Ignorant Armies: The Iran-Iraq War, 1980-88
Ignorant Armies: The Iran-Iraq War, 1980-88 Rulebook
Table of Contents
Table of Contents
- 1.0 Introduction
- 2.0 Game Components
- 3.0 Set Up & Hex Control
- 4.0 How to Win
- 5.0 The Turn Sequence
- 6.0 Random Events
- 7.0 Stacking
- 8.0 Reinforcements & Replacements
- 9.0 Strategic Movement
- 10.0 Combat
- 11.0 Operational Movement
- 12.0 Supply
- 13.0 Advanced Rules
- 14.0 Optional Rules
- 14.1 Victory Conditions
- 14.2 Defensive Chemical Use & Game Turn Limits
- 14.3 Odds Limits & Super High Odds Attacks (Changes 10.7)
- 14.4 Iranian Air Force Marker
- 14.5 Iranian Attack Helicopters
- 14.6 Iraqi Entrenchments
- 14.7 Armor Superiority & Combat
- 14.8 Special Reserve Movement & Counterattacks
- 14.9 Breaking War of the Cities SSM Ceasefires
- 14.10 Iraqi Strategic Movement Improvement
- 14.11 Limits to Iraqi Air Support
1.0 Introduction
1.1 In General
Ignorant Armies: The Iran-Iraq War, 1980-88 (IA) is a strategic simulation with operational undertones of the fighting that took place between those two nations during that conflict. IA is a two-player wargame of low-to-intermediate complexity. The Iraqi player begins the game on the offensive, but the two sides are balanced enough that in well played matches both armies will have many opportunities to both attack and defend.
1.2 Game Scales
Each hex represents 20 kilometers (12.5 miles) from side to opposite side, and each game turn represents four months. To understand the system’s time and space parameters, players must realize the Iran-Iraq War was a decade-long conflict characterized by alternating periods of frenzied — though often futile — activity and paralysis. The movement factors of the units and the combat results obtained during battle resolution therefore don’t represent an absolute assessment of how far units could potentially move, or how much destruction could potentially have been wrought, over such stretches of space and time. Rather, they represent the administrative and logistical limits inherent in the structures of both the armed forces at war here. The system has been structured so that at the end of each game turn an aggregate representation of both sides’ abilities to move and fight units of this size in active operations will have been portrayed.
The units of maneuver in the game are mostly brigades and divisions, each with about 3,000 to 15,000 men, along with some 50 to 350 vehicles of various types in the tracked, wheeled and mechanized formations.
Design Note. There are no ZOCs.
2.0 Game Components
2.1 In General
The components to a complete game of IA include these rules, the map sheet and 176 die-cut counters (also called “units” and “unit counters”). Players must provide themselves with a standard (six-sided) die to resolve combat and other probabilistic events that occur during play.
2.2 The Game Map
The game map represents the militarily significant terrain found across the Iran-Iraq border region when portrayed at this scale. A hexagonal (“hex”) grid is printed over it to regulate unit placement and movement. A unit is always in only hex at any one instant.
Each hex contains natural or manmade terrain features that may affect movement and combat. The map’s terrain representations have been altered slightly from their exact real-world configurations in order to make them conform to the hex-grid. But the terrain relationships from hex to hex are accurate to the degree necessary to present players with the same space and time dilemmas faced by their historic counterparts during this war.
Each hex on the map has a unique four-digit number printed in it. It is provided to help you find specific locations referred to in the rules (for example, Baghdad is in hex 1521) and to allow you to record unit positions if a match has to be interrupted and taken down before it can be completed.
2.3 The Counters
There are 176 counters in the game, most of which represent combat units. Others are provided as memory aids and informational markers. After reading these rules at least once, carefully punch out the counters. Trimming the “dog ears” from their corners with a fingernail clipper greatly facilitates handling and stacking during play and enhances their appearance. Each combat unit counter displays several pieces of information: nationality, type, combat strengths, reinforcement or set up status, specific identification and higher organizational affiliation.
2.4 A Sample Combat Unit
This unit is the Adnan Motorized Infantry Division, which belongs to the Iraqi Republican Guard. It has an attack factor of five, a defense factor of seven, and a movement factor of five. Because it has printing on both sides, it is said to be a “two-step” unit (see 2.11). It has the random event numbers “12-13” printed in its upper-left corner, meaning it’s brought into play when either of those two events are triggered (see sections 3.0 and 6.0).
2.5 Sides
A unit’s nationality and higher-level organizational affiliation are indicated by its color scheme.
The Iraqi Side
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Regular Army - white on red
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Republican Guards - white on black
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Kurdish Irregulars - black on red The Iranian Side
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Regular Army - black on light gray
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Revolutionary Guards - black on green
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Kurdish Irregulars - black on sky blue
2.6 Unit Identifications
Each ground combat unit is identified by the number or abbreviated name of its real-world historic counterpart. The abbreviations are as follows:
- Ad - Adnan
- AF - Al Faw
- B - Baghdad
- BG - Baghdad Garrison
- H - Hammurabi
- LM - Lord of Martyrs
- KDP - Kurdish Democratic Party
- KDPI - Kurdish Democratic Party of Iran
- M - Medina
- N - Nebuchenezzar
- NLA - National Liberation Army
- P - Popular
- PUK - Patriotic Union of Kurdistan
- R - Reserve
- RGFC - Republican Guard Forces Corps
- SM - Special Martyrs
- T - Tawikalna
2.7 Unit Types
All ground units are distinguished by the major combat-arms-type contained within them. These distinctions are important for movement and combat (see sections 10.0 and 11.0).
2.8 Unit Sizes
Units’ organizational sizes are indicated by the symbols atop their unit-type boxes. If a unit’s size symbol is bracketed, it is an irregular or ad hoc formation. From largest to smallest they are listed in the chart on the facing page.
2.9 Attack & Defense Factors
These numbers, referred to collectively as “combat factors,” are measures of each unit’s relative ability to attack and defend (see section 10.0).
2.10 Movement Factor
This number is a measure of each unit’s ability to move across the hex field printed on the map using “operational movement.” Units pay different movement costs to enter or cross the different types of terrain in and around the hexes into which they’re moving (see section 11.0)
2.11 Step Strength
All ground units in the game contain one, two or three “steps” (also called “strength steps”). That’s an arbitrary term used to show the ability of units to absorb certain amounts of casualties and equipment losses before becoming ineffective. Those ground units with printing on only one side of their counters are “one-step” units; those with reduced combat factors printed on their reverse sides are “two-step” units.
Three units in the game — the Hammurabi, Medina and Tawikalna Divisions of the Iraqi Republican Guard — are “three-step” units. Each of those divisions is represented by two counters, only one of which may ever be in play on the board for each of the three divisions at any one time. When a three-step unit suffers a step loss, it’s flipped over so the reduced side of that counter shows upward. When it suffers a second step loss, the first counter is removed from play and the substitute counter (with combat factors of 1-1) is substituted in place for it on the map.
2.12 Other Counters
The uses of the following counters are explained at appropriate points throughout the rest of the rules.
- Replacement Track Markers Game Turn Indicator
- Iranian/Iraqi Control Markers Victory Point Marker
- Iraqi Air Force Ground Support Marker
3.0 Set Up & Hex Control
3.1 In General
After the players have decided who will control which side, each player should sort through and separate all the units belonging to his own side according to the instructions below.
3.2 Starting Units
All units with a four-digit hex grid number printed in their upper-left corner should start the game located directly in that hex. For example, the Iraqi Republican Guard Baghdad Division has hex number “1521” printed in its upper-left corner. That means it begins play in hex 1521 on the map: Baghdad.
3.3 Initial Replacement Pool (RP) Units
If a unit has the letters “RP” printed in its upper-left corner (for example, the Iraqi regular army 1st Corps Headquarters), that means it begins the game off-map and temporarily out of play. “RP” stands for “initial Replacement Pool,” and such units are eligible for entry into play via the replacement process once the game has begun (see section 8.0). Such units should start play sorted into two separate piles, by nationality, easily within reach off to the side of the map.
3.4 Calendar Year Reinforcements
If a unit has a two-digit number from “81” through “88” (standing for 1981, 1982, 1983, etc.), that unit is a reinforcement that will first become eligible to enter play during the first turn of the year printed on it. For example, the Iraqi regular army 4th Corps Headquarters unit bears the number “82” in its upper-left corner. That unit therefore doesn’t become available to enter play until Game Turn 5, the first game turn of calendar year 1982. At the start of play put all such reinforcement units directly in their corresponding first-of-the-year boxes on the Game Turn Record Track printed on the map sheet (see section 8.3 for more details).
3.5 Special Random Event Units
If a unit has a two-digit number other than 81-88 (or a dash-separated-pair of two-digit numbers) in its upper-left corner, that unit is brought into play when one or another random event is rolled into effect. For example, the Iraqi Republican Guard Adnan Motorized Infantry Division has the numbers “12-13” printed in its upper-left corner. That means that unit will become eligible to enter play once random event 12 or 13 is rolled. See section 6.0 for details on this process. All such special event units should begin the game sorted into their own event-piles located within easy reach just off the side of the map.
3.6 Initial Marker Placement
After all units have been sorted and placed as described above, put the “VP” marker in the zero (0) box on the Victory Point Track printed on the map sheet.
Place the “Game Turn” marker in the Game Turn 1 box (“1980-III”) on the Game Turn Record Track printed on the map sheet.
Put the “Iranian Replacements x1” marker in the six (6) box, and the “Iranian Replacements x10” marker in the zero (0) box of the Iranian Replacement Track printed on the map sheet.
Put the “Iraqi Replacements x1” marker in the four (4) box, and the “Iraqi Replacements x10” marker in the zero (0) box of the Iraqi Replacement Track printed on the map sheet.
3.7 Hex Control
Hex control is the term used to describe which side is “in control” of important hexes at different times during play. In this game, hex control is important only when considering victory point hexes (see section 4.0) and road hexes (see section 9.0 and rule 11.19).
At the start of play the Iraqi player controls all hexes in Iraq, while the Iranian player controls all hexes in Iran. The control status of a hex changes the instant a ground unit of the other side enters it. The control status of each hex may change any number of times during a game as units of the two sides enter and reenter various parts of the map.
