Modern Tactics #1: Afghanistan
Modern Tactics #1: Afghanistan Rulebook
Table of Contents
Table of Contents
- Welcome to Modern Tactics
- Glossary
- 1.0 The Game
- 2.0 Sequence of Play
- 3.0 Gameplay
- 4.0 The Impulse System
- 5.0 Unit and Weapon Counters
- 6.0 Squads
- 7.0 Single Person Counters (SPC)
- 8.0 Weapon Teams (WT)
- 9.0 Vehicles
- 10.0 Support Weapons (SW)
- 11.0 Data Cards
- 12.0 The Battlefield
- 13.0 Battlefield Markers
- 14.0 Terrain
- 15.0 Morale
- 16.0 Rally
- 17.0 Unit Quality
- 18.0 Stacking Limits
- 19.0 Hidden Units
- 20.0 Reform Units
- 21.0 Unit Actions
- 22.0 Movement
- 23.0 Transport
- 24.0 Assault Move
- 25.0 Combat
- 26.0 Infantry Combat
- 27.0 Vehicle Combat
- 28.0 Melee
- 29.0 Tank Duel
- 30.0 Helicopters
- 31.0 Civilians
- 32.0 Contacts
- 33.0 Airstrikes
- 34.0 Off Board Artillery (OBA)
- Appendix: Common Combats in Flow Chart Form
- Afghanistan Playbook
- The War in Afghanistan, 2001-2021
- Playbook 1/ Terrain
- Playbook 2/ Walled Compounds
- Playbook 3/ Special Units and Rules
- Playbook 5/ Scenarios
- Scenario 1: Under Fire
- Scenario 2: Barton's Holdouts
- Scenario 3: Medusa
- Scenario 4: Open Market
- Scenario 5: High Value Target
- Scenario 6: Presence Patrol
- Scenario 7: Snake Pit
- Scenario 8: Dismounted Attack
- Scenario 9: Outside the Wire
- Scenario 10: Strongpoint
- Scenario 11: Into the Valley
- Scenario 12: Knife Fight
- Scenario 13: Backhand Blow
- Scenario 14: The Badlands
- Scenario 15: Surgical Strike
- Scenario 16: Luckless Convoy
- Scenario 17: COP Bandit
- Scenario 18: Route Red Dog
- Scenario 19: Rangers Up
- Scenario 20: Operation Werewolf
Welcome to Modern Tactics
Modern Tactics (MT) simulates small unit engagements from the period of the Vietnam War up to the present and near future battlefields. As a player you will fight tactical battles with the combatants and authentic weapons of the battles put forward in the game.
A mapboard is placed on the table and the cardboard counters representing soldiers, weapons and vehicles in the game are used on it to simulate the tactical battle called for when playing a scenario.
The Scenario Display keeps track of the Turn number and also provides a terrain key for the mapboard features.
The Track Display is used by both sides to keep track of their Impulse Points used during a turn. It also keeps a running total of Enemy Casualties and any Victory Points accumulated.
On a turn, play goes back and forth between the sides as Impulse Points are used up as actions by each player's forces. When a unit performs any action, that side spends an Impulse Point. A player moves a unit counter and spends an Impulse Point. Play switches to the other player who makes a rally attempt with one of their units and spends an Impulse Point. This is the progression of a turn in the game, and it is over when all Impulse Points have been spent by both players.
Any combat in the game is resolved simply using the Attacker unit's Firepower minus the Defending unit's Defense. A combat table is referenced, dice are rolled and the results are applied.
When all the turns are complete, the battle is over and victory conditions of the scenario determines a winner for the contest.
A point form style is used to keep the rules simple, clear and easy to reference. Examples and design notes are written in red text while rules cross references are listed as (Page/Section-Sub-section).
Glossary
- Anti-Tank (AT) - Firepower used against armored vehicles. Red value on counters in the game.
- AP - Armor Piercing. Ammunition designed to penetrate armored targets.
- APC - Armored Personnel Carrier. Armored vehicle that transports troops enclosed in the vehicle.
- ATG - Anti-tank Gun. Heavy weapons used against armored vehicles.
- ATGM - Anti-tank Guided Missile. Guided weapon used mainly against armored vehicles and sometimes against structures and Helicopters.
- Breach - Busting into any enemy occupied structures and bunkers using varying methods and weapons.
- COT - Cost Of Terrain. Number of Movement Points required to move into a hex of that terrain type.
- 1D6 - A six sided die. 1D6 means rolling 1 six-sided die.
- 2D6 - Two six-sided dice. 2D6 means rolling 2 six-sided dice.
- Def - Defense. Value used by a target unit in combat.
- DRM - Die Roll Modifier. A number that is either added to or subtracted from a die roll.
- FP - Firepower. Value of attack used in combat against an enemy soft target. Black values on counters in the game.
1.0 The Game
1.1 The Map
The maps played upon are made up of hexes containing different terrain types. For scale, each hex represents 50m of real world terrain.
The terrain in a hex will have a cost in Movement Points (MP) which a unit will spend to enter the hex.
1.2 Scenario Display
This sheet is placed next to the map to assist with scenario play. It has a turn track which is a numbered track from 0-9 representing the turn number. Turns in a scenario are counted up.
For scale, a turn represents approximately 2-5 minutes of real time.
A turn marker is moved on the track to show what turn is being played. If scenario is longer than 9 turns, flip the turn marker over to its 10+ side when reaching Turn 10, and move this over the track again counting up to turn 19.
For example, in a 14 turn scenario, the Turn counter is flipped to its 10+ side and placed in the 0 box representing Turn 10. At the start of the next turn, the 10+ counter is moved up to the 1 box, representing Turn 11.
Scenarios begin on Turn 1, and the number of turns is listed on the scenario sheet.
The scenario ends after all Impulse Points have been used on the final turn, with the exception of Extended play.
There is also a terrain key included for quick reference. It lists costs in Movement Points for foot units, wheeled vehicles and tracked vehicles to move into a terrain type. It also notes any Defense modifiers caused by the terrain and whether it influences Line of Sight (LOS) through the hex.
Terrain Key
| Terrain | Foot (F) | Wheeled (W) | Tracked (T) | Def | LOS |
|---|---|---|---|---|---|
| Open | 1 MP | 1 MP | 1 MP | 0 | NE |
| Road | 1 MP | 1 MP | 1 MP | 0 | NE |
| Paved Road | 1 MP | 1/2 MP | 1/2 MP | 0 | NE |
| Bridge | 1 MP | 1 MP | 1 MP | -1 | NE |
| Mixed Woods |
F - Foot movement cost; W - Wheeled movement cost; T - Tracked movement cost; Def - Defense modifier; LOS - Line of sight effect. B - Bog Roll required. NE - No Effect. X - Movement into hex not allowed. COT - Cost of Terrain.
1.3 Extended Play
With Impulse Points expended on the final turn, each player rolls 1D6. If the total is 7 or greater, play 1 extra turn, otherwise the scenario ends. There is only one extended play turn available.
1.4 Track Display
This sheet has numbered tracks to keep a running count of various elements of the game. Round markers are used on the tracks to keep track of Impulse Points, Enemy Casualty Points and Victory Points. These markers are differentiated by side to assist with solitaire play.
Tracks have spaces representing units of 10, and spaces of 0-9 which represent units of 1. For example, a marker in the 10 space and a marker in the 4 space represents 14 points.
A Tracker Display is supplied for each player. A single mat can be used when playing solo by simply using both sides counters on the one display.
1.5 Victory Point Track
This track accumulates points for conditions met during portions of the scenario. This track is not used in all scenarios. Some scenarios will determine Victory Points at game end. (The Track Display notes: Freeing Hostages - 2 Victory Points.)
1.6 Enemy Casualties Track
This track keeps a running total for all casualties inflicted on your opponent known as Enemy Casualty Points. These are added to the track whenever enemy units suffer losses in combat.
Enemy Casualty Point values are:
| Unit | Points |
|---|---|
| Helicopter | 3 |
| Armored Vehicle | 2 |
| Full Squad | 2 |
| Reduced Squad | 1 |
| Weapon Team/Team | 1 |
| Single Person Counter | 1 |
| Truck | 1 |
1.7 Mounting Losses
As casualties increase during a scenario, a player will suffer penalties and will be able to do less.
- For every 5 Enemy Casualty Points suffered, that side loses 1 Impulse Point from their total for the turn. The Impulse Point total cannot fall below 1.
- The Impulse Point Modifier on the Track Display is used with a marker to follow this reduction.
For example, the Insurgent player has a total of 12 Enemy Casualty Points when playing the Americans. When rolling for Impulse Points on the following turn, the American player will subtract 2 from his total. Say a roll of 8, now becomes a total of 6 Impulse Points for the turn, and the American side can perform 2 less actions.
1.8 Impulse Point Track
This track keeps a running total for Impulse Points used during a turn. Impulse Points are subtracted from the total when used.
Performing an action with a unit costs 1 Impulse Point. Performing a Group Action costs 2 Impulse Points. Shift the markers on the track correspondingly. See Impulse System (4/4.0).
1.9 Play Aid
The play aid is a fold-out which is used as reference by players. It contains the tables needed for combat resolution, a terrain effects chart for characteristics of the terrain in game, as well as a turn sequence of play. Various other sections list in game procedures or modifiers used for play.
Play Aid - Turn Sequence
- Pre-Turn Actions: Turn Marker (adjust Turn Marker; turns counted up, increase by 1 space on the Turn Track); Reinforcements (prepare any new units arriving as reinforcements for the turn); Attach Leaders (Leaders can attach or detach with units in the same hex); Shuffle SWs (support weapons may be shuffled between units in a stack); Smoke Counters (Smoke counters flipped to Smoke 2; Smoke 2 counters removed); Scenario Rolls (any scenario specific rolls taken); Free Rally (all Shaken and Broken units get a free rally attempt); Bog Rolls (bogged vehicles roll to free themselves); Civilian Tangle (combat units roll to free themselves from civilian tangles); Reform (players may merge compatible units in the same or adjacent hexes).
- Turn Gameplay: Initiative Roll (players roll competitive 2D6, winner may take first action for turn, doubles may activate Luck Card); Impulse Points (players roll dice to arrive at number of Impulse Points available for the turn); Civilians/Contacts (any Civilians may move if activated, then any Contacts may move if activated); Play Actions (all actions carried out, in a back and forth manner, until all Impulse Points are used); Melee Phase (melee combat is resolved in melee hexes).
- Turn End: Remove Markers (remove all markers from the gameboard that are no longer active); Score Victory Pts; End of Turn (if last turn go to Game End, otherwise return to top for next turn).
- Game End: Extended Play Check (last turn - each player rolls 1D6; if total is 7 or higher, play one extra turn, if less go to End of Game); End of Game; Victory (victory conditions are checked and a victor is declared).
Play Aid - Bog Rolls (1D6): 1 - vehicle is immobilized. 2 - vehicle remains bogged. 3-6 - vehicle is freed.
Play Aid - Civilian Tangle (1D6): 1-2 - combat unit(s) remains tangled, marked as Moved. 3-6 - combat unit(s) are freed. Civilians counter removed from map.
Play Aid - Morale states
- Shaken: 1/2 Firepower. 1/2 Movement. May not spot for artillery, mortars or airstrikes. Must retreat from melee hex.
- Broken: No Firing. No Moving. May not spot for artillery, mortars or airstrikes. No attack in melee. Must retreat from melee hex.
- Suppressed: Must pass morale check to perform any action. 1/2 Firepower. Move 1 hex only. May not spot for artillery, mortars or airstrikes.
- Rally: 2D6 roll. Must roll 7 or higher to rally a Shaken unit; fail remains Shaken. Must roll 9 or higher to rally a Broken unit; fail, improves to Shaken.
- Rally Modifiers (cumulative): In range of good order leader +1; Good order squad/reduced squad or vehicle in hex +1; Elite unit +1; Poor quality unit -1; Adjacent good order enemy squad/reduced squad or vehicle -1; Non-vehicle in open terrain and no cover -1.
Play Aid - Enemy Casualty Points: The value of destroyed units marked as Enemy Casualty Points; also the value in points when exiting units. Helicopter 3 points; Armored Vehicle 2; Truck 1; Full Squad 2; Reduced Squad 1; Weapon Team/Team 1; Single Person Counter 1; Civilians Counter 1. No points for destroyed weapons.
1.10 Game Markers
Cardboard counters used to represent various things on the game board, and also as administrative markers to track various game functions.
Impulse, Casualty and Victory Point markers are used on their corresponding tracks on the Track Display.
Markers are used to track a variety of game functions, such as the turn number, unit status, unit damage etc. Some examples are:
- When a unit moves, place a Moved marker on top to show this action has been performed.
- Place a Fired marker on a unit when it fires.
- After a unit has performed a second action, flip the counter to Used.
- A Melee marker denotes close combat.
- Shaken and Broken markers are placed on units with damaged morale.
- Damage markers are placed on vehicles to denote damage.
- Objective markers denote hexes of interest.
- Control markers denote ownership of objective hexes.
2.0 Sequence of Play
The sequence of play in the game is fairly straight forward and some of these phases may not be used in a given scenario or turn. This shows the order in which players move through a turn. The play aid displays this for players to reference.
2.1 Pre-Turn Actions
- Turn Marker - Adjust the Turn Marker (not on Turn 1). Turn count increases, so move up 1 number on the Turn Track at the beginning of a new turn.
- Reinforcements - Any reinforcements for a scenario become available for the turn.
- Attach Leaders - Any Leaders can attach or detach with units in the same hex (6/7.2).
- Shuffle Support Weapons - Weapons can be shuffled between units in a stack (11/10.0-11).
- Smoke Counters - Smoke lasts for 2 turns, so the counters are changed to a new state at the beginning of a new turn (16/13.8). Smoke counters are flipped over to Smoke 2. Smoke 2 counters are removed.
- Scenario Rolls - Any required die rolls for certain things on a given turn for things such as OBA availability, weather conditions etc.
- Free Rally - All Shaken and Broken units get a free rally attempt using normal rally rules and modifiers (20/16.1).
- Bog Rolls - All bogged vehicles roll in an attempt to free themselves (24/22.5-4,5,6,7).
- Civilian Tangle - Any combat units tangled with civilians attempt to free themselves (39/31.14).
- Reform - May merge reduced like units into full Squads (21/20.0).
2.2 Turn Gameplay
- Initiative Roll - Both players roll 2D6. Highest roll wins initiative for the turn and gets the first Impulse. Ties are re-rolled. (4/3.4). Rolled doubles may trigger a Luck card.
- Impulse Points - Roll a number of dice, set by the scenario, to get a number of Impulse Points for the turn (4/4.0-3,4), and apply Modifier for Mounting Losses if needed.
- Civilian/Contacts - Any Civilians counters are moved (39/31.0). Then any Contact counters are moved (40/32.0).
- Play Actions - All actions are carried out using available Impulse Points until both sides have none remaining (22/21.0).
- Melee Phase - All Melee combat takes place in marked Melee hexes (32/28.0).
2.3 Turn End
- Remove Markers - Remove all markers from the map that are no longer active. These include Moved, Fired, Intensive Fire, Strike and Acquired Target markers. Also remove lone support weapons.
- Score Victory Points - Total Victory Points if required at this point.
- End of Turn - Turn is over, return to the top for the start of a new turn unless it is the last turn in which case proceed to game end.
2.4 Game End
- Extended Play check - If it is the last turn, check for Extended Play. Each player rolls 1D6. A total of 7 or greater and there is 1 turn of extended play, return to top, otherwise the game is over (2/1.3).
- End of Game - Game over.
- Victory - Victory conditions are counted and a winner is declared.
3.0 Gameplay
3.1 Scenarios
Scenarios in the Playbook are used to setup and play the battles. Note that although many of the scenarios developed for the game are based on real world events and situations, they should be considered fictional.
- The scenario sheet will give a description of the battle and list the number of turns.
- It will note what number map will be used. Normally the entire map will be used to play scenarios, any restrictions on the play area will be noted.
- All full, numbered hexes on a map are in play, half hexes are not though LOS can be traced through these half hexes.
- It lists all forces involved and their setup and/or entry parameters.
- It will note the Morale Check number and the number of Impulse Points for each side.
- It will list any objectives used for victory conditions.
- Any special rules or conditions to be used is listed in the Rules of Engagement (ROE).
- It will list any off board assets to be used such as OBA and Airstrikes.
- Some scenarios will give a Break Contact number for a side, which represents a side taking unacceptable casualties. Once that level of Casualty Points is reached, the scenario immediately ends and that side automatically loses.
- Finally it will define the victory conditions.
- It is always an automatic victory for a side that destroys all enemy units.
3.2 Objectives
Objective counters, if needed, are placed in hexes at scenario start.
- Objective counters in a scenario will either have to be captured for Victory Points or controlled by a player, in which case they are owned by that side.
- If an objective is to be captured, the counter is removed immediately when moved onto or through by a good order unit from the required forces. Victory Points are scored if applicable.
- If an objective hex needs to be controlled, then once moved onto or through by a good order unit, the objective counter is replaced by a control counter of that side.
- To change ownership, a unit must move into or through an unoccupied control hex while maintaining good order status. Ownership is maintained until changed again or contested.
- Control hexes are contested when an unresolved Fixed Melee remains ongoing in the hex at the end of the turn. Contested control hexes are not scored unless otherwise noted in the scenario setup.
- If after a Melee, only one side remains in the hex, control of the hex is only changed if the unit is good order.
- Single Person Counters, Trucks, Helicopters and vehicles with no functioning weapons may not contest or capture objectives.
- Civilians and Contacts do not contest or affect objectives.
3.3 Luck Cards
Luck cards represent unknown events which can occur in the course of battle. They may be a positive or a negative, but they are unpredictable.
This new method for Luck cards was developed as sometimes the various factions are so different that a generic deck cannot apply to both sides. Also this method varies the Luck factor.
The deck of Luck cards is shuffled and placed on the game table prior to play.
- If during the roll for Initiative, a player rolls natural doubles and wins the Initiative, they draw a Luck card randomly from the deck.
- Doubles rolled in a tie which must then be re-rolled are ignored. Only the final roll counts.
- Cards allow an action to be taken immediately or in some cases at a later point in the turn.
- The card is placed face up and revealed when used, whether immediately or later in the turn.
- If the action is immediate, it takes place before the rest of the turn.
- Maximum total number of Luck cards to be drawn for a scenario is noted on scenario setup instructions.
- Once played, leave card face up on the table, out of the deck as a reminder of the number drawn.
Example card - Fast Mover: Coalition jets lend a hand. Target 1 hex with an airstrike. Firepower of the attack is 8, and all units in hex suffer attack. Target does not have to be in LOS.
3.4 Initiative
At the beginning of each turn, both players roll 2 six-sided dice (2D6) for the Initiative. Ties are re-rolled.
- High roll wins the Initiative and plays first for the turn. Player winning the Initiative may pass the first play to the other player only if they have less Impulse Points in total than the other side.
- Initiative roll may trigger a Luck Card being drawn. (4/3.3-1)
- Initiative roll may also allow movement of Civilians (39/31.0) and Contacts (40/32.0).
4.0 The Impulse System
The Impulse system used in Modern Tactics represents the uncertainty of battlefield command.
The fluctuation of Impulse Points portrays poor communication, supply shortages, fear under fire, courage under fire, getting lost, disregarding orders, and a thousand other things that do not appear in any textbook.
This system can be frustrating at times, but it is also realistic in that chaos, or friction is always a part of battle. The fluid nature of the battle will also change your use of Impulse Points.
Each player will use markers on their Track Displays to keep track of their Impulse Point use.
- Play alternates from one player to the other after the use of an Impulse Point (or 2 in the case of a group action).
- In general, an Impulse Point is used as any one action performed by a unit such as: move, fire, assault move, breach, rally, call in an OBA strike, etc.
- The scenario setup instructions will set the number of dice rolled for Impulse Points for each side. It may also list additional Impulse Points added to the dice roll. For example, 2D6 + 3 means that 2 dice are rolled and 3 additional points are added to the total.
- At the beginning of every turn, both players roll dice to determine an Impulse Point total for the turn. If a side is experiencing Mounting Losses (2/1.7), Impulse Points are subtracted from the total. For example, the American player has 3 dice to roll. They roll a 1, 3 and a 6. 10 Impulse Points are available to the American player for that turn.
- Impulse Points are subtracted from your total on the Impulse Point track as they are used.
- During play, a player may pass if their current Impulse Point total is less than that of his opponent. For example, the American player has 10 Impulse Points and the Insurgent player only has 4. As play switches to the Insurgent side, the Insurgent player passes and allows the Americans to go again. And the American player would have to play.
- If you have no action to perform but you have an equal or greater number of Impulse Points than your opponent, then you can just remove a point without performing any action.
- The turn is over when both players have used all of their Impulse Points.
For example, on the Impulse Point track, the US player has a marker in the 10 spot and a marker on the 4 spot. They have a total of 14 Impulse Points available. When the US player spends an Impulse Point, they will move the one marker to the 3 spot to indicate there is now 13 Impulse Points left.
The Impulse Point Modifier track will be used as a reminder when a player experiences mounting losses (2/1.7). Here the marker is on the -2 spot, this indicates that 2 Impulse Points are subtracted from the US side's total at the beginning of each new turn.
5.0 Unit and Weapon Counters
A unit counter represents soldiers and vehicles in the game. It can be a Squad of soldiers or a smaller Team of troops operating a weapon. A unit can be a single person such as a Leader or a Sniper. And a unit can also be any vehicle like a tank or a Helicopter. All counters representing the fighting elements of a player's forces are units.
- Units representing soldiers, whether single or in groups, and moving by using their feet are called foot units. Units representing vehicles are vehicles and are further categorized by their mode of movement; Wheeled, Tracked and Air.
- Units as targets are either soft (unarmored) attacked by black Firepower values, or hard (armored) attacked by red anti-tank values.
- Weapon counters are Support Weapons which are placed with units using them and provide additional or special Firepower.
- Any special features and all relevant information of a unit or weapon is listed on its data card (13/11.0).
6.0 Squads
All Squads are foot units (use foot movement) and soft targets (attacked by black and gray Firepower values on counters). A Squad counter represents approximately 8-12 individual combatants in the game.
Squads are depicted by the illustrations of two soldiers on the front side of the counter. The reverse or reduced side of the counter is split diagonally into two colors.
Note that reduced Squads are considered the same as Squads when applying game rules.
Counter values: Firepower - inherent attack value used against soft targets. Range - maximum number of hexes this unit can fire. Defense - value used when unit is attacked. Movement Points (MPs) - points spent moving through hexes.
- Squad counters are flipped to their reduced Squad side when casualties are taken.
- Reduced Squads have reduced stats.
- A reduced Squad taking a casualty is removed from play.
- As most modern militaries provide their soldiers with smoke grenades, all Squads and Weapon Teams, unless noted otherwise, have the ability to 'pop' smoke in their own or adjacent hexes (place a Smoke marker) as a firing action (16/13.8-5).
- Each side is given 4 Smoke counters at scenario start that can be used by any Squad or Weapon Team as needed. Once these are used, no others are provided for the troops to be used this way. Note this smoke limit only applies to smoke used by Squads and Weapon Teams, it does not affect the use of smoke by weapons with inherent smoke capability such as grenade launchers, mortars and OBA artillery.
6.1 Engineers
Engineer Squads are specialized troops with unique equipment and abilities. Engineers are shown with a yellow 'e' icon on their counters.
- Hidden mines (16/13.3) and Improvised Explosive Devices (IEDs) (12/10.3) are revealed when moved onto or adjacent to by Engineers. The Engineer does not trigger a detonation or undergo the attack.
- Engineers can dismantle mines, IEDs, and clear obstacles of wire and roadblocks as a firing action. The player spends an Impulse Point and declares the explosives/obstacle is being cleared, places a Fired marker on the Engineer counter and a Clearing marker on the target explosives/obstacle. The Engineer must be in the same or an adjacent hex, and be in good order at the turn's end. The explosives or obstacles, are then removed. If Shaken or Broken at turn's end, the explosives or obstacles remain.
- Engineers add +1 (max) to their attack die roll in Melees (32/28.2-7). Note that when the term (max) is used, it means that modifier is used only once even if there is more than 1 of that unit involved.
- Engineers add +1 (max) to a breach roll (26/24.1-2).
Example: An Engineer is adjacent to a Wire obstacle and an IED. It can attempt to dismantle and clear either hex. In either case, the attempt is declared and the Engineer is marked as Fired. The hex is marked as Clearing. If the Engineer is good order at the end of the turn, the hex is cleared of its obstacle (Wire or IED in this example).
6.2 Special Operations Forces (SOF)
Special Forces Squads comprise selected soldiers that have had extensive training. They have top shelf equipment and superior abilities in combat. SOF Squads are shown with a lightning bolt icon on their counters.
- SOF Squads are elite troops (20/17.0).
- SOF Squads can use stealth movement (23/22.3).
- SOF Squads add +1 (max) to their attack die roll in Melees (32/28.2-7).
- SOF Squads add +1 (max) to a breach roll (26/24.1-2).
- SOF Squads add +1 (max) to a rally attempts (20/16.0-4).
- SOF Squads add +1 to Hit rolls.
7.0 Single Person Counters (SPC)
All Single Person Counters are foot units and soft targets. Single Person Counters are represented by an illustration of a single soldier on the front side of the counter. These counters do not have a reduced side.
- The counter represents a single person such as a Leader or Sniper.
- Single Person Counters may not carry or use support weapons.
- Single Person Counters may not capture or contest objective hexes.
- Single Person Counters and unattached Leaders may attempt to evade Melee in the Melee Phase. Owning player rolls 1D6; a 5 or 6 succeeds and the owning player moves the counter to an adjacent hex. Fail, and the unit must fight in the Melee.
- SPCs caught alone in Melee, they have a Firepower of 1 and a Defense of 1 and do not get the +2 FP Melee modifier.
- SPCs in Melee (with other units) add a Firepower of 1 and a Defense of 1 to their side's total.
- A Single Person Counter is destroyed with a Casualty or X result on the Infantry Combat Table (ICT). For attached Leaders, see Leader Casualty Roll (30/26.2).
7.1 Leaders
- Leaders have no inherent Firepower and may not attack other units.
- In place of Firepower on the counter is a number in a circle. This is the Leader's command range (number of hexes from the Leader, not including the Leader's hex).
- Other units, including other Leaders, must be in the same hex or within this command range to get the +1 die roll modifier (DRM) for rally attempts (20/16.0-4).
- Attached Leaders add a +1 DRM to all combat rolls (attack, to hit, breach, Melee) for the unit or group they are attached to. For vehicles, see armor Leaders (6/7.3).
- The maximum bonus for a Leader is +1 (in rally, Melee, and combat), even if there is more than one Leader in a hex.
- Attached Leaders in Melee add a Firepower of 1 and a Defense of 1 to their side's total.
- Leaders do not apply the +2 FP Melee modifier or +1 Leader modifier if caught alone in a Melee.
- Leaders may direct an attack from an onboard Mortar Team on a target in the Leader's LOS (8/8.2-2,3).
- Attached Leaders can merge 2 reduced units of the same type into a full Squad in the Reform Phase at start of a turn at no cost in Impulse Points (21/20.0).
- Attached Leaders may only be targeted for attack by Snipers (7/7.5-3,4), and in Melee (33/28.2.1-8). Leaders on their own can be attacked by any unit.
Attached Leader example. Hex Q11 contains Insurgent Fighters armed with a RPG-7 Support Weapon. A Leader is attached to the Fighters. When the Fighters attacks the US Stryker with the RPG-7, a +1 DRM is added to the to hit roll. If a hit is achieved, then a +1 DRM is also used in the attack roll against the Stryker.
7.2 Attaching Leaders
- Leaders are attached or voluntarily detached in the Attach Leader Phase. It does not cost an Impulse Point.
- Leaders may only be attached to any Squad, Weapon Team. Cannot attach to Single Person Counters or vehicles (exemption - Armor Leaders (6/7.3).
- Only one Leader may attach to a single unit.
- The Leader must be in the same hex with a unit to attach and it must be declared by the player. Place the Leader counter on top of the unit it is attached to.
- Leaders can start a scenario as attached.
- Leaders entering as reinforcements can enter as attached.
- An attached Leader moves with its unit without additional Impulse Point costs. The attached unit spends its Movement Points. For example, a Lieutenant is attached to a Rifle Squad. They now activate as one, spending 1 Impulse Point when performing an action.
- Leaders only spend Impulse Points only when acting on their own (not attached to another unit).
- If a Leader is in a stack and one unit is eliminated in an attack, the Leader is automatically attached to the remaining unit.
7.3 Armor Leaders
- Armor Leaders also have a command range number on the counter but do not have a number of movement points as they only move with their attached vehicle.
- Other vehicles must be within the command range to get the benefits of Leadership for rally attempts (20/16.0).
- Armor Leaders only apply combat bonuses to their attached vehicle. This adds a +1 DRM to all combat rolls (attack, to hit, Melee) for the vehicle.
- Armor Leaders cannot group move or group fire vehicles.
- Armor Leaders must remain with the vehicle they are attached to at scenario's start and cannot move to other vehicles.
- If the vehicle is destroyed or abandoned, the Armor Leader is removed from the game and an additional Enemy Casualty Point is scored by the attacker.
- Armor Leaders do not take Leader Casualty rolls when vehicle is attacked.
- Armor Leaders can only be attacked by Snipers. Their Defense in the attack is 5. If an Armor Leader is killed by a Sniper, vehicle automatically becomes Shaken and 1 Enemy Casualty Point is scored by the attacker.
7.4 Leaders Across Branches, Forces
There are often different military branches and allied forces used on a side in a scenario. And sometimes co-operation was not always the greatest among these troops.
Usually Leaders must be of the same military force and branch as the unit it is attached to for any combat (attack, to hit, breach, Melee) bonuses. Otherwise only rally bonuses are available to units in range of the Leader.
With mixed forces in some scenarios, specific rules and limitations will be noted in the scenario rules.
For example, a Canadian Army Lieutenant can attach and move with a US Army Rifle Squad, but it cannot apply any modifiers to the unit other than a rally modifier.
7.5 Snipers
- Snipers may not be a part of a fire group or group move.
- Snipers may occupy a hex with other friendly units but do not count against stacking limits.
- When attacking Squads with attached Leaders, a Sniper can elect to attack the Leader only.
- When attacking Leaders, Armor Leaders and other Snipers, their Firepower is doubled.
- Snipers may use stealth movement (23/22.3).
- Unless noted, Snipers start games as hidden (21/19.0).
