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Iron Curtain: Central Europe, 1945-1989

Iron Curtain: Central Europe, 1945-1989 Rulebook

Table of Contents

Table of Contents

  • 1.1 Scale
  • 1.2 Significant Differences from the usual SCS Game
  • 1.3 Run Up Turn Sequence of Play
  • 1.4 War Turn Sequence of Play
  • 2.0 Units & Displays
    • 2.1 Ground Unit Characteristics
    • 2.2 Air Units
    • 2.3 The Player Displays
  • 3.0 Map and Play Conditions
    • 3.1 Terrain
    • 3.2 Weather
  • 4.0 Scenario Rules
    • 4.1 Scenario Set Up Notes
    • 4.2 NATO as Aggressor
    • 4.3 1945: Transition to the Modern Era
  • 5.0 Basics
    • 5.1 Stacking
    • 5.2 Air Mobile Movement
    • 5.3 Reinforcement Entry
  • 6.0 Run Up
    • 6.1 Tension Levels
    • 6.2 Assembly & Reinforcements
    • 6.3 Transitioning to the Shooting War
  • 7.0 War Turns
    • 7.1 Zones of Control
    • 7.2 Combat
    • 7.3 The Air War
    • 7.4 Ground Strike Execution
    • 7.5 Nukes and Chemicals
    • 7.6 Air Drop & Amphibious Landings
  • 8.0 Victory
    • 8.1 The Berlin Trigger
    • 8.2 Victory Reasons & NATO Collapse Checks
    • 8.3 Victory Hexes & Special Munitions
  • 9.0 Optionals
    • 9.1 Historical POMCUS
  • Abbreviations
  • Orders of Arrival
    • 1945 Order of Arrival (10.1 & 10.2)
    • 1962 Order of Arrival (10.3)
    • 1975 Order of Arrival (10.4)
    • 1983 Order of Arrival (10.5 & 10.6)
    • 1989 Order of Arrival (10.7 & 10.8)
  • 10.0 Scenarios
    • 10.1 Hot Time in the Town of Berlin — 1945 Western Allied Offensive
    • 10.2 Don't Fence Me In — 1945 Soviet Offensive
    • 10.3 If I Had a Hammer — 1962 Soviet Offensive
    • 10.4 Bohemian Rhapsody — 1975 Soviet Offensive
    • 10.5 Eye of the Tiger — 1983 Soviet Offensive
    • 10.6 It's a Mistake — 1983 NATO Offensive
    • 10.7 Everybody Wants to Rule the World — 1989 Soviet Offensive
    • 10.8 We Didn't Start the Fire — 1989 NATO Offensive

1.1 Scale

One "War" turn is 3 days. A "Run Up" turn is undefined (but assumed to be longer than 3 days).

Each hex is 15 miles. Warsaw Pact (WP) units are typically Divisions, while NATO units are a mix of Regiments, Brigades and Divisions.

Each NATO Air unit represents two Air 'Wings' (or an RAF 'Group') of roughly 100-150 aircraft. WP Air units represent two Air 'Divisions' of around 200-300 aircraft.

Air units in 1945 represent triple the number of aircraft above.

1.2 Significant Differences from the usual SCS Game

1.2a Run Up and War Turns. There are two main phases to each game of Iron Curtain. The Run Up, which represents both side's last positioning movements before the fighting commences, and the War, which is the period of active combat operations.

All scenarios start with a variable number of Run Up turns, but all scenarios play out in exactly 10 War turns (or less, if NATO collapses).

1.2b Spanning the Years. Unlike most games, Iron Curtain does not cover a specific time frame, let alone a specific battle or campaign in history. Rather, it covers potential conflict occurring during the 44 years of the Cold War, showing the development of the armies facing each other across the Iron Curtain.

1.2c The CRT. The Combat Results Table used in Iron Curtain scenarios covering 1962 through 1989 is significantly modified from the traditional SCS CRT, see 7.2. The separate CRT used for 1945 is much more similar to the traditional SCS CRT, 4.3g.

1.2d Supply. Given the short time-frame of the game, the multiple means of transportation, and the abundance of pre-positioned logistical sites as well as civilian stocks of food, medical supplies and fuel, do not use the SCS Supply rules. Ignore SCS sections 12.0, 12.1, and 12.2 entirely in scenarios occurring Post 1945.

However, the 1945 scenarios use an abbreviated version of the SCS supply system. See 4.3h for details.

1.3 Run Up Turn Sequence of Play

WP Player Turn

  • Movement
  • Reinforcements (Both "types", see 2.3b & 5.3)

NATO Player Turn

  • Movement
  • Reinforcements (Both "types", see 2.3b & 5.3)

Tension Level Change Roll (6.1) Roll one die as per the current Tension Level; if the marker moves into the Tension Level 5 Box, skip the Run Up Turn End Phase and instead immediately Transition to the Shooting War (6.3).

Run Up Turn End Move the Turn marker one space in advance and start this sequence over with Reinforcements, above.

1.4 War Turn Sequence of Play

Preparation (Both Players)

  • Weather (3.2)
  • Air & Special Asset Reinforcements (2.3b)

Air War (Both Players)

  • Air Unit Assignment (7.3b) Both Players simultaneously; keep results secret until both have finished.
  • Determine Air Superiority Level (7.3d)
  • Potential Loss Check (7.3e) Players roll for each of his Air units assigned a mission to see if a Potential Loss occurs
  • Potential Loss Resolution (7.3e, 2nd Bullet)
  • Special Munitions WP executes first, NATO second Release (7.5a), if needed. Then any Nuke & Chem Strike executions. (7.5b & 7.5c)

WP Player Turn

  • Landings (7.6)
  • Ground Strikes (7.4)
  • Movement
  • Combat (7.2)
  • Exploitation
  • Reinforcements (5.3)

NATO Player Turn

  • Landings (7.6)
  • Ground Strikes (7.4)
  • Movement
  • Combat (7.2)
  • Exploitation
  • Reinforcements (5.3)

Turn End (Both Players)

  • NATO Collapse Check (8.2)
  • Chem Marker Removal (7.5e)
  • Advance Turn marker

Design Note: Doing the War Turn Air and Special Asset Reinforcement Phase early in the turn allows those units to function immediately. Other (regular) Reinforcements arrive in the Reinforcement Phase at the end of each Player Turn. Regardless of type these units will not function the turn they arrive. Run Up Reinforcements arrive at the end of each Player Turn.

2.0 Units & Displays

2.1 Ground Unit Characteristics

2.1a Unit Ownership and Colors. Regardless of nationality, the NATO player controls all ground units that have a BLUE unit symbol background and the WP player controls all ground units that have a RED unit symbol background.

Both counter color and a text tag help identify the nation to which a unit belongs.

Below is the listing of nationalities and their abbreviations. Note that according to the needs of information on the counter, the nationality abbreviation is either to the unit symbol's right or below it.

NATO.

  • American (US): Green
  • Austrian (Aus): Red with horizontal white stripe
  • Belgian (Bel): Pale Green
  • British (UK): Brown
  • Canadian (Can): Light Brown
  • Free Czechs (Czech): Khaki
  • Danish (Dk): Lavender
  • Dutch (NL): Orange
  • French (Fr): Blue
  • Indian (Ind): Dark Brown
  • Italian (Ital): Lime
  • Free Polish (Pol): Khaki
  • New Zealand (NZ): Mauve
  • West German (WG): Grey

Historical Note: While Austria was neutral due to the Declaration of Neutrality enacted in 1955, its units are controlled by the NATO player. In the event of any war between NATO and the Warsaw Pact, it was expected that Austria would not be able to maintain its neutrality and would align with NATO.

Warsaw Pact (WP).

  • Czechoslovakian (Czech): Pale Red
  • East German (EG): Black
  • Hungarian (Hun): Steel Grey
  • Polish (Pol): Light Red
  • Soviet (Sov): Red

Historical Note: Guards units are not colored differently. During the vast majority of the game's time period, a Guards designation was not actually earned by the unit (never having been in battle) and isn't a reflection of superior combat capabilities.

Guards units in the 1945 scenario did earn their designations, but are not given a different color so as to avoid confusion. Such units were given better combat ratings.

2.1b Setup Symbols on the Counters. There are two special symbols used on the counters to aid in setting up scenarios.

  • Counters ONLY used in 1945 scenarios have a White Band on each. ONLY White Band units are used in those scenarios (unlike the 1962 marking below).
  • Counters with a White Box are ONLY used in the 1962 scenario.

1962 Box Note: There are units used in the 1962 scenarios that do not have a White Box. They are used in other scenarios as well. The point is that you can safely ignore any unit with a White Box if you are NOT setting up a 1962 scenario.

2.1c Exploit-Capable Units. Units with a Yellow-box code are Exploit-Capable. Only units marked Exploit-Capable can Overrun.

2.1d Movement Allowance Types. The color of a unit's MA designates the MA's type. The possible MA types are Leg, Mech, and Air Mobile.

Important: The unit symbol itself has no effect on the type of Movement Allowance a unit uses, only look at the MA.

  • Mech MAs are Black.
  • Leg MAs are White.
  • Air Mobile MAs are Red with a "propeller hat." And no, the Soviet 'background color' does not make their Leg MA units Airmobile.

Leg and Mech MAs apply a different Terrain cost for certain map features as shown on the Terrain Effects on Movement Chart. Air Mobile MA units apply a series of exceptions and differences from normal ground movement shown in 5.2.

2.1e Units with 0 MA. Units with a 0 MA cannot move. They never Retreat and always apply No Retreat (7.2d) regardless of the terrain involved. This has no effect on any units in their stack (those units apply Retreat results normally).

2.1f Step Sizes. Units with both a full strength and reduced strength side (reduced strength sides are marked with a lighter color border) have two steps. Units printed on only one side and a blank back have only one step.

  • Units with a White Dot indicator in the upper left-hand corner have a second step on the other side.
  • Air units always have only ONE step.

2.1g Rebuilding Units. There is no ability for units to be rebuilt, aside from the occasional Air unit "Recovery" result.

2.2 Air Units

2.2a Mission Capability or Roles. The Superiority or Strike designation on an Air unit's counter shows its current role. That role determines which Mission Box (Air Superiority or Strike) it can use and hence what it can do that turn.

  • Air units can only be assigned to a Mission Box that matches the air unit's face-up mission role.
  • Players can choose the version they wish to use each turn by flipping the counter as desired during Air Unit Assignment. Once selected, that role cannot be changed until the next turn. Regardless of the two-sided nature of their counters, such Multi-Role Air units remain one-step like all the others.
  • The presence of "Bomb" and "Up and Away" arrow symbols indicate that there is a different role available on the opposite side of the counter.

Historical Note: There are some aircraft that seem to defy common sense, such as a MiG-17 which is Strike only and cannot execute Air Superiority, these are correct and the result of doctrinal concerns.

Superiority. Air units assigned to Superiority contest the Air Superiority Level which in turn determines each side's Air unit loss rate.

Design Note: Air Superiority here represents all forms of CAP, escort, and other means of contending the airspace such as Surface to Air Missiles and Electronic Warfare. The key here is that Air units end up aborting and risking loss, the results do not specify HOW that happened.

Strike. Strike Air units can be used to make 'Air Strikes' which could damage or destroy enemy ground units.

2.2b Other Air Unit Attributes.

  • Air units with a "W" notation are "All Weather" aircraft and function normally in Soup Weather conditions. (3.2)
  • Strike Air units with a "x2" notation can make TWO separate Air Strike Runs. (7.4a)

2.3 The Player Displays

Each side has one Player Display to manage Air and Special Assets. The information on the Player Displays is NOT kept secret—Except when players are literally making their Air Assignments. (7.3c)

2.3a The Air Boxes. A number of Player Display boxes are devoted to the Air War system. Air units are:

  • Held in Readiness in the Available Box.
  • Assigned to missions in the Air Superiority and Strike Boxes.
  • Placed in the Potential Loss Box to resolve any risk of losses.

2.3b The Special Assets Box. The Special Assets Box is a holding area for units capable of Air Drops, Amphibious Landings, as well as for storing available Nuke and Chem markers.

Units and markers can remain in the Special Assets Box as long as the player likes and can use any friendly Landings Phase.

Units the OOA lists for the Special Assets Box have the option of either arriving as regular Reinforcements OR going to the Special Assets Box in order to arrive by Air Drop or Amphibious Landing, as the player wishes, but in no other way.

  • If the choice is to have them arrive as regular Reinforcements, they enter as Reinforcements at the END of their Player Turn, applying 5.3b. Doing so eliminates their ability to ever do any kind of Landing.
  • If the choice is the Special Assets Box; they enter as Reinforcements in the Preparation Phase (early in the turn) and go straight to the Special Assets Box. They could be used for Landings that same turn.

