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MBT: FRG

Expansion for MBT (Second Edition)

MBT: FRG Rulebook

Table of Contents

Table of Contents

  • Units
  • TO&Es
  • Terrain Features
    • Tracks
    • Airfield
    • Vehicle Movement
    • Destruction
    • Arming & Refueling
    • Supply Depot
    • Controlling Objectives
      • Twilight-14 (one-four)
      • Anvil-16 (one-six)
    • Turn Specific Objectives
  • Counters
    • Spot Small Arms
    • ATGM Dodge
    • NATO Target Acquisition Bonus
    • Helicopter Landed and Hover
    • VP Reference
  • 7.51 Leaders
    • 7.51.1 Leader Employment
    • 7.51.2 Leader Effects
      • General
      • AP and GP Combat
      • Close Assault and Hand-to-Hand Combat
      • Overrun Combat
      • Suppression
      • Morale
      • Spotting
      • IF Response
    • 7.51.3 Force Leaders
      • FRG
  • 7.52 Voluntary Bail Out
  • Parts Inventory
  • NATO (FRG) TO&E
    • GFM1: Panzer Brigade
    • GFM2: Panzergrenadier Brigade
    • GFM3: Panzer Reconnaissance Battalion
    • GFM4: Heavy Jäger Battalion
    • GFM5: Jäger Battalion
    • Artillery Battalions
  • FRG Unit Summary Chart
  • Soviet Unit Summary Chart
  • Scenarios
    • Scenario 11: First Moves Pt. 1: GDR Northeastern Border, 27 September 1987
    • Scenario 12: First Moves Pt. 2: GDR Northeastern Border, 27 September 1987
    • Scenario 13: Over Hill-and-Dale: Czech Southwestern Border, 27 September 1987
    • Scenario 14: Lightning Strike: Northeastern FRG, 27 September 1987
    • Scenario 15: Advance: Northeastern FRG, 28 September 1987
    • Scenario 16: Brothers-in-Arms: Northeast FRG, 29 September 1987
    • Scenario 17: Cityscape: Eastern FRG, 1 October 1987
    • Scenario 18: Storming the Breach: Southeastern FRG, 2 October 1987
    • Scenario 19: Dark Passage: Southeastern FRG, 3 October 1987
  • Map List

Units

[Counter illustrations in the playbook: Squads, Half Squads, HMG Section, Mortar Section, ATGM Section, MANPADS Section and Other Sections.]

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 West German organizations (brigades, regiments, and battalions) are provided for reference and for use in constructing scenarios. These organizations contain the military formations fielded by FRG'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

FRG introduces a number of new terrain elements and objective based situations.

Tracks

Track terrain represents the third tier of movement benefit after Roads and Paths. Hexes 11V4, 11V6, 13L6, 13W7, 15G9, and 15P2 are examples of Track terrain.

Vehicles do not possess a specific Track movement rate. Vehicles moving on a Track ignore the actual terrain costs in a hex expending only 1 of their Movement Speed Allowance for each hex entered (2 for reverse moves). Unlike Roads and Paths, vehicles are not required to start their move on a Track hex or to follow the route described by the Track for their entire move, or ending their move on a Track, but must enter a track hex and exit a track hex from a Track hexside to benefit.

Vehicle moves along a route that combines Track with Path and/or Road movement, use the Track rate for the entire move.

Tracks may be designated as narrow (see 7.30 Narrow Roads & Paths).

Airfield

Twilight-14 is the code name for the airfield located on mapboard 14. It is typical of non-urban, metropolitan airfields used as remote, temporary support for high performance fixed-wing aircraft and helicopters. It has two crossing runways, e.g., hex 14J4, with connecting taxiways, e.g., 14J5. Its main building is the control tower located in hex 14M6 with other support buildings, e.g., hangers, storage and maintenance, positioned around the airfield. The control tower hex is four stories high; the support building hexes are two stories high.

The wood buildings located along the road near the airfield, while not technically part of the airfield, are used for temporary housing and coordination when the airfield is in use for military operations. These building hexes are one story high.

Vehicle Movement

The runways and taxiways 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.

Destruction

Runways and taxiways are very difficult to damage to the point of putting them out of service. In game terms, the use of aircraft delivered anti-runway bombs is the only viable method.

The most notable weapon of this type is the French designed Durandal (named for a mythical French sword). In US service, in a somewhat altered form, it is designated the BLU-107/B. Other nations have similar weapons and delivery systems: Soviet KMGU, FRG STABO, and the UK JP233.

Anti-runway bombs are a type of high-drag (low altitude) iron bomb. Runways and taxiways hexes are attacked as terrain (see 6.5.4.4.3 Leg, Towed & Terrain Suppression & Effective Results). Both have GP Defense of 3. If Destroyed. Place a RUBBLE counter in the hex.

Arming & Refueling

Note that the following rules are not intended as a primer on aircraft operations and are therefore presented in a somewhat abstract form.

Scenarios may designate Twilight-14 for use as a arming and refueling (fixed-wing only) point for aircraft. Typically, damaged aircraft may not be repaired.

Land fixed-wing aircraft (exception to 6.7.2 Fixed-Wing Aircraft Movement – Flying) along either of the two runways. Land helicopters on any runway or taxiway hex.

To land, fixed-wing aircraft, must be at Slow Speed at Low Altitude. Technically, the UK's Harrier GR.3 (BAOR) may land like a helicopter, but it must then take off like a fixed-wing aircraft.

It takes three Air Phases to arm and refuel aircraft. For example, if one lands in the 2nd Air Phase of turn 10, it could again take off in the 2nd Air Phase of turn 11. There are adequate resources to manage any number of aircraft at the same time.

Scenarios may allow for alternate weapon loads.

Once refueled, fixed-wing aircraft reset their Loiter period (see 6.7.2.1 Fixed-Wing Aircraft Appearance & Loitering). They must take off at Slow Speed at Low Altitude along either of the two runways.

If a runway has a destroyed hex or hexes, fixed-wing aircraft must use the alternate runway. If both runways are destroyed, fixed-wing aircraft may not land or take off. Helicopters may land in undestroyed runway or taxiway hexes.

Landed fixed-wing aircraft may be attacked in the same manner as landed helicopters (see 6.7.9.2 Direct Fire and Landed Helicopters). In this case, the maximum GP Defense for all fixed-wing aircraft is 4.

Supply Depot

Anvil-16 is the code name for the supply depot located on mapboard 16. It is a typical staging area for POL (petrol, oil and lubricants), ammunition, rations, and other military stores. It could also represent a pre-positioned staging area for military vehicles and hardware.

The individual depot hexes, e.g., 16S5, 16U4, 16W8, are treated as Brick Buildings for all purposes. All hexes are two stories high.

Controlling Objectives

The scenarios included with FRG introduce some additional considerations for controlling objectives. Unless otherwise indicated in a Scenario's Special Conditions, utilize the following criteria for controlling objectives.

Twilight-14 (one-four)

Typically, to control the airfield, the control tower hex (14M6) 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 tower hex. Scenario 14 has Twilight-14 as its objective.

Anvil-16 (one-six)

Typically, to control the supply depot, all of the Level 1, 2 and 3 hexes making up Hill Δ 16.21 are completely free of opposing combat ground units (opposing aircraft do not exert control). Once this requirement is met, place the appropriate Control counter in any convenient hex on the hill. Scenario 16 has Anvil-16 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. Scenario 15 has a turn specific objective.

Counters

FRG 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 placed 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 (FRG, 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.

FRG

  • 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.
LeaderRank (English)Rank (German)
WeberCorporalOberstabsgefreiter
MeyerCorporalOberstabsgefreiter
RichterJr. SergeantUnteroffizier
BraunJr. SergeantUnteroffizier
SchwarzSergeantFeldwebel
ZimmermannSergeantFeldwebel
NeumannStaff SergeantOberfeldwebel
HartmannStaff SergeantOberfeldwebel

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.

LeaderRank (English)Rank (Russian)
LeonovJr. SergeantMladshiy Serzhant
PetrovJr. SergeantMladshiy Serzhant
KonevSergeantSerzhant
ZuyevSergeantSerzhant
DomninSr. SergeantStarshiy Serzhant
YeninSr. SergeantStarshiy Serzhant
YorlovSergeant MajorStarshina
VoroninSergeant MajorStarshina

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.
LeaderRank
HallCorporal
PerezCorporal
LeviSergeant
RobertsSergeant
RocheStaff Sergeant
ScottStaff Sergeant
OrtizSergeant 1st Class
SmithSergeant 1st Class
AdamsFirst Sergeant
JacksonFirst Sergeant
Bell2nd Lieutenant
Park2nd Lieutenant

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.

Parts Inventory

A complete package of FRG includes the following:

  • 1 Playbook
  • 4 double-sided geomorphic maps #11–#18
  • 11 Data Cards
  • 3 Counter sheets
  • 1 10-sided die

NATO (FRG) TO&E

The organizations below are listed as the playbook's charts print them, in the order of the charts. Numbers in parentheses are printed beside each element, and "or" is printed where an element is optional. Bracketed codes are the card designations printed on the charts (see the FRG Unit Summary Chart below).