8.0 Weapon Teams (WT)
All Weapon Teams are foot units and soft targets. A Weapon Team counter represents a team of 3 to 6 soldiers using heavy or specialized weapons such as machine guns, mortars, guided missile systems and heavy guns.
Weapon Teams are depicted by an illustration of the weapon and its operators. A white T on the counter denotes it as a Weapon Team.
Counter values: Max Anti-Tank (AT) - maximum attack on armored vehicles (AT at close range). Firepower (FP) - value of attack on soft targets. Max Range - maximum number of hexes the main armament may fire; may also show as Min-Max where a minimum range is also required. Defense - value used when attacked. T - Weapon Team designation. Movement Points (MPs) - number of available points to move unit. * Weapon may not fire after Moving/Unloading. Weapon has blowback.
- Weapon Team (WT) counters are flipped to their Team side when their weapon is no longer available. The reverse side only shows the team without the weapon and a diagonal color slash. Teams are treated like reduced Squad counters.
- A WT counter is flipped to its Team side if the weapon runs out of ammo (9/8.4).
- A WT counter is flipped to its Team side when the weapon is lost in a collapsed structure or destroyed bunker (19/14.10-12).
- A WT can voluntarily abandon its weapon and continue to operate as a team. No Enemy Casualty Points are lost. Owning player simply declares this, flips the counter, and continues play with the unit as a Team. This permanently removes the weapon, the Team cannot revert back to a Weapon Team.
- Weapon Team/Team counters are eliminated with a casualty or X result in combat.
- Eliminating a Weapon Team/Team is worth 1 Enemy Casualty Point.
- No Enemy Casualty Points are scored if the weapon is dropped or lost.
- When a WT is eliminated in combat, the weapon is also eliminated from play.
- Weapons with a covered arc have a white and gray triangle in the corner of the counter showing the arc's direction. Weapons without a covered arc triangle can fire in any direction without penalties.
- Weapon Teams cannot carry or use Support Weapons, but Teams can.
- WTs may not assault move into an enemy hex, but if caught in a Melee, these units use their Team side stats for the combat. If forced to retreat after the Melee, the unit flips to its Team side and has lost its weapon for the rest of the scenario.
- WTs can use their Team side factors for Opp Fire or regular Fire if an enemy unit moves adjacent. This only applies if the WT cannot attack it with its weapon due to minimum range restrictions. For example, an enemy unit moving adjacent to an ATGM or Mortar Team would allow these Weapon Teams to use their Team side factors to attack the enemy and not be helpless. Whereas a HMG team would still be able to use its weapon.
8.1 Machine Gun Teams and Heavy Fire
Machine gun teams can be potent weapons. These can be Heavy machine gun (HMG) or Medium machine gun (MMG) teams. Numbers along the top, left to right are: Firepower, max range of weapon, unit Defense value, T for WT, and the last number is movement points.
The Heavy Fire option represents saturation fire or a high volume of automatic fire attacking targets.
- This option allows a Machine Gun Team to fire at two separate targets in the same or two adjoining hexes (must have LOS to both targets), or it can fire at the same unit twice in a row. This ability, if available, will be listed on the MG Team's data card.
- Support weapon LMGs and secondary armament MGs on vehicles may not use this option.
- MG Teams using this must declare it before firing.
- Separate attack rolls are carried out for each attack, and they are carried out one after the other as part of the same Impulse by the attacking player.
- Targets are declared before firing and cannot be changed after resolving the first attack. For example, if firing at the same target twice and the unit is destroyed on the first attack, the second attack is not redirected but instead lost.
- It costs 1 Impulse Point to use, and counts as a firing action. Place a Fired marker.
- MG Teams using Heavy Fire are susceptible to Ammo Out (9/8.4) by rolling double 1's, 2's or 3's.
- Heavy Fire may not be used when part of a Fire Group (29/25.9).
- MG Teams do not automatically use this and may still fire normally for a single attack on one target.
- When MG Teams use Suppressive Fire by themselves (28/25.7) it is considered heavy fire and susceptible to Ammo Out.
- MG Teams are AA capable and can attack Helicopters at full strength.
Heavy Fire example. US player declares and uses Heavy Fire against the Insurgent Recruits counter in N5 and the Fanatics counter in N6 (N5 and N6 are adjoining hexes). 1 Impulse Point is spent, and 2 separate attacks are now carried out. Recruits are in the open with no Defense modifiers, so the HMG attacks it at 3 FP - 3 Def = 0 Attack Value column of the ICT. Fanatics are in Marijuana fields and receive a +1 to their Defense, so the HMG attacks it at 3 FP - 4 Def = -1 Attack Value column of the ICT. While rolling for both attacks, the US player must be mindful of Ammo Out rolls. If a pair of natural 1's, 2's or 3's is rolled in an attack roll, Ammo Out occurs immediately after the attack. The HMG counter is flipped to its Team side and the HMG is considered out for the remainder of the game.
8.2 Mortar Teams
Mortar Teams are indirect fire weapons on the battlefield. Numbers along the top, left to right are: Firepower, min to max range of weapon, unit Defense value, T for WT, and the last number is movement points.
An asterisk on the counter denotes the Mortar Team cannot fire in the same turn after moving.
- A Mortar Team can fire directly on a target hex in its LOS.
- A Mortar Team can also be directed to fire against a target by a good order Leader. In this case, the Leader acts as a spotter and must be within 10 hexes to the Mortar Team (LOS not needed between Mortar Team and Leader).
- If a Leader directs the attack of a Mortar Team it pays no action cost nor Impulse Point cost, but must pass a Morale Check (this represents communications with the Mortar Team). The Mortar Team is marked as Fired, pays the 1 Impulse Point and carries out the mortar attack. If the Morale Check is failed, the Mortar Team still pays the cost and is marked as Fired, but no attack is carried out.
- Mortars have minimum and maximum ranges and attacks cannot be made outside of these distances.
- An accuracy number is listed on the Mortar Team data card.
- Choose target and roll 1D6 for accuracy. If the accuracy number or higher is rolled, the attack is accurate and carried out immediately on units in the target hex.
- If the die roll is lower than the accuracy rating, it is inaccurate, roll 1D6 for drift direction using artillery drift rules (42/34.3). The attack is then moved 1 hex only in that direction and the attack is carried out.
- +1 (max) DRM to accuracy roll if a Leader directs the mortar attack or is attached to the Mortar Team.
- -1 (max) DRM to accuracy roll if there is any degrading terrain (hex terrain which degrades LOS) between the unit spotting the attack and the target. Degrading terrain does not affect the mortar's FP.
- A Shaken/suppressed Mortar Team has its FP halved and a -1 DRM is applied to the accuracy roll.
- Area of effect for the attack of a Mortar Team is 1 hex only.
- The attack hits all units in the target hex, so separate attacks are carried out against each unit. Attached Leaders in the target hex follow Leader Casualty rules (30/26.2).
- Friendly units caught in the target hex are also attacked.
- Armored vehicles cannot be targeted by Mortar Teams and their fire does not affect them. Note, this cancels unrealistic use of a single tube hitting moving vehicles on the battlefield, whereas an OBA strike in a hex affects vehicles because it is multiple tubes and has a true area effect.
Mortar attack example. Canadian player wants to drop a mortar attack on the 2 Insurgent Squads in hex F10. As the Mortar Team does not have LOS to the target, the Canadian Captain in hex H7 can direct the attack. The Mortar Team is within 10 hexes of the Captain, so Canadian player rolls a Morale Check to confirm comms between the units. Canadian morale in the scenario is 7, and the player rolls a 9, so it is passed. An Impulse Point is spent and a Fired marker is placed on the Mortar Team. Next an accuracy check is made by rolling 1D6 applying a +1 DRM as a Leader directed the attack. The data card for the Canadian Mortar Team lists a roll of 3 or higher for accuracy. Canadian player rolls a 3 (+1)=4, so it is accurate. Now a separate attack is carried out against each Insurgent unit in the hex. Note that there is no Defense modifier applied for farm terrain in hex, so the Fighters Defense of 3 is used in the attacks. 4 FP - 3 Def = 0 Attack Value column of the ICT. The Captain does not accrue any actions in this case and is not marked, it is free to continue play as normal for the rest of the turn. The Mortar Team is marked as Fired.
8.3 Anti-Tank Guided Missile (ATGM) Teams
ATGM Teams use guided missiles to attack vehicles and sometimes structures and Helicopters on the battlefield. Numbers along the top, left to right are: Firepower, min to max range of weapon, unit Defense value, T for WT, and the last number is movement points. The red number represents the Anti-Tank Firepower used against armored vehicles.
- An ATGM Team can fire on a target in its LOS that is in its range.
- An ATGM Team will have To hit numbers listed at various ranges for the weapon on its data card. These to hit numbers must be rolled equal to or higher first to check if the missile hits the target.
- ATGMs being fired by vehicles will have a separate data card for the missile itself, which has the ranges, to hit numbers and Firepower listed.
- An ATGM attacking an armored vehicle (including Helicopters) uses its red Anti-Tank value in the attack. An ATGM attacking a soft vehicle (Truck) or foot unit in a structure uses its black FP value in the attack.
- ATGM teams and vehicle platforms with ATGMs can only fire a missile once per turn. After firing, place a Fired Missile marker with the unit.
- ATGM teams may suffer Ammo Out (9/8.4) in the course of a scenario. A red band along the bottom indicates this.
- May not fire from inside bunkers or structures if the weapon has a Blowback. This is the weapon's rear exhaust blast that could cause serious injuries in enclosed spaces. These weapons can however fire from ruins.
- Some ATGMs use a Top Attack method that targets the more vulnerable top armor of a vehicle. If noted on the ATGM's data card, an attack is directed against a vehicle's flank Defense.
- Vehicles with Countermeasures can possibly defeat an ATGM attack (11/9.1.4).
ATGM attack example. A US ATGM team attacks a Russian T 90M tank. US player must first roll to hit the tank. The range is 6 hexes, checking the data card shows a 2D6 roll of 5 or higher is needed. US player rolls an 8, so it is a hit. Russian T 90M data card shows the tank has Level 1 countermeasures, so the Russian player rolls 2D6 to counter the hit. They roll 6, a failure because it is less than the US hit roll of 8. The ATGM team is a Javelin which is a top attack weapon (9/8.3-8), so it attacks the Russian tank's flank Defense which is a 12. So an attack is carried out, 14 Anti-Tank - 12 Def = +2 Attack Value column on the VCT. The ATGM team is marked as Fired, and also with a Fired Missile marker, as only 1 missile may be fired by it per turn.
8.4 Ammo Out
Some Weapon Teams, Support Weapons and weapon platforms on vehicles are prone to ammo depletion with use. Units and weapons subject to Ammo Out have this noted on their data cards and their counters (if WTs or SWs) have a red band at the bottom.
When using these weapons, if a player rolls a pair of natural doubles on their first roll in an attack, the weapon is out of ammo for the rest of the scenario. The attack is still carried out normally with Ammo Out applied immediately after.
This is applicable on the first dice roll only, so if the attack requires a to hit roll first, it is applied to that roll only. If the attack is only rolling once for a FP attack, then this is applied to that roll.
When Ammo Out occurs:
- Remove the counter if it is a Support Weapon.
- Flip a Weapon Team counter to its Team side.
- Place a Missiles Out marker on vehicles that deplete their missiles.
9.0 Vehicles
Most vehicles in the game, are armored and hard targets. They are attacked using Anti-Tank (Red) values. Trucks however are unarmored and soft targets and are attacked with Firepower (black) values.
Vehicles can use wheeled movement, tracked movement or air movement in the case of Helicopters.
Vehicles are depicted by an illustration of the vehicle on the front side of the counter. The reverse side of the counter is an illustration of the vehicle when destroyed, a Wreck.
Counter values: Unit Facing & Turret Type - the triangle represents the front facing of the vehicle and turret type; always faces a hexside. Main Armament Type - description of main gun/weapon. Firepower (FP) - value of attack on soft targets. Max Anti-Tank (AT) - maximum attack on armored vehicles (AT at close range). Max Range - maximum number of hexes the main armament may fire. Secondary Firepower - attack value of vehicle machine guns on soft targets. Secondary Range - maximum range of machine guns. Front Defense - used when the vehicle is attacked through its front facing. Flank Defense - used when the vehicle is attacked through its flank facing. Movement Points (MPs) - number of available points to move unit. Movement Type Icon - Tracked, Wheeled or Helicopter. Diamond Icons (if applicable) - represent transport vehicle types (Armored Personnel Carrier; Armored Transport).
- Vehicle counters represent a single vehicle.
- Under the Movement number is an icon for movement type; wheeled, tracked or Helicopters.
- The main armament listed on the counter and data card represents the main weapon system of a vehicle. In most cases a large caliber gun. Firepower and Anti-Tank values are given for the main armament as well as the maximum range of the weapon.
- The secondary armament on a vehicle represents machine guns. Their Firepower is shown as a gray number and has its own separate range and unless noted otherwise on the data card, can fire in any direction. These machine guns can attack soft targets.
- The facing triangle of a vehicle designates its front and must always point towards a hex side (not vertex).
- Vehicles with a solid gray facing indicator can fire their main armament in any direction, usually with a turret in a 360 degree mount.
- Vehicles with a covered arc are designated with a gray and white facing indicator. This represents a vehicle with a main weapon that is more fixed to the vehicle.
- Vehicles with a covered arc are limited to firing their main armament in a covered arc extending from the front facing of the vehicle. These vehicles would have to change the direction of their facing to fire outside of the covered arc.
- Attacks against vehicles (both armored and Trucks) are carried out on the Vehicle Combat Table (VCT).
- When a vehicle is destroyed, the counter is flipped to become a Wreck (17/13.9).
- 2 Enemy Casualty Points are scored when armored vehicles are destroyed.
- 1 Enemy Casualty Point is scored when Trucks are destroyed.
The front covered arc uses the hex directly in front of the vehicle's hex (A), and the 2 hexes adjacent to this hex and slightly lower (hexes B and C). LOS is traced out from the front of the vehicle along these paths and this area represents the covered arc of the vehicle.
9.1 Vehicle Options
Vehicles with any of these options will have them listed on their data cards.
9.1.1 Linked Fire
Certain vehicles are designed with multiple weapons with high rates of fire. These vehicles can direct all the Firepower of their weapons in an attack.
- A vehicle with linked fire can group its main armament Firepower and secondary Firepower in an attack on a single soft target. This action must be declared and the cost is still 1 Impulse Point to use this firing action.
- Target must be within range of both the main and secondary armaments.
- Vehicles with this capability do not have to use it and can still fire normally directing 2 separate attacks using its main and secondary armaments.
- Linked fire does not cause Ammo Out (9/8.4).
For example, a LAV III uses linked fire when attacking a Squad of enemy infantry. It adds up its main armament FP of 4 and secondary FP of 2 for a single attack of 6 Firepower.
9.1.2 Dual Armaments
Certain vehicles are armed in such a way as they are considered in game to have 2 main armaments. This normally involves platforms that have built in main guns and also missile systems.
- Only 1 of the main armaments (MAs) may be fired per Impulse. Basically only 1 MA can fire in a given firing action.
- Any secondary armaments may be fired normally each Impulse.
- If this vehicle takes main armament damage in combat, owning player designates weapons and makes a 1D6 roll. On a 1-3 one weapon is damaged, on a 4-6 the other weapon is damaged. However, if the vehicle is marked Missiles Out, then the other MA automatically takes the damage.
- Vehicles with main guns and also guided missiles will be considered to have dual armaments, even if the guided missiles are launched through the main gun itself.
- Vehicles with Dual Armaments only show stats for the main weapon on the counter. Possible other armaments are listed on the data card.
For example, a Bradley IFV has a 25mm chaingun as a main armament. It also has TOW ATGMs. It is considered to have dual armaments and only one of the weapon systems may fire in a given firing action.
9.1.3 Fire Control
Many modern era weapon platforms have advanced targeting systems and can fire accurately while moving. A vehicle with this is not penalized with the moving fire -1 DRM on any of its to hit or attack rolls after moving the vehicle.
9.1.4 Countermeasures
High value vehicles are normally protected as much as possible to survive enemy attacks. This could be chaff, flares and electronic jamming. It could also include things like multi-spectral smoke, active and passive armor systems.
If listed on the unit data card, these vehicles get a second chance when attacked by guided missiles (ATGMs), Rocket Propelled Grenades and Recoilless Rifle weapons.
This does not apply when the vehicle is attacked by normal penetrating rounds (guns firing kinetic rounds) as any benefits provided by the armor system is applied to the vehicle's front and flank Defense values in this case.
Countermeasures can be rated as Level 1 (LV 1) or Level 2 (LV 2). Level 1 represents the most modern available systems with no cut corners while Level 2 represents some gaps in coverage either by design or merely being older tech.
- If an enemy ATGM or anti-tank support weapon gets a hit on a vehicle with countermeasures, the vehicle's owner immediately rolls 2D6.
- With LV 1, if you roll equal to or higher than the enemy's roll (with modifiers) made to get the hit, then the attack roll on your vehicle is not made. The attack is considered defeated by the countermeasures.
- With LV 2 countermeasures, the roll must be greater by 2 or more than the To hit roll to avoid the attack.
- If the countermeasures roll fails, the attack is carried out on the vehicle.
For example, an enemy Squad attacks the US Abrams tank with an ATGM. They score a hit by rolling a 8. The US player immediately rolls 2D6 because the Abrams has Countermeasures LV 1 (MRAP). A 9 is rolled and therefore the ATGM is defeated and an attack is not carried out by the missile.
9.1.5 MRAP
Mine-Resistant Ambush Protected (MRAP) vehicles are designed to better protect the soldiers inside from mine and IED blasts.
If an MRAP vehicle is attacked by a mine or IED, a -2 DRM is applied to both the attack roll on the vehicle and the collateral damage roll (25/23.2) on any passengers.
Example: US MaxxPro armored vehicle is MRAP and is transporting a Rifle Squad when it triggers an IED explosion. The attack roll against the MaxxPro has a -2 DRM applied and the collateral damage roll against the Squad also has a -2 DRM applied.
10.0 Support Weapons (SW)
Support weapons are portable weapons used by Squads/reduced Squads and Teams (though not Weapon Teams). Depending on the type, they may be single or multi-use.
If marked by a black band along the base of the counter, the SW is single use, otherwise they are multi-use.
If marked by a red band along the base of the counter, a multi-use SW is subjected to Ammo Out (9/8.4).
- Support weapons will have Firepower and range on the counter. It will have a red Anti-Tank Firepower number if the weapon can be used against armored vehicles. It will have a black Firepower for soft targets.
- Single use SWs are removed after using. Multi-use can be used many times through the course of the scenario.
- Place the SW counter on top of the unit which possesses it.
- A support weapon's Firepower can be added to the Squad's to increase the Firepower (FP) for an attack. For example, a Rifle Squad uses a light machine gun (LMG) for a total of 5 FP (Rifle) + 2 FP (LMG) = 7 FP.
- A SW may be fired to its max range on its own even if the unit firing it is out of range. Unit is marked as Fired but only FP of the SW is used in attack.
- If another foot unit is in hex when a unit with a SW is eliminated, then the other unit automatically gets possession of the SW.
- When a unit carrying a SW is destroyed, the support weapon remains on the field for the remainder of the turn only. Lone support weapons are removed from mapboard at the end of the turn.
- Lone support weapons in a hex may be picked up at no cost by any Squads or Teams moving into the hex. The unit is not required to stop to pick up the weapon.
- A unit may only carry 1 SW while moving, but it may be stacked with any number of them in a hex.
- A unit may only use 1 SW at a time and that weapon may only be used by that Squad in the turn. For example, in a stack of 2 rifle Squads and a LMG, the LMG may only be used by the 1 Squad during the turn.
- SWs may be transferred between stacked units at the start of a new turn in the Shuffle Support Weapons Phase (3/2.1).
- SWs may be destroyed at any time at no cost by an active unit in the hex.
- 1 SW per unit may be used in Melee.
- SW's FP is added to the Squad's, and then total is then halved when a unit is Shaken. For example, a Shaken Rifle Squad with a LMG would have a FP of (5 + 2) / 2, rounded down = 3.
10.1 Anti-Tank Support Weapons
These are portable weapons used by Squads and Teams against vehicles and against foot units inside of structures and bunkers.
- Anti-Tank SWs fired at vehicles require using their to hit rolls. Then an attack roll is taken on the Vehicle Combat Table (VCT) if a hit is achieved. The Anti-Tank (red) of the weapon is used against an armored vehicle or the FP (black) is used if it is a soft vehicle (Truck). The Squad's FP is not added to the attack on a vehicle.
- If the weapons have a black FP, they can be fired at foot units in structures and bunkers, in which case their FP value is added to the Squad's FP and no to hit roll is required. If the attack is outside of the Squad's range, then only the FP value of the weapon is used in the attack.
- May not fire from inside bunkers and structures if the weapon has Blowback, signified by a red triangle icon on the counter. The weapon's exhaust blast could cause serious injuries in enclosed spaces.
- Can only be used in a Melee when an enemy vehicle is involved. Firepower added to a side by the weapon in this case is its black FP value.
- These weapons may be single use or multi-use (11/10.0).
- Multi-use weapons may be subject to Ammo Out (9/8.4).
- Vehicles with countermeasures can possibly defeat an Anti-Tank SW attack (11/9.1.4).
Sample RPG-7 data card: Support Weapon; Firepower 3, Range 7; Blowback (no use in structures/bunkers); FP vs targets in structures/bunkers; Melee use against vehicles only (+3 FP); Ammo Out - Doubles. Weapon gauge: Range 0-1 / 2-3 / 4-5 / 6-7; To Hit 7 / 8 / 9 / 10; Anti-Tank 8 / 8 / 8 / 8.
Anti-Tank SW attack example. An Insurgent Squad attacks a US Humvee using a RPG-7 support weapon. First the Insurgents must roll 2D6 to check if the weapon hits the target. Checking the RPG-7 data card, a roll of 8 or higher is required at a range of 2 hexes. In this example, the roll is double 5's, for a 10. So the Humvee is hit. The Anti-Tank value of 8 is used against the armored Humvee's flank Defense of 2. The attack is carried out 8 Anti-Tank - 2 Def = +6 Attack Value column on the VCT. The Squad's black FP is not added to the attack. Also, after the attack has been carried out, the RPG-7 suffers Ammo Out because of the rolled doubles, so the RPG-7 counter is removed from the game.
10.2 Demo Charges
Demo charges are heavy explosives. They are single use and the counter is removed after use.
- Demo charges have a range of 1 and may only be used against targets in adjacent hexes. They may not be used in your own hex and cannot be used in Melee. Squads and Teams using a Demo are marked as Fired.
- Demo charges are special in that they attack all units separately in the target hex equally as it is an area effect weapon, attached Leaders undergo Leader Casualty effects. For example, a Squad tosses a Demo into the hex with 2 enemy units. Each unit in target hex undergoes a separate attack using 10 as the FP. Defenders use terrain modifiers.
- Demo charges always attack with an unmodified Firepower of 10 and the squad's FP is not used in the attack. If used by Shaken/suppressed units, the FP remains at 10 but a -1 DRM is used in the attack rolls.
- Normal modifiers are applied to the attack roll when using a Demo, such as moving fire and attached Leaders.
- A Demo tossed into a hex containing Wire, Roadblock or Mines/IEDs immediately clears the obstruction.
- Check for structure/bunker collapse when using a Demo with a +1 DRM to the collapse roll (16/13.4-10)(19/14.10).
- Demo charges can be used against vehicles in an adjacent hex at half FP (round down fractions). The vehicle is hit automatically but the Squad's FP is not added to the attack. The attack is resolved on the Vehicle Combat Table (VCT).
For example, a US Rifle Squad tosses a Demo charge on a passing Russian T 80U tank. The hit is automatic but the Firepower of the Demo is halved to a 5. Attack is through flank arc, so the attack roll is made against the tank's flank Defense of 11. 5 Anti-Tank - 11 Def = -5 (or less) Attack Value column of the VCT.
10.3 Improvised Explosive Device (IED)
IEDs are setups of explosives comprised of artillery shells, bombs and any available explosives rigged in a way to cause casualties. These are single use weapons and the strength of the IED varies.
- IEDs can be setup with initial forces or can come on board randomly in the form of a revealed Contact marker (40/32.1).
- If setup, they are initially hidden and location is recorded by owning player, much like mines.
- IEDs are revealed and detonated at owning player's discretion when an enemy unit enters the IEDs hex or an adjacent hex. Note that the detonation is not set off automatically and the owning player may wait for a better target.
- Owning player may call to halt an enemy unit's move and carry out the IED attack immediately. It costs an Impulse Point to the owning player to detonate.
- When detonated, the owning player rolls 1D6 to determine strength of the IED. 1-2 is small with a Firepower of 4. 3-5 is normal with a Firepower of 6. 6 is large with a Firepower of 8.
- The Firepower of the attack in the IED hex is full, while that of the 6 surrounding hexes is halved.
- All units in each hex undergo separate attacks factoring in any terrain.
- Attached Leaders will undergo Leader Casualty effects (30/26.2).
- IEDs can cause structure/bunker collapse (19/14.10), so collapse rolls are made in the IED hex as well as the 6 surrounding hexes, unless it is a small IED in which case only the IED hex will cause collapse.
- IEDs use the same Firepower against both foot units and vehicles. Foot units are attacked on the Infantry Combat Table (ICT) and vehicles are attacked using their flank Defense on the Vehicle Combat Table (VCT).
- IEDs can be placed in any terrain.
- Hidden IEDs are revealed by the owning player when an Engineer unit moves adjacent to them (5/6.1-1). This does not trigger a detonation.
- Contacts revealed as IEDs do not detonate when an Engineer is adjacent to or in its hex.
- IEDs can be dismantled by Engineers (5/6.1-2).
For example, an IED is detonated in hex R9 and also in the adjacent hex S9. Insurgent player rolls 1D6 and gets a 5, so the Firepower of the blast in R9 is 6 and in S9 it is 3. So an attack roll is made against the Rifle Squad. 6 FP - 4 Def = +2 Attack Value column of the ICT. A separate attack roll is made against the LAV III's flank armor. 3 Anti-Tank - 5 Def = -2 Attack Value column of the VCT.
11.0 Data Cards
Data cards for units and weapons in the game are used as a reference tool by players and list all characteristics for the unit. A data card shows: unit graphic, unit name, main armament, counter stats, unit type, movement type, target type, additional characteristics, carrying capacity of vehicle, and a weapon gauge.
- The card describes the unit or weapon. A vehicle/foot data card also indicates whether it is a hard or soft target and shows what type of movement the unit uses (foot/wheeled/tracked/Helicopter).
- Provides relevant unit stats such as Firepower, Anti-Tank, Range, Defense and Movement Points.
- Vehicle and weapon cards have tables known as weapon gauges along the bottom of the card which provide to hit numbers and Anti-Tank attack values for the vehicle/weapon at various ranges. Range is the number of hexes from the unit to the target, not counting the attacking unit's hex.
- Vehicle data cards list as capacity, the number of Squads or Weapon Teams, Single Person Counters and Support Weapons that the vehicle can transport.
- Passengers on vehicles are shown as either exposed or protected.
- Collateral damage (25/23.2) is noted for passengers by showing which Attack Value column is used on the Infantry Combat Table (ICT) when the vehicle is destroyed (X) or hit.
- Other options and characteristics of the unit are listed.
12.0 The Battlefield
12.1 Line of Sight (LOS)
LOS is drawn as an imaginary line from center hexdot to center hexdot on the mapboard.
- In order to attack a unit in a hex, or spot a hex for an Airstrike, OBA, or mortar attack, your unit must have LOS to that hex.
- Aids such as strings or rubber bands may be used to check LOS.
- There is no restriction on the timing or number of LOS checks players may perform.
- LOS is always reciprocal, so if unit A has LOS to unit B, then B also has LOS to A.
- Terrain and battlefield markers will block, degrade or have no effect on LOS. Those which block or degrade LOS have a tangible height which also affects LOS from higher levels (exception - hedges and low walls).
- This tangible height is approximately 1 level, but still lower than a hill. In other words, a unit on a level 1 hill can see over ground level terrain.
- LOS effects are noted on the Terrain Effects Chart (TEC).
- Unit counters on the board do not affect LOS or fire through their hexes except vehicle Wrecks, which degrade LOS. A 50m space is large and one can assume, though fire is going through the hex, units are not spraying fire through their own troops when attacking units down range.
- Melees (32/28.0) do not affect LOS or fire through the hexes.
- The hex terrain, including hexside terrain, of the firing unit and target unit does not affect LOS. For example, a Rifle Squad in rough terrain attacks an enemy unit in mixed woods terrain. LOS is not affected by the rough or mixed woods. Rather the mixed woods terrain simply adds +2 to Defense of the target unit in the hex.
12.2 Blocked LOS
- If LOS to a target is blocked by terrain, then the attack cannot proceed.
- A target cannot be spotted for the group through blocking terrain.
- In structure (18/14.6-4) hexes, only the structures themselves block LOS. If LOS passes through a structure hex without hitting the structure itself, it is then treated as degraded.
- In hill (18/14.5-4) hexes, only the hill itself blocks LOS. If LOS passes through the hex without hitting the hill, it is considered degraded.
12.3 Degraded LOS
- Some terrain and battlefield markers hinder attacks by degrading LOS.
- LOS may be traced through 2 hexes of degrading terrain. When tracing through 3 or more, the LOS is considered blocked.
- A -1 to Firepower for each degraded hex the attack passes through, up to a maximum of -2 FP.
- A -1 DRM is applied to the to hit dice roll for each degraded hex the attack passes through, up to a maximum -2.
- In a fire group, if both attacking units trace LOS through the same degrading hex, the -1 FP is only applied once to the group. If a group comprises 2 adjacent units with different LOS to the target, a max of 2 degradations is still allowed and applied to the group. In short, the Firepower of the group is added together and then the degrading terrain subtracts FP from the total as long as there is only 2 hexes overall of degrading terrain between the units of the fire group and the target.
Example: These 2 Rifle Squads of a fire group trace their LOS through the same 2 hexes of degrading terrain (marijuana fields) and attack the Insurgent Squad. The -1 FP for each degrading hex is only applied once for the group, so the Attacker FP is 10 FP (Rifle + Rifle) - 2 FP (degrading x2) = 8 Attacker FP. Overall for the group there is still only 2 hexes of degrading terrain.
12.4 Levels
There are 4 height levels in the game. Levels 0, 1, 2 and -1. Each is roughly 3-4 meters in height, or 1 story.
- Level 0 is ground level or baseline.
- A level 1 hex is higher than level 0 and is marked with a blue triangle and center dot.
