the real time spent in the Fire Mission being requested, acknowledged and processed, fired and adjusted for effect. These delay periods are listed on the Indirect Fire Data Table. When a Player requests a Fire Mission, he cross-references the fire unit with the type of fire he is requesting to derive the delay for that Fire Mission.
[8.32] In the Turn that a Fire Mission is applied to the map (Impact Markers placed and results determined) the Player may request Continuous Fire by the firing unit for the next Turn. He may designate a new target hex no more than two hexes from the current Impact hex. This rule simulates the repeat and/or shifting of fires once received. It is nothing more than a continuation of the present Mission.
[8.4] DETERMINING AVAILABILITY
In combat, a maneuver element CO/FO may request any number of Fire Missions. Depending on the situation, he may receive a response to none, some or all of these requests. In Firefight, a Player is limited to requesting one Fire Mission from one fire unit at a time. What is more, the request is no guarantee that he will receive the fire exactly on the plotted Game-Turn. The Scenario Instructions will allocate Indirect Fire units according to two classifications:
-
Organic Units: These are almost 100% guaranteed to respond on time to the Player's request. In a sense, he "owns" them. He knows that if he requests fire from an organic unit, it will respond after the appropriate delay.
-
Direct Support Units: These are units which are available to him and will respond on time most of the time. They are also available to some off-map sister company or platoon and occasionally a Player will not receive their fire on the Turn he had calculated because they are supporting someone else.
[8.41] On the Turn in which a Fire Mission is due to impact, the Player must determine if fire from Direct Support units does, in fact, arrive on that Turn or if they will be delayed to a future Turn. He does this by rolling one die. If the roll is a "1" through "5," the fire arrives and impacts on the current Turn. If the roll is a "six," then the fire is further delayed. The Player rolls the die again. The result indicates the number of Turns the Player must wait. Based on this information, he notes the new Impact Game-Turn on his Fire Plot.
[8.42] Fire from an organic unit always arrives on the plotted Impact Game-Turn. Continuous Fire, whether it be from an organic or direct support unit, always arrives. (Which is logical, since the Player is simply telling the firing unit to keep shooting.)
[8.43] Scheduled Fire always arrives on time. (Remember, this is fire that the Player had plotted before play even began.)
[8.5] EXECUTION
The Player has written his Fire Plot (requested fire). He has waited the necessary delay in Game-Turns. This Turn he has just announced that such and such units' fire are due and he has determined that, in fact, the fire arrives. He is now ready to place this fire on the map and find out what it does to the units it hits.
[8.51] The Player states what his plotted target hex is. He is then allowed to adjust this up to two hexes from the plotted hex. (This simulates the final adjustment of fire prior to the battery firing for effect.) He says, "This is my plotted target hex, I am (or am not) shifting to this hex."
[8.52] Having stated his final target hex, the Player now finds if the fire impacts on this hex or if it scatters into an adjacent hex. To do this, he rolls a die. An even number and the fire does not scatter. An odd number and the fire scatters. He rolls the die again and consults the Scatter Diagram, which tells him into which adjacent hex the fire impacts. (The chance of scatter can be attributed to error by the forward observer, Fire Direction Center, gun crews and unforeseen changes in humidity and wind factors.) He then places the Impact Marker on the Impact hex. (He takes the Indirect Fire unit from off-map and puts it cross-hairs side up in the Impact hex.)
[8.53] The Player repeats the Impact process for each of his firing units until he determines the impact for each of his firing units.
[8.54] After the Player has placed all of his Impact Markers, he determines the Attack Rating of the fire in each hex in the Impact Zone. An Impact Zone is the area of hexes described by the Impact hex, adjacent and surrounding hexes. (The term "impact hex" is really the mean center point that the firing unit is hitting with its dozen or so rounds.) Though the Player only places an Impact Marker in this hex, the fire effects are extending into adjacent and surrounding hexes. This represents the spread from center of stray rounds and blast/fragmentation patterns. The Attack Rating of a given unit's Indirect Fire is at its highest in the Impact hex, less in adjacent hexes and least of all in the surrounding hexes two hexes away from the Impact hex, and is shown on the Indirect Fire Tables.
[8.55] To determine what the Attack Rating of Indirect Fire is in a given hex, the Player simply adds up the individual Attack Ratings of each unit's fire as it bears on the hex.
[8.6] INDIRECT FIRE COMBAT RESULTS TABLE
The effect of Indirect Fire against both exposed personnel and vehicles is reflected on the Indirect Combat Results Table. To show the lesser vulnerability of armored vehicles to Indirect Fire, only part of the field of results applies to vehicles.
[8.61] Indirect Fire Combat Results Table (See separate sheet.)
[8.62] Using the Table: Having determined the Indirect Fire Attack Rating bearing on the hex in question, the Player simply rolls the dice and cross-references the roll result with the Attack Rating. This locates a Result. Personnel are affected by any result. Vehicles are only affected if the result lies within the part of the Table labeled "results apply to vehicles."
[8.63] Any Results are applied immediately.
[8.64] Effect of Terrain on Indirect Fire: Personnel in Town hexes receive a benefit from their position with regard to Indirect Fire. Results coded in gray are considered a miss if the target hex is a Town hex. Forest hexes do not benefit personnel. Defilade does not benefit personnel. Vehicles receive no benefit from terrain of any type.
[8.65] Explanation of Indirect Fire Results:
- S = Suppression: Place a Suppression Marker on the affected unit. Same effect as suppression from Direct or Opportunity Fire (see Case 6.5).
- K = Killed: Target is Killed.
- Kms = Missile Kill: (This is a special result to illustrate the effect of many high explosive bursts in close proximity to vehicle mounting missiles.) First, any dismounted personnel are killed. Second, any vehicles are suppressed. Finally, any vehicle mounted missile armament is destroyed (exception: M60A2). Other vehicle armament remains intact. (A BMP suffering a Kms hit could still fire its 73mm gun.)
[8.7] RESTRICTIONS ON USE OF INDIRECT FIRE
[8.71] A Player may not request fire on a hex if none of his units can see the hex. A Player may not adjust fire if his unit(s) cannot see both the plotted Impact hex and the hex to which the fire is being shifted. A Player may not plot continuous fire if his unit(s) cannot see the Impact hex.
[8.72] Each Indirect Fire unit may only fire one Mission at a time. A Player may not plot a new Mission for a unit so long as that unit has a Mission plotted.
EXAMPLE OF THE EFFECT OF INDIRECT FIRE (see the Example of the Effect of Indirect Fire diagram):
The attack rating of a 4.2" mortar section is shown. Units in hex 2623 (the impact hex) are attacked by 8 Points, units in the six adjacent hexes are attacked by 4 Points and units in the hexes surrounding the adjacent hexes and two hexes from the impact hex are attacked by 2 Points.
A Soviet fireteam (TM) is caught by overlapping patterns from two 4.2 mortar units. The TM is in hex 2225. The fire of one mortar section impacts in the adjacent hex 2126; the other's fire impacts two hexes away in hex 2324. The first mortar section attacks the TM with a Strength of 4; the other mortar section attacks with a Strength of 2. Adding the two Strengths together gives an Attack Rating of six.
[8.8] INDIRECT FIRE vs. MOVING UNITS
Indirect Fire Impact Markers are left on the map from the Indirect Fire Phase of the Turn in which they impact until the start of the Indirect Fire Phase of the next Turn. This means they are there during the next Movement Phase. If a unit moves into an Impact Zone, the moving unit is immediately attacked by the Indirect Fire.