GFM1: Panzer Brigade

  • Brigade HQ: (2) RHQ Mech Infantry Squad w/PzF44 [GM-8A], (1) Hvy Mech Infantry Squad w/PzF44 [GM-8A], (3) M113A1G [GM-3B1], (2) FO M113A1G AOP [GM-3B2]
  • (1) Organic Artillery: (1) or (2) Heavy Battery [GM-7A], (1) or (2) SP Super Heavy Battery [GM-7A]
  • (4) Reconnaissance Section: (2) Recon Luchs A2 [GM-4A]
  • (2) Panzer Pionier Platoon: (1) Engineer Heavy Mech Infantry Squad w/Milan & PzF44 [GM-8A], (2) Engineer Heavy Mech Infantry Squad w/PzF44 [GM-8A], (3) TPz Fuchs [GM-4B]
  • (1) Pionier Platoon: (1) Engineer Heavy Mech Infantry Squad w/Milan & PzF44 [GM-8A], (2) Engineer Heavy Mech Infantry Squad w/PzF44 [GM-8A], (3) Medium Truck [GM-6B2]
  • (3) Jagdpanzer Platoon: (4) Jaguar 1 [GM-5A]
  • (2) Air Defense Section: (2) Redeye Section [GM-8A], (2) Light Truck [GM-6B2]
  • (4) SP FlaK Section: (2) Gepard [GM-9A]
  • (0) or (1) Air Defense Section: (2) FlkRkPz 1 [GM-9B]
  • (0) or (1) Helicopter Attack Section: (1) PAH-1A1 [GM-11A], (1) FO Alouette II [GM-11B1]
  • (0) or (1) Helicopter Assault Section: (1) Mech Infantry Squad w/Milan & PzF44 [GM-8A], (1) Mech Infantry Squad w/PzF44 [GM-8A], (2) UH-1D Iroquois [GM-11B2]
  • (0) or (1) AVLB Section: (2) Biber AVLB [GM-7B]

Upper-left continuation of the chart (the Panzergrenadier Battalion elements from the right column of the previous page):

  • (2) Mortar Section: (3) M113A1G Panzermörser [GM-6A]
  • (3) Panzergrenadier Company: Company HQ: (1) CHQ Mech Infantry 1/2 Squad w/PzF44 [GM-8A], (1) Mech Infantry Squad w/PzF44 [GM-8A], (2) Marder 1A2 [GM-3A]
    • (3) PzGren Platoon: (1) Hvy Mech Infantry Squad w/PzF44 [GM-8A], (2) Hvy Mech Infantry Squad w/Milan & PzF44 [GM-8A], (3) Marder 1A2 [GM-3A]

Notes:

  • Panzer divisions field two panzer brigades. Panzergrenadier divisions field a single panzer brigade.
  • The Leopard 2A4 [GM-2B] may substitute for the Leopard 2A3 [GM-2A] in limited numbers. Tank battalions field the same tank-type.
  • Panzer brigades field the same model of tank throughout.
  • The Brigade HQ M113A1G AOPs [GM-3B2] are typically allocated to the battalion HQs.
  • Stinger-A [GM-8B] may substitute for Redeye [GM-8B] in limited numbers.
  • The recon, pionier, jagdpanzer, air-defense, flak, and if attached, the Roland Air-Defense and helicopter sections are typically allocated to the four battalions.

GFM2: Panzergrenadier Brigade

  • Brigade HQ: (2) RHQ Mech Infantry Squad w/PzF44 [GM-8A], (1) Hvy Mech Infantry Squad w/PzF44 [GM-8A], (3) M113A1G [GM-3B1], (1) FO M113A1G AOP [GM-3B2]
  • (1) Organic Artillery: (1) or (2) Heavy Battery [GM-7A], (1) or (2) SP Super Heavy Battery [GM-7A]
  • (4) Reconnaissance Section: (2) Recon Luchs A2 [GM-4A]
  • (2) Panzer Pionier Platoon: (1) Engineer Heavy Mech Infantry Squad w/Milan & PzF44 [GM-8A], (2) Engineer Heavy Mech Infantry Squad w/PzF44 [GM-8A], (3) TPz Fuchs [GM-4B]
  • (1) Pionier Platoon: (1) Engineer Heavy Mech Infantry Squad w/Milan & PzF44 [GM-8A], (2) Engineer Heavy Mech Infantry Squad w/PzF44 [GM-8A], (3) Medium Truck [GM-6B2]
  • (3) Jagdpanzer Platoon: (4) Jaguar 2 [GM-5B]
  • (2) Air Defense Section: (2) Redeye Section [GM-8A], (2) Light Truck [GM-6B2]
  • (4) SP FlaK Section: (2) Gepard [GM-9A]
  • (0) or (1) Air Defense Section: (2) FlkRkPz 1 [GM-9B]
  • (0) or (1) Helicopter Attack Section: (1) PAH-1A1 [GM-11A], (1) FO Alouette II [GM-11B1]
  • (0) or (1) Helicopter Assault Section: (1) Mech Infantry Squad w/Milan & PzF44 [GM-8A], (1) Mech Infantry Squad w/PzF44 [GM-8A], (2) UH-1D Iroquois [GM-11B2]
  • (0) or (1) AVLB Section: (2) Biber AVLB [GM-7B]

Continuation of GFM2 (the platoon of the Panzergrenadier Company listed above, then the remaining battalions):

  • (3) PzGren Platoon (of the GFM2 (1) Panzergrenadier Company): (1) Hvy Mech Infantry Squad w/PzF44 [GM-8A], (2) Hvy Mech Infantry Squad w/Milan & PzF44 [GM-8A], (3) M113A1G [GM-3B1]
  • (1) Composite Panzergrenadier Battalion: Battalion HQ: (2) BHQ Mech Infantry Squad w/PzF44 [GM-8A], (2) Marder 1A2 [GM-3A], (2) FO M113A1G AOP [GM-3B2]
    • (1) Attached Artillery: (1) SP Heavy Battery [GM-7A]
    • (1) Panzer Company: Company HQ: (1) CHQ Leopard 1A4 [GM-1A]
      • (3) Panzer Platoon: (4) Leopard 1A4 [GM-1A]
    • (2) Panzergrenadier Company: Company HQ: (1) CHQ Mech Infantry 1/2 Squad w/PzF44 [GM-8A], (1) Mech Infantry Squad w/PzF44 [GM-8A], (2) Marder 1A2 [GM-3A]
      • (3) PzGren Platoon: (1) Hvy Mech Infantry Squad w/PzF44 [GM-8A], (2) Hvy Mech Infantry Squad w/Milan & PzF44 [GM-8A], (3) Marder 1A2 [GM-3A]
  • (1) Panzer Battalion: Battalion HQ: (2) BHQ Leopard 1A4 [GM-1A], (1) FO M113A1G AOP [GM-3B2]
    • (1) Attached Artillery: (1) SP Heavy Battery [GM-7A]
    • (2) Reconnaissance Section: (2) Recon Section [GM-8A], (2) Iltis [GM-6B1], (2) Recon Motorcycle Section [GM-8A]
    • (3) Panzer Company: Company HQ: (1) CHQ Leopard 1A4 [GM-1A]

Notes:

  • Panzergrenadier divisions field two panzergrenadier brigades. Panzer divisions field a single panzergrenadier brigade.
  • The Leopard 1A5 [GM-1B] may substitute for the Leopard 1A4 [GM-1A] in limited numbers.
  • Panzergrenadier brigades field the same model of tank throughout.
  • The Brigade HQ M113A1G AOPs [GM-3B2] are typically allocated to the battalion HQs.
  • Stinger-A [GM-8B] may substitute for Redeye [GM-8B] in limited numbers.
  • The recon, pionier, jagdpanzer, air-defense, flak, and if attached, the Roland Air-Defense and helicopter sections are typically allocated to the four battalions.

GFM3: Panzer Reconnaissance Battalion

  • Battalion HQ: (1) BHQ Leopard 1A4 [GM-1A], (1) BHQ Mech Infantry Squad w/PzF44 [GM-8A], (1) TPz Fuchs [GM-4B], (1) FO M113A1G AOP [GM-3B2]
  • (1) Organic Artillery: (0) or (1) Heavy Battery [GM-7A], (0) or (1) SP Super Heavy Battery [GM-7A]
  • (2) Heavy Panzer Recon Company: Company HQ: (1) CHQ Leopard 1A4 [GM-1A]
    • (3) Panzer Platoon: (4) Leopard 1A4 [GM-1A]
  • (1) Mixed Recon Panzer Company: Company HQ: (1) CHQ Leopard 1A4 [GM-1A]
    • (2) Panzer Platoon: (4) Leopard 1A4 [GM-1A]
    • (2) Recon Platoon: (4) Recon Luchs [GM-4A]
  • Recon Grenadier Company: Company HQ: (1) CHQ Mech Infantry 1/2 Squad w/PzF44 [GM-8A], (1) Mech Infantry Squad w/PzF44 [GM-8A], (2) TPz Fuchs [GM-4B]
    • (3) Recon Grenadier Platoon: (1) Recon Hvy Mech Infantry Squad w/PzF44 [GM-8A], (2) Recon Hvy Mech Infantry Squad w/Milan & PzF44 [GM-8A], (3) Recon TPz Fuchs [GM-4B]

Notes:

  • Panzer and panzer grenadier divisions each field a single panzer reconnaissance battalion.
  • The Leopard 1A5 [GM-1B] may substitute for the Leopard 1A4 [GM-1A] in limited numbers.

GFM4: Heavy Jäger Battalion

  • Battalion HQ: (2) BHQ Mech Infantry Squad w/PzF44 [GM-8A], (2) M113A1G [GM-3B1]
  • (3) Reconnaissance Section: (2) Recon Section [GM-8A], (2) Iltis [GM-6B1], (2) Recon Motorcycle Section [GM-8A]
  • (1) Mortar Section: (3) M113A1G Panzermörser [GM-6A], (1) FO M113A1G AOP [GM-3B2]
  • (3) Heavy Jäger Company: Company HQ: (1) CHQ Mech Infantry 1/2 Squad w/PzF44 [GM-8A], (2) Milan Section [GM-8A], (2) M113A1G [GM-3B1]
    • (3) Heavy Jäger Platoon: (3) Hvy Mech Infantry Squad w/PzF44 [GM-8A], (3) M113A1G [GM-3B1]

Notes:

  • Panzer and panzer grenadier divisions each field a single heavy jäger battalion.

GFM5: Jäger Battalion

  • Battalion HQ: (2) BHQ Mech Infantry Squad w/PzF44 [GM-8A], (2) Medium Truck [GM-6B2]
  • (3) Reconnaissance Section: (2) Recon Section [GM-8A], (2) Iltis [GM-6B1], (2) Recon Motorcycle Section [GM-8A]
  • (1) Mortar Platoon: (3) 120mm K6 Mortar Section [GM-8A], (3) Medium Truck [GM-6B2], (1) FO Section [GM-8A], (1) Iltis [GM-6B1]
  • (3) Jäger Company: Company HQ: (1) CHQ Mech Infantry 1/2 Squad w/PzF44 [GM-8A], (1) Light Truck [GM-6B2], (2) Milan Section [GM-8A], (2) HMG Section [GM-8A], (2) Medium Truck [GM-6B2]
    • (3) Jäger Platoon: (3) Hvy Mech Infantry Squad w/PzF44 [GM-8A], (3) Medium Truck [GM-6B2]

Notes:

  • Panzer and panzer grenadier divisions each field a single jäger battalion.

Artillery Battalions

  • Light Artillery Battalion: (6) SP* Organic Light Battery [GM-7A]
  • Medium Artillery Battalion: (6) SP* Organic Medium Battery [GM-7A]
  • Heavy Artillery Battalion: (6) SP* Organic Heavy Battery [GM-7A]
  • Super Heavy Artillery Battalion: (4) SP Organic Super Heavy Battery [GM-7A]

Notes:

  • All fielded as assets in panzer and panzer grenadier divisions. SP* (self-propelled) batteries also fielded as towed batteries.