At the start of play it’s obvious which side controls which hexes simply by looking at the borders shown on the map. As the game progresses and the front moves back and forth, use the control markers provided to show which side presently controls which VP hexes, and the limit of road-net control, in areas where it’s not instantly clear just by looking.
3.8 Kuwait
The area of Kuwait shown on the map isn’t under the control of either player. Iraqi units may never attack or move into any Kuwaiti hex. If an Iranian unit moves into any Kuwaiti hex, play stops (see 4.3).
4.0 How to Win
4.1 In General
As described in 3.6, at the start of play the VP marker is placed in the central zero (0) point-box of the Victory Point Track printed on the map sheet. Whenever the Iraqi player scores VP, the marker is moved the appropriate number of point-boxes to the left. Whenever the Iranian player scores VP, the marker is moved the appropriate number of point-boxes to the right.
If, prior to the end of Game Turn 24, either player succeeds in moving the VP marker completely off his edge of the VP track, play stops immediately and he is declared to have won an instant and decisive victory. If the VP marker hasn’t yet been moved off either edge of the track by the end of Game Turn 24, victory is reckoned at that time according to the strictures given in below in 4.4, 4.5 and 4.6.
On the VP track printed on the mapsheet, the phrase "Iraqi Player Wins" appears in the far-left box, while the phrase "Iranian Player Wins" appears in the far-right box. There should also be arrows, both pointing off the edge of their respective side of the track, just beneath those phrases. That is, as described above, a player wins an instant victory (see below) by moving the VP marker off his side of the track, and not simply by getting that marker into the final box on his side of it.
4.2 Instant & Decisive Iraqi Victories
As described above, if the Iraqi player succeeds in moving the VP marker off the left side of the VP track, play stops and he’s immediately declared to have won an instant and decisive victory, which is the greatest kind of victory. Regardless of the VP situation, however, play is also stopped and the Iraqi player declared to have won an instant and decisive victory whenever any one or more of his ground units first move into the Tehran hex (3812).
4.3 Instant & Decisive Iranian Victories
If the Iranian player succeeds in moving the VP marker off the right side of the VP track, play stops and he’s immediately declared to have won an instant and decisive victory, which is the greatest kind of victory. Regardless of the VP situation, however, play is also stopped and the Iranian player declared to have won an instant and decisive victory whenever any one or more of his ground units first move into the Baghdad hex (1521) or any of the six mainland Kuwaiti hexes shown on the map (2234, 2235, 2334, 2434, 2435 & 2534).
Design note: The main goal of the war, from Tehran’s viewpoint, was not the simple conquest of Iraq, but to break through to other countries in order to spread mullah-based Islamic revolution across the Middle East. The main goal of the West was to prevent that. Thus the Iraqi player in the game is burdened with supporting or resisting those larger strategic goals of the conflict.
4.4 Gaining & Losing VP
Adjust the marker left or right on the VP track, as appropriate each time, the instant any of these occurrences take place. Each event may occur and reoccur any number of times each game, generating the appropriate VP shift each time. Also see events 25, 35, 45, 54, 63, 64, 65 and 66 on the Random Events Table in section 6.0 (some of which may occur only once per game, others of which may occur any number of times per game).
- Gain or lose control of a town: 1 VP.
- Gain or lose control of a city other than Baghdad, Tehran, Basra or Abadan: 2 VP.
- Gain or lose control of Abadan: 3 VP.
- Gain or lose control of Basra: 3 VP.
- Gain or lose control of all eight Shatt al Arab hexes: 2 VP.
- SSM attack: see (13.8) SSM Attack Table.
4.5 VP Examples
The two players don’t keep separate VP tracks; their efforts at winning are combined according to the list above in order to maintain one victory point level throughout play. For example, if during Game Turn 1 the Iraqi player’s forces seized the Iranian town of Khorramshahr in hex 2731, then the VP marker would immediately be moved one box-point to the left of zero on the track.
If, later in the game, the Iranian player announced he was making a chemical attack, he’d immediately adjust the VP marker one box to the left on the track, since whoever makes a chemical attack gives up one VP for doing so.
If random event 25 were rolled, the VP marker on the track is immediately moved one box-point to the right.
No VP adjustment is ever made on the track for the Shatt al Arab hexes until one or the other player controls all eight of those hexes. Note, though, separate VP adjustments could be made for controlling the towns and cities existing within the Shatt al Arab area.
Note that the supply status of units occupying hexes is not a consideration when making adjustments to the VP Track.
4.6 Victory Levels Defined
Iranian Instant & Decisive Victory. Iran becomes the supreme regional power in the Gulf. The tide of Islamic revolution gains momentum across the region. At the least, Iraq surrenders to Iran the Shatt al Arab and southern Shiite area. At the most, Israel, the US and the USSR are drawn into the situation, which might mean it expands into World War III.
Iranian Major Victory (5 or 4 Iranian VP): Iran’s position across the Gulf region has been vastly improved. All the other nations there will soon have to choose between submitting to Tehran’s will or trying to forge a new alliance against it. The ideas of the Islamic revolution spread among the masses of the Middle East. Iraq surrenders control of the Shatt al Arab to Iran. Brutal repression and chaos are rife across Iraq.
Iranian Minor Victory (3 or 2 Iranian VP): Iran is recognized as having won the war by the other nations of the world, and will likely be in position to dictate more and more events across the Gulf region. The flame of Islamic revolution is temporarily prevented from spreading, but it will no doubt burn brightly again in a new effort in the not too distant future.
Draw (1 Iraqi VP, zero VP, or 1 Iranian VP): The historic outcome. Neither side has been able to gain real advantage during the war. Both end the war suffering greatly from economic displacement and financial strain. Those problems will likely cause their regimes to try other military solutions in the years ahead.
Iraqi Minor Victory (2 or 3 Iraqi VP): Iraq has become a power to be reckoned with across the Gulf region. Saddam Hussein’s position is secure, at least for the time being. War debts and other economic failings may lead to the invasion of Kuwait in the years ahead. Iran has been weakened, will remain largely isolated from the rest of the world, and will be able to rebuild only slowly.
Iraqi Major Victory (4 or 5 Iraqi VP): Iraq becomes the great regional power of the Gulf. Saddam Hussein becomes a charismatic and legendary leader throughout the Arab world, the new Saladin. Tehran surrenders control over all of the Shatt al Arab to Iraq, as revolts and power struggles break out across Iran.
Iraqi Instant & Decisive Victory: Iraq and Saddam Hussein are paramount throughout the Islamic world. Iran surrenders control over the Shatt al Arab and Khuzistan province to Iraq. The Islamic revolution is shattered, but all must now wonder what will be Saddam’s next target.
5.0 The Turn Sequence
5.1 In General
Every game turn of IA is divided into two “Player Turns,” one Iraqi and one Iranian, along with a mutual-participation random events check that precedes both of them. That complete sequence makes up one “Game Turn,” of which there are a maximum of 24 in an entire match.
The Iraqi player turn is the first player turn in every game turn. At the very end of every completed game turn, move forward the Game Turn marker one box on the Game Turn Record Sheet.
Every action taken by a player must be carried out during the appropriate part of the game turn sequence given below. Once a player has finished a particular activity, he may not go back to perform some forgotten action or redo a poorly executed one unless his opponent graciously permits it.
5.2 The Turn Sequence
The game turn sequence is given below in outline. The rest of the rules are organized, as much as possible, to explain things in the order they’re encountered as you go through each game turn’s sequence.
I. Mutual Random Events Phase
A. Iraqi Random Events Check
B. Iranian Random Events Check
II. Iraqi Player Turn
A. Iraqi Replacement & Reinforcement Phase
B. Iraqi Strategic Movement Phase
C. Iraqi Combat Phase
D. Iraqi Operational Movement Phase
E. Iraqi Terminal Supply Check Phase
IV. Iranian Player Turn
A. Iranian Replacement & Reinforcement Phase
B. Iranian Strategic Movement Phase
C. Iranian Combat Phase
D. Iranian Operational Movement Phase
E. Iranian Terminal Supply Check Phase
5.3 Game Turn 1 Special Rules
During Game Turn 1, no Iraqi units may move into any Iranian city or mountain hexes; no Iraqi mountain infantry division may move at all during that side’s player turn; both sides’ strategic movement phases are skipped, and there is no random events check. Further, no Iraqi unit may move farther than one hex into Iran, and no Iranian unit may move farther than one hex into Iraq. That is, during Game Turn 1, units may enter only their enemy nation’s border hexes.
6.0 Random Events
6.1 In General
The random event table printed below is meant to generate “back story” for the game based on occurrences that happened, or could have happened, around the periphery of the main ground war.
6.2 Procedure
At the start of every game turn after the first, both players — the Iraqi always going first — roll two dice (or one die twice) and consult the table. The first die roll generates the first digit of the two-digit random events numbered on the table; the second die roll generates the second number in the pair. Thus, if a player rolled a six followed by a roll of three, random even 63 would come into effect.
Each rolled event comes into effect instantly and in the order it was rolled. It doesn’t matter if the Iraqi player rolls an event that effects the Iranian player or vice versa. Each triggered event is fully implemented no matter which player actually rolled it into effect. If a “No Event” is rolled, it means just that: no event has been triggered by that roll.
Some events, as noted on the table, may be triggered only once per game, or only after a certain date has been reached; other events may be triggered any number of times. Some events depend on the previous triggering (or non-triggering) of other events. All such restrictions are noted within each event description in the table.
6.3 Random Events Table
- 11 UN Resolution 598. The UN endeavors to impose a cease-fire. Roll one die and consult the following table. If the result is a number equal to or less than the one listed for the year, then a cease-fire is imposed and the victor determined using normal criteria. This event may be triggered any number of times throughout the game.
| Year | Cease-Fire Imposed |
|---|---|
| 1980-83 | 1 |
| 1984-86 | 2 |
| 1987-88 | 3 |
- 12, 13 & 14 Iraqi Extraordinary Congress. All Republican Guard units are now available to be brought into play via the replacement process. These additional Republican Guard units may be formed only from replacements. The Iraqi per-game-turn replacement allotment is increased from five to six points per turn for the rest of the game. This event, once triggered, remains in effect throughout the game.
- 15 Iraqi Popular Army Divisions Purged. This game turn only all Iraqi Popular (P) divisions increase their attack and defense factors by one. This event may be triggered any number of times throughout the game.
