MBT: BAOR
MBT: BAOR Rulebook
Table of Contents
Table of Contents
- Introduction
- Units
- Terrain Features
- Combat Units – Rapier & Javelin
- Counters
- VP Reference
- 7.51 Leaders
- Parts Inventory
- 7.52 Voluntary Bail Out
- NATO (BAOR) TO&E
- BAOR Unit Summary Chart
- Soviet Unit Summary Chart
- Scenarios
- Scenario 21: Initial Strike Pt. 1: Eastern FRG, 27 September 1987
- Scenario 22: Initial Strike Pt. 2: Eastern FRG, 27 September 1987
- Scenario 23: Broad Front: FRG Eastern Border, 27 September 1987
- Scenario 24: Resource Management: Eastern FRG, 28 September 1987
- Scenario 25: Operation Market: Eastern FRG, 29 September 1987
- Scenario 26: Power Strike: Eastern FRG, 1 October 1987
- Scenario 27: Operation Garden: Eastern FRG, 1 October 1987
- Scenario 28: Long Run: Eastern FRG, 2 October 1987
- Scenario 29: Brush-off: Eastern FRG, 28 September 1987
- Scenario 30: Many Bridges to Cross: Eastern FRG, 29 September 1987
Introduction
Included in this expansion are the most significant British units serving in the British Army of the Rhine (BAOR) that were available in 1987. While ownership of MBT is required, FRG is not.
Ten scenarios cover a wide range of situations reflecting various actions during the hypothetical Soviet invasion of Western Europe. The scenarios are fictional battles and are not intended to represent any specific historical situations or to characterize any actual circumstances or events.
Note that the new terrain features and Optional Rules presented here are surely applicable to all MBT, FRG and BAOR scenarios as desired.
Units
TO&Es
Individual vehicles, leg units and towed units do not operate alone as an unorganized mob. Instead, they form the building blocks for larger formations.
Major British organizations (brigades, regiments, battalions, and squadrons) are provided for reference and for use in constructing scenarios. These organizations contain the military formations fielded by BAOR's fighting units. Note that only combat formations and the units they field are depicted. Support and administrative units and organizations are not included.
When selecting the forces for scenarios, use the formations and lower echelon formations to select the desired forces. Always keep in mind that formations are often not at full-strength; losses, breakdowns and other forms of attrition typically keep them under-strength.
Terrain Features
BAOR introduces a number of new terrain elements and objective based situations.
Roadway
Mapboard 19 features a roadway (autobahn, motorway, or expressway) that traverses the entire mapboard skirting the edge of Mike-19. Hexes 19F9 and 19T4 are roadway examples. Note that hexes 19B5 and 19GG5 are standard Road hexes.
Roadway hexes are considered Road hexes for vehicle movement. A Wreck (KO or BU) counter or an opposing vehicle does not prevent a vehicle from using its Road movement factor.
Power Grid Station
Raptor-20 is the code name for the power grid station located on mapboard 20. It is typical of non-nuclear electricity generation plants and power distribution facilities.
The individual facility hexes, e.g., 20H4 and 20N7, are treated as Brick Buildings for all purposes. Each hex is three stories high.
With the exception of hexes 20J4, 20K3, and 20L4, hexes in the facility may only be occupied by leg units. Vehicle, towed and landed helicopter units are prohibited in those hexes.
Tank Farm
Dragon-22 is the code name for the tank farm located on mapboard 22. It is typical of storage areas for petroleum and natural gas.
The individual tank farm hexes, e.g., 22J3 and 22M6, are treated as Stone Buildings for all purposes. Each hex is four stories high. Hex 22K7 is two stories high.
Controlling Objectives
The scenarios included with BAOR introduce some additional considerations for controlling objectives. Unless otherwise indicated in a Scenario's Special Conditions, utilize the following criteria for controlling objectives.
Raptor-20 (two-zero)
Typically, to control the power grid station, the main control room hex (20K3) must be occupied while at the same time a surrounding area designated in the Victory Conditions is completely free of opposing combat ground units (opposing aircraft do not exert control). Once these requirements are met, place the appropriate Control counter in the control room hex. Scenario 26 has Raptor-20 as its objective.
Dragon-22 (two-two)
Typically, to control the tank farm, the main control room hex (22K7) must be occupied while at the same time a surrounding area designated in the Victory Conditions, excluding the water hexes, is completely free of opposing combat ground units (opposing aircraft do not exert control).
In addition, a certain number of storage tank hexes must be intact. Once these requirements are met, place the appropriate Control counter in the control room hex. Scenario 24 has Dragon-22 as its objective.
Turn Specific Objectives
Some scenarios require control of an object only on a specific turn during the scenario. This is not unlike controlling objectives at the conclusion of a scenario (see 3.6 Controlling Objectives), except in this case the control requirement need only be met on the specific turn designated.
Combat Units – Rapier & Javelin
BAOR includes new types of SAM (Rapier) and MANPADS (Javelin) AA units. Both are guided by an operator in a similar manner to SACLOS ATGMs. They are all aspect systems.
As a result, Rapier is subject to an ATGM CL: 1 Under Fire modifier and Javelin is subject to an ATGM CL: 2 (see 5.1.3.3.6 ATGM Under Fire). Both AA modifiers are -5.
Counters
BAOR introduces a few new reference counters to aid in play.
Spot Small Arms
Includes dedicated SPOT counters for marking Small Arms (see 6.1.3). If the target unit fired a weapon classified as Small Arms (see 5.7 Small Arms), it is marked with a Spot/Fire SA counter.
ATGM Dodge
Includes dedicated ATGM DODGE counters for marking the movement path avoiding an ATGM (see 5.1.3.3.4).
NATO Target Acquisition Bonus
Includes dedicated NATO TARGET ACQUISITION BONUS counters for marking eligible targets (see 7.50). The counters are available in matched numerical sets. One is place on the NATO unit with its corresponding counter placed on the Soviet unit.
Helicopter Landed and Hover
Includes counters to easily identify landed helicopters and helicopters flying in hover mode.
VP Reference
Includes VP Reference counters, in four colors, to mark specific Victory Point hexes or to use as a reminder as to the location of critical hexes.
7.51 Leaders
Leaders add a powerful new dynamic to the MBT series. They represent individuals of various ranks and skills that can influence gameplay in a number of unique ways. In almost all cases, scenarios do not indicate the presence of any particular leader or leaders. Players may freely add any number of leaders or none at all. Just decide by mutual agreement.
Follow the recommended command structure below, or just go with whatever works. There is no correct or incorrect approach as battlefield conditions make for very fluid situations. There may be occasions where junior officers or NCOs find themselves in overall command or senior officers are commanding only a small contingent.
For the purposes of these rules, RHQ level (regiment/brigade) commanders are not addressed. Those commanders are considered to operate off-map or, when on-map, without a named leader.
7.51.1 Leader Employment
At the start of a scenario, leaders must attach to any vehicle, leg or towed unit; they may not attach to fixed-wing aircraft or helicopters. They may also arrive later in a scenario as part of a relief or reinforcement formation, again attached to any vehicle, leg or towed unit.
Leaders never operate independently. They must attach to a combat unit at all times; place the leader counter under the attached unit. A unit may only have a single attached leader. The attached unit's Grade or its Formation Grade is unaffected by the presence of a leader.
Leaders are never individually targeted. If in play, they are visible at all times unless part of a hidden unit. If the attached unit is lost (elimination, bail out, knock out or brew up), the leader is permanently removed from play. Leaders do not have VPs and, therefore, do not factor in when determining victory in a scenario whether they are present, survive or are lost.
No VPs? What value can be placed on the impact a leader or leaders does or does not have on the outcome of a scenario? In many cases, it could be purely subjective or emotional. There may be a favorite leader or one that turns the tide of battle or for that matter has no measurable impact. It is really up to the players to make that determination.
If attached to a vehicle, leg or towed unit designated in a scenario as an FO or command unit (BHQ or CHQ), the leader automatically assumes the role as that FO or command unit.
Leaders do not gain or lose FO or command status when transferring to a new unit even if that new unit is also an FO or command unit. Integrated vehicle crew based FO leaders may dismount; exception to below (see 7.39).
Leaders attached to a vehicle may never transfer to another unit; they remain with that vehicle for the duration of the scenario.
Leaders attached to leg or towed units, may transfer to another leg or towed unit from the same company when located in the same hex; they may not transfer to vehicles. If an FO or command unit (BHQ or CHQ) that status transfers with the leader. No specific command is required to transfer, just shift the leader counter to the new leg or towed unit at the conclusion of the Adjustment Phase after all of the adjustment steps are complete.
Leaders may not transfer from a leg or towed unit that is suppressed, hesitating and/or broken. However, they may transfer to a suppressed, hesitating and/or broken leg or towed unit.
7.51.2 Leader Effects
- (A) AP Combat: + AP Hit modifier
- (G) GP Combat: + GP dice roll modifier
- Also used for Close Assault, Hand-to-Hand and Overrun combat resolutions
- (S) Suppression Recovery: - dice roll modifier
- (M) Morale: + dice roll modifier
- (P) Spotting: + Spotting Ranges modifier
- (R) IF Response: + Indirect Fire Response modifier
General
Command: in the same manner as Recon units, all leaders automatically command the attached unit; this command does not count towards its formation's command limit.
Leader modifiers are cumulative with all other combat, suppressed, morale, spotting or IF response modifiers. Leaders may apply any and all applicable modifiers during a turn. If more than one leader could be applicable, only the modifiers from a single leader come into play. Multiple leader modifiers are never applicable at the same time on the same unit.
It is not necessary to utilize the same leader for all actions; if there is a choice, utilize the leader that offers the greatest advantage.
AP and GP Combat
(A) AP and (G) GP Combat modifiers apply to all of the attached unit's weapons and any attached weapons. If the leader is also acting as a command unit (BHQ or CHQ), a single leader's (A) AP or (G) GP Combat modifiers are applicable to all other units' weapons and any attached weapons from the same formation within command range.
Close Assault and Hand-to-Hand Combat
Close Assault and Hand-to-hand Combat modifiers apply singly per combat, not per unit in the combat, and only to the combat including the leader regardless if the leader is also acting as a command unit (BHQ or CHQ). The attached unit does not need to be the primary attacker.
Overrun Combat
Overrun modifiers apply only to the attached vehicle. They do not apply to any other Overrun combats even against the same target unit regardless if the leader is also acting as a command unit (BHQ or CHQ).
Suppression
The (S) Suppress modifier applies only to the attached unit unless the leader is also acting as a command unit (BHQ or CHQ). In those cases, a single leader's (S) Suppress modifier is applicable to all other units from the same formation within command range.
Morale
The (M) Morale modifier applies only to the attached unit unless the leader is also acting as a command unit (BHQ or CHQ). In those cases, a single leader's (M) Morale modifier is applicable to all other units from the same formation within command range.