FRG Unit Summary Chart

UnitCardEliteVeteranSeasonedRegularsGreenRaw
Artillery, Counter BatteryGM-7A------50---------
Artillery, Light BatteryGM-7A------40---------
Artillery, Medium BatteryGM-7A------54------

Soviet Unit Summary Chart

UnitCardEliteVeteranSeasonedRegularsGreenRaw
2S1SM-16A1209680644024
2S3SM-16B13510890724527
9K22 TunguskaSM-12B1189479633923

Scenarios

Each scenario lists its Situation, Map, Special Conditions, Setup, Forces and Victory Conditions, in the order the playbook prints them. Where a force list prints two point values (for example 91/109), they are the listed and alternative values per unit; the scenario's Special Conditions state which applies.

Scenario 11: First Moves Pt. 1: GDR Northeastern Border, 27 September 1987

Situation

The Soviet 248th Guards Motor Rifle Regiment surges across the border as two Guards Tank Divisions of the 3rd Combined Arms Army clash with the FRG I Corps.

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 1, 11 & 17

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 3 Hidden Unit Markers.
  • If the Command Span Rules (7.43) are in effect, both CHQs have a Command Span of 10 hexes.
  • Both Forces may add Leaders (7.51) as desired.
  • Requires MBT & FRG

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 bridges nor ford objectives at the start of the scenario.

Victory Conditions

  • Length: 15 turns
  • 90 VPs: To the force that controls each of the 5 Bridge hexes, 17F3, 17F9, 17M6, 17Q5 and 17Z6. 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.
  • 45 VPs: To the force that controls each of the 2 Ford hexes 17C7 and 17U5. To control a Ford 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.
  • 135 VPs: Required victory margin.

Forces

FRG Force: Elements of 11th Panzergrenadier Division, Seasoned [1,358]

  • Panzer Company (-): Seasoned, Excellent, 9, CP-5 [1,358]
    • Leopard 1A4 (CHQ), 7T 9-14: x1, 214 points
    • Leopard 1A4, 7T 9-14: x4, 143 points each
    • Leopard 1A4, 7T 9-14: x4, 143 points each

Soviet Force: Elements of 248th Guards Motor Rifle Regiment, Seasoned [1,368]

  • Tank Company (-): Seasoned, Excellent, 8, CP-5 [1,368]
    • T-62MV (CHQ), 5T 7-11: x1, 241 points
    • T-62MV, 5T 7-11: x4, 161 points each
    • T-62MV, 5T 7-11: x3, 161 points each

Scenario 12: First Moves Pt. 2: GDR Northeastern Border, 27 September 1987

Situation

The Soviet 248th Guards Motor Rifle Regiment surges across the border as two Guards Tank Divisions of the 3rd Combined Arms Army clash with the FRG I Corps.

This variation on Scenario 11 is designed for play after reviewing the Advanced Rules. It adds ATGMs, and leg and towed units to the original situation.

Map: Utilize maps 1, 11 & 17

Special Conditions

  • When determining the Initiative, no Force Grade modifiers apply.
  • The Stream is impassable except at the Bridges or Ford hexes. Amphibious vehicles (7.34) may traverse.
  • 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, the FRG CHQ has a Command Span of 10 hexes; the Soviet CHQ has a Command Span of 9 hexes.
  • Both Forces may add Leaders (7.51) as desired.
  • Requires MBT & FRG

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 bridges nor ford objectives at the start of the scenario.

Victory Conditions

  • Length: 15 turns
  • 120 VPs: To the force that controls each of the 5 Bridge hexes, 17F3, 17F9, 17M6, 17Q5 and 17Z6. 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.
  • 60 VPs: To the force that controls each of the 2 Ford hexes 17C7 and 17U5. To control a Ford 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.
  • 185 VPs: Required victory margin.

Forces

FRG Force: Elements of 11th Panzergrenadier Division, Seasoned [1,844]

  • Panzergrenadier Company (mixed): Seasoned, Excellent, 17, CP-10 [1,844]
    • Group A (boxed):
      • CHQ MI, PzF44: x1, 78 points
      • M113A1G, 6TA 8-13: x1, 40 points
      • Leopard 1A4, 7T 9-14: x3, 143 points each
      • Leopard 1A4, 7T 9-14: x3, 143 points each
      • Leopard 1A4, 7T 9-14: x3, 143 points each
    • Group B (boxed):
      • HMI, PzF44: x1, 63 points
      • HMI, Milan & PzF44: x2, 128 points each
      • M113A1G, 6TA 8-13: x3, 40 points each

Soviet Force: Elements of 248th Guards Motor Rifle Regiment, Seasoned [1,831]

  • Tank Company (mixed): Seasoned, Excellent, 16, CP-10 [1,831]
    • T-62MV (CHQ), 5T 7-11: x1, 241 points
    • T-62MV, 5T 7-11: x4, 161 points each
    • T-62MV, 5T 7-11: x3, 161 points each
    • Group (boxed):
      • MR, Saxhorn & RPG-22: x1, 89 points
      • MR, RPG-22: x1, 49 points
      • HMR, RPG-22: x1, 53 points
      • Spigot: x1, 64 points
      • BTR-70, 7WA 11-16: x4, 52 points each

Scenario 13: Over Hill-and-Dale: Czech Southwestern Border, 27 September 1987

Situation

The Soviet 30th Guards Motor Rifle Division leads the Soviet advance across the border as the lead element against the FRG II Corps. Of the Central Front's five divisions, it and the 15th Guards Tank Division are advancing along a narrow corridor to drive a wedge between the West German forces and the US VII Corps to the north.

Map: Utilize maps 7 & 13

[Playbook diagram: map 7 is placed above map 13, with the FRG Edge on the left and the Soviet Edge on the right.]

Special Conditions

  • When determining the Initiative, the FRG Force applies a +20 DRM.
  • If special ammo types are available, utilize Ammo Limits.
  • For Turns 1-3, FRG vehicles apply a -20 modifier when searching for hull down positions.
  • If Morale Rules (7.1) are in effect, the Soviet Force utilizes the listed point information; the FRG Force utilizes the alternative point information. Utilize the alternative VPs.
  • Only the FRG Force may employ the Hidden Unit Rules (7.2). A maximum of 4 Hidden Unit Markers may deploy.
  • If the Command Span Rules (7.43) are in effect, the FRG CHQ has a Command Span of 9 hexes; the Soviet CHQ has a Command Span of 6 hexes.
  • The FRG Force may employ Quickdraw (7.44).
  • Both Forces may add Leaders (7.51) as desired.
  • Requires MBT & FRG

Setup

  • Conditions: Normal visibility. No adverse terrain.
  • FRG ...: Force sets up first anywhere on maps 7 and/or 13 at least 5 hexes from the Soviet edge.
  • Soviet ...: Tank Company enters the mapboard on Turn 1 with up to 18 units anywhere along the Soviet edge. The remaining units enter on Turn 2 anywhere along the Soviet edge. Units are eligible for the Road movement bonus.

Victory Conditions

  • Length: 15 turns
  • Unit VPs: To the FRG Force for each operational Soviet unit that fails to exit from the FRG Edge.
  • Unit VPs: To the Soviet Force for up to the first 14 units that exit from the FRG Edge.
  • Unit VPs: For elimination, knock out or brew up.
  • 330/355 VPs: Required victory margin.

Forces

Where two point values are printed (for example 91/109), they are the listed and alternative values per unit, as the force list prints them; Special Conditions state which Force uses which.

FRG Force: Elements of 10th Panzer Division, Veteran [2,443/2,923]

  • Heavy Jäger Company (mixed): Veteran, Outstanding, 22, CP-15 [2,443/2,923]
    • Group A (boxed):
      • CHQ MI, PzF44: x1, 91/109 points
      • M113A1G, 6TA 8-13: x1, 48/57 points
      • M113A1G Panzermörser, Gw-6A 405: x1, 64/76 points
      • Milan: x2, 91/109 points each
      • M113A1G, 6TA 8-13: x1, 48/57 points
    • Group B (boxed):
      • HMI, PzF44: x3, 75/90 points each
      • M113A1G, 6TA 8-13: x3, 48/57 points each
    • Group C (boxed):
      • HMI, PzF44: x3, 75/90 points each
      • M113A1G, 6TA 8-13: x3, 48/57 points each
    • Leopard 2A4, 8T 10-16 (+5): x4, 318/381 points each

Soviet Force: Elements of 30th Guards Tank Regiment, Seasoned [4,183]

  • Tank Company (+): Seasoned, Excellent, 36, CP-22 [4,183]
    • Group A (boxed):
      • T-64BV (CHQ), 6T 8-13: x1, 304 points
      • 2S3, 6T 8-13: x3, 90 points each
      • ZSU-23-4, 5T 7-11: x2, 47 points each
    • T-64BV, 6T 8-13: x3, 203 points each
    • T-64BV, 6T 8-13: x3, 203 points each
    • T-64BV, 6T 8-13: x3, 203 points each
    • T-64BV, 6T 8-13: x3, 203 points each
    • Group B (boxed):
      • MR, Saxhorn & RPG-22: x1, 89 points
      • MR, RPG-22: x1, 49 points
      • HMR, RPG-22: x1, 53 points
      • BMP-1P, 7TA 9-14: x3, 66 points each
    • Group C (boxed):
      • MR, RPG-22: x3, 49 points each
      • BMP-1P, 7TA 9-14: x3, 66 points each
    • Group D (boxed):
      • MR, RPG-22: x3, 49 points each
      • BMP-1P, 7TA 9-14: x3, 66 points each

Scenario 14: Lightning Strike: Northeastern FRG, 27 September 1987

Situation

Forward elements of the Soviet force are tasked with neutralizing dispersed NATO air assets assigned to various airfields. One, codenamed Twilight-14, is to be captured by Soviet helicopter assets and then occupied by follow-on ground units from the 12th Guards Tank Division's 332nd Guards Tank Regiment.

Defensive and mobile elements of the FRG 1st Panzer Division, located in I Corps' sector, are positioned to blunt the attack.

Map: Utilize maps 4, 9, 14, & 18

[Playbook diagram: maps 4, 9, 14 and 18, with the FRG Edge on the left and the Soviet Edge on the right.]

