MechWar 2: Suez to Golan
MechWar 2: Suez to Golan Rulebook
Table of Contents
Table of Contents
- 1.0 Introduction
- 2.0 How to Play the Game
- 3.0 Game Equipment
- 4.0 Sequence of Play
- 5.0 Command
- 6.0 Movement
- 7.0 Observation
- 8.0 Direct Fire Combat
- 9.0 Automatic Weapons Fire
- 10.0 Main Gun Fire
- 11.0 ATGM Fire
- 12.0 Loss Modification
- 13.0 Close Assault
- 14.0 Indirect Fire
- 15.0 Defilade
- 16.0 Smoke
- 17.0 Transport and Mounted Combat
- 18.0 Morale
- Advanced Rules
- 19.0 Minefields
- 20.0 Aircraft, Helicopters, and Air Defense
- 21.0 Short Halt
- 22.0 Ammunition Depletion
- 23.0 Night
- 24.0 River Crossing
- 25.0 Positions of Advantage
- 26.0 Electronic Warfare
- Cases
- 26.1 Radio Direction Finding
- 26.2 Jamming Units
- 26.3 Effects of Jamming
- 26.4 The Effects of Jammers on Companies
- 26.5 Other Effects of Jamming
- 26.6 Circumvention of Jamming Effects: Telephones
- 26.7 Circumvention of Jamming Effects: Short-Range Radio
- 26.8 Circumvention of Jamming Effects: Visual Signals
- 26.9 Circumvention of Jamming Effects: Messengers
- 27.0 Ambush
- 28.0 Camouflage
- 29.0 Engineers
- 30.0 Fire-and-Move
- Exclusive Rules (Suez to Golan)
- 200.0 INTRODUCTION
- 201.0 SPECIAL TERRAIN FEATURES
- 202.0 SPECIAL UNITS
- 203.0 WEATHER
- 204.0 INDEPENDENT COMMAND
- 205.0 DOCTRINE
- 206.0 SCENARIO FORMAT
- 207.0 ORDERS OF BATTLE
- 208.0 SINAI SCENARIOS
- 208.1 EGYPTIAN EXPANSION OF THE BRIDGEHEAD: 7 OCTOBER 1973
- 208.2 ISRAELI COUNTERATTACK: 8 OCTOBER 1973
- 208.3 EGYPTIAN BREAKTHROUGH: 9 OCTOBER 1973
- 208.4 EGYPTIAN COLUMN ATTACK: 14 OCTOBER 1973
- 208.5 OPERATION GAZELLE: 16 OCTOBER 1973
- 208.6 THE CHINESE FARM: 17 OCTOBER 1973
- 208.7 EXPANSION OF THE ISRAELI BRIDGEHEAD: 18 OCTOBER 1973
- 209.0 GOLAN SCENARIOS
- 210.0 SCENARIO DESIGN
- Available Forces Chart
- Charts and Tables
- [7.17] Day Clear Weather Observation Range Table
- [6.9] Combined Terrain Effects and Functions Chart
- [9.21] Vehicle Automatic Weapons Chart
- [9.3] Automatic Weapons Combat Results Table
- [10.22] Main Gun Anti-Infantry Attack Strength Table
- [10.3] Main Gun Anti-Vehicle Combat Results Table
- [12.11] Vehicle Loss Modification Table
- [10.51] Heavy Main Gun Attack Strength Table
- [10.52] Medium Main Gun Attack Strength Table
- [11.41] Personal Anti-Tank Attack Strength Table
1.0 Introduction
MechWar 2 is a tactical level simulation of modern ground combat. It is composed of two separate games: Red Star/White Star, which presents hypothetical confrontations between NATO and Soviet troops in the near future; and Suez to Golan, featuring actual battles from the October War of 1973 and possible future encounters. The Standard Rules Booklet provides those rules common to both versions, while the Exclusive Rules Booklets provide the scenarios and any additional information required for each individual game.
SPI expects to update Red Star/White Star annually by incorporating the latest military developments in weaponry, doctrine and organization in inexpensive kits. In order to make this updating process as accurate as possible, SPI welcomes unclassified information sent in by Players regarding the various aspects of the military situation in Europe. Weapons performances and TO&Es are particularly important. Players are encouraged to forward suggestions relevant to the rules of play, ideas for the next edition, and reports on the progress of games played. SPI is particularly interested in which scenario was played (especially good ones may be included in future editions) and advice to Players. Please do not write these reports on the same page as a rules question.
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The rules Sections are presented in a rough sequence of play, placing each Section in the order that the Player would be likely to encounter the particular topic while learning the game.
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Each separate topic is presented as an individual major Section, numbered consecutively from 1.0. Further divisions within the Sections are made by Primary Cases, which contain rules clarifying one aspect of a Section as a whole (e.g., 5.1, The Bound Command); and by Secondary Cases, which are the individual rules themselves (e.g., 5.11).
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Most rules are presented with the accompanying General Rule and Procedure descriptions which describe the general subject and concept of the rules that will follow. (Further information can also be found in the Designer's Notes section at the end of the Standard Rules.)
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The rules are divided into three main parts. Basically, Sections 1.0 through 18.0 deal with the Standard Rules, Sections 19.0 through 28.0 with the Advanced Rules, and Sections 101.0 and beyond with the Exclusive Rules and the Scenarios.
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Terminology: The rules use a specific jargon, gamespeak. If confusion arises from unfamiliar terms, Players should consult the Definition of Terms (Case 3.5).
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As a last note, Players should not be frightened off or be ill at ease with the "legalistic" wording of the rules. Players should not feel compelled to let the rules "play the game for them." If a dispute arises, a compromise should be sought. After all, Mech War 2 is designed to provide a realistic simulation of modern ground combat in an enjoyable game format, not as an exercise in constitutional law. Players are strongly encouraged to make modifications they feel will improve the game (and are mutually acceptable to each Player).
2.0 How to Play the Game
The game is played in Game-Turns, each of which is divided into a number of Phases. Mech War 2 is basically a two-Player game. During each Game-Turn, a Player may move and attack (fire) with his units. This is done by moving the individual units through the hexgrid and by using their various weapon systems. In order to make the play of the game more realistic, Players are also required to plan ahead for their future actions (in a very general way) by issuing set commands to their units. As units take losses, it is possible that their morale may suffer, forcing them to temporarily withdraw from combat. The advanced rules provide for the effects of such complicating elements as helicopters, night, weather, and so forth. Victory in each game is determined by accumulating more Victory Points than one's opponent and/or by fulfilling certain stated Victory Conditions.
Modern warfare is a complex subject, and the rules to Mech War 2 are thus also complex, especially when compared to much simpler games (such as Monopoly, for example). We have tried to keep the rules as short as possible while ensuring their clarity and thoroughness. Basically, the rules are written within a special and highly organized system (see Section 1.0).
3.0 Game Equipment
3.1 The Game Map
3.11 The game map shows those geographical areas and features required for play. A hexagonal grid is printed on the game map to regulate the movement and location of the playing pieces on the map. Each hex is given a four digit number. The first two digits of the number identify a specific hex column (running vertically, north to south); the last two digits identify a specific zig-zag hex row (running horizontally, west to east). When referred to in the rules, each hex number is preceded by a letter-code identifying which map section that hex is in.
3.12 Each game consists of two separate map sections. These are:
Red Star/White Star: Map section A (European open terrain) and map section B (European closed terrain).
Suez to Golan: Map section C (Sinai) and map section D (Golan Heights).
3.2 Game Charts and Tables
Various visual aids are provided with the game to simplify and illustrate certain game functions. The use of these graphic aids is explained in the appropriate rules Sections.
3.3 The Playing Pieces
There are 800 playing pieces in each game of Mech War 2. About half of these are informational counters. Informational counters include Strength markers, Artillery Impact markers, Suppressed markers, etc. All of these counters indicate the current status of a given unit or hex. The actual units in the game (the vehicle and infantry platoons, air units, headquarters units, etc.) are represented by organizational counters. These counters contain certain information regarding the designation, target profile, armor class, and movement allowance for vehicular units, and the designations and automatic weapons strength for infantry units. Many additional values for each unit are provided on the Players' Unit Data Sheets.
3.31 There are two types of organizational counters: combat units and non-combat units. Combat units are represented, for play purposes, by two counters: the unit's particular organizational counter and a combat strength counter, which is always placed under the organizational counter and represents the actual strength of that unit at a given time. This strength is measured in the number of vehicles for vehicular units and in the number of steps for infantry units. The combat strength counter may be changed as the unit takes combat losses or regroups. Regardless of a unit's current strength, its weapon systems never change, although they may run out of ammunition.
3.32 The strength of a vehicular unit varies from one to five vehicles, infantry units from one to three steps.
3.33 Most organizational counters are printed on only one side, allowing them to be placed "face-down" and hidden on the map until observed by the Enemy Player.
3.34 Sample Units: The rulebook illustrates the organizational counter layouts as follows. A Vehicle Unit counter shows its designation (e.g., "1111 M60"), vehicle type silhouette, Target Profile, Movement Allowance and Armor Class. An Infantry Unit counter shows its designation (e.g., "1124 Inf"), type symbol and Automatic Weapons Strengths (e.g., 8-6-4-2). An Aircraft Unit counter (front and back) shows its designation (e.g., "1052 F-4"), type, silhouette and altitude (High or Low Altitude). A Helicopter Unit counter (front and back) shows its designation (e.g., "1082 Mi8"), type, silhouette and altitude (Nap of Earth or Low Altitude).
3.4 Definition of Terms
The rulebook's Neutral, Soviet/Arab, NATO/Israeli and Common marker sheets (page 4) are illustrated counters, not text, and are not reproduced here. Their functions are explained in the rules Sections below.
Abatis. A defensive obstacle formed by felled trees.
Aircraft. Any fixed-wing airplane in the game (i.e., not a helicopter).
Air Unit. Term used to describe both aircraft and helicopters in the game.
APC (Armored Personnel Carrier). A vehicular unit capable of transporting Friendly infantry units (also known as an AFV).
Armor Class. A classification of each vehicular unit according to its vulnerability to fire. All vehicular units are defined as either hard, protected, or light targets.
Close Assault. The procedure by which opposing units in the same hex resolve Direct Fire Combat.
Company Status. Any condition that mutually applies to all platoons of a given company.
Contamination. The after-effects of a successful nuclear or chemical fire mission on a given area of the map.
Defilade. The status of a unit which has followed a certain procedure to increase its defensive abilities.
Delivery System. A means of delivering ordnance or munitions to a target, usually referring to systems which are capable of delivering a wide variety of types of munitions. Artillery, mortars, aircraft, and helicopters may all be classed as delivery systems.
Direct Fire. Any type of attack which is directed at a specific defending Enemy unit and requires a valid Line of Sight.
Engaged. Describes opposing units which end a Movement Phase in the same hex.
Independent Command. Any unit treated as if it were a separate company.
Indirect Fire. Any type of attack which is directed at a specific hex and does not require a valid Line of Sight.
Line of Sight. The method by which units determine whether or not they can see one another's hexes.
Load. Each delivery system is loaded with a specific type of munitions: HE (High Explosive), Smoke, Starshell, various types of Chemicals, or various sizes of Nuclear Warheads (in some Scenarios). The Load is assumed to be HE unless otherwise noted on the Player's Artillery Plot Sheet. A delivery system may only deliver the type of munitions with which it is loaded.
Load Time. The number of Game-Turns which must pass between the arrival of orders to load a delivery system with a certain type of munitions and the first delivery of those munitions to a target.
Movement Allowance. The mobility of a unit in terms of Movement Points. Basically, a unit expends one or more Movement Points to enter each hexagon on the map.
Phasing Player. The Player who is assigned the current Phase in the Game-Turn (e.g., the first Player is the Phasing Player during the First Player Indirect Fire Phase).
Platoon Status. Any condition that applies to a given platoon in the game.
Plot Time. The number of Game-Turns which must pass between the arrival of orders giving the plot of target coordinates for a delivery system and the delivery of those munitions to the target plotted. Plot Time and Load Time may run simultaneously.
Reinforcements. Units which do not begin the game in play, but instead appear at some scheduled time during the play of the game.
Scenario. An organized description of Orders of Battle, deployments, Victory Conditions, and special rules that Players use to play a certain version of the game.
Special Rule. A rule in effect only during certain Scenarios, and/or only during certain Game-Turns of a game.
Step. A portion of the total strength of an infantry unit which is lost due to combat. When a unit is out of Steps, it has been completely eliminated and is removed from the game.
Suppression. The result of direct or indirect fire that may reduce the movement and/or combat abilities of affected units. Suppressed vehicles are "buttoned up;" suppressed infantry has "hit the dirt."
Target Profile. A rating of each vehicular unit according to how easy it is to "hit" with direct fire. This is based on the actual height of each type of vehicle, the slope of its armor, and other pertinent characteristics.
Weapon System. Any method by which Friendly units attack (fire at) Enemy units. Basically, Weapon Systems fall into five main categories:
Air Defense. The method by which ground units attack Enemy aircraft and helicopters.
Anti-Tank Guided Missiles (ATGM). Weapons that are either vehicle-mounted or carried by infantry and used to attack Enemy vehicle units.
Automatic Weapons. Infantry small arms fire, as well as the fire of the external and co-axial machineguns of vehicular units.
Main Gun. Represents the conventional armament of most vehicular units as well as that of recoilless rifles and anti-tank guns. Although primarily intended to attack Enemy vehicular units, they may attack Enemy infantry units as well.
Personnel Anti-tank. Additional weapons that are used by infantry units to attack Enemy vehicular units.
Observation Range. The maximum length (in hexes) of the Line of Sight of a Friendly unit to successfully observe an Enemy unit. This range varies with the type and status of the Enemy unit, as well as with terrain and weather conditions.
Victory Point. The method by which victory is measured; the "value" of accomplishing certain Victory Conditions.
3.5 Game Scale
Each hexagon on the map represents 200 meters of actual terrain. Each Game-Turn represents five minutes of real time.
4.0 Sequence of Play
Each game or scenario of Mech War 2 is composed of Game-Turns during which Players move their units and engage in combat strictly according to the following Sequence of Play. This sequence is repeated, Game-Turn by Game-Turn, until the end of the Scenario being played.
4.1 Sequence Outline
A. First Player Indirect Fire Phase
1. Plot Segment: The first Player (as designated in the Scenario) plots his air strikes and artillery fire missions. These may or may not be delayed a certain number of Game-Turns, depending on the circumstances.
2. Marker Removal Segment: All Friendly Smoke, Artillery Impact and Starshell markers are removed from the map. All Suppression markers are removed from units belonging to the second Player.
3. Resolution Segment: Any artillery fire missions that the first Player has plotted to arrive in the present Game-Turn have their accuracy resolved; all plotted aircraft movement and combat is carried out. All indirect fire combat called for by these attacks is resolved; all Smoke and Starshell markers are placed as required. The second Player may fire air defense systems at the first Player's aircraft.
4. Rally Segment: The first Player may attempt to rally those of his units with rally commands.
B. Second Player Command Phase
The second Player (as designated in the Scenario) plots commands for each of his units on a company by company basis. These commands will be carried out in the appropriate Phases and may be changed only at the beginning of the next Friendly Command Phase.
C. First Player Movement Phase
1. Movement Segment: The first Player may move any or all of his units, according to their company commands. As the Player moves a unit, hex by hex, across the map, it may be attacked by any artillery impact or mine hex it enters. In addition, the second Player may interrupt this movement at any point and attack the moving unit with opportunity fire from one of his units. After this attack has been resolved, the first Player may attack the firing Enemy unit with one of this units, or "pass" (choose not to attack). The second Player may then attack either the moving unit or one of the first Player's units that fired with another of his units, or likewise pass. After both Players have passed, the moving unit may then resume its movement, possibly triggering more opportunity fire as it does so. This pattern continues until all of the units of the first Player have completed their movement.
2. Final Fire Segment: Any units of either Player (with an overwatch command) that did not fire in the preceding Movement Segment may now do so. This fire is resolved in the alternating manner already described. Final fire is resolved in an order determined by rounds of priority. Within each priority, the Phasing Player has the first chance to fire. Players alternate in firing the same priority class or passing until both Players have passed, whereupon the Phasing Player may commence final fire of the next lower priority. At any point in the Final Fire Segment, so long as it is his turn to fire, a Player may fire a unit with higher priority than the currently scheduled one. Thus, the Friendly Player may have a tank with an overwatch command and ability fire its main gun (Priority 2). Seeing no good targets while Priority 2 is scheduled, he chooses not to fire the tank's main gun. Later in the Final Fire Segment, an Enemy APC opens up with short halt automatic weapons fire (Priority 4), thus exposing itself to observation by the tank. Since it is now the Friendly Player's turn, he may fire the Priority 2 tank main gun at the Enemy APC; then it is the Enemy Player's turn. If the Enemy Player passes or has no more units able to fire of the current or higher priority, the Friendly Player may continue firing with various units until he, too, passes; then play proceeds to the next lower priority. When both Players have passed the lowest priority, the Final Fire Segment is ended. The order of priorities is:
- Automatic Weapons Final Fire
- Main Gun Final Fire
- ATGM Final Fire
- Automatic Weapons Short Halt and Fire-and-Move Final Fire
- Main Gun Short Halt and Fire-and-Move Final Fire
- ATGM Short Halt and Fire-and-Move Final Fire
Notes: Players using the optional Positions of Advantage rules (Section 25.0) will modify this Final Fire Sequence of Play accordingly.
3. Close Assault Segment: All units in the same hex with Enemy units resolve up to three "rounds" of close assault combat (see Section 13.0).
D. Second Player Indirect Fire Phase
The second Player now carries out his air and artillery plotting and attacks, in the same manner as the first Player in Phase A. The first Player may fire air defense systems at second-Player aircraft.
E. First Player Command Phase
The first Player now plots commands for each of his units, in the same manner as the second Player in Phase B.
F. Second Player Movement Phase
The second Player now carries out the movement of his units in the same manner as the first Player in Phase C.
G. Second Player Command Phase
The second Player now repeats Phase B.
H. First Player Movement Phase
The first Player now repeats Phase C.
J. First Player Command Phase
The first Player now repeats Phase E.
K. Second Player Movement Phase
The second Player now repeats Phase F.
L. Record Phase
The Game-Turn marker is advanced one space on the Game-Turn Record Track, signalling the end of one Game-Turn and the start of the next. Various other functions may take place during the Record Phase in certain Scenarios.
5.0 Command
General Rule: In order to function in combat, units must be part of an effective command system. Platoon leaders can see only a small part of the battle in which they are engaged, and their actions must be guided and coordinated by their company headquarters. Each company headquarters relies in turn on some higher level of command (battalion/brigade/division). In this game, this higher level of command is represented by the Player himself.
Procedure: During each Command Phase, a Player must issue specific commands (orders) to all of his units in the game, on a company-by-company basis. There are five commands that may be given: Bound, Overwatch, Bounding Overwatch, Withdraw, and Rally.
Each company is given one command, which remains in effect until the beginning of the next Friendly Command Phase. All commands are written down by each Player on a separate sheet of paper, known as the Command Plot. Command Plots are assigned secretly and are normally revealed only at the end of the Game-Turn.
Note: If the Players trust one another and have good memories, they can simply make a mental note of each of their companies' commands, and thus eliminate the need to write commands down.
Cases:
5.1 The Bound Command
When issued a Bound Command, all platoons on the company must either leave the hex they currently occupy during the next Friendly Movement Phase, or remain in that hex and undergo a change in status (Case 5.13).
5.11 When fulfilling a Bound Command, each unit of the company may be moved as the owning Player desires. The units may expend either part or all of their Movement Allowance, and may be moved in any direction or combination of directions.
5.12 Units that fulfill a Bound Command by movement must end the Movement Phase in a hex other than the one in which they began the Phase.
5.13 Units may also fulfill a Bound Command by remaining in place and undergoing a "change in status." Such status changes include:
- A. Entering column formation, see Case 6.6.
- B. Entering defilade (for vehicular units) or leaving defilade (for infantry units); see Section 15.0.
- C. Undergoing snorkeling or amphibious operations; see Section 24.0.
- D. Embarking or disembarking from Friendly APC units; see Section 17.0.
5.14 Units with a Bound Command that undergo a change in status may also move if they have sufficient Movement Points to do so. However, if they choose to do so they are also subject to Case 5.12.
5.15 Units with Bound Commands may also initiate or withdraw from close assault combat.
5.16 Engineer units performing engineer functions with a Bound Command are not required to move.
5.2 The Overwatch Command
When issued an Overwatch Command, all platoons of the company must remain stationary in the hex(es) they currently occupy.
5.21 Units given Overwatch Commands are the only units that may engage in normal direct fire (see Bounding Overwatch for that command's effects in terms of Overwatch).
5.22 Units given an Overwatch Command may initiate fire on moving Enemy units, or in response to the fire of Enemy units, or in the Final Fire Segment of the Movement Phase.
5.23 Units fulfilling an Overwatch Command may enter defilade in the hexes they currently occupy (see Section 15.0) or change the facing of Vehicle Defilade markers. This has no effect on their ability to use direct fire.
5.24 APC units fulfilling an Overwatch Command may be mounted by Friendly infantry units in the hex they currently occupy. Infantry units fulfilling an Overwatch Command may dismount from APCs in the hex they currently occupy (see Section 17.0).
5.25 Units with Overwatch Commands may engage in close assault initiated by Enemy units or continue a close assault initiated in a previous Game-Turn.
5.3 The Bounding Overwatch Command
This command combines elements of both the Bound and the Overwatch Commands. When issued a Bounding Overwatch Command, one or more platoons of the company must fulfill a Bound Command, while the remainder of the company (i.e., at least one platoon) must fulfill an Overwatch Command.
5.31 The exact units within a company that are to fulfill either "part" of the Bounding Overwatch Command is not determined in advance. Instead, the Player is free to determine which units will Bound and which will Overwatch at any time throughout the Phases starting with the current Command Phase and ending in the next Friendly Movement Phase.
5.32 For obvious reasons, companies that consist of a single unit may not be issued a Bounding Overwatch Command.
5.33 Only certain nationalities may use the Bounding Overwatch Command. This is noted in the Exclusive Rules Booklets.
5.4 The Withdraw Command
Withdraw and Rally are the only commands that may be given to companies that, due to combat losses, are currently in Morale State 3 (see 18.0). When given a Withdraw Command, all units of the company are under the same restrictions as for a Bound Command, except that units may choose to remain in their hex (that is, to do nothing). If moving, they need not move in any particular direction. However, once given a Withdraw Command, a company may be issued no further commands other than Withdrawal and/or Rally until the company has reduced its Morale Level to zero (see Case 5.5). Units with Withdraw Commands may not initiate close assault unless their observation range is zero; if involved in close assault they must withdraw as soon as possible.
5.5 The Rally Command
When the platoons of a company take losses, there is a chance that their morale may begin to suffer (see Section 18.0). Companies may restore their morale through the Rally Command. This command and the Withdraw Command are the only commands which may be issued to companies that are currently in Morale State 3. When given a Rally Command, no units of the company may expend any Movement Points, fire any of their weapons systems, initiate close assault, or undergo a change in status. Once given a Rally Command, a company may not be issued any other type of command except for further Withdraw or Rally orders. This restriction continues until the company has restored its Morale State to zero.
5.6 Regrouping
Two or more platoons that have taken losses in combat may combine into a single platoon by regrouping. This may be done by any units with a Bound Command that have begun a Friendly Movement Phase stacked in the same hex. Regrouping costs the units involved their entire Movement Allowance for that Phase. At the end of the Phase, only one "combined" platoon remains in the hex; the other counters are removed from the map.
5.61 Only platoons of the same company may Regroup.
5.62 Only platoons of the exact same type (e.g., all M60A1, all infantry) may Regroup.
5.63 Platoons may Regroup only up to a strength (in vehicles or steps) less than or equal to their original strength at the start of the Scenario.
5.64 The combined platoon formed by Regrouping has all facets of its platoon status determined by the Enemy Player. He may apply any status that was true of at least one of the component platoons to the new one. For example, if a Suppressed platoon Regrouped with a platoon that was not Suppressed, the Enemy Player could choose to have the newly formed platoon Suppressed.
5.65 Regrouping has no effect on any company status for the newly formed platoon. It "inherits" all company status from its component platoons.
6.0 Movement
General Rule: During the two Friendly Movement Phases of the Game-Turn, a Player must move his units in accordance with the commands given to each company in the preceding Friendly Command Phase. During the Movement Segment of each Movement Phase, a unit may move as many or as few hexes as desired as long as its Movement Allowance is not exceeded. During the course of a Friendly unit's movement, the Enemy Player may fire opportunity fire at the moving unit with any of his units that were issued an Overwatch Command. At this point, the moving unit must stop as the fire is executed. The Phasing Player may fire overwatch fire at the unit which is executing opportunity fire; thus large exchanges of fire could develop over the movement of one unit. Once all fires have been announced, they are resolved in the order of priority dictated in the rules for Overwatch Fire (Case 8.3). Once all fires have been resolved, the moving unit (if it has survived) may finish its movement, possibly triggering more opportunity fire.
Procedure: Each unit (or stack of units) is moved individually, tracing its path of movement through the hexgrid. The order in which Friendly companies move is determined by the Enemy Player. Movement is calculated in terms of Movement Points. Basically, each unit expends a minimum of one Movement Point of its Movement Allowance for each hex it enters. The actual cost for a unit to enter a hex (or cross a hexside) varies according to the type of unit and the terrain involved. The effects of terrain on movement are listed on the Terrain Effects Chart (6.9).
Players' Note: The Enemy Player determines the order in which companies move, since all such movement is really simultaneous. This allows the Enemy Player to choose which Enemy movement he would like to "see" first, and thus be more likely to fire at (because a given weapons system may fire only once per Phase). In practice, however, this procedure need be followed only when Enemy and Friendly units are actually "in contact" and likely to exchange overwatch fire with one another.
Cases
6.1 Movement Inhibitions and Prohibitions
6.11 A unit may not expend more Movement Points than its total Movement Allowance in any one Movement Segment. A unit may not "save" unexpended Movement Points for use in a later Movement Segment, nor may unused Movement Points be transferred from unit to unit.
6.12 Units may be moved only during a Friendly Movement Segment. Although there may be some movement as a result of close assault (due to a withdrawal), this is not considered movement per se and does not require the use of Movement Points.
6.13 Units are normally moved individually hex-by-hex across the map. However, units which begin a Movement Phase stacked in the same hex and are stacked in the same hex at the end of that Movement Segment must be moved together (see Case 6.4).
Player's Note: This procedure is used so that units that spend an entire Friendly Movement Phase together pay the appropriate penalty (on the Loss Modification Tables) when defending against Enemy opportunity fire.
6.14 There are certain doctrinal restrictions placed on the ways in which the platoons of a company may move. These vary by nationality and are listed in the Exclusive Rules booklets.
6.15 Once moved off the map, units may not move onto the map.
6.2 Vehicle Movement
The movement of vehicles is affected by formations they are required to enter while in some types of terrain. Such units must enter Dispersed Formation (see Case 6.5) when moving into heavy woods or town hexes; they must enter Column Formation (see Case 6.6) to gain the movement benefits for road and trail hexes and to cross bridges. Vehicle units (with Bound Commands) may always move one hex per Friendly Movement Segment by spending their entire Movement Allowance doing so.
6.3 Infantry Movement
Men on foot (dismounted or "leg" infantry) move a great deal more slowly than vehicles. For this reason, infantry units may either be mounted (transported by Friendly APCs) or dismounted (on foot).
6.31 All dismounted infantry units have a Movement Allowance of 1 (however, see Cases 6.32 and 6.33). Mounted infantry units have no Movement Allowance, but are instead treated like the vehicular units that are transporting them (see Section 17.0).
6.32 Leg infantry units may voluntarily double their Movement Allowance (to 2) through a procedure known as double-time. In order for a unit to double-time, the owning Player simply declares that the unit is doing so. After completing its movement for that Segment, the unit is fatigued (see Case 6.7).
6.33 Leg infantry units may voluntarily triple their Movement Allowance (to 3) through a procedure known as charge. In order for a unit to charge, the owning Player simply declares that the unit is doing so. After completing its movement for that Segment, the unit is fatigued (see Case 6.7).
6.34 Leg infantry units must pay one additional Movement Point when moving from a hex at a lower height level to a hex at a higher height level (however, see Case 6.6). There is no additional cost for a unit to move in the reverse direction (i.e., downhill). Note: This means that infantry units must become fatigued when moving uphill and not using a road or trail.
6.35 Infantry units (with Bound Commands) may enter a hex only if they have sufficient Movement Points to do so.
6.36 Infantry units may always move one hex by charging, even if they would not ordinarily have the Movement Points to enter a hex.
6.4 Stacking
There may never be more than three Friendly units of the same type (vehicle or infantry) in a hex at the end of any Segment.
6.41 The stacking limit applies only at the end of each Segment. A Player may have any number of Friendly units move through a hex during a Segment, so long as the stacking limit is met at the end of the Segment.
6.42 Stacking has no effect on a unit's ability to make fire attacks. For the effects of stacking on close assault, see Case 13.1.
6.43 Stacking increases a unit's vulnerability to fire by altering the die roll on the appropriate Loss Modifications Tables (see Cases 12.1 and 12.2). However, when resolving combat during a Friendly Movement Segment, only those Friendly units that are moving, only units "moving together" (see 6.45) are considered to be stacked.
6.44 Stacked units are each attacked separately by any indirect fire in the hex (see Case 14.3).
6.45 Units that begin and end a given Movement Segment stacked together must be moved together as a stack (if they are to be moved at all). This is important, as it will have an effect on the results of any opportunity fire on the moving units.
6.46 When transporting infantry, the APC unit counter is placed on top of its passenger infantry unit (see Section 17.0). For purposes of stacking, a vehicle transporting a passenger unit is treated as if it were a single vehicular unit.
6.47 There is no Movement Point cost to stack or unstack units except when such action represents infantry mounting or dismounting from vehicles (see Case 17.1).
6.48 Friendly units that end a Segment in a hex in excess of the stacking limit are immediately eliminated. The owning Player has the choice of which unit(s) in the hex to eliminate.
6.49 Headquarters units never count for stacking purposes.
6.5 Dispersed Formation
Vehicular units that enter any heavy woods or town hex are automatically placed in Dispersed Formation.
6.51 Dispersed units may not observe (see Section 7.0) into any adjacent heavy woods or town hex. However, they may observe into all other hexes normally.
