Gulf Strike
Gulf Strike Rulebook
Table of Contents
Table of Contents
Designer/Player Notes
Gulf Strike is a game of planning. The decisions made early in the Game-Turn will usually determine a side's force status at its conclusion. It was found in playtesting that certain strategies required for competent play were not self-evident without at least one playthrough. These notes are included to enhance a player's enjoyment and level of expertise with the system on the first playthrough.
The Game-Turn
A Game-Turn of Gulf Strike represents two days of operations. Each Game-Turn consists of three Action Stages where all the major force-on-force interactions occur. The Initiative player has the advantage of moving his pieces first in each of the first two Action Stages, whereas the Reaction player has this privilege in the last Action Stage. When the side in possession of initiative takes large losses (precipitating a loss of momentum), this advantage shifts to the other player.
THE ACTION STAGE. During the Action Stage, all major game system interactions occur. Each Action Stage is a series of initiated moves with the enemy player potentially reacting and moving units to intercept. An Action Stage consists of two Movement Phases and a ground combat, or Assault, Phase. Most air and all naval combat ensues during the Movement Phases, whereas ground combat has a separate Phase for resolution (air combat affecting declared ground combat situations is the only other form of combat to occur at this time). The US player has Special Forces units that perform differently from all other ground units (see Special Operations for details).
During a Movement Phase, each of the different types of unit (air, ground, and naval) moves and participates in all forms of combat except declared ground combat. The different unit types may move in any order, thus enabling players to undertake triphibious operations. The game system allows for extensive reactions to enemy moves while they are in progress. When enemy air and naval units move — if they are detected — a player with properly postured forces (intercept mode) may launch air units to intercept and attack. This concept of action/reaction is a prime tenet of the Gulf Strike system.
Naval units have a limited intercept capability, while ground units (in reserve) may react to declared combat situations. After both players have had a chance to move their available units (only those in the proper modes move), declared ground combat is resolved. Air units may move during the ground combat, but only if conducting missions (close air support) into declared ground combat situations.
Players who fail to strike the proper balance between offensive and intercept/reserve modes will find their forces either vulnerable to enemy offensive strikes (too much offensive posture) or incapable of initiating offensive operations (too much intercept/reserve posture). Therefore, proper planning during the Unit Assignment Stage, based on accurate appraisal of the current situation, is the central concept for success throughout the entire Game-Turn.
Unit Types
To properly implement the major game system concepts, a player needs to fully understand the uses and capabilities of his various units. Most unit types in the game possess a detection capability represented as a radius of hexes surrounding a unit. Air and naval units that are not detected cannot be engaged in combat. The detection ranges and probabilities of successful detection attempts are found on the Ranged Characteristics Summary. For more details, see Detection.
Air Units
The most important air unit is actually a ground unit: the airbase. Although all air units can land at airfields (marked on the map), they may sortie (take off) only if a supplied airbase is also present. Airbases are not repairable (due to limited availability of trained maintenance personnel, spare parts, and special tools) and their loss can thus have traumatic effects on a force's air capability. To launch an air mission, all participating air units must sortie from the same airbase. Therefore, it is very important that a player mix the types of air units located on an airbase display in order to ensure that units capable of air-to-air combat (escort, air superiority, and intercept) are co-located with strike (air-to-ground/naval) and transport air units. If this were not done, a particular airbase without an air-to-air-capable unit would be unable to launch escort and transport units; such a situation leaves the airbase vulnerable to enemy offensive air strikes.
AIR MISSIONS. Air units in Gulf Strike conduct missions of five basic types: Anti-Air, Strike, Ferry, Transport, and Early Warning Detection. As the name implies, the Anti-Air mission's primary purpose is the destruction of enemy air units. Air Superiority, which is an Anti-Air mission, attempts to lure enemy interceptors into air combat situations. Air units without an air-to-air capability may be Escorted in order to protect them from enemy interceptors.
Interception missions are conducted to oppose enemy air and naval movements while they are in progress. Strike missions entail the release of air-to-surface ordnance against various ground and naval targets. When air units need to increase their range in order to transfer to another airbase they conduct a Ferry mission. Transport is used to move certain types of ground units and supply depots. EWDA (Early Warning and Detection Aircraft) units provide long range detection capabilities to improve interception radii. For more details, see Air Unit Missions.
The various air units are rated differently for each of the various combat or transport missions. Each of the unit types is discussed with its strengths for maximum utilization in the game. Aircraft types follow the category under discussion. The categories used, for the most part, are for increased player information; they in no way supercede the rules.
Early Warning Detection Aircraft — AWAC, E-2, Tu-126, and the Iranian F-14
These units are always airborne. They increase the detection and interception launch radius substantially. It is through the proper positioning and support of EWDA units that control of a side's air space is achieved.
Multi-Role Air Units — AV-8B, F-4, F-5, F-15, F-16, F-111, Mirage, MiG-23, Yak-36
These air units have a good Anti-Air Rating and Bombardment (strike) Rating, although examination of the individual air unit types will indicate one Rating is greater than the other. These units are characterized by flexibility. When co-located at the same airbase, they create a varied and unpredictable threat for the other side to counter.
Interceptors — Hunter, Lightning, MiG-21
These air units are predominantly air-to-air capable with a very limited bombardment capability.
Surface Strike — A-4, Il-28, Su-20, A-10, AH-1, Su-24, Jaguar, Mi-24, Tu-22
The major use of these air units is surface strike (ground or surface naval), as might be expected from their substantial Bombardment Ratings. Some of these units have a secondary but poor air-to-air capability. The attack helicopters (AH-1, Mi-24) have a limited range which requires them to be based near their targets.
Multi-Strike — A-6, A-7, B-52, Tu-26
These are multi-capable strike air units characterized by good Bombardment and Anti-Ship Missile Ratings. The A-6 and A-7 air units are usually based on aircraft carriers, whereas the B-52 and Tu-26 are land-based with very long range capabilities.
Subsurface Strike — Ka-25, SH-3, P-3, S-3
These units are capable of attacking detected submarines. The Ka-25, S-3, and SH-3 are usually based on aircraft carriers, whereas the P-3 is a long-range land-based asset. Both the P-3 and the S-3 have a secondary anti-ship missile capability.
Theater Transport — C-130, CH-47, CH-53, Mi-6
These units are used for short to medium range transport of brigade or smaller ground units and the movement of supply depots. Sometimes the only way to keep certain types of operations in supply is by transporting supply depots in this fashion.
Strategic Lift — C-5, Il-76
These two units represent long-range national assets and capabilities for moving units very long distances. Except for their division lift capability, they are similar to other types of transport units.
Other — E-6, Tu-20
The US E-6 is an electronic counter-measures (ECM) air unit. When stacked with other air units, its high ECM Rating can be used for the benefit of the entire stack. The Soviet Tu-20 is a long-range reconnaissance air unit with a secondary minelaying capability.
The preceding listing gives an impression of general groupings of air unit types related to their ratings. Examination of the counters is necessary to ascertain the exact differences in ratings.
Naval Units
Naval units are in one of two modes during the Game-Turn: Underway or In Port. Naval units have varying capabilities based on their type. There are four basic naval unit types.
Surface Action Units — BB, CA, CG, CGN, CO, DD, DDG, FAC, FF, MCM
Surface action units have varying Bombardment, Anti-Air, Anti-Ship Missile, Minelaying, Minesweeping, and Sub-surface capabilities. These multi-capable platforms are most vulnerable to air and submarine units.
Aircraft Carriers — CV, CVN, LHA, CVH
Aircraft carriers are surface units with the additional ability to sortie specially designated air units. This ability makes these units particularly potent due to the increased offensive strike range provided by these aircraft. Carriers come in two sizes: large (CV, CVN) and small (LHA, CVH). The large carriers are characterized by the ability to launch more air units and the ability to project the Combat Air Patrol (CAP) mission. Carriers are most vulnerable to US and Soviet anti-ship missiles, which can be launched from outside their air intercept range. A way to prevent this is to keep the carriers outside of hostile air unit range or create a screen of EWDA units ahead of the carrier to give earlier detection and intercept launch.
Submarines — SSN, SS, SSGN
The primary purpose of submarine units is to inflict as much damage as possible on enemy surface units, or at least threaten such damage. They are most vulnerable to air units and enemy submarines.
Naval Transport — Trans, Amph
The purpose of naval transport is to move large quantities of materials and troops over long distances. Trans naval units may only load and unload in ports, while Amph units can additionally perform this task in certain non-port coastal hexes. Some Amph units have a Bombardment Rating as well.
Ground Units
There are three basic types of ground units: Combat, Support, and Trucks. Combat units are used to capture and defend terrain, whereas support units (artillery, air defense, engineers, and headquarters) provide specialized benefits in combat situations. Truck units are ground transport for the movement of ground units and supply depots. It is through the success of the ground elements that victory is most often determined.
Grand Strategy
The situation on the Strategic Map can have far-reaching consequences on play, at the Operational level. The Operational Map is ringed by Strategic Map bases that are available (depending on the scenario) to each side. Certain bases are initially more important than others. Afghanistan and Democratic Yemen are essential airbase locations for the USSR. Positioning Tu-26 air units in these advantageous sites keeps US surface naval units back (south of Diego Garcia) until the US B-52's and other air units can neutralize these forces. At the start of most scenarios, Diego Garcia is the major US outpost. It is from this base that the US build-up and offensive originate.
It is essential for the US to eventually gain naval superiority; otherwise the later RDF (Rapid Deployment Force) reinforcements will be delayed or stopped entirely. It is on this issue that the opposing US and Soviet doctrines can best be illustrated. The main strategic concern for the US is the deployment of the RDF air and ground units in supply on the Operational Map, whereas the USSR is mainly concerned with naval disruption and destruction of these forces. The most effective Soviet units for this task are the Tu-26 (Backfire) air units and submarines.
The Soviet surface naval units are best kept under friendly land-based air cover in order to remain afloat and maintain a threat. The US carriers are a potent but vulnerable capability. Until the Backfires are destroyed or forced back into the USSR, the initial US carrier (CV-63) is vulnerable to strike missions. Later in the game, when additional carriers have arrived, a screen of E-2 and other EWDA units can be progressively moved ahead (during the Unit Assignment Stage) of the carriers, giving the F-14's and land-based air the ability to intercept the Backfires outside their two-Strategic Hex missile launch range.
Throughout the game, US forces utilizing P-3 and S-3 air units should be attempting to detect and sink Soviet submarine units, especially SSGN's. On the carriers, the SH-3 as well as the F-14's should be kept on intercept to oppose hostile SSN's and air units respectively. The A-6/A-7's are used for anti-ship strikes when within range.
The USSR should maintain a submarine or two near the Straits or Hormoz to block US supply lines, while the Tu-20 and Backfires mine the Straits and various key coastal hexes. If the USSR is given the chance, it should bombard and eliminate the US Supply Head to forestall certain reinforcements (7th Marine Amphibious Group) and slow down the US build-up. US sea control at the strategic level is a prerequisite for victory, whereas Soviet sea control on this level will almost assure their victory.
Operational Strategy
The major strategic component at this level is air supremacy. If either side during the game achieves permanent air supremacy, while maintaining adequate ground supply, the game is essentially over. Therefore, it is imperative to maintain at least a stand-off in air operations in order to gain a victory on the ground. The fastest way to stop a ground offensive is to bombard and destroy supply depots, severing supply lines and forcing ground units to withdraw or suffer the consequences. Once this is accomplished, targeting priorities should switch to installations and ground units.
Maintaining a reaction capability through detection assets and properly positioned interceptors can prevent enemy air incursions. EWDA units have the largest detection ranges in the game. One of these units can tie together several airbases with interceptors into an air defense zone that will be difficult for hostile forces to penetrate. Without an EWDA unit, the air defense zone extends only a short range from friendly ground units, which is easily penetrated. Therefore, one of the priorities early in a Game-Turn is to force the enemy EWDA units out of the game temporarily while preventing the reverse situation.
One of the best defenses is often a good offense. The quickest way to ground an enemy air force and gain air supremacy is to destroy enemy airbases. Placing air units on interception is good defense, but since no air unit can fly more than once per Action Stage, an air defense zone can be penetrated eventually if one side has more available offensive missions than the other has interceptors. Attacking the enemy's airbases forces that side to maintain interceptors (reducing available offensive missions) and reduces the opposing side's available sorties permanently. Remember to keep a mix of air unit capabilities at each airbase in order to maintain total planning flexibility.
Once a side begins to gain an air advantage, it should be pressed, with the enemy airbases and supply depots as primary targets. It should be remembered that air missions cost Supply Points, and even though a given mission is inexpensive (in terms of supply), it is not feasible to use all of one's air units without running low on supply and slowing ground operations. Players should take advantage of every opportunity to repair air units, as the repair capability is small relative to the damage likely to be inflicted on a player's air units.
Tactical Strategy
It is through the ground units that victory is basically determined. By gaining air supremacy, a side can halt the progress of the enemy ground forces; but assuming an air stand-off is achieved, proper utilization of one's ground forces will be the measure of victory.
During the Unit Assignment Stage, ground units near friendly headquarters units can be placed in Reserve mode. Most of a side's forces will be in Frontline mode. Positive results achieved by these units can be exploited by units in Reserve or blocked by well placed reserves in the corollary. A well supported frontline attack with reserve units directly behind can turn a small success into a major breakthrough. The opposite is also true, where committed reserve units can prevent a breakthrough by changing the odds ratio in key combats. Although headquarters units may seem insignificant, their loss reduces the ability to place units in Reserve mode and lowers the number of options available to the player.
TACTICAL HINTS
- Do not stack units of different troop quality (elite, line, and milita) together. The column shifts lost in combat almost never justify the combat value addition.
- Give as much support (artillery, engineer, and close air support) as possible to critical combats.
- Do not waste supply. Change into expensive supply formations (such as Deliberate Assault) only when necessary.
- Keep reserves around critical sectors to bolster the line and react to hostile rear area incursions.
- For the USSR, initiate chemical warfare only when necessary. The advantage expires over time, and early use expends the full advantage before it may become vital.
Victory Conditions
The preceding discussion on strategy is directed toward one end: victory. Gulf Strike covers the first two months of a conflict in the Persian Gulf region. Since the conflict could be longer, the victory conditions in the game are a "snapshot" view only. Control of the Straits of Hormuz (Strategic Hex J-09) is a major victory condition in most scenarios. The side controlling the Straits determines whether or not the region's oil can flow. For the West, this is an imperative if their economies are to be sustained. Control is a combined land (airfield control), air, and naval problem which — if solved — usually leads to victory, or at least a draw. Armed with these notes, begin to read the rules; a full understanding of the system will be imparted only by actual play.
Introduction
Current US grand strategy alternately focuses on Europe and the Middle East. Whereas Europe's security is the responsibility of the NATO alliance, the Middle East — since the fall of the Shah of Iran — has lacked the stabilizing influence of any remotely corresponding organization.
In the wake of the Ayatollah Khomeini's ascension, the US has been relegated to the role of runner-up in the superpower race to establish and maintain operating bases in the volatile Persian Gulf area. The progress of the altruistic Soviet hegemony, pointedly illustrated in the invasion of Afghanistan, has spurred a US effort to develop a viable Rapid Deployment capability. Gulf Strike depicts the danger-fraught projection of this presence in the face of logistical constraints, established and hostile military forces, and an uncertain mosaic of shifting political animosities.
The long-standing lack of simulations dealing with this area of the world is disconcerting. I have felt for some time that the true test of modern doctrines is likely to occur in the Persian Gulf. As a result of virtually any misstep in this precariously balanced region, the naval might and custom-tailored Rapid Deployment Joint Task Force (RDJTF) of the US could well run afoul of Soviet designs. A confrontation here between superpowers is hardly unimaginable, given the strategic stakes and the heedless revolutionary fervor that darkly threatens the security of each and every Gulf nation.
The current Iran/Iraq war has dragged on for two years now, providing a classic example of military impasse, brought about by poorly trained troops in support of modern technology. As the war continues, the imminence of national collapse on either or both sides increases. The vacuum created by such an event, failing a difficult and arduous political solution, would virtually guarantee a superpower clash.
Gulf Strike examines the ramifications of such an eventuality. The simulation includes numerous scenarios, each depicting a variant political situation, to account for possibilities that remain as yet unforeseen. An understanding of the operational alternatives available in the Persian Gulf in the event of widespread conflict is of prime interest to the contemporary strategist, and the purpose of Gulf Strike will be well served if players can gather an appreciation for the complexities and paradoxes of this tormented corner of the world.
— MARK HERMAN
Rules Organization
Gulf Strike is a complex game, simulating the full spectrum of actions, reactions, and consequences possible in conjunction with contemporary military confrontation. The intense interaction between players that is demanded by the game system has dictated the distinctive manner in which these rules have been organized.
The best way to become familiar with Gulf Strike is to concentrate initially on the Sequence of Play and the Summary of Playing Pieces. These two chapters provide a thorough introduction to the basic principles of the game and to the variety of unit types represented.
The chapters on Air Units, Naval Units, and Ground Units offer considerable detail on each of the three basic unit types, defining their characteristics and functions. These three chapters, read with frequent reference to the preceding chapters, will begin to give players an understanding of the game's fundamental mechanics.
Supply, Movement, Detection, Interception, and Combat are the five major motifs of Gulf Strike. The individual chapters on each of these topics should be read carefully, and all examples should be played out with map and counters. The heart of the game lies in these chapters, and a full appreciation of these rules is essential to play.
Finally, the Scenarios provide the information players will need to actually set up, play, and conclude a game of Gulf Strike. Once players have acquired sufficient familiarity with the rules, they should set up Scenario 5 and play a practice game. This particular scenario is ideal for the purpose, because it uses only the Strategic Map, few playing pieces, and takes only about two hours to play.
Maps
The maps in Gulf Strike are based on two scales. The Operational Maps (A, B, and C) are divided into hexes of two sizes. The smaller hexes each represent an area 28 kilometers across. The larger hexes represent an area 280 kilometers across.
The Strategic Map is divided into hexes of only one size. These hexes represent an area 280 kilometers across, and each of these hexes is numbered to correspond to a large hex on the Operational Map.
Hexes on the Strategic Map are referred to as Strategic Hexes. The small hexes on the Operational Maps are referred to as Operational Hexes, and the large hexes on the Operational Map are referred to as Strategic Grid Hexes.
The Strategic Map represents an area that encompasses — and far exceeds — the area depicted on the Operational Maps. The Transitional Hexes indicated on the terrain key for the Strategic Map define the borders of the Operational Map area. The Transitional Hexes correspond to those Strategic Grid Hexes that appear only partially on the Operational Maps. Throughout the game, units may have occasion to move from the Strategic Map to the Operational Map, and vice versa. All movement between the two Maps occurs in the Transitional Hexes. Note that no unit may ever enter the area on the Strategic Map that is bounded by the Transitional Hexes; any unit moving into this area would appear on the Operational Map.
When putting the three Operational Mapsheets together, the northern edge of Map B overlaps the southern edge of Map A, and the western edge of Map C overlaps the eastern edge of Map B.
Initiative
Each scenario designates one side (designated as side A or side B) as the Initiative player. That player continues to be the Initiative player unless, on any one Game-Turn, he incurs 15 air and ground Hits, at which time the Initiative passes to the other side. The Initiative can change hands any number of times per scenario, whenever the 15-Hit limit is reached. Hits taken on one Game-Turn do not carry over to another Game-Turn.
Place the Accumulated Hits marker on the Supply Point/Game-Turn Record Track on the zero space in the Initiative Determination Stage of the first Game-Turn of the scenario. The marker should be placed so that the letter corresponding to the Initiative side faces up. Each time the Initiative side takes a ground or air Hit — for any reason — move the marker one space to the right. If, in the following Initiative Determination Stage the marker is positioned at 15 or more, the other player becomes the Initiative side, inverts the Accumulated Hits marker, and returns it to zero. If the Initiative player does not accumulate 15 air and ground Hits, the marker is not inverted, but is returned to zero.
Tracks
There are three tracks printed on the mapsheets. The Air/Naval Combat Resolution Track is on Operational Map C. This track is used in resolving combat in which any air or naval unit participates. The Airbase Tracks for each nationality are also printed on Map C. Each Airbase Track corresponds to an airbase counter used in the game and is used to record the air units stationed at that airbase and how often those air units have sortied in the current Game-Turn.
The Supply Point/Game-Turn Record Track is printed on the Strategic Mapsheet. This track serves the four-fold purpose of recording the number of Supply Points available for each country, recording the completion of each Game-Turn, recording the number of Hits the Initiative player has accumulated during the current Game-Turn, and recording the first turn of chemical weapons use by the Soviet player.
Sequence of Play
The following annotated outline describes the progress of one Game-Turn of Gulf Strike. Each scenario specifies how many Game-Turns must be played to complete a game. Players must perform all activities in strict accordance with the Sequence of Play.
Strategic Stage
The Strategic Stage begins each Game-Turn with the introduction of global events that can significantly affect the progress of a Gulf war.
GLOBAL POLITICAL PHASE. During this Phase, various events that could escalate the war within the Gulf region occur.
- Both players refer to the scenario political rules section to determine whether or not new countries enter the war. Situations arising in the scenarios can activate such countries as Kuwait, Saudi Arabia, United Arab Emirates, Oman, Bahrain, Qatar, and the US and USSR. (Scenarios)
- The Initiative player rolls one die and refers to the Random Political Events Table, to determine whether or not any new countries are activated, or other random events take place. Die rolls made during this Phase, with reference to the Political Random Events Table, can activate such countries as Israel, Britain, and France, or introduce new global political situations. (Political Events)
GLOBAL MILITARY PHASE. Reinforcements, originating in areas beyond those depicted on the Strategic Map, enter play during this Phase.
- Reinforcements may be placed on the maps according to the Order of Battle for the scenario. All reinforcements available during each scenario are listed in the Order of Battle section. (Reinforcements; Order of Battle)
Unit Assignment Stage
During this Stage, players determine in advance for the remainder of the Game-Turn the general type of operations they wish their air and ground combat units to perform, and assign these units to appropriate modes.
Note that naval units are not assigned to modes at this time; they are assigned during the End Stage.
- Each ground combat unit must be assigned to either Frontline or Reserve mode. A ground unit's mode determines when the unit is eligible to spend Movement Points and whether or not the unit will be able to declare combat. (Ground Unit Modes) Note that truck (ground transport) units are always automatically Frontline.
- Each air combat unit must be assigned to either Offensive or Interception mode. An air combat unit's mode determines the types of missions the unit is eligible to perform. (Air Unit Modes) Note that air transport units are always automatically placed in Offensive mode; EWDA units are never assigned a mode.
- Certain division-sized units may be eligible to break down into regiments, or to recombine constituent regiments into divisions. Note that not all divisions are eligible to break down and recombine. (Division Breakdown/Recombination)
- US special forces units may be deployed on Special Operations, or recalled from Special Operations. There are only two special forces units in the game, both of which belong to the player controlling US forces. When used for Special Operations, special forces units are not assigned to Frontline or Reserve mode. (Special Operations)
Initiative Determination Stage
Throughout the game, one player or the other always has Initiative, which allows a player to more easily assume and sustain an aggressive role. Initiative can change hands in the course of the game.
- Players determine, according to the Initiative rules, which side has Initiative for the rest of the current Game-Turn and until the Initiative Determination Stage of the following Game-Turn. The player who is determined to have Initiative in this Stage is referred to throughout the Game-Turn as the Initiative player; his opponent is referred to as the Reaction player. (Initiative)
First Action Stage
There are three Action Stages in each Game-Turn. It is during these Stages that players undertake all of the activities involving movement and combat. Note that there is a considerable amount of player interaction in each Action Stage.
In the First Action Stage, the Initiative player has an opportunity to launch and support virtually any sort of operation, while the Reaction player has limited — though by no means insignificant — opportunity to react.
FIRST NAVAL MOVEMENT DETERMINATION PHASE. Each player is restricted in the number of his naval units that may spend Movement Points in a single Movement Phase.
- Each player rolls one die, halving the result and rounding down, to determine the number of friendly naval units that are eligible to spend Movement Points in the First Movement Phase. A naval unit spends Movement Points from its Movement Point Allowance to move and to use its combat ratings offensively. Naval Amph units may also spend Movement Points to load or unload. Players should note that naval units can undertake certain defensive activities without spending Movement Points. (Naval Unit Movement; Naval Unit Combat) It is possible (by rolling a 1) that a player may have no naval units eligible to spend Movement Points in a given Movement Phase.
FIRST MOVEMENT PHASE. During this Phase (and the Second and Third Movement Phases), all actual movement on the Operational and Strategic Maps takes place, in three distinct Segments. A great deal of combat can be resolved in this Phase as well. In fact, the only type of combat that can never occur during a Movement Phase is the resolution of declared combat situations between opposing ground units.
First Initiative Segment. The Initiative player's units may perform the following activities, as often as possible for eligible units and in any order, subject to the rules governing the unit types and activities involved.
- Any truck and ground combat units assigned to Frontline mode that belong to the Initiative player may spend Movement Points, and ground combat units may declare combat. A ground unit spends Movement Points from its Movement Point Allowance to move and to change formation. A truck unit spends Movement Points to move, to load, and to unload. (Ground Unit Movement; Ground Unit Combat)
- Any air units assigned to Offensive mode that belong to the Initiative player may perform missions. In order to perform a mission, an air unit must meet all prerequisites listed on the Air Mission Prerequisite Summary, and any special prerequisites indicated in the rules. (Air Unit Missions)
- Any air units that are based on CVN or CV (aircraft carrier) naval units, assigned to Interception mode, that belong to the Initiative player may perform CAP. (Carrier Naval Units)
- Any naval units assigned to Underway mode that belong to the Initiative player may spend Movement Points. The Initiative player may spend Movement Points for no more of his naval units than the number determined in the First Naval Movement Determination Stage. (Naval Unit Movement; Naval Unit Combat)
- Any naval units assigned to In Port or Underway mode that belong to the Initiative player may defend themselves without spending Movement Points. Any naval unit that is attacked may respond, without moving, by attacking in kind. This activity costs no Movement Points and does not count against the limit determined in the First Naval Movement Determination Stage. (Naval Unit Movement; Naval Unit Combat)
The Reaction player's units may perform the following activities, as often as possible for eligible units in response to the Initiative player's moves, subject to the rules governing the unit types and activities involved.
- Any air units assigned to Interception mode that belong to the Reaction player may perform Interception missions or CAP. Note that Interception and CAP are the only missions that can be undertaken by an air unit in Interception mode. (Air Unit Missions)
- Any naval units assigned to Underway mode that belong to the Reaction player may attempt to intercept an enemy naval unit. This activity costs the Reaction player's naval units Movement Points and does count toward the limit determined in the First Naval Determination Stage. (Naval Interception)
- Any naval units assigned to In Port or Underway mode that belong to the Reaction player may defend themselves without spending Movement Points. (Naval Unit Movement; Naval Unit Combat)
First Reaction Segment. The Reaction player's units may perform the following activities, as often as possible for eligible units and in any order, subject to the rules governing the unit types and activities involved.