This modifier is an exception and is in addition to the +20 Command Unit with in Cmd Rng limit (see 7.1.4).
Spotting
The (P) Spotting modifier applies only to the attached unit regardless if the leader is also acting as a command unit (BHQ or CHQ).
If attached to a recon unit, this modifier is in addition to the +1 Recon Spotting modifier (see 6.1.3.3).
Spotting modifiers do not apply to optional rules 7.4 and 7.7; the application of those rules is unaffected by attached leaders.
IF Response
The (R) IF Response modifier applies only to leaders when acting as FOs, command units (BHQ or CHQ), or attached to recon units and applies only to the attached unit regardless if the leader is also acting as a command unit (BHQ or CHQ).
If the result is an unmodified 1, a Danger Close friendly fire incident may still occur (see 6.5.1.10).
7.51.3 Force Leaders
Ten double-sided leader counters are included for each force (BAOR, Soviet, and US) for a total of twenty individual leaders – two of each rank.
Rank titles are not included on the individual Leader counters. Some are just too long or the requisite abbreviations would not be clear. So, just the leader surnames along with their national rank insignia are included.
Within NATO, equivalent ranks do not exist across all of the nations. Some interpretations were made to keep the information consistent.
The following tables summarize each force's leaders to assist in associating the various rank insignia with the rank titles and leaders. Also included are recommended command structures.
BAOR
- CHQ: Lieutenant or Captain; additional CHQ from same formation the same rank or one or two ranks lower.
- BHQ: Major or Lt. Colonel; additional BHQ from same formation the same rank or one or two ranks lower.
- FO: Typically a junior officer or senior NCO.
- Platoon: Typically a junior officer or senior NCO.
| British Leader | Rank |
|---|---|
| Richards | Lance Corporal |
| Evans | Lance Corporal |
| Thomson | Corporal |
| Brown | Corporal |
| Simpson | Sergeant |
| Harris | Sergeant |
| Walker | Staff Sergeant |
| Taylor | Staff Sergeant |
| Williams | WO Class 2 |
| King | WO Class 2 |
| Davies | Second Lieutenant |
| Edwards | Second Lieutenant |
Soviet
- Tank CHQ: Sr. Lieutenant or Captain.
- Motor Rifle CHQ: Lieutenant or Sr. Lieutenant.
- Tank BHQ: Major or Lt. Colonel.
- Motor Rifle BHQ: Major or Captain, in some cases Lt. Colonel.
- FO: Typically a junior officer.
- Tank and Motor Rifle Platoon: Jr. Lieutenant or senior NCO.
Note that in most cases, Soviet companies and battalions include a non-command level political officer (zampolit), often a Lieutenant or Jr. Lieutenant.
Unlike most NATO nations, the Soviet Army does not foster a professional class of NCOs. In most cases, Soviet Army NCOs are two-year conscripts and do not fill many of the specialized and leadership roles typically held by NATO NCOs; those are filled by Soviet officers. In contrast, Soviet Army NCOs fill many of the roles held by other ranks in NATO nations. As a result, their numbers are somewhat larger as a segment of the total forces.
| Soviet Leader | Rank | Transliteration |
|---|---|---|
| Leonov | Jr. Sergeant | Mladshiy Serzhant |
| Petrov | Jr. Sergeant | Mladshiy Serzhant |
| Konev | Sergeant | Serzhant |
| Zuyev | Sergeant | Serzhant |
| Domnin | Sr. Sergeant | Starshiy Serzhant |
| Yenin | Sr. Sergeant | Starshiy Serzhant |
| Yorlov | Sergeant Major | Starshina |
| Voronin | Sergeant Major | Starshina |
US
- CHQ: 1st Lieutenant or Captain; additional CHQ from same formation the same rank or one or two ranks lower.
- BHQ: Major or Lt. Colonel; additional BHQ from same formation the same rank or one or two ranks lower.
- FO: Typically a junior officer or senior NCO.
- Platoon: 2nd Lieutenant or senior NCO.
| US Leader | Rank |
|---|---|
| Hall | Corporal |
| Perez | Corporal |
| Levi | Sergeant |
| Roberts | Sergeant |
| Roche | Staff Sergeant |
| Scott | Staff Sergeant |
| Ortiz | Sergeant 1st Class |
| Smith | Sergeant 1st Class |
| Adams | First Sergeant |
| Jackson | First Sergeant |
| Bell | 2nd Lieutenant |
| Park | 2nd Lieutenant |
Parts Inventory
A complete package of BAOR includes the following:
- 1 Playbook
- 4 double-sided geomorphic maps #19–#26
- 10 Data Cards
- 3 Counter sheets
- 1 10-sided die
7.52 Voluntary Bail Out
Bailout is normally a non-player controlled event triggered by specific combat results. However, this may result in challenging situations when employing the Command Span optional rule (see 7.43).
Vehicles with Hull Damage and Track hits will invariably fall behind, causing gaps in the required command span when commanding moving units. Players may prefer to place those vehicles out of action. When the situation arises, during the Adjust/Remove Counters Step (see 6.8.6) of the Adjustment Phase, place a Bail counter on or next to the vehicle.
NATO (BAOR) TO&E
BFM1: Armoured Brigade
Brigade HQ: (1) RHQ Chieftain Mk.11 [BM-1A] or (1) RHQ Challenger 1 [BM-1B], (1) RHQ Sultan [BM-6B], (2) Mech Inf 1/2 Squad w/LAW [BM-8A], (2) Spartan [BM-3B1], (2) FO Section [BM-8A], (2) FV432 [BM-2A]
- (1) Organic Artillery: (2) SP Medium Battery [BM-7A], (3) SP Heavy Battery [BM-7A]
- (3) Engineer Troop: (4) Engineer Mech Inf Squad w/LAW [BM-8A], (4) FV432 [BM-2A]
- (4) Air Defense Section: (2) Javelin Section [BM-8A], (2) Spartan [BM-3B1]
- (0) or (1) Air Defense Section: (2) Tracked Rapier [BM-5B]
- (0) or (1) Helicopter Attack Section: (1) Lynx AH.1 [BM-10A], (1) FO Gazelle AH.1 [BM-10B]
- (0) or (1) Helicopter Assault Section: (1) Mech Infantry Squad w/Carl Gustav & LAW [UM-8A], (1) Mech Infantry Squad w/LAW [UM-8A], (2) Lynx AH.1 [BM-10A]
- (0) or (1) AVLB Section: (3) Chieftain AVLB [BM-7B]
- (1) or (2) Armoured Regiment:
- Regiment HQ: (1) BHQ Chieftain Mk.11 [BM-1A] or (1) BHQ Challenger 1 [BM-1B], (1) BHQ Mech Inf 1/2 Squad w/LAW [BM-8A], (1) Spartan [BM-3B1], (3) Recon Ferret Mk.4 [BM-5A], (2) FO Section [BM-8A], (2) FV432 [BM-2A]
- (4) Recce Section: (2) Recon Scorpion [BM-4A] or (2) Recon Scimitar [BM-4B]
- (4) Armoured Squadron: Squadron HQ: (2) CHQ Chieftain Mk.11 [BM-1A] or (2) CHQ Challenger 1 [BM-1B]
- (4) Tank Troop: (3) Chieftain Mk.11 [BM-1A] or (3) Challenger 1 [BM-1B]
Notes:
- The 1st and 3rd Armoured Divisions each field three armoured brigades (7th, 12th, and 22nd in 1st AD and 4th, 6th and 33rd in 3rd AD) made up of four armoured regiments and five mechanized infantry battalions. One brigade is 'heavy' with two armoured regiments and one mechanized infantry battalion. The remaining two brigades each have one armoured regiment and two mechanized infantry battalions.
- The 4th Armoured Division fields two armoured brigades (11th and 20th) made up of three armoured regiments and three mechanized infantry battalions. One brigade is 'heavy' with two armoured regiments and one mechanized infantry battalion. The other brigade has one armoured regiment and two mechanized infantry battalions.
- British armoured regiments are actually battalion-sized formations and therefore have BHQ-sized headquarters formations.
- British armoured brigades field the same model of tank and recon vehicle, throughout.
- Warrior [BM-6A] may substitute for the FV432 [BM-2A] in mech infantry battalions in very limited numbers.
- The brigade HQ FO sections [BM-8A] are typically allocated to the armoured regiments or mechanized infantry battalions.
- The engineer, air-defense, and if attached, the Tracked Rapier and helicopter sections are typically allocated to the armoured regiments or mechanized infantry battalions.
- LAW 80 [BM-8B] may substitute for both Carl Gustav [BM-8B] and LAW [BM-8B] in very limited numbers.
The source prints some Milan and FO Section entries with the unit code as [B-8A]; it is transcribed as printed.
BFM2: Armoured Reconnaissance Regiment
Regiment HQ: (2) BHQ Sultan [BM-6B], (2) Mech Inf 1/2 Squad w/LAW [BM-8A], (2) Spartan [BM-3B1], (2) Recon Ferret Mk.4 [BM-5A], (2) FO Ferret Mk.4 [BM-5A]
- (1) Organic Artillery: (1) or (2) SP Medium Battery [BM-7A], (3) SP Heavy Battery [BM-7A]
- (1) Engineer Troop: (4) Engineer Mech Inf Squad w/LAW [BM-8A], (4) FV432 [BM-2A]
- (2) Air Defense Section: (2) Javelin Section [BM-8A], (2) Spartan [BM-3B1]
- (0) or (1) Helicopter Attack Section: (1) Lynx AH.1 [BM-10A], (1) FO Gazelle AH.1 [BM-10B]
- (0) or (1) Helicopter Assault Section: (1) Mech Infantry Squad w/Carl Gustav & LAW [UM-8A], (1) Mech Infantry Squad w/LAW [UM-8A], (2) Lynx AH.1 [BM-10A]
- (0) or (1) AVLB Section: (3) Chieftain AVLB [BM-7B]
- (3) Medium Reconnaissance Squadron:
- Squadron HQ: (1) CHQ Sultan [BM-6B], (1) FO Ferret Mk.4 [BM-5A]
- (4) Recce Troop: (2) Recon Scimitar [BM-4B], (2) Recon Scorpion [BM-4A]
- (1) Recce Mech Infantry Troop: (4) Recon Mech Inf 1/2 Squad w/LAW [BM-8A], (4) Recon Spartan [BM-3B1]
- (1) ATGW Squadron:
- Squadron HQ: (1) CHQ Sultan [BM-6B], (1) FO Ferret Mk.4 [BM-5A]
- (4) Striker [BM-3A]
Notes:
- The 1st Armoured Division fields a single armoured reconnaissance regiment.
- British armoured reconnaissance regiments are actually battalion-sized formations and therefore have BHQ-sized headquarters formations.