- 16 Iran Receives Artillery from China, Austria & North Korea. Remove all three HQ units and replace them with their next stronger substitutes. These substitutions may take place on the Turn Record Track and/or in the dead pile. This entire event may only occur once; treat as “No Event” if rolled again, but also see events 55, 56 & 61.
- 21 Iranian Political Officers are Prohibited from Making Command Decisions. During his player turn this game turn, the Iranian player adds +1 to his die rolls when consulting the Human Wave Tactics Chart (see 10.20). This is a onetime event. If rolled again, treat as “No Event.”
- 22 , 23 & 24 Gen. Ali Hassan Al-Majid (a.k.a. “Chemical Ali”) is Put in Charge of the Kurdish Problem. Treat this as “No Event” if rolled prior to 1983. Starting in 1983 it may only be rolled once, at which time the VP Index is shifted one point in favor of the Iranian player due to the world becoming aware of Baghdad’s use of chemical weapons against the Kurds. Any subsequent rolls are again treated as “No Event.”
- 25 Syria Cuts Oil Pipeline From Iraq. The Iranian player receives one victory point. This is a onetime event; if rolled again treat as “No Event.”
- 26 Iraq Creates Naval Division. The Iraqi 1st Naval Infantry Division is now available to enter play. It may be created by replacements or by reducing other units already in play and in supply, but no unit may be fully eliminated to build it. Once this event is triggered, this unit becomes part of the normally available units for the rest of the game.
6.4 Random Event Unit Creations
If a random event comes into effect that allows for the initial entry of some new unit with steps freed for that use by reducing some other, already in-play, unit(s), the formations chosen for reduction must be in supply. The step reduction takes place in-place, but remember that no unit may be fully eliminated in order to create another.
Once random-event-created units are in play, they are replaced from the dead pile (or rebuilt while reduced) just like other normally available units. That is, the process of reducing other units to rebuild them is no longer available; that is only used for initial entry. After that, every trip out of the dead pile may be paid for only from the normal allotment of replacement steps (see section 8.0 for more details.)
7.0 Stacking
7.1 “Stacking” is the word used to describe the piling of more than one unit into a hex at the same time. The general rule is that both players may stack up to four of their ground units, of any organizational sizes, in any hexes at any one time.
7.2 Headquarters
The exception to the general stacking rule is there may never be more than one headquarters (HQ) unit in any one hex at any one time (that is, one HQ plus three other units).
7.3 Stacking & Movement
The stacking rules are in effect at all times throughout the game turn. That means players must pay attention to the sequence in which they move their units or risk having early moves block units moved later in the phase. Note, though, beyond the restrictions given in 7.1 and 7.2, there is no limit on the number of units that may enter and pass through a given hex over the course of a movement phase, player turn or game turn.
Units beginning a movement phase stacked together need not remain together; they may be moved off individually or in smaller groups.
Watch for stacking restrictions through play, and make certain to check all stacks of both players at the end of every phase. Whenever any hexes are found over-stacked, the owning player must immediately eliminate the excess units of his choice. Note, too, that stacking restrictions are in effect during the placement of reinforcement & replacement units.
7.4 Fog of War
Neither player may examine the units beneath the top unit of any of his opponent’s stacks until the combat resolution process begins for it when it’s involved in combat. An attack may not be called off after such a stack-check has been made. (Also see random event 36-44.)
7.5 Early War Iranian Restriction
During Game Turns 1 and 2, no Iranian regular army units may stack with, move with, or attack with, any Revolutionary Guards units, and vice versa. This restriction is lifted for the remainder of the game at the beginning of Game Turn 3.
7.6 Free Stackers
None of the marker illustrated in rule 2.12 have any stacking values. That is, each may be added to any stack according to the specific rules governing their uses.
8.0 Reinforcements & Replacements
8.1 In General
Reinforcements are new units entering play for the first time after the game has already begun. Some reinforcements have scheduled entry dates (see 3.4), while others’ entries are triggered by rolling certain numbers on the Random Events Table (see section 6.0).
Replacements are troop levies — not represented by actual units counters — used to rebuild reduced units already in play on the board, reclaim fully eliminated units from the dead pile, and sometimes also to allow for the initial creation of special units triggered into existence on the random events table.
8.2 Reinforcement & Replacement Entry
With one exception, all reinforcements and replacement units to be entered into play on the map during a given game turn must do so through friendly controlled and supplied city and/or town hexes within the home country of the player receiving them. Entering Iraqi units are placed during the “A” phase of that side’s player turns, while Iranian units are placed during the “A” phase of the Iranian player turns (see 5.2).
The exception noted above has to do with the entry into play of both sides’ Kurdish units, the KDP and PUK brigades for the Iranian player, and the KDPI for the Iraqi player. The KDPI may be entered (and reentered if eliminated and then recreated with replacements, etc.) in any hex in the Kurdish area of Iraq (see the Terrain Key on the map sheet) not occupied by a unit of the Iranian side at that instant. The KDP and PUK may be entered (and reentered if eliminated and then recreated with replacements, etc.) in any hexes in the Kurdish area of Iran not occupied by a unit of the Iraqi side at that instant.
Newly entered units are immediately eligible to participate normally in all turn sequence functions. Stacking rules are in effect during the “A” phase of both player turns.
8.3 Calendar Year Reinforcements
As described in 3.4, at the start of each calendar year after 1980, certain reinforcements become available to each side. The only special restriction on the initial entry of these units is that no more than four of them may enter play during any one game turn of their entry year. Exactly which ones are entered on which specific turns of the year is up to the owning player.
8.4 Replacements
Both sides begin the game with some “replacement points” (RP) already available to them (see 3.6). Those factors may be accumulated from turn to turn or used up as soon as they become available, along with those received in later turns, based solely on the decisions of the owning player.
One RP will reclaim any one step of an eliminated unit from the dead pile or rebuild any one step on a reduced unit still in supply and in play on the map. If a fully eliminated two-step or three-step unit is to be reclaimed from the dead pile, the owning player may choose to bring it back into play at any step strength he desires as long as he has the RPs available to pay for each reclaimed step. If a reduced but-still-in-play two-step or three-step unit is to be rebuilt on the map, the owning player may choose to bring it up to any step strength he desires as long as he has the RPs available to pay for each reclaimed step. Just like calendar year reinforcements, units reclaimed or rebuilt by replacements are immediately available for normal operations. Both players can accumulate normal replacement points, but the Iranians cannot accumulate Basij replacements (8.88).
Within the procedures described above, units may go through the replacement or rebuild process any number of times during a game, no matter what the circumstances of their reduction or elimination each time. See 6.4 for details on how steps can be taken from already existing units to allow for the creation of new units whose initial availability is mandated by the Random Events Table.
8.5 Initial Replacement Pool Units (RP)
Both sides have several units marked “RP” in their upper-left corners. The “RP” in this case stands for “initial Replacement Pool unit.” Such units are immediately available to be brought into play through the normal expenditure of RPs and placed during both sides’ “A” phases of Game Turn 1 using the normal procedures described above. These units need not be immediately brought out with RP; they may remain unmobilized, decided on a turn by turn and unit by unit basis, as long as their owning players desire.
8.6 Replacement Rates
At the start of play the Iranian player has six RP accumulated, and the Iraqi player has four. At the start of each of the game turns after Game Turn 1, the Iraqi player should award himself five more RP, and the Iranian player should award himself eight. Also note once random events 12, 13 or 14 has been rolled the Iraqi replacement rate is thereafter increased from five to six RP per game turn.
8.7 Iranian RP Restrictions
The Iranian player must always divide each turn’s RP expenditure in half. That is, half must go to regular army units and half must go to Revolutionary Guard units. In turns when an odd number of RP are expended, he may choose which organization gets the “bigger half.” This rule does not apply to Game Turn 1 mobilization of units listed in rules 8.5.
8.8 Iranian Basij Mobilization
Note on the Turn Record Track printed on the map sheet that, starting with 1981, the first game turn of each calendar year has the notation “Basij Mobilization.” To calculate that number, roll a die and add the result to the number printed for that year’s Basij Mobilization on the Turn Record Track. For example, for 1981 the BM formula is “8+d6.” If the Iranian player rolled a “3,” he’d add that number to “8” to get the total Basij Mobilization for that year, 11.
Each year’s Basij Mobilization is discrete. That is, any Basij replacements steps not used during the year they’re awarded are not carried over into subsequent years; they are simply forfeit.
Basij RPs are used in the same manner as normal Iranian RP with the important exception they may be used to rebuild or reclaim only Revolutionary Guard infantry divisions. The Iranian player should keep track of each year’s Basij RP situation on a separate sheet of scrap paper. These RPs are maintained and expended separately from normal Iranian RP, and they are not figured into the RP division required in rule 8.7. In each turn, always expend Basij RPs after those of rule 8.7.
Design Note. The Basij were the militiamen, mostly teenagers, who provided the cannon fodder for most of the Iranian human wave assaults launched during the war.
8.9 Iraqi Replacement Restriction
The Iraqi player may never expend more than 10 RP during any one of his player turns.
9.0 Strategic Movement
9.1 In General
During every game turn after the first, both players may move up to six units of any types by “strategic movement.” To be eligible for strategic movement, a unit or stack must begin its side’s strategic movement phase in supply in town or city hexes that aren’t directly adjacent to any enemy ground unit(s).
9.2 Limits
Units eligible for strategic movement may move any distance along friendly controlled road hexes. Such units, however, may not move adjacent to any enemy ground units during or at the end of their strategic move. Units using strategic movement may move only from friendly controlled road hex to contiguous friendly controlled road hex across hex sides traversed by the course of the road along which they’re traveling. Strategic movement never takes place off-road.
Given the no-enemy-adjacency stricture, units using strategic movement won’t be eligible to attack that same player turn. Units that use strategic movement are still eligible to make operational road and non-road moves in phase D.
The strategic movement of each individual unit or stack must be completed before that of another is begun. A player may change the position of an already moved unit or stack only if his opponent agrees to allow it. The strategic movement of a player’s units takes place only during his own player turn; no enemy strategic movement takes place during his turn.
9.3 Strategic Stack Movement
To move together as a stack, units must begin their side’s strategic movement phase already stacked together. Units are not required to move as a stack simply because they started that phase in the same hex. In such situations those units might be moved together, individually, or in smaller sub-stacks.