[9.0] SCENARIOS
GENERAL RULE:
A Scenario is the setting in which the conflict simulation occurs. It is the game that the Players play. The instructions for each Scenario will include a general situation background, a task organization (order of battle), deployment instructions and a mission statement for each force, the number and type of Indirect Fire support units available to each Player, if any, and the Victory Conditions for each Player.
CASES
[9.1] PREGAME ACTIVITIES
[9.11] Each Scenario is designed to illustrate one or more aspects of modern combat. Scenarios are arranged in order of complexity and difficulty with the first being the most simple. The beginning Player should start with the most simple Scenarios. Each Scenario is designed to highlight some aspect of the modern battlefield and should be chosen with an eye toward lessons to be learned as well as fun to be had.
Further, more complicated Scenarios are to be found in Section 29.0, which are suggested for use with Firefight II or III.
[9.12] After choosing a Scenario, the Players should set up the proper map or maps, seat themselves around it and sort out the units they will receive as their Task Organization.
The Scenario Instructions should be studied intently and both Players should plan Indirect Fires (in the military sense of planned fires) basing their plans on information given in the Scenario as to general situation, approximate deployments of Friendly and Enemy units, mission requirements, etc.
[9.13] Having planned Indirect Fires, the Players now deploy their forces on the map as outlined in the Instructions. Normally, this deployment is free within certain general restrictions; i.e., "deploy within four hexes of hex 1234" or "deploy west of the stream and south of Hwy. 1," etc. Within the limits so given, a Player is free to place his units where he wishes. Once both Players are satisfied with their deployment, play may get under way, starting with Game-Turn One and continuing until the final Game-Turn.
[9.2] VICTORY CONDITIONS
The Scenario will describe how either Player may win the game. In most cases, this will require one Player or the other to do something concrete and easily measured: "pass five tanks through Ebersburen by the end of the Tenth Game-Turn," or "clear all Soviet units from Hill 492," etc. In the larger, more complex Scenarios, Points will be awarded to a Player for inflicting casualties and/or satisfying geographical objectives, in which case the winner is the Player who has amassed either the most Points or a required number of Points.
To some extent, the Victory Conditions reflect the missions assigned to each Player, but they also are designed to "make a game of it." To allow Players a fairly even chance to "win" in a militarily hopeless situation.
SCENARIO 1 [MAP A]
GENERAL SITUATION: U.S. Forces, elements of the VII Corps are advancing south against flank elements of the 8th Guards Army, 20th Gds. Mot. Rif. Div., which is conducting a mobile defense.
TASK ORGANIZATION: U.S. Forces: Tank Company--seventeen M60A1. Soviet Forces: Tank Platoon--four T62.
MISSION: U.S. Player: Acting as advance guard, move south along Hwy. 1. Battalion will follow in ten minutes. Soviet Player: Defend town of Ebersburen.
DEPLOYMENT: The Soviet Player deploys first anywhere along or south of Rte. 298. U.S. Forces deploy in Versbach.
VICTORY CONDITIONS: The U.S. Player must pass five tanks through any hex of Ebersburen by the end of the Tenth Game-Turn. If he does, he wins; if not, the Soviet Player wins.
SCENARIO 2 [MAP A]
GENERAL SITUATION: Soviet commitment of reserve has repulsed the U.S. thrust down Hwy. 1. U.S. mech infantry are left to hold the Versbach area against an exploitive thrust by Soviet armor.
TASK ORGANIZATION: Soviet Forces: Tank Company--thirteen T62. U.S. Forces: Mechanized Infantry Platoon (+)--four M113, five TM+, one TM, two M150, (three Dragons to be assigned).
MISSION: Soviet Player: Attack north along Hwy. 1 and seize Versbach. U.S. Player: Defend Versbach.
DEPLOYMENT: U.S. Forces deploy first anywhere at least 1000 meters (20 hexes) north of Rte. 298. Soviet Forces deploy anywhere south of Ebersburen, along Hwy. 1.
VICTORY CONDITIONS: The Soviet Player must have four intact tanks in any hexes of Versbach at the end of Game-Turn Fifteen in order to win; otherwise, the U.S. Player wins.
SCENARIO 3 [MAP B]
GENERAL SITUATION: A company (-) of U.S. "leg" infantry have been ordered to defend the Gerlafingen road junction from a reported Soviet thrust from the east. Arriving in the late evening of the preceding day, the company destroyed several Soviet scout cars and two PT76 light tanks, which drove into town in the early morning. A post planted on the NW slope of hill 492 reports heavy vehicle noise from the other side of the hill as dawn breaks.
TASK ORGANIZATION: U.S. Forces: Lt. Infantry Company(-)--six TM, six TM+, two M150, (six Dragons to be assigned). Soviet Forces: Tank Battalion(-)--twenty-three T62, three BMP, five TM+.
MISSION: U.S. Player: Defend Gerlafingen. Soviet Player: Advance from east to west along the axis of Rte. 298.
DEPLOYMENT: All U.S. units except two must be deployed west of stream 2301-2954. Two units must be deployed within four hexes of the summit of Hill 492. Soviet forces enter the map on Game-Turn One on the east edge within five hexes of Rte. 298.
VICTORY CONDITIONS: The Soviet Player receives one Victory Point for each tank or BMP which exits the west edge of the map between hexes 0135 and 0140. The U.S. Player receives one Victory Point for each tank or BMP which does not exit the map accordingly. The Scenario lasts twenty Game-Turns.
SPECIAL RULES: There is no specific counter which shows the TOW as represented in this Scenario, which is the "jeep" mounted TOW issued to the U.S. light infantry. Therefore, the U.S. Player should use the M150 counter since the TOW weapons system is the same whether mounted on an M113 or a "jeep." However, the jeep/TOW should be considered a "personnel" target rather than a "vehicle" target. In other words, treat the U.S. TOW exactly as though it were an infantry team when you shoot at it (though it can move like a vehicle).
SCENARIO 4 [MAP A]
GENERAL SITUATION: Back in the Versbach area, the Soviet 20th Gds. Mot. Rif. Div. continues to put the pressure on along Hwy. 1.
TASK ORGANIZATION: Soviet Forces: Motorized Rifle Company (+)--ten BMP, four T62, two BRDM (with Sagger), twenty-seven TM+, two MG+; Direct Support--two 122mm. U.S. Forces: Mechanized Infantry Platoon (+)--four M113, four TM+, one TM, two MG+, four M150; Organic Support: three 81mm mtr, one 4.2" mtr. (three Dragons to be assigned).
MISSION: U.S. Player: Defend high ground NW of Versbach. Soviet Player: Attack through Versbach, north along Hwy. 1.
DEPLOYMENT: U.S. Forces deploy first, anywhere north of Rte. 298. Soviet Forces deploy anywhere south of 298.
VICTORY CONDITIONS: The U.S. Player wins if he exits more units off the north edge of the map than the Soviet Player does by the end of the game. The game lasts twenty Game-Turns. (Players' Note: While at first glance it might seem that the U.S. Player has an enormous advantage because he starts so much closer to the north edge, he cannot simply retreat--he must stand and fight.)
SCENARIO 5 [USE BOTH MAPS]
Note: Overlap the west edge of Map A onto the east edge of Map B, so that Feldshlossen lies to the west of Versbach. (See diagram on page 3.)
GENERAL SITUATION: U.S. Forces are deployed to defend Ebersburen and vicinity. A strong Soviet thrust of approximately battalion strength is expected from the NW.
TASK ORGANIZATION: U.S. Forces: "A" Company--five M60A1, four M113, five TM+, one TM, two M150, (three Dragons to be assigned); Organic Support--three 81mm mtr; Direct Support--two 155mm mines: 25 pts. Soviet Forces: Two Motorized Rifle Companies--twenty BMP, eight T62, thirty-six TM+, two TM, two MG+; Organic Support--three 120mm mtr; Direct Support--four 152 mm.