- The regiment HQ FO Ferret Mk.4 [BM-5A] are typically allocated to the medium reconnaissance squadrons.
- The engineer, air-defense, and if attached, the helicopter sections are typically allocated to the medium reconnaissance squadrons.
- LAW 80 [BM-8B] may substitute for both Carl Gustav [BM-8B] and LAW [BM-8B] in very limited numbers.
BFM3: Armoured Reconnaissance Regiment
Regiment HQ: (2) BHQ Sultan [BM-6B], (2) Mech Inf 1/2 Squad w/LAW [BM-8A], (2) Spartan [BM-3B1], (2) Recon Ferret Mk.4 [BM-5A], (2) FO Ferret Mk.4 [BM-5A]
- (1) Organic Artillery: (1) or (2) SP Medium Battery [BM-7A], (3) SP Heavy Battery [BM-7A]
- (1) Engineer Troop: (4) Engineer Mech Inf Squad w/LAW [BM-8A], (4) FV432 [BM-2A]
- (2) Air Defense Section: (2) Javelin Section [BM-8A], (2) Spartan [BM-3B1]
- (0) or (1) Helicopter Attack Section: (1) Lynx AH.1 [BM-10A], (1) FO Gazelle AH.1 [BM-10B]
- (0) or (1) Helicopter Assault Section: (1) Mech Infantry Squad w/Carl Gustav & LAW [UM-8A], (1) Mech Infantry Squad w/LAW [UM-8A], (2) Lynx AH.1 [BM-10A]
- (0) or (1) AVLB Section: (3) Chieftain AVLB [BM-7B]
- (4) Medium Reconnaissance Squadron:
- Squadron HQ: (1) CHQ Sultan [BM-6B], (1) FO Ferret Mk.4 [BM-5A]
- (3) Recce Troop: (4) Recon Scimitar [BM-4B]
- (1) ATGW Troop: (4) Striker [BM-3A]
- (1) Recce Mech Infantry Troop: (4) Recon Mech Inf 1/2 Squad w/LAW [BM-8A], (4) Recon Spartan [BM-3B1]
Notes:
- The 3rd and 4th Armoured Divisions each field a single armoured reconnaissance regiment.
- Deployed to the FRG prior to the commencement of hostilities.
- British armoured reconnaissance regiments are actually battalion-sized formations and therefore have BHQ-sized headquarters formations.
- The regiment HQ FO Ferret Mk.4 [BM-5A] are typically allocated to the medium reconnaissance squadrons.
- The engineer, air-defense, and if attached, the helicopter sections are typically allocated to the medium reconnaissance squadrons.
- LAW 80 [BM-8B] may substitute for both Carl Gustav [BM-8B] and LAW [BM-8B] in very limited numbers.
Artillery Battalions
- Light Artillery Battalion: (6) SP* Organic Light Battery [BM-7A]
- Medium Artillery Battalion: (6) SP* Organic Medium Battery [BM-7A]
- Heavy Artillery Battalion: (6) SP* Organic Heavy Battery [BM-7A]
- Super Heavy Artillery Battalion: (4) SP Organic Super Heavy Battery [BM-7A]
Notes:
- All fielded as assets in armoured brigades and armoured reconnaissance regiments. SP* (self-propelled) batteries also fielded as towed batteries.
BAOR Unit Summary Chart
| Unit | Card | Elite | Veteran | Seasoned | Regulars | Green | Raw |
|---|---|---|---|---|---|---|---|
| Artillery, Counter Battery | BM-7A | --- | --- | 50 | --- | --- | --- |
| Artillery, Light Battery | BM-7A | --- | --- | 44 | --- | --- | --- |
| Artillery, Medium Battery | BM-7A | --- | --- | 54 | --- | --- |
Soviet Unit Summary Chart
| Unit | Card | Elite | Veteran | Seasoned | Regulars | Green | Raw |
|---|---|---|---|---|---|---|---|
| 2S1 | SM-16A | 120 | 96 | 80 | 64 | 40 | 24 |
| 2S3 | SM-16B | 135 | 108 | 90 | 72 | 45 | 27 |
| 9K22 Tunguska | SM-12B | 118 | 94 | 79 | 63 | 39 | 23 |
Scenarios
The order of battle for each scenario is transcribed from the Playbook's force graphics. Each element is listed by its printed name, card code, quantity (x) and point value (@), with the labels printed on its counter or card. The per-element stat strings printed on the graphics are not repeated here; the unit cards and the base MBT rules govern them.
Obvious doubled words and misspellings in the Playbook's own text (for example "to to", "the the", "efffect", "hve", "a a") are transcribed as printed. Where the Playbook's printed totals do not reconcile with the elements it lists, the scenario carries an italic note giving the arithmetic; the printed figure is kept.
Scenario 21: Initial Strike Pt. 1: Eastern FRG, 27 September 1987
Situation
As one of the two Soviet armies aligned against NORTHAG and the BAOR sector, the 3rd Combined Army's 7th Guards Tank Division advances to and across the border engaging the British 4th Armoured Division's 11th Armoured Brigade.
This scenario is designed for play after reviewing just the Basic Rules. It is a vehicle only situation, just right for players to practice vehicle actions.
Advanced and Optional Game Rules are also included to maintain a consistent scenario format and to enable players to also utilize those rules with just vehicles.
Map
Utilize maps 6, 21 & 23.
Setup
- Conditions: Normal visibility. No adverse terrain.
- Both ...:
- Forces roll (10). The force rolling the lower result (reroll ties) must setup first anywhere along either mapboard edge no more than 3 hexes from the edge.
- The other force sets up second in the area not selected above no more than 3 hexes from the edge.
- Neither force controls the bridge objectives at the start of the scenario.
Victory Conditions
- Length: 15 turns.
- 80 VPs: To the force that controls each of the 7 Bridge hexes, 23F7, 23I4, 23Q4, 23W6, 23Z8, 23BB4 and 23EE7. To control a Bridge hex, a force must occupy or be the last to occupy it for a full turn. If neither side meets this requirement, these VPs are not awarded.
- Unit VPs: For knock out or brew up.
- 150 VPs: Required victory margin.
Special Conditions
- When determining the Initiative, no Force Grade modifiers apply.
- The Stream is impassable except at the Bridges or Ford hexes.
- If special ammo types are available, utilize Ammo Limits.
- If Morale Rules (7.1) are in effect, utilize the listed point information.
- If the Hidden Unit Rules (7.2) are in effect, each Force may deploy a maximum of 4 Hidden Unit Markers.
- If the Command Span Rules (7.43) are in effect, all CHQs have a Command Span of 10 hexes.
- Both Forces may add Leaders (7.51) as desired.
- Requires MBT & BAOR
Order of Battle
BAOR Force: Elements of 4th Armoured Division, Seasoned [1,472]
Armoured Squadron (-): Seasoned, Excellent, 11, CP-7 [1,472]
- Chieftain Mk.11 [BM-1A], CHQ: x1 @ 250
- Chieftain Mk.11 [BM-1A]: x3 @ 167
- Chieftain Mk.11 [BM-1A]: x3 @ 167
- Scorpion [BM-4A]: x2 @ 55
- Scorpion [BM-4A]: x2 @ 55
Soviet Force: Elements of 40th Motor Rifle Regiment, Seasoned [1,450]
Tank Company (-): Seasoned, Excellent, 10, CP-6 [1,450]
- T-62MV [SM-3B], CHQ: x1 @ 241
- T-62MV [SM-3B]: x4 @ 161
- T-62MV [SM-3B]: x3 @ 161
- BRDM-2 [SM-9A]: x2 @ 41
Scenario 22: Initial Strike Pt. 2: Eastern FRG, 27 September 1987
Situation
As one of the two Soviet armies aligned against NORTHAG and the BAOR sector, the 3rd Combined Army's 7th Guards Tank Division advances to and across the border engaging the British 4th Armoured Division's 11th Armoured Brigade.
This variation on Scenario 21 is designed for play after reviewing the Advanced Rules. It adds ATGMs, and leg units to the original situation.
Map
Utilize maps 6, 21 & 23.
Setup
- Conditions: Normal visibility. No adverse terrain.
- Both ...:
- Forces roll (10). The force rolling the lower result (reroll ties) must setup first anywhere along either mapboard edge no more than 3 hexes from the edge.
- The other force sets up second in the area not selected above no more than 3 hexes from the edge.
- Neither force controls the bridge objectives at the start of the scenario.
Victory Conditions
- Length: 15 turns.
- 100 VPs: To the force that controls each of the 7 Bridge hexes, 23F7, 23I4, 23Q4, 23W6, 23Z8, 23BB4 and 23EE7. To control a Bridge hex, a force must occupy or be the last to occupy it for a full turn. If neither side meets this requirement, these VPs are not awarded.
- Unit VPs: For knock out or brew up.
- 200 VPs: Required victory margin.
Special Conditions
- When determining the Initiative, no Force Grade modifiers apply.
- The Stream is impassable except at the Bridges or Ford hexes.
- If special ammo types are available, utilize Ammo Limits.
- If Morale Rules (7.1) are in effect, utilize the listed point information.
- If the Hidden Unit Rules (7.2) are in efffect, each Force may deploy a maximum of 4 Hidden Unit Markers.
- If the Command Span Rules (7.43) are in effect, the BAOR CHQ has a Command Span of 9 hexes; the Soviet CHQ has a Command Span of 8 hexes.
- Both Forces may add Leaders (7.51) as desired.
- Requires MBT & BAOR
Order of Battle
BAOR Force: Elements of 4th Armoured Division, Seasoned [2,023]
Armoured Squadron (+): Seasoned, Excellent, 19(17), CP-11 [2,023]
- Chieftain Mk.11 [BM-1A], CHQ: x1 @ 250
- Chieftain Mk.11 [BM-1A]: x3 @ 167
- Chieftain Mk.11 [BM-1A]: x3 @ 167
- Scorpion [BM-4A], Recon: x2 @ 85
- Mech Infantry (MI) with L9A1 and LAW: x1 @ 48
- Heavy Mech Infantry (HMI) with Gustav and LAW: x3 @ 85
- FV432 [BM-2A]: x4 @ 27
- Spartan MCT [BM-3B2]: x2 @ 98
Note: the element values as printed above sum to 2,029, not the printed total of 2,023. Transcribed as printed.