Stacks moving strategically may halt temporarily to allow a unit or sub-stack to split off and move away on a separate course. The units left behind in the original (or “parent”) stack may then resume their own movement, even splitting off more sub-stacks and lone units if desired. But once an entirely different parent stack begins moving, earlier stacks may no longer resume the movement without the opponent’s permission.
9.4 Marking Roads
In areas of the map where the limits of both sides’ road-net control isn’t obvious, use some of the control markers provided to show those limits. Place a flag of each side in the final hex of control along each stretch of road.
10.0 Combat
10.1 In General
During his combat phase a player can attack all enemy units adjacent to his units across playable hex sides. The current player’s turn, is considered “the attacker,” and the other player is “the defender,” no matter what the general situation is across the map. Attacking is always voluntary.
10.2 Multi-Hex Attacks
An enemy occupied hex may be attacked in one battle by as many eligible units as can stack on the surrounding hexes; however, no single attack may attack more than one hex.
10.3 Indivisibility of Units
No single attacking unit may have its combat factor divided and applied to more than one battle during the same combat phase. Likewise, no defending unit or stack may have part of its defense strength attacked by one or a few attackers while another part is attacked by others. Defending units stacked together must be attacked as if they constituted one combined unit. No attacking unit may attack more than once per combat phase, and no defending unit may be attacked more than once per combat phase.
10.4 Attack Sequencing
Aside from the restrictions described above, there is no artificial limit on the number of attacks each player may make during his combat phase. The attacker need not declare all his attacks beforehand, and he may resolve them in any order he wishes, as long as the resolution of one is completed before that of the next is begun.
10.5 Combat Procedure
Normally the attacking player should strive to have more attack factors involved in a given battle than the defender has defense factors. Such attacks are called “high odds attacks.” To resolve them, the attacking player must first calculate his “odds.” Do that by adding together the combat factors of all the attacking units involved in a battle; then determine the combat factors of the enemy units defending in the battle. Divide the attacker total by the defender total and round down any remainder. If the attacker’s combat strength is equal to the defender’s combat strength, then the adds are “1:1.”
Example: 26 attack factors versus 7 defense factors yield an odds ratio of 3:1. That is: 26÷7=3.71, which rounds down to 3.
10.6 Poor Odds Attacks
Battles in which the attacking force has fewer combat factors than the defender are called “poor odds attacks.” Procedures are modified in that now you divide the defender’s total by the attacker’s; round remainders up, and set the “1” on the left side.
Poor Odds Example: A force with 5 attack factors is attacking a force with 7 defense factors. Divide 7 by 5 (7÷5=1.4), and round up (1.4 becomes 2) yielding odds of 1:2.
10.7 Odds Limits
Note that the column headings on the CRT range from 1:2 to 3:1. If the combat odds obtained for a given battle is 1:3 or lower, that battle receives automatic results of 4/0; no die roll is made. If the combat odds obtained for a given battle is greater than 3:1, that battle receives automatic results of 0/4; no die roll is made. Also see rule 10.22.
10.8 Combat Resolution Die Roll
To resolve a battle, find the odds column of the CRT corresponding to its odds ratio and roll a die. Look down the proper odds column on the CRT until you cross-index with the number you just rolled. That is your “combat result” for that battle. For example, if you’re attacking at 3:1 and roll a “3,” your result is “1/2.”
10.9 Numeric Combat Results
Numeric results to the left of the slash apply to the attacker; those to the right apply to the defender. All results are given in terms of step losses to the forces involved. That is, each whole-number increment of the combat result means one step of the affected side must be eliminated. Combat results are applied by the players among their own involved units as each sees fit, defender first.
10.10 Zero Combat Results
A zero (0) combat result means the involved forces of the side receiving that result are entirely unaffected; there is no step loss for that side.
10.11 Terrain Effects on Combat
Both natural and manmade terrain have effects on combat. It is always the terrain in the defender’s hex and along its hex sides that determine die roll modifiers. The terrain in the attacker’s hexes has no bearing on odds shifting.
10.12 Roads
Roads don’t work to negate any of the combat effects of manmade or natural terrain; they affect only movement, not combat.
10.13 Cities & Towns
Units defending in a city hex gain a three-column leftward odds shift. For example, what would otherwise be a 4:1 attack into clear terrain would be changed to 1:1 if the defending force were in a city hex.
Units defending in a town hex gain a one-column leftward odds shift. For example, what would otherwise be a 4:1 attack into clear terrain would be changed to 3:1 if the defending force were in a town hex.
10.14 Hills & Mountains
Units defending in a hill hex gain a one-column leftward odds shift. For example, what would otherwise be a 4:1 attack would be changed to 3:1 if the defending force were in a hill hex.
Units defending in a mountain hex gain a two-column leftward odds shift. For example, what would otherwise be a 4:1 attack would be changed to 2:1 if the defending force were in a mountain hex.
10.15 Clear
In general, clear hexes have no combat effects in and of themselves; however, there is one exception. That is, as indicated on the Terrain Key printed on the mapsheet, when in-supply mechanized infantry and/or armor units attack from a clear terrain hex into another clear terrain hex, those units' attack factors are doubled for that attack. Note that the presence of a town in the clear terrain hex being attacked doesn't work to negate this bonus, neither does the presence of a river hex side (but, then, neither does this effect negate the river; so the total effect of both taken together would be nil). Note, too, that for a hex to be considered clear terrain, that must be the only kind of natural terrain within it.
10.16 River Hex Sides
All other units attacking across river hex sides have their attack factors halved (round down all remainders) for doing so. That’s true even if there’s a bridge spanning the river hex side across which an attack is coming. Exception: see Iranian Marines (11.16).
10.17 Headquarters (HQ)
Headquarters units have heavy artillery and specialist troop assets they can commit to assist other non-HQ units in attacks and defenses. HQ units never attack alone, and there may never be more than one HQ unit from each side involved in any one attack or defense. HQs are not “ranged” units, they attack and defend normally from hex to adjacent hex.
To determine an HQ unit’s contribution to an attack, the owning player rolls a die and adds to that result the number following the plus sign (+) printed on the counter. For example, the Iraqi 1st Corps HQ unit has a “+4” printed as its combat-support factor. If that player rolled a “3” for it, the unit’s total combat strength contribution to that battle would be 7. Make a new die roll each time an HQ goes into battle.
However, no HQ unit may contribute more combat factors to an attack than the amount of non-HQ combat factors involved for its side in that same fight. Note also that if an HQ unit is attacked while alone in a hex, no die roll is made. In such a case its defense factor would simply be the “1” printed on the counter (though do take terrain and other potential modifiers into considerations.) Likewise, when part of a defending stack of units, an HQ only contributes its printed defense factor of “1” to that defense; there is never any way by which a defending HQ, alone or stacked, has a defense factor higher than one.
10.18 Iraqi Aircraft Units
Iraqi combat-support aircraft become available as reinforcements starting in 1981. Their range is infinite, and they have no step or stacking values of their own. Each aircraft unit may be used to support one battle, offensively or defensively, per game turn. They may themselves never be attacked, nor may they be given up to satisfy combat result step losses. When not in use, store the aircraft units within easy reach off to the side of the map; they are not based on the map.
Any number of available aircraft units may be assigned by the Iraqi player to support his defenses and attacks, with the decision made on a battle by battle basis at the time the combat is declared. Once a combat has been declared, no further aircraft may be committed. They apply to each round of combat.
To determine each aircraft unit’s contribution to a battle, roll a die for it. That result is that unit’s combat strength contribution to that battle round. However, no matter how many aircraft units have been assigned to a battle, there may never be more aircraft combat factors contributed to an attack or defense than there are ground combat factors involved there by that same side. Any excess of aircraft support strength is simply used up to no effect. Since there may be more than one round to each battle (see 10.23), keep any excess planes handy until the affair is completely resolved; they may come back into use in a later round. Make a new die roll for involved aircraft at the start of each round of combat.
10.19 Chemical Warfare
Once random event 46 is triggered, the Iranian player may make chemical attacks; the same is true for the Iraqi player once random event 51 or 52 is triggered. After that any attack may be delivered as a chemical attack, decided and announced on a case by case basis by the player launching it. (There is nothing like a “chemical defense.”) Each chemical attack declared has the political result of immediately awarding the defending player a one point VP shift in his favor. To resolve the battlefield effect, the attacking player rolls a die and consults the table below. Whenever the Iranian player makes a chemical attack he must subtract one from his die roll before checking the result. Note, too, the attacker may be penalized with a leftward shift if the effort goes wrong.
| Die Roll | Result |
|---|---|
| 0-1 | 1L |
| 2-4 | 1R |
| 5-6 | 2R |
10.20 Iranian Human Wave Assaults
Starting in 1981 the Iranian player may declare he’s using human wave tactics in any attack containing four or more steps of Revolutionary Guard infantry units. (There are no human wave defenses.) To resolve the effect of using the tactic, for each such battle he rolls a die and consults the table below. During 1981 and 1982 add one to the die roll before consulting the chart. During 1986-88 subtract one from the die roll result before consulting the chart. (Also see random event 21.)
| Die Roll | Result |
|---|---|
| 0-2 | No Effect/Lose 2 Steps |
| 3-4 | 1R/Lose 1 Step |
| 5 | 2R/Lose 2 Steps |
| 6-7 | 3R/Lose 2 Steps |
In the results column the results of “1R,” “2R” or “3R” refer to the number of rightward column odds shifts achieved by the Iranian attackers. The lose “1 Step,” “2 Steps” or “3 Steps” indicates the number of Iranian Revolutionary Guard infantry steps that must immediately be eliminated for having participated in the human wave attacks. Those step eliminations are made after the original attack odds have been calculated for the battle and die roll, but before the step reductions are suffered for the final combat resolution of the battle.
10.21 Enveloping Attacks
When a defender hex is attacked by units from hexes directly opposite each other, or by units in three hexes with one hex between each and the next, or by units from more than three hexes, the attacker has achieved an enveloping attack. The presence of other defender-side units in the hexes next to the defender hex being enveloped in no way serves to negate this shift. In the diagram, the defending unit is undergoing an enveloping attack.
To determine the rightward odds shift bonus the attacker obtains for having achieved concentricity, he rolls a die for each such attack and consults the table below.
| Die Roll | Rightward Odds Shift |
|---|---|
| 1 | No Shift |
| 2-5 | 2R |
| 6 | 3R |
10.22 Cumulative Modifiers & Odds Shifters
In every battle all applicable modifiers and odds shifters are cumulative in their effects. Always apply all applicable odds shifters and combat modifiers before looking at the odds chart. Once all have been applied, if that final odds ratio is greater than 3:1 or less than 1:2, rule 10.7 comes into effect.