6.52 There is no cost for a unit to enter or leave Dispersed Formation. Vehicular units remain dispersed so long as they occupy a heavy woods or town hex and immediately revert to normal after leaving such a hex. There is no limit to the number of times a unit may change formation during a given Segment.
6.53 Dismounted infantry units never enter Dispersed Formation.
6.54 Vehicular units in Column Formation automatically leave Column Formation and enter Dispersed Formation when they enter any heavy woods or town hex and they are not moving on a road or trail.
6.6 Column Formation
In order to gain the movement benefits of roads and trails, units must enter Column Formation. When a unit in Column moves so that its path coincides with the path of a road or trail, the unit pays only the cost for moving along that road or trail, regardless of the other terrain in the hex, or (for leg infantry) any changes in height level.
6.61 Vehicular units may enter Column Formation by remaining stationary in a hex for one complete Friendly Movement Segment. The unit must have a Bound Command. Units may enter Column Formation in any hex (place an "In Column" marker on the unit).
6.62 Vehicular units may leave Column Formation during any Movement Phase. This may be done, first, during any Friendly Movement Segment, at no cost and with any command. A unit may also leave Column Formation during an Enemy Movement Phase, also at no cost, and with any command. However, a unit that does so cannot use opportunity fire during that Segment.
6.63 Infantry units may enter Column Formation at no cost, but only with a Bound Command. They may leave Column in the same manner as vehicular units (see Case 6.62). Infantry units that are Suppressed due to combat results automatically leave Column Formation.
6.64 Column Formation has no effect on stacking limits.
6.65 Units must automatically leave Column Formation when they are involved in a close assault (see Section 13.0). This is not done, however, until the unit either withdraws from the hex or one Phase of close assault has been completed.
6.66 Units in Column Formation may not enter defilade.
6.67 While in Column Formation, a unit's fire strength is affected as follows: vehicular units are treated as "1-vehicle units" when resolving all fire attacks; infantry units are treated as one-step units.
6.68 Column Formation increases a unit's vulnerability to Enemy attacks by altering the die roll on the appropriate Loss Modification Tables (see Cases 12.1 and 12.2).
6.69 Vehicular units reduced to a strength of one vehicle are automatically considered to be in Column Formation for movement purposes, but only for movement purposes. Such units do not have their die rolls altered for being in Column when defending against direct fire attacks. However, this does not apply to one-step infantry units; they must enter Column Formation normally.
Player's Note: When a number of Friendly units are moving "together" (whether stacked or not) in Column Formation (e.g., in a long line on the same road or trail), it is usually necessary to place an "In Column" marker only on the unit at the head of the column. (This is a method for reducing the number of "In Column" markers on the map.)
6.7 Infantry Fatigue and Resting
While dismounted infantry normally move at a slow rate of speed, they are capable of short bursts of much faster action (see Double-Time and Charge, Cases 6.32 and 6.33). When units perform charge or double-time, they become fatigued, but may recover from that fatigue by resting.
6.71 When units without a fatigue level perform one Segment of double-time, the units have a Fatigue 1 status noted on their unit status sheet.
6.72 Units at Fatigue Level 1 may not charge. In all other respects they are treated as normal infantry units (however, see Case 6.73).
6.73 When units at Fatigue Level 1 perform one Segment of double-time, the units have Fatigue 2 status noted on their unit status sheet.
6.74 When units without a Fatigue Level perform one Segment of charge, the units have Fatigue 2 status noted on their unit status sheet.
6.75 Units at Fatigue 2 may not move or expend Movement Points for any purpose. In all other respects they are treated as normal infantry units.
6.76 Infantry units may reduce their Fatigue Level by resting. Resting consists of spending one Friendly Movement Segment in a hex, without expending any Movement Points. The resting units may receive any command and may fire normally. For each Segment that a unit rests, its Fatigue Level is reduced by one Level (i.e., from Fatigue 2 to Fatigue 1, or from Fatigue 1 to no fatigue).
6.77 The effects of double-time and charge (in producing fatigue) and resting (in reducing fatigue) occur at the end of the Movement Segment.
6.78 There is no limit to the number of times that a unit may become fatigued and/or recover by resting.
6.79 Units being mounted and/or transported by Friendly APC units may also rest in that Segment, provided the infantry units themselves did not expend any Movement Points. Units may not rest in hexes containing Enemy units.
6.8 Dummies
Dummies are meaningless counters employed as though they were real units, so that the Enemy Player will never know whether or not a particular unspotted Enemy unit is real. The number of Dummies available to each Player is listed in the Scenario instructions. Where there are insufficient blank counters available, counters not used in the current Scenario may be employed as Dummies. Thus, if the only NATO forces in the Scenario were British, American units may serve as Dummies; if no airborne units are in the Soviet Order of Battle for a given Scenario, these may be employed as Dummies, etc.
6.81 Dummies are moved and positioned on the map like normal units. They do not require commands, but may be used as the Player sees fit, in order to best confuse the opposing Player.
6.82 Dummy units are removed whenever they are observed (spotted) by Enemy units. They may also be removed voluntarily by the owning Player (see Case 6.83).
6.83 The owning Player may re-deploy any or all of his Dummy units during any Friendly Movement Segment. This is done by physically removing the Dummy counter(s) from the map and then simply placing them in a hex containing unspotted Friendly ground units.
6.84 Dummy units may not attempt to observe Enemy units. When a Dummy unit is the target of an Enemy spotting attempt, the owning Player may decide whether the unit is to be considered infantry or vehicle when determining the results (see Section 7.0).
6.85 Dummy units may not be used to determine the scatter of Friendly artillery fire missions (see Case 14.2).
6.9 Terrain Effects Chart
(See separate sheet.)
7.0 Observation
General Rule: Before a unit can fire at a target in the game, as in actual combat, it must first be established that the firing unit can observe the target. The ability of a unit to observe a target is determined by range, nature of the target (i.e., whether it is infantry or vehicle), attitude of the target (i.e., moving, stationary, or firing), weather conditions and the nature of the terrain between the observing unit and the target. Once the attacking unit is determined to be in observation range of the target, it must be determined that the Line of Sight (LOS) between the attacking unit and the target is not blocked (see Case 7.2).
Cases
7.1 Observation Range
7.11 All units are initially deployed face-down so that only the owning Player knows what they are. They are turned face-up, and may be fired at, only when observed (spotted) by Enemy units. Units may become liable to observation at different distances (observation ranges) from the Enemy, depending upon the weather, illumination, type of unit, motion or lack thereof, or upon actions such as firing. Once observed, a unit may remain observed or it may become unspotted once more. Observation is always by specific Enemy units; it is never general.
If a face-down unit fires direct fire at an Enemy unit, it is automatically observed by any Enemy unit with an un-blocked Line of Sight and which is within maximum observation range, and is turned face-up for at least the remainder of the current Movement Phase. If a face-down unit moves and it is within the regular observation range for that type of unit with an un-blocked Line of Sight, it may be observed by that unit and turned face-up. If a face-down unit neither moves nor fires, it remains face-down and unobserved until an Enemy unit comes within regular observation range of it, demonstrates an un-blocked Line of Sight, and demands observation. Regular observation range is always based on the type of unit, motion status, terrain, etc., of the unit which the Enemy is attempting to spot; it is never based on the type of unit, motion status, terrain, etc., of the Enemy unit which is attempting to make the observation. Just because unit A is within regular observation range of unit B does not mean that B is within regular observation range of unit A.
7.12 Once observed (face-up), a unit remains observed by the unit which spotted it for as long as it remains in that unit's Line of Sight and within focused observation range (see Case 7.19). When a unit has exposed itself (become observed) because it has made a direct fire attack, it remains observed by all units within maximum observation range having an un-blocked Line of Sight for the remainder of the current Phase. Once that Phase is over, the unit remains observed by all Enemy units within focused observation range having un-blocked Line of Sight. If an observed unit can move out of the Line of Sight or observation range of all Enemy units, it may be turned face-down (unobserved) until such time as it is again observed by an Enemy unit.
7.13 For purposes of determining observation range, whenever a Friendly unit moves through two or more different types of terrain that is within the LOS of an Enemy unit (including the hexes in which the unit begins and ends its movement), determine the Enemy unit's ability to observe that unit based on the terrain type passed through that best affords a chance for observation.
7.14 Dummy units may never attempt to sight Enemy units.
7.15 Units are not required to attempt to sight a given Enemy unit. The owning Player may voluntarily withhold any such sighting attempts, and thus hope to mislead the Enemy Player that a real unit is in fact a Dummy.
7.16 The length (in hexes) of a unit's Line of Sight may never exceed the maximum range of Observation given on the Observation Chart. While this range is normally unlimited, it may be reduced due to certain weather conditions.
7.17 Day Clear Weather Observation Range Table (see separate sheet).
7.18 For purposes of determining the observation range, a unit is moving if it:
- A. is moving from hex to hex;
- B. is withdrawing from close assault;
- C. is entering defilade under an overwatch command;
- D. is mounting or dismounting;
- E. is an engineer unit performing engineer functions;
- F. (during an Enemy Movement Phase) was moving (as defined in this Case) during the previous Friendly Movement Phase and currently has a Bound or Bounding Overwatch command.
7.19 The focused observation range is equal to twice the maximum regular observation range for the type of unit (vehicle or infantry), motion status (moving or stationary), and terrain concerned. Thus, under regular observation procedures, a Friendly stationary vehicle which is unobserved may be spotted by an Enemy unit moving into a hex 15 hexes away, by day and in clear weather, provided that there is an un-blocked Line of Sight. Once observed, the Friendly unit remains observed by the Enemy unit which spotted it as long as the Enemy unit maintains an un-blocked Line of Sight and is within 30 hexes of the Friendly unit. If the regular observation range is zero, the focused observation range is 1.
7.2 Height Effects on Observation
The terrain features printed on the maps represent physical characteristics typical of battlefields in Central Europe/Middle East, including contour (height) variations. Once a LOS has been established between two units, it is still necessary to determine whether the LOS is valid or invalid (blocked by contour changes).
7.21 The Height Level of a unit is determined by the color of the hex it occupies (see the Terrain Effects Chart, 6.9). Each separate Height Level represents a 20 meter change in elevation.
7.22 One Height Level (20 meters) must be added to the Height Level of any light woods, heavy woods, smoke, or town hex, for purposes of blocking terrain. (This is because the trees/buildings/smoke in the hex is assumed to be about 60 feet tall.)
Note: Each height level represents a vertical distance of 20 meters. Each hex represents a horizontal distance of 200 meters.
7.24 Map A: A unit in hex 3716 (Height Level 4) attempts to trace a LOS to a unit in hex 2108 (Height Level 0). The only potential obstacle, the light woods hex in 2912 (Height Level 1), does not block the LOS. If, however, the lower unit were to move to hex 2711, the LOS between the two units would be blocked.
Map C: A unit in hex 4217 (Height Level 2) attempts to trace a LOS to a unit in hex 4223 (Height Level 0). The only potential obstacle, the Height Level 1 hex at 4219, does not block the LOS. If, however, the lower unit were to move to hex 4220, the LOS between the two units would be blocked.
7.3 Observation Procedure
- Determine if the sighting unit is within observation range of the unit it is trying to observe (see Case 7.1).
- Determine the Line of Sight between the sighting unit and the unit it is trying to observe. This is accomplished by visualizing a perfectly straight line drawn from the center of the hex occupied by the unit doing the observing to the center of the hex occupied by the unit being observed. If the Players find this difficult, they should hold a ruler over the map, aligning it between the centers of the two hexes.
- Determine if the Line of Sight is blocked (preventing observation) or clear (permitting observation). Once the Line of Sight between the two units is established, the Players must determine if any of the hexes traversed by this LOS contains blocking terrain. There are five types of blocking terrain: elevated hexes, heavy woods hexes, light woods hexes, town hexes, and smoke hexes. Any hex which contains blocking terrain may interrupt the LOS, allowing a unit to see into the specific (blocking) hex, but preventing observation beyond that hex along the LOS. Whether blocking terrain actually interrupts or blocks the LOS depends upon the elevation of both the sighting unit and the unit it is attempting to observe. How to determine if the LOS between two units is blocked is explained in the following Cases (7.31 through 7.35).
7.31 If the two units occupy hexes which are at the same level of elevation, either unit may observe the other unless the Line of Sight traverses (goes through) any hex which is on a higher elevation than either of the two units.
Map A: Units in hexes 3113 and 3119 (both at Height Level 0) may not trace a LOS to one another because hex 3116 is higher (Height Level 1).
Map C: Units in hexes 2912 and 3113 (both at Height Level 0) may not trace a LOS to one another because hex 3012 is higher (Height Level 1).
7.32 If the two units occupy hexes on different levels of elevation, the Line of Sight is automatically blocked if it crosses any hex which is on a higher elevation than both of the observing units. If the LOS is not blocked by higher terrain, use the Height/Line of Sight Display to determine if intervening terrain blocks the LOS. This is performed as follows:
- Locate the elevation of the higher unit on the zero distance line.
- Determine the range in hexes to the lower unit, and then on that line locate the height of that unit.
- Connect the two points with a straight edge (a transparent plastic rule is ideal). Now locate the height and distance of any suspected obstacle. If the obstacle is higher than the Line of Sight at the point of intersection, then the LOS is blocked. If the Line of Sight exactly intersects the obstacle, or passes over it, then the LOS is not blocked. If there is any doubt, or should the Players prefer, they may resort to the Line of Sight Algorithm (see Case 7.34) instead.
7.33 Town, woods, and smoke hexes add one level to the height of a hex when calculating blocking height, but not sighting/firing position.
7.34 Players may also determine the Line of Sight by using the basic algorithm (mathematical expression of the Line of Sight). It is expected that this will be used only to check the occasional "close call" on the Height Level/Line of Sight Display. The result of the algorithmic method is governing. Under the algorithmic procedure, a clear Line of Sight exists only if:
H / D is equal to or greater than (h - 1.5) / d
whereby:
- H = Height (in meters) of higher position minus height of lower position.
- D = Distance (in meters) from higher position to lower position.
- h = Height (in meters) of potential obstacle minus height of lower position.
- d = Distance (in meters) from potential obstacle to lower position.
7.35 Line of Sight Gauge (see separate sheet).
8.0 Direct Fire Combat
Commentary: For the most part, individual units have a number of different "weapon systems." For example, the BMP (the most advanced Soviet APC) is equipped with a machinegun (automatic weapons), a conventional 73mm gun (a medium main gun), and a Sagger (an ATGM). Unless prohibited by information given on its data sheet, a unit may fire each of its weapons systems (at the same or at different targets) in a given Phase.
Do not become confused by the different types of direct fire. They are (1) Opportunity Fire, in which Friendly units fire at Enemy units as the latter move; (2) Overwatch Fire, in which Friendly units fire at Enemy units immediately after those Enemy units themselves have fired; (3) Final Fire, in which Friendly and Enemy units (that have not already fired in the current Phase) exchange fire; and (4) Withdrawal Fire, which occurs only during close assaults.
Cases
8.1 Restrictions on Fire
8.11 Only units with an Overwatch Command may use direct fire. Exceptions: See Sections 13.0, 21.0 and 30.0.
8.12 A unit may never fire the same weapons system more than once in the same Phase, unless involved in a close assault (see Section 13.0), or unless the unit is using an air defense system to fire at Enemy aircraft (see Section 20.0).
8.13 All direct fire is resolved in alternating fashion. First a unit of one Player fires a weapons system, then a unit of the other Player fires a weapons system. This procedure continues until all units have carried out the desired direct fire.
8.14 A given unit may be attacked any number of times in the same Phase.
8.15 All units make separate attacks, which are announced and resolved on an individual basis.
8.16 Combat is not considered to be simultaneous. With the exception of certain types of overwatch fire (see Case 8.33), the results of each fire combat are applied before any additional combat takes place.
8.17 If a Player states an attack, he must carry out that attack. He is responsible for calculating the chances of success beforehand. If he states an attack which is then found to make no sense, it is still considered to have been executed. In effect, the firing units have wasted their fire.
8.18 A unit may only fire at an Enemy unit if it can see the Enemy unit. This may be determined in one of three ways:
- A. The unit attempting to fire can by itself spot the Enemy unit, having an un-blocked Line of Sight and being within the regular observation range for the type of unit (vehicle or infantry), motion status (moving or stationary), and terrain concerned.
- B. The Enemy unit has revealed itself by firing any of its weapons systems, there is an un-blocked Line of Sight, and the Enemy unit is within the maximum observation range (unlimited during daylight and clear weather, otherwise variable).
- C. The Enemy unit has been spotted by a Friendly unit other than the one which is attempting to fire on it, the Friendly unit which is attempting to fire on it has an un-blocked Line of Sight, and the Enemy unit is within the focused observation range (see Case 7.19) of the unit which is attempting to fire on it.
8.2 Opportunity Fire
8.21 Opportunity fire (for all weapons systems) is performed during the Enemy Movement Segment. It may only be used against moving Enemy units.
8.22 There is no limit to the number of targets a particular unit may fire at during different times during the Movement Phase, so long as none of the unit's weapons systems fire more than once.
8.23 A unit with an Overwatch Command may withhold its fire and is never forced to attack a given target. It may pass up one possible target in the hope that a better target will later show itself. However, a Phasing Player is never forced to "take back" the movement (or part of the movement) of a unit in order to allow an Enemy unit to attack.
Example: If a U.S. M60 unit moves into and out of the Line of Sight of a Soviet T72 platoon, and the Soviet Player elects to withhold his fire and wait for another target, he may not afterwards change his mind and have the T72 platoon fire "retroactively" at the M60 unit.
8.24 If a Friendly ATGM system fires at a moving Enemy unit, all Enemy overwatch fire on the firing unit by automatic weapons and main gun systems (only) occurs before the result of the original attack is determined. (This is due to the fact that the missile of the ATGM system takes a much greater time to reach its target than a comparable gun system.)
8.25 Opportunity fire is always resolved in the hex that the moving unit has entered. Exception: See Case 8.26.
8.26 Units entering defilade may be attacked by opportunity fire. This fire is resolved before the defending unit enters defilade. The defending unit would be treated as a moving unit on the Loss Modifications Tables.
8.3 Overwatch Fire
Overwatch fire is the only type of direct fire during a Movement Segment that may be directed against non-moving Enemy units. Furthermore, it may only be directed at Enemy units that have previously fired during the Segment.
8.31 Any unit with an Overwatch Command may perform overwatch fire.
8.32 All Friendly overwatch fire is resolved immediately after the fire of the Enemy unit is resolved. Exception: See Case 8.33.
8.33 If the target Enemy unit is using an ATGM system, then all Friendly overwatch fire on that unit by main gun systems and automatic weapons (only) is resolved first.
8.34 There is no limit to the number of different targets a given unit may fire at during different times of the Movement Segment, so long as none of the unit's weapons systems fires more than once.
8.4 Final Fire
Final fire (for all weapons systems) is carried out during the Final Fire Segment of each Movement Phase.
8.41 Only weapons systems which did not fire in the preceding Movement Segment may use final fire.
8.42 Units may fire at any Enemy unit to which they may currently trace a Line of Sight and which is visible to them.
8.43 All final fire is resolved in alternating fashion. Weapons systems have priority of fire in the order given in the Sequence of Play (4.0).
8.5 Withdrawal Fire
Withdrawal fire is a special form of direct fire that only occurs when a Friendly unit leaves an Enemy-occupied hex as a result of close assault (see Section 13.0).
8.6 Suppression
As a result of direct and/or indirect fire, combat units may become suppressed. Once suppressed, units remain so until the following Enemy Indirect Fire Phase. Suppression has the effects listed in the following Cases.
8.61 Suppressed vehicular units:
- A. May not fire any of their externally controlled weapons systems.
- B. May not mount or dismount infantry.
- C. Receive a die adjustment on the appropriate Loss Modifications Tables when attacking (see Section 12.0).
8.62 Suppressed infantry units:
- A. Automatically enter defilade in the hex they are in.
- B. May not move. Infantry units may remove their Suppression during any Friendly Movement Segment by taking an immediate one-step loss. If the Suppression occurred as a result of opportunity fire, this option may be taken at once (before the unit enters defilade due to condition A), allowing the unit to continue its movement. If this occurs, the unit must check morale as usual for a loss of one step. Note: If the Suppression is due to a step-loss combat result, the removal of this Suppression results in an additional one-step loss.
- C. Receive a die roll adjustment on the Loss Modifications Tables when attacking (see Section 12.0).
8.7 Silhouetting (Optional Rule)
Under certain circumstances, vehicular units may be considered "silhouetted against the sky" and thus be more vulnerable to direct fire combat. In either version of Mech War 2, all vehicular units are considered to be silhouetted if they are in any clear hex at height level 4.
8.71 Only vehicular units may be silhouetted. Dismounted infantry units may never be silhouetted.
8.72 Defilade (or any other unit status) has no effect on whether a vehicular unit is silhouetted or not.
8.73 Units may not be silhouetted during new moon or overcast conditions at night. Otherwise weather, day, or night conditions have no effect on silhouetting. Note: These silhouetting rules are modified when playing Suez to Golan.
9.0 Automatic Weapons Fire
General Rule: Automatic weapons represent the fire of machineguns, rifles, and grenade launchers. The procedures used to resolve automatic weapons fire will vary, depending on the types of attacking and defending units involved. The automatic weapons strength (at various ranges) of infantry units is printed on the counters themselves, although it may be reduced due to losses. The ability of vehicular units to fire automatic weapons is listed on the unit's Data Sheet; each separate MG (machinegun) listed on the Data Sheet represents a separate automatic weapons system. Infantry automatic weapons systems have a maximum range of five hexes. Vehicle automatic weapons systems have a maximum range of 10 hexes.
9.1 How to Attack with an Infantry Unit
Fire Routine:
- Determine the firing unit's automatic weapons strength at the range (in hexes) between the firing unit (exclusive) and the defending unit (inclusive). This is printed on the counter. Note: This strength is reduced by one-third for each step that the infantry unit loses (round fractions down); it is never reduced below zero.
- The attacking Player should roll two dice and consult the Automatic Weapons Combat Results Table (9.3). Cross-index the die roll with the firing unit's attack strength to obtain a combat result.
- Regardless of the results of this attack, the defending Player now rolls one die and consults the appropriate Loss Modification Table (depending on whether the defending unit is infantry or vehicle; see Section 12.0).
9.2 How to Attack with a Vehicular Unit
Fire Routine:
- Determine the number of vehicles in the firing unit.
- Cross-index the number of vehicles in the unit with the range in hexes between the firing unit (exclusive) and the defending unit (inclusive) on the Vehicle Automatic Weapons Strength Chart (9.21). The indicated number is the firing unit's attack strength for the attack.
- The attacking Player now rolls two dice and cross-indexes the dice roll with the appropriate column on the Automatic Weapons Combat Results Table to obtain a combat result.
- Regardless of the results of Step 3, the defending Player now rolls one die and consults the appropriate Loss Modification Table (depending on whether the defending unit is vehicle or infantry).
9.21 Vehicle Automatic Weapons Strength Chart (see separate sheet).
9.3 Automatic Weapons Combat Results Table
(See separate sheet.)
9.4 Explanation of Modified Combat Results
The following Case explains how each combat result is actually applied to the defending unit. Note that these are modified combat results: the defending Player must first take the original combat result and consult the Loss Modification rules (see Section 12.0).
All Defending Units:
- — = No effect (the attack has failed).
The Defending Unit is Infantry:
- S = Suppressed. The defending unit is Suppressed (place a Suppressed marker on the unit). If the unit was already Suppressed, it remains in that state and suffers an additional one-step loss.
- 1, 2, 3 = The defending unit loses the number of steps indicated and is Suppressed (if the unit was already Suppressed, it loses the number of steps indicated and remains Suppressed). Place a Suppressed marker on the unit and adjust the unit's strength counter accordingly.
The Defending Unit Is a Light Target Class Vehicle:
- S = Suppressed. The defending unit is Suppressed. If the unit was already Suppressed, there is no additional effect.
- 1, 2, 3, 4, 5 = The defending unit loses the number of vehicles indicated and is Suppressed. Place a Suppressed marker on the unit and adjust the unit's strength counter accordingly. If the unit was already Suppressed, it loses the indicated number of vehicles and remains Suppressed.
The Defending Unit Is a Protected Target Class Vehicle:
- S = Suppressed. The defending unit is Suppressed. If the unit was already Suppressed, there is no additional effect.
- 1 = Same result as Suppressed.
- 2, 3, 4, 5 = The defending unit loses one less than the number of vehicles indicated and is Suppressed. Place a Suppressed marker on the unit and adjust the unit's strength counter accordingly. If the unit was already Suppressed, it loses the indicated number of vehicles and remains Suppressed.
The Defending Unit Is a Hard Target Class Vehicle:
- S, 1, 2, 3, 4, 5 = Suppressed. The defending unit is Suppressed (place a Suppressed marker on the unit). If the unit was already Suppressed, there is no additional effect.
Note: Against FROGs and SCUDs, each vehicle should be treated as if its armor were one class less (e.g., hard vehicles are treated as Protected). Vehicles are never reduced below "light" armor class, however.
9.5 Co-Axial Machineguns (Optional Rule)
Certain vehicles have an additional automatic weapons system, their co-axial machinegun. This is noted on the unit's Data Sheet. This weapon system is treated in all respects like the normal automatic weapons strength of the vehicle unit, with the exception that the system may not fire in the same Phase as the unit's main gun. (If both automatic weapons systems of the same vehicle fire at the same defending unit, two separate attacks are made.)
10.0 Main Gun Fire
General Rule: This represents the fire of various vehicle and infantry main guns. Such guns may be heavy or medium caliber. This is listed on the unit's Data Sheet.
Cases
10.1 How to Fire on an Enemy Vehicular Unit
Fire Routine:
- Determine the caliber of the main gun of the firing unit (either heavy or medium).
- For a heavy main gun, determine its type of fire control and the target profile of the defending unit. Then consult the Heavy Main Attack Strength Table. Cross-index the range in hexes between the firing unit (exclusive) and the target unit (inclusive) with the target profile of the defending unit. (Make sure to use the sub-column corresponding to the fire control of the attacking unit.) The number indicated is the firing unit's attack strength for the attack. (Go on to step 4.)
- If the gun is a medium main gun, it has no fire control system. Instead, determine its firing class (either 1, 2, or 3) and the target profile of the defending unit. Then consult the Medium Main Gun Attack Strength Table. Cross-index the range in hexes between the firing unit (exclusive) and the target unit (inclusive) with the target profile of the defending unit. (Make sure to use the sub-column corresponding to the class of the firing unit.) The number indicated is the firing unit's attack strength for the attack.
- Determine the number of vehicles (or steps) in the firing unit. Cross-index this line on the Main Gun/ATGM Combat Results Table with the firing unit's attack strength. This will determine which column (labeled A through V) to use.
- The attacking Player now rolls two dice and cross-indexes the die roll with the appropriate column on the Combat Results Table.
- Regardless of the results of step 5, the defending Player now rolls one die and consults the Vehicle Loss Modification Table (12.11) to determine the actual results of the attack. This final result is applied immediately (see Section 12.0).
10.2 How to Fire on an Enemy Infantry Unit
This fire represents main guns firing High Explosive (HE) shell. Its maximum range is 5 hexes.
10.21 Procedure
- Determine the caliber of the main gun of the firing unit. Cross-index the caliber of the main gun with the number of vehicles in the firing unit on the Main Gun Anti-Infantry Attack Strength Table (10.22). The indicated number is the attack strength for the attack. The attack is then resolved on the Automatic Weapons Combat Results Table (9.3).
- The attacking Player now rolls two dice. Cross-index the dice roll with the firing unit's attack strength.
- Regardless of the results of step 2, the defending Player now rolls one die and consults the Infantry Loss Modification Table (12.2) to determine the actual results of this attack. This final result is applied immediately (see Section 12.0).
10.22 Main Gun Anti-Infantry Attack Strength Table (see separate sheet).
10.3 Main Gun/ATGM Anti-Vehicle Combat Results Table
(See separate sheet.)
10.4 Explanation of Modified Combat Results
The following Case explains how each combat result is actually applied to the defending unit. Note that these are modified combat results: the defending Player must first take the original combat result and consult the Loss Modification rules (Section 12.0).
All Defending Units:
- — = No effect (the attack has failed).
- 1, 2, 3, 4, 5 = The defending unit loses the number of vehicles indicated and is Suppressed. Place a Suppressed marker on the unit and adjust the unit's strength counter accordingly.
10.5 Main Gun Range Attenuation Tables
10.51 Heavy Main Gun Attack Strength Table (see separate sheet).
10.52 Medium Main Gun Attack Strength Table (see separate sheet).
11.0 ATGM Fire
General Rule: This represents the fire of various anti-tank guided missiles (ATGM). The performance of such weapons varies greatly from system to system; the specific type of ATGM with which a unit is equipped is listed on the unit's Data Sheet. ATGM weapons systems may only attack vehicular units; they may never attack dismounted infantry units.
Procedure
Fire Routine:
- Determine the specific type of ATGM (e.g., Sagger, TOW) used by the firing unit. This is listed on the unit's Data Sheet and may be modified by Scenario instructions.
- Determine the range in hexes between the firing unit (exclusive) and the defending unit (inclusive).
- Cross-index the range with the ATGM system of the firing unit on the ATGM Attack Strength Table (11.3). The number indicated is the firing unit's attack strength for the attack.
- Determine the number of vehicles (or steps) in the firing unit. Cross-index this line on the Main Gun/ATGM Combat Results Table with the firing unit's attack strength. This will determine which column (labeled A through V) on the Table to use.
- The attacking Player now rolls two dice and cross-indexes the dice roll with the appropriate column on the Combat Results Table.
- Regardless of the results of step 5, the defending Player now rolls one die and consults the Vehicle Loss Modification Table (12.11) to determine the actual results of the attack. This final result is applied immediately (see Section 12.0).
Cases
11.1 Restrictions on ATGM Fire
11.11 When calculating the range in hexes between the firing unit and the defending unit, Players must determine if the Line of Fire goes through a river hexside and/or a lake hex. If it does so, then all hexes on the "far" side of the river hexside or lake hex count as double when determining the range. There is no additional effect for crossing more than one such water obstacle.
11.12 The ATGM weapons systems of vehicle units (only) are subject to damage due to indirect fire (see Case 14.34).
11.13 The ability of mounted infantry units to fire their ATGM systems depends on the type of APC transporting the infantry (see Section 17.0).
11.14 ATGM weapons systems may fire only at vehicle units. They may not fire at dismounted infantry units. However, ATGMs may eliminate mounted infantry units by eliminating the vehicles they are riding in.
