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Littoral Commander: The Baltic

Littoral Commander: The Baltic Rulebook

Table of Contents

Table of Contents

  • 1.0 INTRODUCTION
    • 1.1 QUICK START **
  • 2.0 BASE SCENARIO AND SETUP
  • 3.0 SEQUENCE OF PLAY
    • [3.1] PLANNING STAGE
    • [3.2] DEPLOYMENT STAGE
    • [3.3] ACTION STAGE
    • [3.4] INITIATIVE CHECK
    • [3.5] VICTORY CHECK
  • 4.0 GAME COMPONENTS
    • [4.1] THE MAP
    • [4.2] UNIT SYMBOLOGY
    • [4.3] UNIT TRACKERS
  • 5.0 MOVEMENT
    • [5.1] UNIT MOVEMENT
  • 6.0 CONCEAL
    • [6.1] CONCEAL CORE ACTION
    • [6.2] ZONE OF RECONNAISSANCE (ZOR)
  • 7.0 COMBAT
    • [7.1] GROUND ASSAULT
    • [7.2] CONTINUING COMBAT
    • [7.3] LONG-RANGE STRIKES (LRS)
    • [7.4] LONG-RANGE STRIKE (LRS) TO/FROM NAVAL ZONES
    • [7.5] INTERCEPT
    • [7.6] TACTICAL NETWORK CARDS
  • 8.0 RESUPPLY
  • 9.0 JOINT CAPABILITY CARDS (JCCs)
    • [9.1] ONE-TIME USE JCCS
    • [9.2] PERSISTENT JCCS
    • [9.3] ATTACHED JCCS
    • [9.4] NULLIFY JCCS
    • [9.5] DEPLOYMENT STAGE JCCS
  • 10.0 EMBARKING
    • [10.1] SPACE VALUES
    • [10.2] EMBARKATION VALUES
    • [10.3] EMBARKING ON SHIPS
  • 11.0 EMBARKED ACTIONS
    • [11.1] EMBARKED JCC CORE ACTION
  • 12.0 TRANSPORTING UNITS
    • [12.1] ROTARY WING
    • [12.2] AMPHIBIOUS LANDING
    • [12.3] PORT DISEMBARKATION **
    • [12.4] REINFORCEMENTS
    • [12.5] SHORE TO SHIP MOVEMENT
  • 13.0 SPECIAL MARKERS
    • [13.1] PROXY FORCES MARKERS
    • [13.2] ISR MARKERS
    • [13.3] MINE MARKERS
    • [13.4] SPECIAL OPERATIONS FORCES (SOF)
    • [13.5] FORTIFICATION MARKERS **
  • 14.0 SUBMARINE OPERATIONS
    • [14.1] ANTI-SUBMARINE WARFARE (ASW)
  • 15.0 THE INFLUENCE METER
    • [15.1] METER DYNAMICS
    • [15.2] EVENTS AFFECTING THE METER
  • 16.0 EVENT CARDS
  • 17.0 OPTIONAL RULES
    • [17.1] INTEROPERABILITY NETWORK
    • [17.2] ADVANCED SUBMARINE OPERATIONS
    • [17.3] NAVAL GUNFIRE
    • [17.4] NAVAL GUNFIRE: SHORE BOMBARDMENT
    • [17.5] DIRECT ARTILLERY GUNFIRE
    • [17.6] PRE-LOADED DISEMBARKATION
    • [17.7] ASW BONUS
    • [17.8] DUAL COMBAT VALUES
    • [17.9] NAVAL SUPPLY VALUES
  • APPENDIX A: REFERENCE SHEETS
    • USMC / USN / US Army Units
    • RU Naval Infantry / Baltic Fleet Units
  • APPENDIX B: PLAYTHROUGH EXAMPLE
    • PLANNING STAGE
    • DEPLOYMENT STAGE
    • ACTION STAGE
    • INITIATIVE CHECK
    • VICTORY CHECK STAGE
  • APPENDIX C: GLOSSARY OF TERMS

1.0 INTRODUCTION

Littoral Commander: Baltic (LC:B) is a 2- to 6-player wargame exploring future tactical concepts, emerging technologies, and all-domain warfare. The wargame is designed to be accessible to both professional military personnel and hobbyists. Extensive wargaming experience is not necessary. LC:B offers fast-paced and flexible gameplay meant to be fun and competitive while also serving as an “intellectual sandbox” on “what-if” conflicts that could arise in the Baltic region. LC: Baltic explores hypothetical scenarios of conflict between the U.S. Marine Corps (USMC), U.S. Navy (USN), and U.S. Army confronting Russia’s Naval Infantry (RUNI) and the Russian Baltic Fleet (RUBF) in the year 2030 and beyond.

When creating LC:B, the design team emphasized three underlying principles: accessibility, engagement, and adaptability. Gameplay emphasizes coordinated team planning and rapid player action cycles. With experience, you can create your own scenarios!

Gameplay consists of five principal stages: Planning, Deployment, Actions (including combat), Initiative Check, and Victory Check. Opposing teams, each comprised of 1 to 3 players, take turns commanding their forces to achieve objectives. As they maneuver around the board and engage with their adversary, players manage their units’ supplies, the equipment, technologies, and special capabilities provided by the Joint Capability Cards (JCCs) they acquire with Command Points (CPs). Each team’s objectives are defined by the SCENARIO being played. Achieving victory objectives will be in the hands of the team who best manages all aspects of their command such as tactics, tempo, and coordination.

Some terms used in LC:B may be unfamiliar to those new to wargaming. A list of terms, either specific to the LC:B game system or used generally in military operations, can be found in Appendix C. Lastly, the rule book will refer to the US team as “Blue team” and the Russian team as “Red team.”

1.1 QUICK START **

This Quick Start section is designed to help players understand the major mechanics, sequencing, and structure of the Littoral Commander system. Players must remember that the system is specifically designed to emulate the flexibility of tactical command. Thus, the rules are meant as the initial structure that can be adapted to fit the educational objective and not as a straitjacket.

SEQUENCE OF PLAY (3.0): Each turn generally has three stages: Actions, Initiative Check, and Victory Check. However, on the first turn and SCENARIO specific turns, there are two additional special stages: Planning and Deployment.

  • Planning (3.1): Allocate units and cards to team members. Both teams simultaneously acquire cards using their allocation of Command Points (CPs) on the first turn and specific turns as outlined in the SCENARIO (3.22).

  • Deployment (3.2): Both teams simultaneously place all their units on the map in unrevealed positions (face down). Deployment areas are specified in the SCENARIO. This occurs only on the first turn. Place the respective Tactical Network JCCs (7.6) for both teams by the map and assign any Attached JCCs (9.3) to eligible Unit Trackers.

  • Action (3.3): Each Task Force (a group of units as dictated by the SCENARIO) performs an “impulse” (3.3). In each impulse, the active player (typically in charge of one Task Force) has three Action Points (APs) to conduct Core Actions. Players from opposing teams alternate impulses until all players have gone once. A player from the team with the Initiative performs the first impulse.

  • Initiative Check (3.4): The team that destroyed the most enemy units (not counting MILDEC counters) during the turn takes the Initiative for the next turn – if tied, initiative stays with the team that originally had it.

  • Victory Check (3.5): Determine if either team achieved their victory objectives.

CORE ACTIONS (3.31): Using their 3 Actions Points (APs), each player can perform any combination of the following FIVE Core Actions. Each Core Action requires 1 AP. A player may only conduct Core Actions with units assigned to them (within their assigned Task Force). The Core Actions in LC are:

  • Move (5.0) and/or Initiate Combat (7.0) – Unit(s) may move and/or engage in combat like GROUND ASSAULT, Long Range Strike (LRS), offensive INTERCEPT, and TORPEDO ATTACK. Combat reveals units. All combat within each impulse must be resolved at the same time.

  • Move and/or Conceal (6.0) – Unit(s) may move and/or conceal themselves.

  • Move and/or Resupply (8.0) – Logistics unit(s) may move and/or conduct Resupply, distributing Resupply Points to friendly units.

  • Play a Joint Capability Card (JCC) (9.0) – The active player may play a JCC and resolve its effect.

  • Move and/or Play an Embarked Persistent JCC (11.0) – An Embark-capable unit(s) may move and/ or play an Embarked Persistent JCC for its effect.

JCC symbols

  • INTERCEPT: This symbol indicates that the JCC is eligible for INTERCEPT by enemy IAMD units if the JCC or its target hex is within IAMD range. A successful INTERCEPT discards the JCC.

  • PERSIST: After their initial AP cost to be played, Persistent JCCs can be utilized once per turn by any member of the team for free (no AP required).

  • ATTACH: These JCCs must be attached to specific players and a corresponding unit in the Deployment Stage.

  • NULLIFY: NULLIFY JCCs are cards that enable players to negate or cancel another JCC’s effects.

  • FTR: Prior to effects, enemy FTRs may attempt to FTR NULLIFY this JCC and discard it.

— UNIT SYMBOLOGY — (diagram of a unit counter, labelled: Unit Type; Unit Size; Unit Designator; Number of Movement Points (MP); Combat Values (CV): Ground Assault, Long Range Strike (LRS), Interception, Resupply; Range (in hexes). An infinity symbol indicates an infinite value or range.)

STACKING (3.23): A stack refers to all units in a single hex belonging to the same player (Task Force). There is no limit to the number of units that can be placed within a single hex.

PARTIAL ACTIVATION (3.36): Partial activation of a stack to Initiate Combat, Conceal, Resupply, or Play an Embarked JCC is allowed. Units within a single stack (belonging to the same player) must move together, but the active player may choose to only use select units within the stack to Initiate Combat, Conceal, Resupply, or Play an Embarked JCC.

ZONE OF RECONNAISSANCE (ZOR) (6.2): When conducting a Core Action, all ground units or stacks can exercise a ZOR of 1 adjacent hex in 1 chosen direction (6.21). All surface naval units have an automatic and constant naval ZOR radiating five hexes in all directions – all enemy surface naval units within five hexes of its hex (not counting its own hex) are revealed (6.23). The ZOR of ground units never reveals naval units.

TERM: In the context of ZOR, adjacent hexes refer to any of the six hexes immediately next to the unit’s hex. However, in the context of a JCC effect, “adjacent hexes” refers to contiguous hexes (hexes with one of their mutual sides touching another hex in the group in a contiguous manner). For instance, when a JCC says “Roll 4 dice to attack units in up to 3 adjacent hexes on the map” – then the three hexes can all be in a contiguous row or a contiguous bundle in the shape of a triangle. TERM: Within LC, a naval unit refers to a surface naval unit, representing a ship on the map. Submarines are not considered naval units in the game’s terminology and are always referred distinctively as submarines.

INTERCEPT (7.5): To INTERCEPT an LRS (with either by a unit, stack, ISR marker, or JCC), the target hex of the attack must be within the unit’s INTERCEPT range. It must also be closer to the targeted hex than the attacking unit and have sufficient supply. Defensive INTERCEPTS do not cost AP – they are free actions. Each successful INTERCEPT roll negates one successful LRS attack.

TERM: Long-Range Strike or LRS is a term used to describe combat that involves long-range weapons like cruise missiles and artillery. In game terms, an LRS unit refers to any unit that has a red Combat Value (CV) box on its counter face.

IMPULSE SEQUENCE: Each Action Stage is subdivided into individual “impulses” during which a player activates units/stacks and conducts Core Actions with their respective Task Force. The structure of a given impulse can vary significantly due to differences in player capabilities and strategy. While the exact sequence can be varied – but units and/or stacks and their associated Core Actions must be declared first, and all combat is adjudicated at the same time. A general outline for an impulse is as follows:

  1. To begin their impulse, the player must activate (or designate) the units and/or stacks and their associated Core Actions for the impulse (3.31). The player may declare up to three Core Actions for the active Task Force or JCCs.

  2. The player can resolve any available and previously played Persistent JCCs. This is because after their initial play, Persistent JCCs (9.2) can conduct an effect for free once per Action Stage – not requiring an AP.

  3. Before resolving any combat, a player may resolve any Core Actions or elements of a Core Action – except any resulting combat. Examples include, but are not limited to moving units into a contested hex for combat resolution later, playing new JCCs that do not involve combat resolution, or conducting Move and/or Resupply (8.0).

  4. All Combat actions must be resolved at the same time (7.03). When resolving all combat for the impulse, the active player must declare and allocate targets of effects or allocation of dice for combat. These must be committed before the defending or opposing team responds and cannot be altered.

  5. After all combat is resolved, a player may use any remaining Core Actions or JCCs that do not result in additional combat.

COMBAT SEQUENCE (7.010): On a player’s impulse, all combat is adjudicated at the same time (7.03). Combat can occur due to the following Core Actions: Move and/or Initiate Combat, Playing a JCC, and Move and/or Playing an Embarked JCC. It may also occur in hexes where there is Continuing Combat (7.2). The LC system is designed to be flexible and fluid, but the broad structure for combat is outlined below. It is recommended to use a notepad to keep track of complex combat sequences and specific dice allocation for each targeted unit.

  1. The attacking player decides the order of adjudication for combat in terms of their targets and the type of combat (7.03). Combat is resolved one hex at a time (7.03). The recommended order is TORPEDO ATTACKS, LRS / INTERCEPT then GROUND ASSAULT.

  2. The attacking player allocates TORPEDO ATTACKS (14.07) to specific naval units. The defending player conducts anti-submarine warfare (ASW) (14.1). If the attacking submarine survives or avoids DETECT, then roll the allocated torpedo dice. Apply HP damage to MILDECs if desired by defender, then apply any remaining HP damage(s) to their specific targets.

  3. The active player allocates specific LRS (7.3) dice from units or JCCs to specific revealed targets.

  4. After the attacker’s dice are allocated, the defending player allocates any INTERCEPT (7.5) dice to specific friendly units and reveals the associated IAMD units conducting the INTERCEPT.

  5. Players reduce their LRS and INTERCEPT supply respectively – depending on the dice allocated. Supply is reduced by total allocated dice, even if they were not used.

  6. Apply terrain modifiers (7.09) and any JCC effects that modify the LRS and INTERCEPT values, such as Tactical Network (7.62) if applicable. For each LRS target, the attacker rolls the allocated LRS dice. The defender then rolls their allocated INTERCEPT dice for the specific target. Subtract the successful INTERCEPT rolls from the total successful LRS rolls per target.

  7. If there are any MILDEC in the hex, the defending player may opt to eliminate a MILDEC to absorb 1 HP of damage (4.22).

  8. Any remaining HP damage is allocated to the specific target. Successful damage against one target does NOT roll over to another target – even in the same hex.

  9. Repeat this process (steps 3-8) until all LRS targets are adjudicated. If Combined Arms Attack Bonus (7.17) is applicable, apply it to the subsequent GROUND ASSAULT for the specific hex.

INFLUENCE METER DYNAMICS: All benefits are cumulative and take effect at the beginning of the subsequent turn. The status of the Influence Meter is tracked by a single gray cube on the map.

  • At 0 to 2, the meter provides no benefits.

  • At 3 to 5, that side gains +5 CP on appropriate turns per the SCENARIO.

  • At 6 to 8, all players on that side receive +1 Action Point each turn.

  • At 9 to 10, the team may add 2 JCCs (regardless of CP cost) to their team pool at the beginning of the Action Stage. The cards cannot be Attached JCCs.

EVENTS AFFECTING THE INFLUENCE METER

  • If your team seizes the initiative, immediately move the Influence Meter 1 space in favor of your team.

  • If your team eliminates three or more enemy units during the turn, immediately move the Influence Meter 1 space in favor of your team. JCCs, markers, submarines, and MILDECs do not count.

  • If your team eliminates an enemy naval unit, immediately move the Influence Meter 1 space in favor of your team. This does NOT include submarines.

  • Immediately move the Influence Meter according to a JCC effect, if successful.

  • If the opposing team conducts LRS attacks against a hex with a city, town, port, or airfield, immediately move the Influence Meter 1 space in favor of your team for each hex attacked.

2.0 BASE SCENARIO AND SETUP

LC is specifically designed to allow for a variety of scenarios, set-ups, and victory conditions. Each SCENARIO outlines the specific narrative, order of battle (units involved), team structure, Command Point (CP) allocation, enemy situation, and victory conditions. Think of the SCENARIO as the story for each episode or game of LC. There are eleven SCENARIOs in the box for the game: Meeting Engagement Gotland Redux, Mirror Image – Baltic Resolve, Red Dawn, Chasing Shadows, By Unseen Means, Perilous Passage, Hanging by a Thread, Baltic Siren, Russian Roulette, Dire Straits, and Crossroads of Kaliningrad. Additional SCENARIOs will be added over time on the BoardGameGeek (BGG) page for the game.

Setup diagram (callouts):

  • RU Deck and US Deck are placed beside the map. RU player’s hand and US player’s hand: keep cards concealed.

  • Unit Trackers are laid out by Task Force beside the map (Task Force Novosibirsk and Task Force St. Petersburg for the RU team; Task Force Memphis and Task Force Boston for the US team).

  • Place a black cube on the Turn Tracker to indicate the turn.

  • Place a gray cube on the zero on the Influence Meter.

  • Western Naval Zones are at the bottom of the map.

  • Place matching colored cubes onto the Unit Trackers in respective starting positions, and place any attached cards under the top of the Unit Tracker.

  • Tactical Network Cards are placed by the map.

3.0 SEQUENCE OF PLAY

Each turn generally has three stages: Action, Initiative Check, and Victory Check. However, on the first turn and on turns specifically stated by the Scenario, there are two special additional stages: Planning and Deployment. During the Planning Stage, each team devises and coordinates their plans – including selecting Joint Capability Cards (JCCs), which represent the support available from higher command and adjacent forces (9.0). Then, during the Deployment Stage, teams will set up and organize their forces on the map according to the SCENARIO. In subsequent turns, teams conduct only the three normal stages: Action, Initiative Check, and Victory Check. At the beginning of specific turns, the SCENARIO will instruct teams to conduct a special Planning Stage and select additional JCCs prior to the Action Stage.

Turn flow diagram. Planning Phase (on specific turns); Deployment Phase (first turn only); Action Phase; Initiative Check; Victory Check.

For each turn, a team may alter the order in which its players conduct their impulses. In the Action Phase the teams alternate: BLUE Impulse #1, RED Impulse #1, BLUE Impulse #2, RED Impulse #2, BLUE Impulse #3, RED Impulse #3.

The impulse sequence can be varied – but units/stacks & their associated Core Actions must be activated first, and all combat is adjudicated at the same time. Within an impulse: Activate Units/Stacks & Core Actions; Use any Persistent JCC effects; Adjudicate Non-Combat Actions; Adjudicate all Combat; Adjudicate Non-Combat Actions; Update Supply and designate Continuing Combat.

Combat is resolved one hex at a time. The exact combat sequence can be varied – dependent on a player’s preferred sequence. Repeat, as necessary. Types of combat: Submarine Combat, LRS Combat, Intercept Combat, Ground Combat. Select types of combat have unique elements like anti-submarine warfare (14.1) & Combined Arms Attack Bonus (7.17). For each combat: the attacker allocates dice to each target; the defender allocates dice for defense per target; apply applicable modifiers (i.e., Terrain & Combined Arms Bonus); both players roll dice; assign HP damage.

[3.01]* Planning Stage: Allocate units and cards per the SCENARIO to team members in the first Planning Stage. Both teams simultaneously acquire JCCs using their allocation of Command Points (CPs) as outlined in the SCENARIO (3.12). In this stage, teams should discuss their initial plans and coordinate their actions for the wargame. A full Planning Stage occurs only on the first turn. Feel free to devise clear and creative plans. For most games, we recommend roughly 20 minutes for the first Planning Stage. For beginners, it is encouraged to only select from a smaller portion of the JCC deck to speed up planning. Experienced players or instructors can help narrow down the JCC decks for each team. In subsequent Planning Stages, players may acquire additional JCCs using an allocation of CPs as outlined by the SCENARIO.

[3.02] Deployment Stage: Both teams simultaneously place all their units on the map in unrevealed positions (face down). Deployment areas are specified in the SCENARIO. This occurs only on the first turn. Place the respective Tactical Network JCCs for both teams by the map (7.6).

[3.03]* Action Stage: In this stage each Task Force (a group of units as dictated by the SCENARIO) perform an “impulse,” alternating between the two teams (3.3). In each impulse, the active player typically has three Action Points (APs) to conduct Core Actions. A player may use fewer APs but cannot save them for future turns. The APs a player possesses may be affected by JCCs, the Influence Meter, and SCENARIO. To begin their impulse, the player must activate (designate) the units and/or stacks (by pointing to the units/stacks) and declare their associated Core Actions for the impulse. If conducting “Move and/ or Resupply,” a player may simply declare a unit(s) will be conducting that Core Action without revealing its location. A player may not change one Core Action to another once they are committed. Specific details, such as targets of effects or allocation of dice for combat, must be committed before the opposing team responds. All combat within each impulse must be resolved at the same time. The example below shows the impulse order in a 4-player game when the Blue Team has initiative:

Example impulse order, 4-player game (diagram): Action Stage – US Team Player 1 (TF Boston), RU Team Player 1 (TF Novosibirsk), US Team Player 2 (TF Memphis), RU Team Player 2 (TF St. Petersburg); then the Initiative Check.

DESIGNER NOTE:** Core Action Process Modification – The phrasing behind the original intent on how to declare actions created some confusion in the original Littoral Commander: Indo-Pacific rule book. Therefore, to eliminate this confusion, the preceding 3.03 has been modified to “activate units and/or stacks with their associated Core Actions” instead of “declaring all Core Actions.” This is meant to help provide structure to players by requiring units/stacks to be activated by Core Actions, while leaving any remaining APs for JCC use. We believe this provides the right balance of structure and dynamic gameplay.

[3.04] Initiative Check: The team that destroyed the most enemy units (not counting MILDEC units) during the turn gains the initiative for the next turn – if tied, initiative stays with the team that originally had it.

[3.05] Victory Check: Lastly, determine if either team has achieved their hidden victory objectives. If so, the game ends immediately. If no one has achieved victory, begin the next turn with the Action Stage unless otherwise specified by the SCENARIO.

Flow diagram: Victory achieved? YES – the game ends. NO – proceed to the Action Stage.

[3.06] If the SCENARIO indicates a new allotment of CPs for the next turn, acquire new cards in a special Planning Stage before proceeding to the Action Stage.

[3.1] PLANNING STAGE

“We can do this by developing simple, flexible plans; planning for likely contingencies; developing standard operating procedures; and fostering initiative among subordinates.” – US Marine Corps Doctrine Publication (MCDP) 1: Warfighting During the Planning Stage, teams coordinate their overarching plan and discuss strategy and tactics. A well-thought-through plan is the first step towards success.

[3.11] Players determine their SCENARIO, which describes the situation and set up for the game. The SCENARIO lists each team’s initial CP allocation and outlines when their team can expect reinforcements and/or additional CPs. Some SCENARIOs may have special rules or caveats that change or add to the base rules.

[3.12] Teams then decide how to spend their CPs purchasing JCCs. The cost of a JCC ranges from 1 to 5. Most JCCs are kept in a team pool that can be used by any player at any time. The JCCs a team purchases in the Planning Stage can NEVER exceed their CP allocation in the SCENARIO. Purchased JCCs are kept hidden in the team pool or a specific player’s hand until deployed/used.

DESIGNER NOTE:** The CP cost of cards for Littoral Commander are based on the accessibility and availability of the capability represented by the JCC from the perspective of a regiment or lower unit. Broadly, capabilities within the same military service are rated 1-2, commonly shared joint capabilities are 3-4, and national technical means and interservice detachments are often 4-5. This can lead to situations where the same missile launched from an organic service capability for the USMC can be 2 CP, while the same missile on an USN or US Army capability can be 3-4 CP.

[3.13] Unspent CPs are not accumulated from turn to turn. If unused during a Planning Stage, they are lost.

[3.14]* Certain JCCs must be Attached (9.3) or Embarked (10.0) to a specific unit, or “host unit” specified on the JCC. Marked by the paperclip symbol on the JCC, Attached JCCs must be assigned to a unit, denoted by sliding the JCC underneath the top of the Unit Tracker during the Deployment Stage (4.33). Attached JCCs represent a variety of units or equipment that can be added to a unit. Embarked JCCs represent capabilities placed onto a means of transportation (such as ships, planes, etc.) using Space Values (10.1). They are placed face-down next to their host unit’s Unit Tracker during the Deployment Stage.

[3.15] Players may earn additional CPs from the Influence Meter (15.0) or through the effects of specific JCCs.

[3.16] By the end of the Planning Stage, players should have the Unit Trackers (4.3) of their respective Task Force(s) laid out and the associated colored cubes assigned to their respective slots as indicated on the Unit Tracker. Each cube is used to indicate and track the supply levels of their respective Combat Values (CVs).

[3.2] DEPLOYMENT STAGE

“During the Deployment Stage, teams place their units on the map as designated by the SCENARIO. In some cases, units are given a specific starting point, other times there is a broad area in which teams can deploy their respective units or Task Force. Remember, coordination among team members is critical! You win and lose as a team. Place the respective Tactical Network JCCs for both teams by the map (7.6).

[3.21]* Players deploy their forces face down, hiding the face of the counters. Whenever units are deployed to the map initially – either in the Deployment Stage or later in the game through select JCCs or port disembarkation – they are deployed face down (representing they are hidden). Teams should deploy their respective units simultaneously according to their respective plans. However, if simultaneous deployment proves challenging (i.e., player behavior aiming to seek advantage), then the team with initiative according to the SCENARIO may decide the order of unit deployment onto the map. The team with initiative may choose to either deploy all their units first or wait until the opposing team has fully deployed. The order of unit deployment does NOT change the initiative (3.25).

[3.22]** By the end of the Deployment Stage, Attached JCCs (9.3) and Embarked units and/or JCCs (10.0) MUST be assigned to their respective host units and associated Unit Trackers (3.14 and 11.0).

[3.23] STACKING: A stack refers to all units in a single hex belonging to the same player. A stack acts as a single unit, requiring only 1 AP to conduct a Core Action (3.31).There is no limit to the number of units that can be placed within a single hex. There is an example of stacks conducting a Core Action in (3.34).

[3.24]** Select JCCs can only be played during the Deployment Stage – as outlined in the specific JCC’s text (9.5). Playing JCCs that can ONLY be played in the Deployment Stage does NOT require any APs, but still requires CPs to acquire them during the Planning Stage (3.1). When playing JCCs during the Deployment Stage, the team with the initiative (according to the SCENARIO) may choose to play all their JCCs for the Deployment Stage first. Then the opposing team plays all their JCCs for the Deployment Stage. Alternatively, the team with the initiative may force the opposing team to play all their JCCs for the Deployment Stage first, then play their own. Regardless of order, a team may only have ONE opportunity to play all the relevant JCCs. The order of deployment of units does NOT change the initiative (3.25).

DESIGNER NOTE:** The initial LC: Indo-Pacific had very few JCCs that were required to be played during the Deployment Stage, such as the “Military Deception” JCC. However, in future national expansions and JCC sets, the vision is to incorporate more JCCs that can only be played during the Deployment Stage. LC: Baltic builds on this concept with JCCs like “Poisoning AI” and “Seabed Sabotage,” which can affect the degradation status of the opposing Tactical Network before the first Action Stage. This JCC reflects years of clandestine operations feeding ‘bad information’ or manipulating the adversary’s battle AI networks – weakening the enemy before the first salvo. The objective is to represent how operational and tactical actions during competition and peacetime can shape the tactical battlefield.

[3.25]** The team with the initiative as outlined in the SCENARIO retains the initiative until they relinquish it or lose it in the Action Stage (3.41).

[3.26] Depending on the SCENARIO, gray cubes may be used by Event Cards (16.0) or to represent civilians or objectives on the map.

[3.3] ACTION STAGE

Action Stage is divided into a series of individual impulses that alternate between opposing teams, representing simultaneous action and reaction dynamics across the battlefield. The Action Stage ”represents 2-3 hours of real time and is complete when players on all teams finish their actions. An impulse is a segment within the Action stage where a specific player executes Core Actions. Each turn, the team with the initiative, as outlined in the SCENARIO, goes first. Initiative can change at the end of a turn (3.42). For instance, in a 3-vs-3 game where each player commands a Task Force, there will be 6 total individual impulses in a single turn’s Action Stage. In contrast, in a 2-vs-2 game each team only has 2 impulses each, totaling 4 for the Action Stage. The example below shows an Action Stage in a 2-vs-2 player game where the USMC has the Initiative.

Example impulse order, 4-player game (diagram): Action Stage – US Team Player 1 (TF Boston), RU Team Player 1 (TF Novosibirsk), US Team Player 2 (TF Memphis), RU Team Player 2 (TF St. Petersburg); then the Initiative Check.

If only two players are playing a 2-vs-2 game, one controlling both Blue Task Forces and one controlling both Red Task Forces, the players alternate impulses one by one as they normally would. The Action Stage still consists of 4 impulses, one for each of the 4 Task Forces that would normally be controlled by 4 different players.

The SCENARIO indicates which team starts with the initiative and therefore starts the Action Stage. The team with the initiative may choose to force the other team to go first, relinquishing initiative to that team for future turns (3.41). The team with the initiative designates a player from their team to go first. Play then alternates between players from each team. Each player may take up to 3 Core Actions or Pass. The two teams alternate impulses until all players have had the opportunity to act, which ends the Action Stage for that turn.

[3.31]* CORE ACTIONS: Using their 3 Action Points (APs), each player can perform any combination of the FIVE Core Actions. Each Core Action requires 1 AP. A player may only conduct Core Actions with units assigned to them (within their assigned Task Force). To begin their impulse, the player must activate (or designate) the units and/or stacks (by pointing to units/stacks) and declare their associated Core Actions for the impulse. If conducting “Move and/or Resupply,” a player may simply declare a unit(s) will be conducting that Core Action without revealing its location. The Core Actions in LC are:

  • Move (5.0) and/or Initiate Combat (7.0) – Unit(s) may move and/or engage in combat like GROUND ASSAULT, Long Range Strike (LRS), offensive INTERCEPT, or TORPEDO ATTACK. Combat reveals units. All combat within an impulse must be resolved at the same time.

  • Move and/or Conceal (6.0) – Unit(s) may move and/or conceal themselves.

  • Move and/or Resupply (8.0) – Logistics unit(s) may move and/or conduct Resupply, distributing Resupply Points to friendly units.

  • Play a Joint Capability Card (JCC) (9.0) – The active player may play a JCC and resolve its effect..

  • Move and/or play an Embarked Persistent JCC (11.0) – An Embark-capable unit(s) may move and/ or play an Embarked Persistent JCC for its effect.

[3.32]* A player has 3 APs for their impulse unless indicated otherwise. The number of APs available to a player or a team may be affected by the SCENARIO, specific JCCs, or the Influence Meter (15.0).

[3.33] A player may conduct Core Actions only with units assigned to them (those within their assigned Task Force). For instance, Gino (Blue Player #1) cannot Move and Initiate Combat with units that belong to Erin (Blue Player #2). Units cannot be transferred between players at any point.

[3.34] A unit or stack can conduct only one Core Action per turn, using 1 AP. A unit refers to a single unit counter while a stack refers to all units in a single hex belonging to the same player. A stack acts as a single unit and requires only 1 AP to conduct a Core Action (3.31). A stack always moves at the MP of the slowest unit within the stack (5.12). If select units move into another hex from a stack and leave other units behind, the newly formed stack would require 1 AP to conduct a Core Action.

EXAMPLE: A single infantry unit can Move and/or Initiate Combat for 1 AP. Similarly, a stack of 4 infantry units in the same hex and belonging to the same player can Move and/or Initiate Combat together for 1 AP. A unit cannot Move and Initiate Combat and then Move and/or Conceal in the same turn. This would count as 2 Core Actions by a single unit or stack, which is prohibited.