Special Conditions

  • When determining the Initiative, both Forces apply a +20 DRM. Once its Reinforcement Force arrives, 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.
  • Once the FRG Relief or the Soviet Reinforcement Force arrives, on subsequent turns, the other Force applies a -10 DRM when determining arrival.
  • The Staggered Initiative Rules (7.5) may be employed on a company-level basis.
  • The half-hexes along both long outer edges of the mapboard are impassable.
  • The Stream is passable throughout its length.
  • If special ammo types are available, utilize Ammo Limits. The Soviet helicopters must utilize ammo limits.
  • If Morale Rules (7.1) are in effect, utilize the listed point information.
  • Only the FRG Force may employ the Hidden Unit Rules (7.2). A maximum of 4 Hidden Unit Markers may deploy.
  • If the Command Span Rules (7.43) are in effect, all CHQs have a Command Span of 10 hexes.
  • The FRG Force may employ Quickdraw (7.44).
  • Both Forces may add Leaders (7.51) as desired.
  • Requires MBT & FRG

Setup

  • Conditions: Normal visibility. No adverse terrain.
  • FRG ...: Holding Force sets up first anywhere on maps 4, 9 and/or 14.
  • The objective, Twilight-14, is under FRG control at the start of the scenario whether occupied or unoccupied.
  • Soviet ...: Assault ground Force enters the mapboard on turn 1 anywhere along the Soviet edge. Units are eligible for the Road movement bonus.
  • Assault helicopter Force enters the mapboard on turn 1 anywhere along any outer edge of map 18.
  • FRG ...: 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 FRG Force rolls (100). If the result falls within the listed range for that turn, any unit from the Relief Force may move during the Movement Phase of that turn or any thereafter. 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/Path movement bonus.
  • Soviet ...: Reinforcement 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 Soviet Force rolls (100). If the result falls within the listed range for that turn, any unit from the Reinforcement Force may move during the Movement Phase of that turn or any turn thereafter. A second roll (100) is required to determine where the Reinforcement 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.

Victory Conditions

  • Length: 20 turns
  • 2,800 VPs: To the force that controls Twilight-14. To control the airfield, a force must occupy or be the last to occupy hex 14M6 (or remaining rubble hex); if it is on fire, a force must occupy an adjacent hex for a full turn at the same time all hexes within hex columns 14H through and including 14S are free of opposing combat ground units.
  • VP Adjustment: Potential FRG and/or Soviet VP Adjustment based on the Relief and Reinforcement Forces' initial turn of arrival.
  • Unit VPs: For elimination, knock out or brew up.
  • 470 VPs: Required victory margin.

Forces

FRG Force: Elements of 1st Panzer Division, Veteran [4,211]

Holding Force

  • Advance Company (mixed): Veteran, Excellent, 15, CP-9 [1,823]
    • Group A (boxed):
      • CHQ MI, PzF44: x1, 78 points
      • Iltis, 10W 18-27 (-10): x1, 5 points
      • Gepard, 7T 9-14: x1, 108 points
      • FlkRkPz 1, 7T 9-14: x1, 49 points
      • Redeye: x1, 27 points
    • Group B (boxed):
      • HMI, PzF44: x1, 75 points
      • HMI, Milan & PzF44: x2, 153 points each
    • Group C (boxed):
      • HMI, PzF44: x1, 75 points
      • HMI, Milan & PzF44: x2, 153 points each
    • Jaguar 2, 7T 10-16: x2, 91 points each
    • Leopard 1A5, 7T 9-14: x3, 204 points each

Relief Force

  • Panzer Company (-): Veteran, Excellent, 11, CP-7 [2,388]
    • Leopard 2A4 (CHQ), 8T 10-16 (+5): x1, 477 points
    • Leopard 2A4, 8T 10-16 (+5): x4, 318 points each
    • Group (boxed):
      • HMI, PzF44: x1, 75 points
      • HMI, Milan & PzF44: x2, 153 points each
      • Marder 1A2, 7T 9-14: x3, 86 points each

Relief Force Arrival

TurnRangeVP AdjustmentEntry HexRange
8-901-20-6309B501-20
10-1101-40-4209F121-40
12-1301-60No adjustment9Q041-60
14-1501-80+4209BB161-80
16+01-00+6309FF681-00

Soviet Force: Elements of 332nd Guards Tank Regiment, Veteran/Seasoned [5,192]

Assault Force

  • Recon Company (mixed): Veteran, Excellent, 23(11), CP-14 [2,908]
    • Group A (boxed):
      • Mi-24 (Hind-E), Standard Weapons: x1, 201 points
      • MR, Saxhorn & RPG-22: x2, 106 points each
      • HMR, RPG-22: x2, 63 points each
      • MR, RPG-22: x2, 58 points each
      • Mi-8T, NOE: x2, 146 points each
    • Group B (boxed):
      • CHQ, RPG-22: x1, 60 points
      • BRDM-2, 8WA 14-20 (-5): x1, 49 points
    • Group C (boxed):
      • Elite Recon Infantry, RPG-22: x3, 75 points each
      • BRDM-2, Elite Recon: x3, 91 points each
      • T-72AV, 7T 9-14: x3, 220 points each
    • Group D (boxed):
      • MR, Recon, Saxhorn & RPG-22: x1, 159 points
      • MR, Recon, RPG-22: x1, 87 points
      • HMR, Recon, RPG-22: x1, 94 points
      • BMP-1P, Recon, 7TA 9-14: x3, 118 points each

Reinforcement Force

  • Tank Company (+): Seasoned, Excellent, 13, CP-8 [2,284]
    • T-80BV (CHQ), 8T 10-16 (+5): x1, 307 points
    • T-80BV, 8T 10-16 (+5): x3, 205 points each
    • T-80BV, 8T 10-16 (+5): x3, 205 points each
    • T-80BV, 8T 10-16 (+5): x3, 205 points each
    • BRDM-2 ATGM (Spandrel), 8WA 14-20 (-5): x3, 44 points each

Reinforcement Force Arrival

TurnRangeVP AdjustmentEntry HexRange
8-901-20-78018B501-20
10-1101-40-52018F1021-40
12-1301-60No adjustment18Q1041-60
14-1501-80+52018BB1061-80
16+01-00+78018FF681-00

Scenario 15: Advance: Northeastern FRG, 28 September 1987

Situation

Preserving the esprit-de-corps of its WWII namesake, Panzer Lehr springs into action on the second day of the war. Now just a panzer brigade as part of the 3rd Panzer Division, it is tasked with reinforcing the forces in the Dutch I Corps sector.

Fighting a limited holding action against the 16th Guards Tank Division's 67th Guards Tank Regiment, Panzer Lehr is challenged with forcing contact while maintaining control in the heavily wooded terrain.

Map: Utilize maps 1, 13 & 15

[Playbook diagram: map 13 above map 1, with map 15 to the right; the Soviet Edge is on the left and the FRG Edge is on the right.]

Special Conditions

  • When determining the Initiative, the FRG Force applies a +20 DRM. The Soviet Force 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 basis.
  • All Stone Building hexes are 3 stories high; Brick Building hexes are 2 stories high.
  • The FRG Force may plot 2 Pre-Registered Points for just its Attached Heavy Battery. One FASCAM and two ICM fire missions are available.
  • The Soviet Force may plot 2 Pre-Registered Points for just 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, the Soviet Force utilizes the listed point information and adds the additional forces; the FRG Force utilizes the alternative point information. Utilize the alternative VPs.
  • Only the FRG 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, all CHQs have a Command Span of 9 hexes.
  • The FRG Force may employ Quickdraw (7.44).
  • Both Forces may add Leaders (7.51) as desired.
  • Requires MBT & FRG

Setup

  • Conditions: Normal visibility. No adverse terrain.
  • FRG ...: Force sets up first anywhere on Maps 1, 13 and/or 15 at least 5 hexes from the Soviet edge.
  • All objective building hexes in Alpha-1 and Juliet-15 are under FRG 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/Path movement bonus.

Victory Conditions

  • Length: 20 turns
  • 700/800 VPs: To the force that controls Alpha-1 on turn 12. To control Alpha-1, a force must occupy or be the last to occupy at least 5 of the 8 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.
  • 1,300/1,500 VPs: To the force that controls Juliet-15. To control Juliet-15, a force must occupy or be the last to occupy at least 11 of the 17 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.
  • 405/475 VPs: Required victory margin.

Special Conditions, Continued

  • The FRG Force may employ Quickdraw (7.44).
  • Both Forces may add Leaders (7.51) as desired.
  • Requires MBT & FRG

Forces

FRG Force: Elements of 3rd Panzer Division, Veteran [3,475/4,137]

  • Panzergrenadier (Lehr) Company (+): Veteran, Outstanding, 25(23), CP-18 [3,475/4,137]
    • Attached SP Heavy Artillery: x1, 124/124 points
    • Group A (boxed):
      • CHQ MI, PzF44: x1, 91/109 points
      • Marder 1A2, 7T 9-14: x1, 86/103 points
      • M113A1G AOP (FO), 6T 8-13: x1, 72/86 points
      • MI, PzF44: x1, 70/84 points
      • Marder 1A2, 7T 9-14: x1, 86/103 points
    • Luchs A2, 9WRA 12-18 (Elite, Recon): x2, 135/162 points each
    • Jaguar 2, 7T 10-16: x2, 91/109 points each
    • Group B (boxed):
      • HMI, PzF44: x1, 75/90 points
      • HMI, Milan & PzF44: x2, 153/183 points each
      • Marder 1A2, 7T 9-14: x3, 86/103 points each
    • Group C (boxed):
      • HMI, PzF44: x1, 75/90 points
      • HMI, Milan & PzF44: x2, 153/183 points each
      • Marder 1A2, 7T 9-14: x3, 86/103 points each
    • Leopard 2A3, 8T 10-16 (+5): x4, 304/364 points each

Soviet Force: Elements of 67th Guards Tank Regiment, Seasoned [4,616/5,362]

  • Artillery, Organic SP Heavy: x1, 83 points
  • Tank Company (+): Seasoned, Excellent, 18, CP-11 [2,858]
    • Group A (boxed):
      • T-72BA (CHQ), 6T 8-13: x1, 331 points
      • FO LD (infantry): x1, 27 points
      • BMP-2, 7TA 9-14: x1, 80 points
    • T-72BA, 6T 8-13: x3, 221 points each
    • T-72BA, 6T 8-13: x3, 221 points each
    • T-72BA, 1x Mine Plow, 6T 8-13: x3, 221 points each
    • Group B (boxed):
      • MR, Saxhorn & RPG-22: x1, 89 points
      • MR, RPG-22: x1, 49 points
      • HMR, RPG-22: x1, 53 points
      • BMP-2, 7TA 9-14: x3, 80 points each
  • Motor Rifle Company (+): Seasoned, Excellent, 17 [1,758]
    • Artillery, Light, Attached: x1, 66 points
    • Group C (boxed):
      • HMR (CHQ), RPG-22: x1, 79 points
      • BMP-2, 7TA 9-14: x1, 80 points
    • Group D (boxed):
      • MR, Saxhorn & RPG-22: x1, 89 points
      • HMR, RPG-22: x2, 53 points each

Soviet Additional Force (used when Morale Rules are in effect): [Additional] Motor Rifle Company (+): Seasoned, Excellent, 20, CP-12 [/2,421]

  • T-72BA, 6T 8-13: x3, 221 points each

Source note: the playbook prints only this one unit line for the additional company (page 27), although the company is listed as 20 units and 2,421 points. No further units are printed for it in the playbook, and none have been added here.