3.0 Map and Play Conditions

3.1 Terrain

Iron Curtain has two Terrain Charts. The Terrain Effects on Movement Chart (TEM) which shows Movement Point costs and the Terrain Effects on Combat Chart (TEC with each CRT) which lists terrain features that affect combats as 'terrain' (a table shift), that apply the No Retreat Rule (7.2d), and gives the Die Roll To Hit for Success in Air Strikes.

3.1a Hex & Hexside Terrain. The defender's HEX Terrain always applies in movement and combat, but HEXSIDE Terrain only applies in combat if attacking stacks are exclusively across some kind of Hexside Terrain. If this is not so, the Hexside Terrain has no effect.

Attacking Air Mobile units always NEGATE hexside Combat Terrain effects even when regular units are attacking or Overrunning with them. The Air Mobile units always act as if they are attacking from the same side as the river, etc. This is what the military calls "Vertical Envelopment."

3.1b Multiple Terrain Types. Some hexes have more than one terrain type within them (regardless of how much or how little). Apply the one that fits the exact situation below: a) Movement. Use the single type Hex Terrain with the greatest MP cost plus any applicable Hexside feature. Exception: Remember that units following roads ignore other terrain features crossed or entered and always have any needed "bridges". b) Combat. The defender either "has Terrain" or he does not. There is no additional shift on the CRT for having BOTH Hex and Hexside Terrain. c) Air Strikes. If more than one Air Strike Success Value applies within a hex, use the one that is the most difficult to score a hit.

3.1c No Retreat. The Terrain Effects on Combat Chart lists some terrain features as "No Retreat" terrain. Such Terrain precludes effects from a Retreat Roll from their hex.

3.1d Overrunable Terrain. Apply the SCS terrain restrictions regarding Overrun (2 MPs or less to enter). There are no specialized "non-Overrunable" terrain features.

3.1d Iron Curtain. The Iron Curtain cannot be crossed until the first War Turn.

1945 Line of Contact. The Iron Curtain had not yet solidified in 1945, so the "Line of Contact" between the Western Allies and the Soviets is used instead. For convenience, all rules applying to the Iron Curtain also apply to the Line of Contact in scenarios 10.1 and 10.2.

Historical Note: The Iron Curtain runs from the Adriatic to the Baltic dividing West Germany and Austria from East Germany, Czechoslovakia, Hungary, and Yugoslavia.

3.1e Berlin. West Berlin, inside the Iron Curtain, is considered NATO territory in scenarios after 1945. NATO units inside West Berlin cannot exit into East Germany.

1945 Berlin. In scenarios 10.1 & 10.2, all of Berlin is Soviet territory. There is no West Berlin.

3.1f NATO Border Respect. The following only applies to the NATO Player during the Run Up and NEVER to the WP player. This restriction instantly ends on the War Outbreak Turn.

Post 1945. NATO units cannot cross ANY national borders. Units can only move into hexes inside their current national border.

  1. The Western Allies need not pay attention to any friendly national border in Western Europe during the Run Up. This only applies to scenarios 10.1 & 10.2.

Example (Post 1945): A Belgian unit that sets up in West Germany must remain within the West German border. It cannot cross the border during the Run Up to any other country, even Belgium.

3.1g Switzerland and Sweden. No unit can enter any hex of Switzerland or Sweden. Remove any unit forced to do so.

3.1h Road Construction. Roads are color-coded to represent when they were upgraded from 2-lane highways (Secondary Roads) into multi-lane Autobahnen (Primary Roads). The two types of Roads use differing MP costs. Bridges along Roads always exist and do not depend on the Road being upgraded or not.

IMPORTANT: Roads upgraded on or before the scenario date are Primary Roads. All others are Secondary Roads.

YearPrimary RoadsSecondary Roads
1945WhiteGrey, Yellow
1962White, GreyYellow
1975White, Grey, YellowNone
1983White, Grey, YellowNone
1989White, Grey, YellowNone

Post-1945 Autobahn Breaks. There are places where Primary Roads were cut after 1945 by the fall of the Iron Curtain. So, for scenarios 10.1 & 10.2, the White Primary roads in the following hex pairs are continuous and not broken: 38.17/38.18, 31.21/31.22, and 27.16/26.16.

Design Note: These roads represent stretches of major multi-lane roads mainly built after 1945. The White roads were the original Pre-1945 Third Reich Autobahn. The pre-improvement Secondary Road exists because before the Primary Road was completed, there are older roads & bridges following that road bed which are available to negate the area's terrain.

3.1i The Ferry. The one Ferry (56.15 to 56.16 in Denmark) can be used by either side and cannot be destroyed.

  • ZOCs never extend across the Ferry.
  • No unit can cease movement in the middle of the Ferry, it must pay the entire MP cost.

3.1j The Elbe-Seitenkanal. This canal is coded Yellow using the road coding scheme. It exists in 1975 and after (and not at all in 1945 or 1962).

Design Note: The "Elbe Lateral Canal" opened in 1976, but is shown as present in 1975 as it would have been nearing completion after 8 years of construction. It was dug directly out of the farm land and does not replace any pre-existing river (hence no effect before 1975).

3.2 Weather

There are two weather types: Soup and Fair.

Roll one die on the map's Weather Track every turn each Weather Phase and set the Weather marker accordingly.

  • Fair Weather: All Air units can be used. Air Drops are allowed.
  • Soup, Only those Air units marked with a "W" ("All-Weather") can be used; all others must remain in the Available Box. Air Drops are not allowed.

Weather never affects:

  • Air Mobile Units.
  • Amphibious Landings.
  • Ground units (other than those wishing to Air Drop).
  • Combat or Nuclear/Chemical Strikes.

4.0 Scenario Rules

Important: If you are playing either 1945 scenario (10.1 & 10.2) pay careful attention to the rules divided between 1945 and Post 1945 sections. These are repeated, all together, in 4.3. 1945 is a bridge between a portrayal of WW2 combat methods and the higher tempo and greater lethality of modern era combat.

4.1 Scenario Set Up Notes

4.1a Multiple Entries for a Hex. The Scenario Set Ups are organized by nationality and Higher Unit affiliation. As such, a given set up hex may be listed more than once.

4.1b City Name References. Some set up listings also list a city name in that hex as an assist.

4.1c Stacking. Units might set up or enter overstacked.

4.2 NATO as Aggressor

Some scenarios specify that NATO is the aggressor. In those cases, the following changes are in effect.

  • Turn Phasing. The NATO Player Turn is always first and the WP Player Turn is second, in both the Run Up and War Turns.
  • Special Munitions Phase. NATO does its Special Weapons Phase first and the WP second.
  • Victory. Use the scenario specific Victory Conditions. There are no NATO Collapse Checks (8.2).

4.3 1945: Transition to the Modern Era

These scenarios show the evolution of warfare from the WW2 mass mechanized armies to modern war's incredibly fluid and lethal environment. Apply all the following when playing in 1945 and none of them when playing 1962-1989.

4.3a Stacking Order. Use the Stacking Order from SCS 4.0c because of the 1945 CRT. Given SCS 8.0a (et al), Stacking Order is not important in the 1945 scenarios, unlike the Post-1945 scenarios where Stacking Order is critical.

4.3b Berlin. In scenarios 10.1 & 10.2, all of Berlin is Soviet territory. There is no West Berlin.

4.3c Western Borders. The Western Allies need not pay attention to any friendly national border in Western Europe during the Run Up. The Soviets are handled normally.

4.3d No Autobahn Breaks. There are places where Primary Roads were not yet cut by the Iron Curtain. In scenarios 10.1 & 10.2, the White Primary roads in the following hex pairs are continuous and not broken: 38.17/38.18, 31.21/31.22, and 27.16/26.16.

4.3e Run Ups. Scenario 10.1: Western Allied units have DOUBLE MA for each Run Up move. Soviet Run Up is normal. Scenario 10.2: The Western Allied Run Up uses a Run Up roll of 1-3 to end the Player Turn. The Soviets use normal Run Up rolls (ending the Player Turn on a 1). Both sides use normal MAs.

4.3f Air Strike Effectiveness. Use the 1945 Terrain Effects on Combat Chart.

4.3g CRT. Use the more traditional "1945 CRT" instead of the one described in 7.2. Apply SCS rules 7.0, 8.0, 9.0, and 10.0 when doing so.

4.3h Supply. Use this abbreviated version of the SCS standard supply system scenarios 10.1 & 10.2, adding the following specific rules:

  • Supply Trace is only done (for both sides) at the instant of Combat resolution. There are no lingering effects (or marking) and the effect is restricted the DRMs listed on the 1945 CRT for that specific Combat.
  • Units trace Supply as per the series rules, with EZOCs blocking and friendly units negating EZOCs as needed. Each side traces to any hex of its friendly map edge (west for the Western Allies, east for the Soviets).

5.0 Basics

Rules needed for both Run Up & War Turns

5.0a Turn Markers. There is a separate Turn marker for each year shown in the scenarios. These only exist to add a bit of color. Use one side for the Run Up and the other for the War Turns.

5.1 Stacking

5.1a Stacking Limit. The stacking limit is TWO Units plus ONE Attack Helicopter unit.

  • Only Attack Helicopter units get the extra stacking per hex; Air Assault units count normally.
  • Commando and Air units are ignored for stacking.

5.1b Reinforcement 'Overstacking'. Do not apply stacking (at all) to Reinforcements in their Entry locations. There is no limit for them, which could accumulate quite a bit in the Run Up, but beware the possibility of devastating Air Strikes when the war breaks out!

5.1c Stacking Order. The order of units in a stack is important. Every stack must have the strongest Attack Strength unit ON TOP. If more than one unit in a hex has the same value, the owning player decides which goes on top. See also 4.3a.

5.2 Air Mobile Movement

Air Mobile units (Attack Helicopters, Air Assault, and Commando units) are marked with a Red color 10 MA with a small propeller blade "hat" above it.

Air Mobile units:

  • Have a 10 hex MA.
  • Are unaffected by Terrain for movement, hexes always costs 1 and hexsides have no cost.
  • Ignore enemy units and EZOCs during movement and Retreats. Air Mobile units never apply SCS rule 9.1d when they Retreat.
  • Are unaffected by Weather and Air Superiority Level.

Important: Air Mobile units can never cease movement in a hex containing either an enemy unit OR terrain listed as Prohibited on the TEM.

Air Mobile units apply EZOC restrictions normally when determining the ability to Overrun or use the Exploitation Phase.

Regarding the "ignore" enemy units and EZOCs above:

  • Ignoring EZOCs means that Air Mobile units do not pay the +2 for entering an EZOC and are UNAFFECTED by them in Retreats.
  • Ignoring Enemy Units means an Air Mobile unit can "fly right over them" provided they do not stop in an enemy occupied hex, however briefly.

5.2a Overruns. Air Mobile units can conduct Overruns as a stack with non-Air Mobile units. Normal SCS requirements apply. Air Mobile units cannot overrun from one enemy occupied hex into another enemy occupied hex. Air Mobile units can Overrun across Prohibited Terrain hexsides, but just as the above, they cannot launch an Overrun from a Prohibited Hex.

5.2b Other Matters. Air Mobile movement can move through or end in Nuke & Chem marker hexes. Apply the normal effects of those markers. Additional stacking is allowed for Attack Helicopters in 5.1a, but this does not apply to other Air Mobile types.

5.3 Reinforcement Entry

5.3a The Order of Arrival "Specifies". If the Order of Arrival (OOA) lists a specific location, use it and do not use 5.3b.

5.3b If the Order of Arrival DOES NOT "Specify".

WP:

  • East German—Any East German City or Major City hex.*
  • All Others—Any Eastern Map Edge Entry Area.*

Military District Group Entry. If the OOA list units as part of a Named Military District (MD) Group they enter as per the above, BUT the entire group listed for that turn must use the SAME Entry Area.

NATO:

  • US—Any POMCUS hex.*
  • British—Any Port hex.*
  • Canadian—Any POMCUS hex.*
  • West German—Any West German City or Major City hex.*
  • All Others—Any hex within their home country.*
  • In each case, provided a friendly unit was the last to enter the hex, if any. If the last unit to enter the hex was enemy, the hex cannot be used for reinforcements at that time.

5.3c Special Entry Situations.

  • Air units always arrive in the Player Display's Available Box and nowhere else.
  • See Special Asset Box (2.3b) for the options regarding units entering there.

Play Note: Yes, during War Turns, enemy ground Reinforcement placement comes AFTER any ability to move them away from their entry hex. If you sense that this is a wide open chance to target masses of arriving units with Air Strikes, you have a future in this business, and you have learned to interdict the battle zone. This is what NATO designates as FOFA or "Follow-On Force Attacks." Good Job!