MISSION: U.S. Player: Defend the high ground in the vicinity of Asbachhohe, hill 502 and hill 485. Soviet Player: Advance down Hwy 1A, swing east along Rte. 298 and secure approaches to Ebersburen.
DEPLOYMENT: U.S. Player deploys first, anyplace on Map A south of Rte. 12. The Soviet Player deploys anywhere on or west of Hwy 1A and on or north of Rte. 12 (i.e., the NW corner of Map B).
VICTORY CONDITIONS: The Soviet Player must destroy every U.S. unit within ten hexes of Ebersburen. When he does so the game ends. (Note the U.S. Player must keep at least one unit within ten hexes of Ebersburen or he will trigger the end of the game.)
If the game ends before Game-Turn Thirty, the Soviet player wins, regardless of his losses. If the game ends on or after Game-Turn Thirty, the Soviet Player wins if he has destroyed more U.S. units than he has lost. (Note: If the U.S. Player is ahead in the lost column by Turn Thirty, he should retreat from the vicinity of Ebersburen to trigger the end of the game. This is strictly a game ploy as a means to end the Scenario.)
FIREFIGHT II
[10.0] INTRODUCTION
Firefight II is a collection of rules which modify and expand the foundation rules of Firefight I. If used, they heighten the realism of play. After playing Firefight I even briefly a Player may soon be asking for rules such as smoke or mines, or the ability to conceal the position of non-engaged units from his opponent's eyes. These rules and more are all part of Firefight II.
Be warned, however, that using these additional rules adds more complexity to the game. The Players will have to work harder and remember more, and play will not move as quickly.
There are no special Firefight II Scenarios. Instead, you play the same Scenarios listed in Section 9.0. You will find that using Firefight II will change how you play them.
It is not necessary to use all of the Firefight II rules together. Rule 13.0 (Effects of Height) in particular can be time consuming to apply and should only be used when the Players can afford it.
Firefight II is designed to merge naturally into Firefight III. Feel free to reach ahead into Firefight III and pick out rules you wish to use in addition to those found here.
[11.0] MODIFIED OBSERVATION RULES
GENERAL RULE:
All units are deployed face-down so that only the Owning Player knows what they are. While they are face-down, the Enemy Player does not know exactly what kind of deployment the Friendly forces are making. Units are not to be revealed (turned face-up) until spotted by an Enemy unit. (The Owning Player may look at his own face-down units at any time to refresh his memory as to who is who.) Unlike the Firefight I rules, which allowed spotting to occur at unlimited range so long as the Line of Sight was unobstructed, this rule places limits on the distance at which a given unit can be seen if it is not moving/firing.
PROCEDURE:
If a face-down unit fires at an Enemy unit, it is automatically spotted and is turned face-up. If a face-down unit moves within the field of vision of an Enemy unit, it is automatically spotted. If a face-down unit neither fires nor moves, it remains face-down and unspotted until an Enemy unit is close enough to it to be within observation range. When asked whether one of his face-down units is personnel or a vehicle, a Player must answer truthfully (except when the unit in question is a dummy, in which case he can say anything he wishes; see rule 12.0).
CASES
[11.1] OBSERVATION RANGE TABLE
| Target Unit is Located in: | Personnel | Vehicle |
|---|---|---|
| Clear | 20 | 60 |
| Forest | 5 | 10 |
| Town | 3 | 5 |
| Defilade | 3 | 5 |
Example of How to Use Observation Range Table: A U.S. TM+ is six hexes from a Soviet T62. Both units are face-down and are located in forest hexes with clear terrain between them. The U.S. TM+ could see and spot the T62 because it is within ten hexes of it. However, the T62 cannot spot the TM+. It would have to move within five hexes to spot the TM+.
[11.2] EXPOSURE OF FACE-DOWN UNITS
Whenever a unit is spotted, it is turned face-up. Once spotted, it remains spotted for the length of time that an Enemy unit retains it within its field of vision. If a spotted unit can hide from Enemy observation by ducking behind a hill or diving into the center of a forest, the Owning Player may conceal the unit again by turning it face-down.
[11.21] So long as a unit is face-down (concealed) it may not be fired at.
[12.0] DUMMIES
GENERAL RULE:
Dummies are meaningless counters employed as though they were real units so that an Enemy Player will never know whether a face-down unit is a real unit. Whenever the Players deploy their initial forces, they should also deploy several face-down "Suppression" Markers, which are backed up in the national colors. The number of dummies that a Player may use is left to his good judgement and common sense. Rarely should he use more than six at a time. As play develops and the Players' units spot one another, the "dummies" (Suppression Markers) will be revealed for what they are (that is: nothing). Once spotted and turned face-up, the "dummy" should be removed from the map. The whole object of using dummies is simply to keep your opponent guessing for as long as possible as to where your forces are. If you don't use at least one or two dummies, your opponent will know exactly where all of your units are even if he doesn't know exactly who is who.
[13.0] EFFECT OF HEIGHT AND CONTOUR ON OBSERVATION
COMMENTARY:
In Firefight I, we completely ignored the existence of contour lines and, by inference, the relative heights of firing units, target units and intervening terrain. In playing the FF I Scenarios and rules, the Players are permitted to make attacks which are technically physically impossible (FF I permits a unit in hex 1944-Map A to fire at a unit in hex 1946-Map A, even though the intervening hex 1945 is shown to be land some 20 meters higher than either 1944 or 1946). We now modify the Firefight I rules as follows:
GENERAL RULE:
Players should ignore defilade positions and defilade hexsides when judging Line of Sight, except for determining Observation Range (see rule 11.0). Defilade no longer blocks Line of Sight. Instead, the Players should determine what height the sighting unit is at, what height the target unit is at and whether the height of the terrain lying between the two units is sufficient to block the Line of Sight. To do this, they use the Height/Line of Sight Display, which graphically displays whether intervening terrain blocks Line of Sight.
CASES
[13.1] HOW TO DETERMINE WHAT HEIGHT A UNIT IS AT
Any hex on the map is located someplace in relation to the contour lines which serve to define the hills and ridges. For our purposes, we will define all of the bottom land lying between the various 460 contour lines as being 440 meters high. All of the hexes lying between the 460 and 480 meter line we will define as being 460 meters high; all of the hexes lying between the 480 meters line and the 500 meters line we will define as being 480 meters high; and, finally, all of the hexes encircled by the 500 meters line will be defined as 500 meters high.
By locating the position of a hex in relation to the contour lines, a Player may determine the height of the hex and the height of any unit in the hex.
[13.11] Contour Lines/Hexsides: Unlike the defilade hexsides, the contour lines do not conform exactly to the hex pattern. Instead, they have been drawn freehand to give a natural "real" appearance. To determine the height of a hex which is partially one height or the other, the Player must use common sense and determine that the hex is predominantly at one height or the other. For example, hex 2951-Map B is at 440 meters height, while adjacent hex 3050 is at 460 meters height.
[13.2] HOW TO USE THE HEIGHT/LINE OF SIGHT DISPLAY (See page 20.)
The Height/Line of Sight Display is used to determine if intervening terrain blocks the Line of Sight.
- Locate the elevation of the firing unit on the "0" (zero) range line.
- Locate the elevation of the target unit on the appropriate range line (i.e., if the target unit is 21 hexes distant and at elevation 480, its location on this Display is the intersection of the 480 line and the 21 line).
- Connect these two points with a straight edge (piece of paper or ruler). This describes the Line of Sight.