[3.35] A Core Action may be executed in any sequence or partially (3.36). A unit or stack may initiate combat then move or vice versa. Similarly, a unit may choose to move and not conduct combat with a “Move and/or Combat” Core Action. All units or stacks activated for Core Actions must be declared at the beginning of each player’s impulse. Regardless of sequence, combat for all units and JCCs belonging to a single player is resolved at the same time (3.38)

EXAMPLE: A US naval unit may Move then Initiate Combat or Initiate Combat then Move. Note that whenever a unit or stack Initiates Combat, it will automatically reveal itself – exposing its counter face(s) (6.06).

[3.36]* PARTIAL ACTIVATION: Partial activation of a stack to perform a Core Action is allowed. Units within a single stack (belonging to the same player) must move together but only select units within the stack may Initiate Combat, Conceal, Resupply, or Play an Embarked JCC.

EXAMPLE: As a stack, two LRS units move together to the same hex. However, in that same action, only one of the two LRS units chooses to reveal and conduct LRS attacks. Alternatively, the two LRS units can move and engage in combat together – if the player chooses. Both examples only use 1 AP.

[3.37]* A stack of units can be split into multiple smaller stacks. To do this, each new stack of units must spend 1 AP for a Core Action to Move into their new hex. At the beginning of a player’s impulse, all units belonging to the same player and residing within the same hex are treated as a single stack. When multiple units or stacks enter a hex with existing units of the same Task Force, they will require AP per usual rules to move into the target hex and conduct Core Actions. The newly introduced units or stacks are considered distinct stacks from the pre-existing stack in the hex. These units will only be considered a new combined stack in the subsequent turn.

EXAMPLE: Four units in a single stack can move into two separate hexes with two units each. This requires two APs to execute because they create two distinct stacks and make Moves into two separate hexes. For instance, one stack Moves and Conceals, while the other stack Moves and Initiates Combat.

EXAMPLE: Two units from hex B-1 enter hex A-1 and two units from hex C-1 enter hex A-1. This requires 2 AP. In the subsequent turn, all four units are considered a stack and may conduct a Core Action together for 1 AP.

[3.38] All Combat – by units and JCCs – is resolved at the same time within an impulse, either before or after Move, Conceal, Resupply, or resolving non-combat effects of any JCCs.

EXAMPLE: Sage (Blue Player #1) announces all her moves: one stack Moves and Initiates Combat, one unit Moves and Conceals, and finally Sage plays is spent playing a JCC that Initiates Combat. All the units move first to their intended hex. Then the second unit Conceals by hiding its counter face (face down). Combat then takes place with the JCC’s effect and the committed units that Initiated Combat.

[3.39] A team may change the internal team order in which players take their impulses on any turn, but each player may take only one impulse per turn.

EXAMPLE: In turn 1, the Blue team order was Avery (Player #1), Fatima (Player #2), Carlos (Player #3). In turn 2, the Blue team decides to change to Fatima (Player #2), Avery (Player #1), then Carlos (Player 3). Note: Between each Blue Player impulse, there is an impulse is a Red Player impulse.

[3.310] A player may choose to use fewer AP than they have available, referred to as “passing.” Passed APs do not transfer to other players or carry over into future turns (3.13).

[3.311] Normally, an individual player has 3 APs per turn and controls one Task Force. If you are playing a 1-vs-1 game with a SCENARIO designed for multiple players on each team (each player representing a Task Force), then a single player controls all the Task Forces on their team with each Task Force getting 3 APs per impulse. The teams (comprised of a single player each) alternate impulses within the Action Stage (3.3). Remember, during a Task Force’s impulse, you may only use the units assigned to that Task Force.

EXAMPLE: In a 1-vs-1 game, Jessica is playing 2 Blue Task Forces and Barclay is playing 2 Red Task Forces. In the SCENARIO, Jessica goes first, choosing Task Force Boston and conducting 3 APs with her assigned units. Then Barclay uses 3 APs for Task Force Moscow. Afterwards, Jessica uses 3 APs for Task Force Memphis. Finally, Barclay uses 3 APs for Task Force Nizhny Novgorod and its associated units, concluding the Action Stage.

[3.312] If all the units in a Task Force are eliminated, the associated player can only use 1 AP per impulse. If using the “Action Pool” Event card, then the team’s Action pool is reduced by 3 for each eliminated Task Force. However, if the degraded Task Force receives new units (such as units through Reinforcements), then the Task Force regains its original 3 APs.

[3.4] INITIATIVE CHECK

The SCENARIO directs which team takes the first impulse in the Action Stage. However, during the Initiative Check, players check to see if the Initiative changes for the next turn.

[3.41] According to the SCENARIO, the team with initiative may choose to go first in the Action Stage. They may choose instead to force the other team to go first, relinquishing initiative to that team for future turns – unless initiative is seized back by destroying more units than the opposing team (3.42). A team may always relinquish initiative to the other team at the beginning of the Action Stage.

[3.42]* The team that eliminated the most enemy units during the turn seizes the initiative. This includes units on the map, submarines, and units that were being transported through a JCC or Embarked. If tied, initiative stays with the team that originally had initiative. JCCs, markers (Proxy, SOF, ISR), and MILDECS do not count toward the destroyed unit count. Retaining initiative does not count as seizing the initiative, but if a team relinquishes initiative, it does count as seizing the initiative for the other team.

EXAMPLE: According to the SCENARIO, the Blue team starts with the initiative but decides to cede it to the Red team, forcing the Red Team to go first. In Turn 2, the Red team still has Initiative since no units were destroyed, and the Initiative did not change. In Turn 3, the Blue team destroyed more units than the Red team. So, for Turn 4, the Blue team seized the Initiative and may decide to go first or relinquish the Initiative again.

EXAMPLE: If a JCC carrying 4 units is destroyed, the eliminated four units count towards the unit count in calculating initiative for the subsequent turn.

[3.5] VICTORY CHECK

After the Initiative Check, both teams check victory conditions. If a team has achieved their victory conditions as listed in the SCENARIO by this stage, the game ends immediately and they are the victors. If no one has achieved their victory conditions, then the game proceeds to the next turn. The next turn begins with the Action Stage unless the SCENARIO indicates a special Planning Stage occurs on the following turn.

4.0 GAME COMPONENTS

[4.1] THE MAP

The LC map is divided into hexes, each representing an area 20 km across. The border and/or color of each hex signifies its Movement Point (MP) cost to enter that hex (5.0). Blue or Green hexes require 1 MP, Yellow hexes require 2 MP, Orange hexes require 3 MP, Brown requires 4 MP, and Red hexes are impassable/prohibited. Each hex features an MP rating in a white next to the hex number. Naval hexes only have blue water. Land hexes feature a visible piece of land. Mixed land-naval hexes are hexes that have both water and land features within the hex (5.11). Additional symbols indicate whether a hex has a city, town, port, or airfield, which are relevant to the Influence Meter (15.0, 15.2). Landbased units cannot cross sea hexes without using appropriate JCCs (5.19). At the bottom of the map are ‘Naval Zones’ which abstract the great distances that naval vessels can fire from and still strike the main map area (7.4). Some maps will not have naval zones because there is no naval approach from a particular direction.

The LC terrain classification system (the color/number coding) aggregates terrain effects, means most of the geographic features visually depicted are accurate, but largely cosmetic. Most features, such as rivers and bridges, were included for general geographic awareness, potential for SCENARIO specific rules, and opportunities for advanced rules. Refer to section [5.0] Movement for more information on how units move on the map.

[4.2] UNIT SYMBOLOGY

Each unit in LC is represented by a double-sided counter. The back displays a unique symbol for the RUNI/RUBF or USMC/USN. The front displays the unit’s type, size, Combat Values (CVs), combat ranges, MP allowance, unit designator, and Resupply Value (RV), if applicable. See below for a comprehensive image example:

Unit counter diagram (labelled): Unit Type; Unit Size; Unit Designator; Number of Movement Points (MP); Combat Values (CV) – Ground Assault, Long Range Strike (LRS), Interception; Resupply; Range (in hexes); an infinity symbol indicates an infinite value or range.

Additional examples shown: Two different Long-Range Strike (LRS) values represent two different types of munitions. Two different INTERCEPT values represent two different types of munitions. A unit with both green and red boxes can do either GROUND ASSAULT or LRS for its combat action. Blue circles represent logistical capabilities; a unit can have two different ways to supply units. Counter backs: US Unit back, RU Unit back.

RU Unit back

[4.21] Symbology Notes Different colors indicate different Combat Values (CVs). Green indicates GROUND ASSAULT. Red indicates LONG-RANGE STRIKE (LRS). Purple indicates INTERCEPT ability or integrated air and missile defense (IAMD). The CV (7.02) is the large number in each colored shape (green, red, purple); the exponent in the shape indicates the range of that CV in hexes (NOT counting the hex it is in). The large number in a Blue circle indicates logistics units’ RESUPPLY VALUE (RV). This is the total number of supplies the counter can provide to a unit or units in a single turn. The exponent number for a CV indicates its range and for RV indicates its range for providing supplies, not counting the hex it is in. TERM: A unit’s Hit Point (HP) value represents how much damage it can receive before being destroyed. Each successful attack of any type inflicts 1 HP of damage.

DESIGNER NOTE:** For those unfamiliar with the standard NATO symbols, Unit Trackers for each associated unit provides its description. For those interested in learning more about unit symbols, refer to this USMC publication: https://www.trngcmd.marines.mil/Portals/207/Docs/TBS/ Operational%20Terms%20and%20Graphics%20WOBC.pdf

[4.22]* MILDEC (military deception) and Naval MILDEC counters do not count as “units.” They are deployed through JCCs as decoys with no combat abilities. When placed on the map, each individual MILDEC counter can be assigned to different Task Forces and they remain with their assigned Task Forces throughout the SCENARIO. When sharing a hex with units, a MILDEC counter may take 1 HP of damage for a co-located unit. However, naval MILDEC counters do NOT protect submarines. A MILDEC counter possesses 1 HP and is destroyed after one successful hit. When allocating damage from successful GROUND ASSAULT or LRS attacks, the defending player may choose to destroy a MILDEC counter or allow the targeted unit to take the HP damage. This allows a defending player to choose which units in the stack are prioritized with MILDEC protection.

EXAMPLE: An enemy LRS attack inflicts 2 HPs of damage on a revealed infantry platoon belonging to Mari (Blue Player #1). She has two unrevealed ground MILDECs and an unrevealed logistics company in the same hex. She could choose to destroy the two hidden MILDEC counters and save the infantry platoon. However, she wants to prioritize protecting the logistics company against later dangers and allows all 2 HPs of damage to destroy the infantry platoon.

(Illustration: Ground MILDEC counters and Naval MILDEC counters.)

[4.3] UNIT TRACKERS

Each individual player has a unique Unit Tracker for each unit assigned to their Task Force, allowing a player to keep track of each unit’s HP and supply levels. If a unit has more than one type of CV (for example, GROUND ASSAULT and LRS), each type has its own supply level. Initial supply values are given in Appendix A and indicated on the Unit Tracker by color squares for the associated Combat Value.

[4.31] Players control only the units assigned to them by the SCENARIO and/or attachments belonging to said units. The only exception is when a JCC effect provides Reinforcements. These units go into the Task Force of the player who played the JCC.

[4.32] Supply values for each type of CV and HPs for each unit type can be found on the relevant Unit Tracker card and in Appendix A: Reference Sheets. The Unit Trackers have colored squares representing the starting (and maximum) supply values for each type of CV: green for GROUND ASSAULT, red for LRS and purple for INTERCEPT. The black square represents the unit’s HP. Use the associated color cube to keep track of each value throughout the game. Some units have multiple LRS values because they have multiple weapon types. For these cases, use a red cube for LRS(1) [the CV on the left] and an orange cube for LRS(2) [the CV on the right]. Select JCCs give a unit a new LRS(2), LRS (3), and/ or INTERCEPT(2) CV. For these cases, use the stated color cube on the JCC – typically orange or blue to track supply on the Unit Tracker. Some units have an INTERCEPT CV with infinite supply and do not have a colored cube to track supply on the Unit Tracker – instead, roll up to 4 dice for each INTERCEPT attempt (7.34).

SUPPLY VALUES:

Green = Ground Assault Red = LRS Purple = Intercept Blue = Resupply Point Black = Unit’s HP

[4.33] Labeled with a paperclip symbol on the card, Attached JCCs (9.3) must be assigned to a unit by the end of the Deployment Stage (9.3). Slide the JCC underneath the host’s Unit Tracker from the top, leaving the name of the card visible. If a player forgets to attach a JCC by the end of the Deployment Stage, discard it.

[4.34] The SCENARIOs outline pre-determined Task Forces (5.2), with a single player commanding all units within a Task Force.

[4.35]* Task Force Counters are organizational and function as a singular cogent stack, requiring one AP to conduct one Core Action. A Task Force Counter, like a stack, cannot execute more than one Core Action per turn.

[4.36]** In the Littoral Commander series, Unit Trackers have an additional symbol (a black or white triangle with a number in the top right-hand corner) – indicating its Space Value requirement for being Embarked on ships. This mechanic is explained further in (10.0) Embarking.

5.0 MOVEMENT

During their impulse, players may spend APs to Move units on the map (see Core Actions in 3.3). A unit’s Movement Points (MPs) are indicated by the number in the gray hex in the top right corner of a unit counter (4.2).

[5.1] UNIT MOVEMENT

Each hex has a Movement Point (MP) cost (4.1). Each hex also has unique hex designations at the bottom. Hexes that are incomplete or cut off (such as half hexes) on the map are not considered in play – unless all players agree to consider them eligible for play.

[5.11] Hexes may be one of six colors: Blue, Green, Yellow, Orange, Brown, or Red. MP requirements vary per hex: Green/Blue hexes require 1 MP, Yellow hexes require 2 MP, Orange hexes require 3 MP, Brown requires 4 MP, and Red hexes are impassable/prohibited. Naval hexes (featuring only water) typically require 1 MP (Blue) to move through unless indicated otherwise with another color/rating. Select naval hexes may have a different color to indicate the difficulty of transiting a shallow area of water or an area with maritime obstacles. Ground units can only move through land hexes (hexes with visible land) and/or mixed land-naval hexes that have a contiguous land route. It is important to note that a green hex designation does NOT indicate the presence of land. A land and/or mixed hex must have visible land (refer to Designer Note below). Naval units can only move through contiguous naval hexes and/or mixed land-naval hexes. For the purposes of JCC effects, mixed land-naval hexes are considered both land and naval hexes but can only target units of the same type of hex indicated on the JCC (i.e., land hex equals ground units).

EXAMPLE: Mixed land-naval hexes, such as the sea around islands or the coastline, may require additional MP. For instance, if a mixed land-naval hex is yellow, then it requires 2 MP. This affects both ship and ground movement into that hex.

DESIGNER NOTE:** Do not confuse naval hexes with a colored border as inherently featuring a landmass. Naval hexes may have a MP rating due to their proximity to an actual land area and/or an obstacle or feature (like water depth) that may increase its MP rating. Admittedly there are some rare edge cases where a hex straddles a waterway (like a channel or small body of water) and features parts of two landmasses that connect to other land hexes. If so, a ground unit may still go within that area since it features a visible landmass. However, a ground unit can only move along on one side of the waterway. For instance, if two islands are straddled by a single hex featuring parts of both islands separated by water, then a ground unit can move on Island A but not Island B. This is left to the discretion of the players. Apply common sense and consensus when playing with these rare edge cases.

[5.12]* The number in the gray hex on the unit counter indicates the MPs it can employ in the Action Stage. Units do not have to use all their MPs. A unit or stack can only move ONCE in an impulse, either before or after conducting Combat, Concealing, Resupplying, or playing an Embarked JCC.

EXAMPLE: An infantry platoon with 3 MP can move 3 Green hexes with a value of 1 MP each, or one Yellow hex (2 MP) and an additional Green hex. See the following visual examples.

[5.13] A single stack – defined as all units in a hex belonging to the same player – can move and act together for a single AP, moving at the MP of the slowest unit (MILDECs do NOT count toward the MP calculation). This also applies to stacks comprised of naval units. The stack must begin and end in the same hex. There is one exception below.

EXAMPLE: For 1 AP, a stack, comprised of a Blue infantry platoon (3 MP) and a Blue logistics company unit (2 MP), can move using the MP of the logistics company – which is 2 MP. They then both Conceal (6.0).

EXCEPTION: The only exception vis-a-vis the stacking rule is the Combined Arms Movement Rule, which is related to the Combined Arms Attack (7.17). If a stack has units capable of GROUND ASSAULT and LRS, then the units may conduct a Combined Arms Movement. By using 1 AP for Move and/or Initiate Combat for the stack, the units may conduct simultaneous GROUND ASSAULT and LRS attacks with the units within the stack. Doing so will separate the stack as the GROUND ASSAULT occurs in a separate hex while the LRS unit is left behind. A single unit can only use one CV for the impulse (7.02).

EXAMPLE: A player activates a stack which includes an infantry platoon and an LRS unit. Without moving, the LRS unit can Initiate Combat with its LRS CV into an enemy hex. Then the friendly infantry unit in the same stack can Move into the enemy hex and Initiate Combat with its GROUND ASSAULT CV against the same enemy hex. After combat, they are no longer a cohesive stack until they are in the same hex again. This sequence requires a single AP. Refer to (7.17) for modifiers to GROUND ASSAULT when conducting a Combined Arms Attack.

[5.14] When using a Core Action, a unit or stack can ALWAYS Move at least one hex, even if it exceeds its MP allotment. If this single hex move exceeds a unit’s MP allotment, it cannot conduct any other part of a Core Action – such as Combat, Conceal, Resupply, or Embarked Persistent JCC. Units can never enter a prohibited hex, indicated in red.

EXAMPLE: A unit with 3 MP may enter a Brown hex (requiring 4 MP) but cannot move further. The unit then cannot Conceal, Initiate Combat, Resupply, or play an Embarked JCC.

[5.15] A stack of units can be split into multiple smaller stacks. To be considered separate stacks, each new group of units needs to spend AP for a Core Action to Move into its own hex. Otherwise, all units belonging to the same player and residing within the same hex will be treated as a single stack. There is an example in (3.37).

[5.16] A unit/stack may move before or after it Initiates Combat, Conceals, Resupply, or plays an Embarked JCC, but a unit/stack can move only ONCE per turn

[5.17] MILDEC and Naval MILDEC counters share the MP of the unit or stack they are co-located with. If a MILDEC or Naval MILDEC moves on its own, it requires 1 AP to move and possesses an MP of 2 (land) or 4 (naval).

[5.18]* When a ground unit enters a hex with an opposing ground unit, it stops its movement. It cannot transit through that hex unless it first eliminates the enemy unit. Ground units can bypass hexes with enemy units by going around them. Naval and/or ground units do NOT stop opposing naval movement through their hex (either in naval or mixed land-naval hexes).

[5.19]* Ground units cannot execute amphibious movement (crossing naval hexes or mixed hexes) without a JCC, regardless of MP (More in 5.110). Specific JCCs, such as the “Littoral Movement” JCC, allow for aerial lift and amphibious movement. Whether using aerial lift or amphibious movement, the units transported may

NOT move beyond their destination hex on the impulse they have been disembarked or transported, and the transported units’ MPs are considered fully expended for the impulse. For more information on disembarking units, refer to 12.0.

[5.110]** Movement across Bridges: Some hexes on the map will have bridges between land hexes, enabling ground units to move across them. Hexes with bridges are treated as mixed land/naval hexes. An example is J-34 on the Western Baltic Map.

[5.111]** Special Movement Cases: Some hexes on the map have multiple small islands within the same hex. In this case, the unit is considered to be on one of the islands (it does not matter which one). Similarly, there are several mixed land-naval hexes with MP ratings due to factors that affect movement. This does NOT mean that land units can move between those hexes, even though they have MP ratings. If a ground unit wants to move from one island in a hex to a different island or land mass in another hex, it requires a JCC effect (12.0). If a single, contiguous island occupies multiple hexes, then a ground unit can move across the island with normal movement rules (5.12).

EXAMPLE: A ground unit can move AK-20 to AL-20 to AM-19 because of the road. But a ground unit cannot move from AM-19 to AM-17 without a JCC that enables naval transportation of ground units – due to the naval hex (AM-18).

6.0 CONCEAL

Whether a unit or stack is revealed (counter face showing) or Concealed (face down) is incredibly important in LC. Only revealed units can be attacked.

[6.1] CONCEAL CORE ACTION

Using the Move and/or Conceal Core Action, players may Conceal units or stacks after they have been previously revealed. This requires 1 AP per unit or stack.

[6.11] A unit or stack is Concealed if it’s faced own with the unit symbol and stats hidden. A unit is revealed when its name and capabilities are face up, visible to all players.

[6.12] When a unit or stack Conceals, it may also Conceal any accompanying MILDEC(s).

[6.13] A unit or stack is revealed in three ways: when it attacks, through the effects of JCCs, or by the ZOR of an enemy unit (6.2). Please note that a unit may reveal itself because of its own actions, such as conducting LRS or INTERCEPT. Refer to (7.07), (7.37), and (7.511). Conducting a Resupply Core Action does NOT reveal either the resupplying unit or the resupplied unit

[6.14] A Concealed unit or stack cannot be subject to LRS combat by opposing units. See Long-Range Strikes (LRS) section (7.3) for more details.

[6.2] ZONE OF RECONNAISSANCE (ZOR)

All units or stacks (except MILDECs and Naval MILDECs) exercise a Zone of Reconnaissance (ZOR) that forces enemy units to be revealed (turned face-up). In LC, ZORs do NOT stop the movement of enemy units.

[6.21]* All ground units or stacks can exercise a ZOR into 1 adjacent hex. This means they can reveal all units in 1 adjacent ground hex per turn if they conduct a Core Action. Occupying a contested hex does not stop a unit from exercising its ZOR. A ground unit or stack may exercise its ZOR before or after conducting a Core Action and does not necessarily require movement). For instance, if a ground unit is next to an enemy stack, it may exercise its ZOR revealing the enemy stack, then move and conduct a Core Action like Combat, Conceal, or Resupply. Likewise, a ground unit or stack may exercise its ZOR without moving if it conducts a Core Action. Exercising the ZOR of a ground unit or stack DOES NOT reveal that unit or stack. The ZORs of ground units never reveal naval units

EXAMPLE: Using Move and/or Combat, a stack of 2 infantry platoons moves adjacent to 3 different enemy hexes – each with enemy units. The stack exercises its ZOR into 1 of the enemy hexes, revealing the units in one of three enemy occupied hexes. The 2 infantry platoons remain unrevealed until an enemy unit exercises its own ZOR on the infantry platoon stack.

[6.22] Opposing ground units entering or occupying an enemy-occupied hex automatically reveal each other.

[6.23]* Naval ZOR: Throughout their movement path, all naval units have a naval ZOR in a five-hex radius (traced through mixed or naval hexes only) thus all enemy surface naval units within five hexes (not counting its own hex) are revealed. Likewise, if your naval unit enters the ZOR of an enemy unit while moving, it will become revealed and vice versa. A naval unit may Move and/or Conceal even if it transits through an opposing naval ZOR if its destination hex is beyond an opposing naval ZOR. See the second example below. Naval units cannot be concealed when in an enemy naval ZOR. Naval ZORs are automatic and do not require a Core Action. Naval ZORs never reveal ground units – except with specific JCCs. The ZOR of a submarine is not automatic and must be actively exercised – more on this in 14.0.

EXAMPLE:** Mitch moves his naval unit, DDG(X) 103, within five hexes of an opposing naval unit. Both naval units reveal each other, flipping both naval units over to their revealed side.

EXAMPLE:** Using Move and/or Conceal, Charles moves his naval unit, DDG(X) 104, through an enemy ship’s naval ZOR, revealing both itself and the enemy ship. DDG(X) 104 completes its full movement outside of any enemy ship’s naval ZOR, so Charles finishes his Core Action and Conceals his DDG(X) 102, while the opposing ship remains revealed.

[6.24]** Note: the “SIGMAN” JCC does not negate ZORs by opposing ground units, naval units, or submarines.

7.0 COMBAT

There are five basic types of combat in LC: GROUND ASSAULT, LONG-RANGE STRIKE (LRS), INTERCEPT, TORPEDO ATTACK, and JCCs that conduct a Combat Action.

[7.01] All combat is adjudicated (resolved) using 20-sided dice (d20).

[7.02]* Combat Value (CV) is the large number in colored squares or inverted pentagons on counters. Some JCCs will have combat values indicated in the text (i.e., LRS, INTERCEPT, etc.). For a unit to score a successful hit or interception (4.2), the player must roll a number equal to or less than its CV in a single d20 roll. If a unit has more than one CV, either two different CV types or two CVs of the same type, the unit can only use one of its CVs for its Core Action. The exponent number indicates the range for the associated CV.

[7.03]* All combat is resolved at the same time during a player’s impulse, either before or after Movement, Resupply, Conceal, or playing JCCs (3.38). Combat is resolved one hex at a time. Multiple units from the same hex or multiple hexes can Initiate Combat into a single enemy hex. A player can engage in combat against any given hex only once per impulse. The attacking player decides the order of adjudication for combat by target and the type of combat. The recommended order is TORPEDO ATTACKS, LRS/INTERCEPT, then GROUND ASSAULT (7.010). It is recommended to use a notepad to keep track of complex combat sequences and specific dice allocation by target unit. Each successful attack of any type inflicts 1 HP of damage (except TORPEDO ATTACKS).

EXAMPLE: Using 2 APs for 2 activations of Move and/or Combat, Raja (Blue Player #1) has 1 US naval unit in hex A and 2 US naval units in hex B engage in LRS combat against the same enemy unit in hex C. Raja (Blue Player #1) must allocate all their LRS attacks (dice) against specific targeted units before the defender allocates all their INTERCEPT defense (7.54). All attacking units are revealed.

NOT ALLOWED: Raja (Blue Player #1) cannot engage in combat with a unit, finish rolling for his attacks, and then announce a new attack against the same hex because the first attack did not work as planned.

[7.04] When Initiating Combat, either with a GROUND ASSAULT, LRS, or INTERCEPT, a unit may roll as many dice against as many targets as its range and supplies allow. One supply value of GROUND ASSAULT, LRS, or INTERCEPT equals 1 die. All supply values for all units can be found in Appendix A: Reference Sheets.

EXAMPLE: An infantry platoon has a total GROUND ASSAULT supply value of 10 (equaling 10 dice). When Initiating Combat the platoon can commit up to 10 of its GROUND ASSAULT supply value and roll up to 10 dice for its attack. After combat adjudication, if the unit has survived, its

GROUND ASSAULT supply is reduced by however many attacks it made on its Unit Tracker.

EXAMPLE: With a total LRS supply of 15, a DDG(X) naval unit targets 3 revealed enemy units (each in their own hex) with 5 LRS each. All enemy units are within its range (7.34).

[7.05] A player must identify specific target units for each attack (i.e., each die), whether for GROUND ASSAULT or LRS. The attacking player must allocate a specific number of supplies (i.e., dice) being used to attack each target. Each successful attack roll inflicts 1 HP of damage on the target. When allocating damage, the defending player may allocate damage to MILDEC tokens to protect specific units. For each HP loss, move the Black HP cube on the Unit Tracker for the corresponding unit unless affected by MILDEC counters or successful interception.

EXAMPLE: A LRS unit allocates 4 LRS strikes (i.e., dice) against target A and 2 LRS strikes against target B in the same hex. Successful strikes against target A do NOT roll over to target B, even if they are in the same hex. Similarly, an LRS unit can make the same allocation of LRS strikes to target A and target B if the two targets are located in two different hexes (assuming both are within range).

[7.06] A defending player may choose to have MILDEC and naval MILDEC counters take damage first – each MILDEC and Naval MILDEC counter takes 1 HP of damage before being destroyed (4.22).

[7.06] A defending player may choose to have MILDEC or naval MILDEC counters take damage first. Each MILDEC or Naval MILDEC counter takes 1 HP of damage before it’s destroyed (4.22).

[7.07]* Whenever a unit or stack Initiates Combat, it immediately reveals itself, exposing the counter face(s) of the unit or each unit in a stack.

EXCEPTION:** When a unit uses a Move and/or Play an Embarked JCC Core Action, it does not reveal the host unit (11.1) – including when it results in combat adjudication.

[7.08] A unit without the appropriate supply can neither attack nor defend.

[7.09] Terrain may affect the CV of units engaging in offensive combat. If the target is inside an orange hex, the attacker’s CV is reduced by one. If the target is inside a brown hex, the attacker’s CV is reduced by two. The defender does not suffer any penalties. These modifiers are applied to GROUND ASSAULT, LRS, and JCCs. Terrain combat effects never affect naval targets – only attacks against ground targets.

[7.010]** COMBAT SEQUENCE: On a player’s impulse, all combat is adjudicated (resolved) at the same time (7.03). Combat can occur due to the following Core Actions: Move and/or Initiate Combat, Playing a JCC, and/or Move and/or Playing an Embarked JCC. It may also occur in hexes where there is Continuing Combat (7.2). The LC system is designed to be flexible and fluid, but the broad structure for combat is outlined below. It is recommended to use a notepad to keep track of complex combat sequences and specific dice allocation for each targeted unit.

  1. The attacking player decides the order of adjudication for combat in terms of their targets and the type of combat (7.03). Combat is resolved one hex at a time (7.03). The recommended order is TORPEDO ATTACKS, LRS / INTERCEPT, then GROUND ASSAULT.

  2. The attacking player allocates TORPEDO ATTACKS (14.07) to specific naval units. The defending player conducts anti-submarine warfare (ASW) (14.1). If the attacking submarine survives or avoids DETECT, then roll the allocated torpedo dice. Apply HP damage to MILDECs, if desired by defender, then apply any remaining HP damage(s) to their specific targets.

  3. The active player allocates specific LRS (7.3) dice from units or JCCs to specific revealed targets.

  4. After the attacker’s dice are allocated, the defending player allocates any INTERCEPT (7.5) dice to specific friendly units and reveals the associated IAMD units conducting the INTERCEPT.

  5. Players reduce their LRS and INTERCEPT supply respectively – depending on the dice allocated. Supply is reduced by the total allocated dice (or supply), even if they were not used later.

  6. Apply terrain modifiers (7.09) and any JCC effects that modify the LRS and INTERCEPT values, such as Tactical Network (7.62) if applicable. For each LRS target, the attacker rolls the allocated LRS dice. The defender then rolls their allocated INTERCEPT dice for the specific target. Subtract the number of successful INTERCEPT rolls from the total number of successful LRS rolls per target.

  7. If there are any MILDEC in the hex, the defending player may opt to eliminate a MILDEC to absorb 1 HP of damage (4.22).

  8. Any remaining HP damage is allocated to the specific target. Successful damage against one target does NOT roll over to another target – even in the same hex.

  9. Repeat this process (steps 3-8) until all LRS targets are adjudicated. If Combined Arms Attack Bonus (7.17) is applicable, apply it to the subsequent GROUND ASSAULT for the specific hex.

[7.1] GROUND ASSAULT

GROUND ASSAULT capable units have a green box on their counter faces (4.2). GROUND ASSAULT is activated by the Move and/or Combat Core Action, requiring 1 AP. GROUND ASSAULT cannot be intercepted.

[7.11] The large number in the square indicates the CV. The exponent number indicates the range in hexes, which is zero for GROUND ASSAULT CVs. Supply for GROUND ASSAULT CV is tracked by a green cube on the Unit Tracker (4.32).

[7.12] A single unit or stack can GROUND ASSAULT into only one hex per turn. Since all GROUND ASSAULT ranges are zero, all GROUND ASSAULTS occur in contested hexes occupied by enemy ground units and/or partisans (13.1) and/or Special Operations Forces (SOF) (13.4).