- A level 2 hex is higher than level 1 and is marked with a red triangle and center dot.
- A -1 level hex is lower than level 0 and is marked with a gray, inverted triangle and center dot.
- A unit on a hill may only fire at lower levels if it is on a crest hex. A crest hex is on the outer edge of a hill level and is the higher hex of adjacent hexes of different levels.
- If a unit is back 1 hex or more from a crest, then it is considered on a plateau and may only fire at units at the same or higher elevations.
- The reverse is also true, as an attacker from a lower level may only target units on a crest hex of a hill, but not those on a higher plateau. For example, the Rifle Squad in hex I3 is on a plateau and can only trace its LOS at the same level or higher. In order to trace LOS into lower level hexes, it would have to move to one of the crest hexes along the edge of the hill.
- LOS from all higher elevations (hills, multi-story structures and flying Helicopters) is traced over all lower level (ground level) terrain except for the 1 hex directly behind a hex with tangible height. A blind spot is created here. If the terrain type blocks LOS, the LOS to the blind spot is blocked. If the terrain is degrading, the LOS to the blind spot is degraded.
- A slope is created when hill hexes of different levels, or multi-level structures and ground level structures are adjacent to each other, in which case LOS is traced directly up or down the slope and there is no blind spot hex created. Slopes are not created by other terrain types. (Example: the 2 story structure creates a slope next to the ground level 1 story structure. Therefore hex L9 is not a blind spot, and the Rifle squad can attack the Recruits.)
- Hedges and low walls do not degrade LOS between different levels but the defensive bonus still applies to adjacent units.
- Smoke (16/13.8) is considered multi-level and cannot be seen over by units on higher elevations.
- A gully is a deep depression in the ground at a -1 level. It can be thought of as an inverted hill. Only units on a higher level on the edge of a gully can trace LOS into the interior hexes of a gully.
Illustration of units at higher elevations attacking targets on lower levels. The HMG Team and Sniper are on crest hexes of a level 1 hill (Y12, Y13) and can therefore fire on lower level units. (1) The reduced Rifle Squad in AA13 is on a plateau and can only see units on its level and above. The structures in hexes W13 and V14 have tangible height and create blind spots of 1 hex behind them. So units in these blind spots cannot be attacked by the higher units. If the LOS traces through the hex without hitting the structure itself, then it is only degraded. (2) The HMG cannot attack the Fighters in V13 (blind spot) but it can see and attack the Recruits in U14. It also has an unimpeded shot at the Bomber in V10. (3) The Sniper can attack the Fighters at S11 but the fire is affected by the degrading terrain in T11 (-1 FP) as it has tangible height. (4) The Apache Helicopter is at altitude and can see and attack units below. The Apache cannot attack the Recruits in the blind spot because its LOS is blocked.
13.0 Battlefield Markers
These brown counters represent changes to the battlefield as a result of construction or damage. The effects of the marker applies to all eligible units in the hex. For example, 2 rifle Squads are in a hex with a trench counter, both Squads receive the +2 Defense modifier.
A maximum of 1 battlefield marker (brown counter) is allowed per hex, excluding smoke and wrecks, so multiple covers are not allowed in a single hex for example, nor could one roll for cover when already in a bunker.
Hex (and hexside) terrain and battlefield marker Defense bonuses are cumulative. For example, a unit with cover (+1) in mixed woods (+2) adds a total of +3 to its Defense.
COT is an abbreviation for 'Cost of Terrain'. This is the cost in movement points to enter the terrain in a hex. These are movement costs besides the movement costs associated with the battlefield marker.
Battlefield markers will note the Defense modifier in the corner of the counter, or a 5 FP in the case of a mines counter.
13.1 Cover
All ground units, including vehicles, may attempt to improve their defensive position.
- Cover attempts can be made in all terrain including structures, but cannot be made in any water hexes such as oceans, rivers, canals or irrigation ditches.
- Cover attempts cannot be made in hexes already containing a battlefield marker, such as a bunker, foxholes, trench, wire, and roadblocks (exception Smoke 16/13.8). Basically not on top of other brown counters.
- Cover attempts cannot be made by hidden units.
- Owning player spends an Impulse Point and rolls 1D6. A 5 or 6 is successful and a cover counter is placed in the hex. May be rolled for multiple times by the same unit in a turn as there is no limit on attempts.
- +1 Defense to all units in a hex with cover.
- The cover remains as long as the owning player has a unit in the hex. A cover counter is removed immediately once all friendly units leave the hex, or are destroyed.
- No LOS effects.
13.2 Foxholes and Trenches
Foxholes and trenches are fortifications that are provided to a side in a scenario and listed in the setup instructions.
- Foxholes and trenches cannot be dug in the course of the scenario.
- Foot units in the hex automatically occupy the foxholes and trenches, they do not have to pay movement costs to enter them.
- +1 Defense to all foot units in foxholes.
- +2 Defense to all foot units in a trench.
- Vehicles get no Defense bonus for being in a hex with foxholes or trenches.
- These battlefield markers remain in place on the map for the entire scenario and can be occupied by either side.
- May not be placed in any water or structure hexes.
- No LOS effects.
13.3 Mines
Mines are provided to a side in a scenario and are hidden at game start.
- Owning player secretly records the position of the mines during the initial setup of their own forces at the beginning of the game.
- Mines are revealed, and the mines counter placed, when the hex is entered by an enemy ground unit. This immediately triggers an attack unless the unit is an Engineer (5/6.1-1).
- Mines are revealed if an Engineer moves adjacent to or into the hex (5/6.1-1). The attack is not triggered by Engineers.
- Engineers can dismantle mines (5/6.1-2).
- The owning player may move through his own mines without revealing them or triggering an attack.
- Revealed mines remain on the battlefield, attacking any enemy unit that enters their hex (exception, Engineers) until they are removed.
- Mines attack enemy foot units on the Infantry Combat Table (ICT) with 5 Firepower. If a group, each enemy unit undergoes a separate attack.
- Attached Leaders will undergo Leader Casualty effects (30/26.2).
- Mines attack enemy vehicles on the Vehicle Combat Table (VCT). The hit is automatic and an Anti-Tank value of 5 is used against the vehicle's flank Defense. Passengers undergo Collateral Damage effects (25/23.2).
- Mines cannot be placed in any water or structure hexes.
- No LOS effects.
13.4 Bunkers
Bunkers are fortifications that are provided to a side in a scenario and listed in the setup instructions.
- Normal stacking rules (21/18.0) apply for hexes with bunkers, meaning a maximum of 2 units in the hex whether occupying the bunker or not.
- Place the bunker counter on top of the units occupying them.
- It costs 1 additional Movement Point (MP) for a unit to enter or exit bunkers. Units also pay the cost to enter the terrain of the hex itself.
- Vehicles may not enter bunkers but can enter the hexes.
- Bunkers may not be placed in any water or structure hexes.
- Units in bunkers receive +3 Defense (plus any terrain modifiers).
- Bunkers may be occupied by either side.
- Units may fire out of a bunker in a 360 degree arc. Note that often bunkers are aligned heavily in one direction, but this rule streamlines their use in game.
- Bunkers may be destroyed by a unit controlling the hex the bunker is in. It costs an Impulse Point and counts as a firing action by the unit.
- Bunkers can be destroyed by attacks which involve a collapse roll (OBA, demo charges and Airstrikes). After attacks on units in the hex, a 1D6 collapse roll is made. If a 5 or 6 is rolled the bunker is destroyed and removed from play.
- Vehicles and heavy weapons with 'collapse' listed on their data cards can destroy bunkers. They must first roll to hit the bunker and if a hit is achieved, then the 1D6 roll of 5 or 6 is needed to destroy it.
- Weapon Teams lose their weapon if the bunker they're occupying is destroyed. The Weapon Team counter is flipped to its Team side.
- Weapon Teams with covered arcs still pay a penalty for changing their arc inside a bunker.
- Melee is triggered when an enemy unit assault moves into the hex with a bunker. A breach roll (26/24.1) must be made if units are in the bunker. A failed breach and the assaulting unit remains in its starting hex. After Melee, any remaining units in the hex are considered outside of the bunker in the hex terrain itself.
- No LOS effects.
13.5 Wire
Wire fortifications are provided to a side in a scenario and listed in the setup instructions.
- Units in a wire hex receive -1 Defense.
- It costs 1 MP+Cost of Terrain (COT) for foot, 4 MP+COT (Bog Roll) for wheeled, 3 MP+COT (Bog Roll) for tracked.
- Regardless of cost, all units must stop movement once the wire hex is entered.
- Wire is removed immediately by vehicles moving into the hex, unless the vehicle bogs down. If subsequently the vehicle unbogs itself, the wire is then removed.
- Wire can be dismantled by Engineers (5/6.1-2).
- Wire is destroyed and removed automatically by demo charges, IED detonations, Airstrikes and OBA hitting the hex.
- Wire does not affect LOS through its hex.
- Wire cannot be setup in structure hexes.
13.6 Roadblocks
Roadblocks are fortifications that are provided to a side in a scenario and listed in the setup instructions.
- Vehicles may not enter a hex with a roadblock.
- It costs 1 MP+COT for foot units to enter.
- Foot units in a roadblock hex receive +1 Defense.
- Roadblocks can be dismantled by Engineers (5/6.1-2).
- Roadblocks are destroyed and removed automatically by demo charges, IED detonations, Airstrikes and OBA hitting the hex.
- Roadblocks degrade LOS and have tangible height.
- Must be setup in road, road/structure hexes.
13.7 Rubble
Rules for rubble apply to both the battlefield markers and the rubble terrain on a mapboard.
- Rubble counters are placed when a structure collapses on the battlefield (19/14.10-7).
- Rubble can also be the terrain in a hex on certain maps as well. This is denoted on the map by a black center dot with a ring around it.
- It costs 2 MP for foot, 4 MP (Bog Roll) for wheeled, 3 MP (Bog Roll) for tracked.
- Rubble degrades LOS and has tangible height.
- Units in rubble receive +3 Defense.
13.8 Smoke
Smoke battlefield markers are placed by a side during play.
- Smoke degrades LOS through its hex. Smoke rises through multiple levels so LOS cannot be traced over it from higher elevations or Helicopters.
- A unit in a smoke hex has +1 Defense and -1 to its Firepower when firing out of it.
- Smoke can be placed by foot units (5/6.0-4), Mortar Teams (9/8.2-17), grenade launchers (Teams or on vehicles) and OBA (42/34.0-5).
- When smoke rounds are placed by OBA, place a smoke counter in the strike hex, and smoke 2 counters in the 6 surrounding hexes. Smoke placed by OBA is subject to artillery drift (42/34.3).
- Smoke counters can be placed by foot units (if available) in their own or adjacent hexes (5/6.0-4). It covers 1 hex only and is a firing action.
- Smoke counters placed by firing a grenade launcher are accurate and must be within range and LOS of the weapon. It covers 1 hex only and is a firing action.
- Mortar Teams firing smoke must roll for accuracy first and are subject to drift (8/8.2). The smoke covers 1 hex only and is a firing action by the Mortar Team.
- Smoke lasts for 2 turns. In the Smoke Counter Phase (3/2.1), all smoke counters are flipped to their smoke 2 side and all smoke 2 counters are removed.
- Smoke is not cumulative, so multiple smokes in a hex does not increase modifiers. However new smoke in a hex will refresh a smoke 2 counter to a smoke counter.
13.9 Wrecks
- Vehicle Wrecks degrade LOS and have tangible height.
- Although Wrecks may be smoking or on fire, they do not add Smoke to the hex.
- There is no additional cost for moving into a hex with a wreck.
- Units in a hex with a Wreck receive +1 Defense. Multiple Wrecks in a hex is still only +1 Defense.
- Wrecks stay on the map for the duration of the game.
- Wrecks do not count against stacking limits for the hex.
14.0 Terrain
This section covers some common terrain types and characteristics. Specific types of terrain in a theater will be listed in the playbook for that specific game.
- Terrain encompasses the entire hex, including the hexsides.
- Terrain like hedges and low walls is known as hexside terrain and runs along the hexsides only (17/14.4).
- All units in a hex use the terrain as a modifier to their Defense value when attacked.
- Vehicle units must check for bogging down in some types of terrain (24/22.5). If a Bog Roll is required, a red 'B' is listed with the movement cost on the player aid Terrain Effect Chart (TEC).
- If terrain cannot be entered by a unit type, movement cost is listed as 'X'.
- LOS can pass through terrain, be blocked by it, or be degraded.
- LOS can only be degraded twice. A third hex of degrading terrain effectively blocks LOS.
- LOS that can be traced through a structure or hill hex without hitting the structure or hill graphic itself is degraded.
- If LOS is traced down a hexside with 2 different terrain types, the LOS of blocking terrain takes priority, then degrading terrain. The heavier terrain takes precedence. For example, LOS is traced down a hex spline with crops on one side and grape fields on the other. Grape fields terrain is used and therefore LOS is blocked. If it was crops on one side and open on the other, the LOS would be degraded by the crops.
Terrain example: hex J10 is LOS blocking terrain, while J9 and K9 are LOS degrading terrain. The rest of the hexes do not affect LOS. As heavier terrain takes priority, LOS along the hexlines at #1 and #2 would be blocked. LOS along hexlines #3 and #4 would be degraded. Note that all 6 hexsides of J10 are considered grape fields terrain.
14.1 Open
- Open ground with no prominent features.
- Costs 1 Movement Point (MP) for all unit types.
- No Defense modifiers or LOS effects.
14.2 Roads
- Prepared surfaces, whether dirt or paved, which ease the movement of vehicles. However only paved roads offer bonus movement for vehicles.
- Costs 1 MP for all vehicles (1/2 MP if paved), 1 MP for foot. If the hex is entered via another contiguous road hex. If entering from non-road hex, pay COT entered.
- No Defense modifiers or LOS effects.
14.3 Roads in Other Terrain
Often a hex will have a road in other terrain.
- When a road is in a hex with other terrain such as mixed woods or rubble, the road is used for movement costs and the other terrain type in the hex is used for Defense. For example, a vehicle is in a hex with woods and paved road. Movement along the paved road would be 1/2 MP for the vehicle and a +2 would be added to its Defense for the mixed woods.
- LOS into and out of this type of hex is traced to and from the center hexdot.
14.4 Hexside Terrain
- Terrain which only encompasses the hex line. It is traced from corner point to corner point.
- Can degrade or block LOS if the LOS crosses it. In the case of low walls, it degrades LOS.
- A unit which moves through a hexside with hexside terrain must pay the cost to cross the hexside and also the COT of the hex it enters.
- Often a Bog Roll is required when crossing hexside terrain (19/19.3). Only roll once for bog even if the hex terrain entered also requires a Bog Roll. If a vehicle fails the Bog Roll, it is bogged down in the hex moved into, after crossing the hexside terrain. A low wall hexside is used here to illustrate; so costs are 1 MP+COT for foot, 2 MP+COT (Bog Roll) for tracked vehicles, and 3 MP + COT (Bog Roll) for wheeled vehicles. For example, a tracked tank crosses a low wall into a crops hex. It pays 2 MP to cross the low wall and 2 MP for the crops, so 4 MPs in total. It also must take a Bog Roll.
- Defense for units adjacent to hexside terrain is applied only if the attack is traced through it.
- No Defense modifier for hexside terrain if unit is attacked by Airstrikes, OBA and mortars.
- The Defense modifier is added to any Defense modifier of the hex itself. For example, if the defending unit is in a crops hex with a low wall, the unit receives a +1 for the crops and a +2 for the low wall for a total of +3.
- If LOS is traced through 2 different hexsides with hexside terrain of the same hex, it is degraded twice.
- When units are on both sides of the same hexside terrain, both units will receive its Defense modifier when attacking each other.
- When hexside terrain is alongside the firing unit, or the target unit, it is not considered degrading LOS but rather a part of the hex itself. So a -1 FP for degrading terrain is not used by firing unit if hexside terrain is adjacent to it or the target.
- Firing through the length of hexside terrain (hex spline), LOS is degraded once and the Defense modifier is applied once if units are adjacent.
Example of a Rifle Squad in crops with low walls on some hexsides: (1) No Defense modifier applied for low walls if attack comes from this direction, only +1 Defense added for the crops terrain. Total Defense of the Squad in this case is 4 (Rifle) + 1 (Crops) = 5 Def. (2) An attack from this direction and the wall Defense modifier of +2 is added, as well as the +1 for the crops terrain. Total Defense of the Squad in this case is 4 (Rifle) + 1 (Crops) + 2 (Wall) = 7 Def.
Low walls run along hexsides in this example. (1) The Russian Rifle attacks the Sniper in hex L12. LOS is not degraded by the wall as the Sniper is adjacent, so the wall is used as a Defense modifier of +2 for the Sniper. (2) The Russian Rifle attacks the Ukranian Rifle in hex M13. As neither unit is adjacent, the LOS is considered degraded by the low wall and a -1 Firepower modifier is applied to the Russian attack.
14.5 Hills and Gullies
- Hills and gullies are marked with colored level triangles and center dots. Level 1 hill triangles are blue and level 2 is red. Their edges and contours are defined by contrasting lines.
- Moving up or down a level, costs 1 MP+COT per level for all units (exception is when moving into a multi-level building, only the cost of moving into a structure is used). A move of 2 levels in one hex would be doubled.
- Hills blocks LOS between units at the same or lower levels.
- If LOS is traced through a hex with a hill, without hitting the hill itself, LOS is degraded.
- Units on level 1 hills can trace LOS over all ground level terrain apart from a 1 hex blind spot directly behind terrain or battlefield markers with tangible height. If the ground level terrain is blocking then the LOS into the blind hex is blocked, if it is degrading then the LOS into the blind hex is degraded. Note that units on level 1 hills cannot trace LOS over other level 1 hills.
- Units on higher level hills (level 2 and above) and higher level structures (Level 2 and above) can trace LOS over level 1 hills and ground level terrain apart from a 1 hex blind spot directly behind it.
- Units must be on a crest of a hill to see lower levels (14/12.4-8).
- Hedges and low walls do not affect LOS from higher levels.
- Gullies are depressions in the ground which can be thought of as inverted hills. Units have to be on the edges to trace LOS out of them.
- LOS of higher levels is not effected by gullies.
- A slope is created when hill hexes of different levels, or multi-level structures and ground level structures are adjacent to each other, in which case LOS is traced directly up or down the slope and there is no blind spot hex created. Slopes are not created by other terrain types.
Examples: A US Rifle Squad attacks an Insurgent Squad. LOS is traced through hill hex M4 but it doesn't intersect the hill itself, therefore the LOS for the attack is degraded. Rifle Squads on crests of a level 1 hill trace LOS to ground level. Red X shows blocked LOS in 1 blind hex behind ground level 1 story structure. Yellow X shows degraded LOS in blind hex behind ground level rubble. Blue checks show hexes where LOS is not affected.
14.6 Structures
- Structures represent buildings of tangible height.
- Foot units entering a hex with a structure automatically enter the structure and occupy all levels of the building. Exception: Road and Structure hex (19/14.7). It costs 2 MPs for to enter a hex with a structure.
- Vehicles may not enter a hex with a structure. Exception: Road and Structure hex (19/14.7).
- LOS is blocked in the hex only by the structure itself, the rest of the hex degrades LOS.
- +2 Defense for units in a structure.
- A breach roll is required when assault moving into an enemy occupied structure (26/24.1).
Example: Rifle Squads in a 2-storey ruins. It is considered as occupying both levels of the structure and traces LOS into and out of the hex from the top level.
Examples of combat in dense mixed terrain. (1) Russian T 90M (on the road in A10) attacks the Polish Rosomak IFV (on the road in D10) by tracing LOS down the road. The LOS is degraded twice as both B10 and C10 is degrading terrain (road/structure). The to hit roll would suffer a -2 DRM and if a hit is successful, a -2 DRM is applied to the attack roll. (2) If the Polish Rifle Squad moves into the structure of hex G10. It spends 2 MPs and gains a +2 to its Defense. The Russian HMG team traces LOS to the center dot of the hex and attacks the Rifle Squad. (3) If the Polish Rifle Squad moves into the road of hex G10. It spends 1 MP and gains nothing to its Defense. The Russian HMG team traces LOS to any point of the road graphic in the hex and attacks the Rifle Squad.
14.7 Road and Structure Hex
- Where road and structure terrain are in the same hex, the player must declare to opponent, when entering the hex, whether the unit is moving on the road or moving into the structure.
- If unit ends its movement on the road, place the 'On Road' marker on it.
- If on the road, pay road movement costs and use 0 Defense.
- If in the structure, pay 2 MP movement costs and use the structure's +2 Defense value.
- Vehicles may only use the road in these hexes.
- LOS into and out of the hex for units in the structure use the hex center dot. LOS into and out of the hex for units on the road, can trace it to and from any point on the road graphic itself.
14.8 Multi-level and Multi-hex Structures
- Multi-level structures are marked with colored triangles and matching color center dots.
- Units in a multi-level structure occupy all levels simultaneously.
- Units entering a multi-level structure hex do not pay movement costs associated with elevation changes.
- LOS is traced into and out of the highest level for all attacks.
- LOS inside multi-hex structures is limited to adjacent hexes only, and +2 Defense modifiers are applied.
- Breach rolls are required when an assault move is made into another hex inside a multi-hex structure (26/24.1).
Example: A 2-hex and a 3-hex multi-hex structure. The one comprised of hexes K8, J8 and J9 is also 2 storeys tall noted by the blue triangles and center dots creating a slope with the ground level structure in front of it.
14.9 Ruins
- Ruins are heavily damaged structures.
- Weapons with blowback and Mortar Teams can fire from ruin hexes as they are not as enclosed as other structures.
- Like other structures, only foot units can enter a ruins hex, unless it also contains a road.
- Ruins add a +2 Defense.
- Being unstable, these structures are more likely to collapse. Add a +1 DRM to any collapse rolls (19/14.10-3) on a ruins hex.
14.10 Structure Collapse
When a hex with a structure or bunker is attacked by OBA, Airstrikes, IED detonations and some heavy weapons, a 1D6 is rolled by the attacking player to check for collapse.
- Structures and bunkers collapse on a 1D6 roll of 5 or 6.
- Rocket OBA and demos add +1 to the collapse roll.
- Add +1 to the collapse roll on ruins.
- Weapons and vehicles that can collapse structures and bunkers, have 'collapse' noted on their data cards.
- Check for collapse after the initial attack on any units in a structure or bunker are resolved. Check for structure collapse even if there are no units in the hex.
- Empty structures can also be fired at in order to collapse them, counts as a firing action. A to hit roll must be made first, and if hit a 1D6 collapse roll is made.
- If a structure collapses, a rubble counter is placed in the hex. If the hex is a structure and road hex, the road no longer applies and the hex is just rubble now.
- All foot units in a collapsing structure undergo separate attacks using 2 FP against the unit's base Defense value. Add +1 to this FP if the collapsed structure is multi-level. The same FP is used against any vehicles caught in a road/structure hex with a collapsing structure.
- A collapsed bunker is destroyed and simply removed from the map.
- All foot units in a destroyed bunker undergo separate attacks using 1 FP against the unit's base Defense value.
- Attached Leaders undergo Leader Casualty Rolls (30/26.2) in collapsing structure/bunkers.
- Weapons of Weapon Teams are lost in a structure/bunker collapse and the counter is flipped to its Team side. The Team undergoes the attack of the collapsing structure/bunker.
Example: An OBA strike collapses a structure with a Rifle Squad inside. The Rifle Squad escapes the initial artillery attack with no damage, but then undergoes an attack of 2 FP against its base Defense of 4. An attack is carried out on the -2 Attack Value column of the ICT. A rubble counter placed on structure. Result of this attack in this case was Shaken.
15.0 Morale
15.1 Morale Check (MC)
Scenarios in the game provide a Morale Check number for each side. It is a base morale level for all units on the side. This is the point at which a unit will crack under combat conditions.
- Any combat result of Shaken or Broken in the game, requires the defending units' player to roll 2D6 for a Morale Check.
- If the MC number or higher is rolled, the unit passes and the Shaken/Broken result is ignored.
- If the roll is less, the unit fails its MC and the Shaken/Broken marker is placed on the unit.
- The MC roll is always unmodified.
For example, a scenario lists the Canadian side as having a Morale Check of 7. Therefore when suffering a combat result of Shaken or Broken, the Canadian player must take an unmodified 2D6 roll and must roll 7 or higher to pass the Morale Check and disregard the Shaken/Broken result.
15.2 Unit Morale
Unit morale represents the present state of individual units in the game. It comprises the troops' mental and physical states and their corresponding levels of readiness.
Units in the game can be in 3 states of morale: Good Order, Shaken or Broken.
15.2.1 Good Order
- A good order unit is normal and has nothing affecting its performance. These unit counters have no markers on them.
15.2.2 Shaken
- A Shaken unit has a Shaken marker placed on it.
- A Shaken unit has both its Movement and Firepower halved (with fractions rounded down).
- A Shaken unit may not spot or assault move (26/24.0).
- Shaken units must retreat from a Melee hex if good order enemy remains, to any adjacent hex of the owning player's choice, not containing enemy units. If it cannot retreat, it is destroyed (33/28.3-2).
- If an already Shaken unit suffers another Shaken result, it becomes Broken.
15.2.3 Broken
- A Broken unit has a Broken marker placed on it.
- A Broken unit has been severely rattled and may not move or fire.
- A Broken unit also may not spot or assault move.
- A Broken unit in Melee does not return fire. If it survives, it must retreat to any adjacent hex, of the owning player's choice, not containing enemy units. If it cannot retreat, it is destroyed (33/28.3-2).
- If a unit is already Broken, further morale results do not affect the unit. It cannot become more Broken.
16.0 Rally
A player may attempt to rally his Shaken/Broken units during the turn by spending an Impulse Point for each attempt. There is no limit on the number of rally attempts for a single unit in a turn.
- Owning player rolls 2D6 in any rally attempt.
- To rally a Shaken unit, a 7 or higher must be rolled.
- To rally a Broken unit, a 9 or higher must be rolled.
- The dice roll can be modified by conditions listed below, and also on the player aid. These modifiers are cumulative when applied.
- If the rally attempt is successful, the Shaken/Broken marker is removed and the unit continues play as normal.
- A failed rally attempt on a Shaken unit and the Shaken marker remains. A failed attempt on a Broken unit and the marker is flipped to Shaken.
Rally modifiers (cumulative, per the Play Aid): In range of good order leader +1; Good order squad/reduced squad or vehicle in hex +1; Elite unit +1; Poor quality unit -1; Adjacent good order enemy squad/reduced squad or vehicle -1; Non-vehicle in open terrain and no cover -1. SOF Squads add +1 (max) to rally attempts (6.2).
16.1 Free Rally
At the beginning of each new turn, in the Free Rally Phase (3/2.1), both sides make a free rally attempt on each unit which is Shaken or Broken. The rally attempts are modified and carried out normally.
17.0 Unit Quality
Unit quality represents the abilities of troops in battle. Troops can be Elite, Regular or Poor Quality. Modifiers may be applied with quality of the unit, good or bad.
Unit quality may be noted on the scenario sheets or on a unit data cards, such as US Rangers being Elite.
If nothing is noted in setup instructions or unit data cards, then units in the scenario are Regular quality.
- Elite units represent soldiers with great cohesion. They are also better trained and equipped than most units.
- Elite units get a +1 DRM in any to hit and rally rolls.
- Elite units get a +1 DRM in any breach rolls.
- Elite units get a +1 DRM (max) in Melee.
- Regular units have nothing noted regarding their quality. They have good cohesiveness and have been trained and equipped up to standards. Regular units do not receive any modifiers for being regular quality.
- Poor quality units represent poorly organized units with little training and not the best of equipment.
- Poor quality units get a -1 DRM in any to hit and rally rolls.
- Poor quality units get a -1 DRM in any breach rolls.
- Poor quality units get a -1 DRM (max) in Melee.
18.0 Stacking Limits
Stacking Limits represent the ability of an area to hold only a certain amount of troops and vehicles of a side.
- A maximum of 2 unit counters (vehicles, Squads, reduced Squads, Weapon Teams and Teams), 2 Single Person Counters (SPCs) and any number of Support Weapons (SWs) are allowed in a single hex.
- Stacking limits in Melee (30/26.2-2) are still followed for each side, so a max of 2 units, 2 Leaders and 1 support weapon per Squad per side may be involved.
- A vehicle transporting another unit is counted as 1 unit for stacking purposes in a hex.
- The stacking limit is always enforced. Units may not move into or through a hex if this would exceed the stacking limit at any time.
- Helicopters never affect stacking limits in a hex (36/30.0-3).
- Snipers are not counted against stacking limits in a hex (7/7.5-2).
Example: Hex U10 has the maximum of 2 units (Rifle and a reduced Rifle) in the hex. Therefore the Rifle Squad in hex T9 cannot move into or through the hex as it would cause overstacking. However, as there are no SPCs in the hex, the Sergeant in hex U9 may move into or through the hex.
19.0 Hidden Units
Some scenarios allow hidden units at game start. Snipers, Mines, and IEDs always start scenarios as hidden unless noted as otherwise.
- Simply record the position of hidden unit on paper, but only place counters on board when unit is revealed.
- Hidden units may not improve their positions with cover, but any cover or bunker counters available at game start may also be hidden with the unit.
- Leaders and support weapons which are attached to a hidden unit, are also hidden by default.
- Hidden units are revealed when they fire or move.
- Hidden Leaders cannot perform any action, such as assisting in rally attempts, unless first revealing themselves.
- Hidden units are revealed and take fire from any OBA strikes which hit their hex.
- Hidden units are revealed when an enemy unit attempts to move into the hex occupied by the unit. The enemy unit's movement is halted, the hidden unit is placed and can choose to ambush this enemy as an Opp Fire (27/25.6).
- When a hidden unit fires, its initial attack is considered an ambush and all ambush modifiers noted on the play aid are applied. A +1 DRM is applied to any to hit rolls and attack rolls made by the ambushing unit.
- Once revealed, hidden units remain revealed for the rest of the game.
Example: The Insurgent Fighters unit was hidden at the scenario start. When a US Rifle Squad moves close, the insurgent player reveals their hidden Squad and makes an opportunity fire attack. This first attack is an ambush and a +1 DRM is applied to the attack roll.
20.0 Reform Units
At the beginning of each new turn, in the Reform Phase (3/2.1), 2 reduced Squads of the same type may be merged into a full Squad once again. There is no cost in Impulse Points for this.
- Reduced units must be in the same or adjacent hexes and must be good order. Note, the Free Rally Phase occurs before this phase.