Soviet Force: Elements of 40th Motor Rifle Regiment, Seasoned [2,037]
Tank Company (+): Seasoned, Excellent, 20(16), CP-12 [2,037]
- T-62MV [SM-3B], CHQ: x1 @ 241
- T-62MV [SM-3B]: x4 @ 161
- T-62MV [SM-3B]: x3 @ 161
- BRDM-2 [SM-9A], Recon: x2 @ 61
- BRDM-2 [SM-9A], Recon: x2 @ 61
- Motor Rifle (MR) with Saxhorn and RPG-22: x1 @ 89
- Motor Rifle (MR) with RPG-22: x1 @ 49
- Heavy Motor Rifle (HMR) with RPG-22: x1 @ 53
- BTR-70 [SM-6B]: x3 @ 52
- BRDM-2 ATGM Sagger [SM-9B]: x2 @ 39
Scenario 23: Broad Front: FRG Eastern Border, 27 September 1987
Situation
As the Soviet divisions push forward, many NATO units find that they must hold large geographical areas with limited resources. The British 1st Armoured Division's 22nd Armoured Brigade has the unenviable task of stopping the fast moving 74th Guards Tank Regiment.
As the 94th Guards Motor Rifle Divisions's lead regiment, the plan is for it to bypass and encircle resistance and cut off reinforcements.
Map
Utilize maps 7, 24 & 26.
Setup
- Conditions: Normal visibility. No adverse terrain.
- BAOR ...: Force sets up first anywhere on maps 7, 24 and/or 26 at least 5 hexes from the Soviet edge.
- Soviet ...: Tank Company enters the mapboard on Turn 1 with up to 15 units anywhere along the Soviet edge. The remaining units enter on Turn 2 anywhere along the Soviet edge. Units are eligible for the Road/Path movement bonus.
Victory Conditions
- Length: 15 turns.
- Unit VPs: To the BAOR Force for each operational Soviet unit that fails to exit from the BAOR Edge.
- Unit VPs: To the Soviet Force for up to the first 12 units that exit from the BAOR Edge.
- Unit VPs: For elimination, knock out or brew up.
- 330 VPs: Required victory margin.
Special Conditions
- When determining the Initiative, the BAOR Force applies a +20 DRM.
- If special ammo types are available, utilize Ammo Limits.
- For Turns 1-3, BAOR vehicles apply a -20 modifier when searching for hull down positions.
- If Morale Rules (7.1) are in effect, utilize the listed point information.
- Only the BAOR Force may employ the Hidden Unit Rules (7.2). A maximum of 5 Hidden Unit Markers may deploy.
- If the Command Span Rules (7.43) are in effect, the BAOR CHQ has a Command Span of 9 hexes; the Soviet CHQ has a Command Span of 7 hexes.
- The BAOR Force may employ Quickdraw (7.44).
- Both Forces may add Leaders (7.51) as desired.
- Requires MBT & BAOR
Order of Battle
BAOR Force: Elements of 1st Armoured Division, Veteran [2,528]
Mech Infantry Company (+): Veteran, Excellent, 28, CP-17 [2,528]
-
Mech Infantry (MI), CHQ, with LAW: x1 @ 63
-
Infantry (unlabelled on the graphic): x1 @ 31
-
FV432 [BM-2A]: x2 @ 32
-
FV432/81mm [BM-2B]: x1 @ 46
-
Challenger 1 [BM-1B]: x3 @ 294
-
Spartan MCT [BM-3B2]: x4 @ 117
-
Mech Infantry (MI) with L9A1 and LAW: x1 @ 56
-
Heavy Mech Infantry (HMI) with Gustav and LAW: x3 @ 101
-
FV432 [BM-2A]: x4 @ 32
-
Mech Infantry (MI) with L9A1 and LAW: x1 @ 56
-
Heavy Mech Infantry (HMI) with Gustav and LAW: x3 @ 101
-
FV432 [BM-2A]: x4 @ 32
Soviet Force: Elements of 74th Guards Tank Regiment, Seasoned [4,085]
Tank Company (+): Seasoned, Excellent, 28, CP-17 [4,085]
-
T-72BA [SM-2A], CHQ: x1 @ 331
-
2S1 [SM-16A]: x3 @ 80
-
T-72BA [SM-2A]: x3 @ 221
-
T-72BA [SM-2A]: x3 @ 221
-
T-72BA [SM-2A]: x3 @ 221
-
T-72BA [SM-2A]: x3 @ 221
-
Motor Rifle (MR) with Saxhorn and RPG-22: x1 @ 89
-
Motor Rifle (MR) with RPG-22: x1 @ 49
-
Heavy Motor Rifle (HMR) with RPG-22: x1 @ 53
-
BMP-2 [SM-4B]: x3 @ 80
-
Motor Rifle (MR) with Saxhorn and RPG-22: x1 @ 89
-
Motor Rifle (MR) with RPG-22: x1 @ 49
-
Heavy Motor Rifle (HMR) with RPG-22: x1 @ 53
-
BMP-2 [SM-4B]: x3 @ 80
Scenario 24: Resource Management: Eastern FRG, 28 September 1987
Situation
When waging war, whether on offense or defense, the importance to ensure resource availability and maintain production, storage and coordination facilities is clearly understood. These objectives must be denied to the opposition. The use of frontline units is the only choice; reserve or territorial forces are not a consideration.
The British 3rd Armoured Division's 4th Armoured Brigade has the unenviable task of securing the petroleum tank farm, code name Dragon-22. The Soviet 153rd Tank Regiment is advancing to secure the facility.
Map
Utilize maps 2, 4 & 22.
Setup
- Conditions: Normal visibility. No adverse terrain.
- BAOR ...: Force sets up first anywhere on maps 2, 4 and/or 22 at least 5 hexes from the Soviet edge.
- BAOR ... (objective): The objective, Dragon-22, is under BAOR control at the start of the scenario whether occupied or unoccupied.
- Soviet ...: Force enters the mapboard on Turn 1 anywhere along the Soviet edge. Units are eligible for the Road movement bonus.
Victory Conditions
- Length: 20 turns.
- 2,150 VPs: To the force that controls Dragon-22. To control the tank farm, a force must occupy or be the last to occupy hex 22K7 (or remaining rubble hex; if is on fire, a force must occupy an adjacent hex) for a full turn at the same time all hexes within hex columns 22H through and including 22P, excluding the Water hexes, are free of opposing combat units. If more than 6 storage tanks are destroyed, these VPs are not awarded.
- Unit VPs: For elimination, knock out or brew up.
- 360 VPs: Required victory margin.
Special Conditions
- When determining the Initiative, the BAOR Force applies a +20 DRM. The Soviet Forces applies a +20 DRM just in those cases where it won the Initiative the previous turn, otherwise, it applies no Force Grade modifier.
- The Staggered Initiative Rules (7.5) may be employed on a company-level basis.
- All Stone Building hexes are 3 stories high; Brick Building hexes are 2 stories high.
- The half-hexes along both long outer edges of the mapboard are impassable.
- The Stream on Map 2 is impassable except at the Bridges or Ford hexes. Amphibious vehicles (7.34) may traverse.
- The Bridges on Maps 2 and 4 may be destroyed by GP Fire (6.5.4.2.5); they have a GP Defense of 6.
- The AVLB Rules (7.49) are in effect. Its bridge may be destroyed (see above); its GP Defense is 6.
- A destroyed storage tank hex is automatically On Fire.
- The BAOR Force may plot 2 Pre-Registered Points for its Organic Heavy Battery. One FASCAM and two ICM fire missions are available.
- The Soviet Force may plot 2 Pre-Registered Points for its Organic Medium Battery.
- Both Forces may use Planned Artillery Fire for their Organic Batteries.
- If special ammo types are available, utilize Ammo Limits.
- If Morale Rules (7.1) are in effect, utilize the listed point information.
- Only the BAOR Force may employ the Hidden Unit Rules (7.2). A maximum of 5 Hidden Unit Markers may deploy.
- If the Command Span Rules (7.43) are in effect, the BAOR CHQ has a Command Span of 9 hexes. The Soviet Tank Company CHQ has a Command Span of 9 hexes; the Motor Rifle Company CHQ 8 hexes.
- The BAOR Force may employ Quickdraw (7.44).
- Both Forces may add Leaders (7.51) as desired.
- Requires MBT & BAOR
Order of Battle
BAOR Force: Elements of 3rd Armoured Division, Veteran [3,037]
- Artillery, Organic SP, Heavy [BM-7A]: x1 @ 83
Mech Infantry Company (+): Veteran, Excellent, 28, CP-17 [2,954]
- Mech Infantry (MI), CHQ, with LAW: x1 @ 63
- Infantry (unlabelled on the graphic): x1 @ 31
- FO (infantry): x1 @ 26
- FV432 [BM-2A]: x3 @ 32
- Challenger 1 [BM-1B]: x3 @ 294
- Challenger 1 [BM-1B]: x3 @ 294
- Mech Infantry (MI) with L9A1 and LAW: x1 @ 56
- Heavy Mech Infantry (HMI) with Gustav and LAW: x3 @ 101
- FV432 [BM-2A]: x4 @ 32
- Mech Infantry (MI) with L9A1 and LAW: x1 @ 56
- Heavy Mech Infantry (HMI) with Gustav and LAW: x3 @ 101
- FV432 [BM-2A]: x4 @ 32
Soviet Force: Elements of 153rd Tank Regiment, Seasoned [4,147]
- Artillery, Medium, Organic SP [SM-7A]: x1 @ 54
Tank Company (+): Seasoned, Excellent, 18, CP-11 [2,418]
- T-72AV [SM-2B], CHQ: x1 @ 276
- FO, LD (infantry): x1 @ 27
- BMP-2 [SM-4B], K: x1 @ 80
- MT-55A AVLB [SM-7B]: x1 @ 76
- T-72AV [SM-2B]: x3 @ 184
- T-72AV [SM-2B]: x3 @ 184
- T-72AV [SM-2B], with 1x Mine Plow: x3 @ 184
- Motor Rifle (MR) with RPG-22: x3 @ 49
- BTR-70 [SM-6B]: x3 @ 52
Motor Rifle Company (+): Seasoned, Excellent, 21, CP-13 [1,657]
- Artillery, Light, Attached [SM-7A]: x1 @ 66
- Heavy Motor Rifle (HMR), CHQ, with RPG-22: x1 @ 79
- BTR-70 [SM-6B]: x1 @ 52
- Motor Rifle (MR) with Saxhorn and RPG-22: x1 @ 89
- Heavy Motor Rifle (HMR) with RPG-22: x2 @ 53
- BTR-70 [SM-6B]: x3 @ 52
- Motor Rifle (MR) with Saxhorn and RPG-22: x1 @ 89
- Heavy Motor Rifle (HMR) with RPG-22: x2 @ 53
- BTR-70 [SM-6B]: x3 @ 52
- T-55M [SM-4A]: x4 @ 161
- BRDM-2 ATGM Spandrel [SM-9B]: x3 @ 44
Note: the Motor Rifle Company total is printed as [1,657], but its listed elements sum to 1,675, which agrees with the printed regiment total of [4,147]. Transcribed as printed.