- Any ground combat units assigned to Reserve mode that belong to the Reaction player may spend Movement Points to enter a declared combat situation. No unit in Reserve mode belonging to the Reaction player may ever declare combat in the First Action Stage, nor may it spend Movement Points except to move into a declared combat situation. No unit in Frontline mode belonging to the Reaction player may ever spend Movement Points. (Ground Unit Movement; Ground Unit Combat)
- Any air units assigned to Offensive mode that belong to the Reaction player may perform missions. (Air Unit Missions)
- Any air units that are based on CVN or CV (aircraft carrier) naval units, assigned to Interception Mode, that belong to the Reaction player may perform CAP. (Carrier Naval Units)
- Any naval units assigned to Underway mode that belong to the Reaction player may spend Movement Points. The Reaction player may spend Movement Points for no more of his naval units than the number determined in the First Naval Movement Determination Stage. (Naval Unit Movement; Naval Unit Combat)
- Any naval units assigned to In Port or Underway mode that belong to the Reaction player may defend themselves without spending Movement Points. (Naval Unit Movement; Naval Unit Combat)
The Initiative player's units may perform the following activities, as often as possible for eligible units in response to the Reaction player's moves, subject to the rules governing the unit types and activities involved.
- Any air units assigned to Interception mode that belong to the Initiative player may perform Interception missions or CAP. (Air Unit Missions)
- Any naval units assigned to Underway mode that belong to the Initiative player may attempt to intercept an enemy naval unit. (Naval Interception)
- Any naval units assigned to In Port or Underway mode that belong to the Initiative player may defend themselves without spending Movement Points. (Naval Unit Movement; Naval Unit Combat)
FIRST COMBAT PHASE. During this Phase (and the Second and Third Combat Phases), all declared combat situations among ground units are resolved. Ground combat can be supported in this Phase by air units.
First Reaction Close Air Support Segment. The Reaction player's eligible air units may participate in this Segment as often as possible.
- Any combat air units assigned to Offensive mode that belong to the Reaction player may conduct Bombardment Strike missions against enemy ground units in declared combat situations. Escort allowed. Any successful strikes at this time have an additional effect on the target unit prior to combat resolution. (Air Unit Missions; Ground Unit Combat)
- Any air units that are based on CV or CVN (aircraft carrier) naval units, assigned to Interception mode, that belong to the Reaction player may perform CAP. (Carrier Naval Units)
The Initiative player's eligible air units may participate in this Segment as often as possible.
- Any air units assigned to Interception mode that belong to the Initiative player may perform Interception missions or CAP. (Air Unit Missions)
First Initiative Close Air Support Segment. The Initiative player's eligible air units may participate in this Segment as often as possible.
- Any combat air units assigned to Offensive mode that belong to the Initiative player may conduct Bombardment Strike missions against enemy ground units in declared combat situations. Escort allowed. (Air Unit Missions; Ground Unit Combat)
- Any air units that are based on CV or CVN (aircraft carrier) naval units, assigned to Interception mode, that belong to the Initiative player may perform CAP. (Carrier Naval Units)
The Reaction player's eligible air units may participate in this Segment as often as possible.
- Any air units assigned to Interception mode that belong to the Reaction player may perform Interception missions or CAP. (Air Unit Missions)
First Assault Segment. During this Segment, players resolve combat for each declared combat situation on the map.
- The Initiative player determines the order in which each declared combat will be resolved, and both players proceed to resolve the combats. For each declared combat, players must take into account supply status, terrain, troop quality, formation, engineers, the presence of armor on one side exclusively, effects of close air support, chemical warfare, and artillery before referring to the Combat Resolution Table. (Ground Unit Combat)
Second Action Stage
In the Second Action Stage, the Initiative player has an opportunity to continue his operations, while the Reaction player continues to make his countermoves.
SECOND NAVAL MOVEMENT DETERMINATION PHASE.
- Each player rolls one die, halving the result and rounding down, to determine the number of friendly naval units that are eligible to spend Movement Points in the Second Movement Phase. (Naval Unit Movement; Naval Unit Combat)
SECOND MOVEMENT PHASE.
Second Initiative Segment. The Initiative player's units may perform the following activities, as often as possible for eligible units and in any order, subject to the rules governing the unit types and activities involved.
- Any ground combat units assigned to Reserve mode that belong to the Initiative player may spend Movement Points, and ground combat units may declare combat. (Ground Unit Movement; Ground Unit Combat)
- Any air units assigned to Offensive mode that belong to the Initiative player may perform missions. (Air Unit Missions)
- Any air units that are based on CVN or CV (aircraft carrier) naval units, assigned to Interception mode, that belong to the Initiative player may perform CAP. (Carrier Naval Units)
- Any naval units assigned to Underway mode that belong to the Initiative player may spend Movement Points. The Initiative player may spend Movement Points for no more of his naval units than the number determined in the Second Naval Movement Determination Stage. (Naval Unit Movement; Naval Unit Combat)
- Any naval units assigned to In Port or Underway mode that belong to the Initiative player may defend themselves without spending Movement Points. (Naval Unit Movement; Naval Unit Combat)
The Reaction player's units may perform the following activities, as often as possible for eligible units in response to the Initiative player's moves, subject to the rules governing the unit types and activities involved.
- Any air units assigned to Interception mode that belong to the Reaction player may perform Interception missions or CAP. (Air Unit Missions)
- Any naval units assigned to Underway mode that belong to the Reaction player may attempt to intercept an enemy naval unit. (Naval Interception)
- Any naval units assigned to In Port or Underway mode that belong to the Reaction player may defend themselves without spending Movement Points. (Naval Unit Movement; Naval Unit Combat)
Second Reaction Segment. The Reaction player's units may perform the following activities, as often as possible for eligible units and in any order, subject to the rules governing the unit types and activities involved.
- Any ground combat units assigned to Reserve mode that belong to the Reaction player may spend Movement Points to enter a declared combat situation. No ground unit belonging to the Reaction player may ever declare combat during the Second Action Stage, nor may it spend Movement Points except to move into a declared combat situation. No Frontline ground unit belonging to the Reaction player may spend Movement Points in the Second Action Stage. (Ground Unit Movement; Ground Unit Combat)
- Any air units assigned to Offensive mode that belong to the Reaction player may perform missions. (Air Unit Missions)
- Any air units that are based on CVN or CV (aircraft carrier) naval units, assigned to Interception Mode, that belong to the Reaction player may perform CAP. (Carrier Naval Units)
- Any naval units assigned to Underway mode that belong to the Reaction player may spend Movement Points. (Naval Unit Movement; Naval Unit Combat)
- Any naval units assigned to In Port or Underway mode that belong to the Reaction player may defend themselves without spending Movement Points. (Naval Unit Movement; Naval Unit Combat)
The Initiative player's units may perform the following activities, as often as possible for eligible units in response to the Reaction player's moves, subject to the rules governing the unit types and activities involved.
- Any air units assigned to Interception mode that belong to the Initiative player may perform Interception missions or CAP. (Air Unit Missions)
- Any naval units assigned to Underway mode that belong to the Initiative player may attempt to intercept an enemy naval unit. (Naval Interception)
- Any naval units assigned to In Port or Underway mode that belong to the Initiative player may defend themselves without spending Movement Points. (Naval Unit Movement; Naval Unit Combat)
SECOND COMBAT PHASE.
Second Reaction Close Air Support Segment. The Reaction player's eligible air units may participate in this Segment as often as possible.
- Any combat air units assigned to Offensive mode that belong to the Reaction player may conduct Bombardment Strike missions against enemy ground units in declared combat situations. Escort allowed. (Air Unit Missions; Ground Unit Combat)
- Any air units that are based on CV or CVN (aircraft carrier) naval units, assigned to Interception mode, that belong to the Reaction player may perform CAP. (Carrier Naval Units)
The Initiative player's eligible air units may participate in this Segment as often as possible.
- Any air units assigned to Interception mode that belong to the Initiative player may perform Interception missions or CAP. (Air Unit Mission)
Second Initiative Close Air Support Segment. The Initiative player's eligible air units may participate in this Segment as often as possible.
- Any combat air units assigned to Offensive mode that belong to the Initiative player may conduct Bombardment Strike missions against enemy ground units in declared combat situations. Escort allowed. (Air Unit Missions; Ground Unit Combat)
- Any air units that are based on CV or CVN (aircraft carrier) naval units, assigned to Interception mode, that belong to the Initiative player may perform CAP. (Carrier Naval Units)
The Reaction player's eligible air units may participate in this Segment as often as possible.
- Any air units assigned to Interception mode that belong to the Reaction player may perform Interception missions or CAP. (Air Unit Missions)
Second Assault Segment. During this Segment, players resolve combat for each declared combat situation on the map.
- The Initiative player determines the order in which each declared combat will be resolved, and both players proceed to resolve the combats. (Ground Unit Combat)
Third Action Stage
In the Third Action Stage, the Reaction player has his best opportunity to take the lead, forcing the Initiative player into a more defensive role.
THIRD NAVAL MOVEMENT DETERMINATION PHASE.
- Each player rolls one die, halving the result and rounding down, to determine the number of friendly naval units that are eligible to spend Movement Points in the Third Movement Phase. (Naval Unit Movement; Naval Unit Combat)
THIRD MOVEMENT PHASE.
Third Reaction Segment. The Reaction player's units may perform the following activities, as often as possible for eligible units and in any order, subject to the rules governing the unit types and activities involved.
- Any truck and ground combat units assigned to Frontline mode, and units assigned to Reserve mode that have not yet spent Movement Points, that belong to the Reaction player may spend Movement Points, and ground combat units may declare combat. (Ground Unit Movement; Ground Unit Combat)
- Any air units assigned to Offensive mode that belong to the Reaction player may perform missions. (Air Unit Missions)
- Any air units that are based on CVN or CV (aircraft carrier) naval units, assigned to Interception Mode, that belong to the Reaction player may perform CAP. (Carrier Naval Units)
- Any naval units assigned to Underway mode that belong to the Reaction player may spend Movement Points. The Reaction player may spend Movement Points for no more of his naval units than the number determined in the Third Naval Movement Determination Stage. (Naval Unit Movement; Naval Unit Combat)
- Any naval units assigned to In Port or Underway mode that belong to the Reaction player may defend themselves without spending Movement Points. (Naval Unit Movement; Naval Unit Combat)
The Initiative player's units may perform the following activities, as often as possible for eligible units in response to the Reaction player's moves, subject to the rules governing the unit types and activities involved.
- Any air units assigned to Interception mode that belong to the Initiative player may perform Interception missions or CAP. (Air Unit Missions)
- Any naval units assigned to Underway mode that belong to the Initiative player may attempt to intercept an enemy naval unit. (Naval Interception)
- Any naval units assigned to In Port or Underway mode that belong to the Initiative player may defend themselves without spending Movement Points. (Naval Unit Movement; Naval Unit Combat)
Third Initiative Segment. The Initiative player's units may perform the following activities, as often as possible for eligible units and in any order, subject to the rules governing the unit types and activities involved.
- Any ground combat units assigned to Reserve mode that belong to the Initiative player that have not spent Movement Points in the current Game-Turn may spend Movement Points to enter a declared combat situation. No ground unit belonging to the Initiative player may ever declare combat during the Third Action Stage, nor may it spend Movement Points except to move into a declared combat situation. No Frontline ground unit belonging to the Initiative player may spend Movement Points in the Third Action Stage. (Ground Unit Movement; Ground Unit Combat)
- Any air units assigned to Offensive mode that belong to the Initiative player may perform missions. (Air Unit Missions)
- Any air units that are based on CVN or CV (aircraft carrier) naval units, assigned to Interception Mode, that belong to the Initiative player may perform CAP. (Carrier Naval Units)
- Any naval units assigned to Underway mode that belong to the Initiative player may spend Movement Points. (Naval Unit Movement; Naval Unit Combat)
- Any naval units assigned to In Port or Underway mode that belong to the Initiative player may defend themselves without spending Movement Points. (Naval Unit Movement; Naval Unit Combat)
The Reaction player's units may perform the following activities, as often as possible for eligible units in response to the Initiative player's moves, subject to the rules governing the unit types and activities involved.
- Any air units assigned to Interception mode that belong to the Reaction player may perform Interception missions or CAP. (Air Unit Missions)
- Any naval units assigned to Underway mode that belong to the Reaction player may attempt to intercept an enemy naval unit. (Naval Interception)
- Any naval units assigned to In Port or Underway mode that belong to Reaction player may defend themselves without spending Movement Points. (Naval Unit Movement; Naval Unit Combat)
THIRD COMBAT PHASE.
Third Initiative Close Air Support Segment. The Initiative player's eligible air units may participate in this Segment as often as possible.
- Any combat air units assigned to Offensive mode that belong to the Initiative player may conduct Bombardment Strike missions against enemy ground units in declared combat situations. Escort allowed. (Air Unit Missions; Ground Unit Combat)
- Any air units that are based on CV or CVN (aircraft carrier) naval units, assigned to Interception mode, that belong to the Initiative player may perform CAP. (Carrier Naval Units)
The Reaction player's eligible air units may participate in this Segment as often as possible.
- Any air units assigned to Interception mode that belong to the Reaction player may perform Interception missions or CAP. (Air Unit Missions)
Third Reaction Close Air Support Segment. The Reaction player's eligible air units may participate in this Segment as often as possible.
- Any combat air units assigned to Offensive mode that belong to the Reaction player may conduct Bombardment Strike missions against enemy ground units in declared combat situations. Escort allowed. (Air Unit Missions; Ground Unit Combat)
- Any air units that are based on CV or CVN (aircraft carrier) naval units, assigned to Interception mode, that belong to the Reaction player may perform CAP. (Carrier Naval Units)
The Initiative player's eligible air units may participate in this Segment as often as possible.
- Any air units assigned to Interception mode that belong to the Initiative player may perform Interception missions or CAP. (Air Unit Missions)
Third Assault Segment. During this Segment, players resolve combat for each declared combat situation on the map.
- The Reaction player determines the order in which each declared combat will be resolved, and both players proceed to resolve the combats. (Ground Unit Combat)
End Stage
The End Stage is an opportunity for the players to "mop-up" at the conclusion of a Game-Turn. The various activities of the End Stage may be performed in any order by both players.
- Each player must remove all Hit markers from supply depots (and the US supply head) that are still on the map. A supply depot (or the US supply head) that suffers three Hits in a single Game-Turn is eliminated and removed from the map upon receiving the third Hit; two Hits or fewer in a single Game-Turn do not affect a supply unit. (Supply)
- Each player inflicts one Hit on each of his ground combat and ground transport units that is out of supply. No unit can be eliminated by this hit. A player may choose to eliminate an eligible supply depot at this time to avoid taking Hits on ground units of the same nationality. (Supply)
- Each player may build or dismantle supply depots on any of his functioning supply source of the same nationality. A supply depot can be built on a functioning supply source only if the supply source has at least four Supply Points available. A supply depot can be dismantled on any functioning supply source of the same nationality; when a supply depot is dismantled, four Supply Points are added to the appropriate Supply Point Track. (Supply)
- Each player may repair eligible units and airfields. Air units, ground assault units, truck units, air defense unit, airfields, and — to a limited extent — naval units can be repaired, provided they meet specified requirements. (Repair)
- Bridge markers may be placed across river hexsides that have met the requirements for bridging. Only engineer units can build bridges. (Bridges)
- Bridge markers may be removed from river hexsides that have met the requirements for bridge destruction. Any assault units can destroy bridges by meeting the specified requirements. (Bridges)
- Naval units that are in port hexes (Strategic or Operational) may change mode from Underway to In Port, or from In Port to Underway. Only Underway naval units may spend Movement Points; only In Port naval transports — except amphibious — can load or unload. (Naval Unit Modes)
- Naval transport units that begin the End Stage In Port can load or unload at no Movement Point cost. Unloaded units cannot spend Movement Points in the End Stage. Amphibious transport units can, in certain circumstances, unload during an Action Stage. (Naval Transport)
- Advance the Game-Turn marker one space on the Game-Turn Record Track to indicate the end of the current Game-Turn. Another Game-Turn begins immediately with the Strategic Stage, unless the final Game-Turn has been completed, as called for by the scenario instructions. If the game is over, players consult the Victory Conditions portion of the scenario description to determine a winner and the extent of his victory. (Scenarios)
Summary of Playing Pieces
The 910 playing pieces in Gulf Strike, representing 14 color-coded nationalities, are generally divided among four basic types: air units, naval units, ground units, and game markers. These basic types are further subdivided on the basis of their specific characteristics and various functions. (Ranged Characteristics Summary, in2)
Unit Values
The following unit values are indicated on the unit counters, except where noted otherwise. A: Applicable to air units. N: Applicable to naval units. G: Applicable to ground units.
Anti-Air Rating (A,N,G) — A numerical rating used in attacking air units.
ASM (Anti-Ship Missile) Rating (A,N) — A numerical rating used by air and naval units in attacking naval surface units. When referring to ship-board missiles, the abbreviation SSM (Ship-to-Ship Missile) is sometimes used.
Bombardment Rating (A,N) — A numerical rating used by air units on strike missions against anything except Underway submarine units and by naval units firing their guns at surface naval units, ground units, or installations.
Combat Strength (G) — A numerical rating used by ground units for attack and defense in resolving assaults.
Defense Strength (G) — A numerical rating used by ground support units for defense only in resolving assaults when the support unit is unaccompanied by assault units.
Detection Range (A,N,G)* — The maximum distance at which a unit can attempt to detect an enemy air or naval unit. *This value is not included on the counters. (Detection)
ECM (Electronic Counter-Measures) Rating (A,N) — A numerical rating used by air and naval units in combat in attempts to counter the effects of enemy attacks. The ECM Rating takes into account such items as electronic jamming and defensive maneuvering.
Hit Capacity (A,N,G)* — A numerical rating used by all units to reflect the amount of damage a unit can absorb. Hits on naval and air units represent actual loss of component vessels or aircraft, with resultant reduction of the remaining unit's effectiveness. Hits on ground units represent loss of personnel, equipment, and the subsequent loss of unit cohesion. *This value is not indicated on ground units. (Hits)
Minelaying Capability (A,N) — An indication on certain air and naval units that the units are capable of laying mines.
Minesweeping Capability (A,N) — An indication on certain air and naval units that the units are capable of sweeping (removing) mines.
Movement Point Allowance (A,N,G)* — A numerical rating indicating how far a given unit may move each time it is eligible to move. *Air and naval MPA's are expressed in Strategic Hexes; ground unit MPA's are expressed in Operational Hexes. (Movement)
Reserve Capacity (G) — A numerical rating found only headquarters units that indicates the maximum number of brigades the headquarters can place in reserve.
SSM (Ship-to-Ship Missile) Rating (A,N) — See ASM.
Sub-Surface Rating (A,N) — A numerical rating used by air and naval surface units in attacking submarines; used by submarines in attacking any naval unit.
Transport Capacity (A,N,G) — An indication on air transport, naval transport, and truck units of how much the unit can carry at one time.
Troop Quality (G) — An indication on certain ground units that are Militia or Elite. Units that are considered Line units lack this indication. Troop quality affects the resolution of ground assaults and ability to retreat. (Troop Quality Effects Matrix, in16)
Air Units
Each air unit (with the exception of EWDA units) represents a squadron of approximately 10 to 24 aircraft. There are three basic air unit types.
AIR COMBAT UNITS. The air combat unit counters depict, among others, the following aircraft: F-14, A-7, E-6, A-6, S-3, SH-3, P-3, F-111, A-10, F-4, F-15, A-4, AV-8B, B-52, Tu-22, Il-28, MiG-21, Su-20, Lightning, Mirage, Hunter, F-5, Su-24, MiG-23, Tu-20, Tu-26, Yak-36, Jaguar, F-16, Ka-25, AH-1, and Mi-24.
AIR TRANSPORT UNITS. These include the C-5, C-130, CH-53, CH-47, Il-76, and Mi-6 air transport counters.
EWDA UNITS (Early Warning and Detection). These include the E-2, AWAC, Tu-126, and (for Iran) F-14 counters.
Naval Units
Each naval unit represents a battlegroup or group of vessels of the same class. There are four basic naval unit types.
NAVAL UNIT TYPE ABBREVIATIONS. Amph: Amphibious Transport. Trans: Conventional Transport. BB: Battleship. CA: Conventional Cruiser. CG: Guided-Missile Cruiser. CGN: Nuclear Guided-Missile Cruiser. CO: Corvette. CV: Conventional Carrier. CVH: Helicopter Carrier. CVN: Nuclear Carrier. DD: Destroyer. DDG: Guided-Missile Destroyer. FAC: Fast Attack Craft. FF: Frigate. HC: Hovercraft. LHA: Helicopter Assault. MCM: Mine Countermeasures. SS: Conventional Submarine. SSGN: Guided-Missile Submarine. SSN: Nuclear Submarine.
CARRIER UNITS include the CVN-68, LHA, CV-63, and CVH counters; carrier-designated air units (such as the E-6, E-2, A-7, A-6, SH-3, S-3, and F-14) are noted as based aboard a specific carrier hull number.
SURFACE ACTION UNITS include BB, DD, MCM, CA, CG, CGN, DDG, FAC, CO, and FF counters.
SUBMARINE UNITS include SS, SSN, and SSGN counters.
NAVAL TRANSPORT UNITS include Amph, Trans, and HC counters. The Amph and HC units have Bombardment and Anti-Air Ratings in certain instances.
Ground Units
Each ground unit represents a body of troops together with their particular equipment. There are four basic ground unit types.
GROUND UNIT ABBREVIATIONS. A: Afghanistan. CB: Combat Air Cavalry Brigade. F: Front. G: Guards. M: Marine Air Group. MAB: Marine Amphibious Brigade. MAU: Marine Amphibious Unit. Nc: Northern Caucasus. RPIM: Regiment Parachutist Infantry Marine. RDF: Rapid Deployment Force. RW: Royal Welsh. SNA: Soviet Naval Aviation. T: Turkestan.
GROUND UNIT SIZES. II: Battalion (3 battalions are equivalent to 1 brigade). III: Regiment (1 regiment is equivalent to 1 brigade). X: Brigade. XX: Division (1 division is equivalent to 3 brigades). XXX: Corps. XXXX: Army.
ARMORED UNITS — Mechanized, Armor, and Armored Car counters. Note that armored units and infantry units are referred to collectively as Assault units.
INFANTRY UNITS — Marine, Engineer, Airborne, Airmobile, Military Police, and Infantry counters.
SPECIAL FORCES — a single, distinct unit type used for Special Operations (see Special Operations).
GROUND SUPPORT UNITS — Artillery, Airbase, Air Defense, and Headquarters counters. Note that Assault units and Support units are referred to collectively as Combat units.
TRUCK UNITS — the ground transport counter used to move ground units and supply depots.
Markers
Gulf Strike uses a set of markers to track game state on the maps and tracks, including: the Supply Track marker, Supply Depot marker, Initiative Player Hits (A Hits/B Hits) markers, Formation markers (Hasty Defense, Deliberate Defense, Travel, Recon, Hasty Assault, Deliberate Assault), In Port marker, Air Mission markers (Strike, Anti-Air, Ferry), SSM Deplete markers, Deliberate Assault ZOC marker, First Chemical Use marker, Undetected marker, Bridge marker, Game-Turn marker, Reserve marker, Air/Naval Combat (Target) marker, and Standard Number Chits.
Air Units
Air units serve a multitude of purposes in Gulf Strike. They can be used throughout the Action Stages to attack virtually any enemy unit; they can be used to transport supplies, bases, and troops quickly and over long distances; and they can provide a player with tremendous detection capabilities. Appropriate to their complex nature, air units are treated in the rules with an eye toward their many distinctive capabilities.
Air Unit Types
There are three basic types of air units represented in Gulf Strike. Each of these types is subject to particular restrictions and rules for use:
- Air Combat Units. Air combat units include all those types depicted as such on the Summary of Playing Pieces. As their name implies, these air units are primarily concerned with the functions of attacking and defending against enemy units.
- Air Transport Units. Air transport units include all those types depicted as such on the Summary of Playing Pieces. The purpose of air transport units is to move materials and troops around the maps as quickly as possible.
- EWDA Units. EWDA units include all those types depicted as such on the Summary of Playing Pieces. Unlike other air units, which represent actual squadrons of aircraft, EWDA units represent an abstract capability for long-range, airborne detection. The rules for EWDA units, therefore, are somewhat exceptional to the rules for air units as a whole. Unless specified otherwise, rules applicable to air units do not apply to EWDA units.
Air Unit Modes
Every air unit (except EWDA) must always be assigned to either Interception or Offensive mode. Air units are assigned to modes during the Unit Assignment Stage of every Game-Turn. An air unit's mode, in conjunction with the unit's type, determine what missions the unit is eligible to perform for the entire Game-Turn.
INTERCEPTION MODE. Only air combat units can be placed in Interception mode. Air combat units in Interception mode are eligible to perform only Interception and CAP, provided they meet all other requirements for the mission. To place an air combat unit in Interception Mode during a Unit Assignment Stage, place the air unit counter on the Airbase Display, on the Interception track corresponding to the airbase from which the unit is currently operating. The air unit should be placed in the box farthest to the right of the track (Box 3 for US units; Box 2 for Soviet units; Box 1 for all other units). At no time during the current Game-Turn may the unit be switched to Offensive mode.
OFFENSIVE MODE. Air transport units must be placed in Offensive mode, and air combat units may be placed in Offensive mode. An air unit in Offensive mode may perform any mission (for which it is otherwise eligible) except Interception and CAP. To place an air unit in Offensive mode during a Unit Assignment Stage, place the air unit counter on the Airbase Display, on the Offensive Track corresponding to the airbase from which the air unit is currently operating. The air unit should be placed in the box farthest to the right of the track (Box 3 for US units; Box 2 for Soviet units; Box 1 for all other units). At no time during the current Game-Turn may the unit be switched to Interception mode.
Air Unit Missions
Depending on an air unit's mode and type, the unit may be eligible for any of several available missions. All of the prerequisites for all air missions are provided on the Air Mission Prerequisite Summary.