11.2 Sequencing ATGM Fire
Due to the fact that ATGM missiles have a relatively long time of flight (up to 30 seconds), their fire is not considered to be simultaneous with automatic weapons and main gun fire. Therefore, when resolving Friendly overwatch fire on firing Enemy units using an ATGM system, all Friendly overwatch fire by automatic weapons and main gun systems on that Enemy unit is resolved first before the Enemy fire itself is resolved. Thus the originally firing ATGM unit could have its strength reduced (or totally eliminated) before it got to resolve its fire. Note: The fire of Friendly ATGM systems performing overwatch fire on Enemy ATGM firing units is resolved normally, since the time in flight of the missiles cancels each other out.
11.3 ATGM Attack Strength Table
(See separate sheet.)
11.4 Personnel Anti-Tank Weapons
These represent a variety of short-range weapons used by infantry units against vehicles. (These are listed on the unit's Data Sheet.) These weapons systems may be used only against vehicles; they may not attack dismounted infantry units. Their fire is resolved as described in the following Case.
Procedure:
- Determine the type of anti-tank weapon carried by the firing unit (R, B, or A).
- Cross-index the range in hexes from the firing unit (exclusive) to the target unit (inclusive) with the appropriate weapons system on the Personnel Anti-Tank Range Attenuation Table. The indicated number is the firing unit's attack strength for the attack.
- Determine the number of steps in the firing unit. Cross-index this line on the Main Gun/ATGM Combat Results Table with the firing unit's attack strength. This will determine which column (labeled A through V) on the Table to use.
- The attacking Player now rolls two dice and cross-indexes the dice roll with the appropriate column on the Combat Results Table.
- Regardless of the results of step 4, the defending Player now rolls one die and consults the Vehicle Loss Modification Table (12.11) to determine the actual results of the attack. This final result is applied immediately.
11.41 Personnel Anti-Tank Attack Strength Table (see separate sheet).
12.0 Loss Modification
General Rule: Loss Modification is the means whereby combat results obtained by the attacking Player (see Sections 8.0, 9.0, 10.0 and 11.0) are altered. This alteration is due to a variety of factors, such as terrain, target attitude, crew quality, etc. Loss Modification must be carried out regardless of the result of the original attack (even if the result was No Effect). Note: An original attack must actually have been made. That is, the firing unit must have had an attack strength of at least zero.
Procedure: After the attacking Player has obtained a combat result, the defending Player must total his Loss Modifiers. This is performed by referring to the Loss Modifier Chart (12.3) while the defending Player checks for (a) troop quality of firing unit, (b) target unit type, (c) firing unit type, and (d) defender's terrain. Each of these modifiers is listed as an addition or subtraction from the defending Player's upcoming Loss Modification die roll (they are all cumulative). When a final number to be added or subtracted has been determined, the defending Player should roll a single die and consult the Vehicle Loss Modification Table (if the target is a vehicle) or the Infantry Loss Modification Table (if the target is infantry). This die roll is modified by the Loss Modifiers determined by the Player and is read as described in the following Cases.
Cases
12.1 Vehicle Loss Modification
Procedure: After totaling the appropriate Loss Modifiers and adding them to or subtracting them from his die roll, the defending Player should cross-index the modified die roll with the target class of the defending unit on the Vehicle Loss Modification Table. The indicated change in the combat result is applied immediately.
12.11 Vehicle Loss Modification Table (see separate sheet).
12.12 Explanation of Vehicle Loss Modification Table:
- — = No effect (the original combat result is applied).
- −1, −2, −3 = Reduce the number of vehicles eliminated in the original combat result by the indicated number. If no vehicles were originally lost (e.g., the combat result was Suppression or zero), then the defending unit is not affected by that combat.
- +1, +2, +3 = Increase the number of vehicles due to be eliminated because of the original combat result by the indicated number.
12.13 If more than one unit of the same armor class and target profile are stacked together, the modified combat result calls for more vehicles to be lost than are contained in the target unit, and a second or third unit of the same armor class and target profile as the original target unit are also visible to the firing unit, the losses which cannot be absorbed by the original target unit must be taken by the second such unit. If there are three units of the same armor class and target profile visible to the firing unit, the firing Player may choose which of the other two units will absorb losses beyond the capacity of the original target unit to absorb. If, in this case, the second unit is also eliminated without all losses having been absorbed, the third such unit must suffer the unabsorbed losses. In no case, however, may a unit of a different armor class or target profile be called upon to absorb a loss due to direct fire on another unit.
Optional: Players may modify this rule prior to the game. For example, losses can be taken by other units in the hex if they are equally or less armored than the original target unit and are of equal or worse target profile. (This modification is less realistic than the standard rule.)
12.2 Infantry Loss Modification Procedure
After totaling the appropriate Loss Modifiers and adding or subtracting them from his die roll, the defending Player should cross-index this modified die roll with the column on the Infantry Loss Modification Table. (Only one column is needed, because all infantry units have the same target class.) The indicated change in the original combat result is applied immediately.
12.21 Infantry Loss Modification Table (see separate sheet).
12.22 Explanation of Infantry Loss Modification Table:
- — = No effect (the original combat result is applied).
- −1 = If the original combat result is 1 or greater, reduce the result by 1 and suppress the affected unit. If no steps were originally lost (i.e., the combat result was Suppression or no effect), then the defending unit is completely unaffected by this particular combat.
- +1 = Increase the number of steps due to be eliminated in the original combat result by 1. If the original combat result was Suppression, then the defending unit loses 1 step. If the original combat result was no effect, then the defending unit is Suppressed.
12.3 Loss Modifier Chart
(See separate sheet.)
12.4 Troop Quality (Optional Rule)
An additional modifier to all direct fire attacks may also be made due to overall troop quality. This is a measure of the general level of training and experience of the soldiers that make up a given unit. In each scenario the instructions will list the troop quality rating to be used by each Player.
12.41 When using the troop quality rules, the appropriate die roll adjustment must be made from the Loss Modification Tables for all direct fire attacks (see Case 12.3). Note: Only the troop quality of the firing unit is considered.
12.42 Troop quality affects only direct fire attacks; it has no effect on any form of indirect fire. The troop quality of the defending unit has no effect on the combat.
12.5 Loss Modification for Moving
12.51 There is a modification of −2 on the loss modification die roll if the target unit is moving. This modification applies to units which are:
- a. Attacked by opportunity fire while moving from hex to hex;
- b. Attacked during the Final Fire Segment after having moved in that Phase from hex to hex, not short halting;
- c. Withdrawing from close assault;
- d. Fired upon at the beginning of close assault under Case 13.12;
- e. Attacked by opportunity fire while entering defilade under an Overwatch command;
- f. Attacked during the Final Fire Segment of the Enemy Movement Phase, if the current command were both "Bound" or "Bounding Overwatch" and the unit did move from hex to hex during the previous Friendly Movement Phase, and the unit is not short-halt designated.
12.52 There is no loss modification for a target unit which is:
- a. Mounting or dismounting without moving from hex to hex;
- b. Involved in close assault rounds of fire (except: see Case 12.51 c. and d.);
- c. Attacked by Overwatch fire after performing short halt fire;
- d. Attacked during the Final Fire Segment while short-halt designated;
- e. An Infantry or motorcycle unit which is either suppressed or in defilade, even if otherwise covered by Case 12.51;
- f. Not moving.
13.0 Close Assault
General Rule: During a Friendly Movement Segment a Player may move a unit (or units) into a hex containing an Enemy unit (or units). This is known as close assault. The moving units must stop in the hex being assaulted, and they must resolve combat during the Close Assault Segment of that Phase. Close assault fire-and-move, and short halt are the only procedures by which units with non-overwatch commands may fire their weapon systems, and close assault is the only instance in which weapons systems may fire more than once per Phase.
Procedure: Like a sort of boxing match, close assault is divided into three rounds. Each round is composed of:
- (A) Non-phasing Player Fire Impulse
- (B) Phasing Player Fire Impulse
During each Segment all of the Friendly Player's units involved in the close assault may fire their appropriate weapon systems at any Enemy units in the same hex. This fire is resolved in the usual manner. ATGM weapon systems may not fire during a close assault, as they may not fire at 0 hex range.
At the beginning of the close assault Segment, Players must determine whether the units in the hex being assaulted are eligible to fire at the units moving into the hex under Case 13.12; if they meet the criteria specified in that Case, such fire is immediately resolved. Players then proceed to the first round of close assault fire. Each round begins with the Non-phasing Player Fire Impulse. During this Impulse, the non-phasing Player may have some or all of his units fire at one or more of the Enemy units in that same hex. When this fire is completed, play moves to the Phasing Player Fire Impulse; the phasing Player may have some or all of his units fire at one or more of the Enemy units in that same hex. This completes one round. The next round begins with the Non-phasing Player Fire Impulse, etc., until three rounds have been completed. There is one other procedure for close assault fire, Withdrawal Fire; this is covered in Case 13.3.
Cases
13.1 Entering Close Assault
13.11 The assaulting Player may move one or more units into a hex, as he desires. The assaulting units may have begun the Movement Segment in the same or different hexes.
13.12 At the beginning of the Close Assault Phase, but before commencing the first round of close assault, engaged defending units in the assaulted hex (with an overwatch command) may fire each of their weapon systems (under the normal restrictions) once at any assaulting units in the hex. This fire is resolved at 0 hex range.
13.2 Close Assault Combat
All Close Assault combat is resolved in the same manner as normal combat, unless specified otherwise, but at close assault (0 hex) range. Fire alternates between Players; that is, all of the units of one Player may fire, then all of the units of the other Player may fire, etc.
13.21 The non-phasing Player is the first Player to fire during each round of combat. There are three rounds of close assault combat per Close Assault Segment; each round consists of one fire impulse for each Player. Fire under Case 13.12 and Case 13.3 is outside of these three rounds.
13.22 During each impulse, and during fire under Cases 13.12 and 13.3, each vehicular unit may fire one weapon system, and each infantry unit may fire its automatic weapons system as well as one other weapons system. Each unit's fire is resolved separately.
13.23 All units in a hex which is undergoing close assault are considered to be engaged. Place an engaged marker on the hex. The "engaged" marker is removed as soon as only one Player has units in the hex.
13.24 Friendly engaged units may only fire their weapon systems at Enemy engaged units that occupy the same hex that the Friendly engaged units occupy.
13.25 Units outside of the hex may not carry out direct fire attacks on engaged units. However, all indirect fire attacks continue to be resolved normally.
13.26 Units may not move through a hex containing engaged units, although they may move into such a hex under certain circumstances (see Case 13.27).
13.27 When units begin a Movement Phase engaged, the Phasing Player may, within the stacking restrictions (which apply only in the context of one Player's units) bring other Friendly units into the hex as reinforcements, under Bound Commands. Engaged Enemy units may not fire at these additional units under Case 13.12.
13.28 Before units begin a Close Assault Round, the owning Players may give new Commands to the engaged units before anything else is done in the Close Assault Round. This is the only time, other than following a change in morale state, when commands may be given outside of the Command Phase. If part of a company is engaged, and part is not engaged, the engaged and non-engaged units may be given separate commands; this is the only instance when this is possible, other than Bounding Overwatch. Since these commands are assumed to originate locally, their issuance is not subject to jamming.
13.29 If a unit has an Overwatch Command, it is obligated to remain in the assaulted hex upon conclusion of the Round. If a unit has a Bound Command, it is obligated to withdraw from the hex upon conclusion of the Round. If both Players, following the Round, retain units in the hex, and both are in Overwatch Command, play proceeds to the next Round, unless the just-concluded Round was the third Round, in which case the Movement Phase is ended. If both Players' units have Bound Commands, the Phasing Player withdraws first, but he is not subject to withdrawal fire from Enemy units; if his withdrawal blocks all allowable exit hexes for the non-Phasing Player, the non-Phasing Player units may remain in the hex despite the Bound Command. If there are Friendly units with Bound Commands and Enemy units with Overwatch Command, the Friendly units must exit the hex and are subject to withdrawal fire. Note that suppressed infantry will take a step loss by withdrawing. Withdraw Commands are treated the same as Bound Commands for engaged units.
13.3 Withdrawal Fire
Engaged units with Overwatch Commands may not withdraw from close assault. Engaged units with Bound Command must withdraw from the hex at the end of the Round of close assault combat. All Friendly units of the same type (infantry or vehicle) must withdraw from a given hex at the same time. If such units are unable to withdraw, see Case 13.37.
13.31 Withdrawing units may be placed in any adjacent hex not occupied by Enemy units. However, units may not withdraw into lake hexes, across river, ferry or bridge hexsides, in excess of the stacking limits, or into hexes from which Enemy units moved into close assault during that Movement Phase.
13.32 All withdrawing units of the same type (vehicle or infantry) must be placed in the same hex.
13.33 Dismounted infantry units that withdraw have their Fatigue level immediately increased by 1. Note: This means that infantry units already at Level 2 Fatigue may not withdraw.
13.34 All of the previously engaged units of the non-withdrawing Player in Overwatch Command may immediately fire withdrawal fire at the withdrawing units (separately, with each of their weapons systems). This fire is resolved at 1 hex range.
13.35 Units in Morale State 2 or 3 may not engage in close assault (see Case 18.42).
13.36 Withdrawing units do receive the die modification for movement on the Loss Modification Table.
13.37 If an engaged unit with a Bound Command is unable to withdraw due to the restrictions in this Case, its morale level automatically increases by 1 at the end of the Close Assault Segment.
14.0 Indirect Fire
Indirect fire is the method by which artillery, mortars, missiles and rocket launchers attack. These weapons fire only once per Game-Turn and do not require a valid Line of Sight. There are two types of indirect fire weapons: missiles (Honest John, Lance, SCUD or FROG) and conventional artillery (mortars, howitzers, multiple rocket launchers, self-propelled guns). Because they are "area" weapons, all indirect fire attacks a specific hex rather than an individual unit. The use of indirect fire weapons may require a certain amount of advance planning and the accuracy of artillery fire is determined by the ability of other Friendly units to spot (observe) registration fire in the target hex. Indirect fire units may be either deployed on the map or off-map, as specified in the scenario.
Cases
14.1 Requesting Fire
When a Player writes a fire mission he is requesting fire. The number of fire missions that a Player may request at any one time depends on the number of indirect fire units he has available. An indirect fire unit may only fire one mission at a time. If, for example, the U.S. Player had only one 81mm mortar unit available, he could only request one fire mission at that time. A scenario may provide that a battalion may be broken down at the owning Player's option into three battery fire units or a battery may be broken down into three section fire units. These may be recombined and broken down by the owning Player any number of times.
Procedure (Fire Plot): Each time a unit uses indirect fire it must have a fire plot. Fire plots are assigned secretly and remain so unless questioned by the opposing Player. To plot a fire mission, the Player must list on a piece of paper:
- The identification of the firing unit (by caliber);
- The intended target hex number (this would be the "apex" hex of a battery pattern (see Case 14.14) or the "central" hex of the battalion impact pattern (see Case 14.14));
- The type of indirect fire being requested (either starshell, smoke or HE) and its pattern (battalion, battery or section);
- If necessary, the Game-Turn in which the fire is due to impact on the map.
Player's Note: The Players must construct their own Fire Plot Sheet. We suggest that each Player prepare a form similar to the one illustrated below.
[Sample Indirect Fire Plot sheet illustrated on the printed page is not reproduced here. It lists, for each plotted mission, the caliber of firing unit, pattern of fire, ID of firing unit, distance from the map edge (EU) and on-map range, with a key of abbreviations: S = section, Bn = battalion, Btty = battery, GT = Game-Turn, LHmor = Light Howitzer on CRT (mortar), e = eastern map edge, s = southern map edge, S = Smoke, St = Starshell, NPG = non-persistent gas (EU), NPS = non-persistent spray (EU), HE = high explosive (hex with no ordnance indicated is also HE), kt = kiloton (EU), ASM = air-surface missiles, A# = hex number on map A, B# = hex number on map B, ID = identification number (where there is more than one type), (EU) = Mech War Europe only.]
Procedure (Application of Fire): After a Player writes a fire order for off-map artillery, there is a delay of one Game-Turn before he can apply that fire on the map. (There is no delay for on-map artillery.) When the Friendly Resolution Segment of the Indirect Fire Phase of the correct Game-Turn occurs, the firing Player takes the following steps to apply his plotted fire to the map:
- He announces that he has indirect fire plotted to arrive.
- He then announces what his target hexes are for each caliber and pattern.
- Having determined the target hex, he then follows the procedure for determining Scatter (14.2) to determine exactly where the fire will impact.
- Having determined the exact impact hex, he places the appropriate impact marker on the hex. If the type of fire requested was smoke (see Section 16.0), the procedure ends here. If not, the Player proceeds to step 5.
- The Player proceeds to attack all the units in the impact hex (whether Enemy or Friendly) using the correct Artillery Combat Results Table.
14.11 Artillery units are assumed to repeat their current fire mission until they are assigned a new fire mission (see Case 14.25). If a Player does not wish an artillery unit to fire, he should simply write No Fire on the unit's fire plot.
14.12 Indirect fire may only be requested during the Plot Segment of a Friendly Indirect Fire Phase (see the Sequence of Play).
14.13 At the beginning of certain scenarios, Players may "pre-plot" fire missions so that the fire arrives on Game-Turn 1. This will be listed in the scenario.
14.14 When requesting artillery fire, Players must specify the pattern of fire. Battalion Patterns impact in the target hex and all adjacent hexes equally. Battery Patterns impact in a "triangle" of three adjacent hexes, of which the "apex" is the target hex; the other two impact hexes are on the side away from the mapedge from which the fire is coming (see scenario). Section Patterns impact only in the individual target hex. The types of patterns which may be requested are listed in the scenario instructions.
14.15 Players should note that there is no way to "shift" artillery fire from hex to hex other than by plotting a fire mission for the new target hex.
14.2 Determining Scatter
When fire is due to impact on the map, the firing Player must determine how accurate that fire will be.
14.21 The Player states what his plotted target hex is. If the firing unit is conventional artillery, he then determines which of his (Friendly) units on the map has the shortest Line of Sight to the target hex. This determines what column will be used on the Conventional Artillery Scatter Table (14.27). If no unit has a Line of Sight to the target hex, the Player must use the "61 +" column. If the firing unit is a FROG or missile, then the observation of Friendly units is not considered; the Player automatically rolls one die for Scatter on the indicated column of the Missile Scatter Table.
14.22 The firing Player rolls two dice and consults the proper column on the Artillery Scatter Tables. This determines whether the fire is on target, Scattered in the plotted target hex, or Scattered in some other and more distant hex (see Case 14.26). If the firing unit is conventional artillery, the Player then places the appropriate impact marker in the actual (post-scatter) target hex, corresponding to the pattern, caliber and accuracy of the fire. If the firing unit is a missile or FROG, then no marker is placed. Instead, the Phasing Player should immediately resolve any indirect fire attacks on all units in the impact pattern (see Case 14.33).
14.23 The Player repeats the Scatter routine for each of his firing units, until the accuracy of all such fire has been resolved.
14.24 After the Player has placed all his impact markers on the map, he then resolves indirect fire attacks on each of the units in each of the impact hexes.
14.25 When a conventional artillery unit repeats an immediately preceding (observed) fire mission, and the plotted target hex as well as the actual (scattered) target hex are still being observed by a Friendly unit, then the accuracy for that fire mission is resolved on the Fire For Effect column of the Scatter Table. FROG units may never fire for effect. When guided missiles Fire For Effect, there is a die modification of −2 on the Missile Scatter Table.
14.26 There are four possible results from any Scatter die roll. If the fire is on target or Scattered in the plotted target hex, the Player simply places the impact marker (with the appropriate side face-up) in the plotted target hex. For all other results the following procedures are used:
Scattered One Hex: The Player rolls one die and consults the Scatter Diagram to determine the exact direction of fire. The impact marker is placed (with its Scattered side up) in the indicated hex.
Scatter 2, 3 or More Hexes: The Player rolls one die and consults the Scatter Diagram to determine the direction of Scatter. He then places the impact marker in the indicated hex, but in the hex which is the correct number of hexes away from the plotted target hex (either 2, 3 or more). The Player then makes a second die roll and "wheels" the impact marker in a clockwise direction one hex for each number in the die roll, staying the same distance away from the plotted impact hex. (E.g., 2 equals two hexes.) The impact marker is then placed (with its Scattered side up) in the indicated hex.
14.27 Artillery Scatter Table (see separate sheet).
Example of Scatter: The plotted target hex for a section pattern of conventional artillery was 4412, but the artillery fire has scattered two hexes (on an S-2 result). The owning Player rolls one die and receives a result of 5. This indicates that the direction of scatter is towards hex 4213. The Player then again rolls one die in order to determine the actual impact hex of the fire. A die roll of 3 indicates that the artillery fire must be wheeled three hexes (i.e., through hexes 4212 and 4211, and into 4311). Hex 4311 is the actual impact hex of the artillery fire.
14.28 Missile/Rocket Scatter Table (see separate sheet).
14.3 Indirect Fire Combat
The effect of indirect fire on both vehicular and infantry units in each impact hex is reflected on the Indirect Fire Combat Results Tables (14.31 and 14.32). Depending on the results of Scatter the fire will either be On-Target or Scattered. There is a separate Combat Results Table for each of these two states.
14.31 On-Target CRT (see separate sheet).
14.32 Off-Target CRT (see separate sheet).
14.33 The firing Player should roll two dice for each unit in each impact hex (it makes no difference whether they are Enemy or Friendly). He should then cross-index the die roll with the correct column corresponding to the caliber of the firing unit. If the defending unit is infantry, the owning Player immediately rolls one die and consults the Infantry Loss Modification Table (12.2) for any alterations in combat results; these modified results are then applied. No Modified Combat Results Table is used for vehicles defending against indirect fire. Note: Only those modifiers marked with an * (or specifically noted) are used when modifying the results of indirect fire combat.
14.34 Indirect Fire Combat Results are the same as for the Automatic Weapons Combat Results Table (9.4). However, a result of 2 or 3 against a vehicular unit mounting an ATGM system also results in an ATGM kill (note this fact on the unit's status sheet). The unit's ATGM systems have been destroyed and may no longer fire. (This result is in addition to the normal combat results against the unit.)
14.4 Restrictions on the Use of Indirect Fire
14.41 A Player may request fire on any hex on the map, within the range of the firing unit. Off-map artillery has unlimited range in most scenarios, but in two-map and EW Jamming scenarios their range and hypothetical distance from a map edge is given in the scenario. The ranges of on-map artillery units are noted on their data sheet entries.
14.42 Any Friendly unit (except Dummies, of course) may spot for indirect fire during the Scatter routine.
14.5 Indirect Fire Against Moving Units
Impact markers from conventional artillery fire missions remain on the map from the resolution of the Indirect Fire Phase in which they are placed until the Marker Removal Segment of the next Friendly Indirect Fire Phase. If a unit moves into an impact hex, the moving unit is immediately attacked by the indirect fire. This is not true of the indirect fire of missiles. Missile fire missions attack only those units in a hex at the moment the impact is resolved. They have no effect on units that may later enter the hex.
14.6 On-Map Artillery Units
Certain units are equipped with mortar or self-propelled howitzer weapons systems and function as on-map artillery.
14.61 All on-map artillery units are treated as 1 vehicle (or step) units. If they take losses they are completely eliminated and removed from the game. (Exception: see Case 14.68.)
14.62 On-map artillery units must have an Overwatch Command while performing (or plotted to perform) a fire mission.
14.63 On-map artillery units have certain minimum and maximum ranges. (Those are listed on the unit's data sheet.) On-map artillery units may not perform a fire mission in any hex that is closer to the firing unit than its minimum range would allow, or further than its maximum range.
14.64 The caliber of each on-map artillery unit is listed on the unit's data sheet.
14.65 Should the need arise, on-map artillery units may serve as their own observers when determining Scatter for a fire mission.
14.66 Certain on-map artillery units may use direct as well as indirect fire; this is noted on the unit data sheet.
14.67 The delay time for on-map artillery is 0 (No Game-Turn).
14.68 The Soviet SP74 unit may only use Indirect Fire when it is at full (3 vehicle) strength. However, the unit may continue to use Direct Fire even when reduced to 2 or 1 vehicle strength.
14.7 On-Call Targets
Before the start of each game, each Player may choose three hexes (anywhere on the map) as on-call targets, unless restricted by scenario instructions. When requesting a fire mission on any hex within five hexes (inclusive) of such a hex, the delay time for indirect fire is reduced by one Game-Turn. Note: This may reduce the delay time to zero (i.e., the impact of the fire is resolved in the same Phase as it is plotted). Nuclear artillery may also take advantage of on-call targets.
14.8 Environmental Effects of Artillery (Optional)
14.81 An artillery result of 2 or more on a town hex will produce Town Devastation in that hex. This must be noted on a separate sheet of paper.
14.82 An artillery result of 2 or more in a heavy woods hex or 3 or more in a light woods hex will produce Abatis. Place an Abatis marker on the hex.
14.83 An artillery result of 3 in a hex will destroy any bridges over its hexsides.
14.84 All environmental artillery effects are cumulative from Game-Turn to Game-Turn. That is, two Indirect Fire results of "1" equal a result of "2" and so on.
15.0 Defilade
General Rule: Units may improve their defensive abilities by entering defilade. For vehicles, this means positioning the body of each vehicle so that it is protected by some obstacle with only the turret exposed and vulnerable. For infantry, defilade means going prone behind whatever cover is available. Since very minor terrain features are suitable for this purpose (trees, small hills and depressions, buildings, etc.), units may enter defilade in any hex.
Procedure: The cost in Movement Points for a vehicle unit to enter defilade varies with the terrain in the hex the unit occupies. A vehicle unit enters defilade simply by expending Movement Points for that purpose. There is no cost for infantry units to enter defilade (but see Case 15.42). Note: Vehicle units may always enter defilade by spending an entire Friendly Movement Segment in a hex (with a Bound or Overwatch Command), even if the unit would not ordinarily have the Movement Points to do so. Units may not fire in a Segment in which they entered defilade, even if they have an Overwatch Command, but they may fire in the Final Fire Segment of that Movement Phase.
Cases
15.1 Indicating Defilade
15.11 When a vehicular unit enters defilade, a defilade marker must be placed on top of the unit. This marker must be faced towards a specific hex-side, but entirely at the owning Player's option. (See example below.)
15.12 Each vehicular unit in a hex is treated separately. They may position their defilade markers in the same or different directions, as the owning Player desires.
15.13 Infantry units in defilade receive a defensive advantage from all directions. It is thus unnecessary to position the defilade marker in any particular way when dealing with infantry units. However, it is still required that a Player face the defilade markers for unobserved infantry units, so that the Enemy Player will not know whether the unit is vehicle or infantry.
15.14 Vehicular units may not enter defilade in a hex containing Enemy ground units.
15.15 Infantry units in hexes containing Enemy ground units may enter defilade normally.
15.2 Effects of Defilade on Direct Fire
15.21 If a vehicle unit in defilade is the target of a direct fire attack, and the Line of Fire goes through one of the unit's defilade hexsides, then there is a die roll adjustment made on the Vehicle Loss Modification Table (12.1) when resolving the results of the attack. (The extent of this adjustment will vary with the target profile of the defending unit.) (But see also 15.23.)
15.22 If an infantry unit in defilade is the target of a direct fire attack, the Line of Fire must, by definition, go through one of the unit's defilade hexsides. Thus, infantry units in defilade always receive the indicated die roll adjustment on the Infantry Loss Modification Table. (But see also Case 15.23.)
15.23 If the firing unit is two or more Height Levels above a defending vehicle unit, then no adjustment is made on the Loss Modification Tables for the effects of defilade. Defending infantry units, however, would receive the normal die roll adjustment.
15.24 No adjustment for defilade is ever made for a defending vehicle unit when the firing unit is an aircraft at high altitude or is a helicopter in the same hex. Defending infantry units, however, would receive the normal die roll adjustment.
15.3 Effects of Defilade on Indirect Fire and Close Assault
15.31 If an infantry unit in defilade is the target of an indirect fire or close assault attack, it always receives the indicated die roll adjustment on the Modified Combat Results Table.
15.32 Vehicular units in defilade receive no benefit from being in defilade when defending against an indirect fire or close assault attack.
15.4 Effects of Defilade on Movement
15.41 There is no cost for a vehicle to leave defilade.
Example of Defilade (diagram): Note: Infantry units would always receive the benefit of defilade, regardless of the direction of the Line of Fire. (Diagram omitted; it shows a defilade marker receiving benefits of defilade from one hexside and not from the other.)
15.42 There is a cost of one additional Movement Point for an infantry unit to leave defilade.
15.43 There is never any additional cost for a unit (whether Enemy or Friendly) to enter a hex containing a unit in defilade.
15.44 All defilade markers are immediately removed when the unit in defilade either leaves the hex or is eliminated.
16.0 Smoke
Most conventional artillery units are capable of firing smoke instead of their normal high explosive (HE) shell. FROGs and missiles are not capable of firing smoke. However, not all artillery units are equipped with smoke munitions. The scenario instructions will list which units are smoke-capable for that scenario.
Procedure: When plotting a fire mission, the Player notes SMOKE (or just S) on his Indirect Fire Plot. The mission is thereafter executed as normal, except that the Player places a Friendly smoke marker in the impact hex and no indirect fire combat is resolved. It does not matter whether the fire is on target or Scattered (the effect is the same). Likewise, the caliber of the firing unit makes no difference (a smoke hex is a smoke hex, regardless). Note: Smoke missions must be ordered in the same patterns as normal fire missions. There is no load time for smoke, nor load time for HE following smoke.
Cases
16.1 Effect of Smoke
When present in a hex, smoke acts to block the Line of Sight like other forms of blocking terrain.
16.11 Units can see into a smoke hex as if it were a light woods hex. However, units in a smoke hex may not see or fire into hexes other than their own (close assault) and adjacent hexes.
16.12 Units in a smoke hex subtract 2 from all die rolls on the Modified Combat Results Table when defending against direct fire of any kind.
16.13 Smoke is considered to extend up indefinitely, into all Height Levels.
16.14 All units must expend one additional Movement Point to enter a smoke hex.
16.15 There is no additional effect for additional smoke impacting into a hex. Multiple smoke markers are always combined and treated as one.
16.16 Helicopters at NOE may not enter a smoke hex. Helicopters at Low may enter such hexes normally, however.
16.2 Smoke Removal
During the Marker Removal Segment of each Friendly Indirect Fire Phase, all Friendly smoke hexes on the map are immediately removed.