Scenario 25: Operation Market: Eastern FRG, 29 September 1987
Situation
In continuous action since the start of hostilities, the British 1st Armoured Division's 7th Armoured Brigade, the "Desert Rats," is ordered to stand its ground at Hill Δ19.29. The hill and the village of Mike-19 sit astride a road route critical to supply and force movement.
Two regiments of the Soviet 207th Motor Rifle Division are advancing on the British position, It is just a matter of when and where the Soviets will make contact.
Scenarios 25 and 27 are complementary actions.
Map
Utilize maps 2, 3, 19 & 24.
Setup
- Conditions: Normal visibility. No adverse terrain.
- BAOR ...: Holding Force sets up first anywhere on maps 2, 3, 19 and/or 24 at least 5 hexes from the Soviet edge.
- BAOR ... (objective): The objective hill is under BAOR control at the start of the scenario whether occupied or unoccupied.
- Soviet ...: Force enters the mapboard on Turn1 anywhere along the Soviet edge. Units are eligible for the Road/Path movement bonus.
- BAOR ... (Relief Force): Relief Force has the potential of arriving starting on Turn 6 based on the arrival table. Before the Initiative Phase of Turn 6, and each turn thereafter as necessary, the BAOR Force rolls (100). If the result falls within the listed range for that turn, any unit from the Relief Force may move on during the Movement Phase of that turn or any turn thereafter.
- BAOR ... (Relief entry): A second roll (100) is required to determine where the Relief ground Force enters. It must enter on the indicated Entry hex or adjacent to that hex. If entering on the Entry hex, Units are eligible for the Road/Path movement bonus.
Relief Force Arrival
| Turn | Range | VP Adjustment | Entry Hex | Range |
|---|---|---|---|---|
| 6-7 | 01-10 | -830 | 19Q0 | 01-10 |
| 8-9 | 01-20 | -550 | 19F1 | 11-30 |
| 10-11 | 01-40 | No adjustment | 19A5 | 31-50 |
| 12-13 | 01-60 | +550 | 24GG5 | 51-70 |
| 14-15 | 01-80 | +830 | 24BB1 | 71-90 |
Printed note on the Relief Force: Selected upon arrival, the Relief Force includes the Tornado Gr.1 or the helicopter assets. The helicopter assets may enter the mapboard along any outer edge of maps 19 and/or 24.
Victory Conditions
- Length: 20 turns.
- 2,415 VPs: To the force that controls Hill Δ19.29. To control the Hill, a force must occupy or be the last to occupy, for a full turn, hexes 19F5, 19F6, 19G4, 19G5 and 19I6. If neither side meets this requirement, these VPs are not awarded.
- VP Adjustment: Potential BAOR VP adjustment based on the Relief Force's initial turn of arrival.
- Unit VPs: For elimination, knock out or brew up.
- 480 VPs: Required victory margin.
Special Conditions
- When determining the Initiative, the BAOR Force applies a +20 DRM.
- The Staggered Initiative Rules (7.5) may be employed on a company-level basis.
- All Stone Building hexes are 3 stories high; Brick Building hexes are 2 stories high.
- The Stream is passable throughout its length.
- The Soviet Force may plot 2 Pre-Registered Points for its Organic Heavy Battery. Two each CLGP and ICM fire missions are available.
- The Soviet Force may use Planned Artillery Fire for its Organic Heavy Battery.
- If special ammo types are available, utilize Ammo Limits.
- If Morale Rules (7.1) are in effect, utilize the listed point information.
- Only the BAOR Force may employ the Hidden Unit Rules (7.2). A maximum of 5 Hidden Unit Markers may deploy.
- If the Command Span Rules (7.43) are in effect, the BAOR Mech Infantry CHQ has a Command Span of 9 hexes; the Armoured Squadron CHQ 10 hexes. The Soviet CHQ has a Command Span of 7 hexes.
- The BAOR Force may employ Quickdraw (7.44).
- Both Forces may add Leaders (7.51) as desired.
- Requires MBT & BAOR
Order of Battle
BAOR Force: Elements of 1st Armoured Division, Veteran [5,528]
Mechanized Infantry Company (-): Veteran, Excellent, 26, CP-16 [2,141]
- Mech Infantry (MI), CHQ, with LAW: x1 @ 63
- Infantry (unlabelled on the graphic): x1 @ 31
- Warrior [BM-6A]: x2 @ 96
- Mech Infantry (MI) with Milan: x3 @ 91
- FV432 [BM-2A]: x3 @ 32
- Mech Infantry (MI) with L9A1 and LAW: x1 @ 56
- Heavy Mech Infantry (HMI) with Gustav and LAW: x3 @ 101
- Warrior [BM-6A]: x4 @ 96
- Mech Infantry (MI) with L9A1 and LAW: x1 @ 56
- Heavy Mech Infantry (HMI) with Gustav and LAW: x3 @ 101
- Warrior [BM-6A]: x4 @ 96
Relief Force
Armoured Squadron (-): Veteran, Excellent, 17 OR 15, CP-10 OR 9 [3,387]
- Mech Infantry (MI) with Gustav and LAW: x1 @ 96
- Mech Infantry (MI) with LAW: x1 @ 51
- Lynx AH.1 [BM-10A] (printed: 22, Low): x2 @ 146
- Tornado Gr.1 [BM-9A] (Add Loadout): x1 @ 147, selected upon arrival in place of the Lynx AH.1 pair (see the printed note above)
- Challenger 1 [BM-1B], CHQ: x1 @ 441
- Challenger 1 [BM-1B]: x3 @ 294
- Challenger 1 [BM-1B]: x3 @ 294
- Mech Infantry (MI) with L9A1 and LAW: x1 @ 56
- Heavy Mech Infantry (HMI) with Gustav and LAW: x3 @ 101
- Warrior [BM-6A]: x4 @ 96
Soviet Force: Elements of 16th Guards Tank Regiment, Seasoned [4,131]
- Artillery, Heavy, Organic SP [SM-7A]: x1 @ 83
Tank Company (+): Seasoned, Excellent, 26, CP-16 [4,048]
- T-72BA [SM-2A], CHQ: x1 @ 331
- ACRV [SM-10B2], FO: x1 @ 48
- 9K22 Tunguska [SM-12B]: x1 @ 79
- T-72BA [SM-2A]: x3 @ 221
- T-72BA [SM-2A]: x3 @ 221
- T-72BA [SM-2A]: x3 @ 221
- T-72BA [SM-2A]: x3 @ 221
- Motor Rifle (MR) with Saxhorn and RPG-22: x1 @ 89
- Motor Rifle (MR) with RPG-22: x1 @ 49
- Heavy Motor Rifle (HMR) with RPG-22: x1 @ 53
- BMP-2 [SM-4B]: x3 @ 80
- Motor Rifle (MR) with Saxhorn and RPG-22: x1 @ 89
- Motor Rifle (MR) with RPG-22: x1 @ 49
- Heavy Motor Rifle (HMR) with RPG-22: x1 @ 53
- BMP-2 [SM-4B]: x3 @ 80
Note: the listed Soviet tank company elements sum to 3,972, not the printed total of 4,048. Transcribed as printed.
Scenario 26: Power Strike: Eastern FRG, 1 October 1987
Situation
Maintaining civilian infrastructure is critical to to any war plan. National capabilities, once hostilities conclude, are important no matter which side prevails. Returning to prewar footing must be the focus.
This fact is not lost on the the British or the Soviets, for that matter. Raptor-20 is identified as one such objective. Both sides commit veteran forces with the British 6th Armoured Brigade defending and the Soviet 2nd Unified Corps advancing on the facility.
Map
Utilize maps 5, 9, 20, & 23.
Setup
- Conditions: Normal visibility. No adverse terrain.
- BAOR ...: Holding Force sets up first anywhere on maps 5, 20, and/or 23. The objective, Raptor-20, is under BAOR control at the start of the scenario whether occupied or unoccupied.
- Soviet ...: Ground Force enters the mapboard on Turn 1 anywhere along the Soviet edge. Units are eligible for the Road/Path movement bonus.
- Soviet ... (helicopters): Helicopter Force enters the mapboard on turn 1 anywhere along any outer edge of map 9.
- BAOR ... (Relief Force): Relief Force has the potential of arriving starting on Turn 8 based on the arrival table. Before the Initiative Phase of Turn 8, and each turn thereafter as necessary, the BAOR Force rolls (100). If the result falls within the listed range for that turn, any unit from the Relief Force may move on during the Movement Phase of that turn or any turn thereafter.
- BAOR ... (Relief entry): A second roll (100) is required to determine where the Relief Force enters. It must enter on the indicated Entry hex or adjacent to that hex. If entering on the Entry hex, Units are eligible for the Road movement bonus.
Relief Force Arrival
| Turn | Range | VP Adjustment | Entry Hex | Range |
|---|---|---|---|---|
| 8-9 | 01-20 | -790 | 20FF6 | 01-10 |
| 10-11 | 01-40 | -525 | 23FF6 | 11-26 |
| 12-13 | 01-60 | No adjustment | 23BB1 | 27-42 |
| 14-15 | 01-80 | +525 | 23Q0 | 43-58 |
| 16+ | 01-00 | +790 | 23F1 | 59-74 |
Victory Conditions
- Length: 20 turns.
- 3,000 VPs: To the force that controls Raptor-20. To control the power grid station, a force must occupy or be the last to occupy hex 20K3 (or remaining rubble hex); if is on fire, a force must occupy an adjacent hex for a full turn at the same time all hexes within hex columns 20F through and including 20P are free of opposing ground units.
- VP Adjustment: Potential BAOR VP Adjustment based on the Relief Force's initial turn of arrival.
- Unit VPs: For elimination, knock out or brew up.
- 505 VPs: Required victory margin.
Special Conditions
- When determining the Initiative, both Forces apply a +20 DRM.
- The Staggered Initiative Rules (7.5) may be employed on a company-level basis.
- All Stone Building hexes are 3 stories high; Brick Building hexes are 2 stories high.
- The half-hexes along both long outer edges of the mapboard are impassable.
- The Stream on Map 9 is passable throughout its length.
- The Streams on Maps 5 and 23 are impassable except at the Bridges or Ford hexes. Amphibious vehicles (7.34) may traverse.
- The Bridges on Maps 5, 9 and 23 may be destroyed by GP Fire (6.5.4.2.5). BAOR and Soviet engineers may directly attack the Bridges (7.19). They have a GP Defense of 6.
- If special ammo types are available, utilize Ammo Limits.
- If Morale Rules (7.1) are in effect, utilize the listed point information.
- Only the BAOR Force may employ the Hidden Unit Rules (7.2). A maximum of 5 Hidden Unit Markers may deploy.
- If the Command Span Rules (7.43) are in effect, the BAOR Armoured Squadron CHQs have a Command Span of 10 hexes; the Mech Infantry CHQ 9 hexes. The Soviet CHQ has a Command Span of 7 hexes.