6.0 Run Up

This section gives the rules specific to the Run Up portion of all scenarios. Once the Tension Level becomes Level 5, the game re-starts using War Turns and these rules no longer apply (after executing 6.3). Start to use the War Turns Section (7.0), instead.

Historical Note: Units set up in their garrison locations. The Run Up allows some deployment into locations better suited to an actual war. Total Surprise would have all the units still in garrison when the war starts, but neither side is going to be able to deploy fully 'in the cover of night' or something. More likely is a posture somewhere between unprepared and fully Deployed, which is exactly what you get here.

6.0a A scenario's Run Up period allows increasing international tensions before the war goes "Hot". The more players can prepare, the less "surprised" they are for their War's At-Start situation.

  • Run Up turns use the Sequence of Play in 1.3.
  • Run Up and War Turns use the same Turn Record Track. Use the appropriate year Turn marker to track the game turn on its Run Up side.

6.0b Turn Record Track. Use the same Turn Record Track for both the Run Up and War Periods. Use the side of the appropriate Turn marker to show which period you are currently playing. There are a variable number of Run Up turns in each game based on the randomly increasing Tension levels. When the war begins, reset to Turn 1 using the War side of the Turn Marker.

6.0c No War Yet, Just Movement! No unit is allowed to cross a border that forms part of the Iron Curtain. The player can ONLY do the following: move, bring on reinforcements, and flip the occasional unit to full strength, in the order shown in the Sequence of Play.

There will be absolutely NO Combats, Air Warfare, Landings, or Special Munitions Phases.

6.0d No ZOCs in Peacetime. Units have no ZOCs at all during the Run Up, BUT all EZOCs automatically exist normally at the very start of the first War Turn (even across the Iron Curtain for the first non-phasing player).

6.0e Run Up Movement. During a Run Up Turn's Movement Phase, each player's ability to move their units is restricted. Move units exclusively stack by stack. After each stack is moved, check for Turn Continuation. (6.0f)

A "Stack" is defined as the units residing in a single hex at the moment the player can move a stack as above. Once moving, the units of the chosen stack can move together or split up as desired. No matter how many stacks exist at the end of a move make only one "continuation" roll when units that began in a single stack are done moving.

6.0f Turn Continuation Check. After moving the units of a stack, roll one die. On a roll of 1, the player's Movement Phase is completed. Play moves to either the next player or to the Tension Level change roll, as listed on the Sequence of Play. On any other roll, the player can move the same or any other friendly stack, OR declare that he is finished.

6.0g Moving Multiple Times. Units can move multiple times in one turn during the Run Up.

6.1 Tension Levels

The Tension Track shows the advancing Tension Level which inevitably will enter Level 5 and initiate the War Turns. The Tension Level always begins at Level 0. Roll for Tension Change at the end of each Run Up Turn. The marker may stay where it is OR increase one or two Levels (based on the rolls listed under the current Tension Level). When the Level becomes 5, execute 6.3 immediately. Tension Levels are limited to those shown on the Tension Track.

6.2 Assembly & Reinforcements

6.2a Assembly of Reserves. Any stack containing one or more Reduced units can flip those units to Full Strength rather than have them move when chosen to move in a Run Up Turn. This, even if no unit actually moves, counts as the stack the player 'moved' and requires the continuation die roll. Such units could be selected to move 'again' later in the turn.

Historical Note: Units that start reduced are Category II divisions that had only around 50% of their full strength and needed to mobilize the remaining. Note that if a unit does not mobilize to full strength during the run up, it will never get another chance.

6.2b Run Up Reinforcements. The OOA annotates Run Up Reinforcements with the title "Run Up" and their turn number. If "Run Up" isn't literally written in front of a Turn's reinforcements, those Reinforcements are for the War Turns instead.

When the Tension Level reaches Level 5, immediately place any remaining Run Up Reinforcements into their appropriate Entry Areas BEFORE starting the first War Turn. Reduced units that have not yet been flipped to Full Strength as part of the Run Up remain at reduced strength.

Play Note: This can happen if the Run Up wasn't long enough to get them into play or because they were merely forgotten. Nothing is hurt by placing them at this time, rather than in their actual turn, except the ability to deploy them better.

6.3 Transitioning to the Shooting War

When the Tension Level marker becomes Level 5, do the following immediately:

  • Place any remaining Run Up reinforcements on the map.
  • Reset the Turn marker to "Turn 1" and flip it to its War side.
  • Review section 7.0 as those rules are now fully in force.
  • Follow the War Turn Sequence of play normally (using 1.4).

7.0 War Turns

7.1 Zones of Control

In addition to the normal SCS rules regarding ZOCs (2.0 and 2.1), apply the following:

  • Units have no ZOCs at all during the Run Up, BUT EZOCs automatically exist normally at the start of the first War Turn (even across the Iron Curtain for the first non-phasing player). (6.0c)
  • EZOCs have no effect on Landings. (7.6)
  • ZOCs never extend across the Ferry hexside. (3.1i)
  • Air Mobile units ignore enemy units and EZOCs during movement and Retreats BUT apply EZOCs normally regarding the effect of starting in an EZOC on the ability to Overrun or to use the Exploitation Phase. (5.2)

7.2 Combat

While the combat odds are determined normally using the SCS rules, implementation is very different.

7.2a Combat Procedure. The attacker will make a separate loss roll for each attacking stack, a separate loss roll for each defending unit, and he then one roll for the defender's retreat.

  • Combat Results do not come from a single CRT dice roll. Instead, each attack involves separate rolls for Attacker Loss, Defender Loss, and Retreat (unless negated by 7.2d). Each roll is made with one die.
  • The Attacking player makes all these rolls.
  • Make one Attacker Loss Roll for each Attacking STACK separately. If the roll is in the appropriate Loss Range, that stack's top unit takes a loss. No rolls are made for any other units in an attacking stack. The player can select the attacking stacks in any order as long as each roll is made. If a stack is involved with multiple attacks, the top unit actually involved in the given attack makes the loss roll and, as always, the roll that unit makes has no effect on any other unit.
  • Roll separately for each Defending unit. Again, if the roll is in the appropriate Loss Range, that unit takes a loss. Rolling from top to bottom is a good way to keep organized.

Remember: Roll once per STACK for the attacker, and once per UNIT for the defender.

Design Note: Obviously, the more stacks the attacker uses, the greater the potential loss risk and the defender's loss risk doubles for having two units vs. one in a hex. Keep this in mind when using the 1962-1989 CRT.

7.2b Terrain Effects. Terrain (hex and hexside) is represented by a shift DOWN along the Odds rows of the CRT. There is one row that lists no Odds at all, but is marked "Shift Only" (between the 1:1 and 1:2 rows). The only way that row gets used is when the original Odds were 1:1 (directly above it) and a shift is required for terrain. Regardless if both Hex and Hexside Terrain applies, only one Down shift is applied.

7.2c Retreats. Even if the defender is destroyed, make a normal Retreat roll (Exception: 7.2d). The result determines the Defender's Retreat and also the Attacker's maximum Advance after Combat. The Attacker does not need a successful Retreat result in order to Advance into a destroyed defender's hex, but will not be able to go further than that hex without a successful result.

7.2d No Retreat Terrain. As listed on the Terrain Effects on Combat Chart. A Defender starting a Retreat in No Retreat Terrain:

  • Makes no Retreat Roll at all for the Defender. The Defender simply will not Retreat. The effect is that there is no Retreat roll—the unit stands fast, if not killed outright.
  • Cannot "opt" to ignore No Retreat Terrain and accept a Retreat.

No Retreat Terrain has no effect on any unit already in the process of conducting a Retreat from some other hex.

7.2e No Retreat & Advance after Combat. If all the defenders are destroyed in a No Retreat hex, the Attacker still enters that hex as Advance after Combat, but as there is no Retreat Roll there is no Advance after Combat "result" further than that one hex.

7.3 The Air War

7.3a Simpler than it might look! The Air War system involves a number of sub-routines, but if players follow the Sequence of Play those work out in straightforward ways. In summary, the actions of the player are:

  • Assign available Air units to Superiority or Strike Boxes, given the effects of Weather and the Air unit's capabilities.
  • The NATO player rolls two dice plus the Air Superiority DRM to determine the turn's Air Superiority Level. The Air Superiority Level gives each player a dice roll value to use against each of his Air units in his Superiority and Strike Boxes to determine if they move to the Potential Loss Box.
  • Each player then rolls for each of his Air units now in the Potential Loss Box (using its table) to see if any actual Loss or Recovery "time out" occurs. Losses are removed from play, while a Recovery allows the Air Unit to return to play a die-roll number of turns later.

7.3b Air Assignment. In the Air Assignment Phase, each player places his Air units, as desired, into either the Air Superiority or Strike Boxes given the Air unit's Role capabilities (2.2a) and Weather (3.2). Both players do this simultaneously and each Player's Assignments are secret until both have finished their selections.

Air units do not have to be assigned either Box. These Air units remain—unused—in his Available Box, but do not risk losses. Any number of Air units can be placed into a single Box (including none at all).

Play Note: The player can leave any Air units he likes in the Available Box. While these Air Units will be protected from risk, they will not function this turn. Air Base strikes (hitting Air units 'hiding' in the Available Box) was tried in testing… trust me, you don't want that!

7.3c Air Superiority. The Air Superiority Track is a record of the current status of the two sides trying to wrest control of the air. It gives the current turn's Air Superiority Level and its effects.

7.3d Air Superiority Level Determination. On each War Turn, the NATO player rolls two dice and applies the Air Superiority DRM to determine the Turn's Air Superiority Level. Mark the result on the Air Superiority Track. Air Superiority Levels are restricted to those levels on the track.

To find the Air Superiority DRM, subtract the number of WP air units in their Air Superiority Box from the number of NATO air units in their Superiority Box.

Example: If there are 6 NATO Air units in the Superiority Box on the NATO Display and 8 WP Air units in the same box on the WP Display, the DRM is -2.

If one or both sides have no Fighters on Air Superiority (because of Weather, Losses, or choice), make the normal Air Superiority Level roll anyway. However, only count those Air units actually used for Air Superiority in the DRM.

Example: If NATO flies three Air units and the WP none, the DRM will be +3. If neither side puts up anything, the DRM is +0, but the roll is still made.

7.3e Potential Losses. Each player rolls two dice against the Potential Loss Value for his side (given the current Air Superiority Level) against each and every Air unit in his Display's Air Superiority or Strike Boxes.

  • If the roll is LESS than the Potential Loss Value, move the Air unit to the Potential Loss Box.
  • If the result is GREATER OR EQUAL to the listed value, the unit remains in its current Box or conduct its "second strike" if the roll was for that reason.

Make a Potential Loss roll using the turn's Air Superiority Level AGAIN when any Air unit attempts to make a "second strike" using its x2 Air Unit status per 7.4a.

Once all Air units have been checked:

  • Move all remaining Air units in the Air Superiority Box to the Available Box for use next turn. They are done for this turn.
  • Roll one die for each Air unit in the Potential Loss Box using the Loss Resolution Table (on the Player's Display) and apply the results as follows:
    • Destroyed: Remove from play.
    • Recovery: Roll one die and the Air unit returns to play that many turns later in that turn's Air and Special Assets Reinforcement Phase. For example, if it is turn 2 and the player rolls a 3 for that Air unit, it returns on Turn 5. If the required delay is beyond the end of the game, then the unit is destroyed, and never returns.
    • No Effect: Place the Air unit into the Available Box for use next turn.

7.4 Ground Strike Execution

Each Air Unit still in his Strike Box can be used (in the player's Ground Strikes Phase) to affect enemy ground units anywhere on the map.

During his player turn, the player executes Air Strikes in this order:

  1. Place an Air unit from your Strike Box OR one that was successful in its last target hex (See step 3) into a desired target hex. The target hex can be any hex containing an enemy unit, including enemy reinforcement hexes. Exception: Those continuing a given mission with step 3) must follow the hex requirements for step 3).

Important: There is no need to identify future targets in advance—do them one at a time. Prior successes or failures against a given hex do not matter.

  1. Roll one die separately against each unit in that hex using the TEC's Air Strike Success Value (each of the two CRTs has its own values to use) for the Target Hex's terrain (ignore any Hexside Terrain). If the roll is greater than or equal to the value, the unit incurs a Step Loss and the roll is a success, if not there is no effect and the roll is a failure.