Scenario 16: Brothers-in-Arms: Northeast FRG, 29 September 1987

Situation

With the Bundeswehr finally off its heels, the FRG 7th Westphalian Panzer Division, "Spearhead of the German Army," is ordered forward to cover US III Corps' staging areas as elements of the US 2nd Armored Division (Forward) move to reinforce.

NATO air assets look to disrupt the Soviet 21st Guards Tank Division as it pushes forward to wrest control of the key objective, Anvil-16, from the combined NATO force.

Map: Utilize maps 2, 3, & 16

[Playbook diagram: map 16 at the top left, map 2 at the top right and map 3 below, with the FRG Edge on the left and the Soviet Edge on the right.]

Special Conditions

  • When determining the Initiative, the NATO Force applies a +20 DRM.
  • The Stream is impassable except at the Bridges or Ford hexes. Amphibious vehicles (7.34) may traverse.
  • The Bridges on Maps 2 and 3 may be destroyed by GP Fire (6.5.4.2.5). FRG engineers may directly attack the Bridges (7.19). The Bridges on Map 2 have a GP Defense of 6; the Bridges on Map 3 have a GP Defense of 5.
  • The AVLB Rules (7.49) are in effect. Its bridge may be destroyed (see above); its GP Defense is 6.
  • The Staggered Initiative Rules (7.5) may be employed on a company-level basis.
  • If special ammo types are available, utilize Ammo Limits.
  • If Morale Rules (7.1) are in effect, utilize the listed point information.
  • Only the NATO Force may employ the Hidden Unit Rules (7.2). A maximum of 4 Hidden Unit Markers may deploy.
  • If the Command Span Rules (7.43) are in effect, NATO CHQs have a Command Span of 10 hexes. The Soviet CHQs have a Command Span of 9 hexes.
  • Both Forces may add Leaders (7.51) as desired.
  • Requires MBT & FRG

Setup

  • Conditions: Normal visibility. No adverse terrain.
  • FRG ...: Force sets up first anywhere on maps 2, 3, and/or 16 at least 5 hexes from the Soviet edge.
  • Anvil-16 is under NATO control at the start of the scenario whether occupied or unoccupied.
  • Soviet ...: Force enters the mapboard on turn 1 with one company and on turn 2 with the remaining company anywhere along the Soviet edge. Units are eligible for the Road movement bonus.
  • US ...: 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 NATO 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 the Movement Phase of any turn thereafter. 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 movement bonus.
  • Relief helicopter Force may enter the mapboard anywhere along any outer edge of map 16.

Victory Conditions

  • Length: 20 turns
  • 2,580 VPs: To the force that controls Anvil-16. To control the Supply Depot, a force must occupy or be the last to occupy, for a full turn, Hill Δ 16.21 free of opposing ground units. If neither side meets this requirement, these VPs are not awarded.
  • VP Adjustment: Potential NATO VP Adjustment based on the Relief Force's initial turn of arrival.
  • Unit VPs: For elimination, knock out or brew up.
  • 430 VPs: Required victory margin.

Forces

NATO Force: Elements of 7th Panzer Division & Elements of 2nd Armored Division, Veteran [4,573]

FRG Holding Force

  • Tornado IDS, Add Loadout: x1, 147 points
  • Panzergrenadier Company (-): Veteran, Excellent, 16, CP-10 [1,892]
    • Group A (boxed):
      • CHQ MI, PzF44: x1, 91 points
      • Marder 1A2, 7T 9-14: x1, 86 points
    • Group B (boxed):
      • HMI, PzF44: x1, 75 points
      • HMI, Milan & PzF44: x2, 153 points each
      • Marder 1A2, 7T 9-14: x3, 86 points each
    • Leopard 1A5, 7T 9-14: x4, 204 points each
    • Group C (boxed):
      • HMI, Engineer & PzF44: x2, 93 points each
      • TPz Fuchs, 9WA 14-21: x2, 37 points each

US Relief Force

  • AH-64A Apache, Standard Weapons: x1, 252 points
  • Mechanized Infantry Company (-): Veteran, Excellent, 14, CP-8 [2,282]
    • Group A (boxed):
      • MI (CHQ), LAW: x1, 63 points
      • M2A1 Bradley, 7TA 9-15 (+5): x1, 133 points
    • Group B (boxed):
      • MI, LAW: x2, 51 points each
      • HMI, Dragon & LAW: x2, 120 points each
      • M2A1 Bradley, 7TA 9-15 (+5): x4, 133 points each
    • M1A1 Abrams, 7T 9-14 (+5): x4, 303 points each

Relief Force Arrival

TurnRangeVP AdjustmentEntry HexRange
6-701-10-68016A501-20
8-901-20-45016F1021-40
10-1101-40No adjustment16Q1041-60
12-1301-60+45016BB1061-80
1401-00+68016GG581-00

Soviet Force: Elements of 111th Guards Tank Regiment, Seasoned [4,059]

  • Tank Company: Seasoned, Excellent, 17, CP-10 [2,283]
    • Group A (boxed):
      • T-80BV (CHQ), 8T 10-16 (+5): x1, 307 points
      • 2S1, 6TA 8-13: x2, 80 points each
      • ZSU-23-4, 5T 7-11: x1, 47 points
      • 9K35, 7T 9-14: x1, 28 points
      • MT-55A AVLB, 5T 7-11: x1, 76 points
    • T-80BV, 8T 10-16 (+5): x3, 205 points each
    • T-80BV, 8T 10-16 (+5): x3, 205 points each
    • Group B (boxed):
      • MR, Saxhorn & RPG-22: x1, 89 points
      • HMR, RPG-22: x2, 53 points each
      • BMP-2, 7TA 9-14: x3, 80 points each
  • Motor Rifle Company (+): Seasoned, Excellent, 20, CP-12 [1,776]
    • Group C (boxed):
      • HMR (CHQ), RPG-22: x1, 79 points
      • BMP-2, 7TA 9-14: x1, 80 points
    • Group D (boxed):
      • MR, Saxhorn & RPG-22: x1, 89 points
      • HMR, RPG-22: x2, 53 points each
      • BMP-2, 7TA 9-14: x3, 80 points each
    • Group E (boxed):

Scenario 17: Cityscape: Eastern FRG, 1 October 1987

Situation

Urban warfare is the bane of mechanized forces. Its close confines mitigate the advantage of long-ranged weapons; it is really the infantry's realm. However, the requirements of war often put commanders in a position where they must make the best of a bad situation.

Elements of the FRG 12th Panzer Division and the Soviet 39th Guards Motor Rifle Division race to control the key bridges and high ground in Lima-12. Capture is one thing, but holding on is another matter entirely.

Map: Utilize maps 1, 3, 8, 12 & 18

[Playbook diagram: maps 3, 8, 18, 12 and 1 placed side by side, with either force's edge at each end.]

Special Conditions

  • When determining the Initiative, the FRG 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 Streams are impassable except at the Bridges or Ford hexes. Amphibious vehicles (7.34) may traverse.
  • The AVLB Rules (7.49) are in effect. Its bridge may be destroyed (6.5.4.2.5); its GP Defense is 6.
  • Stone Building hexes 12K4 and 12L5 are 4 stories high, all other Stone Building hexes are 3 stories high; Brick Building hexes are 2 stories high.
  • The Staggered Initiative Rules (7.5) may be employed on a company basis.
  • The FRG Force may plot 2 Pre-Registered Points for its Organic Super Heavy Battery. It has two ICM fire missions available.
  • The Soviet Force may plot 2 Pre-Registered Points for each Organic Heavy Battery. They have two ICM fire missions available between them.
  • 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.
  • 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, FRG CHQs have a Command Span of 9 hexes. The Soviet Tank Company CHQ has a Command Span of 10 hexes; the Motor Rife [sic] Company CHQ 7 hexes.
  • The FRG Force may employ Quickdraw (7.44).
  • Both Forces may add Leaders (7.51) as desired.
  • Requires MBT & FRG

Setup

  • Conditions: Normal visibility. No adverse terrain.
  • Both ...: Forces roll (10). The force rolling the higher result (reroll ties) enters the mapboard with one company anywhere along either edge, and on turn 2 with the remaining company along the same edge.
  • The other force enters the mapboard on turn 1 with one company and on turn 2 with the the remaining company anywhere along the edge not selected above. Units are eligible for the Path movement bonus.
  • Neither force controls the objectives at the start of the scenario.

Victory Conditions

  • Length: 20 turns
  • 200 VPs: To the force that controls each of the 8 Bridge hexes 12F7, 12K7, 12Q6-12Q8, 12X6, 12Y5, 12Y7, 12BB4, and 12BB9. To control a Bridge hex, a force must occupy or be the last to occupy it for a full turn. To control Bridge 12Q6-12Q8, a force must occupy any one of its hexes for a full turn while the other hexes are free of opposing combat units. If neither side meets this requirement, these VPs are not awarded.
  • 500 VPs: To the force that controls Hill Δ 12.10. To control the Hill, a force must occupy, for a full turn, any one Level-2 hex on the hill at the same time the other 7 Level-2 hexes are free of opposing combat units. 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.