Whenever the current game situation allows for the possibility of one or more combat odds shifters or strength modifiers (such as chemical warfare, human wave attacks, etc.) to be applied in a given battle, the procedure is as follows: first the attacker declares which modifiers he will apply; then the defender declares the modifiers he will apply; then they are all applied together to come up with one final odds shifting or strength modifying effect.
10.23 Multiple Battle Rounds & Retreats
Whenever a battle is resolved and the final result leaves one or more surviving units on both sides, the attacker may declare he will initiate another round of battle. If the defender doesn’t want to stay and fight again he can declare he’s retreating his involved forces. Note that no defenders can escape combat entirely by retreating prior to the first round of battle; the retreat option is available only after the first round.
When a retreat is declared, the retreating player should simply pick up his involved units, being careful to preserve their step strength orientations, and temporarily remove them to the side of the map. (Don’t put them in the dead pile.) Such units are reentered as reinforcements during the appropriate phase of the retreating player’s next player turn. No RPs are expended to that. The supply state of retreated units at the time of their retreat is also irrelevant. Units may retreat even if surrounded or otherwise cut off. These are not really HQ-directed retreats of the kind found in most wargames. They are more like late WWII east front style German break outs. Note that “retreated” units are not actually moved a hex on the map, but simply placed off to the side of the map.
If the defender chooses to stand and fight again, recalculate the battle odds and resolve combat again. All the units of both sides that were involved and survived the earlier round of battle, including aircraft units, must be involved in subsequent rounds.
In each separate battle there may be any number of rounds per combat phase, going on until the defender retreats or is annihilated or the attacker calls a halt. Note, though, once a battle is finished the attacker may not go back to restart the action there after he’s once gone on to resolve some other battle. Resolve each battle completely, no matter how many rounds that takes, before going on to begin the resolution of the next battle.
The retreat-after-combat option is never available to defenders in Baghdad (1521) or Tehran (3812). (See rules 4.2 and 4.3.) Units in these cities must fight in place.
10.24 Advance After Combat
Whenever the defender’s hex is entirely cleared of all units by that fight’s CRT result or defender retreat, victorious attacking units may advance after combat into that hex. Stacking limits must be observed. Such advances are not considered part of operational or strategic movement. They don’t cost any MPs, but advancing units must still observe normal terrain movement prohibitions. Victorious attackers may advance across river hex sides.
Other than units fighting their way ashore in an amphibious beach landing (see 11.16), advancing is an option, but the decision to advance or stay must be made immediately after the battle is resolved and before any other battle is begun. You may advance with some, none or all qualified units. Also note there is never any defender advance after combat; victorious defenders simply hold their ground.
10.25 Marshes
Mechanized infantry and armor units are halved when attacking into marsh hexes. Also, shift the odds one column to the left when defenders are in a marsh hex.
11.0 Operational Movement
11.1 In General
Most ground units have a movement factor greater than zero printed in their bottom-right corner. That movement factor is the number of “Movement Points” (also referred to as “MP” and “MF”) available to the unit to use in moving across the map during its side’s operational movement phase. This kind of movement-factor-dependent movement is called “operational movement.”
The Baghdad Garrison unit never moves.
11.2 Operational Movement Strictures
Operational movement only takes place in phase D. MFs may not be accumulated from turn to turn or phase to phase, nor may they be given or lent from one unit to another. A player may move all, some or none of his units in each of his operational movement phases throughout the game, within the limits given in this section, at his own discretion. Units may start operational movement adjacent to enemy units and also move adjacent to enemy units without stopping.
Units that move operationally are not required to expend all their MF before stopping. The operational movement of each individual unit or stack must be completed before that another is begun. A player may change the position of an already moved unit or stack only if his opponent agrees to allow it.
Units move operationally from hex to adjacent hex — no “skipping” of hexes is allowed — paying varied movement costs to do so depending on the terrain in the hex being entered and along its hex sides. The operational movement of a player’s units takes place only during his own player turn. No enemy operational movement takes place during his player turn.
11.3 Minimum Operational Movement Capability
Every unit in the game is guaranteed the ability to move one hex during each of its side’s operational movement phases throughout the game by expending all of its MF to do so, no matter the terrain costs otherwise involved. Exception: the immobile Baghdad Garrison unit, cases that would involve movement across all-lake, all-sea or all-reservoir hex sides.
11.4 Operational Stack Movement
To operationally move together as a stack, units must begin their side’s operational movement phase already stacked together. But units are not required to operationally move as a stack simply because they started that phase in the same hex. In such situations those units might be moved together, individually, or in smaller sub-stacks.
11.5 Splitting Stacks
Moving stacks you may halt temporarily to allow a unit or sub-stack to split off and move away on a separate course. The units left behind in the original (or “parent”) stack may then resume their own movement, even splitting off more sub-stacks and lone units if desired. But once movement of an entirely different parent stack begins, the movement of earlier stacks may not resume without the opponent’s permission.
11.6 Stack MF
If units with different movement factors are moving operationally together in a stack, the stack must use the movement factor of the slowest unit within it. Of course, as the slower units exhaust their MPs you may leave them behind and continue with the faster units.
11.7 Enemy Units
A player’s units may not enter hexes occupied by enemy units.
11.8 Terrain
There are two general classes of terrain on the map: natural and manmade. Each class is further divided into several different types (see below). There is never more than one type of natural terrain in any one hex, but more than one type of manmade terrain may exist in one hex along with the natural terrain.
11.9 Natural Terrain
There are five types of natural terrain: clear, hills, mountains, marsh, rivers and other water barriers. The effects these have on the operational movement of ground units are described below and are also summarized on the Terrain Effects Chart printed on the map sheet for quick reference.
11.10 Clear
Clear terrain is the “base” terrain of the game, and is just that — clear. That is, hexes with only clear natural terrain in them represent areas devoid of any natural features that would enhance defense or slow movement. Each clear hex costs all units one MF to enter. All cities are considered to exist in clear terrain hexes for movement (and also see 11.19 and 11.20).
For a hex to be considered clear terrain, that must be the only kind of natural terrain pictured within it. Hexes containing natural terrain types other than clear, or in addition to some clear, are identified by the predominant terrain type within them.
11.11 Hills
All units other than mountain infantry pay two MFs to enter each hill hex. Mountain infantry units pay only one MF per hill hex.
11.12 Mountains
All units other than mountain infantry pay three MFs to enter each mountain hex. Mountain infantry units pay only one MF per mountain hex.
11.13 Marsh
All units pay two MFs to enter each marsh hex.
11.14 River Hex Sides & Bridges
Unlike the other terrain described above, rivers run between hexes, along hex sides, rather than inside. Units crossing unbridged river hex sides must pay one MF extra to do so. “Extra” means in addition to the cost paid to enter the hex being moved into from across the river.
Bridges occur wherever roads cross rivers. Units crossing rivers via bridged hex sides don’t pay any extra MF for the river crossing. There is no bridge demolition in this game. For play purposes, due to the length of time represented by the game turns, they are considered indestructible.
11.15 All-Water Hexes
No ground units may move across all-water hexes, including lakes, reservoirs and seas. Likewise, no ground unit may move across an all-water hex side that is formed by a lake, sea or reservoir. Exception: see 11.16.
11.16 The Iranian Revolutionary Guard Marines
The Iranian regular army 23rd Marine Brigade, as well as the three Iranian Revolutionary Guard Marines triggered into play by random events 55, 56 and 61, never pay any additional river crossing costs. One brigade per turn from among those units may be used to make an amphibious landing anywhere along the Gulf coast from hex 2633 to 3435, inclusive. Note that you will not be able to launch an amphibious assault against Kuwait.
To make an invasion, the chosen brigade must start the Iranian combat phase in Bandace Deylam (hex 3435). Move the unit from there to the desired hex. If the hex to be attacked is empty of Iraqi units, simply move the brigade ashore. The unit may attack, alone or in cooperation with other Iranian units, any adjacent Iraqis that same phase, but under no circumstances may it move any farther than the landing hex that turn.
If the coastal hex to be attacked is Iraqi occupied, temporarily leave the invading brigade in the all-sea hex just off shore from it. If attacking alone in that way, the brigade suffers a one-column leftward shift in its odds calculations. If attacking in cooperation with other Iranian units, the penalty is cancelled. In the latter situation an amphibious landing can be used to achieve an enveloping attack.
If an amphibiously invading Iranian brigade participates in a battle and the target coast hex isn’t cleared of Iraqi defenders, it is placed immediately in the dead pile and its elimination doesn’t go toward satisfying any other CRT required step losses for that battle.
The Iraqi naval infantry division doesn’t share in the special abilities described here for the Iranians.
11.17 Out-of-Play Islands
The Kuwaiti islands in hexes 2634 and 2635 are out-of-play for all game purposes; they may not be entered by any units of either side.
11.18 Manmade Terrain
Manmade terrain exists in three types: roads, towns and cities.
11.19 Operational Road Movement
Roads can be used to enhance operational movement and negate normal terrain effects on operational movement. That is, roads allow units, during their side’s operational movement phase each game turn, to move along their paths, from road hex to contiguous road hex via the exact course of the road, at a cost of only one-half (0.5) MF per hex, no matter what other terrain types are in the hexes. Also see rule 11.14 above.
Units may combine road and off-road operational movement during the same operational movement phase, in any combination, as long as they keep their total MF expenditure within the limits of their movement factor. Units that use strategic movement (see section 9.0) are not thereby prohibited from using operational road movement and non-road movement that same player turn. Note, too, that just as with strategic movement, when using operational road movement, units are restricted to using the road movement rate only when using road hexes that were already friendly at the start of their operational movement phase.
11.20 Cities & Towns
Units entering cities when not using road movement do so at a cost of one MF per city hex. Roads shown entering and exiting city hexes are considered to run into and through those hexes; so, within the strictures given above and in section 9.0, operational road movement and strategic movement is allowed into and through city hexes.
Towns generate no movement costs of their own. That is, when entering town hexes in any way, simply ignore them when calculating your movement costs. Determine the MP costs for entering a town hex by looking at the other terrain in that hex.