- Both Forces may add Leaders (7.51) as desired.
- Requires MBT & BAOR
Order of Battle
BAOR Force: Elements of 3rd Armoured Division, Veteran [5,276]
Holding Force
Mechanized Infantry Company (+): Veteran, Excellent, 28, CP-17 [2,143]
- Mech Infantry (MI), CHQ, with LAW: x1 @ 63
- Infantry (unlabelled on the graphic): x1 @ 31
- FV432 [BM-2A]: x2 @ 32
- Ferret Mk.4 [BM-5A], Recon: x1 @ 52
- Challenger 1 [BM-1B]: x3 @ 294
- Mech Infantry (MI) with L9A1 and LAW: x1 @ 56
- Heavy Mech Infantry (HMI) with Gustav and LAW: x3 @ 101
- FV432 [BM-2A]: x4 @ 32
- Mech Infantry (MI) with Engineer and LAW: x2 @ 63
- FV432 [BM-2A]: x2 @ 32
- Mech Infantry (MI) with Milan: x2 @ 91
- FV432 [BM-2A]: x2 @ 32
- Infantry (Javelin): x2 @ 32
- Spartan [BM-3B1]: x2 @ 32
Relief Force
Armoured Squadron (-): Veteran, Excellent, 16, CP-10 [3,133]
- Challenger 1 [BM-1B], CHQ: x2 @ 441
- Challenger 1 [BM-1B]: x3 @ 294
- Challenger 1 [BM-1B]: x3 @ 294
- Mech Infantry (MI) with L9A1 and LAW: x1 @ 56
- Heavy Mech Infantry (HMI) with Gustav and LAW: x3 @ 101
- FV432 [BM-2A]: x4 @ 32
Soviet Force: Elements of 5th Combined Arms Brigade, Veteran [4,835]
Tank Company (+): Veteran, Excellent, 29(27), CP-17 [4,835]
- Mi-24 Hind-F [SM-15A], Standard Weapons: x1 @ 224
- Motor Rifle (MR) with Saxhorn and RPG-22: x2 @ 106
- Heavy Motor Rifle (HMR) with RPG-22: x2 @ 63
- Motor Rifle (MR) with Engineer and RPG-22: x2 @ 72
- Mi-8T [SM-15B1], NOE: x2 @ 146
- T-80U [SM-1A], CHQ: x1 @ 442
- 2S3 [SM-16B]: x2 @ 108
- Infantry (Recon, RPG-22): x1 @ 60
- BRDM-2 [SM-9A], Recon: x1 @ 73
- Heavy Motor Rifle (HMR) with Spigot and RPG-7V/D: x1 @ 150
- Motor Rifle (MR) with RPG-22: x2 @ 58
- BMP-3 [SM-5B]: x3 @ 124
- T-80U [SM-1A]: x3 @ 295
- T-80U [SM-1A]: x3 @ 295
- Heavy Motor Rifle (HMR) with Spigot and RPG-7V/D: x1 @ 150
- Motor Rifle (MR) with RPG-22: x2 @ 58
- BMP-3 [SM-5B]: x3 @ 124
Scenario 27: Operation Garden: Eastern FRG, 1 October 1987
Situation
Now on the defensive at Hill Δ19.29, the Soviet 41st Motor Rifle Regiment has relieved its battered sister regiment. Advancing on the prepared position, the British 22nd Armoured Brigade plus elements from 1st Armoured Division's Armoured Reconnaissance Regiment, the 1st The Queen's Dragoon Guards, look to wrest control of the position from the Soviets.
Scenarios 27 and 25 are complementary actions.
Map
Utilize maps 7, 19, 24 & 26.
Setup
- Conditions: Normal visibility. No adverse terrain.
- Soviet ...: Force places 4 Ditch and 2 Improved Position counters in any legal hexes on the mapboard.
- Soviet ... (deployment): Force sets up first anywhere on maps 7, 19, 24 and/or 26 at least 5 hexes from the BAOR edge.
- Soviet ... (objective): The objective hill is under Soviet control at the start of the scenario whether occupied or unoccupied.
- BAOR ...: Force enters the mapboard on Turn 1 with one company and on Turn 2 with the the remaining company anywhere along the BAOR edge. Units are eligible for the Road movement bonus.
Victory Conditions
- Length: 25 turns.
- 2,160 VPs: To the force that controls Hill Δ19.29. To control the Hill, a force must occupy or be the last to occupy, for a full turn, hexes 19F5, 19F6, 19G4, 19G5 and 19I6. If neither side meets this requirement, these VPs are not awarded.
- Unit VPs: For elimination, knock out or brew up.
- 430 VPs: Required victory margin.
Special Conditions
- When determining the Initiative, the BAOR Force applies a +20 DRM. The Soviet Forces applies a +20 DRM just in those cases where it won the Initiative the previous turn, otherwise, it applies no Force Grade modifier.
- The Staggered Initiative Rules (7.5) may be employed on a company-level basis.
- All Stone Building hexes are 3 stories high; Brick Building hexes are 2 stories high.
- The Stream is passable throughout its length.
- The BAOR Force may plot 2 Pre-Registered Points for its Organic Heavy Battery. Two ICM fire missions are available.
- The Soviet Force may plot 2 Pre-Registered Points for its Attached Medium Battery.
- If special ammo types are available, utilize Ammo Limits.
- If Morale Rules (7.1) are in effect, utilize the listed point information.
- Only the Soviet Force may employ the Hidden Unit Rules (7.2). A maximum of 6 Hidden Unit Markers may deploy.
- If the Command Span Rules (7.43) are in effect, the BAOR Mech Infantry CHQ has a Command Span of 9 hexes; the Armoured Squadron CHQs 10 hexes. The Soviet CHQs have a Command Span of 9 hexes.
- The BAOR Force may employ Quickdraw (7.44).
- Both Forces may add Leaders (7.51) as desired.
- Requires MBT & BAOR
Order of Battle
BAOR Force: Elements of 1st Armoured Division, Veteran [4,956]
- Artillery, Heavy, Organic SP [BM-7A]: x1 @ 83
Armoured Squadron (+): Veteran, Excellent, 22(20), CP-13 [2,903]
- Chieftain Mk.11 [BM-1A], CHQ: x2 @ 300
- Ferret Mk.4 [BM-5A], FO: x1 @ 52
- Chieftain Mk.11 [BM-1A]: x3 @ 200
- Chieftain Mk.11 [BM-1A]: x3 @ 200
- Chieftain Mk.11 [BM-1A]: x3 @ 200
- Mech Infantry (MI) with L9A1 and LAW: x1 @ 56
- Heavy Mech Infantry (HMI) with Gustav and LAW: x3 @ 101
- FV432 [BM-2A]: x4 @ 32
- Scimitar [BM-4B], Elite, Recon: x2 @ 132
Mechanized Infantry Company (+): Veteran, Excellent, 27, CP-16 [1,970]
- Mech Infantry (MI), CHQ, with LAW: x1 @ 63
- Infantry (unlabelled on the graphic): x1 @ 31
- Infantry, FO: x1 @ 26
- FV432 [BM-2A]: x3 @ 32
- Chieftain Mk.11 [BM-1A]: x3 @ 200
- Striker [BM-3A]: x2 @ 90
- Mech Infantry (MI) with L9A1 and LAW: x1 @ 56
- Heavy Mech Infantry (HMI) with Gustav and LAW: x3 @ 101
- FV432 [BM-2A]: x4 @ 32
- Mech Infantry (MI) with L9A1 and LAW: x1 @ 56
- Heavy Mech Infantry (HMI) with Gustav and LAW: x3 @ 101
- FV432 [BM-2A]: x4 @ 32
Note: the Armoured Squadron elements as printed sum to 3,203, not the printed squadron total of 2,903 (the printed Force total of 4,956 uses 2,903). Transcribed as printed.
Soviet Force: Elements of 41st Motor Rifle Regiment, Seasoned [3,725]
Motor Rifle Company (-): Seasoned, Excellent, 18, CP-11 [1,576]
- Artillery, Medium, Attached SP [SM-7A]: x1 @ 81
- Heavy Motor Rifle (HMR), CHQ, with RPG-22: x1 @ 79
- BTR-70 [SM-6B]: x1 @ 52
- T-72AV [SM-2B]: x4 @ 184
- BRDM-2 ATGM Sagger [SM-9B]: x3 @ 39
- Improved Position (IMP POS) counter: x2 @ 50
- SPG-9 [SM-14B], 1L 0: x1 @ 44
- Infantry (Spigot): x1 @ 64
- BTR-70 [SM-6B]: x1 @ 52
- Motor Rifle (MR) with Saxhorn and RPG-22: x1 @ 89
- Heavy Motor Rifle (HMR) with RPG-22: x2 @ 53
- BTR-70 [SM-6B]: x3 @ 52
Tank Company (mixed): Seasoned, Excellent, 15, CP-9 [2,099]
- T-72AV [SM-2B], CHQ: x1 @ 276
- T-72AV [SM-2B]: x4 @ 184
- T-72AV [SM-2B]: x4 @ 184
- Motor Rifle (MR) with Saxhorn and RPG-22: x1 @ 89
- Heavy Motor Rifle (HMR) with RPG-22: x2 @ 53
- BTR-70 [SM-6B]: x3 @ 52
Note: the Motor Rifle Company total of [1,576] matches the listed elements without the Improved Position entry. The Motor Rifle Company and Tank Company totals (1,576 and 2,099) sum to 3,675, not the printed regiment total of [3,725]. Transcribed as printed.
Scenario 28: Long Run: Eastern FRG, 2 October 1987
Situation
Now five days into the war, both combatants are finding very fluid conditions. Opportunities are now open to reposition forces for maximum advantage. Not surprisingly, both have identified the village of Oscar-25 as one such opportunity.
4th Armoured Division's 20th Armoured Brigade is on a collision course with the 79th Guards Tank Regiment to secure the position.
Map
Utilize maps 1, 3, 21, 24 & 25.
Setup
- Conditions: Normal visibility. No adverse terrain.
- BAOR ...: Force first places 2 Block counters in any legal hexes on the mapboard at least 5 hexes from the Soviet edge.
- Soviet ...: Force then places 2 Block counters in any legal hexes on the mapboard at least 5 hexes from the BAOR edge.
- Both ...: Forces enter the mapboard on Turn 1 anywhere along their respective edges. Units are eligible for the Road/Path movement bonus.
- Both ... (objective): Neither force controls the building hexes in Oscar-25 at the start of the scenario.
Victory Conditions
- Length: 20 turns.
- 1,800 VPs: To the force that controls Oscar-25. To control Oscar-25, a force must occupy or be the last to occupy at least 9 of the 13 building hexes (or remaining rubble hexes) for a full turn. If a building hex is on fire, a force must occupy an adjacent hex. If neither side meets this requirement, these VPs are not awarded.