  2. If at least one "success" was rolled in the current hex, shift the Strike to an adjacent hex containing an enemy unit provided the hex fits the criteria below, and repeat Step 2 above. Each succeeding Target Hex must meet all of the following:

  • The hex has not been used by the current Strike already.
  • The hex is adjacent to the Target Hex just successfully finished.
  • The hex contains at least one enemy unit.
  1. The above (Steps 2 and 3) continues until either the Strike runs out of fresh hexes to use fitting the requirements in Step 3 or it is not successful in the current hex at all. Either case ends the execution of that Strike and the player can execute another available Air unit, or the Phase ends. Regardless of results, once an Air unit is finished here, it goes to the Available Box to wait for the next turn. Handle Air Strikes normally even when targeting a hex that contains a Nuke or Chem marker.

Play Note: Yes, the loop involved here could take a while if the player is both lucky and pays attention to the pattern the Strike can inscribe on the map—don't paint yourself into a corner! Dispersal is your friend—if your units are acting like the German army in France in late 1944, you have the right idea.

7.4a x2 Air units. These are Air units with superlative Strike capabilities. They are allowed to make TWO Ground Strike Runs instead of one in a single phase.

Once the first strike ends above and the player wishes to make use of the x2 Air unit's second strike, roll for the Air unit, again, using his side's Potential Loss Roll (7.3e) for this turn AND make the Loss Resolution Table roll for it should it fail at that moment. If the Air unit passes the Potential Loss roll itself, repeat the entire Ground Strike process from Step 1 until the end of this new Strike. When that second set of Ground Strikes ends, the x2 Air unit is THEN finished and is placed in the Available Box.

7.5 Nukes and Chemicals

7.5a Special Munitions Release. Nuclear and/or Chemical Weapons can ONLY be used after the player declares their release in the Special Munitions Phase. Release is mainly a concern when it comes to Victory Reasons (8.2).

  • A separate release is needed for each, though a player could release both at once, if he wishes.
  • Release by the enemy does not count as your own release; you must declare your release yourself.
  • The release 'process' is simple: announce that you are releasing Nuclear and/or Chemical Weapons. You do not have to obtain permission to do so. But beware the unintended consequences in terms of Victory and what you just allowed the enemy to do to you (8.2, 8.3), possibly for "free."

Once released, that type can be used by that player freely given the following:

  • The use of these weapons is limited to the markers still available in your Special Assets Box.
  • Each marker allows only one strike of its type.
  • There is no additional effect for using additional strikes of the same type against a hex in a given turn.

Nuke and/or Chem Strikes are conducted only in the Special Munitions Phase. Normally, the WP player will conduct his Special Munitions Phase first, followed by the NATO player. However, if NATO is the aggressor (4.2) reverse the normal ordering of Special Weapons use, so NATO goes before the WP.

Any map hex can be targeted. Exception: Special Munitions cannot target any Eastern Map Edge hex containing an Entry Area Stripe. This restriction does not affect normal Air Strikes.

7.5b Nukes. Execute Nuclear Strikes using the Nuclear Weapons Table as follows:

  • Place a Nuke marker in the hex. Once placed, Nuke markers are never removed.
  • Roll one die separately for each unit in the Target Hex. On a 1-2 it suffers no loss. On a 3-5, it suffers one step loss. On a 6, it is destroyed (regardless of remaining steps).
  • Any unit that later enters a Nuke marker hex rolls one die. On a 1-3, it suffers no loss. On a 4-6, it suffers one step loss.
  • Otherwise, Nuke markers have no effect on unit functions.

See 8.3 regarding the use of Nuclear Weapons on hexes involved in Victory Reasons.

7.5c Chemical Weapons. Execute Chemical Weapons Strikes using the Chemical Weapons Table as follows:

  • Place a Chem marker in the hex.
  • Roll one die separately for each unit in the Target Hex. On a 1-3 it suffers no loss. On a 4-6, it suffers one step loss.
  • Any NATO unit that later enters a Chem marker hex rolls one die. On a 1-4, it suffers no loss. On a 5-6, it suffers one step loss.
  • Any WP unit that later enters a Chem marker hex rolls one die. On a 1-5, it suffers no loss. On a 6, it suffers one step loss.
  • Otherwise, Chem markers have no effect on unit functions.

7.5d After the Initial Blast/Slime. Roll for each unit that enters a marker's hex for any reason, regardless of marker's ownership. It has no friends.

Once a unit rolls for either the initial nuke or chemical attack (or upon entering the hex), there is NO further effect on that unit for just sitting in such a hex.

  • Chem Marker Removal: Remove all Chem markers after the NATO Collapse Check at the end of each War Turn.
  • Nuke Marker Removal: Given the estimated 3 day turns, the marker would be removed in 1,217,500 turns (accounting for leap years).

7.5e We got both kinds: Country and Western! If you force a unit to enter a hex containing both a Nuke AND a Chem marker, make both kinds of rolls. Good luck.

Historical Note: The WP was better prepared for Chemical Warfare in all time periods shown. This effect can be seen in the entry die rolls above and the WP-favoring sequencing in the removal of the Chem markers each turn where the NATO deployed markers do not last through a WP Player Turn, but the WP deployed ones do last through a NATO player turn. This has an interesting switch when NATO is the aggressor (4.2).

7.6 Air Drop & Amphibious Landings

7.6a Basics. Both kinds of Landings are done in any friendly Landings Phase, ONLY by units in the player's Special Assets Box, given the restrictions and procedure below. More than one unit can land in a given hex at one time (given the stacking limit). EZOCs have no effect on Landings. However, Landings can never be attempted into a hex containing an enemy unit. Units function normally in the phases after they Land.

7.6b Air Drop Restrictions. Allowed Units: Airborne or Commando units. Terrain: Air Drops are not allowed into Major City, City, or Mountain hexes. Exception: Commando Units can Air Drop into any terrain type. Location: The Landing hex cannot be more than 3 hexes from another friendly unit which did not just land itself by Air Drop. You can use a unit that just landed via an Amphibious Landing). Weather: Air Drops cannot be conducted in Soup Weather turns. Air Superiority Level: See the Air Superiority Track to determine the unit types from each side allowed to do Air Drops.

7.6c Amphibious Landing Restrictions. Allowed Units: Marine or Commando units. Terrain: Non-City Coastal hexes. Exceptions: Major or Minor City coastal hexes ARE allowed if a friendly unit already occupies that hex OR if the Landing unit is a Commando. Location: Any, given terrain requirements. Weather: No effect. Air Superiority Level: No effect.

7.6d Doing it Again? Returning to the Special Assets Box. A unit can never return to the Special Assets Box to regain its special capability even if merely executing a Reinforcement Arrival option. If the unit sets foot on the game map, it no longer has any Landing abilities.

7.6e Nuke and Chem Effects. Nuke, and Chem markers do not preclude landing. Apply the effects of Nuke and Chem markers on 'entering' the hex normally.

8.0 Victory

A WP Victory is the product of meeting WP war goals, called "Reasons." Each goal met increases the probability of a NATO collapse. The sooner the WP player can start rolling for NATO collapse and the more "Victory Reasons" he has accumulated, the greater the chance of a WP win in the game.

  • If NATO collapses, WP wins.
  • If NATO collapse does not occur before the end of Turn 10, NATO wins.

8.1 The Berlin Trigger

No matter how many Reasons in 8.2 have been obtained, the WP player cannot make any rolls for NATO Collapse until WP units currently occupy all four hexes of Berlin.

While Berlin's capture is a required trigger to allow NATO Collapse rolls, it is NOT a Victory Reason itself. So, the WP player could occupy all of Berlin, but will still make no NATO Collapse rolls until he accomplishes at least one of the Victory Reasons. Likewise, the player could (somehow) have all the available Victory Reasons (for a total of 5!) and still not be able to roll because he has not taken Berlin.

In other words, take Berlin rapidly if you are the WP player and want to win!

8.2 Victory Reasons & NATO Collapse Checks

Victory Reasons are the WP objectives for the campaign. The number of Victory Reasons the player obtains IS the maximum number that can be rolled to obtain a NATO collapse of will.

If the "Berlin trigger" is true AND there is at least one Victory Reason obtained, the WP player rolls one die in the NATO Collapse Check Phase at the end of the turn. Only the WP makes the NATO Collapse rolls.

If the die roll is less than or equal to the number of Reasons the WP owns, NATO Collapses and the game ends in a WP victory. Any other roll gives no effect.

Any given Reason either exists at the moment of the check OR it does not. Its existence in earlier turns has no effect at all on the current game turn.

Example: If the WP player has three Victory Reasons, that turn's NATO Collapse roll will be 1-3 on one die. If the roll is 1, 2 or 3, NATO collapses, the game ends and the WP wins. There would be no effect if the roll was 4, 5, or 6.

The possible Victory Reasons are:

  • NATO Nuclear Weapons Release, but no WP Nuclear Weapons Release.
  • NATO Chemical Weapons Release, but no WP Chemical Weapons Release.
  • Northern Sea Lanes Threatened (see 8.2a below).
  • Essen (35.31), Düsseldorf (34.31), AND Dortmund (35.29) are all occupied by WP units.
  • Non-Air Mobile Exploit Capable WP units occupy at least THREE hexes WEST of the Rhine River.

Play Note: If the WP player releases either Nuclear or Chemical Weapons, he can never obtain a Victory Reason based on the NATO release of those same weapons.

8.2a Northern Sea Lanes Threatened. To obtain this Victory Reason, the player must satisfy each of these conditions simultaneously:

  • Bornholm Island (vic 53.05) is in WP Hands (meaning: There are no NATO units, but at least one WP unit on the island).
  • Copenhagen is occupied by a WP unit. Count only hex 57.11 for this rule.
  • The WP player occupies any 6 of the 8 Port hexes North of 43.xx (not counting Copenhagen). These are: Bremen (44.24), Bremerhaven (47.24), Emden (46.28), Esbjerg (58.22), Hamburg (48.20), Kiel (50.19), Lübeck (47.18), and Wilhelmshaven (47.26).

8.3 Victory Hexes & Special Munitions

Consider any hex needed in 8.2 as occupied by WP units if NATO explodes a Nuclear Weapon in it. In other words, if NATO nukes Essen, its hex counts as WP occupied.

8.3a Being Sent into a Nuked VP Hex. If the WP nukes any hex they need for victory, it can only be considered occupied if there currently is a WP unit in the hex and that unit has survived the Nuclear Weapons Table's losses for entry.

8.3b Chem Slimed VP Hexes. 8.3 does not apply to Chemical Weapons as the markers are removed each turn. If the player needs the hex "right now", he can send a unit in there and survive the Chemical Weapon Table the hard way like the Nuked VP Case above. Either way, a lousy job, if you pull the duty. You will be remembered for your sacrifice. Hopefully, you will live long enough for it to matter, comrade.

9.0 Optionals

9.1 Historical POMCUS

Prepositioning of Material Configured in Unit Sets

Arrival Locations. Those wishing to use the POMCUS locations for US and Canadian reinforcements can do so with the following. If a unit is not listed, then it can arrive per the arrival location instructions (Rapid Deployment Forces without designated prepositioned sites).

1945

There were no POMCUS sites in 1945. Use the map symbol as desired for Reinforcements, but there are no specific units assigned to any given location.