GENERAL MISSION PREREQUISITES. In order to perform any mission, an air unit must meet the following requirements:
- Sortie Rate. Each nationality in the game has a Sortie Rate, which limits the number of missions an air unit of that nationality can undertake in a single Game-Turn. No air unit may undertake a mission in excess of its Sortie Rate. (Sortie Rate, 20R-0)
- Action Stage Rate. No air unit can perform more than one mission, one time, per Action Stage. An air unit that has already performed a mission in the current Action Stage cannot perform another mission until, at the earliest, the next Action Stage (provided it has not fulfilled its Sortie Rate and meets all other requirements).
- Supplied Airbase. An air unit must always begin a mission from a supplied airbase of the same nationality, and spend the Supply Points called for on the Air Mission Prerequisites Summary for the mission type. (Airbases, 19R-6) EXCEPTION: A CH-47, CH-53, or Mi-6 (all helicopter transports) may begin a mission, under certain circumstances, from an unsupplied airbase, airfield, or other hex. (Airmobile Transport)
- Mode. An air unit must always be in the mode appropriate to the mission type.
- Appropriate Segment. An air unit can undertake a mission only in the Segment(s) designated on the Air Mission Prerequisites Summary.
AIR COMBAT MISSIONS. Air combat missions are sub-divided among Anti-Air missions and Strike missions. Air combat missions are also sub-divided among Interception and Offensive missions, appropriate to those modes, respectively. The following missions are designated as Anti-Air or Strike, and as Interception or Offensive. Any applicable special prerequisites are provided.
An air unit on an Anti-Air mission has an Anti-Air Mission marker placed beneath it, and the unit has no Bombardment, ASM, or Sub-Surface Rating until it lands again at an airbase. An air unit on a Strike mission has a Strike Mission marker placed beneath it, and the unit has no Anti-Air Rating until it lands again at an airbase.
Air-Air Interception (Anti-Air; Interception) PURPOSE: Air-Air Interception is used to attack enemy air units that are engaged on Offensive missions. SPECIAL PREREQUISITES: The enemy unit to be intercepted must be a detected enemy air unit, which has moved at least one hex (Strategic or Operational) during the current Action Stage and has not yet landed. At the moment the interception attempt is announced, the intercepting unit and the enemy unit to be intercepted must both be within the Air Detection Range of a common unit that is of the same nationality as the intercepting unit (the units need not remain within the Air Detection Range of the common unit). PROCEDURE: At any time when all prerequisites are met, the player attempting to intercept announces his intention, indicates the target of the attempt, and places an Anti-Air Mission marker beneath the intercepting unit. The enemy air unit ceases its movement in the hex it occupies upon the announcement of the interception attempt, and the intercepting player moves the intercepting unit one or two hexes. The enemy air unit is then moved one or two hexes. This alternate movement proceeds until both air units occupy the same hex, at which time air-air combat takes place. (Interception, 35L-0)
Air-Naval Interception (Strike; Interception) PURPOSE: Air-Naval Interception is used to attack enemy naval units during the enemy player's portion of a Movement Phase. SPECIAL PREREQUISITES: The enemy unit to be intercepted must be a detected enemy naval unit, which has moved at least one hex (Strategic or Operational) during the current Action Stage. The intercepting unit and the enemy naval unit to be intercepted must both be within the Air Detection Range of a common unit that is of the same nationality as the intercepting unit. PROCEDURE: At any time when all prerequisites are met, the player attempting to intercept announces his intention, indicates the target of the attempt, and places a Strike Mission marker beneath the intercepting unit. The enemy naval unit ceases its movement in the hex it occupies, and the intercepting player traces a flight path to the target unit until it reaches a hex from which it can launch an ASM, Bombardment, or Sub-Surface attack — whichever is appropriate — against the target unit, at which time air-naval combat takes place. (Air-Naval Interception, 35L-7)
Air Superiority (Anti-Air; Offensive) PURPOSE: The general purpose of an Air Superiority mission is to lure enemy air units into combat in order to weaken or destroy them. SPECIAL PREREQUISITES: None. PROCEDURE: At any time when all prerequisites are met, a player may launch an air superiority mission by secretly placing an Anti-Air Mission marker beneath the air superiority unit and tracing a flight path.
Anti-Ship Missile Strike (Strike; Offensive; see also Air-Naval Interception) PURPOSE: The general purpose of an ASM Air Strike mission is to destroy or damage enemy surface action units, carrier units, or naval transport units. SPECIAL PREREQUISITES: None. PROCEDURE: At any time when all prerequisites are met, a player may launch an ASM Air Strike by secretly placing a Strike Mission marker beneath the striking air unit and tracing a flight path to the target. If the unit penetrates to its target, the owning player reveals the Strike Mission marker and may attack any single enemy surface action, carrier, or naval transport unit within range of its ASM Rating. (Air-Naval Combat, 19L-9, 39R-0)
Bombardment Strike (Strike; Offensive; see also Air-Naval Interception) PURPOSE: The general purpose of a Bombardment Strike mission is to destroy or damage enemy units or installations, or to interdict enemy routes of advance, supply, or retreat. SPECIAL PREREQUISITES: None. PROCEDURE: At any time when all prerequisites are met, a player may launch a Bombardment Strike mission by secretly placing a Strike Mission marker beneath the striking air unit and tracing a flight path to the target. If the unit penetrates to the target, the owning player reveals the Strike Mission marker and may attack any enemy naval or land unit, installation, or hex (for interdiction purposes) within range with its Bombardment Rating. Basically, whatever type of target is chosen for the Bombardment Strike, the results of the strike are determined according to the procedure for air-ground or air-naval combat, whichever is appropriate. Note, however, that the resolution procedure varies slightly in view of whether the target is an enemy ground unit, naval unit, installation, or hex to be interdicted. (Air-Ground Combat, 19R-1, 23R-8, 39L-0; Air-Naval Combat, 19L-9, 39R-0)
CAP (Combat Air Patrol) (Anti-Air; Interception) PURPOSE: The general purpose of CAP is to protect the US CV and CVN carrier units. SPECIAL PREREQUISITES: In order to perform CAP, an air unit must be based on a CV or CVN carrier unit, and a detected enemy air or naval unit must be within 10 Operational Hexes (or 1 Strategic Hex) of that carrier unit. PROCEDURE: At any time when all prerequisites are met, a player may institute CAP by placing it — without tracing a flight path — directly on the enemy unit, at which time air-air combat or air-naval combat takes place. (Combat Air Patrol, 36R-2)
Escort (Anti-Air; Offensive) PURPOSE: The general purpose of an Escort mission is to keep enemy interceptors from destroying friendly strike air units. SPECIAL PREREQUISITES: The escorting unit must accompany at least one unit that is on a mission other than an anti-air mission of any kind. PROCEDURE: At any time when all prerequisites are met, a player may launch an Escort mission by secretly placing an Anti-Air Mission marker beneath the escorting air unit and moving the escorting air unit with any other air unit that is not on an anti-air mission. Because the maximum number of air units that may operate together is three, a player may send a maximum of two escorting units with a third unit, or one escorting unit to accompany two other units. Several special rules apply to Escort missions:
- An Escort unit may never leave the hex occupied by the unit it is escorting, unless the Escort is itself destroyed or forced to abort.
- All Escort units in a hex must be attacked before an interceptor can attack an escorted unit.
- Excess unaborted interceptors after the first air-air combat may attack the escorted air unit(s). (Interception, 35L-0)
Sub-Surface Strike (Strike; Offensive) PURPOSE: The general purpose of a Sub-Surface Strike mission is to destroy or damage enemy submarine units. SPECIAL PREREQUISITES: None. PROCEDURE: At any time when all prerequisites are met, a player may launch a Sub-Surface Strike by secretly placing a Strike Mission marker beneath the striking unit and tracing a flight path to the target. If the unit penetrates to its target, the owning player reveals the Strike Mission marker and may attack any single enemy submarine within range of its Sub-Surface Rating. (Air-Naval Combat, 39R-0)
AIR FERRY MISSION. Any air combat or air transport unit may perform a Ferry mission. PURPOSE: The general purpose of a Ferry mission is to move an air unit over longer distances than its ordinary range would allow by lightening the air unit's load (i.e., removing weapons or cargo). SPECIAL PREREQUISITES: None. PROCEDURE: At any time when all prerequisites are met, a player may launch a Ferry mission by secretly placing a Ferry Mission marker beneath the ferrying air unit and tracing a flight path to the unit's destination. The ferrying unit is allowed to spend twice its normal Movement Point Allowance.
AIR TRANSPORT MISSIONS. There are two distinct types of Air Transport missions. Only air transport units can perform Air Transport missions, as indicated on the Air Mission Prerequisites Summary.
Airmobile Transport PURPOSE: The general purpose of an Airmobile Transport mission is to convey troops or materials quickly from one location to another. SPECIAL PREREQUISITES: The air unit undertaking an Airmobile Transport mission and the unit to be transported must begin the mission in the same hex. PROCEDURE: At any time when all prerequisites are met, a player may launch an Airmobile Transport mission by tracing a flight path to the unit's destination. There is a cost of 2 Operational Movement Points for the air unit to load the unit or material, and a cost of 2 Operational Movement Points for the air unit to unload the unit or material at the destination hex. (Air Transport, 32L-1)
- C-130 and Il-76 units may land in any clear terrain hex that is neither occupied by nor adjacent to an enemy counter of any kind.
- CH-53, CH-47, and Mi-6 units may land in any clear, desert, rough, or rough/desert hex that is neither occupied by nor adjacent to an enemy counter of any kind.
- Any C-130 or Il-76 unit that lands in a hex that does not contain a friendly airfield must, before the end of the current Game-Turn, return to a friendly airfield. If the unit fails to do so by the End Stage, it is eliminated at that time.
- Any CH-53, CH-47, or Mi-6 unit that lands in a hex that does not contain a friendly airfield hex must return to a friendly airfield in the next Game-Turn.
- The C-5 air unit may land only at a friendly airfield.
Paradrop Transport PURPOSE: The general purpose of a Paradrop Transport mission is to insert troops quickly into inaccessible or critical locations. SPECIAL PREREQUISITES: The air unit and unit to be paradropped must begin the mission in the same hex. PROCEDURE: At any time when all prerequisites are met, a player may launch a Paradrop Transport mission by tracing a flight path to the unit's destination, and referring to the Paradrop procedure. There is a cost of 2 Operational Movement Points for the air unit to load the parachute unit, and no cost to drop the unit over the destination hex. (Paradrop Transport, 32R-1)
EWDA MISSION. Any EWDA unit is eligible to perform an EWDA mission. The general purpose of an EWDA mission is to maintain a long-term, airborne capability for the detection of enemy air and naval units. EWDA air units and EWDA missions are somewhat anomalous in the context of the overall game system. Whereas other air units represent actual squadrons of aircraft, the EWDA unit represents an abstract capability. Moreover, while other missions require that an air unit depart an airbase, perform a mission, and return, the EWDA mission can last for the duration of the game, irrespective of Sortie Rates. For these reasons, the rules for the use of EWDA units vary from those governing the use of other air units.
PROCEDURE: Each scenario specifies available EWDA units for various nationalities: Saudi Arabia, Iran, USSR, and US. Each available EWDA unit may be placed on the map by the owning player in any hex, where it is considered to be airborne, patrolling the area of the hex, for as long as it remains in the hex. EXCEPTION: No non-Soviet EWDA unit may ever be placed in the Soviet Union.
No EWDA unit need ever land at any time. As long as the EWDA unit is on the map, it can use its detection capabilities according to the normal rules for detection.
EWDA units have no combat values, and are therefore singularly unsuited for combat. If an enemy air unit with an Anti-Air Mission marker enters the same hex as the EWDA unit, the enemy air unit is considered to have completed its mission and the owning player must immediately remove the EWDA unit from the map and place it on the Game-Turn Track for the next Game-Turn, at which time the EWDA unit can be returned to the map in any hex during the Unit Assignment Stage. Note that this is the only way in which an EWDA unit can be "attacked;" it can never be fired on by ground or naval units. The EWDA unit never moves within the map during an Action Stage.
EXCEPTION: An E-2 unit that is in the same hex as a US aircraft carrier may be moved with the carrier. If the E-2 leaves the carrier's hex, it may no longer move with the carrier, until it has been re-positioned — during a Unit Assignment Stage — over the carrier. As long as the E-2 is in the same hex as the carrier, it cannot be forced to land. If the carrier is sunk, the E-2 is permanently removed from play.
During any Unit Mission Assignment Stage, however, an EWDA unit may be moved from one hex to another. Since this movement does not take place during an Action Stage, the EWDA unit cannot be attacked during its movement.
Air Unit Movement
Each air unit (except EWDA) has a Movement Point Allowance, expressed in Strategic Hexes. Each Strategic Hex is equivalent to 10 Operational Movement Points, just as each Strategic Hex is equivalent to 10 Operational Hexes in breadth. For the sake of simplicity, the following rules regard a Strategic Movement Point as 10 Operational Movement Points. Air units sortie from one airbase at a time. No air units from another base (other than those belonging to the other player) may sortie until an airbase's current air mission is concluded.
Up to three air units may sortie simultaneously from an airbase. These three units need not be of the same type, but must be on the same mission (except in the case of Escort). (Air Unit Movement, 30R-3)
WHEN AIR UNITS MOVE. An air unit may move only when on a mission. An air unit may undertake a mission at the times specified on the Air Mission Prerequisite Summary.
HOW AIR UNITS MOVE. An air unit moves by tracing a flight path, hex by hex, across the map, to a maximum distance of its Movement Point Allowance. Each hex entered on the Operational Map costs the unit one Operational Movement Point; each hex entered on the Strategic Map costs the unit 10 Operational Movement Points. No air unit may ever travel farther than its Movement Allowance permits, unless it is on a Ferry mission, in which case it may travel twice its Movement Point Allowance. An air unit that has expended its entire Movement Point Allowance and is not in a friendly airfield hex is eliminated immediately. Note that the Movement Point Allowance does represent a round-trip cost, not simply a movement radius as in some games.
Air Unit Supply
In order to undertake any mission, the airbase at which an air unit is based must expend Supply Points at the instant the mission is undertaken. (Air Supply, 28R-4)
HOW AIR UNITS ARE SUPPLIED. In order to be supplied, an air unit must be based at an airbase that is in supply, according to the normal rules for Supply. Note that air units based on carrier units are always considered supplied, and need not spend Supply Points.
Air Unit Combat
An air unit can participate in air-air combat, air-naval combat, naval-air combat, air-ground combat, and ground-air combat. These types of combat can occur throughout the Action Stage.
AIR-AIR COMBAT. Air-air combat occurs when opposing, detected air units occupy the same hex. In air-air combat, both opposing units use their Anti-Air Ratings, and resolve the combat on the Air/Naval Combat Resolution Track using the Air/Naval Resolution Procedure. Results of air-air combat are expressed in terms of Hits inflicted on all (not each) units of each side in the hex. (Air-Air Combat, 39L-5)
AIR-NAVAL/NAVAL-AIR COMBAT. Air-naval combat occurs whenever an enemy air unit on a Strike mission uses its Bombardment, Sub-Surface, or ASM Rating against a naval unit. Naval-air combat can occur whenever a detected air unit is within range of a naval unit's Anti-Air Rating. Both types of combat are resolved on the Air/Naval Combat Resolution Track, using the Air/Naval Resolution Procedure. Results for both types of combat are expressed in terms of Hits inflicted on all (not each) air unit in a hex, or one naval unit.
Only one naval unit in a hex can be the target of one attacking air unit or stack of air units. (Air-Naval Combat, 39R-0)
AIR-GROUND/GROUND-AIR COMBAT. Air-ground combat occurs whenever an enemy air unit on a Strike mission uses its Bombardment Rating against a ground unit. Ground-air combat occurs whenever a detected air unit is within range of a ground unit's Anti-Air Rating. Air-ground combat is resolved, after the addition of all applicable modifiers, on the Air/Naval Combat Resolution Track, using the Air/Naval-Ground Combat Resolution Procedure. Ground-air combat is resolved on the Air/Naval Combat Resolution Track, using the Ground-Air Combat Resolution Procedure. Results for both types of combat are expressed in terms of Hits inflicted. Ground units can never retreat as a result of air-ground combat. (Air-Ground Combat, 39L-0; Ground-Air Combat, 38R-6)
Abort
Any time an airborne unit suffers a Hit from enemy fire of any kind, the air unit aborts its mission immediately following the resolution of the combat. Note that, in the case of simultaneous combat, a unit that suffers a Hit is entitled to resolve its attack on the enemy unit prior to aborting.
An aborted air unit may not use its Anti-Air, ASM, Bombardment, or Sub-Surface Ratings. An aborted transport air unit cannot conduct paradrop nor land in any non-airfield hex. An air unit is no longer considered aborted once it has landed. (Hits, 40L-4)
Airbases
Airbases have several attributes that distinguish them from other ground support units.
- In order for an air unit to be in supply, it must be stationed on a supplied airbase. Air units occupying an airbase are placed on the Airbase Display with a designation corresponding to the airbase counter designation. The only time an air unit is placed on the map is when performing a mission or when its airbase is destroyed. In the latter case, air units from the destroyed airbase can be placed on the Airbase Display of any other airbase in the hex or else they must be placed on the map. While air units are on the map and not on a mission, they are treated as ground targets. If an enemy unit enters a hex containing non-airborne air units, the air units are eliminated immediately.
- An airbase unit must be placed on an airfield in order to function. Note that a maximum of two airbases may occupy an airfield (Tehran, Basra, and Ashkabad each have two airfields, and may therefore accommodate a total of four airbases each).
- Any time an airbase suffers a Hit, a Hit is inflicted on the airfield it occupies and on any one air unit at the airbase (owning player's choice). When an airbase has taken a total of 3 Hits, it is immediately eliminated. Airbase units can never be repaired.
- A maximum of three air units may be assigned to modes in the Unit Assignment Stage from any one airbase. Air units not assigned to modes can never perform missions.
- During an End Stage, a supplied airbase may repair the airfield it occupies by removing all Hits from the airfield at no cost in Supply Points.
- During an End Stage, any air unit that has performed no mission during the current Game-Turn can have one Hit removed from it by the supplied airbase at which it is stationed. This repair costs one Supply Point; an airbase may spend only one Supply Point per Game-Turn for air unit repair.
Note that airbase units have no Movement Point Allowance. Consequently, an airbase can be moved only by ground, air, or naval transport, for which purpose it is considered to be brigade-sized. Note that an airbase can generate a Transport mission in which an eligible air transport unit moves the airbase itself.
Sortie Rate
Each time an air unit begins a mission, it expends one sortie, whether the mission is completed or not. Each air unit in the game is assigned a Sortie Rate, according to the nationality of the unit. The Sortie Rate indicates the maximum number of times an air unit may sortie in a single Game-Turn. The national Sortie Rates are as follows:
US: 3 per air unit per Game-Turn USSR: 2 per air unit per Game-Turn All Others: 1 per air unit per Game-Turn
Note that no air unit, regardless of its Sortie Rate, may sortie more than once per Action Stage.
Soviet Air Defense
Any non-Soviet air unit crossing a border into the USSR must roll the die upon entering the first hex in the USSR or all Caspian Sea hex per mission, and refer to the Soviet Air Defense Table. (Soviet Air Defense Table, in13)
Naval Units
Naval units are, in many ways, the most decisive units in the game. The US carriers, Soviet missile cruisers, and potent submarines can be key to control of the game. Even the fast attack craft that prowl the Persian Gulf can greatly influence the outcome of a scenario. Cargo and amphibious transport can make or break the US forces in a single move, depending on whether they can reach their destinations. The naval rules in Gulf Strike distinguish among the many characters of these units in detail.
Naval Unit Types
There are four basic types of naval units in Gulf Strike. Each of these types is subject to particular restrictions and rules for use:
- Carrier Units. Carrier units include all those types depicted as such in the Summary of Playing Pieces. The CV and CVN units are distinguished from the CVH and LHA units in several important regards, but the distinguishing characteristic of all carriers is that they are floating airbases, as well as surface combatants.
- Surface Action Units. Surface action units include all those types depicted as such in the Summary of Playing Pieces. While carriers are technically surface combatants (in addition to their other attributes), the CGN, DD, FAC and other pure surface combatant units are more properly designated as surface action units.
- Submarine Units. Submarine units include all those types depicted as such in the Summary of Playing Pieces. The primary purpose of submarine units is simply to inflict as much damage as possible on enemy surface units, or at least to threaten such damage.
- Naval Transport Units. Naval transport units include all those types depicted as such in the Summary of Playing Pieces. The purpose of naval transport units is to move large quantities of materials and troops over long distances.
Note that all naval units except Underway submarine units are often referred to collectively as surface units for purposes of combat and detection.
Naval Unit Modes
Every naval unit in the game must always be assigned to either In Port or Underway mode. Naval units are assigned to modes during the End Stage of every Game-Turn. For the most part, naval units will be Underway throughout most of the game; In Port mode is normally reserved for repairs, replenishment, loading, and unloading.
UNDERWAY MODE. Any naval unit may be placed in Underway mode. To place a naval unit in Underway mode, simply remove the In Port marker during the End Stage. There is no marker needed to designate this mode.
IN PORT MODE. Any naval unit may be placed In Port. To place a naval unit In Port, simply place an In Port marker on the unit (which must be in a friendly port hex) during the End Stage. An In Port naval unit can never spend Movement Points. A submarine unit that is In Port is considered a surface unit for all purposes. Any naval unit with an In Port marker on it is automatically detected. A naval unit must assume In Port mode in order to be repaired, to replenish SSM's, and to load and unload Trans units.
Note that, at any time enemy ground units of any kind enter a port hex, any friendly naval units that are In Port are instantly made Underway at no cost of any kind.
Naval Unit Movement
Each naval unit has a Movement Point Allowance, expressed in Strategic Hexes. Each Strategic Movement Point is equivalent to 10 Operational Movement Points, just as each Strategic Hex is equivalent to 10 Operational Hexes in breadth. For the sake of simplicity, the following rules regard a Strategic Movement Point as 10 Operational Movement Points.
A naval unit may spend Movement Points to move and fire, until its Movement Point Allowance is expended, in any order; however, once any other unit spends a Movement Point, the first unit can spend no further Movement Points for the remainder of the Game-Turn. Note that, unlike air units, a naval unit need not return to a port at the conclusion of its movement. (Naval Unit Movement, 30R-6)
MOVEMENT DETERMINATION. During each Naval Movement Determination Phase, each player rolls one die and halves the result, rounding down. This number indicates how many of a player's naval units may spend Movement Points in that Action Stage. The number is a total for all naval units under the player's control — not for each nationality he may control.
No naval unit may spend Movement Points more than once per Game-Turn. Consequently, no naval unit that has spent Movement Points in one Action Stage is eligible to spend Movement Point in a subsequent Action Stage of the same Game-Turn. It is possible that a player may run out of naval units in the Second or Third (or even First) Action Stage, even though the Naval Movement Determination Phase would otherwise permit further activity. It is also possible for a player to be unable to spend Movement Points for any naval units for an entire Game-Turn, by rolling a 1 in each Naval Movement Determination Phase.
WHEN NAVAL UNITS MOVE. In Port naval units never move. Underway naval units can move during the owning player's Movement Segment, or in the opponent's Movement Segment if performing naval interception.
A naval unit moves by tracing a path of all-sea and/or coastal hexes, hex by hex, across the map, to a maximum distance allowed by its Movement Point Allowance. Each hex entered on the Operational Map costs the unit one Operational Movement Point; each hex entered on the Strategic Map costs 10 Operational Movement Points. No naval unit may ever travel farther than its Movement Point Allowance permits.
Naval Unit Supply
For the most part, naval units have no need of supply. They require no Supply Points and they spend none. Units being transported on naval transport units require no Supply Points. Aircraft based on carrier units are also immune to all supply restrictions and require no Supply Points. (Naval Supply, 28R-2)
MISSILE DEPLETION. Although they require no Supply Points, naval units do have limited numbers of surface-to-surface missiles (SSMs):
- US BB and Soviet CGN units have 10 fires each.
- US CV and CVN units, and the Soviet CVH unit, have 5 fires each.
- All other naval units have 2 fires.
Each time a naval unit uses its ASM Rating, the unit's supply of missiles is reduced by one. Reduction of missile stocks on naval units with more than 2 fires must be kept track of separately. For units with only 2 fires, place an SSM-1 marker on the unit when it fires for the first time, and an SSM-Depl (Depleted) marker when it fires a second time. A naval unit that is SSM-depleted cannot use its ASM Rating. Any SSM-depleted naval unit may, however, be replenished.
MISSILE REPLENISHMENT. A naval unit may replenish its SSM strength, completely or partially, by entering In Port mode. Up to 2 fires may be replenished for each End-Stage the unit spends In Port. A naval unit may not replenish beyond its original capacity. Each port on the Operational Map has 2 missile fires available for replenishment (use SSM-1 and SSM-Depl markers to indicate the status of ports that have been used for replenishment). Only the following ports on the Strategic Map may be used for replenishment, and replenishment can occur only in a port of the naval unit's nationality, up to the maximum number of fires indicated:
- Diego Garcia: 10 US fires per game.
- Djibouti: 2 French fires per game.
- Socotra: 4 Soviet fires per game.
The replenishment capability of any port is permanently eliminated if the port takes 3 Hits from bombardment during the game.
Aircraft Carriers
Aircraft Carriers are surface naval units with the following additional distinctions. There are four types of aircraft carriers, designated as CV, CVN, LHA, and CVH. The CV and CVN types are large, tailhook aircraft carriers, whereas the LHA and CVH types are small, vertical take-off and landing platforms. All of these units may carry certain air units and possess Air Displays for these air units.
All aircraft carriers act as airbases, but require no Supply Points to sortie air units.
CV AND CVN. These heavy carriers may have up to 9 air units on their Air Displays at one time, and may assign all 9 to modes. As from an airbase, only 3 air units may sortie at one time; however, all 9 may sortie during the Action Stage. Only air units that are helicopters, AV-8B, or designated by a parenthetical 63, 65, or 68 may land or sortie from these types of aircraft carriers. These units are the only units capable of CAP, and any air units in Interception mode may perform this mission during the game.
LHA AND CVH. These light aircraft carriers may have up to 3 air units on their Air Displays at one time, and may assign all 3 to modes. Only air units that are helicopters, AV-8B, or Yak-36 units may land on or sortie from these types of units.
DAMAGE. Each time an aircraft carrier unit suffers a Hit of any kind, one Hit must be inflicted on one of the air units currently on the Air Display. All other air missions are identical to the rules for air units.
If a carrier is sunk, air units that are airborne can land on another carrier, within the type and quantity limits described above. The air units can also land at friendly airfields or airbases, subject to all rules governing land-based air units.
Hits can reduce the Sortie Rate of an aircraft carrier unit.
Submarines
Submarine units (SS, SSN, SSGN) have several attributes that distinguish them from other naval units.
- An Underway submarine can be attacked only by Sub-Surface Rating.