16.3 Smoke Effects on Lasers
If a unit in a smoke hex is being fired at by a unit using laser fire control, then the firing unit must use its secondary fire control system when determining the attack strength for the attack. Note: The defending unit would also receive the normal Loss Modification for being in a smoke hex.
16.4 Smoke Restrictions
Smoke may not be used in blizzards or during moderate or heavy wind conditions. Smoke may be used at night.
16.5 Vehicle Smoke (Optional)
Certain vehicular units (see Unit Data Sheet) are capable of producing smoke.
16.51 A smoke marker (section pattern) is placed in the hex occupied by the vehicle which is producing smoke.
16.52 Smoke may be produced under any command.
16.53 Vehicle smoke is produced during the Friendly Movement Phase, and may be produced in any or all hexes occupied by or transited by the smoke-producing unit in that Movement Phase.
16.54 No vehicular unit may produce smoke in more than 4 Movement Phases. Whenever a vehicular unit produces smoke, this must be noted on the Unit Status Sheet.
16.55 Stationary vehicles producing smoke are treated as moving vehicles for purpose of observation only.
16.56 Vehicle smoke is considered to extend up only 1 Height Level. (If necessary, note which smoke is vehicle on a separate piece of paper.)
17.0 Transport and Mounted Combat
General Rule: Infantry units may be carried (transported) in Friendly armored personnel carriers (APCs) or armored fighting vehicles (AFVs). While mounted, infantry units may fire any of their weapons systems, although with reduced effectiveness. Engineer units are treated as infantry under this section.
Cases
17.1 Transport
Transport is a specialized form of movement which allows a vehicular unit to carry a certain amount of infantry units. It is the only time (other than stacked units) that a Player is allowed to move more than one unit at a time. Transport requires two separate operations: mounting and dismounting. Mounting represents an infantry unit boarding a Friendly vehicle. Dismounting is just the opposite. While being carried by a vehicle, the infantry unit is said to be mounted.
17.11 There is a cost of one Movement Point to the infantry unit and two Movement Points to the vehicular unit to mount or dismount. To mount, the Player places the vehicular unit on top of the infantry unit. To dismount, he places the vehicular unit underneath the infantry unit. Transporting simply involves the Player moving the vehicular unit with its passengers underneath as one, just as though the Player were moving the vehicle alone. In other words, the mounted units just ride along with the transport units.
Note: Players may remove mounted infantry counters from the map if their location with a particular vehicular unit is noted on the Unit Status Sheet.
17.12 Transported and transporting units must mount and dismount in the same hex. However, both units may have begun or ended the Phase in different hexes. (That is, they may continue their movement before and/or after the mounting/dismounting operation.)
17.13 Each vehicle of an APC/AFV unit may transport one step worth of an infantry unit. Thus, for example, a three-vehicle platoon of APCs could carry a full strength (3 step) infantry unit.
17.14 When a transporting vehicle is eliminated due to combat, any infantry (i.e., one step) that is carrying is also eliminated. All other combat results have no effect on mounted infantry units. No Loss Modification die roll would be made for the mounted infantry unit in such a case.
17.15 A Player may voluntarily eliminate steps from a friendly infantry unit so that it may be transported by a given APC/AFV unit. If using the morale rules, the Player need not check morale for the company when doing so, but all subsequent morale checks would include those eliminated units (see Section 15.0).
17.16 If there is "extra space" in an APC/AFV unit (for example, if a 3-vehicle APC unit were transporting a 1-step infantry unit), the infantry unit would not be affected by the loss of vehicles until the extra space was eliminated.
17.17 While mounted, infantry units may be issued any command that they could ordinarily be given. The two units (carrying vehicle and transported infantry) need not have the same command.
17.18 Any infantry unit which dismounts and fires during the same Phase is considered to be engaging in short halt fire, regardless of whether it is in a Bound command with short halt designation or whether it is in an Overwatch command.
17.2 Mounted Combat
Mounted combat represents the direct fire abilities of infantry while they are being transported in Friendly vehicular units. All such units (APCs/AFVs) have their "mounted combat class" included on their data sheet. They may be either hatch or mixed (hatch and port). This class determines the ability of infantry units to fire their weapon systems while mounted in the vehicle (see Case 17.21).
17.21 Mounted Combat Matrix (see separate sheet).
17.22 Certain ATGM systems may not be fired by mounted infantry units. This is listed on the infantry unit's data sheet.
17.23 When halving the automatic weapons strength of mounted infantry units, fractions are rounded down.
17.24 Mounted infantry units may not fire ATGM weapons unless both vehicle and infantry are in Overwatch Command or Bound Command with short halt designation.
18.0 Morale
General Rule: Companies and battalions can sustain only a certain amount of casualties before they are no longer able to function effectively as a fighting force, and must pause to regroup and Rally. The basic "unit" in the game for morale purposes is the company, usually composed of three platoons. Each time a platoon of a given company suffers any casualties (losing either vehicles or steps), the company as a whole must check morale. If company losses become too severe, the morale problems may begin to spread, affecting other companies within the battalion, and eventually battalions within the brigade. Companies have their morale expressed by entering one of three Morale States. Battalion and brigade/regiment headquarters have their morale difficulties expressed by becoming broken. The current morale status of all units is recorded on the unit's status sheet.
Procedure: Immediately after the combat results are applied, the defending Player must roll two dice and consult the Morale Table (18.2). The Player should determine the total number of vehicles (or steps) with which the company began the game (round down to the nearest number on the table). This will determine what column to use on the Morale Table. Shift one column to the right for each "additional" vehicle or step (other than the first one) lost in that particular combat (e.g., if the adjusted combat result was 2, shift one column to the right). Cross-index the die roll with the correct column to locate the indicated result. This result is immediately applied to all units in the company, and is marked on the Player's unit status sheet. Note: Players may agree before starting play to keep morale status and morale die rolls secret.
Cases
18.1 Morale Checks
18.11 Companies check morale only after the loss of one or more of their vehicles or steps. No morale check is required due to Suppression results.
18.12 Battalion headquarters must check morale at the end of any Phase in which one-half or more of the companies under their command are in Morale State 3.
18.13 Brigade/regiment headquarters must check morale at the beginning of the Rally Segment of any Friendly Indirect Fire Phase in which they attempt to Rally one of the battalion headquarters under their command (see Case 18.8).
18.14 The effects of a morale check do not take effect until the end of the current Phase.
18.15 Units whose current commands have become invalid due to a morale check must immediately be given some valid command by the owning Player; this new command always takes effect immediately.
18.2 Morale Table
(See separate sheet.)
18.21 Explanation of Morale Results:
- — = NO EFFECT. The company's Morale State is unchanged.
- 1 = All units of the company have their Morale State increased by 1.
- 2 = All units of the company have their Morale State increased by 2.
Note: All morale results are cumulative, up to a maximum of Morale State 3.
18.3 Morale State 1
Morale State 1 has no effect other than to prepare units to enter Morale States 2 and 3 after further morale checks. (In other words, the morale of the company is becoming shaky, but has not yet broken.)
18.4 Morale State 2
18.41 Units in Morale State 2 may not be given a Bound Command. If they wish to move, they must do so by a Withdraw Command (see Case 5.4). [Printed as "Withdrawn Command."]
18.42 A unit in Morale State 2 or 3 which is in close assault must withdraw into an adjacent hex after the first round of close assault combat (see Case 13.35). If the unit(s) is unable to withdraw, it is immediately and completely eliminated. Withdrawal is mandatory for dismounted infantry units in town hexes only if there is an adjacent town hex not occupied by Enemy units.
18.43 Units in Morale State 2 may still be given an Overwatch Command and may continue to fire normally.
18.44 Companies in Morale State 2 or 3 cannot be given Bounding Overwatch Commands.
18.5 Morale State 3
18.51 Like units in Morale State 2, units in Morale State 3 may not be given a Bound Command. (See Cases 18.41 and 18.42.)
18.52 Units in Morale State 3 may not be given an Overwatch Command, and may not fire any of their weapons systems.
18.6 Rallying Companies
Companies may attempt to reduce (improve) their Morale States through the procedure known as Rallying; this involves battalion HQs.
During each Friendly Indirect Fire Phase the Phasing Player may attempt to Rally those companies which have had a Rally Command assigned to them in the two immediately preceding Friendly Command Phases. For each company the Player wishes to Rally, he rolls one die. If the die roll is less than or equal to the value of the battalion HQ to which the company belongs (see Case 18.7), then the company has successfully Rallied and its Morale State is immediately reduced by 1. Any other result and the Morale State of the company is unaffected.
18.61 Companies may not attempt to Rally if their battalion HQ is currently broken (see Case 18.7).
18.62 Companies may not attempt to Rally if any unit of that company has lost any vehicles (or steps) during the preceding complete Game-Turn (11 consecutive Phases).
18.63 A company may only attempt to Rally once in a given Friendly Indirect Fire Phase.
18.64 If all units of the Rallying company are currently adjacent to or stacked with their battalion or brigade/regiment HQ, subtract two from the Rally die roll. Such companies are also exempt from Case 18.62, and may attempt to rally in any Friendly Indirect Fire Phase, regardless of current command.
18.65 There is no limit to the number of times during the game that a unit may enter a certain Morale State, Rally, and enter that Morale State again.
18.66 Independent command units are treated as companies under Case 18.6. Independent command units which are attached to Brigade/Regiment HQ rather than to a Battalion HQ are, like other independent command units, not usually subject to morale deterioration, but if they must be rallied, they are rallied by the Brigade/Regiment HQ to which they are attached. In such a case the Brigade/Regiment HQ acts just like a Battalion HQ in rallying the unit.
18.67 If battalion HQ is Suppressed, add 2 to the Rally die roll.
18.68 Once a company has been successfully rallied to Morale State 0, the number of vehicles/steps in the company at that time is noted on the unit status sheet. All further morale checks for that company are based on the company strength at the time it was last rallied to Morale State 1 or better, but with a column shift of 2 to the right on the Morale Table.
18.69 Any company reduced below ½ of its original strength is prohibited from Rallying.
18.7 Battalion Headquarters (HQ)
18.71 Before the start of the game, each Player must roll the die once for each of his battalions. Each die roll determines the value of one of the Player's battalion HQs.
18.72 The value of the battalion headquarters determines the ability of that battalion to successfully Rally all of its companies. (See Case 18.6.)
18.73 At the end of any Phase in which one-half or more of the companies of a battalion are in Morale State 3, the headquarters of that battalion must check its own morale. The owning Player should immediately roll one die. If the die roll is less than or equal to the value of the battalion HQ, then that HQ has successfully passed its morale check and does not suffer any ill effects. However, if the die roll is greater than the headquarters' value, then the HQ's morale is considered to be broken. All companies of a broken battalion immediately enter Morale State 3, and they may not attempt to Rally until the battalion HQ itself has successfully Rallied. (See Case 18.8.)
18.74 Once a battalion HQ has successfully passed its morale check due to combat losses, it need not check morale for this reason again for the remainder of the game. However, such a HQ unit may still be broken due to the Morale State of its brigade/regiment headquarters (see Case 18.8).
18.75 Subtract 2 from the die roll of the battalion HQ if that HQ is currently stacked with or adjacent to its brigade/regt. headquarters.
18.76 The battalion HQ is treated as a 1 vehicle platoon. If the battalion HQ unit is eliminated due to combat, it is immediately replaced. The owning Player should repeat the initial procedure for determining the HQ's value, but this time use a battalion HQ's rating 4 columns to the right of the initial rating given in the scenario. If this would cause the Player to shift to a column "off the table," then no die roll is made and the battalion HQ is replaced but the companies of that battalion may no longer Rally. This procedure continues each time the battalion HQ is eliminated, with cumulative shifts of 4 columns on the table each time. When the battalion HQ is replaced, the unit may be placed on any unit of that battalion, at the owning Player's choice.
18.8 Rallying Headquarters
Before the start of the game, each Player must roll the die once for each of his brigade/regiment headquarters, in order to determine their value, unless there is no Friendly brigade/regiment HQ present in the scenario.
Broken battalion HQs may attempt to Rally during the Rally Segment of any Friendly Indirect Fire Phase in which they are stacked in the same hex or adjacent to their brigade/regiment HQ. The owning Player, however, must first have his brigade/regiment HQ check its morale by rolling one die. If the number rolled is less than or equal to the value of the brigade/regiment HQ then that HQ has successfully passed its morale check and the battalion HQ is considered Rallied. If the die roll is greater than the brigade/regiment HQ's value, then the brigade/regiment HQ's morale is considered broken and all battalion HQs of that brigade/regiment must immediately check morale.
18.81 Broken brigade/regiment headquarters may attempt to Rally themselves in any Friendly Indirect Fire Phase. The owning Player should roll one die. If the number rolled is less than or equal to the HQ's value, then the brigade has Rallied itself and is returned to normal. If the die roll is greater than the HQ's value then the unit remains broken.
18.82 If no brigade HQ is present in a scenario, broken battalion headquarters may attempt to Rally themselves using the same procedure as brigade/regiment HQs given in Case 18.81. However, 2 is subtracted from all die rolls when using this procedure. Battalion HQs whose chance of Rallying is 0 or less may not Rally.
18.83 There is no limit to the number of times that brigade/regiment and battalion headquarters may become broken, Rally, and become broken again.
18.84 If a broken brigade/regiment or battalion HQ is eliminated due to combat, then its replacement is also considered to be broken.
18.85 Brigade/regiment and battalion HQs may attempt to Rally only if both HQs are in Overwatch or Rally Command. Enemy direct or indirect fire has no effect on the abilities of these units to Rally, unless they are Suppressed (see Case 18.87).
18.86 If a brigade/regiment HQ is eliminated, it is immediately replaced in the same manner as an eliminated battalion headquarters (see Case 18.76). The replacement HQ may be placed with any battalion HQs of its brigade/regiment.
18.87 If brigade/regiment HQ is Suppressed, 2 is added to the Rally die roll when Rallying a battalion HQ or when Rallying itself.
18.88 Broken HQ units may only be given Withdraw and Rally Commands.
18.9 HQ Table
(See separate sheet.)
18.91 How to Use the Headquarters Table: Each Player's initial battalion and brigade rating is listed in the scenario rules. The Player should roll one die for each of his headquarters units and locate the number rolled under the correct column on the Headquarters Table. He should then read across on that line to determine the headquarter's value.
Advanced Rules
19.0 Minefields
General Rule: In certain scenarios, a Player is allowed to deploy minefields in order to inflict losses on and impede the progress of Enemy units. There are three types of minefields: Hasty, Defensive, and Barrier, corresponding to the density and effectiveness of the mines within the hex.
Cases
19.1 Placement of Mines
The scenario instructions will state which Player (if any) has minefields to deploy, and will indicate the number and type available. Before the start of the game the owning Player may place these minefields as he desires. The Player may also deploy the indicated number of dummy minefields on the map in order to mislead his opponent.
19.11 When deploying minefield counters, the Player must write down on a separate piece of paper the type of minefield being placed in each hex.
19.12 Minefields may not be placed in lake hexes. They may be placed in any other hex on the map.
19.13 No more than one minefield counter may ever be deployed in a given hex.
19.14 Once placed, minefield counters remain in the hex for the entire game. There is no way to completely remove a minefield, although they may be breached (see Case 19.4).
19.2 Entering and Exiting Minefields
The first time a ground unit enters a minefield hex, the minefield counter is flipped over to reveal whether the minefield is real or dummy. However, if the ground unit is a dummy the dummy is removed instead, and the minefield composition remains secret.
19.21 If the minefield is a dummy, the counter is immediately removed from the map, and the unit which entered the hex may freely continue its movement.
19.22 If the minefield is real, and the entering unit is a vehicle, the Player who placed the minefield must immediately resolve an attack on the moving unit (see Case 19.3). After this attack is resolved, the defending unit may continue its movement.
19.23 There is never any additional cost for vehicles to enter or leave a minefield hex. However, all vehicle units that enter such hexes will be attacked by the minefield, unless the minefield is breached (see Case 19.4).
19.24 When an infantry unit enters a real minefield, the owning Player must decide whether to proceed boldly or cautiously with the infantry unit through the minefield. Note the decision on the unit status sheet, or improvise a marker to note it.
19.25 When an infantry unit proceeds boldly through a minefield, it is attacked by the minefield immediately after the decision to move boldly is made (see Case 19.3). After this attack is resolved, the infantry unit may continue its movement, or remain in the minefield hex without being further attacked.
19.26 There is no additional cost for boldly moving infantry to enter or leave a minefield hex.
19.27 When an infantry unit proceeds cautiously through a minefield, it is not attacked by the minefield. Instead, the infantry unit is delayed by the minefield. If the minefield is artillery-delivered, the infantry unit must remain in the hex in Bound Command for an additional Friendly Movement Phase; if it is Hasty, for two additional Movement Phases; if it is Defensive, for three additional Movement Phases; if it is Barrier, for four additional Movement Phases. Players must keep track of Movement Phases spent in the minefield hex on the unit status sheet or a separate piece of paper. The infantry unit may leave the minefield, having been delayed as required, in any direction.
19.28 Once an infantry unit has chosen Cautious Movement, it may change to Bold Movement at the beginning of any subsequent Friendly Movement Phase in which it is still in the minefield hex. In such a case, the unit is immediately attacked by the minefield, and may, having survived the attack, exit it immediately.
19.3 Resolving Minefield Attacks
When resolving each minefield attack, the Player who placed the minefield should roll two dice and consult the appropriate Minefield Combat Results Table, depending on whether the defending unit is vehicle or infantry. If the defending unit is infantry, cross-index the die roll with the type of minefield in the hex. The number indicated is the number of steps lost by the infantry unit. If the defending unit is vehicle, determine whether the defending unit is a tank or not (this information is listed on the unit's data sheet). This will determine which line to use under the type of minefield column. Cross-index the die roll with the appropriate line. The number indicated is the number of vehicles lost by the defending unit.
19.31 No Loss Modification die roll is ever made for units undergoing minefield attacks. Terrain, target attitude, etc. have no effect on minefield attacks.
19.32 Each unit that enters a minefield hex is attacked separately by the minefield. The only exception to this is for mounted infantry and mounted engineer units; they suffer the same combat result as the vehicle unit which is transporting them.
19.33 Vehicle units that remain in a minefield hex at the end of a Friendly Movement Phase are also attacked by the minefield, as if they had just entered the hex. This attack is resolved after all final fire for the Phase has been carried out.
19.34 Minefields will attack all vehicle and bold infantry units that enter (or remain in) their hex. (Exception: see Case 19.4.) This is true regardless of whether the units are Enemy or Friendly.
19.35 Minefields are never "used up." They continue to make an unlimited number of attacks throughout the play of the game.
19.36 Anti-Infantry Minefield Combat Results Table (see separate sheet).
19.37 Anti-Vehicle Minefield Combat Results Table (see separate sheet).
19.4 Breached Minefields
Players may partially negate the effects of minefield hexes by breaching the minefield hex. This may be done either by vehicles equipped with mine plows (see Case 19.5) or by engineer units (see Case 29.6). In either case, units may enter breached minefields in column formation without being attacked by them.
19.41 Vehicular units must pay an additional cost of four Movement Points when entering a breached minefield hex.
19.42 There is no additional cost for an infantry unit to enter a breached minefield hex.
19.43 Units in column formation may remain in a breached minefield hex without being attacked by it.
19.44 Units may still choose to move "normally" (i.e., not in column and/or without paying any required additional Movement Point cost) through breached minefield hexes, but would be attacked by the minefield for doing so.
19.5 Mine Plows
Certain vehicular units may breach minefields through the use of mine plows. The availability of mine plows is listed in the scenario instructions.
Vehicular units equipped with mine plows may enter minefield hexes without being attacked by them. The unit must be in column formation and must end the Movement Phase in the hex. At the end of the Phase the minefield counter is removed from the map and is replaced by a breached minefield counter.
19.51 After breaching a minefield, there is a chance that the vehicular unit's mine plow has been destroyed. At the end of a Phase in which a minefield is breached, the breaching Player must roll one die and consult the Mine Plow Damage Table. If the indicated number is rolled, the mine plow is immediately destroyed. Destroyed mineplows may not be used for the rest of the game. If no mineplows remain in the unit, that unit must exit the minefield by the same hexside it entered or be attacked by the minefield. Note: Only Soviet ROD units have more than one mineplow per platoon.
19.52 Mine Plow Damage Table (see separate sheet).
20.0 Aircraft, Helicopters, and Air Defense
General Rule: Ground attack aircraft and helicopters have come to play an increasing role on the modern battlefield. In Mech War 2 such units have an Unlimited Movement Allowance, and do not pay terrain costs. However, they must still trace a contiguous path of hexes to their destination. Like ground units, aircraft and helicopters have numerous weapon systems, and may both attack and be attacked by Enemy units.
Cases
20.1 Aircraft Movement and Combat
Like indirect fire, the use of aircraft must be plotted in advance during a Friendly Indirect Fire Phase (the numbers and types of aircraft available to a Player will be listed in the scenario rules). All aircraft attack by performing an Air Strike. All aircraft plots must be made three Game-Turns in advance. There are three types of air strikes, depending on the weapons systems carried by the aircraft: bombing, strafing and air-to-surface missile. Aircraft appear on the map only on Game-Turns they are plotted to perform strikes. These plots must be written on a separate piece of paper, and list the following information:
- (A) The type involved.
- (B) The Game-Turn in which the strike will occur.
- (C) If the strike is to be a bombing strike, the target hex of that strike.
20.11 The exact combination of weapons systems available varies from aircraft to aircraft, and is listed in the Exclusive Rules booklet. The method by which strikes are carried out is described in Cases 20.2, 20.3 and 20.4.
20.12 All aircraft movement takes place during the Friendly Indirect Fire Phase in which the aircraft are plotted to arrive. The aircraft may appear on any hex of the mapedge, but if appearing at a mapedge for which off-map Enemy air defenses are listed in the scenario, it must first be attacked by those defenses. Aircraft must enter the map one unit at a time and are not permanently displayed on the map. They must exit the map after completing their movement and combat. After this has been done, another air unit (if one is plotted) may enter the game.
20.13 While on the map, aircraft must be at either high or low altitude. Aircraft may switch freely between the two (flip the counter over to its appropriate side). Altitude affects an aircraft's Line of Sight and observation, as well as its defensive and offensive capabilities.
20.14 Aircraft using strafing or air-to-surface missiles may only attack units which they have sighted during that Phase. Such aircraft may only attempt to sight and/or attack units currently in their "forward arc" (see Case 20.6).
20.15 When aircraft move on the map they must travel a certain number of hexes straight forward before turning one hexside to the right or left. This is the aircraft's "turn mode" and is listed on the unit's data sheet. Aircraft may not turn more than one hexside in any hex.
Aircraft Arc Example (diagram): Shows an aircraft counter with its turn mode (the "turn mode of 2" and "turn mode of 3" examples) and its forward arc.
20.16 After performing their strikes, all aircraft must exit the map. They may do so from any mapedge, but may be attacked by off-map air defense systems when doing so.
20.17 No commands (other than the required strike plot) are ever issued to aircraft. They are not subject to morale effects.
20.18 Aircraft performing strafing and/or using air-surface-missiles may attack any number of times in the same Phase, until their ammunition is depleted. However, aircraft may only fire a given weapon system once in a given hex. If they wish to repeat an attack they must "circle around" and try again. Such aircraft are subject to Enemy fire while doing so (see Case 20.7).
20.19 Aircraft may neither close assault, nor be close assaulted.
20.2 The Bombing Strike
To perform a bombing strike, the aircraft must move by any route of hexes, to the plotted target hex. As soon as the aircraft enters this hex, all ground units in that hex are immediately attacked on the indicated column of the On-Target Artillery Combat Results Table. (This is listed on the air unit's data sheet.) Bombing strikes are never Scattered.
20.21 While moving to and/or from the target hex, the aircraft may also conduct strafing strikes against Enemy units (see Case 20.3). A given aircraft may only perform one bombing strike per game.
20.22 Smart Bombs: Aircraft equipped with smart bombs (those that can be directed to the target after release) need not actually enter the target hex to make their attack. Instead, they may "drop their bombs" in any hex within 10 hexes of the plotted target hex so long as the target hex is currently in the aircraft's forward arc. The ground units in the target hex are attacked as normal. Aircraft using smart bombs must do so from high altitude.
20.23 Aircraft equipped with smart bombs may attempt to destroy bridges and ferries by conducting a bombing strike on one of the bridge or ferry hexes. The strike is conducted normally, with the exception that a separate die roll is made when resolving the results of the air strike. If a combat result of 2 or 3 is obtained on the appropriate column of the On-Target Artillery Combat Results Table (14.31), then the bridge or ferry is considered to be destroyed. Any other result has no effect.
20.24 (Optional Rule) In scenarios using the U.S. Marines, the Players may agree to designate the Marines as equipped with Radar Assisted Bombing Forward Air Control (RABFAC). RABFAC allows fixed-wing air units to launch bombing or strafing attacks at hexes within focused observation range for moving vehicles of a designated Marine LVTP7 unit, provided that there is an unblocked line of sight from the LVTP7 to the target hex, in rain, fog, or falling snow (but not blizzard) conditions. The F4 air unit, which is the only NATO air unit in Mech War '80 which should be present in Marine scenarios, resolves bombing attacks on the Medium Howitzer column of the Artillery CRT, resolves strafing strikes against vehicles on the H column of the Main Gun CRT, and resolves strafing strikes against infantry on the 5 column of the Automatic Weapons CRT, when using RABFAC. Designation of the RABFAC LVTP7 must be done by the U.S. Player before the start of play; this designation may only be changed to another LVTP7 if the two vehicles are in the same hex.
20.3 The Strafing Strike
Procedure: Strafing represents a special form of direct fire. To perform a strafing strike, the aircraft may attack any ground unit exactly three hexes from the "front" of the aircraft, as indicated in the diagram below. All vehicle units are attacked on the indicated column on the Main Gun/ATGM Combat Results Table (10.3). All infantry units are attacked on the indicated column on the Automatic Weapons Combat Results Table (9.3). (This information is listed on the aircraft's data sheet.)
Strafing diagram (omitted): an aircraft counter "1086 Mi23 Low" and a target "2243 Mdr B-P-12" three hexes from its front.
20.31 Aircraft may only perform strafing strikes at low altitude.
20.4 Air-Surface-Missiles (ASMs)
Aircraft may also attack Enemy vehicular units with air-to-surface missiles (ASMs). Dismounted infantry units may not be attacked with ASMs. All ASMs are considered to have unlimited range, and may be fired at any Enemy vehicle unit within the Line of Sight and observation range of the firing aircraft (see Case 20.6). All ASMs attack using the S column of the Main Gun/ATGM Column of the Main Gun/ATGM Combat Results Table (10.3). [As printed.]
20.41 Aircraft may fire ASMs from either high or low altitude.
20.5 Helicopter Movement and Combat
Like aircraft, helicopters have an unlimited Movement Allowance. In most other respects, however, helicopters are treated as normal ground units. There are two types of helicopters: attack helicopters and transport helicopters. The former are used to attack Enemy ground units, while the latter may pick up and transport Friendly infantry units. Helicopters observe Enemy units in the exact same manner as ground units. They are assumed to be observed by any Enemy units who can trace a Line of Sight to them.
20.51 Helicopter units move only during Friendly Movement Phases, and must be given commands during Command Phases. Each helicopter unit is treated as a separate company for this purpose. Helicopters use their various weapon systems to conduct normal direct fire attacks on Enemy units. Attack helicopters will be equipped with ATGM, medium main gun, or rocket Pod weapon systems, while transport helicopters have no weapons systems.
20.52 Helicopters must be at either low or nap of earth (NOE) altitude; they may switch freely between the two (flip the counter over to its appropriate side). Altitude affects a helicopter's Line of Sight and observation as well as its defensive capabilities.
20.53 Helicopters at low altitude are assumed to fly two Height Levels above all blocking terrain in the hex; their Line of Sight is judged accordingly (see Case 7.1). Helicopters at NOE altitude are assumed to fly at the same Height Level as all blocking terrain in the hex. Their Line of Sight is judged accordingly (see Case 7.1).
20.54 Helicopters with Bound Commands may always use short halt fire at the end of their movement for any Indirect Fire Phase.
20.55 Helicopters remain on the map at all times during the game, and may only move when given a Bound Command. They may move freely in any direction, and have no "turn mode."
20.56 Helicopters may not enter defilade and never suffer any morale effects.
20.57 Helicopter units at NOE are attacked as normal ground units by all forms of indirect fire. Any result of S, 1, 2 or 3 destroys the helicopter (although the loss could be modified; see Case 20.8).
20.58 Helicopters do not count for stacking purposes. No more than one helicopter may end any Phase in a given hex.
20.59 Helicopter units may neither close assault, nor be close assaulted.
20.6 Aircraft Observation
Fixed-wing aircraft do not observe (sight) Enemy units in the same manner as either ground units or helicopters. Instead, they observe by "acquiring" individual Enemy units, on a unit-by-unit basis.
Procedure: As an aircraft unit moves across the map, the Phasing Player may choose an Enemy ground unit and attempt to acquire it. In order to do so, the aircraft must have the target unit continuously in its forward arc while the aircraft moves a minimum of five hexes. Once this has been done, the Phasing Player rolls one die. If the die roll is greater than the Loss Modification Value of the terrain in the hex occupied by the Enemy unit (see Section 12.0 for the Loss Modification Value of terrain), then the unit has been acquired by the aircraft. If not, the unit has not been acquired.
20.61 Aircraft may only attack acquired units, even if the Enemy units are currently being observed by Friendly ground units. Once acquired, units remain so for the remainder of the Phase. (If necessary, make a note on paper as to which units have been acquired by which aircraft.)
20.62 When aircraft successfully acquire face-down units, these units are not flipped over. Instead, the acquiring Player is told only whether the unit is infantry or a vehicle. If the unit is a vehicle, he is also told the target profile of the unit. If the unit is a dummy, the Player is informed of this fact and the dummy is removed from the map.
20.63 A given aircraft may attempt to acquire a unit more than once, simply by starting the 5-hex "acquisition cycle" all over again.
20.64 Aircraft may not attempt to acquire targets more than 15 hexes away from them. Only aircraft at high altitude may attempt to acquire targets; aircraft at low altitude may never do so (although they may attack previously acquired targets).
20.65 Ground units which fire any of their air defense systems are automatically acquired by any Enemy aircraft within 15 hexes of them, provided that the aircraft is at high altitude.