1962

Turn 3

  • Kaiserslautern (23.30): 4 US Inf Div (1-2-8 Inf Bn (1/12, 2/47))

Turn 4

  • Mannheim (23.27): 1 US Inf Div (1-2-8 Inf Bn (1/5, 2/26, 1/28))

Turn 5

  • Emmen (43.30): 2 US Inf Div (1-2-8 Inf Bn (2/1, 2/9, 1/11, 2/23, 1/87))

Turn 6

  • Mönchengladbach (34.32): 2 US Arm Div (5-5-9 Arm Bde (CCA), 3-3-9 Arm Bde (CCB, CCC))

1975

Turn 3

  • Mönchengladbach (34.32): 5-4-9 US Arm Cav Rgt (3)
  • Mannheim (23.27): 1 US Inf Div (4-4-8 Mech Inf Bde (1), 5-3-8 Arm Bde (2))

Turn 4

  • Mönchengladbach (34.32): 2 US Arm Div (6-4-8 Arm Bde (1), 5-3-8 Arm Bde (2))

Turn 5

  • Maastricht (33.35): 1 US Cav Div (6-4-8 Arm Bde (1), 4-4-8 Mech Inf Bde (2), 3-3-8 Arm Bde (3))

1983

Turn 3

  • Mönchengladbach (34.32): 5-4-9 US Arm Cav Rgt (3), 8-8-[10] US Attack Helo Bde (6)
  • Mannheim (23.27): 1 US Inf Div (4-4-8 Mech Inf Bde (1), 5-3-8 Arm Bde (2), 4-4-[10] Attack Helo Bde (4))

Turn 4

  • Mönchengladbach (34.32): 2 US Arm Div (6-4-8 Arm Bde (1), 5-3-8 Arm Bde (2), 4-4-[10] Attack Helo Bde (4))
  • Kaiserslautern (23.30): 4 US Inf Div (5-4-8 Mech Inf Bde (1), 5-3-8 Arm Bde (2), 4-4-8 Mech Inf Bde (3), 4-4-[10] Attack Helo Bde (4))

Turn 5

  • Maastricht (33.35): 1 US Cav Div (6-4-8 Arm Bde (1), 4-4-8 Mech Inf Bde (2), 3-3-8 Arm Bde (3), 4-4-[10] Attack Helo Bde (4))
  • Emmen (43.30): 5 US Inf Div (6-5-9 Arm Bde (1), 7-6-9 Mech Inf Bde (2), 4-4-[10] Attack Helo Bde (4))
  • Pirmasens (22.30): 7-5-9 US Arm Bde (194), 4-4-8 US Mech Inf Bde (197)

Turn 7

  • Lahr (16.30): 4-6-9 Can Mech Inf Bde (5), 5-6-9 Can Mech Inf Bde (1)

1989

Turn 3

  • Mönchengladbach (34.32): 9-9-9 Arm Cav Rgt (3), 8-8-[10] Attack Helo Bde (6)
  • Mannheim (23.27): 1 Inf Div (7-6-9 Mech Inf Bde (1), 6-5-9 Arm Bde (2), 4-4-[10] Attack Helo Bde (4))

Turn 4

  • Mönchengladbach (34.32): 2 Arm Div (6-6-9 Arm Bde (1), 7-7-9 Mech Inf Bde (2), 4-4-[10] Attack Helo Bde (4))
  • Kaiserslautern (23.30): 4 Inf Div (8-6-9 Mech Inf Bde (1), 7-5-9 Arm Bde (2), 5-5-9 Mech Inf Bde (3), 4-4-[10] Attack Helo Bde (4))

Turn 5

  • Maastricht (33.35): 1 Cav Div (7-7-9 Mech Inf Bde (1), 6-6-9 Arm Bde (2), 4-4-[10] Attack Helo Bde (4))
  • Emmen (43.30): 5 Inf Div (6-5-9 Arm Bde (1), 7-6-9 Mech Inf Bde (2), 4-4-[10] Attack Helo Bde (4))
  • Pirmasens (22.30): 7-5-9 Arm Bde (194), 4-4-8 Mech Inf Bde (197)

Turn 7

  • Lahr (16.30): 4-6-9 Can Mech Inf Bde (5), 5-6-9 Can Mech Inf Bde (1)

Turn 9

  • Maastricht (33.35): 1 Cav Div (6-6-8 Arm Bde (155))
  • Emmen (43.30): 5 Inf Div (4-4-8 Mech Inf Bde (256))

Design Note: Arrival locations for reinforcements, particularly those for NATO, were made more flexible than set researched locations to allow for ease, contingency planning, and to prevent omniscient opposing players from reading ahead on the reinforcement table. In addition, NATO units mobilized on map would be quickly moved to the front, therefore making any exact arrival location unnecessary in game terms. For Static Home Defense, Reserve, and Austrian Jäger Brigades, these would be mobilized and quickly shifted to chokepoints.

Abbreviations

AbbreviationMeaning
AbnAirborne
Air AssltAir Assault (Heliborne)
AlgAlgerian
ArmArmor
AvnAviation
BdeBrigade
BnBattalion
BrnhmBornholm
CavCavalry
CCCombat Command
CGFCentral Group of Forces
CmdoCommando
ColColonial
DivDivision
FJFallshirmjäger
FLFrançaise Libre (Free French)
GAGuards Army
GarbldiGaribaldi
Gd/GdsGuards
GebGebirgs (Mountain)
GSFGGroup of Soviet Forces in Germany
GTAGuards Tank Army
HeloHelicopter
HvyHeavy
InfInfantry
JgJäger (Light Infantry)
JyskeJütland
LtLight
MechMechanized
MorMoroccan
MtnMountain
NGFNorthern Group of Forces
PGPanzergrenadier
PzPanzer / Pantser
ResReserve
RgrRanger
RgtRegiment
SASSpecial Air Service
SFSpecial Forces
Sj/SjldSjælland (Zealand)
SSFSpecial Service Force

Orders of Arrival

The Orders of Arrival (OOA) list every scenario's reinforcement schedule: the turn a unit arrives, and its entry location (see 5.3). Where units are grouped under a Named Military District (MD) Group, the entire group listed for that turn must use the same Entry Area (5.3b).

1945 Order of Arrival (10.1 & 10.2)

1945 Western Allied Reinforcements

  • Run Up 1 — 36.35: 5-7-8 UK Inf Div (52), 5-7-8 Can Inf Div (1)
  • Run Up 2 — 1.15: 5-7-8 UK Inf Div (56), 8-6-8 F.Pol Arm Div (2), 5-7-8 F.Pol Inf Div (3, 5), 8-8-8 NZ Mech Div (2)
  • Run Up 3 — 33.35: 4-6-8 US Inf Div (66, 75)
  • Run Up 4 — 1.15: 5-7-8 US Inf Div (88), 5-7-8 Ind Inf Div (8, 10)
  • Run Up 5 — 33.35 or Port: 5-7-8 US Inf Div (2, 4, 5, 8, 44), 4-6-8 US Inf Div (87, 89)

*each unit can arrive at a different entry location.

1945 Soviet Reinforcements (All units are Soviet)

  • Run Up 1 — Entry Area A: 7-6-8 Arm Corps (11)
  • Run Up 2 — Entry Area A: 5-5-7 Cav Corps (3 Gd)
  • Turn 3 — Entry Area A: 2-3-5 Inf Div (26, 70, 115, 126, 235, 263, 319); Entry Area C: 3-4-5 Abn Div (5 Gd, 7 Gd), 3-4-5 Inf Div (62 Gd); Entry Area D: 3-4-5 Inf Div (68 Gd), 2-3-5 Inf Div (74, 151)
  • Turn 4 — Entry Area A: 3-4-5 Inf Div (10 Gd, 38 Gd, 76 Gd); Entry Area C: 3-4-5 Inf Div (41 Gd, 69 Gd, 80 Gd); Entry Area D: 3-4-5 Inf Div (73 Gd), 2-3-5 Inf Div (113, 299)
  • Turn 5 — Entry Area A: 2-3-5 Inf Div (31, 50, 111, 116, 213, 214, 254, 294, 373)

1962 Order of Arrival (10.3)

1962 NATO Reinforcements

  • Run Up 1 — 1 NL Div (3-2-8 Arm Bde (43), 2-2-8 Mech Inf Bde (11, 42)), 2-3-8 NL Inf Bde (101)
  • Run Up 2 — Jyske Danish Div (2-3-8 Inf Bde (2))
  • Turn 2 — Air and Special Assets Reinforcements: 1x Fr Mirage III, 1x Fr Mystere IV, 1x Ital F-84, 82 US Abn Div (1-2-5 Abn Bn (1/187, 1/325, 2/501, 1/503, 2/504)), 101 US Abn Div (1-2-5 Abn Bn (2/187, 1/327, 1/501, 1/502, 1/506)), British 1-2-10 Cmdo Bn (22 SAS). Regular Reinforcements: 3 UK Div (2-3-8 Inf Bde (2, 19, 51)), 5 NL Div (1-2-8 Inf Bde (51, 52, 53))
  • Turn 3 — Air and Special Assets Reinforcements: 2x US F-84. Regular Reinforcements: 4 US Inf Div (1-2-8 Inf Bn (1/12, 2/47)), 8 Fr Div (4-3-9 Arm Bde (2)), 1-2-5 NL Inf Bde (31, 32, 33)
  • Turn 4 — 1 US Inf Div (1-2-8 Inf Bn (1/5, 2/26, 1/28))
  • Turn 5 — 2 US Inf Div (1-2-8 Inf Bn (2/1, 2/9, 1/11, 2/23, 1/87))
  • Turn 6 — 2 US Arm Div (5-5-9 Arm Bde (CCA), 3-3-9 Arm Bde (CCB, CCC))

1962 WP Reinforcements

  • Run Up 1 — Entry Area D: 6-5-8 Mech Inf Div (35 Gd, 27)
  • Run Up 2 — Entry Area D: 7-5-9 Arm Div (19 Gd, 21 Gd)
  • Run Up 3 — Entry Area B: 6-4-8 Pol Arm Div (10, 16), 4-4-7 Pol Mech Inf Div (4), 2-3-5 Pol Inf Div (23)
  • Turn 2 — Air and Special Assets Reinforcements: 2-5-5 Abn Div (103 Gd, 106 Gd). Baltic MD Group: 7-5-9 Arm Div (40 Gd, 1), 6-5-8 Mech Inf Div (30 Gd), 5-5-8 Mech Inf Div (1 Gd, 3 Gd, 8 Gd, 26 Gd, 29 Gd, 119). Entry Area D: 6-4-8 Hun Arm Div (11), 3-4-7 Hun Mech Inf Div (9)
  • Turn 3 — Air and Special Assets Reinforcements: 1x MiG-19, 1x IL-28. Belorussian MD Group: 7-5-9 Arm Div (3 Gd, 8 Gd, 33 Gd, 39 Gd, 47 Gd, 28, 29, 36), 8-3-7 Arm Div (34 Hvy), 5-5-8 Mech Inf Div (50 Gd, 55 Gd, 120 Gd). Carpathian MD Group: 7-5-9 Arm Div (30 Gd, 23, 31), 6-5-8 Mech Inf Div (128 Gd, 24), 5-5-8 Mech Inf Div (15 Gd, 17 Gd, 70 Gd, 97 Gd, 99). Entry Area C: 3-4-7 Czech Mech Inf Div (26, 32)
  • Turn 4 — Kiev MD Group: 7-5-9 Arm Div (14 Gd, 22 Gd, 35 Gd, 37 Gd, 41 Gd, 42 Gd), 5-5-8 Mech Inf Div (72 Gd, 81 Gd), 4-5-8 Mech Inf Div (63 Gd, 115 Gd). Entry Area D: 3-4-7 Hun Mech Inf Div (7)
  • Turn 5 — Air and Special Assets Reinforcements: 1x MiG-17 (Superiority). Odessa MD Group: 5-5-8 Mech Inf Div (28 Gd, 59 Gd, 86 Gd, 118), 4-5-8 Mech Inf Div (52, 88, 101). Entry Area B: 3-4-7 Pol Mech Inf Div (1, 2, 3, 9, 15). Entry Area C: 6-4-8 Czech Arm Div (13), 3-4-7 Czech Mech Inf Div (3)
  • Turn 6 — Moscow MD Group: 7-5-9 Arm Div (4 Gd), 5-5-8 Mech Inf Div (11 Gd, 23 Gd). Entry Area D: 3-4-7 Hun Mech Inf Div (4)
  • Turn 7 — 4-4-8 EGr Mech Inf Div (6, 10, 17)

1975 Order of Arrival (10.4)

1975 NATO Reinforcements

  • Run Up 1 — 1-4-6 WG Inf Bde (13, 14, 15, 16, 17, 18)
  • Run Up 2 — 1x US F-4, 1x UK Phantom
  • Run Up 3 — Jyske Danish Div (2-3-8 Inf Bde (2))
  • Run Up 4 — 1 NL Div (3-3-8 Mech Inf Bde (11, 12, 13)), 4 NL Div (4-2-8 Arm Bde (43), 3-3-8 Mech Inf Bde (42))
  • Run Up 5 — 1-4-5 Aus Inf Bde (1 Jg, 2 Jg, 8 Jg), 0-3-0 WG Civ Bde (place into 38.10)
  • Run Up 6 — 1x Fr Mirage III, 1x Fr Mirage F-1, 1x Ital F-104
  • Run Up 7 — Mantua Ital Div (5-4-8 Arm Bde (Friuli), 4-4-8 Mech Inf Bde (Brescia))
  • Turn 2 — Air and Special Assets Reinforcements: 2x US F-4, 2-4-5 UK Abn Bde (16), 1-2-10 UK Cmdo Bn (22 SAS), 4-7-5 Fr Abn Div (11). 3 UK Div (2-3-8 Inf Bde (5, 19, 24)), 4 Fr Div (4-4-9 Mech Inf Bde (10, 16), 3-4-9 Mech Ind Bde (15)), 5 NL Div (1-2-8 Inf Bde (51, 52, 53))
  • Turn 3 — Air and Special Assets Reinforcements: 1x US A-7, 82 US Abn Div (2-4-5 Abn Bde (1, 2, 3)), 1-2-10 US Cmdo Bn (1 Rgr, 2 Rgr). 5-4-9 US Arm Cav Rgt (3), 1 US Inf Div (4-4-8 Mech Inf Bde (1), 5-3-8 Arm Bde (2)), 8 Fr Div (4-4-9 Mech Inf Bde (14), 3-4-9 Mech Inf Bde (4)), 2-3-8 NL Inf Bde (101), 1 Bel Inf Div (3-3-8 Mech Inf Bde (12)), 16 Bel Pz Div (3-3-8 Mech Inf Bde (10))
  • Turn 4 — 2 US Arm Div (6-4-8 Arm Bde (1), 5-3-8 Arm Bde (2))
  • Turn 5 — 1 US Cav Div (6-4-8 Arm Bde (1), 4-4-8 Mech Inf Bde (2), 3-3-8 Arm Bde (3))
  • Turn 6 — 101 US Abn Div (2-4-10 Air Asslt Bde (1, 2, 3))