- An In Port submarine unit is considered to be a surface unit for all purposes.
- An In Port submarine unit automatically has an ECM Rating of 1.
Ground Units
Ground units are the primary focus of the game. Most of the air and naval unit operations in Gulf Strike directly or indirectly support ground operations. Other than the Straits of Hormuz, all of the objectives in the scenarios are on land — and even the Straits can be effectively barred by determined land forces. Whereas air and naval units represent small groups of large machines, ground units for the most part represent large groups of individuals, together with their equipment. This distinction is evident in the rules treating ground units.
Ground Unit Types
There are four basic types of ground units represented in Gulf Strike. Each of these types is subject to particular restrictions and rules for use:
- Armored Units. Armored units include all those types depicted as such on the Summary of Playing Pieces. As in real life, armor represents the modern-day heavy cavalry, with all the strengths and weaknesses of that historical combat arm.
- Infantry Units. Infantry units include all those types depicted as such on the Summary of Playing Pieces. The infantry types in the game cover a wide spectrum, from ill-trained militia to elite airborne and marine forces. The function of all infantry types is basically similar: to go to areas that more powerful formations often cannot reach.
- Ground Support Units. Ground support units include all those types depicted as such on the Summary of Playing Pieces. Each type of support unit has a distinctive and specialized function, all of which have the common goal of supporting operations by armored and infantry assault units.
- Truck Units. There is only one type of truck unit, as depicted in the Summary of Playing Pieces. The lowly truck is one of the single most vital pieces in the game, because it is often the only means of moving troops and — more importantly — moving supply to sustain ground operations.
Ground Unit Modes
Every ground unit must always be assigned to either Frontline or Reserve mode. Ground units are assigned to modes during the Unit Assignment Stage of every Game-Turn, and they remain, despite any combat or supply results or considerations, in their assigned mode until the following Unit Assignment Stage. A ground unit's mode determines when it is eligible to spend Movement Points and declare combat.
FRONTLINE MODE. Truck units must be placed in Frontline mode at all times, and any other ground unit may be placed in Frontline mode. A Frontline unit belonging to the Initiative player may spend Movement Points only in the First Initiative Segment; it may declare combat in only the First and Second Initiative Segments (see Pursuit — the only means by which any Frontline unit can ever declare combat in the Second Action Stage). A Frontline unit belonging to the Reaction player may spend Movement Points only in the Third Reaction Segment; it may declare combat in only the Third Reaction Segment. To place a ground unit in Frontline mode during a Unit Assignment Stage, simply remove the Reserve marker. There is no marker needed to designate this mode.
RESERVE MODE. Any ground unit except trucks can be placed in Reserve mode. A Reserve unit belonging to the Initiative player may spend Movement Points only during the Second or Third Initiative Segments; it may declare combat in only the Second Initiative Segment. A Reserve unit belonging to the Reaction player may spend Movement Points in any Reaction Segment; it may declare combat in only the Third Reaction Segment. To place a ground unit in Reserve mode during a Unit Assignment Stage, place a Reserve marker on the unit.
Each unit assigned to Reserve mode must be within 5 hexes of a headquarters unit of the same nationality. Each headquarters unit has a Reserve Capacity printed on its counter, indicating the total number of brigades it can maintain in Reserve at any one time. The number of units in Reserve for a nationality cannot exceed the Reserve Capacity of headquarters units conferring the mode.
A headquarters unit that is itself in Reserve mode does count toward its own Reserve Capacity. If all headquarters units of a nationality are destroyed — or if the nationality has no headquarters — no units of that nationality can enter Reserve mode.
Ground Unit Movement
Each ground unit has a Movement Point Allowance, expressed in Operational Hexes. The number of Movement Points spent by a moving ground unit depends on the nature of the terrain being entered or crossed, the unit's formation, the presence of engineers, enemy Zones of Control, and other variables. (Ground Unit Movement, 29R-1)
WHEN GROUND UNITS MOVE. A ground unit may spend Movement Points only once per Game-Turn. An assault or support unit may spend Movement Points to move, change formation, or do both, to the limit of its Movement Point Allowance. A truck unit may spend Movement Points to move, load, unload, or any combination.
A ground unit can spend Movement Points only in the portion of the Game-Turn appropriate to its mode:
- A Frontline unit belonging to the Initiative player can spend Movement Points in the First Initiative Segment.
- A Frontline unit belonging to the Reaction player can spend Movement Points in the Third Reaction Segment.
- A Reserve unit belonging to the Initiative player can spend Movement Points in the Second or Third Initiative Segment.
- A Reserve unit belonging to the Reaction player can spend Movement Points in the First, Second, or Third Reaction Segment.
HOW GROUND UNITS MOVE. A ground unit moves by tracing a path of land hexes, hex by hex, across the map, paying the cost appropriate to the following variables:
- Formation. The Formation Effects Table lists the Movement Point Cost Multiple for each formation a ground unit may be in.
- Terrain/Unit Type. The Terrain Effects Chart lists the basic Movement Point cost for each unit type and each type of terrain a unit can enter.
- Engineers. The Terrain Effects Chart lists the effects of engineers on movement through certain terrain types.
- Interdiction. The Terrain Effects Chart lists the additional cost to enter an interdicted hex.
- Zones of Control. Enemy fluid Zones of Control affect the cost of leaving a hex, as indicated on the Terrain Effects Chart.
Note that a ground unit can never enter a hex unless it can pay all appropriate Movement Point costs. In some cases, this may mean that a unit cannot move at all unless it spends a Game-Turn simply changing formation.
A ground unit spends its entire Movement Point Allowance to move from one Strategic Hex to another. It spends the cost to enter any Operational Hex from a transitional Strategic Hex; and to enter a transitional Strategic Hex from the Operational Map, the unit must spend a number of Movement Points appropriate to the Operational Hex it is leaving (as though it were entering a hex identical to the hex it is leaving) and then concluding its movement. (Inter-Map Movement, 29L-1)
Ground Unit Supply
Each ground unit's supply status is determined during the End Stage of every Game-Turn. In addition, a unit's supply status is judged during Assault Segments, immediately prior to the resolution of any declared combat in which the unit is involved, either as attacker or defender.
Any ground unit that cannot draw sufficient Supply Points at the instant its supply status is determined, is considered out of supply. A ground unit that is out of supply suffers the following effects:
- The unit's Combat Strength is halved (round up). This does not mean that a full-strength assault unit is inverted to its half-strength side; it simply means that its printed Combat Strength is halved for the purposes of any computation that may be required.
- The unit cannot declare combat.
- The unit cannot be repaired.
- During the End Stage, the unit suffers 1 Hit (this Hit is not inflicted if it would eliminate the unit). This Hit can be offset by spending available Supply Depots, equalling the ground unit's supply requirement for combat. (Ground Unit Supply, 28L-4)
Ground Unit Combat
A ground assault or support unit can participate in ground-ground combat, ground-air combat, air-ground combat, and naval-ground combat. A truck unit may participate in ground-ground combat, air-ground combat, and naval-ground combat. All ground-ground combat is resolved during the Assault Segments. Other combat types for which ground units are eligible can occur throughout the Action Stage.
GROUND-GROUND COMBAT. Ground-ground combat occurs when opposing ground units occupy adjacent hexes in a declared combat situation. All ground-ground combat is resolved during the Assault Segment of the Action Stage in which combat is declared. In resolving ground-ground combat, attacking and defending units compare strengths and add all applicable modifications before referring to the Assault Resolution Table and using the Assault Resolution Procedure.
Results on the Assault Resolution Table are expressed in terms of Hits inflicted on attacking and/or defending units. In some instances, defending units may be able to retreat. Attacking units may have the option to pursue.
Note that an attacking unit can retreat in one instance: if the attacking force comprises solely elite units, it may elect to retreat after the resolution of a combat against an enemy force that contains no assault units. (Ground Combat, 37L-1)
GROUND-AIR/AIR-GROUND COMBAT. Air-ground combat occurs whenever an enemy air unit on a Strike mission uses its Bombardment Rating against a ground unit. Ground-air combat occurs whenever a detected air unit is within the range of a ground unit's Anti-Air Rating. Air-ground combat is resolved, after the addition of all applicable modifiers, on the Air/Naval Combat Resolution Track, using the Air/Naval-Ground Resolution Procedure. Ground-air combat is resolved on the Air/Naval Combat Resolution Track, using the Ground-Air Resolution Procedure.
Results for ground-air and air-ground combat are expressed in terms of Hits inflicted. Neither unit may ever retreat. (Ground-Air Combat, 38R-6; Air-Ground Combat, 39L-0)
NAVAL-GROUND COMBAT. Naval-ground combat occurs whenever a naval unit uses its Bombardment Rating against a ground unit. Naval-ground combat is resolved, after the addition of all applicable modifiers, on the Air/Naval Combat Resolution Track, using the Air/Naval-Ground Combat Resolution Procedure.
Results for naval-ground combat are expressed in terms of Hits inflicted. Ground units in this type of combat may never retreat or return fire. (Naval-Ground Combat, 39R-3)
Ground Unit Repair
Ground assault, truck, and air defense units (only) may be repaired. An eligible unit that enters Reconstitution formation during the Game-Turn may, during the End Stage of that Game-Turn, remove one Hit for an expenditure of a variable number of Supply Points based on the unit type. The only restrictions are that during the End Stage the unit be in Reconstitution mode, be in a hex not adjacent to an enemy counter of any kind, and have a valid Supply Line to a functioning Supply Depot or functioning Supply Source. The costs, in Supply Points, to repair ground units are as follow:
- Infantry: 1 Supply Point per Hit
- Armor/Air Defense: 4 Supply Points per Hit
- Truck: 2 Supply Points per Hit
- All Others: 3 Supply Points per Hit
Note that, although a Truck unit must meet all other requirements for repair, it need not be in Reconstitution formation (since Trucks are always in Travel formation). (Repair, 40R-9)
Terrain
TERRAIN PRECEDENCE. Terrain effects occur only on the Operational Map. The colors in a given hex determine the terrain type present. When more than one color is in a hex, the type of terrain is determined by terrain precedence. If the hex contains a city or town, the hex is a city or town hex. If neither of these two types is present, the terrain precedence key on Operational Map C is used. The color terrain closest to the top of the key is considered to be the terrain for the entire hex for all game purposes. For example, if any impassable terrain is present in a non-city, non-town hex, the entire hex is considered impassable, regardless of the other terrain types present. Note that roads negate terrain for purposes of movement.
COASTAL HEXES. Certain coastal hexes contain pieces of land separated by water. A ground unit may not enter a non-contiguous piece of land using ground movement, nor may supply be traced. For example, hex 4255 contains minute pieces of Qeshm island; a unit using ground movement could not enter this hex and then transfer to the island, nor vice versa.
RIVERS. Rivers can be crossed by ground units on roads, across bridge markers, or when an engineer is present in the stack (engineers need no additional assistance to cross a river). A Zone of Control is projected across a river hexside only by a unit or stack of units that could cross that hexside.
Bridges
If an engineer unit in Reconstitution formation is adjacent to a river hexside during an End Stage, a bridge marker is placed on that hexside and acts as a clear hexside (across the river). Whenever a road crosses a river hexside, a bridge is assumed to be present. Bridge markers can be destroyed by two enemy units that are adjacent to each end of it during an End Stage. Roads crossing rivers cannot be destroyed. (Terrain Effects Chart, in16)
Chemical Warfare
A chemical warfare attack affects combat resolution during any Assault Segment in which it is used. Only Soviet divisions (but not break-down regiments) or airborne regiments can launch chemical attacks, although any other Soviet units may participate in the assault; no other non-Soviet units may participate in the attack. The player controlling the Soviet units launches a chemical attack by announcing that he is doing so immediately prior to the resolution of a declared combat. Once he announces the use of chemicals, he places the Chemical Use marker on the Game-Turn Track to permanently record the first turn of chemical weapons use.
Each declared combat in which chemicals are used is resolved by a shift to the right on the Combat Resolution Table. The number of column shifts varies according to the number of Game-Turns that have elapsed since the first use of chemicals, as follows:
| GT's SINCE FIRST USE | COLUMNS SHIFTED |
|---|---|
| 0-2 | 5 |
| 3-5 | 3* |
| 6 or more | 1* |
Combat involving only Soviet and US units do not shift for chemical warfare from the third turn following chemical use through the end of the game. If a combat involves units of any other nation, the appropriate shift is employed.
A Soviet unit making a chemical attack automatically takes one mandatory Hit immediately upon declaring the chemical attack (before the attack is resolved); this simulates the effects of chemical suit fatigue. If more than one Soviet unit is involved in declaring chemical use, only one unit takes the mandatory Hit. No Soviet unit may launch a chemical attack if the mandatory Hit would eliminate the unit.
Division Breakdown and Recombination
Any full-strength (i.e., not inverted to half-strength side) US, Soviet, or Iranian regular army division can break down into three regiments/brigades. The US and Iranian breakdown units are numbered identically to the parent divisions. The USSR can break down up to 10 divisions into three regiments each. Of the types of divisions that can break down, 7 are mechanized, 1 is armored, and 2 are mechanized that break down into airmobile infantry.
During the Unit Assignment Stage, a division that is not adjacent to an enemy unit may have its counter replaced by its three regiment/brigade replacements. If the parent unit had Hits previous to breakdown, the Hits are apportioned equally among the regiments/brigades (some may be eliminated as a result).
If the three component units of a parent division begin a Unit Assignment Stage in the same hex, which is not adjacent to an enemy unit, the units may recombine into the parent unit. EXCEPTION: Soviet airmobile units can recombine only in the hex in which they originally broke down; if this hex is entered by an enemy ground unit at any time while the division is broken down, the component units may never recombine again.
The total Hits suffered by broken down regiments/brigades are inflicted upon the parent unit upon recombination. If any component regiment/brigade has been eliminated, the remaining component units may never recombine. (Division Breakdown and Recombination Example, in13)
Formations
Each ground support and assault unit must be in one of seven possible formations at all times. The possible formations are as follows:
- Movement to Contact (MC)
- Hasty Assault (HA)
- Deliberate Assault (DA)
- Hasty Defense (HD)
- Deliberate Defense (DD)
- Travel (T)
- Reconstitution (R)
To enter any one of these formations, a unit must spend one or more Movement Points (as indicated on the Formation Effects Table) and place the appropriate Formation marker on the unit. EXCEPTION: There is no Movement to Contact Formation marker. Any unit that has no Formation marker on it is considered to be in Movement to Contact formation.
All units in a stack must be in the same formation. A unit entering a hex occupied by friendly units must conform to the formation of those friendly units in order to enter and remain in the hex. A unit may change formation only once per Game-Turn. Additionally, a unit may change formation during an Assault Segment if it undertakes Pursuit. A unit in Hasty Defense, Deliberate Defense, or Reconstitution formation may not declare combat. All reinforcements enter the game in Movement to Contact formation. All paradropped, airmobilized, or amphibiously landed units land in Movement to Contact formation.
Each formation affects the type of Zone of Control (if any) the unit projects, its Supply Point expenditure as a result of combat and its Supply Point availability requirements during the End Stage if out of supply, the unit's Combat Strength multiple, and Terrain Movement Point Cost Multiple. In addition, each change of formation requires an expenditure of Movement Points.
The Formation Effects Table provides information on all of these costs and effects. (Formation Effects Table, in1)
Special Forces
Special forces are US Rangers and Green Berets. They can be used in two ways: As ground units, in which case they have a strength of 1 and a Movement Allowance of 4, or by employing them on special operations where the unit often breaks down into smaller teams to cause havoc in the enemy rear areas or gain intelligence.
A special forces battalion breaks down into 9 mission detachments. Each mission type costs a varying number of mission detachments. A detachment can conduct up to one mission, and then must be removed for 3 Game-Turns.
To break down a special forces unit into detachments, the unit must either not yet have entered the map (although it must be available) or must be at a friendly airbase, in supply and not adjacent to an enemy unit. Remove the unit from the map and, on a piece of scratch paper, write the numbers 1 through 9 in a column. This paper will be used to record the deployment of the detachments.
A special forces unit can reform only when all 9 detachments are recalled or used, in any airbase hex meeting the requirement for their initial deployment. Detachments from both units may combine to form a unit. Once a detachment is eliminated, the unit can never reform, except in combination with detachments from the other unit.
Special operations can occur only on the Operational Map. Detachments can be saved for deployment any time. Once deployed, they cannot move, but they may be recalled, in which case they are considered used.
AMBUSH. Costs 1 mission detachment. No more than one detachment may be assigned per Hex. Write next to the detachment number the Operational Hex in which the detachment is deployed. When an enemy unit enters the hex, the owning player may opt to announce the presence of the detachment, in which case the enemy unit must expend 4 additional Movement Points to enter. If insufficient Movement Points are available, then the rest of the procedure is conducted and the enemy unit ends its movement in the previously entered hex. Roll a die: on a roll of 2-7, there is no additional effect; on a roll of 8-0, the unit also takes 1 Hit; on a roll of 1, the detachment is destroyed. If the unit triggering the ambush is a support unit, add 2 to the die roll. If the unit triggering the ambush is a Truck, add 5 (unless there is also an assault unit in the hex — even as cargo). The detachment is recalled immediately following the resolution of the ambush.
LRRP (LONG RANGE RECCE PATROL). For each hex attacked with bombardment, add 3 to the unit's bombardment strength if a mission detachment is in the hex. No more than one detachment may be deployed per hex; no Bombardment Strength can be raised by more than 3 due to LRRP. The detachment is recalled at the conclusion of the Game-Turn in which it is used to affect a bombardment.
RAID. A raid can occur in any Assault Segment. A raid costs 3 mission detachments. A raid may attack any hex where no assault unit is present and which is not the target of a declared combat. The hex attacked may first conduct an air defense procedure (the detachments are considered to paradrop abstractly into the hex, and the raiders do not use an air unit for transport; neither do they benefit from an ECM die roll), but subtracts 1 from all Anti-Air Ratings (clandestine night operation effect); if no Hits are inflicted on the raiders, the attack occurs. If any Hits are registered, one mission detachment is destroyed, and the remaining detachments withdraw and are considered used and the raid is concluded. If the air defense fails, then roll a die. On a roll of 1-7, one Hit is assessed against a unit of the raiding player's choice; on a roll of 8-9, 3 Hits are assessed; on a roll of 0, 5 Hits are assessed.
If the hex is occupied solely by an airbase with air units, add 3 to the die roll. If an HQ, whether alone or with other units, subtract 2 (treat negative numbers as no effect). Numbers greater than 10 are treated as 10. For a Truck unit, add 3 to the die roll. For a Supply Depot alone, add 5 to the die roll. All other types of units or combination of units derive no additions or subtractions. No more than one raid can attack a hex per Game-Turn. The detachments are recalled immediately following the resolution of the raid.
Modifiers (Use only the single most advantageous for target units)
- +5 for Supply Depot
- +3 for airbase with or without air units
- +3 for truck
- −2 for HQ
- 0 for all others
SPECIAL OPERATIONS EXAMPLE: The US player breaks down the 1/75 Special Forces Battalion into 9 Detachments. Initially, 3 are located on the Operational Map Hexes, whereas the other 6 are held off map on scrap paper. For the 3 on the map, the Hex in which they are located and their mission are recorded. Of the 3 placed initially, 2 are on Ambush missions, and one is on an LRRP mission. During the enemy Movement Phase, a Soviet Truck unit transporting a Supply Depot with 4 Movement Points remaining enters one of the ambush hexes. The US player decides to declare the presence of the Ambush. The entry cost into the hex is increased by 4, and since the Truck unit has only 4 Movement Points remaining, it cannot enter the hex; following the resolution of the Ambush, the Truck unit will be left in the hex it occupied prior to entering the Ambush hex. The die is rolled, and 5 is added to the result; the die roll of 2 is therefore modified to a 7. A 7 result states that no additional effect occurs. The Truck was moved back once hex, and the Ambush Detachment is withdrawn (on paper) for 3 Game-Turns. If the die roll had been a 3, then the Truck unit — in addition to other effects — would have taken one Hit, as would its cargo.
The LRRP is in an enemy airfield hex with an airbase present. If a Bombardment mission is launched against the hex, the Bombardment Rating of each air (or naval) unit into the hex for the remainder of the Game-Turn is increased by 3, aside from any other applicable effects due to terrain or formation. At the conclusion of the Game-Turn, the LRRP would be withdrawn (on paper), provided the Detachment had been made use of in the turn.
During an Assault Phase, the US player announces a raid with 3 of his 6 off-map Detachments against a hex containing a Truck unit and airbase with air units on its display. First the enemy player rolls a die. The Air Defense Rating of the airbase is 1 (2 minus 1 for clandestine operations). If the die roll is a 1, then the raids ends with one Detachment removed permanently (on paper). If the die roll is greater than 1, then the US player rolls the die and adds 3 (effect for airbase and Truck targets). The die roll is 5, which becomes an 8 die roll. The raiding player can assess 3 Hits against any unit(s) of his choice. The US player decides that the airbase should be eliminated (remember that airbases can take only 3 Hits), which means that 3 Hits must also be assessed against the aggregate air units on the display, and the airfield on which the airbase was located takes 3 Hits (which cannot be repaired until the proper units are brought into the hex); the Truck is unaffected. The 3 raiding Detachments are immediately removed (on paper) for 3 Game-Turns.
Zones of Control
Depending on a unit's size, type, formation, and whether or not it occupies a city, that unit may exert a locking Zone of Control, a Fluid Zone of Control, or no Zone of Control at all. A Zone of Control consists of the hexes adjacent to a unit that the unit is capable of entering. The type of Zone of Control a unit projects is a function of unit type and formation. (Formation Effects Table, in1)
EFFECTS OF LOCKING ZONE OF CONTROL. Any unit entering a locking enemy-controlled hex must cease movement immediately. An armor/mech unit may leave any locking enemy-controlled hex at the beginning of its own Movement Segment. Any other type of unit may leave a locking enemy-controlled hex, except a hex under locking control of an enemy armor/mech unit. Such a hex can be exited only through Withdrawal during the unit's Movement Segment.
EFFECTS OF FLUID ZONE OF CONTROL. Any unit leaving a fluid enemy-controlled hex must pay one additional Movement Point.
GENERAL ZONE OF CONTROL EFFECTS.
A unit may retreat from an enemy Fluid Zone of Control and may retreat into a Fluid Zone of Control at a cost of one additional Hit for each Fluid enemy-controlled hex it enters. A unit may never retreat into an enemy Locking Zone of Control.
A Supply Line can never be traced into an enemy-controlled hex. The presence of a friendly unit in the hex does negate this effect.
An airbase in any ZOC may not sortie air units.
Regardless of the type of ZOC a unit projects, the city portion of the Formation Effects Chart column determines the type of ZOC the unit may project into a city hex (if outside) or out of a city hex (if inside).
Withdrawal
The only means by which a non-armor unit may leave the locking Zone of Control of an enemy armor unit is according to the Withdrawal Procedure. A friendly unit may attempt to withdraw only during the appropriate Movement Segment. (Withdrawal Example, in10)
WITHDRAWAL PROCEDURE. Before attempting to withdraw, the unit suffers one Hit. Subtract the printed Combat Strength of the friendly withdrawing unit(s) from the printed Combat Strength of the enemy controlling unit(s). Note that the mandatory Hit suffered according to this procedure may reduce the unit's strength, in which case the reduced strength is used. Roll one die. If the die roll is equal to or greater than the Combat Strength difference, the friendly unit may withdraw one hex. The unit(s) controlling the hex may, at the owning player's option, immediately advance at no cost and without change of formation into the hex vacated by the withdrawing unit.
Supply
Each unit must be supplied with ammunition, food, replacement parts, fuel, and other consumables — represented in the game by Supply Points — in order to function properly. The supply rules are intended to reflect the means by which such items are provided to combat units, and to indicate the adverse effects suffered by units that lack sufficient supply.
Supply Networks
Each scenario details the number of Supply Points available initially to each country, and the number of Supply Points that become available to each country during the Game-Turns. These Supply Points are recorded on the Supply Point Track, located on the Strategic Map.
SUPPLY SOURCES. Available Supply Points are recorded according to the Supply Source in which they are deposited. Each country has one or more Supply Sources. In order to be a functioning Supply Source, a Supply Source must not be surrounded by enemy units or their Zones of Control, and the Supply Source must have Supply Points available on the Supply Point Track.
- Iran: Every city in Iran (there are 17) is an Iranian Supply Source. The Iranian Supply Point marker is placed on the Supply Point Track to represent a pool of Supply Points that every Iranian Supply Source may draw from. If all Iranian cities are occupied at one time, Iran loses all Supply Points permanently.
- USSR: There are four Supply Sources indicated on the map for the Soviets: Baku (Map A, 2301); Krasnovadsk (Map A, 3303); Ashkabad (Map A, 5211); Afghanistan (Map C, 7439). There are four Supply Point markers for the USSR: Marker A is used for Baku; Marker B is used for Krasnovadsk and Ashkabad; Marker C is used for Afghanistan. Marker D is used for all Soviet units on the Strategic Map. All Supply Points must be apportioned by the player controlling the Soviet forces among these four Supply Sources. Supply reinforcements must be apportioned among the four Supply Sources as they arrive. Supply Points may be transferred from one Supply Source to another, either by transporting Supply Depots or by announcing the transfer, subtracting the Supply Points from one Source, and adding the Points to the destination Source 3 Game-Turns later. Soviet units on the Strategic Map draw supply from the D Supply Source marker. These units do not require a Supply Network — they are automatically in supply as long as one Supply Point is available to Supply Source marker D.
- US: The sole Supply Source for the US is a Supply Head marker, which may be a functioning Supply Source only when placed in a friendly port hex. A path of up to 20 unmined all-sea or coastal Strategic Hexes may be traced from the Supply Head to any unmined coastal hex to form a Supply Line. The Network may be continued normally from the coastal hex provided it is a port hex occupied by a Supply Depot; otherwise, only the coastal hex itself is in supply. This Supply Line cannot pass through a hex occupied by or within the Surface Detection Range of an enemy naval unit.
The US Supply Head is the only Supply Source in the game that can be destroyed. If it suffers 3 Hits in a single Game-Turn, it is removed from play for 3 Game-Turns, at which time it can be placed in the hex in which it was destroyed or in Diego Garcia (Strategic Map, S-22). Any Supply Points available on the Supply Point Track for the US player are halved when the Supply Head is returned to play. While the US Supply Head is off the map, all US units are out of supply, and no supply reinforcements are received. (Count Range as in Inter-Map Movement, 29L-1)
- All Other Countries: Iraq, Kuwait, Saudi Arabia, Bahrain, Qatar, United Arab Emirates, Oman, and Pakistan each have a single Supply Source, printed on the mapsheet. If a country's Supply Source is surrounded, no further Supply Points are added to the Source's Supply Point Track. If the Supply Source is occupied, the Supply Points on the Source's track are lost and no further Supply Points are added. If the Supply Source is subsequently recaptured, Supply Points arrive each Game-Turn as specified in the scenario.