20.66 Aircraft may not acquire units in any type of fog hex.
20.67 All ground units on the map are always assumed to have a valid Line of Sight to any aircraft at high altitude.
20.68 In order to observe aircraft at low altitude, ground units must trace a valid Line of Sight to them (remembering that the aircraft are considered to be at Height Level 6).
20.69 Weather conditions have no effect on the ability of air defense systems marked with an * on the Tracking Range Chart (20.73) to trace a Line of Sight. (These units have radar fire control systems.)
20.7 Air Defense Systems
With one exception (that of indirect fire attacking helicopters at NOE), air units may only be attacked by air defense systems. (These are various types of missile and gun systems and listed on the unit's data sheet.) Many ground units have one or more air defense systems. All gun air defense systems may fire at each Enemy aircraft (during the opposing Player's Indirect Fire Phase) once for every 5 hexes the aircraft moves within the unit's tracking range. Missile systems may fire at each Enemy aircraft once for every 15 hexes the aircraft moves within the unit's tracking range. Helicopters are attacked like "normal" units. That is, they may be attacked by a given air defense weapon system only once per Movement Phase, and do not have to be "tracked" by air defense systems in order to be fired on.
Procedure:
- Determine if the target air unit has moved the required number of hexes within the firing unit's tracking range.
- Consult the Air Defense Range Attenuation Chart (20.78). Cross-index the range in hexes between the firing unit (exclusive) and the defending unit (inclusive) with the firing weapon system. The number indicated is the firing unit's strength for the attack. This strength may vary, depending on the altitude of the target aircraft.
- The attacking Player should roll one die and consult the Ground-To-Air Combat Results Table (20.75). Determine the number of vehicles (or steps) in the firing unit, and the altitude, defense class and status of the target unit, and modify this die roll accordingly (see the Ground-To-Air Die Roll Modification Chart 20.77).
- Cross-index the modified die roll with the attack strength of the firing unit. If the defending unit is hit, the defending Player must roll one die and consult the Air Unit Loss Modification Procedure (20.8).
20.71 Ground units must have a Line of Sight to the defending unit in order to attack. In addition, units in heavy woods hexes may not fire their air defense systems.
20.72 Only units with Overwatch Commands may fire their air defense systems.
20.73 Tracking Range Chart (see separate sheet).
20.74 Ground-To-Air Combat Results Table (see separate sheet).
20.75 Explanation of Ground-To-Air Combat Results Table:
- H = HIT. Defending air unit has been hit; the defending Player must roll one die and consult the Air Unit Loss Modification Table (20.8).
-
- = NO EFFECT. The attack has failed.
20.76 Die Roll Modification Chart (see separate sheet).
20.77 Air Defense Combat Strength Chart (see separate sheet).
20.78 Missile 3 and Missile 4 weapon systems may not be used at night or in medium or heavy fog, or rain or blizzard weather conditions.
20.8 Air Unit Loss Modification
When an air unit has received a hit result on the Air-To-Ground Combat Results Table, the defending Player must roll one die. If the die roll is less than or equal to the Loss Modification number of the defending air unit, then the aircraft has survived, and is not affected by the attack. If the die roll is higher than the Loss Modification number then the air unit is eliminated. (Immediately remove it from the game.) Note that the loss modification number will vary, depending on whether the air unit was hit by an Enemy missile or gun system. Air units that take (and survive) three or more hits in the same Phase may no longer conduct attacks of any kind, nor observe Enemy units. No Victory Points are awarded for such air units (unless they are shot down before they can leave the game), or unless the scenario specifies otherwise.
20.9 Helicopter Transport
Transport helicopters function in a manner similar to armored personnel carriers (see Section 17.0). Transport helicopters with a Bound Command may mount, transport, and dismount Friendly infantry platoons, ATGM teams, or engineer squads. Their transport capacity is listed on the unit's data sheet.
20.91 Mounting or dismounting operations have no effect on the movement abilities of helicopter units; that is, they may continue to move normally after embarking or disembarking their passengers. However, in any given Phase a helicopter unit is limited to either mounting or dismounting operations; it may not do both. Moreover, a given helicopter unit may not perform its mounting or dismounting operations in more than one hex in any given Phase. There is a cost of one Movement Point to the infantry unit to mount or dismount. To mount, the Player places the helicopter unit under the infantry unit. To dismount, he places the infantry unit underneath the helicopter unit. Transporting simply involves the Player moving the helicopter unit with its "passengers" underneath as one, just as though the Player were moving the helicopter alone. In other words, the mounted units just ride along with the helicopter units.
20.92 Helicopter units may only mount or dismount infantry units while at NOE altitude. Units may not mount or dismount in heavy woods hexes or hexes occupied by Enemy units.
20.93 Units must mount and dismount while in the same hex, although the infantry unit may begin or end the Phase in a different hex.
20.94 When a transport helicopter is eliminated due to combat, any infantry that it is carrying is also eliminated. No Loss Modification die roll would be made for the mounted infantry unit in such a case.
20.95 While mounted in helicopters, infantry units may only be issued Bound or Withdraw Commands. The two units (carrying helicopter and transported infantry) need not have the same command.
20.96 Only transport helicopters may carry infantry units; attack helicopters may never do so.
20.97 The number of platoons of infantry which may be carried by a transport helicopter unit is listed on the unit's data sheet. For purposes of helicopter transport capacity, one infantry platoon is equivalent to two engineer squads or two ATGM teams. Transport capacity may be distributed among these different types of infantry; thus an Mi8 Soviet helicopter could carry one platoon of infantry, an ATGM team, and an engineer squad all at once, being rated at two platoons' worth of transport capacity.
20.98 In a nuclear environment, a helicopter unit may be designated as "on the ground" if it does not move during a Game-Turn, by placing a defilade marker on top of the helicopter unit. This status is lost as soon as the helicopter unit is moved, or it may be removed during any Movement Phase by the owning Player; such designation is not a command and is not plotted during a Command Phase, nor is it affected by jamming. The only effect of being "on the ground" is that a nuclear burst will attack the helicopter unit on the Anti-Infantry Nuclear CRT (see Case 107.61) rather than on the Anti-Helicopter Nuclear CRT (see Case 107.64).
21.0 Short Halt
General Rule: By using short halt, vehicle units may both move and fire in the same Friendly Movement Phase.
Procedure: Vehicular units with a Bound Command may perform short halt by expending no more than one-half of their Movement Allowance (fractions rounded down) during a Friendly Movement Segment. After completing the unit's movement, the owning Player should place a short halt marker on the unit.
21.11 Units performing short halt may fire during the Final Fire Segment of the Phase in which they have moved. However, such units do so after all units without short halt or fire-and-move designations have completed their direct fire (see the Sequence of Play, Section 4.0).
21.12 Units performing short halt are not considered to be moving when defending against direct fire attacks during the Final Fire Segment.
21.13 Friendly units defending against direct fire attacks by Enemy units performing short halt receive a modification of −3 on their Loss Modification die rolls (see Section 12.0).
21.14 Short halt is not a command, and need not be plotted in advance. Players may choose to have units with a Bound Command perform short halt entirely at their own option.
21.15 Helicopter units with a Bound Command may always use short halt, should they desire to do so. Since they have unlimited movement, they may continue to move normally while doing so.
21.16 Dismounted infantry units may not perform short halt; but see Case 17.18.
22.0 Ammunition Depletion
General Rule: Because units can only carry a limited amount of ammunition into battle, they must guard against the possibility of running out at crucial moments. To simulate this fact, most weapon systems at the start of the game are assigned an Ammunition Level, either 3, 2, 1 or 0. 3 is the maximum level of ammunition available. 2 and 1 indicate reduced amounts. 0 indicates the unit is out of ammunition for that weapon system, and may no longer fire.
Procedure: Each time a unit fires a weapon system, the owning Player must roll one die. If the die roll is less than or equal to the ammunition depletion number listed for that system, then the unit's Ammunition Level is reduced by 1. Any other result and the Ammunition Level is not affected.
22.11 Weapon systems without an ammo depletion number do not suffer ammunition depletion (i.e., they never run out of ammunition).
22.12 There is no way for units to receive more ammunition.
22.13 The ammunition level has no effect on the resolution of combat (except, of course, by prohibiting a weapon from firing in the first place).
22.14 The ammunition depletion rules should be used whenever air units (see Section 20.0) are in the game.
23.0 Night
General Rule: Most armies are placing more emphasis on their night-fighting abilities. The main effect of night is to reduce visibility. To overcome this, a variety of searchlights and night vision devices have been developed. The scenario instructions will list whether it is night, and also provide information on the natural level of light (phase of the moon). Players should note that units attempting to observe at night still require a valid Line of Sight (see Section 7.0).
Cases
23.1 Units With No Night Equipment
The observation range of units without any special night equipment is determined by the amount of natural light available, according to the current phase of the moon (see Case 23.11).
23.11 Night Observation Chart (see separate sheet).
23.12 Vehicular units moving at night ordinarily have their Movement Allowance reduced by one-third (round fractions down). Infantry units may not move more than two hexes per Friendly Movement Phase at night.
23.13 Vehicular units which have been stripped of external systems have their Movement Allowance reduced by two-thirds (round fractions down).
23.2 Searchlights
Units equipped with searchlights may increase their observation range at night. These searchlights may be either infrared (IR) or whitelight (WL).
23.21 Searchlights are normally considered to be "off" (not in use) and are only turned "on" (come into use) at the owning Player's option. This decision is made individually, on a unit-by-unit basis, and is not announced to the Enemy Player. The owning Player may choose to turn the searchlight on or off at any time during the Game-Turn. (He need not record his intention of doing so on the unit's company command plot.) If the searchlight is on for any portion of a Phase it is considered to remain on until the end of that Phase.
23.22 Units using IR searchlights have an Observation Range of five hexes in all directions and observe all Enemy units within this range as if it were day, by using the Day Observation Table (see Case 7.1). Other Friendly units with passive IR may also observe all Enemy units (within five hexes of them) which are seen by the "first" Friendly unit's IR searchlight, also as if it were day, by using the Day Observation Table.
23.23 In addition to normal blocking terrain (including smoke), IR searchlights are blocked by any type of fog hex. Additionally, they may not be used in rain, falling snow, or blizzard weather conditions.
23.24 Units using IR searchlights are themselves liable to be observed by Enemy units using passive infrared devices (see Case 23.3).
23.25 Units using WL searchlights have an observation range of seven hexes in all directions and observe all Enemy units within this range as if it were day, by using the Day Observation Table (see Case 7.1). Other Friendly units may also observe Enemy units which are seen by the first Friendly unit's WL searchlight, provided they are within daytime observation range and Line of Sight.
23.26 Units using WL searchlights may automatically "fix" one hex within their observation range and LOS in their searchlights. All units (both Enemy and Friendly) in such a hex have their observation range reduced to 1 (they're blinded by the glare); they may not fire at or "fix" any unit, including the one which is "fixing" them, if that unit is more than 1 hex away.
23.27 In addition to normal blocking terrain, WL searchlights are blocked by any type of fog hex. WL searchlights may not be used in rain, falling snow, or blizzard weather conditions.
23.28 Units using WL searchlights are automatically observed by any Enemy unit which can trace a valid Line of Sight to the unit. The only exception to this would be units currently fixed by WL searchlights; they would still have an observation range of 1.
23.29 Night devices are not subject to separate damage by automatic weapons fire.
23.3 Passive Observation
There are two types of passive observation devices: passive infrared (IR), and ambient light. Both systems are assumed to be "on" and functioning at all times. Unless otherwise stated, all units (whether vehicle or infantry) are assumed to be equipped with passive IR; units are equipped with ambient light systems only where noted. IR periscope is the same as passive IR for game purposes.
23.31 All units may automatically observe any Enemy unit to which they can trace a Line of Sight, provided that that Enemy unit is currently using an IR searchlight, using passive IR.
23.32 In addition to normal blocking terrain, passive IR is blocked by any type of fog hex. Additionally, passive IR may not be used in rain, falling snow, or blizzard weather conditions.
23.33 Units equipped with ambient light devices use the ambient light columns on the Night Observation Table (23.11). Such units may also use other visual aids normally.
23.4 Artillery Illumination (Starshell)
Instead of firing HE or smoke, certain artillery units may also fire illumination rounds (starshell). Each scenario specifies which units are starshell-equipped. This fact must be noted in advance on the Player's indirect fire plot, when requesting the fire. There is no load time required for starshell or for HE following starshell.
23.41 All artillery units, regardless of usual HE pattern fired, fire starshell in section impact patterns. (Illumination extends beyond the impact hex as described in Case 23.43.)
23.42 The arrival and Scatter of illumination rounds is resolved in the same manner as smoke shell (see Section 14.0). After resolving any Scatter the owning Player should place the appropriate starshell marker in the indicated hex. Note: most starshell fire missions will be unobserved and thus subject to a high degree of Scatter.
23.43 All starshell impact hexes immediately provide a "light pattern" of illumination. The size of this illumination varies with the caliber of the firing unit:
| Caliber of Firing Unit | Area of Light Pattern |
|---|---|
| Light mortar, light howitzer | impact hex and two adjacent hexes in all directions |
| Medium mortar | impact hex and three adjacent hexes in all directions |
| Medium howitzer | impact hex and four adjacent hexes in all directions |
Note: No other calibers of artillery may fire illumination rounds.
23.44 There is no delay when plotting the Indirect Fire of illumination rounds. Such fire will impact on the map in the same Phase as it is plotted.
23.45 Enemy units within a light pattern may be observed as if it were day. Those units within a light pattern may only observe Enemy units that either:
- (A) are themselves in a light pattern (either the same pattern or a different one);
- (B) are within the observation range of the Friendly unit's WL or IR searchlight; or
- (C) have fired any of their weapon systems in the current Phase.
23.46 Starshell has no effect in fog, rain, falling snow, blizzard, or in smoke hexes.
23.47 Starshell rounds may not be plotted for target hexes which are outside of the Line of Sight of a Friendly unit. All starshell Scatter, however, is resolved on the 61 + line of the Artillery Scatter Table.
23.5 Observing Units Which Fire
Enemy units which fired one or more of their weapon systems are automatically observed by any Friendly units which can trace a valid Line of Sight to them (see Section 7.0), subject to weather restrictions on the maximum observation range, during the Phase in which they have fired; thereafter they are observed only if they are within normal or focused observation range.
24.0 River Crossing
General Rule: Units may cross river hexsides by using either bridges, ferries, amphibious movement or snorkeling.
Cases
24.1 Ferries
The location of ferries will be listed in the scenario instructions. Each ferry consists of a counter, placed adjacent to a specific river hexside. (See diagram below.) Friendly units may use the ferry to cross the river hexside by spending one complete Friendly Movement Phase for small and medium rivers or two complete consecutive Friendly Movement Phases for large rivers doing so.
(Ferry diagram omitted.)
24.11 Only one unit may cross a ferry in a given Phase. Note: An infantry unit mounted in an APC counts as a total of one unit for purposes of this rule.
24.12 Units must be in column formation in order to use ferries.
24.13 Ferries also require the presence of Friendly engineer units in order to operate. (See Case 29.2.)
24.14 Ferries always begin the game in place, and may not be moved. They are automatically destroyed (remove the counter from the map) if an Enemy ground unit enters any ferry hex.
24.2 Fixed Bridges
The location of fixed bridges is listed in the scenario instructions, and they are placed on the map before the start of the game. All bridges are classed in one of five categories (0 through 4). This is indicated by placing the appropriate strength marker underneath the bridge counter to indicate its class. Do not place any strength marker under the bridge counter for 0 class (foot) bridges. Only vehicle units with a bridge value less than or equal to the class of the bridge may use that bridge. (This information is listed on the unit's data sheet.) Note: Dismounted infantry may use any (non-destroyed) bridge, regardless of its class.
24.21 Units must be in column formation to use bridges.
24.22 No more than three units (of any type) may cross a bridge during the same Phase. Infantry units mounted in APCs count as a total of one unit for purposes of this rule. There is an additional cost of two Movement Points for a vehicle unit to cross a bridge hexside.
24.23 Class 1-4 bridges may be destroyed by engineers (see Case 29.5), bombing strikes by aircraft using smart bombs (see Case 20.2), or artillery (see Case 14.73). Class 0 bridges may be destroyed by any unit in a hex adjacent to the bridge.
(Bridge diagram omitted.)
24.3 Bridging Units
In addition to fixed bridges, Players may also attempt to emplace mobile bridges across river hexsides through the use of bridging units. In all cases the bridging unit must first move adjacent to the river to be crossed, and then spend a certain number of Friendly Movement Phases in the hex with a Bound Command. Each bridging unit is considered to carry three "sections" of bridge. It costs a bridging unit three sections to bridge a large river, two sections to bridge a medium river, and one section to bridge a small river. Thus, for example, a bridging unit could place one bridge over a large river hexside or three bridges over small river hexsides. The number of bridge sections carried by a bridging unit must be noted on the unit status sheet. The amount of time necessary to emplace a bridge will vary with the bridging unit and the size of the river involved:
| Type of River | AVLB / MTU55 | TPP | PMP |
|---|---|---|---|
| Small | 2 | 6 | 2 |
| Medium | 2 | 12 | 4 |
| Large | 2* | 16 | 8 |
Number = Number of consecutive Friendly Movement Phases required to emplace the bridge. * = AVLB units may only emplace bridges across large river hexsides if the hexside already contains a previously destroyed fixed bridge.
24.31 When bridging units have completed their bridging operations, the owning Player should place a bridge counter in the hex adjacent to the river hexside.
24.32 PMP and TPP units also require Friendly engineer units in order to complete their bridging operations (see Case 29.2).
24.33 All bridging units are treated as 3-vehicle platoons. If they lose a vehicle due to combat they immediately lose 1 bridge section.
24.34 Bridging units may not enter heavy woods hexes, light woods hexes, or rough 3 hexes, except on roads.
24.35 All mobile bridges are class 4 bridges.
24.36 Once emplaced, mobile bridges may not be moved.
24.37 After placing a mobile bridge across a hexside, the bridging unit may move normally.
24.4 Amphibious Movement
24.41 Units with amphibious designation on their unit data sheets may cross river and lake hexsides freely. Units must have a Bound Command to use Amphibious Movement.
24.42 Units other than LVTP-7 cross river hexsides by spending one complete Friendly Movement Phase for this purpose (at the end of the Phase move the counter from one side of the river to the other). If the unit is observed, the owning Player must announce the fact of Amphibious Movement.
24.43 Units other than LVTP-7 cross lakes by spending one complete Friendly Movement Phase in each lake hex.
24.44 LVTP-7 units cross river hexsides by expending 3 Movement Points in addition to the terrain cost of the hex entered. If fired upon while in the hex entered via the river hexside, the LVTP7 is considered to be in amphibious movement for loss modification purposes.
24.45 LVTP-7 units cross lakes at a cost of 3 Movement Points per lake hex.
24.5 Snorkeling
Certain non-amphibious vehicles (see unit data sheet) may freely cross small or medium river hexsides by snorkeling. Vehicles may begin the game prepared for snorkeling, and have this fact noted on their unit status sheet.
24.51 Snorkeled vehicles may cross river hexsides as if they were amphibious (see Case 26.3). After crossing the river they may lose their snorkel status, and again function as normal units, or retain snorkel status, at the owning Player's option; this must be noted on the unit's status sheet.
24.52 While snorkeled, units may not be given Overwatch Commands or perform short halt, and are more vulnerable to Enemy direct fire attacks. Snorkeled units may not enter light or heavy woods hexes (except on roads), and must move in column formation.
24.53 Snorkeled units that receive any effect other than "no result" from any form of indirect fire immediately and permanently lose their snorkel status.
24.54 At the beginning of any Friendly Movement Phase, the owning Player may change the status of any snorkeled units to unsnorkeled, or normal. Once this is done, such a unit may never again be designated as snorkeled. A change from snorkeled status must be noted on the unit status sheet.
24.55 Units may not change status from normal to snorkeled while on map; snorkeled units must be set up or arrive as reinforcements in that status.
25.0 Positions of Advantage
General Rule: During the Final Fire Segment of each Movement Phase, units with Overwatch Commands (and those performing short halt or fire-and-move) engage in alternating final fire. The following rules provide for a more realistic sequencing of this fire, based on the actual positions of the units relative to each other on the map, within the priorities outlined in Case 4.1C(2).
Procedure: Within each round of priority during the Final Fire Segment of a Movement Phase, all firing units have their final fire sequenced according to the following priorities:
- (A) Height Level: All firing units in hexes at Height Level 4 may resolve their final fire combat before units on any other Height Level may do so. After this has been done, all units on Height Level 3 resolve their fire, and so on.
- (B) Defilade: Of those units on the same Height Level, all units in defilade may resolve their fire first.
- (C) Terrain: Those units on the same Height Level and in defilade may resolve their fire in priority according to the terrain in the hex occupied by each firing unit:
- heavy woods hex
- town hexes
- rough 3 hexes
- light woods hexes
- rough 1 hexes
- rough 2 hexes
- clear hexes
After all units in defilade at a certain Height Level have resolved their final fire, or passed, all units not in defilade at that Height Level may resolve their fire, according to the priority of terrain given in (C) above. After this has been done, Players may move on to resolve the final fire of units on the next highest Height Level. This procedure continues until all units on the map have resolved their final fire.
25.1 Rules of Use
25.11 If Enemy and Friendly units have an equal priority for fire at the start of a round of final fire, that unit belonging to the Phasing Player fires first. Thereafter, Enemy and Friendly units with an equal priority alternate their fire in the usual manner.
25.12 If more than one Friendly unit has an equal priority for fire, the owning Player chooses which of his units is to fire first.
25.13 Regardless of the priorities listed in this rules section, units must still resolve their final fire within the order of rounds of priority listed in the Sequence of Play (see Case 4.1C(2)).
25.14 When it is his turn to fire or pass in the alternating sequence of final fire, a Player may always substitute a fire of higher priority for one of the priority currently scheduled. Thus, if Main Guns on Height Level 2 in defilade are currently scheduled, and it is his turn, a Player may always commence fire with a previously passed-over Main Gun on Height Level 3 not in defilade.
26.0 Electronic Warfare
General Rule: Modern armies depend on reliable communications nets in order to function. These nets are vulnerable to Enemy interference, either in the form of jamming (blocking radio transmissions, as by generating electronic "noise" on all frequencies) or radio direction finding (determining the location of Enemy headquarters, artillery units, and anti-aircraft units with search radars from the amount and nature of their radio or radar traffic). Jammers are found in Red Star/White Star only.
Note: The use of jammers by Players is optional. The effects of jamming are indeed devastating, especially with regard to commands, morale, and artillery; however, most effects can be circumvented by careful planning. Players who choose to use the jamming rules will find that they increase playing time and record-keeping, in return providing a feel for one of the most important elements of modern combat. For the most complete simulation of the effects of jamming on the tactical battlefield, a multiplayer game is required; then one can easily see why a Player would gladly sacrifice an entire company to destroy an Enemy jammer unit.
Cases
26.1 Radio Direction Finding
The ability of a Player to conduct radio direction finding is listed in the scenario instructions. If a Player has such a capability, during each Record Phase he may attempt to locate one on-map Enemy HQ, jammer, artillery unit or air defense system (air defense systems using search radar only) for each RDF-equipped HQ present on the map.
Procedure: If a Player is conducting radio direction finding (RDF) he must announce which unit he is attempting to locate (i.e., 3rd battalion HQ, 4.2" unit number 10xx, etc.) and roll one die for that unit. This is done before rolling for jammer breakdown. If the number rolled is equal to or less than the radio detection value of the unit whose location is being sought, then the unit has been located and the owning Player must immediately announce a hex within one hex of that unit. If the die roll is greater than the radio detection value of the unit sought, no information is revealed.
26.11 The radio detection value of units in the game varies by type and nationality, and is listed for each Player in the Exclusive Rules booklet.
26.12 Units located by RDF are not considered to be observed for Enemy direct or indirect fire, unless this would ordinarily be the case. Radio detection has no effect on units already spotted through the normal observation procedures.
26.13 Line of Sight, weather and the maximum range of observation have no effect on RDF.
26.14 On-map artillery units that have fired in their previous Indirect Fire Phase have their radio detection value increased by 1.
26.15 Friendly RDF may not be used on Game-Turns when Friendly jamming is in effect. Exception: Enemy jamming and air defense units may be located while Friendly jamming is in effect.
26.16 Enemy jammers may not be located by RDF unless they are operating successfully. HQ and artillery units may not be located through RDF if radio silence is being voluntarily observed by the Enemy Player's units. The effects of radio silence are in all respects the same as successful Enemy jamming (see Case 26.4). Radio silence must have been maintained throughout the current Game-Turn to prevent radio direction finding. The fact of radio silence must be announced.
26.17 Air defense units do not observe radio silence; when located by RDF, the exact hex in which they are positioned must be announced, rather than in any adjacent hex.
Note that air defense units may be located by RDF only if they have a radio detection value assigned to them in the Exclusive Rules booklet. Air defense units may turn off their search radar to avoid RDF; to do so the search radar must have been turned off throughout the current Game-Turn, and the turning off or on of the specific air defense unit's search radar must be announced (air defense search radar is considered on unless an announcement is made that it is off.) "Off" status must be noted on the Player's status sheet. Air defense units whose search radar is turned off may not fire. The command to turn search radar on or off must be given during a Friendly Command Phase.
26.18 A HQ unit may perform RDF only while on Overwatch Command.
26.19 RDF equipment may be transferred from one HQ unit to another during any Friendly Movement Phase in which the HQ units are in the same or adjacent hexes; this must be noted on the unit status sheet. A HQ unit already bearing RDF equipment may not receive RDF equipment from another HQ. If a HQ unit bearing RDF equipment is eliminated, the RDF equipment is also eliminated. A scenario may also specify that a unit other than a HQ bears RDF equipment, particularly if there is no HQ unit in the scenario.
26.2 Jamming Units
26.21 Electronic jamming is conducted by jamming units; the presence of jammers is determined in the scenario.
26.22 Jammers are considered to be 1-vehicle units. All jammers have Independent Command and are not subject to Morale states.
26.23 Jammers are subject to two commands which are unique to them: Assemble and Disassemble. A jammer may not be given a Bound Command unless it previously had a Bound or Overwatch Command, or had a Disassemble Command through four previous Friendly Command Phases. A jammer may not be given an Overwatch Command unless it previously had an Overwatch Command or had an Assemble Command through six previous Friendly Command Phases. Jammers may not be given a Bounding Overwatch Command and, not being subject to morale, are not given Withdraw or Rally Commands. Jammers set up at the beginning of play may be given any command prior to the first Friendly Movement Phase.
26.24 A jammer may only move on a Bound Command. A jammer must have an Overwatch Command in order to jam.
26.25 In order to commence jamming, a jammer on an Overwatch Command must get its gear to work. At any time during a Friendly Movement Phase, the owning Player may announce an attempt to commence jamming. He rolls one die following the announcement. For a NATO jamming unit, the jammer works on a roll of 1-3; on a roll of 4-6 it fails to work. For a Soviet jamming unit, the jammer works on a roll of 1-4; on a roll of 5-6 it fails to work.
26.26 Once a jammer has again failed to work, the owning Player may not attempt to commence jamming with that jammer for two full Game-Turns.
26.27 Once a jammer has commenced jamming, it is subject to breakdown. During the Record Phase the owning Player rolls one die for each jamming unit currently jamming. A Soviet jammer breaks down on a die roll of 1; a NATO jammer breaks down on a die roll of 1 or 2. Once a jammer has broken down, the owning Player may not attempt to commence jamming again with that jammer until the next Friendly Movement Phase following two full Game-Turns of non-operation.
26.3 Effects of Jamming
26.31 The effective range of a jammer covers all of the Mech War 2 maps, and extends off-map for 100 hexes in all directions.
26.32 The operation of jammers, either Friendly or Enemy, does not interfere with each other. Two Friendly jammers in operation have the same effect as one.
26.33 Friendly jamming does not affect Friendly units.
26.4 The Effects of Jammers on Companies
26.41 A jammed company has no communications with battalion HQ. Jammed companies or Independent Command units may only be issued one of the following commands, at the owning Player's option: (1) Overwatch; (2) Withdrawal; (3) a repeat of that company's previous command, regardless of what that command was. Players should note that companies may only be given these commands if they would ordinarily be able to so receive them. Jammed companies may, however, receive commands during close assault (see Case 13.28).
26.42 Jammed companies may not Rally.
26.43 Jammed companies may not change CP status except under the provisions of Case 106.34.
26.44 Jammed companies may not be given visual discipline orders except during dazzle effects.
26.45 Jammed companies suffer a column shift, when rolling for morale changes, of 1 to the right (Soviet) or 2 to the right (NATO).
26.46 Jammed companies with ambush designation must, if able, fire upon the first Enemy unit to enter the ambush hex; they may not fire at any other hex unless fired upon; if fired upon the ambush designation is dissolved. An ambush-designated company may have standing orders to dissolve its ambush-designation in the event of Enemy jamming; if so, this must be noted on the unit status sheet.
26.5 Other Effects of Jamming
26.51 Jammed Indirect Fire Units may not receive load orders or fire plots. On-map indirect fire units may be given Bound orders, unlike companies, but may only fire at hexes which are visible to the indirect fire unit at the time. Indirect fire units may, of course, continue to execute orders and plots previously received but designated for specific Game-Turns. Thus, a Player may plot indirect fire in advance as a precaution against Enemy jamming, or may instruct indirect fire units to continue firing at their most recently received target plots until new plots are received, etc.
26.52 Jammed indirect fire and aircraft units must follow previously received written plot orders designating the Game-Turn, target hex, pattern and munitions to be fired. If no such orders exist, the unit does nothing.
26.53 Jammed artillery units are usually not able to receive registration reports from forward observers, thus, all jammed artillery Scatter is resolved using the 61+ column on the Artillery Scatter Table. Exceptions are as follows:
- (A) An on-map indirect fire unit may observe its own registration fire (see Case 14.65);
- (B) If a previous fire was observed (i.e., not jammed), and the indirect fire unit repeats that fire pattern on the same target hex (fire for effect, see Case 14.25) while jammed, the subsequent jammed "fire for effect" is resolved on the 0-20 column of the Artillery Scatter Table.
26.54 Jammed helicopters may not mount units for transport without first spending one Friendly Movement Phase in or adjacent to a hex containing a HQ superior to the unit to be transported. This effect may not be circumvented.
26.55 The targets of Swatter ATGMs and smart bombs benefit from a Loss Modification of −1 while Friendly jamming is in effect. If a bridge or ferry is the target, a special die roll is made after a 2 or 3 has been obtained on the CRT. If a 1 is rolled, the bridge or ferry is not destroyed (see Case 20.23). This effect may not be circumvented.