1975 WP Reinforcements

  • Run Up 1 — Entry Area C: 6-5-8 Mech Inf Div (30 Gd)
  • Run Up 2 — Entry Area D: 8-7-8 Mech Inf Div (93 Gd, 254)
  • Run Up 3 — Entry Area D: 9-6-9 Arm Div (13 Gd, 19 Gd)
  • Run Up 4 — Entry Area B: 6-4-8 Pol Arm Div (10, 16), 4-4-7 Pol Mech Inf Div (4)
  • Turn 2 — Air and Special Assets Reinforcements: 4-6-6 Abn Div (103 Gd, 106 Gd), 1-2-10 Cmdo Bde (4). Baltic MD Group: 9-6-9 Arm Div (40 Gd, 1), 7-6-8 Mech Inf Div (144 Gd), 6-6-8 Mech Inf Div (107), 5-5-8 Mech Inf Div (1 Gd, 3 Gd, 26 Gd). Entry Area D: 6-4-8 Hun Arm Div (11), 4-4-7 Hun Mech Inf Div (9)
  • Turn 3 — Air and Special Assets Reinforcements: 1x MiG-17 (Superiority), 1x MiG-21, 1-2-10 Cmdo Bde (5, 8). Belorussian MD Group: 9-6-9 Arm Div (3 Gd, 8 Gd, 37 Gd, 28, 29, 34, 193), 7-7-8 Mech Inf Div (50 Gd, 120 Gd). Carpathian MD Group: 9-6-9 Arm Div (30 Gd), 7-5-9 Arm Div (23), 8-7-8 Mech Inf Div (24), 7-7-8 Mech Inf Div (51 Gd), 5-5-8 Mech Inf Div (17 Gd), 6-6-8 Mech Inf Div (161), 6-5-8 Mech Inf Div (128 Gd), 5-5-8 Mech Inf Div (70 Gd, 97 Gd)
  • Turn 4 — Air and Special Assets Reinforcements: 1-2-10 Cmdo Bde (9). Kiev MD Group: 9-6-9 Arm Div (17 Gd, 22 Gd, 42 Gd, 75 Gd), 7-5-9 Arm Div (41 Gd), 6-6-8 Mech Inf Div (4 Gd, 25 Gd, 36, 47), 5-5-8 Mech Inf Div (72 Gd). Entry Area D: 4-4-7 Hun Mech Inf Div (7)
  • Turn 5 — Air and Special Assets Reinforcements: 1x IL-28, 1x Su-17, 1-2-10 Cmdo Bde (10). Odessa MD Group: 6-6-8 Mech Inf Div (126, 157, 180), 5-5-8 Mech Inf Div (28 Gd, 59 Gd, 86 Gd). Entry Area B: 4-4-7 Pol Mech Inf Div (1, 2, 3, 9, 15). Entry Area C: 6-4-8 Czech Arm Div (13, 14), 4-4-7 Czech Mech Inf Div (3)
  • Turn 6 — Moscow MD Group: 7-5-9 Arm Div (4 Gd), 7-7-8 Mech Inf Div (2 Gd), 6-6-8 Mech Inf Div (32 Gd). Entry Area D: 3-4-7 Hun Mech Inf Div (4, 15)
  • Turn 7 — 4-4-8 EGr Mech Inf Div (6, 10, 17). Entry Area C: 6-4-8 Czech Arm Div (16, 17), 3-4-7 Czech Mech Inf Div (18, 26, 32)
  • Turn 8 — 4-4-8 EGr Mech Inf Div (20). Entry Area B: 3-4-7 Pol Mech Inf Div (28, 30)

1983 Order of Arrival (10.5 & 10.6)

1983 NATO Reinforcements

  • Run Up 1 — 1-5-6 WG Inf Bde (51, 52, 53, 54, 55, 56), 1-4-6 WG Inf Bde (61, 62, 63, 64, 65, 66)
  • Run Up 2 — 1x US A-10, 1x British Phantom
  • Run Up 3 — Jyske Danish Div (2-3-8 Inf Bde (2)), 1-5-6 Danish Inf Bde (Sj Res)
  • Run Up 4 — 1 Bel Inf Div (3-3-8 Mech Inf Bde (1, 7))
  • Run Up 5 — 1 NL Div (5-3-8 Arm Bde (13), 3-3-8 Mech Inf Bde (11, 12)), 4 NL Div (3-3-8 Mech Inf Bde (42, 43))
  • Run Up 6 — 1-4-5 Aus Inf Bde (1 Jg, 2 Jg, 8 Jg), 0-3-0 WG Civ Bde (place into 38.10)
  • Run Up 7 — 1x Fr Mirage III, 1x Fr Mirage F-1, 1x Ital F-104
  • Run Up 8 — Mantua Ital Div (5-4-8 Arm Bde (Friuli), 4-4-8 Mech Inf Bde (Brescia))
  • Turn 2 — Air and Special Assets Reinforcements: 1x US F-15, 1x US F-16, 1x US F-4, 3-5-5 UK Abn Bde (5), 1-2-10 UK Cmdo Bn (22 SAS), 4-7-5 Fr Abn Div (11), 3-5-8 Fr Marine Inf Div (9). 5 NL Div (6-4-8 Arm Bde (51), 3-3-8 Mech Inf Bde (52, 53)), 2 UK Inf Div (2-4-10 Air Asslt Bde (24), 2-4-8 Inf Bde (15, 49), 4-4-10 Attack Helo Rgt (9)), 4 UK Arm Div (3-5-8 Inf Bde (19))
  • Turn 3 — Air and Special Assets Reinforcements: 1x US A-10, US 82 Abn Div (2-4-5 Abn Bde (1, 2, 3)), 1-2-10 US Cmdo Bn (1 Rgr, 2 Rgr), 3-5-5 Can Abn Rgt (SSF). 5-4-9 US Arm Cav Rgt (3), 8-8-10 US Attack Helo Bde (6), 1 US Inf Div (4-4-8 Mech Inf Bde (1), 5-3-8 Arm Bde (2), 4-4-10 Attack Helo Bde (4)), US 82 Abn Div (4-4-10 Attack Helo Bde (4)), 1 Bel Inf Div (3-3-8 Mech Inf Bde (12)), 16 Bel Pz Div (3-3-8 Mech Inf Bde (10)), 3-5-8 UK Inf Bde (1), 3-5-8 Fr Mtn Inf Div (27), 2-3-8 NL Inf Bde (101)
  • Turn 4 — 7-6-9 Fr Arm Div (2), 3-5-8 Fr Inf Div (8, 12, 14), 2 US Arm Div (6-4-8 Arm Bde (1), 5-3-8 Arm Bde (2), 4-4-10 Attack Helo Bde (4)), 4 US Inf Div (5-4-8 Mech Inf Bde (1), 5-3-8 Arm Bde (2), 4-4-8 Mech Inf Bde (3), 4-4-10 Attack Helo Bde (4))
  • Turn 5 — 3-5-8 Fr Inf Div (15), 7-5-9 US Arm Bde (194), 4-4-8 US Mech Inf Bde (197), 1 US Cav Div (6-4-8 Arm Bde (1), 4-4-8 Mech Inf Bde (2), 3-3-8 Arm Bde (3), 4-4-10 Attack Helo Bde (4)), 5 US Inf Div (6-5-9 Arm Bde (1), 7-6-9 Mech Inf Bde (2), 4-4-10 Attack Helo Bde (4))
  • Turn 6 — 24 US Inf Div (7-7-9 Mech Inf Bde (1), 6-6-9 Arm Bde (2), 4-4-10 Attack Helo Bde (4)), 101 US Abn Div (2-4-10 Air Asslt Bde (1, 2, 3), 7-7-10 Attack Helo Bde (Avn))

1983 WP Reinforcements

  • Run Up 1 — Entry Area C: 9-8-8 Mech Inf Div (30 Gd)
  • Run Up 2 — Entry Area D: 10-8-8 Mech Inf Div (93 Gd, 254)
  • Run Up 3 — Entry Area D: 11-7-9 Arm Div (19 Gd)
  • Run Up 4 — Entry Area B: 6-4-8 Pol Arm Div (10, 16), 4-4-7 Pol Mech Inf Div (4)
  • Turn 2 — Air and Special Assets Reinforcements: 4-6-6 Abn Div (106 Gd), 1-2-10 Cmdo Bde (4). Baltic MD Group: 11-7-9 Arm Div (40 Gd, 1), 8-8-8 Mech Inf Div (1 Gd, 26 Gd), 7-6-8 Mech Inf Div (144 Gd), 6-6-8 Mech Inf Div (107), 5-5-8 Mech Inf Div (3 Gd), 1-3-10 Air Asslt Bde (37), 7-7-10 Attack Helo Bde (Baltic). Entry Area D: 6-4-8 Hun Arm Div (11), 4-4-7 Hun Mech Inf Div (9)
  • Turn 3 — Air and Special Assets Reinforcements: 2x MiG-21, 1-2-10 Cmdo Bde (5, 8). Belorussian MD Group: 11-7-9 Arm Div (3 Gd, 6 Gd, 8 Gd, 37 Gd, 28, 29, 193), 9-6-9 Arm Div (34), 12-12-8 Mech Inf Corps (5 Gd), 7-7-8 Mech Inf Div (50 Gd), 1-3-10 Air Asslt Bde (38). Carpathian MD Group: 11-7-9 Arm Div (30 Gd), 7-5-9 Arm Div (23), 10-8-8 Mech Inf Div (128 Gd), 8-8-8 Mech Inf Div (51 Gd, 97 Gd, 24), 6-6-8 Mech Inf Div (161), 5-5-8 Mech Inf Div (17 Gd, 70 Gd), 1-3-10 Air Asslt Bde (39), 7-7-10 Attack Helo Bde (Carp)
  • Turn 4 — Air and Special Assets Reinforcements: 1-2-10 Cmdo Bde (9). Kiev MD Group: 12-7-9 Arm Div (17 Gd, 22 Gd, 41 Gd, 42 Gd, 75 Gd), 9-8-8 Mech Inf Div (72 Gd, 36), 6-6-8 Mech Inf Div (4 Gd, 25 Gd, 46, 47). Entry Area D: 4-4-7 Hun Mech Inf Div (7)
  • Turn 5 — Air and Special Assets Reinforcements: 1x Su-24, 1x Su-7, 1-2-10 Cmdo Bde (10). Odessa MD Group: 9-8-8 Mech Inf Div (28 Gd, 59 Gd), 8-8-8 Mech Inf Div (86 Gd), 6-6-8 Mech Inf Div (126, 157, 180), 1-3-10 Air Asslt Bde (40, 58). Entry Area B: 4-4-7 Pol Mech Inf Div (1, 2, 3, 9, 15). Entry Area C: 6-4-8 Czech Arm Div (13, 14), 4-4-7 Czech Mech Inf Div (3)
  • Turn 6 — Moscow MD Group: 12-7-9 Arm Div (4 Gd), 9-8-8 Mech Inf Div (2 Gd), 6-6-8 Mech Inf Div (32 Gd). Entry Area D: 3-4-7 Hun Mech Inf Div (4, 15)
  • Turn 7 — 4-4-8 EGr Mech Inf Div (6, 10, 17). Entry Area C: 6-4-8 Czech Arm Div (16, 17), 3-4-7 Czech Mech Inf Div (18, 26, 32)
  • Turn 8 — 4-4-8 EGr Mech Inf Div (19, 20). Entry Area B: 3-4-7 Pol Mech Inf Div (28, 30)