SUPPLY SOURCE ISOLATION EXAMPLE: If Riyad (Operational Hex 0462) were surrounded by enemy units or their Zones of Control, then the Saudi Arabian Supply Point reinforcements would be lost until the condition was alleviated. If the Supply Source were in some later turn not surrounded, then the Supply Point reinforcements from for ensuing Game-Turns would be received. When Riyad is surrounded, only units directly in that city would be able to spend Supply Points from the Saudi Arabian Supply Track, and only while Supply Points remain. All other Saudi Arabian units would be out of supply while Riyad is surrounded, unless they could expend Saudi Arabian Supply Depots.
SUPPLY LINES. Supply Points can be drawn by units of the same nationality directly from Supply Sources along a valid Supply Line. A valid Supply Line is a path of Operational Hexes traced from a unit to a functioning Supply Source that could be traversed in a single move by a hypothetical armor unit in Movement to Contact formation, with a Movement Point Allowance of 20 (without engineers).
A Supply Line can never be traced into an enemy-controlled hex. The presence of a friendly unit in the hex does negate this effect.
A Supply Line may be extended by using Supply Depots of the same nationality. (Supply Example, in3)
SUPPLY DEPOTS. A Supply Depot is basically a relay station for Supply Points. Provided a Supply Depot can trace a valid Supply Line (just as a unit), any units can in turn trace Supply Lines to that Supply Depot. In this way, a string of Supply Depots may be created, extending well away from the original Supply Source.
A Supply Depot cannot retreat. If the hex occupied by the Supply Depot is entered by an enemy ground unit (other than special forces on Special Operations), it is eliminated immediately. A Supply Depot that suffers 3 Hits or more from Bombardment or Special Forces is immediately eliminated. A Depot that suffers 2 or fewer Hits has them automatically removed in the End Stage.
Supply Depots possess no Movement Point Allowance and must be transported in order to move. During any Action Stage or End Stage, a Supply Depot may be expended to produce 4 Supply Points for any action requiring the expenditure of Supply Points except Repair. The Supply Points must be used immediately, and if not all four Points are used, the excess is lost.
A Supply Depot is created during the End Stage by a country expending 4 Supply Points and placing the Depot on a functioning Supply Source. A Depot on a functioning Supply Source can be "cashed in" during the End Stage and return 4 Supply Points to the Supply Source's Supply Track marker.
DEPOT EXPENDITURE EXAMPLE: If a Soviet armored division were unable to draw Supply Points from a functioning Supply Network, but was within the 20 armor Movement Points of a Soviet Supply Depot, then it could expend the Supply Depot for combat purposes or to prevent the mandatory Hit for being out of supply during the End Stage. If the Soviet unit is expending the depot for combat purposes, it would have to be in either Movement to Contact or Travel formation, since all other formations that permit the declaration of combat require more than 4 Supply Points for an armored division. The same would be true during the End Stage, if the unit were in any formation other than Movement to Contact or Travel. The Soviet division would be out of supply and be forced to take the mandatory Hit (be eliminated) for being out of supply. No unit can takes its last Hit (be eliminated) for being out of supply.
Ground Unit Supply
Each ground unit's supply status is determined during the End Stage of each Game-Turn, at which time sufficient Supply Points must be available (they are not expended) from a Supply Source, as though the unit were engaged in combat in its current formation. In addition, a unit's supply status is judged during Assault Segments, immediately prior to the resolution of any declared combat in which the unit is involved as either attacker or defender. In this case, the unit must expend the Supply Points, immediately following the resolution of combat, appropriate to its current formation. (Supply Example, in3)
HOW GROUND UNITS ARE SUPPLIED. To be in supply, a ground unit must be able to trace a valid Supply Line to a Supply Depot or to a functioning Supply Source of the same nationality as the unit. By tracing a Supply Line to a functioning Supply Source, a unit can draw Supply Points from the Source. Supply Lines traced to Supply Depots vary depending on the status of the Depot:
- If the Supply Depot can, in turn, trace a valid Supply Line to a functioning Supply Source of the same nationality, the Supply Depot is a functioning Supply Depot. If the Supply Depot can trace a valid Supply Line to a functioning Supply Depot of the same nationality, the Supply Depot is a functioning Supply Depot. A valid Supply Line to a functioning Supply Depot allows a ground unit to draw Supply Points, just as though it were drawing Supply Points from the Supply Source.
- If the Supply Depot cannot, in turn, trace a valid Supply Line to either a functioning Supply Source or functioning Supply Depot of the same nationality, the Supply Depot is an isolated Supply Depot. A unit may draw 4 Supply Points from an isolated Supply Depot to which it has a valid Supply Line, but the Supply Depot is immediately removed from the map. The 4 Supply Points must be used instantly; if fewer than 4 can be used, the excess are permanently lost.
EFFECTS OF BEING OUT OF SUPPLY. Any ground unit that cannot draw sufficient Supply Points at the instant its supply status is determined is considered out of supply. A ground unit that is out of supply suffers these effects:
- The unit's Combat Strength is halved (round up). This does not mean that a full-strength assault unit is inverted to its half-strength side; it simply means that its printed Combat Strength is halved for the purposes of any computation that may be required.
- The unit cannot declare combat.
- The unit cannot be repaired.
- During the End Stage, the unit suffers 1 Hit (this Hit is not inflicted if it would eliminate the unit).
Naval Supply
Each naval unit carries sufficient stores to operate for the duration of the game without need to draw further supply, with the single exception of SSMs. Each naval unit that has an SSM Rating is restricted in the number of times it may fire using its SSM Rating without replenishing its supply of that weapon type. These restrictions, and provisions for replenishment, are indicated in Missile Depletion and Missile Replenishment. (Naval Unit Example, 21L-8)
Air Supply
Air units themselves are exempt from supply considerations. Airbases, however, must be connected to a Supply Network, just as a ground unit. To launch an air mission, an airbase must expend Supply Points. To launch a Strike mission, the airbase must expend 2 Supply Points per air unit; to launch any other type of mission, an airbase must expend 1 Supply Points. If the Supply Points are unavailable, the mission cannot be launched.
Special Supply Rules
- The number of Supply Depot counters supplied in the game is not an absolute limit. Players may make their own if more are required.
- A unit cannot enter or leave the Strategic Map unless it is in supply in the hex exited and the hex entered.
- British and French land units draw supply from the US Supply Head and Depots.
- EWDA units never expend Supply Points.
- Israeli air units use no supply.
- C-5 and Il-76 air units use no supply.
Movement
Movement is the action whereby a unit is displaced through the hexagonal grid on the map. There are two map scales in Gulf Strike, and when units transition from one map to the other, a special procedure is instituted based on the unit type (land, air, or naval).
Inter-Map Movement
Any ground unit on the Strategic Map can move one Strategic Hex per Game-Turn. A ground unit that begins a Game-Turn in a Strategic Map Transitional hex can enter any mapedge Operational hex within the corresponding Strategic Grid Hex by spending the number of Movement Points appropriate to the Operational hex entered.
EXAMPLE: An armored division, belonging to the Initiative player, begins a Game-Turn in Strategic Hex N-06 in Frontline mode; during the First Initiative Segment, the armored division spends its entire Movement Point Allowance to enter Transitional Hex M-06. During the First Initiative Segment of the following Game-Turn, the unit (in Movement to Contact formation and still Frontline) enters Operational Hex 7237 by spending 3 Movement Points; the unit can spend the rest of its Movement Point Allowance in this Segment. Note that, in this example, the unit could have entered any of the following Operational Hexes: 6738, 6837, 6938, 7037, 7138, 7237, 7338, 7437, 7438, 7439, or 7440.
A ground unit that begins a Game-Turn in an Operational Hex can enter any Transitional hex corresponding to the Strategic Grid Hex from which it is exiting the Operational Map; the Movement Point cost is equal to the cost that would be assessed to enter a hex identical to the hex exited.
EXAMPLE: A mechanized division, belonging to the Initative player, begins a Game-Turn in Operational Hex 7353 in Frontline mode. During the First Initiative Segment, the mechanized unit (Movement Point Allowance of 8, Movement to Contact formation) spends 3 Movement Points to enter Operational Hex 7453 and 3 Movement Points (the cost that would be assessed to enter 7453 again) to enter Transitional Hex M-08. The unit's movement is concluded for the Game-Turn.
An air or naval unit on the Strategic Map can spend one Strategic Movement Point to enter each Strategic Hex (remember, air and naval unit Movement Point Allowances are expressed in Strategic Movement Points on their counters; 1 Strategic Movement Point is equivalent to 10 Operational Movement Points). An air or naval unit can exit a Transitional Hex and enter an Operational hex (within the corresponding Strategic Hex Grid) by spending 5 Operational Movement Points — or exit a mapedge Operational hex and enter a Transitional Hex (corresponding to the Strategic Grid Hex it is exiting) by spending 5 Operational Movement Points.
EXAMPLE: A carrier-based A-6 unit (Movement Point Allowance 6 Strategic Hexes) sorties from a carrier in Strategic hex N-11 and spends 10 Operational Movement Points (1 Strategic Movement Point) to enter Strategic Hex M-10, 10 more Operational Movement Points (total of 20, or 2 Strategic Movement Points) to enter Transitional Hex L-10, 5 more Operational Movement Points (total of 25) to enter Operational Hex 6167. The unit spends 5 more Operational Movement Points (total of 30) to move into Operational Hexes 6166, 6165, 6164, 6163, and 6162, where the unit launches a Bombardment attack (at no Movement Point cost). Reversing its course, the unit spends 5 Operational Movement Points (total of 35) to enter Operational Hexes 6163, 6164, 6165, 6166, 6167, 5 more Operational Movement Points (total of 40, or 4 Strategic Movement Points) to enter Transitional Hex L-10, 10 more Operational Movement Points (for a final total of 50, or 5 Strategic Movement Points) to enter Strategic Hex M-10, and its final 10 Operational Movement Points (for a final total of 60, or 6 Strategic Movement Points) to enter Strategic Hex N-11, where it lands (at no Movement Point cost) on its carrier. (Inter-Map Example, in4)
Ground Unit Movement
OPERATIONAL MAP. Each ground unit has a Movement Point Allowance, expressed in Operational Hex Movement Points, printed on its counter. A unit uses its Movement Points to enter hexes and pay terrain costs, change formation, and load or unload (trucks only). Each formation has a Terrain Cost Multiple. When a unit enters a hex, the cost is the terrain cost indicated on the Terrain Effects Chart, multiplied by the Terrain Cost Multiple. In addition to terrain costs, Fluid Zones of Control force units to pay an exit cost; interdiction markers force units to pay an entrance cost additional to those called for by terrain.
No ground unit can spend Movement Points to move more than once per Game-Turn. A ground unit can spend its Movement Points during any Movement Phase appropriate to its mode and whether it belongs to the Initiative or Reaction player. A ground unit spends no Movement Points to declare combat, retreat, or pursue. A unit must be able to pay all Movement Point costs to leave or enter a hex. There are circumstances in which a unit would be unable to move at all, but could still change formation. (Formation and Movement Example, in4)
STRATEGIC MAP. When a ground unit moves on the Strategic Map, it can move one Strategic Hex per Game-Turn. There are no terrain costs, no Zones of Control, no interdiction — there is nothing to interfere with this one-Strategic Hex movement rate.
TRANSITING BETWEEN MAPS. When a ground unit enters a Transitional Hex, it may, during the next appropriate Movement Segment, enter the Operational Map. A unit entering the Operational Map is placed on the proper edge, where it spends Operational Movement Points based on its formation and the terrain in the Operational Hex it is entering. The hex entered must be an Operational Hex that is within the Strategic Grid Hex corresponding to the Transitional Hex the unit is leaving. The Operational Mapedge Hex may be wholly or only partially within this Strategic Grid Hex.
If the Hex that would be the entry hex is occupied, a combat from off-map is conducted during the First Combat Phase or Third Combat Phase, whichever is appropriate to the entering unit. The entering unit, as the attacker, may use any allowable formation. If the combat drives the defending unit from the Operational Hex, the attacking unit may enter the map as a Pursuit. If the attack is unsuccessful, or the enemy unit absorbs all Hits and remains in the Operational Hex, then the combat is concluded and the unit may attempt to enter the Operational Map in the next Game-Turn.
When a ground unit is to move from the Operational Map to the Strategic Map, the unit moves to the mapedge and spends Movement Points equal to the cost it would have to pay to enter a hex identical to the hex it is leaving. The unit is then placed in the Transitional Hex corresponding to the Strategic Grid Hex it has left.
A unit may never retreat off the Operational Map, but must instead take Hits from the combat if it has no other option.
A unit may transit from one Map to the other only if it is in supply in both the exit hex and entry hex.
Stacking
The term stacking refers to two or more ground units occupying the same hex at the conclusion of any ground unit's movement (stacking limitations never apply to air or naval units). At the end of any unit's movement, there can never be more than 5 brigades — or the equivalent — in any Operational Hex. There are no restrictions on stacking on the Strategic Map (except airbases; see below).
Note that there is no restriction on naval units or airborne air units in the same hex, whether friendly or otherwise; naval units may be In Port only in friendly ports.
- A division is equivalent to 3 brigades.
- A regiment is equivalent to 1 brigade.
- Supply Depots (and the US Supply Head), air units, naval units, and battalions are never counted against stacking restrictions.
- HQ and truck units are not counted against stacking restrictions, except that no more than one of each of these types may occupy an Operational Hex at the conclusion of any unit's movement.
- Airbases are not counted against stacking restrictions, except that no more than two airbases may occupy an airfield (on the Operational or Strategic Map) at the end of any unit's movement. Note that Tehran, Basra, and Ashkabad each have two airfields, and can each therefore accommodate a total of four airbases.
Interdiction
Interdiction is an Offensive Air Mission. An air unit that penetrates to its target on an Interdiction Mission attacks the hex in an attempt to place an Interdiction marker on the hex. There can be no Interdiction marker or ground unit already in the hex. If no ground-based air defense fire or interceptors attack the air unit in the target hex, then an Interdiction marker is automatically placed in the hex. If either ground-based air defense fire or interceptors attack the air unit in the target hex, then the air unit must roll equal to or less than its Bombardment Rating, with no die modifiers for terrain, in order to place an Interdiction marker. Any air unit that takes Hits either prior to or at the target hex automatically aborts and fails to place an Interdiction marker in the hex.
An Interdiction marker increases the cost to enter the hex by 2 Movement Points for any ground unit other than an engineer unit or a stack containing an engineer unit. An Interdiction marker is removed the instant a ground unit enters the interdicted hex.
A unit can retreat into an interdicted hex, but can retreat no further, whether it is (or is stacked with) an engineer unit or not. Airmobile units cannot land in an interdicted hex; amphibiously landed or paradropped units can land in an interdicted hex, but can move no further in that Game-Turn; the marker is removed.
INTERDICTION EXAMPLE: A US F-15 flies to Operational Hex 4753 on a Strike mission with the intention of placing an Interdiction marker in the hex. When the F-15 arrives at the hex, it is intercepted by an enemy MiG-23 air unit. If the MiG-23 in the ensuing air-to-air combat inflicts a Hit on the F-15, then the F-15 automatically aborts the strike mission and no interdiction marker is placed in the hex. If the MiG-23 fails to inflict a Hit on the F-15, then the die is rolled; if the die roll is equal to or less than the F-15's Bombardment Rating, the Interdiction marker is placed in the hex. If the die roll is greater than the Bombardment Rating, then no Interdiction marker is placed. Regardless of the result, at the conclusion of the die roll resolution, the F-15's Strike mission is concluded and it must fly back to a friendly airfield. If no enemy unit had engaged the F-15 while in Hex 4753 in any form of combat, then the Interdiction marker would have been placed automatically in the hex without a die roll.
Air Unit Movement
Each air unit has a Movement Point Allowance expressed in Strategic Hex Movement Points. Its Movement Point Allowance on the Operational Map is effectively 10 times that printed on its counter. The air unit can spend its Movement Points to move during any Action Stage appropriate to its mode and whether it belongs to the Initiative or Reaction player, providing it meets all prerequisites for any mission it undertakes.
A player may sortie air units from one airbase at a time, and can move up to three air units as a stack. No other air units may sortie until friendly air units on a mission have concluded (not necessarily landed) their mission. Air units are moved on their silhouette side and flipped to their combat Rating side only when involved in combat.
An air unit spends one Movement Point for each Strategic Hex it enters, and one-tenth of a Movement Point for each Operational Hex it enters.
An air unit that has expended all its Movement Points and is not in a friendly airfield hex is eliminated. The act of sortying and landing costs no Movement Points.
Naval Unit Movement
Naval units are moved on their silhouette side and are inverted to their combat Rating side only to conduct combat or to denote that the unit has moved for the Game-Turn. During the Unit Assignment Stage, all naval units should be flipped to their silhouette sides.
Each naval unit has a Movement Point Allowance, expressed in Strategic Hexes, printed on its counter. The unit can spend its Movement Points to move during the Action Stage. No naval unit may move more than once per Game-Turn.
A naval unit spends one Strategic Movement Point for each Strategic Hex it enters, and one-tenth of a Strategic Movement Point for each Operational Hex it enters. In effect, a naval unit's Operational Movement Point Allowance is 10 times the Allowance printed on its counter.
Naval units that begin a Movement Phase in the same hex can be moved together, using the Movement Point Allowance of the slowest unit in the stack.
A naval unit's Movement Point Allowance is reduced if the unit performs combat functions, such as mine-laying or sweeping, Bombardment, ASM, or Sub-Surface combat. Each of these functions costs one Strategic Movement Point. Note that a naval unit may perform these functions repeatedly, as long as it has Movement Points remaining. It costs a naval unit no Movement Points to fire if it is attacked.
A naval unit's movement may be interrupted by enemy interception. Note that a naval unit expends no Movement Points to participate in combat it did not initiate.
Naval units transit between Strategic and Operational Maps identically to air units. Naval units may transit the Maps and move only in all-sea or coastal hexes. (Inter-Map Movement, 29L-1)
Amphibious Landing
A marine or special forces unit (only) may make an amphibious landing in any coastal clear, desert, swamp, city, or town hex, according to the following procedure.
- An amphibious transport unit, carrying the marine or special forces unit, enters the coastal hex during a Movement Segment according to normal naval unit movement rules, and spends 2 Operational Movement Points to unload the unit in the debarkation hex.
- If the debarkation hex is not occupied by an enemy ground unit, the landing unit is automatically considered to be ashore in Movement to Contact formation. The unit may spend Movement Points at this time to change formation, but not to move.
- If the debarkation hex is occupied by an enemy ground unit, the landing unit declares combat and attacks the enemy unit(s) from Movement to Contact formation in the following Assault Segment. If any defending unit suffers one or more Hits, it must retreat at least one hex (even if it is a support unit), and the landing unit (provided it has survived the combat) remains in the debarkation hex. If the landing unit inflicts no Hits on the defending unit(s), the landing unit is considered to remain aboard the amphibious transport unit, and the transport unit is move one hex at no cost in Movement Points; also, any Hits inflicted on the unit attempting to land are doubled. (Amphibious Example, in10)
SPECIAL RULES.
- A unit making an amphibious landing is considered to be in supply throughout the Game-Turn in which it lands. Beginning with the next turn, it must trace a valid Supply Line in order to be supplied.
- During any Segment — after combat is declared — any eligible air and naval units may use their Bombardment Rating against enemy units in an amphibious landing hex.
- If a total of three or more Hits are inflicted on units in the hex by Bombardment, the enemy unit(s) must retreat one hex upon resolution of the amphibious declared combat, regardless of whether or not the landing unit inflicts a Hit on the defending unit(s); the landing unit is considered to have landed in this instance, even if it fails to inflict a Hit during the actual Assault Segment.
Mines
Mines can be laid by eligible air or naval units in any Strategic coastal or island hex in order to impede naval movement through the hex. Mines can be swept by eligible air or naval units that move through the mined hex. Even hexes on the Strategic Map that are on the Operational Map are mined in this fashion. Mining always occurs on the Strategic Map. Note that mines may be laid in an Operational Hex, but the marker would be placed in the corresponding Strategic Hex.
MINELAYING. A naval unit with minelaying capability can place one level of mines per Hex Game-Turn, at a cost of one Strategic Movement Point per hex mined. An air unit in Offensive mode with minelaying capability can place one level of mines in one hex per sortie. The maximum mine level in any Hex is 9. Optional: Players may wish to limit Soviet SSN's to laying only one level of mines in one hex per game.
EFFECTS OF MINES. Any surface naval unit entering a mined Strategic Hex must immediately roll one die and, taking the mine level of the hex as an Attack Strength, resolve a naval combat without using the naval unit's ECM to reduce the effect, on the Naval/Air Combat Track in the normal manner. A submarine unit entering a mined hex follows the same procedure; however, the mine Attack Strength is considered to be one-half (rounded down) the minefield level of the hex.
If the mine attack takes place on the Operational Map, the naval unit is attacked in the first Operational Hex entered in the appropriate Strategic Hex.
MINESWEEPING. A naval unit with minesweeping capability can sweep one level of mines per Hex per Game-Turn, at a cost of one Strategic Movement Point. An air unit in Offensive mode with minesweeping capability can sweep one level of mines per sortie from one Strategic Hex. A naval unit with minesweeping capability still undergoes a minefield attack, but is considered to have an ECM Rating of 7 which is used in such attacks. Minesweeping on the Operational Map can occur anywhere within the mined Strategic Hex.
It is strongly recommended — though optional — that the US SH-3 units be granted a minesweeping capability.
MINES EXAMPLE: A Soviet SSN naval unit enters an Operational Hex wholly within Strategic Grid Hex J-09. The SSN spends one Strategic Movement Point and declares it is laying mines. A 1-marker is placed on the Strategic Map in Hex J-09 to denote that the entire Strategic Grid Hex has one level of mines present. If Hex J-09 already had a level of mines present, then this action would increase the level by 1. Note, however, that the mine level in a hex may never exceed 9. Any naval unit (friendly or enemy) that enters any island or coastal Operational Hex that is wholly within Strategic Grid Hex J-09 is attacked upon entry. A unit is attacked only once upon each entry into the Strategic Hex or Strategic Grid Hex. If the unit enters a second Operational Hex within the Strategic Grid Hex, it would not suffer another mine attack until it had exited J-09 and re-entered.
The French MCM unit enters an Operational Hex wholly within Strategic Grid Hex J-09 and is immediately attacked by the current Mine Level, except that it can use a special ECM Rating of 7 to deter the effects of the attack. If the unit survives the attack, it may spend one Strategic Movement Point to remove one Mine Level; reduce the number marker to reflect the reduced Mine Level. The MCM may reduce the Mine Level by 1 each Game-Turn that it sweeps.
Transport
Trucks, air transport units, and naval transport units are the only units in the game that can transport ground units and Supply Depots (and the US Supply Head). The capacity (either battalion, brigade, or division) or each transport unit is indicated on its counter. For purposes of transport, all ground support units, Supply Depots, the US Supply Head are considered one brigade each. Note that any time a transport unit suffers a Hit, any unit being transported also suffers a Hit; if the transport unit is eliminated before the transported unit is unloaded, the transported unit is also destroyed.
AIR TRANSPORT. An air transport unit assigned to Offensive mode may transport ground units or Supply Depots (or the US Supply Head) up to the limit of the transport unit's Transport Capacity by undertaking an Airmobile or Paradrop Transport mission. The following restrictions apply to all Air Transport missions.
- An air transport unit and whatever is to be transported must begin the mission in the same hex. If a ground unit is to be transported, it must not have spent any Movement Points in the current Game-Turn and must be in the mode appropriate to the Game-Turn Segment in progress. There is a Movement Point cost of two Operational Movement Points, charged to the transport unit, to load whatever is to be transported.
- Anything that is loaded on an air transport unit is not counted toward stacking limits, nor does it function in any way, although it is subject to supply rules.
- Once landed by either type of air transport, a ground unit is entitled to spend half of its normal Movement Point Allowance. The unit always lands in Movement to Contact formation, regardless of what formation it was in when it loaded.
- There is a Movement Point cost of two Operational Movement Points, charged to the air transport unit, to unload whatever is transported.
Airmobile Transport
- C-130 and Il-76 units may land to unload in any clear terrain hex that is neither occupied by nor adjacent to an enemy counter of any kind. Any C-130 unit that lands in a hex that does not contain a friendly airfield must, before the end of the current Game-Turn, return to a friendly airfield; an Il-76 unit must exit the northern edge of the Strategic Map. If the unit fails to do so by the End Stage, it is eliminated at that time.
- CH-53, CH-47, and Mi-6 air units may land in any clear, desert, rough, or rough/desert hex that is neither occupied by nor adjacent to an enemy counter of any kind. Any CH-53, CH-47, or Mi-6 unit that lands in a hex that does not contain a friendly airfield cannot sortie again until the following Game-Turn, at which time — in the First Action Stage — it must return to a friendly airfield. The transport unit can, in this instance, re-load the unit it originally transported before returning to the friendly airfield, provided they begin the mission in the same hex, the ground unit is in the appropriate mode, and the ground unit has spent no Movement Points in the current Game-Turn. This return trip, whether loaded or not, is considered a sortie.
- The C-5 air unit may land to unload at any friendly airfield that is not adjacent to an enemy counter of any kind. The C-5 unit must, before the end of the current Game-Turn, exit the western edge of the Strategic Map. If the unit fails to do so by the End Stage, it is eliminated at that time.
- No armor units (armor, armored car, or mechanized units) or artillery units can be moved by airmobile transport.
Paradrop Transport
An air transport unit conducting a Paradrop Transport mission does not land to unload the unit it is carrying; thus there is no Movement Point cost to unload. There are no special restrictions on Paradrop Transport for the air transport unit. The unit to be dropped, however, must perform the Paradrop Procedure.
Paradrop Procedure
Paradrop can occur in any clear, desert, rough, or rough/desert hex. After the transporting unit has arrived at the destination hex, roll one die:
- 1-5: No effect; successful drop. Place unit in hex.
- 6-9: Gain one Hit; successful drop. Place unit in hex.
- 10: Unit eliminated.
Die Modifiers:
- +3 if air transport unit is fired on by air defense from drop hex, whether it is hit or not; if hit, the drop may not take place.
- +2 if units drops in rough or rough/desert.
- −1 if unit drops in clear or desert.
All die modifiers are cumulative.