11.21 Kurdish Movement Restrictions
The Kurdish units of both sides may move and attack only into the Kurdish Active Area delineated on the map as the gray tinted hexes; (see the Terrain Key printed on the map sheet). Note, though, that within that area the Kurdish units of both sides are not restricted in any way by the Iran-Iraq boarder. Note also the non-Kurdish units of both sides are in no way restricted by the Kurdish Active Area boundary.
11.22 Airborne Movement
While there are several units with the airborne symbol in the game, no airborne movement is allowed. This is because there were no brigade/divisional airborne drops during the war.
12.0 Supply
12.1 In General
Units of both sides require supply in order to make strategic moves and to be able to survive in the field from game turn to game turn. There are no counters representing the materiel actually consumed by the combat units; instead, that process is represented abstractly, through “supply line tracing.” There are two supply states in this game. Units are either supplied (also called being “in supply”) or are out of supply (also called “OOS”).
12.2 When to Check Supply
Each player should check the supply status of every unit he wants to move strategically (see section 9.0) at the start of its strategic move. Units OOS at that instant may not make a strategic move that player turn.
Each player should check the supply status of each town hex he desires to use for the entry of reinforcement or replacements at the start of each of his player turns’ “A” phases. Town hexes must be “in supply” at the start of an “A” phase in order to serve as an entry point for reinforcements and/or replacements that turn. Similarly, reduced units in the field that are to receive replacements must also be in supply at the start of their side’s “A” phase.
Each player should check the supply status of all of his side’s units during every “E” phase of his own player turns. Any units found to be OOS at the time are eliminated and placed off-map in the dead pile. Units eliminated for being OOS are eligible for rebuilding with replacements.
12.3 Willful OOS
Both players may deliberately move their units into hexes where they will, or likely will, become OOS.
12.4 Tracing Supply Lines
Each unit’s supply line has two portions: a non-road portion and road portion. The non-road portion extends cross-country from the unit’s location hex a maximum of six movement points to a road hex. From there the supply line is traced only along the course of the road, never again leaving the contiguous road path, over distances of any length, to a friendly supply source.
Units located in road hexes are not required to make use of a non-road supply line portion; they may simply trace directly back along the road to their supply source. Similarly, units within six movement points of a friendly supply source need not make use of a road supply line portion; they may simply trace directly to their supply source hex.
Some terrain has two movement point costs shown for on the Terrain Effects Chart. In those cases, when tracing supply, always use the higher cost listed for each such terrain.
12.5 Tracing Limitations
When counting the six movement point non-road portion of a supply line, count from the unit to the road. Don’t count the hex the unit is in. Do count the hex road hex. Always keep in mind that once a supply line has jumped on to its road portion, it may not leave it again to create a second non-road portion.
No portion of any supply line may ever be traced into or through hexes containing enemy ground units. Supply lines may not be traced across all-water hexes, though they may be traced across both bridged and unbridged river hex sides. Further, no portion of a supply line may be traced through a city hex in the enemy country unless one or more of your ground units garrisons the city at the instant of tracing.
Supply may be traced adjacent to enemy units at no penalty.
12.6 Supply Sources
The supply sources for both sides are the friendly controlled city hexes within their home countries. A city hex loses its supply capability when enemy controlled. That supply capacity is renewed, though, as soon as the original player regains control of the hex and passes a die roll check. One such die roll check is allowed at the start of every game turn after recapture (one roll for each such recaptured place) until such time as the check is passed and supply capacity is returned to the city hex in question. A roll of 1 or 2 means the place is again a supply source; any other result means the city still hasn’t regained its supply capability.
The Iraqi player may never use Iranian cities as supply sources, nor may the Iranian player use Iraqi cities as such.
12.7 Automatic Supply
All Kurdish units of both sides, along with the Iranian 29th Special Force Brigade and all Iraqi aircraft units, are always in supply and need never trace supply lines. And, of course, units located directly in a functioning, friendly supply source hex are automatically in supply while they remain there.
12.8 Supply Line & Supply Source Capacity
There are no per-turn or per-phase limits on the number of units that may trace supply along any given supply path or to any given supply source.
13.0 Advanced Rules
13.1 Additional Units
Add the following units to your play of IA.
- 1 x icon of Ayatollah Khomeini.
- 1 x icon of Saddam Hussein.
- Front: 3 x Iranian SCUD missiles
- Back: 3 x Iranian SCUD missiles (Chemical warhead)
- Front: 6 x Iraqi SCUD missiles
- Back: 6 x Iraqi SCUD missiles (Chemical warhead)
13.2 War of the Cities
The “War of the Cities” refers to the missile and aircraft attacks both Iraq and Iran launched against each other’s cities and other strategic targets. While the War of the Cities didn’t accomplish much militarily, it did sometimes have considerable economic and political effect. In the game each player receives missile markers representing surface-to-surface missiles (SSMs such as the famous SS-1 SCUD) as well as onetime “strategic” air raids. SSM markers are simply that, markers held off the map as memory aids until used (and reused).
13.3 SSM Reinforcements
Players receive SSM markers as reinforcements at the start of each calendar year after 1983. A player may take and use a maximum of three SSM markers per turn from those available as calendar year reinforcements for that year. For example, the Iraqi player receives six SSM at the start of 1987; he could use three on turn 20, two on turn 21 and one on turn 22. They don’t count against the total of other units received as reinforcements during a turn (see 8.3). The “Retaliation” result on the SSM Attack Table may also give a player immediate additional SSMs. These may be used within the normal three SSM per turn limit.
Unused SSM markers may be accumulated from turn to turn; however, there may never be more SSM markers in play than are in the counter mix. If SSM reinforcements are called for and you have all SSMs are already in play, those extras are not received. SSMs may never be received by expending non-SSM replacements. The SSM Reinforcement Schedule below gives the number of SSMs players receive at the start of each calendar year after 1983.
SSM Reinforcement Schedule
| Years | Iraq | Iran |
|---|---|---|
| 1980-1883 | 0 | 0 |
| 1984-I | 3 | 2 |
| 1985-I | 4 | 3 |
| 1986-I | 6 | 3 |
| 1987-I | 6 | 2 |
| 1988-I | 6 | 2 |
13.4 SSM Attacks
Each player conducts his SSM attacks at the start of his Combat Phase, before any regular combat. Each SSM attack may involve from one to three SSMs per turn. Consult the SSM Attack Table. Roll one die. Cross index the number rolled with the number of SSMs used in order to determine the result. The result is immediately applied. If more than one SSM is fired in a turn, then they must be combined into one single attack. Exception, see rule (13.6) SSM Chemical Attack. Note that no particular city hex need be specifically attacked; the SSMs are simply assumed to be fired at urban centers more or less randomly.
13.5 Post-Attack
As each side’s SSM attack is completed, the SSMs involved are expended and removed from the map. An expended SSM marker may be reused as a reinforcement.
13.6 SSM Chemical Attack
Within the overall three-SSM per turn limit given in 13.4, a player may declare any SSM attack to be a chemical attack if he has developed Chemical Weapons capabilities (see Random Events 46 and 51-52). An SSM chemical attack is resolved normally, with the following changes:
No more than one SSM marker may be used per chemical attack by an eligible player per turn, which would then still also potentially allow for a separate one- or two-strength non-chemical SSM attack by that same player that same turn. Place the selected SSM marker with its “Chemical Attack” side showing. Each such attack is automatically resolved on the “Chemical” column.
13.7 Other SSM Strictures
Aside from attacks in the War of the Cities, SSMs have no other effect on game play. SSMs may be used offensively only as described above; there is no effective defense against them.
13.8 SSM ATTACK TABLE
(The SSM Attack Table is a printed chart not included in the source file; the text says "See chart below.")
13.9 SSM Result Explanations
Collapse: 1) Shift the Victory Index two in the attacking player’s favor; and 2) implement the effects of Economic Hit.
- Demoralized: Shift the Victory Index one in the attacking player’s favor.
- Economic Hit: The attacked player rolls one die and divides the result by two, rounding up any remainder. The final result is the number of replacement points he must immediately deduct from his current RP total (but that RP total is never adjusted to less than zero).
- Retaliation [#]: 1) Shift the Victory Index one in the attacked player’s favor; and 2) roll one die. If the result is within the range of the number in the brackets, then the targeted player receives one SSM marker this turn (which he may potentially use immediately); if it’s greater than the number, no additional SSM is received.
- UN Sanctions: 1) Shift the Victory Index one space in favor of the attacked player; and 2) the player who made this attack rolls one die. He must deduct that number of replacement points from his current RP total. If the total is reduced to less than zero, it remains at zero, but the targeted player receives the difference in RPs owing to additional military assistance from overseas; and 3) also implement the effects of UN SSM Truce.
- UN SSM Truce: Neither player may make any more SSM attacks for the next three game turns after this phase, but SSM attacks may go on normally this turn. SSM attacks may be conducted normally after the truce is ended. For example, a UN SSM Truce put into effect during Game Turn 14 (1985-I) would last through Game Turn 15, 16 and 17, inclusive. Note also that a UN SSM Truce is not the same as a general truce, which may end the game (see random event 11).
13.10 National Leadership
Each player has a marker representing his national leadership. The Iraqis have Saddam Hussein, and the Iranians have the Ayatollah Khomeini. Once per calendar year a player may cause any die roll just made to be re-rolled (his or his opponent’s) by playing his National Leader marker. This is done after the die is rolled but before the results of it are implemented.
Both players may play their National Leaders in the same die roll. The die is then re-rolled twice in the order of who declared first.
National leader markers are held off map until used. They have no other effects on play than those described above. National Leadership counters may not be used to change any kind of random events die rolls.
This rule represents extraordinary efforts of will and determination inspired by the personal attention of leaders to specific actions.
Counter Errata
The Arabic phrase “Allahu Al Akbar” (“God, He is the Greatest”) appears on the Iraqi flag control markers. In actuality, it wasn’t added to that flag until 1991. Players bothered by that erroneous detail should remove the offending phrase using a small touch of “White Out” on each Iraqi flag icon.
Also note the Saddam Hussein National Leader counter was incorrectly printed with a chemical attack SSM icon on its reverse side, while one of the Iraqi SSM markers is missing its chemical attack icon on its reverse. In general, that won’t have any effect on play, since not that many chemical attacks are made each turn. Players may, however, choose to use an “Exacto” knife to remove and switch the two misprinted counter backs.