[7.13] In GROUND ASSAULT, both the attacking and defending units must declare how many GROUND ASSAULT supply (i.e., dice) they will use (spending a GROUND ASSAULT supply value for each roll). The attacker openly declares first then the defender. This MUST be done before any dice are rolled. HP damage is resolved simultaneously and adjudicated after both sides have rolled all their dice. The defending units do not require AP to defend themselves. However, they must have GROUND ASSAULT supply.

[7.14]* Both the attacking and defending players must allocate a specific number of supplies (i.e., dice) being used to attack each target. A unit or units within a stack may specifically target one or more enemy units in the hex for its GROUND ASSAULT – if it has sufficient GROUND ASSAULT supply. Likewise, the defending units may allocate their GROUND ASSAULT supply to fire upon one or more enemy units in the hex – regardless if its target is attacking it specifically. After the dice have been rolled and HP damage assessed, each player may choose to use MILDEC to protect specific targets if available (7.06).

EXAMPLE:** Megan moves and conducts GROUND ASSAULT against a hex with two units – 1 Alpha and 2 Alpha – and allocates 2 GROUND ASSAULT dice from 1 Alpha against each of Jerry’s units – 1 Anna and 1 Boris. In response, Jerry allocates 2 GROUND ASSAULT dice from 1 Anna to fire at Megan’s 1 Alpha and 2 GROUND ASSAULT dice from 1 Boris to fire at 2 Alpha. All allocated dice are rolled, and damage assessed (including MILDEC).

[7.15] Each successful GROUND ASSAULT hit, defensive and offensive, subtracts one opposing HP. This means both sides can suffer simultaneous casualties. For the corresponding attacking or defending unit, players reduce the GROUND ASSAULT supply value (green cube) by 1 per die used in the GROUND ASSAULT attack, regardless of success, on their Unit Tracker.

[7.16] Units without a GROUND ASSAULT CV cannot engage in GROUND ASSAULT, do not defend against a GROUND ASSAULT, and may suffer hits inflicted by the enemy GROUND ASSAULT.

EXAMPLE:** Using one infantry platoon, Xavier moves and initiates GROUND ASSAULT against a hex with two enemy logistics units. The enemy logistics units do not have any GROUND ASSAULT CV and therefore do not get to respond. Xavier rolls for his GROUND ASSAULT uncontested.

DESIGNER NOTE:** Combined Arms Modification – The combined arms rule from the original Littoral Commander: Indo-Pacific rule book was modified for this edition. This modification aims to create a more nuanced mechanic for combined arms in modern combat where organic fires capabilities are leveraged in concert with ground forces – without adding undue complexity to the core game system. The change focuses on how units can be activated for a Combined Arms Attack (7.18) and adds Armor Breakthrough (7.19).

[7.17] COMBINED ARMS ATTACK BONUS – If a hex was already the target of a successful friendly LRS attack this impulse that caused at least one HP of damage against an enemy unit in that hex, add 2 to all friendly GROUND ASSAULT CVs in that hex. A Combined Arms Attack can be conducted by units in separate hexes, JCCs, or by a single stack using the Combined Arms Movement Rule (5.12). It is important to note that GROUND ASSAULT must be committed prior to any LRS attacks being adjudicated. A player may NOT adjudicate LRS attacks, then decide to commit GROUND ASSAULT afterwards.

EXAMPLE: The attacking player announces all three of their actions including LRS attacks combined with a GROUND ASSAULT. Using 2 AP, the attacking player uses a JCC effect and the LRS attacks from a stack in hex A to inflict 2 HPs of damage on an enemy hex. Then the attacking player Initiates Combat with 2 infantry platoons using their GROUND ASSAULT CV, which normally requires a roll of 4 or less to hit. However, due to the successful LRS attacks, their GROUND ASSAULT CV increases from 4 to 6.

[7.18]** Combined Arms Activation: When declaring a GROUND ASSAULT Combat Core Action against a hex, the active player may activate all eligible LRS units (defined as units and Attached JCCs with LRS effects that belong to the active player and have not already committed actions) in any 1 hex to conduct LRS fires against the target hex for no additional Action Point cost. The LRS units do NOT have to be in the same hex as the friendly GROUND ASSAULT units (such as Combined Arms Movement, 5.13), but a unit may only be subject to a Combined Arms Activation once per impulse. This occurs before combat adjudication (rolling of dice) for GROUND ASSAULT and the participating LRS units must still have range and sufficient supplies per the LRS rules. The supporting LRS unit(s) are then expended for the turn and cannot conduct any other actions for that turn. This free activation (no cost of AP) does NOT apply to JCCs (Embarked or Persistent). A player may leverage a Combined Arms Activation for each of their GROUND ASSAULTs targeting a unique hex within their impulse. However, the unit or stack conducting the GROUND ASSAULT requires an AP like usual. Refer to 7.17 for the related Combined Arms Attack Bonus to GROUND ASSAULT. Also, remember that a unit can only use one of its CVs for any Core Action (7.02).

EXAMPLE:** Nick has a stack of USMC units that includes a HIMARS section (1 Whiskey) and an infantry platoon (1 Alpha). He plans to attack an enemy logistics unit 1 hex away from 1 Alpha. Nick first declares a GROUND ASSAULT action for 1 AP to move 1 Alpha to attack the enemy logistics unit. Before adjudicating the GROUND ASSAULT combat, Nick uses the Combined Arms Activation to declare an LRS attack by 1 Whiskey against the enemy unit for no AP cost. LRS combat is adjudicated in the usual manner followed by GROUND ASSAULT combat. Although the LRS attack did not cost an AP, 1 Whiskey is now expended and cannot take further actions for the remainder of the turn.

[7.19]** Armor Breakthrough: At the end of a GROUND ASSAULT combat, if there are no opposing units (defined as units belonging to the opposing team) in the hex where GROUND ASSAULT combat occurred, then the active player may make a free additional movement with any armor units in the hex. This is ONLY a free movement at no additional AP cost, and units cannot conceal themselves nor declare new combat. Armor units are identified as armor in their unit descriptions on their Unit Tracker. All Armor Breakthrough movements have an MP of 1 per unit, which cannot be exceeded.

[7.110]** When using Armor Breakthrough, armor units may not enter hexes occupied by an opposing unit or impassable hexes.

[7.111]** When using Armor Breakthrough, armor units cannot exceed 1 MP. This supersedes the normal movement rule allowing units to exceed their MP in movement (5.14).

EXAMPLE:** The active player moves an armor unit with an MP allotment of 3 into a hex containing an enemy infantry unit, initiating a GROUND ASSAULT combat. After resolving the combat, the opposing unit is destroyed, leaving only the active player’s armor unit in the combat hex. The active player is then able to conduct a movement of 1 MP but must avoid any opponent-occupied hexes and hexes that require 2 MP or more to enter.

DESIGNER NOTE:** GROUND ASSAULT Supply Modification – TThe GROUND ASSAULT supply values for all ground units (including light tanks, recon platoons, mechanized platoons, and infantry platoons) have been adjusted from 5 to 10 from the original rules in Littoral Commander: Indo-Pacific. This adjustment increases the tactical tempo of units and reduces the severe dependence on logistics for GROUND ASSAULT in the original rule set. Likewise, the related changes to Combined Arms Attack Bonus (7.17) and the Combined Arms Activation (7.18) aim to better represent modern tactical combined arms warfare. The new Unit Trackers in the edition of Littoral Commander: Indo-Pacific reflect this change. This change is a product of further discussions with ground combat specialists and officers.

[7.2] CONTINUING COMBAT

Units may continue to engage in automatic GROUND ASSAULT combat in successive turns without expending any APs if they remain in contested hexes. Continuing Combat still requires and expends supply accordingly (7.08).

[7.21] At the end of the Action Stage, mark all contested hexes (where opposing units occupy the same hex) with a Continuing Combat counter. Place the counter with the side marked “Continuing Combat” facing upward. Units may be engaged in Continuing Combat with enemy units that do not have GROUND ASSAULT CVs (such as logistics units).

[7.22] During the impulse of the first player with their units engaged in Continuing Combat, resolve the outcome of the Continuing Combat at the same time all other combat is resolved. This does not cost any additional APs if the units do not move. Afterward, if opposing units remain, flip the Continuing Combat counter to the “Resolved” side. This Continuing Combat is resolved only once per Turn. If the hex is no longer contested, then completely remove the Continuing Combat counter.

[7.23] At the end of the Action Stage, flip all existing Continuing Combat counters from “Resolved” to “Continuing Combat” for the subsequent turn.

EXAMPLE: On Turn 1, two opposing units of Shawn (Blue Player #1) and Ziva (Red Player #1) engaged in GROUND ASSAULT and survived. At the end of Turn 1, the hex is marked with a Continuing Combat counter with the “Continuing Combat” side up. In Turn 2, Ziva (Red Player #1) goes first and determines the outcome of the Continuing Combat when she resolves all other combat. The combat does not eliminate all the opposing units in that hex, so the “Continuing Combat” counter is flipped to the “Resolved” side. On Shawn’s (Blue Player #1) impulse, the Continuing Combat is not resolved again. At the end of the Action Stage, the “Resolved” marker on that hex and any others is flipped back to “Continuing Combat.”

[7.24]* On a player’s impulse, their unit(s) may disengage from Continuing Combat. Like any movement, this requires 1 AP to Move and/or Initiate Combat, Conceal, or Resupply. The disengaging unit may move in any direction. The Continuing Combat counter is removed if the original occupied and contested hex is no longer contested. If a Continuing Combat was resolved on a previous player’s impulse, a player may still attack the opposing unit in the contested hex by using an AP like a normal Move and/or Combat Core Action. This represents the ability of the defender to counterattack on their own impulse.

[7.25]* Using Move and/or Combat or a JCC, a player may attack into a Continuing Combat hex with additional new units. This requires 1 AP to use the Move and/or Initiate in Combat Core Action, per usual rules. If Continuing Combat has not yet been resolved and the engaged units belong to the active player, these units may participate in the combat for zero AP per 7.22.

EXAMPLE:** On the previous turn, two of Sam’s infantry platoons are engaged in Continuing Combat with three enemy infantry platoons. On the following turn, Sam is the first player to conduct their impulse. Using 1 AP for Move and/or Combat, Sam moves a stack of three additional new infantry platoons to the contested hex with Continuing Combat. Since the Continuing Combat hasn’t been resolved yet for this turn, Sam’s two infantry platoons engaged in Continuing Combat can participate in combat. Each of Sam’s five total infantry units allocates 2 GROUND ASSAULT dice against each of the three enemy infantry platoons. The enemy infantry platoons allocate 2 GROUND ASSAULT dice against two of Sam’s infantry platoons at no AP cost (7.13).

[7.26] Logistics units may not Resupply units in contested hexes (defined as hexes with both friendly and enemy units), including those engaged in Continuing Combat.

[7.27] The core concept behind Continuing Combat is that a unit can only engage in offensive combat ONCE in a turn and that units already engaged in combat do not require APs to activate. A ground unit can always fight in the defense (if it has a GROUND ASSAULT CV and associated supplies) if it is attacked multiple times by other ground units – even if its original Continuing Combat has been resolved. Refer to 7.13.

[7.3] LONG-RANGE STRIKES (LRS)

Units with red squares on their counters are capable of LRS. Some units have multiple LRS combat values (CVs) on the counter, LRS(1) (left, red cube for supply) and LRS(2) (right, orange cube for supply), representing different types of munitions. A LRS unit may only use one LRS CV per Initiate Combat Action. In certain instances, such as Attached JCCs, units will acquire an LRS(3). This is tracked by a blue cube on the Unit Tracker. Please note that the game system makes no distinction between weapon types for LRS, and all LRS-capable units can fire on both ground and naval targets unless otherwise specifically stated on a JCC or SCENARIO.

DESIGNER NOTE:** LRS/INTERCEPT Worksheet – An amazing fan of the Littoral Commander series created a very helpful LRS/INTERCEPT worksheet available for free on BGG. I highly recommend it. https://boardgamegeek.com/filepage/282895/lcip-targeting-cycle-worksheet

[7.31] The large number in the square indicates the CV. The exponent number indicates the range in hexes of that specific CV. The unit’s hex is hex zero when counting for range.

[7.32] Units may only conduct LRS against revealed (face-up) enemy units within their range.

[7.33] For all combat, including LRS attacks, players must specifically allocate the number of supplies (i.e., dice) against each target. Refer to 7.05.

EXAMPLE: Melodie (Blue Player #1) has an LRS unit conduct an LRS attack against 2 enemy units in the same hex. The LRS unit will use 2 LRS(1) dice against Target A and 3 LRS(1) dice against Target B.

DESIGNER NOTE:** LRS Artillery Supply Modification – The LRS supply values for all cannon artillery (non-rocket and missile) units have been increased compared to the original rules in Littoral Commander: Indo-Pacific. This adjustment increases their tactical tempo and magazine depth, reflecting adjusted assumptions in the underlying combat schema. For RU cannon artillery, their LRS supply should increase from 8 to 16. This rule should retroactively be applied to the previous rule set in Littoral Commander: Indo-Pacific.

[7.34]* During a player’s impulse, one Initiate Combat action allows a single unit or stack to target as many units and hexes as its range and supply allows. The number of attacks (as in dice rolled) is limited by two factors: range and supply value. Units with infinite supply may roll a maximum of 4 d20s per CV. HOWEVER, if a unit has two or more LRS values, that unit can use only one of those CVs during their Combat Core Action (7.3). Refer to Partial Activation (3.36) if a player wishes to use only select units in a stack for LRS combat.

EXAMPLE:** Justin has a stack of two unrevealed ships, DDG(X) 103 and DDG(X) 104. Using 1 AP for Move and/or Combat, he activates the entire stack and moves all the units in the stack to the same hex following the stack movement rule (5.13). Then, executing the Combat part of his Core Action, he only reveals one of the ships in the stack, DDG(X) 103, and conducts LRS against two revealed enemy units (3.36).

[7.35] The attacking unit or stack rolls 1 d20 per CV supply consumed (as supplies permit) but only after INTERCEPT attempts have been announced and committed. The defending IAMD units must specify the exact number of INTERCEPT attempts per attack (7.54).

[7.36] For the units that conduct LRS attacks, players move the respective LRS supply cube (red) one space down on their Unit Tracker for each die used in an LRS, regardless of success.

[7.37] All concealed units that attempt LRS attacks are immediately revealed and flipped face-up.

Example (diagram):

  1. Revealing itself, 1 Uran declares an LRS attack with 2 dice, targeting a revealed 1 Whiskey.

  2. 1 Kilo, a friendly, eligible IAMD unit, reveals itself and attempts INTERCEPT with 2 dice.

  3. 1 Whiskey is in a brown hex with a terrain factor of 4 – reducing 1 Uran’s normal LRS value of 10 by 2 (now requiring 8 and below).

  4. 1 Uran rolls 2 dice (d20) and rolls 8 and 12. Despite the terrain penalty, it results in two successful rolls.

  5. 1 Kilo rolls 2 dice and rolls 11 and 16, resulting in only one successful roll. Its one successful INTERCEPT negates one successful LRS roll.

  6. The one remaining successful LRS inflicts 1 HP of damage on 1 Whiskey which moves its black cube on the Unit Tracker accordingly.

  7. All units reduce their expended supplies accordingly on their respective Unit Trackers.

[7.4] LONG-RANGE STRIKE (LRS) TO/FROM NAVAL ZONES

With infinite range for their LRS CVs, select naval ships have weapons systems capable of striking from farther than the width of the map. This is represented on the map by four naval zones at the bottom of the map, which stand for the western and eastern naval approaches to the main map. The gray colored zone represents roughly 700 km from the main map, while the striped, gray zone represents roughly 1,200 km. Please note that some maps may not have Naval Zones because of the specific geography of the region.

[7.41]* To fire from or to a naval zone, a unit’s range must be infinite or have a JCC effect that specifies it can strike into a naval zone. However, there are limitations. A unit with infinite range in a striped, gray zone (1,200 km) can only fire onto the main map or the adjacent naval zone. An adjacent naval zone is defined as a naval zone on the same side of the map, such as the two western naval zones are adjacent to each other. A unit with infinite range in the lighter naval zone (700 km) can fire onto the main map, the adjacent naval zone, and the opposing gray zone (700 km). LRS attacks from the naval zones are handled like any other LRS attack (7.3), with one difference: LRS CVs into or out of the gray zone (700 km) reduce their CVs by 2, while strikes into or out of the striped, gray zone (1,200 km) reduce their CVs by 4. For instance, in the gray naval zone (700 km), a US DDG’s LRS combat value of 14 is reduced to

  1. If units are firing into adjacent naval zones or opposing naval zones, the LRS CVs are reduced by 2. Target terrain modifiers still apply.

[7.42] INTERCEPT attempts against LRS from naval zones must be announced before resolving these attacks (7.54) and cost no APs for the intercepting player(s). INTERCEPT values are not affected by position in the naval zone but units in a naval zone can only INTERCEPT for other units stacked with it.

[7.43]* Each separate naval unit (unstacked) or stack within a naval zone is treated as a separate hex. For instance, a player may have 2 stacks of two ships each in the same naval zone. Each of those stacks are treated as separate and individual hexes.

[7.44] Because of the distances represented, moving units between the naval zone boxes (both adjacent and opposing) is prohibited. Movement between the naval zones and the main map is also prohibited.

[7.5] INTERCEPT

A purple inverted pentagon on a unit represents its INTERCEPT combat value (representing Integrated Air and Missile Defense or IAMD) and ability to negate LRS attacks from units and JCCs with LRS values. Some units have multiple INTERCEPT CVs – INTERCEPT(1) (left) and INTERCEPT(2) (right) – on the counter representing different types of munitions or capabilities. Typically, if a unit has two INTERCEPT CVs, INTERCEPT(1) has an infinite supply while INTERCEPT(2) is tracked with a purple cube on the Unit Tracker (7.51).

There are two general types of INTERCEPTS: offensive (targeting an enemy JCC or ISR marker on your impulse) and defensive (responding to enemy JCCs, ISR markers, or the opposing player’s attacks on their impulse) (7.59). The main difference is when you conduct INTERCEPT – either during your impulse as an attack (offensive) or in response to the opponent’s actions on their impulse (defensive). Offensive INTERCEPT requires AP and is resolved like other forms of combat, while defensive INTERCEPT does not require AP and is resolved during an opponent’s LRS phase.

The general sequence for defensive INTERCEPT is as follows: 1) If the attacker is eligible for INTERCEPT like a JCC (9.010 and 9.011), attempt DETECT (if required)

(9.06) and then attempt INTECEPT of the attacker. If successful, the attack is stopped. 2) Otherwise, after LRS allocations, indicate INTERCEPT attempts and allocations from specific units; 3) Reveal relevant units; 4) Roll for INTERCEPT.

[7.51] INTERCEPT CVs work the same way as other CVs. The large number in the purple inverted pentagon indicates the highest number the player can roll on a d20 to successfully INTERCEPT. The exponent number indicates the unit’s range of defensible hexes, not counting its own hex. Supply for INTERCEPT is tracked by a purple cube on the Unit Tracker (4.32). If a unit has an infinite supply for its INTERCEPT CV, then it is not tracked on the Unit Tracker and can roll up to 4 dice per attempt (see Appendix A and 7.56). If a unit ever needs to track an additional INTERCEPT CV – such as from an Attached JCC – then use the color cubed indicated on the JCC to track supply.

[7.52]* Defensive INTERCEPTS (responding to enemy LRS or enemy actions against friendly units) do not cost AP. They are free actions. All friendly IAMD units (including those in other friendly Task Forces) may attempt defensive INTERCEPT. Examples of defensive INTERCEPTS include responding to an enemy LRS attack on friendly units or INTERCEPTING an enemy ISR marker attempting to conduct its effects on friendly units (prior to its effects) (9.011).

EXCEPTION:** LRS representing cannon artillery, such as Howitzers, cannot be intercepted by normal INTERCEPT CVs unless specifically stated.

[7.53]* To INTERCEPT an LRS conducted by either by a unit, stack, ISR marker, or JCC, the target hex of the attack must be within the eligible IAMD unit’s range. The INTERCEPTING unit must also have sufficient INTERCEPT supply and be an equal distance or closer to the targeted hex than the attacking unit is. If these criteria are met, the player may attempt INTERCEPT.

DESIGNER NOTE: For all LRS attacks by JCCs, the game rules assume the intercepting unit is always closer to the targeted hex than the attacking unit. Therefore, if an IAMD unit has sufficient supplies and range to the targeted hex, it may conduct INTERCEPT against a JCC’s LRS attack. Examples of this include JCCs like “Unmanned Helo” and “Combat Air Patrol.”

[7.54] All INTERCEPT attempts must be announced before resolving the incoming LRS(s). The target of their INTERCEPT attempt cannot be changed afterward. Defending players must specifically allocate INTERCEPT attempts (i.e., dice) against each specific LRS attack.

EXAMPLE: One of your infantry platoons is attacked by 3 LRS attacks while another infantry platoon is attacked by 4 LRS attacks. You announce that you are dedicating 4 IAMD INTERCEPT attempts to the first 3 LRS attacks and 5 IAMD INTERCEPT attempts to the second 4 LRS attacks. Both players roll their dice and reduce their respective supply values, even if all the LRS attacks fail to hit (7.58).

[7.55] A unit may commit as many or as few INTERCEPT attempts (dice rolls) as its supplies and range permit. Multiple units may be committed to the same LRS attack if supplies and range allow. Units with infinite INTERCEPT supply can roll a maximum of 4 d20s.

[7.56] HOWEVER, if a unit has two or more INTERCEPT values [INTERCEPT(1) and INTERCEPT(2)], the unit can only use 1 of these values for an engagement. MOREOVER, it is critical to remember that units cannot intercept LRS attacks if the distance between the defending unit and the target is greater than the distance between the target and offensive firing unit (7.52).

EXAMPLE: An attacking unit is 2 hexes away from Target A while the defending IAMD unit has a range of 4 and is 4 hexes away from Target A. Despite having the range, the IAMD unit cannot INTERCEPT the LRS attack because the attacking unit is closer to the target.

[7.57] Each successful INTERCEPT roll negates one successful LRS attack against its target. Successful INTERCEPT rolls do not transfer to other targets, even if the targets are in the same hex.

[7.58] For the INTERCEPTING unit(s), players move the INTERCEPT supply cube (purple) one space down (reducing it) on their Unit Tracker per die used in an INTERCEPT attempt, regardless of success. Allocated INTERCEPT supply is spent even if a different INTERCEPT or FTR NULLIFY (9.44) attempt destroys the target beforehand in the combat adjudication.

[7.59]* Defensive INTERCEPTS require no APs (7.52), but offensive INTERCEPTS (targeting enemy platforms during your impulse) are treated as a Move and/or Initiate Combat Core Action and cost 1 AP. A player may never conduct a defensive INTERCEPT against an enemy offensive INTERCEPT.

EXAMPLE: The opposing player plays a JCC and places an Unmanned Aerial System (UAS) on the map during their turn. Your IAMD unit capable of INTERCEPTING was out of range and could not perform a defensive INTERCEPT. During your impulse, you move your IAMD unit into range and offensively engage. This is a Move and/or Initiate Combat and costs 1 AP. If the result of your roll is equal to or less than your INTERCEPT value, you successfully INTERCEPT it and destroy the JCC.

[7.510]* Ballistic Missile Defense (BMD) is a subclass of INTERCEPT action and follows normal INTERCEPT rules. Special JCC attachments, such as “THAAD,” usually conduct BMD INTERCEPT. These have their own supply on the Unit Tracker and can only INTERCEPT ballistic LRS (indicated on JCC’s titles and/or flavor text) or specific JCCs requiring BMD INTERCEPT (9.09). Per usual rules, defensive BMD INTERCEPT is free while offensive BMD INTERCEPT requires 1 AP (7.59). A unit with BMD on the main map can BMD INTERCEPT for any friendly unit on the main map while it cannot BMD INTERCEPT for a unit in a naval zone, or vice versa. Similarly, a unit with BMD in one naval zone may not BMD INTERCEPT for another unit in a different naval zone nor a unit on the main map. If a JCC is susceptible to BMD INTERCEPT, like “Space Satellites,” it is always susceptible to offensive BMD INTERCEPT. Lastly, normal INTERCEPT cannot INTERCEPT ballistic LRS nor can BMD INTERCEPT normal LRS attacks.

EXAMPLE:** JJoan plays the “Ballistic: Iskander” JCC to conduct a ballistic LRS attack and allocates her dice against Sherlock’s units. In response, Sherlock reveals a naval unit with the “AEGIS Ballistic Missile Defense” JCC and allocates his dice. Per INTERCEPT rules, Joan and Sherlock roll for their respective ballistic LRS and BMD INTERCEPT dice. Sherlock successfully BMD INTERCEPTS all the ballistic LRS attacks, resulting in no HP damage.

EXAMPLE:** Jack plays the “Space Satellites” JCC. Winston fails in his attempt to do his free, defensive BMD INTERCEPT (9.010). Jack rolls for his satellites and fails to succeed then flips his card over (expended) (9.2). On the subsequent impulse, Winston uses one AP to conduct offensive BMD INTERCEPT against Jack’s satellites. Winston rolls and succeeds twice, removing the JCC (which requires 2 hits).

[7.511] All concealed units that attempt INTERCEPT (IAMD or BMD) are immediately revealed and flipped face-up.

[7.512]** JCCs (9.0) and/or their associated ISR markers (13.0) with the INTERCEPT symbol (9.011) may be defensively or offensively INTERCEPTED by IAMD units. If INTERCEPT attempt is defensive, the INTERCEPT attempt is resolved prior to the JCC or its associated ISR marker’s effects and requires no AP. Meanwhile, offensive INTERCEPT of JCCs requires 1 AP (7.59). If successfully INTERCEPTED, the ISR marker and its associated JCC are removed and discarded.

  • An IAMD unit may INTERCEPT a JCC with the INTERCEPT symbol (discarding it) if its target hex is within its INTERCEPT range. DETECT may be required to attempt INTERCEPT (9.010 and 9.011).

  • If the target of a JCC with the INTERCEPT symbol is off map – such as another aviation JCC, the Tactical Network, or does not have a target hex – then it is NOT eligible for direct INTERCEPT of the JCC. (9.011). Expended Persistent JCCs and/or deployed Persistent JCCs do not have a target hex and are NOT eligible for direct INTERCEPT – unless being actively used by their respective team (refer above).

  • An IAMD unit may INTERCEPT an ISR marker with the INTERCEPT symbol (discarding it) if the ISR marker or the target hex is within its INTERCEPT range. The ISR marker must be revealed to attempt INTERCEPT. (13.23 and 13.24).

  • If a unit fails to DETECT/INTERCEPT a JCC or ISR marker, it may still attempt to INTERCEPT any subsequent LRS attack per normal INTERCEPT rules (7.53).

[7.513]** In select instances, there can be a chain of INTERCEPT or FTR NULLIFY actions and reactions. For more, refer to 9.46.

[7.514]** OPTIONL RULE: When naval units, such as ships, no longer have INTERCEPT supply, they may roll 4 d20 to INTERCEPT with an INTERCEPT CV of 4. This represents their inherent close quarter INTERCEPT capabilities, such as the Phalanx Close-in weapon system or CIWS. This rule does not apply to naval units with infinite INTERCEPT supply.

[7.6] TACTICAL NETWORK CARDS

At the end of the Deployment Stage, each side must deploy their Tactical Network JCC from the deck for zero CP. This card represents the health of the overall sensing grid, the ability to successfully share information and to accurately target enemy units.

Tactical Network cards (cost 0 CP):

US Tactical Network. This affects all friendly LRS and INTERCEPT values (including JCCs) for the US team. For every successful enemy cyber or EMS JCC, add 1 red cube to this card. No Effect: 0-1 cubes. Minor Effect: 2-3, reduce by 4. Major Effect: 4+, reduce by 7. Any player may spend 2 APs on their turn to remove one cube. Flavor text: Combined Joint All-Domain Command and Control (CJADC2) connects all tactical networks together for sensing and coordination.

Russian Tactical Network. This affects all friendly LRS and INTERCEPT values (including JCCs) for the Russian team. For every successful enemy cyber or EMS JCC, add 1 blue cube to this card. No Effect: 0-1 cubes. Minor Effect: 2-3, reduce by 4. Major Effect: 4+, reduce by 7. Any player may spend 2 APs on their turn to remove one cube. Flavor text: A Russian battlefield AI combines and distributes data across multiple domains and platforms.

[7.62] If your Tactical Network JCC has 2 or 3 cubes, then ALL your team’s LRS and INTERCEPT CVs are reduced by 4. If your Tactical Network JCC has 4 or more cubes, then ALL your team’s LRS and

[7.61]* When a player successfully utilizes a cyber or electromagnetic spectrum (EMS) JCC, place 1 cube of the team’s color on the opposing Tactical Network JCC. This represents the degradation of their network. However, successful cyber or EMS JCCs do NOT add cubes to the opposing Tactical Network JCC – if they remove cubes from your own network (even on your respective impulse), or they NULLIFY an opposing cyber or EMS JCC. Additionally, some JCCs – like “MUX: Unmanned” – have effects that specify how many cubes to add to the opposing Tactical Network. For these JCCs, a successful roll adds cubes as outlined on the JCC and DOES NOT ADD another cube for their successful execution. Cyber or EMS JCCs are marked with bolded text in their flavor text or the text at the bottom of the card (9.09). A player can remove degradation cubes from their Tactical Network JCC during their turn at a cost of 2 AP per cube.

INTERCEPT CVs are reduced by 7. This effect is applied first ahead of any effects of JCCs (positive or negative).

8.0 RESUPPLY

Logistics units, designated by a blue circle in the bottom of the unit counter, can RESUPPLY friendly units, restoring either their GROUND ASSAULT, LRS, or INTERCEPT supply. Some units have multiple Resupply Values (RV) on their counter, RV(1) (left) and RV(2) (right). This depicts the ability of a logistics unit to move a high volume of supplies to units nearby or its ability to resupply a distant unit with a smaller number of supplies.

BASIC RESUPPLY Echo gives 2 Resupply Points (RP) to each friendly unit within 3 hexes, a total of 6 RPs.

[8.01]* When resupplying, increase the recipient unit’s supply on the Unit Tracker and reduce the logistics unit’s supply or Resupply Points (RP) by the same amount. A single logistics unit can only use one of its RVs per AP but can provide different types of supply in the same action to a single receiving unit or to multiple units. One logistics unit cannot conduct more than one RESUPPLY action per impulse.

EXAMPLE: In the graphic above, Echo Company, a logistics unit, gives each of the three friendly units nearby (within 3 hexes) 2 resupply – totaling its RV of 6. Eric (Blue Player #1) moves the Blue cube for Lima’s RP from 20 down to 14. Then, increase each of the receipt units’ supply by 2 on their Unit Trackers. Each of the three units receives a different type of supply: 2x GROUND ASSAULT for 3 Delta, 2x LRS(1) for 1 Whiskey, and 2x INTERCEPT for 1 Kilo.

[8.02] Units can never have more than their initial supply value at any time.

EXAMPLE: 1 Whiskey, above, has an original supply of 6 for LRS(1). It can never have more than 6 LRS(1) supply value at any time, regardless of available RESUPPLY from a logistics unit.

[8.03] RESUPPLY Core Actions are limited by the range of the respective RV, indicated by the exponent in the blue circle. Do not count the hex the logistics unit resides in when calculating its range. The range of the RESUPPLY Core Action is not affected by a hex’s terrain except impassable hexes.

LONG-RANGE RESUPPLY ECHO cannot conduct RESUPPLY through an enemy occupied hex (1 Anna). So, it must use its long-range resupply with a range of 6 hexes and RESUPPLY 1 Whiskey with 2 Resupply Points (RP).