NAVAL TRANSPORT. A conventional cargo transport unit (Trans) can load and unload only at a port. An amphibious transport unit (Amph) can load and unload at a port or at any non-port coastal clear, desert, swamp, city, or town hex. In order to load or unload in a port, the naval transport unit must be In Port. The unit, Depot, or Supply Head in this instance is considered to be loaded during any End Stage in which the naval transport unit begins In Port mode, and to be unloaded during any End Stage in which the naval transport unit begins In Port mode in the destination hex. The ports used at either end of the transport must be friendly. There is no Movement Point cost charged to a naval Trans unit for loading or unloading while In Port.
In order to load or unload in a port or non-port, amphibious-eligible hex, the Amph unit is charged 2 Operational Movement Points.
GROUND TRANSPORT. Trucks can transport Supply Depots, the US Supply Head, or any units of brigade size or less except armor units and artillery. Note that truck units are always considered to be in Travel formation for purposes of resolving air attacks and movement.
To load, a Truck unit and whatever it will carry must begin the Movement Segment in the same hex, and a ground unit to be transported must be in Frontline mode. Two Movement Points are charged to the Truck unit to load the unit or Depot.
To unload, a Truck unit is charged 2 Movement Points. Note that players cannot use a stack of 3 Truck units to move a division (unless it is broken down).
Detection
Detection is one of the most important principles in Gulf Strike. It is vital that players understand the mechanics of detection, and the consequences of a unit succeeding or failing to detect an enemy air or naval unit.
Only air and naval units are subject to detection; ground units are always detected. Each naval unit begins the game undetected (unless specified otherwise by the scenario instructions). Each air unit begins each mission undetected (except EWDA units, which are always detected). Each undetected unit has an Undetected marker placed on it; the instant a unit is detected, the Undetected marker is removed. For game purposes, then, a detected unit is any air or naval unit not covered by an Undetected marker. Once detected, a naval unit remains detected for the entire game; once detected, an air unit remains detected until it lands.
Note that a stack of air or naval units moving together trigger a detection attempt as a single unit. Also note that every unit in a hex can attempt, individually, to detect an enemy unit or stack.
In order to attempt to detect an enemy unit, the enemy unit must meet the following requirements:
- It must be within the Detection Range of a friendly ground, air, or naval unit.
- Immediately prior to the detection attempt, the enemy unit must have moved or the enemy unit must have used its ASM, Bombardment, Anti-Air, or Sub-Surface Rating against the unit attempting to detect. EXCEPTION: A unit may always attempt to detect an enemy unit with which it shares a hex, whether the enemy unit has moved or attacked or not, provided no previous detection attempt has been made at that range.
An undetected air or naval unit cannot be attacked in any way by an enemy unit, nor can it trigger an interception attempt. Most units in the game have a detection capability, which is defined by a series of Detection Probabilities at various Detection Ranges. The detection capabilities for each unit type are listed on the Ranged Characteristics Summary.
EXAMPLE: To find the Air Detection capability of a US surface naval unit (surface action or carrier unit), refer to the Surface Naval Unit/US portion of the Ranged Characteristics Summary. On the line labelled Detection: Air, there is a string of numbers, each corresponding to a hex-range at the top of the Summary. The last number in the string is 1, listed beneath the Operational Hex-range number 12 (corresponding to a Strategic Hex-range of 1); thus, the maximum range of a US surface naval unit's air detection is 12 hexes. The 1 in this case indicates the chance of successfully detecting an enemy air unit at a 12-hex range; the US player would have to roll a 1 to detect. Note that, at a 5-hex range on the same line, the US surface naval unit has a 7 indicated; the US player would have to roll a 1, 2, 3, 4, 5, 6, or 7 to detect at a range of 5 Operational Hexes.
The ranges listed on the Summary are specified in both Operational Hexes and Strategic Hexes, and the Operational Hexes are grouped by Strategic Grid Hexes. Any unit that has a Detection Range greater than 5 Operational Hexes can make multiple detection attempts against an enemy unit; however, such a unit can make only one detection attempt per Strategic Hex range.
EXAMPLE (continued): The US surface naval unit can make one detection attempt against an enemy air unit at a range of either 6, 7, 8, 9, 10, 11, or 12 Operational Hexes. If the detection attempt made at one of these ranges fails, the US surface naval unit cannot make another attempt until the enemy unit is within 5 Operational Hexes, at which time the naval unit may make one more detection attempt. Note that, on the Strategic Map, the same principle would be applied: the naval unit could make one detection attempt at a range of 1 Strategic Hex (using the value farthest to the right in the 1 Strategic Hex band) and, if necessary, an additional attempt at a range of 0 Strategic Hexes (using the value farthest to the right in the 0 Strategic Hex band).
There is no Supply Point or Movement Point cost to use a detection capability, and a unit can use its detection capability at any time during any Action Stage. There are several instances in which detection is automatic:
- Any ground or naval unit automatically detects an enemy air unit at the instant the air unit uses its Bombardment, ASM, or Sub-Surface Rating against the ground or naval unit.
- Any naval unit automatically detects an enemy naval unit with which it shares a hex at the instant the enemy naval unit uses its Bombardment Rating against it. Note that ASM does not cause automatic detection in this case.
- Any naval unit with an In Port marker on it is automatically detected.
- Any air unit is automatically detected the instant that it uses its Anti-Air Rating. (Ranged Characteristics Summary, in2)
Ground-Air Detection
A friendly ground unit may attempt to detect any air unit that is airborne within the friendly unit's Air Detection Range. The player announces the attempt immediately as the enemy air unit enters the hex in which the attempt is to take place. Refer to the Ranged Characteristics Summary, and roll one die. If the die roll is equal to or less than the number indicated for the detecting unit at the given range, the enemy air unit is detected, and the Undetected marker is removed. This condition persists until the air unit lands or is destroyed.
EXAMPLE: A Soviet air unit flies to within 1 Operational Hex of a US headquarters unit, which has a Detection Range of 1 Operational Hex, and the US player announces a detection attempt. He rolls one die, and the result is a 5. The number indicated on the Ranged Characteristics Summary for a US Headquarters unit detecting an enemy air unit at a range of 1 Operational Hex is 7; the Soviet air unit is therefore detected, and the Undetected marker is removed.
Air-Air Detection
A friendly airborne air unit may attempt to detect any airborne air unit that is within its Air Detection Range. The friendly player announces the attempt immediately either unit enters a hex. Refer to the Ranged Characteristics Summary, and roll one die. If the die roll is equal to or less than the number indicated for the detecting unit type at the given range, the air unit is detected, and the Undetected marker is removed. This condition persists until the air unit lands or is destroyed.
EXAMPLE: A Soviet air unit flies to within 21 Operational Hexes of a US AWACS, which has a Detection Range of 21 Operational Hexes, and the US player announces a detection attempt. He rolls one die, and the result is a 7. The number indicated on the Ranged Characteristics Summary for an AWACS detecting an enemy air unit at a range of 21 Operational Hexes (or 2 Strategic Hexes) is 5; the Soviet air unit is therefore not detected. The Soviet air unit continues its movement, flying to within 15 Operational Hexes of the same AWACS, which places the Soviet air unit within a new Strategic Hex range. The US player announces another detection attempt. He rolls one die, and the result is a 3. The number indicated on the Ranged Characteristics Summary for an AWACS detecting an enemy air unit at a range of 15 Operational Hexes is 7; the Soviet air unit is therefore detected, and the Undetected marker is removed.
Air-Naval Detection
A friendly airborne air unit may attempt to detect any naval unit that is within its Surface (or Sub-Surface, for submarines) Detection Range. The friendly player announces the attempt immediately as either unit enters a hex. Refer to the Ranged Characteristics Summary, and roll one die. If the die roll is equal to or less than the number indicated for the detecting unit at the given range, the naval unit is detected, and the Undetected marker is removed. This condition persists until the enemy unit is destroyed or until the end of the game, whichever comes first.
EXAMPLE: A US F-15 air unit flies to within 3 Operational Hexes of a Soviet surface naval unit. The F-15 unit has a Detection Range of 3 hexes, and the US player declares a detection attempt. He rolls one die, and the result is 4. The number indicated on the Ranged Characteristics Summary for a US F-15 unit detecting an enemy naval unit at a 3-hex range is 6; the Soviet naval unit is therefore detected, and the Undetected marker is permanently removed.
Naval-Air Detection
A friendly naval unit may attempt to detect any airborne enemy air unit that is within its Air Detection Range. The player announces the attempt immediately as either unit enters a hex. Refer to the Ranged Characteristics Summary, and roll one die. If the die roll is equal to or less than the number indicated for the detecting unit type at the given range, the air unit is detected, and the Undetected marker is removed. This condition persists until the enemy air unit lands or is destroyed.
EXAMPLE: A US F-15 air unit flies to within 11 Operational Hexes of a Soviet surface naval unit. The Soviet unit has a Detection Range of 11, and the Soviet player announces a detection attempt. He rolls one die, and the result is a 6. The number indicated on the Ranged Characteristics Summary for a Soviet surface naval unit detecting an enemy air unit at an 11-hex range is 1; the F-15 is therefore not detected. The F-15 air unit continues its movement, flying to within 5 hexes of the same Soviet surface naval unit, which places the Soviet player within a new Strategic Hex range. The Soviet player announces another detection attempt. He rolls one die, and the result is a 4. The number indicated on the Ranged Characteristics Summary for a Soviet surface naval unit detecting an enemy air unit at a 5-hex range is 6; the US F-15 is therefore detected, and the Undetected marker is removed.
Naval-Naval Detection
A friendly naval unit may attempt to detect any enemy naval unit that is within its Surface (or Sub-Surface, for submarines) Detection Range. The player announces the detection attempt immediately as either unit enters a hex. Refer to the Ranged Characteristics Summary, and roll one die. If the die roll is equal to or less than the number indicated, the enemy naval unit is detected, and the Undetected marker is removed. This condition persists until the enemy unit is destroyed, or until the end of the game, whichever occurs first.
EXAMPLE: A US submarine unit moves to within 25 Operational Hexes of a Soviet surface naval unit. The US submarine unit has a Detection Range of 25, and the US player announces a detection attempt. He rolls one die, and the result is an 8. The number indicated on the Ranged Characteristics Summary for a US submarine unit detecting an enemy surface naval unit at a 25-hex range is 1; the Soviet unit is therefore not detected. The US submarine unit continues its movement, coming to within 15 hexes of the same Soviet surface naval unit, which places the Soviet unit within a new Strategic Hex range. The US player announces another detection attempt. He rolls one die, and the result is a 9. The number indicated on the Ranged Characteristics Summary for a US submarine unit detecting an enemy surface naval unit at a 15-hex range is 6; the Soviet unit is therefore not detected. The US submarine unit continues its movement, coming to within 7 hexes of the same Soviet surface naval unit, which places the US submarine unit within the Detection Range of the Soviet unit. The Soviet player announces a detection attempt. He rolls one die, and the result is a 1. The number indicated on the Ranged Characteristics Summary for a Soviet surface naval unit detecting an enemy submarine unit a 7-hex range is 2; the US submarine is therefore detected, and the Undetected marker is removed.
Inter-Map Detection
Whenever a detection attempt extends from a mapedge Operational Hex into a Transitional Hex, or from a Transitional Hex into a mapedge Operational Hex, the distance represented by the transition is considered to equal 5 Operational Hexes.
EXAMPLE: A US E-2 EWDA, airborne over its carrier in Strategic Hex N-10, wishes to detect an enemy surface naval unit in Operational Hex 6565. The maximum surface detection range of the E-2 (according to the Ranged Characteristics Summary) is 18 Operational Hexes. The E-2 unit counts the range to Operational Hex 6565 as follows: 10 Operational Hexes to Transitional Hex M-09, 5 Operational Hexes into Operational Hex 6767, 1 Operational Hex each to 6666, 6665, and 6565, for a total of 18 Operational Hexes. Since the enemy surface unit is within the E-2's surface detection range, the E-2 may make a detection attempt, with a 60 percent chance of success. Note that the E-2 could have traced its range into any mapedge Operational Hex within the Strategic Grid Hex M-09 (corresponding to Transitional Hex M-09), but only by tracing through Operational Hex 6767 could the enemy surface unit be within range.
Interception
Interception can occur at any time during an Action Stage and is triggered by the movement of a detected enemy air or naval unit moving during the enemy player's Segment. Enemy naval units can be intercepted by friendly air or naval units, while enemy air units can be intercepted only by friendly air units. Additionally, US CV and CVN units possess a special intercept capability known as Combat Air Patrol (CAP). Once an interception of any kind has begun, no new interception can begin until the current interception aborts or is concluded.
Air Interception
During the Unit Assignment Stage of each Game-Turn, each player may assign air units to Interception mode. Air units assigned to Interception mode can, under certain conditions, move during the enemy Movement Segment and — if intercepting enemy air units — during the enemy Close Air Support Segment. Note that, unlike other missions, an interception mission is considered concluded once the unit has finished its combat, not once it lands. This rule allows other interceptions to be launched after the same target before the previous interception units have returned to base.
PREREQUISITES FOR AIR INTERCEPTION. To undertake an Air Interception mission, a unit must meet all prerequisites listed on the Air Mission Prerequisites Summary. In addition, the air unit must meet the following special prerequisites:
- The enemy unit to be intercepted must be a detected air or naval unit.
- The enemy unit to be intercepted must have moved at least one Operational or Strategic Hex during the current Action Stage, and, if an air unit, the target unit may be on its way to or from its current mission.
- The intercepting unit and the enemy unit to be intercepted must both be within the Air Detection Range of a common unit that is of the same nationality as the intercepting unit. This condition applies at the beginning of the mission, but need not be conformed to once the interception mission is underway.
AIR-NAVAL INTERCEPTION PROCEDURE. At any time when all prerequisites are met, the player attempting to intercept announces the attempt, indicates the target of the attempt, and places a Strike Mission marker beneath the intercepting unit. The enemy naval unit immediately ceases its movement in the hex it occupies upon the announcement of the interception attempt, and the intercepting player moves the intercepting unit to within ASM, Sub-Surface (if the target is an Underway submarine), or Bombardment Range (whichever the intercepting player will use) of the naval unit. Unless the intercepting unit's mission is aborted, it must then attack the intercepted naval unit and then return to a friendly airfield.
AIR-AIR INTERCEPTION. At any time when all prerequisites are met, the player attempting the interception announces the attempt and places an Anti-Air Mission marker beneath the intercepting air unit.
There are three basic situations that can arise during air interception. Both air units are on the Operational Map, both air units are on the Strategic Map, or the opposing air units are on different maps.
Both Air Units on Operational Map. The intercepting player announces the interception, interrupting the movement of the intended target unit, and moving two Operational Hexes. If both the intercepting and intercepted air units are in the same hex, air combat begins immediately; if not, the intercepted air unit moves two hexes. The air units alternate moving two hexes until they are in the same hex, or one or both returns to an airfield.
Both Units on Strategic Map. The intercepting player announces the interception, interrupting the movement of the intended target air unit, and moving one Strategic Hex. If both the intercepting and intercepted air units are in the same hex, air combat begins immediately; if not, the intercepted air unit moves one Strategic Hex. The air units alternate moving one hex until they are in the same hex, or one or both returns to an airfield.
Opposing Air Units on Different Maps. The intercepting player announces the interception, interrupting the movement of the intended target air unit, and moving. There are two basic themes in this situation. First, the intercepting unit is on the Strategic Map and the intercepted unit is on the Operational Map. Upon announcing the interception, the intercepting unit moves one Strategic Hex, and the intercepted unit moves 10 Operational Hexes. This procedure alternates until both air units are on the same map, at which time the procedure for both units on either the Strategic Map or Operational Map is used. Remember, if the Strategic Hex entered by the intercepting unit is a Transitional Hex, then after the intercepted unit moves 10 Operational Hexes, the intercepting unit is placed on the Operational Map and the first procedure is used.
The second situation is when the intercepting unit is on the Operational Map and the intercepted unit is on the Strategic Map. Upon announcing the interception, the intercepting unit moves 10 Operational Hexes, and the intercepted unit moves 1 Strategic Hex. This procedure alternates until both air units are on the same map, at which time the procedure for both units on either the Operational or Strategic Map is used. Situations will arise with units transiting the maps more than once, but the concepts outlined here will work as long as the players realize that the distance traveled by one unit is mimicked by the other unit in the different scale until either an interception leads to air-air combat, or one or both units return to an airfield.
Air Interception Combat Procedure
Once opposing air units are in the same hex, air-air combat occurs. There are two types of situation possible at this point: the intercepted air units will either be escorted, or they will not be escorted. If the air units are not escorted, and they are on any mission other than Air Superiority, then the interceptors conduct air-air combat with any air unit taking one or more Hits aborting its mission and heading back to an airfield.
If no damage occurs, then the air mission continues, with the interceptors heading back to an airfield. If the air units are on Air Superiority and have detected the interceptors, then a simultaneous air-air combat takes place with all unit returning to airfields at its conclusion.
If the interceptors have taken off and the offensive enemy units enter the hex they occupy, air-air combat occurs immediately before any strike or transport mission can continue.
INTERCEPTOR-ESCORT COMBAT. If the air units are escorted, first the interceptors conduct air-air combat with the escort(s). All air units that take a Hit from air-air combat instantly abort and return to airfields. The remaining air units (interceptors and escorts) are compared. If the interceptors have one or more units than the escorts, then the extra interceptors (picked by the intercepting player) may attack the escorted units.
At the conclusion of this combat, the interceptors return to airfields and any non-aborted air units may continue their mission, subject to further interceptions. If there are equal or inferior numbers of interceptors than escorts, then the interceptors return to airfields and the intercepted air units continue their mission.
POST-INTERCEPTION PROCEDURE. After the combat, the interceptors and aborted air units return to airfields with any unaffected enemy units continuing their mission. All air units use the appropriate alternating movement as before air-air combat. The interceptor mission is considered concluded at this time (though the air units have not yet necessarily landed) and new interception attempts can be initiated. If interceptors returning from a mission arrive at their airfield simultaneously with enemy air units on a Strike mission aimed at the interceptors' airfield, the interceptors are considered to still be in the air (take no Hits from Bombardment of the airfield).
If an air-air interception on the Operational Map is triggered by enemy air units on a Strike mission entering the interceptors' airbase or carrier hex, then the enemy strike air units may conduct their attack before the interceptors take off, but after all applicable ground-air or naval-air fire.
Naval-Naval Interception
When a detected enemy naval unit enters a hex within a friendly naval unit's Detection Range (use appropriate type: Surface Detection against surface units; Sub-Surface against submarine units), and that player has at least one move remaining from the preceding Naval Movement Determination Phase, an interception can be announced. The enemy naval unit immediately ceases movement and the friendly naval unit moves and attacks the enemy naval unit once using either its ASM or Bombardment Rating (if the target is a surface unit) or Sub-Surface Rating (if the target is a submarine). At the conclusion of the naval-naval combat, the interception is concluded; the intercepting naval unit has moved for the Game-Turn (counts toward naval movement limit) and the enemy naval unit continues its movement. (Naval Combat Example, in10)
Combat Air Patrol (CAP)
US CV and CVN units, during all Action Stages, project a protective curtain around themselves of 1 Strategic or 10 Operational Hexes, as long as air units are in Interception mode with sorties remaining. Any detected air unit(s) that enter the CAP range can be intercepted by any air units on the CV or CVN that would be eligible for an Interception mission. Once triggered, the CAP air unit is placed (not flown) directly on the enemy air unit, which gets one detection attempt at zero-hex range. The combat procedure is identical to that for Air Interception.
Only one air unit may employ CAP at a time. At the conclusion of the air combat, the CAP air unit is placed (not flown) on the Air Display, indicating that a sortie has occurred. If the enemy air units move another hex within the CAP range (whether they have aborted or not), another CAP air unit, if available, may attack. Remember that no air unit may conduct more than one air mission per Action Stage.
Any detected naval unit(s) that enter the CAP range can be intercepted by any air unit with the appropriate combat Ratings (Bombardment or ASM for surface units; Sub-Surface for submarines). The air units are placed (not flown) directly on the enemy naval unit, which gets one detection attempt at zero-hex range. If the detection attempt succeeds, the naval unit can use any Anti-Air capability it possesses. If a Hit is achieved, the CAP air unit aborts (is placed on the Air Display). If unsuccessful, the appropriate air-naval combat occurs at the conclusion of which the air unit is placed on the Air Display, indicating that a sortie has occurred. If the enemy naval unit(s) moves another hex within the CAP Range, another available CAP air unit can be triggered.
- If a hex already contains units of both sides, any CAP missions in the hex are resolved first.
- No CAP mission can be undertaken while another is still unresolved.
- On the Strategic Map, more than one CAP mission can be launched into the same hex, but only one CAP mission can go on at one time. (Combat Air Patrol Example, in11)
Combat
There are eight varieties of combat, used by units to inflict damage on one another: ground-ground; ground-air; air-ground; air-naval; air-air; naval-ground; naval-naval; and naval-air. Combat occurs during the Action Stage.
Ground-Ground Combat
Ground-ground combat can occur only when enemy ground units occupy hexes adjacent to one another on the Operational Map, and the terrain in the defender's hex does not prohibit the attacker from entering the hex; the attacker must be in a formation that allows the declaration of combat and must be in supply.
During the First and Second Action Stages, the Initiative player is always the attacker, and the Reaction player is the defender. During the Third Action Stage, the Reaction player is always the attacker, and the Initiative player is always the defender. Attacking is always voluntary, and only the attacking player can declare an attack. Defending is mandatory once the attacking player has declared combat.
To declare a combat, simply fulfill the conditions of ground-ground combat and state the fact to the enemy player. All declared combats must be resolved. (Ground Combat Resolution Track, in1)
RAMIFICATIONS OF DECLARING COMBAT. To declare combat, the attacking player moves his units adjacent to the enemy unit(s) during the Movement Segment, and declares the attack; note that out of supply units cannot declare combat. The defending player may be able to send reserve units into the defending hex prior to the combat resolution, during the ensuing Movement Segment.
Air strikes can only occur in hexes of declared combat situations (close air support) during the Combat Phase.
CONDUCTING A GROUND-GROUND COMBAT. Determine the modified Combat Strength of all units involved in the declared combat. Round fractions down, but never to less than 1. An attacking unit's Combat Strength can be modified for the following effects:
- Formation. Each formation has a combat effect. Multiply the unit's combat strength by this number. Note that certain hexes cannot be attacked by units in Deliberate Assault formation unless an engineer unit is present in the combat.
- River. Attacking across river hexsides halves an attacking unit's strength after formation effects.
A defending unit's combat strength can be modified by the following effects:
- Terrain. The terrain type the defending unit occupies may modify the unit's combat strength depending on the unit type (armor or other). Note that the presence of an attacking engineer unit can change the terrain modifier used by the defender.
- Supply. If a defending unit is out of supply, its combat strength is halved. (Terrain Effects Chart, in16)
Once the opposing units' modified combat strengths have been determined, add all attacking and defending strengths and compare them. Note that attacking units can occupy more than one hex, but defending units in a single declared combat must occupy one hex.
If the strength comparison results in a combat ratio on the Combat Resolution Table of 1-2 or less, or 2-1 or greater, that ratio indicates the initial combat resolution column. If the strength comparison does not yield a ratio on the Table, then compare the attacker and defender strengths as a differential (attacker strength less defender strength) and use the appropriate column. In all comparisons, round off all fractions.
Once the initial combat resolution column has been determined, various column shifts resulting from other combat factors are examined:
- Engineers. If the attacking units have one or more engineers present, a certain number of column shifts (never more than 2, total, regardless of the number of engineers present) to the right occur.
- Troop Quality. Gives column shifts in favor of the side with more highly trained troops. The Troop Quality Effects Matrix is consulted for the number of column shifts that must be applied.
- Armor vs. Non-Armor. If either the attacker or the defender is devoid of armor units, and the other side possesses one or more of these units in the combat, a two-column shift in favor of the side with armor is instituted (left for the defender, right for the attacker). Note that if both sides possess armor — or neither side — then no column shifts occur for this factor.
- Artillery. If one or more artillery units are present in the defender's hex, a 2-column shift to the left occurs (if more than one artillery unit is present, there is still only one two-column shift).
- Close Air Support. If the defender achieved one or more successful close air support strikes during the Reaction Close Air Support Segment immediately preceding, a 2-column shift to the left occurs (if more than one successful strike occurs, the shift does not exceed 2).
- Chemical Warfare. If chemical warfare is used, a number of column shifts may be applied. See that section for details.
All shifts are cumulative. After all have been applied, the final combat resolution column arrived at is used for combat resolution.
Just prior to the resolution die roll, combat die roll additions are calculated.
- Artillery. For each artillery unit the attacker has participating in the attack, add 2 to the combat resolution die roll.
- Close Air Support. For each air unit that conducted a successful close air support strike in the immediately preceding attacker Close Air Support Segment, add 2 to the combat resolution die roll. A successful strike is one in which Hits have been inflicted, or would have been inflicted had the ground unit been able to absorb them.
Roll the die, adding whatever die roll additions are applicable. Note that all modified die rolls greater than 10 are treated as 10. Cross-reference the modified die roll with the final combat resolution column and apply the result. The combat result will indicate a number of Hits to be inflicted on the aggregate of attacking units and aggregate of defending units. The defender may choose to retreat, reducing the number of Hits to be absorbed at the expense of yielding terrain. (Retreat) The attacker must take all Hits, but can pursue a retreating defending unit. (Pursuit)
SUPPORT UNITS. Support units have defense strengths rather than combat strengths. These values are parenthesized on support units. This value is used only when a support unit is alone or with only other support units and defending in a declared combat. Regardless of the number of support units in a hex without assault units, the total unmodified value on defense never exceeds 1. All other modifiers apply normally.
- Elite units (with no other troop qualities in the stack) can retreat after attacking solely support units.
- Support units stacked with assault units take Hits only if the assault units are eliminated and Hits remain to be taken.
POST COMBAT. At the conclusion of a combat, both the attacking and defending units expend Supply Points. There is no further penalty for a unit that has defended while out of supply, other than the fact that its Combat Strength was halved in resolving the combat in the first place. (Ground Combat Example, in10)
Retreat
A ground unit called upon to take a Hit in ground-ground combat may be able to retreat in lieu of taking the Hit. For each hex the unit retreats, up to the maximum allowable, the unit can reduce the number of Hits it must take by one, subject to the following restrictions:
- Only a defending unit can retreat (exception: see Elite units, following).
- A unit can never retreat into an enemy Locking ZOC.
- A unit can retreat into an enemy Fluid ZOC, but must take one additional Hit for each such hex entered, largely negating the reason for retreating in the first place.
- A unit can never retreat into a hex occupied by another unit, friendly or otherwise.