- Locate the range and elevation of any potential obstruction to the Line of Sight. If the Line of Sight is lower than the obstruction (i.e., to the left of it on the range line of the obstruction) the Line of Sight is blocked; if the Line of Sight is exactly equal to (or higher than) the obstruction, it is not blocked. Remember that the height of Forest or Town hexes is calculated to be the height of the ground elevation plus 20.
[13.21] Town and Woods terrain add 20 to the height of a hex when calculating blocking height, but not sighting position. In other words, a unit in Town hex 2410 is at height 440. However, if the Line of Sight is calculated through the hex, the hex is considered to be at height 460.
[13.22] In any given sighting situation, one unit may or may not be higher than the other. Any terrain between the two units which is higher than both units, must block the Line of Sight. See also case 13.23.
Example: A Soviet tank is in hex 1304, Map A; a U.S. tank is in hex 1307. The Soviet tank would be height 440, range 0; the U.S. tank would be at height 440, range 4. However, hexes 1305 and 1306 at ranges 1 and 2 are at height 460. Therefore, they would block the Line of Sight between the two units.
[13.23] If terrain exists between the two units which is higher than the lower unit, but the same height or lower than the higher unit, then it blocks the Line of Sight only if it is closer (in hexes) to the lower unit than the higher unit (and meets the criteria of Step 4).
Example: A Soviet tank is in hex 3307, Map A; a U.S. tank is in hex 2611. The Soviet tank is at height 460; the U.S. tank is at height 440. Hexes 3308 and 3208 are also at height 460, but, because they are closer to the Soviet (higher) unit than the U.S. (lower) unit, they do not block Line of Sight. Assume that the U.S. tank moves to hex 3109. Now hex 3208 (height 460) is closer to the U.S. tank than the Soviet tank and this hex does block the Line of Sight between the two units.
[13.3] DEFILADE
If a unit fires at a target lying in a defilade position which is at a lower elevation than the firing unit, the defilade is ignored.
Example: A Soviet tank is in hex 3507, Map A; a U.S. tank is in hex 3206. If the Soviet tank fires at the U.S. tank, the U.S. tank does not receive any defilade benefit because the Soviet tank is higher (height 480) than the U.S. tank (height 460).
[14.0] SMOKE
GENERAL RULE:
Mortar or artillery units may fire smoke instead of high explosive.
PROCEDURE:
When plotting his fire mission, the Player notes "smoke" or "S," etc. on his Indirect Fire Plot. Thereafter the mission is executed exactly as though it were a normal mission, except that the Player places a Smoke Marker on the Impact Hex rather than the firing unit counter/impact marker. Unlike Indirect Fire Markers, which are removed automatically from the map each Game-Turn unless renewed via Continuous Fire, Smoke Markers are removed on a die roll of "1" or "2;" otherwise, they remain in place. (Thus a mortar or artillery unit which fires smoke may not have to repeat the fire turn after turn to maintain the smoke.)
CASES
[14.1] EFFECT OF SMOKE
Regardless of the size of the firing unit or its coverage normally, all smoke attacks are considered the same. Smoke is presumed to cover the Impact Hex of the smoke attack and all adjacent hexes (only). When present on the map, smoke acts to block Line of Sight/Line of Fire just as though it were an "instant forest" that sprang into existence.
[14.11] The Line of Sight/Line of Fire does not pass through a smoke hex any more than it passes through a forest hex.
[14.12] A unit which is fired on in a smoke hex gains the same benefit it would receive in a forest hex. If it is in a hex which is both smoked and naturally a forest, it gains no additional benefit.
[14.13] Smoke has no effect on a unit's ability to move.
[14.14] Occasionally, a Player may fire several smoke attacks into the same area and the resulting Impact Zones may overlap. This doubling up of smoke hexes has no additional effects.
[15.0] OVERWATCH FIRE
GENERAL RULE:
During the Movement Phase, a Player may fire at an Enemy unit which has itself fired during the current Movement Phase. Heretofore, a Player could only fire at an Enemy unit which was moving, now he fires at a unit which is moving or at a unit which has fired.
CASES
[15.1] OVERWATCH FIRE EFFECT
Overwatch Fire is identical to Direct Fire or Opportunity Fire, with the limitation that you can only use it to fire at a unit which has just fired at one of your units.
[16.0] MOUNTED COMBAT (Fire from APC's by Mounted Infantry)
GENERAL RULE:
Personnel (Fireteams only) mounted in vehicles may fire when mounted in their APC's. The normal range and effectiveness of a mounted Fireteam's fire is reduced.
CASES
[16.1] SOVIET FIRETEAMS/BMP
One Soviet Fireteam may fire from inside the BMP. Its maximum range is reduced to four hexes. Its Attack Rating at all ranges (1-4 hexes) is reduced by 4. The Soviet Player simply announces that a Fireteam within the BMP is firing. Execution of this mounted fire does not preclude the BMP itself from firing normally. However, the BMP may not move if the Fireteam executes mounted combat.
[16.11] The Soviet Fireteam is considered to be inside the BMP when executing mounted fire. RPG-7's may not be fired when mounted.
[16.2] AMERICAN FIRETEAM/M113
One American Fireteam may fire while mounted on an M113. Its normal range is not affected, but its Attack Rating at all ranges is reduced by one.
[16.21] The American Fireteam fires from open hatches. On the Turn in which it fires, the team is considered to be exposed, just as though it were dismounted. Mounted Fireteams may fire LAW's or Dragons.
[17.0] SHORT HALT ATTACK/FIRE ON MOVE
GENERAL RULE:
The U.S. M60A1, M60A2 and all Soviet tanks may both fire and move during the Movement Phase. This presumes they are employing the Short Halt technique. The M60A3 (with stabilized fire control) may fire and move without halting.
PROCEDURE:
The Short Halt technique means that the unit expends one Movement Point in firing, leaving two Movement Points to actually move. The M60A3 can move its full Allowance of three Points and still fire. In either case, the Moving Player simply announces that he is firing while he moves the unit. He immediately executes the attack just as in any Direct or Opportunity Fire.
CASES
[17.1] RESTRICTIONS ON SHORT HALT/FIRE ON MOVE
[17.11] This rule does not mean that a Player may use a tank to fire in the Direct Fire Phase and then move it or fire and move during the Movement Phase. A unit which fires during the Direct Fire Phase may not do anything else.
[17.12] The use of the Short Halt technique or even the stabilized Fire on Move is inherently more inaccurate than firing from a full rest. Thus, tanks employing the Short Halt Attack have their Attack Ratings reduced by two Points at all ranges. The M60A3 is reduced by one Point at all ranges.
M60A2 may not fire missiles in Short Halt.
[18.0] MINES
GENERAL RULE:
Players are given a number of Mine Attack Points in certain Scenario situations. They may deploy these Points in hexes just as they would real units, placing an appropriately colored Mine Marker in the hex. They must also record on a separate sheet of paper the number of Mine Points they have emplaced in each marked hex. (Just as in real combat, they are required to record the location, strength, etc., of the smallest most hasty field.) Naturally, the Enemy Player can see these Mine Markers on the map. He may avoid them or enter them at his peril. If any unit enters a mined hex, the Player who owns the Mine Marker must announce the number of Mine Attack Points he has in the hex. He then attacks the unit with that number of Points just as though the unit were being fired on. (No terrain benefit, however.) Unless otherwise stated, a Player always has ten Mine Points at his disposal at the beginning of a Scenario. He may only emplace Mines before play begins.