26.56 Air units may not be given load orders or bombing missions while Enemy jamming is in effect; this effect may not be circumvented.
26.57 A Friendly unit which has been spotted by one Enemy unit is not considered to be spotted by other Enemy units unless the other Enemy units are either themselves able to spot the Friendly unit (regular observation) or are in communication with at least one spotting unit via telephone, short-range radio, or visual signals (focused observation, see Case 8.18).
26.6 Circumvention of Jamming Effects: Telephones
Given the devastating effects of Enemy jamming, modern armies have established several ways of overcoming its effects. The most complete replacement for the radio is telephone communication.
26.61 If only Friendly units occupy a town, and no hex of that town is burning or devastated, those Friendly units are considered to be in telephone communication with each other.
26.62 A scenario may provide for certain hexes to be connected by buried field telephone; this would be true only for well-prepared sites. The buried telephone line runs in a straight line between the centers of the connected hexes. Any unit occupying a hex with a field telephone is considered to be in telephone communication with any unit which is also in a hex with a field telephone connected to the first unit.
26.63 A buried field telephone line is automatically cut if any nuclear device is detonated in a hex through which the line passes. Buried field telephone lines are also cut by a 3 result on the artillery CRT. Any Enemy engineer unit may also cut a buried field telephone line by spending an entire Movement Phase in a Bound Command in a hex through which the line passes.
26.64 A scenario may also specify that above-ground field telephone lines exist between certain hexes. In addition, an engineer squad may string an above-ground field telephone line while dismounted or mounted, in any hex entered by it in a Bound Command. Such lines may cross rivers only via bridges. No engineer squad may lay more than 20 hexes of telephone wire in any game. The Players must keep track of such lines. Any Friendly unit in a hex containing such a line is assumed to be in telephone communications with any other unit occupying a hex with a line connected to the first unit.
26.65 Above-ground field telephone lines may be severed as in Case 26.63. In addition, any Enemy unit automatically severs a line by entering the hex it passes through; any Friendly vehicle unit of bridge rating 3 or higher automatically severs a line by entering the hex it passes through, unless moving on a road in column. A severed above-ground field telephone line may be repaired by a Friendly engineer squad remaining in the severed hex for two Friendly Movement Phases in a Bound Command.
26.66 Suppressed units may not communicate via telephone.
26.67 Units with Bound or Withdraw Commands may not communicate via telephone. Only units with Overwatch or Rally Commands may communicate via telephone. In the case of a company with a Bounding Overwatch Command, only the platoon with Overwatch designation may communicate via telephone.
26.68 Units with telephone communications are exempt from all effects of jamming with respect to those other units with which they are communicating. Thus:
- (A) If any platoon of a company (other than one which has Independent Command) is in communication with the headquarters of its battalion, the company may receive any order which it could have received without jamming; it may be Rallied; change CP status; be given visual discipline orders; and does not suffer the effects of Case 26.45 or Case 26.46.
- (B) A mortar or howitzer unit which is in communication with the headquarters to which it is attached (or with the most prevalent type of vehicle in the case of units under battalion size in a scenario) may receive fire plots and load orders as it would without jamming.
- (C) If a mortar or howitzer unit is in telephone communication with any unit which is subordinate (either directly or indirectly) to the headquarters to which the mortar or howitzer unit is attached, that unit may act as artillery spotter and hence avoid the effects of Case 26.53. (See Case 26.71.)
- (D) Units which are in telephone communication may relay messages which they receive visually or via short-range radio.
26.7 Circumvention of Jamming Effects: Short-Range Radio
26.71 Any unit which is stacked with or adjacent to another unit, or 2 hexes away from that unit, is considered to be in communication with that unit via short-range radio. Such communication cancels the effects of jamming in the same manner as telephone communications. (See Case 26.68.) Short-range radio may serve as a link in relay, but no unit other than a HQ may relay more than one order or message per Phase, and no more than four units may act as short-range radio relay stations for any particular message or order. The types of messages which may be relayed by short-range radio include orders from battalion HQ to companies or independent-command units, fire plots, load orders, "observed enemy" reports (for focused spotting, see Case 7.12), and, in multiplayer gaming, messages between units representing the Players. Artillery registration reports may also be relayed by short-range radio; in such a situation, Case 26.53 does not apply, and the column on the Artillery Scatter Table is dependent on the distance from the unit which begins the short-range radio relay chain to the target hex. The unit serving as artillery registration observer, however, must be subordinate (either directly or indirectly) to the headquarters to which the indirect fire unit is attached.
26.72 Short-range radio will not function if either unit is within 5 hexes of an operating Enemy jammer. It is up to the Enemy Player to announce that short-range radio is disturbed for any unit if he wishes to do so and his operating jammer is within 5 hexes (inclusive) of the affected unit(s).
26.73 Companies may not be Rallied via a short-range radio relay link; companies may only be Rallied if their short-range radio link to battalion HQ is direct and without need for relay.
26.74 If all platoons of a jammed company with ambush designation are within short-range radio communication with each other, either directly or via relay link, the company is exempt from the application of Case 26.46.
26.75 Short-range radio communication is considered to take place whenever needed in the Game-Turn sequence.
26.8 Circumvention of Jamming Effects: Visual Signals
26.81 Visual signals may be passed from one unit to another, provided that the sender is Unsuppressed and the recipient is in observation range. The recipient may act simultaneously as a sender in a relay system.
26.82 Visual signals may be transmitted by hand by all units. The observation range for hand signals is the same as the observation range for moving infantry.
26.83 HQ units, mortars, howitzers, jammers, air defense units, engineers, vehicles in scout or recon detachments/companies/battalions (including U.S. armored and air cavalry), and all Soviet and German vehicles are capable of sending communications via signal flag or light while in Overwatch or Rally Commands, provided they are not suppressed. Signal flags are used by day only; the observation range for signal flags is the same as that for moving vehicles. Signal lights are used by night only; the observation range for signal lights is the daytime observation range for moving vehicles under the same weather conditions, but with a maximum of 30 hexes. Signal lights may not be used by any unit in a starshell pattern or which is fixed by a whitelight searchlight. The scenario instructions may designate additional NATO vehicles to be equipped with signal equipment.
26.84 Units in communication by visual signal are exempt from the effects of jamming in the same manner as those in communication via telephone (see Case 26.68), except that they may not be Rallied if their only communications link to their HQ is a visual signal, and artillery remains subject to unobserved Scatter (see Case 26.53).
26.85 (Optional rule) Units sending visual signals are automatically spotted by any Enemy unit with a Line of Sight who is in transmission range of the signal. Exception: At night, the Enemy unit must be in a hex through which a straight line passes between the sender and the immediate recipient of the message. It is the duty of the signalling Player to inform the Enemy Player of such spotting situations. When a unit is spotted under this case during daytime, the unit is flipped over and remains spotted until the end of the next Friendly Movement Phase; if in focused observation range, it remains spotted thereafter. When a unit is spotted under this case at night, the unit is not flipped over. Instead, the owning Player simply informs the Enemy Player that a signaling unit is present, and does not tell him anything further about the unit. Exception: if the Friendly unit is within focused observation range of the Enemy unit intercepting the light signal, the Friendly unit is fully spotted by the intercepting Enemy unit and must be flipped over. If the intercepting Enemy unit is in Overwatch Command, it may immediately fire once at the signaling unit; this "interception opportunity" fire may even take place during a Friendly indirect fire or Friendly Command Phase, but in such a case there is no further fire in that Phase. The Enemy unit which fires at the Friendly signaling unit under this Case must (if previously unspotted) be flipped over at the beginning of the next Movement Phase, whether Friendly or Enemy, and is considered to have fired in that Movement Phase.
26.86 (Optional rule) For purposes of communicating via signal flag or light, hexes containing "high observatories" are considered to contain a tall structure extending 3 Height Levels above the terrain. Hexes containing "low observatories" are considered to contain a tall structure extending 2 Height Levels above the terrain. All other town hexes extend one Height Level above the terrain for this purpose. Units may not take advantage of this case to send or to receive unless they are: HQs, mortars, howitzers, infantry, engineers, reconnaissance units or jammers; they must be in Overwatch or Rally Command and Unsuppressed. A unit may use this case to send a visual signal even if the recipient may not use this case to receive, so long as there is an unblocked Line of Sight from one to the other. Likewise a unit which must transmit from ground level (i.e., a Soviet tank platoon) may have its signal received by a mortar unit which is able to have a signalman in the tall structure.
26.87 Off-map artillery units are considered to have signalmen at Height Level 3 in all hexes in a hypothetical hexrow which is as many hexes from the mapedge as is specified in the scenario for the location of the artillery. Such units may always receive visual signals of all kinds if within range. Artillery units more than 50 hexes away from the signal are out of range even if the range is otherwise described as "unlimited" (as with daytime clear weather).
26.88 HQ units may transmit or receive visual signals from any hex adjacent to the one in which they are located, as well as from or in the hex which they occupy. Brigade and regiment HQs may also transmit or receive visual signals from any hex two hexes from their actual location.
26.89 Visual signal communication is considered to take place whenever needed in the Game-Turn sequence.
26.9 Circumvention of Jamming Effects: Messengers
26.91 Units on the map may always carry messages. Vehicles expend 1 Movement Point to either pick up or drop off a message. Messengers may carry any number of orders or messages and may deliver them to different destinations. A message may be transferred from one messenger unit to another, provided that both units are in the same hex, but the second messenger unit may not move with the message during the same Phase in which it received the message.
26.92 Helicopter units may carry messages from one hex to one other hex during any Friendly Movement Phase; to do so they must be at nap of earth in both pickup and delivery hexes.
26.93 Each HQ unit is equipped with motorcycle messengers. If Players wish to improvise counters for these motorcycles, they are 1-vehicle units having the same values as a Soviet motorcycle; regiment HQ has 4 of them and brigade HQ has 3. Ordinarily, however, they are not represented on the map. A scenario may provide for motorcycles attached to battalion HQ late in the war. The procedure for "off-map" motorcycle messengers is contained in Case 26.94.
26.94 When using "off-map" motorcycle messengers, the Player, at the time the message is
26.94 When using "off-map" motorcycle messengers, the Player, at the time the message is sent, calculates the number of Movement Points required for a motorcycle to travel under current weather conditions, without passing within five hexes of an Enemy unit, to the current location of the destination unit. Dividing this figure by the motorcycle's Movement Allowance, he obtains the number of Friendly Movement Phases required for the motorcycle to arrive at its destination hex. Movement of the destination unit after the calculation is made has no bearing on the time of arrival of the message. These "off-map" motorcycles always arrive and are never affected by units on or off the map; if sent to "off-map" locations, their return must also be calculated.
26.95 The procedure for sending a messenger is this: During a Friendly Command Phase, the Player writes down the message on an index card or slip of paper, together with its sender and destination and delivery vehicle. The message arrives at the destination unit in the next Friendly Command Phase following the Friendly Movement Phase of arrival of the messenger.
26.96 Messengers may carry orders to companies (which may be effectively received by any platoon of the company, provided it is not under Independent Command), orders to change CP status, and target plots and load orders to artillery. Messengers may not be used to Rally units or to circumvent the effects of jamming on artillery Scatter (see Case 26.53).
26.97 Motorcycle messengers moving to off-map artillery units must exit the map via a road or trail and are assumed to remain on that road or trail, at the same Height Level (in fog scenarios) as their exit hex; their destination is the same as the signalman described in Case 26.85.
27.0 Ambush
General Rule: Ambush is a special Command that may only be issued to certain companies before the start of the game. This will be listed in the scenario instructions.
Procedure: Companies assigned an Ambush Command may select any one hex within their Line of Sight as the "ambush hex." The location of this hex must be written down by the owning Player next to the command plot for that company before the start of the game. Units with an Ambush Command may only fire at Enemy units in the ambush hex or any hex adjacent to it (within the Line of Sight and observation range of the firing unit).
Cases
27.1 How Ambush Works
27.11 Units with Ambush Commands using opportunity or overwatch fire have the fire of all their weapon systems resolved before any overwatching Enemy unit may fire. (This includes the ATGM systems of ambushing units.)
27.12 Units with Ambush Commands using final fire always have their fire resolved first during each round in the Final Fire Segment. (This is an exception to any normal priorities due to positions of advantage.)
27.13 Companies may maintain their Ambush Command only so long as all units of that company remain unspotted. At the end of any Phase in which a unit of that company has been spotted (for whatever reason), the company loses its Ambush Command and is assumed to have an Overwatch Command.
27.14 Units with Ambush Commands must roll for morale as normal due to any losses caused by indirect fire. The company may maintain its Ambush Command so long as it does not enter Morale State 3.
27.15 Units with Ambush Commands are not required to fire at Enemy units adjacent to the ambush hex. They may choose to withhold their fire, at the owning Player's option. However, if any one of the ambushing units fires, then all ambushing units assigned to the ambush hex must also fire (if they are physically able to do so).
27.16 The owning Player may change the command of the companies with Ambush Commands during any Friendly Command Phase, within the restrictions for normal companies. Once this is done, however, the company may never be issued another Ambush Command.
27.2 Restrictions on Ambush
27.21 Units may not use any form of indirect fire while assigned an Ambush Command.
27.22 The owning Player may not change the location of a company ambush hex during the play of the game.
28.0 Camouflage
General Rule: Friendly units may make it more difficult for Enemy units to observe them through the use of camouflage. In some scenarios, units may begin the game in camouflage. When a unit is camouflaged this fact must be written down on the unit status sheet.
Procedure: Whenever a camouflaged unit would ordinarily be observed by an Enemy unit, the owning Player may roll one die and consult the Camouflage Observation Chart. If the number is less than or equal to the camouflage value indicated for a unit in the appropriate type of terrain, then the unit is not observed.
28.11 Only one die roll need be made for the effects of camouflage in a given Phase. If the unit is not observed, then it will remain so for the entire Phase (unless it moves, fires, or becomes involved in a close assault) regardless of the number of Enemy units that might ordinarily attempt to observe it in that Phase.
28.12 Camouflaged units are automatically observed if they fire any of their weapon systems, move from the hex they currently occupy or become involved in a close assault.
28.13 Once a camouflaged unit is observed it is no longer considered to be camouflaged.
28.14 Camouflaged units that leave the hex they currently occupy are no longer considered to be camouflaged.
28.15 Camouflage Observation Table (see separate sheet).
28.16 The camouflage value of all camouflaged units is increased by 2 during night conditions, and by 1 during fog, rain, falling snow, blizzard.
28.17 Camouflaged units may not use IR or WL searchlights (see Case 23.2).
29.0 Engineers
General Rule: Engineer units are used to maintain Friendly ferry points, construct and destroy bridges, construct abatis, breach minefields, and aid Friendly units performing close assault in town hexes.
29.1 Engineer Squads
Engineer squads are one-step infantry units. When stacked in the same hex with a Friendly dismounted infantry unit, they are considered to be "part" of the infantry unit and may not be attacked separately. They may be eliminated only after all Friendly infantry units in the hex have been eliminated.
29.11 Engineer squads do not count for stacking purposes.
29.12 One engineer unit may be transported "for free" by a Friendly APC. (That is, they do not take up any "space.") However, if two or three squads are being transported by the same APC unit, then they are assumed to take up the same amount of space as a normal infantry unit. No more than three engineer squads may be transported in a given APC unit at any one time.
29.13 The values for engineer squads are listed on the Player's data sheets.
29.14 The close assault strength of engineer squads is used only if the squads are alone in a hex, or are in a town hex (see Case 29.3).
29.15 Engineer squads may not perform any of their engineering functions while Suppressed, in defilade, mounted in APCs (Exception: see Case 26.64), engaged in close assault, or in CP 3.
29.16 Engineer squads may only perform their engineering functions while they have a Bound Command; this is considered to be a "change in status," and the units need not be moved during their Friendly Movement Phase.
29.2 Bridges and Ferries
29.21 In order for TPP and PMP bridging units to construct their bridges, they must be stacked in the same hex with a minimum of three Friendly engineer squads. After the required number of Phases have been spent in the hex, the engineer units may exit the hex if they desire, leaving the newly constructed bridge intact.
29.22 Ferry points may only be used so long as a total of at least three Friendly engineer squads are in either (or both) of the ferry hexes.
29.3 Town Clearing and Defending
29.31 Dismounted infantry units stacked with Friendly engineer squads have +2 added to all of the defender's die rolls on the Loss Modification Tables when engaging in close assault in town hexes. The close assault strength of the engineer unit is added to that of one of the infantry units. There is no additional effect for having more than one engineer squad in the hex.
29.32 Dismounted infantry units accompanied by Friendly engineer squads have −2 added to all of their defending die rolls on the Loss Modification Table when defending against close assault in town hexes. There is no additional effect for having more than one engineer squad in the hex.
29.4 Abatis
Engineer units in a light or heavy woods hex may construct abatis (an anti-vehicle obstacle) by spending twelve consecutive, complete Game-Turns in the hex with a Bound Command.
29.41 While engaged in construction, the engineer units may not be attacked by any form of direct fire. If this occurs the attempt is abandoned and must begin from scratch.
29.42 Vehicle units entering a light woods hex containing abatis may not move any further in that Movement Phase.
29.43 Vehicle units may not enter a heavy woods hex containing abatis.
29.44 Abatis affects all vehicle units equally, regardless of whether they are Enemy or Friendly.
29.45 Abatis has no effect on dismounted infantry movement.
29.46 An engineer unit may remove abatis by spending one complete Game-Turn in the hex with a Bound Command. The unit may not be the target for any direct fire attacks during this period.
29.5 Bridge Demolition
29.51 Engineer units may prepare bridges for demolition by spending three consecutive, complete Game-Turns in a hex adjacent to the bridge hexside with a Bound Command. The units may not be the target of any direct fire attacks during this period. Once prepared, the bridge may be destroyed by any Friendly engineer unit adjacent to the bridge hexside. This may be done at any time during the Game-Turn. If units are crossing the bridge at the time of demolition, they are not affected; they are simply prevented from crossing the bridge.
29.52 Scenario instructions may also provide for bridges already prepared for demolition.
29.53 A bridge which has been prepared for demolition may be made unprepared for demolition by an Enemy engineer unit spending two consecutive complete Game-Turns in a hex adjacent to the bridge hexside with a Bound Command, not having been the target of any direct fire attacks during this period.
29.54 During the Rally Segment of the Enemy Indirect Fire Phase, Enemy units may attempt to remove the preparation for demolition of a bridge made by Friendly engineers (or provided by the scenario at the start of play). In order to attempt this, the Enemy unit must have been unsuppressed and in Overwatch in a hex adjacent to the bridge hexside throughout the previous Game-Turn (i.e., since the previous Enemy Indirect Fire Phase). Each such Enemy unit may roll a die once during the Rally Segment. Should the die roll result in a "1", the bridge is considered no longer prepared for demolition. If any other result is obtained, the bridge remains prepared for demolition. A unit may repeatedly attempt to change the preparation of a bridge for demolition, as long as it continues Game-Turn after Game-Turn to meet the criteria outlined in this Case.
29.6 Breaching Minefields
Engineer squads may breach minefield hexes by spending a certain number of complete Friendly Movement Phases in the hex. The number of Phases required varies with the type of minefield being breached:
| Type | Engineer Movement Phases Required |
|---|---|
| Artillery-delivered | 1 |
| Hasty | 2 |
| Defensive | 3 |
| Barrier | 6 |
29.61 While engaged in breaching operations, engineer squads are not attacked by the minefield, either for entering or remaining in the hex.
29.62 If two or more engineer squads are engaged in breaching the same minefield hex, each one may contribute one Engineer Movement Phase to the breaching attempt.
29.63 Players must keep track of the number of Engineer Movement Phases completed for each minefield hex on a separate sheet of paper or by using number markers.
30.0 Fire-and-Move
General Rule: By using fire-and-move, vehicle units may fire in the Enemy Movement Phase and move in the subsequent Friendly Movement Phase.
Procedure: Vehicle units with a Bound Command may be designated for "fire-and-move" during the Command Phase; this is noted on the unit status sheet. Such units may fire during the Final Fire Segment of the Enemy Movement Phase which follows the Command Phase in which the designation was given. In the subsequent Friendly Movement Phase, such units must move at least one hex, but may not expend more than one-half of their Movement Allowance (round fractions down) unless this is necessary to move one hex.
30.11 Units designated for fire-and-move may fire during the Final Fire Segment of the Enemy Movement Phase. However, such units do so after all units without short-halt or fire-and-move designations have completed their direct fire (see the Sequence of Play, Section 4.0).
30.12 Units performing fire-and-move are not considered to be moving when defending against direct fire attacks during the Final Fire Segment of the Enemy Movement Phase. They are considered to be moving when defending against direct fire attacks during the Final Fire Segment of the Friendly Movement Phase.
30.13 Friendly units defending against direct fire attacks by Enemy units performing fire-and-move receive a modification of −2 on their Loss Modification die roll (see Section 12.0).
30.14 Fire-and-move is not a Command, but it must be plotted in advance. When one or two platoons of a company with a Bounding Overwatch order is to perform fire-and-move, the platoon so designated must be noted on the unit command sheet.
30.15 Helicopter units with a Bound Command may always use fire-and-move, should they desire to do so. Since they have unlimited movement, they may continue to move normally while doing so.
30.16 Dismounted infantry units may not perform fire-and-move.
[The "Designer's Notes" essay that follows Section 30.0 in the printed Standard Rules is design commentary and credits rather than rules. It is not transcribed here.]
Exclusive Rules (Suez to Golan)
200.0 INTRODUCTION
In its full version, Suez to Golan can be a very complex and rather slow-moving game. For this reason, it is not intended that all of the Advanced rules be in use all of the time. Instead, Players should initially learn the game by using some of the smaller Scenarios and then gradually introduce those with more units and Advanced rules into play. Some of the Advanced rules, such as positions of advantage, require little in the way of additional time and effort; others, such as the air rules, require a great deal more. Players must use their own discretion when deciding the scope of the Scenario to be played, and are always encouraged to make up their own Scenarios. In fact, it is a good idea to start off just by pushing a few platoons or battalions around on the map, in order to get the "feel" of the game.
201.0 SPECIAL TERRAIN FEATURES
201.1 THE GAME MAPS
The Suez to Golan maps were developed from actual Middle Eastern terrain. The geographical features and place names shown on the map are real places, but in some cases their relationship to one another has been altered to provide as wide a range of terrain as possible. Map C depicts a portion of the Suez Canal and surrounding area in the Sinai; Map D does the same for the Golan Heights. Both maps have the following special features and rules.
[201.11] Fortification Hexes. Dismounted infantry units in a fortification hex receive a -5 roll adjustment on the Infantry Loss Modification Table when defending against all attacks. Infantry units may not enter defilade in such a hex, and, if close assaulted by Enemy infantry units, only the Friendly infantry units "originally" in the hex receive the benefits of the fortification. Fortifications have no effect on vehicles and do not block the Line of Sight. Engineer squads treat fortification hexes as town hexes for purposes of defending and clearing (see Case 29.3). No more than 3 vehicles (in up to 3 vehicular units) may end a Phase in a fortification hex.
[201.12] Firing Ramp Hexes. Vehicles in firing ramp hexes are automatically considered to be in defilade when defending against direct fire attacks whose Line of Fire goes through the ramp hexside. Vehicular units in firing ramp hexes are never considered Silhouetted by Enemy units whose line of fire goes through the ramp hexside.
[201.13] Silhouetting. Vehicular units at Height Level 1, 2, or 3 are considered to be Silhouetted (see Case 8.7) if the Enemy line of fire does not eventually go through a hex at a Height Level higher than the defending unit. (See example below.)
Silhouetting Example. The T55 unit in hex 3819 is silhouetted for all Direct Fire attacks from the M60 unit in hex 3419. The T55 unit in hex 3817 is not silhouetted, because the M60's Line of Fire eventually goes through a hex at a higher Height Level (i.e., 4215).
201.2 SINAI SPECIAL TERRAIN
The following special terrain features are found only on map C.
[201.21] Escarpment Hexsides. Vehicular units cannot cross escarpment hexsides. Such hexsides do not block the Line of Sight and have no other effects.
[201.22] Trench Hexes. Dismounted infantry units in trench hexes are automatically considered to be in defilade and do not pay the additional one Movement Point to leave this status. Such units may move directly from trench hex to trench hex and remain in defilade while doing so. Trench hexes have no effect on vehicular units and do not block the Line of Sight.
[201.23] Railway Embankment Hexsides. Vehicular units in hexes adjacent to railway embankment hexsides are automatically considered to be in defilade when defending against direct fire attacks whose line of fire goes through the embankment hexside. Such hexsides do not block the Line of Sight and have no other effects.
[201.24] Bar-Lev Hexes. Bar-Lev hexes are treated the same as fortifications (see Case 201.12) except that each Bar-Lev hex is also considered to contain a firing ramp. No more than 6 vehicles (in up to 3 vehicular units) may end a Phase in a Bar-Lev hex.
[201.25] Sweetwater Canal. The Sweetwater Canal is treated in all respects as a small river.
[201.26] Clear Terrain. Vehicular units may not enter defilade in any clear terrain hex on map C. Infantry units may enter defilade in such hexes normally.
[201.27] The Canal Escarpment. The canal escarpment is the line of escarpment hexes running along the east bank of the Suez Canal. These hexsides are treated in the same manner as normal escarpments, with the exception that they may be "cleared" by engineer squads. The procedure for this is the same as for clearing barrier minefield hexes (see Case 29.6). After spending the required six consecutive Friendly Movement Phases in any hex in the 1400 column, place a "breached minefield" marker in the hex. This indicates that all escarpment hexsides in (adjacent to) the hex have been cleared, and are thereafter treated as normal clear terrain hexsides.
[201.28] Khatifs. There are two Khatifs on the map, Khatif Makhazin and Khatif el Khiel. Vehicular units may never begin a game deployed on a Khatif (i.e., hexes 4214-4217, and 4924-4926).
201.3 SUEZ CANAL
The Suez Canal is a special terrain feature. The following rules apply to all canal hexes.
[201.31] Non-amphibious units may never enter a canal hex.
[201.32] Amphibious units (only) may enter canal hexes by spending one complete Movement Phase with a Bound Command.
[201.33] While in a canal hex, amphibious units may only be given a Bound (or Withdrawal) Command. They may not fire any of their weapon systems. When attacked, such units defend normally, as if they were in a clear terrain hex. For rather obvious reasons, units may not enter defilade while in a canal hex. They may not be in column formation.
[201.34] Canal hexes do not block the Line of Sight and are considered to be at Height Level 0.
[201.35] Units may not enter Canal hexes by snorkeling. Bridges and ferries may not be constructed across the canal during the game, but may be deployed in some scenarios before the start of the game. The ferry points for ferries across the canal are indicated by placing a ferry marker in the appropriate Canal hex.
[201.36] Indirect fire impacting on a canal hex is resolved normally.
201.4 GOLAN SPECIAL TERRAIN FEATURES
The following special terrain features are found only on map D.
[201.41] Prohibited Hexes and Hexsides. No ground units may enter prohibited hexes or cross prohibited hexsides. They do not block Line of Sight and have no other effects.
[201.42] Anti-Tank Ditch Hexsides. Vehicular units may not cross anti-tank ditch hexsides. These hexsides may be bridged in the same manner as a small river (see Section 24.0). The anti-tank ditch does not block Line of Sight (see also Case 201.43).
[201.43] Anti-Infantry Minefield. The anti-tank ditch is considered to contain a defensive minefield. These are mines within the anti-tank ditch itself. This minefield will attempt to attack all infantry units that cross any unbridged anti-tank ditch hexside. (They are automatically considered to be using Bold Movement — see Case 19.2.) This attack is resolved in the hex the moving unit enters. This anti-infantry minefield may be cleared (like a normal defensive minefield) by any engineer squads adjacent to the hexside.
[201.44] Because the Golan Heights consists of a series of hills and escarpments rising sharply from the valley of the Jordan River there are two different 0 Height Levels on the map. The first represents the Jordan Valley (i.e., the 0100-0800 hex columns), and the second, the Golan Heights themselves (i.e., from each column 0900 and eastwards).
202.0 SPECIAL UNITS
202.1 ARAB COMMANDOS
Arab commandos are one-step infantry units. They use the following special rules.
[202.11] When attacking Enemy vehicular units with any of their personnel anti-tank weapons, commando units are treated as a three-step unit.
[202.12] The availability of commando units is listed in the scenario instructions. Commando units must be deployed secretly by the Arab Player before the start of the game. Their counters are not placed on the map; instead, the Player records the location of each of these units on a separate piece of paper. Commando units are considered to be observed and are placed on the map only when they (A) fire any of their weapon systems; (B) move from their initial deployment hex; or (C) have an Enemy unit enter the hex that they occupy.
[202.13] In all other respects, commando units are treated as normal infantry units.
202.2 ISRAELI MORTAR CARRIERS
All Israeli mortar carriers (see Section 200.0) are treated as "P" armor class vehicles when defending against direct fire attacks, and "L" armor class vehicles when defending against all forms of indirect fire.
202.3 AIRCRAFT WEAPONS LOADS
All aircraft are assumed to be able to carry out strafing strikes. In addition, each aircraft unit may be equipped with one of the following weapon systems. The exact weapon system carried is either specified in the scenario instructions or (if not specified), left up to the option of the owning Player:
(A) Conventional bombs. (B) Smart bombs (Israeli Player only, in any scenario after 10/14/73). (C) Conventional air-to-surface missiles. (D) Maverick air-to-surface missiles (Israeli Player only, and only in scenarios after 10/14/73).
* If conventional ASMs are carried, the Israeli Player should use the ASM ammo depletion number to the left of the "/" on the aircraft's data sheet; if Maverick ASMs are carried, use the ASM ammo depletion number to the right of the "/".
202.4 RADIO DETECTION VALUES
Israeli Radio detection values are as follows: Brigade HQ: 4; Battalion HQ: 2; On-map artillery units: 4.
202.5 ARAB ATGM SQUADS
Arab ATGM Squads are one-step infantry units. When attacking Enemy vehicular units with their personnel anti-tank weapons, they are treated as a three-step unit.
203.0 WEATHER
The weather during almost all of October 1973 was clear and dry, and thus favorable to military operations. This might not have been the case, however, during other seasons of the year. All historical scenarios assume that the weather is clear and dry, with a light wind. For Players who wish to design their own scenarios and experiment with different effects of weather, we present the following rules. Basically, all adverse weather conditions serve to reduce the movement abilities and observation range of units.