- A unit that takes a combination of Hits and retreated hexes must take the Hits before it retreats. If the unit is eliminated, no retreat occurs.
- A Militia unit can retreat a maximum of 1 Hex.
- A Line unit can retreat a maximum of 2 Hexes.
- An Elite unit can retreat a maximum of 3 Hexes. In addition, an Elite unit that attacks an enemy stack composed solely of non-assault units may retreat up to a maximum of 3 Hexes. This will allow certain units to retreat faster than they can normally move; this apparent anomaly simulates the effects of dispersion.
- A support unit may not retreat unless stacked with an assault unit. It then retreats with the assault unit.
- A defending stack that retreats must retreat as a stack.
- No unit may retreat off the Operational Map.
- No unit may retreat into any hex from which it would normally be prohibited (terrain, political rules, etc.).
- A unit that begins a retreat in Movement to Contact, Hasty Assault, Deliberate Assault, or Hasty Defense formation ends its retreat in Movement to Contact. A unit that begins a retreat in Travel formation ends its retreat in Travel. A unit in Deliberate Defense or Reconstitution formation cannot retreat.
- A unit can retreat into an interdicted hex (remove the marker) but no further.
Once a defending unit has retreated, attacking units may following according to the procedure for Pursuit.
Pursuit
An attacking unit may pursue a defending unit that has retreated immediately after the unit has finished its retreat. To pursue, the attacking unit reverts automatically, and at no Movement Point cost, to Movement to Contact formation and follows the path of the retreating unit, regardless of enemy Zones of Control. If the first assault occurred during the First Assault Segment, and the pursuing unit is adjacent to the defending unit again at the end of the pursuit, the attacking unit may attack the defending unit again in the next Assault Segment.
If a defending unit is eliminated as a result of combat, an attacking unit may pursue, using the same procedure as in following a retreating unit. The pursuing unit may move as many hexes as the number of Hits inflicted on the defending unit, less the number of Hits the defending unit took in being eliminated.
If the unit being attacked is eliminated but takes all Hits prior to its destruction, there is no advance into the vacated hex by the attacking unit. If, during pursuit, the pursuit enters a hex containing an Interdiction marker, the pursuit is immediately concluded and the marker is removed.
Ground-Air Combat
Ground-air combat can occur during any Action Stage. Whenever a detected air unit (or group of 2 or 3 units) is within range of a ground unit with an Anti-Air Rating, the ground unit may fire at the air unit or group. The player owning the ground unit rolls one die: if the roll is equal to or less than the unit's Anti-Air Rating, the Air Combat marker is placed on the Air/Naval Combat Resolution Track in the space representing the difference between the die roll and the Anti-Air Rating. The player owning the air unit or group immediately rolls one die; if the roll is less than the highest ECM Rating of any air unit in the group, the Air Combat marker is moved toward zero on the Air/Naval Combat Resolution Track a number of spaces corresponding to the difference between the die roll and the ECM Rating. The result of the attack, expressed in Hits on the air unit or aggregate group, is read from the Box in which the marker ends.
When a stack of air units suffers a specified number of Hits, those Hits are shared, not inflicted on each unit. When Hits are shared among air units in a hex, no air unit can be given a second Hit until each of the units has taken 1 Hit.
Ground-air combat expends no Supply Points and can occur once for each unit for each hex the detected air units enter within range. No ground-air combat can occur in a hex if friendly air units are airborne in the hex, until the friendly air units leave the hex.
Air-Ground Combat
Air-ground combat can occur in any Action Stage. Whenever an air unit with a Bombardment Rating is within range (always the same hex) of a ground unit, the air unit may attack the ground unit. If more than one air unit attacks, each unit attacks separately. The player owning the air unit rolls one die for each air unit; if a roll is equal to or up to three less than the air unit's Bombardment Rating, the ground unit takes one Hit. If the roll is 4 or more less than the Bombardment Rating, then the ground unit takes 2 Hits. If the roll is greater than the air unit's Bombardment Rating, there is no effect.
All air defense fire may fire at the air unit when it arrives at the target hex prior to its attack only if it has been detected. If the air unit has not been detected, then the ground-based air defense automatically detects the air unit after it has made its attack and may fire at the air unit before it leaves the hex. Each ground unit within range gets one detection attempt when the air unit enters its Air Detection Range.
The following terrain types (only) in a hex modify the Bombardment Rating of an airstrike (all modifiers are cumulative):
- Subtract 2 when attacking a target in mountain or impassable terrain.
- Subtract 1 when attacking a target in a city.
- Add 1 when attacking a target in clear or desert terrain.
- Add 1 when attacking a target that is in Deliberate Assault formation.
- Add 3 when attacking a target that is in Travel or Reconstitution formation. (Air-Ground Combat Example, in6)
Air-Air Combat
Air-air combat can occur during any Action Stage. Whenever opposing air units occupy the same hex, and have detected one another, they may fire on one another using their Anti-Air Ratings, each attacking separately. If units on both sides have detected one another, results are applied simultaneously; if only one side has detected the enemy unit(s), only that side may fire. The firing player rolls one die for each firing air unit; if the result is equal to or less than the firing unit's Anti-Air Rating, the Air Combat marker is placed on the Air/Naval Combat Track in the box corresponding to the difference between the die roll and the Anti-Air Rating. The other player immediately rolls one die; if the roll is less than the highest ECM Rating among all of his air units in the hex, the Air Combat marker is moved toward zero on the Air/Naval Combat Track a number of spaces equal to the difference between the die roll and the ECM Rating. The result of the attack, expressed in Hits on the air unit, is read from the Box in which the marker ends. If the combat is simultaneous, both units complete their attacks before either result is applied.
If the combat is not simultaneous (only one side has detected the other) then after the undetected air units have fired, they are automatically detected, but none of the enemy air units in the hex — whether suffering a Hit or not — may fire back.
In air-air combats containing more than one air unit on each side, all results are applied to the aggregate units on either side, with each unit on a side suffering an equal number of Hits before any unit suffers an additional Hit (owning player's choice of Hit distribution).
Air-Naval Combat
Air-naval combat can occur during any Movement Phase. Whenever an air unit is within range of a detected enemy surface naval unit or In Port submarine unit, the air unit may attack using either its ASM or Bombardment Rating. Whenever an air unit is within range of a detected Underway submarine unit, it may attack using its Sub-Surface Rating. The procedure is the same to resolve any of these combats.
The firing player rolls one die; if the result is equal to or less than the firing unit's Combat Rating (whichever is being used), the Air Combat marker is placed on the Air/Naval Combat Resolution Track in the box corresponding to the difference between the roll and the combat Rating. The other player immediately rolls one die; if the roll is less than the ECM Rating of the target naval unit, the Air/Naval Combat marker is moved toward zero on the Air/Naval Combat Track a number of spaces equal to the difference between the die roll and the ECM Rating. The result of the attack, expressed in terms of Hits on the naval unit, is read from the box in which the marker ends.
Naval-Ground Combat
Naval-ground combat can occur in any Movement Phase. Whenever a naval unit comes within range of a land hex, it may use its Bombardment Rating against anything in that hex. The procedure is identical to Air-Ground combat, except that any ground unit in the hex has no opportunity to respond.
Naval-Air Combat
Naval-air combat can occur during any Movement Phase. The procedure is identical to that for ground-air combat, except that each naval unit may fire at a given air unit only once each time the air unit enters range. All other procedures for combat calculation are the same.
Naval-Naval Combat
Naval-naval combat can occur during any Movement Phase. A naval unit that is initiating naval combat may fire at any detected enemy naval unit within range. A naval unit that is not initiating naval combat may fire only at detected enemy naval units that have fired at it. When the object of a naval combat is an Underway submarine, the attacker uses its Sub-Surface Rating. When the object of the naval combat is a surface naval unit or In Port submarine — and the firing unit is an Underway submarine — either the ASM or Sub-Surface Rating is used. When the object of the naval combat is a surface naval unit or In Port submarine — and the firing unit is a surface unit — either the ASM or Bombardment Rating is used.
If both units have detected one another, results will be applied simultaneously; if only one unit has detected the other, only that unit may fire. The firing unit rolls one die; if the result is equal to or less than the Rating being used to attack, the Naval Combat marker is placed on the Air/Naval Combat Track in the box corresponding to the difference between the die roll and the combat Rating being used. The other player immediately rolls one die; if the roll is less than the unit's ECM Rating, the Naval Combat marker is moved toward zero on the Air/Naval Combat Track a number equal to the difference between the die roll and the ECM Rating. The result of the attack, expressed in Hits on the naval unit, is read from the box in which the marker ends. If the combat is simultaneous, both units complete their attacks before either result is applied. Each Hit on a naval unit reduces each of the unit's Ratings (but not Movement Point Allowance) by one. Note that only a naval unit that initiates combat spends Movement Points to use its Ratings. (Naval Combat Example, in12)
Inter-Map Combat
Whenever a naval or air attack extends from a mapedge Operational Hex into a Transitional Hex, or from a Transitional Hex into a mapedge Operational Hex, the distance represented in passing between scales is considered to be 5 Operational Hexes.
EXAMPLE: A Soviet Tu-26 has sortied to Operational Hex 6565 against a detected US surface naval unit in Strategic Hex N-10. The maximum ASM range of the Tu-26 (according to the Ranged Characteristics Summary) is 18 Operational Hexes. The Tu-26 counts the range to Strategic Hex N-10 as follows: one Operational Hex each for 6665, 6666, and 6767, 5 Operational Hexes to Transitional Hex M-09, and 10 Operational Hexes (or 1 Strategic Hex) to Strategic Hex N-10. Since the US surface naval unit is within the Tu-26's ASM range, the Soviet air unit may launch an ASM attack from Operational Hex 6565.
Hits
The damage absorbed by a unit is measured in terms of Hits. For air units and naval units, a Hit basically reflects the loss of aircraft or vessels due to damage or outright destruction. For ground units and installations, a Hit additionally represents the loss of cohesion for the unit, simulating the disruptive quality of combat.
Various units can absorb various amounts of damage before suffering serious loss of effectiveness. The effects of Hits on units are summarized as follows:
AIR UNITS. Each air unit can sustain a number of Hits equal to its Hit Capacity before it is destroyed. For each Hit, the air unit's values (except Movement Point Allowance) are each reduced by 1. Once an air unit has taken a number of Hits equal to its Hit Capacity, it is permanently eliminated. The instant an air unit suffers a Hit, it immediately aborts its mission. Note that when a stack of air units takes one or more Hits, all Hits are distributed equally before any air unit takes additional Hits (owner's choice).
NAVAL UNITS. Each naval unit can sustain a number of Hits equal to its Hit Capacity before it is destroyed. For each Hit, the naval units values (except Movement Point Allowance) are each reduced by 1. Once a naval unit has taken a number of Hits equal to its Hit Capacity, it is permanently eliminated.
GROUND UNITS. There are several categories of ground units in terms of the number of Hits that can be absorbed.
- Iranian Militia divisions can take 5 Hits, at which time they are inverted to their half-strength side permanently. An Iranian Militia unit is eliminated when it accumulates 6 Hits.
- All other divisions in the game can take 7 Hits, at which time they inverted to their half-strength side permanently. such a unit is eliminated when it accumulates 9 Hits.
- All brigade and regiment size assault units can take 2 Hits, at which time they are inverted to their half-strength side permanently. Such a unit is eliminated when it has accumulated 3 Hits.
- All battalion size units are eliminated at the moment they take 1 Hit. Such units never go to half-strength.
- Combat units must take all possible Hits before a Support unit may take Hits if stacked together.
Note that units reduced to their half-strength sides remain on that side, even if the Hits on the unit are reduced to zero. Also, no ground combat unit can be eliminated (i.e., suffer its final Hit) as a result of Bombardment or lack of supply.
AIRBASES. An Airbase is eliminated once it has accumulated 3 Hits. A Hit on an Airbase also inflicts a Hit on the Airfield and on any air units on the ground at that Airbase. A Hit on a CV, CVN, CVH, or LHA also inflicts a Hit on any aircraft on the unit. Note that airfields with 3 or more Hits on them cannot be used to land on or sortie from until repaired. (Airbases, 19R-6)
ALL SUPPLY UNITS. A Supply Depot or the US Supply Head is eliminated once it has accumulated 3 Hits in a single Game-Turn. If fewer than 3 Hits are accumulated in a single Game-Turn, those Hits are removed automatically at the beginning of the following End Stage.
ALL SUPPORT UNITS. All support units are destroyed when they accumulate 3 Hits. They have no half-strength side, and their effectiveness is not impaired due to Hits short of elimination.
PORTS. A port that takes 10 Hits can no longer be used as a port for the remainder of the game.
TRUCKS. A Truck unit is destroyed when it accumulates 3 Hits. A Truck unit can be eliminated by Bombardment.
CV, CVH, CVN, LHA. These are naval units that function as floating airbases. When one of these units reaches its Hit Capacity, less 2, the unit's sortie generation rate is reduced by one. When the damage is Hit Capacity less 1, the sortie generation rate is reduced by 2. These effects are in addition to other effects Hits have on naval units.
Repair
During the course of play, units will become damaged. Damaged units (those with Hits) may be repaired during the End Stage.
AIR UNIT REPAIR. An air unit that has performed no mission during a Game-Turn's End Stage, provided the air unit is at an Airbase and one Supply Point is expended for the repair. An Airbase expend only one Supply Point per Game-Turn for air unit repair.
NAVAL UNIT REPAIR. US and Soviet surface (only) naval units that spend an entire Game-Turn In Port in a friendly port may remove one Hit during the End Stage. Each US or Soviet naval unit may perform this type of repair once per game.
GROUND UNIT REPAIR. Ground assault, truck units, and air defense units (only) may be repaired. An eligible unit that enters Reconstitution formation during the Game-Turn may, during the End Stage of that turn, remove one Hit for an expenditure of a variable number of Supply Points based on the unit type. The only restriction is that during the End Stage the unit be in Reconstitution formation, not adjacent to an enemy unit, and in supply to a supply hex (a depot alone is not sufficient).
- Infantry/Air Unit: 1 Supply Point per Hit.
- Armor/Mech: 4 Supply Points per Hit.
- Air Defense Units: 4 Supply Points per Hit.
- Truck Units: 2 Supply Points per Hit.
- All Others: 3 Supply Points per Hit.
Note that airbases, artillery, and headquarters units can never be repaired. Truck units can be repaired while in Travel formation, since that is the only formation they are ever in.
A unit that is eliminated from play may never be repaired and is permanently removed from play.
INSTALLATIONS. There are three types of installations: ports, airfields, and oil derricks. Ports can never be repaired during the course of play. Airfields remove all Hits during the End Stage, as long as an airbase is stationed on the airfield and is in supply to a Supply Source, or a Soviet engineer unit is present at the airfield, in supply, during an End Stage. An airfield with 3 or more Hits may not generate sorties during the Game-Turn. Oil derricks have no effect whatever on the game.
REPAIR EXAMPLE: Two F-15's based on Diego Garcia (Strategic Hex S-22) have each taken one Hit. If, during a Game-Turn, neither is assigned to a mode and does not perform any air missions, then either air unit is eligible for repair during the End Stage. Because an airbase can spend only one Supply Point per Game-Turn for repair, only one of these eligible F-15's can have a Hit removed in a given turn.
An airbase receives 2 Hits from bombardment during the Game-Turn. Located at the airbase at the time the damage was incurred were two MiG-23 units. Two Hits would have to be apportioned to one MiG-23, or one Hit to each MiG-23 unit, at the owning player's choice. During the End Stage, the airfield in which the airbase is located is automatically repaired, while one of the air units may also be eligible for repair, provided it is not assigned to a mode this turn, and the airbase has a Supply Point to spend on repair.
A Soviet armored division, during its Movement Phase, spends Movement Points to enter Reconstitution formation. If, during the End Stage, the unit is not adjacent to any enemy units, it can remove one Hit of damage by expending 4 Supply Points (a depot cannot be expended for repair; the unit must have a valid Supply Line that ultimately reaches a functioning Supply Source).
Optional Rules
Gulf Strike is a game of options and details, so here are a few more.
Optional Detection
A submarine unit that was previously detected is considered undetected once it is no longer within any sub-surface Detection Range. Once a submarine unit has resumed undetected status, place an Undetected marker on it. All detection procedures must be re-instituted in order to detect the submarine again.
The reason that surface naval units are so easily detected is due to satellite intelligence. Assuming an anti-satellite capability is in use, a previously detected surface naval unit is considered undetected once it is no longer within any enemy surface Detection Range. Also, surface naval units in ports are not automatically detected.
In-Flight Refuelling
The range of an aircraft is based on how much fuel it carries and how fast it consumes that fuel. Certain air units in the game assume in-flight refuelling in their Movement Point Allowances (e.g., Il-76, B-52). Use of this rule extends the range of air units.
Soviet and US air units (only) — including helicopters — that are assigned to an airbase may have their regular non-Ferry Movement Point Allowance doubled when performing all non-Ferry missions by expending twice the normal mission Supply Point cost; thus, for example, a Strike mission would cost 4 Supply Points. US CV and CVN naval units can double the Movement Point Allowance of one air unit per Action Stage (no Supply Point cost).
Mobile Supply Points
US AV-8B's and helicopter air units may sortie from and land in any clear, desert, rough, or rough/desert hex that has a Depot present. The supply expenditure for the mission is still expended and must come from the Depot that is in the hex. The air units are present on the map, not on the Air Displays. Air units that sortie from the map can sortie only once per Game-Turn regardless of nationality. These air units operating in this fashion cannot be repaired until they move back to an airbase and fulfill all requirements.
Anti-Radiation Missiles (ARM)
Modern day flak suppression utilizes a technique whereby the defense radars of air defense units are attacked, blinding their missiles. The missiles used for this type of attack are known as ARM's. This rule simulates the use of this type of munitions.
All air defense regiments/brigades that take Hits have their Anti-Air Rating reduced by 1 for each Hit on the unit until the Rating is 1. This is in addition to the rules on the effect of Hits on support units.
EXAMPLE: In-Flight Refuelling. A Soviet Su-24 may increase its range from 4 Strategic Hexes to 8 Strategic Hexes by expending 4 Supply Points to sortie instead of the usual 2 on a Strike mission.
EXAMPLE: Mobile Supply Points. A US AV-8B is located in a hex on the Operational Map containing a US Supply Depot. The AV-8B sorties to conduct a Strike mission, and the Depot is expended (2 Supply Points, unused, are permanently lost). If the AV-8B wishes to land in a hex other than an airfield or aircraft carrier, the hex must contain another US Supply Depot.
Balancing a Scenario
Gulf Strike is a detailed game where poor play can have a radical effect on a scenario's outcome. Playertesters playing the game for the first time were often enlightened to many tactics that their more experienced opponents already knew. It was found that even by the second play, use of the game system had increased markedly. When two players of different skill levels are playing, a useful handicapping method is to reduce the Supply Points available 5 to 30 percent.
EXAMPLE: Balancing a Scenario. If the Soviet player in a given scenario is an experienced player, and his opponent is playing the game for the first time, reduce the Soviet player's initial Supply Point total by 20% and all subsequent supply reinforcements similarly. The amount is variable, and should be agreed upon before beginning the scenario.
Scenarios
Each of the five scenarios in Gulf Strike represents a different perspective on the military/political situation in the Persian Gulf area. Each of these scenarios is a complete game in itself, taking anywhere from 2 to 45 hours to complete, depending on the complexity of the particular scenario chosen.
It is suggested that players attempt Scenario 1 or Scenario 5 initially, leaving the more complex scenarios until a familiarity with the game system has been established. Scenario 4 is not designed for competitive play, and does not represent a particularly exciting situation. For the most part, Scenario 4 — representing a general view of the current Iran/Iraq war — is included merely for topical interest. The scenario plays in much the same way as the actual war: as a saber-rattling stand-off, enlivened by occasional bouts of futile energy.
Political Events
RANDOM POLITICAL EVENTS. During the Global Political Phase of each Game-Turn, the Initiative player rolls one die. If he rolls a 10, a Random Political Event occurs. Any other die roll has no effect.
If a Random Political Event is called for, refer to the Random Political Event Table and roll the die, instituting whatever effect is called for at that time. If an event is rolled that has already occurred, continue rolling the die until an event that has yet to occur results. (Random Political Events Table, in12)
ALLIANCES. Iraq, Kuwait, Saudi Arabia, Qatar, Bahrain, UAE, Oman, Pakistan, and the USSR are each listed in each scenario as either being neutral or active, and the conditions of their activation are indicated. All countries that appear solely on the Strategic Map have a constant political alliance, applicable to all scenarios unless specifically excepted or modified as a result of a scenario or a Random Political Event. Each of these countries is considered friendly to the US, friendly to the USSR, or neutral. Neutral countries are off limits to all units. Coastal hexes are considered international waters and may be entered by all naval and air units at any time. If a country is friendly to either the US or the USSR, the following rules apply:
- No opposition ground unit may ever enter the country.
- Opposition air units that enter the country are subject to attack and may themselves initiate combat.
- Naval units may enter coastal hexes, but opposition naval units may never enter any port in the country.
- Opposition air units may never land in any airfield in the country.
Note that, on the Strategic Map, it is possible for opposing ground units to occupy the same hex, if the hex is divided by a national border. These ground units have no effect on one another.
COUNTRIES. China (Neutral); Nepal (Neutral); India (USSR); Sri Lanka (USSR); Maldive Is. (Neutral); Diego Garcia (US); Pakistan (US); Afghanistan (USSR); Democratic Yemen (USSR, including Socotra); Yemen (USSR); Syria (USSR); Egypt (US); Ethiopia (USSR); Djibouti (US); Somalia (US); Kenya (US); Seychelles (Neutral); Tanzania (Neutral); Mozambique (Neutral); Comoros (Neutral); Madagascar (Neutral).
The Neutral Territory (in the lower portion of Strategic Grid hex E-07 on the Operational Map) can be entered by anyone. The effect of entering the area, however, is identical to the effect of entering both Kuwait and Saudi Arabia simultaneously.
Scenario Format
Each scenario is presented in the same manner. A general introduction, including background information and an indication of who has offended whom, is followed by the specific information required to play the game.
GAME LENGTH. The number of Game-Turns, and the approximate playing time for players who have become acquainted with the system, are specified.
MAPS. Not every scenario requires the use of the entire Gulf Strike map. Some require only one or two mapsheets.
PLAYERS. This section indicates who is the Initiative player at the outset, and who must set up his forces first. The opposing national alliances are also presented.
POLITICAL RULES. Because each scenario represents a different political situation, certain political rules have been included for each scenario, outlining specific exceptions or additions to the general political rules.
SPECIAL RULES. As with the political situations, certain other aspects of each scenario require some modification to the general rules, particularly in the cases of supply, deployments, and special units.
SUPPLY POINTS. This section provides information on the initial number of Supply Points allotted each player and the number of points allotted each turn during the game.
VICTORY CONDITIONS. The requirements for victory in each scenario vary, depending on the objectives of the various belligerents. The details of each side's Victory Conditions are listed in this section.
ORDERS OF BATTLE. The units available to each side are provided in a separate section following each Scenario. These initial forces and reinforcements are broken out, by nationality, for each country.
General Scenario Rules
The following general rules apply to all scenarios.
- At the start of a given scenario, naval units that do not start In Port are considered undetected unless an enemy unit begins the scenario in the same hex, in which case the units are mutually detected.
- Unless otherwise noted, all ground units begin all scenarios in Movement to Contact formation. Air units are assigned to airbases at the start of play in either Intercept or Offensive mode, and all EWDA units are placed on the map.
- During set-up, each side may expend initial Supply Points to place Depots within their set-up areas. The cost is 4 Supply Points per Depot created from the Supply Point Track of the country creating the Depot.
- When two or more nationalities are on the same side, they may freely enter hexes occupied by one another's units, unless otherwise noted.
- All EWDA units, after a scenario is set up, may make one detection attempt for each enemy naval unit prior to the beginning of play.
Reinforcements
The entry of reinforcements is stated in the appropriate scenario Order of Battle. Reinforcements may be delayed voluntarily and brought in during a later Game-Turn. In most cases, this section specifies a mapedge hex in which the unit appears during the Global Military Phase. Certain types of reinforcements are defined more specifically as follows:
C-5 and Il-76 Airlift Reinforcements. When reinforcements are called upon to enter by C-5 or Il-76, they are flown onto the map during the appropriate Action Stage. The C-5 enters any designated westedge hex of the Strategic Map (A-07 through A-12, inclusive). The Il-76 enters on any designated northedge hex of the Strategic Map (C-01 through Q-01, inclusive). These units have enormous Movement Point Allowances (simulating in-flight refuelling) to ensure that they can fly to whatever hexes they need to reach. These units may land and take off twice per flight, but may only unload; they may not take on new loads on the map. The C-5 and Il-76 air units must exit the map from the mapedge by which they entered. Unless noted otherwise, they may each fly only once per Game-Turn.
The Il-76 unit can bring in up to 3 Supply Depots from Supply Source D, or up to 3 airborne regiments, or a combination of the two, in a Game-Turn.
The C-5 and Il-76 units may be intercepted, and they abort and must leave the map if they suffer a Hit. The units they are carrying take Hits normally and return off-map with the aborting air unit (these units may be brought in on any later Game-Turn in which no units require the use of the C-5 or Il-76, whichever is appropriate). The Hits on the C-5 and Il-76 air units are cumulative, and if they are destroyed then the ability to bring units into the game in this manner is lost for the remainder of the game; units that are called upon to enter in this manner are never received.
Neither the C-5 nor the Il-76 ever requires the expenditure of Supply Points, and neither unit may ever be repaired.
NAVAL TRANSPORT UNITS. These units enter the Strategic Map by being placed on the designated all-sea mapedge hex during the Global Military Phase. The unit is then moved as any other naval unit.
AIR UNITS. The reinforcement portion of the Orders of Battle often state that air units are placed on friendly airfields. If no airfield is available (or at the player's choice), the reinforcements may be delayed and brought in at a later Game-Turn when an airfield is available.
Orders of Battle
The Orders of Battle print, in counter form, the exact initial forces and Game-Turn-by-Game-Turn reinforcement schedule for every nationality in every scenario — dozens of pages of individual unit counters (strength, ratings, and entry hex) rather than prose rules. They are not reproduced counter-by-counter here; the summaries below the each scenario's Victory Conditions give the composition and reinforcement schedule of each side in narrative form instead. Consult the printed Orders of Battle pages (44 through 58 of the original booklet) for the exact unit-by-unit data used at the table.