[19.0] SUPPRESSIVE FIRE
GENERAL RULE:
Suppressive Fire is a special form of Indirect Fire in which accuracy is sacrificed for speed of response. A Player may request Suppressive Fire from any of his assigned Indirect Fire Units (regardless of whether they are Organic, Direct Support or Dedicated) by noting Suppressive Fire or the equivalent on his Fire Plot. Such Fire is delayed two less Game-Turns than noted on the Indirect Fire Data Table for a normal mission fired at the same target hex. However, on the Impact Turn, the Fire automatically scatters. Unlike normal fire, it may scatter two hexes instead of one hex.
The Player rolls the die with an odd number causing a two-hex scatter, rather than one hex.
Continuous Fire of a Suppressive Fire Mission would automatically scatter.
FIREFIGHT III
[20.0] INTRODUCTION
These final modifications give the Players sophisticated play techniques to further heighten realism concerning weapons, munitions and tactical doctrines which are currently being developed and put in use.
[21.0] DEDICATED BATTERY
COMMENTARY:
Recognizing the need for immediate suppressive fires on today's battlefield, the U.S. Army has developed the "dedicated battery" concept. As the title implies, a battery of field artillery is directly linked to the command of a maneuver company team. Its fire is immediately available at all times to suppress enemy direct fire weapons which threaten the team. Using pre-planned fire data and abbreviated procedures, the dedicated battery can in many cases have fire impact on enemy positions within 45 seconds. In fact, if the maneuver element commander and his forward observer are accurate (and lucky) in their pre-planned target list they can receive fire on target in as little as 18 seconds.
Because a dedicated battery is 100% tied to the needs of the maneuver team, it is not available (except in extreme circumstances) to support other units. The technique will usually be restricted to a company team engaged in movement to contact where the enemy situation is vague, but a meeting engagement is likely. As the team moves, the commander/FO will constantly update the situation with the dedicated battery, apprising them of probable enemy positions and particularly defined as a "priority" target any location likely to contain the most serious enemy threats (presumably ATGM's or tanks). (No more than one, two or, at most, three priority targets can be defined at a time because the battery will lay a platoon on each one.) As the company team moves, the FO will identify a new priority target. If a threat materializes in the vicinity of the priority target, the FO calls for immediate suppression on the target. The designated platoon fires as laid immediately (within 20 seconds). Other planned targets can be engaged within 30 seconds by other platoons. (There are two three-cannon platoons in a battery.) Naturally the initial rounds will not be as accurate as an orthodox shoot which has been adjusted on to target, but the speed with which the rounds arrive may make all the difference.
GENERAL RULE:
The dedicated battery is an extension of the direct support mission. This is reflected in Firefight on the Indirect Fire Data Table by providing a dedicated support status for the 155mm unit. When the U.S. Player uses a dedicated 155mm unit, he gains speed of response over the use of a direct support unit.
CASES
[21.1] ASSIGNING A DEDICATED BATTERY
As written, no Scenario specifically provides a dedicated battery for the U.S. Player. Those Scenarios which give the U.S. Player 155mm support list that support as Direct Support. To receive a dedicated battery, the U.S. Player simply tells his opponent that he is switching the status of a 155mm battery from Direct Support to Dedicated Support. He must do this prior to the start of the Scenario. Obviously, it is more advantageous to the U.S. Player (team commander) to have a dedicated battery than a battery in Direct Support, just as it would be in an actual combat situation. Just as obviously, the decision as to whether or not a dedicated battery is provided to a company team is made at brigade level or higher, and reflects the needs of the brigade as a whole. Ideally, a Scenario should be played at least twice; once with artillery in Direct Support and again with one battery dedicated, so that Players may experience the difference.
[21.2] PRIORITY FIRE
Priority Fire is, by definition, Indirect Fire which the U.S. Player has requested to impact on a pre-planned Priority Target. This requires him to identify Priority Targets and list them on his Target List (see 8.1). An asterisk next to the hex number on the Target List will do. List may not exceed number of Dedicated units. Priority Fire has no delay. It is automatically available and impacts on the Game-Turn it is requested. Because the request and the impact occur simultaneously, the Player does not need to write a plot for Priority Fire. He simply states "I am executing Priority Fire on this Priority Target hex." Whereupon he places the appropriate 155mm marker/unit. (Execution still must take place during the Indirect Fire Phase.) Priority Fire automatically scatters and its intensity on the initial Turn it impacts is somewhat diluted.
[21.21] Unlike On Call Fire or Fire at Target of Opportunity, the Player may not adjust Priority Fire up to two hexes away from the Priority Target hex. He simply places the marker on the target hex and rolls immediately for scatter. (The fire must scatter one hex according to the die roll.)
[21.22] As indicated on the Indirect Fire Data Table, the Attack Rating of a Priority Fire Impact varies from the normal Attack Rating of a 155mm unit. Its rating is reduced from "12" to "6" in the Impact Hex. When the Player has both Priority Fire and "normal" fire impacting, he must remember which is which.
[21.23] The Player may request Continuous Fire from a Priority Fire Mission (see 8.32). If he does, the future Attack Rating of the impact will be normal (12-6-3). In other words, the special Attack Rating of a Priority Fire mission applies only to the first Turn of impact.
[21.3] PLANNED FIRE/TARGET OF OPPORTUNITY
If a dedicated battery fires at a Planned Target (one on the Target List, but not singled out as a Priority Target) or a Target of Opportunity, it is treated as a normal On Call or Target of Opportunity Mission, except that its delay is one or two Turns, respectively, and its initial impact is handled exactly like Priority Fire. (It must scatter and may not be adjusted, and its initial Attack Rating is lessened.)
[21.4] DEDICATED SUPPRESSIVE FIRE
Suppressive Fire is built into the rules on a Dedicated Battery. The Player may not apply the provisions of Rule 19.0 to a Dedicated Battery.
[22.0] INDIRECT FIRE SCATTER [Modification]
GENERAL RULE:
To further differentiate between On Call Fire and Fire at Target of Opportunity, rule 8.52 is modified so that On Call Fire has a reduced chance of scatter (to 33%). Furthermore, Continuous Fire probability is reduced (to 16.7%), regardless of whether the original fire was On Call or Target of Opportunity.
PROCEDURE:
When determining scatter for Planned Fire, roll the die. A "one" or "two" and the fire scatters; otherwise it impacts on the final target hex. If it is Continuous Fire, only a roll of "one" causes scatter.
CASES
[22.1] Continuous Fire of a Suppressive Fire Mission (see 19.0) must always scatter. Continuous Fire of a Dedicated Battery Mission, whether Priority, Planned or Target of Opportunity Fire, has a 16.7% chance of scatter.
[23.0] IMPROVED POSITIONS
GENERAL RULE:
Improved Positions Markers are provided. If in his initial deployment, the Player places a unit under the IP Marker, the unit (or units) is said to be in an Improved Position. Such units benefit from the Improved Position so long as they remain in it. If vacant at the end of a Game-Turn, the Improved Position Marker is removed from the map. Improved Positions apply only to dismounted personnel. The presence of vehicles has no effect on an Improved Position, nor do vehicles benefit from an Improved Position.
CASES
[23.1] BENEFITS OF IMPROVED POSITIONS
A unit in an Improved Position may only be spotted by an adjacent Enemy unit, so long as the unit does not move or fire. If fired upon, a unit in an Improved Position benefits as though it were in defilade. (If it is already in defilade, it gains no further protection from fire.)
[23.2] DEPLOYMENT OF IMPROVED POSITIONS
Improved Positions may only be deployed at the start of a Scenario. They may not be constructed during play. Player's Note: Improved Position Markers and rules are given so Players may selectively modify Scenarios as they see fit.