[8.04] A logistics stack, comprised of multiple logistics units, may conduct a RESUPPLY Core Action with all its logistics units for 1 AP.

EXAMPLE: If three logistics companies are co-located in a hex and belong to the same player, each company may conduct a RESUPPLY Core Action – all for 1 AP.

[8.05]* To RESUPPLY, a logistics unit must be able to trace a continuous ground path from itself to the unit being resupplied without going through hexes occupied by the opposing team, contested hexes, or prohibited hexes. If a hex has mixed terrain (both naval and land), then as long as the land element of the hex connects continuously – such as a coastline – then you may RESUPPLY. Units cannot RESUPPLY units engaged in Continuing Combat.

EXAMPLE:** I Imagine the ends of two separate islands are in the same hex but separated by ocean. A logistics unit on one island cannot RESUPPLY a friendly ground unit on the other island because it cannot draw a continuous ground path due to the separation of the islands – even if they are in the same hex.

[8.06] A logistics unit conducting RESUPPLY does NOT reveal itself. The player only announces they are conducting RESUPPLY and moves the corresponding supply cubes on the respective Unit Trackers.

[8.07]* A player may move a ground unit (using 1 AP) into range of a logistics unit, resupply it using 1 AP for the Resupply Core Action, then conduct the other half of the ground unit’s Core Action. However, a unit cannot move within range of a logistics unit, be RESUPPLIED, and then move again into (including GROUND ASSAULT Combat) in a different hex as a unit can only move ONCE during a turn (5.12). .

[8.08]* A ground-based logistics company can never resupply a naval unit unless otherwise specified on a JCC. Note that the “Heavy Lift” JCC does NOT allow RESUPPLY of naval units. This is because both the inherent 2-3 hour time step of a turn and the absence of the special equipment required to reload a ship’s vertical launch systems (VLS).

[8.09] Attached JCCs representing munitions and other weapons systems may be resupplied via the RESUPPLY Core Action.

9.0 JOINT CAPABILITY CARDS (JCCs)

Joint Capability Cards (JCCs) represent the support of higher command and adjacent friendly forces with their respective capabilities. JCCs are color-coded by the type of function they support:

  • Red = Fires

  • Green = Maneuver

  • Purple = Interception

  • Blue = Information Operations

  • Yellow = Command, Control, Communications, Computers, Cyber, Intelligence, Surveillance, and Reconnaissance, also called C5ISR.

Card anatomy (diagram, using the Tactical Network card as the example): Card Type Indicated by Color and Symbol; Cost in CPs & Card Name; Card Effect; Flavor Text; Reference Number.

There are five symbols on JCCs to indicate different ways a JCC interacts with units or other JCCs. The short summary table below provides an overview with additional explanations and examples in the following sections.

  • INTERCEPT: This symbol indicates that the JCC is eligible for INTERCEPT by enemy IAMD units if the JCC or its target hex is within IAMD range. A successful INTERCEPT discards the JCC.

  • PERSIST: After their initial AP cost to be played, Persistent JCCs can be utilized once per turn by any member of the team for free (no AP required).

  • ATTACH: These JCCs must be attached to specific players and a corresponding unit in the Deployment Stage.

  • NULLIFY: NULLIFY JCCs are cards that enable players to negate or cancel another JCC’s effects.

  • FTR: Prior to effects, enemy FTRs may attempt to FTR NULLIFY this JCC and discard it.

DESIGNER NOTE:** Player selection of JCCs can prove fatal or the key to victory – with small margins for error at times. For non-military professionals, this feature in the game may seem brutal and unfair, especially for first-time players. However, LC is an educational game designed to allow players to explore hard problems, not to provide specific answers. Similarly, players may want a list of recommended JCCs for each SCENARIO to ease the learning curve. This was specifically excluded to avoid bias in JCC selection. Suggestions from the designers inherently imply a specific lens through which to look at a SCENARIO or implies a singular solution set. This goes against the very spirit of this game and its educational purpose. Moreover, we wanted to encourage players to find and explore different tactics and approaches – even ones we never thought of. Players should attempt various combinations of JCCs and tactics in the pursuit of victory. At times, it will work brilliantly; other times, you will lose spectacularly. This process of learning capabilities, forming theories of victory, and adapting previous approaches is part of the learning process – a campaign of learning. Embrace it!

[9.02]* Purchased JCCs are kept hidden, either in the team pool or a specific player’s hand, until deployed/used. Most JCCs are kept in a team pool (the JCC pool) accessible to the whole team at any point. This means any player on the team can play a card from the JCC pool during their respective impulse or in reaction to an opposing team’s action, if it is a NULLIFY JCC (9.4). Attached JCCs and Embarked JCCs do not belong in the JCC pool and can only be used by the players who own the units that host the Attached JCCs (9.3) or Embarked JCCs (11.1).

[9.03] A player may play a JCC and trigger its effects for 1 AP as one of the five Core Actions. There are a few exceptions below.

EXCEPTION 1: NULLIFY JCCs (9.4) do not require any APs when played defensively.

EXCEPTION 2: Attaching JCCs (9.3) to their host units is done during the Deployment Stage and does not require any APs.

[9.04]* JCCs have 1 HP unless otherwise indicated on the card. Some JCCs like “Combat Air Patrols” or “Space Satellites” require multiple successful FTR NULLIFY (9.44), INTERCEPTS (7.512) or BMD INTERCEPTS (7.510), which are counted cumulatively over the course of the game. This is tracked by placing a colored cube matching the opposing team’s color on the JCC for each enemy success. Other JCC effects may convert enemy FTR NULLIFY and INTERCEPT successes into reductions of dice the targeted JCC can use or reductions of their required roll.

EXAMPLE:** Unlike most JCCs, “Combat Air Patrols” states that it is discarded after 2 successful FTR NULLIFY or INTERCEPTS. On the first turn, your “Combat Air Patrols” is successfully FTR NULLIFIED by an enemy JCC. You place a red cube on your JCC and flip it over indicating it is expended (9.21). On the second turn, your “Combat Air Patrol” is successfully INTERCEPTED when trying to target an enemy naval unit. After the enemy’s second success against your JCC, you discard it.

[9.05] The opposing player(s) may INTERCEPT a LRS attack from JCCs like any normal LRS (7.52).

[9.06]* DETECT: Select JCCs like “Combat Air Patrols” require enemy fighters (FTRs) (9.44) and/or IAMD to first DETECT before attempting to FTR NULLIFY or INTERCEPT the JCC (to destroy the card, not INTERCEPT the LRS attack). This is indicated on the card text by a DETECT requirement. Each unit or JCC attempting to DETECT rolls a d20; the roll is successful if the result is equal to or less than the DETECT value printed on the JCC. If opposing players both require DETECT rolls for JCCs, they are rolled simultaneously. For IAMD units, as long as one friendly IAMD unit has successfully revealed / DETECTED the JCC or ISR marker, then all eligible IAMD units may INTERCEPT (9.06). However, for FTR NULLIFY (9.44), each eligible JCC must be successful in its own DETECT roll to participate in any subsequent FTR NULLIFY. A successful DETECT by an IAMD unit does NOT automatically DETECT for friendly FTR NULLIFY attempts. However, LRS attacks from JCCs do NOT require DETECT, and INTERCEPT is conducted per usual rules (7.5).

EXAMPLE: The “Combat Air Patrols” JCC is conducting an LRS attack against a US naval unit. The defending US naval unit may attempt to INTERCEPT the JCC directly (placing a cube on it or discarding it), but first, it must successfully roll to DETECT. It may also attempt to INTERCEPT the LRS attack per usual rules, regardless of whether it even attempted to INTERCEPT directly or failed to do so.

[9.07] When a JCC is destroyed, it is discarded and cycled back into the team’s deck; it can be selected again if CPs become available unless it is an Attached JCC (9.31) or the SCENARIO indicates otherwise.

[9.08] Select JCCs can only be played once and must be removed from the game after use. These are not cycled back into the team’s deck for the remainder of the game’s SCENARIO.

This is indicated on the JCC.

[9.09] Select JCCs are uniquely categorized, such as EMS, Cyber (tactical or strategic), or Ballistic, as indicated in bold font in the flavor text or in the title. This helps distinguish and establish interactions between certain JCCs and their effects.

EXAMPLE: The “Tactical Cyber Attack” JCC is a tactical cyber JCC. So, the “Tactical Cyber Defense” JCC, which can NULLIFY tactical cyber JCCs, can NULLIFY the “Tactical Cyber Attack” JCC.

[9.010]* The phrase “Enemy INTERCEPT…”, “Enemy BMD…” and/or “Enemy FTR NULLIFY…” on a JCC indicates the opportunity to directly destroy or degrade the platform represented by the JCC, such as the aircraft – before rolling for the JCC’s effects. If it requires BMD INTERCEPT, any eligible unit with BMD INTERCEPT may attempt BMD INTERCEPT (7.510).

The INTERCEPT or FTR NULLIFY symbols on the JCC indicates whether it can be INTERCEPTED by IAMD units on the map (7.512 and 9.011) or by an enemy’s FTR NULLIFY effect (9.44). In these cases, a player must declare their INTERCEPT attempt (BMD or IAMD) on the JCC and/or play the associated FTR NULLIFY JCC BEFORE the opposing player rolls for their JCC effect. If a JCC is successfully INTERCEPTED or FTR NULLIFIED before its effects, it is unable to execute its effects and is discarded. Some JCCs require multiple successful INTERCEPTS or FTR NULLIFY (9.04). A player that fails to INTERCEPT or FTR NULLIFY a JCC before its effects may still try to INTERCEPT the subsequent attacks per normal INTERCEPT rules (7.512).

EXAMPLE:** The active player plays their “Space Satellites” JCC which is susceptible to BMD INTERCEPT. Without requiring AP, the opposing player declares they will attempt defensive BMD INTERCEPT with a ground unit with the “THAAD” JCC attached. Then, per normal INTERCEPT rules, the opposing player allocates their BMD INTERCEPT dice and rolls two successful hits. They remove the “Space Satellites” JCC (which requires 2 hits).

EXAMPLE:* If a JCC like “Combat Air Patrols” (marked with the INTERCEPT symbol) attacks a unit on the map, then an IAMD-capable unit can attempt to DETECT then INTERCEPT the JCC – if it has IAMD supply and sufficient range to the target hex, per INTERCEPT rules. Two successful INTERCEPTS destroy the JCC (two are required for the “Combat Air Patrols” JCC), removing the JCC before it can conduct its actions like LRS (9.05). If the attempt fails then the JCC may conduct its actions, but the defending IAMD may attempt to INTERCEPT the subsequent LRS attack per INTERCEPT rules.

[9.011]* The INTERCEPT symbol indicates that the JCC is eligible for INTERCEPT by enemy IAMD units – either defensively or offensively. The JCC’s target hex or its associated ISR marker must be within IAMD range. If a JCC like “Combat Air Patrols” (marked with the INTERCEPT symbol) attacks a unit on the map, then an IAMD-capable unit can attempt to DETECT and defensively INTERCEPT the JCC. This can occur if the IAMD-capable unit has IAMD supply and sufficient range per INTERCEPT rules. Select JCCs state an IAMD INTERCEPT CV requirement in parentheses like IAMD (with 13+ value) INTERCEPT. This means only a unit with an IAMD INTERCEPT CV of 13 or higher can intercept the JCC. A successful defensive INTERCEPT discards the JCC by removing the JCC before it can conduct its effect (9.010). If the attempt fails, then the targeted JCC may conduct its actions, but the defending IAMD may attempt to INTERCEPT the subsequent LRS attack per INTERCEPT rules. It should be noted that some JCCs require multiple successful FTR NULLIFY or INTERCEPTS to be discarded (9.04). Likewise, the JCC with the INTERCEPT symbol may be offensively INTERCEPTED (7.512).

[9.012]* Off-map: Any effects targeting the opposing Tactical Network JCC by INTERCEPT eligible JCCs are considered off-map actions — hence not eligible for INTERCEPT by IAMD units. If the target is an aviation JCC without an INTERCEPT symbol, then it is considered outside the range of any units on the map and not eligible for INTERCEPT.

Using INTERCEPT against JCCs (diagram, example: “Unmanned Helo” JCC):

  1. Targeting: The active player plays an INTERCEPT eligible JCC and indicates the target(s) for their JCC’s effect.

  2. IAMD units within range of the target(s) may declare INTERCEPT against the enemy JCC.

  3. The defender rolls to DETECT. If successful, roll for INTERCEPT and apply hits to the JCC.

  4. Roll successful: discard the JCC. Roll unsuccessful: roll for the defender’s IAMD INTERCEPT against the subsequent attack and conduct normal LRS and INTERCEPT combat.

EXAMPLE:* If your “Combat Air Patrols” JCC attempts to FTR NULLIFY another aviation JCC like an enemy bomber, then an enemy IAMD unit on the map CANNOT attempt to INTERCEPT – despite the “Combat Air Patrols” JCC being marked with the INTERCEPT symbol. This is because the target (the bomber) of “Combat Air Patrols” is off the map and out of the range of any IAMD units on the map. Therefore, the Combat Air Patrols JCC is also considered off the map.

EXAMPLE:** The “MUX: Unmanned” has a JCC effect where it can add a blue cube to the enemy Tactical Network. Since this effect has no target hex by targeting the Tactical Network (7.512 and 9.011), it is not eligible for INTERCEPT by IAMD units on the map. Please note that “MUX: Unmanned” is still FTR NULLIFY eligible in this example.

[9.013] Instructions on JCCs supersede this rule set.

[9.1] ONE-TIME USE JCCS

Most JCCs are one-time use JCCs, which means they are discarded after immediately resolving their effects. The effects of one-time use JCCs must be resolved in the impulse they were played. Per 9.07, they are simply returned to the team deck until they are selected again once CPs become available.

[9.2] PERSISTENT JCCS

Persistent JCCs are marked with an infinity symbol on the card. They cost 1 AP to play and once played their effect can be utilized within a subsequent Action Stage once per turn by any member of the team for free (no AP required). Use does not mean automatic success, and the player must roll each time the card is used as directed on the JCC.

EXAMPLE: Jeremy (Red Player #1) plays “Combat Air Patrols” and decides to use one of its effects, requiring 1 AP. During the following turn’s Action Stage, any player from the Red team may use “Combat Air Patrols” ONCE for free.

EXAMPLE:** Using 1 AP, Charles (Blue Player #1) plays his “Signal Management” JCC, a Persistent JCC that allows his team’s unit to potentially evade being revealed by an opposing JCC. The JCC is a NULLIFY JCC but can also be played proactively. In the following impulse, Erin (Red Player #1) plays “High Altitude Balloons” to try to reveal USMC units. In response, Charles uses the effect of the “Signal Management” JCC (which is already in play) at zero AP cost. Both players roll to adjudicate their JCC’s effects. Afterwards “Signal Management” is flipped over as it is expended for the rest of the turn. (NOTE: SIGMAN became a NULLIFY card in the latest edition.)

[9.21]* Using the Core Action of Playing a JCC, a Persistent JCC may be played or deployed onto the map – bringing them out from your hand or shared team pool. At this time, a player may use the Persistent JCC’s effect. However, a player may play or deploy a Persistent JCC using the Core Action and choose not to use its effect immediately. This can be for various reasons, such as requiring specific conditions or waiting to use the effect. When Persistent JCCs are used for their effect, flip them face down to indicate their effect has been expended for that Action Stage. Persistent JCCs are also flipped over or expended if they are successfully NULLIFIED (9.4). NULLIFYING a Persistent JCC does NOT destroy or remove the card unless specifically outlined on the card. An expended Persistent JCC (flipped face down) may still be targeted by opposing JCC effects – such as FTR NULLIFY, NULLIFY, and Core Actions. Expended Persistent JCCs are flipped back to their face-up position at the beginning of the next Action Stage.

NOTE: FTR NULLIFY discards its target JCC even if it is Persistent (9.44).

  • *OPTIONAL ALTERNATIVE – Expended JCCs: Instead of flipping JCCs face down, players can alternatively rotate JCCs 90 degrees, so the JCC is laid horizontal with the face of the card showing. This alternative option replaces “flipping face down” with “rotating the JCC” whenever applicable. In other card games, this mechanic is also commonly referred to as “tapping a card.”

Using this alternative mechanic can help some players remember what JCCs are deployed.

[9.22] Select JCCs are both Attached (9.3) and Persistent. Refer to 9.34.

[9.23] Select JCCs are both Persistent and can NULLIFY as one or more of their effects 9.45.

[9.24]** Some Persistent JCCs have specific conditions in which trigger their effects – such as an enemy DETECT or attack (i.e., Option B of “F-22 Escorts”). If the Persistent JCC is already deployed (played previously) then execute the effect if the conditions are met – even on an opponent’s turn (no AP cost). These JCCs need to be deployed preemptively, hence do not have the NULLIFY symbol.

EXAMPLE: On their impulse, the opposing player attempts to INTERCEPT one of John’s aviation JCCs. He has the “F-22 Escorts” JCC in his team pool but cannot use Option B – because it is not a NULLIFY effect (9.45). On his impulse, John plays his “F-22 Escorts” JCC, deploying it. In the subsequent turn, an opposing player attempts to INTERCEPT one of John’s aviation JCCs. Since his “F-22 Escorts” JCC is already deployed (9.24) and the conditions met, he can use Option B and attempt to INTERCEPT the enemy’s attack.

Example (diagram, “Space Satellites” JCC, cost 5): Turn 1, initial JCC use – requires 1 AP. Turn 2, subsequent JCC use – requires 0 AP.

[9.3] ATTACHED JCCS

Attached JCCs are marked with a paper clip symbol on the card. These JCCs must be assigned to specific players and a corresponding unit. Examples include JCCs representing munitions, autonomous weapons, or other attached capabilities or units.

[9.31]* Attached JCCs can ONLY be acquired during the FIRST Planning Stage at the beginning of a game. They must also be assigned to a Unit Tracker by the end of the Deployment Stage. To assign them, slide the JCC underneath the host’s Unit Tracker from the top, leaving just the JCC title showing. If an Attached JCC increases HP or provides a supply value for a CV immediately update the host unit’s associated Unit Tracker by the end of the Deployment Stage. If an Attached JCC modifies its host’s HP and/or CV, it takes effect immediately (i.e., modifying its HP on the Unit Tracker) after attaching it during the Deployment Stage.

  • A unit may ONLY have one JCC attached at any given time. If the host unit is destroyed, the Attached JCC is also destroyed. Select Attached JCCs require specific types of host units, indicated on the card by “Requires…” Attached JCCs can only be used by the player who owns the unit that serves as the host for the Attached JCC and not considered part of the shared JCC pool. Using an Attached JCC does NOT reveal the host unit unless specifically stated on the JCC.

EXCEPTION: The “Aegis Ballistic Defense” and “Ballistic Missile Defense” (with the cost of zero) do NOT count against a naval unit’s Attachment allotment. This is because these are organic systems that are automatically given to each qualifying unit, such as a USN DDG(X) and PLAN T-55 Renhai DDG. Similarly, the “HELO ASW” JCC (with the cost of zero) does NOT count against a naval unit’s Attachment allotment but is not automatically given to each qualifying unit.

[9.32]* If an Attached JCC is attached to a unit and substitutes a CV or RV for a Core Action like Move and/or Combat or Move and/or Resupply, Attached JCCs do not require additional APs to use their effects (unless they are Persistent, as described in 9.34). A player simply uses 1 AP for the associated Core Action per usual – and decides the CV or RV to use (either from the unit’s organic CV or RV or the ones provided by the Attached JCC). The best example is a different type of munition for a Move and/or Combat Core Action.

EXAMPLE: During the Deployment Stage, the “Scatterable Landmines” JCC is attached to a specific rocket artillery unit. Using 1 AP for its normal Move and/ or Combat action, the host rocket artillery unit can fire scatterable landmines (according to the JCC, a player may deploy 3 blue Mine Markers (blue cubes) into 3 adjacent (contiguous) land hexes). The firing unit moves and is revealed per normal LRS combat rules. Then, the firing unit enacts the effect of the JCC. An Attached JCC, providing a CV, is treated as an additional red LRS CV for its host unit.

[9.33] Attached JCCs with supply values (typically for LRS or INTERCEPT CVs) are tracked on the associated Unit Tracker and can be replenished via Resupply actions. However, their supply can never exceed their original allotment (i.e., their original supply value). These JCCs represent munitions or other assets, such as PrSMs and THAAD. Per 4.32, supply values for Attached JCCs are tracked by orange, purple, or blue cubes depending on the JCC. Attached JCCs that modify a unit’s CV can only be attached to a host that already has that CV and its associated supply.

[9.34] Select JCCs are both Attached (9.3) and Persistent JCCs (9.2). This means that a player must assign the JCC to a unit during the Deployment Stage like a normal Attached JCC. Using its effect (including the host unit’s JCC movement) for the first time still requires 1 AP – akin to “playing” an unattached Persistent JCC. In subsequent Action Stages, it can be used for free, like any other normal Persistent JCC. However, since it is an Attached Persistent JCC, it can only be used by the player commanding the unit that the JCC is attached to. Deploying (using it for the first time for 1 AP) or using the effects of an Attached Persistent JCC does NOT reveal its host.

EXAMPLE:* During the Deployment Stage, the “Unmanned Boats” JCC was Attached to the ground unit designated 1 Alpha. Using 1 AP, Maria moves her unit (face down) to a port hex and deploys “Unmanned Boats” JCC – placing a blue ISR marker (for the USMC) in the port hex (where 1 Alpha is). 1 Alpha remains unrevealed. “Unmanned Boats” can immediately use its 5 MP to Move and Initiate Combat if so desired. Subsequently, once per Action Stage, the Unmanned Boat ISR marker can Move and Initiate Combat without requiring AP (if it has sufficient supply).

[9.4] NULLIFY JCCS

NULLIFY JCCs are marked with a circle with a slash symbol on the card and enable players to negate or cancel another JCC’s effects. NULLIFY JCCs may be played in response to an opposing player’s actions or JCCs on the opponent’s impulse (9.41). The success of a NULLIFY effect is determined by successfully rolling equal to or less than the success value (indicated by “Succeeds on”) required. Some NULLIFY JCCs are a subclass of NULLIFY called FTR NULLIFY (representing FTRs destroying opposing aircraft), which have their own specific effects (9.44)

[9.41]* Responding to an opponent’s impulse with a NULLIFY JCC does NOT require any AP (9.03

EXCEPTION) but must be played – either from a team’s shared JCCs pool, a player’s hand, or by using a JCC already deployed – before the opposing player rolls for success or failure. If a player uses their NULLIFY JCC on their impulse, it requires an AP like any other JCC. If NULLIFYING a Persistent JCC, a successful NULLIFY flips over the target JCC or expending it for the turn. The opposing player can use the Persistent JCC again in subsequent turns. FTR NULLIFY can cause Persistent JCCs (9.44) to be discarded. If a JCC has more than one effect listed, only the NULLIFY effect can be played on an opponent’s impulse for no AP cost (9.45).

EXAMPLE: Using 1 AP, the opposing player uses the “EMS Jamming” JCC, which attempts to take away 2 APs for the turn. In response, you defensively play the “EMS Defense” JCC from your team’s shared JCC pool allowing you to NULLIFY “EMS Jamming.” For you, this does not require any AP to play. Both players roll for their respective success simultaneously. You both succeed at your roll and the defensive card (“EMS Defense”) NULLIFIES the success of the “EMS Jamming” (9.42).

EXAMPLE: On her turn, Sofia (Red Player #1) has played “Tactical Cyber Attack,” aiming to reveal and paralyze a US stack. James (Blue Player #1) has the “MEF Information Group (MIG)” in his hand and plays the NULLIFY effect listed on option (A). This does not require any AP since it is a NULLIFY action in response to an opponent’s action. NOTE: The other options of the MIG JCC cannot be played on an opponent’s impulse – only on your own impulse using AP.

[9.42]* The success of a NULLIFY and/or FTR NULLIFY JCC supersedes the success of any other JCC. If opposing JCCs attempt to NULLIFY and/or FTR NULLIFY each other (i.e., two “Combat Air Patrols” JCCs) and they both roll successfully, they simultaneously NULLIFY and/or FTR NULLIFY each other, i.e., both JCCs are NULLIFIED and/or FTR NULLIFIED. More on this in 9.44.

Using NULLIFY JCCs against Persistent JCCs (diagram, example: “Malware in Space” NULLIFY of “Space Satellites”): Roll to NULLIFY the JCC (“Once per turn, roll 1 die. On 1-12, NULLIFY the ‘Space Satellites’ JCC or a space-based JCC.”). Roll successful – the JCC doesn’t roll for its effect and is expended for the rest of the turn. Roll unsuccessful – the JCC rolls for its effect.

Using NULLIFY JCCs against one-time JCCs (diagram, example: “Tactical Cyber Defenses” and “Attack on Command and Control (C2)”): Play the JCC and the corresponding or applicable NULLIFY JCC; roll to NULLIFY the JCC. Roll successful – discard the JCC. Roll unsuccessful – roll for the JCC.

[9.43]* If a JCC you want to NULLIFY and/or FTR NULLIFY has a DETECT requirement (9.06) you must first successfully roll for DETECT before you can NULLIFY and/or FTR NULLIFY it. If you fail to DETECT, you cannot NULLIFY and/or FTR NULLIFY the JCC. Regardless of success, treat your NULLIFY JCC as expended – either flipping it over if it is a Persistent JCC or discarding it if it is a one-time use JCC.

[9.44]* The FTR NULLIFY symbol indicates that enemy FTRs may attempt to FTR NULLIFY this JCC and discard it prior to its effects. This means that the JCC with the symbol is FTR NULLIFY eligible. A successful enemy FTR NULLIFY will discard a JCC with this symbol, even if it is a Persistent or one-time use JCC. Like other NULLIFY effects, FTR NULLIFY does not require an AP when played defensively. If the targeted JCC requires a DETECT requirement, refer to 9.06 & 9.43. Only select JCCs representing FTRs or similar capabilities may FTR NULLIFY as is indicated in the JCC’s effects text. For select JCCs requiring multiple successful INTERCEPTIONS or FTR NULLIFYS, please refer to 9.04. Active or expended JCCs can be targeted for FTR NULLIFY – such as a Persistent JCC that requires multiple successful FTR NULLIFYs like “Combat Air Patrols.”

  • If unopposed by enemy FTR NULLIFY JCCs, then a player may follow the normal sequence for their FTR NULLIFY – roll to DETECT (if required) then roll to FTR NULLIFY their target(s) (if DETECT is successful). If a FTR NULLIFY JCC can FTR NULLIFY multiple targets, then the player owning it determines the order of adjudication – if they are unopposed.

  • If two opposing JCCs aim to FTR NULLIFY one another, such as in the case with two opposing “Combat Air Patrols” JCCs, then both players roll for DETECT simultaneously. If both are successful in DETECT, then both may attempt to FTR NULLIFY simultaneously (9.43).

  • If one player succeeds in their DETECT and the other does not, the player who successfully DETECTED the target rolls for their FTR NULLIFY effect first. If successful, the target is destroyed without a response. If unsuccessful, then the target may roll for their FTR NULLIFY effect despite failing their initial DETECT attempt.

  • If both opposing FTR NULLIFY JCCs fail their DETECT rolls, both are expended – flipping them over without any other effects and/or ending any subsequent attempts in a chain of FTR NULLIFY (9.46).

  • If a player has more FTR NULLIFY JCCs than the other player, each FTR NULLIFY JCC may only roll to DETECT or FTR NULLIFY one opposing JCC. This means that in a 2 vs 1 “Combat Air Patrols” situation, the two JCCs may both attack the same target, but the one JCC can only attack one of the opposing JCCs..

[9.45]* Select JCCs are Persistent and can NULLIFY and/or FTR NULLIFY. Following 9.41, whether a player needs to use an AP to play this kind of card depends on the effect and context. If a JCC has multiple effects, per usual rules, only the NULLIFY and/or FTR NULLIFY effect can be played for the first time during an opponent’s impulse to respond to an opposing effect – at no AP cost (9.24). If a JCC has a NULLIFY symbol and has only one effect, its effect is a NULLIFY effect.

  • If a JCC has multiple effects, per usual rules, only the NULLIFY and/or FTR NULLIFY effect can be played during an opponent’s impulse to respond to an opposing effect – at no AP cost (9.24). If a JCC has a NULLIFY symbol and has only one effect, its effect is a NULLIFY effect.

  • If a NULLIFY JCC that is Persistent is being played to NULLIFY and/or FTR NULLIFY an effect during an opponent’s impulse, then it behaves just like any other NULLIFY JCC. It can be played at no AP cost, but it cannot be used again by any player for the remainder of the Action Stage as it is expended (flipped over). It will become available during the next Action Stage (9.2).

  • If a player uses a NULLIFY JCC that is Persistent during their own impulse, the card behaves just like any other Persistent JCC. Using its NULLIFY and/or FTR NULLIFY effect for the first time requires 1 AP and exhausts the effect for the rest of the Action Stage. In subsequent Action Stages, the effect can be used without AP, but only once per turn (9.2).

  • A JCC that is Persistent and can NULLIFY and/or FTR NULLIFY may choose to use its effect or not when being targeted by an opposing JCC. If it responds, it will expend itself per NULLIFY and FTR NULLIFY rules. If it does not, the JCC will not respond but will not be expended if it survives. If it is already expended, it cannot respond

EXAMPLE: On their impulse, the opposing player attempts to INTERCEPT and FTR NULLIFY one of John’s aviation JCCs. He has the “F-22 Escorts” JCC in his team pool but cannot use Option B – because it is not a NULLIFY effect (9.45). So, for no AP, John uses the FTR NULLIFY effect (Option A) to FTR NULLIFY the opponent’s FTR NULLIFY eligible JCC. In doing so, John targets the opposing player’s aviation JCC.

Using FTR NULLIFY against JCCs (diagram, example: “Combat Air Patrols” against “Deep Strike”):

  1. Targeting: The active player plays an FTR NULLIFY susceptible JCC and indicates their target(s).

  2. The defending player may declare FTR NULLIFY with any FTR NULLIFY JCCs.

  3. Roll for the applicable FTR NULLIFY: roll to DETECT. If successful, roll to FTR NULLIFY and apply hits to the opposing JCC. All Persistent JCCs used to FTR NULLIFY are expended.

  4. Roll successful – discard the JCC. NOTE: When a one-time use JCC is FTR NULLIFIED, it is discarded. Roll unsuccessful – roll for the JCC.

A Complex FTR NULLIFY Chain (diagram, example: “B-1B Lancer” paired with “Combat Air Patrols”, against the defender’s “Combat Air Patrols”):

  1. Targeting: The active player plays an FTR NULLIFY susceptible JCC targeting units on the map – paired with a Persistent JCC that can FTR NULLIFY.

  2. The defending player may declare FTR NULLIFY with any FTR NULLIFY capable JCCs.

  3. Each FTR NULLIFY JCC rolls to DETECT. If successful, roll to FTR NULLIFY. If one successfully DETECTS but fails to FTR NULLIFY, then the opposing JCC may attempt FTR NULLIFY even with a failed DETECT roll (9.44).

  4. Outcomes:

    • Only the attacker succeeds: Expend the defender’s FTR NULLIFY JCC. Then the attacker rolls for the JCC effect.
    • Only the defender succeeds: Expend the attacker’s FTR NULLIFY JCC. Then the defender’s JCC rolls to DETECT the attacker’s second JCC. If successful, roll to FTR NULLIFY. If the FTR NULLIFY fails, the attacker’s second JCC rolls for its effect.
    • Both fail or both succeed: Both FTR NULLIFY JCCs are expended. In all cases, the attacker rolls for their second JCC’s effect.
    • In ALL cases, all Persistent JCCs used to FTR NULLIFY are expended.