- A good order Leader must be attached to one of the reduced units.
- The unit is reformed as a full Squad in the hex with the Leader.
- Teams cannot be merged to create a Weapon Team.
- Full Squads may not be fractured down to reduced Squads voluntarily.
For example, 2 reduced Rifle Squads are reformed into a full Squad in Sgt Hopper's hex.
21.0 Unit Actions
These represent high energy actions by units in a game which are limited in their use. These markers are placed on units when the action is performed. These actions cost the player 1 Impulse Point per unit using the action.
- Move (22/22.0), assault move (26/24.0), breach (26/24.1) and fire (27/25.4) are actions and units are limited to 2 actions per turn of which only 1 may be a move action (excluding assault move and breach).
- A unit can fire twice and forgo moving.
- After 2 of these actions, the unit is marked used. The reverse side of the Moved and Fired markers is Used, so simply flip these markers after a second action is performed.
- A unit is automatically used after an assault move or breach action, even if it is the unit's first action. This is also true if the breach is unsuccessful.
- Opportunity fire (27/25.6) is treated as a normal fire action.
- Suppressive fire (28/25.7) only is treated as 2 fire actions.
- Intensive fire (29/25.8) is a special action performed by a used unit.
- Rally and cover attempts are not limited actions. Any number of attempts by a unit on a turn is allowed. A used unit may still make these attempts with no penalty.
Allowable Actions (1/ = first action, 2/ = second action)
| First action | Second action |
|---|---|
| 1/ Unit moves - mark as Moved | 2/ Unit fires - flip to Used |
| 1/ Unit fires - mark as Fired | 2/ Unit moves - flip to Used |
| 1/ Unit fires - mark as Fired | 2/ Unit fires - flip to Used |
| 1/ Unit moves - mark as Moved | 2/ Unit assault moves/breaches - Unit is Used, mark with Melee/Breach |
| 1/ Unit fires - mark as Fired | 2/ Unit assault moves/breaches - Unit is Used, mark with Melee/Breach |
| 1/ Unit assault moves/breaches - Unit is Used, mark with Melee/Breach | (none) |
| 1/ Unit uses suppressive fire - counts as Fire x2, Unit is Used, mark with Supp Fire | (none) |
22.0 Movement
Each unit has a number of Movement Points (MPs) available for use known as a movement allowance. Each hex on the board costs a unit type a number of points to enter. See each game's specific Terrain Effects Chart for further details.
- Units may only perform one movement action per turn (excluding assault move and breach).
- Movement Point costs are listed for each type of terrain and differ depending on whether it is a foot, wheeled or tracked unit moving into the hex.
- Place a Moved marker on a unit that has moved.
- A unit may only move as far as its Movement Points will allow, but does not have to use all of them.
- An unmoved unit can always move at least 1 hex, regardless of Movement Points needed to enter the terrain, but may not move into prohibited terrain types. For example, a Mortar Team with MA of 3 MPs can expend all of its movement by moving 1 hex into a hex that would cost 4 MPs.
- Battlefield markers (15/13.0) such as wire and roadblock counters can also slow or prevent movement through a hex. Regardless of cost and MPs remaining, all units must stop movement once a wire hex is entered.
- Units may not move into or through an enemy occupied hex using normal movement. An exception is Helicopters (36/30.0-9) which can fly freely through enemy hexes, though they may not stop or hover in these hexes.
- Moving foot units that are attacked by opportunity fire or IEDs/Mines must end their movement in that hex if they become Shaken, Broken, immobilized or take casualties.
- Vehicles do not stop moving when its passengers are attacked, and the passengers continue riding regardless of the combat result on them (24/23.0-9).
Movement example: The Rifle Squad has a movement allowance of 4 Movement Points (MPs) and it uses foot movement. It spends 2 MPs moving into the mixed woods, then 1 MP moving into open terrain, and then another 1 MP moving into open terrain. The Rifle stops and a Moved marker is placed on it. The M2 Bradley has a movement allowance of 6 MPs and it uses tracked movement. It spends 1 MP moving into open terrain. It then moves through a low wall into crops terrain. For a tracked vehicle, it costs 2MP and a Bog Roll to cross the wall, plus whatever the cost of the terrain moved into, in this case crops which costs an additional 2 MPs. A total cost of 4 MPs is spent moving into hex J3. A 1D6 Bog Roll is made. A 1 is rolled, so the vehicle bogs down. It immediately ends its movement. A Bogged and a Moved marker is placed on the M2 Bradley.
22.1 Group Movement
Up to 2 good order foot units and 2 support weapons may move as a group, if they have an attached Leader.
- The controlling player must declare the group move and spends 2 Impulse Points. The units must start and remain in the same hex for the move.
- The group uses the Movement Points of the unit with the lowest movement allowance in the group. For example, in a group with a Rifle Squad (4 MPs) and a combat Engineer (3 MPs), the group will use 3 MPs as its total.
- A moving group may only be attacked once per hex moved with opportunity fire (28/25.6-7,8).
- If a unit in the group must stop because of an attack (22/22.0-7), the group must stop.
- Vehicles may not group move with other vehicles.
22.2 Rolling Cover
A single Squad or Weapon Team may group move with an armored vehicle, using it for cover. Helicopters and Trucks cannot use rolling cover.
- Rolling cover does not require an attached Leader, but one may move as part of the group.
- Participating units must be in good order.
- Controlling player declares rolling cover, places a marker on the group and spends 2 Impulse Points for the move.
- Squad and vehicle must start and remain in the same hex for the entire move, and may only move as far as the unit with the lowest movement allowance. For example, a Rifle Squad with a movement allowance of 4 uses rolling cover with a vehicle with a movement allowance of 6, this group can use a maximum of 4 MPs for movement.
- The group uses foot movement costs when moving, but both units must be able to enter the terrain and if a Bog Roll is required, the vehicle must still take it.
- Passengers unloading from a ground vehicle are considered in rolling cover status when in the hex with the vehicle. A marker may be placed unless the unloaded unit then moves away from the vehicle.
- Both units may still fire normally when using rolling cover, independently of one another, but may not group fire.
- The foot unit using rolling cover receives +1 to its Defense (noted on the counter) plus any terrain in the hex.
- If the vehicle is hit or destroyed by enemy fire, the foot unit must check for collateral damage (25/23.2). A miss has no effect.
- When using rolling cover, units may assault move as a group if there is an attached Leader/Armor Leader (26/24.0).
- Rolling cover remains in effect until removed by controlling player during an activation of either unit involved for movement.
- Rolling cover is removed at the end of the turn if either unit is destroyed or loses good order status.
22.3 Stealth Movement
Some foot units, such as Snipers and SOF Squads can use careful, stealthy movement and avoid opportunity fire. If available, this will be listed on the unit's data card.
- Player must declare when using stealth movement.
- The unit can use up to half of its Movement Allowance (round down fractions).
- Cannot be used when part of a group move unless both units have and use the ability.
- Unit cannot be attacked with Opportunity fire when using stealth movement.
- It is still marked as Moved.
22.4 Vehicle Movement and Facing
When moving vehicles (not including Helicopters), attention must be paid to the unit's facing.
- Vehicle facing is shown with the gray facing triangles on the vehicle counter, it is pointed at a flat hexside. That hex and the hex to the left and right of it are considered the vehicle's front arc. Attacks traced through the front arc attack the vehicle's front Defense. The other 3 hexes behind it are the vehicle's flank. The hexlines separating the front and flank arcs are part of the flank arc. Flank Defense is used for attacks traced through these hexes.
- When moving to a new hex, the facing may change freely to an adjacent hexside. Facing may only change 1 hexside for free per hex moved into.
- A vehicle uses forward movement by moving into 1 of the 3 hexes in its forward arc.
- A vehicle uses reverse movement by moving into 1 of the 3 hexes behind it.
- This costs 1 MP + COT per hex moved in reverse. The facing may also be changed freely by 1 hexside per hex moved in reverse.
- A vehicle may pivot or spin in a hex to change its facing to any hexside at a cost of 1 MP, irregardless of terrain in the hex. Spinning in a hex may be incorporated into the vehicle's movement path.
- If the vehicle is fired upon when moving to a new hex, the attack is resolved before the unit changes its facing.
- Spinning in a hex is still counted as moving and moving fire modifiers will apply.
22.5 Bogged Down
Vehicles might bog down in some terrain types. If a red 'B' is listed in the movement costs on the terrain effects chart (TEC), a Bog Roll must be made.
- The owning player rolls 1D6 when entering the hex. A wheeled vehicle bogs down on a roll of 1 or 2, and a tracked vehicle bogs down on a roll of 1.
- The vehicle ceases its movement in the hex moved into, before any change in the vehicle's facing if the Bog Roll is failed. A Bogged marker is placed on the vehicle.
- The vehicle may continue its movement if the Bog Roll is passed.
- The owning player may only attempt to free a bogged vehicle by rolling 1D6 during the Bog Roll Phase. Only 1 attempt per vehicle per turn and this does not cost an Impulse Point.
- On a roll of 3 - 6 the vehicle is freed. The Bogged marker is removed and the vehicle may move as normal.
- On a roll of 2 the vehicle remains bogged for the turn. Another attempt is possible in the next Bog Roll phase of the next turn.
- On a roll of 1 the vehicle is immobilized for the rest of the game. Place an Immobilized marker on the vehicle. An immobilized vehicle may not move.
- Bogged and Immobilized vehicles can fire their weapons normally.
- Bogged and Immobilized vehicles are easier to hit, apply a +1 DRM on any to hit rolls targeting them.
Vehicle movement example: This vehicle can travel in a forward direction and the cost in MPs to enter each hex is noted in the circles. The Humvee uses wheeled movement rates. As a wheeled vehicle, it also must check for bogging down in the farm terrain in the second hex entered. Note that the Humvee used its entire movement allowance of 7 MPs. Note that it changed facing freely twice in its movement path.
22.6 Enter and Exit Units
Units will often enter play instead of setting up on board. However units may only exit when allowed by the scenario (exception - Helicopter egress 38/30.4-2).
- Units enter the map as a move action. Movement cost is the COT of the hex entered.
- Units can enter as a single unit, as a group or as a vehicle with a passenger. Impulse Points are spent for the movement.
- At the end of the turn, all entering units that have not entered remain off board. They are available to bring on board on following turns but the owning player must spend the Impulse Points to enter them.
- To exit a unit from the map, move to map edge and remove the counter from the board. It costs 1 MP to exit the map.
- If used in scoring when playing a scenario, the value in points of units exiting the map is equal to their value in Enemy Casualty Points (2/1.6). For example, a full US Rifle Squad exiting the map is worth 2 Points.
23.0 Transport
Vehicles can transport Squads, Single Person Counters, Weapon Teams and Support Weapons unless the vehicle's data card specifies 'No Passengers'.
- Units being transported are placed on top of the vehicle counter. Units are under the vehicle counter if in the same hex when not in transport.
- A vehicle's unit data card lists as capacity, what passengers and weapons it can carry.
- Movement Points (MPs) used are separate for the passenger unit and the transporting vehicle. The foot unit (passenger) expends its MPs in the process of loading/unloading whereas the vehicle expends its MPs normally while transporting the unit.
- Whether additional movement is involved or not, loading and unloading are considered Move actions.
- Units being transported may not fire from the vehicle.
- Vehicles transporting units may not fire their armament. An exception is armored troop transports and armored personnel carriers (25/23.1-2,3) which may fire their weapons as they are designed for this.
- A vehicle transporting a unit is counted as 1 unit for stacking purposes (21/18.0).
- A vehicle may not move, load/unload, and then continue to move. It may only load/unload at the beginning or end of its move. In other words, the vehicle cannot load or drop off units along a movement path.
- If passengers are attacked, a vehicle that is moving, continues moving regardless of the result of the attack.
Transport example: US Rifle Squad spends 2 MPs to move to the MAT-V and then another 1 MP to load. It has used its move for the turn and is now a passenger. In a subsequent Impulse, the US player spends the MPs of the MAT-V and moves the vehicle with its passenger to a new hex.
23.0.1 Loading Onto a Vehicle
- It costs a foot unit 1 MP to load onto a vehicle. If the foot unit only has a Movement Allowance of 1 MP, then it must be waiting in the hex to load.
- The foot unit must be in the same hex as the transporting vehicle in order to load.
- A foot unit can spend MPs to get to the vehicle's hex and then load as long as it has the 1 MP available to load.
23.0.2 Unloading From a Vehicle
- It costs a foot unit 1 MP + COT to unload. Unless the unit has a Movement Allowance of only 1 MP in which case the unit uses all its MP to unload.
- Transported unit is unloaded in the same hex as the transporting vehicle.
- The foot unit is considered to be in rolling cover (22/22.2-5) by default when it unloads into the vehicle's hex.
- Once unloaded, the foot unit can continue to move if it has available MPs.
23.1 Transport Type
Passengers may be fully protected riding inside of an APC or Helicopter, partially protected riding in an armored transport, or exposed when riding in a Truck or on the outside of a vehicle.
- Armored troop transports are marked with a black diamond icon, or black half-diamond icon on their counter. Units transported in an armored troop transport receive +1 to their Defense when attacked. These vehicles may fire their armaments while transporting troops.
- Armored personnel carriers (APCs) are marked with a white diamond icon, or white half-diamond icon on their counter. Units transported in APCs may not be targeted at all and are only affected by collateral damage when the APC is hit by larger anti-vehicle ordnance (25/23.2). These vehicles may fire their armaments while transporting troops. Note that half-diamond icons simply represent smaller vehicles only able to transport a smaller number of troops.
- Units being transported on any vehicle other than an armored troop transport or APC are considered exposed when fired upon and apply a -1 to their Defense. For example, troops riding on the back deck of a tank.
- Units transported in Trucks are also exposed and apply a -1 to their Defense.
- Passengers in/on a vehicle can be targeted and attacked separately from the vehicle itself, an exception is troops in APCs and Helicopters.
- If the vehicle is targeted and hit in an attack, the unit moving with the vehicle must check for collateral damage (25/23.2).
- Units riding in Trucks always check for collateral damage when a Truck is attacked by small arms.
- If a vehicle with loaded passengers is attacked by an enemy assault move into the hex, the passenger's Firepower and Defense values are halved (round fractions down) and added to that side's forces in the Melee. The passenger unit is also a target in the Melee. At conclusion of Melee, the passenger unit will reload onto the vehicle as it was before at no cost.
23.2 Collateral Damage
Collateral damage occurs when troops moving with/on/in vehicles are affected by attacks on the vehicle. It also occurs with passengers in Helicopters. These attack rolls are unmodified and carried out on the Infantry Combat Table immediately after the attack on the vehicle or Helicopter.
- The Attack Value (AV) column of the Infantry Combat Table (ICT) used in a collateral damage attack is determined by the type of vehicle involved, and whether it was destroyed or just hit. The following table lists the columns.
- An unmodified 2D6 roll is made for the collateral damage attack on the passengers and the results applied immediately.
- After the collateral damage attack, the passengers remain with the vehicle and are considered to be in transport or rolling cover as before. In other words, if it was a passenger in transport it remains so, if it was moving using rolling cover, the rolling cover remains in place.
- If the vehicle is destroyed or abandoned, the passenger unit is placed in the hex with the Wreck.
Collateral Damage Roll
| Vehicle Type | Vehicle hit | Vehicle destroyed |
|---|---|---|
| Soft Vehicle (Truck) | passengers attacked on -2 AV column | passengers attacked on +3 AV column |
| Armored Vehicle (e.g. Leopard 2) | passengers attacked on -4 AV column | passengers attacked on -1 AV column |
| Armored Troop Transport (e.g. Humvee) | passengers attacked on -3 AV column | passengers attacked on +3 AV column |
| Armored Personnel Carrier (e.g. LAV III) | passengers attacked on -3 AV column | passengers attacked on +2 AV column |
| Helicopter (e.g. Blackhawk) | passengers attacked on -4 AV column | passengers destroyed |
Helicopter crash landing - passengers attacked on +5 AV column. Helicopter hard landing - passengers attacked on +1 AV column.
Collateral Damage example: Insurgents attack a Canadian LAV III with a RPG-7. The attack is successful and the LAV III is destroyed. A Rifle Squad was riding in the vehicle, it now undergoes a Collateral Damage roll. The vehicle is an APC and was destroyed, so an attack roll is made on the +2 Attack Value column of the ICT. The final result is a Casualty and Shaken. The Shaken reduced Squad is placed in hex with Wreck.
24.0 Assault Move
Unlike normal movement, an assault move enters an adjacent hex occupied by enemy units or an unoccupied objective hex.
- A unit must start adjacent to the assault hex.
- A unit must be in good order to make an assault move.
- Unit must be able to enter terrain of hex assault moving into.
- A unit may only perform 1 assault move per turn.
- As this is different from regular movement, a unit is allowed to move and assault move in the same turn.
- An assault move is an action and costs 1 Impulse Point per unit involved. If moving as part of a group move (23/22.1), 2 Impulse Points are spent.
- Note that unlike a normal group move, starting units of a group moving into the assault hex do not necessarily have to start in the same hex, but can also start in adjacent hexes.
- A Melee marker is placed on the assault hex when entered and Melee combat (32/28.2) takes place at the end of the turn in the Melee Phase (3/2.2). Design note: Melees are fought at the end of the turn to keep the result in doubt as other units play out the turn.
- A vehicle may join in the assault move of a single foot unit, so long as it is adjacent to or in the same hex as this other assaulting unit and there is an attached Leader/Armor Leader.
- Helicopters, Weapon Teams, Single Person Counters (exception - attached Leaders), Trucks, vehicles with no functioning armaments and vehicles transporting units may not assault move.
Assault move example: As there is an attached Leader, the US player assault moves the Rifle Squad with Sgt Hopper, as well as the MaxxPro vehicle as a group into the hex with the Insurgent Fanatics. 2 Impulse Points are spent by the US player. A Melee marker is placed on all units in hex N3.
24.1 Breach
A breach occurs when an assault move is into an enemy occupied structure hex, bunker or into an enemy occupied hex on the opposite side of a high wall. Before assault moving into the hex, a breach roll must be made by the assault moving player.
- A breach roll is made with 1D6 before the assault move into the hex.
- Some units with specialized training and equipment, such as Engineers (6/6.1-4) and SOF Squads (6/6.2-4) apply a +1 DRM for breach rolls. This is noted on their data cards as +1 Breach.
- Attached Leaders (6/7.1-4) apply a +1 DRM for breach rolls.
- On a roll of 1 (or less), the breach fails. The unit remains in place and is marked as Used (regardless if any actions are still available).
- A roll of 2 is a bad breach. The unit enters the hex and is marked with a Bad Breach marker. In the ensuing Melee combat the assaulting unit has -1 applied to their Defense and Firepower. Also any civilian casualty rolls in the hex apply a +1 DRM.
- A roll of 3 to 5 is normal. The unit enters the hex and is marked with a Breach marker. No modifiers are applied to the assaulting unit or civilians in the hex in the ensuing Melee combat.
- A roll of 6 (or more) is a good breach. The unit enters the hex and is marked with a Good Breach marker. In the ensuing Melee combat the assaulting unit has +1 applied to their Defense and Firepower. Any civilian casualty rolls apply a -1 DRM.
- A unit may only attempt 1 breach per turn as it is an assault move and therefore limited.
- A group may attempt a breach, but only 1 breach roll is made and the results are applied to all units involved.
- A breach roll is also required when entering occupied internal hexes of a multi-hex structure. This accounts for walls and obstructions present.
- A breach roll is not required when reinforcing an ongoing, Fixed Melee in a structure or bunker.
Breach example: A Canadian Rifle Squad attempts to assault move (26/24.0) into hex F15. As the enemy occupied hex is a structure, a breach roll (26/24.1-1) must be made. Canadian player rolls a 2 with a 1D6 which is a bad breach. The Canadian Squad moves into the hex and a Bad Breach marker is placed. Hex is now in a state of melee. In the ensuing Melee Phase, the Canadian Squad is handicapped by the bad breach. It suffers a -1 to both its Firepower and Def in the melee. Also as there are civilian hostages in the hex, when the Canadians roll for civilian casualties (40/31.3-2) on the +3 AV column of the ICT, a +1 DRM is applied to the roll.
25.0 Combat
25.1 Combat Formula
This basic combat formula used for all combat in Modern Tactics. The attacking or firing unit is referred to as the attacker, while the defending unit is referred to as the defender. All modifiers used in combat are cumulative.
Base Firepower value (FP or Anti-Tank) of Attacker + Applied Modifiers (cumulative) = Attacker Firepower. The attacker FP may never reduce below 1.
Firepower Modifiers: Adjacent target +1 FP; Degraded LOS -1 FP per hex (max -2); Melee combat +2 FP; Shaken attacker 1/2 FP; Suppressed attacker 1/2 FP.
Defense value (Def) of Defender + Applied Modifiers (cumulative) = Defender Defense.
Defense Modifiers: Terrain Def modifiers (+ or -); Battlefield markers (+ or -); Tangled Civilians -1 Def; Hostages +1 Def for Insurgents.
Attacker Firepower - Defender Defense = Attack Value
The result of this formula will give an Attack Value of the attack which is then used as a column on the combat tables.
2D6 are rolled for the attack. The number rolled is cross referenced on the Attack Value column and a combat result is given.
The attack roll may be modified by the following Die Roll Modifiers (DRMs):
Die Roll Modifiers: Moving Fire -1; Attached Leader +1; Height Advantage +1; Height Disadvantage -1; Ambush +1; Critical Hit +1; Intensive Fire -2; Shaken/Suppressed unit in Melee -1 (max); Elite, special units in Melee +1 (max).
25.2 Combat Tables
Tables on the player aid are used to resolve all combat in Modern Tactics.
- When attacking foot units (Squads, Weapon Teams and SPCs) the Infantry Combat Table (ICT) is used.
- When attacking vehicles (armored and unarmored) the Vehicle Combat Table (VCT) is used.
- When attacking Helicopters the Helicopter Combat Table (HCT) is used.
25.3 Combat Sequence
This simple example demonstrates the flow of a combat.
- US Rifle Squad attacks Insurgent Fighters Squad in hex DD10 which is Mixed Woods terrain. US Squad's base Firepower value of 5 attacks the Insurgents Defense value of 3 which is modified by the Mixed Woods for +2 Def. Apply the formula, 5 (Attacker Firepower) - 5 (Defender Def) = 0 Attack Value.
- As the target of the attack is a foot unit, the Infantry Combat Table (ICT) is used to resolve the combat. The 0 Attack Value column of the ICT is used.
- Now the attacker rolls 2D6 applies any DRMs and uses the row matching the result. The Attack Value column and Attack Roll row are cross-referenced and a result is given for the combat.
In this example, there were no DRMs applied and the attacker rolled a 2D6 total of 6. Cross-referencing gives the result of the combat as Shaken.
25.4 Firing
- When attacking, a player spends an Impulse Point (or 2 Impulse Points if using a fire group (29/25.9)) and declares what unit is firing at which target (exception Leaders), and if any additional support weapons will be used.
- To attack, the target must be within range of the attacking unit, and the attacking unit must have LOS to the target. Range is the number of hexes from the attacking unit's to the target, counted along the most direct path, not counting the attacker's hex, but counting the target's.
- Units involved in Melee hexes may not be selected for attack.
- When firing at stacked units or a vehicle transporting another unit, a single specific target unit must be designated by the attacker. But soldiers being transported inside of an APC or helicopter may not be chosen as a target (25/23.1-2).
- Attached Leaders must take a Leader Casualty roll (31/26.2) when the unit it is attached to suffers the effects of an attack. If a Leader is in a stack with more than 1 unit, it must take a Leader Casualty roll when any unit in the stack suffers a combat result.
- If alone in a hex, Leaders may be fired upon by all units as per normal rules.
- Only Snipers (7/7.5-3) can target a Leader stacked with other units.
- A unit can perform normal fire twice per turn (22/21.0-2).
- Place a Fired marker on a unit when firing once. Flip the marker to Used after firing a second time (22/21.0-4).
25.5 Moving Fire
- A moving fire modifier is a -1 DRM applied to all to hit and attack rolls made by a unit which has moved (is marked with a Moved marker) on an earlier Impulse.
- If moving first and then firing on a subsequent Impulse (when the unit has a Moved marker), the moving fire modifier is applied.
- If firing first and then moving on a subsequent Impulse (when the unit has a Fired marker), the moving fire modifier is not applied. Design note: the reason for not modifying the fire in point 3, is that the attack occurs with better firing positions and good targets. As opposed to point 2, where the unit is moving tactically (looking for cover and targets), even when it fires.
- Vehicles and weapons that are limited to firing in a covered arc (7/8.0-9, 10/9.0-7) which pivot or spin to change a covered arc apply the moving fire modifiers.
- Vehicles with fire control (11/9.1.3) do not apply the moving fire modifier.
25.6 Opportunity Fire (Opp Fire)
When your opponent is moving, you can ask for a halt and fire at the unit when it moves into a new hex. The targeted unit must be in LOS and range of your unit conducting the Opp Fire and your unit may not be Used.
- You spend an Impulse Point and carry out the attack as a normal firing action, the unit's movement is paused. After attacking, the firing unit is marked with a Fired or Used marker (22/21.0).
- If there is no effect, the unit continues its move normally. A foot unit suffering a result must end its movement in the hex.
- An exception is units being transported. If the passengers are attacked the transporting vehicle may still continue its move regardless of whether the passengers suffer a result or not.
- Another exception is vehicles taking damage that do not result in immobilization or abandonment. For example a vehicle suffers damage to its Main Armament, it is allowed to keep moving.
- Sequence of play after the Opp Fire. If there is no effect with your Opp Fire, it is still considered your next Impulse after your opponent completes their move. If there is an effect which halts the movement of the enemy unit (Shaken/Broken, casualties or the unit is destroyed), the next Impulse returns to the moving player.
- A group can be used for Opp Fire as long as 2 Impulse Points are spent and there is an attached Leader.
- A moving unit or group may only be attacked once per hex moved into with Opp Fire.
- Only one unit of a group may be attacked in a hex with Opp Fire, unless attacked by a MMG/HMG Team using heavy fire (7/8.1), in which case both units of a group can be targeted.
- Luck cards, OBA and Airstrikes may not be used as opportunity fire.
Opportunity Fire example: Here the Insurgent Fighters attempt to cross open terrain to the grape fields in hex M13. Its first movement into hex O14 and the US player decides to attack using opportunity fire. The US Rifle Squad has no markers on it yet as it hasn't performed any actions. The US player spends an Impulse Point and attacks 5 FP - 3 Def = +2 Attack Value column of the ICT. The attack produces No Result. US Rifle is marked with a Fired marker. The Fighters continue their move into hex N13 where the US player spends another Impulse Point and attacks again on the same column of the ICT. US Rifle flips its Fired marker to Used. This attack forces a Morale Check roll on the Fighters, which they fail resulting in the Squad being Shaken. The Fighters must end their movement in the hex. They are marked with a Shaken and Moved counter. As the US Opp Fire gained a result, the next Impulse goes back to the Insurgent player.
25.7 Suppressive Fire (Supp Fire)
An attack used to neutralize enemy combatants by forcing them to keep their heads down and restrict their actions. This high volume of fire is applied against a hex containing enemy units and not against individual units.
- This action costs 2 Impulse Points to use, whether for a single unit or group. But it counts as 2 actions for each unit using it. Each unit is considered used for the turn. Note as this is counted as 2 actions, a unit could not have moved or fired prior to using this tactic.
- This tactic must be declared by unit(s) using it and a target hex, containing enemy foot units, is chosen. The target hex must be in LOS and range of the unit(s) using Supp Fire.
- Suppression effects apply to all enemy foot units in the hex. Enemy foot units moving into the hex must stop and are also then suppressed.
- Vehicles are not affected by suppressive fire.
- A foot unit or group using this must include a LMG, MMG, or HMG and must be able to put a minimum Attack Value of 6 on the hex (including degrading terrain modifiers).
- HMG and MMG Teams can use this tactic on their own, but if they do it is considered heavy fire (7/8.1) and in this case and a 2D6 roll is made at the end of its use (or end of the turn) to check for Ammo Out (9/8.4).
- Vehicles with linked fire (10/9.1.1) can use this tactic as long as the FP of its main armament and FP of its secondary armament are added up and put a minimum of 6 Attack Value on the hex (including degrading terrain modifiers).
- Place a Supp Fire marker on the unit(s) using this and a matching Suppressed marker on the target hex.
- If unit using Supp Fire is attacked and suffers an effect, the suppressive fire ends immediately. The Supp Fire marker is removed and the Suppressed marker on the hex is removed. The unit using the tactic is then marked as Used.
- Units using Supp Fire are locked into the tactic, but can voluntarily stop it by using intensive fire (29/25.8). In other words, if an enemy unit moves adjacent, the unit can drop the Supp Fire and use intensive fire on the threatening enemy unit.
- Suppressive fire ends at the end of the turn. All Supp Fire and Suppression markers are removed.
- Attached Leaders apply no modifiers to Supp Fire.
25.7.1 Suppression Effects
- Units in a Suppressed hex must pass a Morale Check roll (20/15.1) in order to perform any action. If the Morale Check roll isn't passed the unit cannot perform the action but it is still marked as though it did, with a Moved, Fired or Used marker. A suppressed unit must also pass a Morale Check in order to perform other actions such as rally or cover attempts.
- If a unit in a Suppressed hex passes a Morale Check and makes an attack, the Firepower of the attack is halved (with fractions rounded down) unless using a Demo charge in which case the attack roll suffers a -1 DRM. If firing weapons, any required to hit rolls suffer a -1 DRM. Unit is marked as Fired whether the Morale Check is passed or not.
- Suppressed units in Melee also have their Firepower halved before applying the Melee +2 FP modifier to their side.
- If a unit in a Suppressed hex passes a Morale Check and moves, it can only move 1 hex. Marked as Moved whether the Morale Check is passed or not.
Suppression example: A Canadian Rifle Squad with a LMG (Total FP of 7) spends 2 Impulse Points and uses suppressive fire on the Insurgent Fighters Squad. Supp Fire and matching Suppressed markers are placed. The Fighters attempt to Fire back at the Rifle to hopefully break the suppression. Insurgent player must pass a Morale Check roll, but fails. So no attack is carried out, but the Fighters are still marked as Fired. If the Insurgent player had passed the Morale Check, the Fighters attack Firepower would have been halved. On a new, following Impulse, the Fighters attempt to move out of the hex. Insurgent player passes a Morale Check roll this time and moves out of the hex, but is only allowed one hex of movement. The Supp Fire and Suppressed markers are removed and the Fighter is marked as Used as this is its last action. The Canadian Rifle is also marked as Used.