[203.1] FOG (Map D Only). The fog represented in the game simulates the general fog use conditions sometimes experienced in the Golan Heights. There are three "types" of fog: Light, Medium, and Heavy. Fog always extends through all Height Levels on the "plateau" (i.e., east of the 0900 hex column, exclusive) and has no effect on lower Height Levels (i.e., the Jordan Valley).
[203.2] MUD AND RAIN (Map D Only). Mud serves to slow the movement and rain reduces the observation range of units.
[203.3] WIND. There are four possible wind conditions: Calm, Light, Moderate, and Heavy. The only effect of wind is on smoke (see Case 16.4).
[203.4] WEATHER EFFECTS CHART (see separate sheet; transcribed in the Charts and Tables section below).
[203.5] ADVANCED OBSERVATION RANGE TABLE (see separate sheet; transcribed in the Charts and Tables section below).
204.0 INDEPENDENT COMMAND
GENERAL RULE: The Standard Rules assume that all units are allocated to some particular company, and thus receive commands (and all other company assets) on a company basis. Some units, however, operate under Independent Command and use the following rules. These units vary by nationality, and are listed below.
204.1 GENERAL INFORMATION
[204.11] Units with Independent Command are treated in all respects as separate companies and must be issued separate commands (and other company status) during the play of the game.
[204.12] Units with Independent Command are never affected by morale, and do not enter Morale States.
[204.13] The following Arab units always have Independent Command: 82mm, 120mm, PT-76, ATGM, BRDM, T-12, commando, engineer squads, bridging units, ZSU-23/24, HQ, aircraft, and helicopter units.
[204.14] The following Israeli units always have Independent Command: 81mm, AT, RCCE, HQ, garrison infantry, aircraft, engineer squads, and bridging units.
205.0 DOCTRINE
205.1 ARAB DOCTRINE
[205.11] At the end of any Phase, all Arab units without Independent Command (see Section 204.0) must be within two hexes (inclusive) of some other units of their company. That is, there may be a maximum of one intervening hex between the platoons of a company. This restriction does not apply if the company (for whatever reason) has been reduced to a single platoon.
[205.12] Arab companies may not be issued a Bounding Overwatch Command.
205.2 ISRAELI DOCTRINE
[205.21] At the end of any Phase, all Israeli units without Independent Command (see Section 204.0) must be within two hexes (inclusive) of some other units of their company. That is, there may be a maximum of three intervening hex [sic; the printed text reads "three" beside a "within two hexes (inclusive)" requirement] between the platoons of a company. This restriction does not apply if the company (for whatever reason) has been reduced to a single platoon.
[205.22] All Israeli units may be issued a Bounding Overwatch Command.
[205.23] Units of companies with Bounding Overwatch Commands are considered to fulfill their doctrine requirements as long as they can trace a Line of Sight to a unit of their company at the end of a Phase. For purposes of this rule (only) smoke hexes are not considered to block the Line of Sight. Companies with Bounding Overwatch Commands may also fulfill their doctrine requirements in the manner given in Case 205.21.
[205.24] In addition to the units listed in Case 204.14, the Israeli Player has the option of designating one platoon of each company to Independent Command. This must be done during the start of the game and cannot be reversed. The only disadvantage to this procedure is that whenever the "remainder" of the company rolls for morale, the Israeli Player must shift one column to the right on the Morale Table.
206.0 SCENARIO FORMAT
GENERAL RULE: Suez to Golan is designed to be played on two levels. The first level is the standard scenario, which depicts an historical battle from the 1973 Arab-Israeli War. The second level is the ability for the Players to design their own scenarios (for this, see Section 210.0). The rules for each standard scenario will use the following format and rules.
206.1 SCENARIO INFORMATION
This section details the physical conditions under which the battle was fought, and gives the number of Game-Turns in the scenario. Because the historical weather was always clear and dry, with a light wind (i.e., no fog or rain), the scenario rules will list only if it is day or night. If it is night, the Phase of the Moon will also be given.
[206.11] Unless otherwise stated, all units begin the game with the strength given in the Order of Battle Charts (see Section 207.0).
[206.12] Units always begin the game with Level 3 ammunition.
[206.13] The number of dummies to be included in a Scenario is left up to the discretion of the Players. Players may also deploy a number of dummies up to the limit of the counter mix.
206.2 PLAYER DEPLOYMENTS
These sections deal with the nationality of the first and second Player, and the initial forces available to them. Included in this Section are specific deployment restrictions, as well as the required battalion and brigade HQ ratings. (Before play begins, each Player must secretly roll a die to determine the actual value of each of his HQ units.) All units should be deployed face down on the map, and turned up only as they are observed during the play of the game.
206.3 VICTORY POINTS
[206.31] Victory Point Chart. For each Enemy vehicle or step eliminated, the following Victory Points are awarded:
| Enemy Unit or Step Eliminated | Victory Points Awarded |
|---|---|
| Regiment or brigade HQ | 60 |
| Battalion HQ; any air unit | 30 |
| M60, Centurion, T62, ZSU 23/24 | 5 |
| T55, T12, PMP, TPP, Israeli paratroop infantry, any mortar unit | 4 |
| BMP, M113, Israeli mechanized or garrison infantry | 3 |
| BTR-50, BTR-60, PT76, BRDM, Recce and ATGM vehicles, all Arab mechanized or foot infantry | 2 |
| Arab ATGM infantry, commandos | 1 |
[206.32] In certain Scenarios, Players may receive Victory Points for having Friendly units exit the map. When exiting the map, a unit must pay the Movement Point cost for the hypothetical hex it is presumed to be entering off the map. The terrain in this hypothetical hex is assumed to be the same as the terrain in the hex the unit currently occupies.
[206.33] In certain Scenarios, Players will receive Victory Points for "controlling" a certain hex at the end of the game. A hex is assumed to be controlled by the Player who last had a Friendly unit occupy or pass through the hex.
[206.34] Certain Scenarios require that a Player clear a certain area or terrain feature of Enemy units and their Lines of Sight. Smoke hexes are not considered to block the Lines of Sight for this purpose (although certain weather conditions might).
[206.35] Units with Independent Command, units currently in Morale State 3 and units under Withdraw Commands have no bearing on any "Friendly" Victory Conditions. That is, the owning Player never receives Victory Points for exiting such units or having them control given hexes or trace a Line of Sight. Of course, such units would still provide the Enemy Player with Victory Points if they were eliminated.
206.4 STARTING SEQUENCE
This section describes the order in which Players deploy their units, and indicates whether or not a Player may pre-plot the arrival of his artillery and air strikes. After the starting sequence has been completed, both Players must issue current commands for all of their companies. Play then begins with the first Player Indirect Fire Phase of Game-Turn 1.
206.5 SPECIAL RULES
This Section provides any rules, limits, and restrictions that apply only to the Scenario being played.
206.6 REINFORCEMENTS
This Section describes how reinforcements (additional units) enter the game. Units entering the map as reinforcements are always considered to have a Bound Command.
[206.61] When not stated otherwise, units may be brought onto the map in any formation the Player wishes. The Player may use as many entry hexes as he desires; if more than one unit enters the map through the same hex, however, the units which do so are presumed to have been "staged back" during all or part of their movement.
[206.62] Units which are staged back must first be deployed off the map, one behind the other (and/or stacked), with the lead unit positioned adjacent to the desired entry hex plus the additional cost for any hypothetical hexes that it would have to traverse to reach the entry hex. The terrain in such hexes is assumed to be the same as that in the entry hex.
[206.63] Once Players have composed the order of units which are staged back, the relative positions of these units may not be altered until the units arrive on the map.
[206.64] Depending on the number of units entering at a given hex, it may not be possible to enter all units onto the map during the first Game-Turn or Phase that they are available. Units that cannot enter in a given Friendly Movement Phase simply enter in some following Movement Phase. Units which are off the map are out of play for all game purposes; except, of course, to be moved by the Friendly Player in order to reach the map.
[206.65] Players may choose to withhold some or all of the scheduled reinforcements off the map, at their option. These units are available to enter the map during any subsequent Friendly Movement Phase.
207.0 ORDERS OF BATTLE
- Refer to the section of the Available Forces Chart which applies to the Scenario being played to determine what forces are available and what their status is.
- After determining what forces are available, consult the appropriate Tables of Organization to determine precisely which units constitute the available forces.
- Forces which enter the Scenario as reinforcements (if any) are indicated both in the Scenario and on the Available Forces Chart. The composition and status of such reinforcing units is also determined according to the Tables of Organization.
208.0 SINAI SCENARIOS
All Egyptian tanks are T55; all Israeli tanks are M60. Egyptian brigade HQs have radio detection capabilities in all Scenarios (see Case 26.1). When determining the apex hex of battery artillery patterns (see Case 14.1), the direction of fire of Egyptian artillery is from the west map-edge; Israeli artillery is from the east map-edge. The Bar-Lev positions in hexes 1406 and 1427 (only) begin all Scenarios set on October 6th or 7th with one (three-step) Israeli garrison infantry platoon occupying them.
208.1 EGYPTIAN EXPANSION OF THE BRIDGEHEAD: 7 OCTOBER 1973
[208.11] Scenario Information. Environment: Day. Game Length: 16 Game-Turns.
[208.12] First Player Deployment (Egyptian). Deployment: May deploy in any hex west of the 2000 hex column (inclusive). May not be deployed in defilade. Off-Map Artillery: 1 x battalion medium howitzer, 3 x battalion light howitzer.
[208.13] Second Player Deployment (Israeli). Deployment: May deploy in any hex east of the 3100 hex column (inclusive). May be deployed in defilade. Off-Map Artillery: 3 x battery light howitzer.
[208.14] Victory Conditions. The Egyptian Player wins if he is the last Player to have a Friendly unit occupy or pass through the Tasa crossroads (hex 5518) by the end of the game. The Israeli Player wins by preventing an Egyptian Victory.
[208.15] Starting Sequence. (1) The Israeli Player deploys all his units on the map. (2) The Egyptian Player deploys his units on the map. (3) The Egyptian Player may pre-plot his artillery so that it impacts on Game-Turn 1.
[208.16] Special Rules. (1) The Israeli First Armored Battalion has only 23 tanks, instead of the normal 27. The Israeli Player must distribute these four "losses" as he sees fit, to any of a number of his platoons. Israeli units are not subject to Morale rules. (2) Neither Player may use smoke; Israeli vehicles may not use HE shell (see Case 10.2).
208.2 ISRAELI COUNTERATTACK: 8 OCTOBER 1973
[208.21] Scenario Information. Environment: Day. Game Length: 24 Game-Turns.
[208.22] First Player Deployment (Israeli). Deployment: May deploy in any hex east of the 4200 hex column (inclusive). May be deployed in defilade. Off-Map Artillery: 2 x battery light howitzer.
[208.23] Second Player Deployment (Egyptian). Deployment: May deploy in any hex west of the 3000 hex column (inclusive). May be deployed in defilade. Off-Map Artillery: 2 x battalion medium howitzer, 4 x battalion light howitzer.
[208.24] Victory Conditions. The Egyptian Player receives 100 Victory Points for control of the ferry (see Special Rules below) at the end of the game, and an additional 100 Victory Points for exiting any unit off the east map-edge. The Israeli Player receives 500 Victory Points for having any Friendly unit enter hex 1424 (thus destroying the ferry). The Player with the most Victory Points at the end of the game wins.
[208.25] Starting Sequence. (1) The Egyptian Player deploys his units, including the secret deployment of the commando units (see Case 203.1 [sic; the commando rules are Case 202.12]). (2) The Israeli Player deploys his units. (3) Both Players may pre-plot their artillery so that it impacts in Game-Turn 1.
[208.26] Special Rules. (1) All Israeli tank platoons are composed of two vehicles (instead of the normal 3). Israeli units are not subject to morale rules. (2) There is an Egyptian ferry deployed in hex 1324, between hexes 1323/1424. (3) All Egyptian companies begin in Morale State 1. (4) Neither Player may use smoke; Israeli vehicles may not use HE Shells (see Case 10.2).
208.3 EGYPTIAN BREAKTHROUGH: 9 OCTOBER 1973
[208.31] Scenario Information. Environment: Day. Game Length: 15 Game-Turns.
[208.32] First Player Deployment (Egyptian). Deployment: May deploy in any hex west of the 2900 hexrow (inclusive). May not be deployed in defilade. Off-Map Artillery: 2 x battalion light howitzer, 2 x battery light rocket launchers (LtHowz).
[208.33] Second Player Deployment (Israeli). Deployment: May deploy in any hex east of the 3800 hex column (inclusive). May be deployed in defilade. Off-Map Artillery: 1 x battery light howitzer.
[208.34] Victory Conditions. Each Player receives 300 Victory Points if there are no opposing units on or adjacent to any hex of the road running along the 5500 hex column at the end of the game. The Player with the most Victory Points at the end of the game wins.
[208.35] Starting Sequence. (1) The Israeli Player deploys his units. (2) The Egyptian Player deploys his units. (3) The Egyptian Player may pre-plot his artillery so that it impacts on Game-Turn 1.
[208.36] Special Rules. (1) Each Egyptian light rocket launcher battery may fire only once during the play of the game.
[208.37] Reinforcements.
Game-Turn 8: The Israeli second tank battalion may enter from any hex along the north mapedge, east of the 4200 hex column (inclusive). The battalion HQ rating is B.
Game-Turn 10: The Israeli third tank battalion, accompanied by the first brigade HQ unit, may enter from any hex along the south mapedge, east of the 4200 hex column. Both the battalion and brigade commanders ratings are C.
208.4 EGYPTIAN COLUMN ATTACK: 14 OCTOBER 1973
[208.41] Information. Environment: Day. Game Length: 20 Game-Turns.
[208.42] First Player Deployment (Egyptian). Deployment: May be deployed in any hex west of the following north-south line (inclusive): 3201-3207; 3308-3320; 3420-3423; 3524-3525; 3625-3628; 3729-3730; 3830-3833. May be deployed in defilade. Off-Map Artillery: 2 x battalion medium howitzer, 3 x battalion light howitzer, 3 x battalion light rocket launchers (LtHowz).
[208.43] Second Player Deployment (Israeli). Deployment: May be deployed (inclusive) in any hex east of the following north-south line: 4201-4221; 4322-4422; 4423-4523; 4524-4526; 4626-4727; 4728-4730; 4830-4833. May be deployed in defilade. Off-Map Artillery: 2 x battery light howitzer.
[208.44] Victory Conditions. The Egyptian Player wins if he is the last Player to have a Friendly unit occupy or pass through the Tasa crossroads (hex 5518) by the end of the game. The Israeli Player wins by preventing an Egyptian Victory.
[208.45] Starting Sequence. (1) The Israeli Player deploys his units. (2) The Egyptian Player deploys his units. (3) The Egyptian Player may pre-plot his artillery so that it impacts on Game-Turn 1.
[208.46] Special Rules. (1) Neither Player may use smoke. (2) The Israeli ATGM detachment is armed with TOW ATGM. (3) The Egyptian light rocket launchers may only fire twice during the game, and may not fire on consecutive Game-Turns. (4) The Egyptian Player has off-map air defenses of 10 x missile 1 (each with 3 vehicles), 10 x gun 1 (each with 2 vehicles) off the west map edge. (5) Israelis shift 2 columns left on morale dice rolls.
[208.47] Reinforcements. Game-Turn 2: The Israeli Player may plot 2 x F-4 strikes. These aircraft may not be armed with air-to-surface missiles.
208.5 OPERATION GAZELLE: 16 OCTOBER 1973
[208.51] Scenario Information. Environment: Night, full moon. Game Length: 15 Game-Turns.
[208.52] First Player Deployment (Israeli). Deployment: May be deployed in any hex between the 1400 and 2500 hexrows (inclusive), but not within seven hexes of the north or south mapedges (inclusive). May be deployed in defilade. Off-Map Artillery: 2 x battery light howitzer.
[208.53] Second Player Deployment (Egyptian). Deployment: Enter as reinforcements. Off-Map Artillery: None.
[208.54] Victory Conditions. The Israeli Player receives the standard Victory Point Value (see 206.31) for each of his vehicles or steps exited off the north mapedge at hex 0501. The Player with the most Victory Points at the end of the game wins.
[208.55] Starting Sequence. (1) The Israeli Player deploys his units.
[208.56] Special Rules. (1) The Israeli Player may deploy one ferry in any canal hex, at his option. The canal escarpment is considered cleared (see 201.27) from any three contiguous hexes of the Israeli Player's choosing. (2) Neither Player may use smoke. (3) The Egyptian Fifth Mechanized Infantry Battalion uses green troop quality. (4) There are Class 4 bridges across the Sweetwater Canal at hexsides 0805/0906, 0815/0915, 0823/0924, 0831/0932.
[208.57] Reinforcements.
Game-Turn 3: First and second companies, Egyptian First Tank Battalion may enter from any hex of the north mapedge between hex columns 1500 and 2900 (inclusive). They have no battalion HQ unit. The Fifth Egyptian Mechanized Battalion also enters in column formation from hex 0501. Battalion HQ rating is H. The first company of the Egyptian Second Tank Battalion may enter from any hex of the south mapedge between hex columns 1500 and 3300 (inclusive). They have no battalion HQ unit.
208.6 THE CHINESE FARM: 17 OCTOBER 1973
[208.61] Scenario Information. Environment: Day. Game Length: 20 Game-Turns.
[208.62] First Player Deployment (Israeli). Deployment: May enter the map from any hex along the east mapedge on Game-Turn 1. May be in column formation. Off-Map Artillery: None.
[208.63] Second Player Deployment (Egyptian). Deployment: May be deployed in any hex north of the 0020 hex row (inclusive) and west of the 4500 hex column. Off-Map Artillery: 1 x battalion medium howitzer, 2 x battalion light howitzer.
[208.64] Victory Conditions. The Israeli Player wins if there are no Egyptian units with a Line of Sight on the road running from hex 6118 to hex 3422. (Smoke is not considered to block the Line of Sight for purposes of determining Victory.) The Egyptian Player wins by preventing an Israeli Victory.
[208.65] Starting Sequence. (1) The Egyptian Player sets up his units. (2) The Israeli Player may pre-plot his artillery and air strikes so that they impact and arrive on Game-Turn 1.
[208.66] Special Rules. (1) The Israeli Player may plot 2 x F-4 strikes. (2) The Egyptian Player has off-map air defenses of 3 x missile 1 (each with 3 vehicles), and 6 x gun 1 (each with 2 vehicles) off the west mapedge.
208.7 EXPANSION OF THE ISRAELI BRIDGEHEAD: 18 OCTOBER 1973
[208.71] Scenario Information. Environment: Day. Game Length: 15 Game-Turns.
[208.72] First Player Deployment (Israeli). Deployment: The first battalion may deploy on or east of the following line of hexes: 1216-0619; 0619-0620; 0721-0725; 0625-0726; 0826-0927; 1027-1228. Remaining battalions may deploy in any hex east of the 1400 hex column (inclusive). Off-Map Artillery: 1 x battery medium howitzer, 3 x battery light howitzer.
[208.73] Second Player Deployment (Egyptian). Deployment: May be deployed in any hex west of the line given in the deployment instructions for the First Israeli Battalion. May be deployed in defilade. Off-Map Artillery: None.
[208.74] Victory Conditions. The Israeli Player receives the standard Victory Point Value (see 206.32) for exiting units off the north edge of the map between hex columns 0100 and 0800 (inclusive). The Egyptian Player receives 500 Victory Points for eliminating the Israeli ferry in hex 1325. The Player with the most Victory Points at the end of the game wins.
[208.75] Starting Sequence. (1) The Egyptian Player deploys his units. (2) The Israeli Player deploys his units. (3) The Israeli Player may pre-plot his artillery and air strikes so that they arrive on Game-Turn 1, if desired.
[208.76] Special Rules. (1) There is an Israeli ferry (with six engineer squads) deployed in either or both of the ferry points. The ferry points are 1425 and 1224. The canal escarpment has been cleared from hexes 1425 and 1426. (2) There are Class 4 bridges across the Sweetwater Canal at hexsides 0805/0906, 0815/0915, 0823/0924 and 0831/0932. (3) Israelis shift 2 columns left on morale dice rolls.
[208.77] Reinforcements. Game-Turn 1: First and Second Egyptian Tank Battalions may enter from any hex of the north mapedge between hex columns 0100 and 1200. The Third Egyptian Tank Battalion may enter from any hex along the south mapedge between hex columns 0100 and 1200 (inclusive). May enter in column formation. All battalions and Brigade HQ ratings are D.
Game-Turn 1: The Israeli Player receives 1 x F-4 and 3 x A-4 airstrikes. They may be armed with air-to-surface missiles.
(1) There are no off-map Egyptian air defenses.
209.0 GOLAN SCENARIOS
GENERAL RULE: Syrian tanks are specified as either T62 or T55; all Israeli tanks are Centurion. When determining the apex hex of battery artillery patterns (see Case 14.1), the direction of fire of Syrian artillery is from the east map-edge; Israeli artillery is from the west map-edge. The fortifications in hexes 5104, 5109, 5216, 5124, and 5130 begin all Scenarios set on October 6th or 7th (only) with one (three-step) Israeli garrison platoon occupying them.
209.1 NIGHT ATTACK ON THE PURPLE LINE: 6 OCTOBER 1973
[209.11] Scenario Information. Environment: Night, 1/4 moon. Game Length: 15 Game-Turns.
[209.12] First Player Deployment (Syrian). Deployment: May enter the map on Game-Turn 1 from any hex of the east mapedge. May be in column formation. Off-Map Artillery: 2 x battalion light howitzers, 1 x battalion medium howitzers.
[209.13] Second Player Deployment (Israeli). Deployment: May deploy in any hex west of the anti-tank ditch (the 5300 hex column, inclusive). May be deployed in defilade. Off-Map Artillery: 2 x battery light howitzer.
[209.14] Victory Conditions. The Syrian Player wins by having any unit east of the 3700 hex column (inclusive) at the end of the game. The Israeli Player wins by preventing a Syrian Victory.
[209.15] Starting Sequence. (1) The Israeli Player deploys his units. (2) The Syrian Player may pre-plot his artillery so that it impacts on Game-Turn 1.
[209.16] Special Rules. (1) Neither Player may use smoke. (2) There is an Israeli garrison infantry unit (with three steps) deployed in each Israeli fortification hex at the start of the game. (3) The anti-tank ditch rules (201.42) are in effect. (4) Before the start of the game, the Israeli Player may secretly place six permanent firing ramps (see Case 201.12) anywhere west of the Purple Line (the anti-tank ditch). The Player should note their location on the paper. Israeli vehicular units in firing ramp hexes conducting direct fire attacks on Syrian units within 5 hexes inclusive of the 5300 hex column have +5 added to the Loss Modification Die Rolls of the defending Syrian units.
209.2 NIGHT MEETING ENGAGEMENT: 6 OCTOBER 1973
[209.21] Scenario Information. Environment: Night, 1/4 moon. Game Length: 15 Game-Turns.
[209.22] First Player Deployment (Syrian). Deployment: May enter the map from hex 3734 and/or 3334. The units must be in column formation. Off-Map Artillery: None.
[209.23] Second Player Deployment (Israeli). Deployment: May be deployed in any hex north of the 0026 hexrow (inclusive). May be deployed in defilade. Off-Map Artillery: None.
[209.24] Victory Conditions. The Syrian Player wins by exiting any unit off the north map-edge. The Israeli Player wins by preventing a Syrian Victory.
[209.25] Starting Sequence. (1) The Israeli Player deploys his units.
[209.26] Special Rules. (1) Units may not move or deploy west of hex column 2400 (inclusive) or east of hex column 4200 (inclusive). (2) Syrian units may not enter a non-road hex or leave column formation until an Israeli unit has been observed. (3) The Israeli company may set up an ambush position before the start of the game (see Section 27.0).
209.3 BATTLE ON THE YEHUDIA ROAD: 7 OCTOBER 1973
[209.31] Scenario Information. Environment: Day. Game Length: 20 Game-Turns.
[209.32] First Player Deployment (Israeli). Deployment: May enter from any hex of the north mapedge on Game-Turn 1. The units must be in column formation. Off-Map Artillery: 2 x battery light howitzers.
[209.33] Second Player Deployment (Syrian). Deployment: May enter from any hex of the south mapedge on Game-Turn 2. Off-Map Artillery: 1 x battalion medium howitzer, 3 x battalion light howitzer.
[209.34] Victory Conditions. The Syrian Player wins by exiting any unit off the north mapedge. The Israeli Player wins by preventing a Syrian victory.
[209.35] Starting Sequence. (1) The Israeli units enter the map on Game-Turn 1.
[209.36] Special Rules. (1) Units may not enter any hex west of the 1700 hex column or east of the 4000 hex column (inclusive). (2) Neither Player may use smoke.
209.4 DEEPEST SYRIAN PENETRATION: 8 OCTOBER 1973
[209.41] Scenario Information. Environment: Day. Game Length: 20 Game-Turns.
[209.42] First Player Deployment (Syrian). Deployment: May be deployed in any hex east of the 4000 hex column. May not be deployed in defilade. Off-Map Artillery: None.
[209.43] Second Player Deployment (Israeli). Deployment: May be deployed in any hex west of the 2700 hex column (inclusive). May be deployed in defilade. Off-Map Artillery: None.
[209.44] Victory Conditions. The Syrian Player wins by having any unit west of the 0800 hex column at the end of the game. The Israeli Player wins by preventing a Syrian Victory.
[209.45] Starting Sequence. (1) The Israeli Player deploys his units. (2) The Syrian Player deploys his units.
[209.46] Special Rules. (1) None.
[209.47] Reinforcements. Game-Turn 4: The Israeli Second Tank Battalion may enter the map from hex 0129. The units must be in column formation and the rating of the battalion HQ is B.
Game-Turn 10: The Israeli Third Battalion may enter the map from hex 0129. The units must be in column formation and the rating of the battalion HQ is B.
209.5 ISRAELI COUNTERATTACK: 8 OCTOBER 1973
[209.51] Scenario Information. Environment: Day. Game Length: 20 Game-Turns.
[209.52] First Player Deployment (Israeli). Deployment: May be deployed in any hex between the 2700 and 0900 hex columns (inclusive). May not be deployed in defilade. Off-Map Artillery: 2 x battery medium howitzers, 3 x battery light howitzers.
[209.53] Second Player Deployment (Syrian). Deployment: May be deployed in any hex east of the 3500 hex column (inclusive). Units may be deployed in defilade. Off-Map Artillery: 2 x battalion medium howitzers, 3 x battalion light howitzers.
[209.54] Victory Conditions. The Israeli Player wins by having any unit on or adjacent to a fortification hex at the end of the game. The Syrian Player wins by preventing an Israeli Victory.
[209.55] Starting Sequence. (1) Syrians deploy their units. (2) The Israeli Player deploys his units.
[209.56] Special Rules. (1) Neither Player may use smoke. (2) Each Player must deploy a total of five Class 4 bridges across any hexes of the anti-tank ditch. All minefields have been cleared from the anti-tank ditch.
209.6 ISRAELI COUNTERATTACK: 9 OCTOBER 1973
[209.61] Scenario Information. Environment: Day. Game Length: 20 Game-Turns.
[209.62] First Player Deployment (Israeli). Deployment: May be deployed in any hex west of the 2400 hex column (inclusive). May be deployed in defilade. Off-Map Artillery: 2 x battery medium howitzer, 3 x battery light howitzer.
[209.63] Second Player Deployment (Syrian). Deployment: May be deployed in any hex east of the 2500 hex column (inclusive). May be deployed in defilade. Off-Map Artillery: 1 x battalion medium howitzers, 3 x battalion light howitzers.
[209.64] Victory Conditions. The Israeli Player wins by having any Friendly unit east of the 5300 hex column (inclusive) at the end of the game. The Syrian Player wins by preventing an Israeli Victory.
[209.65] Starting Sequence. (1) The Syrian Player deploys his units. (2) The Israeli Player deploys his units. (3) The Israeli Player may pre-plot his artillery and air strikes so that they impact (arrive) on Game-Turn 1.
[209.66] Special Rules. (1) Each Player must deploy a total of five Class 4 bridges across any hexes of the anti-tank ditch before the start of the game. All minefields have been cleared from the anti-tank ditch. (2) The Israeli Player may pre-plot his artillery and airstrikes so that they impact (arrive) on Game-Turn 1. The aircraft may not be armed with air-to-surface missiles. (3) The Syrian Player has off-map air defenses of 6 x gun 1 (each with 2 vehicles) and 3 x missile 1 (each with 3 vehicles) off the east mapedge.
[209.67] Reinforcements. Game-Turn 1: 2 x Mirage; 1 x F-4 aircraft.
210.0 SCENARIO DESIGN
GENERAL RULE: Suez to Golan is set up so that Players may design their own scenarios and thus experiment with the very wide range of variables that the game provides. This section outlines the basic guidelines that should be followed when doing so. Players are encouraged to become familiar with the standard scenarios before designing their own.
210.1 SCENARIO INFORMATION
[210.11] Day or Night. Many of the opening battles in the Golan Heights occurred at night, as did those relating with the Israeli canal-crossing operation. If a night scenario is chosen, the phase of the moon must also be given. The historical phases during the October War were as follows:
| Date (October) | Phase of the Moon |
|---|---|
| 6-8 | One-Quarter |
| 9-11 | One-Half |
| 12-14 | Three-Quarters |
| 15-17 | Full |
| 18-20 | Three-Quarters |
| 21-23 | One-Half |
| 24-26 | One-Quarter |
| 27-29 | New Moon |
[210.12] Weather. Most of the time the weather should be clear and dry. At certain times of the year, however, it would be possible to have rain and/or fog conditions on the Golan Heights (see Case 203.1). Wind conditions would be quite variable, but are not that important since they only affect the use of smoke.
[210.13] Variable Weather. Fog densities do tend to change unpredictably from time to time. One way to show this is to roll for fog changes during each Record Phase. On a 1, the fog gets one grade lighter and on a 6 it would get one grade heavier. Any other die roll would leave the fog density unchanged. The duration of rain may also be varied by rolling one die during the Record Phase. The rain continues until some agreed upon number is rolled.
[210.14] Bridges and Ferries. Because the Suez Canal is a man-made structure, its banks are steep and irregular, making it difficult to use bridging equipment designed for ordinary rivers. For this reason, it is impossible to construct bridges across the canal within the time scale of the game (five minues [sic] per Game-Turn). Players should therefore designate bridges and ferries as being in place before the game begins. Note: Some of the canal's escarpment hexsides would have to be cleared in any crossing operation.