NOTE: Successful FTR NULLIFY discards both one-time use and Persistent JCCs, but some JCCs (as in the example) require multiple FTR NULLIFYs and/or INTERCEPTS.

[9.46]* Sometimes, there can be a chain of INTERCEPT, FTR NULLIFY, or NULLIFY actions and reactions. These JCC chains are resolved starting with the last JCC or action in the chain. For FTR NULLIFY chains, the chain begins with opposing FTR NULLIFY engagements first then proceeds up the chain.

EXAMPLE:** On his impulse, John plays “Tactical Cyber Attack,” to which Carol defensively responds with her “Tactical Cyber Defenses.” Using an AP, John plays his own “Tactical Cyber Defenses” to NULLIFY Carol’s “Tactical Cyber Defenses” (9.41). John rolls to resolve his “Tactical Cyber Defenses” first. If successful, Carol’s JCC is NULLIFIED and discarded, allowing him to roll for his “Tactical Cyber Attack” uncontested. If he is unsuccessful, Carol rolls to NULLIFY John’s “Tactical Cyber Attack.”

  • When two opposing FTR NULLIFY JCCs like “Combat Air Patrols” attempt to FTR NULLIFY each other, the respective JCCs must defeat the opposing JCC before targeting any follow-on targets for FTR NULLIFY. This is why it is considered the last action in the chain.

EXAMPLE:* Pauline plays a B-2 bomber JCC on her impulse and Emily defensively counters by playing her “Combat Air Patrols” to FTR NULLIFY (no AP cost). Emily is trying to FTR NULLIFY Pauline’s bomber. However, Pauline uses her already deployed “Combat Air Patrols” to FTR NULLIFY Emily’s “Combat Air Patrols.” In this sequence, the two “Combat Air Patrols” resolve their DETECT and opposing FTR NULLIFY in sequence per 9.44. If Emily’s “Combat Air Patrols” FTR NULLIFIES the opposing “Combat Air Patrols,” it may proceed to target the bomber. If Emily’s “Combat Air Patrols” fails to FTR NULLIFY or is successfully FTR NULLIFIED, it cannot attempt to NULLIFY Pauline’s bomber.

If a FTR NULLIFY JCC is not opposing an enemy FTR NULLIFY JCC targeting it, it must survive the engagement to target any follow-on targets for FTR NULLIFY.

EXAMPLE:** Sam plays a “TU-160M2: Aerial Strike” bomber JCC and Amelia defensively plays “F22 Escorts” to FTR NULLIFY the “TU-160M2: Aerial Strike” JCC. Then, Sam plays his “Combat Air Patrols” to FTR NULLIFY Amelia’s “F-22 Escorts.” Since Amelia can only FTR NULLIFY one target with her JCC, Sam rolls to DETECT her “F-22 Escorts” unopposed and succeeds. Sam rolls to FTR NULLIFY but fails. So, Amelia’s “F-22 Escorts” survives, and can attempt to FTR NULLIFY Sam’s “TU-160M2: Aerial Strike.”

  • If a targeted FTR NULLIFY JCC has already allocated its maximum number of targets for its FTR NULLIFY effect, then it cannot oppose an enemy FTR NULLIFY JCC. In this case, if the targeted FTR NULLIFY JCC survives, it can attempt to FTR NULLIFY its original targets

EXAMPLE:** Starting her impulse, Susan uses 2 AP to play two bomber JCCs (B-1B and B-2 JCCs), which Charlie defensively responds to with his “Combat Air Patrols” JCC to FTR NULLIFY both bomber JCCs. Using her last AP, Susan plays her own “Combat Air Patrols” JCC from her hand. In response, Charlie plays a second “Combat Air Patrols” JCC to FTR NULLIFY Susan’s “Combat Air Patrols.” To resolve this chain, opposing FTR NULLIFY JCCs begin the chain. In this case, Charlie’s second “Combat Air Patrols” JCC and Susan’s “Combat Air Patrols.” If Susan defeats Charlie’s second “Combat Air Patrols,” she can use her second FTR NULLIFY effect to target Charlie’s first “Combat Air Patrols.” In this case, Charlie’s first “Combat Air Patrols” does not fight back against Susan’s “Combat Air Patrols” because he is already targeting the two bombers. If Charlie’s first “Combat Air Patrols” survives, he can then attempt to FTR NULLIFY the bombers.

EXAMPLE:** Starting her impulse, Susan uses 1 AP to play a bomber JCC (B-1B JCC), which Charlie defensively responds to with his “Combat Air Patrols” JCC to FTR NULLIFY the bomber JCC. Using another AP, Susan plays her own “Combat Air Patrols” JCC from her hand. Because “Combat Air Patrols” allows Charlie to target up to 2 aviation JCCs, he can attempt to FTR NULLIFY both the B-1B JCC and Susan’s “Combat Air Patrols” JCC. Both “Combat Air Patrols” attempt to DETECT and FTR NULLIFY if DETECT is successful. If Charlie successfully FTR NULLIFIES Susan’s “Combat Air Patrols,” then he may then attempt to DETECT then FTR NULLIFY the B-1B JCC.

  • If a player dedicates two JCCs to FTR NULLIFY a single, joint target. Each JCC expends one of its FTR NULLIFY attempts regardless of success, including if the target was destroyed on the first attempt in the sequence.

EXAMPLE:** Responding defensively, Rachel dedicates her “Combat Air Patrols” JCC and her “F-22 Escorts” JCC to FTR NULLIFY the enemy “TU-160M2: Aerial Strike” aviation JCC. Rachel succeeds in DETECT with both of her JCCs, rolling one die for each of her JCCs. Then Rachel rolls for her “Combat Air Patrols” JCC first and succeeds in FTR NULLIFY. Since her “F-22 Escorts” JCC can only target one JCC with its FTR NULLIFY and its declared target is already discarded, the “F-22 Escorts” JCC is expended and flipped over. If there was another opposing aviation JCC, Rachel’s “Combat Air Patrols” JCC could proceed with her second FTR NULLIFY target

  • For JCCs marked with the INTERCEPT symbol, they can only be INTERCEPTED if the JCC’s target hex or its associated ISR marker is within the unit’s INTERCEPT range. If the target is an aviation JCC without an INTERCEPT symbol, it is considered outside the range of any units on the map and not eligible for INTERCEPT (9.011). Additionally, if a player dedicates an INTERCEPT attempt and a FTR NULLIFY attempt against a single, joint target, then regardless of INTERCEPT / FTR NULLIFY success (assuming DETECT was successful), the IAMD unit expends its dedicated amount of supply for its attempt. Consequently, the JCC that conducted

FTR NULLIFY is expended (7.58 and 7.512).

EXAMPLE:** Rebecca defensively dedicates her “Combat Air Patrols” JCC to FTR NULLIFY and one of her IAMD units to INTERCEPT an enemy aviation JCC, the “Orion Sirius: Unmanned” JCC. The “Orion Sirius: Unmanned” is targeting a hex within Rebecca’s IAMD unit. Rachel succeeds her DETECT with both her JCC and IAMD unit. Rachel has dedicated 4 INTERCEPT supplies to the attempt but first rolls for her “Combat Air Patrols” JCC and succeeds in FTR NULLIFY. Since the joint target is already discarded, Rebecca’s IAMD unit does not roll for her INTERCEPT, but still reduces its INTERCEPT supply value by 4. If there was another opposing aviation JCC, Rachel’s “Combat Air Patrols” JCC could proceed with her second FTR NULLIFY target.

[9.47]** Specific JCCs alter the normal sequence of FTR NULLIFY or NULLIFY adjudication which normally begins from the last JCC in the chain (9.46). These JCCs state when their effect is adjudicated, such as the “EA-18G Growler” JCC which states – “whenever the enemy targets a friendly aviation JCC.” Targeting is defined as an opposing player selecting an opposing JCC or unit for combat or JCC effect. Although FTR NULLIFY or NULLIFY typically precedes resolving the effect of the targeted JCC, a JCC with the previously mentioned quoted text preempts any FTR NULLIFY or NULLIFY attempt. For instance, the “EA18G Growler” JCC rolls for its effect when a friendly JCC is targeted and resolves its own effect first. The opposing FTR NULLIFY then rolls for DETECT and if successful, rolls for FTR NULLIFY.

[9.5] DEPLOYMENT STAGE JCCS

Select JCCs can only be played during the Deployment Stage – as outlined in the specific JCC’s text (3.24). Playing JCCs that can ONLY be played in the Deployment Stage does NOT require any AP but still requires CPs to acquire them during the Planning Stage (3.1). When playing JCCs during the Deployment Stage, the team with the initiative (according to the SCENARIO) may choose to play all their JCCs for the Deployment Stage first. The opposing team then plays all their JCCs for the Deployment Stage. Similarly, the team with the initiative may force the opposing team to play all their JCCs for the Deployment Stage first, then play their own. Regardless of order, a team may only have ONE opportunity to play all the relevant JCCs. The order of playing Deployment Stage JCCs does NOT change the initiative (3.25).

10.0 EMBARKING

By the end of the Deployment Stage, Attached JCCs, Embarked units, and Embarked JCCs must be assigned to their hosts – and still require CPs to purchase in the Planning Stage per normal rules (3.12). Ships that can Embark (10.3) units and JCCs with Space Values (10.1) are referred to as Embark-capable ships. These ships have Embarkation Values (10.2) – represented by Space Values (a combination of black and/or white triangles) inside a black rectangle in the top right-hand corner of their Unit Tracker, which represents their carrying capacity.

All Embarked units and Embarked JCCs must be assigned to their Embark-capable ship by either –1) placing units face up in the Embark Area of the Embark-capable ship’s Unit Tracker or 2) by placing JCCs face down in a deck by the host’s Unit Tracker in which they are Embarked (10.34). Throughout the game, new units and JCCs may be Embarked on a host through the Move and/or Play an Embarked Persistent JCC Core Action (11.0). The total Space Value (10.1) of units and JCCs Embarked on an Embarked-capable host can never exceed the host’s Embarkation Value (10.21).

TERM: Embarked Persistent JCCs refers to JCCs that are Persistent (9.2) and are not required to be attached to a host unit. These JCCs are used while Embarked using the Core Action “Move and/ or Play an Embarked Persistent JCC” (11.1). Embarked Attached JCCs refer to JCCs that need to be attached to a host (9.3) that is Embarked on an Embark-capable host. For instance, a piece of equipment attached to a platoon that is embarked on a ship such as “Unmanned Ground Vehicles (UGVs)”.

DESIGNER NOTE: For simplicity, each Embark-capable ship only tracks spaces for combat forces. Given the complexity and scope of amphibious shipping, this abstraction allows players to focus on a smaller subset of space allocation.

DESIGNER NOTE: If players are using earlier versions of Littoral Commander: Indo-Pacific and want to use the Space Value mechanic with Embark-capable units or combine units and maps from both games, use the following guidelines in this section for units and JCCs within Littoral Commander: Baltic or the new edition of Littoral Commander: Indo-Pacific to make comparable Space Value requirements. When in doubt, use your best judgment or ask the designer on BoardGameGeek.

[10.1] SPACE VALUES

A Space Value represents the physical space that a unit or capability represented by a JCC requires. There are two types of Space Values: General Purpose Space Value (GPSV) and Aviation Space Value (ASV). A JCC may have GPSV or ASV, but it does NOT mean it needs to be EMBARKED to be played – but denotes its eligibility to be EMBARKED. Only specific JCCs need to be EMBARKED to be played, which are noted in the JCC’s text with the phrase – “Requires…”

  • Ground units and some non-aviation JCCs may show a GPSV, represented by a number inside a white triangle in the top right-hand corner of their associated Unit Tracker or JCC. GPSV represents the type and amount of Space Value a unit or JCC requires on an Embark-capable ship or JCC.

DESIGNER NOTE: Space Values and Transportation – JCCs with the Space Value mechanic, such as GPSV and ASV, allow cards to be less prescriptive in their type and number of units it can provide or transport.

  • Aviation JCCs – representing aircraft or unmanned aerial systems – may have an ASV, represented by a number inside an upside-down black triangle in the top right-hand corner of the JCC. ASV represents the type and amount of Space Value an aviation JCC requires on an Embark-capable ship.

  • To distinguish between rotary-wing and fixed-wing aircraft, each ASV is accompanied by an additional black helicopter or black fighter symbol. To Embark an aviation JCC, the host Embark-capable ship must not exceed its Embarkation Value (10.2) and possess a matching black helicopter or black fighter symbol in the Embark Area (10.35)

  • Some units and JCCs, such as the “F-22 Escorts” JCC don’t have a Space Value of any kind. This means they are NOT eligible to be Embarked, However, select Attached JCCs assigned to a host unit may still be Embarked with its host unit without taking up additional Embarkation Value (10.39). Other Attached JCCs may require GPSV in addition to the GPSV of their host.

[10.11] Different units and JCCs possess varying amounts of SV. The following serves as a general guide for unit SV values. Please note that units or JCCs may differ from these guidelines.

  • An infantry or mechanized platoon usually has 1 GPSV.

  • An artillery (cannon, rocket, missile) or IAMD section usually has 2 GPSV.

  • A tank platoon usually has 3 GPSV.

  • A logistics company usually has 3 GPSV.

  • Other types of unmanned systems may have specific GPSVs as outlined on the JCC.

[10.12] Different aviation JCCs possess varying amounts of ASV. The following serves as a general guide for aviation JCCs ASV values. Please note that some JCCs may differ.

  • A rotary-wing aviation JCC (i.e., helicopters) usually has 1 ASV.

  • A fixed-wing aviation JCC (i.e., fighter aircraft) usually has 2 ASV.

  • An unmanned aerial system (UAS) JCC usually requires 1 or 2 ASV depending on the JCC. Depending on the specific capability, UAS JCCs may be labelled with a black helicopter or black fighter symbol.

DESIGNER NOTE: Some units or JCCs may have larger or smaller GPSVs or ASVs because of unique equipment or unit considerations. For instance, an artillery section may have large missile launchers, requiring significantly more space than a cannon-type artillery section. Therefore, it may have a larger GPSV. So, make sure to check the Space Value of a unit on its Unit Tracker. Moreover, UAS classification as rotary-wing or fixed-wing is largely based on the specific system’s performance and requirements. For instance, UAS with short take-off or vertical lift capabilities are often categorized as rotary-wing.

[10.2] EMBARKATION VALUES

Ships that can Embark units and JCCs with Space Values are referred to as Embark-capable ships. All Embark-capable ships have Embarkation Values – represented by Space Values (a combination of black and/or white triangles) inside a black rectangle in the top right-hand corner of their Unit Tracker. The number inside the black triangle and/or white triangle indicates its specific total capacity for each type of Space Value (10.1) that can be Embarked. This represents an abstraction of the carrying capacity of the vessel.

[10.21] An Embark-capable ship can never have Embarked units and/or JCCs with a cumulative Space Value exceeding its total Embarkation Value (including Attached JCCs to Embarked units).

Likewise, an Embark-capable ship can never have units that exceed the value of a specific type of Space Value such as GPSV or ASV. The Embarkation Values represent the total capacity in terms of type and amount of Space Value it can Embark – whether units or JCC. More on this in 10.3.

[10.22] Select Embarked JCCs – such as “Amphibious: LCAC” – do not have Space Values but can be Embarked at no cost and used for their effects (11.1; 12.0). This is because there are dedicated spaces on an amphibious ship (i.e., well deck) for these vessels. To distinguish these JCCs, they have the following text on them: “Requires a [type of Embark-capable ship]. Can be EMBARKED and used.” However, an Embark-capable ship can only have ONE type of Amphibious JCC at a time.

[10.3] EMBARKING ON SHIPS

An Embark-capable ship can never exceed its total Embarkation Value on its Unit Tracker with the cumulative Space Value of its Embarked units and/or JCCs (including Attached JCCs to Embarked units) or exceed the value of a specific type of Space Value – such as GPSV or ASV (10.21).

[10.31] The ships with Embark capability are the LHD, LHA, and LPD. They have an Embarkation Value in the right-hand corner of their respective Unit Trackers (10.2).

[10.32] A player with Embark-capable ships may decide how to organize and Embark units and JCCs on their respective Embark-capable ships. Specific SCENARIOs may dictate a specific arrangement of units and/or JCCs on specific Embark-capable ships.

[10.33] Units (including associated Attached JCCs) and/or JCCs must be Embarked on their host Embark-capable ship by the end of the Deployment Stage (3.22). Units and their Attached JCCs cannot be separated across different Embark-capable ships.

[10.34] All Embarked units and Embarked JCCs must be assigned to their Embark-capable ship either by 1) placing units face up in the Embark Area (the white box) of the Embark-capable ship’s Unit Tracker or 2) by placing JCCs face down in a deck by the host’s Unit Tracker in which they are Embarked. This represents that the units and/or associated capabilities of the JCCs are aboard the ship.

EXAMPLE: LHD 1’s Embarkation Value is 25 GPSV and 5 ASV. It also has both a black helicopter and black fighter symbol. Therefore, a player can Embark 1x “MEU Rotary Attack” JCC (1 ASV total, marked by a black helicopter on the card) and 2x “MUX” JCCs (2 ASV total, marked by a black helicopter on the card). The three JCCs have a total ASV of 3 – which is well within the 5 ASV capacity of LHD 1. Moreover, the “MEU Rotary Attack” JCC has a special requirement, which requires an LHD or LHA ship. LHD 1 satisfies all the requirements to Embark these three JCCs.

DESIGNER NOTE: Players should pay special attention to keeping track of what JCCs are Embarked on what Embark-capable ship. Make sure not to mix Embarked JCCs with the team’s JCC pool.

[10.35] When Embarking units (including Attached JCCs) and/or JCCs, the total Space Value being Embarked can never exceed the associated Embarkation Value of the Embark-capable ship. Each type of Space Value (GPSV or ASV) cannot exceed the appropriate SV of the Embark-capable ship’s Embarkation Value (10.21). If Embarked units have Attached JCCs with Space Values, then this is also calculated into the Space Value total.

  • If Embarked units have Attached JCCs with Space Values, then this is also calculated into the Space Value total.

  • When Embarking an aviation JCC with ASV and a black helicopter, the Embark-capable ship must also possess a matching black helicopter symbol on its Unit Tracker. If the JCC has a black fighter symbol, then the Embark-capable ship must also possess a matching black fighter symbol. If the Embark-capable ship does not have a matching symbol, it is not capable of hosting that type of ASV.

  • Players do not have to use all the available capacity in the Embarkation Value, but they can never exceed it for a specific ship.

  • Some JCCs may have further requirements like a specific type of Embark-capable ship. This is stated on the JCC, typically as: “Requires a [type of ship].”

EXAMPLE: An Embark-capable ship has 9 GPSV and 6 ASV for its Embarkation Value – with a black helicopter and fighter symbol. This means it can Embark 5x infantry platoons (5 GPSV total), 2x tank platoons (4 GPSV total), 2x “MEU Rotary Lift” JCC (4 ASV total, rotary-wing), and 1x “MEU FixedWing” JCC (2 ASV total, fixed-wing).

EXAMPLE: An Embark-capable ship has 9 GPSV and 6 ASV for its Embarkation Value – with a black helicopter and fighter symbol. This means it can Embark 4x infantry platoons (4 GPSV total), 1x “Combat Engineers” JCC Attached to an infantry platoon (2 GPSV total), 1x Logistics Company (3 GPSV), 2x “MEU Rotary Lift” JCC (4 ASV total, rotary-wing), and 1x “MEU Fixed-Wing” JCC (2 ASV total, fixed-wing).

[10.36] The player commanding an Embark-capable ship holds all associated Embarked JCCs in their individual player hand or in separate decks by the appropriate Unit Trackers. Other players on the same team cannot use these Embarked JCCs and they are not part of the shared JCC pool. If a player has more than one Embark-capable ship, keep the Embarked JCCs separate and place them face down to the left side of the associated ship’s Unit Tracker. Refer to 11.0 for how to use JCCs Embarked to ships.

[10.37] Throughout the game, new units and JCCs may be Embarked through the Embarked Core Action (11.1). However, the total Space Value (10.1) of units and JCCs Embarked on an Embarked-capable ship can never exceed the host’s Embarkation Value.

[10.38] Embarked units cannot conduct any Core Actions while Embarked.

[10.39] Attached JCCs CANNOT be directly attached to Embark-capable ships. Attached JCCs may be Embarked on an Embark-capable ship if attached to a host unit that is Embarked on the same ship (10.33). Some Attached JCCs do not have a Space Value because they are not sufficiently large to be considered and may be Embarked at no additional Space Value cost.

[10.310] Attached JCCs that are Embarked generally CANNOT be used, except those marked “If EMBARKED, it may be used while EMBARKED.” In this case, the host ship may use the associated effect per 11.0.

EXAMPLE: Using 1 AP, Doug moves his LSD 41 five hexes on the map and deploys an Embarked JCC for the first time – using the Move and/or Play an Embarked Persistent JCC Core Action (11.1).

He uses “Unmanned Boats” JCC – which is Attached to an Embarked unit. Normally, an Embarkcapable ship cannot use an Attached JCC that is Embarked. However, “Unmanned Boats” JCC has the exception clause (10.310 EXCEPTION) allowing it to be used. After adjudicating its effect, he moves the JCC from the left side to the right side of the associated Unit Tracker. This indicates the JCC has been deployed using 1 AP. After adjudicating its effect, Doug flips the JCC face down, indicating it has been expended (on the right side of the Unit Tracker).

[10.311] For every HP of damage on an Embark-capable ship, the attacker may either discard/ destroy 2 Embarked JCCs, 4 GPSV of units, or 1 Embarked JCC and 2 GPSV of their choice from the ship. The attacker may discard a concealed Embarked JCC at random or select a revealed Embarked JCC. Embarked units are always placed face up in the Embark Area (10.0). If an Embarkcapable ship is destroyed, all Embarked JCCs and units are discarded/destroyed along with the associated ship counter on the map.

[10.312] When Embarking units from ashore to move them to Embark-capable ships, this requires a method of Shore to Ship Movement. (12.5).

11.0 EMBARKED ACTIONS

The Move and/or Play an Embarked Persistent JCC Core Action is limited to Embark-capable ships. This Core Action represents how amphibious ships can leverage the wide range of capabilities they host aboard.

[11.1] EMBARKED JCC CORE ACTION

As a Core Action, an Embark-capable ship may Move and/or Play an Embarked Persistent JCC for the first time for 1 AP. Like other Persistent JCCs (9.2), using the JCC’s effect (including movement) for the first time requires 1 AP and does NOT reveal the host unit. In subsequent Action Stages, the same Embarked Persistent JCC can be used for free (no AP cost and no movement). However, if the Embarkcapable ship wants to Move and use an already deployed Embarked Persistent JCC, it must use 1 AP. Likewise, if the Embark-capable ship wants to Move and/or play a different Embarked Persistent JCC, this also requires 1 AP. Embarked JCCs can only be used by the player who commands the ship that the JCC is Embarked upon (10.36).

  • Select Embarked JCCs – such as “Amphibious: LCAC” – do not have Space Values but can be Embarked and used for their effects (10.22). This is because there are dedicated spaces on an amphibious ship (i.e., well deck) for these vessels.

  • Embarked Persistent JCCs that are Attached to Embarked units cannot be used – such as the “Combat Engineers” JCC and the “HQ-16B: IAMD” JCC (10.310). There are select exceptions to this – such as the “Unmanned Boats” JCC – where it explicitly states it can be deployed/used while Embarked (10.310 EXCEPTION).

EXAMPLE: Ian uses the Move and/or Play an Embarked Persistent JCC Core Action (1 AP) to move his LHA 8 five hexes on the map and deploy an Embarked JCC for the first time. LHA 8 deploys its

“Unmanned: Carrier” JCC for its respective effects. He then moves the JCC from the left side to the right side of the associated Unit Tracker indicating the JCC has been deployed (using 1 AP). After adjudicating its effect, Ian flips the JCC face down, indicating it has been expended (on the right side of the Unit Tracker).

EXAMPLE: Chris uses the Move and/or Play an Embarked Persistent JCC Core Action (1 AP), to move his LHD 1 ship five hexes on the map and deploy an Embarked JCC for the first time. LHD 1 uses its “MEU Rotary Attack” JCC for its respective effects, so Chris moves the JCC from the left side to the right side of LHD 1’s Unit Tracker. This indicates the JCC has been deployed (using 1 AP). After adjudicating its effect, Chris flips the JCC (on the right side of the Unit Tracker) face down, indicating it has been expended. On the following Action Stage (the next turn), he flips the expended “MEU Rotary Attack” JCC face-up, indicating it is available again. Chris then conducts the Move and/ or Play an Embarked Persistent JCC Core Action (1 AP) with LHD 1 again. For the Core Action, LHD 1 moves 5 hexes and uses its “Amphibious: LCU” JCC (Chris moves the JCC from the left side to the right side of the Unit Tracker). Chris also uses the effects of the “MEU Rotary Attack” JCC on the LHD 1 for free (no AP cost) since it was deployed on the previous Action Stage. All used Embarked JCCs are then flipped face down on the right side of their Unit Trackers to indicate they have been expended.

[11.11] When playing an Embarked Persistent JCC for the first time (using 1 AP), the JCC is moved from its respective deck (face-down) on the left of its Unit Tracker to the right side. Each Embarked JCC played should be face-up – either individually or in a separate “deployed” deck of Embarked JCCs (depending on table space). When Embarked JCCs are expended – either by using their effect for the turn or by being NULLIFIED and/or FTR NULLIFIED– they are flipped face down on the right side of the Unit Tracker or flipped 90 degrees with the face up (9.21). For INTERCEPT or FTR NULLIFY of Embarked JCCs, refer to 11.13.

DESIGNER NOTE: If you have limited table space, I recommend you use plastic paper clips to mark Embarked Persistent JCCs used during the turn. Remove the clips when they refresh at the beginning of the turn. You must keep the JCCs that have been already played and the JCCs yet to be played separate. Be careful with metal paper clips as they may scratch the cards. I recommend you sleeve the cards if you use metal paper clips.

[11.12] During their active impulse, an Embark-capable ship may have several deployed (played previously for 1 AP) Embarked Persistent. Like other Persistent JCCs, this means it may use the effect of each of its deployed Embarked JCCs once per impulse. However, this means the host Embark-capable ship does not move if it does not conduct a Core Action that enables movement. Other members of their team may NOT use the effects of Embarked JCCs (10.36).

EXAMPLE: Using the Move and/or Play an Embarked Persistent JCC Core Action (1 AP), Nick moves his LHA 8 and LHD 1 ships (stacked together) five hexes on the map and deploys an Embarked JCC for the first time from each ship. LHA 8 uses its “MEU Fixed-Wing” JCC and LHD 1 uses its “MEU Rotary Lift” JCC for their respective effects for the first time. He moves the two JCCs from the left side to the right side of their associated Unit Trackers indicating they have been deployed (using 1 AP). After adjudicating their effects, he flips both JCCs face down, indicating they have been expended (on the right side of the Unit Tracker). On the following Action Stage (the next turn), he flips the expended Embarked Persistent JCCs face-up, indicating they are available again. Then, by using 1 AP, Nick conducts the Move and/or Play an Embarked Persistent JCC Core Action with LHA 8 and LHD 1 again. With the AP, he has LHA 8 use its “Amphibious: LCAC” JCC and LHD 1 uses its “Amphibious: LCU” JCC – moving the JCCs from the left side to the right side of their Unit Trackers. Nick also uses the effects of the “MEU Fixed-Wing” JCC on the LHA 8 and “MEU Rotary Lift” JCC on LHD 1 for free (no AP cost) since they have already been deployed during the previous Action Stage. All used Embarked JCCs are flipped over face down on the right side of their Unit Trackers, indicating they have been expended.

[11.13] If an Embarked JCC is INTERCEPTED or FTR NULLIFIED by an opposing player, it is discarded like any other JCC. However, some JCCs may require a specific number of successful enemy INTERCEPTS, FTR NULLIFYS, or HPs of damage before being discarded, such as the “MEU FixedWing” JCC (9.04). This is indicated on the specific JCCs. The number of successful INTERCEPTS, FTR NULLIFYS, or HPs of damage of a specific Embarked JCC is tracked by placing an opposing-colored cube on the JCC for each success (9.04).

12.0 TRANSPORTING UNITS

Units are transported through the effects of specific JCCs, either through Ship to Shore Movement or Reinforcements. Ship to Shore Movement refers to the transportation of units from an Embark-capable ship to a land hex or coastal hex with an Embarked Persistent JCC. Reinforcements refers to the introduction of new units onto the map through a specific JCC effect or the transportation of existing units on the map – independent of an Embark-capable ship. Disembark is the term used to describe introducing new units and their associated Attached JCCs to a new hex through a method of transportation. Units are disembarked through a Ship to Shore Movement method – rotary-wing (12.1), amphibious landing (12.2), or port disembarkation (12.3), or through JCCs providing Reinforcements (12.4).

[12.01] Independent of Embark-capable ships, some JCCs may disembark new units (Reinforcements) onto the map (12.4). Originating from off the map and independent of Embark-capable ships, some JCCs - such as the “C-130 Hercules” JCC - transport Reinforcements and disembark new units introduced onto the map. Reinforcements may introduce units transported from a location off the map. For more on these JCCs, refer to 12.4.

[12.02] Embarked Units and their associated Attached JCCs can conduct Ship to Shore Movement from an Embark-capable ship in three primary ways: rotary-wing (12.1), amphibious landing (12.2), and port disembarkation (12.3). Each method requires the use of a specific Embarked Persistent JCC and may require AP (11.1).

[12.03] Each Ship to Shore Movement and Reinforcement method is constrained by its associated range (if applicable) and Space Value capacity.

[12.04] For Ship to Shore Movement range, the origin hex is the hex of the associated Embark-capable ship. This is the same method used for calculating range for combat (7.31). The hex of the Embarkcapable ship counts as “hex 0” and continues outwards.

[12.05] When using an Embarked Persistent JCC to transport or disembark units from an Embark-capable ship, the units and their associated Attached JCCs are moved from the Embark Area to the JCC used (i.e., “Amphibious: LCU”) at no additional AP cost.

[12.06] When an ISR marker representing a Ship to Shore Movement method is discarded, all associated units and Attached JCCs are also discarded.

[12.07] Disembarking units by any of the four transportation methods exhausts a unit’s MP allotment for the turn. Moreover, units that are disembarked are expended for the impulse and concealed (placed face down) (3.21). If the disembarkation hex is contested by enemy units (i.e., a contested amphibious landing), the disembarking units may ONLY engage in GROUND ASSAULT combat in that hex for free during the impulse. After combat has been adjudicated in this hex, place a Continuing Combat marker on the hex if enemy units remain (7.2). Units that disembarked cannot conduct Armor Breakthrough nor any associated movement (7.19).

[12.08] A player may transport any friendly units – even if they do not belong to them. This does not require additional AP beyond the previously stated rules regarding transporting units (11.1). The units being transported cannot be expended (i.e., have already conducted a Core Action) at the time they are Embarked and transported (i.e., picked up and moved). Any units transported are considered expended when they arrive at their destination hex (12.07).

[12.1] ROTARY WING

Rotary-Wing represents a method of transporting units by helicopters or other types of rotary wing assets from the ship to any friendly or unoccupied land hex. This requires specific Embarked Persistent JCCs, such as the “MEU Rotary Lift,” to transport Embarked units. This is limited by the range of the specific JCC and its associated Space Value capacity. An example is included below:

  • “MEU Rotary Lift” JCC: Disembark 8 GPSV of units (1 GPSV each) and Attached JCCs (1 GPSV per JCC) from the host onto any hex within 5 hexes (Option A).