1989 Order of Arrival (10.7 & 10.8)

1989 NATO Reinforcements

  • Run Up 1 — 1-5-6 WG Mech Inf Bde (51, 52, 53, 54, 55, 56), 1-4-6 WG Mech Inf Bde (61, 62, 63, 64, 65, 66)
  • Run Up 2 — 1x US A-10, 1x British Tornado (Superiority/Strike)
  • Run Up 3 — Jyske Danish Div (2-3-8 Inf Bde (2)), 1-5-6 Danish Inf Bde (Sj Res)
  • Run Up 4 — 1 Bel Inf Div (3-3-8 Mech Inf Bde (1, 7))
  • Run Up 5 — 1 NL Div (5-3-8 Arm Bde (13), 3-3-8 Mech Inf Bde (11, 12)), 4 NL Div (3-3-8 Mech Inf Bde (42, 43))
  • Run Up 6 — 1-4-5 Aus Inf Bde (1 Jg, 2 Jg, 5 Jg, 6 Jg, 7 Jg, 8 Jg), 38.10: 0-3-0 WG Civ Bde (place into 38.10)
  • Run Up 7 — 1x Fr Mirage 2000, 1x Fr Mirage F-1, 1x Ital F-104
  • Run Up 8 — Mantua Ital Div (5-4-8 Arm Bde (Friuli), 4-4-8 Mech Inf Bde (Brescia))
  • Turn 2 — Air and Special Assets Reinforcements: 1x US F-15, 1x US F-16, 1x US F-4, 3-5-5 UK Abn Bde (5), 1-2-10 UK Cmdo Bn (22 SAS), 4-7-5 Fr Abn Div (11), 3-5-8 Fr Marine Inf Div (9). 2 UK Inf Div (2-4-10 Air Asslt Bde (24), 2-4-8 Inf Bde (15, 49), 4-4-10 Attack Helo Rgt (9)), 4 UK Arm Div (3-5-8 Inf Bde (19)), 5 NL Div (6-4-8 Arm Bde (51), 3-3-8 Mech Inf Bde (52, 53))
  • Turn 3 — Air and Special Assets Reinforcements: 1x US A-10, 82 US Abn Div (2-4-5 Abn Bde (1, 2, 3)), 1-2-10 US Cmdo Bn (1 Rgr, 2 Rgr, 3 Rgr), 3-5-5 Can Abn Rgt (SSF). 1 US Inf Div (7-6-9 Mech Inf Bde (1), 6-5-9 Arm Bde (2), 4-4-10 Attack Helo Bde (4)), 82 US Abn Div (4-4-10 Attack Helo Bde (4)), 9-9-9 US Arm Cav Rgt (3), 8-8-10 US Attack Helo Bde (6), 1 Bel Inf Div (3-3-8 Mech Inf Bde (12)), 16 Bel Pz Div (3-3-8 Mech Inf Bde (10)), 3-5-8 UK Inf Bde (1), 7-6-9 Fr Arm Div (10), 3-5-8 Fr Mtn Inf Div (27), 5-5-10 Fr Attack Helo Div (4), 2-3-8 NL Inf Bde (101)
  • Turn 4 — 7-6-9 Fr Arm Div (2), 4-5-9 Fr Arm Div (12 Lt), 3-5-8 Fr Inf Div (8), 2 US Arm Div (6-6-9 Arm Bde (1), 7-7-9 Mech Inf Bde (2), 4-4-10 Attack Helo Bde (4)), 4 US Inf Div (8-6-9 Mech Inf Bde (1), 7-5-9 Arm Bde (2), 5-5-9 Mech Inf Bde (3), 4-4-10 Attack Helo Bde (4))
  • Turn 5 — 4-5-9 Fr Arm Div (6 Lt, 14 Lt), 3-5-8 Fr Inf Div (15), 7-5-9 US Arm Bde (194), 4-4-8 US Mech Inf Bde (197), 1 US Cav Div (7-7-9 Mech Inf Bde (1), 6-6-9 Arm Bde (2), 4-4-10 Attack Helo Bde (4)), 5 US Inf Div (6-5-9 Arm Bde (1), 7-6-9 Mech Inf Bde (2), 4-4-10 Attack Helo Bde (4))
  • Turn 6 — 24 US Inf Div (7-7-9 Mech Inf Bde (1), 6-6-9 Arm Bde (2), 4-4-10 Attack Helo Bde (4)), 101 US Abn Div (2-4-10 Air Asslt Bde (1, 2, 3), 7-7-10 Attack Helo Bde (Avn))
  • Turn 7 — 5-6-9 Can Mech Inf Bde (1), 4-6-9 Can Mech Inf Bde (5)
  • Turn 8 — 1 US Cav Div (6-6-8 Arm Bde (155)), 5 US Inf Div (4-4-8 Mech Inf Bde (256)), 24 US Inf Div (5-5-8 Mech Inf Bde (48))

1989 WP Reinforcements

  • Run Up 1 — Entry Area C: 9-8-8 Mech Inf Div (30 Gd)
  • Run Up 2 — Entry Area D: 10-8-8 Mech Inf Div (93 Gd, 254)
  • Run Up 3 — Entry Area D: 11-7-9 Arm Div (19 Gd), 1-3-10 Air Asslt Bde (23)
  • Run Up 4 — Entry Area B: 4-4-7 Pol Mech Inf Div (4, 10, 16)
  • Turn 2 — Air and Special Assets Reinforcements: 4-6-6 Abn Div (106 Gd), 1-2-10 Cmdo Bde (4). Baltic MD Group: 11-7-9 Arm Div (40 Gd, 1), 8-8-8 Mech Inf Div (1 Gd, 3 Gd, 26 Gd, 144 Gd, 107), 1-3-10 Air Asslt Bde (37), 7-7-10 Attack Helo Bde (Baltic). Entry Area D: 12-9-8 Hun Mech Inf Corps (1)
  • Turn 3 — Air and Special Assets Reinforcements: 1x MiG-23, 1x MiG-29, 1-2-10 Cmdo Bde (5, 8). Belorussian MD Group: 11-7-9 Arm Div (3 Gd, 6 Gd, 8 Gd, 37 Gd, 28, 29, 193), 9-6-9 Arm Div (34), 8-8-8 Mech Inf Div (50 Gd, 120 Gd), 1-3-10 Air Asslt Bde (38). Carpathian MD Group: 11-7-9 Arm Div (30 Gd), 7-5-9 Arm Div (23), 10-8-8 Mech Inf Div (128 Gd), 8-8-8 Mech Inf Div (51 Gd, 97 Gd, 24), 6-6-8 Mech Inf Div (161), 5-5-8 Mech Inf Div (17 Gd, 70 Gd), 1-3-10 Air Asslt Bde (39), 7-7-10 Attack Helo Bde (Carp)
  • Turn 4 — Air and Special Assets Reinforcements: 1-2-10 Cmdo Bde (9). Kiev MD Group: 12-7-9 Arm Div (17 Gd, 22 Gd, 41 Gd, 42 Gd, 75 Gd), 9-8-8 Mech Inf Div (25 Gd, 72 Gd, 36), 6-6-8 Mech Inf Div (46, 47). Entry Area D: 11-11-7 Hun Mech Inf Corps (2)
  • Turn 5 — Air and Special Assets Reinforcements: 2x Su-24, 1-2-10 Cmdo Bde (10). Odessa MD Group: 12-7-9 Arm Div (13 Gd), 9-8-8 Mech Inf Div (28 Gd, 59 Gd, 126, 157, 180), 8-8-8 Mech Inf Div (86 Gd), 1-3-10 Air Asslt Bde (40, 58). Entry Area B: 4-4-7 Pol Mech Inf Div (1). Entry Area C: 6-4-8 Czech Arm Div (13, 14), 4-4-7 Czech Mech Inf Div (3)
  • Turn 6 — Moscow MD Group: 12-7-9 Arm Div (4 Gd), 9-8-8 Mech Inf Div (2 Gd, 32 Gd). Entry Area D: 10-12-7 Hun Mech Inf Corps (3)
  • Turn 7 — 4-4-8 EGr Mech Inf Div (6, 10, 17). Entry Area C: 6-4-8 Czech Arm Div (16, 17), 3-4-7 Czech Mech Inf Div (18, 26, 32)
  • Turn 8 — 4-4-8 EGr Mech Inf Div (19, 20)

10.0 Scenarios

10.1 Hot Time in the Town of Berlin — 1945 Western Allied Offensive

4.2 must be applied in this scenario.

Review 4.3 for the exceptions to the normal rules that apply to this scenario. Note that in this scenario, only, the DOUBLE MA for Western Allied units in the Run Up is in play. This exists because the Allied offensive requires their forces to be re-arranged from "pacification" duties to active combat operations.

Victory: The Western Allies win by occupying 6 of 11 of the following city hexes (each city hex counts as one point) at the end of the scenario:

  • Berlin (39.10, 39.11, 38.09, 38.10) (4)
  • Dresden (30.09) (1)
  • Prague (24.07, 24.08) (2)
  • Vienna (12.03, 13.03) (2)
  • Poznań (37.01) (1)
  • Cottbus (34.07) (1)

Western Allies Set up:

British Units: 8.13: 9-7-8 Arm Div (6); 48.21: 9-7-8 Arm Div (7); 51.20: 9-7-8 Arm Div (11); 30.31 (Bonn): 5-7-8 Inf Div (Gds); 37.25 (Bielefeld): 5-7-8 Inf Div (3); 37.16 (Magdeburg): 5-7-8 Inf Div (5); 45.16 (Schwerin): 5-7-8 Inf Div (15); 40.19: 5-7-8 Inf Div (43); 4.10 (Klagenfurt): 5-7-8 Inf Div (46); 35.28: 5-7-8 Inf Div (49); 45.22: 5-7-8 Inf Div (51); 34.31 (Düsseldorf): 5-7-8 Inf Div (53); 4.12: 5-7-8 Inf Div (78); Special Assets Box: 4-8-5 Abn Div (6).

Canadian Units: 41.31: 9-7-8 Arm Div (4); 46.30 (Groningen): 9-7-8 Arm Div (5); 45.26 (Oldenburg): 5-7-8 Inf Div (2); 40.34: 5-7-8 Inf Div (3).

French Units: 22.28 (Neustadt): 7-5-8 Arm Div (1); 13.28: 7-5-8 Arm Div (5); 15.25: 5-7-5 Inf Div (1 FL); 11.24: 5-7-5 Inf Div (2 Mor); 18.26 (Stuttgart): 5-7-5 Inf Div (3 Alg); 14.27: 5-7-5 Inf Div (9 Col); 19.29 (Baden-Baden): 4-6-5 Inf Div (10); 14.28: 4-6-5 Inf Div (14); 9.25: 5-7-5 Mtn Inf Div (4 Mor).

US Units: 20.23: 8-6-8 Arm Div (1); 35.16: 10-7-8 Arm Div (2); 25.27 (Darmstadt): 10-7-8 Arm Div (3); 16.16 (Landshut): 8-6-8 Arm Div (4); 32.19: 8-6-8 Arm Div (5); 30.16 (Jena): 8-6-8 Arm Div (6); 33.15 (Halle): 8-6-8 Arm Div (7); 22.12: 7-5-8 Arm Div (8); 24.17 (Bayreuth): 8-6-8 Arm Div (9); 10.20: 8-6-8 Arm Div (10); 11.11: 7-5-8 Arm Div (11); 18.22 (Aalen): 7-5-8 Arm Div (12); 13.16: 7-5-8 Arm Div (14); 22.11 (Pilsen): 7-5-8 Arm Div (16); 12.15: 7-5-8 Arm Div (20); 21.21: 5-7-8 Inf Div (1); 11.14 (Salzburg): 5-7-8 Inf Div (3); 18.18 (Ingolstadt): 5-7-8 Inf Div (9); 17.09: 5-7-8 Inf Div (26); 23.30 (Kaiserslautern): 5-7-8 Inf Div (28); 44.24 (Bremen): 5-7-8 Inf Div (29); 28.17: 5-7-8 Inf Div (30); 1.15 (Udine): 5-7-8 Inf Div (34); 28.30 (Koblenz): 5-7-8 Inf Div (35); 15.23: 5-7-8 Inf Div (36); 9.16: 4-6-8 Inf Div (42); 14.18 (Munich): 5-7-8 Inf Div (45); 22.23: 4-6-8 Inf Div (63); 13.09 (Linz): 4-6-8 Inf Div (65); 32.13 (Leipzig): 4-6-8 Inf Div (69); 29.28: 4-6-8 Inf Div (70); 15.21 (Augsburg): 4-6-8 Inf Div (71); 29.14: 4-6-8 Inf Div (76); 32.24: 4-6-8 Inf Div (78); 25.13 (Karlovy Vary): 5-7-8 Inf Div (79); 12.21: 5-7-8 Inf Div (80); 15.12 (Passau): 5-7-8 Inf Div (83); 23.27 (Mannheim): 5-7-8 Inf Div (84); 2.18: 5-7-8 Inf Div (85); 22.15: 5-7-8 Inf Div (90); 19.11: 4-6-8 Inf Div (94); 24.22 (Würzburg): 4-6-8 Inf Div (99); 17.23: 4-6-8 Inf Div (100); 30.19 (Gotha): 4-6-8 Inf Div (102); 8.19 (Innsbruck): 4-6-8 Inf Div (103); 29.29: 4-6-8 Inf Div (106); 3.15: 5-6-5 Mtn Inf Div (10); 10.13: 4-8-5 Abn Div (101); Special Assets Box: 3-7-5 Abn Div (13, 17), 4-8-5 Abn Div (82).