[210.15] Bar-Lev Line, Fortifications, and Firing Ramps. The Bar-Lev Line and fortifications hexes should be manned (by a platoon of garrison infantry) during the first few days of the war, and thereafter considered to be unoccupied (but still intact). Israeli firing ramps should be included in all Sinai Scenarios, and for the beginning of the war in the Golan.
[210.16] Anti-Tank Ditch. This should be intact on the first day of the war, and thereafter considered to be cleared of mines and bridged (by Class 4 bridges) in numerous locations.
[210.17] Game-Turns. This is a highly variable element. Basically, the greater the number of Game-Turns, the more cautious and calculating the Players may be in their tactics.
210.2 PLAYER DEPLOYMENTS
[210.21] The First Player should generally be the one who is on the tactical offensive. The Second Player is the one on the tactical defensive.
[210.22] Set-Ups. Generally, the Second Player should deploy his units first, followed by the First Player deploying his units.
[210.23] Unit Status. Determine the following data for each company:
(A) Number of platoons in each company, and battalions in each brigade.
(B) Type of Tanks. Historically, for the Israelis all M-60 units were deployed in the Sinai, all Centurion units in the Golan. Egyptian tanks should be almost exclusively T-55, although an occasional battalion of T-62s would be possible. For the Syrians, the majority of tank units would be T-62, but many T-55 battalions should also be included.
(C) Type of Infantry. Except for the fortification garrisons, all Israeli infantry should be mechanized. The paratroop battalion should be included in scenarios centering around unusual and dangerous operations (such as the canal crossing). Their personnel anti-tank weapons should be restricted to 3.5" bazookas and LAWs. Arab infantry on the offensive should be mechanized, with leg infantry units used only in defensive situations.
(D) Ammunition Levels. This can be varied with the scenario, but should be consistent with the overall background (i.e., Was there enough time for the units involved to have been supplied after their last battle).
(E) Previous Losses. Are all units at full-strength? Israeli units in the Sinai were greatly understrength at the beginning of the war. Losses are also likely to affect units that have previously been committed to major combat operations. Note: It is possible to simplify matters by assuming that an understrength brigade has been reorganized into a full-strength battalion, and so forth.
(F) Troop Quality. Israeli troops should always be seasoned, with the exception of garrison infantry units, which might be considered first or second line. Arab units should be basically second line, with some first line, reserve, and green units included.
(G) HQ Ratings. The Israeli ratings should always be higher than that of the Arab units. The standard scenarios are a good guide for this. Note: "Elite" units (such as Israeli Paratroops and Arab T-62 Battalions) should have a corresponding high HQ rating, and perhaps special morale shifts.
(H) Ambushes. Can be included in any scenario where sufficient time would have been available for the defending Player to arrange ambushes. This would be especially true of defending Egyptian commandos and small detachments of Israeli units.
210.3 ENGINEERS
These units should only be included in scenarios involving water transport, fortification clearing, and/or mine clearing operations, as otherwise they are somewhat superfluous.
210.4 OFF-MAP ARTILLERY
List the artillery available to each Player by number of units, caliber and pattern. Neither side made much use of smoke shell throughout the war, so its availability should be greatly limited (as in the standard scenarios). The standard scenarios are a good guide to the relative amount of artillery available to each side throughout the war.
210.5 AIR SUPPORT
List the air units available to a Player and the type of weapons it may be armed with. Only one Player should be given air units in a given senario [sic: scenario]. Historically, Egypt and Syria had very limited support in the opening hours of the war, and none thereafter. Israeli air support was greatly limited by Arab air defenses early in the war, but eventually gained the upper hand, becoming more prevalent and sophisticated towards the end. Israeli aircraft should not receive air-to-surface missiles (especially Maverick) until the final days of the war. Israeli off-map air defense systems would be primarily missile 1 (with 3 vehicles), American supplied Hawk missiles.
210.6 COMMANDOS
Should be present only in the first days of the war, as they were not very mobile and tended to burn out quickly in combat. Note: They may use helicopter transport.
210.7 RADIO DETECTION
The Egyptian Player should always have radio detection capabilities, but not jamming. The Israeli and Syrian Players should have neither.
210.8 VICTORY CONDITIONS
Victory should be based on fulfilling certain geographic conditions, and/or the destruction of enemy units. There is no real reason for improvised scenarios to be balanced, as battles in the real world often are not. In such a case, Players may measure their own relative skills by playing a given Scenario twice, switching sides the second time around.
210.9 PRESENT AND FUTURE SCENARIOS
Although primarily designed to show the October War of 1973, Suez to Golan may also be used to devise scenarios set in the present or near future. Given the shifting nature of Middle East politics, it is possible to justify almost any scenario you might want. In terms of equipment, Israeli infantry units would be armed with Carl Gustav or Dragon ATGM, while the tank units would remain about the same. Arab equipment should also remain about the same, with Syrian tank units receiving more T-62s. Both Players should receive more generous smoke capabilities, and the use of radio jamming and detection by all sides is certainly likely. Should the Israeli Player be given radio detection capabilities, Arab radio detection values are as follows: Regiment HQ: 5, Battalion HQ: 4, On-Map Artillery Units: 5, ZSU23/24: 4.
[The printed "PLAYER'S NOTES" essays that follow Section 210.9 on this page (strategy commentary on concentration of force, terrain, tactics and morale) and the "DESIGN CREDITS" block are not transcribed; see the source note.]
HOW TO USE THE UNIT STATUS SHEET (Example)
It is suggested that Players construct their own unit data sheets along the outline shown here. Fill in the appropriate "unit" identification (platoon designation, specific company or battalion, etc.) on each line and indicate the appropriate status as necessary under the columns to the right. (You can vary the columns depending on the scenario and advanced rules being used.) Abbreviations may also be used to denote "additional status" as follows (case numbers are in parentheses): A = Ambush (27.0); C = Camouflaged (28.0); K = ATGM kill (14.34); R = Radio Silence (26.16). Unit status should be indicated in pencil, as most values are subject to change during play.
Columns (example sheet): Unit Identification; HQ Value; Morale State/# of vehicles or steps when rolling for morale; Ammo Level; Infantry Fatigue Level; Troop Quality; Mine Plow; Vehicle Smoke; Additional Status.
Example rows: "1st Tank Co." — HQ Value A; Morale State/# of vehicles or steps 0/9; Troop Quality Seasoned. Subordinate platoons 1111, 1112 and 1113 — Ammo Level 3 on each.
Available Forces Chart
Columns: Scenario; Player/Unit; Morale State; Strength; Ammo Level; Troop Quality; Personnel Anti-Tank; BN HQ; Bde/Regt. A bracketed case number in a cell (e.g., "See Case 208.16") refers to the Scenario rule that governs that entry.
Sinai Scenarios
| Scenario | Player/Unit | Morale State | Strength | Ammo Level | Troop Quality | Personnel Anti-Tank | BN HQ | Bde/Regt |
|---|---|---|---|---|---|---|---|---|
| 208.1 | First Player (deploys second) | |||||||
| First Tank Bde | 0 | Full | 3 | 2nd Line | None | F | E | |
| Second Player (deploys first) |
Golan Scenarios
| Scenario | Player/Unit | Morale State | Strength | Ammo Level | Troop Quality | Personnel Anti-Tank | BN HQ | Bde/Regt |
|---|---|---|---|---|---|---|---|---|
| 209.1 | First Player (enters as reinforcements) | |||||||
| First Tank Bde | 0 | Full | 3 | 2nd Line | None | F,G,G | F | |
| Bridging Detach. | - |
How to Use the Available Forces Chart
On the chart, each Player should locate the Scenario being played. The indicated brigades, battalions, etc., are the Player's forces for the Scenario, composed of the corresponding units listed on the Player's Table of Organization (TO) chart. For example, in Scenario 208.1 the Egyptian Player would receive all of the platoons indicated under the Egyptian "First Tank Brigade" on the TO chart. The status of such units, in terms of their morale, troop quality, etc., is listed on the Available Forces Chart.
- There are two Arab brigades: the First Tank Brigade and the Second Mechanized Infantry Brigade. They are always composed of the battalions and assets indicated on the TO chart. The Israelis have a much more flexible organization, and a single brigade (the First). When an Israeli brigade appears in a Scenario, the specific battalions which compose the brigade are indicated on the Forces Available Chart. If other Battalions are also present (e.g., the Fourth Paratroop Battalion in Scenario 208.7) these battalions are not considered part of the brigade for morale purposes.
- "Full" Strength indicated that the units have the exact number of platoons and vehicles/steps listed for them on the TO Charts.
- If more than one battalion is present in a Scenario, their HQ ratings (if different) are listed in order, beginning with the First (or lowest numbered) Battalion.
- Syrian tank battalions have the specific type of tank (T55 or T62) of which they are composed indicated on the Forces Available Chart. If more than one tank battalion is present in the Scenario, their tank types (if different) are listed in order, beginning with the First (or lowest numbered) Battalion.
- Abbreviations: BDE = Brigade, Bn = Battalion, Detach. = Detachment; Mech = Mechanized, Reorg. = Reorganized.
Charts and Tables
The Suez to Golan "Charts & Tables" sheet, transcribed from the page images. The printed charts differ in places from the Red Star/White Star charts (for example the Suez terrain and hexside list), so this section is the Suez to Golan set and is not interchangeable with the Charts and Tables section of the Red Star/White Star rulebook. Tables are reproduced as printed; "#" entries are attack strengths and "-" means no effect unless the table states otherwise.
[7.17] Day Clear Weather Observation Range Table
| Target Unit Is... | Observation Range in Hexes Is... |
|---|---|
| Infantry: stationary in Clear | 3 |
| Infantry: moving in Clear | 6 |
| Infantry: moving or stationary in Defilade or in any terrain other than Clear | 1 |
| Vehicle: stationary in Clear | 15 |
| Vehicle: stationary in Light Woods or Rough 1 | 2 |
| Vehicle: stationary in Defilade or in any terrain other than Clear, Light Woods, or Rough 1 | 1 |
| Vehicle: moving in Clear | Unlimited |
| Vehicle: moving in any terrain other than Clear | 15 |
| Any bridge or ferry | Unlimited |
| Maximum Range of Observation | Unlimited |
Notes. Unobserved units leaving a hex within the Line of Sight of an Enemy unit and directly entering a hex not within the Line of Sight of an Enemy unit are not considered observed. If the Line of Sight runs along a hexside where one hex contains blocking terrain and the other does not, the Line of Sight is considered blocked.
[6.9] Combined Terrain Effects and Functions Chart
| Terrain | Vehicle to Enter Defilade (MP) | Vehicle to Enter or Cross (MP) | Infantry to Enter or Cross (MP) |
|---|---|---|---|
| Clear | +8 | 2 | 1 |
| Road¹ | NA | 1 | 1 |
| Trail¹ | NA | 2 | 1 |
| Town | +3 | 2 | 1 |
| Light Woods² | +3 | 3 | 2 |
| Heavy Woods³ | +3 | all | 2 |
| Town Devastation |
Important: Hexes containing the color of more than one Height Level are considered to be at the lowest indicated color (e.g., hex D4212 is at Height Level 0). Hexes containing a partial canal symbol (e.g., C1233) are not canal hexes.
¹ Supersedes cost of other terrain in hex/hexside; units must be in column. ² If unit did not enter the hex via a road/trail. ³ If unit did not enter the hex via a road/trail; vehicle units may always enter one hex of heavy woods per Friendly Movement Segment by spending their entire Movement Allowance to do so. ⁴ Applies only to Red Star/White Star, as printed.
P = Prohibited; NA = Not applicable (other terrain in hex determines cost). Note: There is no cost for leg infantry to enter defilade.
[9.21] Vehicle Automatic Weapons Chart
| Nr. of Vehicles in Firing Unit | Range 0-4 | Range 5-8 | Range 9-10 |
|---|---|---|---|
| 5 | 5 | 4 | 3 |
| 4 | 4 | 3 | 2 |
| 3 | 3 | 2 | 1 |
| 2 | 2 | 1 | 0 |
| 1 | 1 | 0 | 0 |
# = Unit's attack strength.
[9.3] Automatic Weapons Combat Results Table
| Die | Combat Strength 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
|---|---|---|---|---|---|---|---|---|---|---|
| 2 | S | S | S | S | 1 | 2 | 2 | 2 | 2 | 2 |
| 3 | - | S | S | S | S | 1 | 1 | 1 | 1 |
- = No effect. Determine modifiers and proceed to Table 12.21.
[10.22] Main Gun Anti-Infantry Attack Strength Table
| Firing System | Number of Firing Vehicles: 5 | 4 | 3 | 2 | 1 |
|---|---|---|---|---|---|
| Tank Heavy Main Gun | 8 | 6 | 4 | 2 | 1 |
| Medium Main Gun: Classes 1 and 2 | 5 | 4 | 2 | 1 | 0 |
| Medium Main Gun: Class 3 | 9 | 8 | 7 | 5 | 3 |
# = Attack Strength.
[10.3] Main Gun Anti-Vehicle Combat Results Table
The table has two steps. First, find the row for the number of vehicles or steps in the Firing Unit; the number printed in a lettered column is the Attack Strength that selects that column (a "-" means that column is not reached by that row). Then cross-index the die roll (row) with the lettered column. Entries are the number of vehicles lost, unmodified.
Attack Strength by column (letters are the table columns):
| Nr. of Vehicles or Steps in Firing Unit | A | B | C | D | E | F | G | H | J | K | L | M | N | P | Q | R | S | T | U | V |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| One | 0 | - | 1 | 2 | 3 | 4 | 5 | 6 | 7 |
Vehicles lost, by die roll (row) and column:
| Dice | A | B | C | D | E | F | G | H | J | K | L | M | N | P | Q | R | S | T | U | V |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2 | 1 | - | - | - | - | - | 1 | 1 | 1 |
# = Number of vehicles lost, unmodified. Determine modifiers and proceed to Table 12.21. - = No vehicles lost, unmodified.
[12.11] Vehicle Loss Modification Table
| Die | Chobham | Hard | Protected | Light |
|---|---|---|---|---|
| -3 | -3 | -3 | -2 | -1 |
| -2, -1 | -3 | -2 | -1 | - |
| 0 | -3 | -1 | - | - |
| 1 | -2 | -1 | - | - |
| 2 | -2 | - | - | - |
| 3-5 |
Armor Class is the column heading. See Case 12.22 for explanation of results.
[10.51] Heavy Main Gun Attack Strength Table
| Range in Hexes | A: O S L | B: O S L | C: O S L | D: O S L | E: O S L |
|---|---|---|---|---|---|
| 0 | 8 8 9 | 8 8 9 | 8 8 9 | 9 9 9 | 9 9 9 |
| 1 | 7 7 8 | 8 8 9 | 8 8 9 | 9 9 9 | 9 9 9 |
| 2 | 7 7 8 | 8 8 9 | 8 8 9 | 8 8 9 | 8 8 9 |
| 3-5 | 6 6 7 | 7 7 8 | 7 7 8 | 7 8 9 | 8 8 9 |
Target Class A-E are the column groups; within each group the three entries are the Sighting System, O = Optical sighting, S = Coincident sighting, L = Laser rangefinder. # = Attack Strength; P = No attack permitted.
[10.52] Medium Main Gun Attack Strength Table
| Range in Hexes | A: 1 2 3 | B: 1 2 3 | C: 1 2 3 | D: 1 2 3 | E: 1 2 3 |
|---|---|---|---|---|---|
| 0-1 | 5 4 3 | 5 4 3 | 6 5 4 | 7 6 5 | 8 7 6 |
| 2-3 | 4 2 1 | 5 3 2 | 5 4 3 | 6 5 4 | 7 6 5 |
| 4-5 | 3 1 P | 3 2 1 | 5 3 1 | 5 4 2 | 6 5 3 |
| 6-8 | 2 0 P | 2 1 P | 2 1 P | 3 2 P | 4 3 P |
Target Class A-E are the column groups; within each group the three entries are the Firing Unit Gun Class (1, 2, 3). # = Attack Strength; P = No attack permitted. Note: All medium main guns are considered to use an optical fire control system.
[11.41] Personal Anti-Tank Attack Strength Table
| Range in Hexes | R | B | A |
|---|---|---|---|
| 0 | 5 | 3 | 2 |
| 1 | 3 | 1 | 1 |
| 2 | 1 | P | P |
| 3 or more | P | P | P |
Attack Rating: # = Attack Strength; P = No attack permitted; R = RPG-7; B = 3.5" rocket launcher (bazooka), armburst, PZ4FF; A = LAW (Light Assault Weapon), as printed.
[12.21] Infantry Loss Modification Table
| Die | Result |
|---|---|
| 0 or less | -1 |
| 1-7 | - |
| 8 or more | +1 |
See Case 12.22 for explanation of results.
[11.3] ATGM Attack Strength
Range in hexes: 0 | 1-2 | 3-5 | 6-7 | 8-10 | 11-12 | 13-15 | 16-17 | 18-19 | 20 | 21 or more
| Weapons System | 0 | 1-2 | 3-5 | 6-7 | 8-10 | 11-12 | 13-15 | 16-17 | 18-19 | 20 | 21 or more |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Improved TOW | P | 6 | 7 | 7 | 7 | 7 | 7 | 7 | 7 | P | P |
| TOW | P | 5 | 7 | 7 | 7 | 7 | 7 |
# = Attack Strength; P = No attack permitted.
[14.27] Artillery Scatter Table
Observer range (in hexes): 0-20 | 21-40 | 41-60 | 61+ or unobserved
| Dice Roll | Fire for Effect | 0-20 | 21-40 | 41-60 | 61+ or unobserved |
|---|---|---|---|---|---|
| 2 | S | S-1 | S-2 | S-3 | S-4 |
| 3 | S | S-1 | S-1 | S-2 | S-3 |
| 4 | On T | On T | S-1 | S-1 | S-2 |
| 5 | On T | S | S | S-1 | S-1 |
| 6 |
On T = On target; S = scatter in target hex; S-1(-4) = scatter one (two, three or four) hex(es).
[14.28] Missile/Rocket Scatter Table
| Die | FROG | Honest John | Lance | SCUD |
|---|---|---|---|---|
| 1 | S | S | T | S |
| 2 | S | S | S | S-1 |
| 3 | S | S | S | S-2 |
| 4 | S | S-1 | S | S-3 |
| 5 | S-1 | S-2 | S-1 | S-4 |
| 6 |
T = on target; S = scatter in target hex; S-# = scatter indicated number of hexes.
[12.3] Loss Modifier Chart
A. Troop Quality of Firing Unit
| Quality | Modifier |
|---|---|
| Seasoned | +2 |
| First Line | +1 |
| Second Line | 0 |
| Reserve | -1 |
| Green | -2 |
B. Target Unit Is...
| Target | Modifier |
|---|---|
| Class B vehicle in Defilade | -1 |
| Class A, C, D, or E vehicle in Defilade | -2 |
| Infantry | 0 |
| Infantry in Defilade | -1* |
| Snorkeled | +4 |
| Using amphibious movement | +2 |
| Moving | -2 |
| Stacked (for each Friendly unit of the same type - infantry or vehicle - in the hex) | +2 |
| In Column | +4 |
| In a smoke hex | -2 |
| Silhouetted | +3 |
C. Firing Unit Is...
| Firing Unit | Modifier |
|---|---|
| Suppressed vehicle | -1 |
| Suppressed infantry | -2 |
| Performing short halt | -3 |
| Performing fire and move | -2 |
| (Protected vehicle in CP3) | -1 |
| (Unprotected vehicle in CP2) | -2 |
| (Unprotected vehicle in CP3) | -3 |
| (Infantry in CP2) | -2 |
| (Infantry in CP3) | -3 |
| Class 3 medium main gun firing at hard target | -3 |
| Class 1 or 2 medium main gun firing at hard target | -1 |
| Any class medium main gun firing at protected or light target |
D. Defending Unit Is In...
| Defending Unit In | Vehicle | Infantry |
|---|---|---|
| Clear hex | 0 | 0 (+5*) |
| Devastated town hex | NA | -6 (-6*) |
| Town hex | -1 | -4 (-4*) |
| Light woods hex | -2 | -2 (+2*) |
| Heavy woods hex | -3 | -2 (+1*) |
| Rough 1 hex | -1 | -1 (+4*) |
| Rough 2 hex | 0 | -1 (+2*) |
| Rough 3 hex | -3 | -2 (+1*) |
| Lake/canal hex |
Only those modifications marked with an asterisk () are used when modifying the result of indirect fire combat. All die roll modifications are cumulative. Parenthesized ( ) items in part C above apply only to Red Star/White Star.*
[14.31] On-Target Artillery Combat Results Table
| Dice | Lt Mrtr | Med Mrtr | Lt Howz | Med Howz | Hvy Howz | SHvy Howz |
|---|---|---|---|---|---|---|
| 2 | S | 1 | 2 | 3 | 3 | 3 |
| 3 | 1 | 1 | 1 | 2 | 2 | 2 |
| 4 | S | 1 | 1 | 1 | 2 | 2 |
| 5 | S | S | 1 |
Results = Unmodified combat results; see Case 9.4.
[14.32] Off-Target Artillery Combat Results Table
| Dice | Lt Mrtr | Med Mrtr | Lt Howz | Med Howz | Hvy Howz | SHvy Howz | FROG SCUD |
|---|---|---|---|---|---|---|---|
| 2 | S | S | S | 1 | 1 | 1 | 2 |
| 3 | - | S | S | S | 1 | S | 1 |
| 4 | - | - | S | - | S | 1 | 1 |
Results = Unmodified combat results; see Case 9.4.
[19.36] Anti-Infantry Minefield Combat Results Table (Bold Movement Only)
Number of steps lost. # = Roll (on two dice) necessary to lose indicated number of steps; NA = Not applicable.
| Type of Minefield | None | One | Two | Three |
|---|---|---|---|---|
| Artillery Delivered | 2-5, 8-10 | 6, 7, 12 | 11 | NA |
| Hasty | 7 | 5, 6, 8 | 9-12 | 2-4 |
| Defensive | 7 | 2, 9, 11, 12 | 4, 8, 10 | 3, 5, 6 |
| Barrier | 11, 12 | 4, 8 | 2, 3, 5, 9 | 6, 7, 10 |
[19.37] Anti-Vehicle Minefield Combat Results Table
Number of vehicles destroyed. NA = Not applicable; # = Die roll; Tank = any vehicle identified as a tank on its Data Sheet; Other = any vehicle other than a tank.
| Type of Minefield | None | One | Two | Three | Four | Five |
|---|---|---|---|---|---|---|
| Artillery Delivered, other | 2-5, 8-10 | 6, 7, 12 | 11 | NA | NA | NA |
| Artillery Delivered, tank | 7 | 5, 6, 8 | 9-12 | 3-4 | 2 | NA |
| Hasty, other | 2 | 7 | 4, 8, 10 | 3, 5, 6 | 9, 11 | 12 |
| Hasty, tank | NA |
[18.2] Morale Table
The Morale Table of the Suez to Golan printing is the same table as the Red Star/White Star Morale Table (Section 18.2 of the Standard Rules, transcribed in the Red Star/White Star rulebook); its upper-grid column headings are reproduced there with the same caution. Upper grid: the row is the number of vehicles or steps in the company's original strength; each cell gives the total company losses (in vehicles or steps) as printed, read left to right across the grid.
| Nr. of Vehicles or Steps in Original Company | Cell 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 6 or less | - | 1 | - | - | 2 | - | - | 3 | - | 4 | 5-6 | |
| 7-10 | 1 | - | 2 | - |
Lower grid: Morale Level Increase for each die roll (rows) and column (columns 1-12, left to right, matching the upper grid's cells).
| Dice | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2 | - | 1 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 |
| 3 | - | - | 1 | 1 | 1 |
# = Morale level increase; - = No effect.
[18.9] Battalion HQ Table
Value of the HQ by column (A-L). The Suez to Golan printing matches the Red Star/White Star table of the same number.
| Value of the HQ | A | B | C | D | E | F | G | H | J | K | L |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | - | - | - | - | 1 | 1 | 1,2 | 1,2 | 1,2 | 1-3 | 1-4 |
| 2 | - | - | 1 | 1 | 2 | 2,3 | 3,4 |
Number under column headings A-L is the die roll. "Avg" indicates the average value for a HQ rolling on that column.
[17.21] Mounted Combat Matrix
| Vehicle Class | Automatic Weapons | ATGM (see 17.22) | Personnel Anti-Tank | Air Defense | Medium Main Gun |
|---|---|---|---|---|---|
| Hatch | Normal* | Normal* | Normal* | Normal* | P |
| Mixed | Normal† | Normal* | Normal* | Normal* | P |
*May not fire if vehicle is suppressed or is protected vehicle in CP3 status. † Halved if vehicle is either suppressed or is protected and in CP3 status, otherwise normal. Normal = Attack strength of firing weapon system is not affected; P = Prohibited.
[19.52] Mine Plow Damage Table
| Die | Type of Minefield |
|---|---|
| NA | Artillery-delivered |
| 6 | Hasty |
| 5 or 6 | Defensive |
| 4, 5, or 6 | Barrier |
If indicated number is rolled on one die, unit's mine plow is destroyed.
[20.73] Tracking Range Chart
| Weapon System | Tracking Range (in hexes) |
|---|---|
| *Gun 1 | 20 |
| *Gun 2 | 20 |
| Gun 3 | 5 |
| *Missile 1 | Unlimited |
| *Missile 2 | 50 |
| Missile 3 | 20 |
| Missile 4 | 10 |
| *Missile 5 | Unlimited |
*Radar controlled (see Case 20.69).
[20.76] Die Roll Modification Chart (Ground to Air)
Modification if Firing Unit...
| Modification | Firing Unit Is... |
|---|---|
| -1 | has 2 vehicles/steps |
| -2 | has 3 vehicles/steps |
| -3 | has 4 vehicles |
| -4 | has 5 vehicles |
| +2 | is suppressed |
Modification if Target Unit altitude is...
| Modification | Target Unit Altitude Is... |
|---|---|
| -2 | High |
| 0 | Low |
| +2 | NOE |
Modification if Target Unit Defense Class is...
| Modification | Target Unit Defense Class Is... |
|---|---|
| +6 | A |
| +4 | B |
| +2 | C |
| +1 | D |
| 0 | E |
| -1 | F |
[20.77] Air Defense Combat Strength Chart
#/# = Strength at Low or NOE altitude / Strength at High altitude; - = No attack possible; NA = Not applicable; Mx = Missile.
| Firing Weapon System | 0-1 | 2-5 | 6-10 | 11-15 | 16-20 | 21-30 | 31+ | Off-Map |
|---|---|---|---|---|---|---|---|---|
| Gun-1 | 9/5 | 8/4 | 6/3 | 4/1 | -/- | -/- | -/- | 6/3 |
| Gun-2 | 7/4 | 5/2 | 3/1 | 2/- | -/- | -/- | -/- | 3/1 |
| Gun-3 | 2/- | -/- | -/- |
[20.74] Ground to Air Combat Results Table
Attack Strength (columns 1-9); Die (rows).
| Die | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
|---|---|---|---|---|---|---|---|---|---|
| -1 | H | H | H | H | H | H | H | H | H |
| 0 | - | H | H | H | H | H | H | H | H |
| 1 | - |
- = No effect; H = Hit, see Case 20.7. Die rolls of less than -1 are resolved as -1.
[23.11] Night Observation Chart
Phase of Moon (Natural Sight) and Ambient Light columns, Observation Range in hexes (#).
| Target Unit Is... | Full | 1/2 or 3/4 | 1/4 | New or Overcast | 1/4 to Full Moon | New Moon | Overcast |
|---|---|---|---|---|---|---|---|
| Infantry, stationary in Clear terrain | 1 | 0 | 0 | 0 | 2 | 0 | 0 |
| Infantry, moving in Clear terrain | 2 | 1 | 1 | 0 | 4 | 1 | 0 |
| Infantry, stationary or moving in any terrain other than Clear | 1 | 0 | 0 | 0 | 2 |
# = Observation Range in hexes.
[203.4] Weather Effects Chart
Weather Condition, Fog:
| Effects on: | Light Fog | Medium Fog | Heavy Fog |
|---|---|---|---|
| Vehicle Movement | No effect | Pay double terrain costs for Movement* | May not move more than 1 hex per Phase |
| Infantry Movement | No effect | May not move more than two hexes per Phase | May not move more than 1 hex per Phase |
| Aircraft | No effect | May not attack units in medium fog hexes. | May not attack |
| Helicopters | No effect | May not enter medium fog hexes except to dismount transported units. | May not enter heavy fog except to dismount transported units. |
| Units using laser fire control | Must use Secondary control | Must use secondary fire control | Must use secondary fire control |
Weather Condition, Rain and Mud:
| Effects on: | Rain | Mud |
|---|---|---|
| Vehicle Movement | No effect | Must pay double terrain costs for movement at levels 1-5* |
| Infantry Movement | May not move more than one hex per Phase (Rain and Mud) | May not move more than one hex per Phase (Rain and Mud) |
| Aircraft | May not be used | No effect |
| Helicopters | May be used for transport only | No effect |
| Units using laser fire control | Must use secondary fire control | No effect |
* Does not apply when unit is moving in Column on a road.
[203.5] Advanced Observation Range Table
Regular Observation.
| Target Unit Is... | Clear Day | Rain or Light Fog | Medium Fog | Heavy Fog |
|---|---|---|---|---|
| Stationary infantry in Clear terrain | 3 | 1 | 1 | 0 |
| Moving infantry in Clear terrain | 6 | 5 | 2 | 1 |
| Infantry in other terrain | 1 | 1 | 1 | 0 |
| Stationary vehicle in Clear terrain | 15 | 7 | 2 | 0 |
| Stationary vehicle in light woods or rough 1 | 2 | 1 | 1 |
Note: (1) worst fog hex in Line of Sight applies; (2) at night during bad weather most severe restriction applies.
[28.15] Camouflage Observation Table
| Camouflaged Unit Is In... | Camouflage Value |
|---|---|
| Clear or Rough 2 hex | 0 |
| Rough 1 hex | 1 |
| Light Woods or Rough 3 hex | 2 |
| Heavy Woods or Town hex | 3 |
| Devastated Town hex | 4 |
# = Player attempting to sight camouflaged unit must roll indicated number or higher.
[7.35] Line of Sight Gauge
A graph printed on the last chart sheet, with hexes 0-60 across the top and bottom and Height Levels 0-10 up the sides. Height Levels 7-10 are not used in Mech War 2 (as printed in the note beside the gauge). The printed grid itself is not reproduced here.