EXAMPLE: Nina uses 1 AP to use her “MEU Rotary Lift” JCC Embarked on her LHA 8. The “MEU Rotary Lift” JCC can transport up to 8 GPSV worth of units and Attached JCCs per impulse (12.03). According to the JCC, each unit and Attached JCC must have a GPSV of one. With a range of 5 hexes of the host, she transports 8 infantry platoons that were Embarked on her LHA 8 (1 GPSV per infantry platoon) to a land hex 4 hexes away from her LHA 8. The units cannot move beyond their destination hex; they are expended (12.07). On the next turn, during her impulse, she may transport an additional 8 GPSV worth of units for free since the “MEU Rotary Lift” JCC is already deployed and is Persistent.

DESIGNER NOTE: The one GPSV limit per unit or Attached JCC for some rotary-wing lift JCCs is to prohibit their movement of large and heavy units, limiting them to light units, such as infantry. Admittedly, some helicopters, such as the CH-53K, can move heavier units, but simplifications and compromises were made for playability.

[12.11] Rotary-Wing Ship to Shore Movement may be INTERCEPTED and/or FTR NULLIFIED per usual rules (9.010). Some JCCs enabling Rotary-Wing Ship to Shore Movement may require multiple INTERCEPTS and/or FTR NULLIFIES per usual rules (9.04).

[12.12] When successfully INTERCEPTED and/or FTR NULLIFIED, Rotary-Wing JCCs may have specific instructions on the card for assessing damage. For instance, the “MEU Rotary Wing” states, “For every successful FTR NULLIFY or INTERCEPT, remove 2 GPSV or RPs.”

EXAMPLE: Nina uses 1 AP to use her “MEU Rotary Lift” JCC Embarked on her LHA 8. Nina’s JCC is transporting 8 infantry units from the host Embark-capable ship (8 GPSV). The destination hex is within the INTERCEPT range of 2 enemy IAMD units, and the “MEU Rotary Lift” JCC has the INTERCEPT eligible symbol. The opposing player INTERCEPTs Nina’s JCC per usual rules (9.010). The opposing player succeeds in DETECT and then achieves two hits, so Nina removes 4 infantry units, totaling 4 GPSV (2 GPSV per successful hit). Nina then places two red cubes on her “MEU Rotary Lift” JCC, indicating two enemy successes. If her JCC receives one more cube, the JCC is discarded. Nina disembarks the surviving 4 GPSV worth of units (4 infantry units) at the destination hex.

[12.13] Rotary-wing JCCs may have a Resupply effect where they may distribute RPs to friendly units within their range (8.0). Whenever conducting a Resupply effect, the RPs distributed or transported are immediately deducted from the host Embark-capable ship. The JCC may be INTERCEPTED and/or FTR NULLIFIED (9.010) depending on the target hex of the Resupply effect. Depending on the specific JCC, the number of RPs it can distribute is diminished with successful enemy INTERCEPTS and/or FTR NULLIFIES.

EXAMPLE: Sara uses 1 AP to use her “MEU Rotary Lift” JCC, Embarked on her LHA 8. Sara’s JCC transports 5 RPs from the host Embark-capable ship, immediately deducting this amount from the host (LHA 8). The destination hex is within the INTERCEPT range of 2 enemy IAMD units, and “MEU Rotary Lift” JCC has the INTERCEPT eligible symbol. So, the opposing player INTERCEPTs Sara’s JCC per usual rules (9.010). The opposing player succeeds in DETECT and then achieves two hits. Sarah loses 4 RPs (2 RPs per successful hit) of the 5 RPs she was transporting. Nina places two red cubes on her “MEU Rotary Lift” JCC, indicating two enemy successes. If her JCC receives one more cube, the JCC is discarded. Sarah distributes the remaining 1 RP to the unit in the destination hex.

[12.2] AMPHIBIOUS LANDING

Amphibious Landing represents a Ship to Shore method transporting units with amphibious vessels from the ship to any friendly or unoccupied coastal hex. This requires specific Amphibious JCCs, such as “Amphibious: LCACs” and “Amphibious: LCUs,” and is limited by the range of the specific JCC and its associated Space Value capacity. An Embark-capable ship can only have one type of Amphibious JCC at a time (10.22).

[12.21] An Amphibious JCC moves and transports Embarked units from the host ship to any eligible coastal hex (cannot be a red hex) using an unrevealed ISR marker with the Move and/or Play an Embarked Persistent JCC Core Action (11.0). The coastal hex may be contested by opposing units. After its initial use requiring 1 AP (including movement of the ISR marker, placed face down), the ISR marker for an Amphibious JCC may conduct its movement and effect for free per usual rules for ISR markers for Attached JCCs (13.21).

[12.22] The ISR marker for an Amphibious JCC (such as “Amphibious: LCUs”) may have a specific MP. The ISR marker can move up to its MP allowance per impulse – including the first time it is used (originating in the same hex as its host). If it has a limited range, refer to 12.25. Like units, ISR markers can only move ONCE per impulse (13.21).

[12.23] The ISR marker for an Amphibious JCC is revealed through JCC effects or opposing naval ZORs. The ISR marker does NOT exert a naval ZOR of its own.

[12.24] If revealed, the ISR marker for an Amphibious JCC may be targeted by enemy LRS. Discard the ISR marker and its associated units and Attached JCCs if it is hit (12.06). Some JCCs may require multiple successful hits (9.04) or have specific instructions on the card for assessing damage.

EXAMPLE: Using 1 AP, Katie moves her DDG-101 naval ship within 5 hexes of the enemy’s ISR marker for their “Amphibious: LCU.” With her 5-hex naval ZOR, Katie reveals the enemy’s ISR marker. Revealing her ship to conduct LRS combat, Katie allocates 2 LRS attacks against the ISR marker per usual rules. She succeeds in scoring a hit, discarding the enemy’s ISR marker and all associated units on it.

[12.25] The ISR marker for an Amphibious JCC may have a limited range from its host, such as “Amphibious: LCAC.” If so, the ISR marker can NEVER be beyond the stated range from its host Embarkcapable ship.

EXAMPLE: Andrew uses 1 AP to use his “Amphibious: LCAC” JCC Embarked on his LHA 8. The “Amphibious: LCACs” JCC can transport 6 GPSV worth of units per impulse (12.03). With a total range of 10 hexes, he transports 3x infantry platoons (3 GPSV) and 1x tank platoon (3 GPSV) Embarked on his LHD 1. Moving 3 MPs per impulse, Andrew plans to disembark his units onto an unoccupied coastal hex. On the next turn, during his impulse, he may move the ISR marker from his “Amphibious: LCACs” JCC for free since it has already been played and is Persistent. Eventually, Andrew disembarks his units from his “Amphibious: LCACs” JCC on an eligible coastal hex. The units cannot move beyond their destination hex; their MP is expended (12.07).

[12.26] Some Amphibious JCCs can conduct Resupply and provide RPs to friendly units. Whenever conducting a Resupply effect, the RPs distributed or transported by its ISR marker are immediately deducted from the host Embark-capable ship. Amphibious JCCs (represented by ISR markers) shuttle RPs from the host ship to the destination hex and must move the supplies. When doing so, players should place cubes (any color) placed on the JCC representing the RPs Embarked. Amphibious JCCs, using ISR markers, can ONLY distribute these RPs to friendly units in the same coastal hex as its ISR marker.

EXAMPLE: For 1 AP, Jennifer uses her “Amphibious: LCAC” JCC for the first time and deploys an ISR marker to the map (including movement). She plans to use the Resupply effect and immediately deducts 5 RPs from the host’s supply. She places five black cubes on her “Amphibious: LCAC” JCC and moves the associated ISR marker (3 MP). On her next impulse, for no AP cost, her ISR marker moves into the destination hex and distributes the 5 RPs to a ground unit in the same coastal hex as her ISR marker.

EXAMPLE: For 1 AP, Adele uses her “Amphibious: LCU” JCC for the first time and deploys an ISR marker to the map (including movement). She plans to use the Resupply effect and immediately deducts 10 RPs from the host’s supply. She places 10 black cubes on her “Amphibious: LCU” JCC and moves the associated ISR marker one hex (1 MP). On her next impulse, for no AP cost, her ISR marker moves into the destination hex and distributes the 10 RPs to a ground unit in the same coastal hex as her ISR marker.

[12.27] The ISR marker for an Amphibious JCC may re-Embark onto its host Embark-ship by moving back into the same hex and removing the ISR marker from the map. If the returning ISR marker has units on it, transfer the associated units to the Embark Area on the Unit Tracker of the host unit when it Re-Embarks. For AP considerations, the associated JCC is still considered to be deployed and does not need an AP to be used on the subsequent turn (placing the ISR marker back on the map).

[12.3] PORT DISEMBARKATION **

For 1 AP, an Embark-capable ship may immediately move and/ or disembark up to 8 GPSV or RPs per impulse if it is in a friendly or unoccupied hex with a port. This does not require a specific Embarked Persistent JC, and small ports are not eligible for port disembarkation. When using port disembarkation or port embarkation (12.54) for the first time, place an orange cube on the port hex. On subsequent turns, since there is an orange cube, all friendly Embarkcapable ships may use port disembarkation for free in that port hex (no AP cost). If the associated unit leaves the port hex with the orange cube, remove the cube. As long as one friendly Embark-capable unit remains in the port hex, the orange cube is NOT removed

EXAMPLE: Using 1 AP on his impulse, Patrick moves his LHA 8 into an unoccupied port hex then disembarks 8 GPSV worth of units for the first time and places an orange cube in the port hex. He moves 6 infantry platoons (6 GPS total) and 1 logistics company (2 GPSV) from the Embark Area on his LHA 8’s Unit Tracker to the port hex. On the subsequent turn, Patrick disembarks another 8 GPS worth of units for free since an orange cube is present.

[12.31]** If a JCC states it can utilize or requires “any friendly port” or a similar statement, then it may use either a port or small port. However, some JCCs may specifically state they can only use small ports, while other JCCs may be prohibited from using small ports.

[12.4] REINFORCEMENTS

Reinforcements are JCC effects that allow the introduction of external reinforcements (using units not used in the SCENARIO and adding them to the map) or the transportation of units already on the map. Unlike previous means of transport, these JCCs do NOT require Embarked JCCs or Embarked-capable. Examples of such JCCs include the “C-130 Hercules” JCC and the “LCU-2000” JCC.

[12.41] The JCCs indicate the GPSV limit of units that can be transported or the type and number of units it can transport. This limit CANNOT be exceeded. Some JCCs may have specific requirements, such as friendly port hexes or airports. Refer to the map’s legend for the symbols for ports and airports.

[12.42] Some JCCs such as the “C-130 Hercules” JCC may initiate special combat before units can be disembarked. Like other disembarked units, any units introduced to the map or transported on the map CANNOT move on the impulse they are disembarked (12.07). The units are expended.

EXAMPLE: For 1 AP, Emmy plays her “C-130 Hercules” JCC, attempting to transport 6 GPSV of new ground units onto a friendly occupied airport hex. Before the effect, her opponent attempts to INTERCEPT her “C-130 Hercules” JCC per normal INTERCEPT rules (9.010). They allocate 3x IAMD dice, succeeding on 2. Following the instructions on the JCC, Emmy removes 4 GPSV worth of ground units from her original 6 GPSV (2 GPSV per success). The remaining 2 GPSV worth of ground units are placed on the map and will be available for action on the next turn.

[12.43] Select JCCs that transport units are represented by ISR markers (13.21). They follow the instructions on their respective cards and the rules for ISR markers (13.2).

EXAMPLE: For 1 AP, Charlie plays his “Littoral Movement” JCC, deploying an unrevealed ISR marker to a friendly coastal hex and picking up 4 GPSV worth of ground units from that hex. He then moves the ISR marker 4 MPs worth of naval hexes. On the following turn, he moves another 4 MPs worth of naval hexes and disembarks the units onto another coastal hex, then discards the JCC and ISR marker. Note that if his ISR marker was revealed in transit, his opponent could have used LRS on their impulse to destroy the JCC and discard the associated units (13.26).

[12.44] Like ports and small ports (12.31), if a JCC states it can utilize or requires “any friendly airport” or similar statement, it may use either an airport or austere airport. Some JCCs may specifically state they can only use austere airports, while other JCCs may be prohibited from using austere airports.

[12.5] SHORE TO SHIP MOVEMENT

Using the same JCCs as Ship to Shore Movement, units and their associated Attached JCCs may be transported to an Embark-capable ship from a coastal or land hex through Shore to Ship Movement. This enables players to transport units from a specific location or maneuver them to a more favorable location.

DESIGNER NOTE: For the Embarked Persistent JCCs used for Rotary-Wing and Amphibious Landing (Ship to Shore Movement), the JCCs only mention disembarking units. However, these same JCCs can be used to transport units from ashore to ships (Shore to Ship Movement). The exclusion of the Shore to Ship Movement effect of these JCCs was a conscious choice to limit confusion and reduce the required text on already text-heavy cards. Additionally, Shore to Ship Movement is rarer than Ship to Shore Movement in many of the SCENARIOs. Lastly, the multi-role and flexibility of modern military capabilities make it exceedingly difficult to accurately represent them all on a single card.

[12.51] When conducting Shore to Ship Movement, the player conducts a Move and/or Play an Embarked Persistent JCC Core Action (11.1) for 1 AP or uses an already deployed Embarked Persistent JCC and/ or its associated ISR marker for free. Units and their associated Attached JCCs being picked up or transported do NOT need to use any additional AP.

[12.52] Rotary-Wing Shore to Ship Movement works the same way as Rotary-Wing Ship to Shore Movement, but in reverse. This method uses the same JCCs (i.e., “MEU Rotary Lift”) that conduct Ship to Shore Movement. The difference is that the units are Embarked from a land or coastal hex (also called the target hex) and Embarked onto the ship. The target hex of the effect is where the unit(s) are being picked up or Embarked. Therefore, it may be susceptible to enemy INTERCEPT or FTR NULLIFY (12.11). Upon successful transportation, the units are transferred to the Embark Area on the Unit Tracker of the Embark-capable host ship.

EXAMPLE: Michelle uses 1 AP to use her “MEU Rotary Lift” JCC Embarked on her LHA 8. Michelle’s JCC is picking up 8 infantry units (total of 8 GPSV) from a target hex in its 5-hex range of the host Embark-capable ship. The target hex (where the units are being picked up) is within the INTERCEPT range of 2 enemy IAMD units and the “MEU Rotary Lift” JCC has the INTERCEPT eligible symbol. The opposing player chooses to INTERCEPT Michelle’s JCC per usual rules (9.010). The opposing player succeeds in DETECT and achieves two hits. Michelle removes 4 infantry units, totaling

4 GPSV (2 GPSV per successful hit) and places two red cubes on her “MEU Rotary Lift” JCC, indicating two enemy successes. If her JCC receives one more cube, it is discarded. Michelle disembarks the surviving 4 GPSV worth of units (4 infantry units) onto the Embark-capable host unit and places the surviving units on the Embark Area on the Unit Tracker

[12.53] Amphibious Landing Shore to Ship Movement is the reverse of Ship to Shore Movement and uses the same JCCs (i.e., “Amphibious: LCU”). In this case, units are Embarked from a coastal hex and moved onto the ship. The target hex is where the unit(s) are picked up (Embarked) by the JCC’s ISR marker and may be vulnerable to enemy LRS (12.24). Once the ISR marker transfers the units to the host ship, it is removed, representing it returning to the ship’s well deck (12.27). For AP purposes, the associated JCC remains deployed and does not require additional AP to be used on subsequent turns

EXAMPLE: There are friendly units in a coastal hex 7 hexes away from Ashton’s LHA 8. On his impulse, Ashton uses 1 AP for a Move and/or Play an Embarked Persistent JCC Core Action to use his “Amphibious: LCAC” JCC Embarked on his LHA 8. With a range of 10 hexes, the “Amphibious: LCACs” JCC can transport 6 GPS of units per impulse (12.03). His LHA 8 moves 5 naval hexes for 5 MP (5.11). He then deploys the associated ISR marker, moves it 2 hexes to the coastal hex and Embarks the units onto the “Amphibious: LCAC.” The units in the coastal hex are Embarked onto the “Amphibious: LCAC” – moving the unit counters to the JCC. On his next impulse, without using an AP, Ashton moves his ISR marker back to his LHA 8 and transfers the units to the host ship, moving the unit counters from the JCC to the Embark area on LHA 8’s Unit Tracker and removing the ISR marker from the map.

[12.54]* Port Embarkation Shore to Ship Movement is the reverse of Port Disembarkation. For 1 AP, an Embark-capable ship may move and Embark up to 8 GPSV or RPs per impulse from a friendly or unoccupied hex with a large port (Small ports are not eligible). The first time a player uses Port Embarkation, place an orange cube on the port hex. On subsequent turns, since there is an orange cube, all friendly Embark-capable ships may use port embarkation for free in that port hex, as long as an Embark-capable unit remains. The Orange cube (indicating the ability to Embark for free) is removed when the last Embark-capable unit leaves the hex. A hex with a port will always be treated as a mixed naval-land hex, enabling naval units to enter the hex.

EXAMPLE: Patrick moves his LHA 8 into a port hex using 1 AP and Embarks 8 GPSV worth of units from the port hex for the first time – transferring them to the Embark Area of LHA 8’s Unit Tracker. He then places an orange cube in the port hex. On the subsequent turn, Patrick Embarks another 8 GPSV worth of units for free since an orange cube is present.t.

13.0 SPECIAL MARKERS

The wargame has several special markers indicating various platforms and effects, most of which are connected to specific JCCs.

[13.1] PROXY FORCES MARKERS

Proxy Forces play a role in LC and are deployed using specific JCCs. Proxy Forces may have various success values on their JCC, reflecting different capabilities.

[13.11] Represented by a Proxy Force marker with the corresponding team color, Proxy Forces encompass a wide range of militia and partisan forces. Proxy Force markers are revealed per usual rules – through ZORs or JCC effects.

[13.12] Proxy Forces have 1 HP and 2 MP and reveal enemy units in their hex. After the initial 1 AP to play the JCC for Proxy Forces, they do not require AP anymore. Once per turn, each Proxy Force may move and/or choose one of the following:

  1. Conduct a GROUND ASSAULT (CV: 3, Range: 0, Supply: Infinite, roll up to 4 d20 dice).
  2. Create an effect in their hex (see 13.14). Requires a d20 roll equal to or less than 6.

[13.13] If a Proxy Force marker is destroyed, roll 1 die. On a roll of 1 to 12, reduce the attacker’s influence by 1 on the Influence Meter (15.0).

[13.14] Regarding ‘creating an effect’ for Proxy Forces: This is purposefully designed to allow players to argue for specific effects. Through this mechanic, a player creates a narrative and effect for their Proxy Force. In an educational setting, a facilitator can serve as an arbiter based on subject matter expertise. In games without a facilitator, a player must persuade the opposing player that their narrative and ‘created effects’ are viable. Any agreed upon effect becomes available to the Proxy Forces of both sides for the game. Additionally, players may argue for an increase or reduction in the probability of success for the unique effect of proxy forces, replacing the usual requirement to roll a 6 or less. If both sides cannot come to an agreement, then both players will do a dice roll. The player who rolls the highest number may do their effect at the standard 6 or less required for success.

EXAMPLE: Caitlyn argues her Proxy Forces seek to attempt guerrilla attacks to destroy LRS supplies for a USMC rocket artillery unit in the same hex. She argues that she needs to roll 7 or less on the dice. Jack agrees this is a viable course of action, but says it is highly unlikely they could destroy a significant amount of ammunition. After some discussion, they agree she needs a 3 or less for success which would reduce both LRS supply values by 1.

[13.2] ISR MARKERS

ISR (Intelligence, Surveillance, and Reconnaissance) markers are placed on the map by specific JCC, representing tactical ISR platforms, transportation capabilities, unmanned aircraft (also known as UAS), or other capabilities from JCCs.

[13.21]* ISR markers are deployed in the hex of their host on their concealed side by specific JCCs. If it is an Attached Persistent JCC (9.34), an ISR marker can conduct one free action per turn after their initial use requiring 1 AP (does not reveal its host). For its action, an ISR marker can do ONE of the following three actions (unless otherwise stated on the JCC):

  1. Move and conduct its effect (such as revealing a unit or a Resupply effect)

  2. Move and conduct a combat action (such as LRS or TORPEDO ATTACK)

  3. Move and conceal itself (flipping it back to the # side).

A specific ISR marker may not be able to do all three types of actions outlined above – dependent on the specific JCC (13.25). Like units, ISR markers can only move ONCE per impulse

[13.22] ISR markers are represented by a double-sided counter of the corresponding team color. Each counter’s face is marked with ‘ISR #’ (concealed) and its backside is marked with ‘Revealed #.’ When an

ISR marker is destroyed, discard the associated JCC.

[13.23]* ISR markers are revealed and flipped to their ‘Revealed #’ side when they enter and/or occupy the same hex as any opposing unit, enter the naval ZOR of an opposing unit, occupy the same hex as an opposing ISR marker, or are revealed by another JCC effect. Once revealed, they cannot conceal themselves if it is in the same hex as any opposing unit, opposing ISR marker, or in an opposing naval ZOR. Like units, ISR markers must be revealed to be targeted by enemy combat actions.

[13.24]* For ISR markers that exert a ZOR (such as “Unmanned Boats”), it will exercise their ZOR per normal rules (6.2). ISR markers do not normally exert ZORs unless specifically outlined on the card.

[13.25]* An IAMD unit within range may attempt to defensively INTERCEPT a revealed ISR marker with the INTERCEPT symbol on the associated JCC before the ISR effects (7.512 and 9.011). If successfully INTERCEPTED, the ISR marker is discarded. Likewise, prior to its effects, select ISR markers are susceptible to NULLIFY from specific JCCs (9.4) (such as the “Directed Energy” JCC). If successfully INTERCEPTED or NULLIFIED, the ISR marker and its associated JCC are removed and discarded.

EXAMPLE:** Webster moves his ISR marker (“V-BAT” JCC) three hexes into a hex with an enemy ground unit. As a result, the ISR marker is flipped and revealed (13.23). Before Webster rolls for his effect, the opposing player indicates that they have an IAMD unit within range and will conduct defensive INTERCEPT because the “V-BAT” has the INTERCEPT symbol. The opposing player rolls successfully for their INTERCEPT and discards the ISR marker (7.512)**

[13.26]** Select ISR markers representing surface naval platforms, such as the “Unmanned Boats” JCC and the “Littoral Movement” JCC, can be destroyed by LRS when revealed. Opposing ISR markers of this kind can be targeted by LRS per usual rules on a player’s impulse. They cannot be destroyed defensively when an opposing player is employing it. If successfully attacked by LRS, remove and discard the ISR marker and its associated JCC. If the JCC is transporting units, follow the instructions on the card – typically removing an Embarked unit for each successful hit or discarding all the Embarked units. Some JCCs require multiple successful hits (9.04) or have specific instructions on the card for assessing damage.

[13.27] ISR markers most often serve to reveal enemy units or stacks. Some ISR markers can conduct LRS or TORPEDO attacks as indicated by their corresponding JCC.

[13.28]** Some JCCs with associated ISR markers, such as “Unmanned Boats,” may be Resupplied through the Move and/or Resupply Core Action (8.0). The Resupply of these JCCs follows normal Resupply rules (8.0). The hex of the ISR marker serves as the reference hex for the Resupply range as with typical units. However, some JCCs may require a specific condition, such as the ISR marker being in a hex with a port.

[13.3] MINE MARKERS

Mine markers are placed on the map by specific JCCs. A mine typically inflicts damage on enemy units entering, passing through, or leaving its hex.

[13.31] The placement conditions for mines depends on the specific JCC. The mines are represented by wooden cubes of the corresponding team color.

[13.32] Mines can only be cleared by playing specific JCCs or by going through them and suffering HP damage. Each mine cube inflicts 1 HP of damage if successful. Mines cannot be INTERCEPTED by IAMD INTERCEPT of units.

[13.33]* A player may deploy as many mine cubes as they are able to in a hex. When an enemy unit enters or leaves a hex with a mine, the owner of the mines may remove one or more mine cubes to attack the enemy unit, designating a target for each mine. For each cube removed, roll 1 d20, resolve according to the JCC, and inflict 1 HP of damage per success.

EXAMPLE: A revealed stack of 3 US naval units enters a hex with 2 enemy mines. Nikolai (Red Player #1), the owner of the mines decides to detonate 2 of the mines against one of the US Destroyer (DDG) ships in the stack. According to the JCC text, he rolls 2 dice for success and needs 13 or less. For each success, he inflicts 1 HP of damage.

[13.34]* When passing through a mined hex, the effects are resolved immediately – stopping movement until resolved. The owner of the mine(s) designates the target(s) of the mine(s) before rolling. If the target(s) of the mines are hidden, then the owner of the mines selects the target(s) without looking at the faces of the units. Per usual rules, a naval MILDEC may take the damage of a mine marker if present. EXAMPLE:* A hidden stack of two US naval units and one naval MILDEC enters a hex with 4 enemy mines. Red Player #1, the owner of the mines, decides to detonate all 4 mines against the stack, allocating two mines against two of the counters. According to the JCC text, she rolls 2 dice against each target, needing a 13 or less to succeed. She rolls 2 successes against one target and one success against the second target. The two unknown targets were the two US naval units, so the US player discards 1 naval MILDEC to protect one US naval unit from a mine hit while the second US naval unit is destroyed by the 2 successful hits.

[13.35]* If a mine is deployed to a hex already occupied, it is not triggered until the unit(s) exit the hex.

[13.36] Once deployed, mines are dangerous ONLY to enemy units and markers. This is an abstraction of the game which assumes future mines can distinguish friendly, civilian, and enemy ships. This abstraction was made for simplicity and ease of play.

[13.37] Select SCENARIOs will allow the secret or covert deployment of mines at the beginning of the game. If so, write the locations of your mines on a piece of paper.

[13.38] Select JCCs like the “LCU-2000” do not have markers that trace its movement path but embark and/or disembark units at ports or coastal hexes. If there are mines deployed at the point of embarkation and/or disembarkation (in naval or mixed hexes), the mines are triggered. Furthermore, if the naval mines completely obstruct any possible path to the path to the point of embarkation and/disembarkation, the mines are also triggered. If the JCC like the “LCU-2000” has a path to avoid the mines to reach its destination, then the mines are not triggered.

[13.4] SPECIAL OPERATIONS FORCES (SOF)

Both sides have SOF JCCs represented by SOF markers of the corresponding team color. Their specific effects are outlined on the cards.

[13.41]* SOF markers cannot attack offensively or move like other units.

But they will always engage in combat in their own hex – whether defending against GROUND ASSAULT by the enemy or resolving Continuing Combat. SOF markers can engage in Continuing Combat with other SOF markers or other opposing units. Continuing Combat is resolved per usual rules (7.2). If SOF markers are placed in a contested hex, SOF markers may conduct GROUND ASSAULT with any opposing enemy units and/or SOF markers and place a Continuing Combat if applicable.

[13.42]* SOF markers automatically reveal opposing units or SOF markers in their hex, but don’t exert a

ZOR.

[13.43]* SOF markers cannot be cleared or destroyed with only LRS attacks. However, if LRS is combined with a GROUND ASSAULT, then the hits from both the GROUND ASSAULT and the LRS will hit and inflict HP damage to the SOF markers. The GROUND ASSAULT does NOT have to inflict HP damage to enable friendly LRS attacks to inflict damage. When the associated SOF marker(s) is destroyed, discard the associated JCC.

[13.44]* SOF markers are revealed per usual rules – through ZORs or JCC effects. They cannot be targeted when they are concealed. The flat side of a SOF marker (like other counters) is the hidden side.

[13.45] SOF markers can exert control over a hex if there are no opposing units present. If there are opposing units present, then SOF markers contest the hex like other units, blocking Resupply through or into the contested hex. Likewise, if a SOF marker is engaged in Continuing Combat, they contest the hex like other units.

[13.5] FORTIFICATION MARKERS **

Fortification markers represent obstacles and protection measures constructed by combat engineers or similar capabilities to bolster defenses of friendly forces. Fortification Markers are the reverse sides of the US National markers.

[13.51] Fortification markers are created by the Attached Persistent “Combat Engineers” JCC or similar JCCs which follow the rules outlined in (9.21) and (9.34). The host unit to the “Combat Engineers” JCC cannot conduct movement during the Action Stage whenever it creates or modifies a Fortification marker even if it is a Persistent JCC and has already been played. The CV modifiers from the Fortifications add to normal terrain modifiers for orange and brown hexes (7.09) or any other applicable modifiers. Each Fortification Marker represents a level, so two markers in a hex represent a Level 2 Fortification (the limit).

  • Within its hex, a Level 1 Fortification marker reduces any GROUND ASSAULT CV by 2 for the attacker.

  • Within its hex, a Level 2 Fortification marker reduces any GROUND ASSAULT CV by 4 for the attacker and reduces any attacking LRS CV by 2.

EXAMPLE: 1 Alpha, an infantry platoon, is the host to the Attached “Combat Engineers” JCC. During the player’s active impulse, using 1 AP, it1 Alpha creates a Level 1 Fortification marker for 2 Alpha, which is 2 hexes away from it (range according to the JCC text). 1 Alpha cannot move during this impulse.

[13.52] A Fortification marker can only be created or improved in friendly land or mixed land-naval hexes. Friendly hexes are defined as hexes with only friendly units. Fortification markers cannot be placed in contested hexes (hexes where both friendly and opposing units reside), naval hexes, or impassable hexes.

[13.53] A Fortification marker is removed at the end of the turn if it is abandoned and not occupied by a friendly unit. Fortification markers CANNOT be captured and used by opposing units.

14.0 SUBMARINE OPERATIONS

Submarines are another special type of unit in LC, existing as unique JCCs. Some submarine cards provide one-time effects, such as conducting fire missions and then departing. These submarines’ effects are resolved as with any other JCC (9.0), but LC also allows for submarines to operate as a special submarine marker. This is handled through the Submarine Operations Tracker (SOT) and specific green JCCs. Submarines are not considered naval units and are always referred to specifically as submarines or JCC submarines.

[14.01]* A JCC submarine that requires the use of the SOT can ONLY be acquired at the beginning of the game. By the end of the Planning Stage, the assigned Task Force or player must populate the SOT with its initial location and combat values (CVs). Only the assigned player or Task Force may conduct actions with a JCC submarine. Submarines are represented by unique markers and can have specific unmanned underwater vehicles (UUVs) JCCs Attached. These Attached JCCs are noted on the SOT under Attachments and must be done by the end of the Deployment Stage like any other Attached JCC. A submarine may only have ONE Attached JCC. The use of these JCCs follows the normal JCC rules and is discarded when the associated submarine is destroyed (9.34). There are also JCCs that enable UUV effects when Attached to naval units.

[14.02]** All submarines have an HP of 1 and MP of 5 and may only move ONCE per impulse. The same maritime terrain factors as naval units constrain submarines. The back side of a submarine marker (like other counters) is the hidden side, and the submarine marker is only placed on the map when it is revealed (14.06 and 14.010).

NOTE: In Littoral Commander: Baltic, submarines cannot enter coastal hexes (hexes that feature a coastline of any kind). This special coastline prohibition only applies to submarines on the maps in Littoral Commander: Baltic given the unique shallowness of the region’s waters

[14.03] Each turn, players track the movement of each individual submarine on the SOT by hex number. A Submarine’s CV and range are indicated on the JCC card and may vary with LRS weapons (i.e., cruise missiles) and TORPEDOES. Refer to the SOT graphic.

[14.04] Submarines function as normal units and require 1 AP to move and/or attack. They can use either LRS or TORPEDOES in a single impulse, but not both.

[14.05]* Submarine-based LRS is resolved normally and requires a revealed target (7.3). A player announces the target, allocates the desired number of attack dice, and places a submarine marker on the map at its current location. The target may attempt to INTERCEPT the LRS if it has IAMD units in range (7.5). A submarine is never susceptible to enemy LRS as it is considered hidden under the water. Submarines are only susceptible to TORPEDO ATTACKS by other submarines, naval units, UUVs, and anti-submarine warfare (ASW) effects by select JCCs and naval units (14.1).