- Unit VPs: For elimination, knock out or brew up.
- 450 VPs: Required victory margin.
Special Conditions
- When determining the Initiative, each Force applies a +10 DRM just in those cases where it won the Initiative the previous turn, otherwise, no Force Grade modifier.
- The Staggered Initiative Rules (7.5) may be employed on a company-level basis.
- All Stone Building hexes are 3 stories high; Brick Building hexes are 2 stories high.
- The BAOR Force may plot 2 Pre-Registered Points for its Organic Heavy Battery. One FASCAM and three ICM fire missions are available.
- The Soviet Force may plot 2 Pre-Registered Points for its Organic Heavy Battery. One CLGP, one FASCAM, and two ICM fire missions are available.
- The Blocks and the Bridges on Map 3 may be destroyed by GP Fire (6.5.4.2.5); Blocks have a GP Defense of 7, the Bridges 5.
- Both Forces may use Planned Artillery Fire for their Organic Heavy Batteries.
- If special ammo types are available, utilize Ammo Limits.
- If Morale Rules (7.1) are in effect, utilize the listed point information.
- If the Hidden Unit Rules (7.2) are in effect, each Force may deploy a maximum of 6 Hidden Unit Markers.
- If the Command Span Rules (7.43) are in effect, BAOR Armoured Squadron CHQs have a Command Span of 10 hexes; the Mech Infantry CHQ 8 hexes. The Soviet CHQs have a Command Span of 8 hexes.
- Both Forces may add Leaders (7.51) as desired.
- Requires MBT & BAOR
Order of Battle
BAOR Force: Elements of 4th Armoured Division, Seasoned [4,488]
- Artillery, Heavy, Organic SP [BM-7A]: x1 @ 83
- Block: x2 @ 15
Armoured Squadron (+): Seasoned, Excellent, 23(21), CP-14 [2,673]
- Chieftain Mk.11 [BM-1A], CHQ: x2 @ 250
- Infantry (FO): x1 @ 22
- FV432 [BM-2A]: x1 @ 27
- Chieftain Mk.11 [BM-1A]: x3 @ 167
- Chieftain Mk.11 [BM-1A]: x3 @ 167
- Chieftain Mk.11 [BM-1A], 1x Mine Plow: x3 @ 167
- Mech Infantry (MI) with L9A1 and LAW: x1 @ 48
- Heavy Mech Infantry (HMI) with Gustav and LAW: x3 @ 85
- FV432 [BM-2A]: x4 @ 27
- Scimitar [BM-4B], Veteran, Recon: x2 @ 105
Mechanized Infantry Company (+): Seasoned, Excellent, 27, CP-16 [1,702]
- Mech Infantry (MI), CHQ, with LAW: x1 @ 54
- Infantry (unlabelled on the graphic): x1 @ 26
- Infantry, FO: x1 @ 22
- FV432 [BM-2A]: x3 @ 27
- Chieftain Mk.11 [BM-1A], 1x Mine Plow: x3 @ 167
- Spartan MCT [BM-3B2]: x2 @ 98
- Mech Infantry (MI) with L9A1 and LAW: x1 @ 48
- Heavy Mech Infantry (HMI) with Gustav and LAW: x3 @ 85
- FV432 [BM-2A]: x4 @ 27
- Mech Infantry (MI) with L9A1 and LAW: x1 @ 48
- Heavy Mech Infantry (HMI) with Gustav and LAW: x3 @ 85
- FV432 [BM-2A]: x4 @ 27
Soviet Force: Elements of 79th Guards Tank Regiment, Seasoned [4,480]
- Artillery, Heavy, Organic SP [SM-7A]: x1 @ 83
- Block: x2 @ 15
Tank Company (+): Seasoned, Excellent, 18, CP-11 [2,578]
- T-80BV [SM-1B], CHQ: x1 @ 307
- Infantry (FO, LD): x1 @ 27
- BTR-70 [SM-6B]: x1 @ 52
- T-80BV [SM-1B]: x3 @ 205
- T-80BV [SM-1B]: x3 @ 205
- T-80BV [SM-1B], 1x Mine Plow: x3 @ 205
- Heavy Motor Rifle (HMR) with Saxhorn and RPG-22: x1 @ 93
- Motor Rifle (MR) with RPG-22: x2 @ 49
- BTR-70 [SM-6B]: x3 @ 52
Motor Rifle Company (+): Seasoned, Excellent, 21, CP-13 [1,789]
- Heavy Motor Rifle (HMR), CHQ, with RPG-22: x1 @ 79
- BTR-70 [SM-6B]: x1 @ 52
- ACRV [SM-10B2], FO: x1 @ 48
- Motor Rifle (MR) with Saxhorn and RPG-22: x1 @ 89
- Heavy Motor Rifle (HMR) with RPG-22: x2 @ 53
- BTR-70 [SM-6B]: x3 @ 52
- Motor Rifle (MR) with Saxhorn and RPG-22: x1 @ 89
- Heavy Motor Rifle (HMR) with RPG-22: x2 @ 53
- BTR-70 [SM-6B]: x3 @ 52
- T-80BV [SM-1B], 1x Mine Plow: x4 @ 205
- BRDM-2 ATGM Spandrel [SM-9B]: x2 @ 44
Scenario 29: Brush-off: Eastern FRG, 28 September 1987
Situation
Hoping to capitalize on a perceived crack in the British defensives, the Soviet Front commander orders reserve forces to push into the gap. In the predawn hours, the 2nd Unified Corps moves forward. Its 6th Combined Arms Brigade runs smack into the 33rd Armoured Brigade.
The 3rd Armoured Division has been fighting a delaying action across a broad front. Although the follow-on terrain seems to favor the defenders, the Soviets are determined to break through.
Scenarios 29 and 30 may be linked together and played as a mini-campaign. In that case, utilize only the Victory Conditions from Scenario 30.
Map
Utilize maps 8, 10 & 26.
Setup
- Conditions: Limited visibility conditions in effect; apply turn based Spotting modifiers (see table). No adverse terrain.
- BAOR ...: Force sets up first anywhere on maps 8, 10 and/or 26 at least 5 hexes from the Soviet edge.
- BAOR ... (hull down): 1 or 2 vehicles may setup in a found Hull Down Position.
- Soviet ...: Force enters the mapboard on Turn 1 or any later turn anywhere along the Soviet edge. Units are eligible for the Road/Path movement bonus.
Limited Spotting
| Turn | Mod |
|---|---|
| 1-3 | -2 |
| 3-6 | -1 |
| 7+ | 0 |
For each turn, the listed value is the Spotting Modifier.
Victory Conditions
- Length: 15 turns.
- Unit VPs: To the BAOR Force for each operational Soviet combat unit that fails to exit from the BAOR Edge.
- Unit VPs: To the BAOR Force for the first 8 units that exit from the BAOR Edge.
- Unit VPs: To the Soviet Force for up to the first 24 combat units that exit from the BAOR Edge.
- Unit VPs: For elimination, knock out or brew up.
- 610 VPs: Required victory margin.
Special Conditions
- When determining the Initiative, both Forces apply a +20 DRM. Each Force also applies a +10 DRM just in those cases where it won the Initiative the previous turn.
- The Staggered Initiative Rules (7.5) may be employed on a company-level basis.
- The Soviet Force may plot 2 Pre-Registered Points each for its Organic Medium and Heavy Batteries. One CLGP, one FASCAM, and two ICM fire missions are available.
- The Soviet Force may use Planned Artillery Fire for its Organic Batteries.
- If special ammo types are available, utilize Ammo Limits.
- If Morale Rules (7.1) are in effect, utilize the listed point information.
- Only the BAOR Force may employ the Hidden Unit Rules (7.2). A maximum of 5 Hidden Unit Markers may deploy.
- The Soviet battalion-level BHQ and ACRV FO each automatically receives a unique command. They are not considered part of the Tank or the Motor Rifle Companies. They are not counted as losses for reaching either company's Cohesion Point.
- If the Command Span Rules (7.43) are in effect, the BAOR CHQs hve a Command Span of 10 hexes. The Soviet CHQs have a Command Span of 8 hexes. The Soviet BHQ has a a Command Span of 10 hexes from the Soviet edge, until it enters the mapboard. Once it enters the mapboard, its Command Span is 20 hexes,
- The BAOR Force may exit up to 8 units from the BAOR edge. These units serve as part of the BAOR Holding Force in Scenario 30. Any units beyond the first 8 are not included.
- Both Forces may add Leaders (7.51) as desired.
- Requires MBT & BAOR
Order of Battle
BAOR Force: Elements of 3rd Armoured Division, Veteran [4,475]
Armoured Squadron (mixed): Veteran, Excellent, 21, CP-13 [4,475]
- Challenger 1 [BM-1B], CHQ: x2 @ 441
- Challenger 1 [BM-1B]: x3 @ 294
- Challenger 1 [BM-1B], 1x Mine Plow: x3 @ 294
- Challenger 1 [BM-1B]: x3 @ 294
- Spartan MCT [BM-3B2]: x2 @ 117
- Mech Infantry (MI) with L9A1 and LAW: x1 @ 56
- Heavy Mech Infantry (HMI) with LAW80: x3 @ 91
- Warrior [BM-6A]: x4 @ 96
Soviet Force: Elements of 6th Combined Arms Brigade, Veteran [7,699]
- T-80U [SM-1A], BHQ, K: x1 @ 516
- ACRV [SM-10B2], FO: x1 @ 56
- Artillery, Medium, Organic SP [SM-7A]: x1 @ 54
- Artillery, Heavy, Organic SP [SM-7A]: x1 @ 83
Tank Company (+): Veteran, Excellent, 23, CP-14 [4,232]
- T-80U [SM-1A], CHQ: x1 @ 442
- 2S1 [SM-16A]: x3 @ 96
- Infantry (FO, LD): x1 @ 32
- BMP-2 [SM-4B], K: x1 @ 96
- MT-55A AVLB [SM-7B]: x1 @ 76
- T-80U [SM-1A]: x3 @ 295
- T-80U [SM-1A]: x3 @ 295
- T-80U [SM-1A], 1x Mine Plow: x3 @ 295
- Heavy Motor Rifle (HMR) with Spigot and RPG-7V/D: x1 @ 150
- Motor Rifle (MR) with RPG-22: x2 @ 58
- BMP-2 [SM-4B]: x3 @ 96
- ZSU-23-4 Shilka [SM-12A]: x2 @ 56
Motor Rifle Company (+): Veteran, Excellent, 22, CP-13 [2,758]
- Artillery, Light, Attached [SM-7A]: x1 @ 66
- Heavy Motor Rifle (HMR), CHQ, with RPG-22: x1 @ 94
- BMP-2 [SM-4B]: x1 @ 96
- ACRV [SM-10B2], FO: x1 @ 56
- Infantry (Grouse): x2 @ 31
- BMP-2 [SM-4B]: x1 @ 96
- Heavy Motor Rifle (HMR) with Spigot and RPG-7V/D: x1 @ 150
- Motor Rifle (MR) with RPG-22: x2 @ 58
- BMP-2 [SM-4B]: x3 @ 96
- T-80U [SM-1A]: x4 @ 295
- Heavy Motor Rifle (HMR) with Spigot and RPG-7V/D: x1 @ 150
- Motor Rifle (MR) with RPG-22: x2 @ 58
- BMP-2 [SM-4B]: x3 @ 96
Note: the listed Soviet Tank Company elements sum to 4,255, not the printed total of [4,232]. The Soviet Motor Rifle Company elements sum to the printed [2,758]. Transcribed as printed.