The Iranian units labeled “55-56” in their upper-left corners should actually be labeled “55-56-61.”
Map Errata
Hex 2529 is labeled “Majnoon Island.” That second word should be plural: “Islands.”
14.0 Optional Rules
14.1 Victory Conditions
Even the developer has admitted that instant victory in the game is somewhat luck dependent, often turning on rolls on the Random Events and SSM charts.
To avoid this, henceforth the VP index can't go off either end and cause an instant victory except after one of these two events: 1) capture of a city hex; or 2) control of the Shatt al Arab being gained or lost. Any other VP change that would cause the VP marker to go off one or the other side of the VP Track would have no effect, simply leaving the VP index at five. That way an "instant victor" has to accomplish something substantial and tangible on the ground in order to secure his dominance of the Gulf.
Developer Comment. What I thought I was "admitting" to was that, yes, given an extreme run of luck on the die favoring one player, it is possible to win through luck. This never proved a problem in our playtesting. If, however, you find it to be one in your play of I.A., the rule above should certainly work to diminish luck's effect.
14.2 Defensive Chemical Use & Game Turn Limits
The defending player may declare he will make use of defensive chemical warfare in a battle if his defending unit or stack is stacked with or directly adjacent to a friendly HQ that's in supply at that instant. Roll one die to determine the effect of the chemical warfare use on the battle:
| Die Roll | Result |
|---|---|
| 0-1 | No Effect |
| 2-4 | 1L |
| 5-6 | 2L |
Deduct one from the die roll if the Iranians are using chemical warfare defensively. Defensive use of chemical weapons penalizes the user the normal one VP. Within the other strictures governing the use of chemical warfare, both players may declare its use in the same battle. Resolve each player's use with a separate die roll.
A supplied Iraqi stack that contains the Hammurabi, Medina and/or Tawikalna Divisions of the Iraqi Republican Guard may use defensive chemical warfare even if not adjacent to an Iraqi HQ.
The Iranians may only use chemical warfare (defensively or offensively) once per game-turn; the Iraqis may only use chemical warfare (defensively and/or offensively) no more than twice per game turn. Chemical SSM strikes do not count against those limits. The Players should make up two Iraqi and one Iranian chem. warfare markers to keep track of these per game-turn limits.
Developer Comment. In my reading (and that of the designer), when considered at these time, space and unit scales, it seemed the only effective use of chemical warfare occurred offensively. That could be taken as a matter of interpretation, however; so, if you're a big CW enthusiast, I certainly don't see any harm in going this route.
14.3 Odds Limits & Super High Odds Attacks (Changes 10.7)
If the final combat odds for a given battle are 1:3 or lower the battle receives an automatic 3/0 result (not 4/0). If the final combat odds are over 3:1, use the 3:1 column but add one to the die roll for each odds ratio over 3:1. For example, if the final odds are determined to be 4:1, add one to the die roll result; if the final odds are determined to be 5:1, add two, etc. Odds of 8:1 or over yield an automatic 0/3 result. Die rolls higher than six are considered to be sixes.
Developer Comment. Sure.
14.4 Iranian Air Force Marker
An Iranian Air Force Marker becomes available to that player at the start of 1981. It can be used once per turn to attempt to intercept and cancel the use of one Iraqi air support marker when one or more is used defensively or offensively to support a battle. Immediately after the Iraqi player announces the commitment of one or more Iraqi air units to a given battle, the Iranian player may announce an interception attempt. Roll a die, until the start of 1984 a result of five or six means one Iraqi air unit is aborted, does not effect its intended battle, and may not be flown for the remainder of the player turn. After the start of 1984, only a six result generates that result.
The intercept attempt die roll takes place before the strength of the Iraqi supporting air unit is determined. Additional Iraqi air units may not be committed to that battle after the interception.
Developer Comment. Sounds good to me. (You'll have to make up your own Iranian aircraft marker.)
14.5 Iranian Attack Helicopters
An Iranian attack helicopter marker becomes available to that player at the start of 1981. It can be used once per calendar year to add combat strength to attacking, counterattacking (see 14.8 below) or defending Iranian units. It may only be used in one combat round per battle.
Roll a die to determine the effect of the attack helicopter unit. On a roll of one or six its mission is aborted, meaning the unit has zero effect on the battle. A roll of two through five adds that number of strength points to the Iranian side in the battle; however, the amount of strength points added may not exceed that of the Iranian ground units involved in the battle. After 1984 a roll of a five also results in mission aborted, with only rolls of two through four adding strength points.
Developer Comment. Sounds good to me. (You'll have to make up your own Iranian attack helicopter marker.)
14.6 Iraqi Entrenchments
Make up 12 Iraqi entrenchment markers with a zigzag trench icon on one side and a pick and shovel icon on their back sides. A supplied two- or three-step Iraqi division located in a non-mountain hex in or adjacent to Iraq may entrench that hex. To do so, the Iraqi player should place an entrenchment mark with its pick and shovel side showing upward at the start of his player turn's combat phase. The entrenching unit must remain in place without attacking or being attacked (see counterattack rule below, 14.8) throughout that phase as well as the following Iraqi operational movement phase in order for the entrenching to be completed. At the end of the operational movement phase, if the unit is still in the hex and hasn't been attacked, flip the marker over so the trench icon shows upward
That hex is now considered entrenched for Iraqi defensive combat purposes, and the marker remains in the hex atop any Iraqi unit or stack there as a reminder of that status. No more than one entrenchment marker may occupy a hex at one time. Entrenchment markers don't count against the stacking limit.
Iraqi units in clear non-town hexes receive one extra column shift to the left when defending in an entrenchment. Additionally, in all terrain types, including clear, the Iraqi player must remove the entrenchment marker to satisfy (and thereby cancel) one step loss if a step loss of two or more was inflicted on defending Iraqi units in that hex via the combat results table. Iraqi entrenchments never assist Iraqi offensive combat, nor may they be captured and by the Iranians.
Entrenchments can be removed several different ways in addition to the combat result removal described above. Removed entrenchment markers may always be reused in the next Iraqi player turn. An entrenched marker may be voluntarily removed at any time by the Iraqi Player . At the end of any Iraqi operational movement phase, if no Iraqi unit occupies an entrenched hex, the entrenchment must be immediately removed. If Iraqi units retreat from an entrenched hex, the entrenchment is immediately removed.
Developer Comment. When we assigned the defense factors to the various units in the game's OB — given that we're dealing with four month game turns here — we figured there was some entrenching going on "automatically" in whatever hex they were located in when they stopped moving. So those combat factors were meant to represent defense strengths already taking into account that "auto-entrenching" characteristic. Beyond that, we realized the Iraqis did considerable entrenching around Basra, for example. But then you have to take into account each hex on the map is 20 kilometers across; so, again, we figured such entrenchments were automatically built in to the normal city in-hex defensive benefits. If that doesn't seem like enough to you, though, then by all means, use this rule. (You'll have to make up your own Iraqi entrenchment markers.)
14.7 Armor Superiority & Combat
One of the main advantages Iraq had over Iran throughout the war was its vast superiority in numbers of armored vehicles, particularly tanks. Iran often compensated for its inferiority in armor by conducting operations in difficult terrain.
The following two groups of units are considered to have armor superiority: 1) all units on both sides with the armor/tank unit symbol; and 2) all Iraqi motorized infantry and mechanized infantry units. No other units effect the determination of armored superiority in a given battle.
If just one side has armor superiority unit(s) in a given battle where the defenders are located in clear or hill terrain, the side with armor superiority unit(s) gains an advantage in that battle. The presence of a town in a clear or hill battle hex doesn't effect armor superiority. If the side with armor superiority is the attacker, one is added to the battle resolution die roll. If the side with armor superiority is the defender, one is subtracted from the battle resolution die roll. The die roll can't be reduced to less than one or increased to more than six.
Armor superiority is never considered when defenders are located in marsh, mountain or city hexes. Note: Iran only has four units with armor superiority, and only one of those Iranian armor superiority units may be replaced from the dead pile per game turn.
Developer Comment. Sounds good to me.
14.8 Special Reserve Movement & Counterattacks
After any attack that does not clear the defending hex of defenders by elimination or voluntary defender retreat, the non-phasing defending player may temporarily interrupt the phasing player's combat phase to conduct special reserve movement (and possible counterattack) by using a friendly HQ. To be used for this purpose, an HQ must be in supply and located in or adjacent to the just attacked hex. The non-phasing player rolls a die to determine how many of his supplied units currently located within two hexes of the HQ — and not adjacent to any enemy units — may conduct special reserve movement. On a roll of one or two, one unit may be moved; on a three or four, two units may move, five or six allows up to three units to move.
Units conducting special reserve movement use normal operational movement with up to half of their movement allowance (rounded up). All special reserve movement has to end in or adjacent to the just attacked defending hex. The HQ used to generate the special reserve movement die roll may itself be moved as one of the moving reserve units.
After a special reserve move is carried out, the defender may announce a "counterattack" from the just attacked hex (only). The counterattack may be conducted against any one adjacent enemy hex, and the participating counterattacking units may only be located in the just attacked hex. Conduct the counterattack as a normal battle, except the non-phasing player is temporarily the attacker and the phasing player the defender.
After a special reserve move and subsequent counterattack, any surviving original attackers may continue their attack rounds on the originally attacked hex that triggered the non-phasing player's interruption. Further attack rounds may be conducted after the interruption under normal combat phase restrictions.
No more than one non-phasing HQ may be activated per combat phase to interrupt the phasing player's combat phase in this way. No more than one special reserve move and/or counterattack may be conducted by the non-phasing player per enemy combat phase.
Developer Comment. Sounds good to me.
14.9 Breaking War of the Cities SSM Ceasefires
After a full game turn of SSM ceasefire, either player may break that ceasefire by firing SSMs during either of the two remaining game turns of the ceasefire. The player who breaks the SSM ceasefire thereby gives one VP to his opponent. After the ceasefire is broken, both sides may freely hurl SSMs at each other according to the normal rules until another SSM ceasefire is imposed via the normal die roll for the SSM strikes.
Developer Comment. Sounds good to me.
14.10 Iraqi Strategic Movement Improvement
Starting in 1984 the Iraqis may use strategic movement to move up to nine units per game turn. This represents the continual improvement in Iraqi roads and transport assets that took place during the war.
Developer Comment. Sounds good to me.