[14.06] A submarine marker is placed on the map when it conducts LRS or is DETECTED by an enemy JCC, opposing submarine, or during ASW. When a submarine conducts an LRS, a submarine marker is placed on the map during its impulse, then automatically and immediately removed after its LRS attack concealing them and protecting them from enemy counterattacks. This does not require any AP. At the end of the Action Stage, remove any submarine markers on the map. This represents losing track on them.

[14.07]* A submarine can conduct ONLY 2 TORPEDO ATTACKs with a Move and/or Combat action and may only attack revealed naval units or submarines. These attacks can be single torpedoes fired at two separate targets or two torpedoes fired at a single target. Submarines can conduct a TORPEDO ATTACK ONLY against revealed naval units in its own hex (a range of 0). If the targeted hex has an

ASW-capable naval unit, they may conduct anti-submarine warfare (ASW) (14.12) for no AP cost. For simplicity, all submarines have infinite torpedoes but roll only 1 die per TORPEDO ATTACK. A TORPEDO ATTACK does not automatically reveal a submarine.

[14.08]* A successful TORPEDO ATTACK destroys a naval unit regardless of its remaining HP. A submarine’s TORPEDO ATTACK is successful if it rolls equal to or less than its own torpedo CV – indicated on its JCC. A MILDEC may absorb a successful TORPEDO ATTACK per usual MILDEC rules (4.22).

EXAMPLE : Anna moves her submarine into a hex with 2 revealed enemy non-ASW capable naval units for 1 AP with a Move and/or Combat action, Anna decides to commit 1 TORPEDO ATTACK per enemy naval unit, rolling 1 die per target. Anna succeeds in one TORPEDO ATTACK, destroying the target and removing it from the map (14.08).

EXCEPTION:* Select JCCs – such as the “Littoral Movement” JCC and “Expeditionary Logistics” JCC – represent convoys of ships. When suffering HP damage, these select JCCs often eliminate a specified amount of GPSV or RPs with each HP inflicted. For these JCCs, each TORPEDO ATTACK inflicts on 1 HP damage, representing sinking an individual ship in the convoy, and does NOT eliminate all the GPSV or RPs for the JCC with a single successful TORPEDO ATTACK. Two successful TORPEDO ATTACKS on the JCC will inflict 2 HP of damage, eliminating the corresponding number of GPSV or RPs.

[14.09]* A submarine must actively choose to exercise its 1-hex radius ZOR. This action is free of cost whenever a submarine moves and does not reveal the submarine. A submarine’s ZOR may reveal enemy submarines, but a DETECT roll is still required. Players should note that activating a submarine’s ZOR implicitly reveals its location to the other players. This is on purpose, representing the decision between using its sensors or maintaining its stealth. However, while a player may know what hex a submarine is in, they still need to DETECT to attack it.

EXAMPLE: Using 1 AP, Jin conducts a Move and/or Initiate Combat with their Virginia-Class Submarine. He indicates that he is revealing all the hexes around his submarine with his 1-hex ZOR. This instantly reveals the two enemy ships in the same hex as his submarine. The opposing player also indicates that there is a submarine in one of the adjacent hexes, requiring a detection roll of 12. Jin rolls 1 die, rolling a 14 so the enemy submarine remains hidden.

[14.010] A submarine can only be revealed by specific JCC effects, the ZOR of other submarines (14.09), or by anti-submarine warfare (ASW) (14.1) but is never revealed by the normal naval ZORs.

[14.011] Using a Move and/or Initiate Combat Core Action, submarines may engage other submarines within the same hex or suspected to be in the same hex. First, all submarines (attacking and defending) simultaneously roll for DETECT (9.06), using the corresponding DETECT requirements on the respective JCC cards for their targets. If there is no submarine in the hex, then the attack is completed without result and consumes the AP required. When targeting another submarine, the DETECT roll succeeds if the result is equal to or lower than the target’s DETECT requirement. If both submarines DETECT one another, they fire at each other simultaneously using their TORPEDO ATTACK (2 dice each) and resolve according to (14.08). If a submarine does not DETECT the opposing submarine, it does not roll in its defense or attack. If a submarine is engaging with an opposing Unmanned Underwater Vehicle (UUV) in the same hex, such as “UUV Attack: UNMANNED,” then treat it like any other submarine combat.

EXAMPLE: Ling moves her submarine into a hex, where she suspects an enemy submarine is hiding for 1 AP (a Move and/or Initiate Combat action). Ling exercises her ZOR and successfully detects her target, rolling the required DETECT value of her target. At the same time, the target submarine rolls for DETECT of the Ling’s submarine. He fails and cannot defend. Ling’s submarine rolls 2 dice for her TORPEDO ATTACK and scores 1 hit, sinking the enemy submarine. If the defending submarine had succeeded in DETECT, both submarines would roll for their TORPEDO ATTACKS simultaneously and damage would be adjudicated simultaneously. Remember, a submarine only has an HP of 1.

Submarine Operations Tracker (SOT) (printed sheet).

Directions: Enter the information below from the submarine JCC. Table columns: Unit Designator; HP; Attachment; Required DETECTION; LRS Value; LRS Supply. Using the select Submarine JCC(s), fill out a row in each table with each submarine and its associated stats. Remember all submarines have 1 HP. Track the location of your submarine(s) whenever it moves in the bottom table. Submarine movement log columns: Unit Designator; Location (repeated for each movement).

  • LRS attacks from submarines are conducted in the same manner as other LRS attacks – except submarines automatically conceal after their LRS.

  • Torpedo Attack (infinite supply):

    • Submarine initiates up to 2 torpedo attacks in the same hex. Either on the same target or two different targets.

    • For each ASW capable ship in the same hex, attempt to DETECT according to the submarine’s DETECT value. Each ship that successfully detected the submarine can conduct one ASW defensive roll – requiring a 10 or below.

    • If the attacking submarines survives, they roll for their torpedo attack using its torpedo CV.

    • A successfully hit on a ship destroys the ship regardless of HP.

  • A submarine must actively choose to reveal enemy naval units within its 1-hex ZOR in all directions (not counting its own hex), but this activation of their ZOR does NOT reveal the submarine.

  • A submarine is only revealed by ASW, specific JCCs, or the ZOR of other submarines.

  • Sub vs Sub Combat (infinite supply):

    • All submarines (attacking and defending) simultaneously roll for detection, using the corresponding DETECT requirements.

    • If both DETECT one another, both submarines roll simultaneously.

    • If a submarine does not DETECT the opposing submarine, it does not roll in its defense or attack.

[14.1] ANTI-SUBMARINE WARFARE (ASW)

Anti-Submarine Warfare (ASW) represents how naval units attack or defend against submarines, Unmanned Underwater Vehicles (UUVs), and TORPEDO ATTACKS. ASW is a form of combat and is either offensive or defensive ASW.

[14.11] IAMD is NOT permitted against TORPEDO ATTACKS. Instead, when a Destroyer (DDG) or DDG(X) class ship(s) is attacked by a TORPEDO ATTACK, it automatically defends itself with defensive ASW. DDG and DDG(X) naval units are ASW-capable. In LC expansions like Littoral Commander: Baltic, other specific naval units may also be ASW capable (like the Russian Gorshkov-Class Frigate). The Unit Reference Tables (Appendix A) list the ASW capable units for each set. LRS attacks from submarines or UUVs are conducted per usual rules. When conducting ASW combat, either offensively or defensively, the ASW-capable naval unit is revealed.

[14.12]* When a submarine or UUV JCC conducts a TORPEDO ATTACK or attempts to conduct an effect (such as revealing an opposing naval unit), all enemy ASW-capable naval units in the target hex may attempt DETECT (stated on the submarine/UUV JCC) and defensive ASW rolls (if DETECT is successful). This costs no AP and is referred to as defensive ASW. For each submarine or UUV, each ASW-capable naval unit rolls 1 die per submarine/UUV for DETECT. To successfully DETECT a submarine or UUV, an ASW-capable naval unit or ASW-capable JCC must roll equal or less than the submarine’s required DETECT value on its associated JCC. If a naval unit successfully DETECTED a submarine or UUV, it may roll 1 die for ASW, requiring a 10 or less to destroy the DETECTED submarine/UUV. If ASW is successful, the submarine/UUV JCC is discarded and does NOT complete its TORPEDO ATTACK or its effect. If a UUV JCC does not have a stated DETECT requirement for ASW, its required DETECT value is 10 or less.

[14.13] If all eligible naval units fail to DETECT the submarine/UUV, the submarine/UUV conducts its TORPEDO ATTACK or its effect unhindered (14.07). Similarly, if the attacking submarine/UUV is DETECTED but survives the ASW (due to misses), it can conduct its TORPEDO ATTACK or effect unhindered.

EXAMPLE: Victor uses a Move and/or Initiate Combat with his US submarine to conduct a TORPEDO ATTACK against 2 enemy DDG-class naval units. The US submarine exercises its ZOR to reveal all the enemy units in the hex. Victor decides to put both his TORPEDO ATTACKS against only 1 enemy DDG unit. Mary, the opposing player, rolls 1 die for each of her DDGs in the hex. Mary succeeds with only one of her DDGs for DETECT. Mary then rolls 1 die for ASW which succeeded in DETECT, attempting to destroy the submarine. She rolls a 12, so her ASW fails. Victor then rolls for his 2 TORPEDO ATTACKS. One is successful and the enemy DDG-class naval unit is sunk even though it had 2 HP.

EXAMPLE:** James uses 2 AP for Move and/or Initiate Combat with two of his US submarines and conducts a TORPEDO ATTACK against 2 enemy DDG-class naval units. Coming from different hexes, the two US submarines exercise their ZOR to reveal all the enemy units in the hex. Since each submarine has 2 TORPEDO ATTACK dice, James decides to allocate 2 TORPEDO ATTACKS against each enemy DDG unit. Each DDG belonging to Mary, the opposing player, rolls 1 die for each US submarine for DETECT. Against US submarine #1, Mary’s two DDGs roll 1 die against each submarine, failing to DETECT. Against US submarine #2, Mary’s two DDGs roll 1 die each, with one of them succeeding in DETECT. For the one successful DETECT, Mary rolls 1 ASW roll and successfully destroys US submarine #2. Then James rolls for the TORPEDO ATTACK for US submarine #1 – rolling successfully and destroying one of Mary’s DDGs.

[14.14]* When using a Move and/or Initiate Combat Core Action into the suspected hex location of an enemy submarine(s) (“ostensibly empty”), all ASW-capable naval units may engage submarines with offensive ASW – revealing themselves in the process. The ASW-capable naval units must be within the same hex as the target submarine(s). Each ASW-capable naval unit rolls one die to DETECT any submarines in the targeted hex. If the rolled DETECT roll is equal to or less than the required DETECT value, the associated submarine(s) is revealed. Each ASW-capable naval unit rolls ONE die for ASW (requiring 1 to 10) for each of its successful DETECT rolls, i.e., if one ASW-capable naval unit successfully DETECTED two enemy submarines, it rolls one ASW die for each enemy submarine. For simplicity, ASW capabilities are infinite in terms of supply. However, an ASW-capable naval unit can only target one hex with offensive ASW per Action Stage. Note that offensive ASW is rarely possible against UUV JCCs because their location is unknown until they select a target.

EXAMPLE:** Michael uses 1 AP during his impulse to activate a stack of two DDGs for Move and/ or Combat. He suspects there is an enemy submarine in a nearby naval hex and wants to conduct offensive ASW. He moves his two DDGs as a stack into the suspected hex. Michael rolls 2 dice, one for each of his two DDGs. He rolls a 12 and a 5. Therefore, only one of his DDGs successfully DETECTs the enemy submarine (DETECT requires 1-6). With the DDG that successfully DETECTED, he then rolls one die for ASW – succeeding on a 7. The enemy submarine is destroyed and discarded.

[14.15]* JCCs, such as the “P-8A: Surveillance” JCC, conduct offensive ASW by rolling ONE die to DETECT all or any submarines within the number of hexes it can search. If the rolled value is equal to or less than the required DETECT value of a submarine, the associated submarines are all revealed in the searched hexes. Then a submarine marker(s) is placed on the map, revealing its location. Consequently, the JCC may only roll ONE die to target ONE revealed submarine, attempting to destroy it according to the value on the JCC.

[14.16]** Co-located naval MILDEC counters cannot take HP damage for friendly submarines from enemy ASW combat or enemy submarine TORPEDO ATTACKS (4.22).

Torpedo ASW Chain (diagram, example: “Virginia-Class Sub” JCC):

  1. Targeting: Using a submarine, a player declares a torpedo attack against an enemy ship in the same hex. The target is accompanied by two ASW-capable ships.

  2. Each opposing ASW-capable ship in the hex rolls to DETECT according to the submarine’s DETECT value. Each ship that successfully DETECTED the submarine can conduct one ASW defensive roll – requiring a 10 or below.

  3. ASW successful: the submarine is destroyed. ASW unsuccessful: the submarine rolls up to 2 dice for its torpedo attack. It must roll equal or less than its torpedo value on its JCC. Any successful torpedo attack roll destroys the target.

15.0 THE INFLUENCE METER

The Influence Meter goes from 10-to-0-to-10, with one end offering benefits to the Red team and the other the Blue team. Various decisions or effects in the game shift the balance of the Influence Meter in favor of one side or the other. The Influence Meter represents popular and international support. It is intended to demonstrate, however crudely, the consequences of fighting in public discourse and reflect that the hexes are not empty spaces but sovereign territory of nations and home to potentially thousands of civilians.

10 9 8 7 6 5 4 3 2 1 0 1 2 3 4 5 6 7 8 9 10

[15.1] METER DYNAMICS

All benefits are cumulative and take effect at the beginning of the subsequent turn. The status of the Influence Meter is tracked by a single gray cube on the map. The SCENARIO will indicate where to place the gray cube to start the game.

[15.11] At 0 to 2, the meter provides no benefits.

[15.12] At 3 to 5, that side gains +5 CP on appropriate turns per the SCENARIO.

[15.13] At 6 to 8, all players on that side receive +1 Action Point during each turn.

[15.14] At 9 to 10, the team may add 2 JCCs regardless of CP cost to their team pool at the beginning of the Action Stage. The cards cannot be Attached JCCs.

[15.2] EVENTS AFFECTING THE METER

[15.21] If your team seizes the initiative, immediately move the Influence Meter 1 space in favor of your team.

[15.22] If your team eliminates three or more enemy units during the turn, immediately move the Influence Meter 1 space in favor of your team. JCCs, markers, submarines, and MILDECS do not count.

[15.23] If your team eliminates an enemy naval unit, immediately move the Influence Meter 1 space in favor of your team. This does NOT include submarines.

[15.24] Immediately move the Influence Meter according to a JCC effect, if successful.

[15.25] If the opposing team conducts LRS attacks against a hex with a city, town, port, or airfield, (which is denoted on the map) immediately move the Influence Meter 1 space in favor of your team for each hex attacked.

EXAMPLE: Simon (Red Player #1) conducts LRS attacks against two hexes with towns. Immediately move the Influence Meter 2 spaces in favor of the US team.

16.0 EVENT CARDS

The Event Cards are optional cards and introduce various effects into the gameplay. Some SCENARIOs require specific Event Cards or indicate a random draw of Event Cards. Event Cards may have positive, negative, or neutral effects based on the position of the Influence Meter and conditions on the battlefield. Select Event Cards introduce new, more nuanced rules to the gameplay. Resolve all Event Card effects before taking any actions that turn. JCCs cannot negate event cards.

(Illustration: sample Event card, “Fleeing Masses”.)

17.0 OPTIONAL RULES

The following rules are mechanics designed to be layered upon the core Littoral Commander system to provide unique and specific actions or advanced rules. These mechanics are optional for players to enable increased difficulty and nuance to the overarching gameplay. Players are encouraged to create and design their open optional rules or homebrew rules as needed or desired – whether for their own entertainment or for specific educational objectives. If you have a good optional rule, please feel free to contact the designer on BGG and he may include it in future editions.

[17.1] INTEROPERABILITY NETWORK

When a team is composed of multiple national forces (i.e., different countries), players must play the Interoperability Network JCC. Like the Tactical Network JCC, the Interoperability Network is placed near the map as part of the Deployment Stage and is played for free. The Interoperability Network JCC represents the overall ability to share information and coordinate tactical actions between allies and partners – representing everything from shared training standards to systems interoperability. Depending on the status of the Interoperability Network, the card affects all friendly forces and affects LRS and INTERCEPT CVs based on its status.

  • When a team is composed of multiple nations (i.e., US forces with Japanese or German forces), this card must be played for zero CP. Place the corresponding National Markers on this JCC and the number of colored cubes as determined by the SCENARIO. If you are playing with your SCENARIO, determine the appropriate level of Interoperability for the whole collective force together.

  • During the FIRST Planning Stage, your team may pay 5 CP to attempt to increase Interoperability, removing a colored cube. Roll one die, succeeding on 1-8. Your team may make as many Interoperability attempts as your CP allotment allows.

  • The Interoperability Network JCC affects all LRS values for targets revealed by other friendly national forces and INTERCEPT values (including JCCs) in defense of other friendly national forces. The number of cubes determines effects: 1 cube: No effect; 2 cubes: reduce by 2; 3 cubes: reduce by 4; 4 cubes: reduce by 6; 5 cubes: reduce by 8. It is recommended to use gray color cubes, but they may be any color.

  • Each time a national force reveals an enemy target (through ZOR or JCCs), mark it with their respective National Marker (the counter with the country’s flag). When a player conducts LRS against a target with their National Marker, resolve as normal. When a player conducts LRS against a target with another country’s National Marker, reduce the LRS value by the corresponding effect based on the number of colored cubes on the Interoperability Network JCC. When an enemy unit or stack Conceals, remove any National Markers associated with it.

  • Each time a national force attempts INTERCEPT (IAMD and BMD) for another friendly national force, reduce the INTERCEPT value by the corresponding effect matching the number of colored cubes on the Interoperability Network JCC. When a player is attempting INTERCEPT for their own national force (even if they belong to another Task Force or player), resolve as normal.

  • The Interoperability Network JCC has NO EFFECT on GROUND ASSAULT CVs. This is due to the scale of the game system and the desire to avoid unnecessary complexity.

  • Logistics units cannot Resupply units from different national forces.

EXAMPLE: Liz (US Player #1) successfully used a JCC to reveal an enemy ship and places a US National Marker on the target. She conducts her LRS actions according to the usual rules. Later in the turn, her teammate, David (UK Player #1) attempts LRS against the same target Liz revealed. Since their Interoperability Network JCC has 3 cubes, his LRS value of 14 is reduced by 4 to 10. He must now roll 10 or below for a successful LRS.

EXAMPLE: Rachel, US Player #1, is attempting to INTERCEPT in defense of her teammate, Mori (the Japanese Player #1). Since their Interoperability Network JCC has 4 cubes, her INTERCEPT value of 13 is reduced by 6 to 7. Rachel must now roll 7 or below for a successful INTERCEPT.

DESIGNER NOTE: The Interoperability Network JCC and its associated rules are designed for future expansions that introduce other national forces into the Littoral Commander series. The ability and ease to share data between friendly national forces is incredibly difficult due to a myriad of reasons, including security classification, technical differences, command relationships, and national policies. As a result, I sought to represent this real-world challenge within the series. The Interoperability Network JCC is NOT included in this game set but will eventually be posted on BGG for people to print and play. The card will be officially published in conjunction with future national expansions. Nevertheless, we have included it in this rule book to encourage players to add their own national forces for their own enjoyment or for professional military education purposes. Furthermore, if you want to adjust the Interoperability Network JCC from differing national forces to differing military services (i.e., USMC vs US Army), we encourage it.

[17.2] ADVANCED SUBMARINE OPERATIONS

Submarines are not the focus of this wargame series; however, to better represent their challenges and advantages, the following rules offer additional detail to submarine operations. For the game, an ASW engagement is defined as an attempt to DETECT and/or to conduct ASW against an opposing submarine or UUV. Examples of ASW engagements include sensing a hex for a submarine with a JCC or conducting offensive ASW with naval units (14.14) in response to an enemy submarine or UUV TORPEDO ATTACK. However, the following optional rules only apply to actions and combat related to submarines deployed on the SOT, excluding UUVs.

  • Before conducting submarine movement, the active player writes down if the submarine is conducting Quiet, Normal, or Noisy movement in the Location column on the SOT along with its final location. If the submarine is conducting Quiet movement, it has 1 MP, Normal has 3 MP, and Noisy has 5 MP. The type of movement the submarine has last conducted modifies its DETECT value. Noisy movement increases its DETECT value by 2 for the turn, Normal has no effect, and Quiet movement or no movement at all decreases its DETECT value by 2. These effects apply for the entire turn.

    • OPTIONAL: You may elect to have the movement DETECT modifiers be cumulative from the last three movements by a submarine. After three successive turns without movement, there is no additional benefit, and its DETECT roll is reduced by the maximum reduction of 6. As an example, a submarine moved Quiet (-2 DETECT) then Normal (no effect) then Noisy (+2 DETECT over the previous 3 turns, making its DETECT modifier for the turn zero.
  • If a team has an unexpended deployed Persistent JCC that conducts ASW (such as the “P-8A: Surveillance” JCC), a friendly player may expend the JCC to increase an ASW target’s DETECT roll requirement by 4. This does not require any AP and can be done before both offensive and defensive ASW. A player may expend as many Persistent ASW JCCs as they have available.

EXAMPLE: An enemy submarine with a DETECT roll of 10 is attacking a DDG(X). The DDG(X) expends an unexpended “P-8A Surveillance” JCC to increase the enemy submarine’s required DETECT roll from 10 to 14. Likewise, a player may expend one Persistent ASW JCC to enhance the DETECT roll for another Persistent ASW JCC.

[17.3] NAVAL GUNFIRE

Modern naval ships have a plethora of both kinetic and non-kinetic capabilities. For simplicity, the LC system simplifies them into LRS and IAMD. The LRS values on a naval unit only represents its Vertical Launch System (VLS)-based missiles, which are typically finite in number. In some circumstances, naval units with a main gun system can engage in short-range NAVAL GUNFIRE such as when dealing with small boats or when all missiles have been expended. The following rules aim to enable naval units to employ their NAVAL GUNFIRE as a form of LRS combat action. Most naval units carry thousands of rounds of ammunition for their 5-inch (127mm) main gun, thus NAVAL GUNFIRE supply is not tracked in the LC system.

[17.31] Standard NAVAL GUNFIRE in LC is like GROUND ASSAULT combat (7.1). All naval guns have a Combat Value of 1-6, a Range of 0 (same hex), and infinite supply. For NAVAL GUNFIRE, a player may roll up to four dice per unit conducting a NAVAL GUNFIRE combat action. This reveals the attacking naval unit. These characteristics are standard across all vessels unless modified by a JCC. NAVAL GUNFIRE is activated by the Move and/or Combat Core Action (1 AP). NAVAL GUNFIRE cannot be INTERCEPTED, and like GROUND ASSAULT, dice must be allocated to specific targets. Only naval units with organic LRS CVs (not including JCCs, Embarked JCCs, etc.) can conduct NAVAL GUNFIRE. This means amphibious ships like LHDs, LHAs, LPDs, and LSDs cannot conduct NAVAL GUNFIRE.

[17.32] A single naval unit or stack of naval units can only engage in NAVAL GUNFIRE in one hex per turn. Since NAVAL GUNFIRE ranges are zero, all NAVAL GUNFIRE occurs in contested hexes against enemy naval units or hostile ISR markers representing naval capabilities (such as unmanned boats or maritime militias).

[17.33] In NAVAL GUNFIRE combat, all designated attacking and defending units on both sides fire HP damage is taken simultaneously after both sides have rolled all their dice. Defending vessels do not require AP to defend themselves.

[17.34] Players may choose to use Naval MILDEC to protect their ships after dice are rolled and damage resolved.

[17.35] Each successful hit, whether defensive and offensive, inflicts one HP of damage, meaning both sides can suffer simultaneous casualties.

[17.36] ISR markers (representing naval systems) cannot engage in or defend against NAVAL GUNFIRE but may still suffer HP damage.

[17.4] NAVAL GUNFIRE: SHORE BOMBARDMENT

In LC, NAVAL GUNFIRE is a type of LRS combat action that can be used against shore-based targets, through SHORE BOMBARDMENT. A naval unit may employ SHORE BOMBARDMENT against an enemy ground unit if both are in the same mixed land-naval hex (5.1). The rule works identically to 17.3 NAVAL GUNFIRE with the following exceptions.

[17.41] Most ground units do not make defensive INTERCEPT rolls when targeted by SHORE BOMBARDMENT from NAVAL GUNFIRE. The only exceptions are towed- or self-propelled artillery units, which may expend supply to conduct defensive counterfire. Similar to GROUND ASSAULT (7.1), the attacking naval unit using SHORE BOMBARDMENT would allocate dice to specific targets. Eligible towed- or self-propelled cannon artillery units then allocate LRS dice to the attacking naval units using SHORE BOMBARDMENT. Both sides roll attacks simultaneously to inflict HP damage to their respective targets. None of these attacks can be INTERCEPTED. Check the Unit Tracker to see if a unit is towed- or self-propelled artillery units if you are uncertain about eligibility.

[17.42] Level 2 Fortifications (13.51) reduces attacking LRS and SHORE BOMBARDMENT CV by 2

[17.5] DIRECT ARTILLERY GUNFIRE

Modern combat is exceedingly complex, and units can employ a wide range of capabilities. The LC system simplifies these into broad categories such as LRS, INTERCEPT, GROUND ASSAULT, TORPEDO ATTACK, and FTR NULLIFY. Normally, according to 7.16, units without GROUND ASSAULT CVs cannot respond to units that are attacking them with GROUND ASSAULT (7.16), representing the advantage of close combat units against units with long-range fires capabilities in close contact. However, in certain cases (due to proficiency or terrain), self-propelled or mobile artillery can engage in direct fire (LRS) against close combat units. This rule accounts for this nuance.

[17.51] Self-propelled or mobile cannon artillery units may use ARTILLERY DIRECT FIRE as its Core Combat Action – either for an offensive Move and/or Combat Core Action for 1 AP or in response to enemy GROUND ASSAULT. To identify a qualifying artillery unit, refer to the description on its Unit Tracker. Typically, cannon artillery is represented by a dot in a square.

[17.52] When in response to an enemy GROUND ASSAULT, a unit’s LRS CV is reduced by 4 and their range is 0 when using ARTILLERY DIRECT FIRE and expend supply per normal rules. Offensive ARTILLERY DIRECT FIRE does not receive an LRS CV penalty.

[17.53] ARTILLERY DIRECT FIRE cannot be defensively INTERCEPTED by opposing units.

[17.54] Level 2 Fortifications (13.51) reduce any attacking LRS or ARTILLERY DIRECT FIRE CV by 2

[17.6] PRE-LOADED DISEMBARKATION

To maximize available space on amphibious ships such as LHDs, crews may pre-load the ship-to-shore connectors (i.e., LCUs or LCACs) with units and their equipment to create more space for additional equipment or units. This approach of pre-loading for disembarkation is a complex logistical task.

[17.61] During the Deployment Stage, an Embark-capable ship may pre-load units onto its Embarked LCU or LCAC JCC. A player may place units and/or JCCs with a total GPSV equal to or less than the GPSV capacity of the Embarked LCU or LCAC JCC. This GPSV total does not count towards the calculation of Embarked units and their associated GPSV concerning the embarkation limit of the Embark-capable ship.

EXAMPLE: During the Deployment Stage, Kathryn pre-loads units for disembarkation on her LHD

  1. She has Embarked the “Amphibious: LCU” JCC, which has a 10 GPSV capacity on the LHD, and places 10 GPSV worth of units on the JCC directly. She can now Embark an additional 25 GPSV worth of units and JCCs to her LHD 1.

[17.62] During the Action Stage, a player cannot change the composition of the units or JCCs that were pre-loaded during the Deployment Stage.

[17.7] ASW BONUS

Successful ASW against enemy submarines often requires a plethora of ASW platforms and capabilities working in tandem. This high-level coordination enables multiple sensors to attempt to find, fix, track, and target a submarine successfully. In the base rules, this is represented by multiple different ASW platforms (eligible naval units and JCCs) attempting DETECT -- independent of each other. This approach represents a “more attempts equate to higher chances of success” model. The following mechanics enable a more nuanced approach, representing a “stacking individual attempts improves the chances of overall success” model. The difference is subtle but provides a different way of representing ASW.

[17.71] When rolling to DETECT submarines or UUVs for offensive or defensive ASW, a player may expend (flip over) an ASW-capable JCC to increase the required DETECT value of ALL enemy submarines or UUVs by 2 in the targeted hex or hexes. Whether this requires an AP follows the usual rules for JCC use and Persistent JCCs.

[17.72] For both offensive and defensive ASW, when rolling for DETECT, automatically increase the required DETECT value of ALL enemy submarines or UUVs by 1 for each additional friendly ASWcapable naval unit, submarine, or UUV in the targeted hex or hexes. The attacking or defending ASWcapable naval unit does not provide a bonus.

EXAMPLE: Using Move and/or Combat, Lauren (Red Player) uses her submarine to TORPEDO ATTACK a Blue DDG in a stack of 2 DDGs – triggering automatic defensive ASW. Jamie (Blue player) expends his already deployed “P-8A: Surveillance” (+2), which combined with the presence of an additional friendly ASW-capable naval unit (+1) increases the required DETECT value of Lauren’s submarine from 6 to 9. Jamie rolls one die for each ASW-capable naval unit targeting each enemy submarine (14.12). Jamie rolls two dice and succeeds with one of his DDGs. Then, using that DDG, he rolls one die for ASW. Jamie’s required ASW value is increased by +3 (17.73) (the same as his ASW DETECT bonus). Jamie’s ASW value is now 13 or less and he rolls an 11, successfully destroying Lauren’s submarine.

[17.73] For offensive and defensive ASW, increase the required ASW value of the attacking or defending ASW-capable unit or JCC by the same amount as the associated DETECT value. If the DETECT value for the enemy submarine or UUV was increased by 3, the required ASW value is also increased by 3 for the attacking or defending ASW-capable unit.

EXAMPLE: On his impulse, Michael (Blue player) uses 1 AP to activate a stack of two DDGs for Move and/or Conceal. He suspects an enemy submarine is in nearby naval hexes and wants to improve his chances by moving friendly ASW-capable naval units into the search area of his “P-8A: Surveillance” JCC and conduct offensive ASW. He moves the DDGs as a stack into the targeted hex and expends his already deployed “P-8A: Surveillance” JCC (no AP required) to use its effects per usual rules. Due to the presence of two friendly DDGs in the targeted hexes of the P-8A’s effect, all the required DETECT values of all enemy submarines and/or UUVs are increased by +2 (+1 per DDG). The enemy submarine’s original DETECT value of 6 is increased to 8. Michael rolls one die, succeeding his DETECT with a roll of a 7. The required ASW value for his “P-8A: Surveillance” JCC is increased by 2, bringing it to 15. He rolls one die and is successful with a 14 - destroying the enemy submarine. Remember, when ASW-capable JCCs roll for offensive ASW, they only roll ONE die to target ONE enemy submarine during the Action Stage (14.15).

[17.8] DUAL COMBAT VALUES

Typically, units can only use one Combat Value (CV) for a Core Action (7.02). However, well-trained units can use all their tools and organic capabilities to create converged effects on their targets.

[17.81] If a stack and/or unit has multiple CVs, it may use all available CVs (including different types) with sufficient supply to conduct a combat Core Action for 1 AP. The target(s) must be within range of their respective CVs.