Scenario 30: Many Bridges to Cross: Eastern FRG, 29 September 1987
Situation
Scenario 30 continues the action between the Soviet 6th Combined Arms Brigade and the British 33rd Armoured Brigade.
After breaking through the initial line of defense, the Soviets clash with elements from 3rd Armoured Division's reconnaissance regiment, the 16th/5th Queen's Royal Lancers, and reinforcements from 33rd Armoured Brigade.
Scenarios 29 and 30 may be linked together and played as a mini-campaign. In that case, utilize only the Victory Conditions from Scenario 30.
Map
Utilize maps 2, 5, 23 & 26.
Setup
- Conditions: Normal visibility. No adverse terrain.
- BAOR ...: Holding Force sets up first anywhere on maps 2, 5 and/or 23.
- BAOR ... (exited units): Exited units from Scenario 29, if any, enter the mapboard on Turn 0 (before any Turn 1 units) anywhere along the Soviet edge. Units are eligible for the Road movement bonus.
- BAOR ... (objective): All objective building hexes in Charlie-5 are under BAOR control at the start of the scenario whether occupied or unoccupied.
- Soviet ...: Force enters the mapboard on Turn 1 or any later turn anywhere along the Soviet edge. Units are eligible for the Road movement bonus.
- BAOR ... (Relief Force): Relief Force has the potential of arriving starting on Turn 8 based on the arrival table. Before the Initiative Phase of Turn 8, and each turn thereafter as necessary, the BAOR Force rolls (100). If the result falls within the listed range for that turn, any unit from the Relief Force may move on during the Movement Phases of that turn or any turn thereafter.
- BAOR ... (Relief entry): A second roll (100) is required to determine where the Relief Force enters. It must enter on the indicated Entry hex or adjacent to that hex. If entering on the Entry hex, units may do so at the Road movement rate.
Relief Force Arrival
| Turn | Range | VP Adjustment | Entry Hex | Range |
|---|---|---|---|---|
| 8-9 | 01-20 | -1,250 | 23B5 | 01-10 |
| 10-11 | 01-40 | -830 | 5B6 | 11-26 |
| 12-13 | 01-60 | No adjustment | 5F1 | 27-42 |
| 14-15 | 01-80 | +830 | 5Q0 | 43-58 |
| 16+ | 01-00 | +1,250 | 5BB1 | 59-74 |
Victory Conditions
- Length: 25 turns.
- 3,800 VPs: To the force that controls Charlie-5. To control Charlie-5, a force must occupy or be the last to occupy at least 15 of the 23 building hexes (or remaining rubble hexes) for a full turn. If a building hex is on fire, a force must occupy an adjacent hex. If neither side meets this requirement, these VPs are not awarded.
- VP Adjustment: Potential BAOR VP Adjustment based on the Relief Force's initial turn of arrival.
- Unit VPs: For elimination, knock out or brew up.
- 750 VPs: Required victory margin.
Special Conditions
- When determining the Initiative, both Forces apply a +20 DRM.
- The Staggered Initiative Rules (7.5) may be employed on a company-level basis.
- All Stone Building hexes are 3 stories high; Brick Building hexes are 2 stories high.
- The half-hexes along both long outer edges of the mapboard are impassable.
- The Streams on Map 2, 5 and 23 are impassable except at the Bridges or Ford hexes. Amphibious vehicles (7.34) may traverse.
- The Bridges on Maps 2, 5 and 23 may be destroyed by GP Fire (6.5.4.2.5). BAOR engineers may directly attack the Bridges (7.19). They have a GP Defense of 6.
- The AVLB Rules (7.49) are in effect. Its bridge may be destroyed (see above); its GP Defense is 6.
- The BAOR Force may plot 2 Pre-Registered Points for its Organic Heavy Battery. One FASCAM and two ICM fire missions are available.
- The Soviet Force may plot 2 Pre-Registered Points each for its Organic Medium and Heavy Batteries. One each CLGP and ICM fire missions are available.
- Both Forces may use Planned Artillery Fire for their Organic Batteries.
- If special ammo types are available, utilize Ammo Limits. The BAOR helicopters must utilize ammo limits.
- If Morale Rules (7.1) are in effect, utilize listed point information.
- Only the BAOR Force may employ the Hidden Unit Rules (7.2). A maximum of 4 Hidden Unit Markers may deploy.
- The Soviet BHQ and ACRV FO each automatically receives a unique command. They are not considered part of the Tank or the Motor Rifle Companies. They are not counted as losses for reaching either company's Cohesion Point.
- Both Forces subject to Disrupted Communications (7.42) at the Moderate level.
- If the Command Span Rules (7.43) are in effect, the BAOR CHQs have a Command Span of 10 hexes. The Soviet CHQs have a Command Span of 8 hexes. The Soviet BHQ has a a Command Span of 10 hexes from the Soviet edge, until it enters the mapboard. Once it enters the mapboard, its Command Span is 20 hexes,
Order of Battle
BAOR Force: Elements of 3rd Armoured Division, Veteran [8,326]
Holding Force
- Artillery, Heavy, Organic SP [BM-7A]: x1 @ 83
- Lynx AH.1 [BM-10A], Gunship, Select Weapons: x1 @ 189
- Gazelle AH.1 [BM-10B], FO (printed: 22, Low): x1 @ 244
Medium Reconnaissance Squadron (-): Veteran, Excellent, 22(10), CP-16 [2,323]
- Mech Infantry (MI) with Gustav and LAW: x1 @ 96
- Mech Infantry (MI) with LAW: x1 @ 51
- Lynx AH.1 [BM-10A] (printed: 22, Low): x2 @ 146
- Sultan [BM-6B], CHQ: x1 @ 42
- Ferret Mk.4 [BM-5A], FO: x1 @ 52
- Striker [BM-3A]: x2 @ 90
- Scimitar [BM-4B], Recon: x4 @ 105
- Mech Infantry (MI) with Recon and LAW: x4 @ 63
- Spartan [BM-3B1], Recon: x4 @ 58
- Mech Infantry (MI) with Engineer and LAW: x2 @ 63
- FV432 [BM-2A]: x2 @ 32
Note: the listed Medium Reconnaissance Squadron elements sum to 1,807; the printed squadron total [2,323] equals those elements plus the Holding Force. The printed force total [8,326] is not reproduced by the listed sections. Transcribed as printed.
Relief Force
Armoured Squadron (mixed): Veteran, Excellent, 19, CP-11 [4,271]
- Challenger 1 [BM-1B], CHQ: x2 @ 441
- Challenger 1 [BM-1B]: x3 @ 294
- Challenger 1 [BM-1B]: x3 @ 294
- Challenger 1 [BM-1B]: x3 @ 294
- Mech Infantry (MI) with L9A1 and LAW: x1 @ 56
- Heavy Mech Infantry (HMI) with Gustav and LAW: x3 @ 101
- Warrior [BM-6A]: x4 @ 96
The printed text before the stand-alone group reads: "Use the units listed below only if this scenario is played as a stand-alone action. These are the BAOR units that successfully exited from Scenario 29. These units retain the force structure as described in Scenario 29."
Armoured Squadron (mixed): Veteran, Excellent, 5, CP-3 [1,216]
- Challenger 1 [BM-1B], CHQ: x1 @ 441
- Challenger 1 [BM-1B]: x2 @ 294
- Heavy Mech Infantry (HMI): x1 @ 91
- Warrior [BM-6A]: x1 @ 96
Soviet Force: Elements of 6th Combined Arms Brigade, Veteran [6,770]
Printed text: "Utilize only those units that successfully exited the map from Scenario 29 and the Attached Light and two Organic SP batteries. The Heavy Battery has any remaining CLGP, FASCAM and ICM fire missions available. The Soviet Force retains the force structure as described in Scenario 29. If this scenario is played as a stand-alone action, utilize the units below as the Soviet Force. Its makeup assumes the Soviets were victorious in Scenario 29."
- T-80U [SM-1A], BHQ, K: x1 @ 516
- ACRV [SM-10B2], FO: x1 @ 56
- Artillery, Medium, Organic SP [SM-7A]: x1 @ 54
- Artillery, Heavy, Organic SP [SM-7A]: x1 @ 83
Tank Company (+): Veteran, Excellent, 17, CP-10 [3,580]
- T-80U [SM-1A], CHQ: x1 @ 442
- 2S1 [SM-16A]: x2 @ 96
- MT-55A AVLB [SM-7B]: x1 @ 76
- T-80U [SM-1A]: x2 @ 295
- T-80U [SM-1A]: x3 @ 295
- T-80U [SM-1A], 1x Mine Plow: x3 @ 295
- Heavy Motor Rifle (HMR) with Spigot and RPG-7V/D: x1 @ 150
- Motor Rifle (MR) with RPG-22: x1 @ 58
- BMP-2 [SM-4B]: x2 @ 96
- ZSU-23-4 Shilka [SM-12A]: x2 @ 56
Motor Rifle Company (+): Veteran, Excellent, 19, CP-11 [2,481]
- Artillery, Light, Attached [SM-7A]: x1 @ 66
- Heavy Motor Rifle (HMR), CHQ, with RPG-22: x1 @ 94
- BMP-2 [SM-4B]: x1 @ 96
- ACRV [SM-10B2], FO: x1 @ 56
- Infantry (Grouse): x1 @ 31
- BMP-2 [SM-4B]: x1 @ 96
- Heavy Motor Rifle (HMR) with Spigot and RPG-7V/D: x1 @ 150
- Motor Rifle (MR) with RPG-22: x2 @ 58
- BMP-2 [SM-4B]: x3 @ 96
- Motor Rifle (MR) with RPG-22: x2 @ 58
- BMP-2 [SM-4B]: x2 @ 96
- T-80U [SM-1A]: x4 @ 295
Note: the listed Soviet Tank Company elements sum to 3,582, not the printed total of [3,580]. Transcribed as printed.