Other Units: 42.28: 9-7-8 Free Polish Arm Div (1); 20.10: 4-2-8 Free Czech Arm Bde (1).

Western Allies Available Air Units Box: 4x US P-47, 1x US A-20, 1x US B-26, 1x British Spitfire, 2x British Typhoon.

No Nuclear or Chemical Weapon Markers.

Soviet Set up: (All units are Soviet)

41.12: 8-7-8 Arm Corps (1 Gd); 44.05 (Stargard): 8-7-8 Arm Corps (3 Gd); 23.04 (Pardubice): 8-7-8 Arm Corps (6 Gd); 24.03 (Hradec Králové): 8-7-8 Arm Corps (7 Gd); 41.10: 8-7-8 Arm Corps (9 Gd); 22.03: 8-7-8 Arm Corps (10 Gd); 30.09 (Dresden): 8-7-8 Arm Corps (11 Gd); 42.12: 8-7-8 Arm Corps (12 Gd); 33.04: 7-6-8 Arm Corps (5); 32.11: 7-6-8 Arm Corps (9); 37.01: 7-6-8 Arm Corps (10); 13.01 (Bratislava): 7-6-8 Arm Corps (18); 30.00: 7-6-8 Arm Corps (20); 23.09: 7-6-8 Arm Corps (25); 10.03: 7-8-8 Mech Inf Corps (1 Gd); 7.01: 7-8-8 Mech Inf Corps (2 Gd); 21.05: 7-8-8 Mech Inf Corps (6 Gd); 20.07: 7-8-8 Mech Inf Corps (7 Gd); 32.09: 7-8-8 Mech Inf Corps (8 Gd); 39.12: 6-7-8 Mech Inf Corps (1); 23.03: 6-7-8 Mech Inf Corps (9); 33.11: 5-5-7 Cav Corps (1 Gd); 37.07: 5-5-7 Cav Corps (2 Gd); 49.12: 2-3-5 Inf Div (90); 49.10 (Stralsund): 2-3-5 Inf Div (372); 48.13 (Rostock): 2-3-5 Inf Div (46); 48.08 (Peenemünde): 2-3-5 Inf Div (326); 47.15 (Wismar): 3-4-5 Inf Div (101 Gd); 47.08: 2-3-5 Inf Div (321); 46.11: 3-4-5 Inf Div (102 Gd); 46.07: 2-3-5 Inf Div (86); 45.14: 2-3-5 Inf Div (272); 45.10 (Neubrandenburg): 2-3-5 Inf Div (207); 43.15: 2-3-5 Inf Div (364); 43.12: 2-3-5 Inf Div (150); 43.11: 2-3-5 Inf Div (171); 43.05: 2-3-5 Inf Div (193); 42.13: 2-3-5 Inf Div (265); 42.05: 2-3-5 Inf Div (108); 41.13: 2-3-5 Inf Div (146); 41.06: 2-3-5 Inf Div (413); 41.05: 2-3-5 Inf Div (186); 40.13: 2-3-5 Inf Div (33); 40.05: 2-3-5 Inf Div (15); 40.04: 3-4-5 Inf Div (44 Gd); 40.03: 2-3-5 Inf Div (69); 40.01: 2-3-5 Inf Div (354); 39.14: 3-4-5 Inf Div (23 Gd); 39.11 (West Berlin): 3-4-5 Inf Div (89 Gd, 94 Gd); 39.10 (East Berlin): 2-3-5 Inf Div (266); 39.05 (Gorzów): 3-4-5 Inf Div (37 Gd); 38.14: 2-3-5 Inf Div (52 Gd); 38.12 (Brandenburg): 2-3-5 Inf Div (416); 38.11 (Potsdam): 3-4-5 Inf Div (60 Gd), 2-3-5 Inf Div (295); 38.10 (West Berlin): 2-3-5 Inf Div (230, 301); 38.09 (East Berlin): 2-3-5 Inf Div (248); 37.14: 2-3-5 Inf Div (143); 36.14: 2-3-5 Inf Div (132); 36.13: 2-3-5 Inf Div (260); 36.11: 2-3-5 Inf Div (185); 35.13 (Wittenberg): 2-3-5 Inf Div (60); 35.12: 2-3-5 Inf Div (175); 35.09: 3-4-5 Inf Div (12 Gd); 35.08: 3-4-5 Inf Div (77 Gd); 34.12: 3-4-5 Inf Div (82 Gd); 34.07 (Cottbus): Inf Div (75 Gd); 33.13: 3-4-5 Inf Div (27 Gd); 33.12: 3-4-5 Inf Div (74 Gd); 33.07: 3-4-5 Inf Div (47 Gd); 32.12: 3-4-5 Inf Div (88 Gd); 32.08: 3-4-5 Inf Div (35 Gd); 32.07: 3-4-5 Inf Div (57 Gd); 31.12: 3-4-5 Inf Div (79 Gd); 30.11: 3-4-5 Inf Div (39 Gd); 29.13 (Karl-Marx-Stadt): 3-4-5 Inf Div (97 Gd); 29.12: 3-4-5 Inf Div (13 Gd); 29.09: 3-4-5 Inf Div (14 Gd); 28.11: 3-4-5 Inf Div (95 Gd); 28.09: 3-4-5 Inf Div (78 Gd); 28.08: 3-4-5 Inf Div (90); 26.09: 3-4-5 Inf Div (6 Gd); 26.08: 3-4-5 Inf Div (58 Gd); 25.09: 3-4-5 Inf Div (15 Gd); 24.08 (Prague): 3-4-5 Inf Div (34 Gd); 24.07 (Prague): 3-4-5 Inf Div (4 Gd); 23.05: 3-4-5 Inf Div (40 Gd); 22.09: 2-3-5 Inf Div (303); 22.08: 2-3-5 Inf Div (19); 22.07: 3-4-5 Inf Div (42 Gd); 21.09: 2-3-5 Inf Div (252); 21.08: 3-4-5 Inf Div (72 Gd); 21.07: 3-4-5 Inf Div (81 Gd); 20.08: 3-4-5 Abn Div (4 Gd); 19.08: 3-4-5 Abn Div (6 Gd); 17.08: 3-4-5 Inf Div (25 Gd); 16.02: 2-3-5 Inf Div (53); 16.01: 2-3-5 Inf Div (223); 15.03: 2-3-5 Inf Div (180); 15.02: 2-3-5 Inf Div (93); 15.01: 3-4-5 Inf Div (86 Gd), 2-3-5 Inf Div (99); 14.02: 3-4-5 Inf Div (59 Gd); 14.01: 3-4-5 Inf Div (49 Gd); 13.02: 2-3-5 Inf Div (297); 5.02: 3-4-5 Inf Div (61 Gd); 4.01: 3-4-5 Abn Div (10 Gd); 3.01: 3-4-5 Inf Div (20 Gd).

Soviet Available Air Units Box: 2x Soviet Yak-3, 2x Soviet Yak-9, 1x Soviet La-7, 3x Soviet IL-2, 1x Soviet Pe-2.

No Nuclear or Chemical Weapon Markers.

10.2 Don't Fence Me In — 1945 Soviet Offensive

Review 4.3 for the exceptions to the normal rules that apply to this scenario. Note that in this scenario, only, the Run Up is limited for the Western Allies. The Soviets conduct a normal Run Up. This shows the unpreparedness of the Western Allied forces which are remaining on pacification duties.

Victory: The Soviets win by occupying 6 of 10 of the following city hexes (each Major City hex counts as one point, City hexes of a larger city not listed here do not count) at the end of the scenario:

  • Hamburg (46.19, 46.20) (2)
  • Hannover (39.22) (1)
  • Essen (35.31) (1)
  • Düsseldorf (34.31) (1)
  • Dortmund (35.29) (1)
  • Munich (13.19, 14.18) (2)
  • Frankfurt am Main (26.26) (1)
  • Stuttgart (18.26) (1)

Set up: Use the set up from scenario 10.1.

10.3 If I Had a Hammer — 1962 Soviet Offensive

This scenario envisions the tensions of the Berlin Crisis and Cuban Missile Crisis escalating into a shooting war. It uses the standard Victory rules (8.0): the WP wins by triggering a NATO Collapse (taking Berlin and accumulating Victory Reasons); otherwise NATO wins if it survives to the end of Turn 10.

Set up: NATO and WP forces deploy per the 1962 counter mix, organized by nation and higher formation (division/brigade), following the same organizational pattern as scenario 10.1's set up (each unit's map hex is listed alongside its parent division). The NATO Special Assets Box includes 15 Nuclear Weapon Markers and 3 Chemical Weapon Markers; the WP Special Assets Box includes 3 Nuclear Weapon Markers and 7 Chemical Weapon Markers.

10.4 Bohemian Rhapsody — 1975 Soviet Offensive

This scenario uses the standard Victory rules (8.0).

Set up: NATO and WP forces deploy per the 1975 counter mix, organized by nation and higher formation, following the same pattern as scenario 10.1's set up.

10.5 Eye of the Tiger — 1983 Soviet Offensive

In September 1983, a computer glitch in the Soviet early missile warning system had indicated an ICBM launch from the US. This, coupled with the perceived threat from the Able Archer 83 exercise, could have caused the Soviets to launch a pre-emptive attack on NATO. This scenario explores that possibility, and uses the standard Victory rules (8.0).

Set up: NATO and WP forces deploy per the 1983 counter mix, organized by nation and higher formation, following the same pattern as scenario 10.1's set up.

10.6 It's a Mistake — 1983 NATO Offensive

4.2 must be applied in this scenario.

Able Archer 83 introduced new realism measures for the annual command exercise, coupled with the expected deployment of the Pershing II missile to Europe and deteriorating US-Soviet relations, which caused many in the Soviet Politburo to think the exercise was cover for a NATO pre-emptive attack. This scenario explores the possibility that the Soviets were right and NATO initiated the attack on the Warsaw Pact.

Victory: NATO wins by occupying 6 of 10 of the following city hexes (each Major City hex counts as one point, City hexes of a larger city not listed here do not count) at the end of the scenario:

  • East Berlin (39.10, 38.09) (2 hexes)
  • Leipzig (32.13, 32.14) (2 hexes)
  • Dresden (30.09)
  • Rostock (48.13)
  • Prague (24.07, 24.08) (2 hexes)
  • Poznań (37.01)
  • Wrocław (30.00)

Set up: Use the set up from scenario 10.5.

10.7 Everybody Wants to Rule the World — 1989 Soviet Offensive

With the revolutions spreading through Eastern Europe in 1989, starting in Poland with its Solidarity Movement, the Warsaw Pact was in jeopardy. This scenario assumes the Soviet Union makes a last gasp effort to restore its influence by an attack on NATO. It uses the standard Victory rules (8.0).

Set up: NATO and WP forces deploy per the 1989 counter mix, organized by nation and higher formation, following the same pattern as scenario 10.1's set up.

10.8 We Didn't Start the Fire — 1989 NATO Offensive

4.2 must be applied in this scenario.

With the unrest occurring in Eastern European Warsaw Pact nations and mass demonstrations along the Berlin Wall, while overall peaceful, could have been tenser with dire consequences against the demonstrators. This scenario supposes that NATO takes offensive action in an effort to help the protesters and precipitate the fall of Communism.

Victory: NATO wins by occupying 6 of 10 of the following city hexes (each Major City hex counts as one point, City hexes of a larger city not listed here do not count) at the end of the scenario:

  • East Berlin (39.10, 38.09) (2 hexes)
  • Leipzig (32.13, 32.14) (2 hexes)
  • Dresden (30.09)
  • Rostock (48.13)
  • Prague (24.07, 24.08) (2 hexes)
  • Poznań (37.01)
  • Wrocław (30.00)

Set up: Use the set up from scenario 10.7.

Tridnta
Tridentina
WSWilli Sänger (Think Die Hard 3 East German Infiltration unit)
MDMilitary District