EXAMPLE: On his impulse, Chris (Blue player) uses 1 AP to activate a stack comprised of 1 Whiskey and 2 Whiskey for Move and/or Combat. Each Whiskey unit commits all 6 supply of LRS(1) and 3 supply of LRS(2) against a single enemy unit – totaling 18 LRS shots.

[17.82] If a stack or unit has both ground assault and LRS CVs, it can create a Combined Arms Attack Bonus (7.17) if it successfully performs an LRS attack prior to its GROUND ASSAULT.

EXAMPLE: On his impulse, Doug (Blue player) uses 1 AP to activate 1-1 Bravo for Move and/or Combat. Before moving into GROUND ASSAULT, he uses 1-1 Bravo’s LRS CV for a successful LRS attack. Then, 1-1 Bravo moves into the same hex as the previously targeted enemy unit for GROUND ASSAULT. His GROUND ASSAULT gains the Combined Arms Attack Bonus, adding 2 to all friendly GROUND ASSAULT CVs in the hex.

[17.9] NAVAL SUPPLY VALUES

Typically, naval units, representing ships, have a pre-determined allocation of their vertical launch system (VLS) cells where they store their primary offensive and defensive munitions. In real life, this allocation can vary widely depending on the mission. This optional rule allows players to adapt their initial supplies for their naval units.

[17.91] Prior to the end of the Deployment Stage, naval units with Unit Trackers may adjust their supply allocation for LRS and INTERCEPT RPs – such as shifting LRS RPs to INTERCEPT RPs or vice versa. The resulting allocation must equal the unit’s total initial supply allocation.

EXAMPLE: During the Deployment Stage, Margaret (Blue player) has a naval unit with 10 LRS RPs and 10 INTERCEPT RPs. She shifts 5 LRS RPs to INTERCEPT, resulting in a total of 15 INTERCEPT RPs and 5 LRS RPs for her naval unit for this SCENARIO.

APPENDIX A: REFERENCE SHEETS

USMC / USN / US Army Units

Column key: MP = Movement Points; HP = Hit Points [black cube]; GA = Ground Assault Supply [green cube]; LRS = LRS Supply [red cube]; LRS v2 = LRS Supply v2 [orange cube]; INT = Interception Supply [purple cube]; INT v2 = Interception Supply v2 [purple cube]; Log = Logistics Supply [blue circle]; GPS = General Purpose Space (GPSV); AS = Aviation Space (ASV). A blank cell means the unit has no such value.

UnitMPHPGALRSLRS v2INTINT v2LogGPSAS
Infantry Platoon321011
ACV Section321021

NOTE: This chart indicates the ammunition supply a unit starts with. A unit cannot exceed its starting ammunition supply at any time. The infinity symbol (∞) indicates infinite supplies, representing the non-kinetic and/or MANPADs means of taking down UAVs and similar platforms. The DDG and DDG(X)-class ships have some cells dedicated to ballistic missile defense and/or torpedoes for anti-submarine warfare (ASW).

NOTE 2: The INTERCEPT CV for the Typhon platoon can conduct both IAMD and ballistic INTERCEPT using the same supply (represented by the purple cube and associated INTERCEPT CV). This is noted in the unit description for the unit on its Unit Tracker.

NOTE:* This indicates EMBARKATION VALUES for their respective categories.

RU Naval Infantry / Baltic Fleet Units

UnitMPHPGALRSLRS v2INTINT v2LogGPSAS
Naval Infantry Platoon32101
Mortars Platoon32101

NOTE: This chart indicates the ammunition supply a unit starts with. A unit cannot exceed its starting ammunition supply at any time. The infinity symbol (∞) indicates infinite supplies, which represents the LHD’s ability to generate unmanned combat sorties. It is simplified for the ease of game play. The FFG and DDG-class ships have some cells dedicated to ballistic missile defense and/or torpedoes for anti-submarine warfare (ASW).

NOTE:* This indicates EMBARKATION VALUES for their respective categories.

NOTE:** The Gorshkov-Class Frigate (FFG) in Littoral Commander can conduct ASW.

APPENDIX B: PLAYTHROUGH EXAMPLE

The following provides a detailed playthrough of a turn in the “Meeting Engagement – Gotland Redux” SCENARIO between the US team (Players Winston and Stephanie) and the RU team (Players Constantin and Dimitri). This playthrough is just an illustrative example of core game mechanics and aims to help new players learn and become more comfortable with the rules. Players are encouraged to play along with this example. Please note the Playthrough Example reflects perfect information of all the units and JCCs for the sake of clarity. However, in real gameplay, players would not have perfect information. For instance, when a player attempts to reveal an enemy unit for the first time with a JCC effect, they would not know what they are targeting. Lastly, this example is NOT designed to be a recommended or even a good series of choices by the players. It is mainly designed to help walk new players through various mechanics in single turn. Please note that players may use the free print and play Gotland map for this scenario if you want to save tablespace.

PLANNING STAGE

  1. A player should read the SCENARIO aloud, so everyone understands the General Situation. For this example, we will be playing the “Meeting Engagement – Gotland Redux” 2-v-2 SCENARIO. For large groups, making extra copies of the specific SCENARIO is recommended.

  2. According to the SCENARIO, assign the players to specific Task Forces (TFs) and their associated units. Both teams confer for a recommended 10-20 minutes to discuss how to achieve their Objectives. During this time, each team will also determine the Joint Capability Cards (JCCs) they will acquire with their allocation of 6 Command Points (CPs). Remember, Attached JCCs can ONLY be bought in the first Planning Stage at the beginning of the SCENARIO. The duration of these player discussions varies significantly – depending on the players’ patience, familiarity with the game rules, the availability of beer and pretzels, and the overall time available. At this point, players will also grab the JCCs that have been assigned to their units by the SCENARIO.

  3. The US team divides its units among its players; Stephanie takes control of Task Force Memphis (the US amphibious force), and Winston takes control of Task Force Boston (the US naval force). The US team, seeing that their Objectives require them to land and destroy enemy forces, decides to prioritize getting their units onto Gotland and in combat as quickly as possible. .

  • [a] The US team spends their CPs on mainly ISR cards that will help them reveal Russian units to target; they select “MUX: Unmanned” (2 CPs), “Open Source Intel” (1 CP), and “P-8A: Surveillance” (3 CPs).

  • [b] They additionally grab the SCENARIO prescribed JCCs: “Tactical Network” (with one red cube), “Aegis Ballistic Missile Defense” (Attached to DDG(X)-106), “Unmanned Ground Vehicles (UGVs)” (Attached to 1 Alpha), “V-BAT ” (Attached to 1 Whiskey), “Tactical Cyber Attack,” “Combat Air Patrols,” “MARSOC HALO,” “Amphibious: LCU” (Embarked on LHD), and “MEU Rotary Attack” (Embarked on LHD). Several of these JCCs are either Attached or Embarked JCCs and are assigned to specific units based on the SCENARIO.

  • [c] Winston and Stephanie allocate Attached JCCs by placing the appropriate Attached JCCs under the corresponding Unit Trackers, sliding the Attached JCC underneath the Unit Tracker from the top. For Embarked JCCs, Winston and Stephanie place Embarked JCCs, such as “Amphibious: LCU” and “MEU Rotary Attack,” next to their host unit’s Unit Tracker. Then, the US team places “Tactical Network” on the map. Lastly, both players add the corresponding color cubes on their Unit Trackers to indicate their supply values for their corresponding Combat Values (CVs) and Hit Points (HPs) for their units. The beginning supply values are indicated on the Unit Tracker for each unit with a colored square.

  1. The RU team assigns Constantin to command Task Force Moscow (the Russian ground-naval task force) and Dimitri to command Task Force St. Petersburg (the Russian ground-naval task force). Understanding that their SCENARIO Objectives require them defend their force on Gotland, the RU team decides to focus their strategy on protecting their forces from enemy Long-Range Strikes (LRS).
  • [a] In support of this defensive strategy, they purchased “Signals Management” (2 CPs), “Attack on Command and Control” (2 CPs), and “Pantsir-SM: IAMD” (2 CPs, Attached to 2 Anna) to defend against USMC attacks.

  • [b] In addition, as specified by the SCENARIO, the RU team begins with several free JCCs: “Tactical Network” (with one blue cube), “T-14 Tank: Unmanned” (Attached to 1 Anna), “Tactical Unmanned Aerial System (UAS)” (Attached to 1 Tanya), Tactical Cyber Attack,” “Combat Air Patrols,” “Cruise Missile Strike,” “Thermal Camo,” and “Social Media Exploitation.” The RU players place Attached JCCs under the appropriate Unit Trackers. The RU players also place the “Tactical Network” JCC out on the map and place the corresponding color cubes on their Unit Trackers to indicate their supply values for their corresponding Combat Values (CVs) and Hit Points (HPs) for their corresponding units.

  1. Per the SCENARIO, the US team places one red cube on their “Tactical Network” JCC and the RU team places one blue cube on their “Tactical Network” JCC.

DEPLOYMENT STAGE

  1. During this Stage, all the players are given approximately 10 minutes to simultaneously place their units (face-down) within the parameters designated by the SCENARIO. The Deployment Stage only occurs in Turn 1 of the game.

  2. In the “Meeting Engagement – Gotland Redux” SCENARIO, the US team is forced to deploy their forces in specific hexes. In accordance with SCENARIO, the USMC team places 1 Alpha, 2 Alpha, 3 Alpha, 4 Alpha, 1 Kilo, and 1 Whiskey’s unit counters face up on LHD 1’s Unit Tracker’s Embark Area, showing that they are Embarked. The USMC team also places DDG-51 in AL-29, DDG(X)-106 in AO24, and LHD 1 in AM-26. The DDG(X)-106 also slides the free “Aegis Ballistic Defense” under its Unit Tracker and adds the associated supply.

  3. The RU team also places their units on the SCENARIO-specified hexes: 1 Anna and 2 Anna and 3 Anna deploy on AL-21; 1 Yelena deploys on AK-21; 1 Zhuk deploys on AK-20; DDG-605 deploys on AN-18; 1 Tanya deploys on AJ-24; Ivan Co deploys on AJ-22; and FFG-454 deploys on AL-18.

  4. Per the SCENARIO, both teams place their respective “Combat Air Patrols” JCC on the map, face up.

  5. Both teams must make sure all their Attached and Embarked JCCs have been assigned to units and their Unit Trackers.

ACTION STAGE

US Impulse 1:

  1. Per the SCENARIO, the US team has the initiative, so they get to choose a Task Force to activate first. Stephanie chooses for her Task Force Memphis to be the first Task Force to take its “impulse.” She indicates she will use her 3 AP to play 2 JCCs (1 AP each) and points to the unit being activated on the map, declaring that one unit will conduct “Move and/or Play an Embarked Persistent JCC.”

  2. Stephanie uses 1 Action Point (AP) to conduct the “Move and/or Play an Embarked Persistent JCC” Core Action to use the “Amphibious: LCU” JCC to disembark up to 10 General Purpose Space Value (GPSV) worth of units and JCCs onto Gotland. Stephanie first moves her LHD 1 closer to shore and then, in accordance with the JCC effect, places an ISR marker (unrevealed side) on the map then places 1 Alpha, 2 Alpha, 3 Alpha, 1 Kilo, and 1 Whiskey (face down) onto the “Amphibious: LCU” JCC.

  3. Then, Stephanie moves the ISR marker 1 hex (the JCC has a Movement Point (MP) value of 1) into a coastal hex (AL-23) and the Embarked units of the JCC are disembarked onto that hex (face down). The units (face-down) cannot move any further this turn. To indicate her Embarked “Amphibious: LCU” JCC has been used, she flips it face down (on the right side of the Unit Tracker) – expending it.

  4. With her second AP, Stephanie plays “Tactical Cyber Attack” against the concealed Russian stack— comprised of 1 Anna, 2 Anna, 3 Anna, and 1 Yelena. For no AP cost, Dimitri uses his “Attack on Command and Control” JCC to attempt to NULLIFY Stephanie’s “Tactical Cyber Attack.” Dimitri rolls 1 die to see if the NULLIFY is successful but rolls a 20 – a failure. Then, Stephanie rolls 1 die for “Tactical Cyber Attack” and gets a 4 – a success. According to the JCC effect, all four Russian units are revealed (flipped face up) and may not conduct any actions for the remainder of the turn. Additionally, due to a successful cyber or EMS JCC being played, 1 blue cube is placed on the Russian “Tactical Network” JCC.

  5. Since there are now two blue cubes on the Russian “Tactical Network,” Russian LRS and INTERCEPT CVs are now reduced by 4. Stephanie plays her final JCC, “MARSOC HALO,” and places a SOF marker on a hex occupied by a RU unit. This reveals 1 Zhuk. This ends her impulse. RU Impulse 1:

  6. Constantin decides that Task Force Moscow will be the first Russian Task Force to be activated. Constantin indicates he will use his 3 AP to play a JCC and points to the two units being activated on the map, declaring that both units will conduct “Move and/or Conceal.”

US Impulse 2:

  1. Because Task Force Memphis has already activated this turn, Winston must activate Task Force Boston. Winston indicates he will use his 3 AP to play a JCC and points to two different units being activated on the map, declaring that both will “Move and/or Combat.”

  2. Winston uses his first AP to play the “P-8A: Surveillance” JCC, attempting to reveal DDG-605 and FFG-454. Since “P-8A: Surveillance” is a FTR NULLIFY eligible JCC (the fighter jet symbol), the RU team can attempt to use a JCC with a FTR NULLIFY effect to discard the JCC before “P8A: Surveillance” executes its effect. For no AP cost, Dimitri uses his team’s “Combat Air Patrols” JCC (already in play due to the SCENARIO) to attempt a FTR NULLIFY. But Winston also uses his “Combat Air Patrols” (already deployed) to attempt to FTR NULLIFY the Russian “Combat Air Patrols.”

  3. Winston rolls to DETECT the Russian “Combat Air Patrols,” but fails. This expends his “Combat Air Patrol” for the turn, flipping it face down. Dimitri is successful in rolling for both DETECT and FTR NULLIFY, putting one red cube on the US “Combat Air Patrol” JCC.

  4. Dimitri first rolls to DETECT “P-8A: Surveillance” and is successful by rolling a 7. Then, Dimitri rolls FTR NULLIFY “P-8A: Surveillance” and rolls a 1 – a success. “P-8A: Surveillance” is NULLIFIED and discarded from play. The RU “Combat Air Patrol” is now flipped face down, representing it has been expended for the turn.

  5. Since his original goal of targeting the RU naval units has been ruined, Winston decides to attack the revealed stack of 1 to 3 Anna. Revealing both his DDG-51 and DDG-80, DDG-51 fires 4 LRS against 1 Anna and DDG-80 fires 4 LRS against 2 Anna.

  6. The RU team receives the opportunity to declare any INTERCEPTS against the LRS attack and Dimitri declares he will reveal FFG-454 and allocates 4 INTERCEPT dice only for 1 Anna. Winston rolls 4 die (one dice equals one LRS supply) against 1 Anna. He gets 3 successes. Due to the two cubes on the RU “Tactical Network” JCC, Dimitri’s INTERCEPT CVs are reduced by 4. Dimitri rolls his 4 dice for INTERCEPT, getting 2 successes. This negates two of the three successes for Winston, but one success inflicts 1 HP of damage against 1 Anna (moving the associated black cube accordingly). Winston then rolls 4 more dice against 2 Anna and rolls 4 successes. Since there are no INTERCEPTs, all four hits end up destroying and removing 2 Anna. 2 Anna could not use its Attached JCC (“Pantsir-SM IAMD”) for its own INTERCEPT because of the successful US cyber-attack. This ends Winston’s impulse.

RU Impulse 2:

  1. Dimitri activates Task Force St. Petersburg, indicating he will use his 3 AP to play a JCC and points to a unit and declares it will conduct “Move and/or Combat,” and he simply announces that a unit will conduct “Move and/or Resupply” (without pointing to the unit so its location is hidden).

  2. With his first AP, he uses “Move and/or Combat” to reveal 1 Tanya (face up) and declares an LRS attack against the revealed 1 Whiskey in AL-23. At the same time, he declares he is using his “Cruise Missile Strike” JCC to attack 1 Kilo. All attacks for the impulse must be declared at the same time.

  3. All of Dimitri’s LRS CVs are reduced by 4 because of the effects of two blue cubes on the RU “Tactical Network” JCC.

  4. Dimitri uses 5 LRS dice from 1 Tanya for his first attack. Although both US DDGs are within range to protect 1 Whiskey, they cannot INTERCEPT because 1 Tanya is closer to the target than their respective distances to the target (1 Whiskey). So, Stephanie decides to reveal 1 Kilo in the same hex and allocate 3 INTERCEPT dice for 1 Whiskey and 4 INTERCEPT dice for itself.

  5. Dimitri rolls his 5 LRS dice and gets 1 success for 1 Whiskey, but Stephanie also rolls 3 successful INTERCEPTs – negating all of Dimitri’s successes. This causes no damage against 1 Whiskey. Then Dimitri rolls 4 dice against 1 Kilo, and Stephanie rolls 3 successful INTERCEPTs. This causes one HP of damage against 1 Kilo (moving her black cube accordingly).

  6. For his last AP, he conducts “Move and/or Resupply” with Ivan Co, using its ability to distribute up to 6 RPs within a range of 2 hexes. He deducts 5 RPs from its supply and increases 1 Tanya’s LRS supply by 5 (from zero), returning its full LRS supply. Ivan Co remains hidden throughout this process and Dimitri moves the associated cubes on the respective Unit Trackers. This ends Dimitri’s impulse.

INITIATIVE CHECK

  1. The initiative in the next Action Stage goes to the team that destroyed the most enemy units during the turn. MILDECs do not count towards this calculation.

  2. During Turn 1, the US team destroyed 1 RU unit (2 Anna), while the RU team destroyed 0 US units. So, the US team retains the initiative and can choose to go first in the next Action Stage of the subsequent turn.

VICTORY CHECK STAGE

  1. The “Meeting Engagement – Gotland Redux” SCENARIO ends after Turn 3, so Victory Points (VPs) are not counted after Turn 1.

  2. Consequently, neither side has achieved their Objectives. Both teams go immediately into the Action Stage of the next Turn.

APPENDIX C: GLOSSARY OF TERMS

Action Point (AP): The core and basic play mechanic in LC, broadly representing the act of giving orders to a unit. Each player typically has 3 APs per impulse, although that number can be altered by SCENARIO, Event Cards, JCCs, or the Influence Meter. APs can be used to:

  • Move and/or Initiate Combat

  • Move and/or Conceal

  • Move and/or Resupply

  • Play a JCC

  • Move and/or Play an Embarked Persistent JCC

Adjacent hexes: In the context of ZOR, adjacent hexes refer to any hexes immediately next to the unit in any of the six directions. However, in the context of a JCC effect, “adjacent hexes” refers to hexes that have one of their mutual sides touching another hex in the group in a contiguous manner. For instance, when a JCC says “Roll 4 dice to attack units in up to 3 adjacent hexes on the map” then the three hexes can all be in a contiguous row or a contiguous bundle in the shape of a triangle.

Attached JCC: This indicates that a JCC must be assigned to a specific type of host unit. Attachment JCCs must be acquired in the FIRST Planning Stage and attached to a host by the Deployment Stage. Attachment JCCs cannot be acquired later in the game – even when CPs become available. Attached JCCs represent units supplementing other units or physical kit of equipment, so if you have deployed to combat without it – you have left it back at base.

Aviation JCCs: This refers to JCCs that represent aircraft of various types, such as unmanned aerial systems (UAS), maritime surveillance aircraft, fighter aircraft (FTR), bombers, and other similar platforms.

Ballistic Missile Defense (BMD): This represents systems or platforms capable of intercepting ballistic missiles, such as the Standard Missile 6 (SM-6) with the Aegis system.

Combat Value (CV): This is the die roll requirement for an attack from JCC (stated in the effect text) or a unit (depicted in the large number in the colored shape on each unit counter face). It represents the highest number rolled on a d20 die that will score a hit by that unit or JCC. Lower numbers also score a hit, higher numbers miss.

Command Point (CP): Command Points are the currency used during the Planning Phase and select turns later (depending on the SCENARIO) to acquire JCCs. Each JCC’s cost in CPs is indicated in the top left-hand corner on the card.

Core Actions: These are the five different types of Core Actions that can be taken by a unit or stack of units for 1 Action Point (AP), but a unit or stack can take only one Core Action per impulse:

  • Move and/or Initiate Combat

  • Move and/or Conceal

  • Move and/or Resupply

  • Play a JCC

  • Move and/or Play an Embarked Persistent JCC

Discard: One-time use JCCs are immediately discarded (i.e., returned to the team deck where they may be selected again if CPs become available) when their effect is used. See also the effects of FTR NULLIFY.

Disembark: This is the term used to describe introducing new units and their associated Attached JCCs to a new hex through a method of transportation.

Electromagnetic Spectrum (EMS): This refers to a wide range of capabilities that exploit the EMS, such as the jamming of communications.

Embarked Attached JCC: This refers to a JCC that needs to be attached to a host (9.3) that is Embarked on an Embark-capable host. For instance, a piece of equipment attached to a platoon that is embarked on a ship.

Embarked Persistent JCC: This refers to a JCC that is Persistent (9.2) and does not require to be attached to a host unit. This JCC can be used while Embarked using the Core Action, Move and/or Play an Embarked Persistent JCC (11.1).

Embarkation Values (EVs): Represented by Space Values (a combination of black and/or white triangles) inside a black rectangle in the top right-hand corner of a Unit Tracker. The number inside the black triangle and/or white triangle indicates its specific total capacity for each type of Space Value (10.1) that can be Embarked. This represents an abstraction of the carrying capacity of the vessel.

Expended: Persistent JCCs can use their effects once a turn. A Persistent JCC is expended when it has attempted its effect for the turn or if it has been NULLIFIED or FTR NULLIFIED. Expended JCCs are flipped face down.

FTR NULLIFY: The FTR NULLIFY mechanic represents air to air combat by tactical fighters (FTRs) against opposing aircraft. Through their FTR NULLIFY effect, select JCCs can discard an opposing aviation JCC – if the target JCC is FTR NULLIFY eligible (labeled with a FTR NULLIFY symbol). The JCC that can attempt a FTR NULLIFY effect is referred to as a FTR NULLIFY JCC.

FTR NULLIFY Symbol: Prior to its effects, this JCC is eligible to be FTR NULLIFIED. If successfully FTR NULLIFIED, then the JCC is discarded. A JCC with this symbol is often referred to as a FTR NULLIFY eligible JCC.

Reinforcements: This refers to the introduction of new units onto the map through a specific JCC effect or the transportation of existing units on the map – independent of an Embark-capable ship.

Ship to Shore Movement: This refers to the transportation of units and their associated Attached JCCs from an Embark-capable ship to a land hex or coastal hex. There are three types of Ship to Shore Movement – rotary-wing (12.1), amphibious landing (12.2), and port disembarkation (12.3).

Shore to Ship Movement: This refers to the transportation of units and their associated Attached JCCs from a land or coastal hex to an Embark-capable ship. This enables units to be evacuated from a specific location or simply maneuvered to a more favorable location by an Embark-capable ship. There are three types of Ship to Shore Movement – rotary-wing (12.52), amphibious landing (12.53), and port embarkation (12.54).

Stack: This refers to all units belonging to the same player in a single hex. A stack can move and/or act as a cogent fighting force for 1 AP, moving no further than the range of the unit with the lowest MP value.

Impulse: This described the core sequencing mechanic in LC. In each turn, each player takes an impulse that usually consists of 3 APs. Any player on the team with the initiative may take the first impulse, followed by any player on the opposing team, continuing back-and-forth, until all players executed an Impulse. Sequential impulses from all the players comprise the Action Stage.

Integrated Air and Missile Defense (IAMD): This is an abstraction for a wide range of IAMD capabilities, often reflecting IAMD missiles like the SM-2, SM-6 (dual use), Tamir, or other similar capabilities. They can also represent non-kinetic capabilities, such as lasers or directed energy. IAMD capabilities on unit counters are indicated by inverted purple pentagons.

Intercept Symbol: Prior to its effects, the JCC is eligible for INTERCEPT by enemy IAMD units if the JCC or its target hex is within IAMD range. A successful INTERCEPT destroys the JCC.

Joint Capability Card (JCC): Joint Capability Cards (JCCs) represent the support of higher command and adjacent friendly forces and their respective capabilities. These are special cards that represent a diverse range of joint capabilities in modern warfare from underwater unmanned vehicles (UUVs) to space satellites and more. The playing of a specific JCC represents not only the platform and associated effects, but also the planning process and coordination required to execute. The JCCs are an abstraction to enable a wide range of gameplay with simple mechanics.

Long-Range Strike (LRS): This is an abstraction for all long-range strikes against both land and naval targets. LC makes a fundamental abstraction that future munitions will be able to strike both land and naval targets. LRS capabilities on unit counters are indicated by red squares.

Military Deception (MILDEC/Naval MILDEC): MILDEC counters represent physical equipment or systems that appear like their counterparts in terms of emissions and/or visual profile. These systems are designed to confuse or fool enemy targeting.

Movement Points (MP): This is an abstraction of the mobility of a unit and represents how far it can move within a turn, depending on the terrain. MPs for each unit are indicated inside a gray hex in the top right-hand corner of unit counters.

Naval Unit: Within LC, a naval unit is defined as a surface ship represented on the map by either an ISR marker or unit counter. Submarines are not considered a naval unit and are specifically referred to as submarines.

Nullify: This indicates a JCC can negate a specific JCC or type of effect by a JCC. NULLIFY JCCs can either be played for free to counter an opponent’s JCC when played or played for 1 AP during the player’s impulse.

Persistent JCC: This is a type of JCC that can employ its effect once per turn. It requires 1 AP to play initially, but afterwards, its effect can be employed once per turn by any player on the team for free. The exception is JCCs attached to a specific unit, which can only be used by the player who controls the host unit.

Resupply Point (RP): This is a unit of supply belonging to a logistics unit. An RP can be distributed to restore the supply of the receiving unit, up to its initial supply amount.

Resupply Value (RV): This is the total number of supplies a logistics unit can distribute to friendly units in a single action. Some logistics units have multiple RVs and ranges. Logistics capabilities on unit counters are indicated by blue circles.

Strategic Cyber: This refers to cyber effects that are employed by national or higher-level commands for wide-area effects or through national technical means (super spooky secret stuff).

Submarines: Submarines are specifically not a naval unit (see naval unit, above) and always referred to specifically as a submarine.

Submarine Operations Tracker (SOT): This refers to the sheet used to track the movement of submarines in the wargame. Each turn, a submarine must log its position on the map.

Tactical Cyber: This refers to cyber effects that are employed by tactical cyber units and have localized effects.

Target/Targeting: This refers to when an opposing player selects an opposing JCC or unit for combat or JCC effect (i.e., FTR NULLIFY).

Turn: A turn consists of all players on all teams completing their impulses in one Action Stage, followed by an Initiative Check, and a Victory Check.

Zone of Reconnaissance (ZOR): This refers to the hexes where a unit can reveal opposing units. For ground units, this is 1 adjacent hex to units taking a Core Action as designated by the unit’s owner. For naval units, this always means 5 hexes in all directions. For submarines, these are all adjacent hexes to a submarine taking a Core Action. A ZOR does not stop movement.

  • After LRS attacks, the attacking player allocates specific GROUND ASSAULT (7.1) dice to specific targets, then the defending player allocates specific GROUND ASSAULT dice to specific targets.

  • Both players reduce their GROUND ASSAULT supply – depending on how many dice they allocated / rolled for GROUND ASSAULT.

  • Apply terrain modifiers (7.09) and any JCC effects that modify the GROUND ASSAULT values, if applicable. Both the attacker and defender roll their dice simultaneously, each successful roll inflicts 1 HP of damage.

  • If there are any MILDEC in the hex, the defending player may opt to eliminate a MILDEC to absorb 1 HP of damage (4.22).

  • Any remaining HP damage is allocated to the specific target. Successful damage against one target does NOT roll over to another target – even in the same hex.

  • Repeat this process by hex until all combat is adjudicated. Place any Continuing Combat markers (7.2) in eligible hexes.

  • After LRS attacks, the attacking player allocates specific GROUND ASSAULT (7.1) dice to specific targets, then the defending player allocates specific GROUND ASSAULT dice to specific targets.

  • Both players reduce their GROUND ASSAULT supply – depending on how many dice they allocated/rolled for GROUND ASSAULT.

  • Apply terrain modifiers (7.09) and any JCC effects that modify the GROUND ASSAULT values if applicable. Both the attacker and defender roll their dice simultaneously, each successful roll inflicts 1 HP damage.

  • If there are any MILDEC in the hex, the defending player may opt to eliminate a MILDEC to absorb 1 HP of damage each (4.22).

  • Any remaining HP damage is allocated to the specific target. Successful damage against one target does NOT roll over to another target even if the targets share the same hex.

  • Repeat this process by hex until all combat is adjudicated. Place any Continuing Combat markers (7.2) in eligible hexes.

  • The TORPEDO ATTACKS of submarines are not affected by the “Interoperability Network”. However, submarines may only conduct TORPEDO ATTACKS against targets that it has revealed or by a unit or JCC from its own national force. LRS from submarines is affected by the “Interoperability Network” per usual.

  • Recon Platoon32101
    Armor Platoon33103
    HIMARS Section32632
    MRIC Section32∞ [no cube, roll 4 dice]102
    Artillery Section22162
    Marine Littoral Logistics Company23203
    Arleigh Burke-Class DDG721010
    DDG(X)721512
    LHD Wasp-Class52∞ [no cube, roll 4 dice]2025*5*
    LHA America-Class52∞ [no cube, roll 4 dice]2025*6*
    LPD San Antonio-Class52∞ [no cube, roll 4 dice]1014*1*
    LSD Whidbey Island-Class52∞ [no cube, roll 4 dice]109*1*
    LSD Harpers Ferry-Class52∞ [no cube, roll 4 dice]89*1*
    Forward Supply Company33203
    Stryker Recon Troop321064
    Air Defense Artillery Section32∞ [no cube, roll 4 dice]82
    Typhon Platoon2233 (see Note 2)4
    Army HIMARS Platoon33182
    Armor Platoon33103
    Self-Propelled Howitzer Platoon32122
    Airborne Self-Propelled Howitzer Platoon32122
    Logistics Company23203
    Airborne Recon Platoon3251
    Air Defense Platoon32∞ [no cube, roll 4 dice]82
    Airborne Air Defense Platoon32∞ [no cube, roll 4 dice]82
    Airborne Infantry Platoon32101
    MLRS Platoon3252
    Kirov-Class Cruiser621016
    Slava-Class Cruiser6248
    Gorshkov-Class Frigate**6288
    Udaloy-Class Destroyer6244
    Steregushchiy-Class Frigate6244
    Ivan Rogov-Class LHD62∞ [no cube, roll 4 dice]2025*3*
  • With 1 AP, Constantin uses the “Move and/or Conceal” Core Action to move 1 Yelena (face down) one hex to the south (AK-22). With a second AP, Constantin moves 1 Zhuk (initially face up due to MARSOC) with the “Move and/or Conceal” Core Action to the same hex as 1 Yelena. In Turn 2, 1 Yelena and 1 Zhuk will be able to move as a “stack.” Using their ZOR, the two units exert their ZOR into AL-23 revealing all the US forces that landed in AL-23.

  • Since 1 Anna, 2 Anna, and 3 Anna are unable to take any actions because of the US “Tactical Cyber Attack” JCC, Constantin uses his last AP to play the “Social Media Exploitation” JCC to attempt to reveal US units. Per the JCC’s text, Constantin rolls 6 die and reveals 1 USMC unit anywhere on the map for each roll under 8. Constantin rolls 3, 9, 9, 10, 13, 17 (one success) and consequently reveals the LHD 1 (face up now). This ends Constantin’s impulse.