Forces

FRG Force: Elements of 12th Panzer Division, Veteran [4,540]

  • Artillery, Organic SP Heavy: x1, 95 points
  • Panzergrenadier Company (+): Veteran, Excellent, 19, CP-11 [2,304]
    • Artillery, Attached SP Heavy: x1, 124 points
    • Group A (boxed):
      • CHQ MI, PzF44: x1, 91 points
      • Marder 1A2, 7T 9-14: x1, 86 points
      • M113A1G AOP (FO), 6TA 8-13: x1, 72 points
      • Biber AVLB, 7T 9-14: x1, 62 points
    • Leopard 1A5, 7T 9-14: x3, 204 points each
    • Group B (boxed):
      • HMI, PzF44: x1, 75 points
      • HMI, Milan & PzF44: x2, 153 points each
      • Marder 1A2, 7T 9-14: x3, 79 points each
    • Group C (boxed):
      • HMI, PzF44: x1, 75 points
      • HMI, Milan & PzF44: x2, 153 points each
      • Marder 1A2, 7T 9-14: x3, 86 points each
  • Panzergrenadier Company (+): Veteran, Excellent, 20, CP-12 [2,141]
    • Group D (boxed):
      • CHQ MI, PzF44: x1, 91 points
      • M113A1G, 6TA 8-13: x1, 48 points
      • M113A1G Panzermörser, 6TA 8-13: x1, 64 points

Soviet Force: Elements of 120th Guards Motor Rifle Regiment & 15th Guards Tank Regiment, Seasoned [4,500]

  • Artillery, Organic SP Heavy: x2, 83 points each
  • Motor Rifle Company (+): Seasoned, Excellent, 25, CP-15 [2,419]
    • Group A (boxed):
      • HMR (CHQ), RPG-22: x1, 79 points
      • BTR-80, 8WA 12-18: x1, 58 points
      • 2S3, 6T 8-13: x2, 90 points each
      • ACRV, 7T 9-14: x1, 48 points
      • MT-55A AVLB, 5T 7-11: x1, 76 points
    • T-55M, 5T 7-11: x4, 161 points each
    • Group B (boxed):
      • MR, Saxhorn & RPG-22: x1, 89 points
      • HMR, RPG-22: x2, 53 points each
      • BTR-80, 8WA 12-18: x3, 58 points each
    • Group C (boxed):
      • MR, RPG-22: x3, 49 points each
      • BTR-80, 8WA 12-18: x3, 58 points each
    • T-55M, 5T 7-11: x4, 161 points each
  • Tank Company (mixed): Seasoned, Excellent, 13, CP-8 [1,915]
    • T-64BV (CHQ), 6T 8-13: x1, 304 points
    • T-64BV, 6T 8-13: x3, 203 points each
    • T-64BV, 6T 8-13: x3, 203 points each

Scenario 18: Storming the Breach: Southeastern FRG, 2 October 1987

Situation

Through a narrow gap in the FRG III Corps' sector, Soviet 8th Guards Army's commander commits the 2nd Unified Corps from its reserves. As the 4th and 5th Combined Arms Brigades push forward, the FRG 2nd Panzergrenadier Division takes up position to check the advance.

The Soviets are advancing through semi-wooded terrain in an effort to secure their rear while bypassing the West German forces.

Map: Utilize maps 7, 13, 15 & 18

[Playbook diagram: map 15 and map 13 across the top, map 7 in the middle and map 18 below, with the FRG Edge on the left and the Soviet Edge on the right.]

Special Conditions

  • When determining the Initiative, both Force apply a +20 DRM.
  • The Staggered Initiative Rules (7.5) may be employed on a company-level basis.
  • The Stone Building hexes in Juliet-15 are 3 stories high; the Brick Building hexes are 2 stories high.
  • The Tracks on maps 13 and 15 are narrow (7.30).
  • The Soviet Force may plot 2 Pre-Registered Points for its Organic Medium Battery.
  • If special ammo types are available, utilize Ammo Limits.
  • If Morale Rules (7.1) are in effect, utilize the listed point information.
  • Both Forces may employ the Hidden Unit Rules (7.2). The FRG Force may deploy a maximum of 4 Hidden Unit Markers; the Soviet Force may deploy a maximum of 6.
  • 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 & FRG

Setup

  • Conditions: Normal visibility. No adverse terrain.
  • FRG ...: Holding Force sets up first anywhere on maps 7, 13, 15 and/or 18 at least 5 hexes from the Soviet edge.
  • The objective, Juliet-15, is under FRG 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.
  • FRG ...: 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 FRG Force rolls (100). If the result falls within the listed range for that turn, any unit from the Relief Force may move during the Movement Phase of that turn or any turn thereafter. 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 movement bonus.
  • Relief helicopter Force may enter the mapboard anywhere along any outer edge of maps 7 and/or 15.

Victory Conditions

  • Length: 25 turns
  • 1,800 VPs: To the force that controls Juliet-15. To control Juliet-15, a force must occupy or be the last to occupy at least 11 of the 17 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.
  • 675 VPs: To the FRG Force if fewer than 5 Soviet combat units exit from the FRG Edge.
  • Unit VPs: To the Soviet Force for up to the first 10 combat units that exit from the FRG Edge.
  • VP Adjustment: Potential FRG Adjustment based on the Relief Force's initial turn of arrival.
  • Unit VPs: For elimination, knock out or brew up.
  • 435 VPs: Required victory margin.

Forces

FRG Force: Elements of 2nd Panzergrenadier Division, Veteran [4,178]

Holding Force

  • Panzergrenadier Company (-): Veteran, Excellent, 16(14), CP-10 [1,734]
    • Group A (boxed):
      • CHQ MI, PzF44: x1, 91 points
      • M113A1G, 6TA 8-13: x1, 48 points
    • Group B (boxed):
      • HMI, PzF44: x1, 75 points
      • HMI, Milan & PzF44: x2, 153 points each
      • M113A1G, 6TA 8-13: x3, 48 points each
    • Jaguar 2, 7T 10-16: x2, 91 points each
    • Leopard 1A4, 7T 9-14: x4, 171 points each
    • Group C (boxed):
      • Infantry, Elite, Recon & PzF44: x2, 97 points each
      • Iltis, 10W 18-27 (-10): x2, 5 points each

Relief Force

  • Panzer Company (+): Veteran, Excellent, 17, CP-10 [2,444]
    • Group D (boxed):
      • HMI, PzF44: x2, 75 points each
      • UH-1D Iroquois, 8 NOE: x2, 98 points each
    • Leopard 1A4 (CHQ), 7T 9-14: x1, 205 points
    • Leopard 1A4, 7T 9-14: x4, 171 points each
    • Leopard 1A4, 7T 9-14: x4, 171 points each
    • Group E (boxed):
      • HMI, PzF44: x1, 75 points
      • HMI, Milan & PzF44: x2, 153 points each
      • M113A1G, 6TA 8-13: x3, 48 points each

Relief Force Arrival

TurnRangeVP AdjustmentEntry HexRange
6-701-10-62515BB101-12
8-901-20-42015Q013-31
10-1101-40No adjustment15F132-50
12-1301-60+42015AA551-69
1401-00+6257Q070-88

Soviet Force: Elements of 4th Combined Arms Brigade, Veteran [4,531]

  • Artillery, Medium Organic SP: x1, 54/54 points
  • Tank Company (mixed): Veteran, Excellent, 14, CP-8 [2,906]
    • Group A (boxed):
      • T-80U (CHQ), 7T 9-14: x1, 442/486 points
      • ACRV (FO), 7T 9-14: x1, 56 points
    • Group B (boxed):
      • HMR, Spigot & RPG-7V/D: x1, 150/165 points
      • MR, RPG-22: x2, 58/63 points each
      • BMP-3, 8TA 10-16 (+10): x3, 124/136 points each
    • T-80U, 7T 9-14: x3, 295/324 points each
    • T-80U, 7T 9-14: x3, 295/324 points each
  • Motor Rifle Company (-): Veteran, Excellent, 11, CP-7 [1,571]
    • Artillery, Light, Attached: x1, 66/66 points
    • Group C (boxed):
      • HMR (CHQ), RPG-22: x1, 94/103 points
      • BMP-2, 7TA 9-14: x1, 96/105 points
    • Group D (boxed):
      • MR, Saxhorn & RPG-22: x1, 106/116 points
      • HMR, RPG-22: x2, 63/69 points each
      • BMP-2, 7TA 9-14: x3, 96/105 points each

Scenario 19: Dark Passage: Southeastern FRG, 3 October 1987

Situation

Spotting an opportunity to take the offensive to the Soviets, the FRG 4th Panzergrenadier Division advances against the 15th Guards Tank Division's flank. The West Germans launch a night attack to advance through the single Soviet company occupying a defensive position on the outskirts of India-11.

Scenarios 19 and 20 may be linked together and played as a mini-campaign. In that case, utilize only the Victory Conditions from Scenario 20.

Map: Utilize maps 1 & 11

[Playbook diagram: map 11 above map 1, with the Soviet Edge on the left and the FRG Edge on the right.]

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.
  • The half-hexes along both long outer edges of the mapboard are impassable.
  • The Stone Building hexes are 3 stories high; the Brick Building hexes are 2 stories high.
  • The FRG Force may plot 2 Pre-Registered Points each for its Organic Heavy and Super Heavy Batteries. Each battery has two ICM fire missions available.
  • 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 5 Hidden Unit Markers may deploy.
  • The FRG BHQ and M113A1G AOP FO each automatically receives a unique command. They are not considered part of the Panzergrenadier or the Panzer Companies. They are not counted as losses for reaching either company's Cohesion Point.
  • Night Fighting Rules (7.36) are in effect.

Setup

  • Conditions: Limited visibility conditions in effect; apply turn based Spotting modifiers (see table). No adverse terrain.
  • Soviet ...: Places up to 4 Ditch and/or Rubble counters in any legal hexes on the mapboard. Force sets up first anywhere on maps 1 and/or 11 at least 5 hexes from the FRG edge.
  • Up to 4 vehicles may setup in a found Hull Down Position.
  • FRG ...: Force enters the mapboard on Turn 1 or any later turn anywhere along the FRG edge. Units are eligible for the Road movement bonus on turns 8+.

Victory Conditions

  • Length: 20 turns
  • Unit VPs: To the Soviet Force for each operational FRG combat unit that fails to exit from the Soviet Edge.
  • Unit VPs: To the FRG Force for up to the first 18 combat units that exit from the Soviet Edge.
  • Unit VPs: For elimination, knock out or brew up.
  • 590 VPs: Required victory margin.