[24.0] SMALL ARMS FIRE VS. ARMORED VEHICLES
GENERAL RULE:
Rifle and MG Fire directed against tanks and APC's will not injure the vehicle nor any crew or passengers within the armor envelope. However, this fire, if delivered accurately, will cause the vehicle to 'button up' and in particular will cause the vehicle commander to pop into the turret. Forcing the vehicle to button up dramatically reduces the ability of the crew to observe and acquire targets. Thus, in Firefight III, we will allow a fireteam or MG to fire at a vehicle. In doing so, they will use the Attack Rating obtained on the anti-personnel chart. They will resolve the combat on the anti-personnel table. However, any result obtained shall be treated as a Suppression and will have exactly the same effect as a Suppression obtained through Indirect Fire; i.e., the Attack Rating of the vehicle is reduced by "three" at all ranges.
[25.0] ARTILLERY DELIVERED MINES
COMMENTARY:
In a fluid mobile situation, U.S. forces will rarely be in a position to mine extensive areas using conventional mining techniques. To provide a mining capability in these circumstances, special artillery munitions have been developed which create an "instant" minefield. These are delivered and scattered by a special shell detonating to scatter mines and triggering sensors. Presumably these would be delivered in a mix of anti-personnel and anti-vehicle sizes. They provide the U.S. force commander with the ability to temporarily delay and divert Soviet movement with Indirect Fire. (An armored column can move through HE artillery fire of considerable intensity if it has to. Moving through an area just seeded with these instant mines without adequate engineer preparation would probably blow too many treads to be worth it.)
GENERAL RULE:
The U.S. Player may opt to fire "mines" from his 155mm batteries. All execution procedures remain the same except that a MINE Marker is placed in the impact hex and a special note is made that this is an artillery-delivered mine. The impact hex and all adjacent hexes are considered to be mines and attack any unit which enters such a hex with an Attack Rating of "8."
[26.0] CLGP [Cannon-Launched Guided Projectile]
COMMENTARY:
Currently under development is an artillery shell (155mm and larger) which can be fired normally and guided to a target "painted" by a laser designator. (It deploys fins after launch to control flight.) This means if a gun is pointed in the general direction of the target, it can achieve a direct hit with one round. It is a "smart" shell. Rather than bulky Dragon and TOW systems, the anti-tank infantry can be "armed" with less cumbersome laser guns in greater numbers which guide-in a blizzard of lethal shells fired from 20+ kilometers back (and no tank made can withstand a direct hit from a 155mm shell.)
GENERAL RULE:
Every Fireteam is presumed to be armed with a laser gun capable of guiding a 155mm projectile to target. Such an event is a two-Turn process. On Turn One, the U.S. Player announces that he is designating a specific Soviet unit, which must be in the Line of Sight of the designating U.S. unit. He does this during the Direct Fire Phase. If on the Direct Fire Phase of the following Turn the Soviet unit is still sighted by the U.S. unit, it is attacked with a Rating of "9." This attack is supplementary to any conventional attack the U.S. unit may make during either Turn.
Player's Note: Obviously any Scenario in which the U.S. Player has CLGP will tend to be somewhat one-sided. Soviet countermeasures against this threat will have to take the form of heavy counter-battery (to remove the source of the shells) and ECM (to prevent the battery from getting the fire order). Neither is within the scope of this game. Increased use of smoke, terrain and suppressive fire which can kill will become even more important. (You can be sure that the Soviet scientist who develops a laser ray absorbing paint will have it made.)
[27.0] FUTURE AFV's
GENERAL RULE:
Both the U.S. and the Soviet Union are developing new generations of Armored Fighting Vehicles to be placed in service in the late 1970's and early 1980's. These vehicles will offer increased firepower, mobility and protection over the current crop. The increased firepower of these vehicles is noted on the Fire Tables. The other effects are described in the sections which follow.
CASES
[27.1] M113Z
The present TOW mounting on the M113 APC exposes the gunner and system to fire both indirect and direct. This vehicle (M150) will be replaced by the M113Z. This will be the familiar M113 APC as the vehicle base. However, the gunner will be able to sit inside the armor envelope and control the TOW missile in flight with a TV fiber optics link with the launcher/tracker. The TOW's themselves will be mounted in an armored dual pod which can be raised and lowered (so that the vehicle can sit in full defilade. This will open up many more possible fighting positions.)
[27.11] Maneuverability: Maneuverability is the same as an M113. The Movement Allowance remains three Movement Points.
[27.12] Vulnerability: When the M113Z is in defilade all dice results of "three" or greater are ignored from Soviet Direct Fire. (It can only be killed on a roll of "2.") For purposes of Indirect Fire, it is treated as a tank (no Kms result).
[27.2] MICV
This vehicle will replace the M113. It is an infantry fighting vehicle rather than an armored personnel carrier, with added armor protection, designed interior infantry fighting positions and topped with a 25mm Bushmaster cannon.
[27.21] Maneuverability: Increase the Movement Allowance to four Movement Points.
[27.22] Vulnerability: Reduce the Attack Rating of Soviet weapons against APC's by one at all ranges.
[27.23] Mounted Fire: Infantry mounted in the MICV has an Attack Rating against Soviet personnel of "7," and a range of 200 meters (four hexes).
[27.3] XM1
This tank will be lower than the M60, and narrowed; with compartmentalized fuel, ammo and crew areas; improved spaced, laminated armor and will mount either one 105mm, 115mm or 120mm gun firing greatly improved munitions, plus a 40mm grenade launcher in place of the 50 cal.; and increased horsepower.
[27.31] Maneuverability: The Movement Allowance is increased to five Movement Points.
[27.32] Vulnerability: The Attack Rating of the Soviet RPG7, SPG9 and BMP cannon are reduced by "3" at all ranges. The Attack Rating of Soviet tanks is reduced by "2" at all ranges. The Attack Rating of the Sagger is reduced by "1" at all ranges.
[27.4] XMBT
This will be the successor to the T62. It has received various designations, such as T-64, T-70 and T-72. We've chosen to call it the XMBT. Like its U.S. counterpart, it will have spaced and laminated armor, improved engine and suspension and it will mount a gun in the 120-125mm class with laser/computer fire control.
[27.41] Maneuverability: Increase the Movement Allowance to five Movement Points.
[27.42] Vulnerability: The Attack Rating of all U.S. units is reduced by "1" at all ranges.
[27.5] FIRE "ON THE MOVE"
The MICV, XM1 and XMBT will all be able to fire "on the move" due to gun stabilization mechanisms. The Soviet BMP will also be given gun stabilization so it will be able to fire its cannon (only) on the move. All Attack Ratings reduced by 1 when firing-on-move.
[27.6] INSTANT SMOKE
The MICV and XM1 will have an "instant" smoke capability far greater than present vehicles have. To reflect this, we will permit the U.S. Player to fire "smoke" into a hex adjacent to the firing vehicle during the Direct Fire Phase in lieu of normal Direct Fire. He simply announces he is firing smoke and places the smoke marker. Once placed, the smoke marker acts the same as smoke placed by Indirect Fire.
(Transcriber's note: 27.5 is printed "The MICV, XM1 and MBT"; transcribed here as "XMBT" for the vehicle named in 27.4 -- the printed text reads "MBT".)
[28.0] OVERRUN
COMMENTARY:
Heretofore, the rules have prohibited a Friendly unit from entering a hex containing an Enemy unit (Case 7.25). This rule will permit such an act, which is called an Overrun.
GENERAL RULE:
During the Movement Phase, a Player may move a Friendly unit into a hex containing an Enemy unit. When he does so all other action ceases and play is conducted according to the Overrun Procedure.