25.8 Intensive Fire
A good order unit with a Used marker can use intensive fire which represents desperation fire by the soldiers, when an enemy unit moves adjacent. It can be performed in the player's Impulse or as Opportunity Fire.
- This must be declared by a player.
- The unit is automatically marked as Shaken after using this option and an Intensive Fire marker is placed.
- Intensive fire applies a -2 DRM on any to hit and attack rolls performed by the unit using it.
- After its use, the unit cannot be activated for any other actions for the turn remainder, except self-defense in Melee. Nothing else, it is done for the turn.
- This may only be used once per turn per unit.
- Can be used by foot units and vehicles, but not Helicopters.
Intensive Fire example: An Insurgent Squad moves adjacent to the good order US Rifle Squad that is Used. On the US player's Impulse, they declare the use of Intensive Fire and attack the Insurgent Squad. This attack happens to reduce the Fighters Squad. Now the US Rifle is automatically marked as Shaken and the Intensive Fire marker remains to show that the Rifle Squad cannot perform any more actions in the turn.
25.9 Fire Groups
Fire groups may be formed by up to 2 foot units and their Support Weapons as long as there is an attached Leader. Participating units must be in the same or adjacent hexes and all units must have LOS and range to the target.
- All FP factors of the group are added together for the Attacker Firepower and used against the same target in a single attack.
- It costs 2 Impulse Points to use a fire group.
- MMG and HMG teams may be used in fire groups but cannot use heavy fire in these groups.
- Mortar and ATGM teams may not be used in fire groups.
- Weapon Teams cannot build a fire group to attack a vehicle.
- Vehicles may not be a part of a fire group.
- If any of the units in the group have moved, the moving fire modifier is applied.
- In a fire group, if both attacking units trace LOS through the same degrading hex, the -1 FP is only applied once to the group. If a group comprises 2 adjacent units with different LOS to the target, a max of 2 degradations is still allowed and applied to the group. In short, the Firepower of the group is added together and then the degrading terrain subtracts FP from the total as long as there is only 2 hexes overall of degrading terrain between the units of the fire group and the target. See Degraded LOS (14/12.3-6).
Fire Group example: Here all units are in the same hex with an attached Lieutenant. Rifle Squad FP = 5; Reduced Rifle FP = 3; LMG FP = 2; Attacker FP of 10 and a +1 DRM on attack rolls because of the attached Leader.
26.0 Infantry Combat
The Infantry Combat Table (ICT) is used in all combat when the target unit is a Squad, Single Person Counter or Weapon Team, in other words a foot unit.
- In order to attack foot units, the attacking unit must have LOS to the target and be in range to engage it.
- For infantry combat in the game, take the Attacker Firepower and subtract the Defender's Defense. This result will give a Attack Value column on the Infantry Combat Table (ICT) to use for the combat.
- Infantry Combat Table (ICT) has Attack Value numbers listed along the top and Attack Roll, dice roll numbers listed down the side.
- 2D6 are rolled by the attacker and any DRMs (27/25.1-3) are applied.
- This dice roll is then cross-referenced with the Attack Value column and a result for the combat is given. Results are applied immediately.
Infantry Combat Table (ICT) - columns are Attack Value, rows are the 2D6 attack roll (blank = no result):
| 2D6 Attack Roll | -5 or < | -4 | -3 | -2 | -1 | 0 | +1 | +2 | +3 +4 | +5 +6 | +7 or > |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 2 or < | |||||||||||
| 3 |
Infantry combat example: An Insurgent Fighters Squad is in a structure with a +2 Defense. The Canadian Rifle Squad and attached Lieutenant are in a marijuana field hex with a +1 Defense. Both Squads have a LMG support weapon with 2 additional Firepower. LOS is traced between the 2 hexes, dot to dot. There is a marijuana field hex (O17) between the soldiers and it is degrading terrain, so -1 Firepower is applied to any attacks through the hex. The Insurgents attack with 3 FP (Fighters) + 2 FP (LMG) - 1 FP (degraded LOS) = 4 Attacker Firepower. Canadians have 4 Def (Rifle) + 1 Def (marijuana) = 5 Defender Defense. Insurgents would attack the Canadian Rifle Squad at: 4 Attacker FP - 5 Defender Def = -1 Attack Value column of the ICT. Any result on the Rifle Squad would require a Leader Casualty Roll (30/26.2). The Canadians attack with 5 FP (Rifle) + 2 FP (LMG) - 1 FP (degraded LOS) = 6 Attacker Firepower. Insurgents have 3 Def (Fighters) + 2 Def (structure) = 5 Defender Defense. Canadians would attack the Insurgent Fighters at: 6 Attacker FP - 5 Defender Def = +1 Attack Value column of the ICT. Also the Canadian player adds +1 DRM to the attack roll for the attached Leader.
26.1 Infantry Combat Results on the Infantry Combat Table (ICT)
- X - unit destroyed. The unit counter is removed from play and the appropriate number of Enemy Casualty Points are scored by the attacker (2/1.6).
- C - casualties. The unit suffers casualties. If the unit is full strength, the counter is flipped over to its reduced side and 1 Enemy Casualty Point is scored by the attacker. If the unit is a reduced Squad, Weapon Team/team or Single Person Counter, the counter is removed from play and 1 Enemy Casualty Point is scored by the attacker. If moving, unit must cease moving in that hex (except transported units) (22/22.0-7).
- B - the unit is Broken if it fails a Morale Check. Place a Broken marker on the unit. If moving, unit must cease moving in that hex (except transported units) (22/22.0-7).
- S - the unit is Shaken if it fails a Morale Check. Place a Shaken marker on the unit. If moving, unit must cease moving in that hex (except transported units) (22/22.0-7).
- Blank - no result.
There can be more than 1 result. For example, a C-S means casualties are taken and the remaining reduced Squad will be Shaken (if Morale Check is failed). Note, check for Leader Casualty when there is attached Leaders (30/26.2).
26.2 Leader Casualty Roll
Attached Leaders must roll each time a foot unit, or any foot unit in a group, it is attached to suffers casualties or a morale effect in combat.
- If the unit is destroyed (whether by a X result, or a C result on a reduced unit), a 1D6 roll of 1-3 and the Leader is also destroyed and removed from play. On a 1D6 roll of 4-6 they're ok.
- If the unit suffers a C result and is reduced, a 1D6 roll of 1 and the Leader is destroyed. On a 1D6 roll of 2-6 they're ok.
- If the unit suffers a Shaken/Broken result and fails its Morale Check, then the Leader must pass a Morale Check roll as well or suffer the same result.
- The Leader only takes one roll for the worst of a multiple effect result. For example, a C-S result and the Leader will only have to make 1 roll against the Casualty result.
- For attacks affecting multiple foot units in a hex (such as IEDs, OBA, Mortars and Airstrikes), the owning player chooses a unit to pair the Leader to before carrying out the combat. The Leader then only suffers the effects for that unit only.
- Armor Leaders (6/7.3-7) do not check for Leader Casualty when their vehicle is hit or takes damage.
Leader Casualty example: A US Rifle is attacked, fails its Morale Check and is marked as Shaken. The attached Sergeant must also check against the same result. It also fails its Morale Check and is then also marked as Shaken.
27.0 Vehicle Combat
The Vehicle Combat Table (VCT) is used in all combat when the target unit is a vehicle. Used against both armored (hard) and unarmored (soft) vehicles.
Vehicle Combat Table (VCT) - columns are Attack Value, rows are the 2D6 attack roll (blank = no result):
| 2D6 Attack Roll | -5 or < | -4 | -3 | -2 | -1 | 0 | +1 | +2 | +3 +4 | +5 +6 | +7 or > |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 2 or < | |||||||||||
| 3 |
- In order to attack a vehicle, the attacker must have LOS to the target and be in range to engage it.
- Weapons may only fire up to their maximum range, and some have minimum ranges as well. The range applies to both the Firepower and Anti-Tank uses for the weapon.
- The attacking player must first roll to hit a vehicle when firing at it. All vehicles, Weapon Teams and Anti-Tank support weapons have to hit numbers listed at various ranges for the weapon on their data card. The range is listed in hexes to the target, not including the hex the attacker occupies.
- 2D6 is rolled by the attacker and the roll must be equal to or higher than the to hit number to score a hit. Less and the shot is considered a miss.
- Upon scoring a hit, the attacker then compares their weapon or main armament's Anti-Tank value at that range and subtracts the defending units front or flank Defense value, depending on which side of the vehicle the attack takes place plus any defensive terrain.
- This number is then used as the column for Attack Value on the Vehicle Combat Table (VCT).
- 2D6 are rolled by the attacker and any DRMs (24/23.1-3) are applied.
- This dice roll is then cross-referenced with the Attack Value column and a result for the combat is given. Results are applied immediately.
- Vehicle main armament, ATGM Teams and AT support weapons attacking Trucks must still roll to achieve a hit and then use their Firepower, not Anti-Tank values in the attack, as Trucks are unarmored vehicles.
- Rolling a pair of unmodified 6s on a to hit roll results in a 'Critical Hit'. This is an extremely well placed or lucky shot. When carrying out the attack, shift one AV column to the right on the VCT table and +1 DRM to the attack roll.
- Vehicles firing their main armament's Firepower (black number) at foot units do not roll a to hit number, they just fire as though carrying out a normal attack on foot units.
27.1 Vehicle Secondary Armaments (MGs)
Secondary armaments on a vehicle represent various machine guns available on the vehicle.
- Vehicles with secondary armament can carry out a second attack with their MGs on the same Impulse they attack with their main armament. It does not cost an additional Impulse Point.
- The gray Firepower value for the secondary armament is listed on the counter as well as a range for it. The attack is carried out as a normal, small arms attack on the target.
- The target for the secondary attack does not have to be the same as the target for the main armament (except if using Opp Fire, in which case it must be the same target).
- Vehicles cannot combine their main and secondary armament's Firepower into a single attack unless they are using Linked Fire (10/9.1.1).
27.2 Acquired Targets
- Firing again in the same turn, with the same unit at the same vehicle makes it an Acquired Target. Target can be Acquired as long as LOS to it remains unbroken, even if the target moves.
- Place Acquiring and matching Acquired counters on the attacker and target.
- An Acquired Target applies a +1 DRM on the to hit dice roll.
- Acquired Target markers are removed when the turn ends.
27.3 Vehicle Combat Results on the Vehicle Combat Table (VCT)
- X - vehicle destroyed. The counter is flipped over to the wreck side and 2 Enemy Casualty Points are scored by the attacker.
- D - vehicle damage. The vehicle is hit and damage is taken. If moving, can continue with movement unless abandoned or immobilized. Attacker rolls 1D6 to determine damage:
- 1, 2 - minor damage, no effect.
- 3 - the MGs are destroyed if the vehicle has secondary armaments. Place a MGs damage marker.
- 4 - the main armament is destroyed. Place a Main Arm damage marker. If dual weapons, attacking player rolls 1D6 to determine which weapon system is lost, 1-3 and main armament guns are lost (place a Main Armament damage marker), 4-6 and the main armament missiles are lost (place a Main Armament Missiles damage marker).
- 5 - the vehicle is immobilized. Vehicle stops if moving. Place an Immobilized marker on the vehicle.
- 6 - Abandon Roll. Owning player must pass a Morale Check. If failed, the vehicle is abandoned. Flip to its Wreck side. If passed, no effect. Note, vehicle automatically abandons (no Morale Check) after 2nd non-minor damage result.
- B - the vehicle crew is Broken if it fails a Morale Check. Place a Broken marker on the vehicle. If moving, the vehicle stops immediately in that hex.
- S - the vehicle crew is Shaken if it fails a Morale Check. Place a Shaken marker on the vehicle. If moving, the vehicle stops immediately in that hex.
- Blank - no result.
There can also be more than 1 result on the Vehicle Combat Table (VCT). For example, a D-S result means the vehicle is damaged and the crew must pass a Morale Check or become Shaken.
Note, Vehicle crews are abstracted for game purposes, there are no specific Crew counters placed on board when vehicles are destroyed or abandoned. So when it says the vehicle crew is Shaken, the vehicle is Shaken. Crew casualties are not tracked but can be assumed at times when the vehicle becomes Shaken or Broken.
Vehicle combat example: A Russian T 72B spends an Impulse Point and attacks a US M1 Abrams MBT. At the range of 8 hexes, the data card shows on the weapon gauge that a 7 or higher is needed to hit the Abrams and the Anti-Tank value used will be 14. As the attack will be through the target's rear arc, the Abrams Flank Defense of 14 is used for its Defense. 14 Anti-Tank - 14 Def = 0 Attack Value column of the VCT. As the T 72 has secondary armament (MGs), it directs another separate attack, during the same Impulse, on the US Rifle Squad using the secondary Firepower of 2. The Rifle has a Defense of 4 and +2 for being in mixed woods for a total Defender Defense of 6. 2 Attacker Firepower - 6 Defender Def = -4 Attack Value column of the ICT.
27.4 Vehicle Damage
The damage remains in place for the game's duration. With sufficient damage the vehicle may also be abandoned.
- If a vehicle only has 1 armament, it is automatically damaged with either a MGs or main armament damage result.
- Unarmed, soft vehicles such as Trucks are automatically destroyed with any damage result other than minor damage.
- If damaged while moving, the vehicle may continue to move unless it is abandoned or immobilized.
- If damage result is abandon roll, owning player immediately takes a Morale Check roll (20/15.1). If failed the vehicle is abandoned, passed and the damage is ignored.
- An abandoned vehicle is flipped to its Wreck side (17/13.9).
- Destroyed and abandoned armored vehicles are worth 2 Enemy Casualty Points. Destroyed and abandoned Trucks are worth 1 Enemy Casualty Point (2/1.6).
- If a vehicle already has a damage marker and takes another damage result other than minor damage, the vehicle is automatically abandoned (no Morale Check). For example, a Canadian LAV III already has destroyed MGs. It is hit again with a non-minor damage result, this time the main armament is damaged. The LAV III is automatically abandoned. The counter is flipped to a Wreck.
- Abandoned vehicles cannot be re-manned.
28.0 Melee
28.1 Melee Phase
- In this phase, all Melee combat takes place.
- Melee hexes may not be fired into by other units.
- Units in Melee are locked in and cannot do anything else (including rally).
- Other units may not move into the Melee hex once initially set, though if the Melee continues into another turn, it can be reinforced (Fixed Melee, 34/28.3.1).
- Melee hexes cannot be moved through by other units.
- Melee hexes do not affect the LOS or fire of other units on the battlefield.
- Helicopters (36/30.0-10) cannot be caught in a Melee.
28.2 Melee Combat
- Only 1 Melee combat can be performed in each hex, per Melee Phase.
- Stacking limits are still followed for each side, so a max of 2 units, 2 Leaders and 1 support weapon per Squad per side may be involved.
- All terrain and fortification modifiers are ignored in a Melee. Moving fire modifiers are also ignored.
- If a breach was used, breach DRMs are applied (26/24.1).
- Shaken/Suppressed units in Melee have 1/2 Firepower (round down fractions) and have a -1 DRM applied to their attack rolls in the combat.
- Broken units do not get an attack roll in Melee but their Defense value is used. For example, if a Squad assault moves into a hex with a Broken enemy unit, the Squad will get a free attack as the Broken unit does not get to fire back in the Melee combat.
- Weapon Teams use their Team side stats in Melee.
- Some units with specialized training and heavy weapons, such as combat Engineers and SOF Squads have a +1 DRM for attack rolls in Melee. This is noted on data cards as +1 Melee. Note this is a max of +1 per side, so if a side has 1 Engineer and 1 SOF Squad in a Melee, the +1 DRM is only applied once.
- Leaders and Snipers in a Melee have a FP of 1 and a Defense of 1.
- Attached Leaders add a +1 DRM to attack rolls in Melee.
- Trucks add their Defense of 1 to a Melee, but no Firepower.
- If Melee combat occurs in a hex with a Civilians counter, the Civilians counter is attacked on the +3 column of the Infantry Combat Table (ICT). Attack roll is made by the player initiating the Melee.
28.2.1 Melee Combat Procedure
- Each player in a Melee must first calculate the Attack Value column they will use in the combat.
- Each side adds up the Firepower (black) values of all units in the Melee hex. Vehicles use all Firepower as well as functioning secondary armament. Then the +2 FP Melee modifier is added to the total to arrive at their side's Attacker Firepower. +2 FP Melee modifier added is only applied once per Melee, not for each unit involved.
- Each side adds up the Defense values of all units in the Melee hex (vehicles use their front Defense value) to arrive at their Defender's Defense.
- The 2 sides are compared, each side's Attacker Firepower against the other side's Defender's Defense. This gives a Attack Value column for the attacker to use.
- Separate attack rolls are now made against each enemy unit, including Leaders, in the Melee using the same Attack Value column. The attacking player must declare the target for each attack roll. For example, if a defender has 2 units and a Leader, you roll the dice 3 times using the same Attack Value column in each attack roll.
- Attacks against Squads, Weapon Teams and Single Person Counters are resolved on the Infantry Combat Table (ICT) and attacks against vehicles are resolved on the Vehicle Combat Table (VCT) and the same Attack Value column is used in both.
- Attacks for each side are resolved simultaneously, with results applied to both sides after the combat, so it's possible that all units may be destroyed.
- Attached Leaders in Melee are attacked directly, Leader Casualty Rolls are not used.
Calculating a side in a Melee: A Shaken Rifle Squad (FP 5, Def 4), a reduced Rifle Squad with a LMG (FP 3, Def 4), and a Leader (FP 1, Def 1) are in a Melee hex. The player totals their Firepower. The Shaken Rifle is halved and rounded down to 2 FP (5 FP/2), the reduced Rifle with the LMG is 5 FP (3 FP + 2 FP), the Leader adds 1 FP to the group and finally the +2 FP Melee modifier is added to the total. 2 FP + 5 FP + 1 FP + 2 FP = 10 Attacker Firepower. The Leader adds a +1 DRM to the attack roll, but the Shaken unit cancels that out with its -1 DRM. The Defense values of the units are added together. The Shaken Rifle has 4 Def, the reduced Rifle has a 4 Def and the Leader adds a 1 Def to the group. 4 Def + 4 Def + 1 Def = 9 Defender's Def. These are the totals that would be factored into the Melee combat.
Melee example: A Canadian LAV III (4 FP Main Arm + 2 FP Sec = 6 FP, Front Def 6) and Rifle Squad (5 FP, Def 4) are in a Melee with Insurgent Fighters (3 FP, Def 3) and a Leader (1 FP, Def 1) in hex T4. The Canadian player's Attacker Firepower for the Melee is: 5 FP (Rifle) + 6 FP (LAV III) + 2 FP (Melee modifier) = 13 Attacker FP. Against the Insurgent's Defender's Defense of: 1 (Leader) + 3 (Fighters) = 4 Defender's Defense. 13 - 4 = 9 Attack Value. The Canadian player makes 2 separate attacks on the +7 Attack Value column of the ICT (the table's highest column). One against the Fighters Squad and the other against the Leader. The Insurgent's Attacker Firepower is: 3 FP (Fighters) + 1 FP (Leader) + 2 FP (Melee modifier) = 6 Attacker FP. Against the Canadian's Defender's Defense of: 4 (Rifle) + 6 (LAV III front def) = 10 Defender's Defense. 6 - 10 = -4 Attack Value. The Insurgent player makes 2 separate attacks on the -4 Attack Value column. The ICT is used for the attack on the Rifle Squad and the VCT is used for the attack on the LAV III. The Insurgent player also modifies both attack rolls with a +1 DRM because they have a Leader.
28.3 Melee Results
- Surviving, good order units remain in the Melee hex after combat.
- All Shaken and Broken units of both sides must be retreated to adjacent hexes by the owning player. Hexes must be free of enemy units and retreating unit must be able to enter the terrain. If units cannot retreat, they are destroyed. Hexes of retreat should generally be back away from the Melee.
- However, if all units of the attacker (side which assault moved into hex) are destroyed or forced to retreat, then the defender's Shaken and Broken units remain in the hex.
- If all units on both sides are Shaken or Broken, then only the attacker must retreat out of the hex.
- Vehicles which are Shaken or Broken and required to retreat but cannot due to immobilization, are automatically destroyed.
- If a Weapon Team is forced to retreat from a Melee hex, the weapon is lost and the counter is flipped to its Team side.
- Surviving Trucks must retreat out of the hex at the end of a Melee if good order enemy units only remain.
- Lone, surviving Leaders without an attached unit must retreat out of the hex at the end of a Melee if good order enemy units only remain.
- If there are only units of one side remaining in the hex, the Melee is considered resolved. The Melee marker is removed and all units are in play for the next turn.
- Passengers of vehicles resume their status as passengers, unless the vehicle was destroyed.
Melee results example: In the previous example, the Insurgents suffered a Casualty to their Fighters Squad and their Leader was destroyed. The Fighters counter is flipped to its reduced side and remains in the hex while the Leader counter is removed from play. The Canadian Rifle Squad suffers no result so remains in the hex. The LAV III suffers a Shaken result, fails its Morale Check, so the vehicle is marked Shaken. The Shaken vehicle is retreated to an adjacent hex by the Canadian player. As good order units from both sides remain, the Melee marker is flipped to show that it is now an ongoing, Fixed Melee (34/28.3.1).
28.3.1 Fixed Melee
- If both sides have surviving, good order units in the hex after combat, the Melee is unresolved and continues into the next turn.
- The Melee marker is now flipped to show it is now a Fixed Melee. Another Melee combat will take place here in the Melee Phase of the next turn.
- A Fixed Melee can be reinforced by assault moving new units into the hex up to the stacking limit. The new units are factored into next Melee combat.
28.4 Concentrated Attack
In an uneven Melee, the outnumbered player may choose to concentrate their attack on only 1 target to increase their odds. If the unit ratio is 2:1 (not including Leaders) then the outnumbered player can perform a concentrated attack, otherwise they cannot.
- If used, the Melee is calculated for the outnumbered player to only attack the single enemy unit chosen (and a possible attached Leader) and the second enemy unit is not attacked at all.
- Only Squads, Weapon Teams and vehicles are factored in when counting total units, Single Person Counters are not.
- An enemy Leader in the hex will be added automatically to the target for a concentrated attack if the unit being attacked is a foot unit, if the target is a vehicle the Leader is ignored.
- A player using this tactic must declare it before any combat takes place.
Concentrated attack example: In the previous example of melee, the Insurgent player could choose to concentrate their attack on a single Canadian unit. They choose the Rifle Squad in this example, so therefore the Insurgent's Attacker Firepower of 6 would be directed only at the Rifle's Defense of 4. An attack is made using: 3 FP (Fighters) + 1 FP (Leader) + 2 FP (Melee modifier) = 6 Attacker FP. Against the Rifle's Defense: 4 (Rifle) = 4 Defender's Def. 6 - 4 = +2 Attack Value. The Insurgent player carries out a single attack on the Rifle Squad using the +2 Attack Value column of the ICT. The Insurgent player also modifies his rolls with a +1 DRM because they have a Leader. The LAV III is not attacked. The Canadian player would still use both the LAV III and the Rifle Squad in their melee attack against the Insurgents.
29.0 Tank Duel
This special type of Melee occurs when an armored vehicle assault moves into a hex containing an enemy armored vehicle or two. This cannot occur when there are other types of units involved as it is between armored vehicles only. A Tank Duel is resolved differently from normal Melee.
- A Melee marker is placed as with other Melees, as the hex is again considered closed off for the turn. The combat is resolved in the Melee phase at the end of the turn.
- First, both players roll 2D6 for the First Shot and the highest roll will attack first. Ties are re-rolled. Modifiers to this roll are +1 DRM to a vehicle with an Armor Leader and -1 DRM to a Shaken vehicle.
- If the First Shot roll was won by 4 or more, the first attack will be on the enemy vehicle's flank Defense, otherwise all attacks in a Tank Duel will be carried out on a vehicle's front Defense.
- Broken vehicles in a Tank Duel will not get to shoot obviously, but a First Shot roll is still made to check for a flank shot.
29.1 Tank Duel Combat
- Vehicle Combat Table is used to resolve these attacks.
- Vehicle's Anti-Tank values (red) are used in combat.
- A To hit roll is not needed in Tank Duels, vehicles achieve a hit automatically if they get a shot.
- All terrain and fortification modifiers are ignored in a Tank Duel. Moving fire modifiers are also ignored. Vehicle countermeasures are ignored.
- Vehicle with the First Shot attacks the other vehicle in a single attack using its Anti-Tank value against the enemy vehicle's front Defense (or flank Defense if achieved in the First Shot roll).
- The +2 FP Melee modifier is added to the Attacker Firepower.
- +1 DRM to attack rolls by vehicle with an Armor Leader.
- Shaken units have 1/2 FP and apply a -1 DRM to their attack roll. Broken units cannot attack, so they do not return fire in a Tank Duel.
- Attacks are resolved sequentially in Tank Duels, not simultaneously, so if the player with the First Shot destroys the enemy vehicle, damages its main armament, or causes it to be Broken, then there is not an attack in return against it.
- If an armored vehicle is in a Tank Duel and it has no Anti-Tank value, or it cannot use its Anti-Tank armament due to range restrictions, then this vehicle is given an Anti-Tank value of 1 for the combat.
- If an armored vehicle assault moves into a hex occupied by 2 enemy armored vehicles, a rare 3-way Tank Duel occurs. With 3 armored vehicles involved, the First Shot roll determines the order of the first 2 attacks only (one for each side). The third armored vehicle gets its shot after the first two vehicles have resolved their attacks.
- The player with the single armored vehicle in a 3-way Tank Duel gets one shot only and chooses their target when it is their time to fire.
Tank Duel example: A Russian T 72B assaulted into a hex with a US Abrams and a Melee marker is placed on the hex. A Tank Duel is carried out in the Melee Phase as there is only armored vehicles in the melee. When Tank Duel commences, both players roll 2D6 for the First Shot. Russian player rolls a 10 and the US player rolls a 5, so the Russian player gets to fire first and attacks the Abrams flank armor as their first shot roll beat their opponent's roll by 4 or more. The T 72B Anti-Tank value at range 0 is 14, the melee modifier of +2 FP is added for a Attacker Firepower of 16. The Abrams flank Defense is 14. The First Shot attack is carried out: 16 Attacker FP - 14 Defender's Defense = +2 Attack Value on the VCT. The results of the attack are enforced. In this example, the Russians achieve a Shaken result on the M1 Abrams. The US player fails their Morale Check, so their vehicle is Shaken and the result is applied immediately by placing a Shaken marker. Now, the Shaken M1 Abrams returns fire. Its Anti-Tank value at range 0 is 20, this is halved to 10 because the vehicle is Shaken and then the melee modifier of +2 FP is added for a Attacker FP of 12. The US player's attack roll also suffers a -1 DRM for being Shaken. The Russian T 72B's front Defense is 12. The M1 Abram's attack is carried out: 12 Attacker FP - 12 Defender's Defense = 0 Attack Value on the VCT. The results of the attack are enforced. In this example, the US player achieves a Broken result on the Russian vehicle. The Russian player also fails their Morale Check, so their vehicle is Broken and the result is applied immediately by placing a Broken marker.
29.2 Tank Duel Results
- Tank Duels last for 1 turn only.
- The Melee marker is removed at the end of combat and the surviving units are in play for the next turn.
- After the Tank Duel combat, all Shaken and Broken vehicles of both sides are retreated to adjacent hexes by the owning player. Hexes must be free of enemy units and retreating unit must be able to enter the terrain. If units cannot retreat, they are destroyed. Hexes of retreat should generally be back away from the Melee hex, if possible.
- However, if both sides are Shaken or Broken, only the attacker's vehicle must retreat to its starting hex (where it assault moved from) if possible, or else to any adjacent hex if not. (Example: after the Tank Duel, both sides are Shaken or Broken, so the attacker retreats out of the hex back to their starting hex.)
- If both units are still intact, and good order, the attacker's vehicle must retreat to its starting hex (where it assault moved from) if possible, or else to any adjacent hex if not.
- Vehicles which are required to retreat but cannot due to immobilization are destroyed.
30.0 Helicopters
The modern battlefield has become dependent on the use of Helicopters for recon, combat and transport. Therefore the Modern Tactics battlespace includes their use.
Helicopters are depicted by an illustration on the front of the counter and a wreck of the Helicopter is on the reverse side. Helicopters are air units that use air movement. They are considered armored vehicles and hard targets.
Helicopter counters with a diamond icon on them represent transport Helicopters while those without are normally gunships.
Counter values: Max Anti-Tank (AT) - maximum attack on armored vehicles. Firepower (FP) - value of attack on soft targets. Max Range - maximum number of hexes the main armament may fire. Defense - used when the vehicle is attacked. There is only 1 value used. Movement Points (MPs) - number of available points to move unit.
- As Helicopters have great movement flexibility, there is no unit facing triangle on the counters. By extension there is no front and flank armor but rather a single Defense value.
- Movement costs are 1 MP per hex moved into as ground terrain features have no effect on Helicopters.
- Helicopters do not affect stacking in hexes, even in a hover. Only troops unloaded from them are factored into stacking limits on the ground.
- A flying Helicopter (not in hover) is always considered to be at an altitude equivalent to 2 hexes above ground level. If flying over any hill levels (not buildings) add 1 hex to this altitude for each level of hill. So for example if a Helicopter is flying over a level 1 hill, it is actually at 3 hexes in altitude, if it is flying above a level 2 hill, it is at 4 hexes in altitude.
- Allow for this altitude whenever a ground unit fires at a Helicopter in the air, remove 2 (or more) hexes from the ground unit's range. Also a player must factor these additional hexes when the Helicopter is engaging ground units. If the ground unit is also on a hill, adjust ranges accordingly. For example, if the ground unit was on a level 1 hill, the actual range would then be 5 hexes (for a target 2 hexes away at normal altitude... see the manual's illustration).
- Helicopters in hover mode are considered to be at ground level (landed or just above). No range deductions for ground units firing at them while hovering, and no height disadvantage DRMs.
- Helicopters in hover suffer a -1 to their Defense.
- LOS with Helicopters in the air is basically the same as LOS from a higher level, implementing a 1 hex blind spot for units on the ground behind a hex with ground terrain (15/12.4-12) or a level 1 hill.
- Helicopters can fly through enemy hexes, but cannot end their movement in an enemy hex.
- Helicopters do not cause or engage in Melee. If an enemy unit moves into a hex with a Helicopter in hover, the Helicopter and any unloaded passengers must move instantly to an adjacent hex of the owner's choice.