Special Conditions, Continued

  • If the Command Span Rules (7.43) are in effect, the Soviet CHQ has a Command Span of 7 hexes. The FRG CHQs have a Command Span of 8 hexes. The FRG BHQ has a Command Span of 10 hexes from the FRG edge, until it enters the mapboard. Once it enters the mapboard, its Command Span is 20 hexes.
  • Both Forces may add Leaders (7.51) as desired.
  • Requires MBT & FRG

Forces

FRG Force: Elements of 4th Panzergrenadier Division, Veteran [7,706]

  • Leopard 2A3 (BHQ), 8T 10-16 (+5): x1, 532 points
  • M113A1G AOP (FO), 6TA 8-13: x1, 72 points
  • Artillery, Heavy Organic SP: x1, 83 points
  • Artillery, Sp Heavy Organic SP: x1, 95 points
  • Panzer Company (+): Veteran, Excellent, 23(19), CP-14 [4,225]
    • Group A (boxed):
      • Leopard 2A3 (CHQ), 8T 10-16 (+5): x1, 456 points
      • Gepard, 7T 9-14: x1, 108 points
      • Biber AVLB, 7T 9-14: x1, 62 points
    • Group B (boxed):
      • HMI, PzF44: x1, 75 points
      • HMI, Milan & PzF44: x2, 153 points each
      • Marder 1A2, 7T 9-14: x3, 86 points each
    • Leopard 2A3, 8T 10-16 (+5): x4, 304 points each
    • Leopard 2A3, 1x Mine Plow, 8T 10-16 (+5): x4, 304 points each
    • Jaguar 1, 7T 10-16: x2, 93 points each
    • Group C (boxed):
      • Infantry, Elite, Recon & M/C: x2, 36 points each
      • Luchs A2, Elite, Recon, 9WRA 12-18: x2, 135 points each
  • Panzergrenadier Company (+): Veteran, Excellent, 19, CP-11 [2,699]
    • Group D (boxed):
      • CHQ MI, PzF44: x1, 91 points

Soviet Force: Elements of 29th Guards Tank Regiment, Veteran [4,101]

  • Tank Company (+): Veteran, Excellent, 27(25), CP-16 [4,101]
    • Group A (boxed):
      • T-80BV (CHQ), 8T 10-16 (+5): x1, 369 points
      • 2S1, 6TA 8-13: x3, 96 points each
    • T-80BV, 8T 10-16 (+5): x3, 246 points each
    • T-80BV, 8T 10-16 (+5): x3, 246 points each
    • T-80BV, 8T 10-16 (+5): x3, 246 points each
    • Group B (boxed):
      • MR, Saxhorn & RPG-7V/D: x1, 130 points
      • MR, RPG-7V/D: x1, 82 points
      • HMR, RPG-7V/D: x1, 87 points
      • BMP-2, 7TA 9-14: x3, 96 points each
    • Infantry, Veteran, Recon & M/C: x2, 28 points each
    • Group C (boxed):
      • MR, Saxhorn & RPG-7V/D: x1, 130 points
      • MR, RPG-7V/D: x1, 82 points
      • HMR, RPG-7V/D: x1, 87 points
      • BMP-2, 7TA 9-14: x3, 96 points each

Limited Spotting

Table printed on the scenario page. For each turn, the listed value is the Spotting Modifier. With a -4 or -5 modifier, leg units may not Quickmarch and no Road/Path movement bonus applies.

TurnModTurnMod
1-5-510-11-2
6-7-412-13-1
8-9-314+0

Scenario 20: Counterstroke: Southeastern FRG, 4 October 1987

Situation

Scenario 20 continues the action of the FRG 4th Panzergrenadier Division as it counterattacks the Soviet 15th Guards Tank Division.

After passing through the first line of Soviet forces, the West Germans are attempting to secure key geographic objectives thereby threatening the Soviet rear.

Scenarios 19 and 20 may be linked together and played as a mini-campaign. In that case, utilize only the Victory Conditions from Scenario 20.

Map: Utilize maps 2, 6, 7, & 17

[Playbook diagram: map 2 at the top left, map 17 at the top right, map 7 below map 2 and map 6 below map 17, with the FRG Edge on the left and the Soviet Edge on the right.]

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.
  • The Stone Building hexes are 3 stories high; the Brick Building hexes are 2 stories high.
  • The Streams on Maps 2 and 17 are impassable except at the Bridges or Ford hexes. Amphibious vehicles (7.34) may traverse.
  • The AVLB Rules (7.49) are in effect. Its bridge may be destroyed (6.5.4.2.5); its GP Defense is 6.
  • The Bridges on Maps 2 and 17 may be destroyed by GP Fire (6.5.4.2.5). Soviet engineers may directly attack the Bridges (7.19). The Bridges have a GP Defense of 6.
  • The FRG Force may plot 2 Pre-Registered Points each for its Organic Heavy and Super Heavy Batteries. Each battery has two ICM fire missions available.
  • The Soviet Force may plot 2 Pre-Registered Points for its Organic Heavy Battery. One each CLGP, ICM, and FASCAM 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 Soviet Force may employ the Hidden Unit Rules (7.2). A maximum of 6 Hidden Unit Markers may deploy.

Setup

  • Conditions: Normal visibility. No adverse terrain.
  • Soviet ...: Force sets up first anywhere on maps 2, 6, 7 and/or 17 at least 5 hexes from the FRG edge. All objective building hexes in Kilo-17 and the hexes on Hill Δ 6.27 are under Soviet control at the start of the scenario whether occupied or unoccupied.
  • FRG ...: Force enters the mapboard on turn 1 or any later turn anywhere along the FRG edge. Units are eligible for the Road movement bonus.

Victory Conditions

  • Length: 20 turns
  • 1,100 VPs: To the force that controls Hill Δ 6.27. To control the Hill, a force must occupy or be the last to occupy, for a full turn, hexes 6P5, 6P6, 6Q5, 6Q6, 6R5 and 6R6. If neither side meets this requirement, these VPs are not awarded.
  • 1,600 VPs: To the force that controls Kilo-17. To control Kilo-17, a force must occupy or be the last to occupy at least 12 of the 17 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.
  • 535 VPs: Required victory margin.

Special Conditions, Continued

  • The FRG BHQ and M113A1G AOP FO each automatically receives a unique command. They are not considered part of the Panzergrenadier or the Panzer 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 Soviet CHQs have a Command Span of 9 hexes. The FRG CHQs have a Command Span of 10 hexes. The FRG BHQ has a a Command Span of 10 hexes from the FRG edge, until it enters the mapboard. Once it enters the mapboard, its Command Span is 20 hexes.
  • Both Forces may add Leaders (7.51) as desired.
  • Requires MBT & FRG

FRG Force: Elements of 4th Panzergrenadier Division, Veteran [6,195]

Utilize only those units that successfully exited the map from Scenario 19 and the two Organic SP batteries. Both Batteries have any remaining ICM fire missions available. The FRG Force retains the force structure as described in Scenario 19. If this scenario is played as a stand-alone action, utilize the units below as the FRG Force. Its makeup assumes the West Germans were victorious in Scenario 19.

  • Leopard 2A3 (BHQ), 8T 10-16 (+5): x1, 532 points
  • M113A1G AOP (FO), 6TA 8-13: x1, 72 points
  • Artillery, Heavy Organic SP: x1, 83 points
  • Artillery, Sp Heavy Organic SP: x1, 95 points
  • Panzer Company (+): Veteran, Excellent, 17(15), CP-10 [3,418]
    • Group A (boxed):
      • Leopard 2A3 (CHQ), 8T 10-16 (+5): x1, 456 points
      • Gepard, 7T 9-14: x1, 108 points
      • Biber AVLB, 7T 9-14: x1, 62 points
    • Group B (boxed):
      • HMI, PzF44: x1, 75 points
      • HMI, Milan & PzF44: x1, 153 points
      • Marder 1A2, 7T 9-14: x2, 86 points each
    • Leopard 2A3, 8T 10-16 (+5): x4, 304 points each
    • Leopard 2A3, 1x Mine Plow, 8T 10-16 (+5): x3, 304 points each
    • Jaguar 1, 7T 10-16: x1, 93 points
    • Group C (boxed):
      • Infantry, Elite, Recon & M/C: x1, 36 points
      • Luchs A2, Elite, Recon, 9WRA 12-18: x1, 135 points
  • Panzergrenadier Company (+): Veteran, Excellent, 14, CP-8 [1,995]
    • Group D (boxed):
      • CHQ MI, PzF44: x1, 91 points

Soviet Force: Elements of 29th Guards Tank Regiment, Veteran [4,567]

  • MG-27K, Add Loadout: x1, 134 points
  • Artillery, Heavy Organic SP: x1, 83 points
  • Tank Company (+): Veteran, Excellent, 16, CP-10 [2,580]
    • Group A (boxed):
      • T-80BV (CHQ), 8T 10-16 (+5): x1, 369 points
      • ACRV (FO), 7T 9-14: x1, 56 points
    • T-80BV, 8T 10-16 (+5): x3, 246 points each
    • T-80BV, 8T 10-16 (+5): x3, 246 points each
    • BRDM-2 ATGM, Sagger, 8WA 14-20 (-5): x2, 46 points each
    • Group B (boxed):
      • MR, Saxhorn & RPG-7V/D: x1, 130 points
      • MR, RPG-7V/D: x1, 82 points
      • HMR, RPG-7V/D: x1, 87 points
      • BMP-2, 7TA 9-14: x3, 96 points each
  • Motor Rifle Company (mixed): Veteran, Excellent, 18, CP-11 [1,770]
    • Group C (boxed):
      • HMR (CHQ), RPG-7V/D: x1, 130 points
      • BMP-2, 7TA 9-14: x1, 96 points
    • Group D (boxed):
      • MR, Spigot & RPG-7V/D: x1, 145 points
      • HMR, RPG-7V/D: x2, 87 points each