PROCEDURE:
To Overrun, a Player moves his unit into a hex containing an Enemy unit or units. The moving unit must stop in the hex being Overrun. An Overrun firefight must immediately take place. This is executed exactly as though the opposing units were in adjacent hexes (range is one hex for calculating Attack Ratings). The Players roll the die to see who shoots first, and alternate fire until the Overrunning unit and all Enemy units in place have all fired once. Assuming that both the Overrunning unit and at least one Enemy unit survive the fight, the Overrunning Player may either (1) move his Overrunning unit out of the hex, or (2) leave it in the hex. If he chooses the second alternative, another Overrun firefight must ensue. At the conclusion of this second firefight the Overrunning Player must again choose to move out or stay and fight, etc. Inevitably, any Overrun will be resolved when the Overrunning unit vacates the hex or either the Overrunning unit or the Enemy units are destroyed. One or the other must occur.
CASES
[28.1] EFFECT OF TERRAIN ON OVERRUN
In an Overrun firefight, terrain is completely ignored except that a unit in an Improved Position still benefits as though it were in defilade. Otherwise, the prior positions of the engaged units, the presence of forest, towns, smoke, etc., are forgotten.
[28.2] EFFECT OF PRIOR FIRE ON OVERRUN
An Overrun is a special event. The units engaged in an Overrun situation are not affected by whether or not they have previously fired during the Game-Turn. A unit could conceivably fire during the Direct Fire Phase or Movement Phase and still participate with fire during an Overrun. Fire during an Overrun does not count against the restriction of only firing once per Game-Turn.
[28.3] EFFECT OF OUTSIDE UNITS ON OVERRUN
Once an Overrun situation is created, the Players ignore everything until the Overrun is resolved. Units outside of the hex being Overrun do nothing.
[28.4] EFFECT OF INDIRECT FIRE
If an Overrun hex is being subject to Indirect Fire, the Overrunning unit must first be attacked by the Indirect Fire.
[28.5] SOVIET FIRETEAM
Some Soviet Fireteams will not have an RPG7. These teams may attack U.S. vehicles engaged in an Overrun with a rating of "3."
[29.0] SCENARIOS: FIREFIGHT III
SCENARIO 6 [MAP B]
GENERAL SITUATION: A U.S. infantry-heavy company team has been ordered to mop up remnants of a Soviet force operating in the Feldschlossen area.
TASK ORGANIZATION: U.S. Forces: Company-team--five M60A1, nine M113, two M150, fourteen TM+, 2 TM, one MG (6 Dragons to be assigned); Organic Support--three 81mm mtr, two 4.2" mtr; Direct Support--two 155mm. Soviet Forces: Mot. Infantry Platoon(+)--three BMP, two T62, one BRDM (Sagger), two SPG9 team, one Sagger Team, four TM+, two MG+, thirty Mine Pts.; Direct Support--two 122mm, two 152mm.
MISSION: U.S. Player: Clear Rte. 1A from Gerlafingen to Feldschlossen and occupy the Mittehohe Hill. Soviet Player: Defend Feldschlossen blocking Rte 1A to the south.
DEPLOYMENT: The U.S. Player deploys first anywhere south of Rte. 298. The Soviet Player deploys north of hexrow 0030-3930.
VICTORY CONDITIONS: The game ends when the U.S. Player has destroyed all Soviet units in Feldschlossen and on the Mittehohe and has at least one U.S. unit each on both terrain features. The Soviet Player receives 1 Point for each Game-Turn after Game-Turn Eight. The U.S. Player receives 1 Point for each destroyed Soviet unit.
SCENARIO 7 [MAP B]
GENERAL SITUATION: A U.S. light infantry platoon has been ordered to advance from Feldschlossen and secure Hill 492. While traveling on Rte. 12, the platoon is informed that suspicious movement and equipment (probable Soviet OP) has been seen on the summit of Hill 492.
TASK ORGANIZATION: U.S. Force: Infantry Platoon--six TM, two MG+; Organic Support--three 81mm mtr. Soviet Forces: Unknown (see "Deployment").
MISSION: U.S. Player: Verify existence of Soviet forces on Hill 492, and, if possible, destroy them. Soviet Player: Varies with deployment.
DEPLOYMENT: U.S. Player deploys along Hwy. 12 anywhere west of Feldschlossen. Soviet Player places four TM+, one MG, and one Veh X, plus six "dummy" counters in a wide mouthed cup (coffee mug), shaking up the cup and then picking six units from the cup blindly. [Conceivably all six could be real units or all six could be dummies; but normally he will pick some real units and some dummies.] He then deploys his units face-down within two hexes of hex 2832. If the Soviet Player picks the Veh X unit, he is entitled to receive Direct Support from three 120mm mortars. Otherwise, he receives no Indirect Fire.
VICTORY CONDITIONS: The Soviet Player receives 1 Pt. for each U.S. unit eliminated. The U.S. Player receives 1 Pt. for each Soviet unit eliminated. The scenario ends when a U.S. unit occupies hex 2832, and all Soviet units within four hexes of hex 2832 have been destroyed. Players' Note: It is very conceivable that the Soviet Player could pick a substantial number of real units, in which case the U.S. Player could find it impossible to clear Hill 492 with his available force without heavy casualties. The U.S. Player should use a bounding overwatch technique to prevent his whole force from being decisively engaged by the unknown Soviet force. By the opposite coin, the Soviet force could consist of nothing substantial, in which case a super cautious advance would be (in hindsight) unnecessary. To reflect this, the U.S. Player should be required to state the number of Game-Turns in which he will accomplish his objective.
SPECIAL RULE: The Veh X unit is a communications van. It has no armament. If the Soviet Player is lucky enough to pick this unit he must deploy it within one hex of hex 2832. Thereafter, he may not move it until Game-Turn Ten. (U.S. units may attack this unit with LAW or DRAGON as though it were an APC.)
SCENARIO 8 [USE BOTH MAPS]
Note: See Diagram on page 3.
GENERAL SITUATION: A reinforced Soviet tank battalion is advancing south on Rte. 1A (axis Feldschlossen-Gerlafingen). A U.S. tank-heavy company team is deployed in the vicinity of Gerlafingen.
TASK ORGANIZATION: U.S. Forces: Two armored platoons, one mechanized infantry platoon; Organic Support--two 4.2" mtr.; Direct Support--six 155mm. Soviet Forces: One tank battalion, 1 motorized rifle company(+); Direct Support: two 122mm, six 152mm.
[At this point, Players should be able to consult the Modern Combat Pamphlet to derive the units in each force.]
DEPLOYMENT: U.S. Forces deploy within fifteen hexes of the Gerlafingen crossroads (hex 2140). Soviet units enter on Game-Turn One at hex 2201 (Map B).
MISSION: Soviet Player: Advance south. U.S. Player: Stop the Soviet advance.
VICTORY CONDITIONS: The Soviet Player receives 3 Points for each vehicle which exits off the south edge of Map B and two Points for every vehicle which exits off the south edge of Map A. The U.S. Player receives 1 Point for each destroyed Soviet vehicle and 1 Point per U.S. unit (vehicle or infantry) within ten hexes of the Gerlafingen crossroads at the end of the game.
GAME LENGTH: The game lasts a minimum of twenty Turns. Beginning with the 21st Turn, both Players roll the pair of dice. If they roll the same number, it is the last Game-Turn. Repeat each Turn until condition is met.
SCENARIO 9 [USE BOTH MAPS]
Note: See diagram on page 3.
GENERAL SITUATION: A Soviet force of undetermined size is advancing west along Hwy. 298. A U.S. force of undetermined strength is advancing east along Hwy. 12.