US Order of Battle, Scenarios 1, 2, and 3 (summary): The US begins with its Supply Head, an airbase, and air units (P-3, F-15, B-52 — see special rules) in Strategic Hex S-22 (Diego Garcia), plus a carrier group (CV-63 with F-14, A-6, A-7, SH-3, E-2, S-3, E-6 air units) and an SSN and DD, placed anywhere in a non-Transitional all-sea, coastal, or friendly port/airfield Strategic Hex. Reinforcements arrive by C-5 airlift and by sea across Game-Turns 2 through 25, and include additional airbases, Marine Amphibious units, an AWAC, F-15, C-130, F-4, Rangers, a headquarters, further carrier groups (CVN-65 and CVN-68 with their air wings), a battleship, additional SSNs, Trans and Amph shipping, LHA with AV-8B and CH-47 air units, AH-1, A-4, A-6, F-111, and further armored/marine ground units, entering on the map's eastern Strategic Hexes (C-26, H-26 through T-26) or by friendly airfield, through Game-Turn 25.
Scenario 1
In September 1984, the fanatic legions of revolutionary Iran have defeated Iraq through a combination of internal agitation and external military pressure. The remainder of 1984 and early 1985 witness a consolidation of the newly established Iraqi revolution, while Iranian polemics against the heretical Gulf Council nations intensify. In May of 1985, the revitalized and reorganized Iranian armed forces begin to mass on the Kuwaiti/Iraqi border, called by the Iman to a jihad against those countries who supported the Satan Husseini. The date is 6 June 1985, and the Persian Gulf is about to be "purified" in the flames of holy war.
GAME-LENGTH. Scenario 1 can be played to completion in 21 hours. The game ends at the conclusion of Game-Turn 14.
MAPS. Use Operational Maps B and C and the Strategic Map. Operational Map A is not used in this scenario.
PLAYERS. Player A begins the game as the Initiative player, controlling the forces of Iran and the USSR. Player B begins the game as the Reaction player, controlling the forces of the US, Kuwait, Saudi Arabia, Qatar, Bahrain, the United Arab Emirates, and Oman. Player B sets up first.
POLITICAL RULES. The following countries are considered members of the Gulf Council: Kuwait, Saudi Arabia, Qatar, Bahrain, UAE, and Oman. No unit belonging to any one of these nations may move until the instant an enemy land, naval, or air unit fires on or enters a hex of that nation. Once activated, a country's units may be moved for the remainder of the game as usual.
In the Global Political Stage immediately following the activation of any one Gulf Council nation, every Gulf Council country is automatically activated.
On the sixth Game-Turn following the activation of the first Gulf Council country, the US forces are activated, during the Global Military Stage.
In the Global Military Stage immediately following US activation, Soviet forces are activated, at which time they may enter Map B and C.
EXAMPLE: On Game-Turn 1, Iranian forces enter Kuwait, immediately activating all Kuwaiti armed forces; no other Gulf Council country is entered on Game-Turn 1. During the Global Political Stage of Game-Turn 2, the armed forces of Saudi Arabia, Qatar, Bahrain, UAE, and Oman are activated. On Game-Turn 7, US forces are activated. On Game-Turn 8, Soviet forces are activated.
SPECIAL RULES.
- Before the US is activated, its forces may enter neither Operational Map. Once activated, US forces may move freely.
- In the initial scenario set-up, a Soviet CG is placed in the same Strategic Hex as the US CV-63. This CG is moved — by Player B — together with the CV-63 unit for the entire game, or until one unit or the other is eliminated. Should the first Soviet combat in the scenario be for this CG to fire, using ASM, at the CV, the CG's ASM Rating is increased by 3 for this one attack. No other Soviet naval unit may set up within one hex of CV-63 or Hex S-22.
- Prior to the activation of Soviet and US forces, both may perform reconnaissance air missions. Air units performing such missions prior to activation are considered unarmed (no Bombardment, Anti-Air, ASW, or ASM Ratings) and may not be escorted by armed aircraft. Soviet reconnaissance flights may trigger the activation of previously unactivated Gulf Council countries.
- If any US unit is attacked prior to US activation, the US player may elect to activate immediately.
- During the first 3 turns of Soviet activation, the Il-76 air unit may fly twice per turn, and once per turn thereafter.
- Soviet forces that enter Map B by truck may enter any northern mapedge once activated.
- The first time a Random Political Event occurs, following Soviet activation, Pakistani intervention is triggered. During the ensuing Global Military Phase, the Pakistani armor corps is placed in any Pakistani hex on Map C, to be moved by Player B. The Pakistani armor corps includes: 1st Corps HQ, 1st and 2nd Armor Divisions, 3rd Infantry Division, 1 Truck unit, 25 Supply Points and 5 per Game-Turn thereafter.
- The Soviet initial Supply Point allotment (see below) is apportioned entirely to Supply Head D. From this marker on the Supply Point Track, the Soviets draw Supply Points through Iranian cities in this scenario. Soviet Depots may also be created in Iranian cities, as long as the latter are functioning Supply Sources according to the Supply rules.
- All naval units, except US, Soviet, and Iranian start In Port. US, Soviet, and Iranian naval units may begin as the owning player sees fit.
- The US B-52's that become available as part of the initial forces may not be used until US units are activated. From the time of activation onward, the B-52's may fly one sortie per Game-Turn and enter from eastern Strategic Mapedge Hexes, Z12-Z26, inclusive. The B-52's must exit from the east edge of the map (Z12-Z16). All Hits taken by B-52 units are cumulative. No Supply Points are expended for B-52 sorties.
- On Game-Turn 3 and thereafter, if a valid supply line exists between the hex S22 and a port (S22 can be used) free of enemy naval detection radii or units, the US 7th MAB, 7 Air Defense Battalion, and 1 Truck unit is placed in that port hex during the Global Military Stage. The port must be unoccupied by enemy units. If the US Supply Head is temporarily lost prior to the deployment of these units, they are lost permanently.
SUPPLY POINTS.
Initial Supply Points Levels: USSR (100); Iran (80); Kuwait (20); Saudi Arabia (20); Bahrain (5); Qatar (10); UAE (15); Oman (20); US (40).
On all Game-Turns following Game-Turn 1, each of the following countries receives the indicated number of Supply Points during the Global Military Stage: USSR (30, after activation); Iran (20); Kuwait (None); Saudi Arabia (10); Qatar (2); Bahrain (0); UAE (5); Oman (5); US (12, provided the US Supply Head is not subjected to any form of combat during the previous Game-Turn).
VICTORY CONDITIONS.
Victory in this scenario is based on conditions achieved by the final Game-Turn. It must be remembered that all victory conditions are arbitrary, as the war could continue in a real life situation, altering the snapshot view afforded in the scenario. These conditions are therefore given as benchmarks that the players can use in evaluating their relative performances.
The following hexes are Victory Hexes: Kuwait City (1244); Riyad (0462); Al Manamah (2157); Doha (2561); and Abu Dhabi (3664). To control a hex for victory purposes, the following conditions must be met:
- A player's units must occupy or have been the last to enter the hex. If the hex is surrounded by enemy units and their zones of control, condition 2 defines control.
- To occupy or surround the hex with units or their zones of control.
Control of the Straits of Hormuz. The oil pipeline of the world travels through the Straits of Hormuz. If all of the following conditions are met by either side, that side controls the Straits and the Gulf's oil resources. If any of the conditions are not met, no one controls the Straits, and they are considered contested.
- Strategic Hex J09 is not mined. (No mining operations may occur in hex J09 on the last Game-Turn).
- Control of hexes 4555, 3557, 4458, 4062, and 3664. Control is defined by occupying or being the last to have occupied these hexes.
- Have all partial or all-sea Operational hexes within Strategic Grid Hex J-09 under either Naval Detection radii or within an EWDA unit's Detection radius. The EWDA unit must have interceptors within its Detection Range, or both, with no enemy naval units or their Detection Radii present as well as an enemy EWDA with interceptors available.
If these three conditions are met, then the Straits are controlled by that side. If one or more of these conditions are not met, then the Straits are disputed.
Levels of Victory
- Player A Marginal Victory. Control 3 Victory Hexes by the end of Game-Turn 14.
- Player A Substantive Victory. Control 4 Victory Hexes and dispute the Straits by the end of Game-Turn 14.
- Player A Decisive Victory. Control 5 Victory Hexes and dispute or control the Straits by the end of Game-Turn 14.
- Player B Victory. Control the Straits and prevent any level of Player A victory.
All other results or combinations of results are considered draws.
ORDERS OF BATTLE (Scenario 1). (Printed as counter charts on pages 47-49 of the original booklet; summarized here.) The USSR fields Backfire (Tu-26), Bear (Tu-20), and MiG-23 air units on airbases along its southern border (Strategic Hexes D-01/D-02/E-01/E-02/J-02/K-02/L-02/M-02, and E-14/G-13, N-04/N-06/P-03/Q-05), plus a CVH with Yak-36/Ka-25 air units, SS, SSN, SSGN submarines, and a DDG, entering any non-Transitional or Operational all-sea, coastal, or friendly port Strategic Hex. Saudi Arabia fields FAC, AWAC, CO, FF naval units, F-15, F-5, and Lightning air units, and several infantry, armor, and headquarters brigades, in-port or on-map in Saudi Arabian territory. Iran fields a large airbase-based air force (F-4, F-5, AH-1, CH-47, C-130, F-14, P-3, SH-3), a coastal navy (DD, CO, FF, Amph, HC, FAC), nine Militia infantry divisions distributed among its cities, and a substantial regular army (mechanized, armored, infantry, artillery, air defense, and headquarters formations) deployed anywhere in Iranian or Iraqi Operational hexes on Maps B or C. Kuwait, the UAE, Qatar, Bahrain, Oman, and the US field their forces per the respective national Order of Battle charts and reinforcement schedules described above: Kuwait an airbase with A-4 and Mirage air units plus armor, infantry, military police, and headquarters brigades; Bahrain an FAC and an infantry brigade; Qatar an airbase with a Mirage unit, an FAC, and infantry; Oman an airbase with Hunter and Jaguar units, an FAC, and several infantry/truck units; and the UAE an airbase with Mirage and Hunter units, an FAC, headquarters, and infantry/armor brigades. US reinforcements follow the US Order of Battle (see above). USSR reinforcements, entering by Il-76 once the USSR becomes active, add further Su-24, MiG-23, and Tu-26 air units plus truck, headquarters, and armored brigade units.
Scenario 2
In September of 1984, peace is concluded between Iran and Iraq, and the three-year Gulf War is at an end. Iran was able to come to terms with Iraq only with the death of the Ayatollah Khomeini. With the passing of the religious leader, certain requirements concerning the ouster of President Husseini were dropped, and both sides returned to their pre-war borders. With the war over, Iran went about rebuilding and revitalizing her army, following the lifting of numerous embargoes. A dialogue of sorts began between the US and Iran, improving relations considerably, although not yet to the point of genuine cooperation.
The new leadership of the country, though less radical than its predecessors, were still filled with revolutionary fervor, as evidenced in their new polemics directed toward the Northern Satan — the USSR. The Iranians began openly criticizing the Soviet presence in Afghanistan and the continuing war against Islamic brethren. In addition to these verbal assaults, they openly supplied arms to the Afghan guerrillas and allowed units to train in Iran, as well as establish bases for raids across the border.
The USSR began to republish the 1921 Treaty of Friendship agreement between themselves and Iran, especially noting Articles 5 and 6, which gave the USSR the right to intervene should a third party intrude militarily in Iran or use Iranian territory as a base for attacks on Soviet territory.
In June of 1985, US intelligence sources detected a large build-up of Soviet ground and air forces along the Iranian border and passed this information to the Iranians through diplomatic channels. On 5 June, following a particularly stinging attack on Kabul, Pravda announced that the attacking forces had been trained and armed in Iran and called for a cessation of such activities. On 6 June, the Soviet Union invoked the 1921 Treaty, rolling across the border to terminate Iranian interference.
Note: Iraq declared its neutrality due to its recent peace treaty and in order to retaliate for a perceptible lack of Soviet aid during the Iran/Iraq war.
GAME LENGTH. Scenario 2 can be played to completion in 45 hours. The game ends at the conclusion of Game-Turn 30.
MAPS. Use Operational Maps A, B, and C and the Strategic Map.
PLAYERS. Player A begins the game as the Initiative player, controlling the forces of the USSR only. Player B begins the game as the Reaction player, controlling the forces of the US and Iran. Player B sets up first.
POLITICAL RULES. Iraq, Kuwait, Saudi Arabia, Qatar, Bahrain, UAE, and Oman are neutral and do not set up their forces, except their air units. No ground units may enter these countries, and any air units entering these countries are intercepted and attacked, if possible. Each Unit Assignment Stage, all air units are placed in Intercept mode. The interceptions are handled by the opposing player on a case by case basis. These sorties do not expend Supply Points. All other rules are in effect. The airbases and air units may be attacked. Pakistan is also neutral, but will allow US units to base in and attack from Pakistan.
SPECIAL RULES.
- US forces are activated during the Global Political Phase of Game-Turn 2. The US is activated instantly during Game-Turn 1 if fired on by Soviet units. Prior to activation, US units may not enter the Operational Maps, nor may they base in Pakistan.
- In the initial scenario set-up, a Soviet CG is placed in the same Strategic Hex as the US CV-63. This CG is moved — by Player B — together with the CV-63 unit for the entire game, or until one unit or the other is eliminated. Should the Soviet player's first action be to have this CG fire, using ASM, at the CV, the CG's ASM Rating is increased by 3 for this one attack. No other Soviet naval unit may set up within one hex of CV-63 or Hex S-22.
- Prior to the activation of Soviet and US forces, both may perform reconnaissance air missions. Air units performing such missions prior to activation are considered unarmed (no Bombardment, Anti-Air, ASW, or ASM Ratings) and may not be escorted by armed aircraft.
- During the first 3 turns of Soviet activation, the Il-76 air unit may fly twice per turn, and once per turn thereafter.
- The Soviet initial Supply Point allotment (see below) must be divided among four Supply Heads: Supply Head A (Baku, Map A, 2301); Supply Head B (Krasnovadsk-Ashkabad, Map A, 3303); Supply Head C (Map C, 7439); and Supply Head D (used for all Soviet bases on the Strategic Map, including those in the USSR). On all succeeding Game-Turns, the Supply Points may be divided among these four Supply Heads.
- The US B-52's that become available as part of the initial forces may not be used until US units are activated. From the time of activation onward, the B-52's may fly one sortie per Game-Turn and enter from eastern Strategic Mapedge Hexes Z12-Z16, inclusive. The B-52's must exit from the east edge of the map (Z12-Z16). All Hits taken by B-52 units are cumulative. No Supply Points are expended for B-52 sorties.
- The Soviet Trans naval unit in the Caspian may make one amphibious landing per game. It acts in all ways as an amphibious transport unit when executing this one-time capability.
- On Game-Turn 3, place one Iranian militia brigade in each Iranian city still in Iranian control, up to 16. Those not placed on Game-Turn 3 are permanently lost.
- If, during the End Stage, an Iranian militia unit is adjacent to a US ground unit, one die is rolled. On a die roll of 1 through 5, the Iranian unit immediately attacks the US unit as a special combat. Neither side may retreat; Hits must be taken. Only Iranian militia units will do this, and if stacked with a non-militia unit the non-militia unit will not participate in the attack and will not take losses.
- US and Iranian units may never stack together, but they may move through one another.
- On Game-Turn 3 and thereafter, if a valid supply line exists between the hex S22 and a port (S22 can be used) free of enemy naval detection radii or units, the US 7th MAB, 7 Air Defense Battalion, and 1 Truck unit are placed in that port hex during the Global Military Stage. The port must be unoccupied by enemy units. If the US Supply Head is temporarily lost prior to the deployment of these units, they are lost permanently.
SUPPLY POINTS. Initial Supply Point Levels: USSR (100); Iran (80); US (40). On all Game-Turns following Game-Turn 1, each country receives the indicated number of Supply Points during the Global Military Stage: USSR, Game-Turns 2-15 (60); USSR, Game-Turns 16 on (40); Iran (20); US (12, provided the US Supply Head is not subjected to any form of combat during the previous Game-Turn).
VICTORY CONDITIONS. There are 17 major cities in Iran: Tabriz (0909); Kermanshah (1023); Zanjan (1615); Hamadan (1622); Abadan (1440); Ahvaz (1537); Arak (1926); Rasht (2113); Qazyin (2217); Qom (2524); Kashan (2626); Tehran (2720); Esfahan (2732); Shiraz (3044); Bandar Abbas (4555); Kerman (4842); and Mashad (5718). The Soviet Victory Conditions are based on control of Iranian cities. For the Soviet Union to control an Iranian city, Soviet units must have been the last to occupy the city and the city must be able to trace a path of road hexes from the city to a Soviet Supply Head on the Operational Map (2301, 3303, 7439).
In addition, the conditions for control of the Straits of Hormuz are the same as in Scenario 1, except Condition 2 reads as follows: Control of Hexes 4555 and 3557. Control is defined as occupying or being the last to occupy the hex.
Levels of Victory
- Player A Marginal Victory. Control 11 cities (Tehran must be one of the controlled cities).
- Player A Substantive Victory. Control 14 cities (Tehran must be one of the controlled cities) and dispute control of the Straits.
- Player A Decisive Victory. Control 16 cities (Tehran must be one of the controlled cities) and dispute or control the Straits.
- Player B Victory. Prevent Player A victory, and control the Straits.
All other conditions not specified constitute draws.
ORDERS OF BATTLE (Scenario 2, summary). The USSR fields the same Backfire/Bear/MiG-23 airbase force from Scenario 1, plus a CVH, submarines, a DDG, and a Trans in the Caspian, and four full field armies — 7th Army, 4th Army, 1st Turkestan Army, and the Afghanistan Army, each a headquarters, four mechanized/armored divisions, artillery, air defense, engineer, and truck units — entering their respective USSR or Afghanistan Operational hex bands. Iran fields its airbase air force (F-4, F-5, F-14, AH-1, CH-47, C-130, P-3, SH-3) across its airfields, a coastal navy in port, 17 militia infantry divisions (one per major city), and four Corps (1st through 4th, each with a headquarters, mechanized/armored/infantry divisions and support) deployed within designated Strategic Grid Hex bands, plus general Army Assets (trucks, artillery, engineers) anywhere in Iran. Saudi Arabia, Kuwait, Qatar, Oman, and the UAE field the same national forces described under Scenario 1. USSR reinforcements enter by Il-76 (armored brigades) and across the northern mapedges (2nd Turkestan Army, further mechanized/armored divisions and support units), plus naval reinforcements (SSN, MCM, CG, SSGN) entering the eastern Strategic mapedge from Game-Turn 8 on. Iran receives 16 additional militia brigades, one per Iranian-controlled city, on Game-Turn 3.
Scenario 3
This scenario is a variant of Scenario 2. All rules and set-ups are identical, except as noted below. The major difference between Scenarios 2 and 3 is that, in the latter, Iraq is still at war with Iran as the Soviets invade.
- Iraq is not neutral and its forces are set up. Iraq starts the scenario with 80 Supply Points and receives, during the Global Military Phase of each turn, 20 Supply Points, so long as hex 0235 is controlled by Iraq and is not surrounded by enemy units or their Zones of Control. Iraqi forces are controlled by Player A.
- The Iranian set-up is different from that in Scenario 2 (see Orders of Battle).
- Iraqi forces are set up first, then all Iranian, US, and Gulf Council countries, then all Soviet forces.
- A bridge marker starts the game across hexside 1239/1140.
All other special rules and conditions are identical to those of Scenario 2.
ORDERS OF BATTLE (Scenario 3, summary). The USSR and Afghanistan forces are identical to Scenario 2's initial forces and reinforcement schedule (7th Army, 4th Army, 1st Turkestan Army, Afghanistan Army, and the associated airbase/naval assets). Iran's forces are redeployed to reflect its still-ongoing war footing with Iraq (four Corps set up within different hex bands than Scenario 2, plus the same militia, airbase, and naval forces), and Iraq fields its own airbase air force (MiG-23, Su-20, MiG-21, Hunter, Mirage, Il-28, Tu-22, Mi-6), a coastal navy (FAC), and two Corps (1st and 2nd, each with a headquarters, mechanized/armored/infantry divisions, and support) deployed within its own Strategic Grid Hex bands. Scenario 2's reinforcements are similar in kind (2nd Turkestan Army, naval units entering the eastern Strategic mapedge, further Iranian militia brigades).
Scenario 4
This is a solitaire scenario, dealing with the 1982 vintage of the Iran/Iraq war. The scenario fairly recreates the current fighting in the conflict, inasmuch as nothing much happens. This scenario is not recommended for competitive play, and is included only for the information and insight that it may provide. As both sides issue such conflicting reports, it is the designer's best guess vis a vis force levels and general position. Locations of forces are not available, and so the set-up is basically free within certain bounds.
GAME LENGTH. Scenario 4 can be played to conclusion in 5 hours. The game ends at the conclusion of Game-Turn 5.
MAPS. Use Operational Maps A and B and the Strategic Map. Operational Map C is not used in this scenario.
PLAYERS. Player A begins the game as the Initiative player, controlling the forces of Iran. Player B begins the game as the Reaction player, controlling the forces of Iraq. Player B sets up first.
POLITICAL RULES. Only Iranian and Iraqi units are active in this scenario. No other units are set up, and no movement is allowed into any other hex other than Iranian, Iraqi, or all-sea.
SPECIAL RULES.
- No movement is allowed into or out of Strategic Grid Hex E04.
- Iraqi units may begin the scenario in any formation, including Deliberate Defense.
- Iranian armored unit begin the scenarios on their ½-strength sides (without any Hits inflicted). These units may not break down.
- Iranian air units start the game with one Hit each (except on units with Hit Capacities of 1).
- A bridge marker starts the game across hexside 1239/1140.
SUPPLY POINTS. Initial Supply Point Levels: Iran (30); Iraq (40). On all Game-Turns following Game-Turn 1, each country receives the indicated number of Supply Points during the Global Military Stage: Iran (5); Iraq (10).
VICTORY CONDITIONS. This scenario represents 10 days of fighting, following Iranian preparation for an offensive. Player A wins if the Iranians take hex 0235 or removes all Iraqi units from any whole (not partial) Operational Hex in Strategic Grid Hex F-06. Otherwise, the game is a draw.
ORDERS OF BATTLE (Scenario 4, summary). Iran fields its usual airbase air force (F-4, F-5, F-14, AH-1, CH-47, C-130, P-3, SH-3), a coastal navy in port, 17 militia infantry divisions across its cities, and four Corps (1st through 4th, each with a headquarters and mechanized/armored/infantry divisions) set up within Strategic Grid Hex F-06 plus Hex 1239, along with general Army Assets. Iraq fields its airbase air force (MiG-23, Su-20, MiG-21, Hunter, Mirage, Il-28, Tu-22, Mi-6), an FAC in port, and two Corps (1st and 2nd) within its own Strategic Grid Hex bands, plus Army Assets.
Scenario 5
The Horn of Africa is under attack from Soviet surrogates in conjunction with the Ethiopian army. Ethiopia, after a series of incidents in the Ogaden region, have initiated a general offensive. Somalia, hard-pressed to resist, has requested US military support. The USSR has warned the US to keep out of what it terms a regional squabble. As the military situation for Somalia deteriorates under Ethiopian pressure, however, the US has decided to lend air support — careful to cite the large number of Soviet and Cuban "advisors" currently flying combat aircraft in the area.
The USSR immediately begins major naval movements toward the Indian Ocean, a move which the US counters. A showdown in the Horn of Africa is in the making.
GAME LENGTH. Scenario 5 can be played to completion in 2 hours. The game ends at the conclusion of Game-Turn 7.
MAPS. Use the Strategic Map only. None of the Operational Maps are used in this scenario.
PLAYERS. Player A begins the game as the Initiative player, controlling the forces of the US. Player B begins the game as the Reaction player, controlling the forces of the USSR. Player A sets up first.
POLITICAL RULES. No units may enter any Transitional or Operational Hex. No forces other than the specified US and Soviet forces are used.
SPECIAL RULES.
- The US B-52's that become available as part of the initial forces may not be used until US units are activated. From the time of activation onward, the B-52's may fly one sortie per Game-Turn and enter from eastern Strategic Mapedge Hexes Z12-Z16, inclusive. The B-52's must exit from the east edge of the map (Z12-Z16). All Hits taken by B-52 units are cumulative.
- The Ethiopian offensive is being launched from Hexes C16 and D17. Each Game-Turn that these hexes are not subjected to 3 or more Hits, a 1-Hit marker is placed in Hexes D15 and D18. When the cumulative total of Hits in either D15 or D18 reaches 3, the Hex has fallen to ground attack and is no longer usable as a US base.
- In the initial scenario set-up, a Soviet CG is placed in the same Strategic Hex as the US CV-63. This CG is moved — by Player A — together with the CV-63 unit for the entire game, or until one unit or the other is eliminated. Should the Soviet player's first action be to have this CG fire, using ASM, at the CV, the CG's ASM Rating is increased by 3 for this one attack. No other Soviet naval unit may set up within one hex of CV-63 or Hex S-22.
- The US may not attack Soviet bases or Soviet units until a Soviet unit attacks a US unit.
- Soviet air defense regiments in hexes C-16 and D-17 may not be attacked.
- Hex D-16 is considered a Soviet airfield hex.
- Do not use the Random Political Events Rule.
- Do not use the Random Political Events Table or any Optional Rules.
SUPPLY POINTS. No supply is used in this scenario. All supply rules — except Missile Depletion/Replenishment — are suspended for this scenario.
VICTORY CONDITIONS.
Levels of Victory
- Player B Marginal Victory. Capture either Hex D15 or D18.
- Player B Substantive Victory. Capture both Hexes D15 and D18 or sink two CV's or CVN's or eliminate all airbases from Diego Garcia.
- Player B Decisive Victory. Capture both Hexes D15 and D18 and sink two CV's or CVN's and eliminate all airbases from Diego Garcia.
- Player A Victory. Prevent any level of Player B victory and inflict 3 or more Hits on each of the following Soviet port hexes: B-13, C-14, and H-14.
All other conditions outcomes are draws.
ORDERS OF BATTLE (Scenario 5, summary). The USSR fields the same Backfire/Bear/MiG-23 Strategic-Map airbase force used in the other scenarios (Strategic Hexes D-01/D-02/E-01/E-02/J-02/K-02/L-02/M-02; E-14 or G-13; N-04/N-06/P-03/Q-05), a CVH with Yak-36/Ka-25 air units, and a surface/submarine force (CG, SSN, SSGN, SS, DDG) placed in any non-Transitional or Operational all-sea, coastal, or friendly port Strategic Hex. The US fields its Diego Garcia-based Supply Head, airbase, P-3, F-15, and B-52 (see special rules), plus its CV-63 carrier group, exactly as in the US Order of Battle for Scenarios 1-3 (see above).