Map List

  • #11
  • #12
  • #13
  • #14
  • #15
  • #16
  • #17
  • #18
  • Soviet
  • US
  • Scenario 20: Counterstroke: Southeastern FRG, 4 October 1987
  • FischerSr. SergeantHauptfeldwebel
    PetersSr. SergeantHauptfeldwebel
    Hofmann2nd LieutenantLeutnant
    Krause2nd LieutenantLeutnant
    LehmannLieutenantOberleutnant
    FuchsLieutenantOberleutnant
    WolffCaptainHauptmann
    VogelCaptainHauptmann
    KellerMajorMajor
    BergerMajorMajor
    RothLt. ColonelOberstleutnant
    BeckLt. ColonelOberstleutnant
    RudinJr. LieutenantMladshiy Leytenant
    PetrovJr. LieutenantMladshiy Leytenant
    AlexeyevLieutenantLeytenant
    SemekhovLieutenantLeytenant
    CharkovSr. LieutenantStarshiy Leytenant
    ShishkinSr. LieutenantStarshiy Leytenant
    FetisovCaptainKapitan
    KhramovCaptainKapitan
    YashinMajorMayor
    BukinMajorMayor
    TereshchenkoLt. ColonelPodpolkovnik
    UlanovLt. ColonelPodpolkovnik
    Gray1st Lieutenant
    Johnson1st Lieutenant
    TylerCaptain
    WhiteCaptain
    DiMarcoMajor
    LeeMajor
    JamesLt. Colonel
    TanakaLt. Colonel
  • (2) Panzer Battalion: Battalion HQ: (2) BHQ Leopard 2A3 [GM-2A], (1) FO M113A1G AOP [GM-3B2]
    • (1) Attached Artillery: (1) SP Heavy Battery [GM-7A]
  • Right-column continuation of the chart (the parent element is not printed on this part of the chart):
    • (2) Reconnaissance Section: (2) Recon Section [GM-8A], (2) Iltis [GM-6B1], (2) Recon Motorcycle Section [GM-8A]
    • (3) Panzer Company: Company HQ: (1) CHQ Leopard 2A3 [GM-2A]
      • (3) Panzer Platoon: (4) Leopard 2A3 [GM-2A]
  • (1) Composite Panzer Battalion: Battalion HQ: (2) BHQ Leopard 2A3 [GM-2A], (1) FO M113A1G AOP [GM-3B2]
    • (1) Attached Artillery: (1) SP Heavy Battery [GM-7A]
    • (2) Reconnaissance Section: (2) Recon Section [GM-8A], (2) Iltis [GM-6B1], (2) Recon Motorcycle Section [GM-8A]
    • (2) Panzer Company: Company HQ: (1) CHQ Leopard 2A3 [GM-2A]
      • (3) Panzer Platoon: (4) Leopard 2A3 [GM-2A]
    • (1) Panzergrenadier Company: Company HQ: (1) CHQ Mech Infantry 1/2 Squad w/PzF44 [GM-8A], (1) Mech Infantry Squad w/PzF44 [GM-8A], (2) Marder 1A2 [GM-3A]
      • (3) PzGren Platoon: (1) Hvy Mech Infantry Squad w/PzF44 [GM-8A], (2) Hvy Mech Infantry Squad w/Milan & PzF44 [GM-8A], (3) Marder 1A2 [GM-3A]
  • (1) Panzergrenadier Battalion: Battalion HQ: (2) BHQ Mech Infantry Squad w/PzF44 [GM-8A], (2) Marder 1A2 [GM-3A], (2) FO M113A1G AOP [GM-3B2]
    • (1) Attached Artillery: (1) SP Heavy Battery [GM-7A]
    • (2) Reconnaissance Section: (2) Recon Section [GM-8A], (2) Iltis [GM-6B1], (2) Recon Motorcycle Section [GM-8A]
  • (2) Panzergrenadier Battalion: Battalion HQ: (2) BHQ Mech Infantry Squad w/PzF44 [GM-8A], (2) Marder 1A2 [GM-3A], (2) FO M113A1G AOP [GM-3B2]
    • (1) Attached Artillery: (1) SP Heavy Battery [GM-7A]
    • (2) Reconnaissance Section: (2) Recon Section [GM-8A], (2) Iltis [GM-6B1], (2) Recon Motorcycle Section [GM-8A]
    • (2) Mortar Section: (3) M113A1G Panzermörser [GM-6A]
    • (2) Panzergrenadier Company: Company HQ: (1) CHQ Mech Infantry 1/2 Squad w/PzF44 [GM-8A], (1) Mech Infantry Squad w/PzF44 [GM-8A], (2) Marder 1A2 [GM-3A]
      • (3) PzGren Platoon: (1) Hvy Mech Infantry Squad w/PzF44 [GM-8A], (2) Hvy Mech Infantry Squad w/Milan & PzF44 [GM-8A], (3) Marder 1A2 [GM-3A]
    • (1) Panzergrenadier Company: Company HQ: (1) CHQ Mech Infantry 1/2 Squad w/PzF44 [GM-8A], (1) Mech Infantry Squad w/PzF44 [GM-8A], (2) M113A1G [GM-3B1]
    • (3) Panzer Platoon: (4) Leopard 1A4 [GM-1A]
    ---
    Artillery, Heavy BatteryGM-7A------83---------
    Artillery, Super Heavy BatteryGM-7A------98---------
    Biber AVLBGM-7B786252412615
    CSW, 120mm K6 MortarGM-8B675445362213
    CSW, HMGGM-8B2218151274
    CSW, Milan ATGMGM-8B977865523219
    CSW, PZF-44 HHATWGM-8B49393326169
    CSW, Redeye MANPADSGM-8B181412963
    CSW, Stinger-A MANPADSGM-8B2419161284
    Fixed-wing, Alpha Jet AGM-10B12610084674225
    Fixed-wing, Tornado IDSGM-10A184147123986136
    FlkRkPz 1GM-9B614941322012
    GepardGM-9A13510890724527
    Helicopter, Aloutte IIGM-11B1705647372314
    Helicopter, PAH-1A1GM-11A2652121771418853
    Helicopter, UH-1D IroquoisGM-11B21239882654124
    IltisGM-6B1------5---------
    Leg, Heavy Mech Infantry Squad/Half-squadGM-8A45/3336/2630/2224/1715/119/6
    Leg, Mech Infantry Squad/Half-squadGM-8A39/2831/2226/1920/1513/97/5
    Leg, SectionGM-8A161311853
    Leopard 1A4GM-1A2141711431147142
    Leopard 1A5GM-1B2552041701368551
    Leopard 2A3GM-2A38130425420312776
    Leopard 2A4GM-2B39731826521213279
    M113A1GGM-3B1604840322012
    M113A1G AOPGM-3B245363024159
    M113A1G PanzermörserGM-6A816454432716
    Marder 1A2GM-3A1088672583621
    RakJPz Jaguar 1GM-5A1179378623923
    RakJPz Jaguar 2GM-5B1149176603822
    Spähpanzer LuchsGM-4A907260483018
    TPz FuchsGM-4B46373124159
    Truck, LightGM-6B2------8---------
    Truck, MediumGM-6B2------11---------
    Truck, HeavyGM-6B2------14---------
    9K31SM-11A1915131063
    9K35SM-11B42332822148
    ACRVSM-10B236282419127
    Artillery, Counter BatterySM-7A------50---------
    Artillery, Heavy BatterySM-7A------83---------
    Artillery, Light BatterySM-7A------44---------
    Artillery, Medium BatterySM-7A------54---------
    Artillery, Super Heavy BatterySM-7A------98---------
    BMP-1PSM-5A997966523319
    BMP-2SM-4B1209680644024
    BMP-3SM-5B156124104835231
    BRDM ATGM SaggerSM-9B584639311911
    BRDM ATGM SpandrelSM-9B665244352213
    BRDM-2SM-9A614941322012
    BRM-1SM-10A997966523319
    BTR-70SM-6B786252412615
    BTR-80SM-6A876958462917
    CSW, AGS-17 GrnLnchrSM-8B151210853
    CSW, FlamethrowerSM-8B30242016106
    CSW, Grouse MANPADSSM-8B2218151274
    CSW, RPG-7V/D HHATWSM-8B645143342112
    CSW, RPG-22 HHATWSM-8B34272318116
    CSW, Saxhorn ATGMSM-8B604840322012
    CSW, Spigot ATGMSM-8B796353422615
    Fixed-wing, MiG-27K Flogger-JSM-13A168134112895633
    Fixed-wing, Su-25 FrogfootSM-13B165132110885533
    Helicopter, Mi-2T HopliteSM-15B213811092734627
    Helicopter, Mi-8T Hip-CSM-15B1183146122976136
    Helicopter, Mi-8TB Hip-CSM-15B12592071731388651
    Helicopter, Mi-24V Hind-ESM-15A2522011681348450
    Helicopter, Mi-24P Hind-FSM-15A2802241871499356
    Leg, Heavy Motor Rifle Squad/Half-squadSM-8A45/3336/2630/2224/1715/119/6
    Leg, Motor Rifle Squad/Half-squadSM-8A39/2831/2226/1920/1513/97/5
    Leg, SectionSM-8A161311853
    MT-55A AVLBSM-7B------76---------
    MT-LBSM-10B145363024159
    NSV HMGSM-14A2721181495
    SPG-9 ATGSM-14B665244352213
    T-55MSM-4A2411931611288048
    T-62MVSM-3B2411931611288048
    T-64BVSM-3A30424320316210160
    T-72AVSM-2B2762201841479255
    T-72BASM-2A33126522117611066
    T-80BVSM-1B30724620516410261
    T-80USM-1A36929524619612373
    ZSU-23-4 ShilkaSM-12A705647372314
  • BMP-2, 7TA 9-14: x3, 80 points each
  • Group E (boxed):
    • MR, Saxhorn & RPG-22: x1, 89 points
    • HMR, RPG-22: x2, 53 points each
    • BMP-2, 7TA 9-14: x3, 80 points each
  • T-72BA, 6T 8-13: x3, 221 points each
    • MR, Saxhorn & RPG-22: x1, 89 points
    • HMR, RPG-22: x2, 53 points each
    • BMP-2, 7TA 9-14: x3, 80 points each
  • Group F (boxed):
    • Grouse: x2, 26 points each
    • BMP-2, 7TA 9-14: x1, 80 points
  • T-80BV, 8T 10-16 (+5): x3, 205 points each
  • M113A1G AOP (FO), 6TA 8-13: x1, 72 points
  • Leopard 1A5, 7T 9-14: x4, 204 points each
  • Group E (boxed):
    • HMI, PzF44: x1, 75 points
    • HMI, Milan & PzF44: x2, 153 points each
    • M113A1G, 6TA 8-13: x3, 48 points each
  • Group F (boxed):
    • HMI, PzF44: x1, 75 points
    • HMI, Milan & PzF44: x2, 153 points each
    • M113A1G, 6TA 8-13: x3, 48 points each
  • Group D (boxed):
    • MR, Saxhorn & RPG-22: x1, 89 points
    • HMR, RPG-22: x2, 53 points each
    • BMP-1P, 7TA 9-14: x3, 66 points each
  • 7F189-00
  • T-72BA, 6T 8-13: x3, 265/291 points each
  • Marder 1A2, 7T 9-14: x1, 79 points
  • Group E (boxed):
    • HMI, PzF44: x1, 75 points
    • HMI, Milan & PzF44: x2, 153 points each
    • Marder 1A2, 7T 9-14: x3, 86 points each
  • Leopard 2A3, 1x Mine Plow, 8T 10-16 (+5): x4, 304 points each
  • Group F (boxed):
    • HMI, PzF44: x1, 75 points
    • HMI, Milan & PzF44: x2, 153 points each
    • Marder 1A2, 7T 9-14: x3, 86 points each
  • Group G (boxed):
    • Infantry, Redeye: x1, 27 points
    • Truck, Light, 6W 12-18 (-10): x1, 8 points
  • Marder 1A2, 7T 9-14: x1, 79 points
  • Group E (boxed):
    • HMI, PzF44: x1, 75 points
    • HMI, Milan & PzF44: x1, 153 points
    • Marder 1A2, 7T 9-14: x2, 86 points each
  • Leopard 2A3, 1x Mine Plow, 8T 10-16 (+5): x3, 304 points each
  • Group F (boxed):
    • HMI, Milan & PzF44: x2, 153 points each
    • Marder 1A2, 7T 9-14: x2, 86 points each
  • Group G (boxed):
    • Infantry, Redeye: x1, 27 points
    • Truck, Light, 6W 12-18 (-10): x1, 8 points
  • BMP-2, 7TA 9-14: x3, 96 points each
  • Group E (boxed):
    • MR, Spigot & RPG-7V/D: x1, 145 points
    • HMR, RPG-7V/D: x2, 87 points each
    • BMP-2, 7TA 9-14: x3, 96 points each
  • Group F (boxed):
    • MR, Engineer & RPG-7V/D: x2, 103 points each
    • BTR-70, 7WA 11-16: x2, 62 points each