14.11 Limits to Iraqi Air Support
No more than three Iraqi aircraft markers may be committed to a single battle. Iraqi aircraft markers committed to the defense of a hex may also be used in any counterattack from the hex by the Iraqi player, and in any subsequent defensive continual battle round attack on the hex by the Iranian player. Iraqi aircraft markers committed to an attack on an Iranian hex may not be used in any subsequent defense of a counterattack from that hex; however, they could be used in any subsequent battle round attack on the original target hex by the Iraqi Player. Only one Iraqi aircraft marker may be committed to defend against an Iranian counterattack, and such aircraft may not be retained for use in any future Iraqi attack rounds.
Developer Comment. Given that each game turn equals four months, the idea of in any way limiting the participation of otherwise available aircraft units seemed wrong to me during development and still does now.
14.12 The Tanker War
Starting late in 1983 and continuing almost to the end of the war, both Iran and Iraq waged a commerce war against merchant traffic in the Gulf. The Iraqi campaign involved the declaration of a "war zone" along the Iranian coast and included numerous bombing raids against the Kharg Island oil terminal to prevent its use by both Iranian and other tankers. The Iranian campaign was more scattershot, and was mostly directed at intimidating shippers doing business with the Arab Gulf States, which were supporting Iraq's war effort with loans and other aid.
The Iraqi attacks were usually conducted by aircraft firing missiles at merchantmen in the Gulf, or dropping bombs on Iranian oil facilities and terminals. Iranian strikes often took the form of semi-random machinegun and RPG attacks by Revolutionary Guard small boat forces on passing tankers, or the mining of heavily traveled ship channels in the Gulf.
Eventually the tit for tat mini-war of commerce intimidation in the Gulf drew in the USA and other powers, whose naval forces were deployed to monitor and protect commerce along the Arabian side of the Gulf. Several incidents provided pretext for the US to directly strike Iranian oil facilities and military forces. One such incident, in July 1988, gave rise to the combat environment that helped cause the mistaken shoot down of an Iranian commercial passenger aircraft (Iran Air Flight 655) by a USN Aegis cruiser.
Both sides may launch "Tanker War" attacks starting in 1984. The attacks are handled abstractly by rolling on the tables below. Each side may launch one Tanker War attack (and make one roll on the table below) per friendly combat phase.
In order for Iraq to launch a Tanker War attack, that player must use one Iraqi air marker. This mission is carried out in lieu of that air marker participating in a ground battle during that game turn.
In order for Iran to launch a Tanker War attack, that player must commit one naval infantry/marine unit located at Bandace Deylam (3435), which hasn't moved or attacked so far during that Iranian player turn. The committed unit may not otherwise move or attack in any phase of the same player turn it conducts a Tanker War attack.
To conduct a Tanker War Attack, the attacking player rolls two dice and adds them together and consults the table below. Implement any results immediately. Iraqi Tanker War attacks can't be intercepted by the Iranian air force marker. Starting in 1986 both sides may add 1 to the die roll on their initial roll if they choose to; the player has to call it before rolling. The national leader re-roll rules can never be used for any Tanker War throws.
| Die Roll | Iraqi Attacks | Iranian Attacks |
|---|---|---|
| 2 | WA | WR |
| 3 | WA | WR |
| 4 | TBO | NE |
| 5 | NE | NE |
| 6 | -1RP | -1RP |
| 7 | WNT | WNT |
| 8 | -2RP | -1RP |
| 9 | HHK | TBO |
| 10 | LRR |
Explanations
WNT = Wrong Neutral Targeted. No Tanker War attack is allowed next player turn by this attacking player.
-1RP/–2RP = That number of replacement points is subtracted from the normal RP allotment of the opposing player in his next player turn.
+1 VP/-1 RP = The VP track moves one point in favor of Iraq, and also subtract RP from Iran's normal RP allotment during each of that player's next two player turns.
WA = Wasted Airpower. The Iraqi aircraft marker that conducted the attack is placed on the turn record track to reenter play as a reinforcement two turns after the current game turn.
WR = Wasted Resources. Eliminate the Iranian unit that conducted the attack; it may reenter play through the normal use of RPs.
NE = No Effect. Nothing happens.
TBO = Tanker Burned Out. Roll again, but this time add one to the dice roll result if 1987or earlier; add two if its 1988 or later.
HHK = Heavy Hit on Kharg Island. Reduce any accumulated Iranian Basij points by two. If there are only one or two such points currently accumulated, instead inflict a –2 RP result on Iran. Additionally, the Basij die roll for the next year is reduced by one.
WNI = Western Naval Intervention comes into effect. If WNI is already in effect, the USA makes a punitive strike on Iran. Roll a die to determine the result of each such strike: a result of one or two means the VP track is shifted one in favor of Iraq; three means no effect; four or five means Iran suffers a –1 RP result; a six means another die roll is made to determine if a UN imposed ceasefire to is imposed and ends the game (see random event 11).
WNI & -1 RP = Implement both results; –1 RP on Iraq and Western Naval Intervention (see above).
LRR = Long Range Raid. The Iraqi player may pick any one Iranian marine/naval infantry unit on the map and eliminate it (it may be replaced normally). If no such Iranian unit is on the map, the Iraqi player may select any one such Iranian unit from the dead pile for immediate and permanent removal from the game. If no such Iranian unit has yet been brought into play, Iran suffers a –1 RP result.
GNI = Gulf Neutrals Intimidated. The Iranian player picks one or two Iraqi reinforcements (no more than one of which may be an aircraft marker) normally slotted to arrive the next calendar year. Their arrival is delayed into the calendar year immediately after their normal slot. If no such units are available, Iraq suffers a –1 RP result. This result is read as "No Effect" if Western Naval Intervention is in effect.
Developer Comment. This entire rule seems somewhat generalized and overly abstract to me. (Just kidding. Go for it.)
14.13 Iraqi 1st Naval Division Amphibious Landings
To make use of this special attack-support ability, the Iraqi 1st Naval Infantry Division must start the Iraqi combat phase, at full two-step strength and in supply, in the Umm Qasr hex (2533), and it must be 1986 or after. All that being the case, the Iraqi player may commit it to supporting, via amphibious assault, any one Iraqi ground attack into either of the coastal hexes of the Shatt al Arab (2733 or 2834).
To resolve the effect of that commitment, as the last step in the battle resolution process the Iraqi player should reduce the division to its one step status and then roll a die, halving that result (always rounding down). That rounded result is the number of rightward column odds shifts received by the Iraqi player for the supported attack. Thus, on a roll of one, the Iraqi player would get no shifts; on a roll of two or three, he'd get one rightward column shift; on a roll of four or five he'd get two shifts, and on a roll of six he'd get three shifts. Important: when using this rule in 1986, the Iraqi player must subtract two from his amphibious support determination die roll; during 1987 he must subtract one (no changes to the die rolls in 1988 and after).
The step reduction of the Naval Division in no way works to satisfy any CRT mandated results of the supported battle. Further, the second step of the Naval Division may not be used toward satisfying any such CRT mandated results. Note, too, the Iraqi Naval Division never actually moves out of Umm Qasr during this entire process.
Developer Comment. Sounds good to me.
14.14 Tanker War Random Events Modifications
If the first two dice rolled by either player for a random event check produces a "No Event" result, immediately roll a second time and follow that new result as the "true outcome" in the "war of lies," which of course could again be a "No Event" (make no third rerolls).
Use these random event changes with the Tanker War optional rule.
Random event 35 may not occur before 1984, read it as "No Event" in1980-83.
Random event 45 may not occur until after "Western Naval Intervention" has been placed in effect for the first time via a roll on the "Tanker War" table, regardless of whether it's subsequently been canceled via a roll after random event 64.
If random event 64 occurs after "Western Naval Intervention" has been triggered, roll another die; on a result of five or six, WNI is no longer in effect (canceled). Western Naval Intervention may subsequently come back into effect via another roll on the Tanker War Table.
Developer Comment. Well, at this point I'd say "in for a penny, in for a pound." Use it if you're using the Tanker War rule.
14.15 Continuing Into 1989
When using this variant, the game doesn't automatically end at the end of turn 24 in 1988. Instead, it can continue through turn 25 (last third of 1988), as well as turns 26, 27 and 28 (all three 1989 turns).
The Iranian Basij point number for 1989 is two and a die roll. Roll one die at the end of each of Turns 26 and 27 in 1989. On a roll of one or two the game ends immediately and the remaining turn or two is not played. Go right to determining the victor.
Developer Comment. For those who think two dozen game turns just aren't enough.
14.16 Early Mobilization of Iraqi Infantry Divisions
Each year from 1981 through 1984, the Iraqi player may bring into play one infantry division from his1986-88 infantry division (2-4-2) reinforcements. Such units are brought onto the map via expenditure of Iraqi RPs. Further, the early mobilized infantry division for 1981 must come from the 1986 reinforcement group; the early mobilized 1982 and 1983 divisions must come from the 1987 reinforcement group, and the 1984 division must come from the 1988 reinforcement group. Early mobilized divisions that have been eliminated may not return as reinforcements; they may only come back via expenditure of Iraqi RPs.
Developer's Comment. Sounds good to me.
14.17 Further Random Event Table Modifications
Satellite intelligence and the fog of war: after random event 36-44 is triggered, the Iraqi player may only look at Iranian stacks during his operational movement and combat phases, and not at any other time.
Random Event 31: instead of "No Event," this becomes "Special Iraqi Call Up." Add two RP to the normal Iraqi RP income this turn only. This event may happen any number of times per game.
Random Event 62: instead of "No Event," this becomes "Special Iraqi Reinforcement." The Iraqi Player may select any one reinforcement ground unit or aircraft marker that would normally arrive in the next calendar year and instead have it arrive this game turn. If no such unit or marker is available, add one RP to the normal Iraqi RP income this turn only. This event may happen any number of times per game.
Random Event 66: add one to the die roll for any coup roll if a two- or three-step Iraqi Republican Guard division is in hex 1521 and no Iranian units are within two hexes of that hex.
Developer Comments. Sounds good to me.
14.18 Iraqi Morale Boost
Add the following to basic game rule 4.4. The first time Iranian units (regular army and/or Revolutionary Guards, but not pro-Iranian Kurdish irregulars) enter any Iraqi territory, move the VP index marker one space in favor of the Iraqis.
Developer Comments. Sounds good to me.