30.1 Helicopter Combat
When Helicopters are attacking ground units, they operate with a height advantage, so a +1 DRM is applied to all of its to hit and attack dice rolls. The Helicopter's altitude of 2 (or more) hexes must be factored into range determination.
- A Helicopter engages in combat like other vehicles with its weaponry (25/25.0).
- In order to attack, Helicopters must be flying, they cannot be in hover.
- In order to attack, the Helicopter must have LOS to the target and be in range to engage it.
- Since Helicopters are firing down at ground targets, when engaging armored vehicles, use the target vehicle's flank Defense in the combat.
- Foot units and soft targets are engaged with a Helicopter's (black) Firepower value.
- Armored vehicles are engaged with a Helicopter's (red) Anti-Tank value.
- If attacking foot units, simply carry out an attack using the Helicopter's Firepower (black) value, no to hit roll is needed. The attack is carried out on the Infantry Combat Table (ICT).
- If attacking a vehicle, a to hit roll must be passed. Attacking player rolls 2D6 and the roll must be equal to or higher than the to hit number to score a hit. Less and the shot is considered a miss.
- Upon scoring a hit, the attacker then compares their main armament's Anti-Tank value at that range and subtracts the defending units flank Defense value plus any defensive terrain.
- This number is then used as the column for Attack Value on the Vehicle Combat Table (VCT).
- 2D6 are rolled by the attacker and cross referenced on the Attack Value column and the combat result is given.
- Rolling a pair of unmodified 6s on a to hit roll results in a 'Critical Hit'. This is an extremely well placed or lucky shot. When carrying out the attack with a Critical Hit, shift one Attack Value column to the right on the Vehicle Combat Table (VCT) and add +1 DRM to the attack roll.
- Helicopters with weapons capable of attacking armored vehicles have to hit numbers listed at various ranges for the weapon on the data card. The range is listed in hexes to the target, not including the hex the attacker occupies. These weapons can also include guided missiles.
- Helicopters with ATGMs and also other weapons have dual armaments (11/9.1.2) noted on their data cards. The player must declare which weapon system is being used when firing and only 1 may fire in a given Impulse.
Helicopter gunship with dual armaments (example): The Apache gunship boasts dual armaments. A unit data card is provided for the Apache itself with its main guns (30mm M230 gun, Rockets; Range 6, To Hit 0-3: 6, 4-15: 7... see card), and a card is also provided for the missile system which in this case is the AGM-114 Hellfire (Anti-Tank Guided Missile, Firepower 3, Range 10-150, Laser Guided Missile, attacks vehicle's Flank Defense value, FP against targets in structures/bunkers, Ammo Out - Doubles; to hit 5 at range 10-30, 6 at 31-60, 7 at 61-100, 8 at 101-150; Anti-Tank 14 at all ranges). Only 1 of the weapon platforms can be used in a given Impulse.
- Missiles on Helicopters are subject to Ammo Out (9/8.4).
- Only 1 missile shot is allowed per turn, mark the Helicopter with the Fired Missile marker when used.
- Weapons may only fire up to their maximum range, and some have minimum ranges as well. The maximum range applies to both the Firepower and Anti-Tank uses for the main armament.
- Helicopters attacking Trucks with guns and missiles must still roll to achieve a hit and then use their Firepower (black), not Anti-Tank values in the attack, as Trucks are soft, unarmored vehicles.
- ATGMs can be fired at foot units, if they are in structures or bunkers. A to hit roll is required and then the Firepower (black) of the missile is used in the combat.
- Helicopters can attack other helicopters using their weapons at full strength. No height modifiers are applied unless attacking hovering helicopters (ground level). To hit rolls are made and the red Anti-Tank value is used in the attack.
- Helicopters with machine guns only do not roll to hit. They attack foot units at full strength and halve their firepower when attacking other helicopters or unarmored vehicles.
Helicopter attack example (two separate Helicopter attacks on 2 different Impulses): (1) One attack takes place against the Rifle Squad in the open. No to hit roll is needed, so a simple attack takes place, using the Helicopter's (black) value against the Rifle Squad's Defense value. Note, the Helicopter has a Height Advantage +1 DRM applied to its attack dice roll. 6 Attacker FP - 4 Defender Def = +2 Attack Value. Attack carried out on the +2 column of the Infantry Combat Table (ICT). (2) The other attack takes place against the BMP-2 armored vehicle on the road. The US player declares using the Apache's guided missiles (AGM-114 Hellfire) in the attack and a Fired Missile marker is placed on the Helicopter. A to hit roll is required, so the data card for the missile is referenced and at the range here of 12 hexes (10 hexes linear + 2 hexes in altitude), a 5 or higher is needed. The US player succeeds in this case (note, a Height Advantage +1 DRM applied to the hit roll). The missile's Anti-Tank (red) value of 14 is used against the BMP-2's flank Defense of 4. Note, the Helicopter has a Height Advantage +1 DRM applied to its attack dice roll. 14 Anti-Tank - 4 Defender Def = +10 Attack Value. Attack carried out on the +7 or higher column of the Vehicle Combat Table (VCT). US player must watch for Ammo Out doubles on the first roll (to hit) of the missile attack.
30.2 Attacking Helicopters
Helicopters as targets are attacked on the Helicopter Combat Table (HCT).
Helicopter Combat Table (HCT) - columns are Attack Value, rows are the 2D6 attack roll (blank = no result):
| 2D6 Attack Roll | -5 or < | -4 | -3 | -2 | -1 | 0 | +1 | +2 | +3 +4 | +5 +6 | +7 or > |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 2 or < | |||||||||||
| 3 |
- When ground units attack Helicopters, they operate with a height disadvantage, so a -1 DRM is applied to all of their to hit and attack dice rolls. The Helicopter's altitude of 2 (or more) hexes (36/30.0-5) is also used in range determination to the Helicopter.
- Ground units firing small arms (unit's inherent FP and possibly a LMG) at Helicopters halve their Firepower in the attack (rounding down fractions). No to hit roll is required.
- MMG and HMG teams noted as AA capable on their data cards use their full FP when attacking a Helicopter. No to hit roll is required.
- Armored vehicles, ATGM Teams and Anti-Tank support weapons use their Anti-Tank values (red) when attacking a Helicopter. These must roll to hit first.
- Transport Helicopters with a white diamond on their counter show the passengers cannot be targeted for attack, and are treated as passengers in an APC (25/23.1-2).
- Passengers in a Helicopter that is hit by an attack will only undergo a collateral damage attack (25/23.2) if the Helicopter is hit by anything other than small arms fire (halved FP). The attack is carried out using the -4 Attack Value column of the Infantry Combat Table (ICT).
- If forced down in a hard/crash landing, passengers must undergo the collateral damage attack.
Ground unit attacks against a Helicopter (example): Flying Helicopters are at 2 hexes of altitude above the ground terrain, so factor in those 2 hexes when calculating ranges. (1) Fighters Squad attacks with small arms. Their Firepower is halved down to 1. 1 Attacker FP - 7 Defender Def = -6 Attack Value. Attack carried out on -5 or < column of VCT. (2) HMG team attacks at full strength. 3 Attacker FP - 7 Defender Def = -4 Attack Value. Attack carried out on -4 column of VCT. (3) Fighters Squad attacks with a RPG-7, so first must roll for a hit. At a range of 5 hexes, a 9 or better is needed to hit. In this example, the shot hits. So the full strength of 8 Anti-Tank is used. 8 Anti-Tank - 7 Defender Def = +1 Attack Value. Attack carried out on the +1 column of the VCT. Also note, the ground units are at a Height Disadvantage so a -1 DRM is applied to all of their to hit and attack dice rolls.
30.3 Helicopter Combat Results on the Helicopter Combat Table (HCT)
Combat results against Helicopters are resolved on the Helicopter Combat Table (HCT).
- X - Helicopter destroyed. The Helicopter counter is removed from play. Mid-air destruction so no wreck is placed. 3 Enemy Casualty Points scored by the attacker. Any passengers are also destroyed.
- D - Helicopter damage. The Helicopter is hit and damage is taken. Attacker rolls 1D6 to determine damage:
- 1, 2 - minor damage, no effect.
- 3 - weapons damaged. Place a Main Armament damage marker on the Helicopter. If dual weapons, attacking player rolls 1D6 to determine which weapon system is lost, 1-3 and main armament guns are lost (place a Main Armament damage marker), 4-6 and the main armament missiles are lost (place a Main Armament Missiles damage marker). If the Helicopter already has a Missiles Out marker on it, the other weapons are damaged and the Helicopter (now without any weapons) must egress from the map.
- 4 - major damage/egress. Helicopter must exit map as quickly as possible. Passengers remain onboard and exit with the Helicopter.
- 5 - hard landing. Roll for drift and Wreck placement. +1 Attack Value column of the ICT for collateral damage on passengers.
- 6 - crash landing. Roll for drift and Wreck placement. +5 Attack Value column of the ICT for collateral damage on passengers.
- S - the Helicopter crew is Shaken if it fails a Morale Check. Place a Shaken marker on the Helicopter.
- Blank - no result.
30.4 Helicopter Damage
Apart from being destroyed or being Shaken, Helicopters are damaged differently from other vehicles.
- When a Helicopter is destroyed in the air with an X result it is considered the Helicopter suffering a catastrophic effect with pieces spreading to the ground and no Wreck is placed. Any passengers are also destroyed. 3 Enemy Casualty Points are scored for the Helicopter as well as any additional for passengers.
- If the damage result is major damage/egress, the Helicopter must exit the map as soon as possible. An egressing Helicopter takes any passengers with it off the map and may not fire its weapons. A Helicopter which is in hover and takes major damage/egress, unloads its passenger before exiting the map.
- This exit must take priority as an immediate action by the controlling player, and counts as a move action. In other words, the next Impulse Point must be spent to move the Helicopter off the map. If the Helicopter has already marked as Moved, then it must be the first action by the player on the next turn.
- A Helicopter which is forced to exit, is scored as 3 Enemy Casualty Points. Additional Enemy Casualty Points are scored for any passengers forced to leave with the Helicopter.
30.4.1 Hard/Crash Landings
- If a Helicopter is forced down by damage resulting in a Crash Landing or Hard Landing, 3 Enemy Casualty Points are scored.
- Two 1D6 rolls are made by the attacking player using the drift procedure (42/34.3) to determine where the Helicopter lands for its Wreck placement.
- Roll 1D6 for direction, with 1 being the hex directly North of the Helicopter's hex side and counting clockwise.
- Then 1D6 is rolled for distance in hexes the Helicopter will move (not counting the Helicopter's hex). 1-2 = 1 hex, 3-4 = 2 hexes and 5-6 = 3 hexes.
- Move the Helicopter to the new hex and flip it to its Wreck side.
- If the drift moves off the playable map, the Helicopter hits the ground at the last hex in its path before leaving the map.
- Collateral damage is rolled against any passengers it carries. A hard landing uses the +1 Attack Value column of the Infantry Combat Table (ICT) and a crash landing uses the +5 Attack Value column.
- A Helicopter hard/crash landing in non-open terrain adds +1 DRM to any collateral damage rolls.
- If a Helicopter hard/crash lands into a hex with other units, Helicopter owner attacks all units separately (their own or enemy) in the hex on the 0 Attack Value column of the Infantry Combat Table (ICT) and/or Vehicle Combat Table (VCT). Attack rolls are unmodified.
- If surviving passengers cause overstacking, owning player moves them to an adjacent hex free of enemy units.
- If surviving passengers are now in an enemy hex, the hex becomes a Melee.
Helicopter crash landing example: An Insurgent HMG gets a damage result on a Blackhawk carrying a Rifle Squad. A 1D6 roll determines a crash landing for the Helicopter. The Insurgent player now rolls to determine where it lands. 1D6 for direction, rolls a 6. 1D6 for distance, rolls a 5 which equals 3 hexes. Helicopter crash lands in a grape field in hex M8, a Wreck counter is placed. Now Insurgent player rolls for collateral damage on the passengers. +5 Attack Value column is used for crash landings and a +1 DRM to the attack roll because the Helicopter crash landed in non-open terrain (grape fields here). Insurgent player rolls a 6 which is modified to 7, a C-S result. The Rifle Squad is reduced and after failing its Morale Check, it is also marked as Shaken.
30.5 Helicopter Transport
Helicopters transport troops in much the same way as other vehicles (24/23.0).
- A Helicopter's unit data card lists as capacity, what passengers and weapons it can carry.
- A white diamond on the Helicopter counter shows that is an APC (25/23.1-2) when transporting and that the passengers cannot be targeted.
- Helicopters must be in a state of hover to load or unload units. A transport Helicopter can transition to a hover at the beginning or end of a move action at no additional cost.
- A Hover marker denotes this and a -1 is applied to the Helicopter's Defense if it is attacked.
- When hovering, a Helicopter is considered at ground level so ground units firing at Helicopter do not deduct hexes from range when attacking it and do not apply a height disadvantage -1 DRM.
- Movement Points used are separate for the foot unit and the Helicopter.
- The foot unit expends its MPs in the process of loading or unloading whereas the Helicopter expends its MPs while transporting it.
- It costs a foot unit 1 MP to load onto a Helicopter.
- It costs a passenger 1 MP + COT to unload. Foot units can move before loading or after unloading if it has available MPs. If a unit only has 1 MP, it uses all of its MPs to load or unload.
- A Helicopter may not move, load or unload, and then continue to move. It may only load or unload at the beginning or end of its move. In other words, the vehicle cannot load or drop off units along a movement path.
- A Helicopter may not unload troops into a hex that would cause overstacking (21/18.0).
Example: The Blackhawk Helicopter transporting a Rifle Squad moves to hex Q9 and transitions into hover mode. It is marked as Moved and also Hover. On a subsequent Impulse, the Rifle Squad unloads into hex Q9 at a cost of 2 MPs, spends another 1 MP moving to hex R9 and another 1 MP to reach hex S10. The Rifle Squad is now also marked as Moved.
31.0 Civilians
Civilians are often caught in combat on the battlefield. Most modern militaries try their best to avoid civilian casualties and destruction of their property.
In some cases, especially in asymmetrical or guerrilla warfare instances, civilian destruction can be a goal for terror or intimidation. Civilians may be present in some Modern Tactics scenarios, this is only done to reflect this aspect.
(The manual includes a note that the killing of civilians and attacks on civilian buildings are considered war crimes under international humanitarian law, and that the publisher condemns such actions under all circumstances.)
- A Civilians counter represents approximately 1 to 5 non-combatants. It can move a total of 2 hexes and pays no cost for terrain. This is represented by the 2 on the counter.
- Movement of Civilians counters occur at the start of each new turn in the Civilians/Contacts Phase (2/2.2).
- These counters are moved by the player which has won the Initiative for the turn if applicable. Only one side will be eligible to control Civilians counters.
- Civilians counters do not affect stacking limits in a hex and more than 1 Civilians counter may occupy a hex.
- All Civilians counters which are not tangled (39/31.1) with a combat unit may be moved their full 2 hexes, 1 hex, or not at all by the controlling player.
- If a player wins Initiative but isn't allowed control by scenario rules, then Civilians counters remain in place for the turn.
31.1 Civilian Entanglement
- When a player's combat foot unit or group enters a hex with a Civilians counter, it must stop moving and is marked as Moved. This is also the case if a Civilians counter enters the hex of a combat foot unit or group. The Civilians counter is flipped to its Tangled side and all combat units in a hex are affected.
- Combat vehicles and Snipers movement is not affected by Civilians counters and are free to move out of, or through a hex with Civilians.
- All combat units (including vehicles) in a hex with Civilians have a -1 added to their Defense and a -1 to their Firepower. This -1 is noted on the Tangled side of the Civilians counter. Additional Civilians in the hex do not increase this modifier.
- To untangle from Civilians, player rolls 1D6 in the Civilian Tangle Phase (2/2.1) of next turn. One roll per Civilians counter in the hex. On a roll of 1-2, combat unit remains tangled and is marked Moved. On a roll of 3-6, the combat unit extricates itself and the Civilians counter is simply removed from the map. No Enemy Casualty Points are scored when Civilians counters are cleared this way.
Civilian example: In this case, the Insurgent player has won the Initiative roll for the turn. They move the Civilians counter 2 hexes and enters the hex with the Canadian Rifle Squad. It flips to its 'Tangled' side and the Canadian unit is marked as Moved for the turn. As the turn progresses, the Insurgent Fighters attack the Canadian Squad. As the Rifle Squad is entangled with the Civilians, they get a -1 to their Defense (4-1 = 3 Def). The Fighters attack with 3 Attacker FP - 3 Def = 0 Attack Value column of the Infantry Combat Table. Immediately after the attack on the Rifle Squad, the Insurgents make another attack roll, using the same 0 AV column of the ICT against the Civilians. In this example, they roll a 10 which is a Casualty result. The Civilian counter is removed and 1 Enemy Casualty Point is scored by the Insurgents.
31.2 Hostages
- Insurgent foot units can turn a Civilians counter into hostages by simply moving into a hex with them, stopping and flipping the Civilians counter to its Hostages side (the taking of Hostages has no cost in Impulse Points).
- The Insurgent unit and its Hostages will move as a single unit and occupy the same hex. A +1 is added to the Insurgent unit's Defense and a -1 MP is applied to its movement. A maximum of 1 Civilians per Insurgent unit is allowed.
- Professional militaries do not use these methods, so this mechanic is limited to Insurgents and other irregular forces.
- Hostages remain with Insurgents at their discretion and can be released in the Civilian/Contact phase of a turn at no cost.
- If Hostages are released by destroying the Insurgents holding them, the Civilians counter is removed and the Allied player scores 2 Victory Points.
Example: This Insurgent Squad has taken Civilian Hostages. While acting as one when moving and in combat, the Insurgent Squad loses 1 Movement Point but gains a +1 to its Defense.
31.3 Civilian Casualties
If combat occurs in a hex with Civilians, a roll must be made immediately after to check for civilian casualties.
- If combat occurs in a hex with a Civilians counter, a Civilian Casualty roll must be made using the Infantry Combat Table. The attacker makes another roll using the same Attack Value column that was used against the combat unit in the hex, against the Civilians. For example, if the attack against the combat unit was on the +1 Attack Value column of the Infantry Combat Table (ICT), then the attack against the Civilians will use the +1 AV column as well.
- If Melee combat occurs in a hex with a Civilians counter, the Civilians counter is attacked on the +3 column of the Infantry Combat Table (ICT). Attack roll is made by the player initiating the Melee.
- A Civilians counter is destroyed and removed on a C or X result on the Infantry Combat Table (ICT). Any Shaken/Broken result is ignored.
- Civilians cannot be targeted or attacked when alone in a hex.
- When destroyed, Civilians counters are scored as 2 Enemy Casualty Points each. With asymmetrical warfare, the Insurgent side always scores the Enemy Casualty Points for any Civilian casualties.
32.0 Contacts
Contacts represent unknowns on the battlefield. They could be enemy forces, weapons, civilians or nothing at all (Null).
An opaque cup (draw cup) is used in this process filled with a given number of different counters (according to scenario setup instructions), and drawn randomly when a given Contact counter on the map is revealed. This means the Contact is unknown to both sides until revealed.
- Contacts are available for one side only (controlling player) in a scenario.
- Each Contact marker may be moved 1 hex if the controlling player wins the Initiative for the turn, otherwise they remain in place. They are moved in the Civilians/Contact Phase (2/2.2).
- Contact markers remain onboard until they are revealed and are then replaced by the counters drawn from the draw cup.
- Contacts are revealed immediately when they are within 2 hexes of an enemy unit and in its LOS. And they are revealed automatically when adjacent to an enemy unit.
- Contacts are not affected or revealed by Artillery, Mortars or Airstrikes.
Example: The Humvee is moving, it suspends its movement as the Contact is within 2 hexes and in its LOS and is revealed. Insurgent player draws a random counter from the draw cup. It is an IED, and since once revealed the Contact can move 1 hex, its owner moves it adjacent to the Humvee and detonates the weapon. The attack is carried out immediately and play resumes after.
32.1 Revealed Contacts
- Whenever a Contact counter is revealed, play is paused momentarily while the action of the Contact plays out.
- Owning player draws a random counter from the draw cup and places it in the hex where the Contact marker was. The placed counter can immediately be moved 1 hex at no cost, and without suffering any Opp Fire.
- It can be moved to a hex containing enemy units which may trigger a Melee, explosion or Civilians tangle.
- After this, the new counter is considered in play for the rest of the game.
- A Null counter represents nothing and is simply removed from play.
- After actions of the revealed Contact take place, the gameplay proceeds as it was occurring before, so for example if a player's unit's movement was paused when the Contact was revealed, it can continue if it was not affected.
32.2 Challenge a Contact
- A Contact can also be revealed with a successful challenge by a good order enemy unit. This challenge is counted as a firing action by the unit and it will be marked as Fired, whether the Contact is revealed or not.
- A challenge is declared and can be made at up to 6 hexes from a combat unit (and its support weapons) to the Contact marker, if it is in its LOS and range. If outside the unit's range, a challenge cannot be made.
- Once challenged, the Contact's owner must now pass a Morale Check roll (at no cost) to keep Contact marker hidden, otherwise it is revealed immediately.
Example: The Canadian Rifle Squad challenges the Contact as it is in range and has LOS. The Rifle Squad is marked as Fired. The Insurgent player now rolls to pass a Morale Check. As their Morale Check for the scenario is 9 and the player rolls a 5, they fail and the Contact is revealed. A counter is drawn randomly from the draw cup by the Insurgent player and placed in hex J12 replacing the Contact marker. It turns out to be a Recruits Squad and as the counter can be moved 1 hex for free when revealed, the Insurgent player moves it into hex J13 where it is now a fresh unit available for play.
33.0 Airstrikes
Airstrikes are missions carried out on ground targets by a side's aircraft. Availability and Firepower of these attacks is noted in the scenario setup instructions. Airstrikes may also occur by way of a Luck Card.
- It costs a player 1 Impulse Point to carry out an Airstrike (exception, Luck Card).
- First 2 adjacent target hexes for the Airstrike is chosen by any good order unit acting as a spotter. At least 1 of the target hexes must be in the spotter's LOS.
- Spotting range for all units is 20 hexes up to a maximum of their weapon ranges if greater.
- Airstrike markers are placed in both target hexes.
- Attacking player then rolls 1D6 to check for pilot quality.
- A roll of 1 or 2 and the pilot is Green, a -1 DRM is applied to attack.
- A roll of 3, 4 or 5 and the pilot is Veteran, no DRM applied.
- A roll of 6 and the pilot is an Ace, a +1 DRM is applied to attack.
- Firepower used in the attack is the same in both hexes and applied equally against all target types. For example a Firepower of 6 will be used as 6 Firepower against foot units and it will be used as 6 Anti-Tank against armored vehicles.
- Separate attack rolls are made against each unit in each hex. Defending units receive all modifiers for terrain and fortifications. Exception: hexside terrain provides no defensive bonus.
- Vehicles are hit automatically and resolve the attack against their flank Defense. Any vehicle passengers undergo a Collateral Damage attack (23/21.2).
- Attached Leaders in a hex take Leader Casualty rolls (28/24.2) in the attack. If there are multiple foot units in the hex, the owning player chooses a foot unit to pair the Leader to before carrying out the combat. The Leader then only suffers the effects for that unit only.
- Hexes with structures check for structure collapse (17/13.10) after the attack on the units in the hexes.
- Any Civilians caught in an Airstrike always undergo an attack on the +3 Attack Value column of the Infantry Combat Table (ICT) whether alone in the hex or with other combat units.
- Any Contacts in a hex of an Airstrike are not affected or revealed.
Airstrike example: An Airstrike with a Firepower of 10 is called in on hexes U10 and V10. The terrain is open so no terrain Defense modifiers are added. Attacking player rolls 1D6 to determine pilot quality. A 6 is rolled, so the pilot is an Ace and a +1 DRM is used in all attack rolls. Attack is carried out on the tank in U10. It is hit automatically and its flank Defense of 12 is used. 10 Attacker FP - 12 Def = -2 Attack Value column of VCT. Attack then carried out against Rifle Squad with attached Leader in V10. 10 Attacker FP - 4 Def = +6 Attack Value column of ICT. And depending on the result, a Leader Casualty roll may be then carried out.
34.0 Off Board Artillery (OBA)
This includes strikes from off board mortars, guns and rocket artillery. Firepower of the OBA and its accuracy is noted in the scenario setup instructions.
Note that although modern artillery is more accurate compared to the historical models, there are still inaccuracies factored in due to malfunction, human error and an abstraction of the time element.
- It costs 1 Impulse Point to call an OBA strike and the attack proceeds immediately (exception; Luck Cards).
- Firepower used in the attack is applied equally against all target types.
- The area of effect includes the Strike hex (where Strike marker lands) and the 6 surrounding hexes.
- The Strike hex uses the full Firepower of the attack, and the six surrounding hexes use half of that number (with fractions rounded down). These 7 hexes represent the OBA strike's area of effect.
- A player can fire smoke rounds instead with any OBA strike. In this case, a Smoke counter is placed in the Strike hex and Smoke 2 counters are placed in the 6 surrounding hexes.
34.1 OBA Artillery Procedure
- First a target hex for the OBA Strike marker is chosen by any good order unit acting as a spotter. The target hex must be in the spotter's LOS.
- Spotting range for all units is 20 hexes up to a maximum of their weapon ranges if greater.
- Declare whether the strike is an explosive strike or a smoke mission and place the Strike marker in the target hex.
- Once called, the OBA strike is carried out and cannot be canceled.
34.2 Accuracy Roll
- Now an accuracy roll is made using 1D6. An accuracy number is given along with the Firepower in the scenario setup instructions.
- The accuracy number or higher must be rolled for the Strike marker to remain in place, otherwise it will move to a new hex.
- +1 DRM is added to the accuracy roll if the spotting unit is a Leader. A -1 DRM is added if there is any degrading terrain (whether 1 or 2 hexes) between the spotting unit and the target hex.
- If accurate, the artillery strike is carried out on the Strike hex and the six surrounding hexes.
- If inaccurate, follow the artillery drift procedure and move the Strike marker to a new hex before carrying out the OBA strike.
34.3 Drift
- Roll 1D6 for direction, with 1 being the hex on the North side of the Strike marker and counting clockwise.
- Then 1D6 is rolled for distance, in number of hexes, to move the Strike marker along the direction path. 1-2 = 1 hex, 3-4 = 2 hexes and 5-6 = 3 hexes.
- Move the Strike marker to its new hex and carry out the strike.
- If the Strike marker drifts off the playable map, it affects nothing and is discarded.
OBA Accuracy and Drift example: An OBA strike is called for hex Z13, but the accuracy number is not rolled, so drift is applied. A 1D6 roll of a 2 gives direction for the drift. Then a 1D6 roll for drift distance gives a 3, so the marker is moved 2 hexes. The Strike marker is moved to hex BB12 and the OBA strike is then carried out.
34.4 OBA Strike
- If it is a smoke mission, a Smoke counter is placed in the Strike hex and Smoke 2 counters are placed in the six surrounding hexes.
- If it is a explosive mission, separate attacks are carried out against each unit in every hex of the affected area.
- Defending units receive all terrain and fortification modifiers. Exception: all hexside terrain, like low walls, provide no defensive bonus.
- Vehicles are hit automatically and resolve the attack against their flank Defense. Any vehicle passengers undergo a collateral damage attack.
- Attached Leaders in a hex take Leader Casualty rolls (28/24.2) in the attack. If there are multiple foot units in the hex, the owning player chooses a foot unit to pair the Leader to before carrying out the combat. The Leader then only suffers the effects for that unit only.
- Leaders in a hex on their own are attacked normally.
- Any Civilians caught in an OBA strike always undergo an attack on the +3 Attack Value column of the Infantry Combat Table (ICT) whether alone in the hex or with other combat units.
- Any Contacts in a hex of an OBA attack are not affected or revealed.
- Any hidden units in a hex of an OBA attack are revealed and attacked.
- An OBA strike may drift onto a player's own forces and the attacks are carried out as normal.
- An OBA strike is considered to be active for the entire turn, so the Strike marker is left in place and any units moving into the 7 hex area of effect must immediately undergo the attacks with the same Firepower.
- Units caught in the original strike may still move out of their hex without undergoing another attack, as long as they don't move through another hex in the 7 hex area of effect.
- The Strike marker is removed at the end of the turn.
OBA Strike example: An OBA strike lands in hex Z8, it has a strength of 10 FP, so the attack FP used in the 6 surrounding hexes is 5 FP (10 halved). (1) A Rifle Squad (4 Def) tangled with Civilians (-1 Def) in mixed woods terrain (+2 Def) = 5 Defender's Def. 5 Attacker FP - 5 Defender's Def = 0 Attack Value column of the ICT against the Rifle Squad. Civilians are attacked on the +3 Attack Value column of the ICT. (2) A LAV III armored vehicle (5 Flank Def) in open terrain (0) = 5 Defender's Def. 5 Attacker FP - 5 Defender's Def = 0 Attack Value column of the VCT against the LAV III. (3) A Rifle Squad (4 Def) with an attached Leader in a structure (+2 Def) = 6 Defender's Def. 5 Attacker FP - 6 Defender's Def = -1 Attack Value column of the ICT. After the attack on Rifle Squad, follow up rolls include a Leader Casualty Roll (30/26.2) if the Rifle Squad suffers a result from the OBA strike. Also a Collapse roll (19/14.10) is made on the structure (and additional attacks on the foot units inside if the structure does collapse). A Collapse roll is also made for the structure in hex Z9 even though there are no units in the hex.
Appendix: Common Combats in Flow Chart Form
Each chart lists the attacker, the way the attack is resolved against each target type, and what the target uses for Defense.
Target Defense and follow-up rolls (all charts): Foot Unit - Unit Def + Terrain; Leader Casualty Roll (attached Leaders); Collapse Roll (structure/bunker). Armored Vehicle - Unit Def (Front or Flank) + Terrain; Collateral Damage Roll (passengers). Unarmored Vehicle - Unit Def (Front or Flank) + Terrain; Collateral Damage Roll (passengers). Helicopter - Unit Def; Collateral Damage Roll (passengers).