TASK ORGANIZATION: The Soviet Player should place twenty T62's, twelve BMP's, three BRDM's, and fifteen dummies in a cup. The U.S. Player should place thirteen M60A1's, five M60A2's, ten M113's, and seven M150's, plus fifteen dummies in a cup. Shake both mixtures. Each Player should pick 25 counters from his cup. This is his force. [Any APC (BMP or M113) is presumed to carry an infantry squad.]
MISSION: Soviet Player: Advance west along Hwy. 298 or (alternate) Hwy. 12. U.S. Player: Prevent Soviet advance west of the line Versbach-Ebersburen.
DEPLOYMENT: The Soviet forces enter Map A at hex 3938 on Game-Turn One. U.S. force enter on Map B at hex 0121 on Game-Turn One. Both forces are in column.
VICTORY CONDITIONS: The Soviet Player receives 1 Point for each unit that exits off the west edge of Map B. He gains 1 Point for each U.S. unit destroyed. The U.S. Player gains 1 Point for each Soviet unit which does not exit off the west edge and 1 Point for each U.S. unit in Versbach or Ebersburen at the game's end.
Players' Note: While it is theoretically possible for the Players to avoid one another, basic bloodymindedness will usually cause a good scrap. Scheduled fires should not be permitted on the entry hex area on the First Game-Turn or so.
TIME LIMIT: Use the same procedure as in Scenario 8.
INDIRECT FIRE: The provision of Indirect Fire Support is left to mutual negotiation. At a minimum, each side should have two (120mm or 4.2") mortars.
CLARIFICATIONS AND ADDENDA
Post-production playtesting has revealed a few areas of the rules that need further clarification. We also take this opportunity to offer some additional optional rules that players may wish to employ.
Clarifications (by Case Number)
[4.1] If a Player declines to fire (or move) a unit when it is his option to do so, he does not automatically forfeit all future opportunities to do so in that Game-Turn. Only if his opponent immediately "passes" as well, does the Phase end.
[5.1] Roads running through Forest hexes have no effect on the Line of Sight (i.e., Players may not assume that the forest-road opens a lane of fire down its axis).
[8.51] In a continuous fire situation, a Player may designate the hex to which the Indirect Fire has been shifted as the new plotted hex for the next Game-Turn. This enables the Player to "walk" the fire across the map. Note that the Player must still fulfill all Line of Sight requirements.
[8.8] Units that begin a Movement Phase in an Impact Zone are affected only if they move, and then only if they move into another Impact Hex. Moving units are attacked for each Impact Hex they enter.
[17.0] It is not explicitly stated, but the Short Halt/Fire on Move rules are an exception to the rules which allow only Opportunity Fire or Overwatch Fire during the Movement Phase.
[21.1] If a Player has a dedicated battery assigned to him this means that he has two platoons, each of which may be fired independently of the other.
Addenda
Demolished Bridges and Impassable Hexsides: If they wish, the Players may add variety to any scenario by assuming some or all of the bridges on the map to be destroyed at the start of the game (i.e., treating them as unbridged stream hexsides). Players should be aware that none of the units in the game have the capability to destroy bridges by using their organic weapons. Players may also assume all or certain portions of the streams to be impassable to vehicles (as they wish). Another means to vary the terrain is to designate certain hexsides as impassable for vehicular movement and as blocking terrain for fire.
"Friendly Minefields": Players may assume that Friendly units are not affected by their own mined hexes if the Mine Attack Strength in the hex is "5" or less. If the strength is "6" or greater, the mines affect both Players' units. This accounts for the fact that Friendly units, informed of the locations of the mines would be able to avoid them and easily transit the hex. However, when the density of mines in a single hex exceeds a certain level, the information problem makes even Friendly units vulnerable to "attack" by their own mines. Players should be aware that mines are never used up or "cleared" simply because a unit enters the hex and is attacked by them. Within the context of the scenarios, mines may never be cleared or removed by any process. They are always active. Players should also note that personnel and vehicle units are equally vulnerable to mines (using the Attack Rating of the mines on the appropriate Combat Results Table.)
TERRAIN EFFECTS CHART (page 20)
| Terrain Type | Effect on Vehicle Movement (Movement Point Cost) |
|---|---|
| Clear | 1 Movement Point (MP) |
| Forest | 2 MP |
| Town | 3 MP (when vehicle is not moving along road) |
| Stream | +1 MP in addition to terrain cost for hex entered |
| Road | 1/2 MP (when vehicle moves along path of Road); negates other terrain for movement |
| Trail | 1 MP, negates other terrain |
| Contour | No effect |
| Defilade | No effect |
| Bridge | [identifies where a Road crosses stream] No effect, Road rule controls. If demolished, then vehicle must pay Stream cost to cross. |
INFANTRY (dismounted) moves one hex per Game-Turn, regardless of terrain traversed.
HEIGHT/LINE OF SIGHT DISPLAY (page 20)
Printed as a graph: elevation lines 440, 460, 480, 500 and 520 across, range lines 0 to 60 down (see Case 13.2 for use). It is a drawing to be used with a straight edge and has no further text.
ERRATA AND ADDENDA (SPI sheet, as of 26 August 76)
Because of its scope and complexity, it is inevitable that a limited number of errors will creep into a game such as Firefight. This attachment attempts to correct those errors discovered after the printing of Firefight and also provides additional clarification of items not in error but which may require further explanation.
Errata
Soviet Indirect Fire Data Table (CORRECTION): The two notes directly below the Soviet table are in error. They should be identical to the notes on the U.S. Indirect Fire Table (which are correct):
- When dismounted personnel target is in a Town hex, all dice rolls of "3" or "4" are converted to "no effect".
- When target is a vehicle, all dice rolls of "6" or less are converted to "no effect".
Note that on both Indirect Fire Combat Results Tables, dice rolls of "7" or greater do apply to vehicles.
U.S. and Soviet Attack Effectiveness Ratings Tables, Art Error (CORRECTION): The decorative symbols in the upper lefthand corner of both charts (star with arrow pointing at tank) have their tanks transposed. The blue tank should be an M-60 and the red tank should be a T-62. Although this decorative symbol has no effect on the utility of the tables, we call the error to your attention.
Scenario 5, Soviet Forces (page 13, right-hand column: CORRECTION): the Soviet Player should have four 152 mm markers in Direct Support instead of the 122mm markers listed.
Addenda
CLARIFICATION: Firing Down Roads in Forest: A road has no effect upon the Line of Sight. Although they appear fairly straight on the map, in actuality they meander enough so that it is impossible to fire more than 50 meters (one hex) along a road in the forest.
ADDITION: Demolished Bridges and Impassable Hexsides: If they wish, the Players may add variety to any scenario by assuming some or all of the bridges on the map to be destroyed at the start of the game (i.e., treating them as unbridged stream hexsides). Players should be aware that none of the units in the game have the capability to destroy bridges by using their organic weapons. Players may also assume all or certain portions of the streams to be impassable to vehicles (as they wish). Another means to vary the terrain is to designate certain hexsides as impassable to vehicular as well as blocking fire.
ADDITION: [18.0] MINES: Players may assume that Friendly units are not affected by their own mined hexes if the Mine Attack Strength in the hex is "5" or less. If the strength is "6" or greater, the mines affect both Players' units. This accounts for the fact that Friendly units, informed of the locations of the mines would be able to avoid them and easily transit the hex. However, when the density of mines in a single hex exceeds a certain level, the information problem makes even Friendly units vulnerable to "attack" by their own mines. Players should be aware that mines are never used up or "cleared" simply because a unit enters the hex and is attacked by them. Within the context of the scenarios, mines may never be cleared or removed by any process. They are always active. Players should also note that personnel and vehicle units are equally vulnerable to mines (using the Attack Rating of the mines on the appropriate Combat Results Table.)