Squads (Squad, Reduced Squad, Team) with LMG, RPG (e.g. AT-4) or Demo
| Target | Squad alone | + LMG | + RPG | + Demo |
|---|---|---|---|---|
| Foot Unit | Attack roll only, Black FP | Add LMG Black FP to attack | Add RPG Black FP to attack (if target in structure/bunker) | Use Demo Black FP only (no squad FP) |
| Armored Vehicle | No Ranged Attack (Melee only) | No Ranged Attack (Melee only) | Roll to hit - then Attack roll, Red Anti-Tank only (no squad FP) | Attack roll only - Demo Black FP halved only (no squad FP) |
| Unarmored Vehicle | Attack roll only, Black FP halved | Add LMG Black FP to attack, then halved | Roll to hit - then Attack roll, Black FP only (no squad FP) | Attack roll only - Demo Black FP halved only (no squad FP) |
| Helicopter | Attack roll only, Black FP halved | Add LMG Black FP to attack, then halved | Roll to hit - then Attack roll, Red Anti-Tank only (no squad FP) |
Tanks / Heavy Weapons
Main Armament (MA): heavy cannon, auto-cannon, non-missile. Secondary Armament (MGs). Weapon Teams with a main armament (heavy cannon, recoilless rifle, non-missile) follow the same chart.
| Target | Main Armament | Secondary Armament |
|---|---|---|
| Foot Unit | Attack roll only, Black FP | Attack roll only, Gray FP |
| Armored Vehicle | Roll to hit - then Attack roll, Red Anti-Tank | No Attack |
| Unarmored Vehicle | Roll to hit - then Attack roll, Black FP | Attack roll only, Gray FP halved |
| Helicopter | Roll to hit - then Attack roll, Red Anti-Tank | Attack roll only, Gray FP halved |
Helicopters
Guns: main armament auto-cannon, grenades, rocket pods. ATGMs. MGs: machine guns only.
| Target | Guns | ATGMs | MGs |
|---|---|---|---|
| Foot Unit | Attack roll only, Black FP | Roll to hit - then Attack roll, Black FP (if target in structure/bunker) | Attack roll only, Black FP |
| Armored Vehicle | Roll to hit - then Attack roll, Red Anti-Tank | Roll to hit - then Attack roll, Red Anti-Tank | No Attack |
| Unarmored Vehicle | Attack roll only, Black FP halved | Roll to hit - then Attack roll, Black FP | Attack roll only, Black FP halved |
| Helicopter | Roll to hit - then Attack roll, Red Anti-Tank | Roll to hit - then Attack roll, Red Anti-Tank | Attack roll only, Black FP halved |
Missiles (ATGM Teams; Vehicles and Helicopters with ATGMs)
| Target | Resolution |
|---|---|
| Foot Unit | Roll to hit - then Attack roll, Black FP |
| Armored Vehicle | Roll to hit - then Attack roll, Red Anti-Tank |
| Unarmored Vehicle | Roll to hit - then Attack roll, Black FP |
| Helicopter | Roll to hit - then Attack roll, Red Anti-Tank |
*Rolling natural doubles on first roll - Ammo Out.
Afghanistan Playbook
The following sections transcribe the official Modern Tactics Afghanistan Playbook (28 pages) that accompanies the Core Rules: theater terrain, walled compounds, special units and rules, and the twenty scenarios.
The War in Afghanistan, 2001-2021
Afghanistan has been a poor country in turmoil for much of its history. Centuries in which tribal loyalties, traditions and conflicts have controlled the people and their days. Another trait among the Afghans is a distrust of foreign soldiers on their lands and a grudging acceptance of warfare and hardships needed to dislodge them. The West, mainly the US, entered its borders in 2001 as part of the Global War On Terror. Training camps and terrorist forces were destroyed. Also the orthodox rulers of the nation who supported them were driven out. In the vacuum that remained, the US and many of its allies moved in to restore some sense of order. But there were many forces that did not want order, there were many that wanted the chaos. The former ruling forces looked to regain lost control. With covert rebuilding and help from foreign fighters an insurgency was born. Attacks were launched against the government in Kabul and its Coalition partners. These forces sought to destabilize by using asymmetric warfare against the high tech armies of the Coalition. Other destabilizing factors included a thriving narcotics trade, limited education, extreme poverty and heavy handed corruption. Into this cauldron, Coalition countries inserted their soldiers to counter the insurgency. They also inserted countless civilian teams to rebuild and help the populace where and when they could. Would it help, they could not be sure. But the war was long and the battles were still fought.
This playbook will be used by players of the Modern Tactics system to immerse themselves in a theater of operations. It will familiarize you with the terrain encountered as well as some different units. Any specific rules related to the units or combat will also be explained in this book.
The scenario sheets follow, providing tactical challenges to players using the game system. Please note, although many of these scenarios are based on actual events and situations that happened in the war, the scenarios themselves are fictional.
Playbook 1/ Terrain
This section explains the terrain features of the maps this game is played on. Movement costs for foot, wheeled and tracked units to move into the hex is given for each terrain type. A (Bog) in the movement costs shows that a bog roll is required for a vehicle when it enters the hex.
It also explains whether the LOS (Line of Sight) through the hex is affected, being degraded or blocked. Any defensive modifiers for units in the terrain is also listed.
In this game all roads on Map 4 are paved. On Map 1, the straight line of road hexes from A17 to GG1 are paved. The remainder of road hexes on the maps are considered unpaved.
- Open - Little cover. No LOS effects. No Defense effects. Movement costs: 1 MP for all unit types.
- Unpaved Road - Little cover. No LOS effects. No Defense effects. Movement costs: 1 MP for all unit types.
- Paved Road - Little cover. No LOS effects. No Defense effects. Movement costs: 1 MP for foot, 1/2 MP for all vehicles.
- Structure - Thick walled construction. Structure itself Blocks LOS. +2 Defense. Movement costs: 2 MP for foot, vehicles may not enter the hex unless also road.
- Farm - Tilled, heavy soil. No LOS effects. No Defense effects. Movement costs: 1 MP for foot, 3 MP (Bog) for wheeled, 2 MP for tracked.
- Marijuana Fields - Tall, thick crops providing cover. Degrades LOS. +1 Defense. Movement costs: 2 MP for foot, 3 MP (Bog) for wheeled, 2 MP for tracked.
- Crops - Dense crops providing cover, like corn for example. Degrades LOS. +1 Defense. Movement costs: 2 MP for foot, 3 MP (Bog) for wheeled, 2 MP for tracked.
- Bridge - Construction over difficult terrain. No LOS effects. -1 Defense. Movement costs: 1 MP for all unit types.
- Wadi - Dried out riverbeds, varying depths. No LOS effects. +2 Defense. Movement costs: 2 MP for foot, 3 MP (Bog) for wheeled, 2 MP (Bog) for tracked.
- Grape Fields - Difficult terrain with high berms and grape vines. Blocks LOS. +2 Defense. Movement costs: 2 MP for foot, 4 MP (Bog) for tracked, wheeled vehicles may not enter.
Playbook 2/ Walled Compounds
These features are pretty common in Afghanistan. They have sturdy, high walls surrounding and incorporating structures.
The center dots in the hexes position units in the hex relative to the high walls. The unit occupies the side with the dot.
For a unit inside a compound to trace LOS outside of it, it must be adjacent to the outer wall (or outer structure) and a part of the wall (or structure) must be incorporated as part of the hex. The hex which contains the wall (or structure) graphic is the hex which receives the defensive modifier.
If not adjacent, these high walls block LOS. LOS into and out of structures in these compounds is treated normally.
Another way to think of these compounds, is to picture them as a multi-hex building with the outer edges having LOS to the outside world and vice-versa. LOS inside of the compounds follow normal rules.
If the structure is not part of the outer wall itself, it cannot see outside of the compound. It is only able to trace LOS within the walls and to any outside units along the high walls.
- A unit in hex Y4 is outside the compound (center dot is outside) but can see inside because it is adjacent and the hex incorporates some of the wall. The unit in Y4 gets the defensive benefit from the high wall.
- A unit in hex W4 is inside the compound (center dot is inside) and can trace its LOS out of the compound. The unit in W4 gets the defensive benefit from the high wall.
- Hex X3 is an interior hex and can only trace LOS on the inside of the compound, or to outside units adjacent to a wall.
These colored circles have matching colored lines indicating the LOS arcs traced out of the compound from outer hexes. The circles are above the hex center dots. Once the line tracing the LOS hits artwork of another outer hex, the LOS then switches back to the interior of the compound.
Also remember that the reciprocal LOS of units firing into these hexes is the same.
The structure in hex P11 is on the inside and can only trace LOS inside the compound. The structure hex also has a part to play with the LOS inside of the compound.
The white arrows show external hexes that can see into the compound because they are adjacent to and containing parts of the high walls. They can also be seen from units inside the compound.
Playbook 3/ Special Units and Rules
Infantry Smoke
Only US, Canadian and ANA foot units are provided with smoke grenades while Insurgent units are not.
As noted in scenario setups, Coalition players are provided with Smoke counters at the beginning of a scenario to be used, or not in the course of play.
Can be placed in a squad's own or adjacent hex and counts as a firing action by the unit.
Limit of 4 INF Smoke counters does not apply to other units with inherent smoke capability.
Insurgent Units
Fanatics - Highly motivated units that will fight to the death. These units will ignore all Shaken/Broken results and will only suffer casualties in combat. They can use stealth movement.
Recruits - The men in these units have little training and are poorly motivated. They could be fighting for money or they might have been forced into it. These are poor quality units. They suffer -1 in melee, -1 to breach, -1 to rally and -1 on to hit rolls. With pressure, these units will drop back from the fighting. Rout - if a Recruits unit fails a morale check or suffers a casualty when attacked, it immediately moves back 1 hex away from the unit firing upon it. Attached leaders and support weapons will move with the Recruits, unless another good order Insurgent unit is in the same hex.
Fighting Age Male (FAM) - These Single Person Counters represent a single person with a cellphone calling for a hidden mortar to lob some rounds at a target. Unit must have LOS to the target hex. May not fire smoke rounds. These units are destroyed with a casualty or X result. Place a Strike marker. Roll 1D6 for accuracy. 5 or higher is needed for accuracy. If inaccurate, roll 1D6 for drift direction and then 1D6 for distance with 1-2=1 hex, 3-4=2 hexes and 5-6=3 hexes. Move Strike marker to new hex and carry out the attack.
Bombers - These Single Person Counters are suicide units and have no Casualty Point value when destroyed.
- A Bomber will either be revealed or covert. The side of the counter with the red C designates the unit as covert, or hidden.
- As these units are fanatical they will ignore any Shaken/Broken combat results and will only suffer casualties.
- Bombers can move directly into an enemy occupied hex as part of their normal movement (it doesn't require assault movement).
- These units detonate immediately upon entering a hex with an enemy unit. All units and civilians in the hex undergo separate attacks. The Bomber cannot be Opp Fired at before it detonates, once it has entered the target hex.
- The Firepower of 5 is used against both soft targets and hard targets. Against vehicles, the vehicle's flank defense is used in attack.
- If detonated inside a structure or bunker, a collapse roll is made.
- While covert, a Bomber may move freely without being attacked by enemy units, including Opp Fire.
- Once revealed, the unit is flipped to its revealed side (no red C). It is now a known element and may be attacked by enemy units.
- Covert Bombers may be challenged by coalition units in the same way as unknown Contacts are challenged (Challenge a Contact, 41/32.2). When challenged, the Insurgent player must pass a morale check roll. If passed the Bomber remains covert, but if failed the counter is flipped to its revealed side and the Bomber can then be attacked. Revealing a Bomber does not stop its movement.
- A covert Bomber unit must automatically undergo a morale check when it becomes adjacent to an enemy unit. If revealed in this way, the adjacent enemy unit can immediately Opp Fire at the revealed Bomber at the cost of another Impulse Point if it still has actions available.
- Bombers are normally setup on board as covert.
- Bombers placed on board as revealed Contacts, are placed on their revealed side.
- Once a Bomber is revealed, it cannot return to a covert state.
Bomber example 1: 2 US Rifle squads move adjacent to a covert Bomber unit. The Insurgent player takes a morale check roll when each moves adjacent, which are passed, so the Bomber remains covert. In a following Insurgent player Impulse, the Bomber has a choice available for adjacent targets. Target in S4 is in the open, so attack would be 5 FP against 4 Defense. Target in T4 is in a structure, so attack would be 5 FP against 6 Defense. A collapse roll would also be made on structure. Insurgent player chooses to move the Bomber into the open hex of S4 and immediately detonates. An attack is made on the +1 Attack Value column of the Infantry Combat Table (ICT).
Bomber example 2: A Covert Bomber moves into the LOS of a US Rifle unit. The Rifle immediately challenges the Covert Bomber as Opportunity Fire. A challenge is a firing action, so the Rifle is marked as Fired. Insurgent player takes a morale check roll. The roll is failed and the counter is flipped to its revealed side. The Bomber continues its move toward the Rifle. As the Bomber is now revealed and can be fired upon, the Rifle unit Opp Fires when it moves adjacent (Rifle unit now marked as Used). However, in the attack, the Rifle only manages a Broken result on the Bomber which it ignores. The Bomber continues its move into the enemy hex and detonates immediately. An attack is made, 5 FP - 4 Def = +1 Attack Value column of the Infantry Combat Table (ICT).
Playbook 5/ Scenarios
Canadian scenarios:
- Under Fire, Map 2, 12 turns
- Barton's Holdouts, Map 4, 10 turns
- Medusa, Map 2, 15 turns
- Open Market, Map 1, 12 turns
- High Value Target, Map 1, 9 turns
- Presence Patrol, Map 1, 12 turns
- Snake Pit, Map 1, 14 turns
- Dismounted Attack, Map 3, 8 turns
- Outside the Wire, Map 2, 12 turns
- Strongpoint, Map 2, 10 turns
American scenarios:
- Into the Valley, Map 4, 9 turns
- Knife Fight, Map 1, 11 turns
- Backhand Blow, Map 1, 14 turns
- The Badlands, Map 3, 8 turns
- Surgical Strike, Map 2, 9 turns
- Luckless Convoy, Map 4, 7 turns
- COP Bandit, Map 4, 10 turns
- Route Red Dog, Map 2, 10 turns
- Rangers Up, Map 3, 9 turns
- Operation Werewolf, Map 1, 13 turns
(The Playbook's section 4 is a Research bibliography and is omitted.)
Scenario 1: Under Fire
July 12th, 2006. Panjwai District, Afghanistan. An Afghan National Army outpost is under attack and threatened with being overrun. Units of the Princess Patricia's Canadian Light Infantry from a nearby base are dispatched to drive off the attackers.
TURNS: 12. MAP: 2. OBJECTIVES: Relieve outpost. Luck Cards: 3 maximum. INF Smoke: 4 Coalition.
R.O.E.
- ANA setup first.
- Hexes V14 and W13 are Objectives and represent the ANA outpost.
- Beginning at the start of Turn 2, Allied player rolls 1D6. If a 4 or higher is rolled, Canadian units are activated on that turn. These units are activated automatically on Turn 7 if all else fails.
- Coalition has 1 mission of OBA available on Turn 3. Strength of 8 (4) and an accuracy roll of 3 or higher (4 or higher if directed by ANA unit).
- ANA units must remain on map within 3 hexes of the Objective hexes until relieved by Canadian units.
- Once any Canadian unit moves adjacent to either Objective, the ANA units are released and may exit the map. They must exit by hex W19 or GG19.
- ANA leaders have no effect on Canadian units. Canadian leaders may only provide a Rally bonus to ANA units in their command range.
VICTORY
To win, the Canadian player must reach the Objective hexes, release the ANA units and exit at least 1 ANA Squad/Reduced Squad from the map. Game ends immediately when the ANA unit exits the map. Insurgents win by denying an Allied victory or automatically by destroying all ANA units.
INSURGENT - MORALE CHECK: 9. Impulse: 3D6.
- 3 x Fighters, 4 x Recruits; 1 x Leader; 1 x LMG, 2 x RPG-7. SETUP TURN 1, on or adjacent to hex X2.
- 3 x Fanatics, 2 x Bombers (C), 1 x Sniper; 2 x LMG. SETUP TURN 1, on or adjacent to hex FF9.
- 4 x Fighters, 2 x Recruits, 1 x FAM; 1 x Leader; 2 x LMG, 2 x RPG-7. SETUP TURN 1, on or adjacent to hex H10.
COALITION - Impulse: 1D6 + 3.
- AFGHAN - MORALE CHECK: 8. 3 x ANA, 3 x Reduced ANA; 1 x ANA Lieutenant, 1 x ANA Sergeant; 3 x LMG; 4 x Wire. SETUP TURN 1, on or within 3 hexes of Objectives.
- CANADIAN - GUT CHECK: 7. 2 x Rifle, 1 x Reduced Rifle; 2 x Sergeant; 2 x LMG, 1 x M 72; 1 x LAV III, 2 x Bison. ENTER WHEN ACTIVATED, loaded, on hexes A1, A2 and A4. +1 Impulse Die.
Scenario 2: Barton's Holdouts
August 22nd, 2006. Kandahar Province, Afghanistan. A small Canadian patrol of 2 armored Bisons is hit by a roadside IED. One of the vehicles is destroyed and the other is immobilized. Some of the soldiers suffered serious injuries, so the troops must hold on and wait for rescue. Local Insurgents have seen the result and swoop in for the kill. Sergeant Barton's troops will protect their wounded comrades until help arrives.
TURNS: 10. MAP: 4. OBJECTIVES: Rescue. Luck Cards: 2 maximum. INF Smoke: 4 Canadian.
R.O.E.
- Canadians setup first.
- Canadian player chooses 2 of hexes F6, G7, H7, I8 to place the wreck and immobilized Bison.
- Immobilized Bison still has its crew and functioning armaments.
- Beginning at the start of Turn 2, Initiative roll may determine reinforcements.
- If Canadian player wins Initiative roll by 3 or more, their QRF is activated and available to enter on that turn.
- If Insurgent player wins Initiative roll, they receive reinforcements. Roll 1D6 to determine type. That unit is eligible to enter the map on that turn. Add 1 Impulse die (max) to Insurgent side after 4 reinforcements.
- Canadian foot units must remain within setup area until released. They are released immediately when a vehicle of the QRF enters hex H7, or at the beginning of Turn 7 as a default.
- The immobilized Bison is abandoned when the units are released. Flip the Bison to its wreck side and place a Canadian Team in the hex to represent the crew.
VICTORY
To win, the Canadian player must exit all foot units by scenario end without reaching a casualty loss (may exit by foot or as a passenger). All units must use the same hex to exit, either A2 or O8. Choice of hex is up to Canadian player. Insurgents win by denying a Canadian victory. It is an immediate Insurgent victory when 6 Enemy Casualty Points are acquired.
INSURGENT - MORALE CHECK: 8. Impulse: 3D6.
- 3 x Fighters, 4 x Recruits; 1 x Sniper; 1 x Leader; 2 x LMG, 2 x RPG-7. ENTER TURN 1, anywhere on North, East and West map edge.
- INSURGENT RANDOM REINFORCEMENTS (Roll 1D6): 6 - Fanatic, LMG; 5 - Fighter, RPG-7; 4 - Fighter, LMG; 3 - Bomber; 2 - Recruit, RPG-7; 1 - Recruit. ENTER WHEN ACTIVATED, anywhere on North, East and West map edge. May not enter into or adjacent to an enemy occupied hex.
CANADIAN - MORALE CHECK: 6. Impulse: 1D6+1.
- 1 x Rifle, 2 x Reduced rifle; 2 x LMG; Sergeant Barton; 1 x Bison (Immobilized), 1 x Bison Wreck. SETUP TURN 1, foot units must be within 2 hexes to the Bison or wreck.
- QUICK REACTION FORCE: 2 x LAV III. ENTER WHEN ACTIVATED, hex A2 or O8. +1 Impulse die.
Scenario 3: Medusa
Operation Medusa was a large scale operation aimed at driving out the growing number of Insurgent fighters in the Panjwai and Zhari districts of Southern Kandahar. Instead of running, this time the fighters dug in and prepared for the approaching battle. The Royal Canadian Regiment Battle Group was the hammer on the Allied side.
TURNS: 15. MAP: 2. OBJECTIVES: Capture Objectives. Luck Cards: 3 maximum. INF Smoke: 4 Canadian.
R.O.E.
- Insurgents setup first.
- Wire, mines and IED may not be setup in Objective hexes.
- Hexes H7, F15, X4, Y5, AA9, EE15 are Objectives.
- Objectives are captured and scored when moved onto or through by a good order Canadian unit. Remove counters once captured.
- Canadians have 2 OBA missions available at game start. Strength of 8 (4) and accuracy roll of 3 or higher.
- At the start of each new turn (beginning on Turn 7), the Canadian player rolls 2D6 for air support. If a 7 or higher is rolled, the Apache gunship is available to enter.
- The Canadian player will break contact at 20 Casualty Points.
VICTORY
Captured Objectives are worth 3 Victory Points each to the Canadians. Objectives remaining uncaptured at game end are worth 3 Victory Points each to the Insurgents. At game end, Insurgent player doubles the value of their Enemy Casualty Point total. The side with the highest number of Victory and Enemy Casualty Points at game end is the winner.
INSURGENT - MORALE CHECK: 8. Impulse: 2D6+3.
- 4 x Fanatic, 6 x Fighters, 8 x Recruits; 1 x HMG, 1 x SPG-9 RR (Hidden); 2 x Sniper (Hidden); 1 x FAM; 3 x Leader; 4 x LMG, 5 x RPG-7; 1 x Mines (Hidden), 1 x IED (Hidden); 1 x Bunker (Hidden); 3 x Wire, 3 x Trench. (No setup location is printed for this group; the R.O.E. states Insurgents setup first.)
- 3 x Recruit; 1 x LMG, 1 x RPG-7; 1 x Technical. ENTER TURN 7, anywhere on East edge.
CANADIAN - MORALE CHECK: 7. Impulse: 3D6+3.
- 8 x Rifle, 4 x CEng, 1 x Sniper; 1 x Captain, 1 x Lieutenant, 2 x Sergeant; 1 x Mortar Team; 3 x LMG, 2 x M 72, 2 x Carl G, 1 x Demo; 4 x LAV III, 2 x Bison, 2 x RG-31. ENTER TURN 1, anywhere on West edge, may enter loaded.
US AIR SUPPORT - MORALE CHECK: 6.
- 1 x Apache Gunship. ENTER WHEN ACTIVATED, anywhere on East edge. Hellfire Missiles Ammo Out on doubles.
Scenario 4: Open Market
Increasing Insurgent activity in and around a local market requires action by coalition forces. Intimidation of the locals and recruitment of their sons has the village elders looking for help. Focused patrols are needed to root out the Insurgent menace and make the locals feel safe. Units of the Royal Canadian Regiment move out to the village market to let their presence be felt by friend and foe alike.
TURNS: 12. MAP: 1. OBJECTIVES: Capture Objectives at the market. Luck Cards: 3 maximum. INF Smoke: 4 Canadian.
R.O.E.
- Insurgents setup first.
- Hexes H13, K16 and D15 are the Objectives.
- Place Civilians in hexes G4, R16, W9, Z4. Civilians controlled by Insurgent player. Civilian casualties are worth 2 Casualty Points to the Insurgents.
- Place Contacts in hexes I4, X3, Z10, S17, L9. In Contact cup place: 2 Fighters, 4 Recruits, 1 Fanatic, 1 IED, 2 Bombers, 2 Snipers, 2 Civilians and 2 Null.
- Objectives are captured when moved into or through by a good order Canadian unit.
- Canadian forces enter the map in 2 sections, with each section using its own entry hexes. All units of a section must use the same hex to enter. Entry hexes available are Z0, GG1, GG10, GG19.
- Canadians will break contact at 10 or more Casualty Points.
VICTORY
The Canadian player wins by capturing all of the Objective hexes. The game ends at the conclusion of that turn. Insurgents win by denying a Canadian victory or forcing a break in contact.
INSURGENT - MORALE CHECK: 9. Impulse: 2D6.
- 2 x Fighters, 3 x Recruits; 1 x Leader; 1 x LMG, 1 x RPG-7. SETUP TURN 1, any section on line of road between E15 and X5.
- 1 x Fanatic, 1 x Bomber (C), 1 x Sniper; 1 x LMG. ENTER TURN 7, any empty hex on West edge.
CANADIAN - MORALE CHECK: 7. Impulse: 2D6+2.
- SECTION 1: 3 x Rifle, 1 x CEng; 1 x Lieutenant; 1 x LMG, 1 x Carl G. ENTER TURN 1, on entry hexes as per R.O.E.
- SECTION 2: 2 x Rifle, 2 x CEng; 1 x Sergeant; 1 x LMG, 2 x Demo. ENTER TURN 1, on entry hexes as per R.O.E.
Scenario 5: High Value Target
Intelligence has learned that a prolific bomb maker, Qasim, is in a village outside of the city. His IEDs and booby traps have created misery for the local civilians and Afghan government forces. Special Operations Forces are dispatched to knock on some doors and take the man, preferably alive. They are backed up with some troops from the Royal Canadian Regiment.
TURNS: 9. MAP: 1. OBJECTIVES: Locate and capture a bomb maker. Luck Cards: 2 maximum. INF Smoke: 4 Canadian.
R.O.E.
- Insurgents setup first.
- Place a Contact in hexes P5, Q11, T5 and U10. Insurgent secretly places a Fighter under 2 Contacts, a Recruit under 1 Contact, and the Leader Qasim under 1 Contact. Qasim represents the bomb maker.
- These Contacts may not move until they are revealed and become active. When Qasim is revealed, a Fanatic and LMG are placed onboard in the hex with him.
- Other Insurgents may not be setup in or enter a compound with a Contact until that Contact is revealed.
- A Civilian counter is spawned and placed on map immediately whenever the Insurgent player wins an Initiative roll. Place in any empty hex within 4 hexes of any Contact or onboard insurgent unit. May not be placed in Canadian occupied hex.
- Civilians controlled by Insurgent player. Civilian casualties are worth 2 Casualty Pts. to the Insurgents.
- Qasim is captured when a good order Canadian unit moves into his hex and no other good order Insurgent units are in the hex.
- When captured, Qasim moves as one with his captor unit. Qasim will roll for Collateral Damage when it is in a Melee hex. Qasim will roll for Collateral Damage when a unit that it is with is attacked.
- Qasim can leave in any vehicle alone or with a captor unit.
- Control of Qasim reverts back to insurgent player if his captor unit is destroyed.
- The captured bomb maker and Canadian units can only leave the map by way of any road hex on any edge.
- All Canadian forces must enter on same map edge once chosen.
- JTF 2 units are Elite.
- Canadians will break contact at 12 or more Casualty Points.
INSURGENT - MORALE CHECK: 8. Impulse: 2D6.
- 3 x Fighters, 4 x Recruits, 1 x Leader, 1 x Bomber (C); 1 x LMG, 2 x RPG-7; 1 x Sniper (Hidden). SETUP TURN 1, anywhere on map but not near Contacts and at least 4 hexes from map edges.
- 2 x Fighters, 2 x Recruits; 2 x LMG. ENTER TURN 4, any map edge hex. Hex entered may not contain or be adjacent to Canadian units. +1 Impulse Die.
CANADIAN - MORALE CHECK: 7. Impulse: 1D6 + 5.
- 2 x JTF 2, 1 x Lieutenant; 1 x LMG, 1 x Demo; 2 x RG-31. ENTER TURN 1, loaded, any road hex on East or West map edge.
- 2 x Rifle, 1 x Lieutenant; 1 x LMG, 1 x Carl G; 1 x LAV III, 1 x Bison. ENTER TURN 2, loaded, any road hex on East or West map edge.
VICTORY
Canadian must capture and exit Qasim from the map to win. If Qasim is killed and at least 1 Canadian unit exits, it is a minor victory for the Canadians. Insurgents win by denying a Canadian victory or forcing a break in contact.
Scenario 6: Presence Patrol
The Afghan National Army was a mixed bag of units. Some of them were good and wanted to become better soldiers for their war torn country, others not so much. Canadian soldiers in OMLT (Operational Mentoring and Liaison Teams) worked closely with their ANA units. This OMLT is run by the Royal 22e Regiment. The mixed force moves through a village on a routine patrol. The goal, to build trust between the local population and their army.
TURNS: 12. MAP: 1. OBJECTIVES: Exit units. Luck Cards: 3 maximum. INF Smoke: 4 Coalition.
R.O.E.
- Insurgents setup first.
- Place Civilians in hexes E15, P9, DD2. Civilians controlled by Insurgent player. Civilian casualties are worth 2 Casualty Points to the Insurgents.
- Insurgent player places Contacts in hexes I11, T5, AA10, T17, Q11, Y7. In Contact cup place: 1 Fanatic, 3 Fighters, 2 IEDs, 1 Bomber, 2 Civilians and 2 Null.
- Canadian Lieutenant can form groups with ANA units. Can also attach to ANA units and add combat bonuses.
- ANA Leaders have no effect on Canadian units.
- The Coalition player will break contact at 11 or more Casualty Points.
VICTORY
Coalition player wins immediately by exiting 1 Canadian squad/reduced squad and 1 ANA squad/reduced squad from the East map edge between hexes GG9 and GG18. The game ends at the conclusion of that turn. Insurgents win by denying a Coalition victory or forcing a break in contact.
INSURGENT - MORALE CHECK: 8. Impulse: 2D6.
- 3 x Fighters, 3 x Recruits; 1 x Sniper (Hidden); 2 x LMG, 2 x RPG-7; 3 x Wire. SETUP TURN 1, anywhere East of R hexline.
COALITION - Impulse: 2D6+3.
- AFGHAN - MORALE CHECK: 9. 6 x ANA; 1 x ANA Lieutenant, 1 x ANA Sergeant; 1 x LMG, 1 x RPG-7; 1 x ANA Humvee. SETUP TURN 1, anywhere on hexes A1-A7, may setup loaded.
- CANADIAN - MORALE CHECK: 7. 2 x Rifle; 1 x Lieutenant; 1 x LMG, 1 x M 72; 1 x RG-31. ENTER TURN 2, anywhere on hexes A1-A7, may enter loaded.
Scenario 7: Snake Pit
A gathering of Insurgents and their leaders in a nearby village gets the attention of coalition forces. A clearing operation is planned and quickly put into motion. Units from the Royal 22e Regiment, the Van Doos, are sent in to flush them out and take back control of the area.
TURNS: 14. MAP: 1. OBJECTIVES: Capture Objectives. Luck Cards: 3 maximum. INF Smoke: 4 Canadian.
R.O.E.
- Insurgents setup first.
- Wire and IED may not be setup in Objective hexes.
- Hexes H15, P11 and W15 are the Objectives.
- Place Civilians in hexes DD6, Z13, R12, F9, N5. Civilians controlled by Insurgent player. Civilians casualties are worth 2 Casualty Points to the Insurgents.
- Insurgent player places 5 Contacts within any 5 different compounds. In Contact cup place: 2 Fighters, 2 Recruits, 4 Fanatics, 3 IEDs, 2 Bombers, 3 Civilians and 3 Null.
- Objectives are captured when moved onto or through by a good order Canadian unit. Remove Objective counters when captured.
- If Canadian player wins any Initiative roll by 5 or more, the reinforcement of the Leopard 2 and G Wagon are available to enter on that turn or later.
- Canadians will break contact at 18 or more Casualty Points.
VICTORY
The Canadian player wins at end of turn after capturing all of the Objective hexes. Insurgents win by denying a Canadian victory or forcing a break in contact.
INSURGENT - MORALE CHECK: 9. Impulse: 4D6.
- 3 x Fanatics, 4 x Fighters, 4 x Recruits; 2 x Snipers (Hidden); 1 x Bomber (C), 1 x FAM; 2 x Leader; 3 x LMG, 3 x RPG-7; 1 x IED (Hidden); 2 x Roadblock, 4 x Wire. SETUP TURN 1, anywhere South of #4 hexline.
- 1 x Fanatic, 2 x Bomber (C); 1 x LMG. ENTER TURN 7, any empty hex on South edge.
CANADIAN - MORALE CHECK: 7. Impulse: 3D6+3.
- 8 x Rifle, 3 x CEng; 1 x Mortar Team; 1 x Captain, 2 x Sergeant; 3 x LMG, 1 x Carl G, 3 x M 72; 4 x LAV III. ENTER TURN 1, anywhere on North edge. May enter loaded.
- 1 x Leopard 2; 1 x G Wagon. ENTER WHEN ACTIVATED, anywhere on North edge.
Scenario 8: Dismounted Attack
Locals who are fed up with the Insurgents inform a Canadian patrol of a bunker and trench complex hidden amongst their crops. Command decides they cannot bypass. The Captain is ordered to dismount, recon the area and attack with what he has available. And if there is a bunker, it must be destroyed.
TURNS: 8. MAP: 3. OBJECTIVES: Destroy Bunker. Luck Cards: 2 maximum. INF Smoke: 4 Canadian.
R.O.E.
- Insurgents setup first.
- Place Rubble counters in C2 and C3.
- All roads are unpaved.
- Bunker is hidden for initial turn. Any Insurgent units in bunker are also hidden initially.
- Place Contact markers in hexes D2, B5 and D8. Place the Bunker counter under 1 of them, and place Null counters under the other 2.
- Contact markers are removed when a Canadian unit has LOS and is within 4 hexes.
- Bunker is destroyed and counter removed when moved into unopposed by a good order Canadian unit. Bunker can also be destroyed by combat.
- Canadian forces will break contact at 6 or more Casualty Points.
VICTORY
The Canadian player wins immediately at end of turn when destroying the Bunker. Insurgents win by denying a Canadian victory or forcing a break in contact.
INSURGENT - MORALE CHECK: 8. Impulse: 3D6.
- 3 x Fighters, 2 x Recruits; 1 x Sniper (Hidden), 1 x FAM; 1 x Leader; 1 x LMG, 2 x RPG-7; 1 x Trench, 1 x Wire. SETUP TURN 1, anywhere West of L hexline.
- 1 x Fanatic, 2 x Recruits; 1 x LMG. ENTER TURN 4, any map edge, not in or adjacent to Canadian units. All units must enter using same map edge. +1 Impulse die.
CANADIAN - MORALE CHECK: 7. Impulse: 1D6 + 4.
- 3 x Rifle, 1 x Team; 1 x Captain; 2 x LMG, 1 x Carl G; 1 x G Wagon; 1 x Bison. SETUP TURN 1. G Wagon and Bison in road hexes N5 and O6. Foot units may setup loaded in vehicles and/or in hexes adjacent to vehicles.
Scenario 9: Outside the Wire
Reconstruction projects, carried out by NGOs (Non-Governmental Organizations), were run to win the 'hearts and minds' of the populace. Working on the roads, out in the wilds, a group of contractors and their escort come under fire by Insurgent forces. The Bison armored vehicle has taken RPG damage and is immobilized. The group will try to stay safe while they await rescue. A quick reaction force is rushed out from a nearby operating base to the stranded group.
TURNS: 12. MAP: 2. OBJECTIVES: Rescue Civilians. Luck Cards: 2 maximum. INF Smoke: 4 Canadian.
R.O.E.
- Canadians setup first.
- Immobilized Bison is crewed with functioning armament.
- Civilian counters represent the contractors, and are controlled by the Canadian player. They do not cause Tangling with other units.
- Civilians can be attacked at any time by the Insurgents, they do not have to be in a hex with Canadian units.
- Civilians have a Defense value of 3 in this scenario.
- Civilians can be loaded and transported in the Canadian APCs.
- At the start of Turn 2, the Canadian player takes a Morale Check roll. If passed, the QRF reinforcement is released and available to enter on the turn. If failed, the QRF is released on Turn 3.
- Civilians must remain within 4 hexes of the immobilized Bison until released by arrival of QRF forces.
- When any vehicle of the QRF moves adjacent to the immobilized Bison, the crew abandons the immobilized Bison and it is flipped to its Wreck side (No Casualty Point loss). The civilians are then released, and free to move anywhere and leave the map. They must exit the map using hexes A8, A9, and A10.
VICTORY
The Canadian player wins immediately by exiting a civilian from the map. Insurgents win by denying a Canadian victory or immediately by destroying all civilians.
INSURGENT - MORALE CHECK: 9. Impulse: 2D6.
- 2 x Fanatic, 2 x Fighters, 3 x Recruits, 1 x Sniper; 1 x Leader; 2 x LMG, 2 x RPG-7. SETUP TURN 1, within 2 hexes of Q5 and/or Q15.
- 3 x Fighter, 2 x Recruit; 2 x LMG, 1 x RPG-7. ENTER TURN 4, any hex on South edge. +1 Impulse die.
CANADIAN - MORALE CHECK: 7. Impulse: 1D6+2.
- 2 x Reduced Rifle; 1 x Sniper; 1 x Sergeant; 1 x LMG; 1 x Bison (Immobilized); 4 x Civilian. SETUP TURN 1, Immobilized Bison must set up on hex H3, G4, G5 or G6. Other units must setup within 4 hexes of the Bison.
- QUICK REACTION FORCE: 2 x Rifle; 1 x Lieutenant; 2 x LMG; 2 x LAV III; 1 x Bison. ENTER WHEN ACTIVATED, on East edge road hex GG3 or GG19. Enter loaded. All units use same entry hex. +1 Impulse die.
Scenario 10: Strongpoint
In a show of force, Canadian units move out with tank support to capture Insurgent strongpoints. The operation will show the enemy how out-gunned they are, and that they can be hit anywhere. Tanks of the Lord Strathcona's Horse go in heavy to support the grunts of the Royal Canadian Regiment.
TURNS: 10. MAP: 2. OBJECTIVES: Capture strongpoints. Luck Cards: 2 maximum. INF Smoke: 4 Canadian.
R.O.E.
- Insurgents setup first.
- IED may not be setup in or adjacent to Objective hexes.
- Hexes M15, F15 and F16 are Objectives and represent the strongpoints.
- The strongpoints are fortified structures and have a defensive value of 3.
- Objectives are captured when moved into or through by a good order Canadian unit.
- Objectives are destroyed by collapsing structures.
- Canadian player removes Objective counters when captured or destroyed.
- Canadians will break contact at 10 or more Casualty Points.
VICTORY
To win, the Canadian player must capture or destroy all Objective hexes. The game ends at the conclusion of that turn. Insurgents win by denying a Canadian victory or forcing a break in contact.
INSURGENT - MORALE CHECK: 8. Impulse: 2D6.
- 4 x Fighters, 3 x Recruits, 2 x Leader; 1 x SPG-9 (Hidden); 3 x LMG, 3 x RPG-7; 1 x IED (Hidden); 1 x Bunker (Hidden). SETUP TURN 1, anywhere on map but at least 4 hexes from map edges.
- 2 x Fanatics, 2 x Recruits; 1 x LMG, 1 x RPG-7. ENTER TURN 4, any map edge hex not containing or adjacent to Canadian units. +1 Impulse die.
CANADIAN - MORALE CHECK: 7. Impulse: 2D6 + 1.
- 4 x Rifle, 1 x Lieutenant, 1 x Sergeant; 2 x LMG, 1 x M 72, 1 x Demo; 1 x LAV III, 3 x Bison. ENTER TURN 1, loaded, North map edge from hex W1 to FF0 inclusive.
- 1 x Leopard 2; 1 x G Wagon. ENTER TURN 2, on hexes GG3, GG4. +1 Impulse die.
Scenario 11: Into the Valley
As part of operation Anaconda in the rugged hills, units of the US 10th Mountain Division were choppered into the valley to form a blocking force. These soldiers were to stop any enemy forces driven to them. But some of the force were immediately attacked by Insurgents on surrounding hills. With no other choice, the mountain troops would have to engage and take the high ground from them.
TURNS: 9. MAP: 4. OBJECTIVES: Capture Objectives. Luck Cards: 2 maximum. INF Smoke: 4 US.
R.O.E.
- Insurgents setup first.
- Wire may not be setup in Objective hexes.
- Insurgents have 1 OBA strike on Turn 7. It has a firepower of 4 (2) and an accuracy roll of 5 or higher.
- Hexes H2 and N3 are the Objectives.
- Objectives are captured immediately when moved onto or through by a good order US unit. Remove Objective counters when captured.
- Gunship support. US player rolls 1D6 at beginning of each new turn, starting with Turn 3. A 5 or 6 is successful and the Apache is free to enter the battle immediately.
- US forces will break contact at 8 or more Casualty Points.
VICTORY
The US player must capture all Objective hexes. Game ends at the end of the turn when both are captured. Insurgents win by denying a US victory.
INSURGENT - MORALE CHECK: 8. Impulse: 2D6+2.
- 3 x Fighters, 4 x Recruits; 1 x HMG; 2 x Leader; 3 x LMG, 1 x RPG-7; 2 x Foxholes, 2 x Wire. SETUP TURN 1, East of D hexline.
- 2 x Fighter; 1 x LMG. ENTER TURN 6, any map edge. +1 Impulse die.
US - MORALE CHECK: 7. Impulse: 2D6 + 3.
- 4 x Rifle; 1 x Mortar Team; 1 x Captain, 1 x Sergeant; 2 x LMG, 1 x Demo. SETUP TURN 1, on or adjacent to hex B8.
- 1 x Apache. ENTER WHEN ACTIVATED, West map edge.
Scenario 12: Knife Fight
A routine patrol of US soldiers stirred up a hornet's nest of activity in a quiet village. Unexpected numbers of Insurgent fighters hit the streets. Ambushes and attacks escalate. Soldiers of the platoon have a simple goal now, survive and get out by any means possible.
TURNS: 11. MAP: 1. OBJECTIVES: Exit units. Luck Cards: 2 maximum. INF Smoke: 4 US.
R.O.E.
- Insurgents setup first.
- Place Civilians in hexes F14, K7, M16, U4. Civilians controlled by Insurgent player. Civilians worth 2 Casualty Points to the Insurgents.
- Insurgent player places 6 Contacts in any compounds North of the paved road (running from A17 - GG1). Maximum of 1 Contact in a compound. In Contact cup place: 3 Fanatics, 3 Fighters, 2 Recruits, 2 IEDs, 2 Bombers, 2 Civilians and 3 Null.
- If a Fighter is selected, owning player chooses either a LMG or RPG to place with unit.
- US exit hexes are A6, A7, C1, D0, J0 and K1. US units may only exit the map from these hexes.
- US player rolls 1D6 for Humvee activation whenever any of their units take casualties. A roll of 4-6 is success and Humvees are activated for the next turn.
VICTORY
The US player receives Victory Points (equal to their Casualty Point value) for exiting foot units from the map. No points awarded for exiting vehicles. Insurgent player converts Enemy Casualty Points to Victory Points at game end. Insurgent player receives Victory Points (equal to their Casualty Point value) for any US units remaining on the map at game end. Player with the highest total of Victory Points at game end is the winner.
INSURGENT - MORALE CHECK: 8. Impulse: 3D6.
- 1 x Fanatic, 2 x Fighters, 3 x Recruits; 1 x Sniper, 1 x Bomber (C); 1 x Leader; 2 x LMG, 2 x RPG-7. SETUP TURN 1, anywhere West of Z hexline and North of #9 hexline.
- 2 x Fighters; 1 x Leader; 1 x LMG. ENTER TURN 7, anywhere on North and/or West edge.
US - MORALE CHECK: 7. Impulse: 1D6 + 5.
- 3 x Rifle, 3 x Reduced Rifle; 1 x Lieutenant, 2 x Sergeant; 2 x LMG, 1 x AT-4, 1 x Demo. SETUP TURN 1, on or adjacent to EE15, EE16.
- 1 x Humvee, 1 x Humvee GL. ENTER WHEN ACTIVATED, any road hex on West edge. +1 Impulse die.
Scenario 13: Backhand Blow
Some parts of the district are sympathetic to the Insurgency, and good intelligence has located caches of weapons and bomb making supplies. Operation Backhand is hastily mounted to destroy these caches and deal a setback. US soldiers and their mounts will move swiftly into the heart of the town, complete their objectives and get out. A couple Ranger squads in Blackhawks are loitering if needed.
TURNS: 14. MAP: 1. OBJECTIVES: Capture Objectives and exit. Luck Cards: 3 maximum. INF Smoke: 4 US.
R.O.E.
- Insurgents setup first.
- Roadblocks and Wire may not be setup in Objective hexes.
- Hexes Y8, T2 and BB14 are the Objectives.
- Objectives are captured when moved onto or through by a good order US unit. Remove Objective counters when captured.
- Place Civilians in hexes L3, T15, U10, EE9. Civilians controlled by Insurgent player. Civilians worth 2 Casualty Points to the Insurgents.
- Place Contacts in hexes L11, N4, Q15, V6, Y13. In Contact cup place: 2 Fanatics, 3 Fighters, 3 IED, 3 Bombers, 2 Civilians and 2 Null.
- US player can bring on Ranger reinforcements at the start of Turn 5, or any turn after. It is a choice for US player and must be declared at the start of the turn they are being activated. If activated, all 3 Objectives must then be captured by the US player for victory.
- US player may not exit ground units until needed Objectives are captured.
- Value in Points for exiting units is the same as their value in Casualty Points.
- US forces will break contact at 14 or more Casualty Points.
VICTORY
The US player wins by capturing 2 of the Objective hexes (all 3 if Rangers activated) and exiting 6 Points worth of ground units off the East edge of map. Insurgents win by denying a US victory or forcing a break in contact.
INSURGENT - MORALE CHECK: 8. Impulse: 4D6.
- 4 x Fanatics, 5 x Fighters, 4 x Recruits; 1 x HMG; 1 x FAM, 2 x Sniper; 3 x Leader; 3 x LMG, 5 x RPG-7; 2 x Roadblock, 4 x Wire. SETUP TURN 14 [sic, as printed], anywhere East of F hexline.
US - MORALE CHECK: 7. Impulse: 2D6+4.
- 5 x Rifle; 1 x Mortar Team; 1 x Captain, 1 x Lieutenant; 3 x LMG, 1 x AT-4, 1 x Demo; 2 x MaxxPro, 1 x MaxxPro GL; 3 x Stryker. ENTER TURN 14 [sic, as printed], loaded, on any road hexes of West map edge.
US Rangers - MORALE CHECK: 6.
- 2 x Rangers; 1 x Ranger Sergeant; 1 x LMG, 1 x Demo; 2 x Blackhawks. ENTER TURN 5 or later IF ACTIVATED, loaded on West map edge. +1 Impulse die.
Scenario 14: The Badlands
Far from the populated towns, an isolated Afghan National Army outpost comes under heavy attack by Insurgents using suicide bombers. A light US patrol in the area hears the combat and moves towards the outpost. They hope to reach their allies in time, and lend a helping hand.
TURNS: 8. MAP: 3. OBJECTIVES: Insurgent Overrun. Luck Cards: 2 maximum. INF Smoke: 4 Coalition.
R.O.E.
- ANA units setup first.
- Hexes C3 and H4 are the Objectives.
- Objectives are captured when moved onto or through by a good order Insurgent unit.
- Objectives are destroyed if an Insurgent Bomber unit detonates in the hex. Remove Objective counters when captured or destroyed.
- Bunker is destroyed if a Bomber detonates in its hex.
- Bomber units are setup on their revealed side. They are known to be suicide bombers and can be attacked normally.
- US reinforcements are activated on any turn after Turn 1, when the Coalition player wins the Initiative roll.
- ANA Lieutenant has no effect on US units. US Sergeant may only provide a Rally bonus to ANA units in its command range.
VICTORY
Captured Objectives are worth 2 Victory Points each to the Insurgent player. If destroyed, they are worth 4 Victory Points each. Destroyed Bunker is worth 4 Victory Points to the Insurgent player. Objectives which are not captured or destroyed are worth 2 Victory Points each to the Coalition player. The player at game end with the highest total of Victory and Enemy Casualty Points is the winner.
INSURGENT - MORALE CHECK: 8. Impulse: 3D6+1.
- 1 x Fanatic, 4 x Fighters, 3 x Recruits; 1 x Sniper; 2 x Leader; 3 x LMG, 2 x RPG-7; 4 x Bombers (revealed). SETUP TURN 1, on O hexline.
COALITION - Impulse: 1D6+2.
- ANA - MORALE CHECK: 8. 3 x ANA; 1 x ANA Lieutenant; 2 x LMG. SETUP TURN 1, West of H hexline.
- ANA: 1 x ANA; 1 x LMG; 1 x Bunker. SETUP TURN 1, hex I6.
- ANA: 1 x ANA Humvee. ENTER TURN 2, hex A3.
- US - GUT CHECK: 7. 1 x Rifle; 1 x Sniper; 1 x Sergeant; 1 x LMG. ENTER WHEN ACTIVATED, using entry hexes A6, A7, A8. +1 Impulse die.
Scenario 15: Surgical Strike
Intelligence has discovered a bomb factory deep inside enemy territory. It has to be taken out. Success will save soldiers' lives. A strike team from the 75th Ranger Regiment is given the mission. They load onto the choppers at dawn and fly in low to their objective. Destroy the complex and get out.
TURNS: 9. MAP: 2. OBJECTIVES: Capture / destroy Objectives and exit. Luck Cards: 2 maximum. INF Smoke: 4 US.
R.O.E.
- Insurgents setup first.
- Hexes X4, Y4 and Y5 are Objectives and represent the bomb factory.
- Objectives are destroyed automatically and hexes rubbled when attacked with Demos.
- Objectives are captured when moved into or through by a good order US foot unit.
- Objective counters removed once captured or destroyed.
- US forces are Elite.
- US units must use the East map edge for exit.
- US will break contact at 8 or more Casualty Points.
VICTORY
The US player wins by capturing/destroying all Objectives and exiting all surviving units from the map. There can be no US forces on the map at game end. Insurgents win by denying a US victory or forcing a break in contact. Insurgents win by forcing a break in contact even if US objectives have been met.
INSURGENT - MORALE CHECK: 8. Impulse: 2D6.
- 2 x Fanatic, 2 x Fighters, 1 x Recruit; 1 x HMG; 1 x Leader; 2 x LMG, 1 x RPG-7. SETUP TURN 1, within 4 hexes of Objective hexes.
- 2 x Fighters, 1 x Recruit; 1 x LMG, 2 x RPG-7; 1 x Leader; 1 x Technical, 1 x Truck. ENTER TURN 3, hexes W19 and GG19. May enter loaded. +1 Impulse die.
US - MORALE CHECK: 6. Impulse: 2D6+2.
- 4 x Rangers; 1 x Ranger Lieutenant; 1 x LMG, 1 x AT-4, 2 x Demo; 1 x Chinook, 2 x Blackhawk. ENTER TURN 1, loaded, anywhere on West edge.
Scenario 16: Luckless Convoy
Roads through the hills and mountainous areas of the Pech River Valley were often ambushed by the Insurgents. This convoy from the US 2nd Battalion, 12th Infantry Regiment snakes its way through the valley, heading to an isolated outpost. Insurgent fighters spring a trap and attack.
TURNS: 7. MAP: 4. OBJECTIVES: Exit vehicles. Luck Cards: 1 maximum. INF Smoke: 4 US.
R.O.E.
- Insurgents setup first.
- Any 2 Insurgent units may setup hidden.
- Roadblock may not be setup in exit hexes.
- US player chooses to activate convoy of Humvees on either Turn 2 or 3. Once activated, all units must be moved onto the map that turn. Enough Impulse Points must be set aside for this use.
VICTORY
The US player wins at turn end upon exiting any 4 vehicles from East edge of map using hexes O8 and O9. Insurgents win by denying a US victory.
INSURGENT - MORALE CHECK: 8. Impulse: 2D6.
- 1 x Fanatic, 4 x Fighters, 2 x Recruits (any 2 Hidden); 1 x Leader; 2 x LMG, 3 x RPG-7; 2 x Foxholes, 1 x Roadblock. SETUP TURN 1, East of C hexline.
- 2 x Recruits; 1 x RPG-7. ENTER TURN 3, any map edge. May not enter into or adjacent to an enemy occupied hex. +1 Impulse die.
US - MORALE CHECK: 7. Impulse: 1D6 + 3.
- 2 x Rifle; 1 x Sergeant; 2 x LMG; 1 x MAT-V, 1 x MAT-V GL. ENTER TURN 1, loaded on West map edge.
- 1 x Sniper; 3 x Humvee, 1 x Humvee GL. ENTER WHEN ACTIVATED, hex A2. Sniper may enter loaded. +1 Impulse die.
Scenario 17: COP Bandit
This Combat Outpost or COP was like many others held by US and Coalition forces in Afghanistan. It was small, isolated and surrounded by hostiles. The local Insurgency has built up attack forces and their fighters move in at dawn. Crushing the camp would be a demonstration of their strength.
TURNS: 10. MAP: 4. OBJECTIVES: Control COP. Luck Cards: 2 maximum. INF Smoke: 4 US.
R.O.E.
- US player sets up first.
- Place a Bunker in hex H8 and one in hex L8. These 2 Bunkers as well as the structure hexes I9, J8 and K9 represent COP Bandit.
- Wire and Mines may not be setup in COP hexes.
- When Insurgent groups enter, all units must enter using the same map edge. First 2 groups must use different map edges. For example, if units of the first group enter on the North map edge, then units of the second group must enter using the East map edge. Units in the final group can choose any map edge, but again they all must use the same edge.
- COP hexes are considered overrun if good order Insurgent units are in or adjacent to an unoccupied COP hex.
VICTORY
If 3 COP hexes are overrun at the end of any turn, it is an immediate Insurgent win. US player wins by denying an Insurgent victory.
INSURGENT - MORALE CHECK: 8. Impulse: 2D6+1.
- 2 x Fanatics, 2 x Fighters, 2 x Recruits; 1 x Sniper; 1 x Leader; 2 x LMG, 2 x RPG-7. ENTER TURN 1, on North or East map edge.
- 1 x Fanatic, 3 x Fighters, 2 x Recruits; 1 x FAM; 1 x Leader; 2 x LMG. ENTER TURN 2, on North or East map edge. +1 Impulse die.
- 2 x Fanatic, 2 x Fighters; 2 x Bombers (revealed); 1 x Sniper; 1 x Leader; 1 x LMG, 1 x RPG-7. ENTER TURN 5, on North, East or West map edge. +1 Impulse die.
US - MORALE CHECK: 7. Impulse: 1D6 + 4.
- 2 x Rifle, 2 x Reduced Rifle; 1 x Sniper; 1 x HMG, 1 x Mortar Team; 1 x Lieutenant; 2 x LMG; 3 x Wire; 2 x Mines (Hidden). SETUP TURN 1, in COP hexes or within 3 hexes of a COP hex.
Scenario 18: Route Red Dog
In this green valley of Kandahar province, one of the roads went by the name of Red Dog. It was crucial that it was controlled by Coalition forces. Newly arrived units of the Stryker Brigade Combat Team needed to make their presence felt in the area. But the roads were also crucial to Insurgent forces in the area. They would pick their fights along these roads. Along Red Dog, these opposing forces came to blows many times. This firefight is one of them.
TURNS: 10. MAP: 2. OBJECTIVES: Capture Objectives. Luck Cards: 2 maximum. INF Smoke: 4 US.
R.O.E.
- Insurgents setup first.
- Hexes V10, Z6 and Z15 are the Objectives.
- Objectives are captured immediately when moved onto or through by a good order US unit. Objective counters are removed when captured.
- All roads are unpaved.
- US forces will break contact at 9 or more Casualty Points.
- Contacts. Insurgent player secretly places a counter of their choice under each Contact marker. Choices available are IED, Bomber, Sniper and Fanatics. More than 1 of each type may be chosen, but a Null counter must be selected for 1 choice. These follow normal rules for Contacts.
VICTORY
The US player must capture any 2 Objective hexes and exit at least 1 vehicle from an Eastern edge road hex. Counted as a win at the end of the turn. Insurgents win by denying a US victory or forcing a break in contact.
INSURGENT - MORALE CHECK: 8. Impulse: 3D6.
- 2 x Fanatics, 3 x Fighters, 4 x Recruits; 1 x SPG-9 (Hidden); 1 x Sniper (Hidden); 2 x Leader; 2 x LMG, 2 x RPG-7. SETUP TURN 1, on or adjacent to any road hex at least 5 hexes away.
- 4 x Contacts. SETUP TURN 1, at least 5 hexes away from US setup area.
US - MORALE CHECK: 7. Impulse: 2D6 + 3.
- 3 x Rifle, 2 x Reduced Rifle; 1 x Captain, 1 x Sergeant; 2 x LMG; 3 x Stryker; 1 x Humvee, 1 x Humvee GL. SETUP TURN 1, loaded on road hexes A9, B9, C10, D10, E11. 1 vehicle only per hex.
Scenario 19: Rangers Up
Some dangerous and wanted individuals in the Insurgency have been reported as gathering in a small farming village. A clandestine meeting to plan mayhem. A small force of Rangers infiltrates the area. They plan to crash the party.
TURNS: 9. MAP: 3. OBJECTIVES: Capture Objectives. Luck Cards: 2 maximum. INF Smoke: 4 US.
R.O.E.
- Insurgents setup first.
- Hexes N3 and M9 are Objectives and represent insurgent safe houses.
- Objectives are captured immediately when moved onto or through by a good order Ranger squad/reduced squad. Remove Objective counters when captured.
- Insurgent reinforcements are activated the turn following any US unit entering a H hex.
- US forces are Elite.
- US forces have 1 airstrike mission with a strength of 8, roll for pilot quality when used. Plot for 2 conjoined hexes in a US unit's LOS.
- US forces will break contact at 7 or more Casualty Points.
VICTORY
The US player wins at the end of any turn when both Objectives have been captured. Insurgents win by denying a US victory or forcing a break in contact.
INSURGENT - MORALE CHECK: 9. Impulse: 2D6.
- 2 x Fighters, 2 x Recruits; 1 x Leader; 2 x LMG. SETUP TURN 1, on or adjacent to hex M2.
- 2 x Fanatics, 2 x Fighters; 1 x Leader; 2 x LMG. SETUP TURN 1, on or adjacent to hexes N6, N7.
- 2 x Fighters; 1 x Technical. ENTER WHEN ACTIVATED, East edge. +1 Impulse die.
US - MORALE CHECK: 6. Impulse: 1D6 + 5.
- 4 x Ranger, 2 x Reduced Ranger; 1 x Sniper; 1 x Ranger Lieutenant; 2 x LMG, 2 x AT-4. ENTER TURN 1, West edge.
Scenario 20: Operation Werewolf
With increasing numbers of IEDs and ambushes, it was time for the US army to get some payback. Operation Werewolf was planned to hit a village from two sides. Raid suspected compounds and take out any hostiles they encountered.
TURNS: 13. MAP: 1. OBJECTIVES: Capture Objectives. Luck Cards: 3 maximum. INF Smoke: 4 US.
R.O.E.
- Insurgent units setup first.
- Wire, Roadblocks and IEDs may not be setup in or adjacent to Objective hexes.
- Hexes H7, O17, P6, Q11, T2, W15 and Y8 are Objectives.
- Objectives are captured when moved onto or through by a good order US unit. Objective counters removed when captured.
- Initial US forces enter using road hexes on East and West map edges. Once chosen, the same road hex is used for entry by all units of the section. When one section uses one map edge, the other section must use the opposite edge.
- Insurgent player sets up 6 Contact markers in any compound not holding an Objective. In Contact cup place: 3 Fighters, 3 Recruits, 2 IEDs, 3 Bombers, 2 Civilians and 3 Null.
- US gets to choose only one of the reinforcements. Choice is made when their turn of entry comes up.
VICTORY
Captured Objectives are worth 3 Victory Points each to the US player. Objectives not captured are worth 2 Victory Points each to the Insurgent player. The player at game end with the highest total of Victory and Enemy Casualty Points is the winner.
INSURGENT - MORALE CHECK: 8. Impulse: 2D6+3.
- 2 x Fanatics, 4 x Fighters, 4 x Recruits; 1 x Sniper, 3 x Bombers (C); 1 x IED (Hidden); 1 x HMG; 3 x Leader; 3 x LMG, 4 x RPG-7; 2 x Roadblock, 4 x Wire. SETUP TURN 1, East of C hexline and West of EE hexline.
- 2 x Fanatic, 1 x Sniper; 1 x LMG, 1 x RPG-7. ENTER TURN 6, any empty hex on any map edge. All must enter using same edge. +1 Impulse die.
US - MORALE CHECK: 7. Impulse: 3D6+3.
- SECTION 1: 4 x Rifle; 1 x Captain, 1 x Sergeant; 2 x LMG, 1 x AT-4, 1 x Demo; 3 x Stryker, 1 x MaxxPro. ENTER LOADED TURN 1, West or East edge road hex.
- SECTION 2: 3 x Rifle; 1 x Sniper; 1 x Lieutenant; 2 x LMG, 1 x Demo; 2 x MAT-V, 1 x MAT-V GL. ENTER LOADED TURN 1, West or East edge road hex.
- REINFORCEMENTS, CHOICE A: 1 x Reduced Rifle; 2 x Mortar Team; 3 x Humvee. ENTER LOADED TURN 4, West or East edge road hex. +1 Impulse die.
- REINFORCEMENTS, CHOICE B: 2 x Rangers; 1 x LMG, 1 x AT-4; 1 x Chinook. ENTER LOADED TURN 7, West or East edge. +1 Impulse die. Rangers are Elite and have a Gut Check of 6.